reactos/dll/opengl/mesa/main/mtypes.h

1977 lines
57 KiB
C

/*
* 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<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
#define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
#define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
#define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
#define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
#define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
#define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
#define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
#define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
MAT_BIT_FRONT_AMBIENT | \
MAT_BIT_FRONT_DIFFUSE | \
MAT_BIT_FRONT_SPECULAR | \
MAT_BIT_FRONT_SHININESS | \
MAT_BIT_FRONT_INDEXES)
#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
MAT_BIT_BACK_AMBIENT | \
MAT_BIT_BACK_DIFFUSE | \
MAT_BIT_BACK_SPECULAR | \
MAT_BIT_BACK_SHININESS | \
MAT_BIT_BACK_INDEXES)
#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*@}*/
#define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
#define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
/**
* Material shininess lookup table.
*/
struct gl_shine_tab
{
struct gl_shine_tab *next, *prev;
GLfloat tab[SHINE_TABLE_SIZE+1];
GLfloat shininess;
GLuint refcount;
};
/**
* Light source state.
*/
struct gl_light
{
struct gl_light *next; /**< double linked list with sentinel */
struct gl_light *prev;
GLfloat Ambient[4]; /**< ambient color */
GLfloat Diffuse[4]; /**< diffuse color */
GLfloat Specular[4]; /**< specular color */
GLfloat EyePosition[4]; /**< position in eye coordinates */
GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
GLfloat SpotExponent;
GLfloat SpotCutoff; /**< in degrees */
GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
GLfloat ConstantAttenuation;
GLfloat LinearAttenuation;
GLfloat QuadraticAttenuation;
GLboolean Enabled; /**< On/off flag */
/**
* \name Derived fields
*/
/*@{*/
GLbitfield _Flags; /**< State */
GLfloat _Position[4]; /**< position in eye/obj coordinates */
GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
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 */