1/*
2 * Mesa 3-D graphics library
3 * Version:  7.7
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26/**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33#ifndef MTYPES_H
34#define MTYPES_H
35
36
37#include "main/glheader.h"
38#include "main/config.h"
39#include "main/mfeatures.h"
40#include "glapi/glapi.h"
41#include "math/m_matrix.h"	/* GLmatrix */
42#include "main/simple_list.h"	/* struct simple_node */
43#include "main/formats.h"       /* MESA_FORMAT_COUNT */
44
45
46#ifdef __cplusplus
47extern "C" {
48#endif
49
50
51/**
52 * \name 64-bit extension of GLbitfield.
53 */
54/*@{*/
55typedef GLuint64 GLbitfield64;
56
57/** Set a single bit */
58#define BITFIELD64_BIT(b)      ((GLbitfield64)1 << (b))
59/** Set all bits up to excluding bit b */
60#define BITFIELD64_MASK(b)      \
61   ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62/** Set count bits starting from bit b  */
63#define BITFIELD64_RANGE(b, count) \
64   (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67/**
68 * \name Some forward type declarations
69 */
70/*@{*/
71struct _mesa_HashTable;
72struct gl_attrib_node;
73struct gl_list_extensions;
74struct gl_meta_state;
75struct gl_program_cache;
76struct gl_texture_object;
77struct gl_context;
78struct st_context;
79struct gl_uniform_storage;
80struct prog_instruction;
81struct gl_program_parameter_list;
82/*@}*/
83
84
85/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86#define PRIM_OUTSIDE_BEGIN_END   (GL_POLYGON+1)
87#define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88#define PRIM_UNKNOWN             (GL_POLYGON+3)
89
90
91
92/**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99typedef enum
100{
101   VERT_ATTRIB_POS = 0,
102   VERT_ATTRIB_WEIGHT = 1,
103   VERT_ATTRIB_NORMAL = 2,
104   VERT_ATTRIB_COLOR0 = 3,
105   VERT_ATTRIB_COLOR1 = 4,
106   VERT_ATTRIB_FOG = 5,
107   VERT_ATTRIB_COLOR_INDEX = 6,
108   VERT_ATTRIB_EDGEFLAG = 7,
109   VERT_ATTRIB_TEX0 = 8,
110   VERT_ATTRIB_TEX1 = 9,
111   VERT_ATTRIB_TEX2 = 10,
112   VERT_ATTRIB_TEX3 = 11,
113   VERT_ATTRIB_TEX4 = 12,
114   VERT_ATTRIB_TEX5 = 13,
115   VERT_ATTRIB_TEX6 = 14,
116   VERT_ATTRIB_TEX7 = 15,
117   VERT_ATTRIB_POINT_SIZE = 16,
118   VERT_ATTRIB_GENERIC0 = 17,
119   VERT_ATTRIB_GENERIC1 = 18,
120   VERT_ATTRIB_GENERIC2 = 19,
121   VERT_ATTRIB_GENERIC3 = 20,
122   VERT_ATTRIB_GENERIC4 = 21,
123   VERT_ATTRIB_GENERIC5 = 22,
124   VERT_ATTRIB_GENERIC6 = 23,
125   VERT_ATTRIB_GENERIC7 = 24,
126   VERT_ATTRIB_GENERIC8 = 25,
127   VERT_ATTRIB_GENERIC9 = 26,
128   VERT_ATTRIB_GENERIC10 = 27,
129   VERT_ATTRIB_GENERIC11 = 28,
130   VERT_ATTRIB_GENERIC12 = 29,
131   VERT_ATTRIB_GENERIC13 = 30,
132   VERT_ATTRIB_GENERIC14 = 31,
133   VERT_ATTRIB_GENERIC15 = 32,
134   VERT_ATTRIB_MAX = 33
135} gl_vert_attrib;
136
137/**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 *   includes all fixed function attributes as well as
143 *   the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 *   include the classic texture coordinate attributes.
146 *   Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 *   include the NV shader attributes.
149 *   Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 *   include the OpenGL 2.0+ GLSL generic shader attributes.
152 *   These alias the generic GL_ARB_vertex_shader attributes.
153 */
154#define VERT_ATTRIB_FF(i)           (VERT_ATTRIB_POS + (i))
155#define VERT_ATTRIB_FF_MAX          VERT_ATTRIB_GENERIC0
156
157#define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
158#define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
159
160#define VERT_ATTRIB_GENERIC_NV(i)   (VERT_ATTRIB_POS + (i))
161#define VERT_ATTRIB_GENERIC_NV_MAX  MAX_VERTEX_GENERIC_ATTRIBS
162
163#define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
164#define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
165
166/**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170/*@{*/
171#define VERT_BIT_POS             BITFIELD64_BIT(VERT_ATTRIB_POS)
172#define VERT_BIT_WEIGHT          BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173#define VERT_BIT_NORMAL          BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174#define VERT_BIT_COLOR0          BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175#define VERT_BIT_COLOR1          BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176#define VERT_BIT_FOG             BITFIELD64_BIT(VERT_ATTRIB_FOG)
177#define VERT_BIT_COLOR_INDEX     BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178#define VERT_BIT_EDGEFLAG        BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179#define VERT_BIT_TEX0            BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180#define VERT_BIT_TEX1            BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181#define VERT_BIT_TEX2            BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182#define VERT_BIT_TEX3            BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183#define VERT_BIT_TEX4            BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184#define VERT_BIT_TEX5            BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185#define VERT_BIT_TEX6            BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186#define VERT_BIT_TEX7            BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187#define VERT_BIT_POINT_SIZE      BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188#define VERT_BIT_GENERIC0        BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190#define VERT_BIT(i)              BITFIELD64_BIT(i)
191#define VERT_BIT_ALL             BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193#define VERT_BIT_FF(i)           VERT_BIT(i)
194#define VERT_BIT_FF_ALL          BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195#define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
196#define VERT_BIT_TEX_ALL         \
197   BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198#define VERT_BIT_FF_NVALIAS      \
199   BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200
201#define VERT_BIT_GENERIC_NV(i)   VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202#define VERT_BIT_GENERIC_NV_ALL  \
203   BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205#define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
206#define VERT_BIT_GENERIC_ALL     \
207   BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208/*@}*/
209
210
211/**
212 * Indexes for vertex program result attributes.  Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216typedef enum
217{
218   VERT_RESULT_HPOS = 0,
219   VERT_RESULT_COL0 = 1,
220   VERT_RESULT_COL1 = 2,
221   VERT_RESULT_FOGC = 3,
222   VERT_RESULT_TEX0 = 4,
223   VERT_RESULT_TEX1 = 5,
224   VERT_RESULT_TEX2 = 6,
225   VERT_RESULT_TEX3 = 7,
226   VERT_RESULT_TEX4 = 8,
227   VERT_RESULT_TEX5 = 9,
228   VERT_RESULT_TEX6 = 10,
229   VERT_RESULT_TEX7 = 11,
230   VERT_RESULT_PSIZ = 12,
231   VERT_RESULT_BFC0 = 13,
232   VERT_RESULT_BFC1 = 14,
233   VERT_RESULT_EDGE = 15,
234   VERT_RESULT_CLIP_VERTEX = 16,
235   VERT_RESULT_CLIP_DIST0 = 17,
236   VERT_RESULT_CLIP_DIST1 = 18,
237   VERT_RESULT_VAR0 = 19,  /**< shader varying */
238   VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239} gl_vert_result;
240
241
242/*********************************************/
243
244/**
245 * Indexes for geometry program attributes.
246 */
247typedef enum
248{
249   GEOM_ATTRIB_POSITION = 0,
250   GEOM_ATTRIB_COLOR0 = 1,
251   GEOM_ATTRIB_COLOR1 = 2,
252   GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253   GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254   GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255   GEOM_ATTRIB_POINT_SIZE = 6,
256   GEOM_ATTRIB_CLIP_VERTEX = 7,
257   GEOM_ATTRIB_PRIMITIVE_ID = 8,
258   GEOM_ATTRIB_TEX_COORD = 9,
259
260   GEOM_ATTRIB_VAR0 = 16,
261   GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262} gl_geom_attrib;
263
264/**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268/*@{*/
269#define GEOM_BIT_COLOR0      (1 << GEOM_ATTRIB_COLOR0)
270#define GEOM_BIT_COLOR1      (1 << GEOM_ATTRIB_COLOR1)
271#define GEOM_BIT_SCOLOR0     (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272#define GEOM_BIT_SCOLOR1     (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273#define GEOM_BIT_TEX_COORD   (1 << GEOM_ATTRIB_TEX_COORD)
274#define GEOM_BIT_FOG_COORD   (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275#define GEOM_BIT_POSITION    (1 << GEOM_ATTRIB_POSITION)
276#define GEOM_BIT_POINT_SIDE  (1 << GEOM_ATTRIB_POINT_SIZE)
277#define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278#define GEOM_BIT_PRIM_ID     (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279#define GEOM_BIT_VAR0        (1 << GEOM_ATTRIB_VAR0)
280
281#define GEOM_BIT_VAR(g)  (1 << (GEOM_BIT_VAR0 + (g)))
282/*@}*/
283
284
285/**
286 * Indexes for geometry program result attributes
287 */
288typedef enum
289{
290   GEOM_RESULT_POS  = 0,
291   GEOM_RESULT_COL0  = 1,
292   GEOM_RESULT_COL1  = 2,
293   GEOM_RESULT_SCOL0 = 3,
294   GEOM_RESULT_SCOL1 = 4,
295   GEOM_RESULT_FOGC = 5,
296   GEOM_RESULT_TEX0 = 6,
297   GEOM_RESULT_TEX1 = 7,
298   GEOM_RESULT_TEX2 = 8,
299   GEOM_RESULT_TEX3 = 9,
300   GEOM_RESULT_TEX4 = 10,
301   GEOM_RESULT_TEX5 = 11,
302   GEOM_RESULT_TEX6 = 12,
303   GEOM_RESULT_TEX7 = 13,
304   GEOM_RESULT_PSIZ = 14,
305   GEOM_RESULT_CLPV = 15,
306   GEOM_RESULT_PRID = 16,
307   GEOM_RESULT_LAYR = 17,
308   GEOM_RESULT_VAR0 = 18,  /**< shader varying, should really be 16 */
309   /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310   GEOM_RESULT_MAX  =  (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311} gl_geom_result;
312
313
314/**
315 * Indexes for fragment program input attributes.  Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319typedef enum
320{
321   FRAG_ATTRIB_WPOS = 0,
322   FRAG_ATTRIB_COL0 = 1,
323   FRAG_ATTRIB_COL1 = 2,
324   FRAG_ATTRIB_FOGC = 3,
325   FRAG_ATTRIB_TEX0 = 4,
326   FRAG_ATTRIB_TEX1 = 5,
327   FRAG_ATTRIB_TEX2 = 6,
328   FRAG_ATTRIB_TEX3 = 7,
329   FRAG_ATTRIB_TEX4 = 8,
330   FRAG_ATTRIB_TEX5 = 9,
331   FRAG_ATTRIB_TEX6 = 10,
332   FRAG_ATTRIB_TEX7 = 11,
333   FRAG_ATTRIB_FACE = 12,  /**< front/back face */
334   FRAG_ATTRIB_PNTC = 13,  /**< sprite/point coord */
335   FRAG_ATTRIB_CLIP_DIST0 = 14,
336   FRAG_ATTRIB_CLIP_DIST1 = 15,
337   FRAG_ATTRIB_VAR0 = 16,  /**< shader varying */
338   FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339} gl_frag_attrib;
340
341
342/**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351static inline int
352_mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353{
354   if (vert_result >= VERT_RESULT_CLIP_DIST0)
355      return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356   else if (vert_result <= VERT_RESULT_TEX7)
357      return vert_result;
358   else
359      return -1;
360}
361
362
363/**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371static inline int
372_mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373{
374   if (frag_attrib <= FRAG_ATTRIB_TEX7)
375      return frag_attrib;
376   else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377      return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378   else
379      return -1;
380}
381
382
383/**
384 * Bitflags for fragment program input attributes.
385 */
386/*@{*/
387#define FRAG_BIT_WPOS  (1 << FRAG_ATTRIB_WPOS)
388#define FRAG_BIT_COL0  (1 << FRAG_ATTRIB_COL0)
389#define FRAG_BIT_COL1  (1 << FRAG_ATTRIB_COL1)
390#define FRAG_BIT_FOGC  (1 << FRAG_ATTRIB_FOGC)
391#define FRAG_BIT_FACE  (1 << FRAG_ATTRIB_FACE)
392#define FRAG_BIT_PNTC  (1 << FRAG_ATTRIB_PNTC)
393#define FRAG_BIT_TEX0  (1 << FRAG_ATTRIB_TEX0)
394#define FRAG_BIT_TEX1  (1 << FRAG_ATTRIB_TEX1)
395#define FRAG_BIT_TEX2  (1 << FRAG_ATTRIB_TEX2)
396#define FRAG_BIT_TEX3  (1 << FRAG_ATTRIB_TEX3)
397#define FRAG_BIT_TEX4  (1 << FRAG_ATTRIB_TEX4)
398#define FRAG_BIT_TEX5  (1 << FRAG_ATTRIB_TEX5)
399#define FRAG_BIT_TEX6  (1 << FRAG_ATTRIB_TEX6)
400#define FRAG_BIT_TEX7  (1 << FRAG_ATTRIB_TEX7)
401#define FRAG_BIT_VAR0  (1 << FRAG_ATTRIB_VAR0)
402
403#define FRAG_BIT_TEX(U)  (FRAG_BIT_TEX0 << (U))
404#define FRAG_BIT_VAR(V)  (FRAG_BIT_VAR0 << (V))
405
406#define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0|	\
407			   FRAG_BIT_TEX1|	\
408			   FRAG_BIT_TEX2|	\
409			   FRAG_BIT_TEX3|	\
410			   FRAG_BIT_TEX4|	\
411			   FRAG_BIT_TEX5|	\
412			   FRAG_BIT_TEX6|	\
413			   FRAG_BIT_TEX7)
414/*@}*/
415
416
417/**
418 * Fragment program results
419 */
420typedef enum
421{
422   FRAG_RESULT_DEPTH = 0,
423   FRAG_RESULT_STENCIL = 1,
424   /* If a single color should be written to all render targets, this
425    * register is written.  No FRAG_RESULT_DATAn will be written.
426    */
427   FRAG_RESULT_COLOR = 2,
428
429   /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430    * or ARB_fragment_program fragment.color[n]) color results.  If
431    * any are written, FRAG_RESULT_COLOR will not be written.
432    */
433   FRAG_RESULT_DATA0 = 3,
434   FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435} gl_frag_result;
436
437
438/**
439 * Indexes for all renderbuffers
440 */
441typedef enum
442{
443   /* the four standard color buffers */
444   BUFFER_FRONT_LEFT,
445   BUFFER_BACK_LEFT,
446   BUFFER_FRONT_RIGHT,
447   BUFFER_BACK_RIGHT,
448   BUFFER_DEPTH,
449   BUFFER_STENCIL,
450   BUFFER_ACCUM,
451   /* optional aux buffer */
452   BUFFER_AUX0,
453   /* generic renderbuffers */
454   BUFFER_COLOR0,
455   BUFFER_COLOR1,
456   BUFFER_COLOR2,
457   BUFFER_COLOR3,
458   BUFFER_COLOR4,
459   BUFFER_COLOR5,
460   BUFFER_COLOR6,
461   BUFFER_COLOR7,
462   BUFFER_COUNT
463} gl_buffer_index;
464
465/**
466 * Bit flags for all renderbuffers
467 */
468#define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
469#define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
470#define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
471#define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
472#define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
473#define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
474#define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
475#define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
476#define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
477#define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
478#define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
479#define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
480#define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
481#define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
482#define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
483#define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
484#define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
485#define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
486#define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
487
488/**
489 * Mask of all the color buffer bits (but not accum).
490 */
491#define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
492                            BUFFER_BIT_BACK_LEFT | \
493                            BUFFER_BIT_FRONT_RIGHT | \
494                            BUFFER_BIT_BACK_RIGHT | \
495                            BUFFER_BIT_AUX0 | \
496                            BUFFER_BIT_COLOR0 | \
497                            BUFFER_BIT_COLOR1 | \
498                            BUFFER_BIT_COLOR2 | \
499                            BUFFER_BIT_COLOR3 | \
500                            BUFFER_BIT_COLOR4 | \
501                            BUFFER_BIT_COLOR5 | \
502                            BUFFER_BIT_COLOR6 | \
503                            BUFFER_BIT_COLOR7)
504
505
506/**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511struct gl_config
512{
513   GLboolean rgbMode;
514   GLboolean floatMode;
515   GLboolean colorIndexMode;  /* XXX is this used anywhere? */
516   GLuint doubleBufferMode;
517   GLuint stereoMode;
518
519   GLboolean haveAccumBuffer;
520   GLboolean haveDepthBuffer;
521   GLboolean haveStencilBuffer;
522
523   GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
524   GLuint redMask, greenMask, blueMask, alphaMask;
525   GLint rgbBits;		/* total bits for rgb */
526   GLint indexBits;		/* total bits for colorindex */
527
528   GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529   GLint depthBits;
530   GLint stencilBits;
531
532   GLint numAuxBuffers;
533
534   GLint level;
535
536   /* EXT_visual_rating / GLX 1.2 */
537   GLint visualRating;
538
539   /* EXT_visual_info / GLX 1.2 */
540   GLint transparentPixel;
541   /*    colors are floats scaled to ints */
542   GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543   GLint transparentIndex;
544
545   /* ARB_multisample / SGIS_multisample */
546   GLint sampleBuffers;
547   GLint samples;
548
549   /* SGIX_pbuffer / GLX 1.3 */
550   GLint maxPbufferWidth;
551   GLint maxPbufferHeight;
552   GLint maxPbufferPixels;
553   GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
554   GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
555
556   /* OML_swap_method */
557   GLint swapMethod;
558
559   /* EXT_texture_from_pixmap */
560   GLint bindToTextureRgb;
561   GLint bindToTextureRgba;
562   GLint bindToMipmapTexture;
563   GLint bindToTextureTargets;
564   GLint yInverted;
565
566   /* EXT_framebuffer_sRGB */
567   GLint sRGBCapable;
568};
569
570
571/**
572 * \name Bit flags used for updating material values.
573 */
574/*@{*/
575#define MAT_ATTRIB_FRONT_AMBIENT           0
576#define MAT_ATTRIB_BACK_AMBIENT            1
577#define MAT_ATTRIB_FRONT_DIFFUSE           2
578#define MAT_ATTRIB_BACK_DIFFUSE            3
579#define MAT_ATTRIB_FRONT_SPECULAR          4
580#define MAT_ATTRIB_BACK_SPECULAR           5
581#define MAT_ATTRIB_FRONT_EMISSION          6
582#define MAT_ATTRIB_BACK_EMISSION           7
583#define MAT_ATTRIB_FRONT_SHININESS         8
584#define MAT_ATTRIB_BACK_SHININESS          9
585#define MAT_ATTRIB_FRONT_INDEXES           10
586#define MAT_ATTRIB_BACK_INDEXES            11
587#define MAT_ATTRIB_MAX                     12
588
589#define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
590#define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594#define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596#define MAT_INDEX_AMBIENT  0
597#define MAT_INDEX_DIFFUSE  1
598#define MAT_INDEX_SPECULAR 2
599
600#define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
601#define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
602#define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603#define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
604#define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
605#define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
606#define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
607#define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
608#define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
609#define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
610#define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
611#define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614#define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
615				 MAT_BIT_FRONT_AMBIENT |	\
616				 MAT_BIT_FRONT_DIFFUSE | 	\
617				 MAT_BIT_FRONT_SPECULAR |	\
618				 MAT_BIT_FRONT_SHININESS | 	\
619				 MAT_BIT_FRONT_INDEXES)
620
621#define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
622				 MAT_BIT_BACK_AMBIENT |		\
623				 MAT_BIT_BACK_DIFFUSE |		\
624				 MAT_BIT_BACK_SPECULAR |	\
625				 MAT_BIT_BACK_SHININESS |	\
626				 MAT_BIT_BACK_INDEXES)
627
628#define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629/*@}*/
630
631
632/**
633 * Material state.
634 */
635struct gl_material
636{
637   GLfloat Attrib[MAT_ATTRIB_MAX][4];
638};
639
640
641/**
642 * Light state flags.
643 */
644/*@{*/
645#define LIGHT_SPOT         0x1
646#define LIGHT_LOCAL_VIEWER 0x2
647#define LIGHT_POSITIONAL   0x4
648#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
649/*@}*/
650
651
652/**
653 * Light source state.
654 */
655struct gl_light
656{
657   struct gl_light *next;	/**< double linked list with sentinel */
658   struct gl_light *prev;
659
660   GLfloat Ambient[4];		/**< ambient color */
661   GLfloat Diffuse[4];		/**< diffuse color */
662   GLfloat Specular[4];		/**< specular color */
663   GLfloat EyePosition[4];	/**< position in eye coordinates */
664   GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
665   GLfloat SpotExponent;
666   GLfloat SpotCutoff;		/**< in degrees */
667   GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
668   GLfloat ConstantAttenuation;
669   GLfloat LinearAttenuation;
670   GLfloat QuadraticAttenuation;
671   GLboolean Enabled;		/**< On/off flag */
672
673   /**
674    * \name Derived fields
675    */
676   /*@{*/
677   GLbitfield _Flags;		/**< Mask of LIGHT_x bits defined above */
678
679   GLfloat _Position[4];	/**< position in eye/obj coordinates */
680   GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
681   GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
682   GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
683   GLfloat _VP_inf_spot_attenuation;
684
685   GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
686   GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
687   GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
688   /*@}*/
689};
690
691
692/**
693 * Light model state.
694 */
695struct gl_lightmodel
696{
697   GLfloat Ambient[4];		/**< ambient color */
698   GLboolean LocalViewer;	/**< Local (or infinite) view point? */
699   GLboolean TwoSide;		/**< Two (or one) sided lighting? */
700   GLenum ColorControl;		/**< either GL_SINGLE_COLOR
701				 *    or GL_SEPARATE_SPECULAR_COLOR */
702};
703
704
705/**
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
707 */
708struct gl_accum_attrib
709{
710   GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
711};
712
713
714/**
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
717 */
718union gl_color_union
719{
720   GLfloat f[4];
721   GLint i[4];
722   GLuint ui[4];
723};
724
725
726/**
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
728 */
729struct gl_colorbuffer_attrib
730{
731   GLuint ClearIndex;                      /**< Index for glClear */
732   union gl_color_union ClearColor;        /**< Color for glClear, unclamped */
733   GLuint IndexMask;                       /**< Color index write mask */
734   GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
735
736   GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */
737
738   /**
739    * \name alpha testing
740    */
741   /*@{*/
742   GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
743   GLenum AlphaFunc;			/**< Alpha test function */
744   GLfloat AlphaRefUnclamped;
745   GLclampf AlphaRef;			/**< Alpha reference value */
746   /*@}*/
747
748   /**
749    * \name Blending
750    */
751   /*@{*/
752   GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
753
754   /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755    * control, only on the fixed-pointness of the render target.
756    * The query does however depend on fragment color clamping.
757    */
758   GLfloat BlendColorUnclamped[4];               /**< Blending color */
759   GLfloat BlendColor[4];		/**< Blending color */
760
761   struct
762   {
763      GLenum SrcRGB;             /**< RGB blend source term */
764      GLenum DstRGB;             /**< RGB blend dest term */
765      GLenum SrcA;               /**< Alpha blend source term */
766      GLenum DstA;               /**< Alpha blend dest term */
767      GLenum EquationRGB;        /**< GL_ADD, GL_SUBTRACT, etc. */
768      GLenum EquationA;          /**< GL_ADD, GL_SUBTRACT, etc. */
769      /**
770       * Set if any blend factor uses SRC1.  Computed at the time blend factors
771       * get set.
772       */
773      GLboolean _UsesDualSrc;
774   } Blend[MAX_DRAW_BUFFERS];
775   /** Are the blend func terms currently different for each buffer/target? */
776   GLboolean _BlendFuncPerBuffer;
777   /** Are the blend equations currently different for each buffer/target? */
778   GLboolean _BlendEquationPerBuffer;
779   /*@}*/
780
781   /**
782    * \name Logic op
783    */
784   /*@{*/
785   GLenum LogicOp;			/**< Logic operator */
786   GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
787   GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
788   /*@}*/
789
790   GLboolean DitherFlag;		/**< Dither enable flag */
791
792   GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793   GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
794   GLenum ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795   GLboolean _ClampReadColor;     /** < with GL_FIXED_ONLY_ARB resolved */
796
797   GLboolean sRGBEnabled;	/**< Framebuffer sRGB blending/updating requested */
798};
799
800
801/**
802 * Current attribute group (GL_CURRENT_BIT).
803 */
804struct gl_current_attrib
805{
806   /**
807    * \name Current vertex attributes.
808    * \note Values are valid only after FLUSH_VERTICES has been called.
809    * \note Index and Edgeflag current values are stored as floats in the
810    * SIX and SEVEN attribute slots.
811    */
812   GLfloat Attrib[VERT_ATTRIB_MAX][4];	/**< Position, color, texcoords, etc */
813
814   /**
815    * \name Current raster position attributes (always valid).
816    * \note This set of attributes is very similar to the SWvertex struct.
817    */
818   /*@{*/
819   GLfloat RasterPos[4];
820   GLfloat RasterDistance;
821   GLfloat RasterColor[4];
822   GLfloat RasterSecondaryColor[4];
823   GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
824   GLboolean RasterPosValid;
825   /*@}*/
826};
827
828
829/**
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831 */
832struct gl_depthbuffer_attrib
833{
834   GLenum Func;			/**< Function for depth buffer compare */
835   GLclampd Clear;		/**< Value to clear depth buffer to */
836   GLboolean Test;		/**< Depth buffering enabled flag */
837   GLboolean Mask;		/**< Depth buffer writable? */
838   GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
839   GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
840};
841
842
843/**
844 * Evaluator attribute group (GL_EVAL_BIT).
845 */
846struct gl_eval_attrib
847{
848   /**
849    * \name Enable bits
850    */
851   /*@{*/
852   GLboolean Map1Color4;
853   GLboolean Map1Index;
854   GLboolean Map1Normal;
855   GLboolean Map1TextureCoord1;
856   GLboolean Map1TextureCoord2;
857   GLboolean Map1TextureCoord3;
858   GLboolean Map1TextureCoord4;
859   GLboolean Map1Vertex3;
860   GLboolean Map1Vertex4;
861   GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
862   GLboolean Map2Color4;
863   GLboolean Map2Index;
864   GLboolean Map2Normal;
865   GLboolean Map2TextureCoord1;
866   GLboolean Map2TextureCoord2;
867   GLboolean Map2TextureCoord3;
868   GLboolean Map2TextureCoord4;
869   GLboolean Map2Vertex3;
870   GLboolean Map2Vertex4;
871   GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
872   GLboolean AutoNormal;
873   /*@}*/
874
875   /**
876    * \name Map Grid endpoints and divisions and calculated du values
877    */
878   /*@{*/
879   GLint MapGrid1un;
880   GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
881   GLint MapGrid2un, MapGrid2vn;
882   GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
883   GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
884   /*@}*/
885};
886
887
888/**
889 * Fog attribute group (GL_FOG_BIT).
890 */
891struct gl_fog_attrib
892{
893   GLboolean Enabled;		/**< Fog enabled flag */
894   GLfloat ColorUnclamped[4];            /**< Fog color */
895   GLfloat Color[4];		/**< Fog color */
896   GLfloat Density;		/**< Density >= 0.0 */
897   GLfloat Start;		/**< Start distance in eye coords */
898   GLfloat End;			/**< End distance in eye coords */
899   GLfloat Index;		/**< Fog index */
900   GLenum Mode;			/**< Fog mode */
901   GLboolean ColorSumEnabled;
902   GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
903   GLfloat _Scale;		/**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
904   GLenum FogDistanceMode;     /**< GL_NV_fog_distance */
905};
906
907
908/**
909 * Hint attribute group (GL_HINT_BIT).
910 *
911 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
912 */
913struct gl_hint_attrib
914{
915   GLenum PerspectiveCorrection;
916   GLenum PointSmooth;
917   GLenum LineSmooth;
918   GLenum PolygonSmooth;
919   GLenum Fog;
920   GLenum ClipVolumeClipping;   /**< GL_EXT_clip_volume_hint */
921   GLenum TextureCompression;   /**< GL_ARB_texture_compression */
922   GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
923   GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
924};
925
926
927/**
928 * Lighting attribute group (GL_LIGHT_BIT).
929 */
930struct gl_light_attrib
931{
932   struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
933   struct gl_lightmodel Model;		/**< Lighting model */
934
935   /**
936    * Front and back material values.
937    * Note: must call FLUSH_VERTICES() before using.
938    */
939   struct gl_material Material;
940
941   GLboolean Enabled;			/**< Lighting enabled flag */
942   GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
943   GLenum ProvokingVertex;              /**< GL_EXT_provoking_vertex */
944   GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
945   GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
946   GLbitfield _ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
947   GLboolean ColorMaterialEnabled;
948   GLenum ClampVertexColor;             /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
949   GLboolean _ClampVertexColor;
950
951   struct gl_light EnabledList;         /**< List sentinel */
952
953   /**
954    * Derived state for optimizations:
955    */
956   /*@{*/
957   GLboolean _NeedEyeCoords;
958   GLboolean _NeedVertices;		/**< Use fast shader? */
959   GLfloat _BaseColor[2][3];
960   /*@}*/
961};
962
963
964/**
965 * Line attribute group (GL_LINE_BIT).
966 */
967struct gl_line_attrib
968{
969   GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
970   GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
971   GLushort StipplePattern;	/**< Stipple pattern */
972   GLint StippleFactor;		/**< Stipple repeat factor */
973   GLfloat Width;		/**< Line width */
974};
975
976
977/**
978 * Display list attribute group (GL_LIST_BIT).
979 */
980struct gl_list_attrib
981{
982   GLuint ListBase;
983};
984
985
986/**
987 * Multisample attribute group (GL_MULTISAMPLE_BIT).
988 */
989struct gl_multisample_attrib
990{
991   GLboolean Enabled;
992   GLboolean _Enabled;   /**< true if Enabled and multisample buffer */
993   GLboolean SampleAlphaToCoverage;
994   GLboolean SampleAlphaToOne;
995   GLboolean SampleCoverage;
996   GLfloat SampleCoverageValue;
997   GLboolean SampleCoverageInvert;
998};
999
1000
1001/**
1002 * A pixelmap (see glPixelMap)
1003 */
1004struct gl_pixelmap
1005{
1006   GLint Size;
1007   GLfloat Map[MAX_PIXEL_MAP_TABLE];
1008};
1009
1010
1011/**
1012 * Collection of all pixelmaps
1013 */
1014struct gl_pixelmaps
1015{
1016   struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
1017   struct gl_pixelmap GtoG;
1018   struct gl_pixelmap BtoB;
1019   struct gl_pixelmap AtoA;
1020   struct gl_pixelmap ItoR;
1021   struct gl_pixelmap ItoG;
1022   struct gl_pixelmap ItoB;
1023   struct gl_pixelmap ItoA;
1024   struct gl_pixelmap ItoI;
1025   struct gl_pixelmap StoS;
1026};
1027
1028
1029/**
1030 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1031 */
1032struct gl_pixel_attrib
1033{
1034   GLenum ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
1035
1036   /*--- Begin Pixel Transfer State ---*/
1037   /* Fields are in the order in which they're applied... */
1038
1039   /** Scale & Bias (index shift, offset) */
1040   /*@{*/
1041   GLfloat RedBias, RedScale;
1042   GLfloat GreenBias, GreenScale;
1043   GLfloat BlueBias, BlueScale;
1044   GLfloat AlphaBias, AlphaScale;
1045   GLfloat DepthBias, DepthScale;
1046   GLint IndexShift, IndexOffset;
1047   /*@}*/
1048
1049   /* Pixel Maps */
1050   /* Note: actual pixel maps are not part of this attrib group */
1051   GLboolean MapColorFlag;
1052   GLboolean MapStencilFlag;
1053
1054   /*--- End Pixel Transfer State ---*/
1055
1056   /** glPixelZoom */
1057   GLfloat ZoomX, ZoomY;
1058};
1059
1060
1061/**
1062 * Point attribute group (GL_POINT_BIT).
1063 */
1064struct gl_point_attrib
1065{
1066   GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
1067   GLfloat Size;		/**< User-specified point size */
1068   GLfloat Params[3];		/**< GL_EXT_point_parameters */
1069   GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
1070   GLfloat Threshold;		/**< GL_EXT_point_parameters */
1071   GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
1072   GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
1073   GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1074   GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
1075   GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
1076};
1077
1078
1079/**
1080 * Polygon attribute group (GL_POLYGON_BIT).
1081 */
1082struct gl_polygon_attrib
1083{
1084   GLenum FrontFace;		/**< Either GL_CW or GL_CCW */
1085   GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
1086   GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
1087   GLboolean _FrontBit;		/**< 0=GL_CCW, 1=GL_CW */
1088   GLboolean CullFlag;		/**< Culling on/off flag */
1089   GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
1090   GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
1091   GLenum CullFaceMode;		/**< Culling mode GL_FRONT or GL_BACK */
1092   GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
1093   GLfloat OffsetUnits;		/**< Polygon offset units, from user */
1094   GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
1095   GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
1096   GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
1097};
1098
1099
1100/**
1101 * Scissor attributes (GL_SCISSOR_BIT).
1102 */
1103struct gl_scissor_attrib
1104{
1105   GLboolean Enabled;		/**< Scissor test enabled? */
1106   GLint X, Y;			/**< Lower left corner of box */
1107   GLsizei Width, Height;	/**< Size of box */
1108};
1109
1110
1111/**
1112 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1113 *
1114 * Three sets of stencil data are tracked so that OpenGL 2.0,
1115 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1116 * simultaneously.  In each of the stencil state arrays, element 0 corresponds
1117 * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
1118 * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
1119 * GL_EXT_stencil_two_side GL_BACK state.
1120 *
1121 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1122 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1123 *
1124 * The derived value \c _TestTwoSide is set when the front-face and back-face
1125 * stencil state are different.
1126 */
1127struct gl_stencil_attrib
1128{
1129   GLboolean Enabled;		/**< Enabled flag */
1130   GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
1131   GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
1132   GLboolean _Enabled;          /**< Enabled and stencil buffer present */
1133   GLboolean _TestTwoSide;
1134   GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
1135   GLenum Function[3];		/**< Stencil function */
1136   GLenum FailFunc[3];		/**< Fail function */
1137   GLenum ZPassFunc[3];		/**< Depth buffer pass function */
1138   GLenum ZFailFunc[3];		/**< Depth buffer fail function */
1139   GLint Ref[3];		/**< Reference value */
1140   GLuint ValueMask[3];		/**< Value mask */
1141   GLuint WriteMask[3];		/**< Write mask */
1142   GLuint Clear;		/**< Clear value */
1143};
1144
1145
1146/**
1147 * An index for each type of texture object.  These correspond to the GL
1148 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1149 * Note: the order is from highest priority to lowest priority.
1150 */
1151typedef enum
1152{
1153   TEXTURE_BUFFER_INDEX,
1154   TEXTURE_2D_ARRAY_INDEX,
1155   TEXTURE_1D_ARRAY_INDEX,
1156   TEXTURE_EXTERNAL_INDEX,
1157   TEXTURE_CUBE_INDEX,
1158   TEXTURE_3D_INDEX,
1159   TEXTURE_RECT_INDEX,
1160   TEXTURE_2D_INDEX,
1161   TEXTURE_1D_INDEX,
1162   NUM_TEXTURE_TARGETS
1163} gl_texture_index;
1164
1165
1166/**
1167 * Bit flags for each type of texture object
1168 * Used for Texture.Unit[]._ReallyEnabled flags.
1169 */
1170/*@{*/
1171#define TEXTURE_BUFFER_BIT   (1 << TEXTURE_BUFFER_INDEX)
1172#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1173#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1174#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1175#define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
1176#define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
1177#define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
1178#define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
1179#define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
1180/*@}*/
1181
1182
1183/**
1184 * Texture image state.  Drivers will typically create a subclass of this
1185 * with extra fields for memory buffers, etc.
1186 */
1187struct gl_texture_image
1188{
1189   GLint InternalFormat;	/**< Internal format as given by the user */
1190   GLenum _BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1191				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1192				 *   GL_INTENSITY, GL_DEPTH_COMPONENT or
1193				 *   GL_DEPTH_STENCIL_EXT only. Used for
1194				 *   choosing TexEnv arithmetic.
1195				 */
1196   gl_format TexFormat;         /**< The actual texture memory format */
1197
1198   GLuint Border;		/**< 0 or 1 */
1199   GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
1200   GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
1201   GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
1202   GLuint Width2;		/**< = Width - 2*Border */
1203   GLuint Height2;		/**< = Height - 2*Border */
1204   GLuint Depth2;		/**< = Depth - 2*Border */
1205   GLuint WidthLog2;		/**< = log2(Width2) */
1206   GLuint HeightLog2;		/**< = log2(Height2) */
1207   GLuint DepthLog2;		/**< = log2(Depth2) */
1208   GLuint MaxNumLevels;		/**< = maximum possible number of mipmap
1209                                       levels, computed from the dimensions */
1210
1211   struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
1212   GLuint Level;                /**< Which mipmap level am I? */
1213   /** Cube map face: index into gl_texture_object::Image[] array */
1214   GLuint Face;
1215};
1216
1217
1218/**
1219 * Indexes for cube map faces.
1220 */
1221typedef enum
1222{
1223   FACE_POS_X = 0,
1224   FACE_NEG_X = 1,
1225   FACE_POS_Y = 2,
1226   FACE_NEG_Y = 3,
1227   FACE_POS_Z = 4,
1228   FACE_NEG_Z = 5,
1229   MAX_FACES = 6
1230} gl_face_index;
1231
1232
1233/**
1234 * Sampler object state.  These objects are new with GL_ARB_sampler_objects
1235 * and OpenGL 3.3.  Legacy texture objects also contain a sampler object.
1236 */
1237struct gl_sampler_object
1238{
1239   GLuint Name;
1240   GLint RefCount;
1241
1242   GLenum WrapS;		/**< S-axis texture image wrap mode */
1243   GLenum WrapT;		/**< T-axis texture image wrap mode */
1244   GLenum WrapR;		/**< R-axis texture image wrap mode */
1245   GLenum MinFilter;		/**< minification filter */
1246   GLenum MagFilter;		/**< magnification filter */
1247   union gl_color_union BorderColor;  /**< Interpreted according to texture format */
1248   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
1249   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
1250   GLfloat LodBias;		/**< OpenGL 1.4 */
1251   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
1252   GLenum CompareMode;		/**< GL_ARB_shadow */
1253   GLenum CompareFunc;		/**< GL_ARB_shadow */
1254   GLenum sRGBDecode;           /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1255   GLboolean CubeMapSeamless;   /**< GL_AMD_seamless_cubemap_per_texture */
1256};
1257
1258
1259/**
1260 * Texture object state.  Contains the array of mipmap images, border color,
1261 * wrap modes, filter modes, and shadow/texcompare state.
1262 */
1263struct gl_texture_object
1264{
1265   _glthread_Mutex Mutex;	/**< for thread safety */
1266   GLint RefCount;		/**< reference count */
1267   GLuint Name;			/**< the user-visible texture object ID */
1268   GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1269
1270   struct gl_sampler_object Sampler;
1271
1272   GLenum DepthMode;		/**< GL_ARB_depth_texture */
1273
1274   GLfloat Priority;		/**< in [0,1] */
1275   GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
1276   GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
1277   GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
1278   GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
1279   GLint CropRect[4];           /**< GL_OES_draw_texture */
1280   GLenum Swizzle[4];           /**< GL_EXT_texture_swizzle */
1281   GLuint _Swizzle;             /**< same as Swizzle, but SWIZZLE_* format */
1282   GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
1283   GLboolean _BaseComplete;     /**< Is the base texture level valid? */
1284   GLboolean _MipmapComplete;   /**< Is the whole mipmap valid? */
1285   GLboolean _IsIntegerFormat;  /**< Does the texture store integer values? */
1286   GLboolean _RenderToTexture;  /**< Any rendering to this texture? */
1287   GLboolean Purgeable;         /**< Is the buffer purgeable under memory pressure? */
1288   GLboolean Immutable;         /**< GL_ARB_texture_storage */
1289
1290   /** Actual texture images, indexed by [cube face] and [mipmap level] */
1291   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1292
1293   /** GL_ARB_texture_buffer_object */
1294   struct gl_buffer_object *BufferObject;
1295   GLenum BufferObjectFormat;
1296   /** Equivalent Mesa format for BufferObjectFormat. */
1297   gl_format _BufferObjectFormat;
1298
1299   /** GL_OES_EGL_image_external */
1300   GLint RequiredTextureImageUnits;
1301};
1302
1303
1304/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1305#define MAX_COMBINER_TERMS 4
1306
1307
1308/**
1309 * Texture combine environment state.
1310 */
1311struct gl_tex_env_combine_state
1312{
1313   GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1314   GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1315   /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1316   GLenum SourceRGB[MAX_COMBINER_TERMS];
1317   GLenum SourceA[MAX_COMBINER_TERMS];
1318   /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1319   GLenum OperandRGB[MAX_COMBINER_TERMS];
1320   GLenum OperandA[MAX_COMBINER_TERMS];
1321   GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1322   GLuint ScaleShiftA;   /**< 0, 1 or 2 */
1323   GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1324   GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
1325};
1326
1327
1328/**
1329 * TexGenEnabled flags.
1330 */
1331/*@{*/
1332#define S_BIT 1
1333#define T_BIT 2
1334#define R_BIT 4
1335#define Q_BIT 8
1336#define STR_BITS (S_BIT | T_BIT | R_BIT)
1337/*@}*/
1338
1339
1340/**
1341 * Bit flag versions of the corresponding GL_ constants.
1342 */
1343/*@{*/
1344#define TEXGEN_SPHERE_MAP        0x1
1345#define TEXGEN_OBJ_LINEAR        0x2
1346#define TEXGEN_EYE_LINEAR        0x4
1347#define TEXGEN_REFLECTION_MAP_NV 0x8
1348#define TEXGEN_NORMAL_MAP_NV     0x10
1349
1350#define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
1351				  TEXGEN_REFLECTION_MAP_NV | \
1352				  TEXGEN_NORMAL_MAP_NV)
1353#define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
1354				  TEXGEN_REFLECTION_MAP_NV | \
1355				  TEXGEN_NORMAL_MAP_NV     | \
1356				  TEXGEN_EYE_LINEAR)
1357/*@}*/
1358
1359
1360
1361/** Tex-gen enabled for texture unit? */
1362#define ENABLE_TEXGEN(unit) (1 << (unit))
1363
1364/** Non-identity texture matrix for texture unit? */
1365#define ENABLE_TEXMAT(unit) (1 << (unit))
1366
1367
1368/**
1369 * Texture coord generation state.
1370 */
1371struct gl_texgen
1372{
1373   GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1374   GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1375   GLfloat ObjectPlane[4];
1376   GLfloat EyePlane[4];
1377};
1378
1379
1380/**
1381 * Texture unit state.  Contains enable flags, texture environment/function/
1382 * combiners, texgen state, and pointers to current texture objects.
1383 */
1384struct gl_texture_unit
1385{
1386   GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1387   GLbitfield _ReallyEnabled;   /**< 0 or exactly one of TEXTURE_*_BIT flags */
1388
1389   GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1390   GLclampf EnvColor[4];
1391   GLfloat EnvColorUnclamped[4];
1392
1393   struct gl_texgen GenS;
1394   struct gl_texgen GenT;
1395   struct gl_texgen GenR;
1396   struct gl_texgen GenQ;
1397   GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1398   GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1399
1400   GLfloat LodBias;		/**< for biasing mipmap levels */
1401   GLenum BumpTarget;
1402   GLfloat RotMatrix[4]; /* 2x2 matrix */
1403
1404   /** Current sampler object (GL_ARB_sampler_objects) */
1405   struct gl_sampler_object *Sampler;
1406
1407   /**
1408    * \name GL_EXT_texture_env_combine
1409    */
1410   struct gl_tex_env_combine_state Combine;
1411
1412   /**
1413    * Derived state based on \c EnvMode and the \c BaseFormat of the
1414    * currently enabled texture.
1415    */
1416   struct gl_tex_env_combine_state _EnvMode;
1417
1418   /**
1419    * Currently enabled combiner state.  This will point to either
1420    * \c Combine or \c _EnvMode.
1421    */
1422   struct gl_tex_env_combine_state *_CurrentCombine;
1423
1424   /** Current texture object pointers */
1425   struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1426
1427   /** Points to highest priority, complete and enabled texture object */
1428   struct gl_texture_object *_Current;
1429};
1430
1431
1432/**
1433 * Texture attribute group (GL_TEXTURE_BIT).
1434 */
1435struct gl_texture_attrib
1436{
1437   GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1438   struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1439
1440   struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1441
1442   /** GL_ARB_texture_buffer_object */
1443   struct gl_buffer_object *BufferObject;
1444
1445   /** GL_ARB_seamless_cubemap */
1446   GLboolean CubeMapSeamless;
1447
1448   /** Texture units/samplers used by vertex or fragment texturing */
1449   GLbitfield _EnabledUnits;
1450
1451   /** Texture coord units/sets used for fragment texturing */
1452   GLbitfield _EnabledCoordUnits;
1453
1454   /** Texture coord units that have texgen enabled */
1455   GLbitfield _TexGenEnabled;
1456
1457   /** Texture coord units that have non-identity matrices */
1458   GLbitfield _TexMatEnabled;
1459
1460   /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1461   GLbitfield _GenFlags;
1462};
1463
1464
1465/**
1466 * Data structure representing a single clip plane (e.g. one of the elements
1467 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1468 */
1469typedef GLfloat gl_clip_plane[4];
1470
1471
1472/**
1473 * Transformation attribute group (GL_TRANSFORM_BIT).
1474 */
1475struct gl_transform_attrib
1476{
1477   GLenum MatrixMode;				/**< Matrix mode */
1478   gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES];	/**< User clip planes */
1479   gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1480   GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1481   GLboolean Normalize;				/**< Normalize all normals? */
1482   GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1483   GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1484   GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
1485
1486   GLfloat CullEyePos[4];
1487   GLfloat CullObjPos[4];
1488};
1489
1490
1491/**
1492 * Viewport attribute group (GL_VIEWPORT_BIT).
1493 */
1494struct gl_viewport_attrib
1495{
1496   GLint X, Y;			/**< position */
1497   GLsizei Width, Height;	/**< size */
1498   GLfloat Near, Far;		/**< Depth buffer range */
1499   GLmatrix _WindowMap;		/**< Mapping transformation as a matrix. */
1500};
1501
1502
1503/**
1504 * GL_ARB_vertex/pixel_buffer_object buffer object
1505 */
1506struct gl_buffer_object
1507{
1508   _glthread_Mutex Mutex;
1509   GLint RefCount;
1510   GLuint Name;
1511   GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1512   GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1513   GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1514   /** Fields describing a mapped buffer */
1515   /*@{*/
1516   GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1517   GLvoid *Pointer;     /**< User-space address of mapping */
1518   GLintptr Offset;     /**< Mapped offset */
1519   GLsizeiptr Length;   /**< Mapped length */
1520   /*@}*/
1521   GLboolean DeletePending;   /**< true if buffer object is removed from the hash */
1522   GLboolean Written;   /**< Ever written to? (for debugging) */
1523   GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1524};
1525
1526
1527/**
1528 * Client pixel packing/unpacking attributes
1529 */
1530struct gl_pixelstore_attrib
1531{
1532   GLint Alignment;
1533   GLint RowLength;
1534   GLint SkipPixels;
1535   GLint SkipRows;
1536   GLint ImageHeight;
1537   GLint SkipImages;
1538   GLboolean SwapBytes;
1539   GLboolean LsbFirst;
1540   GLboolean Invert;        /**< GL_MESA_pack_invert */
1541   struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1542};
1543
1544
1545/**
1546 * Client vertex array attributes
1547 */
1548struct gl_client_array
1549{
1550   GLint Size;                  /**< components per element (1,2,3,4) */
1551   GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
1552   GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
1553   GLsizei Stride;		/**< user-specified stride */
1554   GLsizei StrideB;		/**< actual stride in bytes */
1555   const GLubyte *Ptr;          /**< Points to array data */
1556   GLboolean Enabled;		/**< Enabled flag is a boolean */
1557   GLboolean Normalized;        /**< GL_ARB_vertex_program */
1558   GLboolean Integer;           /**< Integer-valued? */
1559   GLuint InstanceDivisor;      /**< GL_ARB_instanced_arrays */
1560   GLuint _ElementSize;         /**< size of each element in bytes */
1561
1562   struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1563   GLuint _MaxElement;          /**< max element index into array buffer + 1 */
1564};
1565
1566
1567/**
1568 * Collection of vertex arrays.  Defined by the GL_APPLE_vertex_array_object
1569 * extension, but a nice encapsulation in any case.
1570 */
1571struct gl_array_object
1572{
1573   /** Name of the array object as received from glGenVertexArrayAPPLE. */
1574   GLuint Name;
1575
1576   GLint RefCount;
1577   _glthread_Mutex Mutex;
1578
1579   /**
1580    * Does the VAO use ARB semantics or Apple semantics?
1581    *
1582    * There are several ways in which ARB_vertex_array_object and
1583    * APPLE_vertex_array_object VAOs have differing semantics.  At the very
1584    * least,
1585    *
1586    *     - ARB VAOs require that all array data be sourced from vertex buffer
1587    *       objects, but Apple VAOs do not.
1588    *
1589    *     - ARB VAOs require that names come from GenVertexArrays.
1590    *
1591    * This flag notes which behavior governs this VAO.
1592    */
1593   GLboolean ARBsemantics;
1594
1595   /**
1596    * Has this array object been bound?
1597    */
1598   GLboolean _Used;
1599
1600   /** Vertex attribute arrays */
1601   struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1602
1603   /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1604   GLbitfield64 _Enabled;
1605
1606   /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1607   GLbitfield64 NewArrays;
1608
1609   /**
1610    * Min of all enabled arrays' _MaxElement.  When arrays reside inside VBOs
1611    * we can determine the max legal (in bounds) glDrawElements array index.
1612    */
1613   GLuint _MaxElement;
1614
1615   struct gl_buffer_object *ElementArrayBufferObj;
1616};
1617
1618
1619/**
1620 * Vertex array state
1621 */
1622struct gl_array_attrib
1623{
1624   /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1625   struct gl_array_object *ArrayObj;
1626
1627   /** The default vertex array object */
1628   struct gl_array_object *DefaultArrayObj;
1629
1630   /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1631   struct _mesa_HashTable *Objects;
1632
1633   GLint ActiveTexture;		/**< Client Active Texture */
1634   GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1635   GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1636
1637   /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1638   GLboolean PrimitiveRestart;
1639   GLuint RestartIndex;
1640
1641   /* GL_ARB_vertex_buffer_object */
1642   struct gl_buffer_object *ArrayBufferObj;
1643
1644   /**
1645    * Vertex arrays as consumed by a driver.
1646    * The array pointer is set up only by the VBO module. */
1647   const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1648};
1649
1650
1651/**
1652 * Feedback buffer state
1653 */
1654struct gl_feedback
1655{
1656   GLenum Type;
1657   GLbitfield _Mask;    /**< FB_* bits */
1658   GLfloat *Buffer;
1659   GLuint BufferSize;
1660   GLuint Count;
1661};
1662
1663
1664/**
1665 * Selection buffer state
1666 */
1667struct gl_selection
1668{
1669   GLuint *Buffer;	/**< selection buffer */
1670   GLuint BufferSize;	/**< size of the selection buffer */
1671   GLuint BufferCount;	/**< number of values in the selection buffer */
1672   GLuint Hits;		/**< number of records in the selection buffer */
1673   GLuint NameStackDepth; /**< name stack depth */
1674   GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1675   GLboolean HitFlag;	/**< hit flag */
1676   GLfloat HitMinZ;	/**< minimum hit depth */
1677   GLfloat HitMaxZ;	/**< maximum hit depth */
1678};
1679
1680
1681/**
1682 * 1-D Evaluator control points
1683 */
1684struct gl_1d_map
1685{
1686   GLuint Order;	/**< Number of control points */
1687   GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1688   GLfloat *Points;	/**< Points to contiguous control points */
1689};
1690
1691
1692/**
1693 * 2-D Evaluator control points
1694 */
1695struct gl_2d_map
1696{
1697   GLuint Uorder;		/**< Number of control points in U dimension */
1698   GLuint Vorder;		/**< Number of control points in V dimension */
1699   GLfloat u1, u2, du;
1700   GLfloat v1, v2, dv;
1701   GLfloat *Points;		/**< Points to contiguous control points */
1702};
1703
1704
1705/**
1706 * All evaluator control point state
1707 */
1708struct gl_evaluators
1709{
1710   /**
1711    * \name 1-D maps
1712    */
1713   /*@{*/
1714   struct gl_1d_map Map1Vertex3;
1715   struct gl_1d_map Map1Vertex4;
1716   struct gl_1d_map Map1Index;
1717   struct gl_1d_map Map1Color4;
1718   struct gl_1d_map Map1Normal;
1719   struct gl_1d_map Map1Texture1;
1720   struct gl_1d_map Map1Texture2;
1721   struct gl_1d_map Map1Texture3;
1722   struct gl_1d_map Map1Texture4;
1723   struct gl_1d_map Map1Attrib[16];  /**< GL_NV_vertex_program */
1724   /*@}*/
1725
1726   /**
1727    * \name 2-D maps
1728    */
1729   /*@{*/
1730   struct gl_2d_map Map2Vertex3;
1731   struct gl_2d_map Map2Vertex4;
1732   struct gl_2d_map Map2Index;
1733   struct gl_2d_map Map2Color4;
1734   struct gl_2d_map Map2Normal;
1735   struct gl_2d_map Map2Texture1;
1736   struct gl_2d_map Map2Texture2;
1737   struct gl_2d_map Map2Texture3;
1738   struct gl_2d_map Map2Texture4;
1739   struct gl_2d_map Map2Attrib[16];  /**< GL_NV_vertex_program */
1740   /*@}*/
1741};
1742
1743
1744struct gl_transform_feedback_varying_info
1745{
1746   char *Name;
1747   GLenum Type;
1748   GLint Size;
1749};
1750
1751
1752/**
1753 * Per-output info vertex shaders for transform feedback.
1754 */
1755struct gl_transform_feedback_output
1756{
1757   unsigned OutputRegister;
1758   unsigned OutputBuffer;
1759   unsigned NumComponents;
1760
1761   /** offset (in DWORDs) of this output within the interleaved structure */
1762   unsigned DstOffset;
1763
1764   /**
1765    * Offset into the output register of the data to output.  For example,
1766    * if NumComponents is 2 and ComponentOffset is 1, then the data to
1767    * offset is in the y and z components of the output register.
1768    */
1769   unsigned ComponentOffset;
1770};
1771
1772
1773/** Post-link transform feedback info. */
1774struct gl_transform_feedback_info
1775{
1776   unsigned NumOutputs;
1777
1778   /**
1779    * Number of transform feedback buffers in use by this program.
1780    */
1781   unsigned NumBuffers;
1782
1783   struct gl_transform_feedback_output *Outputs;
1784
1785   /** Transform feedback varyings used for the linking of this shader program.
1786    *
1787    * Use for glGetTransformFeedbackVarying().
1788    */
1789   struct gl_transform_feedback_varying_info *Varyings;
1790   GLint NumVarying;
1791
1792   /**
1793    * Total number of components stored in each buffer.  This may be used by
1794    * hardware back-ends to determine the correct stride when interleaving
1795    * multiple transform feedback outputs in the same buffer.
1796    */
1797   unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1798};
1799
1800
1801/**
1802 * Transform feedback object state
1803 */
1804struct gl_transform_feedback_object
1805{
1806   GLuint Name;  /**< AKA the object ID */
1807   GLint RefCount;
1808   GLboolean Active;  /**< Is transform feedback enabled? */
1809   GLboolean Paused;  /**< Is transform feedback paused? */
1810   GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1811                                at least once? */
1812
1813   /** The feedback buffers */
1814   GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1815   struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1816
1817   /** Start of feedback data in dest buffer */
1818   GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1819   /** Max data to put into dest buffer (in bytes) */
1820   GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1821};
1822
1823
1824/**
1825 * Context state for transform feedback.
1826 */
1827struct gl_transform_feedback_state
1828{
1829   GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1830
1831   /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1832   struct gl_buffer_object *CurrentBuffer;
1833
1834   /** The table of all transform feedback objects */
1835   struct _mesa_HashTable *Objects;
1836
1837   /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1838   struct gl_transform_feedback_object *CurrentObject;
1839
1840   /** The default xform-fb object (Name==0) */
1841   struct gl_transform_feedback_object *DefaultObject;
1842};
1843
1844
1845/**
1846 * Names of the various vertex/fragment program register files, etc.
1847 *
1848 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1849 * All values should fit in a 4-bit field.
1850 *
1851 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1852 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1853 * be "uniform" variables since they can only be set outside glBegin/End.
1854 * They're also all stored in the same Parameters array.
1855 */
1856typedef enum
1857{
1858   PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
1859   PROGRAM_INPUT,       /**< machine->Inputs[] */
1860   PROGRAM_OUTPUT,      /**< machine->Outputs[] */
1861   PROGRAM_VARYING,     /**< machine->Inputs[]/Outputs[] */
1862   PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1863   PROGRAM_ENV_PARAM,   /**< gl_program->Parameters[] */
1864   PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
1865   PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1866   PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
1867   PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
1868   PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
1869   PROGRAM_ADDRESS,     /**< machine->AddressReg */
1870   PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
1871   PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1872   PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
1873   PROGRAM_FILE_MAX
1874} gl_register_file;
1875
1876
1877/**
1878 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1879 * one of these values.
1880 */
1881typedef enum
1882{
1883   SYSTEM_VALUE_FRONT_FACE,  /**< Fragment shader only (not done yet) */
1884   SYSTEM_VALUE_VERTEX_ID,   /**< Vertex shader only */
1885   SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1886   SYSTEM_VALUE_MAX          /**< Number of values */
1887} gl_system_value;
1888
1889
1890/**
1891 * The possible interpolation qualifiers that can be applied to a fragment
1892 * shader input in GLSL.
1893 *
1894 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1895 * gl_fragment_program data structure to 0 causes the default behavior.
1896 */
1897enum glsl_interp_qualifier
1898{
1899   INTERP_QUALIFIER_NONE = 0,
1900   INTERP_QUALIFIER_SMOOTH,
1901   INTERP_QUALIFIER_FLAT,
1902   INTERP_QUALIFIER_NOPERSPECTIVE
1903};
1904
1905
1906/**
1907 * \brief Layout qualifiers for gl_FragDepth.
1908 *
1909 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1910 * a layout qualifier.
1911 *
1912 * \see enum ir_depth_layout
1913 */
1914enum gl_frag_depth_layout
1915{
1916   FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1917   FRAG_DEPTH_LAYOUT_ANY,
1918   FRAG_DEPTH_LAYOUT_GREATER,
1919   FRAG_DEPTH_LAYOUT_LESS,
1920   FRAG_DEPTH_LAYOUT_UNCHANGED
1921};
1922
1923
1924/**
1925 * Base class for any kind of program object
1926 */
1927struct gl_program
1928{
1929   GLuint Id;
1930   GLubyte *String;  /**< Null-terminated program text */
1931   GLint RefCount;
1932   GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1933   GLenum Format;    /**< String encoding format */
1934   GLboolean Resident;
1935
1936   struct prog_instruction *Instructions;
1937
1938   GLbitfield64 InputsRead;     /**< Bitmask of which input regs are read */
1939   GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1940   GLbitfield SystemValuesRead;   /**< Bitmask of SYSTEM_VALUE_x inputs used */
1941   GLbitfield InputFlags[MAX_PROGRAM_INPUTS];   /**< PROG_PARAM_BIT_x flags */
1942   GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1943   GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_BIT bitmask */
1944   GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
1945   GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1946
1947
1948   /** Named parameters, constants, etc. from program text */
1949   struct gl_program_parameter_list *Parameters;
1950   /** Numbered local parameters */
1951   GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1952
1953   /** Map from sampler unit to texture unit (set by glUniform1i()) */
1954   GLubyte SamplerUnits[MAX_SAMPLERS];
1955
1956   /** Bitmask of which register files are read/written with indirect
1957    * addressing.  Mask of (1 << PROGRAM_x) bits.
1958    */
1959   GLbitfield IndirectRegisterFiles;
1960
1961   /** Logical counts */
1962   /*@{*/
1963   GLuint NumInstructions;
1964   GLuint NumTemporaries;
1965   GLuint NumParameters;
1966   GLuint NumAttributes;
1967   GLuint NumAddressRegs;
1968   GLuint NumAluInstructions;
1969   GLuint NumTexInstructions;
1970   GLuint NumTexIndirections;
1971   /*@}*/
1972   /** Native, actual h/w counts */
1973   /*@{*/
1974   GLuint NumNativeInstructions;
1975   GLuint NumNativeTemporaries;
1976   GLuint NumNativeParameters;
1977   GLuint NumNativeAttributes;
1978   GLuint NumNativeAddressRegs;
1979   GLuint NumNativeAluInstructions;
1980   GLuint NumNativeTexInstructions;
1981   GLuint NumNativeTexIndirections;
1982   /*@}*/
1983};
1984
1985
1986/** Vertex program object */
1987struct gl_vertex_program
1988{
1989   struct gl_program Base;   /**< base class */
1990   GLboolean IsNVProgram;    /**< is this a GL_NV_vertex_program program? */
1991   GLboolean IsPositionInvariant;
1992   GLboolean UsesClipDistance;
1993};
1994
1995
1996/** Geometry program object */
1997struct gl_geometry_program
1998{
1999   struct gl_program Base;   /**< base class */
2000
2001   GLint VerticesOut;
2002   GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2003                           GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2004   GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2005};
2006
2007
2008/** Fragment program object */
2009struct gl_fragment_program
2010{
2011   struct gl_program Base;   /**< base class */
2012   GLboolean UsesKill;          /**< shader uses KIL instruction */
2013   GLboolean UsesDFdy;          /**< shader uses DDY instruction */
2014   GLboolean OriginUpperLeft;
2015   GLboolean PixelCenterInteger;
2016   enum gl_frag_depth_layout FragDepthLayout;
2017
2018   /**
2019    * GLSL interpolation qualifier associated with each fragment shader input.
2020    * For inputs that do not have an interpolation qualifier specified in
2021    * GLSL, the value is INTERP_QUALIFIER_NONE.
2022    */
2023   enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2024
2025   /**
2026    * Bitfield indicating, for each fragment shader input, 1 if that input
2027    * uses centroid interpolation, 0 otherwise.  Unused inputs are 0.
2028    */
2029   GLbitfield64 IsCentroid;
2030};
2031
2032
2033/**
2034 * State common to vertex and fragment programs.
2035 */
2036struct gl_program_state
2037{
2038   GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2039   const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2040};
2041
2042
2043/**
2044 * Context state for vertex programs.
2045 */
2046struct gl_vertex_program_state
2047{
2048   GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2049   GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
2050   GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2051   GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2052   /** Computed two sided lighting for fixed function/programs. */
2053   GLboolean _TwoSideEnabled;
2054   struct gl_vertex_program *Current;  /**< User-bound vertex program */
2055
2056   /** Currently enabled and valid vertex program (including internal
2057    * programs, user-defined vertex programs and GLSL vertex shaders).
2058    * This is the program we must use when rendering.
2059    */
2060   struct gl_vertex_program *_Current;
2061
2062   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2063
2064   /* For GL_NV_vertex_program only: */
2065   GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2066   GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2067
2068   /** Should fixed-function T&L be implemented with a vertex prog? */
2069   GLboolean _MaintainTnlProgram;
2070
2071   /** Program to emulate fixed-function T&L (see above) */
2072   struct gl_vertex_program *_TnlProgram;
2073
2074   /** Cache of fixed-function programs */
2075   struct gl_program_cache *Cache;
2076
2077   GLboolean _Overriden;
2078};
2079
2080
2081/**
2082 * Context state for geometry programs.
2083 */
2084struct gl_geometry_program_state
2085{
2086   GLboolean Enabled;               /**< GL_ARB_GEOMETRY_SHADER4 */
2087   GLboolean _Enabled;              /**< Enabled and valid program? */
2088   struct gl_geometry_program *Current;  /**< user-bound geometry program */
2089
2090   /** Currently enabled and valid program (including internal programs
2091    * and compiled shader programs).
2092    */
2093   struct gl_geometry_program *_Current;
2094
2095   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2096
2097   /** Cache of fixed-function programs */
2098   struct gl_program_cache *Cache;
2099};
2100
2101/**
2102 * Context state for fragment programs.
2103 */
2104struct gl_fragment_program_state
2105{
2106   GLboolean Enabled;     /**< User-set fragment program enable flag */
2107   GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
2108   struct gl_fragment_program *Current;  /**< User-bound fragment program */
2109
2110   /** Currently enabled and valid fragment program (including internal
2111    * programs, user-defined fragment programs and GLSL fragment shaders).
2112    * This is the program we must use when rendering.
2113    */
2114   struct gl_fragment_program *_Current;
2115
2116   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2117
2118   /** Should fixed-function texturing be implemented with a fragment prog? */
2119   GLboolean _MaintainTexEnvProgram;
2120
2121   /** Program to emulate fixed-function texture env/combine (see above) */
2122   struct gl_fragment_program *_TexEnvProgram;
2123
2124   /** Cache of fixed-function programs */
2125   struct gl_program_cache *Cache;
2126};
2127
2128
2129/**
2130 * ATI_fragment_shader runtime state
2131 */
2132#define ATI_FS_INPUT_PRIMARY 0
2133#define ATI_FS_INPUT_SECONDARY 1
2134
2135struct atifs_instruction;
2136struct atifs_setupinst;
2137
2138/**
2139 * ATI fragment shader
2140 */
2141struct ati_fragment_shader
2142{
2143   GLuint Id;
2144   GLint RefCount;
2145   struct atifs_instruction *Instructions[2];
2146   struct atifs_setupinst *SetupInst[2];
2147   GLfloat Constants[8][4];
2148   GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
2149   GLubyte numArithInstr[2];
2150   GLubyte regsAssigned[2];
2151   GLubyte NumPasses;         /**< 1 or 2 */
2152   GLubyte cur_pass;
2153   GLubyte last_optype;
2154   GLboolean interpinp1;
2155   GLboolean isValid;
2156   GLuint swizzlerq;
2157};
2158
2159/**
2160 * Context state for GL_ATI_fragment_shader
2161 */
2162struct gl_ati_fragment_shader_state
2163{
2164   GLboolean Enabled;
2165   GLboolean _Enabled;                  /**< enabled and valid shader? */
2166   GLboolean Compiling;
2167   GLfloat GlobalConstants[8][4];
2168   struct ati_fragment_shader *Current;
2169};
2170
2171
2172/** Set by #pragma directives */
2173struct gl_sl_pragmas
2174{
2175   GLboolean IgnoreOptimize;  /**< ignore #pragma optimize(on/off) ? */
2176   GLboolean IgnoreDebug;     /**< ignore #pragma debug(on/off) ? */
2177   GLboolean Optimize;  /**< defaults on */
2178   GLboolean Debug;     /**< defaults off */
2179};
2180
2181
2182/**
2183 * A GLSL vertex or fragment shader object.
2184 */
2185struct gl_shader
2186{
2187   GLenum Type;  /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2188   GLuint Name;  /**< AKA the handle */
2189   GLint RefCount;  /**< Reference count */
2190   GLboolean DeletePending;
2191   GLboolean CompileStatus;
2192   const GLchar *Source;  /**< Source code string */
2193   GLuint SourceChecksum;       /**< for debug/logging purposes */
2194   struct gl_program *Program;  /**< Post-compile assembly code */
2195   GLchar *InfoLog;
2196   struct gl_sl_pragmas Pragmas;
2197
2198   unsigned Version;       /**< GLSL version used for linking */
2199
2200   /**
2201    * \name Sampler tracking
2202    *
2203    * \note Each of these fields is only set post-linking.
2204    */
2205   /*@{*/
2206   unsigned num_samplers;	/**< Number of samplers used by this shader. */
2207   GLbitfield active_samplers;	/**< Bitfield of which samplers are used */
2208   GLbitfield shadow_samplers;	/**< Samplers used for shadow sampling. */
2209   /*@}*/
2210
2211   /**
2212    * Number of uniform components used by this shader.
2213    *
2214    * This field is only set post-linking.
2215    */
2216   unsigned num_uniform_components;
2217
2218   /**
2219    * This shader's uniform block information.
2220    *
2221    * The offsets of the variables are assigned only for shaders in a program's
2222    * _LinkedShaders[].
2223    */
2224   struct gl_uniform_block *UniformBlocks;
2225   unsigned NumUniformBlocks;
2226
2227   struct exec_list *ir;
2228   struct glsl_symbol_table *symbols;
2229
2230   /** Shaders containing built-in functions that are used for linking. */
2231   struct gl_shader *builtins_to_link[16];
2232   unsigned num_builtins_to_link;
2233};
2234
2235
2236/**
2237 * Shader stages. Note that these will become 5 with tessellation.
2238 * These MUST have the same values as gallium's PIPE_SHADER_*
2239 */
2240typedef enum
2241{
2242   MESA_SHADER_VERTEX = 0,
2243   MESA_SHADER_FRAGMENT = 1,
2244   MESA_SHADER_GEOMETRY = 2,
2245   MESA_SHADER_TYPES = 3
2246} gl_shader_type;
2247
2248struct gl_uniform_buffer_variable
2249{
2250   char *Name;
2251   const struct glsl_type *Type;
2252   unsigned int Buffer;
2253   unsigned int Offset;
2254   GLboolean RowMajor;
2255};
2256
2257struct gl_uniform_block
2258{
2259   /** Declared name of the uniform block */
2260   char *Name;
2261
2262   /** Array of supplemental information about UBO ir_variables. */
2263   struct gl_uniform_buffer_variable *Uniforms;
2264   GLuint NumUniforms;
2265
2266   /**
2267    * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2268    * with glBindBufferBase to bind a buffer object to this uniform block.  When
2269    * updated in the program, _NEW_BUFFER_OBJECT will be set.
2270    */
2271   GLuint Binding;
2272
2273   /**
2274    * Minimum size of a buffer object to back this uniform buffer
2275    * (GL_UNIFORM_BLOCK_DATA_SIZE).
2276    */
2277   GLuint UniformBufferSize;
2278};
2279
2280/**
2281 * A GLSL program object.
2282 * Basically a linked collection of vertex and fragment shaders.
2283 */
2284struct gl_shader_program
2285{
2286   GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
2287   GLuint Name;  /**< aka handle or ID */
2288   GLint RefCount;  /**< Reference count */
2289   GLboolean DeletePending;
2290
2291   /**
2292    * Flags that the linker should not reject the program if it lacks
2293    * a vertex or fragment shader.  GLES2 doesn't allow separate
2294    * shader objects, and would reject them.  However, we internally
2295    * build separate shader objects for fixed function programs, which
2296    * we use for drivers/common/meta.c and for handling
2297    * _mesa_update_state with no program bound (for example in
2298    * glClear()).
2299    */
2300   GLboolean InternalSeparateShader;
2301
2302   GLuint NumShaders;          /**< number of attached shaders */
2303   struct gl_shader **Shaders; /**< List of attached the shaders */
2304
2305   /**
2306    * User-defined attribute bindings
2307    *
2308    * These are set via \c glBindAttribLocation and are used to direct the
2309    * GLSL linker.  These are \b not the values used in the compiled shader,
2310    * and they are \b not the values returned by \c glGetAttribLocation.
2311    */
2312   struct string_to_uint_map *AttributeBindings;
2313
2314   /**
2315    * User-defined fragment data bindings
2316    *
2317    * These are set via \c glBindFragDataLocation and are used to direct the
2318    * GLSL linker.  These are \b not the values used in the compiled shader,
2319    * and they are \b not the values returned by \c glGetFragDataLocation.
2320    */
2321   struct string_to_uint_map *FragDataBindings;
2322   struct string_to_uint_map *FragDataIndexBindings;
2323
2324   /**
2325    * Transform feedback varyings last specified by
2326    * glTransformFeedbackVaryings().
2327    *
2328    * For the current set of transform feeedback varyings used for transform
2329    * feedback output, see LinkedTransformFeedback.
2330    */
2331   struct {
2332      GLenum BufferMode;
2333      GLuint NumVarying;
2334      GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
2335   } TransformFeedback;
2336
2337   /** Post-link transform feedback info. */
2338   struct gl_transform_feedback_info LinkedTransformFeedback;
2339
2340   /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2341   enum gl_frag_depth_layout FragDepthLayout;
2342
2343   /** Geometry shader state - copied into gl_geometry_program at link time */
2344   struct {
2345      GLint VerticesOut;
2346      GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2347                              GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2348      GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2349   } Geom;
2350
2351   /** Vertex shader state - copied into gl_vertex_program at link time */
2352   struct {
2353      GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2354      GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2355                                         0 if not present. */
2356   } Vert;
2357
2358   /* post-link info: */
2359   unsigned NumUserUniformStorage;
2360   struct gl_uniform_storage *UniformStorage;
2361
2362   struct gl_uniform_block *UniformBlocks;
2363   unsigned NumUniformBlocks;
2364
2365   /**
2366    * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2367    * they're used in, or -1.
2368    *
2369    * This is used to maintain the Binding values of the stage's UniformBlocks[]
2370    * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2371    */
2372   int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2373
2374   /**
2375    * Map of active uniform names to locations
2376    *
2377    * Maps any active uniform that is not an array element to a location.
2378    * Each active uniform, including individual structure members will appear
2379    * in this map.  This roughly corresponds to the set of names that would be
2380    * enumerated by \c glGetActiveUniform.
2381    */
2382   struct string_to_uint_map *UniformHash;
2383
2384   /**
2385    * Map from sampler unit to texture unit (set by glUniform1i())
2386    *
2387    * A sampler unit is associated with each sampler uniform by the linker.
2388    * The sampler unit associated with each uniform is stored in the
2389    * \c gl_uniform_storage::sampler field.
2390    */
2391   GLubyte SamplerUnits[MAX_SAMPLERS];
2392   /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2393   gl_texture_index SamplerTargets[MAX_SAMPLERS];
2394
2395   GLboolean LinkStatus;   /**< GL_LINK_STATUS */
2396   GLboolean Validated;
2397   GLboolean _Used;        /**< Ever used for drawing? */
2398   GLchar *InfoLog;
2399
2400   unsigned Version;       /**< GLSL version used for linking */
2401
2402   /**
2403    * Per-stage shaders resulting from the first stage of linking.
2404    *
2405    * Set of linked shaders for this program.  The array is accessed using the
2406    * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
2407    * \c NULL.
2408    */
2409   struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2410};
2411
2412
2413#define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
2414#define GLSL_LOG       0x2  /**< Write shaders to files */
2415#define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
2416#define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
2417#define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
2418#define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
2419#define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
2420#define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
2421#define GLSL_REPORT_ERRORS 0x100  /**< Print compilation errors */
2422
2423
2424/**
2425 * Context state for GLSL vertex/fragment shaders.
2426 */
2427struct gl_shader_state
2428{
2429   /**
2430    * Programs used for rendering
2431    *
2432    * There is a separate program set for each shader stage.  If
2433    * GL_EXT_separate_shader_objects is not supported, each of these must point
2434    * to \c NULL or to the same program.
2435    */
2436   struct gl_shader_program *CurrentVertexProgram;
2437   struct gl_shader_program *CurrentGeometryProgram;
2438   struct gl_shader_program *CurrentFragmentProgram;
2439
2440   struct gl_shader_program *_CurrentFragmentProgram;
2441
2442   /**
2443    * Program used by glUniform calls.
2444    *
2445    * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2446    */
2447   struct gl_shader_program *ActiveProgram;
2448
2449   GLbitfield Flags;                    /**< Mask of GLSL_x flags */
2450};
2451
2452
2453/**
2454 * Compiler options for a single GLSL shaders type
2455 */
2456struct gl_shader_compiler_options
2457{
2458   /** Driver-selectable options: */
2459   GLboolean EmitCondCodes;             /**< Use condition codes? */
2460   GLboolean EmitNVTempInitialization;  /**< 0-fill NV temp registers */
2461   GLboolean EmitNoLoops;
2462   GLboolean EmitNoFunctions;
2463   GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
2464   GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
2465   GLboolean EmitNoNoise;                 /**< Emit NOISE opcodes? */
2466   GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
2467   GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2468
2469   /**
2470    * \name Forms of indirect addressing the driver cannot do.
2471    */
2472   /*@{*/
2473   GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
2474   GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
2475   GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
2476   GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2477   /*@}*/
2478
2479   GLuint MaxIfDepth;               /**< Maximum nested IF blocks */
2480   GLuint MaxUnrollIterations;
2481
2482   struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2483};
2484
2485
2486/**
2487 * Occlusion/timer query object.
2488 */
2489struct gl_query_object
2490{
2491   GLenum Target;      /**< The query target, when active */
2492   GLuint Id;          /**< hash table ID/name */
2493   GLuint64EXT Result; /**< the counter */
2494   GLboolean Active;   /**< inside Begin/EndQuery */
2495   GLboolean Ready;    /**< result is ready? */
2496};
2497
2498
2499/**
2500 * Context state for query objects.
2501 */
2502struct gl_query_state
2503{
2504   struct _mesa_HashTable *QueryObjects;
2505   struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2506   struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
2507
2508   /** GL_NV_conditional_render */
2509   struct gl_query_object *CondRenderQuery;
2510
2511   /** GL_EXT_transform_feedback */
2512   struct gl_query_object *PrimitivesGenerated;
2513   struct gl_query_object *PrimitivesWritten;
2514
2515   /** GL_ARB_timer_query */
2516   struct gl_query_object *TimeElapsed;
2517
2518   GLenum CondRenderMode;
2519};
2520
2521
2522/** Sync object state */
2523struct gl_sync_object
2524{
2525   struct simple_node link;
2526   GLenum Type;               /**< GL_SYNC_FENCE */
2527   GLuint Name;               /**< Fence name */
2528   GLint RefCount;            /**< Reference count */
2529   GLboolean DeletePending;   /**< Object was deleted while there were still
2530			       * live references (e.g., sync not yet finished)
2531			       */
2532   GLenum SyncCondition;
2533   GLbitfield Flags;          /**< Flags passed to glFenceSync */
2534   GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
2535};
2536
2537
2538/**
2539 * State which can be shared by multiple contexts:
2540 */
2541struct gl_shared_state
2542{
2543   _glthread_Mutex Mutex;		   /**< for thread safety */
2544   GLint RefCount;			   /**< Reference count */
2545   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
2546   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
2547
2548   /** Default texture objects (shared by all texture units) */
2549   struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2550
2551   /** Fallback texture used when a bound texture is incomplete */
2552   struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2553
2554   /**
2555    * \name Thread safety and statechange notification for texture
2556    * objects.
2557    *
2558    * \todo Improve the granularity of locking.
2559    */
2560   /*@{*/
2561   _glthread_Mutex TexMutex;		/**< texobj thread safety */
2562   GLuint TextureStateStamp;	        /**< state notification for shared tex */
2563   /*@}*/
2564
2565   /** Default buffer object for vertex arrays that aren't in VBOs */
2566   struct gl_buffer_object *NullBufferObj;
2567
2568   /**
2569    * \name Vertex/geometry/fragment programs
2570    */
2571   /*@{*/
2572   struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2573   struct gl_vertex_program *DefaultVertexProgram;
2574   struct gl_fragment_program *DefaultFragmentProgram;
2575   struct gl_geometry_program *DefaultGeometryProgram;
2576   /*@}*/
2577
2578   /* GL_ATI_fragment_shader */
2579   struct _mesa_HashTable *ATIShaders;
2580   struct ati_fragment_shader *DefaultFragmentShader;
2581
2582   struct _mesa_HashTable *BufferObjects;
2583
2584   /** Table of both gl_shader and gl_shader_program objects */
2585   struct _mesa_HashTable *ShaderObjects;
2586
2587   /* GL_EXT_framebuffer_object */
2588   struct _mesa_HashTable *RenderBuffers;
2589   struct _mesa_HashTable *FrameBuffers;
2590
2591   /* GL_ARB_sync */
2592   struct simple_node SyncObjects;
2593
2594   /** GL_ARB_sampler_objects */
2595   struct _mesa_HashTable *SamplerObjects;
2596};
2597
2598
2599
2600/**
2601 * Renderbuffers represent drawing surfaces such as color, depth and/or
2602 * stencil.  A framebuffer object has a set of renderbuffers.
2603 * Drivers will typically derive subclasses of this type.
2604 */
2605struct gl_renderbuffer
2606{
2607   _glthread_Mutex Mutex; /**< for thread safety */
2608   GLuint ClassID;        /**< Useful for drivers */
2609   GLuint Name;
2610   GLint RefCount;
2611   GLuint Width, Height;
2612   GLboolean Purgeable;  /**< Is the buffer purgeable under memory pressure? */
2613   GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2614   GLubyte NumSamples;
2615   GLenum InternalFormat; /**< The user-specified format */
2616   GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2617                               GL_STENCIL_INDEX. */
2618   gl_format Format;      /**< The actual renderbuffer memory format */
2619
2620   /** Delete this renderbuffer */
2621   void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2622
2623   /** Allocate new storage for this renderbuffer */
2624   GLboolean (*AllocStorage)(struct gl_context *ctx,
2625                             struct gl_renderbuffer *rb,
2626                             GLenum internalFormat,
2627                             GLuint width, GLuint height);
2628};
2629
2630
2631/**
2632 * A renderbuffer attachment points to either a texture object (and specifies
2633 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2634 */
2635struct gl_renderbuffer_attachment
2636{
2637   GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2638   GLboolean Complete;
2639
2640   /**
2641    * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2642    * application supplied renderbuffer object.
2643    */
2644   struct gl_renderbuffer *Renderbuffer;
2645
2646   /**
2647    * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2648    * supplied texture object.
2649    */
2650   struct gl_texture_object *Texture;
2651   GLuint TextureLevel; /**< Attached mipmap level. */
2652   GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
2653   GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
2654                         * and 2D array textures */
2655};
2656
2657
2658/**
2659 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2660 * In C++ terms, think of this as a base class from which device drivers
2661 * will make derived classes.
2662 */
2663struct gl_framebuffer
2664{
2665   _glthread_Mutex Mutex;  /**< for thread safety */
2666   /**
2667    * If zero, this is a window system framebuffer.  If non-zero, this
2668    * is a FBO framebuffer; note that for some devices (i.e. those with
2669    * a natural pixel coordinate system for FBOs that differs from the
2670    * OpenGL/Mesa coordinate system), this means that the viewport,
2671    * polygon face orientation, and polygon stipple will have to be inverted.
2672    */
2673   GLuint Name;
2674
2675   GLint RefCount;
2676   GLboolean DeletePending;
2677
2678   /**
2679    * The framebuffer's visual. Immutable if this is a window system buffer.
2680    * Computed from attachments if user-made FBO.
2681    */
2682   struct gl_config Visual;
2683
2684   GLboolean Initialized;
2685
2686   GLuint Width, Height;	/**< size of frame buffer in pixels */
2687
2688   /** \name  Drawing bounds (Intersection of buffer size and scissor box) */
2689   /*@{*/
2690   GLint _Xmin, _Xmax;  /**< inclusive */
2691   GLint _Ymin, _Ymax;  /**< exclusive */
2692   /*@}*/
2693
2694   /** \name  Derived Z buffer stuff */
2695   /*@{*/
2696   GLuint _DepthMax;	/**< Max depth buffer value */
2697   GLfloat _DepthMaxF;	/**< Float max depth buffer value */
2698   GLfloat _MRD;	/**< minimum resolvable difference in Z values */
2699   /*@}*/
2700
2701   /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2702   GLenum _Status;
2703
2704   /** Integer color values */
2705   GLboolean _IntegerColor;
2706
2707   /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2708   struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2709
2710   /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2711    * attribute group and GL_PIXEL attribute group, respectively.
2712    */
2713   GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2714   GLenum ColorReadBuffer;
2715
2716   /** Computed from ColorDraw/ReadBuffer above */
2717   GLuint _NumColorDrawBuffers;
2718   GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2719   GLint _ColorReadBufferIndex; /* -1 = None */
2720   struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2721   struct gl_renderbuffer *_ColorReadBuffer;
2722
2723   /** Delete this framebuffer */
2724   void (*Delete)(struct gl_framebuffer *fb);
2725};
2726
2727
2728/**
2729 * Precision info for shader datatypes.  See glGetShaderPrecisionFormat().
2730 */
2731struct gl_precision
2732{
2733   GLushort RangeMin;   /**< min value exponent */
2734   GLushort RangeMax;   /**< max value exponent */
2735   GLushort Precision;  /**< number of mantissa bits */
2736};
2737
2738
2739/**
2740 * Limits for vertex, geometry and fragment programs/shaders.
2741 */
2742struct gl_program_constants
2743{
2744   /* logical limits */
2745   GLuint MaxInstructions;
2746   GLuint MaxAluInstructions;
2747   GLuint MaxTexInstructions;
2748   GLuint MaxTexIndirections;
2749   GLuint MaxAttribs;
2750   GLuint MaxTemps;
2751   GLuint MaxAddressRegs;
2752   GLuint MaxAddressOffset;  /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2753   GLuint MaxParameters;
2754   GLuint MaxLocalParams;
2755   GLuint MaxEnvParams;
2756   /* native/hardware limits */
2757   GLuint MaxNativeInstructions;
2758   GLuint MaxNativeAluInstructions;
2759   GLuint MaxNativeTexInstructions;
2760   GLuint MaxNativeTexIndirections;
2761   GLuint MaxNativeAttribs;
2762   GLuint MaxNativeTemps;
2763   GLuint MaxNativeAddressRegs;
2764   GLuint MaxNativeParameters;
2765   /* For shaders */
2766   GLuint MaxUniformComponents;  /**< Usually == MaxParameters * 4 */
2767   /* ES 2.0 and GL_ARB_ES2_compatibility */
2768   struct gl_precision LowFloat, MediumFloat, HighFloat;
2769   struct gl_precision LowInt, MediumInt, HighInt;
2770   /* GL_ARB_uniform_buffer_object */
2771   GLuint MaxUniformBlocks;
2772   GLuint MaxCombinedUniformComponents;
2773};
2774
2775
2776/**
2777 * Constants which may be overridden by device driver during context creation
2778 * but are never changed after that.
2779 */
2780struct gl_constants
2781{
2782   GLint MaxTextureMbytes;      /**< Max memory per image, in MB */
2783   GLint MaxTextureLevels;      /**< Max mipmap levels. */
2784   GLint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
2785   GLint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
2786   GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2787   GLint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
2788   GLuint MaxTextureCoordUnits;
2789   GLuint MaxTextureImageUnits;
2790   GLuint MaxVertexTextureImageUnits;
2791   GLuint MaxCombinedTextureImageUnits;
2792   GLuint MaxGeometryTextureImageUnits;
2793   GLuint MaxTextureUnits;           /**< = MIN(CoordUnits, ImageUnits) */
2794   GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
2795   GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
2796   GLuint MaxTextureBufferSize;      /**< GL_ARB_texture_buffer_object */
2797
2798   GLuint MaxArrayLockSize;
2799
2800   GLint SubPixelBits;
2801
2802   GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
2803   GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
2804   GLfloat PointSizeGranularity;
2805   GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
2806   GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
2807   GLfloat LineWidthGranularity;
2808
2809   GLuint MaxColorTableSize;
2810
2811   GLuint MaxClipPlanes;
2812   GLuint MaxLights;
2813   GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
2814   GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
2815
2816   GLuint MaxViewportWidth, MaxViewportHeight;
2817
2818   struct gl_program_constants VertexProgram;   /**< GL_ARB_vertex_program */
2819   struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2820   struct gl_program_constants GeometryProgram;  /**< GL_ARB_geometry_shader4 */
2821   GLuint MaxProgramMatrices;
2822   GLuint MaxProgramMatrixStackDepth;
2823
2824   struct {
2825      GLuint SamplesPassed;
2826      GLuint TimeElapsed;
2827      GLuint Timestamp;
2828      GLuint PrimitivesGenerated;
2829      GLuint PrimitivesWritten;
2830   } QueryCounterBits;
2831
2832   /** vertex array / buffer object bounds checking */
2833   GLboolean CheckArrayBounds;
2834
2835   GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
2836
2837   GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
2838   GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
2839   GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
2840
2841   /** Number of varying vectors between vertex and fragment shaders */
2842   GLuint MaxVarying;
2843   GLuint MaxVertexVaryingComponents;   /**< Between vert and geom shader */
2844   GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2845
2846   /** @{
2847    * GL_ARB_uniform_buffer_object
2848    */
2849   GLuint MaxCombinedUniformBlocks;
2850   GLuint MaxUniformBufferBindings;
2851   GLuint MaxUniformBlockSize;
2852   GLuint UniformBufferOffsetAlignment;
2853   /** @} */
2854
2855   /** GL_ARB_geometry_shader4 */
2856   GLuint MaxGeometryOutputVertices;
2857   GLuint MaxGeometryTotalOutputComponents;
2858
2859   GLuint GLSLVersion;  /**< GLSL version supported (ex: 120 = 1.20) */
2860
2861   /**
2862    * Changes default GLSL extension behavior from "error" to "warn".  It's out
2863    * of spec, but it can make some apps work that otherwise wouldn't.
2864    */
2865   GLboolean ForceGLSLExtensionsWarn;
2866
2867   /**
2868    * Does the driver support real 32-bit integers?  (Otherwise, integers are
2869    * simulated via floats.)
2870    */
2871   GLboolean NativeIntegers;
2872
2873   /**
2874    * If the driver supports real 32-bit integers, what integer value should be
2875    * used for boolean true in uniform uploads?  (Usually 1 or ~0.)
2876    */
2877   GLuint UniformBooleanTrue;
2878
2879   /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2880   GLbitfield SupportedBumpUnits;
2881
2882   /**
2883    * Maximum amount of time, measured in nanseconds, that the server can wait.
2884    */
2885   GLuint64 MaxServerWaitTimeout;
2886
2887   /** GL_EXT_provoking_vertex */
2888   GLboolean QuadsFollowProvokingVertexConvention;
2889
2890   /** OpenGL version 3.0 */
2891   GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2892
2893   /** OpenGL version 3.2 */
2894   GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
2895
2896   /** GL_EXT_transform_feedback */
2897   GLuint MaxTransformFeedbackBuffers;
2898   GLuint MaxTransformFeedbackSeparateComponents;
2899   GLuint MaxTransformFeedbackInterleavedComponents;
2900   GLuint MaxVertexStreams;
2901
2902   /** GL_EXT_gpu_shader4 */
2903   GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2904
2905   /* GL_ARB_robustness */
2906   GLenum ResetStrategy;
2907
2908   /* GL_ARB_blend_func_extended */
2909   GLuint MaxDualSourceDrawBuffers;
2910
2911   /**
2912    * Whether the implementation strips out and ignores texture borders.
2913    *
2914    * Many GPU hardware implementations don't support rendering with texture
2915    * borders and mipmapped textures.  (Note: not static border color, but the
2916    * old 1-pixel border around each edge).  Implementations then have to do
2917    * slow fallbacks to be correct, or just ignore the border and be fast but
2918    * wrong.  Setting the flag strips the border off of TexImage calls,
2919    * providing "fast but wrong" at significantly reduced driver complexity.
2920    *
2921    * Texture borders are deprecated in GL 3.0.
2922    **/
2923   GLboolean StripTextureBorder;
2924
2925   /**
2926    * For drivers which can do a better job at eliminating unused varyings
2927    * and uniforms than the GLSL compiler.
2928    *
2929    * XXX Remove these as soon as a better solution is available.
2930    */
2931   GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2932   GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2933
2934   /**
2935    * Force software support for primitive restart in the VBO module.
2936    */
2937   GLboolean PrimitiveRestartInSoftware;
2938};
2939
2940
2941/**
2942 * Enable flag for each OpenGL extension.  Different device drivers will
2943 * enable different extensions at runtime.
2944 */
2945struct gl_extensions
2946{
2947   GLboolean dummy;  /* don't remove this! */
2948   GLboolean dummy_true;  /* Set true by _mesa_init_extensions(). */
2949   GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2950   GLboolean ARB_ES2_compatibility;
2951   GLboolean ARB_base_instance;
2952   GLboolean ARB_blend_func_extended;
2953   GLboolean ARB_color_buffer_float;
2954   GLboolean ARB_conservative_depth;
2955   GLboolean ARB_copy_buffer;
2956   GLboolean ARB_depth_buffer_float;
2957   GLboolean ARB_depth_clamp;
2958   GLboolean ARB_depth_texture;
2959   GLboolean ARB_draw_buffers_blend;
2960   GLboolean ARB_draw_elements_base_vertex;
2961   GLboolean ARB_draw_instanced;
2962   GLboolean ARB_fragment_coord_conventions;
2963   GLboolean ARB_fragment_program;
2964   GLboolean ARB_fragment_program_shadow;
2965   GLboolean ARB_fragment_shader;
2966   GLboolean ARB_framebuffer_object;
2967   GLboolean ARB_explicit_attrib_location;
2968   GLboolean ARB_geometry_shader4;
2969   GLboolean ARB_half_float_pixel;
2970   GLboolean ARB_half_float_vertex;
2971   GLboolean ARB_instanced_arrays;
2972   GLboolean ARB_map_buffer_range;
2973   GLboolean ARB_occlusion_query;
2974   GLboolean ARB_occlusion_query2;
2975   GLboolean ARB_point_sprite;
2976   GLboolean ARB_seamless_cube_map;
2977   GLboolean ARB_shader_bit_encoding;
2978   GLboolean ARB_shader_objects;
2979   GLboolean ARB_shader_stencil_export;
2980   GLboolean ARB_shader_texture_lod;
2981   GLboolean ARB_shading_language_100;
2982   GLboolean ARB_shadow;
2983   GLboolean ARB_sync;
2984   GLboolean ARB_texture_border_clamp;
2985   GLboolean ARB_texture_buffer_object;
2986   GLboolean ARB_texture_compression_rgtc;
2987   GLboolean ARB_texture_cube_map;
2988   GLboolean ARB_texture_env_combine;
2989   GLboolean ARB_texture_env_crossbar;
2990   GLboolean ARB_texture_env_dot3;
2991   GLboolean ARB_texture_float;
2992   GLboolean ARB_texture_multisample;
2993   GLboolean ARB_texture_non_power_of_two;
2994   GLboolean ARB_texture_rg;
2995   GLboolean ARB_texture_rgb10_a2ui;
2996   GLboolean ARB_texture_storage;
2997   GLboolean ARB_timer_query;
2998   GLboolean ARB_transform_feedback2;
2999   GLboolean ARB_transform_feedback3;
3000   GLboolean ARB_transform_feedback_instanced;
3001   GLboolean ARB_transpose_matrix;
3002   GLboolean ARB_uniform_buffer_object;
3003   GLboolean ARB_vertex_program;
3004   GLboolean ARB_vertex_shader;
3005   GLboolean ARB_vertex_type_2_10_10_10_rev;
3006   GLboolean ARB_window_pos;
3007   GLboolean EXT_blend_color;
3008   GLboolean EXT_blend_equation_separate;
3009   GLboolean EXT_blend_func_separate;
3010   GLboolean EXT_blend_minmax;
3011   GLboolean EXT_clip_volume_hint;
3012   GLboolean EXT_compiled_vertex_array;
3013   GLboolean EXT_depth_bounds_test;
3014   GLboolean EXT_draw_buffers2;
3015   GLboolean EXT_draw_range_elements;
3016   GLboolean EXT_fog_coord;
3017   GLboolean EXT_framebuffer_blit;
3018   GLboolean EXT_framebuffer_multisample;
3019   GLboolean EXT_framebuffer_object;
3020   GLboolean EXT_framebuffer_sRGB;
3021   GLboolean EXT_gpu_program_parameters;
3022   GLboolean EXT_gpu_shader4;
3023   GLboolean EXT_packed_depth_stencil;
3024   GLboolean EXT_packed_float;
3025   GLboolean EXT_packed_pixels;
3026   GLboolean EXT_pixel_buffer_object;
3027   GLboolean EXT_point_parameters;
3028   GLboolean EXT_provoking_vertex;
3029   GLboolean EXT_rescale_normal;
3030   GLboolean EXT_shadow_funcs;
3031   GLboolean EXT_secondary_color;
3032   GLboolean EXT_separate_shader_objects;
3033   GLboolean EXT_separate_specular_color;
3034   GLboolean EXT_stencil_two_side;
3035   GLboolean EXT_texture3D;
3036   GLboolean EXT_texture_array;
3037   GLboolean EXT_texture_compression_latc;
3038   GLboolean EXT_texture_compression_s3tc;
3039   GLboolean EXT_texture_env_dot3;
3040   GLboolean EXT_texture_filter_anisotropic;
3041   GLboolean EXT_texture_integer;
3042   GLboolean EXT_texture_mirror_clamp;
3043   GLboolean EXT_texture_shared_exponent;
3044   GLboolean EXT_texture_snorm;
3045   GLboolean EXT_texture_sRGB;
3046   GLboolean EXT_texture_sRGB_decode;
3047   GLboolean EXT_texture_swizzle;
3048   GLboolean EXT_transform_feedback;
3049   GLboolean EXT_timer_query;
3050   GLboolean EXT_vertex_array_bgra;
3051   GLboolean OES_standard_derivatives;
3052   /* vendor extensions */
3053   GLboolean AMD_seamless_cubemap_per_texture;
3054   GLboolean APPLE_packed_pixels;
3055   GLboolean APPLE_object_purgeable;
3056   GLboolean ATI_envmap_bumpmap;
3057   GLboolean ATI_texture_compression_3dc;
3058   GLboolean ATI_texture_mirror_once;
3059   GLboolean ATI_texture_env_combine3;
3060   GLboolean ATI_fragment_shader;
3061   GLboolean ATI_separate_stencil;
3062   GLboolean IBM_rasterpos_clip;
3063   GLboolean IBM_multimode_draw_arrays;
3064   GLboolean MESA_pack_invert;
3065   GLboolean MESA_resize_buffers;
3066   GLboolean MESA_ycbcr_texture;
3067   GLboolean MESA_texture_array;
3068   GLboolean NV_blend_square;
3069   GLboolean NV_conditional_render;
3070   GLboolean NV_fog_distance;
3071   GLboolean NV_fragment_program;
3072   GLboolean NV_fragment_program_option;
3073   GLboolean NV_light_max_exponent;
3074   GLboolean NV_point_sprite;
3075   GLboolean NV_primitive_restart;
3076   GLboolean NV_read_buffer;
3077   GLboolean NV_texture_barrier;
3078   GLboolean NV_texgen_reflection;
3079   GLboolean NV_texture_env_combine4;
3080   GLboolean NV_texture_rectangle;
3081   GLboolean NV_vertex_program;
3082   GLboolean NV_vertex_program1_1;
3083   GLboolean SGIS_texture_lod;
3084   GLboolean TDFX_texture_compression_FXT1;
3085   GLboolean S3_s3tc;
3086   GLboolean OES_EGL_image;
3087   GLboolean OES_draw_texture;
3088   GLboolean OES_EGL_image_external;
3089   GLboolean OES_compressed_ETC1_RGB8_texture;
3090   GLboolean extension_sentinel;
3091   /** The extension string */
3092   const GLubyte *String;
3093   /** Number of supported extensions */
3094   GLuint Count;
3095};
3096
3097
3098/**
3099 * A stack of matrices (projection, modelview, color, texture, etc).
3100 */
3101struct gl_matrix_stack
3102{
3103   GLmatrix *Top;      /**< points into Stack */
3104   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
3105   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
3106   GLuint MaxDepth;    /**< size of Stack[] array */
3107   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3108};
3109
3110
3111/**
3112 * \name Bits for image transfer operations
3113 * \sa __struct gl_contextRec::ImageTransferState.
3114 */
3115/*@{*/
3116#define IMAGE_SCALE_BIAS_BIT                      0x1
3117#define IMAGE_SHIFT_OFFSET_BIT                    0x2
3118#define IMAGE_MAP_COLOR_BIT                       0x4
3119#define IMAGE_CLAMP_BIT                           0x800
3120
3121
3122/** Pixel Transfer ops */
3123#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
3124		    IMAGE_SHIFT_OFFSET_BIT |			\
3125		    IMAGE_MAP_COLOR_BIT)
3126
3127/**
3128 * \name Bits to indicate what state has changed.
3129 */
3130/*@{*/
3131#define _NEW_MODELVIEW         (1 << 0)   /**< gl_context::ModelView */
3132#define _NEW_PROJECTION        (1 << 1)   /**< gl_context::Projection */
3133#define _NEW_TEXTURE_MATRIX    (1 << 2)   /**< gl_context::TextureMatrix */
3134#define _NEW_COLOR             (1 << 3)   /**< gl_context::Color */
3135#define _NEW_DEPTH             (1 << 4)   /**< gl_context::Depth */
3136#define _NEW_EVAL              (1 << 5)   /**< gl_context::Eval, EvalMap */
3137#define _NEW_FOG               (1 << 6)   /**< gl_context::Fog */
3138#define _NEW_HINT              (1 << 7)   /**< gl_context::Hint */
3139#define _NEW_LIGHT             (1 << 8)   /**< gl_context::Light */
3140#define _NEW_LINE              (1 << 9)   /**< gl_context::Line */
3141#define _NEW_PIXEL             (1 << 10)  /**< gl_context::Pixel */
3142#define _NEW_POINT             (1 << 11)  /**< gl_context::Point */
3143#define _NEW_POLYGON           (1 << 12)  /**< gl_context::Polygon */
3144#define _NEW_POLYGONSTIPPLE    (1 << 13)  /**< gl_context::PolygonStipple */
3145#define _NEW_SCISSOR           (1 << 14)  /**< gl_context::Scissor */
3146#define _NEW_STENCIL           (1 << 15)  /**< gl_context::Stencil */
3147#define _NEW_TEXTURE           (1 << 16)  /**< gl_context::Texture */
3148#define _NEW_TRANSFORM         (1 << 17)  /**< gl_context::Transform */
3149#define _NEW_VIEWPORT          (1 << 18)  /**< gl_context::Viewport */
3150#define _NEW_PACKUNPACK        (1 << 19)  /**< gl_context::Pack, Unpack */
3151#define _NEW_ARRAY             (1 << 20)  /**< gl_context::Array */
3152#define _NEW_RENDERMODE        (1 << 21)  /**< gl_context::RenderMode, etc */
3153#define _NEW_BUFFERS           (1 << 22)  /**< gl_context::Visual, DrawBuffer, */
3154#define _NEW_CURRENT_ATTRIB    (1 << 23)  /**< gl_context::Current */
3155#define _NEW_MULTISAMPLE       (1 << 24)  /**< gl_context::Multisample */
3156#define _NEW_TRACK_MATRIX      (1 << 25)  /**< gl_context::VertexProgram */
3157#define _NEW_PROGRAM           (1 << 26)  /**< New program/shader state */
3158#define _NEW_PROGRAM_CONSTANTS (1 << 27)
3159#define _NEW_BUFFER_OBJECT     (1 << 28)
3160#define _NEW_FRAG_CLAMP        (1 << 29)
3161#define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3162#define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3163#define _NEW_ALL ~0
3164
3165/**
3166 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD.  This #define is for
3167 * clarity.
3168 */
3169#define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3170/*@}*/
3171
3172
3173/**
3174 * \name A bunch of flags that we think might be useful to drivers.
3175 *
3176 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3177 */
3178/*@{*/
3179#define DD_SEPARATE_SPECULAR        (1 << 0)
3180#define DD_TRI_LIGHT_TWOSIDE        (1 << 1)
3181#define DD_TRI_UNFILLED             (1 << 2)
3182#define DD_TRI_SMOOTH               (1 << 3)
3183#define DD_TRI_STIPPLE              (1 << 4)
3184#define DD_TRI_OFFSET               (1 << 5)
3185#define DD_LINE_SMOOTH              (1 << 6)
3186#define DD_LINE_STIPPLE             (1 << 7)
3187#define DD_POINT_SMOOTH             (1 << 8)
3188#define DD_POINT_ATTEN              (1 << 9)
3189/*@}*/
3190
3191
3192/**
3193 * Composite state flags
3194 */
3195/*@{*/
3196#define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
3197                                           _NEW_TEXTURE |	\
3198                                           _NEW_POINT |		\
3199                                           _NEW_PROGRAM |	\
3200                                           _NEW_MODELVIEW)
3201
3202#define _MESA_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | \
3203                                            _NEW_FOG | \
3204                                            _NEW_PROGRAM)
3205
3206
3207/*@}*/
3208
3209
3210
3211
3212/* This has to be included here. */
3213#include "dd.h"
3214
3215
3216/**
3217 * Display list flags.
3218 * Strictly this is a tnl-private concept, but it doesn't seem
3219 * worthwhile adding a tnl private structure just to hold this one bit
3220 * of information:
3221 */
3222#define DLIST_DANGLING_REFS     0x1
3223
3224
3225/** Opaque declaration of display list payload data type */
3226union gl_dlist_node;
3227
3228
3229/**
3230 * Provide a location where information about a display list can be
3231 * collected.  Could be extended with driverPrivate structures,
3232 * etc. in the future.
3233 */
3234struct gl_display_list
3235{
3236   GLuint Name;
3237   GLbitfield Flags;  /**< DLIST_x flags */
3238   /** The dlist commands are in a linked list of nodes */
3239   union gl_dlist_node *Head;
3240};
3241
3242
3243/**
3244 * State used during display list compilation and execution.
3245 */
3246struct gl_dlist_state
3247{
3248   GLuint CallDepth;		/**< Current recursion calling depth */
3249
3250   struct gl_display_list *CurrentList; /**< List currently being compiled */
3251   union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3252   GLuint CurrentPos;		/**< Index into current block of nodes */
3253
3254   GLvertexformat ListVtxfmt;
3255
3256   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3257   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3258
3259   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3260   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3261
3262   struct {
3263      /* State known to have been set by the currently-compiling display
3264       * list.  Used to eliminate some redundant state changes.
3265       */
3266      GLenum ShadeModel;
3267   } Current;
3268};
3269
3270/**
3271 * An error, warning, or other piece of debug information for an application
3272 * to consume via GL_ARB_debug_output.
3273 */
3274struct gl_debug_msg
3275{
3276   GLenum source;
3277   GLenum type;
3278   GLuint id;
3279   GLenum severity;
3280   GLsizei length;
3281   GLcharARB *message;
3282};
3283
3284typedef enum {
3285   API_ERROR_UNKNOWN,
3286   API_ERROR_COUNT
3287} gl_api_error;
3288
3289typedef enum {
3290   WINSYS_ERROR_UNKNOWN,
3291   WINSYS_ERROR_COUNT
3292} gl_winsys_error;
3293
3294typedef enum {
3295   SHADER_ERROR_UNKNOWN,
3296   SHADER_ERROR_COUNT
3297} gl_shader_error;
3298
3299typedef enum {
3300   OTHER_ERROR_UNKNOWN,
3301   OTHER_ERROR_OUT_OF_MEMORY,
3302   OTHER_ERROR_COUNT
3303} gl_other_error;
3304
3305struct gl_client_namespace
3306{
3307   struct _mesa_HashTable *IDs;
3308   unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3309   struct simple_node Severity[3]; /* lists of IDs in the hash table */
3310};
3311
3312struct gl_client_debug
3313{
3314   GLboolean Defaults[3][2][6]; /* severity, source, type */
3315   struct gl_client_namespace Namespaces[2][6]; /* source, type */
3316};
3317
3318struct gl_debug_state
3319{
3320   GLDEBUGPROCARB Callback;
3321   GLvoid *CallbackData;
3322   GLboolean SyncOutput;
3323   GLboolean ApiErrors[API_ERROR_COUNT];
3324   GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3325   GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3326   GLboolean OtherErrors[OTHER_ERROR_COUNT];
3327   struct gl_client_debug ClientIDs;
3328   struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3329   GLint NumMessages;
3330   GLint NextMsg;
3331   GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3332                           for the sake of the offsetof() code in get.c */
3333};
3334
3335/**
3336 * Enum for the OpenGL APIs we know about and may support.
3337 */
3338typedef enum
3339{
3340   API_OPENGL,      /* legacy / compatibility contexts */
3341   API_OPENGLES,
3342   API_OPENGLES2,
3343   API_OPENGL_CORE,
3344
3345   API_LAST = API_OPENGL_CORE,
3346} gl_api;
3347
3348/**
3349 * Driver-specific state flags.
3350 *
3351 * These are or'd with gl_context::NewDriverState to notify a driver about
3352 * a state change. The driver sets the flags at context creation and
3353 * the meaning of the bits set is opaque to core Mesa.
3354 */
3355struct gl_driver_flags
3356{
3357   GLbitfield NewArray;             /**< Vertex array state */
3358};
3359
3360struct gl_uniform_buffer_binding
3361{
3362   struct gl_buffer_object *BufferObject;
3363   /** Start of uniform block data in the buffer */
3364   GLintptr Offset;
3365   /** Size of data allowed to be referenced from the buffer (in bytes) */
3366   GLsizeiptr Size;
3367   /**
3368    * glBindBufferBase() indicates that the Size should be ignored and only
3369    * limited by the current size of the BufferObject.
3370    */
3371   GLboolean AutomaticSize;
3372};
3373
3374/**
3375 * Mesa rendering context.
3376 *
3377 * This is the central context data structure for Mesa.  Almost all
3378 * OpenGL state is contained in this structure.
3379 * Think of this as a base class from which device drivers will derive
3380 * sub classes.
3381 *
3382 * The struct gl_context typedef names this structure.
3383 */
3384struct gl_context
3385{
3386   /** State possibly shared with other contexts in the address space */
3387   struct gl_shared_state *Shared;
3388
3389   /** \name API function pointer tables */
3390   /*@{*/
3391   gl_api API;
3392   struct _glapi_table *Save;	/**< Display list save functions */
3393   struct _glapi_table *Exec;	/**< Execute functions */
3394   struct _glapi_table *CurrentDispatch;  /**< == Save or Exec !! */
3395   /*@}*/
3396
3397   struct gl_config Visual;
3398   struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
3399   struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
3400   struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
3401   struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
3402
3403   /**
3404    * Device driver function pointer table
3405    */
3406   struct dd_function_table Driver;
3407
3408   void *DriverCtx;	/**< Points to device driver context/state */
3409
3410   /** Core/Driver constants */
3411   struct gl_constants Const;
3412
3413   /** \name The various 4x4 matrix stacks */
3414   /*@{*/
3415   struct gl_matrix_stack ModelviewMatrixStack;
3416   struct gl_matrix_stack ProjectionMatrixStack;
3417   struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3418   struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3419   struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3420   /*@}*/
3421
3422   /** Combined modelview and projection matrix */
3423   GLmatrix _ModelProjectMatrix;
3424
3425   /** \name Display lists */
3426   struct gl_dlist_state ListState;
3427
3428   GLboolean ExecuteFlag;	/**< Execute GL commands? */
3429   GLboolean CompileFlag;	/**< Compile GL commands into display list? */
3430
3431   /** Extension information */
3432   struct gl_extensions Extensions;
3433
3434   /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3435   GLuint Version;
3436   char *VersionString;
3437
3438   /** \name State attribute stack (for glPush/PopAttrib) */
3439   /*@{*/
3440   GLuint AttribStackDepth;
3441   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3442   /*@}*/
3443
3444   /** \name Renderer attribute groups
3445    *
3446    * We define a struct for each attribute group to make pushing and popping
3447    * attributes easy.  Also it's a good organization.
3448    */
3449   /*@{*/
3450   struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
3451   struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
3452   struct gl_current_attrib	Current;	/**< Current attributes */
3453   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
3454   struct gl_eval_attrib	Eval;		/**< Eval attributes */
3455   struct gl_fog_attrib		Fog;		/**< Fog attributes */
3456   struct gl_hint_attrib	Hint;		/**< Hint attributes */
3457   struct gl_light_attrib	Light;		/**< Light attributes */
3458   struct gl_line_attrib	Line;		/**< Line attributes */
3459   struct gl_list_attrib	List;		/**< List attributes */
3460   struct gl_multisample_attrib Multisample;
3461   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
3462   struct gl_point_attrib	Point;		/**< Point attributes */
3463   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
3464   GLuint PolygonStipple[32];			/**< Polygon stipple */
3465   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
3466   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
3467   struct gl_texture_attrib	Texture;	/**< Texture attributes */
3468   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
3469   struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
3470   /*@}*/
3471
3472   /** \name Client attribute stack */
3473   /*@{*/
3474   GLuint ClientAttribStackDepth;
3475   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3476   /*@}*/
3477
3478   /** \name Client attribute groups */
3479   /*@{*/
3480   struct gl_array_attrib	Array;	/**< Vertex arrays */
3481   struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
3482   struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
3483   struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
3484   /*@}*/
3485
3486   /** \name Other assorted state (not pushed/popped on attribute stack) */
3487   /*@{*/
3488   struct gl_pixelmaps          PixelMaps;
3489
3490   struct gl_evaluators EvalMap;   /**< All evaluators */
3491   struct gl_feedback   Feedback;  /**< Feedback */
3492   struct gl_selection  Select;    /**< Selection */
3493
3494   struct gl_program_state Program;  /**< general program state */
3495   struct gl_vertex_program_state VertexProgram;
3496   struct gl_fragment_program_state FragmentProgram;
3497   struct gl_geometry_program_state GeometryProgram;
3498   struct gl_ati_fragment_shader_state ATIFragmentShader;
3499
3500   struct gl_shader_state Shader; /**< GLSL shader object state */
3501   struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3502
3503   struct gl_query_state Query;  /**< occlusion, timer queries */
3504
3505   struct gl_transform_feedback_state TransformFeedback;
3506
3507   struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3508   struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3509
3510   /**
3511    * Current GL_ARB_uniform_buffer_object binding referenced by
3512    * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3513    */
3514   struct gl_buffer_object *UniformBuffer;
3515
3516   /**
3517    * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3518    * This is set up using glBindBufferRange() or glBindBufferBase().  They are
3519    * associated with uniform blocks by glUniformBlockBinding()'s state in the
3520    * shader program.
3521    */
3522   struct gl_uniform_buffer_binding *UniformBufferBindings;
3523
3524   /*@}*/
3525
3526   struct gl_meta_state *Meta;  /**< for "meta" operations */
3527
3528   /* GL_EXT_framebuffer_object */
3529   struct gl_renderbuffer *CurrentRenderbuffer;
3530
3531   GLenum ErrorValue;        /**< Last error code */
3532
3533   /* GL_ARB_robustness */
3534   GLenum ResetStatus;
3535
3536   /**
3537    * Recognize and silence repeated error debug messages in buggy apps.
3538    */
3539   const char *ErrorDebugFmtString;
3540   GLuint ErrorDebugCount;
3541
3542   /* GL_ARB_debug_output */
3543   struct gl_debug_state Debug;
3544
3545   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3546   GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
3547   GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3548
3549   struct gl_driver_flags DriverFlags;
3550
3551   GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
3552
3553   GLbitfield64 varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
3554
3555   /** \name Derived state */
3556   /*@{*/
3557   /** Bitwise-or of DD_* flags.  Note that this bitfield may be used before
3558    * state validation so they need to always be current.
3559    */
3560   GLbitfield _TriangleCaps;
3561   GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3562   GLfloat _EyeZDir[3];
3563   GLfloat _ModelViewInvScale;
3564   GLboolean _NeedEyeCoords;
3565   GLboolean _ForceEyeCoords;
3566
3567   GLuint TextureStateTimestamp; /**< detect changes to shared state */
3568
3569   struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3570
3571   /** \name For debugging/development only */
3572   /*@{*/
3573   GLboolean FirstTimeCurrent;
3574   /*@}*/
3575
3576   /** software compression/decompression supported or not */
3577   GLboolean Mesa_DXTn;
3578
3579   GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3580
3581   /**
3582    * Use dp4 (rather than mul/mad) instructions for position
3583    * transformation?
3584    */
3585   GLboolean mvp_with_dp4;
3586
3587   GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
3588
3589   /**
3590    * \name Hooks for module contexts.
3591    *
3592    * These will eventually live in the driver or elsewhere.
3593    */
3594   /*@{*/
3595   void *swrast_context;
3596   void *swsetup_context;
3597   void *swtnl_context;
3598   void *swtnl_im;
3599   struct st_context *st;
3600   void *aelt_context;
3601   /*@}*/
3602};
3603
3604
3605#ifdef DEBUG
3606extern int MESA_VERBOSE;
3607extern int MESA_DEBUG_FLAGS;
3608# define MESA_FUNCTION __FUNCTION__
3609#else
3610# define MESA_VERBOSE 0
3611# define MESA_DEBUG_FLAGS 0
3612# define MESA_FUNCTION "a function"
3613# ifndef NDEBUG
3614#  define NDEBUG
3615# endif
3616#endif
3617
3618
3619/** The MESA_VERBOSE var is a bitmask of these flags */
3620enum _verbose
3621{
3622   VERBOSE_VARRAY		= 0x0001,
3623   VERBOSE_TEXTURE		= 0x0002,
3624   VERBOSE_MATERIAL		= 0x0004,
3625   VERBOSE_PIPELINE		= 0x0008,
3626   VERBOSE_DRIVER		= 0x0010,
3627   VERBOSE_STATE		= 0x0020,
3628   VERBOSE_API			= 0x0040,
3629   VERBOSE_DISPLAY_LIST		= 0x0100,
3630   VERBOSE_LIGHTING		= 0x0200,
3631   VERBOSE_PRIMS		= 0x0400,
3632   VERBOSE_VERTS		= 0x0800,
3633   VERBOSE_DISASSEM		= 0x1000,
3634   VERBOSE_DRAW                 = 0x2000,
3635   VERBOSE_SWAPBUFFERS          = 0x4000
3636};
3637
3638
3639/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3640enum _debug
3641{
3642   DEBUG_SILENT                 = (1 << 0),
3643   DEBUG_ALWAYS_FLUSH		= (1 << 1),
3644   DEBUG_INCOMPLETE_TEXTURE     = (1 << 2),
3645   DEBUG_INCOMPLETE_FBO         = (1 << 3)
3646};
3647
3648
3649
3650#ifdef __cplusplus
3651}
3652#endif
3653
3654#endif /* MTYPES_H */
3655