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Diffstat (limited to 'src/mesa/main/mtypes.h')
-rw-r--r-- | src/mesa/main/mtypes.h | 1712 |
1 files changed, 1712 insertions, 0 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h new file mode 100644 index 0000000000..03ac0c4f2a --- /dev/null +++ b/src/mesa/main/mtypes.h @@ -0,0 +1,1712 @@ +/* $Id: mtypes.h,v 1.1 2000/11/22 07:32:17 joukj Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * Copyright (C) 1999-2000 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 "fixed.h" /* GLfixed */ +#include "glapitable.h" +#include "glthread.h" + +#include "math/m_matrix.h" /* GLmatrix */ +#include "math/m_translate.h" /* trans_XXX_func */ + +#if defined(MESA_TRACE) +#include "Trace/tr_context.h" +#endif + + +/* This is a macro on IRIX */ +#ifdef _P +#undef _P +#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; +#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! */ + + +/* + * Some forward type declarations + */ +struct _mesa_HashTable; +struct gl_texture_object; +typedef struct gl_visual GLvisual; +typedef struct gl_frame_buffer GLframebuffer; +typedef struct __GLcontextRec GLcontext; + + + +/* Data structure for color tables */ +struct gl_color_table { + GLvoid *Table; + GLboolean FloatTable; /* entries stored as floats? (or GLchan type) */ + GLuint Size; /* number of entries (rows) in table */ + GLenum Format; + GLenum IntFormat; + GLint RedSize; + GLint GreenSize; + GLint BlueSize; + GLint AlphaSize; + GLint LuminanceSize; + GLint 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 */ + GLboolean _IsMatSpecular[2]; +}; + + +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 */ +}; + + +/* Move to using pointers to this struct in the immediate structs - + * this is too big to keep 94 unused copies (7K) lying around in + * display lists. + */ +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 */ + GLfloat 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; /* Current device driver dest buffer */ + GLboolean MultiDrawBuffer; /* Drawing to mutliple buffers? */ + GLubyte DrawDestMask; /* bitwise-OR of bitflags above */ + + /* alpha testing */ + GLboolean AlphaEnabled; /* Alpha test enabled flag */ + GLenum AlphaFunc; /* Alpha test function */ + GLchan AlphaRef; /* Alpha ref value as GLchan */ + + /* 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_TNL( FLUSH_UPDATE_CURRENT ) + * has been called. + */ + GLfloat Normal[3]; /* Current vertex normal */ + GLchan Color[4]; /* Current RGBA color */ + GLchan SecondaryColor[4]; /* Current secondary color */ + GLfloat FogCoord; /* Current Fog coord */ + GLuint Index; /* Current color index */ + GLboolean EdgeFlag; /* Current edge flag */ + GLfloat Texcoord[MAX_TEXTURE_UNITS][4]; /* Current texture coords */ + + /* These values are always valid. + */ + GLfloat RasterPos[4]; /* Current raster position */ + GLfloat RasterDistance; /* Current raster distance */ + GLfloat RasterColor[4]; /* Current raster color */ + GLuint RasterIndex; /* Current raster index */ + GLfloat *RasterTexCoord; /* Current raster texcoord*/ + GLfloat RasterMultiTexCoord[MAX_TEXTURE_UNITS][4]; + GLboolean RasterPosValid; /* Raster po 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; + GLboolean ClipPlane[MAX_CLIP_PLANES]; + 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 Map2Color4; + GLboolean Map2Index; + GLboolean Map2Normal; + GLboolean Map2TextureCoord1; + GLboolean Map2TextureCoord2; + GLboolean Map2TextureCoord3; + GLboolean Map2TextureCoord4; + GLboolean Map2Vertex3; + GLboolean Map2Vertex4; + GLboolean MinMax; + GLboolean Normalize; + GLboolean PixelTexture; + GLboolean PointSmooth; + GLboolean PolygonOffsetPoint; + GLboolean PolygonOffsetLine; + GLboolean PolygonOffsetFill; + GLboolean PolygonSmooth; + GLboolean PolygonStipple; + GLboolean RescaleNormals; + GLboolean Scissor; + GLboolean Stencil; + GLuint Texture[MAX_TEXTURE_UNITS]; + GLuint TexGen[MAX_TEXTURE_UNITS]; +}; + + +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 Map2Color4; + GLboolean Map2Index; + GLboolean Map2Normal; + GLboolean Map2TextureCoord1; + GLboolean Map2TextureCoord2; + GLboolean Map2TextureCoord3; + GLboolean Map2TextureCoord4; + GLboolean Map2Vertex3; + GLboolean Map2Vertex4; + 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; +}; + + +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; + + /* GL_PGI_misc_hints */ + GLenum AllowDrawWin; + GLenum AllowDrawFrg; + GLenum AllowDrawMem; + GLenum StrictLighting; + + /* GL_EXT_clip_volume_hint */ + GLenum ClipVolumeClipping; + + /* GL_ARB_texture_compression */ + GLenum TextureCompression; +}; + + +struct gl_histogram_attrib { + GLuint Width; + GLint Format; + GLboolean Sink; + GLuint RedSize; + GLuint GreenSize; + GLuint BlueSize; + GLuint AlphaSize; + GLuint LuminanceSize; + GLuint Count[HISTOGRAM_TABLE_SIZE][4]; +}; + + +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]; +}; + + +struct gl_light_attrib { + struct gl_light Light[MAX_LIGHTS]; /* Array of lights */ + struct gl_lightmodel Model; /* Lighting model */ + 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; /* State, see below */ + GLfloat _BaseColor[2][3]; + GLchan _BaseAlpha[2]; +}; + + +#define LIGHT_POSITIONAL 0x4 +#define LIGHT_SPOT 0x10 +#define LIGHT_LOCAL_VIEWER 0x20 +#define LIGHT_TWO_SIDE 0x40 + +#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER) + +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 */ +}; + + +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_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; + 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] */ +}; + + +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; /* */ + GLboolean _Unfilled; /* True if back or front mode is not GL_FILL */ + GLboolean CullFlag; /* Culling on/off flag */ + GLubyte _CullBits; /* Used for cull testing */ + 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 */ + GLfloat OffsetMRD; /* = OffsetUnits * visual->MRD */ + GLboolean OffsetPoint; /* Offset in GL_POINT mode */ + GLboolean OffsetLine; /* Offset in GL_LINE mode */ + GLboolean OffsetFill; /* Offset in GL_FILL mode */ + GLboolean _OffsetAny; +}; + + +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 */ + GLenum Function; /* Stencil function */ + GLenum FailFunc; /* Fail function */ + GLenum ZPassFunc; /* Depth buffer pass function */ + GLenum ZFailFunc; /* Depth buffer fail function */ + GLstencil Ref; /* Reference value */ + GLstencil ValueMask; /* Value mask */ + GLstencil Clear; /* Clear value */ + GLstencil WriteMask; /* Write mask */ +}; + + +/* TexGenEnabled flags */ +#define S_BIT 1 +#define T_BIT 2 +#define R_BIT 4 +#define Q_BIT 8 + +/* Texture Enabled flags */ +#define TEXTURE0_1D 0x1 /* Texture unit 0 (default) */ +#define TEXTURE0_2D 0x2 +#define TEXTURE0_3D 0x4 +#define TEXTURE0_CUBE 0x8 +#define TEXTURE0_ANY (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D | TEXTURE0_CUBE) +#define TEXTURE1_1D (TEXTURE0_1D << 4) /* Texture unit 1 */ +#define TEXTURE1_2D (TEXTURE0_2D << 4) +#define TEXTURE1_3D (TEXTURE0_3D << 4) +#define TEXTURE1_CUBE (TEXTURE0_CUBE << 4) +#define TEXTURE1_ANY (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D | TEXTURE1_CUBE) +#define TEXTURE2_1D (TEXTURE0_1D << 8) /* Texture unit 2 */ +#define TEXTURE2_2D (TEXTURE0_2D << 8) +#define TEXTURE2_3D (TEXTURE0_3D << 8) +#define TEXTURE2_CUBE (TEXTURE0_CUBE << 8) +#define TEXTURE2_ANY (TEXTURE2_1D | TEXTURE2_2D | TEXTURE2_3D | TEXTURE2_CUBE) +#define TEXTURE3_1D (TEXTURE0_1D << 12) /* Texture unit 3 */ +#define TEXTURE3_2D (TEXTURE0_2D << 12) +#define TEXTURE3_3D (TEXTURE0_3D << 12) +#define TEXTURE3_CUBE (TEXTURE0_CUBE << 12) +#define TEXTURE3_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE) + +/* 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_M (TEXGEN_SPHERE_MAP) +#define TEXGEN_NEED_F (TEXGEN_SPHERE_MAP | \ + TEXGEN_REFLECTION_MAP_NV) +#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \ + TEXGEN_REFLECTION_MAP_NV | \ + TEXGEN_NORMAL_MAP_NV) +#define TEXGEN_NEED_VERTICES (TEXGEN_OBJ_LINEAR | \ + TEXGEN_EYE_LINEAR | \ + TEXGEN_REFLECTION_MAP_NV | \ + TEXGEN_SPHERE_MAP ) +#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_TEX0 0x000f /* TEXTURE0_ANY */ +#define ENABLE_TEX1 0x00f0 /* TEXTURE1_ANY */ +#define ENABLE_TEX2 0x0f00 /* TEXTURE2_ANY */ +#define ENABLE_TEX3 0xf000 /* TEXTURE3_ANY */ +#define ENABLE_TEXGEN0 0x10000 +#define ENABLE_TEXGEN1 0x20000 +#define ENABLE_TEXGEN2 0x40000 +#define ENABLE_TEXGEN3 0x80000 +#define ENABLE_TEXMAT0 0x100000 /* Ie. not the identity matrix */ +#define ENABLE_TEXMAT1 0x200000 +#define ENABLE_TEXMAT2 0x400000 +#define ENABLE_TEXMAT3 0x800000 +#define ENABLE_LIGHT 0x1000000 +#define ENABLE_FOG 0x2000000 +#define ENABLE_USERCLIP 0x4000000 +#define ENABLE_VIEWCLIP 0x8000000 +#define ENABLE_NORMALIZE 0x10000000 +#define ENABLE_RESCALE 0x20000000 +#define ENABLE_POINT_ATTEN 0x40000000 + + +#define ENABLE_TEX_ANY (ENABLE_TEX0 | ENABLE_TEX1 | \ + ENABLE_TEX2 | ENABLE_TEX3) +#define ENABLE_TEXGEN_ANY (ENABLE_TEXGEN0 | ENABLE_TEXGEN1 | \ + ENABLE_TEXGEN2 | ENABLE_TEXGEN3) +#define ENABLE_TEXMAT_ANY (ENABLE_TEXMAT0 | ENABLE_TEXMAT1 | \ + ENABLE_TEXMAT2 | ENABLE_TEXMAT3) + + +/* Texture image record */ +struct gl_texture_image { + GLenum Format; /* GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, + * GL_INTENSITY, GL_RGB, GL_RGBA, or + * GL_COLOR_INDEX only + */ + GLenum IntFormat; /* Internal format as given by the user */ + GLubyte RedBits; /* Bits per texel component */ + GLubyte GreenBits; /* These are initialized by Mesa but */ + GLubyte BlueBits; /* may be reassigned by the device */ + GLubyte AlphaBits; /* driver to indicate the true texture */ + GLubyte IntensityBits; /* color resolution. */ + GLubyte LuminanceBits; + GLubyte IndexBits; + GLuint Border; /* 0 or 1 */ + GLuint Width; /* = 2^WidthLog2 + 2*Border */ + GLuint Height; /* = 2^HeightLog2 + 2*Border */ + GLuint Depth; /* = 2^DepthLog2 + 2*Border */ + GLuint Width2; /* = Width - 2*Border */ + GLuint Height2; /* = Height - 2*Border */ + GLuint Depth2; /* = Depth - 2*Border */ + GLuint WidthLog2; /* = log2(Width2) */ + GLuint HeightLog2; /* = log2(Height2) */ + GLuint DepthLog2; /* = log2(Depth2) */ + GLuint MaxLog2; /* = MAX(WidthLog2, HeightLog2) */ + GLchan *Data; /* Image data as GLchan's */ + + 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 */ + GLuint Dimensions; /* 1 or 2 or 3 */ + GLfloat Priority; /* in [0,1] */ + GLchan BorderColor[4]; /* as integers */ + GLenum WrapS; /* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */ + GLenum WrapT; /* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */ + GLenum WrapR; /* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */ + GLenum MinFilter; /* minification filter */ + GLenum MagFilter; /* magnification filter */ + GLfloat MinLod; /* OpenGL 1.2 */ + GLfloat MaxLod; /* OpenGL 1.2 */ + GLint BaseLevel; /* OpenGL 1.2 */ + GLint MaxLevel; /* OpenGL 1.2 */ + GLint _P; /* Highest mipmap level */ + GLfloat _M; /* = MIN(MaxLevel, P) - BaseLevel */ + 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 units are new with the multitexture extension. + */ +struct gl_texture_unit { + GLuint Enabled; /* bitmask of TEXTURE0_1D, _2D, _3D, _CUBE */ + GLuint _ReallyEnabled; /* 0 or one of TEXTURE0_1D, _2D, _3D, _CUBE */ + + 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 *_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_attrib { + /* multitexture */ + GLuint CurrentUnit; /* Active texture unit */ + GLuint CurrentTransformUnit; /* Client active texture xform unit */ + + GLuint _ReallyEnabled; /* enables for all texture units: */ + /* = (Unit[0]._ReallyEnabled << 0) | */ + /* (Unit[1]._ReallyEnabled << 4) | */ + /* (Unit[2]._ReallyEnabled << 8) | etc... */ + GLuint _GenFlags; /* for texgen */ + + 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; + + /* GL_EXT_shared_texture_palette */ + GLboolean SharedPalette; + struct gl_color_table Palette; +}; + + + +/* KW: Renamed ClipEquation to avoid having 'ClipClipEquation' + */ +struct gl_transform_attrib { + GLenum MatrixMode; /* Matrix mode */ + GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; + GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /* derived */ + GLboolean ClipEnabled[MAX_CLIP_PLANES]; + GLubyte _AnyClip; /* How many ClipEnabled? */ + GLboolean Normalize; /* Normalize all normals? */ + GLboolean RescaleNormals; /* GL_EXT_rescale_normal */ +}; + + +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; +}; + + +/* + * 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; + GLboolean Enabled; +}; + + + + +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; + + trans_4f_func _VertexFunc; /* conversion functions */ + trans_3f_func _NormalFunc; + trans_4ub_func _ColorFunc; + trans_1ui_func _IndexFunc; + trans_1f_func _FogCoordFunc; + trans_4ub_func _SecondaryColorFunc; + trans_4f_func _TexCoordFunc[MAX_TEXTURE_UNITS]; + trans_1ub_func _EdgeFlagFunc; + + GLint TexCoordInterleaveFactor; + GLint ActiveTexture; /* Client Active Texture */ + + GLuint LockFirst; + GLuint LockCount; + +}; + + +/* These are used to make the ctx->Current values look like + * arrays (with zero StrideB). + */ +struct gl_fallback_arrays { + 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_feedback { + GLenum Type; + GLuint Mask; + 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; + + /* 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; +}; + + + +/* + * 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; + + void *DriverData; /* Device driver shared state */ +}; + + + +/* + * Describes the color, depth, stencil and accum buffer parameters. + * In C++ terms, think of this as a base class from which device drivers + * will make derived classes. + */ +struct gl_visual { + GLboolean RGBAflag; /* Is frame buffer in RGBA mode, not CI? */ + GLboolean DBflag; /* Is color buffer double buffered? */ + GLboolean StereoFlag; /* stereo buffer? */ + + GLint RedBits; /* Bits per color component */ + GLint GreenBits; + GLint BlueBits; + GLint AlphaBits; + + GLint IndexBits; /* Bits/pixel if in color index mode */ + + GLint AccumRedBits; /* Number of bits in red accum channel */ + GLint AccumGreenBits; /* Number of bits in green accum channel */ + GLint AccumBlueBits; /* Number of bits in blue accum channel */ + GLint AccumAlphaBits; /* Number of bits in alpha accum channel */ + GLint DepthBits; /* Number of bits in depth buffer, or 0 */ + GLint StencilBits; /* Number of bits in stencil buffer, or 0 */ + GLint NumSamples; /* Samples/pixel for multisampling */ + + GLuint DepthMax; /* Max depth buffer value */ + GLfloat DepthMaxF; /* Float max depth buffer value */ + GLfloat MRD; /* minimum resolvable difference in Z values */ +}; + + + +/* + * 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 */ + + GLint 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 */ + GLchan *FrontLeftAlpha; /* array [Width*Height] of GLubyte */ + GLchan *BackLeftAlpha; /* array [Width*Height] of GLubyte */ + GLchan *FrontRightAlpha; /* array [Width*Height] of GLubyte */ + GLchan *BackRightAlpha; /* array [Width*Height] of GLubyte */ + GLchan *Alpha; /* Points to current alpha buffer */ + + /* 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. + */ +struct gl_constants { + GLint MaxTextureSize; + GLint MaxCubeTextureSize; + GLint MaxTextureLevels; + GLuint MaxTextureUnits; + 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 NumCompressedTextureFormats; /* GL_ARB_texture_compression */ + GLenum CompressedTextureFormats[MAX_COMPRESSED_TEXTURE_FORMATS]; +}; + + +/* + * 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_imaging; + GLboolean ARB_multitexture; + GLboolean ARB_texture_compression; + GLboolean ARB_texture_cube_map; + GLboolean ARB_texture_env_add; + 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_packed_pixels; + GLboolean EXT_paletted_texture; + GLboolean EXT_point_parameters; + GLboolean EXT_polygon_offset; + GLboolean EXT_rescale_normal; + GLboolean EXT_secondary_color; + GLboolean EXT_shared_texture_palette; + GLboolean EXT_stencil_wrap; + GLboolean EXT_texture3D; + GLboolean EXT_texture_compression_s3tc; + GLboolean EXT_texture_env_add; + GLboolean EXT_texture_env_combine; + GLboolean EXT_texture_object; + GLboolean EXT_texture_lod_bias; + GLboolean EXT_vertex_array_set; + GLboolean HP_occlusion_test; + GLboolean INGR_blend_func_separate; + GLboolean MESA_window_pos; + GLboolean MESA_resize_buffers; + GLboolean NV_blend_square; + GLboolean NV_texgen_reflection; + GLboolean PGI_misc_hints; + GLboolean SGI_color_matrix; + GLboolean SGI_color_table; + GLboolean SGIS_pixel_texture; + GLboolean SGIS_texture_edge_clamp; + GLboolean SGIX_pixel_texture; + GLboolean _3DFX_texture_compression_FXT1; +}; + + + +/* + * 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_COLOR_TABLE_BIT 0x20 +#define IMAGE_COLOR_MATRIX_BIT 0x40 +#define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x80 +#define IMAGE_HISTOGRAM_BIT 0x100 +#define IMAGE_MIN_MAX_BIT 0x200 + +/* 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_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. + */ +#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_400 0x400 /* unused */ +#define _NEW_LIGHT 0x800 /* ctx->Light */ +#define _NEW_1000 0x1000 /* unused */ +#define _NEW_LINE 0x2000 /* ctx->Line */ +#define _NEW_FEEDBACK_SELECT 0x4000 /* ctx->Feedback, ctx->Select */ +#define _NEW_PIXEL 0x8000 /* ctx->Pixel */ +#define _NEW_POINT 0x10000 /* ctx->Point */ +#define _NEW_POLYGON 0x20000 /* ctx->Polygon */ +#define _NEW_POLYGONSTIPPLE 0x40000 /* ctx->PolygonStipple */ +#define _NEW_SCISSOR 0x80000 /* ctx->Scissor */ +#define _NEW_STENCIL 0x100000 /* ctx->Stencil */ +#define _NEW_TEXTURE 0x200000 /* ctx->Texture */ +#define _NEW_TRANSFORM 0x400000 /* ctx->Transform */ +#define _NEW_VIEWPORT 0x800000 /* ctx->Viewport */ +#define _NEW_PACKUNPACK 0x1000000 /* ctx->Pack, ctx->Unpack */ +#define _NEW_ARRAY 0x2000000 /* ctx->Array */ +#define _NEW_COLORTABLE 0x4000000 /* ctx->{*}ColorTable */ +#define _NEW_RENDERMODE 0x8000000 /* ctx->RenderMode */ +#define _NEW_BUFFERS 0x10000000 /* ctx->Visual, ctx->DrawBuffer, */ + +#define _NEW_ALL ~0 + + + +/* What can the driver do, what requires us to call render_triangle or + * a non-driver rasterize function? + */ +#define DD_FEEDBACK 0x1 +#define DD_SELECT 0x2 +#define DD_FLATSHADE 0x4 +#define DD_MULTIDRAW 0x8 +#define DD_SEPERATE_SPECULAR 0x10 +#define DD_TRI_LIGHT_TWOSIDE 0x20 +#define DD_TRI_UNFILLED 0x40 +#define DD_TRI_SMOOTH 0x80 +#define DD_TRI_STIPPLE 0x100 +#define DD_TRI_OFFSET 0x200 +#define DD_TRI_CULL 0x400 +#define DD_LINE_SMOOTH 0x800 +#define DD_LINE_STIPPLE 0x1000 +#define DD_LINE_WIDTH 0x2000 +#define DD_POINT_SMOOTH 0x4000 +#define DD_POINT_SIZE 0x8000 +#define DD_POINT_ATTEN 0x10000 +#define DD_LIGHTING_CULL 0x20000 +#define DD_TRI_CULL_FRONT_BACK 0x400000 /* not supported by most drivers */ +#define DD_Z_NEVER 0x800000 +#define DD_STENCIL 0x1000000 + +/* Define the state changes under which each of these bits might change + */ +#define _DD_NEW_FEEDBACK _NEW_RENDERMODE +#define _DD_NEW_SELECT _NEW_RENDERMODE +#define _DD_NEW_FLATSHADE _NEW_LIGHT +#define _DD_NEW_MULTIDRAW _NEW_COLOR +#define _DD_NEW_SEPERATE_SPECULAR (_NEW_LIGHT|_NEW_FOG) +#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_TRI_CULL _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 _DD_NEW_LIGHTING_CULL _NEW_LIGHT +#define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON +#define _DD_NEW_Z_NEVER _NEW_DEPTH +#define _DD_NEW_STENCIL _NEW_STENCIL + +#define _TNL_NEW_RENDERFLAGS (_NEW_TEXTURE | \ + _DD_NEW_SEPERATE_SPECULAR | \ + _NEW_POLYGON | \ + _NEW_FOG | \ + _NEW_RENDERMODE) + +#define _TNL_NEW_NEED_EYE_COORDS (_NEW_LIGHT| \ + _NEW_TEXTURE| \ + _NEW_POINT| \ + _NEW_MODELVIEW) + +#define _TNL_NEW_NEED_NORMALS (_NEW_LIGHT| \ + _NEW_TEXTURE) + +#define _TNL_NEW_NORMAL_TRANSFORM (_NEW_MODELVIEW|_NEW_TRANSFORM| \ + _TNL_NEW_NEED_NORMALS) + +#define _TNL_NEW_SPACES (_TNL_NEW_NEED_NORMALS | \ + _TNL_NEW_NEED_EYE_COORDS ) + +#define NEED_NORMALS_TEXGEN 0x1 +#define NEED_NORMALS_LIGHT 0x2 + +#define NEED_EYE_TEXGEN 0x1 +#define NEED_EYE_LIGHT 0x2 +#define NEED_EYE_LIGHT_MODELVIEW 0x4 +#define NEED_EYE_POINT_ATTEN 0x8 + + + +#define DD_ANY_CULL (DD_TRI_CULL_FRONT_BACK| \ + DD_TRI_CULL| \ + DD_LIGHTING_CULL) + + + + + + +/* + * Forward declaration of display list datatypes: + */ +union node; +typedef union node Node; + + + + + +/* This has to be included here. */ +#include "dd.h" + + +/* + * The library context: + */ +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 !! */ + + GLvisual Visual; + GLframebuffer *DrawBuffer; /* buffer for writing */ + GLframebuffer *ReadBuffer; /* buffer for reading */ + + /* 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; + + /* Modelview matrix and stack */ + GLmatrix ModelView; /* current matrix, not stored on stack */ + GLuint ModelViewStackDepth; + GLmatrix ModelViewStack[MAX_MODELVIEW_STACK_DEPTH - 1]; + + /* Projection matrix and stack */ + GLmatrix ProjectionMatrix; /* current matrix, not stored on stack */ + GLuint ProjectionStackDepth; + GLmatrix ProjectionStack[MAX_PROJECTION_STACK_DEPTH - 1]; + + /* Combined modelview and projection matrix */ + GLmatrix _ModelProjectMatrix; + + /* Texture matrix and stack */ + GLmatrix TextureMatrix[MAX_TEXTURE_UNITS]; + GLuint TextureStackDepth[MAX_TEXTURE_UNITS]; + GLmatrix TextureStack[MAX_TEXTURE_UNITS][MAX_TEXTURE_STACK_DEPTH - 1]; + + /* Color matrix and stack */ + GLmatrix ColorMatrix; + GLuint ColorStackDepth; + GLmatrix ColorStack[MAX_COLOR_STACK_DEPTH - 1]; + + /* 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_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 gl_fallback_arrays Fallback; + + GLenum ErrorValue; /* Last error code */ + GLenum RenderMode; /* either GL_RENDER, GL_SELECT, GL_FEEDBACK */ + GLuint NewState; /* bitwise-or of _NEW_* flags */ + + /* Derived */ + GLuint _Enabled; /* bitwise-or of ENABLE_* flags */ + 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[4]; /* Active shine tables */ + struct gl_shine_tab *_ShineTabList; /* Mru list of inactive shine tables */ + + struct gl_list_extensions listext; /* driver dlist extensions */ + + + GLboolean OcclusionResult; /* GL_HP_occlusion_test */ + GLboolean OcclusionResultSaved; /* GL_HP_occlusion_test */ + + /* 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; + +#ifdef DEBUG + GLboolean Rendering; +#endif + +#if defined(MESA_TRACE) + struct _glapi_table *TraceDispatch; + trace_context_t *TraceCtx; +#endif + + /* Hooks for module contexts. These will eventually live + * in the driver or elsewhere. + */ + void *swrast_context; + void *swsetup_context; + void *swtnl_context; + void *swtnl_vb; + void *swtnl_im; +}; + + +/* The string names for GL_POINT, GL_LINE_LOOP, etc */ +extern const char *_mesa_prim_name[GL_POLYGON+2]; +extern GLenum gl_reduce_prim[]; + + +#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 = 0x1, + VERBOSE_TEXTURE = 0x2, + VERBOSE_IMMEDIATE = 0x4, + VERBOSE_PIPELINE = 0x8, + VERBOSE_DRIVER = 0x10, + VERBOSE_STATE = 0x20, + VERBOSE_API = 0x40, + VERBOSE_TRIANGLE_CHECKS = 0x80, + VERBOSE_CULL = 0x100, + VERBOSE_DISPLAY_LIST = 0x200, + VERBOSE_LIGHTING = 0x400 +}; + + +enum _debug { + DEBUG_ALWAYS_FLUSH = 0x1 +}; + + + +#define Elements(x) sizeof(x)/sizeof(*(x)) + + +#define FLUSH_TNL( ctx, flags ) \ +do { \ + if (ctx->Driver.NeedFlush & flags) \ + ctx->Driver.FlushVertices( ctx, flags ); \ +} while (0) + +#define FLUSH_TNL_RETURN( ctx, flags, where ) \ +do { \ + if (ctx->Driver.NeedFlush & flags) { \ + if (!ctx->Driver.FlushVertices( ctx, flags )) { \ + gl_error( ctx, GL_INVALID_OPERATION, where ); \ + return; \ + } \ + } \ +} while (0) + +#define FLUSH_TNL_RETVAL( ctx, flags, where, what ) \ +do { \ + if (ctx->Driver.NeedFlush & flags) { \ + if (!ctx->Driver.FlushVertices( ctx, flags )) { \ + gl_error( ctx, GL_INVALID_OPERATION, where ); \ + return what; \ + } \ + } \ +} while (0) + + +#define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, where, what ) \ + FLUSH_TNL_RETVAL( ctx, \ + (FLUSH_INSIDE_BEGIN_END| \ + FLUSH_STORED_VERTICES), \ + where, what ) + +#define ASSERT_OUTSIDE_BEGIN_END( ctx, where ) \ + FLUSH_TNL_RETURN( ctx, \ + (FLUSH_INSIDE_BEGIN_END| \ + FLUSH_STORED_VERTICES), \ + where ) + +#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, where ) \ + ASSERT_OUTSIDE_BEGIN_END( ctx, where ); + +#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL( ctx, where, what ) \ + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, where, what ); + + +#ifdef DEBUG + +#define RENDER_START(CTX) \ + do { \ + assert(!(CTX)->Rendering); \ + (CTX)->Rendering = GL_TRUE; \ + if ((CTX)->Driver.RenderStart) { \ + (*(CTX)->Driver.RenderStart)(CTX); \ + } \ + } while (0) + +#define RENDER_FINISH(CTX) \ + do { \ + assert((CTX)->Rendering); \ + (CTX)->Rendering = GL_FALSE; \ + if ((CTX)->Driver.RenderFinish) { \ + (*(CTX)->Driver.RenderFinish)(CTX); \ + } \ + } while (0) + +#else + +#define RENDER_START(CTX) \ + do { \ + if ((CTX)->Driver.RenderStart) { \ + (*(CTX)->Driver.RenderStart)(CTX); \ + } \ + } while (0) + +#define RENDER_FINISH(CTX) \ + do { \ + if ((CTX)->Driver.RenderFinish) { \ + (*(CTX)->Driver.RenderFinish)(CTX); \ + } \ + } while (0) + +#endif + + +#endif /* TYPES_H */ |