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-rw-r--r--mesalib/src/mesa/main/extensions.c1898
-rw-r--r--mesalib/src/mesa/main/mtypes.h6724
-rw-r--r--mesalib/src/mesa/main/texobj.c2532
3 files changed, 5609 insertions, 5545 deletions
diff --git a/mesalib/src/mesa/main/extensions.c b/mesalib/src/mesa/main/extensions.c
index ea8262086..4b6e91c4f 100644
--- a/mesalib/src/mesa/main/extensions.c
+++ b/mesalib/src/mesa/main/extensions.c
@@ -1,918 +1,980 @@
-/*
- * Mesa 3-D graphics library
- * Version: 7.6
- *
- * 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
- * \brief Extension handling
- */
-
-
-#include "glheader.h"
-#include "imports.h"
-#include "context.h"
-#include "extensions.h"
-#include "mfeatures.h"
-#include "mtypes.h"
-
-enum {
- DISABLE = 0,
- GL = 1 << API_OPENGL,
- ES1 = 1 << API_OPENGLES,
- ES2 = 1 << API_OPENGLES2,
-};
-
-/**
- * \brief An element of the \c extension_table.
- */
-struct extension {
- /** Name of extension, such as "GL_ARB_depth_clamp". */
- const char *name;
-
- /** Offset (in bytes) of the corresponding member in struct gl_extensions. */
- size_t offset;
-
- /** Set of API's in which the extension exists, as a bitset. */
- uint8_t api_set;
-};
-
-
-/**
- * Given a member \c x of struct gl_extensions, return offset of
- * \c x in bytes.
- */
-#define o(x) offsetof(struct gl_extensions, x)
-
-
-/**
- * \brief Table of supported OpenGL extensions for all API's.
- *
- * Note: The GL_MESAX_* extensions are placeholders for future ARB extensions.
- */
-static const struct extension extension_table[] = {
- /* ARB Extensions */
- { "GL_ARB_ES2_compatibility", o(ARB_ES2_compatibility), GL },
- { "GL_ARB_blend_func_extended", o(ARB_blend_func_extended), GL },
- { "GL_ARB_copy_buffer", o(ARB_copy_buffer), GL },
- { "GL_ARB_depth_buffer_float", o(ARB_depth_buffer_float), GL },
- { "GL_ARB_depth_clamp", o(ARB_depth_clamp), GL },
- { "GL_ARB_depth_texture", o(ARB_depth_texture), GL },
- { "GL_ARB_draw_buffers", o(ARB_draw_buffers), GL },
- { "GL_ARB_draw_buffers_blend", o(ARB_draw_buffers_blend), GL },
- { "GL_ARB_draw_elements_base_vertex", o(ARB_draw_elements_base_vertex), GL },
- { "GL_ARB_draw_instanced", o(ARB_draw_instanced), GL },
- { "GL_ARB_explicit_attrib_location", o(ARB_explicit_attrib_location), GL },
- { "GL_ARB_fragment_coord_conventions", o(ARB_fragment_coord_conventions), GL },
- { "GL_ARB_fragment_program", o(ARB_fragment_program), GL },
- { "GL_ARB_fragment_program_shadow", o(ARB_fragment_program_shadow), GL },
- { "GL_ARB_fragment_shader", o(ARB_fragment_shader), GL },
- { "GL_ARB_framebuffer_object", o(ARB_framebuffer_object), GL },
- { "GL_ARB_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL },
- { "GL_ARB_half_float_pixel", o(ARB_half_float_pixel), GL },
- { "GL_ARB_half_float_vertex", o(ARB_half_float_vertex), GL },
- { "GL_ARB_instanced_arrays", o(ARB_instanced_arrays), GL },
- { "GL_ARB_map_buffer_range", o(ARB_map_buffer_range), GL },
- { "GL_ARB_multisample", o(ARB_multisample), GL },
- { "GL_ARB_multitexture", o(ARB_multitexture), GL },
- { "GL_ARB_occlusion_query2", o(ARB_occlusion_query2), GL },
- { "GL_ARB_occlusion_query", o(ARB_occlusion_query), GL },
- { "GL_ARB_pixel_buffer_object", o(EXT_pixel_buffer_object), GL },
- { "GL_ARB_point_parameters", o(EXT_point_parameters), GL },
- { "GL_ARB_point_sprite", o(ARB_point_sprite), GL },
- { "GL_ARB_provoking_vertex", o(EXT_provoking_vertex), GL },
- { "GL_ARB_sampler_objects", o(ARB_sampler_objects), GL },
- { "GL_ARB_seamless_cube_map", o(ARB_seamless_cube_map), GL },
- { "GL_ARB_shader_objects", o(ARB_shader_objects), GL },
- { "GL_ARB_shader_stencil_export", o(ARB_shader_stencil_export), GL },
- { "GL_ARB_shading_language_100", o(ARB_shading_language_100), GL },
- { "GL_ARB_shadow_ambient", o(ARB_shadow_ambient), GL },
- { "GL_ARB_shadow", o(ARB_shadow), GL },
- { "GL_ARB_sync", o(ARB_sync), GL },
- { "GL_ARB_texture_border_clamp", o(ARB_texture_border_clamp), GL },
- { "GL_ARB_texture_buffer_object", o(ARB_texture_buffer_object), GL },
- { "GL_ARB_texture_compression", o(ARB_texture_compression), GL },
- { "GL_ARB_texture_compression_rgtc", o(ARB_texture_compression_rgtc), GL },
- { "GL_ARB_texture_cube_map", o(ARB_texture_cube_map), GL },
- { "GL_ARB_texture_env_add", o(EXT_texture_env_add), GL },
- { "GL_ARB_texture_env_combine", o(ARB_texture_env_combine), GL },
- { "GL_ARB_texture_env_crossbar", o(ARB_texture_env_crossbar), GL },
- { "GL_ARB_texture_env_dot3", o(ARB_texture_env_dot3), GL },
- { "GL_ARB_texture_mirrored_repeat", o(ARB_texture_mirrored_repeat), GL },
- { "GL_ARB_texture_multisample", o(ARB_texture_multisample), GL },
- { "GL_ARB_texture_non_power_of_two", o(ARB_texture_non_power_of_two), GL },
- { "GL_ARB_texture_rectangle", o(NV_texture_rectangle), GL },
- { "GL_ARB_texture_rgb10_a2ui", o(ARB_texture_rgb10_a2ui), GL },
- { "GL_ARB_texture_rg", o(ARB_texture_rg), GL },
- { "GL_ARB_texture_swizzle", o(EXT_texture_swizzle), GL },
- { "GL_ARB_transform_feedback2", o(ARB_transform_feedback2), GL },
- { "GL_ARB_transpose_matrix", o(ARB_transpose_matrix), GL },
- { "GL_ARB_uniform_buffer_object", o(ARB_uniform_buffer_object), GL },
- { "GL_ARB_vertex_array_bgra", o(EXT_vertex_array_bgra), GL },
- { "GL_ARB_vertex_array_object", o(ARB_vertex_array_object), GL },
- { "GL_ARB_vertex_buffer_object", o(ARB_vertex_buffer_object), GL },
- { "GL_ARB_vertex_program", o(ARB_vertex_program), GL },
- { "GL_ARB_vertex_shader", o(ARB_vertex_shader), GL },
- { "GL_ARB_vertex_type_2_10_10_10_rev", o(ARB_vertex_type_2_10_10_10_rev), GL },
- { "GL_ARB_window_pos", o(ARB_window_pos), GL },
-
- /* EXT extensions */
- { "GL_EXT_abgr", o(EXT_abgr), GL },
- { "GL_EXT_bgra", o(EXT_bgra), GL },
- { "GL_EXT_blend_color", o(EXT_blend_color), GL },
- { "GL_EXT_blend_equation_separate", o(EXT_blend_equation_separate), GL },
- { "GL_EXT_blend_func_separate", o(EXT_blend_func_separate), GL },
- { "GL_EXT_blend_logic_op", o(EXT_blend_logic_op), GL },
- { "GL_EXT_blend_minmax", o(EXT_blend_minmax), GL | ES1 | ES2 },
- { "GL_EXT_blend_subtract", o(EXT_blend_subtract), GL },
- { "GL_EXT_clip_volume_hint", o(EXT_clip_volume_hint), GL },
- { "GL_EXT_compiled_vertex_array", o(EXT_compiled_vertex_array), GL },
- { "GL_EXT_copy_texture", o(EXT_copy_texture), GL },
- { "GL_EXT_depth_bounds_test", o(EXT_depth_bounds_test), GL },
- { "GL_EXT_draw_buffers2", o(EXT_draw_buffers2), GL },
- { "GL_EXT_draw_instanced", o(ARB_draw_instanced), GL },
- { "GL_EXT_draw_range_elements", o(EXT_draw_range_elements), GL },
- { "GL_EXT_fog_coord", o(EXT_fog_coord), GL },
- { "GL_EXT_framebuffer_blit", o(EXT_framebuffer_blit), GL },
- { "GL_EXT_framebuffer_multisample", o(EXT_framebuffer_multisample), GL },
- { "GL_EXT_framebuffer_object", o(EXT_framebuffer_object), GL },
- { "GL_EXT_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL },
- { "GL_EXT_gpu_program_parameters", o(EXT_gpu_program_parameters), GL },
- { "GL_EXT_gpu_shader4", o(EXT_gpu_shader4), GL },
- { "GL_EXT_multi_draw_arrays", o(EXT_multi_draw_arrays), GL | ES1 | ES2 },
- { "GL_EXT_packed_depth_stencil", o(EXT_packed_depth_stencil), GL },
- { "GL_EXT_packed_float", o(EXT_packed_float), GL },
- { "GL_EXT_packed_pixels", o(EXT_packed_pixels), GL },
- { "GL_EXT_paletted_texture", o(EXT_paletted_texture), GL },
- { "GL_EXT_pixel_buffer_object", o(EXT_pixel_buffer_object), GL },
- { "GL_EXT_point_parameters", o(EXT_point_parameters), GL },
- { "GL_EXT_polygon_offset", o(EXT_polygon_offset), GL },
- { "GL_EXT_provoking_vertex", o(EXT_provoking_vertex), GL },
- { "GL_EXT_rescale_normal", o(EXT_rescale_normal), GL },
- { "GL_EXT_secondary_color", o(EXT_secondary_color), GL },
- { "GL_EXT_separate_shader_objects", o(EXT_separate_shader_objects), GL },
- { "GL_EXT_separate_specular_color", o(EXT_separate_specular_color), GL },
- { "GL_EXT_shadow_funcs", o(EXT_shadow_funcs), GL },
- { "GL_EXT_shared_texture_palette", o(EXT_shared_texture_palette), GL },
- { "GL_EXT_stencil_two_side", o(EXT_stencil_two_side), GL },
- { "GL_EXT_stencil_wrap", o(EXT_stencil_wrap), GL },
- { "GL_EXT_subtexture", o(EXT_subtexture), GL },
- { "GL_EXT_texture3D", o(EXT_texture3D), GL },
- { "GL_EXT_texture_array", o(EXT_texture_array), GL },
- { "GL_EXT_texture_compression_dxt1", o(EXT_texture_compression_s3tc), GL | ES1 | ES2 },
- { "GL_EXT_texture_compression_latc", o(EXT_texture_compression_latc), GL },
- { "GL_EXT_texture_compression_rgtc", o(ARB_texture_compression_rgtc), GL },
- { "GL_EXT_texture_compression_s3tc", o(EXT_texture_compression_s3tc), GL },
- { "GL_EXT_texture_cube_map", o(ARB_texture_cube_map), GL },
- { "GL_EXT_texture_edge_clamp", o(SGIS_texture_edge_clamp), GL },
- { "GL_EXT_texture_env_add", o(EXT_texture_env_add), GL },
- { "GL_EXT_texture_env_combine", o(EXT_texture_env_combine), GL },
- { "GL_EXT_texture_env_dot3", o(EXT_texture_env_dot3), GL },
- { "GL_EXT_texture_filter_anisotropic", o(EXT_texture_filter_anisotropic), GL | ES1 | ES2 },
- { "GL_EXT_texture_format_BGRA8888", o(EXT_texture_format_BGRA8888), ES1 | ES2 },
- { "GL_EXT_texture_integer", o(EXT_texture_integer), GL },
- { "GL_EXT_texture_lod_bias", o(EXT_texture_lod_bias), GL | ES1 },
- { "GL_EXT_texture_mirror_clamp", o(EXT_texture_mirror_clamp), GL },
- { "GL_EXT_texture_object", o(EXT_texture_object), GL },
- { "GL_EXT_texture", o(EXT_texture), GL },
- { "GL_EXT_texture_rectangle", o(NV_texture_rectangle), GL },
- { "GL_EXT_texture_shared_exponent", o(EXT_texture_shared_exponent), GL },
- { "GL_EXT_texture_sRGB", o(EXT_texture_sRGB), GL },
- { "GL_EXT_texture_sRGB_decode", o(EXT_texture_sRGB_decode), GL },
- { "GL_EXT_texture_swizzle", o(EXT_texture_swizzle), GL },
- { "GL_EXT_texture_type_2_10_10_10_REV", o(dummy_true), ES2 },
- { "GL_EXT_timer_query", o(EXT_timer_query), GL },
- { "GL_EXT_transform_feedback", o(EXT_transform_feedback), GL },
- { "GL_EXT_vertex_array_bgra", o(EXT_vertex_array_bgra), GL },
- { "GL_EXT_vertex_array", o(EXT_vertex_array), GL },
- { "GL_EXT_vertex_array_set", o(EXT_vertex_array_set), GL },
-
- /* OES extensions */
- { "GL_OES_blend_equation_separate", o(EXT_blend_equation_separate), ES1 },
- { "GL_OES_blend_func_separate", o(EXT_blend_func_separate), ES1 },
- { "GL_OES_blend_subtract", o(EXT_blend_subtract), ES1 },
- { "GL_OES_byte_coordinates", o(dummy_true), ES1 },
- { "GL_OES_compressed_paletted_texture", o(dummy_false), DISABLE },
- { "GL_OES_depth24", o(EXT_framebuffer_object), ES1 | ES2 },
- { "GL_OES_depth32", o(dummy_false), DISABLE },
- { "GL_OES_depth_texture", o(ARB_depth_texture), ES2 },
-#if FEATURE_OES_draw_texture
- { "GL_OES_draw_texture", o(OES_draw_texture), ES1 | ES2 },
-#endif
-#if FEATURE_OES_EGL_image
- /* FIXME: Mesa expects GL_OES_EGL_image to be available in OpenGL contexts. */
- { "GL_OES_EGL_image", o(OES_EGL_image), GL | ES1 | ES2 },
-#endif
- { "GL_OES_element_index_uint", o(EXT_vertex_array), ES1 | ES2 },
- { "GL_OES_fbo_render_mipmap", o(EXT_framebuffer_object), ES1 | ES2 },
- { "GL_OES_fixed_point", o(dummy_true), ES1 },
- { "GL_OES_framebuffer_object", o(EXT_framebuffer_object), ES1 },
- { "GL_OES_mapbuffer", o(ARB_vertex_buffer_object), ES1 | ES2 },
- { "GL_OES_matrix_get", o(dummy_true), ES1 },
- { "GL_OES_packed_depth_stencil", o(EXT_packed_depth_stencil), ES1 | ES2 },
- { "GL_OES_point_size_array", o(dummy_true), ES1 },
- { "GL_OES_point_sprite", o(ARB_point_sprite), ES1 },
- { "GL_OES_query_matrix", o(dummy_true), ES1 },
- { "GL_OES_read_format", o(OES_read_format), GL | ES1 },
- { "GL_OES_rgb8_rgba8", o(EXT_framebuffer_object), ES1 | ES2 },
- { "GL_OES_single_precision", o(dummy_true), ES1 },
- { "GL_OES_standard_derivatives", o(OES_standard_derivatives), ES2 },
- { "GL_OES_stencil1", o(dummy_false), DISABLE },
- { "GL_OES_stencil4", o(dummy_false), DISABLE },
- { "GL_OES_stencil8", o(EXT_framebuffer_object), ES1 | ES2 },
- { "GL_OES_stencil_wrap", o(EXT_stencil_wrap), ES1 },
- { "GL_OES_texture_3D", o(EXT_texture3D), ES2 },
- { "GL_OES_texture_cube_map", o(ARB_texture_cube_map), ES1 },
- { "GL_OES_texture_env_crossbar", o(ARB_texture_env_crossbar), ES1 },
- { "GL_OES_texture_mirrored_repeat", o(ARB_texture_mirrored_repeat), ES1 },
- { "GL_OES_texture_npot", o(ARB_texture_non_power_of_two), ES2 },
-
- /* Vendor extensions */
- { "GL_3DFX_texture_compression_FXT1", o(TDFX_texture_compression_FXT1), GL },
- { "GL_AMD_conservative_depth", o(AMD_conservative_depth), GL },
- { "GL_APPLE_client_storage", o(APPLE_client_storage), GL },
- { "GL_APPLE_object_purgeable", o(APPLE_object_purgeable), GL },
- { "GL_APPLE_packed_pixels", o(APPLE_packed_pixels), GL },
- { "GL_APPLE_vertex_array_object", o(APPLE_vertex_array_object), GL },
- { "GL_ATI_blend_equation_separate", o(EXT_blend_equation_separate), GL },
- { "GL_ATI_envmap_bumpmap", o(ATI_envmap_bumpmap), GL },
- { "GL_ATI_fragment_shader", o(ATI_fragment_shader), GL },
- { "GL_ATI_separate_stencil", o(ATI_separate_stencil), GL },
- { "GL_ATI_texture_compression_3dc", o(ATI_texture_compression_3dc), GL },
- { "GL_ATI_texture_env_combine3", o(ATI_texture_env_combine3), GL },
- { "GL_ATI_texture_mirror_once", o(ATI_texture_mirror_once), GL },
- { "GL_IBM_multimode_draw_arrays", o(IBM_multimode_draw_arrays), GL },
- { "GL_IBM_rasterpos_clip", o(IBM_rasterpos_clip), GL },
- { "GL_IBM_texture_mirrored_repeat", o(ARB_texture_mirrored_repeat), GL },
- { "GL_INGR_blend_func_separate", o(EXT_blend_func_separate), GL },
- { "GL_MESA_pack_invert", o(MESA_pack_invert), GL },
- { "GL_MESA_resize_buffers", o(MESA_resize_buffers), GL },
- { "GL_MESA_texture_array", o(MESA_texture_array), GL },
- { "GL_MESA_texture_signed_rgba", o(MESA_texture_signed_rgba), GL },
- { "GL_MESA_window_pos", o(ARB_window_pos), GL },
- { "GL_MESAX_texture_float", o(ARB_texture_float), GL },
- { "GL_MESA_ycbcr_texture", o(MESA_ycbcr_texture), GL },
- { "GL_NV_blend_square", o(NV_blend_square), GL },
- { "GL_NV_conditional_render", o(NV_conditional_render), GL },
- { "GL_NV_depth_clamp", o(ARB_depth_clamp), GL },
- { "GL_NV_fragment_program", o(NV_fragment_program), GL },
- { "GL_NV_fragment_program_option", o(NV_fragment_program_option), GL },
- { "GL_NV_light_max_exponent", o(NV_light_max_exponent), GL },
- { "GL_NV_packed_depth_stencil", o(EXT_packed_depth_stencil), GL },
- { "GL_NV_point_sprite", o(NV_point_sprite), GL },
- { "GL_NV_primitive_restart", o(NV_primitive_restart), GL },
- { "GL_NV_texgen_reflection", o(NV_texgen_reflection), GL },
- { "GL_NV_texture_barrier", o(NV_texture_barrier), GL },
- { "GL_NV_texture_env_combine4", o(NV_texture_env_combine4), GL },
- { "GL_NV_texture_rectangle", o(NV_texture_rectangle), GL },
- { "GL_NV_vertex_program1_1", o(NV_vertex_program1_1), GL },
- { "GL_NV_vertex_program", o(NV_vertex_program), GL },
- { "GL_S3_s3tc", o(S3_s3tc), GL },
- { "GL_SGIS_generate_mipmap", o(SGIS_generate_mipmap), GL },
- { "GL_SGIS_texture_border_clamp", o(ARB_texture_border_clamp), GL },
- { "GL_SGIS_texture_edge_clamp", o(SGIS_texture_edge_clamp), GL },
- { "GL_SGIS_texture_lod", o(SGIS_texture_lod), GL },
- { "GL_SUN_multi_draw_arrays", o(EXT_multi_draw_arrays), GL },
-
- { 0, 0, 0 },
-};
-
-
-/**
- * Given an extension name, lookup up the corresponding member of struct
- * gl_extensions and return that member's offset (in bytes). If the name is
- * not found in the \c extension_table, return 0.
- *
- * \param name Name of extension.
- * \return Offset of member in struct gl_extensions.
- */
-static size_t
-name_to_offset(const char* name)
-{
- const struct extension *i;
-
- if (name == 0)
- return 0;
-
- for (i = extension_table; i->name != 0; ++i) {
- if (strcmp(name, i->name) == 0)
- return i->offset;
- }
-
- return 0;
-}
-
-
-/**
- * \brief Extensions enabled by default.
- *
- * These extensions are enabled by _mesa_init_extensions().
- *
- * XXX: Should these defaults also apply to GLES?
- */
-static const size_t default_extensions[] = {
- o(ARB_copy_buffer),
- o(ARB_draw_buffers),
- o(ARB_multisample),
- o(ARB_texture_compression),
- o(ARB_transpose_matrix),
- o(ARB_vertex_buffer_object),
- o(ARB_window_pos),
-
- o(EXT_abgr),
- o(EXT_bgra),
- o(EXT_compiled_vertex_array),
- o(EXT_copy_texture),
- o(EXT_draw_range_elements),
- o(EXT_multi_draw_arrays),
- o(EXT_packed_pixels),
- o(EXT_polygon_offset),
- o(EXT_rescale_normal),
- o(EXT_separate_specular_color),
- o(EXT_subtexture),
- o(EXT_texture),
- o(EXT_texture3D),
- o(EXT_texture_object),
- o(EXT_vertex_array),
-
- o(OES_read_format),
- o(OES_standard_derivatives),
-
- /* Vendor Extensions */
- o(APPLE_packed_pixels),
- o(IBM_multimode_draw_arrays),
- o(IBM_rasterpos_clip),
- o(NV_light_max_exponent),
- o(NV_texgen_reflection),
- o(SGIS_generate_mipmap),
- o(SGIS_texture_edge_clamp),
- o(SGIS_texture_lod),
-
- 0,
-};
-
-
-/**
- * Enable all extensions suitable for a software-only renderer.
- * This is a convenience function used by the XMesa, OSMesa, GGI drivers, etc.
- */
-void
-_mesa_enable_sw_extensions(struct gl_context *ctx)
-{
- /*ctx->Extensions.ARB_copy_buffer = GL_TRUE;*/
- ctx->Extensions.ARB_depth_clamp = GL_TRUE;
- ctx->Extensions.ARB_depth_texture = GL_TRUE;
- /*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
- ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
- ctx->Extensions.ARB_draw_instanced = GL_TRUE;
- ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
- ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
-#if FEATURE_ARB_fragment_program
- ctx->Extensions.ARB_fragment_program = GL_TRUE;
- ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
-#endif
-#if FEATURE_ARB_fragment_shader
- ctx->Extensions.ARB_fragment_shader = GL_TRUE;
-#endif
-#if FEATURE_ARB_framebuffer_object
- ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
-#endif
-#if FEATURE_ARB_geometry_shader4 && 0
- /* XXX re-enable when GLSL compiler again supports geometry shaders */
- ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
-#endif
- ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
- ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
- ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
- ctx->Extensions.ARB_multitexture = GL_TRUE;
-#if FEATURE_queryobj
- ctx->Extensions.ARB_occlusion_query = GL_TRUE;
- ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
-#endif
- ctx->Extensions.ARB_point_sprite = GL_TRUE;
-#if FEATURE_ARB_shader_objects
- ctx->Extensions.ARB_shader_objects = GL_TRUE;
- ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
-#endif
-#if FEATURE_ARB_shading_language_100
- ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
-#endif
- ctx->Extensions.ARB_shadow = GL_TRUE;
- ctx->Extensions.ARB_shadow_ambient = GL_TRUE;
- ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
- ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
- ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
- ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
- ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
- /*ctx->Extensions.ARB_texture_float = GL_TRUE;*/
- ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
- ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
- ctx->Extensions.ARB_texture_rg = GL_TRUE;
- ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE;
- ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
-#if FEATURE_ARB_vertex_program
- ctx->Extensions.ARB_vertex_program = GL_TRUE;
-#endif
-#if FEATURE_ARB_vertex_shader
- ctx->Extensions.ARB_vertex_shader = GL_TRUE;
-#endif
-#if FEATURE_ARB_vertex_buffer_object
- /*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
-#endif
-#if FEATURE_ARB_sync
- ctx->Extensions.ARB_sync = GL_TRUE;
-#endif
- ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
-#if FEATURE_APPLE_object_purgeable
- ctx->Extensions.APPLE_object_purgeable = GL_TRUE;
-#endif
- ctx->Extensions.ATI_envmap_bumpmap = GL_TRUE;
-#if FEATURE_ATI_fragment_shader
- ctx->Extensions.ATI_fragment_shader = GL_TRUE;
-#endif
- ctx->Extensions.ATI_texture_compression_3dc = GL_TRUE;
- ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
- ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
- ctx->Extensions.ATI_separate_stencil = GL_TRUE;
- ctx->Extensions.EXT_blend_color = GL_TRUE;
- ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
- ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
- ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
- ctx->Extensions.EXT_blend_minmax = GL_TRUE;
- ctx->Extensions.EXT_blend_subtract = GL_TRUE;
- ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
- ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
- ctx->Extensions.EXT_fog_coord = GL_TRUE;
-#if FEATURE_EXT_framebuffer_object
- ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
-#endif
-#if FEATURE_EXT_framebuffer_blit
- ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
-#endif
-#if FEATURE_ARB_framebuffer_object
- ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
-#endif
- /*ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;*/
- ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
- ctx->Extensions.EXT_paletted_texture = GL_TRUE;
-#if FEATURE_EXT_pixel_buffer_object
- ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
-#endif
- ctx->Extensions.EXT_point_parameters = GL_TRUE;
- ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
- ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
- ctx->Extensions.EXT_secondary_color = GL_TRUE;
- ctx->Extensions.EXT_shared_texture_palette = GL_TRUE;
- ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
- ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
- ctx->Extensions.EXT_texture_array = GL_TRUE;
- ctx->Extensions.EXT_texture_compression_latc = GL_TRUE;
- ctx->Extensions.EXT_texture_env_add = GL_TRUE;
- ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
- ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
- ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
- ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
-#if FEATURE_EXT_texture_sRGB
- ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
- ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE;
-#endif
- ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
-#if FEATURE_EXT_transform_feedback
- /*ctx->Extensions.EXT_transform_feedback = GL_TRUE;*/
-#endif
- ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
- /*ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;*/
- ctx->Extensions.MESA_pack_invert = GL_TRUE;
- ctx->Extensions.MESA_resize_buffers = GL_TRUE;
- ctx->Extensions.MESA_texture_array = GL_TRUE;
- ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
- ctx->Extensions.NV_blend_square = GL_TRUE;
- ctx->Extensions.NV_conditional_render = GL_TRUE;
- /*ctx->Extensions.NV_light_max_exponent = GL_TRUE;*/
- ctx->Extensions.NV_point_sprite = GL_TRUE;
- ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
- ctx->Extensions.NV_texture_rectangle = GL_TRUE;
- /*ctx->Extensions.NV_texgen_reflection = GL_TRUE;*/
-#if FEATURE_NV_vertex_program
- ctx->Extensions.NV_vertex_program = GL_TRUE;
- ctx->Extensions.NV_vertex_program1_1 = GL_TRUE;
-#endif
-#if FEATURE_NV_fragment_program
- ctx->Extensions.NV_fragment_program = GL_TRUE;
-#endif
-#if FEATURE_NV_fragment_program && FEATURE_ARB_fragment_program
- ctx->Extensions.NV_fragment_program_option = GL_TRUE;
-#endif
- /*ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;*/
- ctx->Extensions.SGIS_texture_edge_clamp = GL_TRUE;
-#if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program
- ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
-#endif
-#if FEATURE_texture_fxt1
- _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1");
-#endif
-#if FEATURE_texture_s3tc
- if (ctx->Mesa_DXTn) {
- _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
- _mesa_enable_extension(ctx, "GL_S3_s3tc");
- }
-#endif
-}
-
-
-/**
- * Enable common EXT extensions in the ARB_imaging subset.
- */
-void
-_mesa_enable_imaging_extensions(struct gl_context *ctx)
-{
- ctx->Extensions.EXT_blend_color = GL_TRUE;
- ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
- ctx->Extensions.EXT_blend_minmax = GL_TRUE;
- ctx->Extensions.EXT_blend_subtract = GL_TRUE;
-}
-
-
-
-/**
- * Enable all OpenGL 1.3 features and extensions.
- * A convenience function to be called by drivers.
- */
-void
-_mesa_enable_1_3_extensions(struct gl_context *ctx)
-{
- /*ctx->Extensions.ARB_multisample = GL_TRUE;*/
- ctx->Extensions.ARB_multitexture = GL_TRUE;
- ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
- /*ctx->Extensions.ARB_texture_compression = GL_TRUE;*/
- ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
- ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
- ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
- ctx->Extensions.EXT_texture_env_add = GL_TRUE;
- /*ctx->Extensions.ARB_transpose_matrix = GL_TRUE;*/
-}
-
-
-
-/**
- * Enable all OpenGL 1.4 features and extensions.
- * A convenience function to be called by drivers.
- */
-void
-_mesa_enable_1_4_extensions(struct gl_context *ctx)
-{
- ctx->Extensions.ARB_depth_texture = GL_TRUE;
- ctx->Extensions.ARB_shadow = GL_TRUE;
- ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
- ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
- ctx->Extensions.ARB_window_pos = GL_TRUE;
- ctx->Extensions.EXT_blend_color = GL_TRUE;
- ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
- ctx->Extensions.EXT_blend_minmax = GL_TRUE;
- ctx->Extensions.EXT_blend_subtract = GL_TRUE;
- ctx->Extensions.EXT_fog_coord = GL_TRUE;
- /*ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;*/
- ctx->Extensions.EXT_point_parameters = GL_TRUE;
- ctx->Extensions.EXT_secondary_color = GL_TRUE;
- ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
- ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
- /*ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;*/
-}
-
-
-/**
- * Enable all OpenGL 1.5 features and extensions.
- * A convenience function to be called by drivers.
- */
-void
-_mesa_enable_1_5_extensions(struct gl_context *ctx)
-{
- ctx->Extensions.ARB_occlusion_query = GL_TRUE;
- /*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
- ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
-}
-
-
-/**
- * Enable all OpenGL 2.0 features and extensions.
- * A convenience function to be called by drivers.
- */
-void
-_mesa_enable_2_0_extensions(struct gl_context *ctx)
-{
- /*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
-#if FEATURE_ARB_fragment_shader
- ctx->Extensions.ARB_fragment_shader = GL_TRUE;
-#endif
- ctx->Extensions.ARB_point_sprite = GL_TRUE;
- ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
- ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
-#if FEATURE_ARB_shader_objects
- ctx->Extensions.ARB_shader_objects = GL_TRUE;
-#endif
-#if FEATURE_ARB_shading_language_100
- ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
-#endif
- ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
-#if FEATURE_ARB_vertex_shader
- ctx->Extensions.ARB_vertex_shader = GL_TRUE;
-#endif
-}
-
-
-/**
- * Enable all OpenGL 2.1 features and extensions.
- * A convenience function to be called by drivers.
- */
-void
-_mesa_enable_2_1_extensions(struct gl_context *ctx)
-{
-#if FEATURE_EXT_pixel_buffer_object
- ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
-#endif
-#if FEATURE_EXT_texture_sRGB
- ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
-#endif
-}
-
-
-/**
- * Either enable or disable the named extension.
- * \return GL_TRUE for success, GL_FALSE if invalid extension name
- */
-static GLboolean
-set_extension( struct gl_context *ctx, const char *name, GLboolean state )
-{
- size_t offset;
-
- if (ctx->Extensions.String) {
- /* The string was already queried - can't change it now! */
- _mesa_problem(ctx, "Trying to enable/disable extension after glGetString(GL_EXTENSIONS): %s", name);
- return GL_FALSE;
- }
-
- offset = name_to_offset(name);
- if (offset == 0) {
- _mesa_problem(ctx, "Trying to enable/disable unknown extension %s",
- name);
- return GL_FALSE;
- } else if (offset == o(dummy_true) && state == GL_FALSE) {
- _mesa_problem(ctx, "Trying to disable a permanently enabled extension: "
- "%s", name);
- return GL_FALSE;
- } else {
- GLboolean *base = (GLboolean *) &ctx->Extensions;
- base[offset] = state;
- return GL_TRUE;
- }
-}
-
-
-/**
- * Enable the named extension.
- * Typically called by drivers.
- */
-void
-_mesa_enable_extension( struct gl_context *ctx, const char *name )
-{
- if (!set_extension(ctx, name, GL_TRUE))
- _mesa_problem(ctx, "Trying to enable unknown extension: %s", name);
-}
-
-
-/**
- * Disable the named extension.
- * XXX is this really needed???
- */
-void
-_mesa_disable_extension( struct gl_context *ctx, const char *name )
-{
- if (!set_extension(ctx, name, GL_FALSE))
- _mesa_problem(ctx, "Trying to disable unknown extension: %s", name);
-}
-
-
-/**
- * Test if the named extension is enabled in this context.
- */
-GLboolean
-_mesa_extension_is_enabled( struct gl_context *ctx, const char *name )
-{
- size_t offset;
- GLboolean *base;
-
- if (name == 0)
- return GL_FALSE;
-
- offset = name_to_offset(name);
- if (offset == 0)
- return GL_FALSE;
- base = (GLboolean *) &ctx->Extensions;
- return base[offset];
-}
-
-
-/**
- * \brief Apply the \c MESA_EXTENSION_OVERRIDE environment variable.
- *
- * \c MESA_EXTENSION_OVERRIDE is a space-separated list of extensions to
- * enable or disable. The list is processed thus:
- * - Enable recognized extension names that are prefixed with '+'.
- * - Disable recognized extension names that are prefixed with '-'.
- * - Enable recognized extension names that are not prefixed.
- * - Collect unrecognized extension names in a new string.
- *
- * \return Space-separated list of unrecognized extension names (which must
- * be freed). Does not return \c NULL.
- */
-static char *
-get_extension_override( struct gl_context *ctx )
-{
- const char *env_const= _mesa_getenv("MESA_EXTENSION_OVERRIDE");
- char *env;
- char *ext;
- char *extra_exts;
- int len;
-
- if (env_const == NULL) {
- /* Return the empty string rather than NULL. This simplifies the logic
- * of client functions. */
- return calloc(1, sizeof(char));
- }
-
- /* extra_exts: List of unrecognized extensions. */
- extra_exts = calloc(strlen(env_const), sizeof(char));
-
- /* Copy env_const because strtok() is destructive. */
- env = strdup(env_const);
- for (ext = strtok(env, " "); ext != NULL; ext = strtok(NULL, " ")) {
- int enable;
- int recognized;
- switch (ext[0]) {
- case '+':
- enable = 1;
- ++ext;
- break;
- case '-':
- enable = 0;
- ++ext;
- break;
- default:
- enable = 1;
- break;
- }
- recognized = set_extension(ctx, ext, enable);
- if (!recognized) {
- strcat(extra_exts, ext);
- strcat(extra_exts, " ");
- }
- }
-
- /* Remove trailing space. */
- len = strlen(extra_exts);
- if (extra_exts[len - 1] == ' ')
- extra_exts[len - 1] = '\0';
-
- return extra_exts;
-}
-
-
-/**
- * \brief Initialize extension tables and enable default extensions.
- *
- * This should be called during context initialization.
- * Note: Sets gl_extensions.dummy_true to true.
- */
-void
-_mesa_init_extensions( struct gl_context *ctx )
-{
- GLboolean *base = (GLboolean *) &ctx->Extensions;
- GLboolean *sentinel = base + o(extension_sentinel);
- GLboolean *i;
- const size_t *j;
-
- /* First, turn all extensions off. */
- for (i = base; i != sentinel; ++i)
- *i = GL_FALSE;
-
- /* Then, selectively turn default extensions on. */
- ctx->Extensions.dummy_true = GL_TRUE;
- for (j = default_extensions; *j != 0; ++j)
- base[*j] = GL_TRUE;
-}
-
-
-/**
- * Construct the GL_EXTENSIONS string. Called the first time that
- * glGetString(GL_EXTENSIONS) is called.
- */
-GLubyte*
-_mesa_make_extension_string(struct gl_context *ctx)
-{
- /* The extension string. */
- char *exts = 0;
- /* Length of extension string. */
- size_t length = 0;
- /* String of extra extensions. */
- char *extra_extensions = get_extension_override(ctx);
- GLboolean *base = (GLboolean *) &ctx->Extensions;
- const struct extension *i;
-
- /* Compute length of the extension string. */
- for (i = extension_table; i->name != 0; ++i) {
- if (base[i->offset] && (i->api_set & (1 << ctx->API))) {
- length += strlen(i->name) + 1; /* +1 for space */
- }
- }
- if (extra_extensions != NULL)
- length += 1 + strlen(extra_extensions); /* +1 for space */
-
- exts = (char *) calloc(length + 1, sizeof(char));
- if (exts == NULL) {
- free(extra_extensions);
- return NULL;
- }
-
- /* Build the extension string.*/
- for (i = extension_table; i->name != 0; ++i) {
- if (base[i->offset] && (i->api_set & (1 << ctx->API))) {
- strcat(exts, i->name);
- strcat(exts, " ");
- }
- }
- if (extra_extensions != 0) {
- strcat(exts, extra_extensions);
- free(extra_extensions);
- }
-
- return (GLubyte *) exts;
-}
-
-/**
- * Return number of enabled extensions.
- */
-GLuint
-_mesa_get_extension_count(struct gl_context *ctx)
-{
- GLboolean *base;
- const struct extension *i;
-
- /* only count once */
- if (ctx->Extensions.Count != 0)
- return ctx->Extensions.Count;
-
- base = (GLboolean *) &ctx->Extensions;
- for (i = extension_table; i->name != 0; ++i) {
- if (base[i->offset]) {
- ctx->Extensions.Count++;
- }
- }
- return ctx->Extensions.Count;
-}
-
-/**
- * Return name of i-th enabled extension
- */
-const GLubyte *
-_mesa_get_enabled_extension(struct gl_context *ctx, GLuint index)
-{
- const GLboolean *base;
- size_t n;
- const struct extension *i;
-
- if (index < 0)
- return NULL;
-
- base = (GLboolean*) &ctx->Extensions;
- n = 0;
- for (i = extension_table; i->name != 0; ++i) {
- if (n == index && base[i->offset]) {
- return (GLubyte*) i->name;
- } else if (base[i->offset]) {
- ++n;
- }
- }
-
- return NULL;
-}
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.6
+ *
+ * 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
+ * \brief Extension handling
+ */
+
+
+#include "glheader.h"
+#include "imports.h"
+#include "context.h"
+#include "extensions.h"
+#include "mfeatures.h"
+#include "mtypes.h"
+
+enum {
+ DISABLE = 0,
+ GL = 1 << API_OPENGL,
+ ES1 = 1 << API_OPENGLES,
+ ES2 = 1 << API_OPENGLES2,
+};
+
+/**
+ * \brief An element of the \c extension_table.
+ */
+struct extension {
+ /** Name of extension, such as "GL_ARB_depth_clamp". */
+ const char *name;
+
+ /** Offset (in bytes) of the corresponding member in struct gl_extensions. */
+ size_t offset;
+
+ /** Set of API's in which the extension exists, as a bitset. */
+ uint8_t api_set;
+
+ /** Year the extension was proposed or approved. Used to sort the
+ * extension string chronologically. */
+ uint16_t year;
+};
+
+
+/**
+ * Given a member \c x of struct gl_extensions, return offset of
+ * \c x in bytes.
+ */
+#define o(x) offsetof(struct gl_extensions, x)
+
+
+/**
+ * \brief Table of supported OpenGL extensions for all API's.
+ *
+ * Note: The GL_MESAX_* extensions are placeholders for future ARB extensions.
+ */
+static const struct extension extension_table[] = {
+ /* ARB Extensions */
+ { "GL_ARB_ES2_compatibility", o(ARB_ES2_compatibility), GL, 2009 },
+ { "GL_ARB_blend_func_extended", o(ARB_blend_func_extended), GL, 2009 },
+ { "GL_ARB_copy_buffer", o(ARB_copy_buffer), GL, 2008 },
+ { "GL_ARB_depth_buffer_float", o(ARB_depth_buffer_float), GL, 2008 },
+ { "GL_ARB_depth_clamp", o(ARB_depth_clamp), GL, 2003 },
+ { "GL_ARB_depth_texture", o(ARB_depth_texture), GL, 2001 },
+ { "GL_ARB_draw_buffers", o(ARB_draw_buffers), GL, 2002 },
+ { "GL_ARB_draw_buffers_blend", o(ARB_draw_buffers_blend), GL, 2009 },
+ { "GL_ARB_draw_elements_base_vertex", o(ARB_draw_elements_base_vertex), GL, 2009 },
+ { "GL_ARB_draw_instanced", o(ARB_draw_instanced), GL, 2008 },
+ { "GL_ARB_explicit_attrib_location", o(ARB_explicit_attrib_location), GL, 2009 },
+ { "GL_ARB_fragment_coord_conventions", o(ARB_fragment_coord_conventions), GL, 2009 },
+ { "GL_ARB_fragment_program", o(ARB_fragment_program), GL, 2002 },
+ { "GL_ARB_fragment_program_shadow", o(ARB_fragment_program_shadow), GL, 2003 },
+ { "GL_ARB_fragment_shader", o(ARB_fragment_shader), GL, 2002 },
+ { "GL_ARB_framebuffer_object", o(ARB_framebuffer_object), GL, 2005 },
+ { "GL_ARB_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL, 1998 },
+ { "GL_ARB_half_float_pixel", o(ARB_half_float_pixel), GL, 2003 },
+ { "GL_ARB_half_float_vertex", o(ARB_half_float_vertex), GL, 2008 },
+ { "GL_ARB_instanced_arrays", o(ARB_instanced_arrays), GL, 2008 },
+ { "GL_ARB_map_buffer_range", o(ARB_map_buffer_range), GL, 2008 },
+ { "GL_ARB_multisample", o(ARB_multisample), GL, 1994 },
+ { "GL_ARB_multitexture", o(ARB_multitexture), GL, 1998 },
+ { "GL_ARB_occlusion_query2", o(ARB_occlusion_query2), GL, 2003 },
+ { "GL_ARB_occlusion_query", o(ARB_occlusion_query), GL, 2001 },
+ { "GL_ARB_pixel_buffer_object", o(EXT_pixel_buffer_object), GL, 2004 },
+ { "GL_ARB_point_parameters", o(EXT_point_parameters), GL, 1997 },
+ { "GL_ARB_point_sprite", o(ARB_point_sprite), GL, 2003 },
+ { "GL_ARB_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
+ { "GL_ARB_sampler_objects", o(ARB_sampler_objects), GL, 2009 },
+ { "GL_ARB_seamless_cube_map", o(ARB_seamless_cube_map), GL, 2009 },
+ { "GL_ARB_shader_objects", o(ARB_shader_objects), GL, 2002 },
+ { "GL_ARB_shader_stencil_export", o(ARB_shader_stencil_export), GL, 2009 },
+ { "GL_ARB_shading_language_100", o(ARB_shading_language_100), GL, 2003 },
+ { "GL_ARB_shadow_ambient", o(ARB_shadow_ambient), GL, 2001 },
+ { "GL_ARB_shadow", o(ARB_shadow), GL, 2001 },
+ { "GL_ARB_sync", o(ARB_sync), GL, 2003 },
+ { "GL_ARB_texture_border_clamp", o(ARB_texture_border_clamp), GL, 2000 },
+ { "GL_ARB_texture_buffer_object", o(ARB_texture_buffer_object), GL, 2008 },
+ { "GL_ARB_texture_compression", o(ARB_texture_compression), GL, 2000 },
+ { "GL_ARB_texture_compression_rgtc", o(ARB_texture_compression_rgtc), GL, 2004 },
+ { "GL_ARB_texture_cube_map", o(ARB_texture_cube_map), GL, 1999 },
+ { "GL_ARB_texture_env_add", o(EXT_texture_env_add), GL, 1999 },
+ { "GL_ARB_texture_env_combine", o(ARB_texture_env_combine), GL, 2001 },
+ { "GL_ARB_texture_env_crossbar", o(ARB_texture_env_crossbar), GL, 2001 },
+ { "GL_ARB_texture_env_dot3", o(ARB_texture_env_dot3), GL, 2001 },
+ { "GL_ARB_texture_mirrored_repeat", o(ARB_texture_mirrored_repeat), GL, 2001 },
+ { "GL_ARB_texture_multisample", o(ARB_texture_multisample), GL, 2009 },
+ { "GL_ARB_texture_non_power_of_two", o(ARB_texture_non_power_of_two), GL, 2003 },
+ { "GL_ARB_texture_rectangle", o(NV_texture_rectangle), GL, 2004 },
+ { "GL_ARB_texture_rgb10_a2ui", o(ARB_texture_rgb10_a2ui), GL, 2009 },
+ { "GL_ARB_texture_rg", o(ARB_texture_rg), GL, 2008 },
+ { "GL_ARB_texture_swizzle", o(EXT_texture_swizzle), GL, 2008 },
+ { "GL_ARB_transform_feedback2", o(ARB_transform_feedback2), GL, 2010 },
+ { "GL_ARB_transpose_matrix", o(ARB_transpose_matrix), GL, 1999 },
+ { "GL_ARB_uniform_buffer_object", o(ARB_uniform_buffer_object), GL, 2002 },
+ { "GL_ARB_vertex_array_bgra", o(EXT_vertex_array_bgra), GL, 2008 },
+ { "GL_ARB_vertex_array_object", o(ARB_vertex_array_object), GL, 2006 },
+ { "GL_ARB_vertex_buffer_object", o(ARB_vertex_buffer_object), GL, 2003 },
+ { "GL_ARB_vertex_program", o(ARB_vertex_program), GL, 2002 },
+ { "GL_ARB_vertex_shader", o(ARB_vertex_shader), GL, 2002 },
+ { "GL_ARB_vertex_type_2_10_10_10_rev", o(ARB_vertex_type_2_10_10_10_rev), GL, 2009 },
+ { "GL_ARB_window_pos", o(ARB_window_pos), GL, 2001 },
+
+ /* EXT extensions */
+ { "GL_EXT_abgr", o(EXT_abgr), GL, 1995 },
+ { "GL_EXT_bgra", o(EXT_bgra), GL, 1995 },
+ { "GL_EXT_blend_color", o(EXT_blend_color), GL, 1995 },
+ { "GL_EXT_blend_equation_separate", o(EXT_blend_equation_separate), GL, 2003 },
+ { "GL_EXT_blend_func_separate", o(EXT_blend_func_separate), GL, 1999 },
+ { "GL_EXT_blend_logic_op", o(EXT_blend_logic_op), GL, 1995 },
+ { "GL_EXT_blend_minmax", o(EXT_blend_minmax), GL | ES1 | ES2, 1995 },
+ { "GL_EXT_blend_subtract", o(EXT_blend_subtract), GL, 1995 },
+ { "GL_EXT_clip_volume_hint", o(EXT_clip_volume_hint), GL, 1996 },
+ { "GL_EXT_compiled_vertex_array", o(EXT_compiled_vertex_array), GL, 1996 },
+ { "GL_EXT_copy_texture", o(EXT_copy_texture), GL, 1995 },
+ { "GL_EXT_depth_bounds_test", o(EXT_depth_bounds_test), GL, 2002 },
+ { "GL_EXT_draw_buffers2", o(EXT_draw_buffers2), GL, 2006 },
+ { "GL_EXT_draw_instanced", o(ARB_draw_instanced), GL, 2006 },
+ { "GL_EXT_draw_range_elements", o(EXT_draw_range_elements), GL, 1997 },
+ { "GL_EXT_fog_coord", o(EXT_fog_coord), GL, 1999 },
+ { "GL_EXT_framebuffer_blit", o(EXT_framebuffer_blit), GL, 2005 },
+ { "GL_EXT_framebuffer_multisample", o(EXT_framebuffer_multisample), GL, 2005 },
+ { "GL_EXT_framebuffer_object", o(EXT_framebuffer_object), GL, 2000 },
+ { "GL_EXT_framebuffer_sRGB", o(EXT_framebuffer_sRGB), GL, 1998 },
+ { "GL_EXT_gpu_program_parameters", o(EXT_gpu_program_parameters), GL, 2006 },
+ { "GL_EXT_gpu_shader4", o(EXT_gpu_shader4), GL, 2006 },
+ { "GL_EXT_multi_draw_arrays", o(EXT_multi_draw_arrays), GL | ES1 | ES2, 1999 },
+ { "GL_EXT_packed_depth_stencil", o(EXT_packed_depth_stencil), GL, 2005 },
+ { "GL_EXT_packed_float", o(EXT_packed_float), GL, 2004 },
+ { "GL_EXT_packed_pixels", o(EXT_packed_pixels), GL, 1997 },
+ { "GL_EXT_paletted_texture", o(EXT_paletted_texture), GL, 1995 },
+ { "GL_EXT_pixel_buffer_object", o(EXT_pixel_buffer_object), GL, 2004 },
+ { "GL_EXT_point_parameters", o(EXT_point_parameters), GL, 1997 },
+ { "GL_EXT_polygon_offset", o(EXT_polygon_offset), GL, 1995 },
+ { "GL_EXT_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
+ { "GL_EXT_rescale_normal", o(EXT_rescale_normal), GL, 1997 },
+ { "GL_EXT_secondary_color", o(EXT_secondary_color), GL, 1999 },
+ { "GL_EXT_separate_shader_objects", o(EXT_separate_shader_objects), GL, 2008 },
+ { "GL_EXT_separate_specular_color", o(EXT_separate_specular_color), GL, 1997 },
+ { "GL_EXT_shadow_funcs", o(EXT_shadow_funcs), GL, 2002 },
+ { "GL_EXT_shared_texture_palette", o(EXT_shared_texture_palette), GL, 2000 },
+ { "GL_EXT_stencil_two_side", o(EXT_stencil_two_side), GL, 2001 },
+ { "GL_EXT_stencil_wrap", o(EXT_stencil_wrap), GL, 2002 },
+ { "GL_EXT_subtexture", o(EXT_subtexture), GL, 1995 },
+ { "GL_EXT_texture3D", o(EXT_texture3D), GL, 1996 },
+ { "GL_EXT_texture_array", o(EXT_texture_array), GL, 2006 },
+ { "GL_EXT_texture_compression_dxt1", o(EXT_texture_compression_s3tc), GL | ES1 | ES2, 2004 },
+ { "GL_EXT_texture_compression_latc", o(EXT_texture_compression_latc), GL, 2006 },
+ { "GL_EXT_texture_compression_rgtc", o(ARB_texture_compression_rgtc), GL, 2004 },
+ { "GL_EXT_texture_compression_s3tc", o(EXT_texture_compression_s3tc), GL, 2000 },
+ { "GL_EXT_texture_cube_map", o(ARB_texture_cube_map), GL, 2001 },
+ { "GL_EXT_texture_edge_clamp", o(SGIS_texture_edge_clamp), GL, 1997 },
+ { "GL_EXT_texture_env_add", o(EXT_texture_env_add), GL, 1999 },
+ { "GL_EXT_texture_env_combine", o(EXT_texture_env_combine), GL, 2006 },
+ { "GL_EXT_texture_env_dot3", o(EXT_texture_env_dot3), GL, 2000 },
+ { "GL_EXT_texture_filter_anisotropic", o(EXT_texture_filter_anisotropic), GL | ES1 | ES2, 1999 },
+ { "GL_EXT_texture_format_BGRA8888", o(EXT_texture_format_BGRA8888), ES1 | ES2, 2009 },
+ { "GL_EXT_texture_integer", o(EXT_texture_integer), GL, 2006 },
+ { "GL_EXT_texture_lod_bias", o(EXT_texture_lod_bias), GL | ES1, 1999 },
+ { "GL_EXT_texture_mirror_clamp", o(EXT_texture_mirror_clamp), GL, 2004 },
+ { "GL_EXT_texture_object", o(EXT_texture_object), GL, 1995 },
+ { "GL_EXT_texture", o(EXT_texture), GL, 1996 },
+ { "GL_EXT_texture_rectangle", o(NV_texture_rectangle), GL, 2004 },
+ { "GL_EXT_texture_shared_exponent", o(EXT_texture_shared_exponent), GL, 2004 },
+ { "GL_EXT_texture_sRGB", o(EXT_texture_sRGB), GL, 2004 },
+ { "GL_EXT_texture_sRGB_decode", o(EXT_texture_sRGB_decode), GL, 2006 },
+ { "GL_EXT_texture_swizzle", o(EXT_texture_swizzle), GL, 2008 },
+ { "GL_EXT_texture_type_2_10_10_10_REV", o(dummy_true), ES2, 2008 },
+ { "GL_EXT_timer_query", o(EXT_timer_query), GL, 2006 },
+ { "GL_EXT_transform_feedback", o(EXT_transform_feedback), GL, 2011 },
+ { "GL_EXT_vertex_array_bgra", o(EXT_vertex_array_bgra), GL, 2008 },
+ { "GL_EXT_vertex_array", o(EXT_vertex_array), GL, 1995 },
+ { "GL_EXT_vertex_array_set", o(EXT_vertex_array_set), GL, 1997 },
+
+ /* OES extensions */
+ { "GL_OES_blend_equation_separate", o(EXT_blend_equation_separate), ES1, 2009 },
+ { "GL_OES_blend_func_separate", o(EXT_blend_func_separate), ES1, 2009 },
+ { "GL_OES_blend_subtract", o(EXT_blend_subtract), ES1, 2009 },
+ { "GL_OES_byte_coordinates", o(dummy_true), ES1, 2002 },
+ { "GL_OES_compressed_paletted_texture", o(dummy_false), DISABLE, 2003 },
+ { "GL_OES_depth24", o(EXT_framebuffer_object), ES1 | ES2, 2005 },
+ { "GL_OES_depth32", o(dummy_false), DISABLE, 2005 },
+ { "GL_OES_depth_texture", o(ARB_depth_texture), ES2, 2006 },
+#if FEATURE_OES_draw_texture
+ { "GL_OES_draw_texture", o(OES_draw_texture), ES1 | ES2, 2004 },
+#endif
+#if FEATURE_OES_EGL_image
+ /* FIXME: Mesa expects GL_OES_EGL_image to be available in OpenGL contexts. */
+ { "GL_OES_EGL_image", o(OES_EGL_image), GL | ES1 | ES2, 2006 },
+#endif
+ { "GL_OES_element_index_uint", o(EXT_vertex_array), ES1 | ES2, 2005 },
+ { "GL_OES_fbo_render_mipmap", o(EXT_framebuffer_object), ES1 | ES2, 2005 },
+ { "GL_OES_fixed_point", o(dummy_true), ES1, 2002 },
+ { "GL_OES_framebuffer_object", o(EXT_framebuffer_object), ES1, 2005 },
+ { "GL_OES_mapbuffer", o(ARB_vertex_buffer_object), ES1 | ES2, 2005 },
+ { "GL_OES_matrix_get", o(dummy_true), ES1, 2004 },
+ { "GL_OES_packed_depth_stencil", o(EXT_packed_depth_stencil), ES1 | ES2, 2007 },
+ { "GL_OES_point_size_array", o(dummy_true), ES1, 2004 },
+ { "GL_OES_point_sprite", o(ARB_point_sprite), ES1, 2004 },
+ { "GL_OES_query_matrix", o(dummy_true), ES1, 2003 },
+ { "GL_OES_read_format", o(OES_read_format), GL | ES1, 2003 },
+ { "GL_OES_rgb8_rgba8", o(EXT_framebuffer_object), ES1 | ES2, 2005 },
+ { "GL_OES_single_precision", o(dummy_true), ES1, 2003 },
+ { "GL_OES_standard_derivatives", o(OES_standard_derivatives), ES2, 2005 },
+ { "GL_OES_stencil1", o(dummy_false), DISABLE, 2005 },
+ { "GL_OES_stencil4", o(dummy_false), DISABLE, 2005 },
+ { "GL_OES_stencil8", o(EXT_framebuffer_object), ES1 | ES2, 2005 },
+ { "GL_OES_stencil_wrap", o(EXT_stencil_wrap), ES1, 2002 },
+ { "GL_OES_texture_3D", o(EXT_texture3D), ES2, 2005 },
+ { "GL_OES_texture_cube_map", o(ARB_texture_cube_map), ES1, 2007 },
+ { "GL_OES_texture_env_crossbar", o(ARB_texture_env_crossbar), ES1, 2005 },
+ { "GL_OES_texture_mirrored_repeat", o(ARB_texture_mirrored_repeat), ES1, 2005 },
+ { "GL_OES_texture_npot", o(ARB_texture_non_power_of_two), ES2, 2005 },
+
+ /* Vendor extensions */
+ { "GL_3DFX_texture_compression_FXT1", o(TDFX_texture_compression_FXT1), GL, 1999 },
+ { "GL_AMD_conservative_depth", o(AMD_conservative_depth), GL, 2009 },
+ { "GL_APPLE_client_storage", o(APPLE_client_storage), GL, 2002 },
+ { "GL_APPLE_object_purgeable", o(APPLE_object_purgeable), GL, 2006 },
+ { "GL_APPLE_packed_pixels", o(APPLE_packed_pixels), GL, 2002 },
+ { "GL_APPLE_vertex_array_object", o(APPLE_vertex_array_object), GL, 2002 },
+ { "GL_ATI_blend_equation_separate", o(EXT_blend_equation_separate), GL, 2003 },
+ { "GL_ATI_envmap_bumpmap", o(ATI_envmap_bumpmap), GL, 2001 },
+ { "GL_ATI_fragment_shader", o(ATI_fragment_shader), GL, 2001 },
+ { "GL_ATI_separate_stencil", o(ATI_separate_stencil), GL, 2006 },
+ { "GL_ATI_texture_compression_3dc", o(ATI_texture_compression_3dc), GL, 2004 },
+ { "GL_ATI_texture_env_combine3", o(ATI_texture_env_combine3), GL, 2002 },
+ { "GL_ATI_texture_mirror_once", o(ATI_texture_mirror_once), GL, 2006 },
+ { "GL_IBM_multimode_draw_arrays", o(IBM_multimode_draw_arrays), GL, 1998 },
+ { "GL_IBM_rasterpos_clip", o(IBM_rasterpos_clip), GL, 1996 },
+ { "GL_IBM_texture_mirrored_repeat", o(ARB_texture_mirrored_repeat), GL, 1998 },
+ { "GL_INGR_blend_func_separate", o(EXT_blend_func_separate), GL, 1999 },
+ { "GL_MESA_pack_invert", o(MESA_pack_invert), GL, 2002 },
+ { "GL_MESA_resize_buffers", o(MESA_resize_buffers), GL, 1999 },
+ { "GL_MESA_texture_array", o(MESA_texture_array), GL, 2007 },
+ { "GL_MESA_texture_signed_rgba", o(MESA_texture_signed_rgba), GL, 2009 },
+ { "GL_MESA_window_pos", o(ARB_window_pos), GL, 2000 },
+ { "GL_MESAX_texture_float", o(ARB_texture_float), GL, 2009 },
+ { "GL_MESA_ycbcr_texture", o(MESA_ycbcr_texture), GL, 2002 },
+ { "GL_NV_blend_square", o(NV_blend_square), GL, 1999 },
+ { "GL_NV_conditional_render", o(NV_conditional_render), GL, 2008 },
+ { "GL_NV_depth_clamp", o(ARB_depth_clamp), GL, 2001 },
+ { "GL_NV_fragment_program", o(NV_fragment_program), GL, 2001 },
+ { "GL_NV_fragment_program_option", o(NV_fragment_program_option), GL, 2005 },
+ { "GL_NV_light_max_exponent", o(NV_light_max_exponent), GL, 1999 },
+ { "GL_NV_packed_depth_stencil", o(EXT_packed_depth_stencil), GL, 2000 },
+ { "GL_NV_point_sprite", o(NV_point_sprite), GL, 2001 },
+ { "GL_NV_primitive_restart", o(NV_primitive_restart), GL, 2002 },
+ { "GL_NV_texgen_reflection", o(NV_texgen_reflection), GL, 1999 },
+ { "GL_NV_texture_barrier", o(NV_texture_barrier), GL, 2009 },
+ { "GL_NV_texture_env_combine4", o(NV_texture_env_combine4), GL, 1999 },
+ { "GL_NV_texture_rectangle", o(NV_texture_rectangle), GL, 2000 },
+ { "GL_NV_vertex_program1_1", o(NV_vertex_program1_1), GL, 2001 },
+ { "GL_NV_vertex_program", o(NV_vertex_program), GL, 2000 },
+ { "GL_S3_s3tc", o(S3_s3tc), GL, 1999 },
+ { "GL_SGIS_generate_mipmap", o(SGIS_generate_mipmap), GL, 1997 },
+ { "GL_SGIS_texture_border_clamp", o(ARB_texture_border_clamp), GL, 1997 },
+ { "GL_SGIS_texture_edge_clamp", o(SGIS_texture_edge_clamp), GL, 1997 },
+ { "GL_SGIS_texture_lod", o(SGIS_texture_lod), GL, 1997 },
+ { "GL_SUN_multi_draw_arrays", o(EXT_multi_draw_arrays), GL, 1999 },
+
+ { 0, 0, 0, 0 },
+};
+
+
+/**
+ * Given an extension name, lookup up the corresponding member of struct
+ * gl_extensions and return that member's offset (in bytes). If the name is
+ * not found in the \c extension_table, return 0.
+ *
+ * \param name Name of extension.
+ * \return Offset of member in struct gl_extensions.
+ */
+static size_t
+name_to_offset(const char* name)
+{
+ const struct extension *i;
+
+ if (name == 0)
+ return 0;
+
+ for (i = extension_table; i->name != 0; ++i) {
+ if (strcmp(name, i->name) == 0)
+ return i->offset;
+ }
+
+ return 0;
+}
+
+
+/**
+ * \brief Extensions enabled by default.
+ *
+ * These extensions are enabled by _mesa_init_extensions().
+ *
+ * XXX: Should these defaults also apply to GLES?
+ */
+static const size_t default_extensions[] = {
+ o(ARB_copy_buffer),
+ o(ARB_draw_buffers),
+ o(ARB_multisample),
+ o(ARB_texture_compression),
+ o(ARB_transpose_matrix),
+ o(ARB_vertex_buffer_object),
+ o(ARB_window_pos),
+
+ o(EXT_abgr),
+ o(EXT_bgra),
+ o(EXT_compiled_vertex_array),
+ o(EXT_copy_texture),
+ o(EXT_draw_range_elements),
+ o(EXT_multi_draw_arrays),
+ o(EXT_packed_pixels),
+ o(EXT_polygon_offset),
+ o(EXT_rescale_normal),
+ o(EXT_separate_specular_color),
+ o(EXT_subtexture),
+ o(EXT_texture),
+ o(EXT_texture3D),
+ o(EXT_texture_object),
+ o(EXT_vertex_array),
+
+ o(OES_read_format),
+ o(OES_standard_derivatives),
+
+ /* Vendor Extensions */
+ o(APPLE_packed_pixels),
+ o(IBM_multimode_draw_arrays),
+ o(IBM_rasterpos_clip),
+ o(NV_light_max_exponent),
+ o(NV_texgen_reflection),
+ o(SGIS_generate_mipmap),
+ o(SGIS_texture_edge_clamp),
+ o(SGIS_texture_lod),
+
+ 0,
+};
+
+
+/**
+ * Enable all extensions suitable for a software-only renderer.
+ * This is a convenience function used by the XMesa, OSMesa, GGI drivers, etc.
+ */
+void
+_mesa_enable_sw_extensions(struct gl_context *ctx)
+{
+ /*ctx->Extensions.ARB_copy_buffer = GL_TRUE;*/
+ ctx->Extensions.ARB_depth_clamp = GL_TRUE;
+ ctx->Extensions.ARB_depth_texture = GL_TRUE;
+ /*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
+ ctx->Extensions.ARB_draw_elements_base_vertex = GL_TRUE;
+ ctx->Extensions.ARB_draw_instanced = GL_TRUE;
+ ctx->Extensions.ARB_explicit_attrib_location = GL_TRUE;
+ ctx->Extensions.ARB_fragment_coord_conventions = GL_TRUE;
+#if FEATURE_ARB_fragment_program
+ ctx->Extensions.ARB_fragment_program = GL_TRUE;
+ ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
+#endif
+#if FEATURE_ARB_fragment_shader
+ ctx->Extensions.ARB_fragment_shader = GL_TRUE;
+#endif
+#if FEATURE_ARB_framebuffer_object
+ ctx->Extensions.ARB_framebuffer_object = GL_TRUE;
+#endif
+#if FEATURE_ARB_geometry_shader4 && 0
+ /* XXX re-enable when GLSL compiler again supports geometry shaders */
+ ctx->Extensions.ARB_geometry_shader4 = GL_TRUE;
+#endif
+ ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
+ ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
+ ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
+ ctx->Extensions.ARB_multitexture = GL_TRUE;
+#if FEATURE_queryobj
+ ctx->Extensions.ARB_occlusion_query = GL_TRUE;
+ ctx->Extensions.ARB_occlusion_query2 = GL_TRUE;
+#endif
+ ctx->Extensions.ARB_point_sprite = GL_TRUE;
+#if FEATURE_ARB_shader_objects
+ ctx->Extensions.ARB_shader_objects = GL_TRUE;
+ ctx->Extensions.EXT_separate_shader_objects = GL_TRUE;
+#endif
+#if FEATURE_ARB_shading_language_100
+ ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
+#endif
+ ctx->Extensions.ARB_shadow = GL_TRUE;
+ ctx->Extensions.ARB_shadow_ambient = GL_TRUE;
+ ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
+ ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
+ ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
+ ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
+ ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
+ /*ctx->Extensions.ARB_texture_float = GL_TRUE;*/
+ ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
+ ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
+ ctx->Extensions.ARB_texture_rg = GL_TRUE;
+ ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE;
+ ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
+#if FEATURE_ARB_vertex_program
+ ctx->Extensions.ARB_vertex_program = GL_TRUE;
+#endif
+#if FEATURE_ARB_vertex_shader
+ ctx->Extensions.ARB_vertex_shader = GL_TRUE;
+#endif
+#if FEATURE_ARB_vertex_buffer_object
+ /*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
+#endif
+#if FEATURE_ARB_sync
+ ctx->Extensions.ARB_sync = GL_TRUE;
+#endif
+ ctx->Extensions.APPLE_vertex_array_object = GL_TRUE;
+#if FEATURE_APPLE_object_purgeable
+ ctx->Extensions.APPLE_object_purgeable = GL_TRUE;
+#endif
+ ctx->Extensions.ATI_envmap_bumpmap = GL_TRUE;
+#if FEATURE_ATI_fragment_shader
+ ctx->Extensions.ATI_fragment_shader = GL_TRUE;
+#endif
+ ctx->Extensions.ATI_texture_compression_3dc = GL_TRUE;
+ ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
+ ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
+ ctx->Extensions.ATI_separate_stencil = GL_TRUE;
+ ctx->Extensions.EXT_blend_color = GL_TRUE;
+ ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
+ ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
+ ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
+ ctx->Extensions.EXT_blend_minmax = GL_TRUE;
+ ctx->Extensions.EXT_blend_subtract = GL_TRUE;
+ ctx->Extensions.EXT_depth_bounds_test = GL_TRUE;
+ ctx->Extensions.EXT_draw_buffers2 = GL_TRUE;
+ ctx->Extensions.EXT_fog_coord = GL_TRUE;
+#if FEATURE_EXT_framebuffer_object
+ ctx->Extensions.EXT_framebuffer_object = GL_TRUE;
+#endif
+#if FEATURE_EXT_framebuffer_blit
+ ctx->Extensions.EXT_framebuffer_blit = GL_TRUE;
+#endif
+#if FEATURE_ARB_framebuffer_object
+ ctx->Extensions.EXT_framebuffer_multisample = GL_TRUE;
+#endif
+ /*ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;*/
+ ctx->Extensions.EXT_packed_depth_stencil = GL_TRUE;
+ ctx->Extensions.EXT_paletted_texture = GL_TRUE;
+#if FEATURE_EXT_pixel_buffer_object
+ ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
+#endif
+ ctx->Extensions.EXT_point_parameters = GL_TRUE;
+ ctx->Extensions.EXT_provoking_vertex = GL_TRUE;
+ ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
+ ctx->Extensions.EXT_secondary_color = GL_TRUE;
+ ctx->Extensions.EXT_shared_texture_palette = GL_TRUE;
+ ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
+ ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
+ ctx->Extensions.EXT_texture_array = GL_TRUE;
+ ctx->Extensions.EXT_texture_compression_latc = GL_TRUE;
+ ctx->Extensions.EXT_texture_env_add = GL_TRUE;
+ ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
+ ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
+ ctx->Extensions.EXT_texture_mirror_clamp = GL_TRUE;
+ ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
+#if FEATURE_EXT_texture_sRGB
+ ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
+ ctx->Extensions.EXT_texture_sRGB_decode = GL_TRUE;
+#endif
+ ctx->Extensions.EXT_texture_swizzle = GL_TRUE;
+#if FEATURE_EXT_transform_feedback
+ /*ctx->Extensions.EXT_transform_feedback = GL_TRUE;*/
+#endif
+ ctx->Extensions.EXT_vertex_array_bgra = GL_TRUE;
+ /*ctx->Extensions.IBM_multimode_draw_arrays = GL_TRUE;*/
+ ctx->Extensions.MESA_pack_invert = GL_TRUE;
+ ctx->Extensions.MESA_resize_buffers = GL_TRUE;
+ ctx->Extensions.MESA_texture_array = GL_TRUE;
+ ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
+ ctx->Extensions.NV_blend_square = GL_TRUE;
+ ctx->Extensions.NV_conditional_render = GL_TRUE;
+ /*ctx->Extensions.NV_light_max_exponent = GL_TRUE;*/
+ ctx->Extensions.NV_point_sprite = GL_TRUE;
+ ctx->Extensions.NV_texture_env_combine4 = GL_TRUE;
+ ctx->Extensions.NV_texture_rectangle = GL_TRUE;
+ /*ctx->Extensions.NV_texgen_reflection = GL_TRUE;*/
+#if FEATURE_NV_vertex_program
+ ctx->Extensions.NV_vertex_program = GL_TRUE;
+ ctx->Extensions.NV_vertex_program1_1 = GL_TRUE;
+#endif
+#if FEATURE_NV_fragment_program
+ ctx->Extensions.NV_fragment_program = GL_TRUE;
+#endif
+#if FEATURE_NV_fragment_program && FEATURE_ARB_fragment_program
+ ctx->Extensions.NV_fragment_program_option = GL_TRUE;
+#endif
+ /*ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;*/
+ ctx->Extensions.SGIS_texture_edge_clamp = GL_TRUE;
+#if FEATURE_ARB_vertex_program || FEATURE_ARB_fragment_program
+ ctx->Extensions.EXT_gpu_program_parameters = GL_TRUE;
+#endif
+#if FEATURE_texture_fxt1
+ _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1");
+#endif
+#if FEATURE_texture_s3tc
+ if (ctx->Mesa_DXTn) {
+ _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
+ _mesa_enable_extension(ctx, "GL_S3_s3tc");
+ }
+#endif
+}
+
+
+/**
+ * Enable common EXT extensions in the ARB_imaging subset.
+ */
+void
+_mesa_enable_imaging_extensions(struct gl_context *ctx)
+{
+ ctx->Extensions.EXT_blend_color = GL_TRUE;
+ ctx->Extensions.EXT_blend_logic_op = GL_TRUE;
+ ctx->Extensions.EXT_blend_minmax = GL_TRUE;
+ ctx->Extensions.EXT_blend_subtract = GL_TRUE;
+}
+
+
+
+/**
+ * Enable all OpenGL 1.3 features and extensions.
+ * A convenience function to be called by drivers.
+ */
+void
+_mesa_enable_1_3_extensions(struct gl_context *ctx)
+{
+ /*ctx->Extensions.ARB_multisample = GL_TRUE;*/
+ ctx->Extensions.ARB_multitexture = GL_TRUE;
+ ctx->Extensions.ARB_texture_border_clamp = GL_TRUE;
+ /*ctx->Extensions.ARB_texture_compression = GL_TRUE;*/
+ ctx->Extensions.ARB_texture_cube_map = GL_TRUE;
+ ctx->Extensions.ARB_texture_env_combine = GL_TRUE;
+ ctx->Extensions.ARB_texture_env_dot3 = GL_TRUE;
+ ctx->Extensions.EXT_texture_env_add = GL_TRUE;
+ /*ctx->Extensions.ARB_transpose_matrix = GL_TRUE;*/
+}
+
+
+
+/**
+ * Enable all OpenGL 1.4 features and extensions.
+ * A convenience function to be called by drivers.
+ */
+void
+_mesa_enable_1_4_extensions(struct gl_context *ctx)
+{
+ ctx->Extensions.ARB_depth_texture = GL_TRUE;
+ ctx->Extensions.ARB_shadow = GL_TRUE;
+ ctx->Extensions.ARB_texture_env_crossbar = GL_TRUE;
+ ctx->Extensions.ARB_texture_mirrored_repeat = GL_TRUE;
+ ctx->Extensions.ARB_window_pos = GL_TRUE;
+ ctx->Extensions.EXT_blend_color = GL_TRUE;
+ ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
+ ctx->Extensions.EXT_blend_minmax = GL_TRUE;
+ ctx->Extensions.EXT_blend_subtract = GL_TRUE;
+ ctx->Extensions.EXT_fog_coord = GL_TRUE;
+ /*ctx->Extensions.EXT_multi_draw_arrays = GL_TRUE;*/
+ ctx->Extensions.EXT_point_parameters = GL_TRUE;
+ ctx->Extensions.EXT_secondary_color = GL_TRUE;
+ ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
+ ctx->Extensions.EXT_texture_lod_bias = GL_TRUE;
+ /*ctx->Extensions.SGIS_generate_mipmap = GL_TRUE;*/
+}
+
+
+/**
+ * Enable all OpenGL 1.5 features and extensions.
+ * A convenience function to be called by drivers.
+ */
+void
+_mesa_enable_1_5_extensions(struct gl_context *ctx)
+{
+ ctx->Extensions.ARB_occlusion_query = GL_TRUE;
+ /*ctx->Extensions.ARB_vertex_buffer_object = GL_TRUE;*/
+ ctx->Extensions.EXT_shadow_funcs = GL_TRUE;
+}
+
+
+/**
+ * Enable all OpenGL 2.0 features and extensions.
+ * A convenience function to be called by drivers.
+ */
+void
+_mesa_enable_2_0_extensions(struct gl_context *ctx)
+{
+ /*ctx->Extensions.ARB_draw_buffers = GL_TRUE;*/
+#if FEATURE_ARB_fragment_shader
+ ctx->Extensions.ARB_fragment_shader = GL_TRUE;
+#endif
+ ctx->Extensions.ARB_point_sprite = GL_TRUE;
+ ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
+ ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
+#if FEATURE_ARB_shader_objects
+ ctx->Extensions.ARB_shader_objects = GL_TRUE;
+#endif
+#if FEATURE_ARB_shading_language_100
+ ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
+#endif
+ ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
+#if FEATURE_ARB_vertex_shader
+ ctx->Extensions.ARB_vertex_shader = GL_TRUE;
+#endif
+}
+
+
+/**
+ * Enable all OpenGL 2.1 features and extensions.
+ * A convenience function to be called by drivers.
+ */
+void
+_mesa_enable_2_1_extensions(struct gl_context *ctx)
+{
+#if FEATURE_EXT_pixel_buffer_object
+ ctx->Extensions.EXT_pixel_buffer_object = GL_TRUE;
+#endif
+#if FEATURE_EXT_texture_sRGB
+ ctx->Extensions.EXT_texture_sRGB = GL_TRUE;
+#endif
+}
+
+
+/**
+ * Either enable or disable the named extension.
+ * \return GL_TRUE for success, GL_FALSE if invalid extension name
+ */
+static GLboolean
+set_extension( struct gl_context *ctx, const char *name, GLboolean state )
+{
+ size_t offset;
+
+ if (ctx->Extensions.String) {
+ /* The string was already queried - can't change it now! */
+ _mesa_problem(ctx, "Trying to enable/disable extension after glGetString(GL_EXTENSIONS): %s", name);
+ return GL_FALSE;
+ }
+
+ offset = name_to_offset(name);
+ if (offset == 0) {
+ _mesa_problem(ctx, "Trying to enable/disable unknown extension %s",
+ name);
+ return GL_FALSE;
+ } else if (offset == o(dummy_true) && state == GL_FALSE) {
+ _mesa_problem(ctx, "Trying to disable a permanently enabled extension: "
+ "%s", name);
+ return GL_FALSE;
+ } else {
+ GLboolean *base = (GLboolean *) &ctx->Extensions;
+ base[offset] = state;
+ return GL_TRUE;
+ }
+}
+
+
+/**
+ * Enable the named extension.
+ * Typically called by drivers.
+ */
+void
+_mesa_enable_extension( struct gl_context *ctx, const char *name )
+{
+ if (!set_extension(ctx, name, GL_TRUE))
+ _mesa_problem(ctx, "Trying to enable unknown extension: %s", name);
+}
+
+
+/**
+ * Disable the named extension.
+ * XXX is this really needed???
+ */
+void
+_mesa_disable_extension( struct gl_context *ctx, const char *name )
+{
+ if (!set_extension(ctx, name, GL_FALSE))
+ _mesa_problem(ctx, "Trying to disable unknown extension: %s", name);
+}
+
+
+/**
+ * Test if the named extension is enabled in this context.
+ */
+GLboolean
+_mesa_extension_is_enabled( struct gl_context *ctx, const char *name )
+{
+ size_t offset;
+ GLboolean *base;
+
+ if (name == 0)
+ return GL_FALSE;
+
+ offset = name_to_offset(name);
+ if (offset == 0)
+ return GL_FALSE;
+ base = (GLboolean *) &ctx->Extensions;
+ return base[offset];
+}
+
+
+/**
+ * \brief Apply the \c MESA_EXTENSION_OVERRIDE environment variable.
+ *
+ * \c MESA_EXTENSION_OVERRIDE is a space-separated list of extensions to
+ * enable or disable. The list is processed thus:
+ * - Enable recognized extension names that are prefixed with '+'.
+ * - Disable recognized extension names that are prefixed with '-'.
+ * - Enable recognized extension names that are not prefixed.
+ * - Collect unrecognized extension names in a new string.
+ *
+ * \return Space-separated list of unrecognized extension names (which must
+ * be freed). Does not return \c NULL.
+ */
+static char *
+get_extension_override( struct gl_context *ctx )
+{
+ const char *env_const= _mesa_getenv("MESA_EXTENSION_OVERRIDE");
+ char *env;
+ char *ext;
+ char *extra_exts;
+ int len;
+
+ if (env_const == NULL) {
+ /* Return the empty string rather than NULL. This simplifies the logic
+ * of client functions. */
+ return calloc(1, sizeof(char));
+ }
+
+ /* extra_exts: List of unrecognized extensions. */
+ extra_exts = calloc(strlen(env_const), sizeof(char));
+
+ /* Copy env_const because strtok() is destructive. */
+ env = strdup(env_const);
+ for (ext = strtok(env, " "); ext != NULL; ext = strtok(NULL, " ")) {
+ int enable;
+ int recognized;
+ switch (ext[0]) {
+ case '+':
+ enable = 1;
+ ++ext;
+ break;
+ case '-':
+ enable = 0;
+ ++ext;
+ break;
+ default:
+ enable = 1;
+ break;
+ }
+ recognized = set_extension(ctx, ext, enable);
+ if (!recognized) {
+ strcat(extra_exts, ext);
+ strcat(extra_exts, " ");
+ }
+ }
+
+ /* Remove trailing space. */
+ len = strlen(extra_exts);
+ if (extra_exts[len - 1] == ' ')
+ extra_exts[len - 1] = '\0';
+
+ return extra_exts;
+}
+
+
+/**
+ * \brief Initialize extension tables and enable default extensions.
+ *
+ * This should be called during context initialization.
+ * Note: Sets gl_extensions.dummy_true to true.
+ */
+void
+_mesa_init_extensions( struct gl_context *ctx )
+{
+ GLboolean *base = (GLboolean *) &ctx->Extensions;
+ GLboolean *sentinel = base + o(extension_sentinel);
+ GLboolean *i;
+ const size_t *j;
+
+ /* First, turn all extensions off. */
+ for (i = base; i != sentinel; ++i)
+ *i = GL_FALSE;
+
+ /* Then, selectively turn default extensions on. */
+ ctx->Extensions.dummy_true = GL_TRUE;
+ for (j = default_extensions; *j != 0; ++j)
+ base[*j] = GL_TRUE;
+}
+
+
+typedef unsigned short extension_index;
+
+
+/**
+ * Compare two entries of the extensions table. Sorts first by year,
+ * then by name.
+ *
+ * Arguments are indices into extension_table.
+ */
+static int
+extension_compare(const void *p1, const void *p2)
+{
+ extension_index i1 = * (const extension_index *) p1;
+ extension_index i2 = * (const extension_index *) p2;
+ const struct extension *e1 = &extension_table[i1];
+ const struct extension *e2 = &extension_table[i2];
+ int res;
+
+ res = (int)e1->year - (int)e2->year;
+
+ if (res == 0) {
+ res = strcmp(e1->name, e2->name);
+ }
+
+ return res;
+}
+
+
+/**
+ * Construct the GL_EXTENSIONS string. Called the first time that
+ * glGetString(GL_EXTENSIONS) is called.
+ */
+GLubyte*
+_mesa_make_extension_string(struct gl_context *ctx)
+{
+ /* The extension string. */
+ char *exts = 0;
+ /* Length of extension string. */
+ size_t length = 0;
+ /* Number of extensions */
+ unsigned count;
+ /* Indices of the extensions sorted by year */
+ extension_index *extension_indices;
+ /* String of extra extensions. */
+ char *extra_extensions = get_extension_override(ctx);
+ GLboolean *base = (GLboolean *) &ctx->Extensions;
+ const struct extension *i;
+ unsigned j;
+
+
+ /* Compute length of the extension string. */
+ count = 0;
+ for (i = extension_table; i->name != 0; ++i) {
+ if (base[i->offset] && (i->api_set & (1 << ctx->API))) {
+ length += strlen(i->name) + 1; /* +1 for space */
+ ++count;
+ }
+ }
+ if (extra_extensions != NULL)
+ length += 1 + strlen(extra_extensions); /* +1 for space */
+
+ exts = (char *) calloc(length + 1, sizeof(char));
+ if (exts == NULL) {
+ free(extra_extensions);
+ return NULL;
+ }
+
+ extension_indices = malloc(count * sizeof extension_indices);
+ if (extension_indices == NULL) {
+ free(exts);
+ free(extra_extensions);
+ return NULL;
+ }
+
+ /* Sort extensions in chronological order because certain old applications (e.g.,
+ * Quake3 demo) store the extension list in a static size buffer so chronologically
+ * order ensure that the extensions that such applications expect will fit into
+ * that buffer.
+ */
+ j = 0;
+ for (i = extension_table; i->name != 0; ++i) {
+ if (base[i->offset] && (i->api_set & (1 << ctx->API))) {
+ extension_indices[j++] = i - extension_table;
+ }
+ }
+ assert(j == count);
+ qsort(extension_indices, count, sizeof *extension_indices, extension_compare);
+
+ /* Build the extension string.*/
+ for (j = 0; j < count; ++j) {
+ i = &extension_table[extension_indices[j]];
+ assert(base[i->offset] && (i->api_set & (1 << ctx->API)));
+ strcat(exts, i->name);
+ strcat(exts, " ");
+ }
+ free(extension_indices);
+ if (extra_extensions != 0) {
+ strcat(exts, extra_extensions);
+ free(extra_extensions);
+ }
+
+ return (GLubyte *) exts;
+}
+
+/**
+ * Return number of enabled extensions.
+ */
+GLuint
+_mesa_get_extension_count(struct gl_context *ctx)
+{
+ GLboolean *base;
+ const struct extension *i;
+
+ /* only count once */
+ if (ctx->Extensions.Count != 0)
+ return ctx->Extensions.Count;
+
+ base = (GLboolean *) &ctx->Extensions;
+ for (i = extension_table; i->name != 0; ++i) {
+ if (base[i->offset]) {
+ ctx->Extensions.Count++;
+ }
+ }
+ return ctx->Extensions.Count;
+}
+
+/**
+ * Return name of i-th enabled extension
+ */
+const GLubyte *
+_mesa_get_enabled_extension(struct gl_context *ctx, GLuint index)
+{
+ const GLboolean *base;
+ size_t n;
+ const struct extension *i;
+
+ if (index < 0)
+ return NULL;
+
+ base = (GLboolean*) &ctx->Extensions;
+ n = 0;
+ for (i = extension_table; i->name != 0; ++i) {
+ if (n == index && base[i->offset]) {
+ return (GLubyte*) i->name;
+ } else if (base[i->offset]) {
+ ++n;
+ }
+ }
+
+ return NULL;
+}
diff --git a/mesalib/src/mesa/main/mtypes.h b/mesalib/src/mesa/main/mtypes.h
index 51589aaa8..831774fa4 100644
--- a/mesalib/src/mesa/main/mtypes.h
+++ b/mesalib/src/mesa/main/mtypes.h
@@ -1,3362 +1,3362 @@
-/*
- * 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;
-
-/** Set a single bit */
-#define BITFIELD64_BIT(b) (1ULL << (b))
-
-
-/**
- * \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;
-/*@}*/
-
-
-/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
-#define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
-#define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
-#define PRIM_UNKNOWN (GL_POLYGON+3)
-
-
-/**
- * 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;
-
- /* EXT_framebuffer_sRGB */
- GLint sRGBCapable;
-};
-
-
-/**
- * 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 */
-
- GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
-};
-
-
-/**
- * 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) */
-};
-
-
-/**
- * \brief Layout qualifiers for gl_FragDepth.
- *
- * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
- * a layout qualifier.
- *
- * \see enum ir_depth_layout
- */
-enum gl_frag_depth_layout {
- FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
- FRAG_DEPTH_LAYOUT_ANY,
- FRAG_DEPTH_LAYOUT_GREATER,
- FRAG_DEPTH_LAYOUT_LESS,
- FRAG_DEPTH_LAYOUT_UNCHANGED
-};
-
-
-/**
- * Hint attribute group (GL_HINT_BIT).
- *
- * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
- */
-struct gl_hint_attrib
-{
- GLenum PerspectiveCorrection;
- GLenum PointSmooth;
- GLenum LineSmooth;
- GLenum PolygonSmooth;
- GLenum Fog;
- GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
- 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;
-};
-
-
-/**
- * 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.
- */
- gl_format TexFormat; /**< The actual texture memory format */
-
- GLuint Border; /**< 0 or 1 */
- GLuint Width; /**< = 2^WidthLog2 + 2*Border */
- GLuint Height; /**< = 2^HeightLog2 + 2*Border */
- GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
- GLuint Width2; /**< = Width - 2*Border */
- GLuint Height2; /**< = Height - 2*Border */
- GLuint Depth2; /**< = Depth - 2*Border */
- GLuint WidthLog2; /**< = log2(Width2) */
- GLuint HeightLog2; /**< = log2(Height2) */
- GLuint DepthLog2; /**< = log2(Depth2) */
- GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
- 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; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
-
- /** 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;
-};
-
-
-/**
- * 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 */
- GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
-
- /* 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;
- enum gl_frag_depth_layout FragDepthLayout;
-};
-
-
-/**
- * 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;
- 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. */
- gl_format Format; /**< The actual renderbuffer memory format */
-
- 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 */
-
- GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
-
- /* 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, geometry 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 MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
- 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; /**< Usually == MaxParameters * 4 */
- /* 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 MaxGeometryTextureImageUnits;
- 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 */
-
- /** Number of varying vectors between vertex and fragment shaders */
- GLuint MaxVarying;
- GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
- GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
-
- /** GL_ARB_geometry_shader4 */
- GLuint MaxGeometryOutputVertices;
- GLuint MaxGeometryTotalOutputComponents;
-
- 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;
-
- /* GL_EXT_framebuffer_sRGB */
- GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
-};
-
-
-/**
- * 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_latc;
- 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 AMD_conservative_depth;
- GLboolean APPLE_client_storage;
- GLboolean APPLE_packed_pixels;
- GLboolean APPLE_vertex_array_object;
- GLboolean APPLE_object_purgeable;
- GLboolean ATI_envmap_bumpmap;
- GLboolean ATI_texture_compression_3dc;
- 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_texture_barrier;
- 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 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.
- */
-/*@{*/
-#define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
-#define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
-#define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
-#define _NEW_COLOR (1 << 3) /**< gl_context::Color */
-#define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
-#define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
-#define _NEW_FOG (1 << 6) /**< gl_context::Fog */
-#define _NEW_HINT (1 << 7) /**< gl_context::Hint */
-#define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
-#define _NEW_LINE (1 << 9) /**< gl_context::Line */
-#define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
-#define _NEW_POINT (1 << 11) /**< gl_context::Point */
-#define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
-#define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
-#define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
-#define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
-#define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
-#define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
-#define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
-#define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
-#define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
-#define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
-#define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
-#define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
-#define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
-#define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
-#define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
-#define _NEW_PROGRAM_CONSTANTS (1 << 27)
-#define _NEW_BUFFER_OBJECT (1 << 28)
-#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;
- /*@}*/
-
- /** 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;
- /*@}*/
-};
-
-
-#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;
+
+/** Set a single bit */
+#define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
+
+
+/**
+ * \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;
+/*@}*/
+
+
+/** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
+#define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
+#define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
+#define PRIM_UNKNOWN (GL_POLYGON+3)
+
+
+/**
+ * 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;
+
+ /* EXT_framebuffer_sRGB */
+ GLint sRGBCapable;
+};
+
+
+/**
+ * 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 */
+
+ GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
+};
+
+
+/**
+ * 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) */
+};
+
+
+/**
+ * \brief Layout qualifiers for gl_FragDepth.
+ *
+ * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
+ * a layout qualifier.
+ *
+ * \see enum ir_depth_layout
+ */
+enum gl_frag_depth_layout {
+ FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
+ FRAG_DEPTH_LAYOUT_ANY,
+ FRAG_DEPTH_LAYOUT_GREATER,
+ FRAG_DEPTH_LAYOUT_LESS,
+ FRAG_DEPTH_LAYOUT_UNCHANGED
+};
+
+
+/**
+ * Hint attribute group (GL_HINT_BIT).
+ *
+ * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
+ */
+struct gl_hint_attrib
+{
+ GLenum PerspectiveCorrection;
+ GLenum PointSmooth;
+ GLenum LineSmooth;
+ GLenum PolygonSmooth;
+ GLenum Fog;
+ GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
+ 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;
+};
+
+
+/**
+ * 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.
+ */
+ gl_format TexFormat; /**< The actual texture memory format */
+
+ GLuint Border; /**< 0 or 1 */
+ GLuint Width; /**< = 2^WidthLog2 + 2*Border */
+ GLuint Height; /**< = 2^HeightLog2 + 2*Border */
+ GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
+ GLuint Width2; /**< = Width - 2*Border */
+ GLuint Height2; /**< = Height - 2*Border */
+ GLuint Depth2; /**< = Depth - 2*Border */
+ GLuint WidthLog2; /**< = log2(Width2) */
+ GLuint HeightLog2; /**< = log2(Height2) */
+ GLuint DepthLog2; /**< = log2(Depth2) */
+ GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
+ 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; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
+
+ /** 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;
+};
+
+
+/**
+ * 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 */
+ GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
+
+ /* 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;
+ enum gl_frag_depth_layout FragDepthLayout;
+};
+
+
+/**
+ * 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;
+ 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. */
+ gl_format Format; /**< The actual renderbuffer memory format */
+
+ 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 */
+
+ GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
+
+ /* 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, geometry 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 MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
+ 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; /**< Usually == MaxParameters * 4 */
+ /* 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 MaxGeometryTextureImageUnits;
+ 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 */
+
+ /** Number of varying vectors between vertex and fragment shaders */
+ GLuint MaxVarying;
+ GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
+ GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
+
+ /** GL_ARB_geometry_shader4 */
+ GLuint MaxGeometryOutputVertices;
+ GLuint MaxGeometryTotalOutputComponents;
+
+ 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;
+
+ /* GL_EXT_framebuffer_sRGB */
+ GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
+};
+
+
+/**
+ * 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_latc;
+ 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 AMD_conservative_depth;
+ GLboolean APPLE_client_storage;
+ GLboolean APPLE_packed_pixels;
+ GLboolean APPLE_vertex_array_object;
+ GLboolean APPLE_object_purgeable;
+ GLboolean ATI_envmap_bumpmap;
+ GLboolean ATI_texture_compression_3dc;
+ 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_texture_barrier;
+ 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 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.
+ */
+/*@{*/
+#define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
+#define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
+#define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
+#define _NEW_COLOR (1 << 3) /**< gl_context::Color */
+#define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
+#define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
+#define _NEW_FOG (1 << 6) /**< gl_context::Fog */
+#define _NEW_HINT (1 << 7) /**< gl_context::Hint */
+#define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
+#define _NEW_LINE (1 << 9) /**< gl_context::Line */
+#define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
+#define _NEW_POINT (1 << 11) /**< gl_context::Point */
+#define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
+#define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
+#define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
+#define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
+#define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
+#define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
+#define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
+#define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
+#define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
+#define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
+#define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
+#define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
+#define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
+#define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
+#define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
+#define _NEW_PROGRAM_CONSTANTS (1 << 27)
+#define _NEW_BUFFER_OBJECT (1 << 28)
+#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;
+ /*@}*/
+
+ /** 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;
+ /*@}*/
+};
+
+
+#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/texobj.c b/mesalib/src/mesa/main/texobj.c
index c1fc05c44..c1e3e4dec 100644
--- a/mesalib/src/mesa/main/texobj.c
+++ b/mesalib/src/mesa/main/texobj.c
@@ -1,1265 +1,1267 @@
-/**
- * \file texobj.c
- * Texture object management.
- */
-
-/*
- * Mesa 3-D graphics library
- * Version: 7.1
- *
- * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-
-#include "mfeatures.h"
-#include "colortab.h"
-#include "context.h"
-#include "enums.h"
-#include "fbobject.h"
-#include "formats.h"
-#include "hash.h"
-#include "imports.h"
-#include "macros.h"
-#include "teximage.h"
-#include "texobj.h"
-#include "mtypes.h"
-#include "program/prog_instruction.h"
-
-
-
-/**********************************************************************/
-/** \name Internal functions */
-/*@{*/
-
-
-/**
- * Return the gl_texture_object for a given ID.
- */
-struct gl_texture_object *
-_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
-{
- return (struct gl_texture_object *)
- _mesa_HashLookup(ctx->Shared->TexObjects, id);
-}
-
-
-
-/**
- * Allocate and initialize a new texture object. But don't put it into the
- * texture object hash table.
- *
- * Called via ctx->Driver.NewTextureObject, unless overridden by a device
- * driver.
- *
- * \param shared the shared GL state structure to contain the texture object
- * \param name integer name for the texture object
- * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
- * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
- * of GenTextures()
- *
- * \return pointer to new texture object.
- */
-struct gl_texture_object *
-_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
-{
- struct gl_texture_object *obj;
- (void) ctx;
- obj = MALLOC_STRUCT(gl_texture_object);
- _mesa_initialize_texture_object(obj, name, target);
- return obj;
-}
-
-
-/**
- * Initialize a new texture object to default values.
- * \param obj the texture object
- * \param name the texture name
- * \param target the texture target
- */
-void
-_mesa_initialize_texture_object( struct gl_texture_object *obj,
- GLuint name, GLenum target )
-{
- ASSERT(target == 0 ||
- target == GL_TEXTURE_1D ||
- target == GL_TEXTURE_2D ||
- target == GL_TEXTURE_3D ||
- target == GL_TEXTURE_CUBE_MAP_ARB ||
- target == GL_TEXTURE_RECTANGLE_NV ||
- target == GL_TEXTURE_1D_ARRAY_EXT ||
- target == GL_TEXTURE_2D_ARRAY_EXT);
-
- memset(obj, 0, sizeof(*obj));
- /* init the non-zero fields */
- _glthread_INIT_MUTEX(obj->Mutex);
- obj->RefCount = 1;
- obj->Name = name;
- obj->Target = target;
- obj->Priority = 1.0F;
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- obj->WrapS = GL_CLAMP_TO_EDGE;
- obj->WrapT = GL_CLAMP_TO_EDGE;
- obj->WrapR = GL_CLAMP_TO_EDGE;
- obj->MinFilter = GL_LINEAR;
- }
- else {
- obj->WrapS = GL_REPEAT;
- obj->WrapT = GL_REPEAT;
- obj->WrapR = GL_REPEAT;
- obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
- }
- obj->MagFilter = GL_LINEAR;
- obj->MinLod = -1000.0;
- obj->MaxLod = 1000.0;
- obj->LodBias = 0.0;
- obj->BaseLevel = 0;
- obj->MaxLevel = 1000;
- obj->MaxAnisotropy = 1.0;
- obj->CompareMode = GL_NONE; /* ARB_shadow */
- obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
- obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
- obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
- obj->Swizzle[0] = GL_RED;
- obj->Swizzle[1] = GL_GREEN;
- obj->Swizzle[2] = GL_BLUE;
- obj->Swizzle[3] = GL_ALPHA;
- obj->_Swizzle = SWIZZLE_NOOP;
- obj->sRGBDecode = GL_DECODE_EXT;
-}
-
-
-/**
- * Some texture initialization can't be finished until we know which
- * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
- */
-static void
-finish_texture_init(struct gl_context *ctx, GLenum target,
- struct gl_texture_object *obj)
-{
- assert(obj->Target == 0);
-
- if (target == GL_TEXTURE_RECTANGLE_NV) {
- /* have to init wrap and filter state here - kind of klunky */
- obj->WrapS = GL_CLAMP_TO_EDGE;
- obj->WrapT = GL_CLAMP_TO_EDGE;
- obj->WrapR = GL_CLAMP_TO_EDGE;
- obj->MinFilter = GL_LINEAR;
- if (ctx->Driver.TexParameter) {
- static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
- static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
- ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
- }
- }
-}
-
-
-/**
- * Deallocate a texture object struct. It should have already been
- * removed from the texture object pool.
- * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
- *
- * \param shared the shared GL state to which the object belongs.
- * \param texObj the texture object to delete.
- */
-void
-_mesa_delete_texture_object(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- GLuint i, face;
-
- /* Set Target to an invalid value. With some assertions elsewhere
- * we can try to detect possible use of deleted textures.
- */
- texObj->Target = 0x99;
-
- _mesa_free_colortable_data(&texObj->Palette);
-
- /* free the texture images */
- for (face = 0; face < 6; face++) {
- for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
- if (texObj->Image[face][i]) {
- _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
- }
- }
- }
-
- /* destroy the mutex -- it may have allocated memory (eg on bsd) */
- _glthread_DESTROY_MUTEX(texObj->Mutex);
-
- /* free this object */
- free(texObj);
-}
-
-
-
-/**
- * Copy texture object state from one texture object to another.
- * Use for glPush/PopAttrib.
- *
- * \param dest destination texture object.
- * \param src source texture object.
- */
-void
-_mesa_copy_texture_object( struct gl_texture_object *dest,
- const struct gl_texture_object *src )
-{
- dest->Target = src->Target;
- dest->Name = src->Name;
- dest->Priority = src->Priority;
- dest->BorderColor.f[0] = src->BorderColor.f[0];
- dest->BorderColor.f[1] = src->BorderColor.f[1];
- dest->BorderColor.f[2] = src->BorderColor.f[2];
- dest->BorderColor.f[3] = src->BorderColor.f[3];
- dest->WrapS = src->WrapS;
- dest->WrapT = src->WrapT;
- dest->WrapR = src->WrapR;
- dest->MinFilter = src->MinFilter;
- dest->MagFilter = src->MagFilter;
- dest->MinLod = src->MinLod;
- dest->MaxLod = src->MaxLod;
- dest->LodBias = src->LodBias;
- dest->BaseLevel = src->BaseLevel;
- dest->MaxLevel = src->MaxLevel;
- dest->MaxAnisotropy = src->MaxAnisotropy;
- dest->CompareMode = src->CompareMode;
- dest->CompareFunc = src->CompareFunc;
- dest->CompareFailValue = src->CompareFailValue;
- dest->DepthMode = src->DepthMode;
- dest->_MaxLevel = src->_MaxLevel;
- dest->_MaxLambda = src->_MaxLambda;
- dest->GenerateMipmap = src->GenerateMipmap;
- dest->Palette = src->Palette;
- dest->_Complete = src->_Complete;
- COPY_4V(dest->Swizzle, src->Swizzle);
- dest->_Swizzle = src->_Swizzle;
-}
-
-
-/**
- * Free all texture images of the given texture object.
- *
- * \param ctx GL context.
- * \param t texture object.
- *
- * \sa _mesa_clear_texture_image().
- */
-void
-_mesa_clear_texture_object(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- GLuint i, j;
-
- if (texObj->Target == 0)
- return;
-
- for (i = 0; i < MAX_FACES; i++) {
- for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
- struct gl_texture_image *texImage = texObj->Image[i][j];
- if (texImage)
- _mesa_clear_texture_image(ctx, texImage);
- }
- }
-}
-
-
-/**
- * Check if the given texture object is valid by examining its Target field.
- * For debugging only.
- */
-static GLboolean
-valid_texture_object(const struct gl_texture_object *tex)
-{
- switch (tex->Target) {
- case 0:
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP_ARB:
- case GL_TEXTURE_RECTANGLE_NV:
- case GL_TEXTURE_1D_ARRAY_EXT:
- case GL_TEXTURE_2D_ARRAY_EXT:
- return GL_TRUE;
- case 0x99:
- _mesa_problem(NULL, "invalid reference to a deleted texture object");
- return GL_FALSE;
- default:
- _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
- tex->Target, tex->Name);
- return GL_FALSE;
- }
-}
-
-
-/**
- * Reference (or unreference) a texture object.
- * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
- * If 'tex' is non-null, increment its refcount.
- */
-void
-_mesa_reference_texobj(struct gl_texture_object **ptr,
- struct gl_texture_object *tex)
-{
- assert(ptr);
- if (*ptr == tex) {
- /* no change */
- return;
- }
-
- if (*ptr) {
- /* Unreference the old texture */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_texture_object *oldTex = *ptr;
-
- ASSERT(valid_texture_object(oldTex));
- (void) valid_texture_object; /* silence warning in release builds */
-
- _glthread_LOCK_MUTEX(oldTex->Mutex);
- ASSERT(oldTex->RefCount > 0);
- oldTex->RefCount--;
-
- deleteFlag = (oldTex->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldTex->Mutex);
-
- if (deleteFlag) {
- GET_CURRENT_CONTEXT(ctx);
- if (ctx)
- ctx->Driver.DeleteTexture(ctx, oldTex);
- else
- _mesa_problem(NULL, "Unable to delete texture, no context");
- }
-
- *ptr = NULL;
- }
- assert(!*ptr);
-
- if (tex) {
- /* reference new texture */
- ASSERT(valid_texture_object(tex));
- _glthread_LOCK_MUTEX(tex->Mutex);
- if (tex->RefCount == 0) {
- /* this texture's being deleted (look just above) */
- /* Not sure this can every really happen. Warn if it does. */
- _mesa_problem(NULL, "referencing deleted texture object");
- *ptr = NULL;
- }
- else {
- tex->RefCount++;
- *ptr = tex;
- }
- _glthread_UNLOCK_MUTEX(tex->Mutex);
- }
-}
-
-
-
-/**
- * Mark a texture object as incomplete.
- * \param t texture object
- * \param fmt... string describing why it's incomplete (for debugging).
- */
-static void
-incomplete(struct gl_texture_object *t, const char *fmt, ...)
-{
-#if 0
- va_list args;
- char s[100];
-
- va_start(args, fmt);
- vsnprintf(s, sizeof(s), fmt, args);
- va_end(args);
-
- printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
-#endif
- t->_Complete = GL_FALSE;
-}
-
-
-/**
- * Examine a texture object to determine if it is complete.
- *
- * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
- * accordingly.
- *
- * \param ctx GL context.
- * \param t texture object.
- *
- * According to the texture target, verifies that each of the mipmaps is
- * present and has the expected size.
- */
-void
-_mesa_test_texobj_completeness( const struct gl_context *ctx,
- struct gl_texture_object *t )
-{
- const GLint baseLevel = t->BaseLevel;
- GLint maxLog2 = 0, maxLevels = 0;
-
- t->_Complete = GL_TRUE; /* be optimistic */
-
- /* Detect cases where the application set the base level to an invalid
- * value.
- */
- if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
- incomplete(t, "base level = %d is invalid", baseLevel);
- return;
- }
-
- /* Always need the base level image */
- if (!t->Image[0][baseLevel]) {
- incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
- return;
- }
-
- /* Check width/height/depth for zero */
- if (t->Image[0][baseLevel]->Width == 0 ||
- t->Image[0][baseLevel]->Height == 0 ||
- t->Image[0][baseLevel]->Depth == 0) {
- incomplete(t, "texture width = 0");
- return;
- }
-
- /* Compute _MaxLevel */
- if ((t->Target == GL_TEXTURE_1D) ||
- (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
- maxLog2 = t->Image[0][baseLevel]->WidthLog2;
- maxLevels = ctx->Const.MaxTextureLevels;
- }
- else if ((t->Target == GL_TEXTURE_2D) ||
- (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
- maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
- t->Image[0][baseLevel]->HeightLog2);
- maxLevels = ctx->Const.MaxTextureLevels;
- }
- else if (t->Target == GL_TEXTURE_3D) {
- GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
- t->Image[0][baseLevel]->HeightLog2);
- maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
- maxLevels = ctx->Const.Max3DTextureLevels;
- }
- else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
- maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
- t->Image[0][baseLevel]->HeightLog2);
- maxLevels = ctx->Const.MaxCubeTextureLevels;
- }
- else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
- maxLog2 = 0; /* not applicable */
- maxLevels = 1; /* no mipmapping */
- }
- else {
- _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
- return;
- }
-
- ASSERT(maxLevels > 0);
-
- if (t->MaxLevel < t->BaseLevel) {
- incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
- t->MaxLevel, t->BaseLevel);
- return;
- }
-
- t->_MaxLevel = baseLevel + maxLog2;
- t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
- t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
-
- /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
- t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
-
- if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
- /* make sure that all six cube map level 0 images are the same size */
- const GLuint w = t->Image[0][baseLevel]->Width2;
- const GLuint h = t->Image[0][baseLevel]->Height2;
- GLuint face;
- for (face = 1; face < 6; face++) {
- if (t->Image[face][baseLevel] == NULL ||
- t->Image[face][baseLevel]->Width2 != w ||
- t->Image[face][baseLevel]->Height2 != h) {
- incomplete(t, "Cube face missing or mismatched size");
- return;
- }
- }
- }
-
- /* extra checking for mipmaps */
- if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
- /*
- * Mipmapping: determine if we have a complete set of mipmaps
- */
- GLint i;
- GLint minLevel = baseLevel;
- GLint maxLevel = t->_MaxLevel;
-
- if (minLevel > maxLevel) {
- incomplete(t, "minLevel > maxLevel");
- return;
- }
-
- /* Test dimension-independent attributes */
- for (i = minLevel; i <= maxLevel; i++) {
- if (t->Image[0][i]) {
- if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
- incomplete(t, "Format[i] != Format[baseLevel]");
- return;
- }
- if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
- incomplete(t, "Border[i] != Border[baseLevel]");
- return;
- }
- }
- }
-
- /* Test things which depend on number of texture image dimensions */
- if ((t->Target == GL_TEXTURE_1D) ||
- (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
- /* Test 1-D mipmaps */
- GLuint width = t->Image[0][baseLevel]->Width2;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "1D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->Width2 != width ) {
- incomplete(t, "1D Image[0][i] bad width");
- return;
- }
- }
- if (width == 1) {
- return; /* found smallest needed mipmap, all done! */
- }
- }
- }
- else if ((t->Target == GL_TEXTURE_2D) ||
- (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
- /* Test 2-D mipmaps */
- GLuint width = t->Image[0][baseLevel]->Width2;
- GLuint height = t->Image[0][baseLevel]->Height2;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (height > 1) {
- height /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "2D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "2D Image[0][i] bad width");
- return;
- }
- if (t->Image[0][i]->Height2 != height) {
- incomplete(t, "2D Image[0][i] bad height");
- return;
- }
- if (width==1 && height==1) {
- return; /* found smallest needed mipmap, all done! */
- }
- }
- }
- }
- else if (t->Target == GL_TEXTURE_3D) {
- /* Test 3-D mipmaps */
- GLuint width = t->Image[0][baseLevel]->Width2;
- GLuint height = t->Image[0][baseLevel]->Height2;
- GLuint depth = t->Image[0][baseLevel]->Depth2;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (height > 1) {
- height /= 2;
- }
- if (depth > 1) {
- depth /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- if (!t->Image[0][i]) {
- incomplete(t, "3D Image[0][i] == NULL");
- return;
- }
- if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
- incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
- return;
- }
- if (t->Image[0][i]->Width2 != width) {
- incomplete(t, "3D Image[0][i] bad width");
- return;
- }
- if (t->Image[0][i]->Height2 != height) {
- incomplete(t, "3D Image[0][i] bad height");
- return;
- }
- if (t->Image[0][i]->Depth2 != depth) {
- incomplete(t, "3D Image[0][i] bad depth");
- return;
- }
- }
- if (width == 1 && height == 1 && depth == 1) {
- return; /* found smallest needed mipmap, all done! */
- }
- }
- }
- else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
- /* make sure 6 cube faces are consistant */
- GLuint width = t->Image[0][baseLevel]->Width2;
- GLuint height = t->Image[0][baseLevel]->Height2;
- for (i = baseLevel + 1; i < maxLevels; i++) {
- if (width > 1) {
- width /= 2;
- }
- if (height > 1) {
- height /= 2;
- }
- if (i >= minLevel && i <= maxLevel) {
- GLuint face;
- for (face = 0; face < 6; face++) {
- /* check that we have images defined */
- if (!t->Image[face][i]) {
- incomplete(t, "CubeMap Image[n][i] == NULL");
- return;
- }
- /* Don't support GL_DEPTH_COMPONENT for cube maps */
- if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
- incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
- return;
- }
- /* check that all six images have same size */
- if (t->Image[face][i]->Width2 != width ||
- t->Image[face][i]->Height2 != height) {
- incomplete(t, "CubeMap Image[n][i] bad size");
- return;
- }
- }
- }
- if (width == 1 && height == 1) {
- return; /* found smallest needed mipmap, all done! */
- }
- }
- }
- else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
- /* XXX special checking? */
- }
- else {
- /* Target = ??? */
- _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
- }
- }
-}
-
-
-/**
- * Check if the given cube map texture is "cube complete" as defined in
- * the OpenGL specification.
- */
-GLboolean
-_mesa_cube_complete(const struct gl_texture_object *texObj)
-{
- const GLint baseLevel = texObj->BaseLevel;
- const struct gl_texture_image *img0, *img;
- GLuint face;
-
- if (texObj->Target != GL_TEXTURE_CUBE_MAP)
- return GL_FALSE;
-
- if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
- return GL_FALSE;
-
- /* check first face */
- img0 = texObj->Image[0][baseLevel];
- if (!img0 ||
- img0->Width < 1 ||
- img0->Width != img0->Height)
- return GL_FALSE;
-
- /* check remaining faces vs. first face */
- for (face = 1; face < 6; face++) {
- img = texObj->Image[face][baseLevel];
- if (!img ||
- img->Width != img0->Width ||
- img->Height != img0->Height ||
- img->TexFormat != img0->TexFormat)
- return GL_FALSE;
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Mark a texture object dirty. It forces the object to be incomplete
- * and optionally forces the context to re-validate its state.
- *
- * \param ctx GL context.
- * \param texObj texture object.
- * \param invalidate_state also invalidate context state.
- */
-void
-_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
- GLboolean invalidate_state)
-{
- texObj->_Complete = GL_FALSE;
- if (invalidate_state)
- ctx->NewState |= _NEW_TEXTURE;
-}
-
-
-/**
- * Return pointer to a default/fallback texture.
- * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
- * That's the value a sampler should get when sampling from an
- * incomplete texture.
- */
-struct gl_texture_object *
-_mesa_get_fallback_texture(struct gl_context *ctx)
-{
- if (!ctx->Shared->FallbackTex) {
- /* create fallback texture now */
- static GLubyte texels[8 * 8][4];
- struct gl_texture_object *texObj;
- struct gl_texture_image *texImage;
- gl_format texFormat;
- GLuint i;
-
- for (i = 0; i < 8 * 8; i++) {
- texels[i][0] =
- texels[i][1] =
- texels[i][2] = 0x0;
- texels[i][3] = 0xff;
- }
-
- /* create texture object */
- texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
- assert(texObj->RefCount == 1);
- texObj->MinFilter = GL_NEAREST;
- texObj->MagFilter = GL_NEAREST;
-
- /* create level[0] texture image */
- texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
-
- texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
- GL_UNSIGNED_BYTE);
-
- /* init the image fields */
- _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
- 8, 8, 1, 0, GL_RGBA, texFormat);
-
- ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
-
- /* set image data */
- ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
- 8, 8, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, texels,
- &ctx->DefaultPacking, texObj, texImage);
-
- _mesa_test_texobj_completeness(ctx, texObj);
- assert(texObj->_Complete);
-
- ctx->Shared->FallbackTex = texObj;
- }
- return ctx->Shared->FallbackTex;
-}
-
-
-/*@}*/
-
-
-/***********************************************************************/
-/** \name API functions */
-/*@{*/
-
-
-/**
- * Generate texture names.
- *
- * \param n number of texture names to be generated.
- * \param textures an array in which will hold the generated texture names.
- *
- * \sa glGenTextures().
- *
- * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
- * IDs which are stored in \p textures. Corresponding empty texture
- * objects are also generated.
- */
-void GLAPIENTRY
-_mesa_GenTextures( GLsizei n, GLuint *textures )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLuint first;
- GLint i;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (n < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
- return;
- }
-
- if (!textures)
- return;
-
- /*
- * This must be atomic (generation and allocation of texture IDs)
- */
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
-
- first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
-
- /* Allocate new, empty texture objects */
- for (i = 0; i < n; i++) {
- struct gl_texture_object *texObj;
- GLuint name = first + i;
- GLenum target = 0;
- texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
- if (!texObj) {
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
- return;
- }
-
- /* insert into hash table */
- _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
-
- textures[i] = name;
- }
-
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-}
-
-
-/**
- * Check if the given texture object is bound to the current draw or
- * read framebuffer. If so, Unbind it.
- */
-static void
-unbind_texobj_from_fbo(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
- GLuint i;
-
- for (i = 0; i < n; i++) {
- struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
- if (fb->Name) {
- GLuint j;
- for (j = 0; j < BUFFER_COUNT; j++) {
- if (fb->Attachment[j].Type == GL_TEXTURE &&
- fb->Attachment[j].Texture == texObj) {
- _mesa_remove_attachment(ctx, fb->Attachment + j);
- }
- }
- }
- }
-}
-
-
-/**
- * Check if the given texture object is bound to any texture image units and
- * unbind it if so (revert to default textures).
- */
-static void
-unbind_texobj_from_texunits(struct gl_context *ctx,
- struct gl_texture_object *texObj)
-{
- GLuint u, tex;
-
- for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
- struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
- if (texObj == unit->CurrentTex[tex]) {
- _mesa_reference_texobj(&unit->CurrentTex[tex],
- ctx->Shared->DefaultTex[tex]);
- ASSERT(unit->CurrentTex[tex]);
- break;
- }
- }
- }
-}
-
-
-/**
- * Delete named textures.
- *
- * \param n number of textures to be deleted.
- * \param textures array of texture IDs to be deleted.
- *
- * \sa glDeleteTextures().
- *
- * If we're about to delete a texture that's currently bound to any
- * texture unit, unbind the texture first. Decrement the reference
- * count on the texture object and delete it if it's zero.
- * Recall that texture objects can be shared among several rendering
- * contexts.
- */
-void GLAPIENTRY
-_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
-
- if (!textures)
- return;
-
- for (i = 0; i < n; i++) {
- if (textures[i] > 0) {
- struct gl_texture_object *delObj
- = _mesa_lookup_texture(ctx, textures[i]);
-
- if (delObj) {
- _mesa_lock_texture(ctx, delObj);
-
- /* Check if texture is bound to any framebuffer objects.
- * If so, unbind.
- * See section 4.4.2.3 of GL_EXT_framebuffer_object.
- */
- unbind_texobj_from_fbo(ctx, delObj);
-
- /* Check if this texture is currently bound to any texture units.
- * If so, unbind it.
- */
- unbind_texobj_from_texunits(ctx, delObj);
-
- _mesa_unlock_texture(ctx, delObj);
-
- ctx->NewState |= _NEW_TEXTURE;
-
- /* The texture _name_ is now free for re-use.
- * Remove it from the hash table now.
- */
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
- /* Unreference the texobj. If refcount hits zero, the texture
- * will be deleted.
- */
- _mesa_reference_texobj(&delObj, NULL);
- }
- }
- }
-}
-
-
-/**
- * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
- * into the corresponding Mesa texture target index.
- * Note that proxy targets are not valid here.
- * \return TEXTURE_x_INDEX or -1 if target is invalid
- */
-static GLint
-target_enum_to_index(GLenum target)
-{
- switch (target) {
- case GL_TEXTURE_1D:
- return TEXTURE_1D_INDEX;
- case GL_TEXTURE_2D:
- return TEXTURE_2D_INDEX;
- case GL_TEXTURE_3D:
- return TEXTURE_3D_INDEX;
- case GL_TEXTURE_CUBE_MAP_ARB:
- return TEXTURE_CUBE_INDEX;
- case GL_TEXTURE_RECTANGLE_NV:
- return TEXTURE_RECT_INDEX;
- case GL_TEXTURE_1D_ARRAY_EXT:
- return TEXTURE_1D_ARRAY_INDEX;
- case GL_TEXTURE_2D_ARRAY_EXT:
- return TEXTURE_2D_ARRAY_INDEX;
- default:
- return -1;
- }
-}
-
-
-/**
- * Bind a named texture to a texturing target.
- *
- * \param target texture target.
- * \param texName texture name.
- *
- * \sa glBindTexture().
- *
- * Determines the old texture object bound and returns immediately if rebinding
- * the same texture. Get the current texture which is either a default texture
- * if name is null, a named texture from the hash, or a new texture if the
- * given texture name is new. Increments its reference count, binds it, and
- * calls dd_function_table::BindTexture. Decrements the old texture reference
- * count and deletes it if it reaches zero.
- */
-void GLAPIENTRY
-_mesa_BindTexture( GLenum target, GLuint texName )
-{
- GET_CURRENT_CONTEXT(ctx);
- const GLuint unit = ctx->Texture.CurrentUnit;
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
- GLint targetIndex;
- GLboolean early_out = GL_FALSE;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- _mesa_debug(ctx, "glBindTexture %s %d\n",
- _mesa_lookup_enum_by_nr(target), (GLint) texName);
-
- targetIndex = target_enum_to_index(target);
- if (targetIndex < 0) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
- return;
- }
- assert(targetIndex < NUM_TEXTURE_TARGETS);
- defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
-
- /*
- * Get pointer to new texture object (newTexObj)
- */
- if (texName == 0) {
- newTexObj = defaultTexObj;
- }
- else {
- /* non-default texture object */
- newTexObj = _mesa_lookup_texture(ctx, texName);
- if (newTexObj) {
- /* error checking */
- if (newTexObj->Target != 0 && newTexObj->Target != target) {
- /* the named texture object's target doesn't match the given target */
- _mesa_error( ctx, GL_INVALID_OPERATION,
- "glBindTexture(target mismatch)" );
- return;
- }
- if (newTexObj->Target == 0) {
- finish_texture_init(ctx, target, newTexObj);
- }
- }
- else {
- /* if this is a new texture id, allocate a texture object now */
- newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
- if (!newTexObj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
- return;
- }
-
- /* and insert it into hash table */
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- }
- newTexObj->Target = target;
- }
-
- assert(valid_texture_object(newTexObj));
-
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- if ((ctx->Shared->RefCount == 1)
- && (newTexObj == texUnit->CurrentTex[targetIndex])) {
- early_out = GL_TRUE;
- }
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
-
- if (early_out) {
- return;
- }
-
- /* flush before changing binding */
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
-
- /* Do the actual binding. The refcount on the previously bound
- * texture object will be decremented. It'll be deleted if the
- * count hits zero.
- */
- _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
- ASSERT(texUnit->CurrentTex[targetIndex]);
-
- /* Pass BindTexture call to device driver */
- if (ctx->Driver.BindTexture)
- (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
-}
-
-
-/**
- * Set texture priorities.
- *
- * \param n number of textures.
- * \param texName texture names.
- * \param priorities corresponding texture priorities.
- *
- * \sa glPrioritizeTextures().
- *
- * Looks up each texture in the hash, clamps the corresponding priority between
- * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
- */
-void GLAPIENTRY
-_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
- const GLclampf *priorities )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-
- if (n < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
- return;
- }
-
- if (!priorities)
- return;
-
- for (i = 0; i < n; i++) {
- if (texName[i] > 0) {
- struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
- if (t) {
- t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
- }
- }
- }
-
- ctx->NewState |= _NEW_TEXTURE;
-}
-
-
-
-/**
- * See if textures are loaded in texture memory.
- *
- * \param n number of textures to query.
- * \param texName array with the texture names.
- * \param residences array which will hold the residence status.
- *
- * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
- *
- * \sa glAreTexturesResident().
- *
- * Looks up each texture in the hash and calls
- * dd_function_table::IsTextureResident.
- */
-GLboolean GLAPIENTRY
-_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
- GLboolean *residences)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLboolean allResident = GL_TRUE;
- GLint i, j;
- ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
-
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
- return GL_FALSE;
- }
-
- if (!texName || !residences)
- return GL_FALSE;
-
- for (i = 0; i < n; i++) {
- struct gl_texture_object *t;
- if (texName[i] == 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
- return GL_FALSE;
- }
- t = _mesa_lookup_texture(ctx, texName[i]);
- if (!t) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
- return GL_FALSE;
- }
- if (!ctx->Driver.IsTextureResident ||
- ctx->Driver.IsTextureResident(ctx, t)) {
- /* The texture is resident */
- if (!allResident)
- residences[i] = GL_TRUE;
- }
- else {
- /* The texture is not resident */
- if (allResident) {
- allResident = GL_FALSE;
- for (j = 0; j < i; j++)
- residences[j] = GL_TRUE;
- }
- residences[i] = GL_FALSE;
- }
- }
-
- return allResident;
-}
-
-
-/**
- * See if a name corresponds to a texture.
- *
- * \param texture texture name.
- *
- * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
- * otherwise.
- *
- * \sa glIsTexture().
- *
- * Calls _mesa_HashLookup().
- */
-GLboolean GLAPIENTRY
-_mesa_IsTexture( GLuint texture )
-{
- struct gl_texture_object *t;
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
-
- if (!texture)
- return GL_FALSE;
-
- t = _mesa_lookup_texture(ctx, texture);
-
- /* IsTexture is true only after object has been bound once. */
- return t && t->Target;
-}
-
-
-/**
- * Simplest implementation of texture locking: grab the shared tex
- * mutex. Examine the shared context state timestamp and if there has
- * been a change, set the appropriate bits in ctx->NewState.
- *
- * This is used to deal with synchronizing things when a texture object
- * is used/modified by different contexts (or threads) which are sharing
- * the texture.
- *
- * See also _mesa_lock/unlock_texture() in teximage.h
- */
-void
-_mesa_lock_context_textures( struct gl_context *ctx )
-{
- _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
-
- if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
- ctx->NewState |= _NEW_TEXTURE;
- ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
- }
-}
-
-
-void
-_mesa_unlock_context_textures( struct gl_context *ctx )
-{
- assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
- _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
-}
-
-/*@}*/
+/**
+ * \file texobj.c
+ * Texture object management.
+ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include "mfeatures.h"
+#include "colortab.h"
+#include "context.h"
+#include "enums.h"
+#include "fbobject.h"
+#include "formats.h"
+#include "hash.h"
+#include "imports.h"
+#include "macros.h"
+#include "teximage.h"
+#include "texobj.h"
+#include "texstate.h"
+#include "mtypes.h"
+#include "program/prog_instruction.h"
+
+
+
+/**********************************************************************/
+/** \name Internal functions */
+/*@{*/
+
+
+/**
+ * Return the gl_texture_object for a given ID.
+ */
+struct gl_texture_object *
+_mesa_lookup_texture(struct gl_context *ctx, GLuint id)
+{
+ return (struct gl_texture_object *)
+ _mesa_HashLookup(ctx->Shared->TexObjects, id);
+}
+
+
+
+/**
+ * Allocate and initialize a new texture object. But don't put it into the
+ * texture object hash table.
+ *
+ * Called via ctx->Driver.NewTextureObject, unless overridden by a device
+ * driver.
+ *
+ * \param shared the shared GL state structure to contain the texture object
+ * \param name integer name for the texture object
+ * \param target either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D,
+ * GL_TEXTURE_CUBE_MAP_ARB or GL_TEXTURE_RECTANGLE_NV. zero is ok for the sake
+ * of GenTextures()
+ *
+ * \return pointer to new texture object.
+ */
+struct gl_texture_object *
+_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target )
+{
+ struct gl_texture_object *obj;
+ (void) ctx;
+ obj = MALLOC_STRUCT(gl_texture_object);
+ _mesa_initialize_texture_object(obj, name, target);
+ return obj;
+}
+
+
+/**
+ * Initialize a new texture object to default values.
+ * \param obj the texture object
+ * \param name the texture name
+ * \param target the texture target
+ */
+void
+_mesa_initialize_texture_object( struct gl_texture_object *obj,
+ GLuint name, GLenum target )
+{
+ ASSERT(target == 0 ||
+ target == GL_TEXTURE_1D ||
+ target == GL_TEXTURE_2D ||
+ target == GL_TEXTURE_3D ||
+ target == GL_TEXTURE_CUBE_MAP_ARB ||
+ target == GL_TEXTURE_RECTANGLE_NV ||
+ target == GL_TEXTURE_1D_ARRAY_EXT ||
+ target == GL_TEXTURE_2D_ARRAY_EXT);
+
+ memset(obj, 0, sizeof(*obj));
+ /* init the non-zero fields */
+ _glthread_INIT_MUTEX(obj->Mutex);
+ obj->RefCount = 1;
+ obj->Name = name;
+ obj->Target = target;
+ obj->Priority = 1.0F;
+ if (target == GL_TEXTURE_RECTANGLE_NV) {
+ obj->WrapS = GL_CLAMP_TO_EDGE;
+ obj->WrapT = GL_CLAMP_TO_EDGE;
+ obj->WrapR = GL_CLAMP_TO_EDGE;
+ obj->MinFilter = GL_LINEAR;
+ }
+ else {
+ obj->WrapS = GL_REPEAT;
+ obj->WrapT = GL_REPEAT;
+ obj->WrapR = GL_REPEAT;
+ obj->MinFilter = GL_NEAREST_MIPMAP_LINEAR;
+ }
+ obj->MagFilter = GL_LINEAR;
+ obj->MinLod = -1000.0;
+ obj->MaxLod = 1000.0;
+ obj->LodBias = 0.0;
+ obj->BaseLevel = 0;
+ obj->MaxLevel = 1000;
+ obj->MaxAnisotropy = 1.0;
+ obj->CompareMode = GL_NONE; /* ARB_shadow */
+ obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
+ obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
+ obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
+ obj->Swizzle[0] = GL_RED;
+ obj->Swizzle[1] = GL_GREEN;
+ obj->Swizzle[2] = GL_BLUE;
+ obj->Swizzle[3] = GL_ALPHA;
+ obj->_Swizzle = SWIZZLE_NOOP;
+ obj->sRGBDecode = GL_DECODE_EXT;
+}
+
+
+/**
+ * Some texture initialization can't be finished until we know which
+ * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
+ */
+static void
+finish_texture_init(struct gl_context *ctx, GLenum target,
+ struct gl_texture_object *obj)
+{
+ assert(obj->Target == 0);
+
+ if (target == GL_TEXTURE_RECTANGLE_NV) {
+ /* have to init wrap and filter state here - kind of klunky */
+ obj->WrapS = GL_CLAMP_TO_EDGE;
+ obj->WrapT = GL_CLAMP_TO_EDGE;
+ obj->WrapR = GL_CLAMP_TO_EDGE;
+ obj->MinFilter = GL_LINEAR;
+ if (ctx->Driver.TexParameter) {
+ static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
+ static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
+ }
+ }
+}
+
+
+/**
+ * Deallocate a texture object struct. It should have already been
+ * removed from the texture object pool.
+ * Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
+ *
+ * \param shared the shared GL state to which the object belongs.
+ * \param texObj the texture object to delete.
+ */
+void
+_mesa_delete_texture_object(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ GLuint i, face;
+
+ /* Set Target to an invalid value. With some assertions elsewhere
+ * we can try to detect possible use of deleted textures.
+ */
+ texObj->Target = 0x99;
+
+ _mesa_free_colortable_data(&texObj->Palette);
+
+ /* free the texture images */
+ for (face = 0; face < 6; face++) {
+ for (i = 0; i < MAX_TEXTURE_LEVELS; i++) {
+ if (texObj->Image[face][i]) {
+ _mesa_delete_texture_image( ctx, texObj->Image[face][i] );
+ }
+ }
+ }
+
+ /* destroy the mutex -- it may have allocated memory (eg on bsd) */
+ _glthread_DESTROY_MUTEX(texObj->Mutex);
+
+ /* free this object */
+ free(texObj);
+}
+
+
+
+/**
+ * Copy texture object state from one texture object to another.
+ * Use for glPush/PopAttrib.
+ *
+ * \param dest destination texture object.
+ * \param src source texture object.
+ */
+void
+_mesa_copy_texture_object( struct gl_texture_object *dest,
+ const struct gl_texture_object *src )
+{
+ dest->Target = src->Target;
+ dest->Name = src->Name;
+ dest->Priority = src->Priority;
+ dest->BorderColor.f[0] = src->BorderColor.f[0];
+ dest->BorderColor.f[1] = src->BorderColor.f[1];
+ dest->BorderColor.f[2] = src->BorderColor.f[2];
+ dest->BorderColor.f[3] = src->BorderColor.f[3];
+ dest->WrapS = src->WrapS;
+ dest->WrapT = src->WrapT;
+ dest->WrapR = src->WrapR;
+ dest->MinFilter = src->MinFilter;
+ dest->MagFilter = src->MagFilter;
+ dest->MinLod = src->MinLod;
+ dest->MaxLod = src->MaxLod;
+ dest->LodBias = src->LodBias;
+ dest->BaseLevel = src->BaseLevel;
+ dest->MaxLevel = src->MaxLevel;
+ dest->MaxAnisotropy = src->MaxAnisotropy;
+ dest->CompareMode = src->CompareMode;
+ dest->CompareFunc = src->CompareFunc;
+ dest->CompareFailValue = src->CompareFailValue;
+ dest->DepthMode = src->DepthMode;
+ dest->_MaxLevel = src->_MaxLevel;
+ dest->_MaxLambda = src->_MaxLambda;
+ dest->GenerateMipmap = src->GenerateMipmap;
+ dest->Palette = src->Palette;
+ dest->_Complete = src->_Complete;
+ COPY_4V(dest->Swizzle, src->Swizzle);
+ dest->_Swizzle = src->_Swizzle;
+}
+
+
+/**
+ * Free all texture images of the given texture object.
+ *
+ * \param ctx GL context.
+ * \param t texture object.
+ *
+ * \sa _mesa_clear_texture_image().
+ */
+void
+_mesa_clear_texture_object(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ GLuint i, j;
+
+ if (texObj->Target == 0)
+ return;
+
+ for (i = 0; i < MAX_FACES; i++) {
+ for (j = 0; j < MAX_TEXTURE_LEVELS; j++) {
+ struct gl_texture_image *texImage = texObj->Image[i][j];
+ if (texImage)
+ _mesa_clear_texture_image(ctx, texImage);
+ }
+ }
+}
+
+
+/**
+ * Check if the given texture object is valid by examining its Target field.
+ * For debugging only.
+ */
+static GLboolean
+valid_texture_object(const struct gl_texture_object *tex)
+{
+ switch (tex->Target) {
+ case 0:
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_RECTANGLE_NV:
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return GL_TRUE;
+ case 0x99:
+ _mesa_problem(NULL, "invalid reference to a deleted texture object");
+ return GL_FALSE;
+ default:
+ _mesa_problem(NULL, "invalid texture object Target 0x%x, Id = %u",
+ tex->Target, tex->Name);
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Reference (or unreference) a texture object.
+ * If '*ptr', decrement *ptr's refcount (and delete if it becomes zero).
+ * If 'tex' is non-null, increment its refcount.
+ */
+void
+_mesa_reference_texobj(struct gl_texture_object **ptr,
+ struct gl_texture_object *tex)
+{
+ assert(ptr);
+ if (*ptr == tex) {
+ /* no change */
+ return;
+ }
+
+ if (*ptr) {
+ /* Unreference the old texture */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_texture_object *oldTex = *ptr;
+
+ ASSERT(valid_texture_object(oldTex));
+ (void) valid_texture_object; /* silence warning in release builds */
+
+ _glthread_LOCK_MUTEX(oldTex->Mutex);
+ ASSERT(oldTex->RefCount > 0);
+ oldTex->RefCount--;
+
+ deleteFlag = (oldTex->RefCount == 0);
+ _glthread_UNLOCK_MUTEX(oldTex->Mutex);
+
+ if (deleteFlag) {
+ GET_CURRENT_CONTEXT(ctx);
+ if (ctx)
+ ctx->Driver.DeleteTexture(ctx, oldTex);
+ else
+ _mesa_problem(NULL, "Unable to delete texture, no context");
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (tex) {
+ /* reference new texture */
+ ASSERT(valid_texture_object(tex));
+ _glthread_LOCK_MUTEX(tex->Mutex);
+ if (tex->RefCount == 0) {
+ /* this texture's being deleted (look just above) */
+ /* Not sure this can every really happen. Warn if it does. */
+ _mesa_problem(NULL, "referencing deleted texture object");
+ *ptr = NULL;
+ }
+ else {
+ tex->RefCount++;
+ *ptr = tex;
+ }
+ _glthread_UNLOCK_MUTEX(tex->Mutex);
+ }
+}
+
+
+
+/**
+ * Mark a texture object as incomplete.
+ * \param t texture object
+ * \param fmt... string describing why it's incomplete (for debugging).
+ */
+static void
+incomplete(struct gl_texture_object *t, const char *fmt, ...)
+{
+#if 0
+ va_list args;
+ char s[100];
+
+ va_start(args, fmt);
+ vsnprintf(s, sizeof(s), fmt, args);
+ va_end(args);
+
+ printf("Texture Obj %d incomplete because: %s\n", t->Name, s);
+#endif
+ t->_Complete = GL_FALSE;
+}
+
+
+/**
+ * Examine a texture object to determine if it is complete.
+ *
+ * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE
+ * accordingly.
+ *
+ * \param ctx GL context.
+ * \param t texture object.
+ *
+ * According to the texture target, verifies that each of the mipmaps is
+ * present and has the expected size.
+ */
+void
+_mesa_test_texobj_completeness( const struct gl_context *ctx,
+ struct gl_texture_object *t )
+{
+ const GLint baseLevel = t->BaseLevel;
+ GLint maxLog2 = 0, maxLevels = 0;
+
+ t->_Complete = GL_TRUE; /* be optimistic */
+
+ /* Detect cases where the application set the base level to an invalid
+ * value.
+ */
+ if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS)) {
+ incomplete(t, "base level = %d is invalid", baseLevel);
+ return;
+ }
+
+ /* Always need the base level image */
+ if (!t->Image[0][baseLevel]) {
+ incomplete(t, "Image[baseLevel=%d] == NULL", baseLevel);
+ return;
+ }
+
+ /* Check width/height/depth for zero */
+ if (t->Image[0][baseLevel]->Width == 0 ||
+ t->Image[0][baseLevel]->Height == 0 ||
+ t->Image[0][baseLevel]->Depth == 0) {
+ incomplete(t, "texture width = 0");
+ return;
+ }
+
+ /* Compute _MaxLevel */
+ if ((t->Target == GL_TEXTURE_1D) ||
+ (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
+ maxLog2 = t->Image[0][baseLevel]->WidthLog2;
+ maxLevels = ctx->Const.MaxTextureLevels;
+ }
+ else if ((t->Target == GL_TEXTURE_2D) ||
+ (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
+ maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
+ t->Image[0][baseLevel]->HeightLog2);
+ maxLevels = ctx->Const.MaxTextureLevels;
+ }
+ else if (t->Target == GL_TEXTURE_3D) {
+ GLint max = MAX2(t->Image[0][baseLevel]->WidthLog2,
+ t->Image[0][baseLevel]->HeightLog2);
+ maxLog2 = MAX2(max, (GLint)(t->Image[0][baseLevel]->DepthLog2));
+ maxLevels = ctx->Const.Max3DTextureLevels;
+ }
+ else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
+ maxLog2 = MAX2(t->Image[0][baseLevel]->WidthLog2,
+ t->Image[0][baseLevel]->HeightLog2);
+ maxLevels = ctx->Const.MaxCubeTextureLevels;
+ }
+ else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
+ maxLog2 = 0; /* not applicable */
+ maxLevels = 1; /* no mipmapping */
+ }
+ else {
+ _mesa_problem(ctx, "Bad t->Target in _mesa_test_texobj_completeness");
+ return;
+ }
+
+ ASSERT(maxLevels > 0);
+
+ if (t->MaxLevel < t->BaseLevel) {
+ incomplete(t, "MAX_LEVEL (%d) < BASE_LEVEL (%d)",
+ t->MaxLevel, t->BaseLevel);
+ return;
+ }
+
+ t->_MaxLevel = baseLevel + maxLog2;
+ t->_MaxLevel = MIN2(t->_MaxLevel, t->MaxLevel);
+ t->_MaxLevel = MIN2(t->_MaxLevel, maxLevels - 1);
+
+ /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */
+ t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel);
+
+ if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
+ /* make sure that all six cube map level 0 images are the same size */
+ const GLuint w = t->Image[0][baseLevel]->Width2;
+ const GLuint h = t->Image[0][baseLevel]->Height2;
+ GLuint face;
+ for (face = 1; face < 6; face++) {
+ if (t->Image[face][baseLevel] == NULL ||
+ t->Image[face][baseLevel]->Width2 != w ||
+ t->Image[face][baseLevel]->Height2 != h) {
+ incomplete(t, "Cube face missing or mismatched size");
+ return;
+ }
+ }
+ }
+
+ /* extra checking for mipmaps */
+ if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
+ /*
+ * Mipmapping: determine if we have a complete set of mipmaps
+ */
+ GLint i;
+ GLint minLevel = baseLevel;
+ GLint maxLevel = t->_MaxLevel;
+
+ if (minLevel > maxLevel) {
+ incomplete(t, "minLevel > maxLevel");
+ return;
+ }
+
+ /* Test dimension-independent attributes */
+ for (i = minLevel; i <= maxLevel; i++) {
+ if (t->Image[0][i]) {
+ if (t->Image[0][i]->TexFormat != t->Image[0][baseLevel]->TexFormat) {
+ incomplete(t, "Format[i] != Format[baseLevel]");
+ return;
+ }
+ if (t->Image[0][i]->Border != t->Image[0][baseLevel]->Border) {
+ incomplete(t, "Border[i] != Border[baseLevel]");
+ return;
+ }
+ }
+ }
+
+ /* Test things which depend on number of texture image dimensions */
+ if ((t->Target == GL_TEXTURE_1D) ||
+ (t->Target == GL_TEXTURE_1D_ARRAY_EXT)) {
+ /* Test 1-D mipmaps */
+ GLuint width = t->Image[0][baseLevel]->Width2;
+ for (i = baseLevel + 1; i < maxLevels; i++) {
+ if (width > 1) {
+ width /= 2;
+ }
+ if (i >= minLevel && i <= maxLevel) {
+ if (!t->Image[0][i]) {
+ incomplete(t, "1D Image[0][i] == NULL");
+ return;
+ }
+ if (t->Image[0][i]->Width2 != width ) {
+ incomplete(t, "1D Image[0][i] bad width");
+ return;
+ }
+ }
+ if (width == 1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
+ }
+ }
+ else if ((t->Target == GL_TEXTURE_2D) ||
+ (t->Target == GL_TEXTURE_2D_ARRAY_EXT)) {
+ /* Test 2-D mipmaps */
+ GLuint width = t->Image[0][baseLevel]->Width2;
+ GLuint height = t->Image[0][baseLevel]->Height2;
+ for (i = baseLevel + 1; i < maxLevels; i++) {
+ if (width > 1) {
+ width /= 2;
+ }
+ if (height > 1) {
+ height /= 2;
+ }
+ if (i >= minLevel && i <= maxLevel) {
+ if (!t->Image[0][i]) {
+ incomplete(t, "2D Image[0][i] == NULL");
+ return;
+ }
+ if (t->Image[0][i]->Width2 != width) {
+ incomplete(t, "2D Image[0][i] bad width");
+ return;
+ }
+ if (t->Image[0][i]->Height2 != height) {
+ incomplete(t, "2D Image[0][i] bad height");
+ return;
+ }
+ if (width==1 && height==1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
+ }
+ }
+ }
+ else if (t->Target == GL_TEXTURE_3D) {
+ /* Test 3-D mipmaps */
+ GLuint width = t->Image[0][baseLevel]->Width2;
+ GLuint height = t->Image[0][baseLevel]->Height2;
+ GLuint depth = t->Image[0][baseLevel]->Depth2;
+ for (i = baseLevel + 1; i < maxLevels; i++) {
+ if (width > 1) {
+ width /= 2;
+ }
+ if (height > 1) {
+ height /= 2;
+ }
+ if (depth > 1) {
+ depth /= 2;
+ }
+ if (i >= minLevel && i <= maxLevel) {
+ if (!t->Image[0][i]) {
+ incomplete(t, "3D Image[0][i] == NULL");
+ return;
+ }
+ if (t->Image[0][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+ incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
+ return;
+ }
+ if (t->Image[0][i]->Width2 != width) {
+ incomplete(t, "3D Image[0][i] bad width");
+ return;
+ }
+ if (t->Image[0][i]->Height2 != height) {
+ incomplete(t, "3D Image[0][i] bad height");
+ return;
+ }
+ if (t->Image[0][i]->Depth2 != depth) {
+ incomplete(t, "3D Image[0][i] bad depth");
+ return;
+ }
+ }
+ if (width == 1 && height == 1 && depth == 1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
+ }
+ }
+ else if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) {
+ /* make sure 6 cube faces are consistant */
+ GLuint width = t->Image[0][baseLevel]->Width2;
+ GLuint height = t->Image[0][baseLevel]->Height2;
+ for (i = baseLevel + 1; i < maxLevels; i++) {
+ if (width > 1) {
+ width /= 2;
+ }
+ if (height > 1) {
+ height /= 2;
+ }
+ if (i >= minLevel && i <= maxLevel) {
+ GLuint face;
+ for (face = 0; face < 6; face++) {
+ /* check that we have images defined */
+ if (!t->Image[face][i]) {
+ incomplete(t, "CubeMap Image[n][i] == NULL");
+ return;
+ }
+ /* Don't support GL_DEPTH_COMPONENT for cube maps */
+ if (t->Image[face][i]->_BaseFormat == GL_DEPTH_COMPONENT) {
+ incomplete(t, "GL_DEPTH_COMPONENT only works with 1/2D tex");
+ return;
+ }
+ /* check that all six images have same size */
+ if (t->Image[face][i]->Width2 != width ||
+ t->Image[face][i]->Height2 != height) {
+ incomplete(t, "CubeMap Image[n][i] bad size");
+ return;
+ }
+ }
+ }
+ if (width == 1 && height == 1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
+ }
+ }
+ else if (t->Target == GL_TEXTURE_RECTANGLE_NV) {
+ /* XXX special checking? */
+ }
+ else {
+ /* Target = ??? */
+ _mesa_problem(ctx, "Bug in gl_test_texture_object_completeness\n");
+ }
+ }
+}
+
+
+/**
+ * Check if the given cube map texture is "cube complete" as defined in
+ * the OpenGL specification.
+ */
+GLboolean
+_mesa_cube_complete(const struct gl_texture_object *texObj)
+{
+ const GLint baseLevel = texObj->BaseLevel;
+ const struct gl_texture_image *img0, *img;
+ GLuint face;
+
+ if (texObj->Target != GL_TEXTURE_CUBE_MAP)
+ return GL_FALSE;
+
+ if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
+ return GL_FALSE;
+
+ /* check first face */
+ img0 = texObj->Image[0][baseLevel];
+ if (!img0 ||
+ img0->Width < 1 ||
+ img0->Width != img0->Height)
+ return GL_FALSE;
+
+ /* check remaining faces vs. first face */
+ for (face = 1; face < 6; face++) {
+ img = texObj->Image[face][baseLevel];
+ if (!img ||
+ img->Width != img0->Width ||
+ img->Height != img0->Height ||
+ img->TexFormat != img0->TexFormat)
+ return GL_FALSE;
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Mark a texture object dirty. It forces the object to be incomplete
+ * and optionally forces the context to re-validate its state.
+ *
+ * \param ctx GL context.
+ * \param texObj texture object.
+ * \param invalidate_state also invalidate context state.
+ */
+void
+_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
+ GLboolean invalidate_state)
+{
+ texObj->_Complete = GL_FALSE;
+ if (invalidate_state)
+ ctx->NewState |= _NEW_TEXTURE;
+}
+
+
+/**
+ * Return pointer to a default/fallback texture.
+ * The texture is a 2D 8x8 RGBA texture with all texels = (0,0,0,1).
+ * That's the value a sampler should get when sampling from an
+ * incomplete texture.
+ */
+struct gl_texture_object *
+_mesa_get_fallback_texture(struct gl_context *ctx)
+{
+ if (!ctx->Shared->FallbackTex) {
+ /* create fallback texture now */
+ static GLubyte texels[8 * 8][4];
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+ gl_format texFormat;
+ GLuint i;
+
+ for (i = 0; i < 8 * 8; i++) {
+ texels[i][0] =
+ texels[i][1] =
+ texels[i][2] = 0x0;
+ texels[i][3] = 0xff;
+ }
+
+ /* create texture object */
+ texObj = ctx->Driver.NewTextureObject(ctx, 0, GL_TEXTURE_2D);
+ assert(texObj->RefCount == 1);
+ texObj->MinFilter = GL_NEAREST;
+ texObj->MagFilter = GL_NEAREST;
+
+ /* create level[0] texture image */
+ texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, 0);
+
+ texFormat = ctx->Driver.ChooseTextureFormat(ctx, GL_RGBA, GL_RGBA,
+ GL_UNSIGNED_BYTE);
+
+ /* init the image fields */
+ _mesa_init_teximage_fields(ctx, GL_TEXTURE_2D, texImage,
+ 8, 8, 1, 0, GL_RGBA, texFormat);
+
+ ASSERT(texImage->TexFormat != MESA_FORMAT_NONE);
+
+ /* set image data */
+ ctx->Driver.TexImage2D(ctx, GL_TEXTURE_2D, 0, GL_RGBA,
+ 8, 8, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texels,
+ &ctx->DefaultPacking, texObj, texImage);
+
+ _mesa_test_texobj_completeness(ctx, texObj);
+ assert(texObj->_Complete);
+
+ ctx->Shared->FallbackTex = texObj;
+ }
+ return ctx->Shared->FallbackTex;
+}
+
+
+/*@}*/
+
+
+/***********************************************************************/
+/** \name API functions */
+/*@{*/
+
+
+/**
+ * Generate texture names.
+ *
+ * \param n number of texture names to be generated.
+ * \param textures an array in which will hold the generated texture names.
+ *
+ * \sa glGenTextures().
+ *
+ * Calls _mesa_HashFindFreeKeyBlock() to find a block of free texture
+ * IDs which are stored in \p textures. Corresponding empty texture
+ * objects are also generated.
+ */
+void GLAPIENTRY
+_mesa_GenTextures( GLsizei n, GLuint *textures )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint first;
+ GLint i;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (n < 0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glGenTextures" );
+ return;
+ }
+
+ if (!textures)
+ return;
+
+ /*
+ * This must be atomic (generation and allocation of texture IDs)
+ */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+
+ first = _mesa_HashFindFreeKeyBlock(ctx->Shared->TexObjects, n);
+
+ /* Allocate new, empty texture objects */
+ for (i = 0; i < n; i++) {
+ struct gl_texture_object *texObj;
+ GLuint name = first + i;
+ GLenum target = 0;
+ texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
+ if (!texObj) {
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
+ return;
+ }
+
+ /* insert into hash table */
+ _mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
+
+ textures[i] = name;
+ }
+
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+}
+
+
+/**
+ * Check if the given texture object is bound to the current draw or
+ * read framebuffer. If so, Unbind it.
+ */
+static void
+unbind_texobj_from_fbo(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ const GLuint n = (ctx->DrawBuffer == ctx->ReadBuffer) ? 1 : 2;
+ GLuint i;
+
+ for (i = 0; i < n; i++) {
+ struct gl_framebuffer *fb = (i == 0) ? ctx->DrawBuffer : ctx->ReadBuffer;
+ if (fb->Name) {
+ GLuint j;
+ for (j = 0; j < BUFFER_COUNT; j++) {
+ if (fb->Attachment[j].Type == GL_TEXTURE &&
+ fb->Attachment[j].Texture == texObj) {
+ _mesa_remove_attachment(ctx, fb->Attachment + j);
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * Check if the given texture object is bound to any texture image units and
+ * unbind it if so (revert to default textures).
+ */
+static void
+unbind_texobj_from_texunits(struct gl_context *ctx,
+ struct gl_texture_object *texObj)
+{
+ GLuint u, tex;
+
+ for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
+ struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ if (texObj == unit->CurrentTex[tex]) {
+ _mesa_reference_texobj(&unit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[tex]);
+ ASSERT(unit->CurrentTex[tex]);
+ break;
+ }
+ }
+ }
+}
+
+
+/**
+ * Delete named textures.
+ *
+ * \param n number of textures to be deleted.
+ * \param textures array of texture IDs to be deleted.
+ *
+ * \sa glDeleteTextures().
+ *
+ * If we're about to delete a texture that's currently bound to any
+ * texture unit, unbind the texture first. Decrement the reference
+ * count on the texture object and delete it if it's zero.
+ * Recall that texture objects can be shared among several rendering
+ * contexts.
+ */
+void GLAPIENTRY
+_mesa_DeleteTextures( GLsizei n, const GLuint *textures)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* too complex */
+
+ if (!textures)
+ return;
+
+ for (i = 0; i < n; i++) {
+ if (textures[i] > 0) {
+ struct gl_texture_object *delObj
+ = _mesa_lookup_texture(ctx, textures[i]);
+
+ if (delObj) {
+ _mesa_lock_texture(ctx, delObj);
+
+ /* Check if texture is bound to any framebuffer objects.
+ * If so, unbind.
+ * See section 4.4.2.3 of GL_EXT_framebuffer_object.
+ */
+ unbind_texobj_from_fbo(ctx, delObj);
+
+ /* Check if this texture is currently bound to any texture units.
+ * If so, unbind it.
+ */
+ unbind_texobj_from_texunits(ctx, delObj);
+
+ _mesa_unlock_texture(ctx, delObj);
+
+ ctx->NewState |= _NEW_TEXTURE;
+
+ /* The texture _name_ is now free for re-use.
+ * Remove it from the hash table now.
+ */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ /* Unreference the texobj. If refcount hits zero, the texture
+ * will be deleted.
+ */
+ _mesa_reference_texobj(&delObj, NULL);
+ }
+ }
+ }
+}
+
+
+/**
+ * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
+ * into the corresponding Mesa texture target index.
+ * Note that proxy targets are not valid here.
+ * \return TEXTURE_x_INDEX or -1 if target is invalid
+ */
+static GLint
+target_enum_to_index(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_1D:
+ return TEXTURE_1D_INDEX;
+ case GL_TEXTURE_2D:
+ return TEXTURE_2D_INDEX;
+ case GL_TEXTURE_3D:
+ return TEXTURE_3D_INDEX;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ return TEXTURE_CUBE_INDEX;
+ case GL_TEXTURE_RECTANGLE_NV:
+ return TEXTURE_RECT_INDEX;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ return TEXTURE_1D_ARRAY_INDEX;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return TEXTURE_2D_ARRAY_INDEX;
+ default:
+ return -1;
+ }
+}
+
+
+/**
+ * Bind a named texture to a texturing target.
+ *
+ * \param target texture target.
+ * \param texName texture name.
+ *
+ * \sa glBindTexture().
+ *
+ * Determines the old texture object bound and returns immediately if rebinding
+ * the same texture. Get the current texture which is either a default texture
+ * if name is null, a named texture from the hash, or a new texture if the
+ * given texture name is new. Increments its reference count, binds it, and
+ * calls dd_function_table::BindTexture. Decrements the old texture reference
+ * count and deletes it if it reaches zero.
+ */
+void GLAPIENTRY
+_mesa_BindTexture( GLenum target, GLuint texName )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
+ struct gl_texture_object *newTexObj = NULL;
+ GLint targetIndex;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glBindTexture %s %d\n",
+ _mesa_lookup_enum_by_nr(target), (GLint) texName);
+
+ targetIndex = target_enum_to_index(target);
+ if (targetIndex < 0) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
+ return;
+ }
+ assert(targetIndex < NUM_TEXTURE_TARGETS);
+
+ /*
+ * Get pointer to new texture object (newTexObj)
+ */
+ if (texName == 0) {
+ /* Use a default texture object */
+ newTexObj = ctx->Shared->DefaultTex[targetIndex];
+ }
+ else {
+ /* non-default texture object */
+ newTexObj = _mesa_lookup_texture(ctx, texName);
+ if (newTexObj) {
+ /* error checking */
+ if (newTexObj->Target != 0 && newTexObj->Target != target) {
+ /* the named texture object's target doesn't match the given target */
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glBindTexture(target mismatch)" );
+ return;
+ }
+ if (newTexObj->Target == 0) {
+ finish_texture_init(ctx, target, newTexObj);
+ }
+ }
+ else {
+ /* if this is a new texture id, allocate a texture object now */
+ newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
+ if (!newTexObj) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
+ return;
+ }
+
+ /* and insert it into hash table */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ }
+ newTexObj->Target = target;
+ }
+
+ assert(valid_texture_object(newTexObj));
+
+ /* Check if this texture is only used by this context and is already bound.
+ * If so, just return.
+ */
+ {
+ GLboolean early_out;
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ early_out = ((ctx->Shared->RefCount == 1)
+ && (newTexObj == texUnit->CurrentTex[targetIndex]));
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ if (early_out) {
+ return;
+ }
+ }
+
+ /* flush before changing binding */
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+
+ /* Do the actual binding. The refcount on the previously bound
+ * texture object will be decremented. It'll be deleted if the
+ * count hits zero.
+ */
+ _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
+ ASSERT(texUnit->CurrentTex[targetIndex]);
+
+ /* Pass BindTexture call to device driver */
+ if (ctx->Driver.BindTexture)
+ (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
+}
+
+
+/**
+ * Set texture priorities.
+ *
+ * \param n number of textures.
+ * \param texName texture names.
+ * \param priorities corresponding texture priorities.
+ *
+ * \sa glPrioritizeTextures().
+ *
+ * Looks up each texture in the hash, clamps the corresponding priority between
+ * 0.0 and 1.0, and calls dd_function_table::PrioritizeTexture.
+ */
+void GLAPIENTRY
+_mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
+ const GLclampf *priorities )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ if (n < 0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glPrioritizeTextures" );
+ return;
+ }
+
+ if (!priorities)
+ return;
+
+ for (i = 0; i < n; i++) {
+ if (texName[i] > 0) {
+ struct gl_texture_object *t = _mesa_lookup_texture(ctx, texName[i]);
+ if (t) {
+ t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
+ }
+ }
+ }
+
+ ctx->NewState |= _NEW_TEXTURE;
+}
+
+
+
+/**
+ * See if textures are loaded in texture memory.
+ *
+ * \param n number of textures to query.
+ * \param texName array with the texture names.
+ * \param residences array which will hold the residence status.
+ *
+ * \return GL_TRUE if all textures are resident and \p residences is left unchanged,
+ *
+ * \sa glAreTexturesResident().
+ *
+ * Looks up each texture in the hash and calls
+ * dd_function_table::IsTextureResident.
+ */
+GLboolean GLAPIENTRY
+_mesa_AreTexturesResident(GLsizei n, const GLuint *texName,
+ GLboolean *residences)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLboolean allResident = GL_TRUE;
+ GLint i, j;
+ ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
+
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident(n)");
+ return GL_FALSE;
+ }
+
+ if (!texName || !residences)
+ return GL_FALSE;
+
+ for (i = 0; i < n; i++) {
+ struct gl_texture_object *t;
+ if (texName[i] == 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
+ return GL_FALSE;
+ }
+ t = _mesa_lookup_texture(ctx, texName[i]);
+ if (!t) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glAreTexturesResident");
+ return GL_FALSE;
+ }
+ if (!ctx->Driver.IsTextureResident ||
+ ctx->Driver.IsTextureResident(ctx, t)) {
+ /* The texture is resident */
+ if (!allResident)
+ residences[i] = GL_TRUE;
+ }
+ else {
+ /* The texture is not resident */
+ if (allResident) {
+ allResident = GL_FALSE;
+ for (j = 0; j < i; j++)
+ residences[j] = GL_TRUE;
+ }
+ residences[i] = GL_FALSE;
+ }
+ }
+
+ return allResident;
+}
+
+
+/**
+ * See if a name corresponds to a texture.
+ *
+ * \param texture texture name.
+ *
+ * \return GL_TRUE if texture name corresponds to a texture, or GL_FALSE
+ * otherwise.
+ *
+ * \sa glIsTexture().
+ *
+ * Calls _mesa_HashLookup().
+ */
+GLboolean GLAPIENTRY
+_mesa_IsTexture( GLuint texture )
+{
+ struct gl_texture_object *t;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
+
+ if (!texture)
+ return GL_FALSE;
+
+ t = _mesa_lookup_texture(ctx, texture);
+
+ /* IsTexture is true only after object has been bound once. */
+ return t && t->Target;
+}
+
+
+/**
+ * Simplest implementation of texture locking: grab the shared tex
+ * mutex. Examine the shared context state timestamp and if there has
+ * been a change, set the appropriate bits in ctx->NewState.
+ *
+ * This is used to deal with synchronizing things when a texture object
+ * is used/modified by different contexts (or threads) which are sharing
+ * the texture.
+ *
+ * See also _mesa_lock/unlock_texture() in teximage.h
+ */
+void
+_mesa_lock_context_textures( struct gl_context *ctx )
+{
+ _glthread_LOCK_MUTEX(ctx->Shared->TexMutex);
+
+ if (ctx->Shared->TextureStateStamp != ctx->TextureStateTimestamp) {
+ ctx->NewState |= _NEW_TEXTURE;
+ ctx->TextureStateTimestamp = ctx->Shared->TextureStateStamp;
+ }
+}
+
+
+void
+_mesa_unlock_context_textures( struct gl_context *ctx )
+{
+ assert(ctx->Shared->TextureStateStamp == ctx->TextureStateTimestamp);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->TexMutex);
+}
+
+/*@}*/