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