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authormarha <marha@users.sourceforge.net>2011-01-19 19:42:41 +0000
committermarha <marha@users.sourceforge.net>2011-01-19 19:42:41 +0000
commitcdc60fdcddbe5666aac11af34c6c030d4a670b99 (patch)
tree4ec58bc0728308be9921485d5e79979bbc65a9b1 /mesalib/src/mesa/main
parent800da6ed70c65f5059726b7ce35030e9c7235f01 (diff)
parenta13b75f056f9f9efcf6ecb8610b40ddbbb2bbb69 (diff)
downloadvcxsrv-cdc60fdcddbe5666aac11af34c6c030d4a670b99.tar.gz
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svn merge ^/branches/released .
Diffstat (limited to 'mesalib/src/mesa/main')
-rw-r--r--mesalib/src/mesa/main/context.c3806
-rw-r--r--mesalib/src/mesa/main/mtypes.h6702
-rw-r--r--mesalib/src/mesa/main/shaderapi.c3821
3 files changed, 7196 insertions, 7133 deletions
diff --git a/mesalib/src/mesa/main/context.c b/mesalib/src/mesa/main/context.c
index 90df5fc9e..fe370fa36 100644
--- a/mesalib/src/mesa/main/context.c
+++ b/mesalib/src/mesa/main/context.c
@@ -1,1898 +1,1908 @@
-/*
- * Mesa 3-D graphics library
- * Version: 7.3
- *
- * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
- * Copyright (C) 2008 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 context.c
- * Mesa context/visual/framebuffer management functions.
- * \author Brian Paul
- */
-
-/**
- * \mainpage Mesa Main Module
- *
- * \section MainIntroduction Introduction
- *
- * The Mesa Main module consists of all the files in the main/ directory.
- * Among the features of this module are:
- * <UL>
- * <LI> Structures to represent most GL state </LI>
- * <LI> State set/get functions </LI>
- * <LI> Display lists </LI>
- * <LI> Texture unit, object and image handling </LI>
- * <LI> Matrix and attribute stacks </LI>
- * </UL>
- *
- * Other modules are responsible for API dispatch, vertex transformation,
- * point/line/triangle setup, rasterization, vertex array caching,
- * vertex/fragment programs/shaders, etc.
- *
- *
- * \section AboutDoxygen About Doxygen
- *
- * If you're viewing this information as Doxygen-generated HTML you'll
- * see the documentation index at the top of this page.
- *
- * The first line lists the Mesa source code modules.
- * The second line lists the indexes available for viewing the documentation
- * for each module.
- *
- * Selecting the <b>Main page</b> link will display a summary of the module
- * (this page).
- *
- * Selecting <b>Data Structures</b> will list all C structures.
- *
- * Selecting the <b>File List</b> link will list all the source files in
- * the module.
- * Selecting a filename will show a list of all functions defined in that file.
- *
- * Selecting the <b>Data Fields</b> link will display a list of all
- * documented structure members.
- *
- * Selecting the <b>Globals</b> link will display a list
- * of all functions, structures, global variables and macros in the module.
- *
- */
-
-
-#include "glheader.h"
-#include "mfeatures.h"
-#include "imports.h"
-#include "accum.h"
-#include "api_exec.h"
-#include "arrayobj.h"
-#include "attrib.h"
-#include "blend.h"
-#include "buffers.h"
-#include "bufferobj.h"
-#include "context.h"
-#include "cpuinfo.h"
-#include "debug.h"
-#include "depth.h"
-#include "dlist.h"
-#include "eval.h"
-#include "extensions.h"
-#include "fbobject.h"
-#include "feedback.h"
-#include "fog.h"
-#include "formats.h"
-#include "framebuffer.h"
-#include "hint.h"
-#include "hash.h"
-#include "light.h"
-#include "lines.h"
-#include "macros.h"
-#include "matrix.h"
-#include "multisample.h"
-#include "pixel.h"
-#include "pixelstore.h"
-#include "points.h"
-#include "polygon.h"
-#include "queryobj.h"
-#include "syncobj.h"
-#include "rastpos.h"
-#include "remap.h"
-#include "scissor.h"
-#include "shared.h"
-#include "shaderobj.h"
-#include "simple_list.h"
-#include "state.h"
-#include "stencil.h"
-#include "texcompress_s3tc.h"
-#include "texstate.h"
-#include "transformfeedback.h"
-#include "mtypes.h"
-#include "varray.h"
-#include "version.h"
-#include "viewport.h"
-#include "vtxfmt.h"
-#include "program/program.h"
-#include "program/prog_print.h"
-#if _HAVE_FULL_GL
-#include "math/m_matrix.h"
-#endif
-#include "main/dispatch.h" /* for _gloffset_COUNT */
-
-#ifdef USE_SPARC_ASM
-#include "sparc/sparc.h"
-#endif
-
-#include "glsl_parser_extras.h"
-#include <stdbool.h>
-
-
-#ifndef MESA_VERBOSE
-int MESA_VERBOSE = 0;
-#endif
-
-#ifndef MESA_DEBUG_FLAGS
-int MESA_DEBUG_FLAGS = 0;
-#endif
-
-
-/* ubyte -> float conversion */
-GLfloat _mesa_ubyte_to_float_color_tab[256];
-
-
-
-/**
- * Swap buffers notification callback.
- *
- * \param ctx GL context.
- *
- * Called by window system just before swapping buffers.
- * We have to finish any pending rendering.
- */
-void
-_mesa_notifySwapBuffers(struct gl_context *ctx)
-{
- if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
- _mesa_debug(ctx, "SwapBuffers\n");
- FLUSH_CURRENT( ctx, 0 );
- if (ctx->Driver.Flush) {
- ctx->Driver.Flush(ctx);
- }
-}
-
-
-/**********************************************************************/
-/** \name GL Visual allocation/destruction */
-/**********************************************************************/
-/*@{*/
-
-/**
- * Allocates a struct gl_config structure and initializes it via
- * _mesa_initialize_visual().
- *
- * \param dbFlag double buffering
- * \param stereoFlag stereo buffer
- * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
- * is acceptable but the actual depth type will be GLushort or GLuint as
- * needed.
- * \param stencilBits requested minimum bits per stencil buffer value
- * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
- * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
- * \param redBits number of bits per color component in frame buffer for RGB(A)
- * mode. We always use 8 in core Mesa though.
- * \param greenBits same as above.
- * \param blueBits same as above.
- * \param alphaBits same as above.
- * \param numSamples not really used.
- *
- * \return pointer to new struct gl_config or NULL if requested parameters can't be
- * met.
- *
- * \note Need to add params for level and numAuxBuffers (at least)
- */
-struct gl_config *
-_mesa_create_visual( GLboolean dbFlag,
- GLboolean stereoFlag,
- GLint redBits,
- GLint greenBits,
- GLint blueBits,
- GLint alphaBits,
- GLint depthBits,
- GLint stencilBits,
- GLint accumRedBits,
- GLint accumGreenBits,
- GLint accumBlueBits,
- GLint accumAlphaBits,
- GLint numSamples )
-{
- struct gl_config *vis = CALLOC_STRUCT(gl_config);
- if (vis) {
- if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
- redBits, greenBits, blueBits, alphaBits,
- depthBits, stencilBits,
- accumRedBits, accumGreenBits,
- accumBlueBits, accumAlphaBits,
- numSamples)) {
- free(vis);
- return NULL;
- }
- }
- return vis;
-}
-
-
-/**
- * Makes some sanity checks and fills in the fields of the struct
- * gl_config object with the given parameters. If the caller needs to
- * set additional fields, he should just probably init the whole
- * gl_config object himself.
- *
- * \return GL_TRUE on success, or GL_FALSE on failure.
- *
- * \sa _mesa_create_visual() above for the parameter description.
- */
-GLboolean
-_mesa_initialize_visual( struct gl_config *vis,
- GLboolean dbFlag,
- GLboolean stereoFlag,
- GLint redBits,
- GLint greenBits,
- GLint blueBits,
- GLint alphaBits,
- GLint depthBits,
- GLint stencilBits,
- GLint accumRedBits,
- GLint accumGreenBits,
- GLint accumBlueBits,
- GLint accumAlphaBits,
- GLint numSamples )
-{
- assert(vis);
-
- if (depthBits < 0 || depthBits > 32) {
- return GL_FALSE;
- }
- if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
- return GL_FALSE;
- }
- assert(accumRedBits >= 0);
- assert(accumGreenBits >= 0);
- assert(accumBlueBits >= 0);
- assert(accumAlphaBits >= 0);
-
- vis->rgbMode = GL_TRUE;
- vis->doubleBufferMode = dbFlag;
- vis->stereoMode = stereoFlag;
-
- vis->redBits = redBits;
- vis->greenBits = greenBits;
- vis->blueBits = blueBits;
- vis->alphaBits = alphaBits;
- vis->rgbBits = redBits + greenBits + blueBits;
-
- vis->indexBits = 0;
- vis->depthBits = depthBits;
- vis->stencilBits = stencilBits;
-
- vis->accumRedBits = accumRedBits;
- vis->accumGreenBits = accumGreenBits;
- vis->accumBlueBits = accumBlueBits;
- vis->accumAlphaBits = accumAlphaBits;
-
- vis->haveAccumBuffer = accumRedBits > 0;
- vis->haveDepthBuffer = depthBits > 0;
- vis->haveStencilBuffer = stencilBits > 0;
-
- vis->numAuxBuffers = 0;
- vis->level = 0;
- vis->sampleBuffers = numSamples > 0 ? 1 : 0;
- vis->samples = numSamples;
-
- return GL_TRUE;
-}
-
-
-/**
- * Destroy a visual and free its memory.
- *
- * \param vis visual.
- *
- * Frees the visual structure.
- */
-void
-_mesa_destroy_visual( struct gl_config *vis )
-{
- free(vis);
-}
-
-/*@}*/
-
-
-/**********************************************************************/
-/** \name Context allocation, initialization, destroying
- *
- * The purpose of the most initialization functions here is to provide the
- * default state values according to the OpenGL specification.
- */
-/**********************************************************************/
-/*@{*/
-
-
-/**
- * This is lame. gdb only seems to recognize enum types that are
- * actually used somewhere. We want to be able to print/use enum
- * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
- * the gl_texture_index type anywhere. Thus, this lame function.
- */
-static void
-dummy_enum_func(void)
-{
- gl_buffer_index bi = BUFFER_FRONT_LEFT;
- gl_face_index fi = FACE_POS_X;
- gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
- gl_frag_result fr = FRAG_RESULT_DEPTH;
- gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
- gl_vert_attrib va = VERT_ATTRIB_POS;
- gl_vert_result vr = VERT_RESULT_HPOS;
- gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
- gl_geom_result gr = GEOM_RESULT_POS;
-
- (void) bi;
- (void) fi;
- (void) fa;
- (void) fr;
- (void) ti;
- (void) va;
- (void) vr;
- (void) ga;
- (void) gr;
-}
-
-
-/**
- * One-time initialization mutex lock.
- *
- * \sa Used by one_time_init().
- */
-_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
-
-
-
-/**
- * Calls all the various one-time-init functions in Mesa.
- *
- * While holding a global mutex lock, calls several initialization functions,
- * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
- * defined.
- *
- * \sa _math_init().
- */
-static void
-one_time_init( struct gl_context *ctx )
-{
- static GLbitfield api_init_mask = 0x0;
-
- _glthread_LOCK_MUTEX(OneTimeLock);
-
- /* truly one-time init */
- if (!api_init_mask) {
- GLuint i;
-
- /* do some implementation tests */
- assert( sizeof(GLbyte) == 1 );
- assert( sizeof(GLubyte) == 1 );
- assert( sizeof(GLshort) == 2 );
- assert( sizeof(GLushort) == 2 );
- assert( sizeof(GLint) == 4 );
- assert( sizeof(GLuint) == 4 );
-
- _mesa_get_cpu_features();
-
- _mesa_init_sqrt_table();
-
- /* context dependence is never a one-time thing... */
- _mesa_init_get_hash(ctx);
-
- for (i = 0; i < 256; i++) {
- _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
- }
-
-#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
- if (MESA_VERBOSE != 0) {
- _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
- MESA_VERSION_STRING, __DATE__, __TIME__);
- }
-#endif
-
-#ifdef DEBUG
- _mesa_test_formats();
-#endif
- }
-
- /* per-API one-time init */
- if (!(api_init_mask & (1 << ctx->API))) {
- /*
- * This is fine as ES does not use the remap table, but it may not be
- * future-proof. We cannot always initialize the remap table because
- * when an app is linked to libGLES*, there are not enough dynamic
- * entries.
- */
- if (ctx->API == API_OPENGL)
- _mesa_init_remap_table();
- }
-
- api_init_mask |= 1 << ctx->API;
-
- _glthread_UNLOCK_MUTEX(OneTimeLock);
-
- /* Hopefully atexit() is widely available. If not, we may need some
- * #ifdef tests here.
- */
- atexit(_mesa_destroy_shader_compiler);
-
- dummy_enum_func();
-}
-
-
-/**
- * Initialize fields of gl_current_attrib (aka ctx->Current.*)
- */
-static void
-_mesa_init_current(struct gl_context *ctx)
-{
- GLuint i;
-
- /* Init all to (0,0,0,1) */
- for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
- ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
- }
-
- /* redo special cases: */
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
-}
-
-
-/**
- * Init vertex/fragment/geometry program limits.
- * Important: drivers should override these with actual limits.
- */
-static void
-init_program_limits(GLenum type, struct gl_program_constants *prog)
-{
- prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
- prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
- prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
- prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
- prog->MaxTemps = MAX_PROGRAM_TEMPS;
- prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
- prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
- prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
-
- switch (type) {
- case GL_VERTEX_PROGRAM_ARB:
- prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
- prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
- prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
- prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
- prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
- break;
- case MESA_GEOMETRY_PROGRAM:
- prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
- prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
- prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
-
- prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
- prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
- prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
- prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
- prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
- prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
- break;
- default:
- assert(0 && "Bad program type in init_program_limits()");
- }
-
- /* Set the native limits to zero. This implies that there is no native
- * support for shaders. Let the drivers fill in the actual values.
- */
- prog->MaxNativeInstructions = 0;
- prog->MaxNativeAluInstructions = 0;
- prog->MaxNativeTexInstructions = 0;
- prog->MaxNativeTexIndirections = 0;
- prog->MaxNativeAttribs = 0;
- prog->MaxNativeTemps = 0;
- prog->MaxNativeAddressRegs = 0;
- prog->MaxNativeParameters = 0;
-}
-
-
-/**
- * Initialize fields of gl_constants (aka ctx->Const.*).
- * Use defaults from config.h. The device drivers will often override
- * some of these values (such as number of texture units).
- */
-static void
-_mesa_init_constants(struct gl_context *ctx)
-{
- assert(ctx);
-
- /* Constants, may be overriden (usually only reduced) by device drivers */
- ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
- ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
- ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
- ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
- ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
- ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
- ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
- ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
- ctx->Const.MaxTextureImageUnits);
- ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
- ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
- ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
- ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
- ctx->Const.MinPointSize = MIN_POINT_SIZE;
- ctx->Const.MaxPointSize = MAX_POINT_SIZE;
- ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
- ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
- ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
- ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
- ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
- ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
- ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
- ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
- ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
- ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
- ctx->Const.MaxLights = MAX_LIGHTS;
- ctx->Const.MaxShininess = 128.0;
- ctx->Const.MaxSpotExponent = 128.0;
- ctx->Const.MaxViewportWidth = MAX_WIDTH;
- ctx->Const.MaxViewportHeight = MAX_HEIGHT;
-#if FEATURE_ARB_vertex_program
- init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
-#endif
-#if FEATURE_ARB_fragment_program
- init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
-#endif
-#if FEATURE_ARB_geometry_shader4
- init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
-#endif
- ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
- ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
-
- /* CheckArrayBounds is overriden by drivers/x11 for X server */
- ctx->Const.CheckArrayBounds = GL_FALSE;
-
- /* GL_ARB_draw_buffers */
- ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
-
-#if FEATURE_EXT_framebuffer_object
- ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
- ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
-#endif
-
-#if FEATURE_ARB_vertex_shader
- ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxVarying = MAX_VARYING;
-#endif
-
- /* Shading language version */
- if (ctx->API == API_OPENGL) {
- ctx->Const.GLSLVersion = 120;
- }
- else if (ctx->API == API_OPENGLES2) {
- ctx->Const.GLSLVersion = 100;
- }
- else if (ctx->API == API_OPENGLES) {
- ctx->Const.GLSLVersion = 0; /* GLSL not supported */
- }
-
- /* GL_ARB_framebuffer_object */
- ctx->Const.MaxSamples = 0;
-
- /* GL_ARB_sync */
- ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
-
- /* GL_ATI_envmap_bumpmap */
- ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
-
- /* GL_EXT_provoking_vertex */
- ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
-
- /* GL_EXT_transform_feedback */
- ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
- ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
- ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
-
- /* GL 3.2: hard-coded for now: */
- ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
-
- /** GL_EXT_gpu_shader4 */
- ctx->Const.MinProgramTexelOffset = -8;
- ctx->Const.MaxProgramTexelOffset = 7;
-}
-
-
-/**
- * Do some sanity checks on the limits/constants for the given context.
- * Only called the first time a context is bound.
- */
-static void
-check_context_limits(struct gl_context *ctx)
-{
- /* check that we don't exceed the size of various bitfields */
- assert(VERT_RESULT_MAX <=
- (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
- assert(FRAG_ATTRIB_MAX <=
- (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
-
- assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
-
- /* shader-related checks */
- assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
- assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
-
- assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
- assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
- assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
- assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
-
- /* Texture unit checks */
- assert(ctx->Const.MaxTextureImageUnits > 0);
- assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
- assert(ctx->Const.MaxTextureCoordUnits > 0);
- assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
- assert(ctx->Const.MaxTextureUnits > 0);
- assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
- assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
- assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
- ctx->Const.MaxTextureCoordUnits));
- assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
- assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- /* number of coord units cannot be greater than number of image units */
- assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
-
-
- /* Texture size checks */
- assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
- assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
- assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
- assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
-
- /* make sure largest texture image is <= MAX_WIDTH in size */
- assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
- assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
- assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
-
- /* Texture level checks */
- assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
- assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
-
- /* Max texture size should be <= max viewport size (render to texture) */
- assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
-
- assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
- assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
-
- assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
-
- /* if this fails, add more enum values to gl_buffer_index */
- assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
-
- /* XXX probably add more tests */
-}
-
-
-/**
- * Initialize the attribute groups in a GL context.
- *
- * \param ctx GL context.
- *
- * Initializes all the attributes, calling the respective <tt>init*</tt>
- * functions for the more complex data structures.
- */
-static GLboolean
-init_attrib_groups(struct gl_context *ctx)
-{
- assert(ctx);
-
- /* Constants */
- _mesa_init_constants( ctx );
-
- /* Extensions */
- _mesa_init_extensions( ctx );
-
- /* Attribute Groups */
- _mesa_init_accum( ctx );
- _mesa_init_attrib( ctx );
- _mesa_init_buffer_objects( ctx );
- _mesa_init_color( ctx );
- _mesa_init_current( ctx );
- _mesa_init_depth( ctx );
- _mesa_init_debug( ctx );
- _mesa_init_display_list( ctx );
- _mesa_init_eval( ctx );
- _mesa_init_fbobjects( ctx );
- _mesa_init_feedback( ctx );
- _mesa_init_fog( ctx );
- _mesa_init_hint( ctx );
- _mesa_init_line( ctx );
- _mesa_init_lighting( ctx );
- _mesa_init_matrix( ctx );
- _mesa_init_multisample( ctx );
- _mesa_init_pixel( ctx );
- _mesa_init_pixelstore( ctx );
- _mesa_init_point( ctx );
- _mesa_init_polygon( ctx );
- _mesa_init_program( ctx );
- _mesa_init_queryobj( ctx );
- _mesa_init_sync( ctx );
- _mesa_init_rastpos( ctx );
- _mesa_init_scissor( ctx );
- _mesa_init_shader_state( ctx );
- _mesa_init_stencil( ctx );
- _mesa_init_transform( ctx );
- _mesa_init_transform_feedback( ctx );
- _mesa_init_varray( ctx );
- _mesa_init_viewport( ctx );
-
- if (!_mesa_init_texture( ctx ))
- return GL_FALSE;
-
- _mesa_init_texture_s3tc( ctx );
-
- /* Miscellaneous */
- ctx->NewState = _NEW_ALL;
- ctx->ErrorValue = (GLenum) GL_NO_ERROR;
- ctx->varying_vp_inputs = ~0;
-
- return GL_TRUE;
-}
-
-
-/**
- * Update default objects in a GL context with respect to shared state.
- *
- * \param ctx GL context.
- *
- * Removes references to old default objects, (texture objects, program
- * objects, etc.) and changes to reference those from the current shared
- * state.
- */
-static GLboolean
-update_default_objects(struct gl_context *ctx)
-{
- assert(ctx);
-
- _mesa_update_default_objects_program(ctx);
- _mesa_update_default_objects_texture(ctx);
- _mesa_update_default_objects_buffer_objects(ctx);
-
- return GL_TRUE;
-}
-
-
-/**
- * This is the default function we plug into all dispatch table slots
- * This helps prevents a segfault when someone calls a GL function without
- * first checking if the extension's supported.
- */
-static int
-generic_nop(void)
-{
- _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
- return 0;
-}
-
-
-/**
- * Allocate and initialize a new dispatch table.
- */
-struct _glapi_table *
-_mesa_alloc_dispatch_table(int size)
-{
- /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
- * In practice, this'll be the same for stand-alone Mesa. But for DRI
- * Mesa we do this to accomodate different versions of libGL and various
- * DRI drivers.
- */
- GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
- struct _glapi_table *table;
-
- /* should never happen, but just in case */
- numEntries = MAX2(numEntries, size);
-
- table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
- if (table) {
- _glapi_proc *entry = (_glapi_proc *) table;
- GLint i;
- for (i = 0; i < numEntries; i++) {
- entry[i] = (_glapi_proc) generic_nop;
- }
- }
- return table;
-}
-
-
-/**
- * Initialize a struct gl_context struct (rendering context).
- *
- * This includes allocating all the other structs and arrays which hang off of
- * the context by pointers.
- * Note that the driver needs to pass in its dd_function_table here since
- * we need to at least call driverFunctions->NewTextureObject to create the
- * default texture objects.
- *
- * Called by _mesa_create_context().
- *
- * Performs the imports and exports callback tables initialization, and
- * miscellaneous one-time initializations. If no shared context is supplied one
- * is allocated, and increase its reference count. Setups the GL API dispatch
- * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
- * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
- * for debug flags.
- *
- * \param ctx the context to initialize
- * \param api the GL API type to create the context for
- * \param visual describes the visual attributes for this context
- * \param share_list points to context to share textures, display lists,
- * etc with, or NULL
- * \param driverFunctions table of device driver functions for this context
- * to use
- * \param driverContext pointer to driver-specific context data
- */
-GLboolean
-_mesa_initialize_context_for_api(struct gl_context *ctx,
- gl_api api,
- const struct gl_config *visual,
- struct gl_context *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
-{
- struct gl_shared_state *shared;
- int i;
-
- /*ASSERT(driverContext);*/
- assert(driverFunctions->NewTextureObject);
- assert(driverFunctions->FreeTexImageData);
-
- ctx->API = api;
- ctx->Visual = *visual;
- ctx->DrawBuffer = NULL;
- ctx->ReadBuffer = NULL;
- ctx->WinSysDrawBuffer = NULL;
- ctx->WinSysReadBuffer = NULL;
-
- /* misc one-time initializations */
- one_time_init(ctx);
-
- /* Plug in driver functions and context pointer here.
- * This is important because when we call alloc_shared_state() below
- * we'll call ctx->Driver.NewTextureObject() to create the default
- * textures.
- */
- ctx->Driver = *driverFunctions;
- ctx->DriverCtx = driverContext;
-
- if (share_list) {
- /* share state with another context */
- shared = share_list->Shared;
- }
- else {
- /* allocate new, unshared state */
- shared = _mesa_alloc_shared_state(ctx);
- if (!shared)
- return GL_FALSE;
- }
-
- _glthread_LOCK_MUTEX(shared->Mutex);
- ctx->Shared = shared;
- shared->RefCount++;
- _glthread_UNLOCK_MUTEX(shared->Mutex);
-
- if (!init_attrib_groups( ctx )) {
- _mesa_release_shared_state(ctx, ctx->Shared);
- return GL_FALSE;
- }
-
-#if FEATURE_dispatch
- /* setup the API dispatch tables */
- switch (ctx->API) {
-#if FEATURE_GL
- case API_OPENGL:
- ctx->Exec = _mesa_create_exec_table();
- break;
-#endif
-#if FEATURE_ES1
- case API_OPENGLES:
- ctx->Exec = _mesa_create_exec_table_es1();
- break;
-#endif
-#if FEATURE_ES2
- case API_OPENGLES2:
- ctx->Exec = _mesa_create_exec_table_es2();
- break;
-#endif
- default:
- _mesa_problem(ctx, "unknown or unsupported API");
- break;
- }
-
- if (!ctx->Exec) {
- _mesa_release_shared_state(ctx, ctx->Shared);
- return GL_FALSE;
- }
-#endif
- ctx->CurrentDispatch = ctx->Exec;
-
- ctx->FragmentProgram._MaintainTexEnvProgram
- = (_mesa_getenv("MESA_TEX_PROG") != NULL);
-
- ctx->VertexProgram._MaintainTnlProgram
- = (_mesa_getenv("MESA_TNL_PROG") != NULL);
- if (ctx->VertexProgram._MaintainTnlProgram) {
- /* this is required... */
- ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
- }
-
- /* Mesa core handles all the formats that mesa core knows about.
- * Drivers will want to override this list with just the formats
- * they can handle, and confirm that appropriate fallbacks exist in
- * _mesa_choose_tex_format().
- */
- memset(&ctx->TextureFormatSupported, GL_TRUE,
- sizeof(ctx->TextureFormatSupported));
-
- switch (ctx->API) {
- case API_OPENGL:
-#if FEATURE_dlist
- ctx->Save = _mesa_create_save_table();
- if (!ctx->Save) {
- _mesa_release_shared_state(ctx, ctx->Shared);
- free(ctx->Exec);
- return GL_FALSE;
- }
-
- _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
-#endif
- break;
- case API_OPENGLES:
- /**
- * GL_OES_texture_cube_map says
- * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
- */
- for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
- texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
- texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
- texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
- texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
- texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
- texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
- }
- break;
- case API_OPENGLES2:
- ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
- ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
- ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
- break;
- }
-
- ctx->FirstTimeCurrent = GL_TRUE;
-
- return GL_TRUE;
-}
-
-
-/**
- * Initialize an OpenGL context.
- */
-GLboolean
-_mesa_initialize_context(struct gl_context *ctx,
- const struct gl_config *visual,
- struct gl_context *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
-{
- return _mesa_initialize_context_for_api(ctx,
- API_OPENGL,
- visual,
- share_list,
- driverFunctions,
- driverContext);
-}
-
-
-/**
- * Allocate and initialize a struct gl_context structure.
- * Note that the driver needs to pass in its dd_function_table here since
- * we need to at least call driverFunctions->NewTextureObject to initialize
- * the rendering context.
- *
- * \param api the GL API type to create the context for
- * \param visual a struct gl_config pointer (we copy the struct contents)
- * \param share_list another context to share display lists with or NULL
- * \param driverFunctions points to the dd_function_table into which the
- * driver has plugged in all its special functions.
- * \param driverContext points to the device driver's private context state
- *
- * \return pointer to a new __struct gl_contextRec or NULL if error.
- */
-struct gl_context *
-_mesa_create_context_for_api(gl_api api,
- const struct gl_config *visual,
- struct gl_context *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
-{
- struct gl_context *ctx;
-
- ASSERT(visual);
- /*ASSERT(driverContext);*/
-
- ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
- if (!ctx)
- return NULL;
-
- if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
- driverFunctions, driverContext)) {
- return ctx;
- }
- else {
- free(ctx);
- return NULL;
- }
-}
-
-
-/**
- * Create an OpenGL context.
- */
-struct gl_context *
-_mesa_create_context(const struct gl_config *visual,
- struct gl_context *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
-{
- return _mesa_create_context_for_api(API_OPENGL, visual,
- share_list,
- driverFunctions,
- driverContext);
-}
-
-
-/**
- * Free the data associated with the given context.
- *
- * But doesn't free the struct gl_context struct itself.
- *
- * \sa _mesa_initialize_context() and init_attrib_groups().
- */
-void
-_mesa_free_context_data( struct gl_context *ctx )
-{
- if (!_mesa_get_current_context()){
- /* No current context, but we may need one in order to delete
- * texture objs, etc. So temporarily bind the context now.
- */
- _mesa_make_current(ctx, NULL, NULL);
- }
-
- /* unreference WinSysDraw/Read buffers */
- _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
- _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
- _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
- _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
-
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
-
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
-
- _mesa_free_attrib_data(ctx);
- _mesa_free_buffer_objects(ctx);
- _mesa_free_lighting_data( ctx );
- _mesa_free_eval_data( ctx );
- _mesa_free_texture_data( ctx );
- _mesa_free_matrix_data( ctx );
- _mesa_free_viewport_data( ctx );
- _mesa_free_program_data(ctx);
- _mesa_free_shader_state(ctx);
- _mesa_free_queryobj_data(ctx);
- _mesa_free_sync_data(ctx);
- _mesa_free_varray_data(ctx);
- _mesa_free_transform_feedback(ctx);
-
- _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
-
-#if FEATURE_ARB_pixel_buffer_object
- _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
-#endif
-
-#if FEATURE_ARB_vertex_buffer_object
- _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
-#endif
-
- /* free dispatch tables */
- free(ctx->Exec);
- free(ctx->Save);
-
- /* Shared context state (display lists, textures, etc) */
- _mesa_release_shared_state( ctx, ctx->Shared );
-
- /* needs to be after freeing shared state */
- _mesa_free_display_list_data(ctx);
-
- if (ctx->Extensions.String)
- free((void *) ctx->Extensions.String);
-
- if (ctx->VersionString)
- free(ctx->VersionString);
-
- /* unbind the context if it's currently bound */
- if (ctx == _mesa_get_current_context()) {
- _mesa_make_current(NULL, NULL, NULL);
- }
-}
-
-
-/**
- * Destroy a struct gl_context structure.
- *
- * \param ctx GL context.
- *
- * Calls _mesa_free_context_data() and frees the gl_context object itself.
- */
-void
-_mesa_destroy_context( struct gl_context *ctx )
-{
- if (ctx) {
- _mesa_free_context_data(ctx);
- free( (void *) ctx );
- }
-}
-
-
-#if _HAVE_FULL_GL
-/**
- * Copy attribute groups from one context to another.
- *
- * \param src source context
- * \param dst destination context
- * \param mask bitwise OR of GL_*_BIT flags
- *
- * According to the bits specified in \p mask, copies the corresponding
- * attributes from \p src into \p dst. For many of the attributes a simple \c
- * memcpy is not enough due to the existence of internal pointers in their data
- * structures.
- */
-void
-_mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
-{
- if (mask & GL_ACCUM_BUFFER_BIT) {
- /* OK to memcpy */
- dst->Accum = src->Accum;
- }
- if (mask & GL_COLOR_BUFFER_BIT) {
- /* OK to memcpy */
- dst->Color = src->Color;
- }
- if (mask & GL_CURRENT_BIT) {
- /* OK to memcpy */
- dst->Current = src->Current;
- }
- if (mask & GL_DEPTH_BUFFER_BIT) {
- /* OK to memcpy */
- dst->Depth = src->Depth;
- }
- if (mask & GL_ENABLE_BIT) {
- /* no op */
- }
- if (mask & GL_EVAL_BIT) {
- /* OK to memcpy */
- dst->Eval = src->Eval;
- }
- if (mask & GL_FOG_BIT) {
- /* OK to memcpy */
- dst->Fog = src->Fog;
- }
- if (mask & GL_HINT_BIT) {
- /* OK to memcpy */
- dst->Hint = src->Hint;
- }
- if (mask & GL_LIGHTING_BIT) {
- GLuint i;
- /* begin with memcpy */
- dst->Light = src->Light;
- /* fixup linked lists to prevent pointer insanity */
- make_empty_list( &(dst->Light.EnabledList) );
- for (i = 0; i < MAX_LIGHTS; i++) {
- if (dst->Light.Light[i].Enabled) {
- insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
- }
- }
- }
- if (mask & GL_LINE_BIT) {
- /* OK to memcpy */
- dst->Line = src->Line;
- }
- if (mask & GL_LIST_BIT) {
- /* OK to memcpy */
- dst->List = src->List;
- }
- if (mask & GL_PIXEL_MODE_BIT) {
- /* OK to memcpy */
- dst->Pixel = src->Pixel;
- }
- if (mask & GL_POINT_BIT) {
- /* OK to memcpy */
- dst->Point = src->Point;
- }
- if (mask & GL_POLYGON_BIT) {
- /* OK to memcpy */
- dst->Polygon = src->Polygon;
- }
- if (mask & GL_POLYGON_STIPPLE_BIT) {
- /* Use loop instead of memcpy due to problem with Portland Group's
- * C compiler. Reported by John Stone.
- */
- GLuint i;
- for (i = 0; i < 32; i++) {
- dst->PolygonStipple[i] = src->PolygonStipple[i];
- }
- }
- if (mask & GL_SCISSOR_BIT) {
- /* OK to memcpy */
- dst->Scissor = src->Scissor;
- }
- if (mask & GL_STENCIL_BUFFER_BIT) {
- /* OK to memcpy */
- dst->Stencil = src->Stencil;
- }
- if (mask & GL_TEXTURE_BIT) {
- /* Cannot memcpy because of pointers */
- _mesa_copy_texture_state(src, dst);
- }
- if (mask & GL_TRANSFORM_BIT) {
- /* OK to memcpy */
- dst->Transform = src->Transform;
- }
- if (mask & GL_VIEWPORT_BIT) {
- /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
- dst->Viewport.X = src->Viewport.X;
- dst->Viewport.Y = src->Viewport.Y;
- dst->Viewport.Width = src->Viewport.Width;
- dst->Viewport.Height = src->Viewport.Height;
- dst->Viewport.Near = src->Viewport.Near;
- dst->Viewport.Far = src->Viewport.Far;
- _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
- }
-
- /* XXX FIXME: Call callbacks?
- */
- dst->NewState = _NEW_ALL;
-}
-#endif
-
-
-/**
- * Check if the given context can render into the given framebuffer
- * by checking visual attributes.
- *
- * Most of these tests could go away because Mesa is now pretty flexible
- * in terms of mixing rendering contexts with framebuffers. As long
- * as RGB vs. CI mode agree, we're probably good.
- *
- * \return GL_TRUE if compatible, GL_FALSE otherwise.
- */
-static GLboolean
-check_compatible(const struct gl_context *ctx,
- const struct gl_framebuffer *buffer)
-{
- const struct gl_config *ctxvis = &ctx->Visual;
- const struct gl_config *bufvis = &buffer->Visual;
-
- if (buffer == _mesa_get_incomplete_framebuffer())
- return GL_TRUE;
-
-#if 0
- /* disabling this fixes the fgl_glxgears pbuffer demo */
- if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
- return GL_FALSE;
-#endif
- if (ctxvis->stereoMode && !bufvis->stereoMode)
- return GL_FALSE;
- if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
- return GL_FALSE;
- if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
- return GL_FALSE;
- if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
- return GL_FALSE;
- if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
- return GL_FALSE;
- if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
- return GL_FALSE;
- if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
- return GL_FALSE;
-#if 0
- /* disabled (see bug 11161) */
- if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
- return GL_FALSE;
-#endif
- if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
- return GL_FALSE;
-
- return GL_TRUE;
-}
-
-
-/**
- * Do one-time initialization for the given framebuffer. Specifically,
- * ask the driver for the window's current size and update the framebuffer
- * object to match.
- * Really, the device driver should totally take care of this.
- */
-static void
-initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
-{
- GLuint width, height;
- if (ctx->Driver.GetBufferSize) {
- ctx->Driver.GetBufferSize(fb, &width, &height);
- if (ctx->Driver.ResizeBuffers)
- ctx->Driver.ResizeBuffers(ctx, fb, width, height);
- fb->Initialized = GL_TRUE;
- }
-}
-
-
-/**
- * Check if the viewport/scissor size has not yet been initialized.
- * Initialize the size if the given width and height are non-zero.
- */
-void
-_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
-{
- if (!ctx->ViewportInitialized && width > 0 && height > 0) {
- /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
- * potential infinite recursion.
- */
- ctx->ViewportInitialized = GL_TRUE;
- _mesa_set_viewport(ctx, 0, 0, width, height);
- _mesa_set_scissor(ctx, 0, 0, width, height);
- }
-}
-
-
-/**
- * Bind the given context to the given drawBuffer and readBuffer and
- * make it the current context for the calling thread.
- * We'll render into the drawBuffer and read pixels from the
- * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
- *
- * We check that the context's and framebuffer's visuals are compatible
- * and return immediately if they're not.
- *
- * \param newCtx the new GL context. If NULL then there will be no current GL
- * context.
- * \param drawBuffer the drawing framebuffer
- * \param readBuffer the reading framebuffer
- */
-GLboolean
-_mesa_make_current( struct gl_context *newCtx,
- struct gl_framebuffer *drawBuffer,
- struct gl_framebuffer *readBuffer )
-{
- GET_CURRENT_CONTEXT(curCtx);
-
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(newCtx, "_mesa_make_current()\n");
-
- /* Check that the context's and framebuffer's visuals are compatible.
- */
- if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
- if (!check_compatible(newCtx, drawBuffer)) {
- _mesa_warning(newCtx,
- "MakeCurrent: incompatible visuals for context and drawbuffer");
- return GL_FALSE;
- }
- }
- if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
- if (!check_compatible(newCtx, readBuffer)) {
- _mesa_warning(newCtx,
- "MakeCurrent: incompatible visuals for context and readbuffer");
- return GL_FALSE;
- }
- }
-
- if (curCtx &&
- (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */
- curCtx != newCtx)
- _mesa_flush(curCtx);
-
- /* We used to call _glapi_check_multithread() here. Now do it in drivers */
- _glapi_set_context((void *) newCtx);
- ASSERT(_mesa_get_current_context() == newCtx);
-
- if (!newCtx) {
- _glapi_set_dispatch(NULL); /* none current */
- }
- else {
- _glapi_set_dispatch(newCtx->CurrentDispatch);
-
- if (drawBuffer && readBuffer) {
- /* TODO: check if newCtx and buffer's visual match??? */
-
- ASSERT(drawBuffer->Name == 0);
- ASSERT(readBuffer->Name == 0);
- _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
- _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
-
- /*
- * Only set the context's Draw/ReadBuffer fields if they're NULL
- * or not bound to a user-created FBO.
- */
- if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
- /* KW: merge conflict here, revisit.
- */
- /* fix up the fb fields - these will end up wrong otherwise
- * if the DRIdrawable changes, and everything relies on them.
- * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
- */
- unsigned int i;
- GLenum buffers[MAX_DRAW_BUFFERS];
-
- _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
-
- for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
- buffers[i] = newCtx->Color.DrawBuffer[i];
- }
-
- _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
- buffers, NULL);
- }
- if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
- _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
- }
-
- /* XXX only set this flag if we're really changing the draw/read
- * framebuffer bindings.
- */
- newCtx->NewState |= _NEW_BUFFERS;
-
-#if 1
- /* We want to get rid of these lines: */
-
-#if _HAVE_FULL_GL
- if (!drawBuffer->Initialized) {
- initialize_framebuffer_size(newCtx, drawBuffer);
- }
- if (readBuffer != drawBuffer && !readBuffer->Initialized) {
- initialize_framebuffer_size(newCtx, readBuffer);
- }
-
- _mesa_resizebuffers(newCtx);
-#endif
-
-#else
- /* We want the drawBuffer and readBuffer to be initialized by
- * the driver.
- * This generally means the Width and Height match the actual
- * window size and the renderbuffers (both hardware and software
- * based) are allocated to match. The later can generally be
- * done with a call to _mesa_resize_framebuffer().
- *
- * It's theoretically possible for a buffer to have zero width
- * or height, but for now, assert check that the driver did what's
- * expected of it.
- */
- ASSERT(drawBuffer->Width > 0);
- ASSERT(drawBuffer->Height > 0);
-#endif
-
- if (drawBuffer) {
- _mesa_check_init_viewport(newCtx,
- drawBuffer->Width, drawBuffer->Height);
- }
- }
-
- if (newCtx->FirstTimeCurrent) {
- _mesa_compute_version(newCtx);
-
- newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
-
- check_context_limits(newCtx);
-
- /* We can use this to help debug user's problems. Tell them to set
- * the MESA_INFO env variable before running their app. Then the
- * first time each context is made current we'll print some useful
- * information.
- */
- if (_mesa_getenv("MESA_INFO")) {
- _mesa_print_info();
- }
-
- newCtx->FirstTimeCurrent = GL_FALSE;
- }
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Make context 'ctx' share the display lists, textures and programs
- * that are associated with 'ctxToShare'.
- * Any display lists, textures or programs associated with 'ctx' will
- * be deleted if nobody else is sharing them.
- */
-GLboolean
-_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
-{
- if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
- struct gl_shared_state *oldSharedState = ctx->Shared;
-
- ctx->Shared = ctxToShare->Shared;
-
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- ctx->Shared->RefCount++;
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
- update_default_objects(ctx);
-
- _mesa_release_shared_state(ctx, oldSharedState);
-
- return GL_TRUE;
- }
- else {
- return GL_FALSE;
- }
-}
-
-
-
-/**
- * \return pointer to the current GL context for this thread.
- *
- * Calls _glapi_get_context(). This isn't the fastest way to get the current
- * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
- * context.h.
- */
-struct gl_context *
-_mesa_get_current_context( void )
-{
- return (struct gl_context *) _glapi_get_context();
-}
-
-
-/**
- * Get context's current API dispatch table.
- *
- * It'll either be the immediate-mode execute dispatcher or the display list
- * compile dispatcher.
- *
- * \param ctx GL context.
- *
- * \return pointer to dispatch_table.
- *
- * Simply returns __struct gl_contextRec::CurrentDispatch.
- */
-struct _glapi_table *
-_mesa_get_dispatch(struct gl_context *ctx)
-{
- return ctx->CurrentDispatch;
-}
-
-/*@}*/
-
-
-/**********************************************************************/
-/** \name Miscellaneous functions */
-/**********************************************************************/
-/*@{*/
-
-/**
- * Record an error.
- *
- * \param ctx GL context.
- * \param error error code.
- *
- * Records the given error code and call the driver's dd_function_table::Error
- * function if defined.
- *
- * \sa
- * This is called via _mesa_error().
- */
-void
-_mesa_record_error(struct gl_context *ctx, GLenum error)
-{
- if (!ctx)
- return;
-
- if (ctx->ErrorValue == GL_NO_ERROR) {
- ctx->ErrorValue = error;
- }
-
- /* Call device driver's error handler, if any. This is used on the Mac. */
- if (ctx->Driver.Error) {
- ctx->Driver.Error(ctx);
- }
-}
-
-
-/**
- * Flush commands and wait for completion.
- */
-void
-_mesa_finish(struct gl_context *ctx)
-{
- FLUSH_CURRENT( ctx, 0 );
- if (ctx->Driver.Finish) {
- ctx->Driver.Finish(ctx);
- }
-}
-
-
-/**
- * Flush commands.
- */
-void
-_mesa_flush(struct gl_context *ctx)
-{
- FLUSH_CURRENT( ctx, 0 );
- if (ctx->Driver.Flush) {
- ctx->Driver.Flush(ctx);
- }
-}
-
-
-
-/**
- * Execute glFinish().
- *
- * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
- * dd_function_table::Finish driver callback, if not NULL.
- */
-void GLAPIENTRY
-_mesa_Finish(void)
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _mesa_finish(ctx);
-}
-
-
-/**
- * Execute glFlush().
- *
- * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
- * dd_function_table::Flush driver callback, if not NULL.
- */
-void GLAPIENTRY
-_mesa_Flush(void)
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _mesa_flush(ctx);
-}
-
-
-/**
- * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
- * MUL/MAD, or vice versa, call this function to register that.
- * Otherwise we default to MUL/MAD.
- */
-void
-_mesa_set_mvp_with_dp4( struct gl_context *ctx,
- GLboolean flag )
-{
- ctx->mvp_with_dp4 = flag;
-}
-
-
-
-/**
- * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
- * is called to see if it's valid to render. This involves checking that
- * the current shader is valid and the framebuffer is complete.
- * If an error is detected it'll be recorded here.
- * \return GL_TRUE if OK to render, GL_FALSE if not
- */
-GLboolean
-_mesa_valid_to_render(struct gl_context *ctx, const char *where)
-{
- bool vert_from_glsl_shader = false;
- bool geom_from_glsl_shader = false;
- bool frag_from_glsl_shader = false;
-
- /* This depends on having up to date derived state (shaders) */
- if (ctx->NewState)
- _mesa_update_state(ctx);
-
- if (ctx->Shader.CurrentVertexProgram) {
- vert_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentVertexProgram,
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentVertexProgram->Name, errMsg);
- }
- }
-#endif
- }
-
- if (ctx->Shader.CurrentGeometryProgram) {
- geom_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentGeometryProgram,
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentGeometryProgram->Name, errMsg);
- }
- }
-#endif
- }
-
- if (ctx->Shader.CurrentFragmentProgram) {
- frag_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentFragmentProgram,
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentFragmentProgram->Name, errMsg);
- }
- }
-#endif
- }
-
- /* Any shader stages that are not supplied by the GLSL shader and have
- * assembly shaders enabled must now be validated.
- */
- if (!vert_from_glsl_shader
- && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(vertex program not valid)", where);
- return GL_FALSE;
- }
-
- /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
- * FINISHME: geometry program should validated here.
- */
- (void) geom_from_glsl_shader;
-
- if (!frag_from_glsl_shader) {
- if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(fragment program not valid)", where);
- return GL_FALSE;
- }
-
- /* If drawing to integer-valued color buffers, there must be an
- * active fragment shader (GL_EXT_texture_integer).
- */
- if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(integer format but no fragment shader)", where);
- return GL_FALSE;
- }
- }
-
- if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
- "%s(incomplete framebuffer)", where);
- return GL_FALSE;
- }
-
-#ifdef DEBUG
- if (ctx->Shader.Flags & GLSL_LOG) {
- struct gl_shader_program *shProg[MESA_SHADER_TYPES];
- gl_shader_type i;
-
- shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
- shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
- shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
-
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
- struct gl_shader *sh;
-
- if (shProg[i] == NULL || shProg[i]->_Used
- || shProg[i]->_LinkedShaders[i] == NULL)
- continue;
-
- /* This is the first time this shader is being used.
- * Append shader's constants/uniforms to log file.
- *
- * The logic is a little odd here. We only want to log data for each
- * shader target that will actually be used, and we only want to log
- * it once. It's possible to have a program bound to the vertex
- * shader target that also supplied a fragment shader. If that
- * program isn't also bound to the fragment shader target we don't
- * want to log its fragment data.
- */
- sh = shProg[i]->_LinkedShaders[i];
- switch (sh->Type) {
- case GL_VERTEX_SHADER:
- _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
- break;
-
- case GL_GEOMETRY_SHADER_ARB:
- _mesa_append_uniforms_to_file(sh,
- &shProg[i]->GeometryProgram->Base);
- break;
-
- case GL_FRAGMENT_SHADER:
- _mesa_append_uniforms_to_file(sh,
- &shProg[i]->FragmentProgram->Base);
- break;
- }
- }
-
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
- if (shProg[i] != NULL)
- shProg[i]->_Used = GL_TRUE;
- }
- }
-#endif
-
- return GL_TRUE;
-}
-
-
-/*@}*/
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.3
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 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 context.c
+ * Mesa context/visual/framebuffer management functions.
+ * \author Brian Paul
+ */
+
+/**
+ * \mainpage Mesa Main Module
+ *
+ * \section MainIntroduction Introduction
+ *
+ * The Mesa Main module consists of all the files in the main/ directory.
+ * Among the features of this module are:
+ * <UL>
+ * <LI> Structures to represent most GL state </LI>
+ * <LI> State set/get functions </LI>
+ * <LI> Display lists </LI>
+ * <LI> Texture unit, object and image handling </LI>
+ * <LI> Matrix and attribute stacks </LI>
+ * </UL>
+ *
+ * Other modules are responsible for API dispatch, vertex transformation,
+ * point/line/triangle setup, rasterization, vertex array caching,
+ * vertex/fragment programs/shaders, etc.
+ *
+ *
+ * \section AboutDoxygen About Doxygen
+ *
+ * If you're viewing this information as Doxygen-generated HTML you'll
+ * see the documentation index at the top of this page.
+ *
+ * The first line lists the Mesa source code modules.
+ * The second line lists the indexes available for viewing the documentation
+ * for each module.
+ *
+ * Selecting the <b>Main page</b> link will display a summary of the module
+ * (this page).
+ *
+ * Selecting <b>Data Structures</b> will list all C structures.
+ *
+ * Selecting the <b>File List</b> link will list all the source files in
+ * the module.
+ * Selecting a filename will show a list of all functions defined in that file.
+ *
+ * Selecting the <b>Data Fields</b> link will display a list of all
+ * documented structure members.
+ *
+ * Selecting the <b>Globals</b> link will display a list
+ * of all functions, structures, global variables and macros in the module.
+ *
+ */
+
+
+#include "glheader.h"
+#include "mfeatures.h"
+#include "imports.h"
+#include "accum.h"
+#include "api_exec.h"
+#include "arrayobj.h"
+#include "attrib.h"
+#include "blend.h"
+#include "buffers.h"
+#include "bufferobj.h"
+#include "context.h"
+#include "cpuinfo.h"
+#include "debug.h"
+#include "depth.h"
+#include "dlist.h"
+#include "eval.h"
+#include "extensions.h"
+#include "fbobject.h"
+#include "feedback.h"
+#include "fog.h"
+#include "formats.h"
+#include "framebuffer.h"
+#include "hint.h"
+#include "hash.h"
+#include "light.h"
+#include "lines.h"
+#include "macros.h"
+#include "matrix.h"
+#include "multisample.h"
+#include "pixel.h"
+#include "pixelstore.h"
+#include "points.h"
+#include "polygon.h"
+#include "queryobj.h"
+#include "syncobj.h"
+#include "rastpos.h"
+#include "remap.h"
+#include "scissor.h"
+#include "shared.h"
+#include "shaderobj.h"
+#include "simple_list.h"
+#include "state.h"
+#include "stencil.h"
+#include "texcompress_s3tc.h"
+#include "texstate.h"
+#include "transformfeedback.h"
+#include "mtypes.h"
+#include "varray.h"
+#include "version.h"
+#include "viewport.h"
+#include "vtxfmt.h"
+#include "program/program.h"
+#include "program/prog_print.h"
+#if _HAVE_FULL_GL
+#include "math/m_matrix.h"
+#endif
+#include "main/dispatch.h" /* for _gloffset_COUNT */
+
+#ifdef USE_SPARC_ASM
+#include "sparc/sparc.h"
+#endif
+
+#include "glsl_parser_extras.h"
+#include <stdbool.h>
+
+
+#ifndef MESA_VERBOSE
+int MESA_VERBOSE = 0;
+#endif
+
+#ifndef MESA_DEBUG_FLAGS
+int MESA_DEBUG_FLAGS = 0;
+#endif
+
+
+/* ubyte -> float conversion */
+GLfloat _mesa_ubyte_to_float_color_tab[256];
+
+
+
+/**
+ * Swap buffers notification callback.
+ *
+ * \param ctx GL context.
+ *
+ * Called by window system just before swapping buffers.
+ * We have to finish any pending rendering.
+ */
+void
+_mesa_notifySwapBuffers(struct gl_context *ctx)
+{
+ if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
+ _mesa_debug(ctx, "SwapBuffers\n");
+ FLUSH_CURRENT( ctx, 0 );
+ if (ctx->Driver.Flush) {
+ ctx->Driver.Flush(ctx);
+ }
+}
+
+
+/**********************************************************************/
+/** \name GL Visual allocation/destruction */
+/**********************************************************************/
+/*@{*/
+
+/**
+ * Allocates a struct gl_config structure and initializes it via
+ * _mesa_initialize_visual().
+ *
+ * \param dbFlag double buffering
+ * \param stereoFlag stereo buffer
+ * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
+ * is acceptable but the actual depth type will be GLushort or GLuint as
+ * needed.
+ * \param stencilBits requested minimum bits per stencil buffer value
+ * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
+ * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
+ * \param redBits number of bits per color component in frame buffer for RGB(A)
+ * mode. We always use 8 in core Mesa though.
+ * \param greenBits same as above.
+ * \param blueBits same as above.
+ * \param alphaBits same as above.
+ * \param numSamples not really used.
+ *
+ * \return pointer to new struct gl_config or NULL if requested parameters can't be
+ * met.
+ *
+ * \note Need to add params for level and numAuxBuffers (at least)
+ */
+struct gl_config *
+_mesa_create_visual( GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
+{
+ struct gl_config *vis = CALLOC_STRUCT(gl_config);
+ if (vis) {
+ if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
+ redBits, greenBits, blueBits, alphaBits,
+ depthBits, stencilBits,
+ accumRedBits, accumGreenBits,
+ accumBlueBits, accumAlphaBits,
+ numSamples)) {
+ free(vis);
+ return NULL;
+ }
+ }
+ return vis;
+}
+
+
+/**
+ * Makes some sanity checks and fills in the fields of the struct
+ * gl_config object with the given parameters. If the caller needs to
+ * set additional fields, he should just probably init the whole
+ * gl_config object himself.
+ *
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \sa _mesa_create_visual() above for the parameter description.
+ */
+GLboolean
+_mesa_initialize_visual( struct gl_config *vis,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
+{
+ assert(vis);
+
+ if (depthBits < 0 || depthBits > 32) {
+ return GL_FALSE;
+ }
+ if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
+ return GL_FALSE;
+ }
+ assert(accumRedBits >= 0);
+ assert(accumGreenBits >= 0);
+ assert(accumBlueBits >= 0);
+ assert(accumAlphaBits >= 0);
+
+ vis->rgbMode = GL_TRUE;
+ vis->doubleBufferMode = dbFlag;
+ vis->stereoMode = stereoFlag;
+
+ vis->redBits = redBits;
+ vis->greenBits = greenBits;
+ vis->blueBits = blueBits;
+ vis->alphaBits = alphaBits;
+ vis->rgbBits = redBits + greenBits + blueBits;
+
+ vis->indexBits = 0;
+ vis->depthBits = depthBits;
+ vis->stencilBits = stencilBits;
+
+ vis->accumRedBits = accumRedBits;
+ vis->accumGreenBits = accumGreenBits;
+ vis->accumBlueBits = accumBlueBits;
+ vis->accumAlphaBits = accumAlphaBits;
+
+ vis->haveAccumBuffer = accumRedBits > 0;
+ vis->haveDepthBuffer = depthBits > 0;
+ vis->haveStencilBuffer = stencilBits > 0;
+
+ vis->numAuxBuffers = 0;
+ vis->level = 0;
+ vis->sampleBuffers = numSamples > 0 ? 1 : 0;
+ vis->samples = numSamples;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Destroy a visual and free its memory.
+ *
+ * \param vis visual.
+ *
+ * Frees the visual structure.
+ */
+void
+_mesa_destroy_visual( struct gl_config *vis )
+{
+ free(vis);
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Context allocation, initialization, destroying
+ *
+ * The purpose of the most initialization functions here is to provide the
+ * default state values according to the OpenGL specification.
+ */
+/**********************************************************************/
+/*@{*/
+
+
+/**
+ * This is lame. gdb only seems to recognize enum types that are
+ * actually used somewhere. We want to be able to print/use enum
+ * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
+ * the gl_texture_index type anywhere. Thus, this lame function.
+ */
+static void
+dummy_enum_func(void)
+{
+ gl_buffer_index bi = BUFFER_FRONT_LEFT;
+ gl_face_index fi = FACE_POS_X;
+ gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
+ gl_frag_result fr = FRAG_RESULT_DEPTH;
+ gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
+ gl_vert_attrib va = VERT_ATTRIB_POS;
+ gl_vert_result vr = VERT_RESULT_HPOS;
+ gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
+ gl_geom_result gr = GEOM_RESULT_POS;
+
+ (void) bi;
+ (void) fi;
+ (void) fa;
+ (void) fr;
+ (void) ti;
+ (void) va;
+ (void) vr;
+ (void) ga;
+ (void) gr;
+}
+
+
+/**
+ * One-time initialization mutex lock.
+ *
+ * \sa Used by one_time_init().
+ */
+_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
+
+
+
+/**
+ * Calls all the various one-time-init functions in Mesa.
+ *
+ * While holding a global mutex lock, calls several initialization functions,
+ * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
+ * defined.
+ *
+ * \sa _math_init().
+ */
+static void
+one_time_init( struct gl_context *ctx )
+{
+ static GLbitfield api_init_mask = 0x0;
+
+ _glthread_LOCK_MUTEX(OneTimeLock);
+
+ /* truly one-time init */
+ if (!api_init_mask) {
+ GLuint i;
+
+ /* do some implementation tests */
+ assert( sizeof(GLbyte) == 1 );
+ assert( sizeof(GLubyte) == 1 );
+ assert( sizeof(GLshort) == 2 );
+ assert( sizeof(GLushort) == 2 );
+ assert( sizeof(GLint) == 4 );
+ assert( sizeof(GLuint) == 4 );
+
+ _mesa_get_cpu_features();
+
+ _mesa_init_sqrt_table();
+
+ /* context dependence is never a one-time thing... */
+ _mesa_init_get_hash(ctx);
+
+ for (i = 0; i < 256; i++) {
+ _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
+ }
+
+#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
+ if (MESA_VERBOSE != 0) {
+ _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
+ MESA_VERSION_STRING, __DATE__, __TIME__);
+ }
+#endif
+
+#ifdef DEBUG
+ _mesa_test_formats();
+#endif
+ }
+
+ /* per-API one-time init */
+ if (!(api_init_mask & (1 << ctx->API))) {
+ /*
+ * This is fine as ES does not use the remap table, but it may not be
+ * future-proof. We cannot always initialize the remap table because
+ * when an app is linked to libGLES*, there are not enough dynamic
+ * entries.
+ */
+ if (ctx->API == API_OPENGL)
+ _mesa_init_remap_table();
+ }
+
+ api_init_mask |= 1 << ctx->API;
+
+ _glthread_UNLOCK_MUTEX(OneTimeLock);
+
+ /* Hopefully atexit() is widely available. If not, we may need some
+ * #ifdef tests here.
+ */
+ atexit(_mesa_destroy_shader_compiler);
+
+ dummy_enum_func();
+}
+
+
+/**
+ * Initialize fields of gl_current_attrib (aka ctx->Current.*)
+ */
+static void
+_mesa_init_current(struct gl_context *ctx)
+{
+ GLuint i;
+
+ /* Init all to (0,0,0,1) */
+ for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
+ ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
+ }
+
+ /* redo special cases: */
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
+}
+
+
+/**
+ * Init vertex/fragment/geometry program limits.
+ * Important: drivers should override these with actual limits.
+ */
+static void
+init_program_limits(GLenum type, struct gl_program_constants *prog)
+{
+ prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
+ prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
+ prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
+ prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
+ prog->MaxTemps = MAX_PROGRAM_TEMPS;
+ prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
+ prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
+ prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
+
+ switch (type) {
+ case GL_VERTEX_PROGRAM_ARB:
+ prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
+ prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
+ prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
+ prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
+ prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
+ break;
+ case MESA_GEOMETRY_PROGRAM:
+ prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
+ prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
+ prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
+
+ prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
+ prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
+ prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
+ prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
+ prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
+ prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
+ break;
+ default:
+ assert(0 && "Bad program type in init_program_limits()");
+ }
+
+ /* Set the native limits to zero. This implies that there is no native
+ * support for shaders. Let the drivers fill in the actual values.
+ */
+ prog->MaxNativeInstructions = 0;
+ prog->MaxNativeAluInstructions = 0;
+ prog->MaxNativeTexInstructions = 0;
+ prog->MaxNativeTexIndirections = 0;
+ prog->MaxNativeAttribs = 0;
+ prog->MaxNativeTemps = 0;
+ prog->MaxNativeAddressRegs = 0;
+ prog->MaxNativeParameters = 0;
+
+ /* Set GLSL datatype range/precision info assuming IEEE float values.
+ * Drivers should override these defaults as needed.
+ */
+ prog->MediumFloat.RangeMin = 127;
+ prog->MediumFloat.RangeMax = 127;
+ prog->MediumFloat.Precision = 23;
+ prog->LowFloat = prog->HighFloat = prog->MediumFloat;
+ /* assume ints are stored as floats for now */
+ prog->LowInt = prog->MediumInt = prog->HighInt = prog->MediumFloat;
+}
+
+
+/**
+ * Initialize fields of gl_constants (aka ctx->Const.*).
+ * Use defaults from config.h. The device drivers will often override
+ * some of these values (such as number of texture units).
+ */
+static void
+_mesa_init_constants(struct gl_context *ctx)
+{
+ assert(ctx);
+
+ /* Constants, may be overriden (usually only reduced) by device drivers */
+ ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
+ ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
+ ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
+ ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
+ ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
+ ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
+ ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
+ ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
+ ctx->Const.MaxTextureImageUnits);
+ ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
+ ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
+ ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
+ ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
+ ctx->Const.MinPointSize = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSize = MAX_POINT_SIZE;
+ ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
+ ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
+ ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
+ ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
+ ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
+ ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
+ ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
+ ctx->Const.MaxLights = MAX_LIGHTS;
+ ctx->Const.MaxShininess = 128.0;
+ ctx->Const.MaxSpotExponent = 128.0;
+ ctx->Const.MaxViewportWidth = MAX_WIDTH;
+ ctx->Const.MaxViewportHeight = MAX_HEIGHT;
+#if FEATURE_ARB_vertex_program
+ init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
+#endif
+#if FEATURE_ARB_fragment_program
+ init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
+#endif
+#if FEATURE_ARB_geometry_shader4
+ init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
+#endif
+ ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
+ ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
+
+ /* CheckArrayBounds is overriden by drivers/x11 for X server */
+ ctx->Const.CheckArrayBounds = GL_FALSE;
+
+ /* GL_ARB_draw_buffers */
+ ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
+
+#if FEATURE_EXT_framebuffer_object
+ ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
+ ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
+#endif
+
+#if FEATURE_ARB_vertex_shader
+ ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
+ ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
+ ctx->Const.MaxVarying = MAX_VARYING;
+#endif
+
+ /* Shading language version */
+ if (ctx->API == API_OPENGL) {
+ ctx->Const.GLSLVersion = 120;
+ }
+ else if (ctx->API == API_OPENGLES2) {
+ ctx->Const.GLSLVersion = 100;
+ }
+ else if (ctx->API == API_OPENGLES) {
+ ctx->Const.GLSLVersion = 0; /* GLSL not supported */
+ }
+
+ /* GL_ARB_framebuffer_object */
+ ctx->Const.MaxSamples = 0;
+
+ /* GL_ARB_sync */
+ ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
+
+ /* GL_ATI_envmap_bumpmap */
+ ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
+
+ /* GL_EXT_provoking_vertex */
+ ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
+
+ /* GL_EXT_transform_feedback */
+ ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
+ ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
+ ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
+
+ /* GL 3.2: hard-coded for now: */
+ ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
+
+ /** GL_EXT_gpu_shader4 */
+ ctx->Const.MinProgramTexelOffset = -8;
+ ctx->Const.MaxProgramTexelOffset = 7;
+}
+
+
+/**
+ * Do some sanity checks on the limits/constants for the given context.
+ * Only called the first time a context is bound.
+ */
+static void
+check_context_limits(struct gl_context *ctx)
+{
+ /* check that we don't exceed the size of various bitfields */
+ assert(VERT_RESULT_MAX <=
+ (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
+ assert(FRAG_ATTRIB_MAX <=
+ (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
+
+ assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
+
+ /* shader-related checks */
+ assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
+ assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
+
+ assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
+ assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
+ assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
+ assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
+
+ /* Texture unit checks */
+ assert(ctx->Const.MaxTextureImageUnits > 0);
+ assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
+ assert(ctx->Const.MaxTextureCoordUnits > 0);
+ assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
+ assert(ctx->Const.MaxTextureUnits > 0);
+ assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
+ assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
+ assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
+ ctx->Const.MaxTextureCoordUnits));
+ assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
+ assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+ assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+ /* number of coord units cannot be greater than number of image units */
+ assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
+
+
+ /* Texture size checks */
+ assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
+ assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
+ assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
+ assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
+
+ /* make sure largest texture image is <= MAX_WIDTH in size */
+ assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
+ assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
+ assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
+
+ /* Texture level checks */
+ assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
+ assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
+
+ /* Max texture size should be <= max viewport size (render to texture) */
+ assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
+
+ assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
+ assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
+
+ assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
+
+ /* if this fails, add more enum values to gl_buffer_index */
+ assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
+
+ /* XXX probably add more tests */
+}
+
+
+/**
+ * Initialize the attribute groups in a GL context.
+ *
+ * \param ctx GL context.
+ *
+ * Initializes all the attributes, calling the respective <tt>init*</tt>
+ * functions for the more complex data structures.
+ */
+static GLboolean
+init_attrib_groups(struct gl_context *ctx)
+{
+ assert(ctx);
+
+ /* Constants */
+ _mesa_init_constants( ctx );
+
+ /* Extensions */
+ _mesa_init_extensions( ctx );
+
+ /* Attribute Groups */
+ _mesa_init_accum( ctx );
+ _mesa_init_attrib( ctx );
+ _mesa_init_buffer_objects( ctx );
+ _mesa_init_color( ctx );
+ _mesa_init_current( ctx );
+ _mesa_init_depth( ctx );
+ _mesa_init_debug( ctx );
+ _mesa_init_display_list( ctx );
+ _mesa_init_eval( ctx );
+ _mesa_init_fbobjects( ctx );
+ _mesa_init_feedback( ctx );
+ _mesa_init_fog( ctx );
+ _mesa_init_hint( ctx );
+ _mesa_init_line( ctx );
+ _mesa_init_lighting( ctx );
+ _mesa_init_matrix( ctx );
+ _mesa_init_multisample( ctx );
+ _mesa_init_pixel( ctx );
+ _mesa_init_pixelstore( ctx );
+ _mesa_init_point( ctx );
+ _mesa_init_polygon( ctx );
+ _mesa_init_program( ctx );
+ _mesa_init_queryobj( ctx );
+ _mesa_init_sync( ctx );
+ _mesa_init_rastpos( ctx );
+ _mesa_init_scissor( ctx );
+ _mesa_init_shader_state( ctx );
+ _mesa_init_stencil( ctx );
+ _mesa_init_transform( ctx );
+ _mesa_init_transform_feedback( ctx );
+ _mesa_init_varray( ctx );
+ _mesa_init_viewport( ctx );
+
+ if (!_mesa_init_texture( ctx ))
+ return GL_FALSE;
+
+ _mesa_init_texture_s3tc( ctx );
+
+ /* Miscellaneous */
+ ctx->NewState = _NEW_ALL;
+ ctx->ErrorValue = (GLenum) GL_NO_ERROR;
+ ctx->varying_vp_inputs = ~0;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Update default objects in a GL context with respect to shared state.
+ *
+ * \param ctx GL context.
+ *
+ * Removes references to old default objects, (texture objects, program
+ * objects, etc.) and changes to reference those from the current shared
+ * state.
+ */
+static GLboolean
+update_default_objects(struct gl_context *ctx)
+{
+ assert(ctx);
+
+ _mesa_update_default_objects_program(ctx);
+ _mesa_update_default_objects_texture(ctx);
+ _mesa_update_default_objects_buffer_objects(ctx);
+
+ return GL_TRUE;
+}
+
+
+/**
+ * This is the default function we plug into all dispatch table slots
+ * This helps prevents a segfault when someone calls a GL function without
+ * first checking if the extension's supported.
+ */
+static int
+generic_nop(void)
+{
+ _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
+ return 0;
+}
+
+
+/**
+ * Allocate and initialize a new dispatch table.
+ */
+struct _glapi_table *
+_mesa_alloc_dispatch_table(int size)
+{
+ /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
+ * In practice, this'll be the same for stand-alone Mesa. But for DRI
+ * Mesa we do this to accomodate different versions of libGL and various
+ * DRI drivers.
+ */
+ GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
+ struct _glapi_table *table;
+
+ /* should never happen, but just in case */
+ numEntries = MAX2(numEntries, size);
+
+ table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
+ if (table) {
+ _glapi_proc *entry = (_glapi_proc *) table;
+ GLint i;
+ for (i = 0; i < numEntries; i++) {
+ entry[i] = (_glapi_proc) generic_nop;
+ }
+ }
+ return table;
+}
+
+
+/**
+ * Initialize a struct gl_context struct (rendering context).
+ *
+ * This includes allocating all the other structs and arrays which hang off of
+ * the context by pointers.
+ * Note that the driver needs to pass in its dd_function_table here since
+ * we need to at least call driverFunctions->NewTextureObject to create the
+ * default texture objects.
+ *
+ * Called by _mesa_create_context().
+ *
+ * Performs the imports and exports callback tables initialization, and
+ * miscellaneous one-time initializations. If no shared context is supplied one
+ * is allocated, and increase its reference count. Setups the GL API dispatch
+ * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
+ * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
+ * for debug flags.
+ *
+ * \param ctx the context to initialize
+ * \param api the GL API type to create the context for
+ * \param visual describes the visual attributes for this context
+ * \param share_list points to context to share textures, display lists,
+ * etc with, or NULL
+ * \param driverFunctions table of device driver functions for this context
+ * to use
+ * \param driverContext pointer to driver-specific context data
+ */
+GLboolean
+_mesa_initialize_context_for_api(struct gl_context *ctx,
+ gl_api api,
+ const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
+{
+ struct gl_shared_state *shared;
+ int i;
+
+ /*ASSERT(driverContext);*/
+ assert(driverFunctions->NewTextureObject);
+ assert(driverFunctions->FreeTexImageData);
+
+ ctx->API = api;
+ ctx->Visual = *visual;
+ ctx->DrawBuffer = NULL;
+ ctx->ReadBuffer = NULL;
+ ctx->WinSysDrawBuffer = NULL;
+ ctx->WinSysReadBuffer = NULL;
+
+ /* misc one-time initializations */
+ one_time_init(ctx);
+
+ /* Plug in driver functions and context pointer here.
+ * This is important because when we call alloc_shared_state() below
+ * we'll call ctx->Driver.NewTextureObject() to create the default
+ * textures.
+ */
+ ctx->Driver = *driverFunctions;
+ ctx->DriverCtx = driverContext;
+
+ if (share_list) {
+ /* share state with another context */
+ shared = share_list->Shared;
+ }
+ else {
+ /* allocate new, unshared state */
+ shared = _mesa_alloc_shared_state(ctx);
+ if (!shared)
+ return GL_FALSE;
+ }
+
+ _glthread_LOCK_MUTEX(shared->Mutex);
+ ctx->Shared = shared;
+ shared->RefCount++;
+ _glthread_UNLOCK_MUTEX(shared->Mutex);
+
+ if (!init_attrib_groups( ctx )) {
+ _mesa_release_shared_state(ctx, ctx->Shared);
+ return GL_FALSE;
+ }
+
+#if FEATURE_dispatch
+ /* setup the API dispatch tables */
+ switch (ctx->API) {
+#if FEATURE_GL
+ case API_OPENGL:
+ ctx->Exec = _mesa_create_exec_table();
+ break;
+#endif
+#if FEATURE_ES1
+ case API_OPENGLES:
+ ctx->Exec = _mesa_create_exec_table_es1();
+ break;
+#endif
+#if FEATURE_ES2
+ case API_OPENGLES2:
+ ctx->Exec = _mesa_create_exec_table_es2();
+ break;
+#endif
+ default:
+ _mesa_problem(ctx, "unknown or unsupported API");
+ break;
+ }
+
+ if (!ctx->Exec) {
+ _mesa_release_shared_state(ctx, ctx->Shared);
+ return GL_FALSE;
+ }
+#endif
+ ctx->CurrentDispatch = ctx->Exec;
+
+ ctx->FragmentProgram._MaintainTexEnvProgram
+ = (_mesa_getenv("MESA_TEX_PROG") != NULL);
+
+ ctx->VertexProgram._MaintainTnlProgram
+ = (_mesa_getenv("MESA_TNL_PROG") != NULL);
+ if (ctx->VertexProgram._MaintainTnlProgram) {
+ /* this is required... */
+ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
+ }
+
+ /* Mesa core handles all the formats that mesa core knows about.
+ * Drivers will want to override this list with just the formats
+ * they can handle, and confirm that appropriate fallbacks exist in
+ * _mesa_choose_tex_format().
+ */
+ memset(&ctx->TextureFormatSupported, GL_TRUE,
+ sizeof(ctx->TextureFormatSupported));
+
+ switch (ctx->API) {
+ case API_OPENGL:
+#if FEATURE_dlist
+ ctx->Save = _mesa_create_save_table();
+ if (!ctx->Save) {
+ _mesa_release_shared_state(ctx, ctx->Shared);
+ free(ctx->Exec);
+ return GL_FALSE;
+ }
+
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
+#endif
+ break;
+ case API_OPENGLES:
+ /**
+ * GL_OES_texture_cube_map says
+ * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
+ */
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+ texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
+ texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
+ texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
+ texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
+ texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
+ texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
+ }
+ break;
+ case API_OPENGLES2:
+ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
+ ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
+ ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
+ break;
+ }
+
+ ctx->FirstTimeCurrent = GL_TRUE;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Initialize an OpenGL context.
+ */
+GLboolean
+_mesa_initialize_context(struct gl_context *ctx,
+ const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
+{
+ return _mesa_initialize_context_for_api(ctx,
+ API_OPENGL,
+ visual,
+ share_list,
+ driverFunctions,
+ driverContext);
+}
+
+
+/**
+ * Allocate and initialize a struct gl_context structure.
+ * Note that the driver needs to pass in its dd_function_table here since
+ * we need to at least call driverFunctions->NewTextureObject to initialize
+ * the rendering context.
+ *
+ * \param api the GL API type to create the context for
+ * \param visual a struct gl_config pointer (we copy the struct contents)
+ * \param share_list another context to share display lists with or NULL
+ * \param driverFunctions points to the dd_function_table into which the
+ * driver has plugged in all its special functions.
+ * \param driverContext points to the device driver's private context state
+ *
+ * \return pointer to a new __struct gl_contextRec or NULL if error.
+ */
+struct gl_context *
+_mesa_create_context_for_api(gl_api api,
+ const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
+{
+ struct gl_context *ctx;
+
+ ASSERT(visual);
+ /*ASSERT(driverContext);*/
+
+ ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
+ if (!ctx)
+ return NULL;
+
+ if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
+ driverFunctions, driverContext)) {
+ return ctx;
+ }
+ else {
+ free(ctx);
+ return NULL;
+ }
+}
+
+
+/**
+ * Create an OpenGL context.
+ */
+struct gl_context *
+_mesa_create_context(const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
+{
+ return _mesa_create_context_for_api(API_OPENGL, visual,
+ share_list,
+ driverFunctions,
+ driverContext);
+}
+
+
+/**
+ * Free the data associated with the given context.
+ *
+ * But doesn't free the struct gl_context struct itself.
+ *
+ * \sa _mesa_initialize_context() and init_attrib_groups().
+ */
+void
+_mesa_free_context_data( struct gl_context *ctx )
+{
+ if (!_mesa_get_current_context()){
+ /* No current context, but we may need one in order to delete
+ * texture objs, etc. So temporarily bind the context now.
+ */
+ _mesa_make_current(ctx, NULL, NULL);
+ }
+
+ /* unreference WinSysDraw/Read buffers */
+ _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
+ _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
+ _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
+ _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
+
+ _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
+ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
+ _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
+
+ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
+ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
+ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
+
+ _mesa_free_attrib_data(ctx);
+ _mesa_free_buffer_objects(ctx);
+ _mesa_free_lighting_data( ctx );
+ _mesa_free_eval_data( ctx );
+ _mesa_free_texture_data( ctx );
+ _mesa_free_matrix_data( ctx );
+ _mesa_free_viewport_data( ctx );
+ _mesa_free_program_data(ctx);
+ _mesa_free_shader_state(ctx);
+ _mesa_free_queryobj_data(ctx);
+ _mesa_free_sync_data(ctx);
+ _mesa_free_varray_data(ctx);
+ _mesa_free_transform_feedback(ctx);
+
+ _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
+
+#if FEATURE_ARB_pixel_buffer_object
+ _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
+#endif
+
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
+#endif
+
+ /* free dispatch tables */
+ free(ctx->Exec);
+ free(ctx->Save);
+
+ /* Shared context state (display lists, textures, etc) */
+ _mesa_release_shared_state( ctx, ctx->Shared );
+
+ /* needs to be after freeing shared state */
+ _mesa_free_display_list_data(ctx);
+
+ if (ctx->Extensions.String)
+ free((void *) ctx->Extensions.String);
+
+ if (ctx->VersionString)
+ free(ctx->VersionString);
+
+ /* unbind the context if it's currently bound */
+ if (ctx == _mesa_get_current_context()) {
+ _mesa_make_current(NULL, NULL, NULL);
+ }
+}
+
+
+/**
+ * Destroy a struct gl_context structure.
+ *
+ * \param ctx GL context.
+ *
+ * Calls _mesa_free_context_data() and frees the gl_context object itself.
+ */
+void
+_mesa_destroy_context( struct gl_context *ctx )
+{
+ if (ctx) {
+ _mesa_free_context_data(ctx);
+ free( (void *) ctx );
+ }
+}
+
+
+#if _HAVE_FULL_GL
+/**
+ * Copy attribute groups from one context to another.
+ *
+ * \param src source context
+ * \param dst destination context
+ * \param mask bitwise OR of GL_*_BIT flags
+ *
+ * According to the bits specified in \p mask, copies the corresponding
+ * attributes from \p src into \p dst. For many of the attributes a simple \c
+ * memcpy is not enough due to the existence of internal pointers in their data
+ * structures.
+ */
+void
+_mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
+{
+ if (mask & GL_ACCUM_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Accum = src->Accum;
+ }
+ if (mask & GL_COLOR_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Color = src->Color;
+ }
+ if (mask & GL_CURRENT_BIT) {
+ /* OK to memcpy */
+ dst->Current = src->Current;
+ }
+ if (mask & GL_DEPTH_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Depth = src->Depth;
+ }
+ if (mask & GL_ENABLE_BIT) {
+ /* no op */
+ }
+ if (mask & GL_EVAL_BIT) {
+ /* OK to memcpy */
+ dst->Eval = src->Eval;
+ }
+ if (mask & GL_FOG_BIT) {
+ /* OK to memcpy */
+ dst->Fog = src->Fog;
+ }
+ if (mask & GL_HINT_BIT) {
+ /* OK to memcpy */
+ dst->Hint = src->Hint;
+ }
+ if (mask & GL_LIGHTING_BIT) {
+ GLuint i;
+ /* begin with memcpy */
+ dst->Light = src->Light;
+ /* fixup linked lists to prevent pointer insanity */
+ make_empty_list( &(dst->Light.EnabledList) );
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ if (dst->Light.Light[i].Enabled) {
+ insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
+ }
+ }
+ }
+ if (mask & GL_LINE_BIT) {
+ /* OK to memcpy */
+ dst->Line = src->Line;
+ }
+ if (mask & GL_LIST_BIT) {
+ /* OK to memcpy */
+ dst->List = src->List;
+ }
+ if (mask & GL_PIXEL_MODE_BIT) {
+ /* OK to memcpy */
+ dst->Pixel = src->Pixel;
+ }
+ if (mask & GL_POINT_BIT) {
+ /* OK to memcpy */
+ dst->Point = src->Point;
+ }
+ if (mask & GL_POLYGON_BIT) {
+ /* OK to memcpy */
+ dst->Polygon = src->Polygon;
+ }
+ if (mask & GL_POLYGON_STIPPLE_BIT) {
+ /* Use loop instead of memcpy due to problem with Portland Group's
+ * C compiler. Reported by John Stone.
+ */
+ GLuint i;
+ for (i = 0; i < 32; i++) {
+ dst->PolygonStipple[i] = src->PolygonStipple[i];
+ }
+ }
+ if (mask & GL_SCISSOR_BIT) {
+ /* OK to memcpy */
+ dst->Scissor = src->Scissor;
+ }
+ if (mask & GL_STENCIL_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Stencil = src->Stencil;
+ }
+ if (mask & GL_TEXTURE_BIT) {
+ /* Cannot memcpy because of pointers */
+ _mesa_copy_texture_state(src, dst);
+ }
+ if (mask & GL_TRANSFORM_BIT) {
+ /* OK to memcpy */
+ dst->Transform = src->Transform;
+ }
+ if (mask & GL_VIEWPORT_BIT) {
+ /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
+ dst->Viewport.X = src->Viewport.X;
+ dst->Viewport.Y = src->Viewport.Y;
+ dst->Viewport.Width = src->Viewport.Width;
+ dst->Viewport.Height = src->Viewport.Height;
+ dst->Viewport.Near = src->Viewport.Near;
+ dst->Viewport.Far = src->Viewport.Far;
+ _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
+ }
+
+ /* XXX FIXME: Call callbacks?
+ */
+ dst->NewState = _NEW_ALL;
+}
+#endif
+
+
+/**
+ * Check if the given context can render into the given framebuffer
+ * by checking visual attributes.
+ *
+ * Most of these tests could go away because Mesa is now pretty flexible
+ * in terms of mixing rendering contexts with framebuffers. As long
+ * as RGB vs. CI mode agree, we're probably good.
+ *
+ * \return GL_TRUE if compatible, GL_FALSE otherwise.
+ */
+static GLboolean
+check_compatible(const struct gl_context *ctx,
+ const struct gl_framebuffer *buffer)
+{
+ const struct gl_config *ctxvis = &ctx->Visual;
+ const struct gl_config *bufvis = &buffer->Visual;
+
+ if (buffer == _mesa_get_incomplete_framebuffer())
+ return GL_TRUE;
+
+#if 0
+ /* disabling this fixes the fgl_glxgears pbuffer demo */
+ if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
+ return GL_FALSE;
+#endif
+ if (ctxvis->stereoMode && !bufvis->stereoMode)
+ return GL_FALSE;
+ if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
+ return GL_FALSE;
+ if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
+ return GL_FALSE;
+ if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
+ return GL_FALSE;
+ if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
+ return GL_FALSE;
+ if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
+ return GL_FALSE;
+ if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
+ return GL_FALSE;
+#if 0
+ /* disabled (see bug 11161) */
+ if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
+ return GL_FALSE;
+#endif
+ if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Do one-time initialization for the given framebuffer. Specifically,
+ * ask the driver for the window's current size and update the framebuffer
+ * object to match.
+ * Really, the device driver should totally take care of this.
+ */
+static void
+initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
+{
+ GLuint width, height;
+ if (ctx->Driver.GetBufferSize) {
+ ctx->Driver.GetBufferSize(fb, &width, &height);
+ if (ctx->Driver.ResizeBuffers)
+ ctx->Driver.ResizeBuffers(ctx, fb, width, height);
+ fb->Initialized = GL_TRUE;
+ }
+}
+
+
+/**
+ * Check if the viewport/scissor size has not yet been initialized.
+ * Initialize the size if the given width and height are non-zero.
+ */
+void
+_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
+{
+ if (!ctx->ViewportInitialized && width > 0 && height > 0) {
+ /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
+ * potential infinite recursion.
+ */
+ ctx->ViewportInitialized = GL_TRUE;
+ _mesa_set_viewport(ctx, 0, 0, width, height);
+ _mesa_set_scissor(ctx, 0, 0, width, height);
+ }
+}
+
+
+/**
+ * Bind the given context to the given drawBuffer and readBuffer and
+ * make it the current context for the calling thread.
+ * We'll render into the drawBuffer and read pixels from the
+ * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
+ *
+ * We check that the context's and framebuffer's visuals are compatible
+ * and return immediately if they're not.
+ *
+ * \param newCtx the new GL context. If NULL then there will be no current GL
+ * context.
+ * \param drawBuffer the drawing framebuffer
+ * \param readBuffer the reading framebuffer
+ */
+GLboolean
+_mesa_make_current( struct gl_context *newCtx,
+ struct gl_framebuffer *drawBuffer,
+ struct gl_framebuffer *readBuffer )
+{
+ GET_CURRENT_CONTEXT(curCtx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(newCtx, "_mesa_make_current()\n");
+
+ /* Check that the context's and framebuffer's visuals are compatible.
+ */
+ if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
+ if (!check_compatible(newCtx, drawBuffer)) {
+ _mesa_warning(newCtx,
+ "MakeCurrent: incompatible visuals for context and drawbuffer");
+ return GL_FALSE;
+ }
+ }
+ if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
+ if (!check_compatible(newCtx, readBuffer)) {
+ _mesa_warning(newCtx,
+ "MakeCurrent: incompatible visuals for context and readbuffer");
+ return GL_FALSE;
+ }
+ }
+
+ if (curCtx &&
+ (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */
+ curCtx != newCtx)
+ _mesa_flush(curCtx);
+
+ /* We used to call _glapi_check_multithread() here. Now do it in drivers */
+ _glapi_set_context((void *) newCtx);
+ ASSERT(_mesa_get_current_context() == newCtx);
+
+ if (!newCtx) {
+ _glapi_set_dispatch(NULL); /* none current */
+ }
+ else {
+ _glapi_set_dispatch(newCtx->CurrentDispatch);
+
+ if (drawBuffer && readBuffer) {
+ /* TODO: check if newCtx and buffer's visual match??? */
+
+ ASSERT(drawBuffer->Name == 0);
+ ASSERT(readBuffer->Name == 0);
+ _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
+ _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
+
+ /*
+ * Only set the context's Draw/ReadBuffer fields if they're NULL
+ * or not bound to a user-created FBO.
+ */
+ if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
+ /* KW: merge conflict here, revisit.
+ */
+ /* fix up the fb fields - these will end up wrong otherwise
+ * if the DRIdrawable changes, and everything relies on them.
+ * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
+ */
+ unsigned int i;
+ GLenum buffers[MAX_DRAW_BUFFERS];
+
+ _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
+
+ for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
+ buffers[i] = newCtx->Color.DrawBuffer[i];
+ }
+
+ _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
+ buffers, NULL);
+ }
+ if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
+ _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
+ }
+
+ /* XXX only set this flag if we're really changing the draw/read
+ * framebuffer bindings.
+ */
+ newCtx->NewState |= _NEW_BUFFERS;
+
+#if 1
+ /* We want to get rid of these lines: */
+
+#if _HAVE_FULL_GL
+ if (!drawBuffer->Initialized) {
+ initialize_framebuffer_size(newCtx, drawBuffer);
+ }
+ if (readBuffer != drawBuffer && !readBuffer->Initialized) {
+ initialize_framebuffer_size(newCtx, readBuffer);
+ }
+
+ _mesa_resizebuffers(newCtx);
+#endif
+
+#else
+ /* We want the drawBuffer and readBuffer to be initialized by
+ * the driver.
+ * This generally means the Width and Height match the actual
+ * window size and the renderbuffers (both hardware and software
+ * based) are allocated to match. The later can generally be
+ * done with a call to _mesa_resize_framebuffer().
+ *
+ * It's theoretically possible for a buffer to have zero width
+ * or height, but for now, assert check that the driver did what's
+ * expected of it.
+ */
+ ASSERT(drawBuffer->Width > 0);
+ ASSERT(drawBuffer->Height > 0);
+#endif
+
+ if (drawBuffer) {
+ _mesa_check_init_viewport(newCtx,
+ drawBuffer->Width, drawBuffer->Height);
+ }
+ }
+
+ if (newCtx->FirstTimeCurrent) {
+ _mesa_compute_version(newCtx);
+
+ newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
+
+ check_context_limits(newCtx);
+
+ /* We can use this to help debug user's problems. Tell them to set
+ * the MESA_INFO env variable before running their app. Then the
+ * first time each context is made current we'll print some useful
+ * information.
+ */
+ if (_mesa_getenv("MESA_INFO")) {
+ _mesa_print_info();
+ }
+
+ newCtx->FirstTimeCurrent = GL_FALSE;
+ }
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Make context 'ctx' share the display lists, textures and programs
+ * that are associated with 'ctxToShare'.
+ * Any display lists, textures or programs associated with 'ctx' will
+ * be deleted if nobody else is sharing them.
+ */
+GLboolean
+_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
+{
+ if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
+ struct gl_shared_state *oldSharedState = ctx->Shared;
+
+ ctx->Shared = ctxToShare->Shared;
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ ctx->Shared->RefCount++;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ update_default_objects(ctx);
+
+ _mesa_release_shared_state(ctx, oldSharedState);
+
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+
+
+/**
+ * \return pointer to the current GL context for this thread.
+ *
+ * Calls _glapi_get_context(). This isn't the fastest way to get the current
+ * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
+ * context.h.
+ */
+struct gl_context *
+_mesa_get_current_context( void )
+{
+ return (struct gl_context *) _glapi_get_context();
+}
+
+
+/**
+ * Get context's current API dispatch table.
+ *
+ * It'll either be the immediate-mode execute dispatcher or the display list
+ * compile dispatcher.
+ *
+ * \param ctx GL context.
+ *
+ * \return pointer to dispatch_table.
+ *
+ * Simply returns __struct gl_contextRec::CurrentDispatch.
+ */
+struct _glapi_table *
+_mesa_get_dispatch(struct gl_context *ctx)
+{
+ return ctx->CurrentDispatch;
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Miscellaneous functions */
+/**********************************************************************/
+/*@{*/
+
+/**
+ * Record an error.
+ *
+ * \param ctx GL context.
+ * \param error error code.
+ *
+ * Records the given error code and call the driver's dd_function_table::Error
+ * function if defined.
+ *
+ * \sa
+ * This is called via _mesa_error().
+ */
+void
+_mesa_record_error(struct gl_context *ctx, GLenum error)
+{
+ if (!ctx)
+ return;
+
+ if (ctx->ErrorValue == GL_NO_ERROR) {
+ ctx->ErrorValue = error;
+ }
+
+ /* Call device driver's error handler, if any. This is used on the Mac. */
+ if (ctx->Driver.Error) {
+ ctx->Driver.Error(ctx);
+ }
+}
+
+
+/**
+ * Flush commands and wait for completion.
+ */
+void
+_mesa_finish(struct gl_context *ctx)
+{
+ FLUSH_CURRENT( ctx, 0 );
+ if (ctx->Driver.Finish) {
+ ctx->Driver.Finish(ctx);
+ }
+}
+
+
+/**
+ * Flush commands.
+ */
+void
+_mesa_flush(struct gl_context *ctx)
+{
+ FLUSH_CURRENT( ctx, 0 );
+ if (ctx->Driver.Flush) {
+ ctx->Driver.Flush(ctx);
+ }
+}
+
+
+
+/**
+ * Execute glFinish().
+ *
+ * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
+ * dd_function_table::Finish driver callback, if not NULL.
+ */
+void GLAPIENTRY
+_mesa_Finish(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _mesa_finish(ctx);
+}
+
+
+/**
+ * Execute glFlush().
+ *
+ * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
+ * dd_function_table::Flush driver callback, if not NULL.
+ */
+void GLAPIENTRY
+_mesa_Flush(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ _mesa_flush(ctx);
+}
+
+
+/**
+ * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
+ * MUL/MAD, or vice versa, call this function to register that.
+ * Otherwise we default to MUL/MAD.
+ */
+void
+_mesa_set_mvp_with_dp4( struct gl_context *ctx,
+ GLboolean flag )
+{
+ ctx->mvp_with_dp4 = flag;
+}
+
+
+
+/**
+ * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
+ * is called to see if it's valid to render. This involves checking that
+ * the current shader is valid and the framebuffer is complete.
+ * If an error is detected it'll be recorded here.
+ * \return GL_TRUE if OK to render, GL_FALSE if not
+ */
+GLboolean
+_mesa_valid_to_render(struct gl_context *ctx, const char *where)
+{
+ bool vert_from_glsl_shader = false;
+ bool geom_from_glsl_shader = false;
+ bool frag_from_glsl_shader = false;
+
+ /* This depends on having up to date derived state (shaders) */
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ if (ctx->Shader.CurrentVertexProgram) {
+ vert_from_glsl_shader = true;
+
+ if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(shader not linked)", where);
+ return GL_FALSE;
+ }
+#if 0 /* not normally enabled */
+ {
+ char errMsg[100];
+ if (!_mesa_validate_shader_program(ctx,
+ ctx->Shader.CurrentVertexProgram,
+ errMsg)) {
+ _mesa_warning(ctx, "Shader program %u is invalid: %s",
+ ctx->Shader.CurrentVertexProgram->Name, errMsg);
+ }
+ }
+#endif
+ }
+
+ if (ctx->Shader.CurrentGeometryProgram) {
+ geom_from_glsl_shader = true;
+
+ if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(shader not linked)", where);
+ return GL_FALSE;
+ }
+#if 0 /* not normally enabled */
+ {
+ char errMsg[100];
+ if (!_mesa_validate_shader_program(ctx,
+ ctx->Shader.CurrentGeometryProgram,
+ errMsg)) {
+ _mesa_warning(ctx, "Shader program %u is invalid: %s",
+ ctx->Shader.CurrentGeometryProgram->Name, errMsg);
+ }
+ }
+#endif
+ }
+
+ if (ctx->Shader.CurrentFragmentProgram) {
+ frag_from_glsl_shader = true;
+
+ if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(shader not linked)", where);
+ return GL_FALSE;
+ }
+#if 0 /* not normally enabled */
+ {
+ char errMsg[100];
+ if (!_mesa_validate_shader_program(ctx,
+ ctx->Shader.CurrentFragmentProgram,
+ errMsg)) {
+ _mesa_warning(ctx, "Shader program %u is invalid: %s",
+ ctx->Shader.CurrentFragmentProgram->Name, errMsg);
+ }
+ }
+#endif
+ }
+
+ /* Any shader stages that are not supplied by the GLSL shader and have
+ * assembly shaders enabled must now be validated.
+ */
+ if (!vert_from_glsl_shader
+ && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(vertex program not valid)", where);
+ return GL_FALSE;
+ }
+
+ /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
+ * FINISHME: geometry program should validated here.
+ */
+ (void) geom_from_glsl_shader;
+
+ if (!frag_from_glsl_shader) {
+ if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(fragment program not valid)", where);
+ return GL_FALSE;
+ }
+
+ /* If drawing to integer-valued color buffers, there must be an
+ * active fragment shader (GL_EXT_texture_integer).
+ */
+ if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(integer format but no fragment shader)", where);
+ return GL_FALSE;
+ }
+ }
+
+ if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
+ "%s(incomplete framebuffer)", where);
+ return GL_FALSE;
+ }
+
+#ifdef DEBUG
+ if (ctx->Shader.Flags & GLSL_LOG) {
+ struct gl_shader_program *shProg[MESA_SHADER_TYPES];
+ gl_shader_type i;
+
+ shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
+ shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
+ shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
+
+ for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ struct gl_shader *sh;
+
+ if (shProg[i] == NULL || shProg[i]->_Used
+ || shProg[i]->_LinkedShaders[i] == NULL)
+ continue;
+
+ /* This is the first time this shader is being used.
+ * Append shader's constants/uniforms to log file.
+ *
+ * The logic is a little odd here. We only want to log data for each
+ * shader target that will actually be used, and we only want to log
+ * it once. It's possible to have a program bound to the vertex
+ * shader target that also supplied a fragment shader. If that
+ * program isn't also bound to the fragment shader target we don't
+ * want to log its fragment data.
+ */
+ sh = shProg[i]->_LinkedShaders[i];
+ switch (sh->Type) {
+ case GL_VERTEX_SHADER:
+ _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
+ break;
+
+ case GL_GEOMETRY_SHADER_ARB:
+ _mesa_append_uniforms_to_file(sh,
+ &shProg[i]->GeometryProgram->Base);
+ break;
+
+ case GL_FRAGMENT_SHADER:
+ _mesa_append_uniforms_to_file(sh,
+ &shProg[i]->FragmentProgram->Base);
+ break;
+ }
+ }
+
+ for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (shProg[i] != NULL)
+ shProg[i]->_Used = GL_TRUE;
+ }
+ }
+#endif
+
+ return GL_TRUE;
+}
+
+
+/*@}*/
diff --git a/mesalib/src/mesa/main/mtypes.h b/mesalib/src/mesa/main/mtypes.h
index 02eeca2a4..ac2957ac8 100644
--- a/mesalib/src/mesa/main/mtypes.h
+++ b/mesalib/src/mesa/main/mtypes.h
@@ -1,3344 +1,3358 @@
-/*
- * 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 "glapi/glapi.h"
-#include "math/m_matrix.h" /* GLmatrix */
-#include "main/simple_list.h" /* struct simple_node */
-#include "main/formats.h" /* MESA_FORMAT_COUNT */
-
-
-/**
- * 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
-
-
-/**
- * Stencil buffer data type.
- */
-#if STENCIL_BITS==8
- typedef GLubyte GLstencil;
-#elif STENCIL_BITS==16
- typedef GLushort GLstencil;
-#else
-# error "illegal number of stencil bits"
-#endif
-
-
-/**
- * \name 64-bit extension of GLbitfield.
- */
-/*@{*/
-typedef GLuint64 GLbitfield64;
-
-#define BITFIELD64_ONE 1ULL
-#define BITFIELD64_ALLONES ~0ULL
-
-/** Set a single bit */
-#define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
-
-/** Set a mask of the least significant \c b bits */
-#define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
- (BITFIELD64_BIT(b) - 1))
-
-/**
- * Set all bits from l (low bit) to h (high bit), inclusive.
- *
- * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
- */
-#define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
-/*@}*/
-
-
-/**
- * \name Some forward type declarations
- */
-/*@{*/
-struct _mesa_HashTable;
-struct gl_attrib_node;
-struct gl_list_extensions;
-struct gl_meta_state;
-struct gl_pixelstore_attrib;
-struct gl_program_cache;
-struct gl_texture_format;
-struct gl_texture_image;
-struct gl_texture_object;
-struct gl_context;
-struct st_context;
-/*@}*/
-
-
-
-/**
- * Shader stages. Note that these will become 5 with tessellation.
- * These MUST have the same values as gallium's PIPE_SHADER_*
- */
-typedef enum
-{
- MESA_SHADER_VERTEX = 0,
- MESA_SHADER_FRAGMENT = 1,
- MESA_SHADER_GEOMETRY = 2,
- MESA_SHADER_TYPES = 3
-} gl_shader_type;
-
-
-
-/**
- * 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_COLOR0 = 3,
- VERT_ATTRIB_COLOR1 = 4,
- VERT_ATTRIB_FOG = 5,
- VERT_ATTRIB_COLOR_INDEX = 6,
- VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
- VERT_ATTRIB_EDGEFLAG = 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_GENERIC4 = 20,
- VERT_ATTRIB_GENERIC5 = 21,
- VERT_ATTRIB_GENERIC6 = 22,
- VERT_ATTRIB_GENERIC7 = 23,
- VERT_ATTRIB_GENERIC8 = 24,
- VERT_ATTRIB_GENERIC9 = 25,
- VERT_ATTRIB_GENERIC10 = 26,
- VERT_ATTRIB_GENERIC11 = 27,
- VERT_ATTRIB_GENERIC12 = 28,
- VERT_ATTRIB_GENERIC13 = 29,
- VERT_ATTRIB_GENERIC14 = 30,
- VERT_ATTRIB_GENERIC15 = 31,
- VERT_ATTRIB_MAX = 32
-} gl_vert_attrib;
-
-/**
- * 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_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
-#define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
-#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_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
-#define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
-#define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
-#define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
-#define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
-#define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
-#define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
-#define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
-#define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
-#define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
-#define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
-#define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
-
-#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
- */
-typedef enum
-{
- VERT_RESULT_HPOS = 0,
- VERT_RESULT_COL0 = 1,
- VERT_RESULT_COL1 = 2,
- VERT_RESULT_FOGC = 3,
- VERT_RESULT_TEX0 = 4,
- VERT_RESULT_TEX1 = 5,
- VERT_RESULT_TEX2 = 6,
- VERT_RESULT_TEX3 = 7,
- VERT_RESULT_TEX4 = 8,
- VERT_RESULT_TEX5 = 9,
- VERT_RESULT_TEX6 = 10,
- VERT_RESULT_TEX7 = 11,
- VERT_RESULT_PSIZ = 12,
- VERT_RESULT_BFC0 = 13,
- VERT_RESULT_BFC1 = 14,
- VERT_RESULT_EDGE = 15,
- VERT_RESULT_VAR0 = 16, /**< shader varying */
- VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
-} gl_vert_result;
-
-
-/*********************************************/
-
-/**
- * Indexes for geometry program attributes.
- */
-typedef enum
-{
- GEOM_ATTRIB_POSITION = 0,
- GEOM_ATTRIB_COLOR0 = 1,
- GEOM_ATTRIB_COLOR1 = 2,
- GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
- GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
- GEOM_ATTRIB_FOG_FRAG_COORD = 5,
- GEOM_ATTRIB_POINT_SIZE = 6,
- GEOM_ATTRIB_CLIP_VERTEX = 7,
- GEOM_ATTRIB_PRIMITIVE_ID = 8,
- GEOM_ATTRIB_TEX_COORD = 9,
-
- GEOM_ATTRIB_VAR0 = 16,
- GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
-} gl_geom_attrib;
-
-/**
- * Bitflags for geometry attributes.
- * These are used in bitfields in many places.
- */
-/*@{*/
-#define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
-#define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
-#define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
-#define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
-#define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
-#define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
-#define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
-#define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
-#define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
-#define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
-#define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
-
-#define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
-/*@}*/
-
-
-/**
- * Indexes for geometry program result attributes
- */
-/*@{*/
-typedef enum {
- GEOM_RESULT_POS = 0,
- GEOM_RESULT_COL0 = 1,
- GEOM_RESULT_COL1 = 2,
- GEOM_RESULT_SCOL0 = 3,
- GEOM_RESULT_SCOL1 = 4,
- GEOM_RESULT_FOGC = 5,
- GEOM_RESULT_TEX0 = 6,
- GEOM_RESULT_TEX1 = 7,
- GEOM_RESULT_TEX2 = 8,
- GEOM_RESULT_TEX3 = 9,
- GEOM_RESULT_TEX4 = 10,
- GEOM_RESULT_TEX5 = 11,
- GEOM_RESULT_TEX6 = 12,
- GEOM_RESULT_TEX7 = 13,
- GEOM_RESULT_PSIZ = 14,
- GEOM_RESULT_CLPV = 15,
- GEOM_RESULT_PRID = 16,
- GEOM_RESULT_LAYR = 17,
- GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
- /* ### we need to -2 because var0 is 18 instead 16 like in the others */
- GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
-} gl_geom_result;
-/*@}*/
-
-/**
- * Indexes for fragment program input attributes.
- */
-typedef 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,
- FRAG_ATTRIB_FACE = 12, /**< front/back face */
- FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
- FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
- FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
-} gl_frag_attrib;
-
-/**
- * Bitflags for fragment program input 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_FACE (1 << FRAG_ATTRIB_FACE)
-#define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
-#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_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
-
-#define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
-#define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
-
-#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)
-/*@}*/
-
-
-/**
- * Fragment program results
- */
-typedef enum
-{
- FRAG_RESULT_DEPTH = 0,
- FRAG_RESULT_STENCIL = 1,
- FRAG_RESULT_COLOR = 2,
- FRAG_RESULT_DATA0 = 3,
- FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
-} gl_frag_result;
-
-
-/**
- * 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,
- /* generic renderbuffers */
- BUFFER_COLOR0,
- BUFFER_COLOR1,
- BUFFER_COLOR2,
- BUFFER_COLOR3,
- BUFFER_COLOR4,
- BUFFER_COLOR5,
- BUFFER_COLOR6,
- BUFFER_COLOR7,
- 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)
-#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)
-
-/**
- * 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 | \
- BUFFER_BIT_COLOR0 | \
- BUFFER_BIT_COLOR1 | \
- BUFFER_BIT_COLOR2 | \
- BUFFER_BIT_COLOR3 | \
- BUFFER_BIT_COLOR4 | \
- BUFFER_BIT_COLOR5 | \
- BUFFER_BIT_COLOR6 | \
- BUFFER_BIT_COLOR7)
-
-
-/**
- * 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 floatMode;
- 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;
-
- /* ARB_multisample / SGIS_multisample */
- GLint sampleBuffers;
- GLint samples;
-
- /* 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;
-};
-
-
-/**
- * Data structure for color tables
- */
-struct gl_color_table
-{
- GLenum InternalFormat; /**< The user-specified format */
- GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
- GLuint Size; /**< number of entries in table */
- GLfloat *TableF; /**< Color table, floating point values */
- GLubyte *TableUB; /**< Color table, ubyte values */
- 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 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 */
- 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[MAX_DRAW_BUFFERS][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
- */
- /*@{*/
- GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
- GLfloat BlendColor[4]; /**< Blending color */
- struct
- {
- GLenum SrcRGB; /**< RGB blend source term */
- GLenum DstRGB; /**< RGB blend dest term */
- GLenum SrcA; /**< Alpha blend source term */
- GLenum DstA; /**< Alpha blend dest term */
- GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
- GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
- } Blend[MAX_DRAW_BUFFERS];
- /** Are the blend func terms currently different for each buffer/target? */
- GLboolean _BlendFuncPerBuffer;
- /** Are the blend equations currently different for each buffer/target? */
- GLboolean _BlendEquationPerBuffer;
- /*@}*/
-
- /**
- * \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 */
-
- GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
- GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
-};
-
-
-/**
- * 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 RasterSecondaryColor[4];
- GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][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 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 */
- GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
-};
-
-
-/**
- * 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 */
-};
-
-/**
- * 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 ProvokingVertex; /**< GL_EXT_provoking_vertex */
- 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;
- GLenum ClampVertexColor;
-
- 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;
-
- /** GL_SGI_texture_color_table */
- GLfloat TextureColorTableScale[4]; /**< RGBA */
- GLfloat TextureColorTableBias[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 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[MAX_TEXTURE_COORD_UNITS]; /**< 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).
- *
- * Three sets of stencil data are tracked so that OpenGL 2.0,
- * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
- * simultaneously. In each of the stencil state arrays, element 0 corresponds
- * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
- * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
- * GL_EXT_stencil_two_side GL_BACK state.
- *
- * The derived value \c _BackFace is either 1 or 2 depending on whether or
- * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
- *
- * The derived value \c _TestTwoSide is set when the front-face and back-face
- * stencil state are different.
- */
-struct gl_stencil_attrib
-{
- GLboolean Enabled; /**< Enabled flag */
- GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
- GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
- GLboolean _Enabled; /**< Enabled and stencil buffer present */
- GLboolean _TestTwoSide;
- GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
- GLenum Function[3]; /**< Stencil function */
- GLenum FailFunc[3]; /**< Fail function */
- GLenum ZPassFunc[3]; /**< Depth buffer pass function */
- GLenum ZFailFunc[3]; /**< Depth buffer fail function */
- GLint Ref[3]; /**< Reference value */
- GLuint ValueMask[3]; /**< Value mask */
- GLuint WriteMask[3]; /**< 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_2D_ARRAY_INDEX,
- TEXTURE_1D_ARRAY_INDEX,
- TEXTURE_CUBE_INDEX,
- TEXTURE_3D_INDEX,
- TEXTURE_RECT_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_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
-#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
-#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
-#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
-#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_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))
-
-
-/**
- * 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);
-
-
-/**
- * Texture image state. Describes the dimensions of a texture image,
- * the texel format and pointers to Texel Fetch functions.
- */
-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_COLOR_INDEX,
- * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
- * only. Used for choosing TexEnv arithmetic.
- */
- GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
-
- 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) */
- GLfloat WidthScale; /**< used for mipmap LOD computation */
- GLfloat HeightScale; /**< used for mipmap LOD computation */
- GLfloat DepthScale; /**< used for mipmap LOD computation */
- GLboolean IsClientData; /**< Data owned by client? */
- GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
-
- struct gl_texture_object *TexObject; /**< Pointer back to parent object */
-
- FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
- FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
-
- GLuint RowStride; /**< Padded width in units of texels */
- GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
- each 2D slice in 'Data', in texels */
- GLvoid *Data; /**< Image data, accessed via FetchTexel() */
-
- /**
- * \name For device driver:
- */
- /*@{*/
- void *DriverData; /**< Arbitrary device driver data */
- /*@}*/
-};
-
-
-/**
- * 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;
-
-
-/**
- * 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] */
- union {
- GLfloat f[4];
- GLuint ui[4];
- GLint i[4];
- } BorderColor; /**< Interpreted according to texture format */
- 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 */
- GLenum CompareMode; /**< GL_ARB_shadow */
- GLenum CompareFunc; /**< GL_ARB_shadow */
- GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
- GLenum DepthMode; /**< GL_ARB_depth_texture */
- GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
- GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
- GLint CropRect[4]; /**< GL_OES_draw_texture */
- GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
- GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
- GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
- GLboolean _Complete; /**< Is texture object complete? */
- GLboolean _RenderToTexture; /**< Any rendering to this texture? */
- GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
- GLenum sRGBDecode;
-
- /** 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 */
-};
-
-
-/** 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, pointers to current texture objects and
- * post-filter color tables.
- */
-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. */
- GLfloat 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 */
- GLenum BumpTarget;
- GLfloat RotMatrix[4]; /* 2x2 matrix */
-
- /**
- * \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;
-
- /** GL_SGI_texture_color_table */
- /*@{*/
- struct gl_color_table ColorTable;
- struct gl_color_table ProxyColorTable;
- GLboolean ColorTableEnabled;
- /*@}*/
-};
-
-
-/**
- * Texture attribute group (GL_TEXTURE_BIT).
- */
-struct gl_texture_attrib
-{
- GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
- struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
-
- struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
-
- /** GL_ARB_seamless_cubemap */
- GLboolean CubeMapSeamless;
-
- /** GL_EXT_shared_texture_palette */
- GLboolean SharedPalette;
- struct gl_color_table Palette;
-
- /** Texture units/samplers used by vertex or fragment texturing */
- GLbitfield _EnabledUnits;
-
- /** Texture coord units/sets used for fragment texturing */
- GLbitfield _EnabledCoordUnits;
-
- /** Texture coord units that have texgen enabled */
- GLbitfield _TexGenEnabled;
-
- /** Texture coord units that have non-identity matrices */
- GLbitfield _TexMatEnabled;
-
- /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
- GLbitfield _GenFlags;
-};
-
-
-/**
- * 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 */
- GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
- GLboolean Normalize; /**< Normalize all normals? */
- GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
- GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
- GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
-
- 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 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 ClientStorage; /**< GL_APPLE_client_storage */
- GLboolean Invert; /**< GL_MESA_pack_invert */
- struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
-};
-
-
-/**
- * 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 */
- GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
- 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 InstanceDivisor; /**< GL_ARB_instanced_arrays */
- 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 */
-};
-
-
-/**
- * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
- * extension, but a nice encapsulation in any case.
- */
-struct gl_array_object
-{
- /** Name of the array object as received from glGenVertexArrayAPPLE. */
- GLuint Name;
-
- GLint RefCount;
- _glthread_Mutex Mutex;
- GLboolean VBOonly; /**< require all arrays to live in VBOs? */
-
- /** Conventional vertex arrays */
- /*@{*/
- struct gl_client_array Vertex;
- struct gl_client_array Weight;
- 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 EdgeFlag;
- struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
- struct gl_client_array PointSize;
- /*@}*/
-
- /**
- * Generic arrays for vertex programs/shaders.
- * For NV vertex programs, these attributes alias and take priority
- * over the conventional attribs above. For ARB vertex programs and
- * GLSL vertex shaders, these attributes are separate.
- */
- struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
-
- /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
- GLbitfield _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;
-};
-
-
-/**
- * Vertex array state
- */
-struct gl_array_attrib
-{
- /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
- struct gl_array_object *ArrayObj;
-
- /** The default vertex array object */
- struct gl_array_object *DefaultArrayObj;
-
- /** Array objects (GL_ARB/APPLE_vertex_array_object) */
- struct _mesa_HashTable *Objects;
-
- GLint ActiveTexture; /**< Client Active Texture */
- GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
- GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
-
- /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
- GLboolean PrimitiveRestart;
- GLuint RestartIndex;
-
- GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
-
- /* GL_ARB_vertex_buffer_object */
- struct gl_buffer_object *ArrayBufferObj;
- struct gl_buffer_object *ElementArrayBufferObj;
-};
-
-
-/**
- * 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;
- 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 */
- /*@}*/
-};
-
-
-/**
- * Names of the various vertex/fragment program register files, etc.
- *
- * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
- * All values should fit in a 4-bit field.
- *
- * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
- * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
- * be "uniform" variables since they can only be set outside glBegin/End.
- * They're also all stored in the same Parameters array.
- */
-typedef enum
-{
- PROGRAM_TEMPORARY, /**< machine->Temporary[] */
- PROGRAM_INPUT, /**< machine->Inputs[] */
- PROGRAM_OUTPUT, /**< machine->Outputs[] */
- PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
- PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
- PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
- PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
- PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
- PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
- PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
- PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
- PROGRAM_ADDRESS, /**< machine->AddressReg */
- PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
- PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
- PROGRAM_UNDEFINED, /**< Invalid/TBD value */
- PROGRAM_FILE_MAX
-} gl_register_file;
-
-
-/**
- * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
- * one of these values.
- */
-typedef enum
-{
- SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
- SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
- SYSTEM_VALUE_MAX /**< Number of values */
-} gl_system_value;
-
-
-/** Vertex and fragment instructions */
-struct prog_instruction;
-struct gl_program_parameter_list;
-struct gl_uniform_list;
-
-
-/**
- * Base class for any kind of program object
- */
-struct gl_program
-{
- GLuint Id;
- GLubyte *String; /**< Null-terminated program text */
- GLint RefCount;
- GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
- GLenum Format; /**< String encoding format */
- GLboolean Resident;
-
- struct prog_instruction *Instructions;
-
- GLbitfield InputsRead; /**< Bitmask of which input regs are read */
- GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
- GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
- GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
- GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
- GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
- GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
- GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
-
-
- /** Named parameters, constants, etc. from program text */
- struct gl_program_parameter_list *Parameters;
- /** Numbered local parameters */
- GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
-
- /** Vertex/fragment shader varying vars */
- struct gl_program_parameter_list *Varying;
- /** Vertex program user-defined attributes */
- struct gl_program_parameter_list *Attributes;
-
- /** Map from sampler unit to texture unit (set by glUniform1i()) */
- GLubyte SamplerUnits[MAX_SAMPLERS];
- /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
- gl_texture_index SamplerTargets[MAX_SAMPLERS];
-
- /** Bitmask of which register files are read/written with indirect
- * addressing. Mask of (1 << PROGRAM_x) bits.
- */
- GLbitfield IndirectRegisterFiles;
-
- /** Logical counts */
- /*@{*/
- GLuint NumInstructions;
- GLuint NumTemporaries;
- GLuint NumParameters;
- GLuint NumAttributes;
- GLuint NumAddressRegs;
- GLuint NumAluInstructions;
- GLuint NumTexInstructions;
- GLuint NumTexIndirections;
- /*@}*/
- /** Native, actual h/w counts */
- /*@{*/
- GLuint NumNativeInstructions;
- GLuint NumNativeTemporaries;
- GLuint NumNativeParameters;
- GLuint NumNativeAttributes;
- GLuint NumNativeAddressRegs;
- GLuint NumNativeAluInstructions;
- GLuint NumNativeTexInstructions;
- GLuint NumNativeTexIndirections;
- /*@}*/
-};
-
-
-/** Vertex program object */
-struct gl_vertex_program
-{
- struct gl_program Base; /**< base class */
- GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
- GLboolean IsPositionInvariant;
-};
-
-
-/** Geometry program object */
-struct gl_geometry_program
-{
- struct gl_program Base; /**< base class */
-
- GLint VerticesOut;
- GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
- GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
- GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
-};
-
-
-/** Fragment program object */
-struct gl_fragment_program
-{
- struct gl_program Base; /**< base class */
- GLenum FogOption;
- GLboolean UsesKill; /**< shader uses KIL instruction */
- GLboolean OriginUpperLeft;
- GLboolean PixelCenterInteger;
-};
-
-
-/**
- * State common to vertex and fragment programs.
- */
-struct gl_program_state
-{
- GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
- const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
-};
-
-
-/**
- * Context state for vertex programs.
- */
-struct gl_vertex_program_state
-{
- GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
- GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
- GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
- struct gl_vertex_program *Current; /**< User-bound vertex program */
-
- /** Currently enabled and valid vertex program (including internal
- * programs, user-defined vertex programs and GLSL vertex shaders).
- * This is the program we must use when rendering.
- */
- struct gl_vertex_program *_Current;
-
- GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
-
- /* For GL_NV_vertex_program only: */
- GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
- GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
-
- /** Should fixed-function T&L be implemented with a vertex prog? */
- GLboolean _MaintainTnlProgram;
-
- /** Program to emulate fixed-function T&L (see above) */
- struct gl_vertex_program *_TnlProgram;
-
- /** Cache of fixed-function programs */
- struct gl_program_cache *Cache;
-
- GLboolean _Overriden;
-};
-
-
-/**
- * Context state for geometry programs.
- */
-struct gl_geometry_program_state
-{
- GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
- GLboolean _Enabled; /**< Enabled and valid program? */
- struct gl_geometry_program *Current; /**< user-bound geometry program */
-
- /** Currently enabled and valid program (including internal programs
- * and compiled shader programs).
- */
- struct gl_geometry_program *_Current;
-
- GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
-
- /** Cache of fixed-function programs */
- struct gl_program_cache *Cache;
-};
-
-/**
- * Context state for fragment programs.
- */
-struct gl_fragment_program_state
-{
- GLboolean Enabled; /**< User-set fragment program enable flag */
- GLboolean _Enabled; /**< Enabled and _valid_ user program? */
- struct gl_fragment_program *Current; /**< User-bound fragment program */
-
- /** Currently enabled and valid fragment program (including internal
- * programs, user-defined fragment programs and GLSL fragment shaders).
- * This is the program we must use when rendering.
- */
- struct gl_fragment_program *_Current;
-
- GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
-
- /** Should fixed-function texturing be implemented with a fragment prog? */
- GLboolean _MaintainTexEnvProgram;
-
- /** Program to emulate fixed-function texture env/combine (see above) */
- struct gl_fragment_program *_TexEnvProgram;
-
- /** Cache of fixed-function programs */
- struct gl_program_cache *Cache;
-};
-
-
-/**
- * ATI_fragment_shader runtime state
- */
-#define ATI_FS_INPUT_PRIMARY 0
-#define ATI_FS_INPUT_SECONDARY 1
-
-struct atifs_instruction;
-struct atifs_setupinst;
-
-/**
- * ATI fragment shader
- */
-struct ati_fragment_shader
-{
- GLuint Id;
- GLint RefCount;
- struct atifs_instruction *Instructions[2];
- struct atifs_setupinst *SetupInst[2];
- GLfloat Constants[8][4];
- GLbitfield LocalConstDef; /**< Indicates which constants have been set */
- GLubyte numArithInstr[2];
- GLubyte regsAssigned[2];
- GLubyte NumPasses; /**< 1 or 2 */
- GLubyte cur_pass;
- GLubyte last_optype;
- GLboolean interpinp1;
- GLboolean isValid;
- GLuint swizzlerq;
-};
-
-/**
- * Context state for GL_ATI_fragment_shader
- */
-struct gl_ati_fragment_shader_state
-{
- GLboolean Enabled;
- GLboolean _Enabled; /**< enabled and valid shader? */
- GLboolean Compiling;
- GLfloat GlobalConstants[8][4];
- struct ati_fragment_shader *Current;
-};
-
-
-/**
- * Occlusion/timer query object.
- */
-struct gl_query_object
-{
- GLenum Target; /**< The query target, when active */
- GLuint Id; /**< hash table ID/name */
- GLuint64EXT Result; /**< the counter */
- GLboolean Active; /**< inside Begin/EndQuery */
- GLboolean Ready; /**< result is ready? */
-};
-
-
-/**
- * Context state for query objects.
- */
-struct gl_query_state
-{
- struct _mesa_HashTable *QueryObjects;
- struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
- struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
-
- /** GL_NV_conditional_render */
- struct gl_query_object *CondRenderQuery;
-
- /** GL_EXT_transform_feedback */
- struct gl_query_object *PrimitivesGenerated;
- struct gl_query_object *PrimitivesWritten;
-
- /** GL_ARB_timer_query */
- struct gl_query_object *TimeElapsed;
-
- GLenum CondRenderMode;
-};
-
-
-/** Sync object state */
-struct gl_sync_object {
- struct simple_node link;
- GLenum Type; /**< GL_SYNC_FENCE */
- GLuint Name; /**< Fence name */
- GLint RefCount; /**< Reference count */
- GLboolean DeletePending; /**< Object was deleted while there were still
- * live references (e.g., sync not yet finished)
- */
- GLenum SyncCondition;
- GLbitfield Flags; /**< Flags passed to glFenceSync */
- GLuint StatusFlag:1; /**< Has the sync object been signaled? */
-};
-
-
-/** Set by #pragma directives */
-struct gl_sl_pragmas
-{
- GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
- GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
- GLboolean Optimize; /**< defaults on */
- GLboolean Debug; /**< defaults off */
-};
-
-
-/**
- * A GLSL vertex or fragment shader object.
- */
-struct gl_shader
-{
- GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
- GLuint Name; /**< AKA the handle */
- GLint RefCount; /**< Reference count */
- GLboolean DeletePending;
- GLboolean CompileStatus;
- GLboolean Main; /**< shader defines main() */
- GLboolean UnresolvedRefs;
- const GLchar *Source; /**< Source code string */
- GLuint SourceChecksum; /**< for debug/logging purposes */
- struct gl_program *Program; /**< Post-compile assembly code */
- GLchar *InfoLog;
- struct gl_sl_pragmas Pragmas;
-
- unsigned Version; /**< GLSL version used for linking */
-
- struct exec_list *ir;
- struct glsl_symbol_table *symbols;
-
- /** Shaders containing built-in functions that are used for linking. */
- struct gl_shader *builtins_to_link[16];
- unsigned num_builtins_to_link;
-};
-
-
-/**
- * A GLSL program object.
- * Basically a linked collection of vertex and fragment shaders.
- */
-struct gl_shader_program
-{
- GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
- GLuint Name; /**< aka handle or ID */
- GLint RefCount; /**< Reference count */
- GLboolean DeletePending;
-
- GLuint NumShaders; /**< number of attached shaders */
- struct gl_shader **Shaders; /**< List of attached the shaders */
-
- /** User-defined attribute bindings (glBindAttribLocation) */
- struct gl_program_parameter_list *Attributes;
-
- /** Transform feedback varyings */
- struct {
- GLenum BufferMode;
- GLuint NumVarying;
- GLchar **VaryingNames; /**< Array [NumVarying] of char * */
- } TransformFeedback;
-
- /** Geometry shader state - copied into gl_geometry_program at link time */
- struct {
- GLint VerticesOut;
- GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
- GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
- GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
- } Geom;
-
- /* post-link info: */
- struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
- struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
- struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
- struct gl_uniform_list *Uniforms;
- struct gl_program_parameter_list *Varying;
- GLboolean LinkStatus; /**< GL_LINK_STATUS */
- GLboolean Validated;
- GLboolean _Used; /**< Ever used for drawing? */
- GLchar *InfoLog;
-
- unsigned Version; /**< GLSL version used for linking */
-
- /**
- * Per-stage shaders resulting from the first stage of linking.
- *
- * Set of linked shaders for this program. The array is accessed using the
- * \c MESA_SHADER_* defines. Entries for non-existent stages will be
- * \c NULL.
- */
- struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
-};
-
-
-#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
-#define GLSL_LOG 0x2 /**< Write shaders to files */
-#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
-#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
-#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
-#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
-#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
-#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
-
-
-/**
- * Context state for GLSL vertex/fragment shaders.
- */
-struct gl_shader_state
-{
- /**
- * Programs used for rendering
- *
- * There is a separate program set for each shader stage. If
- * GL_EXT_separate_shader_objects is not supported, each of these must point
- * to \c NULL or to the same program.
- */
- struct gl_shader_program *CurrentVertexProgram;
- struct gl_shader_program *CurrentGeometryProgram;
- struct gl_shader_program *CurrentFragmentProgram;
-
- /**
- * Program used by glUniform calls.
- *
- * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
- */
- struct gl_shader_program *ActiveProgram;
-
- void *MemPool;
-
- GLbitfield Flags; /**< Mask of GLSL_x flags */
-};
-
-/**
- * Compiler options for a single GLSL shaders type
- */
-struct gl_shader_compiler_options
-{
- /** Driver-selectable options: */
- GLboolean EmitCondCodes; /**< Use condition codes? */
- GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
- /**
- * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
- * support control flow.
- */
- GLboolean EmitNoIfs;
- GLboolean EmitNoLoops;
- GLboolean EmitNoFunctions;
- GLboolean EmitNoCont; /**< Emit CONT opcode? */
- GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
- GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
- GLboolean EmitNoPow; /**< Emit POW opcodes? */
-
- /**
- * \name Forms of indirect addressing the driver cannot do.
- */
- /*@{*/
- GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
- GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
- GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
- GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
- /*@}*/
-
- GLuint MaxUnrollIterations;
-
- struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
-};
-
-/**
- * Transform feedback object state
- */
-struct gl_transform_feedback_object
-{
- GLuint Name; /**< AKA the object ID */
- GLint RefCount;
- GLboolean Active; /**< Is transform feedback enabled? */
- GLboolean Paused; /**< Is transform feedback paused? */
-
- /** The feedback buffers */
- GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
- struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
-
- /** Start of feedback data in dest buffer */
- GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
- /** Max data to put into dest buffer (in bytes) */
- GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
-};
-
-
-/**
- * Context state for transform feedback.
- */
-struct gl_transform_feedback
-{
- GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
-
- GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
-
- /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
- struct gl_buffer_object *CurrentBuffer;
-
- /** The table of all transform feedback objects */
- struct _mesa_HashTable *Objects;
-
- /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
- struct gl_transform_feedback_object *CurrentObject;
-
- /** The default xform-fb object (Name==0) */
- struct gl_transform_feedback_object *DefaultObject;
-};
-
-
-
-/**
- * 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;
-
- /**
- * \name Vertex/geometry/fragment programs
- */
- /*@{*/
- struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
- struct gl_vertex_program *DefaultVertexProgram;
- struct gl_fragment_program *DefaultFragmentProgram;
- struct gl_geometry_program *DefaultGeometryProgram;
- /*@}*/
-
- /* GL_ATI_fragment_shader */
- struct _mesa_HashTable *ATIShaders;
- struct ati_fragment_shader *DefaultFragmentShader;
-
- struct _mesa_HashTable *BufferObjects;
-
- /** Table of both gl_shader and gl_shader_program objects */
- struct _mesa_HashTable *ShaderObjects;
-
- /* GL_EXT_framebuffer_object */
- struct _mesa_HashTable *RenderBuffers;
- struct _mesa_HashTable *FrameBuffers;
-
- /* GL_ARB_sync */
- struct simple_node SyncObjects;
-
- 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
-{
-#define RB_MAGIC 0xaabbccdd
- int Magic; /** XXX TEMPORARY DEBUG INFO */
- _glthread_Mutex Mutex; /**< for thread safety */
- GLuint ClassID; /**< Useful for drivers */
- GLuint Name;
- GLint RefCount;
- GLuint Width, Height;
- GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
-
- GLenum InternalFormat; /**< The user-specified format */
- GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
- GL_STENCIL_INDEX. */
- GLuint Format; /**< The actual format: MESA_FORMAT_x */
-
- GLubyte NumSamples;
-
- GLenum DataType; /**< Type of values passed to the Get/Put functions */
- GLvoid *Data; /**< This may not be used by some kinds of RBs */
-
- /* 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)(struct gl_context *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)(struct gl_context *ctx, struct gl_renderbuffer *rb);
- void (*Unlock)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *ctx, struct gl_renderbuffer *rb,
- GLuint count, const GLint x[], const GLint y[],
- const void *value, const GLubyte *mask);
-};
-
-
-/**
- * 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
-{
- GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
- GLboolean Complete;
-
- /**
- * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
- * application supplied renderbuffer object.
- */
- struct gl_renderbuffer *Renderbuffer;
-
- /**
- * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
- * supplied texture object.
- */
- struct gl_texture_object *Texture;
- GLuint TextureLevel; /**< Attached mipmap level. */
- GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
- GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
- * and 2D array 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
-{
- _glthread_Mutex Mutex; /**< for thread safety */
- /**
- * If zero, this is a window system framebuffer. If non-zero, this
- * is a FBO framebuffer; note that for some devices (i.e. those with
- * a natural pixel coordinate system for FBOs that differs from the
- * OpenGL/Mesa coordinate system), this means that the viewport,
- * polygon face orientation, and polygon stipple will have to be inverted.
- */
- GLuint Name;
-
- 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 */
- /*@}*/
-
- /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
- GLenum _Status;
-
- /** 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[MAX_DRAW_BUFFERS];
- GLenum ColorReadBuffer;
-
- /** Computed from ColorDraw/ReadBuffer above */
- GLuint _NumColorDrawBuffers;
- GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
- GLint _ColorReadBufferIndex; /* -1 = None */
- struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
- struct gl_renderbuffer *_ColorReadBuffer;
-
- /** The Actual depth/stencil buffers to use. May be wrappers around the
- * depth/stencil buffers attached above. */
- struct gl_renderbuffer *_DepthBuffer;
- struct gl_renderbuffer *_StencilBuffer;
-
- /** Delete this framebuffer */
- void (*Delete)(struct gl_framebuffer *fb);
-};
-
-
-/**
- * Limits for vertex and fragment programs/shaders.
- */
-struct gl_program_constants
-{
- /* logical limits */
- GLuint MaxInstructions;
- GLuint MaxAluInstructions;
- GLuint MaxTexInstructions;
- GLuint MaxTexIndirections;
- GLuint MaxAttribs;
- GLuint MaxTemps;
- GLuint MaxAddressRegs;
- GLuint MaxParameters;
- GLuint MaxLocalParams;
- GLuint MaxEnvParams;
- /* native/hardware limits */
- GLuint MaxNativeInstructions;
- GLuint MaxNativeAluInstructions;
- GLuint MaxNativeTexInstructions;
- GLuint MaxNativeTexIndirections;
- GLuint MaxNativeAttribs;
- GLuint MaxNativeTemps;
- GLuint MaxNativeAddressRegs;
- GLuint MaxNativeParameters;
- /* For shaders */
- GLuint MaxUniformComponents;
- /* GL_ARB_geometry_shader4 */
- GLuint MaxGeometryTextureImageUnits;
- GLuint MaxGeometryVaryingComponents;
- GLuint MaxVertexVaryingComponents;
- GLuint MaxGeometryUniformComponents;
- GLuint MaxGeometryOutputVertices;
- GLuint MaxGeometryTotalOutputComponents;
-};
-
-
-/**
- * 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 Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
- GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
- GLint MaxArrayTextureLayers; /**< Max layers in array textures */
- GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
- GLuint MaxTextureCoordUnits;
- GLuint MaxTextureImageUnits;
- GLuint MaxVertexTextureImageUnits;
- GLuint MaxCombinedTextureImageUnits;
- GLuint MaxTextureUnits; /**< = MIN(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 MaxClipPlanes;
- GLuint MaxLights;
- GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
- GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
-
- GLuint MaxViewportWidth, MaxViewportHeight;
-
- struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
- struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
- struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
- GLuint MaxProgramMatrices;
- GLuint MaxProgramMatrixStackDepth;
-
- /** vertex array / buffer object bounds checking */
- GLboolean CheckArrayBounds;
-
- GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
-
- GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
- GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
- GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
-
- GLuint MaxVarying; /**< Number of float[4] varying parameters */
-
- GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
-
- /** Which texture units support GL_ATI_envmap_bumpmap as targets */
- GLbitfield SupportedBumpUnits;
-
- /**
- * Maximum amount of time, measured in nanseconds, that the server can wait.
- */
- GLuint64 MaxServerWaitTimeout;
-
- /** GL_EXT_provoking_vertex */
- GLboolean QuadsFollowProvokingVertexConvention;
-
- /** 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 */
-
- /** GL_EXT_transform_feedback */
- GLuint MaxTransformFeedbackSeparateAttribs;
- GLuint MaxTransformFeedbackSeparateComponents;
- GLuint MaxTransformFeedbackInterleavedComponents;
-
- /** GL_EXT_gpu_shader4 */
- GLint MinProgramTexelOffset, MaxProgramTexelOffset;
-};
-
-
-/**
- * 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_ES2_compatibility;
- GLboolean ARB_blend_func_extended;
- GLboolean ARB_copy_buffer;
- GLboolean ARB_depth_buffer_float;
- GLboolean ARB_depth_clamp;
- GLboolean ARB_depth_texture;
- GLboolean ARB_draw_buffers;
- GLboolean ARB_draw_buffers_blend;
- GLboolean ARB_draw_elements_base_vertex;
- GLboolean ARB_draw_instanced;
- GLboolean ARB_fragment_coord_conventions;
- GLboolean ARB_fragment_program;
- GLboolean ARB_fragment_program_shadow;
- GLboolean ARB_fragment_shader;
- GLboolean ARB_framebuffer_object;
- GLboolean ARB_explicit_attrib_location;
- GLboolean ARB_geometry_shader4;
- GLboolean ARB_half_float_pixel;
- GLboolean ARB_half_float_vertex;
- GLboolean ARB_instanced_arrays;
- GLboolean ARB_map_buffer_range;
- GLboolean ARB_multisample;
- GLboolean ARB_multitexture;
- GLboolean ARB_occlusion_query;
- GLboolean ARB_occlusion_query2;
- GLboolean ARB_point_sprite;
- GLboolean ARB_sampler_objects;
- GLboolean ARB_seamless_cube_map;
- GLboolean ARB_shader_objects;
- GLboolean ARB_shader_stencil_export;
- GLboolean ARB_shading_language_100;
- GLboolean ARB_shadow;
- GLboolean ARB_shadow_ambient;
- GLboolean ARB_sync;
- GLboolean ARB_texture_border_clamp;
- GLboolean ARB_texture_buffer_object;
- GLboolean ARB_texture_compression;
- GLboolean ARB_texture_compression_rgtc;
- 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_multisample;
- GLboolean ARB_texture_non_power_of_two;
- GLboolean ARB_texture_rg;
- GLboolean ARB_texture_rgb10_a2ui;
- GLboolean ARB_timer_query;
- GLboolean ARB_transform_feedback2;
- GLboolean ARB_transpose_matrix;
- GLboolean ARB_uniform_buffer_object;
- GLboolean ARB_vertex_array_object;
- GLboolean ARB_vertex_buffer_object;
- GLboolean ARB_vertex_program;
- GLboolean ARB_vertex_shader;
- GLboolean ARB_vertex_type_2_10_10_10_rev;
- 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_compiled_vertex_array;
- GLboolean EXT_copy_texture;
- GLboolean EXT_depth_bounds_test;
- GLboolean EXT_draw_buffers2;
- GLboolean EXT_draw_range_elements;
- GLboolean EXT_fog_coord;
- GLboolean EXT_framebuffer_blit;
- GLboolean EXT_framebuffer_multisample;
- GLboolean EXT_framebuffer_object;
- GLboolean EXT_framebuffer_sRGB;
- GLboolean EXT_gpu_program_parameters;
- GLboolean EXT_gpu_shader4;
- GLboolean EXT_multi_draw_arrays;
- GLboolean EXT_paletted_texture;
- GLboolean EXT_packed_depth_stencil;
- GLboolean EXT_packed_float;
- GLboolean EXT_packed_pixels;
- GLboolean EXT_pixel_buffer_object;
- GLboolean EXT_point_parameters;
- GLboolean EXT_polygon_offset;
- GLboolean EXT_provoking_vertex;
- GLboolean EXT_rescale_normal;
- GLboolean EXT_shadow_funcs;
- GLboolean EXT_secondary_color;
- GLboolean EXT_separate_shader_objects;
- 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_array;
- 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_integer;
- GLboolean EXT_texture_lod_bias;
- GLboolean EXT_texture_mirror_clamp;
- GLboolean EXT_texture_shared_exponent;
- GLboolean EXT_texture_sRGB;
- GLboolean EXT_texture_sRGB_decode;
- GLboolean EXT_texture_swizzle;
- GLboolean EXT_transform_feedback;
- GLboolean EXT_timer_query;
- GLboolean EXT_vertex_array;
- GLboolean EXT_vertex_array_bgra;
- GLboolean EXT_vertex_array_set;
- GLboolean OES_standard_derivatives;
- /* vendor extensions */
- GLboolean APPLE_client_storage;
- GLboolean APPLE_packed_pixels;
- GLboolean APPLE_vertex_array_object;
- GLboolean APPLE_object_purgeable;
- GLboolean ATI_envmap_bumpmap;
- GLboolean ATI_texture_mirror_once;
- GLboolean ATI_texture_env_combine3;
- GLboolean ATI_fragment_shader;
- GLboolean ATI_separate_stencil;
- GLboolean IBM_rasterpos_clip;
- GLboolean IBM_multimode_draw_arrays;
- GLboolean MESA_pack_invert;
- GLboolean MESA_resize_buffers;
- GLboolean MESA_ycbcr_texture;
- GLboolean MESA_texture_array;
- GLboolean MESA_texture_signed_rgba;
- GLboolean NV_blend_square;
- GLboolean NV_conditional_render;
- GLboolean NV_fragment_program;
- GLboolean NV_fragment_program_option;
- GLboolean NV_light_max_exponent;
- GLboolean NV_point_sprite;
- GLboolean NV_primitive_restart;
- GLboolean NV_texgen_reflection;
- GLboolean NV_texture_env_combine4;
- GLboolean NV_texture_rectangle;
- GLboolean NV_vertex_program;
- GLboolean NV_vertex_program1_1;
- GLboolean OES_read_format;
- GLboolean SGI_texture_color_table;
- GLboolean SGIS_generate_mipmap;
- GLboolean SGIS_texture_edge_clamp;
- GLboolean SGIS_texture_lod;
- GLboolean TDFX_texture_compression_FXT1;
- GLboolean S3_s3tc;
- GLboolean OES_EGL_image;
- GLboolean OES_draw_texture;
- GLboolean EXT_texture_format_BGRA8888;
- 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.
- *
- * 4 unused flags.
- */
-/*@{*/
-#define _NEW_MODELVIEW 0x1 /**< __struct gl_contextRec::ModelView */
-#define _NEW_PROJECTION 0x2 /**< __struct gl_contextRec::Projection */
-#define _NEW_TEXTURE_MATRIX 0x4 /**< __struct gl_contextRec::TextureMatrix */
-#define _NEW_ACCUM 0x10 /**< __struct gl_contextRec::Accum */
-#define _NEW_COLOR 0x20 /**< __struct gl_contextRec::Color */
-#define _NEW_DEPTH 0x40 /**< __struct gl_contextRec::Depth */
-#define _NEW_EVAL 0x80 /**< __struct gl_contextRec::Eval, __struct gl_contextRec::EvalMap */
-#define _NEW_FOG 0x100 /**< __struct gl_contextRec::Fog */
-#define _NEW_HINT 0x200 /**< __struct gl_contextRec::Hint */
-#define _NEW_LIGHT 0x400 /**< __struct gl_contextRec::Light */
-#define _NEW_LINE 0x800 /**< __struct gl_contextRec::Line */
-#define _NEW_PIXEL 0x1000 /**< __struct gl_contextRec::Pixel */
-#define _NEW_POINT 0x2000 /**< __struct gl_contextRec::Point */
-#define _NEW_POLYGON 0x4000 /**< __struct gl_contextRec::Polygon */
-#define _NEW_POLYGONSTIPPLE 0x8000 /**< __struct gl_contextRec::PolygonStipple */
-#define _NEW_SCISSOR 0x10000 /**< __struct gl_contextRec::Scissor */
-#define _NEW_STENCIL 0x20000 /**< __struct gl_contextRec::Stencil */
-#define _NEW_TEXTURE 0x40000 /**< __struct gl_contextRec::Texture */
-#define _NEW_TRANSFORM 0x80000 /**< __struct gl_contextRec::Transform */
-#define _NEW_VIEWPORT 0x100000 /**< __struct gl_contextRec::Viewport */
-#define _NEW_PACKUNPACK 0x200000 /**< __struct gl_contextRec::Pack, __struct gl_contextRec::Unpack */
-#define _NEW_ARRAY 0x400000 /**< __struct gl_contextRec::Array */
-#define _NEW_RENDERMODE 0x800000 /**< __struct gl_contextRec::RenderMode, __struct gl_contextRec::Feedback, __struct gl_contextRec::Select */
-#define _NEW_BUFFERS 0x1000000 /**< __struct gl_contextRec::Visual, __struct gl_contextRec::DrawBuffer, */
-#define _NEW_MULTISAMPLE 0x2000000 /**< __struct gl_contextRec::Multisample */
-#define _NEW_TRACK_MATRIX 0x4000000 /**< __struct gl_contextRec::VertexProgram */
-#define _NEW_PROGRAM 0x8000000 /**< __struct gl_contextRec::VertexProgram */
-#define _NEW_CURRENT_ATTRIB 0x10000000 /**< __struct gl_contextRec::Current */
-#define _NEW_PROGRAM_CONSTANTS 0x20000000
-#define _NEW_BUFFER_OBJECT 0x40000000
-#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_COLOR_INDEX
-#define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
-#define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
-#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 VERT_BIT_GENERIC0 /* 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 __struct gl_contextRec::_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_POINT_SMOOTH 0x400
-#define DD_POINT_ATTEN 0x800
-#define DD_TRI_TWOSTENCIL 0x1000
-/*@}*/
-
-
-/**
- * \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
-/*@}*/
-
-
-/**
- * Composite state flags
- */
-/*@{*/
-#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
- _NEW_TEXTURE | \
- _NEW_POINT | \
- _NEW_PROGRAM | \
- _NEW_MODELVIEW)
-
-#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
- _NEW_TEXTURE)
-
-#define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL)
-/*@}*/
-
-
-
-
-/* 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;
-};
-
-/**
- * Enum for the OpenGL APIs we know about and may support.
- */
-typedef enum {
- API_OPENGL,
- API_OPENGLES,
- API_OPENGLES2
-} gl_api;
-
-/**
- * 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 */
- /*@{*/
- gl_api API;
- 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[MAX_TEXTURE_UNITS];
- struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
- 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_program_state Program; /**< general program state */
- struct gl_vertex_program_state VertexProgram;
- struct gl_fragment_program_state FragmentProgram;
- struct gl_geometry_program_state GeometryProgram;
- struct gl_ati_fragment_shader_state ATIFragmentShader;
-
- struct gl_shader_state Shader; /**< GLSL shader object state */
- struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
-
- struct gl_query_state Query; /**< occlusion, timer queries */
-
- struct gl_transform_feedback TransformFeedback;
-
- struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
- struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
- /*@}*/
-
- 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? */
-
- GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
-
- /** \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;
- /*@}*/
-
- /** Dither disable via MESA_NO_DITHER env var */
- GLboolean NoDither;
-
- /** software compression/decompression supported or not */
- GLboolean Mesa_DXTn;
-
- GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
-
- /**
- * Use dp4 (rather than mul/mad) instructions for position
- * transformation?
- */
- GLboolean mvp_with_dp4;
-
- /**
- * \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;
- /*@}*/
-};
-
-
-/** The string names for GL_POINT, GL_LINE_LOOP, etc */
-extern const char *_mesa_prim_name[GL_POLYGON+4];
-
-
-#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
-};
-
-
-
-#endif /* MTYPES_H */
+/*
+ * 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 "glapi/glapi.h"
+#include "math/m_matrix.h" /* GLmatrix */
+#include "main/simple_list.h" /* struct simple_node */
+#include "main/formats.h" /* MESA_FORMAT_COUNT */
+
+
+/**
+ * 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
+
+
+/**
+ * Stencil buffer data type.
+ */
+#if STENCIL_BITS==8
+ typedef GLubyte GLstencil;
+#elif STENCIL_BITS==16
+ typedef GLushort GLstencil;
+#else
+# error "illegal number of stencil bits"
+#endif
+
+
+/**
+ * \name 64-bit extension of GLbitfield.
+ */
+/*@{*/
+typedef GLuint64 GLbitfield64;
+
+#define BITFIELD64_ONE 1ULL
+#define BITFIELD64_ALLONES ~0ULL
+
+/** Set a single bit */
+#define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
+
+/** Set a mask of the least significant \c b bits */
+#define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
+ (BITFIELD64_BIT(b) - 1))
+
+/**
+ * Set all bits from l (low bit) to h (high bit), inclusive.
+ *
+ * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
+ */
+#define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
+/*@}*/
+
+
+/**
+ * \name Some forward type declarations
+ */
+/*@{*/
+struct _mesa_HashTable;
+struct gl_attrib_node;
+struct gl_list_extensions;
+struct gl_meta_state;
+struct gl_pixelstore_attrib;
+struct gl_program_cache;
+struct gl_texture_format;
+struct gl_texture_image;
+struct gl_texture_object;
+struct gl_context;
+struct st_context;
+/*@}*/
+
+
+
+/**
+ * Shader stages. Note that these will become 5 with tessellation.
+ * These MUST have the same values as gallium's PIPE_SHADER_*
+ */
+typedef enum
+{
+ MESA_SHADER_VERTEX = 0,
+ MESA_SHADER_FRAGMENT = 1,
+ MESA_SHADER_GEOMETRY = 2,
+ MESA_SHADER_TYPES = 3
+} gl_shader_type;
+
+
+
+/**
+ * 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_COLOR0 = 3,
+ VERT_ATTRIB_COLOR1 = 4,
+ VERT_ATTRIB_FOG = 5,
+ VERT_ATTRIB_COLOR_INDEX = 6,
+ VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
+ VERT_ATTRIB_EDGEFLAG = 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_GENERIC4 = 20,
+ VERT_ATTRIB_GENERIC5 = 21,
+ VERT_ATTRIB_GENERIC6 = 22,
+ VERT_ATTRIB_GENERIC7 = 23,
+ VERT_ATTRIB_GENERIC8 = 24,
+ VERT_ATTRIB_GENERIC9 = 25,
+ VERT_ATTRIB_GENERIC10 = 26,
+ VERT_ATTRIB_GENERIC11 = 27,
+ VERT_ATTRIB_GENERIC12 = 28,
+ VERT_ATTRIB_GENERIC13 = 29,
+ VERT_ATTRIB_GENERIC14 = 30,
+ VERT_ATTRIB_GENERIC15 = 31,
+ VERT_ATTRIB_MAX = 32
+} gl_vert_attrib;
+
+/**
+ * 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_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
+#define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
+#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_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
+#define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
+#define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
+#define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
+#define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
+#define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
+#define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
+#define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
+#define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
+#define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
+#define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
+#define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
+
+#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
+ */
+typedef enum
+{
+ VERT_RESULT_HPOS = 0,
+ VERT_RESULT_COL0 = 1,
+ VERT_RESULT_COL1 = 2,
+ VERT_RESULT_FOGC = 3,
+ VERT_RESULT_TEX0 = 4,
+ VERT_RESULT_TEX1 = 5,
+ VERT_RESULT_TEX2 = 6,
+ VERT_RESULT_TEX3 = 7,
+ VERT_RESULT_TEX4 = 8,
+ VERT_RESULT_TEX5 = 9,
+ VERT_RESULT_TEX6 = 10,
+ VERT_RESULT_TEX7 = 11,
+ VERT_RESULT_PSIZ = 12,
+ VERT_RESULT_BFC0 = 13,
+ VERT_RESULT_BFC1 = 14,
+ VERT_RESULT_EDGE = 15,
+ VERT_RESULT_VAR0 = 16, /**< shader varying */
+ VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
+} gl_vert_result;
+
+
+/*********************************************/
+
+/**
+ * Indexes for geometry program attributes.
+ */
+typedef enum
+{
+ GEOM_ATTRIB_POSITION = 0,
+ GEOM_ATTRIB_COLOR0 = 1,
+ GEOM_ATTRIB_COLOR1 = 2,
+ GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
+ GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
+ GEOM_ATTRIB_FOG_FRAG_COORD = 5,
+ GEOM_ATTRIB_POINT_SIZE = 6,
+ GEOM_ATTRIB_CLIP_VERTEX = 7,
+ GEOM_ATTRIB_PRIMITIVE_ID = 8,
+ GEOM_ATTRIB_TEX_COORD = 9,
+
+ GEOM_ATTRIB_VAR0 = 16,
+ GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
+} gl_geom_attrib;
+
+/**
+ * Bitflags for geometry attributes.
+ * These are used in bitfields in many places.
+ */
+/*@{*/
+#define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
+#define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
+#define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
+#define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
+#define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
+#define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
+#define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
+#define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
+#define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
+#define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
+#define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
+
+#define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
+/*@}*/
+
+
+/**
+ * Indexes for geometry program result attributes
+ */
+/*@{*/
+typedef enum {
+ GEOM_RESULT_POS = 0,
+ GEOM_RESULT_COL0 = 1,
+ GEOM_RESULT_COL1 = 2,
+ GEOM_RESULT_SCOL0 = 3,
+ GEOM_RESULT_SCOL1 = 4,
+ GEOM_RESULT_FOGC = 5,
+ GEOM_RESULT_TEX0 = 6,
+ GEOM_RESULT_TEX1 = 7,
+ GEOM_RESULT_TEX2 = 8,
+ GEOM_RESULT_TEX3 = 9,
+ GEOM_RESULT_TEX4 = 10,
+ GEOM_RESULT_TEX5 = 11,
+ GEOM_RESULT_TEX6 = 12,
+ GEOM_RESULT_TEX7 = 13,
+ GEOM_RESULT_PSIZ = 14,
+ GEOM_RESULT_CLPV = 15,
+ GEOM_RESULT_PRID = 16,
+ GEOM_RESULT_LAYR = 17,
+ GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
+ /* ### we need to -2 because var0 is 18 instead 16 like in the others */
+ GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
+} gl_geom_result;
+/*@}*/
+
+/**
+ * Indexes for fragment program input attributes.
+ */
+typedef 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,
+ FRAG_ATTRIB_FACE = 12, /**< front/back face */
+ FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
+ FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
+ FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
+} gl_frag_attrib;
+
+/**
+ * Bitflags for fragment program input 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_FACE (1 << FRAG_ATTRIB_FACE)
+#define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
+#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_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
+
+#define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
+#define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
+
+#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)
+/*@}*/
+
+
+/**
+ * Fragment program results
+ */
+typedef enum
+{
+ FRAG_RESULT_DEPTH = 0,
+ FRAG_RESULT_STENCIL = 1,
+ FRAG_RESULT_COLOR = 2,
+ FRAG_RESULT_DATA0 = 3,
+ FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
+} gl_frag_result;
+
+
+/**
+ * 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,
+ /* generic renderbuffers */
+ BUFFER_COLOR0,
+ BUFFER_COLOR1,
+ BUFFER_COLOR2,
+ BUFFER_COLOR3,
+ BUFFER_COLOR4,
+ BUFFER_COLOR5,
+ BUFFER_COLOR6,
+ BUFFER_COLOR7,
+ 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)
+#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)
+
+/**
+ * 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 | \
+ BUFFER_BIT_COLOR0 | \
+ BUFFER_BIT_COLOR1 | \
+ BUFFER_BIT_COLOR2 | \
+ BUFFER_BIT_COLOR3 | \
+ BUFFER_BIT_COLOR4 | \
+ BUFFER_BIT_COLOR5 | \
+ BUFFER_BIT_COLOR6 | \
+ BUFFER_BIT_COLOR7)
+
+
+/**
+ * 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 floatMode;
+ 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;
+
+ /* ARB_multisample / SGIS_multisample */
+ GLint sampleBuffers;
+ GLint samples;
+
+ /* 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;
+};
+
+
+/**
+ * Data structure for color tables
+ */
+struct gl_color_table
+{
+ GLenum InternalFormat; /**< The user-specified format */
+ GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
+ GLuint Size; /**< number of entries in table */
+ GLfloat *TableF; /**< Color table, floating point values */
+ GLubyte *TableUB; /**< Color table, ubyte values */
+ 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 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 */
+ 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[MAX_DRAW_BUFFERS][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
+ */
+ /*@{*/
+ GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
+ GLfloat BlendColor[4]; /**< Blending color */
+ struct
+ {
+ GLenum SrcRGB; /**< RGB blend source term */
+ GLenum DstRGB; /**< RGB blend dest term */
+ GLenum SrcA; /**< Alpha blend source term */
+ GLenum DstA; /**< Alpha blend dest term */
+ GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
+ GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
+ } Blend[MAX_DRAW_BUFFERS];
+ /** Are the blend func terms currently different for each buffer/target? */
+ GLboolean _BlendFuncPerBuffer;
+ /** Are the blend equations currently different for each buffer/target? */
+ GLboolean _BlendEquationPerBuffer;
+ /*@}*/
+
+ /**
+ * \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 */
+
+ GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
+ GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
+};
+
+
+/**
+ * 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 RasterSecondaryColor[4];
+ GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][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 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 */
+ GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
+};
+
+
+/**
+ * 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 */
+};
+
+/**
+ * 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 ProvokingVertex; /**< GL_EXT_provoking_vertex */
+ 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;
+ GLenum ClampVertexColor;
+
+ 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;
+
+ /** GL_SGI_texture_color_table */
+ GLfloat TextureColorTableScale[4]; /**< RGBA */
+ GLfloat TextureColorTableBias[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 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[MAX_TEXTURE_COORD_UNITS]; /**< 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).
+ *
+ * Three sets of stencil data are tracked so that OpenGL 2.0,
+ * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
+ * simultaneously. In each of the stencil state arrays, element 0 corresponds
+ * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
+ * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
+ * GL_EXT_stencil_two_side GL_BACK state.
+ *
+ * The derived value \c _BackFace is either 1 or 2 depending on whether or
+ * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
+ *
+ * The derived value \c _TestTwoSide is set when the front-face and back-face
+ * stencil state are different.
+ */
+struct gl_stencil_attrib
+{
+ GLboolean Enabled; /**< Enabled flag */
+ GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
+ GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
+ GLboolean _Enabled; /**< Enabled and stencil buffer present */
+ GLboolean _TestTwoSide;
+ GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
+ GLenum Function[3]; /**< Stencil function */
+ GLenum FailFunc[3]; /**< Fail function */
+ GLenum ZPassFunc[3]; /**< Depth buffer pass function */
+ GLenum ZFailFunc[3]; /**< Depth buffer fail function */
+ GLint Ref[3]; /**< Reference value */
+ GLuint ValueMask[3]; /**< Value mask */
+ GLuint WriteMask[3]; /**< 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_2D_ARRAY_INDEX,
+ TEXTURE_1D_ARRAY_INDEX,
+ TEXTURE_CUBE_INDEX,
+ TEXTURE_3D_INDEX,
+ TEXTURE_RECT_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_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
+#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
+#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
+#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
+#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_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))
+
+
+/**
+ * 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);
+
+
+/**
+ * Texture image state. Describes the dimensions of a texture image,
+ * the texel format and pointers to Texel Fetch functions.
+ */
+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_COLOR_INDEX,
+ * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
+ * only. Used for choosing TexEnv arithmetic.
+ */
+ GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
+
+ 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) */
+ GLfloat WidthScale; /**< used for mipmap LOD computation */
+ GLfloat HeightScale; /**< used for mipmap LOD computation */
+ GLfloat DepthScale; /**< used for mipmap LOD computation */
+ GLboolean IsClientData; /**< Data owned by client? */
+ GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
+
+ struct gl_texture_object *TexObject; /**< Pointer back to parent object */
+
+ FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
+ FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
+
+ GLuint RowStride; /**< Padded width in units of texels */
+ GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
+ each 2D slice in 'Data', in texels */
+ GLvoid *Data; /**< Image data, accessed via FetchTexel() */
+
+ /**
+ * \name For device driver:
+ */
+ /*@{*/
+ void *DriverData; /**< Arbitrary device driver data */
+ /*@}*/
+};
+
+
+/**
+ * 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;
+
+
+/**
+ * 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] */
+ union {
+ GLfloat f[4];
+ GLuint ui[4];
+ GLint i[4];
+ } BorderColor; /**< Interpreted according to texture format */
+ 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 */
+ GLenum CompareMode; /**< GL_ARB_shadow */
+ GLenum CompareFunc; /**< GL_ARB_shadow */
+ GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
+ GLenum DepthMode; /**< GL_ARB_depth_texture */
+ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
+ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
+ GLint CropRect[4]; /**< GL_OES_draw_texture */
+ GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
+ GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
+ GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
+ GLboolean _Complete; /**< Is texture object complete? */
+ GLboolean _RenderToTexture; /**< Any rendering to this texture? */
+ GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
+ GLenum sRGBDecode;
+
+ /** 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 */
+};
+
+
+/** 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, pointers to current texture objects and
+ * post-filter color tables.
+ */
+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. */
+ GLfloat 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 */
+ GLenum BumpTarget;
+ GLfloat RotMatrix[4]; /* 2x2 matrix */
+
+ /**
+ * \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;
+
+ /** GL_SGI_texture_color_table */
+ /*@{*/
+ struct gl_color_table ColorTable;
+ struct gl_color_table ProxyColorTable;
+ GLboolean ColorTableEnabled;
+ /*@}*/
+};
+
+
+/**
+ * Texture attribute group (GL_TEXTURE_BIT).
+ */
+struct gl_texture_attrib
+{
+ GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
+ struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+
+ struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
+
+ /** GL_ARB_seamless_cubemap */
+ GLboolean CubeMapSeamless;
+
+ /** GL_EXT_shared_texture_palette */
+ GLboolean SharedPalette;
+ struct gl_color_table Palette;
+
+ /** Texture units/samplers used by vertex or fragment texturing */
+ GLbitfield _EnabledUnits;
+
+ /** Texture coord units/sets used for fragment texturing */
+ GLbitfield _EnabledCoordUnits;
+
+ /** Texture coord units that have texgen enabled */
+ GLbitfield _TexGenEnabled;
+
+ /** Texture coord units that have non-identity matrices */
+ GLbitfield _TexMatEnabled;
+
+ /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
+ GLbitfield _GenFlags;
+};
+
+
+/**
+ * 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 */
+ GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
+ GLboolean Normalize; /**< Normalize all normals? */
+ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
+ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
+ GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
+
+ 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 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 ClientStorage; /**< GL_APPLE_client_storage */
+ GLboolean Invert; /**< GL_MESA_pack_invert */
+ struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
+};
+
+
+/**
+ * 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 */
+ GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
+ 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 InstanceDivisor; /**< GL_ARB_instanced_arrays */
+ 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 */
+};
+
+
+/**
+ * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
+ * extension, but a nice encapsulation in any case.
+ */
+struct gl_array_object
+{
+ /** Name of the array object as received from glGenVertexArrayAPPLE. */
+ GLuint Name;
+
+ GLint RefCount;
+ _glthread_Mutex Mutex;
+ GLboolean VBOonly; /**< require all arrays to live in VBOs? */
+
+ /** Conventional vertex arrays */
+ /*@{*/
+ struct gl_client_array Vertex;
+ struct gl_client_array Weight;
+ 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 EdgeFlag;
+ struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
+ struct gl_client_array PointSize;
+ /*@}*/
+
+ /**
+ * Generic arrays for vertex programs/shaders.
+ * For NV vertex programs, these attributes alias and take priority
+ * over the conventional attribs above. For ARB vertex programs and
+ * GLSL vertex shaders, these attributes are separate.
+ */
+ struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
+
+ /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
+ GLbitfield _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;
+};
+
+
+/**
+ * Vertex array state
+ */
+struct gl_array_attrib
+{
+ /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
+ struct gl_array_object *ArrayObj;
+
+ /** The default vertex array object */
+ struct gl_array_object *DefaultArrayObj;
+
+ /** Array objects (GL_ARB/APPLE_vertex_array_object) */
+ struct _mesa_HashTable *Objects;
+
+ GLint ActiveTexture; /**< Client Active Texture */
+ GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
+ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
+
+ /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
+ GLboolean PrimitiveRestart;
+ GLuint RestartIndex;
+
+ GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
+
+ /* GL_ARB_vertex_buffer_object */
+ struct gl_buffer_object *ArrayBufferObj;
+ struct gl_buffer_object *ElementArrayBufferObj;
+};
+
+
+/**
+ * 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;
+ 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 */
+ /*@}*/
+};
+
+
+/**
+ * Names of the various vertex/fragment program register files, etc.
+ *
+ * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
+ * All values should fit in a 4-bit field.
+ *
+ * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
+ * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
+ * be "uniform" variables since they can only be set outside glBegin/End.
+ * They're also all stored in the same Parameters array.
+ */
+typedef enum
+{
+ PROGRAM_TEMPORARY, /**< machine->Temporary[] */
+ PROGRAM_INPUT, /**< machine->Inputs[] */
+ PROGRAM_OUTPUT, /**< machine->Outputs[] */
+ PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
+ PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
+ PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
+ PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
+ PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
+ PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
+ PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
+ PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
+ PROGRAM_ADDRESS, /**< machine->AddressReg */
+ PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
+ PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
+ PROGRAM_UNDEFINED, /**< Invalid/TBD value */
+ PROGRAM_FILE_MAX
+} gl_register_file;
+
+
+/**
+ * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
+ * one of these values.
+ */
+typedef enum
+{
+ SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
+ SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
+ SYSTEM_VALUE_MAX /**< Number of values */
+} gl_system_value;
+
+
+/** Vertex and fragment instructions */
+struct prog_instruction;
+struct gl_program_parameter_list;
+struct gl_uniform_list;
+
+
+/**
+ * Base class for any kind of program object
+ */
+struct gl_program
+{
+ GLuint Id;
+ GLubyte *String; /**< Null-terminated program text */
+ GLint RefCount;
+ GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
+ GLenum Format; /**< String encoding format */
+ GLboolean Resident;
+
+ struct prog_instruction *Instructions;
+
+ GLbitfield InputsRead; /**< Bitmask of which input regs are read */
+ GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
+ GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
+ GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
+ GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
+ GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
+ GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
+ GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
+
+
+ /** Named parameters, constants, etc. from program text */
+ struct gl_program_parameter_list *Parameters;
+ /** Numbered local parameters */
+ GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
+
+ /** Vertex/fragment shader varying vars */
+ struct gl_program_parameter_list *Varying;
+ /** Vertex program user-defined attributes */
+ struct gl_program_parameter_list *Attributes;
+
+ /** Map from sampler unit to texture unit (set by glUniform1i()) */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ gl_texture_index SamplerTargets[MAX_SAMPLERS];
+
+ /** Bitmask of which register files are read/written with indirect
+ * addressing. Mask of (1 << PROGRAM_x) bits.
+ */
+ GLbitfield IndirectRegisterFiles;
+
+ /** Logical counts */
+ /*@{*/
+ GLuint NumInstructions;
+ GLuint NumTemporaries;
+ GLuint NumParameters;
+ GLuint NumAttributes;
+ GLuint NumAddressRegs;
+ GLuint NumAluInstructions;
+ GLuint NumTexInstructions;
+ GLuint NumTexIndirections;
+ /*@}*/
+ /** Native, actual h/w counts */
+ /*@{*/
+ GLuint NumNativeInstructions;
+ GLuint NumNativeTemporaries;
+ GLuint NumNativeParameters;
+ GLuint NumNativeAttributes;
+ GLuint NumNativeAddressRegs;
+ GLuint NumNativeAluInstructions;
+ GLuint NumNativeTexInstructions;
+ GLuint NumNativeTexIndirections;
+ /*@}*/
+};
+
+
+/** Vertex program object */
+struct gl_vertex_program
+{
+ struct gl_program Base; /**< base class */
+ GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
+ GLboolean IsPositionInvariant;
+};
+
+
+/** Geometry program object */
+struct gl_geometry_program
+{
+ struct gl_program Base; /**< base class */
+
+ GLint VerticesOut;
+ GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
+ GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
+ GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
+};
+
+
+/** Fragment program object */
+struct gl_fragment_program
+{
+ struct gl_program Base; /**< base class */
+ GLenum FogOption;
+ GLboolean UsesKill; /**< shader uses KIL instruction */
+ GLboolean OriginUpperLeft;
+ GLboolean PixelCenterInteger;
+};
+
+
+/**
+ * State common to vertex and fragment programs.
+ */
+struct gl_program_state
+{
+ GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
+ const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
+};
+
+
+/**
+ * Context state for vertex programs.
+ */
+struct gl_vertex_program_state
+{
+ GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
+ GLboolean _Enabled; /**< Enabled and _valid_ user program? */
+ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
+ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
+ struct gl_vertex_program *Current; /**< User-bound vertex program */
+
+ /** Currently enabled and valid vertex program (including internal
+ * programs, user-defined vertex programs and GLSL vertex shaders).
+ * This is the program we must use when rendering.
+ */
+ struct gl_vertex_program *_Current;
+
+ GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
+
+ /* For GL_NV_vertex_program only: */
+ GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
+ GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
+
+ /** Should fixed-function T&L be implemented with a vertex prog? */
+ GLboolean _MaintainTnlProgram;
+
+ /** Program to emulate fixed-function T&L (see above) */
+ struct gl_vertex_program *_TnlProgram;
+
+ /** Cache of fixed-function programs */
+ struct gl_program_cache *Cache;
+
+ GLboolean _Overriden;
+};
+
+
+/**
+ * Context state for geometry programs.
+ */
+struct gl_geometry_program_state
+{
+ GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
+ GLboolean _Enabled; /**< Enabled and valid program? */
+ struct gl_geometry_program *Current; /**< user-bound geometry program */
+
+ /** Currently enabled and valid program (including internal programs
+ * and compiled shader programs).
+ */
+ struct gl_geometry_program *_Current;
+
+ GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
+
+ /** Cache of fixed-function programs */
+ struct gl_program_cache *Cache;
+};
+
+/**
+ * Context state for fragment programs.
+ */
+struct gl_fragment_program_state
+{
+ GLboolean Enabled; /**< User-set fragment program enable flag */
+ GLboolean _Enabled; /**< Enabled and _valid_ user program? */
+ struct gl_fragment_program *Current; /**< User-bound fragment program */
+
+ /** Currently enabled and valid fragment program (including internal
+ * programs, user-defined fragment programs and GLSL fragment shaders).
+ * This is the program we must use when rendering.
+ */
+ struct gl_fragment_program *_Current;
+
+ GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
+
+ /** Should fixed-function texturing be implemented with a fragment prog? */
+ GLboolean _MaintainTexEnvProgram;
+
+ /** Program to emulate fixed-function texture env/combine (see above) */
+ struct gl_fragment_program *_TexEnvProgram;
+
+ /** Cache of fixed-function programs */
+ struct gl_program_cache *Cache;
+};
+
+
+/**
+ * ATI_fragment_shader runtime state
+ */
+#define ATI_FS_INPUT_PRIMARY 0
+#define ATI_FS_INPUT_SECONDARY 1
+
+struct atifs_instruction;
+struct atifs_setupinst;
+
+/**
+ * ATI fragment shader
+ */
+struct ati_fragment_shader
+{
+ GLuint Id;
+ GLint RefCount;
+ struct atifs_instruction *Instructions[2];
+ struct atifs_setupinst *SetupInst[2];
+ GLfloat Constants[8][4];
+ GLbitfield LocalConstDef; /**< Indicates which constants have been set */
+ GLubyte numArithInstr[2];
+ GLubyte regsAssigned[2];
+ GLubyte NumPasses; /**< 1 or 2 */
+ GLubyte cur_pass;
+ GLubyte last_optype;
+ GLboolean interpinp1;
+ GLboolean isValid;
+ GLuint swizzlerq;
+};
+
+/**
+ * Context state for GL_ATI_fragment_shader
+ */
+struct gl_ati_fragment_shader_state
+{
+ GLboolean Enabled;
+ GLboolean _Enabled; /**< enabled and valid shader? */
+ GLboolean Compiling;
+ GLfloat GlobalConstants[8][4];
+ struct ati_fragment_shader *Current;
+};
+
+
+/**
+ * Occlusion/timer query object.
+ */
+struct gl_query_object
+{
+ GLenum Target; /**< The query target, when active */
+ GLuint Id; /**< hash table ID/name */
+ GLuint64EXT Result; /**< the counter */
+ GLboolean Active; /**< inside Begin/EndQuery */
+ GLboolean Ready; /**< result is ready? */
+};
+
+
+/**
+ * Context state for query objects.
+ */
+struct gl_query_state
+{
+ struct _mesa_HashTable *QueryObjects;
+ struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
+ struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
+
+ /** GL_NV_conditional_render */
+ struct gl_query_object *CondRenderQuery;
+
+ /** GL_EXT_transform_feedback */
+ struct gl_query_object *PrimitivesGenerated;
+ struct gl_query_object *PrimitivesWritten;
+
+ /** GL_ARB_timer_query */
+ struct gl_query_object *TimeElapsed;
+
+ GLenum CondRenderMode;
+};
+
+
+/** Sync object state */
+struct gl_sync_object {
+ struct simple_node link;
+ GLenum Type; /**< GL_SYNC_FENCE */
+ GLuint Name; /**< Fence name */
+ GLint RefCount; /**< Reference count */
+ GLboolean DeletePending; /**< Object was deleted while there were still
+ * live references (e.g., sync not yet finished)
+ */
+ GLenum SyncCondition;
+ GLbitfield Flags; /**< Flags passed to glFenceSync */
+ GLuint StatusFlag:1; /**< Has the sync object been signaled? */
+};
+
+
+/** Set by #pragma directives */
+struct gl_sl_pragmas
+{
+ GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
+ GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
+ GLboolean Optimize; /**< defaults on */
+ GLboolean Debug; /**< defaults off */
+};
+
+
+/**
+ * A GLSL vertex or fragment shader object.
+ */
+struct gl_shader
+{
+ GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
+ GLuint Name; /**< AKA the handle */
+ GLint RefCount; /**< Reference count */
+ GLboolean DeletePending;
+ GLboolean CompileStatus;
+ GLboolean Main; /**< shader defines main() */
+ GLboolean UnresolvedRefs;
+ const GLchar *Source; /**< Source code string */
+ GLuint SourceChecksum; /**< for debug/logging purposes */
+ struct gl_program *Program; /**< Post-compile assembly code */
+ GLchar *InfoLog;
+ struct gl_sl_pragmas Pragmas;
+
+ unsigned Version; /**< GLSL version used for linking */
+
+ struct exec_list *ir;
+ struct glsl_symbol_table *symbols;
+
+ /** Shaders containing built-in functions that are used for linking. */
+ struct gl_shader *builtins_to_link[16];
+ unsigned num_builtins_to_link;
+};
+
+
+/**
+ * A GLSL program object.
+ * Basically a linked collection of vertex and fragment shaders.
+ */
+struct gl_shader_program
+{
+ GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
+ GLuint Name; /**< aka handle or ID */
+ GLint RefCount; /**< Reference count */
+ GLboolean DeletePending;
+
+ GLuint NumShaders; /**< number of attached shaders */
+ struct gl_shader **Shaders; /**< List of attached the shaders */
+
+ /** User-defined attribute bindings (glBindAttribLocation) */
+ struct gl_program_parameter_list *Attributes;
+
+ /** Transform feedback varyings */
+ struct {
+ GLenum BufferMode;
+ GLuint NumVarying;
+ GLchar **VaryingNames; /**< Array [NumVarying] of char * */
+ } TransformFeedback;
+
+ /** Geometry shader state - copied into gl_geometry_program at link time */
+ struct {
+ GLint VerticesOut;
+ GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
+ GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
+ GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
+ } Geom;
+
+ /* post-link info: */
+ struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
+ struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
+ struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
+ struct gl_uniform_list *Uniforms;
+ struct gl_program_parameter_list *Varying;
+ GLboolean LinkStatus; /**< GL_LINK_STATUS */
+ GLboolean Validated;
+ GLboolean _Used; /**< Ever used for drawing? */
+ GLchar *InfoLog;
+
+ unsigned Version; /**< GLSL version used for linking */
+
+ /**
+ * Per-stage shaders resulting from the first stage of linking.
+ *
+ * Set of linked shaders for this program. The array is accessed using the
+ * \c MESA_SHADER_* defines. Entries for non-existent stages will be
+ * \c NULL.
+ */
+ struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
+};
+
+
+#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
+#define GLSL_LOG 0x2 /**< Write shaders to files */
+#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
+#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
+#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
+#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
+#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
+#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
+
+
+/**
+ * Context state for GLSL vertex/fragment shaders.
+ */
+struct gl_shader_state
+{
+ /**
+ * Programs used for rendering
+ *
+ * There is a separate program set for each shader stage. If
+ * GL_EXT_separate_shader_objects is not supported, each of these must point
+ * to \c NULL or to the same program.
+ */
+ struct gl_shader_program *CurrentVertexProgram;
+ struct gl_shader_program *CurrentGeometryProgram;
+ struct gl_shader_program *CurrentFragmentProgram;
+
+ /**
+ * Program used by glUniform calls.
+ *
+ * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
+ */
+ struct gl_shader_program *ActiveProgram;
+
+ void *MemPool;
+
+ GLbitfield Flags; /**< Mask of GLSL_x flags */
+};
+
+/**
+ * Compiler options for a single GLSL shaders type
+ */
+struct gl_shader_compiler_options
+{
+ /** Driver-selectable options: */
+ GLboolean EmitCondCodes; /**< Use condition codes? */
+ GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
+ /**
+ * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
+ * support control flow.
+ */
+ GLboolean EmitNoIfs;
+ GLboolean EmitNoLoops;
+ GLboolean EmitNoFunctions;
+ GLboolean EmitNoCont; /**< Emit CONT opcode? */
+ GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
+ GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
+ GLboolean EmitNoPow; /**< Emit POW opcodes? */
+
+ /**
+ * \name Forms of indirect addressing the driver cannot do.
+ */
+ /*@{*/
+ GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
+ GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
+ GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
+ GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
+ /*@}*/
+
+ GLuint MaxUnrollIterations;
+
+ struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
+};
+
+/**
+ * Transform feedback object state
+ */
+struct gl_transform_feedback_object
+{
+ GLuint Name; /**< AKA the object ID */
+ GLint RefCount;
+ GLboolean Active; /**< Is transform feedback enabled? */
+ GLboolean Paused; /**< Is transform feedback paused? */
+
+ /** The feedback buffers */
+ GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
+ struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
+
+ /** Start of feedback data in dest buffer */
+ GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
+ /** Max data to put into dest buffer (in bytes) */
+ GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
+};
+
+
+/**
+ * Context state for transform feedback.
+ */
+struct gl_transform_feedback
+{
+ GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
+
+ GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
+
+ /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
+ struct gl_buffer_object *CurrentBuffer;
+
+ /** The table of all transform feedback objects */
+ struct _mesa_HashTable *Objects;
+
+ /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
+ struct gl_transform_feedback_object *CurrentObject;
+
+ /** The default xform-fb object (Name==0) */
+ struct gl_transform_feedback_object *DefaultObject;
+};
+
+
+
+/**
+ * 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;
+
+ /**
+ * \name Vertex/geometry/fragment programs
+ */
+ /*@{*/
+ struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
+ struct gl_vertex_program *DefaultVertexProgram;
+ struct gl_fragment_program *DefaultFragmentProgram;
+ struct gl_geometry_program *DefaultGeometryProgram;
+ /*@}*/
+
+ /* GL_ATI_fragment_shader */
+ struct _mesa_HashTable *ATIShaders;
+ struct ati_fragment_shader *DefaultFragmentShader;
+
+ struct _mesa_HashTable *BufferObjects;
+
+ /** Table of both gl_shader and gl_shader_program objects */
+ struct _mesa_HashTable *ShaderObjects;
+
+ /* GL_EXT_framebuffer_object */
+ struct _mesa_HashTable *RenderBuffers;
+ struct _mesa_HashTable *FrameBuffers;
+
+ /* GL_ARB_sync */
+ struct simple_node SyncObjects;
+
+ 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
+{
+#define RB_MAGIC 0xaabbccdd
+ int Magic; /** XXX TEMPORARY DEBUG INFO */
+ _glthread_Mutex Mutex; /**< for thread safety */
+ GLuint ClassID; /**< Useful for drivers */
+ GLuint Name;
+ GLint RefCount;
+ GLuint Width, Height;
+ GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
+
+ GLenum InternalFormat; /**< The user-specified format */
+ GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
+ GL_STENCIL_INDEX. */
+ GLuint Format; /**< The actual format: MESA_FORMAT_x */
+
+ GLubyte NumSamples;
+
+ GLenum DataType; /**< Type of values passed to the Get/Put functions */
+ GLvoid *Data; /**< This may not be used by some kinds of RBs */
+
+ /* 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)(struct gl_context *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)(struct gl_context *ctx, struct gl_renderbuffer *rb);
+ void (*Unlock)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *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)(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask);
+};
+
+
+/**
+ * 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
+{
+ GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
+ GLboolean Complete;
+
+ /**
+ * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
+ * application supplied renderbuffer object.
+ */
+ struct gl_renderbuffer *Renderbuffer;
+
+ /**
+ * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
+ * supplied texture object.
+ */
+ struct gl_texture_object *Texture;
+ GLuint TextureLevel; /**< Attached mipmap level. */
+ GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
+ GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
+ * and 2D array 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
+{
+ _glthread_Mutex Mutex; /**< for thread safety */
+ /**
+ * If zero, this is a window system framebuffer. If non-zero, this
+ * is a FBO framebuffer; note that for some devices (i.e. those with
+ * a natural pixel coordinate system for FBOs that differs from the
+ * OpenGL/Mesa coordinate system), this means that the viewport,
+ * polygon face orientation, and polygon stipple will have to be inverted.
+ */
+ GLuint Name;
+
+ 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 */
+ /*@}*/
+
+ /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
+ GLenum _Status;
+
+ /** 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[MAX_DRAW_BUFFERS];
+ GLenum ColorReadBuffer;
+
+ /** Computed from ColorDraw/ReadBuffer above */
+ GLuint _NumColorDrawBuffers;
+ GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
+ GLint _ColorReadBufferIndex; /* -1 = None */
+ struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
+ struct gl_renderbuffer *_ColorReadBuffer;
+
+ /** The Actual depth/stencil buffers to use. May be wrappers around the
+ * depth/stencil buffers attached above. */
+ struct gl_renderbuffer *_DepthBuffer;
+ struct gl_renderbuffer *_StencilBuffer;
+
+ /** Delete this framebuffer */
+ void (*Delete)(struct gl_framebuffer *fb);
+};
+
+
+/**
+ * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
+ */
+struct gl_precision
+{
+ GLushort RangeMin; /**< min value exponent */
+ GLushort RangeMax; /**< max value exponent */
+ GLushort Precision; /**< number of mantissa bits */
+};
+
+
+/**
+ * Limits for vertex and fragment programs/shaders.
+ */
+struct gl_program_constants
+{
+ /* logical limits */
+ GLuint MaxInstructions;
+ GLuint MaxAluInstructions;
+ GLuint MaxTexInstructions;
+ GLuint MaxTexIndirections;
+ GLuint MaxAttribs;
+ GLuint MaxTemps;
+ GLuint MaxAddressRegs;
+ GLuint MaxParameters;
+ GLuint MaxLocalParams;
+ GLuint MaxEnvParams;
+ /* native/hardware limits */
+ GLuint MaxNativeInstructions;
+ GLuint MaxNativeAluInstructions;
+ GLuint MaxNativeTexInstructions;
+ GLuint MaxNativeTexIndirections;
+ GLuint MaxNativeAttribs;
+ GLuint MaxNativeTemps;
+ GLuint MaxNativeAddressRegs;
+ GLuint MaxNativeParameters;
+ /* For shaders */
+ GLuint MaxUniformComponents;
+ /* GL_ARB_geometry_shader4 */
+ GLuint MaxGeometryTextureImageUnits;
+ GLuint MaxGeometryVaryingComponents;
+ GLuint MaxVertexVaryingComponents;
+ GLuint MaxGeometryUniformComponents;
+ GLuint MaxGeometryOutputVertices;
+ GLuint MaxGeometryTotalOutputComponents;
+ /* ES 2.0 and GL_ARB_ES2_compatibility */
+ struct gl_precision LowFloat, MediumFloat, HighFloat;
+ struct gl_precision LowInt, MediumInt, HighInt;
+};
+
+
+/**
+ * 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 Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
+ GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
+ GLint MaxArrayTextureLayers; /**< Max layers in array textures */
+ GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
+ GLuint MaxTextureCoordUnits;
+ GLuint MaxTextureImageUnits;
+ GLuint MaxVertexTextureImageUnits;
+ GLuint MaxCombinedTextureImageUnits;
+ GLuint MaxTextureUnits; /**< = MIN(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 MaxClipPlanes;
+ GLuint MaxLights;
+ GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
+ GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
+
+ GLuint MaxViewportWidth, MaxViewportHeight;
+
+ struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
+ struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
+ struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
+ GLuint MaxProgramMatrices;
+ GLuint MaxProgramMatrixStackDepth;
+
+ /** vertex array / buffer object bounds checking */
+ GLboolean CheckArrayBounds;
+
+ GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
+
+ GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
+ GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
+ GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
+
+ GLuint MaxVarying; /**< Number of float[4] varying parameters */
+
+ GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
+
+ /** Which texture units support GL_ATI_envmap_bumpmap as targets */
+ GLbitfield SupportedBumpUnits;
+
+ /**
+ * Maximum amount of time, measured in nanseconds, that the server can wait.
+ */
+ GLuint64 MaxServerWaitTimeout;
+
+ /** GL_EXT_provoking_vertex */
+ GLboolean QuadsFollowProvokingVertexConvention;
+
+ /** 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 */
+
+ /** GL_EXT_transform_feedback */
+ GLuint MaxTransformFeedbackSeparateAttribs;
+ GLuint MaxTransformFeedbackSeparateComponents;
+ GLuint MaxTransformFeedbackInterleavedComponents;
+
+ /** GL_EXT_gpu_shader4 */
+ GLint MinProgramTexelOffset, MaxProgramTexelOffset;
+};
+
+
+/**
+ * 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_ES2_compatibility;
+ GLboolean ARB_blend_func_extended;
+ GLboolean ARB_copy_buffer;
+ GLboolean ARB_depth_buffer_float;
+ GLboolean ARB_depth_clamp;
+ GLboolean ARB_depth_texture;
+ GLboolean ARB_draw_buffers;
+ GLboolean ARB_draw_buffers_blend;
+ GLboolean ARB_draw_elements_base_vertex;
+ GLboolean ARB_draw_instanced;
+ GLboolean ARB_fragment_coord_conventions;
+ GLboolean ARB_fragment_program;
+ GLboolean ARB_fragment_program_shadow;
+ GLboolean ARB_fragment_shader;
+ GLboolean ARB_framebuffer_object;
+ GLboolean ARB_explicit_attrib_location;
+ GLboolean ARB_geometry_shader4;
+ GLboolean ARB_half_float_pixel;
+ GLboolean ARB_half_float_vertex;
+ GLboolean ARB_instanced_arrays;
+ GLboolean ARB_map_buffer_range;
+ GLboolean ARB_multisample;
+ GLboolean ARB_multitexture;
+ GLboolean ARB_occlusion_query;
+ GLboolean ARB_occlusion_query2;
+ GLboolean ARB_point_sprite;
+ GLboolean ARB_sampler_objects;
+ GLboolean ARB_seamless_cube_map;
+ GLboolean ARB_shader_objects;
+ GLboolean ARB_shader_stencil_export;
+ GLboolean ARB_shading_language_100;
+ GLboolean ARB_shadow;
+ GLboolean ARB_shadow_ambient;
+ GLboolean ARB_sync;
+ GLboolean ARB_texture_border_clamp;
+ GLboolean ARB_texture_buffer_object;
+ GLboolean ARB_texture_compression;
+ GLboolean ARB_texture_compression_rgtc;
+ 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_multisample;
+ GLboolean ARB_texture_non_power_of_two;
+ GLboolean ARB_texture_rg;
+ GLboolean ARB_texture_rgb10_a2ui;
+ GLboolean ARB_timer_query;
+ GLboolean ARB_transform_feedback2;
+ GLboolean ARB_transpose_matrix;
+ GLboolean ARB_uniform_buffer_object;
+ GLboolean ARB_vertex_array_object;
+ GLboolean ARB_vertex_buffer_object;
+ GLboolean ARB_vertex_program;
+ GLboolean ARB_vertex_shader;
+ GLboolean ARB_vertex_type_2_10_10_10_rev;
+ 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_compiled_vertex_array;
+ GLboolean EXT_copy_texture;
+ GLboolean EXT_depth_bounds_test;
+ GLboolean EXT_draw_buffers2;
+ GLboolean EXT_draw_range_elements;
+ GLboolean EXT_fog_coord;
+ GLboolean EXT_framebuffer_blit;
+ GLboolean EXT_framebuffer_multisample;
+ GLboolean EXT_framebuffer_object;
+ GLboolean EXT_framebuffer_sRGB;
+ GLboolean EXT_gpu_program_parameters;
+ GLboolean EXT_gpu_shader4;
+ GLboolean EXT_multi_draw_arrays;
+ GLboolean EXT_paletted_texture;
+ GLboolean EXT_packed_depth_stencil;
+ GLboolean EXT_packed_float;
+ GLboolean EXT_packed_pixels;
+ GLboolean EXT_pixel_buffer_object;
+ GLboolean EXT_point_parameters;
+ GLboolean EXT_polygon_offset;
+ GLboolean EXT_provoking_vertex;
+ GLboolean EXT_rescale_normal;
+ GLboolean EXT_shadow_funcs;
+ GLboolean EXT_secondary_color;
+ GLboolean EXT_separate_shader_objects;
+ 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_array;
+ 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_integer;
+ GLboolean EXT_texture_lod_bias;
+ GLboolean EXT_texture_mirror_clamp;
+ GLboolean EXT_texture_shared_exponent;
+ GLboolean EXT_texture_sRGB;
+ GLboolean EXT_texture_sRGB_decode;
+ GLboolean EXT_texture_swizzle;
+ GLboolean EXT_transform_feedback;
+ GLboolean EXT_timer_query;
+ GLboolean EXT_vertex_array;
+ GLboolean EXT_vertex_array_bgra;
+ GLboolean EXT_vertex_array_set;
+ GLboolean OES_standard_derivatives;
+ /* vendor extensions */
+ GLboolean APPLE_client_storage;
+ GLboolean APPLE_packed_pixels;
+ GLboolean APPLE_vertex_array_object;
+ GLboolean APPLE_object_purgeable;
+ GLboolean ATI_envmap_bumpmap;
+ GLboolean ATI_texture_mirror_once;
+ GLboolean ATI_texture_env_combine3;
+ GLboolean ATI_fragment_shader;
+ GLboolean ATI_separate_stencil;
+ GLboolean IBM_rasterpos_clip;
+ GLboolean IBM_multimode_draw_arrays;
+ GLboolean MESA_pack_invert;
+ GLboolean MESA_resize_buffers;
+ GLboolean MESA_ycbcr_texture;
+ GLboolean MESA_texture_array;
+ GLboolean MESA_texture_signed_rgba;
+ GLboolean NV_blend_square;
+ GLboolean NV_conditional_render;
+ GLboolean NV_fragment_program;
+ GLboolean NV_fragment_program_option;
+ GLboolean NV_light_max_exponent;
+ GLboolean NV_point_sprite;
+ GLboolean NV_primitive_restart;
+ GLboolean NV_texgen_reflection;
+ GLboolean NV_texture_env_combine4;
+ GLboolean NV_texture_rectangle;
+ GLboolean NV_vertex_program;
+ GLboolean NV_vertex_program1_1;
+ GLboolean OES_read_format;
+ GLboolean SGI_texture_color_table;
+ GLboolean SGIS_generate_mipmap;
+ GLboolean SGIS_texture_edge_clamp;
+ GLboolean SGIS_texture_lod;
+ GLboolean TDFX_texture_compression_FXT1;
+ GLboolean S3_s3tc;
+ GLboolean OES_EGL_image;
+ GLboolean OES_draw_texture;
+ GLboolean EXT_texture_format_BGRA8888;
+ 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.
+ *
+ * 4 unused flags.
+ */
+/*@{*/
+#define _NEW_MODELVIEW 0x1 /**< __struct gl_contextRec::ModelView */
+#define _NEW_PROJECTION 0x2 /**< __struct gl_contextRec::Projection */
+#define _NEW_TEXTURE_MATRIX 0x4 /**< __struct gl_contextRec::TextureMatrix */
+#define _NEW_ACCUM 0x10 /**< __struct gl_contextRec::Accum */
+#define _NEW_COLOR 0x20 /**< __struct gl_contextRec::Color */
+#define _NEW_DEPTH 0x40 /**< __struct gl_contextRec::Depth */
+#define _NEW_EVAL 0x80 /**< __struct gl_contextRec::Eval, __struct gl_contextRec::EvalMap */
+#define _NEW_FOG 0x100 /**< __struct gl_contextRec::Fog */
+#define _NEW_HINT 0x200 /**< __struct gl_contextRec::Hint */
+#define _NEW_LIGHT 0x400 /**< __struct gl_contextRec::Light */
+#define _NEW_LINE 0x800 /**< __struct gl_contextRec::Line */
+#define _NEW_PIXEL 0x1000 /**< __struct gl_contextRec::Pixel */
+#define _NEW_POINT 0x2000 /**< __struct gl_contextRec::Point */
+#define _NEW_POLYGON 0x4000 /**< __struct gl_contextRec::Polygon */
+#define _NEW_POLYGONSTIPPLE 0x8000 /**< __struct gl_contextRec::PolygonStipple */
+#define _NEW_SCISSOR 0x10000 /**< __struct gl_contextRec::Scissor */
+#define _NEW_STENCIL 0x20000 /**< __struct gl_contextRec::Stencil */
+#define _NEW_TEXTURE 0x40000 /**< __struct gl_contextRec::Texture */
+#define _NEW_TRANSFORM 0x80000 /**< __struct gl_contextRec::Transform */
+#define _NEW_VIEWPORT 0x100000 /**< __struct gl_contextRec::Viewport */
+#define _NEW_PACKUNPACK 0x200000 /**< __struct gl_contextRec::Pack, __struct gl_contextRec::Unpack */
+#define _NEW_ARRAY 0x400000 /**< __struct gl_contextRec::Array */
+#define _NEW_RENDERMODE 0x800000 /**< __struct gl_contextRec::RenderMode, __struct gl_contextRec::Feedback, __struct gl_contextRec::Select */
+#define _NEW_BUFFERS 0x1000000 /**< __struct gl_contextRec::Visual, __struct gl_contextRec::DrawBuffer, */
+#define _NEW_MULTISAMPLE 0x2000000 /**< __struct gl_contextRec::Multisample */
+#define _NEW_TRACK_MATRIX 0x4000000 /**< __struct gl_contextRec::VertexProgram */
+#define _NEW_PROGRAM 0x8000000 /**< __struct gl_contextRec::VertexProgram */
+#define _NEW_CURRENT_ATTRIB 0x10000000 /**< __struct gl_contextRec::Current */
+#define _NEW_PROGRAM_CONSTANTS 0x20000000
+#define _NEW_BUFFER_OBJECT 0x40000000
+#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_COLOR_INDEX
+#define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
+#define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
+#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 VERT_BIT_GENERIC0 /* 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 __struct gl_contextRec::_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_POINT_SMOOTH 0x400
+#define DD_POINT_ATTEN 0x800
+#define DD_TRI_TWOSTENCIL 0x1000
+/*@}*/
+
+
+/**
+ * \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
+/*@}*/
+
+
+/**
+ * Composite state flags
+ */
+/*@{*/
+#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
+ _NEW_TEXTURE | \
+ _NEW_POINT | \
+ _NEW_PROGRAM | \
+ _NEW_MODELVIEW)
+
+#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
+ _NEW_TEXTURE)
+
+#define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL)
+/*@}*/
+
+
+
+
+/* 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;
+};
+
+/**
+ * Enum for the OpenGL APIs we know about and may support.
+ */
+typedef enum {
+ API_OPENGL,
+ API_OPENGLES,
+ API_OPENGLES2
+} gl_api;
+
+/**
+ * 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 */
+ /*@{*/
+ gl_api API;
+ 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[MAX_TEXTURE_UNITS];
+ struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
+ 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_program_state Program; /**< general program state */
+ struct gl_vertex_program_state VertexProgram;
+ struct gl_fragment_program_state FragmentProgram;
+ struct gl_geometry_program_state GeometryProgram;
+ struct gl_ati_fragment_shader_state ATIFragmentShader;
+
+ struct gl_shader_state Shader; /**< GLSL shader object state */
+ struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
+
+ struct gl_query_state Query; /**< occlusion, timer queries */
+
+ struct gl_transform_feedback TransformFeedback;
+
+ struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
+ struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
+ /*@}*/
+
+ 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? */
+
+ GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
+
+ /** \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;
+ /*@}*/
+
+ /** Dither disable via MESA_NO_DITHER env var */
+ GLboolean NoDither;
+
+ /** software compression/decompression supported or not */
+ GLboolean Mesa_DXTn;
+
+ GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
+
+ /**
+ * Use dp4 (rather than mul/mad) instructions for position
+ * transformation?
+ */
+ GLboolean mvp_with_dp4;
+
+ /**
+ * \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;
+ /*@}*/
+};
+
+
+/** The string names for GL_POINT, GL_LINE_LOOP, etc */
+extern const char *_mesa_prim_name[GL_POLYGON+4];
+
+
+#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
+};
+
+
+
+#endif /* MTYPES_H */
diff --git a/mesalib/src/mesa/main/shaderapi.c b/mesalib/src/mesa/main/shaderapi.c
index 2b5b65805..e83117523 100644
--- a/mesalib/src/mesa/main/shaderapi.c
+++ b/mesalib/src/mesa/main/shaderapi.c
@@ -1,1891 +1,1930 @@
-/*
- * Mesa 3-D graphics library
- *
- * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
- * Copyright (C) 2009-2010 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 shaderapi.c
- * \author Brian Paul
- *
- * Implementation of GLSL-related API functions.
- * The glUniform* functions are in uniforms.c
- *
- *
- * XXX things to do:
- * 1. Check that the right error code is generated for all _mesa_error() calls.
- * 2. Insert FLUSH_VERTICES calls in various places
- */
-
-
-#include "main/glheader.h"
-#include "main/context.h"
-#include "main/dispatch.h"
-#include "main/enums.h"
-#include "main/hash.h"
-#include "main/mfeatures.h"
-#include "main/mtypes.h"
-#include "main/shaderapi.h"
-#include "main/shaderobj.h"
-#include "program/program.h"
-#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
-#include "talloc.h"
-#include <stdbool.h>
-#include "../glsl/glsl_parser_extras.h"
-
-/** Define this to enable shader substitution (see below) */
-#define SHADER_SUBST 0
-
-
-/**
- * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
- */
-static GLbitfield
-get_shader_flags(void)
-{
- GLbitfield flags = 0x0;
- const char *env = _mesa_getenv("MESA_GLSL");
-
- if (env) {
- if (strstr(env, "dump"))
- flags |= GLSL_DUMP;
- if (strstr(env, "log"))
- flags |= GLSL_LOG;
- if (strstr(env, "nopvert"))
- flags |= GLSL_NOP_VERT;
- if (strstr(env, "nopfrag"))
- flags |= GLSL_NOP_FRAG;
- if (strstr(env, "nopt"))
- flags |= GLSL_NO_OPT;
- else if (strstr(env, "opt"))
- flags |= GLSL_OPT;
- if (strstr(env, "uniform"))
- flags |= GLSL_UNIFORMS;
- if (strstr(env, "useprog"))
- flags |= GLSL_USE_PROG;
- }
-
- return flags;
-}
-
-
-/**
- * Initialize context's shader state.
- */
-void
-_mesa_init_shader_state(struct gl_context *ctx)
-{
- /* Device drivers may override these to control what kind of instructions
- * are generated by the GLSL compiler.
- */
- struct gl_shader_compiler_options options;
- gl_shader_type sh;
-
- memset(&options, 0, sizeof(options));
- options.MaxUnrollIterations = 32;
-
- /* Default pragma settings */
- options.DefaultPragmas.Optimize = GL_TRUE;
-
- for (sh = 0; sh < MESA_SHADER_TYPES; ++sh)
- memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
-
- ctx->Shader.Flags = get_shader_flags();
-}
-
-
-/**
- * Free the per-context shader-related state.
- */
-void
-_mesa_free_shader_state(struct gl_context *ctx)
-{
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
- NULL);
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
- NULL);
- _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
-}
-
-
-/**
- * Return the size of the given GLSL datatype, in floats (components).
- */
-GLint
-_mesa_sizeof_glsl_type(GLenum type)
-{
- switch (type) {
- case GL_FLOAT:
- case GL_INT:
- case GL_BOOL:
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_2D_RECT_ARB:
- case GL_SAMPLER_2D_RECT_SHADOW_ARB:
- case GL_SAMPLER_1D_ARRAY_EXT:
- case GL_SAMPLER_2D_ARRAY_EXT:
- case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_CUBE_SHADOW_EXT:
- return 1;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- case GL_BOOL_VEC2:
- return 2;
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- case GL_BOOL_VEC3:
- return 3;
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- case GL_BOOL_VEC4:
- return 4;
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT2x4:
- return 8; /* two float[4] vectors */
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_MAT3x4:
- return 12; /* three float[4] vectors */
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- return 16; /* four float[4] vectors */
- default:
- _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
- return 1;
- }
-}
-
-
-/**
- * Copy string from <src> to <dst>, up to maxLength characters, returning
- * length of <dst> in <length>.
- * \param src the strings source
- * \param maxLength max chars to copy
- * \param length returns number of chars copied
- * \param dst the string destination
- */
-void
-_mesa_copy_string(GLchar *dst, GLsizei maxLength,
- GLsizei *length, const GLchar *src)
-{
- GLsizei len;
- for (len = 0; len < maxLength - 1 && src && src[len]; len++)
- dst[len] = src[len];
- if (maxLength > 0)
- dst[len] = 0;
- if (length)
- *length = len;
-}
-
-
-
-/**
- * Confirm that the a shader type is valid and supported by the implementation
- *
- * \param ctx Current GL context
- * \param type Shader target
- *
- */
-static bool
-validate_shader_target(const struct gl_context *ctx, GLenum type)
-{
- switch (type) {
-#if FEATURE_ARB_fragment_shader
- case GL_FRAGMENT_SHADER:
- return ctx->Extensions.ARB_fragment_shader;
-#endif
-#if FEATURE_ARB_vertex_shader
- case GL_VERTEX_SHADER:
- return ctx->Extensions.ARB_vertex_shader;
-#endif
-#if FEATURE_ARB_geometry_shader4
- case GL_GEOMETRY_SHADER_ARB:
- return ctx->Extensions.ARB_geometry_shader4;
-#endif
- default:
- return false;
- }
-}
-
-
-/**
- * Find the length of the longest transform feedback varying name
- * which was specified with glTransformFeedbackVaryings().
- */
-static GLint
-longest_feedback_varying_name(const struct gl_shader_program *shProg)
-{
- GLuint i;
- GLint max = 0;
- for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
- GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
- if (len > max)
- max = len;
- }
- return max;
-}
-
-
-
-static GLboolean
-is_program(struct gl_context *ctx, GLuint name)
-{
- struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
- return shProg ? GL_TRUE : GL_FALSE;
-}
-
-
-static GLboolean
-is_shader(struct gl_context *ctx, GLuint name)
-{
- struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
- return shader ? GL_TRUE : GL_FALSE;
-}
-
-
-/**
- * Attach shader to a shader program.
- */
-static void
-attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
-{
- struct gl_shader_program *shProg;
- struct gl_shader *sh;
- GLuint i, n;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
- if (!shProg)
- return;
-
- sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
- if (!sh) {
- return;
- }
-
- n = shProg->NumShaders;
- for (i = 0; i < n; i++) {
- if (shProg->Shaders[i] == sh) {
- /* The shader is already attched to this program. The
- * GL_ARB_shader_objects spec says:
- *
- * "The error INVALID_OPERATION is generated by AttachObjectARB
- * if <obj> is already attached to <containerObj>."
- */
- _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
- return;
- }
- }
-
- /* grow list */
- shProg->Shaders = (struct gl_shader **)
- _mesa_realloc(shProg->Shaders,
- n * sizeof(struct gl_shader *),
- (n + 1) * sizeof(struct gl_shader *));
- if (!shProg->Shaders) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
- return;
- }
-
- /* append */
- shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
- _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
- shProg->NumShaders++;
-}
-
-
-static GLint
-get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
-{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
-
- if (!shProg) {
- return -1;
- }
-
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glGetAttribLocation(program not linked)");
- return -1;
- }
-
- if (!name)
- return -1;
-
- if (shProg->VertexProgram) {
- const struct gl_program_parameter_list *attribs =
- shProg->VertexProgram->Base.Attributes;
- if (attribs) {
- GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
- if (i >= 0) {
- return attribs->Parameters[i].StateIndexes[0];
- }
- }
- }
- return -1;
-}
-
-
-static void
-bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
- const GLchar *name)
-{
- struct gl_shader_program *shProg;
- const GLint size = -1; /* unknown size */
- GLint i, oldIndex;
- GLenum datatype = GL_FLOAT_VEC4;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program,
- "glBindAttribLocation");
- if (!shProg) {
- return;
- }
-
- if (!name)
- return;
-
- if (strncmp(name, "gl_", 3) == 0) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glBindAttribLocation(illegal name)");
- return;
- }
-
- if (index >= ctx->Const.VertexProgram.MaxAttribs) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
- return;
- }
-
- if (shProg->LinkStatus) {
- /* get current index/location for the attribute */
- oldIndex = get_attrib_location(ctx, program, name);
- }
- else {
- oldIndex = -1;
- }
-
- /* this will replace the current value if it's already in the list */
- i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
- if (i < 0) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
- return;
- }
-
- /*
- * Note that this attribute binding won't go into effect until
- * glLinkProgram is called again.
- */
-}
-
-
-static void
-bind_frag_data_location(struct gl_context *ctx, GLuint program,
- GLuint colorNumber, const GLchar *name)
-{
- _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
-}
-
-
-static GLuint
-create_shader(struct gl_context *ctx, GLenum type)
-{
- struct gl_shader *sh;
- GLuint name;
-
- if (!validate_shader_target(ctx, type)) {
- _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
- return 0;
- }
-
- name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
- sh = ctx->Driver.NewShader(ctx, name, type);
- _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
-
- return name;
-}
-
-
-static GLuint
-create_shader_program(struct gl_context *ctx)
-{
- GLuint name;
- struct gl_shader_program *shProg;
-
- name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
-
- shProg = ctx->Driver.NewShaderProgram(ctx, name);
-
- _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
-
- assert(shProg->RefCount == 1);
-
- return name;
-}
-
-
-/**
- * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
- * DeleteProgramARB.
- */
-static void
-delete_shader_program(struct gl_context *ctx, GLuint name)
-{
- /*
- * NOTE: deleting shaders/programs works a bit differently than
- * texture objects (and buffer objects, etc). Shader/program
- * handles/IDs exist in the hash table until the object is really
- * deleted (refcount==0). With texture objects, the handle/ID is
- * removed from the hash table in glDeleteTextures() while the tex
- * object itself might linger until its refcount goes to zero.
- */
- struct gl_shader_program *shProg;
-
- shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
- if (!shProg)
- return;
-
- shProg->DeletePending = GL_TRUE;
-
- /* effectively, decr shProg's refcount */
- _mesa_reference_shader_program(ctx, &shProg, NULL);
-}
-
-
-static void
-delete_shader(struct gl_context *ctx, GLuint shader)
-{
- struct gl_shader *sh;
-
- sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
- if (!sh)
- return;
-
- sh->DeletePending = GL_TRUE;
-
- /* effectively, decr sh's refcount */
- _mesa_reference_shader(ctx, &sh, NULL);
-}
-
-
-static void
-detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
-{
- struct gl_shader_program *shProg;
- GLuint n;
- GLuint i, j;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
- if (!shProg)
- return;
-
- n = shProg->NumShaders;
-
- for (i = 0; i < n; i++) {
- if (shProg->Shaders[i]->Name == shader) {
- /* found it */
- struct gl_shader **newList;
-
- /* release */
- _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
-
- /* alloc new, smaller array */
- newList = (struct gl_shader **)
- malloc((n - 1) * sizeof(struct gl_shader *));
- if (!newList) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
- return;
- }
- for (j = 0; j < i; j++) {
- newList[j] = shProg->Shaders[j];
- }
- while (++i < n)
- newList[j++] = shProg->Shaders[i];
- free(shProg->Shaders);
-
- shProg->Shaders = newList;
- shProg->NumShaders = n - 1;
-
-#ifdef DEBUG
- /* sanity check */
- {
- for (j = 0; j < shProg->NumShaders; j++) {
- assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
- shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
- assert(shProg->Shaders[j]->RefCount > 0);
- }
- }
-#endif
-
- return;
- }
- }
-
- /* not found */
- {
- GLenum err;
- if (is_shader(ctx, shader))
- err = GL_INVALID_OPERATION;
- else if (is_program(ctx, shader))
- err = GL_INVALID_OPERATION;
- else
- err = GL_INVALID_VALUE;
- _mesa_error(ctx, err, "glDetachProgram(shader)");
- return;
- }
-}
-
-
-static void
-get_active_attrib(struct gl_context *ctx, GLuint program, GLuint index,
- GLsizei maxLength, GLsizei *length, GLint *size,
- GLenum *type, GLchar *nameOut)
-{
- const struct gl_program_parameter_list *attribs = NULL;
- struct gl_shader_program *shProg;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
- if (!shProg)
- return;
-
- if (shProg->VertexProgram)
- attribs = shProg->VertexProgram->Base.Attributes;
-
- if (!attribs || index >= attribs->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
- return;
- }
-
- _mesa_copy_string(nameOut, maxLength, length,
- attribs->Parameters[index].Name);
-
- if (size)
- *size = attribs->Parameters[index].Size
- / _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
-
- if (type)
- *type = attribs->Parameters[index].DataType;
-}
-
-
-/**
- * Return list of shaders attached to shader program.
- */
-static void
-get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
- GLsizei *count, GLuint *obj)
-{
- struct gl_shader_program *shProg =
- _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
- if (shProg) {
- GLuint i;
- for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
- obj[i] = shProg->Shaders[i]->Name;
- }
- if (count)
- *count = i;
- }
-}
-
-
-static GLint
-get_frag_data_location(struct gl_context *ctx, GLuint program,
- const GLchar *name)
-{
- _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
- return -1;
-}
-
-
-
-/**
- * glGetHandleARB() - return ID/name of currently bound shader program.
- */
-static GLuint
-get_handle(struct gl_context *ctx, GLenum pname)
-{
- if (pname == GL_PROGRAM_OBJECT_ARB) {
- if (ctx->Shader.ActiveProgram)
- return ctx->Shader.ActiveProgram->Name;
- else
- return 0;
- }
- else {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
- return 0;
- }
-}
-
-
-/**
- * glGetProgramiv() - get shader program state.
- * Note that this is for GLSL shader programs, not ARB vertex/fragment
- * programs (see glGetProgramivARB).
- */
-static void
-get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *params)
-{
- const struct gl_program_parameter_list *attribs;
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
-
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
- return;
- }
-
- if (shProg->VertexProgram)
- attribs = shProg->VertexProgram->Base.Attributes;
- else
- attribs = NULL;
-
- switch (pname) {
- case GL_DELETE_STATUS:
- *params = shProg->DeletePending;
- break;
- case GL_LINK_STATUS:
- *params = shProg->LinkStatus;
- break;
- case GL_VALIDATE_STATUS:
- *params = shProg->Validated;
- break;
- case GL_INFO_LOG_LENGTH:
- *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
- break;
- case GL_ATTACHED_SHADERS:
- *params = shProg->NumShaders;
- break;
- case GL_ACTIVE_ATTRIBUTES:
- *params = attribs ? attribs->NumParameters : 0;
- break;
- case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
- *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
- break;
- case GL_ACTIVE_UNIFORMS:
- *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
- break;
- case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = _mesa_longest_uniform_name(shProg->Uniforms);
- if (*params > 0)
- (*params)++; /* add one for terminating zero */
- break;
- case GL_PROGRAM_BINARY_LENGTH_OES:
- *params = 0;
- break;
-#if FEATURE_EXT_transform_feedback
- case GL_TRANSFORM_FEEDBACK_VARYINGS:
- *params = shProg->TransformFeedback.NumVarying;
- break;
- case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
- *params = longest_feedback_varying_name(shProg) + 1;
- break;
- case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
- *params = shProg->TransformFeedback.BufferMode;
- break;
-#endif
-#if FEATURE_ARB_geometry_shader4
- case GL_GEOMETRY_VERTICES_OUT_ARB:
- *params = shProg->Geom.VerticesOut;
- break;
- case GL_GEOMETRY_INPUT_TYPE_ARB:
- *params = shProg->Geom.InputType;
- break;
- case GL_GEOMETRY_OUTPUT_TYPE_ARB:
- *params = shProg->Geom.OutputType;
- break;
-#endif
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
- return;
- }
-}
-
-
-/**
- * glGetShaderiv() - get GLSL shader state
- */
-static void
-get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
-{
- struct gl_shader *shader =
- _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
-
- if (!shader) {
- return;
- }
-
- switch (pname) {
- case GL_SHADER_TYPE:
- *params = shader->Type;
- break;
- case GL_DELETE_STATUS:
- *params = shader->DeletePending;
- break;
- case GL_COMPILE_STATUS:
- *params = shader->CompileStatus;
- break;
- case GL_INFO_LOG_LENGTH:
- *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
- break;
- case GL_SHADER_SOURCE_LENGTH:
- *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
- return;
- }
-}
-
-
-static void
-get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
- GLsizei *length, GLchar *infoLog)
-{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
- return;
- }
- _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
-}
-
-
-static void
-get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
- GLsizei *length, GLchar *infoLog)
-{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
- return;
- }
- _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
-}
-
-
-/**
- * Return shader source code.
- */
-static void
-get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
- GLsizei *length, GLchar *sourceOut)
-{
- struct gl_shader *sh;
- sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
- if (!sh) {
- return;
- }
- _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
-}
-
-
-/**
- * Set/replace shader source code.
- */
-static void
-shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
-{
- struct gl_shader *sh;
-
- sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
- if (!sh)
- return;
-
- /* free old shader source string and install new one */
- if (sh->Source) {
- free((void *) sh->Source);
- }
- sh->Source = source;
- sh->CompileStatus = GL_FALSE;
-#ifdef DEBUG
- sh->SourceChecksum = _mesa_str_checksum(sh->Source);
-#endif
-}
-
-
-/**
- * Compile a shader.
- */
-static void
-compile_shader(struct gl_context *ctx, GLuint shaderObj)
-{
- struct gl_shader *sh;
- struct gl_shader_compiler_options *options;
-
- sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
- if (!sh)
- return;
-
- options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
-
- /* set default pragma state for shader */
- sh->Pragmas = options->DefaultPragmas;
-
- /* this call will set the sh->CompileStatus field to indicate if
- * compilation was successful.
- */
- _mesa_glsl_compile_shader(ctx, sh);
-}
-
-
-/**
- * Link a program's shaders.
- */
-static void
-link_program(struct gl_context *ctx, GLuint program)
-{
- struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
- if (!shProg)
- return;
-
- if (obj->Active
- && (shProg == ctx->Shader.CurrentVertexProgram
- || shProg == ctx->Shader.CurrentGeometryProgram
- || shProg == ctx->Shader.CurrentFragmentProgram)) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glLinkProgram(transform feedback active");
- return;
- }
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
-
- _mesa_glsl_link_shader(ctx, shProg);
-
- /* debug code */
- if (0) {
- GLuint i;
-
- printf("Link %u shaders in program %u: %s\n",
- shProg->NumShaders, shProg->Name,
- shProg->LinkStatus ? "Success" : "Failed");
-
- for (i = 0; i < shProg->NumShaders; i++) {
- printf(" shader %u, type 0x%x\n",
- shProg->Shaders[i]->Name,
- shProg->Shaders[i]->Type);
- }
- }
-}
-
-
-/**
- * Print basic shader info (for debug).
- */
-static void
-print_shader_info(const struct gl_shader_program *shProg)
-{
- GLuint i;
-
- printf("Mesa: glUseProgram(%u)\n", shProg->Name);
- for (i = 0; i < shProg->NumShaders; i++) {
- const char *s;
- switch (shProg->Shaders[i]->Type) {
- case GL_VERTEX_SHADER:
- s = "vertex";
- break;
- case GL_FRAGMENT_SHADER:
- s = "fragment";
- break;
- case GL_GEOMETRY_SHADER:
- s = "geometry";
- break;
- default:
- s = "";
- }
- printf(" %s shader %u, checksum %u\n", s,
- shProg->Shaders[i]->Name,
- shProg->Shaders[i]->SourceChecksum);
- }
- if (shProg->VertexProgram)
- printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
- if (shProg->FragmentProgram)
- printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
-}
-
-
-/**
- * Use the named shader program for subsequent glUniform calls
- */
-void
-_mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
- const char *caller)
-{
- if ((shProg != NULL) && !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(program %u not linked)", caller, shProg->Name);
- return;
- }
-
- if (ctx->Shader.ActiveProgram != shProg) {
- _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
- }
-}
-
-/**
- */
-static bool
-use_shader_program(struct gl_context *ctx, GLenum type,
- struct gl_shader_program *shProg)
-{
- struct gl_shader_program **target;
-
- switch (type) {
-#if FEATURE_ARB_vertex_shader
- case GL_VERTEX_SHADER:
- target = &ctx->Shader.CurrentVertexProgram;
- if ((shProg == NULL)
- || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
- shProg = NULL;
- }
- break;
-#endif
-#if FEATURE_ARB_geometry_shader4
- case GL_GEOMETRY_SHADER_ARB:
- target = &ctx->Shader.CurrentGeometryProgram;
- if ((shProg == NULL)
- || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
- shProg = NULL;
- }
- break;
-#endif
-#if FEATURE_ARB_fragment_shader
- case GL_FRAGMENT_SHADER:
- target = &ctx->Shader.CurrentFragmentProgram;
- if ((shProg == NULL)
- || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
- shProg = NULL;
- }
- break;
-#endif
- default:
- return false;
- }
-
- if (*target != shProg) {
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
- _mesa_reference_shader_program(ctx, target, shProg);
- return true;
- }
-
- return false;
-}
-
-/**
- * Use the named shader program for subsequent rendering.
- */
-void
-_mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
-{
- use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
- use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
- use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
- _mesa_active_program(ctx, shProg, "glUseProgram");
-
- if (ctx->Driver.UseProgram)
- ctx->Driver.UseProgram(ctx, shProg);
-}
-
-
-/**
- * Validate a program's samplers.
- * Specifically, check that there aren't two samplers of different types
- * pointing to the same texture unit.
- * \return GL_TRUE if valid, GL_FALSE if invalid
- */
-static GLboolean
-validate_samplers(const struct gl_program *prog, char *errMsg)
-{
- static const char *targetName[] = {
- "TEXTURE_2D_ARRAY",
- "TEXTURE_1D_ARRAY",
- "TEXTURE_CUBE",
- "TEXTURE_3D",
- "TEXTURE_RECT",
- "TEXTURE_2D",
- "TEXTURE_1D",
- };
- GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS];
- GLbitfield samplersUsed = prog->SamplersUsed;
- GLuint i;
-
- assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
-
- if (samplersUsed == 0x0)
- return GL_TRUE;
-
- for (i = 0; i < Elements(targetUsed); i++)
- targetUsed[i] = -1;
-
- /* walk over bits which are set in 'samplers' */
- while (samplersUsed) {
- GLuint unit;
- gl_texture_index target;
- GLint sampler = _mesa_ffs(samplersUsed) - 1;
- assert(sampler >= 0);
- assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
- unit = prog->SamplerUnits[sampler];
- target = prog->SamplerTargets[sampler];
- if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
- _mesa_snprintf(errMsg, 100,
- "Texture unit %d is accessed both as %s and %s",
- unit, targetName[targetUsed[unit]], targetName[target]);
- return GL_FALSE;
- }
- targetUsed[unit] = target;
- samplersUsed ^= (1 << sampler);
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Do validation of the given shader program.
- * \param errMsg returns error message if validation fails.
- * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
- */
-static GLboolean
-validate_shader_program(const struct gl_shader_program *shProg,
- char *errMsg)
-{
- const struct gl_vertex_program *vp = shProg->VertexProgram;
- const struct gl_fragment_program *fp = shProg->FragmentProgram;
-
- if (!shProg->LinkStatus) {
- return GL_FALSE;
- }
-
- /* From the GL spec, a program is invalid if any of these are true:
-
- any two active samplers in the current program object are of
- different types, but refer to the same texture image unit,
-
- any active sampler in the current program object refers to a texture
- image unit where fixed-function fragment processing accesses a
- texture target that does not match the sampler type, or
-
- the sum of the number of active samplers in the program and the
- number of texture image units enabled for fixed-function fragment
- processing exceeds the combined limit on the total number of texture
- image units allowed.
- */
-
-
- /*
- * Check: any two active samplers in the current program object are of
- * different types, but refer to the same texture image unit,
- */
- if (vp && !validate_samplers(&vp->Base, errMsg)) {
- return GL_FALSE;
- }
- if (fp && !validate_samplers(&fp->Base, errMsg)) {
- return GL_FALSE;
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Called via glValidateProgram()
- */
-static void
-validate_program(struct gl_context *ctx, GLuint program)
-{
- struct gl_shader_program *shProg;
- char errMsg[100];
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
- if (!shProg) {
- return;
- }
-
- shProg->Validated = validate_shader_program(shProg, errMsg);
- if (!shProg->Validated) {
- /* update info log */
- if (shProg->InfoLog) {
- talloc_free(shProg->InfoLog);
- }
- shProg->InfoLog = talloc_strdup(shProg, errMsg);
- }
-}
-
-
-
-void GLAPIENTRY
-_mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
-{
- GET_CURRENT_CONTEXT(ctx);
- attach_shader(ctx, program, shader);
-}
-
-
-void GLAPIENTRY
-_mesa_AttachShader(GLuint program, GLuint shader)
-{
- GET_CURRENT_CONTEXT(ctx);
- attach_shader(ctx, program, shader);
-}
-
-
-void GLAPIENTRY
-_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
- const GLcharARB *name)
-{
- GET_CURRENT_CONTEXT(ctx);
- bind_attrib_location(ctx, program, index, name);
-}
-
-
-/* GL_EXT_gpu_shader4, GL3 */
-void GLAPIENTRY
-_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
- const GLchar *name)
-{
- GET_CURRENT_CONTEXT(ctx);
- bind_frag_data_location(ctx, program, colorNumber, name);
-}
-
-
-void GLAPIENTRY
-_mesa_CompileShaderARB(GLhandleARB shaderObj)
-{
- GET_CURRENT_CONTEXT(ctx);
- compile_shader(ctx, shaderObj);
-}
-
-
-GLuint GLAPIENTRY
-_mesa_CreateShader(GLenum type)
-{
- GET_CURRENT_CONTEXT(ctx);
- return create_shader(ctx, type);
-}
-
-
-GLhandleARB GLAPIENTRY
-_mesa_CreateShaderObjectARB(GLenum type)
-{
- GET_CURRENT_CONTEXT(ctx);
- return create_shader(ctx, type);
-}
-
-
-GLuint GLAPIENTRY
-_mesa_CreateProgram(void)
-{
- GET_CURRENT_CONTEXT(ctx);
- return create_shader_program(ctx);
-}
-
-
-GLhandleARB GLAPIENTRY
-_mesa_CreateProgramObjectARB(void)
-{
- GET_CURRENT_CONTEXT(ctx);
- return create_shader_program(ctx);
-}
-
-
-void GLAPIENTRY
-_mesa_DeleteObjectARB(GLhandleARB obj)
-{
- if (obj) {
- GET_CURRENT_CONTEXT(ctx);
- if (is_program(ctx, obj)) {
- delete_shader_program(ctx, obj);
- }
- else if (is_shader(ctx, obj)) {
- delete_shader(ctx, obj);
- }
- else {
- /* error? */
- }
- }
-}
-
-
-void GLAPIENTRY
-_mesa_DeleteProgram(GLuint name)
-{
- if (name) {
- GET_CURRENT_CONTEXT(ctx);
- delete_shader_program(ctx, name);
- }
-}
-
-
-void GLAPIENTRY
-_mesa_DeleteShader(GLuint name)
-{
- if (name) {
- GET_CURRENT_CONTEXT(ctx);
- delete_shader(ctx, name);
- }
-}
-
-
-void GLAPIENTRY
-_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
-{
- GET_CURRENT_CONTEXT(ctx);
- detach_shader(ctx, program, shader);
-}
-
-
-void GLAPIENTRY
-_mesa_DetachShader(GLuint program, GLuint shader)
-{
- GET_CURRENT_CONTEXT(ctx);
- detach_shader(ctx, program, shader);
-}
-
-
-void GLAPIENTRY
-_mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
- GLsizei maxLength, GLsizei * length, GLint * size,
- GLenum * type, GLcharARB * name)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_active_attrib(ctx, program, index, maxLength, length, size, type, name);
-}
-
-
-void GLAPIENTRY
-_mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
- GLsizei * count, GLhandleARB * obj)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_attached_shaders(ctx, container, maxCount, count, obj);
-}
-
-
-void GLAPIENTRY
-_mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
- GLsizei *count, GLuint *obj)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_attached_shaders(ctx, program, maxCount, count, obj);
-}
-
-
-GLint GLAPIENTRY
-_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
-{
- GET_CURRENT_CONTEXT(ctx);
- return get_attrib_location(ctx, program, name);
-}
-
-
-/* GL_EXT_gpu_shader4, GL3 */
-GLint GLAPIENTRY
-_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
-{
- GET_CURRENT_CONTEXT(ctx);
- return get_frag_data_location(ctx, program, name);
-}
-
-
-
-void GLAPIENTRY
-_mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
- GLcharARB * infoLog)
-{
- GET_CURRENT_CONTEXT(ctx);
- if (is_program(ctx, object)) {
- get_program_info_log(ctx, object, maxLength, length, infoLog);
- }
- else if (is_shader(ctx, object)) {
- get_shader_info_log(ctx, object, maxLength, length, infoLog);
- }
- else {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
- }
-}
-
-
-void GLAPIENTRY
-_mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
-{
- GET_CURRENT_CONTEXT(ctx);
- /* Implement in terms of GetProgramiv, GetShaderiv */
- if (is_program(ctx, object)) {
- if (pname == GL_OBJECT_TYPE_ARB) {
- *params = GL_PROGRAM_OBJECT_ARB;
- }
- else {
- get_programiv(ctx, object, pname, params);
- }
- }
- else if (is_shader(ctx, object)) {
- if (pname == GL_OBJECT_TYPE_ARB) {
- *params = GL_SHADER_OBJECT_ARB;
- }
- else {
- get_shaderiv(ctx, object, pname, params);
- }
- }
- else {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
- }
-}
-
-
-void GLAPIENTRY
-_mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
- GLfloat *params)
-{
- GLint iparams[1]; /* XXX is one element enough? */
- _mesa_GetObjectParameterivARB(object, pname, iparams);
- params[0] = (GLfloat) iparams[0];
-}
-
-
-void GLAPIENTRY
-_mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_programiv(ctx, program, pname, params);
-}
-
-
-void GLAPIENTRY
-_mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_shaderiv(ctx, shader, pname, params);
-}
-
-
-void GLAPIENTRY
-_mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
- GLsizei *length, GLchar *infoLog)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_program_info_log(ctx, program, bufSize, length, infoLog);
-}
-
-
-void GLAPIENTRY
-_mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
- GLsizei *length, GLchar *infoLog)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_shader_info_log(ctx, shader, bufSize, length, infoLog);
-}
-
-
-void GLAPIENTRY
-_mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
- GLsizei *length, GLcharARB *sourceOut)
-{
- GET_CURRENT_CONTEXT(ctx);
- get_shader_source(ctx, shader, maxLength, length, sourceOut);
-}
-
-
-GLhandleARB GLAPIENTRY
-_mesa_GetHandleARB(GLenum pname)
-{
- GET_CURRENT_CONTEXT(ctx);
- return get_handle(ctx, pname);
-}
-
-
-GLboolean GLAPIENTRY
-_mesa_IsProgram(GLuint name)
-{
- GET_CURRENT_CONTEXT(ctx);
- return is_program(ctx, name);
-}
-
-
-GLboolean GLAPIENTRY
-_mesa_IsShader(GLuint name)
-{
- GET_CURRENT_CONTEXT(ctx);
- return is_shader(ctx, name);
-}
-
-
-void GLAPIENTRY
-_mesa_LinkProgramARB(GLhandleARB programObj)
-{
- GET_CURRENT_CONTEXT(ctx);
- link_program(ctx, programObj);
-}
-
-
-
-/**
- * Read shader source code from a file.
- * Useful for debugging to override an app's shader.
- */
-static GLcharARB *
-read_shader(const char *fname)
-{
- const int max = 50*1000;
- FILE *f = fopen(fname, "r");
- GLcharARB *buffer, *shader;
- int len;
-
- if (!f) {
- return NULL;
- }
-
- buffer = (char *) malloc(max);
- len = fread(buffer, 1, max, f);
- buffer[len] = 0;
-
- fclose(f);
-
- shader = _mesa_strdup(buffer);
- free(buffer);
-
- return shader;
-}
-
-
-/**
- * Called via glShaderSource() and glShaderSourceARB() API functions.
- * Basically, concatenate the source code strings into one long string
- * and pass it to _mesa_shader_source().
- */
-void GLAPIENTRY
-_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
- const GLcharARB ** string, const GLint * length)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint *offsets;
- GLsizei i, totalLength;
- GLcharARB *source;
- GLuint checksum;
-
- if (!shaderObj || string == NULL) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
- return;
- }
-
- /*
- * This array holds offsets of where the appropriate string ends, thus the
- * last element will be set to the total length of the source code.
- */
- offsets = (GLint *) malloc(count * sizeof(GLint));
- if (offsets == NULL) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
- return;
- }
-
- for (i = 0; i < count; i++) {
- if (string[i] == NULL) {
- free((GLvoid *) offsets);
- _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)");
- return;
- }
- if (length == NULL || length[i] < 0)
- offsets[i] = strlen(string[i]);
- else
- offsets[i] = length[i];
- /* accumulate string lengths */
- if (i > 0)
- offsets[i] += offsets[i - 1];
- }
-
- /* Total length of source string is sum off all strings plus two.
- * One extra byte for terminating zero, another extra byte to silence
- * valgrind warnings in the parser/grammer code.
- */
- totalLength = offsets[count - 1] + 2;
- source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
- if (source == NULL) {
- free((GLvoid *) offsets);
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
- return;
- }
-
- for (i = 0; i < count; i++) {
- GLint start = (i > 0) ? offsets[i - 1] : 0;
- memcpy(source + start, string[i],
- (offsets[i] - start) * sizeof(GLcharARB));
- }
- source[totalLength - 1] = '\0';
- source[totalLength - 2] = '\0';
-
- if (SHADER_SUBST) {
- /* Compute the shader's source code checksum then try to open a file
- * named newshader_<CHECKSUM>. If it exists, use it in place of the
- * original shader source code. For debugging.
- */
- char filename[100];
- GLcharARB *newSource;
-
- checksum = _mesa_str_checksum(source);
-
- _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
-
- newSource = read_shader(filename);
- if (newSource) {
- fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
- shaderObj, checksum, filename);
- free(source);
- source = newSource;
- }
- }
-
- shader_source(ctx, shaderObj, source);
-
- if (SHADER_SUBST) {
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
- if (sh)
- sh->SourceChecksum = checksum; /* save original checksum */
- }
-
- free(offsets);
-}
-
-
-void GLAPIENTRY
-_mesa_UseProgramObjectARB(GLhandleARB program)
-{
- GET_CURRENT_CONTEXT(ctx);
- struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
-
- if (obj->Active) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseProgram(transform feedback active)");
- return;
- }
-
- if (program) {
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
- if (!shProg) {
- return;
- }
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseProgram(program %u not linked)", program);
- return;
- }
-
- /* debug code */
- if (ctx->Shader.Flags & GLSL_USE_PROG) {
- print_shader_info(shProg);
- }
- }
- else {
- shProg = NULL;
- }
-
- _mesa_use_program(ctx, shProg);
-}
-
-
-void GLAPIENTRY
-_mesa_ValidateProgramARB(GLhandleARB program)
-{
- GET_CURRENT_CONTEXT(ctx);
- validate_program(ctx, program);
-}
-
-#ifdef FEATURE_ES2
-
-void GLAPIENTRY
-_mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
- GLint* range, GLint* precision)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) shadertype;
- (void) precisiontype;
- (void) range;
- (void) precision;
- _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
-}
-
-
-void GLAPIENTRY
-_mesa_ReleaseShaderCompiler(void)
-{
- _mesa_destroy_shader_compiler_caches();
-}
-
-
-void GLAPIENTRY
-_mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
- const void* binary, GLint length)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) n;
- (void) shaders;
- (void) binaryformat;
- (void) binary;
- (void) length;
- _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
-}
-
-#endif /* FEATURE_ES2 */
-
-
-#if FEATURE_ARB_geometry_shader4
-
-void GLAPIENTRY
-_mesa_ProgramParameteriARB(GLuint program, GLenum pname,
- GLint value)
-{
- struct gl_shader_program *shProg;
- GET_CURRENT_CONTEXT(ctx);
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- shProg = _mesa_lookup_shader_program_err(ctx, program,
- "glProgramParameteri");
- if (!shProg)
- return;
-
- switch (pname) {
- case GL_GEOMETRY_VERTICES_OUT_ARB:
- if (value < 1 ||
- (unsigned) value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
- value);
- return;
- }
- shProg->Geom.VerticesOut = value;
- break;
- case GL_GEOMETRY_INPUT_TYPE_ARB:
- switch (value) {
- case GL_POINTS:
- case GL_LINES:
- case GL_LINES_ADJACENCY_ARB:
- case GL_TRIANGLES:
- case GL_TRIANGLES_ADJACENCY_ARB:
- shProg->Geom.InputType = value;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glProgramParameteri(geometry input type = %s",
- _mesa_lookup_enum_by_nr(value));
- return;
- }
- break;
- case GL_GEOMETRY_OUTPUT_TYPE_ARB:
- switch (value) {
- case GL_POINTS:
- case GL_LINE_STRIP:
- case GL_TRIANGLE_STRIP:
- shProg->Geom.OutputType = value;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glProgramParameteri(geometry output type = %s",
- _mesa_lookup_enum_by_nr(value));
- return;
- }
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
- _mesa_lookup_enum_by_nr(pname));
- break;
- }
-}
-
-#endif
-
-void
-_mesa_use_shader_program(struct gl_context *ctx, GLenum type,
- struct gl_shader_program *shProg)
-{
- use_shader_program(ctx, type, shProg);
-
- if (ctx->Driver.UseProgram)
- ctx->Driver.UseProgram(ctx, shProg);
-}
-
-void GLAPIENTRY
-_mesa_UseShaderProgramEXT(GLenum type, GLuint program)
-{
- GET_CURRENT_CONTEXT(ctx);
- struct gl_shader_program *shProg = NULL;
-
- if (!validate_shader_target(ctx, type)) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
- return;
- }
-
- if (ctx->TransformFeedback.CurrentObject->Active) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseShaderProgramEXT(transform feedback is active)");
- return;
- }
-
- if (program) {
- shProg = _mesa_lookup_shader_program_err(ctx, program,
- "glUseShaderProgramEXT");
- if (shProg == NULL)
- return;
-
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseShaderProgramEXT(program not linked)");
- return;
- }
- }
-
- _mesa_use_shader_program(ctx, type, shProg);
-}
-
-void GLAPIENTRY
-_mesa_ActiveProgramEXT(GLuint program)
-{
- GET_CURRENT_CONTEXT(ctx);
- struct gl_shader_program *shProg = (program != 0)
- ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
- : NULL;
-
- _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
- return;
-}
-
-GLuint GLAPIENTRY
-_mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
-{
- GET_CURRENT_CONTEXT(ctx);
- const GLuint shader = create_shader(ctx, type);
- GLuint program = 0;
-
- if (shader) {
- shader_source(ctx, shader, _mesa_strdup(string));
- compile_shader(ctx, shader);
-
- program = create_shader_program(ctx);
- if (program) {
- struct gl_shader_program *shProg;
- struct gl_shader *sh;
- GLint compiled = GL_FALSE;
-
- shProg = _mesa_lookup_shader_program(ctx, program);
- sh = _mesa_lookup_shader(ctx, shader);
-
- get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
- if (compiled) {
- attach_shader(ctx, program, shader);
- link_program(ctx, program);
- detach_shader(ctx, program, shader);
-
-#if 0
- /* Possibly... */
- if (active-user-defined-varyings-in-linked-program) {
- append-error-to-info-log;
- shProg->LinkStatus = GL_FALSE;
- }
-#endif
- }
-
- shProg->InfoLog = talloc_strdup_append(shProg->InfoLog, sh->InfoLog);
- }
-
- delete_shader(ctx, shader);
- }
-
- return program;
-}
-
-/**
- * Plug in shader-related functions into API dispatch table.
- */
-void
-_mesa_init_shader_dispatch(struct _glapi_table *exec)
-{
-#if FEATURE_GL
- /* GL_ARB_vertex/fragment_shader */
- SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
- SET_GetHandleARB(exec, _mesa_GetHandleARB);
- SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
- SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
- SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
- SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
- SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
- SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
- SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
- SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
- SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
- SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
- SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
- SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
- SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
- SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
-
- /* OpenGL 2.0 */
- SET_AttachShader(exec, _mesa_AttachShader);
- SET_CreateProgram(exec, _mesa_CreateProgram);
- SET_CreateShader(exec, _mesa_CreateShader);
- SET_DeleteProgram(exec, _mesa_DeleteProgram);
- SET_DeleteShader(exec, _mesa_DeleteShader);
- SET_DetachShader(exec, _mesa_DetachShader);
- SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
- SET_GetProgramiv(exec, _mesa_GetProgramiv);
- SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
- SET_GetShaderiv(exec, _mesa_GetShaderiv);
- SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
- SET_IsProgram(exec, _mesa_IsProgram);
- SET_IsShader(exec, _mesa_IsShader);
-
-#if FEATURE_ARB_vertex_shader
- SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
- SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
- SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
-#endif
-
-#if FEATURE_ARB_geometry_shader4
- SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
-#endif
-
- SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
- SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
- SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
-
- /* GL_EXT_gpu_shader4 / GL 3.0 */
- SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
- SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
-
- /* GL_ARB_ES2_compatibility */
- SET_ReleaseShaderCompiler(exec, _mesa_ReleaseShaderCompiler);
-
-#endif /* FEATURE_GL */
-}
-
+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009-2010 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 shaderapi.c
+ * \author Brian Paul
+ *
+ * Implementation of GLSL-related API functions.
+ * The glUniform* functions are in uniforms.c
+ *
+ *
+ * XXX things to do:
+ * 1. Check that the right error code is generated for all _mesa_error() calls.
+ * 2. Insert FLUSH_VERTICES calls in various places
+ */
+
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/dispatch.h"
+#include "main/enums.h"
+#include "main/hash.h"
+#include "main/mfeatures.h"
+#include "main/mtypes.h"
+#include "main/shaderapi.h"
+#include "main/shaderobj.h"
+#include "program/program.h"
+#include "program/prog_parameter.h"
+#include "program/prog_uniform.h"
+#include "talloc.h"
+#include <stdbool.h>
+#include "../glsl/glsl_parser_extras.h"
+
+/** Define this to enable shader substitution (see below) */
+#define SHADER_SUBST 0
+
+
+/**
+ * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
+ */
+static GLbitfield
+get_shader_flags(void)
+{
+ GLbitfield flags = 0x0;
+ const char *env = _mesa_getenv("MESA_GLSL");
+
+ if (env) {
+ if (strstr(env, "dump"))
+ flags |= GLSL_DUMP;
+ if (strstr(env, "log"))
+ flags |= GLSL_LOG;
+ if (strstr(env, "nopvert"))
+ flags |= GLSL_NOP_VERT;
+ if (strstr(env, "nopfrag"))
+ flags |= GLSL_NOP_FRAG;
+ if (strstr(env, "nopt"))
+ flags |= GLSL_NO_OPT;
+ else if (strstr(env, "opt"))
+ flags |= GLSL_OPT;
+ if (strstr(env, "uniform"))
+ flags |= GLSL_UNIFORMS;
+ if (strstr(env, "useprog"))
+ flags |= GLSL_USE_PROG;
+ }
+
+ return flags;
+}
+
+
+/**
+ * Initialize context's shader state.
+ */
+void
+_mesa_init_shader_state(struct gl_context *ctx)
+{
+ /* Device drivers may override these to control what kind of instructions
+ * are generated by the GLSL compiler.
+ */
+ struct gl_shader_compiler_options options;
+ gl_shader_type sh;
+
+ memset(&options, 0, sizeof(options));
+ options.MaxUnrollIterations = 32;
+
+ /* Default pragma settings */
+ options.DefaultPragmas.Optimize = GL_TRUE;
+
+ for (sh = 0; sh < MESA_SHADER_TYPES; ++sh)
+ memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
+
+ ctx->Shader.Flags = get_shader_flags();
+}
+
+
+/**
+ * Free the per-context shader-related state.
+ */
+void
+_mesa_free_shader_state(struct gl_context *ctx)
+{
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
+ NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
+ NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
+}
+
+
+/**
+ * Return the size of the given GLSL datatype, in floats (components).
+ */
+GLint
+_mesa_sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_BOOL:
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_2D_RECT_ARB:
+ case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+ case GL_SAMPLER_1D_ARRAY_EXT:
+ case GL_SAMPLER_2D_ARRAY_EXT:
+ case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
+ case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
+ case GL_SAMPLER_CUBE_SHADOW_EXT:
+ return 1;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_UNSIGNED_INT_VEC2:
+ case GL_BOOL_VEC2:
+ return 2;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_UNSIGNED_INT_VEC3:
+ case GL_BOOL_VEC3:
+ return 3;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_UNSIGNED_INT_VEC4:
+ case GL_BOOL_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT2x4:
+ return 8; /* two float[4] vectors */
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT3x4:
+ return 12; /* three float[4] vectors */
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ return 16; /* four float[4] vectors */
+ default:
+ _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
+ return 1;
+ }
+}
+
+
+/**
+ * Copy string from <src> to <dst>, up to maxLength characters, returning
+ * length of <dst> in <length>.
+ * \param src the strings source
+ * \param maxLength max chars to copy
+ * \param length returns number of chars copied
+ * \param dst the string destination
+ */
+void
+_mesa_copy_string(GLchar *dst, GLsizei maxLength,
+ GLsizei *length, const GLchar *src)
+{
+ GLsizei len;
+ for (len = 0; len < maxLength - 1 && src && src[len]; len++)
+ dst[len] = src[len];
+ if (maxLength > 0)
+ dst[len] = 0;
+ if (length)
+ *length = len;
+}
+
+
+
+/**
+ * Confirm that the a shader type is valid and supported by the implementation
+ *
+ * \param ctx Current GL context
+ * \param type Shader target
+ *
+ */
+static bool
+validate_shader_target(const struct gl_context *ctx, GLenum type)
+{
+ switch (type) {
+#if FEATURE_ARB_fragment_shader
+ case GL_FRAGMENT_SHADER:
+ return ctx->Extensions.ARB_fragment_shader;
+#endif
+#if FEATURE_ARB_vertex_shader
+ case GL_VERTEX_SHADER:
+ return ctx->Extensions.ARB_vertex_shader;
+#endif
+#if FEATURE_ARB_geometry_shader4
+ case GL_GEOMETRY_SHADER_ARB:
+ return ctx->Extensions.ARB_geometry_shader4;
+#endif
+ default:
+ return false;
+ }
+}
+
+
+/**
+ * Find the length of the longest transform feedback varying name
+ * which was specified with glTransformFeedbackVaryings().
+ */
+static GLint
+longest_feedback_varying_name(const struct gl_shader_program *shProg)
+{
+ GLuint i;
+ GLint max = 0;
+ for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
+ GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
+ if (len > max)
+ max = len;
+ }
+ return max;
+}
+
+
+
+static GLboolean
+is_program(struct gl_context *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
+ return shProg ? GL_TRUE : GL_FALSE;
+}
+
+
+static GLboolean
+is_shader(struct gl_context *ctx, GLuint name)
+{
+ struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+ return shader ? GL_TRUE : GL_FALSE;
+}
+
+
+/**
+ * Attach shader to a shader program.
+ */
+static void
+attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
+{
+ struct gl_shader_program *shProg;
+ struct gl_shader *sh;
+ GLuint i, n;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
+ if (!shProg)
+ return;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
+ if (!sh) {
+ return;
+ }
+
+ n = shProg->NumShaders;
+ for (i = 0; i < n; i++) {
+ if (shProg->Shaders[i] == sh) {
+ /* The shader is already attched to this program. The
+ * GL_ARB_shader_objects spec says:
+ *
+ * "The error INVALID_OPERATION is generated by AttachObjectARB
+ * if <obj> is already attached to <containerObj>."
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
+ return;
+ }
+ }
+
+ /* grow list */
+ shProg->Shaders = (struct gl_shader **)
+ _mesa_realloc(shProg->Shaders,
+ n * sizeof(struct gl_shader *),
+ (n + 1) * sizeof(struct gl_shader *));
+ if (!shProg->Shaders) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
+ return;
+ }
+
+ /* append */
+ shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
+ _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
+ shProg->NumShaders++;
+}
+
+
+static GLint
+get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
+
+ if (!shProg) {
+ return -1;
+ }
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetAttribLocation(program not linked)");
+ return -1;
+ }
+
+ if (!name)
+ return -1;
+
+ if (shProg->VertexProgram) {
+ const struct gl_program_parameter_list *attribs =
+ shProg->VertexProgram->Base.Attributes;
+ if (attribs) {
+ GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
+ if (i >= 0) {
+ return attribs->Parameters[i].StateIndexes[0];
+ }
+ }
+ }
+ return -1;
+}
+
+
+static void
+bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
+ const GLchar *name)
+{
+ struct gl_shader_program *shProg;
+ const GLint size = -1; /* unknown size */
+ GLint i, oldIndex;
+ GLenum datatype = GL_FLOAT_VEC4;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glBindAttribLocation");
+ if (!shProg) {
+ return;
+ }
+
+ if (!name)
+ return;
+
+ if (strncmp(name, "gl_", 3) == 0) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindAttribLocation(illegal name)");
+ return;
+ }
+
+ if (index >= ctx->Const.VertexProgram.MaxAttribs) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
+ return;
+ }
+
+ if (shProg->LinkStatus) {
+ /* get current index/location for the attribute */
+ oldIndex = get_attrib_location(ctx, program, name);
+ }
+ else {
+ oldIndex = -1;
+ }
+
+ /* this will replace the current value if it's already in the list */
+ i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
+ if (i < 0) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
+ return;
+ }
+
+ /*
+ * Note that this attribute binding won't go into effect until
+ * glLinkProgram is called again.
+ */
+}
+
+
+static void
+bind_frag_data_location(struct gl_context *ctx, GLuint program,
+ GLuint colorNumber, const GLchar *name)
+{
+ _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
+}
+
+
+static GLuint
+create_shader(struct gl_context *ctx, GLenum type)
+{
+ struct gl_shader *sh;
+ GLuint name;
+
+ if (!validate_shader_target(ctx, type)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
+ return 0;
+ }
+
+ name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
+ sh = ctx->Driver.NewShader(ctx, name, type);
+ _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
+
+ return name;
+}
+
+
+static GLuint
+create_shader_program(struct gl_context *ctx)
+{
+ GLuint name;
+ struct gl_shader_program *shProg;
+
+ name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
+
+ shProg = ctx->Driver.NewShaderProgram(ctx, name);
+
+ _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
+
+ assert(shProg->RefCount == 1);
+
+ return name;
+}
+
+
+/**
+ * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
+ * DeleteProgramARB.
+ */
+static void
+delete_shader_program(struct gl_context *ctx, GLuint name)
+{
+ /*
+ * NOTE: deleting shaders/programs works a bit differently than
+ * texture objects (and buffer objects, etc). Shader/program
+ * handles/IDs exist in the hash table until the object is really
+ * deleted (refcount==0). With texture objects, the handle/ID is
+ * removed from the hash table in glDeleteTextures() while the tex
+ * object itself might linger until its refcount goes to zero.
+ */
+ struct gl_shader_program *shProg;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
+ if (!shProg)
+ return;
+
+ shProg->DeletePending = GL_TRUE;
+
+ /* effectively, decr shProg's refcount */
+ _mesa_reference_shader_program(ctx, &shProg, NULL);
+}
+
+
+static void
+delete_shader(struct gl_context *ctx, GLuint shader)
+{
+ struct gl_shader *sh;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
+ if (!sh)
+ return;
+
+ sh->DeletePending = GL_TRUE;
+
+ /* effectively, decr sh's refcount */
+ _mesa_reference_shader(ctx, &sh, NULL);
+}
+
+
+static void
+detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
+{
+ struct gl_shader_program *shProg;
+ GLuint n;
+ GLuint i, j;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
+ if (!shProg)
+ return;
+
+ n = shProg->NumShaders;
+
+ for (i = 0; i < n; i++) {
+ if (shProg->Shaders[i]->Name == shader) {
+ /* found it */
+ struct gl_shader **newList;
+
+ /* release */
+ _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
+
+ /* alloc new, smaller array */
+ newList = (struct gl_shader **)
+ malloc((n - 1) * sizeof(struct gl_shader *));
+ if (!newList) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
+ return;
+ }
+ for (j = 0; j < i; j++) {
+ newList[j] = shProg->Shaders[j];
+ }
+ while (++i < n)
+ newList[j++] = shProg->Shaders[i];
+ free(shProg->Shaders);
+
+ shProg->Shaders = newList;
+ shProg->NumShaders = n - 1;
+
+#ifdef DEBUG
+ /* sanity check */
+ {
+ for (j = 0; j < shProg->NumShaders; j++) {
+ assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
+ shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
+ assert(shProg->Shaders[j]->RefCount > 0);
+ }
+ }
+#endif
+
+ return;
+ }
+ }
+
+ /* not found */
+ {
+ GLenum err;
+ if (is_shader(ctx, shader))
+ err = GL_INVALID_OPERATION;
+ else if (is_program(ctx, shader))
+ err = GL_INVALID_OPERATION;
+ else
+ err = GL_INVALID_VALUE;
+ _mesa_error(ctx, err, "glDetachProgram(shader)");
+ return;
+ }
+}
+
+
+static void
+get_active_attrib(struct gl_context *ctx, GLuint program, GLuint index,
+ GLsizei maxLength, GLsizei *length, GLint *size,
+ GLenum *type, GLchar *nameOut)
+{
+ const struct gl_program_parameter_list *attribs = NULL;
+ struct gl_shader_program *shProg;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
+ if (!shProg)
+ return;
+
+ if (shProg->VertexProgram)
+ attribs = shProg->VertexProgram->Base.Attributes;
+
+ if (!attribs || index >= attribs->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
+ return;
+ }
+
+ _mesa_copy_string(nameOut, maxLength, length,
+ attribs->Parameters[index].Name);
+
+ if (size)
+ *size = attribs->Parameters[index].Size
+ / _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
+
+ if (type)
+ *type = attribs->Parameters[index].DataType;
+}
+
+
+/**
+ * Return list of shaders attached to shader program.
+ */
+static void
+get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
+ GLsizei *count, GLuint *obj)
+{
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
+ if (shProg) {
+ GLuint i;
+ for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
+ obj[i] = shProg->Shaders[i]->Name;
+ }
+ if (count)
+ *count = i;
+ }
+}
+
+
+static GLint
+get_frag_data_location(struct gl_context *ctx, GLuint program,
+ const GLchar *name)
+{
+ _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
+ return -1;
+}
+
+
+
+/**
+ * glGetHandleARB() - return ID/name of currently bound shader program.
+ */
+static GLuint
+get_handle(struct gl_context *ctx, GLenum pname)
+{
+ if (pname == GL_PROGRAM_OBJECT_ARB) {
+ if (ctx->Shader.ActiveProgram)
+ return ctx->Shader.ActiveProgram->Name;
+ else
+ return 0;
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
+ return 0;
+ }
+}
+
+
+/**
+ * glGetProgramiv() - get shader program state.
+ * Note that this is for GLSL shader programs, not ARB vertex/fragment
+ * programs (see glGetProgramivARB).
+ */
+static void
+get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *params)
+{
+ const struct gl_program_parameter_list *attribs;
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
+ return;
+ }
+
+ if (shProg->VertexProgram)
+ attribs = shProg->VertexProgram->Base.Attributes;
+ else
+ attribs = NULL;
+
+ switch (pname) {
+ case GL_DELETE_STATUS:
+ *params = shProg->DeletePending;
+ break;
+ case GL_LINK_STATUS:
+ *params = shProg->LinkStatus;
+ break;
+ case GL_VALIDATE_STATUS:
+ *params = shProg->Validated;
+ break;
+ case GL_INFO_LOG_LENGTH:
+ *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
+ break;
+ case GL_ATTACHED_SHADERS:
+ *params = shProg->NumShaders;
+ break;
+ case GL_ACTIVE_ATTRIBUTES:
+ *params = attribs ? attribs->NumParameters : 0;
+ break;
+ case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
+ *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
+ break;
+ case GL_ACTIVE_UNIFORMS:
+ *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
+ break;
+ case GL_ACTIVE_UNIFORM_MAX_LENGTH:
+ *params = _mesa_longest_uniform_name(shProg->Uniforms);
+ if (*params > 0)
+ (*params)++; /* add one for terminating zero */
+ break;
+ case GL_PROGRAM_BINARY_LENGTH_OES:
+ *params = 0;
+ break;
+#if FEATURE_EXT_transform_feedback
+ case GL_TRANSFORM_FEEDBACK_VARYINGS:
+ *params = shProg->TransformFeedback.NumVarying;
+ break;
+ case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
+ *params = longest_feedback_varying_name(shProg) + 1;
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
+ *params = shProg->TransformFeedback.BufferMode;
+ break;
+#endif
+#if FEATURE_ARB_geometry_shader4
+ case GL_GEOMETRY_VERTICES_OUT_ARB:
+ *params = shProg->Geom.VerticesOut;
+ break;
+ case GL_GEOMETRY_INPUT_TYPE_ARB:
+ *params = shProg->Geom.InputType;
+ break;
+ case GL_GEOMETRY_OUTPUT_TYPE_ARB:
+ *params = shProg->Geom.OutputType;
+ break;
+#endif
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
+ return;
+ }
+}
+
+
+/**
+ * glGetShaderiv() - get GLSL shader state
+ */
+static void
+get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
+{
+ struct gl_shader *shader =
+ _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
+
+ if (!shader) {
+ return;
+ }
+
+ switch (pname) {
+ case GL_SHADER_TYPE:
+ *params = shader->Type;
+ break;
+ case GL_DELETE_STATUS:
+ *params = shader->DeletePending;
+ break;
+ case GL_COMPILE_STATUS:
+ *params = shader->CompileStatus;
+ break;
+ case GL_INFO_LOG_LENGTH:
+ *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
+ break;
+ case GL_SHADER_SOURCE_LENGTH:
+ *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
+ return;
+ }
+}
+
+
+static void
+get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
+ return;
+ }
+ _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
+}
+
+
+static void
+get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
+ return;
+ }
+ _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
+}
+
+
+/**
+ * Return shader source code.
+ */
+static void
+get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
+ GLsizei *length, GLchar *sourceOut)
+{
+ struct gl_shader *sh;
+ sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
+ if (!sh) {
+ return;
+ }
+ _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
+}
+
+
+/**
+ * Set/replace shader source code.
+ */
+static void
+shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
+{
+ struct gl_shader *sh;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
+ if (!sh)
+ return;
+
+ /* free old shader source string and install new one */
+ if (sh->Source) {
+ free((void *) sh->Source);
+ }
+ sh->Source = source;
+ sh->CompileStatus = GL_FALSE;
+#ifdef DEBUG
+ sh->SourceChecksum = _mesa_str_checksum(sh->Source);
+#endif
+}
+
+
+/**
+ * Compile a shader.
+ */
+static void
+compile_shader(struct gl_context *ctx, GLuint shaderObj)
+{
+ struct gl_shader *sh;
+ struct gl_shader_compiler_options *options;
+
+ sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
+ if (!sh)
+ return;
+
+ options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
+
+ /* set default pragma state for shader */
+ sh->Pragmas = options->DefaultPragmas;
+
+ /* this call will set the sh->CompileStatus field to indicate if
+ * compilation was successful.
+ */
+ _mesa_glsl_compile_shader(ctx, sh);
+}
+
+
+/**
+ * Link a program's shaders.
+ */
+static void
+link_program(struct gl_context *ctx, GLuint program)
+{
+ struct gl_shader_program *shProg;
+ struct gl_transform_feedback_object *obj =
+ ctx->TransformFeedback.CurrentObject;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
+ if (!shProg)
+ return;
+
+ if (obj->Active
+ && (shProg == ctx->Shader.CurrentVertexProgram
+ || shProg == ctx->Shader.CurrentGeometryProgram
+ || shProg == ctx->Shader.CurrentFragmentProgram)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glLinkProgram(transform feedback active");
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ _mesa_glsl_link_shader(ctx, shProg);
+
+ /* debug code */
+ if (0) {
+ GLuint i;
+
+ printf("Link %u shaders in program %u: %s\n",
+ shProg->NumShaders, shProg->Name,
+ shProg->LinkStatus ? "Success" : "Failed");
+
+ for (i = 0; i < shProg->NumShaders; i++) {
+ printf(" shader %u, type 0x%x\n",
+ shProg->Shaders[i]->Name,
+ shProg->Shaders[i]->Type);
+ }
+ }
+}
+
+
+/**
+ * Print basic shader info (for debug).
+ */
+static void
+print_shader_info(const struct gl_shader_program *shProg)
+{
+ GLuint i;
+
+ printf("Mesa: glUseProgram(%u)\n", shProg->Name);
+ for (i = 0; i < shProg->NumShaders; i++) {
+ const char *s;
+ switch (shProg->Shaders[i]->Type) {
+ case GL_VERTEX_SHADER:
+ s = "vertex";
+ break;
+ case GL_FRAGMENT_SHADER:
+ s = "fragment";
+ break;
+ case GL_GEOMETRY_SHADER:
+ s = "geometry";
+ break;
+ default:
+ s = "";
+ }
+ printf(" %s shader %u, checksum %u\n", s,
+ shProg->Shaders[i]->Name,
+ shProg->Shaders[i]->SourceChecksum);
+ }
+ if (shProg->VertexProgram)
+ printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
+ if (shProg->FragmentProgram)
+ printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
+}
+
+
+/**
+ * Use the named shader program for subsequent glUniform calls
+ */
+void
+_mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
+ const char *caller)
+{
+ if ((shProg != NULL) && !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(program %u not linked)", caller, shProg->Name);
+ return;
+ }
+
+ if (ctx->Shader.ActiveProgram != shProg) {
+ _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
+ }
+}
+
+/**
+ */
+static bool
+use_shader_program(struct gl_context *ctx, GLenum type,
+ struct gl_shader_program *shProg)
+{
+ struct gl_shader_program **target;
+
+ switch (type) {
+#if FEATURE_ARB_vertex_shader
+ case GL_VERTEX_SHADER:
+ target = &ctx->Shader.CurrentVertexProgram;
+ if ((shProg == NULL)
+ || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
+ shProg = NULL;
+ }
+ break;
+#endif
+#if FEATURE_ARB_geometry_shader4
+ case GL_GEOMETRY_SHADER_ARB:
+ target = &ctx->Shader.CurrentGeometryProgram;
+ if ((shProg == NULL)
+ || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
+ shProg = NULL;
+ }
+ break;
+#endif
+#if FEATURE_ARB_fragment_shader
+ case GL_FRAGMENT_SHADER:
+ target = &ctx->Shader.CurrentFragmentProgram;
+ if ((shProg == NULL)
+ || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
+ shProg = NULL;
+ }
+ break;
+#endif
+ default:
+ return false;
+ }
+
+ if (*target != shProg) {
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ _mesa_reference_shader_program(ctx, target, shProg);
+ return true;
+ }
+
+ return false;
+}
+
+/**
+ * Use the named shader program for subsequent rendering.
+ */
+void
+_mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
+{
+ use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
+ use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
+ use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
+ _mesa_active_program(ctx, shProg, "glUseProgram");
+
+ if (ctx->Driver.UseProgram)
+ ctx->Driver.UseProgram(ctx, shProg);
+}
+
+
+/**
+ * Validate a program's samplers.
+ * Specifically, check that there aren't two samplers of different types
+ * pointing to the same texture unit.
+ * \return GL_TRUE if valid, GL_FALSE if invalid
+ */
+static GLboolean
+validate_samplers(const struct gl_program *prog, char *errMsg)
+{
+ static const char *targetName[] = {
+ "TEXTURE_2D_ARRAY",
+ "TEXTURE_1D_ARRAY",
+ "TEXTURE_CUBE",
+ "TEXTURE_3D",
+ "TEXTURE_RECT",
+ "TEXTURE_2D",
+ "TEXTURE_1D",
+ };
+ GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS];
+ GLbitfield samplersUsed = prog->SamplersUsed;
+ GLuint i;
+
+ assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
+
+ if (samplersUsed == 0x0)
+ return GL_TRUE;
+
+ for (i = 0; i < Elements(targetUsed); i++)
+ targetUsed[i] = -1;
+
+ /* walk over bits which are set in 'samplers' */
+ while (samplersUsed) {
+ GLuint unit;
+ gl_texture_index target;
+ GLint sampler = _mesa_ffs(samplersUsed) - 1;
+ assert(sampler >= 0);
+ assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
+ unit = prog->SamplerUnits[sampler];
+ target = prog->SamplerTargets[sampler];
+ if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
+ _mesa_snprintf(errMsg, 100,
+ "Texture unit %d is accessed both as %s and %s",
+ unit, targetName[targetUsed[unit]], targetName[target]);
+ return GL_FALSE;
+ }
+ targetUsed[unit] = target;
+ samplersUsed ^= (1 << sampler);
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Do validation of the given shader program.
+ * \param errMsg returns error message if validation fails.
+ * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
+ */
+static GLboolean
+validate_shader_program(const struct gl_shader_program *shProg,
+ char *errMsg)
+{
+ const struct gl_vertex_program *vp = shProg->VertexProgram;
+ const struct gl_fragment_program *fp = shProg->FragmentProgram;
+
+ if (!shProg->LinkStatus) {
+ return GL_FALSE;
+ }
+
+ /* From the GL spec, a program is invalid if any of these are true:
+
+ any two active samplers in the current program object are of
+ different types, but refer to the same texture image unit,
+
+ any active sampler in the current program object refers to a texture
+ image unit where fixed-function fragment processing accesses a
+ texture target that does not match the sampler type, or
+
+ the sum of the number of active samplers in the program and the
+ number of texture image units enabled for fixed-function fragment
+ processing exceeds the combined limit on the total number of texture
+ image units allowed.
+ */
+
+
+ /*
+ * Check: any two active samplers in the current program object are of
+ * different types, but refer to the same texture image unit,
+ */
+ if (vp && !validate_samplers(&vp->Base, errMsg)) {
+ return GL_FALSE;
+ }
+ if (fp && !validate_samplers(&fp->Base, errMsg)) {
+ return GL_FALSE;
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Called via glValidateProgram()
+ */
+static void
+validate_program(struct gl_context *ctx, GLuint program)
+{
+ struct gl_shader_program *shProg;
+ char errMsg[100];
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
+ if (!shProg) {
+ return;
+ }
+
+ shProg->Validated = validate_shader_program(shProg, errMsg);
+ if (!shProg->Validated) {
+ /* update info log */
+ if (shProg->InfoLog) {
+ talloc_free(shProg->InfoLog);
+ }
+ shProg->InfoLog = talloc_strdup(shProg, errMsg);
+ }
+}
+
+
+
+void GLAPIENTRY
+_mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ attach_shader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_AttachShader(GLuint program, GLuint shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ attach_shader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
+ const GLcharARB *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_attrib_location(ctx, program, index, name);
+}
+
+
+/* GL_EXT_gpu_shader4, GL3 */
+void GLAPIENTRY
+_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
+ const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_frag_data_location(ctx, program, colorNumber, name);
+}
+
+
+void GLAPIENTRY
+_mesa_CompileShaderARB(GLhandleARB shaderObj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ compile_shader(ctx, shaderObj);
+}
+
+
+GLuint GLAPIENTRY
+_mesa_CreateShader(GLenum type)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return create_shader(ctx, type);
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_CreateShaderObjectARB(GLenum type)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return create_shader(ctx, type);
+}
+
+
+GLuint GLAPIENTRY
+_mesa_CreateProgram(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return create_shader_program(ctx);
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_CreateProgramObjectARB(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return create_shader_program(ctx);
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteObjectARB(GLhandleARB obj)
+{
+ if (obj) {
+ GET_CURRENT_CONTEXT(ctx);
+ if (is_program(ctx, obj)) {
+ delete_shader_program(ctx, obj);
+ }
+ else if (is_shader(ctx, obj)) {
+ delete_shader(ctx, obj);
+ }
+ else {
+ /* error? */
+ }
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteProgram(GLuint name)
+{
+ if (name) {
+ GET_CURRENT_CONTEXT(ctx);
+ delete_shader_program(ctx, name);
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteShader(GLuint name)
+{
+ if (name) {
+ GET_CURRENT_CONTEXT(ctx);
+ delete_shader(ctx, name);
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ detach_shader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_DetachShader(GLuint program, GLuint shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ detach_shader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLcharARB * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_active_attrib(ctx, program, index, maxLength, length, size, type, name);
+}
+
+
+void GLAPIENTRY
+_mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
+ GLsizei * count, GLhandleARB * obj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_attached_shaders(ctx, container, maxCount, count, obj);
+}
+
+
+void GLAPIENTRY
+_mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
+ GLsizei *count, GLuint *obj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_attached_shaders(ctx, program, maxCount, count, obj);
+}
+
+
+GLint GLAPIENTRY
+_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return get_attrib_location(ctx, program, name);
+}
+
+
+/* GL_EXT_gpu_shader4, GL3 */
+GLint GLAPIENTRY
+_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return get_frag_data_location(ctx, program, name);
+}
+
+
+
+void GLAPIENTRY
+_mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
+ GLcharARB * infoLog)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (is_program(ctx, object)) {
+ get_program_info_log(ctx, object, maxLength, length, infoLog);
+ }
+ else if (is_shader(ctx, object)) {
+ get_shader_info_log(ctx, object, maxLength, length, infoLog);
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ /* Implement in terms of GetProgramiv, GetShaderiv */
+ if (is_program(ctx, object)) {
+ if (pname == GL_OBJECT_TYPE_ARB) {
+ *params = GL_PROGRAM_OBJECT_ARB;
+ }
+ else {
+ get_programiv(ctx, object, pname, params);
+ }
+ }
+ else if (is_shader(ctx, object)) {
+ if (pname == GL_OBJECT_TYPE_ARB) {
+ *params = GL_SHADER_OBJECT_ARB;
+ }
+ else {
+ get_shaderiv(ctx, object, pname, params);
+ }
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
+ GLfloat *params)
+{
+ GLint iparams[1]; /* XXX is one element enough? */
+ _mesa_GetObjectParameterivARB(object, pname, iparams);
+ params[0] = (GLfloat) iparams[0];
+}
+
+
+void GLAPIENTRY
+_mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_programiv(ctx, program, pname, params);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_shaderiv(ctx, shader, pname, params);
+}
+
+
+void GLAPIENTRY
+_mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_program_info_log(ctx, program, bufSize, length, infoLog);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_shader_info_log(ctx, shader, bufSize, length, infoLog);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
+ GLsizei *length, GLcharARB *sourceOut)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ get_shader_source(ctx, shader, maxLength, length, sourceOut);
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_GetHandleARB(GLenum pname)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return get_handle(ctx, pname);
+}
+
+
+GLboolean GLAPIENTRY
+_mesa_IsProgram(GLuint name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return is_program(ctx, name);
+}
+
+
+GLboolean GLAPIENTRY
+_mesa_IsShader(GLuint name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return is_shader(ctx, name);
+}
+
+
+void GLAPIENTRY
+_mesa_LinkProgramARB(GLhandleARB programObj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ link_program(ctx, programObj);
+}
+
+
+
+/**
+ * Read shader source code from a file.
+ * Useful for debugging to override an app's shader.
+ */
+static GLcharARB *
+read_shader(const char *fname)
+{
+ const int max = 50*1000;
+ FILE *f = fopen(fname, "r");
+ GLcharARB *buffer, *shader;
+ int len;
+
+ if (!f) {
+ return NULL;
+ }
+
+ buffer = (char *) malloc(max);
+ len = fread(buffer, 1, max, f);
+ buffer[len] = 0;
+
+ fclose(f);
+
+ shader = _mesa_strdup(buffer);
+ free(buffer);
+
+ return shader;
+}
+
+
+/**
+ * Called via glShaderSource() and glShaderSourceARB() API functions.
+ * Basically, concatenate the source code strings into one long string
+ * and pass it to _mesa_shader_source().
+ */
+void GLAPIENTRY
+_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
+ const GLcharARB ** string, const GLint * length)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint *offsets;
+ GLsizei i, totalLength;
+ GLcharARB *source;
+ GLuint checksum;
+
+ if (!shaderObj || string == NULL) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
+ return;
+ }
+
+ /*
+ * This array holds offsets of where the appropriate string ends, thus the
+ * last element will be set to the total length of the source code.
+ */
+ offsets = (GLint *) malloc(count * sizeof(GLint));
+ if (offsets == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
+ return;
+ }
+
+ for (i = 0; i < count; i++) {
+ if (string[i] == NULL) {
+ free((GLvoid *) offsets);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)");
+ return;
+ }
+ if (length == NULL || length[i] < 0)
+ offsets[i] = strlen(string[i]);
+ else
+ offsets[i] = length[i];
+ /* accumulate string lengths */
+ if (i > 0)
+ offsets[i] += offsets[i - 1];
+ }
+
+ /* Total length of source string is sum off all strings plus two.
+ * One extra byte for terminating zero, another extra byte to silence
+ * valgrind warnings in the parser/grammer code.
+ */
+ totalLength = offsets[count - 1] + 2;
+ source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
+ if (source == NULL) {
+ free((GLvoid *) offsets);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
+ return;
+ }
+
+ for (i = 0; i < count; i++) {
+ GLint start = (i > 0) ? offsets[i - 1] : 0;
+ memcpy(source + start, string[i],
+ (offsets[i] - start) * sizeof(GLcharARB));
+ }
+ source[totalLength - 1] = '\0';
+ source[totalLength - 2] = '\0';
+
+ if (SHADER_SUBST) {
+ /* Compute the shader's source code checksum then try to open a file
+ * named newshader_<CHECKSUM>. If it exists, use it in place of the
+ * original shader source code. For debugging.
+ */
+ char filename[100];
+ GLcharARB *newSource;
+
+ checksum = _mesa_str_checksum(source);
+
+ _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
+
+ newSource = read_shader(filename);
+ if (newSource) {
+ fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
+ shaderObj, checksum, filename);
+ free(source);
+ source = newSource;
+ }
+ }
+
+ shader_source(ctx, shaderObj, source);
+
+ if (SHADER_SUBST) {
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
+ if (sh)
+ sh->SourceChecksum = checksum; /* save original checksum */
+ }
+
+ free(offsets);
+}
+
+
+void GLAPIENTRY
+_mesa_UseProgramObjectARB(GLhandleARB program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg;
+ struct gl_transform_feedback_object *obj =
+ ctx->TransformFeedback.CurrentObject;
+
+ if (obj->Active) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgram(transform feedback active)");
+ return;
+ }
+
+ if (program) {
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
+ if (!shProg) {
+ return;
+ }
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgram(program %u not linked)", program);
+ return;
+ }
+
+ /* debug code */
+ if (ctx->Shader.Flags & GLSL_USE_PROG) {
+ print_shader_info(shProg);
+ }
+ }
+ else {
+ shProg = NULL;
+ }
+
+ _mesa_use_program(ctx, shProg);
+}
+
+
+void GLAPIENTRY
+_mesa_ValidateProgramARB(GLhandleARB program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ validate_program(ctx, program);
+}
+
+#ifdef FEATURE_ES2
+
+void GLAPIENTRY
+_mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
+ GLint* range, GLint* precision)
+{
+ const struct gl_program_constants *limits;
+ const struct gl_precision *p;
+ GET_CURRENT_CONTEXT(ctx);
+
+ switch (shadertype) {
+ case GL_VERTEX_SHADER:
+ limits = &ctx->Const.VertexProgram;
+ break;
+ case GL_FRAGMENT_SHADER:
+ limits = &ctx->Const.FragmentProgram;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetShaderPrecisionFormat(shadertype)");
+ return;
+ }
+
+ switch (precisiontype) {
+ case GL_LOW_FLOAT:
+ p = &limits->LowFloat;
+ break;
+ case GL_MEDIUM_FLOAT:
+ p = &limits->MediumFloat;
+ break;
+ case GL_HIGH_FLOAT:
+ p = &limits->HighFloat;
+ break;
+ case GL_LOW_INT:
+ p = &limits->LowInt;
+ break;
+ case GL_MEDIUM_INT:
+ p = &limits->MediumInt;
+ break;
+ case GL_HIGH_INT:
+ p = &limits->HighInt;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetShaderPrecisionFormat(precisiontype)");
+ return;
+ }
+
+ range[0] = p->RangeMin;
+ range[1] = p->RangeMax;
+ precision[0] = p->Precision;
+}
+
+
+void GLAPIENTRY
+_mesa_ReleaseShaderCompiler(void)
+{
+ _mesa_destroy_shader_compiler_caches();
+}
+
+
+void GLAPIENTRY
+_mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
+ const void* binary, GLint length)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) n;
+ (void) shaders;
+ (void) binaryformat;
+ (void) binary;
+ (void) length;
+ _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
+}
+
+#endif /* FEATURE_ES2 */
+
+
+#if FEATURE_ARB_geometry_shader4
+
+void GLAPIENTRY
+_mesa_ProgramParameteriARB(GLuint program, GLenum pname,
+ GLint value)
+{
+ struct gl_shader_program *shProg;
+ GET_CURRENT_CONTEXT(ctx);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramParameteri");
+ if (!shProg)
+ return;
+
+ switch (pname) {
+ case GL_GEOMETRY_VERTICES_OUT_ARB:
+ if (value < 1 ||
+ (unsigned) value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
+ value);
+ return;
+ }
+ shProg->Geom.VerticesOut = value;
+ break;
+ case GL_GEOMETRY_INPUT_TYPE_ARB:
+ switch (value) {
+ case GL_POINTS:
+ case GL_LINES:
+ case GL_LINES_ADJACENCY_ARB:
+ case GL_TRIANGLES:
+ case GL_TRIANGLES_ADJACENCY_ARB:
+ shProg->Geom.InputType = value;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glProgramParameteri(geometry input type = %s",
+ _mesa_lookup_enum_by_nr(value));
+ return;
+ }
+ break;
+ case GL_GEOMETRY_OUTPUT_TYPE_ARB:
+ switch (value) {
+ case GL_POINTS:
+ case GL_LINE_STRIP:
+ case GL_TRIANGLE_STRIP:
+ shProg->Geom.OutputType = value;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glProgramParameteri(geometry output type = %s",
+ _mesa_lookup_enum_by_nr(value));
+ return;
+ }
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
+ _mesa_lookup_enum_by_nr(pname));
+ break;
+ }
+}
+
+#endif
+
+void
+_mesa_use_shader_program(struct gl_context *ctx, GLenum type,
+ struct gl_shader_program *shProg)
+{
+ use_shader_program(ctx, type, shProg);
+
+ if (ctx->Driver.UseProgram)
+ ctx->Driver.UseProgram(ctx, shProg);
+}
+
+void GLAPIENTRY
+_mesa_UseShaderProgramEXT(GLenum type, GLuint program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg = NULL;
+
+ if (!validate_shader_target(ctx, type)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
+ return;
+ }
+
+ if (ctx->TransformFeedback.CurrentObject->Active) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseShaderProgramEXT(transform feedback is active)");
+ return;
+ }
+
+ if (program) {
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glUseShaderProgramEXT");
+ if (shProg == NULL)
+ return;
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseShaderProgramEXT(program not linked)");
+ return;
+ }
+ }
+
+ _mesa_use_shader_program(ctx, type, shProg);
+}
+
+void GLAPIENTRY
+_mesa_ActiveProgramEXT(GLuint program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg = (program != 0)
+ ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
+ : NULL;
+
+ _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+ return;
+}
+
+GLuint GLAPIENTRY
+_mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ const GLuint shader = create_shader(ctx, type);
+ GLuint program = 0;
+
+ if (shader) {
+ shader_source(ctx, shader, _mesa_strdup(string));
+ compile_shader(ctx, shader);
+
+ program = create_shader_program(ctx);
+ if (program) {
+ struct gl_shader_program *shProg;
+ struct gl_shader *sh;
+ GLint compiled = GL_FALSE;
+
+ shProg = _mesa_lookup_shader_program(ctx, program);
+ sh = _mesa_lookup_shader(ctx, shader);
+
+ get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
+ if (compiled) {
+ attach_shader(ctx, program, shader);
+ link_program(ctx, program);
+ detach_shader(ctx, program, shader);
+
+#if 0
+ /* Possibly... */
+ if (active-user-defined-varyings-in-linked-program) {
+ append-error-to-info-log;
+ shProg->LinkStatus = GL_FALSE;
+ }
+#endif
+ }
+
+ shProg->InfoLog = talloc_strdup_append(shProg->InfoLog, sh->InfoLog);
+ }
+
+ delete_shader(ctx, shader);
+ }
+
+ return program;
+}
+
+/**
+ * Plug in shader-related functions into API dispatch table.
+ */
+void
+_mesa_init_shader_dispatch(struct _glapi_table *exec)
+{
+#if FEATURE_GL
+ /* GL_ARB_vertex/fragment_shader */
+ SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
+ SET_GetHandleARB(exec, _mesa_GetHandleARB);
+ SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
+ SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
+ SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
+ SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
+ SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
+ SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
+ SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
+ SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
+ SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
+ SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
+ SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
+ SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
+ SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
+ SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
+
+ /* OpenGL 2.0 */
+ SET_AttachShader(exec, _mesa_AttachShader);
+ SET_CreateProgram(exec, _mesa_CreateProgram);
+ SET_CreateShader(exec, _mesa_CreateShader);
+ SET_DeleteProgram(exec, _mesa_DeleteProgram);
+ SET_DeleteShader(exec, _mesa_DeleteShader);
+ SET_DetachShader(exec, _mesa_DetachShader);
+ SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
+ SET_GetProgramiv(exec, _mesa_GetProgramiv);
+ SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
+ SET_GetShaderiv(exec, _mesa_GetShaderiv);
+ SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
+ SET_IsProgram(exec, _mesa_IsProgram);
+ SET_IsShader(exec, _mesa_IsShader);
+
+#if FEATURE_ARB_vertex_shader
+ SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
+ SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
+ SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
+#endif
+
+#if FEATURE_ARB_geometry_shader4
+ SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
+#endif
+
+ SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
+ SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
+ SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
+
+ /* GL_EXT_gpu_shader4 / GL 3.0 */
+ SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
+ SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
+
+ /* GL_ARB_ES2_compatibility */
+ SET_ReleaseShaderCompiler(exec, _mesa_ReleaseShaderCompiler);
+
+#endif /* FEATURE_GL */
+}
+