/**
* \file mtypes.h
* Main Mesa data structures.
*
* Please try to mark derived values with a leading underscore ('_').
*/
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef TYPES_H
#define TYPES_H
#include "glheader.h"
#include "config.h" /* Hardwired parameters */
#include "glapitable.h"
#include "glthread.h"
#include "math/m_matrix.h" /* GLmatrix */
#if defined(MESA_TRACE)
#include "Trace/tr_context.h"
#endif
/**
* Color channel data type.
*/
#if CHAN_BITS == 8
typedef GLubyte GLchan;
#define CHAN_MAX 255
#define CHAN_MAXF 255.0F
#define CHAN_TYPE GL_UNSIGNED_BYTE
#elif CHAN_BITS == 16
typedef GLushort GLchan;
#define CHAN_MAX 65535
#define CHAN_MAXF 65535.0F
#define CHAN_TYPE GL_UNSIGNED_SHORT
#elif CHAN_BITS == 32
typedef GLfloat GLchan;
#define CHAN_MAX 1.0
#define CHAN_MAXF 1.0F
#define CHAN_TYPE GL_FLOAT
#else
#error "illegal number of color channel bits"
#endif
/**
* Accumulation buffer data type.
*/
#if ACCUM_BITS==8
typedef GLbyte GLaccum;
#elif ACCUM_BITS==16
typedef GLshort GLaccum;
#elif ACCUM_BITS==32
typedef GLfloat GLaccum;
#else
# error "illegal number of accumulation bits"
#endif
/**
* Stencil buffer data type.
*/
#if STENCIL_BITS==8
typedef GLubyte GLstencil;
# define STENCIL_MAX 0xff
#elif STENCIL_BITS==16
typedef GLushort GLstencil;
# define STENCIL_MAX 0xffff
#else
# error "illegal number of stencil bits"
#endif
/**
* Depth buffer data type.
*
* \note Must be 32-bits!
*/
typedef GLuint GLdepth;
/**
* Fixed point data type.
*/
typedef int GLfixed;
/*
* Fixed point arithmetic macros
*/
#ifdef FIXED_14
#define FIXED_ONE 0x00004000
#define FIXED_HALF 0x00002000
#define FIXED_FRAC_MASK 0x00003FFF
#define FIXED_SCALE 16384.0f
#define FIXED_SHIFT 14
#else
#define FIXED_ONE 0x00000800
#define FIXED_HALF 0x00000400
#define FIXED_FRAC_MASK 0x000007FF
#define FIXED_SCALE 2048.0f
#define FIXED_SHIFT 11
#endif
#define FIXED_INT_MASK (~FIXED_FRAC_MASK)
#define FIXED_EPSILON 1
#define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
#define IntToFixed(I) ((I) << FIXED_SHIFT)
#define FixedToInt(X) ((X) >> FIXED_SHIFT)
#define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT)
#define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
#define FixedFloor(X) ((X) & FIXED_INT_MASK)
#define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
#define PosFloatToFixed(X) FloatToFixed(X)
#define SignedFloatToFixed(X) FloatToFixed(X)
/**
* \name Some forward type declarations
*/
/*@{*/
struct _mesa_HashTable;
struct gl_texture_image;
struct gl_texture_object;
typedef struct __GLcontextRec GLcontext;
typedef struct __GLcontextModesRec GLvisual;
typedef struct gl_frame_buffer GLframebuffer;
/*@}*/
/**
* These define the aliases between numbered vertex attributes and
* conventional OpenGL vertex attributes. We use these values in
* quite a few places.
*
* New in Mesa 4.1.
*/
enum {
VERT_ATTRIB_POS = 0,
VERT_ATTRIB_WEIGHT = 1,
VERT_ATTRIB_NORMAL = 2,
VERT_ATTRIB_COLOR0 = 3,
VERT_ATTRIB_COLOR1 = 4,
VERT_ATTRIB_FOG = 5,
VERT_ATTRIB_SIX = 6,
VERT_ATTRIB_SEVEN = 7,
VERT_ATTRIB_TEX0 = 8,
VERT_ATTRIB_TEX1 = 9,
VERT_ATTRIB_TEX2 = 10,
VERT_ATTRIB_TEX3 = 11,
VERT_ATTRIB_TEX4 = 12,
VERT_ATTRIB_TEX5 = 13,
VERT_ATTRIB_TEX6 = 14,
VERT_ATTRIB_TEX7 = 15,
VERT_ATTRIB_MAX = 16
} ;
/* These are used in bitfields in many places */
#define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
#define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
#define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
#define VERT_BIT_SIX (1 << VERT_ATTRIB_SIX)
#define VERT_BIT_SEVEN (1 << VERT_ATTRIB_SEVEN)
#define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
#define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
/**
* Maximum number of temporary vertices required for clipping.
*
* Used in array_cache and tnl modules.
*/
#define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1)
/**
* Data structure for color tables
*/
struct gl_color_table {
GLenum Format; /**< GL_ALPHA, GL_RGB, GL_RGB, etc */
GLenum IntFormat;
GLuint Size; /**< number of entries (rows) in table */
GLvoid *Table; /**< either GLfloat * or GLchan * */
GLboolean FloatTable; /**< are entries stored as floats? */
GLubyte RedSize;
GLubyte GreenSize;
GLubyte BlueSize;
GLubyte AlphaSize;
GLubyte LuminanceSize;
GLubyte IntensitySize;
};
/**
* \name Bit flags used for updating material values.
*/
/*@{*/
#define 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)
/*@}*/
#define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
#define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
/**
* Material shininess lookup table.
*/
struct gl_shine_tab {
struct gl_shine_tab *next, *prev;
GLfloat tab[SHINE_TABLE_SIZE+1];
GLfloat shininess;
GLuint refcount;
};
/**
* Light.
*/
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 degrees */
GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
GLfloat ConstantAttenuation;
GLfloat LinearAttenuation;
GLfloat QuadraticAttenuation;
GLboolean Enabled; /**< On/off flag */
/**
* \name 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 */
/*@}*/
};
/**
* Light model.
*/
struct gl_lightmodel {
GLfloat Ambient[4]; /**< ambient color */
GLboolean LocalViewer; /**< Local (or infinite) view point? */
GLboolean TwoSide; /**< Two (or one) sided lighting? */
GLenum ColorControl; /**< either GL_SINGLE_COLOR
* or GL_SEPARATE_SPECULAR_COLOR */
};
/**
* Material.
*/
struct gl_material
{
GLfloat 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 */
};
/**
* Accumulation buffer attributes.
*/
struct gl_accum_attrib {
GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
};
/**
* \name Clipping planes bits
*
* Used in gl_colorbuffer_attrib::_DrawDestMask and
* gl_colorbuffer_attrib::_ReadSrcMask below to identify color buffers.
*/
/*@{*/
#define FRONT_LEFT_BIT 0x1
#define FRONT_RIGHT_BIT 0x2
#define BACK_LEFT_BIT 0x4
#define BACK_RIGHT_BIT 0x8
#define AUX0_BIT 0x10
#define AUX1_BIT 0x20
#define AUX2_BIT 0x40
#define AUX3_BIT 0x80
/*@}*/
/**
* Color buffers attributes.
*/
struct gl_colorbuffer_attrib {
GLuint ClearIndex; /**< Index to use for glClear */
GLclampf ClearColor[4]; /**< Color to use for glClear */
GLuint IndexMask; /**< Color index write mask */
GLubyte ColorMask[4]; /**< Each flag is 0xff or 0x0 */
GLenum DrawBuffer; /**< Which buffer to draw into */
GLubyte _DrawDestMask; /**< bitwise-OR of FRONT/BACK_LEFT/RIGHT_BITs */
/**
* \name alpha testing
*/
/*@{*/
GLboolean AlphaEnabled; /**< Alpha test enabled flag */
GLenum AlphaFunc; /**< Alpha test function */
GLclampf AlphaRef; /**< Alpha reference value */
/*@}*/
/**
* \name Blending
*/
/*@{*/
GLboolean BlendEnabled; /**< Blending enabled flag */
GLenum BlendSrcRGB; /**< Blending source operator */
GLenum BlendDstRGB; /**< Blending destination operator */
GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
GLenum BlendEquation; /**< Blending equation */
GLfloat BlendColor[4]; /**< Blending color */
/*@}*/
/**
* \name Logic op
*/
/*@{*/
GLenum LogicOp; /**< Logic operator */
GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
/*@}*/
GLboolean DitherFlag; /**< Dither enable flag */
};
/**
* Current attributes.
*/
struct gl_current_attrib {
/**
* \name Values valid only when FLUSH_VERTICES has been called.
*/
/*@{*/
GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Current vertex attributes
* indexed by VERT_ATTRIB_* */
GLuint Index; /**< Current color index */
GLboolean EdgeFlag; /**< Current edge flag */
/*@}*/
/**
* \name Values are always valid.
*
* \note BTW, note how similar this set of attributes is to the SWvertex data type
* in the software rasterizer...
*/
/*@{*/
GLfloat RasterPos[4]; /**< Current raster position */
GLfloat RasterDistance; /**< Current raster distance */
GLfloat RasterColor[4]; /**< Current raster color */
GLfloat RasterSecondaryColor[4]; /**< Current raster secondary color */
GLuint RasterIndex; /**< Current raster index */
GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */
GLboolean RasterPosValid; /**< Raster pos valid flag */
/*@}*/
};
/**
* Depth buffer attributes.
*/
struct gl_depthbuffer_attrib {
GLenum Func; /**< Function for depth buffer compare */
GLfloat Clear; /**< Value to clear depth buffer to */
GLboolean Test; /**< Depth buffering enabled flag */
GLboolean Mask; /**< Depth buffer writable? */
GLboolean OcclusionTest; /**< GL_HP_occlusion_test */
GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
};
/**
* glEnable()/glDisable() attributes.
*/
struct gl_enable_attrib {
GLboolean AlphaTest;
GLboolean AutoNormal;
GLboolean Blend;
GLuint ClipPlanes;
GLboolean ColorMaterial;
GLboolean ColorTable; /* SGI_color_table */
GLboolean PostColorMatrixColorTable; /* SGI_color_table */
GLboolean PostConvolutionColorTable; /* SGI_color_table */
GLboolean Convolution1D;
GLboolean Convolution2D;
GLboolean Separable2D;
GLboolean CullFace;
GLboolean DepthTest;
GLboolean Dither;
GLboolean Fog;
GLboolean Histogram;
GLboolean Light[MAX_LIGHTS];
GLboolean Lighting;
GLboolean LineSmooth;
GLboolean LineStipple;
GLboolean IndexLogicOp;
GLboolean ColorLogicOp;
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
GLboolean MinMax;
GLboolean Normalize;
GLboolean PixelTexture;
GLboolean PointSmooth;
GLboolean PolygonOffsetPoint;
GLboolean PolygonOffsetLine;
GLboolean PolygonOffsetFill;
GLboolean PolygonSmooth;
GLboolean PolygonStipple;
GLboolean RescaleNormals;
GLboolean Scissor;
GLboolean Stencil;
GLboolean MultisampleEnabled; /* GL_ARB_multisample */
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
GLboolean SampleCoverage; /* GL_ARB_multisample */
GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
GLuint Texture[MAX_TEXTURE_IMAGE_UNITS];
GLuint TexGen[MAX_TEXTURE_COORD_UNITS];
/* SGI_texture_color_table */
GLboolean TextureColorTable[MAX_TEXTURE_IMAGE_UNITS];
/* GL_NV_vertex_program */
GLboolean VertexProgram;
GLboolean VertexProgramPointSize;
GLboolean VertexProgramTwoSide;
/* GL_NV_point_sprite */
GLboolean PointSprite;
};
/**
* Eval attributes.
*/
struct gl_eval_attrib {
/**
* \name Enable bits
*/
/*@{*/
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
GLboolean AutoNormal;
/*@}*/
/**
* \name Map Grid endpoints and divisions and calculated du values
*/
/*@{*/
GLint MapGrid1un;
GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
GLint MapGrid2un, MapGrid2vn;
GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
/*@}*/
};
/**
* Fog attributes.
*/
struct gl_fog_attrib {
GLboolean Enabled; /**< Fog enabled flag */
GLfloat Color[4]; /**< Fog color */
GLfloat Density; /**< Density >= 0.0 */
GLfloat Start; /**< Start distance in eye coords */
GLfloat End; /**< End distance in eye coords */
GLfloat Index; /**< Fog index */
GLenum Mode; /**< Fog mode */
GLboolean ColorSumEnabled;
GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
};
/**
* Hint attributes.
*
* Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
*/
struct gl_hint_attrib {
GLenum PerspectiveCorrection;
GLenum PointSmooth;
GLenum LineSmooth;
GLenum PolygonSmooth;
GLenum Fog;
GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
GLenum TextureCompression; /**< GL_ARB_texture_compression */
GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
};
/**
* Histogram attributes.
*/
struct gl_histogram_attrib {
GLuint Width; /**< number of table entries */
GLint Format; /**< GL_ALPHA, GL_RGB, etc */
GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */
GLboolean Sink; /**< terminate image transfer? */
GLubyte RedSize; /**< Bits per counter */
GLubyte GreenSize;
GLubyte BlueSize;
GLubyte AlphaSize;
GLubyte LuminanceSize;
};
struct gl_minmax_attrib {
GLenum Format;
GLboolean Sink;
GLfloat Min[4], Max[4]; /**< RGBA */
};
struct gl_convolution_attrib {
GLenum Format;
GLenum InternalFormat;
GLuint Width;
GLuint Height;
GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
};
#define LIGHT_SPOT 0x1
#define LIGHT_LOCAL_VIEWER 0x2
#define LIGHT_POSITIONAL 0x4
#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
/**
* Lighting attributes.
*/
struct gl_light_attrib {
struct gl_light Light[MAX_LIGHTS]; /**< Array of lights */
struct gl_lightmodel Model; /**< Lighting model */
/**
* Must flush FLUSH_VERTICES before referencing:
*/
/*@{*/
struct gl_material Material[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 _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
GLuint _Flags; /**< LIGHT_* flags, see above */
GLfloat _BaseColor[2][3];
/*@}*/
};
/**
* Line attributes.
*/
struct gl_line_attrib {
GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
GLushort StipplePattern; /**< Stipple pattern */
GLint StippleFactor; /**< Stipple repeat factor */
GLfloat Width; /**< Line width */
GLfloat _Width; /**< Clamped Line width */
};
struct gl_list_attrib {
GLuint ListBase;
};
struct gl_list_opcode {
GLuint size;
void (*execute)( GLcontext *ctx, void *data );
void (*destroy)( GLcontext *ctx, void *data );
void (*print)( GLcontext *ctx, void *data );
};
#define GL_MAX_EXT_OPCODES 16
struct gl_list_extensions {
struct gl_list_opcode opcode[GL_MAX_EXT_OPCODES];
GLuint nr_opcodes;
};
struct gl_multisample_attrib {
GLboolean Enabled;
GLboolean SampleAlphaToCoverage;
GLboolean SampleAlphaToOne;
GLboolean SampleCoverage;
GLfloat SampleCoverageValue;
GLboolean SampleCoverageInvert;
};
/**
* Pixel attributes.
*/
struct gl_pixel_attrib {
GLenum ReadBuffer; /**< source buffer for glReadPixels()/glCopyPixels() */
GLubyte _ReadSrcMask; /**< Not really a mask, but like _DrawDestMask
*
* May be: FRONT_LEFT_BIT, BACK_LEFT_BIT,
* FRONT_RIGHT_BIT or BACK_RIGHT_BIT. */
GLfloat RedBias, RedScale;
GLfloat GreenBias, GreenScale;
GLfloat BlueBias, BlueScale;
GLfloat AlphaBias, AlphaScale;
GLfloat DepthBias, DepthScale;
GLint IndexShift, IndexOffset;
GLboolean MapColorFlag;
GLboolean MapStencilFlag;
GLfloat ZoomX, ZoomY;
/* XXX move these out of gl_pixel_attrib */
GLint MapStoSsize; /**< Size of each pixel map */
GLint MapItoIsize;
GLint MapItoRsize;
GLint MapItoGsize;
GLint MapItoBsize;
GLint MapItoAsize;
GLint MapRtoRsize;
GLint MapGtoGsize;
GLint MapBtoBsize;
GLint MapAtoAsize;
GLint MapStoS[MAX_PIXEL_MAP_TABLE]; /**< Pixel map tables */
GLint MapItoI[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoR[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoG[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoB[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoA[MAX_PIXEL_MAP_TABLE];
GLubyte MapItoR8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
GLubyte MapItoG8[MAX_PIXEL_MAP_TABLE];
GLubyte MapItoB8[MAX_PIXEL_MAP_TABLE];
GLubyte MapItoA8[MAX_PIXEL_MAP_TABLE];
GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE];
GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE];
GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE];
GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE];
/** GL_EXT_histogram */
GLboolean HistogramEnabled;
GLboolean MinMaxEnabled;
/** GL_SGIS_pixel_texture */
GLboolean PixelTextureEnabled;
GLenum FragmentRgbSource;
GLenum FragmentAlphaSource;
/** GL_SGI_color_matrix */
GLfloat PostColorMatrixScale[4]; /**< RGBA */
GLfloat PostColorMatrixBias[4]; /**< RGBA */
/** GL_SGI_color_table */
GLfloat ColorTableScale[4];
GLfloat ColorTableBias[4];
GLboolean ColorTableEnabled;
GLfloat PCCTscale[4];
GLfloat PCCTbias[4];
GLboolean PostConvolutionColorTableEnabled;
GLfloat PCMCTscale[4];
GLfloat PCMCTbias[4];
GLboolean PostColorMatrixColorTableEnabled;
/** GL_SGI_texture_color_table */
GLfloat TextureColorTableScale[4];
GLfloat TextureColorTableBias[4];
/** Convolution */
GLboolean Convolution1DEnabled;
GLboolean Convolution2DEnabled;
GLboolean Separable2DEnabled;
GLfloat ConvolutionBorderColor[3][4];
GLenum ConvolutionBorderMode[3];
GLfloat ConvolutionFilterScale[3][4];
GLfloat ConvolutionFilterBias[3][4];
GLfloat PostConvolutionScale[4]; /**< RGBA */
GLfloat PostConvolutionBias[4]; /**< RGBA */
};
/**
* Point attributes.
*/
struct gl_point_attrib {
GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
GLfloat Size; /**< User-specified point size */
GLfloat _Size; /**< Size clamped to Const.Min/MaxPointSize */
GLfloat Params[3]; /**< GL_EXT_point_parameters */
GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
GLfloat Threshold; /**< GL_EXT_point_parameters */
GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
GLboolean PointSprite; /**< GL_NV_point_sprite */
GLboolean CoordReplace[MAX_TEXTURE_UNITS]; /**< GL_NV_point_sprite */
GLenum SpriteRMode; /**< GL_NV_point_sprite */
};
/**
* Polygon attributes.
*/
struct gl_polygon_attrib {
GLenum FrontFace; /**< Either GL_CW or GL_CCW */
GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
GLboolean CullFlag; /**< Culling on/off flag */
GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
GLfloat OffsetFactor; /**< Polygon offset factor, from user */
GLfloat OffsetUnits; /**< Polygon offset units, from user */
GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
GLboolean OffsetLine; /**< Offset in GL_LINE mode */
GLboolean OffsetFill; /**< Offset in GL_FILL mode */
};
/**
* Scissor attributes.
*/
struct gl_scissor_attrib {
GLboolean Enabled; /**< Scissor test enabled? */
GLint X, Y; /**< Lower left corner of box */
GLsizei Width, Height; /**< Size of box */
};
/**
* Stencil attributes.
*/
struct gl_stencil_attrib {
GLboolean Enabled; /**< Enabled flag */
GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 1) */
GLenum Function[2]; /**< Stencil function */
GLenum FailFunc[2]; /**< Fail function */
GLenum ZPassFunc[2]; /**< Depth buffer pass function */
GLenum ZFailFunc[2]; /**< Depth buffer fail function */
GLstencil Ref[2]; /**< Reference value */
GLstencil ValueMask[2]; /**< Value mask */
GLstencil WriteMask[2]; /**< Write mask */
GLstencil Clear; /**< Clear value */
};
#define NUM_TEXTURE_TARGETS 5 /* 1D, 2D, 3D, CUBE and RECT */
#define TEXTURE_1D_INDEX 0
#define TEXTURE_2D_INDEX 1
#define TEXTURE_3D_INDEX 2
#define TEXTURE_CUBE_INDEX 3
#define TEXTURE_RECT_INDEX 4
/* Texture.Unit[]._ReallyEnabled flags: */
#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
/* TexGenEnabled flags */
#define S_BIT 1
#define T_BIT 2
#define R_BIT 4
#define Q_BIT 8
/* Bitmap versions of the GL_ constants. */
#define TEXGEN_SPHERE_MAP 0x1
#define TEXGEN_OBJ_LINEAR 0x2
#define TEXGEN_EYE_LINEAR 0x4
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV 0x10
#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV)
#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV | \
TEXGEN_EYE_LINEAR)
/* A selection of state flags to make driver and module's lives easier. */
#define ENABLE_TEXGEN0 0x1
#define ENABLE_TEXGEN1 0x2
#define ENABLE_TEXGEN2 0x4
#define ENABLE_TEXGEN3 0x8
#define ENABLE_TEXGEN4 0x10
#define ENABLE_TEXGEN5 0x20
#define ENABLE_TEXGEN6 0x40
#define ENABLE_TEXGEN7 0x80
#define ENABLE_TEXMAT0 0x1 /* Ie. not the identity matrix */
#define ENABLE_TEXMAT1 0x2
#define ENABLE_TEXMAT2 0x4
#define ENABLE_TEXMAT3 0x8
#define ENABLE_TEXMAT4 0x10
#define ENABLE_TEXMAT5 0x20
#define ENABLE_TEXMAT6 0x40
#define ENABLE_TEXMAT7 0x80
#define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i))
#define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i))
/**
* Texel fetch function prototype.
*
* \param texImage texture image.
* \param col texel column.
* \param row texel row.
* \param img texel level.
* \param texelOut output texel. If \p texImage is color-index, \p texelOut
* returns GLchan[1]. If \p texImage is depth, \p texelOut returns
* GLfloat[1]. Otherwise, \p texelOut returns GLchan[4].
*/
typedef void (*FetchTexelFunc)( const struct gl_texture_image *texImage,
GLint col, GLint row, GLint img,
GLvoid *texelOut );
/**
* Texture format record
*/
struct gl_texture_format {
GLint MesaFormat; /**< One of the MESA_FORMAT_* values */
GLenum BaseFormat; /**< Either GL_ALPHA, GL_INTENSITY, GL_LUMINANCE,
* GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA,
* GL_COLOR_INDEX or GL_DEPTH_COMPONENT.
*/
GLubyte RedBits; /**< Bits per texel component */
GLubyte GreenBits; /**< These are just rough approximations for */
GLubyte BlueBits; /**< compressed texture formats. */
GLubyte AlphaBits;
GLubyte LuminanceBits;
GLubyte IntensityBits;
GLubyte IndexBits;
GLubyte DepthBits;
GLint TexelBytes; /**< Bytes per texel (0 for compressed formats */
/**
* \name Texel fetch function pointers
*/
/*@{*/
FetchTexelFunc FetchTexel1D;
FetchTexelFunc FetchTexel2D;
FetchTexelFunc FetchTexel3D;
/*@}*/
};
/**
* Texture image record
*/
struct gl_texture_image {
GLenum Format; /**< GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA,
* GL_INTENSITY, GL_RGB, GL_RGBA,
* GL_COLOR_INDEX or GL_DEPTH_COMPONENT only.
* Used for choosing TexEnv arithmetic.
*/
GLint IntFormat; /**< Internal format as given by the user */
GLuint Border; /**< 0 or 1 */
GLuint Width; /**< = 2^WidthLog2 + 2*Border */
GLuint Height; /**< = 2^HeightLog2 + 2*Border */
GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
GLuint RowStride; /**< == Width unless IsClientData and padded */
GLuint Width2; /**< = Width - 2*Border */
GLuint Height2; /**< = Height - 2*Border */
GLuint Depth2; /**< = Depth - 2*Border */
GLuint WidthLog2; /**< = log2(Width2) */
GLuint HeightLog2; /**< = log2(Height2) */
GLuint DepthLog2; /**< = log2(Depth2) */
GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
GLfloat WidthScale; /**< used for mipmap LOD computation */
GLfloat HeightScale; /**< used for mipmap LOD computation */
GLfloat DepthScale; /**< used for mipmap LOD computation */
GLvoid *Data; /**< Image data, accessed via FetchTexel() */
GLboolean IsClientData; /**< Data owned by client? */
GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
const struct gl_texture_format *TexFormat;
FetchTexelFunc FetchTexel; /**< Texel fetch function pointer */
GLboolean IsCompressed; /**< GL_ARB_texture_compression */
GLuint CompressedSize; /**< GL_ARB_texture_compression */
/**
* \name For device driver:
*/
/*@{*/
void *DriverData; /**< Arbitrary device driver data */
/*@}*/
};
/**
* Texture object record
*/
struct gl_texture_object {
_glthread_Mutex Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
GLuint Name; /**< an unsigned integer */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
GLfloat Priority; /**< in [0,1] */
GLfloat BorderColor[4]; /**< unclamped */
GLchan _BorderChan[4]; /**< clamped, as GLchan */
/** \name Wrap modes
* Are GL_CLAMP, REPEAT, GL_CLAMP_TO_EDGE, and GL_CLAMP_TO_BORDER_ARB. */
/*@{*/
GLenum WrapS;
GLenum WrapT;
GLenum WrapR;
/*@}*/
GLenum MinFilter; /**< minification filter */
GLenum MagFilter; /**< magnification filter */
GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLboolean CompareFlag; /**< GL_SGIX_shadow */
GLenum CompareOperator; /**< GL_SGIX_shadow */
GLfloat ShadowAmbient;
GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
GLenum DepthMode; /**< GL_ARB_depth_texture */
GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLboolean _IsPowerOfTwo; /**< Are all image dimensions powers of two? */
struct gl_texture_image *Image[MAX_TEXTURE_LEVELS];
/**
* \name Texture cube faces
*
* Image[] is alias for *PosX[MAX_TEXTURE_LEVELS];
*/
/*@{*/
struct gl_texture_image *NegX[MAX_TEXTURE_LEVELS];
struct gl_texture_image *PosY[MAX_TEXTURE_LEVELS];
struct gl_texture_image *NegY[MAX_TEXTURE_LEVELS];
struct gl_texture_image *PosZ[MAX_TEXTURE_LEVELS];
struct gl_texture_image *NegZ[MAX_TEXTURE_LEVELS];
/*@}*/
/** GL_EXT_paletted_texture */
struct gl_color_table Palette;
GLboolean Complete; /**< Is texture object complete? */
struct gl_texture_object *Next; /**< Next in linked list */
/**
* \name For device driver
*/
/*@{*/
void *DriverData; /**< Arbitrary device driver data */
/*@}*/
};
/**
* Texture unit record
*/
struct gl_texture_unit {
GLuint Enabled; /**< bitmask of TEXTURE_*_BIT flags */
GLuint _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
GLfloat EnvColor[4];
GLuint TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
/** \name Tex coord generation mode
* Either GL_OBJECT_LINEAR, GL_EYE_LINEAR or GL_SPHERE_MAP. */
/*@{*/
GLenum GenModeS;
GLenum GenModeT;
GLenum GenModeR;
GLenum GenModeQ;
/*@}*/
GLuint _GenBitS;
GLuint _GenBitT;
GLuint _GenBitR;
GLuint _GenBitQ;
GLuint _GenFlags; /**< bitwise or of GenBit[STRQ] */
GLfloat ObjectPlaneS[4];
GLfloat ObjectPlaneT[4];
GLfloat ObjectPlaneR[4];
GLfloat ObjectPlaneQ[4];
GLfloat EyePlaneS[4];
GLfloat EyePlaneT[4];
GLfloat EyePlaneR[4];
GLfloat EyePlaneQ[4];
GLfloat LodBias; /**< for biasing mipmap levels */
/**
* \name GL_EXT_texture_env_combine
*/
/*@{*/
GLenum CombineModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum CombineModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum CombineSourceRGB[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
GLenum CombineSourceA[3]; /**< GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
GLenum CombineOperandRGB[3]; /**< SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
GLenum CombineOperandA[3]; /**< SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
GLuint CombineScaleShiftRGB; /**< 0, 1 or 2 */
GLuint CombineScaleShiftA; /**< 0, 1 or 2 */
/*@}*/
struct gl_texture_object *Current1D;
struct gl_texture_object *Current2D;
struct gl_texture_object *Current3D;
struct gl_texture_object *CurrentCubeMap; /**< GL_ARB_texture_cube_map */
struct gl_texture_object *CurrentRect; /**< GL_NV_texture_rectangle */
struct gl_texture_object *_Current; /**< Points to really enabled tex obj */
struct gl_texture_object Saved1D; /**< only used by glPush/PopAttrib */
struct gl_texture_object Saved2D;
struct gl_texture_object Saved3D;
struct gl_texture_object SavedCubeMap;
struct gl_texture_object SavedRect;
/* GL_SGI_texture_color_table */
struct gl_color_table ColorTable;
struct gl_color_table ProxyColorTable;
GLboolean ColorTableEnabled;
};
/**
* Texture attributes
*/
struct gl_texture_attrib {
/**
* name multitexture
*/
/**@{*/
GLuint CurrentUnit; /**< Active texture unit */
GLuint _EnabledUnits; /**< one bit set for each really-enabled unit */
GLuint _EnabledCoordUnits; /**< one bit per enabled coordinate unit */
GLuint _GenFlags; /**< for texgen */
GLuint _TexGenEnabled;
GLuint _TexMatEnabled;
/**@}*/
struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];
struct gl_texture_object *Proxy1D;
struct gl_texture_object *Proxy2D;
struct gl_texture_object *Proxy3D;
struct gl_texture_object *ProxyCubeMap;
struct gl_texture_object *ProxyRect;
/** GL_EXT_shared_texture_palette */
GLboolean SharedPalette;
struct gl_color_table Palette;
};
/**
* Transformation attributes.
*/
struct gl_transform_attrib {
GLenum MatrixMode; /**< Matrix mode */
GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
GLuint ClipPlanesEnabled; /**< on/off bitmask */
GLboolean Normalize; /**< Normalize all normals? */
GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
};
/**
* Viewport attributes.
*/
struct gl_viewport_attrib {
GLint X, Y; /**< position */
GLsizei Width, Height; /**< size */
GLfloat Near, Far; /**< Depth buffer range */
GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
};
/**
* Node for the attribute stack
*/
struct gl_attrib_node {
GLbitfield kind;
void *data;
struct gl_attrib_node *next;
};
/**
* Client pixel packing/unpacking attributes
*/
struct gl_pixelstore_attrib {
GLint Alignment;
GLint RowLength;
GLint SkipPixels;
GLint SkipRows;
GLint ImageHeight; /**< for GL_EXT_texture3D */
GLint SkipImages; /**< for GL_EXT_texture3D */
GLboolean SwapBytes;
GLboolean LsbFirst;
GLboolean ClientStorage; /**< GL_APPLE_client_storage */
GLboolean Invert; /**< GL_MESA_pack_invert */
};
#define CA_CLIENT_DATA 0x1 /**< Data not allocated by mesa */
/**
* Client vertex array attributes
*/
struct gl_client_array {
GLint Size;
GLenum Type;
GLsizei Stride; /**< user-specified stride */
GLsizei StrideB; /**< actual stride in bytes */
void *Ptr;
GLuint Flags;
GLuint Enabled; /**< one of the _NEW_ARRAY_ bits */
GLboolean Normalized; /**< GL_ARB_vertex_program */
};
/**
* Array attributes.
*/
struct gl_array_attrib {
struct gl_client_array Vertex; /**< client data descriptors */
struct gl_client_array Normal;
struct gl_client_array Color;
struct gl_client_array SecondaryColor;
struct gl_client_array FogCoord;
struct gl_client_array Index;
struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
struct gl_client_array EdgeFlag;
struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX]; /**< GL_NV_vertex_program */
GLint TexCoordInterleaveFactor;
GLint ActiveTexture; /**< Client Active Texture */
GLuint LockFirst;
GLuint LockCount;
GLuint _Enabled; /**< _NEW_ARRAY_* - bit set if array enabled */
GLuint NewState; /**< _NEW_ARRAY_* */
/* GL_ARB_vertex_buffer_object */
GLuint ArrayBufferBinding;
GLuint VertexArrayBufferBinding;
GLuint NormalArrayBufferBinding;
GLuint ColorArrayBufferBinding;
GLuint IndexArrayBufferBinding;
GLuint TextureArrayBufferBinding;
GLuint EdgeFlagArrayBufferBinding;
GLuint SecondaryColorArrayBufferBinding;
GLuint FogCoordArrayBufferBinding;
GLuint WeightArrayBufferBinding;
GLuint ElementArrayBufferBinding;
GLuint VertexAttribArrayBufferBinding[VERT_ATTRIB_MAX];
};
struct gl_feedback {
GLenum Type;
GLuint _Mask; /* FB_* bits */
GLfloat *Buffer;
GLuint BufferSize;
GLuint Count;
};
/**
* Selection attributes.
*/
struct gl_selection {
GLuint *Buffer; /**< selection buffer */
GLuint BufferSize; /**< size of the selection buffer */
GLuint BufferCount; /**< number of values in the selection buffer */
GLuint Hits; /**< number of records in the selection buffer */
GLuint NameStackDepth; /**< name stack depth */
GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
GLboolean HitFlag; /**< hit flag */
GLfloat HitMinZ; /**< minimum hit depth */
GLfloat HitMaxZ; /**< maximum hit depth */
};
/**
* 1-D Evaluator control points
*/
struct gl_1d_map {
GLuint Order; /**< Number of control points */
GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
GLfloat *Points; /**< Points to contiguous control points */
};
/**
* 2-D Evaluator control points
*/
struct gl_2d_map {
GLuint Uorder; /**< Number of control points in U dimension */
GLuint Vorder; /**< Number of control points in V dimension */
GLfloat u1, u2, du;
GLfloat v1, v2, dv;
GLfloat *Points; /**< Points to contiguous control points */
};
/**
* All evaluator control points
*/
struct gl_evaluators {
/**
* \name 1-D maps
*/
/*@{*/
struct gl_1d_map Map1Vertex3;
struct gl_1d_map Map1Vertex4;
struct gl_1d_map Map1Index;
struct gl_1d_map Map1Color4;
struct gl_1d_map Map1Normal;
struct gl_1d_map Map1Texture1;
struct gl_1d_map Map1Texture2;
struct gl_1d_map Map1Texture3;
struct gl_1d_map Map1Texture4;
struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
/*@}*/
/**
* \name 2-D maps
*/
/*@{*/
struct gl_2d_map Map2Vertex3;
struct gl_2d_map Map2Vertex4;
struct gl_2d_map Map2Index;
struct gl_2d_map Map2Color4;
struct gl_2d_map Map2Normal;
struct gl_2d_map Map2Texture1;
struct gl_2d_map Map2Texture2;
struct gl_2d_map Map2Texture3;
struct gl_2d_map Map2Texture4;
struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
/*@}*/
};
/**
* \name NV_vertex_program runtime state
*/
/*@{*/
/**
* Machine state (i.e. the register file)
*/
struct vp_machine
{
GLfloat Registers[MAX_NV_VERTEX_PROGRAM_TEMPS
+ MAX_NV_VERTEX_PROGRAM_PARAMS
+ MAX_NV_VERTEX_PROGRAM_INPUTS
+ MAX_NV_VERTEX_PROGRAM_OUTPUTS][4];
GLint AddressReg; /* might someday be a 4-vector */
};
/**
* NV_fragment_program runtime state
*/
struct fp_machine
{
GLfloat Registers[MAX_NV_FRAGMENT_PROGRAM_TEMPS
+ MAX_NV_FRAGMENT_PROGRAM_PARAMS
+ MAX_NV_FRAGMENT_PROGRAM_INPUTS
+ MAX_NV_FRAGMENT_PROGRAM_OUTPUTS
+ MAX_NV_FRAGMENT_PROGRAM_WRITE_ONLYS][4];
GLuint CondCodes[4];
};
/* Vertex and fragment instructions */
struct vp_instruction;
struct fp_instruction;
/**
* Program parameters
*/
struct program_parameter
{
const char *Name;
GLfloat Values[4];
GLboolean Constant;
};
/**
* Base class for any kind of program object
*/
struct program
{
GLuint Id;
GLubyte *String; /* Null-terminated program text */
GLenum Target;
GLenum Format; /* String encoding format */
GLint RefCount;
GLboolean Resident;
GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
GLuint NumInstructions; /* GL_ARB_vertex/fragment_program */
GLuint NumTemporaries;
GLuint NumParameters;
GLuint NumAttributes;
GLuint NumAddressRegs;
};
/** Vertex program object */
struct vertex_program
{
struct program Base; /* base class */
struct vp_instruction *Instructions; /* Compiled instructions */
GLboolean IsPositionInvariant; /* GL_NV_vertex_program1_1 */
GLuint InputsRead; /* Bitmask of which input regs are read */
GLuint OutputsWritten; /* Bitmask of which output regs are written to */
};
/** Fragment program object */
struct fragment_program
{
struct program Base; /**< base class */
struct fp_instruction *Instructions; /**< Compiled instructions */
GLuint InputsRead; /**< Bitmask of which input regs are read */
GLuint OutputsWritten; /**< Bitmask of which output regs are written to */
GLuint TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_INDEX bitmask */
GLuint NumAluInstructions; /**< GL_ARB_fragment_program */
GLuint NumTexInstructions;
GLuint NumTexIndirections;
struct program_parameter *Parameters; /**< array [NumParameters] */
GLuint NumParameters;
};
/**
* State common to vertex and fragment programs.
*/
struct program_state {
GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_NV */
const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_NV */
};
/**
* State vars for GL_NV_vertex_program
*/
struct vertex_program_state
{
GLboolean Enabled; /**< GL_VERTEX_PROGRAM_NV */
GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_NV */
GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_NV */
struct vertex_program *Current; /**< ptr to currently bound program */
struct vp_machine Machine; /**< machine state */
GLenum TrackMatrix[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
GLenum TrackMatrixTransform[MAX_NV_VERTEX_PROGRAM_PARAMS / 4];
#if FEATURE_MESA_program_debug
GLprogramcallbackMESA Callback;
GLvoid *CallbackData;
GLboolean CallbackEnabled;
GLuint CurrentPosition;
#endif
};
/*
* State for GL_ARB/NV_fragment_program
*/
struct fragment_program_state
{
GLboolean Enabled; /* GL_VERTEX_PROGRAM_NV */
struct fragment_program *Current; /* ptr to currently bound program */
struct fp_machine Machine; /* machine state */
#if FEATURE_MESA_program_debug
GLprogramcallbackMESA Callback;
GLvoid *CallbackData;
GLboolean CallbackEnabled;
GLuint CurrentPosition;
#endif
};
/*@}*/
/*
* State for GL_ARB_occlusion_query
*/
struct occlusion_state
{
GLboolean Active;
GLuint CurrentQueryObject;
GLuint PassedCounter;
struct _mesa_HashTable *QueryObjects;
};
/**
* State which can be shared by multiple contexts:
*/
struct gl_shared_state {
_glthread_Mutex Mutex; /**< for thread safety */
GLint RefCount; /**< Reference count */
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
struct gl_texture_object *TexObjectList;/**< Linked list of texture objects */
/**
* \name Default texture objects (shared by all multi-texture units)
*/
/*@{*/
struct gl_texture_object *Default1D;
struct gl_texture_object *Default2D;
struct gl_texture_object *Default3D;
struct gl_texture_object *DefaultCubeMap;
struct gl_texture_object *DefaultRect;
/*@}*/
/**
* \name GL_NV_vertex/_program
*/
/*@{*/
struct _mesa_HashTable *Programs;
#if FEATURE_ARB_vertex_program
struct program *DefaultVertexProgram;
#endif
#if FEATURE_ARB_fragment_program
struct program *DefaultFragmentProgram;
#endif
/*@}*/
void *DriverData; /**< Device driver shared state */
};
/**
* Frame buffer.
*
* A "frame buffer" is a color buffer and its optional ancillary buffers:
* depth, accum, stencil, and software-simulated alpha buffers.
* In C++ terms, think of this as a base class from which device drivers
* will make derived classes.
*/
struct gl_frame_buffer {
GLvisual Visual; /**< The corresponding visual */
GLuint Width, Height; /**< size of frame buffer in pixels */
GLboolean UseSoftwareDepthBuffer;
GLboolean UseSoftwareAccumBuffer;
GLboolean UseSoftwareStencilBuffer;
GLboolean UseSoftwareAlphaBuffers;
/** \name Software depth (aka Z) buffer */
/*@{*/
GLvoid *DepthBuffer; /**< array [Width*Height] of GLushort or GLuint*/
/*@}*/
/** \name Software stencil buffer */
/*@{*/
GLstencil *Stencil; /**< array [Width*Height] of GLstencil values */
/*@}*/
/** \name Software accumulation buffer */
/*@{*/
GLaccum *Accum; /**< array [4*Width*Height] of GLaccum values */
/*@}*/
/** \name Software alpha planes */
/*@{*/
GLvoid *FrontLeftAlpha; /**< array [Width*Height] of GLubyte */
GLvoid *BackLeftAlpha; /**< array [Width*Height] of GLubyte */
GLvoid *FrontRightAlpha; /**< array [Width*Height] of GLubyte */
GLvoid *BackRightAlpha; /**< array [Width*Height] of GLubyte */
/*@}*/
/**
* \name Drawing bounds
*
* Intersection of window size and scissor box
*/
/*@{*/
GLint _Xmin; /**< inclusive */
GLint _Ymin; /**< inclusive */
GLint _Xmax; /**< exclusive */
GLint _Ymax; /**< exclusive */
/*@}*/
};
/**
* Constants which may be overridden by device driver during context creation
* but are never changed after that.
*/
struct gl_constants {
GLint MaxTextureLevels; /**< Maximum number of allowed mipmap levels. */
GLint Max3DTextureLevels; /**< Maximum number of allowed mipmap levels for 3D texture targets. */
GLint MaxCubeTextureLevels; /**< Maximum number of allowed mipmap levels for GL_ARB_texture_cube_map */
GLint MaxTextureRectSize; /* GL_NV_texture_rectangle */
GLuint MaxTextureCoordUnits;
GLuint MaxTextureImageUnits;
GLuint MaxTextureUnits; /* = MAX(CoordUnits, ImageUnits) */
GLfloat MaxTextureMaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /* GL_EXT_texture_lod_bias */
GLuint MaxArrayLockSize;
GLint SubPixelBits;
GLfloat MinPointSize, MaxPointSize; /* aliased */
GLfloat MinPointSizeAA, MaxPointSizeAA; /* antialiased */
GLfloat PointSizeGranularity;
GLfloat MinLineWidth, MaxLineWidth; /* aliased */
GLfloat MinLineWidthAA, MaxLineWidthAA; /* antialiased */
GLfloat LineWidthGranularity;
GLuint NumAuxBuffers;
GLuint MaxColorTableSize;
GLuint MaxConvolutionWidth;
GLuint MaxConvolutionHeight;
GLuint MaxClipPlanes;
GLuint MaxLights;
GLfloat MaxShininess; /* GL_NV_light_max_exponent */
GLfloat MaxSpotExponent; /* GL_NV_light_max_exponent */
/* GL_ARB_vertex_program */
GLuint MaxVertexProgramInstructions;
GLuint MaxVertexProgramAttribs;
GLuint MaxVertexProgramTemps;
GLuint MaxVertexProgramLocalParams;
GLuint MaxVertexProgramEnvParams;
GLuint MaxVertexProgramAddressRegs;
/* GL_ARB_fragment_program */
GLuint MaxFragmentProgramInstructions;
GLuint MaxFragmentProgramAttribs;
GLuint MaxFragmentProgramTemps;
GLuint MaxFragmentProgramLocalParams;
GLuint MaxFragmentProgramEnvParams;
GLuint MaxFragmentProgramAddressRegs;
GLuint MaxFragmentProgramAluInstructions;
GLuint MaxFragmentProgramTexInstructions;
GLuint MaxFragmentProgramTexIndirections;
/* vertex or fragment program */
GLuint MaxProgramMatrices;
GLuint MaxProgramMatrixStackDepth;
};
/**
* List of extensions.
*/
struct gl_extensions {
/**
* \name Flags to quickly test if certain extensions are available.
*
* Not every extension needs to have such a flag, but it's encouraged.
*/
/*@{*/
GLboolean dummy; /* don't remove this! */
GLboolean ARB_depth_texture;
GLboolean ARB_fragment_program;
GLboolean ARB_imaging;
GLboolean ARB_multisample;
GLboolean ARB_multitexture;
GLboolean ARB_occlusion_query;
GLboolean ARB_shadow;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_compression;
GLboolean ARB_texture_cube_map;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_crossbar;
GLboolean ARB_texture_env_dot3;
GLboolean ARB_texture_mirrored_repeat;
GLboolean ARB_texture_non_power_of_two;
GLboolean ARB_vertex_buffer_object;
GLboolean ARB_vertex_program;
GLboolean ARB_window_pos;
GLboolean ATI_texture_mirror_once;
GLboolean ATI_texture_env_combine3;
GLboolean EXT_blend_color;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_logic_op;
GLboolean EXT_blend_minmax;
GLboolean EXT_blend_subtract;
GLboolean EXT_convolution;
GLboolean EXT_compiled_vertex_array;
GLboolean EXT_depth_bounds_test;
GLboolean EXT_fog_coord;
GLboolean EXT_histogram;
GLboolean EXT_multi_draw_arrays;
GLboolean EXT_paletted_texture;
GLboolean EXT_point_parameters;
GLboolean EXT_shadow_funcs;
GLboolean EXT_secondary_color;
GLboolean EXT_shared_texture_palette;
GLboolean EXT_stencil_wrap;
GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;
GLboolean EXT_texture_compression_s3tc;
GLboolean EXT_texture_env_add;
GLboolean EXT_texture_env_combine;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
GLboolean EXT_texture_lod_bias;
GLboolean EXT_vertex_array_set;
GLboolean HP_occlusion_test;
GLboolean IBM_rasterpos_clip;
GLboolean MESA_pack_invert;
GLboolean MESA_packed_depth_stencil;
GLboolean MESA_program_debug;
GLboolean MESA_resize_buffers;
GLboolean MESA_ycbcr_texture;
GLboolean NV_blend_square;
GLboolean NV_fragment_program;
GLboolean NV_point_sprite;
GLboolean NV_texture_rectangle;
GLboolean NV_vertex_program;
GLboolean NV_vertex_program1_1;
GLboolean SGI_color_matrix;
GLboolean SGI_color_table;
GLboolean SGI_texture_color_table;
GLboolean SGIS_generate_mipmap;
GLboolean SGIS_pixel_texture;
GLboolean SGIS_texture_edge_clamp;
GLboolean SGIX_depth_texture;
GLboolean SGIX_pixel_texture;
GLboolean SGIX_shadow;
GLboolean SGIX_shadow_ambient; /* or GL_ARB_shadow_ambient */
GLboolean TDFX_texture_compression_FXT1;
GLboolean APPLE_client_storage;
/*@}*/
/* The extension string */
const GLubyte *String;
};
/**
* A stack of matrices (projection, modelview, color, texture, etc).
*/
struct matrix_stack
{
GLmatrix *Top; /**< points into Stack */
GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
GLuint Depth; /**< 0 <= Depth < MaxDepth */
GLuint MaxDepth; /**< size of Stack[] array */
GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
};
/**
* \name Bits for image transfer operations
*
* \sa __GLcontextRec::ImageTransferState.
*/
/*@{*/
#define IMAGE_SCALE_BIAS_BIT 0x1
#define IMAGE_SHIFT_OFFSET_BIT 0x2
#define IMAGE_MAP_COLOR_BIT 0x4
#define IMAGE_COLOR_TABLE_BIT 0x8
#define IMAGE_CONVOLUTION_BIT 0x10
#define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
#define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
#define IMAGE_COLOR_MATRIX_BIT 0x80
#define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
#define IMAGE_HISTOGRAM_BIT 0x200
#define IMAGE_MIN_MAX_BIT 0x400
/** Transfer ops up to convolution */
#define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
IMAGE_SHIFT_OFFSET_BIT | \
IMAGE_MAP_COLOR_BIT | \
IMAGE_COLOR_TABLE_BIT)
/** Transfer ops after convolution */
#define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
IMAGE_COLOR_MATRIX_BIT | \
IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
IMAGE_HISTOGRAM_BIT | \
IMAGE_MIN_MAX_BIT)
/*@}*/
/**
* \name Bits to indicate what state has changed.
*
* 6 unused flags.
*/
/*@{*/
#define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
#define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
#define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
#define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */
#define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
#define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
#define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
#define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
#define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
#define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
#define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
#define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
#define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
#define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
#define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
#define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
#define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
#define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
#define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
#define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
#define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
#define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
#define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
#define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
#define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
#define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
#define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
#define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
#define _NEW_ALL ~0
/*@}*/
/**
* \name Bits to track array state changes
*
* Also used to summarize array enabled.
*/
/*@{*/
#define _NEW_ARRAY_VERTEX VERT_BIT_POS
#define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
#define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
#define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
#define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
#define _NEW_ARRAY_INDEX VERT_BIT_SIX
#define _NEW_ARRAY_EDGEFLAG VERT_BIT_SEVEN
#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
#define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
#define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
#define _NEW_ARRAY_ATTRIB_0 0x1 /* alias conventional arrays */
#define _NEW_ARRAY_ALL 0xffffffff
#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
#define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
/*@}*/
/**
* \name A bunch of flags that we think might be useful to drivers.
*
* Set in the __GLcontextRec::_TriangleCaps bitfield.
*/
/*@{*/
#define DD_FLATSHADE 0x1
#define DD_SEPARATE_SPECULAR 0x2
#define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
#define DD_TRI_LIGHT_TWOSIDE 0x8
#define DD_TRI_UNFILLED 0x10
#define DD_TRI_SMOOTH 0x20
#define DD_TRI_STIPPLE 0x40
#define DD_TRI_OFFSET 0x80
#define DD_LINE_SMOOTH 0x100
#define DD_LINE_STIPPLE 0x200
#define DD_LINE_WIDTH 0x400
#define DD_POINT_SMOOTH 0x800
#define DD_POINT_SIZE 0x1000
#define DD_POINT_ATTEN 0x2000
/*@}*/
/**
* \name Define the state changes under which each of these bits might change
*/
/*@{*/
#define _DD_NEW_FLATSHADE _NEW_LIGHT
#define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG)
#define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
#define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
#define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
#define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
#define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
#define _DD_NEW_TRI_OFFSET _NEW_POLYGON
#define _DD_NEW_LINE_SMOOTH _NEW_LINE
#define _DD_NEW_LINE_STIPPLE _NEW_LINE
#define _DD_NEW_LINE_WIDTH _NEW_LINE
#define _DD_NEW_POINT_SMOOTH _NEW_POINT
#define _DD_NEW_POINT_SIZE _NEW_POINT
#define _DD_NEW_POINT_ATTEN _NEW_POINT
/*@}*/
#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
_NEW_TEXTURE | \
_NEW_POINT | \
_NEW_MODELVIEW)
#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
_NEW_TEXTURE)
#define _IMAGE_NEW_TRANSFER_STATE (_NEW_PIXEL | _NEW_COLOR_MATRIX)
/*
* Forward declaration of display list data types:
*/
union node;
typedef union node Node;
/* This has to be included here. */
#include "dd.h"
#define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
/**
* Core Mesa's support for tnl modules:
*/
struct gl_tnl_module {
/**
* Vertex format to be lazily swapped into current dispatch.
*/
GLvertexformat *Current;
/**
* \name Record of functions swapped out.
* On restore, only need to swap these functions back in.
*/
/*@{*/
void *Swapped[NUM_VERTEX_FORMAT_ENTRIES][2];
GLuint SwapCount;
/*@}*/
};
/**
* Mesa context
*
* This is the central context data structure for Mesa. Almost all
* OpenGL state is contained in this structure.
* Think of this as a base class from which device drivers will derive
* sub classes.
*/
struct __GLcontextRec {
/**
* \name OS related interfaces.
*
* These \b must be the first members of this structure, because they are
* exposed to the outside world (i.e. GLX extension).
*/
/*@{*/
__GLimports imports;
__GLexports exports;
/*@}*/
/** State possibly shared with other contexts in the address space */
struct gl_shared_state *Shared;
/** \name API function pointer tables */
/*@{*/
struct _glapi_table *Save; /**< Display list save functions */
struct _glapi_table *Exec; /**< Execute functions */
struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
/*@}*/
GLboolean ExecPrefersFloat; /**< What preference for color conversion? */
GLboolean SavePrefersFloat;
GLvisual Visual;
GLframebuffer *DrawBuffer; /**< buffer for writing */
GLframebuffer *ReadBuffer; /**< buffer for reading */
/**
* Device driver function pointer table
*/
struct dd_function_table Driver;
void *DriverCtx; /**< Points to device driver context/state */
void *DriverMgrCtx; /**< Points to device driver manager (optional)*/
/** Core/Driver constants */
struct gl_constants Const;
/** \name The various 4x4 matrix stacks */
/*@{*/
struct matrix_stack ModelviewMatrixStack;
struct matrix_stack ProjectionMatrixStack;
struct matrix_stack ColorMatrixStack;
struct matrix_stack TextureMatrixStack[MAX_TEXTURE_COORD_UNITS];
struct matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
struct matrix_stack *CurrentStack; /**< Points to one of the above stacks */
/*@}*/
/** Combined modelview and projection matrix */
GLmatrix _ModelProjectMatrix;
/** \name Display lists */
/*@{*/
GLuint CallDepth; /**< Current recursion calling depth */
GLboolean ExecuteFlag; /**< Execute GL commands? */
GLboolean CompileFlag; /**< Compile GL commands into display list? */
Node *CurrentListPtr; /**< Head of list being compiled */
GLuint CurrentListNum; /**< Number of the list being compiled */
Node *CurrentBlock; /**< Pointer to current block of nodes */
GLuint CurrentPos; /**< Index into current block of nodes */
/*@}*/
/** Extensions */
struct gl_extensions Extensions;
/** \name Renderer attribute stack */
/*@{*/
GLuint AttribStackDepth;
struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
/*@}*/
/** \name Renderer attribute groups
*
* We define a struct for each attribute group to make pushing and popping
* attributes easy. Also it's a good organization.
*/
/*@{*/
struct gl_accum_attrib Accum; /**< Accumulation buffer attributes */
struct gl_colorbuffer_attrib Color; /**< Color buffers attributes */
struct gl_current_attrib Current; /**< Current attributes */
struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
struct gl_eval_attrib Eval; /**< Eval attributes */
struct gl_fog_attrib Fog; /**< Fog attributes */
struct gl_hint_attrib Hint; /**< Hint attributes */
struct gl_light_attrib Light; /**< Light attributes */
struct gl_line_attrib Line; /**< Line attributes */
struct gl_list_attrib List; /**< List attributes */
struct gl_multisample_attrib Multisample;
struct gl_pixel_attrib Pixel; /**< Pixel attributes */
struct gl_point_attrib Point; /**< Point attributes */
struct gl_polygon_attrib Polygon; /**< Polygon attributes */
GLuint PolygonStipple[32]; /**< Polygon stipple */
struct gl_scissor_attrib Scissor; /**< Scissor attributes */
struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
struct gl_texture_attrib Texture; /**< Texture attributes */
struct gl_transform_attrib Transform; /**< Transformation attributes */
struct gl_viewport_attrib Viewport; /**< Viewport attributes */
/*@}*/
/** \name Other attribute groups */
/*@{*/
struct gl_histogram_attrib Histogram;
struct gl_minmax_attrib MinMax;
struct gl_convolution_attrib Convolution1D;
struct gl_convolution_attrib Convolution2D;
struct gl_convolution_attrib Separable2D;
/*@}*/
/** \name Client attribute stack */
/*@{*/
GLuint ClientAttribStackDepth;
struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
/*@}*/
/** \name Client attribute groups */
/*@{*/
struct gl_array_attrib Array; /**< Vertex arrays */
struct gl_pixelstore_attrib Pack; /**< Pixel packing */
struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
struct gl_evaluators EvalMap; /**< All evaluators */
struct gl_feedback Feedback; /**< Feedback */
struct gl_selection Select; /**< Selection */
struct gl_color_table ColorTable; /**< Pre-convolution */
struct gl_color_table ProxyColorTable; /**< Pre-convolution */
struct gl_color_table PostConvolutionColorTable;
struct gl_color_table ProxyPostConvolutionColorTable;
struct gl_color_table PostColorMatrixColorTable;
struct gl_color_table ProxyPostColorMatrixColorTable;
struct program_state Program; /**< for vertex or fragment progs */
struct vertex_program_state VertexProgram; /**< GL_NV_vertex_program */
struct fragment_program_state FragmentProgram; /**< GL_NV_fragment_program */
struct occlusion_state Occlusion; /**< GL_ARB_occlusion_query */
GLenum ErrorValue; /**< Last error code */
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLuint NewState; /**< bitwise-or of _NEW_* flags */
/*@}*/
/** \name Derived */
/*@{*/
GLuint _TriangleCaps; /**< bitwise-or of DD_* flags */
GLuint _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
GLfloat _EyeZDir[3];
GLfloat _ModelViewInvScale;
GLuint _NeedEyeCoords;
GLuint _ForceEyeCoords;
GLboolean _RotateMode;
GLenum _CurrentProgram; /* currently executing program */
struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
/**@}*/
struct gl_list_extensions listext; /**< driver dlist extensions */
GLboolean OcclusionResult; /**< for GL_HP_occlusion_test */
GLboolean OcclusionResultSaved; /**< for GL_HP_occlusion_test */
GLuint _Facing; /**< This is a hack for 2-sided stencil test.
*
* We don't have a better way to communicate this value from
* swrast_setup to swrast. */
/** \name Z buffer stuff */
/*@{*/
GLuint DepthMax; /**< Max depth buffer value */
GLfloat DepthMaxF; /**< Float max depth buffer value */
GLfloat MRD; /**< minimum resolvable difference in Z values */
/*@}*/
/** Should 3Dfx Glide driver catch signals? */
GLboolean CatchSignals;
/** \name For debugging/development only */
/*@{*/
GLboolean NoRaster;
GLboolean FirstTimeCurrent;
/*@}*/
/** Dither disable via MESA_NO_DITHER env var */
GLboolean NoDither;
GLboolean Rendering;
#if defined(MESA_TRACE)
struct _glapi_table *TraceDispatch;
trace_context_t *TraceCtx;
#else
void *TraceDispatch;
void *TraceCtx;
#endif
/** Core tnl module support */
struct gl_tnl_module TnlModule;
/**
* \name Hooks for module contexts.
*
* These will eventually live in the driver or elsewhere.
*/
/*@{*/
void *swrast_context;
void *swsetup_context;
void *swtnl_context;
void *swtnl_im;
void *acache_context;
void *aelt_context;
/*@}*/
};
/** The string names for GL_POINT, GL_LINE_LOOP, etc */
extern const char *_mesa_prim_name[GL_POLYGON+4];
#ifdef MESA_DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
# ifndef NDEBUG
# define NDEBUG
# endif
#endif
enum _verbose {
VERBOSE_VARRAY = 0x0001,
VERBOSE_TEXTURE = 0x0002,
VERBOSE_IMMEDIATE = 0x0004,
VERBOSE_PIPELINE = 0x0008,
VERBOSE_DRIVER = 0x0010,
VERBOSE_STATE = 0x0020,
VERBOSE_API = 0x0040,
VERBOSE_DISPLAY_LIST = 0x0100,
VERBOSE_LIGHTING = 0x0200,
VERBOSE_PRIMS = 0x0400,
VERBOSE_VERTS = 0x0800
};
enum _debug {
DEBUG_ALWAYS_FLUSH = 0x1
};
#define Elements(x) sizeof(x)/sizeof(*(x))
/**
* Flush vertices.
*
* \param ctx GL context.
* \param newstate new state.
*
* Checks if dd_function_table::NeedFlush is marked to flush stored vertices,
* and calls dd_function_table::FlushVertices if so. Marks
* __GLcontextRec::NewState with \p newstate.
*
* \todo Eventually let the driver specify what state changes require a flush:
*/
#define FLUSH_VERTICES(ctx, newstate) \
do { \
if (MESA_VERBOSE & VERBOSE_STATE) \
_mesa_debug(ctx, "FLUSH_VERTICES in %s\n", __FUNCTION__); \
if (ctx->Driver.NeedFlush & FLUSH_STORED_VERTICES) \
ctx->Driver.FlushVertices(ctx, FLUSH_STORED_VERTICES); \
ctx->NewState |= newstate; \
} while (0)
/**
* Flush current state.
*
* \param ctx GL context.
* \param newstate new state.
*
* Checks if dd_function_table::NeedFlush is marked to flush current state,
* and calls dd_function_table::FlushVertices if so. Marks
* __GLcontextRec::NewState with \p newstate.
*/
#define FLUSH_CURRENT(ctx, newstate) \
do { \
if (MESA_VERBOSE & VERBOSE_STATE) \
_mesa_debug(ctx, "FLUSH_CURRENT in %s\n", __FUNCTION__); \
if (ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT) \
ctx->Driver.FlushVertices(ctx, FLUSH_UPDATE_CURRENT); \
ctx->NewState |= newstate; \
} while (0)
/**
* Macro to assert that the API call was made outside the
* glBegin()/glEnd() pair, with return value.
*
* \param ctx GL context.
* \param retval value to return value in case the assertion fails.
*/
#define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval) \
do { \
if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \
_mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \
return retval; \
} \
} while (0)
/**
* Macro to assert that the API call was made outside the
* glBegin()/glEnd() pair.
*
* \param ctx GL context.
*/
#define ASSERT_OUTSIDE_BEGIN_END(ctx) \
do { \
if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \
_mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \
return; \
} \
} while (0)
/**
* Macro to assert that the API call was made outside the
* glBegin()/glEnd() pair and flush the vertices.
*
* \param ctx GL context.
*/
#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx) \
do { \
ASSERT_OUTSIDE_BEGIN_END(ctx); \
FLUSH_VERTICES(ctx, 0); \
} while (0)
/**
* Macro to assert that the API call was made outside the
* glBegin()/glEnd() pair and flush the vertices, with return value.
*
* \param ctx GL context.
* \param retval value to return value in case the assertion fails.
*/
#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, retval) \
do { \
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval); \
FLUSH_VERTICES(ctx, 0); \
} while (0)
#endif /* TYPES_H */