/* * Mesa 3-D graphics library * Version: 7.7 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file mtypes.h * Main Mesa data structures. * * Please try to mark derived values with a leading underscore ('_'). */ #ifndef MTYPES_H #define MTYPES_H #include "main/glheader.h" #include "main/config.h" #include "main/mfeatures.h" #include "math/m_matrix.h" /* GLmatrix */ #include "main/simple_list.h" /* struct simple_node */ #include "main/formats.h" /* MESA_FORMAT_COUNT */ #ifdef __cplusplus extern "C" { #endif /** * \name 64-bit extension of GLbitfield. */ /*@{*/ typedef GLuint64 GLbitfield64; /** Set a single bit */ #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b)) /** Set all bits up to excluding bit b */ #define BITFIELD64_MASK(b) \ ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1) /** Set count bits starting from bit b */ #define BITFIELD64_RANGE(b, count) \ (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b)) /** * \name Some forward type declarations */ /*@{*/ struct _mesa_HashTable; struct gl_attrib_node; struct gl_list_extensions; struct gl_meta_state; struct gl_texture_object; struct gl_context; struct st_context; /*@}*/ /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */ #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1) #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2) #define PRIM_UNKNOWN (GL_POLYGON+3) /** * Indexes for vertex program attributes. * GL_NV_vertex_program aliases generic attributes over the conventional * attributes. In GL_ARB_vertex_program shader the aliasing is optional. * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the * generic attributes are distinct/separate). */ typedef enum { VERT_ATTRIB_POS = 0, VERT_ATTRIB_WEIGHT = 1, VERT_ATTRIB_NORMAL = 2, VERT_ATTRIB_COLOR = 3, VERT_ATTRIB_FOG = 4, VERT_ATTRIB_COLOR_INDEX = 5, VERT_ATTRIB_EDGEFLAG = 6, VERT_ATTRIB_TEX = 7, VERT_ATTRIB_POINT_SIZE = 8, VERT_ATTRIB_MAX = 9 } gl_vert_attrib; /** * Symbolic constats to help iterating over * specific blocks of vertex attributes. * */ #define VERT_ATTRIB(i) (VERT_ATTRIB_POS + (i)) /** * Bitflags for vertex attributes. * These are used in bitfields in many places. */ /*@{*/ #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS) #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT) #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL) #define VERT_BIT_COLOR BITFIELD64_BIT(VERT_ATTRIB_COLOR) #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG) #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX) #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG) #define VERT_BIT_TEX BITFIELD64_BIT(VERT_ATTRIB_TEX) #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE) #define VERT_BIT(i) BITFIELD64_BIT(i) #define VERT_BIT_ALL (BITFIELD64_BIT(VERT_ATTRIB_MAX) - 1) /*@}*/ /** * Indexes for fragment program input attributes. Note that * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make * assumptions about the layout of this enum. */ typedef enum { FRAG_ATTRIB_WPOS = 0, FRAG_ATTRIB_COL = 1, FRAG_ATTRIB_FOGC = 2, FRAG_ATTRIB_TEX = 3, FRAG_ATTRIB_FACE = 4, /**< front/back face */ FRAG_ATTRIB_PNTC = 5, /**< sprite/point coord */ FRAG_ATTRIB_CLIP_DIST0 = 6, FRAG_ATTRIB_CLIP_DIST1 = 7, FRAG_ATTRIB_MAX = 8 } gl_frag_attrib; #define FRAG_BIT_COL (1 << FRAG_ATTRIB_COL) #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC) #define FRAG_BIT_TEX (1 << FRAG_ATTRIB_TEX) /** * Indexes for all renderbuffers */ typedef enum { /* the four standard color buffers */ BUFFER_FRONT_LEFT, BUFFER_BACK_LEFT, BUFFER_FRONT_RIGHT, BUFFER_BACK_RIGHT, BUFFER_DEPTH, BUFFER_STENCIL, BUFFER_ACCUM, /* optional aux buffer */ BUFFER_AUX0, BUFFER_COUNT } gl_buffer_index; /** * Bit flags for all renderbuffers */ #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) /** * Mask of all the color buffer bits (but not accum). */ #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \ BUFFER_BIT_BACK_LEFT | \ BUFFER_BIT_FRONT_RIGHT | \ BUFFER_BIT_BACK_RIGHT | \ BUFFER_BIT_AUX0) /** * Framebuffer configuration (aka visual / pixelformat) * Note: some of these fields should be boolean, but it appears that * code in drivers/dri/common/util.c requires int-sized fields. */ struct gl_config { GLboolean rgbMode; GLboolean colorIndexMode; /* XXX is this used anywhere? */ GLuint doubleBufferMode; GLuint stereoMode; GLboolean haveAccumBuffer; GLboolean haveDepthBuffer; GLboolean haveStencilBuffer; GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */ GLuint redMask, greenMask, blueMask, alphaMask; GLint rgbBits; /* total bits for rgb */ GLint indexBits; /* total bits for colorindex */ GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits; GLint depthBits; GLint stencilBits; GLint numAuxBuffers; GLint level; /* EXT_visual_rating / GLX 1.2 */ GLint visualRating; /* EXT_visual_info / GLX 1.2 */ GLint transparentPixel; /* colors are floats scaled to ints */ GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha; GLint transparentIndex; /* SGIX_pbuffer / GLX 1.3 */ GLint maxPbufferWidth; GLint maxPbufferHeight; GLint maxPbufferPixels; GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */ GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */ /* OML_swap_method */ GLint swapMethod; /* EXT_texture_from_pixmap */ GLint bindToTextureRgb; GLint bindToTextureRgba; GLint bindToMipmapTexture; GLint bindToTextureTargets; GLint yInverted; }; /** * \name Bit flags used for updating material values. */ /*@{*/ #define MAT_ATTRIB_FRONT_AMBIENT 0 #define MAT_ATTRIB_BACK_AMBIENT 1 #define MAT_ATTRIB_FRONT_DIFFUSE 2 #define MAT_ATTRIB_BACK_DIFFUSE 3 #define MAT_ATTRIB_FRONT_SPECULAR 4 #define MAT_ATTRIB_BACK_SPECULAR 5 #define MAT_ATTRIB_FRONT_EMISSION 6 #define MAT_ATTRIB_BACK_EMISSION 7 #define MAT_ATTRIB_FRONT_SHININESS 8 #define MAT_ATTRIB_BACK_SHININESS 9 #define MAT_ATTRIB_FRONT_INDEXES 10 #define MAT_ATTRIB_BACK_INDEXES 11 #define MAT_ATTRIB_MAX 12 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) #define MAT_INDEX_AMBIENT 0 #define MAT_INDEX_DIFFUSE 1 #define MAT_INDEX_SPECULAR 2 #define MAT_BIT_FRONT_AMBIENT (1< ) */ GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */ GLfloat _VP_inf_spot_attenuation; GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */ GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */ GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */ GLfloat _MatSpecular[2][3]; /**< material spec * light specular */ /*@}*/ }; /** * Light model state. */ struct gl_lightmodel { GLfloat Ambient[4]; /**< ambient color */ GLboolean LocalViewer; /**< Local (or infinite) view point? */ GLboolean TwoSide; /**< Two (or one) sided lighting? */ }; /** * Material state. */ struct gl_material { GLfloat Attrib[MAT_ATTRIB_MAX][4]; }; /** * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT) */ struct gl_accum_attrib { GLfloat ClearColor[4]; /**< Accumulation buffer clear color */ }; /** * Used for storing clear color, texture border color, etc. * The float values are typically unclamped. */ union gl_color_union { GLfloat f[4]; GLint i[4]; GLuint ui[4]; }; /** * Color buffer attribute group (GL_COLOR_BUFFER_BIT). */ struct gl_colorbuffer_attrib { GLuint ClearIndex; /**< Index for glClear */ union gl_color_union ClearColor; /**< Color for glClear, unclamped */ GLuint IndexMask; /**< Color index write mask */ GLubyte ColorMask[4]; /**< Each flag is 0xff or 0x0 */ GLenum DrawBuffer; /**< Which buffer to draw into */ /** * \name alpha testing */ /*@{*/ GLboolean AlphaEnabled; /**< Alpha test enabled flag */ GLenum AlphaFunc; /**< Alpha test function */ GLclampf AlphaRef; /**< Alpha reference value */ /*@}*/ /** * \name Blending */ /*@{*/ GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */ /* NOTE: this does _not_ depend on fragment clamping or any other clamping * control, only on the fixed-pointness of the render target. * The query does however depend on fragment color clamping. */ GLenum SrcFactor; /**< RGB blend source term */ GLenum DstFactor; /**< RGB blend dest term */ /*@}*/ /** * \name Logic op */ /*@{*/ GLenum LogicOp; /**< Logic operator */ GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ /*@}*/ GLboolean DitherFlag; /**< Dither enable flag */ }; /** * Current attribute group (GL_CURRENT_BIT). */ struct gl_current_attrib { /** * \name Current vertex attributes. * \note Values are valid only after FLUSH_VERTICES has been called. * \note Index and Edgeflag current values are stored as floats in the * SIX and SEVEN attribute slots. */ GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */ /** * \name Current raster position attributes (always valid). * \note This set of attributes is very similar to the SWvertex struct. */ /*@{*/ GLfloat RasterPos[4]; GLfloat RasterDistance; GLfloat RasterColor[4]; GLfloat RasterTexCoords[4]; GLboolean RasterPosValid; /*@}*/ }; /** * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). */ struct gl_depthbuffer_attrib { GLenum Func; /**< Function for depth buffer compare */ GLclampd Clear; /**< Value to clear depth buffer to */ GLboolean Test; /**< Depth buffering enabled flag */ GLboolean Mask; /**< Depth buffer writable? */ GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ }; /** * Evaluator attribute group (GL_EVAL_BIT). */ struct gl_eval_attrib { /** * \name Enable bits */ /*@{*/ GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean AutoNormal; /*@}*/ /** * \name Map Grid endpoints and divisions and calculated du values */ /*@{*/ GLint MapGrid1un; GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; GLint MapGrid2un, MapGrid2vn; GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; /*@}*/ }; /** * Fog attribute group (GL_FOG_BIT). */ struct gl_fog_attrib { GLboolean Enabled; /**< Fog enabled flag */ GLfloat Color[4]; /**< Fog color */ GLfloat Density; /**< Density >= 0.0 */ GLfloat Start; /**< Start distance in eye coords */ GLfloat End; /**< End distance in eye coords */ GLfloat Index; /**< Fog index */ GLenum Mode; /**< Fog mode */ GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */ GLenum FogDistanceMode; /**< GL_NV_fog_distance */ }; /** * \brief Layout qualifiers for gl_FragDepth. * * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with * a layout qualifier. * * \see enum ir_depth_layout */ enum gl_frag_depth_layout { FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */ FRAG_DEPTH_LAYOUT_ANY, FRAG_DEPTH_LAYOUT_GREATER, FRAG_DEPTH_LAYOUT_LESS, FRAG_DEPTH_LAYOUT_UNCHANGED }; /** * Hint attribute group (GL_HINT_BIT). * * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. */ struct gl_hint_attrib { GLenum PerspectiveCorrection; GLenum PointSmooth; GLenum LineSmooth; GLenum PolygonSmooth; GLenum Fog; GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */ }; /** * Light state flags. */ /*@{*/ #define LIGHT_SPOT 0x1 #define LIGHT_LOCAL_VIEWER 0x2 #define LIGHT_POSITIONAL 0x4 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) /*@}*/ /** * Lighting attribute group (GL_LIGHT_BIT). */ struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ struct gl_lightmodel Model; /**< Lighting model */ /** * Must flush FLUSH_VERTICES before referencing: */ /*@{*/ struct gl_material Material; /**< Includes front & back values */ /*@}*/ GLboolean Enabled; /**< Lighting enabled flag */ GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ GLboolean ColorMaterialEnabled; struct gl_light EnabledList; /**< List sentinel */ /** * Derived state for optimizations: */ /*@{*/ GLboolean _NeedEyeCoords; GLboolean _NeedVertices; /**< Use fast shader? */ GLbitfield _Flags; /**< LIGHT_* flags, see above */ GLfloat _BaseColor[2][3]; /*@}*/ }; /** * Line attribute group (GL_LINE_BIT). */ struct gl_line_attrib { GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */ GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */ GLushort StipplePattern; /**< Stipple pattern */ GLint StippleFactor; /**< Stipple repeat factor */ GLfloat Width; /**< Line width */ }; /** * Display list attribute group (GL_LIST_BIT). */ struct gl_list_attrib { GLuint ListBase; }; /** * Multisample attribute group (GL_MULTISAMPLE_BIT). */ struct gl_multisample_attrib { GLboolean Enabled; GLboolean _Enabled; /**< true if Enabled and multisample buffer */ GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLfloat SampleCoverageValue; GLboolean SampleCoverageInvert; }; /** * A pixelmap (see glPixelMap) */ struct gl_pixelmap { GLint Size; GLfloat Map[MAX_PIXEL_MAP_TABLE]; GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */ }; /** * Collection of all pixelmaps */ struct gl_pixelmaps { struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */ struct gl_pixelmap GtoG; struct gl_pixelmap BtoB; struct gl_pixelmap AtoA; struct gl_pixelmap ItoR; struct gl_pixelmap ItoG; struct gl_pixelmap ItoB; struct gl_pixelmap ItoA; struct gl_pixelmap ItoI; struct gl_pixelmap StoS; }; /** * Pixel attribute group (GL_PIXEL_MODE_BIT). */ struct gl_pixel_attrib { GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ /*--- Begin Pixel Transfer State ---*/ /* Fields are in the order in which they're applied... */ /** Scale & Bias (index shift, offset) */ /*@{*/ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLint IndexShift, IndexOffset; /*@}*/ /* Pixel Maps */ /* Note: actual pixel maps are not part of this attrib group */ GLboolean MapColorFlag; GLboolean MapStencilFlag; /*--- End Pixel Transfer State ---*/ /** glPixelZoom */ GLfloat ZoomX, ZoomY; }; /** * Point attribute group (GL_POINT_BIT). */ struct gl_point_attrib { GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ GLfloat Size; /**< User-specified point size */ GLfloat Params[3]; /**< GL_EXT_point_parameters */ GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ GLfloat Threshold; /**< GL_EXT_point_parameters */ GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ GLboolean CoordReplace; /**< GL_ARB_point_sprite*/ GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ }; /** * Polygon attribute group (GL_POLYGON_BIT). */ struct gl_polygon_attrib { GLenum FrontFace; /**< Either GL_CW or GL_CCW */ GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ GLboolean CullFlag; /**< Culling on/off flag */ GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */ GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */ GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */ GLfloat OffsetFactor; /**< Polygon offset factor, from user */ GLfloat OffsetUnits; /**< Polygon offset units, from user */ GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ GLboolean OffsetLine; /**< Offset in GL_LINE mode */ GLboolean OffsetFill; /**< Offset in GL_FILL mode */ }; /** * Scissor attributes (GL_SCISSOR_BIT). */ struct gl_scissor_attrib { GLboolean Enabled; /**< Scissor test enabled? */ GLint X, Y; /**< Lower left corner of box */ GLsizei Width, Height; /**< Size of box */ }; /** * Stencil attribute group (GL_STENCIL_BUFFER_BIT). * */ struct gl_stencil_attrib { GLboolean Enabled; /**< Enabled flag */ GLboolean _Enabled; /**< Enabled and stencil buffer present */ GLenum Function; /**< Stencil function */ GLenum FailFunc; /**< Fail function */ GLenum ZPassFunc; /**< Depth buffer pass function */ GLenum ZFailFunc; /**< Depth buffer fail function */ GLint Ref; /**< Reference value */ GLuint ValueMask; /**< Value mask */ GLuint WriteMask; /**< Write mask */ GLuint Clear; /**< Clear value */ }; /** * An index for each type of texture object. These correspond to the GL * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. * Note: the order is from highest priority to lowest priority. */ typedef enum { TEXTURE_CUBE_INDEX, TEXTURE_2D_INDEX, TEXTURE_1D_INDEX, NUM_TEXTURE_TARGETS } gl_texture_index; /** * Bit flags for each type of texture object * Used for Texture.Unit[]._ReallyEnabled flags. */ /*@{*/ #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) /*@}*/ /** * TexGenEnabled flags. */ /*@{*/ #define S_BIT 1 #define T_BIT 2 #define R_BIT 4 #define Q_BIT 8 #define STR_BITS (S_BIT | T_BIT | R_BIT) /*@}*/ /** * Bit flag versions of the corresponding GL_ constants. */ /*@{*/ #define TEXGEN_SPHERE_MAP 0x1 #define TEXGEN_OBJ_LINEAR 0x2 #define TEXGEN_EYE_LINEAR 0x4 #define TEXGEN_REFLECTION_MAP_NV 0x8 #define TEXGEN_NORMAL_MAP_NV 0x10 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV) #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV | \ TEXGEN_EYE_LINEAR) /*@}*/ /** Tex-gen enabled for texture unit? */ #define ENABLE_TEXGEN(unit) (1 << (unit)) /** Non-identity texture matrix for texture unit? */ #define ENABLE_TEXMAT(unit) (1 << (unit)) /** * Texture image state. Drivers will typically create a subclass of this * with extra fields for memory buffers, etc. */ struct gl_texture_image { GLint InternalFormat; /**< Internal format as given by the user */ GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_DEPTH_COMPONENT or * GL_DEPTH_STENCIL_EXT only. Used for * choosing TexEnv arithmetic. */ gl_format TexFormat; /**< The actual texture memory format */ GLuint Border; /**< 0 or 1 */ GLuint Width; /**< = 2^WidthLog2 + 2*Border */ GLuint Height; /**< = 2^HeightLog2 + 2*Border */ GLuint Depth; /**< = 2^DepthLog2 + 2*Border */ GLuint Width2; /**< = Width - 2*Border */ GLuint Height2; /**< = Height - 2*Border */ GLuint Depth2; /**< = Depth - 2*Border */ GLuint WidthLog2; /**< = log2(Width2) */ GLuint HeightLog2; /**< = log2(Height2) */ GLuint DepthLog2; /**< = log2(Depth2) */ GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */ struct gl_texture_object *TexObject; /**< Pointer back to parent object */ GLuint Level; /**< Which mipmap level am I? */ /** Cube map face: index into gl_texture_object::Image[] array */ GLuint Face; }; /** * Indexes for cube map faces. */ typedef enum { FACE_POS_X = 0, FACE_NEG_X = 1, FACE_POS_Y = 2, FACE_NEG_Y = 3, FACE_POS_Z = 4, FACE_NEG_Z = 5, MAX_FACES = 6 } gl_face_index; /** * Sampler object state. These objects are new with GL_ARB_sampler_objects * and OpenGL 3.3. Legacy texture objects also contain a sampler object. */ struct gl_sampler_object { GLuint Name; GLint RefCount; GLenum WrapS; /**< S-axis texture image wrap mode */ GLenum WrapT; /**< T-axis texture image wrap mode */ GLenum WrapR; /**< R-axis texture image wrap mode */ GLenum MinFilter; /**< minification filter */ GLenum MagFilter; /**< magnification filter */ union gl_color_union BorderColor; /**< Interpreted according to texture format */ GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ }; /** * Texture object state. Contains the array of mipmap images, border color, * wrap modes, filter modes, and shadow/texcompare state. */ struct gl_texture_object { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< reference count */ GLuint Name; /**< the user-visible texture object ID */ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ struct gl_sampler_object Sampler; GLfloat Priority; /**< in [0,1] */ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */ GLboolean _Complete; /**< Is texture object complete? */ GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ GLboolean Immutable; /**< GL_ARB_texture_storage */ /** Actual texture images, indexed by [cube face] and [mipmap level] */ struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; }; /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */ #define MAX_COMBINER_TERMS 4 /** * Texture combine environment state. */ struct gl_tex_env_combine_state { GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */ GLenum SourceRGB[MAX_COMBINER_TERMS]; GLenum SourceA[MAX_COMBINER_TERMS]; /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */ GLenum OperandRGB[MAX_COMBINER_TERMS]; GLenum OperandA[MAX_COMBINER_TERMS]; GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ GLuint ScaleShiftA; /**< 0, 1 or 2 */ GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */ GLuint _NumArgsA; /**< Number of inputs used for the A combiner */ }; /** * Texture coord generation state. */ struct gl_texgen { GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */ GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */ GLfloat ObjectPlane[4]; GLfloat EyePlane[4]; }; /** * Texture unit state. Contains enable flags, texture environment/function/ * combiners, texgen state, and pointers to current texture objects. */ struct gl_texture_unit { GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */ GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ GLclampf EnvColor[4]; struct gl_texgen GenS; struct gl_texgen GenT; struct gl_texgen GenR; struct gl_texgen GenQ; GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ GLfloat LodBias; /**< for biasing mipmap levels */ /** * \name GL_EXT_texture_env_combine */ struct gl_tex_env_combine_state Combine; /** * Derived state based on \c EnvMode and the \c BaseFormat of the * currently enabled texture. */ struct gl_tex_env_combine_state _EnvMode; /** * Currently enabled combiner state. This will point to either * \c Combine or \c _EnvMode. */ struct gl_tex_env_combine_state *_CurrentCombine; /** Current texture object pointers */ struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS]; /** Points to highest priority, complete and enabled texture object */ struct gl_texture_object *_Current; }; /** * Texture attribute group (GL_TEXTURE_BIT). */ struct gl_texture_attrib { struct gl_texture_unit Unit; struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; GLboolean _Enabled; /** Texture coord units/sets used for fragment texturing */ GLboolean _EnabledCoord; /** Texture coord units that have texgen enabled */ GLboolean _TexGenEnabled; /** Texture coord units that have non-identity matrices */ GLboolean _TexMatEnabled; /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ GLbitfield _GenFlags; }; /** * Data structure representing a single clip plane (e.g. one of the elements * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array). */ typedef GLfloat gl_clip_plane[4]; /** * Transformation attribute group (GL_TRANSFORM_BIT). */ struct gl_transform_attrib { GLenum MatrixMode; /**< Matrix mode */ gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */ gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */ GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ GLboolean Normalize; /**< Normalize all normals? */ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ GLfloat CullEyePos[4]; GLfloat CullObjPos[4]; }; /** * Viewport attribute group (GL_VIEWPORT_BIT). */ struct gl_viewport_attrib { GLint X, Y; /**< position */ GLsizei Width, Height; /**< size */ GLfloat Near, Far; /**< Depth buffer range */ GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ }; /** * GL_ARB_vertex/pixel_buffer_object buffer object */ struct gl_buffer_object { _glthread_Mutex Mutex; GLint RefCount; GLuint Name; GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */ GLsizeiptrARB Size; /**< Size of buffer storage in bytes */ GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ /** Fields describing a mapped buffer */ /*@{*/ GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */ GLvoid *Pointer; /**< User-space address of mapping */ GLintptr Offset; /**< Mapped offset */ GLsizeiptr Length; /**< Mapped length */ /*@}*/ GLboolean DeletePending; /**< true if buffer object is removed from the hash */ GLboolean Written; /**< Ever written to? (for debugging) */ GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ }; /** * Client pixel packing/unpacking attributes */ struct gl_pixelstore_attrib { GLint Alignment; GLint RowLength; GLint SkipPixels; GLint SkipRows; GLint ImageHeight; GLint SkipImages; GLboolean SwapBytes; GLboolean LsbFirst; GLboolean Invert; /**< GL_MESA_pack_invert */ }; /** * Client vertex array attributes */ struct gl_client_array { GLint Size; /**< components per element (1,2,3,4) */ GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ GLsizei Stride; /**< user-specified stride */ GLsizei StrideB; /**< actual stride in bytes */ const GLubyte *Ptr; /**< Points to array data */ GLboolean Enabled; /**< Enabled flag is a boolean */ GLboolean Normalized; /**< GL_ARB_vertex_program */ GLboolean Integer; /**< Integer-valued? */ GLuint _ElementSize; /**< size of each element in bytes */ struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ GLuint _MaxElement; /**< max element index into array buffer + 1 */ }; /** * Vertex array state */ struct gl_array_attrib { /** Vertex attribute arrays */ struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX]; /** Mask of VERT_BIT_* values indicating which arrays are enabled */ GLbitfield64 _Enabled; /** * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs * we can determine the max legal (in bounds) glDrawElements array index. */ GLuint _MaxElement; struct gl_buffer_object *ElementArrayBufferObj; GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ GLbitfield64 NewState; /**< mask of VERT_BIT_* values */ GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */ }; /** * Feedback buffer state */ struct gl_feedback { GLenum Type; GLbitfield _Mask; /**< FB_* bits */ GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; /** * Selection buffer state */ struct gl_selection { GLuint *Buffer; /**< selection buffer */ GLuint BufferSize; /**< size of the selection buffer */ GLuint BufferCount; /**< number of values in the selection buffer */ GLuint Hits; /**< number of records in the selection buffer */ GLuint NameStackDepth; /**< name stack depth */ GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */ GLboolean HitFlag; /**< hit flag */ GLfloat HitMinZ; /**< minimum hit depth */ GLfloat HitMaxZ; /**< maximum hit depth */ }; /** * 1-D Evaluator control points */ struct gl_1d_map { GLuint Order; /**< Number of control points */ GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */ GLfloat *Points; /**< Points to contiguous control points */ }; /** * 2-D Evaluator control points */ struct gl_2d_map { GLuint Uorder; /**< Number of control points in U dimension */ GLuint Vorder; /**< Number of control points in V dimension */ GLfloat u1, u2, du; GLfloat v1, v2, dv; GLfloat *Points; /**< Points to contiguous control points */ }; /** * All evaluator control point state */ struct gl_evaluators { /** * \name 1-D maps */ /*@{*/ struct gl_1d_map Map1Vertex3; struct gl_1d_map Map1Vertex4; struct gl_1d_map Map1Index; struct gl_1d_map Map1Color4; struct gl_1d_map Map1Normal; struct gl_1d_map Map1Texture1; struct gl_1d_map Map1Texture2; struct gl_1d_map Map1Texture3; struct gl_1d_map Map1Texture4; /*@}*/ /** * \name 2-D maps */ /*@{*/ struct gl_2d_map Map2Vertex3; struct gl_2d_map Map2Vertex4; struct gl_2d_map Map2Index; struct gl_2d_map Map2Color4; struct gl_2d_map Map2Normal; struct gl_2d_map Map2Texture1; struct gl_2d_map Map2Texture2; struct gl_2d_map Map2Texture3; struct gl_2d_map Map2Texture4; /*@}*/ }; /** * State which can be shared by multiple contexts: */ struct gl_shared_state { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< Reference count */ struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ /** Default texture objects (shared by all texture units) */ struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS]; /** Fallback texture used when a bound texture is incomplete */ struct gl_texture_object *FallbackTex; /** * \name Thread safety and statechange notification for texture * objects. * * \todo Improve the granularity of locking. */ /*@{*/ _glthread_Mutex TexMutex; /**< texobj thread safety */ GLuint TextureStateStamp; /**< state notification for shared tex */ /*@}*/ /** Default buffer object for vertex arrays that aren't in VBOs */ struct gl_buffer_object *NullBufferObj; struct _mesa_HashTable *BufferObjects; void *DriverData; /**< Device driver shared state */ }; /** * Renderbuffers represent drawing surfaces such as color, depth and/or * stencil. A framebuffer object has a set of renderbuffers. * Drivers will typically derive subclasses of this type. */ struct gl_renderbuffer { _glthread_Mutex Mutex; /**< for thread safety */ GLuint ClassID; /**< Useful for drivers */ GLint RefCount; GLuint Width, Height; GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */ GLenum InternalFormat; /**< The user-specified format */ GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or GL_STENCIL_INDEX. */ gl_format Format; /**< The actual renderbuffer memory format */ /** Delete this renderbuffer */ void (*Delete)(struct gl_renderbuffer *rb); /** Allocate new storage for this renderbuffer */ GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height); }; /** * A renderbuffer attachment points to either a texture object (and specifies * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer. */ struct gl_renderbuffer_attachment { /** * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the * application supplied renderbuffer object. */ struct gl_renderbuffer *Renderbuffer; }; /** * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). * In C++ terms, think of this as a base class from which device drivers * will make derived classes. */ struct gl_framebuffer { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; GLboolean DeletePending; /** * The framebuffer's visual. Immutable if this is a window system buffer. * Computed from attachments if user-made FBO. */ struct gl_config Visual; GLboolean Initialized; GLuint Width, Height; /**< size of frame buffer in pixels */ /** \name Drawing bounds (Intersection of buffer size and scissor box) */ /*@{*/ GLint _Xmin, _Xmax; /**< inclusive */ GLint _Ymin, _Ymax; /**< exclusive */ /*@}*/ /** \name Derived Z buffer stuff */ /*@{*/ GLuint _DepthMax; /**< Max depth buffer value */ GLfloat _DepthMaxF; /**< Float max depth buffer value */ GLfloat _MRD; /**< minimum resolvable difference in Z values */ /*@}*/ /** Integer color values */ GLboolean _IntegerColor; /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER * attribute group and GL_PIXEL attribute group, respectively. */ GLenum ColorDrawBuffer; GLenum ColorReadBuffer; /** Computed from ColorDraw/ReadBuffer above */ GLint _ColorDrawBufferIndex; /**< BUFFER_x or -1 */ GLint _ColorReadBufferIndex; /* -1 = None */ struct gl_renderbuffer *_ColorDrawBuffer; struct gl_renderbuffer *_ColorReadBuffer; /** Delete this framebuffer */ void (*Delete)(struct gl_framebuffer *fb); }; /** * Constants which may be overridden by device driver during context creation * but are never changed after that. */ struct gl_constants { GLint MaxTextureMbytes; /**< Max memory per image, in MB */ GLint MaxTextureLevels; /**< Max mipmap levels. */ GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */ GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ GLuint MaxArrayLockSize; GLint SubPixelBits; GLfloat MinPointSize, MaxPointSize; /**< aliased */ GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */ GLfloat PointSizeGranularity; GLfloat MinLineWidth, MaxLineWidth; /**< aliased */ GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */ GLfloat LineWidthGranularity; GLuint MaxClipPlanes; GLuint MaxLights; GLfloat MaxShininess; /**< GL_NV_light_max_exponent */ GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */ GLuint MaxViewportWidth, MaxViewportHeight; /** vertex array / buffer object bounds checking */ GLboolean CheckArrayBounds; /** * Does the driver support real 32-bit integers? (Otherwise, integers are * simulated via floats.) */ GLboolean NativeIntegers; /** OpenGL version 3.0 */ GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */ /** OpenGL version 3.2 */ GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */ /** * Whether the implementation strips out and ignores texture borders. * * Many GPU hardware implementations don't support rendering with texture * borders and mipmapped textures. (Note: not static border color, but the * old 1-pixel border around each edge). Implementations then have to do * slow fallbacks to be correct, or just ignore the border and be fast but * wrong. Setting the flag stripts the border off of TexImage calls, * providing "fast but wrong" at significantly reduced driver complexity. * * Texture borders are deprecated in GL 3.0. **/ GLboolean StripTextureBorder; }; /** * Enable flag for each OpenGL extension. Different device drivers will * enable different extensions at runtime. */ struct gl_extensions { GLboolean dummy; /* don't remove this! */ GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */ GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */ GLboolean ARB_map_buffer_range; GLboolean ARB_point_sprite; GLboolean ARB_texture_cube_map; GLboolean ARB_texture_env_combine; GLboolean ARB_texture_env_crossbar; GLboolean ARB_texture_env_dot3; GLboolean ARB_texture_storage; GLboolean ARB_transpose_matrix; GLboolean ARB_window_pos; GLboolean EXT_blend_color; GLboolean EXT_blend_equation_separate; GLboolean EXT_blend_func_separate; GLboolean EXT_blend_minmax; GLboolean EXT_clip_volume_hint; GLboolean EXT_compiled_vertex_array; GLboolean EXT_depth_bounds_test; GLboolean EXT_draw_range_elements; GLboolean EXT_fog_coord; GLboolean EXT_packed_pixels; GLboolean EXT_point_parameters; GLboolean EXT_rescale_normal; GLboolean EXT_shadow_funcs; GLboolean EXT_secondary_color; GLboolean EXT_separate_shader_objects; GLboolean EXT_separate_specular_color; GLboolean EXT_texture_env_dot3; GLboolean EXT_texture_filter_anisotropic; GLboolean EXT_texture_integer; /* vendor extensions */ GLboolean APPLE_packed_pixels; GLboolean ATI_texture_env_combine3; GLboolean IBM_rasterpos_clip; GLboolean IBM_multimode_draw_arrays; GLboolean MESA_pack_invert; GLboolean MESA_resize_buffers; GLboolean MESA_ycbcr_texture; GLboolean NV_blend_square; GLboolean NV_fog_distance; GLboolean NV_light_max_exponent; GLboolean NV_point_sprite; GLboolean NV_texgen_reflection; GLboolean NV_texture_env_combine4; GLboolean extension_sentinel; /** The extension string */ const GLubyte *String; /** Number of supported extensions */ GLuint Count; }; /** * A stack of matrices (projection, modelview, color, texture, etc). */ struct gl_matrix_stack { GLmatrix *Top; /**< points into Stack */ GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ GLuint Depth; /**< 0 <= Depth < MaxDepth */ GLuint MaxDepth; /**< size of Stack[] array */ GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ }; /** * \name Bits for image transfer operations * \sa __struct gl_contextRec::ImageTransferState. */ /*@{*/ #define IMAGE_SCALE_BIAS_BIT 0x1 #define IMAGE_SHIFT_OFFSET_BIT 0x2 #define IMAGE_MAP_COLOR_BIT 0x4 #define IMAGE_CLAMP_BIT 0x800 /** Pixel Transfer ops */ #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \ IMAGE_SHIFT_OFFSET_BIT | \ IMAGE_MAP_COLOR_BIT) /** * \name Bits to indicate what state has changed. */ /*@{*/ #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */ #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */ #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */ #define _NEW_COLOR (1 << 3) /**< gl_context::Color */ #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */ #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */ #define _NEW_FOG (1 << 6) /**< gl_context::Fog */ #define _NEW_HINT (1 << 7) /**< gl_context::Hint */ #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */ #define _NEW_LINE (1 << 9) /**< gl_context::Line */ #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */ #define _NEW_POINT (1 << 11) /**< gl_context::Point */ #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */ #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */ #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */ #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */ #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */ #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */ #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */ #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */ #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */ #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */ #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */ #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */ #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */ #define _NEW_BUFFER_OBJECT (1 << 25) #define _NEW_ALL ~0 /** * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for * clarity. */ #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM /*@}*/ /** * \name A bunch of flags that we think might be useful to drivers. * * Set in the __struct gl_contextRec::_TriangleCaps bitfield. */ /*@{*/ #define DD_FLATSHADE 0x1 #define DD_TRI_CULL_FRONT_BACK 0x2 /* special case on some hw */ #define DD_TRI_LIGHT_TWOSIDE 0x4 #define DD_TRI_UNFILLED 0x8 #define DD_TRI_SMOOTH 0x10 #define DD_TRI_STIPPLE 0x20 #define DD_TRI_OFFSET 0x40 #define DD_LINE_SMOOTH 0x80 #define DD_LINE_STIPPLE 0x100 #define DD_POINT_SMOOTH 0x200 #define DD_POINT_ATTEN 0x400 /*@}*/ /** * \name Define the state changes under which each of these bits might change */ /*@{*/ #define _DD_NEW_FLATSHADE _NEW_LIGHT #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG) #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON #define _DD_NEW_TRI_OFFSET _NEW_POLYGON #define _DD_NEW_LINE_SMOOTH _NEW_LINE #define _DD_NEW_LINE_STIPPLE _NEW_LINE #define _DD_NEW_LINE_WIDTH _NEW_LINE #define _DD_NEW_POINT_SMOOTH _NEW_POINT #define _DD_NEW_POINT_SIZE _NEW_POINT #define _DD_NEW_POINT_ATTEN _NEW_POINT /*@}*/ /** * Composite state flags */ /*@{*/ #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ _NEW_TEXTURE | \ _NEW_POINT | \ _NEW_MODELVIEW) /*@}*/ /* This has to be included here. */ #include "dd.h" /** * Display list flags. * Strictly this is a tnl-private concept, but it doesn't seem * worthwhile adding a tnl private structure just to hold this one bit * of information: */ #define DLIST_DANGLING_REFS 0x1 /** Opaque declaration of display list payload data type */ union gl_dlist_node; /** * Provide a location where information about a display list can be * collected. Could be extended with driverPrivate structures, * etc. in the future. */ struct gl_display_list { GLuint Name; GLbitfield Flags; /**< DLIST_x flags */ /** The dlist commands are in a linked list of nodes */ union gl_dlist_node *Head; }; /** * State used during display list compilation and execution. */ struct gl_dlist_state { GLuint CallDepth; /**< Current recursion calling depth */ struct gl_display_list *CurrentList; /**< List currently being compiled */ union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */ GLuint CurrentPos; /**< Index into current block of nodes */ GLvertexformat ListVtxfmt; GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; GLubyte ActiveIndex; GLfloat CurrentIndex; GLubyte ActiveEdgeFlag; GLboolean CurrentEdgeFlag; struct { /* State known to have been set by the currently-compiling display * list. Used to eliminate some redundant state changes. */ GLenum ShadeModel; } Current; }; /** * Mesa rendering context. * * This is the central context data structure for Mesa. Almost all * OpenGL state is contained in this structure. * Think of this as a base class from which device drivers will derive * sub classes. * * The struct gl_context typedef names this structure. */ struct gl_context { /** State possibly shared with other contexts in the address space */ struct gl_shared_state *Shared; /** \name API function pointer tables */ /*@{*/ struct _glapi_table *Save; /**< Display list save functions */ struct _glapi_table *Exec; /**< Execute functions */ struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */ /*@}*/ struct gl_config Visual; struct gl_framebuffer *DrawBuffer; /**< buffer for writing */ struct gl_framebuffer *ReadBuffer; /**< buffer for reading */ struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ /** * Device driver function pointer table */ struct dd_function_table Driver; void *DriverCtx; /**< Points to device driver context/state */ /** Core/Driver constants */ struct gl_constants Const; /** \name The various 4x4 matrix stacks */ /*@{*/ struct gl_matrix_stack ModelviewMatrixStack; struct gl_matrix_stack ProjectionMatrixStack; struct gl_matrix_stack TextureMatrixStack; struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */ /*@}*/ /** Combined modelview and projection matrix */ GLmatrix _ModelProjectMatrix; /** \name Display lists */ struct gl_dlist_state ListState; GLboolean ExecuteFlag; /**< Execute GL commands? */ GLboolean CompileFlag; /**< Compile GL commands into display list? */ /** Extension information */ struct gl_extensions Extensions; /** Version info */ GLuint VersionMajor, VersionMinor; char *VersionString; /** \name State attribute stack (for glPush/PopAttrib) */ /*@{*/ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Renderer attribute groups * * We define a struct for each attribute group to make pushing and popping * attributes easy. Also it's a good organization. */ /*@{*/ struct gl_accum_attrib Accum; /**< Accum buffer attributes */ struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */ struct gl_current_attrib Current; /**< Current attributes */ struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ struct gl_eval_attrib Eval; /**< Eval attributes */ struct gl_fog_attrib Fog; /**< Fog attributes */ struct gl_hint_attrib Hint; /**< Hint attributes */ struct gl_light_attrib Light; /**< Light attributes */ struct gl_line_attrib Line; /**< Line attributes */ struct gl_list_attrib List; /**< List attributes */ struct gl_multisample_attrib Multisample; struct gl_pixel_attrib Pixel; /**< Pixel attributes */ struct gl_point_attrib Point; /**< Point attributes */ struct gl_polygon_attrib Polygon; /**< Polygon attributes */ GLuint PolygonStipple[32]; /**< Polygon stipple */ struct gl_scissor_attrib Scissor; /**< Scissor attributes */ struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ struct gl_texture_attrib Texture; /**< Texture attributes */ struct gl_transform_attrib Transform; /**< Transformation attributes */ struct gl_viewport_attrib Viewport; /**< Viewport attributes */ /*@}*/ /** \name Client attribute stack */ /*@{*/ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Client attribute groups */ /*@{*/ struct gl_array_attrib Array; /**< Vertex arrays */ struct gl_pixelstore_attrib Pack; /**< Pixel packing */ struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */ struct gl_pixelstore_attrib DefaultPacking; /**< Default params */ /*@}*/ /** \name Other assorted state (not pushed/popped on attribute stack) */ /*@{*/ struct gl_pixelmaps PixelMaps; struct gl_evaluators EvalMap; /**< All evaluators */ struct gl_feedback Feedback; /**< Feedback */ struct gl_selection Select; /**< Selection */ /*@}*/ struct gl_meta_state *Meta; /**< for "meta" operations */ /* GL_EXT_framebuffer_object */ struct gl_renderbuffer *CurrentRenderbuffer; GLenum ErrorValue; /**< Last error code */ /** * Recognize and silence repeated error debug messages in buggy apps. */ const char *ErrorDebugFmtString; GLuint ErrorDebugCount; GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ GLboolean ViewportInitialized; /**< has viewport size been initialized? */ /** \name Derived state */ /*@{*/ /** Bitwise-or of DD_* flags. Note that this bitfield may be used before * state validation so they need to always be current. */ GLbitfield _TriangleCaps; GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLboolean _NeedEyeCoords; GLboolean _ForceEyeCoords; GLuint TextureStateTimestamp; /**< detect changes to shared state */ struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */ struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */ /**@}*/ struct gl_list_extensions *ListExt; /**< driver dlist extensions */ /** \name For debugging/development only */ /*@{*/ GLboolean FirstTimeCurrent; /*@}*/ GLboolean TextureFormatSupported[MESA_FORMAT_COUNT]; /** * Use dp4 (rather than mul/mad) instructions for position * transformation? */ GLboolean mvp_with_dp4; GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */ /** * \name Hooks for module contexts. * * These will eventually live in the driver or elsewhere. */ /*@{*/ void *swrast_context; void *swsetup_context; void *swtnl_context; void *swtnl_im; struct st_context *st; void *aelt_context; /*@}*/ }; #ifdef DEBUG extern int MESA_VERBOSE; extern int MESA_DEBUG_FLAGS; # define MESA_FUNCTION __FUNCTION__ #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # define MESA_FUNCTION "a function" # ifndef NDEBUG # define NDEBUG # endif #endif /** The MESA_VERBOSE var is a bitmask of these flags */ enum _verbose { VERBOSE_VARRAY = 0x0001, VERBOSE_TEXTURE = 0x0002, VERBOSE_MATERIAL = 0x0004, VERBOSE_PIPELINE = 0x0008, VERBOSE_DRIVER = 0x0010, VERBOSE_STATE = 0x0020, VERBOSE_API = 0x0040, VERBOSE_DISPLAY_LIST = 0x0100, VERBOSE_LIGHTING = 0x0200, VERBOSE_PRIMS = 0x0400, VERBOSE_VERTS = 0x0800, VERBOSE_DISASSEM = 0x1000, VERBOSE_DRAW = 0x2000, VERBOSE_SWAPBUFFERS = 0x4000 }; /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */ enum _debug { DEBUG_ALWAYS_FLUSH = 0x1 }; #ifdef __cplusplus } #endif #endif /* MTYPES_H */