1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * 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 <stdint.h>             /* uint32_t */
38#include <stdbool.h>
39#include "c11/threads.h"
40
41#include "main/glheader.h"
42#include "main/config.h"
43#include "glapi/glapi.h"
44#include "math/m_matrix.h"	/* GLmatrix */
45#include "compiler/shader_enums.h"
46#include "compiler/shader_info.h"
47#include "main/formats.h"       /* MESA_FORMAT_COUNT */
48#include "compiler/glsl/list.h"
49#include "util/bitscan.h"
50
51
52#ifdef __cplusplus
53extern "C" {
54#endif
55
56
57/**
58 * \name 64-bit extension of GLbitfield.
59 */
60/*@{*/
61typedef GLuint64 GLbitfield64;
62
63/** Set a single bit */
64#define BITFIELD64_BIT(b)      ((GLbitfield64)1 << (b))
65/** Set all bits up to excluding bit b */
66#define BITFIELD64_MASK(b)      \
67   ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68/** Set count bits starting from bit b  */
69#define BITFIELD64_RANGE(b, count) \
70   (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73/**
74 * \name Some forward type declarations
75 */
76/*@{*/
77struct _mesa_HashTable;
78struct gl_attrib_node;
79struct gl_list_extensions;
80struct gl_meta_state;
81struct gl_program_cache;
82struct gl_texture_object;
83struct gl_debug_state;
84struct gl_context;
85struct st_context;
86struct gl_uniform_storage;
87struct prog_instruction;
88struct gl_program_parameter_list;
89struct set;
90struct set_entry;
91struct vbo_context;
92/*@}*/
93
94
95/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96#define PRIM_MAX                 GL_PATCHES
97#define PRIM_OUTSIDE_BEGIN_END   (PRIM_MAX + 1)
98#define PRIM_UNKNOWN             (PRIM_MAX + 2)
99
100/**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103static inline GLboolean
104_mesa_varying_slot_in_fs(gl_varying_slot slot)
105{
106   switch (slot) {
107   case VARYING_SLOT_PSIZ:
108   case VARYING_SLOT_BFC0:
109   case VARYING_SLOT_BFC1:
110   case VARYING_SLOT_EDGE:
111   case VARYING_SLOT_CLIP_VERTEX:
112   case VARYING_SLOT_LAYER:
113   case VARYING_SLOT_TESS_LEVEL_OUTER:
114   case VARYING_SLOT_TESS_LEVEL_INNER:
115   case VARYING_SLOT_BOUNDING_BOX0:
116   case VARYING_SLOT_BOUNDING_BOX1:
117      return GL_FALSE;
118   default:
119      return GL_TRUE;
120   }
121}
122
123/**
124 * Indexes for all renderbuffers
125 */
126typedef enum
127{
128   /* the four standard color buffers */
129   BUFFER_FRONT_LEFT,
130   BUFFER_BACK_LEFT,
131   BUFFER_FRONT_RIGHT,
132   BUFFER_BACK_RIGHT,
133   BUFFER_DEPTH,
134   BUFFER_STENCIL,
135   BUFFER_ACCUM,
136   /* optional aux buffer */
137   BUFFER_AUX0,
138   /* generic renderbuffers */
139   BUFFER_COLOR0,
140   BUFFER_COLOR1,
141   BUFFER_COLOR2,
142   BUFFER_COLOR3,
143   BUFFER_COLOR4,
144   BUFFER_COLOR5,
145   BUFFER_COLOR6,
146   BUFFER_COLOR7,
147   BUFFER_COUNT
148} gl_buffer_index;
149
150/**
151 * Bit flags for all renderbuffers
152 */
153#define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
154#define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
155#define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
156#define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
157#define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
158#define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
159#define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
160#define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
161#define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
162#define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
163#define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
164#define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
165#define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
166#define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
167#define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
168#define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
169#define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
170#define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
171#define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
172
173/**
174 * Mask of all the color buffer bits (but not accum).
175 */
176#define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
177                            BUFFER_BIT_BACK_LEFT | \
178                            BUFFER_BIT_FRONT_RIGHT | \
179                            BUFFER_BIT_BACK_RIGHT | \
180                            BUFFER_BIT_AUX0 | \
181                            BUFFER_BIT_COLOR0 | \
182                            BUFFER_BIT_COLOR1 | \
183                            BUFFER_BIT_COLOR2 | \
184                            BUFFER_BIT_COLOR3 | \
185                            BUFFER_BIT_COLOR4 | \
186                            BUFFER_BIT_COLOR5 | \
187                            BUFFER_BIT_COLOR6 | \
188                            BUFFER_BIT_COLOR7)
189
190/**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195struct gl_config
196{
197   GLboolean rgbMode;
198   GLboolean floatMode;
199   GLuint doubleBufferMode;
200   GLuint stereoMode;
201
202   GLboolean haveAccumBuffer;
203   GLboolean haveDepthBuffer;
204   GLboolean haveStencilBuffer;
205
206   GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
207   GLuint redMask, greenMask, blueMask, alphaMask;
208   GLint rgbBits;		/* total bits for rgb */
209   GLint indexBits;		/* total bits for colorindex */
210
211   GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212   GLint depthBits;
213   GLint stencilBits;
214
215   GLint numAuxBuffers;
216
217   GLint level;
218
219   /* EXT_visual_rating / GLX 1.2 */
220   GLint visualRating;
221
222   /* EXT_visual_info / GLX 1.2 */
223   GLint transparentPixel;
224   /*    colors are floats scaled to ints */
225   GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226   GLint transparentIndex;
227
228   /* ARB_multisample / SGIS_multisample */
229   GLint sampleBuffers;
230   GLint samples;
231
232   /* SGIX_pbuffer / GLX 1.3 */
233   GLint maxPbufferWidth;
234   GLint maxPbufferHeight;
235   GLint maxPbufferPixels;
236   GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
237   GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
238
239   /* OML_swap_method */
240   GLint swapMethod;
241
242   /* EXT_texture_from_pixmap */
243   GLint bindToTextureRgb;
244   GLint bindToTextureRgba;
245   GLint bindToMipmapTexture;
246   GLint bindToTextureTargets;
247   GLint yInverted;
248
249   /* EXT_framebuffer_sRGB */
250   GLint sRGBCapable;
251};
252
253
254/**
255 * \name Bit flags used for updating material values.
256 */
257/*@{*/
258#define MAT_ATTRIB_FRONT_AMBIENT           0
259#define MAT_ATTRIB_BACK_AMBIENT            1
260#define MAT_ATTRIB_FRONT_DIFFUSE           2
261#define MAT_ATTRIB_BACK_DIFFUSE            3
262#define MAT_ATTRIB_FRONT_SPECULAR          4
263#define MAT_ATTRIB_BACK_SPECULAR           5
264#define MAT_ATTRIB_FRONT_EMISSION          6
265#define MAT_ATTRIB_BACK_EMISSION           7
266#define MAT_ATTRIB_FRONT_SHININESS         8
267#define MAT_ATTRIB_BACK_SHININESS          9
268#define MAT_ATTRIB_FRONT_INDEXES           10
269#define MAT_ATTRIB_BACK_INDEXES            11
270#define MAT_ATTRIB_MAX                     12
271
272#define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
273#define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277#define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279#define MAT_INDEX_AMBIENT  0
280#define MAT_INDEX_DIFFUSE  1
281#define MAT_INDEX_SPECULAR 2
282
283#define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
284#define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
285#define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286#define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
287#define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
288#define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
289#define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
290#define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
291#define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
292#define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
293#define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
294#define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297#define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
298				 MAT_BIT_FRONT_AMBIENT |	\
299				 MAT_BIT_FRONT_DIFFUSE | 	\
300				 MAT_BIT_FRONT_SPECULAR |	\
301				 MAT_BIT_FRONT_SHININESS | 	\
302				 MAT_BIT_FRONT_INDEXES)
303
304#define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
305				 MAT_BIT_BACK_AMBIENT |		\
306				 MAT_BIT_BACK_DIFFUSE |		\
307				 MAT_BIT_BACK_SPECULAR |	\
308				 MAT_BIT_BACK_SHININESS |	\
309				 MAT_BIT_BACK_INDEXES)
310
311#define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312/*@}*/
313
314
315/**
316 * Material state.
317 */
318struct gl_material
319{
320   GLfloat Attrib[MAT_ATTRIB_MAX][4];
321};
322
323
324/**
325 * Light state flags.
326 */
327/*@{*/
328#define LIGHT_SPOT         0x1
329#define LIGHT_LOCAL_VIEWER 0x2
330#define LIGHT_POSITIONAL   0x4
331#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332/*@}*/
333
334
335/**
336 * Light source state.
337 */
338struct gl_light
339{
340   GLfloat Ambient[4];		/**< ambient color */
341   GLfloat Diffuse[4];		/**< diffuse color */
342   GLfloat Specular[4];		/**< specular color */
343   GLfloat EyePosition[4];	/**< position in eye coordinates */
344   GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
345   GLfloat SpotExponent;
346   GLfloat SpotCutoff;		/**< in degrees */
347   GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
348   GLfloat ConstantAttenuation;
349   GLfloat LinearAttenuation;
350   GLfloat QuadraticAttenuation;
351   GLboolean Enabled;		/**< On/off flag */
352
353   /**
354    * \name Derived fields
355    */
356   /*@{*/
357   GLbitfield _Flags;		/**< Mask of LIGHT_x bits defined above */
358
359   GLfloat _Position[4];	/**< position in eye/obj coordinates */
360   GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
361   GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
362   GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363   GLfloat _VP_inf_spot_attenuation;
364
365   GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
366   GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
367   GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
368   /*@}*/
369};
370
371
372/**
373 * Light model state.
374 */
375struct gl_lightmodel
376{
377   GLfloat Ambient[4];		/**< ambient color */
378   GLboolean LocalViewer;	/**< Local (or infinite) view point? */
379   GLboolean TwoSide;		/**< Two (or one) sided lighting? */
380   GLenum ColorControl;		/**< either GL_SINGLE_COLOR
381				 *    or GL_SEPARATE_SPECULAR_COLOR */
382};
383
384
385/**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388struct gl_accum_attrib
389{
390   GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
391};
392
393
394/**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398union gl_color_union
399{
400   GLfloat f[4];
401   GLint i[4];
402   GLuint ui[4];
403};
404
405
406/**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409struct gl_colorbuffer_attrib
410{
411   GLuint ClearIndex;                      /**< Index for glClear */
412   union gl_color_union ClearColor;        /**< Color for glClear, unclamped */
413   GLuint IndexMask;                       /**< Color index write mask */
414   GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416   GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */
417
418   /**
419    * \name alpha testing
420    */
421   /*@{*/
422   GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
423   GLenum AlphaFunc;			/**< Alpha test function */
424   GLfloat AlphaRefUnclamped;
425   GLclampf AlphaRef;			/**< Alpha reference value */
426   /*@}*/
427
428   /**
429    * \name Blending
430    */
431   /*@{*/
432   GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
433
434   /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435    * control, only on the fixed-pointness of the render target.
436    * The query does however depend on fragment color clamping.
437    */
438   GLfloat BlendColorUnclamped[4];               /**< Blending color */
439   GLfloat BlendColor[4];		/**< Blending color */
440
441   struct
442   {
443      GLenum SrcRGB;             /**< RGB blend source term */
444      GLenum DstRGB;             /**< RGB blend dest term */
445      GLenum SrcA;               /**< Alpha blend source term */
446      GLenum DstA;               /**< Alpha blend dest term */
447      GLenum EquationRGB;        /**< GL_ADD, GL_SUBTRACT, etc. */
448      GLenum EquationA;          /**< GL_ADD, GL_SUBTRACT, etc. */
449      /**
450       * Set if any blend factor uses SRC1.  Computed at the time blend factors
451       * get set.
452       */
453      GLboolean _UsesDualSrc;
454   } Blend[MAX_DRAW_BUFFERS];
455   /** Are the blend func terms currently different for each buffer/target? */
456   GLboolean _BlendFuncPerBuffer;
457   /** Are the blend equations currently different for each buffer/target? */
458   GLboolean _BlendEquationPerBuffer;
459
460   /**
461    * Which advanced blending mode is in use (or BLEND_NONE).
462    *
463    * KHR_blend_equation_advanced only allows advanced blending with a single
464    * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465    * requires all draw buffers to match, so we only need a single value.
466    */
467   enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469   /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470   bool BlendCoherent;
471   /*@}*/
472
473   /**
474    * \name Logic op
475    */
476   /*@{*/
477   GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
478   GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
479   GLenum LogicOp;			/**< Logic operator */
480
481   /*@}*/
482
483   GLboolean DitherFlag;		/**< Dither enable flag */
484
485   GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486   GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487   GLenum ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489   GLboolean sRGBEnabled;    /**< Framebuffer sRGB blending/updating requested */
490};
491
492
493/**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496struct gl_current_attrib
497{
498   /**
499    * \name Current vertex attributes (color, texcoords, etc).
500    * \note Values are valid only after FLUSH_VERTICES has been called.
501    * \note Index and Edgeflag current values are stored as floats in the
502    * SIX and SEVEN attribute slots.
503    * \note We need double storage for 64-bit vertex attributes
504    */
505   GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507   /**
508    * \name Current raster position attributes (always up to date after a
509    * glRasterPos call).
510    */
511   GLfloat RasterPos[4];
512   GLfloat RasterDistance;
513   GLfloat RasterColor[4];
514   GLfloat RasterSecondaryColor[4];
515   GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516   GLboolean RasterPosValid;
517};
518
519
520/**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523struct gl_depthbuffer_attrib
524{
525   GLenum Func;			/**< Function for depth buffer compare */
526   GLclampd Clear;		/**< Value to clear depth buffer to */
527   GLboolean Test;		/**< Depth buffering enabled flag */
528   GLboolean Mask;		/**< Depth buffer writable? */
529   GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
530   GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531};
532
533
534/**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537struct gl_eval_attrib
538{
539   /**
540    * \name Enable bits
541    */
542   /*@{*/
543   GLboolean Map1Color4;
544   GLboolean Map1Index;
545   GLboolean Map1Normal;
546   GLboolean Map1TextureCoord1;
547   GLboolean Map1TextureCoord2;
548   GLboolean Map1TextureCoord3;
549   GLboolean Map1TextureCoord4;
550   GLboolean Map1Vertex3;
551   GLboolean Map1Vertex4;
552   GLboolean Map2Color4;
553   GLboolean Map2Index;
554   GLboolean Map2Normal;
555   GLboolean Map2TextureCoord1;
556   GLboolean Map2TextureCoord2;
557   GLboolean Map2TextureCoord3;
558   GLboolean Map2TextureCoord4;
559   GLboolean Map2Vertex3;
560   GLboolean Map2Vertex4;
561   GLboolean AutoNormal;
562   /*@}*/
563
564   /**
565    * \name Map Grid endpoints and divisions and calculated du values
566    */
567   /*@{*/
568   GLint MapGrid1un;
569   GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570   GLint MapGrid2un, MapGrid2vn;
571   GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572   GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573   /*@}*/
574};
575
576
577/**
578 * Fog attribute group (GL_FOG_BIT).
579 */
580struct gl_fog_attrib
581{
582   GLboolean Enabled;		/**< Fog enabled flag */
583   GLboolean ColorSumEnabled;
584   GLfloat ColorUnclamped[4];            /**< Fog color */
585   GLfloat Color[4];		/**< Fog color */
586   GLfloat Density;		/**< Density >= 0.0 */
587   GLfloat Start;		/**< Start distance in eye coords */
588   GLfloat End;			/**< End distance in eye coords */
589   GLfloat Index;		/**< Fog index */
590   GLenum Mode;			/**< Fog mode */
591   GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
592   GLfloat _Scale;		/**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
593   GLenum FogDistanceMode;     /**< GL_NV_fog_distance */
594};
595
596
597/**
598 * Hint attribute group (GL_HINT_BIT).
599 *
600 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
601 */
602struct gl_hint_attrib
603{
604   GLenum PerspectiveCorrection;
605   GLenum PointSmooth;
606   GLenum LineSmooth;
607   GLenum PolygonSmooth;
608   GLenum Fog;
609   GLenum TextureCompression;   /**< GL_ARB_texture_compression */
610   GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
611   GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
612};
613
614
615/**
616 * Lighting attribute group (GL_LIGHT_BIT).
617 */
618struct gl_light_attrib
619{
620   struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
621   struct gl_lightmodel Model;		/**< Lighting model */
622
623   /**
624    * Front and back material values.
625    * Note: must call FLUSH_VERTICES() before using.
626    */
627   struct gl_material Material;
628
629   GLboolean Enabled;			/**< Lighting enabled flag */
630   GLboolean ColorMaterialEnabled;
631
632   GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
633   GLenum ProvokingVertex;              /**< GL_EXT_provoking_vertex */
634   GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
635   GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
636   GLbitfield _ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
637
638
639   GLboolean _ClampVertexColor;
640   GLenum ClampVertexColor;             /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
641
642   /**
643    * Derived state for optimizations:
644    */
645   /*@{*/
646   GLbitfield _EnabledLights;	/**< bitmask containing enabled lights */
647
648   GLboolean _NeedEyeCoords;
649   GLboolean _NeedVertices;		/**< Use fast shader? */
650
651   GLfloat _BaseColor[2][3];
652   /*@}*/
653};
654
655
656/**
657 * Line attribute group (GL_LINE_BIT).
658 */
659struct gl_line_attrib
660{
661   GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
662   GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
663   GLushort StipplePattern;	/**< Stipple pattern */
664   GLint StippleFactor;		/**< Stipple repeat factor */
665   GLfloat Width;		/**< Line width */
666};
667
668
669/**
670 * Display list attribute group (GL_LIST_BIT).
671 */
672struct gl_list_attrib
673{
674   GLuint ListBase;
675};
676
677
678/**
679 * Multisample attribute group (GL_MULTISAMPLE_BIT).
680 */
681struct gl_multisample_attrib
682{
683   GLboolean Enabled;
684   GLboolean SampleAlphaToCoverage;
685   GLboolean SampleAlphaToOne;
686   GLboolean SampleCoverage;
687   GLboolean SampleCoverageInvert;
688   GLboolean SampleShading;
689
690   /* ARB_texture_multisample / GL3.2 additions */
691   GLboolean SampleMask;
692
693   GLfloat SampleCoverageValue;
694   GLfloat MinSampleShadingValue;
695
696   /** The GL spec defines this as an array but >32x MSAA is madness */
697   GLbitfield SampleMaskValue;
698};
699
700
701/**
702 * A pixelmap (see glPixelMap)
703 */
704struct gl_pixelmap
705{
706   GLint Size;
707   GLfloat Map[MAX_PIXEL_MAP_TABLE];
708};
709
710
711/**
712 * Collection of all pixelmaps
713 */
714struct gl_pixelmaps
715{
716   struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
717   struct gl_pixelmap GtoG;
718   struct gl_pixelmap BtoB;
719   struct gl_pixelmap AtoA;
720   struct gl_pixelmap ItoR;
721   struct gl_pixelmap ItoG;
722   struct gl_pixelmap ItoB;
723   struct gl_pixelmap ItoA;
724   struct gl_pixelmap ItoI;
725   struct gl_pixelmap StoS;
726};
727
728
729/**
730 * Pixel attribute group (GL_PIXEL_MODE_BIT).
731 */
732struct gl_pixel_attrib
733{
734   GLenum ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
735
736   /*--- Begin Pixel Transfer State ---*/
737   /* Fields are in the order in which they're applied... */
738
739   /** Scale & Bias (index shift, offset) */
740   /*@{*/
741   GLfloat RedBias, RedScale;
742   GLfloat GreenBias, GreenScale;
743   GLfloat BlueBias, BlueScale;
744   GLfloat AlphaBias, AlphaScale;
745   GLfloat DepthBias, DepthScale;
746   GLint IndexShift, IndexOffset;
747   /*@}*/
748
749   /* Pixel Maps */
750   /* Note: actual pixel maps are not part of this attrib group */
751   GLboolean MapColorFlag;
752   GLboolean MapStencilFlag;
753
754   /*--- End Pixel Transfer State ---*/
755
756   /** glPixelZoom */
757   GLfloat ZoomX, ZoomY;
758};
759
760
761/**
762 * Point attribute group (GL_POINT_BIT).
763 */
764struct gl_point_attrib
765{
766   GLfloat Size;		/**< User-specified point size */
767   GLfloat Params[3];		/**< GL_EXT_point_parameters */
768   GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
769   GLfloat Threshold;		/**< GL_EXT_point_parameters */
770   GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
771   GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
772   GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
773   GLbitfield CoordReplace;     /**< GL_ARB_point_sprite*/
774   GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
775   GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
776};
777
778
779/**
780 * Polygon attribute group (GL_POLYGON_BIT).
781 */
782struct gl_polygon_attrib
783{
784   GLenum FrontFace;		/**< Either GL_CW or GL_CCW */
785   GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
786   GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
787   GLboolean _FrontBit;		/**< 0=GL_CCW, 1=GL_CW */
788   GLboolean CullFlag;		/**< Culling on/off flag */
789   GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
790   GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
791   GLenum CullFaceMode;		/**< Culling mode GL_FRONT or GL_BACK */
792   GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
793   GLfloat OffsetUnits;		/**< Polygon offset units, from user */
794   GLfloat OffsetClamp;		/**< Polygon offset clamp, from user */
795   GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
796   GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
797   GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
798};
799
800
801/**
802 * Scissor attributes (GL_SCISSOR_BIT).
803 */
804struct gl_scissor_rect
805{
806   GLint X, Y;			/**< Lower left corner of box */
807   GLsizei Width, Height;	/**< Size of box */
808};
809struct gl_scissor_attrib
810{
811   GLbitfield EnableFlags;	/**< Scissor test enabled? */
812   struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
813   GLint NumWindowRects;        /**< Count of enabled window rectangles */
814   GLenum WindowRectMode;       /**< Whether to include or exclude the rects */
815   struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
816};
817
818
819/**
820 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
821 *
822 * Three sets of stencil data are tracked so that OpenGL 2.0,
823 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
824 * simultaneously.  In each of the stencil state arrays, element 0 corresponds
825 * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
826 * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
827 * GL_EXT_stencil_two_side GL_BACK state.
828 *
829 * The derived value \c _BackFace is either 1 or 2 depending on whether or
830 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
831 *
832 * The derived value \c _TestTwoSide is set when the front-face and back-face
833 * stencil state are different.
834 */
835struct gl_stencil_attrib
836{
837   GLboolean Enabled;		/**< Enabled flag */
838   GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
839   GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
840   GLboolean _Enabled;          /**< Enabled and stencil buffer present */
841   GLboolean _WriteEnabled;     /**< _Enabled and non-zero writemasks */
842   GLboolean _TestTwoSide;
843   GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
844   GLenum Function[3];		/**< Stencil function */
845   GLenum FailFunc[3];		/**< Fail function */
846   GLenum ZPassFunc[3];		/**< Depth buffer pass function */
847   GLenum ZFailFunc[3];		/**< Depth buffer fail function */
848   GLint Ref[3];		/**< Reference value */
849   GLuint ValueMask[3];		/**< Value mask */
850   GLuint WriteMask[3];		/**< Write mask */
851   GLuint Clear;		/**< Clear value */
852};
853
854
855/**
856 * An index for each type of texture object.  These correspond to the GL
857 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
858 * Note: the order is from highest priority to lowest priority.
859 */
860typedef enum
861{
862   TEXTURE_2D_MULTISAMPLE_INDEX,
863   TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
864   TEXTURE_CUBE_ARRAY_INDEX,
865   TEXTURE_BUFFER_INDEX,
866   TEXTURE_2D_ARRAY_INDEX,
867   TEXTURE_1D_ARRAY_INDEX,
868   TEXTURE_EXTERNAL_INDEX,
869   TEXTURE_CUBE_INDEX,
870   TEXTURE_3D_INDEX,
871   TEXTURE_RECT_INDEX,
872   TEXTURE_2D_INDEX,
873   TEXTURE_1D_INDEX,
874   NUM_TEXTURE_TARGETS
875} gl_texture_index;
876
877
878/**
879 * Bit flags for each type of texture object
880 */
881/*@{*/
882#define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
883#define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
884#define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
885#define TEXTURE_BUFFER_BIT   (1 << TEXTURE_BUFFER_INDEX)
886#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
887#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
888#define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
889#define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
890#define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
891#define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
892#define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
893#define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
894/*@}*/
895
896
897/**
898 * Texture image state.  Drivers will typically create a subclass of this
899 * with extra fields for memory buffers, etc.
900 */
901struct gl_texture_image
902{
903   GLint InternalFormat;	/**< Internal format as given by the user */
904   GLenum _BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
905				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
906				 *   GL_INTENSITY, GL_DEPTH_COMPONENT or
907				 *   GL_DEPTH_STENCIL_EXT only. Used for
908				 *   choosing TexEnv arithmetic.
909				 */
910   mesa_format TexFormat;         /**< The actual texture memory format */
911
912   GLuint Border;		/**< 0 or 1 */
913   GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
914   GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
915   GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
916   GLuint Width2;		/**< = Width - 2*Border */
917   GLuint Height2;		/**< = Height - 2*Border */
918   GLuint Depth2;		/**< = Depth - 2*Border */
919   GLuint WidthLog2;		/**< = log2(Width2) */
920   GLuint HeightLog2;		/**< = log2(Height2) */
921   GLuint DepthLog2;		/**< = log2(Depth2) */
922   GLuint MaxNumLevels;		/**< = maximum possible number of mipmap
923                                       levels, computed from the dimensions */
924
925   struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
926   GLuint Level;                /**< Which mipmap level am I? */
927   /** Cube map face: index into gl_texture_object::Image[] array */
928   GLuint Face;
929
930   /** GL_ARB_texture_multisample */
931   GLuint NumSamples;            /**< Sample count, or 0 for non-multisample */
932   GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
933};
934
935
936/**
937 * Indexes for cube map faces.
938 */
939typedef enum
940{
941   FACE_POS_X = 0,
942   FACE_NEG_X = 1,
943   FACE_POS_Y = 2,
944   FACE_NEG_Y = 3,
945   FACE_POS_Z = 4,
946   FACE_NEG_Z = 5,
947   MAX_FACES = 6
948} gl_face_index;
949
950
951/**
952 * Sampler object state.  These objects are new with GL_ARB_sampler_objects
953 * and OpenGL 3.3.  Legacy texture objects also contain a sampler object.
954 */
955struct gl_sampler_object
956{
957   mtx_t Mutex;
958   GLuint Name;
959   GLint RefCount;
960   GLchar *Label;               /**< GL_KHR_debug */
961
962   GLenum WrapS;		/**< S-axis texture image wrap mode */
963   GLenum WrapT;		/**< T-axis texture image wrap mode */
964   GLenum WrapR;		/**< R-axis texture image wrap mode */
965   GLenum MinFilter;		/**< minification filter */
966   GLenum MagFilter;		/**< magnification filter */
967   union gl_color_union BorderColor;  /**< Interpreted according to texture format */
968   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
969   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
970   GLfloat LodBias;		/**< OpenGL 1.4 */
971   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
972   GLenum CompareMode;		/**< GL_ARB_shadow */
973   GLenum CompareFunc;		/**< GL_ARB_shadow */
974   GLenum sRGBDecode;           /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
975   GLboolean CubeMapSeamless;   /**< GL_AMD_seamless_cubemap_per_texture */
976};
977
978
979/**
980 * Texture object state.  Contains the array of mipmap images, border color,
981 * wrap modes, filter modes, and shadow/texcompare state.
982 */
983struct gl_texture_object
984{
985   mtx_t Mutex;      /**< for thread safety */
986   GLint RefCount;             /**< reference count */
987   GLuint Name;                /**< the user-visible texture object ID */
988   GLchar *Label;               /**< GL_KHR_debug */
989   GLenum Target;              /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
990   gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
991                                      Only valid when Target is valid. */
992
993   struct gl_sampler_object Sampler;
994
995   GLenum DepthMode;           /**< GL_ARB_depth_texture */
996   bool StencilSampling;       /**< Should we sample stencil instead of depth? */
997
998   GLfloat Priority;           /**< in [0,1] */
999   GLint BaseLevel;            /**< min mipmap level, OpenGL 1.2 */
1000   GLint MaxLevel;             /**< max mipmap level, OpenGL 1.2 */
1001   GLint ImmutableLevels;      /**< ES 3.0 / ARB_texture_view */
1002   GLint _MaxLevel;            /**< actual max mipmap level (q in the spec) */
1003   GLfloat _MaxLambda;         /**< = _MaxLevel - BaseLevel (q - p in spec) */
1004   GLint CropRect[4];          /**< GL_OES_draw_texture */
1005   GLenum Swizzle[4];          /**< GL_EXT_texture_swizzle */
1006   GLuint _Swizzle;            /**< same as Swizzle, but SWIZZLE_* format */
1007   GLboolean GenerateMipmap;   /**< GL_SGIS_generate_mipmap */
1008   GLboolean _BaseComplete;    /**< Is the base texture level valid? */
1009   GLboolean _MipmapComplete;  /**< Is the whole mipmap valid? */
1010   GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1011   GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1012   GLboolean Purgeable;        /**< Is the buffer purgeable under memory
1013                                    pressure? */
1014   GLboolean Immutable;        /**< GL_ARB_texture_storage */
1015   GLboolean _IsFloat;         /**< GL_OES_float_texture */
1016   GLboolean _IsHalfFloat;     /**< GL_OES_half_float_texture */
1017
1018   GLuint MinLevel;            /**< GL_ARB_texture_view */
1019   GLuint MinLayer;            /**< GL_ARB_texture_view */
1020   GLuint NumLevels;           /**< GL_ARB_texture_view */
1021   GLuint NumLayers;           /**< GL_ARB_texture_view */
1022
1023   /** Actual texture images, indexed by [cube face] and [mipmap level] */
1024   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1025
1026   /** GL_ARB_texture_buffer_object */
1027   struct gl_buffer_object *BufferObject;
1028   GLenum BufferObjectFormat;
1029   /** Equivalent Mesa format for BufferObjectFormat. */
1030   mesa_format _BufferObjectFormat;
1031   /** GL_ARB_texture_buffer_range */
1032   GLintptr BufferOffset;
1033   GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1034
1035   /** GL_OES_EGL_image_external */
1036   GLint RequiredTextureImageUnits;
1037
1038   /** GL_ARB_shader_image_load_store */
1039   GLenum ImageFormatCompatibilityType;
1040};
1041
1042
1043/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1044#define MAX_COMBINER_TERMS 4
1045
1046
1047/**
1048 * Texture combine environment state.
1049 */
1050struct gl_tex_env_combine_state
1051{
1052   GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053   GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1054   /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1055   GLenum SourceRGB[MAX_COMBINER_TERMS];
1056   GLenum SourceA[MAX_COMBINER_TERMS];
1057   /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1058   GLenum OperandRGB[MAX_COMBINER_TERMS];
1059   GLenum OperandA[MAX_COMBINER_TERMS];
1060   GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1061   GLuint ScaleShiftA;   /**< 0, 1 or 2 */
1062   GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1063   GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
1064};
1065
1066
1067/**
1068 * TexGenEnabled flags.
1069 */
1070/*@{*/
1071#define S_BIT 1
1072#define T_BIT 2
1073#define R_BIT 4
1074#define Q_BIT 8
1075#define STR_BITS (S_BIT | T_BIT | R_BIT)
1076/*@}*/
1077
1078
1079/**
1080 * Bit flag versions of the corresponding GL_ constants.
1081 */
1082/*@{*/
1083#define TEXGEN_SPHERE_MAP        0x1
1084#define TEXGEN_OBJ_LINEAR        0x2
1085#define TEXGEN_EYE_LINEAR        0x4
1086#define TEXGEN_REFLECTION_MAP_NV 0x8
1087#define TEXGEN_NORMAL_MAP_NV     0x10
1088
1089#define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
1090				  TEXGEN_REFLECTION_MAP_NV | \
1091				  TEXGEN_NORMAL_MAP_NV)
1092#define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
1093				  TEXGEN_REFLECTION_MAP_NV | \
1094				  TEXGEN_NORMAL_MAP_NV     | \
1095				  TEXGEN_EYE_LINEAR)
1096/*@}*/
1097
1098
1099
1100/** Tex-gen enabled for texture unit? */
1101#define ENABLE_TEXGEN(unit) (1 << (unit))
1102
1103/** Non-identity texture matrix for texture unit? */
1104#define ENABLE_TEXMAT(unit) (1 << (unit))
1105
1106
1107/**
1108 * Texture coord generation state.
1109 */
1110struct gl_texgen
1111{
1112   GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1113   GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1114   GLfloat ObjectPlane[4];
1115   GLfloat EyePlane[4];
1116};
1117
1118
1119/**
1120 * Texture unit state.  Contains enable flags, texture environment/function/
1121 * combiners, texgen state, and pointers to current texture objects.
1122 */
1123struct gl_texture_unit
1124{
1125   GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1126
1127   GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1128   GLclampf EnvColor[4];
1129   GLfloat EnvColorUnclamped[4];
1130
1131   struct gl_texgen GenS;
1132   struct gl_texgen GenT;
1133   struct gl_texgen GenR;
1134   struct gl_texgen GenQ;
1135   GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1136   GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1137
1138   GLfloat LodBias;		/**< for biasing mipmap levels */
1139
1140   /** Texture targets that have a non-default texture bound */
1141   GLbitfield _BoundTextures;
1142
1143   /** Current sampler object (GL_ARB_sampler_objects) */
1144   struct gl_sampler_object *Sampler;
1145
1146   /**
1147    * \name GL_EXT_texture_env_combine
1148    */
1149   struct gl_tex_env_combine_state Combine;
1150
1151   /**
1152    * Derived state based on \c EnvMode and the \c BaseFormat of the
1153    * currently enabled texture.
1154    */
1155   struct gl_tex_env_combine_state _EnvMode;
1156
1157   /**
1158    * Currently enabled combiner state.  This will point to either
1159    * \c Combine or \c _EnvMode.
1160    */
1161   struct gl_tex_env_combine_state *_CurrentCombine;
1162
1163   /** Current texture object pointers */
1164   struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1165
1166   /** Points to highest priority, complete and enabled texture object */
1167   struct gl_texture_object *_Current;
1168
1169};
1170
1171
1172/**
1173 * Texture attribute group (GL_TEXTURE_BIT).
1174 */
1175struct gl_texture_attrib
1176{
1177   GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1178
1179   /** GL_ARB_seamless_cubemap */
1180   GLboolean CubeMapSeamless;
1181
1182   struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1183
1184   /** GL_ARB_texture_buffer_object */
1185   struct gl_buffer_object *BufferObject;
1186
1187   /** Texture coord units/sets used for fragment texturing */
1188   GLbitfield _EnabledCoordUnits;
1189
1190   /** Texture coord units that have texgen enabled */
1191   GLbitfield _TexGenEnabled;
1192
1193   /** Texture coord units that have non-identity matrices */
1194   GLbitfield _TexMatEnabled;
1195
1196   /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1197   GLbitfield _GenFlags;
1198
1199   /** Largest index of a texture unit with _Current != NULL. */
1200   GLint _MaxEnabledTexImageUnit;
1201
1202   /** Largest index + 1 of texture units that have had any CurrentTex set. */
1203   GLint NumCurrentTexUsed;
1204
1205   struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1206};
1207
1208
1209/**
1210 * Data structure representing a single clip plane (e.g. one of the elements
1211 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1212 */
1213typedef GLfloat gl_clip_plane[4];
1214
1215
1216/**
1217 * Transformation attribute group (GL_TRANSFORM_BIT).
1218 */
1219struct gl_transform_attrib
1220{
1221   GLenum MatrixMode;				/**< Matrix mode */
1222   gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES];	/**< User clip planes */
1223   gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1224   GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1225   GLboolean Normalize;				/**< Normalize all normals? */
1226   GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1227   GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1228   GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
1229   /** GL_ARB_clip_control */
1230   GLenum ClipOrigin;     /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1231   GLenum ClipDepthMode;  /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1232};
1233
1234
1235/**
1236 * Viewport attribute group (GL_VIEWPORT_BIT).
1237 */
1238struct gl_viewport_attrib
1239{
1240   GLfloat X, Y;		/**< position */
1241   GLfloat Width, Height;	/**< size */
1242   GLdouble Near, Far;		/**< Depth buffer range */
1243};
1244
1245
1246typedef enum {
1247   MAP_USER,
1248   MAP_INTERNAL,
1249
1250   MAP_COUNT
1251} gl_map_buffer_index;
1252
1253
1254/**
1255 * Fields describing a mapped buffer range.
1256 */
1257struct gl_buffer_mapping {
1258   GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1259   GLvoid *Pointer;     /**< User-space address of mapping */
1260   GLintptr Offset;     /**< Mapped offset */
1261   GLsizeiptr Length;   /**< Mapped length */
1262};
1263
1264
1265/**
1266 * Usages we've seen for a buffer object.
1267 */
1268typedef enum {
1269   USAGE_UNIFORM_BUFFER = 0x1,
1270   USAGE_TEXTURE_BUFFER = 0x2,
1271   USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1272   USAGE_SHADER_STORAGE_BUFFER = 0x8,
1273   USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1274   USAGE_PIXEL_PACK_BUFFER = 0x20,
1275   USAGE_DISABLE_MINMAX_CACHE = 0x40,
1276} gl_buffer_usage;
1277
1278
1279/**
1280 * GL_ARB_vertex/pixel_buffer_object buffer object
1281 */
1282struct gl_buffer_object
1283{
1284   mtx_t Mutex;
1285   GLint RefCount;
1286   GLuint Name;
1287   GLchar *Label;       /**< GL_KHR_debug */
1288   GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1289   GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1290   GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1291   GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1292   GLboolean DeletePending;   /**< true if buffer object is removed from the hash */
1293   GLboolean Written;   /**< Ever written to? (for debugging) */
1294   GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1295   GLboolean Immutable; /**< GL_ARB_buffer_storage */
1296   gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1297
1298   /** Counters used for buffer usage warnings */
1299   GLuint NumSubDataCalls;
1300   GLuint NumMapBufferWriteCalls;
1301
1302   struct gl_buffer_mapping Mappings[MAP_COUNT];
1303
1304   /** Memoization of min/max index computations for static index buffers */
1305   struct hash_table *MinMaxCache;
1306   unsigned MinMaxCacheHitIndices;
1307   unsigned MinMaxCacheMissIndices;
1308   bool MinMaxCacheDirty;
1309};
1310
1311
1312/**
1313 * Client pixel packing/unpacking attributes
1314 */
1315struct gl_pixelstore_attrib
1316{
1317   GLint Alignment;
1318   GLint RowLength;
1319   GLint SkipPixels;
1320   GLint SkipRows;
1321   GLint ImageHeight;
1322   GLint SkipImages;
1323   GLboolean SwapBytes;
1324   GLboolean LsbFirst;
1325   GLboolean Invert;        /**< GL_MESA_pack_invert */
1326   GLint CompressedBlockWidth;   /**< GL_ARB_compressed_texture_pixel_storage */
1327   GLint CompressedBlockHeight;
1328   GLint CompressedBlockDepth;
1329   GLint CompressedBlockSize;
1330   struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1331};
1332
1333
1334/**
1335 * Vertex array information which is derived from gl_array_attributes
1336 * and gl_vertex_buffer_binding information.  Used by the VBO module and
1337 * device drivers.
1338 */
1339struct gl_vertex_array
1340{
1341   GLint Size;                  /**< components per element (1,2,3,4) */
1342   GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
1343   GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
1344   GLsizei StrideB;		/**< actual stride in bytes */
1345   GLuint _ElementSize;         /**< size of each element in bytes */
1346   const GLubyte *Ptr;          /**< Points to array data */
1347   GLboolean Normalized;        /**< GL_ARB_vertex_program */
1348   GLboolean Integer;           /**< Integer-valued? */
1349   GLboolean Doubles;       /**< double precision values are not converted to floats */
1350   GLuint InstanceDivisor;      /**< GL_ARB_instanced_arrays */
1351
1352   struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1353};
1354
1355
1356/**
1357 * Attributes to describe a vertex array.
1358 *
1359 * Contains the size, type, format and normalization flag,
1360 * along with the index of a vertex buffer binding point.
1361 *
1362 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1363 * and is only present for backwards compatibility reasons.
1364 * Rendering always uses VERTEX_BINDING_STRIDE.
1365 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1366 * and VERTEX_BINDING_STRIDE to the same value, while
1367 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1368 */
1369struct gl_array_attributes
1370{
1371   GLint Size;              /**< Components per element (1,2,3,4) */
1372   GLenum Type;             /**< Datatype: GL_FLOAT, GL_INT, etc */
1373   GLenum Format;           /**< Default: GL_RGBA, but may be GL_BGRA */
1374   GLsizei Stride;          /**< Stride as specified with gl*Pointer() */
1375   const GLubyte *Ptr;      /**< Points to client array data. Not used when a VBO is bound */
1376   GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1377   GLboolean Enabled;       /**< Whether the array is enabled */
1378   GLboolean Normalized;    /**< Fixed-point values are normalized when converted to floats */
1379   GLboolean Integer;       /**< Fixed-point values are not converted to floats */
1380   GLboolean Doubles;       /**< double precision values are not converted to floats */
1381   GLuint _ElementSize;     /**< Size of each element in bytes */
1382   GLuint BufferBindingIndex;    /**< Vertex buffer binding */
1383};
1384
1385
1386/**
1387 * This describes the buffer object used for a vertex array (or
1388 * multiple vertex arrays).  If BufferObj points to the default/null
1389 * buffer object, then the vertex array lives in user memory and not a VBO.
1390 */
1391struct gl_vertex_buffer_binding
1392{
1393   GLintptr Offset;                    /**< User-specified offset */
1394   GLsizei Stride;                     /**< User-specified stride */
1395   GLuint InstanceDivisor;             /**< GL_ARB_instanced_arrays */
1396   struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1397   GLbitfield64 _BoundArrays;          /**< Arrays bound to this binding point */
1398};
1399
1400
1401/**
1402 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1403 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1404 * extension.
1405 */
1406struct gl_vertex_array_object
1407{
1408   /** Name of the VAO as received from glGenVertexArray. */
1409   GLuint Name;
1410
1411   GLint RefCount;
1412
1413   GLchar *Label;       /**< GL_KHR_debug */
1414
1415   mtx_t Mutex;
1416
1417   /**
1418    * Does the VAO use ARB semantics or Apple semantics?
1419    *
1420    * There are several ways in which ARB_vertex_array_object and
1421    * APPLE_vertex_array_object VAOs have differing semantics.  At the very
1422    * least,
1423    *
1424    *     - ARB VAOs require that all array data be sourced from vertex buffer
1425    *       objects, but Apple VAOs do not.
1426    *
1427    *     - ARB VAOs require that names come from GenVertexArrays.
1428    *
1429    * This flag notes which behavior governs this VAO.
1430    */
1431   GLboolean ARBsemantics;
1432
1433   /**
1434    * Has this array object been bound?
1435    */
1436   GLboolean EverBound;
1437
1438   /**
1439    * Derived vertex attribute arrays
1440    *
1441    * This is a legacy data structure created from gl_vertex_attrib_array and
1442    * gl_vertex_buffer_binding, for compatibility with existing driver code.
1443    */
1444   struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1445
1446   /** Vertex attribute arrays */
1447   struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1448
1449   /** Vertex buffer bindings */
1450   struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1451
1452   /** Mask indicating which vertex arrays have vertex buffer associated. */
1453   GLbitfield64 VertexAttribBufferMask;
1454
1455   /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1456   GLbitfield64 _Enabled;
1457
1458   /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1459   GLbitfield64 NewArrays;
1460
1461   /** The index buffer (also known as the element array buffer in OpenGL). */
1462   struct gl_buffer_object *IndexBufferObj;
1463};
1464
1465
1466/** Used to signal when transitioning from one kind of drawing method
1467 * to another.
1468 */
1469typedef enum {
1470   DRAW_NONE,          /**< Initial value only */
1471   DRAW_BEGIN_END,
1472   DRAW_DISPLAY_LIST,
1473   DRAW_ARRAYS
1474} gl_draw_method;
1475
1476/**
1477 * Enum for the OpenGL APIs we know about and may support.
1478 *
1479 * NOTE: This must match the api_enum table in
1480 * src/mesa/main/get_hash_generator.py
1481 */
1482typedef enum
1483{
1484   API_OPENGL_COMPAT,      /* legacy / compatibility contexts */
1485   API_OPENGLES,
1486   API_OPENGLES2,
1487   API_OPENGL_CORE,
1488   API_OPENGL_LAST = API_OPENGL_CORE
1489} gl_api;
1490
1491/**
1492 * Vertex array state
1493 */
1494struct gl_array_attrib
1495{
1496   /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1497   struct gl_vertex_array_object *VAO;
1498
1499   /** The default vertex array object */
1500   struct gl_vertex_array_object *DefaultVAO;
1501
1502   /** The last VAO accessed by a DSA function */
1503   struct gl_vertex_array_object *LastLookedUpVAO;
1504
1505   /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1506   struct _mesa_HashTable *Objects;
1507
1508   GLint ActiveTexture;		/**< Client Active Texture */
1509   GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1510   GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1511
1512   /**
1513    * \name Primitive restart controls
1514    *
1515    * Primitive restart is enabled if either \c PrimitiveRestart or
1516    * \c PrimitiveRestartFixedIndex is set.
1517    */
1518   /*@{*/
1519   GLboolean PrimitiveRestart;
1520   GLboolean PrimitiveRestartFixedIndex;
1521   GLboolean _PrimitiveRestart;
1522   GLuint RestartIndex;
1523   /*@}*/
1524
1525   /** One of the DRAW_xxx flags, not consumed by drivers */
1526   gl_draw_method DrawMethod;
1527
1528   /* GL_ARB_vertex_buffer_object */
1529   struct gl_buffer_object *ArrayBufferObj;
1530
1531   /**
1532    * Vertex arrays as consumed by a driver.
1533    * The array pointer is set up only by the VBO module.
1534    */
1535   const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1536
1537   /** Legal array datatypes and the API for which they have been computed */
1538   GLbitfield LegalTypesMask;
1539   gl_api LegalTypesMaskAPI;
1540};
1541
1542
1543/**
1544 * Feedback buffer state
1545 */
1546struct gl_feedback
1547{
1548   GLenum Type;
1549   GLbitfield _Mask;    /**< FB_* bits */
1550   GLfloat *Buffer;
1551   GLuint BufferSize;
1552   GLuint Count;
1553};
1554
1555
1556/**
1557 * Selection buffer state
1558 */
1559struct gl_selection
1560{
1561   GLuint *Buffer;	/**< selection buffer */
1562   GLuint BufferSize;	/**< size of the selection buffer */
1563   GLuint BufferCount;	/**< number of values in the selection buffer */
1564   GLuint Hits;		/**< number of records in the selection buffer */
1565   GLuint NameStackDepth; /**< name stack depth */
1566   GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1567   GLboolean HitFlag;	/**< hit flag */
1568   GLfloat HitMinZ;	/**< minimum hit depth */
1569   GLfloat HitMaxZ;	/**< maximum hit depth */
1570};
1571
1572
1573/**
1574 * 1-D Evaluator control points
1575 */
1576struct gl_1d_map
1577{
1578   GLuint Order;	/**< Number of control points */
1579   GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1580   GLfloat *Points;	/**< Points to contiguous control points */
1581};
1582
1583
1584/**
1585 * 2-D Evaluator control points
1586 */
1587struct gl_2d_map
1588{
1589   GLuint Uorder;		/**< Number of control points in U dimension */
1590   GLuint Vorder;		/**< Number of control points in V dimension */
1591   GLfloat u1, u2, du;
1592   GLfloat v1, v2, dv;
1593   GLfloat *Points;		/**< Points to contiguous control points */
1594};
1595
1596
1597/**
1598 * All evaluator control point state
1599 */
1600struct gl_evaluators
1601{
1602   /**
1603    * \name 1-D maps
1604    */
1605   /*@{*/
1606   struct gl_1d_map Map1Vertex3;
1607   struct gl_1d_map Map1Vertex4;
1608   struct gl_1d_map Map1Index;
1609   struct gl_1d_map Map1Color4;
1610   struct gl_1d_map Map1Normal;
1611   struct gl_1d_map Map1Texture1;
1612   struct gl_1d_map Map1Texture2;
1613   struct gl_1d_map Map1Texture3;
1614   struct gl_1d_map Map1Texture4;
1615   /*@}*/
1616
1617   /**
1618    * \name 2-D maps
1619    */
1620   /*@{*/
1621   struct gl_2d_map Map2Vertex3;
1622   struct gl_2d_map Map2Vertex4;
1623   struct gl_2d_map Map2Index;
1624   struct gl_2d_map Map2Color4;
1625   struct gl_2d_map Map2Normal;
1626   struct gl_2d_map Map2Texture1;
1627   struct gl_2d_map Map2Texture2;
1628   struct gl_2d_map Map2Texture3;
1629   struct gl_2d_map Map2Texture4;
1630   /*@}*/
1631};
1632
1633
1634struct gl_transform_feedback_varying_info
1635{
1636   char *Name;
1637   GLenum Type;
1638   GLint BufferIndex;
1639   GLint Size;
1640   GLint Offset;
1641};
1642
1643
1644/**
1645 * Per-output info vertex shaders for transform feedback.
1646 */
1647struct gl_transform_feedback_output
1648{
1649   uint32_t OutputRegister;
1650   uint32_t OutputBuffer;
1651   uint32_t NumComponents;
1652   uint32_t StreamId;
1653
1654   /** offset (in DWORDs) of this output within the interleaved structure */
1655   uint32_t DstOffset;
1656
1657   /**
1658    * Offset into the output register of the data to output.  For example,
1659    * if NumComponents is 2 and ComponentOffset is 1, then the data to
1660    * offset is in the y and z components of the output register.
1661    */
1662   uint32_t ComponentOffset;
1663};
1664
1665
1666struct gl_transform_feedback_buffer
1667{
1668   uint32_t Binding;
1669
1670   uint32_t NumVaryings;
1671
1672   /**
1673    * Total number of components stored in each buffer.  This may be used by
1674    * hardware back-ends to determine the correct stride when interleaving
1675    * multiple transform feedback outputs in the same buffer.
1676    */
1677   uint32_t Stride;
1678
1679   /**
1680    * Which transform feedback stream this buffer binding is associated with.
1681    */
1682   uint32_t Stream;
1683};
1684
1685
1686/** Post-link transform feedback info. */
1687struct gl_transform_feedback_info
1688{
1689   unsigned NumOutputs;
1690
1691   /* Bitmask of active buffer indices. */
1692   unsigned ActiveBuffers;
1693
1694   struct gl_transform_feedback_output *Outputs;
1695
1696   /** Transform feedback varyings used for the linking of this shader program.
1697    *
1698    * Use for glGetTransformFeedbackVarying().
1699    */
1700   struct gl_transform_feedback_varying_info *Varyings;
1701   GLint NumVarying;
1702
1703   struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1704};
1705
1706
1707/**
1708 * Transform feedback object state
1709 */
1710struct gl_transform_feedback_object
1711{
1712   GLuint Name;  /**< AKA the object ID */
1713   GLint RefCount;
1714   GLchar *Label;     /**< GL_KHR_debug */
1715   GLboolean Active;  /**< Is transform feedback enabled? */
1716   GLboolean Paused;  /**< Is transform feedback paused? */
1717   GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1718                                at least once? */
1719   GLboolean EverBound; /**< Has this object been bound? */
1720
1721   /**
1722    * GLES: if Active is true, remaining number of primitives which can be
1723    * rendered without overflow.  This is necessary to track because GLES
1724    * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1725    * glDrawArraysInstanced would overflow transform feedback buffers.
1726    * Undefined if Active is false.
1727    *
1728    * Not tracked for desktop GL since it's unnecessary.
1729    */
1730   unsigned GlesRemainingPrims;
1731
1732   /**
1733    * The program active when BeginTransformFeedback() was called.
1734    * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1735    * where stage is the pipeline stage that is the source of data for
1736    * transform feedback.
1737    */
1738   struct gl_program *program;
1739
1740   /** The feedback buffers */
1741   GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1742   struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1743
1744   /** Start of feedback data in dest buffer */
1745   GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1746
1747   /**
1748    * Max data to put into dest buffer (in bytes).  Computed based on
1749    * RequestedSize and the actual size of the buffer.
1750    */
1751   GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1752
1753   /**
1754    * Size that was specified when the buffer was bound.  If the buffer was
1755    * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1756    * zero.
1757    */
1758   GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1759};
1760
1761
1762/**
1763 * Context state for transform feedback.
1764 */
1765struct gl_transform_feedback_state
1766{
1767   GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1768
1769   /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1770   struct gl_buffer_object *CurrentBuffer;
1771
1772   /** The table of all transform feedback objects */
1773   struct _mesa_HashTable *Objects;
1774
1775   /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1776   struct gl_transform_feedback_object *CurrentObject;
1777
1778   /** The default xform-fb object (Name==0) */
1779   struct gl_transform_feedback_object *DefaultObject;
1780};
1781
1782
1783/**
1784 * A "performance monitor" as described in AMD_performance_monitor.
1785 */
1786struct gl_perf_monitor_object
1787{
1788   GLuint Name;
1789
1790   /** True if the monitor is currently active (Begin called but not End). */
1791   GLboolean Active;
1792
1793   /**
1794    * True if the monitor has ended.
1795    *
1796    * This is distinct from !Active because it may never have began.
1797    */
1798   GLboolean Ended;
1799
1800   /**
1801    * A list of groups with currently active counters.
1802    *
1803    * ActiveGroups[g] == n if there are n counters active from group 'g'.
1804    */
1805   unsigned *ActiveGroups;
1806
1807   /**
1808    * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1809    *
1810    * Checking whether counter 'c' in group 'g' is active can be done via:
1811    *
1812    *    BITSET_TEST(ActiveCounters[g], c)
1813    */
1814   GLuint **ActiveCounters;
1815};
1816
1817
1818union gl_perf_monitor_counter_value
1819{
1820   float f;
1821   uint64_t u64;
1822   uint32_t u32;
1823};
1824
1825
1826struct gl_perf_monitor_counter
1827{
1828   /** Human readable name for the counter. */
1829   const char *Name;
1830
1831   /**
1832    * Data type of the counter.  Valid values are FLOAT, UNSIGNED_INT,
1833    * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1834    */
1835   GLenum Type;
1836
1837   /** Minimum counter value. */
1838   union gl_perf_monitor_counter_value Minimum;
1839
1840   /** Maximum counter value. */
1841   union gl_perf_monitor_counter_value Maximum;
1842};
1843
1844
1845struct gl_perf_monitor_group
1846{
1847   /** Human readable name for the group. */
1848   const char *Name;
1849
1850   /**
1851    * Maximum number of counters in this group which can be active at the
1852    * same time.
1853    */
1854   GLuint MaxActiveCounters;
1855
1856   /** Array of counters within this group. */
1857   const struct gl_perf_monitor_counter *Counters;
1858   GLuint NumCounters;
1859};
1860
1861
1862/**
1863 * Context state for AMD_performance_monitor.
1864 */
1865struct gl_perf_monitor_state
1866{
1867   /** Array of performance monitor groups (indexed by group ID) */
1868   const struct gl_perf_monitor_group *Groups;
1869   GLuint NumGroups;
1870
1871   /** The table of all performance monitors. */
1872   struct _mesa_HashTable *Monitors;
1873};
1874
1875
1876/**
1877 * Names of the various vertex/fragment program register files, etc.
1878 *
1879 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1880 * All values should fit in a 4-bit field.
1881 *
1882 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1883 * considered to be "uniform" variables since they can only be set outside
1884 * glBegin/End.  They're also all stored in the same Parameters array.
1885 */
1886typedef enum
1887{
1888   PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
1889   PROGRAM_ARRAY,       /**< Arrays & Matrixes */
1890   PROGRAM_INPUT,       /**< machine->Inputs[] */
1891   PROGRAM_OUTPUT,      /**< machine->Outputs[] */
1892   PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
1893   PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
1894   PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
1895   PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
1896   PROGRAM_ADDRESS,     /**< machine->AddressReg */
1897   PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
1898   PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1899   PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
1900   PROGRAM_IMMEDIATE,   /**< Immediate value, used by TGSI */
1901   PROGRAM_BUFFER,      /**< for shader buffers, compile-time only */
1902   PROGRAM_MEMORY,      /**< for shared, global and local memory */
1903   PROGRAM_IMAGE,       /**< for shader images, compile-time only */
1904   PROGRAM_FILE_MAX
1905} gl_register_file;
1906
1907
1908/**
1909 * Base class for any kind of program object
1910 */
1911struct gl_program
1912{
1913   /** FIXME: This must be first until we split shader_info from nir_shader */
1914   struct shader_info info;
1915
1916   mtx_t Mutex;
1917   GLuint Id;
1918   GLint RefCount;
1919   GLubyte *String;  /**< Null-terminated program text */
1920
1921   GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1922   GLenum Format;    /**< String encoding format */
1923
1924   GLboolean _Used;        /**< Ever used for drawing? Used for debugging */
1925
1926   struct nir_shader *nir;
1927
1928   bool is_arb_asm; /** Is this an ARB assembly-style program */
1929
1930   GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1931   GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];  /**< TEXTURE_x_BIT bitmask */
1932   GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
1933   GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1934   GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1935
1936   /* Vertex and geometry shaders fields */
1937   unsigned ClipDistanceArraySize;
1938   unsigned CullDistanceArraySize;
1939
1940   /* Fragement shader only fields */
1941   GLboolean OriginUpperLeft;
1942   GLboolean PixelCenterInteger;
1943
1944   /** Named parameters, constants, etc. from program text */
1945   struct gl_program_parameter_list *Parameters;
1946
1947   /** Map from sampler unit to texture unit (set by glUniform1i()) */
1948   GLubyte SamplerUnits[MAX_SAMPLERS];
1949
1950   /* FIXME: We should be able to make this struct a union. However some
1951    * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
1952    * these fields, we should fix this.
1953    */
1954   struct {
1955      /** Fields used by GLSL programs */
1956      struct {
1957         /** Data shared by gl_program and gl_shader_program */
1958         struct gl_shader_program_data *data;
1959
1960         struct gl_active_atomic_buffer **AtomicBuffers;
1961
1962         /** Post-link transform feedback info. */
1963         struct gl_transform_feedback_info *LinkedTransformFeedback;
1964
1965         /**
1966          * Number of types for subroutine uniforms.
1967          */
1968         GLuint NumSubroutineUniformTypes;
1969
1970         /**
1971          * Subroutine uniform remap table
1972          * based on the program level uniform remap table.
1973          */
1974         GLuint NumSubroutineUniforms; /* non-sparse total */
1975         GLuint NumSubroutineUniformRemapTable;
1976         struct gl_uniform_storage **SubroutineUniformRemapTable;
1977
1978         /**
1979          * Num of subroutine functions for this stage and storage for them.
1980          */
1981         GLuint NumSubroutineFunctions;
1982         GLuint MaxSubroutineFunctionIndex;
1983         struct gl_subroutine_function *SubroutineFunctions;
1984
1985         /**
1986          * Map from image uniform index to image unit (set by glUniform1i())
1987          *
1988          * An image uniform index is associated with each image uniform by
1989          * the linker.  The image index associated with each uniform is
1990          * stored in the \c gl_uniform_storage::image field.
1991          */
1992         GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
1993
1994         /**
1995          * Access qualifier specified in the shader for each image uniform
1996          * index.  Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
1997          * GL_READ_WRITE.
1998          *
1999          * It may be different, though only more strict than the value of
2000          * \c gl_image_unit::Access for the corresponding image unit.
2001          */
2002         GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2003
2004         struct gl_uniform_block **UniformBlocks;
2005         struct gl_uniform_block **ShaderStorageBlocks;
2006
2007         /** Which texture target is being sampled
2008          * (TEXTURE_1D/2D/3D/etc_INDEX)
2009          */
2010         gl_texture_index SamplerTargets[MAX_SAMPLERS];
2011
2012         union {
2013            struct {
2014               /**
2015                * A bitmask of gl_advanced_blend_mode values
2016                */
2017               GLbitfield BlendSupport;
2018            } fs;
2019         };
2020      } sh;
2021
2022      /** ARB assembly-style program fields */
2023      struct {
2024         struct prog_instruction *Instructions;
2025
2026         /**
2027          * Local parameters used by the program.
2028          *
2029          * It's dynamically allocated because it is rarely used (just
2030          * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2031          * once it's allocated.
2032          */
2033         GLfloat (*LocalParams)[4];
2034
2035         /** Bitmask of which register files are read/written with indirect
2036          * addressing.  Mask of (1 << PROGRAM_x) bits.
2037          */
2038         GLbitfield IndirectRegisterFiles;
2039
2040         /** Logical counts */
2041         /*@{*/
2042         GLuint NumInstructions;
2043         GLuint NumTemporaries;
2044         GLuint NumParameters;
2045         GLuint NumAttributes;
2046         GLuint NumAddressRegs;
2047         GLuint NumAluInstructions;
2048         GLuint NumTexInstructions;
2049         GLuint NumTexIndirections;
2050         /*@}*/
2051         /** Native, actual h/w counts */
2052         /*@{*/
2053         GLuint NumNativeInstructions;
2054         GLuint NumNativeTemporaries;
2055         GLuint NumNativeParameters;
2056         GLuint NumNativeAttributes;
2057         GLuint NumNativeAddressRegs;
2058         GLuint NumNativeAluInstructions;
2059         GLuint NumNativeTexInstructions;
2060         GLuint NumNativeTexIndirections;
2061         /*@}*/
2062
2063         /** Used by ARB assembly-style programs. Can only be true for vertex
2064          * programs.
2065          */
2066         GLboolean IsPositionInvariant;
2067      } arb;
2068   };
2069};
2070
2071
2072/**
2073 * State common to vertex and fragment programs.
2074 */
2075struct gl_program_state
2076{
2077   GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2078   const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2079};
2080
2081
2082/**
2083 * Context state for vertex programs.
2084 */
2085struct gl_vertex_program_state
2086{
2087   GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2088   GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
2089   GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2090   GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2091   /** Computed two sided lighting for fixed function/programs. */
2092   GLboolean _TwoSideEnabled;
2093   struct gl_program *Current;  /**< User-bound vertex program */
2094
2095   /** Currently enabled and valid vertex program (including internal
2096    * programs, user-defined vertex programs and GLSL vertex shaders).
2097    * This is the program we must use when rendering.
2098    */
2099   struct gl_program *_Current;
2100
2101   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2102
2103   /** Should fixed-function T&L be implemented with a vertex prog? */
2104   GLboolean _MaintainTnlProgram;
2105
2106   /** Program to emulate fixed-function T&L (see above) */
2107   struct gl_program *_TnlProgram;
2108
2109   /** Cache of fixed-function programs */
2110   struct gl_program_cache *Cache;
2111
2112   GLboolean _Overriden;
2113};
2114
2115/**
2116 * Context state for tessellation control programs.
2117 */
2118struct gl_tess_ctrl_program_state
2119{
2120   /** Currently bound and valid shader. */
2121   struct gl_program *_Current;
2122
2123   GLint patch_vertices;
2124   GLfloat patch_default_outer_level[4];
2125   GLfloat patch_default_inner_level[2];
2126};
2127
2128/**
2129 * Context state for tessellation evaluation programs.
2130 */
2131struct gl_tess_eval_program_state
2132{
2133   /** Currently bound and valid shader. */
2134   struct gl_program *_Current;
2135};
2136
2137/**
2138 * Context state for geometry programs.
2139 */
2140struct gl_geometry_program_state
2141{
2142   /** Currently enabled and valid program (including internal programs
2143    * and compiled shader programs).
2144    */
2145   struct gl_program *_Current;
2146};
2147
2148/**
2149 * Context state for fragment programs.
2150 */
2151struct gl_fragment_program_state
2152{
2153   GLboolean Enabled;     /**< User-set fragment program enable flag */
2154   GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
2155   struct gl_program *Current;  /**< User-bound fragment program */
2156
2157   /** Currently enabled and valid fragment program (including internal
2158    * programs, user-defined fragment programs and GLSL fragment shaders).
2159    * This is the program we must use when rendering.
2160    */
2161   struct gl_program *_Current;
2162
2163   GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2164
2165   /** Should fixed-function texturing be implemented with a fragment prog? */
2166   GLboolean _MaintainTexEnvProgram;
2167
2168   /** Program to emulate fixed-function texture env/combine (see above) */
2169   struct gl_program *_TexEnvProgram;
2170
2171   /** Cache of fixed-function programs */
2172   struct gl_program_cache *Cache;
2173};
2174
2175
2176/**
2177 * Context state for compute programs.
2178 */
2179struct gl_compute_program_state
2180{
2181   /** Currently enabled and valid program (including internal programs
2182    * and compiled shader programs).
2183    */
2184   struct gl_program *_Current;
2185};
2186
2187
2188/**
2189 * ATI_fragment_shader runtime state
2190 */
2191
2192struct atifs_instruction;
2193struct atifs_setupinst;
2194
2195/**
2196 * ATI fragment shader
2197 */
2198struct ati_fragment_shader
2199{
2200   GLuint Id;
2201   GLint RefCount;
2202   struct atifs_instruction *Instructions[2];
2203   struct atifs_setupinst *SetupInst[2];
2204   GLfloat Constants[8][4];
2205   GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
2206   GLubyte numArithInstr[2];
2207   GLubyte regsAssigned[2];
2208   GLubyte NumPasses;         /**< 1 or 2 */
2209   GLubyte cur_pass;
2210   GLubyte last_optype;
2211   GLboolean interpinp1;
2212   GLboolean isValid;
2213   GLuint swizzlerq;
2214   struct gl_program *Program;
2215};
2216
2217/**
2218 * Context state for GL_ATI_fragment_shader
2219 */
2220struct gl_ati_fragment_shader_state
2221{
2222   GLboolean Enabled;
2223   GLboolean _Enabled;                  /**< enabled and valid shader? */
2224   GLboolean Compiling;
2225   GLfloat GlobalConstants[8][4];
2226   struct ati_fragment_shader *Current;
2227};
2228
2229/**
2230 *  Shader subroutine function definition
2231 */
2232struct gl_subroutine_function
2233{
2234   char *name;
2235   int index;
2236   int num_compat_types;
2237   const struct glsl_type **types;
2238};
2239
2240/**
2241 * Shader information needed by both gl_shader and gl_linked shader.
2242 */
2243struct gl_shader_info
2244{
2245   bool uses_gl_fragcoord;
2246   bool redeclares_gl_fragcoord;
2247   bool PostDepthCoverage;
2248   bool InnerCoverage;
2249   bool ARB_fragment_coord_conventions_enable;
2250
2251   /**
2252    * Fragment shader state from GLSL 1.50 layout qualifiers.
2253    */
2254   bool origin_upper_left;
2255   bool pixel_center_integer;
2256
2257   struct {
2258      /** Global xfb_stride out qualifier if any */
2259      GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2260   } TransformFeedback;
2261
2262   /**
2263    * Tessellation Control shader state from layout qualifiers.
2264    */
2265   struct {
2266      /**
2267       * 0 - vertices not declared in shader, or
2268       * 1 .. GL_MAX_PATCH_VERTICES
2269       */
2270      GLint VerticesOut;
2271   } TessCtrl;
2272
2273   /**
2274    * Tessellation Evaluation shader state from layout qualifiers.
2275    */
2276   struct {
2277      /**
2278       * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2279       * in this shader.
2280       */
2281      GLenum PrimitiveMode;
2282
2283      enum gl_tess_spacing Spacing;
2284
2285      /**
2286       * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2287       */
2288      GLenum VertexOrder;
2289      /**
2290       * 1, 0, or -1 if it's not set in this shader.
2291       */
2292      int PointMode;
2293   } TessEval;
2294
2295   /**
2296    * Geometry shader state from GLSL 1.50 layout qualifiers.
2297    */
2298   struct {
2299      GLint VerticesOut;
2300      /**
2301       * 0 - Invocations count not declared in shader, or
2302       * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2303       */
2304      GLint Invocations;
2305      /**
2306       * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2307       * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2308       * shader.
2309       */
2310      GLenum InputType;
2311       /**
2312        * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2313        * it's not set in this shader.
2314        */
2315      GLenum OutputType;
2316   } Geom;
2317
2318   /**
2319    * Whether early fragment tests are enabled as defined by
2320    * ARB_shader_image_load_store.
2321    */
2322   bool EarlyFragmentTests;
2323
2324   /**
2325    * Compute shader state from ARB_compute_shader and
2326    * ARB_compute_variable_group_size layout qualifiers.
2327    */
2328   struct {
2329      /**
2330       * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2331       * it's not set in this shader.
2332       */
2333      unsigned LocalSize[3];
2334
2335      /**
2336       * Whether a variable work group size has been specified as defined by
2337       * ARB_compute_variable_group_size.
2338       */
2339      bool LocalSizeVariable;
2340   } Comp;
2341};
2342
2343/**
2344 * A linked GLSL shader object.
2345 */
2346struct gl_linked_shader
2347{
2348   gl_shader_stage Stage;
2349
2350#ifdef DEBUG
2351   unsigned SourceChecksum;
2352#endif
2353
2354   struct gl_program *Program;  /**< Post-compile assembly code */
2355
2356   /**
2357    * \name Sampler tracking
2358    *
2359    * \note Each of these fields is only set post-linking.
2360    */
2361   /*@{*/
2362   GLbitfield shadow_samplers;	/**< Samplers used for shadow sampling. */
2363   /*@}*/
2364
2365   /**
2366    * Number of default uniform block components used by this shader.
2367    *
2368    * This field is only set post-linking.
2369    */
2370   unsigned num_uniform_components;
2371
2372   /**
2373    * Number of combined uniform components used by this shader.
2374    *
2375    * This field is only set post-linking.  It is the sum of the uniform block
2376    * sizes divided by sizeof(float), and num_uniform_compoennts.
2377    */
2378   unsigned num_combined_uniform_components;
2379
2380   struct exec_list *ir;
2381   struct exec_list *packed_varyings;
2382   struct exec_list *fragdata_arrays;
2383   struct glsl_symbol_table *symbols;
2384
2385   struct gl_shader_info info;
2386};
2387
2388static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2389{
2390   GLbitfield external_samplers = 0;
2391   GLbitfield mask = prog->SamplersUsed;
2392
2393   while (mask) {
2394      int idx = u_bit_scan(&mask);
2395      if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2396         external_samplers |= (1 << idx);
2397   }
2398
2399   return external_samplers;
2400}
2401
2402/**
2403 * A GLSL shader object.
2404 */
2405struct gl_shader
2406{
2407   /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2408    *  GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2409    * Must be the first field.
2410    */
2411   GLenum Type;
2412   gl_shader_stage Stage;
2413   GLuint Name;  /**< AKA the handle */
2414   GLint RefCount;  /**< Reference count */
2415   GLchar *Label;   /**< GL_KHR_debug */
2416   GLboolean DeletePending;
2417   GLboolean CompileStatus;
2418   bool IsES;              /**< True if this shader uses GLSL ES */
2419
2420#ifdef DEBUG
2421   unsigned SourceChecksum;       /**< for debug/logging purposes */
2422#endif
2423   const GLchar *Source;  /**< Source code string */
2424
2425   GLchar *InfoLog;
2426
2427   unsigned Version;       /**< GLSL version used for linking */
2428
2429   struct exec_list *ir;
2430   struct glsl_symbol_table *symbols;
2431
2432   /**
2433    * A bitmask of gl_advanced_blend_mode values
2434    */
2435   GLbitfield BlendSupport;
2436
2437   struct gl_shader_info info;
2438};
2439
2440
2441struct gl_uniform_buffer_variable
2442{
2443   char *Name;
2444
2445   /**
2446    * Name of the uniform as seen by glGetUniformIndices.
2447    *
2448    * glGetUniformIndices requires that the block instance index \b not be
2449    * present in the name of queried uniforms.
2450    *
2451    * \note
2452    * \c gl_uniform_buffer_variable::IndexName and
2453    * \c gl_uniform_buffer_variable::Name may point to identical storage.
2454    */
2455   char *IndexName;
2456
2457   const struct glsl_type *Type;
2458   unsigned int Offset;
2459   GLboolean RowMajor;
2460};
2461
2462
2463enum gl_uniform_block_packing
2464{
2465   ubo_packing_std140,
2466   ubo_packing_shared,
2467   ubo_packing_packed,
2468   ubo_packing_std430
2469};
2470
2471
2472struct gl_uniform_block
2473{
2474   /** Declared name of the uniform block */
2475   char *Name;
2476
2477   /** Array of supplemental information about UBO ir_variables. */
2478   struct gl_uniform_buffer_variable *Uniforms;
2479   GLuint NumUniforms;
2480
2481   /**
2482    * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2483    * with glBindBufferBase to bind a buffer object to this uniform block.  When
2484    * updated in the program, _NEW_BUFFER_OBJECT will be set.
2485    */
2486   GLuint Binding;
2487
2488   /**
2489    * Minimum size (in bytes) of a buffer object to back this uniform buffer
2490    * (GL_UNIFORM_BLOCK_DATA_SIZE).
2491    */
2492   GLuint UniformBufferSize;
2493
2494   /** Stages that reference this block */
2495   uint8_t stageref;
2496
2497   /**
2498    * Linearized array index for uniform block instance arrays
2499    *
2500    * Given a uniform block instance array declared with size
2501    * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2502    * have the linearized array index
2503    *
2504    *           m-1       m
2505    *     i_m + ∑   i_j * ∏     s_k
2506    *           j=0       k=j+1
2507    *
2508    * For a uniform block instance that is not an array, this is always 0.
2509    */
2510   uint8_t linearized_array_index;
2511
2512   /**
2513    * Layout specified in the shader
2514    *
2515    * This isn't accessible through the API, but it is used while
2516    * cross-validating uniform blocks.
2517    */
2518   enum gl_uniform_block_packing _Packing;
2519   GLboolean _RowMajor;
2520};
2521
2522/**
2523 * Structure that represents a reference to an atomic buffer from some
2524 * shader program.
2525 */
2526struct gl_active_atomic_buffer
2527{
2528   /** Uniform indices of the atomic counters declared within it. */
2529   GLuint *Uniforms;
2530   GLuint NumUniforms;
2531
2532   /** Binding point index associated with it. */
2533   GLuint Binding;
2534
2535   /** Minimum reasonable size it is expected to have. */
2536   GLuint MinimumSize;
2537
2538   /** Shader stages making use of it. */
2539   GLboolean StageReferences[MESA_SHADER_STAGES];
2540};
2541
2542/**
2543 * Data container for shader queries. This holds only the minimal
2544 * amount of required information for resource queries to work.
2545 */
2546struct gl_shader_variable
2547{
2548   /**
2549    * Declared type of the variable
2550    */
2551   const struct glsl_type *type;
2552
2553   /**
2554    * If the variable is in an interface block, this is the type of the block.
2555    */
2556   const struct glsl_type *interface_type;
2557
2558   /**
2559    * For variables inside structs (possibly recursively), this is the
2560    * outermost struct type.
2561    */
2562   const struct glsl_type *outermost_struct_type;
2563
2564   /**
2565    * Declared name of the variable
2566    */
2567   char *name;
2568
2569   /**
2570    * Storage location of the base of this variable
2571    *
2572    * The precise meaning of this field depends on the nature of the variable.
2573    *
2574    *   - Vertex shader input: one of the values from \c gl_vert_attrib.
2575    *   - Vertex shader output: one of the values from \c gl_varying_slot.
2576    *   - Geometry shader input: one of the values from \c gl_varying_slot.
2577    *   - Geometry shader output: one of the values from \c gl_varying_slot.
2578    *   - Fragment shader input: one of the values from \c gl_varying_slot.
2579    *   - Fragment shader output: one of the values from \c gl_frag_result.
2580    *   - Uniforms: Per-stage uniform slot number for default uniform block.
2581    *   - Uniforms: Index within the uniform block definition for UBO members.
2582    *   - Non-UBO Uniforms: explicit location until linking then reused to
2583    *     store uniform slot number.
2584    *   - Other: This field is not currently used.
2585    *
2586    * If the variable is a uniform, shader input, or shader output, and the
2587    * slot has not been assigned, the value will be -1.
2588    */
2589   int location;
2590
2591   /**
2592    * Specifies the first component the variable is stored in as per
2593    * ARB_enhanced_layouts.
2594    */
2595   unsigned component:2;
2596
2597   /**
2598    * Output index for dual source blending.
2599    *
2600    * \note
2601    * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2602    * source blending.
2603    */
2604   unsigned index:1;
2605
2606   /**
2607    * Specifies whether a shader input/output is per-patch in tessellation
2608    * shader stages.
2609    */
2610   unsigned patch:1;
2611
2612   /**
2613    * Storage class of the variable.
2614    *
2615    * \sa (n)ir_variable_mode
2616    */
2617   unsigned mode:4;
2618
2619   /**
2620    * Interpolation mode for shader inputs / outputs
2621    *
2622    * \sa glsl_interp_mode
2623    */
2624   unsigned interpolation:2;
2625
2626   /**
2627    * Was the location explicitly set in the shader?
2628    *
2629    * If the location is explicitly set in the shader, it \b cannot be changed
2630    * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2631    * no effect).
2632    */
2633   unsigned explicit_location:1;
2634
2635   /**
2636    * Precision qualifier.
2637    */
2638   unsigned precision:2;
2639};
2640
2641/**
2642 * Active resource in a gl_shader_program
2643 */
2644struct gl_program_resource
2645{
2646   GLenum Type; /** Program interface type. */
2647   const void *Data; /** Pointer to resource associated data structure. */
2648   uint8_t StageReferences; /** Bitmask of shader stage references. */
2649};
2650
2651/**
2652 * A data structure to be shared by gl_shader_program and gl_program.
2653 */
2654struct gl_shader_program_data
2655{
2656   GLint RefCount;  /**< Reference count */
2657
2658   unsigned NumUniformStorage;
2659   unsigned NumHiddenUniforms;
2660   struct gl_uniform_storage *UniformStorage;
2661
2662   unsigned NumUniformBlocks;
2663   struct gl_uniform_block *UniformBlocks;
2664
2665   unsigned NumShaderStorageBlocks;
2666   struct gl_uniform_block *ShaderStorageBlocks;
2667
2668   struct gl_active_atomic_buffer *AtomicBuffers;
2669   unsigned NumAtomicBuffers;
2670
2671   GLboolean LinkStatus;   /**< GL_LINK_STATUS */
2672   GLboolean Validated;
2673   GLchar *InfoLog;
2674
2675   unsigned Version;       /**< GLSL version used for linking */
2676
2677   /* Mask of stages this program was linked against */
2678   unsigned linked_stages;
2679};
2680
2681/**
2682 * A GLSL program object.
2683 * Basically a linked collection of vertex and fragment shaders.
2684 */
2685struct gl_shader_program
2686{
2687   GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
2688   GLuint Name;  /**< aka handle or ID */
2689   GLchar *Label;   /**< GL_KHR_debug */
2690   GLint RefCount;  /**< Reference count */
2691   GLboolean DeletePending;
2692
2693   /**
2694    * Is the application intending to glGetProgramBinary this program?
2695    */
2696   GLboolean BinaryRetreivableHint;
2697
2698   /**
2699    * Indicates whether program can be bound for individual pipeline stages
2700    * using UseProgramStages after it is next linked.
2701    */
2702   GLboolean SeparateShader;
2703
2704   GLuint NumShaders;          /**< number of attached shaders */
2705   struct gl_shader **Shaders; /**< List of attached the shaders */
2706
2707   /**
2708    * User-defined attribute bindings
2709    *
2710    * These are set via \c glBindAttribLocation and are used to direct the
2711    * GLSL linker.  These are \b not the values used in the compiled shader,
2712    * and they are \b not the values returned by \c glGetAttribLocation.
2713    */
2714   struct string_to_uint_map *AttributeBindings;
2715
2716   /**
2717    * User-defined fragment data bindings
2718    *
2719    * These are set via \c glBindFragDataLocation and are used to direct the
2720    * GLSL linker.  These are \b not the values used in the compiled shader,
2721    * and they are \b not the values returned by \c glGetFragDataLocation.
2722    */
2723   struct string_to_uint_map *FragDataBindings;
2724   struct string_to_uint_map *FragDataIndexBindings;
2725
2726   /**
2727    * Transform feedback varyings last specified by
2728    * glTransformFeedbackVaryings().
2729    *
2730    * For the current set of transform feedback varyings used for transform
2731    * feedback output, see LinkedTransformFeedback.
2732    */
2733   struct {
2734      GLenum BufferMode;
2735      /** Global xfb_stride out qualifier if any */
2736      GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2737      GLuint NumVarying;
2738      GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
2739   } TransformFeedback;
2740
2741   struct gl_program *xfb_program;
2742
2743   /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2744   enum gl_frag_depth_layout FragDepthLayout;
2745
2746   /**
2747    * Tessellation Evaluation shader state from layout qualifiers.
2748    */
2749   struct {
2750      /**
2751       * True if gl_ClipDistance is written to.  Copied into
2752       * gl_program by _mesa_copy_linked_program_data().
2753       */
2754      GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2755                                         0 if not present. */
2756      GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2757                                         0 if not present. */
2758   } TessEval;
2759
2760   /**
2761    * Geometry shader state - copied into gl_program by
2762    * _mesa_copy_linked_program_data().
2763    */
2764   struct {
2765      GLint VerticesIn;
2766
2767      /**
2768       * True if gl_ClipDistance is written to.  Copied into
2769       * gl_program by _mesa_copy_linked_program_data().
2770       */
2771      GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2772                                         0 if not present. */
2773      GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2774                                         0 if not present. */
2775      bool UsesEndPrimitive;
2776      bool UsesStreams;
2777   } Geom;
2778
2779   /** Vertex shader state */
2780   struct {
2781      /**
2782       * True if gl_ClipDistance is written to.  Copied into gl_program
2783       * by _mesa_copy_linked_program_data().
2784       */
2785      GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2786                                         0 if not present. */
2787      GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2788                                         0 if not present. */
2789   } Vert;
2790
2791   /**
2792    * Compute shader state - copied into gl_program by
2793    * _mesa_copy_linked_program_data().
2794    */
2795   struct {
2796      /**
2797       * If this shader contains a compute stage, size specified using
2798       * local_size_{x,y,z}.  Otherwise undefined.
2799       */
2800      unsigned LocalSize[3];
2801      /**
2802       * Size of shared variables accessed by the compute shader.
2803       */
2804      unsigned SharedSize;
2805
2806      /**
2807       * Whether a variable work group size has been specified.
2808       */
2809      bool LocalSizeVariable;
2810   } Comp;
2811
2812   /** Data shared by gl_program and gl_shader_program */
2813   struct gl_shader_program_data *data;
2814
2815   /**
2816    * Mapping from GL uniform locations returned by \c glUniformLocation to
2817    * UniformStorage entries. Arrays will have multiple contiguous slots
2818    * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2819    */
2820   unsigned NumUniformRemapTable;
2821   struct gl_uniform_storage **UniformRemapTable;
2822
2823   /**
2824    * Sometimes there are empty slots left over in UniformRemapTable after we
2825    * allocate slots to explicit locations. This list stores the blocks of
2826    * continuous empty slots inside UniformRemapTable.
2827    */
2828   struct exec_list EmptyUniformLocations;
2829
2830   /**
2831    * Size of the gl_ClipDistance array that is output from the last pipeline
2832    * stage before the fragment shader.
2833    */
2834   unsigned LastClipDistanceArraySize;
2835   unsigned LastCullDistanceArraySize;
2836
2837   /**
2838    * Map of active uniform names to locations
2839    *
2840    * Maps any active uniform that is not an array element to a location.
2841    * Each active uniform, including individual structure members will appear
2842    * in this map.  This roughly corresponds to the set of names that would be
2843    * enumerated by \c glGetActiveUniform.
2844    */
2845   struct string_to_uint_map *UniformHash;
2846
2847   GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2848
2849   bool IsES;              /**< True if this program uses GLSL ES */
2850
2851   /**
2852    * Per-stage shaders resulting from the first stage of linking.
2853    *
2854    * Set of linked shaders for this program.  The array is accessed using the
2855    * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
2856    * \c NULL.
2857    */
2858   struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2859
2860   /** List of all active resources after linking. */
2861   struct gl_program_resource *ProgramResourceList;
2862   unsigned NumProgramResourceList;
2863
2864   /* True if any of the fragment shaders attached to this program use:
2865    * #extension ARB_fragment_coord_conventions: enable
2866    */
2867   GLboolean ARB_fragment_coord_conventions_enable;
2868};
2869
2870
2871#define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
2872#define GLSL_LOG       0x2  /**< Write shaders to files */
2873#define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
2874#define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
2875#define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
2876#define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
2877#define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
2878#define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
2879#define GLSL_REPORT_ERRORS 0x100  /**< Print compilation errors */
2880#define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2881
2882
2883/**
2884 * Context state for GLSL vertex/fragment shaders.
2885 * Extended to support pipeline object
2886 */
2887struct gl_pipeline_object
2888{
2889   /** Name of the pipeline object as received from glGenProgramPipelines.
2890    * It would be 0 for shaders without separate shader objects.
2891    */
2892   GLuint Name;
2893
2894   GLint RefCount;
2895
2896   mtx_t Mutex;
2897
2898   GLchar *Label;   /**< GL_KHR_debug */
2899
2900   /**
2901    * Programs used for rendering
2902    *
2903    * There is a separate program set for each shader stage.
2904    */
2905   struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2906
2907   struct gl_program *_CurrentFragmentProgram;
2908
2909   /**
2910    * Program used by glUniform calls.
2911    *
2912    * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2913    */
2914   struct gl_shader_program *ActiveProgram;
2915
2916   GLbitfield Flags;                    /**< Mask of GLSL_x flags */
2917
2918   GLboolean EverBound;                 /**< Has the pipeline object been created */
2919
2920   GLboolean Validated;                 /**< Pipeline Validation status */
2921
2922   GLchar *InfoLog;
2923};
2924
2925/**
2926 * Context state for GLSL pipeline shaders.
2927 */
2928struct gl_pipeline_shader_state
2929{
2930   /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2931   struct gl_pipeline_object *Current;
2932
2933   /* Default Object to ensure that _Shader is never NULL */
2934   struct gl_pipeline_object *Default;
2935
2936   /** Pipeline objects */
2937   struct _mesa_HashTable *Objects;
2938};
2939
2940/**
2941 * Compiler options for a single GLSL shaders type
2942 */
2943struct gl_shader_compiler_options
2944{
2945   /** Driver-selectable options: */
2946   GLboolean EmitNoLoops;
2947   GLboolean EmitNoFunctions;
2948   GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
2949   GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
2950   GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
2951   GLboolean EmitNoSat;                   /**< Emit SAT opcodes? */
2952   GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2953                                              * gl_CullDistance together from
2954                                              * float[8] to vec4[2]
2955                                              **/
2956
2957   /**
2958    * \name Forms of indirect addressing the driver cannot do.
2959    */
2960   /*@{*/
2961   GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
2962   GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
2963   GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
2964   GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2965   GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2966   /*@}*/
2967
2968   GLuint MaxIfDepth;               /**< Maximum nested IF blocks */
2969   GLuint MaxUnrollIterations;
2970
2971   /**
2972    * Optimize code for array of structures backends.
2973    *
2974    * This is a proxy for:
2975    *   - preferring DP4 instructions (rather than MUL/MAD) for
2976    *     matrix * vector operations, such as position transformation.
2977    */
2978   GLboolean OptimizeForAOS;
2979
2980   GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2981
2982   /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2983   GLboolean ClampBlockIndicesToArrayBounds;
2984
2985   const struct nir_shader_compiler_options *NirOptions;
2986};
2987
2988
2989/**
2990 * Occlusion/timer query object.
2991 */
2992struct gl_query_object
2993{
2994   GLenum Target;      /**< The query target, when active */
2995   GLuint Id;          /**< hash table ID/name */
2996   GLchar *Label;       /**< GL_KHR_debug */
2997   GLuint64EXT Result; /**< the counter */
2998   GLboolean Active;   /**< inside Begin/EndQuery */
2999   GLboolean Ready;    /**< result is ready? */
3000   GLboolean EverBound;/**< has query object ever been bound */
3001   GLuint Stream;      /**< The stream */
3002};
3003
3004
3005/**
3006 * Context state for query objects.
3007 */
3008struct gl_query_state
3009{
3010   struct _mesa_HashTable *QueryObjects;
3011   struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3012   struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
3013
3014   /** GL_NV_conditional_render */
3015   struct gl_query_object *CondRenderQuery;
3016
3017   /** GL_EXT_transform_feedback */
3018   struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3019   struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3020
3021   /** GL_ARB_timer_query */
3022   struct gl_query_object *TimeElapsed;
3023
3024   /** GL_ARB_pipeline_statistics_query */
3025   struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3026
3027   GLenum CondRenderMode;
3028};
3029
3030
3031/** Sync object state */
3032struct gl_sync_object
3033{
3034   GLenum Type;               /**< GL_SYNC_FENCE */
3035   GLuint Name;               /**< Fence name */
3036   GLchar *Label;             /**< GL_KHR_debug */
3037   GLint RefCount;            /**< Reference count */
3038   GLboolean DeletePending;   /**< Object was deleted while there were still
3039			       * live references (e.g., sync not yet finished)
3040			       */
3041   GLenum SyncCondition;
3042   GLbitfield Flags;          /**< Flags passed to glFenceSync */
3043   GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
3044};
3045
3046
3047/**
3048 * State which can be shared by multiple contexts:
3049 */
3050struct gl_shared_state
3051{
3052   mtx_t Mutex;		   /**< for thread safety */
3053   GLint RefCount;			   /**< Reference count */
3054   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
3055   struct _mesa_HashTable *BitmapAtlas;    /**< For optimized glBitmap text */
3056   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
3057
3058   /** Default texture objects (shared by all texture units) */
3059   struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3060
3061   /** Fallback texture used when a bound texture is incomplete */
3062   struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3063
3064   /**
3065    * \name Thread safety and statechange notification for texture
3066    * objects.
3067    *
3068    * \todo Improve the granularity of locking.
3069    */
3070   /*@{*/
3071   mtx_t TexMutex;		/**< texobj thread safety */
3072   GLuint TextureStateStamp;	        /**< state notification for shared tex */
3073   /*@}*/
3074
3075   /** Default buffer object for vertex arrays that aren't in VBOs */
3076   struct gl_buffer_object *NullBufferObj;
3077
3078   /**
3079    * \name Vertex/geometry/fragment programs
3080    */
3081   /*@{*/
3082   struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3083   struct gl_program *DefaultVertexProgram;
3084   struct gl_program *DefaultFragmentProgram;
3085   /*@}*/
3086
3087   /* GL_ATI_fragment_shader */
3088   struct _mesa_HashTable *ATIShaders;
3089   struct ati_fragment_shader *DefaultFragmentShader;
3090
3091   struct _mesa_HashTable *BufferObjects;
3092
3093   /** Table of both gl_shader and gl_shader_program objects */
3094   struct _mesa_HashTable *ShaderObjects;
3095
3096   /* GL_EXT_framebuffer_object */
3097   struct _mesa_HashTable *RenderBuffers;
3098   struct _mesa_HashTable *FrameBuffers;
3099
3100   /* GL_ARB_sync */
3101   struct set *SyncObjects;
3102
3103   /** GL_ARB_sampler_objects */
3104   struct _mesa_HashTable *SamplerObjects;
3105
3106   /**
3107    * Some context in this share group was affected by a GPU reset
3108    *
3109    * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3110    * been affected by a GPU reset must also return
3111    * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3112    *
3113    * Once this field becomes true, it is never reset to false.
3114    */
3115   bool ShareGroupReset;
3116};
3117
3118
3119
3120/**
3121 * Renderbuffers represent drawing surfaces such as color, depth and/or
3122 * stencil.  A framebuffer object has a set of renderbuffers.
3123 * Drivers will typically derive subclasses of this type.
3124 */
3125struct gl_renderbuffer
3126{
3127   mtx_t Mutex; /**< for thread safety */
3128   GLuint ClassID;        /**< Useful for drivers */
3129   GLuint Name;
3130   GLchar *Label;         /**< GL_KHR_debug */
3131   GLint RefCount;
3132   GLuint Width, Height;
3133   GLuint Depth;
3134   GLboolean Purgeable;  /**< Is the buffer purgeable under memory pressure? */
3135   GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3136   /**
3137    * True for renderbuffers that wrap textures, giving the driver a chance to
3138    * flush render caches through the FinishRenderTexture hook.
3139    *
3140    * Drivers may also set this on renderbuffers other than those generated by
3141    * glFramebufferTexture(), though it means FinishRenderTexture() would be
3142    * called without a rb->TexImage.
3143    */
3144   GLboolean NeedsFinishRenderTexture;
3145   GLubyte NumSamples;
3146   GLenum InternalFormat; /**< The user-specified format */
3147   GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3148                               GL_STENCIL_INDEX. */
3149   mesa_format Format;      /**< The actual renderbuffer memory format */
3150   /**
3151    * Pointer to the texture image if this renderbuffer wraps a texture,
3152    * otherwise NULL.
3153    *
3154    * Note that the reference on the gl_texture_object containing this
3155    * TexImage is held by the gl_renderbuffer_attachment.
3156    */
3157   struct gl_texture_image *TexImage;
3158
3159   /** Delete this renderbuffer */
3160   void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3161
3162   /** Allocate new storage for this renderbuffer */
3163   GLboolean (*AllocStorage)(struct gl_context *ctx,
3164                             struct gl_renderbuffer *rb,
3165                             GLenum internalFormat,
3166                             GLuint width, GLuint height);
3167};
3168
3169
3170/**
3171 * A renderbuffer attachment points to either a texture object (and specifies
3172 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3173 */
3174struct gl_renderbuffer_attachment
3175{
3176   GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3177   GLboolean Complete;
3178
3179   /**
3180    * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3181    * application supplied renderbuffer object.
3182    */
3183   struct gl_renderbuffer *Renderbuffer;
3184
3185   /**
3186    * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3187    * supplied texture object.
3188    */
3189   struct gl_texture_object *Texture;
3190   GLuint TextureLevel; /**< Attached mipmap level. */
3191   GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
3192   GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
3193                         * and 2D array textures */
3194   GLboolean Layered;
3195};
3196
3197
3198/**
3199 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3200 * In C++ terms, think of this as a base class from which device drivers
3201 * will make derived classes.
3202 */
3203struct gl_framebuffer
3204{
3205   mtx_t Mutex;  /**< for thread safety */
3206   /**
3207    * If zero, this is a window system framebuffer.  If non-zero, this
3208    * is a FBO framebuffer; note that for some devices (i.e. those with
3209    * a natural pixel coordinate system for FBOs that differs from the
3210    * OpenGL/Mesa coordinate system), this means that the viewport,
3211    * polygon face orientation, and polygon stipple will have to be inverted.
3212    */
3213   GLuint Name;
3214   GLint RefCount;
3215
3216   GLchar *Label;       /**< GL_KHR_debug */
3217
3218   GLboolean DeletePending;
3219
3220   /**
3221    * The framebuffer's visual. Immutable if this is a window system buffer.
3222    * Computed from attachments if user-made FBO.
3223    */
3224   struct gl_config Visual;
3225
3226   /**
3227    * Size of frame buffer in pixels. If there are no attachments, then both
3228    * of these are 0.
3229    */
3230   GLuint Width, Height;
3231
3232   /**
3233    * In the case that the framebuffer has no attachment (i.e.
3234    * GL_ARB_framebuffer_no_attachments) then the geometry of
3235    * the framebuffer is specified by the default values.
3236    */
3237   struct {
3238     GLuint Width, Height, Layers, NumSamples;
3239     GLboolean FixedSampleLocations;
3240     /* Derived from NumSamples by the driver so that it can choose a valid
3241      * value for the hardware.
3242      */
3243     GLuint _NumSamples;
3244   } DefaultGeometry;
3245
3246   /** \name  Drawing bounds (Intersection of buffer size and scissor box)
3247    * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3248    * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3249    */
3250   /*@{*/
3251   GLint _Xmin, _Xmax;
3252   GLint _Ymin, _Ymax;
3253   /*@}*/
3254
3255   /** \name  Derived Z buffer stuff */
3256   /*@{*/
3257   GLuint _DepthMax;	/**< Max depth buffer value */
3258   GLfloat _DepthMaxF;	/**< Float max depth buffer value */
3259   GLfloat _MRD;	/**< minimum resolvable difference in Z values */
3260   /*@}*/
3261
3262   /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3263   GLenum _Status;
3264
3265   /** Whether one of Attachment has Type != GL_NONE
3266    * NOTE: the values for Width and Height are set to 0 in case of having
3267    * no attachments, a backend driver supporting the extension
3268    * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3269    * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3270    * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3271    * _Ymax do NOT take into account _HasAttachments being false). To get the
3272    * geometry of the framebuffer, the  helper functions
3273    *   _mesa_geometric_width(),
3274    *   _mesa_geometric_height(),
3275    *   _mesa_geometric_samples() and
3276    *   _mesa_geometric_layers()
3277    * are available that check _HasAttachments.
3278    */
3279   bool _HasAttachments;
3280
3281   GLbitfield _IntegerBuffers;  /**< Which color buffers are integer valued */
3282
3283   /* ARB_color_buffer_float */
3284   GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3285   GLboolean _HasSNormOrFloatColorBuffer;
3286
3287   /**
3288    * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3289    * is not layered.  For cube maps and cube map arrays, each cube face
3290    * counts as a layer. As the case for Width, Height a backend driver
3291    * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3292    * in the case that _HasAttachments is false
3293    */
3294   GLuint MaxNumLayers;
3295
3296   /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3297   struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3298
3299   /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3300    * attribute group and GL_PIXEL attribute group, respectively.
3301    */
3302   GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3303   GLenum ColorReadBuffer;
3304
3305   /** Computed from ColorDraw/ReadBuffer above */
3306   GLuint _NumColorDrawBuffers;
3307   GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3308   GLint _ColorReadBufferIndex; /* -1 = None */
3309   struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3310   struct gl_renderbuffer *_ColorReadBuffer;
3311
3312   /** Delete this framebuffer */
3313   void (*Delete)(struct gl_framebuffer *fb);
3314};
3315
3316
3317/**
3318 * Precision info for shader datatypes.  See glGetShaderPrecisionFormat().
3319 */
3320struct gl_precision
3321{
3322   GLushort RangeMin;   /**< min value exponent */
3323   GLushort RangeMax;   /**< max value exponent */
3324   GLushort Precision;  /**< number of mantissa bits */
3325};
3326
3327
3328/**
3329 * Limits for vertex, geometry and fragment programs/shaders.
3330 */
3331struct gl_program_constants
3332{
3333   /* logical limits */
3334   GLuint MaxInstructions;
3335   GLuint MaxAluInstructions;
3336   GLuint MaxTexInstructions;
3337   GLuint MaxTexIndirections;
3338   GLuint MaxAttribs;
3339   GLuint MaxTemps;
3340   GLuint MaxAddressRegs;
3341   GLuint MaxAddressOffset;  /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3342   GLuint MaxParameters;
3343   GLuint MaxLocalParams;
3344   GLuint MaxEnvParams;
3345   /* native/hardware limits */
3346   GLuint MaxNativeInstructions;
3347   GLuint MaxNativeAluInstructions;
3348   GLuint MaxNativeTexInstructions;
3349   GLuint MaxNativeTexIndirections;
3350   GLuint MaxNativeAttribs;
3351   GLuint MaxNativeTemps;
3352   GLuint MaxNativeAddressRegs;
3353   GLuint MaxNativeParameters;
3354   /* For shaders */
3355   GLuint MaxUniformComponents;  /**< Usually == MaxParameters * 4 */
3356
3357   /**
3358    * \name Per-stage input / output limits
3359    *
3360    * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3361    * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3362    * ES).  This is stored as \c gl_constants::MaxVarying.
3363    *
3364    * Starting with OpenGL 3.2, the limits are advertised with per-stage
3365    * variables.  Each stage as a certain number of outputs that it can feed
3366    * to the next stage and a certain number inputs that it can consume from
3367    * the previous stage.
3368    *
3369    * Vertex shader inputs do not participate this in this accounting.
3370    * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3371    *
3372    * Fragment shader outputs do not participate this in this accounting.
3373    * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3374    */
3375   /*@{*/
3376   GLuint MaxInputComponents;
3377   GLuint MaxOutputComponents;
3378   /*@}*/
3379
3380   /* ES 2.0 and GL_ARB_ES2_compatibility */
3381   struct gl_precision LowFloat, MediumFloat, HighFloat;
3382   struct gl_precision LowInt, MediumInt, HighInt;
3383   /* GL_ARB_uniform_buffer_object */
3384   GLuint MaxUniformBlocks;
3385   GLuint MaxCombinedUniformComponents;
3386   GLuint MaxTextureImageUnits;
3387
3388   /* GL_ARB_shader_atomic_counters */
3389   GLuint MaxAtomicBuffers;
3390   GLuint MaxAtomicCounters;
3391
3392   /* GL_ARB_shader_image_load_store */
3393   GLuint MaxImageUniforms;
3394
3395   /* GL_ARB_shader_storage_buffer_object */
3396   GLuint MaxShaderStorageBlocks;
3397};
3398
3399
3400/**
3401 * Constants which may be overridden by device driver during context creation
3402 * but are never changed after that.
3403 */
3404struct gl_constants
3405{
3406   GLuint MaxTextureMbytes;      /**< Max memory per image, in MB */
3407   GLuint MaxTextureLevels;      /**< Max mipmap levels. */
3408   GLuint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
3409   GLuint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
3410   GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3411   GLuint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
3412   GLuint MaxTextureCoordUnits;
3413   GLuint MaxCombinedTextureImageUnits;
3414   GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3415   GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
3416   GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
3417   GLuint MaxTextureBufferSize;      /**< GL_ARB_texture_buffer_object */
3418
3419   GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3420
3421   GLuint MaxArrayLockSize;
3422
3423   GLint SubPixelBits;
3424
3425   GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
3426   GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
3427   GLfloat PointSizeGranularity;
3428   GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
3429   GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
3430   GLfloat LineWidthGranularity;
3431
3432   GLuint MaxClipPlanes;
3433   GLuint MaxLights;
3434   GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
3435   GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
3436
3437   GLuint MaxViewportWidth, MaxViewportHeight;
3438   GLuint MaxViewports;                      /**< GL_ARB_viewport_array */
3439   GLuint ViewportSubpixelBits;              /**< GL_ARB_viewport_array */
3440   struct {
3441      GLfloat Min;
3442      GLfloat Max;
3443   } ViewportBounds;                         /**< GL_ARB_viewport_array */
3444   GLuint MaxWindowRectangles;               /**< GL_EXT_window_rectangles */
3445
3446   struct gl_program_constants Program[MESA_SHADER_STAGES];
3447   GLuint MaxProgramMatrices;
3448   GLuint MaxProgramMatrixStackDepth;
3449
3450   struct {
3451      GLuint SamplesPassed;
3452      GLuint TimeElapsed;
3453      GLuint Timestamp;
3454      GLuint PrimitivesGenerated;
3455      GLuint PrimitivesWritten;
3456      GLuint VerticesSubmitted;
3457      GLuint PrimitivesSubmitted;
3458      GLuint VsInvocations;
3459      GLuint TessPatches;
3460      GLuint TessInvocations;
3461      GLuint GsInvocations;
3462      GLuint GsPrimitives;
3463      GLuint FsInvocations;
3464      GLuint ComputeInvocations;
3465      GLuint ClInPrimitives;
3466      GLuint ClOutPrimitives;
3467   } QueryCounterBits;
3468
3469   GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
3470
3471   GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
3472   GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
3473   GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
3474
3475   /**
3476    * GL_ARB_framebuffer_no_attachments
3477    */
3478   GLuint MaxFramebufferWidth;
3479   GLuint MaxFramebufferHeight;
3480   GLuint MaxFramebufferLayers;
3481   GLuint MaxFramebufferSamples;
3482
3483   /** Number of varying vectors between any two shader stages. */
3484   GLuint MaxVarying;
3485
3486   /** @{
3487    * GL_ARB_uniform_buffer_object
3488    */
3489   GLuint MaxCombinedUniformBlocks;
3490   GLuint MaxUniformBufferBindings;
3491   GLuint MaxUniformBlockSize;
3492   GLuint UniformBufferOffsetAlignment;
3493   /** @} */
3494
3495   /** @{
3496    * GL_ARB_shader_storage_buffer_object
3497    */
3498   GLuint MaxCombinedShaderStorageBlocks;
3499   GLuint MaxShaderStorageBufferBindings;
3500   GLuint MaxShaderStorageBlockSize;
3501   GLuint ShaderStorageBufferOffsetAlignment;
3502   /** @} */
3503
3504   /**
3505    * GL_ARB_explicit_uniform_location
3506    */
3507   GLuint MaxUserAssignableUniformLocations;
3508
3509   /** geometry shader */
3510   GLuint MaxGeometryOutputVertices;
3511   GLuint MaxGeometryTotalOutputComponents;
3512
3513   GLuint GLSLVersion;  /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3514
3515   /**
3516    * Changes default GLSL extension behavior from "error" to "warn".  It's out
3517    * of spec, but it can make some apps work that otherwise wouldn't.
3518    */
3519   GLboolean ForceGLSLExtensionsWarn;
3520
3521   /**
3522    * If non-zero, forces GLSL shaders to behave as if they began
3523    * with "#version ForceGLSLVersion".
3524    */
3525   GLuint ForceGLSLVersion;
3526
3527   /**
3528    * Allow GLSL #extension directives in the middle of shaders.
3529    */
3530   GLboolean AllowGLSLExtensionDirectiveMidShader;
3531
3532   /**
3533    * Force uninitialized variables to default to zero.
3534    */
3535   GLboolean GLSLZeroInit;
3536
3537   /**
3538    * Does the driver support real 32-bit integers?  (Otherwise, integers are
3539    * simulated via floats.)
3540    */
3541   GLboolean NativeIntegers;
3542
3543   /**
3544    * Does VertexID count from zero or from base vertex?
3545    *
3546    * \note
3547    * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3548    * ignored and need not be set.
3549    */
3550   bool VertexID_is_zero_based;
3551
3552   /**
3553    * If the driver supports real 32-bit integers, what integer value should be
3554    * used for boolean true in uniform uploads?  (Usually 1 or ~0.)
3555    */
3556   GLuint UniformBooleanTrue;
3557
3558   /**
3559    * Maximum amount of time, measured in nanseconds, that the server can wait.
3560    */
3561   GLuint64 MaxServerWaitTimeout;
3562
3563   /** GL_EXT_provoking_vertex */
3564   GLboolean QuadsFollowProvokingVertexConvention;
3565
3566   /** GL_ARB_viewport_array */
3567   GLenum LayerAndVPIndexProvokingVertex;
3568
3569   /** OpenGL version 3.0 */
3570   GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3571
3572   /** OpenGL version 3.2 */
3573   GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
3574
3575   /** OpenGL version 4.4 */
3576   GLuint MaxVertexAttribStride;
3577
3578   /** GL_EXT_transform_feedback */
3579   GLuint MaxTransformFeedbackBuffers;
3580   GLuint MaxTransformFeedbackSeparateComponents;
3581   GLuint MaxTransformFeedbackInterleavedComponents;
3582   GLuint MaxVertexStreams;
3583
3584   /** GL_EXT_gpu_shader4 */
3585   GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3586
3587   /** GL_ARB_texture_gather */
3588   GLuint MinProgramTextureGatherOffset;
3589   GLuint MaxProgramTextureGatherOffset;
3590   GLuint MaxProgramTextureGatherComponents;
3591
3592   /* GL_ARB_robustness */
3593   GLenum ResetStrategy;
3594
3595   /* GL_KHR_robustness */
3596   GLboolean RobustAccess;
3597
3598   /* GL_ARB_blend_func_extended */
3599   GLuint MaxDualSourceDrawBuffers;
3600
3601   /**
3602    * Whether the implementation strips out and ignores texture borders.
3603    *
3604    * Many GPU hardware implementations don't support rendering with texture
3605    * borders and mipmapped textures.  (Note: not static border color, but the
3606    * old 1-pixel border around each edge).  Implementations then have to do
3607    * slow fallbacks to be correct, or just ignore the border and be fast but
3608    * wrong.  Setting the flag strips the border off of TexImage calls,
3609    * providing "fast but wrong" at significantly reduced driver complexity.
3610    *
3611    * Texture borders are deprecated in GL 3.0.
3612    **/
3613   GLboolean StripTextureBorder;
3614
3615   /**
3616    * For drivers which can do a better job at eliminating unused uniforms
3617    * than the GLSL compiler.
3618    *
3619    * XXX Remove these as soon as a better solution is available.
3620    */
3621   GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3622
3623   /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3624   bool GLSLFragCoordIsSysVal;
3625   bool GLSLFrontFacingIsSysVal;
3626
3627   /**
3628    * Run the minimum amount of GLSL optimizations to be able to link
3629    * shaders optimally (eliminate dead varyings and uniforms) and just do
3630    * all the necessary lowering.
3631    */
3632   bool GLSLOptimizeConservatively;
3633
3634   /**
3635    * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3636    * (otherwise, they're system values).
3637    */
3638   bool GLSLTessLevelsAsInputs;
3639
3640   /**
3641    * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3642    * than passing the transform feedback object to the drawing function.
3643    */
3644   GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3645
3646   /** GL_ARB_map_buffer_alignment */
3647   GLuint MinMapBufferAlignment;
3648
3649   /**
3650    * Disable varying packing.  This is out of spec, but potentially useful
3651    * for older platforms that supports a limited number of texture
3652    * indirections--on these platforms, unpacking the varyings in the fragment
3653    * shader increases the number of texture indirections by 1, which might
3654    * make some shaders not executable at all.
3655    *
3656    * Drivers that support transform feedback must set this value to GL_FALSE.
3657    */
3658   GLboolean DisableVaryingPacking;
3659
3660   /**
3661    * Should meaningful names be generated for compiler temporary variables?
3662    *
3663    * Generally, it is not useful to have the compiler generate "meaningful"
3664    * names for temporary variables that it creates.  This can, however, be a
3665    * useful debugging aid.  In Mesa debug builds or release builds when
3666    * MESA_GLSL is set at run-time, meaningful names will be generated.
3667    * Drivers can also force names to be generated by setting this field.
3668    * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3669    * vertex shader assembly) is set at run-time.
3670    */
3671   bool GenerateTemporaryNames;
3672
3673   /*
3674    * Maximum value supported for an index in DrawElements and friends.
3675    *
3676    * This must be at least (1ull<<24)-1.  The default value is
3677    * (1ull<<32)-1.
3678    *
3679    * \since ES 3.0 or GL_ARB_ES3_compatibility
3680    * \sa _mesa_init_constants
3681    */
3682   GLuint64 MaxElementIndex;
3683
3684   /**
3685    * Disable interpretation of line continuations (lines ending with a
3686    * backslash character ('\') in GLSL source.
3687    */
3688   GLboolean DisableGLSLLineContinuations;
3689
3690   /** GL_ARB_texture_multisample */
3691   GLint MaxColorTextureSamples;
3692   GLint MaxDepthTextureSamples;
3693   GLint MaxIntegerSamples;
3694
3695   /**
3696    * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3697    * samples are laid out in a rectangular grid roughly corresponding to
3698    * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3699    * are used to map indices of rectangular grid to sample numbers within
3700    * a pixel. This mapping of indices to sample numbers must be initialized
3701    * by the driver for the target hardware. For example, if we have the 8X
3702    * MSAA sample number layout (sample positions) for XYZ hardware:
3703    *
3704    *        sample indices layout          sample number layout
3705    *            ---------                      ---------
3706    *            | 0 | 1 |                      | a | b |
3707    *            ---------                      ---------
3708    *            | 2 | 3 |                      | c | d |
3709    *            ---------                      ---------
3710    *            | 4 | 5 |                      | e | f |
3711    *            ---------                      ---------
3712    *            | 6 | 7 |                      | g | h |
3713    *            ---------                      ---------
3714    *
3715    * Where a,b,c,d,e,f,g,h are integers between [0-7].
3716    *
3717    * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3718    * below:
3719    *    SampleMap8x = {a, b, c, d, e, f, g, h};
3720    *
3721    * Follow the logic for sample counts 2-8.
3722    *
3723    * For 16x the sample indices layout as a 4x4 grid as follows:
3724    *
3725    *            -----------------
3726    *            | 0 | 1 | 2 | 3 |
3727    *            -----------------
3728    *            | 4 | 5 | 6 | 7 |
3729    *            -----------------
3730    *            | 8 | 9 |10 |11 |
3731    *            -----------------
3732    *            |12 |13 |14 |15 |
3733    *            -----------------
3734    */
3735   uint8_t SampleMap2x[2];
3736   uint8_t SampleMap4x[4];
3737   uint8_t SampleMap8x[8];
3738   uint8_t SampleMap16x[16];
3739
3740   /** GL_ARB_shader_atomic_counters */
3741   GLuint MaxAtomicBufferBindings;
3742   GLuint MaxAtomicBufferSize;
3743   GLuint MaxCombinedAtomicBuffers;
3744   GLuint MaxCombinedAtomicCounters;
3745
3746   /** GL_ARB_vertex_attrib_binding */
3747   GLint MaxVertexAttribRelativeOffset;
3748   GLint MaxVertexAttribBindings;
3749
3750   /* GL_ARB_shader_image_load_store */
3751   GLuint MaxImageUnits;
3752   GLuint MaxCombinedShaderOutputResources;
3753   GLuint MaxImageSamples;
3754   GLuint MaxCombinedImageUniforms;
3755
3756   /** GL_ARB_compute_shader */
3757   GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3758   GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3759   GLuint MaxComputeWorkGroupInvocations;
3760   GLuint MaxComputeSharedMemorySize;
3761
3762   /** GL_ARB_compute_variable_group_size */
3763   GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3764   GLuint MaxComputeVariableGroupInvocations;
3765
3766   /** GL_ARB_gpu_shader5 */
3767   GLfloat MinFragmentInterpolationOffset;
3768   GLfloat MaxFragmentInterpolationOffset;
3769
3770   GLboolean FakeSWMSAA;
3771
3772   /** GL_KHR_context_flush_control */
3773   GLenum ContextReleaseBehavior;
3774
3775   struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3776
3777   /** GL_ARB_tessellation_shader */
3778   GLuint MaxPatchVertices;
3779   GLuint MaxTessGenLevel;
3780   GLuint MaxTessPatchComponents;
3781   GLuint MaxTessControlTotalOutputComponents;
3782   bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3783   bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3784   bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3785   bool PrimitiveRestartForPatches;
3786   bool LowerCsDerivedVariables;    /**< Lower gl_GlobalInvocationID and
3787                                     *   gl_LocalInvocationIndex based on
3788                                     *   other builtin variables. */
3789
3790   /** GL_OES_primitive_bounding_box */
3791   bool NoPrimitiveBoundingBoxOutput;
3792};
3793
3794
3795/**
3796 * Enable flag for each OpenGL extension.  Different device drivers will
3797 * enable different extensions at runtime.
3798 */
3799struct gl_extensions
3800{
3801   GLboolean dummy;  /* don't remove this! */
3802   GLboolean dummy_true;  /* Set true by _mesa_init_extensions(). */
3803   GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3804   GLboolean ANGLE_texture_compression_dxt;
3805   GLboolean ARB_ES2_compatibility;
3806   GLboolean ARB_ES3_compatibility;
3807   GLboolean ARB_ES3_1_compatibility;
3808   GLboolean ARB_ES3_2_compatibility;
3809   GLboolean ARB_arrays_of_arrays;
3810   GLboolean ARB_base_instance;
3811   GLboolean ARB_blend_func_extended;
3812   GLboolean ARB_buffer_storage;
3813   GLboolean ARB_clear_texture;
3814   GLboolean ARB_clip_control;
3815   GLboolean ARB_color_buffer_float;
3816   GLboolean ARB_compute_shader;
3817   GLboolean ARB_compute_variable_group_size;
3818   GLboolean ARB_conditional_render_inverted;
3819   GLboolean ARB_conservative_depth;
3820   GLboolean ARB_copy_image;
3821   GLboolean ARB_cull_distance;
3822   GLboolean ARB_depth_buffer_float;
3823   GLboolean ARB_depth_clamp;
3824   GLboolean ARB_depth_texture;
3825   GLboolean ARB_derivative_control;
3826   GLboolean ARB_draw_buffers_blend;
3827   GLboolean ARB_draw_elements_base_vertex;
3828   GLboolean ARB_draw_indirect;
3829   GLboolean ARB_draw_instanced;
3830   GLboolean ARB_fragment_coord_conventions;
3831   GLboolean ARB_fragment_layer_viewport;
3832   GLboolean ARB_fragment_program;
3833   GLboolean ARB_fragment_program_shadow;
3834   GLboolean ARB_fragment_shader;
3835   GLboolean ARB_framebuffer_no_attachments;
3836   GLboolean ARB_framebuffer_object;
3837   GLboolean ARB_enhanced_layouts;
3838   GLboolean ARB_explicit_attrib_location;
3839   GLboolean ARB_explicit_uniform_location;
3840   GLboolean ARB_gpu_shader5;
3841   GLboolean ARB_gpu_shader_fp64;
3842   GLboolean ARB_half_float_vertex;
3843   GLboolean ARB_indirect_parameters;
3844   GLboolean ARB_instanced_arrays;
3845   GLboolean ARB_internalformat_query;
3846   GLboolean ARB_internalformat_query2;
3847   GLboolean ARB_map_buffer_range;
3848   GLboolean ARB_occlusion_query;
3849   GLboolean ARB_occlusion_query2;
3850   GLboolean ARB_pipeline_statistics_query;
3851   GLboolean ARB_point_sprite;
3852   GLboolean ARB_post_depth_coverage;
3853   GLboolean ARB_query_buffer_object;
3854   GLboolean ARB_robust_buffer_access_behavior;
3855   GLboolean ARB_sample_shading;
3856   GLboolean ARB_seamless_cube_map;
3857   GLboolean ARB_shader_atomic_counter_ops;
3858   GLboolean ARB_shader_atomic_counters;
3859   GLboolean ARB_shader_bit_encoding;
3860   GLboolean ARB_shader_clock;
3861   GLboolean ARB_shader_draw_parameters;
3862   GLboolean ARB_shader_group_vote;
3863   GLboolean ARB_shader_image_load_store;
3864   GLboolean ARB_shader_image_size;
3865   GLboolean ARB_shader_precision;
3866   GLboolean ARB_shader_stencil_export;
3867   GLboolean ARB_shader_storage_buffer_object;
3868   GLboolean ARB_shader_subroutine;
3869   GLboolean ARB_shader_texture_image_samples;
3870   GLboolean ARB_shader_texture_lod;
3871   GLboolean ARB_shader_viewport_layer_array;
3872   GLboolean ARB_shading_language_packing;
3873   GLboolean ARB_shading_language_420pack;
3874   GLboolean ARB_shadow;
3875   GLboolean ARB_stencil_texturing;
3876   GLboolean ARB_sync;
3877   GLboolean ARB_tessellation_shader;
3878   GLboolean ARB_texture_border_clamp;
3879   GLboolean ARB_texture_buffer_object;
3880   GLboolean ARB_texture_buffer_object_rgb32;
3881   GLboolean ARB_texture_buffer_range;
3882   GLboolean ARB_texture_compression_bptc;
3883   GLboolean ARB_texture_compression_rgtc;
3884   GLboolean ARB_texture_cube_map;
3885   GLboolean ARB_texture_cube_map_array;
3886   GLboolean ARB_texture_env_combine;
3887   GLboolean ARB_texture_env_crossbar;
3888   GLboolean ARB_texture_env_dot3;
3889   GLboolean ARB_texture_float;
3890   GLboolean ARB_texture_gather;
3891   GLboolean ARB_texture_mirror_clamp_to_edge;
3892   GLboolean ARB_texture_multisample;
3893   GLboolean ARB_texture_non_power_of_two;
3894   GLboolean ARB_texture_stencil8;
3895   GLboolean ARB_texture_query_levels;
3896   GLboolean ARB_texture_query_lod;
3897   GLboolean ARB_texture_rg;
3898   GLboolean ARB_texture_rgb10_a2ui;
3899   GLboolean ARB_texture_view;
3900   GLboolean ARB_timer_query;
3901   GLboolean ARB_transform_feedback2;
3902   GLboolean ARB_transform_feedback3;
3903   GLboolean ARB_transform_feedback_instanced;
3904   GLboolean ARB_uniform_buffer_object;
3905   GLboolean ARB_vertex_attrib_64bit;
3906   GLboolean ARB_vertex_program;
3907   GLboolean ARB_vertex_shader;
3908   GLboolean ARB_vertex_type_10f_11f_11f_rev;
3909   GLboolean ARB_vertex_type_2_10_10_10_rev;
3910   GLboolean ARB_viewport_array;
3911   GLboolean EXT_blend_color;
3912   GLboolean EXT_blend_equation_separate;
3913   GLboolean EXT_blend_func_separate;
3914   GLboolean EXT_blend_minmax;
3915   GLboolean EXT_depth_bounds_test;
3916   GLboolean EXT_draw_buffers2;
3917   GLboolean EXT_framebuffer_multisample;
3918   GLboolean EXT_framebuffer_multisample_blit_scaled;
3919   GLboolean EXT_framebuffer_sRGB;
3920   GLboolean EXT_gpu_program_parameters;
3921   GLboolean EXT_gpu_shader4;
3922   GLboolean EXT_packed_float;
3923   GLboolean EXT_pixel_buffer_object;
3924   GLboolean EXT_point_parameters;
3925   GLboolean EXT_polygon_offset_clamp;
3926   GLboolean EXT_provoking_vertex;
3927   GLboolean EXT_shader_integer_mix;
3928   GLboolean EXT_shader_samples_identical;
3929   GLboolean EXT_stencil_two_side;
3930   GLboolean EXT_texture_array;
3931   GLboolean EXT_texture_compression_latc;
3932   GLboolean EXT_texture_compression_s3tc;
3933   GLboolean EXT_texture_env_dot3;
3934   GLboolean EXT_texture_filter_anisotropic;
3935   GLboolean EXT_texture_integer;
3936   GLboolean EXT_texture_mirror_clamp;
3937   GLboolean EXT_texture_shared_exponent;
3938   GLboolean EXT_texture_snorm;
3939   GLboolean EXT_texture_sRGB;
3940   GLboolean EXT_texture_sRGB_decode;
3941   GLboolean EXT_texture_swizzle;
3942   GLboolean EXT_transform_feedback;
3943   GLboolean EXT_timer_query;
3944   GLboolean EXT_vertex_array_bgra;
3945   GLboolean EXT_window_rectangles;
3946   GLboolean OES_copy_image;
3947   GLboolean OES_primitive_bounding_box;
3948   GLboolean OES_sample_variables;
3949   GLboolean OES_standard_derivatives;
3950   GLboolean OES_texture_buffer;
3951   GLboolean OES_texture_cube_map_array;
3952   GLboolean OES_viewport_array;
3953   /* vendor extensions */
3954   GLboolean AMD_performance_monitor;
3955   GLboolean AMD_pinned_memory;
3956   GLboolean AMD_seamless_cubemap_per_texture;
3957   GLboolean AMD_vertex_shader_layer;
3958   GLboolean AMD_vertex_shader_viewport_index;
3959   GLboolean ANDROID_extension_pack_es31a;
3960   GLboolean APPLE_object_purgeable;
3961   GLboolean ATI_meminfo;
3962   GLboolean ATI_texture_compression_3dc;
3963   GLboolean ATI_texture_mirror_once;
3964   GLboolean ATI_texture_env_combine3;
3965   GLboolean ATI_fragment_shader;
3966   GLboolean ATI_separate_stencil;
3967   GLboolean GREMEDY_string_marker;
3968   GLboolean INTEL_conservative_rasterization;
3969   GLboolean INTEL_performance_query;
3970   GLboolean KHR_blend_equation_advanced;
3971   GLboolean KHR_blend_equation_advanced_coherent;
3972   GLboolean KHR_robustness;
3973   GLboolean KHR_texture_compression_astc_hdr;
3974   GLboolean KHR_texture_compression_astc_ldr;
3975   GLboolean KHR_texture_compression_astc_sliced_3d;
3976   GLboolean MESA_pack_invert;
3977   GLboolean MESA_shader_framebuffer_fetch;
3978   GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3979   GLboolean MESA_shader_integer_functions;
3980   GLboolean MESA_ycbcr_texture;
3981   GLboolean NV_conditional_render;
3982   GLboolean NV_fog_distance;
3983   GLboolean NV_point_sprite;
3984   GLboolean NV_primitive_restart;
3985   GLboolean NV_texture_barrier;
3986   GLboolean NV_texture_env_combine4;
3987   GLboolean NV_texture_rectangle;
3988   GLboolean NV_vdpau_interop;
3989   GLboolean NVX_gpu_memory_info;
3990   GLboolean TDFX_texture_compression_FXT1;
3991   GLboolean OES_EGL_image;
3992   GLboolean OES_draw_texture;
3993   GLboolean OES_depth_texture_cube_map;
3994   GLboolean OES_EGL_image_external;
3995   GLboolean OES_texture_float;
3996   GLboolean OES_texture_float_linear;
3997   GLboolean OES_texture_half_float;
3998   GLboolean OES_texture_half_float_linear;
3999   GLboolean OES_compressed_ETC1_RGB8_texture;
4000   GLboolean OES_geometry_shader;
4001   GLboolean OES_texture_compression_astc;
4002   GLboolean extension_sentinel;
4003   /** The extension string */
4004   const GLubyte *String;
4005   /** Number of supported extensions */
4006   GLuint Count;
4007   /**
4008    * The context version which extension helper functions compare against.
4009    * By default, the value is equal to ctx->Version. This changes to ~0
4010    * while meta is in progress.
4011    */
4012   GLubyte Version;
4013};
4014
4015
4016/**
4017 * A stack of matrices (projection, modelview, color, texture, etc).
4018 */
4019struct gl_matrix_stack
4020{
4021   GLmatrix *Top;      /**< points into Stack */
4022   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
4023   unsigned StackSize; /**< Number of elements in Stack */
4024   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
4025   GLuint MaxDepth;    /**< size of Stack[] array */
4026   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4027};
4028
4029
4030/**
4031 * \name Bits for image transfer operations
4032 * \sa __struct gl_contextRec::ImageTransferState.
4033 */
4034/*@{*/
4035#define IMAGE_SCALE_BIAS_BIT                      0x1
4036#define IMAGE_SHIFT_OFFSET_BIT                    0x2
4037#define IMAGE_MAP_COLOR_BIT                       0x4
4038#define IMAGE_CLAMP_BIT                           0x800
4039
4040
4041/** Pixel Transfer ops */
4042#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
4043		    IMAGE_SHIFT_OFFSET_BIT |			\
4044		    IMAGE_MAP_COLOR_BIT)
4045
4046/**
4047 * \name Bits to indicate what state has changed.
4048 */
4049/*@{*/
4050#define _NEW_MODELVIEW         (1u << 0)   /**< gl_context::ModelView */
4051#define _NEW_PROJECTION        (1u << 1)   /**< gl_context::Projection */
4052#define _NEW_TEXTURE_MATRIX    (1u << 2)   /**< gl_context::TextureMatrix */
4053#define _NEW_COLOR             (1u << 3)   /**< gl_context::Color */
4054#define _NEW_DEPTH             (1u << 4)   /**< gl_context::Depth */
4055#define _NEW_EVAL              (1u << 5)   /**< gl_context::Eval, EvalMap */
4056#define _NEW_FOG               (1u << 6)   /**< gl_context::Fog */
4057#define _NEW_HINT              (1u << 7)   /**< gl_context::Hint */
4058#define _NEW_LIGHT             (1u << 8)   /**< gl_context::Light */
4059#define _NEW_LINE              (1u << 9)   /**< gl_context::Line */
4060#define _NEW_PIXEL             (1u << 10)  /**< gl_context::Pixel */
4061#define _NEW_POINT             (1u << 11)  /**< gl_context::Point */
4062#define _NEW_POLYGON           (1u << 12)  /**< gl_context::Polygon */
4063#define _NEW_POLYGONSTIPPLE    (1u << 13)  /**< gl_context::PolygonStipple */
4064#define _NEW_SCISSOR           (1u << 14)  /**< gl_context::Scissor */
4065#define _NEW_STENCIL           (1u << 15)  /**< gl_context::Stencil */
4066#define _NEW_TEXTURE           (1u << 16)  /**< gl_context::Texture */
4067#define _NEW_TRANSFORM         (1u << 17)  /**< gl_context::Transform */
4068#define _NEW_VIEWPORT          (1u << 18)  /**< gl_context::Viewport */
4069/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4070#define _NEW_ARRAY             (1u << 20)  /**< gl_context::Array */
4071#define _NEW_RENDERMODE        (1u << 21)  /**< gl_context::RenderMode, etc */
4072#define _NEW_BUFFERS           (1u << 22)  /**< gl_context::Visual, DrawBuffer, */
4073#define _NEW_CURRENT_ATTRIB    (1u << 23)  /**< gl_context::Current */
4074#define _NEW_MULTISAMPLE       (1u << 24)  /**< gl_context::Multisample */
4075#define _NEW_TRACK_MATRIX      (1u << 25)  /**< gl_context::VertexProgram */
4076#define _NEW_PROGRAM           (1u << 26)  /**< New program/shader state */
4077#define _NEW_PROGRAM_CONSTANTS (1u << 27)
4078#define _NEW_BUFFER_OBJECT     (1u << 28)
4079#define _NEW_FRAG_CLAMP        (1u << 29)
4080/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4081#define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4082#define _NEW_ALL ~0
4083/*@}*/
4084
4085
4086/**
4087 * Composite state flags
4088 */
4089/*@{*/
4090#define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
4091                                           _NEW_TEXTURE |	\
4092                                           _NEW_POINT |		\
4093                                           _NEW_PROGRAM |	\
4094                                           _NEW_MODELVIEW)
4095
4096#define _MESA_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | \
4097                                            _NEW_FOG | \
4098                                            _NEW_PROGRAM)
4099
4100
4101/*@}*/
4102
4103
4104
4105
4106/* This has to be included here. */
4107#include "dd.h"
4108
4109
4110/**
4111 * Display list flags.
4112 * Strictly this is a tnl-private concept, but it doesn't seem
4113 * worthwhile adding a tnl private structure just to hold this one bit
4114 * of information:
4115 */
4116#define DLIST_DANGLING_REFS     0x1
4117
4118
4119/** Opaque declaration of display list payload data type */
4120union gl_dlist_node;
4121
4122
4123/**
4124 * Provide a location where information about a display list can be
4125 * collected.  Could be extended with driverPrivate structures,
4126 * etc. in the future.
4127 */
4128struct gl_display_list
4129{
4130   GLuint Name;
4131   GLchar *Label;     /**< GL_KHR_debug */
4132   GLbitfield Flags;  /**< DLIST_x flags */
4133   /** The dlist commands are in a linked list of nodes */
4134   union gl_dlist_node *Head;
4135};
4136
4137
4138/**
4139 * State used during display list compilation and execution.
4140 */
4141struct gl_dlist_state
4142{
4143   GLuint CallDepth;		/**< Current recursion calling depth */
4144
4145   struct gl_display_list *CurrentList; /**< List currently being compiled */
4146   union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4147   GLuint CurrentPos;		/**< Index into current block of nodes */
4148
4149   GLvertexformat ListVtxfmt;
4150
4151   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4152   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4153
4154   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4155   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4156
4157   struct {
4158      /* State known to have been set by the currently-compiling display
4159       * list.  Used to eliminate some redundant state changes.
4160       */
4161      GLenum ShadeModel;
4162   } Current;
4163};
4164
4165/** @{
4166 *
4167 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4168 * to small enums suitable for use as an array index.
4169 */
4170
4171enum mesa_debug_source {
4172   MESA_DEBUG_SOURCE_API,
4173   MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4174   MESA_DEBUG_SOURCE_SHADER_COMPILER,
4175   MESA_DEBUG_SOURCE_THIRD_PARTY,
4176   MESA_DEBUG_SOURCE_APPLICATION,
4177   MESA_DEBUG_SOURCE_OTHER,
4178   MESA_DEBUG_SOURCE_COUNT
4179};
4180
4181enum mesa_debug_type {
4182   MESA_DEBUG_TYPE_ERROR,
4183   MESA_DEBUG_TYPE_DEPRECATED,
4184   MESA_DEBUG_TYPE_UNDEFINED,
4185   MESA_DEBUG_TYPE_PORTABILITY,
4186   MESA_DEBUG_TYPE_PERFORMANCE,
4187   MESA_DEBUG_TYPE_OTHER,
4188   MESA_DEBUG_TYPE_MARKER,
4189   MESA_DEBUG_TYPE_PUSH_GROUP,
4190   MESA_DEBUG_TYPE_POP_GROUP,
4191   MESA_DEBUG_TYPE_COUNT
4192};
4193
4194enum mesa_debug_severity {
4195   MESA_DEBUG_SEVERITY_LOW,
4196   MESA_DEBUG_SEVERITY_MEDIUM,
4197   MESA_DEBUG_SEVERITY_HIGH,
4198   MESA_DEBUG_SEVERITY_NOTIFICATION,
4199   MESA_DEBUG_SEVERITY_COUNT
4200};
4201
4202/** @} */
4203
4204/**
4205 * Driver-specific state flags.
4206 *
4207 * These are or'd with gl_context::NewDriverState to notify a driver about
4208 * a state change. The driver sets the flags at context creation and
4209 * the meaning of the bits set is opaque to core Mesa.
4210 */
4211struct gl_driver_flags
4212{
4213   /** gl_context::Array::_DrawArrays (vertex array state) */
4214   uint64_t NewArray;
4215
4216   /** gl_context::TransformFeedback::CurrentObject */
4217   uint64_t NewTransformFeedback;
4218
4219   /** gl_context::TransformFeedback::CurrentObject::shader_program */
4220   uint64_t NewTransformFeedbackProg;
4221
4222   /** gl_context::RasterDiscard */
4223   uint64_t NewRasterizerDiscard;
4224
4225   /**
4226    * gl_context::UniformBufferBindings
4227    * gl_shader_program::UniformBlocks
4228    */
4229   uint64_t NewUniformBuffer;
4230
4231   /**
4232    * gl_context::ShaderStorageBufferBindings
4233    * gl_shader_program::ShaderStorageBlocks
4234    */
4235   uint64_t NewShaderStorageBuffer;
4236
4237   uint64_t NewTextureBuffer;
4238
4239   /**
4240    * gl_context::AtomicBufferBindings
4241    */
4242   uint64_t NewAtomicBuffer;
4243
4244   /**
4245    * gl_context::ImageUnits
4246    */
4247   uint64_t NewImageUnits;
4248
4249   /**
4250    * gl_context::TessCtrlProgram::patch_default_*
4251    */
4252   uint64_t NewDefaultTessLevels;
4253
4254   /**
4255    * gl_context::IntelConservativeRasterization
4256    */
4257   uint64_t NewIntelConservativeRasterization;
4258};
4259
4260struct gl_uniform_buffer_binding
4261{
4262   struct gl_buffer_object *BufferObject;
4263   /** Start of uniform block data in the buffer */
4264   GLintptr Offset;
4265   /** Size of data allowed to be referenced from the buffer (in bytes) */
4266   GLsizeiptr Size;
4267   /**
4268    * glBindBufferBase() indicates that the Size should be ignored and only
4269    * limited by the current size of the BufferObject.
4270    */
4271   GLboolean AutomaticSize;
4272};
4273
4274struct gl_shader_storage_buffer_binding
4275{
4276   struct gl_buffer_object *BufferObject;
4277   /** Start of shader storage block data in the buffer */
4278   GLintptr Offset;
4279   /** Size of data allowed to be referenced from the buffer (in bytes) */
4280   GLsizeiptr Size;
4281   /**
4282    * glBindBufferBase() indicates that the Size should be ignored and only
4283    * limited by the current size of the BufferObject.
4284    */
4285   GLboolean AutomaticSize;
4286};
4287
4288/**
4289 * ARB_shader_image_load_store image unit.
4290 */
4291struct gl_image_unit
4292{
4293   /**
4294    * Texture object bound to this unit.
4295    */
4296   struct gl_texture_object *TexObj;
4297
4298   /**
4299    * Level of the texture object bound to this unit.
4300    */
4301   GLuint Level;
4302
4303   /**
4304    * \c GL_TRUE if the whole level is bound as an array of layers, \c
4305    * GL_FALSE if only some specific layer of the texture is bound.
4306    * \sa Layer
4307    */
4308   GLboolean Layered;
4309
4310   /**
4311    * Layer of the texture object bound to this unit as specified by the
4312    * application.
4313    */
4314   GLuint Layer;
4315
4316   /**
4317    * Layer of the texture object bound to this unit, or zero if the
4318    * whole level is bound.
4319    */
4320   GLuint _Layer;
4321
4322   /**
4323    * Access allowed to this texture image.  Either \c GL_READ_ONLY,
4324    * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4325    */
4326   GLenum Access;
4327
4328   /**
4329    * GL internal format that determines the interpretation of the
4330    * image memory when shader image operations are performed through
4331    * this unit.
4332    */
4333   GLenum Format;
4334
4335   /**
4336    * Mesa format corresponding to \c Format.
4337    */
4338   mesa_format _ActualFormat;
4339
4340};
4341
4342/**
4343 * Binding point for an atomic counter buffer object.
4344 */
4345struct gl_atomic_buffer_binding
4346{
4347   struct gl_buffer_object *BufferObject;
4348   GLintptr Offset;
4349   GLsizeiptr Size;
4350};
4351
4352/**
4353 * Shader subroutines storage
4354 */
4355struct gl_subroutine_index_binding
4356{
4357   GLuint NumIndex;
4358   GLuint *IndexPtr;
4359};
4360
4361/**
4362 * Mesa rendering context.
4363 *
4364 * This is the central context data structure for Mesa.  Almost all
4365 * OpenGL state is contained in this structure.
4366 * Think of this as a base class from which device drivers will derive
4367 * sub classes.
4368 */
4369struct gl_context
4370{
4371   /** State possibly shared with other contexts in the address space */
4372   struct gl_shared_state *Shared;
4373
4374   /** \name API function pointer tables */
4375   /*@{*/
4376   gl_api API;
4377   /**
4378    * The current dispatch table for non-displaylist-saving execution, either
4379    * BeginEnd or OutsideBeginEnd
4380    */
4381   struct _glapi_table *Exec;
4382   /**
4383    * The normal dispatch table for non-displaylist-saving, non-begin/end
4384    */
4385   struct _glapi_table *OutsideBeginEnd;
4386   /** The dispatch table used between glNewList() and glEndList() */
4387   struct _glapi_table *Save;
4388   /**
4389    * The dispatch table used between glBegin() and glEnd() (outside of a
4390    * display list).  Only valid functions between those two are set, which is
4391    * mostly just the set in a GLvertexformat struct.
4392    */
4393   struct _glapi_table *BeginEnd;
4394   /**
4395    * Dispatch table for when a graphics reset has happened.
4396    */
4397   struct _glapi_table *ContextLost;
4398   /**
4399    * Tracks the current dispatch table out of the 4 above, so that it can be
4400    * re-set on glXMakeCurrent().
4401    */
4402   struct _glapi_table *CurrentDispatch;
4403   /*@}*/
4404
4405   struct gl_config Visual;
4406   struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
4407   struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
4408   struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
4409   struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
4410
4411   /**
4412    * Device driver function pointer table
4413    */
4414   struct dd_function_table Driver;
4415
4416   /** Core/Driver constants */
4417   struct gl_constants Const;
4418
4419   /** \name The various 4x4 matrix stacks */
4420   /*@{*/
4421   struct gl_matrix_stack ModelviewMatrixStack;
4422   struct gl_matrix_stack ProjectionMatrixStack;
4423   struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4424   struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4425   struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4426   /*@}*/
4427
4428   /** Combined modelview and projection matrix */
4429   GLmatrix _ModelProjectMatrix;
4430
4431   /** \name Display lists */
4432   struct gl_dlist_state ListState;
4433
4434   GLboolean ExecuteFlag;	/**< Execute GL commands? */
4435   GLboolean CompileFlag;	/**< Compile GL commands into display list? */
4436
4437   /** Extension information */
4438   struct gl_extensions Extensions;
4439
4440   /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4441   GLuint Version;
4442   char *VersionString;
4443
4444   /** \name State attribute stack (for glPush/PopAttrib) */
4445   /*@{*/
4446   GLuint AttribStackDepth;
4447   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4448   /*@}*/
4449
4450   /** \name Renderer attribute groups
4451    *
4452    * We define a struct for each attribute group to make pushing and popping
4453    * attributes easy.  Also it's a good organization.
4454    */
4455   /*@{*/
4456   struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
4457   struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
4458   struct gl_current_attrib	Current;	/**< Current attributes */
4459   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
4460   struct gl_eval_attrib	Eval;		/**< Eval attributes */
4461   struct gl_fog_attrib		Fog;		/**< Fog attributes */
4462   struct gl_hint_attrib	Hint;		/**< Hint attributes */
4463   struct gl_light_attrib	Light;		/**< Light attributes */
4464   struct gl_line_attrib	Line;		/**< Line attributes */
4465   struct gl_list_attrib	List;		/**< List attributes */
4466   struct gl_multisample_attrib Multisample;
4467   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
4468   struct gl_point_attrib	Point;		/**< Point attributes */
4469   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
4470   GLuint PolygonStipple[32];			/**< Polygon stipple */
4471   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
4472   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
4473   struct gl_texture_attrib	Texture;	/**< Texture attributes */
4474   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
4475   struct gl_viewport_attrib	ViewportArray[MAX_VIEWPORTS];	/**< Viewport attributes */
4476   /*@}*/
4477
4478   /** \name Client attribute stack */
4479   /*@{*/
4480   GLuint ClientAttribStackDepth;
4481   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4482   /*@}*/
4483
4484   /** \name Client attribute groups */
4485   /*@{*/
4486   struct gl_array_attrib	Array;	/**< Vertex arrays */
4487   struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
4488   struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
4489   struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
4490   /*@}*/
4491
4492   /** \name Other assorted state (not pushed/popped on attribute stack) */
4493   /*@{*/
4494   struct gl_pixelmaps          PixelMaps;
4495
4496   struct gl_evaluators EvalMap;   /**< All evaluators */
4497   struct gl_feedback   Feedback;  /**< Feedback */
4498   struct gl_selection  Select;    /**< Selection */
4499
4500   struct gl_program_state Program;  /**< general program state */
4501   struct gl_vertex_program_state VertexProgram;
4502   struct gl_fragment_program_state FragmentProgram;
4503   struct gl_geometry_program_state GeometryProgram;
4504   struct gl_compute_program_state ComputeProgram;
4505   struct gl_tess_ctrl_program_state TessCtrlProgram;
4506   struct gl_tess_eval_program_state TessEvalProgram;
4507   struct gl_ati_fragment_shader_state ATIFragmentShader;
4508
4509   struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4510   struct gl_pipeline_object Shader; /**< GLSL shader object state */
4511
4512   /**
4513    * Current active shader pipeline state
4514    *
4515    * Almost all internal users want ::_Shader instead of ::Shader.  The
4516    * exceptions are bits of legacy GLSL API that do not know about separate
4517    * shader objects.
4518    *
4519    * If a program is active via \c glUseProgram, this will point to
4520    * \c ::Shader.
4521    *
4522    * If a program pipeline is active via \c glBindProgramPipeline, this will
4523    * point to \c ::Pipeline.Current.
4524    *
4525    * If neither a program nor a program pipeline is active, this will point to
4526    * \c ::Pipeline.Default.  This ensures that \c ::_Shader will never be
4527    * \c NULL.
4528    */
4529   struct gl_pipeline_object *_Shader;
4530
4531   struct gl_query_state Query;  /**< occlusion, timer queries */
4532
4533   struct gl_transform_feedback_state TransformFeedback;
4534
4535   struct gl_perf_monitor_state PerfMonitor;
4536
4537   struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4538   struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4539   struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4540
4541   struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4542   struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4543
4544   struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4545
4546   /**
4547    * Current GL_ARB_uniform_buffer_object binding referenced by
4548    * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4549    */
4550   struct gl_buffer_object *UniformBuffer;
4551
4552   /**
4553    * Current GL_ARB_shader_storage_buffer_object binding referenced by
4554    * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4555    */
4556   struct gl_buffer_object *ShaderStorageBuffer;
4557
4558   /**
4559    * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4560    * This is set up using glBindBufferRange() or glBindBufferBase().  They are
4561    * associated with uniform blocks by glUniformBlockBinding()'s state in the
4562    * shader program.
4563    */
4564   struct gl_uniform_buffer_binding
4565      UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4566
4567   /**
4568    * Array of shader storage buffers for ARB_shader_storage_buffer_object
4569    * and GL 4.3. This is set up using glBindBufferRange() or
4570    * glBindBufferBase().  They are associated with shader storage blocks by
4571    * glShaderStorageBlockBinding()'s state in the shader program.
4572    */
4573   struct gl_shader_storage_buffer_binding
4574      ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4575
4576   /**
4577    * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4578    * target.
4579    */
4580   struct gl_buffer_object *AtomicBuffer;
4581
4582   /**
4583    * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4584    * target.
4585    */
4586   struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4587
4588   /**
4589    * Array of atomic counter buffer binding points.
4590    */
4591   struct gl_atomic_buffer_binding
4592      AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4593
4594   /**
4595    * Array of image units for ARB_shader_image_load_store.
4596    */
4597   struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4598
4599   struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4600   /*@}*/
4601
4602   struct gl_meta_state *Meta;  /**< for "meta" operations */
4603
4604   /* GL_EXT_framebuffer_object */
4605   struct gl_renderbuffer *CurrentRenderbuffer;
4606
4607   GLenum ErrorValue;        /**< Last error code */
4608
4609   /**
4610    * Recognize and silence repeated error debug messages in buggy apps.
4611    */
4612   const char *ErrorDebugFmtString;
4613   GLuint ErrorDebugCount;
4614
4615   /* GL_ARB_debug_output/GL_KHR_debug */
4616   mtx_t DebugMutex;
4617   struct gl_debug_state *Debug;
4618
4619   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4620   GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
4621   uint64_t NewDriverState;  /**< bitwise-or of flags from DriverFlags */
4622
4623   struct gl_driver_flags DriverFlags;
4624
4625   GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
4626
4627   GLbitfield64 varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
4628
4629   /** \name Derived state */
4630   GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4631   GLfloat _EyeZDir[3];
4632   GLfloat _ModelViewInvScale;
4633   GLboolean _NeedEyeCoords;
4634   GLboolean _ForceEyeCoords;
4635
4636   GLuint TextureStateTimestamp; /**< detect changes to shared state */
4637
4638   struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4639
4640   /** \name For debugging/development only */
4641   /*@{*/
4642   GLboolean FirstTimeCurrent;
4643   /*@}*/
4644
4645   /**
4646    * False if this context was created without a config. This is needed
4647    * because the initial state of glDrawBuffers depends on this
4648    */
4649   GLboolean HasConfig;
4650
4651   /** software compression/decompression supported or not */
4652   GLboolean Mesa_DXTn;
4653
4654   GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4655
4656   GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
4657   GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4658
4659   /**
4660    * \name Hooks for module contexts.
4661    *
4662    * These will eventually live in the driver or elsewhere.
4663    */
4664   /*@{*/
4665   void *swrast_context;
4666   void *swsetup_context;
4667   void *swtnl_context;
4668   struct vbo_context *vbo_context;
4669   struct st_context *st;
4670   void *aelt_context;
4671   /*@}*/
4672
4673   /**
4674    * \name NV_vdpau_interop
4675    */
4676   /*@{*/
4677   const void *vdpDevice;
4678   const void *vdpGetProcAddress;
4679   struct set *vdpSurfaces;
4680   /*@}*/
4681
4682   /**
4683    * Has this context observed a GPU reset in any context in the share group?
4684    *
4685    * Once this field becomes true, it is never reset to false.
4686    */
4687   GLboolean ShareGroupReset;
4688
4689   /**
4690    * \name OES_primitive_bounding_box
4691    *
4692    * Stores the arguments to glPrimitiveBoundingBox
4693    */
4694   GLfloat PrimitiveBoundingBox[8];
4695};
4696
4697/**
4698 * Information about memory usage. All sizes are in kilobytes.
4699 */
4700struct gl_memory_info
4701{
4702   unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4703   unsigned avail_device_memory; /**< free device memory at the moment */
4704   unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4705   unsigned avail_staging_memory; /**< free staging memory at the moment */
4706   unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4707   unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4708};
4709
4710#ifdef DEBUG
4711extern int MESA_VERBOSE;
4712extern int MESA_DEBUG_FLAGS;
4713# define MESA_FUNCTION __func__
4714#else
4715# define MESA_VERBOSE 0
4716# define MESA_DEBUG_FLAGS 0
4717# define MESA_FUNCTION "a function"
4718#endif
4719
4720
4721/** The MESA_VERBOSE var is a bitmask of these flags */
4722enum _verbose
4723{
4724   VERBOSE_VARRAY		= 0x0001,
4725   VERBOSE_TEXTURE		= 0x0002,
4726   VERBOSE_MATERIAL		= 0x0004,
4727   VERBOSE_PIPELINE		= 0x0008,
4728   VERBOSE_DRIVER		= 0x0010,
4729   VERBOSE_STATE		= 0x0020,
4730   VERBOSE_API			= 0x0040,
4731   VERBOSE_DISPLAY_LIST		= 0x0100,
4732   VERBOSE_LIGHTING		= 0x0200,
4733   VERBOSE_PRIMS		= 0x0400,
4734   VERBOSE_VERTS		= 0x0800,
4735   VERBOSE_DISASSEM		= 0x1000,
4736   VERBOSE_DRAW                 = 0x2000,
4737   VERBOSE_SWAPBUFFERS          = 0x4000
4738};
4739
4740
4741/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4742enum _debug
4743{
4744   DEBUG_SILENT                 = (1 << 0),
4745   DEBUG_ALWAYS_FLUSH		= (1 << 1),
4746   DEBUG_INCOMPLETE_TEXTURE     = (1 << 2),
4747   DEBUG_INCOMPLETE_FBO         = (1 << 3),
4748   DEBUG_CONTEXT                = (1 << 4)
4749};
4750
4751#ifdef __cplusplus
4752}
4753#endif
4754
4755#endif /* MTYPES_H */
4756