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/*
* 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/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 "util/simple_mtx.h"
#include "util/u_dynarray.h"
#include "vbo/vbo.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)
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
*/
static inline GLboolean
_mesa_varying_slot_in_fs(gl_varying_slot slot)
{
switch (slot) {
case VARYING_SLOT_PSIZ:
case VARYING_SLOT_BFC0:
case VARYING_SLOT_BFC1:
case VARYING_SLOT_EDGE:
case VARYING_SLOT_CLIP_VERTEX:
case VARYING_SLOT_LAYER:
case VARYING_SLOT_TESS_LEVEL_OUTER:
case VARYING_SLOT_TESS_LEVEL_INNER:
case VARYING_SLOT_BOUNDING_BOX0:
case VARYING_SLOT_BOUNDING_BOX1:
case VARYING_SLOT_VIEWPORT_MASK:
return GL_FALSE;
default:
return GL_TRUE;
}
}
/**
* 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_AUX0 (1 << BUFFER_AUX0)
#define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
#define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
#define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
#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_AUX0 | \
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)
/**
* Framebuffer configuration (aka visual / pixelformat)
* Note: some of these fields should be boolean, but it appears that
* code in drivers/dri/common/util.c requires int-sized fields.
*/
struct gl_config
{
GLboolean floatMode;
GLuint doubleBufferMode;
GLuint stereoMode;
GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
GLuint redMask, greenMask, blueMask, alphaMask;
GLint redShift, greenShift, blueShift, alphaShift;
GLint rgbBits; /* total bits for rgb */
GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
GLint depthBits;
GLint stencilBits;
GLint numAuxBuffers;
GLint level;
/* EXT_visual_rating / GLX 1.2 */
GLint visualRating;
/* EXT_visual_info / GLX 1.2 */
GLint transparentPixel;
/* colors are floats scaled to ints */
GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
GLint transparentIndex;
/* ARB_multisample / SGIS_multisample */
GLint sampleBuffers;
GLuint samples;
/* SGIX_pbuffer / GLX 1.3 */
GLint maxPbufferWidth;
GLint maxPbufferHeight;
GLint maxPbufferPixels;
GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
/* OML_swap_method */
GLint swapMethod;
/* EXT_texture_from_pixmap */
GLint bindToTextureRgb;
GLint bindToTextureRgba;
GLint bindToMipmapTexture;
GLint bindToTextureTargets;
GLint yInverted;
/* EXT_framebuffer_sRGB */
GLint sRGBCapable;
/* EGL_KHR_mutable_render_buffer */
GLuint mutableRenderBuffer; /* bool */
};
/**
* \name Bit flags used for updating material values.
*/
/*@{*/
#define MAT_ATTRIB_FRONT_AMBIENT 0
#define MAT_ATTRIB_BACK_AMBIENT 1
#define MAT_ATTRIB_FRONT_DIFFUSE 2
#define MAT_ATTRIB_BACK_DIFFUSE 3
#define MAT_ATTRIB_FRONT_SPECULAR 4
#define MAT_ATTRIB_BACK_SPECULAR 5
#define MAT_ATTRIB_FRONT_EMISSION 6
#define MAT_ATTRIB_BACK_EMISSION 7
#define MAT_ATTRIB_FRONT_SHININESS 8
#define MAT_ATTRIB_BACK_SHININESS 9
#define MAT_ATTRIB_FRONT_INDEXES 10
#define MAT_ATTRIB_BACK_INDEXES 11
#define MAT_ATTRIB_MAX 12
#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
#define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
#define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
#define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
#define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
#define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
#define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
#define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
#define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
#define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
#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
{
GLfloat Ambient[4]; /**< ambient color */
GLfloat Diffuse[4]; /**< diffuse color */
GLfloat Specular[4]; /**< specular color */
GLfloat EyePosition[4]; /**< position in eye coordinates */
GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
GLfloat SpotExponent;
GLfloat SpotCutoff; /**< in degrees */
GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
GLfloat ConstantAttenuation;
GLfloat LinearAttenuation;
GLfloat QuadraticAttenuation;
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. */
/**
* Set if any blend factor uses SRC1. Computed at the time blend factors
* get set.
*/
GLboolean _UsesDualSrc;
} Blend[MAX_DRAW_BUFFERS];
/** 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 */
GLfloat 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 */
};
/**
* Lighting attribute group (GL_LIGHT_BIT).
*/
struct gl_light_attrib
{
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 SpriteRMode; /**< GL_NV_point_sprite (only!) */
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? */
};
/**
* 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 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
{
simple_mtx_t Mutex;
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
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 */
union gl_color_union BorderColor; /**< Interpreted according to texture format */
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 */
/** GL_ARB_bindless_texture */
bool HandleAllocated;
struct util_dynarray Handles;
};
/**
* Texture object state. Contains the array of mipmap images, border color,
* wrap modes, filter modes, and shadow/texcompare state.
*/
struct gl_texture_object
{
simple_mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
GLuint Name; /**< the user-visible texture object ID */
GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
GLenum16 DepthMode; /**< GL_ARB_depth_texture */
GLchar *Label; /**< GL_KHR_debug */
struct gl_sampler_object Sampler;
gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
Only valid when Target is valid. */
GLfloat Priority; /**< in [0,1] */
GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
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 */
GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
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 Purgeable; /**< Is the buffer purgeable under memory
pressure? */
GLboolean Immutable; /**< GL_ARB_texture_storage */
GLboolean _IsFloat; /**< GL_OES_float_texture */
GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
bool StencilSampling; /**< Should we sample stencil instead of depth? */
bool HandleAllocated; /**< GL_ARB_bindless_texture */
/** GL_OES_EGL_image_external */
GLubyte RequiredTextureImageUnits;
GLubyte MinLevel; /**< GL_ARB_texture_view */
GLubyte NumLevels; /**< GL_ARB_texture_view */
GLushort MinLayer; /**< GL_ARB_texture_view */
GLushort NumLayers; /**< GL_ARB_texture_view */
/** GL_EXT_memory_object */
GLenum16 TextureTiling;
/** GL_ARB_shader_image_load_store */
GLenum16 ImageFormatCompatibilityType;
/** GL_ARB_texture_buffer_object */
GLenum16 BufferObjectFormat;
/** Equivalent Mesa format for BufferObjectFormat. */
mesa_format _BufferObjectFormat;
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;
};
/** 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 */
GLfloat ObjectPlane[4];
GLfloat EyePlane[4];
};
/**
* Sampler-related subset of a texture unit, like current texture objects.
*/
struct gl_texture_unit
{
GLfloat LodBias; /**< for biasing mipmap levels */
/** 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;
};
/**
* 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;
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_ELEMENT_ARRAY_BUFFER = 0x80,
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 */
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 Purgeable; /**< Is the buffer purgeable under memory pressure? */
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 */
};
/**
* 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 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;
/** Mask of VERT_BIT_* values indicating changed/dirty arrays */
GLbitfield NewArrays;
/** 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;
GLuint RestartIndex;
GLuint _RestartIndex[4]; /**< Restart indices for index_size - 1. */
/*@}*/
/* 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;
/**
* 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 */
};
/**
* 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;
/*@}*/
};
struct gl_transform_feedback_varying_info
{
char *Name;
GLenum16 Type;
GLint BufferIndex;
GLint Size;
GLint Offset;
};
/**
* Per-output info vertex shaders for transform feedback.
*/
struct gl_transform_feedback_output
{
uint32_t OutputRegister;
uint32_t OutputBuffer;
uint32_t NumComponents;
uint32_t StreamId;
/** offset (in DWORDs) of this output within the interleaved structure */
uint32_t DstOffset;
/**
* Offset into the output register of the data to output. For example,
* if NumComponents is 2 and ComponentOffset is 1, then the data to
* offset is in the y and z components of the output register.
*/
uint32_t ComponentOffset;
};
struct gl_transform_feedback_buffer
{
uint32_t Binding;
uint32_t NumVaryings;
/**
* Total number of components stored in each buffer. This may be used by
* hardware back-ends to determine the correct stride when interleaving
* multiple transform feedback outputs in the same buffer.
*/
uint32_t Stride;
/**
* Which transform feedback stream this buffer binding is associated with.
*/
uint32_t Stream;
};
/** Post-link transform feedback info. */
struct gl_transform_feedback_info
{
unsigned NumOutputs;
/* Bitmask of active buffer indices. */
unsigned ActiveBuffers;
struct gl_transform_feedback_output *Outputs;
/** Transform feedback varyings used for the linking of this shader program.
*
* Use for glGetTransformFeedbackVarying().
*/
struct gl_transform_feedback_varying_info *Varyings;
GLint NumVarying;
struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
};
/**
* 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];
};
/**
* 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;
};
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;
};
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;
};
/**
* 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 */
};
/**
* A bindless sampler object.
*/
struct gl_bindless_sampler
{
/** Texture unit (set by glUniform1()). */
GLubyte unit;
/** Whether this bindless sampler is bound to a unit. */
GLboolean bound;
/** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
gl_texture_index target;
/** Pointer to the base of the data. */
GLvoid *data;
};
/**
* A bindless image object.
*/
struct gl_bindless_image
{
/** Image unit (set by glUniform1()). */
GLubyte unit;
/** Whether this bindless image is bound to a unit. */
GLboolean bound;
/** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
* GL_NONE to indicate both read-only and write-only)
*/
GLenum16 access;
/** Pointer to the base of the data. */
GLvoid *data;
};
/**
* Base class for any kind of program object
*/
struct gl_program
{
/** FIXME: This must be first until we split shader_info from nir_shader */
struct shader_info info;
GLuint Id;
GLint RefCount;
GLubyte *String; /**< Null-terminated program text */
/** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
GLenum16 Target;
GLenum16 Format; /**< String encoding format */
GLboolean _Used; /**< Ever used for drawing? Used for debugging */
struct nir_shader *nir;
/* Saved and restored with metadata. Freed with ralloc. */
void *driver_cache_blob;
size_t driver_cache_blob_size;
bool is_arb_asm; /** Is this an ARB assembly-style program */
/** Is this program written to on disk shader cache */
bool program_written_to_cache;
/** A bitfield indicating which vertex shader inputs consume two slots
*
* This is used for mapping from single-slot input locations in the GL API
* to dual-slot double input locations in the shader. This field is set
* once as part of linking and never updated again to ensure the mapping
* remains consistent.
*
* Note: There may be dual-slot variables in the original shader source
* which do not appear in this bitfield due to having been eliminated by
* the compiler prior to DualSlotInputs being calculated. There may also
* be bits set in this bitfield which are set but which the shader never
* reads due to compiler optimizations eliminating such variables after
* DualSlotInputs is calculated.
*/
GLbitfield64 DualSlotInputs;
/** Subset of OutputsWritten outputs written with non-zero index. */
GLbitfield64 SecondaryOutputsWritten;
/** TEXTURE_x_BIT bitmask */
GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
/** Bitfield of which samplers are used */
GLbitfield SamplersUsed;
/** Texture units used for shadow sampling. */
GLbitfield ShadowSamplers;
/** Texture units used for samplerExternalOES */
GLbitfield ExternalSamplersUsed;
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
/** Map from sampler unit to texture unit (set by glUniform1i()) */
GLubyte SamplerUnits[MAX_SAMPLERS];
/* FIXME: We should be able to make this struct a union. However some
* drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
* these fields, we should fix this.
*/
struct {
/** Fields used by GLSL programs */
struct {
/** Data shared by gl_program and gl_shader_program */
struct gl_shader_program_data *data;
struct gl_active_atomic_buffer **AtomicBuffers;
/** Post-link transform feedback info. */
struct gl_transform_feedback_info *LinkedTransformFeedback;
/**
* Number of types for subroutine uniforms.
*/
GLuint NumSubroutineUniformTypes;
/**
* Subroutine uniform remap table
* based on the program level uniform remap table.
*/
GLuint NumSubroutineUniforms; /* non-sparse total */
GLuint NumSubroutineUniformRemapTable;
struct gl_uniform_storage **SubroutineUniformRemapTable;
/**
* Num of subroutine functions for this stage and storage for them.
*/
GLuint NumSubroutineFunctions;
GLuint MaxSubroutineFunctionIndex;
struct gl_subroutine_function *SubroutineFunctions;
/**
* Map from image uniform index to image unit (set by glUniform1i())
*
* An image uniform index is associated with each image uniform by
* the linker. The image index associated with each uniform is
* stored in the \c gl_uniform_storage::image field.
*/
GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
/**
* Access qualifier specified in the shader for each image uniform
* index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
* GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
* write-only.
*
* It may be different, though only more strict than the value of
* \c gl_image_unit::Access for the corresponding image unit.
*/
GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
GLuint NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
struct gl_uniform_block **ShaderStorageBlocks;
/**
* Bitmask of shader storage blocks not declared as read-only.
*/
unsigned ShaderStorageBlocksWriteAccess;
/** Which texture target is being sampled
* (TEXTURE_1D/2D/3D/etc_INDEX)
*/
GLubyte SamplerTargets[MAX_SAMPLERS];
/**
* Number of samplers declared with the bindless_sampler layout
* qualifier as specified by ARB_bindless_texture.
*/
GLuint NumBindlessSamplers;
GLboolean HasBoundBindlessSampler;
struct gl_bindless_sampler *BindlessSamplers;
/**
* Number of images declared with the bindless_image layout qualifier
* as specified by ARB_bindless_texture.
*/
GLuint NumBindlessImages;
GLboolean HasBoundBindlessImage;
struct gl_bindless_image *BindlessImages;
union {
struct {
/**
* A bitmask of gl_advanced_blend_mode values
*/
GLbitfield BlendSupport;
} fs;
};
} sh;
/** ARB assembly-style program fields */
struct {
struct prog_instruction *Instructions;
/**
* Local parameters used by the program.
*
* It's dynamically allocated because it is rarely used (just
* assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
* once it's allocated.
*/
GLfloat (*LocalParams)[4];
/** Bitmask of which register files are read/written with indirect
* addressing. Mask of (1 << PROGRAM_x) bits.
*/
GLbitfield IndirectRegisterFiles;
/** Logical counts */
/*@{*/
GLuint NumInstructions;
GLuint NumTemporaries;
GLuint NumParameters;
GLuint NumAttributes;
GLuint NumAddressRegs;
GLuint NumAluInstructions;
GLuint NumTexInstructions;
GLuint NumTexIndirections;
/*@}*/
/** Native, actual h/w counts */
/*@{*/
GLuint NumNativeInstructions;
GLuint NumNativeTemporaries;
GLuint NumNativeParameters;
GLuint NumNativeAttributes;
GLuint NumNativeAddressRegs;
GLuint NumNativeAluInstructions;
GLuint NumNativeTexInstructions;
GLuint NumNativeTexIndirections;
/*@}*/
/** Used by ARB assembly-style programs. Can only be true for vertex
* programs.
*/
GLboolean IsPositionInvariant;
} arb;
};
};
/**
* 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 */
/** Should fixed-function T&L be implemented with a vertex prog? */
GLboolean _MaintainTnlProgram;
/** 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;
/**
* 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;
};
/**
* 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 */
/** Should fixed-function texturing be implemented with a fragment prog? */
GLboolean _MaintainTexEnvProgram;
/** 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;
};
/**
* Shader subroutine function definition
*/
struct gl_subroutine_function
{
char *name;
int index;
int num_compat_types;
const struct glsl_type **types;
};
/**
* Shader information needed by both gl_shader and gl_linked shader.
*/
struct gl_shader_info
{
/**
* Tessellation Control shader state from layout qualifiers.
*/
struct {
/**
* 0 - vertices not declared in shader, or
* 1 .. GL_MAX_PATCH_VERTICES
*/
GLint VerticesOut;
} TessCtrl;
/**
* Tessellation Evaluation shader state from layout qualifiers.
*/
struct {
/**
* GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
* in this shader.
*/
GLenum16 PrimitiveMode;
enum gl_tess_spacing Spacing;
/**
* GL_CW, GL_CCW, or 0 if it's not set in this shader.
*/
GLenum16 VertexOrder;
/**
* 1, 0, or -1 if it's not set in this shader.
*/
int PointMode;
} TessEval;
/**
* Geometry shader state from GLSL 1.50 layout qualifiers.
*/
struct {
GLint VerticesOut;
/**
* 0 - Invocations count not declared in shader, or
* 1 .. Const.MaxGeometryShaderInvocations
*/
GLint Invocations;
/**
* GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
* GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
* shader.
*/
GLenum16 InputType;
/**
* GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
* it's not set in this shader.
*/
GLenum16 OutputType;
} Geom;
/**
* Compute shader state from ARB_compute_shader and
* ARB_compute_variable_group_size layout qualifiers.
*/
struct {
/**
* Size specified using local_size_{x,y,z}, or all 0's to indicate that
* it's not set in this shader.
*/
unsigned LocalSize[3];
/**
* Whether a variable work group size has been specified as defined by
* ARB_compute_variable_group_size.
*/
bool LocalSizeVariable;
/*
* Arrangement of invocations used to calculate derivatives in a compute
* shader. From NV_compute_shader_derivatives.
*/
enum gl_derivative_group DerivativeGroup;
} Comp;
};
/**
* A linked GLSL shader object.
*/
struct gl_linked_shader
{
gl_shader_stage Stage;
#ifdef DEBUG
unsigned SourceChecksum;
#endif
struct gl_program *Program; /**< Post-compile assembly code */
/**
* \name Sampler tracking
*
* \note Each of these fields is only set post-linking.
*/
/*@{*/
GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
/*@}*/
/**
* Number of default uniform block components used by this shader.
*
* This field is only set post-linking.
*/
unsigned num_uniform_components;
/**
* Number of combined uniform components used by this shader.
*
* This field is only set post-linking. It is the sum of the uniform block
* sizes divided by sizeof(float), and num_uniform_compoennts.
*/
unsigned num_combined_uniform_components;
struct exec_list *ir;
struct exec_list *packed_varyings;
struct exec_list *fragdata_arrays;
struct glsl_symbol_table *symbols;
/**
* ARB_gl_spirv related data.
*
* This is actually a reference to the gl_shader::spirv_data, which
* stores information that is also needed during linking.
*/
struct gl_shader_spirv_data *spirv_data;
};
/**
* Compile status enum. COMPILE_SKIPPED is used to indicate the compile
* was skipped due to the shader matching one that's been seen before by
* the on-disk cache.
*/
enum gl_compile_status
{
COMPILE_FAILURE = 0,
COMPILE_SUCCESS,
COMPILE_SKIPPED
};
/**
* A GLSL shader object.
*/
struct gl_shader
{
/** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
* GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
* Must be the first field.
*/
GLenum16 Type;
gl_shader_stage Stage;
GLuint Name; /**< AKA the handle */
GLint RefCount; /**< Reference count */
GLchar *Label; /**< GL_KHR_debug */
unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
GLboolean DeletePending;
bool IsES; /**< True if this shader uses GLSL ES */
enum gl_compile_status CompileStatus;
#ifdef DEBUG
unsigned SourceChecksum; /**< for debug/logging purposes */
#endif
const GLchar *Source; /**< Source code string */
const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
/**
* A bitmask of gl_advanced_blend_mode values
*/
GLbitfield BlendSupport;
struct exec_list *ir;
struct glsl_symbol_table *symbols;
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
*/
bool EarlyFragmentTests;
bool ARB_fragment_coord_conventions_enable;
bool redeclares_gl_fragcoord;
bool uses_gl_fragcoord;
bool PostDepthCoverage;
bool PixelInterlockOrdered;
bool PixelInterlockUnordered;
bool SampleInterlockOrdered;
bool SampleInterlockUnordered;
bool InnerCoverage;
/**
* Fragment shader state from GLSL 1.50 layout qualifiers.
*/
bool origin_upper_left;
bool pixel_center_integer;
/**
* Whether bindless_sampler/bindless_image, and respectively
* bound_sampler/bound_image are declared at global scope as defined by
* ARB_bindless_texture.
*/
bool bindless_sampler;
bool bindless_image;
bool bound_sampler;
bool bound_image;
/**
* Whether layer output is viewport-relative.
*/
bool redeclares_gl_layer;
bool layer_viewport_relative;
/** Global xfb_stride out qualifier if any */
GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
struct gl_shader_info info;
/* ARB_gl_spirv related data */
struct gl_shader_spirv_data *spirv_data;
};
struct gl_uniform_buffer_variable
{
char *Name;
/**
* Name of the uniform as seen by glGetUniformIndices.
*
* glGetUniformIndices requires that the block instance index \b not be
* present in the name of queried uniforms.
*
* \note
* \c gl_uniform_buffer_variable::IndexName and
* \c gl_uniform_buffer_variable::Name may point to identical storage.
*/
char *IndexName;
const struct glsl_type *Type;
unsigned int Offset;
GLboolean RowMajor;
};
struct gl_uniform_block
{
/** Declared name of the uniform block */
char *Name;
/** Array of supplemental information about UBO ir_variables. */
struct gl_uniform_buffer_variable *Uniforms;
GLuint NumUniforms;
/**
* Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
* with glBindBufferBase to bind a buffer object to this uniform block.
*/
GLuint Binding;
/**
* Minimum size (in bytes) of a buffer object to back this uniform buffer
* (GL_UNIFORM_BLOCK_DATA_SIZE).
*/
GLuint UniformBufferSize;
/** Stages that reference this block */
uint8_t stageref;
/**
* Linearized array index for uniform block instance arrays
*
* Given a uniform block instance array declared with size
* blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
* have the linearized array index
*
* m-1 m
* i_m + ∑ i_j * ∏ s_k
* j=0 k=j+1
*
* For a uniform block instance that is not an array, this is always 0.
*/
uint8_t linearized_array_index;
/**
* Layout specified in the shader
*
* This isn't accessible through the API, but it is used while
* cross-validating uniform blocks.
*/
enum glsl_interface_packing _Packing;
GLboolean _RowMajor;
};
/**
* Structure that represents a reference to an atomic buffer from some
* shader program.
*/
struct gl_active_atomic_buffer
{
/** Uniform indices of the atomic counters declared within it. */
GLuint *Uniforms;
GLuint NumUniforms;
/** Binding point index associated with it. */
GLuint Binding;
/** Minimum reasonable size it is expected to have. */
GLuint MinimumSize;
/** Shader stages making use of it. */
GLboolean StageReferences[MESA_SHADER_STAGES];
};
/**
* Data container for shader queries. This holds only the minimal
* amount of required information for resource queries to work.
*/
struct gl_shader_variable
{
/**
* Declared type of the variable
*/
const struct glsl_type *type;
/**
* If the variable is in an interface block, this is the type of the block.
*/
const struct glsl_type *interface_type;
/**
* For variables inside structs (possibly recursively), this is the
* outermost struct type.
*/
const struct glsl_type *outermost_struct_type;
/**
* Declared name of the variable
*/
char *name;
/**
* Storage location of the base of this variable
*
* The precise meaning of this field depends on the nature of the variable.
*
* - Vertex shader input: one of the values from \c gl_vert_attrib.
* - Vertex shader output: one of the values from \c gl_varying_slot.
* - Geometry shader input: one of the values from \c gl_varying_slot.
* - Geometry shader output: one of the values from \c gl_varying_slot.
* - Fragment shader input: one of the values from \c gl_varying_slot.
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
* - Non-UBO Uniforms: explicit location until linking then reused to
* store uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
* slot has not been assigned, the value will be -1.
*/
int location;
/**
* Specifies the first component the variable is stored in as per
* ARB_enhanced_layouts.
*/
unsigned component:2;
/**
* Output index for dual source blending.
*
* \note
* The GLSL spec only allows the values 0 or 1 for the index in \b dual
* source blending.
*/
unsigned index:1;
/**
* Specifies whether a shader input/output is per-patch in tessellation
* shader stages.
*/
unsigned patch:1;
/**
* Storage class of the variable.
*
* \sa (n)ir_variable_mode
*/
unsigned mode:4;
/**
* Interpolation mode for shader inputs / outputs
*
* \sa glsl_interp_mode
*/
unsigned interpolation:2;
/**
* Was the location explicitly set in the shader?
*
* If the location is explicitly set in the shader, it \b cannot be changed
* by the linker or by the API (e.g., calls to \c glBindAttribLocation have
* no effect).
*/
unsigned explicit_location:1;
/**
* Precision qualifier.
*/
unsigned precision:2;
};
/**
* Active resource in a gl_shader_program
*/
struct gl_program_resource
{
GLenum16 Type; /** Program interface type. */
const void *Data; /** Pointer to resource associated data structure. */
uint8_t StageReferences; /** Bitmask of shader stage references. */
};
/**
* Link status enum. LINKING_SKIPPED is used to indicate linking
* was skipped due to the shader being loaded from the on-disk cache.
*/
enum gl_link_status
{
LINKING_FAILURE = 0,
LINKING_SUCCESS,
LINKING_SKIPPED
};
/**
* A data structure to be shared by gl_shader_program and gl_program.
*/
struct gl_shader_program_data
{
GLint RefCount; /**< Reference count */
/** SHA1 hash of linked shader program */
unsigned char sha1[20];
unsigned NumUniformStorage;
unsigned NumHiddenUniforms;
struct gl_uniform_storage *UniformStorage;
unsigned NumUniformBlocks;
unsigned NumShaderStorageBlocks;
struct gl_uniform_block *UniformBlocks;
struct gl_uniform_block *ShaderStorageBlocks;
struct gl_active_atomic_buffer *AtomicBuffers;
unsigned NumAtomicBuffers;
/* Shader cache variables used during restore */
unsigned NumUniformDataSlots;
union gl_constant_value *UniformDataSlots;
/* Used to hold initial uniform values for program binary restores.
*
* From the ARB_get_program_binary spec:
*
* "A successful call to ProgramBinary will reset all uniform
* variables to their initial values. The initial value is either
* the value of the variable's initializer as specified in the
* original shader source, or 0 if no initializer was present.
*/
union gl_constant_value *UniformDataDefaults;
/** Hash for quick search by name. */
struct hash_table_u64 *ProgramResourceHash;
GLboolean Validated;
/** List of all active resources after linking. */
struct gl_program_resource *ProgramResourceList;
unsigned NumProgramResourceList;
enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
/* Mask of stages this program was linked against */
unsigned linked_stages;
/* Whether the shaders of this program are loaded from SPIR-V binaries
* (all have the SPIR_V_BINARY_ARB state). This was introduced by the
* ARB_gl_spirv extension.
*/
bool spirv;
};
/**
* A GLSL program object.
* Basically a linked collection of vertex and fragment shaders.
*/
struct gl_shader_program
{
GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
GLboolean DeletePending;
/**
* Is the application intending to glGetProgramBinary this program?
*
* BinaryRetrievableHint is the currently active hint that gets set
* during initialization and after linking and BinaryRetrievableHintPending
* is the hint set by the user to be active when program is linked next time.
*/
GLboolean BinaryRetrievableHint;
GLboolean BinaryRetrievableHintPending;
/**
* Indicates whether program can be bound for individual pipeline stages
* using UseProgramStages after it is next linked.
*/
GLboolean SeparateShader;
GLuint NumShaders; /**< number of attached shaders */
struct gl_shader **Shaders; /**< List of attached the shaders */
/**
* User-defined attribute bindings
*
* These are set via \c glBindAttribLocation and are used to direct the
* GLSL linker. These are \b not the values used in the compiled shader,
* and they are \b not the values returned by \c glGetAttribLocation.
*/
struct string_to_uint_map *AttributeBindings;
/**
* User-defined fragment data bindings
*
* These are set via \c glBindFragDataLocation and are used to direct the
* GLSL linker. These are \b not the values used in the compiled shader,
* and they are \b not the values returned by \c glGetFragDataLocation.
*/
struct string_to_uint_map *FragDataBindings;
struct string_to_uint_map *FragDataIndexBindings;
/**
* Transform feedback varyings last specified by
* glTransformFeedbackVaryings().
*
* For the current set of transform feedback varyings used for transform
* feedback output, see LinkedTransformFeedback.
*/
struct {
GLenum16 BufferMode;
/** Global xfb_stride out qualifier if any */
GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
GLuint NumVarying;
GLchar **VaryingNames; /**< Array [NumVarying] of char * */
} TransformFeedback;
struct gl_program *last_vert_prog;
/** Post-link gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout FragDepthLayout;
/**
* Geometry shader state - copied into gl_program by
* _mesa_copy_linked_program_data().
*/
struct {
GLint VerticesIn;
bool UsesEndPrimitive;
unsigned ActiveStreamMask;
} Geom;
/**
* Compute shader state - copied into gl_program by
* _mesa_copy_linked_program_data().
*/
struct {
/**
* Size of shared variables accessed by the compute shader.
*/
unsigned SharedSize;
} Comp;
/** Data shared by gl_program and gl_shader_program */
struct gl_shader_program_data *data;
/**
* Mapping from GL uniform locations returned by \c glUniformLocation to
* UniformStorage entries. Arrays will have multiple contiguous slots
* in the UniformRemapTable, all pointing to the same UniformStorage entry.
*/
unsigned NumUniformRemapTable;
struct gl_uniform_storage **UniformRemapTable;
/**
* Sometimes there are empty slots left over in UniformRemapTable after we
* allocate slots to explicit locations. This list stores the blocks of
* continuous empty slots inside UniformRemapTable.
*/
struct exec_list EmptyUniformLocations;
/**
* Total number of explicit uniform location including inactive uniforms.
*/
unsigned NumExplicitUniformLocations;
/**
* Map of active uniform names to locations
*
* Maps any active uniform that is not an array element to a location.
* Each active uniform, including individual structure members will appear
* in this map. This roughly corresponds to the set of names that would be
* enumerated by \c glGetActiveUniform.
*/
struct string_to_uint_map *UniformHash;
GLboolean SamplersValidated; /**< Samplers validated against texture units? */
bool IsES; /**< True if this program uses GLSL ES */
/**
* Per-stage shaders resulting from the first stage of linking.
*
* Set of linked shaders for this program. The array is accessed using the
* \c MESA_SHADER_* defines. Entries for non-existent stages will be
* \c NULL.
*/
struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
/**
* True if any of the fragment shaders attached to this program use:
* #extension ARB_fragment_coord_conventions: enable
*/
GLboolean ARB_fragment_coord_conventions_enable;
};
#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 */
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;
};
/**
* Compiler options for a single GLSL shaders type
*/
struct gl_shader_compiler_options
{
/** Driver-selectable options: */
GLboolean EmitNoLoops;
GLboolean EmitNoCont; /**< Emit CONT opcode? */
GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
GLboolean EmitNoPow; /**< Emit POW opcodes? */
GLboolean EmitNoSat; /**< Emit SAT opcodes? */
GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
* gl_CullDistance together from
* float[8] to vec4[2]
**/
GLbitfield LowerBuiltinVariablesXfb; /**< Which builtin variables should
* be lowered for transform feedback
**/
/**
* If we can lower the precision of variables based on precision
* qualifiers
*/
GLboolean LowerPrecisionFloat16;
GLboolean LowerPrecisionInt16;
GLboolean LowerPrecisionDerivatives;
/**
* This enables lowering of 16b constants. Some drivers may not
* to lower constants to 16b (ie. if the hw can do automatic
* narrowing on constant load)
*/
GLboolean LowerPrecisionConstants;
/**
* \name Forms of indirect addressing the driver cannot do.
*/
/*@{*/
GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
/*@}*/
GLuint MaxIfDepth; /**< Maximum nested IF blocks */
GLuint MaxUnrollIterations;
/**
* Optimize code for array of structures backends.
*
* This is a proxy for:
* - preferring DP4 instructions (rather than MUL/MAD) for
* matrix * vector operations, such as position transformation.
*/
GLboolean OptimizeForAOS;
/** Lower UBO and SSBO access to intrinsics. */
GLboolean LowerBufferInterfaceBlocks;
/** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
GLboolean ClampBlockIndicesToArrayBounds;
/** (driconf) Force gl_Position to be considered invariant */
GLboolean PositionAlwaysInvariant;
const struct nir_shader_compiler_options *NirOptions;
};
/**
* 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 */
};
/**
* 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? */
};
/**
* State which can be shared by multiple contexts:
*/
struct gl_shared_state
{
simple_mtx_t Mutex; /**< for thread safety */
GLint RefCount; /**< Reference count */
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.
*/
/*@{*/
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;
/** 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.
*/
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;
};
/**
* 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
{
simple_mtx_t Mutex; /**< for thread safety */
GLuint ClassID; /**< Useful for drivers */
GLuint Name;
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount;
GLuint Width, Height;
GLuint Depth;
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
/**
* True for renderbuffers that wrap textures, giving the driver a chance to
* flush render caches through the FinishRenderTexture hook.
*
* Drivers may also set this on renderbuffers other than those generated by
* glFramebufferTexture(), though it means FinishRenderTexture() would be
* called without a rb->TexImage.
*/
GLboolean NeedsFinishRenderTexture;
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);
};
/**
* 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);
};
/**
* Precision info for shader datatypes. See glGetShaderPrecisionFormat().
*/
struct gl_precision
{
GLushort RangeMin; /**< min value exponent */
GLushort RangeMax; /**< max value exponent */
GLushort Precision; /**< number of mantissa bits */
};
/**
* Limits for vertex, geometry and fragment programs/shaders.
*/
struct gl_program_constants
{
/* logical limits */
GLuint MaxInstructions;
GLuint MaxAluInstructions;
GLuint MaxTexInstructions;
GLuint MaxTexIndirections;
GLuint MaxAttribs;
GLuint MaxTemps;
GLuint MaxAddressRegs;
GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
GLuint MaxParameters;
GLuint MaxLocalParams;
GLuint MaxEnvParams;
/* native/hardware limits */
GLuint MaxNativeInstructions;
GLuint MaxNativeAluInstructions;
GLuint MaxNativeTexInstructions;
GLuint MaxNativeTexIndirections;
GLuint MaxNativeAttribs;
GLuint MaxNativeTemps;
GLuint MaxNativeAddressRegs;
GLuint MaxNativeParameters;
/* For shaders */
GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
/**
* \name Per-stage input / output limits
*
* Previous to OpenGL 3.2, the intrastage data limits were advertised with
* a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
* ES). This is stored as \c gl_constants::MaxVarying.
*
* Starting with OpenGL 3.2, the limits are advertised with per-stage
* variables. Each stage as a certain number of outputs that it can feed
* to the next stage and a certain number inputs that it can consume from
* the previous stage.
*
* Vertex shader inputs do not participate this in this accounting.
* These are tracked exclusively by \c gl_program_constants::MaxAttribs.
*
* Fragment shader outputs do not participate this in this accounting.
* These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
*/
/*@{*/
GLuint MaxInputComponents;
GLuint MaxOutputComponents;
/*@}*/
/* ES 2.0 and GL_ARB_ES2_compatibility */
struct gl_precision LowFloat, MediumFloat, HighFloat;
struct gl_precision LowInt, MediumInt, HighInt;
/* GL_ARB_uniform_buffer_object */
GLuint MaxUniformBlocks;
uint64_t MaxCombinedUniformComponents;
GLuint MaxTextureImageUnits;
/* GL_ARB_shader_atomic_counters */
GLuint MaxAtomicBuffers;
GLuint MaxAtomicCounters;
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUniforms;
/* GL_ARB_shader_storage_buffer_object */
GLuint MaxShaderStorageBlocks;
};
/**
* Constants which may be overridden by device driver during context creation
* but are never changed after that.
*/
struct gl_constants
{
GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
GLuint MaxTextureCoordUnits;
GLuint MaxCombinedTextureImageUnits;
GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
GLuint MaxArrayLockSize;
GLint SubPixelBits;
GLfloat MinPointSize, MaxPointSize; /**< aliased */
GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
GLfloat PointSizeGranularity;
GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
GLfloat LineWidthGranularity;
GLuint MaxClipPlanes;
GLuint MaxLights;
GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
GLuint MaxViewportWidth, MaxViewportHeight;
GLuint MaxViewports; /**< GL_ARB_viewport_array */
GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
struct {
GLfloat Min;
GLfloat Max;
} ViewportBounds; /**< GL_ARB_viewport_array */
GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
struct gl_program_constants Program[MESA_SHADER_STAGES];
GLuint MaxProgramMatrices;
GLuint MaxProgramMatrixStackDepth;
struct {
GLuint SamplesPassed;
GLuint TimeElapsed;
GLuint Timestamp;
GLuint PrimitivesGenerated;
GLuint PrimitivesWritten;
GLuint VerticesSubmitted;
GLuint PrimitivesSubmitted;
GLuint VsInvocations;
GLuint TessPatches;
GLuint TessInvocations;
GLuint GsInvocations;
GLuint GsPrimitives;
GLuint FsInvocations;
GLuint ComputeInvocations;
GLuint ClInPrimitives;
GLuint ClOutPrimitives;
} QueryCounterBits;
GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
/**
* GL_ARB_framebuffer_no_attachments
*/
GLuint MaxFramebufferWidth;
GLuint MaxFramebufferHeight;
GLuint MaxFramebufferLayers;
GLuint MaxFramebufferSamples;
/** Number of varying vectors between any two shader stages. */
GLuint MaxVarying;
/** @{
* GL_ARB_uniform_buffer_object
*/
GLuint MaxCombinedUniformBlocks;
GLuint MaxUniformBufferBindings;
GLuint MaxUniformBlockSize;
GLuint UniformBufferOffsetAlignment;
/** @} */
/** @{
* GL_ARB_shader_storage_buffer_object
*/
GLuint MaxCombinedShaderStorageBlocks;
GLuint MaxShaderStorageBufferBindings;
GLuint MaxShaderStorageBlockSize;
GLuint ShaderStorageBufferOffsetAlignment;
/** @} */
/**
* GL_ARB_explicit_uniform_location
*/
GLuint MaxUserAssignableUniformLocations;
/** geometry shader */
GLuint MaxGeometryOutputVertices;
GLuint MaxGeometryTotalOutputComponents;
GLuint MaxGeometryShaderInvocations;
GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
/**
* Changes default GLSL extension behavior from "error" to "warn". It's out
* of spec, but it can make some apps work that otherwise wouldn't.
*/
GLboolean ForceGLSLExtensionsWarn;
/**
* If non-zero, forces GLSL shaders to behave as if they began
* with "#version ForceGLSLVersion".
*/
GLuint ForceGLSLVersion;
/**
* Allow GLSL #extension directives in the middle of shaders.
*/
GLboolean AllowGLSLExtensionDirectiveMidShader;
/**
* Allow a subset of GLSL 1.20 in GLSL 1.10 as needed by SPECviewperf13.
*/
GLboolean AllowGLSL120SubsetIn110;
/**
* Allow builtins as part of constant expressions. This was not allowed
* until GLSL 1.20 this allows it everywhere.
*/
GLboolean AllowGLSLBuiltinConstantExpression;
/**
* Allow some relaxation of GLSL ES shader restrictions. This encompasses
* a number of relaxations to the ES shader rules.
*/
GLboolean AllowGLSLRelaxedES;
/**
* Allow GLSL built-in variables to be redeclared verbatim
*/
GLboolean AllowGLSLBuiltinVariableRedeclaration;
/**
* Allow GLSL interpolation qualifier mismatch across shader stages.
*/
GLboolean AllowGLSLCrossStageInterpolationMismatch;
/**
* Allow creating a higher compat profile (version 3.1+) for apps that
* request it. Be careful when adding that driconf option because some
* features are unimplemented and might not work correctly.
*/
GLboolean AllowHigherCompatVersion;
/**
* Allow extra tokens at end of preprocessor directives. The CTS now tests
* to make sure these are not allowed. However, previously drivers would
* allow them to exist and just issue a warning so some old applications
* depend on this.
*/
GLboolean AllowExtraPPTokens;
/**
* Force computing the absolute value for sqrt() and inversesqrt() to follow
* D3D9 when apps rely on this behaviour.
*/
GLboolean ForceGLSLAbsSqrt;
/**
* Types of variable to default initialized to zero. Supported values are:
* - 0: no zero initialization
* - 1: all shader variables and gl_FragColor are initialiazed to 0
* - 2: same as 1, but shader out variables are *not* initialized, while
* function out variables are now initialized.
*/
GLchar GLSLZeroInit;
/**
* Force GL names reuse. Needed by SPECviewperf13.
*/
GLboolean ForceGLNamesReuse;
/**
* Treat integer textures using GL_LINEAR filters as GL_NEAREST.
*/
GLboolean ForceIntegerTexNearest;
/**
* Does the driver support real 32-bit integers? (Otherwise, integers are
* simulated via floats.)
*/
GLboolean NativeIntegers;
/**
* Does VertexID count from zero or from base vertex?
*
* \note
* If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
* ignored and need not be set.
*/
bool VertexID_is_zero_based;
/**
* If the driver supports real 32-bit integers, what integer value should be
* used for boolean true in uniform uploads? (Usually 1 or ~0.)
*/
GLuint UniformBooleanTrue;
/**
* Maximum amount of time, measured in nanseconds, that the server can wait.
*/
GLuint64 MaxServerWaitTimeout;
/** GL_EXT_provoking_vertex */
GLboolean QuadsFollowProvokingVertexConvention;
/** GL_ARB_viewport_array */
GLenum16 LayerAndVPIndexProvokingVertex;
/** OpenGL version 3.0 */
GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
/** OpenGL version 3.2 */
GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
/** OpenGL version 4.4 */
GLuint MaxVertexAttribStride;
/** GL_EXT_transform_feedback */
GLuint MaxTransformFeedbackBuffers;
GLuint MaxTransformFeedbackSeparateComponents;
GLuint MaxTransformFeedbackInterleavedComponents;
GLuint MaxVertexStreams;
/** GL_EXT_gpu_shader4 */
GLint MinProgramTexelOffset, MaxProgramTexelOffset;
/** GL_ARB_texture_gather */
GLuint MinProgramTextureGatherOffset;
GLuint MaxProgramTextureGatherOffset;
GLuint MaxProgramTextureGatherComponents;
/* GL_ARB_robustness */
GLenum16 ResetStrategy;
/* GL_KHR_robustness */
GLboolean RobustAccess;
/* GL_ARB_blend_func_extended */
GLuint MaxDualSourceDrawBuffers;
/**
* Whether the implementation strips out and ignores texture borders.
*
* Many GPU hardware implementations don't support rendering with texture
* borders and mipmapped textures. (Note: not static border color, but the
* old 1-pixel border around each edge). Implementations then have to do
* slow fallbacks to be correct, or just ignore the border and be fast but
* wrong. Setting the flag strips the border off of TexImage calls,
* providing "fast but wrong" at significantly reduced driver complexity.
*
* Texture borders are deprecated in GL 3.0.
**/
GLboolean StripTextureBorder;
/**
* For drivers which can do a better job at eliminating unused uniforms
* than the GLSL compiler.
*
* XXX Remove these as soon as a better solution is available.
*/
GLboolean GLSLSkipStrictMaxUniformLimitCheck;
/**
* Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
* are system values.
**/
bool GLSLFragCoordIsSysVal;
bool GLSLPointCoordIsSysVal;
bool GLSLFrontFacingIsSysVal;
/**
* Run the minimum amount of GLSL optimizations to be able to link
* shaders optimally (eliminate dead varyings and uniforms) and just do
* all the necessary lowering.
*/
bool GLSLOptimizeConservatively;
/**
* Whether to call lower_const_arrays_to_uniforms() during linking.
*/
bool GLSLLowerConstArrays;
/**
* True if gl_TessLevelInner/Outer[] in the TES should be inputs
* (otherwise, they're system values).
*/
bool GLSLTessLevelsAsInputs;
/**
* Always use the GetTransformFeedbackVertexCount() driver hook, rather
* than passing the transform feedback object to the drawing function.
*/
GLboolean AlwaysUseGetTransformFeedbackVertexCount;
/** GL_ARB_map_buffer_alignment */
GLuint MinMapBufferAlignment;
/**
* Disable varying packing. This is out of spec, but potentially useful
* for older platforms that supports a limited number of texture
* indirections--on these platforms, unpacking the varyings in the fragment
* shader increases the number of texture indirections by 1, which might
* make some shaders not executable at all.
*
* Drivers that support transform feedback must set this value to GL_FALSE.
*/
GLboolean DisableVaryingPacking;
/**
* Disable varying packing if used for transform feedback. This is needed
* for some drivers (e.g. Panfrost) where transform feedback requires
* unpacked varyings.
*
* This variable is mutually exlusive with DisableVaryingPacking.
*/
GLboolean DisableTransformFeedbackPacking;
/**
* UBOs and SSBOs can be packed tightly by the OpenGL implementation when
* layout is set as shared (the default) or packed. However most Mesa drivers
* just use STD140 for these layouts. This flag allows drivers to use STD430
* for packed and shared layouts which allows arrays to be packed more
* tightly.
*/
bool UseSTD430AsDefaultPacking;
/**
* Should meaningful names be generated for compiler temporary variables?
*
* Generally, it is not useful to have the compiler generate "meaningful"
* names for temporary variables that it creates. This can, however, be a
* useful debugging aid. In Mesa debug builds or release builds when
* MESA_GLSL is set at run-time, meaningful names will be generated.
* Drivers can also force names to be generated by setting this field.
* For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
* vertex shader assembly) is set at run-time.
*/
bool GenerateTemporaryNames;
/*
* Maximum value supported for an index in DrawElements and friends.
*
* This must be at least (1ull<<24)-1. The default value is
* (1ull<<32)-1.
*
* \since ES 3.0 or GL_ARB_ES3_compatibility
* \sa _mesa_init_constants
*/
GLuint64 MaxElementIndex;
/**
* Disable interpretation of line continuations (lines ending with a
* backslash character ('\') in GLSL source.
*/
GLboolean DisableGLSLLineContinuations;
/** GL_ARB_texture_multisample */
GLint MaxColorTextureSamples;
GLint MaxDepthTextureSamples;
GLint MaxIntegerSamples;
/** GL_AMD_framebuffer_multisample_advanced */
GLint MaxColorFramebufferSamples;
GLint MaxColorFramebufferStorageSamples;
GLint MaxDepthStencilFramebufferSamples;
/* An array of supported MSAA modes allowing different sample
* counts per attachment type.
*/
struct {
GLint NumColorSamples;
GLint NumColorStorageSamples;
GLint NumDepthStencilSamples;
} SupportedMultisampleModes[40];
GLint NumSupportedMultisampleModes;
/** GL_ARB_shader_atomic_counters */
GLuint MaxAtomicBufferBindings;
GLuint MaxAtomicBufferSize;
GLuint MaxCombinedAtomicBuffers;
GLuint MaxCombinedAtomicCounters;
/** GL_ARB_vertex_attrib_binding */
GLint MaxVertexAttribRelativeOffset;
GLint MaxVertexAttribBindings;
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUnits;
GLuint MaxCombinedShaderOutputResources;
GLuint MaxImageSamples;
GLuint MaxCombinedImageUniforms;
/** GL_ARB_compute_shader */
GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
GLuint MaxComputeWorkGroupInvocations;
GLuint MaxComputeSharedMemorySize;
/** GL_ARB_compute_variable_group_size */
GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
GLuint MaxComputeVariableGroupInvocations;
/** GL_ARB_gpu_shader5 */
GLfloat MinFragmentInterpolationOffset;
GLfloat MaxFragmentInterpolationOffset;
GLboolean FakeSWMSAA;
/** GL_KHR_context_flush_control */
GLenum16 ContextReleaseBehavior;
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
/** GL_ARB_tessellation_shader */
GLuint MaxPatchVertices;
GLuint MaxTessGenLevel;
GLuint MaxTessPatchComponents;
GLuint MaxTessControlTotalOutputComponents;
bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
bool PrimitiveRestartForPatches;
bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
* gl_LocalInvocationIndex based on
* other builtin variables. */
/** GL_OES_primitive_bounding_box */
bool NoPrimitiveBoundingBoxOutput;
/** GL_ARB_sparse_buffer */
GLuint SparseBufferPageSize;
/** Used as an input for sha1 generation in the on-disk shader cache */
unsigned char *dri_config_options_sha1;
/** When drivers are OK with mapped buffers during draw and other calls. */
bool AllowMappedBuffersDuringExecution;
/**
* Whether buffer creation, unsynchronized mapping, unmapping, and
* deletion is thread-safe.
*/
bool BufferCreateMapUnsynchronizedThreadSafe;
/** GL_ARB_get_program_binary */
GLuint NumProgramBinaryFormats;
/** GL_NV_conservative_raster */
GLuint MaxSubpixelPrecisionBiasBits;
/** GL_NV_conservative_raster_dilate */
GLfloat ConservativeRasterDilateRange[2];
GLfloat ConservativeRasterDilateGranularity;
/** Is the drivers uniform storage packed or padded to 16 bytes. */
bool PackedDriverUniformStorage;
/** Does the driver make use of the NIR based GLSL linker */
bool UseNIRGLSLLinker;
/** Wether or not glBitmap uses red textures rather than alpha */
bool BitmapUsesRed;
/** Whether the vertex buffer offset is a signed 32-bit integer. */
bool VertexBufferOffsetIsInt32;
/** Whether the driver can handle MultiDrawElements with non-VBO indices. */
bool MultiDrawWithUserIndices;
/** Whether out-of-order draw (Begin/End) optimizations are allowed. */
bool AllowDrawOutOfOrder;
/** Whether to allow the fast path for frequently updated VAOs. */
bool AllowDynamicVAOFastPath;
/** Whether the driver can support primitive restart with a fixed index.
* This is essentially a subset of NV_primitive_restart with enough support
* to be able to enable GLES 3.1. Some hardware can support this but not the
* full NV extension with arbitrary restart indices.
*/
bool PrimitiveRestartFixedIndex;
/** GL_ARB_gl_spirv */
struct spirv_supported_capabilities SpirVCapabilities;
/** GL_ARB_spirv_extensions */
struct spirv_supported_extensions *SpirVExtensions;
char *VendorOverride;
/** Buffer size used to upload vertices from glBegin/glEnd. */
unsigned glBeginEndBufferSize;
/** Whether the driver doesn't want x/y/width/height clipped based on src size
* when doing a copy texture operation (eg: may want out-of-bounds reads that
* produce 0 instead of leaving the texture content undefined).
*/
bool NoClippingOnCopyTex;
};
/**
* Enable flag for each OpenGL extension. Different device drivers will
* enable different extensions at runtime.
*/
struct gl_extensions
{
GLboolean dummy; /* don't remove this! */
GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
GLboolean ANGLE_texture_compression_dxt;
GLboolean ARB_ES2_compatibility;
GLboolean ARB_ES3_compatibility;
GLboolean ARB_ES3_1_compatibility;
GLboolean ARB_ES3_2_compatibility;
GLboolean ARB_arrays_of_arrays;
GLboolean ARB_base_instance;
GLboolean ARB_bindless_texture;
GLboolean ARB_blend_func_extended;
GLboolean ARB_buffer_storage;
GLboolean ARB_clear_texture;
GLboolean ARB_clip_control;
GLboolean ARB_color_buffer_float;
GLboolean ARB_compatibility;
GLboolean ARB_compute_shader;
GLboolean ARB_compute_variable_group_size;
GLboolean ARB_conditional_render_inverted;
GLboolean ARB_conservative_depth;
GLboolean ARB_copy_image;
GLboolean ARB_cull_distance;
GLboolean EXT_color_buffer_half_float;
GLboolean ARB_depth_buffer_float;
GLboolean ARB_depth_clamp;
GLboolean ARB_depth_texture;
GLboolean ARB_derivative_control;
GLboolean ARB_draw_buffers_blend;
GLboolean ARB_draw_elements_base_vertex;
GLboolean ARB_draw_indirect;
GLboolean ARB_draw_instanced;
GLboolean ARB_fragment_coord_conventions;
GLboolean ARB_fragment_layer_viewport;
GLboolean ARB_fragment_program;
GLboolean ARB_fragment_program_shadow;
GLboolean ARB_fragment_shader;
GLboolean ARB_framebuffer_no_attachments;
GLboolean ARB_framebuffer_object;
GLboolean ARB_fragment_shader_interlock;
GLboolean ARB_enhanced_layouts;
GLboolean ARB_explicit_attrib_location;
GLboolean ARB_explicit_uniform_location;
GLboolean ARB_gl_spirv;
GLboolean ARB_gpu_shader5;
GLboolean ARB_gpu_shader_fp64;
GLboolean ARB_gpu_shader_int64;
GLboolean ARB_half_float_vertex;
GLboolean ARB_indirect_parameters;
GLboolean ARB_instanced_arrays;
GLboolean ARB_internalformat_query;
GLboolean ARB_internalformat_query2;
GLboolean ARB_map_buffer_range;
GLboolean ARB_occlusion_query;
GLboolean ARB_occlusion_query2;
GLboolean ARB_pipeline_statistics_query;
GLboolean ARB_point_sprite;
GLboolean ARB_polygon_offset_clamp;
GLboolean ARB_post_depth_coverage;
GLboolean ARB_query_buffer_object;
GLboolean ARB_robust_buffer_access_behavior;
GLboolean ARB_sample_locations;
GLboolean ARB_sample_shading;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_atomic_counter_ops;
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_ballot;
GLboolean ARB_shader_bit_encoding;
GLboolean ARB_shader_clock;
GLboolean ARB_shader_draw_parameters;
GLboolean ARB_shader_group_vote;
GLboolean ARB_shader_image_load_store;
GLboolean ARB_shader_image_size;
GLboolean ARB_shader_precision;
GLboolean ARB_shader_stencil_export;
GLboolean ARB_shader_storage_buffer_object;
GLboolean ARB_shader_texture_image_samples;
GLboolean ARB_shader_texture_lod;
GLboolean ARB_shader_viewport_layer_array;
GLboolean ARB_shading_language_packing;
GLboolean ARB_shading_language_420pack;
GLboolean ARB_shadow;
GLboolean ARB_sparse_buffer;
GLboolean ARB_stencil_texturing;
GLboolean ARB_spirv_extensions;
GLboolean ARB_sync;
GLboolean ARB_tessellation_shader;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_buffer_object;
GLboolean ARB_texture_buffer_object_rgb32;
GLboolean ARB_texture_buffer_range;
GLboolean ARB_texture_compression_bptc;
GLboolean ARB_texture_compression_rgtc;
GLboolean ARB_texture_cube_map;
GLboolean ARB_texture_cube_map_array;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_crossbar;
GLboolean ARB_texture_env_dot3;
GLboolean ARB_texture_filter_anisotropic;
GLboolean ARB_texture_float;
GLboolean ARB_texture_gather;
GLboolean ARB_texture_mirror_clamp_to_edge;
GLboolean ARB_texture_multisample;
GLboolean ARB_texture_non_power_of_two;
GLboolean ARB_texture_stencil8;
GLboolean ARB_texture_query_levels;
GLboolean ARB_texture_query_lod;
GLboolean ARB_texture_rg;
GLboolean ARB_texture_rgb10_a2ui;
GLboolean ARB_texture_view;
GLboolean ARB_timer_query;
GLboolean ARB_transform_feedback2;
GLboolean ARB_transform_feedback3;
GLboolean ARB_transform_feedback_instanced;
GLboolean ARB_transform_feedback_overflow_query;
GLboolean ARB_uniform_buffer_object;
GLboolean ARB_vertex_attrib_64bit;
GLboolean ARB_vertex_program;
GLboolean ARB_vertex_shader;
GLboolean ARB_vertex_type_10f_11f_11f_rev;
GLboolean ARB_vertex_type_2_10_10_10_rev;
GLboolean ARB_viewport_array;
GLboolean EXT_blend_color;
GLboolean EXT_blend_equation_separate;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_minmax;
GLboolean EXT_demote_to_helper_invocation;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_disjoint_timer_query;
GLboolean EXT_draw_buffers2;
GLboolean EXT_EGL_image_storage;
GLboolean EXT_float_blend;
GLboolean EXT_framebuffer_multisample;
GLboolean EXT_framebuffer_multisample_blit_scaled;
GLboolean EXT_framebuffer_sRGB;
GLboolean EXT_gpu_program_parameters;
GLboolean EXT_gpu_shader4;
GLboolean EXT_memory_object;
GLboolean EXT_memory_object_fd;
GLboolean EXT_multisampled_render_to_texture;
GLboolean EXT_packed_float;
GLboolean EXT_pixel_buffer_object;
GLboolean EXT_point_parameters;
GLboolean EXT_provoking_vertex;
GLboolean EXT_render_snorm;
GLboolean EXT_semaphore;
GLboolean EXT_semaphore_fd;
GLboolean EXT_shader_image_load_formatted;
GLboolean EXT_shader_image_load_store;
GLboolean EXT_shader_integer_mix;
GLboolean EXT_shader_samples_identical;
GLboolean EXT_sRGB;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture_array;
GLboolean EXT_texture_buffer_object;
GLboolean EXT_texture_compression_latc;
GLboolean EXT_texture_compression_s3tc;
GLboolean EXT_texture_compression_s3tc_srgb;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
GLboolean EXT_texture_integer;
GLboolean EXT_texture_mirror_clamp;
GLboolean EXT_texture_norm16;
GLboolean EXT_texture_shadow_lod;
GLboolean EXT_texture_shared_exponent;
GLboolean EXT_texture_snorm;
GLboolean EXT_texture_sRGB;
GLboolean EXT_texture_sRGB_R8;
GLboolean EXT_texture_sRGB_decode;
GLboolean EXT_texture_swizzle;
GLboolean EXT_texture_type_2_10_10_10_REV;
GLboolean EXT_transform_feedback;
GLboolean EXT_timer_query;
GLboolean EXT_vertex_array_bgra;
GLboolean EXT_window_rectangles;
GLboolean OES_copy_image;
GLboolean OES_primitive_bounding_box;
GLboolean OES_sample_variables;
GLboolean OES_standard_derivatives;
GLboolean OES_texture_buffer;
GLboolean OES_texture_cube_map_array;
GLboolean OES_texture_view;
GLboolean OES_viewport_array;
/* vendor extensions */
GLboolean AMD_compressed_ATC_texture;
GLboolean AMD_framebuffer_multisample_advanced;
GLboolean AMD_depth_clamp_separate;
GLboolean AMD_performance_monitor;
GLboolean AMD_pinned_memory;
GLboolean AMD_seamless_cubemap_per_texture;
GLboolean AMD_vertex_shader_layer;
GLboolean AMD_vertex_shader_viewport_index;
GLboolean ANDROID_extension_pack_es31a;
GLboolean APPLE_object_purgeable;
GLboolean ATI_meminfo;
GLboolean ATI_texture_compression_3dc;
GLboolean ATI_texture_mirror_once;
GLboolean ATI_texture_env_combine3;
GLboolean ATI_fragment_shader;
GLboolean GREMEDY_string_marker;
GLboolean INTEL_blackhole_render;
GLboolean INTEL_conservative_rasterization;
GLboolean INTEL_performance_query;
GLboolean INTEL_shader_atomic_float_minmax;
GLboolean INTEL_shader_integer_functions2;
GLboolean KHR_blend_equation_advanced;
GLboolean KHR_blend_equation_advanced_coherent;
GLboolean KHR_robustness;
GLboolean KHR_texture_compression_astc_hdr;
GLboolean KHR_texture_compression_astc_ldr;
GLboolean KHR_texture_compression_astc_sliced_3d;
GLboolean MESA_framebuffer_flip_y;
GLboolean MESA_tile_raster_order;
GLboolean EXT_shader_framebuffer_fetch;
GLboolean EXT_shader_framebuffer_fetch_non_coherent;
GLboolean MESA_shader_integer_functions;
GLboolean MESA_ycbcr_texture;
GLboolean NV_alpha_to_coverage_dither_control;
GLboolean NV_compute_shader_derivatives;
GLboolean NV_conditional_render;
GLboolean NV_copy_depth_to_color;
GLboolean NV_copy_image;
GLboolean NV_fill_rectangle;
GLboolean NV_fog_distance;
GLboolean NV_point_sprite;
GLboolean NV_primitive_restart;
GLboolean NV_shader_atomic_float;
GLboolean NV_shader_atomic_int64;
GLboolean NV_texture_barrier;
GLboolean NV_texture_env_combine4;
GLboolean NV_texture_rectangle;
GLboolean NV_vdpau_interop;
GLboolean NV_conservative_raster;
GLboolean NV_conservative_raster_dilate;
GLboolean NV_conservative_raster_pre_snap_triangles;
GLboolean NV_conservative_raster_pre_snap;
GLboolean NV_viewport_array2;
GLboolean NV_viewport_swizzle;
GLboolean NVX_gpu_memory_info;
GLboolean TDFX_texture_compression_FXT1;
GLboolean OES_EGL_image;
GLboolean OES_draw_texture;
GLboolean OES_depth_texture_cube_map;
GLboolean OES_EGL_image_external;
GLboolean OES_texture_float;
GLboolean OES_texture_float_linear;
GLboolean OES_texture_half_float;
GLboolean OES_texture_half_float_linear;
GLboolean OES_compressed_ETC1_RGB8_texture;
GLboolean OES_geometry_shader;
GLboolean OES_texture_compression_astc;
GLboolean extension_sentinel;
/** The extension string */
const GLubyte *String;
/** Number of supported extensions */
GLuint Count;
/**
* The context version which extension helper functions compare against.
* By default, the value is equal to ctx->Version. This changes to ~0
* while meta is in progress.
*/
GLubyte Version;
};
/**
* 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 */
/* gap */
#define _NEW_FOG (1u << 6) /**< gl_context::Fog */
#define _NEW_HINT (1u << 7) /**< gl_context::Hint */
#define _NEW_LIGHT (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) */
/* gap */
#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)
/* gap */
#define _NEW_FRAG_CLAMP (1u << 29)
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
#define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
#define _NEW_ALL ~0
/*@}*/
/**
* Composite state flags
*/
/*@{*/
#define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
_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;
GLbitfield Flags; /**< DLIST_x flags */
GLchar *Label; /**< GL_KHR_debug */
/** The dlist commands are in a linked list of nodes */
union gl_dlist_node *Head;
};
/**
* 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 */
GLvertexformat ListVtxfmt;
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;
} 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::Array::_DrawArrays (vertex array state) */
uint64_t NewArray;
/** gl_context::TransformFeedback::CurrentObject */
uint64_t NewTransformFeedback;
/** gl_context::TransformFeedback::CurrentObject::shader_program */
uint64_t NewTransformFeedbackProg;
/** gl_context::RasterDiscard */
uint64_t NewRasterizerDiscard;
/** gl_context::TileRasterOrder* */
uint64_t NewTileRasterOrder;
/**
* gl_context::UniformBufferBindings
* gl_shader_program::UniformBlocks
*/
uint64_t NewUniformBuffer;
/**
* gl_context::ShaderStorageBufferBindings
* gl_shader_program::ShaderStorageBlocks
*/
uint64_t NewShaderStorageBuffer;
uint64_t NewTextureBuffer;
/**
* gl_context::AtomicBufferBindings
*/
uint64_t NewAtomicBuffer;
/**
* gl_context::ImageUnits
*/
uint64_t NewImageUnits;
/**
* gl_context::TessCtrlProgram::patch_default_*
*/
uint64_t NewDefaultTessLevels;
/**
* gl_context::IntelConservativeRasterization
*/
uint64_t NewIntelConservativeRasterization;
/**
* gl_context::NvConservativeRasterization
*/
uint64_t NewNvConservativeRasterization;
/**
* gl_context::ConservativeRasterMode/ConservativeRasterDilate
* gl_context::SubpixelPrecisionBias
*/
uint64_t NewNvConservativeRasterizationParams;
/**
* gl_context::Scissor::WindowRects
*/
uint64_t NewWindowRectangles;
/** gl_context::Color::sRGBEnabled */
uint64_t NewFramebufferSRGB;
/** gl_context::Scissor::EnableFlags */
uint64_t NewScissorTest;
/** gl_context::Scissor::ScissorArray */
uint64_t NewScissorRect;
/** gl_context::Color::Alpha* */
uint64_t NewAlphaTest;
/** gl_context::Color::Blend/Dither */
uint64_t NewBlend;
/** gl_context::Color::BlendColor */
uint64_t NewBlendColor;
/** gl_context::Color::Color/Index */
uint64_t NewColorMask;
/** gl_context::Depth */
uint64_t NewDepth;
/** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
uint64_t NewLogicOp;
/** gl_context::Multisample::Enabled */
uint64_t NewMultisampleEnable;
/** gl_context::Multisample::SampleAlphaTo* */
uint64_t NewSampleAlphaToXEnable;
/** gl_context::Multisample::SampleCoverage/SampleMaskValue */
uint64_t NewSampleMask;
/** gl_context::Multisample::(Min)SampleShading */
uint64_t NewSampleShading;
/** gl_context::Stencil */
uint64_t NewStencil;
/** gl_context::Transform::ClipOrigin/ClipDepthMode */
uint64_t NewClipControl;
/** gl_context::Transform::EyeUserPlane */
uint64_t NewClipPlane;
/** gl_context::Transform::ClipPlanesEnabled */
uint64_t NewClipPlaneEnable;
/** gl_context::Color::ClampFragmentColor */
uint64_t NewFragClamp;
/** gl_context::Transform::DepthClamp */
uint64_t NewDepthClamp;
/** gl_context::Line */
uint64_t NewLineState;
/** gl_context::Polygon */
uint64_t NewPolygonState;
/** gl_context::PolygonStipple */
uint64_t NewPolygonStipple;
/** gl_context::ViewportArray */
uint64_t NewViewport;
/** Shader constants (uniforms, program parameters, state constants) */
uint64_t NewShaderConstants[MESA_SHADER_STAGES];
/** Programmable sample location state for gl_context::DrawBuffer */
uint64_t NewSampleLocations;
};
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 gl_semaphore_object
{
GLuint Name; /**< hash table ID/name */
};
/**
* 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_vertex_buffer_binding binding;
struct gl_array_attributes current[VBO_ATTRIB_MAX];
struct gl_vertex_array_object *VAO;
struct vbo_exec_context exec;
struct vbo_save_context save;
};
/**
* 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;
/** \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, which is
* mostly just the set in a GLvertexformat struct.
*/
struct _glapi_table *BeginEnd;
/**
* 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. NULL if API calls are not being marshalled to
* another 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;
/** \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 */
uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
struct gl_driver_flags DriverFlags;
GLboolean ViewportInitialized; /**< has viewport size been initialized? */
GLboolean _AllowDrawOutOfOrder;
GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
/** \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;
GLboolean _ForceEyeCoords;
GLuint TextureStateTimestamp; /**< detect changes to shared state */
struct gl_list_extensions *ListExt; /**< driver dlist extensions */
/** \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.
*/
/*@{*/
void *swrast_context;
void *swsetup_context;
void *swtnl_context;
struct vbo_context vbo_context;
struct st_context *st;
/*@}*/
/**
* \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;
};
/**
* Information about memory usage. All sizes are in kilobytes.
*/
struct gl_memory_info
{
unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
unsigned avail_device_memory; /**< free device memory at the moment */
unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
unsigned avail_staging_memory; /**< free staging memory at the moment */
unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
};
#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_DRAW = 0x2000,
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 */