/* $Id: mtypes.h,v 1.93 2002/10/04 19:10:08 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 4.1 * * Copyright (C) 1999-2002 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. */ /** * \file mtypes.h * \brief Main Mesa data structures. */ #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 /* Please try to mark derived values with a leading underscore ('_'). */ /* * 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: */ typedef GLuint GLdepth; /* Must be 32-bits! */ /** * Fixed point data type: */ typedef int GLfixed; /** * 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. */ #define VERT_ATTRIB_POS 0 #define VERT_ATTRIB_WEIGHT 1 #define VERT_ATTRIB_NORMAL 2 #define VERT_ATTRIB_COLOR0 3 #define VERT_ATTRIB_COLOR1 4 #define VERT_ATTRIB_FOG 5 #define VERT_ATTRIB_SIX 6 #define VERT_ATTRIB_SEVEN 7 #define VERT_ATTRIB_TEX0 8 #define VERT_ATTRIB_TEX1 9 #define VERT_ATTRIB_TEX2 10 #define VERT_ATTRIB_TEX3 11 #define VERT_ATTRIB_TEX4 12 #define VERT_ATTRIB_TEX5 13 #define VERT_ATTRIB_TEX6 14 #define VERT_ATTRIB_TEX7 15 #define 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; }; /* * Bit flags used for updating material values. */ #define FRONT_AMBIENT_BIT 0x1 #define BACK_AMBIENT_BIT 0x2 #define FRONT_DIFFUSE_BIT 0x4 #define BACK_DIFFUSE_BIT 0x8 #define FRONT_SPECULAR_BIT 0x10 #define BACK_SPECULAR_BIT 0x20 #define FRONT_EMISSION_BIT 0x40 #define BACK_EMISSION_BIT 0x80 #define FRONT_SHININESS_BIT 0x100 #define BACK_SHININESS_BIT 0x200 #define FRONT_INDEXES_BIT 0x400 #define BACK_INDEXES_BIT 0x800 #define FRONT_MATERIAL_BITS (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT | \ FRONT_DIFFUSE_BIT | FRONT_SPECULAR_BIT | \ FRONT_SHININESS_BIT | FRONT_INDEXES_BIT) #define BACK_MATERIAL_BITS (BACK_EMISSION_BIT | BACK_AMBIENT_BIT | \ BACK_DIFFUSE_BIT | BACK_SPECULAR_BIT | \ BACK_SHININESS_BIT | BACK_INDEXES_BIT) #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS) /* * Specular exponent and material shininess lookup table sizes: */ #define EXP_TABLE_SIZE 512 #define SHINE_TABLE_SIZE 256 struct gl_shine_tab { struct gl_shine_tab *next, *prev; GLfloat tab[SHINE_TABLE_SIZE+1]; GLfloat shininess; GLuint refcount; }; struct gl_light { struct gl_light *next; /* double linked list with sentinel */ struct gl_light *prev; GLfloat Ambient[4]; /* ambient color */ GLfloat Diffuse[4]; /* diffuse color */ GLfloat Specular[4]; /* specular color */ GLfloat EyePosition[4]; /* position in eye coordinates */ GLfloat EyeDirection[4]; /* spotlight dir in eye coordinates */ GLfloat SpotExponent; GLfloat SpotCutoff; /* in degress */ GLfloat _CosCutoff; /* = MAX(0, cos(SpotCutoff)) */ GLfloat ConstantAttenuation; GLfloat LinearAttenuation; GLfloat QuadraticAttenuation; GLboolean Enabled; /* On/off flag */ /* Derived fields */ GLuint _Flags; /* State */ GLfloat _Position[4]; /* position in eye/obj coordinates */ GLfloat _VP_inf_norm[3]; /* Norm direction to infinite light */ GLfloat _h_inf_norm[3]; /* Norm( _VP_inf_norm + <0,0,1> ) */ GLfloat _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 */ }; 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 */ }; struct gl_material { GLfloat Ambient[4]; GLfloat Diffuse[4]; GLfloat Specular[4]; GLfloat Emission[4]; GLfloat Shininess; GLfloat AmbientIndex; /* for color index lighting */ GLfloat DiffuseIndex; /* for color index lighting */ GLfloat SpecularIndex; /* for color index lighting */ }; /* * Attribute structures: * 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 { GLfloat ClearColor[4]; /* Accumulation buffer clear color */ }; /* * Used in DrawDestMask below */ #define FRONT_LEFT_BIT 1 #define FRONT_RIGHT_BIT 2 #define BACK_LEFT_BIT 4 #define BACK_RIGHT_BIT 8 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 */ GLenum _DriverDrawBuffer; /* Single src/dst buffer for drivers */ GLubyte _DrawDestMask; /* bitwise-OR of bitflags above */ /* alpha testing */ GLboolean AlphaEnabled; /* Alpha test enabled flag */ GLenum AlphaFunc; /* Alpha test function */ GLclampf AlphaRef; /* 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; GLfloat BlendColor[4]; /* 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 */ }; struct gl_current_attrib { /* These 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 */ /* These values are always valid. BTW, note how similar this set of * attributes is to the SWvertex datatype 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 rast 2ndary color */ GLuint RasterIndex; /* Current raster index */ GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/* Current raster texcoords */ GLboolean RasterPosValid; /* Raster pos valid flag */ }; 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 */ }; struct gl_enable_attrib { GLboolean AlphaTest; GLboolean AutoNormal; GLboolean Blend; GLuint ClipPlanes; GLboolean ColorMaterial; 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_UNITS]; GLuint TexGen[MAX_TEXTURE_UNITS]; GLboolean VertexProgram; /* GL_NV_vertex_program */ GLboolean VertexProgramPointSize; /* GL_NV_vertex_program */ GLboolean VertexProgramTwoSide; /* GL_NV_vertex_program */ GLboolean PointSprite; /* GL_NV_point_sprite */ }; struct gl_eval_attrib { /* 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; /* 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; }; 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 */ }; struct gl_hint_attrib { /* always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE */ 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 */ }; 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) 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[2]; /* Material 0=front, 1=back */ 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 _NeedVertices; /* Use fast shader? */ GLuint _Flags; /* LIGHT_* flags, see above */ GLfloat _BaseColor[2][3]; }; 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; }; struct gl_pixel_attrib { GLenum ReadBuffer; /* src buffer for glRead/CopyPixels */ GLenum _DriverReadBuffer; /* Driver's current source buffer */ 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; /* 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 */ }; 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 */ GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /* GL_NV_point_sprite */ GLenum SpriteRMode; /* GL_NV_point_sprite */ }; 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 */ }; struct gl_scissor_attrib { GLboolean Enabled; /* Scissor test enabled? */ GLint X, Y; /* Lower left corner of box */ GLsizei Width, Height; /* Size of box */ }; 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 */ }; /* TexGenEnabled flags */ #define S_BIT 1 #define T_BIT 2 #define R_BIT 4 #define Q_BIT 8 /* Texture.Unit[]._ReallyEnabled flags: */ #define TEXTURE_1D_BIT 0x01 #define TEXTURE_2D_BIT 0x02 #define TEXTURE_3D_BIT 0x04 #define TEXTURE_CUBE_BIT 0x08 #define TEXTURE_RECT_BIT 0x10 #define NUM_TEXTURE_TARGETS 5 /* 1D, 2D, 3D, CUBE and RECT */ /* Texture Enabled flags - XXX these are obsolete!!! */ #define TEXTURE0_1D TEXTURE_1D_BIT #define TEXTURE0_2D TEXTURE_2D_BIT #define TEXTURE0_3D TEXTURE_3D_BIT #define TEXTURE0_CUBE TEXTURE_CUBE_BIT #define TEXTURE0_RECT TEXTURE_RECT_BIT #define TEXTURE0_ANY 0x1F /* 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)) /* * If teximage is color-index, texelOut returns GLchan[1]. * If teximage is depth, texelOut returns GLfloat[1]. * Otherwise, 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 */ FetchTexelFunc FetchTexel1D; /* Texel fetch function pointers */ 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? */ const struct gl_texture_format *TexFormat; FetchTexelFunc FetchTexel; /* Texel fetch function pointer */ GLboolean IsCompressed; /* GL_ARB_texture_compression */ GLuint CompressedSize; /* GL_ARB_texture_compression */ /* 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 */ GLenum WrapS; /* Wrap modes are: GL_CLAMP, REPEAT */ GLenum WrapT; /* GL_CLAMP_TO_EDGE, and */ GLenum WrapR; /* GL_CLAMP_TO_BORDER_ARB */ GLenum MinFilter; /* minification filter */ GLenum MagFilter; /* magnification filter */ GLfloat MinLod; /* min lambda, OpenGL 1.2 */ GLfloat MaxLod; /* max lambda, OpenGL 1.2 */ 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 */ struct gl_texture_image *Image[MAX_TEXTURE_LEVELS]; /* 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 */ /* 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 */ GLenum GenModeS; /* Tex coord generation mode, either */ GLenum GenModeT; /* GL_OBJECT_LINEAR, or */ GLenum GenModeR; /* GL_EYE_LINEAR, or */ GLenum GenModeQ; /* GL_SPHERE_MAP */ 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 */ /* 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; }; /* The texture attribute group */ struct gl_texture_attrib { /* multitexture */ GLuint CurrentUnit; /* Active texture unit */ GLuint _EnabledUnits; /* one bit set for each really-enabled unit */ /* XXX this field will go away, use _EnabledUnits instead! */ GLuint _ReallyEnabled; /* enables for all texture units: */ /* = (Unit[0]._ReallyEnabled << 0) | */ /* (Unit[1]._ReallyEnabled << 4) | */ /* (Unit[2]._ReallyEnabled << 8) | etc... */ 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; }; struct gl_transform_attrib { GLenum MatrixMode; /* Matrix mode */ GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; 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 */ }; 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. */ }; /* For the attribute stack: */ struct gl_attrib_node { GLbitfield kind; void *data; struct gl_attrib_node *next; }; /* * 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 alloced 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 */ void *Ptr; GLuint Flags; GLuint Enabled; /* one of the _NEW_ARRAY_ bits */ }; 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_UNITS]; struct gl_client_array EdgeFlag; struct gl_client_array VertexAttrib[16]; /* GL_NV_vertex_program */ GLint TexCoordInterleaveFactor; GLint ActiveTexture; /* Client Active Texture */ GLuint LockFirst; GLuint LockCount; GLuint _Enabled; /* _NEW_ARRAY_* - bit set if array enabled */ GLuint NewState; /* _NEW_ARRAY_* */ }; struct gl_feedback { GLenum Type; GLuint _Mask; /* FB_* bits */ GLfloat *Buffer; GLuint BufferSize; GLuint Count; }; struct gl_selection { GLuint *Buffer; GLuint BufferSize; /* size of SelectBuffer */ GLuint BufferCount; /* number of values in SelectBuffer */ GLuint Hits; /* number of records in SelectBuffer */ GLuint NameStackDepth; GLuint NameStack[MAX_NAME_STACK_DEPTH]; GLboolean HitFlag; GLfloat HitMinZ, HitMaxZ; }; /* * 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 evalutator control points */ struct gl_evaluators { /* 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 */ /* 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 */ }; /* * Vertex program tokens and datatypes */ #define VP_MAX_INSTRUCTIONS 128 #define VP_NUM_INPUT_REGS VERT_ATTRIB_MAX #define VP_NUM_OUTPUT_REGS 15 #define VP_NUM_TEMP_REGS 12 #define VP_NUM_PROG_REGS 96 #define VP_NUM_TOTAL_REGISTERS (VP_NUM_INPUT_REGS + VP_NUM_OUTPUT_REGS + VP_NUM_TEMP_REGS + VP_NUM_PROG_REGS) /* Location of register sets within the whole register file */ #define VP_INPUT_REG_START 0 #define VP_INPUT_REG_END (VP_INPUT_REG_START + VP_NUM_INPUT_REGS - 1) #define VP_OUTPUT_REG_START (VP_INPUT_REG_END + 1) #define VP_OUTPUT_REG_END (VP_OUTPUT_REG_START + VP_NUM_OUTPUT_REGS - 1) #define VP_TEMP_REG_START (VP_OUTPUT_REG_END + 1) #define VP_TEMP_REG_END (VP_TEMP_REG_START + VP_NUM_TEMP_REGS - 1) #define VP_PROG_REG_START (VP_TEMP_REG_END + 1) #define VP_PROG_REG_END (VP_PROG_REG_START + VP_NUM_PROG_REGS - 1) /* Machine state (i.e. the register file) */ struct vp_machine { GLfloat Registers[VP_NUM_TOTAL_REGISTERS][4]; GLint AddressReg; /* might someday be a 4-vector */ }; /* Vertex program opcodes */ enum vp_opcode { MOV, LIT, RCP, RSQ, EXP, LOG, MUL, ADD, DP3, DP4, DST, MIN, MAX, SLT, SGE, MAD, ARL, DPH, RCC, SUB, ABS, END }; /* Instruction source register */ struct vp_src_register { GLint Register; /* or the offset from the address register */ GLuint Swizzle[4]; GLboolean Negate; GLboolean RelAddr; }; /* Instruction destination register */ struct vp_dst_register { GLint Register; GLboolean WriteMask[4]; }; /* Vertex program instruction */ struct vp_instruction { enum vp_opcode Opcode; struct vp_src_register SrcReg[3]; struct vp_dst_register DstReg; }; /* The actual vertex program, stored in the hash table */ struct vp_program { GLubyte *String; /* Original user code */ struct vp_instruction *Instructions; /* Compiled instructions */ GLenum Target; /* GL_VERTEX_PROGRAM_NV or GL_VERTEX_STATE_PROGRAM_NV */ GLint RefCount; /* Since programs can be shared among contexts */ GLboolean IsPositionInvariant; /* GL_NV_vertex_program1_1 */ GLboolean Resident; GLuint InputsRead; /* Bitmask of which input regs are read */ GLuint OutputsWritten; /* Bitmask of which output regs are written to */ }; /* * 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 */ GLuint CurrentID; /* currently bound program's ID */ GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_NV */ struct vp_program *Current; /* ptr to currently bound program */ struct vp_machine Machine; /* machine state */ GLenum TrackMatrix[VP_NUM_PROG_REGS / 4]; GLenum TrackMatrixTransform[VP_NUM_PROG_REGS / 4]; }; /* * 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 */ /* 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; /* GL_NV_vertex_program */ struct _mesa_HashTable *VertexPrograms; void *DriverData; /* Device driver shared state */ }; /* * 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; /* Software depth (aka Z) buffer */ GLvoid *DepthBuffer; /* array [Width*Height] of GLushort or GLuint*/ /* Software stencil buffer */ GLstencil *Stencil; /* array [Width*Height] of GLstencil values */ /* Software accumulation buffer */ GLaccum *Accum; /* array [4*Width*Height] of GLaccum values */ /* 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 */ /* Drawing bounds: intersection of window size and scissor box */ GLint _Xmin, _Ymin; /* inclusive */ GLint _Xmax, _Ymax; /* exclusive */ }; /* * Constants which may be overriden by device driver during context creation * but are never changed after that. */ struct gl_constants { GLint MaxTextureLevels; GLint Max3DTextureLevels; GLint MaxCubeTextureLevels; /* GL_ARB_texture_cube_map */ GLint MaxTextureRectSize; /* GL_NV_texture_rectangle */ GLuint MaxTextureUnits; 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; }; /* * List of extensions. */ struct extension; struct gl_extensions { char *ext_string; struct extension *ext_list; /* Flags to quickly test if certain extensions are available. * Not every extension needs to have such a flag, but it's encouraged. */ GLboolean ARB_depth_texture; GLboolean ARB_imaging; GLboolean ARB_multisample; GLboolean ARB_multitexture; 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_window_pos; GLboolean EXT_blend_color; 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_convolution; GLboolean EXT_compiled_vertex_array; GLboolean EXT_fog_coord; GLboolean EXT_histogram; GLboolean EXT_multi_draw_arrays; GLboolean EXT_packed_pixels; GLboolean EXT_paletted_texture; GLboolean EXT_point_parameters; GLboolean EXT_polygon_offset; GLboolean EXT_rescale_normal; 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_object; GLboolean EXT_texture_lod_bias; GLboolean EXT_vertex_array_set; GLboolean HP_occlusion_test; GLboolean IBM_rasterpos_clip; GLboolean INGR_blend_func_separate; GLboolean MESA_pack_invert; GLboolean MESA_window_pos; GLboolean MESA_resize_buffers; GLboolean MESA_ycbcr_texture; GLboolean NV_blend_square; GLboolean NV_point_sprite; GLboolean NV_texture_rectangle; GLboolean NV_texgen_reflection; GLboolean NV_vertex_program; GLboolean NV_vertex_program1_1; GLboolean SGI_color_matrix; GLboolean SGI_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; }; /* * 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 */ }; /* * Bits for image transfer operations (ctx->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) /* * Bits to indicate what state has changed. 6 unused flags. */ #define _NEW_MODELVIEW 0x1 /* ctx->ModelView */ #define _NEW_PROJECTION 0x2 /* ctx->Projection */ #define _NEW_TEXTURE_MATRIX 0x4 /* ctx->TextureMatrix */ #define _NEW_COLOR_MATRIX 0x8 /* ctx->ColorMatrix */ #define _NEW_ACCUM 0x10 /* ctx->Accum */ #define _NEW_COLOR 0x20 /* ctx->Color */ #define _NEW_DEPTH 0x40 /* ctx->Depth */ #define _NEW_EVAL 0x80 /* ctx->Eval, ctx->EvalMap */ #define _NEW_FOG 0x100 /* ctx->Fog */ #define _NEW_HINT 0x200 /* ctx->Hint */ #define _NEW_LIGHT 0x400 /* ctx->Light */ #define _NEW_LINE 0x800 /* ctx->Line */ #define _NEW_PIXEL 0x1000 /* ctx->Pixel */ #define _NEW_POINT 0x2000 /* ctx->Point */ #define _NEW_POLYGON 0x4000 /* ctx->Polygon */ #define _NEW_POLYGONSTIPPLE 0x8000 /* ctx->PolygonStipple */ #define _NEW_SCISSOR 0x10000 /* ctx->Scissor */ #define _NEW_STENCIL 0x20000 /* ctx->Stencil */ #define _NEW_TEXTURE 0x40000 /* ctx->Texture */ #define _NEW_TRANSFORM 0x80000 /* ctx->Transform */ #define _NEW_VIEWPORT 0x100000 /* ctx->Viewport */ #define _NEW_PACKUNPACK 0x200000 /* ctx->Pack, ctx->Unpack */ #define _NEW_ARRAY 0x400000 /* ctx->Array */ #define _NEW_RENDERMODE 0x800000 /* RenderMode, Feedback, Select */ #define _NEW_BUFFERS 0x1000000 /* ctx->Visual, ctx->DrawBuffer, */ #define _NEW_MULTISAMPLE 0x2000000 /* ctx->Multisample */ #define _NEW_TRACK_MATRIX 0x4000000 /* ctx->VertexProgram */ #define _NEW_PROGRAM 0x8000000 /* ctx->VertexProgram */ #define _NEW_ALL ~0 /* 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)) /* A bunch of flags that we think might be useful to drivers. * Set in the ctx->_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 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) /* Bits for ctx->_NeedNormals */ #define NEED_NORMALS_TEXGEN 0x1 #define NEED_NORMALS_LIGHT 0x2 /* Bits for ctx->_NeedEyeCoords */ #define NEED_EYE_TEXGEN 0x1 #define NEED_EYE_LIGHT 0x2 #define NEED_EYE_LIGHT_MODELVIEW 0x4 #define NEED_EYE_POINT_ATTEN 0x8 #define NEED_EYE_DRIVER 0x10 /* * Forward declaration of display list datatypes: */ union node; typedef union node Node; /* This has to be included here. */ #include "dd.h" /* * Core Mesa's support for tnl modules: */ #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *)) struct gl_tnl_module { /* Vertex format to be lazily swapped into current dispatch. */ GLvertexformat *Current; /* Record of functions swapped out. On restore, only need to swap * these functions back in. */ void *Swapped[NUM_VERTEX_FORMAT_ENTRIES][2]; GLuint SwapCount; }; /** * 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 { /** * OS related interfaces; these *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; /* API function pointer tables */ struct _glapi_table *Save; /**< Display list save funcs */ struct _glapi_table *Exec; /**< Execute funcs */ 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; /* The various 4x4 matrix stacks */ struct matrix_stack ModelviewMatrixStack; struct matrix_stack ProjectionMatrixStack; struct matrix_stack ColorMatrixStack; struct matrix_stack TextureMatrixStack[MAX_TEXTURE_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; /* 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; /* Renderer attribute stack */ GLuint AttribStackDepth; struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH]; /* Renderer attribute groups */ struct gl_accum_attrib Accum; struct gl_colorbuffer_attrib Color; struct gl_current_attrib Current; struct gl_depthbuffer_attrib Depth; struct gl_eval_attrib Eval; struct gl_fog_attrib Fog; struct gl_hint_attrib Hint; struct gl_light_attrib Light; struct gl_line_attrib Line; struct gl_list_attrib List; struct gl_multisample_attrib Multisample; struct gl_pixel_attrib Pixel; struct gl_point_attrib Point; struct gl_polygon_attrib Polygon; GLuint PolygonStipple[32]; struct gl_scissor_attrib Scissor; struct gl_stencil_attrib Stencil; struct gl_texture_attrib Texture; struct gl_transform_attrib Transform; struct gl_viewport_attrib Viewport; /* 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; /* Client attribute stack */ GLuint ClientAttribStackDepth; struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH]; /* 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 vertex_program_state VertexProgram; /* GL_NV_vertex_program */ GLenum ErrorValue; /* Last error code */ GLenum RenderMode; /* either GL_RENDER, GL_SELECT, GL_FEEDBACK */ GLuint NewState; /* bitwise-or of _NEW_* flags */ /* Derived */ GLuint _TriangleCaps; /* bitwise-or of DD_* flags */ GLuint _ImageTransferState;/* bitwise-or of IMAGE_*_BIT flags */ GLfloat _EyeZDir[3]; GLfloat _ModelViewInvScale; GLuint _NeedEyeCoords; GLuint _NeedNormals; /* Are vertex normal vectors needed? */ 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. */ /* 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; /** 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; /* 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]; #ifndef MESA_DEBUG #define MESA_DEBUG #endif #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)) /* Eventually let the driver specify what statechanges 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) #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) #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) #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) #define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx) \ do { \ ASSERT_OUTSIDE_BEGIN_END(ctx); \ FLUSH_VERTICES(ctx, 0); \ } while (0) #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 */