1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23  * OTHER DEALINGS IN THE SOFTWARE.
24  */
25 
26 /**
27  * \file mtypes.h
28  * Main Mesa data structures.
29  *
30  * Please try to mark derived values with a leading underscore ('_').
31  */
32 
33 #ifndef MTYPES_H
34 #define MTYPES_H
35 
36 
37 #include <stdint.h>             /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40 
41 #include "main/glheader.h"
42 #include "main/glthread.h"
43 #include "main/menums.h"
44 #include "main/config.h"
45 #include "glapi/glapi.h"
46 #include "math/m_matrix.h"	/* GLmatrix */
47 #include "compiler/shader_enums.h"
48 #include "compiler/shader_info.h"
49 #include "main/formats.h"       /* MESA_FORMAT_COUNT */
50 #include "compiler/glsl/list.h"
51 #include "util/simple_mtx.h"
52 #include "util/u_dynarray.h"
53 #include "vbo/vbo.h"
54 
55 
56 #ifdef __cplusplus
57 extern "C" {
58 #endif
59 
60 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
61 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
62 
63 
64 /**
65  * \name Some forward type declarations
66  */
67 /*@{*/
68 struct _mesa_HashTable;
69 struct gl_attrib_node;
70 struct gl_list_extensions;
71 struct gl_meta_state;
72 struct gl_program_cache;
73 struct gl_texture_object;
74 struct gl_debug_state;
75 struct gl_context;
76 struct st_context;
77 struct gl_uniform_storage;
78 struct prog_instruction;
79 struct gl_program_parameter_list;
80 struct gl_shader_spirv_data;
81 struct set;
82 struct shader_includes;
83 /*@}*/
84 
85 
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_MAX                 GL_PATCHES
88 #define PRIM_OUTSIDE_BEGIN_END   (PRIM_MAX + 1)
89 #define PRIM_UNKNOWN             (PRIM_MAX + 2)
90 
91 /**
92  * Determine if the given gl_varying_slot appears in the fragment shader.
93  */
94 static inline GLboolean
_mesa_varying_slot_in_fs(gl_varying_slot slot)95 _mesa_varying_slot_in_fs(gl_varying_slot slot)
96 {
97    switch (slot) {
98    case VARYING_SLOT_PSIZ:
99    case VARYING_SLOT_BFC0:
100    case VARYING_SLOT_BFC1:
101    case VARYING_SLOT_EDGE:
102    case VARYING_SLOT_CLIP_VERTEX:
103    case VARYING_SLOT_LAYER:
104    case VARYING_SLOT_TESS_LEVEL_OUTER:
105    case VARYING_SLOT_TESS_LEVEL_INNER:
106    case VARYING_SLOT_BOUNDING_BOX0:
107    case VARYING_SLOT_BOUNDING_BOX1:
108    case VARYING_SLOT_VIEWPORT_MASK:
109       return GL_FALSE;
110    default:
111       return GL_TRUE;
112    }
113 }
114 
115 /**
116  * Bit flags for all renderbuffers
117  */
118 #define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
119 #define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
120 #define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
121 #define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
122 #define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
123 #define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
124 #define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
125 #define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
126 #define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
127 #define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
128 #define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
129 #define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
130 #define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
131 #define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
132 #define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
133 #define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
134 #define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
135 #define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
136 #define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
137 
138 /**
139  * Mask of all the color buffer bits (but not accum).
140  */
141 #define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
142                             BUFFER_BIT_BACK_LEFT | \
143                             BUFFER_BIT_FRONT_RIGHT | \
144                             BUFFER_BIT_BACK_RIGHT | \
145                             BUFFER_BIT_AUX0 | \
146                             BUFFER_BIT_COLOR0 | \
147                             BUFFER_BIT_COLOR1 | \
148                             BUFFER_BIT_COLOR2 | \
149                             BUFFER_BIT_COLOR3 | \
150                             BUFFER_BIT_COLOR4 | \
151                             BUFFER_BIT_COLOR5 | \
152                             BUFFER_BIT_COLOR6 | \
153                             BUFFER_BIT_COLOR7)
154 
155 /* Mask of bits for depth+stencil buffers */
156 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
157 
158 /**
159  * Framebuffer configuration (aka visual / pixelformat)
160  * Note: some of these fields should be boolean, but it appears that
161  * code in drivers/dri/common/util.c requires int-sized fields.
162  */
163 struct gl_config
164 {
165    GLboolean floatMode;
166    GLuint doubleBufferMode;
167    GLuint stereoMode;
168 
169    GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
170    GLuint redMask, greenMask, blueMask, alphaMask;
171    GLint redShift, greenShift, blueShift, alphaShift;
172    GLint rgbBits;		/* total bits for rgb */
173 
174    GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
175    GLint depthBits;
176    GLint stencilBits;
177 
178    GLint numAuxBuffers;
179 
180    GLint level;
181 
182    /* EXT_visual_rating / GLX 1.2 */
183    GLint visualRating;
184 
185    /* EXT_visual_info / GLX 1.2 */
186    GLint transparentPixel;
187    /*    colors are floats scaled to ints */
188    GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
189    GLint transparentIndex;
190 
191    /* ARB_multisample / SGIS_multisample */
192    GLint sampleBuffers;
193    GLuint samples;
194 
195    /* SGIX_pbuffer / GLX 1.3 */
196    GLint maxPbufferWidth;
197    GLint maxPbufferHeight;
198    GLint maxPbufferPixels;
199    GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
200    GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
201 
202    /* OML_swap_method */
203    GLint swapMethod;
204 
205    /* EXT_texture_from_pixmap */
206    GLint bindToTextureRgb;
207    GLint bindToTextureRgba;
208    GLint bindToMipmapTexture;
209    GLint bindToTextureTargets;
210    GLint yInverted;
211 
212    /* EXT_framebuffer_sRGB */
213    GLint sRGBCapable;
214 
215    /* EGL_KHR_mutable_render_buffer */
216    GLuint mutableRenderBuffer; /* bool */
217 };
218 
219 
220 /**
221  * \name Bit flags used for updating material values.
222  */
223 /*@{*/
224 #define MAT_ATTRIB_FRONT_AMBIENT           0
225 #define MAT_ATTRIB_BACK_AMBIENT            1
226 #define MAT_ATTRIB_FRONT_DIFFUSE           2
227 #define MAT_ATTRIB_BACK_DIFFUSE            3
228 #define MAT_ATTRIB_FRONT_SPECULAR          4
229 #define MAT_ATTRIB_BACK_SPECULAR           5
230 #define MAT_ATTRIB_FRONT_EMISSION          6
231 #define MAT_ATTRIB_BACK_EMISSION           7
232 #define MAT_ATTRIB_FRONT_SHININESS         8
233 #define MAT_ATTRIB_BACK_SHININESS          9
234 #define MAT_ATTRIB_FRONT_INDEXES           10
235 #define MAT_ATTRIB_BACK_INDEXES            11
236 #define MAT_ATTRIB_MAX                     12
237 
238 #define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
239 #define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
240 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
241 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
242 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
243 #define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
244 
245 #define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
246 #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
247 #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
248 #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
249 #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
250 #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
251 #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
252 #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
253 #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
254 #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
255 #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
256 #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
257 
258 
259 #define FRONT_MATERIAL_BITS   (MAT_BIT_FRONT_EMISSION | \
260                                MAT_BIT_FRONT_AMBIENT | \
261                                MAT_BIT_FRONT_DIFFUSE | \
262                                MAT_BIT_FRONT_SPECULAR | \
263                                MAT_BIT_FRONT_SHININESS | \
264                                MAT_BIT_FRONT_INDEXES)
265 
266 #define BACK_MATERIAL_BITS    (MAT_BIT_BACK_EMISSION | \
267                                MAT_BIT_BACK_AMBIENT | \
268                                MAT_BIT_BACK_DIFFUSE | \
269                                MAT_BIT_BACK_SPECULAR | \
270                                MAT_BIT_BACK_SHININESS | \
271                                MAT_BIT_BACK_INDEXES)
272 
273 #define ALL_MATERIAL_BITS     (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
274 /*@}*/
275 
276 
277 /**
278  * Material state.
279  */
280 struct gl_material
281 {
282    GLfloat Attrib[MAT_ATTRIB_MAX][4];
283 };
284 
285 
286 /**
287  * Light state flags.
288  */
289 /*@{*/
290 #define LIGHT_SPOT         0x1
291 #define LIGHT_LOCAL_VIEWER 0x2
292 #define LIGHT_POSITIONAL   0x4
293 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
294 /*@}*/
295 
296 
297 /**
298  * Light source state.
299  */
300 struct gl_light
301 {
302    GLfloat Ambient[4];		/**< ambient color */
303    GLfloat Diffuse[4];		/**< diffuse color */
304    GLfloat Specular[4];		/**< specular color */
305    GLfloat EyePosition[4];	/**< position in eye coordinates */
306    GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
307    GLfloat SpotExponent;
308    GLfloat SpotCutoff;		/**< in degrees */
309    GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
310    GLfloat ConstantAttenuation;
311    GLfloat LinearAttenuation;
312    GLfloat QuadraticAttenuation;
313    GLboolean Enabled;		/**< On/off flag */
314 
315    /**
316     * \name Derived fields
317     */
318    /*@{*/
319    GLbitfield _Flags;		/**< Mask of LIGHT_x bits defined above */
320 
321    GLfloat _Position[4];	/**< position in eye/obj coordinates */
322    GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
323    GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
324    GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
325    GLfloat _VP_inf_spot_attenuation;
326 
327    GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
328    GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
329    GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
330    /*@}*/
331 };
332 
333 
334 /**
335  * Light model state.
336  */
337 struct gl_lightmodel
338 {
339    GLfloat Ambient[4];		/**< ambient color */
340    GLboolean LocalViewer;	/**< Local (or infinite) view point? */
341    GLboolean TwoSide;		/**< Two (or one) sided lighting? */
342    GLenum16 ColorControl;	/**< either GL_SINGLE_COLOR
343                                      or GL_SEPARATE_SPECULAR_COLOR */
344 };
345 
346 
347 /**
348  * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
349  */
350 struct gl_accum_attrib
351 {
352    GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
353 };
354 
355 
356 /**
357  * Used for storing clear color, texture border color, etc.
358  * The float values are typically unclamped.
359  */
360 union gl_color_union
361 {
362    GLfloat f[4];
363    GLint i[4];
364    GLuint ui[4];
365 };
366 
367 
368 /**
369  * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
370  */
371 struct gl_colorbuffer_attrib
372 {
373    GLuint ClearIndex;                      /**< Index for glClear */
374    union gl_color_union ClearColor;        /**< Color for glClear, unclamped */
375    GLuint IndexMask;                       /**< Color index write mask */
376 
377    /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
378    GLbitfield ColorMask;
379 
380    GLenum16 DrawBuffer[MAX_DRAW_BUFFERS];  /**< Which buffer to draw into */
381 
382    /**
383     * \name alpha testing
384     */
385    /*@{*/
386    GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
387    GLenum16 AlphaFunc;			/**< Alpha test function */
388    GLfloat AlphaRefUnclamped;
389    GLclampf AlphaRef;			/**< Alpha reference value */
390    /*@}*/
391 
392    /**
393     * \name Blending
394     */
395    /*@{*/
396    GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
397 
398    /* NOTE: this does _not_ depend on fragment clamping or any other clamping
399     * control, only on the fixed-pointness of the render target.
400     * The query does however depend on fragment color clamping.
401     */
402    GLfloat BlendColorUnclamped[4];      /**< Blending color */
403    GLfloat BlendColor[4];		/**< Blending color */
404 
405    struct
406    {
407       GLenum16 SrcRGB;             /**< RGB blend source term */
408       GLenum16 DstRGB;             /**< RGB blend dest term */
409       GLenum16 SrcA;               /**< Alpha blend source term */
410       GLenum16 DstA;               /**< Alpha blend dest term */
411       GLenum16 EquationRGB;        /**< GL_ADD, GL_SUBTRACT, etc. */
412       GLenum16 EquationA;          /**< GL_ADD, GL_SUBTRACT, etc. */
413       /**
414        * Set if any blend factor uses SRC1.  Computed at the time blend factors
415        * get set.
416        */
417       GLboolean _UsesDualSrc;
418    } Blend[MAX_DRAW_BUFFERS];
419    /** Are the blend func terms currently different for each buffer/target? */
420    GLboolean _BlendFuncPerBuffer;
421    /** Are the blend equations currently different for each buffer/target? */
422    GLboolean _BlendEquationPerBuffer;
423 
424    /**
425     * Which advanced blending mode is in use (or BLEND_NONE).
426     *
427     * KHR_blend_equation_advanced only allows advanced blending with a single
428     * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
429     * requires all draw buffers to match, so we only need a single value.
430     */
431    enum gl_advanced_blend_mode _AdvancedBlendMode;
432 
433    /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
434    bool BlendCoherent;
435    /*@}*/
436 
437    /**
438     * \name Logic op
439     */
440    /*@{*/
441    GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
442    GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
443    GLenum16 LogicOp;			/**< Logic operator */
444    enum gl_logicop_mode _LogicOp;
445    /*@}*/
446 
447    GLboolean DitherFlag;           /**< Dither enable flag */
448 
449    GLboolean _ClampFragmentColor;  /** < with GL_FIXED_ONLY_ARB resolved */
450    GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
451    GLenum16 ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
452 
453    GLboolean sRGBEnabled;  /**< Framebuffer sRGB blending/updating requested */
454 };
455 
456 
457 /**
458  * Vertex format to describe a vertex element.
459  */
460 struct gl_vertex_format
461 {
462    GLenum16 Type;        /**< datatype: GL_FLOAT, GL_INT, etc */
463    GLenum16 Format;      /**< default: GL_RGBA, but may be GL_BGRA */
464    enum pipe_format _PipeFormat:16; /**< pipe_format for Gallium */
465    GLubyte Size:5;       /**< components per element (1,2,3,4) */
466    GLubyte Normalized:1; /**< GL_ARB_vertex_program */
467    GLubyte Integer:1;    /**< Integer-valued? */
468    GLubyte Doubles:1;    /**< double values are not converted to floats */
469    GLubyte _ElementSize; /**< Size of each element in bytes */
470 };
471 
472 
473 /**
474  * Current attribute group (GL_CURRENT_BIT).
475  */
476 struct gl_current_attrib
477 {
478    /**
479     * \name Current vertex attributes (color, texcoords, etc).
480     * \note Values are valid only after FLUSH_VERTICES has been called.
481     * \note Index and Edgeflag current values are stored as floats in the
482     * SIX and SEVEN attribute slots.
483     * \note We need double storage for 64-bit vertex attributes
484     */
485    GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
486 
487    /**
488     * \name Current raster position attributes (always up to date after a
489     * glRasterPos call).
490     */
491    GLfloat RasterPos[4];
492    GLfloat RasterDistance;
493    GLfloat RasterColor[4];
494    GLfloat RasterSecondaryColor[4];
495    GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
496    GLboolean RasterPosValid;
497 };
498 
499 
500 /**
501  * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
502  */
503 struct gl_depthbuffer_attrib
504 {
505    GLenum16 Func;		/**< Function for depth buffer compare */
506    GLclampd Clear;		/**< Value to clear depth buffer to */
507    GLboolean Test;		/**< Depth buffering enabled flag */
508    GLboolean Mask;		/**< Depth buffer writable? */
509    GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
510    GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
511 };
512 
513 
514 /**
515  * Evaluator attribute group (GL_EVAL_BIT).
516  */
517 struct gl_eval_attrib
518 {
519    /**
520     * \name Enable bits
521     */
522    /*@{*/
523    GLboolean Map1Color4;
524    GLboolean Map1Index;
525    GLboolean Map1Normal;
526    GLboolean Map1TextureCoord1;
527    GLboolean Map1TextureCoord2;
528    GLboolean Map1TextureCoord3;
529    GLboolean Map1TextureCoord4;
530    GLboolean Map1Vertex3;
531    GLboolean Map1Vertex4;
532    GLboolean Map2Color4;
533    GLboolean Map2Index;
534    GLboolean Map2Normal;
535    GLboolean Map2TextureCoord1;
536    GLboolean Map2TextureCoord2;
537    GLboolean Map2TextureCoord3;
538    GLboolean Map2TextureCoord4;
539    GLboolean Map2Vertex3;
540    GLboolean Map2Vertex4;
541    GLboolean AutoNormal;
542    /*@}*/
543 
544    /**
545     * \name Map Grid endpoints and divisions and calculated du values
546     */
547    /*@{*/
548    GLint MapGrid1un;
549    GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
550    GLint MapGrid2un, MapGrid2vn;
551    GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
552    GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
553    /*@}*/
554 };
555 
556 
557 /**
558  * Compressed fog mode.
559  */
560 enum gl_fog_mode
561 {
562    FOG_NONE,
563    FOG_LINEAR,
564    FOG_EXP,
565    FOG_EXP2,
566 };
567 
568 
569 /**
570  * Fog attribute group (GL_FOG_BIT).
571  */
572 struct gl_fog_attrib
573 {
574    GLboolean Enabled;		/**< Fog enabled flag */
575    GLboolean ColorSumEnabled;
576    uint8_t _PackedMode;		/**< Fog mode as 2 bits */
577    uint8_t _PackedEnabledMode;	/**< Masked CompressedMode */
578    GLfloat ColorUnclamped[4];            /**< Fog color */
579    GLfloat Color[4];		/**< Fog color */
580    GLfloat Density;		/**< Density >= 0.0 */
581    GLfloat Start;		/**< Start distance in eye coords */
582    GLfloat End;			/**< End distance in eye coords */
583    GLfloat Index;		/**< Fog index */
584    GLenum16 Mode;		/**< Fog mode */
585    GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
586    GLenum16 FogDistanceMode;     /**< GL_NV_fog_distance */
587 };
588 
589 
590 /**
591  * Hint attribute group (GL_HINT_BIT).
592  *
593  * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594  */
595 struct gl_hint_attrib
596 {
597    GLenum16 PerspectiveCorrection;
598    GLenum16 PointSmooth;
599    GLenum16 LineSmooth;
600    GLenum16 PolygonSmooth;
601    GLenum16 Fog;
602    GLenum16 TextureCompression;   /**< GL_ARB_texture_compression */
603    GLenum16 GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
604    GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605    GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
606 };
607 
608 
609 /**
610  * Lighting attribute group (GL_LIGHT_BIT).
611  */
612 struct gl_light_attrib
613 {
614    struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
615    struct gl_lightmodel Model;		/**< Lighting model */
616 
617    /**
618     * Front and back material values.
619     * Note: must call FLUSH_VERTICES() before using.
620     */
621    struct gl_material Material;
622 
623    GLboolean Enabled;			/**< Lighting enabled flag */
624    GLboolean ColorMaterialEnabled;
625 
626    GLenum16 ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
627    GLenum16 ProvokingVertex;              /**< GL_EXT_provoking_vertex */
628    GLenum16 ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
629    GLenum16 ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
630    GLbitfield _ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
631 
632 
633    GLboolean _ClampVertexColor;
634    GLenum16 ClampVertexColor;             /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
635 
636    /**
637     * Derived state for optimizations:
638     */
639    /*@{*/
640    GLbitfield _EnabledLights;	/**< bitmask containing enabled lights */
641 
642    GLboolean _NeedEyeCoords;
643    GLboolean _NeedVertices;		/**< Use fast shader? */
644 
645    GLfloat _BaseColor[2][3];
646    /*@}*/
647 };
648 
649 
650 /**
651  * Line attribute group (GL_LINE_BIT).
652  */
653 struct gl_line_attrib
654 {
655    GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
656    GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
657    GLushort StipplePattern;	/**< Stipple pattern */
658    GLint StippleFactor;		/**< Stipple repeat factor */
659    GLfloat Width;		/**< Line width */
660 };
661 
662 
663 /**
664  * Display list attribute group (GL_LIST_BIT).
665  */
666 struct gl_list_attrib
667 {
668    GLuint ListBase;
669 };
670 
671 
672 /**
673  * Multisample attribute group (GL_MULTISAMPLE_BIT).
674  */
675 struct gl_multisample_attrib
676 {
677    GLboolean Enabled;
678    GLboolean SampleAlphaToCoverage;
679    GLboolean SampleAlphaToOne;
680    GLboolean SampleCoverage;
681    GLboolean SampleCoverageInvert;
682    GLboolean SampleShading;
683 
684    /* ARB_texture_multisample / GL3.2 additions */
685    GLboolean SampleMask;
686 
687    GLfloat SampleCoverageValue;  /**< In range [0, 1] */
688    GLfloat MinSampleShadingValue;  /**< In range [0, 1] */
689 
690    /** The GL spec defines this as an array but >32x MSAA is madness */
691    GLbitfield SampleMaskValue;
692 
693    /* NV_alpha_to_coverage_dither_control */
694    GLenum SampleAlphaToCoverageDitherControl;
695 };
696 
697 
698 /**
699  * A pixelmap (see glPixelMap)
700  */
701 struct gl_pixelmap
702 {
703    GLint Size;
704    GLfloat Map[MAX_PIXEL_MAP_TABLE];
705 };
706 
707 
708 /**
709  * Collection of all pixelmaps
710  */
711 struct gl_pixelmaps
712 {
713    struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
714    struct gl_pixelmap GtoG;
715    struct gl_pixelmap BtoB;
716    struct gl_pixelmap AtoA;
717    struct gl_pixelmap ItoR;
718    struct gl_pixelmap ItoG;
719    struct gl_pixelmap ItoB;
720    struct gl_pixelmap ItoA;
721    struct gl_pixelmap ItoI;
722    struct gl_pixelmap StoS;
723 };
724 
725 
726 /**
727  * Pixel attribute group (GL_PIXEL_MODE_BIT).
728  */
729 struct gl_pixel_attrib
730 {
731    GLenum16 ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
732 
733    /*--- Begin Pixel Transfer State ---*/
734    /* Fields are in the order in which they're applied... */
735 
736    /** Scale & Bias (index shift, offset) */
737    /*@{*/
738    GLfloat RedBias, RedScale;
739    GLfloat GreenBias, GreenScale;
740    GLfloat BlueBias, BlueScale;
741    GLfloat AlphaBias, AlphaScale;
742    GLfloat DepthBias, DepthScale;
743    GLint IndexShift, IndexOffset;
744    /*@}*/
745 
746    /* Pixel Maps */
747    /* Note: actual pixel maps are not part of this attrib group */
748    GLboolean MapColorFlag;
749    GLboolean MapStencilFlag;
750 
751    /*--- End Pixel Transfer State ---*/
752 
753    /** glPixelZoom */
754    GLfloat ZoomX, ZoomY;
755 };
756 
757 
758 /**
759  * Point attribute group (GL_POINT_BIT).
760  */
761 struct gl_point_attrib
762 {
763    GLfloat Size;		/**< User-specified point size */
764    GLfloat Params[3];		/**< GL_EXT_point_parameters */
765    GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
766    GLfloat Threshold;		/**< GL_EXT_point_parameters */
767    GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
768    GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
769    GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
770    GLbitfield CoordReplace;     /**< GL_ARB_point_sprite*/
771    GLenum16 SpriteRMode;	/**< GL_NV_point_sprite (only!) */
772    GLenum16 SpriteOrigin;	/**< GL_ARB_point_sprite */
773 };
774 
775 
776 /**
777  * Polygon attribute group (GL_POLYGON_BIT).
778  */
779 struct gl_polygon_attrib
780 {
781    GLenum16 FrontFace;		/**< Either GL_CW or GL_CCW */
782    GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
783    GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
784    GLboolean CullFlag;		/**< Culling on/off flag */
785    GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
786    GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
787    GLenum16 CullFaceMode;	/**< Culling mode GL_FRONT or GL_BACK */
788    GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
789    GLfloat OffsetUnits;		/**< Polygon offset units, from user */
790    GLfloat OffsetClamp;		/**< Polygon offset clamp, from user */
791    GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
792    GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
793    GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
794 };
795 
796 
797 /**
798  * Scissor attributes (GL_SCISSOR_BIT).
799  */
800 struct gl_scissor_rect
801 {
802    GLint X, Y;			/**< Lower left corner of box */
803    GLsizei Width, Height;	/**< Size of box */
804 };
805 
806 
807 struct gl_scissor_attrib
808 {
809    GLbitfield EnableFlags;	/**< Scissor test enabled? */
810    struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
811    GLint NumWindowRects;        /**< Count of enabled window rectangles */
812    GLenum16 WindowRectMode;     /**< Whether to include or exclude the rects */
813    struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
814 };
815 
816 
817 /**
818  * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
819  *
820  * Three sets of stencil data are tracked so that OpenGL 2.0,
821  * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
822  * simultaneously.  In each of the stencil state arrays, element 0 corresponds
823  * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
824  * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
825  * GL_EXT_stencil_two_side GL_BACK state.
826  *
827  * The derived value \c _BackFace is either 1 or 2 depending on whether or
828  * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
829  *
830  * The derived value \c _TestTwoSide is set when the front-face and back-face
831  * stencil state are different.
832  */
833 struct gl_stencil_attrib
834 {
835    GLboolean Enabled;		/**< Enabled flag */
836    GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
837    GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
838    GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
839    GLenum16 Function[3];	/**< Stencil function */
840    GLenum16 FailFunc[3];	/**< Fail function */
841    GLenum16 ZPassFunc[3];	/**< Depth buffer pass function */
842    GLenum16 ZFailFunc[3];	/**< Depth buffer fail function */
843    GLint Ref[3];		/**< Reference value */
844    GLuint ValueMask[3];		/**< Value mask */
845    GLuint WriteMask[3];		/**< Write mask */
846    GLuint Clear;		/**< Clear value */
847 };
848 
849 
850 /**
851  * Bit flags for each type of texture object
852  */
853 /*@{*/
854 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
855 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
856 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
857 #define TEXTURE_BUFFER_BIT   (1 << TEXTURE_BUFFER_INDEX)
858 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
859 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
860 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
861 #define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
862 #define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
863 #define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
864 #define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
865 #define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
866 /*@}*/
867 
868 
869 /**
870  * Texture image state.  Drivers will typically create a subclass of this
871  * with extra fields for memory buffers, etc.
872  */
873 struct gl_texture_image
874 {
875    GLint InternalFormat;	/**< Internal format as given by the user */
876    GLenum16 _BaseFormat;	/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
877                                  *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
878                                  *   GL_INTENSITY, GL_DEPTH_COMPONENT or
879                                  *   GL_DEPTH_STENCIL_EXT only. Used for
880                                  *   choosing TexEnv arithmetic.
881                                  */
882    mesa_format TexFormat;         /**< The actual texture memory format */
883 
884    GLuint Border;		/**< 0 or 1 */
885    GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
886    GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
887    GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
888    GLuint Width2;		/**< = Width - 2*Border */
889    GLuint Height2;		/**< = Height - 2*Border */
890    GLuint Depth2;		/**< = Depth - 2*Border */
891    GLuint WidthLog2;		/**< = log2(Width2) */
892    GLuint HeightLog2;		/**< = log2(Height2) */
893    GLuint DepthLog2;		/**< = log2(Depth2) */
894    GLuint MaxNumLevels;		/**< = maximum possible number of mipmap
895                                        levels, computed from the dimensions */
896 
897    struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
898    GLuint Level;                /**< Which mipmap level am I? */
899    /** Cube map face: index into gl_texture_object::Image[] array */
900    GLuint Face;
901 
902    /** GL_ARB_texture_multisample */
903    GLuint NumSamples;            /**< Sample count, or 0 for non-multisample */
904    GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
905 };
906 
907 
908 /**
909  * Indexes for cube map faces.
910  */
911 typedef enum
912 {
913    FACE_POS_X = 0,
914    FACE_NEG_X = 1,
915    FACE_POS_Y = 2,
916    FACE_NEG_Y = 3,
917    FACE_POS_Z = 4,
918    FACE_NEG_Z = 5,
919    MAX_FACES = 6
920 } gl_face_index;
921 
922 
923 /**
924  * Sampler object state.  These objects are new with GL_ARB_sampler_objects
925  * and OpenGL 3.3.  Legacy texture objects also contain a sampler object.
926  */
927 struct gl_sampler_object
928 {
929    simple_mtx_t Mutex;
930    GLuint Name;
931    GLchar *Label;               /**< GL_KHR_debug */
932    GLint RefCount;
933 
934    GLenum16 WrapS;		/**< S-axis texture image wrap mode */
935    GLenum16 WrapT;		/**< T-axis texture image wrap mode */
936    GLenum16 WrapR;		/**< R-axis texture image wrap mode */
937    GLenum16 MinFilter;		/**< minification filter */
938    GLenum16 MagFilter;		/**< magnification filter */
939    GLenum16 sRGBDecode;         /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
940    union gl_color_union BorderColor;  /**< Interpreted according to texture format */
941    GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
942    GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
943    GLfloat LodBias;		/**< OpenGL 1.4 */
944    GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
945    GLenum16 CompareMode;		/**< GL_ARB_shadow */
946    GLenum16 CompareFunc;		/**< GL_ARB_shadow */
947    GLboolean CubeMapSeamless;   /**< GL_AMD_seamless_cubemap_per_texture */
948 
949    /** GL_ARB_bindless_texture */
950    bool HandleAllocated;
951    struct util_dynarray Handles;
952 };
953 
954 
955 /**
956  * Texture object state.  Contains the array of mipmap images, border color,
957  * wrap modes, filter modes, and shadow/texcompare state.
958  */
959 struct gl_texture_object
960 {
961    simple_mtx_t Mutex;         /**< for thread safety */
962    GLint RefCount;             /**< reference count */
963    GLuint Name;                /**< the user-visible texture object ID */
964    GLenum16 Target;            /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
965    GLenum16 DepthMode;         /**< GL_ARB_depth_texture */
966    GLchar *Label;              /**< GL_KHR_debug */
967 
968    struct gl_sampler_object Sampler;
969 
970    gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
971                                       Only valid when Target is valid. */
972    GLfloat Priority;           /**< in [0,1] */
973    GLint MaxLevel;           /**< max mipmap level (max=1000), OpenGL 1.2 */
974    GLint BaseLevel;           /**< min mipmap level, OpenGL 1.2 */
975    GLbyte _MaxLevel;           /**< actual max mipmap level (q in the spec) */
976    GLfloat _MaxLambda;         /**< = _MaxLevel - BaseLevel (q - p in spec) */
977    GLint CropRect[4];          /**< GL_OES_draw_texture */
978    GLenum Swizzle[4];          /**< GL_EXT_texture_swizzle */
979    GLushort _Swizzle;          /**< same as Swizzle, but SWIZZLE_* format */
980    GLbyte ImmutableLevels;     /**< ES 3.0 / ARB_texture_view */
981    GLboolean GenerateMipmap;   /**< GL_SGIS_generate_mipmap */
982    GLboolean _BaseComplete;    /**< Is the base texture level valid? */
983    GLboolean _MipmapComplete;  /**< Is the whole mipmap valid? */
984    GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
985    GLboolean _RenderToTexture; /**< Any rendering to this texture? */
986    GLboolean Purgeable;        /**< Is the buffer purgeable under memory
987                                     pressure? */
988    GLboolean Immutable;        /**< GL_ARB_texture_storage */
989    GLboolean _IsFloat;         /**< GL_OES_float_texture */
990    GLboolean _IsHalfFloat;     /**< GL_OES_half_float_texture */
991    bool StencilSampling;       /**< Should we sample stencil instead of depth? */
992    bool HandleAllocated;       /**< GL_ARB_bindless_texture */
993 
994    /** GL_OES_EGL_image_external */
995    GLubyte RequiredTextureImageUnits;
996 
997    GLubyte MinLevel;            /**< GL_ARB_texture_view */
998    GLubyte NumLevels;           /**< GL_ARB_texture_view */
999    GLushort MinLayer;            /**< GL_ARB_texture_view */
1000    GLushort NumLayers;           /**< GL_ARB_texture_view */
1001 
1002    /** GL_EXT_memory_object */
1003    GLenum16 TextureTiling;
1004 
1005    /** GL_ARB_shader_image_load_store */
1006    GLenum16 ImageFormatCompatibilityType;
1007 
1008    /** GL_ARB_texture_buffer_object */
1009    GLenum16 BufferObjectFormat;
1010    /** Equivalent Mesa format for BufferObjectFormat. */
1011    mesa_format _BufferObjectFormat;
1012    struct gl_buffer_object *BufferObject;
1013 
1014    /** GL_ARB_texture_buffer_range */
1015    GLintptr BufferOffset;
1016    GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017 
1018    /** Actual texture images, indexed by [cube face] and [mipmap level] */
1019    struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1020 
1021    /** GL_ARB_bindless_texture */
1022    struct util_dynarray SamplerHandles;
1023    struct util_dynarray ImageHandles;
1024 };
1025 
1026 
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029 
1030 
1031 /**
1032  * Texture combine environment state.
1033  */
1034 struct gl_tex_env_combine_state
1035 {
1036    GLenum16 ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037    GLenum16 ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038    /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039    GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1040    GLenum16 SourceA[MAX_COMBINER_TERMS];
1041    /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042    GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1043    GLenum16 OperandA[MAX_COMBINER_TERMS];
1044    GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1045    GLubyte ScaleShiftA;   /**< 0, 1 or 2 */
1046    GLubyte _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
1047    GLubyte _NumArgsA;     /**< Number of inputs used for the A combiner */
1048 };
1049 
1050 
1051 /** Compressed TexEnv effective Combine mode */
1052 enum gl_tex_env_mode
1053 {
1054    TEXENV_MODE_REPLACE,                 /* r = a0 */
1055    TEXENV_MODE_MODULATE,                /* r = a0 * a1 */
1056    TEXENV_MODE_ADD,                     /* r = a0 + a1 */
1057    TEXENV_MODE_ADD_SIGNED,              /* r = a0 + a1 - 0.5 */
1058    TEXENV_MODE_INTERPOLATE,             /* r = a0 * a2 + a1 * (1 - a2) */
1059    TEXENV_MODE_SUBTRACT,                /* r = a0 - a1 */
1060    TEXENV_MODE_DOT3_RGB,                /* r = a0 . a1 */
1061    TEXENV_MODE_DOT3_RGB_EXT,            /* r = a0 . a1 */
1062    TEXENV_MODE_DOT3_RGBA,               /* r = a0 . a1 */
1063    TEXENV_MODE_DOT3_RGBA_EXT,           /* r = a0 . a1 */
1064    TEXENV_MODE_MODULATE_ADD_ATI,        /* r = a0 * a2 + a1 */
1065    TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1066    TEXENV_MODE_MODULATE_SUBTRACT_ATI,   /* r = a0 * a2 - a1 */
1067    TEXENV_MODE_ADD_PRODUCTS_NV,         /* r = a0 * a1 + a2 * a3 */
1068    TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV,  /* r = a0 * a1 + a2 * a3 - 0.5 */
1069 };
1070 
1071 
1072 /** Compressed TexEnv Combine source */
1073 enum gl_tex_env_source
1074 {
1075    TEXENV_SRC_TEXTURE0,
1076    TEXENV_SRC_TEXTURE1,
1077    TEXENV_SRC_TEXTURE2,
1078    TEXENV_SRC_TEXTURE3,
1079    TEXENV_SRC_TEXTURE4,
1080    TEXENV_SRC_TEXTURE5,
1081    TEXENV_SRC_TEXTURE6,
1082    TEXENV_SRC_TEXTURE7,
1083    TEXENV_SRC_TEXTURE,
1084    TEXENV_SRC_PREVIOUS,
1085    TEXENV_SRC_PRIMARY_COLOR,
1086    TEXENV_SRC_CONSTANT,
1087    TEXENV_SRC_ZERO,
1088    TEXENV_SRC_ONE,
1089 };
1090 
1091 
1092 /** Compressed TexEnv Combine operand */
1093 enum gl_tex_env_operand
1094 {
1095    TEXENV_OPR_COLOR,
1096    TEXENV_OPR_ONE_MINUS_COLOR,
1097    TEXENV_OPR_ALPHA,
1098    TEXENV_OPR_ONE_MINUS_ALPHA,
1099 };
1100 
1101 
1102 /** Compressed TexEnv Combine argument */
1103 struct gl_tex_env_argument
1104 {
1105 #ifdef __GNUC__
1106    __extension__ uint8_t Source:4;  /**< TEXENV_SRC_x */
1107    __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1108 #else
1109    uint8_t Source;  /**< SRC_x */
1110    uint8_t Operand; /**< OPR_x */
1111 #endif
1112 };
1113 
1114 
1115 /***
1116  * Compressed TexEnv Combine state.
1117  */
1118 struct gl_tex_env_combine_packed
1119 {
1120    uint32_t ModeRGB:4;        /**< Effective mode for RGB as 4 bits */
1121    uint32_t ModeA:4;          /**< Effective mode for RGB as 4 bits */
1122    uint32_t ScaleShiftRGB:2;  /**< 0, 1 or 2 */
1123    uint32_t ScaleShiftA:2;    /**< 0, 1 or 2 */
1124    uint32_t NumArgsRGB:3;     /**< Number of inputs used for the RGB combiner */
1125    uint32_t NumArgsA:3;       /**< Number of inputs used for the A combiner */
1126    /** Source arguments in a packed manner */
1127    struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1128    struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1129 };
1130 
1131 
1132 /**
1133  * TexGenEnabled flags.
1134  */
1135 /*@{*/
1136 #define S_BIT 1
1137 #define T_BIT 2
1138 #define R_BIT 4
1139 #define Q_BIT 8
1140 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1141 /*@}*/
1142 
1143 
1144 /**
1145  * Bit flag versions of the corresponding GL_ constants.
1146  */
1147 /*@{*/
1148 #define TEXGEN_SPHERE_MAP        0x1
1149 #define TEXGEN_OBJ_LINEAR        0x2
1150 #define TEXGEN_EYE_LINEAR        0x4
1151 #define TEXGEN_REFLECTION_MAP_NV 0x8
1152 #define TEXGEN_NORMAL_MAP_NV     0x10
1153 
1154 #define TEXGEN_NEED_NORMALS   (TEXGEN_SPHERE_MAP        | \
1155                                TEXGEN_REFLECTION_MAP_NV | \
1156                                TEXGEN_NORMAL_MAP_NV)
1157 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP        | \
1158                                TEXGEN_REFLECTION_MAP_NV | \
1159                                TEXGEN_NORMAL_MAP_NV     | \
1160                                TEXGEN_EYE_LINEAR)
1161 /*@}*/
1162 
1163 
1164 
1165 /** Tex-gen enabled for texture unit? */
1166 #define ENABLE_TEXGEN(unit) (1 << (unit))
1167 
1168 /** Non-identity texture matrix for texture unit? */
1169 #define ENABLE_TEXMAT(unit) (1 << (unit))
1170 
1171 
1172 /**
1173  * Texture coord generation state.
1174  */
1175 struct gl_texgen
1176 {
1177    GLenum16 Mode;       /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1178    GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1179    GLfloat ObjectPlane[4];
1180    GLfloat EyePlane[4];
1181 };
1182 
1183 
1184 /**
1185  * Sampler-related subset of a texture unit, like current texture objects.
1186  */
1187 struct gl_texture_unit
1188 {
1189    GLfloat LodBias;		/**< for biasing mipmap levels */
1190 
1191    /** Texture targets that have a non-default texture bound */
1192    GLbitfield _BoundTextures;
1193 
1194    /** Current sampler object (GL_ARB_sampler_objects) */
1195    struct gl_sampler_object *Sampler;
1196 
1197    /** Current texture object pointers */
1198    struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1199 
1200    /** Points to highest priority, complete and enabled texture object */
1201    struct gl_texture_object *_Current;
1202 };
1203 
1204 
1205 /**
1206  * Fixed-function-related subset of a texture unit, like enable flags,
1207  * texture environment/function/combiners, and texgen state.
1208  */
1209 struct gl_fixedfunc_texture_unit
1210 {
1211    GLbitfield16 Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
1212 
1213    GLenum16 EnvMode;            /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1214    GLclampf EnvColor[4];
1215    GLfloat EnvColorUnclamped[4];
1216 
1217    struct gl_texgen GenS;
1218    struct gl_texgen GenT;
1219    struct gl_texgen GenR;
1220    struct gl_texgen GenQ;
1221    GLbitfield8 TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
1222    GLbitfield8 _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
1223 
1224    /**
1225     * \name GL_EXT_texture_env_combine
1226     */
1227    struct gl_tex_env_combine_state Combine;
1228 
1229    /**
1230     * Derived state based on \c EnvMode and the \c BaseFormat of the
1231     * currently enabled texture.
1232     */
1233    struct gl_tex_env_combine_state _EnvMode;
1234 
1235    /** Current compressed TexEnv & Combine state */
1236    struct gl_tex_env_combine_packed _CurrentCombinePacked;
1237 
1238    /**
1239     * Currently enabled combiner state.  This will point to either
1240     * \c Combine or \c _EnvMode.
1241     */
1242    struct gl_tex_env_combine_state *_CurrentCombine;
1243 };
1244 
1245 
1246 /**
1247  * Texture attribute group (GL_TEXTURE_BIT).
1248  */
1249 struct gl_texture_attrib
1250 {
1251    struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1252 
1253    /** GL_ARB_texture_buffer_object */
1254    struct gl_buffer_object *BufferObject;
1255 
1256    GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
1257 
1258    /** Texture coord units/sets used for fragment texturing */
1259    GLbitfield8 _EnabledCoordUnits;
1260 
1261    /** Texture coord units that have texgen enabled */
1262    GLbitfield8 _TexGenEnabled;
1263 
1264    /** Texture coord units that have non-identity matrices */
1265    GLbitfield8 _TexMatEnabled;
1266 
1267    /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1268    GLbitfield8 _GenFlags;
1269 
1270    /** Largest index of a texture unit with _Current != NULL. */
1271    GLshort _MaxEnabledTexImageUnit;
1272 
1273    /** Largest index + 1 of texture units that have had any CurrentTex set. */
1274    GLubyte NumCurrentTexUsed;
1275 
1276    /** GL_ARB_seamless_cubemap */
1277    GLboolean CubeMapSeamless;
1278 
1279    struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1280    struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1281 };
1282 
1283 
1284 /**
1285  * Data structure representing a single clip plane (e.g. one of the elements
1286  * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1287  */
1288 typedef GLfloat gl_clip_plane[4];
1289 
1290 
1291 /**
1292  * Transformation attribute group (GL_TRANSFORM_BIT).
1293  */
1294 struct gl_transform_attrib
1295 {
1296    GLenum16 MatrixMode;				/**< Matrix mode */
1297    gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES];	/**< User clip planes */
1298    gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1299    GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
1300    GLboolean Normalize;				/**< Normalize all normals? */
1301    GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
1302    GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
1303    GLboolean DepthClampNear;			/**< GL_AMD_depth_clamp_separate */
1304    GLboolean DepthClampFar;			/**< GL_AMD_depth_clamp_separate */
1305    /** GL_ARB_clip_control */
1306    GLenum16 ClipOrigin;   /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1307    GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1308 };
1309 
1310 
1311 /**
1312  * Viewport attribute group (GL_VIEWPORT_BIT).
1313  */
1314 struct gl_viewport_attrib
1315 {
1316    GLfloat X, Y;		/**< position */
1317    GLfloat Width, Height;	/**< size */
1318    GLfloat Near, Far;		/**< Depth buffer range */
1319 
1320    /**< GL_NV_viewport_swizzle */
1321    GLenum16 SwizzleX, SwizzleY, SwizzleZ, SwizzleW;
1322 };
1323 
1324 
1325 /**
1326  * Fields describing a mapped buffer range.
1327  */
1328 struct gl_buffer_mapping
1329 {
1330    GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1331    GLvoid *Pointer;        /**< User-space address of mapping */
1332    GLintptr Offset;        /**< Mapped offset */
1333    GLsizeiptr Length;      /**< Mapped length */
1334 };
1335 
1336 
1337 /**
1338  * Usages we've seen for a buffer object.
1339  */
1340 typedef enum
1341 {
1342    USAGE_UNIFORM_BUFFER = 0x1,
1343    USAGE_TEXTURE_BUFFER = 0x2,
1344    USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1345    USAGE_SHADER_STORAGE_BUFFER = 0x8,
1346    USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1347    USAGE_PIXEL_PACK_BUFFER = 0x20,
1348    USAGE_ARRAY_BUFFER = 0x40,
1349    USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1350    USAGE_DISABLE_MINMAX_CACHE = 0x100,
1351 } gl_buffer_usage;
1352 
1353 
1354 /**
1355  * GL_ARB_vertex/pixel_buffer_object buffer object
1356  */
1357 struct gl_buffer_object
1358 {
1359    GLint RefCount;
1360    GLuint Name;
1361    GLchar *Label;       /**< GL_KHR_debug */
1362    GLenum16 Usage;      /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1363    GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1364    GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
1365    GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
1366    GLboolean DeletePending;   /**< true if buffer object is removed from the hash */
1367    GLboolean Written;   /**< Ever written to? (for debugging) */
1368    GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1369    GLboolean Immutable; /**< GL_ARB_buffer_storage */
1370    gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1371 
1372    /** Counters used for buffer usage warnings */
1373    GLuint NumSubDataCalls;
1374    GLuint NumMapBufferWriteCalls;
1375 
1376    struct gl_buffer_mapping Mappings[MAP_COUNT];
1377 
1378    /** Memoization of min/max index computations for static index buffers */
1379    simple_mtx_t MinMaxCacheMutex;
1380    struct hash_table *MinMaxCache;
1381    unsigned MinMaxCacheHitIndices;
1382    unsigned MinMaxCacheMissIndices;
1383    bool MinMaxCacheDirty;
1384 
1385    bool HandleAllocated; /**< GL_ARB_bindless_texture */
1386 };
1387 
1388 
1389 /**
1390  * Client pixel packing/unpacking attributes
1391  */
1392 struct gl_pixelstore_attrib
1393 {
1394    GLint Alignment;
1395    GLint RowLength;
1396    GLint SkipPixels;
1397    GLint SkipRows;
1398    GLint ImageHeight;
1399    GLint SkipImages;
1400    GLboolean SwapBytes;
1401    GLboolean LsbFirst;
1402    GLboolean Invert;        /**< GL_MESA_pack_invert */
1403    GLint CompressedBlockWidth;   /**< GL_ARB_compressed_texture_pixel_storage */
1404    GLint CompressedBlockHeight;
1405    GLint CompressedBlockDepth;
1406    GLint CompressedBlockSize;
1407    struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1408 };
1409 
1410 
1411 /**
1412  * Enum for defining the mapping for the position/generic0 attribute.
1413  *
1414  * Do not change the order of the values as these are used as
1415  * array indices.
1416  */
1417 typedef enum
1418 {
1419    ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1420    ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1421    ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1422    ATTRIBUTE_MAP_MODE_MAX       /**< for sizing arrays */
1423 } gl_attribute_map_mode;
1424 
1425 
1426 /**
1427  * Attributes to describe a vertex array.
1428  *
1429  * Contains the size, type, format and normalization flag,
1430  * along with the index of a vertex buffer binding point.
1431  *
1432  * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1433  * and is only present for backwards compatibility reasons.
1434  * Rendering always uses VERTEX_BINDING_STRIDE.
1435  * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1436  * and VERTEX_BINDING_STRIDE to the same value, while
1437  * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1438  */
1439 struct gl_array_attributes
1440 {
1441    /** Points to client array data. Not used when a VBO is bound */
1442    const GLubyte *Ptr;
1443    /** Offset of the first element relative to the binding offset */
1444    GLuint RelativeOffset;
1445    /** Vertex format */
1446    struct gl_vertex_format Format;
1447    /** Stride as specified with gl*Pointer() */
1448    GLshort Stride;
1449    /** Index into gl_vertex_array_object::BufferBinding[] array */
1450    GLubyte BufferBindingIndex;
1451 
1452    /**
1453     * Derived effective buffer binding index
1454     *
1455     * Index into the gl_vertex_buffer_binding array of the vao.
1456     * Similar to BufferBindingIndex, but with the mapping of the
1457     * position/generic0 attributes applied and with identical
1458     * gl_vertex_buffer_binding entries collapsed to a single
1459     * entry within the vao.
1460     *
1461     * The value is valid past calling _mesa_update_vao_derived_arrays.
1462     * Note that _mesa_update_vao_derived_arrays is called when binding
1463     * the VAO to Array._DrawVAO.
1464     */
1465    GLubyte _EffBufferBindingIndex;
1466    /**
1467     * Derived effective relative offset.
1468     *
1469     * Relative offset to the effective buffers offset in
1470     * gl_vertex_buffer_binding::_EffOffset.
1471     *
1472     * The value is valid past calling _mesa_update_vao_derived_arrays.
1473     * Note that _mesa_update_vao_derived_arrays is called when binding
1474     * the VAO to Array._DrawVAO.
1475     */
1476    GLushort _EffRelativeOffset;
1477 };
1478 
1479 
1480 /**
1481  * This describes the buffer object used for a vertex array (or
1482  * multiple vertex arrays).  If BufferObj points to the default/null
1483  * buffer object, then the vertex array lives in user memory and not a VBO.
1484  */
1485 struct gl_vertex_buffer_binding
1486 {
1487    GLintptr Offset;                    /**< User-specified offset */
1488    GLsizei Stride;                     /**< User-specified stride */
1489    GLuint InstanceDivisor;             /**< GL_ARB_instanced_arrays */
1490    struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1491    GLbitfield _BoundArrays;            /**< Arrays bound to this binding point */
1492 
1493    /**
1494     * Derived effective bound arrays.
1495     *
1496     * The effective binding handles enabled arrays past the
1497     * position/generic0 attribute mapping and reduces the refered
1498     * gl_vertex_buffer_binding entries to a unique subset.
1499     *
1500     * The value is valid past calling _mesa_update_vao_derived_arrays.
1501     * Note that _mesa_update_vao_derived_arrays is called when binding
1502     * the VAO to Array._DrawVAO.
1503     */
1504    GLbitfield _EffBoundArrays;
1505    /**
1506     * Derived offset.
1507     *
1508     * The absolute offset to that we can collapse some attributes
1509     * to this unique effective binding.
1510     * For user space array bindings this contains the smallest pointer value
1511     * in the bound and interleaved arrays.
1512     * For VBO bindings this contains an offset that lets the attributes
1513     * _EffRelativeOffset stay positive and in bounds with
1514     * Const.MaxVertexAttribRelativeOffset
1515     *
1516     * The value is valid past calling _mesa_update_vao_derived_arrays.
1517     * Note that _mesa_update_vao_derived_arrays is called when binding
1518     * the VAO to Array._DrawVAO.
1519     */
1520    GLintptr _EffOffset;
1521 };
1522 
1523 
1524 /**
1525  * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1526  * the GL_ARB_vertex_array_object extension.
1527  */
1528 struct gl_vertex_array_object
1529 {
1530    /** Name of the VAO as received from glGenVertexArray. */
1531    GLuint Name;
1532 
1533    GLint RefCount;
1534 
1535    GLchar *Label;       /**< GL_KHR_debug */
1536 
1537    /**
1538     * Has this array object been bound?
1539     */
1540    GLboolean EverBound;
1541 
1542    /**
1543     * Whether the VAO is changed by the application so often that some of
1544     * the derived fields are not updated at all to decrease overhead.
1545     * Also, interleaved arrays are not detected, because it's too expensive
1546     * to do that before every draw call.
1547     */
1548    bool IsDynamic;
1549 
1550    /**
1551     * Marked to true if the object is shared between contexts and immutable.
1552     * Then reference counting is done using atomics and thread safe.
1553     * Is used for dlist VAOs.
1554     */
1555    bool SharedAndImmutable;
1556 
1557    /**
1558     * Number of updates that were done by the application. This is used to
1559     * decide whether the VAO is static or dynamic.
1560     */
1561    unsigned NumUpdates;
1562 
1563    /** Vertex attribute arrays */
1564    struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1565 
1566    /** Vertex buffer bindings */
1567    struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1568 
1569    /** Mask indicating which vertex arrays have vertex buffer associated. */
1570    GLbitfield VertexAttribBufferMask;
1571 
1572    /** Mask indicating which vertex arrays have a non-zero instance divisor. */
1573    GLbitfield NonZeroDivisorMask;
1574 
1575    /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1576    GLbitfield Enabled;
1577 
1578    /**
1579     * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1580     *
1581     * The value is valid past calling _mesa_update_vao_derived_arrays.
1582     * Note that _mesa_update_vao_derived_arrays is called when binding
1583     * the VAO to Array._DrawVAO.
1584     */
1585    GLbitfield _EffEnabledVBO;
1586 
1587    /** Same as _EffEnabledVBO, but for instance divisors. */
1588    GLbitfield _EffEnabledNonZeroDivisor;
1589 
1590    /** Denotes the way the position/generic0 attribute is mapped */
1591    gl_attribute_map_mode _AttributeMapMode;
1592 
1593    /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1594    GLbitfield NewArrays;
1595 
1596    /** The index buffer (also known as the element array buffer in OpenGL). */
1597    struct gl_buffer_object *IndexBufferObj;
1598 };
1599 
1600 
1601 /**
1602  * Vertex array state
1603  */
1604 struct gl_array_attrib
1605 {
1606    /** Currently bound array object. */
1607    struct gl_vertex_array_object *VAO;
1608 
1609    /** The default vertex array object */
1610    struct gl_vertex_array_object *DefaultVAO;
1611 
1612    /** The last VAO accessed by a DSA function */
1613    struct gl_vertex_array_object *LastLookedUpVAO;
1614 
1615    /** These contents are copied to newly created VAOs. */
1616    struct gl_vertex_array_object DefaultVAOState;
1617 
1618    /** Array objects (GL_ARB_vertex_array_object) */
1619    struct _mesa_HashTable *Objects;
1620 
1621    GLint ActiveTexture;		/**< Client Active Texture */
1622    GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
1623    GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
1624 
1625    /**
1626     * \name Primitive restart controls
1627     *
1628     * Primitive restart is enabled if either \c PrimitiveRestart or
1629     * \c PrimitiveRestartFixedIndex is set.
1630     */
1631    /*@{*/
1632    GLboolean PrimitiveRestart;
1633    GLboolean PrimitiveRestartFixedIndex;
1634    GLboolean _PrimitiveRestart;
1635    GLuint RestartIndex;
1636    GLuint _RestartIndex[4]; /**< Restart indices for index_size - 1. */
1637    /*@}*/
1638 
1639    /* GL_ARB_vertex_buffer_object */
1640    struct gl_buffer_object *ArrayBufferObj;
1641 
1642    /**
1643     * Vertex array object that is used with the currently active draw command.
1644     * The _DrawVAO is either set to the currently bound VAO for array type
1645     * draws or to internal VAO's set up by the vbo module to execute immediate
1646     * mode or display list draws.
1647     */
1648    struct gl_vertex_array_object *_DrawVAO;
1649    /**
1650     * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1651     * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1652     * but may omit those arrays that shall not be referenced by the current
1653     * gl_vertex_program_state::_VPMode. For example the generic attributes are
1654     * maked out form the _DrawVAO's enabled arrays when a fixed function
1655     * array draw is executed.
1656     */
1657    GLbitfield _DrawVAOEnabledAttribs;
1658    /**
1659     * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1660     * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1661     */
1662    struct gl_vertex_array_object *_EmptyVAO;
1663 
1664    /** Legal array datatypes and the API for which they have been computed */
1665    GLbitfield LegalTypesMask;
1666    gl_api LegalTypesMaskAPI;
1667 };
1668 
1669 
1670 /**
1671  * Feedback buffer state
1672  */
1673 struct gl_feedback
1674 {
1675    GLenum16 Type;
1676    GLbitfield _Mask;    /**< FB_* bits */
1677    GLfloat *Buffer;
1678    GLuint BufferSize;
1679    GLuint Count;
1680 };
1681 
1682 
1683 /**
1684  * Selection buffer state
1685  */
1686 struct gl_selection
1687 {
1688    GLuint *Buffer;	/**< selection buffer */
1689    GLuint BufferSize;	/**< size of the selection buffer */
1690    GLuint BufferCount;	/**< number of values in the selection buffer */
1691    GLuint Hits;		/**< number of records in the selection buffer */
1692    GLuint NameStackDepth; /**< name stack depth */
1693    GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1694    GLboolean HitFlag;	/**< hit flag */
1695    GLfloat HitMinZ;	/**< minimum hit depth */
1696    GLfloat HitMaxZ;	/**< maximum hit depth */
1697 };
1698 
1699 
1700 /**
1701  * 1-D Evaluator control points
1702  */
1703 struct gl_1d_map
1704 {
1705    GLuint Order;	/**< Number of control points */
1706    GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
1707    GLfloat *Points;	/**< Points to contiguous control points */
1708 };
1709 
1710 
1711 /**
1712  * 2-D Evaluator control points
1713  */
1714 struct gl_2d_map
1715 {
1716    GLuint Uorder;		/**< Number of control points in U dimension */
1717    GLuint Vorder;		/**< Number of control points in V dimension */
1718    GLfloat u1, u2, du;
1719    GLfloat v1, v2, dv;
1720    GLfloat *Points;		/**< Points to contiguous control points */
1721 };
1722 
1723 
1724 /**
1725  * All evaluator control point state
1726  */
1727 struct gl_evaluators
1728 {
1729    /**
1730     * \name 1-D maps
1731     */
1732    /*@{*/
1733    struct gl_1d_map Map1Vertex3;
1734    struct gl_1d_map Map1Vertex4;
1735    struct gl_1d_map Map1Index;
1736    struct gl_1d_map Map1Color4;
1737    struct gl_1d_map Map1Normal;
1738    struct gl_1d_map Map1Texture1;
1739    struct gl_1d_map Map1Texture2;
1740    struct gl_1d_map Map1Texture3;
1741    struct gl_1d_map Map1Texture4;
1742    /*@}*/
1743 
1744    /**
1745     * \name 2-D maps
1746     */
1747    /*@{*/
1748    struct gl_2d_map Map2Vertex3;
1749    struct gl_2d_map Map2Vertex4;
1750    struct gl_2d_map Map2Index;
1751    struct gl_2d_map Map2Color4;
1752    struct gl_2d_map Map2Normal;
1753    struct gl_2d_map Map2Texture1;
1754    struct gl_2d_map Map2Texture2;
1755    struct gl_2d_map Map2Texture3;
1756    struct gl_2d_map Map2Texture4;
1757    /*@}*/
1758 };
1759 
1760 
1761 struct gl_transform_feedback_varying_info
1762 {
1763    char *Name;
1764    GLenum16 Type;
1765    GLint BufferIndex;
1766    GLint Size;
1767    GLint Offset;
1768 };
1769 
1770 
1771 /**
1772  * Per-output info vertex shaders for transform feedback.
1773  */
1774 struct gl_transform_feedback_output
1775 {
1776    uint32_t OutputRegister;
1777    uint32_t OutputBuffer;
1778    uint32_t NumComponents;
1779    uint32_t StreamId;
1780 
1781    /** offset (in DWORDs) of this output within the interleaved structure */
1782    uint32_t DstOffset;
1783 
1784    /**
1785     * Offset into the output register of the data to output.  For example,
1786     * if NumComponents is 2 and ComponentOffset is 1, then the data to
1787     * offset is in the y and z components of the output register.
1788     */
1789    uint32_t ComponentOffset;
1790 };
1791 
1792 
1793 struct gl_transform_feedback_buffer
1794 {
1795    uint32_t Binding;
1796 
1797    uint32_t NumVaryings;
1798 
1799    /**
1800     * Total number of components stored in each buffer.  This may be used by
1801     * hardware back-ends to determine the correct stride when interleaving
1802     * multiple transform feedback outputs in the same buffer.
1803     */
1804    uint32_t Stride;
1805 
1806    /**
1807     * Which transform feedback stream this buffer binding is associated with.
1808     */
1809    uint32_t Stream;
1810 };
1811 
1812 
1813 /** Post-link transform feedback info. */
1814 struct gl_transform_feedback_info
1815 {
1816    unsigned NumOutputs;
1817 
1818    /* Bitmask of active buffer indices. */
1819    unsigned ActiveBuffers;
1820 
1821    struct gl_transform_feedback_output *Outputs;
1822 
1823    /** Transform feedback varyings used for the linking of this shader program.
1824     *
1825     * Use for glGetTransformFeedbackVarying().
1826     */
1827    struct gl_transform_feedback_varying_info *Varyings;
1828    GLint NumVarying;
1829 
1830    struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1831 };
1832 
1833 
1834 /**
1835  * Transform feedback object state
1836  */
1837 struct gl_transform_feedback_object
1838 {
1839    GLuint Name;  /**< AKA the object ID */
1840    GLint RefCount;
1841    GLchar *Label;     /**< GL_KHR_debug */
1842    GLboolean Active;  /**< Is transform feedback enabled? */
1843    GLboolean Paused;  /**< Is transform feedback paused? */
1844    GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1845                                 at least once? */
1846    GLboolean EverBound; /**< Has this object been bound? */
1847 
1848    /**
1849     * GLES: if Active is true, remaining number of primitives which can be
1850     * rendered without overflow.  This is necessary to track because GLES
1851     * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1852     * glDrawArraysInstanced would overflow transform feedback buffers.
1853     * Undefined if Active is false.
1854     *
1855     * Not tracked for desktop GL since it's unnecessary.
1856     */
1857    unsigned GlesRemainingPrims;
1858 
1859    /**
1860     * The program active when BeginTransformFeedback() was called.
1861     * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1862     * where stage is the pipeline stage that is the source of data for
1863     * transform feedback.
1864     */
1865    struct gl_program *program;
1866 
1867    /** The feedback buffers */
1868    GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1869    struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1870 
1871    /** Start of feedback data in dest buffer */
1872    GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1873 
1874    /**
1875     * Max data to put into dest buffer (in bytes).  Computed based on
1876     * RequestedSize and the actual size of the buffer.
1877     */
1878    GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1879 
1880    /**
1881     * Size that was specified when the buffer was bound.  If the buffer was
1882     * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1883     * zero.
1884     */
1885    GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1886 };
1887 
1888 
1889 /**
1890  * Context state for transform feedback.
1891  */
1892 struct gl_transform_feedback_state
1893 {
1894    GLenum16 Mode;     /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1895 
1896    /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1897    struct gl_buffer_object *CurrentBuffer;
1898 
1899    /** The table of all transform feedback objects */
1900    struct _mesa_HashTable *Objects;
1901 
1902    /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1903    struct gl_transform_feedback_object *CurrentObject;
1904 
1905    /** The default xform-fb object (Name==0) */
1906    struct gl_transform_feedback_object *DefaultObject;
1907 };
1908 
1909 
1910 /**
1911  * A "performance monitor" as described in AMD_performance_monitor.
1912  */
1913 struct gl_perf_monitor_object
1914 {
1915    GLuint Name;
1916 
1917    /** True if the monitor is currently active (Begin called but not End). */
1918    GLboolean Active;
1919 
1920    /**
1921     * True if the monitor has ended.
1922     *
1923     * This is distinct from !Active because it may never have began.
1924     */
1925    GLboolean Ended;
1926 
1927    /**
1928     * A list of groups with currently active counters.
1929     *
1930     * ActiveGroups[g] == n if there are n counters active from group 'g'.
1931     */
1932    unsigned *ActiveGroups;
1933 
1934    /**
1935     * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1936     *
1937     * Checking whether counter 'c' in group 'g' is active can be done via:
1938     *
1939     *    BITSET_TEST(ActiveCounters[g], c)
1940     */
1941    GLuint **ActiveCounters;
1942 };
1943 
1944 
1945 union gl_perf_monitor_counter_value
1946 {
1947    float f;
1948    uint64_t u64;
1949    uint32_t u32;
1950 };
1951 
1952 
1953 struct gl_perf_monitor_counter
1954 {
1955    /** Human readable name for the counter. */
1956    const char *Name;
1957 
1958    /**
1959     * Data type of the counter.  Valid values are FLOAT, UNSIGNED_INT,
1960     * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1961     */
1962    GLenum16 Type;
1963 
1964    /** Minimum counter value. */
1965    union gl_perf_monitor_counter_value Minimum;
1966 
1967    /** Maximum counter value. */
1968    union gl_perf_monitor_counter_value Maximum;
1969 };
1970 
1971 
1972 struct gl_perf_monitor_group
1973 {
1974    /** Human readable name for the group. */
1975    const char *Name;
1976 
1977    /**
1978     * Maximum number of counters in this group which can be active at the
1979     * same time.
1980     */
1981    GLuint MaxActiveCounters;
1982 
1983    /** Array of counters within this group. */
1984    const struct gl_perf_monitor_counter *Counters;
1985    GLuint NumCounters;
1986 };
1987 
1988 
1989 /**
1990  * A query object instance as described in INTEL_performance_query.
1991  *
1992  * NB: We want to keep this and the corresponding backend structure
1993  * relatively lean considering that applications may expect to
1994  * allocate enough objects to be able to query around all draw calls
1995  * in a frame.
1996  */
1997 struct gl_perf_query_object
1998 {
1999    GLuint Id;          /**< hash table ID/name */
2000    unsigned Used:1;    /**< has been used for 1 or more queries */
2001    unsigned Active:1;  /**< inside Begin/EndPerfQuery */
2002    unsigned Ready:1;   /**< result is ready? */
2003 };
2004 
2005 
2006 /**
2007  * Context state for AMD_performance_monitor.
2008  */
2009 struct gl_perf_monitor_state
2010 {
2011    /** Array of performance monitor groups (indexed by group ID) */
2012    const struct gl_perf_monitor_group *Groups;
2013    GLuint NumGroups;
2014 
2015    /** The table of all performance monitors. */
2016    struct _mesa_HashTable *Monitors;
2017 };
2018 
2019 
2020 /**
2021  * Context state for INTEL_performance_query.
2022  */
2023 struct gl_perf_query_state
2024 {
2025    struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2026 };
2027 
2028 
2029 /**
2030  * A bindless sampler object.
2031  */
2032 struct gl_bindless_sampler
2033 {
2034    /** Texture unit (set by glUniform1()). */
2035    GLubyte unit;
2036 
2037    /** Whether this bindless sampler is bound to a unit. */
2038    GLboolean bound;
2039 
2040    /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2041    gl_texture_index target;
2042 
2043    /** Pointer to the base of the data. */
2044    GLvoid *data;
2045 };
2046 
2047 
2048 /**
2049  * A bindless image object.
2050  */
2051 struct gl_bindless_image
2052 {
2053    /** Image unit (set by glUniform1()). */
2054    GLubyte unit;
2055 
2056    /** Whether this bindless image is bound to a unit. */
2057    GLboolean bound;
2058 
2059    /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2060     * GL_NONE to indicate both read-only and write-only)
2061     */
2062    GLenum16 access;
2063 
2064    /** Pointer to the base of the data. */
2065    GLvoid *data;
2066 };
2067 
2068 
2069 /**
2070  * Base class for any kind of program object
2071  */
2072 struct gl_program
2073 {
2074    /** FIXME: This must be first until we split shader_info from nir_shader */
2075    struct shader_info info;
2076 
2077    GLuint Id;
2078    GLint RefCount;
2079    GLubyte *String;  /**< Null-terminated program text */
2080 
2081    /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2082    GLenum16 Target;
2083    GLenum16 Format;    /**< String encoding format */
2084 
2085    GLboolean _Used;        /**< Ever used for drawing? Used for debugging */
2086 
2087    struct nir_shader *nir;
2088 
2089    /* Saved and restored with metadata. Freed with ralloc. */
2090    void *driver_cache_blob;
2091    size_t driver_cache_blob_size;
2092 
2093    bool is_arb_asm; /** Is this an ARB assembly-style program */
2094 
2095    /** Is this program written to on disk shader cache */
2096    bool program_written_to_cache;
2097 
2098    /** A bitfield indicating which vertex shader inputs consume two slots
2099     *
2100     * This is used for mapping from single-slot input locations in the GL API
2101     * to dual-slot double input locations in the shader.  This field is set
2102     * once as part of linking and never updated again to ensure the mapping
2103     * remains consistent.
2104     *
2105     * Note: There may be dual-slot variables in the original shader source
2106     * which do not appear in this bitfield due to having been eliminated by
2107     * the compiler prior to DualSlotInputs being calculated.  There may also
2108     * be bits set in this bitfield which are set but which the shader never
2109     * reads due to compiler optimizations eliminating such variables after
2110     * DualSlotInputs is calculated.
2111     */
2112    GLbitfield64 DualSlotInputs;
2113    /** Subset of OutputsWritten outputs written with non-zero index. */
2114    GLbitfield64 SecondaryOutputsWritten;
2115    /** TEXTURE_x_BIT bitmask */
2116    GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2117    /** Bitfield of which samplers are used */
2118    GLbitfield SamplersUsed;
2119    /** Texture units used for shadow sampling. */
2120    GLbitfield ShadowSamplers;
2121    /** Texture units used for samplerExternalOES */
2122    GLbitfield ExternalSamplersUsed;
2123 
2124    /** Named parameters, constants, etc. from program text */
2125    struct gl_program_parameter_list *Parameters;
2126 
2127    /** Map from sampler unit to texture unit (set by glUniform1i()) */
2128    GLubyte SamplerUnits[MAX_SAMPLERS];
2129 
2130    /* FIXME: We should be able to make this struct a union. However some
2131     * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2132     * these fields, we should fix this.
2133     */
2134    struct {
2135       /** Fields used by GLSL programs */
2136       struct {
2137          /** Data shared by gl_program and gl_shader_program */
2138          struct gl_shader_program_data *data;
2139 
2140          struct gl_active_atomic_buffer **AtomicBuffers;
2141 
2142          /** Post-link transform feedback info. */
2143          struct gl_transform_feedback_info *LinkedTransformFeedback;
2144 
2145          /**
2146           * Number of types for subroutine uniforms.
2147           */
2148          GLuint NumSubroutineUniformTypes;
2149 
2150          /**
2151           * Subroutine uniform remap table
2152           * based on the program level uniform remap table.
2153           */
2154          GLuint NumSubroutineUniforms; /* non-sparse total */
2155          GLuint NumSubroutineUniformRemapTable;
2156          struct gl_uniform_storage **SubroutineUniformRemapTable;
2157 
2158          /**
2159           * Num of subroutine functions for this stage and storage for them.
2160           */
2161          GLuint NumSubroutineFunctions;
2162          GLuint MaxSubroutineFunctionIndex;
2163          struct gl_subroutine_function *SubroutineFunctions;
2164 
2165          /**
2166           * Map from image uniform index to image unit (set by glUniform1i())
2167           *
2168           * An image uniform index is associated with each image uniform by
2169           * the linker.  The image index associated with each uniform is
2170           * stored in the \c gl_uniform_storage::image field.
2171           */
2172          GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2173 
2174          /**
2175           * Access qualifier specified in the shader for each image uniform
2176           * index.  Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2177           * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2178           * write-only.
2179           *
2180           * It may be different, though only more strict than the value of
2181           * \c gl_image_unit::Access for the corresponding image unit.
2182           */
2183          GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2184 
2185          GLuint NumUniformBlocks;
2186          struct gl_uniform_block **UniformBlocks;
2187          struct gl_uniform_block **ShaderStorageBlocks;
2188 
2189          /**
2190           * Bitmask of shader storage blocks not declared as read-only.
2191           */
2192          unsigned ShaderStorageBlocksWriteAccess;
2193 
2194          /** Which texture target is being sampled
2195           * (TEXTURE_1D/2D/3D/etc_INDEX)
2196           */
2197          GLubyte SamplerTargets[MAX_SAMPLERS];
2198 
2199          /**
2200           * Number of samplers declared with the bindless_sampler layout
2201           * qualifier as specified by ARB_bindless_texture.
2202           */
2203          GLuint NumBindlessSamplers;
2204          GLboolean HasBoundBindlessSampler;
2205          struct gl_bindless_sampler *BindlessSamplers;
2206 
2207          /**
2208           * Number of images declared with the bindless_image layout qualifier
2209           * as specified by ARB_bindless_texture.
2210           */
2211          GLuint NumBindlessImages;
2212          GLboolean HasBoundBindlessImage;
2213          struct gl_bindless_image *BindlessImages;
2214 
2215          union {
2216             struct {
2217                /**
2218                 * A bitmask of gl_advanced_blend_mode values
2219                 */
2220                GLbitfield BlendSupport;
2221             } fs;
2222          };
2223       } sh;
2224 
2225       /** ARB assembly-style program fields */
2226       struct {
2227          struct prog_instruction *Instructions;
2228 
2229          /**
2230           * Local parameters used by the program.
2231           *
2232           * It's dynamically allocated because it is rarely used (just
2233           * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2234           * once it's allocated.
2235           */
2236          GLfloat (*LocalParams)[4];
2237 
2238          /** Bitmask of which register files are read/written with indirect
2239           * addressing.  Mask of (1 << PROGRAM_x) bits.
2240           */
2241          GLbitfield IndirectRegisterFiles;
2242 
2243          /** Logical counts */
2244          /*@{*/
2245          GLuint NumInstructions;
2246          GLuint NumTemporaries;
2247          GLuint NumParameters;
2248          GLuint NumAttributes;
2249          GLuint NumAddressRegs;
2250          GLuint NumAluInstructions;
2251          GLuint NumTexInstructions;
2252          GLuint NumTexIndirections;
2253          /*@}*/
2254          /** Native, actual h/w counts */
2255          /*@{*/
2256          GLuint NumNativeInstructions;
2257          GLuint NumNativeTemporaries;
2258          GLuint NumNativeParameters;
2259          GLuint NumNativeAttributes;
2260          GLuint NumNativeAddressRegs;
2261          GLuint NumNativeAluInstructions;
2262          GLuint NumNativeTexInstructions;
2263          GLuint NumNativeTexIndirections;
2264          /*@}*/
2265 
2266          /** Used by ARB assembly-style programs. Can only be true for vertex
2267           * programs.
2268           */
2269          GLboolean IsPositionInvariant;
2270       } arb;
2271    };
2272 };
2273 
2274 
2275 /**
2276  * State common to vertex and fragment programs.
2277  */
2278 struct gl_program_state
2279 {
2280    GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2281    const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2282 };
2283 
2284 
2285 /**
2286  * Context state for vertex programs.
2287  */
2288 struct gl_vertex_program_state
2289 {
2290    GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2291    GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2292    GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2293    /** Should fixed-function T&L be implemented with a vertex prog? */
2294    GLboolean _MaintainTnlProgram;
2295    /** Whether the fixed-func program is being used right now. */
2296    GLboolean _UsesTnlProgram;
2297 
2298    struct gl_program *Current;  /**< User-bound vertex program */
2299 
2300    /** Currently enabled and valid vertex program (including internal
2301     * programs, user-defined vertex programs and GLSL vertex shaders).
2302     * This is the program we must use when rendering.
2303     */
2304    struct gl_program *_Current;
2305 
2306    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2307 
2308    /** Program to emulate fixed-function T&L (see above) */
2309    struct gl_program *_TnlProgram;
2310 
2311    /** Cache of fixed-function programs */
2312    struct gl_program_cache *Cache;
2313 
2314    GLboolean _Overriden;
2315 
2316    /**
2317     * If we have a vertex program, a TNL program or no program at all.
2318     * Note that this value should be kept up to date all the time,
2319     * nevertheless its correctness is asserted in _mesa_update_state.
2320     * The reason is to avoid calling _mesa_update_state twice we need
2321     * this value on draw *before* actually calling _mesa_update_state.
2322     * Also it should need to get recomputed only on changes to the
2323     * vertex program which are heavyweight already.
2324     */
2325    gl_vertex_processing_mode _VPMode;
2326 };
2327 
2328 /**
2329  * Context state for tessellation control programs.
2330  */
2331 struct gl_tess_ctrl_program_state
2332 {
2333    /** Currently bound and valid shader. */
2334    struct gl_program *_Current;
2335 
2336    GLint patch_vertices;
2337    GLfloat patch_default_outer_level[4];
2338    GLfloat patch_default_inner_level[2];
2339 };
2340 
2341 /**
2342  * Context state for tessellation evaluation programs.
2343  */
2344 struct gl_tess_eval_program_state
2345 {
2346    /** Currently bound and valid shader. */
2347    struct gl_program *_Current;
2348 };
2349 
2350 /**
2351  * Context state for geometry programs.
2352  */
2353 struct gl_geometry_program_state
2354 {
2355    /**
2356     * Currently enabled and valid program (including internal programs
2357     * and compiled shader programs).
2358     */
2359    struct gl_program *_Current;
2360 };
2361 
2362 /**
2363  * Context state for fragment programs.
2364  */
2365 struct gl_fragment_program_state
2366 {
2367    GLboolean Enabled;     /**< User-set fragment program enable flag */
2368    /** Should fixed-function texturing be implemented with a fragment prog? */
2369    GLboolean _MaintainTexEnvProgram;
2370    /** Whether the fixed-func program is being used right now. */
2371    GLboolean _UsesTexEnvProgram;
2372 
2373    struct gl_program *Current;  /**< User-bound fragment program */
2374 
2375    /**
2376     * Currently enabled and valid fragment program (including internal
2377     * programs, user-defined fragment programs and GLSL fragment shaders).
2378     * This is the program we must use when rendering.
2379     */
2380    struct gl_program *_Current;
2381 
2382    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2383 
2384    /** Program to emulate fixed-function texture env/combine (see above) */
2385    struct gl_program *_TexEnvProgram;
2386 
2387    /** Cache of fixed-function programs */
2388    struct gl_program_cache *Cache;
2389 };
2390 
2391 
2392 /**
2393  * Context state for compute programs.
2394  */
2395 struct gl_compute_program_state
2396 {
2397    /** Currently enabled and valid program (including internal programs
2398     * and compiled shader programs).
2399     */
2400    struct gl_program *_Current;
2401 };
2402 
2403 
2404 /**
2405  * ATI_fragment_shader runtime state
2406  */
2407 
2408 struct atifs_instruction;
2409 struct atifs_setupinst;
2410 
2411 /**
2412  * ATI fragment shader
2413  */
2414 struct ati_fragment_shader
2415 {
2416    GLuint Id;
2417    GLint RefCount;
2418    struct atifs_instruction *Instructions[2];
2419    struct atifs_setupinst *SetupInst[2];
2420    GLfloat Constants[8][4];
2421    GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
2422    GLubyte numArithInstr[2];
2423    GLubyte regsAssigned[2];
2424    GLubyte NumPasses;         /**< 1 or 2 */
2425    /**
2426     * Current compile stage: 0 setup pass1, 1 arith pass1,
2427     * 2 setup pass2, 3 arith pass2.
2428     */
2429    GLubyte cur_pass;
2430    GLubyte last_optype;
2431    GLboolean interpinp1;
2432    GLboolean isValid;
2433    /**
2434     * Array of 2 bit values for each tex unit to remember whether
2435     * STR or STQ swizzle was used
2436     */
2437    GLuint swizzlerq;
2438    struct gl_program *Program;
2439 };
2440 
2441 /**
2442  * Context state for GL_ATI_fragment_shader
2443  */
2444 struct gl_ati_fragment_shader_state
2445 {
2446    GLboolean Enabled;
2447    GLboolean Compiling;
2448    GLfloat GlobalConstants[8][4];
2449    struct ati_fragment_shader *Current;
2450 };
2451 
2452 /**
2453  *  Shader subroutine function definition
2454  */
2455 struct gl_subroutine_function
2456 {
2457    char *name;
2458    int index;
2459    int num_compat_types;
2460    const struct glsl_type **types;
2461 };
2462 
2463 /**
2464  * Shader information needed by both gl_shader and gl_linked shader.
2465  */
2466 struct gl_shader_info
2467 {
2468    /**
2469     * Tessellation Control shader state from layout qualifiers.
2470     */
2471    struct {
2472       /**
2473        * 0 - vertices not declared in shader, or
2474        * 1 .. GL_MAX_PATCH_VERTICES
2475        */
2476       GLint VerticesOut;
2477    } TessCtrl;
2478 
2479    /**
2480     * Tessellation Evaluation shader state from layout qualifiers.
2481     */
2482    struct {
2483       /**
2484        * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2485        * in this shader.
2486        */
2487       GLenum16 PrimitiveMode;
2488 
2489       enum gl_tess_spacing Spacing;
2490 
2491       /**
2492        * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2493        */
2494       GLenum16 VertexOrder;
2495       /**
2496        * 1, 0, or -1 if it's not set in this shader.
2497        */
2498       int PointMode;
2499    } TessEval;
2500 
2501    /**
2502     * Geometry shader state from GLSL 1.50 layout qualifiers.
2503     */
2504    struct {
2505       GLint VerticesOut;
2506       /**
2507        * 0 - Invocations count not declared in shader, or
2508        * 1 .. Const.MaxGeometryShaderInvocations
2509        */
2510       GLint Invocations;
2511       /**
2512        * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2513        * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2514        * shader.
2515        */
2516       GLenum16 InputType;
2517        /**
2518         * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2519         * it's not set in this shader.
2520         */
2521       GLenum16 OutputType;
2522    } Geom;
2523 
2524    /**
2525     * Compute shader state from ARB_compute_shader and
2526     * ARB_compute_variable_group_size layout qualifiers.
2527     */
2528    struct {
2529       /**
2530        * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2531        * it's not set in this shader.
2532        */
2533       unsigned LocalSize[3];
2534 
2535       /**
2536        * Whether a variable work group size has been specified as defined by
2537        * ARB_compute_variable_group_size.
2538        */
2539       bool LocalSizeVariable;
2540 
2541       /*
2542        * Arrangement of invocations used to calculate derivatives in a compute
2543        * shader.  From NV_compute_shader_derivatives.
2544        */
2545       enum gl_derivative_group DerivativeGroup;
2546    } Comp;
2547 };
2548 
2549 /**
2550  * A linked GLSL shader object.
2551  */
2552 struct gl_linked_shader
2553 {
2554    gl_shader_stage Stage;
2555 
2556 #ifdef DEBUG
2557    unsigned SourceChecksum;
2558 #endif
2559 
2560    struct gl_program *Program;  /**< Post-compile assembly code */
2561 
2562    /**
2563     * \name Sampler tracking
2564     *
2565     * \note Each of these fields is only set post-linking.
2566     */
2567    /*@{*/
2568    GLbitfield shadow_samplers;	/**< Samplers used for shadow sampling. */
2569    /*@}*/
2570 
2571    /**
2572     * Number of default uniform block components used by this shader.
2573     *
2574     * This field is only set post-linking.
2575     */
2576    unsigned num_uniform_components;
2577 
2578    /**
2579     * Number of combined uniform components used by this shader.
2580     *
2581     * This field is only set post-linking.  It is the sum of the uniform block
2582     * sizes divided by sizeof(float), and num_uniform_compoennts.
2583     */
2584    unsigned num_combined_uniform_components;
2585 
2586    struct exec_list *ir;
2587    struct exec_list *packed_varyings;
2588    struct exec_list *fragdata_arrays;
2589    struct glsl_symbol_table *symbols;
2590 
2591    /**
2592     * ARB_gl_spirv related data.
2593     *
2594     * This is actually a reference to the gl_shader::spirv_data, which
2595     * stores information that is also needed during linking.
2596     */
2597    struct gl_shader_spirv_data *spirv_data;
2598 };
2599 
2600 
2601 /**
2602  * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2603  * was skipped due to the shader matching one that's been seen before by
2604  * the on-disk cache.
2605  */
2606 enum gl_compile_status
2607 {
2608    COMPILE_FAILURE = 0,
2609    COMPILE_SUCCESS,
2610    COMPILE_SKIPPED
2611 };
2612 
2613 /**
2614  * A GLSL shader object.
2615  */
2616 struct gl_shader
2617 {
2618    /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2619     *  GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2620     * Must be the first field.
2621     */
2622    GLenum16 Type;
2623    gl_shader_stage Stage;
2624    GLuint Name;  /**< AKA the handle */
2625    GLint RefCount;  /**< Reference count */
2626    GLchar *Label;   /**< GL_KHR_debug */
2627    unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2628    GLboolean DeletePending;
2629    bool IsES;              /**< True if this shader uses GLSL ES */
2630 
2631    enum gl_compile_status CompileStatus;
2632 
2633 #ifdef DEBUG
2634    unsigned SourceChecksum;       /**< for debug/logging purposes */
2635 #endif
2636    const GLchar *Source;  /**< Source code string */
2637 
2638    const GLchar *FallbackSource;  /**< Fallback string used by on-disk cache*/
2639 
2640    GLchar *InfoLog;
2641 
2642    unsigned Version;       /**< GLSL version used for linking */
2643 
2644    /**
2645     * A bitmask of gl_advanced_blend_mode values
2646     */
2647    GLbitfield BlendSupport;
2648 
2649    struct exec_list *ir;
2650    struct glsl_symbol_table *symbols;
2651 
2652    /**
2653     * Whether early fragment tests are enabled as defined by
2654     * ARB_shader_image_load_store.
2655     */
2656    bool EarlyFragmentTests;
2657 
2658    bool ARB_fragment_coord_conventions_enable;
2659 
2660    bool redeclares_gl_fragcoord;
2661    bool uses_gl_fragcoord;
2662 
2663    bool PostDepthCoverage;
2664    bool PixelInterlockOrdered;
2665    bool PixelInterlockUnordered;
2666    bool SampleInterlockOrdered;
2667    bool SampleInterlockUnordered;
2668    bool InnerCoverage;
2669 
2670    /**
2671     * Fragment shader state from GLSL 1.50 layout qualifiers.
2672     */
2673    bool origin_upper_left;
2674    bool pixel_center_integer;
2675 
2676    /**
2677     * Whether bindless_sampler/bindless_image, and respectively
2678     * bound_sampler/bound_image are declared at global scope as defined by
2679     * ARB_bindless_texture.
2680     */
2681    bool bindless_sampler;
2682    bool bindless_image;
2683    bool bound_sampler;
2684    bool bound_image;
2685 
2686    /**
2687     * Whether layer output is viewport-relative.
2688     */
2689    bool redeclares_gl_layer;
2690    bool layer_viewport_relative;
2691 
2692    /** Global xfb_stride out qualifier if any */
2693    GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2694 
2695    struct gl_shader_info info;
2696 
2697    /* ARB_gl_spirv related data */
2698    struct gl_shader_spirv_data *spirv_data;
2699 };
2700 
2701 
2702 struct gl_uniform_buffer_variable
2703 {
2704    char *Name;
2705 
2706    /**
2707     * Name of the uniform as seen by glGetUniformIndices.
2708     *
2709     * glGetUniformIndices requires that the block instance index \b not be
2710     * present in the name of queried uniforms.
2711     *
2712     * \note
2713     * \c gl_uniform_buffer_variable::IndexName and
2714     * \c gl_uniform_buffer_variable::Name may point to identical storage.
2715     */
2716    char *IndexName;
2717 
2718    const struct glsl_type *Type;
2719    unsigned int Offset;
2720    GLboolean RowMajor;
2721 };
2722 
2723 
2724 struct gl_uniform_block
2725 {
2726    /** Declared name of the uniform block */
2727    char *Name;
2728 
2729    /** Array of supplemental information about UBO ir_variables. */
2730    struct gl_uniform_buffer_variable *Uniforms;
2731    GLuint NumUniforms;
2732 
2733    /**
2734     * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2735     * with glBindBufferBase to bind a buffer object to this uniform block.
2736     */
2737    GLuint Binding;
2738 
2739    /**
2740     * Minimum size (in bytes) of a buffer object to back this uniform buffer
2741     * (GL_UNIFORM_BLOCK_DATA_SIZE).
2742     */
2743    GLuint UniformBufferSize;
2744 
2745    /** Stages that reference this block */
2746    uint8_t stageref;
2747 
2748    /**
2749     * Linearized array index for uniform block instance arrays
2750     *
2751     * Given a uniform block instance array declared with size
2752     * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2753     * have the linearized array index
2754     *
2755     *           m-1       m
2756     *     i_m + ∑   i_j * ∏     s_k
2757     *           j=0       k=j+1
2758     *
2759     * For a uniform block instance that is not an array, this is always 0.
2760     */
2761    uint8_t linearized_array_index;
2762 
2763    /**
2764     * Layout specified in the shader
2765     *
2766     * This isn't accessible through the API, but it is used while
2767     * cross-validating uniform blocks.
2768     */
2769    enum glsl_interface_packing _Packing;
2770    GLboolean _RowMajor;
2771 };
2772 
2773 /**
2774  * Structure that represents a reference to an atomic buffer from some
2775  * shader program.
2776  */
2777 struct gl_active_atomic_buffer
2778 {
2779    /** Uniform indices of the atomic counters declared within it. */
2780    GLuint *Uniforms;
2781    GLuint NumUniforms;
2782 
2783    /** Binding point index associated with it. */
2784    GLuint Binding;
2785 
2786    /** Minimum reasonable size it is expected to have. */
2787    GLuint MinimumSize;
2788 
2789    /** Shader stages making use of it. */
2790    GLboolean StageReferences[MESA_SHADER_STAGES];
2791 };
2792 
2793 /**
2794  * Data container for shader queries. This holds only the minimal
2795  * amount of required information for resource queries to work.
2796  */
2797 struct gl_shader_variable
2798 {
2799    /**
2800     * Declared type of the variable
2801     */
2802    const struct glsl_type *type;
2803 
2804    /**
2805     * If the variable is in an interface block, this is the type of the block.
2806     */
2807    const struct glsl_type *interface_type;
2808 
2809    /**
2810     * For variables inside structs (possibly recursively), this is the
2811     * outermost struct type.
2812     */
2813    const struct glsl_type *outermost_struct_type;
2814 
2815    /**
2816     * Declared name of the variable
2817     */
2818    char *name;
2819 
2820    /**
2821     * Storage location of the base of this variable
2822     *
2823     * The precise meaning of this field depends on the nature of the variable.
2824     *
2825     *   - Vertex shader input: one of the values from \c gl_vert_attrib.
2826     *   - Vertex shader output: one of the values from \c gl_varying_slot.
2827     *   - Geometry shader input: one of the values from \c gl_varying_slot.
2828     *   - Geometry shader output: one of the values from \c gl_varying_slot.
2829     *   - Fragment shader input: one of the values from \c gl_varying_slot.
2830     *   - Fragment shader output: one of the values from \c gl_frag_result.
2831     *   - Uniforms: Per-stage uniform slot number for default uniform block.
2832     *   - Uniforms: Index within the uniform block definition for UBO members.
2833     *   - Non-UBO Uniforms: explicit location until linking then reused to
2834     *     store uniform slot number.
2835     *   - Other: This field is not currently used.
2836     *
2837     * If the variable is a uniform, shader input, or shader output, and the
2838     * slot has not been assigned, the value will be -1.
2839     */
2840    int location;
2841 
2842    /**
2843     * Specifies the first component the variable is stored in as per
2844     * ARB_enhanced_layouts.
2845     */
2846    unsigned component:2;
2847 
2848    /**
2849     * Output index for dual source blending.
2850     *
2851     * \note
2852     * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2853     * source blending.
2854     */
2855    unsigned index:1;
2856 
2857    /**
2858     * Specifies whether a shader input/output is per-patch in tessellation
2859     * shader stages.
2860     */
2861    unsigned patch:1;
2862 
2863    /**
2864     * Storage class of the variable.
2865     *
2866     * \sa (n)ir_variable_mode
2867     */
2868    unsigned mode:4;
2869 
2870    /**
2871     * Interpolation mode for shader inputs / outputs
2872     *
2873     * \sa glsl_interp_mode
2874     */
2875    unsigned interpolation:2;
2876 
2877    /**
2878     * Was the location explicitly set in the shader?
2879     *
2880     * If the location is explicitly set in the shader, it \b cannot be changed
2881     * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2882     * no effect).
2883     */
2884    unsigned explicit_location:1;
2885 
2886    /**
2887     * Precision qualifier.
2888     */
2889    unsigned precision:2;
2890 };
2891 
2892 /**
2893  * Active resource in a gl_shader_program
2894  */
2895 struct gl_program_resource
2896 {
2897    GLenum16 Type; /** Program interface type. */
2898    const void *Data; /** Pointer to resource associated data structure. */
2899    uint8_t StageReferences; /** Bitmask of shader stage references. */
2900 };
2901 
2902 /**
2903  * Link status enum. LINKING_SKIPPED is used to indicate linking
2904  * was skipped due to the shader being loaded from the on-disk cache.
2905  */
2906 enum gl_link_status
2907 {
2908    LINKING_FAILURE = 0,
2909    LINKING_SUCCESS,
2910    LINKING_SKIPPED
2911 };
2912 
2913 /**
2914  * A data structure to be shared by gl_shader_program and gl_program.
2915  */
2916 struct gl_shader_program_data
2917 {
2918    GLint RefCount;  /**< Reference count */
2919 
2920    /** SHA1 hash of linked shader program */
2921    unsigned char sha1[20];
2922 
2923    unsigned NumUniformStorage;
2924    unsigned NumHiddenUniforms;
2925    struct gl_uniform_storage *UniformStorage;
2926 
2927    unsigned NumUniformBlocks;
2928    unsigned NumShaderStorageBlocks;
2929 
2930    struct gl_uniform_block *UniformBlocks;
2931    struct gl_uniform_block *ShaderStorageBlocks;
2932 
2933    struct gl_active_atomic_buffer *AtomicBuffers;
2934    unsigned NumAtomicBuffers;
2935 
2936    /* Shader cache variables used during restore */
2937    unsigned NumUniformDataSlots;
2938    union gl_constant_value *UniformDataSlots;
2939 
2940    /* Used to hold initial uniform values for program binary restores.
2941     *
2942     * From the ARB_get_program_binary spec:
2943     *
2944     *    "A successful call to ProgramBinary will reset all uniform
2945     *    variables to their initial values. The initial value is either
2946     *    the value of the variable's initializer as specified in the
2947     *    original shader source, or 0 if no initializer was present.
2948     */
2949    union gl_constant_value *UniformDataDefaults;
2950 
2951    /** Hash for quick search by name. */
2952    struct hash_table_u64 *ProgramResourceHash;
2953 
2954    GLboolean Validated;
2955 
2956    /** List of all active resources after linking. */
2957    struct gl_program_resource *ProgramResourceList;
2958    unsigned NumProgramResourceList;
2959 
2960    enum gl_link_status LinkStatus;   /**< GL_LINK_STATUS */
2961    GLchar *InfoLog;
2962 
2963    unsigned Version;       /**< GLSL version used for linking */
2964 
2965    /* Mask of stages this program was linked against */
2966    unsigned linked_stages;
2967 
2968    /* Whether the shaders of this program are loaded from SPIR-V binaries
2969     * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2970     * ARB_gl_spirv extension.
2971     */
2972    bool spirv;
2973 };
2974 
2975 /**
2976  * A GLSL program object.
2977  * Basically a linked collection of vertex and fragment shaders.
2978  */
2979 struct gl_shader_program
2980 {
2981    GLenum16 Type;   /**< Always GL_SHADER_PROGRAM (internal token) */
2982    GLuint Name;  /**< aka handle or ID */
2983    GLchar *Label;   /**< GL_KHR_debug */
2984    GLint RefCount;  /**< Reference count */
2985    GLboolean DeletePending;
2986 
2987    /**
2988     * Is the application intending to glGetProgramBinary this program?
2989     *
2990     * BinaryRetrievableHint is the currently active hint that gets set
2991     * during initialization and after linking and BinaryRetrievableHintPending
2992     * is the hint set by the user to be active when program is linked next time.
2993     */
2994    GLboolean BinaryRetrievableHint;
2995    GLboolean BinaryRetrievableHintPending;
2996 
2997    /**
2998     * Indicates whether program can be bound for individual pipeline stages
2999     * using UseProgramStages after it is next linked.
3000     */
3001    GLboolean SeparateShader;
3002 
3003    GLuint NumShaders;          /**< number of attached shaders */
3004    struct gl_shader **Shaders; /**< List of attached the shaders */
3005 
3006    /**
3007     * User-defined attribute bindings
3008     *
3009     * These are set via \c glBindAttribLocation and are used to direct the
3010     * GLSL linker.  These are \b not the values used in the compiled shader,
3011     * and they are \b not the values returned by \c glGetAttribLocation.
3012     */
3013    struct string_to_uint_map *AttributeBindings;
3014 
3015    /**
3016     * User-defined fragment data bindings
3017     *
3018     * These are set via \c glBindFragDataLocation and are used to direct the
3019     * GLSL linker.  These are \b not the values used in the compiled shader,
3020     * and they are \b not the values returned by \c glGetFragDataLocation.
3021     */
3022    struct string_to_uint_map *FragDataBindings;
3023    struct string_to_uint_map *FragDataIndexBindings;
3024 
3025    /**
3026     * Transform feedback varyings last specified by
3027     * glTransformFeedbackVaryings().
3028     *
3029     * For the current set of transform feedback varyings used for transform
3030     * feedback output, see LinkedTransformFeedback.
3031     */
3032    struct {
3033       GLenum16 BufferMode;
3034       /** Global xfb_stride out qualifier if any */
3035       GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3036       GLuint NumVarying;
3037       GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
3038    } TransformFeedback;
3039 
3040    struct gl_program *last_vert_prog;
3041 
3042    /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3043    enum gl_frag_depth_layout FragDepthLayout;
3044 
3045    /**
3046     * Geometry shader state - copied into gl_program by
3047     * _mesa_copy_linked_program_data().
3048     */
3049    struct {
3050       GLint VerticesIn;
3051 
3052       bool UsesEndPrimitive;
3053       unsigned ActiveStreamMask;
3054    } Geom;
3055 
3056    /**
3057     * Compute shader state - copied into gl_program by
3058     * _mesa_copy_linked_program_data().
3059     */
3060    struct {
3061       /**
3062        * Size of shared variables accessed by the compute shader.
3063        */
3064       unsigned SharedSize;
3065    } Comp;
3066 
3067    /** Data shared by gl_program and gl_shader_program */
3068    struct gl_shader_program_data *data;
3069 
3070    /**
3071     * Mapping from GL uniform locations returned by \c glUniformLocation to
3072     * UniformStorage entries. Arrays will have multiple contiguous slots
3073     * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3074     */
3075    unsigned NumUniformRemapTable;
3076    struct gl_uniform_storage **UniformRemapTable;
3077 
3078    /**
3079     * Sometimes there are empty slots left over in UniformRemapTable after we
3080     * allocate slots to explicit locations. This list stores the blocks of
3081     * continuous empty slots inside UniformRemapTable.
3082     */
3083    struct exec_list EmptyUniformLocations;
3084 
3085    /**
3086     * Total number of explicit uniform location including inactive uniforms.
3087     */
3088    unsigned NumExplicitUniformLocations;
3089 
3090    /**
3091     * Map of active uniform names to locations
3092     *
3093     * Maps any active uniform that is not an array element to a location.
3094     * Each active uniform, including individual structure members will appear
3095     * in this map.  This roughly corresponds to the set of names that would be
3096     * enumerated by \c glGetActiveUniform.
3097     */
3098    struct string_to_uint_map *UniformHash;
3099 
3100    GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3101 
3102    bool IsES;              /**< True if this program uses GLSL ES */
3103 
3104    /**
3105     * Per-stage shaders resulting from the first stage of linking.
3106     *
3107     * Set of linked shaders for this program.  The array is accessed using the
3108     * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
3109     * \c NULL.
3110     */
3111    struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3112 
3113    /**
3114     * True if any of the fragment shaders attached to this program use:
3115     * #extension ARB_fragment_coord_conventions: enable
3116     */
3117    GLboolean ARB_fragment_coord_conventions_enable;
3118 };
3119 
3120 
3121 #define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
3122 #define GLSL_LOG       0x2  /**< Write shaders to files */
3123 #define GLSL_UNIFORMS  0x4  /**< Print glUniform calls */
3124 #define GLSL_NOP_VERT  0x8  /**< Force no-op vertex shaders */
3125 #define GLSL_NOP_FRAG 0x10  /**< Force no-op fragment shaders */
3126 #define GLSL_USE_PROG 0x20  /**< Log glUseProgram calls */
3127 #define GLSL_REPORT_ERRORS 0x40  /**< Print compilation errors */
3128 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3129 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3130 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3131 
3132 
3133 /**
3134  * Context state for GLSL vertex/fragment shaders.
3135  * Extended to support pipeline object
3136  */
3137 struct gl_pipeline_object
3138 {
3139    /** Name of the pipeline object as received from glGenProgramPipelines.
3140     * It would be 0 for shaders without separate shader objects.
3141     */
3142    GLuint Name;
3143 
3144    GLint RefCount;
3145 
3146    GLchar *Label;   /**< GL_KHR_debug */
3147 
3148    /**
3149     * Programs used for rendering
3150     *
3151     * There is a separate program set for each shader stage.
3152     */
3153    struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3154 
3155    struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3156 
3157    /**
3158     * Program used by glUniform calls.
3159     *
3160     * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3161     */
3162    struct gl_shader_program *ActiveProgram;
3163 
3164    GLbitfield Flags;         /**< Mask of GLSL_x flags */
3165    GLboolean EverBound;      /**< Has the pipeline object been created */
3166    GLboolean Validated;      /**< Pipeline Validation status */
3167 
3168    GLchar *InfoLog;
3169 };
3170 
3171 /**
3172  * Context state for GLSL pipeline shaders.
3173  */
3174 struct gl_pipeline_shader_state
3175 {
3176    /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3177    struct gl_pipeline_object *Current;
3178 
3179    /** Default Object to ensure that _Shader is never NULL */
3180    struct gl_pipeline_object *Default;
3181 
3182    /** Pipeline objects */
3183    struct _mesa_HashTable *Objects;
3184 };
3185 
3186 /**
3187  * Compiler options for a single GLSL shaders type
3188  */
3189 struct gl_shader_compiler_options
3190 {
3191    /** Driver-selectable options: */
3192    GLboolean EmitNoLoops;
3193    GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
3194    GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
3195    GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
3196    GLboolean EmitNoSat;                   /**< Emit SAT opcodes? */
3197    GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3198                                               * gl_CullDistance together from
3199                                               * float[8] to vec4[2]
3200                                               **/
3201    GLbitfield LowerBuiltinVariablesXfb;   /**< Which builtin variables should
3202                                            * be lowered for transform feedback
3203                                            **/
3204 
3205    /**
3206     * If we can lower the precision of variables based on precision
3207     * qualifiers
3208     */
3209    GLboolean LowerPrecisionFloat16;
3210    GLboolean LowerPrecisionInt16;
3211    GLboolean LowerPrecisionDerivatives;
3212 
3213    /**
3214     * This enables lowering of 16b constants.  Some drivers may not
3215     * to lower constants to 16b (ie. if the hw can do automatic
3216     * narrowing on constant load)
3217     */
3218    GLboolean LowerPrecisionConstants;
3219 
3220    /**
3221     * \name Forms of indirect addressing the driver cannot do.
3222     */
3223    /*@{*/
3224    GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
3225    GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
3226    GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
3227    GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3228    GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3229    /*@}*/
3230 
3231    GLuint MaxIfDepth;               /**< Maximum nested IF blocks */
3232    GLuint MaxUnrollIterations;
3233 
3234    /**
3235     * Optimize code for array of structures backends.
3236     *
3237     * This is a proxy for:
3238     *   - preferring DP4 instructions (rather than MUL/MAD) for
3239     *     matrix * vector operations, such as position transformation.
3240     */
3241    GLboolean OptimizeForAOS;
3242 
3243    /** Lower UBO and SSBO access to intrinsics. */
3244    GLboolean LowerBufferInterfaceBlocks;
3245 
3246    /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3247    GLboolean ClampBlockIndicesToArrayBounds;
3248 
3249    /** (driconf) Force gl_Position to be considered invariant */
3250    GLboolean PositionAlwaysInvariant;
3251 
3252    const struct nir_shader_compiler_options *NirOptions;
3253 };
3254 
3255 
3256 /**
3257  * Occlusion/timer query object.
3258  */
3259 struct gl_query_object
3260 {
3261    GLenum16 Target;    /**< The query target, when active */
3262    GLuint Id;          /**< hash table ID/name */
3263    GLchar *Label;      /**< GL_KHR_debug */
3264    GLuint64EXT Result; /**< the counter */
3265    GLboolean Active;   /**< inside Begin/EndQuery */
3266    GLboolean Ready;    /**< result is ready? */
3267    GLboolean EverBound;/**< has query object ever been bound */
3268    GLuint Stream;      /**< The stream */
3269 };
3270 
3271 
3272 /**
3273  * Context state for query objects.
3274  */
3275 struct gl_query_state
3276 {
3277    struct _mesa_HashTable *QueryObjects;
3278    struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3279    struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
3280 
3281    /** GL_NV_conditional_render */
3282    struct gl_query_object *CondRenderQuery;
3283 
3284    /** GL_EXT_transform_feedback */
3285    struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3286    struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3287 
3288    /** GL_ARB_transform_feedback_overflow_query */
3289    struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3290    struct gl_query_object *TransformFeedbackOverflowAny;
3291 
3292    /** GL_ARB_timer_query */
3293    struct gl_query_object *TimeElapsed;
3294 
3295    /** GL_ARB_pipeline_statistics_query */
3296    struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3297 
3298    GLenum16 CondRenderMode;
3299 };
3300 
3301 
3302 /** Sync object state */
3303 struct gl_sync_object
3304 {
3305    GLuint Name;               /**< Fence name */
3306    GLint RefCount;            /**< Reference count */
3307    GLchar *Label;             /**< GL_KHR_debug */
3308    GLboolean DeletePending;   /**< Object was deleted while there were still
3309                                * live references (e.g., sync not yet finished)
3310                                */
3311    GLenum16 SyncCondition;
3312    GLbitfield Flags;          /**< Flags passed to glFenceSync */
3313    GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
3314 };
3315 
3316 
3317 /**
3318  * State which can be shared by multiple contexts:
3319  */
3320 struct gl_shared_state
3321 {
3322    simple_mtx_t Mutex;		   /**< for thread safety */
3323    GLint RefCount;			   /**< Reference count */
3324    struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
3325    struct _mesa_HashTable *BitmapAtlas;    /**< For optimized glBitmap text */
3326    struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
3327 
3328    /** Default texture objects (shared by all texture units) */
3329    struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3330 
3331    /** Fallback texture used when a bound texture is incomplete */
3332    struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3333 
3334    /**
3335     * \name Thread safety and statechange notification for texture
3336     * objects.
3337     *
3338     * \todo Improve the granularity of locking.
3339     */
3340    /*@{*/
3341    mtx_t TexMutex;		/**< texobj thread safety */
3342    GLuint TextureStateStamp;	        /**< state notification for shared tex */
3343    /*@}*/
3344 
3345    /**
3346     * \name Vertex/geometry/fragment programs
3347     */
3348    /*@{*/
3349    struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3350    struct gl_program *DefaultVertexProgram;
3351    struct gl_program *DefaultFragmentProgram;
3352    /*@}*/
3353 
3354    /* GL_ATI_fragment_shader */
3355    struct _mesa_HashTable *ATIShaders;
3356    struct ati_fragment_shader *DefaultFragmentShader;
3357 
3358    struct _mesa_HashTable *BufferObjects;
3359 
3360    /** Table of both gl_shader and gl_shader_program objects */
3361    struct _mesa_HashTable *ShaderObjects;
3362 
3363    /* GL_EXT_framebuffer_object */
3364    struct _mesa_HashTable *RenderBuffers;
3365    struct _mesa_HashTable *FrameBuffers;
3366 
3367    /* GL_ARB_sync */
3368    struct set *SyncObjects;
3369 
3370    /** GL_ARB_sampler_objects */
3371    struct _mesa_HashTable *SamplerObjects;
3372 
3373    /* GL_ARB_bindless_texture */
3374    struct hash_table_u64 *TextureHandles;
3375    struct hash_table_u64 *ImageHandles;
3376    mtx_t HandlesMutex; /**< For texture/image handles safety */
3377 
3378    /* GL_ARB_shading_language_include */
3379    struct shader_includes *ShaderIncludes;
3380    /* glCompileShaderInclude expects ShaderIncludes not to change while it is
3381     * in progress.
3382     */
3383    mtx_t ShaderIncludeMutex;
3384 
3385    /**
3386     * Some context in this share group was affected by a GPU reset
3387     *
3388     * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3389     * been affected by a GPU reset must also return
3390     * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3391     *
3392     * Once this field becomes true, it is never reset to false.
3393     */
3394    bool ShareGroupReset;
3395 
3396    /** EXT_external_objects */
3397    struct _mesa_HashTable *MemoryObjects;
3398 
3399    /** EXT_semaphore */
3400    struct _mesa_HashTable *SemaphoreObjects;
3401 
3402    /**
3403     * Some context in this share group was affected by a disjoint
3404     * operation. This operation can be anything that has effects on
3405     * values of timer queries in such manner that they become invalid for
3406     * performance metrics. As example gpu reset, counter overflow or gpu
3407     * frequency changes.
3408     */
3409    bool DisjointOperation;
3410 };
3411 
3412 
3413 
3414 /**
3415  * Renderbuffers represent drawing surfaces such as color, depth and/or
3416  * stencil.  A framebuffer object has a set of renderbuffers.
3417  * Drivers will typically derive subclasses of this type.
3418  */
3419 struct gl_renderbuffer
3420 {
3421    simple_mtx_t Mutex; /**< for thread safety */
3422    GLuint ClassID;        /**< Useful for drivers */
3423    GLuint Name;
3424    GLchar *Label;         /**< GL_KHR_debug */
3425    GLint RefCount;
3426    GLuint Width, Height;
3427    GLuint Depth;
3428    GLboolean Purgeable;  /**< Is the buffer purgeable under memory pressure? */
3429    GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3430    /**
3431     * True for renderbuffers that wrap textures, giving the driver a chance to
3432     * flush render caches through the FinishRenderTexture hook.
3433     *
3434     * Drivers may also set this on renderbuffers other than those generated by
3435     * glFramebufferTexture(), though it means FinishRenderTexture() would be
3436     * called without a rb->TexImage.
3437     */
3438    GLboolean NeedsFinishRenderTexture;
3439    GLubyte NumSamples;    /**< zero means not multisampled */
3440    GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3441    GLenum16 InternalFormat; /**< The user-specified format */
3442    GLenum16 _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3443                                GL_STENCIL_INDEX. */
3444    mesa_format Format;      /**< The actual renderbuffer memory format */
3445    /**
3446     * Pointer to the texture image if this renderbuffer wraps a texture,
3447     * otherwise NULL.
3448     *
3449     * Note that the reference on the gl_texture_object containing this
3450     * TexImage is held by the gl_renderbuffer_attachment.
3451     */
3452    struct gl_texture_image *TexImage;
3453 
3454    /** Delete this renderbuffer */
3455    void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3456 
3457    /** Allocate new storage for this renderbuffer */
3458    GLboolean (*AllocStorage)(struct gl_context *ctx,
3459                              struct gl_renderbuffer *rb,
3460                              GLenum internalFormat,
3461                              GLuint width, GLuint height);
3462 };
3463 
3464 
3465 /**
3466  * A renderbuffer attachment points to either a texture object (and specifies
3467  * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3468  */
3469 struct gl_renderbuffer_attachment
3470 {
3471    GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3472    GLboolean Complete;
3473 
3474    /**
3475     * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3476     * application supplied renderbuffer object.
3477     */
3478    struct gl_renderbuffer *Renderbuffer;
3479 
3480    /**
3481     * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3482     * supplied texture object.
3483     */
3484    struct gl_texture_object *Texture;
3485    GLuint TextureLevel; /**< Attached mipmap level. */
3486    GLsizei NumSamples;  /**< from FramebufferTexture2DMultisampleEXT */
3487    GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
3488    GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
3489                          * and 2D array textures */
3490    GLboolean Layered;
3491 };
3492 
3493 
3494 /**
3495  * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3496  * In C++ terms, think of this as a base class from which device drivers
3497  * will make derived classes.
3498  */
3499 struct gl_framebuffer
3500 {
3501    simple_mtx_t Mutex;  /**< for thread safety */
3502    /**
3503     * If zero, this is a window system framebuffer.  If non-zero, this
3504     * is a FBO framebuffer; note that for some devices (i.e. those with
3505     * a natural pixel coordinate system for FBOs that differs from the
3506     * OpenGL/Mesa coordinate system), this means that the viewport,
3507     * polygon face orientation, and polygon stipple will have to be inverted.
3508     */
3509    GLuint Name;
3510    GLint RefCount;
3511 
3512    GLchar *Label;       /**< GL_KHR_debug */
3513 
3514    GLboolean DeletePending;
3515 
3516    /**
3517     * The framebuffer's visual. Immutable if this is a window system buffer.
3518     * Computed from attachments if user-made FBO.
3519     */
3520    struct gl_config Visual;
3521 
3522    /**
3523     * Size of frame buffer in pixels. If there are no attachments, then both
3524     * of these are 0.
3525     */
3526    GLuint Width, Height;
3527 
3528    /**
3529     * In the case that the framebuffer has no attachment (i.e.
3530     * GL_ARB_framebuffer_no_attachments) then the geometry of
3531     * the framebuffer is specified by the default values.
3532     */
3533    struct {
3534      GLuint Width, Height, Layers, NumSamples;
3535      GLboolean FixedSampleLocations;
3536      /* Derived from NumSamples by the driver so that it can choose a valid
3537       * value for the hardware.
3538       */
3539      GLuint _NumSamples;
3540    } DefaultGeometry;
3541 
3542    /** \name  Drawing bounds (Intersection of buffer size and scissor box)
3543     * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3544     * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3545     */
3546    /*@{*/
3547    GLint _Xmin, _Xmax;
3548    GLint _Ymin, _Ymax;
3549    /*@}*/
3550 
3551    /** \name  Derived Z buffer stuff */
3552    /*@{*/
3553    GLuint _DepthMax;	/**< Max depth buffer value */
3554    GLfloat _DepthMaxF;	/**< Float max depth buffer value */
3555    GLfloat _MRD;	/**< minimum resolvable difference in Z values */
3556    /*@}*/
3557 
3558    /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3559    GLenum16 _Status;
3560 
3561    /** Whether one of Attachment has Type != GL_NONE
3562     * NOTE: the values for Width and Height are set to 0 in case of having
3563     * no attachments, a backend driver supporting the extension
3564     * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3565     * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3566     * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3567     * _Ymax do NOT take into account _HasAttachments being false). To get the
3568     * geometry of the framebuffer, the  helper functions
3569     *   _mesa_geometric_width(),
3570     *   _mesa_geometric_height(),
3571     *   _mesa_geometric_samples() and
3572     *   _mesa_geometric_layers()
3573     * are available that check _HasAttachments.
3574     */
3575    bool _HasAttachments;
3576 
3577    GLbitfield _IntegerBuffers;  /**< Which color buffers are integer valued */
3578    GLbitfield _RGBBuffers;  /**< Which color buffers have baseformat == RGB */
3579    GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3580 
3581    /* ARB_color_buffer_float */
3582    GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3583    GLboolean _HasSNormOrFloatColorBuffer;
3584 
3585    /**
3586     * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3587     * is not layered.  For cube maps and cube map arrays, each cube face
3588     * counts as a layer. As the case for Width, Height a backend driver
3589     * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3590     * in the case that _HasAttachments is false
3591     */
3592    GLuint MaxNumLayers;
3593 
3594    /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3595    struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3596 
3597    /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3598     * attribute group and GL_PIXEL attribute group, respectively.
3599     */
3600    GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3601    GLenum16 ColorReadBuffer;
3602 
3603    /* GL_ARB_sample_locations */
3604    GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3605    GLboolean ProgrammableSampleLocations;
3606    GLboolean SampleLocationPixelGrid;
3607 
3608    /** Computed from ColorDraw/ReadBuffer above */
3609    GLuint _NumColorDrawBuffers;
3610    gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3611    gl_buffer_index _ColorReadBufferIndex;
3612    struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3613    struct gl_renderbuffer *_ColorReadBuffer;
3614 
3615    /* GL_MESA_framebuffer_flip_y */
3616    bool FlipY;
3617 
3618    /** Delete this framebuffer */
3619    void (*Delete)(struct gl_framebuffer *fb);
3620 };
3621 
3622 
3623 /**
3624  * Precision info for shader datatypes.  See glGetShaderPrecisionFormat().
3625  */
3626 struct gl_precision
3627 {
3628    GLushort RangeMin;   /**< min value exponent */
3629    GLushort RangeMax;   /**< max value exponent */
3630    GLushort Precision;  /**< number of mantissa bits */
3631 };
3632 
3633 
3634 /**
3635  * Limits for vertex, geometry and fragment programs/shaders.
3636  */
3637 struct gl_program_constants
3638 {
3639    /* logical limits */
3640    GLuint MaxInstructions;
3641    GLuint MaxAluInstructions;
3642    GLuint MaxTexInstructions;
3643    GLuint MaxTexIndirections;
3644    GLuint MaxAttribs;
3645    GLuint MaxTemps;
3646    GLuint MaxAddressRegs;
3647    GLuint MaxAddressOffset;  /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3648    GLuint MaxParameters;
3649    GLuint MaxLocalParams;
3650    GLuint MaxEnvParams;
3651    /* native/hardware limits */
3652    GLuint MaxNativeInstructions;
3653    GLuint MaxNativeAluInstructions;
3654    GLuint MaxNativeTexInstructions;
3655    GLuint MaxNativeTexIndirections;
3656    GLuint MaxNativeAttribs;
3657    GLuint MaxNativeTemps;
3658    GLuint MaxNativeAddressRegs;
3659    GLuint MaxNativeParameters;
3660    /* For shaders */
3661    GLuint MaxUniformComponents;  /**< Usually == MaxParameters * 4 */
3662 
3663    /**
3664     * \name Per-stage input / output limits
3665     *
3666     * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3667     * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3668     * ES).  This is stored as \c gl_constants::MaxVarying.
3669     *
3670     * Starting with OpenGL 3.2, the limits are advertised with per-stage
3671     * variables.  Each stage as a certain number of outputs that it can feed
3672     * to the next stage and a certain number inputs that it can consume from
3673     * the previous stage.
3674     *
3675     * Vertex shader inputs do not participate this in this accounting.
3676     * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3677     *
3678     * Fragment shader outputs do not participate this in this accounting.
3679     * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3680     */
3681    /*@{*/
3682    GLuint MaxInputComponents;
3683    GLuint MaxOutputComponents;
3684    /*@}*/
3685 
3686    /* ES 2.0 and GL_ARB_ES2_compatibility */
3687    struct gl_precision LowFloat, MediumFloat, HighFloat;
3688    struct gl_precision LowInt, MediumInt, HighInt;
3689    /* GL_ARB_uniform_buffer_object */
3690    GLuint MaxUniformBlocks;
3691    uint64_t MaxCombinedUniformComponents;
3692    GLuint MaxTextureImageUnits;
3693 
3694    /* GL_ARB_shader_atomic_counters */
3695    GLuint MaxAtomicBuffers;
3696    GLuint MaxAtomicCounters;
3697 
3698    /* GL_ARB_shader_image_load_store */
3699    GLuint MaxImageUniforms;
3700 
3701    /* GL_ARB_shader_storage_buffer_object */
3702    GLuint MaxShaderStorageBlocks;
3703 };
3704 
3705 /**
3706  * Constants which may be overridden by device driver during context creation
3707  * but are never changed after that.
3708  */
3709 struct gl_constants
3710 {
3711    GLuint MaxTextureMbytes;      /**< Max memory per image, in MB */
3712    GLuint MaxTextureSize;        /**< Max 1D/2D texture size, in pixels*/
3713    GLuint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
3714    GLuint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
3715    GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3716    GLuint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
3717    GLuint MaxTextureCoordUnits;
3718    GLuint MaxCombinedTextureImageUnits;
3719    GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3720    GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
3721    GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
3722    GLuint MaxTextureBufferSize;      /**< GL_ARB_texture_buffer_object */
3723 
3724    GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3725 
3726    GLuint MaxArrayLockSize;
3727 
3728    GLint SubPixelBits;
3729 
3730    GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
3731    GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
3732    GLfloat PointSizeGranularity;
3733    GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
3734    GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
3735    GLfloat LineWidthGranularity;
3736 
3737    GLuint MaxClipPlanes;
3738    GLuint MaxLights;
3739    GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
3740    GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
3741 
3742    GLuint MaxViewportWidth, MaxViewportHeight;
3743    GLuint MaxViewports;                      /**< GL_ARB_viewport_array */
3744    GLuint ViewportSubpixelBits;              /**< GL_ARB_viewport_array */
3745    struct {
3746       GLfloat Min;
3747       GLfloat Max;
3748    } ViewportBounds;                         /**< GL_ARB_viewport_array */
3749    GLuint MaxWindowRectangles;               /**< GL_EXT_window_rectangles */
3750 
3751    struct gl_program_constants Program[MESA_SHADER_STAGES];
3752    GLuint MaxProgramMatrices;
3753    GLuint MaxProgramMatrixStackDepth;
3754 
3755    struct {
3756       GLuint SamplesPassed;
3757       GLuint TimeElapsed;
3758       GLuint Timestamp;
3759       GLuint PrimitivesGenerated;
3760       GLuint PrimitivesWritten;
3761       GLuint VerticesSubmitted;
3762       GLuint PrimitivesSubmitted;
3763       GLuint VsInvocations;
3764       GLuint TessPatches;
3765       GLuint TessInvocations;
3766       GLuint GsInvocations;
3767       GLuint GsPrimitives;
3768       GLuint FsInvocations;
3769       GLuint ComputeInvocations;
3770       GLuint ClInPrimitives;
3771       GLuint ClOutPrimitives;
3772    } QueryCounterBits;
3773 
3774    GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
3775 
3776    GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
3777    GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
3778    GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
3779 
3780    /**
3781     * GL_ARB_framebuffer_no_attachments
3782     */
3783    GLuint MaxFramebufferWidth;
3784    GLuint MaxFramebufferHeight;
3785    GLuint MaxFramebufferLayers;
3786    GLuint MaxFramebufferSamples;
3787 
3788    /** Number of varying vectors between any two shader stages. */
3789    GLuint MaxVarying;
3790 
3791    /** @{
3792     * GL_ARB_uniform_buffer_object
3793     */
3794    GLuint MaxCombinedUniformBlocks;
3795    GLuint MaxUniformBufferBindings;
3796    GLuint MaxUniformBlockSize;
3797    GLuint UniformBufferOffsetAlignment;
3798    /** @} */
3799 
3800    /** @{
3801     * GL_ARB_shader_storage_buffer_object
3802     */
3803    GLuint MaxCombinedShaderStorageBlocks;
3804    GLuint MaxShaderStorageBufferBindings;
3805    GLuint MaxShaderStorageBlockSize;
3806    GLuint ShaderStorageBufferOffsetAlignment;
3807    /** @} */
3808 
3809    /**
3810     * GL_ARB_explicit_uniform_location
3811     */
3812    GLuint MaxUserAssignableUniformLocations;
3813 
3814    /** geometry shader */
3815    GLuint MaxGeometryOutputVertices;
3816    GLuint MaxGeometryTotalOutputComponents;
3817    GLuint MaxGeometryShaderInvocations;
3818 
3819    GLuint GLSLVersion;  /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3820    GLuint GLSLVersionCompat;  /**< Desktop compat GLSL version supported  */
3821 
3822    /**
3823     * Changes default GLSL extension behavior from "error" to "warn".  It's out
3824     * of spec, but it can make some apps work that otherwise wouldn't.
3825     */
3826    GLboolean ForceGLSLExtensionsWarn;
3827 
3828    /**
3829     * If non-zero, forces GLSL shaders to behave as if they began
3830     * with "#version ForceGLSLVersion".
3831     */
3832    GLuint ForceGLSLVersion;
3833 
3834    /**
3835     * Allow GLSL #extension directives in the middle of shaders.
3836     */
3837    GLboolean AllowGLSLExtensionDirectiveMidShader;
3838 
3839    /**
3840     * Allow a subset of GLSL 1.20 in GLSL 1.10 as needed by SPECviewperf13.
3841     */
3842    GLboolean AllowGLSL120SubsetIn110;
3843 
3844    /**
3845     * Allow builtins as part of constant expressions. This was not allowed
3846     * until GLSL 1.20 this allows it everywhere.
3847     */
3848    GLboolean AllowGLSLBuiltinConstantExpression;
3849 
3850    /**
3851     * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3852     * a number of relaxations to the ES shader rules.
3853     */
3854    GLboolean AllowGLSLRelaxedES;
3855 
3856    /**
3857     * Allow GLSL built-in variables to be redeclared verbatim
3858     */
3859    GLboolean AllowGLSLBuiltinVariableRedeclaration;
3860 
3861    /**
3862     * Allow GLSL interpolation qualifier mismatch across shader stages.
3863     */
3864    GLboolean AllowGLSLCrossStageInterpolationMismatch;
3865 
3866    /**
3867     * Allow creating a higher compat profile (version 3.1+) for apps that
3868     * request it. Be careful when adding that driconf option because some
3869     * features are unimplemented and might not work correctly.
3870     */
3871    GLboolean AllowHigherCompatVersion;
3872 
3873    /**
3874     * Allow extra tokens at end of preprocessor directives. The CTS now tests
3875     * to make sure these are not allowed. However, previously drivers would
3876     * allow them to exist and just issue a warning so some old applications
3877     * depend on this.
3878     */
3879    GLboolean AllowExtraPPTokens;
3880 
3881    /**
3882     * Force computing the absolute value for sqrt() and inversesqrt() to follow
3883     * D3D9 when apps rely on this behaviour.
3884     */
3885    GLboolean ForceGLSLAbsSqrt;
3886 
3887    /**
3888     * Types of variable to default initialized to zero. Supported values are:
3889     *   - 0: no zero initialization
3890     *   - 1: all shader variables and gl_FragColor are initialiazed to 0
3891     *   - 2: same as 1, but shader out variables are *not* initialized, while
3892     *        function out variables are now initialized.
3893     */
3894    GLchar GLSLZeroInit;
3895 
3896    /**
3897     * Force GL names reuse. Needed by SPECviewperf13.
3898     */
3899    GLboolean ForceGLNamesReuse;
3900 
3901    /**
3902     * Treat integer textures using GL_LINEAR filters as GL_NEAREST.
3903     */
3904    GLboolean ForceIntegerTexNearest;
3905 
3906    /**
3907     * Does the driver support real 32-bit integers?  (Otherwise, integers are
3908     * simulated via floats.)
3909     */
3910    GLboolean NativeIntegers;
3911 
3912    /**
3913     * Does VertexID count from zero or from base vertex?
3914     *
3915     * \note
3916     * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3917     * ignored and need not be set.
3918     */
3919    bool VertexID_is_zero_based;
3920 
3921    /**
3922     * If the driver supports real 32-bit integers, what integer value should be
3923     * used for boolean true in uniform uploads?  (Usually 1 or ~0.)
3924     */
3925    GLuint UniformBooleanTrue;
3926 
3927    /**
3928     * Maximum amount of time, measured in nanseconds, that the server can wait.
3929     */
3930    GLuint64 MaxServerWaitTimeout;
3931 
3932    /** GL_EXT_provoking_vertex */
3933    GLboolean QuadsFollowProvokingVertexConvention;
3934 
3935    /** GL_ARB_viewport_array */
3936    GLenum16 LayerAndVPIndexProvokingVertex;
3937 
3938    /** OpenGL version 3.0 */
3939    GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3940 
3941    /** OpenGL version 3.2 */
3942    GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
3943 
3944    /** OpenGL version 4.4 */
3945    GLuint MaxVertexAttribStride;
3946 
3947    /** GL_EXT_transform_feedback */
3948    GLuint MaxTransformFeedbackBuffers;
3949    GLuint MaxTransformFeedbackSeparateComponents;
3950    GLuint MaxTransformFeedbackInterleavedComponents;
3951    GLuint MaxVertexStreams;
3952 
3953    /** GL_EXT_gpu_shader4 */
3954    GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3955 
3956    /** GL_ARB_texture_gather */
3957    GLuint MinProgramTextureGatherOffset;
3958    GLuint MaxProgramTextureGatherOffset;
3959    GLuint MaxProgramTextureGatherComponents;
3960 
3961    /* GL_ARB_robustness */
3962    GLenum16 ResetStrategy;
3963 
3964    /* GL_KHR_robustness */
3965    GLboolean RobustAccess;
3966 
3967    /* GL_ARB_blend_func_extended */
3968    GLuint MaxDualSourceDrawBuffers;
3969 
3970    /**
3971     * Whether the implementation strips out and ignores texture borders.
3972     *
3973     * Many GPU hardware implementations don't support rendering with texture
3974     * borders and mipmapped textures.  (Note: not static border color, but the
3975     * old 1-pixel border around each edge).  Implementations then have to do
3976     * slow fallbacks to be correct, or just ignore the border and be fast but
3977     * wrong.  Setting the flag strips the border off of TexImage calls,
3978     * providing "fast but wrong" at significantly reduced driver complexity.
3979     *
3980     * Texture borders are deprecated in GL 3.0.
3981     **/
3982    GLboolean StripTextureBorder;
3983 
3984    /**
3985     * For drivers which can do a better job at eliminating unused uniforms
3986     * than the GLSL compiler.
3987     *
3988     * XXX Remove these as soon as a better solution is available.
3989     */
3990    GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3991 
3992    /**
3993     * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3994     * are system values.
3995     **/
3996    bool GLSLFragCoordIsSysVal;
3997    bool GLSLPointCoordIsSysVal;
3998    bool GLSLFrontFacingIsSysVal;
3999 
4000    /**
4001     * Run the minimum amount of GLSL optimizations to be able to link
4002     * shaders optimally (eliminate dead varyings and uniforms) and just do
4003     * all the necessary lowering.
4004     */
4005    bool GLSLOptimizeConservatively;
4006 
4007    /**
4008     * Whether to call lower_const_arrays_to_uniforms() during linking.
4009     */
4010    bool GLSLLowerConstArrays;
4011 
4012    /**
4013     * True if gl_TessLevelInner/Outer[] in the TES should be inputs
4014     * (otherwise, they're system values).
4015     */
4016    bool GLSLTessLevelsAsInputs;
4017 
4018    /**
4019     * Always use the GetTransformFeedbackVertexCount() driver hook, rather
4020     * than passing the transform feedback object to the drawing function.
4021     */
4022    GLboolean AlwaysUseGetTransformFeedbackVertexCount;
4023 
4024    /** GL_ARB_map_buffer_alignment */
4025    GLuint MinMapBufferAlignment;
4026 
4027    /**
4028     * Disable varying packing.  This is out of spec, but potentially useful
4029     * for older platforms that supports a limited number of texture
4030     * indirections--on these platforms, unpacking the varyings in the fragment
4031     * shader increases the number of texture indirections by 1, which might
4032     * make some shaders not executable at all.
4033     *
4034     * Drivers that support transform feedback must set this value to GL_FALSE.
4035     */
4036    GLboolean DisableVaryingPacking;
4037 
4038    /**
4039     * Disable varying packing if used for transform feedback.  This is needed
4040     * for some drivers (e.g. Panfrost) where transform feedback requires
4041     * unpacked varyings.
4042     *
4043     * This variable is mutually exlusive with DisableVaryingPacking.
4044     */
4045    GLboolean DisableTransformFeedbackPacking;
4046 
4047    /**
4048     * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
4049     * layout is set as shared (the default) or packed. However most Mesa drivers
4050     * just use STD140 for these layouts. This flag allows drivers to use STD430
4051     * for packed and shared layouts which allows arrays to be packed more
4052     * tightly.
4053     */
4054    bool UseSTD430AsDefaultPacking;
4055 
4056    /**
4057     * Should meaningful names be generated for compiler temporary variables?
4058     *
4059     * Generally, it is not useful to have the compiler generate "meaningful"
4060     * names for temporary variables that it creates.  This can, however, be a
4061     * useful debugging aid.  In Mesa debug builds or release builds when
4062     * MESA_GLSL is set at run-time, meaningful names will be generated.
4063     * Drivers can also force names to be generated by setting this field.
4064     * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
4065     * vertex shader assembly) is set at run-time.
4066     */
4067    bool GenerateTemporaryNames;
4068 
4069    /*
4070     * Maximum value supported for an index in DrawElements and friends.
4071     *
4072     * This must be at least (1ull<<24)-1.  The default value is
4073     * (1ull<<32)-1.
4074     *
4075     * \since ES 3.0 or GL_ARB_ES3_compatibility
4076     * \sa _mesa_init_constants
4077     */
4078    GLuint64 MaxElementIndex;
4079 
4080    /**
4081     * Disable interpretation of line continuations (lines ending with a
4082     * backslash character ('\') in GLSL source.
4083     */
4084    GLboolean DisableGLSLLineContinuations;
4085 
4086    /** GL_ARB_texture_multisample */
4087    GLint MaxColorTextureSamples;
4088    GLint MaxDepthTextureSamples;
4089    GLint MaxIntegerSamples;
4090 
4091    /** GL_AMD_framebuffer_multisample_advanced */
4092    GLint MaxColorFramebufferSamples;
4093    GLint MaxColorFramebufferStorageSamples;
4094    GLint MaxDepthStencilFramebufferSamples;
4095 
4096    /* An array of supported MSAA modes allowing different sample
4097     * counts per attachment type.
4098     */
4099    struct {
4100       GLint NumColorSamples;
4101       GLint NumColorStorageSamples;
4102       GLint NumDepthStencilSamples;
4103    } SupportedMultisampleModes[40];
4104    GLint NumSupportedMultisampleModes;
4105 
4106    /** GL_ARB_shader_atomic_counters */
4107    GLuint MaxAtomicBufferBindings;
4108    GLuint MaxAtomicBufferSize;
4109    GLuint MaxCombinedAtomicBuffers;
4110    GLuint MaxCombinedAtomicCounters;
4111 
4112    /** GL_ARB_vertex_attrib_binding */
4113    GLint MaxVertexAttribRelativeOffset;
4114    GLint MaxVertexAttribBindings;
4115 
4116    /* GL_ARB_shader_image_load_store */
4117    GLuint MaxImageUnits;
4118    GLuint MaxCombinedShaderOutputResources;
4119    GLuint MaxImageSamples;
4120    GLuint MaxCombinedImageUniforms;
4121 
4122    /** GL_ARB_compute_shader */
4123    GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4124    GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4125    GLuint MaxComputeWorkGroupInvocations;
4126    GLuint MaxComputeSharedMemorySize;
4127 
4128    /** GL_ARB_compute_variable_group_size */
4129    GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4130    GLuint MaxComputeVariableGroupInvocations;
4131 
4132    /** GL_ARB_gpu_shader5 */
4133    GLfloat MinFragmentInterpolationOffset;
4134    GLfloat MaxFragmentInterpolationOffset;
4135 
4136    GLboolean FakeSWMSAA;
4137 
4138    /** GL_KHR_context_flush_control */
4139    GLenum16 ContextReleaseBehavior;
4140 
4141    struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4142 
4143    /** GL_ARB_tessellation_shader */
4144    GLuint MaxPatchVertices;
4145    GLuint MaxTessGenLevel;
4146    GLuint MaxTessPatchComponents;
4147    GLuint MaxTessControlTotalOutputComponents;
4148    bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4149    bool PrimitiveRestartForPatches;
4150    bool LowerCsDerivedVariables;    /**< Lower gl_GlobalInvocationID and
4151                                      *   gl_LocalInvocationIndex based on
4152                                      *   other builtin variables. */
4153 
4154    /** GL_OES_primitive_bounding_box */
4155    bool NoPrimitiveBoundingBoxOutput;
4156 
4157    /** GL_ARB_sparse_buffer */
4158    GLuint SparseBufferPageSize;
4159 
4160    /** Used as an input for sha1 generation in the on-disk shader cache */
4161    unsigned char *dri_config_options_sha1;
4162 
4163    /** When drivers are OK with mapped buffers during draw and other calls. */
4164    bool AllowMappedBuffersDuringExecution;
4165 
4166    /**
4167     * Whether buffer creation, unsynchronized mapping, unmapping, and
4168     * deletion is thread-safe.
4169     */
4170    bool BufferCreateMapUnsynchronizedThreadSafe;
4171 
4172    /** GL_ARB_get_program_binary */
4173    GLuint NumProgramBinaryFormats;
4174 
4175    /** GL_NV_conservative_raster */
4176    GLuint MaxSubpixelPrecisionBiasBits;
4177 
4178    /** GL_NV_conservative_raster_dilate */
4179    GLfloat ConservativeRasterDilateRange[2];
4180    GLfloat ConservativeRasterDilateGranularity;
4181 
4182    /** Is the drivers uniform storage packed or padded to 16 bytes. */
4183    bool PackedDriverUniformStorage;
4184 
4185    /** Does the driver make use of the NIR based GLSL linker */
4186    bool UseNIRGLSLLinker;
4187 
4188    /** Wether or not glBitmap uses red textures rather than alpha */
4189    bool BitmapUsesRed;
4190 
4191    /** Whether the vertex buffer offset is a signed 32-bit integer. */
4192    bool VertexBufferOffsetIsInt32;
4193 
4194    /** Whether the driver can handle MultiDrawElements with non-VBO indices. */
4195    bool MultiDrawWithUserIndices;
4196 
4197    /** Whether out-of-order draw (Begin/End) optimizations are allowed. */
4198    bool AllowDrawOutOfOrder;
4199 
4200    /** Whether to allow the fast path for frequently updated VAOs. */
4201    bool AllowDynamicVAOFastPath;
4202 
4203    /** Whether the driver can support primitive restart with a fixed index.
4204     * This is essentially a subset of NV_primitive_restart with enough support
4205     * to be able to enable GLES 3.1. Some hardware can support this but not the
4206     * full NV extension with arbitrary restart indices.
4207     */
4208    bool PrimitiveRestartFixedIndex;
4209 
4210    /** GL_ARB_gl_spirv */
4211    struct spirv_supported_capabilities SpirVCapabilities;
4212 
4213    /** GL_ARB_spirv_extensions */
4214    struct spirv_supported_extensions *SpirVExtensions;
4215 
4216    char *VendorOverride;
4217 
4218    /** Buffer size used to upload vertices from glBegin/glEnd. */
4219    unsigned glBeginEndBufferSize;
4220 
4221    /** Whether the driver doesn't want x/y/width/height clipped based on src size
4222     *  when doing a copy texture operation (eg: may want out-of-bounds reads that
4223     *  produce 0 instead of leaving the texture content undefined).
4224     */
4225    bool NoClippingOnCopyTex;
4226 };
4227 
4228 
4229 /**
4230  * Enable flag for each OpenGL extension.  Different device drivers will
4231  * enable different extensions at runtime.
4232  */
4233 struct gl_extensions
4234 {
4235    GLboolean dummy;  /* don't remove this! */
4236    GLboolean dummy_true;  /* Set true by _mesa_init_extensions(). */
4237    GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4238    GLboolean ANGLE_texture_compression_dxt;
4239    GLboolean ARB_ES2_compatibility;
4240    GLboolean ARB_ES3_compatibility;
4241    GLboolean ARB_ES3_1_compatibility;
4242    GLboolean ARB_ES3_2_compatibility;
4243    GLboolean ARB_arrays_of_arrays;
4244    GLboolean ARB_base_instance;
4245    GLboolean ARB_bindless_texture;
4246    GLboolean ARB_blend_func_extended;
4247    GLboolean ARB_buffer_storage;
4248    GLboolean ARB_clear_texture;
4249    GLboolean ARB_clip_control;
4250    GLboolean ARB_color_buffer_float;
4251    GLboolean ARB_compatibility;
4252    GLboolean ARB_compute_shader;
4253    GLboolean ARB_compute_variable_group_size;
4254    GLboolean ARB_conditional_render_inverted;
4255    GLboolean ARB_conservative_depth;
4256    GLboolean ARB_copy_image;
4257    GLboolean ARB_cull_distance;
4258    GLboolean EXT_color_buffer_half_float;
4259    GLboolean ARB_depth_buffer_float;
4260    GLboolean ARB_depth_clamp;
4261    GLboolean ARB_depth_texture;
4262    GLboolean ARB_derivative_control;
4263    GLboolean ARB_draw_buffers_blend;
4264    GLboolean ARB_draw_elements_base_vertex;
4265    GLboolean ARB_draw_indirect;
4266    GLboolean ARB_draw_instanced;
4267    GLboolean ARB_fragment_coord_conventions;
4268    GLboolean ARB_fragment_layer_viewport;
4269    GLboolean ARB_fragment_program;
4270    GLboolean ARB_fragment_program_shadow;
4271    GLboolean ARB_fragment_shader;
4272    GLboolean ARB_framebuffer_no_attachments;
4273    GLboolean ARB_framebuffer_object;
4274    GLboolean ARB_fragment_shader_interlock;
4275    GLboolean ARB_enhanced_layouts;
4276    GLboolean ARB_explicit_attrib_location;
4277    GLboolean ARB_explicit_uniform_location;
4278    GLboolean ARB_gl_spirv;
4279    GLboolean ARB_gpu_shader5;
4280    GLboolean ARB_gpu_shader_fp64;
4281    GLboolean ARB_gpu_shader_int64;
4282    GLboolean ARB_half_float_vertex;
4283    GLboolean ARB_indirect_parameters;
4284    GLboolean ARB_instanced_arrays;
4285    GLboolean ARB_internalformat_query;
4286    GLboolean ARB_internalformat_query2;
4287    GLboolean ARB_map_buffer_range;
4288    GLboolean ARB_occlusion_query;
4289    GLboolean ARB_occlusion_query2;
4290    GLboolean ARB_pipeline_statistics_query;
4291    GLboolean ARB_point_sprite;
4292    GLboolean ARB_polygon_offset_clamp;
4293    GLboolean ARB_post_depth_coverage;
4294    GLboolean ARB_query_buffer_object;
4295    GLboolean ARB_robust_buffer_access_behavior;
4296    GLboolean ARB_sample_locations;
4297    GLboolean ARB_sample_shading;
4298    GLboolean ARB_seamless_cube_map;
4299    GLboolean ARB_shader_atomic_counter_ops;
4300    GLboolean ARB_shader_atomic_counters;
4301    GLboolean ARB_shader_ballot;
4302    GLboolean ARB_shader_bit_encoding;
4303    GLboolean ARB_shader_clock;
4304    GLboolean ARB_shader_draw_parameters;
4305    GLboolean ARB_shader_group_vote;
4306    GLboolean ARB_shader_image_load_store;
4307    GLboolean ARB_shader_image_size;
4308    GLboolean ARB_shader_precision;
4309    GLboolean ARB_shader_stencil_export;
4310    GLboolean ARB_shader_storage_buffer_object;
4311    GLboolean ARB_shader_texture_image_samples;
4312    GLboolean ARB_shader_texture_lod;
4313    GLboolean ARB_shader_viewport_layer_array;
4314    GLboolean ARB_shading_language_packing;
4315    GLboolean ARB_shading_language_420pack;
4316    GLboolean ARB_shadow;
4317    GLboolean ARB_sparse_buffer;
4318    GLboolean ARB_stencil_texturing;
4319    GLboolean ARB_spirv_extensions;
4320    GLboolean ARB_sync;
4321    GLboolean ARB_tessellation_shader;
4322    GLboolean ARB_texture_border_clamp;
4323    GLboolean ARB_texture_buffer_object;
4324    GLboolean ARB_texture_buffer_object_rgb32;
4325    GLboolean ARB_texture_buffer_range;
4326    GLboolean ARB_texture_compression_bptc;
4327    GLboolean ARB_texture_compression_rgtc;
4328    GLboolean ARB_texture_cube_map;
4329    GLboolean ARB_texture_cube_map_array;
4330    GLboolean ARB_texture_env_combine;
4331    GLboolean ARB_texture_env_crossbar;
4332    GLboolean ARB_texture_env_dot3;
4333    GLboolean ARB_texture_filter_anisotropic;
4334    GLboolean ARB_texture_float;
4335    GLboolean ARB_texture_gather;
4336    GLboolean ARB_texture_mirror_clamp_to_edge;
4337    GLboolean ARB_texture_multisample;
4338    GLboolean ARB_texture_non_power_of_two;
4339    GLboolean ARB_texture_stencil8;
4340    GLboolean ARB_texture_query_levels;
4341    GLboolean ARB_texture_query_lod;
4342    GLboolean ARB_texture_rg;
4343    GLboolean ARB_texture_rgb10_a2ui;
4344    GLboolean ARB_texture_view;
4345    GLboolean ARB_timer_query;
4346    GLboolean ARB_transform_feedback2;
4347    GLboolean ARB_transform_feedback3;
4348    GLboolean ARB_transform_feedback_instanced;
4349    GLboolean ARB_transform_feedback_overflow_query;
4350    GLboolean ARB_uniform_buffer_object;
4351    GLboolean ARB_vertex_attrib_64bit;
4352    GLboolean ARB_vertex_program;
4353    GLboolean ARB_vertex_shader;
4354    GLboolean ARB_vertex_type_10f_11f_11f_rev;
4355    GLboolean ARB_vertex_type_2_10_10_10_rev;
4356    GLboolean ARB_viewport_array;
4357    GLboolean EXT_blend_color;
4358    GLboolean EXT_blend_equation_separate;
4359    GLboolean EXT_blend_func_separate;
4360    GLboolean EXT_blend_minmax;
4361    GLboolean EXT_demote_to_helper_invocation;
4362    GLboolean EXT_depth_bounds_test;
4363    GLboolean EXT_disjoint_timer_query;
4364    GLboolean EXT_draw_buffers2;
4365    GLboolean EXT_EGL_image_storage;
4366    GLboolean EXT_float_blend;
4367    GLboolean EXT_framebuffer_multisample;
4368    GLboolean EXT_framebuffer_multisample_blit_scaled;
4369    GLboolean EXT_framebuffer_sRGB;
4370    GLboolean EXT_gpu_program_parameters;
4371    GLboolean EXT_gpu_shader4;
4372    GLboolean EXT_memory_object;
4373    GLboolean EXT_memory_object_fd;
4374    GLboolean EXT_multisampled_render_to_texture;
4375    GLboolean EXT_packed_float;
4376    GLboolean EXT_pixel_buffer_object;
4377    GLboolean EXT_point_parameters;
4378    GLboolean EXT_provoking_vertex;
4379    GLboolean EXT_render_snorm;
4380    GLboolean EXT_semaphore;
4381    GLboolean EXT_semaphore_fd;
4382    GLboolean EXT_shader_image_load_formatted;
4383    GLboolean EXT_shader_image_load_store;
4384    GLboolean EXT_shader_integer_mix;
4385    GLboolean EXT_shader_samples_identical;
4386    GLboolean EXT_sRGB;
4387    GLboolean EXT_stencil_two_side;
4388    GLboolean EXT_texture_array;
4389    GLboolean EXT_texture_buffer_object;
4390    GLboolean EXT_texture_compression_latc;
4391    GLboolean EXT_texture_compression_s3tc;
4392    GLboolean EXT_texture_compression_s3tc_srgb;
4393    GLboolean EXT_texture_env_dot3;
4394    GLboolean EXT_texture_filter_anisotropic;
4395    GLboolean EXT_texture_integer;
4396    GLboolean EXT_texture_mirror_clamp;
4397    GLboolean EXT_texture_norm16;
4398    GLboolean EXT_texture_shadow_lod;
4399    GLboolean EXT_texture_shared_exponent;
4400    GLboolean EXT_texture_snorm;
4401    GLboolean EXT_texture_sRGB;
4402    GLboolean EXT_texture_sRGB_R8;
4403    GLboolean EXT_texture_sRGB_decode;
4404    GLboolean EXT_texture_swizzle;
4405    GLboolean EXT_texture_type_2_10_10_10_REV;
4406    GLboolean EXT_transform_feedback;
4407    GLboolean EXT_timer_query;
4408    GLboolean EXT_vertex_array_bgra;
4409    GLboolean EXT_window_rectangles;
4410    GLboolean OES_copy_image;
4411    GLboolean OES_primitive_bounding_box;
4412    GLboolean OES_sample_variables;
4413    GLboolean OES_standard_derivatives;
4414    GLboolean OES_texture_buffer;
4415    GLboolean OES_texture_cube_map_array;
4416    GLboolean OES_texture_view;
4417    GLboolean OES_viewport_array;
4418    /* vendor extensions */
4419    GLboolean AMD_compressed_ATC_texture;
4420    GLboolean AMD_framebuffer_multisample_advanced;
4421    GLboolean AMD_depth_clamp_separate;
4422    GLboolean AMD_performance_monitor;
4423    GLboolean AMD_pinned_memory;
4424    GLboolean AMD_seamless_cubemap_per_texture;
4425    GLboolean AMD_vertex_shader_layer;
4426    GLboolean AMD_vertex_shader_viewport_index;
4427    GLboolean ANDROID_extension_pack_es31a;
4428    GLboolean APPLE_object_purgeable;
4429    GLboolean ATI_meminfo;
4430    GLboolean ATI_texture_compression_3dc;
4431    GLboolean ATI_texture_mirror_once;
4432    GLboolean ATI_texture_env_combine3;
4433    GLboolean ATI_fragment_shader;
4434    GLboolean GREMEDY_string_marker;
4435    GLboolean INTEL_blackhole_render;
4436    GLboolean INTEL_conservative_rasterization;
4437    GLboolean INTEL_performance_query;
4438    GLboolean INTEL_shader_atomic_float_minmax;
4439    GLboolean INTEL_shader_integer_functions2;
4440    GLboolean KHR_blend_equation_advanced;
4441    GLboolean KHR_blend_equation_advanced_coherent;
4442    GLboolean KHR_robustness;
4443    GLboolean KHR_texture_compression_astc_hdr;
4444    GLboolean KHR_texture_compression_astc_ldr;
4445    GLboolean KHR_texture_compression_astc_sliced_3d;
4446    GLboolean MESA_framebuffer_flip_y;
4447    GLboolean MESA_tile_raster_order;
4448    GLboolean EXT_shader_framebuffer_fetch;
4449    GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4450    GLboolean MESA_shader_integer_functions;
4451    GLboolean MESA_ycbcr_texture;
4452    GLboolean NV_alpha_to_coverage_dither_control;
4453    GLboolean NV_compute_shader_derivatives;
4454    GLboolean NV_conditional_render;
4455    GLboolean NV_copy_depth_to_color;
4456    GLboolean NV_copy_image;
4457    GLboolean NV_fill_rectangle;
4458    GLboolean NV_fog_distance;
4459    GLboolean NV_point_sprite;
4460    GLboolean NV_primitive_restart;
4461    GLboolean NV_shader_atomic_float;
4462    GLboolean NV_shader_atomic_int64;
4463    GLboolean NV_texture_barrier;
4464    GLboolean NV_texture_env_combine4;
4465    GLboolean NV_texture_rectangle;
4466    GLboolean NV_vdpau_interop;
4467    GLboolean NV_conservative_raster;
4468    GLboolean NV_conservative_raster_dilate;
4469    GLboolean NV_conservative_raster_pre_snap_triangles;
4470    GLboolean NV_conservative_raster_pre_snap;
4471    GLboolean NV_viewport_array2;
4472    GLboolean NV_viewport_swizzle;
4473    GLboolean NVX_gpu_memory_info;
4474    GLboolean TDFX_texture_compression_FXT1;
4475    GLboolean OES_EGL_image;
4476    GLboolean OES_draw_texture;
4477    GLboolean OES_depth_texture_cube_map;
4478    GLboolean OES_EGL_image_external;
4479    GLboolean OES_texture_float;
4480    GLboolean OES_texture_float_linear;
4481    GLboolean OES_texture_half_float;
4482    GLboolean OES_texture_half_float_linear;
4483    GLboolean OES_compressed_ETC1_RGB8_texture;
4484    GLboolean OES_geometry_shader;
4485    GLboolean OES_texture_compression_astc;
4486    GLboolean extension_sentinel;
4487    /** The extension string */
4488    const GLubyte *String;
4489    /** Number of supported extensions */
4490    GLuint Count;
4491    /**
4492     * The context version which extension helper functions compare against.
4493     * By default, the value is equal to ctx->Version. This changes to ~0
4494     * while meta is in progress.
4495     */
4496    GLubyte Version;
4497 };
4498 
4499 
4500 /**
4501  * A stack of matrices (projection, modelview, color, texture, etc).
4502  */
4503 struct gl_matrix_stack
4504 {
4505    GLmatrix *Top;      /**< points into Stack */
4506    GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
4507    unsigned StackSize; /**< Number of elements in Stack */
4508    GLuint Depth;       /**< 0 <= Depth < MaxDepth */
4509    GLuint MaxDepth;    /**< size of Stack[] array */
4510    GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4511 };
4512 
4513 
4514 /**
4515  * \name Bits for image transfer operations
4516  * \sa __struct gl_contextRec::ImageTransferState.
4517  */
4518 /*@{*/
4519 #define IMAGE_SCALE_BIAS_BIT                      0x1
4520 #define IMAGE_SHIFT_OFFSET_BIT                    0x2
4521 #define IMAGE_MAP_COLOR_BIT                       0x4
4522 #define IMAGE_CLAMP_BIT                           0x800
4523 
4524 
4525 /** Pixel Transfer ops */
4526 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4527                     IMAGE_SHIFT_OFFSET_BIT | \
4528                     IMAGE_MAP_COLOR_BIT)
4529 
4530 
4531 /**
4532  * \name Bits to indicate what state has changed.
4533  */
4534 /*@{*/
4535 #define _NEW_MODELVIEW         (1u << 0)   /**< gl_context::ModelView */
4536 #define _NEW_PROJECTION        (1u << 1)   /**< gl_context::Projection */
4537 #define _NEW_TEXTURE_MATRIX    (1u << 2)   /**< gl_context::TextureMatrix */
4538 #define _NEW_COLOR             (1u << 3)   /**< gl_context::Color */
4539 #define _NEW_DEPTH             (1u << 4)   /**< gl_context::Depth */
4540 /* gap */
4541 #define _NEW_FOG               (1u << 6)   /**< gl_context::Fog */
4542 #define _NEW_HINT              (1u << 7)   /**< gl_context::Hint */
4543 #define _NEW_LIGHT             (1u << 8)   /**< gl_context::Light */
4544 #define _NEW_LINE              (1u << 9)   /**< gl_context::Line */
4545 #define _NEW_PIXEL             (1u << 10)  /**< gl_context::Pixel */
4546 #define _NEW_POINT             (1u << 11)  /**< gl_context::Point */
4547 #define _NEW_POLYGON           (1u << 12)  /**< gl_context::Polygon */
4548 #define _NEW_POLYGONSTIPPLE    (1u << 13)  /**< gl_context::PolygonStipple */
4549 #define _NEW_SCISSOR           (1u << 14)  /**< gl_context::Scissor */
4550 #define _NEW_STENCIL           (1u << 15)  /**< gl_context::Stencil */
4551 #define _NEW_TEXTURE_OBJECT    (1u << 16)  /**< gl_context::Texture (bindings only) */
4552 #define _NEW_TRANSFORM         (1u << 17)  /**< gl_context::Transform */
4553 #define _NEW_VIEWPORT          (1u << 18)  /**< gl_context::Viewport */
4554 #define _NEW_TEXTURE_STATE     (1u << 19)  /**< gl_context::Texture (states only) */
4555 /* gap */
4556 #define _NEW_RENDERMODE        (1u << 21)  /**< gl_context::RenderMode, etc */
4557 #define _NEW_BUFFERS           (1u << 22)  /**< gl_context::Visual, DrawBuffer, */
4558 #define _NEW_CURRENT_ATTRIB    (1u << 23)  /**< gl_context::Current */
4559 #define _NEW_MULTISAMPLE       (1u << 24)  /**< gl_context::Multisample */
4560 #define _NEW_TRACK_MATRIX      (1u << 25)  /**< gl_context::VertexProgram */
4561 #define _NEW_PROGRAM           (1u << 26)  /**< New program/shader state */
4562 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4563 /* gap */
4564 #define _NEW_FRAG_CLAMP        (1u << 29)
4565 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4566 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4567 #define _NEW_ALL ~0
4568 /*@}*/
4569 
4570 
4571 /**
4572  * Composite state flags
4573  */
4574 /*@{*/
4575 #define _NEW_TEXTURE   (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4576 
4577 #define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
4578                                            _NEW_TEXTURE_STATE |	\
4579                                            _NEW_POINT |		\
4580                                            _NEW_PROGRAM |	\
4581                                            _NEW_MODELVIEW)
4582 
4583 #define _MESA_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | \
4584                                             _NEW_FOG | \
4585                                             _NEW_PROGRAM)
4586 
4587 
4588 /*@}*/
4589 
4590 
4591 
4592 
4593 /* This has to be included here. */
4594 #include "dd.h"
4595 
4596 
4597 /** Opaque declaration of display list payload data type */
4598 union gl_dlist_node;
4599 
4600 
4601 /**
4602  * Per-display list information.
4603  */
4604 struct gl_display_list
4605 {
4606    GLuint Name;
4607    GLbitfield Flags;  /**< DLIST_x flags */
4608    GLchar *Label;     /**< GL_KHR_debug */
4609    /** The dlist commands are in a linked list of nodes */
4610    union gl_dlist_node *Head;
4611 };
4612 
4613 
4614 /**
4615  * State used during display list compilation and execution.
4616  */
4617 struct gl_dlist_state
4618 {
4619    struct gl_display_list *CurrentList; /**< List currently being compiled */
4620    union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4621    GLuint CurrentPos;		/**< Index into current block of nodes */
4622    GLuint CallDepth;		/**< Current recursion calling depth */
4623 
4624    GLvertexformat ListVtxfmt;
4625 
4626    GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4627    uint32_t CurrentAttrib[VERT_ATTRIB_MAX][8];
4628 
4629    GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4630    GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4631 
4632    struct {
4633       /* State known to have been set by the currently-compiling display
4634        * list.  Used to eliminate some redundant state changes.
4635        */
4636       GLenum16 ShadeModel;
4637    } Current;
4638 };
4639 
4640 /**
4641  * Driver-specific state flags.
4642  *
4643  * These are or'd with gl_context::NewDriverState to notify a driver about
4644  * a state change. The driver sets the flags at context creation and
4645  * the meaning of the bits set is opaque to core Mesa.
4646  */
4647 struct gl_driver_flags
4648 {
4649    /** gl_context::Array::_DrawArrays (vertex array state) */
4650    uint64_t NewArray;
4651 
4652    /** gl_context::TransformFeedback::CurrentObject */
4653    uint64_t NewTransformFeedback;
4654 
4655    /** gl_context::TransformFeedback::CurrentObject::shader_program */
4656    uint64_t NewTransformFeedbackProg;
4657 
4658    /** gl_context::RasterDiscard */
4659    uint64_t NewRasterizerDiscard;
4660 
4661    /** gl_context::TileRasterOrder* */
4662    uint64_t NewTileRasterOrder;
4663 
4664    /**
4665     * gl_context::UniformBufferBindings
4666     * gl_shader_program::UniformBlocks
4667     */
4668    uint64_t NewUniformBuffer;
4669 
4670    /**
4671     * gl_context::ShaderStorageBufferBindings
4672     * gl_shader_program::ShaderStorageBlocks
4673     */
4674    uint64_t NewShaderStorageBuffer;
4675 
4676    uint64_t NewTextureBuffer;
4677 
4678    /**
4679     * gl_context::AtomicBufferBindings
4680     */
4681    uint64_t NewAtomicBuffer;
4682 
4683    /**
4684     * gl_context::ImageUnits
4685     */
4686    uint64_t NewImageUnits;
4687 
4688    /**
4689     * gl_context::TessCtrlProgram::patch_default_*
4690     */
4691    uint64_t NewDefaultTessLevels;
4692 
4693    /**
4694     * gl_context::IntelConservativeRasterization
4695     */
4696    uint64_t NewIntelConservativeRasterization;
4697 
4698    /**
4699     * gl_context::NvConservativeRasterization
4700     */
4701    uint64_t NewNvConservativeRasterization;
4702 
4703    /**
4704     * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4705     * gl_context::SubpixelPrecisionBias
4706     */
4707    uint64_t NewNvConservativeRasterizationParams;
4708 
4709    /**
4710     * gl_context::Scissor::WindowRects
4711     */
4712    uint64_t NewWindowRectangles;
4713 
4714    /** gl_context::Color::sRGBEnabled */
4715    uint64_t NewFramebufferSRGB;
4716 
4717    /** gl_context::Scissor::EnableFlags */
4718    uint64_t NewScissorTest;
4719 
4720    /** gl_context::Scissor::ScissorArray */
4721    uint64_t NewScissorRect;
4722 
4723    /** gl_context::Color::Alpha* */
4724    uint64_t NewAlphaTest;
4725 
4726    /** gl_context::Color::Blend/Dither */
4727    uint64_t NewBlend;
4728 
4729    /** gl_context::Color::BlendColor */
4730    uint64_t NewBlendColor;
4731 
4732    /** gl_context::Color::Color/Index */
4733    uint64_t NewColorMask;
4734 
4735    /** gl_context::Depth */
4736    uint64_t NewDepth;
4737 
4738    /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4739    uint64_t NewLogicOp;
4740 
4741    /** gl_context::Multisample::Enabled */
4742    uint64_t NewMultisampleEnable;
4743 
4744    /** gl_context::Multisample::SampleAlphaTo* */
4745    uint64_t NewSampleAlphaToXEnable;
4746 
4747    /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4748    uint64_t NewSampleMask;
4749 
4750    /** gl_context::Multisample::(Min)SampleShading */
4751    uint64_t NewSampleShading;
4752 
4753    /** gl_context::Stencil */
4754    uint64_t NewStencil;
4755 
4756    /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4757    uint64_t NewClipControl;
4758 
4759    /** gl_context::Transform::EyeUserPlane */
4760    uint64_t NewClipPlane;
4761 
4762    /** gl_context::Transform::ClipPlanesEnabled */
4763    uint64_t NewClipPlaneEnable;
4764 
4765    /** gl_context::Color::ClampFragmentColor */
4766    uint64_t NewFragClamp;
4767 
4768    /** gl_context::Transform::DepthClamp */
4769    uint64_t NewDepthClamp;
4770 
4771    /** gl_context::Line */
4772    uint64_t NewLineState;
4773 
4774    /** gl_context::Polygon */
4775    uint64_t NewPolygonState;
4776 
4777    /** gl_context::PolygonStipple */
4778    uint64_t NewPolygonStipple;
4779 
4780    /** gl_context::ViewportArray */
4781    uint64_t NewViewport;
4782 
4783    /** Shader constants (uniforms, program parameters, state constants) */
4784    uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4785 
4786    /** Programmable sample location state for gl_context::DrawBuffer */
4787    uint64_t NewSampleLocations;
4788 };
4789 
4790 struct gl_buffer_binding
4791 {
4792    struct gl_buffer_object *BufferObject;
4793    /** Start of uniform block data in the buffer */
4794    GLintptr Offset;
4795    /** Size of data allowed to be referenced from the buffer (in bytes) */
4796    GLsizeiptr Size;
4797    /**
4798     * glBindBufferBase() indicates that the Size should be ignored and only
4799     * limited by the current size of the BufferObject.
4800     */
4801    GLboolean AutomaticSize;
4802 };
4803 
4804 /**
4805  * ARB_shader_image_load_store image unit.
4806  */
4807 struct gl_image_unit
4808 {
4809    /**
4810     * Texture object bound to this unit.
4811     */
4812    struct gl_texture_object *TexObj;
4813 
4814    /**
4815     * Level of the texture object bound to this unit.
4816     */
4817    GLubyte Level;
4818 
4819    /**
4820     * \c GL_TRUE if the whole level is bound as an array of layers, \c
4821     * GL_FALSE if only some specific layer of the texture is bound.
4822     * \sa Layer
4823     */
4824    GLboolean Layered;
4825 
4826    /**
4827     * Layer of the texture object bound to this unit as specified by the
4828     * application.
4829     */
4830    GLushort Layer;
4831 
4832    /**
4833     * Layer of the texture object bound to this unit, or zero if
4834     * Layered == false.
4835     */
4836    GLushort _Layer;
4837 
4838    /**
4839     * Access allowed to this texture image.  Either \c GL_READ_ONLY,
4840     * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4841     */
4842    GLenum16 Access;
4843 
4844    /**
4845     * GL internal format that determines the interpretation of the
4846     * image memory when shader image operations are performed through
4847     * this unit.
4848     */
4849    GLenum16 Format;
4850 
4851    /**
4852     * Mesa format corresponding to \c Format.
4853     */
4854    mesa_format _ActualFormat:16;
4855 };
4856 
4857 /**
4858  * Shader subroutines storage
4859  */
4860 struct gl_subroutine_index_binding
4861 {
4862    GLuint NumIndex;
4863    GLuint *IndexPtr;
4864 };
4865 
4866 struct gl_texture_handle_object
4867 {
4868    struct gl_texture_object *texObj;
4869    struct gl_sampler_object *sampObj;
4870    GLuint64 handle;
4871 };
4872 
4873 struct gl_image_handle_object
4874 {
4875    struct gl_image_unit imgObj;
4876    GLuint64 handle;
4877 };
4878 
4879 struct gl_memory_object
4880 {
4881    GLuint Name;            /**< hash table ID/name */
4882    GLboolean Immutable;    /**< denotes mutability state of parameters */
4883    GLboolean Dedicated;    /**< import memory from a dedicated allocation */
4884 };
4885 
4886 struct gl_semaphore_object
4887 {
4888    GLuint Name;            /**< hash table ID/name */
4889 };
4890 
4891 /**
4892  * One element of the client attrib stack.
4893  */
4894 struct gl_client_attrib_node
4895 {
4896    GLbitfield Mask;
4897    struct gl_array_attrib Array;
4898    struct gl_vertex_array_object VAO;
4899    struct gl_pixelstore_attrib Pack;
4900    struct gl_pixelstore_attrib Unpack;
4901 };
4902 
4903 /**
4904  * The VBO module implemented in src/vbo.
4905  */
4906 struct vbo_context {
4907    struct gl_vertex_buffer_binding binding;
4908    struct gl_array_attributes current[VBO_ATTRIB_MAX];
4909 
4910    struct gl_vertex_array_object *VAO;
4911 
4912    struct vbo_exec_context exec;
4913    struct vbo_save_context save;
4914 };
4915 
4916 /**
4917  * Mesa rendering context.
4918  *
4919  * This is the central context data structure for Mesa.  Almost all
4920  * OpenGL state is contained in this structure.
4921  * Think of this as a base class from which device drivers will derive
4922  * sub classes.
4923  */
4924 struct gl_context
4925 {
4926    /** State possibly shared with other contexts in the address space */
4927    struct gl_shared_state *Shared;
4928 
4929    /** \name API function pointer tables */
4930    /*@{*/
4931    gl_api API;
4932 
4933    /**
4934     * The current dispatch table for non-displaylist-saving execution, either
4935     * BeginEnd or OutsideBeginEnd
4936     */
4937    struct _glapi_table *Exec;
4938    /**
4939     * The normal dispatch table for non-displaylist-saving, non-begin/end
4940     */
4941    struct _glapi_table *OutsideBeginEnd;
4942    /** The dispatch table used between glNewList() and glEndList() */
4943    struct _glapi_table *Save;
4944    /**
4945     * The dispatch table used between glBegin() and glEnd() (outside of a
4946     * display list).  Only valid functions between those two are set, which is
4947     * mostly just the set in a GLvertexformat struct.
4948     */
4949    struct _glapi_table *BeginEnd;
4950    /**
4951     * Dispatch table for when a graphics reset has happened.
4952     */
4953    struct _glapi_table *ContextLost;
4954    /**
4955     * Dispatch table used to marshal API calls from the client program to a
4956     * separate server thread.  NULL if API calls are not being marshalled to
4957     * another thread.
4958     */
4959    struct _glapi_table *MarshalExec;
4960    /**
4961     * Dispatch table currently in use for fielding API calls from the client
4962     * program.  If API calls are being marshalled to another thread, this ==
4963     * MarshalExec.  Otherwise it == CurrentServerDispatch.
4964     */
4965    struct _glapi_table *CurrentClientDispatch;
4966 
4967    /**
4968     * Dispatch table currently in use for performing API calls.  == Save or
4969     * Exec.
4970     */
4971    struct _glapi_table *CurrentServerDispatch;
4972 
4973    /*@}*/
4974 
4975    struct glthread_state GLThread;
4976 
4977    struct gl_config Visual;
4978    struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
4979    struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
4980    struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
4981    struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
4982 
4983    /**
4984     * Device driver function pointer table
4985     */
4986    struct dd_function_table Driver;
4987 
4988    /** Core/Driver constants */
4989    struct gl_constants Const;
4990 
4991    /** \name The various 4x4 matrix stacks */
4992    /*@{*/
4993    struct gl_matrix_stack ModelviewMatrixStack;
4994    struct gl_matrix_stack ProjectionMatrixStack;
4995    struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4996    struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4997    struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4998    /*@}*/
4999 
5000    /** Combined modelview and projection matrix */
5001    GLmatrix _ModelProjectMatrix;
5002 
5003    /** \name Display lists */
5004    struct gl_dlist_state ListState;
5005 
5006    GLboolean ExecuteFlag;	/**< Execute GL commands? */
5007    GLboolean CompileFlag;	/**< Compile GL commands into display list? */
5008 
5009    /** Extension information */
5010    struct gl_extensions Extensions;
5011 
5012    /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
5013    GLuint Version;
5014    char *VersionString;
5015 
5016    /** \name State attribute stack (for glPush/PopAttrib) */
5017    /*@{*/
5018    GLuint AttribStackDepth;
5019    struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
5020    /*@}*/
5021 
5022    /** \name Renderer attribute groups
5023     *
5024     * We define a struct for each attribute group to make pushing and popping
5025     * attributes easy.  Also it's a good organization.
5026     */
5027    /*@{*/
5028    struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
5029    struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
5030    struct gl_current_attrib	Current;	/**< Current attributes */
5031    struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
5032    struct gl_eval_attrib	Eval;		/**< Eval attributes */
5033    struct gl_fog_attrib		Fog;		/**< Fog attributes */
5034    struct gl_hint_attrib	Hint;		/**< Hint attributes */
5035    struct gl_light_attrib	Light;		/**< Light attributes */
5036    struct gl_line_attrib	Line;		/**< Line attributes */
5037    struct gl_list_attrib	List;		/**< List attributes */
5038    struct gl_multisample_attrib Multisample;
5039    struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
5040    struct gl_point_attrib	Point;		/**< Point attributes */
5041    struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
5042    GLuint PolygonStipple[32];			/**< Polygon stipple */
5043    struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
5044    struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
5045    struct gl_texture_attrib	Texture;	/**< Texture attributes */
5046    struct gl_transform_attrib	Transform;	/**< Transformation attributes */
5047    struct gl_viewport_attrib	ViewportArray[MAX_VIEWPORTS];	/**< Viewport attributes */
5048    GLuint SubpixelPrecisionBias[2];	/**< Viewport attributes */
5049    /*@}*/
5050 
5051    /** \name Client attribute stack */
5052    /*@{*/
5053    GLuint ClientAttribStackDepth;
5054    struct gl_client_attrib_node ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
5055    /*@}*/
5056 
5057    /** \name Client attribute groups */
5058    /*@{*/
5059    struct gl_array_attrib	Array;	/**< Vertex arrays */
5060    struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
5061    struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
5062    struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
5063    /*@}*/
5064 
5065    /** \name Other assorted state (not pushed/popped on attribute stack) */
5066    /*@{*/
5067    struct gl_pixelmaps          PixelMaps;
5068 
5069    struct gl_evaluators EvalMap;   /**< All evaluators */
5070    struct gl_feedback   Feedback;  /**< Feedback */
5071    struct gl_selection  Select;    /**< Selection */
5072 
5073    struct gl_program_state Program;  /**< general program state */
5074    struct gl_vertex_program_state VertexProgram;
5075    struct gl_fragment_program_state FragmentProgram;
5076    struct gl_geometry_program_state GeometryProgram;
5077    struct gl_compute_program_state ComputeProgram;
5078    struct gl_tess_ctrl_program_state TessCtrlProgram;
5079    struct gl_tess_eval_program_state TessEvalProgram;
5080    struct gl_ati_fragment_shader_state ATIFragmentShader;
5081 
5082    struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
5083    struct gl_pipeline_object Shader; /**< GLSL shader object state */
5084 
5085    /**
5086     * Current active shader pipeline state
5087     *
5088     * Almost all internal users want ::_Shader instead of ::Shader.  The
5089     * exceptions are bits of legacy GLSL API that do not know about separate
5090     * shader objects.
5091     *
5092     * If a program is active via \c glUseProgram, this will point to
5093     * \c ::Shader.
5094     *
5095     * If a program pipeline is active via \c glBindProgramPipeline, this will
5096     * point to \c ::Pipeline.Current.
5097     *
5098     * If neither a program nor a program pipeline is active, this will point to
5099     * \c ::Pipeline.Default.  This ensures that \c ::_Shader will never be
5100     * \c NULL.
5101     */
5102    struct gl_pipeline_object *_Shader;
5103 
5104    /**
5105     * NIR containing the functions that implement software fp64 support.
5106     */
5107    struct nir_shader *SoftFP64;
5108 
5109    struct gl_query_state Query;  /**< occlusion, timer queries */
5110 
5111    struct gl_transform_feedback_state TransformFeedback;
5112 
5113    struct gl_perf_monitor_state PerfMonitor;
5114    struct gl_perf_query_state PerfQuery;
5115 
5116    struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5117    struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5118    struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5119 
5120    struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5121    struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5122 
5123    struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5124 
5125    /**
5126     * Current GL_ARB_uniform_buffer_object binding referenced by
5127     * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5128     */
5129    struct gl_buffer_object *UniformBuffer;
5130 
5131    /**
5132     * Current GL_ARB_shader_storage_buffer_object binding referenced by
5133     * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5134     */
5135    struct gl_buffer_object *ShaderStorageBuffer;
5136 
5137    /**
5138     * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5139     * This is set up using glBindBufferRange() or glBindBufferBase().  They are
5140     * associated with uniform blocks by glUniformBlockBinding()'s state in the
5141     * shader program.
5142     */
5143    struct gl_buffer_binding
5144       UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5145 
5146    /**
5147     * Array of shader storage buffers for ARB_shader_storage_buffer_object
5148     * and GL 4.3. This is set up using glBindBufferRange() or
5149     * glBindBufferBase().  They are associated with shader storage blocks by
5150     * glShaderStorageBlockBinding()'s state in the shader program.
5151     */
5152    struct gl_buffer_binding
5153       ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5154 
5155    /**
5156     * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5157     * target.
5158     */
5159    struct gl_buffer_object *AtomicBuffer;
5160 
5161    /**
5162     * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5163     * target.
5164     */
5165    struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5166 
5167    /**
5168     * Array of atomic counter buffer binding points.
5169     */
5170    struct gl_buffer_binding
5171       AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5172 
5173    /**
5174     * Array of image units for ARB_shader_image_load_store.
5175     */
5176    struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5177 
5178    struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5179    /*@}*/
5180 
5181    struct gl_meta_state *Meta;  /**< for "meta" operations */
5182 
5183    /* GL_EXT_framebuffer_object */
5184    struct gl_renderbuffer *CurrentRenderbuffer;
5185 
5186    GLenum16 ErrorValue;      /**< Last error code */
5187 
5188    /**
5189     * Recognize and silence repeated error debug messages in buggy apps.
5190     */
5191    const char *ErrorDebugFmtString;
5192    GLuint ErrorDebugCount;
5193 
5194    /* GL_ARB_debug_output/GL_KHR_debug */
5195    simple_mtx_t DebugMutex;
5196    struct gl_debug_state *Debug;
5197 
5198    GLenum16 RenderMode;      /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5199    GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
5200    uint64_t NewDriverState;  /**< bitwise-or of flags from DriverFlags */
5201 
5202    struct gl_driver_flags DriverFlags;
5203 
5204    GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
5205    GLboolean _AllowDrawOutOfOrder;
5206 
5207    GLbitfield varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
5208 
5209    /** \name Derived state */
5210    GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5211    GLfloat _EyeZDir[3];
5212    GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5213    GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5214    GLboolean _NeedEyeCoords;
5215    GLboolean _ForceEyeCoords;
5216 
5217    GLuint TextureStateTimestamp; /**< detect changes to shared state */
5218 
5219    struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5220 
5221    /** \name For debugging/development only */
5222    /*@{*/
5223    GLboolean FirstTimeCurrent;
5224    /*@}*/
5225 
5226    /**
5227     * False if this context was created without a config. This is needed
5228     * because the initial state of glDrawBuffers depends on this
5229     */
5230    GLboolean HasConfig;
5231 
5232    GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5233 
5234    GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
5235    GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5236    GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5237    GLfloat ConservativeRasterDilate;
5238    GLenum16 ConservativeRasterMode;
5239 
5240    GLboolean IntelBlackholeRender; /**< GL_INTEL_blackhole_render */
5241 
5242    /** Does glVertexAttrib(0) alias glVertex()? */
5243    bool _AttribZeroAliasesVertex;
5244 
5245    /**
5246     * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5247     * renderer's tiles should be excecuted, to meet the requirements of
5248     * GL_MESA_tile_raster_order.
5249     */
5250    GLboolean TileRasterOrderFixed;
5251    GLboolean TileRasterOrderIncreasingX;
5252    GLboolean TileRasterOrderIncreasingY;
5253 
5254    /**
5255     * \name Hooks for module contexts.
5256     *
5257     * These will eventually live in the driver or elsewhere.
5258     */
5259    /*@{*/
5260    void *swrast_context;
5261    void *swsetup_context;
5262    void *swtnl_context;
5263    struct vbo_context vbo_context;
5264    struct st_context *st;
5265    /*@}*/
5266 
5267    /**
5268     * \name NV_vdpau_interop
5269     */
5270    /*@{*/
5271    const void *vdpDevice;
5272    const void *vdpGetProcAddress;
5273    struct set *vdpSurfaces;
5274    /*@}*/
5275 
5276    /**
5277     * Has this context observed a GPU reset in any context in the share group?
5278     *
5279     * Once this field becomes true, it is never reset to false.
5280     */
5281    GLboolean ShareGroupReset;
5282 
5283    /**
5284     * \name OES_primitive_bounding_box
5285     *
5286     * Stores the arguments to glPrimitiveBoundingBox
5287     */
5288    GLfloat PrimitiveBoundingBox[8];
5289 
5290    struct disk_cache *Cache;
5291 
5292    /**
5293     * \name GL_ARB_bindless_texture
5294     */
5295    /*@{*/
5296    struct hash_table_u64 *ResidentTextureHandles;
5297    struct hash_table_u64 *ResidentImageHandles;
5298    /*@}*/
5299 
5300    bool shader_builtin_ref;
5301 };
5302 
5303 /**
5304  * Information about memory usage. All sizes are in kilobytes.
5305  */
5306 struct gl_memory_info
5307 {
5308    unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5309    unsigned avail_device_memory; /**< free device memory at the moment */
5310    unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5311    unsigned avail_staging_memory; /**< free staging memory at the moment */
5312    unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5313    unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5314 };
5315 
5316 #ifndef NDEBUG
5317 extern int MESA_VERBOSE;
5318 extern int MESA_DEBUG_FLAGS;
5319 #else
5320 # define MESA_VERBOSE 0
5321 # define MESA_DEBUG_FLAGS 0
5322 #endif
5323 
5324 
5325 /** The MESA_VERBOSE var is a bitmask of these flags */
5326 enum _verbose
5327 {
5328    VERBOSE_VARRAY		= 0x0001,
5329    VERBOSE_TEXTURE		= 0x0002,
5330    VERBOSE_MATERIAL		= 0x0004,
5331    VERBOSE_PIPELINE		= 0x0008,
5332    VERBOSE_DRIVER		= 0x0010,
5333    VERBOSE_STATE		= 0x0020,
5334    VERBOSE_API			= 0x0040,
5335    VERBOSE_DISPLAY_LIST		= 0x0100,
5336    VERBOSE_LIGHTING		= 0x0200,
5337    VERBOSE_PRIMS		= 0x0400,
5338    VERBOSE_VERTS		= 0x0800,
5339    VERBOSE_DISASSEM		= 0x1000,
5340    VERBOSE_DRAW                 = 0x2000,
5341    VERBOSE_SWAPBUFFERS          = 0x4000
5342 };
5343 
5344 
5345 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5346 enum _debug
5347 {
5348    DEBUG_SILENT                 = (1 << 0),
5349    DEBUG_ALWAYS_FLUSH		= (1 << 1),
5350    DEBUG_INCOMPLETE_TEXTURE     = (1 << 2),
5351    DEBUG_INCOMPLETE_FBO         = (1 << 3),
5352    DEBUG_CONTEXT                = (1 << 4)
5353 };
5354 
5355 #ifdef __cplusplus
5356 }
5357 #endif
5358 
5359 #endif /* MTYPES_H */
5360