From 175af178d1500ccafa7e7026959c138f5b8d9312 Mon Sep 17 00:00:00 2001 From: marha Date: Fri, 14 Jan 2011 07:50:07 +0000 Subject: mesa git update 14 jan 2011 --- mesalib/src/mesa/main/extensions.c | 1837 +++++----- mesalib/src/mesa/main/fbobject.c | 4826 +++++++++++++------------- mesalib/src/mesa/main/mtypes.h | 6635 ++++++++++++++++++------------------ 3 files changed, 6650 insertions(+), 6648 deletions(-) (limited to 'mesalib/src/mesa') diff --git a/mesalib/src/mesa/main/extensions.c b/mesalib/src/mesa/main/extensions.c index 57267b0d3..39aabdb75 100644 --- a/mesalib/src/mesa/main/extensions.c +++ b/mesalib/src/mesa/main/extensions.c @@ -1,918 +1,919 @@ -/* - * 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_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_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_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_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_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(ARB_fragment_shader), 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 is disabled due to missing GLSL support. */ - { "GL_OES_texture_3D", o(EXT_texture3D), DISABLE }, - { "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_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_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_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_SGI_texture_color_table", o(SGI_texture_color_table), 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), - - /* 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_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_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_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_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; -#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.SGI_texture_color_table = GL_TRUE; - /*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]; -} - - -/** - * Append string 'b' onto string 'a'. Free 'a' and return new string. - */ -static char * -append(const char *a, const char *b) -{ - const GLuint aLen = a ? strlen(a) : 0; - const GLuint bLen = b ? strlen(b) : 0; - char *s = calloc(1, aLen + bLen + 1); - if (s) { - if (a) - memcpy(s, a, aLen); - if (b) - memcpy(s + aLen, b, bLen); - s[aLen + bLen] = '\0'; - } - if (a) - free((void *) a); - return s; -} - - -/** - * Check the MESA_EXTENSION_OVERRIDE env var. - * For extension names that are recognized, turn them on. For extension - * names that are recognized and prefixed with '-', turn them off. - * Return a string of the unknown/leftover names. - * - * Returnd string needs to be freed. - */ -static char * -get_extension_override( struct gl_context *ctx ) -{ - const char *envExt = _mesa_getenv("MESA_EXTENSION_OVERRIDE"); - char *extraExt = NULL; - char ext[1000]; - GLuint extLen = 0; - GLuint i; - GLboolean disableExt = GL_FALSE; - - if (!envExt) - return NULL; - - for (i = 0; ; i++) { - if (envExt[i] == '\0' || envExt[i] == ' ') { - /* terminate/process 'ext' if extLen > 0 */ - if (extLen > 0) { - assert(extLen < sizeof(ext)); - /* enable extension named by 'ext' */ - ext[extLen] = 0; - if (!set_extension(ctx, ext, !disableExt)) { - /* unknown extension name, append it to extraExt */ - if (extraExt) { - extraExt = append(extraExt, " "); - } - extraExt = append(extraExt, ext); - } - extLen = 0; - disableExt = GL_FALSE; - } - if (envExt[i] == '\0') - break; - } - else if (envExt[i] == '-') { - disableExt = GL_TRUE; - } - else { - /* accumulate this non-space character */ - ext[extLen++] = envExt[i]; - } - } - - return extraExt; -} - - -/** - * \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; +}; + + +/** + * 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_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_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_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_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_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 is disabled due to missing GLSL support. */ + { "GL_OES_texture_3D", o(EXT_texture3D), DISABLE }, + { "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_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_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_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_SGI_texture_color_table", o(SGI_texture_color_table), 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_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_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_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_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; +#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.SGI_texture_color_table = GL_TRUE; + /*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]; +} + + +/** + * Append string 'b' onto string 'a'. Free 'a' and return new string. + */ +static char * +append(const char *a, const char *b) +{ + const GLuint aLen = a ? strlen(a) : 0; + const GLuint bLen = b ? strlen(b) : 0; + char *s = calloc(1, aLen + bLen + 1); + if (s) { + if (a) + memcpy(s, a, aLen); + if (b) + memcpy(s + aLen, b, bLen); + s[aLen + bLen] = '\0'; + } + if (a) + free((void *) a); + return s; +} + + +/** + * Check the MESA_EXTENSION_OVERRIDE env var. + * For extension names that are recognized, turn them on. For extension + * names that are recognized and prefixed with '-', turn them off. + * Return a string of the unknown/leftover names. + * + * Returnd string needs to be freed. + */ +static char * +get_extension_override( struct gl_context *ctx ) +{ + const char *envExt = _mesa_getenv("MESA_EXTENSION_OVERRIDE"); + char *extraExt = NULL; + char ext[1000]; + GLuint extLen = 0; + GLuint i; + GLboolean disableExt = GL_FALSE; + + if (!envExt) + return NULL; + + for (i = 0; ; i++) { + if (envExt[i] == '\0' || envExt[i] == ' ') { + /* terminate/process 'ext' if extLen > 0 */ + if (extLen > 0) { + assert(extLen < sizeof(ext)); + /* enable extension named by 'ext' */ + ext[extLen] = 0; + if (!set_extension(ctx, ext, !disableExt)) { + /* unknown extension name, append it to extraExt */ + if (extraExt) { + extraExt = append(extraExt, " "); + } + extraExt = append(extraExt, ext); + } + extLen = 0; + disableExt = GL_FALSE; + } + if (envExt[i] == '\0') + break; + } + else if (envExt[i] == '-') { + disableExt = GL_TRUE; + } + else { + /* accumulate this non-space character */ + ext[extLen++] = envExt[i]; + } + } + + return extraExt; +} + + +/** + * \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; +} diff --git a/mesalib/src/mesa/main/fbobject.c b/mesalib/src/mesa/main/fbobject.c index 4ed2bb14e..ea9f803cb 100644 --- a/mesalib/src/mesa/main/fbobject.c +++ b/mesalib/src/mesa/main/fbobject.c @@ -1,2413 +1,2413 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * Copyright (C) 1999-2009 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. - */ - - -/* - * GL_EXT/ARB_framebuffer_object extensions - * - * Authors: - * Brian Paul - */ - - -#include "buffers.h" -#include "context.h" -#include "enums.h" -#include "fbobject.h" -#include "formats.h" -#include "framebuffer.h" -#include "hash.h" -#include "macros.h" -#include "mfeatures.h" -#include "mtypes.h" -#include "renderbuffer.h" -#include "state.h" -#include "teximage.h" -#include "texobj.h" - - -/** Set this to 1 to help debug FBO incompleteness problems */ -#define DEBUG_FBO 0 - -/** Set this to 1 to debug/log glBlitFramebuffer() calls */ -#define DEBUG_BLIT 0 - - -/** - * Notes: - * - * None of the GL_EXT_framebuffer_object functions are compiled into - * display lists. - */ - - - -/* - * When glGenRender/FramebuffersEXT() is called we insert pointers to - * these placeholder objects into the hash table. - * Later, when the object ID is first bound, we replace the placeholder - * with the real frame/renderbuffer. - */ -static struct gl_framebuffer DummyFramebuffer; -static struct gl_renderbuffer DummyRenderbuffer; - -/* We bind this framebuffer when applications pass a NULL - * drawable/surface in make current. */ -static struct gl_framebuffer IncompleteFramebuffer; - - -#define IS_CUBE_FACE(TARGET) \ - ((TARGET) >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && \ - (TARGET) <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) - - -static void -delete_dummy_renderbuffer(struct gl_renderbuffer *rb) -{ - /* no op */ -} - -static void -delete_dummy_framebuffer(struct gl_framebuffer *fb) -{ - /* no op */ -} - - -void -_mesa_init_fbobjects(struct gl_context *ctx) -{ - _glthread_INIT_MUTEX(DummyFramebuffer.Mutex); - _glthread_INIT_MUTEX(DummyRenderbuffer.Mutex); - _glthread_INIT_MUTEX(IncompleteFramebuffer.Mutex); - DummyFramebuffer.Delete = delete_dummy_framebuffer; - DummyRenderbuffer.Delete = delete_dummy_renderbuffer; - IncompleteFramebuffer.Delete = delete_dummy_framebuffer; -} - -struct gl_framebuffer * -_mesa_get_incomplete_framebuffer(void) -{ - return &IncompleteFramebuffer; -} - -/** - * Helper routine for getting a gl_renderbuffer. - */ -struct gl_renderbuffer * -_mesa_lookup_renderbuffer(struct gl_context *ctx, GLuint id) -{ - struct gl_renderbuffer *rb; - - if (id == 0) - return NULL; - - rb = (struct gl_renderbuffer *) - _mesa_HashLookup(ctx->Shared->RenderBuffers, id); - return rb; -} - - -/** - * Helper routine for getting a gl_framebuffer. - */ -struct gl_framebuffer * -_mesa_lookup_framebuffer(struct gl_context *ctx, GLuint id) -{ - struct gl_framebuffer *fb; - - if (id == 0) - return NULL; - - fb = (struct gl_framebuffer *) - _mesa_HashLookup(ctx->Shared->FrameBuffers, id); - return fb; -} - - -/** - * Mark the given framebuffer as invalid. This will force the - * test for framebuffer completeness to be done before the framebuffer - * is used. - */ -static void -invalidate_framebuffer(struct gl_framebuffer *fb) -{ - fb->_Status = 0; /* "indeterminate" */ -} - - -/** - * Given a GL_*_ATTACHMENTn token, return a pointer to the corresponding - * gl_renderbuffer_attachment object. - * This function is only used for user-created FB objects, not the - * default / window-system FB object. - * If \p attachment is GL_DEPTH_STENCIL_ATTACHMENT, return a pointer to - * the depth buffer attachment point. - */ -struct gl_renderbuffer_attachment * -_mesa_get_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, - GLenum attachment) -{ - GLuint i; - - assert(fb->Name > 0); - - switch (attachment) { - case GL_COLOR_ATTACHMENT0_EXT: - case GL_COLOR_ATTACHMENT1_EXT: - case GL_COLOR_ATTACHMENT2_EXT: - case GL_COLOR_ATTACHMENT3_EXT: - case GL_COLOR_ATTACHMENT4_EXT: - case GL_COLOR_ATTACHMENT5_EXT: - case GL_COLOR_ATTACHMENT6_EXT: - case GL_COLOR_ATTACHMENT7_EXT: - case GL_COLOR_ATTACHMENT8_EXT: - case GL_COLOR_ATTACHMENT9_EXT: - case GL_COLOR_ATTACHMENT10_EXT: - case GL_COLOR_ATTACHMENT11_EXT: - case GL_COLOR_ATTACHMENT12_EXT: - case GL_COLOR_ATTACHMENT13_EXT: - case GL_COLOR_ATTACHMENT14_EXT: - case GL_COLOR_ATTACHMENT15_EXT: - i = attachment - GL_COLOR_ATTACHMENT0_EXT; - if (i >= ctx->Const.MaxColorAttachments) { - return NULL; - } - return &fb->Attachment[BUFFER_COLOR0 + i]; - case GL_DEPTH_STENCIL_ATTACHMENT: - /* fall-through */ - case GL_DEPTH_BUFFER: - /* fall-through / new in GL 3.0 */ - case GL_DEPTH_ATTACHMENT_EXT: - return &fb->Attachment[BUFFER_DEPTH]; - case GL_STENCIL_BUFFER: - /* fall-through / new in GL 3.0 */ - case GL_STENCIL_ATTACHMENT_EXT: - return &fb->Attachment[BUFFER_STENCIL]; - default: - return NULL; - } -} - - -/** - * As above, but only used for getting attachments of the default / - * window-system framebuffer (not user-created framebuffer objects). - */ -static struct gl_renderbuffer_attachment * -_mesa_get_fb0_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, - GLenum attachment) -{ - assert(fb->Name == 0); - - switch (attachment) { - case GL_FRONT_LEFT: - return &fb->Attachment[BUFFER_FRONT_LEFT]; - case GL_FRONT_RIGHT: - return &fb->Attachment[BUFFER_FRONT_RIGHT]; - case GL_BACK_LEFT: - return &fb->Attachment[BUFFER_BACK_LEFT]; - case GL_BACK_RIGHT: - return &fb->Attachment[BUFFER_BACK_RIGHT]; - case GL_AUX0: - if (fb->Visual.numAuxBuffers == 1) { - return &fb->Attachment[BUFFER_AUX0]; - } - return NULL; - case GL_DEPTH_BUFFER: - /* fall-through / new in GL 3.0 */ - case GL_DEPTH_ATTACHMENT_EXT: - return &fb->Attachment[BUFFER_DEPTH]; - case GL_STENCIL_BUFFER: - /* fall-through / new in GL 3.0 */ - case GL_STENCIL_ATTACHMENT_EXT: - return &fb->Attachment[BUFFER_STENCIL]; - default: - return NULL; - } -} - - - -/** - * Remove any texture or renderbuffer attached to the given attachment - * point. Update reference counts, etc. - */ -void -_mesa_remove_attachment(struct gl_context *ctx, - struct gl_renderbuffer_attachment *att) -{ - if (att->Type == GL_TEXTURE) { - ASSERT(att->Texture); - if (ctx->Driver.FinishRenderTexture) { - /* tell driver that we're done rendering to this texture. */ - ctx->Driver.FinishRenderTexture(ctx, att); - } - _mesa_reference_texobj(&att->Texture, NULL); /* unbind */ - ASSERT(!att->Texture); - } - if (att->Type == GL_TEXTURE || att->Type == GL_RENDERBUFFER_EXT) { - ASSERT(!att->Texture); - _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); /* unbind */ - ASSERT(!att->Renderbuffer); - } - att->Type = GL_NONE; - att->Complete = GL_TRUE; -} - - -/** - * Bind a texture object to an attachment point. - * The previous binding, if any, will be removed first. - */ -void -_mesa_set_texture_attachment(struct gl_context *ctx, - struct gl_framebuffer *fb, - struct gl_renderbuffer_attachment *att, - struct gl_texture_object *texObj, - GLenum texTarget, GLuint level, GLuint zoffset) -{ - if (att->Texture == texObj) { - /* re-attaching same texture */ - ASSERT(att->Type == GL_TEXTURE); - if (ctx->Driver.FinishRenderTexture) - ctx->Driver.FinishRenderTexture(ctx, att); - } - else { - /* new attachment */ - if (ctx->Driver.FinishRenderTexture && att->Texture) - ctx->Driver.FinishRenderTexture(ctx, att); - _mesa_remove_attachment(ctx, att); - att->Type = GL_TEXTURE; - assert(!att->Texture); - _mesa_reference_texobj(&att->Texture, texObj); - } - - /* always update these fields */ - att->TextureLevel = level; - att->CubeMapFace = _mesa_tex_target_to_face(texTarget); - att->Zoffset = zoffset; - att->Complete = GL_FALSE; - - if (att->Texture->Image[att->CubeMapFace][att->TextureLevel]) { - ctx->Driver.RenderTexture(ctx, fb, att); - } - - invalidate_framebuffer(fb); -} - - -/** - * Bind a renderbuffer to an attachment point. - * The previous binding, if any, will be removed first. - */ -void -_mesa_set_renderbuffer_attachment(struct gl_context *ctx, - struct gl_renderbuffer_attachment *att, - struct gl_renderbuffer *rb) -{ - /* XXX check if re-doing same attachment, exit early */ - _mesa_remove_attachment(ctx, att); - att->Type = GL_RENDERBUFFER_EXT; - att->Texture = NULL; /* just to be safe */ - att->Complete = GL_FALSE; - _mesa_reference_renderbuffer(&att->Renderbuffer, rb); -} - - -/** - * Fallback for ctx->Driver.FramebufferRenderbuffer() - * Attach a renderbuffer object to a framebuffer object. - */ -void -_mesa_framebuffer_renderbuffer(struct gl_context *ctx, - struct gl_framebuffer *fb, - GLenum attachment, struct gl_renderbuffer *rb) -{ - struct gl_renderbuffer_attachment *att; - - _glthread_LOCK_MUTEX(fb->Mutex); - - att = _mesa_get_attachment(ctx, fb, attachment); - ASSERT(att); - if (rb) { - _mesa_set_renderbuffer_attachment(ctx, att, rb); - if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { - /* do stencil attachment here (depth already done above) */ - att = _mesa_get_attachment(ctx, fb, GL_STENCIL_ATTACHMENT_EXT); - assert(att); - _mesa_set_renderbuffer_attachment(ctx, att, rb); - } - } - else { - _mesa_remove_attachment(ctx, att); - } - - invalidate_framebuffer(fb); - - _glthread_UNLOCK_MUTEX(fb->Mutex); -} - - -/** - * For debug only. - */ -static void -att_incomplete(const char *msg) -{ -#if DEBUG_FBO - _mesa_debug(NULL, "attachment incomplete: %s\n", msg); -#else - (void) msg; -#endif -} - - -/** - * For debug only. - */ -static void -fbo_incomplete(const char *msg, int index) -{ -#if DEBUG_FBO - _mesa_debug(NULL, "FBO Incomplete: %s [%d]\n", msg, index); -#else - (void) msg; - (void) index; -#endif -} - - -/** - * Is the given base format a legal format for a color renderbuffer? - */ -GLboolean -_mesa_is_legal_color_format(const struct gl_context *ctx, GLenum baseFormat) -{ - switch (baseFormat) { - case GL_RGB: - case GL_RGBA: - return GL_TRUE; - case GL_LUMINANCE: - case GL_LUMINANCE_ALPHA: - case GL_INTENSITY: - case GL_ALPHA: - return ctx->Extensions.ARB_framebuffer_object; - case GL_RED: - case GL_RG: - return ctx->Extensions.ARB_texture_rg; - default: - return GL_FALSE; - } -} - - -/** - * Is the given base format a legal format for a depth/stencil renderbuffer? - */ -static GLboolean -is_legal_depth_format(const struct gl_context *ctx, GLenum baseFormat) -{ - switch (baseFormat) { - case GL_DEPTH_COMPONENT: - case GL_DEPTH_STENCIL_EXT: - return GL_TRUE; - default: - return GL_FALSE; - } -} - - -/** - * Test if an attachment point is complete and update its Complete field. - * \param format if GL_COLOR, this is a color attachment point, - * if GL_DEPTH, this is a depth component attachment point, - * if GL_STENCIL, this is a stencil component attachment point. - */ -static void -test_attachment_completeness(const struct gl_context *ctx, GLenum format, - struct gl_renderbuffer_attachment *att) -{ - assert(format == GL_COLOR || format == GL_DEPTH || format == GL_STENCIL); - - /* assume complete */ - att->Complete = GL_TRUE; - - /* Look for reasons why the attachment might be incomplete */ - if (att->Type == GL_TEXTURE) { - const struct gl_texture_object *texObj = att->Texture; - struct gl_texture_image *texImage; - GLenum baseFormat; - - if (!texObj) { - att_incomplete("no texobj"); - att->Complete = GL_FALSE; - return; - } - - texImage = texObj->Image[att->CubeMapFace][att->TextureLevel]; - if (!texImage) { - att_incomplete("no teximage"); - att->Complete = GL_FALSE; - return; - } - if (texImage->Width < 1 || texImage->Height < 1) { - att_incomplete("teximage width/height=0"); - printf("texobj = %u\n", texObj->Name); - printf("level = %d\n", att->TextureLevel); - att->Complete = GL_FALSE; - return; - } - if (texObj->Target == GL_TEXTURE_3D && att->Zoffset >= texImage->Depth) { - att_incomplete("bad z offset"); - att->Complete = GL_FALSE; - return; - } - - baseFormat = _mesa_get_format_base_format(texImage->TexFormat); - - if (format == GL_COLOR) { - if (!_mesa_is_legal_color_format(ctx, baseFormat)) { - att_incomplete("bad format"); - att->Complete = GL_FALSE; - return; - } - if (_mesa_is_format_compressed(texImage->TexFormat)) { - att_incomplete("compressed internalformat"); - att->Complete = GL_FALSE; - return; - } - } - else if (format == GL_DEPTH) { - if (baseFormat == GL_DEPTH_COMPONENT) { - /* OK */ - } - else if (ctx->Extensions.EXT_packed_depth_stencil && - ctx->Extensions.ARB_depth_texture && - baseFormat == GL_DEPTH_STENCIL_EXT) { - /* OK */ - } - else { - att->Complete = GL_FALSE; - att_incomplete("bad depth format"); - return; - } - } - else { - ASSERT(format == GL_STENCIL); - if (ctx->Extensions.EXT_packed_depth_stencil && - ctx->Extensions.ARB_depth_texture && - baseFormat == GL_DEPTH_STENCIL_EXT) { - /* OK */ - } - else { - /* no such thing as stencil-only textures */ - att_incomplete("illegal stencil texture"); - att->Complete = GL_FALSE; - return; - } - } - } - else if (att->Type == GL_RENDERBUFFER_EXT) { - const GLenum baseFormat = - _mesa_get_format_base_format(att->Renderbuffer->Format); - - ASSERT(att->Renderbuffer); - if (!att->Renderbuffer->InternalFormat || - att->Renderbuffer->Width < 1 || - att->Renderbuffer->Height < 1) { - att_incomplete("0x0 renderbuffer"); - att->Complete = GL_FALSE; - return; - } - if (format == GL_COLOR) { - if (!_mesa_is_legal_color_format(ctx, baseFormat)) { - att_incomplete("bad renderbuffer color format"); - att->Complete = GL_FALSE; - return; - } - } - else if (format == GL_DEPTH) { - if (baseFormat == GL_DEPTH_COMPONENT) { - /* OK */ - } - else if (ctx->Extensions.EXT_packed_depth_stencil && - baseFormat == GL_DEPTH_STENCIL_EXT) { - /* OK */ - } - else { - att_incomplete("bad renderbuffer depth format"); - att->Complete = GL_FALSE; - return; - } - } - else { - assert(format == GL_STENCIL); - if (baseFormat == GL_STENCIL_INDEX) { - /* OK */ - } - else if (ctx->Extensions.EXT_packed_depth_stencil && - baseFormat == GL_DEPTH_STENCIL_EXT) { - /* OK */ - } - else { - att->Complete = GL_FALSE; - att_incomplete("bad renderbuffer stencil format"); - return; - } - } - } - else { - ASSERT(att->Type == GL_NONE); - /* complete */ - return; - } -} - - -/** - * Test if the given framebuffer object is complete and update its - * Status field with the results. - * Calls the ctx->Driver.ValidateFramebuffer() function to allow the - * driver to make hardware-specific validation/completeness checks. - * Also update the framebuffer's Width and Height fields if the - * framebuffer is complete. - */ -void -_mesa_test_framebuffer_completeness(struct gl_context *ctx, - struct gl_framebuffer *fb) -{ - GLuint numImages; - GLenum intFormat = GL_NONE; /* color buffers' internal format */ - GLuint minWidth = ~0, minHeight = ~0, maxWidth = 0, maxHeight = 0; - GLint numSamples = -1; - GLint i; - GLuint j; - - assert(fb->Name != 0); - - numImages = 0; - fb->Width = 0; - fb->Height = 0; - - /* Start at -2 to more easily loop over all attachment points. - * -2: depth buffer - * -1: stencil buffer - * >=0: color buffer - */ - for (i = -2; i < (GLint) ctx->Const.MaxColorAttachments; i++) { - struct gl_renderbuffer_attachment *att; - GLenum f; - gl_format mesaFormat; - - /* - * XXX for ARB_fbo, only check color buffers that are named by - * GL_READ_BUFFER and GL_DRAW_BUFFERi. - */ - - /* check for attachment completeness - */ - if (i == -2) { - att = &fb->Attachment[BUFFER_DEPTH]; - test_attachment_completeness(ctx, GL_DEPTH, att); - if (!att->Complete) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; - fbo_incomplete("depth attachment incomplete", -1); - return; - } - } - else if (i == -1) { - att = &fb->Attachment[BUFFER_STENCIL]; - test_attachment_completeness(ctx, GL_STENCIL, att); - if (!att->Complete) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; - fbo_incomplete("stencil attachment incomplete", -1); - return; - } - } - else { - att = &fb->Attachment[BUFFER_COLOR0 + i]; - test_attachment_completeness(ctx, GL_COLOR, att); - if (!att->Complete) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; - fbo_incomplete("color attachment incomplete", i); - return; - } - } - - /* get width, height, format of the renderbuffer/texture - */ - if (att->Type == GL_TEXTURE) { - const struct gl_texture_image *texImg - = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; - minWidth = MIN2(minWidth, texImg->Width); - maxWidth = MAX2(maxWidth, texImg->Width); - minHeight = MIN2(minHeight, texImg->Height); - maxHeight = MAX2(maxHeight, texImg->Height); - f = texImg->_BaseFormat; - mesaFormat = texImg->TexFormat; - numImages++; - if (!_mesa_is_legal_color_format(ctx, f) && - !is_legal_depth_format(ctx, f)) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT; - fbo_incomplete("texture attachment incomplete", -1); - return; - } - } - else if (att->Type == GL_RENDERBUFFER_EXT) { - minWidth = MIN2(minWidth, att->Renderbuffer->Width); - maxWidth = MAX2(minWidth, att->Renderbuffer->Width); - minHeight = MIN2(minHeight, att->Renderbuffer->Height); - maxHeight = MAX2(minHeight, att->Renderbuffer->Height); - f = att->Renderbuffer->InternalFormat; - mesaFormat = att->Renderbuffer->Format; - numImages++; - } - else { - assert(att->Type == GL_NONE); - continue; - } - - if (numSamples < 0) { - /* first buffer */ - numSamples = att->Renderbuffer->NumSamples; - } - - /* check if integer color */ - fb->_IntegerColor = _mesa_is_format_integer_color(mesaFormat); - - /* Error-check width, height, format, samples - */ - if (numImages == 1) { - /* save format, num samples */ - if (i >= 0) { - intFormat = f; - } - } - else { - if (!ctx->Extensions.ARB_framebuffer_object) { - /* check that width, height, format are same */ - if (minWidth != maxWidth || minHeight != maxHeight) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT; - fbo_incomplete("width or height mismatch", -1); - return; - } - /* check that all color buffer have same format */ - if (intFormat != GL_NONE && f != intFormat) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT; - fbo_incomplete("format mismatch", -1); - return; - } - } - if (att->Renderbuffer && - att->Renderbuffer->NumSamples != numSamples) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; - fbo_incomplete("inconsistant number of samples", i); - return; - } - - } - } - -#if FEATURE_GL - if (ctx->API == API_OPENGL) { - /* Check that all DrawBuffers are present */ - for (j = 0; j < ctx->Const.MaxDrawBuffers; j++) { - if (fb->ColorDrawBuffer[j] != GL_NONE) { - const struct gl_renderbuffer_attachment *att - = _mesa_get_attachment(ctx, fb, fb->ColorDrawBuffer[j]); - assert(att); - if (att->Type == GL_NONE) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT; - fbo_incomplete("missing drawbuffer", j); - return; - } - } - } - - /* Check that the ReadBuffer is present */ - if (fb->ColorReadBuffer != GL_NONE) { - const struct gl_renderbuffer_attachment *att - = _mesa_get_attachment(ctx, fb, fb->ColorReadBuffer); - assert(att); - if (att->Type == GL_NONE) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT; - fbo_incomplete("missing readbuffer", -1); - return; - } - } - } -#else - (void) j; -#endif - - if (numImages == 0) { - fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT; - fbo_incomplete("no attachments", -1); - return; - } - - /* Provisionally set status = COMPLETE ... */ - fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; - - /* ... but the driver may say the FB is incomplete. - * Drivers will most likely set the status to GL_FRAMEBUFFER_UNSUPPORTED - * if anything. - */ - if (ctx->Driver.ValidateFramebuffer) { - ctx->Driver.ValidateFramebuffer(ctx, fb); - if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { - fbo_incomplete("driver marked FBO as incomplete", -1); - } - } - - if (fb->_Status == GL_FRAMEBUFFER_COMPLETE_EXT) { - /* - * Note that if ARB_framebuffer_object is supported and the attached - * renderbuffers/textures are different sizes, the framebuffer - * width/height will be set to the smallest width/height. - */ - fb->Width = minWidth; - fb->Height = minHeight; - - /* finally, update the visual info for the framebuffer */ - _mesa_update_framebuffer_visual(ctx, fb); - } -} - - -GLboolean GLAPIENTRY -_mesa_IsRenderbufferEXT(GLuint renderbuffer) -{ - GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); - if (renderbuffer) { - struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); - if (rb != NULL && rb != &DummyRenderbuffer) - return GL_TRUE; - } - return GL_FALSE; -} - - -void GLAPIENTRY -_mesa_BindRenderbufferEXT(GLenum target, GLuint renderbuffer) -{ - struct gl_renderbuffer *newRb; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (target != GL_RENDERBUFFER_EXT) { - _mesa_error(ctx, GL_INVALID_ENUM, "glBindRenderbufferEXT(target)"); - return; - } - - /* No need to flush here since the render buffer binding has no - * effect on rendering state. - */ - - if (renderbuffer) { - newRb = _mesa_lookup_renderbuffer(ctx, renderbuffer); - if (newRb == &DummyRenderbuffer) { - /* ID was reserved, but no real renderbuffer object made yet */ - newRb = NULL; - } - else if (!newRb && ctx->Extensions.ARB_framebuffer_object) { - /* All RB IDs must be Gen'd */ - _mesa_error(ctx, GL_INVALID_OPERATION, "glBindRenderbuffer(buffer)"); - return; - } - - if (!newRb) { - /* create new renderbuffer object */ - newRb = ctx->Driver.NewRenderbuffer(ctx, renderbuffer); - if (!newRb) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindRenderbufferEXT"); - return; - } - ASSERT(newRb->AllocStorage); - _mesa_HashInsert(ctx->Shared->RenderBuffers, renderbuffer, newRb); - newRb->RefCount = 1; /* referenced by hash table */ - } - } - else { - newRb = NULL; - } - - ASSERT(newRb != &DummyRenderbuffer); - - _mesa_reference_renderbuffer(&ctx->CurrentRenderbuffer, newRb); -} - - -/** - * If the given renderbuffer is anywhere attached to the framebuffer, detach - * the renderbuffer. - * This is used when a renderbuffer object is deleted. - * The spec calls for unbinding. - */ -static void -detach_renderbuffer(struct gl_context *ctx, - struct gl_framebuffer *fb, - struct gl_renderbuffer *rb) -{ - GLuint i; - for (i = 0; i < BUFFER_COUNT; i++) { - if (fb->Attachment[i].Renderbuffer == rb) { - _mesa_remove_attachment(ctx, &fb->Attachment[i]); - } - } - invalidate_framebuffer(fb); -} - - -void GLAPIENTRY -_mesa_DeleteRenderbuffersEXT(GLsizei n, const GLuint *renderbuffers) -{ - GLint i; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - for (i = 0; i < n; i++) { - if (renderbuffers[i] > 0) { - struct gl_renderbuffer *rb; - rb = _mesa_lookup_renderbuffer(ctx, renderbuffers[i]); - if (rb) { - /* check if deleting currently bound renderbuffer object */ - if (rb == ctx->CurrentRenderbuffer) { - /* bind default */ - ASSERT(rb->RefCount >= 2); - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); - } - - if (ctx->DrawBuffer->Name) { - detach_renderbuffer(ctx, ctx->DrawBuffer, rb); - } - if (ctx->ReadBuffer->Name && ctx->ReadBuffer != ctx->DrawBuffer) { - detach_renderbuffer(ctx, ctx->ReadBuffer, rb); - } - - /* Remove from hash table immediately, to free the ID. - * But the object will not be freed until it's no longer - * referenced anywhere else. - */ - _mesa_HashRemove(ctx->Shared->RenderBuffers, renderbuffers[i]); - - if (rb != &DummyRenderbuffer) { - /* no longer referenced by hash table */ - _mesa_reference_renderbuffer(&rb, NULL); - } - } - } - } -} - - -void GLAPIENTRY -_mesa_GenRenderbuffersEXT(GLsizei n, GLuint *renderbuffers) -{ - GET_CURRENT_CONTEXT(ctx); - GLuint first; - GLint i; - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (n < 0) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGenRenderbuffersEXT(n)"); - return; - } - - if (!renderbuffers) - return; - - first = _mesa_HashFindFreeKeyBlock(ctx->Shared->RenderBuffers, n); - - for (i = 0; i < n; i++) { - GLuint name = first + i; - renderbuffers[i] = name; - /* insert dummy placeholder into hash table */ - _glthread_LOCK_MUTEX(ctx->Shared->Mutex); - _mesa_HashInsert(ctx->Shared->RenderBuffers, name, &DummyRenderbuffer); - _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); - } -} - - -/** - * Given an internal format token for a render buffer, return the - * corresponding base format. - * This is very similar to _mesa_base_tex_format() but the set of valid - * internal formats is somewhat different. - * - * \return one of GL_RGB, GL_RGBA, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT - * GL_DEPTH_STENCIL_EXT or zero if error. - * - * XXX in the future when we support red-only and red-green formats - * we'll also return GL_RED and GL_RG. - */ -GLenum -_mesa_base_fbo_format(struct gl_context *ctx, GLenum internalFormat) -{ - switch (internalFormat) { - case GL_ALPHA: - case GL_ALPHA4: - case GL_ALPHA8: - case GL_ALPHA12: - case GL_ALPHA16: - return GL_ALPHA; - case GL_RGB: - case GL_R3_G3_B2: - case GL_RGB4: - case GL_RGB5: - case GL_RGB8: - case GL_RGB10: - case GL_RGB12: - case GL_RGB16: - return GL_RGB; - case GL_RGBA: - case GL_RGBA2: - case GL_RGBA4: - case GL_RGB5_A1: - case GL_RGBA8: - case GL_RGB10_A2: - case GL_RGBA12: - case GL_RGBA16: - case GL_RGBA16_SNORM: - case GL_SRGB8_ALPHA8_EXT: - case GL_SRGB8_EXT: - return GL_RGBA; - case GL_STENCIL_INDEX: - case GL_STENCIL_INDEX1_EXT: - case GL_STENCIL_INDEX4_EXT: - case GL_STENCIL_INDEX8_EXT: - case GL_STENCIL_INDEX16_EXT: - return GL_STENCIL_INDEX; - case GL_DEPTH_COMPONENT: - case GL_DEPTH_COMPONENT16: - case GL_DEPTH_COMPONENT24: - case GL_DEPTH_COMPONENT32: - return GL_DEPTH_COMPONENT; - case GL_DEPTH_STENCIL_EXT: - case GL_DEPTH24_STENCIL8_EXT: - if (ctx->Extensions.EXT_packed_depth_stencil) - return GL_DEPTH_STENCIL_EXT; - else - return 0; - /* XXX add floating point formats eventually */ - default: - return 0; - } -} - - -/** sentinal value, see below */ -#define NO_SAMPLES 1000 - - -/** - * Helper function used by _mesa_RenderbufferStorageEXT() and - * _mesa_RenderbufferStorageMultisample(). - * samples will be NO_SAMPLES if called by _mesa_RenderbufferStorageEXT(). - */ -static void -renderbuffer_storage(GLenum target, GLenum internalFormat, - GLsizei width, GLsizei height, GLsizei samples) -{ - const char *func = samples == NO_SAMPLES ? - "glRenderbufferStorage" : "RenderbufferStorageMultisample"; - struct gl_renderbuffer *rb; - GLenum baseFormat; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (target != GL_RENDERBUFFER_EXT) { - _mesa_error(ctx, GL_INVALID_ENUM, "%s(target)", func); - return; - } - - baseFormat = _mesa_base_fbo_format(ctx, internalFormat); - if (baseFormat == 0) { - _mesa_error(ctx, GL_INVALID_ENUM, "%s(internalFormat)", func); - return; - } - - if (width < 1 || width > (GLsizei) ctx->Const.MaxRenderbufferSize) { - _mesa_error(ctx, GL_INVALID_VALUE, "%s(width)", func); - return; - } - - if (height < 1 || height > (GLsizei) ctx->Const.MaxRenderbufferSize) { - _mesa_error(ctx, GL_INVALID_VALUE, "%s(height)", func); - return; - } - - if (samples == NO_SAMPLES) { - /* NumSamples == 0 indicates non-multisampling */ - samples = 0; - } - else if (samples > (GLsizei) ctx->Const.MaxSamples) { - /* note: driver may choose to use more samples than what's requested */ - _mesa_error(ctx, GL_INVALID_VALUE, "%s(samples)", func); - return; - } - - rb = ctx->CurrentRenderbuffer; - if (!rb) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s", func); - return; - } - - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - if (rb->InternalFormat == internalFormat && - rb->Width == (GLuint) width && - rb->Height == (GLuint) height) { - /* no change in allocation needed */ - return; - } - - /* These MUST get set by the AllocStorage func */ - rb->Format = MESA_FORMAT_NONE; - rb->NumSamples = samples; - - /* Now allocate the storage */ - ASSERT(rb->AllocStorage); - if (rb->AllocStorage(ctx, rb, internalFormat, width, height)) { - /* No error - check/set fields now */ - assert(rb->Format != MESA_FORMAT_NONE); - assert(rb->Width == (GLuint) width); - assert(rb->Height == (GLuint) height); - rb->InternalFormat = internalFormat; - rb->_BaseFormat = baseFormat; - assert(rb->_BaseFormat != 0); - } - else { - /* Probably ran out of memory - clear the fields */ - rb->Width = 0; - rb->Height = 0; - rb->Format = MESA_FORMAT_NONE; - rb->InternalFormat = GL_NONE; - rb->_BaseFormat = GL_NONE; - rb->NumSamples = 0; - } - - /* - test_framebuffer_completeness(ctx, fb); - */ - /* XXX if this renderbuffer is attached anywhere, invalidate attachment - * points??? - */ -} - - -#if FEATURE_OES_EGL_image -void GLAPIENTRY -_mesa_EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image) -{ - struct gl_renderbuffer *rb; - GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (!ctx->Extensions.OES_EGL_image) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glEGLImageTargetRenderbufferStorageOES(unsupported)"); - return; - } - - if (target != GL_RENDERBUFFER) { - _mesa_error(ctx, GL_INVALID_ENUM, - "EGLImageTargetRenderbufferStorageOES"); - return; - } - - rb = ctx->CurrentRenderbuffer; - if (!rb) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "EGLImageTargetRenderbufferStorageOES"); - return; - } - - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - ctx->Driver.EGLImageTargetRenderbufferStorage(ctx, rb, image); -} -#endif - - -/** - * Helper function for _mesa_GetRenderbufferParameterivEXT() and - * _mesa_GetFramebufferAttachmentParameterivEXT() - * We have to be careful to respect the base format. For example, if a - * renderbuffer/texture was created with internalFormat=GL_RGB but the - * driver actually chose a GL_RGBA format, when the user queries ALPHA_SIZE - * we need to return zero. - */ -static GLint -get_component_bits(GLenum pname, GLenum baseFormat, gl_format format) -{ - switch (pname) { - case GL_RENDERBUFFER_RED_SIZE_EXT: - case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: - if (baseFormat == GL_RGB || baseFormat == GL_RGBA || - baseFormat == GL_RG || baseFormat == GL_RED) - return _mesa_get_format_bits(format, pname); - else - return 0; - case GL_RENDERBUFFER_GREEN_SIZE_EXT: - case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: - if (baseFormat == GL_RGB || baseFormat == GL_RGBA || baseFormat == GL_RG) - return _mesa_get_format_bits(format, pname); - else - return 0; - case GL_RENDERBUFFER_BLUE_SIZE_EXT: - case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: - if (baseFormat == GL_RGB || baseFormat == GL_RGBA) - return _mesa_get_format_bits(format, pname); - else - return 0; - case GL_RENDERBUFFER_ALPHA_SIZE_EXT: - case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: - if (baseFormat == GL_RGBA || baseFormat == GL_ALPHA || - baseFormat == GL_LUMINANCE_ALPHA) - return _mesa_get_format_bits(format, pname); - else - return 0; - case GL_RENDERBUFFER_DEPTH_SIZE_EXT: - case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: - if (baseFormat == GL_DEPTH_COMPONENT || baseFormat == GL_DEPTH_STENCIL) - return _mesa_get_format_bits(format, pname); - else - return 0; - case GL_RENDERBUFFER_STENCIL_SIZE_EXT: - case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: - if (baseFormat == GL_STENCIL_INDEX || baseFormat == GL_DEPTH_STENCIL) - return _mesa_get_format_bits(format, pname); - else - return 0; - default: - return 0; - } -} - - - -void GLAPIENTRY -_mesa_RenderbufferStorageEXT(GLenum target, GLenum internalFormat, - GLsizei width, GLsizei height) -{ - /* GL_ARB_fbo says calling this function is equivalent to calling - * glRenderbufferStorageMultisample() with samples=0. We pass in - * a token value here just for error reporting purposes. - */ - renderbuffer_storage(target, internalFormat, width, height, NO_SAMPLES); -} - - -void GLAPIENTRY -_mesa_RenderbufferStorageMultisample(GLenum target, GLsizei samples, - GLenum internalFormat, - GLsizei width, GLsizei height) -{ - renderbuffer_storage(target, internalFormat, width, height, samples); -} - - -/** - * OpenGL ES version of glRenderBufferStorage. - */ -void GLAPIENTRY -_es_RenderbufferStorageEXT(GLenum target, GLenum internalFormat, - GLsizei width, GLsizei height) -{ - switch (internalFormat) { - case GL_RGB565: - /* XXX this confuses GL_RENDERBUFFER_INTERNAL_FORMAT_OES */ - /* choose a closest format */ - internalFormat = GL_RGB5; - break; - default: - break; - } - - renderbuffer_storage(target, internalFormat, width, height, 0); -} - - -void GLAPIENTRY -_mesa_GetRenderbufferParameterivEXT(GLenum target, GLenum pname, GLint *params) -{ - struct gl_renderbuffer *rb; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (target != GL_RENDERBUFFER_EXT) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetRenderbufferParameterivEXT(target)"); - return; - } - - rb = ctx->CurrentRenderbuffer; - if (!rb) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glGetRenderbufferParameterivEXT"); - return; - } - - /* No need to flush here since we're just quering state which is - * not effected by rendering. - */ - - switch (pname) { - case GL_RENDERBUFFER_WIDTH_EXT: - *params = rb->Width; - return; - case GL_RENDERBUFFER_HEIGHT_EXT: - *params = rb->Height; - return; - case GL_RENDERBUFFER_INTERNAL_FORMAT_EXT: - *params = rb->InternalFormat; - return; - case GL_RENDERBUFFER_RED_SIZE_EXT: - case GL_RENDERBUFFER_GREEN_SIZE_EXT: - case GL_RENDERBUFFER_BLUE_SIZE_EXT: - case GL_RENDERBUFFER_ALPHA_SIZE_EXT: - case GL_RENDERBUFFER_DEPTH_SIZE_EXT: - case GL_RENDERBUFFER_STENCIL_SIZE_EXT: - *params = get_component_bits(pname, rb->_BaseFormat, rb->Format); - break; - case GL_RENDERBUFFER_SAMPLES: - if (ctx->Extensions.ARB_framebuffer_object) { - *params = rb->NumSamples; - break; - } - /* fallthrough */ - default: - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetRenderbufferParameterivEXT(target)"); - return; - } -} - - -GLboolean GLAPIENTRY -_mesa_IsFramebufferEXT(GLuint framebuffer) -{ - GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); - if (framebuffer) { - struct gl_framebuffer *rb = _mesa_lookup_framebuffer(ctx, framebuffer); - if (rb != NULL && rb != &DummyFramebuffer) - return GL_TRUE; - } - return GL_FALSE; -} - - -/** - * Check if any of the attachments of the given framebuffer are textures - * (render to texture). Call ctx->Driver.RenderTexture() for such - * attachments. - */ -static void -check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb) -{ - GLuint i; - ASSERT(ctx->Driver.RenderTexture); - - if (fb->Name == 0) - return; /* can't render to texture with winsys framebuffers */ - - for (i = 0; i < BUFFER_COUNT; i++) { - struct gl_renderbuffer_attachment *att = fb->Attachment + i; - struct gl_texture_object *texObj = att->Texture; - if (texObj - && texObj->Image[att->CubeMapFace][att->TextureLevel]) { - ctx->Driver.RenderTexture(ctx, fb, att); - } - } -} - - -/** - * Examine all the framebuffer's attachments to see if any are textures. - * If so, call ctx->Driver.FinishRenderTexture() for each texture to - * notify the device driver that the texture image may have changed. - */ -static void -check_end_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb) -{ - if (fb->Name == 0) - return; /* can't render to texture with winsys framebuffers */ - - if (ctx->Driver.FinishRenderTexture) { - GLuint i; - for (i = 0; i < BUFFER_COUNT; i++) { - struct gl_renderbuffer_attachment *att = fb->Attachment + i; - if (att->Texture && att->Renderbuffer) { - ctx->Driver.FinishRenderTexture(ctx, att); - } - } - } -} - - -void GLAPIENTRY -_mesa_BindFramebufferEXT(GLenum target, GLuint framebuffer) -{ - struct gl_framebuffer *newDrawFb, *newReadFb; - struct gl_framebuffer *oldDrawFb, *oldReadFb; - GLboolean bindReadBuf, bindDrawBuf; - GET_CURRENT_CONTEXT(ctx); - -#ifdef DEBUG - if (ctx->Extensions.ARB_framebuffer_object) { - ASSERT(ctx->Extensions.EXT_framebuffer_object); - ASSERT(ctx->Extensions.EXT_framebuffer_blit); - } -#endif - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (!ctx->Extensions.EXT_framebuffer_object) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBindFramebufferEXT(unsupported)"); - return; - } - - switch (target) { -#if FEATURE_EXT_framebuffer_blit - case GL_DRAW_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); - return; - } - bindDrawBuf = GL_TRUE; - bindReadBuf = GL_FALSE; - break; - case GL_READ_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); - return; - } - bindDrawBuf = GL_FALSE; - bindReadBuf = GL_TRUE; - break; -#endif - case GL_FRAMEBUFFER_EXT: - bindDrawBuf = GL_TRUE; - bindReadBuf = GL_TRUE; - break; - default: - _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); - return; - } - - if (framebuffer) { - /* Binding a user-created framebuffer object */ - newDrawFb = _mesa_lookup_framebuffer(ctx, framebuffer); - if (newDrawFb == &DummyFramebuffer) { - /* ID was reserved, but no real framebuffer object made yet */ - newDrawFb = NULL; - } - else if (!newDrawFb && ctx->Extensions.ARB_framebuffer_object) { - /* All FBO IDs must be Gen'd */ - _mesa_error(ctx, GL_INVALID_OPERATION, "glBindFramebuffer(buffer)"); - return; - } - - if (!newDrawFb) { - /* create new framebuffer object */ - newDrawFb = ctx->Driver.NewFramebuffer(ctx, framebuffer); - if (!newDrawFb) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindFramebufferEXT"); - return; - } - _mesa_HashInsert(ctx->Shared->FrameBuffers, framebuffer, newDrawFb); - } - newReadFb = newDrawFb; - } - else { - /* Binding the window system framebuffer (which was originally set - * with MakeCurrent). - */ - newDrawFb = ctx->WinSysDrawBuffer; - newReadFb = ctx->WinSysReadBuffer; - } - - ASSERT(newDrawFb); - ASSERT(newDrawFb != &DummyFramebuffer); - - /* save pointers to current/old framebuffers */ - oldDrawFb = ctx->DrawBuffer; - oldReadFb = ctx->ReadBuffer; - - /* check if really changing bindings */ - if (oldDrawFb == newDrawFb) - bindDrawBuf = GL_FALSE; - if (oldReadFb == newReadFb) - bindReadBuf = GL_FALSE; - - /* - * OK, now bind the new Draw/Read framebuffers, if they're changing. - * - * We also check if we're beginning and/or ending render-to-texture. - * When a framebuffer with texture attachments is unbound, call - * ctx->Driver.FinishRenderTexture(). - * When a framebuffer with texture attachments is bound, call - * ctx->Driver.RenderTexture(). - * - * Note that if the ReadBuffer has texture attachments we don't consider - * that a render-to-texture case. - */ - if (bindReadBuf) { - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - /* check if old readbuffer was render-to-texture */ - check_end_texture_render(ctx, oldReadFb); - - _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb); - } - - if (bindDrawBuf) { - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - /* check if old read/draw buffers were render-to-texture */ - if (!bindReadBuf) - check_end_texture_render(ctx, oldReadFb); - - if (oldDrawFb != oldReadFb) - check_end_texture_render(ctx, oldDrawFb); - - /* check if newly bound framebuffer has any texture attachments */ - check_begin_texture_render(ctx, newDrawFb); - - _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb); - } - - if ((bindDrawBuf || bindReadBuf) && ctx->Driver.BindFramebuffer) { - ctx->Driver.BindFramebuffer(ctx, target, newDrawFb, newReadFb); - } -} - - -void GLAPIENTRY -_mesa_DeleteFramebuffersEXT(GLsizei n, const GLuint *framebuffers) -{ - GLint i; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - for (i = 0; i < n; i++) { - if (framebuffers[i] > 0) { - struct gl_framebuffer *fb; - fb = _mesa_lookup_framebuffer(ctx, framebuffers[i]); - if (fb) { - ASSERT(fb == &DummyFramebuffer || fb->Name == framebuffers[i]); - - /* check if deleting currently bound framebuffer object */ - if (ctx->Extensions.EXT_framebuffer_blit) { - /* separate draw/read binding points */ - if (fb == ctx->DrawBuffer) { - /* bind default */ - ASSERT(fb->RefCount >= 2); - _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); - } - if (fb == ctx->ReadBuffer) { - /* bind default */ - ASSERT(fb->RefCount >= 2); - _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0); - } - } - else { - /* only one binding point for read/draw buffers */ - if (fb == ctx->DrawBuffer || fb == ctx->ReadBuffer) { - /* bind default */ - ASSERT(fb->RefCount >= 2); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - } - } - - /* remove from hash table immediately, to free the ID */ - _mesa_HashRemove(ctx->Shared->FrameBuffers, framebuffers[i]); - - if (fb != &DummyFramebuffer) { - /* But the object will not be freed until it's no longer - * bound in any context. - */ - _mesa_reference_framebuffer(&fb, NULL); - } - } - } - } -} - - -void GLAPIENTRY -_mesa_GenFramebuffersEXT(GLsizei n, GLuint *framebuffers) -{ - GET_CURRENT_CONTEXT(ctx); - GLuint first; - GLint i; - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (n < 0) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGenFramebuffersEXT(n)"); - return; - } - - if (!framebuffers) - return; - - first = _mesa_HashFindFreeKeyBlock(ctx->Shared->FrameBuffers, n); - - for (i = 0; i < n; i++) { - GLuint name = first + i; - framebuffers[i] = name; - /* insert dummy placeholder into hash table */ - _glthread_LOCK_MUTEX(ctx->Shared->Mutex); - _mesa_HashInsert(ctx->Shared->FrameBuffers, name, &DummyFramebuffer); - _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); - } -} - - - -GLenum GLAPIENTRY -_mesa_CheckFramebufferStatusEXT(GLenum target) -{ - struct gl_framebuffer *buffer; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); - - switch (target) { -#if FEATURE_EXT_framebuffer_blit - case GL_DRAW_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)"); - return 0; - } - buffer = ctx->DrawBuffer; - break; - case GL_READ_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)"); - return 0; - } - buffer = ctx->ReadBuffer; - break; -#endif - case GL_FRAMEBUFFER_EXT: - buffer = ctx->DrawBuffer; - break; - default: - _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)"); - return 0; /* formerly GL_FRAMEBUFFER_STATUS_ERROR_EXT */ - } - - if (buffer->Name == 0) { - /* The window system / default framebuffer is always complete */ - return GL_FRAMEBUFFER_COMPLETE_EXT; - } - - /* No need to flush here */ - - if (buffer->_Status != GL_FRAMEBUFFER_COMPLETE) { - _mesa_test_framebuffer_completeness(ctx, buffer); - } - - return buffer->_Status; -} - - - -/** - * Common code called by glFramebufferTexture1D/2D/3DEXT(). - */ -static void -framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target, - GLenum attachment, GLenum textarget, GLuint texture, - GLint level, GLint zoffset) -{ - struct gl_renderbuffer_attachment *att; - struct gl_texture_object *texObj = NULL; - struct gl_framebuffer *fb; - GLboolean error = GL_FALSE; - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - switch (target) { - case GL_READ_FRAMEBUFFER_EXT: - error = !ctx->Extensions.EXT_framebuffer_blit; - fb = ctx->ReadBuffer; - break; - case GL_DRAW_FRAMEBUFFER_EXT: - error = !ctx->Extensions.EXT_framebuffer_blit; - /* fall-through */ - case GL_FRAMEBUFFER_EXT: - fb = ctx->DrawBuffer; - break; - default: - error = GL_TRUE; - } - - if (error) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferTexture%sEXT(target=0x%x)", caller, target); - return; - } - - ASSERT(fb); - - /* check framebuffer binding */ - if (fb->Name == 0) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferTexture%sEXT", caller); - return; - } - - - /* The textarget, level, and zoffset parameters are only validated if - * texture is non-zero. - */ - if (texture) { - GLboolean err = GL_TRUE; - - texObj = _mesa_lookup_texture(ctx, texture); - if (texObj != NULL) { - if (textarget == 0) { - /* XXX what's the purpose of this? */ - err = (texObj->Target != GL_TEXTURE_3D) && - (texObj->Target != GL_TEXTURE_1D_ARRAY_EXT) && - (texObj->Target != GL_TEXTURE_2D_ARRAY_EXT); - } - else { - err = (texObj->Target == GL_TEXTURE_CUBE_MAP) - ? !IS_CUBE_FACE(textarget) - : (texObj->Target != textarget); - } - } - else { - /* can't render to a non-existant texture */ - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferTexture%sEXT(non existant texture)", - caller); - return; - } - - if (err) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferTexture%sEXT(texture target mismatch)", - caller); - return; - } - - if (texObj->Target == GL_TEXTURE_3D) { - const GLint maxSize = 1 << (ctx->Const.Max3DTextureLevels - 1); - if (zoffset < 0 || zoffset >= maxSize) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glFramebufferTexture%sEXT(zoffset)", caller); - return; - } - } - else if ((texObj->Target == GL_TEXTURE_1D_ARRAY_EXT) || - (texObj->Target == GL_TEXTURE_2D_ARRAY_EXT)) { - if (zoffset < 0 || zoffset >= ctx->Const.MaxArrayTextureLayers) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glFramebufferTexture%sEXT(layer)", caller); - return; - } - } - - if ((level < 0) || - (level >= _mesa_max_texture_levels(ctx, texObj->Target))) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glFramebufferTexture%sEXT(level)", caller); - return; - } - } - - att = _mesa_get_attachment(ctx, fb, attachment); - if (att == NULL) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferTexture%sEXT(attachment)", caller); - return; - } - - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - _glthread_LOCK_MUTEX(fb->Mutex); - if (texObj) { - _mesa_set_texture_attachment(ctx, fb, att, texObj, textarget, - level, zoffset); - /* Set the render-to-texture flag. We'll check this flag in - * glTexImage() and friends to determine if we need to revalidate - * any FBOs that might be rendering into this texture. - * This flag never gets cleared since it's non-trivial to determine - * when all FBOs might be done rendering to this texture. That's OK - * though since it's uncommon to render to a texture then repeatedly - * call glTexImage() to change images in the texture. - */ - texObj->_RenderToTexture = GL_TRUE; - } - else { - _mesa_remove_attachment(ctx, att); - } - - invalidate_framebuffer(fb); - - _glthread_UNLOCK_MUTEX(fb->Mutex); -} - - - -void GLAPIENTRY -_mesa_FramebufferTexture1DEXT(GLenum target, GLenum attachment, - GLenum textarget, GLuint texture, GLint level) -{ - GET_CURRENT_CONTEXT(ctx); - - if ((texture != 0) && (textarget != GL_TEXTURE_1D)) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferTexture1DEXT(textarget)"); - return; - } - - framebuffer_texture(ctx, "1D", target, attachment, textarget, texture, - level, 0); -} - - -void GLAPIENTRY -_mesa_FramebufferTexture2DEXT(GLenum target, GLenum attachment, - GLenum textarget, GLuint texture, GLint level) -{ - GET_CURRENT_CONTEXT(ctx); - - if ((texture != 0) && - (textarget != GL_TEXTURE_2D) && - (textarget != GL_TEXTURE_RECTANGLE_ARB) && - (!IS_CUBE_FACE(textarget))) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferTexture2DEXT(textarget=0x%x)", textarget); - return; - } - - framebuffer_texture(ctx, "2D", target, attachment, textarget, texture, - level, 0); -} - - -void GLAPIENTRY -_mesa_FramebufferTexture3DEXT(GLenum target, GLenum attachment, - GLenum textarget, GLuint texture, - GLint level, GLint zoffset) -{ - GET_CURRENT_CONTEXT(ctx); - - if ((texture != 0) && (textarget != GL_TEXTURE_3D)) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferTexture3DEXT(textarget)"); - return; - } - - framebuffer_texture(ctx, "3D", target, attachment, textarget, texture, - level, zoffset); -} - - -void GLAPIENTRY -_mesa_FramebufferTextureLayerEXT(GLenum target, GLenum attachment, - GLuint texture, GLint level, GLint layer) -{ - GET_CURRENT_CONTEXT(ctx); - - framebuffer_texture(ctx, "Layer", target, attachment, 0, texture, - level, layer); -} - - -void GLAPIENTRY -_mesa_FramebufferRenderbufferEXT(GLenum target, GLenum attachment, - GLenum renderbufferTarget, - GLuint renderbuffer) -{ - struct gl_renderbuffer_attachment *att; - struct gl_framebuffer *fb; - struct gl_renderbuffer *rb; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - switch (target) { -#if FEATURE_EXT_framebuffer_blit - case GL_DRAW_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferRenderbufferEXT(target)"); - return; - } - fb = ctx->DrawBuffer; - break; - case GL_READ_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferRenderbufferEXT(target)"); - return; - } - fb = ctx->ReadBuffer; - break; -#endif - case GL_FRAMEBUFFER_EXT: - fb = ctx->DrawBuffer; - break; - default: - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferRenderbufferEXT(target)"); - return; - } - - if (renderbufferTarget != GL_RENDERBUFFER_EXT) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferRenderbufferEXT(renderbufferTarget)"); - return; - } - - if (fb->Name == 0) { - /* Can't attach new renderbuffers to a window system framebuffer */ - _mesa_error(ctx, GL_INVALID_OPERATION, "glFramebufferRenderbufferEXT"); - return; - } - - att = _mesa_get_attachment(ctx, fb, attachment); - if (att == NULL) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glFramebufferRenderbufferEXT(invalid attachment %s)", - _mesa_lookup_enum_by_nr(attachment)); - return; - } - - if (renderbuffer) { - rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); - if (!rb) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferRenderbufferEXT(non-existant" - " renderbuffer %u)", renderbuffer); - return; - } - else if (rb == &DummyRenderbuffer) { - /* This is what NVIDIA does */ - _mesa_error(ctx, GL_INVALID_VALUE, - "glFramebufferRenderbufferEXT(renderbuffer %u)", - renderbuffer); - return; - } - } - else { - /* remove renderbuffer attachment */ - rb = NULL; - } - - if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && - rb && rb->Format != MESA_FORMAT_NONE) { - /* make sure the renderbuffer is a depth/stencil format */ - const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); - if (baseFormat != GL_DEPTH_STENCIL) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferRenderbufferEXT(renderbuffer" - " is not DEPTH_STENCIL format)"); - return; - } - } - - - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - assert(ctx->Driver.FramebufferRenderbuffer); - ctx->Driver.FramebufferRenderbuffer(ctx, fb, attachment, rb); - - /* Some subsequent GL commands may depend on the framebuffer's visual - * after the binding is updated. Update visual info now. - */ - _mesa_update_framebuffer_visual(ctx, fb); -} - - -void GLAPIENTRY -_mesa_GetFramebufferAttachmentParameterivEXT(GLenum target, GLenum attachment, - GLenum pname, GLint *params) -{ - const struct gl_renderbuffer_attachment *att; - struct gl_framebuffer *buffer; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - switch (target) { -#if FEATURE_EXT_framebuffer_blit - case GL_DRAW_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(target)"); - return; - } - buffer = ctx->DrawBuffer; - break; - case GL_READ_FRAMEBUFFER_EXT: - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(target)"); - return; - } - buffer = ctx->ReadBuffer; - break; -#endif - case GL_FRAMEBUFFER_EXT: - buffer = ctx->DrawBuffer; - break; - default: - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(target)"); - return; - } - - if (buffer->Name == 0) { - /* the default / window-system FBO */ - att = _mesa_get_fb0_attachment(ctx, buffer, attachment); - } - else { - /* user-created framebuffer FBO */ - att = _mesa_get_attachment(ctx, buffer, attachment); - } - - if (att == NULL) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(attachment)"); - return; - } - - if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { - /* the depth and stencil attachments must point to the same buffer */ - const struct gl_renderbuffer_attachment *depthAtt, *stencilAtt; - depthAtt = _mesa_get_attachment(ctx, buffer, GL_DEPTH_ATTACHMENT); - stencilAtt = _mesa_get_attachment(ctx, buffer, GL_STENCIL_ATTACHMENT); - if (depthAtt->Renderbuffer != stencilAtt->Renderbuffer) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glGetFramebufferAttachmentParameterivEXT(DEPTH/STENCIL" - " attachments differ)"); - return; - } - } - - /* No need to flush here */ - - switch (pname) { - case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT: - *params = buffer->Name == 0 ? GL_FRAMEBUFFER_DEFAULT : att->Type; - return; - case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT: - if (att->Type == GL_RENDERBUFFER_EXT) { - *params = att->Renderbuffer->Name; - } - else if (att->Type == GL_TEXTURE) { - *params = att->Texture->Name; - } - else { - assert(att->Type == GL_NONE); - *params = 0; - } - return; - case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT: - if (att->Type == GL_TEXTURE) { - *params = att->TextureLevel; - } - else { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - } - return; - case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT: - if (att->Type == GL_TEXTURE) { - if (att->Texture && att->Texture->Target == GL_TEXTURE_CUBE_MAP) { - *params = GL_TEXTURE_CUBE_MAP_POSITIVE_X + att->CubeMapFace; - } - else { - *params = 0; - } - } - else { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - } - return; - case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT: - if (att->Type == GL_TEXTURE) { - if (att->Texture && att->Texture->Target == GL_TEXTURE_3D) { - *params = att->Zoffset; - } - else { - *params = 0; - } - } - else { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - } - return; - case GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: - if (!ctx->Extensions.ARB_framebuffer_object) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - } - else { - *params = _mesa_get_format_color_encoding(att->Renderbuffer->Format); - } - return; - case GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: - if (!ctx->Extensions.ARB_framebuffer_object) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - return; - } - else { - gl_format format = att->Renderbuffer->Format; - if (format == MESA_FORMAT_CI8 || format == MESA_FORMAT_S8) { - /* special cases */ - *params = GL_INDEX; - } - else { - *params = _mesa_get_format_datatype(format); - } - } - return; - case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: - case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: - case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: - case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: - case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: - case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: - if (!ctx->Extensions.ARB_framebuffer_object) { - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - } - else if (att->Texture) { - const struct gl_texture_image *texImage = - _mesa_select_tex_image(ctx, att->Texture, att->Texture->Target, - att->TextureLevel); - if (texImage) { - *params = get_component_bits(pname, texImage->_BaseFormat, - texImage->TexFormat); - } - else { - *params = 0; - } - } - else if (att->Renderbuffer) { - *params = get_component_bits(pname, att->Renderbuffer->_BaseFormat, - att->Renderbuffer->Format); - } - else { - *params = 0; - } - return; - default: - _mesa_error(ctx, GL_INVALID_ENUM, - "glGetFramebufferAttachmentParameterivEXT(pname)"); - return; - } -} - - -void GLAPIENTRY -_mesa_GenerateMipmapEXT(GLenum target) -{ - struct gl_texture_object *texObj; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - switch (target) { - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - case GL_TEXTURE_3D: - case GL_TEXTURE_CUBE_MAP: - /* OK, legal value */ - break; - default: - /* XXX need to implement GL_TEXTURE_1D_ARRAY and GL_TEXTURE_2D_ARRAY */ - _mesa_error(ctx, GL_INVALID_ENUM, "glGenerateMipmapEXT(target)"); - return; - } - - texObj = _mesa_get_current_tex_object(ctx, target); - - if (texObj->BaseLevel >= texObj->MaxLevel) { - /* nothing to do */ - return; - } - - if (texObj->Target == GL_TEXTURE_CUBE_MAP && - !_mesa_cube_complete(texObj)) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glGenerateMipmap(incomplete cube map)"); - return; - } - - _mesa_lock_texture(ctx, texObj); - if (target == GL_TEXTURE_CUBE_MAP) { - GLuint face; - for (face = 0; face < 6; face++) - ctx->Driver.GenerateMipmap(ctx, - GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + face, - texObj); - } - else { - ctx->Driver.GenerateMipmap(ctx, target, texObj); - } - _mesa_unlock_texture(ctx, texObj); -} - - -#if FEATURE_EXT_framebuffer_blit - -static const struct gl_renderbuffer_attachment * -find_attachment(const struct gl_framebuffer *fb, const struct gl_renderbuffer *rb) -{ - GLuint i; - for (i = 0; i < Elements(fb->Attachment); i++) { - if (fb->Attachment[i].Renderbuffer == rb) - return &fb->Attachment[i]; - } - return NULL; -} - - - -/** - * Blit rectangular region, optionally from one framebuffer to another. - * - * Note, if the src buffer is multisampled and the dest is not, this is - * when the samples must be resolved to a single color. - */ -void GLAPIENTRY -_mesa_BlitFramebufferEXT(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, - GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) -{ - const GLbitfield legalMaskBits = (GL_COLOR_BUFFER_BIT | - GL_DEPTH_BUFFER_BIT | - GL_STENCIL_BUFFER_BIT); - const struct gl_framebuffer *readFb, *drawFb; - const struct gl_renderbuffer *colorReadRb, *colorDrawRb; - GET_CURRENT_CONTEXT(ctx); - - ASSERT_OUTSIDE_BEGIN_END(ctx); - FLUSH_VERTICES(ctx, _NEW_BUFFERS); - - if (ctx->NewState) { - _mesa_update_state(ctx); - } - - readFb = ctx->ReadBuffer; - drawFb = ctx->DrawBuffer; - - if (!readFb || !drawFb) { - /* This will normally never happen but someday we may want to - * support MakeCurrent() with no drawables. - */ - return; - } - - /* check for complete framebuffers */ - if (drawFb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT || - readFb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { - _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, - "glBlitFramebufferEXT(incomplete draw/read buffers)"); - return; - } - - if (filter != GL_NEAREST && filter != GL_LINEAR) { - _mesa_error(ctx, GL_INVALID_ENUM, "glBlitFramebufferEXT(filter)"); - return; - } - - if (mask & ~legalMaskBits) { - _mesa_error( ctx, GL_INVALID_VALUE, "glBlitFramebufferEXT(mask)"); - return; - } - - /* depth/stencil must be blitted with nearest filtering */ - if ((mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) - && filter != GL_NEAREST) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBlitFramebufferEXT(depth/stencil requires GL_NEAREST filter"); - return; - } - - /* get color read/draw renderbuffers */ - if (mask & GL_COLOR_BUFFER_BIT) { - colorReadRb = readFb->_ColorReadBuffer; - colorDrawRb = drawFb->_ColorDrawBuffers[0]; - } - else { - colorReadRb = colorDrawRb = NULL; - } - - if (mask & GL_STENCIL_BUFFER_BIT) { - struct gl_renderbuffer *readRb = readFb->_StencilBuffer; - struct gl_renderbuffer *drawRb = drawFb->_StencilBuffer; - if (!readRb || - !drawRb || - _mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS) != - _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS)) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBlitFramebufferEXT(stencil buffer size mismatch"); - return; - } - } - - if (mask & GL_DEPTH_BUFFER_BIT) { - struct gl_renderbuffer *readRb = readFb->_DepthBuffer; - struct gl_renderbuffer *drawRb = drawFb->_DepthBuffer; - if (!readRb || - !drawRb || - _mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS) != - _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS)) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBlitFramebufferEXT(depth buffer size mismatch"); - return; - } - } - - if (readFb->Visual.samples > 0 && - drawFb->Visual.samples > 0 && - readFb->Visual.samples != drawFb->Visual.samples) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBlitFramebufferEXT(mismatched samples"); - return; - } - - /* extra checks for multisample copies... */ - if (readFb->Visual.samples > 0 || drawFb->Visual.samples > 0) { - /* src and dest region sizes must be the same */ - if (srcX1 - srcX0 != dstX1 - dstX0 || - srcY1 - srcY0 != dstY1 - dstY0) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBlitFramebufferEXT(bad src/dst multisample region sizes"); - return; - } - - /* color formats must match */ - if (colorReadRb && - colorDrawRb && - colorReadRb->Format != colorDrawRb->Format) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glBlitFramebufferEXT(bad src/dst multisample pixel formats"); - return; - } - } - - if (!ctx->Extensions.EXT_framebuffer_blit) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glBlitFramebufferEXT"); - return; - } - - /* Debug code */ - if (DEBUG_BLIT) { - printf("glBlitFramebuffer(%d, %d, %d, %d, %d, %d, %d, %d," - " 0x%x, 0x%x)\n", - srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, - mask, filter); - if (colorReadRb) { - const struct gl_renderbuffer_attachment *att; - - att = find_attachment(readFb, colorReadRb); - printf(" Src FBO %u RB %u (%dx%d) ", - readFb->Name, colorReadRb->Name, - colorReadRb->Width, colorReadRb->Height); - if (att && att->Texture) { - printf("Tex %u tgt 0x%x level %u face %u", - att->Texture->Name, - att->Texture->Target, - att->TextureLevel, - att->CubeMapFace); - } - printf("\n"); - - att = find_attachment(drawFb, colorDrawRb); - printf(" Dst FBO %u RB %u (%dx%d) ", - drawFb->Name, colorDrawRb->Name, - colorDrawRb->Width, colorDrawRb->Height); - if (att && att->Texture) { - printf("Tex %u tgt 0x%x level %u face %u", - att->Texture->Name, - att->Texture->Target, - att->TextureLevel, - att->CubeMapFace); - } - printf("\n"); - } - } - - ASSERT(ctx->Driver.BlitFramebuffer); - ctx->Driver.BlitFramebuffer(ctx, - srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, - mask, filter); -} -#endif /* FEATURE_EXT_framebuffer_blit */ - -#if FEATURE_ARB_geometry_shader4 -void GLAPIENTRY -_mesa_FramebufferTextureARB(GLenum target, GLenum attachment, - GLuint texture, GLint level) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferTextureARB " - "not implemented!"); -} - -void GLAPIENTRY -_mesa_FramebufferTextureFaceARB(GLenum target, GLenum attachment, - GLuint texture, GLint level, GLenum face) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_error(ctx, GL_INVALID_OPERATION, - "glFramebufferTextureFaceARB " - "not implemented!"); -} -#endif /* FEATURE_ARB_geometry_shader4 */ +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2009 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. + */ + + +/* + * GL_EXT/ARB_framebuffer_object extensions + * + * Authors: + * Brian Paul + */ + + +#include "buffers.h" +#include "context.h" +#include "enums.h" +#include "fbobject.h" +#include "formats.h" +#include "framebuffer.h" +#include "hash.h" +#include "macros.h" +#include "mfeatures.h" +#include "mtypes.h" +#include "renderbuffer.h" +#include "state.h" +#include "teximage.h" +#include "texobj.h" + + +/** Set this to 1 to help debug FBO incompleteness problems */ +#define DEBUG_FBO 0 + +/** Set this to 1 to debug/log glBlitFramebuffer() calls */ +#define DEBUG_BLIT 0 + + +/** + * Notes: + * + * None of the GL_EXT_framebuffer_object functions are compiled into + * display lists. + */ + + + +/* + * When glGenRender/FramebuffersEXT() is called we insert pointers to + * these placeholder objects into the hash table. + * Later, when the object ID is first bound, we replace the placeholder + * with the real frame/renderbuffer. + */ +static struct gl_framebuffer DummyFramebuffer; +static struct gl_renderbuffer DummyRenderbuffer; + +/* We bind this framebuffer when applications pass a NULL + * drawable/surface in make current. */ +static struct gl_framebuffer IncompleteFramebuffer; + + +#define IS_CUBE_FACE(TARGET) \ + ((TARGET) >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && \ + (TARGET) <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) + + +static void +delete_dummy_renderbuffer(struct gl_renderbuffer *rb) +{ + /* no op */ +} + +static void +delete_dummy_framebuffer(struct gl_framebuffer *fb) +{ + /* no op */ +} + + +void +_mesa_init_fbobjects(struct gl_context *ctx) +{ + _glthread_INIT_MUTEX(DummyFramebuffer.Mutex); + _glthread_INIT_MUTEX(DummyRenderbuffer.Mutex); + _glthread_INIT_MUTEX(IncompleteFramebuffer.Mutex); + DummyFramebuffer.Delete = delete_dummy_framebuffer; + DummyRenderbuffer.Delete = delete_dummy_renderbuffer; + IncompleteFramebuffer.Delete = delete_dummy_framebuffer; +} + +struct gl_framebuffer * +_mesa_get_incomplete_framebuffer(void) +{ + return &IncompleteFramebuffer; +} + +/** + * Helper routine for getting a gl_renderbuffer. + */ +struct gl_renderbuffer * +_mesa_lookup_renderbuffer(struct gl_context *ctx, GLuint id) +{ + struct gl_renderbuffer *rb; + + if (id == 0) + return NULL; + + rb = (struct gl_renderbuffer *) + _mesa_HashLookup(ctx->Shared->RenderBuffers, id); + return rb; +} + + +/** + * Helper routine for getting a gl_framebuffer. + */ +struct gl_framebuffer * +_mesa_lookup_framebuffer(struct gl_context *ctx, GLuint id) +{ + struct gl_framebuffer *fb; + + if (id == 0) + return NULL; + + fb = (struct gl_framebuffer *) + _mesa_HashLookup(ctx->Shared->FrameBuffers, id); + return fb; +} + + +/** + * Mark the given framebuffer as invalid. This will force the + * test for framebuffer completeness to be done before the framebuffer + * is used. + */ +static void +invalidate_framebuffer(struct gl_framebuffer *fb) +{ + fb->_Status = 0; /* "indeterminate" */ +} + + +/** + * Given a GL_*_ATTACHMENTn token, return a pointer to the corresponding + * gl_renderbuffer_attachment object. + * This function is only used for user-created FB objects, not the + * default / window-system FB object. + * If \p attachment is GL_DEPTH_STENCIL_ATTACHMENT, return a pointer to + * the depth buffer attachment point. + */ +struct gl_renderbuffer_attachment * +_mesa_get_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, + GLenum attachment) +{ + GLuint i; + + assert(fb->Name > 0); + + switch (attachment) { + case GL_COLOR_ATTACHMENT0_EXT: + case GL_COLOR_ATTACHMENT1_EXT: + case GL_COLOR_ATTACHMENT2_EXT: + case GL_COLOR_ATTACHMENT3_EXT: + case GL_COLOR_ATTACHMENT4_EXT: + case GL_COLOR_ATTACHMENT5_EXT: + case GL_COLOR_ATTACHMENT6_EXT: + case GL_COLOR_ATTACHMENT7_EXT: + case GL_COLOR_ATTACHMENT8_EXT: + case GL_COLOR_ATTACHMENT9_EXT: + case GL_COLOR_ATTACHMENT10_EXT: + case GL_COLOR_ATTACHMENT11_EXT: + case GL_COLOR_ATTACHMENT12_EXT: + case GL_COLOR_ATTACHMENT13_EXT: + case GL_COLOR_ATTACHMENT14_EXT: + case GL_COLOR_ATTACHMENT15_EXT: + i = attachment - GL_COLOR_ATTACHMENT0_EXT; + if (i >= ctx->Const.MaxColorAttachments) { + return NULL; + } + return &fb->Attachment[BUFFER_COLOR0 + i]; + case GL_DEPTH_STENCIL_ATTACHMENT: + /* fall-through */ + case GL_DEPTH_BUFFER: + /* fall-through / new in GL 3.0 */ + case GL_DEPTH_ATTACHMENT_EXT: + return &fb->Attachment[BUFFER_DEPTH]; + case GL_STENCIL_BUFFER: + /* fall-through / new in GL 3.0 */ + case GL_STENCIL_ATTACHMENT_EXT: + return &fb->Attachment[BUFFER_STENCIL]; + default: + return NULL; + } +} + + +/** + * As above, but only used for getting attachments of the default / + * window-system framebuffer (not user-created framebuffer objects). + */ +static struct gl_renderbuffer_attachment * +_mesa_get_fb0_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, + GLenum attachment) +{ + assert(fb->Name == 0); + + switch (attachment) { + case GL_FRONT_LEFT: + return &fb->Attachment[BUFFER_FRONT_LEFT]; + case GL_FRONT_RIGHT: + return &fb->Attachment[BUFFER_FRONT_RIGHT]; + case GL_BACK_LEFT: + return &fb->Attachment[BUFFER_BACK_LEFT]; + case GL_BACK_RIGHT: + return &fb->Attachment[BUFFER_BACK_RIGHT]; + case GL_AUX0: + if (fb->Visual.numAuxBuffers == 1) { + return &fb->Attachment[BUFFER_AUX0]; + } + return NULL; + case GL_DEPTH_BUFFER: + /* fall-through / new in GL 3.0 */ + case GL_DEPTH_ATTACHMENT_EXT: + return &fb->Attachment[BUFFER_DEPTH]; + case GL_STENCIL_BUFFER: + /* fall-through / new in GL 3.0 */ + case GL_STENCIL_ATTACHMENT_EXT: + return &fb->Attachment[BUFFER_STENCIL]; + default: + return NULL; + } +} + + + +/** + * Remove any texture or renderbuffer attached to the given attachment + * point. Update reference counts, etc. + */ +void +_mesa_remove_attachment(struct gl_context *ctx, + struct gl_renderbuffer_attachment *att) +{ + if (att->Type == GL_TEXTURE) { + ASSERT(att->Texture); + if (ctx->Driver.FinishRenderTexture) { + /* tell driver that we're done rendering to this texture. */ + ctx->Driver.FinishRenderTexture(ctx, att); + } + _mesa_reference_texobj(&att->Texture, NULL); /* unbind */ + ASSERT(!att->Texture); + } + if (att->Type == GL_TEXTURE || att->Type == GL_RENDERBUFFER_EXT) { + ASSERT(!att->Texture); + _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); /* unbind */ + ASSERT(!att->Renderbuffer); + } + att->Type = GL_NONE; + att->Complete = GL_TRUE; +} + + +/** + * Bind a texture object to an attachment point. + * The previous binding, if any, will be removed first. + */ +void +_mesa_set_texture_attachment(struct gl_context *ctx, + struct gl_framebuffer *fb, + struct gl_renderbuffer_attachment *att, + struct gl_texture_object *texObj, + GLenum texTarget, GLuint level, GLuint zoffset) +{ + if (att->Texture == texObj) { + /* re-attaching same texture */ + ASSERT(att->Type == GL_TEXTURE); + if (ctx->Driver.FinishRenderTexture) + ctx->Driver.FinishRenderTexture(ctx, att); + } + else { + /* new attachment */ + if (ctx->Driver.FinishRenderTexture && att->Texture) + ctx->Driver.FinishRenderTexture(ctx, att); + _mesa_remove_attachment(ctx, att); + att->Type = GL_TEXTURE; + assert(!att->Texture); + _mesa_reference_texobj(&att->Texture, texObj); + } + + /* always update these fields */ + att->TextureLevel = level; + att->CubeMapFace = _mesa_tex_target_to_face(texTarget); + att->Zoffset = zoffset; + att->Complete = GL_FALSE; + + if (att->Texture->Image[att->CubeMapFace][att->TextureLevel]) { + ctx->Driver.RenderTexture(ctx, fb, att); + } + + invalidate_framebuffer(fb); +} + + +/** + * Bind a renderbuffer to an attachment point. + * The previous binding, if any, will be removed first. + */ +void +_mesa_set_renderbuffer_attachment(struct gl_context *ctx, + struct gl_renderbuffer_attachment *att, + struct gl_renderbuffer *rb) +{ + /* XXX check if re-doing same attachment, exit early */ + _mesa_remove_attachment(ctx, att); + att->Type = GL_RENDERBUFFER_EXT; + att->Texture = NULL; /* just to be safe */ + att->Complete = GL_FALSE; + _mesa_reference_renderbuffer(&att->Renderbuffer, rb); +} + + +/** + * Fallback for ctx->Driver.FramebufferRenderbuffer() + * Attach a renderbuffer object to a framebuffer object. + */ +void +_mesa_framebuffer_renderbuffer(struct gl_context *ctx, + struct gl_framebuffer *fb, + GLenum attachment, struct gl_renderbuffer *rb) +{ + struct gl_renderbuffer_attachment *att; + + _glthread_LOCK_MUTEX(fb->Mutex); + + att = _mesa_get_attachment(ctx, fb, attachment); + ASSERT(att); + if (rb) { + _mesa_set_renderbuffer_attachment(ctx, att, rb); + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { + /* do stencil attachment here (depth already done above) */ + att = _mesa_get_attachment(ctx, fb, GL_STENCIL_ATTACHMENT_EXT); + assert(att); + _mesa_set_renderbuffer_attachment(ctx, att, rb); + } + } + else { + _mesa_remove_attachment(ctx, att); + } + + invalidate_framebuffer(fb); + + _glthread_UNLOCK_MUTEX(fb->Mutex); +} + + +/** + * For debug only. + */ +static void +att_incomplete(const char *msg) +{ +#if DEBUG_FBO + _mesa_debug(NULL, "attachment incomplete: %s\n", msg); +#else + (void) msg; +#endif +} + + +/** + * For debug only. + */ +static void +fbo_incomplete(const char *msg, int index) +{ +#if DEBUG_FBO + _mesa_debug(NULL, "FBO Incomplete: %s [%d]\n", msg, index); +#else + (void) msg; + (void) index; +#endif +} + + +/** + * Is the given base format a legal format for a color renderbuffer? + */ +GLboolean +_mesa_is_legal_color_format(const struct gl_context *ctx, GLenum baseFormat) +{ + switch (baseFormat) { + case GL_RGB: + case GL_RGBA: + return GL_TRUE; + case GL_LUMINANCE: + case GL_LUMINANCE_ALPHA: + case GL_INTENSITY: + case GL_ALPHA: + return ctx->Extensions.ARB_framebuffer_object; + case GL_RED: + case GL_RG: + return ctx->Extensions.ARB_texture_rg; + default: + return GL_FALSE; + } +} + + +/** + * Is the given base format a legal format for a depth/stencil renderbuffer? + */ +static GLboolean +is_legal_depth_format(const struct gl_context *ctx, GLenum baseFormat) +{ + switch (baseFormat) { + case GL_DEPTH_COMPONENT: + case GL_DEPTH_STENCIL_EXT: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +/** + * Test if an attachment point is complete and update its Complete field. + * \param format if GL_COLOR, this is a color attachment point, + * if GL_DEPTH, this is a depth component attachment point, + * if GL_STENCIL, this is a stencil component attachment point. + */ +static void +test_attachment_completeness(const struct gl_context *ctx, GLenum format, + struct gl_renderbuffer_attachment *att) +{ + assert(format == GL_COLOR || format == GL_DEPTH || format == GL_STENCIL); + + /* assume complete */ + att->Complete = GL_TRUE; + + /* Look for reasons why the attachment might be incomplete */ + if (att->Type == GL_TEXTURE) { + const struct gl_texture_object *texObj = att->Texture; + struct gl_texture_image *texImage; + GLenum baseFormat; + + if (!texObj) { + att_incomplete("no texobj"); + att->Complete = GL_FALSE; + return; + } + + texImage = texObj->Image[att->CubeMapFace][att->TextureLevel]; + if (!texImage) { + att_incomplete("no teximage"); + att->Complete = GL_FALSE; + return; + } + if (texImage->Width < 1 || texImage->Height < 1) { + att_incomplete("teximage width/height=0"); + printf("texobj = %u\n", texObj->Name); + printf("level = %d\n", att->TextureLevel); + att->Complete = GL_FALSE; + return; + } + if (texObj->Target == GL_TEXTURE_3D && att->Zoffset >= texImage->Depth) { + att_incomplete("bad z offset"); + att->Complete = GL_FALSE; + return; + } + + baseFormat = _mesa_get_format_base_format(texImage->TexFormat); + + if (format == GL_COLOR) { + if (!_mesa_is_legal_color_format(ctx, baseFormat)) { + att_incomplete("bad format"); + att->Complete = GL_FALSE; + return; + } + if (_mesa_is_format_compressed(texImage->TexFormat)) { + att_incomplete("compressed internalformat"); + att->Complete = GL_FALSE; + return; + } + } + else if (format == GL_DEPTH) { + if (baseFormat == GL_DEPTH_COMPONENT) { + /* OK */ + } + else if (ctx->Extensions.EXT_packed_depth_stencil && + ctx->Extensions.ARB_depth_texture && + baseFormat == GL_DEPTH_STENCIL_EXT) { + /* OK */ + } + else { + att->Complete = GL_FALSE; + att_incomplete("bad depth format"); + return; + } + } + else { + ASSERT(format == GL_STENCIL); + if (ctx->Extensions.EXT_packed_depth_stencil && + ctx->Extensions.ARB_depth_texture && + baseFormat == GL_DEPTH_STENCIL_EXT) { + /* OK */ + } + else { + /* no such thing as stencil-only textures */ + att_incomplete("illegal stencil texture"); + att->Complete = GL_FALSE; + return; + } + } + } + else if (att->Type == GL_RENDERBUFFER_EXT) { + const GLenum baseFormat = + _mesa_get_format_base_format(att->Renderbuffer->Format); + + ASSERT(att->Renderbuffer); + if (!att->Renderbuffer->InternalFormat || + att->Renderbuffer->Width < 1 || + att->Renderbuffer->Height < 1) { + att_incomplete("0x0 renderbuffer"); + att->Complete = GL_FALSE; + return; + } + if (format == GL_COLOR) { + if (!_mesa_is_legal_color_format(ctx, baseFormat)) { + att_incomplete("bad renderbuffer color format"); + att->Complete = GL_FALSE; + return; + } + } + else if (format == GL_DEPTH) { + if (baseFormat == GL_DEPTH_COMPONENT) { + /* OK */ + } + else if (ctx->Extensions.EXT_packed_depth_stencil && + baseFormat == GL_DEPTH_STENCIL_EXT) { + /* OK */ + } + else { + att_incomplete("bad renderbuffer depth format"); + att->Complete = GL_FALSE; + return; + } + } + else { + assert(format == GL_STENCIL); + if (baseFormat == GL_STENCIL_INDEX) { + /* OK */ + } + else if (ctx->Extensions.EXT_packed_depth_stencil && + baseFormat == GL_DEPTH_STENCIL_EXT) { + /* OK */ + } + else { + att->Complete = GL_FALSE; + att_incomplete("bad renderbuffer stencil format"); + return; + } + } + } + else { + ASSERT(att->Type == GL_NONE); + /* complete */ + return; + } +} + + +/** + * Test if the given framebuffer object is complete and update its + * Status field with the results. + * Calls the ctx->Driver.ValidateFramebuffer() function to allow the + * driver to make hardware-specific validation/completeness checks. + * Also update the framebuffer's Width and Height fields if the + * framebuffer is complete. + */ +void +_mesa_test_framebuffer_completeness(struct gl_context *ctx, + struct gl_framebuffer *fb) +{ + GLuint numImages; + GLenum intFormat = GL_NONE; /* color buffers' internal format */ + GLuint minWidth = ~0, minHeight = ~0, maxWidth = 0, maxHeight = 0; + GLint numSamples = -1; + GLint i; + GLuint j; + + assert(fb->Name != 0); + + numImages = 0; + fb->Width = 0; + fb->Height = 0; + + /* Start at -2 to more easily loop over all attachment points. + * -2: depth buffer + * -1: stencil buffer + * >=0: color buffer + */ + for (i = -2; i < (GLint) ctx->Const.MaxColorAttachments; i++) { + struct gl_renderbuffer_attachment *att; + GLenum f; + gl_format mesaFormat; + + /* + * XXX for ARB_fbo, only check color buffers that are named by + * GL_READ_BUFFER and GL_DRAW_BUFFERi. + */ + + /* check for attachment completeness + */ + if (i == -2) { + att = &fb->Attachment[BUFFER_DEPTH]; + test_attachment_completeness(ctx, GL_DEPTH, att); + if (!att->Complete) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; + fbo_incomplete("depth attachment incomplete", -1); + return; + } + } + else if (i == -1) { + att = &fb->Attachment[BUFFER_STENCIL]; + test_attachment_completeness(ctx, GL_STENCIL, att); + if (!att->Complete) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; + fbo_incomplete("stencil attachment incomplete", -1); + return; + } + } + else { + att = &fb->Attachment[BUFFER_COLOR0 + i]; + test_attachment_completeness(ctx, GL_COLOR, att); + if (!att->Complete) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; + fbo_incomplete("color attachment incomplete", i); + return; + } + } + + /* get width, height, format of the renderbuffer/texture + */ + if (att->Type == GL_TEXTURE) { + const struct gl_texture_image *texImg + = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; + minWidth = MIN2(minWidth, texImg->Width); + maxWidth = MAX2(maxWidth, texImg->Width); + minHeight = MIN2(minHeight, texImg->Height); + maxHeight = MAX2(maxHeight, texImg->Height); + f = texImg->_BaseFormat; + mesaFormat = texImg->TexFormat; + numImages++; + if (!_mesa_is_legal_color_format(ctx, f) && + !is_legal_depth_format(ctx, f)) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT; + fbo_incomplete("texture attachment incomplete", -1); + return; + } + } + else if (att->Type == GL_RENDERBUFFER_EXT) { + minWidth = MIN2(minWidth, att->Renderbuffer->Width); + maxWidth = MAX2(minWidth, att->Renderbuffer->Width); + minHeight = MIN2(minHeight, att->Renderbuffer->Height); + maxHeight = MAX2(minHeight, att->Renderbuffer->Height); + f = att->Renderbuffer->InternalFormat; + mesaFormat = att->Renderbuffer->Format; + numImages++; + } + else { + assert(att->Type == GL_NONE); + continue; + } + + if (numSamples < 0) { + /* first buffer */ + numSamples = att->Renderbuffer->NumSamples; + } + + /* check if integer color */ + fb->_IntegerColor = _mesa_is_format_integer_color(mesaFormat); + + /* Error-check width, height, format, samples + */ + if (numImages == 1) { + /* save format, num samples */ + if (i >= 0) { + intFormat = f; + } + } + else { + if (!ctx->Extensions.ARB_framebuffer_object) { + /* check that width, height, format are same */ + if (minWidth != maxWidth || minHeight != maxHeight) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT; + fbo_incomplete("width or height mismatch", -1); + return; + } + /* check that all color buffer have same format */ + if (intFormat != GL_NONE && f != intFormat) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT; + fbo_incomplete("format mismatch", -1); + return; + } + } + if (att->Renderbuffer && + att->Renderbuffer->NumSamples != numSamples) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; + fbo_incomplete("inconsistant number of samples", i); + return; + } + + } + } + +#if FEATURE_GL + if (ctx->API == API_OPENGL) { + /* Check that all DrawBuffers are present */ + for (j = 0; j < ctx->Const.MaxDrawBuffers; j++) { + if (fb->ColorDrawBuffer[j] != GL_NONE) { + const struct gl_renderbuffer_attachment *att + = _mesa_get_attachment(ctx, fb, fb->ColorDrawBuffer[j]); + assert(att); + if (att->Type == GL_NONE) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT; + fbo_incomplete("missing drawbuffer", j); + return; + } + } + } + + /* Check that the ReadBuffer is present */ + if (fb->ColorReadBuffer != GL_NONE) { + const struct gl_renderbuffer_attachment *att + = _mesa_get_attachment(ctx, fb, fb->ColorReadBuffer); + assert(att); + if (att->Type == GL_NONE) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT; + fbo_incomplete("missing readbuffer", -1); + return; + } + } + } +#else + (void) j; +#endif + + if (numImages == 0) { + fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT; + fbo_incomplete("no attachments", -1); + return; + } + + /* Provisionally set status = COMPLETE ... */ + fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; + + /* ... but the driver may say the FB is incomplete. + * Drivers will most likely set the status to GL_FRAMEBUFFER_UNSUPPORTED + * if anything. + */ + if (ctx->Driver.ValidateFramebuffer) { + ctx->Driver.ValidateFramebuffer(ctx, fb); + if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { + fbo_incomplete("driver marked FBO as incomplete", -1); + } + } + + if (fb->_Status == GL_FRAMEBUFFER_COMPLETE_EXT) { + /* + * Note that if ARB_framebuffer_object is supported and the attached + * renderbuffers/textures are different sizes, the framebuffer + * width/height will be set to the smallest width/height. + */ + fb->Width = minWidth; + fb->Height = minHeight; + + /* finally, update the visual info for the framebuffer */ + _mesa_update_framebuffer_visual(ctx, fb); + } +} + + +GLboolean GLAPIENTRY +_mesa_IsRenderbufferEXT(GLuint renderbuffer) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + if (renderbuffer) { + struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); + if (rb != NULL && rb != &DummyRenderbuffer) + return GL_TRUE; + } + return GL_FALSE; +} + + +void GLAPIENTRY +_mesa_BindRenderbufferEXT(GLenum target, GLuint renderbuffer) +{ + struct gl_renderbuffer *newRb; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (target != GL_RENDERBUFFER_EXT) { + _mesa_error(ctx, GL_INVALID_ENUM, "glBindRenderbufferEXT(target)"); + return; + } + + /* No need to flush here since the render buffer binding has no + * effect on rendering state. + */ + + if (renderbuffer) { + newRb = _mesa_lookup_renderbuffer(ctx, renderbuffer); + if (newRb == &DummyRenderbuffer) { + /* ID was reserved, but no real renderbuffer object made yet */ + newRb = NULL; + } + else if (!newRb && ctx->Extensions.ARB_framebuffer_object) { + /* All RB IDs must be Gen'd */ + _mesa_error(ctx, GL_INVALID_OPERATION, "glBindRenderbuffer(buffer)"); + return; + } + + if (!newRb) { + /* create new renderbuffer object */ + newRb = ctx->Driver.NewRenderbuffer(ctx, renderbuffer); + if (!newRb) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindRenderbufferEXT"); + return; + } + ASSERT(newRb->AllocStorage); + _mesa_HashInsert(ctx->Shared->RenderBuffers, renderbuffer, newRb); + newRb->RefCount = 1; /* referenced by hash table */ + } + } + else { + newRb = NULL; + } + + ASSERT(newRb != &DummyRenderbuffer); + + _mesa_reference_renderbuffer(&ctx->CurrentRenderbuffer, newRb); +} + + +/** + * If the given renderbuffer is anywhere attached to the framebuffer, detach + * the renderbuffer. + * This is used when a renderbuffer object is deleted. + * The spec calls for unbinding. + */ +static void +detach_renderbuffer(struct gl_context *ctx, + struct gl_framebuffer *fb, + struct gl_renderbuffer *rb) +{ + GLuint i; + for (i = 0; i < BUFFER_COUNT; i++) { + if (fb->Attachment[i].Renderbuffer == rb) { + _mesa_remove_attachment(ctx, &fb->Attachment[i]); + } + } + invalidate_framebuffer(fb); +} + + +void GLAPIENTRY +_mesa_DeleteRenderbuffersEXT(GLsizei n, const GLuint *renderbuffers) +{ + GLint i; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + for (i = 0; i < n; i++) { + if (renderbuffers[i] > 0) { + struct gl_renderbuffer *rb; + rb = _mesa_lookup_renderbuffer(ctx, renderbuffers[i]); + if (rb) { + /* check if deleting currently bound renderbuffer object */ + if (rb == ctx->CurrentRenderbuffer) { + /* bind default */ + ASSERT(rb->RefCount >= 2); + _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + } + + if (ctx->DrawBuffer->Name) { + detach_renderbuffer(ctx, ctx->DrawBuffer, rb); + } + if (ctx->ReadBuffer->Name && ctx->ReadBuffer != ctx->DrawBuffer) { + detach_renderbuffer(ctx, ctx->ReadBuffer, rb); + } + + /* Remove from hash table immediately, to free the ID. + * But the object will not be freed until it's no longer + * referenced anywhere else. + */ + _mesa_HashRemove(ctx->Shared->RenderBuffers, renderbuffers[i]); + + if (rb != &DummyRenderbuffer) { + /* no longer referenced by hash table */ + _mesa_reference_renderbuffer(&rb, NULL); + } + } + } + } +} + + +void GLAPIENTRY +_mesa_GenRenderbuffersEXT(GLsizei n, GLuint *renderbuffers) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint first; + GLint i; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (n < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGenRenderbuffersEXT(n)"); + return; + } + + if (!renderbuffers) + return; + + first = _mesa_HashFindFreeKeyBlock(ctx->Shared->RenderBuffers, n); + + for (i = 0; i < n; i++) { + GLuint name = first + i; + renderbuffers[i] = name; + /* insert dummy placeholder into hash table */ + _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + _mesa_HashInsert(ctx->Shared->RenderBuffers, name, &DummyRenderbuffer); + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + } +} + + +/** + * Given an internal format token for a render buffer, return the + * corresponding base format. + * This is very similar to _mesa_base_tex_format() but the set of valid + * internal formats is somewhat different. + * + * \return one of GL_RGB, GL_RGBA, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT + * GL_DEPTH_STENCIL_EXT or zero if error. + * + * XXX in the future when we support red-only and red-green formats + * we'll also return GL_RED and GL_RG. + */ +GLenum +_mesa_base_fbo_format(struct gl_context *ctx, GLenum internalFormat) +{ + switch (internalFormat) { + case GL_ALPHA: + case GL_ALPHA4: + case GL_ALPHA8: + case GL_ALPHA12: + case GL_ALPHA16: + return GL_ALPHA; + case GL_RGB: + case GL_R3_G3_B2: + case GL_RGB4: + case GL_RGB5: + case GL_RGB8: + case GL_RGB10: + case GL_RGB12: + case GL_RGB16: + case GL_SRGB8_EXT: + return GL_RGB; + case GL_RGBA: + case GL_RGBA2: + case GL_RGBA4: + case GL_RGB5_A1: + case GL_RGBA8: + case GL_RGB10_A2: + case GL_RGBA12: + case GL_RGBA16: + case GL_RGBA16_SNORM: + case GL_SRGB8_ALPHA8_EXT: + return GL_RGBA; + case GL_STENCIL_INDEX: + case GL_STENCIL_INDEX1_EXT: + case GL_STENCIL_INDEX4_EXT: + case GL_STENCIL_INDEX8_EXT: + case GL_STENCIL_INDEX16_EXT: + return GL_STENCIL_INDEX; + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16: + case GL_DEPTH_COMPONENT24: + case GL_DEPTH_COMPONENT32: + return GL_DEPTH_COMPONENT; + case GL_DEPTH_STENCIL_EXT: + case GL_DEPTH24_STENCIL8_EXT: + if (ctx->Extensions.EXT_packed_depth_stencil) + return GL_DEPTH_STENCIL_EXT; + else + return 0; + /* XXX add floating point formats eventually */ + default: + return 0; + } +} + + +/** sentinal value, see below */ +#define NO_SAMPLES 1000 + + +/** + * Helper function used by _mesa_RenderbufferStorageEXT() and + * _mesa_RenderbufferStorageMultisample(). + * samples will be NO_SAMPLES if called by _mesa_RenderbufferStorageEXT(). + */ +static void +renderbuffer_storage(GLenum target, GLenum internalFormat, + GLsizei width, GLsizei height, GLsizei samples) +{ + const char *func = samples == NO_SAMPLES ? + "glRenderbufferStorage" : "RenderbufferStorageMultisample"; + struct gl_renderbuffer *rb; + GLenum baseFormat; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (target != GL_RENDERBUFFER_EXT) { + _mesa_error(ctx, GL_INVALID_ENUM, "%s(target)", func); + return; + } + + baseFormat = _mesa_base_fbo_format(ctx, internalFormat); + if (baseFormat == 0) { + _mesa_error(ctx, GL_INVALID_ENUM, "%s(internalFormat)", func); + return; + } + + if (width < 1 || width > (GLsizei) ctx->Const.MaxRenderbufferSize) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s(width)", func); + return; + } + + if (height < 1 || height > (GLsizei) ctx->Const.MaxRenderbufferSize) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s(height)", func); + return; + } + + if (samples == NO_SAMPLES) { + /* NumSamples == 0 indicates non-multisampling */ + samples = 0; + } + else if (samples > (GLsizei) ctx->Const.MaxSamples) { + /* note: driver may choose to use more samples than what's requested */ + _mesa_error(ctx, GL_INVALID_VALUE, "%s(samples)", func); + return; + } + + rb = ctx->CurrentRenderbuffer; + if (!rb) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s", func); + return; + } + + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + if (rb->InternalFormat == internalFormat && + rb->Width == (GLuint) width && + rb->Height == (GLuint) height) { + /* no change in allocation needed */ + return; + } + + /* These MUST get set by the AllocStorage func */ + rb->Format = MESA_FORMAT_NONE; + rb->NumSamples = samples; + + /* Now allocate the storage */ + ASSERT(rb->AllocStorage); + if (rb->AllocStorage(ctx, rb, internalFormat, width, height)) { + /* No error - check/set fields now */ + assert(rb->Format != MESA_FORMAT_NONE); + assert(rb->Width == (GLuint) width); + assert(rb->Height == (GLuint) height); + rb->InternalFormat = internalFormat; + rb->_BaseFormat = baseFormat; + assert(rb->_BaseFormat != 0); + } + else { + /* Probably ran out of memory - clear the fields */ + rb->Width = 0; + rb->Height = 0; + rb->Format = MESA_FORMAT_NONE; + rb->InternalFormat = GL_NONE; + rb->_BaseFormat = GL_NONE; + rb->NumSamples = 0; + } + + /* + test_framebuffer_completeness(ctx, fb); + */ + /* XXX if this renderbuffer is attached anywhere, invalidate attachment + * points??? + */ +} + + +#if FEATURE_OES_EGL_image +void GLAPIENTRY +_mesa_EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image) +{ + struct gl_renderbuffer *rb; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!ctx->Extensions.OES_EGL_image) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glEGLImageTargetRenderbufferStorageOES(unsupported)"); + return; + } + + if (target != GL_RENDERBUFFER) { + _mesa_error(ctx, GL_INVALID_ENUM, + "EGLImageTargetRenderbufferStorageOES"); + return; + } + + rb = ctx->CurrentRenderbuffer; + if (!rb) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "EGLImageTargetRenderbufferStorageOES"); + return; + } + + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + ctx->Driver.EGLImageTargetRenderbufferStorage(ctx, rb, image); +} +#endif + + +/** + * Helper function for _mesa_GetRenderbufferParameterivEXT() and + * _mesa_GetFramebufferAttachmentParameterivEXT() + * We have to be careful to respect the base format. For example, if a + * renderbuffer/texture was created with internalFormat=GL_RGB but the + * driver actually chose a GL_RGBA format, when the user queries ALPHA_SIZE + * we need to return zero. + */ +static GLint +get_component_bits(GLenum pname, GLenum baseFormat, gl_format format) +{ + switch (pname) { + case GL_RENDERBUFFER_RED_SIZE_EXT: + case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: + if (baseFormat == GL_RGB || baseFormat == GL_RGBA || + baseFormat == GL_RG || baseFormat == GL_RED) + return _mesa_get_format_bits(format, pname); + else + return 0; + case GL_RENDERBUFFER_GREEN_SIZE_EXT: + case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: + if (baseFormat == GL_RGB || baseFormat == GL_RGBA || baseFormat == GL_RG) + return _mesa_get_format_bits(format, pname); + else + return 0; + case GL_RENDERBUFFER_BLUE_SIZE_EXT: + case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: + if (baseFormat == GL_RGB || baseFormat == GL_RGBA) + return _mesa_get_format_bits(format, pname); + else + return 0; + case GL_RENDERBUFFER_ALPHA_SIZE_EXT: + case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: + if (baseFormat == GL_RGBA || baseFormat == GL_ALPHA || + baseFormat == GL_LUMINANCE_ALPHA) + return _mesa_get_format_bits(format, pname); + else + return 0; + case GL_RENDERBUFFER_DEPTH_SIZE_EXT: + case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: + if (baseFormat == GL_DEPTH_COMPONENT || baseFormat == GL_DEPTH_STENCIL) + return _mesa_get_format_bits(format, pname); + else + return 0; + case GL_RENDERBUFFER_STENCIL_SIZE_EXT: + case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: + if (baseFormat == GL_STENCIL_INDEX || baseFormat == GL_DEPTH_STENCIL) + return _mesa_get_format_bits(format, pname); + else + return 0; + default: + return 0; + } +} + + + +void GLAPIENTRY +_mesa_RenderbufferStorageEXT(GLenum target, GLenum internalFormat, + GLsizei width, GLsizei height) +{ + /* GL_ARB_fbo says calling this function is equivalent to calling + * glRenderbufferStorageMultisample() with samples=0. We pass in + * a token value here just for error reporting purposes. + */ + renderbuffer_storage(target, internalFormat, width, height, NO_SAMPLES); +} + + +void GLAPIENTRY +_mesa_RenderbufferStorageMultisample(GLenum target, GLsizei samples, + GLenum internalFormat, + GLsizei width, GLsizei height) +{ + renderbuffer_storage(target, internalFormat, width, height, samples); +} + + +/** + * OpenGL ES version of glRenderBufferStorage. + */ +void GLAPIENTRY +_es_RenderbufferStorageEXT(GLenum target, GLenum internalFormat, + GLsizei width, GLsizei height) +{ + switch (internalFormat) { + case GL_RGB565: + /* XXX this confuses GL_RENDERBUFFER_INTERNAL_FORMAT_OES */ + /* choose a closest format */ + internalFormat = GL_RGB5; + break; + default: + break; + } + + renderbuffer_storage(target, internalFormat, width, height, 0); +} + + +void GLAPIENTRY +_mesa_GetRenderbufferParameterivEXT(GLenum target, GLenum pname, GLint *params) +{ + struct gl_renderbuffer *rb; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (target != GL_RENDERBUFFER_EXT) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetRenderbufferParameterivEXT(target)"); + return; + } + + rb = ctx->CurrentRenderbuffer; + if (!rb) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetRenderbufferParameterivEXT"); + return; + } + + /* No need to flush here since we're just quering state which is + * not effected by rendering. + */ + + switch (pname) { + case GL_RENDERBUFFER_WIDTH_EXT: + *params = rb->Width; + return; + case GL_RENDERBUFFER_HEIGHT_EXT: + *params = rb->Height; + return; + case GL_RENDERBUFFER_INTERNAL_FORMAT_EXT: + *params = rb->InternalFormat; + return; + case GL_RENDERBUFFER_RED_SIZE_EXT: + case GL_RENDERBUFFER_GREEN_SIZE_EXT: + case GL_RENDERBUFFER_BLUE_SIZE_EXT: + case GL_RENDERBUFFER_ALPHA_SIZE_EXT: + case GL_RENDERBUFFER_DEPTH_SIZE_EXT: + case GL_RENDERBUFFER_STENCIL_SIZE_EXT: + *params = get_component_bits(pname, rb->_BaseFormat, rb->Format); + break; + case GL_RENDERBUFFER_SAMPLES: + if (ctx->Extensions.ARB_framebuffer_object) { + *params = rb->NumSamples; + break; + } + /* fallthrough */ + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetRenderbufferParameterivEXT(target)"); + return; + } +} + + +GLboolean GLAPIENTRY +_mesa_IsFramebufferEXT(GLuint framebuffer) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + if (framebuffer) { + struct gl_framebuffer *rb = _mesa_lookup_framebuffer(ctx, framebuffer); + if (rb != NULL && rb != &DummyFramebuffer) + return GL_TRUE; + } + return GL_FALSE; +} + + +/** + * Check if any of the attachments of the given framebuffer are textures + * (render to texture). Call ctx->Driver.RenderTexture() for such + * attachments. + */ +static void +check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb) +{ + GLuint i; + ASSERT(ctx->Driver.RenderTexture); + + if (fb->Name == 0) + return; /* can't render to texture with winsys framebuffers */ + + for (i = 0; i < BUFFER_COUNT; i++) { + struct gl_renderbuffer_attachment *att = fb->Attachment + i; + struct gl_texture_object *texObj = att->Texture; + if (texObj + && texObj->Image[att->CubeMapFace][att->TextureLevel]) { + ctx->Driver.RenderTexture(ctx, fb, att); + } + } +} + + +/** + * Examine all the framebuffer's attachments to see if any are textures. + * If so, call ctx->Driver.FinishRenderTexture() for each texture to + * notify the device driver that the texture image may have changed. + */ +static void +check_end_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb) +{ + if (fb->Name == 0) + return; /* can't render to texture with winsys framebuffers */ + + if (ctx->Driver.FinishRenderTexture) { + GLuint i; + for (i = 0; i < BUFFER_COUNT; i++) { + struct gl_renderbuffer_attachment *att = fb->Attachment + i; + if (att->Texture && att->Renderbuffer) { + ctx->Driver.FinishRenderTexture(ctx, att); + } + } + } +} + + +void GLAPIENTRY +_mesa_BindFramebufferEXT(GLenum target, GLuint framebuffer) +{ + struct gl_framebuffer *newDrawFb, *newReadFb; + struct gl_framebuffer *oldDrawFb, *oldReadFb; + GLboolean bindReadBuf, bindDrawBuf; + GET_CURRENT_CONTEXT(ctx); + +#ifdef DEBUG + if (ctx->Extensions.ARB_framebuffer_object) { + ASSERT(ctx->Extensions.EXT_framebuffer_object); + ASSERT(ctx->Extensions.EXT_framebuffer_blit); + } +#endif + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!ctx->Extensions.EXT_framebuffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBindFramebufferEXT(unsupported)"); + return; + } + + switch (target) { +#if FEATURE_EXT_framebuffer_blit + case GL_DRAW_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); + return; + } + bindDrawBuf = GL_TRUE; + bindReadBuf = GL_FALSE; + break; + case GL_READ_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); + return; + } + bindDrawBuf = GL_FALSE; + bindReadBuf = GL_TRUE; + break; +#endif + case GL_FRAMEBUFFER_EXT: + bindDrawBuf = GL_TRUE; + bindReadBuf = GL_TRUE; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); + return; + } + + if (framebuffer) { + /* Binding a user-created framebuffer object */ + newDrawFb = _mesa_lookup_framebuffer(ctx, framebuffer); + if (newDrawFb == &DummyFramebuffer) { + /* ID was reserved, but no real framebuffer object made yet */ + newDrawFb = NULL; + } + else if (!newDrawFb && ctx->Extensions.ARB_framebuffer_object) { + /* All FBO IDs must be Gen'd */ + _mesa_error(ctx, GL_INVALID_OPERATION, "glBindFramebuffer(buffer)"); + return; + } + + if (!newDrawFb) { + /* create new framebuffer object */ + newDrawFb = ctx->Driver.NewFramebuffer(ctx, framebuffer); + if (!newDrawFb) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindFramebufferEXT"); + return; + } + _mesa_HashInsert(ctx->Shared->FrameBuffers, framebuffer, newDrawFb); + } + newReadFb = newDrawFb; + } + else { + /* Binding the window system framebuffer (which was originally set + * with MakeCurrent). + */ + newDrawFb = ctx->WinSysDrawBuffer; + newReadFb = ctx->WinSysReadBuffer; + } + + ASSERT(newDrawFb); + ASSERT(newDrawFb != &DummyFramebuffer); + + /* save pointers to current/old framebuffers */ + oldDrawFb = ctx->DrawBuffer; + oldReadFb = ctx->ReadBuffer; + + /* check if really changing bindings */ + if (oldDrawFb == newDrawFb) + bindDrawBuf = GL_FALSE; + if (oldReadFb == newReadFb) + bindReadBuf = GL_FALSE; + + /* + * OK, now bind the new Draw/Read framebuffers, if they're changing. + * + * We also check if we're beginning and/or ending render-to-texture. + * When a framebuffer with texture attachments is unbound, call + * ctx->Driver.FinishRenderTexture(). + * When a framebuffer with texture attachments is bound, call + * ctx->Driver.RenderTexture(). + * + * Note that if the ReadBuffer has texture attachments we don't consider + * that a render-to-texture case. + */ + if (bindReadBuf) { + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + /* check if old readbuffer was render-to-texture */ + check_end_texture_render(ctx, oldReadFb); + + _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb); + } + + if (bindDrawBuf) { + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + /* check if old read/draw buffers were render-to-texture */ + if (!bindReadBuf) + check_end_texture_render(ctx, oldReadFb); + + if (oldDrawFb != oldReadFb) + check_end_texture_render(ctx, oldDrawFb); + + /* check if newly bound framebuffer has any texture attachments */ + check_begin_texture_render(ctx, newDrawFb); + + _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb); + } + + if ((bindDrawBuf || bindReadBuf) && ctx->Driver.BindFramebuffer) { + ctx->Driver.BindFramebuffer(ctx, target, newDrawFb, newReadFb); + } +} + + +void GLAPIENTRY +_mesa_DeleteFramebuffersEXT(GLsizei n, const GLuint *framebuffers) +{ + GLint i; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + for (i = 0; i < n; i++) { + if (framebuffers[i] > 0) { + struct gl_framebuffer *fb; + fb = _mesa_lookup_framebuffer(ctx, framebuffers[i]); + if (fb) { + ASSERT(fb == &DummyFramebuffer || fb->Name == framebuffers[i]); + + /* check if deleting currently bound framebuffer object */ + if (ctx->Extensions.EXT_framebuffer_blit) { + /* separate draw/read binding points */ + if (fb == ctx->DrawBuffer) { + /* bind default */ + ASSERT(fb->RefCount >= 2); + _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); + } + if (fb == ctx->ReadBuffer) { + /* bind default */ + ASSERT(fb->RefCount >= 2); + _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0); + } + } + else { + /* only one binding point for read/draw buffers */ + if (fb == ctx->DrawBuffer || fb == ctx->ReadBuffer) { + /* bind default */ + ASSERT(fb->RefCount >= 2); + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } + } + + /* remove from hash table immediately, to free the ID */ + _mesa_HashRemove(ctx->Shared->FrameBuffers, framebuffers[i]); + + if (fb != &DummyFramebuffer) { + /* But the object will not be freed until it's no longer + * bound in any context. + */ + _mesa_reference_framebuffer(&fb, NULL); + } + } + } + } +} + + +void GLAPIENTRY +_mesa_GenFramebuffersEXT(GLsizei n, GLuint *framebuffers) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint first; + GLint i; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (n < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGenFramebuffersEXT(n)"); + return; + } + + if (!framebuffers) + return; + + first = _mesa_HashFindFreeKeyBlock(ctx->Shared->FrameBuffers, n); + + for (i = 0; i < n; i++) { + GLuint name = first + i; + framebuffers[i] = name; + /* insert dummy placeholder into hash table */ + _glthread_LOCK_MUTEX(ctx->Shared->Mutex); + _mesa_HashInsert(ctx->Shared->FrameBuffers, name, &DummyFramebuffer); + _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); + } +} + + + +GLenum GLAPIENTRY +_mesa_CheckFramebufferStatusEXT(GLenum target) +{ + struct gl_framebuffer *buffer; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); + + switch (target) { +#if FEATURE_EXT_framebuffer_blit + case GL_DRAW_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)"); + return 0; + } + buffer = ctx->DrawBuffer; + break; + case GL_READ_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)"); + return 0; + } + buffer = ctx->ReadBuffer; + break; +#endif + case GL_FRAMEBUFFER_EXT: + buffer = ctx->DrawBuffer; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)"); + return 0; /* formerly GL_FRAMEBUFFER_STATUS_ERROR_EXT */ + } + + if (buffer->Name == 0) { + /* The window system / default framebuffer is always complete */ + return GL_FRAMEBUFFER_COMPLETE_EXT; + } + + /* No need to flush here */ + + if (buffer->_Status != GL_FRAMEBUFFER_COMPLETE) { + _mesa_test_framebuffer_completeness(ctx, buffer); + } + + return buffer->_Status; +} + + + +/** + * Common code called by glFramebufferTexture1D/2D/3DEXT(). + */ +static void +framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target, + GLenum attachment, GLenum textarget, GLuint texture, + GLint level, GLint zoffset) +{ + struct gl_renderbuffer_attachment *att; + struct gl_texture_object *texObj = NULL; + struct gl_framebuffer *fb; + GLboolean error = GL_FALSE; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + switch (target) { + case GL_READ_FRAMEBUFFER_EXT: + error = !ctx->Extensions.EXT_framebuffer_blit; + fb = ctx->ReadBuffer; + break; + case GL_DRAW_FRAMEBUFFER_EXT: + error = !ctx->Extensions.EXT_framebuffer_blit; + /* fall-through */ + case GL_FRAMEBUFFER_EXT: + fb = ctx->DrawBuffer; + break; + default: + error = GL_TRUE; + } + + if (error) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferTexture%sEXT(target=0x%x)", caller, target); + return; + } + + ASSERT(fb); + + /* check framebuffer binding */ + if (fb->Name == 0) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferTexture%sEXT", caller); + return; + } + + + /* The textarget, level, and zoffset parameters are only validated if + * texture is non-zero. + */ + if (texture) { + GLboolean err = GL_TRUE; + + texObj = _mesa_lookup_texture(ctx, texture); + if (texObj != NULL) { + if (textarget == 0) { + /* XXX what's the purpose of this? */ + err = (texObj->Target != GL_TEXTURE_3D) && + (texObj->Target != GL_TEXTURE_1D_ARRAY_EXT) && + (texObj->Target != GL_TEXTURE_2D_ARRAY_EXT); + } + else { + err = (texObj->Target == GL_TEXTURE_CUBE_MAP) + ? !IS_CUBE_FACE(textarget) + : (texObj->Target != textarget); + } + } + else { + /* can't render to a non-existant texture */ + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferTexture%sEXT(non existant texture)", + caller); + return; + } + + if (err) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferTexture%sEXT(texture target mismatch)", + caller); + return; + } + + if (texObj->Target == GL_TEXTURE_3D) { + const GLint maxSize = 1 << (ctx->Const.Max3DTextureLevels - 1); + if (zoffset < 0 || zoffset >= maxSize) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glFramebufferTexture%sEXT(zoffset)", caller); + return; + } + } + else if ((texObj->Target == GL_TEXTURE_1D_ARRAY_EXT) || + (texObj->Target == GL_TEXTURE_2D_ARRAY_EXT)) { + if (zoffset < 0 || zoffset >= ctx->Const.MaxArrayTextureLayers) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glFramebufferTexture%sEXT(layer)", caller); + return; + } + } + + if ((level < 0) || + (level >= _mesa_max_texture_levels(ctx, texObj->Target))) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glFramebufferTexture%sEXT(level)", caller); + return; + } + } + + att = _mesa_get_attachment(ctx, fb, attachment); + if (att == NULL) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferTexture%sEXT(attachment)", caller); + return; + } + + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + _glthread_LOCK_MUTEX(fb->Mutex); + if (texObj) { + _mesa_set_texture_attachment(ctx, fb, att, texObj, textarget, + level, zoffset); + /* Set the render-to-texture flag. We'll check this flag in + * glTexImage() and friends to determine if we need to revalidate + * any FBOs that might be rendering into this texture. + * This flag never gets cleared since it's non-trivial to determine + * when all FBOs might be done rendering to this texture. That's OK + * though since it's uncommon to render to a texture then repeatedly + * call glTexImage() to change images in the texture. + */ + texObj->_RenderToTexture = GL_TRUE; + } + else { + _mesa_remove_attachment(ctx, att); + } + + invalidate_framebuffer(fb); + + _glthread_UNLOCK_MUTEX(fb->Mutex); +} + + + +void GLAPIENTRY +_mesa_FramebufferTexture1DEXT(GLenum target, GLenum attachment, + GLenum textarget, GLuint texture, GLint level) +{ + GET_CURRENT_CONTEXT(ctx); + + if ((texture != 0) && (textarget != GL_TEXTURE_1D)) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferTexture1DEXT(textarget)"); + return; + } + + framebuffer_texture(ctx, "1D", target, attachment, textarget, texture, + level, 0); +} + + +void GLAPIENTRY +_mesa_FramebufferTexture2DEXT(GLenum target, GLenum attachment, + GLenum textarget, GLuint texture, GLint level) +{ + GET_CURRENT_CONTEXT(ctx); + + if ((texture != 0) && + (textarget != GL_TEXTURE_2D) && + (textarget != GL_TEXTURE_RECTANGLE_ARB) && + (!IS_CUBE_FACE(textarget))) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferTexture2DEXT(textarget=0x%x)", textarget); + return; + } + + framebuffer_texture(ctx, "2D", target, attachment, textarget, texture, + level, 0); +} + + +void GLAPIENTRY +_mesa_FramebufferTexture3DEXT(GLenum target, GLenum attachment, + GLenum textarget, GLuint texture, + GLint level, GLint zoffset) +{ + GET_CURRENT_CONTEXT(ctx); + + if ((texture != 0) && (textarget != GL_TEXTURE_3D)) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferTexture3DEXT(textarget)"); + return; + } + + framebuffer_texture(ctx, "3D", target, attachment, textarget, texture, + level, zoffset); +} + + +void GLAPIENTRY +_mesa_FramebufferTextureLayerEXT(GLenum target, GLenum attachment, + GLuint texture, GLint level, GLint layer) +{ + GET_CURRENT_CONTEXT(ctx); + + framebuffer_texture(ctx, "Layer", target, attachment, 0, texture, + level, layer); +} + + +void GLAPIENTRY +_mesa_FramebufferRenderbufferEXT(GLenum target, GLenum attachment, + GLenum renderbufferTarget, + GLuint renderbuffer) +{ + struct gl_renderbuffer_attachment *att; + struct gl_framebuffer *fb; + struct gl_renderbuffer *rb; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + switch (target) { +#if FEATURE_EXT_framebuffer_blit + case GL_DRAW_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferRenderbufferEXT(target)"); + return; + } + fb = ctx->DrawBuffer; + break; + case GL_READ_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferRenderbufferEXT(target)"); + return; + } + fb = ctx->ReadBuffer; + break; +#endif + case GL_FRAMEBUFFER_EXT: + fb = ctx->DrawBuffer; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferRenderbufferEXT(target)"); + return; + } + + if (renderbufferTarget != GL_RENDERBUFFER_EXT) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferRenderbufferEXT(renderbufferTarget)"); + return; + } + + if (fb->Name == 0) { + /* Can't attach new renderbuffers to a window system framebuffer */ + _mesa_error(ctx, GL_INVALID_OPERATION, "glFramebufferRenderbufferEXT"); + return; + } + + att = _mesa_get_attachment(ctx, fb, attachment); + if (att == NULL) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glFramebufferRenderbufferEXT(invalid attachment %s)", + _mesa_lookup_enum_by_nr(attachment)); + return; + } + + if (renderbuffer) { + rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); + if (!rb) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferRenderbufferEXT(non-existant" + " renderbuffer %u)", renderbuffer); + return; + } + else if (rb == &DummyRenderbuffer) { + /* This is what NVIDIA does */ + _mesa_error(ctx, GL_INVALID_VALUE, + "glFramebufferRenderbufferEXT(renderbuffer %u)", + renderbuffer); + return; + } + } + else { + /* remove renderbuffer attachment */ + rb = NULL; + } + + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && + rb && rb->Format != MESA_FORMAT_NONE) { + /* make sure the renderbuffer is a depth/stencil format */ + const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); + if (baseFormat != GL_DEPTH_STENCIL) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferRenderbufferEXT(renderbuffer" + " is not DEPTH_STENCIL format)"); + return; + } + } + + + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + assert(ctx->Driver.FramebufferRenderbuffer); + ctx->Driver.FramebufferRenderbuffer(ctx, fb, attachment, rb); + + /* Some subsequent GL commands may depend on the framebuffer's visual + * after the binding is updated. Update visual info now. + */ + _mesa_update_framebuffer_visual(ctx, fb); +} + + +void GLAPIENTRY +_mesa_GetFramebufferAttachmentParameterivEXT(GLenum target, GLenum attachment, + GLenum pname, GLint *params) +{ + const struct gl_renderbuffer_attachment *att; + struct gl_framebuffer *buffer; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + switch (target) { +#if FEATURE_EXT_framebuffer_blit + case GL_DRAW_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(target)"); + return; + } + buffer = ctx->DrawBuffer; + break; + case GL_READ_FRAMEBUFFER_EXT: + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(target)"); + return; + } + buffer = ctx->ReadBuffer; + break; +#endif + case GL_FRAMEBUFFER_EXT: + buffer = ctx->DrawBuffer; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(target)"); + return; + } + + if (buffer->Name == 0) { + /* the default / window-system FBO */ + att = _mesa_get_fb0_attachment(ctx, buffer, attachment); + } + else { + /* user-created framebuffer FBO */ + att = _mesa_get_attachment(ctx, buffer, attachment); + } + + if (att == NULL) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(attachment)"); + return; + } + + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { + /* the depth and stencil attachments must point to the same buffer */ + const struct gl_renderbuffer_attachment *depthAtt, *stencilAtt; + depthAtt = _mesa_get_attachment(ctx, buffer, GL_DEPTH_ATTACHMENT); + stencilAtt = _mesa_get_attachment(ctx, buffer, GL_STENCIL_ATTACHMENT); + if (depthAtt->Renderbuffer != stencilAtt->Renderbuffer) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetFramebufferAttachmentParameterivEXT(DEPTH/STENCIL" + " attachments differ)"); + return; + } + } + + /* No need to flush here */ + + switch (pname) { + case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT: + *params = buffer->Name == 0 ? GL_FRAMEBUFFER_DEFAULT : att->Type; + return; + case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT: + if (att->Type == GL_RENDERBUFFER_EXT) { + *params = att->Renderbuffer->Name; + } + else if (att->Type == GL_TEXTURE) { + *params = att->Texture->Name; + } + else { + assert(att->Type == GL_NONE); + *params = 0; + } + return; + case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT: + if (att->Type == GL_TEXTURE) { + *params = att->TextureLevel; + } + else { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + } + return; + case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT: + if (att->Type == GL_TEXTURE) { + if (att->Texture && att->Texture->Target == GL_TEXTURE_CUBE_MAP) { + *params = GL_TEXTURE_CUBE_MAP_POSITIVE_X + att->CubeMapFace; + } + else { + *params = 0; + } + } + else { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + } + return; + case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT: + if (att->Type == GL_TEXTURE) { + if (att->Texture && att->Texture->Target == GL_TEXTURE_3D) { + *params = att->Zoffset; + } + else { + *params = 0; + } + } + else { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + } + return; + case GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: + if (!ctx->Extensions.ARB_framebuffer_object) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + } + else { + *params = _mesa_get_format_color_encoding(att->Renderbuffer->Format); + } + return; + case GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: + if (!ctx->Extensions.ARB_framebuffer_object) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + return; + } + else { + gl_format format = att->Renderbuffer->Format; + if (format == MESA_FORMAT_CI8 || format == MESA_FORMAT_S8) { + /* special cases */ + *params = GL_INDEX; + } + else { + *params = _mesa_get_format_datatype(format); + } + } + return; + case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: + case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: + case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: + case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: + case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: + case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: + if (!ctx->Extensions.ARB_framebuffer_object) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + } + else if (att->Texture) { + const struct gl_texture_image *texImage = + _mesa_select_tex_image(ctx, att->Texture, att->Texture->Target, + att->TextureLevel); + if (texImage) { + *params = get_component_bits(pname, texImage->_BaseFormat, + texImage->TexFormat); + } + else { + *params = 0; + } + } + else if (att->Renderbuffer) { + *params = get_component_bits(pname, att->Renderbuffer->_BaseFormat, + att->Renderbuffer->Format); + } + else { + *params = 0; + } + return; + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetFramebufferAttachmentParameterivEXT(pname)"); + return; + } +} + + +void GLAPIENTRY +_mesa_GenerateMipmapEXT(GLenum target) +{ + struct gl_texture_object *texObj; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + switch (target) { + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + case GL_TEXTURE_3D: + case GL_TEXTURE_CUBE_MAP: + /* OK, legal value */ + break; + default: + /* XXX need to implement GL_TEXTURE_1D_ARRAY and GL_TEXTURE_2D_ARRAY */ + _mesa_error(ctx, GL_INVALID_ENUM, "glGenerateMipmapEXT(target)"); + return; + } + + texObj = _mesa_get_current_tex_object(ctx, target); + + if (texObj->BaseLevel >= texObj->MaxLevel) { + /* nothing to do */ + return; + } + + if (texObj->Target == GL_TEXTURE_CUBE_MAP && + !_mesa_cube_complete(texObj)) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGenerateMipmap(incomplete cube map)"); + return; + } + + _mesa_lock_texture(ctx, texObj); + if (target == GL_TEXTURE_CUBE_MAP) { + GLuint face; + for (face = 0; face < 6; face++) + ctx->Driver.GenerateMipmap(ctx, + GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + face, + texObj); + } + else { + ctx->Driver.GenerateMipmap(ctx, target, texObj); + } + _mesa_unlock_texture(ctx, texObj); +} + + +#if FEATURE_EXT_framebuffer_blit + +static const struct gl_renderbuffer_attachment * +find_attachment(const struct gl_framebuffer *fb, const struct gl_renderbuffer *rb) +{ + GLuint i; + for (i = 0; i < Elements(fb->Attachment); i++) { + if (fb->Attachment[i].Renderbuffer == rb) + return &fb->Attachment[i]; + } + return NULL; +} + + + +/** + * Blit rectangular region, optionally from one framebuffer to another. + * + * Note, if the src buffer is multisampled and the dest is not, this is + * when the samples must be resolved to a single color. + */ +void GLAPIENTRY +_mesa_BlitFramebufferEXT(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter) +{ + const GLbitfield legalMaskBits = (GL_COLOR_BUFFER_BIT | + GL_DEPTH_BUFFER_BIT | + GL_STENCIL_BUFFER_BIT); + const struct gl_framebuffer *readFb, *drawFb; + const struct gl_renderbuffer *colorReadRb, *colorDrawRb; + GET_CURRENT_CONTEXT(ctx); + + ASSERT_OUTSIDE_BEGIN_END(ctx); + FLUSH_VERTICES(ctx, _NEW_BUFFERS); + + if (ctx->NewState) { + _mesa_update_state(ctx); + } + + readFb = ctx->ReadBuffer; + drawFb = ctx->DrawBuffer; + + if (!readFb || !drawFb) { + /* This will normally never happen but someday we may want to + * support MakeCurrent() with no drawables. + */ + return; + } + + /* check for complete framebuffers */ + if (drawFb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT || + readFb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { + _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, + "glBlitFramebufferEXT(incomplete draw/read buffers)"); + return; + } + + if (filter != GL_NEAREST && filter != GL_LINEAR) { + _mesa_error(ctx, GL_INVALID_ENUM, "glBlitFramebufferEXT(filter)"); + return; + } + + if (mask & ~legalMaskBits) { + _mesa_error( ctx, GL_INVALID_VALUE, "glBlitFramebufferEXT(mask)"); + return; + } + + /* depth/stencil must be blitted with nearest filtering */ + if ((mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) + && filter != GL_NEAREST) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBlitFramebufferEXT(depth/stencil requires GL_NEAREST filter"); + return; + } + + /* get color read/draw renderbuffers */ + if (mask & GL_COLOR_BUFFER_BIT) { + colorReadRb = readFb->_ColorReadBuffer; + colorDrawRb = drawFb->_ColorDrawBuffers[0]; + } + else { + colorReadRb = colorDrawRb = NULL; + } + + if (mask & GL_STENCIL_BUFFER_BIT) { + struct gl_renderbuffer *readRb = readFb->_StencilBuffer; + struct gl_renderbuffer *drawRb = drawFb->_StencilBuffer; + if (!readRb || + !drawRb || + _mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS) != + _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS)) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBlitFramebufferEXT(stencil buffer size mismatch"); + return; + } + } + + if (mask & GL_DEPTH_BUFFER_BIT) { + struct gl_renderbuffer *readRb = readFb->_DepthBuffer; + struct gl_renderbuffer *drawRb = drawFb->_DepthBuffer; + if (!readRb || + !drawRb || + _mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS) != + _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS)) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBlitFramebufferEXT(depth buffer size mismatch"); + return; + } + } + + if (readFb->Visual.samples > 0 && + drawFb->Visual.samples > 0 && + readFb->Visual.samples != drawFb->Visual.samples) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBlitFramebufferEXT(mismatched samples"); + return; + } + + /* extra checks for multisample copies... */ + if (readFb->Visual.samples > 0 || drawFb->Visual.samples > 0) { + /* src and dest region sizes must be the same */ + if (srcX1 - srcX0 != dstX1 - dstX0 || + srcY1 - srcY0 != dstY1 - dstY0) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBlitFramebufferEXT(bad src/dst multisample region sizes"); + return; + } + + /* color formats must match */ + if (colorReadRb && + colorDrawRb && + colorReadRb->Format != colorDrawRb->Format) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBlitFramebufferEXT(bad src/dst multisample pixel formats"); + return; + } + } + + if (!ctx->Extensions.EXT_framebuffer_blit) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glBlitFramebufferEXT"); + return; + } + + /* Debug code */ + if (DEBUG_BLIT) { + printf("glBlitFramebuffer(%d, %d, %d, %d, %d, %d, %d, %d," + " 0x%x, 0x%x)\n", + srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, + mask, filter); + if (colorReadRb) { + const struct gl_renderbuffer_attachment *att; + + att = find_attachment(readFb, colorReadRb); + printf(" Src FBO %u RB %u (%dx%d) ", + readFb->Name, colorReadRb->Name, + colorReadRb->Width, colorReadRb->Height); + if (att && att->Texture) { + printf("Tex %u tgt 0x%x level %u face %u", + att->Texture->Name, + att->Texture->Target, + att->TextureLevel, + att->CubeMapFace); + } + printf("\n"); + + att = find_attachment(drawFb, colorDrawRb); + printf(" Dst FBO %u RB %u (%dx%d) ", + drawFb->Name, colorDrawRb->Name, + colorDrawRb->Width, colorDrawRb->Height); + if (att && att->Texture) { + printf("Tex %u tgt 0x%x level %u face %u", + att->Texture->Name, + att->Texture->Target, + att->TextureLevel, + att->CubeMapFace); + } + printf("\n"); + } + } + + ASSERT(ctx->Driver.BlitFramebuffer); + ctx->Driver.BlitFramebuffer(ctx, + srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, + mask, filter); +} +#endif /* FEATURE_EXT_framebuffer_blit */ + +#if FEATURE_ARB_geometry_shader4 +void GLAPIENTRY +_mesa_FramebufferTextureARB(GLenum target, GLenum attachment, + GLuint texture, GLint level) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferTextureARB " + "not implemented!"); +} + +void GLAPIENTRY +_mesa_FramebufferTextureFaceARB(GLenum target, GLenum attachment, + GLuint texture, GLint level, GLenum face) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_error(ctx, GL_INVALID_OPERATION, + "glFramebufferTextureFaceARB " + "not implemented!"); +} +#endif /* FEATURE_ARB_geometry_shader4 */ diff --git a/mesalib/src/mesa/main/mtypes.h b/mesalib/src/mesa/main/mtypes.h index bcae84433..8d2030e9c 100644 --- a/mesalib/src/mesa/main/mtypes.h +++ b/mesalib/src/mesa/main/mtypes.h @@ -1,3317 +1,3318 @@ -/* - * Mesa 3-D graphics library - * Version: 7.7 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * Copyright (C) 2009 VMware, Inc. All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - -/** - * \file mtypes.h - * Main Mesa data structures. - * - * Please try to mark derived values with a leading underscore ('_'). - */ - -#ifndef MTYPES_H -#define MTYPES_H - - -#include "main/glheader.h" -#include "main/config.h" -#include "main/mfeatures.h" -#include "glapi/glapi.h" -#include "math/m_matrix.h" /* GLmatrix */ -#include "main/simple_list.h" /* struct simple_node */ -#include "main/formats.h" /* MESA_FORMAT_COUNT */ - - -/** - * Color channel data type. - */ -#if CHAN_BITS == 8 - typedef GLubyte GLchan; -#define CHAN_MAX 255 -#define CHAN_MAXF 255.0F -#define CHAN_TYPE GL_UNSIGNED_BYTE -#elif CHAN_BITS == 16 - typedef GLushort GLchan; -#define CHAN_MAX 65535 -#define CHAN_MAXF 65535.0F -#define CHAN_TYPE GL_UNSIGNED_SHORT -#elif CHAN_BITS == 32 - typedef GLfloat GLchan; -#define CHAN_MAX 1.0 -#define CHAN_MAXF 1.0F -#define CHAN_TYPE GL_FLOAT -#else -#error "illegal number of color channel bits" -#endif - - -/** - * Stencil buffer data type. - */ -#if STENCIL_BITS==8 - typedef GLubyte GLstencil; -#elif STENCIL_BITS==16 - typedef GLushort GLstencil; -#else -# error "illegal number of stencil bits" -#endif - - -/** - * \name 64-bit extension of GLbitfield. - */ -/*@{*/ -typedef GLuint64 GLbitfield64; - -#define BITFIELD64_ONE 1ULL -#define BITFIELD64_ALLONES ~0ULL - -/** Set a single bit */ -#define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b)) - -/** Set a mask of the least significant \c b bits */ -#define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \ - (BITFIELD64_BIT(b) - 1)) - -/** - * Set all bits from l (low bit) to h (high bit), inclusive. - * - * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits. - */ -#define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l)) -/*@}*/ - - -/** - * \name Some forward type declarations - */ -/*@{*/ -struct _mesa_HashTable; -struct gl_attrib_node; -struct gl_list_extensions; -struct gl_meta_state; -struct gl_pixelstore_attrib; -struct gl_program_cache; -struct gl_texture_format; -struct gl_texture_image; -struct gl_texture_object; -struct gl_context; -struct st_context; -/*@}*/ - - - -/** - * Shader stages. Note that these will become 5 with tessellation. - * These MUST have the same values as gallium's PIPE_SHADER_* - */ -typedef enum -{ - MESA_SHADER_VERTEX = 0, - MESA_SHADER_FRAGMENT = 1, - MESA_SHADER_GEOMETRY = 2, - MESA_SHADER_TYPES = 3 -} gl_shader_type; - - - -/** - * Indexes for vertex program attributes. - * GL_NV_vertex_program aliases generic attributes over the conventional - * attributes. In GL_ARB_vertex_program shader the aliasing is optional. - * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the - * generic attributes are distinct/separate). - */ -typedef enum -{ - VERT_ATTRIB_POS = 0, - VERT_ATTRIB_WEIGHT = 1, - VERT_ATTRIB_NORMAL = 2, - VERT_ATTRIB_COLOR0 = 3, - VERT_ATTRIB_COLOR1 = 4, - VERT_ATTRIB_FOG = 5, - VERT_ATTRIB_COLOR_INDEX = 6, - VERT_ATTRIB_POINT_SIZE = 6, /*alias*/ - VERT_ATTRIB_EDGEFLAG = 7, - VERT_ATTRIB_TEX0 = 8, - VERT_ATTRIB_TEX1 = 9, - VERT_ATTRIB_TEX2 = 10, - VERT_ATTRIB_TEX3 = 11, - VERT_ATTRIB_TEX4 = 12, - VERT_ATTRIB_TEX5 = 13, - VERT_ATTRIB_TEX6 = 14, - VERT_ATTRIB_TEX7 = 15, - VERT_ATTRIB_GENERIC0 = 16, - VERT_ATTRIB_GENERIC1 = 17, - VERT_ATTRIB_GENERIC2 = 18, - VERT_ATTRIB_GENERIC3 = 19, - VERT_ATTRIB_GENERIC4 = 20, - VERT_ATTRIB_GENERIC5 = 21, - VERT_ATTRIB_GENERIC6 = 22, - VERT_ATTRIB_GENERIC7 = 23, - VERT_ATTRIB_GENERIC8 = 24, - VERT_ATTRIB_GENERIC9 = 25, - VERT_ATTRIB_GENERIC10 = 26, - VERT_ATTRIB_GENERIC11 = 27, - VERT_ATTRIB_GENERIC12 = 28, - VERT_ATTRIB_GENERIC13 = 29, - VERT_ATTRIB_GENERIC14 = 30, - VERT_ATTRIB_GENERIC15 = 31, - VERT_ATTRIB_MAX = 32 -} gl_vert_attrib; - -/** - * Bitflags for vertex attributes. - * These are used in bitfields in many places. - */ -/*@{*/ -#define VERT_BIT_POS (1 << VERT_ATTRIB_POS) -#define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT) -#define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL) -#define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0) -#define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1) -#define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG) -#define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX) -#define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG) -#define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0) -#define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1) -#define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2) -#define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3) -#define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4) -#define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5) -#define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6) -#define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7) -#define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0) -#define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1) -#define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2) -#define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3) -#define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4) -#define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5) -#define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6) -#define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7) -#define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8) -#define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9) -#define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10) -#define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11) -#define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12) -#define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13) -#define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14) -#define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15) - -#define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u))) -#define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g))) -/*@}*/ - - -/** - * Indexes for vertex program result attributes - */ -typedef enum -{ - VERT_RESULT_HPOS = 0, - VERT_RESULT_COL0 = 1, - VERT_RESULT_COL1 = 2, - VERT_RESULT_FOGC = 3, - VERT_RESULT_TEX0 = 4, - VERT_RESULT_TEX1 = 5, - VERT_RESULT_TEX2 = 6, - VERT_RESULT_TEX3 = 7, - VERT_RESULT_TEX4 = 8, - VERT_RESULT_TEX5 = 9, - VERT_RESULT_TEX6 = 10, - VERT_RESULT_TEX7 = 11, - VERT_RESULT_PSIZ = 12, - VERT_RESULT_BFC0 = 13, - VERT_RESULT_BFC1 = 14, - VERT_RESULT_EDGE = 15, - VERT_RESULT_VAR0 = 16, /**< shader varying */ - VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING) -} gl_vert_result; - - -/*********************************************/ - -/** - * Indexes for geometry program attributes. - */ -typedef enum -{ - GEOM_ATTRIB_POSITION = 0, - GEOM_ATTRIB_COLOR0 = 1, - GEOM_ATTRIB_COLOR1 = 2, - GEOM_ATTRIB_SECONDARY_COLOR0 = 3, - GEOM_ATTRIB_SECONDARY_COLOR1 = 4, - GEOM_ATTRIB_FOG_FRAG_COORD = 5, - GEOM_ATTRIB_POINT_SIZE = 6, - GEOM_ATTRIB_CLIP_VERTEX = 7, - GEOM_ATTRIB_PRIMITIVE_ID = 8, - GEOM_ATTRIB_TEX_COORD = 9, - - GEOM_ATTRIB_VAR0 = 16, - GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING) -} gl_geom_attrib; - -/** - * Bitflags for geometry attributes. - * These are used in bitfields in many places. - */ -/*@{*/ -#define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0) -#define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1) -#define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0) -#define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1) -#define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD) -#define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD) -#define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION) -#define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE) -#define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX) -#define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID) -#define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0) - -#define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g))) -/*@}*/ - - -/** - * Indexes for geometry program result attributes - */ -/*@{*/ -typedef enum { - GEOM_RESULT_POS = 0, - GEOM_RESULT_COL0 = 1, - GEOM_RESULT_COL1 = 2, - GEOM_RESULT_SCOL0 = 3, - GEOM_RESULT_SCOL1 = 4, - GEOM_RESULT_FOGC = 5, - GEOM_RESULT_TEX0 = 6, - GEOM_RESULT_TEX1 = 7, - GEOM_RESULT_TEX2 = 8, - GEOM_RESULT_TEX3 = 9, - GEOM_RESULT_TEX4 = 10, - GEOM_RESULT_TEX5 = 11, - GEOM_RESULT_TEX6 = 12, - GEOM_RESULT_TEX7 = 13, - GEOM_RESULT_PSIZ = 14, - GEOM_RESULT_CLPV = 15, - GEOM_RESULT_PRID = 16, - GEOM_RESULT_LAYR = 17, - GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */ - /* ### we need to -2 because var0 is 18 instead 16 like in the others */ - GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2) -} gl_geom_result; -/*@}*/ - -/** - * Indexes for fragment program input attributes. - */ -typedef enum -{ - FRAG_ATTRIB_WPOS = 0, - FRAG_ATTRIB_COL0 = 1, - FRAG_ATTRIB_COL1 = 2, - FRAG_ATTRIB_FOGC = 3, - FRAG_ATTRIB_TEX0 = 4, - FRAG_ATTRIB_TEX1 = 5, - FRAG_ATTRIB_TEX2 = 6, - FRAG_ATTRIB_TEX3 = 7, - FRAG_ATTRIB_TEX4 = 8, - FRAG_ATTRIB_TEX5 = 9, - FRAG_ATTRIB_TEX6 = 10, - FRAG_ATTRIB_TEX7 = 11, - FRAG_ATTRIB_FACE = 12, /**< front/back face */ - FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */ - FRAG_ATTRIB_VAR0 = 14, /**< shader varying */ - FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING) -} gl_frag_attrib; - -/** - * Bitflags for fragment program input attributes. - */ -/*@{*/ -#define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS) -#define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0) -#define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1) -#define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC) -#define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE) -#define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC) -#define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0) -#define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1) -#define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2) -#define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3) -#define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4) -#define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5) -#define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6) -#define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7) -#define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0) - -#define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U)) -#define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V)) - -#define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \ - FRAG_BIT_TEX1| \ - FRAG_BIT_TEX2| \ - FRAG_BIT_TEX3| \ - FRAG_BIT_TEX4| \ - FRAG_BIT_TEX5| \ - FRAG_BIT_TEX6| \ - FRAG_BIT_TEX7) -/*@}*/ - - -/** - * Fragment program results - */ -typedef enum -{ - FRAG_RESULT_DEPTH = 0, - FRAG_RESULT_STENCIL = 1, - FRAG_RESULT_COLOR = 2, - FRAG_RESULT_DATA0 = 3, - FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) -} gl_frag_result; - - -/** - * Indexes for all renderbuffers - */ -typedef enum -{ - /* the four standard color buffers */ - BUFFER_FRONT_LEFT, - BUFFER_BACK_LEFT, - BUFFER_FRONT_RIGHT, - BUFFER_BACK_RIGHT, - BUFFER_DEPTH, - BUFFER_STENCIL, - BUFFER_ACCUM, - /* optional aux buffer */ - BUFFER_AUX0, - /* generic renderbuffers */ - BUFFER_COLOR0, - BUFFER_COLOR1, - BUFFER_COLOR2, - BUFFER_COLOR3, - BUFFER_COLOR4, - BUFFER_COLOR5, - BUFFER_COLOR6, - BUFFER_COLOR7, - BUFFER_COUNT -} gl_buffer_index; - -/** - * Bit flags for all renderbuffers - */ -#define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) -#define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) -#define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) -#define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) -#define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) -#define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) -#define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) -#define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) -#define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) -#define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) -#define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) -#define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0) -#define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1) -#define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2) -#define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3) -#define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4) -#define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5) -#define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6) -#define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7) - -/** - * Mask of all the color buffer bits (but not accum). - */ -#define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \ - BUFFER_BIT_BACK_LEFT | \ - BUFFER_BIT_FRONT_RIGHT | \ - BUFFER_BIT_BACK_RIGHT | \ - BUFFER_BIT_AUX0 | \ - BUFFER_BIT_COLOR0 | \ - BUFFER_BIT_COLOR1 | \ - BUFFER_BIT_COLOR2 | \ - BUFFER_BIT_COLOR3 | \ - BUFFER_BIT_COLOR4 | \ - BUFFER_BIT_COLOR5 | \ - BUFFER_BIT_COLOR6 | \ - BUFFER_BIT_COLOR7) - - -/** - * Framebuffer configuration (aka visual / pixelformat) - * Note: some of these fields should be boolean, but it appears that - * code in drivers/dri/common/util.c requires int-sized fields. - */ -struct gl_config -{ - GLboolean rgbMode; - GLboolean floatMode; - GLboolean colorIndexMode; /* XXX is this used anywhere? */ - GLuint doubleBufferMode; - GLuint stereoMode; - - GLboolean haveAccumBuffer; - GLboolean haveDepthBuffer; - GLboolean haveStencilBuffer; - - GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */ - GLuint redMask, greenMask, blueMask, alphaMask; - GLint rgbBits; /* total bits for rgb */ - GLint indexBits; /* total bits for colorindex */ - - GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits; - GLint depthBits; - GLint stencilBits; - - GLint numAuxBuffers; - - GLint level; - - /* EXT_visual_rating / GLX 1.2 */ - GLint visualRating; - - /* EXT_visual_info / GLX 1.2 */ - GLint transparentPixel; - /* colors are floats scaled to ints */ - GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha; - GLint transparentIndex; - - /* ARB_multisample / SGIS_multisample */ - GLint sampleBuffers; - GLint samples; - - /* SGIX_pbuffer / GLX 1.3 */ - GLint maxPbufferWidth; - GLint maxPbufferHeight; - GLint maxPbufferPixels; - GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */ - GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */ - - /* OML_swap_method */ - GLint swapMethod; - - /* EXT_texture_from_pixmap */ - GLint bindToTextureRgb; - GLint bindToTextureRgba; - GLint bindToMipmapTexture; - GLint bindToTextureTargets; - GLint yInverted; -}; - - -/** - * Data structure for color tables - */ -struct gl_color_table -{ - GLenum InternalFormat; /**< The user-specified format */ - GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */ - GLuint Size; /**< number of entries in table */ - GLfloat *TableF; /**< Color table, floating point values */ - GLubyte *TableUB; /**< Color table, ubyte values */ - GLubyte RedSize; - GLubyte GreenSize; - GLubyte BlueSize; - GLubyte AlphaSize; - GLubyte LuminanceSize; - GLubyte IntensitySize; -}; - - -/** - * \name Bit flags used for updating material values. - */ -/*@{*/ -#define MAT_ATTRIB_FRONT_AMBIENT 0 -#define MAT_ATTRIB_BACK_AMBIENT 1 -#define MAT_ATTRIB_FRONT_DIFFUSE 2 -#define MAT_ATTRIB_BACK_DIFFUSE 3 -#define MAT_ATTRIB_FRONT_SPECULAR 4 -#define MAT_ATTRIB_BACK_SPECULAR 5 -#define MAT_ATTRIB_FRONT_EMISSION 6 -#define MAT_ATTRIB_BACK_EMISSION 7 -#define MAT_ATTRIB_FRONT_SHININESS 8 -#define MAT_ATTRIB_BACK_SHININESS 9 -#define MAT_ATTRIB_FRONT_INDEXES 10 -#define MAT_ATTRIB_BACK_INDEXES 11 -#define MAT_ATTRIB_MAX 12 - -#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) -#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) -#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) -#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) -#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) -#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) - -#define MAT_INDEX_AMBIENT 0 -#define MAT_INDEX_DIFFUSE 1 -#define MAT_INDEX_SPECULAR 2 - -#define MAT_BIT_FRONT_AMBIENT (1< ) */ - 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 */ - GLenum BlendSrcRGB; /**< Blending source operator */ - GLenum BlendDstRGB; /**< Blending destination operator */ - GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */ - GLenum BlendDstA; /**< GL_INGR_blend_func_separate */ - GLenum BlendEquationRGB; /**< Blending equation */ - GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */ - GLfloat BlendColor[4]; /**< Blending color */ - /*@}*/ - - /** - * \name Logic op - */ - /*@{*/ - GLenum LogicOp; /**< Logic operator */ - GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ - GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ - GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */ - /*@}*/ - - GLboolean DitherFlag; /**< Dither enable flag */ - - GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ - GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ -}; - - -/** - * Current attribute group (GL_CURRENT_BIT). - */ -struct gl_current_attrib -{ - /** - * \name Current vertex attributes. - * \note Values are valid only after FLUSH_VERTICES has been called. - * \note Index and Edgeflag current values are stored as floats in the - * SIX and SEVEN attribute slots. - */ - GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */ - - /** - * \name Current raster position attributes (always valid). - * \note This set of attributes is very similar to the SWvertex struct. - */ - /*@{*/ - GLfloat RasterPos[4]; - GLfloat RasterDistance; - GLfloat RasterColor[4]; - GLfloat RasterSecondaryColor[4]; - GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4]; - GLboolean RasterPosValid; - /*@}*/ -}; - - -/** - * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). - */ -struct gl_depthbuffer_attrib -{ - GLenum Func; /**< Function for depth buffer compare */ - GLclampd Clear; /**< Value to clear depth buffer to */ - GLboolean Test; /**< Depth buffering enabled flag */ - GLboolean Mask; /**< Depth buffer writable? */ - GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ - GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ -}; - - -/** - * Evaluator attribute group (GL_EVAL_BIT). - */ -struct gl_eval_attrib -{ - /** - * \name Enable bits - */ - /*@{*/ - GLboolean Map1Color4; - GLboolean Map1Index; - GLboolean Map1Normal; - GLboolean Map1TextureCoord1; - GLboolean Map1TextureCoord2; - GLboolean Map1TextureCoord3; - GLboolean Map1TextureCoord4; - GLboolean Map1Vertex3; - GLboolean Map1Vertex4; - GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ - GLboolean Map2Color4; - GLboolean Map2Index; - GLboolean Map2Normal; - GLboolean Map2TextureCoord1; - GLboolean Map2TextureCoord2; - GLboolean Map2TextureCoord3; - GLboolean Map2TextureCoord4; - GLboolean Map2Vertex3; - GLboolean Map2Vertex4; - GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ - GLboolean AutoNormal; - /*@}*/ - - /** - * \name Map Grid endpoints and divisions and calculated du values - */ - /*@{*/ - GLint MapGrid1un; - GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; - GLint MapGrid2un, MapGrid2vn; - GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; - GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; - /*@}*/ -}; - - -/** - * Fog attribute group (GL_FOG_BIT). - */ -struct gl_fog_attrib -{ - GLboolean Enabled; /**< Fog enabled flag */ - GLfloat Color[4]; /**< Fog color */ - GLfloat Density; /**< Density >= 0.0 */ - GLfloat Start; /**< Start distance in eye coords */ - GLfloat End; /**< End distance in eye coords */ - GLfloat Index; /**< Fog index */ - GLenum Mode; /**< Fog mode */ - GLboolean ColorSumEnabled; - GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ - GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */ -}; - - -/** - * Hint attribute group (GL_HINT_BIT). - * - * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. - */ -struct gl_hint_attrib -{ - GLenum PerspectiveCorrection; - GLenum PointSmooth; - GLenum LineSmooth; - GLenum PolygonSmooth; - GLenum Fog; - GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */ - GLenum TextureCompression; /**< GL_ARB_texture_compression */ - GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */ - GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */ -}; - -/** - * Light state flags. - */ -/*@{*/ -#define LIGHT_SPOT 0x1 -#define LIGHT_LOCAL_VIEWER 0x2 -#define LIGHT_POSITIONAL 0x4 -#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) -/*@}*/ - - -/** - * Lighting attribute group (GL_LIGHT_BIT). - */ -struct gl_light_attrib -{ - struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ - struct gl_lightmodel Model; /**< Lighting model */ - - /** - * Must flush FLUSH_VERTICES before referencing: - */ - /*@{*/ - struct gl_material Material; /**< Includes front & back values */ - /*@}*/ - - GLboolean Enabled; /**< Lighting enabled flag */ - GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ - GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */ - GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ - GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ - GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ - GLboolean ColorMaterialEnabled; - GLenum ClampVertexColor; - - struct gl_light EnabledList; /**< List sentinel */ - - /** - * Derived state for optimizations: - */ - /*@{*/ - GLboolean _NeedEyeCoords; - GLboolean _NeedVertices; /**< Use fast shader? */ - GLbitfield _Flags; /**< LIGHT_* flags, see above */ - GLfloat _BaseColor[2][3]; - /*@}*/ -}; - - -/** - * Line attribute group (GL_LINE_BIT). - */ -struct gl_line_attrib -{ - GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */ - GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */ - GLushort StipplePattern; /**< Stipple pattern */ - GLint StippleFactor; /**< Stipple repeat factor */ - GLfloat Width; /**< Line width */ -}; - - -/** - * Display list attribute group (GL_LIST_BIT). - */ -struct gl_list_attrib -{ - GLuint ListBase; -}; - - -/** - * Multisample attribute group (GL_MULTISAMPLE_BIT). - */ -struct gl_multisample_attrib -{ - GLboolean Enabled; - GLboolean _Enabled; /**< true if Enabled and multisample buffer */ - GLboolean SampleAlphaToCoverage; - GLboolean SampleAlphaToOne; - GLboolean SampleCoverage; - GLfloat SampleCoverageValue; - GLboolean SampleCoverageInvert; -}; - - -/** - * A pixelmap (see glPixelMap) - */ -struct gl_pixelmap -{ - GLint Size; - GLfloat Map[MAX_PIXEL_MAP_TABLE]; - GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */ -}; - - -/** - * Collection of all pixelmaps - */ -struct gl_pixelmaps -{ - struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */ - struct gl_pixelmap GtoG; - struct gl_pixelmap BtoB; - struct gl_pixelmap AtoA; - struct gl_pixelmap ItoR; - struct gl_pixelmap ItoG; - struct gl_pixelmap ItoB; - struct gl_pixelmap ItoA; - struct gl_pixelmap ItoI; - struct gl_pixelmap StoS; -}; - - -/** - * Pixel attribute group (GL_PIXEL_MODE_BIT). - */ -struct gl_pixel_attrib -{ - GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ - - /*--- Begin Pixel Transfer State ---*/ - /* Fields are in the order in which they're applied... */ - - /** Scale & Bias (index shift, offset) */ - /*@{*/ - GLfloat RedBias, RedScale; - GLfloat GreenBias, GreenScale; - GLfloat BlueBias, BlueScale; - GLfloat AlphaBias, AlphaScale; - GLfloat DepthBias, DepthScale; - GLint IndexShift, IndexOffset; - /*@}*/ - - /* Pixel Maps */ - /* Note: actual pixel maps are not part of this attrib group */ - GLboolean MapColorFlag; - GLboolean MapStencilFlag; - - /*--- End Pixel Transfer State ---*/ - - /** glPixelZoom */ - GLfloat ZoomX, ZoomY; - - /** GL_SGI_texture_color_table */ - GLfloat TextureColorTableScale[4]; /**< RGBA */ - GLfloat TextureColorTableBias[4]; /**< RGBA */ -}; - - -/** - * Point attribute group (GL_POINT_BIT). - */ -struct gl_point_attrib -{ - GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ - GLfloat Size; /**< User-specified point size */ - GLfloat Params[3]; /**< GL_EXT_point_parameters */ - GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ - GLfloat Threshold; /**< GL_EXT_point_parameters */ - GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ - GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ - GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/ - GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ - GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ -}; - - -/** - * Polygon attribute group (GL_POLYGON_BIT). - */ -struct gl_polygon_attrib -{ - GLenum FrontFace; /**< Either GL_CW or GL_CCW */ - GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ - GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ - GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ - GLboolean CullFlag; /**< Culling on/off flag */ - GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */ - GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */ - GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */ - GLfloat OffsetFactor; /**< Polygon offset factor, from user */ - GLfloat OffsetUnits; /**< Polygon offset units, from user */ - GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ - GLboolean OffsetLine; /**< Offset in GL_LINE mode */ - GLboolean OffsetFill; /**< Offset in GL_FILL mode */ -}; - - -/** - * Scissor attributes (GL_SCISSOR_BIT). - */ -struct gl_scissor_attrib -{ - GLboolean Enabled; /**< Scissor test enabled? */ - GLint X, Y; /**< Lower left corner of box */ - GLsizei Width, Height; /**< Size of box */ -}; - - -/** - * Stencil attribute group (GL_STENCIL_BUFFER_BIT). - * - * Three sets of stencil data are tracked so that OpenGL 2.0, - * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported - * simultaneously. In each of the stencil state arrays, element 0 corresponds - * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 / - * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the - * GL_EXT_stencil_two_side GL_BACK state. - * - * The derived value \c _BackFace is either 1 or 2 depending on whether or - * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled. - * - * The derived value \c _TestTwoSide is set when the front-face and back-face - * stencil state are different. - */ -struct gl_stencil_attrib -{ - GLboolean Enabled; /**< Enabled flag */ - GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ - GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */ - GLboolean _Enabled; /**< Enabled and stencil buffer present */ - GLboolean _TestTwoSide; - GLubyte _BackFace; /**< Current back stencil state (1 or 2) */ - GLenum Function[3]; /**< Stencil function */ - GLenum FailFunc[3]; /**< Fail function */ - GLenum ZPassFunc[3]; /**< Depth buffer pass function */ - GLenum ZFailFunc[3]; /**< Depth buffer fail function */ - GLint Ref[3]; /**< Reference value */ - GLuint ValueMask[3]; /**< Value mask */ - GLuint WriteMask[3]; /**< Write mask */ - GLuint Clear; /**< Clear value */ -}; - - -/** - * An index for each type of texture object. These correspond to the GL - * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. - * Note: the order is from highest priority to lowest priority. - */ -typedef enum -{ - TEXTURE_2D_ARRAY_INDEX, - TEXTURE_1D_ARRAY_INDEX, - TEXTURE_CUBE_INDEX, - TEXTURE_3D_INDEX, - TEXTURE_RECT_INDEX, - TEXTURE_2D_INDEX, - TEXTURE_1D_INDEX, - NUM_TEXTURE_TARGETS -} gl_texture_index; - - -/** - * Bit flags for each type of texture object - * Used for Texture.Unit[]._ReallyEnabled flags. - */ -/*@{*/ -#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) -#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) -#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) -#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) -#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) -#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) -#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) -/*@}*/ - - -/** - * TexGenEnabled flags. - */ -/*@{*/ -#define S_BIT 1 -#define T_BIT 2 -#define R_BIT 4 -#define Q_BIT 8 -#define STR_BITS (S_BIT | T_BIT | R_BIT) -/*@}*/ - - -/** - * Bit flag versions of the corresponding GL_ constants. - */ -/*@{*/ -#define TEXGEN_SPHERE_MAP 0x1 -#define TEXGEN_OBJ_LINEAR 0x2 -#define TEXGEN_EYE_LINEAR 0x4 -#define TEXGEN_REFLECTION_MAP_NV 0x8 -#define TEXGEN_NORMAL_MAP_NV 0x10 - -#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ - TEXGEN_REFLECTION_MAP_NV | \ - TEXGEN_NORMAL_MAP_NV) -#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ - TEXGEN_REFLECTION_MAP_NV | \ - TEXGEN_NORMAL_MAP_NV | \ - TEXGEN_EYE_LINEAR) -/*@}*/ - - - -/** Tex-gen enabled for texture unit? */ -#define ENABLE_TEXGEN(unit) (1 << (unit)) - -/** Non-identity texture matrix for texture unit? */ -#define ENABLE_TEXMAT(unit) (1 << (unit)) - - -/** - * Texel fetch function prototype. We use texel fetch functions to - * extract RGBA, color indexes and depth components out of 1D, 2D and 3D - * texture images. These functions help to isolate us from the gritty - * details of all the various texture image encodings. - * - * \param texImage texture image. - * \param col texel column. - * \param row texel row. - * \param img texel image level/layer. - * \param texelOut output texel (up to 4 GLchans) - */ -typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage, - GLint col, GLint row, GLint img, - GLchan *texelOut ); - -/** - * As above, but returns floats. - * Used for depth component images and for upcoming signed/float - * texture images. - */ -typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage, - GLint col, GLint row, GLint img, - GLfloat *texelOut ); - - -typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage, - GLint col, GLint row, GLint img, - const void *texel); - - -/** - * Texture image state. Describes the dimensions of a texture image, - * the texel format and pointers to Texel Fetch functions. - */ -struct gl_texture_image -{ - GLint InternalFormat; /**< Internal format as given by the user */ - GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, - * GL_LUMINANCE, GL_LUMINANCE_ALPHA, - * GL_INTENSITY, GL_COLOR_INDEX, - * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT - * only. Used for choosing TexEnv arithmetic. - */ - GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */ - - GLuint Border; /**< 0 or 1 */ - GLuint Width; /**< = 2^WidthLog2 + 2*Border */ - GLuint Height; /**< = 2^HeightLog2 + 2*Border */ - GLuint Depth; /**< = 2^DepthLog2 + 2*Border */ - GLuint Width2; /**< = Width - 2*Border */ - GLuint Height2; /**< = Height - 2*Border */ - GLuint Depth2; /**< = Depth - 2*Border */ - GLuint WidthLog2; /**< = log2(Width2) */ - GLuint HeightLog2; /**< = log2(Height2) */ - GLuint DepthLog2; /**< = log2(Depth2) */ - GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */ - GLfloat WidthScale; /**< used for mipmap LOD computation */ - GLfloat HeightScale; /**< used for mipmap LOD computation */ - GLfloat DepthScale; /**< used for mipmap LOD computation */ - GLboolean IsClientData; /**< Data owned by client? */ - GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */ - - struct gl_texture_object *TexObject; /**< Pointer back to parent object */ - - FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */ - FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */ - - GLuint RowStride; /**< Padded width in units of texels */ - GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to - each 2D slice in 'Data', in texels */ - GLvoid *Data; /**< Image data, accessed via FetchTexel() */ - - /** - * \name For device driver: - */ - /*@{*/ - void *DriverData; /**< Arbitrary device driver data */ - /*@}*/ -}; - - -/** - * Indexes for cube map faces. - */ -typedef enum -{ - FACE_POS_X = 0, - FACE_NEG_X = 1, - FACE_POS_Y = 2, - FACE_NEG_Y = 3, - FACE_POS_Z = 4, - FACE_NEG_Z = 5, - MAX_FACES = 6 -} gl_face_index; - - -/** - * Texture object state. Contains the array of mipmap images, border color, - * wrap modes, filter modes, shadow/texcompare state, and the per-texture - * color palette. - */ -struct gl_texture_object -{ - _glthread_Mutex Mutex; /**< for thread safety */ - GLint RefCount; /**< reference count */ - GLuint Name; /**< the user-visible texture object ID */ - GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ - GLfloat Priority; /**< in [0,1] */ - union { - GLfloat f[4]; - GLuint ui[4]; - GLint i[4]; - } BorderColor; /**< Interpreted according to texture format */ - GLenum WrapS; /**< S-axis texture image wrap mode */ - GLenum WrapT; /**< T-axis texture image wrap mode */ - GLenum WrapR; /**< R-axis texture image wrap mode */ - GLenum MinFilter; /**< minification filter */ - GLenum MagFilter; /**< magnification filter */ - GLfloat MinLod; /**< min lambda, OpenGL 1.2 */ - GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */ - GLfloat LodBias; /**< OpenGL 1.4 */ - GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ - GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ - GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ - GLenum CompareMode; /**< GL_ARB_shadow */ - GLenum CompareFunc; /**< GL_ARB_shadow */ - GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */ - GLenum DepthMode; /**< GL_ARB_depth_texture */ - GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ - GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */ - GLint CropRect[4]; /**< GL_OES_draw_texture */ - GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */ - GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */ - GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */ - GLboolean _Complete; /**< Is texture object complete? */ - GLboolean _RenderToTexture; /**< Any rendering to this texture? */ - GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ - - /** Actual texture images, indexed by [cube face] and [mipmap level] */ - struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; - - /** GL_EXT_paletted_texture */ - struct gl_color_table Palette; - - /** - * \name For device driver. - * Note: instead of attaching driver data to this pointer, it's preferable - * to instead use this struct as a base class for your own texture object - * class. Driver->NewTextureObject() can be used to implement the - * allocation. - */ - void *DriverData; /**< Arbitrary device driver data */ -}; - - -/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */ -#define MAX_COMBINER_TERMS 4 - - -/** - * Texture combine environment state. - */ -struct gl_tex_env_combine_state -{ - GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ - GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ - /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */ - GLenum SourceRGB[MAX_COMBINER_TERMS]; - GLenum SourceA[MAX_COMBINER_TERMS]; - /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */ - GLenum OperandRGB[MAX_COMBINER_TERMS]; - GLenum OperandA[MAX_COMBINER_TERMS]; - GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ - GLuint ScaleShiftA; /**< 0, 1 or 2 */ - GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */ - GLuint _NumArgsA; /**< Number of inputs used for the A combiner */ -}; - - -/** - * Texture coord generation state. - */ -struct gl_texgen -{ - GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */ - GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */ - GLfloat ObjectPlane[4]; - GLfloat EyePlane[4]; -}; - - -/** - * Texture unit state. Contains enable flags, texture environment/function/ - * combiners, texgen state, pointers to current texture objects and - * post-filter color tables. - */ -struct gl_texture_unit -{ - GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ - GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */ - - GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ - GLfloat EnvColor[4]; - - struct gl_texgen GenS; - struct gl_texgen GenT; - struct gl_texgen GenR; - struct gl_texgen GenQ; - GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ - GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ - - GLfloat LodBias; /**< for biasing mipmap levels */ - GLenum BumpTarget; - GLfloat RotMatrix[4]; /* 2x2 matrix */ - - /** - * \name GL_EXT_texture_env_combine - */ - struct gl_tex_env_combine_state Combine; - - /** - * Derived state based on \c EnvMode and the \c BaseFormat of the - * currently enabled texture. - */ - struct gl_tex_env_combine_state _EnvMode; - - /** - * Currently enabled combiner state. This will point to either - * \c Combine or \c _EnvMode. - */ - struct gl_tex_env_combine_state *_CurrentCombine; - - /** Current texture object pointers */ - struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS]; - - /** Points to highest priority, complete and enabled texture object */ - struct gl_texture_object *_Current; - - /** GL_SGI_texture_color_table */ - /*@{*/ - struct gl_color_table ColorTable; - struct gl_color_table ProxyColorTable; - GLboolean ColorTableEnabled; - /*@}*/ -}; - - -/** - * Texture attribute group (GL_TEXTURE_BIT). - */ -struct gl_texture_attrib -{ - GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */ - struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; - - struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; - - /** GL_ARB_seamless_cubemap */ - GLboolean CubeMapSeamless; - - /** GL_EXT_shared_texture_palette */ - GLboolean SharedPalette; - struct gl_color_table Palette; - - /** Texture units/samplers used by vertex or fragment texturing */ - GLbitfield _EnabledUnits; - - /** Texture coord units/sets used for fragment texturing */ - GLbitfield _EnabledCoordUnits; - - /** Texture coord units that have texgen enabled */ - GLbitfield _TexGenEnabled; - - /** Texture coord units that have non-identity matrices */ - GLbitfield _TexMatEnabled; - - /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ - GLbitfield _GenFlags; -}; - - -/** - * Transformation attribute group (GL_TRANSFORM_BIT). - */ -struct gl_transform_attrib -{ - GLenum MatrixMode; /**< Matrix mode */ - GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */ - GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */ - GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ - GLboolean Normalize; /**< Normalize all normals? */ - GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ - GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ - GLboolean DepthClamp; /**< GL_ARB_depth_clamp */ - - GLfloat CullEyePos[4]; - GLfloat CullObjPos[4]; -}; - - -/** - * Viewport attribute group (GL_VIEWPORT_BIT). - */ -struct gl_viewport_attrib -{ - GLint X, Y; /**< position */ - GLsizei Width, Height; /**< size */ - GLfloat Near, Far; /**< Depth buffer range */ - GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ -}; - - -/** - * GL_ARB_vertex/pixel_buffer_object buffer object - */ -struct gl_buffer_object -{ - _glthread_Mutex Mutex; - GLint RefCount; - GLuint Name; - GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */ - GLsizeiptrARB Size; /**< Size of buffer storage in bytes */ - GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ - /** Fields describing a mapped buffer */ - /*@{*/ - GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */ - GLvoid *Pointer; /**< User-space address of mapping */ - GLintptr Offset; /**< Mapped offset */ - GLsizeiptr Length; /**< Mapped length */ - /*@}*/ - GLboolean Written; /**< Ever written to? (for debugging) */ - GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ -}; - - -/** - * Client pixel packing/unpacking attributes - */ -struct gl_pixelstore_attrib -{ - GLint Alignment; - GLint RowLength; - GLint SkipPixels; - GLint SkipRows; - GLint ImageHeight; - GLint SkipImages; - GLboolean SwapBytes; - GLboolean LsbFirst; - GLboolean ClientStorage; /**< GL_APPLE_client_storage */ - GLboolean Invert; /**< GL_MESA_pack_invert */ - struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ -}; - - -/** - * Client vertex array attributes - */ -struct gl_client_array -{ - GLint Size; /**< components per element (1,2,3,4) */ - GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ - GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */ - GLsizei Stride; /**< user-specified stride */ - GLsizei StrideB; /**< actual stride in bytes */ - const GLubyte *Ptr; /**< Points to array data */ - GLboolean Enabled; /**< Enabled flag is a boolean */ - GLboolean Normalized; /**< GL_ARB_vertex_program */ - GLboolean Integer; /**< Integer-valued? */ - GLuint _ElementSize; /**< size of each element in bytes */ - - struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ - GLuint _MaxElement; /**< max element index into array buffer + 1 */ -}; - - -/** - * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object - * extension, but a nice encapsulation in any case. - */ -struct gl_array_object -{ - /** Name of the array object as received from glGenVertexArrayAPPLE. */ - GLuint Name; - - GLint RefCount; - _glthread_Mutex Mutex; - GLboolean VBOonly; /**< require all arrays to live in VBOs? */ - - /** Conventional vertex arrays */ - /*@{*/ - struct gl_client_array Vertex; - struct gl_client_array Weight; - struct gl_client_array Normal; - struct gl_client_array Color; - struct gl_client_array SecondaryColor; - struct gl_client_array FogCoord; - struct gl_client_array Index; - struct gl_client_array EdgeFlag; - struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS]; - struct gl_client_array PointSize; - /*@}*/ - - /** - * Generic arrays for vertex programs/shaders. - * For NV vertex programs, these attributes alias and take priority - * over the conventional attribs above. For ARB vertex programs and - * GLSL vertex shaders, these attributes are separate. - */ - struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS]; - - /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */ - GLbitfield _Enabled; - - /** - * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs - * we can determine the max legal (in bounds) glDrawElements array index. - */ - GLuint _MaxElement; -}; - - -/** - * Vertex array state - */ -struct gl_array_attrib -{ - /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */ - struct gl_array_object *ArrayObj; - - /** The default vertex array object */ - struct gl_array_object *DefaultArrayObj; - - /** Array objects (GL_ARB/APPLE_vertex_array_object) */ - struct _mesa_HashTable *Objects; - - GLint ActiveTexture; /**< Client Active Texture */ - GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ - GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ - - /** GL 3.1 (slightly different from GL_NV_primitive_restart) */ - GLboolean PrimitiveRestart; - GLuint RestartIndex; - - GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */ - - /* GL_ARB_vertex_buffer_object */ - struct gl_buffer_object *ArrayBufferObj; - struct gl_buffer_object *ElementArrayBufferObj; -}; - - -/** - * Feedback buffer state - */ -struct gl_feedback -{ - GLenum Type; - GLbitfield _Mask; /**< FB_* bits */ - GLfloat *Buffer; - GLuint BufferSize; - GLuint Count; -}; - - -/** - * Selection buffer state - */ -struct gl_selection -{ - GLuint *Buffer; /**< selection buffer */ - GLuint BufferSize; /**< size of the selection buffer */ - GLuint BufferCount; /**< number of values in the selection buffer */ - GLuint Hits; /**< number of records in the selection buffer */ - GLuint NameStackDepth; /**< name stack depth */ - GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */ - GLboolean HitFlag; /**< hit flag */ - GLfloat HitMinZ; /**< minimum hit depth */ - GLfloat HitMaxZ; /**< maximum hit depth */ -}; - - -/** - * 1-D Evaluator control points - */ -struct gl_1d_map -{ - GLuint Order; /**< Number of control points */ - GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */ - GLfloat *Points; /**< Points to contiguous control points */ -}; - - -/** - * 2-D Evaluator control points - */ -struct gl_2d_map -{ - GLuint Uorder; /**< Number of control points in U dimension */ - GLuint Vorder; /**< Number of control points in V dimension */ - GLfloat u1, u2, du; - GLfloat v1, v2, dv; - GLfloat *Points; /**< Points to contiguous control points */ -}; - - -/** - * All evaluator control point state - */ -struct gl_evaluators -{ - /** - * \name 1-D maps - */ - /*@{*/ - struct gl_1d_map Map1Vertex3; - struct gl_1d_map Map1Vertex4; - struct gl_1d_map Map1Index; - struct gl_1d_map Map1Color4; - struct gl_1d_map Map1Normal; - struct gl_1d_map Map1Texture1; - struct gl_1d_map Map1Texture2; - struct gl_1d_map Map1Texture3; - struct gl_1d_map Map1Texture4; - struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */ - /*@}*/ - - /** - * \name 2-D maps - */ - /*@{*/ - struct gl_2d_map Map2Vertex3; - struct gl_2d_map Map2Vertex4; - struct gl_2d_map Map2Index; - struct gl_2d_map Map2Color4; - struct gl_2d_map Map2Normal; - struct gl_2d_map Map2Texture1; - struct gl_2d_map Map2Texture2; - struct gl_2d_map Map2Texture3; - struct gl_2d_map Map2Texture4; - struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */ - /*@}*/ -}; - - -/** - * Names of the various vertex/fragment program register files, etc. - * - * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c) - * All values should fit in a 4-bit field. - * - * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM, - * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to - * be "uniform" variables since they can only be set outside glBegin/End. - * They're also all stored in the same Parameters array. - */ -typedef enum -{ - PROGRAM_TEMPORARY, /**< machine->Temporary[] */ - PROGRAM_INPUT, /**< machine->Inputs[] */ - PROGRAM_OUTPUT, /**< machine->Outputs[] */ - PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */ - PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */ - PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */ - PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */ - PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */ - PROGRAM_CONSTANT, /**< gl_program->Parameters[] */ - PROGRAM_UNIFORM, /**< gl_program->Parameters[] */ - PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */ - PROGRAM_ADDRESS, /**< machine->AddressReg */ - PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */ - PROGRAM_UNDEFINED, /**< Invalid/TBD value */ - PROGRAM_FILE_MAX -} gl_register_file; - - -/** 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 InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */ - GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */ - GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */ - GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */ - GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */ - - - /** Named parameters, constants, etc. from program text */ - struct gl_program_parameter_list *Parameters; - /** Numbered local parameters */ - GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4]; - - /** Vertex/fragment shader varying vars */ - struct gl_program_parameter_list *Varying; - /** Vertex program user-defined attributes */ - struct gl_program_parameter_list *Attributes; - - /** Map from sampler unit to texture unit (set by glUniform1i()) */ - GLubyte SamplerUnits[MAX_SAMPLERS]; - /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ - gl_texture_index SamplerTargets[MAX_SAMPLERS]; - - /** Bitmask of which register files are read/written with indirect - * addressing. Mask of (1 << PROGRAM_x) bits. - */ - GLbitfield IndirectRegisterFiles; - - /** Logical counts */ - /*@{*/ - GLuint NumInstructions; - GLuint NumTemporaries; - GLuint NumParameters; - GLuint NumAttributes; - GLuint NumAddressRegs; - GLuint NumAluInstructions; - GLuint NumTexInstructions; - GLuint NumTexIndirections; - /*@}*/ - /** Native, actual h/w counts */ - /*@{*/ - GLuint NumNativeInstructions; - GLuint NumNativeTemporaries; - GLuint NumNativeParameters; - GLuint NumNativeAttributes; - GLuint NumNativeAddressRegs; - GLuint NumNativeAluInstructions; - GLuint NumNativeTexInstructions; - GLuint NumNativeTexIndirections; - /*@}*/ -}; - - -/** Vertex program object */ -struct gl_vertex_program -{ - struct gl_program Base; /**< base class */ - GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */ - GLboolean IsPositionInvariant; -}; - - -/** Geometry program object */ -struct gl_geometry_program -{ - struct gl_program Base; /**< base class */ - - GLint VerticesOut; - GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, - GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ - GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ -}; - - -/** Fragment program object */ -struct gl_fragment_program -{ - struct gl_program Base; /**< base class */ - GLenum FogOption; - GLboolean UsesKill; /**< shader uses KIL instruction */ - GLboolean OriginUpperLeft; - GLboolean PixelCenterInteger; -}; - - -/** - * State common to vertex and fragment programs. - */ -struct gl_program_state -{ - GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */ - const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */ -}; - - -/** - * Context state for vertex programs. - */ -struct gl_vertex_program_state -{ - GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */ - GLboolean _Enabled; /**< Enabled and _valid_ user program? */ - GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */ - GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */ - struct gl_vertex_program *Current; /**< User-bound vertex program */ - - /** Currently enabled and valid vertex program (including internal - * programs, user-defined vertex programs and GLSL vertex shaders). - * This is the program we must use when rendering. - */ - struct gl_vertex_program *_Current; - - GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ - - /* For GL_NV_vertex_program only: */ - GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4]; - GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4]; - - /** Should fixed-function T&L be implemented with a vertex prog? */ - GLboolean _MaintainTnlProgram; - - /** Program to emulate fixed-function T&L (see above) */ - struct gl_vertex_program *_TnlProgram; - - /** Cache of fixed-function programs */ - struct gl_program_cache *Cache; - - GLboolean _Overriden; -}; - - -/** - * Context state for geometry programs. - */ -struct gl_geometry_program_state -{ - GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */ - GLboolean _Enabled; /**< Enabled and valid program? */ - struct gl_geometry_program *Current; /**< user-bound geometry program */ - - /** Currently enabled and valid program (including internal programs - * and compiled shader programs). - */ - struct gl_geometry_program *_Current; - - GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ - - /** Cache of fixed-function programs */ - struct gl_program_cache *Cache; -}; - -/** - * Context state for fragment programs. - */ -struct gl_fragment_program_state -{ - GLboolean Enabled; /**< User-set fragment program enable flag */ - GLboolean _Enabled; /**< Enabled and _valid_ user program? */ - struct gl_fragment_program *Current; /**< User-bound fragment program */ - - /** Currently enabled and valid fragment program (including internal - * programs, user-defined fragment programs and GLSL fragment shaders). - * This is the program we must use when rendering. - */ - struct gl_fragment_program *_Current; - - GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ - - /** Should fixed-function texturing be implemented with a fragment prog? */ - GLboolean _MaintainTexEnvProgram; - - /** Program to emulate fixed-function texture env/combine (see above) */ - struct gl_fragment_program *_TexEnvProgram; - - /** Cache of fixed-function programs */ - struct gl_program_cache *Cache; -}; - - -/** - * ATI_fragment_shader runtime state - */ -#define ATI_FS_INPUT_PRIMARY 0 -#define ATI_FS_INPUT_SECONDARY 1 - -struct atifs_instruction; -struct atifs_setupinst; - -/** - * ATI fragment shader - */ -struct ati_fragment_shader -{ - GLuint Id; - GLint RefCount; - struct atifs_instruction *Instructions[2]; - struct atifs_setupinst *SetupInst[2]; - GLfloat Constants[8][4]; - GLbitfield LocalConstDef; /**< Indicates which constants have been set */ - GLubyte numArithInstr[2]; - GLubyte regsAssigned[2]; - GLubyte NumPasses; /**< 1 or 2 */ - GLubyte cur_pass; - GLubyte last_optype; - GLboolean interpinp1; - GLboolean isValid; - GLuint swizzlerq; -}; - -/** - * Context state for GL_ATI_fragment_shader - */ -struct gl_ati_fragment_shader_state -{ - GLboolean Enabled; - GLboolean _Enabled; /**< enabled and valid shader? */ - GLboolean Compiling; - GLfloat GlobalConstants[8][4]; - struct ati_fragment_shader *Current; -}; - - -/** - * Occlusion/timer query object. - */ -struct gl_query_object -{ - GLenum Target; /**< The query target, when active */ - GLuint Id; /**< hash table ID/name */ - GLuint64EXT Result; /**< the counter */ - GLboolean Active; /**< inside Begin/EndQuery */ - GLboolean Ready; /**< result is ready? */ -}; - - -/** - * Context state for query objects. - */ -struct gl_query_state -{ - struct _mesa_HashTable *QueryObjects; - struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ - struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ - - /** GL_NV_conditional_render */ - struct gl_query_object *CondRenderQuery; - - /** GL_EXT_transform_feedback */ - struct gl_query_object *PrimitivesGenerated; - struct gl_query_object *PrimitivesWritten; - - /** GL_ARB_timer_query */ - struct gl_query_object *TimeElapsed; - - GLenum CondRenderMode; -}; - - -/** Sync object state */ -struct gl_sync_object { - struct simple_node link; - GLenum Type; /**< GL_SYNC_FENCE */ - GLuint Name; /**< Fence name */ - GLint RefCount; /**< Reference count */ - GLboolean DeletePending; /**< Object was deleted while there were still - * live references (e.g., sync not yet finished) - */ - GLenum SyncCondition; - GLbitfield Flags; /**< Flags passed to glFenceSync */ - GLuint StatusFlag:1; /**< Has the sync object been signaled? */ -}; - - -/** Set by #pragma directives */ -struct gl_sl_pragmas -{ - GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */ - GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */ - GLboolean Optimize; /**< defaults on */ - GLboolean Debug; /**< defaults off */ -}; - - -/** - * A GLSL vertex or fragment shader object. - */ -struct gl_shader -{ - GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */ - GLuint Name; /**< AKA the handle */ - GLint RefCount; /**< Reference count */ - GLboolean DeletePending; - GLboolean CompileStatus; - GLboolean Main; /**< shader defines main() */ - GLboolean UnresolvedRefs; - const GLchar *Source; /**< Source code string */ - GLuint SourceChecksum; /**< for debug/logging purposes */ - struct gl_program *Program; /**< Post-compile assembly code */ - GLchar *InfoLog; - struct gl_sl_pragmas Pragmas; - - unsigned Version; /**< GLSL version used for linking */ - - struct exec_list *ir; - struct glsl_symbol_table *symbols; - - /** Shaders containing built-in functions that are used for linking. */ - struct gl_shader *builtins_to_link[16]; - unsigned num_builtins_to_link; -}; - - -/** - * A GLSL program object. - * Basically a linked collection of vertex and fragment shaders. - */ -struct gl_shader_program -{ - GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ - GLuint Name; /**< aka handle or ID */ - GLint RefCount; /**< Reference count */ - GLboolean DeletePending; - - GLuint NumShaders; /**< number of attached shaders */ - struct gl_shader **Shaders; /**< List of attached the shaders */ - - /** User-defined attribute bindings (glBindAttribLocation) */ - struct gl_program_parameter_list *Attributes; - - /** Transform feedback varyings */ - struct { - GLenum BufferMode; - GLuint NumVarying; - GLchar **VaryingNames; /**< Array [NumVarying] of char * */ - } TransformFeedback; - - /** Geometry shader state - copied into gl_geometry_program at link time */ - struct { - GLint VerticesOut; - GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, - GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ - GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ - } Geom; - - /* post-link info: */ - struct gl_vertex_program *VertexProgram; /**< Linked vertex program */ - struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */ - struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */ - struct gl_uniform_list *Uniforms; - struct gl_program_parameter_list *Varying; - GLboolean LinkStatus; /**< GL_LINK_STATUS */ - GLboolean Validated; - GLboolean _Used; /**< Ever used for drawing? */ - GLchar *InfoLog; - - unsigned Version; /**< GLSL version used for linking */ - - /** - * Per-stage shaders resulting from the first stage of linking. - * - * Set of linked shaders for this program. The array is accessed using the - * \c MESA_SHADER_* defines. Entries for non-existent stages will be - * \c NULL. - */ - struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES]; -}; - - -#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */ -#define GLSL_LOG 0x2 /**< Write shaders to files */ -#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */ -#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */ -#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */ -#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */ -#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */ -#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */ - - -/** - * Context state for GLSL vertex/fragment shaders. - */ -struct gl_shader_state -{ - /** - * Programs used for rendering - * - * There is a separate program set for each shader stage. If - * GL_EXT_separate_shader_objects is not supported, each of these must point - * to \c NULL or to the same program. - */ - struct gl_shader_program *CurrentVertexProgram; - struct gl_shader_program *CurrentGeometryProgram; - struct gl_shader_program *CurrentFragmentProgram; - - /** - * Program used by glUniform calls. - * - * Explicitly set by \c glUseProgram and \c glActiveProgramEXT. - */ - struct gl_shader_program *ActiveProgram; - - void *MemPool; - - GLbitfield Flags; /**< Mask of GLSL_x flags */ -}; - -/** - * Compiler options for a single GLSL shaders type - */ -struct gl_shader_compiler_options -{ - /** Driver-selectable options: */ - GLboolean EmitCondCodes; /**< Use condition codes? */ - GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */ - /** - * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't - * support control flow. - */ - GLboolean EmitNoIfs; - GLboolean EmitNoLoops; - GLboolean EmitNoFunctions; - GLboolean EmitNoCont; /**< Emit CONT opcode? */ - GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */ - GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */ - GLboolean EmitNoPow; /**< Emit POW opcodes? */ - - /** - * \name Forms of indirect addressing the driver cannot do. - */ - /*@{*/ - GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */ - GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */ - GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */ - GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */ - /*@}*/ - - GLuint MaxUnrollIterations; - - struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */ -}; - -/** - * Transform feedback object state - */ -struct gl_transform_feedback_object -{ - GLuint Name; /**< AKA the object ID */ - GLint RefCount; - GLboolean Active; /**< Is transform feedback enabled? */ - GLboolean Paused; /**< Is transform feedback paused? */ - - /** The feedback buffers */ - GLuint BufferNames[MAX_FEEDBACK_ATTRIBS]; - struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS]; - - /** Start of feedback data in dest buffer */ - GLintptr Offset[MAX_FEEDBACK_ATTRIBS]; - /** Max data to put into dest buffer (in bytes) */ - GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS]; -}; - - -/** - * Context state for transform feedback. - */ -struct gl_transform_feedback -{ - GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */ - - GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */ - - /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */ - struct gl_buffer_object *CurrentBuffer; - - /** The table of all transform feedback objects */ - struct _mesa_HashTable *Objects; - - /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */ - struct gl_transform_feedback_object *CurrentObject; - - /** The default xform-fb object (Name==0) */ - struct gl_transform_feedback_object *DefaultObject; -}; - - - -/** - * State which can be shared by multiple contexts: - */ -struct gl_shared_state -{ - _glthread_Mutex Mutex; /**< for thread safety */ - GLint RefCount; /**< Reference count */ - struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ - struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ - - /** Default texture objects (shared by all texture units) */ - struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS]; - - /** Fallback texture used when a bound texture is incomplete */ - struct gl_texture_object *FallbackTex; - - /** - * \name Thread safety and statechange notification for texture - * objects. - * - * \todo Improve the granularity of locking. - */ - /*@{*/ - _glthread_Mutex TexMutex; /**< texobj thread safety */ - GLuint TextureStateStamp; /**< state notification for shared tex */ - /*@}*/ - - /** Default buffer object for vertex arrays that aren't in VBOs */ - struct gl_buffer_object *NullBufferObj; - - /** - * \name Vertex/geometry/fragment programs - */ - /*@{*/ - struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */ - struct gl_vertex_program *DefaultVertexProgram; - struct gl_fragment_program *DefaultFragmentProgram; - struct gl_geometry_program *DefaultGeometryProgram; - /*@}*/ - - /* GL_ATI_fragment_shader */ - struct _mesa_HashTable *ATIShaders; - struct ati_fragment_shader *DefaultFragmentShader; - - struct _mesa_HashTable *BufferObjects; - - /** Table of both gl_shader and gl_shader_program objects */ - struct _mesa_HashTable *ShaderObjects; - - /* GL_EXT_framebuffer_object */ - struct _mesa_HashTable *RenderBuffers; - struct _mesa_HashTable *FrameBuffers; - - /* GL_ARB_sync */ - struct simple_node SyncObjects; - - void *DriverData; /**< Device driver shared state */ -}; - - - - -/** - * A renderbuffer stores colors or depth values or stencil values. - * A framebuffer object will have a collection of these. - * Data are read/written to the buffer with a handful of Get/Put functions. - * - * Instances of this object are allocated with the Driver's NewRenderbuffer - * hook. Drivers will likely wrap this class inside a driver-specific - * class to simulate inheritance. - */ -struct gl_renderbuffer -{ -#define RB_MAGIC 0xaabbccdd - int Magic; /** XXX TEMPORARY DEBUG INFO */ - _glthread_Mutex Mutex; /**< for thread safety */ - GLuint ClassID; /**< Useful for drivers */ - GLuint Name; - GLint RefCount; - GLuint Width, Height; - GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ - - GLenum InternalFormat; /**< The user-specified format */ - GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or - GL_STENCIL_INDEX. */ - GLuint Format; /**< The actual format: MESA_FORMAT_x */ - - GLubyte NumSamples; - - GLenum DataType; /**< Type of values passed to the Get/Put functions */ - GLvoid *Data; /**< This may not be used by some kinds of RBs */ - - /* Used to wrap one renderbuffer around another: */ - struct gl_renderbuffer *Wrapped; - - /* Delete this renderbuffer */ - void (*Delete)(struct gl_renderbuffer *rb); - - /* Allocate new storage for this renderbuffer */ - GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb, - GLenum internalFormat, - GLuint width, GLuint height); - - /* Lock/Unlock are called before/after calling the Get/Put functions. - * Not sure this is the right place for these yet. - void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb); - void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb); - */ - - /* Return a pointer to the element/pixel at (x,y). - * Should return NULL if the buffer memory can't be directly addressed. - */ - void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb, - GLint x, GLint y); - - /* Get/Read a row of values. - * The values will be of format _BaseFormat and type DataType. - */ - void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, - GLint x, GLint y, void *values); - - /* Get/Read values at arbitrary locations. - * The values will be of format _BaseFormat and type DataType. - */ - void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, - const GLint x[], const GLint y[], void *values); - - /* Put/Write a row of values. - * The values will be of format _BaseFormat and type DataType. - */ - void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, - GLint x, GLint y, const void *values, const GLubyte *mask); - - /* Put/Write a row of RGB values. This is a special-case routine that's - * only used for RGBA renderbuffers when the source data is GL_RGB. That's - * a common case for glDrawPixels and some triangle routines. - * The values will be of format GL_RGB and type DataType. - */ - void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, - GLint x, GLint y, const void *values, const GLubyte *mask); - - - /* Put/Write a row of identical values. - * The values will be of format _BaseFormat and type DataType. - */ - void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, - GLint x, GLint y, const void *value, const GLubyte *mask); - - /* Put/Write values at arbitrary locations. - * The values will be of format _BaseFormat and type DataType. - */ - void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, - const GLint x[], const GLint y[], const void *values, - const GLubyte *mask); - /* Put/Write identical values at arbitrary locations. - * The values will be of format _BaseFormat and type DataType. - */ - void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, - GLuint count, const GLint x[], const GLint y[], - const void *value, const GLubyte *mask); -}; - - -/** - * A renderbuffer attachment points to either a texture object (and specifies - * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer. - */ -struct gl_renderbuffer_attachment -{ - GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */ - GLboolean Complete; - - /** - * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the - * application supplied renderbuffer object. - */ - struct gl_renderbuffer *Renderbuffer; - - /** - * If \c Type is \c GL_TEXTURE, this stores a pointer to the application - * supplied texture object. - */ - struct gl_texture_object *Texture; - GLuint TextureLevel; /**< Attached mipmap level. */ - GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */ - GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D - * and 2D array textures */ -}; - - -/** - * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). - * In C++ terms, think of this as a base class from which device drivers - * will make derived classes. - */ -struct gl_framebuffer -{ - _glthread_Mutex Mutex; /**< for thread safety */ - /** - * If zero, this is a window system framebuffer. If non-zero, this - * is a FBO framebuffer; note that for some devices (i.e. those with - * a natural pixel coordinate system for FBOs that differs from the - * OpenGL/Mesa coordinate system), this means that the viewport, - * polygon face orientation, and polygon stipple will have to be inverted. - */ - GLuint Name; - - GLint RefCount; - GLboolean DeletePending; - - /** - * The framebuffer's visual. Immutable if this is a window system buffer. - * Computed from attachments if user-made FBO. - */ - struct gl_config Visual; - - GLboolean Initialized; - - GLuint Width, Height; /**< size of frame buffer in pixels */ - - /** \name Drawing bounds (Intersection of buffer size and scissor box) */ - /*@{*/ - GLint _Xmin, _Xmax; /**< inclusive */ - GLint _Ymin, _Ymax; /**< exclusive */ - /*@}*/ - - /** \name Derived Z buffer stuff */ - /*@{*/ - GLuint _DepthMax; /**< Max depth buffer value */ - GLfloat _DepthMaxF; /**< Float max depth buffer value */ - GLfloat _MRD; /**< minimum resolvable difference in Z values */ - /*@}*/ - - /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */ - GLenum _Status; - - /** Integer color values */ - GLboolean _IntegerColor; - - /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ - struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; - - /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER - * attribute group and GL_PIXEL attribute group, respectively. - */ - GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS]; - GLenum ColorReadBuffer; - - /** Computed from ColorDraw/ReadBuffer above */ - GLuint _NumColorDrawBuffers; - GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */ - GLint _ColorReadBufferIndex; /* -1 = None */ - struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS]; - struct gl_renderbuffer *_ColorReadBuffer; - - /** The Actual depth/stencil buffers to use. May be wrappers around the - * depth/stencil buffers attached above. */ - struct gl_renderbuffer *_DepthBuffer; - struct gl_renderbuffer *_StencilBuffer; - - /** Delete this framebuffer */ - void (*Delete)(struct gl_framebuffer *fb); -}; - - -/** - * Limits for vertex and fragment programs/shaders. - */ -struct gl_program_constants -{ - /* logical limits */ - GLuint MaxInstructions; - GLuint MaxAluInstructions; - GLuint MaxTexInstructions; - GLuint MaxTexIndirections; - GLuint MaxAttribs; - GLuint MaxTemps; - GLuint MaxAddressRegs; - GLuint MaxParameters; - GLuint MaxLocalParams; - GLuint MaxEnvParams; - /* native/hardware limits */ - GLuint MaxNativeInstructions; - GLuint MaxNativeAluInstructions; - GLuint MaxNativeTexInstructions; - GLuint MaxNativeTexIndirections; - GLuint MaxNativeAttribs; - GLuint MaxNativeTemps; - GLuint MaxNativeAddressRegs; - GLuint MaxNativeParameters; - /* For shaders */ - GLuint MaxUniformComponents; - /* GL_ARB_geometry_shader4 */ - GLuint MaxGeometryTextureImageUnits; - GLuint MaxGeometryVaryingComponents; - GLuint MaxVertexVaryingComponents; - GLuint MaxGeometryUniformComponents; - GLuint MaxGeometryOutputVertices; - GLuint MaxGeometryTotalOutputComponents; -}; - - -/** - * Constants which may be overridden by device driver during context creation - * but are never changed after that. - */ -struct gl_constants -{ - GLint MaxTextureMbytes; /**< Max memory per image, in MB */ - GLint MaxTextureLevels; /**< Max mipmap levels. */ - GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */ - GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */ - GLint MaxArrayTextureLayers; /**< Max layers in array textures */ - GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */ - GLuint MaxTextureCoordUnits; - GLuint MaxTextureImageUnits; - GLuint MaxVertexTextureImageUnits; - GLuint MaxCombinedTextureImageUnits; - GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */ - GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ - GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */ - - GLuint MaxArrayLockSize; - - GLint SubPixelBits; - - GLfloat MinPointSize, MaxPointSize; /**< aliased */ - GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */ - GLfloat PointSizeGranularity; - GLfloat MinLineWidth, MaxLineWidth; /**< aliased */ - GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */ - GLfloat LineWidthGranularity; - - GLuint MaxColorTableSize; - - GLuint MaxClipPlanes; - GLuint MaxLights; - GLfloat MaxShininess; /**< GL_NV_light_max_exponent */ - GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */ - - GLuint MaxViewportWidth, MaxViewportHeight; - - struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */ - struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */ - struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */ - GLuint MaxProgramMatrices; - GLuint MaxProgramMatrixStackDepth; - - /** vertex array / buffer object bounds checking */ - GLboolean CheckArrayBounds; - - GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ - - GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ - GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */ - GLuint MaxSamples; /**< GL_ARB_framebuffer_object */ - - GLuint MaxVarying; /**< Number of float[4] varying parameters */ - - GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */ - - /** Which texture units support GL_ATI_envmap_bumpmap as targets */ - GLbitfield SupportedBumpUnits; - - /** - * Maximum amount of time, measured in nanseconds, that the server can wait. - */ - GLuint64 MaxServerWaitTimeout; - - /** GL_EXT_provoking_vertex */ - GLboolean QuadsFollowProvokingVertexConvention; - - /** OpenGL version 3.0 */ - GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */ - - /** OpenGL version 3.2 */ - GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */ - - /** GL_EXT_transform_feedback */ - GLuint MaxTransformFeedbackSeparateAttribs; - GLuint MaxTransformFeedbackSeparateComponents; - GLuint MaxTransformFeedbackInterleavedComponents; - - /** GL_EXT_gpu_shader4 */ - GLint MinProgramTexelOffset, MaxProgramTexelOffset; -}; - - -/** - * Enable flag for each OpenGL extension. Different device drivers will - * enable different extensions at runtime. - */ -struct gl_extensions -{ - GLboolean dummy; /* don't remove this! */ - GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */ - GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */ - GLboolean ARB_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_elements_base_vertex; - GLboolean ARB_draw_instanced; - GLboolean ARB_fragment_coord_conventions; - GLboolean ARB_fragment_program; - GLboolean ARB_fragment_program_shadow; - GLboolean ARB_fragment_shader; - GLboolean ARB_framebuffer_object; - GLboolean ARB_explicit_attrib_location; - GLboolean ARB_geometry_shader4; - GLboolean ARB_half_float_pixel; - GLboolean ARB_half_float_vertex; - GLboolean ARB_instanced_arrays; - GLboolean ARB_map_buffer_range; - GLboolean ARB_multisample; - GLboolean ARB_multitexture; - GLboolean ARB_occlusion_query; - GLboolean ARB_occlusion_query2; - GLboolean ARB_point_sprite; - GLboolean ARB_sampler_objects; - GLboolean ARB_seamless_cube_map; - GLboolean ARB_shader_objects; - GLboolean ARB_shader_stencil_export; - GLboolean ARB_shading_language_100; - GLboolean ARB_shadow; - GLboolean ARB_shadow_ambient; - GLboolean ARB_sync; - GLboolean ARB_texture_border_clamp; - GLboolean ARB_texture_buffer_object; - GLboolean ARB_texture_compression; - GLboolean ARB_texture_compression_rgtc; - GLboolean ARB_texture_cube_map; - GLboolean ARB_texture_env_combine; - GLboolean ARB_texture_env_crossbar; - GLboolean ARB_texture_env_dot3; - GLboolean ARB_texture_float; - GLboolean ARB_texture_mirrored_repeat; - GLboolean ARB_texture_multisample; - GLboolean ARB_texture_non_power_of_two; - GLboolean ARB_texture_rg; - GLboolean ARB_texture_rgb10_a2ui; - GLboolean ARB_timer_query; - GLboolean ARB_transform_feedback2; - GLboolean ARB_transpose_matrix; - GLboolean ARB_uniform_buffer_object; - GLboolean ARB_vertex_array_object; - GLboolean ARB_vertex_buffer_object; - GLboolean ARB_vertex_program; - GLboolean ARB_vertex_shader; - GLboolean ARB_vertex_type_2_10_10_10_rev; - GLboolean ARB_window_pos; - GLboolean EXT_abgr; - GLboolean EXT_bgra; - GLboolean EXT_blend_color; - GLboolean EXT_blend_equation_separate; - GLboolean EXT_blend_func_separate; - GLboolean EXT_blend_logic_op; - GLboolean EXT_blend_minmax; - GLboolean EXT_blend_subtract; - GLboolean EXT_clip_volume_hint; - GLboolean EXT_compiled_vertex_array; - GLboolean EXT_copy_texture; - GLboolean EXT_depth_bounds_test; - GLboolean EXT_draw_buffers2; - GLboolean EXT_draw_range_elements; - GLboolean EXT_fog_coord; - GLboolean EXT_framebuffer_blit; - GLboolean EXT_framebuffer_multisample; - GLboolean EXT_framebuffer_object; - GLboolean EXT_framebuffer_sRGB; - GLboolean EXT_gpu_program_parameters; - GLboolean EXT_gpu_shader4; - GLboolean EXT_multi_draw_arrays; - GLboolean EXT_paletted_texture; - GLboolean EXT_packed_depth_stencil; - GLboolean EXT_packed_float; - GLboolean EXT_packed_pixels; - GLboolean EXT_pixel_buffer_object; - GLboolean EXT_point_parameters; - GLboolean EXT_polygon_offset; - GLboolean EXT_provoking_vertex; - GLboolean EXT_rescale_normal; - GLboolean EXT_shadow_funcs; - GLboolean EXT_secondary_color; - GLboolean EXT_separate_shader_objects; - GLboolean EXT_separate_specular_color; - GLboolean EXT_shared_texture_palette; - GLboolean EXT_stencil_wrap; - GLboolean EXT_stencil_two_side; - GLboolean EXT_subtexture; - GLboolean EXT_texture; - GLboolean EXT_texture_object; - GLboolean EXT_texture3D; - GLboolean EXT_texture_array; - GLboolean EXT_texture_compression_s3tc; - GLboolean EXT_texture_env_add; - GLboolean EXT_texture_env_combine; - GLboolean EXT_texture_env_dot3; - GLboolean EXT_texture_filter_anisotropic; - GLboolean EXT_texture_integer; - GLboolean EXT_texture_lod_bias; - GLboolean EXT_texture_mirror_clamp; - GLboolean EXT_texture_shared_exponent; - GLboolean EXT_texture_sRGB; - GLboolean EXT_texture_swizzle; - GLboolean EXT_transform_feedback; - GLboolean EXT_timer_query; - GLboolean EXT_vertex_array; - GLboolean EXT_vertex_array_bgra; - GLboolean EXT_vertex_array_set; - /* vendor extensions */ - GLboolean APPLE_client_storage; - GLboolean APPLE_packed_pixels; - GLboolean APPLE_vertex_array_object; - GLboolean APPLE_object_purgeable; - GLboolean ATI_envmap_bumpmap; - GLboolean ATI_texture_mirror_once; - GLboolean ATI_texture_env_combine3; - GLboolean ATI_fragment_shader; - GLboolean ATI_separate_stencil; - GLboolean IBM_rasterpos_clip; - GLboolean IBM_multimode_draw_arrays; - GLboolean MESA_pack_invert; - GLboolean MESA_resize_buffers; - GLboolean MESA_ycbcr_texture; - GLboolean MESA_texture_array; - GLboolean MESA_texture_signed_rgba; - GLboolean NV_blend_square; - GLboolean NV_conditional_render; - GLboolean NV_fragment_program; - GLboolean NV_fragment_program_option; - GLboolean NV_light_max_exponent; - GLboolean NV_point_sprite; - GLboolean NV_primitive_restart; - GLboolean NV_texgen_reflection; - GLboolean NV_texture_env_combine4; - GLboolean NV_texture_rectangle; - GLboolean NV_vertex_program; - GLboolean NV_vertex_program1_1; - GLboolean OES_read_format; - GLboolean SGI_texture_color_table; - GLboolean SGIS_generate_mipmap; - GLboolean SGIS_texture_edge_clamp; - GLboolean SGIS_texture_lod; - GLboolean TDFX_texture_compression_FXT1; - GLboolean S3_s3tc; - GLboolean OES_EGL_image; - GLboolean OES_draw_texture; - GLboolean EXT_texture_format_BGRA8888; - GLboolean extension_sentinel; - /** The extension string */ - const GLubyte *String; - /** Number of supported extensions */ - GLuint Count; -}; - - -/** - * A stack of matrices (projection, modelview, color, texture, etc). - */ -struct gl_matrix_stack -{ - GLmatrix *Top; /**< points into Stack */ - GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ - GLuint Depth; /**< 0 <= Depth < MaxDepth */ - GLuint MaxDepth; /**< size of Stack[] array */ - GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ -}; - - -/** - * \name Bits for image transfer operations - * \sa __struct gl_contextRec::ImageTransferState. - */ -/*@{*/ -#define IMAGE_SCALE_BIAS_BIT 0x1 -#define IMAGE_SHIFT_OFFSET_BIT 0x2 -#define IMAGE_MAP_COLOR_BIT 0x4 -#define IMAGE_CLAMP_BIT 0x800 - - -/** Pixel Transfer ops */ -#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \ - IMAGE_SHIFT_OFFSET_BIT | \ - IMAGE_MAP_COLOR_BIT) - -/** - * \name Bits to indicate what state has changed. - * - * 4 unused flags. - */ -/*@{*/ -#define _NEW_MODELVIEW 0x1 /**< __struct gl_contextRec::ModelView */ -#define _NEW_PROJECTION 0x2 /**< __struct gl_contextRec::Projection */ -#define _NEW_TEXTURE_MATRIX 0x4 /**< __struct gl_contextRec::TextureMatrix */ -#define _NEW_ACCUM 0x10 /**< __struct gl_contextRec::Accum */ -#define _NEW_COLOR 0x20 /**< __struct gl_contextRec::Color */ -#define _NEW_DEPTH 0x40 /**< __struct gl_contextRec::Depth */ -#define _NEW_EVAL 0x80 /**< __struct gl_contextRec::Eval, __struct gl_contextRec::EvalMap */ -#define _NEW_FOG 0x100 /**< __struct gl_contextRec::Fog */ -#define _NEW_HINT 0x200 /**< __struct gl_contextRec::Hint */ -#define _NEW_LIGHT 0x400 /**< __struct gl_contextRec::Light */ -#define _NEW_LINE 0x800 /**< __struct gl_contextRec::Line */ -#define _NEW_PIXEL 0x1000 /**< __struct gl_contextRec::Pixel */ -#define _NEW_POINT 0x2000 /**< __struct gl_contextRec::Point */ -#define _NEW_POLYGON 0x4000 /**< __struct gl_contextRec::Polygon */ -#define _NEW_POLYGONSTIPPLE 0x8000 /**< __struct gl_contextRec::PolygonStipple */ -#define _NEW_SCISSOR 0x10000 /**< __struct gl_contextRec::Scissor */ -#define _NEW_STENCIL 0x20000 /**< __struct gl_contextRec::Stencil */ -#define _NEW_TEXTURE 0x40000 /**< __struct gl_contextRec::Texture */ -#define _NEW_TRANSFORM 0x80000 /**< __struct gl_contextRec::Transform */ -#define _NEW_VIEWPORT 0x100000 /**< __struct gl_contextRec::Viewport */ -#define _NEW_PACKUNPACK 0x200000 /**< __struct gl_contextRec::Pack, __struct gl_contextRec::Unpack */ -#define _NEW_ARRAY 0x400000 /**< __struct gl_contextRec::Array */ -#define _NEW_RENDERMODE 0x800000 /**< __struct gl_contextRec::RenderMode, __struct gl_contextRec::Feedback, __struct gl_contextRec::Select */ -#define _NEW_BUFFERS 0x1000000 /**< __struct gl_contextRec::Visual, __struct gl_contextRec::DrawBuffer, */ -#define _NEW_MULTISAMPLE 0x2000000 /**< __struct gl_contextRec::Multisample */ -#define _NEW_TRACK_MATRIX 0x4000000 /**< __struct gl_contextRec::VertexProgram */ -#define _NEW_PROGRAM 0x8000000 /**< __struct gl_contextRec::VertexProgram */ -#define _NEW_CURRENT_ATTRIB 0x10000000 /**< __struct gl_contextRec::Current */ -#define _NEW_PROGRAM_CONSTANTS 0x20000000 -#define _NEW_BUFFER_OBJECT 0x40000000 -#define _NEW_ALL ~0 -/*@}*/ - - -/** - * \name Bits to track array state changes - * - * Also used to summarize array enabled. - */ -/*@{*/ -#define _NEW_ARRAY_VERTEX VERT_BIT_POS -#define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT -#define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL -#define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0 -#define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1 -#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG -#define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX -#define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG -#define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */ -#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0 -#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1 -#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2 -#define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3 -#define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4 -#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5 -#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6 -#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7 -#define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */ -#define _NEW_ARRAY_ALL 0xffffffff - - -#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i)) -#define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i)) -/*@}*/ - - - -/** - * \name A bunch of flags that we think might be useful to drivers. - * - * Set in the __struct gl_contextRec::_TriangleCaps bitfield. - */ -/*@{*/ -#define DD_FLATSHADE 0x1 -#define DD_SEPARATE_SPECULAR 0x2 -#define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */ -#define DD_TRI_LIGHT_TWOSIDE 0x8 -#define DD_TRI_UNFILLED 0x10 -#define DD_TRI_SMOOTH 0x20 -#define DD_TRI_STIPPLE 0x40 -#define DD_TRI_OFFSET 0x80 -#define DD_LINE_SMOOTH 0x100 -#define DD_LINE_STIPPLE 0x200 -#define DD_POINT_SMOOTH 0x400 -#define DD_POINT_ATTEN 0x800 -#define DD_TRI_TWOSTENCIL 0x1000 -/*@}*/ - - -/** - * \name Define the state changes under which each of these bits might change - */ -/*@{*/ -#define _DD_NEW_FLATSHADE _NEW_LIGHT -#define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM) -#define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON -#define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT -#define _DD_NEW_TRI_UNFILLED _NEW_POLYGON -#define _DD_NEW_TRI_SMOOTH _NEW_POLYGON -#define _DD_NEW_TRI_STIPPLE _NEW_POLYGON -#define _DD_NEW_TRI_OFFSET _NEW_POLYGON -#define _DD_NEW_LINE_SMOOTH _NEW_LINE -#define _DD_NEW_LINE_STIPPLE _NEW_LINE -#define _DD_NEW_LINE_WIDTH _NEW_LINE -#define _DD_NEW_POINT_SMOOTH _NEW_POINT -#define _DD_NEW_POINT_SIZE _NEW_POINT -#define _DD_NEW_POINT_ATTEN _NEW_POINT -/*@}*/ - - -/** - * Composite state flags - */ -/*@{*/ -#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ - _NEW_TEXTURE | \ - _NEW_POINT | \ - _NEW_PROGRAM | \ - _NEW_MODELVIEW) - -#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \ - _NEW_TEXTURE) - -#define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL) -/*@}*/ - - - - -/* This has to be included here. */ -#include "dd.h" - - -/** - * Display list flags. - * Strictly this is a tnl-private concept, but it doesn't seem - * worthwhile adding a tnl private structure just to hold this one bit - * of information: - */ -#define DLIST_DANGLING_REFS 0x1 - - -/** Opaque declaration of display list payload data type */ -union gl_dlist_node; - - -/** - * Provide a location where information about a display list can be - * collected. Could be extended with driverPrivate structures, - * etc. in the future. - */ -struct gl_display_list -{ - GLuint Name; - GLbitfield Flags; /**< DLIST_x flags */ - /** The dlist commands are in a linked list of nodes */ - union gl_dlist_node *Head; -}; - - -/** - * State used during display list compilation and execution. - */ -struct gl_dlist_state -{ - GLuint CallDepth; /**< Current recursion calling depth */ - - struct gl_display_list *CurrentList; /**< List currently being compiled */ - union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */ - GLuint CurrentPos; /**< Index into current block of nodes */ - - GLvertexformat ListVtxfmt; - - GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; - GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; - - GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; - GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; - - GLubyte ActiveIndex; - GLfloat CurrentIndex; - - GLubyte ActiveEdgeFlag; - GLboolean CurrentEdgeFlag; - - struct { - /* State known to have been set by the currently-compiling display - * list. Used to eliminate some redundant state changes. - */ - GLenum ShadeModel; - } Current; -}; - -/** - * Enum for the OpenGL APIs we know about and may support. - */ -typedef enum { - API_OPENGL, - API_OPENGLES, - API_OPENGLES2 -} gl_api; - -/** - * Mesa rendering context. - * - * This is the central context data structure for Mesa. Almost all - * OpenGL state is contained in this structure. - * Think of this as a base class from which device drivers will derive - * sub classes. - * - * The struct gl_context typedef names this structure. - */ -struct gl_context -{ - /** State possibly shared with other contexts in the address space */ - struct gl_shared_state *Shared; - - /** \name API function pointer tables */ - /*@{*/ - gl_api API; - struct _glapi_table *Save; /**< Display list save functions */ - struct _glapi_table *Exec; /**< Execute functions */ - struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */ - /*@}*/ - - struct gl_config Visual; - struct gl_framebuffer *DrawBuffer; /**< buffer for writing */ - struct gl_framebuffer *ReadBuffer; /**< buffer for reading */ - struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ - struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ - - /** - * Device driver function pointer table - */ - struct dd_function_table Driver; - - void *DriverCtx; /**< Points to device driver context/state */ - - /** Core/Driver constants */ - struct gl_constants Const; - - /** \name The various 4x4 matrix stacks */ - /*@{*/ - struct gl_matrix_stack ModelviewMatrixStack; - struct gl_matrix_stack ProjectionMatrixStack; - struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS]; - struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES]; - struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */ - /*@}*/ - - /** Combined modelview and projection matrix */ - GLmatrix _ModelProjectMatrix; - - /** \name Display lists */ - struct gl_dlist_state ListState; - - GLboolean ExecuteFlag; /**< Execute GL commands? */ - GLboolean CompileFlag; /**< Compile GL commands into display list? */ - - /** Extension information */ - struct gl_extensions Extensions; - - /** Version info */ - GLuint VersionMajor, VersionMinor; - char *VersionString; - - /** \name State attribute stack (for glPush/PopAttrib) */ - /*@{*/ - GLuint AttribStackDepth; - struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; - /*@}*/ - - /** \name Renderer attribute groups - * - * We define a struct for each attribute group to make pushing and popping - * attributes easy. Also it's a good organization. - */ - /*@{*/ - struct gl_accum_attrib Accum; /**< Accum buffer attributes */ - struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */ - struct gl_current_attrib Current; /**< Current attributes */ - struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ - struct gl_eval_attrib Eval; /**< Eval attributes */ - struct gl_fog_attrib Fog; /**< Fog attributes */ - struct gl_hint_attrib Hint; /**< Hint attributes */ - struct gl_light_attrib Light; /**< Light attributes */ - struct gl_line_attrib Line; /**< Line attributes */ - struct gl_list_attrib List; /**< List attributes */ - struct gl_multisample_attrib Multisample; - struct gl_pixel_attrib Pixel; /**< Pixel attributes */ - struct gl_point_attrib Point; /**< Point attributes */ - struct gl_polygon_attrib Polygon; /**< Polygon attributes */ - GLuint PolygonStipple[32]; /**< Polygon stipple */ - struct gl_scissor_attrib Scissor; /**< Scissor attributes */ - struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ - struct gl_texture_attrib Texture; /**< Texture attributes */ - struct gl_transform_attrib Transform; /**< Transformation attributes */ - struct gl_viewport_attrib Viewport; /**< Viewport attributes */ - /*@}*/ - - /** \name Client attribute stack */ - /*@{*/ - GLuint ClientAttribStackDepth; - struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; - /*@}*/ - - /** \name Client attribute groups */ - /*@{*/ - struct gl_array_attrib Array; /**< Vertex arrays */ - struct gl_pixelstore_attrib Pack; /**< Pixel packing */ - struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */ - struct gl_pixelstore_attrib DefaultPacking; /**< Default params */ - /*@}*/ - - /** \name Other assorted state (not pushed/popped on attribute stack) */ - /*@{*/ - struct gl_pixelmaps PixelMaps; - - struct gl_evaluators EvalMap; /**< All evaluators */ - struct gl_feedback Feedback; /**< Feedback */ - struct gl_selection Select; /**< Selection */ - - struct gl_program_state Program; /**< general program state */ - struct gl_vertex_program_state VertexProgram; - struct gl_fragment_program_state FragmentProgram; - struct gl_geometry_program_state GeometryProgram; - struct gl_ati_fragment_shader_state ATIFragmentShader; - - struct gl_shader_state Shader; /**< GLSL shader object state */ - struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES]; - - struct gl_query_state Query; /**< occlusion, timer queries */ - - struct gl_transform_feedback TransformFeedback; - - struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */ - struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */ - /*@}*/ - - struct gl_meta_state *Meta; /**< for "meta" operations */ - - /* GL_EXT_framebuffer_object */ - struct gl_renderbuffer *CurrentRenderbuffer; - - GLenum ErrorValue; /**< Last error code */ - - /** - * Recognize and silence repeated error debug messages in buggy apps. - */ - const char *ErrorDebugFmtString; - GLuint ErrorDebugCount; - - GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ - GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ - - GLboolean ViewportInitialized; /**< has viewport size been initialized? */ - - GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */ - - /** \name Derived state */ - /*@{*/ - /** Bitwise-or of DD_* flags. Note that this bitfield may be used before - * state validation so they need to always be current. - */ - GLbitfield _TriangleCaps; - GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ - GLfloat _EyeZDir[3]; - GLfloat _ModelViewInvScale; - GLboolean _NeedEyeCoords; - GLboolean _ForceEyeCoords; - - GLuint TextureStateTimestamp; /**< detect changes to shared state */ - - struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */ - struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */ - /**@}*/ - - struct gl_list_extensions *ListExt; /**< driver dlist extensions */ - - /** \name For debugging/development only */ - /*@{*/ - GLboolean FirstTimeCurrent; - /*@}*/ - - /** Dither disable via MESA_NO_DITHER env var */ - GLboolean NoDither; - - /** software compression/decompression supported or not */ - GLboolean Mesa_DXTn; - - GLboolean TextureFormatSupported[MESA_FORMAT_COUNT]; - - /** - * Use dp4 (rather than mul/mad) instructions for position - * transformation? - */ - GLboolean mvp_with_dp4; - - /** - * \name Hooks for module contexts. - * - * These will eventually live in the driver or elsewhere. - */ - /*@{*/ - void *swrast_context; - void *swsetup_context; - void *swtnl_context; - void *swtnl_im; - struct st_context *st; - void *aelt_context; - /*@}*/ -}; - - -/** The string names for GL_POINT, GL_LINE_LOOP, etc */ -extern const char *_mesa_prim_name[GL_POLYGON+4]; - - -#ifdef DEBUG -extern int MESA_VERBOSE; -extern int MESA_DEBUG_FLAGS; -# define MESA_FUNCTION __FUNCTION__ -#else -# define MESA_VERBOSE 0 -# define MESA_DEBUG_FLAGS 0 -# define MESA_FUNCTION "a function" -# ifndef NDEBUG -# define NDEBUG -# endif -#endif - - -/** The MESA_VERBOSE var is a bitmask of these flags */ -enum _verbose -{ - VERBOSE_VARRAY = 0x0001, - VERBOSE_TEXTURE = 0x0002, - VERBOSE_MATERIAL = 0x0004, - VERBOSE_PIPELINE = 0x0008, - VERBOSE_DRIVER = 0x0010, - VERBOSE_STATE = 0x0020, - VERBOSE_API = 0x0040, - VERBOSE_DISPLAY_LIST = 0x0100, - VERBOSE_LIGHTING = 0x0200, - VERBOSE_PRIMS = 0x0400, - VERBOSE_VERTS = 0x0800, - VERBOSE_DISASSEM = 0x1000, - VERBOSE_DRAW = 0x2000, - VERBOSE_SWAPBUFFERS = 0x4000 -}; - - -/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */ -enum _debug -{ - DEBUG_ALWAYS_FLUSH = 0x1 -}; - - - -#endif /* MTYPES_H */ +/* + * Mesa 3-D graphics library + * Version: 7.7 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * \file mtypes.h + * Main Mesa data structures. + * + * Please try to mark derived values with a leading underscore ('_'). + */ + +#ifndef MTYPES_H +#define MTYPES_H + + +#include "main/glheader.h" +#include "main/config.h" +#include "main/mfeatures.h" +#include "glapi/glapi.h" +#include "math/m_matrix.h" /* GLmatrix */ +#include "main/simple_list.h" /* struct simple_node */ +#include "main/formats.h" /* MESA_FORMAT_COUNT */ + + +/** + * Color channel data type. + */ +#if CHAN_BITS == 8 + typedef GLubyte GLchan; +#define CHAN_MAX 255 +#define CHAN_MAXF 255.0F +#define CHAN_TYPE GL_UNSIGNED_BYTE +#elif CHAN_BITS == 16 + typedef GLushort GLchan; +#define CHAN_MAX 65535 +#define CHAN_MAXF 65535.0F +#define CHAN_TYPE GL_UNSIGNED_SHORT +#elif CHAN_BITS == 32 + typedef GLfloat GLchan; +#define CHAN_MAX 1.0 +#define CHAN_MAXF 1.0F +#define CHAN_TYPE GL_FLOAT +#else +#error "illegal number of color channel bits" +#endif + + +/** + * Stencil buffer data type. + */ +#if STENCIL_BITS==8 + typedef GLubyte GLstencil; +#elif STENCIL_BITS==16 + typedef GLushort GLstencil; +#else +# error "illegal number of stencil bits" +#endif + + +/** + * \name 64-bit extension of GLbitfield. + */ +/*@{*/ +typedef GLuint64 GLbitfield64; + +#define BITFIELD64_ONE 1ULL +#define BITFIELD64_ALLONES ~0ULL + +/** Set a single bit */ +#define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b)) + +/** Set a mask of the least significant \c b bits */ +#define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \ + (BITFIELD64_BIT(b) - 1)) + +/** + * Set all bits from l (low bit) to h (high bit), inclusive. + * + * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits. + */ +#define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l)) +/*@}*/ + + +/** + * \name Some forward type declarations + */ +/*@{*/ +struct _mesa_HashTable; +struct gl_attrib_node; +struct gl_list_extensions; +struct gl_meta_state; +struct gl_pixelstore_attrib; +struct gl_program_cache; +struct gl_texture_format; +struct gl_texture_image; +struct gl_texture_object; +struct gl_context; +struct st_context; +/*@}*/ + + + +/** + * Shader stages. Note that these will become 5 with tessellation. + * These MUST have the same values as gallium's PIPE_SHADER_* + */ +typedef enum +{ + MESA_SHADER_VERTEX = 0, + MESA_SHADER_FRAGMENT = 1, + MESA_SHADER_GEOMETRY = 2, + MESA_SHADER_TYPES = 3 +} gl_shader_type; + + + +/** + * Indexes for vertex program attributes. + * GL_NV_vertex_program aliases generic attributes over the conventional + * attributes. In GL_ARB_vertex_program shader the aliasing is optional. + * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the + * generic attributes are distinct/separate). + */ +typedef enum +{ + VERT_ATTRIB_POS = 0, + VERT_ATTRIB_WEIGHT = 1, + VERT_ATTRIB_NORMAL = 2, + VERT_ATTRIB_COLOR0 = 3, + VERT_ATTRIB_COLOR1 = 4, + VERT_ATTRIB_FOG = 5, + VERT_ATTRIB_COLOR_INDEX = 6, + VERT_ATTRIB_POINT_SIZE = 6, /*alias*/ + VERT_ATTRIB_EDGEFLAG = 7, + VERT_ATTRIB_TEX0 = 8, + VERT_ATTRIB_TEX1 = 9, + VERT_ATTRIB_TEX2 = 10, + VERT_ATTRIB_TEX3 = 11, + VERT_ATTRIB_TEX4 = 12, + VERT_ATTRIB_TEX5 = 13, + VERT_ATTRIB_TEX6 = 14, + VERT_ATTRIB_TEX7 = 15, + VERT_ATTRIB_GENERIC0 = 16, + VERT_ATTRIB_GENERIC1 = 17, + VERT_ATTRIB_GENERIC2 = 18, + VERT_ATTRIB_GENERIC3 = 19, + VERT_ATTRIB_GENERIC4 = 20, + VERT_ATTRIB_GENERIC5 = 21, + VERT_ATTRIB_GENERIC6 = 22, + VERT_ATTRIB_GENERIC7 = 23, + VERT_ATTRIB_GENERIC8 = 24, + VERT_ATTRIB_GENERIC9 = 25, + VERT_ATTRIB_GENERIC10 = 26, + VERT_ATTRIB_GENERIC11 = 27, + VERT_ATTRIB_GENERIC12 = 28, + VERT_ATTRIB_GENERIC13 = 29, + VERT_ATTRIB_GENERIC14 = 30, + VERT_ATTRIB_GENERIC15 = 31, + VERT_ATTRIB_MAX = 32 +} gl_vert_attrib; + +/** + * Bitflags for vertex attributes. + * These are used in bitfields in many places. + */ +/*@{*/ +#define VERT_BIT_POS (1 << VERT_ATTRIB_POS) +#define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT) +#define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL) +#define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0) +#define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1) +#define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG) +#define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX) +#define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG) +#define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0) +#define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1) +#define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2) +#define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3) +#define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4) +#define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5) +#define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6) +#define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7) +#define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0) +#define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1) +#define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2) +#define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3) +#define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4) +#define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5) +#define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6) +#define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7) +#define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8) +#define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9) +#define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10) +#define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11) +#define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12) +#define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13) +#define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14) +#define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15) + +#define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u))) +#define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g))) +/*@}*/ + + +/** + * Indexes for vertex program result attributes + */ +typedef enum +{ + VERT_RESULT_HPOS = 0, + VERT_RESULT_COL0 = 1, + VERT_RESULT_COL1 = 2, + VERT_RESULT_FOGC = 3, + VERT_RESULT_TEX0 = 4, + VERT_RESULT_TEX1 = 5, + VERT_RESULT_TEX2 = 6, + VERT_RESULT_TEX3 = 7, + VERT_RESULT_TEX4 = 8, + VERT_RESULT_TEX5 = 9, + VERT_RESULT_TEX6 = 10, + VERT_RESULT_TEX7 = 11, + VERT_RESULT_PSIZ = 12, + VERT_RESULT_BFC0 = 13, + VERT_RESULT_BFC1 = 14, + VERT_RESULT_EDGE = 15, + VERT_RESULT_VAR0 = 16, /**< shader varying */ + VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING) +} gl_vert_result; + + +/*********************************************/ + +/** + * Indexes for geometry program attributes. + */ +typedef enum +{ + GEOM_ATTRIB_POSITION = 0, + GEOM_ATTRIB_COLOR0 = 1, + GEOM_ATTRIB_COLOR1 = 2, + GEOM_ATTRIB_SECONDARY_COLOR0 = 3, + GEOM_ATTRIB_SECONDARY_COLOR1 = 4, + GEOM_ATTRIB_FOG_FRAG_COORD = 5, + GEOM_ATTRIB_POINT_SIZE = 6, + GEOM_ATTRIB_CLIP_VERTEX = 7, + GEOM_ATTRIB_PRIMITIVE_ID = 8, + GEOM_ATTRIB_TEX_COORD = 9, + + GEOM_ATTRIB_VAR0 = 16, + GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING) +} gl_geom_attrib; + +/** + * Bitflags for geometry attributes. + * These are used in bitfields in many places. + */ +/*@{*/ +#define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0) +#define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1) +#define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0) +#define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1) +#define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD) +#define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD) +#define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION) +#define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE) +#define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX) +#define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID) +#define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0) + +#define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g))) +/*@}*/ + + +/** + * Indexes for geometry program result attributes + */ +/*@{*/ +typedef enum { + GEOM_RESULT_POS = 0, + GEOM_RESULT_COL0 = 1, + GEOM_RESULT_COL1 = 2, + GEOM_RESULT_SCOL0 = 3, + GEOM_RESULT_SCOL1 = 4, + GEOM_RESULT_FOGC = 5, + GEOM_RESULT_TEX0 = 6, + GEOM_RESULT_TEX1 = 7, + GEOM_RESULT_TEX2 = 8, + GEOM_RESULT_TEX3 = 9, + GEOM_RESULT_TEX4 = 10, + GEOM_RESULT_TEX5 = 11, + GEOM_RESULT_TEX6 = 12, + GEOM_RESULT_TEX7 = 13, + GEOM_RESULT_PSIZ = 14, + GEOM_RESULT_CLPV = 15, + GEOM_RESULT_PRID = 16, + GEOM_RESULT_LAYR = 17, + GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */ + /* ### we need to -2 because var0 is 18 instead 16 like in the others */ + GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2) +} gl_geom_result; +/*@}*/ + +/** + * Indexes for fragment program input attributes. + */ +typedef enum +{ + FRAG_ATTRIB_WPOS = 0, + FRAG_ATTRIB_COL0 = 1, + FRAG_ATTRIB_COL1 = 2, + FRAG_ATTRIB_FOGC = 3, + FRAG_ATTRIB_TEX0 = 4, + FRAG_ATTRIB_TEX1 = 5, + FRAG_ATTRIB_TEX2 = 6, + FRAG_ATTRIB_TEX3 = 7, + FRAG_ATTRIB_TEX4 = 8, + FRAG_ATTRIB_TEX5 = 9, + FRAG_ATTRIB_TEX6 = 10, + FRAG_ATTRIB_TEX7 = 11, + FRAG_ATTRIB_FACE = 12, /**< front/back face */ + FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */ + FRAG_ATTRIB_VAR0 = 14, /**< shader varying */ + FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING) +} gl_frag_attrib; + +/** + * Bitflags for fragment program input attributes. + */ +/*@{*/ +#define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS) +#define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0) +#define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1) +#define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC) +#define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE) +#define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC) +#define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0) +#define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1) +#define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2) +#define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3) +#define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4) +#define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5) +#define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6) +#define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7) +#define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0) + +#define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U)) +#define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V)) + +#define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \ + FRAG_BIT_TEX1| \ + FRAG_BIT_TEX2| \ + FRAG_BIT_TEX3| \ + FRAG_BIT_TEX4| \ + FRAG_BIT_TEX5| \ + FRAG_BIT_TEX6| \ + FRAG_BIT_TEX7) +/*@}*/ + + +/** + * Fragment program results + */ +typedef enum +{ + FRAG_RESULT_DEPTH = 0, + FRAG_RESULT_STENCIL = 1, + FRAG_RESULT_COLOR = 2, + FRAG_RESULT_DATA0 = 3, + FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) +} gl_frag_result; + + +/** + * Indexes for all renderbuffers + */ +typedef enum +{ + /* the four standard color buffers */ + BUFFER_FRONT_LEFT, + BUFFER_BACK_LEFT, + BUFFER_FRONT_RIGHT, + BUFFER_BACK_RIGHT, + BUFFER_DEPTH, + BUFFER_STENCIL, + BUFFER_ACCUM, + /* optional aux buffer */ + BUFFER_AUX0, + /* generic renderbuffers */ + BUFFER_COLOR0, + BUFFER_COLOR1, + BUFFER_COLOR2, + BUFFER_COLOR3, + BUFFER_COLOR4, + BUFFER_COLOR5, + BUFFER_COLOR6, + BUFFER_COLOR7, + BUFFER_COUNT +} gl_buffer_index; + +/** + * Bit flags for all renderbuffers + */ +#define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) +#define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) +#define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) +#define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) +#define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) +#define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) +#define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) +#define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) +#define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) +#define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) +#define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) +#define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0) +#define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1) +#define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2) +#define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3) +#define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4) +#define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5) +#define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6) +#define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7) + +/** + * Mask of all the color buffer bits (but not accum). + */ +#define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \ + BUFFER_BIT_BACK_LEFT | \ + BUFFER_BIT_FRONT_RIGHT | \ + BUFFER_BIT_BACK_RIGHT | \ + BUFFER_BIT_AUX0 | \ + BUFFER_BIT_COLOR0 | \ + BUFFER_BIT_COLOR1 | \ + BUFFER_BIT_COLOR2 | \ + BUFFER_BIT_COLOR3 | \ + BUFFER_BIT_COLOR4 | \ + BUFFER_BIT_COLOR5 | \ + BUFFER_BIT_COLOR6 | \ + BUFFER_BIT_COLOR7) + + +/** + * Framebuffer configuration (aka visual / pixelformat) + * Note: some of these fields should be boolean, but it appears that + * code in drivers/dri/common/util.c requires int-sized fields. + */ +struct gl_config +{ + GLboolean rgbMode; + GLboolean floatMode; + GLboolean colorIndexMode; /* XXX is this used anywhere? */ + GLuint doubleBufferMode; + GLuint stereoMode; + + GLboolean haveAccumBuffer; + GLboolean haveDepthBuffer; + GLboolean haveStencilBuffer; + + GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */ + GLuint redMask, greenMask, blueMask, alphaMask; + GLint rgbBits; /* total bits for rgb */ + GLint indexBits; /* total bits for colorindex */ + + GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits; + GLint depthBits; + GLint stencilBits; + + GLint numAuxBuffers; + + GLint level; + + /* EXT_visual_rating / GLX 1.2 */ + GLint visualRating; + + /* EXT_visual_info / GLX 1.2 */ + GLint transparentPixel; + /* colors are floats scaled to ints */ + GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha; + GLint transparentIndex; + + /* ARB_multisample / SGIS_multisample */ + GLint sampleBuffers; + GLint samples; + + /* SGIX_pbuffer / GLX 1.3 */ + GLint maxPbufferWidth; + GLint maxPbufferHeight; + GLint maxPbufferPixels; + GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */ + GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */ + + /* OML_swap_method */ + GLint swapMethod; + + /* EXT_texture_from_pixmap */ + GLint bindToTextureRgb; + GLint bindToTextureRgba; + GLint bindToMipmapTexture; + GLint bindToTextureTargets; + GLint yInverted; +}; + + +/** + * Data structure for color tables + */ +struct gl_color_table +{ + GLenum InternalFormat; /**< The user-specified format */ + GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */ + GLuint Size; /**< number of entries in table */ + GLfloat *TableF; /**< Color table, floating point values */ + GLubyte *TableUB; /**< Color table, ubyte values */ + GLubyte RedSize; + GLubyte GreenSize; + GLubyte BlueSize; + GLubyte AlphaSize; + GLubyte LuminanceSize; + GLubyte IntensitySize; +}; + + +/** + * \name Bit flags used for updating material values. + */ +/*@{*/ +#define MAT_ATTRIB_FRONT_AMBIENT 0 +#define MAT_ATTRIB_BACK_AMBIENT 1 +#define MAT_ATTRIB_FRONT_DIFFUSE 2 +#define MAT_ATTRIB_BACK_DIFFUSE 3 +#define MAT_ATTRIB_FRONT_SPECULAR 4 +#define MAT_ATTRIB_BACK_SPECULAR 5 +#define MAT_ATTRIB_FRONT_EMISSION 6 +#define MAT_ATTRIB_BACK_EMISSION 7 +#define MAT_ATTRIB_FRONT_SHININESS 8 +#define MAT_ATTRIB_BACK_SHININESS 9 +#define MAT_ATTRIB_FRONT_INDEXES 10 +#define MAT_ATTRIB_BACK_INDEXES 11 +#define MAT_ATTRIB_MAX 12 + +#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) +#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) +#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) +#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) +#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) +#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) + +#define MAT_INDEX_AMBIENT 0 +#define MAT_INDEX_DIFFUSE 1 +#define MAT_INDEX_SPECULAR 2 + +#define MAT_BIT_FRONT_AMBIENT (1< ) */ + 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 */ + GLenum BlendSrcRGB; /**< Blending source operator */ + GLenum BlendDstRGB; /**< Blending destination operator */ + GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */ + GLenum BlendDstA; /**< GL_INGR_blend_func_separate */ + GLenum BlendEquationRGB; /**< Blending equation */ + GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */ + GLfloat BlendColor[4]; /**< Blending color */ + /*@}*/ + + /** + * \name Logic op + */ + /*@{*/ + GLenum LogicOp; /**< Logic operator */ + GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ + GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ + GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */ + /*@}*/ + + GLboolean DitherFlag; /**< Dither enable flag */ + + GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ + GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */ +}; + + +/** + * Current attribute group (GL_CURRENT_BIT). + */ +struct gl_current_attrib +{ + /** + * \name Current vertex attributes. + * \note Values are valid only after FLUSH_VERTICES has been called. + * \note Index and Edgeflag current values are stored as floats in the + * SIX and SEVEN attribute slots. + */ + GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */ + + /** + * \name Current raster position attributes (always valid). + * \note This set of attributes is very similar to the SWvertex struct. + */ + /*@{*/ + GLfloat RasterPos[4]; + GLfloat RasterDistance; + GLfloat RasterColor[4]; + GLfloat RasterSecondaryColor[4]; + GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4]; + GLboolean RasterPosValid; + /*@}*/ +}; + + +/** + * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). + */ +struct gl_depthbuffer_attrib +{ + GLenum Func; /**< Function for depth buffer compare */ + GLclampd Clear; /**< Value to clear depth buffer to */ + GLboolean Test; /**< Depth buffering enabled flag */ + GLboolean Mask; /**< Depth buffer writable? */ + GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ + GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ +}; + + +/** + * Evaluator attribute group (GL_EVAL_BIT). + */ +struct gl_eval_attrib +{ + /** + * \name Enable bits + */ + /*@{*/ + GLboolean Map1Color4; + GLboolean Map1Index; + GLboolean Map1Normal; + GLboolean Map1TextureCoord1; + GLboolean Map1TextureCoord2; + GLboolean Map1TextureCoord3; + GLboolean Map1TextureCoord4; + GLboolean Map1Vertex3; + GLboolean Map1Vertex4; + GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ + GLboolean Map2Color4; + GLboolean Map2Index; + GLboolean Map2Normal; + GLboolean Map2TextureCoord1; + GLboolean Map2TextureCoord2; + GLboolean Map2TextureCoord3; + GLboolean Map2TextureCoord4; + GLboolean Map2Vertex3; + GLboolean Map2Vertex4; + GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ + GLboolean AutoNormal; + /*@}*/ + + /** + * \name Map Grid endpoints and divisions and calculated du values + */ + /*@{*/ + GLint MapGrid1un; + GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; + GLint MapGrid2un, MapGrid2vn; + GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; + GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; + /*@}*/ +}; + + +/** + * Fog attribute group (GL_FOG_BIT). + */ +struct gl_fog_attrib +{ + GLboolean Enabled; /**< Fog enabled flag */ + GLfloat Color[4]; /**< Fog color */ + GLfloat Density; /**< Density >= 0.0 */ + GLfloat Start; /**< Start distance in eye coords */ + GLfloat End; /**< End distance in eye coords */ + GLfloat Index; /**< Fog index */ + GLenum Mode; /**< Fog mode */ + GLboolean ColorSumEnabled; + GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ + GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */ +}; + + +/** + * Hint attribute group (GL_HINT_BIT). + * + * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. + */ +struct gl_hint_attrib +{ + GLenum PerspectiveCorrection; + GLenum PointSmooth; + GLenum LineSmooth; + GLenum PolygonSmooth; + GLenum Fog; + GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */ + GLenum TextureCompression; /**< GL_ARB_texture_compression */ + GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */ + GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */ +}; + +/** + * Light state flags. + */ +/*@{*/ +#define LIGHT_SPOT 0x1 +#define LIGHT_LOCAL_VIEWER 0x2 +#define LIGHT_POSITIONAL 0x4 +#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) +/*@}*/ + + +/** + * Lighting attribute group (GL_LIGHT_BIT). + */ +struct gl_light_attrib +{ + struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ + struct gl_lightmodel Model; /**< Lighting model */ + + /** + * Must flush FLUSH_VERTICES before referencing: + */ + /*@{*/ + struct gl_material Material; /**< Includes front & back values */ + /*@}*/ + + GLboolean Enabled; /**< Lighting enabled flag */ + GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ + GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */ + GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ + GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ + GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ + GLboolean ColorMaterialEnabled; + GLenum ClampVertexColor; + + struct gl_light EnabledList; /**< List sentinel */ + + /** + * Derived state for optimizations: + */ + /*@{*/ + GLboolean _NeedEyeCoords; + GLboolean _NeedVertices; /**< Use fast shader? */ + GLbitfield _Flags; /**< LIGHT_* flags, see above */ + GLfloat _BaseColor[2][3]; + /*@}*/ +}; + + +/** + * Line attribute group (GL_LINE_BIT). + */ +struct gl_line_attrib +{ + GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */ + GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */ + GLushort StipplePattern; /**< Stipple pattern */ + GLint StippleFactor; /**< Stipple repeat factor */ + GLfloat Width; /**< Line width */ +}; + + +/** + * Display list attribute group (GL_LIST_BIT). + */ +struct gl_list_attrib +{ + GLuint ListBase; +}; + + +/** + * Multisample attribute group (GL_MULTISAMPLE_BIT). + */ +struct gl_multisample_attrib +{ + GLboolean Enabled; + GLboolean _Enabled; /**< true if Enabled and multisample buffer */ + GLboolean SampleAlphaToCoverage; + GLboolean SampleAlphaToOne; + GLboolean SampleCoverage; + GLfloat SampleCoverageValue; + GLboolean SampleCoverageInvert; +}; + + +/** + * A pixelmap (see glPixelMap) + */ +struct gl_pixelmap +{ + GLint Size; + GLfloat Map[MAX_PIXEL_MAP_TABLE]; + GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */ +}; + + +/** + * Collection of all pixelmaps + */ +struct gl_pixelmaps +{ + struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */ + struct gl_pixelmap GtoG; + struct gl_pixelmap BtoB; + struct gl_pixelmap AtoA; + struct gl_pixelmap ItoR; + struct gl_pixelmap ItoG; + struct gl_pixelmap ItoB; + struct gl_pixelmap ItoA; + struct gl_pixelmap ItoI; + struct gl_pixelmap StoS; +}; + + +/** + * Pixel attribute group (GL_PIXEL_MODE_BIT). + */ +struct gl_pixel_attrib +{ + GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ + + /*--- Begin Pixel Transfer State ---*/ + /* Fields are in the order in which they're applied... */ + + /** Scale & Bias (index shift, offset) */ + /*@{*/ + GLfloat RedBias, RedScale; + GLfloat GreenBias, GreenScale; + GLfloat BlueBias, BlueScale; + GLfloat AlphaBias, AlphaScale; + GLfloat DepthBias, DepthScale; + GLint IndexShift, IndexOffset; + /*@}*/ + + /* Pixel Maps */ + /* Note: actual pixel maps are not part of this attrib group */ + GLboolean MapColorFlag; + GLboolean MapStencilFlag; + + /*--- End Pixel Transfer State ---*/ + + /** glPixelZoom */ + GLfloat ZoomX, ZoomY; + + /** GL_SGI_texture_color_table */ + GLfloat TextureColorTableScale[4]; /**< RGBA */ + GLfloat TextureColorTableBias[4]; /**< RGBA */ +}; + + +/** + * Point attribute group (GL_POINT_BIT). + */ +struct gl_point_attrib +{ + GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ + GLfloat Size; /**< User-specified point size */ + GLfloat Params[3]; /**< GL_EXT_point_parameters */ + GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ + GLfloat Threshold; /**< GL_EXT_point_parameters */ + GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ + GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */ + GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/ + GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ + GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ +}; + + +/** + * Polygon attribute group (GL_POLYGON_BIT). + */ +struct gl_polygon_attrib +{ + GLenum FrontFace; /**< Either GL_CW or GL_CCW */ + GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ + GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ + GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ + GLboolean CullFlag; /**< Culling on/off flag */ + GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */ + GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */ + GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */ + GLfloat OffsetFactor; /**< Polygon offset factor, from user */ + GLfloat OffsetUnits; /**< Polygon offset units, from user */ + GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ + GLboolean OffsetLine; /**< Offset in GL_LINE mode */ + GLboolean OffsetFill; /**< Offset in GL_FILL mode */ +}; + + +/** + * Scissor attributes (GL_SCISSOR_BIT). + */ +struct gl_scissor_attrib +{ + GLboolean Enabled; /**< Scissor test enabled? */ + GLint X, Y; /**< Lower left corner of box */ + GLsizei Width, Height; /**< Size of box */ +}; + + +/** + * Stencil attribute group (GL_STENCIL_BUFFER_BIT). + * + * Three sets of stencil data are tracked so that OpenGL 2.0, + * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported + * simultaneously. In each of the stencil state arrays, element 0 corresponds + * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 / + * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the + * GL_EXT_stencil_two_side GL_BACK state. + * + * The derived value \c _BackFace is either 1 or 2 depending on whether or + * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled. + * + * The derived value \c _TestTwoSide is set when the front-face and back-face + * stencil state are different. + */ +struct gl_stencil_attrib +{ + GLboolean Enabled; /**< Enabled flag */ + GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ + GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */ + GLboolean _Enabled; /**< Enabled and stencil buffer present */ + GLboolean _TestTwoSide; + GLubyte _BackFace; /**< Current back stencil state (1 or 2) */ + GLenum Function[3]; /**< Stencil function */ + GLenum FailFunc[3]; /**< Fail function */ + GLenum ZPassFunc[3]; /**< Depth buffer pass function */ + GLenum ZFailFunc[3]; /**< Depth buffer fail function */ + GLint Ref[3]; /**< Reference value */ + GLuint ValueMask[3]; /**< Value mask */ + GLuint WriteMask[3]; /**< Write mask */ + GLuint Clear; /**< Clear value */ +}; + + +/** + * An index for each type of texture object. These correspond to the GL + * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. + * Note: the order is from highest priority to lowest priority. + */ +typedef enum +{ + TEXTURE_2D_ARRAY_INDEX, + TEXTURE_1D_ARRAY_INDEX, + TEXTURE_CUBE_INDEX, + TEXTURE_3D_INDEX, + TEXTURE_RECT_INDEX, + TEXTURE_2D_INDEX, + TEXTURE_1D_INDEX, + NUM_TEXTURE_TARGETS +} gl_texture_index; + + +/** + * Bit flags for each type of texture object + * Used for Texture.Unit[]._ReallyEnabled flags. + */ +/*@{*/ +#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) +#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) +#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) +#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) +#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) +#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) +#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) +/*@}*/ + + +/** + * TexGenEnabled flags. + */ +/*@{*/ +#define S_BIT 1 +#define T_BIT 2 +#define R_BIT 4 +#define Q_BIT 8 +#define STR_BITS (S_BIT | T_BIT | R_BIT) +/*@}*/ + + +/** + * Bit flag versions of the corresponding GL_ constants. + */ +/*@{*/ +#define TEXGEN_SPHERE_MAP 0x1 +#define TEXGEN_OBJ_LINEAR 0x2 +#define TEXGEN_EYE_LINEAR 0x4 +#define TEXGEN_REFLECTION_MAP_NV 0x8 +#define TEXGEN_NORMAL_MAP_NV 0x10 + +#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ + TEXGEN_REFLECTION_MAP_NV | \ + TEXGEN_NORMAL_MAP_NV) +#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ + TEXGEN_REFLECTION_MAP_NV | \ + TEXGEN_NORMAL_MAP_NV | \ + TEXGEN_EYE_LINEAR) +/*@}*/ + + + +/** Tex-gen enabled for texture unit? */ +#define ENABLE_TEXGEN(unit) (1 << (unit)) + +/** Non-identity texture matrix for texture unit? */ +#define ENABLE_TEXMAT(unit) (1 << (unit)) + + +/** + * Texel fetch function prototype. We use texel fetch functions to + * extract RGBA, color indexes and depth components out of 1D, 2D and 3D + * texture images. These functions help to isolate us from the gritty + * details of all the various texture image encodings. + * + * \param texImage texture image. + * \param col texel column. + * \param row texel row. + * \param img texel image level/layer. + * \param texelOut output texel (up to 4 GLchans) + */ +typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage, + GLint col, GLint row, GLint img, + GLchan *texelOut ); + +/** + * As above, but returns floats. + * Used for depth component images and for upcoming signed/float + * texture images. + */ +typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage, + GLint col, GLint row, GLint img, + GLfloat *texelOut ); + + +typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage, + GLint col, GLint row, GLint img, + const void *texel); + + +/** + * Texture image state. Describes the dimensions of a texture image, + * the texel format and pointers to Texel Fetch functions. + */ +struct gl_texture_image +{ + GLint InternalFormat; /**< Internal format as given by the user */ + GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, + * GL_LUMINANCE, GL_LUMINANCE_ALPHA, + * GL_INTENSITY, GL_COLOR_INDEX, + * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT + * only. Used for choosing TexEnv arithmetic. + */ + GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */ + + GLuint Border; /**< 0 or 1 */ + GLuint Width; /**< = 2^WidthLog2 + 2*Border */ + GLuint Height; /**< = 2^HeightLog2 + 2*Border */ + GLuint Depth; /**< = 2^DepthLog2 + 2*Border */ + GLuint Width2; /**< = Width - 2*Border */ + GLuint Height2; /**< = Height - 2*Border */ + GLuint Depth2; /**< = Depth - 2*Border */ + GLuint WidthLog2; /**< = log2(Width2) */ + GLuint HeightLog2; /**< = log2(Height2) */ + GLuint DepthLog2; /**< = log2(Depth2) */ + GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */ + GLfloat WidthScale; /**< used for mipmap LOD computation */ + GLfloat HeightScale; /**< used for mipmap LOD computation */ + GLfloat DepthScale; /**< used for mipmap LOD computation */ + GLboolean IsClientData; /**< Data owned by client? */ + GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */ + + struct gl_texture_object *TexObject; /**< Pointer back to parent object */ + + FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */ + FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */ + + GLuint RowStride; /**< Padded width in units of texels */ + GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to + each 2D slice in 'Data', in texels */ + GLvoid *Data; /**< Image data, accessed via FetchTexel() */ + + /** + * \name For device driver: + */ + /*@{*/ + void *DriverData; /**< Arbitrary device driver data */ + /*@}*/ +}; + + +/** + * Indexes for cube map faces. + */ +typedef enum +{ + FACE_POS_X = 0, + FACE_NEG_X = 1, + FACE_POS_Y = 2, + FACE_NEG_Y = 3, + FACE_POS_Z = 4, + FACE_NEG_Z = 5, + MAX_FACES = 6 +} gl_face_index; + + +/** + * Texture object state. Contains the array of mipmap images, border color, + * wrap modes, filter modes, shadow/texcompare state, and the per-texture + * color palette. + */ +struct gl_texture_object +{ + _glthread_Mutex Mutex; /**< for thread safety */ + GLint RefCount; /**< reference count */ + GLuint Name; /**< the user-visible texture object ID */ + GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ + GLfloat Priority; /**< in [0,1] */ + union { + GLfloat f[4]; + GLuint ui[4]; + GLint i[4]; + } BorderColor; /**< Interpreted according to texture format */ + GLenum WrapS; /**< S-axis texture image wrap mode */ + GLenum WrapT; /**< T-axis texture image wrap mode */ + GLenum WrapR; /**< R-axis texture image wrap mode */ + GLenum MinFilter; /**< minification filter */ + GLenum MagFilter; /**< magnification filter */ + GLfloat MinLod; /**< min lambda, OpenGL 1.2 */ + GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */ + GLfloat LodBias; /**< OpenGL 1.4 */ + GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ + GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ + GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ + GLenum CompareMode; /**< GL_ARB_shadow */ + GLenum CompareFunc; /**< GL_ARB_shadow */ + GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */ + GLenum DepthMode; /**< GL_ARB_depth_texture */ + GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ + GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */ + GLint CropRect[4]; /**< GL_OES_draw_texture */ + GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */ + GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */ + GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */ + GLboolean _Complete; /**< Is texture object complete? */ + GLboolean _RenderToTexture; /**< Any rendering to this texture? */ + GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ + + /** Actual texture images, indexed by [cube face] and [mipmap level] */ + struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; + + /** GL_EXT_paletted_texture */ + struct gl_color_table Palette; + + /** + * \name For device driver. + * Note: instead of attaching driver data to this pointer, it's preferable + * to instead use this struct as a base class for your own texture object + * class. Driver->NewTextureObject() can be used to implement the + * allocation. + */ + void *DriverData; /**< Arbitrary device driver data */ +}; + + +/** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */ +#define MAX_COMBINER_TERMS 4 + + +/** + * Texture combine environment state. + */ +struct gl_tex_env_combine_state +{ + GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ + GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ + /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */ + GLenum SourceRGB[MAX_COMBINER_TERMS]; + GLenum SourceA[MAX_COMBINER_TERMS]; + /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */ + GLenum OperandRGB[MAX_COMBINER_TERMS]; + GLenum OperandA[MAX_COMBINER_TERMS]; + GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ + GLuint ScaleShiftA; /**< 0, 1 or 2 */ + GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */ + GLuint _NumArgsA; /**< Number of inputs used for the A combiner */ +}; + + +/** + * Texture coord generation state. + */ +struct gl_texgen +{ + GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */ + GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */ + GLfloat ObjectPlane[4]; + GLfloat EyePlane[4]; +}; + + +/** + * Texture unit state. Contains enable flags, texture environment/function/ + * combiners, texgen state, pointers to current texture objects and + * post-filter color tables. + */ +struct gl_texture_unit +{ + GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */ + GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */ + + GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ + GLfloat EnvColor[4]; + + struct gl_texgen GenS; + struct gl_texgen GenT; + struct gl_texgen GenR; + struct gl_texgen GenQ; + GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ + GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */ + + GLfloat LodBias; /**< for biasing mipmap levels */ + GLenum BumpTarget; + GLfloat RotMatrix[4]; /* 2x2 matrix */ + + /** + * \name GL_EXT_texture_env_combine + */ + struct gl_tex_env_combine_state Combine; + + /** + * Derived state based on \c EnvMode and the \c BaseFormat of the + * currently enabled texture. + */ + struct gl_tex_env_combine_state _EnvMode; + + /** + * Currently enabled combiner state. This will point to either + * \c Combine or \c _EnvMode. + */ + struct gl_tex_env_combine_state *_CurrentCombine; + + /** Current texture object pointers */ + struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS]; + + /** Points to highest priority, complete and enabled texture object */ + struct gl_texture_object *_Current; + + /** GL_SGI_texture_color_table */ + /*@{*/ + struct gl_color_table ColorTable; + struct gl_color_table ProxyColorTable; + GLboolean ColorTableEnabled; + /*@}*/ +}; + + +/** + * Texture attribute group (GL_TEXTURE_BIT). + */ +struct gl_texture_attrib +{ + GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */ + struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; + + struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS]; + + /** GL_ARB_seamless_cubemap */ + GLboolean CubeMapSeamless; + + /** GL_EXT_shared_texture_palette */ + GLboolean SharedPalette; + struct gl_color_table Palette; + + /** Texture units/samplers used by vertex or fragment texturing */ + GLbitfield _EnabledUnits; + + /** Texture coord units/sets used for fragment texturing */ + GLbitfield _EnabledCoordUnits; + + /** Texture coord units that have texgen enabled */ + GLbitfield _TexGenEnabled; + + /** Texture coord units that have non-identity matrices */ + GLbitfield _TexMatEnabled; + + /** Bitwise-OR of all Texture.Unit[i]._GenFlags */ + GLbitfield _GenFlags; +}; + + +/** + * Transformation attribute group (GL_TRANSFORM_BIT). + */ +struct gl_transform_attrib +{ + GLenum MatrixMode; /**< Matrix mode */ + GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */ + GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */ + GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ + GLboolean Normalize; /**< Normalize all normals? */ + GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ + GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ + GLboolean DepthClamp; /**< GL_ARB_depth_clamp */ + + GLfloat CullEyePos[4]; + GLfloat CullObjPos[4]; +}; + + +/** + * Viewport attribute group (GL_VIEWPORT_BIT). + */ +struct gl_viewport_attrib +{ + GLint X, Y; /**< position */ + GLsizei Width, Height; /**< size */ + GLfloat Near, Far; /**< Depth buffer range */ + GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ +}; + + +/** + * GL_ARB_vertex/pixel_buffer_object buffer object + */ +struct gl_buffer_object +{ + _glthread_Mutex Mutex; + GLint RefCount; + GLuint Name; + GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */ + GLsizeiptrARB Size; /**< Size of buffer storage in bytes */ + GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ + /** Fields describing a mapped buffer */ + /*@{*/ + GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */ + GLvoid *Pointer; /**< User-space address of mapping */ + GLintptr Offset; /**< Mapped offset */ + GLsizeiptr Length; /**< Mapped length */ + /*@}*/ + GLboolean Written; /**< Ever written to? (for debugging) */ + GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ +}; + + +/** + * Client pixel packing/unpacking attributes + */ +struct gl_pixelstore_attrib +{ + GLint Alignment; + GLint RowLength; + GLint SkipPixels; + GLint SkipRows; + GLint ImageHeight; + GLint SkipImages; + GLboolean SwapBytes; + GLboolean LsbFirst; + GLboolean ClientStorage; /**< GL_APPLE_client_storage */ + GLboolean Invert; /**< GL_MESA_pack_invert */ + struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ +}; + + +/** + * Client vertex array attributes + */ +struct gl_client_array +{ + GLint Size; /**< components per element (1,2,3,4) */ + GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ + GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */ + GLsizei Stride; /**< user-specified stride */ + GLsizei StrideB; /**< actual stride in bytes */ + const GLubyte *Ptr; /**< Points to array data */ + GLboolean Enabled; /**< Enabled flag is a boolean */ + GLboolean Normalized; /**< GL_ARB_vertex_program */ + GLboolean Integer; /**< Integer-valued? */ + GLuint _ElementSize; /**< size of each element in bytes */ + + struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */ + GLuint _MaxElement; /**< max element index into array buffer + 1 */ +}; + + +/** + * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object + * extension, but a nice encapsulation in any case. + */ +struct gl_array_object +{ + /** Name of the array object as received from glGenVertexArrayAPPLE. */ + GLuint Name; + + GLint RefCount; + _glthread_Mutex Mutex; + GLboolean VBOonly; /**< require all arrays to live in VBOs? */ + + /** Conventional vertex arrays */ + /*@{*/ + struct gl_client_array Vertex; + struct gl_client_array Weight; + struct gl_client_array Normal; + struct gl_client_array Color; + struct gl_client_array SecondaryColor; + struct gl_client_array FogCoord; + struct gl_client_array Index; + struct gl_client_array EdgeFlag; + struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS]; + struct gl_client_array PointSize; + /*@}*/ + + /** + * Generic arrays for vertex programs/shaders. + * For NV vertex programs, these attributes alias and take priority + * over the conventional attribs above. For ARB vertex programs and + * GLSL vertex shaders, these attributes are separate. + */ + struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS]; + + /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */ + GLbitfield _Enabled; + + /** + * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs + * we can determine the max legal (in bounds) glDrawElements array index. + */ + GLuint _MaxElement; +}; + + +/** + * Vertex array state + */ +struct gl_array_attrib +{ + /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */ + struct gl_array_object *ArrayObj; + + /** The default vertex array object */ + struct gl_array_object *DefaultArrayObj; + + /** Array objects (GL_ARB/APPLE_vertex_array_object) */ + struct _mesa_HashTable *Objects; + + GLint ActiveTexture; /**< Client Active Texture */ + GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ + GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ + + /** GL 3.1 (slightly different from GL_NV_primitive_restart) */ + GLboolean PrimitiveRestart; + GLuint RestartIndex; + + GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */ + + /* GL_ARB_vertex_buffer_object */ + struct gl_buffer_object *ArrayBufferObj; + struct gl_buffer_object *ElementArrayBufferObj; +}; + + +/** + * Feedback buffer state + */ +struct gl_feedback +{ + GLenum Type; + GLbitfield _Mask; /**< FB_* bits */ + GLfloat *Buffer; + GLuint BufferSize; + GLuint Count; +}; + + +/** + * Selection buffer state + */ +struct gl_selection +{ + GLuint *Buffer; /**< selection buffer */ + GLuint BufferSize; /**< size of the selection buffer */ + GLuint BufferCount; /**< number of values in the selection buffer */ + GLuint Hits; /**< number of records in the selection buffer */ + GLuint NameStackDepth; /**< name stack depth */ + GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */ + GLboolean HitFlag; /**< hit flag */ + GLfloat HitMinZ; /**< minimum hit depth */ + GLfloat HitMaxZ; /**< maximum hit depth */ +}; + + +/** + * 1-D Evaluator control points + */ +struct gl_1d_map +{ + GLuint Order; /**< Number of control points */ + GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */ + GLfloat *Points; /**< Points to contiguous control points */ +}; + + +/** + * 2-D Evaluator control points + */ +struct gl_2d_map +{ + GLuint Uorder; /**< Number of control points in U dimension */ + GLuint Vorder; /**< Number of control points in V dimension */ + GLfloat u1, u2, du; + GLfloat v1, v2, dv; + GLfloat *Points; /**< Points to contiguous control points */ +}; + + +/** + * All evaluator control point state + */ +struct gl_evaluators +{ + /** + * \name 1-D maps + */ + /*@{*/ + struct gl_1d_map Map1Vertex3; + struct gl_1d_map Map1Vertex4; + struct gl_1d_map Map1Index; + struct gl_1d_map Map1Color4; + struct gl_1d_map Map1Normal; + struct gl_1d_map Map1Texture1; + struct gl_1d_map Map1Texture2; + struct gl_1d_map Map1Texture3; + struct gl_1d_map Map1Texture4; + struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */ + /*@}*/ + + /** + * \name 2-D maps + */ + /*@{*/ + struct gl_2d_map Map2Vertex3; + struct gl_2d_map Map2Vertex4; + struct gl_2d_map Map2Index; + struct gl_2d_map Map2Color4; + struct gl_2d_map Map2Normal; + struct gl_2d_map Map2Texture1; + struct gl_2d_map Map2Texture2; + struct gl_2d_map Map2Texture3; + struct gl_2d_map Map2Texture4; + struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */ + /*@}*/ +}; + + +/** + * Names of the various vertex/fragment program register files, etc. + * + * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c) + * All values should fit in a 4-bit field. + * + * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM, + * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to + * be "uniform" variables since they can only be set outside glBegin/End. + * They're also all stored in the same Parameters array. + */ +typedef enum +{ + PROGRAM_TEMPORARY, /**< machine->Temporary[] */ + PROGRAM_INPUT, /**< machine->Inputs[] */ + PROGRAM_OUTPUT, /**< machine->Outputs[] */ + PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */ + PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */ + PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */ + PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */ + PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */ + PROGRAM_CONSTANT, /**< gl_program->Parameters[] */ + PROGRAM_UNIFORM, /**< gl_program->Parameters[] */ + PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */ + PROGRAM_ADDRESS, /**< machine->AddressReg */ + PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */ + PROGRAM_UNDEFINED, /**< Invalid/TBD value */ + PROGRAM_FILE_MAX +} gl_register_file; + + +/** 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 InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */ + GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */ + GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */ + GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */ + GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */ + + + /** Named parameters, constants, etc. from program text */ + struct gl_program_parameter_list *Parameters; + /** Numbered local parameters */ + GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4]; + + /** Vertex/fragment shader varying vars */ + struct gl_program_parameter_list *Varying; + /** Vertex program user-defined attributes */ + struct gl_program_parameter_list *Attributes; + + /** Map from sampler unit to texture unit (set by glUniform1i()) */ + GLubyte SamplerUnits[MAX_SAMPLERS]; + /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ + gl_texture_index SamplerTargets[MAX_SAMPLERS]; + + /** Bitmask of which register files are read/written with indirect + * addressing. Mask of (1 << PROGRAM_x) bits. + */ + GLbitfield IndirectRegisterFiles; + + /** Logical counts */ + /*@{*/ + GLuint NumInstructions; + GLuint NumTemporaries; + GLuint NumParameters; + GLuint NumAttributes; + GLuint NumAddressRegs; + GLuint NumAluInstructions; + GLuint NumTexInstructions; + GLuint NumTexIndirections; + /*@}*/ + /** Native, actual h/w counts */ + /*@{*/ + GLuint NumNativeInstructions; + GLuint NumNativeTemporaries; + GLuint NumNativeParameters; + GLuint NumNativeAttributes; + GLuint NumNativeAddressRegs; + GLuint NumNativeAluInstructions; + GLuint NumNativeTexInstructions; + GLuint NumNativeTexIndirections; + /*@}*/ +}; + + +/** Vertex program object */ +struct gl_vertex_program +{ + struct gl_program Base; /**< base class */ + GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */ + GLboolean IsPositionInvariant; +}; + + +/** Geometry program object */ +struct gl_geometry_program +{ + struct gl_program Base; /**< base class */ + + GLint VerticesOut; + GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, + GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ + GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ +}; + + +/** Fragment program object */ +struct gl_fragment_program +{ + struct gl_program Base; /**< base class */ + GLenum FogOption; + GLboolean UsesKill; /**< shader uses KIL instruction */ + GLboolean OriginUpperLeft; + GLboolean PixelCenterInteger; +}; + + +/** + * State common to vertex and fragment programs. + */ +struct gl_program_state +{ + GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */ + const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */ +}; + + +/** + * Context state for vertex programs. + */ +struct gl_vertex_program_state +{ + GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */ + GLboolean _Enabled; /**< Enabled and _valid_ user program? */ + GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */ + GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */ + struct gl_vertex_program *Current; /**< User-bound vertex program */ + + /** Currently enabled and valid vertex program (including internal + * programs, user-defined vertex programs and GLSL vertex shaders). + * This is the program we must use when rendering. + */ + struct gl_vertex_program *_Current; + + GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ + + /* For GL_NV_vertex_program only: */ + GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4]; + GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4]; + + /** Should fixed-function T&L be implemented with a vertex prog? */ + GLboolean _MaintainTnlProgram; + + /** Program to emulate fixed-function T&L (see above) */ + struct gl_vertex_program *_TnlProgram; + + /** Cache of fixed-function programs */ + struct gl_program_cache *Cache; + + GLboolean _Overriden; +}; + + +/** + * Context state for geometry programs. + */ +struct gl_geometry_program_state +{ + GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */ + GLboolean _Enabled; /**< Enabled and valid program? */ + struct gl_geometry_program *Current; /**< user-bound geometry program */ + + /** Currently enabled and valid program (including internal programs + * and compiled shader programs). + */ + struct gl_geometry_program *_Current; + + GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ + + /** Cache of fixed-function programs */ + struct gl_program_cache *Cache; +}; + +/** + * Context state for fragment programs. + */ +struct gl_fragment_program_state +{ + GLboolean Enabled; /**< User-set fragment program enable flag */ + GLboolean _Enabled; /**< Enabled and _valid_ user program? */ + struct gl_fragment_program *Current; /**< User-bound fragment program */ + + /** Currently enabled and valid fragment program (including internal + * programs, user-defined fragment programs and GLSL fragment shaders). + * This is the program we must use when rendering. + */ + struct gl_fragment_program *_Current; + + GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */ + + /** Should fixed-function texturing be implemented with a fragment prog? */ + GLboolean _MaintainTexEnvProgram; + + /** Program to emulate fixed-function texture env/combine (see above) */ + struct gl_fragment_program *_TexEnvProgram; + + /** Cache of fixed-function programs */ + struct gl_program_cache *Cache; +}; + + +/** + * ATI_fragment_shader runtime state + */ +#define ATI_FS_INPUT_PRIMARY 0 +#define ATI_FS_INPUT_SECONDARY 1 + +struct atifs_instruction; +struct atifs_setupinst; + +/** + * ATI fragment shader + */ +struct ati_fragment_shader +{ + GLuint Id; + GLint RefCount; + struct atifs_instruction *Instructions[2]; + struct atifs_setupinst *SetupInst[2]; + GLfloat Constants[8][4]; + GLbitfield LocalConstDef; /**< Indicates which constants have been set */ + GLubyte numArithInstr[2]; + GLubyte regsAssigned[2]; + GLubyte NumPasses; /**< 1 or 2 */ + GLubyte cur_pass; + GLubyte last_optype; + GLboolean interpinp1; + GLboolean isValid; + GLuint swizzlerq; +}; + +/** + * Context state for GL_ATI_fragment_shader + */ +struct gl_ati_fragment_shader_state +{ + GLboolean Enabled; + GLboolean _Enabled; /**< enabled and valid shader? */ + GLboolean Compiling; + GLfloat GlobalConstants[8][4]; + struct ati_fragment_shader *Current; +}; + + +/** + * Occlusion/timer query object. + */ +struct gl_query_object +{ + GLenum Target; /**< The query target, when active */ + GLuint Id; /**< hash table ID/name */ + GLuint64EXT Result; /**< the counter */ + GLboolean Active; /**< inside Begin/EndQuery */ + GLboolean Ready; /**< result is ready? */ +}; + + +/** + * Context state for query objects. + */ +struct gl_query_state +{ + struct _mesa_HashTable *QueryObjects; + struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */ + struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */ + + /** GL_NV_conditional_render */ + struct gl_query_object *CondRenderQuery; + + /** GL_EXT_transform_feedback */ + struct gl_query_object *PrimitivesGenerated; + struct gl_query_object *PrimitivesWritten; + + /** GL_ARB_timer_query */ + struct gl_query_object *TimeElapsed; + + GLenum CondRenderMode; +}; + + +/** Sync object state */ +struct gl_sync_object { + struct simple_node link; + GLenum Type; /**< GL_SYNC_FENCE */ + GLuint Name; /**< Fence name */ + GLint RefCount; /**< Reference count */ + GLboolean DeletePending; /**< Object was deleted while there were still + * live references (e.g., sync not yet finished) + */ + GLenum SyncCondition; + GLbitfield Flags; /**< Flags passed to glFenceSync */ + GLuint StatusFlag:1; /**< Has the sync object been signaled? */ +}; + + +/** Set by #pragma directives */ +struct gl_sl_pragmas +{ + GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */ + GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */ + GLboolean Optimize; /**< defaults on */ + GLboolean Debug; /**< defaults off */ +}; + + +/** + * A GLSL vertex or fragment shader object. + */ +struct gl_shader +{ + GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */ + GLuint Name; /**< AKA the handle */ + GLint RefCount; /**< Reference count */ + GLboolean DeletePending; + GLboolean CompileStatus; + GLboolean Main; /**< shader defines main() */ + GLboolean UnresolvedRefs; + const GLchar *Source; /**< Source code string */ + GLuint SourceChecksum; /**< for debug/logging purposes */ + struct gl_program *Program; /**< Post-compile assembly code */ + GLchar *InfoLog; + struct gl_sl_pragmas Pragmas; + + unsigned Version; /**< GLSL version used for linking */ + + struct exec_list *ir; + struct glsl_symbol_table *symbols; + + /** Shaders containing built-in functions that are used for linking. */ + struct gl_shader *builtins_to_link[16]; + unsigned num_builtins_to_link; +}; + + +/** + * A GLSL program object. + * Basically a linked collection of vertex and fragment shaders. + */ +struct gl_shader_program +{ + GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ + GLuint Name; /**< aka handle or ID */ + GLint RefCount; /**< Reference count */ + GLboolean DeletePending; + + GLuint NumShaders; /**< number of attached shaders */ + struct gl_shader **Shaders; /**< List of attached the shaders */ + + /** User-defined attribute bindings (glBindAttribLocation) */ + struct gl_program_parameter_list *Attributes; + + /** Transform feedback varyings */ + struct { + GLenum BufferMode; + GLuint NumVarying; + GLchar **VaryingNames; /**< Array [NumVarying] of char * */ + } TransformFeedback; + + /** Geometry shader state - copied into gl_geometry_program at link time */ + struct { + GLint VerticesOut; + GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB, + GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */ + GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */ + } Geom; + + /* post-link info: */ + struct gl_vertex_program *VertexProgram; /**< Linked vertex program */ + struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */ + struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */ + struct gl_uniform_list *Uniforms; + struct gl_program_parameter_list *Varying; + GLboolean LinkStatus; /**< GL_LINK_STATUS */ + GLboolean Validated; + GLboolean _Used; /**< Ever used for drawing? */ + GLchar *InfoLog; + + unsigned Version; /**< GLSL version used for linking */ + + /** + * Per-stage shaders resulting from the first stage of linking. + * + * Set of linked shaders for this program. The array is accessed using the + * \c MESA_SHADER_* defines. Entries for non-existent stages will be + * \c NULL. + */ + struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES]; +}; + + +#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */ +#define GLSL_LOG 0x2 /**< Write shaders to files */ +#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */ +#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */ +#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */ +#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */ +#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */ +#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */ + + +/** + * Context state for GLSL vertex/fragment shaders. + */ +struct gl_shader_state +{ + /** + * Programs used for rendering + * + * There is a separate program set for each shader stage. If + * GL_EXT_separate_shader_objects is not supported, each of these must point + * to \c NULL or to the same program. + */ + struct gl_shader_program *CurrentVertexProgram; + struct gl_shader_program *CurrentGeometryProgram; + struct gl_shader_program *CurrentFragmentProgram; + + /** + * Program used by glUniform calls. + * + * Explicitly set by \c glUseProgram and \c glActiveProgramEXT. + */ + struct gl_shader_program *ActiveProgram; + + void *MemPool; + + GLbitfield Flags; /**< Mask of GLSL_x flags */ +}; + +/** + * Compiler options for a single GLSL shaders type + */ +struct gl_shader_compiler_options +{ + /** Driver-selectable options: */ + GLboolean EmitCondCodes; /**< Use condition codes? */ + GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */ + /** + * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't + * support control flow. + */ + GLboolean EmitNoIfs; + GLboolean EmitNoLoops; + GLboolean EmitNoFunctions; + GLboolean EmitNoCont; /**< Emit CONT opcode? */ + GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */ + GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */ + GLboolean EmitNoPow; /**< Emit POW opcodes? */ + + /** + * \name Forms of indirect addressing the driver cannot do. + */ + /*@{*/ + GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */ + GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */ + GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */ + GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */ + /*@}*/ + + GLuint MaxUnrollIterations; + + struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */ +}; + +/** + * Transform feedback object state + */ +struct gl_transform_feedback_object +{ + GLuint Name; /**< AKA the object ID */ + GLint RefCount; + GLboolean Active; /**< Is transform feedback enabled? */ + GLboolean Paused; /**< Is transform feedback paused? */ + + /** The feedback buffers */ + GLuint BufferNames[MAX_FEEDBACK_ATTRIBS]; + struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS]; + + /** Start of feedback data in dest buffer */ + GLintptr Offset[MAX_FEEDBACK_ATTRIBS]; + /** Max data to put into dest buffer (in bytes) */ + GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS]; +}; + + +/** + * Context state for transform feedback. + */ +struct gl_transform_feedback +{ + GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */ + + GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */ + + /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */ + struct gl_buffer_object *CurrentBuffer; + + /** The table of all transform feedback objects */ + struct _mesa_HashTable *Objects; + + /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */ + struct gl_transform_feedback_object *CurrentObject; + + /** The default xform-fb object (Name==0) */ + struct gl_transform_feedback_object *DefaultObject; +}; + + + +/** + * State which can be shared by multiple contexts: + */ +struct gl_shared_state +{ + _glthread_Mutex Mutex; /**< for thread safety */ + GLint RefCount; /**< Reference count */ + struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ + struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ + + /** Default texture objects (shared by all texture units) */ + struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS]; + + /** Fallback texture used when a bound texture is incomplete */ + struct gl_texture_object *FallbackTex; + + /** + * \name Thread safety and statechange notification for texture + * objects. + * + * \todo Improve the granularity of locking. + */ + /*@{*/ + _glthread_Mutex TexMutex; /**< texobj thread safety */ + GLuint TextureStateStamp; /**< state notification for shared tex */ + /*@}*/ + + /** Default buffer object for vertex arrays that aren't in VBOs */ + struct gl_buffer_object *NullBufferObj; + + /** + * \name Vertex/geometry/fragment programs + */ + /*@{*/ + struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */ + struct gl_vertex_program *DefaultVertexProgram; + struct gl_fragment_program *DefaultFragmentProgram; + struct gl_geometry_program *DefaultGeometryProgram; + /*@}*/ + + /* GL_ATI_fragment_shader */ + struct _mesa_HashTable *ATIShaders; + struct ati_fragment_shader *DefaultFragmentShader; + + struct _mesa_HashTable *BufferObjects; + + /** Table of both gl_shader and gl_shader_program objects */ + struct _mesa_HashTable *ShaderObjects; + + /* GL_EXT_framebuffer_object */ + struct _mesa_HashTable *RenderBuffers; + struct _mesa_HashTable *FrameBuffers; + + /* GL_ARB_sync */ + struct simple_node SyncObjects; + + void *DriverData; /**< Device driver shared state */ +}; + + + + +/** + * A renderbuffer stores colors or depth values or stencil values. + * A framebuffer object will have a collection of these. + * Data are read/written to the buffer with a handful of Get/Put functions. + * + * Instances of this object are allocated with the Driver's NewRenderbuffer + * hook. Drivers will likely wrap this class inside a driver-specific + * class to simulate inheritance. + */ +struct gl_renderbuffer +{ +#define RB_MAGIC 0xaabbccdd + int Magic; /** XXX TEMPORARY DEBUG INFO */ + _glthread_Mutex Mutex; /**< for thread safety */ + GLuint ClassID; /**< Useful for drivers */ + GLuint Name; + GLint RefCount; + GLuint Width, Height; + GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */ + + GLenum InternalFormat; /**< The user-specified format */ + GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or + GL_STENCIL_INDEX. */ + GLuint Format; /**< The actual format: MESA_FORMAT_x */ + + GLubyte NumSamples; + + GLenum DataType; /**< Type of values passed to the Get/Put functions */ + GLvoid *Data; /**< This may not be used by some kinds of RBs */ + + /* Used to wrap one renderbuffer around another: */ + struct gl_renderbuffer *Wrapped; + + /* Delete this renderbuffer */ + void (*Delete)(struct gl_renderbuffer *rb); + + /* Allocate new storage for this renderbuffer */ + GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb, + GLenum internalFormat, + GLuint width, GLuint height); + + /* Lock/Unlock are called before/after calling the Get/Put functions. + * Not sure this is the right place for these yet. + void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb); + void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb); + */ + + /* Return a pointer to the element/pixel at (x,y). + * Should return NULL if the buffer memory can't be directly addressed. + */ + void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb, + GLint x, GLint y); + + /* Get/Read a row of values. + * The values will be of format _BaseFormat and type DataType. + */ + void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, + GLint x, GLint y, void *values); + + /* Get/Read values at arbitrary locations. + * The values will be of format _BaseFormat and type DataType. + */ + void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, + const GLint x[], const GLint y[], void *values); + + /* Put/Write a row of values. + * The values will be of format _BaseFormat and type DataType. + */ + void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, + GLint x, GLint y, const void *values, const GLubyte *mask); + + /* Put/Write a row of RGB values. This is a special-case routine that's + * only used for RGBA renderbuffers when the source data is GL_RGB. That's + * a common case for glDrawPixels and some triangle routines. + * The values will be of format GL_RGB and type DataType. + */ + void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, + GLint x, GLint y, const void *values, const GLubyte *mask); + + + /* Put/Write a row of identical values. + * The values will be of format _BaseFormat and type DataType. + */ + void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, + GLint x, GLint y, const void *value, const GLubyte *mask); + + /* Put/Write values at arbitrary locations. + * The values will be of format _BaseFormat and type DataType. + */ + void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, + const GLint x[], const GLint y[], const void *values, + const GLubyte *mask); + /* Put/Write identical values at arbitrary locations. + * The values will be of format _BaseFormat and type DataType. + */ + void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, + GLuint count, const GLint x[], const GLint y[], + const void *value, const GLubyte *mask); +}; + + +/** + * A renderbuffer attachment points to either a texture object (and specifies + * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer. + */ +struct gl_renderbuffer_attachment +{ + GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */ + GLboolean Complete; + + /** + * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the + * application supplied renderbuffer object. + */ + struct gl_renderbuffer *Renderbuffer; + + /** + * If \c Type is \c GL_TEXTURE, this stores a pointer to the application + * supplied texture object. + */ + struct gl_texture_object *Texture; + GLuint TextureLevel; /**< Attached mipmap level. */ + GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */ + GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D + * and 2D array textures */ +}; + + +/** + * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). + * In C++ terms, think of this as a base class from which device drivers + * will make derived classes. + */ +struct gl_framebuffer +{ + _glthread_Mutex Mutex; /**< for thread safety */ + /** + * If zero, this is a window system framebuffer. If non-zero, this + * is a FBO framebuffer; note that for some devices (i.e. those with + * a natural pixel coordinate system for FBOs that differs from the + * OpenGL/Mesa coordinate system), this means that the viewport, + * polygon face orientation, and polygon stipple will have to be inverted. + */ + GLuint Name; + + GLint RefCount; + GLboolean DeletePending; + + /** + * The framebuffer's visual. Immutable if this is a window system buffer. + * Computed from attachments if user-made FBO. + */ + struct gl_config Visual; + + GLboolean Initialized; + + GLuint Width, Height; /**< size of frame buffer in pixels */ + + /** \name Drawing bounds (Intersection of buffer size and scissor box) */ + /*@{*/ + GLint _Xmin, _Xmax; /**< inclusive */ + GLint _Ymin, _Ymax; /**< exclusive */ + /*@}*/ + + /** \name Derived Z buffer stuff */ + /*@{*/ + GLuint _DepthMax; /**< Max depth buffer value */ + GLfloat _DepthMaxF; /**< Float max depth buffer value */ + GLfloat _MRD; /**< minimum resolvable difference in Z values */ + /*@}*/ + + /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */ + GLenum _Status; + + /** Integer color values */ + GLboolean _IntegerColor; + + /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ + struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; + + /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER + * attribute group and GL_PIXEL attribute group, respectively. + */ + GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS]; + GLenum ColorReadBuffer; + + /** Computed from ColorDraw/ReadBuffer above */ + GLuint _NumColorDrawBuffers; + GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */ + GLint _ColorReadBufferIndex; /* -1 = None */ + struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS]; + struct gl_renderbuffer *_ColorReadBuffer; + + /** The Actual depth/stencil buffers to use. May be wrappers around the + * depth/stencil buffers attached above. */ + struct gl_renderbuffer *_DepthBuffer; + struct gl_renderbuffer *_StencilBuffer; + + /** Delete this framebuffer */ + void (*Delete)(struct gl_framebuffer *fb); +}; + + +/** + * Limits for vertex and fragment programs/shaders. + */ +struct gl_program_constants +{ + /* logical limits */ + GLuint MaxInstructions; + GLuint MaxAluInstructions; + GLuint MaxTexInstructions; + GLuint MaxTexIndirections; + GLuint MaxAttribs; + GLuint MaxTemps; + GLuint MaxAddressRegs; + GLuint MaxParameters; + GLuint MaxLocalParams; + GLuint MaxEnvParams; + /* native/hardware limits */ + GLuint MaxNativeInstructions; + GLuint MaxNativeAluInstructions; + GLuint MaxNativeTexInstructions; + GLuint MaxNativeTexIndirections; + GLuint MaxNativeAttribs; + GLuint MaxNativeTemps; + GLuint MaxNativeAddressRegs; + GLuint MaxNativeParameters; + /* For shaders */ + GLuint MaxUniformComponents; + /* GL_ARB_geometry_shader4 */ + GLuint MaxGeometryTextureImageUnits; + GLuint MaxGeometryVaryingComponents; + GLuint MaxVertexVaryingComponents; + GLuint MaxGeometryUniformComponents; + GLuint MaxGeometryOutputVertices; + GLuint MaxGeometryTotalOutputComponents; +}; + + +/** + * Constants which may be overridden by device driver during context creation + * but are never changed after that. + */ +struct gl_constants +{ + GLint MaxTextureMbytes; /**< Max memory per image, in MB */ + GLint MaxTextureLevels; /**< Max mipmap levels. */ + GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */ + GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */ + GLint MaxArrayTextureLayers; /**< Max layers in array textures */ + GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */ + GLuint MaxTextureCoordUnits; + GLuint MaxTextureImageUnits; + GLuint MaxVertexTextureImageUnits; + GLuint MaxCombinedTextureImageUnits; + GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */ + GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ + GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */ + + GLuint MaxArrayLockSize; + + GLint SubPixelBits; + + GLfloat MinPointSize, MaxPointSize; /**< aliased */ + GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */ + GLfloat PointSizeGranularity; + GLfloat MinLineWidth, MaxLineWidth; /**< aliased */ + GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */ + GLfloat LineWidthGranularity; + + GLuint MaxColorTableSize; + + GLuint MaxClipPlanes; + GLuint MaxLights; + GLfloat MaxShininess; /**< GL_NV_light_max_exponent */ + GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */ + + GLuint MaxViewportWidth, MaxViewportHeight; + + struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */ + struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */ + struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */ + GLuint MaxProgramMatrices; + GLuint MaxProgramMatrixStackDepth; + + /** vertex array / buffer object bounds checking */ + GLboolean CheckArrayBounds; + + GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */ + + GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */ + GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */ + GLuint MaxSamples; /**< GL_ARB_framebuffer_object */ + + GLuint MaxVarying; /**< Number of float[4] varying parameters */ + + GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */ + + /** Which texture units support GL_ATI_envmap_bumpmap as targets */ + GLbitfield SupportedBumpUnits; + + /** + * Maximum amount of time, measured in nanseconds, that the server can wait. + */ + GLuint64 MaxServerWaitTimeout; + + /** GL_EXT_provoking_vertex */ + GLboolean QuadsFollowProvokingVertexConvention; + + /** OpenGL version 3.0 */ + GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */ + + /** OpenGL version 3.2 */ + GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */ + + /** GL_EXT_transform_feedback */ + GLuint MaxTransformFeedbackSeparateAttribs; + GLuint MaxTransformFeedbackSeparateComponents; + GLuint MaxTransformFeedbackInterleavedComponents; + + /** GL_EXT_gpu_shader4 */ + GLint MinProgramTexelOffset, MaxProgramTexelOffset; +}; + + +/** + * Enable flag for each OpenGL extension. Different device drivers will + * enable different extensions at runtime. + */ +struct gl_extensions +{ + GLboolean dummy; /* don't remove this! */ + GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */ + GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */ + GLboolean ARB_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_elements_base_vertex; + GLboolean ARB_draw_instanced; + GLboolean ARB_fragment_coord_conventions; + GLboolean ARB_fragment_program; + GLboolean ARB_fragment_program_shadow; + GLboolean ARB_fragment_shader; + GLboolean ARB_framebuffer_object; + GLboolean ARB_explicit_attrib_location; + GLboolean ARB_geometry_shader4; + GLboolean ARB_half_float_pixel; + GLboolean ARB_half_float_vertex; + GLboolean ARB_instanced_arrays; + GLboolean ARB_map_buffer_range; + GLboolean ARB_multisample; + GLboolean ARB_multitexture; + GLboolean ARB_occlusion_query; + GLboolean ARB_occlusion_query2; + GLboolean ARB_point_sprite; + GLboolean ARB_sampler_objects; + GLboolean ARB_seamless_cube_map; + GLboolean ARB_shader_objects; + GLboolean ARB_shader_stencil_export; + GLboolean ARB_shading_language_100; + GLboolean ARB_shadow; + GLboolean ARB_shadow_ambient; + GLboolean ARB_sync; + GLboolean ARB_texture_border_clamp; + GLboolean ARB_texture_buffer_object; + GLboolean ARB_texture_compression; + GLboolean ARB_texture_compression_rgtc; + GLboolean ARB_texture_cube_map; + GLboolean ARB_texture_env_combine; + GLboolean ARB_texture_env_crossbar; + GLboolean ARB_texture_env_dot3; + GLboolean ARB_texture_float; + GLboolean ARB_texture_mirrored_repeat; + GLboolean ARB_texture_multisample; + GLboolean ARB_texture_non_power_of_two; + GLboolean ARB_texture_rg; + GLboolean ARB_texture_rgb10_a2ui; + GLboolean ARB_timer_query; + GLboolean ARB_transform_feedback2; + GLboolean ARB_transpose_matrix; + GLboolean ARB_uniform_buffer_object; + GLboolean ARB_vertex_array_object; + GLboolean ARB_vertex_buffer_object; + GLboolean ARB_vertex_program; + GLboolean ARB_vertex_shader; + GLboolean ARB_vertex_type_2_10_10_10_rev; + GLboolean ARB_window_pos; + GLboolean EXT_abgr; + GLboolean EXT_bgra; + GLboolean EXT_blend_color; + GLboolean EXT_blend_equation_separate; + GLboolean EXT_blend_func_separate; + GLboolean EXT_blend_logic_op; + GLboolean EXT_blend_minmax; + GLboolean EXT_blend_subtract; + GLboolean EXT_clip_volume_hint; + GLboolean EXT_compiled_vertex_array; + GLboolean EXT_copy_texture; + GLboolean EXT_depth_bounds_test; + GLboolean EXT_draw_buffers2; + GLboolean EXT_draw_range_elements; + GLboolean EXT_fog_coord; + GLboolean EXT_framebuffer_blit; + GLboolean EXT_framebuffer_multisample; + GLboolean EXT_framebuffer_object; + GLboolean EXT_framebuffer_sRGB; + GLboolean EXT_gpu_program_parameters; + GLboolean EXT_gpu_shader4; + GLboolean EXT_multi_draw_arrays; + GLboolean EXT_paletted_texture; + GLboolean EXT_packed_depth_stencil; + GLboolean EXT_packed_float; + GLboolean EXT_packed_pixels; + GLboolean EXT_pixel_buffer_object; + GLboolean EXT_point_parameters; + GLboolean EXT_polygon_offset; + GLboolean EXT_provoking_vertex; + GLboolean EXT_rescale_normal; + GLboolean EXT_shadow_funcs; + GLboolean EXT_secondary_color; + GLboolean EXT_separate_shader_objects; + GLboolean EXT_separate_specular_color; + GLboolean EXT_shared_texture_palette; + GLboolean EXT_stencil_wrap; + GLboolean EXT_stencil_two_side; + GLboolean EXT_subtexture; + GLboolean EXT_texture; + GLboolean EXT_texture_object; + GLboolean EXT_texture3D; + GLboolean EXT_texture_array; + GLboolean EXT_texture_compression_s3tc; + GLboolean EXT_texture_env_add; + GLboolean EXT_texture_env_combine; + GLboolean EXT_texture_env_dot3; + GLboolean EXT_texture_filter_anisotropic; + GLboolean EXT_texture_integer; + GLboolean EXT_texture_lod_bias; + GLboolean EXT_texture_mirror_clamp; + GLboolean EXT_texture_shared_exponent; + GLboolean EXT_texture_sRGB; + GLboolean EXT_texture_swizzle; + GLboolean EXT_transform_feedback; + GLboolean EXT_timer_query; + GLboolean EXT_vertex_array; + GLboolean EXT_vertex_array_bgra; + GLboolean EXT_vertex_array_set; + GLboolean OES_standard_derivatives; + /* vendor extensions */ + GLboolean APPLE_client_storage; + GLboolean APPLE_packed_pixels; + GLboolean APPLE_vertex_array_object; + GLboolean APPLE_object_purgeable; + GLboolean ATI_envmap_bumpmap; + GLboolean ATI_texture_mirror_once; + GLboolean ATI_texture_env_combine3; + GLboolean ATI_fragment_shader; + GLboolean ATI_separate_stencil; + GLboolean IBM_rasterpos_clip; + GLboolean IBM_multimode_draw_arrays; + GLboolean MESA_pack_invert; + GLboolean MESA_resize_buffers; + GLboolean MESA_ycbcr_texture; + GLboolean MESA_texture_array; + GLboolean MESA_texture_signed_rgba; + GLboolean NV_blend_square; + GLboolean NV_conditional_render; + GLboolean NV_fragment_program; + GLboolean NV_fragment_program_option; + GLboolean NV_light_max_exponent; + GLboolean NV_point_sprite; + GLboolean NV_primitive_restart; + GLboolean NV_texgen_reflection; + GLboolean NV_texture_env_combine4; + GLboolean NV_texture_rectangle; + GLboolean NV_vertex_program; + GLboolean NV_vertex_program1_1; + GLboolean OES_read_format; + GLboolean SGI_texture_color_table; + GLboolean SGIS_generate_mipmap; + GLboolean SGIS_texture_edge_clamp; + GLboolean SGIS_texture_lod; + GLboolean TDFX_texture_compression_FXT1; + GLboolean S3_s3tc; + GLboolean OES_EGL_image; + GLboolean OES_draw_texture; + GLboolean EXT_texture_format_BGRA8888; + GLboolean extension_sentinel; + /** The extension string */ + const GLubyte *String; + /** Number of supported extensions */ + GLuint Count; +}; + + +/** + * A stack of matrices (projection, modelview, color, texture, etc). + */ +struct gl_matrix_stack +{ + GLmatrix *Top; /**< points into Stack */ + GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ + GLuint Depth; /**< 0 <= Depth < MaxDepth */ + GLuint MaxDepth; /**< size of Stack[] array */ + GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ +}; + + +/** + * \name Bits for image transfer operations + * \sa __struct gl_contextRec::ImageTransferState. + */ +/*@{*/ +#define IMAGE_SCALE_BIAS_BIT 0x1 +#define IMAGE_SHIFT_OFFSET_BIT 0x2 +#define IMAGE_MAP_COLOR_BIT 0x4 +#define IMAGE_CLAMP_BIT 0x800 + + +/** Pixel Transfer ops */ +#define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \ + IMAGE_SHIFT_OFFSET_BIT | \ + IMAGE_MAP_COLOR_BIT) + +/** + * \name Bits to indicate what state has changed. + * + * 4 unused flags. + */ +/*@{*/ +#define _NEW_MODELVIEW 0x1 /**< __struct gl_contextRec::ModelView */ +#define _NEW_PROJECTION 0x2 /**< __struct gl_contextRec::Projection */ +#define _NEW_TEXTURE_MATRIX 0x4 /**< __struct gl_contextRec::TextureMatrix */ +#define _NEW_ACCUM 0x10 /**< __struct gl_contextRec::Accum */ +#define _NEW_COLOR 0x20 /**< __struct gl_contextRec::Color */ +#define _NEW_DEPTH 0x40 /**< __struct gl_contextRec::Depth */ +#define _NEW_EVAL 0x80 /**< __struct gl_contextRec::Eval, __struct gl_contextRec::EvalMap */ +#define _NEW_FOG 0x100 /**< __struct gl_contextRec::Fog */ +#define _NEW_HINT 0x200 /**< __struct gl_contextRec::Hint */ +#define _NEW_LIGHT 0x400 /**< __struct gl_contextRec::Light */ +#define _NEW_LINE 0x800 /**< __struct gl_contextRec::Line */ +#define _NEW_PIXEL 0x1000 /**< __struct gl_contextRec::Pixel */ +#define _NEW_POINT 0x2000 /**< __struct gl_contextRec::Point */ +#define _NEW_POLYGON 0x4000 /**< __struct gl_contextRec::Polygon */ +#define _NEW_POLYGONSTIPPLE 0x8000 /**< __struct gl_contextRec::PolygonStipple */ +#define _NEW_SCISSOR 0x10000 /**< __struct gl_contextRec::Scissor */ +#define _NEW_STENCIL 0x20000 /**< __struct gl_contextRec::Stencil */ +#define _NEW_TEXTURE 0x40000 /**< __struct gl_contextRec::Texture */ +#define _NEW_TRANSFORM 0x80000 /**< __struct gl_contextRec::Transform */ +#define _NEW_VIEWPORT 0x100000 /**< __struct gl_contextRec::Viewport */ +#define _NEW_PACKUNPACK 0x200000 /**< __struct gl_contextRec::Pack, __struct gl_contextRec::Unpack */ +#define _NEW_ARRAY 0x400000 /**< __struct gl_contextRec::Array */ +#define _NEW_RENDERMODE 0x800000 /**< __struct gl_contextRec::RenderMode, __struct gl_contextRec::Feedback, __struct gl_contextRec::Select */ +#define _NEW_BUFFERS 0x1000000 /**< __struct gl_contextRec::Visual, __struct gl_contextRec::DrawBuffer, */ +#define _NEW_MULTISAMPLE 0x2000000 /**< __struct gl_contextRec::Multisample */ +#define _NEW_TRACK_MATRIX 0x4000000 /**< __struct gl_contextRec::VertexProgram */ +#define _NEW_PROGRAM 0x8000000 /**< __struct gl_contextRec::VertexProgram */ +#define _NEW_CURRENT_ATTRIB 0x10000000 /**< __struct gl_contextRec::Current */ +#define _NEW_PROGRAM_CONSTANTS 0x20000000 +#define _NEW_BUFFER_OBJECT 0x40000000 +#define _NEW_ALL ~0 +/*@}*/ + + +/** + * \name Bits to track array state changes + * + * Also used to summarize array enabled. + */ +/*@{*/ +#define _NEW_ARRAY_VERTEX VERT_BIT_POS +#define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT +#define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL +#define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0 +#define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1 +#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG +#define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX +#define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG +#define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */ +#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0 +#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1 +#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2 +#define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3 +#define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4 +#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5 +#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6 +#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7 +#define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */ +#define _NEW_ARRAY_ALL 0xffffffff + + +#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i)) +#define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i)) +/*@}*/ + + + +/** + * \name A bunch of flags that we think might be useful to drivers. + * + * Set in the __struct gl_contextRec::_TriangleCaps bitfield. + */ +/*@{*/ +#define DD_FLATSHADE 0x1 +#define DD_SEPARATE_SPECULAR 0x2 +#define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */ +#define DD_TRI_LIGHT_TWOSIDE 0x8 +#define DD_TRI_UNFILLED 0x10 +#define DD_TRI_SMOOTH 0x20 +#define DD_TRI_STIPPLE 0x40 +#define DD_TRI_OFFSET 0x80 +#define DD_LINE_SMOOTH 0x100 +#define DD_LINE_STIPPLE 0x200 +#define DD_POINT_SMOOTH 0x400 +#define DD_POINT_ATTEN 0x800 +#define DD_TRI_TWOSTENCIL 0x1000 +/*@}*/ + + +/** + * \name Define the state changes under which each of these bits might change + */ +/*@{*/ +#define _DD_NEW_FLATSHADE _NEW_LIGHT +#define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM) +#define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON +#define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT +#define _DD_NEW_TRI_UNFILLED _NEW_POLYGON +#define _DD_NEW_TRI_SMOOTH _NEW_POLYGON +#define _DD_NEW_TRI_STIPPLE _NEW_POLYGON +#define _DD_NEW_TRI_OFFSET _NEW_POLYGON +#define _DD_NEW_LINE_SMOOTH _NEW_LINE +#define _DD_NEW_LINE_STIPPLE _NEW_LINE +#define _DD_NEW_LINE_WIDTH _NEW_LINE +#define _DD_NEW_POINT_SMOOTH _NEW_POINT +#define _DD_NEW_POINT_SIZE _NEW_POINT +#define _DD_NEW_POINT_ATTEN _NEW_POINT +/*@}*/ + + +/** + * Composite state flags + */ +/*@{*/ +#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ + _NEW_TEXTURE | \ + _NEW_POINT | \ + _NEW_PROGRAM | \ + _NEW_MODELVIEW) + +#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \ + _NEW_TEXTURE) + +#define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL) +/*@}*/ + + + + +/* This has to be included here. */ +#include "dd.h" + + +/** + * Display list flags. + * Strictly this is a tnl-private concept, but it doesn't seem + * worthwhile adding a tnl private structure just to hold this one bit + * of information: + */ +#define DLIST_DANGLING_REFS 0x1 + + +/** Opaque declaration of display list payload data type */ +union gl_dlist_node; + + +/** + * Provide a location where information about a display list can be + * collected. Could be extended with driverPrivate structures, + * etc. in the future. + */ +struct gl_display_list +{ + GLuint Name; + GLbitfield Flags; /**< DLIST_x flags */ + /** The dlist commands are in a linked list of nodes */ + union gl_dlist_node *Head; +}; + + +/** + * State used during display list compilation and execution. + */ +struct gl_dlist_state +{ + GLuint CallDepth; /**< Current recursion calling depth */ + + struct gl_display_list *CurrentList; /**< List currently being compiled */ + union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */ + GLuint CurrentPos; /**< Index into current block of nodes */ + + GLvertexformat ListVtxfmt; + + GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; + GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; + + GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; + GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; + + GLubyte ActiveIndex; + GLfloat CurrentIndex; + + GLubyte ActiveEdgeFlag; + GLboolean CurrentEdgeFlag; + + struct { + /* State known to have been set by the currently-compiling display + * list. Used to eliminate some redundant state changes. + */ + GLenum ShadeModel; + } Current; +}; + +/** + * Enum for the OpenGL APIs we know about and may support. + */ +typedef enum { + API_OPENGL, + API_OPENGLES, + API_OPENGLES2 +} gl_api; + +/** + * Mesa rendering context. + * + * This is the central context data structure for Mesa. Almost all + * OpenGL state is contained in this structure. + * Think of this as a base class from which device drivers will derive + * sub classes. + * + * The struct gl_context typedef names this structure. + */ +struct gl_context +{ + /** State possibly shared with other contexts in the address space */ + struct gl_shared_state *Shared; + + /** \name API function pointer tables */ + /*@{*/ + gl_api API; + struct _glapi_table *Save; /**< Display list save functions */ + struct _glapi_table *Exec; /**< Execute functions */ + struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */ + /*@}*/ + + struct gl_config Visual; + struct gl_framebuffer *DrawBuffer; /**< buffer for writing */ + struct gl_framebuffer *ReadBuffer; /**< buffer for reading */ + struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ + struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ + + /** + * Device driver function pointer table + */ + struct dd_function_table Driver; + + void *DriverCtx; /**< Points to device driver context/state */ + + /** Core/Driver constants */ + struct gl_constants Const; + + /** \name The various 4x4 matrix stacks */ + /*@{*/ + struct gl_matrix_stack ModelviewMatrixStack; + struct gl_matrix_stack ProjectionMatrixStack; + struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS]; + struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES]; + struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */ + /*@}*/ + + /** Combined modelview and projection matrix */ + GLmatrix _ModelProjectMatrix; + + /** \name Display lists */ + struct gl_dlist_state ListState; + + GLboolean ExecuteFlag; /**< Execute GL commands? */ + GLboolean CompileFlag; /**< Compile GL commands into display list? */ + + /** Extension information */ + struct gl_extensions Extensions; + + /** Version info */ + GLuint VersionMajor, VersionMinor; + char *VersionString; + + /** \name State attribute stack (for glPush/PopAttrib) */ + /*@{*/ + GLuint AttribStackDepth; + struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; + /*@}*/ + + /** \name Renderer attribute groups + * + * We define a struct for each attribute group to make pushing and popping + * attributes easy. Also it's a good organization. + */ + /*@{*/ + struct gl_accum_attrib Accum; /**< Accum buffer attributes */ + struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */ + struct gl_current_attrib Current; /**< Current attributes */ + struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ + struct gl_eval_attrib Eval; /**< Eval attributes */ + struct gl_fog_attrib Fog; /**< Fog attributes */ + struct gl_hint_attrib Hint; /**< Hint attributes */ + struct gl_light_attrib Light; /**< Light attributes */ + struct gl_line_attrib Line; /**< Line attributes */ + struct gl_list_attrib List; /**< List attributes */ + struct gl_multisample_attrib Multisample; + struct gl_pixel_attrib Pixel; /**< Pixel attributes */ + struct gl_point_attrib Point; /**< Point attributes */ + struct gl_polygon_attrib Polygon; /**< Polygon attributes */ + GLuint PolygonStipple[32]; /**< Polygon stipple */ + struct gl_scissor_attrib Scissor; /**< Scissor attributes */ + struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ + struct gl_texture_attrib Texture; /**< Texture attributes */ + struct gl_transform_attrib Transform; /**< Transformation attributes */ + struct gl_viewport_attrib Viewport; /**< Viewport attributes */ + /*@}*/ + + /** \name Client attribute stack */ + /*@{*/ + GLuint ClientAttribStackDepth; + struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; + /*@}*/ + + /** \name Client attribute groups */ + /*@{*/ + struct gl_array_attrib Array; /**< Vertex arrays */ + struct gl_pixelstore_attrib Pack; /**< Pixel packing */ + struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */ + struct gl_pixelstore_attrib DefaultPacking; /**< Default params */ + /*@}*/ + + /** \name Other assorted state (not pushed/popped on attribute stack) */ + /*@{*/ + struct gl_pixelmaps PixelMaps; + + struct gl_evaluators EvalMap; /**< All evaluators */ + struct gl_feedback Feedback; /**< Feedback */ + struct gl_selection Select; /**< Selection */ + + struct gl_program_state Program; /**< general program state */ + struct gl_vertex_program_state VertexProgram; + struct gl_fragment_program_state FragmentProgram; + struct gl_geometry_program_state GeometryProgram; + struct gl_ati_fragment_shader_state ATIFragmentShader; + + struct gl_shader_state Shader; /**< GLSL shader object state */ + struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES]; + + struct gl_query_state Query; /**< occlusion, timer queries */ + + struct gl_transform_feedback TransformFeedback; + + struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */ + struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */ + /*@}*/ + + struct gl_meta_state *Meta; /**< for "meta" operations */ + + /* GL_EXT_framebuffer_object */ + struct gl_renderbuffer *CurrentRenderbuffer; + + GLenum ErrorValue; /**< Last error code */ + + /** + * Recognize and silence repeated error debug messages in buggy apps. + */ + const char *ErrorDebugFmtString; + GLuint ErrorDebugCount; + + GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ + GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ + + GLboolean ViewportInitialized; /**< has viewport size been initialized? */ + + GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */ + + /** \name Derived state */ + /*@{*/ + /** Bitwise-or of DD_* flags. Note that this bitfield may be used before + * state validation so they need to always be current. + */ + GLbitfield _TriangleCaps; + GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ + GLfloat _EyeZDir[3]; + GLfloat _ModelViewInvScale; + GLboolean _NeedEyeCoords; + GLboolean _ForceEyeCoords; + + GLuint TextureStateTimestamp; /**< detect changes to shared state */ + + struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */ + struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */ + /**@}*/ + + struct gl_list_extensions *ListExt; /**< driver dlist extensions */ + + /** \name For debugging/development only */ + /*@{*/ + GLboolean FirstTimeCurrent; + /*@}*/ + + /** Dither disable via MESA_NO_DITHER env var */ + GLboolean NoDither; + + /** software compression/decompression supported or not */ + GLboolean Mesa_DXTn; + + GLboolean TextureFormatSupported[MESA_FORMAT_COUNT]; + + /** + * Use dp4 (rather than mul/mad) instructions for position + * transformation? + */ + GLboolean mvp_with_dp4; + + /** + * \name Hooks for module contexts. + * + * These will eventually live in the driver or elsewhere. + */ + /*@{*/ + void *swrast_context; + void *swsetup_context; + void *swtnl_context; + void *swtnl_im; + struct st_context *st; + void *aelt_context; + /*@}*/ +}; + + +/** The string names for GL_POINT, GL_LINE_LOOP, etc */ +extern const char *_mesa_prim_name[GL_POLYGON+4]; + + +#ifdef DEBUG +extern int MESA_VERBOSE; +extern int MESA_DEBUG_FLAGS; +# define MESA_FUNCTION __FUNCTION__ +#else +# define MESA_VERBOSE 0 +# define MESA_DEBUG_FLAGS 0 +# define MESA_FUNCTION "a function" +# ifndef NDEBUG +# define NDEBUG +# endif +#endif + + +/** The MESA_VERBOSE var is a bitmask of these flags */ +enum _verbose +{ + VERBOSE_VARRAY = 0x0001, + VERBOSE_TEXTURE = 0x0002, + VERBOSE_MATERIAL = 0x0004, + VERBOSE_PIPELINE = 0x0008, + VERBOSE_DRIVER = 0x0010, + VERBOSE_STATE = 0x0020, + VERBOSE_API = 0x0040, + VERBOSE_DISPLAY_LIST = 0x0100, + VERBOSE_LIGHTING = 0x0200, + VERBOSE_PRIMS = 0x0400, + VERBOSE_VERTS = 0x0800, + VERBOSE_DISASSEM = 0x1000, + VERBOSE_DRAW = 0x2000, + VERBOSE_SWAPBUFFERS = 0x4000 +}; + + +/** The MESA_DEBUG_FLAGS var is a bitmask of these flags */ +enum _debug +{ + DEBUG_ALWAYS_FLUSH = 0x1 +}; + + + +#endif /* MTYPES_H */ -- cgit v1.2.3