/** * \file mtypes.h * Main Mesa data structures. * * Please try to mark derived values with a leading underscore ('_'). */ /* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef TYPES_H #define TYPES_H #include "glheader.h" #include "config.h" /* Hardwired parameters */ #include "glapitable.h" #include "glthread.h" #include "math/m_matrix.h" /* GLmatrix */ /** * Color channel data type. */ #if CHAN_BITS == 8 typedef GLubyte GLchan; #define CHAN_MAX 255 #define CHAN_MAXF 255.0F #define CHAN_TYPE GL_UNSIGNED_BYTE #elif CHAN_BITS == 16 typedef GLushort GLchan; #define CHAN_MAX 65535 #define CHAN_MAXF 65535.0F #define CHAN_TYPE GL_UNSIGNED_SHORT #elif CHAN_BITS == 32 typedef GLfloat GLchan; #define CHAN_MAX 1.0 #define CHAN_MAXF 1.0F #define CHAN_TYPE GL_FLOAT #else #error "illegal number of color channel bits" #endif #if ACCUM_BITS != 16 /* Software accum done with GLshort at this time */ # error "illegal number of accumulation bits" #endif /** * Stencil buffer data type. */ #if STENCIL_BITS==8 typedef GLubyte GLstencil; # define STENCIL_MAX 0xff #elif STENCIL_BITS==16 typedef GLushort GLstencil; # define STENCIL_MAX 0xffff #else # error "illegal number of stencil bits" #endif /** * Used for storing intermediate depth buffer values. * The actual depth/Z buffer might use 16 or 32-bit values. * * \note Must be 32-bits! */ typedef GLuint GLdepth; /** * Fixed point data type. */ typedef int GLfixed; /* * Fixed point arithmetic macros */ #ifndef FIXED_FRAC_BITS #define FIXED_FRAC_BITS 11 #endif #define FIXED_SHIFT FIXED_FRAC_BITS #define FIXED_ONE (1 << FIXED_SHIFT) #define FIXED_HALF (1 << (FIXED_SHIFT-1)) #define FIXED_FRAC_MASK (FIXED_ONE - 1) #define FIXED_INT_MASK (~FIXED_FRAC_MASK) #define FIXED_EPSILON 1 #define FIXED_SCALE ((float) FIXED_ONE) #define FIXED_DBL_SCALE ((double) FIXED_ONE) #define FloatToFixed(X) (IROUND((X) * FIXED_SCALE)) #define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE)) #define IntToFixed(I) ((I) << FIXED_SHIFT) #define FixedToInt(X) ((X) >> FIXED_SHIFT) #define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT) #define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK) #define FixedFloor(X) ((X) & FIXED_INT_MASK) #define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE)) #define PosFloatToFixed(X) FloatToFixed(X) #define SignedFloatToFixed(X) FloatToFixed(X) /** * \name Some forward type declarations */ /*@{*/ struct _mesa_HashTable; struct gl_pixelstore_attrib; struct gl_texture_format; struct gl_texture_image; struct gl_texture_object; typedef struct __GLcontextRec GLcontext; typedef struct __GLcontextModesRec GLvisual; typedef struct gl_framebuffer GLframebuffer; /*@}*/ /** * Indexes for vertex program attributes. * GL_NV_vertex_program aliases generic attributes over the conventional * attributes. In GL_ARB_vertex_program shader the aliasing is optional. * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the * generic attributes are distinct/separate). */ enum { VERT_ATTRIB_POS = 0, VERT_ATTRIB_WEIGHT = 1, VERT_ATTRIB_NORMAL = 2, VERT_ATTRIB_COLOR0 = 3, VERT_ATTRIB_COLOR1 = 4, VERT_ATTRIB_FOG = 5, VERT_ATTRIB_SIX = 6, VERT_ATTRIB_SEVEN = 7, VERT_ATTRIB_TEX0 = 8, VERT_ATTRIB_TEX1 = 9, VERT_ATTRIB_TEX2 = 10, VERT_ATTRIB_TEX3 = 11, VERT_ATTRIB_TEX4 = 12, VERT_ATTRIB_TEX5 = 13, VERT_ATTRIB_TEX6 = 14, VERT_ATTRIB_TEX7 = 15, VERT_ATTRIB_GENERIC0 = 16, VERT_ATTRIB_GENERIC1 = 17, VERT_ATTRIB_GENERIC2 = 18, VERT_ATTRIB_GENERIC3 = 19, VERT_ATTRIB_MAX = 16 }; /** * Bitflags for vertex attributes. * These are used in bitfields in many places. */ /*@{*/ #define VERT_BIT_POS (1 << VERT_ATTRIB_POS) #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT) #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL) #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0) #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1) #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG) #define VERT_BIT_SIX (1 << VERT_ATTRIB_SIX) #define VERT_BIT_SEVEN (1 << VERT_ATTRIB_SEVEN) #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0) #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1) #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2) #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3) #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4) #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5) #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6) #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7) #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0) #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1) #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2) #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3) #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u))) #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g))) /*@}*/ /** * Indexes for vertex program result attributes */ #define VERT_RESULT_HPOS 0 #define VERT_RESULT_COL0 1 #define VERT_RESULT_COL1 2 #define VERT_RESULT_BFC0 3 #define VERT_RESULT_BFC1 4 #define VERT_RESULT_FOGC 5 #define VERT_RESULT_PSIZ 6 #define VERT_RESULT_TEX0 7 #define VERT_RESULT_TEX1 8 #define VERT_RESULT_TEX2 9 #define VERT_RESULT_TEX3 10 #define VERT_RESULT_TEX4 11 #define VERT_RESULT_TEX5 12 #define VERT_RESULT_TEX6 13 #define VERT_RESULT_TEX7 14 #define VERT_RESULT_MAX 15 /** * Indexes for fragment program input attributes. */ enum { FRAG_ATTRIB_WPOS = 0, FRAG_ATTRIB_COL0 = 1, FRAG_ATTRIB_COL1 = 2, FRAG_ATTRIB_FOGC = 3, FRAG_ATTRIB_TEX0 = 4, FRAG_ATTRIB_TEX1 = 5, FRAG_ATTRIB_TEX2 = 6, FRAG_ATTRIB_TEX3 = 7, FRAG_ATTRIB_TEX4 = 8, FRAG_ATTRIB_TEX5 = 9, FRAG_ATTRIB_TEX6 = 10, FRAG_ATTRIB_TEX7 = 11 }; /* * Bitflags for fragment attributes. */ /*@{*/ #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS) #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0) #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1) #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC) #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0) #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1) #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2) #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3) #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4) #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5) #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6) #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7) #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \ FRAG_BIT_TEX1| \ FRAG_BIT_TEX2| \ FRAG_BIT_TEX3| \ FRAG_BIT_TEX4| \ FRAG_BIT_TEX5| \ FRAG_BIT_TEX6| \ FRAG_BIT_TEX7) /*@}*/ /** * Indexes for all renderbuffers */ enum { BUFFER_FRONT_LEFT = 0, /* the four standard color buffers */ BUFFER_BACK_LEFT = 1, BUFFER_FRONT_RIGHT = 2, BUFFER_BACK_RIGHT = 3, BUFFER_AUX0 = 4, /* optional aux buffer */ BUFFER_AUX1 = 5, BUFFER_AUX2 = 6, BUFFER_AUX3 = 7, BUFFER_DEPTH = 8, BUFFER_STENCIL = 9, BUFFER_ACCUM = 10, BUFFER_COLOR0 = 11, /* generic renderbuffers */ BUFFER_COLOR1 = 12, BUFFER_COLOR2 = 13, BUFFER_COLOR3 = 14, BUFFER_COLOR4 = 15, BUFFER_COLOR5 = 16, BUFFER_COLOR6 = 17, BUFFER_COLOR7 = 18, BUFFER_COUNT = 19 }; /** * Bit flags for all renderbuffers */ #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT) #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT) #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT) #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT) #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0) #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1) #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2) #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3) #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH) #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL) #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM) #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0) #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1) #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2) #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3) #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4) #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5) #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6) #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7) /** * Data structure for color tables */ struct gl_color_table { GLenum Format; /**< GL_ALPHA, GL_RGB, GL_RGB, etc */ GLenum IntFormat; GLuint Size; /**< number of entries (rows) in table */ GLvoid *Table; /**< points to data of */ GLenum Type; /**< GL_UNSIGNED_BYTE or GL_FLOAT */ GLubyte RedSize; GLubyte GreenSize; GLubyte BlueSize; GLubyte AlphaSize; GLubyte LuminanceSize; GLubyte IntensitySize; }; /** * \name Bit flags used for updating material values. */ /*@{*/ #define MAT_ATTRIB_FRONT_AMBIENT 0 #define MAT_ATTRIB_BACK_AMBIENT 1 #define MAT_ATTRIB_FRONT_DIFFUSE 2 #define MAT_ATTRIB_BACK_DIFFUSE 3 #define MAT_ATTRIB_FRONT_SPECULAR 4 #define MAT_ATTRIB_BACK_SPECULAR 5 #define MAT_ATTRIB_FRONT_EMISSION 6 #define MAT_ATTRIB_BACK_EMISSION 7 #define MAT_ATTRIB_FRONT_SHININESS 8 #define MAT_ATTRIB_BACK_SHININESS 9 #define MAT_ATTRIB_FRONT_INDEXES 10 #define MAT_ATTRIB_BACK_INDEXES 11 #define MAT_ATTRIB_MAX 12 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f)) #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f)) #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f)) #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f)) #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f)) #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f)) #define MAT_INDEX_AMBIENT 0 #define MAT_INDEX_DIFFUSE 1 #define MAT_INDEX_SPECULAR 2 #define MAT_BIT_FRONT_AMBIENT (1< ) */ GLfloat _NormDirection[4]; /**< normalized spotlight direction */ GLfloat _VP_inf_spot_attenuation; GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */ GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */ GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */ GLfloat _MatSpecular[2][3]; /**< material spec * light specular */ GLfloat _dli; /**< CI diffuse light intensity */ GLfloat _sli; /**< CI specular light intensity */ /*@}*/ }; /** * Light model state. */ struct gl_lightmodel { GLfloat Ambient[4]; /**< ambient color */ GLboolean LocalViewer; /**< Local (or infinite) view point? */ GLboolean TwoSide; /**< Two (or one) sided lighting? */ GLenum ColorControl; /**< either GL_SINGLE_COLOR * or GL_SEPARATE_SPECULAR_COLOR */ }; /** * Material state. */ struct gl_material { GLfloat Attrib[MAT_ATTRIB_MAX][4]; }; /** * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT) */ struct gl_accum_attrib { GLfloat ClearColor[4]; /**< Accumulation buffer clear color */ }; /** * Color buffer attribute group (GL_COLOR_BUFFER_BIT). */ struct gl_colorbuffer_attrib { GLuint ClearIndex; /**< Index to use for glClear */ GLclampf ClearColor[4]; /**< Color to use for glClear */ GLuint IndexMask; /**< Color index write mask */ GLubyte ColorMask[4]; /**< Each flag is 0xff or 0x0 */ GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */ /** * \name alpha testing */ /*@{*/ GLboolean AlphaEnabled; /**< Alpha test enabled flag */ GLenum AlphaFunc; /**< Alpha test function */ GLclampf AlphaRef; /**< Alpha reference value */ /*@}*/ /** * \name Blending */ /*@{*/ GLboolean BlendEnabled; /**< Blending enabled flag */ GLenum BlendSrcRGB; /**< Blending source operator */ GLenum BlendDstRGB; /**< Blending destination operator */ GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */ GLenum BlendDstA; /**< GL_INGR_blend_func_separate */ GLenum BlendEquationRGB; /**< Blending equation */ GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */ GLfloat BlendColor[4]; /**< Blending color */ /*@}*/ /** * \name Logic op */ /*@{*/ GLenum LogicOp; /**< Logic operator */ GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */ GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */ GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */ /*@}*/ GLboolean DitherFlag; /**< Dither enable flag */ }; /** * Current attribute group (GL_CURRENT_BIT). */ struct gl_current_attrib { /** * \name Values valid only when FLUSH_VERTICES has been called. */ /*@{*/ GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Current vertex attributes * indexed by VERT_ATTRIB_* */ GLfloat Index; /**< Current color index */ GLboolean EdgeFlag; /**< Current edge flag */ /*@}*/ /** * \name Values are always valid. * * \note BTW, note how similar this set of attributes is to the SWvertex * data type in the software rasterizer... */ /*@{*/ GLfloat RasterPos[4]; /**< Current raster position */ GLfloat RasterDistance; /**< Current raster distance */ GLfloat RasterColor[4]; /**< Current raster color */ GLfloat RasterSecondaryColor[4]; /**< Current raster secondary color */ GLfloat RasterIndex; /**< Current raster index */ GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */ GLboolean RasterPosValid; /**< Raster pos valid flag */ /*@}*/ }; /** * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT). */ struct gl_depthbuffer_attrib { GLenum Func; /**< Function for depth buffer compare */ GLclampd Clear; /**< Value to clear depth buffer to */ GLboolean Test; /**< Depth buffering enabled flag */ GLboolean Mask; /**< Depth buffer writable? */ GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ }; /** * glEnable()/glDisable() attribute group (GL_ENABLE_BIT). */ struct gl_enable_attrib { GLboolean AlphaTest; GLboolean AutoNormal; GLboolean Blend; GLbitfield ClipPlanes; GLboolean ColorMaterial; GLboolean ColorTable; /* SGI_color_table */ GLboolean PostColorMatrixColorTable; /* SGI_color_table */ GLboolean PostConvolutionColorTable; /* SGI_color_table */ GLboolean Convolution1D; GLboolean Convolution2D; GLboolean Separable2D; GLboolean CullFace; GLboolean DepthTest; GLboolean Dither; GLboolean Fog; GLboolean Histogram; GLboolean Light[MAX_LIGHTS]; GLboolean Lighting; GLboolean LineSmooth; GLboolean LineStipple; GLboolean IndexLogicOp; GLboolean ColorLogicOp; GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ GLboolean MinMax; GLboolean Normalize; GLboolean PixelTexture; GLboolean PointSmooth; GLboolean PolygonOffsetPoint; GLboolean PolygonOffsetLine; GLboolean PolygonOffsetFill; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean RescaleNormals; GLboolean Scissor; GLboolean Stencil; GLboolean StencilTwoSide; /* GL_EXT_stencil_two_side */ GLboolean MultisampleEnabled; /* GL_ARB_multisample */ GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */ GLboolean SampleAlphaToOne; /* GL_ARB_multisample */ GLboolean SampleCoverage; /* GL_ARB_multisample */ GLboolean SampleCoverageInvert; /* GL_ARB_multisample */ GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */ GLuint Texture[MAX_TEXTURE_IMAGE_UNITS]; GLuint TexGen[MAX_TEXTURE_COORD_UNITS]; /* SGI_texture_color_table */ GLboolean TextureColorTable[MAX_TEXTURE_IMAGE_UNITS]; /* GL_NV_vertex_program */ GLboolean VertexProgram; GLboolean VertexProgramPointSize; GLboolean VertexProgramTwoSide; /* GL_ARB_point_sprite / GL_NV_point_sprite */ GLboolean PointSprite; GLboolean FragmentShaderATI; }; /** * Evaluator attribute group (GL_EVAL_BIT). */ struct gl_eval_attrib { /** * \name Enable bits */ /*@{*/ GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ GLboolean AutoNormal; /*@}*/ /** * \name Map Grid endpoints and divisions and calculated du values */ /*@{*/ GLint MapGrid1un; GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du; GLint MapGrid2un, MapGrid2vn; GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du; GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv; /*@}*/ }; /** * Fog attribute group (GL_FOG_BIT). */ struct gl_fog_attrib { GLboolean Enabled; /**< Fog enabled flag */ GLfloat Color[4]; /**< Fog color */ GLfloat Density; /**< Density >= 0.0 */ GLfloat Start; /**< Start distance in eye coords */ GLfloat End; /**< End distance in eye coords */ GLfloat Index; /**< Fog index */ GLenum Mode; /**< Fog mode */ GLboolean ColorSumEnabled; GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */ }; /** * Hint attribute group (GL_HINT_BIT). * * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE. */ struct gl_hint_attrib { GLenum PerspectiveCorrection; GLenum PointSmooth; GLenum LineSmooth; GLenum PolygonSmooth; GLenum Fog; GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */ GLenum TextureCompression; /**< GL_ARB_texture_compression */ GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */ GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */ }; /** * Histogram attributes. */ struct gl_histogram_attrib { GLuint Width; /**< number of table entries */ GLint Format; /**< GL_ALPHA, GL_RGB, etc */ GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */ GLboolean Sink; /**< terminate image transfer? */ GLubyte RedSize; /**< Bits per counter */ GLubyte GreenSize; GLubyte BlueSize; GLubyte AlphaSize; GLubyte LuminanceSize; }; /** * Color Min/max state. */ struct gl_minmax_attrib { GLenum Format; GLboolean Sink; GLfloat Min[4], Max[4]; /**< RGBA */ }; /** * Image convolution state. */ struct gl_convolution_attrib { GLenum Format; GLenum InternalFormat; GLuint Width; GLuint Height; GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4]; }; /** * Light state flags. */ /*@{*/ #define LIGHT_SPOT 0x1 #define LIGHT_LOCAL_VIEWER 0x2 #define LIGHT_POSITIONAL 0x4 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) /*@}*/ /** * Lighting attribute group (GL_LIGHT_BIT). */ struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */ struct gl_lightmodel Model; /**< Lighting model */ /** * Must flush FLUSH_VERTICES before referencing: */ /*@{*/ struct gl_material Material; /**< Includes front & back values */ /*@}*/ GLboolean Enabled; /**< Lighting enabled flag */ GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ GLboolean ColorMaterialEnabled; struct gl_light EnabledList; /**< List sentinel */ /** * Derived state for optimizations: */ /*@{*/ GLboolean _NeedEyeCoords; GLboolean _NeedVertices; /**< Use fast shader? */ GLbitfield _Flags; /**< LIGHT_* flags, see above */ GLfloat _BaseColor[2][3]; /*@}*/ }; /** * Line attribute group (GL_LINE_BIT). */ struct gl_line_attrib { GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */ GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */ GLushort StipplePattern; /**< Stipple pattern */ GLint StippleFactor; /**< Stipple repeat factor */ GLfloat Width; /**< Line width */ GLfloat _Width; /**< Clamped Line width */ }; /** * Display list attribute group (GL_LIST_BIT). */ struct gl_list_attrib { GLuint ListBase; }; /** * Used by device drivers to hook new commands into display lists. */ struct gl_list_instruction { GLuint Size; void (*Execute)( GLcontext *ctx, void *data ); void (*Destroy)( GLcontext *ctx, void *data ); void (*Print)( GLcontext *ctx, void *data ); }; #define MAX_DLIST_EXT_OPCODES 16 /** * Used by device drivers to hook new commands into display lists. */ struct gl_list_extensions { struct gl_list_instruction Opcode[MAX_DLIST_EXT_OPCODES]; GLuint NumOpcodes; }; /** * Multisample attribute group (GL_MULTISAMPLE_BIT). */ struct gl_multisample_attrib { GLboolean Enabled; GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLfloat SampleCoverageValue; GLboolean SampleCoverageInvert; }; /** * Pixel attribute group (GL_PIXEL_MODE_BIT). */ struct gl_pixel_attrib { GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */ GLfloat RedBias, RedScale; GLfloat GreenBias, GreenScale; GLfloat BlueBias, BlueScale; GLfloat AlphaBias, AlphaScale; GLfloat DepthBias, DepthScale; GLint IndexShift, IndexOffset; GLboolean MapColorFlag; GLboolean MapStencilFlag; GLfloat ZoomX, ZoomY; /* XXX move these out of gl_pixel_attrib */ GLint MapStoSsize; /**< Size of each pixel map */ GLint MapItoIsize; GLint MapItoRsize; GLint MapItoGsize; GLint MapItoBsize; GLint MapItoAsize; GLint MapRtoRsize; GLint MapGtoGsize; GLint MapBtoBsize; GLint MapAtoAsize; GLint MapStoS[MAX_PIXEL_MAP_TABLE]; /**< Pixel map tables */ GLfloat MapItoI[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoR[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoG[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoB[MAX_PIXEL_MAP_TABLE]; GLfloat MapItoA[MAX_PIXEL_MAP_TABLE]; GLubyte MapItoR8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */ GLubyte MapItoG8[MAX_PIXEL_MAP_TABLE]; GLubyte MapItoB8[MAX_PIXEL_MAP_TABLE]; GLubyte MapItoA8[MAX_PIXEL_MAP_TABLE]; GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE]; GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE]; GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE]; GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE]; /** GL_EXT_histogram */ GLboolean HistogramEnabled; GLboolean MinMaxEnabled; /** GL_SGIS_pixel_texture */ GLboolean PixelTextureEnabled; GLenum FragmentRgbSource; GLenum FragmentAlphaSource; /** GL_SGI_color_matrix */ GLfloat PostColorMatrixScale[4]; /**< RGBA */ GLfloat PostColorMatrixBias[4]; /**< RGBA */ /** GL_SGI_color_table */ GLfloat ColorTableScale[4]; GLfloat ColorTableBias[4]; GLboolean ColorTableEnabled; GLfloat PCCTscale[4]; GLfloat PCCTbias[4]; GLboolean PostConvolutionColorTableEnabled; GLfloat PCMCTscale[4]; GLfloat PCMCTbias[4]; GLboolean PostColorMatrixColorTableEnabled; /** GL_SGI_texture_color_table */ GLfloat TextureColorTableScale[4]; GLfloat TextureColorTableBias[4]; /** Convolution */ GLboolean Convolution1DEnabled; GLboolean Convolution2DEnabled; GLboolean Separable2DEnabled; GLfloat ConvolutionBorderColor[3][4]; GLenum ConvolutionBorderMode[3]; GLfloat ConvolutionFilterScale[3][4]; GLfloat ConvolutionFilterBias[3][4]; GLfloat PostConvolutionScale[4]; /**< RGBA */ GLfloat PostConvolutionBias[4]; /**< RGBA */ }; /** * Point attribute group (GL_POINT_BIT). */ struct gl_point_attrib { GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */ GLfloat Size; /**< User-specified point size */ GLfloat _Size; /**< Size clamped to Const.Min/MaxPointSize */ GLfloat Params[3]; /**< GL_EXT_point_parameters */ GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */ GLfloat Threshold; /**< GL_EXT_point_parameters */ GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */ GLboolean PointSprite; /**< GL_NV_point_sprite / GL_NV_point_sprite */ GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /**< GL_NV/ARB_point_sprite */ GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ GLenum SpriteOrigin; /**< GL_ARB_point_sprite */ }; /** * Polygon attribute group (GL_POLYGON_BIT). */ struct gl_polygon_attrib { GLenum FrontFace; /**< Either GL_CW or GL_CCW */ GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */ GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */ GLboolean CullFlag; /**< Culling on/off flag */ GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */ GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */ GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */ GLfloat OffsetFactor; /**< Polygon offset factor, from user */ GLfloat OffsetUnits; /**< Polygon offset units, from user */ GLboolean OffsetPoint; /**< Offset in GL_POINT mode */ GLboolean OffsetLine; /**< Offset in GL_LINE mode */ GLboolean OffsetFill; /**< Offset in GL_FILL mode */ }; /** * Scissor attributes (GL_SCISSOR_BIT). */ struct gl_scissor_attrib { GLboolean Enabled; /**< Scissor test enabled? */ GLint X, Y; /**< Lower left corner of box */ GLsizei Width, Height; /**< Size of box */ }; /** * Stencil attribute group (GL_STENCIL_BUFFER_BIT). */ struct gl_stencil_attrib { GLboolean Enabled; /**< Enabled flag */ GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 1) */ GLboolean _TestTwoSide; GLenum Function[2]; /**< Stencil function */ GLenum FailFunc[2]; /**< Fail function */ GLenum ZPassFunc[2]; /**< Depth buffer pass function */ GLenum ZFailFunc[2]; /**< Depth buffer fail function */ GLint Ref[2]; /**< Reference value */ GLuint ValueMask[2]; /**< Value mask */ GLuint WriteMask[2]; /**< Write mask */ GLuint Clear; /**< Clear value */ }; #define NUM_TEXTURE_TARGETS 5 /* 1D, 2D, 3D, CUBE and RECT */ /** * An index for each type of texture object */ /*@{*/ #define TEXTURE_1D_INDEX 0 #define TEXTURE_2D_INDEX 1 #define TEXTURE_3D_INDEX 2 #define TEXTURE_CUBE_INDEX 3 #define TEXTURE_RECT_INDEX 4 /*@}*/ /** * Bit flags for each type of texture object * Used for Texture.Unit[]._ReallyEnabled flags. */ /*@{*/ #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) /*@}*/ /** * TexGenEnabled flags. */ /*@{*/ #define S_BIT 1 #define T_BIT 2 #define R_BIT 4 #define Q_BIT 8 /*@}*/ /** * Bit flag versions of the corresponding GL_ constants. */ /*@{*/ #define TEXGEN_SPHERE_MAP 0x1 #define TEXGEN_OBJ_LINEAR 0x2 #define TEXGEN_EYE_LINEAR 0x4 #define TEXGEN_REFLECTION_MAP_NV 0x8 #define TEXGEN_NORMAL_MAP_NV 0x10 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV) #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \ TEXGEN_REFLECTION_MAP_NV | \ TEXGEN_NORMAL_MAP_NV | \ TEXGEN_EYE_LINEAR) /*@}*/ /* A selection of state flags to make driver and module's lives easier. */ #define ENABLE_TEXGEN0 0x1 #define ENABLE_TEXGEN1 0x2 #define ENABLE_TEXGEN2 0x4 #define ENABLE_TEXGEN3 0x8 #define ENABLE_TEXGEN4 0x10 #define ENABLE_TEXGEN5 0x20 #define ENABLE_TEXGEN6 0x40 #define ENABLE_TEXGEN7 0x80 #define ENABLE_TEXMAT0 0x1 /* Ie. not the identity matrix */ #define ENABLE_TEXMAT1 0x2 #define ENABLE_TEXMAT2 0x4 #define ENABLE_TEXMAT3 0x8 #define ENABLE_TEXMAT4 0x10 #define ENABLE_TEXMAT5 0x20 #define ENABLE_TEXMAT6 0x40 #define ENABLE_TEXMAT7 0x80 #define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i)) #define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i)) /** * Texel fetch function prototype. We use texel fetch functions to * extract RGBA, color indexes and depth components out of 1D, 2D and 3D * texture images. These functions help to isolate us from the gritty * details of all the various texture image encodings. * * \param texImage texture image. * \param col texel column. * \param row texel row. * \param img texel image level/layer. * \param texelOut output texel (up to 4 GLchans) */ typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage, GLint col, GLint row, GLint img, GLchan *texelOut ); /** * As above, but returns floats. * Used for depth component images and for upcoming signed/float * texture images. */ typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage, GLint col, GLint row, GLint img, GLfloat *texelOut ); typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage, GLint col, GLint row, GLint img, const void *texel); /** * TexImage store function. This is called by the glTex[Sub]Image * functions and is responsible for converting the user-specified texture * image into a specific (hardware) image format. */ typedef GLboolean (*StoreTexImageFunc)(GLcontext *ctx, GLuint dims, GLenum baseInternalFormat, const struct gl_texture_format *dstFormat, GLvoid *dstAddr, GLint dstXoffset, GLint dstYoffset, GLint dstZoffset, GLint dstRowStride, GLint dstImageStride, GLint srcWidth, GLint srcHeight, GLint srcDepth, GLenum srcFormat, GLenum srcType, const GLvoid *srcAddr, const struct gl_pixelstore_attrib *srcPacking); /** * Texture format record */ struct gl_texture_format { GLint MesaFormat; /**< One of the MESA_FORMAT_* values */ GLenum BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_COLOR_INDEX or * GL_DEPTH_COMPONENT. */ GLenum DataType; /**< GL_FLOAT or GL_UNSIGNED_NORMALIZED_ARB */ GLubyte RedBits; /**< Bits per texel component */ GLubyte GreenBits; /**< These are just rough approximations for */ GLubyte BlueBits; /**< compressed texture formats. */ GLubyte AlphaBits; GLubyte LuminanceBits; GLubyte IntensityBits; GLubyte IndexBits; GLubyte DepthBits; GLuint TexelBytes; /**< Bytes per texel, 0 if compressed format */ StoreTexImageFunc StoreImage; /** * \name Texel fetch function pointers */ /*@{*/ FetchTexelFuncC FetchTexel1D; FetchTexelFuncC FetchTexel2D; FetchTexelFuncC FetchTexel3D; FetchTexelFuncF FetchTexel1Df; FetchTexelFuncF FetchTexel2Df; FetchTexelFuncF FetchTexel3Df; /*@}*/ StoreTexelFunc StoreTexel; }; /** * Texture image state. Describes the dimensions of a texture image, * the texel format and pointers to Texel Fetch functions. */ struct gl_texture_image { GLenum Format; /**< Either GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_COLOR_INDEX or * GL_DEPTH_COMPONENT only. * Used for choosing TexEnv arithmetic. */ GLint IntFormat; /**< Internal format as given by the user */ GLuint Border; /**< 0 or 1 */ GLuint Width; /**< = 2^WidthLog2 + 2*Border */ GLuint Height; /**< = 2^HeightLog2 + 2*Border */ GLuint Depth; /**< = 2^DepthLog2 + 2*Border */ GLuint RowStride; /**< == Width unless IsClientData and padded */ GLuint Width2; /**< = Width - 2*Border */ GLuint Height2; /**< = Height - 2*Border */ GLuint Depth2; /**< = Depth - 2*Border */ GLuint WidthLog2; /**< = log2(Width2) */ GLuint HeightLog2; /**< = log2(Height2) */ GLuint DepthLog2; /**< = log2(Depth2) */ GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */ GLfloat WidthScale; /**< used for mipmap LOD computation */ GLfloat HeightScale; /**< used for mipmap LOD computation */ GLfloat DepthScale; /**< used for mipmap LOD computation */ GLvoid *Data; /**< Image data, accessed via FetchTexel() */ GLboolean IsClientData; /**< Data owned by client? */ GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */ const struct gl_texture_format *TexFormat; struct gl_texture_object *TexObject; /**< Pointer back to parent object */ FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */ FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */ GLboolean IsCompressed; /**< GL_ARB_texture_compression */ GLuint CompressedSize; /**< GL_ARB_texture_compression */ /** * \name For device driver: */ /*@{*/ void *DriverData; /**< Arbitrary device driver data */ /*@}*/ }; /** * Indexes for cube map faces. */ /*@{*/ #define FACE_POS_X 0 #define FACE_NEG_X 1 #define FACE_POS_Y 2 #define FACE_NEG_Y 3 #define FACE_POS_Z 4 #define FACE_NEG_Z 5 #define MAX_FACES 6 /*@}*/ /** * Texture object state. Contains the array of mipmap images, border color, * wrap modes, filter modes, shadow/texcompare state, and the per-texture * color palette. */ struct gl_texture_object { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< reference count */ GLuint Name; /**< the user-visible texture object ID */ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ GLfloat Priority; /**< in [0,1] */ GLfloat BorderColor[4]; /**< unclamped */ GLchan _BorderChan[4]; /**< clamped, as GLchan */ GLenum WrapS; /**< S-axis texture image wrap mode */ GLenum WrapT; /**< T-axis texture image wrap mode */ GLenum WrapR; /**< R-axis texture image wrap mode */ GLenum MinFilter; /**< minification filter */ GLenum MagFilter; /**< magnification filter */ GLfloat MinLod; /**< min lambda, OpenGL 1.2 */ GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */ GLfloat LodBias; /**< OpenGL 1.4 */ GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */ GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */ GLboolean CompareFlag; /**< GL_SGIX_shadow */ GLenum CompareOperator; /**< GL_SGIX_shadow */ GLfloat ShadowAmbient; /**< GL_ARB_shadow_ambient */ GLenum CompareMode; /**< GL_ARB_shadow */ GLenum CompareFunc; /**< GL_ARB_shadow */ GLenum DepthMode; /**< GL_ARB_depth_texture */ GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */ GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */ GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */ GLboolean _IsPowerOfTwo; /**< Are all image dimensions powers of two? */ GLboolean Complete; /**< Is texture object complete? */ /** Actual texture images, indexed by [cube face] and [mipmap level] */ struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS]; /** GL_EXT_paletted_texture */ struct gl_color_table Palette; /** * \name For device driver. * Note: instead of attaching driver data to this pointer, it's preferable * to instead use this struct as a base class for your own texture object * class. Driver->NewTextureObject() can be used to implement the * allocation. */ void *DriverData; /**< Arbitrary device driver data */ }; /** * Texture combine environment state. * * \todo * If GL_NV_texture_env_combine4 is ever supported, the arrays in this * structure will need to be expanded for 4 elements. */ struct gl_tex_env_combine_state { GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum SourceRGB[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */ GLenum SourceA[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */ GLenum OperandRGB[3]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */ GLenum OperandA[3]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */ GLuint ScaleShiftRGB; /**< 0, 1 or 2 */ GLuint ScaleShiftA; /**< 0, 1 or 2 */ GLuint _NumArgsRGB; /**< Number of inputs used for the combine mode. */ GLuint _NumArgsA; /**< Number of inputs used for the combine mode. */ }; /** * Texture unit state. Contains enable flags, texture environment/function/ * combiners, texgen state, pointers to current texture objects and * post-filter color tables. */ struct gl_texture_unit { 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]; GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ /** \name Tex coord generation mode * Either GL_OBJECT_LINEAR, GL_EYE_LINEAR or GL_SPHERE_MAP. */ /*@{*/ GLenum GenModeS; GLenum GenModeT; GLenum GenModeR; GLenum GenModeQ; /*@}*/ GLbitfield _GenBitS; GLbitfield _GenBitT; GLbitfield _GenBitR; GLbitfield _GenBitQ; GLbitfield _GenFlags; /**< bitwise or of GenBit[STRQ] */ GLfloat ObjectPlaneS[4]; GLfloat ObjectPlaneT[4]; GLfloat ObjectPlaneR[4]; GLfloat ObjectPlaneQ[4]; GLfloat EyePlaneS[4]; GLfloat EyePlaneT[4]; GLfloat EyePlaneR[4]; GLfloat EyePlaneQ[4]; GLfloat LodBias; /**< for biasing mipmap levels */ /** * \name GL_EXT_texture_env_combine */ struct gl_tex_env_combine_state Combine; /** * Derived state based on \c EnvMode and the \c BaseFormat of the * currently enabled texture. */ struct gl_tex_env_combine_state _EnvMode; /** * Currently enabled combiner state. This will point to either * \c Combine or \c _EnvMode. */ struct gl_tex_env_combine_state *_CurrentCombine; struct gl_texture_object *Current1D; struct gl_texture_object *Current2D; struct gl_texture_object *Current3D; struct gl_texture_object *CurrentCubeMap; /**< GL_ARB_texture_cube_map */ struct gl_texture_object *CurrentRect; /**< GL_NV_texture_rectangle */ struct gl_texture_object *_Current; /**< Points to really enabled tex obj */ struct gl_texture_object Saved1D; /**< only used by glPush/PopAttrib */ struct gl_texture_object Saved2D; struct gl_texture_object Saved3D; struct gl_texture_object SavedCubeMap; struct gl_texture_object SavedRect; /* GL_SGI_texture_color_table */ struct gl_color_table ColorTable; struct gl_color_table ProxyColorTable; GLboolean ColorTableEnabled; }; struct texenvprog_cache { GLuint hash; void *key; void *data; struct texenvprog_cache *next; }; /** * Texture attribute group (GL_TEXTURE_BIT). */ struct gl_texture_attrib { /** * name multitexture */ /**@{*/ GLuint CurrentUnit; /**< Active texture unit */ GLbitfield _EnabledUnits; /**< one bit set for each really-enabled unit */ GLbitfield _EnabledCoordUnits; /**< one bit per enabled coordinate unit */ GLbitfield _GenFlags; /**< for texgen */ GLbitfield _TexGenEnabled; GLbitfield _TexMatEnabled; /**@}*/ struct gl_texture_unit Unit[MAX_TEXTURE_UNITS]; struct gl_texture_object *Proxy1D; struct gl_texture_object *Proxy2D; struct gl_texture_object *Proxy3D; struct gl_texture_object *ProxyCubeMap; struct gl_texture_object *ProxyRect; /** GL_EXT_shared_texture_palette */ GLboolean SharedPalette; struct gl_color_table Palette; /** Cached texenv fragment programs */ struct texenvprog_cache *env_fp_cache; }; /** * Transformation attribute group (GL_TRANSFORM_BIT). */ struct gl_transform_attrib { GLenum MatrixMode; /**< Matrix mode */ GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */ GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */ GLbitfield ClipPlanesEnabled; /**< on/off bitmask */ GLboolean Normalize; /**< Normalize all normals? */ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */ GLfloat CullEyePos[4]; GLfloat CullObjPos[4]; }; /** * Viewport attribute group (GL_VIEWPORT_BIT). */ struct gl_viewport_attrib { GLint X, Y; /**< position */ GLsizei Width, Height; /**< size */ GLfloat Near, Far; /**< Depth buffer range */ GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ }; /** * Node for the attribute stack. */ struct gl_attrib_node { GLbitfield kind; void *data; struct gl_attrib_node *next; }; /** * GL_ARB_vertex/pixel_buffer_object buffer object */ struct gl_buffer_object { GLint RefCount; GLuint Name; GLenum Usage; GLenum Access; GLvoid *Pointer; /**< Only valid while buffer is mapped */ GLsizeiptrARB Size; /**< Size of storage in bytes */ GLubyte *Data; /**< Location of storage either in RAM or VRAM. */ GLboolean OnCard; /**< Is buffer in VRAM? (hardware drivers) */ }; /** * Client pixel packing/unpacking attributes */ struct gl_pixelstore_attrib { GLint Alignment; GLint RowLength; GLint SkipPixels; GLint SkipRows; GLint ImageHeight; /**< for GL_EXT_texture3D */ GLint SkipImages; /**< for GL_EXT_texture3D */ GLboolean SwapBytes; GLboolean LsbFirst; GLboolean ClientStorage; /**< GL_APPLE_client_storage */ GLboolean Invert; /**< GL_MESA_pack_invert */ struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */ }; #define CA_CLIENT_DATA 0x1 /**< Data not allocated by mesa */ /** * Client vertex array attributes */ struct gl_client_array { GLint Size; /**< components per element (1,2,3,4) */ GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */ GLsizei Stride; /**< user-specified stride */ GLsizei StrideB; /**< actual stride in bytes */ const GLubyte *Ptr; /**< Points to array data */ GLbitfield Enabled; /**< one of the _NEW_ARRAY_ bits */ GLboolean Normalized; /**< GL_ARB_vertex_program */ /**< GL_ARB_vertex_buffer_object */ struct gl_buffer_object *BufferObj; GLuint _MaxElement; GLbitfield Flags; }; /** * Vertex array state */ struct gl_array_attrib { struct gl_client_array Vertex; /**< client data descriptors */ struct gl_client_array Normal; struct gl_client_array Color; struct gl_client_array SecondaryColor; struct gl_client_array FogCoord; struct gl_client_array Index; struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS]; struct gl_client_array EdgeFlag; struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX]; /**< GL_NV_vertex_program */ GLint ActiveTexture; /**< Client Active Texture */ GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ GLbitfield _Enabled; /**< _NEW_ARRAY_* - bit set if array enabled */ GLbitfield NewState; /**< _NEW_ARRAY_* */ #if FEATURE_ARB_vertex_buffer_object struct gl_buffer_object *NullBufferObj; struct gl_buffer_object *ArrayBufferObj; struct gl_buffer_object *ElementArrayBufferObj; #endif GLuint _MaxElement; /* Min of all enabled array's maxes */ }; /** * Feedback buffer state */ struct gl_feedback { GLenum Type; 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 */ /*@}*/ }; /** * NV_fragment_program runtime state */ struct fp_machine { GLfloat Temporaries[MAX_NV_FRAGMENT_PROGRAM_TEMPS][4]; GLfloat Inputs[MAX_NV_FRAGMENT_PROGRAM_INPUTS][4]; GLfloat Outputs[MAX_NV_FRAGMENT_PROGRAM_OUTPUTS][4]; GLuint CondCodes[4]; }; /** * ATI_fragment_shader runtime state */ #define ATI_FS_INPUT_PRIMARY 0 #define ATI_FS_INPUT_SECONDARY 1 /* 6 register sets - 2 inputs (primary, secondary) */ struct atifs_machine { GLfloat Registers[6][4]; GLfloat PrevPassRegisters[6][4]; GLfloat Inputs[2][4]; GLuint pass; }; /** * Names of the various vertex/fragment register files */ enum register_file { PROGRAM_TEMPORARY, PROGRAM_INPUT, PROGRAM_OUTPUT, PROGRAM_LOCAL_PARAM, PROGRAM_ENV_PARAM, PROGRAM_NAMED_PARAM, PROGRAM_STATE_VAR, PROGRAM_WRITE_ONLY, PROGRAM_ADDRESS, PROGRAM_UNDEFINED /* invalid value */ }; /** Vertex and fragment instructions */ struct vp_instruction; struct fp_instruction; struct atifs_instruction; struct atifs_setupinst; struct program_parameter_list; /** * Base class for any kind of program object */ struct program { GLuint Id; GLubyte *String; /**< Null-terminated program text */ GLint RefCount; GLenum Target; GLenum Format; /**< String encoding format */ GLboolean Resident; GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4]; GLuint NumInstructions; /* GL_ARB_vertex/fragment_program */ GLuint NumTemporaries; GLuint NumParameters; GLuint NumAttributes; GLuint NumAddressRegs; }; /** Vertex program object */ struct vertex_program { struct program Base; /* base class */ struct vp_instruction *Instructions; /* Compiled instructions */ GLboolean IsNVProgram; /* GL_NV_vertex_program ? */ GLboolean IsPositionInvariant; /* GL_NV_vertex_program1_1 */ GLbitfield InputsRead; /* Bitmask of which input regs are read */ GLbitfield OutputsWritten; /* Bitmask of which output regs are written to */ struct program_parameter_list *Parameters; /**< array [NumParameters] */ void *TnlData; /* should probably use Base.DriverData */ }; /** Fragment program object */ struct fragment_program { struct program Base; /**< base class */ struct fp_instruction *Instructions; /**< Compiled instructions */ GLbitfield InputsRead; /**< Bitmask of which input regs are read */ GLbitfield OutputsWritten; /**< Bitmask of which output regs are written to */ GLbitfield TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_INDEX bitmask */ GLuint NumAluInstructions; /**< GL_ARB_fragment_program */ GLuint NumTexInstructions; GLuint NumTexIndirections; GLenum FogOption; struct program_parameter_list *Parameters; /**< array [NumParameters] */ #ifdef USE_TCC char c_str[4096]; /* experimental... */ int c_strlen; #endif }; struct ati_fragment_shader { struct program Base; struct atifs_instruction *Instructions[2]; struct atifs_setupinst *SetupInst[2]; GLfloat Constants[8][4]; GLuint localConstDef; GLubyte numArithInstr[2]; GLubyte regsAssigned[2]; GLubyte NumPasses; GLubyte cur_pass; GLubyte last_optype; GLboolean interpinp1; GLboolean isValid; GLuint swizzlerq; }; /** * State common to vertex and fragment programs. */ struct gl_program_state { GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_NV */ const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_NV */ }; /** * State vars for GL_ARB/GL_NV_vertex_program */ struct gl_vertex_program_state { GLboolean Enabled; /**< GL_VERTEX_PROGRAM_NV */ GLboolean _Enabled; /**< Really enabled? */ GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_NV */ GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_NV */ struct vertex_program *Current; /**< ptr to currently bound program */ GLenum TrackMatrix[MAX_NV_VERTEX_PROGRAM_PARAMS / 4]; GLenum TrackMatrixTransform[MAX_NV_VERTEX_PROGRAM_PARAMS / 4]; GLfloat Parameters[MAX_NV_VERTEX_PROGRAM_PARAMS][4]; /* Env params */ /* Only used during program execution (may be moved someday): */ GLfloat Temporaries[MAX_NV_VERTEX_PROGRAM_TEMPS][4]; GLfloat Inputs[MAX_NV_VERTEX_PROGRAM_INPUTS][4]; GLuint InputsSize[MAX_NV_VERTEX_PROGRAM_INPUTS]; GLfloat Outputs[MAX_NV_VERTEX_PROGRAM_OUTPUTS][4]; GLint AddressReg[4]; #if FEATURE_MESA_program_debug GLprogramcallbackMESA Callback; GLvoid *CallbackData; GLboolean CallbackEnabled; GLuint CurrentPosition; #endif }; /** * State for GL_ARB/NV_fragment_program */ struct gl_fragment_program_state { GLboolean Enabled; /* GL_VERTEX_PROGRAM_NV */ GLboolean _Enabled; /* Really enabled? */ GLboolean _Active; /* Really really enabled? */ struct fragment_program *Current; /* ptr to currently bound program */ struct fragment_program *_Current; /* ptr to currently active program */ struct fp_machine Machine; /* machine state */ GLfloat Parameters[MAX_NV_FRAGMENT_PROGRAM_PARAMS][4]; /* Env params */ #if FEATURE_MESA_program_debug GLprogramcallbackMESA Callback; GLvoid *CallbackData; GLboolean CallbackEnabled; GLuint CurrentPosition; #endif }; /** * State for GL_ATI_fragment_shader */ struct gl_ati_fragment_shader_state { GLboolean Enabled; GLboolean _Enabled; GLboolean Compiling; GLfloat globalConstants[8][4]; struct atifs_machine Machine; /* machine state */ struct ati_fragment_shader *Current; }; struct gl_query_object { GLuint Id; GLuint Result; /* the counter */ GLboolean Active; /* inside Begin/EndQuery */ GLboolean Ready; /* result is ready */ }; 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 */ }; /** * gl2 unique interface identifier. * Each gl2 interface has its own interface id used for object queries. */ enum gl2_uiid { UIID_UNKNOWN, /* supported by all objects */ UIID_GENERIC, /* generic object */ UIID_CONTAINER, /* contains generic objects */ UIID_SHADER, /* shader object */ UIID_FRAGMENT_SHADER, /* fragment shader */ UIID_VERTEX_SHADER, /* vertex shader */ UIID_PROGRAM, /* program object */ UIID_3DLABS_SHHANDLE /* encapsulates 3dlabs' ShHandle */ }; struct gl2_unknown_intf { GLvoid (* AddRef) (struct gl2_unknown_intf **); GLvoid (* Release) (struct gl2_unknown_intf **); struct gl2_unknown_intf **(* QueryInterface) (struct gl2_unknown_intf **, enum gl2_uiid uiid); }; struct gl2_generic_intf { struct gl2_unknown_intf _unknown; GLvoid (* Delete) (struct gl2_generic_intf **); GLenum (* GetType) (struct gl2_generic_intf **); GLhandleARB (* GetName) (struct gl2_generic_intf **); GLboolean (* GetDeleteStatus) (struct gl2_generic_intf **); const GLcharARB *(* GetInfoLog) (struct gl2_generic_intf **); }; struct gl2_container_intf { struct gl2_generic_intf _generic; GLboolean (* Attach) (struct gl2_container_intf **, struct gl2_generic_intf **); GLboolean (* Detach) (struct gl2_container_intf **, struct gl2_generic_intf **); GLsizei (* GetAttachedCount) (struct gl2_container_intf **); struct gl2_generic_intf **(* GetAttached) (struct gl2_container_intf **, GLuint); }; struct gl2_shader_intf { struct gl2_generic_intf _generic; GLenum (* GetSubType) (struct gl2_shader_intf **); GLboolean (* GetCompileStatus) (struct gl2_shader_intf **); GLvoid (* SetSource) (struct gl2_shader_intf **, GLcharARB *, GLint *, GLsizei); const GLcharARB *(* GetSource) (struct gl2_shader_intf **); GLvoid (* Compile) (struct gl2_shader_intf **); }; struct gl2_program_intf { struct gl2_container_intf _container; GLboolean (* GetLinkStatus) (struct gl2_program_intf **); GLboolean (* GetValidateStatus) (struct gl2_program_intf **); GLvoid (* Link) (struct gl2_program_intf **); GLvoid (* Validate) (struct gl2_program_intf **); }; struct gl2_fragment_shader_intf { struct gl2_shader_intf _shader; }; struct gl2_vertex_shader_intf { struct gl2_shader_intf _shader; }; struct gl2_3dlabs_shhandle_intf { struct gl2_unknown_intf _unknown; GLvoid *(* GetShHandle) (struct gl2_3dlabs_shhandle_intf **); }; struct gl_shader_objects_state { struct gl2_program_intf **current_program; }; /** * State which can be shared by multiple contexts: */ struct gl_shared_state { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< Reference count */ struct _mesa_HashTable *DisplayList; /**< Display lists hash table */ struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */ /** * \name Default texture objects (shared by all multi-texture units) */ /*@{*/ struct gl_texture_object *Default1D; struct gl_texture_object *Default2D; struct gl_texture_object *Default3D; struct gl_texture_object *DefaultCubeMap; struct gl_texture_object *DefaultRect; /*@}*/ /** * \name Vertex/fragment programs */ /*@{*/ struct _mesa_HashTable *Programs; #if FEATURE_ARB_vertex_program struct program *DefaultVertexProgram; #endif #if FEATURE_ARB_fragment_program struct program *DefaultFragmentProgram; #endif #if FEATURE_ATI_fragment_shader struct program *DefaultFragmentShader; #endif /*@}*/ #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object struct _mesa_HashTable *BufferObjects; #endif struct _mesa_HashTable *GL2Objects; #if FEATURE_EXT_framebuffer_object struct _mesa_HashTable *RenderBuffers; struct _mesa_HashTable *FrameBuffers; #endif void *DriverData; /**< Device driver shared state */ }; /** * A renderbuffer stores colors or depth values or stencil values. * A framebuffer object will have a collection of these. * Data are read/written to the buffer with a handful of Get/Put functions. * * Instances of this object are allocated with the Driver's NewRenderbuffer * hook. Drivers will likely wrap this class inside a driver-specific * class to simulate inheritance. */ struct gl_renderbuffer { GLuint Name; GLint RefCount; GLuint Width, Height; GLenum InternalFormat; /* The user-specified value */ GLenum _BaseFormat; /* Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or */ /* GL_STENCIL_INDEX. */ GLenum DataType; /* Type of values passed to the Get/Put functions */ GLubyte ComponentSizes[4]; /* bits per component or channel */ GLvoid *Data; /* Delete this renderbuffer */ void (*Delete)(struct gl_renderbuffer *rb); /* Allocate new storage for this renderbuffer */ GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height); /* Lock/Unlock are called before/after calling the Get/Put functions. * Not sure this is the right place for these yet. void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb); void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb); */ /* Return a pointer to the element/pixel at (x,y). * Should return NULL if the buffer memory can't be directly addressed. */ void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb, GLint x, GLint y); /* Get/Read a row of values. * The values will be of format _BaseFormat and type DataType. */ void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, void *values); /* Get/Read values at arbitrary locations. * The values will be of format _BaseFormat and type DataType. */ void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], void *values); /* Put/Write a row of values. * The values will be of format _BaseFormat and type DataType. */ void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const void *values, const GLubyte *mask); /* Put/Write a row of RGB values. This is a special-case routine that's * only used for RGBA renderbuffers when the source data is GL_RGB. That's * a common case for glDrawPixels and some triangle routines. * The values will be of format GL_RGB and type DataType. */ void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const void *values, const GLubyte *mask); /* Put/Write a row of identical values. * The values will be of format _BaseFormat and type DataType. */ void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const void *value, const GLubyte *mask); /* Put/Write values at arbitrary locations. * The values will be of format _BaseFormat and type DataType. */ void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], const void *values, const GLubyte *mask); /* Put/Write identical values at arbitrary locations. * The values will be of format _BaseFormat and type DataType. */ void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], const void *value, const GLubyte *mask); }; /** * A renderbuffer attachment point points to either a texture object * (and specifies a mipmap level, cube face or 3D texture slice) or * points to a renderbuffer. */ struct gl_renderbuffer_attachment { GLenum Type; /* GL_NONE or GL_TEXTURE or GL_RENDERBUFFER_EXT */ GLboolean Complete; /* IF Type == GL_RENDERBUFFER_EXT: */ struct gl_renderbuffer *Renderbuffer; /* IF Type == GL_TEXTURE: */ struct gl_texture_object *Texture; GLuint TextureLevel; GLuint CubeMapFace; /* 0 .. 5, for cube map textures */ GLuint Zoffset; /* for 3D textures */ }; /** * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc). * In C++ terms, think of this as a base class from which device drivers * will make derived classes. */ struct gl_framebuffer { GLuint Name; /* if zero, this is a window system framebuffer */ GLint RefCount; GLvisual Visual; /**< The corresponding visual */ GLboolean Initialized; GLuint Width, Height; /**< size of frame buffer in pixels */ /** \name Drawing bounds (Intersection of buffer size and scissor box) */ /*@{*/ GLint _Xmin, _Xmax; /**< inclusive */ GLint _Ymin, _Ymax; /**< exclusive */ /*@}*/ /** \name Derived Z buffer stuff */ /*@{*/ GLuint _DepthMax; /**< Max depth buffer value */ GLfloat _DepthMaxF; /**< Float max depth buffer value */ GLfloat _MRD; /**< minimum resolvable difference in Z values */ /*@}*/ GLenum _Status; /* One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */ /* Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */ struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT]; /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER * attribute group and GL_PIXEL attribute group, respectively. */ GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS]; GLenum ColorReadBuffer; /* These are computed from ColorDrawBuffer and ColorReadBuffer */ GLbitfield _ColorDrawBufferMask[MAX_DRAW_BUFFERS]; /* Mask of BUFFER_BIT_* flags */ GLbitfield _ColorReadBufferMask; /* Zero or one of BUFFER_BIT_ flags */ /* These are computed from _Draw/ReadBufferMask, above. */ GLuint _NumColorDrawBuffers[MAX_DRAW_BUFFERS]; struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS][4]; struct gl_renderbuffer *_ColorReadBuffer; /** Delete this framebuffer */ void (*Delete)(struct gl_framebuffer *fb); }; /** * Constants which may be overridden by device driver during context creation * but are never changed after that. */ struct gl_constants { GLint MaxTextureLevels; /**< Maximum number of allowed mipmap levels. */ GLint Max3DTextureLevels; /**< Maximum number of allowed mipmap levels for 3D texture targets. */ GLint MaxCubeTextureLevels; /**< Maximum number of allowed mipmap levels for GL_ARB_texture_cube_map */ GLint MaxTextureRectSize; /* GL_NV_texture_rectangle */ GLuint MaxTextureCoordUnits; GLuint MaxTextureImageUnits; GLuint MaxTextureUnits; /* = MAX(CoordUnits, ImageUnits) */ GLfloat MaxTextureMaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */ GLfloat MaxTextureLodBias; /* GL_EXT_texture_lod_bias */ GLuint MaxArrayLockSize; GLint SubPixelBits; GLfloat MinPointSize, MaxPointSize; /* aliased */ GLfloat MinPointSizeAA, MaxPointSizeAA; /* antialiased */ GLfloat PointSizeGranularity; GLfloat MinLineWidth, MaxLineWidth; /* aliased */ GLfloat MinLineWidthAA, MaxLineWidthAA; /* antialiased */ GLfloat LineWidthGranularity; GLuint MaxColorTableSize; GLuint MaxConvolutionWidth; GLuint MaxConvolutionHeight; GLuint MaxClipPlanes; GLuint MaxLights; GLfloat MaxShininess; /* GL_NV_light_max_exponent */ GLfloat MaxSpotExponent; /* GL_NV_light_max_exponent */ GLuint MaxViewportWidth, MaxViewportHeight; /* GL_ARB_vertex_program */ GLuint MaxVertexProgramInstructions; GLuint MaxVertexProgramAttribs; GLuint MaxVertexProgramTemps; GLuint MaxVertexProgramLocalParams; GLuint MaxVertexProgramEnvParams; GLuint MaxVertexProgramAddressRegs; /* GL_ARB_fragment_program */ GLuint MaxFragmentProgramInstructions; GLuint MaxFragmentProgramAttribs; GLuint MaxFragmentProgramTemps; GLuint MaxFragmentProgramLocalParams; GLuint MaxFragmentProgramEnvParams; GLuint MaxFragmentProgramAddressRegs; GLuint MaxFragmentProgramAluInstructions; GLuint MaxFragmentProgramTexInstructions; GLuint MaxFragmentProgramTexIndirections; /* vertex or fragment program */ GLuint MaxProgramMatrices; GLuint MaxProgramMatrixStackDepth; /* vertex array / buffer object bounds checking */ GLboolean CheckArrayBounds; /* GL_ARB_draw_buffers */ GLuint MaxDrawBuffers; /* GL_OES_read_format */ GLenum ColorReadFormat; GLenum ColorReadType; /* GL_EXT_framebuffer_object */ GLuint MaxColorAttachments; GLuint MaxRenderbufferSize; }; /** * Enable flag for each OpenGL extension. Different device drivers will * enable different extensions at runtime. */ struct gl_extensions { /** * \name Flags to quickly test if certain extensions are available. * * Not every extension needs to have such a flag, but it's encouraged. */ /*@{*/ GLboolean dummy; /* don't remove this! */ GLboolean ARB_depth_texture; GLboolean ARB_draw_buffers; GLboolean ARB_fragment_program; GLboolean ARB_fragment_shader; GLboolean ARB_half_float_pixel; GLboolean ARB_imaging; GLboolean ARB_multisample; GLboolean ARB_multitexture; GLboolean ARB_occlusion_query; GLboolean ARB_point_sprite; GLboolean ARB_shader_objects; GLboolean ARB_shading_language_100; GLboolean ARB_shadow; GLboolean ARB_texture_border_clamp; GLboolean ARB_texture_compression; GLboolean ARB_texture_cube_map; GLboolean ARB_texture_env_combine; GLboolean ARB_texture_env_crossbar; GLboolean ARB_texture_env_dot3; GLboolean ARB_texture_float; GLboolean ARB_texture_mirrored_repeat; GLboolean ARB_texture_non_power_of_two; GLboolean ARB_transpose_matrix; GLboolean ARB_vertex_buffer_object; GLboolean ARB_vertex_program; GLboolean ARB_vertex_shader; GLboolean ARB_window_pos; GLboolean EXT_abgr; GLboolean EXT_bgra; GLboolean EXT_blend_color; GLboolean EXT_blend_equation_separate; GLboolean EXT_blend_func_separate; GLboolean EXT_blend_logic_op; GLboolean EXT_blend_minmax; GLboolean EXT_blend_subtract; GLboolean EXT_clip_volume_hint; GLboolean EXT_cull_vertex; GLboolean EXT_convolution; GLboolean EXT_compiled_vertex_array; GLboolean EXT_copy_texture; GLboolean EXT_depth_bounds_test; GLboolean EXT_draw_range_elements; GLboolean EXT_framebuffer_object; GLboolean EXT_fog_coord; GLboolean EXT_histogram; GLboolean EXT_multi_draw_arrays; GLboolean EXT_paletted_texture; GLboolean EXT_packed_pixels; GLboolean EXT_pixel_buffer_object; GLboolean EXT_point_parameters; GLboolean EXT_polygon_offset; GLboolean EXT_rescale_normal; GLboolean EXT_shadow_funcs; GLboolean EXT_secondary_color; GLboolean EXT_separate_specular_color; GLboolean EXT_shared_texture_palette; GLboolean EXT_stencil_wrap; GLboolean EXT_stencil_two_side; GLboolean EXT_subtexture; GLboolean EXT_texture; GLboolean EXT_texture_object; GLboolean EXT_texture3D; GLboolean EXT_texture_compression_s3tc; GLboolean EXT_texture_env_add; GLboolean EXT_texture_env_combine; GLboolean EXT_texture_env_dot3; GLboolean EXT_texture_filter_anisotropic; GLboolean EXT_texture_lod_bias; GLboolean EXT_texture_mirror_clamp; GLboolean EXT_timer_query; GLboolean EXT_vertex_array; GLboolean EXT_vertex_array_set; /* vendor extensions */ GLboolean APPLE_client_storage; GLboolean APPLE_packed_pixels; GLboolean ATI_texture_mirror_once; GLboolean ATI_texture_env_combine3; GLboolean ATI_fragment_shader; GLboolean IBM_rasterpos_clip; GLboolean IBM_multimode_draw_arrays; GLboolean MESA_pack_invert; GLboolean MESA_packed_depth_stencil; GLboolean MESA_program_debug; GLboolean MESA_resize_buffers; GLboolean MESA_ycbcr_texture; GLboolean NV_blend_square; GLboolean NV_fragment_program; GLboolean NV_light_max_exponent; GLboolean NV_point_sprite; GLboolean NV_texgen_reflection; GLboolean NV_texture_rectangle; GLboolean NV_vertex_program; GLboolean NV_vertex_program1_1; GLboolean OES_read_format; GLboolean SGI_color_matrix; GLboolean SGI_color_table; GLboolean SGI_texture_color_table; GLboolean SGIS_generate_mipmap; GLboolean SGIS_pixel_texture; GLboolean SGIS_texture_edge_clamp; GLboolean SGIS_texture_lod; GLboolean SGIX_depth_texture; GLboolean SGIX_pixel_texture; GLboolean SGIX_shadow; GLboolean SGIX_shadow_ambient; /* or GL_ARB_shadow_ambient */ GLboolean TDFX_texture_compression_FXT1; GLboolean S3_s3tc; /*@}*/ /* The extension string */ const GLubyte *String; }; /** * A stack of matrices (projection, modelview, color, texture, etc). */ struct matrix_stack { GLmatrix *Top; /**< points into Stack */ GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */ GLuint Depth; /**< 0 <= Depth < MaxDepth */ GLuint MaxDepth; /**< size of Stack[] array */ GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */ }; /** * \name Bits for image transfer operations * * \sa __GLcontextRec::ImageTransferState. */ /*@{*/ #define IMAGE_SCALE_BIAS_BIT 0x1 #define IMAGE_SHIFT_OFFSET_BIT 0x2 #define IMAGE_MAP_COLOR_BIT 0x4 #define IMAGE_COLOR_TABLE_BIT 0x8 #define IMAGE_CONVOLUTION_BIT 0x10 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40 #define IMAGE_COLOR_MATRIX_BIT 0x80 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100 #define IMAGE_HISTOGRAM_BIT 0x200 #define IMAGE_MIN_MAX_BIT 0x400 #define IMAGE_CLAMP_BIT 0x800 /* extra */ /** Pixel Transfer ops up to convolution */ #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \ IMAGE_SHIFT_OFFSET_BIT | \ IMAGE_MAP_COLOR_BIT | \ IMAGE_COLOR_TABLE_BIT) /** Pixel transfer ops after convolution */ #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \ IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \ IMAGE_COLOR_MATRIX_BIT | \ IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\ IMAGE_HISTOGRAM_BIT | \ IMAGE_MIN_MAX_BIT) /*@}*/ /** * \name Bits to indicate what state has changed. * * 4 unused flags. */ /*@{*/ #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */ #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */ #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */ #define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */ #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */ #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */ #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */ #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */ #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */ #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */ #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */ #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */ #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */ #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */ #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */ #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */ #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */ #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */ #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */ #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */ #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */ #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */ #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */ #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */ #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */ #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */ #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */ #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */ #define _NEW_ALL ~0 /*@}*/ /** * \name Bits to track array state changes * * Also used to summarize array enabled. */ /*@{*/ #define _NEW_ARRAY_VERTEX VERT_BIT_POS #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG #define _NEW_ARRAY_INDEX VERT_BIT_SIX #define _NEW_ARRAY_EDGEFLAG VERT_BIT_SEVEN #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7 #define _NEW_ARRAY_ATTRIB_0 0x10000 /* start at bit 16 */ #define _NEW_ARRAY_ALL 0xffffffff #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i)) #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i)) /*@}*/ /** * \name A bunch of flags that we think might be useful to drivers. * * Set in the __GLcontextRec::_TriangleCaps bitfield. */ /*@{*/ #define DD_FLATSHADE 0x1 #define DD_SEPARATE_SPECULAR 0x2 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */ #define DD_TRI_LIGHT_TWOSIDE 0x8 #define DD_TRI_UNFILLED 0x10 #define DD_TRI_SMOOTH 0x20 #define DD_TRI_STIPPLE 0x40 #define DD_TRI_OFFSET 0x80 #define DD_LINE_SMOOTH 0x100 #define DD_LINE_STIPPLE 0x200 #define DD_LINE_WIDTH 0x400 #define DD_POINT_SMOOTH 0x800 #define DD_POINT_SIZE 0x1000 #define DD_POINT_ATTEN 0x2000 #define DD_TRI_TWOSTENCIL 0x4000 /*@}*/ /** * \name Define the state changes under which each of these bits might change */ /*@{*/ #define _DD_NEW_FLATSHADE _NEW_LIGHT #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM) #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON #define _DD_NEW_TRI_OFFSET _NEW_POLYGON #define _DD_NEW_LINE_SMOOTH _NEW_LINE #define _DD_NEW_LINE_STIPPLE _NEW_LINE #define _DD_NEW_LINE_WIDTH _NEW_LINE #define _DD_NEW_POINT_SMOOTH _NEW_POINT #define _DD_NEW_POINT_SIZE _NEW_POINT #define _DD_NEW_POINT_ATTEN _NEW_POINT /*@}*/ #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \ _NEW_TEXTURE | \ _NEW_POINT | \ _NEW_MODELVIEW) #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \ _NEW_TEXTURE) #define _IMAGE_NEW_TRANSFER_STATE (_NEW_PIXEL | _NEW_COLOR_MATRIX) /* * Forward declaration of display list data types: */ union node; typedef union node Node; /* This has to be included here. */ #include "dd.h" #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *)) /** * Core Mesa's support for tnl modules: */ struct gl_tnl_module { /** * Vertex format to be lazily swapped into current dispatch. */ const GLvertexformat *Current; /** * \name Record of functions swapped out. * On restore, only need to swap these functions back in. */ /*@{*/ struct { _glapi_proc * location; _glapi_proc function; } Swapped[NUM_VERTEX_FORMAT_ENTRIES]; GLuint SwapCount; /*@}*/ }; /* Strictly this is a tnl/ private concept, but it doesn't seem * worthwhile adding a tnl private structure just to hold this one bit * of information: */ #define MESA_DLIST_DANGLING_REFS 0x1 /* Provide a location where information about a display list can be * collected. Could be extended with driverPrivate structures, * etc. in the future. */ struct mesa_display_list { Node *node; GLuint id; GLbitfield flags; }; /** * State used during display list compilation and execution. */ struct mesa_list_state { struct mesa_display_list *CallStack[MAX_LIST_NESTING]; GLuint CallDepth; /**< Current recursion calling depth */ struct mesa_display_list *CurrentList; Node *CurrentListPtr; /**< Head of list being compiled */ GLuint CurrentListNum; /**< Number of the list being compiled */ Node *CurrentBlock; /**< Pointer to current block of nodes */ GLuint CurrentPos; /**< Index into current block of nodes */ GLvertexformat ListVtxfmt; GLubyte ActiveAttribSize[VERT_ATTRIB_MAX]; GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4]; GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX]; GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4]; GLubyte ActiveIndex; GLfloat CurrentIndex; GLubyte ActiveEdgeFlag; GLboolean CurrentEdgeFlag; }; /** * Mesa rendering context. * * This is the central context data structure for Mesa. Almost all * OpenGL state is contained in this structure. * Think of this as a base class from which device drivers will derive * sub classes. * * The GLcontext typedef names this structure. */ struct __GLcontextRec { /** * \name OS related interfaces. * * These \b must be the first members of this structure, because they are * exposed to the outside world (i.e. GLX extension). */ /*@{*/ __GLimports imports; __GLexports exports; /*@}*/ /** State possibly shared with other contexts in the address space */ struct gl_shared_state *Shared; /** \name API function pointer tables */ /*@{*/ struct _glapi_table *Save; /**< Display list save functions */ struct _glapi_table *Exec; /**< Execute functions */ struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */ /*@}*/ GLvisual Visual; GLframebuffer *DrawBuffer; /**< buffer for writing */ GLframebuffer *ReadBuffer; /**< buffer for reading */ GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */ GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */ /** * Device driver function pointer table */ struct dd_function_table Driver; void *DriverCtx; /**< Points to device driver context/state */ void *DriverMgrCtx; /**< Points to device driver manager (optional)*/ /** Core/Driver constants */ struct gl_constants Const; /** \name The various 4x4 matrix stacks */ /*@{*/ struct matrix_stack ModelviewMatrixStack; struct matrix_stack ProjectionMatrixStack; struct matrix_stack ColorMatrixStack; struct matrix_stack TextureMatrixStack[MAX_TEXTURE_COORD_UNITS]; struct matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES]; struct matrix_stack *CurrentStack; /**< Points to one of the above stacks */ /*@}*/ /** Combined modelview and projection matrix */ GLmatrix _ModelProjectMatrix; /** \name Display lists */ struct mesa_list_state ListState; GLboolean ExecuteFlag; /**< Execute GL commands? */ GLboolean CompileFlag; /**< Compile GL commands into display list? */ /** Extensions */ struct gl_extensions Extensions; /** \name Renderer attribute stack */ /*@{*/ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Renderer attribute groups * * We define a struct for each attribute group to make pushing and popping * attributes easy. Also it's a good organization. */ /*@{*/ struct gl_accum_attrib Accum; /**< Accumulation buffer attributes */ struct gl_colorbuffer_attrib Color; /**< Color buffers attributes */ struct gl_current_attrib Current; /**< Current attributes */ struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */ struct gl_eval_attrib Eval; /**< Eval attributes */ struct gl_fog_attrib Fog; /**< Fog attributes */ struct gl_hint_attrib Hint; /**< Hint attributes */ struct gl_light_attrib Light; /**< Light attributes */ struct gl_line_attrib Line; /**< Line attributes */ struct gl_list_attrib List; /**< List attributes */ struct gl_multisample_attrib Multisample; struct gl_pixel_attrib Pixel; /**< Pixel attributes */ struct gl_point_attrib Point; /**< Point attributes */ struct gl_polygon_attrib Polygon; /**< Polygon attributes */ GLuint PolygonStipple[32]; /**< Polygon stipple */ struct gl_scissor_attrib Scissor; /**< Scissor attributes */ struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */ struct gl_texture_attrib Texture; /**< Texture attributes */ struct gl_transform_attrib Transform; /**< Transformation attributes */ struct gl_viewport_attrib Viewport; /**< Viewport attributes */ /*@}*/ /** \name Client attribute stack */ /*@{*/ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /*@}*/ /** \name Client attribute groups */ /*@{*/ struct gl_array_attrib Array; /**< Vertex arrays */ struct gl_pixelstore_attrib Pack; /**< Pixel packing */ struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */ struct gl_pixelstore_attrib DefaultPacking; /**< Default params */ /*@}*/ /** \name Other assorted state (not pushed/popped on attribute stack) */ /*@{*/ struct gl_histogram_attrib Histogram; struct gl_minmax_attrib MinMax; struct gl_convolution_attrib Convolution1D; struct gl_convolution_attrib Convolution2D; struct gl_convolution_attrib Separable2D; struct gl_evaluators EvalMap; /**< All evaluators */ struct gl_feedback Feedback; /**< Feedback */ struct gl_selection Select; /**< Selection */ struct gl_color_table ColorTable; /**< Pre-convolution */ struct gl_color_table ProxyColorTable; /**< Pre-convolution */ struct gl_color_table PostConvolutionColorTable; struct gl_color_table ProxyPostConvolutionColorTable; struct gl_color_table PostColorMatrixColorTable; struct gl_color_table ProxyPostColorMatrixColorTable; struct gl_program_state Program; /**< for vertex or fragment progs */ struct gl_vertex_program_state VertexProgram; /**< GL_NV_vertex_program */ struct gl_fragment_program_state FragmentProgram; /**< GL_NV_fragment_program */ struct gl_ati_fragment_shader_state ATIFragmentShader; /**< GL_ATI_fragment_shader */ struct fragment_program *_TexEnvProgram; /**< Texture state as fragment program */ struct vertex_program *_TnlProgram; /**< Fixed func TNL state as vertex program */ GLboolean _MaintainTexEnvProgram; GLboolean _MaintainTnlProgram; struct gl_query_state Query; /**< GL_ARB_occlusion_query */ struct gl_shader_objects_state ShaderObjects; /* GL_ARB_shader_objects */ /*@}*/ #if FEATURE_EXT_framebuffer_object /*struct gl_framebuffer *CurrentFramebuffer;*/ struct gl_renderbuffer *CurrentRenderbuffer; #endif GLenum ErrorValue; /**< Last error code */ GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLbitfield NewState; /**< bitwise-or of _NEW_* flags */ /** \name Derived state */ /*@{*/ GLbitfield _TriangleCaps; /**< bitwise-or of DD_* flags */ GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLboolean _NeedEyeCoords; GLboolean _ForceEyeCoords; GLboolean _RotateMode; GLenum _CurrentProgram; /* currently executing program */ struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */ struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */ /**@}*/ struct gl_list_extensions ListExt; /**< driver dlist extensions */ GLuint _Facing; /**< This is a hack for 2-sided stencil test. * * We don't have a better way to communicate this value from * swrast_setup to swrast. */ /** \name Color clamping (tentative part of GL_ARB_color_clamp_control) */ /*@{*/ GLboolean ClampFragmentColors; GLboolean ClampVertexColors; /*@}*/ /** \name For debugging/development only */ /*@{*/ GLboolean FirstTimeCurrent; /*@}*/ /** Dither disable via MESA_NO_DITHER env var */ GLboolean NoDither; /** software compression/decompression supported or not */ GLboolean Mesa_DXTn; /** Core tnl module support */ struct gl_tnl_module TnlModule; /** * \name Hooks for module contexts. * * These will eventually live in the driver or elsewhere. */ /*@{*/ void *swrast_context; void *swsetup_context; void *swtnl_context; void *swtnl_im; void *acache_context; void *aelt_context; /*@}*/ }; /** The string names for GL_POINT, GL_LINE_LOOP, etc */ extern const char *_mesa_prim_name[GL_POLYGON+4]; #ifdef MESA_DEBUG extern int MESA_VERBOSE; extern int MESA_DEBUG_FLAGS; # define MESA_FUNCTION __FUNCTION__ #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # define MESA_FUNCTION "a function" # ifndef NDEBUG # define NDEBUG # endif #endif enum _verbose { VERBOSE_VARRAY = 0x0001, VERBOSE_TEXTURE = 0x0002, VERBOSE_IMMEDIATE = 0x0004, VERBOSE_PIPELINE = 0x0008, VERBOSE_DRIVER = 0x0010, VERBOSE_STATE = 0x0020, VERBOSE_API = 0x0040, VERBOSE_DISPLAY_LIST = 0x0100, VERBOSE_LIGHTING = 0x0200, VERBOSE_PRIMS = 0x0400, VERBOSE_VERTS = 0x0800, VERBOSE_DISASSEM = 0x1000 }; enum _debug { DEBUG_ALWAYS_FLUSH = 0x1 }; #define Elements(x) sizeof(x)/sizeof(*(x)) #endif /* TYPES_H */