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|
/* $Id: mtypes.h,v 1.67 2002/03/16 00:53:15 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file mtypes.h
* \brief Main Mesa data structures.
*/
#ifndef TYPES_H
#define TYPES_H
#include "glheader.h"
#include "config.h" /* Hardwired parameters */
#include "glapitable.h"
#include "glthread.h"
#include "math/m_matrix.h" /* GLmatrix */
#if defined(MESA_TRACE)
#include "Trace/tr_context.h"
#endif
/* Please try to mark derived values with a leading underscore ('_').
*/
/*
* Color channel data type:
*/
#if CHAN_BITS == 8
typedef GLubyte GLchan;
#define CHAN_MAX 255
#define CHAN_MAXF 255.0F
#define CHAN_TYPE GL_UNSIGNED_BYTE
#elif CHAN_BITS == 16
typedef GLushort GLchan;
#define CHAN_MAX 65535
#define CHAN_MAXF 65535.0F
#define CHAN_TYPE GL_UNSIGNED_SHORT
#elif CHAN_BITS == 32
typedef GLfloat GLchan;
#define CHAN_MAX 1.0
#define CHAN_MAXF 1.0F
#define CHAN_TYPE GL_FLOAT
#else
#error "illegal number of color channel bits"
#endif
/**
* Accumulation buffer data type:
*/
#if ACCUM_BITS==8
typedef GLbyte GLaccum;
#elif ACCUM_BITS==16
typedef GLshort GLaccum;
#elif ACCUM_BITS==32
typedef GLfloat GLaccum;
#else
# error "illegal number of accumulation bits"
#endif
/**
* Stencil buffer data type:
*/
#if STENCIL_BITS==8
typedef GLubyte GLstencil;
# define STENCIL_MAX 0xff
#elif STENCIL_BITS==16
typedef GLushort GLstencil;
# define STENCIL_MAX 0xffff
#else
# error "illegal number of stencil bits"
#endif
/**
* Depth buffer data type:
*/
typedef GLuint GLdepth; /* Must be 32-bits! */
/**
* Fixed point data type:
*/
typedef int GLfixed;
/**
* Some forward type declarations
*/
struct _mesa_HashTable;
struct gl_texture_image;
struct gl_texture_object;
typedef struct __GLcontextRec GLcontext;
typedef struct __GLcontextModesRec GLvisual;
typedef struct gl_frame_buffer GLframebuffer;
/* These define the aliases between numbered vertex attributes and
* conventional OpenGL vertex attributes. We use these values in
* quite a few places. New in Mesa 4.1.
*/
#define VERT_ATTRIB_POS 0
#define VERT_ATTRIB_WEIGHT 1
#define VERT_ATTRIB_NORMAL 2
#define VERT_ATTRIB_COLOR0 3
#define VERT_ATTRIB_COLOR1 4
#define VERT_ATTRIB_FOG 5
#define VERT_ATTRIB_SIX 6
#define VERT_ATTRIB_SEVEN 7
#define VERT_ATTRIB_TEX0 8
#define VERT_ATTRIB_TEX1 9
#define VERT_ATTRIB_TEX2 10
#define VERT_ATTRIB_TEX3 11
#define VERT_ATTRIB_TEX4 12
#define VERT_ATTRIB_TEX5 13
#define VERT_ATTRIB_TEX6 14
#define VERT_ATTRIB_TEX7 15
#define VERT_ATTRIB_MAX 16
/* These are used in bitfields in many places */
#define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
#define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
#define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
#define VERT_BIT_SIX (1 << VERT_ATTRIB_SIX)
#define VERT_BIT_SEVEN (1 << VERT_ATTRIB_SEVEN)
#define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
#define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
/**
* Maximum number of temporary vertices required for clipping. (Used
* in array_cache and tnl modules).
*/
#define MAX_CLIPPED_VERTICES ((2 * (6 + MAX_CLIP_PLANES))+1)
/* Data structure for color tables */
struct gl_color_table {
GLenum Format; /* GL_ALPHA, GL_RGB, GL_RGB, etc */
GLenum IntFormat;
GLuint Size; /* number of entries (rows) in table */
GLvoid *Table; /* either GLfloat * or GLchan * */
GLboolean FloatTable; /* are entries stored as floats? */
GLubyte RedSize;
GLubyte GreenSize;
GLubyte BlueSize;
GLubyte AlphaSize;
GLubyte LuminanceSize;
GLubyte IntensitySize;
};
/*
* Bit flags used for updating material values.
*/
#define FRONT_AMBIENT_BIT 0x1
#define BACK_AMBIENT_BIT 0x2
#define FRONT_DIFFUSE_BIT 0x4
#define BACK_DIFFUSE_BIT 0x8
#define FRONT_SPECULAR_BIT 0x10
#define BACK_SPECULAR_BIT 0x20
#define FRONT_EMISSION_BIT 0x40
#define BACK_EMISSION_BIT 0x80
#define FRONT_SHININESS_BIT 0x100
#define BACK_SHININESS_BIT 0x200
#define FRONT_INDEXES_BIT 0x400
#define BACK_INDEXES_BIT 0x800
#define FRONT_MATERIAL_BITS (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT | \
FRONT_DIFFUSE_BIT | FRONT_SPECULAR_BIT | \
FRONT_SHININESS_BIT | FRONT_INDEXES_BIT)
#define BACK_MATERIAL_BITS (BACK_EMISSION_BIT | BACK_AMBIENT_BIT | \
BACK_DIFFUSE_BIT | BACK_SPECULAR_BIT | \
BACK_SHININESS_BIT | BACK_INDEXES_BIT)
#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*
* Specular exponent and material shininess lookup table sizes:
*/
#define EXP_TABLE_SIZE 512
#define SHINE_TABLE_SIZE 256
struct gl_shine_tab {
struct gl_shine_tab *next, *prev;
GLfloat tab[SHINE_TABLE_SIZE+1];
GLfloat shininess;
GLuint refcount;
};
struct gl_light {
struct gl_light *next; /* double linked list with sentinel */
struct gl_light *prev;
GLfloat Ambient[4]; /* ambient color */
GLfloat Diffuse[4]; /* diffuse color */
GLfloat Specular[4]; /* specular color */
GLfloat EyePosition[4]; /* position in eye coordinates */
GLfloat EyeDirection[4]; /* spotlight dir in eye coordinates */
GLfloat SpotExponent;
GLfloat SpotCutoff; /* in degress */
GLfloat _CosCutoff; /* = MAX(0, cos(SpotCutoff)) */
GLfloat ConstantAttenuation;
GLfloat LinearAttenuation;
GLfloat QuadraticAttenuation;
GLboolean Enabled; /* On/off flag */
/* Derived fields */
GLuint _Flags; /* State */
GLfloat _Position[4]; /* position in eye/obj coordinates */
GLfloat _VP_inf_norm[3]; /* Norm direction to infinite light */
GLfloat _h_inf_norm[3]; /* Norm( _VP_inf_norm + <0,0,1> ) */
GLfloat _NormDirection[4]; /* normalized spotlight direction */
GLfloat _VP_inf_spot_attenuation;
GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /* to replace a pow() call */
GLfloat _MatAmbient[2][3]; /* material ambient * light ambient */
GLfloat _MatDiffuse[2][3]; /* material diffuse * light diffuse */
GLfloat _MatSpecular[2][3]; /* material spec * light specular */
GLfloat _dli; /* CI diffuse light intensity */
GLfloat _sli; /* CI specular light intensity */
};
struct gl_lightmodel {
GLfloat Ambient[4]; /* ambient color */
GLboolean LocalViewer; /* Local (or infinite) view point? */
GLboolean TwoSide; /* Two (or one) sided lighting? */
GLenum ColorControl; /* either GL_SINGLE_COLOR */
/* or GL_SEPARATE_SPECULAR_COLOR */
};
struct gl_material
{
GLfloat Ambient[4];
GLfloat Diffuse[4];
GLfloat Specular[4];
GLfloat Emission[4];
GLfloat Shininess;
GLfloat AmbientIndex; /* for color index lighting */
GLfloat DiffuseIndex; /* for color index lighting */
GLfloat SpecularIndex; /* for color index lighting */
};
/*
* Attribute structures:
* We define a struct for each attribute group to make pushing and
* popping attributes easy. Also it's a good organization.
*/
struct gl_accum_attrib {
GLfloat ClearColor[4]; /* Accumulation buffer clear color */
};
/*
* Used in DrawDestMask below
*/
#define FRONT_LEFT_BIT 1
#define FRONT_RIGHT_BIT 2
#define BACK_LEFT_BIT 4
#define BACK_RIGHT_BIT 8
struct gl_colorbuffer_attrib {
GLuint ClearIndex; /* Index to use for glClear */
GLchan ClearColor[4]; /* Color to use for glClear */
GLuint IndexMask; /* Color index write mask */
GLubyte ColorMask[4]; /* Each flag is 0xff or 0x0 */
GLenum DrawBuffer; /* Which buffer to draw into */
GLenum DriverDrawBuffer; /* Current device driver dest buffer */
GLboolean MultiDrawBuffer; /* Drawing to multiple buffers? */
GLubyte DrawDestMask; /* bitwise-OR of bitflags above */
/* alpha testing */
GLboolean AlphaEnabled; /* Alpha test enabled flag */
GLenum AlphaFunc; /* Alpha test function */
GLchan AlphaRef; /* Alpha ref value as GLchan */
/* blending */
GLboolean BlendEnabled; /* Blending enabled flag */
GLenum BlendSrcRGB; /* Blending source operator */
GLenum BlendDstRGB; /* Blending destination operator */
GLenum BlendSrcA; /* GL_INGR_blend_func_separate */
GLenum BlendDstA; /* GL_INGR_blend_func_separate */
GLenum BlendEquation;
GLfloat BlendColor[4];
/* logic op */
GLenum LogicOp; /* Logic operator */
GLboolean IndexLogicOpEnabled; /* Color index logic op enabled flag */
GLboolean ColorLogicOpEnabled; /* RGBA logic op enabled flag */
GLboolean DitherFlag; /* Dither enable flag */
};
struct gl_current_attrib {
/* These values valid only when FLUSH_VERTICES has been called.
*/
GLfloat Attrib[VERT_ATTRIB_MAX][4]; /* Current vertex attributes */
/* indexed by VERT_ATTRIB_* */
GLuint Index; /* Current color index */
GLboolean EdgeFlag; /* Current edge flag */
/* These values are always valid. BTW, note how similar this set of
* attributes is to the SWvertex datatype in the software rasterizer...
*/
GLfloat RasterPos[4]; /* Current raster position */
GLfloat RasterDistance; /* Current raster distance */
GLfloat RasterColor[4]; /* Current raster color */
GLfloat RasterSecondaryColor[4]; /* Current rast 2ndary color */
GLuint RasterIndex; /* Current raster index */
GLfloat *RasterTexCoord; /* Current raster texcoord */
GLfloat RasterMultiTexCoord[MAX_TEXTURE_UNITS][4];
GLboolean RasterPosValid; /* Raster pos valid flag */
};
struct gl_depthbuffer_attrib {
GLenum Func; /* Function for depth buffer compare */
GLfloat Clear; /* Value to clear depth buffer to */
GLboolean Test; /* Depth buffering enabled flag */
GLboolean Mask; /* Depth buffer writable? */
GLboolean OcclusionTest; /* GL_HP_occlusion_test */
};
struct gl_enable_attrib {
GLboolean AlphaTest;
GLboolean AutoNormal;
GLboolean Blend;
GLboolean ClipPlane[MAX_CLIP_PLANES];
GLboolean ColorMaterial;
GLboolean Convolution1D;
GLboolean Convolution2D;
GLboolean Separable2D;
GLboolean CullFace;
GLboolean DepthTest;
GLboolean Dither;
GLboolean Fog;
GLboolean Histogram;
GLboolean Light[MAX_LIGHTS];
GLboolean Lighting;
GLboolean LineSmooth;
GLboolean LineStipple;
GLboolean IndexLogicOp;
GLboolean ColorLogicOp;
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
GLboolean MinMax;
GLboolean Normalize;
GLboolean PixelTexture;
GLboolean PointSmooth;
GLboolean PolygonOffsetPoint;
GLboolean PolygonOffsetLine;
GLboolean PolygonOffsetFill;
GLboolean PolygonSmooth;
GLboolean PolygonStipple;
GLboolean RescaleNormals;
GLboolean Scissor;
GLboolean Stencil;
GLboolean MultisampleEnabled; /* GL_ARB_multisample */
GLboolean SampleAlphaToCoverage; /* GL_ARB_multisample */
GLboolean SampleAlphaToOne; /* GL_ARB_multisample */
GLboolean SampleCoverage; /* GL_ARB_multisample */
GLboolean SampleCoverageInvert; /* GL_ARB_multisample */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
GLuint Texture[MAX_TEXTURE_UNITS];
GLuint TexGen[MAX_TEXTURE_UNITS];
/* GL_NV_vertex_program */
GLboolean VertexProgram;
GLboolean VertexProgramPointSize;
GLboolean VertexProgramTwoSide;
};
struct gl_eval_attrib {
/* Enable bits */
GLboolean Map1Color4;
GLboolean Map1Index;
GLboolean Map1Normal;
GLboolean Map1TextureCoord1;
GLboolean Map1TextureCoord2;
GLboolean Map1TextureCoord3;
GLboolean Map1TextureCoord4;
GLboolean Map1Vertex3;
GLboolean Map1Vertex4;
GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
GLboolean Map2Color4;
GLboolean Map2Index;
GLboolean Map2Normal;
GLboolean Map2TextureCoord1;
GLboolean Map2TextureCoord2;
GLboolean Map2TextureCoord3;
GLboolean Map2TextureCoord4;
GLboolean Map2Vertex3;
GLboolean Map2Vertex4;
GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
GLboolean AutoNormal;
/* Map Grid endpoints and divisions and calculated du values */
GLint MapGrid1un;
GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
GLint MapGrid2un, MapGrid2vn;
GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
};
struct gl_fog_attrib {
GLboolean Enabled; /* Fog enabled flag */
GLfloat Color[4]; /* Fog color */
GLfloat Density; /* Density >= 0.0 */
GLfloat Start; /* Start distance in eye coords */
GLfloat End; /* End distance in eye coords */
GLfloat Index; /* Fog index */
GLenum Mode; /* Fog mode */
GLboolean ColorSumEnabled;
GLenum FogCoordinateSource; /* GL_EXT_fog_coord */
};
struct gl_hint_attrib {
/* always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE */
GLenum PerspectiveCorrection;
GLenum PointSmooth;
GLenum LineSmooth;
GLenum PolygonSmooth;
GLenum Fog;
GLenum ClipVolumeClipping; /* GL_EXT_clip_volume_hint */
GLenum TextureCompression; /* GL_ARB_texture_compression */
GLenum GenerateMipmap; /* GL_SGIS_generate_mipmap */
};
struct gl_histogram_attrib {
GLuint Width; /* number of table entries */
GLint Format; /* GL_ALPHA, GL_RGB, etc */
GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /* the histogram */
GLboolean Sink; /* terminate image transfer? */
GLubyte RedSize; /* Bits per counter */
GLubyte GreenSize;
GLubyte BlueSize;
GLubyte AlphaSize;
GLubyte LuminanceSize;
};
struct gl_minmax_attrib {
GLenum Format;
GLboolean Sink;
GLfloat Min[4], Max[4]; /* RGBA */
};
struct gl_convolution_attrib {
GLenum Format;
GLenum InternalFormat;
GLuint Width;
GLuint Height;
GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
};
#define LIGHT_SPOT 0x1
#define LIGHT_LOCAL_VIEWER 0x2
#define LIGHT_POSITIONAL 0x4
#define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
struct gl_light_attrib {
struct gl_light Light[MAX_LIGHTS]; /* Array of lights */
struct gl_lightmodel Model; /* Lighting model */
/* Must flush FLUSH_VERTICES before referencing:
*/
struct gl_material Material[2]; /* Material 0=front, 1=back */
GLboolean Enabled; /* Lighting enabled flag */
GLenum ShadeModel; /* GL_FLAT or GL_SMOOTH */
GLenum ColorMaterialFace; /* GL_FRONT, BACK or FRONT_AND_BACK */
GLenum ColorMaterialMode; /* GL_AMBIENT, GL_DIFFUSE, etc */
GLuint ColorMaterialBitmask; /* bitmask formed from Face and Mode */
GLboolean ColorMaterialEnabled;
struct gl_light EnabledList; /* List sentinel */
/* Derived for optimizations: */
GLboolean _NeedVertices; /* Use fast shader? */
GLuint _Flags; /* LIGHT_* flags, see above */
GLfloat _BaseColor[2][3];
};
struct gl_line_attrib {
GLboolean SmoothFlag; /* GL_LINE_SMOOTH enabled? */
GLboolean StippleFlag; /* GL_LINE_STIPPLE enabled? */
GLushort StipplePattern; /* Stipple pattern */
GLint StippleFactor; /* Stipple repeat factor */
GLfloat Width; /* Line width */
GLfloat _Width; /* Clamped Line width */
};
struct gl_list_attrib {
GLuint ListBase;
};
struct gl_list_opcode {
GLuint size;
void (*execute)( GLcontext *ctx, void *data );
void (*destroy)( GLcontext *ctx, void *data );
void (*print)( GLcontext *ctx, void *data );
};
#define GL_MAX_EXT_OPCODES 16
struct gl_list_extensions {
struct gl_list_opcode opcode[GL_MAX_EXT_OPCODES];
GLuint nr_opcodes;
};
struct gl_multisample_attrib {
GLboolean Enabled;
GLboolean SampleAlphaToCoverage;
GLboolean SampleAlphaToOne;
GLboolean SampleCoverage;
GLfloat SampleCoverageValue;
GLboolean SampleCoverageInvert;
};
struct gl_pixel_attrib {
GLenum ReadBuffer; /* src buffer for glRead/CopyPixels */
GLenum DriverReadBuffer; /* Driver's current source buffer */
GLfloat RedBias, RedScale;
GLfloat GreenBias, GreenScale;
GLfloat BlueBias, BlueScale;
GLfloat AlphaBias, AlphaScale;
GLfloat DepthBias, DepthScale;
GLint IndexShift, IndexOffset;
GLboolean MapColorFlag;
GLboolean MapStencilFlag;
GLfloat ZoomX, ZoomY;
/* XXX move these out of gl_pixel_attrib */
GLint MapStoSsize; /* Size of each pixel map */
GLint MapItoIsize;
GLint MapItoRsize;
GLint MapItoGsize;
GLint MapItoBsize;
GLint MapItoAsize;
GLint MapRtoRsize;
GLint MapGtoGsize;
GLint MapBtoBsize;
GLint MapAtoAsize;
GLint MapStoS[MAX_PIXEL_MAP_TABLE]; /* Pixel map tables */
GLint MapItoI[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoR[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoG[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoB[MAX_PIXEL_MAP_TABLE];
GLfloat MapItoA[MAX_PIXEL_MAP_TABLE];
GLubyte MapItoR8[MAX_PIXEL_MAP_TABLE]; /* converted to 8-bit color */
GLubyte MapItoG8[MAX_PIXEL_MAP_TABLE];
GLubyte MapItoB8[MAX_PIXEL_MAP_TABLE];
GLubyte MapItoA8[MAX_PIXEL_MAP_TABLE];
GLfloat MapRtoR[MAX_PIXEL_MAP_TABLE];
GLfloat MapGtoG[MAX_PIXEL_MAP_TABLE];
GLfloat MapBtoB[MAX_PIXEL_MAP_TABLE];
GLfloat MapAtoA[MAX_PIXEL_MAP_TABLE];
/* GL_EXT_histogram */
GLboolean HistogramEnabled;
GLboolean MinMaxEnabled;
/* GL_SGIS_pixel_texture */
GLboolean PixelTextureEnabled;
GLenum FragmentRgbSource;
GLenum FragmentAlphaSource;
/* GL_SGI_color_matrix */
GLfloat PostColorMatrixScale[4]; /* RGBA */
GLfloat PostColorMatrixBias[4]; /* RGBA */
/* GL_SGI_color_table */
GLfloat ColorTableScale[4];
GLfloat ColorTableBias[4];
GLboolean ColorTableEnabled;
GLfloat PCCTscale[4];
GLfloat PCCTbias[4];
GLboolean PostConvolutionColorTableEnabled;
GLfloat PCMCTscale[4];
GLfloat PCMCTbias[4];
GLboolean PostColorMatrixColorTableEnabled;
/* Convolution */
GLboolean Convolution1DEnabled;
GLboolean Convolution2DEnabled;
GLboolean Separable2DEnabled;
GLfloat ConvolutionBorderColor[3][4];
GLenum ConvolutionBorderMode[3];
GLfloat ConvolutionFilterScale[3][4];
GLfloat ConvolutionFilterBias[3][4];
GLfloat PostConvolutionScale[4]; /* RGBA */
GLfloat PostConvolutionBias[4]; /* RGBA */
};
struct gl_point_attrib {
GLboolean SmoothFlag; /* True if GL_POINT_SMOOTH is enabled */
GLboolean SpriteMode; /* GL_MESA_sprite_point extension */
GLfloat Size; /* User-specified point size */
GLfloat _Size; /* Size clamped to Const.Min/MaxPointSize */
GLfloat Params[3]; /* GL_EXT_point_parameters */
GLfloat MinSize, MaxSize; /* GL_EXT_point_parameters */
GLfloat Threshold; /* GL_EXT_point_parameters */
GLboolean _Attenuated; /* True if Params != [1, 0, 0] */
};
struct gl_polygon_attrib {
GLenum FrontFace; /* Either GL_CW or GL_CCW */
GLenum FrontMode; /* Either GL_POINT, GL_LINE or GL_FILL */
GLenum BackMode; /* Either GL_POINT, GL_LINE or GL_FILL */
GLboolean _FrontBit; /* */
GLboolean CullFlag; /* Culling on/off flag */
GLboolean SmoothFlag; /* True if GL_POLYGON_SMOOTH is enabled */
GLboolean StippleFlag; /* True if GL_POLYGON_STIPPLE is enabled */
GLenum CullFaceMode; /* Culling mode GL_FRONT or GL_BACK */
GLfloat OffsetFactor; /* Polygon offset factor, from user */
GLfloat OffsetUnits; /* Polygon offset units, from user */
GLfloat OffsetMRD; /* = OffsetUnits * visual->MRD */
GLboolean OffsetPoint; /* Offset in GL_POINT mode */
GLboolean OffsetLine; /* Offset in GL_LINE mode */
GLboolean OffsetFill; /* Offset in GL_FILL mode */
GLboolean _OffsetAny;
};
struct gl_scissor_attrib {
GLboolean Enabled; /* Scissor test enabled? */
GLint X, Y; /* Lower left corner of box */
GLsizei Width, Height; /* Size of box */
};
struct gl_stencil_attrib {
GLboolean Enabled; /* Enabled flag */
GLenum Function; /* Stencil function */
GLenum FailFunc; /* Fail function */
GLenum ZPassFunc; /* Depth buffer pass function */
GLenum ZFailFunc; /* Depth buffer fail function */
GLstencil Ref; /* Reference value */
GLstencil ValueMask; /* Value mask */
GLstencil Clear; /* Clear value */
GLstencil WriteMask; /* Write mask */
};
/* TexGenEnabled flags */
#define S_BIT 1
#define T_BIT 2
#define R_BIT 4
#define Q_BIT 8
/* Texture Enabled flags */
#define TEXTURE0_1D 0x1 /* Texture unit 0 (default) */
#define TEXTURE0_2D 0x2
#define TEXTURE0_3D 0x4
#define TEXTURE0_CUBE 0x8
#define TEXTURE0_ANY (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D | TEXTURE0_CUBE)
#define TEXTURE1_1D (TEXTURE0_1D << 4) /* Texture unit 1 */
#define TEXTURE1_2D (TEXTURE0_2D << 4)
#define TEXTURE1_3D (TEXTURE0_3D << 4)
#define TEXTURE1_CUBE (TEXTURE0_CUBE << 4)
#define TEXTURE1_ANY (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D | TEXTURE1_CUBE)
#define TEXTURE2_1D (TEXTURE0_1D << 8) /* Texture unit 2 */
#define TEXTURE2_2D (TEXTURE0_2D << 8)
#define TEXTURE2_3D (TEXTURE0_3D << 8)
#define TEXTURE2_CUBE (TEXTURE0_CUBE << 8)
#define TEXTURE2_ANY (TEXTURE2_1D | TEXTURE2_2D | TEXTURE2_3D | TEXTURE2_CUBE)
#define TEXTURE3_1D (TEXTURE0_1D << 12) /* Texture unit 3 */
#define TEXTURE3_2D (TEXTURE0_2D << 12)
#define TEXTURE3_3D (TEXTURE0_3D << 12)
#define TEXTURE3_CUBE (TEXTURE0_CUBE << 12)
#define TEXTURE3_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE)
#define TEXTURE4_1D (TEXTURE0_1D << 16) /* Texture unit 4 */
#define TEXTURE4_2D (TEXTURE0_2D << 16)
#define TEXTURE4_3D (TEXTURE0_3D << 16)
#define TEXTURE4_CUBE (TEXTURE0_CUBE << 16)
#define TEXTURE5_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE)
#define TEXTURE5_1D (TEXTURE0_1D << 20) /* Texture unit 5 */
#define TEXTURE5_2D (TEXTURE0_2D << 20)
#define TEXTURE5_3D (TEXTURE0_3D << 20)
#define TEXTURE5_CUBE (TEXTURE0_CUBE << 20)
#define TEXTURE5_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE)
#define TEXTURE6_1D (TEXTURE0_1D << 24) /* Texture unit 6 */
#define TEXTURE6_2D (TEXTURE0_2D << 24)
#define TEXTURE6_3D (TEXTURE0_3D << 24)
#define TEXTURE6_CUBE (TEXTURE0_CUBE << 24)
#define TEXTURE6_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE)
#define TEXTURE7_1D (TEXTURE0_1D << 28) /* Texture unit 7 */
#define TEXTURE7_2D (TEXTURE0_2D << 28)
#define TEXTURE7_3D (TEXTURE0_3D << 28)
#define TEXTURE7_CUBE (TEXTURE0_CUBE << 28)
#define TEXTURE7_ANY (TEXTURE3_1D | TEXTURE3_2D | TEXTURE3_3D | TEXTURE3_CUBE)
/* Bitmap versions of the GL_ constants.
*/
#define TEXGEN_SPHERE_MAP 0x1
#define TEXGEN_OBJ_LINEAR 0x2
#define TEXGEN_EYE_LINEAR 0x4
#define TEXGEN_REFLECTION_MAP_NV 0x8
#define TEXGEN_NORMAL_MAP_NV 0x10
#define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV)
#define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
TEXGEN_REFLECTION_MAP_NV | \
TEXGEN_NORMAL_MAP_NV | \
TEXGEN_EYE_LINEAR)
/* A selection of state flags to make driver and module's lives easier.
*/
#define ENABLE_TEXGEN0 0x1
#define ENABLE_TEXGEN1 0x2
#define ENABLE_TEXGEN2 0x4
#define ENABLE_TEXGEN3 0x8
#define ENABLE_TEXGEN4 0x10
#define ENABLE_TEXGEN5 0x20
#define ENABLE_TEXGEN6 0x40
#define ENABLE_TEXGEN7 0x80
#define ENABLE_TEXMAT0 0x1 /* Ie. not the identity matrix */
#define ENABLE_TEXMAT1 0x2
#define ENABLE_TEXMAT2 0x4
#define ENABLE_TEXMAT3 0x8
#define ENABLE_TEXMAT4 0x10
#define ENABLE_TEXMAT5 0x20
#define ENABLE_TEXMAT6 0x40
#define ENABLE_TEXMAT7 0x80
#define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i))
#define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i))
/*
* If teximage is color-index, texelOut returns GLchan[1].
* If teximage is depth, texelOut returns GLfloat[1].
* Otherwise, texelOut returns GLchan[4].
*/
typedef void (*FetchTexelFunc)( const struct gl_texture_image *texImage,
GLint col, GLint row, GLint img,
GLvoid *texelOut );
/* Texture format record */
struct gl_texture_format {
GLint MesaFormat; /* One of the MESA_FORMAT_* values */
GLenum BaseFormat; /* Either GL_ALPHA, GL_INTENSITY, GL_LUMINANCE,
* GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA,
* GL_COLOR_INDEX or GL_DEPTH_COMPONENT.
*/
GLenum Type; /* Internal type as GL enum value */
GLubyte RedBits; /* Bits per texel component */
GLubyte GreenBits;
GLubyte BlueBits;
GLubyte AlphaBits;
GLubyte LuminanceBits;
GLubyte IntensityBits;
GLubyte IndexBits;
GLubyte DepthBits;
GLint TexelBytes;
FetchTexelFunc FetchTexel1D; /* Texel fetch function pointers */
FetchTexelFunc FetchTexel2D;
FetchTexelFunc FetchTexel3D;
};
/* Texture image record */
struct gl_texture_image {
GLenum Format; /* GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA,
* GL_INTENSITY, GL_RGB, GL_RGBA,
* GL_COLOR_INDEX or GL_DEPTH_COMPONENT only.
*/
GLint IntFormat; /* Internal format as given by the user */
GLuint Border; /* 0 or 1 */
GLuint Width; /* = 2^WidthLog2 + 2*Border */
GLuint Height; /* = 2^HeightLog2 + 2*Border */
GLuint Depth; /* = 2^DepthLog2 + 2*Border */
GLuint Width2; /* = Width - 2*Border */
GLuint Height2; /* = Height - 2*Border */
GLuint Depth2; /* = Depth - 2*Border */
GLuint WidthLog2; /* = log2(Width2) */
GLuint HeightLog2; /* = log2(Height2) */
GLuint DepthLog2; /* = log2(Depth2) */
GLuint MaxLog2; /* = MAX(WidthLog2, HeightLog2) */
GLvoid *Data; /* Image data, accessed via FetchTexel() */
const struct gl_texture_format *TexFormat;
FetchTexelFunc FetchTexel; /* Texel fetch function pointer */
GLboolean IsCompressed; /* GL_ARB_texture_compression */
GLuint CompressedSize; /* GL_ARB_texture_compression */
/* For device driver: */
void *DriverData; /* Arbitrary device driver data */
};
/* Texture object record */
struct gl_texture_object {
_glthread_Mutex Mutex; /* for thread safety */
GLint RefCount; /* reference count */
GLuint Name; /* an unsigned integer */
GLuint Dimensions; /* 1 or 2 or 3 or 6 (cube map) */
GLfloat Priority; /* in [0,1] */
GLfloat BorderValues[4]; /* unclamped */
GLchan BorderColor[4]; /* clamped, as GLchan */
GLenum WrapS; /* Wrap modes are: GL_CLAMP, REPEAT */
GLenum WrapT; /* GL_CLAMP_TO_EDGE, and */
GLenum WrapR; /* GL_CLAMP_TO_BORDER_ARB */
GLenum MinFilter; /* minification filter */
GLenum MagFilter; /* magnification filter */
GLfloat MinLod; /* min lambda, OpenGL 1.2 */
GLfloat MaxLod; /* max lambda, OpenGL 1.2 */
GLint BaseLevel; /* min mipmap level, OpenGL 1.2 */
GLint MaxLevel; /* max mipmap level, OpenGL 1.2 */
GLfloat MaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */
GLboolean CompareFlag; /* GL_SGIX_shadow */
GLenum CompareOperator; /* GL_SGIX_shadow */
GLchan ShadowAmbient; /* GL_SGIX/ARB_shadow_ambient */
GLenum CompareMode; /* GL_ARB_shadow */
GLenum CompareFunc; /* GL_ARB_shadow */
GLenum DepthMode; /* GL_ARB_depth_texture */
GLint _MaxLevel; /* actual max mipmap level (q in the spec) */
GLfloat _MaxLambda; /* = _MaxLevel - BaseLevel (q - b in spec) */
GLboolean GenerateMipmap; /* GL_SGIS_generate_mipmap */
struct gl_texture_image *Image[MAX_TEXTURE_LEVELS];
/* Texture cube faces */
/* Image[] is alias for *PosX[MAX_TEXTURE_LEVELS]; */
struct gl_texture_image *NegX[MAX_TEXTURE_LEVELS];
struct gl_texture_image *PosY[MAX_TEXTURE_LEVELS];
struct gl_texture_image *NegY[MAX_TEXTURE_LEVELS];
struct gl_texture_image *PosZ[MAX_TEXTURE_LEVELS];
struct gl_texture_image *NegZ[MAX_TEXTURE_LEVELS];
/* GL_EXT_paletted_texture */
struct gl_color_table Palette;
GLboolean Complete; /* Is texture object complete? */
struct gl_texture_object *Next; /* Next in linked list */
/* For device driver: */
void *DriverData; /* Arbitrary device driver data */
};
/*
* Texture units are new with the multitexture extension.
*/
struct gl_texture_unit {
GLuint Enabled; /* bitmask of TEXTURE0_1D, _2D, _3D, _CUBE */
GLuint _ReallyEnabled; /* 0 or one of TEXTURE0_1D, _2D, _3D, _CUBE */
GLenum EnvMode; /* GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
GLfloat EnvColor[4];
GLuint TexGenEnabled; /* Bitwise-OR of [STRQ]_BIT values */
GLenum GenModeS; /* Tex coord generation mode, either */
GLenum GenModeT; /* GL_OBJECT_LINEAR, or */
GLenum GenModeR; /* GL_EYE_LINEAR, or */
GLenum GenModeQ; /* GL_SPHERE_MAP */
GLuint _GenBitS;
GLuint _GenBitT;
GLuint _GenBitR;
GLuint _GenBitQ;
GLuint _GenFlags; /* bitwise or of GenBit[STRQ] */
GLfloat ObjectPlaneS[4];
GLfloat ObjectPlaneT[4];
GLfloat ObjectPlaneR[4];
GLfloat ObjectPlaneQ[4];
GLfloat EyePlaneS[4];
GLfloat EyePlaneT[4];
GLfloat EyePlaneR[4];
GLfloat EyePlaneQ[4];
GLfloat LodBias; /* for biasing mipmap levels */
/* GL_EXT_texture_env_combine */
GLenum CombineModeRGB; /* GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum CombineModeA; /* GL_REPLACE, GL_DECAL, GL_ADD, etc. */
GLenum CombineSourceRGB[3]; /* GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
GLenum CombineSourceA[3]; /* GL_PRIMARY_COLOR, GL_TEXTURE, etc. */
GLenum CombineOperandRGB[3]; /* SRC_COLOR, ONE_MINUS_SRC_COLOR, etc */
GLenum CombineOperandA[3]; /* SRC_ALPHA, ONE_MINUS_SRC_ALPHA, etc */
GLuint CombineScaleShiftRGB; /* 0, 1 or 2 */
GLuint CombineScaleShiftA; /* 0, 1 or 2 */
struct gl_texture_object *Current1D;
struct gl_texture_object *Current2D;
struct gl_texture_object *Current3D;
struct gl_texture_object *CurrentCubeMap; /* GL_ARB_texture_cube_map */
struct gl_texture_object *_Current; /* Points to really enabled tex obj */
struct gl_texture_object Saved1D; /* only used by glPush/PopAttrib */
struct gl_texture_object Saved2D;
struct gl_texture_object Saved3D;
struct gl_texture_object SavedCubeMap;
};
struct gl_texture_attrib {
/* multitexture */
GLuint CurrentUnit; /* Active texture unit */
GLuint _ReallyEnabled; /* enables for all texture units: */
/* = (Unit[0]._ReallyEnabled << 0) | */
/* (Unit[1]._ReallyEnabled << 4) | */
/* (Unit[2]._ReallyEnabled << 8) | etc... */
GLuint _GenFlags; /* for texgen */
GLuint _TexGenEnabled;
GLuint _TexMatEnabled;
struct gl_texture_unit Unit[MAX_TEXTURE_UNITS];
struct gl_texture_object *Proxy1D;
struct gl_texture_object *Proxy2D;
struct gl_texture_object *Proxy3D;
struct gl_texture_object *ProxyCubeMap;
/* GL_EXT_shared_texture_palette */
GLboolean SharedPalette;
struct gl_color_table Palette;
};
struct gl_transform_attrib {
GLenum MatrixMode; /* Matrix mode */
GLfloat EyeUserPlane[MAX_CLIP_PLANES][4];
GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /* derived */
GLboolean ClipEnabled[MAX_CLIP_PLANES];
GLubyte _AnyClip; /* How many ClipEnabled? */
GLboolean Normalize; /* Normalize all normals? */
GLboolean RescaleNormals; /* GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /* GL_IBM_rasterpos_clip */
};
struct gl_viewport_attrib {
GLint X, Y; /* position */
GLsizei Width, Height; /* size */
GLfloat Near, Far; /* Depth buffer range */
GLmatrix _WindowMap; /* Mapping transformation as a matrix. */
};
/* For the attribute stack: */
struct gl_attrib_node {
GLbitfield kind;
void *data;
struct gl_attrib_node *next;
};
/*
* Client pixel packing/unpacking attributes
*/
struct gl_pixelstore_attrib {
GLint Alignment;
GLint RowLength;
GLint SkipPixels;
GLint SkipRows;
GLint ImageHeight; /* for GL_EXT_texture3D */
GLint SkipImages; /* for GL_EXT_texture3D */
GLboolean SwapBytes;
GLboolean LsbFirst;
};
#define CA_CLIENT_DATA 0x1 /* Data not alloced by mesa */
/*
* Client vertex array attributes
*/
struct gl_client_array {
GLint Size;
GLenum Type;
GLsizei Stride; /* user-specified stride */
GLsizei StrideB; /* actual stride in bytes */
void *Ptr;
GLuint Flags;
GLuint Enabled; /* one of the _NEW_ARRAY_ bits */
};
struct gl_array_attrib {
struct gl_client_array Vertex; /* client data descriptors */
struct gl_client_array Normal;
struct gl_client_array Color;
struct gl_client_array SecondaryColor;
struct gl_client_array FogCoord;
struct gl_client_array Index;
struct gl_client_array TexCoord[MAX_TEXTURE_UNITS];
struct gl_client_array EdgeFlag;
struct gl_client_array VertexAttrib[16]; /* GL_NV_vertex_program */
GLint TexCoordInterleaveFactor;
GLint ActiveTexture; /* Client Active Texture */
GLuint LockFirst;
GLuint LockCount;
GLuint _Enabled; /* _NEW_ARRAY_* - bit set if array enabled */
GLuint NewState; /* _NEW_ARRAY_* */
};
struct gl_feedback {
GLenum Type;
GLuint _Mask; /* FB_* bits */
GLfloat *Buffer;
GLuint BufferSize;
GLuint Count;
};
struct gl_selection {
GLuint *Buffer;
GLuint BufferSize; /* size of SelectBuffer */
GLuint BufferCount; /* number of values in SelectBuffer */
GLuint Hits; /* number of records in SelectBuffer */
GLuint NameStackDepth;
GLuint NameStack[MAX_NAME_STACK_DEPTH];
GLboolean HitFlag;
GLfloat HitMinZ, HitMaxZ;
};
/*
* 1-D Evaluator control points
*/
struct gl_1d_map {
GLuint Order; /* Number of control points */
GLfloat u1, u2, du; /* u1, u2, 1.0/(u2-u1) */
GLfloat *Points; /* Points to contiguous control points */
};
/*
* 2-D Evaluator control points
*/
struct gl_2d_map {
GLuint Uorder; /* Number of control points in U dimension */
GLuint Vorder; /* Number of control points in V dimension */
GLfloat u1, u2, du;
GLfloat v1, v2, dv;
GLfloat *Points; /* Points to contiguous control points */
};
/*
* All evalutator control points
*/
struct gl_evaluators {
/* 1-D maps */
struct gl_1d_map Map1Vertex3;
struct gl_1d_map Map1Vertex4;
struct gl_1d_map Map1Index;
struct gl_1d_map Map1Color4;
struct gl_1d_map Map1Normal;
struct gl_1d_map Map1Texture1;
struct gl_1d_map Map1Texture2;
struct gl_1d_map Map1Texture3;
struct gl_1d_map Map1Texture4;
struct gl_1d_map Map1Attrib[16]; /* GL_NV_vertex_program */
/* 2-D maps */
struct gl_2d_map Map2Vertex3;
struct gl_2d_map Map2Vertex4;
struct gl_2d_map Map2Index;
struct gl_2d_map Map2Color4;
struct gl_2d_map Map2Normal;
struct gl_2d_map Map2Texture1;
struct gl_2d_map Map2Texture2;
struct gl_2d_map Map2Texture3;
struct gl_2d_map Map2Texture4;
struct gl_2d_map Map2Attrib[16]; /* GL_NV_vertex_program */
};
/*
* Vertex program tokens and datatypes
*/
#define VP_MAX_INSTRUCTIONS 128
#define VP_NUM_INPUT_REGS VERT_ATTRIB_MAX
#define VP_NUM_OUTPUT_REGS 15
#define VP_NUM_TEMP_REGS 12
#define VP_NUM_PROG_REGS 96
#define VP_NUM_TOTAL_REGISTERS (VP_NUM_INPUT_REGS + VP_NUM_OUTPUT_REGS + VP_NUM_TEMP_REGS + VP_NUM_PROG_REGS)
/* Location of register sets within the whole register file */
#define VP_INPUT_REG_START 0
#define VP_INPUT_REG_END (VP_INPUT_REG_START + VP_NUM_INPUT_REGS - 1)
#define VP_OUTPUT_REG_START (VP_INPUT_REG_END + 1)
#define VP_OUTPUT_REG_END (VP_OUTPUT_REG_START + VP_NUM_OUTPUT_REGS - 1)
#define VP_TEMP_REG_START (VP_OUTPUT_REG_END + 1)
#define VP_TEMP_REG_END (VP_TEMP_REG_START + VP_NUM_TEMP_REGS - 1)
#define VP_PROG_REG_START (VP_TEMP_REG_END + 1)
#define VP_PROG_REG_END (VP_PROG_REG_START + VP_NUM_PROG_REGS - 1)
/* Machine state (i.e. the register file) */
struct vp_machine
{
GLfloat Registers[VP_NUM_TOTAL_REGISTERS][4];
GLint AddressReg; /* might someday be a 4-vector */
};
/* Vertex program opcodes */
enum vp_opcode
{
MOV,
LIT,
RCP,
RSQ,
EXP,
LOG,
MUL,
ADD,
DP3,
DP4,
DST,
MIN,
MAX,
SLT,
SGE,
MAD,
ARL,
DPH,
RCC,
SUB,
ABS,
END
};
/* Instruction source register */
struct vp_src_register
{
GLint Register; /* or the offset from the address register */
GLuint Swizzle[4];
GLboolean Negate;
GLboolean RelAddr;
};
/* Instruction destination register */
struct vp_dst_register
{
GLint Register;
GLboolean WriteMask[4];
};
/* Vertex program instruction */
struct vp_instruction
{
enum vp_opcode Opcode;
struct vp_src_register SrcReg[3];
struct vp_dst_register DstReg;
};
/* The actual vertex program, stored in the hash table */
struct vp_program
{
GLubyte *String; /* Original user code */
struct vp_instruction *Instructions; /* Compiled instructions */
GLenum Target; /* GL_VERTEX_PROGRAM_NV or GL_VERTEX_STATE_PROGRAM_NV */
GLint ErrorPos; /* Position in string where error was detected */
GLint RefCount; /* Since programs can be shared among contexts */
GLboolean IsPositionInvariant; /* GL_NV_vertex_program1_1 */
GLboolean Resident;
GLuint InputsRead; /* Bitmask of which input regs are read */
GLuint OutputsWritten; /* Bitmask of which output regs are written to */
};
/*
* State vars for GL_NV_vertex_program
*/
struct vertex_program_state
{
GLboolean Enabled; /* GL_VERTEX_PROGRAM_NV */
GLboolean PointSizeEnabled; /* GL_VERTEX_PROGRAM_POINT_SIZE_NV */
GLboolean TwoSideEnabled; /* GL_VERTEX_PROGRAM_TWO_SIDE_NV */
GLuint CurrentID; /* currently bound program's ID */
struct vp_program *Current; /* ptr to currently bound program */
struct vp_machine Machine; /* machine state */
GLenum TrackMatrix[VP_NUM_PROG_REGS / 4];
GLenum TrackMatrixTransform[VP_NUM_PROG_REGS / 4];
};
/*
* State which can be shared by multiple contexts:
*/
struct gl_shared_state {
_glthread_Mutex Mutex; /* for thread safety */
GLint RefCount; /* Reference count */
struct _mesa_HashTable *DisplayList; /* Display lists hash table */
struct _mesa_HashTable *TexObjects; /* Texture objects hash table */
struct gl_texture_object *TexObjectList;/* Linked list of texture objects */
/* Default texture objects (shared by all multi-texture units) */
struct gl_texture_object *Default1D;
struct gl_texture_object *Default2D;
struct gl_texture_object *Default3D;
struct gl_texture_object *DefaultCubeMap;
/* GL_NV_vertex_program */
struct _mesa_HashTable *VertexPrograms;
void *DriverData; /* Device driver shared state */
};
/*
* A "frame buffer" is a color buffer and its optional ancillary buffers:
* depth, accum, stencil, and software-simulated alpha buffers.
* In C++ terms, think of this as a base class from which device drivers
* will make derived classes.
*/
struct gl_frame_buffer {
GLvisual Visual; /* The corresponding visual */
GLuint Width, Height; /* size of frame buffer in pixels */
GLboolean UseSoftwareDepthBuffer;
GLboolean UseSoftwareAccumBuffer;
GLboolean UseSoftwareStencilBuffer;
GLboolean UseSoftwareAlphaBuffers;
/* Software depth (aka Z) buffer */
GLvoid *DepthBuffer; /* array [Width*Height] of GLushort or GLuint*/
/* Software stencil buffer */
GLstencil *Stencil; /* array [Width*Height] of GLstencil values */
/* Software accumulation buffer */
GLaccum *Accum; /* array [4*Width*Height] of GLaccum values */
/* Software alpha planes */
GLchan *FrontLeftAlpha; /* array [Width*Height] of GLubyte */
GLchan *BackLeftAlpha; /* array [Width*Height] of GLubyte */
GLchan *FrontRightAlpha; /* array [Width*Height] of GLubyte */
GLchan *BackRightAlpha; /* array [Width*Height] of GLubyte */
GLchan *Alpha; /* Points to current alpha buffer */
/* Drawing bounds: intersection of window size and scissor box */
GLint _Xmin, _Ymin; /* inclusive */
GLint _Xmax, _Ymax; /* exclusive */
};
/*
* Constants which may be overriden by device driver during context creation
* but are never changed after that.
*/
struct gl_constants {
GLint MaxTextureLevels;
GLint Max3DTextureLevels;
GLint MaxCubeTextureLevels;
GLuint MaxTextureUnits;
GLfloat MaxTextureMaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /* GL_EXT_texture_lod_bias */
GLuint MaxArrayLockSize;
GLint SubPixelBits;
GLfloat MinPointSize, MaxPointSize; /* aliased */
GLfloat MinPointSizeAA, MaxPointSizeAA; /* antialiased */
GLfloat PointSizeGranularity;
GLfloat MinLineWidth, MaxLineWidth; /* aliased */
GLfloat MinLineWidthAA, MaxLineWidthAA; /* antialiased */
GLfloat LineWidthGranularity;
GLuint NumAuxBuffers;
GLuint MaxColorTableSize;
GLuint MaxConvolutionWidth;
GLuint MaxConvolutionHeight;
GLuint NumCompressedTextureFormats; /* GL_ARB_texture_compression */
GLenum CompressedTextureFormats[MAX_COMPRESSED_TEXTURE_FORMATS];
GLuint MaxClipPlanes;
GLuint MaxLights;
};
/*
* List of extensions.
*/
struct extension;
struct gl_extensions {
char *ext_string;
struct extension *ext_list;
/* Flags to quickly test if certain extensions are available.
* Not every extension needs to have such a flag, but it's encouraged.
*/
GLboolean ARB_depth_texture;
GLboolean ARB_imaging;
GLboolean ARB_multisample;
GLboolean ARB_multitexture;
GLboolean ARB_shadow;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_compression;
GLboolean ARB_texture_cube_map;
GLboolean ARB_texture_env_combine;
GLboolean ARB_texture_env_dot3;
GLboolean ARB_texture_mirrored_repeat;
GLboolean ARB_window_pos;
GLboolean EXT_blend_color;
GLboolean EXT_blend_func_separate;
GLboolean EXT_blend_logic_op;
GLboolean EXT_blend_minmax;
GLboolean EXT_blend_subtract;
GLboolean EXT_clip_volume_hint;
GLboolean EXT_convolution;
GLboolean EXT_compiled_vertex_array;
GLboolean EXT_fog_coord;
GLboolean EXT_histogram;
GLboolean EXT_packed_pixels;
GLboolean EXT_paletted_texture;
GLboolean EXT_point_parameters;
GLboolean EXT_polygon_offset;
GLboolean EXT_rescale_normal;
GLboolean EXT_secondary_color;
GLboolean EXT_shared_texture_palette;
GLboolean EXT_stencil_wrap;
GLboolean EXT_texture3D;
GLboolean EXT_texture_compression_s3tc;
GLboolean EXT_texture_env_add;
GLboolean EXT_texture_env_combine;
GLboolean EXT_texture_env_dot3;
GLboolean EXT_texture_filter_anisotropic;
GLboolean EXT_texture_object;
GLboolean EXT_texture_lod_bias;
GLboolean EXT_vertex_array_set;
GLboolean HP_occlusion_test;
GLboolean IBM_rasterpos_clip;
GLboolean INGR_blend_func_separate;
GLboolean MESA_window_pos;
GLboolean MESA_resize_buffers;
GLboolean MESA_sprite_point;
GLboolean NV_blend_square;
GLboolean NV_texgen_reflection;
GLboolean NV_vertex_program;
GLboolean NV_vertex_program1_1;
GLboolean SGI_color_matrix;
GLboolean SGI_color_table;
GLboolean SGIS_generate_mipmap;
GLboolean SGIS_pixel_texture;
GLboolean SGIS_texture_edge_clamp;
GLboolean SGIX_depth_texture;
GLboolean SGIX_pixel_texture;
GLboolean SGIX_shadow;
GLboolean SGIX_shadow_ambient; /* or GL_ARB_shadow_ambient */
GLboolean _3DFX_texture_compression_FXT1;
};
/* XXX just an idea */
struct matrix_stack
{
GLmatrix *Top; /* points into Stack */
GLmatrix *Stack; /* array [MaxDepth] of GLmatrix */
GLuint Depth; /* 0 <= Depth < MaxDepth */
GLuint MaxDepth; /* size of Stack[] array */
GLuint DirtyFlag; /* _NEW_MODELVIEW or _NEW_PROJECTION, for example */
};
/*
* Bits for image transfer operations (ctx->ImageTransferState).
*/
#define IMAGE_SCALE_BIAS_BIT 0x1
#define IMAGE_SHIFT_OFFSET_BIT 0x2
#define IMAGE_MAP_COLOR_BIT 0x4
#define IMAGE_COLOR_TABLE_BIT 0x8
#define IMAGE_CONVOLUTION_BIT 0x10
#define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
#define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
#define IMAGE_COLOR_MATRIX_BIT 0x80
#define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
#define IMAGE_HISTOGRAM_BIT 0x200
#define IMAGE_MIN_MAX_BIT 0x400
/* transfer ops up to convolution: */
#define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
IMAGE_SHIFT_OFFSET_BIT | \
IMAGE_MAP_COLOR_BIT | \
IMAGE_COLOR_TABLE_BIT)
/* transfer ops after convolution: */
#define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
IMAGE_COLOR_MATRIX_BIT | \
IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
IMAGE_HISTOGRAM_BIT | \
IMAGE_MIN_MAX_BIT)
/*
* Bits to indicate what state has changed. 6 unused flags.
*/
#define _NEW_MODELVIEW 0x1 /* ctx->ModelView */
#define _NEW_PROJECTION 0x2 /* ctx->Projection */
#define _NEW_TEXTURE_MATRIX 0x4 /* ctx->TextureMatrix */
#define _NEW_COLOR_MATRIX 0x8 /* ctx->ColorMatrix */
#define _NEW_ACCUM 0x10 /* ctx->Accum */
#define _NEW_COLOR 0x20 /* ctx->Color */
#define _NEW_DEPTH 0x40 /* ctx->Depth */
#define _NEW_EVAL 0x80 /* ctx->Eval, ctx->EvalMap */
#define _NEW_FOG 0x100 /* ctx->Fog */
#define _NEW_HINT 0x200 /* ctx->Hint */
#define _NEW_LIGHT 0x400 /* ctx->Light */
#define _NEW_LINE 0x800 /* ctx->Line */
#define _NEW_PIXEL 0x1000 /* ctx->Pixel */
#define _NEW_POINT 0x2000 /* ctx->Point */
#define _NEW_POLYGON 0x4000 /* ctx->Polygon */
#define _NEW_POLYGONSTIPPLE 0x8000 /* ctx->PolygonStipple */
#define _NEW_SCISSOR 0x10000 /* ctx->Scissor */
#define _NEW_STENCIL 0x20000 /* ctx->Stencil */
#define _NEW_TEXTURE 0x40000 /* ctx->Texture */
#define _NEW_TRANSFORM 0x80000 /* ctx->Transform */
#define _NEW_VIEWPORT 0x100000 /* ctx->Viewport */
#define _NEW_PACKUNPACK 0x200000 /* ctx->Pack, ctx->Unpack */
#define _NEW_ARRAY 0x400000 /* ctx->Array */
#define _NEW_RENDERMODE 0x800000 /* RenderMode, Feedback, Select */
#define _NEW_BUFFERS 0x1000000 /* ctx->Visual, ctx->DrawBuffer, */
#define _NEW_MULTISAMPLE 0x2000000 /* ctx->Multisample */
#define _NEW_TRACK_MATRIX 0x4000000 /* ctx->VertexProgram */
#define _NEW_PROGRAM 0x8000000 /* ctx->VertexProgram */
#define _NEW_ALL ~0
/* Bits to track array state changes (also used to summarize array enabled)
*/
#define _NEW_ARRAY_VERTEX VERT_BIT_POS
#define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
#define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
#define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
#define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
#define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
#define _NEW_ARRAY_INDEX VERT_BIT_SIX
#define _NEW_ARRAY_EDGEFLAG VERT_BIT_SEVEN
#define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
#define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
#define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
#define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
#define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
#define _NEW_ARRAY_ALL 0xffff
#define _NEW_ARRAY_VERT_ATTRIB0 0x10000
#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
/* A bunch of flags that we think might be useful to drivers.
*/
#define DD_FLATSHADE 0x1
#define DD_SEPARATE_SPECULAR 0x2
#define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
#define DD_TRI_LIGHT_TWOSIDE 0x8
#define DD_TRI_UNFILLED 0x10
#define DD_TRI_SMOOTH 0x20
#define DD_TRI_STIPPLE 0x40
#define DD_TRI_OFFSET 0x80
#define DD_LINE_SMOOTH 0x100
#define DD_LINE_STIPPLE 0x200
#define DD_LINE_WIDTH 0x400
#define DD_POINT_SMOOTH 0x800
#define DD_POINT_SIZE 0x1000
#define DD_POINT_ATTEN 0x2000
/* Define the state changes under which each of these bits might change
*/
#define _DD_NEW_FLATSHADE _NEW_LIGHT
#define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG)
#define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
#define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
#define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
#define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
#define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
#define _DD_NEW_TRI_OFFSET _NEW_POLYGON
#define _DD_NEW_LINE_SMOOTH _NEW_LINE
#define _DD_NEW_LINE_STIPPLE _NEW_LINE
#define _DD_NEW_LINE_WIDTH _NEW_LINE
#define _DD_NEW_POINT_SMOOTH _NEW_POINT
#define _DD_NEW_POINT_SIZE _NEW_POINT
#define _DD_NEW_POINT_ATTEN _NEW_POINT
#define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
_NEW_TEXTURE | \
_NEW_POINT | \
_NEW_MODELVIEW)
#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
_NEW_TEXTURE)
#define _IMAGE_NEW_TRANSFER_STATE (_NEW_PIXEL | _NEW_COLOR_MATRIX)
/* Bits for ctx->_NeedNormals */
#define NEED_NORMALS_TEXGEN 0x1
#define NEED_NORMALS_LIGHT 0x2
/* Bits for ctx->_NeedEyeCoords */
#define NEED_EYE_TEXGEN 0x1
#define NEED_EYE_LIGHT 0x2
#define NEED_EYE_LIGHT_MODELVIEW 0x4
#define NEED_EYE_POINT_ATTEN 0x8
#define NEED_EYE_DRIVER 0x10
/*
* Forward declaration of display list datatypes:
*/
union node;
typedef union node Node;
/* This has to be included here. */
#include "dd.h"
/*
* Core Mesa's support for tnl modules:
*/
#define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
struct gl_tnl_module {
/* Vertex format to be lazily swapped into current dispatch.
*/
GLvertexformat *Current;
/* Record of functions swapped out. On restore, only need to swap
* these functions back in.
*/
void *Swapped[NUM_VERTEX_FORMAT_ENTRIES][2];
GLuint SwapCount;
};
/**
* This is the central context data structure for Mesa. Almost all
* OpenGL state is contained in this structure.
*/
struct __GLcontextRec {
/**
* OS related interfaces; these *must* be the first members of this
* structure, because they are exposed to the outside world (i.e. GLX
* extension).
*/
__GLimports imports;
__GLexports exports;
/* State possibly shared with other contexts in the address space */
struct gl_shared_state *Shared;
/* API function pointer tables */
struct _glapi_table *Save; /**< Display list save funcs */
struct _glapi_table *Exec; /**< Execute funcs */
struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
GLboolean ExecPrefersFloat; /**< What preference for color conversion? */
GLboolean SavePrefersFloat;
GLvisual Visual;
GLframebuffer *DrawBuffer; /**< buffer for writing */
GLframebuffer *ReadBuffer; /**< buffer for reading */
/**
* Device driver function pointer table
*/
struct dd_function_table Driver;
void *DriverCtx; /**< Points to device driver context/state */
void *DriverMgrCtx; /**< Points to device driver manager (optional)*/
/* Core/Driver constants */
struct gl_constants Const;
/* The various 4x4 matrix stacks */
struct matrix_stack ModelviewMatrixStack;
struct matrix_stack ProjectionMatrixStack;
struct matrix_stack ColorMatrixStack;
struct matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
struct matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
struct matrix_stack *CurrentStack; /* Points to one of the above stacks */
/* Combined modelview and projection matrix */
GLmatrix _ModelProjectMatrix;
/* Display lists */
GLuint CallDepth; /* Current recursion calling depth */
GLboolean ExecuteFlag; /* Execute GL commands? */
GLboolean CompileFlag; /* Compile GL commands into display list? */
Node *CurrentListPtr; /* Head of list being compiled */
GLuint CurrentListNum; /* Number of the list being compiled */
Node *CurrentBlock; /* Pointer to current block of nodes */
GLuint CurrentPos; /* Index into current block of nodes */
/* Extensions */
struct gl_extensions Extensions;
/* Renderer attribute stack */
GLuint AttribStackDepth;
struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
/* Renderer attribute groups */
struct gl_accum_attrib Accum;
struct gl_colorbuffer_attrib Color;
struct gl_current_attrib Current;
struct gl_depthbuffer_attrib Depth;
struct gl_eval_attrib Eval;
struct gl_fog_attrib Fog;
struct gl_hint_attrib Hint;
struct gl_light_attrib Light;
struct gl_line_attrib Line;
struct gl_list_attrib List;
struct gl_multisample_attrib Multisample;
struct gl_pixel_attrib Pixel;
struct gl_point_attrib Point;
struct gl_polygon_attrib Polygon;
GLuint PolygonStipple[32];
struct gl_scissor_attrib Scissor;
struct gl_stencil_attrib Stencil;
struct gl_texture_attrib Texture;
struct gl_transform_attrib Transform;
struct gl_viewport_attrib Viewport;
/* Other attribute groups */
struct gl_histogram_attrib Histogram;
struct gl_minmax_attrib MinMax;
struct gl_convolution_attrib Convolution1D;
struct gl_convolution_attrib Convolution2D;
struct gl_convolution_attrib Separable2D;
/* Client attribute stack */
GLuint ClientAttribStackDepth;
struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
/* Client attribute groups */
struct gl_array_attrib Array; /* Vertex arrays */
struct gl_pixelstore_attrib Pack; /* Pixel packing */
struct gl_pixelstore_attrib Unpack; /* Pixel unpacking */
struct gl_evaluators EvalMap; /* All evaluators */
struct gl_feedback Feedback; /* Feedback */
struct gl_selection Select; /* Selection */
struct gl_color_table ColorTable; /* Pre-convolution */
struct gl_color_table ProxyColorTable; /* Pre-convolution */
struct gl_color_table PostConvolutionColorTable;
struct gl_color_table ProxyPostConvolutionColorTable;
struct gl_color_table PostColorMatrixColorTable;
struct gl_color_table ProxyPostColorMatrixColorTable;
struct vertex_program_state VertexProgram; /* GL_NV_vertex_program */
GLenum ErrorValue; /* Last error code */
GLenum RenderMode; /* either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLuint NewState; /* bitwise-or of _NEW_* flags */
/* Derived */
GLuint _TriangleCaps; /* bitwise-or of DD_* flags */
GLuint _ImageTransferState;/* bitwise-or of IMAGE_*_BIT flags */
GLfloat _EyeZDir[3];
GLfloat _ModelViewInvScale;
GLuint _NeedEyeCoords;
GLuint _NeedNormals; /* Are vertex normal vectors needed? */
struct gl_shine_tab *_ShineTable[2]; /* Active shine tables */
struct gl_shine_tab *_ShineTabList; /* Mru list of inactive shine tables */
struct gl_list_extensions listext; /* driver dlist extensions */
GLboolean OcclusionResult; /**< for GL_HP_occlusion_test */
GLboolean OcclusionResultSaved; /**< for GL_HP_occlusion_test */
/* Z buffer stuff */
GLuint DepthMax; /**< Max depth buffer value */
GLfloat DepthMaxF; /**< Float max depth buffer value */
GLfloat MRD; /**< minimum resolvable difference in Z values */
/** Should 3Dfx Glide driver catch signals? */
GLboolean CatchSignals;
/** For debugging/development only */
GLboolean NoRaster;
GLboolean FirstTimeCurrent;
/** Dither disable via MESA_NO_DITHER env var */
GLboolean NoDither;
GLboolean Rendering;
#if defined(MESA_TRACE)
struct _glapi_table *TraceDispatch;
trace_context_t *TraceCtx;
#else
void *TraceDispatch;
void *TraceCtx;
#endif
/* Core tnl module support */
struct gl_tnl_module TnlModule;
/* Hooks for module contexts. These will eventually live
* in the driver or elsewhere.
*/
void *swrast_context;
void *swsetup_context;
void *swtnl_context;
void *swtnl_im;
void *acache_context;
void *aelt_context;
};
/* The string names for GL_POINT, GL_LINE_LOOP, etc */
extern const char *_mesa_prim_name[GL_POLYGON+4];
#ifdef MESA_DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
# ifndef NDEBUG
# define NDEBUG
# endif
#endif
enum _verbose {
VERBOSE_VARRAY = 0x0001,
VERBOSE_TEXTURE = 0x0002,
VERBOSE_IMMEDIATE = 0x0004,
VERBOSE_PIPELINE = 0x0008,
VERBOSE_DRIVER = 0x0010,
VERBOSE_STATE = 0x0020,
VERBOSE_API = 0x0040,
VERBOSE_DISPLAY_LIST = 0x0200,
VERBOSE_LIGHTING = 0x0400
};
enum _debug {
DEBUG_ALWAYS_FLUSH = 0x1
};
#define Elements(x) sizeof(x)/sizeof(*(x))
/* Eventually let the driver specify what statechanges require a flush:
*/
#define FLUSH_VERTICES(ctx, newstate) \
do { \
if (ctx->Driver.NeedFlush & FLUSH_STORED_VERTICES) \
ctx->Driver.FlushVertices(ctx, FLUSH_STORED_VERTICES); \
ctx->NewState |= newstate; \
} while (0)
#define FLUSH_CURRENT(ctx, newstate) \
do { \
if (ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT) \
ctx->Driver.FlushVertices(ctx, FLUSH_UPDATE_CURRENT); \
ctx->NewState |= newstate; \
} while (0)
#define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval) \
do { \
if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \
_mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \
return retval; \
} \
} while (0)
#define ASSERT_OUTSIDE_BEGIN_END(ctx) \
do { \
if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) { \
_mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" ); \
return; \
} \
} while (0)
#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx) \
do { \
ASSERT_OUTSIDE_BEGIN_END(ctx); \
FLUSH_VERTICES(ctx, 0); \
} while (0)
#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, retval) \
do { \
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval); \
FLUSH_VERTICES(ctx, 0); \
} while (0)
#endif /* TYPES_H */
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