mesa/src/mesa/main/mtypes.h

3714 lines
114 KiB
C

/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file mtypes.h
* Main Mesa data structures.
*
* Please try to mark derived values with a leading underscore ('_').
*/
#ifndef MTYPES_H
#define MTYPES_H
#include <stdint.h> /* uint32_t */
#include <stdbool.h>
#include "c11/threads.h"
#include "main/glheader.h"
#include "main/glthread.h"
#include "main/consts_exts.h"
#include "main/shader_types.h"
#include "main/glconfig.h"
#include "main/menums.h"
#include "main/config.h"
#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
#include "compiler/shader_enums.h"
#include "compiler/shader_info.h"
#include "main/formats.h" /* MESA_FORMAT_COUNT */
#include "compiler/glsl/list.h"
#include "compiler/glsl/ir_uniform.h"
#include "util/u_idalloc.h"
#include "util/simple_mtx.h"
#include "util/u_dynarray.h"
#include "util/mesa-sha1.h"
#include "vbo/vbo.h"
#include "pipe/p_state.h"
#include "frontend/api.h"
#ifdef __cplusplus
extern "C" {
#endif
#define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
#define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
/**
* \name Some forward type declarations
*/
/*@{*/
struct _mesa_HashTable;
struct gl_attrib_node;
struct gl_list_extensions;
struct gl_meta_state;
struct gl_program_cache;
struct gl_texture_object;
struct gl_debug_state;
struct gl_context;
struct st_context;
struct gl_uniform_storage;
struct prog_instruction;
struct gl_program_parameter_list;
struct gl_shader_spirv_data;
struct set;
struct shader_includes;
/*@}*/
/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
#define PRIM_MAX GL_PATCHES
#define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
#define PRIM_UNKNOWN (PRIM_MAX + 2)
/**
* Bit flags for all renderbuffers
*/
#define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
#define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
#define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
#define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
#define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
#define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
#define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
#define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
#define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
#define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
#define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
#define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
#define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
#define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
#define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
/**
* Mask of all the color buffer bits (but not accum).
*/
#define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
BUFFER_BIT_BACK_LEFT | \
BUFFER_BIT_FRONT_RIGHT | \
BUFFER_BIT_BACK_RIGHT | \
BUFFER_BIT_COLOR0 | \
BUFFER_BIT_COLOR1 | \
BUFFER_BIT_COLOR2 | \
BUFFER_BIT_COLOR3 | \
BUFFER_BIT_COLOR4 | \
BUFFER_BIT_COLOR5 | \
BUFFER_BIT_COLOR6 | \
BUFFER_BIT_COLOR7)
/* Mask of bits for depth+stencil buffers */
#define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
MAT_BIT_FRONT_AMBIENT | \
MAT_BIT_FRONT_DIFFUSE | \
MAT_BIT_FRONT_SPECULAR | \
MAT_BIT_FRONT_SHININESS | \
MAT_BIT_FRONT_INDEXES)
#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
MAT_BIT_BACK_AMBIENT | \
MAT_BIT_BACK_DIFFUSE | \
MAT_BIT_BACK_SPECULAR | \
MAT_BIT_BACK_SHININESS | \
MAT_BIT_BACK_INDEXES)
#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*@}*/
/**
* Material state.
*/
struct gl_material
{
GLfloat Attrib[MAT_ATTRIB_MAX][4];
};
/**
* Light state flags.
*/
/*@{*/
#define LIGHT_SPOT 0x1
#define LIGHT_LOCAL_VIEWER 0x2
#define LIGHT_POSITIONAL 0x4
#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
/*@}*/
/**
* Light source state.
*/
struct gl_light
{
GLboolean Enabled; /**< On/off flag */
/**
* \name Derived fields
*/
/*@{*/
GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
GLfloat _Position[4]; /**< position in eye/obj coordinates */
GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
GLfloat _VP_inf_spot_attenuation;
GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
/*@}*/
};
/**
* Light model state.
*/
struct gl_lightmodel
{
GLfloat Ambient[4]; /**< ambient color */
GLboolean LocalViewer; /**< Local (or infinite) view point? */
GLboolean TwoSide; /**< Two (or one) sided lighting? */
GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
or GL_SEPARATE_SPECULAR_COLOR */
};
/**
* Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
*/
struct gl_accum_attrib
{
GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
};
/**
* Used for storing clear color, texture border color, etc.
* The float values are typically unclamped.
*/
union gl_color_union
{
GLfloat f[4];
GLint i[4];
GLuint ui[4];
};
/**
* Color buffer attribute group (GL_COLOR_BUFFER_BIT).
*/
struct gl_colorbuffer_attrib
{
GLuint ClearIndex; /**< Index for glClear */
union gl_color_union ClearColor; /**< Color for glClear, unclamped */
GLuint IndexMask; /**< Color index write mask */
/** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
GLbitfield ColorMask;
GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
/**
* \name alpha testing
*/
/*@{*/
GLboolean AlphaEnabled; /**< Alpha test enabled flag */
GLenum16 AlphaFunc; /**< Alpha test function */
GLfloat AlphaRefUnclamped;
GLclampf AlphaRef; /**< Alpha reference value */
/*@}*/
/**
* \name Blending
*/
/*@{*/
GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
/* NOTE: this does _not_ depend on fragment clamping or any other clamping
* control, only on the fixed-pointness of the render target.
* The query does however depend on fragment color clamping.
*/
GLfloat BlendColorUnclamped[4]; /**< Blending color */
GLfloat BlendColor[4]; /**< Blending color */
struct
{
GLenum16 SrcRGB; /**< RGB blend source term */
GLenum16 DstRGB; /**< RGB blend dest term */
GLenum16 SrcA; /**< Alpha blend source term */
GLenum16 DstA; /**< Alpha blend dest term */
GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
} Blend[MAX_DRAW_BUFFERS];
/** Bitfield of color buffers with enabled dual source blending. */
GLbitfield _BlendUsesDualSrc;
/** Are the blend func terms currently different for each buffer/target? */
GLboolean _BlendFuncPerBuffer;
/** Are the blend equations currently different for each buffer/target? */
GLboolean _BlendEquationPerBuffer;
/**
* Which advanced blending mode is in use (or BLEND_NONE).
*
* KHR_blend_equation_advanced only allows advanced blending with a single
* draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
* requires all draw buffers to match, so we only need a single value.
*/
enum gl_advanced_blend_mode _AdvancedBlendMode;
/** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
bool BlendCoherent;
/*@}*/
/**
* \name Logic op
*/
/*@{*/
GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
GLenum16 LogicOp; /**< Logic operator */
enum gl_logicop_mode _LogicOp;
/*@}*/
GLboolean DitherFlag; /**< Dither enable flag */
GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
};
/**
* Vertex format to describe a vertex element.
*/
struct gl_vertex_format
{
GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
enum pipe_format _PipeFormat:16; /**< pipe_format for Gallium */
GLubyte Size:5; /**< components per element (1,2,3,4) */
GLubyte Normalized:1; /**< GL_ARB_vertex_program */
GLubyte Integer:1; /**< Integer-valued? */
GLubyte Doubles:1; /**< double values are not converted to floats */
GLubyte _ElementSize; /**< Size of each element in bytes */
};
/**
* Current attribute group (GL_CURRENT_BIT).
*/
struct gl_current_attrib
{
/**
* \name Current vertex attributes (color, texcoords, etc).
* \note Values are valid only after FLUSH_VERTICES has been called.
* \note Index and Edgeflag current values are stored as floats in the
* SIX and SEVEN attribute slots.
* \note We need double storage for 64-bit vertex attributes
*/
GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
/**
* \name Current raster position attributes (always up to date after a
* glRasterPos call).
*/
GLfloat RasterPos[4];
GLfloat RasterDistance;
GLfloat RasterColor[4];
GLfloat RasterSecondaryColor[4];
GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
GLboolean RasterPosValid;
};
/**
* Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
*/
struct gl_depthbuffer_attrib
{
GLenum16 Func; /**< Function for depth buffer compare */
GLclampd Clear; /**< Value to clear depth buffer to */
GLboolean Test; /**< Depth buffering enabled flag */
GLboolean Mask; /**< Depth buffer writable? */
GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
GLclampd BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
};
/**
* Evaluator attribute group (GL_EVAL_BIT).
*/
struct gl_eval_attrib
{
/**
* \name Enable bits
*/
/*@{*/
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean AutoNormal;
/*@}*/
/**
* \name Map Grid endpoints and divisions and calculated du values
*/
/*@{*/
GLint MapGrid1un;
GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
GLint MapGrid2un, MapGrid2vn;
GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
/*@}*/
};
/**
* Compressed fog mode.
*/
enum gl_fog_mode
{
FOG_NONE,
FOG_LINEAR,
FOG_EXP,
FOG_EXP2,
};
/**
* Fog attribute group (GL_FOG_BIT).
*/
struct gl_fog_attrib
{
GLboolean Enabled; /**< Fog enabled flag */
GLboolean ColorSumEnabled;
uint8_t _PackedMode; /**< Fog mode as 2 bits */
uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
GLfloat ColorUnclamped[4]; /**< Fog color */
GLfloat Color[4]; /**< Fog color */
GLfloat Density; /**< Density >= 0.0 */
GLfloat Start; /**< Start distance in eye coords */
GLfloat End; /**< End distance in eye coords */
GLfloat Index; /**< Fog index */
GLenum16 Mode; /**< Fog mode */
GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
};
/**
* Hint attribute group (GL_HINT_BIT).
*
* Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
*/
struct gl_hint_attrib
{
GLenum16 PerspectiveCorrection;
GLenum16 PointSmooth;
GLenum16 LineSmooth;
GLenum16 PolygonSmooth;
GLenum16 Fog;
GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
};
struct gl_light_uniforms {
/* These must be in the same order as the STATE_* enums,
* which should also match the order of gl_LightSource members.
*/
GLfloat Ambient[4]; /**< STATE_AMBIENT */
GLfloat Diffuse[4]; /**< STATE_DIFFUSE */
GLfloat Specular[4]; /**< STATE_SPECULAR */
GLfloat EyePosition[4]; /**< STATE_POSITION in eye coordinates */
GLfloat _HalfVector[4]; /**< STATE_HALF_VECTOR */
GLfloat SpotDirection[3]; /**< STATE_SPOT_DIRECTION in eye coordinates */
GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
GLfloat ConstantAttenuation; /**< STATE_ATTENUATION */
GLfloat LinearAttenuation;
GLfloat QuadraticAttenuation;
GLfloat SpotExponent;
GLfloat SpotCutoff; /**< STATE_SPOT_CUTOFF in degrees */
};
/**
* Lighting attribute group (GL_LIGHT_BIT).
*/
struct gl_light_attrib
{
/* gl_LightSource uniforms */
union {
struct gl_light_uniforms LightSource[MAX_LIGHTS];
GLfloat LightSourceData[(sizeof(struct gl_light_uniforms) / 4) * MAX_LIGHTS];
};
struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
struct gl_lightmodel Model; /**< Lighting model */
/**
* Front and back material values.
* Note: must call FLUSH_VERTICES() before using.
*/
struct gl_material Material;
GLboolean Enabled; /**< Lighting enabled flag */
GLboolean ColorMaterialEnabled;
GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
GLboolean _ClampVertexColor;
GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
/**
* Derived state for optimizations:
*/
/*@{*/
GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
GLboolean _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
GLfloat _BaseColor[2][3];
/*@}*/
};
/**
* Line attribute group (GL_LINE_BIT).
*/
struct gl_line_attrib
{
GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
GLushort StipplePattern; /**< Stipple pattern */
GLint StippleFactor; /**< Stipple repeat factor */
GLfloat Width; /**< Line width */
};
/**
* Display list attribute group (GL_LIST_BIT).
*/
struct gl_list_attrib
{
GLuint ListBase;
};
/**
* Multisample attribute group (GL_MULTISAMPLE_BIT).
*/
struct gl_multisample_attrib
{
GLboolean Enabled;
GLboolean SampleAlphaToCoverage;
GLboolean SampleAlphaToOne;
GLboolean SampleCoverage;
GLboolean SampleCoverageInvert;
GLboolean SampleShading;
/* ARB_texture_multisample / GL3.2 additions */
GLboolean SampleMask;
GLfloat SampleCoverageValue; /**< In range [0, 1] */
GLfloat MinSampleShadingValue; /**< In range [0, 1] */
/** The GL spec defines this as an array but >32x MSAA is madness */
GLbitfield SampleMaskValue;
/* NV_alpha_to_coverage_dither_control */
GLenum SampleAlphaToCoverageDitherControl;
};
/**
* A pixelmap (see glPixelMap)
*/
struct gl_pixelmap
{
GLint Size;
GLfloat Map[MAX_PIXEL_MAP_TABLE];
};
/**
* Collection of all pixelmaps
*/
struct gl_pixelmaps
{
struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
struct gl_pixelmap GtoG;
struct gl_pixelmap BtoB;
struct gl_pixelmap AtoA;
struct gl_pixelmap ItoR;
struct gl_pixelmap ItoG;
struct gl_pixelmap ItoB;
struct gl_pixelmap ItoA;
struct gl_pixelmap ItoI;
struct gl_pixelmap StoS;
};
/**
* Pixel attribute group (GL_PIXEL_MODE_BIT).
*/
struct gl_pixel_attrib
{
GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
/*--- Begin Pixel Transfer State ---*/
/* Fields are in the order in which they're applied... */
/** Scale & Bias (index shift, offset) */
/*@{*/
GLfloat RedBias, RedScale;
GLfloat GreenBias, GreenScale;
GLfloat BlueBias, BlueScale;
GLfloat AlphaBias, AlphaScale;
GLfloat DepthBias, DepthScale;
GLint IndexShift, IndexOffset;
/*@}*/
/* Pixel Maps */
/* Note: actual pixel maps are not part of this attrib group */
GLboolean MapColorFlag;
GLboolean MapStencilFlag;
/*--- End Pixel Transfer State ---*/
/** glPixelZoom */
GLfloat ZoomX, ZoomY;
};
/**
* Point attribute group (GL_POINT_BIT).
*/
struct gl_point_attrib
{
GLfloat Size; /**< User-specified point size */
GLfloat Params[3]; /**< GL_EXT_point_parameters */
GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
GLfloat Threshold; /**< GL_EXT_point_parameters */
GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
};
/**
* Polygon attribute group (GL_POLYGON_BIT).
*/
struct gl_polygon_attrib
{
GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
GLfloat OffsetFactor; /**< Polygon offset factor, from user */
GLfloat OffsetUnits; /**< Polygon offset units, from user */
GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
GLboolean OffsetLine; /**< Offset in GL_LINE mode */
GLboolean OffsetFill; /**< Offset in GL_FILL mode */
};
/**
* Scissor attributes (GL_SCISSOR_BIT).
*/
struct gl_scissor_rect
{
GLint X, Y; /**< Lower left corner of box */
GLsizei Width, Height; /**< Size of box */
};
struct gl_scissor_attrib
{
GLbitfield EnableFlags; /**< Scissor test enabled? */
struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
GLint NumWindowRects; /**< Count of enabled window rectangles */
GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
};
/**
* Stencil attribute group (GL_STENCIL_BUFFER_BIT).
*
* Three sets of stencil data are tracked so that OpenGL 2.0,
* GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
* simultaneously. In each of the stencil state arrays, element 0 corresponds
* to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
* GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
* GL_EXT_stencil_two_side GL_BACK state.
*
* The derived value \c _BackFace is either 1 or 2 depending on whether or
* not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
*
* The derived value \c _TestTwoSide is set when the front-face and back-face
* stencil state are different.
*/
struct gl_stencil_attrib
{
GLboolean Enabled; /**< Enabled flag */
GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
GLenum16 Function[3]; /**< Stencil function */
GLenum16 FailFunc[3]; /**< Fail function */
GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
GLint Ref[3]; /**< Reference value */
GLuint ValueMask[3]; /**< Value mask */
GLuint WriteMask[3]; /**< Write mask */
GLuint Clear; /**< Clear value */
};
/**
* Bit flags for each type of texture object
*/
/*@{*/
#define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
#define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
#define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
#define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
/*@}*/
/**
* Texture image state. Drivers will typically create a subclass of this
* with extra fields for memory buffers, etc.
*/
struct gl_texture_image
{
GLint InternalFormat; /**< Internal format as given by the user */
GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
* GL_LUMINANCE, GL_LUMINANCE_ALPHA,
* GL_INTENSITY, GL_DEPTH_COMPONENT or
* GL_DEPTH_STENCIL_EXT only. Used for
* choosing TexEnv arithmetic.
*/
mesa_format TexFormat; /**< The actual texture memory format */
GLuint Border; /**< 0 or 1 */
GLuint Width; /**< = 2^WidthLog2 + 2*Border */
GLuint Height; /**< = 2^HeightLog2 + 2*Border */
GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
GLuint Width2; /**< = Width - 2*Border */
GLuint Height2; /**< = Height - 2*Border */
GLuint Depth2; /**< = Depth - 2*Border */
GLuint WidthLog2; /**< = log2(Width2) */
GLuint HeightLog2; /**< = log2(Height2) */
GLuint DepthLog2; /**< = log2(Depth2) */
GLuint MaxNumLevels; /**< = maximum possible number of mipmap
levels, computed from the dimensions */
struct gl_texture_object *TexObject; /**< Pointer back to parent object */
GLuint Level; /**< Which mipmap level am I? */
/** Cube map face: index into gl_texture_object::Image[] array */
GLuint Face;
/** GL_ARB_texture_multisample */
GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
/* If stImage->pt != NULL, image data is stored here.
* Else there is no image data.
*/
struct pipe_resource *pt;
/* List of transfers, allocated on demand.
* transfer[layer] is a mapping for that layer.
*/
struct st_texture_image_transfer *transfer;
unsigned num_transfers;
/* For compressed images unsupported by the driver. Keep track of
* the original data. This is necessary for mapping/unmapping,
* as well as image copies.
*/
struct st_compressed_data* compressed_data;
};
/**
* Indexes for cube map faces.
*/
typedef enum
{
FACE_POS_X = 0,
FACE_NEG_X = 1,
FACE_POS_Y = 2,
FACE_NEG_Y = 3,
FACE_POS_Z = 4,
FACE_NEG_Z = 5,
MAX_FACES = 6
} gl_face_index;
/**
* Sampler state saved and restore by glPush/PopAttrib.
*
* Don't put fields here that glPushAttrib shouldn't save.
* E.g. no GLES fields because GLES doesn't have glPushAttrib.
*/
struct gl_sampler_attrib
{
GLenum16 WrapS; /**< S-axis texture image wrap mode */
GLenum16 WrapT; /**< T-axis texture image wrap mode */
GLenum16 WrapR; /**< R-axis texture image wrap mode */
GLenum16 MinFilter; /**< minification filter */
GLenum16 MagFilter; /**< magnification filter */
GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
GLfloat LodBias; /**< OpenGL 1.4 */
GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLenum16 CompareMode; /**< GL_ARB_shadow */
GLenum16 CompareFunc; /**< GL_ARB_shadow */
GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
GLboolean IsBorderColorNonZero; /**< Does the border color have any effect? */
GLenum16 ReductionMode; /**< GL_EXT_texture_filter_minmax */
struct pipe_sampler_state state; /**< Gallium representation */
};
/**
* Texture state saved and restored by glPush/PopAttrib.
*
* Don't put fields here that glPushAttrib shouldn't save.
* E.g. no GLES fields because GLES doesn't have glPushAttrib.
*/
struct gl_texture_object_attrib
{
GLfloat Priority; /**< in [0,1] */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
GLenum16 DepthMode; /**< GL_ARB_depth_texture */
GLenum16 ImageFormatCompatibilityType; /**< GL_ARB_shader_image_load_store */
GLushort MinLayer; /**< GL_ARB_texture_view */
GLushort NumLayers; /**< GL_ARB_texture_view */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
GLubyte MinLevel; /**< GL_ARB_texture_view */
GLubyte NumLevels; /**< GL_ARB_texture_view */
};
typedef enum
{
WRAP_S = (1<<0),
WRAP_T = (1<<1),
WRAP_R = (1<<2),
} gl_sampler_wrap;
/**
* Sampler object state. These objects are new with GL_ARB_sampler_objects
* and OpenGL 3.3. Legacy texture objects also contain a sampler object.
*/
struct gl_sampler_object
{
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
struct gl_sampler_attrib Attrib; /**< State saved by glPushAttrib */
uint8_t glclamp_mask; /**< mask of GL_CLAMP wraps active */
/** GL_ARB_bindless_texture */
bool HandleAllocated;
struct util_dynarray Handles;
};
/**
* YUV color space that should be used to sample textures backed by YUV
* images.
*/
enum gl_texture_yuv_color_space
{
GL_TEXTURE_YUV_COLOR_SPACE_REC601,
GL_TEXTURE_YUV_COLOR_SPACE_REC709,
GL_TEXTURE_YUV_COLOR_SPACE_REC2020,
};
/**
* Texture object state. Contains the array of mipmap images, border color,
* wrap modes, filter modes, and shadow/texcompare state.
*/
struct gl_texture_object
{
GLint RefCount; /**< reference count */
GLuint Name; /**< the user-visible texture object ID */
GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
GLchar *Label; /**< GL_KHR_debug */
struct gl_sampler_object Sampler;
struct gl_texture_object_attrib Attrib; /**< State saved by glPushAttrib */
gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
Only valid when Target is valid. */
GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
GLint CropRect[4]; /**< GL_OES_draw_texture */
GLboolean _BaseComplete; /**< Is the base texture level valid? */
GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
GLboolean _RenderToTexture; /**< Any rendering to this texture? */
GLboolean Immutable; /**< GL_ARB_texture_storage */
GLboolean _IsFloat; /**< GL_OES_float_texture */
GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
bool HandleAllocated; /**< GL_ARB_bindless_texture */
/* This should not be restored by glPopAttrib: */
bool StencilSampling; /**< Should we sample stencil instead of depth? */
/** GL_OES_EGL_image_external */
GLboolean External;
GLubyte RequiredTextureImageUnits;
/** GL_EXT_memory_object */
GLenum16 TextureTiling;
/** GL_ARB_texture_buffer_object */
GLenum16 BufferObjectFormat;
/** Equivalent Mesa format for BufferObjectFormat. */
mesa_format _BufferObjectFormat;
/* TODO: BufferObject->Name should be restored by glPopAttrib(GL_TEXTURE_BIT); */
struct gl_buffer_object *BufferObject;
/** GL_ARB_texture_buffer_range */
GLintptr BufferOffset;
GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
/** GL_ARB_bindless_texture */
struct util_dynarray SamplerHandles;
struct util_dynarray ImageHandles;
/** GL_ARB_sparse_texture */
GLboolean IsSparse;
GLint VirtualPageSizeIndex;
GLint NumSparseLevels;
/* The texture must include at levels [0..lastLevel] once validated:
*/
GLuint lastLevel;
unsigned int validated_first_level;
unsigned int validated_last_level;
/* On validation any active images held in main memory or in other
* textures will be copied to this texture and the old storage freed.
*/
struct pipe_resource *pt;
/* Protect modifications of the sampler_views array */
simple_mtx_t validate_mutex;
/* Container of sampler views (one per context) attached to this texture
* object. Created lazily on first binding in context.
*
* Purely read-only accesses to the current context's own sampler view
* require no locking. Another thread may simultaneously replace the
* container object in order to grow the array, but the old container will
* be kept alive.
*
* Writing to the container (even for modifying the current context's own
* sampler view) always requires taking the validate_mutex to protect against
* concurrent container switches.
*
* NULL'ing another context's sampler view is allowed only while
* implementing an API call that modifies the texture: an application which
* calls those while simultaneously reading the texture in another context
* invokes undefined behavior. (TODO: a dubious violation of this rule is
* st_finalize_texture, which is a lazy operation that corresponds to a
* texture modification.)
*/
struct st_sampler_views *sampler_views;
/* Old sampler views container objects that have not been freed yet because
* other threads/contexts may still be reading from them.
*/
struct st_sampler_views *sampler_views_old;
/* True if this texture comes from the window system. Such a texture
* cannot be reallocated and the format can only be changed with a sampler
* view or a surface.
*/
GLboolean surface_based;
/* If surface_based is true, this format should be used for all sampler
* views and surfaces instead of pt->format.
*/
enum pipe_format surface_format;
/* If surface_based is true and surface_format is a YUV format, these
* settings should be used to convert from YUV to RGB.
*/
enum gl_texture_yuv_color_space yuv_color_space;
bool yuv_full_range;
/* When non-negative, samplers should use this level instead of the level
* range specified by the GL state.
*
* This is used for EGL images, which may correspond to a single level out
* of an imported pipe_resources with multiple mip levels.
*/
int level_override;
/* When non-negative, samplers should use this layer instead of the one
* specified by the GL state.
*
* This is used for EGL images and VDPAU interop, where imported
* pipe_resources may be cube, 3D, or array textures (containing layers
* with different fields in the case of VDPAU) even though the GL state
* describes one non-array texture per field.
*/
int layer_override;
/**
* Set when the texture images of this texture object might not all be in
* the pipe_resource *pt above.
*/
bool needs_validation;
};
/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
#define MAX_COMBINER_TERMS 4
/**
* Texture combine environment state.
*/
struct gl_tex_env_combine_state
{
GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
/** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
GLenum16 SourceRGB[MAX_COMBINER_TERMS];
GLenum16 SourceA[MAX_COMBINER_TERMS];
/** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
GLenum16 OperandRGB[MAX_COMBINER_TERMS];
GLenum16 OperandA[MAX_COMBINER_TERMS];
GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
GLubyte ScaleShiftA; /**< 0, 1 or 2 */
GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
};
/** Compressed TexEnv effective Combine mode */
enum gl_tex_env_mode
{
TEXENV_MODE_REPLACE, /* r = a0 */
TEXENV_MODE_MODULATE, /* r = a0 * a1 */
TEXENV_MODE_ADD, /* r = a0 + a1 */
TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
};
/** Compressed TexEnv Combine source */
enum gl_tex_env_source
{
TEXENV_SRC_TEXTURE0,
TEXENV_SRC_TEXTURE1,
TEXENV_SRC_TEXTURE2,
TEXENV_SRC_TEXTURE3,
TEXENV_SRC_TEXTURE4,
TEXENV_SRC_TEXTURE5,
TEXENV_SRC_TEXTURE6,
TEXENV_SRC_TEXTURE7,
TEXENV_SRC_TEXTURE,
TEXENV_SRC_PREVIOUS,
TEXENV_SRC_PRIMARY_COLOR,
TEXENV_SRC_CONSTANT,
TEXENV_SRC_ZERO,
TEXENV_SRC_ONE,
};
/** Compressed TexEnv Combine operand */
enum gl_tex_env_operand
{
TEXENV_OPR_COLOR,
TEXENV_OPR_ONE_MINUS_COLOR,
TEXENV_OPR_ALPHA,
TEXENV_OPR_ONE_MINUS_ALPHA,
};
/** Compressed TexEnv Combine argument */
struct gl_tex_env_argument
{
#ifdef __GNUC__
__extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
__extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
#else
uint8_t Source; /**< SRC_x */
uint8_t Operand; /**< OPR_x */
#endif
};
/***
* Compressed TexEnv Combine state.
*/
struct gl_tex_env_combine_packed
{
uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
/** Source arguments in a packed manner */
struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
};
/**
* TexGenEnabled flags.
*/
/*@{*/
#define S_BIT 1
#define T_BIT 2
#define R_BIT 4
#define Q_BIT 8
#define STR_BITS (S_BIT | T_BIT | R_BIT)
/*@}*/
/**
* Bit flag versions of the corresponding GL_ constants.
*/
/*@{*/
#define TEXGEN_SPHERE_MAP 0x1
#define TEXGEN_OBJ_LINEAR 0x2
#define TEXGEN_EYE_LINEAR 0x4
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV 0x10
#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV)
#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV | \
TEXGEN_EYE_LINEAR)
/*@}*/
/** Tex-gen enabled for texture unit? */
#define ENABLE_TEXGEN(unit) (1 << (unit))
/** Non-identity texture matrix for texture unit? */
#define ENABLE_TEXMAT(unit) (1 << (unit))
/**
* Texture coord generation state.
*/
struct gl_texgen
{
GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
};
/**
* Sampler-related subset of a texture unit, like current texture objects.
*/
struct gl_texture_unit
{
GLfloat LodBias; /**< for biasing mipmap levels */
float LodBiasQuantized; /**< to reduce pipe_sampler_state variants */
/** Texture targets that have a non-default texture bound */
GLbitfield _BoundTextures;
/** Current sampler object (GL_ARB_sampler_objects) */
struct gl_sampler_object *Sampler;
/** Current texture object pointers */
struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
/** Points to highest priority, complete and enabled texture object */
struct gl_texture_object *_Current;
};
enum {
GEN_S,
GEN_T,
GEN_R,
GEN_Q,
NUM_GEN,
};
/**
* Fixed-function-related subset of a texture unit, like enable flags,
* texture environment/function/combiners, and texgen state.
*/
struct gl_fixedfunc_texture_unit
{
GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
GLclampf EnvColor[4];
GLfloat EnvColorUnclamped[4];
struct gl_texgen GenS;
struct gl_texgen GenT;
struct gl_texgen GenR;
struct gl_texgen GenQ;
GLfloat EyePlane[NUM_GEN][4];
GLfloat ObjectPlane[NUM_GEN][4];
GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
/**
* \name GL_EXT_texture_env_combine
*/
struct gl_tex_env_combine_state Combine;
/**
* Derived state based on \c EnvMode and the \c BaseFormat of the
* currently enabled texture.
*/
struct gl_tex_env_combine_state _EnvMode;
/** Current compressed TexEnv & Combine state */
struct gl_tex_env_combine_packed _CurrentCombinePacked;
/**
* Currently enabled combiner state. This will point to either
* \c Combine or \c _EnvMode.
*/
struct gl_tex_env_combine_state *_CurrentCombine;
};
/**
* Texture attribute group (GL_TEXTURE_BIT).
*/
struct gl_texture_attrib
{
struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
/** GL_ARB_texture_buffer_object */
struct gl_buffer_object *BufferObject;
GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
/** Texture coord units/sets used for fragment texturing */
GLbitfield8 _EnabledCoordUnits;
/** Texture coord units that have texgen enabled */
GLbitfield8 _TexGenEnabled;
/** Texture coord units that have non-identity matrices */
GLbitfield8 _TexMatEnabled;
/** Bitwise-OR of all Texture.Unit[i]._GenFlags */
GLbitfield8 _GenFlags;
/** Largest index of a texture unit with _Current != NULL. */
GLshort _MaxEnabledTexImageUnit;
/** Largest index + 1 of texture units that have had any CurrentTex set. */
GLubyte NumCurrentTexUsed;
/** GL_ARB_seamless_cubemap */
GLboolean CubeMapSeamless;
struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
};
/**
* Data structure representing a single clip plane (e.g. one of the elements
* of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
*/
typedef GLfloat gl_clip_plane[4];
/**
* Transformation attribute group (GL_TRANSFORM_BIT).
*/
struct gl_transform_attrib
{
GLenum16 MatrixMode; /**< Matrix mode */
gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
GLboolean Normalize; /**< Normalize all normals? */
GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
/** GL_ARB_clip_control */
GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
};
/**
* Viewport attribute group (GL_VIEWPORT_BIT).
*/
struct gl_viewport_attrib
{
GLfloat X, Y; /**< position */
GLfloat Width, Height; /**< size */
GLfloat Near, Far; /**< Depth buffer range */
/**< GL_NV_viewport_swizzle */
GLenum16 SwizzleX, SwizzleY, SwizzleZ, SwizzleW;
};
/**
* Fields describing a mapped buffer range.
*/
struct gl_buffer_mapping
{
GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
GLvoid *Pointer; /**< User-space address of mapping */
GLintptr Offset; /**< Mapped offset */
GLsizeiptr Length; /**< Mapped length */
};
/**
* Usages we've seen for a buffer object.
*/
typedef enum
{
USAGE_UNIFORM_BUFFER = 0x1,
USAGE_TEXTURE_BUFFER = 0x2,
USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
USAGE_SHADER_STORAGE_BUFFER = 0x8,
USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
USAGE_PIXEL_PACK_BUFFER = 0x20,
USAGE_ARRAY_BUFFER = 0x40,
USAGE_DISABLE_MINMAX_CACHE = 0x100,
} gl_buffer_usage;
/**
* GL_ARB_vertex/pixel_buffer_object buffer object
*/
struct gl_buffer_object
{
GLint RefCount;
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
/**
* The context that holds a global buffer reference for the lifetime of
* the GL buffer ID to skip refcounting for all its private bind points.
* Other contexts must still do refcounting as usual. Shared binding points
* like TBO within gl_texture_object are always refcounted.
*
* Implementation details:
* - Only the context that creates the buffer ("creating context") skips
* refcounting.
* - Only buffers represented by an OpenGL buffer ID skip refcounting.
* Other internal buffers don't. (glthread requires refcounting for
* internal buffers, etc.)
* - glDeleteBuffers removes the global buffer reference and increments
* RefCount for all private bind points where the deleted buffer is bound
* (e.g. unbound VAOs that are not changed by glDeleteBuffers),
* effectively enabling refcounting for that context. This is the main
* point where the global buffer reference is removed.
* - glDeleteBuffers called from a different context adds the buffer into
* the ZombieBufferObjects list, which is a way to notify the creating
* context that it should remove its global buffer reference to allow
* freeing the buffer. The creating context walks over that list in a few
* GL functions.
* - xxxDestroyContext walks over all buffers and removes its global
* reference from those buffers that it created.
*/
struct gl_context *Ctx;
GLint CtxRefCount; /**< Non-atomic references held by Ctx. */
GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
GLboolean DeletePending; /**< true if buffer object is removed from the hash */
GLboolean Written; /**< Ever written to? (for debugging) */
GLboolean Immutable; /**< GL_ARB_buffer_storage */
gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
/** Counters used for buffer usage warnings */
GLuint NumSubDataCalls;
GLuint NumMapBufferWriteCalls;
struct gl_buffer_mapping Mappings[MAP_COUNT];
/** Memoization of min/max index computations for static index buffers */
simple_mtx_t MinMaxCacheMutex;
struct hash_table *MinMaxCache;
unsigned MinMaxCacheHitIndices;
unsigned MinMaxCacheMissIndices;
bool MinMaxCacheDirty;
bool HandleAllocated; /**< GL_ARB_bindless_texture */
struct pipe_resource *buffer;
struct gl_context *private_refcount_ctx;
/* This mechanism allows passing buffer references to the driver without
* using atomics to increase the reference count.
*
* This private refcount can be decremented without atomics but only one
* context (ctx above) can use this counter to be thread-safe.
*
* This number is atomically added to buffer->reference.count at
* initialization. If it's never used, the same number is atomically
* subtracted from buffer->reference.count before destruction. If this
* number is decremented, we can pass that reference to the driver without
* touching reference.count. At buffer destruction we only subtract
* the number of references we did not return. This can possibly turn
* a million atomic increments into 1 add and 1 subtract atomic op.
*/
int private_refcount;
struct pipe_transfer *transfer[MAP_COUNT];
};
/**
* Client pixel packing/unpacking attributes
*/
struct gl_pixelstore_attrib
{
GLint Alignment;
GLint RowLength;
GLint SkipPixels;
GLint SkipRows;
GLint ImageHeight;
GLint SkipImages;
GLboolean SwapBytes;
GLboolean LsbFirst;
GLboolean Invert; /**< GL_MESA_pack_invert */
GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
GLint CompressedBlockHeight;
GLint CompressedBlockDepth;
GLint CompressedBlockSize;
struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
};
/**
* Enum for defining the mapping for the position/generic0 attribute.
*
* Do not change the order of the values as these are used as
* array indices.
*/
typedef enum
{
ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
} gl_attribute_map_mode;
/**
* Attributes to describe a vertex array.
*
* Contains the size, type, format and normalization flag,
* along with the index of a vertex buffer binding point.
*
* Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
* and is only present for backwards compatibility reasons.
* Rendering always uses VERTEX_BINDING_STRIDE.
* The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
* and VERTEX_BINDING_STRIDE to the same value, while
* glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
*/
struct gl_array_attributes
{
/** Points to client array data. Not used when a VBO is bound */
const GLubyte *Ptr;
/** Offset of the first element relative to the binding offset */
GLuint RelativeOffset;
/** Vertex format */
struct gl_vertex_format Format;
/** Stride as specified with gl*Pointer() */
GLshort Stride;
/** Index into gl_vertex_array_object::BufferBinding[] array */
GLubyte BufferBindingIndex;
/**
* Derived effective buffer binding index
*
* Index into the gl_vertex_buffer_binding array of the vao.
* Similar to BufferBindingIndex, but with the mapping of the
* position/generic0 attributes applied and with identical
* gl_vertex_buffer_binding entries collapsed to a single
* entry within the vao.
*
* The value is valid past calling _mesa_update_vao_derived_arrays.
* Note that _mesa_update_vao_derived_arrays is called when binding
* the VAO to Array._DrawVAO.
*/
GLubyte _EffBufferBindingIndex;
/**
* Derived effective relative offset.
*
* Relative offset to the effective buffers offset in
* gl_vertex_buffer_binding::_EffOffset.
*
* The value is valid past calling _mesa_update_vao_derived_arrays.
* Note that _mesa_update_vao_derived_arrays is called when binding
* the VAO to Array._DrawVAO.
*/
GLushort _EffRelativeOffset;
};
/**
* This describes the buffer object used for a vertex array (or
* multiple vertex arrays). If BufferObj points to the default/null
* buffer object, then the vertex array lives in user memory and not a VBO.
*/
struct gl_vertex_buffer_binding
{
GLintptr Offset; /**< User-specified offset */
GLsizei Stride; /**< User-specified stride */
GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
/**
* Derived effective bound arrays.
*
* The effective binding handles enabled arrays past the
* position/generic0 attribute mapping and reduces the refered
* gl_vertex_buffer_binding entries to a unique subset.
*
* The value is valid past calling _mesa_update_vao_derived_arrays.
* Note that _mesa_update_vao_derived_arrays is called when binding
* the VAO to Array._DrawVAO.
*/
GLbitfield _EffBoundArrays;
/**
* Derived offset.
*
* The absolute offset to that we can collapse some attributes
* to this unique effective binding.
* For user space array bindings this contains the smallest pointer value
* in the bound and interleaved arrays.
* For VBO bindings this contains an offset that lets the attributes
* _EffRelativeOffset stay positive and in bounds with
* Const.MaxVertexAttribRelativeOffset
*
* The value is valid past calling _mesa_update_vao_derived_arrays.
* Note that _mesa_update_vao_derived_arrays is called when binding
* the VAO to Array._DrawVAO.
*/
GLintptr _EffOffset;
};
/**
* A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
* the GL_ARB_vertex_array_object extension.
*/
struct gl_vertex_array_object
{
/** Name of the VAO as received from glGenVertexArray. */
GLuint Name;
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
/**
* Has this array object been bound?
*/
GLboolean EverBound;
/**
* Whether the VAO is changed by the application so often that some of
* the derived fields are not updated at all to decrease overhead.
* Also, interleaved arrays are not detected, because it's too expensive
* to do that before every draw call.
*/
bool IsDynamic;
/**
* Marked to true if the object is shared between contexts and immutable.
* Then reference counting is done using atomics and thread safe.
* Is used for dlist VAOs.
*/
bool SharedAndImmutable;
/**
* Number of updates that were done by the application. This is used to
* decide whether the VAO is static or dynamic.
*/
unsigned NumUpdates;
/** Vertex attribute arrays */
struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
/** Vertex buffer bindings */
struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
/** Mask indicating which vertex arrays have vertex buffer associated. */
GLbitfield VertexAttribBufferMask;
/** Mask indicating which vertex arrays have a non-zero instance divisor. */
GLbitfield NonZeroDivisorMask;
/** Mask of VERT_BIT_* values indicating which arrays are enabled */
GLbitfield Enabled;
/**
* Mask indicating which VertexAttrib and BufferBinding structures have
* been changed since the VAO creation. No bit is ever cleared to 0 by
* state updates. Setting to the default state doesn't update this.
* (e.g. unbinding) Setting the derived state (_* fields) doesn't update
* this either.
*/
GLbitfield NonDefaultStateMask;
/**
* Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
*
* The value is valid past calling _mesa_update_vao_derived_arrays.
* Note that _mesa_update_vao_derived_arrays is called when binding
* the VAO to Array._DrawVAO.
*/
GLbitfield _EffEnabledVBO;
/** Same as _EffEnabledVBO, but for instance divisors. */
GLbitfield _EffEnabledNonZeroDivisor;
/** Denotes the way the position/generic0 attribute is mapped */
gl_attribute_map_mode _AttributeMapMode;
/** "Enabled" with the position/generic0 attribute aliasing resolved */
GLbitfield _EnabledWithMapMode;
/** Which states have been changed according to the gallium definitions. */
bool NewVertexBuffers;
bool NewVertexElements;
/** The index buffer (also known as the element array buffer in OpenGL). */
struct gl_buffer_object *IndexBufferObj;
};
/**
* Vertex array state
*/
struct gl_array_attrib
{
/** Currently bound array object. */
struct gl_vertex_array_object *VAO;
/** The default vertex array object */
struct gl_vertex_array_object *DefaultVAO;
/** The last VAO accessed by a DSA function */
struct gl_vertex_array_object *LastLookedUpVAO;
/** These contents are copied to newly created VAOs. */
struct gl_vertex_array_object DefaultVAOState;
/** Array objects (GL_ARB_vertex_array_object) */
struct _mesa_HashTable *Objects;
GLint ActiveTexture; /**< Client Active Texture */
GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
/**
* \name Primitive restart controls
*
* Primitive restart is enabled if either \c PrimitiveRestart or
* \c PrimitiveRestartFixedIndex is set.
*/
/*@{*/
GLboolean PrimitiveRestart;
GLboolean PrimitiveRestartFixedIndex;
GLboolean _PrimitiveRestart[3]; /**< Enable indexed by index_size_shift. */
GLuint RestartIndex;
GLuint _RestartIndex[3]; /**< Restart indices indexed by index_size_shift. */
/*@}*/
/* GL_ARB_vertex_buffer_object */
struct gl_buffer_object *ArrayBufferObj;
/**
* Vertex array object that is used with the currently active draw command.
* The _DrawVAO is either set to the currently bound VAO for array type
* draws or to internal VAO's set up by the vbo module to execute immediate
* mode or display list draws.
*/
struct gl_vertex_array_object *_DrawVAO;
/**
* The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
* This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
* but may omit those arrays that shall not be referenced by the current
* gl_vertex_program_state::_VPMode. For example the generic attributes are
* maked out form the _DrawVAO's enabled arrays when a fixed function
* array draw is executed.
*/
GLbitfield _DrawVAOEnabledAttribs;
/**
* If gallium vertex buffers are dirty, this flag indicates whether gallium
* vertex elements are dirty too. If this is false, GL states corresponding
* to vertex elements have not been changed. Thus, this affects what will
* happen when ST_NEW_VERTEX_ARRAYS is set.
*
* The driver should clear this when it's done.
*/
bool NewVertexElements;
/**
* Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
* pointer is set to the _EmptyVAO which is just an empty VAO all the time.
*/
struct gl_vertex_array_object *_EmptyVAO;
/** Legal array datatypes and the API for which they have been computed */
GLbitfield LegalTypesMask;
gl_api LegalTypesMaskAPI;
};
/**
* Feedback buffer state
*/
struct gl_feedback
{
GLenum16 Type;
GLbitfield _Mask; /**< FB_* bits */
GLfloat *Buffer;
GLuint BufferSize;
GLuint Count;
};
/**
* Selection buffer state
*/
struct gl_selection
{
GLuint *Buffer; /**< selection buffer */
GLuint BufferSize; /**< size of the selection buffer */
GLuint BufferCount; /**< number of values in the selection buffer */
GLuint Hits; /**< number of records in the selection buffer */
GLuint NameStackDepth; /**< name stack depth */
GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
GLboolean HitFlag; /**< hit flag */
GLfloat HitMinZ; /**< minimum hit depth */
GLfloat HitMaxZ; /**< maximum hit depth */
/* HW GL_SELECT */
void *SaveBuffer; /**< array holds multi stack data */
GLuint SaveBufferTail; /**< offset to SaveBuffer's tail */
GLuint SavedStackNum; /**< number of saved stacks */
GLboolean ResultUsed; /**< whether any draw used result buffer */
GLuint ResultOffset; /**< offset into result buffer */
struct gl_buffer_object *Result; /**< result buffer */
};
/**
* 1-D Evaluator control points
*/
struct gl_1d_map
{
GLuint Order; /**< Number of control points */
GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
GLfloat *Points; /**< Points to contiguous control points */
};
/**
* 2-D Evaluator control points
*/
struct gl_2d_map
{
GLuint Uorder; /**< Number of control points in U dimension */
GLuint Vorder; /**< Number of control points in V dimension */
GLfloat u1, u2, du;
GLfloat v1, v2, dv;
GLfloat *Points; /**< Points to contiguous control points */
};
/**
* All evaluator control point state
*/
struct gl_evaluators
{
/**
* \name 1-D maps
*/
/*@{*/
struct gl_1d_map Map1Vertex3;
struct gl_1d_map Map1Vertex4;
struct gl_1d_map Map1Index;
struct gl_1d_map Map1Color4;
struct gl_1d_map Map1Normal;
struct gl_1d_map Map1Texture1;
struct gl_1d_map Map1Texture2;
struct gl_1d_map Map1Texture3;
struct gl_1d_map Map1Texture4;
/*@}*/
/**
* \name 2-D maps
*/
/*@{*/
struct gl_2d_map Map2Vertex3;
struct gl_2d_map Map2Vertex4;
struct gl_2d_map Map2Index;
struct gl_2d_map Map2Color4;
struct gl_2d_map Map2Normal;
struct gl_2d_map Map2Texture1;
struct gl_2d_map Map2Texture2;
struct gl_2d_map Map2Texture3;
struct gl_2d_map Map2Texture4;
/*@}*/
};
/**
* Transform feedback object state
*/
struct gl_transform_feedback_object
{
GLuint Name; /**< AKA the object ID */
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
GLboolean Active; /**< Is transform feedback enabled? */
GLboolean Paused; /**< Is transform feedback paused? */
GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
at least once? */
GLboolean EverBound; /**< Has this object been bound? */
/**
* GLES: if Active is true, remaining number of primitives which can be
* rendered without overflow. This is necessary to track because GLES
* requires us to generate INVALID_OPERATION if a call to glDrawArrays or
* glDrawArraysInstanced would overflow transform feedback buffers.
* Undefined if Active is false.
*
* Not tracked for desktop GL since it's unnecessary.
*/
unsigned GlesRemainingPrims;
/**
* The program active when BeginTransformFeedback() was called.
* When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
* where stage is the pipeline stage that is the source of data for
* transform feedback.
*/
struct gl_program *program;
/** The feedback buffers */
GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
/** Start of feedback data in dest buffer */
GLintptr Offset[MAX_FEEDBACK_BUFFERS];
/**
* Max data to put into dest buffer (in bytes). Computed based on
* RequestedSize and the actual size of the buffer.
*/
GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
/**
* Size that was specified when the buffer was bound. If the buffer was
* bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
* zero.
*/
GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
unsigned num_targets;
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
/* This encapsulates the count that can be used as a source for draw_vbo.
* It contains stream output targets from the last call of
* EndTransformFeedback for each stream. */
struct pipe_stream_output_target *draw_count[MAX_VERTEX_STREAMS];
};
/**
* Context state for transform feedback.
*/
struct gl_transform_feedback_state
{
GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
/** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
struct gl_buffer_object *CurrentBuffer;
/** The table of all transform feedback objects */
struct _mesa_HashTable *Objects;
/** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
struct gl_transform_feedback_object *CurrentObject;
/** The default xform-fb object (Name==0) */
struct gl_transform_feedback_object *DefaultObject;
};
/**
* A "performance monitor" as described in AMD_performance_monitor.
*/
struct gl_perf_monitor_object
{
GLuint Name;
/** True if the monitor is currently active (Begin called but not End). */
GLboolean Active;
/**
* True if the monitor has ended.
*
* This is distinct from !Active because it may never have began.
*/
GLboolean Ended;
/**
* A list of groups with currently active counters.
*
* ActiveGroups[g] == n if there are n counters active from group 'g'.
*/
unsigned *ActiveGroups;
/**
* An array of bitsets, subscripted by group ID, then indexed by counter ID.
*
* Checking whether counter 'c' in group 'g' is active can be done via:
*
* BITSET_TEST(ActiveCounters[g], c)
*/
GLuint **ActiveCounters;
unsigned num_active_counters;
struct gl_perf_counter_object {
struct pipe_query *query;
int id;
int group_id;
unsigned batch_index;
} *active_counters;
struct pipe_query *batch_query;
union pipe_query_result *batch_result;
};
union gl_perf_monitor_counter_value
{
float f;
uint64_t u64;
uint32_t u32;
};
struct gl_perf_monitor_counter
{
/** Human readable name for the counter. */
const char *Name;
/**
* Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
* UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
*/
GLenum16 Type;
/** Minimum counter value. */
union gl_perf_monitor_counter_value Minimum;
/** Maximum counter value. */
union gl_perf_monitor_counter_value Maximum;
unsigned query_type;
unsigned flags;
};
struct gl_perf_monitor_group
{
/** Human readable name for the group. */
const char *Name;
/**
* Maximum number of counters in this group which can be active at the
* same time.
*/
GLuint MaxActiveCounters;
/** Array of counters within this group. */
const struct gl_perf_monitor_counter *Counters;
GLuint NumCounters;
bool has_batch;
};
/**
* A query object instance as described in INTEL_performance_query.
*
* NB: We want to keep this and the corresponding backend structure
* relatively lean considering that applications may expect to
* allocate enough objects to be able to query around all draw calls
* in a frame.
*/
struct gl_perf_query_object
{
GLuint Id; /**< hash table ID/name */
unsigned Used:1; /**< has been used for 1 or more queries */
unsigned Active:1; /**< inside Begin/EndPerfQuery */
unsigned Ready:1; /**< result is ready? */
};
/**
* Context state for AMD_performance_monitor.
*/
struct gl_perf_monitor_state
{
/** Array of performance monitor groups (indexed by group ID) */
const struct gl_perf_monitor_group *Groups;
GLuint NumGroups;
/** The table of all performance monitors. */
struct _mesa_HashTable *Monitors;
};
/**
* Context state for INTEL_performance_query.
*/
struct gl_perf_query_state
{
struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
};
/**
* State common to vertex and fragment programs.
*/
struct gl_program_state
{
GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
};
/**
* Context state for vertex programs.
*/
struct gl_vertex_program_state
{
GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
/** Whether the fixed-func program is being used right now. */
GLboolean _UsesTnlProgram;
struct gl_program *Current; /**< User-bound vertex program */
/** Currently enabled and valid vertex program (including internal
* programs, user-defined vertex programs and GLSL vertex shaders).
* This is the program we must use when rendering.
*/
struct gl_program *_Current;
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
/** Program to emulate fixed-function T&L (see above) */
struct gl_program *_TnlProgram;
/** Cache of fixed-function programs */
struct gl_program_cache *Cache;
GLboolean _Overriden;
bool _VPModeOptimizesConstantAttribs;
/**
* If we have a vertex program, a TNL program or no program at all.
* Note that this value should be kept up to date all the time,
* nevertheless its correctness is asserted in _mesa_update_state.
* The reason is to avoid calling _mesa_update_state twice we need
* this value on draw *before* actually calling _mesa_update_state.
* Also it should need to get recomputed only on changes to the
* vertex program which are heavyweight already.
*/
gl_vertex_processing_mode _VPMode;
GLbitfield _VaryingInputs; /**< mask of VERT_BIT_* flags */
GLbitfield _VPModeInputFilter;
};
/**
* Context state for tessellation control programs.
*/
struct gl_tess_ctrl_program_state
{
/** Currently bound and valid shader. */
struct gl_program *_Current;
GLint patch_vertices;
GLfloat patch_default_outer_level[4];
GLfloat patch_default_inner_level[2];
};
/**
* Context state for tessellation evaluation programs.
*/
struct gl_tess_eval_program_state
{
/** Currently bound and valid shader. */
struct gl_program *_Current;
};
/**
* Context state for geometry programs.
*/
struct gl_geometry_program_state
{
/**
* Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_program *_Current;
};
/**
* Context state for fragment programs.
*/
struct gl_fragment_program_state
{
GLboolean Enabled; /**< User-set fragment program enable flag */
/** Whether the fixed-func program is being used right now. */
GLboolean _UsesTexEnvProgram;
struct gl_program *Current; /**< User-bound fragment program */
/**
* Currently enabled and valid fragment program (including internal
* programs, user-defined fragment programs and GLSL fragment shaders).
* This is the program we must use when rendering.
*/
struct gl_program *_Current;
GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
/** Program to emulate fixed-function texture env/combine (see above) */
struct gl_program *_TexEnvProgram;
/** Cache of fixed-function programs */
struct gl_program_cache *Cache;
};
/**
* Context state for compute programs.
*/
struct gl_compute_program_state
{
/** Currently enabled and valid program (including internal programs
* and compiled shader programs).
*/
struct gl_program *_Current;
};
/**
* ATI_fragment_shader runtime state
*/
struct atifs_instruction;
struct atifs_setupinst;
/**
* ATI fragment shader
*/
struct ati_fragment_shader
{
GLuint Id;
GLint RefCount;
struct atifs_instruction *Instructions[2];
struct atifs_setupinst *SetupInst[2];
GLfloat Constants[8][4];
GLbitfield LocalConstDef; /**< Indicates which constants have been set */
GLubyte numArithInstr[2];
GLubyte regsAssigned[2];
GLubyte NumPasses; /**< 1 or 2 */
/**
* Current compile stage: 0 setup pass1, 1 arith pass1,
* 2 setup pass2, 3 arith pass2.
*/
GLubyte cur_pass;
GLubyte last_optype;
GLboolean interpinp1;
GLboolean isValid;
/**
* Array of 2 bit values for each tex unit to remember whether
* STR or STQ swizzle was used
*/
GLuint swizzlerq;
struct gl_program *Program;
};
/**
* Context state for GL_ATI_fragment_shader
*/
struct gl_ati_fragment_shader_state
{
GLboolean Enabled;
GLboolean Compiling;
GLfloat GlobalConstants[8][4];
struct ati_fragment_shader *Current;
};
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
#define GLSL_LOG 0x2 /**< Write shaders to files */
#define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
#define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
#define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
#define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
#define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
#define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
#define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
#define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
/**
* Context state for GLSL vertex/fragment shaders.
* Extended to support pipeline object
*/
struct gl_pipeline_object
{
/** Name of the pipeline object as received from glGenProgramPipelines.
* It would be 0 for shaders without separate shader objects.
*/
GLuint Name;
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
/**
* Programs used for rendering
*
* There is a separate program set for each shader stage.
*/
struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
/**
* Program used by glUniform calls.
*
* Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
*/
struct gl_shader_program *ActiveProgram;
GLbitfield Flags; /**< Mask of GLSL_x flags */
GLboolean EverBound; /**< Has the pipeline object been created */
GLboolean Validated; /**< Pipeline Validation status */
GLboolean UserValidated; /**< Validation status initiated by the user */
GLchar *InfoLog;
};
/**
* Context state for GLSL pipeline shaders.
*/
struct gl_pipeline_shader_state
{
/** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
struct gl_pipeline_object *Current;
/** Default Object to ensure that _Shader is never NULL */
struct gl_pipeline_object *Default;
/** Pipeline objects */
struct _mesa_HashTable *Objects;
};
/**
* Occlusion/timer query object.
*/
struct gl_query_object
{
GLenum16 Target; /**< The query target, when active */
GLuint Id; /**< hash table ID/name */
GLchar *Label; /**< GL_KHR_debug */
GLuint64EXT Result; /**< the counter */
GLboolean Active; /**< inside Begin/EndQuery */
GLboolean Ready; /**< result is ready? */
GLboolean EverBound;/**< has query object ever been bound */
GLuint Stream; /**< The stream */
struct pipe_query *pq;
/* Begin TIMESTAMP query for GL_TIME_ELAPSED_EXT queries */
struct pipe_query *pq_begin;
unsigned type; /**< PIPE_QUERY_x */
};
/**
* Context state for query objects.
*/
struct gl_query_state
{
struct _mesa_HashTable *QueryObjects;
struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
/** GL_NV_conditional_render */
struct gl_query_object *CondRenderQuery;
/** GL_EXT_transform_feedback */
struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
/** GL_ARB_transform_feedback_overflow_query */
struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
struct gl_query_object *TransformFeedbackOverflowAny;
/** GL_ARB_timer_query */
struct gl_query_object *TimeElapsed;
/** GL_ARB_pipeline_statistics_query */
struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
GLenum16 CondRenderMode;
};
/** Sync object state */
struct gl_sync_object
{
GLuint Name; /**< Fence name */
GLint RefCount; /**< Reference count */
GLchar *Label; /**< GL_KHR_debug */
GLboolean DeletePending; /**< Object was deleted while there were still
* live references (e.g., sync not yet finished)
*/
GLenum16 SyncCondition;
GLbitfield Flags; /**< Flags passed to glFenceSync */
GLuint StatusFlag:1; /**< Has the sync object been signaled? */
struct pipe_fence_handle *fence;
simple_mtx_t mutex; /**< protects "fence" */
};
/**
* State which can be shared by multiple contexts:
*/
struct gl_shared_state
{
simple_mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< Reference count */
bool DisplayListsAffectGLThread;
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
/** Default texture objects (shared by all texture units) */
struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
/** Fallback texture used when a bound texture is incomplete */
struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
/**
* \name Thread safety and statechange notification for texture
* objects.
*
* \todo Improve the granularity of locking.
*/
/*@{*/
simple_mtx_t TexMutex; /**< texobj thread safety */
GLuint TextureStateStamp; /**< state notification for shared tex */
/*@}*/
/**
* \name Vertex/geometry/fragment programs
*/
/*@{*/
struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
struct gl_program *DefaultVertexProgram;
struct gl_program *DefaultFragmentProgram;
/*@}*/
/* GL_ATI_fragment_shader */
struct _mesa_HashTable *ATIShaders;
struct ati_fragment_shader *DefaultFragmentShader;
struct _mesa_HashTable *BufferObjects;
/* Buffer objects released by a different context than the one that
* created them. Since the creating context holds one global buffer
* reference for each buffer it created and skips reference counting,
* deleting a buffer by another context can't touch the buffer reference
* held by the context that created it. Only the creating context can
* remove its global buffer reference.
*
* This list contains all buffers that were deleted by a different context
* than the one that created them. This list should be probed by all
* contexts regularly and remove references of those buffers that they own.
*/
struct set *ZombieBufferObjects;
/** Table of both gl_shader and gl_shader_program objects */
struct _mesa_HashTable *ShaderObjects;
/* GL_EXT_framebuffer_object */
struct _mesa_HashTable *RenderBuffers;
struct _mesa_HashTable *FrameBuffers;
/* GL_ARB_sync */
struct set *SyncObjects;
/** GL_ARB_sampler_objects */
struct _mesa_HashTable *SamplerObjects;
/* GL_ARB_bindless_texture */
struct hash_table_u64 *TextureHandles;
struct hash_table_u64 *ImageHandles;
mtx_t HandlesMutex; /**< For texture/image handles safety */
/* GL_ARB_shading_language_include */
struct shader_includes *ShaderIncludes;
/* glCompileShaderInclude expects ShaderIncludes not to change while it is
* in progress.
*/
simple_mtx_t ShaderIncludeMutex;
/**
* Some context in this share group was affected by a GPU reset
*
* On the next call to \c glGetGraphicsResetStatus, contexts that have not
* been affected by a GPU reset must also return
* \c GL_INNOCENT_CONTEXT_RESET_ARB.
*
* Once this field becomes true, it is never reset to false.
*/
bool ShareGroupReset;
/** EXT_external_objects */
struct _mesa_HashTable *MemoryObjects;
/** EXT_semaphore */
struct _mesa_HashTable *SemaphoreObjects;
/**
* Some context in this share group was affected by a disjoint
* operation. This operation can be anything that has effects on
* values of timer queries in such manner that they become invalid for
* performance metrics. As example gpu reset, counter overflow or gpu
* frequency changes.
*/
bool DisjointOperation;
/**
* Whether at least one image has been imported or exported, excluding
* the default framebuffer. If this is false, glFlush can be executed
* asynchronously because there is no invisible dependency on external
* users.
*/
bool HasExternallySharedImages;
/* Small display list storage */
struct {
union gl_dlist_node *ptr;
struct util_idalloc free_idx;
unsigned size;
} small_dlist_store;
};
/**
* Renderbuffers represent drawing surfaces such as color, depth and/or
* stencil. A framebuffer object has a set of renderbuffers.
* Drivers will typically derive subclasses of this type.
*/
struct gl_renderbuffer
{
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLuint Width, Height;
GLuint Depth;
GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
GLubyte NumSamples; /**< zero means not multisampled */
GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
GLenum16 InternalFormat; /**< The user-specified format */
GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX. */
mesa_format Format; /**< The actual renderbuffer memory format */
/**
* Pointer to the texture image if this renderbuffer wraps a texture,
* otherwise NULL.
*
* Note that the reference on the gl_texture_object containing this
* TexImage is held by the gl_renderbuffer_attachment.
*/
struct gl_texture_image *TexImage;
/** Delete this renderbuffer */
void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
/** Allocate new storage for this renderbuffer */
GLboolean (*AllocStorage)(struct gl_context *ctx,
struct gl_renderbuffer *rb,
GLenum internalFormat,
GLuint width, GLuint height);
struct pipe_resource *texture;
/* This points to either "surface_linear" or "surface_srgb".
* It doesn't hold the pipe_surface reference. The other two do.
*/
struct pipe_surface *surface;
struct pipe_surface *surface_linear;
struct pipe_surface *surface_srgb;
GLboolean defined; /**< defined contents? */
struct pipe_transfer *transfer; /**< only used when mapping the resource */
/**
* Used only when hardware accumulation buffers are not supported.
*/
boolean software;
void *data;
bool use_readpix_cache;
/* Inputs from Driver.RenderTexture, don't use directly. */
boolean is_rtt; /**< whether Driver.RenderTexture was called */
unsigned rtt_face, rtt_slice;
boolean rtt_layered; /**< whether glFramebufferTexture was called */
unsigned rtt_nr_samples; /**< from FramebufferTexture2DMultisampleEXT */
};
/**
* A renderbuffer attachment points to either a texture object (and specifies
* a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
*/
struct gl_renderbuffer_attachment
{
GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
GLboolean Complete;
/**
* If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
* application supplied renderbuffer object.
*/
struct gl_renderbuffer *Renderbuffer;
/**
* If \c Type is \c GL_TEXTURE, this stores a pointer to the application
* supplied texture object.
*/
struct gl_texture_object *Texture;
GLuint TextureLevel; /**< Attached mipmap level. */
GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
* and 2D array textures */
GLboolean Layered;
};
/**
* A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
* In C++ terms, think of this as a base class from which device drivers
* will make derived classes.
*/
struct gl_framebuffer
{
simple_mtx_t Mutex; /**< for thread safety */
/**
* If zero, this is a window system framebuffer. If non-zero, this
* is a FBO framebuffer; note that for some devices (i.e. those with
* a natural pixel coordinate system for FBOs that differs from the
* OpenGL/Mesa coordinate system), this means that the viewport,
* polygon face orientation, and polygon stipple will have to be inverted.
*/
GLuint Name;
GLint RefCount;
GLchar *Label; /**< GL_KHR_debug */
GLboolean DeletePending;
/**
* The framebuffer's visual. Immutable if this is a window system buffer.
* Computed from attachments if user-made FBO.
*/
struct gl_config Visual;
/**
* Size of frame buffer in pixels. If there are no attachments, then both
* of these are 0.
*/
GLuint Width, Height;
/**
* In the case that the framebuffer has no attachment (i.e.
* GL_ARB_framebuffer_no_attachments) then the geometry of
* the framebuffer is specified by the default values.
*/
struct {
GLuint Width, Height, Layers, NumSamples;
GLboolean FixedSampleLocations;
/* Derived from NumSamples by the driver so that it can choose a valid
* value for the hardware.
*/
GLuint _NumSamples;
} DefaultGeometry;
/** \name Drawing bounds (Intersection of buffer size and scissor box)
* The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
* (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
*/
/*@{*/
GLint _Xmin, _Xmax;
GLint _Ymin, _Ymax;
/*@}*/
/** \name Derived Z buffer stuff */
/*@{*/
GLuint _DepthMax; /**< Max depth buffer value */
GLfloat _DepthMaxF; /**< Float max depth buffer value */
GLfloat _MRD; /**< minimum resolvable difference in Z values */
/*@}*/
/** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
GLenum16 _Status;
/** Whether one of Attachment has Type != GL_NONE
* NOTE: the values for Width and Height are set to 0 in case of having
* no attachments, a backend driver supporting the extension
* GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
* and if GL_FALSE, must then use the values in DefaultGeometry to initialize
* its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
* _Ymax do NOT take into account _HasAttachments being false). To get the
* geometry of the framebuffer, the helper functions
* _mesa_geometric_width(),
* _mesa_geometric_height(),
* _mesa_geometric_samples() and
* _mesa_geometric_layers()
* are available that check _HasAttachments.
*/
bool _HasAttachments;
GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
/* ARB_color_buffer_float */
GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
GLboolean _HasSNormOrFloatColorBuffer;
/**
* The maximum number of layers in the framebuffer, or 0 if the framebuffer
* is not layered. For cube maps and cube map arrays, each cube face
* counts as a layer. As the case for Width, Height a backend driver
* supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
* in the case that _HasAttachments is false
*/
GLuint MaxNumLayers;
/** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
/* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
* attribute group and GL_PIXEL attribute group, respectively.
*/
GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
GLenum16 ColorReadBuffer;
/* GL_ARB_sample_locations */
GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
GLboolean ProgrammableSampleLocations;
GLboolean SampleLocationPixelGrid;
/** Computed from ColorDraw/ReadBuffer above */
GLuint _NumColorDrawBuffers;
gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
gl_buffer_index _ColorReadBufferIndex;
struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
struct gl_renderbuffer *_ColorReadBuffer;
/* GL_MESA_framebuffer_flip_y */
bool FlipY;
/** Delete this framebuffer */
void (*Delete)(struct gl_framebuffer *fb);
struct st_framebuffer_iface *iface;
enum st_attachment_type statts[ST_ATTACHMENT_COUNT];
unsigned num_statts;
int32_t stamp;
int32_t iface_stamp;
uint32_t iface_ID;
/* list of framebuffer objects */
struct list_head head;
};
/**
* A stack of matrices (projection, modelview, color, texture, etc).
*/
struct gl_matrix_stack
{
GLmatrix *Top; /**< points into Stack */
GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
unsigned StackSize; /**< Number of elements in Stack */
GLuint Depth; /**< 0 <= Depth < MaxDepth */
GLuint MaxDepth; /**< size of Stack[] array */
GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
};
/**
* \name Bits for image transfer operations
* \sa __struct gl_contextRec::ImageTransferState.
*/
/*@{*/
#define IMAGE_SCALE_BIAS_BIT 0x1
#define IMAGE_SHIFT_OFFSET_BIT 0x2
#define IMAGE_MAP_COLOR_BIT 0x4
#define IMAGE_CLAMP_BIT 0x800
/** Pixel Transfer ops */
#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
IMAGE_SHIFT_OFFSET_BIT | \
IMAGE_MAP_COLOR_BIT)
/**
* \name Bits to indicate what state has changed.
*/
/*@{*/
#define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
#define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
#define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
#define _NEW_COLOR (1u << 3) /**< gl_context::Color */
#define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
#define _NEW_TNL_SPACES (1u << 5) /**< _mesa_update_tnl_spaces */
#define _NEW_FOG (1u << 6) /**< gl_context::Fog */
#define _NEW_HINT (1u << 7) /**< gl_context::Hint */
#define _NEW_LIGHT_CONSTANTS (1u << 8) /**< gl_context::Light */
#define _NEW_LINE (1u << 9) /**< gl_context::Line */
#define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
#define _NEW_POINT (1u << 11) /**< gl_context::Point */
#define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
#define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
#define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
#define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
#define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
#define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
#define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
#define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
#define _NEW_LIGHT_STATE (1u << 20) /**< gl_context::Light */
#define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
#define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
#define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
#define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
#define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
#define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
#define _NEW_PROGRAM_CONSTANTS (1u << 27)
#define _NEW_FF_VERT_PROGRAM (1u << 28)
#define _NEW_FRAG_CLAMP (1u << 29)
#define _NEW_MATERIAL (1u << 30) /**< gl_context::Light.Material */
#define _NEW_FF_FRAG_PROGRAM (1u << 31)
#define _NEW_ALL ~0
/*@}*/
/**
* Composite state flags, deprecated and inefficient, do not use.
*/
/*@{*/
#define _NEW_LIGHT (_NEW_LIGHT_CONSTANTS | /* state parameters */ \
_NEW_LIGHT_STATE | /* rasterizer state */ \
_NEW_MATERIAL | /* light materials */ \
_NEW_FF_VERT_PROGRAM | \
_NEW_FF_FRAG_PROGRAM)
#define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE | \
_NEW_FF_VERT_PROGRAM | _NEW_FF_FRAG_PROGRAM)
#define _MESA_NEW_NEED_EYE_COORDS (_NEW_FF_VERT_PROGRAM | \
_NEW_FF_FRAG_PROGRAM | \
_NEW_LIGHT_CONSTANTS | \
_NEW_TEXTURE_STATE | \
_NEW_POINT | \
_NEW_PROGRAM | \
_NEW_MODELVIEW)
#define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
_NEW_FOG | \
_NEW_PROGRAM)
/*@}*/
/* This has to be included here. */
#include "dd.h"
/** Opaque declaration of display list payload data type */
union gl_dlist_node;
/**
* Per-display list information.
*/
struct gl_display_list
{
GLuint Name;
bool execute_glthread;
bool small_list;
GLchar *Label; /**< GL_KHR_debug */
/** The dlist commands are in a linked list of nodes */
union {
/* Big lists allocate their own storage */
union gl_dlist_node *Head;
/* Small lists use ctx->Shared->small_dlist_store */
struct {
unsigned start;
unsigned count;
};
};
};
/**
* State used during display list compilation and execution.
*/
struct gl_dlist_state
{
struct gl_display_list *CurrentList; /**< List currently being compiled */
union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
GLuint CurrentPos; /**< Index into current block of nodes */
GLuint CallDepth; /**< Current recursion calling depth */
GLuint LastInstSize; /**< Size of the last node. */
GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
uint32_t CurrentAttrib[VERT_ATTRIB_MAX][8];
GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
struct {
/* State known to have been set by the currently-compiling display
* list. Used to eliminate some redundant state changes.
*/
GLenum16 ShadeModel;
bool UseLoopback;
} Current;
};
/**
* Driver-specific state flags.
*
* These are or'd with gl_context::NewDriverState to notify a driver about
* a state change. The driver sets the flags at context creation and
* the meaning of the bits set is opaque to core Mesa.
*/
struct gl_driver_flags
{
/**
* gl_context::AtomicBufferBindings
*/
uint64_t NewAtomicBuffer;
/** gl_context::Color::Alpha* */
uint64_t NewAlphaTest;
/** gl_context::Multisample::Enabled */
uint64_t NewMultisampleEnable;
/** gl_context::Multisample::(Min)SampleShading */
uint64_t NewSampleShading;
/** gl_context::Transform::ClipPlanesEnabled */
uint64_t NewClipPlaneEnable;
/** gl_context::Color::ClampFragmentColor */
uint64_t NewFragClamp;
/** Shader constants (uniforms, program parameters, state constants) */
uint64_t NewShaderConstants[MESA_SHADER_STAGES];
/** For GL_CLAMP emulation */
uint64_t NewSamplersWithClamp;
};
struct gl_buffer_binding
{
struct gl_buffer_object *BufferObject;
/** Start of uniform block data in the buffer */
GLintptr Offset;
/** Size of data allowed to be referenced from the buffer (in bytes) */
GLsizeiptr Size;
/**
* glBindBufferBase() indicates that the Size should be ignored and only
* limited by the current size of the BufferObject.
*/
GLboolean AutomaticSize;
};
/**
* ARB_shader_image_load_store image unit.
*/
struct gl_image_unit
{
/**
* Texture object bound to this unit.
*/
struct gl_texture_object *TexObj;
/**
* Level of the texture object bound to this unit.
*/
GLubyte Level;
/**
* \c GL_TRUE if the whole level is bound as an array of layers, \c
* GL_FALSE if only some specific layer of the texture is bound.
* \sa Layer
*/
GLboolean Layered;
/**
* Layer of the texture object bound to this unit as specified by the
* application.
*/
GLushort Layer;
/**
* Layer of the texture object bound to this unit, or zero if
* Layered == false.
*/
GLushort _Layer;
/**
* Access allowed to this texture image. Either \c GL_READ_ONLY,
* \c GL_WRITE_ONLY or \c GL_READ_WRITE.
*/
GLenum16 Access;
/**
* GL internal format that determines the interpretation of the
* image memory when shader image operations are performed through
* this unit.
*/
GLenum16 Format;
/**
* Mesa format corresponding to \c Format.
*/
mesa_format _ActualFormat:16;
};
/**
* Shader subroutines storage
*/
struct gl_subroutine_index_binding
{
GLuint NumIndex;
GLuint *IndexPtr;
};
struct gl_texture_handle_object
{
struct gl_texture_object *texObj;
struct gl_sampler_object *sampObj;
GLuint64 handle;
};
struct gl_image_handle_object
{
struct gl_image_unit imgObj;
GLuint64 handle;
};
struct gl_memory_object
{
GLuint Name; /**< hash table ID/name */
GLboolean Immutable; /**< denotes mutability state of parameters */
GLboolean Dedicated; /**< import memory from a dedicated allocation */
struct pipe_memory_object *memory;
/* TEXTURE_TILING_EXT param from gl_texture_object */
GLuint TextureTiling;
};
struct gl_semaphore_object
{
GLuint Name; /**< hash table ID/name */
struct pipe_fence_handle *fence;
enum pipe_fd_type type;
uint64_t timeline_value;
};
/**
* One element of the client attrib stack.
*/
struct gl_client_attrib_node
{
GLbitfield Mask;
struct gl_array_attrib Array;
struct gl_vertex_array_object VAO;
struct gl_pixelstore_attrib Pack;
struct gl_pixelstore_attrib Unpack;
};
/**
* The VBO module implemented in src/vbo.
*/
struct vbo_context {
struct gl_array_attributes current[VBO_ATTRIB_MAX];
struct gl_vertex_array_object *VAO;
struct vbo_exec_context exec;
struct vbo_save_context save;
};
/**
* glEnable node for the attribute stack. (glPushAttrib/glPopAttrib)
*/
struct gl_enable_attrib_node
{
GLboolean AlphaTest;
GLboolean AutoNormal;
GLboolean Blend;
GLbitfield ClipPlanes;
GLboolean ColorMaterial;
GLboolean CullFace;
GLboolean DepthClampNear;
GLboolean DepthClampFar;
GLboolean DepthTest;
GLboolean Dither;
GLboolean Fog;
GLboolean Light[MAX_LIGHTS];
GLboolean Lighting;
GLboolean LineSmooth;
GLboolean LineStipple;
GLboolean IndexLogicOp;
GLboolean ColorLogicOp;
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Normalize;
GLboolean PixelTexture;
GLboolean PointSmooth;
GLboolean PolygonOffsetPoint;
GLboolean PolygonOffsetLine;
GLboolean PolygonOffsetFill;
GLboolean PolygonSmooth;
GLboolean PolygonStipple;
GLboolean RescaleNormals;
GLbitfield Scissor;
GLboolean Stencil;
GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
GLboolean MultisampleEnabled; /* GL_ARB_multisample */
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
GLboolean SampleCoverage; /* GL_ARB_multisample */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
GLbitfield Texture[MAX_TEXTURE_UNITS];
GLbitfield TexGen[MAX_TEXTURE_UNITS];
/* GL_ARB_vertex_program */
GLboolean VertexProgram;
GLboolean VertexProgramPointSize;
GLboolean VertexProgramTwoSide;
/* GL_ARB_fragment_program */
GLboolean FragmentProgram;
/* GL_ARB_point_sprite */
GLboolean PointSprite;
GLboolean FragmentShaderATI;
/* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
GLboolean sRGBEnabled;
/* GL_NV_conservative_raster */
GLboolean ConservativeRasterization;
};
/**
* Texture node for the attribute stack. (glPushAttrib/glPopAttrib)
*/
struct gl_texture_attrib_node
{
GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
GLuint NumTexSaved;
struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
GLfloat LodBias[MAX_TEXTURE_UNITS];
float LodBiasQuantized[MAX_TEXTURE_UNITS];
/** Saved default texture object state. */
struct gl_texture_object SavedDefaultObj[NUM_TEXTURE_TARGETS];
/* For saving per texture object state (wrap modes, filters, etc),
* SavedObj[][].Target is unused, so the value is invalid.
*/
struct gl_texture_object SavedObj[MAX_COMBINED_TEXTURE_IMAGE_UNITS][NUM_TEXTURE_TARGETS];
};
/**
* Node for the attribute stack. (glPushAttrib/glPopAttrib)
*/
struct gl_attrib_node
{
GLbitfield Mask;
GLbitfield OldPopAttribStateMask;
struct gl_accum_attrib Accum;
struct gl_colorbuffer_attrib Color;
struct gl_current_attrib Current;
struct gl_depthbuffer_attrib Depth;
struct gl_enable_attrib_node Enable;
struct gl_eval_attrib Eval;
struct gl_fog_attrib Fog;
struct gl_hint_attrib Hint;
struct gl_light_attrib Light;
struct gl_line_attrib Line;
struct gl_list_attrib List;
struct gl_pixel_attrib Pixel;
struct gl_point_attrib Point;
struct gl_polygon_attrib Polygon;
GLuint PolygonStipple[32];
struct gl_scissor_attrib Scissor;
struct gl_stencil_attrib Stencil;
struct gl_transform_attrib Transform;
struct gl_multisample_attrib Multisample;
struct gl_texture_attrib_node Texture;
struct viewport_state
{
struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS];
GLuint SubpixelPrecisionBias[2];
} Viewport;
};
/**
* Mesa rendering context.
*
* This is the central context data structure for Mesa. Almost all
* OpenGL state is contained in this structure.
* Think of this as a base class from which device drivers will derive
* sub classes.
*/
struct gl_context
{
/** State possibly shared with other contexts in the address space */
struct gl_shared_state *Shared;
/** Whether Shared->BufferObjects has already been locked for this context. */
bool BufferObjectsLocked;
/** Whether Shared->TexMutex has already been locked for this context. */
bool TexturesLocked;
/** \name API function pointer tables */
/*@{*/
gl_api API;
/**
* The current dispatch table for non-displaylist-saving execution, either
* BeginEnd or OutsideBeginEnd
*/
struct _glapi_table *Exec;
/**
* The normal dispatch table for non-displaylist-saving, non-begin/end
*/
struct _glapi_table *OutsideBeginEnd;
/** The dispatch table used between glNewList() and glEndList() */
struct _glapi_table *Save;
/**
* The dispatch table used between glBegin() and glEnd() (outside of a
* display list). Only valid functions between those two are set.
*/
struct _glapi_table *BeginEnd;
/**
* Same as BeginEnd except vertex postion set functions. Used when
* HW GL_SELECT mode instead of BeginEnd.
*/
struct _glapi_table *HWSelectModeBeginEnd;
/**
* Dispatch table for when a graphics reset has happened.
*/
struct _glapi_table *ContextLost;
/**
* Dispatch table used to marshal API calls from the client program to a
* separate server thread.
*/
struct _glapi_table *MarshalExec;
/**
* Dispatch table currently in use for fielding API calls from the client
* program. If API calls are being marshalled to another thread, this ==
* MarshalExec. Otherwise it == CurrentServerDispatch.
*/
struct _glapi_table *CurrentClientDispatch;
/**
* Dispatch table currently in use for performing API calls. == Save or
* Exec.
*/
struct _glapi_table *CurrentServerDispatch;
/*@}*/
struct glthread_state GLThread;
struct gl_config Visual;
struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
/**
* Device driver function pointer table
*/
struct dd_function_table Driver;
/** Core/Driver constants */
struct gl_constants Const;
/**
* Bitmask of valid primitive types supported by this context type,
* GL version, and extensions, not taking current states into account.
* Current states can further reduce the final bitmask at draw time.
*/
GLbitfield SupportedPrimMask;
/**
* Bitmask of valid primitive types depending on current states (such as
* shaders). This is 0 if the current states should result in
* GL_INVALID_OPERATION in draw calls.
*/
GLbitfield ValidPrimMask;
GLenum16 DrawGLError; /**< GL error to return from draw calls */
/**
* Same as ValidPrimMask, but should be applied to glDrawElements*.
*/
GLbitfield ValidPrimMaskIndexed;
/**
* Whether DrawPixels/CopyPixels/Bitmap are valid to render.
*/
bool DrawPixValid;
/** \name The various 4x4 matrix stacks */
/*@{*/
struct gl_matrix_stack ModelviewMatrixStack;
struct gl_matrix_stack ProjectionMatrixStack;
struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
/*@}*/
/** Combined modelview and projection matrix */
GLmatrix _ModelProjectMatrix;
/** \name Display lists */
struct gl_dlist_state ListState;
GLboolean ExecuteFlag; /**< Execute GL commands? */
GLboolean CompileFlag; /**< Compile GL commands into display list? */
/** Extension information */
struct gl_extensions Extensions;
/** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
GLuint Version;
char *VersionString;
/** \name State attribute stack (for glPush/PopAttrib) */
/*@{*/
GLuint AttribStackDepth;
struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
/*@}*/
/** \name Renderer attribute groups
*
* We define a struct for each attribute group to make pushing and popping
* attributes easy. Also it's a good organization.
*/
/*@{*/
struct gl_accum_attrib Accum; /**< Accum buffer attributes */
struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
struct gl_current_attrib Current; /**< Current attributes */
struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
struct gl_eval_attrib Eval; /**< Eval attributes */
struct gl_fog_attrib Fog; /**< Fog attributes */
struct gl_hint_attrib Hint; /**< Hint attributes */
struct gl_light_attrib Light; /**< Light attributes */
struct gl_line_attrib Line; /**< Line attributes */
struct gl_list_attrib List; /**< List attributes */
struct gl_multisample_attrib Multisample;
struct gl_pixel_attrib Pixel; /**< Pixel attributes */
struct gl_point_attrib Point; /**< Point attributes */
struct gl_polygon_attrib Polygon; /**< Polygon attributes */
GLuint PolygonStipple[32]; /**< Polygon stipple */
struct gl_scissor_attrib Scissor; /**< Scissor attributes */
struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
struct gl_texture_attrib Texture; /**< Texture attributes */
struct gl_transform_attrib Transform; /**< Transformation attributes */
struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
/*@}*/
/** \name Client attribute stack */
/*@{*/
GLuint ClientAttribStackDepth;
struct gl_client_attrib_node ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
/*@}*/
/** \name Client attribute groups */
/*@{*/
struct gl_array_attrib Array; /**< Vertex arrays */
struct gl_pixelstore_attrib Pack; /**< Pixel packing */
struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
/*@}*/
/** \name Other assorted state (not pushed/popped on attribute stack) */
/*@{*/
struct gl_pixelmaps PixelMaps;
struct gl_evaluators EvalMap; /**< All evaluators */
struct gl_feedback Feedback; /**< Feedback */
struct gl_selection Select; /**< Selection */
struct gl_program_state Program; /**< general program state */
struct gl_vertex_program_state VertexProgram;
struct gl_fragment_program_state FragmentProgram;
struct gl_geometry_program_state GeometryProgram;
struct gl_compute_program_state ComputeProgram;
struct gl_tess_ctrl_program_state TessCtrlProgram;
struct gl_tess_eval_program_state TessEvalProgram;
struct gl_ati_fragment_shader_state ATIFragmentShader;
struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
struct gl_pipeline_object Shader; /**< GLSL shader object state */
/**
* Current active shader pipeline state
*
* Almost all internal users want ::_Shader instead of ::Shader. The
* exceptions are bits of legacy GLSL API that do not know about separate
* shader objects.
*
* If a program is active via \c glUseProgram, this will point to
* \c ::Shader.
*
* If a program pipeline is active via \c glBindProgramPipeline, this will
* point to \c ::Pipeline.Current.
*
* If neither a program nor a program pipeline is active, this will point to
* \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
* \c NULL.
*/
struct gl_pipeline_object *_Shader;
/**
* NIR containing the functions that implement software fp64 support.
*/
struct nir_shader *SoftFP64;
struct gl_query_state Query; /**< occlusion, timer queries */
struct gl_transform_feedback_state TransformFeedback;
struct gl_perf_monitor_state PerfMonitor;
struct gl_perf_query_state PerfQuery;
struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
/**
* Current GL_ARB_uniform_buffer_object binding referenced by
* GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
*/
struct gl_buffer_object *UniformBuffer;
/**
* Current GL_ARB_shader_storage_buffer_object binding referenced by
* GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
*/
struct gl_buffer_object *ShaderStorageBuffer;
/**
* Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
* This is set up using glBindBufferRange() or glBindBufferBase(). They are
* associated with uniform blocks by glUniformBlockBinding()'s state in the
* shader program.
*/
struct gl_buffer_binding
UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
/**
* Array of shader storage buffers for ARB_shader_storage_buffer_object
* and GL 4.3. This is set up using glBindBufferRange() or
* glBindBufferBase(). They are associated with shader storage blocks by
* glShaderStorageBlockBinding()'s state in the shader program.
*/
struct gl_buffer_binding
ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
/**
* Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
* target.
*/
struct gl_buffer_object *AtomicBuffer;
/**
* Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
* target.
*/
struct gl_buffer_object *ExternalVirtualMemoryBuffer;
/**
* Array of atomic counter buffer binding points.
*/
struct gl_buffer_binding
AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
/**
* Array of image units for ARB_shader_image_load_store.
*/
struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
/*@}*/
struct gl_meta_state *Meta; /**< for "meta" operations */
/* GL_EXT_framebuffer_object */
struct gl_renderbuffer *CurrentRenderbuffer;
GLenum16 ErrorValue; /**< Last error code */
/**
* Recognize and silence repeated error debug messages in buggy apps.
*/
const char *ErrorDebugFmtString;
GLuint ErrorDebugCount;
/* GL_ARB_debug_output/GL_KHR_debug */
simple_mtx_t DebugMutex;
struct gl_debug_state *Debug;
GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
GLbitfield PopAttribState; /**< Updated state since glPushAttrib */
uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
struct gl_driver_flags DriverFlags;
GLboolean ViewportInitialized; /**< has viewport size been initialized? */
GLboolean _AllowDrawOutOfOrder;
/** \name Derived state */
GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
GLfloat _EyeZDir[3];
GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
GLboolean _NeedEyeCoords;
GLuint TextureStateTimestamp; /**< detect changes to shared state */
GLboolean LastVertexStageDirty; /**< the last vertex stage has changed */
GLboolean PointSizeIsSet; /**< the glPointSize value in the shader is set */
/** \name For debugging/development only */
/*@{*/
GLboolean FirstTimeCurrent;
/*@}*/
/**
* False if this context was created without a config. This is needed
* because the initial state of glDrawBuffers depends on this
*/
GLboolean HasConfig;
GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
GLfloat ConservativeRasterDilate;
GLenum16 ConservativeRasterMode;
GLboolean IntelBlackholeRender; /**< GL_INTEL_blackhole_render */
/** Does glVertexAttrib(0) alias glVertex()? */
bool _AttribZeroAliasesVertex;
/**
* When set, TileRasterOrderIncreasingX/Y control the order that a tiled
* renderer's tiles should be excecuted, to meet the requirements of
* GL_MESA_tile_raster_order.
*/
GLboolean TileRasterOrderFixed;
GLboolean TileRasterOrderIncreasingX;
GLboolean TileRasterOrderIncreasingY;
/**
* \name Hooks for module contexts.
*
* These will eventually live in the driver or elsewhere.
*/
/*@{*/
struct vbo_context vbo_context;
struct st_context *st;
struct pipe_screen *screen;
struct pipe_context *pipe;
struct st_config_options *st_opts;
struct cso_context *cso_context;
bool has_invalidate_buffer;
/* On old libGL's for linux we need to invalidate the drawables
* on glViewpport calls, this is set via a option.
*/
bool invalidate_on_gl_viewport;
/*@}*/
/**
* \name NV_vdpau_interop
*/
/*@{*/
const void *vdpDevice;
const void *vdpGetProcAddress;
struct set *vdpSurfaces;
/*@}*/
/**
* Has this context observed a GPU reset in any context in the share group?
*
* Once this field becomes true, it is never reset to false.
*/
GLboolean ShareGroupReset;
/**
* \name OES_primitive_bounding_box
*
* Stores the arguments to glPrimitiveBoundingBox
*/
GLfloat PrimitiveBoundingBox[8];
struct disk_cache *Cache;
/**
* \name GL_ARB_bindless_texture
*/
/*@{*/
struct hash_table_u64 *ResidentTextureHandles;
struct hash_table_u64 *ResidentImageHandles;
/*@}*/
bool shader_builtin_ref;
};
#ifndef NDEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
#endif
/** The MESA_VERBOSE var is a bitmask of these flags */
enum _verbose
{
VERBOSE_VARRAY = 0x0001,
VERBOSE_TEXTURE = 0x0002,
VERBOSE_MATERIAL = 0x0004,
VERBOSE_PIPELINE = 0x0008,
VERBOSE_DRIVER = 0x0010,
VERBOSE_STATE = 0x0020,
VERBOSE_API = 0x0040,
VERBOSE_DISPLAY_LIST = 0x0100,
VERBOSE_LIGHTING = 0x0200,
VERBOSE_PRIMS = 0x0400,
VERBOSE_VERTS = 0x0800,
VERBOSE_DISASSEM = 0x1000,
VERBOSE_SWAPBUFFERS = 0x4000
};
/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
enum _debug
{
DEBUG_SILENT = (1 << 0),
DEBUG_ALWAYS_FLUSH = (1 << 1),
DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
DEBUG_INCOMPLETE_FBO = (1 << 3),
DEBUG_CONTEXT = (1 << 4)
};
#ifdef __cplusplus
}
#endif
#endif /* MTYPES_H */