mtypes.h revision 35cf6aeb8c26821e704db737b61cf2623b3e8f6b
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 MaxLog2;		/**< = MAX(WidthLog2, HeightLog2) */
1209
1210   struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
1211   GLuint Level;                /**< Which mipmap level am I? */
1212   /** Cube map face: index into gl_texture_object::Image[] array */
1213   GLuint Face;
1214};
1215
1216
1217/**
1218 * Indexes for cube map faces.
1219 */
1220typedef enum
1221{
1222   FACE_POS_X = 0,
1223   FACE_NEG_X = 1,
1224   FACE_POS_Y = 2,
1225   FACE_NEG_Y = 3,
1226   FACE_POS_Z = 4,
1227   FACE_NEG_Z = 5,
1228   MAX_FACES = 6
1229} gl_face_index;
1230
1231
1232/**
1233 * Sampler object state.  These objects are new with GL_ARB_sampler_objects
1234 * and OpenGL 3.3.  Legacy texture objects also contain a sampler object.
1235 */
1236struct gl_sampler_object
1237{
1238   GLuint Name;
1239   GLint RefCount;
1240
1241   GLenum WrapS;		/**< S-axis texture image wrap mode */
1242   GLenum WrapT;		/**< T-axis texture image wrap mode */
1243   GLenum WrapR;		/**< R-axis texture image wrap mode */
1244   GLenum MinFilter;		/**< minification filter */
1245   GLenum MagFilter;		/**< magnification filter */
1246   union gl_color_union BorderColor;  /**< Interpreted according to texture format */
1247   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
1248   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
1249   GLfloat LodBias;		/**< OpenGL 1.4 */
1250   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
1251   GLenum CompareMode;		/**< GL_ARB_shadow */
1252   GLenum CompareFunc;		/**< GL_ARB_shadow */
1253   GLenum sRGBDecode;           /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1254   GLboolean CubeMapSeamless;   /**< GL_AMD_seamless_cubemap_per_texture */
1255};
1256
1257
1258/**
1259 * Texture object state.  Contains the array of mipmap images, border color,
1260 * wrap modes, filter modes, and shadow/texcompare state.
1261 */
1262struct gl_texture_object
1263{
1264   _glthread_Mutex Mutex;	/**< for thread safety */
1265   GLint RefCount;		/**< reference count */
1266   GLuint Name;			/**< the user-visible texture object ID */
1267   GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1268
1269   struct gl_sampler_object Sampler;
1270
1271   GLenum DepthMode;		/**< GL_ARB_depth_texture */
1272
1273   GLfloat Priority;		/**< in [0,1] */
1274   GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
1275   GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
1276   GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
1277   GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
1278   GLint CropRect[4];           /**< GL_OES_draw_texture */
1279   GLenum Swizzle[4];           /**< GL_EXT_texture_swizzle */
1280   GLuint _Swizzle;             /**< same as Swizzle, but SWIZZLE_* format */
1281   GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
1282   GLboolean _BaseComplete;     /**< Is the base texture level valid? */
1283   GLboolean _MipmapComplete;   /**< Is the whole mipmap valid? */
1284   GLboolean _IsIntegerFormat;  /**< Does the texture store integer values? */
1285   GLboolean _RenderToTexture;  /**< Any rendering to this texture? */
1286   GLboolean Purgeable;         /**< Is the buffer purgeable under memory pressure? */
1287   GLboolean Immutable;         /**< GL_ARB_texture_storage */
1288
1289   /** Actual texture images, indexed by [cube face] and [mipmap level] */
1290   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1291
1292   /** GL_ARB_texture_buffer_object */
1293   struct gl_buffer_object *BufferObject;
1294   GLenum BufferObjectFormat;
1295   /** Equivalent Mesa format for BufferObjectFormat. */
1296   gl_format _BufferObjectFormat;
1297
1298   /** GL_OES_EGL_image_external */
1299   GLint RequiredTextureImageUnits;
1300};
1301
1302
1303/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1304#define MAX_COMBINER_TERMS 4
1305
1306
1307/**
1308 * Texture combine environment state.
1309 */
1310struct gl_tex_env_combine_state
1311{
1312   GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1313   GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1314   /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1315   GLenum SourceRGB[MAX_COMBINER_TERMS];
1316   GLenum SourceA[MAX_COMBINER_TERMS];
1317   /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1318   GLenum OperandRGB[MAX_COMBINER_TERMS];
1319   GLenum OperandA[MAX_COMBINER_TERMS];
1320   GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1321   GLuint ScaleShiftA;   /**< 0, 1 or 2 */
1322   GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1323   GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
1324};
1325
1326
1327/**
1328 * TexGenEnabled flags.
1329 */
1330/*@{*/
1331#define S_BIT 1
1332#define T_BIT 2
1333#define R_BIT 4
1334#define Q_BIT 8
1335#define STR_BITS (S_BIT | T_BIT | R_BIT)
1336/*@}*/
1337
1338
1339/**
1340 * Bit flag versions of the corresponding GL_ constants.
1341 */
1342/*@{*/
1343#define TEXGEN_SPHERE_MAP        0x1
1344#define TEXGEN_OBJ_LINEAR        0x2
1345#define TEXGEN_EYE_LINEAR        0x4
1346#define TEXGEN_REFLECTION_MAP_NV 0x8
1347#define TEXGEN_NORMAL_MAP_NV     0x10
1348
1349#define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
1350				  TEXGEN_REFLECTION_MAP_NV | \
1351				  TEXGEN_NORMAL_MAP_NV)
1352#define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
1353				  TEXGEN_REFLECTION_MAP_NV | \
1354				  TEXGEN_NORMAL_MAP_NV     | \
1355				  TEXGEN_EYE_LINEAR)
1356/*@}*/
1357
1358
1359
1360/** Tex-gen enabled for texture unit? */
1361#define ENABLE_TEXGEN(unit) (1 << (unit))
1362
1363/** Non-identity texture matrix for texture unit? */
1364#define ENABLE_TEXMAT(unit) (1 << (unit))
1365
1366
1367/**
1368 * Texture coord generation state.
1369 */
1370struct gl_texgen
1371{
1372   GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1373   GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1374   GLfloat ObjectPlane[4];
1375   GLfloat EyePlane[4];
1376};
1377
1378
1379/**
1380 * Texture unit state.  Contains enable flags, texture environment/function/
1381 * combiners, texgen state, and pointers to current texture objects.
1382 */
1383struct gl_texture_unit
1384{
1385   GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1386   GLbitfield _ReallyEnabled;   /**< 0 or exactly one of TEXTURE_*_BIT flags */
1387
1388   GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1389   GLclampf EnvColor[4];
1390   GLfloat EnvColorUnclamped[4];
1391
1392   struct gl_texgen GenS;
1393   struct gl_texgen GenT;
1394   struct gl_texgen GenR;
1395   struct gl_texgen GenQ;
1396   GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1397   GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1398
1399   GLfloat LodBias;		/**< for biasing mipmap levels */
1400   GLenum BumpTarget;
1401   GLfloat RotMatrix[4]; /* 2x2 matrix */
1402
1403   /** Current sampler object (GL_ARB_sampler_objects) */
1404   struct gl_sampler_object *Sampler;
1405
1406   /**
1407    * \name GL_EXT_texture_env_combine
1408    */
1409   struct gl_tex_env_combine_state Combine;
1410
1411   /**
1412    * Derived state based on \c EnvMode and the \c BaseFormat of the
1413    * currently enabled texture.
1414    */
1415   struct gl_tex_env_combine_state _EnvMode;
1416
1417   /**
1418    * Currently enabled combiner state.  This will point to either
1419    * \c Combine or \c _EnvMode.
1420    */
1421   struct gl_tex_env_combine_state *_CurrentCombine;
1422
1423   /** Current texture object pointers */
1424   struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1425
1426   /** Points to highest priority, complete and enabled texture object */
1427   struct gl_texture_object *_Current;
1428};
1429
1430
1431/**
1432 * Texture attribute group (GL_TEXTURE_BIT).
1433 */
1434struct gl_texture_attrib
1435{
1436   GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1437   struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1438
1439   struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1440
1441   /** GL_ARB_texture_buffer_object */
1442   struct gl_buffer_object *BufferObject;
1443
1444   /** GL_ARB_seamless_cubemap */
1445   GLboolean CubeMapSeamless;
1446
1447   /** Texture units/samplers used by vertex or fragment texturing */
1448   GLbitfield _EnabledUnits;
1449
1450   /** Texture coord units/sets used for fragment texturing */
1451   GLbitfield _EnabledCoordUnits;
1452
1453   /** Texture coord units that have texgen enabled */
1454   GLbitfield _TexGenEnabled;
1455
1456   /** Texture coord units that have non-identity matrices */
1457   GLbitfield _TexMatEnabled;
1458
1459   /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1460   GLbitfield _GenFlags;
1461};
1462
1463
1464/**
1465 * Data structure representing a single clip plane (e.g. one of the elements
1466 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1467 */
1468typedef GLfloat gl_clip_plane[4];
1469
1470
1471/**
1472 * Transformation attribute group (GL_TRANSFORM_BIT).
1473 */
1474struct gl_transform_attrib
1475{
1476   GLenum MatrixMode;				/**< Matrix mode */
1477   gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES];	/**< User clip planes */
1478   gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1479   GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1480   GLboolean Normalize;				/**< Normalize all normals? */
1481   GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1482   GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1483   GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
1484
1485   GLfloat CullEyePos[4];
1486   GLfloat CullObjPos[4];
1487};
1488
1489
1490/**
1491 * Viewport attribute group (GL_VIEWPORT_BIT).
1492 */
1493struct gl_viewport_attrib
1494{
1495   GLint X, Y;			/**< position */
1496   GLsizei Width, Height;	/**< size */
1497   GLfloat Near, Far;		/**< Depth buffer range */
1498   GLmatrix _WindowMap;		/**< Mapping transformation as a matrix. */
1499};
1500
1501
1502/**
1503 * GL_ARB_vertex/pixel_buffer_object buffer object
1504 */
1505struct gl_buffer_object
1506{
1507   _glthread_Mutex Mutex;
1508   GLint RefCount;
1509   GLuint Name;
1510   GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1511   GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1512   GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1513   /** Fields describing a mapped buffer */
1514   /*@{*/
1515   GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1516   GLvoid *Pointer;     /**< User-space address of mapping */
1517   GLintptr Offset;     /**< Mapped offset */
1518   GLsizeiptr Length;   /**< Mapped length */
1519   /*@}*/
1520   GLboolean DeletePending;   /**< true if buffer object is removed from the hash */
1521   GLboolean Written;   /**< Ever written to? (for debugging) */
1522   GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1523};
1524
1525
1526/**
1527 * Client pixel packing/unpacking attributes
1528 */
1529struct gl_pixelstore_attrib
1530{
1531   GLint Alignment;
1532   GLint RowLength;
1533   GLint SkipPixels;
1534   GLint SkipRows;
1535   GLint ImageHeight;
1536   GLint SkipImages;
1537   GLboolean SwapBytes;
1538   GLboolean LsbFirst;
1539   GLboolean Invert;        /**< GL_MESA_pack_invert */
1540   struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1541};
1542
1543
1544/**
1545 * Client vertex array attributes
1546 */
1547struct gl_client_array
1548{
1549   GLint Size;                  /**< components per element (1,2,3,4) */
1550   GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
1551   GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
1552   GLsizei Stride;		/**< user-specified stride */
1553   GLsizei StrideB;		/**< actual stride in bytes */
1554   const GLubyte *Ptr;          /**< Points to array data */
1555   GLboolean Enabled;		/**< Enabled flag is a boolean */
1556   GLboolean Normalized;        /**< GL_ARB_vertex_program */
1557   GLboolean Integer;           /**< Integer-valued? */
1558   GLuint InstanceDivisor;      /**< GL_ARB_instanced_arrays */
1559   GLuint _ElementSize;         /**< size of each element in bytes */
1560
1561   struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1562   GLuint _MaxElement;          /**< max element index into array buffer + 1 */
1563};
1564
1565
1566/**
1567 * Collection of vertex arrays.  Defined by the GL_APPLE_vertex_array_object
1568 * extension, but a nice encapsulation in any case.
1569 */
1570struct gl_array_object
1571{
1572   /** Name of the array object as received from glGenVertexArrayAPPLE. */
1573   GLuint Name;
1574
1575   GLint RefCount;
1576   _glthread_Mutex Mutex;
1577
1578   /**
1579    * Does the VAO use ARB semantics or Apple semantics?
1580    *
1581    * There are several ways in which ARB_vertex_array_object and
1582    * APPLE_vertex_array_object VAOs have differing semantics.  At the very
1583    * least,
1584    *
1585    *     - ARB VAOs require that all array data be sourced from vertex buffer
1586    *       objects, but Apple VAOs do not.
1587    *
1588    *     - ARB VAOs require that names come from GenVertexArrays.
1589    *
1590    * This flag notes which behavior governs this VAO.
1591    */
1592   GLboolean ARBsemantics;
1593
1594   /**
1595    * Has this array object been bound?
1596    */
1597   GLboolean _Used;
1598
1599   /** Vertex attribute arrays */
1600   struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1601
1602   /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1603   GLbitfield64 _Enabled;
1604
1605   /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1606   GLbitfield64 NewArrays;
1607
1608   /**
1609    * Min of all enabled arrays' _MaxElement.  When arrays reside inside VBOs
1610    * we can determine the max legal (in bounds) glDrawElements array index.
1611    */
1612   GLuint _MaxElement;
1613
1614   struct gl_buffer_object *ElementArrayBufferObj;
1615};
1616
1617
1618/**
1619 * Vertex array state
1620 */
1621struct gl_array_attrib
1622{
1623   /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1624   struct gl_array_object *ArrayObj;
1625
1626   /** The default vertex array object */
1627   struct gl_array_object *DefaultArrayObj;
1628
1629   /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1630   struct _mesa_HashTable *Objects;
1631
1632   GLint ActiveTexture;		/**< Client Active Texture */
1633   GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1634   GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1635
1636   /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1637   GLboolean PrimitiveRestart;
1638   GLuint RestartIndex;
1639
1640   /* GL_ARB_vertex_buffer_object */
1641   struct gl_buffer_object *ArrayBufferObj;
1642
1643   /**
1644    * Vertex arrays as consumed by a driver.
1645    * The array pointer is set up only by the VBO module. */
1646   const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1647};
1648
1649
1650/**
1651 * Feedback buffer state
1652 */
1653struct gl_feedback
1654{
1655   GLenum Type;
1656   GLbitfield _Mask;    /**< FB_* bits */
1657   GLfloat *Buffer;
1658   GLuint BufferSize;
1659   GLuint Count;
1660};
1661
1662
1663/**
1664 * Selection buffer state
1665 */
1666struct gl_selection
1667{
1668   GLuint *Buffer;	/**< selection buffer */
1669   GLuint BufferSize;	/**< size of the selection buffer */
1670   GLuint BufferCount;	/**< number of values in the selection buffer */
1671   GLuint Hits;		/**< number of records in the selection buffer */
1672   GLuint NameStackDepth; /**< name stack depth */
1673   GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1674   GLboolean HitFlag;	/**< hit flag */
1675   GLfloat HitMinZ;	/**< minimum hit depth */
1676   GLfloat HitMaxZ;	/**< maximum hit depth */
1677};
1678
1679
1680/**
1681 * 1-D Evaluator control points
1682 */
1683struct gl_1d_map
1684{
1685   GLuint Order;	/**< Number of control points */
1686   GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1687   GLfloat *Points;	/**< Points to contiguous control points */
1688};
1689
1690
1691/**
1692 * 2-D Evaluator control points
1693 */
1694struct gl_2d_map
1695{
1696   GLuint Uorder;		/**< Number of control points in U dimension */
1697   GLuint Vorder;		/**< Number of control points in V dimension */
1698   GLfloat u1, u2, du;
1699   GLfloat v1, v2, dv;
1700   GLfloat *Points;		/**< Points to contiguous control points */
1701};
1702
1703
1704/**
1705 * All evaluator control point state
1706 */
1707struct gl_evaluators
1708{
1709   /**
1710    * \name 1-D maps
1711    */
1712   /*@{*/
1713   struct gl_1d_map Map1Vertex3;
1714   struct gl_1d_map Map1Vertex4;
1715   struct gl_1d_map Map1Index;
1716   struct gl_1d_map Map1Color4;
1717   struct gl_1d_map Map1Normal;
1718   struct gl_1d_map Map1Texture1;
1719   struct gl_1d_map Map1Texture2;
1720   struct gl_1d_map Map1Texture3;
1721   struct gl_1d_map Map1Texture4;
1722   struct gl_1d_map Map1Attrib[16];  /**< GL_NV_vertex_program */
1723   /*@}*/
1724
1725   /**
1726    * \name 2-D maps
1727    */
1728   /*@{*/
1729   struct gl_2d_map Map2Vertex3;
1730   struct gl_2d_map Map2Vertex4;
1731   struct gl_2d_map Map2Index;
1732   struct gl_2d_map Map2Color4;
1733   struct gl_2d_map Map2Normal;
1734   struct gl_2d_map Map2Texture1;
1735   struct gl_2d_map Map2Texture2;
1736   struct gl_2d_map Map2Texture3;
1737   struct gl_2d_map Map2Texture4;
1738   struct gl_2d_map Map2Attrib[16];  /**< GL_NV_vertex_program */
1739   /*@}*/
1740};
1741
1742
1743struct gl_transform_feedback_varying_info
1744{
1745   char *Name;
1746   GLenum Type;
1747   GLint Size;
1748};
1749
1750
1751/**
1752 * Per-output info vertex shaders for transform feedback.
1753 */
1754struct gl_transform_feedback_output
1755{
1756   unsigned OutputRegister;
1757   unsigned OutputBuffer;
1758   unsigned NumComponents;
1759
1760   /** offset (in DWORDs) of this output within the interleaved structure */
1761   unsigned DstOffset;
1762
1763   /**
1764    * Offset into the output register of the data to output.  For example,
1765    * if NumComponents is 2 and ComponentOffset is 1, then the data to
1766    * offset is in the y and z components of the output register.
1767    */
1768   unsigned ComponentOffset;
1769};
1770
1771
1772/** Post-link transform feedback info. */
1773struct gl_transform_feedback_info
1774{
1775   unsigned NumOutputs;
1776
1777   /**
1778    * Number of transform feedback buffers in use by this program.
1779    */
1780   unsigned NumBuffers;
1781
1782   struct gl_transform_feedback_output *Outputs;
1783
1784   /** Transform feedback varyings used for the linking of this shader program.
1785    *
1786    * Use for glGetTransformFeedbackVarying().
1787    */
1788   struct gl_transform_feedback_varying_info *Varyings;
1789   GLint NumVarying;
1790
1791   /**
1792    * Total number of components stored in each buffer.  This may be used by
1793    * hardware back-ends to determine the correct stride when interleaving
1794    * multiple transform feedback outputs in the same buffer.
1795    */
1796   unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1797};
1798
1799
1800/**
1801 * Transform feedback object state
1802 */
1803struct gl_transform_feedback_object
1804{
1805   GLuint Name;  /**< AKA the object ID */
1806   GLint RefCount;
1807   GLboolean Active;  /**< Is transform feedback enabled? */
1808   GLboolean Paused;  /**< Is transform feedback paused? */
1809   GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1810                                at least once? */
1811
1812   /** The feedback buffers */
1813   GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1814   struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1815
1816   /** Start of feedback data in dest buffer */
1817   GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1818   /** Max data to put into dest buffer (in bytes) */
1819   GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1820};
1821
1822
1823/**
1824 * Context state for transform feedback.
1825 */
1826struct gl_transform_feedback_state
1827{
1828   GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1829
1830   /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1831   struct gl_buffer_object *CurrentBuffer;
1832
1833   /** The table of all transform feedback objects */
1834   struct _mesa_HashTable *Objects;
1835
1836   /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1837   struct gl_transform_feedback_object *CurrentObject;
1838
1839   /** The default xform-fb object (Name==0) */
1840   struct gl_transform_feedback_object *DefaultObject;
1841};
1842
1843
1844/**
1845 * Names of the various vertex/fragment program register files, etc.
1846 *
1847 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1848 * All values should fit in a 4-bit field.
1849 *
1850 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1851 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1852 * be "uniform" variables since they can only be set outside glBegin/End.
1853 * They're also all stored in the same Parameters array.
1854 */
1855typedef enum
1856{
1857   PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
1858   PROGRAM_INPUT,       /**< machine->Inputs[] */
1859   PROGRAM_OUTPUT,      /**< machine->Outputs[] */
1860   PROGRAM_VARYING,     /**< machine->Inputs[]/Outputs[] */
1861   PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1862   PROGRAM_ENV_PARAM,   /**< gl_program->Parameters[] */
1863   PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
1864   PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1865   PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
1866   PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
1867   PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
1868   PROGRAM_ADDRESS,     /**< machine->AddressReg */
1869   PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
1870   PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1871   PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
1872   PROGRAM_FILE_MAX
1873} gl_register_file;
1874
1875
1876/**
1877 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1878 * one of these values.
1879 */
1880typedef enum
1881{
1882   SYSTEM_VALUE_FRONT_FACE,  /**< Fragment shader only (not done yet) */
1883   SYSTEM_VALUE_VERTEX_ID,   /**< Vertex shader only */
1884   SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1885   SYSTEM_VALUE_MAX          /**< Number of values */
1886} gl_system_value;
1887
1888
1889/**
1890 * The possible interpolation qualifiers that can be applied to a fragment
1891 * shader input in GLSL.
1892 *
1893 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1894 * gl_fragment_program data structure to 0 causes the default behavior.
1895 */
1896enum glsl_interp_qualifier
1897{
1898   INTERP_QUALIFIER_NONE = 0,
1899   INTERP_QUALIFIER_SMOOTH,
1900   INTERP_QUALIFIER_FLAT,
1901   INTERP_QUALIFIER_NOPERSPECTIVE
1902};
1903
1904
1905/**
1906 * \brief Layout qualifiers for gl_FragDepth.
1907 *
1908 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1909 * a layout qualifier.
1910 *
1911 * \see enum ir_depth_layout
1912 */
1913enum gl_frag_depth_layout
1914{
1915   FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1916   FRAG_DEPTH_LAYOUT_ANY,
1917   FRAG_DEPTH_LAYOUT_GREATER,
1918   FRAG_DEPTH_LAYOUT_LESS,
1919   FRAG_DEPTH_LAYOUT_UNCHANGED
1920};
1921
1922
1923/**
1924 * Base class for any kind of program object
1925 */
1926struct gl_program
1927{
1928   GLuint Id;
1929   GLubyte *String;  /**< Null-terminated program text */
1930   GLint RefCount;
1931   GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1932   GLenum Format;    /**< String encoding format */
1933   GLboolean Resident;
1934
1935   struct prog_instruction *Instructions;
1936
1937   GLbitfield64 InputsRead;     /**< Bitmask of which input regs are read */
1938   GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1939   GLbitfield SystemValuesRead;   /**< Bitmask of SYSTEM_VALUE_x inputs used */
1940   GLbitfield InputFlags[MAX_PROGRAM_INPUTS];   /**< PROG_PARAM_BIT_x flags */
1941   GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1942   GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_BIT bitmask */
1943   GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
1944   GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1945
1946
1947   /** Named parameters, constants, etc. from program text */
1948   struct gl_program_parameter_list *Parameters;
1949   /** Numbered local parameters */
1950   GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1951
1952   /** Map from sampler unit to texture unit (set by glUniform1i()) */
1953   GLubyte SamplerUnits[MAX_SAMPLERS];
1954
1955   /** Bitmask of which register files are read/written with indirect
1956    * addressing.  Mask of (1 << PROGRAM_x) bits.
1957    */
1958   GLbitfield IndirectRegisterFiles;
1959
1960   /** Logical counts */
1961   /*@{*/
1962   GLuint NumInstructions;
1963   GLuint NumTemporaries;
1964   GLuint NumParameters;
1965   GLuint NumAttributes;
1966   GLuint NumAddressRegs;
1967   GLuint NumAluInstructions;
1968   GLuint NumTexInstructions;
1969   GLuint NumTexIndirections;
1970   /*@}*/
1971   /** Native, actual h/w counts */
1972   /*@{*/
1973   GLuint NumNativeInstructions;
1974   GLuint NumNativeTemporaries;
1975   GLuint NumNativeParameters;
1976   GLuint NumNativeAttributes;
1977   GLuint NumNativeAddressRegs;
1978   GLuint NumNativeAluInstructions;
1979   GLuint NumNativeTexInstructions;
1980   GLuint NumNativeTexIndirections;
1981   /*@}*/
1982};
1983
1984
1985/** Vertex program object */
1986struct gl_vertex_program
1987{
1988   struct gl_program Base;   /**< base class */
1989   GLboolean IsNVProgram;    /**< is this a GL_NV_vertex_program program? */
1990   GLboolean IsPositionInvariant;
1991   GLboolean UsesClipDistance;
1992};
1993
1994
1995/** Geometry program object */
1996struct gl_geometry_program
1997{
1998   struct gl_program Base;   /**< base class */
1999
2000   GLint VerticesOut;
2001   GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2002                           GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2003   GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2004};
2005
2006
2007/** Fragment program object */
2008struct gl_fragment_program
2009{
2010   struct gl_program Base;   /**< base class */
2011   GLboolean UsesKill;          /**< shader uses KIL instruction */
2012   GLboolean UsesDFdy;          /**< shader uses DDY instruction */
2013   GLboolean OriginUpperLeft;
2014   GLboolean PixelCenterInteger;
2015   enum gl_frag_depth_layout FragDepthLayout;
2016
2017   /**
2018    * GLSL interpolation qualifier associated with each fragment shader input.
2019    * For inputs that do not have an interpolation qualifier specified in
2020    * GLSL, the value is INTERP_QUALIFIER_NONE.
2021    */
2022   enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2023
2024   /**
2025    * Bitfield indicating, for each fragment shader input, 1 if that input
2026    * uses centroid interpolation, 0 otherwise.  Unused inputs are 0.
2027    */
2028   GLbitfield64 IsCentroid;
2029};
2030
2031
2032/**
2033 * State common to vertex and fragment programs.
2034 */
2035struct gl_program_state
2036{
2037   GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2038   const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2039};
2040
2041
2042/**
2043 * Context state for vertex programs.
2044 */
2045struct gl_vertex_program_state
2046{
2047   GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2048   GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
2049   GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2050   GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2051   /** Computed two sided lighting for fixed function/programs. */
2052   GLboolean _TwoSideEnabled;
2053   struct gl_vertex_program *Current;  /**< User-bound vertex program */
2054
2055   /** Currently enabled and valid vertex program (including internal
2056    * programs, user-defined vertex programs and GLSL vertex shaders).
2057    * This is the program we must use when rendering.
2058    */
2059   struct gl_vertex_program *_Current;
2060
2061   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2062
2063   /* For GL_NV_vertex_program only: */
2064   GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2065   GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2066
2067   /** Should fixed-function T&L be implemented with a vertex prog? */
2068   GLboolean _MaintainTnlProgram;
2069
2070   /** Program to emulate fixed-function T&L (see above) */
2071   struct gl_vertex_program *_TnlProgram;
2072
2073   /** Cache of fixed-function programs */
2074   struct gl_program_cache *Cache;
2075
2076   GLboolean _Overriden;
2077};
2078
2079
2080/**
2081 * Context state for geometry programs.
2082 */
2083struct gl_geometry_program_state
2084{
2085   GLboolean Enabled;               /**< GL_ARB_GEOMETRY_SHADER4 */
2086   GLboolean _Enabled;              /**< Enabled and valid program? */
2087   struct gl_geometry_program *Current;  /**< user-bound geometry program */
2088
2089   /** Currently enabled and valid program (including internal programs
2090    * and compiled shader programs).
2091    */
2092   struct gl_geometry_program *_Current;
2093
2094   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2095
2096   /** Cache of fixed-function programs */
2097   struct gl_program_cache *Cache;
2098};
2099
2100/**
2101 * Context state for fragment programs.
2102 */
2103struct gl_fragment_program_state
2104{
2105   GLboolean Enabled;     /**< User-set fragment program enable flag */
2106   GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
2107   struct gl_fragment_program *Current;  /**< User-bound fragment program */
2108
2109   /** Currently enabled and valid fragment program (including internal
2110    * programs, user-defined fragment programs and GLSL fragment shaders).
2111    * This is the program we must use when rendering.
2112    */
2113   struct gl_fragment_program *_Current;
2114
2115   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2116
2117   /** Should fixed-function texturing be implemented with a fragment prog? */
2118   GLboolean _MaintainTexEnvProgram;
2119
2120   /** Program to emulate fixed-function texture env/combine (see above) */
2121   struct gl_fragment_program *_TexEnvProgram;
2122
2123   /** Cache of fixed-function programs */
2124   struct gl_program_cache *Cache;
2125};
2126
2127
2128/**
2129 * ATI_fragment_shader runtime state
2130 */
2131#define ATI_FS_INPUT_PRIMARY 0
2132#define ATI_FS_INPUT_SECONDARY 1
2133
2134struct atifs_instruction;
2135struct atifs_setupinst;
2136
2137/**
2138 * ATI fragment shader
2139 */
2140struct ati_fragment_shader
2141{
2142   GLuint Id;
2143   GLint RefCount;
2144   struct atifs_instruction *Instructions[2];
2145   struct atifs_setupinst *SetupInst[2];
2146   GLfloat Constants[8][4];
2147   GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
2148   GLubyte numArithInstr[2];
2149   GLubyte regsAssigned[2];
2150   GLubyte NumPasses;         /**< 1 or 2 */
2151   GLubyte cur_pass;
2152   GLubyte last_optype;
2153   GLboolean interpinp1;
2154   GLboolean isValid;
2155   GLuint swizzlerq;
2156};
2157
2158/**
2159 * Context state for GL_ATI_fragment_shader
2160 */
2161struct gl_ati_fragment_shader_state
2162{
2163   GLboolean Enabled;
2164   GLboolean _Enabled;                  /**< enabled and valid shader? */
2165   GLboolean Compiling;
2166   GLfloat GlobalConstants[8][4];
2167   struct ati_fragment_shader *Current;
2168};
2169
2170
2171/** Set by #pragma directives */
2172struct gl_sl_pragmas
2173{
2174   GLboolean IgnoreOptimize;  /**< ignore #pragma optimize(on/off) ? */
2175   GLboolean IgnoreDebug;     /**< ignore #pragma debug(on/off) ? */
2176   GLboolean Optimize;  /**< defaults on */
2177   GLboolean Debug;     /**< defaults off */
2178};
2179
2180
2181/**
2182 * A GLSL vertex or fragment shader object.
2183 */
2184struct gl_shader
2185{
2186   GLenum Type;  /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2187   GLuint Name;  /**< AKA the handle */
2188   GLint RefCount;  /**< Reference count */
2189   GLboolean DeletePending;
2190   GLboolean CompileStatus;
2191   const GLchar *Source;  /**< Source code string */
2192   GLuint SourceChecksum;       /**< for debug/logging purposes */
2193   struct gl_program *Program;  /**< Post-compile assembly code */
2194   GLchar *InfoLog;
2195   struct gl_sl_pragmas Pragmas;
2196
2197   unsigned Version;       /**< GLSL version used for linking */
2198
2199   /**
2200    * \name Sampler tracking
2201    *
2202    * \note Each of these fields is only set post-linking.
2203    */
2204   /*@{*/
2205   unsigned num_samplers;	/**< Number of samplers used by this shader. */
2206   GLbitfield active_samplers;	/**< Bitfield of which samplers are used */
2207   GLbitfield shadow_samplers;	/**< Samplers used for shadow sampling. */
2208   /*@}*/
2209
2210   /**
2211    * Number of uniform components used by this shader.
2212    *
2213    * This field is only set post-linking.
2214    */
2215   unsigned num_uniform_components;
2216
2217   /**
2218    * This shader's uniform block information.
2219    *
2220    * The offsets of the variables are assigned only for shaders in a program's
2221    * _LinkedShaders[].
2222    */
2223   struct gl_uniform_block *UniformBlocks;
2224   unsigned NumUniformBlocks;
2225
2226   struct exec_list *ir;
2227   struct glsl_symbol_table *symbols;
2228
2229   /** Shaders containing built-in functions that are used for linking. */
2230   struct gl_shader *builtins_to_link[16];
2231   unsigned num_builtins_to_link;
2232};
2233
2234
2235/**
2236 * Shader stages. Note that these will become 5 with tessellation.
2237 * These MUST have the same values as gallium's PIPE_SHADER_*
2238 */
2239typedef enum
2240{
2241   MESA_SHADER_VERTEX = 0,
2242   MESA_SHADER_FRAGMENT = 1,
2243   MESA_SHADER_GEOMETRY = 2,
2244   MESA_SHADER_TYPES = 3
2245} gl_shader_type;
2246
2247struct gl_uniform_buffer_variable
2248{
2249   char *Name;
2250   const struct glsl_type *Type;
2251   unsigned int Buffer;
2252   unsigned int Offset;
2253   GLboolean RowMajor;
2254};
2255
2256struct gl_uniform_block
2257{
2258   /** Declared name of the uniform block */
2259   char *Name;
2260
2261   /** Array of supplemental information about UBO ir_variables. */
2262   struct gl_uniform_buffer_variable *Uniforms;
2263   GLuint NumUniforms;
2264
2265   /**
2266    * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2267    * with glBindBufferBase to bind a buffer object to this uniform block.  When
2268    * updated in the program, _NEW_BUFFER_OBJECT will be set.
2269    */
2270   GLuint Binding;
2271
2272   /**
2273    * Minimum size of a buffer object to back this uniform buffer
2274    * (GL_UNIFORM_BLOCK_DATA_SIZE).
2275    */
2276   GLuint UniformBufferSize;
2277};
2278
2279/**
2280 * A GLSL program object.
2281 * Basically a linked collection of vertex and fragment shaders.
2282 */
2283struct gl_shader_program
2284{
2285   GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
2286   GLuint Name;  /**< aka handle or ID */
2287   GLint RefCount;  /**< Reference count */
2288   GLboolean DeletePending;
2289
2290   /**
2291    * Flags that the linker should not reject the program if it lacks
2292    * a vertex or fragment shader.  GLES2 doesn't allow separate
2293    * shader objects, and would reject them.  However, we internally
2294    * build separate shader objects for fixed function programs, which
2295    * we use for drivers/common/meta.c and for handling
2296    * _mesa_update_state with no program bound (for example in
2297    * glClear()).
2298    */
2299   GLboolean InternalSeparateShader;
2300
2301   GLuint NumShaders;          /**< number of attached shaders */
2302   struct gl_shader **Shaders; /**< List of attached the shaders */
2303
2304   /**
2305    * User-defined attribute bindings
2306    *
2307    * These are set via \c glBindAttribLocation and are used to direct the
2308    * GLSL linker.  These are \b not the values used in the compiled shader,
2309    * and they are \b not the values returned by \c glGetAttribLocation.
2310    */
2311   struct string_to_uint_map *AttributeBindings;
2312
2313   /**
2314    * User-defined fragment data bindings
2315    *
2316    * These are set via \c glBindFragDataLocation and are used to direct the
2317    * GLSL linker.  These are \b not the values used in the compiled shader,
2318    * and they are \b not the values returned by \c glGetFragDataLocation.
2319    */
2320   struct string_to_uint_map *FragDataBindings;
2321   struct string_to_uint_map *FragDataIndexBindings;
2322
2323   /**
2324    * Transform feedback varyings last specified by
2325    * glTransformFeedbackVaryings().
2326    *
2327    * For the current set of transform feeedback varyings used for transform
2328    * feedback output, see LinkedTransformFeedback.
2329    */
2330   struct {
2331      GLenum BufferMode;
2332      GLuint NumVarying;
2333      GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
2334   } TransformFeedback;
2335
2336   /** Post-link transform feedback info. */
2337   struct gl_transform_feedback_info LinkedTransformFeedback;
2338
2339   /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2340   enum gl_frag_depth_layout FragDepthLayout;
2341
2342   /** Geometry shader state - copied into gl_geometry_program at link time */
2343   struct {
2344      GLint VerticesOut;
2345      GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2346                              GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2347      GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2348   } Geom;
2349
2350   /** Vertex shader state - copied into gl_vertex_program at link time */
2351   struct {
2352      GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2353      GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2354                                         0 if not present. */
2355   } Vert;
2356
2357   /* post-link info: */
2358   unsigned NumUserUniformStorage;
2359   struct gl_uniform_storage *UniformStorage;
2360
2361   struct gl_uniform_block *UniformBlocks;
2362   unsigned NumUniformBlocks;
2363
2364   /**
2365    * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2366    * they're used in, or -1.
2367    *
2368    * This is used to maintain the Binding values of the stage's UniformBlocks[]
2369    * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2370    */
2371   int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2372
2373   /**
2374    * Map of active uniform names to locations
2375    *
2376    * Maps any active uniform that is not an array element to a location.
2377    * Each active uniform, including individual structure members will appear
2378    * in this map.  This roughly corresponds to the set of names that would be
2379    * enumerated by \c glGetActiveUniform.
2380    */
2381   struct string_to_uint_map *UniformHash;
2382
2383   /**
2384    * Map from sampler unit to texture unit (set by glUniform1i())
2385    *
2386    * A sampler unit is associated with each sampler uniform by the linker.
2387    * The sampler unit associated with each uniform is stored in the
2388    * \c gl_uniform_storage::sampler field.
2389    */
2390   GLubyte SamplerUnits[MAX_SAMPLERS];
2391   /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2392   gl_texture_index SamplerTargets[MAX_SAMPLERS];
2393
2394   GLboolean LinkStatus;   /**< GL_LINK_STATUS */
2395   GLboolean Validated;
2396   GLboolean _Used;        /**< Ever used for drawing? */
2397   GLchar *InfoLog;
2398
2399   unsigned Version;       /**< GLSL version used for linking */
2400
2401   /**
2402    * Per-stage shaders resulting from the first stage of linking.
2403    *
2404    * Set of linked shaders for this program.  The array is accessed using the
2405    * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
2406    * \c NULL.
2407    */
2408   struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2409};
2410
2411
2412#define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
2413#define GLSL_LOG       0x2  /**< Write shaders to files */
2414#define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
2415#define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
2416#define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
2417#define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
2418#define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
2419#define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
2420#define GLSL_REPORT_ERRORS 0x100  /**< Print compilation errors */
2421
2422
2423/**
2424 * Context state for GLSL vertex/fragment shaders.
2425 */
2426struct gl_shader_state
2427{
2428   /**
2429    * Programs used for rendering
2430    *
2431    * There is a separate program set for each shader stage.  If
2432    * GL_EXT_separate_shader_objects is not supported, each of these must point
2433    * to \c NULL or to the same program.
2434    */
2435   struct gl_shader_program *CurrentVertexProgram;
2436   struct gl_shader_program *CurrentGeometryProgram;
2437   struct gl_shader_program *CurrentFragmentProgram;
2438
2439   struct gl_shader_program *_CurrentFragmentProgram;
2440
2441   /**
2442    * Program used by glUniform calls.
2443    *
2444    * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2445    */
2446   struct gl_shader_program *ActiveProgram;
2447
2448   GLbitfield Flags;                    /**< Mask of GLSL_x flags */
2449};
2450
2451
2452/**
2453 * Compiler options for a single GLSL shaders type
2454 */
2455struct gl_shader_compiler_options
2456{
2457   /** Driver-selectable options: */
2458   GLboolean EmitCondCodes;             /**< Use condition codes? */
2459   GLboolean EmitNVTempInitialization;  /**< 0-fill NV temp registers */
2460   GLboolean EmitNoLoops;
2461   GLboolean EmitNoFunctions;
2462   GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
2463   GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
2464   GLboolean EmitNoNoise;                 /**< Emit NOISE opcodes? */
2465   GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
2466   GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2467
2468   /**
2469    * \name Forms of indirect addressing the driver cannot do.
2470    */
2471   /*@{*/
2472   GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
2473   GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
2474   GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
2475   GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2476   /*@}*/
2477
2478   GLuint MaxIfDepth;               /**< Maximum nested IF blocks */
2479   GLuint MaxUnrollIterations;
2480
2481   struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2482};
2483
2484
2485/**
2486 * Occlusion/timer query object.
2487 */
2488struct gl_query_object
2489{
2490   GLenum Target;      /**< The query target, when active */
2491   GLuint Id;          /**< hash table ID/name */
2492   GLuint64EXT Result; /**< the counter */
2493   GLboolean Active;   /**< inside Begin/EndQuery */
2494   GLboolean Ready;    /**< result is ready? */
2495};
2496
2497
2498/**
2499 * Context state for query objects.
2500 */
2501struct gl_query_state
2502{
2503   struct _mesa_HashTable *QueryObjects;
2504   struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2505   struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
2506
2507   /** GL_NV_conditional_render */
2508   struct gl_query_object *CondRenderQuery;
2509
2510   /** GL_EXT_transform_feedback */
2511   struct gl_query_object *PrimitivesGenerated;
2512   struct gl_query_object *PrimitivesWritten;
2513
2514   /** GL_ARB_timer_query */
2515   struct gl_query_object *TimeElapsed;
2516
2517   GLenum CondRenderMode;
2518};
2519
2520
2521/** Sync object state */
2522struct gl_sync_object
2523{
2524   struct simple_node link;
2525   GLenum Type;               /**< GL_SYNC_FENCE */
2526   GLuint Name;               /**< Fence name */
2527   GLint RefCount;            /**< Reference count */
2528   GLboolean DeletePending;   /**< Object was deleted while there were still
2529			       * live references (e.g., sync not yet finished)
2530			       */
2531   GLenum SyncCondition;
2532   GLbitfield Flags;          /**< Flags passed to glFenceSync */
2533   GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
2534};
2535
2536
2537/**
2538 * State which can be shared by multiple contexts:
2539 */
2540struct gl_shared_state
2541{
2542   _glthread_Mutex Mutex;		   /**< for thread safety */
2543   GLint RefCount;			   /**< Reference count */
2544   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
2545   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
2546
2547   /** Default texture objects (shared by all texture units) */
2548   struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2549
2550   /** Fallback texture used when a bound texture is incomplete */
2551   struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2552
2553   /**
2554    * \name Thread safety and statechange notification for texture
2555    * objects.
2556    *
2557    * \todo Improve the granularity of locking.
2558    */
2559   /*@{*/
2560   _glthread_Mutex TexMutex;		/**< texobj thread safety */
2561   GLuint TextureStateStamp;	        /**< state notification for shared tex */
2562   /*@}*/
2563
2564   /** Default buffer object for vertex arrays that aren't in VBOs */
2565   struct gl_buffer_object *NullBufferObj;
2566
2567   /**
2568    * \name Vertex/geometry/fragment programs
2569    */
2570   /*@{*/
2571   struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2572   struct gl_vertex_program *DefaultVertexProgram;
2573   struct gl_fragment_program *DefaultFragmentProgram;
2574   struct gl_geometry_program *DefaultGeometryProgram;
2575   /*@}*/
2576
2577   /* GL_ATI_fragment_shader */
2578   struct _mesa_HashTable *ATIShaders;
2579   struct ati_fragment_shader *DefaultFragmentShader;
2580
2581   struct _mesa_HashTable *BufferObjects;
2582
2583   /** Table of both gl_shader and gl_shader_program objects */
2584   struct _mesa_HashTable *ShaderObjects;
2585
2586   /* GL_EXT_framebuffer_object */
2587   struct _mesa_HashTable *RenderBuffers;
2588   struct _mesa_HashTable *FrameBuffers;
2589
2590   /* GL_ARB_sync */
2591   struct simple_node SyncObjects;
2592
2593   /** GL_ARB_sampler_objects */
2594   struct _mesa_HashTable *SamplerObjects;
2595};
2596
2597
2598
2599/**
2600 * Renderbuffers represent drawing surfaces such as color, depth and/or
2601 * stencil.  A framebuffer object has a set of renderbuffers.
2602 * Drivers will typically derive subclasses of this type.
2603 */
2604struct gl_renderbuffer
2605{
2606   _glthread_Mutex Mutex; /**< for thread safety */
2607   GLuint ClassID;        /**< Useful for drivers */
2608   GLuint Name;
2609   GLint RefCount;
2610   GLuint Width, Height;
2611   GLboolean Purgeable;  /**< Is the buffer purgeable under memory pressure? */
2612   GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2613   GLubyte NumSamples;
2614   GLenum InternalFormat; /**< The user-specified format */
2615   GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2616                               GL_STENCIL_INDEX. */
2617   gl_format Format;      /**< The actual renderbuffer memory format */
2618
2619   /** Delete this renderbuffer */
2620   void (*Delete)(struct gl_renderbuffer *rb);
2621
2622   /** Allocate new storage for this renderbuffer */
2623   GLboolean (*AllocStorage)(struct gl_context *ctx,
2624                             struct gl_renderbuffer *rb,
2625                             GLenum internalFormat,
2626                             GLuint width, GLuint height);
2627};
2628
2629
2630/**
2631 * A renderbuffer attachment points to either a texture object (and specifies
2632 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2633 */
2634struct gl_renderbuffer_attachment
2635{
2636   GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2637   GLboolean Complete;
2638
2639   /**
2640    * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2641    * application supplied renderbuffer object.
2642    */
2643   struct gl_renderbuffer *Renderbuffer;
2644
2645   /**
2646    * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2647    * supplied texture object.
2648    */
2649   struct gl_texture_object *Texture;
2650   GLuint TextureLevel; /**< Attached mipmap level. */
2651   GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
2652   GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
2653                         * and 2D array textures */
2654};
2655
2656
2657/**
2658 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2659 * In C++ terms, think of this as a base class from which device drivers
2660 * will make derived classes.
2661 */
2662struct gl_framebuffer
2663{
2664   _glthread_Mutex Mutex;  /**< for thread safety */
2665   /**
2666    * If zero, this is a window system framebuffer.  If non-zero, this
2667    * is a FBO framebuffer; note that for some devices (i.e. those with
2668    * a natural pixel coordinate system for FBOs that differs from the
2669    * OpenGL/Mesa coordinate system), this means that the viewport,
2670    * polygon face orientation, and polygon stipple will have to be inverted.
2671    */
2672   GLuint Name;
2673
2674   GLint RefCount;
2675   GLboolean DeletePending;
2676
2677   /**
2678    * The framebuffer's visual. Immutable if this is a window system buffer.
2679    * Computed from attachments if user-made FBO.
2680    */
2681   struct gl_config Visual;
2682
2683   GLboolean Initialized;
2684
2685   GLuint Width, Height;	/**< size of frame buffer in pixels */
2686
2687   /** \name  Drawing bounds (Intersection of buffer size and scissor box) */
2688   /*@{*/
2689   GLint _Xmin, _Xmax;  /**< inclusive */
2690   GLint _Ymin, _Ymax;  /**< exclusive */
2691   /*@}*/
2692
2693   /** \name  Derived Z buffer stuff */
2694   /*@{*/
2695   GLuint _DepthMax;	/**< Max depth buffer value */
2696   GLfloat _DepthMaxF;	/**< Float max depth buffer value */
2697   GLfloat _MRD;	/**< minimum resolvable difference in Z values */
2698   /*@}*/
2699
2700   /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2701   GLenum _Status;
2702
2703   /** Integer color values */
2704   GLboolean _IntegerColor;
2705
2706   /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2707   struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2708
2709   /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2710    * attribute group and GL_PIXEL attribute group, respectively.
2711    */
2712   GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2713   GLenum ColorReadBuffer;
2714
2715   /** Computed from ColorDraw/ReadBuffer above */
2716   GLuint _NumColorDrawBuffers;
2717   GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2718   GLint _ColorReadBufferIndex; /* -1 = None */
2719   struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2720   struct gl_renderbuffer *_ColorReadBuffer;
2721
2722   /** Delete this framebuffer */
2723   void (*Delete)(struct gl_framebuffer *fb);
2724};
2725
2726
2727/**
2728 * Precision info for shader datatypes.  See glGetShaderPrecisionFormat().
2729 */
2730struct gl_precision
2731{
2732   GLushort RangeMin;   /**< min value exponent */
2733   GLushort RangeMax;   /**< max value exponent */
2734   GLushort Precision;  /**< number of mantissa bits */
2735};
2736
2737
2738/**
2739 * Limits for vertex, geometry and fragment programs/shaders.
2740 */
2741struct gl_program_constants
2742{
2743   /* logical limits */
2744   GLuint MaxInstructions;
2745   GLuint MaxAluInstructions;
2746   GLuint MaxTexInstructions;
2747   GLuint MaxTexIndirections;
2748   GLuint MaxAttribs;
2749   GLuint MaxTemps;
2750   GLuint MaxAddressRegs;
2751   GLuint MaxAddressOffset;  /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2752   GLuint MaxParameters;
2753   GLuint MaxLocalParams;
2754   GLuint MaxEnvParams;
2755   /* native/hardware limits */
2756   GLuint MaxNativeInstructions;
2757   GLuint MaxNativeAluInstructions;
2758   GLuint MaxNativeTexInstructions;
2759   GLuint MaxNativeTexIndirections;
2760   GLuint MaxNativeAttribs;
2761   GLuint MaxNativeTemps;
2762   GLuint MaxNativeAddressRegs;
2763   GLuint MaxNativeParameters;
2764   /* For shaders */
2765   GLuint MaxUniformComponents;  /**< Usually == MaxParameters * 4 */
2766   /* ES 2.0 and GL_ARB_ES2_compatibility */
2767   struct gl_precision LowFloat, MediumFloat, HighFloat;
2768   struct gl_precision LowInt, MediumInt, HighInt;
2769   /* GL_ARB_uniform_buffer_object */
2770   GLuint MaxUniformBlocks;
2771   GLuint MaxCombinedUniformComponents;
2772};
2773
2774
2775/**
2776 * Constants which may be overridden by device driver during context creation
2777 * but are never changed after that.
2778 */
2779struct gl_constants
2780{
2781   GLint MaxTextureMbytes;      /**< Max memory per image, in MB */
2782   GLint MaxTextureLevels;      /**< Max mipmap levels. */
2783   GLint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
2784   GLint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
2785   GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2786   GLint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
2787   GLuint MaxTextureCoordUnits;
2788   GLuint MaxTextureImageUnits;
2789   GLuint MaxVertexTextureImageUnits;
2790   GLuint MaxCombinedTextureImageUnits;
2791   GLuint MaxGeometryTextureImageUnits;
2792   GLuint MaxTextureUnits;           /**< = MIN(CoordUnits, ImageUnits) */
2793   GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
2794   GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
2795   GLuint MaxTextureBufferSize;      /**< GL_ARB_texture_buffer_object */
2796
2797   GLuint MaxArrayLockSize;
2798
2799   GLint SubPixelBits;
2800
2801   GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
2802   GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
2803   GLfloat PointSizeGranularity;
2804   GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
2805   GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
2806   GLfloat LineWidthGranularity;
2807
2808   GLuint MaxColorTableSize;
2809
2810   GLuint MaxClipPlanes;
2811   GLuint MaxLights;
2812   GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
2813   GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
2814
2815   GLuint MaxViewportWidth, MaxViewportHeight;
2816
2817   struct gl_program_constants VertexProgram;   /**< GL_ARB_vertex_program */
2818   struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2819   struct gl_program_constants GeometryProgram;  /**< GL_ARB_geometry_shader4 */
2820   GLuint MaxProgramMatrices;
2821   GLuint MaxProgramMatrixStackDepth;
2822
2823   struct {
2824      GLuint SamplesPassed;
2825      GLuint TimeElapsed;
2826      GLuint Timestamp;
2827      GLuint PrimitivesGenerated;
2828      GLuint PrimitivesWritten;
2829   } QueryCounterBits;
2830
2831   /** vertex array / buffer object bounds checking */
2832   GLboolean CheckArrayBounds;
2833
2834   GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
2835
2836   GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
2837   GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
2838   GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
2839
2840   /** Number of varying vectors between vertex and fragment shaders */
2841   GLuint MaxVarying;
2842   GLuint MaxVertexVaryingComponents;   /**< Between vert and geom shader */
2843   GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2844
2845   /** @{
2846    * GL_ARB_uniform_buffer_object
2847    */
2848   GLuint MaxCombinedUniformBlocks;
2849   GLuint MaxUniformBufferBindings;
2850   GLuint MaxUniformBlockSize;
2851   GLuint UniformBufferOffsetAlignment;
2852   /** @} */
2853
2854   /** GL_ARB_geometry_shader4 */
2855   GLuint MaxGeometryOutputVertices;
2856   GLuint MaxGeometryTotalOutputComponents;
2857
2858   GLuint GLSLVersion;  /**< GLSL version supported (ex: 120 = 1.20) */
2859
2860   /**
2861    * Changes default GLSL extension behavior from "error" to "warn".  It's out
2862    * of spec, but it can make some apps work that otherwise wouldn't.
2863    */
2864   GLboolean ForceGLSLExtensionsWarn;
2865
2866   /**
2867    * Does the driver support real 32-bit integers?  (Otherwise, integers are
2868    * simulated via floats.)
2869    */
2870   GLboolean NativeIntegers;
2871
2872   /**
2873    * If the driver supports real 32-bit integers, what integer value should be
2874    * used for boolean true in uniform uploads?  (Usually 1 or ~0.)
2875    */
2876   GLuint UniformBooleanTrue;
2877
2878   /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2879   GLbitfield SupportedBumpUnits;
2880
2881   /**
2882    * Maximum amount of time, measured in nanseconds, that the server can wait.
2883    */
2884   GLuint64 MaxServerWaitTimeout;
2885
2886   /** GL_EXT_provoking_vertex */
2887   GLboolean QuadsFollowProvokingVertexConvention;
2888
2889   /** OpenGL version 3.0 */
2890   GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2891
2892   /** OpenGL version 3.2 */
2893   GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
2894
2895   /** GL_EXT_transform_feedback */
2896   GLuint MaxTransformFeedbackBuffers;
2897   GLuint MaxTransformFeedbackSeparateComponents;
2898   GLuint MaxTransformFeedbackInterleavedComponents;
2899   GLuint MaxVertexStreams;
2900
2901   /** GL_EXT_gpu_shader4 */
2902   GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2903
2904   /* GL_ARB_robustness */
2905   GLenum ResetStrategy;
2906
2907   /* GL_ARB_blend_func_extended */
2908   GLuint MaxDualSourceDrawBuffers;
2909
2910   /**
2911    * Whether the implementation strips out and ignores texture borders.
2912    *
2913    * Many GPU hardware implementations don't support rendering with texture
2914    * borders and mipmapped textures.  (Note: not static border color, but the
2915    * old 1-pixel border around each edge).  Implementations then have to do
2916    * slow fallbacks to be correct, or just ignore the border and be fast but
2917    * wrong.  Setting the flag strips the border off of TexImage calls,
2918    * providing "fast but wrong" at significantly reduced driver complexity.
2919    *
2920    * Texture borders are deprecated in GL 3.0.
2921    **/
2922   GLboolean StripTextureBorder;
2923
2924   /**
2925    * For drivers which can do a better job at eliminating unused varyings
2926    * and uniforms than the GLSL compiler.
2927    *
2928    * XXX Remove these as soon as a better solution is available.
2929    */
2930   GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2931   GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2932
2933   /**
2934    * Force software support for primitive restart in the VBO module.
2935    */
2936   GLboolean PrimitiveRestartInSoftware;
2937};
2938
2939
2940/**
2941 * Enable flag for each OpenGL extension.  Different device drivers will
2942 * enable different extensions at runtime.
2943 */
2944struct gl_extensions
2945{
2946   GLboolean dummy;  /* don't remove this! */
2947   GLboolean dummy_true;  /* Set true by _mesa_init_extensions(). */
2948   GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2949   GLboolean ARB_ES2_compatibility;
2950   GLboolean ARB_base_instance;
2951   GLboolean ARB_blend_func_extended;
2952   GLboolean ARB_color_buffer_float;
2953   GLboolean ARB_conservative_depth;
2954   GLboolean ARB_copy_buffer;
2955   GLboolean ARB_depth_buffer_float;
2956   GLboolean ARB_depth_clamp;
2957   GLboolean ARB_depth_texture;
2958   GLboolean ARB_draw_buffers_blend;
2959   GLboolean ARB_draw_elements_base_vertex;
2960   GLboolean ARB_draw_instanced;
2961   GLboolean ARB_fragment_coord_conventions;
2962   GLboolean ARB_fragment_program;
2963   GLboolean ARB_fragment_program_shadow;
2964   GLboolean ARB_fragment_shader;
2965   GLboolean ARB_framebuffer_object;
2966   GLboolean ARB_explicit_attrib_location;
2967   GLboolean ARB_geometry_shader4;
2968   GLboolean ARB_half_float_pixel;
2969   GLboolean ARB_half_float_vertex;
2970   GLboolean ARB_instanced_arrays;
2971   GLboolean ARB_map_buffer_range;
2972   GLboolean ARB_occlusion_query;
2973   GLboolean ARB_occlusion_query2;
2974   GLboolean ARB_point_sprite;
2975   GLboolean ARB_seamless_cube_map;
2976   GLboolean ARB_shader_bit_encoding;
2977   GLboolean ARB_shader_objects;
2978   GLboolean ARB_shader_stencil_export;
2979   GLboolean ARB_shader_texture_lod;
2980   GLboolean ARB_shading_language_100;
2981   GLboolean ARB_shadow;
2982   GLboolean ARB_sync;
2983   GLboolean ARB_texture_border_clamp;
2984   GLboolean ARB_texture_buffer_object;
2985   GLboolean ARB_texture_compression_rgtc;
2986   GLboolean ARB_texture_cube_map;
2987   GLboolean ARB_texture_env_combine;
2988   GLboolean ARB_texture_env_crossbar;
2989   GLboolean ARB_texture_env_dot3;
2990   GLboolean ARB_texture_float;
2991   GLboolean ARB_texture_multisample;
2992   GLboolean ARB_texture_non_power_of_two;
2993   GLboolean ARB_texture_rg;
2994   GLboolean ARB_texture_rgb10_a2ui;
2995   GLboolean ARB_texture_storage;
2996   GLboolean ARB_timer_query;
2997   GLboolean ARB_transform_feedback2;
2998   GLboolean ARB_transform_feedback3;
2999   GLboolean ARB_transform_feedback_instanced;
3000   GLboolean ARB_transpose_matrix;
3001   GLboolean ARB_uniform_buffer_object;
3002   GLboolean ARB_vertex_program;
3003   GLboolean ARB_vertex_shader;
3004   GLboolean ARB_vertex_type_2_10_10_10_rev;
3005   GLboolean ARB_window_pos;
3006   GLboolean EXT_blend_color;
3007   GLboolean EXT_blend_equation_separate;
3008   GLboolean EXT_blend_func_separate;
3009   GLboolean EXT_blend_minmax;
3010   GLboolean EXT_clip_volume_hint;
3011   GLboolean EXT_compiled_vertex_array;
3012   GLboolean EXT_depth_bounds_test;
3013   GLboolean EXT_draw_buffers2;
3014   GLboolean EXT_draw_range_elements;
3015   GLboolean EXT_fog_coord;
3016   GLboolean EXT_framebuffer_blit;
3017   GLboolean EXT_framebuffer_multisample;
3018   GLboolean EXT_framebuffer_object;
3019   GLboolean EXT_framebuffer_sRGB;
3020   GLboolean EXT_gpu_program_parameters;
3021   GLboolean EXT_gpu_shader4;
3022   GLboolean EXT_packed_depth_stencil;
3023   GLboolean EXT_packed_float;
3024   GLboolean EXT_packed_pixels;
3025   GLboolean EXT_pixel_buffer_object;
3026   GLboolean EXT_point_parameters;
3027   GLboolean EXT_provoking_vertex;
3028   GLboolean EXT_rescale_normal;
3029   GLboolean EXT_shadow_funcs;
3030   GLboolean EXT_secondary_color;
3031   GLboolean EXT_separate_shader_objects;
3032   GLboolean EXT_separate_specular_color;
3033   GLboolean EXT_stencil_two_side;
3034   GLboolean EXT_texture3D;
3035   GLboolean EXT_texture_array;
3036   GLboolean EXT_texture_compression_latc;
3037   GLboolean EXT_texture_compression_s3tc;
3038   GLboolean EXT_texture_env_dot3;
3039   GLboolean EXT_texture_filter_anisotropic;
3040   GLboolean EXT_texture_integer;
3041   GLboolean EXT_texture_mirror_clamp;
3042   GLboolean EXT_texture_shared_exponent;
3043   GLboolean EXT_texture_snorm;
3044   GLboolean EXT_texture_sRGB;
3045   GLboolean EXT_texture_sRGB_decode;
3046   GLboolean EXT_texture_swizzle;
3047   GLboolean EXT_transform_feedback;
3048   GLboolean EXT_timer_query;
3049   GLboolean EXT_vertex_array_bgra;
3050   GLboolean OES_standard_derivatives;
3051   /* vendor extensions */
3052   GLboolean AMD_seamless_cubemap_per_texture;
3053   GLboolean APPLE_packed_pixels;
3054   GLboolean APPLE_object_purgeable;
3055   GLboolean ATI_envmap_bumpmap;
3056   GLboolean ATI_texture_compression_3dc;
3057   GLboolean ATI_texture_mirror_once;
3058   GLboolean ATI_texture_env_combine3;
3059   GLboolean ATI_fragment_shader;
3060   GLboolean ATI_separate_stencil;
3061   GLboolean IBM_rasterpos_clip;
3062   GLboolean IBM_multimode_draw_arrays;
3063   GLboolean MESA_pack_invert;
3064   GLboolean MESA_resize_buffers;
3065   GLboolean MESA_ycbcr_texture;
3066   GLboolean MESA_texture_array;
3067   GLboolean NV_blend_square;
3068   GLboolean NV_conditional_render;
3069   GLboolean NV_fog_distance;
3070   GLboolean NV_fragment_program;
3071   GLboolean NV_fragment_program_option;
3072   GLboolean NV_light_max_exponent;
3073   GLboolean NV_point_sprite;
3074   GLboolean NV_primitive_restart;
3075   GLboolean NV_read_buffer;
3076   GLboolean NV_texture_barrier;
3077   GLboolean NV_texgen_reflection;
3078   GLboolean NV_texture_env_combine4;
3079   GLboolean NV_texture_rectangle;
3080   GLboolean NV_vertex_program;
3081   GLboolean NV_vertex_program1_1;
3082   GLboolean SGIS_texture_lod;
3083   GLboolean TDFX_texture_compression_FXT1;
3084   GLboolean S3_s3tc;
3085   GLboolean OES_EGL_image;
3086   GLboolean OES_draw_texture;
3087   GLboolean OES_EGL_image_external;
3088   GLboolean OES_compressed_ETC1_RGB8_texture;
3089   GLboolean extension_sentinel;
3090   /** The extension string */
3091   const GLubyte *String;
3092   /** Number of supported extensions */
3093   GLuint Count;
3094};
3095
3096
3097/**
3098 * A stack of matrices (projection, modelview, color, texture, etc).
3099 */
3100struct gl_matrix_stack
3101{
3102   GLmatrix *Top;      /**< points into Stack */
3103   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
3104   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
3105   GLuint MaxDepth;    /**< size of Stack[] array */
3106   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3107};
3108
3109
3110/**
3111 * \name Bits for image transfer operations
3112 * \sa __struct gl_contextRec::ImageTransferState.
3113 */
3114/*@{*/
3115#define IMAGE_SCALE_BIAS_BIT                      0x1
3116#define IMAGE_SHIFT_OFFSET_BIT                    0x2
3117#define IMAGE_MAP_COLOR_BIT                       0x4
3118#define IMAGE_CLAMP_BIT                           0x800
3119
3120
3121/** Pixel Transfer ops */
3122#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
3123		    IMAGE_SHIFT_OFFSET_BIT |			\
3124		    IMAGE_MAP_COLOR_BIT)
3125
3126/**
3127 * \name Bits to indicate what state has changed.
3128 */
3129/*@{*/
3130#define _NEW_MODELVIEW         (1 << 0)   /**< gl_context::ModelView */
3131#define _NEW_PROJECTION        (1 << 1)   /**< gl_context::Projection */
3132#define _NEW_TEXTURE_MATRIX    (1 << 2)   /**< gl_context::TextureMatrix */
3133#define _NEW_COLOR             (1 << 3)   /**< gl_context::Color */
3134#define _NEW_DEPTH             (1 << 4)   /**< gl_context::Depth */
3135#define _NEW_EVAL              (1 << 5)   /**< gl_context::Eval, EvalMap */
3136#define _NEW_FOG               (1 << 6)   /**< gl_context::Fog */
3137#define _NEW_HINT              (1 << 7)   /**< gl_context::Hint */
3138#define _NEW_LIGHT             (1 << 8)   /**< gl_context::Light */
3139#define _NEW_LINE              (1 << 9)   /**< gl_context::Line */
3140#define _NEW_PIXEL             (1 << 10)  /**< gl_context::Pixel */
3141#define _NEW_POINT             (1 << 11)  /**< gl_context::Point */
3142#define _NEW_POLYGON           (1 << 12)  /**< gl_context::Polygon */
3143#define _NEW_POLYGONSTIPPLE    (1 << 13)  /**< gl_context::PolygonStipple */
3144#define _NEW_SCISSOR           (1 << 14)  /**< gl_context::Scissor */
3145#define _NEW_STENCIL           (1 << 15)  /**< gl_context::Stencil */
3146#define _NEW_TEXTURE           (1 << 16)  /**< gl_context::Texture */
3147#define _NEW_TRANSFORM         (1 << 17)  /**< gl_context::Transform */
3148#define _NEW_VIEWPORT          (1 << 18)  /**< gl_context::Viewport */
3149#define _NEW_PACKUNPACK        (1 << 19)  /**< gl_context::Pack, Unpack */
3150#define _NEW_ARRAY             (1 << 20)  /**< gl_context::Array */
3151#define _NEW_RENDERMODE        (1 << 21)  /**< gl_context::RenderMode, etc */
3152#define _NEW_BUFFERS           (1 << 22)  /**< gl_context::Visual, DrawBuffer, */
3153#define _NEW_CURRENT_ATTRIB    (1 << 23)  /**< gl_context::Current */
3154#define _NEW_MULTISAMPLE       (1 << 24)  /**< gl_context::Multisample */
3155#define _NEW_TRACK_MATRIX      (1 << 25)  /**< gl_context::VertexProgram */
3156#define _NEW_PROGRAM           (1 << 26)  /**< New program/shader state */
3157#define _NEW_PROGRAM_CONSTANTS (1 << 27)
3158#define _NEW_BUFFER_OBJECT     (1 << 28)
3159#define _NEW_FRAG_CLAMP        (1 << 29)
3160#define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3161#define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3162#define _NEW_ALL ~0
3163
3164/**
3165 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD.  This #define is for
3166 * clarity.
3167 */
3168#define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3169/*@}*/
3170
3171
3172/**
3173 * \name A bunch of flags that we think might be useful to drivers.
3174 *
3175 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3176 */
3177/*@{*/
3178#define DD_SEPARATE_SPECULAR        (1 << 0)
3179#define DD_TRI_LIGHT_TWOSIDE        (1 << 1)
3180#define DD_TRI_UNFILLED             (1 << 2)
3181#define DD_TRI_SMOOTH               (1 << 3)
3182#define DD_TRI_STIPPLE              (1 << 4)
3183#define DD_TRI_OFFSET               (1 << 5)
3184#define DD_LINE_SMOOTH              (1 << 6)
3185#define DD_LINE_STIPPLE             (1 << 7)
3186#define DD_POINT_SMOOTH             (1 << 8)
3187#define DD_POINT_ATTEN              (1 << 9)
3188/*@}*/
3189
3190
3191/**
3192 * Composite state flags
3193 */
3194/*@{*/
3195#define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
3196                                           _NEW_TEXTURE |	\
3197                                           _NEW_POINT |		\
3198                                           _NEW_PROGRAM |	\
3199                                           _NEW_MODELVIEW)
3200
3201#define _MESA_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | \
3202                                            _NEW_FOG | \
3203                                            _NEW_PROGRAM)
3204
3205
3206/*@}*/
3207
3208
3209
3210
3211/* This has to be included here. */
3212#include "dd.h"
3213
3214
3215/**
3216 * Display list flags.
3217 * Strictly this is a tnl-private concept, but it doesn't seem
3218 * worthwhile adding a tnl private structure just to hold this one bit
3219 * of information:
3220 */
3221#define DLIST_DANGLING_REFS     0x1
3222
3223
3224/** Opaque declaration of display list payload data type */
3225union gl_dlist_node;
3226
3227
3228/**
3229 * Provide a location where information about a display list can be
3230 * collected.  Could be extended with driverPrivate structures,
3231 * etc. in the future.
3232 */
3233struct gl_display_list
3234{
3235   GLuint Name;
3236   GLbitfield Flags;  /**< DLIST_x flags */
3237   /** The dlist commands are in a linked list of nodes */
3238   union gl_dlist_node *Head;
3239};
3240
3241
3242/**
3243 * State used during display list compilation and execution.
3244 */
3245struct gl_dlist_state
3246{
3247   GLuint CallDepth;		/**< Current recursion calling depth */
3248
3249   struct gl_display_list *CurrentList; /**< List currently being compiled */
3250   union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3251   GLuint CurrentPos;		/**< Index into current block of nodes */
3252
3253   GLvertexformat ListVtxfmt;
3254
3255   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3256   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3257
3258   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3259   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3260
3261   struct {
3262      /* State known to have been set by the currently-compiling display
3263       * list.  Used to eliminate some redundant state changes.
3264       */
3265      GLenum ShadeModel;
3266   } Current;
3267};
3268
3269/**
3270 * An error, warning, or other piece of debug information for an application
3271 * to consume via GL_ARB_debug_output.
3272 */
3273struct gl_debug_msg
3274{
3275   GLenum source;
3276   GLenum type;
3277   GLuint id;
3278   GLenum severity;
3279   GLsizei length;
3280   GLcharARB *message;
3281};
3282
3283typedef enum {
3284   API_ERROR_UNKNOWN,
3285   API_ERROR_COUNT
3286} gl_api_error;
3287
3288typedef enum {
3289   WINSYS_ERROR_UNKNOWN,
3290   WINSYS_ERROR_COUNT
3291} gl_winsys_error;
3292
3293typedef enum {
3294   SHADER_ERROR_UNKNOWN,
3295   SHADER_ERROR_COUNT
3296} gl_shader_error;
3297
3298typedef enum {
3299   OTHER_ERROR_UNKNOWN,
3300   OTHER_ERROR_OUT_OF_MEMORY,
3301   OTHER_ERROR_COUNT
3302} gl_other_error;
3303
3304struct gl_client_namespace
3305{
3306   struct _mesa_HashTable *IDs;
3307   unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3308   struct simple_node Severity[3]; /* lists of IDs in the hash table */
3309};
3310
3311struct gl_client_debug
3312{
3313   GLboolean Defaults[3][2][6]; /* severity, source, type */
3314   struct gl_client_namespace Namespaces[2][6]; /* source, type */
3315};
3316
3317struct gl_debug_state
3318{
3319   GLDEBUGPROCARB Callback;
3320   GLvoid *CallbackData;
3321   GLboolean SyncOutput;
3322   GLboolean ApiErrors[API_ERROR_COUNT];
3323   GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3324   GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3325   GLboolean OtherErrors[OTHER_ERROR_COUNT];
3326   struct gl_client_debug ClientIDs;
3327   struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3328   GLint NumMessages;
3329   GLint NextMsg;
3330   GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3331                           for the sake of the offsetof() code in get.c */
3332};
3333
3334/**
3335 * Enum for the OpenGL APIs we know about and may support.
3336 */
3337typedef enum
3338{
3339   API_OPENGL,      /* legacy / compatibility contexts */
3340   API_OPENGLES,
3341   API_OPENGLES2,
3342   API_OPENGL_CORE,
3343} gl_api;
3344
3345/**
3346 * Driver-specific state flags.
3347 *
3348 * These are or'd with gl_context::NewDriverState to notify a driver about
3349 * a state change. The driver sets the flags at context creation and
3350 * the meaning of the bits set is opaque to core Mesa.
3351 */
3352struct gl_driver_flags
3353{
3354   GLbitfield NewArray;             /**< Vertex array state */
3355};
3356
3357struct gl_uniform_buffer_binding
3358{
3359   struct gl_buffer_object *BufferObject;
3360   /** Start of uniform block data in the buffer */
3361   GLintptr Offset;
3362   /** Size of data allowed to be referenced from the buffer (in bytes) */
3363   GLsizeiptr Size;
3364   /**
3365    * glBindBufferBase() indicates that the Size should be ignored and only
3366    * limited by the current size of the BufferObject.
3367    */
3368   GLboolean AutomaticSize;
3369};
3370
3371/**
3372 * Mesa rendering context.
3373 *
3374 * This is the central context data structure for Mesa.  Almost all
3375 * OpenGL state is contained in this structure.
3376 * Think of this as a base class from which device drivers will derive
3377 * sub classes.
3378 *
3379 * The struct gl_context typedef names this structure.
3380 */
3381struct gl_context
3382{
3383   /** State possibly shared with other contexts in the address space */
3384   struct gl_shared_state *Shared;
3385
3386   /** \name API function pointer tables */
3387   /*@{*/
3388   gl_api API;
3389   struct _glapi_table *Save;	/**< Display list save functions */
3390   struct _glapi_table *Exec;	/**< Execute functions */
3391   struct _glapi_table *CurrentDispatch;  /**< == Save or Exec !! */
3392   /*@}*/
3393
3394   struct gl_config Visual;
3395   struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
3396   struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
3397   struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
3398   struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
3399
3400   /**
3401    * Device driver function pointer table
3402    */
3403   struct dd_function_table Driver;
3404
3405   void *DriverCtx;	/**< Points to device driver context/state */
3406
3407   /** Core/Driver constants */
3408   struct gl_constants Const;
3409
3410   /** \name The various 4x4 matrix stacks */
3411   /*@{*/
3412   struct gl_matrix_stack ModelviewMatrixStack;
3413   struct gl_matrix_stack ProjectionMatrixStack;
3414   struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3415   struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3416   struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3417   /*@}*/
3418
3419   /** Combined modelview and projection matrix */
3420   GLmatrix _ModelProjectMatrix;
3421
3422   /** \name Display lists */
3423   struct gl_dlist_state ListState;
3424
3425   GLboolean ExecuteFlag;	/**< Execute GL commands? */
3426   GLboolean CompileFlag;	/**< Compile GL commands into display list? */
3427
3428   /** Extension information */
3429   struct gl_extensions Extensions;
3430
3431   /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3432   GLuint Version;
3433   char *VersionString;
3434
3435   /** \name State attribute stack (for glPush/PopAttrib) */
3436   /*@{*/
3437   GLuint AttribStackDepth;
3438   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3439   /*@}*/
3440
3441   /** \name Renderer attribute groups
3442    *
3443    * We define a struct for each attribute group to make pushing and popping
3444    * attributes easy.  Also it's a good organization.
3445    */
3446   /*@{*/
3447   struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
3448   struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
3449   struct gl_current_attrib	Current;	/**< Current attributes */
3450   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
3451   struct gl_eval_attrib	Eval;		/**< Eval attributes */
3452   struct gl_fog_attrib		Fog;		/**< Fog attributes */
3453   struct gl_hint_attrib	Hint;		/**< Hint attributes */
3454   struct gl_light_attrib	Light;		/**< Light attributes */
3455   struct gl_line_attrib	Line;		/**< Line attributes */
3456   struct gl_list_attrib	List;		/**< List attributes */
3457   struct gl_multisample_attrib Multisample;
3458   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
3459   struct gl_point_attrib	Point;		/**< Point attributes */
3460   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
3461   GLuint PolygonStipple[32];			/**< Polygon stipple */
3462   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
3463   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
3464   struct gl_texture_attrib	Texture;	/**< Texture attributes */
3465   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
3466   struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
3467   /*@}*/
3468
3469   /** \name Client attribute stack */
3470   /*@{*/
3471   GLuint ClientAttribStackDepth;
3472   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3473   /*@}*/
3474
3475   /** \name Client attribute groups */
3476   /*@{*/
3477   struct gl_array_attrib	Array;	/**< Vertex arrays */
3478   struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
3479   struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
3480   struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
3481   /*@}*/
3482
3483   /** \name Other assorted state (not pushed/popped on attribute stack) */
3484   /*@{*/
3485   struct gl_pixelmaps          PixelMaps;
3486
3487   struct gl_evaluators EvalMap;   /**< All evaluators */
3488   struct gl_feedback   Feedback;  /**< Feedback */
3489   struct gl_selection  Select;    /**< Selection */
3490
3491   struct gl_program_state Program;  /**< general program state */
3492   struct gl_vertex_program_state VertexProgram;
3493   struct gl_fragment_program_state FragmentProgram;
3494   struct gl_geometry_program_state GeometryProgram;
3495   struct gl_ati_fragment_shader_state ATIFragmentShader;
3496
3497   struct gl_shader_state Shader; /**< GLSL shader object state */
3498   struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3499
3500   struct gl_query_state Query;  /**< occlusion, timer queries */
3501
3502   struct gl_transform_feedback_state TransformFeedback;
3503
3504   struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3505   struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3506
3507   /**
3508    * Current GL_ARB_uniform_buffer_object binding referenced by
3509    * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3510    */
3511   struct gl_buffer_object *UniformBuffer;
3512
3513   /**
3514    * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3515    * This is set up using glBindBufferRange() or glBindBufferBase().  They are
3516    * associated with uniform blocks by glUniformBlockBinding()'s state in the
3517    * shader program.
3518    */
3519   struct gl_uniform_buffer_binding *UniformBufferBindings;
3520
3521   /*@}*/
3522
3523   struct gl_meta_state *Meta;  /**< for "meta" operations */
3524
3525   /* GL_EXT_framebuffer_object */
3526   struct gl_renderbuffer *CurrentRenderbuffer;
3527
3528   GLenum ErrorValue;        /**< Last error code */
3529
3530   /* GL_ARB_robustness */
3531   GLenum ResetStatus;
3532
3533   /**
3534    * Recognize and silence repeated error debug messages in buggy apps.
3535    */
3536   const char *ErrorDebugFmtString;
3537   GLuint ErrorDebugCount;
3538
3539   /* GL_ARB_debug_output */
3540   struct gl_debug_state Debug;
3541
3542   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3543   GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
3544   GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3545
3546   struct gl_driver_flags DriverFlags;
3547
3548   GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
3549
3550   GLbitfield64 varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
3551
3552   /** \name Derived state */
3553   /*@{*/
3554   /** Bitwise-or of DD_* flags.  Note that this bitfield may be used before
3555    * state validation so they need to always be current.
3556    */
3557   GLbitfield _TriangleCaps;
3558   GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3559   GLfloat _EyeZDir[3];
3560   GLfloat _ModelViewInvScale;
3561   GLboolean _NeedEyeCoords;
3562   GLboolean _ForceEyeCoords;
3563
3564   GLuint TextureStateTimestamp; /**< detect changes to shared state */
3565
3566   struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3567
3568   /** \name For debugging/development only */
3569   /*@{*/
3570   GLboolean FirstTimeCurrent;
3571   /*@}*/
3572
3573   /** software compression/decompression supported or not */
3574   GLboolean Mesa_DXTn;
3575
3576   GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3577
3578   /**
3579    * Use dp4 (rather than mul/mad) instructions for position
3580    * transformation?
3581    */
3582   GLboolean mvp_with_dp4;
3583
3584   GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
3585
3586   /**
3587    * \name Hooks for module contexts.
3588    *
3589    * These will eventually live in the driver or elsewhere.
3590    */
3591   /*@{*/
3592   void *swrast_context;
3593   void *swsetup_context;
3594   void *swtnl_context;
3595   void *swtnl_im;
3596   struct st_context *st;
3597   void *aelt_context;
3598   /*@}*/
3599};
3600
3601
3602#ifdef DEBUG
3603extern int MESA_VERBOSE;
3604extern int MESA_DEBUG_FLAGS;
3605# define MESA_FUNCTION __FUNCTION__
3606#else
3607# define MESA_VERBOSE 0
3608# define MESA_DEBUG_FLAGS 0
3609# define MESA_FUNCTION "a function"
3610# ifndef NDEBUG
3611#  define NDEBUG
3612# endif
3613#endif
3614
3615
3616/** The MESA_VERBOSE var is a bitmask of these flags */
3617enum _verbose
3618{
3619   VERBOSE_VARRAY		= 0x0001,
3620   VERBOSE_TEXTURE		= 0x0002,
3621   VERBOSE_MATERIAL		= 0x0004,
3622   VERBOSE_PIPELINE		= 0x0008,
3623   VERBOSE_DRIVER		= 0x0010,
3624   VERBOSE_STATE		= 0x0020,
3625   VERBOSE_API			= 0x0040,
3626   VERBOSE_DISPLAY_LIST		= 0x0100,
3627   VERBOSE_LIGHTING		= 0x0200,
3628   VERBOSE_PRIMS		= 0x0400,
3629   VERBOSE_VERTS		= 0x0800,
3630   VERBOSE_DISASSEM		= 0x1000,
3631   VERBOSE_DRAW                 = 0x2000,
3632   VERBOSE_SWAPBUFFERS          = 0x4000
3633};
3634
3635
3636/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3637enum _debug
3638{
3639   DEBUG_SILENT                 = (1 << 0),
3640   DEBUG_ALWAYS_FLUSH		= (1 << 1),
3641   DEBUG_INCOMPLETE_TEXTURE     = (1 << 2),
3642   DEBUG_INCOMPLETE_FBO         = (1 << 3)
3643};
3644
3645
3646
3647#ifdef __cplusplus
3648}
3649#endif
3650
3651#endif /* MTYPES_H */
3652