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+/**
+ * \file mtypes.h
+ * Main Mesa data structures.
+ *
+ * Please try to mark derived values with a leading underscore ('_').
+ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 Brian Paul 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.
+ */
+
+
+
+#ifndef TYPES_H
+#define TYPES_H
+
+
+#include "glheader.h"
+#include "config.h" /* Hardwired parameters */
+#include "glapitable.h"
+#include "glthread.h"
+#include "math/m_matrix.h" /* GLmatrix */
+
+
+/**
+ * Color channel data type.
+ */
+#if CHAN_BITS == 8
+ typedef GLubyte GLchan;
+#define CHAN_MAX 255
+#define CHAN_MAXF 255.0F
+#define CHAN_TYPE GL_UNSIGNED_BYTE
+#elif CHAN_BITS == 16
+ typedef GLushort GLchan;
+#define CHAN_MAX 65535
+#define CHAN_MAXF 65535.0F
+#define CHAN_TYPE GL_UNSIGNED_SHORT
+#elif CHAN_BITS == 32
+ typedef GLfloat GLchan;
+#define CHAN_MAX 1.0
+#define CHAN_MAXF 1.0F
+#define CHAN_TYPE GL_FLOAT
+#else
+#error "illegal number of color channel bits"
+#endif
+
+
+#if ACCUM_BITS != 16
+/* Software accum done with GLshort at this time */
+# error "illegal number of accumulation bits"
+#endif
+
+
+/**
+ * Stencil buffer data type.
+ */
+#if STENCIL_BITS==8
+ typedef GLubyte GLstencil;
+# define STENCIL_MAX 0xff
+#elif STENCIL_BITS==16
+ typedef GLushort GLstencil;
+# define STENCIL_MAX 0xffff
+#else
+# error "illegal number of stencil bits"
+#endif
+
+
+/**
+ * Used for storing intermediate depth buffer values.
+ * The actual depth/Z buffer might use 16 or 32-bit values.
+ *
+ * \note Must be 32-bits!
+ */
+typedef GLuint GLdepth;
+
+
+/**
+ * Fixed point data type.
+ */
+typedef int GLfixed;
+/*
+ * Fixed point arithmetic macros
+ */
+#ifndef FIXED_FRAC_BITS
+#define FIXED_FRAC_BITS 11
+#endif
+
+#define FIXED_SHIFT FIXED_FRAC_BITS
+#define FIXED_ONE (1 << FIXED_SHIFT)
+#define FIXED_HALF (1 << (FIXED_SHIFT-1))
+#define FIXED_FRAC_MASK (FIXED_ONE - 1)
+#define FIXED_INT_MASK (~FIXED_FRAC_MASK)
+#define FIXED_EPSILON 1
+#define FIXED_SCALE ((float) FIXED_ONE)
+#define FIXED_DBL_SCALE ((double) FIXED_ONE)
+#define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
+#define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE))
+#define IntToFixed(I) ((I) << FIXED_SHIFT)
+#define FixedToInt(X) ((X) >> FIXED_SHIFT)
+#define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT)
+#define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
+#define FixedFloor(X) ((X) & FIXED_INT_MASK)
+#define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
+#define PosFloatToFixed(X) FloatToFixed(X)
+#define SignedFloatToFixed(X) FloatToFixed(X)
+
+
+
+/**
+ * \name Some forward type declarations
+ */
+/*@{*/
+struct _mesa_HashTable;
+struct gl_pixelstore_attrib;
+struct gl_texture_format;
+struct gl_texture_image;
+struct gl_texture_object;
+typedef struct __GLcontextRec GLcontext;
+typedef struct __GLcontextModesRec GLvisual;
+typedef struct gl_framebuffer GLframebuffer;
+/*@}*/
+
+
+
+/**
+ * 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).
+ */
+enum
+{
+ VERT_ATTRIB_POS = 0,
+ VERT_ATTRIB_WEIGHT = 1,
+ VERT_ATTRIB_NORMAL = 2,
+ VERT_ATTRIB_COLOR0 = 3,
+ VERT_ATTRIB_COLOR1 = 4,
+ VERT_ATTRIB_FOG = 5,
+ VERT_ATTRIB_SIX = 6,
+ VERT_ATTRIB_SEVEN = 7,
+ VERT_ATTRIB_TEX0 = 8,
+ VERT_ATTRIB_TEX1 = 9,
+ VERT_ATTRIB_TEX2 = 10,
+ VERT_ATTRIB_TEX3 = 11,
+ VERT_ATTRIB_TEX4 = 12,
+ VERT_ATTRIB_TEX5 = 13,
+ VERT_ATTRIB_TEX6 = 14,
+ VERT_ATTRIB_TEX7 = 15,
+ VERT_ATTRIB_GENERIC0 = 16,
+ VERT_ATTRIB_GENERIC1 = 17,
+ VERT_ATTRIB_GENERIC2 = 18,
+ VERT_ATTRIB_GENERIC3 = 19,
+ VERT_ATTRIB_MAX = 16
+};
+
+/**
+ * Bitflags for vertex attributes.
+ * These are used in bitfields in many places.
+ */
+/*@{*/
+#define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
+#define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
+#define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
+#define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
+#define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
+#define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
+#define VERT_BIT_SIX (1 << VERT_ATTRIB_SIX)
+#define VERT_BIT_SEVEN (1 << VERT_ATTRIB_SEVEN)
+#define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
+#define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
+#define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
+#define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
+#define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
+#define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
+#define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
+#define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
+#define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
+#define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
+#define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
+#define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
+
+#define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
+#define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
+/*@}*/
+
+
+/**
+ * Indexes for vertex program result attributes
+ */
+#define VERT_RESULT_HPOS 0
+#define VERT_RESULT_COL0 1
+#define VERT_RESULT_COL1 2
+#define VERT_RESULT_BFC0 3
+#define VERT_RESULT_BFC1 4
+#define VERT_RESULT_FOGC 5
+#define VERT_RESULT_PSIZ 6
+#define VERT_RESULT_TEX0 7
+#define VERT_RESULT_TEX1 8
+#define VERT_RESULT_TEX2 9
+#define VERT_RESULT_TEX3 10
+#define VERT_RESULT_TEX4 11
+#define VERT_RESULT_TEX5 12
+#define VERT_RESULT_TEX6 13
+#define VERT_RESULT_TEX7 14
+#define VERT_RESULT_MAX 15
+
+
+/**
+ * Indexes for fragment program input attributes.
+ */
+enum
+{
+ FRAG_ATTRIB_WPOS = 0,
+ FRAG_ATTRIB_COL0 = 1,
+ FRAG_ATTRIB_COL1 = 2,
+ FRAG_ATTRIB_FOGC = 3,
+ FRAG_ATTRIB_TEX0 = 4,
+ FRAG_ATTRIB_TEX1 = 5,
+ FRAG_ATTRIB_TEX2 = 6,
+ FRAG_ATTRIB_TEX3 = 7,
+ FRAG_ATTRIB_TEX4 = 8,
+ FRAG_ATTRIB_TEX5 = 9,
+ FRAG_ATTRIB_TEX6 = 10,
+ FRAG_ATTRIB_TEX7 = 11
+};
+
+/*
+ * Bitflags for fragment attributes.
+ */
+/*@{*/
+#define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
+#define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
+#define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
+#define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
+#define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
+#define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
+#define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
+#define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
+#define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
+#define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
+#define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
+#define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
+
+#define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
+ FRAG_BIT_TEX1| \
+ FRAG_BIT_TEX2| \
+ FRAG_BIT_TEX3| \
+ FRAG_BIT_TEX4| \
+ FRAG_BIT_TEX5| \
+ FRAG_BIT_TEX6| \
+ FRAG_BIT_TEX7)
+/*@}*/
+
+
+/**
+ * Indexes for all renderbuffers
+ */
+enum {
+ BUFFER_FRONT_LEFT = 0, /* the four standard color buffers */
+ BUFFER_BACK_LEFT = 1,
+ BUFFER_FRONT_RIGHT = 2,
+ BUFFER_BACK_RIGHT = 3,
+ BUFFER_AUX0 = 4, /* optional aux buffer */
+ BUFFER_AUX1 = 5,
+ BUFFER_AUX2 = 6,
+ BUFFER_AUX3 = 7,
+ BUFFER_DEPTH = 8,
+ BUFFER_STENCIL = 9,
+ BUFFER_ACCUM = 10,
+ BUFFER_COLOR0 = 11, /* generic renderbuffers */
+ BUFFER_COLOR1 = 12,
+ BUFFER_COLOR2 = 13,
+ BUFFER_COLOR3 = 14,
+ BUFFER_COLOR4 = 15,
+ BUFFER_COLOR5 = 16,
+ BUFFER_COLOR6 = 17,
+ BUFFER_COLOR7 = 18,
+ BUFFER_COUNT = 19
+};
+
+/**
+ * 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)
+#define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
+#define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
+#define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
+#define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
+#define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
+#define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
+#define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
+#define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
+
+
+/**
+ * Data structure for color tables
+ */
+struct gl_color_table
+{
+ GLenum Format; /**< GL_ALPHA, GL_RGB, GL_RGB, etc */
+ GLenum IntFormat;
+ GLuint Size; /**< number of entries (rows) in table */
+ GLvoid *Table; /**< points to data of <Type> */
+ GLenum Type; /**< GL_UNSIGNED_BYTE or GL_FLOAT */
+ GLubyte RedSize;
+ GLubyte GreenSize;
+ GLubyte BlueSize;
+ GLubyte AlphaSize;
+ GLubyte LuminanceSize;
+ GLubyte IntensitySize;
+};
+
+
+/**
+ * \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 EyeDirection[4]; /**< spotlight dir in eye coordinates */
+ GLfloat SpotExponent;
+ GLfloat SpotCutoff; /**< in degrees */
+ GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
+ GLfloat ConstantAttenuation;
+ GLfloat LinearAttenuation;
+ GLfloat QuadraticAttenuation;
+ GLboolean Enabled; /**< On/off flag */
+
+ /**
+ * \name Derived fields
+ */
+ /*@{*/
+ GLuint _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 _NormDirection[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 */
+ GLfloat _dli; /**< CI diffuse light intensity */
+ GLfloat _sli; /**< CI specular light intensity */
+ /*@}*/
+};
+
+
+/**
+ * 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? */
+ GLenum ColorControl; /**< either GL_SINGLE_COLOR
+ * or GL_SEPARATE_SPECULAR_COLOR */
+};
+
+
+/**
+ * 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 */
+};
+
+
+/**
+ * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
+ */
+struct gl_colorbuffer_attrib
+{
+ GLuint ClearIndex; /**< Index to use for glClear */
+ GLclampf ClearColor[4]; /**< Color to use for glClear */
+
+ GLuint IndexMask; /**< Color index write mask */
+ GLubyte ColorMask[4]; /**< Each flag is 0xff or 0x0 */
+
+ GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< 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
+ */
+ /*@{*/
+ GLboolean BlendEnabled; /**< Blending enabled flag */
+ GLenum BlendSrcRGB; /**< Blending source operator */
+ GLenum BlendDstRGB; /**< Blending destination operator */
+ GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
+ GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
+ GLenum BlendEquationRGB; /**< Blending equation */
+ GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
+ GLfloat BlendColor[4]; /**< Blending color */
+ /*@}*/
+
+ /**
+ * \name Logic op
+ */
+ /*@{*/
+ GLenum LogicOp; /**< Logic operator */
+ GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
+ GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
+ GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
+ /*@}*/
+
+ GLboolean DitherFlag; /**< Dither enable flag */
+};
+
+
+/**
+ * Current attribute group (GL_CURRENT_BIT).
+ */
+struct gl_current_attrib
+{
+ /**
+ * \name Values valid only when FLUSH_VERTICES has been called.
+ */
+ /*@{*/
+ GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Current vertex attributes
+ * indexed by VERT_ATTRIB_* */
+ GLfloat Index; /**< Current color index */
+ GLboolean EdgeFlag; /**< Current edge flag */
+ /*@}*/
+
+ /**
+ * \name Values are always valid.
+ *
+ * \note BTW, note how similar this set of attributes is to the SWvertex
+ * data type in the software rasterizer...
+ */
+ /*@{*/
+ GLfloat RasterPos[4]; /**< Current raster position */
+ GLfloat RasterDistance; /**< Current raster distance */
+ GLfloat RasterColor[4]; /**< Current raster color */
+ GLfloat RasterSecondaryColor[4]; /**< Current raster secondary color */
+ GLfloat RasterIndex; /**< Current raster index */
+ GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */
+ GLboolean RasterPosValid; /**< Raster pos valid flag */
+ /*@}*/
+};
+
+
+/**
+ * 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 OcclusionTest; /**< GL_HP_occlusion_test */
+ GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
+ GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
+};
+
+
+/**
+ * glEnable()/glDisable() attribute group (GL_ENABLE_BIT).
+ */
+struct gl_enable_attrib
+{
+ GLboolean AlphaTest;
+ GLboolean AutoNormal;
+ GLboolean Blend;
+ GLuint ClipPlanes;
+ GLboolean ColorMaterial;
+ GLboolean ColorTable; /* SGI_color_table */
+ GLboolean PostColorMatrixColorTable; /* SGI_color_table */
+ GLboolean PostConvolutionColorTable; /* SGI_color_table */
+ GLboolean Convolution1D;
+ GLboolean Convolution2D;
+ GLboolean Separable2D;
+ GLboolean CullFace;
+ GLboolean DepthTest;
+ GLboolean Dither;
+ GLboolean Fog;
+ GLboolean Histogram;
+ GLboolean Light[MAX_LIGHTS];
+ GLboolean Lighting;
+ GLboolean LineSmooth;
+ GLboolean LineStipple;
+ GLboolean IndexLogicOp;
+ GLboolean ColorLogicOp;
+ GLboolean Map1Color4;
+ GLboolean Map1Index;
+ GLboolean Map1Normal;
+ GLboolean Map1TextureCoord1;
+ GLboolean Map1TextureCoord2;
+ GLboolean Map1TextureCoord3;
+ GLboolean Map1TextureCoord4;
+ GLboolean Map1Vertex3;
+ GLboolean Map1Vertex4;
+ GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
+ GLboolean Map2Color4;
+ GLboolean Map2Index;
+ GLboolean Map2Normal;
+ GLboolean Map2TextureCoord1;
+ GLboolean Map2TextureCoord2;
+ GLboolean Map2TextureCoord3;
+ GLboolean Map2TextureCoord4;
+ GLboolean Map2Vertex3;
+ GLboolean Map2Vertex4;
+ GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
+ GLboolean MinMax;
+ GLboolean Normalize;
+ GLboolean PixelTexture;
+ GLboolean PointSmooth;
+ GLboolean PolygonOffsetPoint;
+ GLboolean PolygonOffsetLine;
+ GLboolean PolygonOffsetFill;
+ GLboolean PolygonSmooth;
+ GLboolean PolygonStipple;
+ GLboolean RescaleNormals;
+ GLboolean Scissor;
+ GLboolean Stencil;
+ GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */
+ GLboolean MultisampleEnabled; /* GL_ARB_multisample */
+ GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
+ GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
+ GLboolean SampleCoverage; /* GL_ARB_multisample */
+ GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
+ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
+ GLuint Texture[MAX_TEXTURE_IMAGE_UNITS];
+ GLuint TexGen[MAX_TEXTURE_COORD_UNITS];
+ /* SGI_texture_color_table */
+ GLboolean TextureColorTable[MAX_TEXTURE_IMAGE_UNITS];
+ /* GL_NV_vertex_program */
+ GLboolean VertexProgram;
+ GLboolean VertexProgramPointSize;
+ GLboolean VertexProgramTwoSide;
+ /* GL_ARB_point_sprite / GL_NV_point_sprite */
+ GLboolean PointSprite;
+ GLboolean FragmentShaderATI;
+};
+
+
+/**
+ * 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 Map1Attrib[16]; /* GL_NV_vertex_program */
+ GLboolean Map2Color4;
+ GLboolean Map2Index;
+ GLboolean Map2Normal;
+ GLboolean Map2TextureCoord1;
+ GLboolean Map2TextureCoord2;
+ GLboolean Map2TextureCoord3;
+ GLboolean Map2TextureCoord4;
+ GLboolean Map2Vertex3;
+ GLboolean Map2Vertex4;
+ GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
+ 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 */
+ GLboolean ColorSumEnabled;
+ GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
+};
+
+
+/**
+ * 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 */
+ GLenum TextureCompression; /**< GL_ARB_texture_compression */
+ GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
+ GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
+};
+
+
+/**
+ * Histogram attributes.
+ */
+struct gl_histogram_attrib
+{
+ GLuint Width; /**< number of table entries */
+ GLint Format; /**< GL_ALPHA, GL_RGB, etc */
+ GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */
+ GLboolean Sink; /**< terminate image transfer? */
+ GLubyte RedSize; /**< Bits per counter */
+ GLubyte GreenSize;
+ GLubyte BlueSize;
+ GLubyte AlphaSize;
+ GLubyte LuminanceSize;
+};
+
+
+/**
+ * Color Min/max state.
+ */
+struct gl_minmax_attrib
+{
+ GLenum Format;
+ GLboolean Sink;
+ GLfloat Min[4], Max[4]; /**< RGBA */
+};
+
+
+/**
+ * Image convolution state.
+ */
+struct gl_convolution_attrib
+{
+ GLenum Format;
+ GLenum InternalFormat;
+ GLuint Width;
+ GLuint Height;
+ GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
+};
+
+
+/**
+ * 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 */
+ GLuint 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? */
+ GLuint _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 */
+ GLfloat _Width; /**< Clamped Line width */
+};
+
+
+/**
+ * Display list attribute group (GL_LIST_BIT).
+ */
+struct gl_list_attrib
+{
+ GLuint ListBase;
+};
+
+
+/**
+ * Used by device drivers to hook new commands into display lists.
+ */
+struct gl_list_instruction
+{
+ GLuint Size;
+ void (*Execute)( GLcontext *ctx, void *data );
+ void (*Destroy)( GLcontext *ctx, void *data );
+ void (*Print)( GLcontext *ctx, void *data );
+};
+
+#define MAX_DLIST_EXT_OPCODES 16
+
+/**
+ * Used by device drivers to hook new commands into display lists.
+ */
+struct gl_list_extensions
+{
+ struct gl_list_instruction Opcode[MAX_DLIST_EXT_OPCODES];
+ GLuint NumOpcodes;
+};
+
+
+/**
+ * Multisample attribute group (GL_MULTISAMPLE_BIT).
+ */
+struct gl_multisample_attrib
+{
+ GLboolean Enabled;
+ GLboolean SampleAlphaToCoverage;
+ GLboolean SampleAlphaToOne;
+ GLboolean SampleCoverage;
+ GLfloat SampleCoverageValue;
+ GLboolean SampleCoverageInvert;
+};
+
+
+/**
+ * Pixel attribute group (GL_PIXEL_MODE_BIT).
+ */
+struct gl_pixel_attrib
+{
+ GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
+ GLfloat RedBias, RedScale;
+ GLfloat GreenBias, GreenScale;
+ GLfloat BlueBias, BlueScale;
+ GLfloat AlphaBias, AlphaScale;
+ GLfloat DepthBias, DepthScale;
+ GLint IndexShift, IndexOffset;
+ GLboolean MapColorFlag;
+ GLboolean MapStencilFlag;
+ GLfloat ZoomX, ZoomY;
+ /* XXX move these out of gl_pixel_attrib */
+ GLint MapStoSsize; /**< Size of each pixel map */
+ GLint MapItoIsize;
+ GLint MapItoRsize;
+ GLint MapItoGsize;
+ GLint MapItoBsize;
+ GLint MapItoAsize;
+ GLint MapRtoRsize;
+ GLint MapGtoGsize;
+ GLint MapBtoBsize;
+ GLint MapAtoAsize;
+ GLint MapStoS[MAX_PIXEL_MAP_TABLE]; /**< Pixel map tables */
+ GLfloat MapItoI[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapItoR[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapItoG[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapItoB[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapItoA[MAX_PIXEL_MAP_TABLE];
+ GLubyte MapItoR8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
+ GLubyte MapItoG8[MAX_PIXEL_MAP_TABLE];
+ GLubyte MapItoB8[MAX_PIXEL_MAP_TABLE];
+ GLubyte MapItoA8[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE];
+ GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE];
+ /** GL_EXT_histogram */
+ GLboolean HistogramEnabled;
+ GLboolean MinMaxEnabled;
+ /** GL_SGIS_pixel_texture */
+ GLboolean PixelTextureEnabled;
+ GLenum FragmentRgbSource;
+ GLenum FragmentAlphaSource;
+ /** GL_SGI_color_matrix */
+ GLfloat PostColorMatrixScale[4]; /**< RGBA */
+ GLfloat PostColorMatrixBias[4]; /**< RGBA */
+ /** GL_SGI_color_table */
+ GLfloat ColorTableScale[4];
+ GLfloat ColorTableBias[4];
+ GLboolean ColorTableEnabled;
+ GLfloat PCCTscale[4];
+ GLfloat PCCTbias[4];
+ GLboolean PostConvolutionColorTableEnabled;
+ GLfloat PCMCTscale[4];
+ GLfloat PCMCTbias[4];
+ GLboolean PostColorMatrixColorTableEnabled;
+ /** GL_SGI_texture_color_table */
+ GLfloat TextureColorTableScale[4];
+ GLfloat TextureColorTableBias[4];
+ /** Convolution */
+ GLboolean Convolution1DEnabled;
+ GLboolean Convolution2DEnabled;
+ GLboolean Separable2DEnabled;
+ GLfloat ConvolutionBorderColor[3][4];
+ GLenum ConvolutionBorderMode[3];
+ GLfloat ConvolutionFilterScale[3][4];
+ GLfloat ConvolutionFilterBias[3][4];
+ GLfloat PostConvolutionScale[4]; /**< RGBA */
+ GLfloat PostConvolutionBias[4]; /**< RGBA */
+};
+
+
+/**
+ * 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 _Size; /**< Size clamped to Const.Min/MaxPointSize */
+ 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_point_sprite / GL_NV_point_sprite */
+ GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /**< GL_NV/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 TestTwoSide; /**< GL_EXT_stencil_two_side */
+ GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 1) */
+ GLenum Function[2]; /**< Stencil function */
+ GLenum FailFunc[2]; /**< Fail function */
+ GLenum ZPassFunc[2]; /**< Depth buffer pass function */
+ GLenum ZFailFunc[2]; /**< Depth buffer fail function */
+ GLstencil Ref[2]; /**< Reference value */
+ GLstencil ValueMask[2]; /**< Value mask */
+ GLstencil WriteMask[2]; /**< Write mask */
+ GLstencil Clear; /**< Clear value */
+};
+
+
+#define NUM_TEXTURE_TARGETS 5 /* 1D, 2D, 3D, CUBE and RECT */
+
+/**
+ * An index for each type of texture object
+ */
+/*@{*/
+#define TEXTURE_1D_INDEX 0
+#define TEXTURE_2D_INDEX 1
+#define TEXTURE_3D_INDEX 2
+#define TEXTURE_CUBE_INDEX 3
+#define TEXTURE_RECT_INDEX 4
+/*@}*/
+
+/**
+ * Bit flags for each type of texture object
+ * Used for Texture.Unit[]._ReallyEnabled flags.
+ */
+/*@{*/
+#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
+#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
+#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
+#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
+#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
+/*@}*/
+
+
+/**
+ * TexGenEnabled flags.
+ */
+/*@{*/
+#define S_BIT 1
+#define T_BIT 2
+#define R_BIT 4
+#define Q_BIT 8
+/*@}*/
+
+
+/**
+ * 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)
+/*@}*/
+
+
+/* A selection of state flags to make driver and module's lives easier. */
+#define ENABLE_TEXGEN0 0x1
+#define ENABLE_TEXGEN1 0x2
+#define ENABLE_TEXGEN2 0x4
+#define ENABLE_TEXGEN3 0x8
+#define ENABLE_TEXGEN4 0x10
+#define ENABLE_TEXGEN5 0x20
+#define ENABLE_TEXGEN6 0x40
+#define ENABLE_TEXGEN7 0x80
+
+#define ENABLE_TEXMAT0 0x1 /* Ie. not the identity matrix */
+#define ENABLE_TEXMAT1 0x2
+#define ENABLE_TEXMAT2 0x4
+#define ENABLE_TEXMAT3 0x8
+#define ENABLE_TEXMAT4 0x10
+#define ENABLE_TEXMAT5 0x20
+#define ENABLE_TEXMAT6 0x40
+#define ENABLE_TEXMAT7 0x80
+
+#define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i))
+#define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i))
+
+
+/**
+ * Texel fetch function prototype. We use texel fetch functions to
+ * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
+ * texture images. These functions help to isolate us from the gritty
+ * details of all the various texture image encodings.
+ *
+ * \param texImage texture image.
+ * \param col texel column.
+ * \param row texel row.
+ * \param img texel image level/layer.
+ * \param texelOut output texel (up to 4 GLchans)
+ */
+typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ GLchan *texelOut );
+
+/**
+ * As above, but returns floats.
+ * Used for depth component images and for upcoming signed/float
+ * texture images.
+ */
+typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ GLfloat *texelOut );
+
+
+typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ const void *texel);
+
+/**
+ * TexImage store function. This is called by the glTex[Sub]Image
+ * functions and is responsible for converting the user-specified texture
+ * image into a specific (hardware) image format.
+ */
+typedef GLboolean (*StoreTexImageFunc)(GLcontext *ctx, GLuint dims,
+ GLenum baseInternalFormat,
+ const struct gl_texture_format *dstFormat,
+ GLvoid *dstAddr,
+ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
+ GLint dstRowStride, GLint dstImageStride,
+ GLint srcWidth, GLint srcHeight, GLint srcDepth,
+ GLenum srcFormat, GLenum srcType,
+ const GLvoid *srcAddr,
+ const struct gl_pixelstore_attrib *srcPacking);
+
+
+
+/**
+ * Texture format record
+ */
+struct gl_texture_format
+{
+ GLint MesaFormat; /**< One of the MESA_FORMAT_* values */
+
+ GLenum BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
+ * GL_INTENSITY, GL_COLOR_INDEX or
+ * GL_DEPTH_COMPONENT.
+ */
+ GLenum DataType; /**< GL_FLOAT or GL_UNSIGNED_NORMALIZED_ARB */
+ GLubyte RedBits; /**< Bits per texel component */
+ GLubyte GreenBits; /**< These are just rough approximations for */
+ GLubyte BlueBits; /**< compressed texture formats. */
+ GLubyte AlphaBits;
+ GLubyte LuminanceBits;
+ GLubyte IntensityBits;
+ GLubyte IndexBits;
+ GLubyte DepthBits;
+
+ GLuint TexelBytes; /**< Bytes per texel, 0 if compressed format */
+
+ StoreTexImageFunc StoreImage;
+
+ /**
+ * \name Texel fetch function pointers
+ */
+ /*@{*/
+ FetchTexelFuncC FetchTexel1D;
+ FetchTexelFuncC FetchTexel2D;
+ FetchTexelFuncC FetchTexel3D;
+ FetchTexelFuncF FetchTexel1Df;
+ FetchTexelFuncF FetchTexel2Df;
+ FetchTexelFuncF FetchTexel3Df;
+ /*@}*/
+
+ StoreTexelFunc StoreTexel;
+};
+
+
+/**
+ * Texture image state. Describes the dimensions of a texture image,
+ * the texel format and pointers to Texel Fetch functions.
+ */
+struct gl_texture_image
+{
+ GLenum Format; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
+ * GL_INTENSITY, GL_COLOR_INDEX or
+ * GL_DEPTH_COMPONENT only.
+ * Used for choosing TexEnv arithmetic.
+ */
+ GLint IntFormat; /**< Internal format as given by the user */
+ GLuint Border; /**< 0 or 1 */
+ GLuint Width; /**< = 2^WidthLog2 + 2*Border */
+ GLuint Height; /**< = 2^HeightLog2 + 2*Border */
+ GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
+ GLuint RowStride; /**< == Width unless IsClientData and padded */
+ 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) */
+ GLfloat WidthScale; /**< used for mipmap LOD computation */
+ GLfloat HeightScale; /**< used for mipmap LOD computation */
+ GLfloat DepthScale; /**< used for mipmap LOD computation */
+ GLvoid *Data; /**< Image data, accessed via FetchTexel() */
+ GLboolean IsClientData; /**< Data owned by client? */
+ GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
+
+ const struct gl_texture_format *TexFormat;
+
+ struct gl_texture_object *TexObject; /**< Pointer back to parent object */
+
+ FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
+ FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
+
+ GLboolean IsCompressed; /**< GL_ARB_texture_compression */
+ GLuint CompressedSize; /**< GL_ARB_texture_compression */
+
+ /**
+ * \name For device driver:
+ */
+ /*@{*/
+ void *DriverData; /**< Arbitrary device driver data */
+ /*@}*/
+};
+
+
+/**
+ * Indexes for cube map faces.
+ */
+/*@{*/
+#define FACE_POS_X 0
+#define FACE_NEG_X 1
+#define FACE_POS_Y 2
+#define FACE_NEG_Y 3
+#define FACE_POS_Z 4
+#define FACE_NEG_Z 5
+#define MAX_FACES 6
+/*@}*/
+
+
+/**
+ * Texture object state. Contains the array of mipmap images, border color,
+ * wrap modes, filter modes, shadow/texcompare state, and the per-texture
+ * color palette.
+ */
+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. */
+ GLfloat Priority; /**< in [0,1] */
+ GLfloat BorderColor[4]; /**< unclamped */
+ GLchan _BorderChan[4]; /**< clamped, as GLchan */
+ 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 */
+ GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
+ GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
+ GLfloat LodBias; /**< OpenGL 1.4 */
+ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
+ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
+ GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
+ GLboolean CompareFlag; /**< GL_SGIX_shadow */
+ GLenum CompareOperator; /**< GL_SGIX_shadow */
+ GLfloat ShadowAmbient; /**< GL_ARB_shadow_ambient */
+ GLenum CompareMode; /**< GL_ARB_shadow */
+ GLenum CompareFunc; /**< GL_ARB_shadow */
+ GLenum DepthMode; /**< GL_ARB_depth_texture */
+ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
+ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
+ GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
+ GLboolean _IsPowerOfTwo; /**< Are all image dimensions powers of two? */
+ GLboolean Complete; /**< Is texture object complete? */
+
+ /** Actual texture images, indexed by [cube face] and [mipmap level] */
+ struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
+
+ /** GL_EXT_paletted_texture */
+ struct gl_color_table Palette;
+
+
+ /**
+ * \name For device driver.
+ * Note: instead of attaching driver data to this pointer, it's preferable
+ * to instead use this struct as a base class for your own texture object
+ * class. Driver->NewTextureObject() can be used to implement the
+ * allocation.
+ */
+ void *DriverData; /**< Arbitrary device driver data */
+};
+
+
+/**
+ * Texture combine environment state.
+ *
+ * \todo
+ * If GL_NV_texture_env_combine4 is ever supported, the arrays in this
+ * structure will need to be expanded for 4 elements.
+ */
+struct gl_tex_env_combine_state
+{
+ GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
+ GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
+ GLenum SourceRGB[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
+ GLenum SourceA[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
+ GLenum OperandRGB[3]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
+ GLenum OperandA[3]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
+ GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
+ GLuint ScaleShiftA; /**< 0, 1 or 2 */
+ GLuint _NumArgsRGB; /**< Number of inputs used for the combine mode. */
+ GLuint _NumArgsA; /**< Number of inputs used for the combine mode. */
+};
+
+
+/**
+ * Texture unit state. Contains enable flags, texture environment/function/
+ * combiners, texgen state, pointers to current texture objects and
+ * post-filter color tables.
+ */
+struct gl_texture_unit
+{
+ GLuint Enabled; /**< bitmask of TEXTURE_*_BIT flags */
+ GLuint _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
+
+ GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
+ GLfloat EnvColor[4];
+ GLuint TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
+ /** \name Tex coord generation mode
+ * Either GL_OBJECT_LINEAR, GL_EYE_LINEAR or GL_SPHERE_MAP. */
+ /*@{*/
+ GLenum GenModeS;
+ GLenum GenModeT;
+ GLenum GenModeR;
+ GLenum GenModeQ;
+ /*@}*/
+ GLuint _GenBitS;
+ GLuint _GenBitT;
+ GLuint _GenBitR;
+ GLuint _GenBitQ;
+ GLuint _GenFlags; /**< bitwise or of GenBit[STRQ] */
+ GLfloat ObjectPlaneS[4];
+ GLfloat ObjectPlaneT[4];
+ GLfloat ObjectPlaneR[4];
+ GLfloat ObjectPlaneQ[4];
+ GLfloat EyePlaneS[4];
+ GLfloat EyePlaneT[4];
+ GLfloat EyePlaneR[4];
+ GLfloat EyePlaneQ[4];
+ 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;
+
+ struct gl_texture_object *Current1D;
+ struct gl_texture_object *Current2D;
+ struct gl_texture_object *Current3D;
+ struct gl_texture_object *CurrentCubeMap; /**< GL_ARB_texture_cube_map */
+ struct gl_texture_object *CurrentRect; /**< GL_NV_texture_rectangle */
+
+ struct gl_texture_object *_Current; /**< Points to really enabled tex obj */
+
+ struct gl_texture_object Saved1D; /**< only used by glPush/PopAttrib */
+ struct gl_texture_object Saved2D;
+ struct gl_texture_object Saved3D;
+ struct gl_texture_object SavedCubeMap;
+ struct gl_texture_object SavedRect;
+
+ /* GL_SGI_texture_color_table */
+ struct gl_color_table ColorTable;
+ struct gl_color_table ProxyColorTable;
+ GLboolean ColorTableEnabled;
+};
+
+struct texenvprog_cache {
+ GLuint hash;
+ void *key;
+ void *data;
+ struct texenvprog_cache *next;
+};
+
+/**
+ * Texture attribute group (GL_TEXTURE_BIT).
+ */
+struct gl_texture_attrib
+{
+ /**
+ * name multitexture
+ */
+ /**@{*/
+ GLuint CurrentUnit; /**< Active texture unit */
+ GLuint _EnabledUnits; /**< one bit set for each really-enabled unit */
+ GLuint _EnabledCoordUnits; /**< one bit per enabled coordinate unit */
+ GLuint _GenFlags; /**< for texgen */
+ GLuint _TexGenEnabled;
+ GLuint _TexMatEnabled;
+ /**@}*/
+
+ struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];
+
+ struct gl_texture_object *Proxy1D;
+ struct gl_texture_object *Proxy2D;
+ struct gl_texture_object *Proxy3D;
+ struct gl_texture_object *ProxyCubeMap;
+ struct gl_texture_object *ProxyRect;
+
+ /** GL_EXT_shared_texture_palette */
+ GLboolean SharedPalette;
+ struct gl_color_table Palette;
+
+ /** Cached texenv fragment programs */
+ struct texenvprog_cache *env_fp_cache;
+};
+
+
+/**
+ * Transformation attribute group (GL_TRANSFORM_BIT).
+ */
+struct gl_transform_attrib
+{
+ GLenum MatrixMode; /**< Matrix mode */
+ GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
+ GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
+ GLuint ClipPlanesEnabled; /**< on/off bitmask */
+ GLboolean Normalize; /**< Normalize all normals? */
+ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
+ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
+
+ GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
+ 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. */
+};
+
+
+/**
+ * Node for the attribute stack.
+ */
+struct gl_attrib_node
+{
+ GLbitfield kind;
+ void *data;
+ struct gl_attrib_node *next;
+};
+
+
+/**
+ * GL_ARB_vertex/pixel_buffer_object buffer object
+ */
+struct gl_buffer_object
+{
+ GLint RefCount;
+ GLuint Name;
+ GLenum Usage;
+ GLenum Access;
+ GLvoid *Pointer; /**< Only valid while buffer is mapped */
+ GLsizeiptrARB Size; /**< Size of storage in bytes */
+ GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
+ GLboolean OnCard; /**< Is buffer in VRAM? (hardware drivers) */
+};
+
+
+
+/**
+ * Client pixel packing/unpacking attributes
+ */
+struct gl_pixelstore_attrib
+{
+ GLint Alignment;
+ GLint RowLength;
+ GLint SkipPixels;
+ GLint SkipRows;
+ GLint ImageHeight; /**< for GL_EXT_texture3D */
+ GLint SkipImages; /**< for GL_EXT_texture3D */
+ GLboolean SwapBytes;
+ GLboolean LsbFirst;
+ GLboolean ClientStorage; /**< GL_APPLE_client_storage */
+ GLboolean Invert; /**< GL_MESA_pack_invert */
+ struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
+};
+
+
+#define CA_CLIENT_DATA 0x1 /**< Data not allocated by mesa */
+
+
+/**
+ * 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 */
+ GLuint Enabled; /**< one of the _NEW_ARRAY_ bits */
+ GLboolean Normalized; /**< GL_ARB_vertex_program */
+
+ /**< GL_ARB_vertex_buffer_object */
+ struct gl_buffer_object *BufferObj;
+ GLuint _MaxElement;
+
+ GLuint Flags;
+};
+
+
+/**
+ * Vertex array state
+ */
+struct gl_array_attrib
+{
+ struct gl_client_array Vertex; /**< client data descriptors */
+ struct gl_client_array Normal;
+ struct gl_client_array Color;
+ struct gl_client_array SecondaryColor;
+ struct gl_client_array FogCoord;
+ struct gl_client_array Index;
+ struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
+ struct gl_client_array EdgeFlag;
+
+ struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX]; /**< GL_NV_vertex_program */
+
+ GLint ActiveTexture; /**< Client Active Texture */
+ GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
+ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
+
+ GLuint _Enabled; /**< _NEW_ARRAY_* - bit set if array enabled */
+ GLuint NewState; /**< _NEW_ARRAY_* */
+
+#if FEATURE_ARB_vertex_buffer_object
+ struct gl_buffer_object *NullBufferObj;
+ struct gl_buffer_object *ArrayBufferObj;
+ struct gl_buffer_object *ElementArrayBufferObj;
+#endif
+ GLuint _MaxElement; /* Min of all enabled array's maxes */
+};
+
+
+/**
+ * Feedback buffer state
+ */
+struct gl_feedback
+{
+ GLenum Type;
+ GLuint _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;
+ struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
+ /*@}*/
+
+ /**
+ * \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;
+ struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
+ /*@}*/
+};
+
+
+/**
+ * NV_fragment_program runtime state
+ */
+struct fp_machine
+{
+ GLfloat Temporaries[MAX_NV_FRAGMENT_PROGRAM_TEMPS][4];
+ GLfloat Inputs[MAX_NV_FRAGMENT_PROGRAM_INPUTS][4];
+ GLfloat Outputs[MAX_NV_FRAGMENT_PROGRAM_OUTPUTS][4];
+ GLuint CondCodes[4];
+};
+
+/**
+ * ATI_fragment_shader runtime state
+ */
+#define ATI_FS_INPUT_PRIMARY 0
+#define ATI_FS_INPUT_SECONDARY 1
+
+/* 6 register sets - 2 inputs (primary, secondary) */
+struct atifs_machine
+{
+ GLfloat Registers[6][4];
+ GLfloat PrevPassRegisters[6][4];
+ GLfloat Inputs[2][4];
+ GLuint pass;
+};
+
+
+/**
+ * Names of the various vertex/fragment register files
+ */
+enum register_file
+{
+ PROGRAM_TEMPORARY,
+ PROGRAM_INPUT,
+ PROGRAM_OUTPUT,
+ PROGRAM_LOCAL_PARAM,
+ PROGRAM_ENV_PARAM,
+ PROGRAM_NAMED_PARAM,
+ PROGRAM_STATE_VAR,
+ PROGRAM_WRITE_ONLY,
+ PROGRAM_ADDRESS,
+ PROGRAM_UNDEFINED /* invalid value */
+};
+
+
+/** Vertex and fragment instructions */
+struct vp_instruction;
+struct fp_instruction;
+struct atifs_instruction;
+struct program_parameter_list;
+
+
+/**
+ * Base class for any kind of program object
+ */
+struct program
+{
+ GLuint Id;
+ GLubyte *String; /**< Null-terminated program text */
+ GLint RefCount;
+ GLenum Target;
+ GLenum Format; /**< String encoding format */
+ GLboolean Resident;
+ GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
+ GLuint NumInstructions; /* GL_ARB_vertex/fragment_program */
+ GLuint NumTemporaries;
+ GLuint NumParameters;
+ GLuint NumAttributes;
+ GLuint NumAddressRegs;
+};
+
+
+/** Vertex program object */
+struct vertex_program
+{
+ struct program Base; /* base class */
+ struct vp_instruction *Instructions; /* Compiled instructions */
+ GLboolean IsNVProgram; /* GL_NV_vertex_program ? */
+ GLboolean IsPositionInvariant; /* GL_NV_vertex_program1_1 */
+ GLuint InputsRead; /* Bitmask of which input regs are read */
+ GLuint OutputsWritten; /* Bitmask of which output regs are written to */
+ struct program_parameter_list *Parameters; /**< array [NumParameters] */
+ void *TnlData; /* should probably use Base.DriverData */
+};
+
+
+/** Fragment program object */
+struct fragment_program
+{
+ struct program Base; /**< base class */
+ struct fp_instruction *Instructions; /**< Compiled instructions */
+ GLuint InputsRead; /**< Bitmask of which input regs are read */
+ GLuint OutputsWritten; /**< Bitmask of which output regs are written to */
+ GLuint TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_INDEX bitmask */
+ GLuint NumAluInstructions; /**< GL_ARB_fragment_program */
+ GLuint NumTexInstructions;
+ GLuint NumTexIndirections;
+ GLenum FogOption;
+ struct program_parameter_list *Parameters; /**< array [NumParameters] */
+
+#ifdef USE_TCC
+ char c_str[4096]; /* experimental... */
+ int c_strlen;
+#endif
+};
+
+struct ati_fragment_shader
+{
+ struct program Base;
+ struct atifs_instruction *Instructions;
+ GLfloat Constants[8][4];
+ GLint NumPasses;
+ GLint cur_pass;
+};
+
+/**
+ * State common to vertex and fragment programs.
+ */
+struct gl_program_state
+{
+ GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_NV */
+ const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_NV */
+};
+
+
+/**
+ * State vars for GL_ARB/GL_NV_vertex_program
+ */
+struct gl_vertex_program_state
+{
+ GLboolean Enabled; /**< GL_VERTEX_PROGRAM_NV */
+ GLboolean _Enabled; /**< Really enabled? */
+ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_NV */
+ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_NV */
+ struct vertex_program *Current; /**< ptr to currently bound program */
+
+ GLenum TrackMatrix[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
+ GLenum TrackMatrixTransform[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
+
+ GLfloat Parameters[MAX_NV_VERTEX_PROGRAM_PARAMS][4]; /* Env params */
+ /* Only used during program execution (may be moved someday): */
+ GLfloat Temporaries[MAX_NV_VERTEX_PROGRAM_TEMPS][4];
+ GLfloat Inputs[MAX_NV_VERTEX_PROGRAM_INPUTS][4];
+ GLuint InputsSize[MAX_NV_VERTEX_PROGRAM_INPUTS];
+ GLfloat Outputs[MAX_NV_VERTEX_PROGRAM_OUTPUTS][4];
+ GLint AddressReg[4];
+
+#if FEATURE_MESA_program_debug
+ GLprogramcallbackMESA Callback;
+ GLvoid *CallbackData;
+ GLboolean CallbackEnabled;
+ GLuint CurrentPosition;
+#endif
+};
+
+
+/*
+ * State for GL_ARB/NV_fragment_program
+ */
+struct gl_fragment_program_state
+{
+ GLboolean Enabled; /* GL_VERTEX_PROGRAM_NV */
+ GLboolean _Enabled; /* Really enabled? */
+ GLboolean _Active; /* Really really enabled? */
+ struct fragment_program *Current; /* ptr to currently bound program */
+ struct fragment_program *_Current; /* ptr to currently active program */
+ struct fp_machine Machine; /* machine state */
+ GLfloat Parameters[MAX_NV_FRAGMENT_PROGRAM_PARAMS][4]; /* Env params */
+
+#if FEATURE_MESA_program_debug
+ GLprogramcallbackMESA Callback;
+ GLvoid *CallbackData;
+ GLboolean CallbackEnabled;
+ GLuint CurrentPosition;
+#endif
+};
+
+/*
+ * State for GL_fragment_shader
+ */
+struct gl_ati_fragment_shader_state
+{
+ GLboolean Enabled;
+ GLboolean _Enabled;
+ GLboolean Compiling;
+ struct atifs_machine Machine; /* machine state */
+ struct ati_fragment_shader *Current;
+};
+
+/*
+ * State for GL_ARB_occlusion_query
+ */
+struct gl_occlusion_state
+{
+ GLboolean Active;
+ GLuint CurrentQueryObject;
+ GLuint PassedCounter;
+ struct _mesa_HashTable *QueryObjects;
+};
+
+/**
+ * gl2 unique interface identifier.
+ * Each gl2 interface has its own interface id used for object queries.
+ */
+enum gl2_uiid
+{
+ UIID_UNKNOWN, /* supported by all objects */
+ UIID_GENERIC, /* generic object */
+ UIID_CONTAINER, /* contains generic objects */
+ UIID_SHADER, /* shader object */
+ UIID_FRAGMENT_SHADER, /* fragment shader */
+ UIID_VERTEX_SHADER, /* vertex shader */
+ UIID_PROGRAM, /* program object */
+ UIID_3DLABS_SHHANDLE /* encapsulates 3dlabs' ShHandle */
+};
+
+struct gl2_unknown_intf
+{
+ GLvoid (* AddRef) (struct gl2_unknown_intf **);
+ GLvoid (* Release) (struct gl2_unknown_intf **);
+ struct gl2_unknown_intf **(* QueryInterface) (struct gl2_unknown_intf **, enum gl2_uiid uiid);
+};
+
+struct gl2_generic_intf
+{
+ struct gl2_unknown_intf _unknown;
+ GLvoid (* Delete) (struct gl2_generic_intf **);
+ GLenum (* GetType) (struct gl2_generic_intf **);
+ GLhandleARB (* GetName) (struct gl2_generic_intf **);
+ GLboolean (* GetDeleteStatus) (struct gl2_generic_intf **);
+ const GLcharARB *(* GetInfoLog) (struct gl2_generic_intf **);
+};
+
+struct gl2_container_intf
+{
+ struct gl2_generic_intf _generic;
+ GLboolean (* Attach) (struct gl2_container_intf **, struct gl2_generic_intf **);
+ GLboolean (* Detach) (struct gl2_container_intf **, struct gl2_generic_intf **);
+ GLsizei (* GetAttachedCount) (struct gl2_container_intf **);
+ struct gl2_generic_intf **(* GetAttached) (struct gl2_container_intf **, GLuint);
+};
+
+struct gl2_shader_intf
+{
+ struct gl2_generic_intf _generic;
+ GLenum (* GetSubType) (struct gl2_shader_intf **);
+ GLboolean (* GetCompileStatus) (struct gl2_shader_intf **);
+ GLvoid (* SetSource) (struct gl2_shader_intf **, GLcharARB *, GLint *, GLsizei);
+ const GLcharARB *(* GetSource) (struct gl2_shader_intf **);
+ GLvoid (* Compile) (struct gl2_shader_intf **);
+};
+
+struct gl2_program_intf
+{
+ struct gl2_container_intf _container;
+ GLboolean (* GetLinkStatus) (struct gl2_program_intf **);
+ GLboolean (* GetValidateStatus) (struct gl2_program_intf **);
+ GLvoid (* Link) (struct gl2_program_intf **);
+ GLvoid (* Validate) (struct gl2_program_intf **);
+};
+
+struct gl2_fragment_shader_intf
+{
+ struct gl2_shader_intf _shader;
+};
+
+struct gl2_vertex_shader_intf
+{
+ struct gl2_shader_intf _shader;
+};
+
+struct gl2_3dlabs_shhandle_intf
+{
+ struct gl2_unknown_intf _unknown;
+ GLvoid *(* GetShHandle) (struct gl2_3dlabs_shhandle_intf **);
+};
+
+struct gl_shader_objects_state
+{
+ struct gl2_program_intf **current_program;
+};
+
+
+/**
+ * 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 */
+
+ /**
+ * \name Default texture objects (shared by all multi-texture units)
+ */
+ /*@{*/
+ struct gl_texture_object *Default1D;
+ struct gl_texture_object *Default2D;
+ struct gl_texture_object *Default3D;
+ struct gl_texture_object *DefaultCubeMap;
+ struct gl_texture_object *DefaultRect;
+ /*@}*/
+
+ /**
+ * \name Vertex/fragment programs
+ */
+ /*@{*/
+ struct _mesa_HashTable *Programs;
+#if FEATURE_ARB_vertex_program
+ struct program *DefaultVertexProgram;
+#endif
+#if FEATURE_ARB_fragment_program
+ struct program *DefaultFragmentProgram;
+#endif
+#if FEATURE_ATI_fragment_shader
+ struct program *DefaultFragmentShader;
+#endif
+ /*@}*/
+
+#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
+ struct _mesa_HashTable *BufferObjects;
+#endif
+
+ struct _mesa_HashTable *GL2Objects;
+
+#if FEATURE_EXT_framebuffer_object
+ struct _mesa_HashTable *RenderBuffers;
+ struct _mesa_HashTable *FrameBuffers;
+#endif
+
+ void *DriverData; /**< Device driver shared state */
+};
+
+
+
+
+/**
+ * A renderbuffer stores colors or depth values or stencil values.
+ * A framebuffer object will have a collection of these.
+ * Data are read/written to the buffer with a handful of Get/Put functions.
+ *
+ * Instances of this object are allocated with the Driver's NewRenderbuffer
+ * hook. Drivers will likely wrap this class inside a driver-specific
+ * class to simulate inheritance.
+ */
+struct gl_renderbuffer
+{
+ GLuint Name;
+ GLint RefCount;
+ GLuint Width, Height;
+ GLenum InternalFormat; /* The user-specified value */
+ GLenum _BaseFormat; /* Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or */
+ /* GL_STENCIL_INDEX. */
+ GLenum DataType; /* Type of values passed to the Get/Put functions */
+ GLubyte ComponentSizes[4]; /* bits per component or channel */
+ GLvoid *Data;
+
+ /* Used to wrap one renderbuffer around another: */
+ struct gl_renderbuffer *Wrapped;
+
+ /* Delete this renderbuffer */
+ void (*Delete)(struct gl_renderbuffer *rb);
+
+ /* Allocate new storage for this renderbuffer */
+ GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat,
+ GLuint width, GLuint height);
+
+ /* Lock/Unlock are called before/after calling the Get/Put functions.
+ * Not sure this is the right place for these yet.
+ void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb);
+ void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb);
+ */
+
+ /* Return a pointer to the element/pixel at (x,y).
+ * Should return NULL if the buffer memory can't be directly addressed.
+ */
+ void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y);
+
+ /* Get/Read a row of values.
+ * The values will be of format _BaseFormat and type DataType.
+ */
+ void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values);
+
+ /* Get/Read values at arbitrary locations.
+ * The values will be of format _BaseFormat and type DataType.
+ */
+ void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values);
+
+ /* Put/Write a row of values.
+ * The values will be of format _BaseFormat and type DataType.
+ */
+ void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask);
+
+ /* Put/Write a row of RGB values. This is a special-case routine that's
+ * only used for RGBA renderbuffers when the source data is GL_RGB. That's
+ * a common case for glDrawPixels and some triangle routines.
+ * The values will be of format GL_RGB and type DataType.
+ */
+ void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask);
+
+
+ /* Put/Write a row of identical values.
+ * The values will be of format _BaseFormat and type DataType.
+ */
+ void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask);
+
+ /* Put/Write values at arbitrary locations.
+ * The values will be of format _BaseFormat and type DataType.
+ */
+ void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *values,
+ const GLubyte *mask);
+ /* Put/Write identical values at arbitrary locations.
+ * The values will be of format _BaseFormat and type DataType.
+ */
+ void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask);
+};
+
+
+/**
+ * A renderbuffer attachment point 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
+{
+ GLenum Type; /* GL_NONE or GL_TEXTURE or GL_RENDERBUFFER_EXT */
+ GLboolean Complete;
+
+ /* IF Type == GL_RENDERBUFFER_EXT: */
+ struct gl_renderbuffer *Renderbuffer;
+
+ /* IF Type == GL_TEXTURE: */
+ struct gl_texture_object *Texture;
+ GLuint TextureLevel;
+ GLuint CubeMapFace; /* 0 .. 5, for cube map textures */
+ GLuint Zoffset; /* for 3D textures */
+};
+
+
+/**
+ * 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
+{
+ GLuint Name; /* if zero, this is a window system framebuffer */
+ GLint RefCount;
+
+ GLvisual Visual; /**< The corresponding 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 */
+ /*@}*/
+
+ GLenum _Status; /* One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
+
+ /* 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[MAX_DRAW_BUFFERS];
+ GLenum ColorReadBuffer;
+
+ /* These are computed from ColorDrawBuffer and ColorReadBuffer */
+ GLuint _ColorDrawBufferMask[MAX_DRAW_BUFFERS]; /* Mask of BUFFER_BIT_* flags */
+ GLuint _ColorReadBufferMask; /* Zero or one of BUFFER_BIT_ flags */
+
+ /* These are computed from _Draw/ReadBufferMask, above. */
+ GLuint _NumColorDrawBuffers[MAX_DRAW_BUFFERS];
+ struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS][4];
+ struct gl_renderbuffer *_ColorReadBuffer;
+
+#if OLD_RENDERBUFFER
+ /* XXX THIS IS TEMPORARY */
+ GLuint _ColorDrawBit[MAX_DRAW_BUFFERS][4];
+#endif
+
+ /** 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 MaxTextureLevels; /**< Maximum number of allowed mipmap levels. */
+ GLint Max3DTextureLevels; /**< Maximum number of allowed mipmap levels for 3D texture targets. */
+ GLint MaxCubeTextureLevels; /**< Maximum number of allowed mipmap levels for GL_ARB_texture_cube_map */
+ GLint MaxTextureRectSize; /* GL_NV_texture_rectangle */
+ GLuint MaxTextureCoordUnits;
+ GLuint MaxTextureImageUnits;
+ GLuint MaxTextureUnits; /* = MAX(CoordUnits, ImageUnits) */
+ GLfloat MaxTextureMaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */
+ GLfloat MaxTextureLodBias; /* GL_EXT_texture_lod_bias */
+ 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 MaxColorTableSize;
+ GLuint MaxConvolutionWidth;
+ GLuint MaxConvolutionHeight;
+ GLuint MaxClipPlanes;
+ GLuint MaxLights;
+ GLfloat MaxShininess; /* GL_NV_light_max_exponent */
+ GLfloat MaxSpotExponent; /* GL_NV_light_max_exponent */
+ GLuint MaxViewportWidth, MaxViewportHeight;
+ /* GL_ARB_vertex_program */
+ GLuint MaxVertexProgramInstructions;
+ GLuint MaxVertexProgramAttribs;
+ GLuint MaxVertexProgramTemps;
+ GLuint MaxVertexProgramLocalParams;
+ GLuint MaxVertexProgramEnvParams;
+ GLuint MaxVertexProgramAddressRegs;
+ /* GL_ARB_fragment_program */
+ GLuint MaxFragmentProgramInstructions;
+ GLuint MaxFragmentProgramAttribs;
+ GLuint MaxFragmentProgramTemps;
+ GLuint MaxFragmentProgramLocalParams;
+ GLuint MaxFragmentProgramEnvParams;
+ GLuint MaxFragmentProgramAddressRegs;
+ GLuint MaxFragmentProgramAluInstructions;
+ GLuint MaxFragmentProgramTexInstructions;
+ GLuint MaxFragmentProgramTexIndirections;
+ /* vertex or fragment program */
+ GLuint MaxProgramMatrices;
+ GLuint MaxProgramMatrixStackDepth;
+ /* vertex array / buffer object bounds checking */
+ GLboolean CheckArrayBounds;
+ /* GL_ARB_draw_buffers */
+ GLuint MaxDrawBuffers;
+ /* GL_OES_read_format */
+ GLenum ColorReadFormat;
+ GLenum ColorReadType;
+ /* GL_EXT_framebuffer_object */
+ GLuint MaxColorAttachments;
+ GLuint MaxRenderbufferSize;
+};
+
+
+/**
+ * Enable flag for each OpenGL extension. Different device drivers will
+ * enable different extensions at runtime.
+ */
+struct gl_extensions
+{
+ /**
+ * \name Flags to quickly test if certain extensions are available.
+ *
+ * Not every extension needs to have such a flag, but it's encouraged.
+ */
+ /*@{*/
+ GLboolean dummy; /* don't remove this! */
+ GLboolean ARB_depth_texture;
+ GLboolean ARB_draw_buffers;
+ GLboolean ARB_fragment_program;
+ GLboolean ARB_fragment_shader;
+ GLboolean ARB_half_float_pixel;
+ GLboolean ARB_imaging;
+ GLboolean ARB_multisample;
+ GLboolean ARB_multitexture;
+ GLboolean ARB_occlusion_query;
+ GLboolean ARB_point_sprite;
+ GLboolean ARB_shader_objects;
+ GLboolean ARB_shading_language_100;
+ GLboolean ARB_shadow;
+ GLboolean ARB_texture_border_clamp;
+ GLboolean ARB_texture_compression;
+ GLboolean ARB_texture_cube_map;
+ GLboolean ARB_texture_env_combine;
+ GLboolean ARB_texture_env_crossbar;
+ GLboolean ARB_texture_env_dot3;
+ GLboolean ARB_texture_float;
+ GLboolean ARB_texture_mirrored_repeat;
+ GLboolean ARB_texture_non_power_of_two;
+ GLboolean ARB_transpose_matrix;
+ GLboolean ARB_vertex_buffer_object;
+ GLboolean ARB_vertex_program;
+ GLboolean ARB_vertex_shader;
+ GLboolean ARB_window_pos;
+ GLboolean EXT_abgr;
+ GLboolean EXT_bgra;
+ GLboolean EXT_blend_color;
+ GLboolean EXT_blend_equation_separate;
+ GLboolean EXT_blend_func_separate;
+ GLboolean EXT_blend_logic_op;
+ GLboolean EXT_blend_minmax;
+ GLboolean EXT_blend_subtract;
+ GLboolean EXT_clip_volume_hint;
+ GLboolean EXT_cull_vertex;
+ GLboolean EXT_convolution;
+ GLboolean EXT_compiled_vertex_array;
+ GLboolean EXT_copy_texture;
+ GLboolean EXT_depth_bounds_test;
+ GLboolean EXT_draw_range_elements;
+ GLboolean EXT_framebuffer_object;
+ GLboolean EXT_fog_coord;
+ GLboolean EXT_histogram;
+ GLboolean EXT_multi_draw_arrays;
+ GLboolean EXT_paletted_texture;
+ GLboolean EXT_packed_pixels;
+ GLboolean EXT_pixel_buffer_object;
+ GLboolean EXT_point_parameters;
+ GLboolean EXT_polygon_offset;
+ GLboolean EXT_rescale_normal;
+ GLboolean EXT_shadow_funcs;
+ GLboolean EXT_secondary_color;
+ GLboolean EXT_separate_specular_color;
+ GLboolean EXT_shared_texture_palette;
+ GLboolean EXT_stencil_wrap;
+ GLboolean EXT_stencil_two_side;
+ GLboolean EXT_subtexture;
+ GLboolean EXT_texture;
+ GLboolean EXT_texture_object;
+ GLboolean EXT_texture3D;
+ GLboolean EXT_texture_compression_s3tc;
+ GLboolean EXT_texture_env_add;
+ GLboolean EXT_texture_env_combine;
+ GLboolean EXT_texture_env_dot3;
+ GLboolean EXT_texture_filter_anisotropic;
+ GLboolean EXT_texture_lod_bias;
+ GLboolean EXT_texture_mirror_clamp;
+ GLboolean EXT_vertex_array;
+ GLboolean EXT_vertex_array_set;
+ /* vendor extensions */
+ GLboolean APPLE_client_storage;
+ GLboolean APPLE_packed_pixels;
+ GLboolean ATI_texture_mirror_once;
+ GLboolean ATI_texture_env_combine3;
+ GLboolean ATI_fragment_shader;
+ GLboolean HP_occlusion_test;
+ GLboolean IBM_rasterpos_clip;
+ GLboolean IBM_multimode_draw_arrays;
+ GLboolean MESA_pack_invert;
+ GLboolean MESA_packed_depth_stencil;
+ GLboolean MESA_program_debug;
+ GLboolean MESA_resize_buffers;
+ GLboolean MESA_ycbcr_texture;
+ GLboolean NV_blend_square;
+ GLboolean NV_fragment_program;
+ GLboolean NV_light_max_exponent;
+ GLboolean NV_point_sprite;
+ GLboolean NV_texgen_reflection;
+ GLboolean NV_texture_rectangle;
+ GLboolean NV_vertex_program;
+ GLboolean NV_vertex_program1_1;
+ GLboolean OES_read_format;
+ GLboolean SGI_color_matrix;
+ GLboolean SGI_color_table;
+ GLboolean SGI_texture_color_table;
+ GLboolean SGIS_generate_mipmap;
+ GLboolean SGIS_pixel_texture;
+ GLboolean SGIS_texture_edge_clamp;
+ GLboolean SGIS_texture_lod;
+ GLboolean SGIX_depth_texture;
+ GLboolean SGIX_pixel_texture;
+ GLboolean SGIX_shadow;
+ GLboolean SGIX_shadow_ambient; /* or GL_ARB_shadow_ambient */
+ GLboolean TDFX_texture_compression_FXT1;
+ GLboolean S3_s3tc;
+ /*@}*/
+ /* The extension string */
+ const GLubyte *String;
+};
+
+
+/**
+ * A stack of matrices (projection, modelview, color, texture, etc).
+ */
+struct 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 __GLcontextRec::ImageTransferState.
+ */
+/*@{*/
+#define IMAGE_SCALE_BIAS_BIT 0x1
+#define IMAGE_SHIFT_OFFSET_BIT 0x2
+#define IMAGE_MAP_COLOR_BIT 0x4
+#define IMAGE_COLOR_TABLE_BIT 0x8
+#define IMAGE_CONVOLUTION_BIT 0x10
+#define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
+#define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
+#define IMAGE_COLOR_MATRIX_BIT 0x80
+#define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
+#define IMAGE_HISTOGRAM_BIT 0x200
+#define IMAGE_MIN_MAX_BIT 0x400
+#define IMAGE_CLAMP_BIT 0x800 /* extra */
+
+
+/** Pixel Transfer ops up to convolution */
+#define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
+ IMAGE_SHIFT_OFFSET_BIT | \
+ IMAGE_MAP_COLOR_BIT | \
+ IMAGE_COLOR_TABLE_BIT)
+
+/** Pixel transfer ops after convolution */
+#define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
+ IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
+ IMAGE_COLOR_MATRIX_BIT | \
+ IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
+ IMAGE_HISTOGRAM_BIT | \
+ IMAGE_MIN_MAX_BIT)
+/*@}*/
+
+
+/**
+ * \name Bits to indicate what state has changed.
+ *
+ * 4 unused flags.
+ */
+/*@{*/
+#define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
+#define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
+#define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
+#define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */
+#define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
+#define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
+#define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
+#define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
+#define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
+#define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
+#define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
+#define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
+#define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
+#define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
+#define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
+#define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
+#define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
+#define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
+#define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
+#define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
+#define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
+#define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
+#define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
+#define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
+#define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
+#define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
+#define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
+#define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
+#define _NEW_ALL ~0
+/*@}*/
+
+
+/**
+ * \name Bits to track array state changes
+ *
+ * Also used to summarize array enabled.
+ */
+/*@{*/
+#define _NEW_ARRAY_VERTEX VERT_BIT_POS
+#define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
+#define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
+#define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
+#define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
+#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
+#define _NEW_ARRAY_INDEX VERT_BIT_SIX
+#define _NEW_ARRAY_EDGEFLAG VERT_BIT_SEVEN
+#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
+#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
+#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
+#define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
+#define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
+#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
+#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
+#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
+#define _NEW_ARRAY_ATTRIB_0 0x10000 /* start at bit 16 */
+#define _NEW_ARRAY_ALL 0xffffffff
+
+
+#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
+#define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
+/*@}*/
+
+
+/**
+ * \name A bunch of flags that we think might be useful to drivers.
+ *
+ * Set in the __GLcontextRec::_TriangleCaps bitfield.
+ */
+/*@{*/
+#define DD_FLATSHADE 0x1
+#define DD_SEPARATE_SPECULAR 0x2
+#define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
+#define DD_TRI_LIGHT_TWOSIDE 0x8
+#define DD_TRI_UNFILLED 0x10
+#define DD_TRI_SMOOTH 0x20
+#define DD_TRI_STIPPLE 0x40
+#define DD_TRI_OFFSET 0x80
+#define DD_LINE_SMOOTH 0x100
+#define DD_LINE_STIPPLE 0x200
+#define DD_LINE_WIDTH 0x400
+#define DD_POINT_SMOOTH 0x800
+#define DD_POINT_SIZE 0x1000
+#define DD_POINT_ATTEN 0x2000
+#define DD_TRI_TWOSTENCIL 0x4000
+/*@}*/
+
+
+/**
+ * \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 | _NEW_PROGRAM)
+#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
+/*@}*/
+
+
+#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
+ _NEW_TEXTURE | \
+ _NEW_POINT | \
+ _NEW_MODELVIEW)
+
+#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
+ _NEW_TEXTURE)
+
+#define _IMAGE_NEW_TRANSFER_STATE (_NEW_PIXEL | _NEW_COLOR_MATRIX)
+
+
+
+
+/*
+ * Forward declaration of display list data types:
+ */
+union node;
+typedef union node Node;
+
+
+/* This has to be included here. */
+#include "dd.h"
+
+
+#define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
+
+/**
+ * Core Mesa's support for tnl modules:
+ */
+struct gl_tnl_module
+{
+ /**
+ * Vertex format to be lazily swapped into current dispatch.
+ */
+ const GLvertexformat *Current;
+
+ /**
+ * \name Record of functions swapped out.
+ * On restore, only need to swap these functions back in.
+ */
+ /*@{*/
+ struct {
+ _glapi_proc * location;
+ _glapi_proc function;
+ } Swapped[NUM_VERTEX_FORMAT_ENTRIES];
+ GLuint SwapCount;
+ /*@}*/
+};
+
+/* 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 MESA_DLIST_DANGLING_REFS 0x1
+
+/* Provide a location where information about a display list can be
+ * collected. Could be extended with driverPrivate structures,
+ * etc. in the future.
+ */
+struct mesa_display_list
+{
+ Node *node;
+ GLuint id;
+ GLuint flags;
+};
+
+
+/**
+ * State used during display list compilation and execution.
+ */
+struct mesa_list_state
+{
+ struct mesa_display_list *CallStack[MAX_LIST_NESTING];
+ GLuint CallDepth; /**< Current recursion calling depth */
+
+ struct mesa_display_list *CurrentList;
+ Node *CurrentListPtr; /**< Head of list being compiled */
+ GLuint CurrentListNum; /**< Number of the list being compiled */
+ 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;
+};
+
+
+/**
+ * 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 GLcontext typedef names this structure.
+ */
+struct __GLcontextRec
+{
+ /**
+ * \name OS related interfaces.
+ *
+ * These \b must be the first members of this structure, because they are
+ * exposed to the outside world (i.e. GLX extension).
+ */
+ /*@{*/
+ __GLimports imports;
+ __GLexports exports;
+ /*@}*/
+
+ /** 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 !! */
+ /*@}*/
+
+ GLvisual Visual;
+ GLframebuffer *DrawBuffer; /**< buffer for writing */
+ GLframebuffer *ReadBuffer; /**< buffer for reading */
+ GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
+ GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
+
+ /**
+ * Device driver function pointer table
+ */
+ struct dd_function_table Driver;
+
+ void *DriverCtx; /**< Points to device driver context/state */
+ void *DriverMgrCtx; /**< Points to device driver manager (optional)*/
+
+ /** Core/Driver constants */
+ struct gl_constants Const;
+
+ /** \name The various 4x4 matrix stacks */
+ /*@{*/
+ struct matrix_stack ModelviewMatrixStack;
+ struct matrix_stack ProjectionMatrixStack;
+ struct matrix_stack ColorMatrixStack;
+ struct matrix_stack TextureMatrixStack[MAX_TEXTURE_COORD_UNITS];
+ struct matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
+ struct matrix_stack *CurrentStack; /**< Points to one of the above stacks */
+ /*@}*/
+
+ /** Combined modelview and projection matrix */
+ GLmatrix _ModelProjectMatrix;
+
+ /** \name Display lists */
+ struct mesa_list_state ListState;
+
+ GLboolean ExecuteFlag; /**< Execute GL commands? */
+ GLboolean CompileFlag; /**< Compile GL commands into display list? */
+
+ /** Extensions */
+ struct gl_extensions Extensions;
+
+ /** \name Renderer attribute stack */
+ /*@{*/
+ 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; /**< Accumulation buffer attributes */
+ struct gl_colorbuffer_attrib Color; /**< Color buffers 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_histogram_attrib Histogram;
+ struct gl_minmax_attrib MinMax;
+ struct gl_convolution_attrib Convolution1D;
+ struct gl_convolution_attrib Convolution2D;
+ struct gl_convolution_attrib Separable2D;
+
+ struct gl_evaluators EvalMap; /**< All evaluators */
+ struct gl_feedback Feedback; /**< Feedback */
+ struct gl_selection Select; /**< Selection */
+
+ struct gl_color_table ColorTable; /**< Pre-convolution */
+ struct gl_color_table ProxyColorTable; /**< Pre-convolution */
+ struct gl_color_table PostConvolutionColorTable;
+ struct gl_color_table ProxyPostConvolutionColorTable;
+ struct gl_color_table PostColorMatrixColorTable;
+ struct gl_color_table ProxyPostColorMatrixColorTable;
+
+ struct gl_program_state Program; /**< for vertex or fragment progs */
+ struct gl_vertex_program_state VertexProgram; /**< GL_NV_vertex_program */
+ struct gl_fragment_program_state FragmentProgram; /**< GL_NV_fragment_program */
+ struct gl_ati_fragment_shader_state ATIFragmentShader; /**< GL_ATI_fragment_shader */
+
+ struct fragment_program *_TexEnvProgram; /**< Texture state as fragment program */
+ struct vertex_program *_TnlProgram; /**< Fixed func TNL state as vertex program */
+
+ GLboolean _MaintainTexEnvProgram;
+ GLboolean _MaintainTnlProgram;
+
+ struct gl_occlusion_state Occlusion; /**< GL_ARB_occlusion_query */
+
+ struct gl_shader_objects_state ShaderObjects; /* GL_ARB_shader_objects */
+ /*@}*/
+
+#if FEATURE_EXT_framebuffer_object
+ /*struct gl_framebuffer *CurrentFramebuffer;*/
+ struct gl_renderbuffer *CurrentRenderbuffer;
+#endif
+
+ GLenum ErrorValue; /**< Last error code */
+ GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
+ GLuint NewState; /**< bitwise-or of _NEW_* flags */
+
+ /** \name Derived state */
+ /*@{*/
+ GLuint _TriangleCaps; /**< bitwise-or of DD_* flags */
+ GLuint _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
+ GLfloat _EyeZDir[3];
+ GLfloat _ModelViewInvScale;
+ GLuint _NeedEyeCoords;
+ GLuint _ForceEyeCoords;
+ GLboolean _RotateMode;
+ GLenum _CurrentProgram; /* currently executing program */
+
+ 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 */
+
+
+ GLboolean OcclusionResult; /**< for GL_HP_occlusion_test */
+ GLboolean OcclusionResultSaved; /**< for GL_HP_occlusion_test */
+ GLuint _Facing; /**< This is a hack for 2-sided stencil test.
+ *
+ * We don't have a better way to communicate this value from
+ * swrast_setup to swrast. */
+
+ /** \name Color clamping (tentative part of GL_ARB_color_clamp_control) */
+ /*@{*/
+ GLboolean ClampFragmentColors;
+ GLboolean ClampVertexColors;
+ /*@}*/
+
+ /** \name For debugging/development only */
+ /*@{*/
+ GLboolean FirstTimeCurrent;
+ /*@}*/
+
+ /** Dither disable via MESA_NO_DITHER env var */
+ GLboolean NoDither;
+
+ /** software compression/decompression supported or not */
+ GLboolean Mesa_DXTn;
+
+ /** Core tnl module support */
+ struct gl_tnl_module TnlModule;
+
+ /**
+ * \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;
+ void *acache_context;
+ void *aelt_context;
+ /*@}*/
+};
+
+
+/** The string names for GL_POINT, GL_LINE_LOOP, etc */
+extern const char *_mesa_prim_name[GL_POLYGON+4];
+
+
+#ifdef MESA_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
+
+
+enum _verbose
+{
+ VERBOSE_VARRAY = 0x0001,
+ VERBOSE_TEXTURE = 0x0002,
+ VERBOSE_IMMEDIATE = 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
+};
+
+
+enum _debug
+{
+ DEBUG_ALWAYS_FLUSH = 0x1
+};
+
+
+
+#define Elements(x) sizeof(x)/sizeof(*(x))
+
+
+#endif /* TYPES_H */