/** * \file mtypes.h * Main Mesa data structures. * * Please try to mark derived values with a leading underscore ('_'). */ /* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 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 */ #if defined(MESA_TRACE) #include "Trace/tr_context.h" #endif /** * 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 /** * Accumulation buffer data type. */ #if ACCUM_BITS==8 typedef GLbyte GLaccum; #elif ACCUM_BITS==16 typedef GLshort GLaccum; #elif ACCUM_BITS==32 typedef GLfloat GLaccum; #else # 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 /** * Depth buffer data type. * * \note Must be 32-bits! */ typedef GLuint GLdepth; /** * Fixed point data type. */ typedef int GLfixed; /* * Fixed point arithmetic macros */ #ifdef FIXED_14 #define FIXED_ONE 0x00004000 #define FIXED_HALF 0x00002000 #define FIXED_FRAC_MASK 0x00003FFF #define FIXED_SCALE 16384.0f #define FIXED_SHIFT 14 #else #define FIXED_ONE 0x00000800 #define FIXED_HALF 0x00000400 #define FIXED_FRAC_MASK 0x000007FF #define FIXED_SCALE 2048.0f #define FIXED_SHIFT 11 #endif #define FIXED_INT_MASK (~FIXED_FRAC_MASK) #define FIXED_EPSILON 1 #define FloatToFixed(X) (IROUND((X) * FIXED_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_texture_image; struct gl_texture_object; typedef struct __GLcontextRec GLcontext; typedef struct __GLcontextModesRec GLvisual; typedef struct gl_frame_buffer GLframebuffer; /*@}*/ /** * These define the aliases between numbered vertex attributes and * conventional OpenGL vertex attributes. We use these values in * quite a few places. * * New in Mesa 4.1. */ 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_MAX = 16 } ; /* 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_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u))) /** * Maximum number of temporary vertices required for clipping. * * Used in array_cache and tnl modules. */ #define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1) /** * 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; /**< either GLfloat * or GLchan * */ GLboolean FloatTable; /**< are entries stored as floats? */ 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. */ 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. */ struct gl_material { GLfloat Attrib[MAT_ATTRIB_MAX][4]; }; /** * Accumulation buffer attributes. */ struct gl_accum_attrib { GLfloat ClearColor[4]; /**< Accumulation buffer clear color */ }; /** * \name Clipping planes bits * * Used in gl_colorbuffer_attrib::_DrawDestMask and * gl_colorbuffer_attrib::_ReadSrcMask below to identify color buffers. */ /*@{*/ #define FRONT_LEFT_BIT 0x1 #define FRONT_RIGHT_BIT 0x2 #define BACK_LEFT_BIT 0x4 #define BACK_RIGHT_BIT 0x8 #define AUX0_BIT 0x10 #define AUX1_BIT 0x20 #define AUX2_BIT 0x40 #define AUX3_BIT 0x80 /*@}*/ /** * Color buffers attributes. */ 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; /**< Which buffer to draw into */ GLubyte _DrawDestMask; /**< bitwise-OR of FRONT/BACK_LEFT/RIGHT_BITs */ /** * \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 BlendEquation; /**< Blending equation */ 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 DitherFlag; /**< Dither enable flag */ }; /** * Current attributes. */ 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_* */ GLuint 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 */ GLuint RasterIndex; /**< Current raster index */ GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */ GLboolean RasterPosValid; /**< Raster pos valid flag */ /*@}*/ }; /** * Depth buffer attributes. */ struct gl_depthbuffer_attrib { GLenum Func; /**< Function for depth buffer compare */ GLfloat Clear; /**< Value to clear depth buffer to */ GLboolean Test; /**< Depth buffering enabled flag */ GLboolean Mask; /**< Depth buffer writable? */ GLboolean OcclusionTest; /**< GL_HP_occlusion_test */ GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */ GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */ }; /** * glEnable()/glDisable() attributes. */ struct gl_enable_attrib { GLboolean AlphaTest; GLboolean AutoNormal; GLboolean Blend; GLuint ClipPlanes; GLboolean ColorMaterial; GLboolean ColorTable; /* SGI_color_table */ GLboolean PostColorMatrixColorTable; /* SGI_color_table */ GLboolean PostConvolutionColorTable; /* SGI_color_table */ GLboolean Convolution1D; GLboolean Convolution2D; GLboolean Separable2D; GLboolean CullFace; GLboolean DepthTest; GLboolean Dither; GLboolean Fog; GLboolean Histogram; GLboolean Light[MAX_LIGHTS]; GLboolean Lighting; GLboolean LineSmooth; GLboolean LineStipple; GLboolean IndexLogicOp; GLboolean ColorLogicOp; GLboolean Map1Color4; GLboolean Map1Index; GLboolean Map1Normal; GLboolean Map1TextureCoord1; GLboolean Map1TextureCoord2; GLboolean Map1TextureCoord3; GLboolean Map1TextureCoord4; GLboolean Map1Vertex3; GLboolean Map1Vertex4; GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */ GLboolean Map2Color4; GLboolean Map2Index; GLboolean Map2Normal; GLboolean Map2TextureCoord1; GLboolean Map2TextureCoord2; GLboolean Map2TextureCoord3; GLboolean Map2TextureCoord4; GLboolean Map2Vertex3; GLboolean Map2Vertex4; GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */ GLboolean MinMax; GLboolean Normalize; GLboolean PixelTexture; GLboolean PointSmooth; GLboolean PolygonOffsetPoint; GLboolean PolygonOffsetLine; GLboolean PolygonOffsetFill; GLboolean PolygonSmooth; GLboolean PolygonStipple; GLboolean RescaleNormals; GLboolean Scissor; GLboolean Stencil; GLboolean 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; }; /** * Eval attributes. */ 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 attributes. */ 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 attributes. * * 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 */ }; /** * 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; }; struct gl_minmax_attrib { GLenum Format; GLboolean Sink; GLfloat Min[4], Max[4]; /**< RGBA */ }; struct gl_convolution_attrib { GLenum Format; GLenum InternalFormat; GLuint Width; GLuint Height; GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4]; }; #define LIGHT_SPOT 0x1 #define LIGHT_LOCAL_VIEWER 0x2 #define LIGHT_POSITIONAL 0x4 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) /** * Lighting attributes. */ struct gl_light_attrib { struct gl_light Light[MAX_LIGHTS]; /**< Array of lights */ struct gl_lightmodel Model; /**< Lighting model */ /** * Must flush FLUSH_VERTICES before referencing: */ /*@{*/ struct gl_material Material; /**< Includes front & back values */ /*@}*/ GLboolean Enabled; /**< Lighting enabled flag */ GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */ GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */ GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */ GLuint ColorMaterialBitmask; /**< bitmask formed from Face and Mode */ GLboolean ColorMaterialEnabled; struct gl_light EnabledList; /**< List sentinel */ /** * Derived for optimizations: */ /*@{*/ GLboolean _NeedEyeCoords; GLboolean _NeedVertices; /**< Use fast shader? */ GLuint _Flags; /**< LIGHT_* flags, see above */ GLfloat _BaseColor[2][3]; /*@}*/ }; /** * Line attributes. */ 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 */ }; struct gl_list_attrib { GLuint ListBase; }; struct gl_list_opcode { GLuint size; void (*execute)( GLcontext *ctx, void *data ); void (*destroy)( GLcontext *ctx, void *data ); void (*print)( GLcontext *ctx, void *data ); }; #define GL_MAX_EXT_OPCODES 16 struct gl_list_extensions { struct gl_list_opcode opcode[GL_MAX_EXT_OPCODES]; GLuint nr_opcodes; }; struct gl_multisample_attrib { GLboolean Enabled; GLboolean SampleAlphaToCoverage; GLboolean SampleAlphaToOne; GLboolean SampleCoverage; GLfloat SampleCoverageValue; GLboolean SampleCoverageInvert; }; /** * Pixel attributes. */ struct gl_pixel_attrib { GLenum ReadBuffer; /**< source buffer for glReadPixels()/glCopyPixels() */ GLubyte _ReadSrcMask; /**< Not really a mask, but like _DrawDestMask * * May be: FRONT_LEFT_BIT, BACK_LEFT_BIT, * FRONT_RIGHT_BIT or BACK_RIGHT_BIT. */ 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 */ GLint 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 attributes. */ 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_point_sprite / GL_NV_point_sprite */ GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */ }; /** * Polygon attributes. */ 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. */ struct gl_scissor_attrib { GLboolean Enabled; /**< Scissor test enabled? */ GLint X, Y; /**< Lower left corner of box */ GLsizei Width, Height; /**< Size of box */ }; /** * Stencil attributes. */ struct gl_stencil_attrib { GLboolean Enabled; /**< Enabled flag */ GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */ GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 1) */ GLenum Function[2]; /**< Stencil function */ GLenum FailFunc[2]; /**< Fail function */ GLenum ZPassFunc[2]; /**< Depth buffer pass function */ GLenum ZFailFunc[2]; /**< Depth buffer fail function */ GLstencil Ref[2]; /**< Reference value */ GLstencil ValueMask[2]; /**< Value mask */ GLstencil WriteMask[2]; /**< Write mask */ GLstencil Clear; /**< Clear value */ }; #define NUM_TEXTURE_TARGETS 5 /* 1D, 2D, 3D, CUBE and RECT */ #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 /* 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 /* Bitmap versions of the 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. * * \param texImage texture image. * \param col texel column. * \param row texel row. * \param img texel level. * \param texelOut output texel. If \p texImage is color-index, \p texelOut * returns GLchan[1]. If \p texImage is depth, \p texelOut returns * GLfloat[1]. Otherwise, \p texelOut returns GLchan[4]. */ typedef void (*FetchTexelFunc)( const struct gl_texture_image *texImage, GLint col, GLint row, GLint img, GLvoid *texelOut ); /** * Texture format record */ struct gl_texture_format { GLint MesaFormat; /**< One of the MESA_FORMAT_* values */ GLenum BaseFormat; /**< Either GL_ALPHA, GL_INTENSITY, GL_LUMINANCE, * GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA, * GL_COLOR_INDEX or GL_DEPTH_COMPONENT. */ 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; GLint TexelBytes; /**< Bytes per texel (0 for compressed formats */ /** * \name Texel fetch function pointers */ /*@{*/ FetchTexelFunc FetchTexel1D; FetchTexelFunc FetchTexel2D; FetchTexelFunc FetchTexel3D; /*@}*/ }; /** * Texture image record */ struct gl_texture_image { GLenum Format; /**< GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_RGB, GL_RGBA, * 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; FetchTexelFunc FetchTexel; /**< 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 */ /*@}*/ }; /** * Texture object record */ struct gl_texture_object { _glthread_Mutex Mutex; /**< for thread safety */ GLint RefCount; /**< reference count */ GLuint Name; /**< an unsigned integer */ GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */ GLfloat Priority; /**< in [0,1] */ GLfloat BorderColor[4]; /**< unclamped */ GLchan _BorderChan[4]; /**< clamped, as GLchan */ /** \name Wrap modes * Are GL_CLAMP, REPEAT, GL_CLAMP_TO_EDGE, and GL_CLAMP_TO_BORDER_ARB. */ /*@{*/ GLenum WrapS; GLenum WrapT; GLenum WrapR; /*@}*/ 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; 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? */ struct gl_texture_image *Image[MAX_TEXTURE_LEVELS]; /** * \name Texture cube faces * * Image[] is alias for *PosX[MAX_TEXTURE_LEVELS]; */ /*@{*/ struct gl_texture_image *NegX[MAX_TEXTURE_LEVELS]; struct gl_texture_image *PosY[MAX_TEXTURE_LEVELS]; struct gl_texture_image *NegY[MAX_TEXTURE_LEVELS]; struct gl_texture_image *PosZ[MAX_TEXTURE_LEVELS]; struct gl_texture_image *NegZ[MAX_TEXTURE_LEVELS]; /*@}*/ /** GL_EXT_paletted_texture */ struct gl_color_table Palette; GLboolean Complete; /**< Is texture object complete? */ struct gl_texture_object *Next; /**< Next in linked list */ /** * \name For device driver */ /*@{*/ void *DriverData; /**< Arbitrary device driver data */ /*@}*/ }; /** * Texture unit record */ struct gl_texture_unit { GLuint Enabled; /**< bitmask of TEXTURE_*_BIT flags */ GLuint _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */ GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */ GLfloat EnvColor[4]; GLuint TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */ /** \name Tex coord generation mode * Either GL_OBJECT_LINEAR, GL_EYE_LINEAR or GL_SPHERE_MAP. */ /*@{*/ GLenum GenModeS; GLenum GenModeT; GLenum GenModeR; GLenum GenModeQ; /*@}*/ GLuint _GenBitS; GLuint _GenBitT; GLuint _GenBitR; GLuint _GenBitQ; GLuint _GenFlags; /**< bitwise or of GenBit[STRQ] */ GLfloat ObjectPlaneS[4]; GLfloat ObjectPlaneT[4]; GLfloat ObjectPlaneR[4]; GLfloat ObjectPlaneQ[4]; GLfloat EyePlaneS[4]; GLfloat EyePlaneT[4]; GLfloat EyePlaneR[4]; GLfloat EyePlaneQ[4]; GLfloat LodBias; /**< for biasing mipmap levels */ /** * \name GL_EXT_texture_env_combine */ /*@{*/ GLenum CombineModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum CombineModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */ GLenum CombineSourceRGB[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */ GLenum CombineSourceA[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */ GLenum CombineOperandRGB[3]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */ GLenum CombineOperandA[3]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */ GLuint CombineScaleShiftRGB; /**< 0, 1 or 2 */ GLuint CombineScaleShiftA; /**< 0, 1 or 2 */ /*@}*/ 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; }; /** * Texture attributes */ struct gl_texture_attrib { /** * name multitexture */ /**@{*/ GLuint CurrentUnit; /**< Active texture unit */ GLuint _EnabledUnits; /**< one bit set for each really-enabled unit */ GLuint _EnabledCoordUnits; /**< one bit per enabled coordinate unit */ GLuint _GenFlags; /**< for texgen */ GLuint _TexGenEnabled; GLuint _TexMatEnabled; /**@}*/ struct gl_texture_unit Unit[MAX_TEXTURE_UNITS]; struct gl_texture_object *Proxy1D; struct gl_texture_object *Proxy2D; struct gl_texture_object *Proxy3D; struct gl_texture_object *ProxyCubeMap; struct gl_texture_object *ProxyRect; /** GL_EXT_shared_texture_palette */ GLboolean SharedPalette; struct gl_color_table Palette; }; /** * Transformation attributes. */ struct gl_transform_attrib { GLenum MatrixMode; /**< Matrix mode */ GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */ GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */ GLuint ClipPlanesEnabled; /**< on/off bitmask */ GLboolean Normalize; /**< Normalize all normals? */ GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */ GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */ }; /** * Viewport attributes. */ 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_buffer_object buffer object */ struct gl_buffer_object { GLint RefCount; GLuint Name; GLenum Usage; GLenum Access; GLvoid *Pointer; /**< Only valid while buffer is mapped */ GLuint Size; /**< Size of data array in bytes */ GLubyte *Data; /**< The storage */ }; /** * 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 */ }; #define CA_CLIENT_DATA 0x1 /**< Data not allocated by mesa */ /** * Client vertex array attributes */ struct gl_client_array { GLint Size; GLenum Type; GLsizei Stride; /**< user-specified stride */ GLsizei StrideB; /**< actual stride in bytes */ GLubyte *Ptr; GLuint Flags; GLuint Enabled; /**< one of the _NEW_ARRAY_ bits */ GLboolean Normalized; /**< GL_ARB_vertex_program */ /**< GL_ARB_vertex_buffer_object */ struct gl_buffer_object *BufferObj; }; /** * Array attributes. */ 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 TexCoordInterleaveFactor; GLint ActiveTexture; /**< Client Active Texture */ GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */ GLuint LockCount; /**< GL_EXT_compiled_vertex_array */ GLuint _Enabled; /**< _NEW_ARRAY_* - bit set if array enabled */ GLuint NewState; /**< _NEW_ARRAY_* */ #if FEATURE_ARB_vertex_buffer_object struct gl_buffer_object *NullBufferObj; struct gl_buffer_object *ArrayBufferObj; struct gl_buffer_object *ElementArrayBufferObj; #endif }; struct gl_feedback { GLenum Type; GLuint _Mask; /* FB_* bits */ GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; /** * Selection attributes. */ 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 points */ 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]; }; /** * Names of the various vertex/fragment register files */ enum register_file { PROGRAM_TEMPORARY = 10, PROGRAM_INPUT, PROGRAM_OUTPUT, PROGRAM_LOCAL_PARAM, PROGRAM_ENV_PARAM, PROGRAM_NAMED_PARAM, PROGRAM_STATE_VAR, PROGRAM_WRITE_ONLY }; /* Vertex and fragment instructions */ struct vp_instruction; struct fp_instruction; struct program_parameter_list; /** * Base class for any kind of program object */ struct program { GLuint Id; GLubyte *String; /* Null-terminated program text */ GLenum Target; GLenum Format; /* String encoding format */ GLint RefCount; 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 IsPositionInvariant; /* GL_NV_vertex_program1_1 */ GLuint InputsRead; /* Bitmask of which input regs are read */ GLuint OutputsWritten; /* Bitmask of which output regs are written to */ }; /** Fragment program object */ struct fragment_program { struct program Base; /**< base class */ struct fp_instruction *Instructions; /**< Compiled instructions */ GLuint InputsRead; /**< Bitmask of which input regs are read */ GLuint OutputsWritten; /**< Bitmask of which output regs are written to */ GLuint TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_INDEX bitmask */ GLuint NumAluInstructions; /**< GL_ARB_fragment_program */ GLuint NumTexInstructions; GLuint NumTexIndirections; struct program_parameter_list *Parameters; /**< array [NumParameters] */ }; /** * State common to vertex and fragment programs. */ struct program_state { GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_NV */ const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_NV */ }; /** * State vars for GL_NV_vertex_program */ struct vertex_program_state { GLboolean Enabled; /**< GL_VERTEX_PROGRAM_NV */ 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]; 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 fragment_program_state { GLboolean Enabled; /* GL_VERTEX_PROGRAM_NV */ struct fragment_program *Current; /* ptr to currently bound 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_ARB_occlusion_query */ struct occlusion_state { GLboolean Active; GLuint CurrentQueryObject; GLuint PassedCounter; struct _mesa_HashTable *QueryObjects; }; /** * 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 */ struct gl_texture_object *TexObjectList;/**< Linked list of texture objects */ /** * \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 GL_NV_vertex/_program */ /*@{*/ struct _mesa_HashTable *Programs; #if FEATURE_ARB_vertex_program struct program *DefaultVertexProgram; #endif #if FEATURE_ARB_fragment_program struct program *DefaultFragmentProgram; #endif /*@}*/ #if FEATURE_ARB_vertex_buffer_object struct _mesa_HashTable *BufferObjects; #endif void *DriverData; /**< Device driver shared state */ }; /** * Frame buffer. * * A "frame buffer" is a color buffer and its optional ancillary buffers: * depth, accum, stencil, and software-simulated alpha buffers. * In C++ terms, think of this as a base class from which device drivers * will make derived classes. */ struct gl_frame_buffer { GLvisual Visual; /**< The corresponding visual */ GLuint Width, Height; /**< size of frame buffer in pixels */ GLboolean UseSoftwareDepthBuffer; GLboolean UseSoftwareAccumBuffer; GLboolean UseSoftwareStencilBuffer; GLboolean UseSoftwareAlphaBuffers; /** \name Software depth (aka Z) buffer */ /*@{*/ GLvoid *DepthBuffer; /**< array [Width*Height] of GLushort or GLuint*/ /*@}*/ /** \name Software stencil buffer */ /*@{*/ GLstencil *Stencil; /**< array [Width*Height] of GLstencil values */ /*@}*/ /** \name Software accumulation buffer */ /*@{*/ GLaccum *Accum; /**< array [4*Width*Height] of GLaccum values */ /*@}*/ /** \name Software alpha planes */ /*@{*/ GLvoid *FrontLeftAlpha; /**< array [Width*Height] of GLubyte */ GLvoid *BackLeftAlpha; /**< array [Width*Height] of GLubyte */ GLvoid *FrontRightAlpha; /**< array [Width*Height] of GLubyte */ GLvoid *BackRightAlpha; /**< array [Width*Height] of GLubyte */ /*@}*/ /** * \name Drawing bounds * * Intersection of window size and scissor box */ /*@{*/ GLint _Xmin; /**< inclusive */ GLint _Ymin; /**< inclusive */ GLint _Xmax; /**< exclusive */ GLint _Ymax; /**< exclusive */ /*@}*/ }; /** * 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 NumAuxBuffers; GLuint MaxColorTableSize; GLuint MaxConvolutionWidth; GLuint MaxConvolutionHeight; GLuint MaxClipPlanes; GLuint MaxLights; GLfloat MaxShininess; /* GL_NV_light_max_exponent */ GLfloat MaxSpotExponent; /* GL_NV_light_max_exponent */ /* 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; }; /** * List of extensions. */ 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_fragment_program; GLboolean ARB_imaging; GLboolean ARB_multisample; GLboolean ARB_multitexture; GLboolean ARB_occlusion_query; GLboolean ARB_point_sprite; 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_mirrored_repeat; GLboolean ARB_texture_non_power_of_two; GLboolean ARB_vertex_buffer_object; GLboolean ARB_vertex_program; GLboolean ARB_window_pos; GLboolean ATI_texture_mirror_once; GLboolean ATI_texture_env_combine3; GLboolean EXT_blend_color; GLboolean EXT_blend_func_separate; GLboolean EXT_blend_logic_op; GLboolean EXT_blend_minmax; GLboolean EXT_blend_subtract; GLboolean EXT_convolution; GLboolean EXT_compiled_vertex_array; GLboolean EXT_depth_bounds_test; GLboolean EXT_fog_coord; GLboolean EXT_histogram; GLboolean EXT_multi_draw_arrays; GLboolean EXT_paletted_texture; GLboolean EXT_point_parameters; GLboolean EXT_shadow_funcs; GLboolean EXT_secondary_color; GLboolean EXT_shared_texture_palette; GLboolean EXT_stencil_wrap; GLboolean EXT_stencil_two_side; GLboolean EXT_texture3D; GLboolean EXT_texture_compression_s3tc; GLboolean EXT_texture_env_add; GLboolean EXT_texture_env_combine; GLboolean EXT_texture_env_dot3; GLboolean EXT_texture_filter_anisotropic; GLboolean EXT_texture_lod_bias; GLboolean EXT_texture_mirror_clamp; GLboolean EXT_vertex_array_set; GLboolean HP_occlusion_test; GLboolean IBM_rasterpos_clip; GLboolean IBM_multimode_draw_arrays; GLboolean MESA_pack_invert; GLboolean MESA_packed_depth_stencil; GLboolean MESA_program_debug; GLboolean MESA_resize_buffers; GLboolean MESA_ycbcr_texture; GLboolean NV_blend_square; GLboolean NV_fragment_program; GLboolean NV_point_sprite; GLboolean NV_texture_rectangle; GLboolean NV_vertex_program; GLboolean NV_vertex_program1_1; 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 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 APPLE_client_storage; /*@}*/ /* 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 /** 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) /** 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. * * 6 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 0x1 /* alias conventional arrays */ #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 /*@}*/ /** * \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) #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. */ GLvertexformat *Current; /** * \name Record of functions swapped out. * On restore, only need to swap these functions back in. */ /*@{*/ void *Swapped[NUM_VERTEX_FORMAT_ENTRIES][2]; GLuint SwapCount; /*@}*/ }; /** * Mesa 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. */ 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 !! */ /*@}*/ GLboolean ExecPrefersFloat; /**< What preference for color conversion? */ GLboolean SavePrefersFloat; GLvisual Visual; GLframebuffer *DrawBuffer; /**< buffer for writing */ GLframebuffer *ReadBuffer; /**< buffer for reading */ /** * 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 */ /*@{*/ GLuint CallDepth; /**< Current recursion calling depth */ GLboolean ExecuteFlag; /**< Execute GL commands? */ GLboolean CompileFlag; /**< Compile GL commands into display list? */ 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 */ /*@}*/ /** 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 Other attribute groups */ /*@{*/ 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; /*@}*/ /** \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_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 program_state Program; /**< for vertex or fragment progs */ struct vertex_program_state VertexProgram; /**< GL_NV_vertex_program */ struct fragment_program_state FragmentProgram; /**< GL_NV_fragment_program */ struct occlusion_state Occlusion; /**< GL_ARB_occlusion_query */ GLenum ErrorValue; /**< Last error code */ GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLuint NewState; /**< bitwise-or of _NEW_* flags */ /*@}*/ /** \name Derived */ /*@{*/ GLuint _TriangleCaps; /**< bitwise-or of DD_* flags */ GLuint _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLuint _NeedEyeCoords; GLuint _ForceEyeCoords; GLboolean _RotateMode; GLenum _CurrentProgram; /* currently executing program */ struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */ struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */ /**@}*/ struct gl_list_extensions listext; /**< driver dlist extensions */ GLboolean OcclusionResult; /**< for GL_HP_occlusion_test */ GLboolean OcclusionResultSaved; /**< for GL_HP_occlusion_test */ GLuint _Facing; /**< This is a hack for 2-sided stencil test. * * We don't have a better way to communicate this value from * swrast_setup to swrast. */ /** \name Z buffer stuff */ /*@{*/ GLuint DepthMax; /**< Max depth buffer value */ GLfloat DepthMaxF; /**< Float max depth buffer value */ GLfloat MRD; /**< minimum resolvable difference in Z values */ /*@}*/ /** Should 3Dfx Glide driver catch signals? */ GLboolean CatchSignals; /** \name For debugging/development only */ /*@{*/ GLboolean NoRaster; GLboolean FirstTimeCurrent; /*@}*/ /** Dither disable via MESA_NO_DITHER env var */ GLboolean NoDither; GLboolean Rendering; #if defined(MESA_TRACE) struct _glapi_table *TraceDispatch; trace_context_t *TraceCtx; #else void *TraceDispatch; void *TraceCtx; #endif /** 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; #else # define MESA_VERBOSE 0 # define MESA_DEBUG_FLAGS 0 # 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 }; enum _debug { DEBUG_ALWAYS_FLUSH = 0x1 }; #define Elements(x) sizeof(x)/sizeof(*(x)) /** * Flush vertices. * * \param ctx GL context. * \param newstate new state. * * Checks if dd_function_table::NeedFlush is marked to flush stored vertices, * and calls dd_function_table::FlushVertices if so. Marks * __GLcontextRec::NewState with \p newstate. * * \todo Eventually let the driver specify what state changes require a flush: */ #define FLUSH_VERTICES(ctx, newstate) \ do { \ if (MESA_VERBOSE & VERBOSE_STATE) \ _mesa_debug(ctx, "FLUSH_VERTICES in %s\n", __FUNCTION__); \ if (ctx->Driver.NeedFlush & FLUSH_STORED_VERTICES) \ ctx->Driver.FlushVertices(ctx, FLUSH_STORED_VERTICES); \ ctx->NewState |= newstate; \ } while (0) /** * Flush current state. * * \param ctx GL context. * \param newstate new state. * * Checks if dd_function_table::NeedFlush is marked to flush current state, * and calls dd_function_table::FlushVertices if so. Marks * __GLcontextRec::NewState with \p newstate. */ #define FLUSH_CURRENT(ctx, newstate) \ do { \ if (MESA_VERBOSE & VERBOSE_STATE) \ _mesa_debug(ctx, "FLUSH_CURRENT in %s\n", __FUNCTION__); \ if (ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT) \ ctx->Driver.FlushVertices(ctx, FLUSH_UPDATE_CURRENT); \ ctx->NewState |= newstate; \ } while (0) /** * Macro to assert that the API call was made outside the * glBegin()/glEnd() pair, with return value. * * \param ctx GL context. * \param retval value to return value in case the assertion fails. */ #define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval) \ do { \ if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \ _mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \ return retval; \ } \ } while (0) /** * Macro to assert that the API call was made outside the * glBegin()/glEnd() pair. * * \param ctx GL context. */ #define ASSERT_OUTSIDE_BEGIN_END(ctx) \ do { \ if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \ _mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \ return; \ } \ } while (0) /** * Macro to assert that the API call was made outside the * glBegin()/glEnd() pair and flush the vertices. * * \param ctx GL context. */ #define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx) \ do { \ ASSERT_OUTSIDE_BEGIN_END(ctx); \ FLUSH_VERTICES(ctx, 0); \ } while (0) /** * Macro to assert that the API call was made outside the * glBegin()/glEnd() pair and flush the vertices, with return value. * * \param ctx GL context. * \param retval value to return value in case the assertion fails. */ #define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, retval) \ do { \ ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval); \ FLUSH_VERTICES(ctx, 0); \ } while (0) #endif /* TYPES_H */