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      1 /*
      2  * Mesa 3-D graphics library
      3  * Version:  7.7
      4  *
      5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
      6  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the "Software"),
     10  * to deal in the Software without restriction, including without limitation
     11  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     12  * and/or sell copies of the Software, and to permit persons to whom the
     13  * Software is furnished to do so, subject to the following conditions:
     14  *
     15  * The above copyright notice and this permission notice shall be included
     16  * in all copies or substantial portions of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     20  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     21  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     22  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     23  * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
     38 #include "main/config.h"
     39 #include "main/mfeatures.h"
     40 //#include "glapi/glapi.h"
     41 //#include "math/m_matrix.h"	/* GLmatrix */
     42 #include "main/simple_list.h"	/* struct simple_node */
     43 
     44 
     45 /**
     46  * Color channel data type.
     47  */
     48 #if CHAN_BITS == 8
     49    typedef GLubyte GLchan;
     50 #define CHAN_MAX 255
     51 #define CHAN_MAXF 255.0F
     52 #define CHAN_TYPE GL_UNSIGNED_BYTE
     53 #elif CHAN_BITS == 16
     54    typedef GLushort GLchan;
     55 #define CHAN_MAX 65535
     56 #define CHAN_MAXF 65535.0F
     57 #define CHAN_TYPE GL_UNSIGNED_SHORT
     58 #elif CHAN_BITS == 32
     59    typedef GLfloat GLchan;
     60 #define CHAN_MAX 1.0
     61 #define CHAN_MAXF 1.0F
     62 #define CHAN_TYPE GL_FLOAT
     63 #else
     64 #error "illegal number of color channel bits"
     65 #endif
     66 
     67 
     68 /**
     69  * Stencil buffer data type.
     70  */
     71 #if STENCIL_BITS==8
     72    typedef GLubyte GLstencil;
     73 #elif STENCIL_BITS==16
     74    typedef GLushort GLstencil;
     75 #else
     76 #  error "illegal number of stencil bits"
     77 #endif
     78 
     79 
     80 /**
     81  * \name 64-bit extension of GLbitfield.
     82  */
     83 /*@{*/
     84 typedef GLuint64 GLbitfield64;
     85 
     86 #define BITFIELD64_ONE         1ULL
     87 #define BITFIELD64_ALLONES     ~0ULL
     88 
     89 /** Set a single bit */
     90 #define BITFIELD64_BIT(b)      (BITFIELD64_ONE << (b))
     91 
     92 /** Set a mask of the least significant \c b bits */
     93 #define BITFIELD64_MASK(b)     (((b) >= 64) ? BITFIELD64_ALLONES : \
     94 				(BITFIELD64_BIT(b) - 1))
     95 
     96 /**
     97  * Set all bits from l (low bit) to h (high bit), inclusive.
     98  *
     99  * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
    100  */
    101 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
    102 /*@}*/
    103 
    104 
    105 /**
    106  * \name Some forward type declarations
    107  */
    108 /*@{*/
    109 struct _mesa_HashTable;
    110 struct gl_attrib_node;
    111 struct gl_list_extensions;
    112 struct gl_meta_state;
    113 struct gl_pixelstore_attrib;
    114 struct gl_program_cache;
    115 struct gl_texture_format;
    116 struct gl_texture_image;
    117 struct gl_texture_object;
    118 struct gl_context;
    119 struct st_context;
    120 /*@}*/
    121 
    122 
    123 
    124 /**
    125  * Shader stages. Note that these will become 5 with tessellation.
    126  * These MUST have the same values as gallium's PIPE_SHADER_*
    127  */
    128 typedef enum
    129 {
    130    MESA_SHADER_VERTEX = 0,
    131    MESA_SHADER_FRAGMENT = 1,
    132    MESA_SHADER_GEOMETRY = 2,
    133    MESA_SHADER_TYPES = 3
    134 } gl_shader_type;
    135 
    136 
    137 
    138 /**
    139  * Indexes for vertex program attributes.
    140  * GL_NV_vertex_program aliases generic attributes over the conventional
    141  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
    142  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
    143  * generic attributes are distinct/separate).
    144  */
    145 typedef enum
    146 {
    147    VERT_ATTRIB_POS = 0,
    148    VERT_ATTRIB_WEIGHT = 1,
    149    VERT_ATTRIB_NORMAL = 2,
    150    VERT_ATTRIB_COLOR0 = 3,
    151    VERT_ATTRIB_COLOR1 = 4,
    152    VERT_ATTRIB_FOG = 5,
    153    VERT_ATTRIB_COLOR_INDEX = 6,
    154    VERT_ATTRIB_POINT_SIZE = 6,  /*alias*/
    155    VERT_ATTRIB_EDGEFLAG = 7,
    156    VERT_ATTRIB_TEX0 = 8,
    157    VERT_ATTRIB_TEX1 = 9,
    158    VERT_ATTRIB_TEX2 = 10,
    159    VERT_ATTRIB_TEX3 = 11,
    160    VERT_ATTRIB_TEX4 = 12,
    161    VERT_ATTRIB_TEX5 = 13,
    162    VERT_ATTRIB_TEX6 = 14,
    163    VERT_ATTRIB_TEX7 = 15,
    164    VERT_ATTRIB_GENERIC0 = 16,
    165    VERT_ATTRIB_GENERIC1 = 17,
    166    VERT_ATTRIB_GENERIC2 = 18,
    167    VERT_ATTRIB_GENERIC3 = 19,
    168    VERT_ATTRIB_GENERIC4 = 20,
    169    VERT_ATTRIB_GENERIC5 = 21,
    170    VERT_ATTRIB_GENERIC6 = 22,
    171    VERT_ATTRIB_GENERIC7 = 23,
    172    VERT_ATTRIB_GENERIC8 = 24,
    173    VERT_ATTRIB_GENERIC9 = 25,
    174    VERT_ATTRIB_GENERIC10 = 26,
    175    VERT_ATTRIB_GENERIC11 = 27,
    176    VERT_ATTRIB_GENERIC12 = 28,
    177    VERT_ATTRIB_GENERIC13 = 29,
    178    VERT_ATTRIB_GENERIC14 = 30,
    179    VERT_ATTRIB_GENERIC15 = 31,
    180    VERT_ATTRIB_MAX = 32
    181 } gl_vert_attrib;
    182 
    183 /**
    184  * Bitflags for vertex attributes.
    185  * These are used in bitfields in many places.
    186  */
    187 /*@{*/
    188 #define VERT_BIT_POS         (1 << VERT_ATTRIB_POS)
    189 #define VERT_BIT_WEIGHT      (1 << VERT_ATTRIB_WEIGHT)
    190 #define VERT_BIT_NORMAL      (1 << VERT_ATTRIB_NORMAL)
    191 #define VERT_BIT_COLOR0      (1 << VERT_ATTRIB_COLOR0)
    192 #define VERT_BIT_COLOR1      (1 << VERT_ATTRIB_COLOR1)
    193 #define VERT_BIT_FOG         (1 << VERT_ATTRIB_FOG)
    194 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
    195 #define VERT_BIT_EDGEFLAG    (1 << VERT_ATTRIB_EDGEFLAG)
    196 #define VERT_BIT_TEX0        (1 << VERT_ATTRIB_TEX0)
    197 #define VERT_BIT_TEX1        (1 << VERT_ATTRIB_TEX1)
    198 #define VERT_BIT_TEX2        (1 << VERT_ATTRIB_TEX2)
    199 #define VERT_BIT_TEX3        (1 << VERT_ATTRIB_TEX3)
    200 #define VERT_BIT_TEX4        (1 << VERT_ATTRIB_TEX4)
    201 #define VERT_BIT_TEX5        (1 << VERT_ATTRIB_TEX5)
    202 #define VERT_BIT_TEX6        (1 << VERT_ATTRIB_TEX6)
    203 #define VERT_BIT_TEX7        (1 << VERT_ATTRIB_TEX7)
    204 #define VERT_BIT_GENERIC0    (1 << VERT_ATTRIB_GENERIC0)
    205 #define VERT_BIT_GENERIC1    (1 << VERT_ATTRIB_GENERIC1)
    206 #define VERT_BIT_GENERIC2    (1 << VERT_ATTRIB_GENERIC2)
    207 #define VERT_BIT_GENERIC3    (1 << VERT_ATTRIB_GENERIC3)
    208 #define VERT_BIT_GENERIC4    (1 << VERT_ATTRIB_GENERIC4)
    209 #define VERT_BIT_GENERIC5    (1 << VERT_ATTRIB_GENERIC5)
    210 #define VERT_BIT_GENERIC6    (1 << VERT_ATTRIB_GENERIC6)
    211 #define VERT_BIT_GENERIC7    (1 << VERT_ATTRIB_GENERIC7)
    212 #define VERT_BIT_GENERIC8    (1 << VERT_ATTRIB_GENERIC8)
    213 #define VERT_BIT_GENERIC9    (1 << VERT_ATTRIB_GENERIC9)
    214 #define VERT_BIT_GENERIC10   (1 << VERT_ATTRIB_GENERIC10)
    215 #define VERT_BIT_GENERIC11   (1 << VERT_ATTRIB_GENERIC11)
    216 #define VERT_BIT_GENERIC12   (1 << VERT_ATTRIB_GENERIC12)
    217 #define VERT_BIT_GENERIC13   (1 << VERT_ATTRIB_GENERIC13)
    218 #define VERT_BIT_GENERIC14   (1 << VERT_ATTRIB_GENERIC14)
    219 #define VERT_BIT_GENERIC15   (1 << VERT_ATTRIB_GENERIC15)
    220 
    221 #define VERT_BIT_TEX(u)  (1 << (VERT_ATTRIB_TEX0 + (u)))
    222 #define VERT_BIT_GENERIC(g)  (1 << (VERT_ATTRIB_GENERIC0 + (g)))
    223 /*@}*/
    224 
    225 
    226 /**
    227  * Indexes for vertex program result attributes
    228  */
    229 typedef enum
    230 {
    231    VERT_RESULT_HPOS = 0,
    232    VERT_RESULT_COL0 = 1,
    233    VERT_RESULT_COL1 = 2,
    234    VERT_RESULT_FOGC = 3,
    235    VERT_RESULT_TEX0 = 4,
    236    VERT_RESULT_TEX1 = 5,
    237    VERT_RESULT_TEX2 = 6,
    238    VERT_RESULT_TEX3 = 7,
    239    VERT_RESULT_TEX4 = 8,
    240    VERT_RESULT_TEX5 = 9,
    241    VERT_RESULT_TEX6 = 10,
    242    VERT_RESULT_TEX7 = 11,
    243    VERT_RESULT_PSIZ = 12,
    244    VERT_RESULT_BFC0 = 13,
    245    VERT_RESULT_BFC1 = 14,
    246    VERT_RESULT_EDGE = 15,
    247    VERT_RESULT_VAR0 = 16,  /**< shader varying */
    248    VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
    249 } gl_vert_result;
    250 
    251 
    252 /*********************************************/
    253 
    254 /**
    255  * Indexes for geometry program attributes.
    256  */
    257 typedef enum
    258 {
    259    GEOM_ATTRIB_POSITION = 0,
    260    GEOM_ATTRIB_COLOR0 = 1,
    261    GEOM_ATTRIB_COLOR1 = 2,
    262    GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
    263    GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
    264    GEOM_ATTRIB_FOG_FRAG_COORD = 5,
    265    GEOM_ATTRIB_POINT_SIZE = 6,
    266    GEOM_ATTRIB_CLIP_VERTEX = 7,
    267    GEOM_ATTRIB_PRIMITIVE_ID = 8,
    268    GEOM_ATTRIB_TEX_COORD = 9,
    269 
    270    GEOM_ATTRIB_VAR0 = 16,
    271    GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
    272 } gl_geom_attrib;
    273 
    274 /**
    275  * Bitflags for geometry attributes.
    276  * These are used in bitfields in many places.
    277  */
    278 /*@{*/
    279 #define GEOM_BIT_COLOR0      (1 << GEOM_ATTRIB_COLOR0)
    280 #define GEOM_BIT_COLOR1      (1 << GEOM_ATTRIB_COLOR1)
    281 #define GEOM_BIT_SCOLOR0     (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
    282 #define GEOM_BIT_SCOLOR1     (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
    283 #define GEOM_BIT_TEX_COORD   (1 << GEOM_ATTRIB_TEX_COORD)
    284 #define GEOM_BIT_FOG_COORD   (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
    285 #define GEOM_BIT_POSITION    (1 << GEOM_ATTRIB_POSITION)
    286 #define GEOM_BIT_POINT_SIDE  (1 << GEOM_ATTRIB_POINT_SIZE)
    287 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
    288 #define GEOM_BIT_PRIM_ID     (1 << GEOM_ATTRIB_PRIMITIVE_ID)
    289 #define GEOM_BIT_VAR0        (1 << GEOM_ATTRIB_VAR0)
    290 
    291 #define GEOM_BIT_VAR(g)  (1 << (GEOM_BIT_VAR0 + (g)))
    292 /*@}*/
    293 
    294 
    295 /**
    296  * Indexes for geometry program result attributes
    297  */
    298 /*@{*/
    299 typedef enum {
    300    GEOM_RESULT_POS  = 0,
    301    GEOM_RESULT_COL0  = 1,
    302    GEOM_RESULT_COL1  = 2,
    303    GEOM_RESULT_SCOL0 = 3,
    304    GEOM_RESULT_SCOL1 = 4,
    305    GEOM_RESULT_FOGC = 5,
    306    GEOM_RESULT_TEX0 = 6,
    307    GEOM_RESULT_TEX1 = 7,
    308    GEOM_RESULT_TEX2 = 8,
    309    GEOM_RESULT_TEX3 = 9,
    310    GEOM_RESULT_TEX4 = 10,
    311    GEOM_RESULT_TEX5 = 11,
    312    GEOM_RESULT_TEX6 = 12,
    313    GEOM_RESULT_TEX7 = 13,
    314    GEOM_RESULT_PSIZ = 14,
    315    GEOM_RESULT_CLPV = 15,
    316    GEOM_RESULT_PRID = 16,
    317    GEOM_RESULT_LAYR = 17,
    318    GEOM_RESULT_VAR0 = 18,  /**< shader varying, should really be 16 */
    319    /* ### we need to -2 because var0 is 18 instead 16 like in the others */
    320    GEOM_RESULT_MAX  =  (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
    321 } gl_geom_result;
    322 /*@}*/
    323 
    324 /**
    325  * Indexes for fragment program input attributes.
    326  */
    327 typedef enum
    328 {
    329    FRAG_ATTRIB_WPOS = 0,
    330    FRAG_ATTRIB_COL0 = 1,
    331    FRAG_ATTRIB_COL1 = 2,
    332    FRAG_ATTRIB_FOGC = 3,
    333    FRAG_ATTRIB_TEX0 = 4,
    334    FRAG_ATTRIB_TEX1 = 5,
    335    FRAG_ATTRIB_TEX2 = 6,
    336    FRAG_ATTRIB_TEX3 = 7,
    337    FRAG_ATTRIB_TEX4 = 8,
    338    FRAG_ATTRIB_TEX5 = 9,
    339    FRAG_ATTRIB_TEX6 = 10,
    340    FRAG_ATTRIB_TEX7 = 11,
    341    FRAG_ATTRIB_FACE = 12,  /**< front/back face */
    342    FRAG_ATTRIB_PNTC = 13,  /**< sprite/point coord */
    343    FRAG_ATTRIB_VAR0 = 14,  /**< shader varying */
    344    FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
    345 } gl_frag_attrib;
    346 
    347 /**
    348  * Bitflags for fragment program input attributes.
    349  */
    350 /*@{*/
    351 #define FRAG_BIT_WPOS  (1 << FRAG_ATTRIB_WPOS)
    352 #define FRAG_BIT_COL0  (1 << FRAG_ATTRIB_COL0)
    353 #define FRAG_BIT_COL1  (1 << FRAG_ATTRIB_COL1)
    354 #define FRAG_BIT_FOGC  (1 << FRAG_ATTRIB_FOGC)
    355 #define FRAG_BIT_FACE  (1 << FRAG_ATTRIB_FACE)
    356 #define FRAG_BIT_PNTC  (1 << FRAG_ATTRIB_PNTC)
    357 #define FRAG_BIT_TEX0  (1 << FRAG_ATTRIB_TEX0)
    358 #define FRAG_BIT_TEX1  (1 << FRAG_ATTRIB_TEX1)
    359 #define FRAG_BIT_TEX2  (1 << FRAG_ATTRIB_TEX2)
    360 #define FRAG_BIT_TEX3  (1 << FRAG_ATTRIB_TEX3)
    361 #define FRAG_BIT_TEX4  (1 << FRAG_ATTRIB_TEX4)
    362 #define FRAG_BIT_TEX5  (1 << FRAG_ATTRIB_TEX5)
    363 #define FRAG_BIT_TEX6  (1 << FRAG_ATTRIB_TEX6)
    364 #define FRAG_BIT_TEX7  (1 << FRAG_ATTRIB_TEX7)
    365 #define FRAG_BIT_VAR0  (1 << FRAG_ATTRIB_VAR0)
    366 
    367 #define FRAG_BIT_TEX(U)  (FRAG_BIT_TEX0 << (U))
    368 #define FRAG_BIT_VAR(V)  (FRAG_BIT_VAR0 << (V))
    369 
    370 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0|	\
    371 			   FRAG_BIT_TEX1|	\
    372 			   FRAG_BIT_TEX2|	\
    373 			   FRAG_BIT_TEX3|	\
    374 			   FRAG_BIT_TEX4|	\
    375 			   FRAG_BIT_TEX5|	\
    376 			   FRAG_BIT_TEX6|	\
    377 			   FRAG_BIT_TEX7)
    378 /*@}*/
    379 
    380 
    381 /**
    382  * Fragment program results
    383  */
    384 typedef enum
    385 {
    386    FRAG_RESULT_DEPTH = 0,
    387    FRAG_RESULT_STENCIL = 1,
    388    FRAG_RESULT_COLOR = 2,
    389    FRAG_RESULT_DATA0 = 3,
    390    FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
    391 } gl_frag_result;
    392 
    393 
    394 /**
    395  * Indexes for all renderbuffers
    396  */
    397 typedef enum
    398 {
    399    /* the four standard color buffers */
    400    BUFFER_FRONT_LEFT,
    401    BUFFER_BACK_LEFT,
    402    BUFFER_FRONT_RIGHT,
    403    BUFFER_BACK_RIGHT,
    404    BUFFER_DEPTH,
    405    BUFFER_STENCIL,
    406    BUFFER_ACCUM,
    407    /* optional aux buffer */
    408    BUFFER_AUX0,
    409    /* generic renderbuffers */
    410    BUFFER_COLOR0,
    411    BUFFER_COLOR1,
    412    BUFFER_COLOR2,
    413    BUFFER_COLOR3,
    414    BUFFER_COLOR4,
    415    BUFFER_COLOR5,
    416    BUFFER_COLOR6,
    417    BUFFER_COLOR7,
    418    BUFFER_COUNT
    419 } gl_buffer_index;
    420 
    421 /**
    422  * Bit flags for all renderbuffers
    423  */
    424 #define BUFFER_BIT_FRONT_LEFT   (1 << BUFFER_FRONT_LEFT)
    425 #define BUFFER_BIT_BACK_LEFT    (1 << BUFFER_BACK_LEFT)
    426 #define BUFFER_BIT_FRONT_RIGHT  (1 << BUFFER_FRONT_RIGHT)
    427 #define BUFFER_BIT_BACK_RIGHT   (1 << BUFFER_BACK_RIGHT)
    428 #define BUFFER_BIT_AUX0         (1 << BUFFER_AUX0)
    429 #define BUFFER_BIT_AUX1         (1 << BUFFER_AUX1)
    430 #define BUFFER_BIT_AUX2         (1 << BUFFER_AUX2)
    431 #define BUFFER_BIT_AUX3         (1 << BUFFER_AUX3)
    432 #define BUFFER_BIT_DEPTH        (1 << BUFFER_DEPTH)
    433 #define BUFFER_BIT_STENCIL      (1 << BUFFER_STENCIL)
    434 #define BUFFER_BIT_ACCUM        (1 << BUFFER_ACCUM)
    435 #define BUFFER_BIT_COLOR0       (1 << BUFFER_COLOR0)
    436 #define BUFFER_BIT_COLOR1       (1 << BUFFER_COLOR1)
    437 #define BUFFER_BIT_COLOR2       (1 << BUFFER_COLOR2)
    438 #define BUFFER_BIT_COLOR3       (1 << BUFFER_COLOR3)
    439 #define BUFFER_BIT_COLOR4       (1 << BUFFER_COLOR4)
    440 #define BUFFER_BIT_COLOR5       (1 << BUFFER_COLOR5)
    441 #define BUFFER_BIT_COLOR6       (1 << BUFFER_COLOR6)
    442 #define BUFFER_BIT_COLOR7       (1 << BUFFER_COLOR7)
    443 
    444 /**
    445  * Mask of all the color buffer bits (but not accum).
    446  */
    447 #define BUFFER_BITS_COLOR  (BUFFER_BIT_FRONT_LEFT | \
    448                             BUFFER_BIT_BACK_LEFT | \
    449                             BUFFER_BIT_FRONT_RIGHT | \
    450                             BUFFER_BIT_BACK_RIGHT | \
    451                             BUFFER_BIT_AUX0 | \
    452                             BUFFER_BIT_COLOR0 | \
    453                             BUFFER_BIT_COLOR1 | \
    454                             BUFFER_BIT_COLOR2 | \
    455                             BUFFER_BIT_COLOR3 | \
    456                             BUFFER_BIT_COLOR4 | \
    457                             BUFFER_BIT_COLOR5 | \
    458                             BUFFER_BIT_COLOR6 | \
    459                             BUFFER_BIT_COLOR7)
    460 
    461 
    462 /**
    463  * Framebuffer configuration (aka visual / pixelformat)
    464  * Note: some of these fields should be boolean, but it appears that
    465  * code in drivers/dri/common/util.c requires int-sized fields.
    466  */
    467 struct gl_config
    468 {
    469    GLboolean rgbMode;
    470    GLboolean floatMode;
    471    GLboolean colorIndexMode;  /* XXX is this used anywhere? */
    472    GLuint doubleBufferMode;
    473    GLuint stereoMode;
    474 
    475    GLboolean haveAccumBuffer;
    476    GLboolean haveDepthBuffer;
    477    GLboolean haveStencilBuffer;
    478 
    479    GLint redBits, greenBits, blueBits, alphaBits;	/* bits per comp */
    480    GLuint redMask, greenMask, blueMask, alphaMask;
    481    GLint rgbBits;		/* total bits for rgb */
    482    GLint indexBits;		/* total bits for colorindex */
    483 
    484    GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
    485    GLint depthBits;
    486    GLint stencilBits;
    487 
    488    GLint numAuxBuffers;
    489 
    490    GLint level;
    491 
    492    /* EXT_visual_rating / GLX 1.2 */
    493    GLint visualRating;
    494 
    495    /* EXT_visual_info / GLX 1.2 */
    496    GLint transparentPixel;
    497    /*    colors are floats scaled to ints */
    498    GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
    499    GLint transparentIndex;
    500 
    501    /* ARB_multisample / SGIS_multisample */
    502    GLint sampleBuffers;
    503    GLint samples;
    504 
    505    /* SGIX_pbuffer / GLX 1.3 */
    506    GLint maxPbufferWidth;
    507    GLint maxPbufferHeight;
    508    GLint maxPbufferPixels;
    509    GLint optimalPbufferWidth;   /* Only for SGIX_pbuffer. */
    510    GLint optimalPbufferHeight;  /* Only for SGIX_pbuffer. */
    511 
    512    /* OML_swap_method */
    513    GLint swapMethod;
    514 
    515    /* EXT_texture_from_pixmap */
    516    GLint bindToTextureRgb;
    517    GLint bindToTextureRgba;
    518    GLint bindToMipmapTexture;
    519    GLint bindToTextureTargets;
    520    GLint yInverted;
    521 };
    522 
    523 
    524 /**
    525  * Data structure for color tables
    526  */
    527 struct gl_color_table
    528 {
    529    GLenum InternalFormat;      /**< The user-specified format */
    530    GLenum _BaseFormat;         /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
    531    GLuint Size;                /**< number of entries in table */
    532    GLfloat *TableF;            /**< Color table, floating point values */
    533    GLubyte *TableUB;           /**< Color table, ubyte values */
    534    GLubyte RedSize;
    535    GLubyte GreenSize;
    536    GLubyte BlueSize;
    537    GLubyte AlphaSize;
    538    GLubyte LuminanceSize;
    539    GLubyte IntensitySize;
    540 };
    541 
    542 
    543 /**
    544  * \name Bit flags used for updating material values.
    545  */
    546 /*@{*/
    547 #define MAT_ATTRIB_FRONT_AMBIENT           0
    548 #define MAT_ATTRIB_BACK_AMBIENT            1
    549 #define MAT_ATTRIB_FRONT_DIFFUSE           2
    550 #define MAT_ATTRIB_BACK_DIFFUSE            3
    551 #define MAT_ATTRIB_FRONT_SPECULAR          4
    552 #define MAT_ATTRIB_BACK_SPECULAR           5
    553 #define MAT_ATTRIB_FRONT_EMISSION          6
    554 #define MAT_ATTRIB_BACK_EMISSION           7
    555 #define MAT_ATTRIB_FRONT_SHININESS         8
    556 #define MAT_ATTRIB_BACK_SHININESS          9
    557 #define MAT_ATTRIB_FRONT_INDEXES           10
    558 #define MAT_ATTRIB_BACK_INDEXES            11
    559 #define MAT_ATTRIB_MAX                     12
    560 
    561 #define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
    562 #define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
    563 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
    564 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
    565 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
    566 #define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
    567 
    568 #define MAT_INDEX_AMBIENT  0
    569 #define MAT_INDEX_DIFFUSE  1
    570 #define MAT_INDEX_SPECULAR 2
    571 
    572 #define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
    573 #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
    574 #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
    575 #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
    576 #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
    577 #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
    578 #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
    579 #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
    580 #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
    581 #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
    582 #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
    583 #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
    584 
    585 
    586 #define FRONT_MATERIAL_BITS	(MAT_BIT_FRONT_EMISSION | 	\
    587 				 MAT_BIT_FRONT_AMBIENT |	\
    588 				 MAT_BIT_FRONT_DIFFUSE | 	\
    589 				 MAT_BIT_FRONT_SPECULAR |	\
    590 				 MAT_BIT_FRONT_SHININESS | 	\
    591 				 MAT_BIT_FRONT_INDEXES)
    592 
    593 #define BACK_MATERIAL_BITS	(MAT_BIT_BACK_EMISSION |	\
    594 				 MAT_BIT_BACK_AMBIENT |		\
    595 				 MAT_BIT_BACK_DIFFUSE |		\
    596 				 MAT_BIT_BACK_SPECULAR |	\
    597 				 MAT_BIT_BACK_SHININESS |	\
    598 				 MAT_BIT_BACK_INDEXES)
    599 
    600 #define ALL_MATERIAL_BITS	(FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
    601 /*@}*/
    602 
    603 
    604 #define EXP_TABLE_SIZE 512	/**< Specular exponent lookup table sizes */
    605 #define SHINE_TABLE_SIZE 256	/**< Material shininess lookup table sizes */
    606 
    607 /**
    608  * Material shininess lookup table.
    609  */
    610 struct gl_shine_tab
    611 {
    612    struct gl_shine_tab *next, *prev;
    613    GLfloat tab[SHINE_TABLE_SIZE+1];
    614    GLfloat shininess;
    615    GLuint refcount;
    616 };
    617 
    618 
    619 /**
    620  * Light source state.
    621  */
    622 struct gl_light
    623 {
    624    struct gl_light *next;	/**< double linked list with sentinel */
    625    struct gl_light *prev;
    626 
    627    GLfloat Ambient[4];		/**< ambient color */
    628    GLfloat Diffuse[4];		/**< diffuse color */
    629    GLfloat Specular[4];		/**< specular color */
    630    GLfloat EyePosition[4];	/**< position in eye coordinates */
    631    GLfloat SpotDirection[4];	/**< spotlight direction in eye coordinates */
    632    GLfloat SpotExponent;
    633    GLfloat SpotCutoff;		/**< in degrees */
    634    GLfloat _CosCutoffNeg;	/**< = cos(SpotCutoff) */
    635    GLfloat _CosCutoff;		/**< = MAX(0, cos(SpotCutoff)) */
    636    GLfloat ConstantAttenuation;
    637    GLfloat LinearAttenuation;
    638    GLfloat QuadraticAttenuation;
    639    GLboolean Enabled;		/**< On/off flag */
    640 
    641    /**
    642     * \name Derived fields
    643     */
    644    /*@{*/
    645    GLbitfield _Flags;		/**< State */
    646 
    647    GLfloat _Position[4];	/**< position in eye/obj coordinates */
    648    GLfloat _VP_inf_norm[3];	/**< Norm direction to infinite light */
    649    GLfloat _h_inf_norm[3];	/**< Norm( _VP_inf_norm + <0,0,1> ) */
    650    GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
    651    GLfloat _VP_inf_spot_attenuation;
    652 
    653    GLfloat _SpotExpTable[EXP_TABLE_SIZE][2];  /**< to replace a pow() call */
    654    GLfloat _MatAmbient[2][3];	/**< material ambient * light ambient */
    655    GLfloat _MatDiffuse[2][3];	/**< material diffuse * light diffuse */
    656    GLfloat _MatSpecular[2][3];	/**< material spec * light specular */
    657    GLfloat _dli;		/**< CI diffuse light intensity */
    658    GLfloat _sli;		/**< CI specular light intensity */
    659    /*@}*/
    660 };
    661 
    662 
    663 /**
    664  * Light model state.
    665  */
    666 struct gl_lightmodel
    667 {
    668    GLfloat Ambient[4];		/**< ambient color */
    669    GLboolean LocalViewer;	/**< Local (or infinite) view point? */
    670    GLboolean TwoSide;		/**< Two (or one) sided lighting? */
    671    GLenum ColorControl;		/**< either GL_SINGLE_COLOR
    672 				 *    or GL_SEPARATE_SPECULAR_COLOR */
    673 };
    674 
    675 
    676 /**
    677  * Material state.
    678  */
    679 struct gl_material
    680 {
    681    GLfloat Attrib[MAT_ATTRIB_MAX][4];
    682 };
    683 
    684 
    685 /**
    686  * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
    687  */
    688 struct gl_accum_attrib
    689 {
    690    GLfloat ClearColor[4];	/**< Accumulation buffer clear color */
    691 };
    692 
    693 
    694 /**
    695  * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
    696  */
    697 struct gl_colorbuffer_attrib
    698 {
    699    GLuint ClearIndex;			/**< Index to use for glClear */
    700    GLclampf ClearColor[4];		/**< Color to use for glClear */
    701 
    702    GLuint IndexMask;			/**< Color index write mask */
    703    GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
    704 
    705    GLenum DrawBuffer[MAX_DRAW_BUFFERS];	/**< Which buffer to draw into */
    706 
    707    /**
    708     * \name alpha testing
    709     */
    710    /*@{*/
    711    GLboolean AlphaEnabled;		/**< Alpha test enabled flag */
    712    GLenum AlphaFunc;			/**< Alpha test function */
    713    GLclampf AlphaRef;			/**< Alpha reference value */
    714    /*@}*/
    715 
    716    /**
    717     * \name Blending
    718     */
    719    /*@{*/
    720    GLbitfield BlendEnabled;		/**< Per-buffer blend enable flags */
    721    GLenum BlendSrcRGB;			/**< Blending source operator */
    722    GLenum BlendDstRGB;			/**< Blending destination operator */
    723    GLenum BlendSrcA;			/**< GL_INGR_blend_func_separate */
    724    GLenum BlendDstA;			/**< GL_INGR_blend_func_separate */
    725    GLenum BlendEquationRGB;		/**< Blending equation */
    726    GLenum BlendEquationA;		/**< GL_EXT_blend_equation_separate */
    727    GLfloat BlendColor[4];		/**< Blending color */
    728    /*@}*/
    729 
    730    /**
    731     * \name Logic op
    732     */
    733    /*@{*/
    734    GLenum LogicOp;			/**< Logic operator */
    735    GLboolean IndexLogicOpEnabled;	/**< Color index logic op enabled flag */
    736    GLboolean ColorLogicOpEnabled;	/**< RGBA logic op enabled flag */
    737    GLboolean _LogicOpEnabled;		/**< RGBA logic op + EXT_blend_logic_op enabled flag */
    738    /*@}*/
    739 
    740    GLboolean DitherFlag;		/**< Dither enable flag */
    741 
    742    GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
    743    GLenum ClampReadColor;     /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
    744 };
    745 
    746 
    747 /**
    748  * Current attribute group (GL_CURRENT_BIT).
    749  */
    750 struct gl_current_attrib
    751 {
    752    /**
    753     * \name Current vertex attributes.
    754     * \note Values are valid only after FLUSH_VERTICES has been called.
    755     * \note Index and Edgeflag current values are stored as floats in the
    756     * SIX and SEVEN attribute slots.
    757     */
    758    GLfloat Attrib[VERT_ATTRIB_MAX][4];	/**< Position, color, texcoords, etc */
    759 
    760    /**
    761     * \name Current raster position attributes (always valid).
    762     * \note This set of attributes is very similar to the SWvertex struct.
    763     */
    764    /*@{*/
    765    GLfloat RasterPos[4];
    766    GLfloat RasterDistance;
    767    GLfloat RasterColor[4];
    768    GLfloat RasterSecondaryColor[4];
    769    GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
    770    GLboolean RasterPosValid;
    771    /*@}*/
    772 };
    773 
    774 
    775 /**
    776  * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
    777  */
    778 struct gl_depthbuffer_attrib
    779 {
    780    GLenum Func;			/**< Function for depth buffer compare */
    781    GLclampd Clear;		/**< Value to clear depth buffer to */
    782    GLboolean Test;		/**< Depth buffering enabled flag */
    783    GLboolean Mask;		/**< Depth buffer writable? */
    784    GLboolean BoundsTest;        /**< GL_EXT_depth_bounds_test */
    785    GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
    786 };
    787 
    788 
    789 /**
    790  * Evaluator attribute group (GL_EVAL_BIT).
    791  */
    792 struct gl_eval_attrib
    793 {
    794    /**
    795     * \name Enable bits
    796     */
    797    /*@{*/
    798    GLboolean Map1Color4;
    799    GLboolean Map1Index;
    800    GLboolean Map1Normal;
    801    GLboolean Map1TextureCoord1;
    802    GLboolean Map1TextureCoord2;
    803    GLboolean Map1TextureCoord3;
    804    GLboolean Map1TextureCoord4;
    805    GLboolean Map1Vertex3;
    806    GLboolean Map1Vertex4;
    807    GLboolean Map1Attrib[16];  /* GL_NV_vertex_program */
    808    GLboolean Map2Color4;
    809    GLboolean Map2Index;
    810    GLboolean Map2Normal;
    811    GLboolean Map2TextureCoord1;
    812    GLboolean Map2TextureCoord2;
    813    GLboolean Map2TextureCoord3;
    814    GLboolean Map2TextureCoord4;
    815    GLboolean Map2Vertex3;
    816    GLboolean Map2Vertex4;
    817    GLboolean Map2Attrib[16];  /* GL_NV_vertex_program */
    818    GLboolean AutoNormal;
    819    /*@}*/
    820 
    821    /**
    822     * \name Map Grid endpoints and divisions and calculated du values
    823     */
    824    /*@{*/
    825    GLint MapGrid1un;
    826    GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
    827    GLint MapGrid2un, MapGrid2vn;
    828    GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
    829    GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
    830    /*@}*/
    831 };
    832 
    833 
    834 /**
    835  * Fog attribute group (GL_FOG_BIT).
    836  */
    837 struct gl_fog_attrib
    838 {
    839    GLboolean Enabled;		/**< Fog enabled flag */
    840    GLfloat Color[4];		/**< Fog color */
    841    GLfloat Density;		/**< Density >= 0.0 */
    842    GLfloat Start;		/**< Start distance in eye coords */
    843    GLfloat End;			/**< End distance in eye coords */
    844    GLfloat Index;		/**< Fog index */
    845    GLenum Mode;			/**< Fog mode */
    846    GLboolean ColorSumEnabled;
    847    GLenum FogCoordinateSource;  /**< GL_EXT_fog_coord */
    848    GLfloat _Scale;		/**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
    849 };
    850 
    851 
    852 /**
    853  * Hint attribute group (GL_HINT_BIT).
    854  *
    855  * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
    856  */
    857 struct gl_hint_attrib
    858 {
    859    GLenum PerspectiveCorrection;
    860    GLenum PointSmooth;
    861    GLenum LineSmooth;
    862    GLenum PolygonSmooth;
    863    GLenum Fog;
    864    GLenum ClipVolumeClipping;   /**< GL_EXT_clip_volume_hint */
    865    GLenum TextureCompression;   /**< GL_ARB_texture_compression */
    866    GLenum GenerateMipmap;       /**< GL_SGIS_generate_mipmap */
    867    GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
    868 };
    869 
    870 /**
    871  * Light state flags.
    872  */
    873 /*@{*/
    874 #define LIGHT_SPOT         0x1
    875 #define LIGHT_LOCAL_VIEWER 0x2
    876 #define LIGHT_POSITIONAL   0x4
    877 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
    878 /*@}*/
    879 
    880 
    881 /**
    882  * Lighting attribute group (GL_LIGHT_BIT).
    883  */
    884 struct gl_light_attrib
    885 {
    886    struct gl_light Light[MAX_LIGHTS];	/**< Array of light sources */
    887    struct gl_lightmodel Model;		/**< Lighting model */
    888 
    889    /**
    890     * Must flush FLUSH_VERTICES before referencing:
    891     */
    892    /*@{*/
    893    struct gl_material Material; 	/**< Includes front & back values */
    894    /*@}*/
    895 
    896    GLboolean Enabled;			/**< Lighting enabled flag */
    897    GLenum ShadeModel;			/**< GL_FLAT or GL_SMOOTH */
    898    GLenum ProvokingVertex;              /**< GL_EXT_provoking_vertex */
    899    GLenum ColorMaterialFace;		/**< GL_FRONT, BACK or FRONT_AND_BACK */
    900    GLenum ColorMaterialMode;		/**< GL_AMBIENT, GL_DIFFUSE, etc */
    901    GLbitfield ColorMaterialBitmask;	/**< bitmask formed from Face and Mode */
    902    GLboolean ColorMaterialEnabled;
    903    GLenum ClampVertexColor;
    904 
    905    struct gl_light EnabledList;         /**< List sentinel */
    906 
    907    /**
    908     * Derived state for optimizations:
    909     */
    910    /*@{*/
    911    GLboolean _NeedEyeCoords;
    912    GLboolean _NeedVertices;		/**< Use fast shader? */
    913    GLbitfield _Flags;		        /**< LIGHT_* flags, see above */
    914    GLfloat _BaseColor[2][3];
    915    /*@}*/
    916 };
    917 
    918 
    919 /**
    920  * Line attribute group (GL_LINE_BIT).
    921  */
    922 struct gl_line_attrib
    923 {
    924    GLboolean SmoothFlag;	/**< GL_LINE_SMOOTH enabled? */
    925    GLboolean StippleFlag;	/**< GL_LINE_STIPPLE enabled? */
    926    GLushort StipplePattern;	/**< Stipple pattern */
    927    GLint StippleFactor;		/**< Stipple repeat factor */
    928    GLfloat Width;		/**< Line width */
    929 };
    930 
    931 
    932 /**
    933  * Display list attribute group (GL_LIST_BIT).
    934  */
    935 struct gl_list_attrib
    936 {
    937    GLuint ListBase;
    938 };
    939 
    940 
    941 /**
    942  * Multisample attribute group (GL_MULTISAMPLE_BIT).
    943  */
    944 struct gl_multisample_attrib
    945 {
    946    GLboolean Enabled;
    947    GLboolean _Enabled;   /**< true if Enabled and multisample buffer */
    948    GLboolean SampleAlphaToCoverage;
    949    GLboolean SampleAlphaToOne;
    950    GLboolean SampleCoverage;
    951    GLfloat SampleCoverageValue;
    952    GLboolean SampleCoverageInvert;
    953 };
    954 
    955 
    956 /**
    957  * A pixelmap (see glPixelMap)
    958  */
    959 struct gl_pixelmap
    960 {
    961    GLint Size;
    962    GLfloat Map[MAX_PIXEL_MAP_TABLE];
    963    GLubyte Map8[MAX_PIXEL_MAP_TABLE];  /**< converted to 8-bit color */
    964 };
    965 
    966 
    967 /**
    968  * Collection of all pixelmaps
    969  */
    970 struct gl_pixelmaps
    971 {
    972    struct gl_pixelmap RtoR;  /**< i.e. GL_PIXEL_MAP_R_TO_R */
    973    struct gl_pixelmap GtoG;
    974    struct gl_pixelmap BtoB;
    975    struct gl_pixelmap AtoA;
    976    struct gl_pixelmap ItoR;
    977    struct gl_pixelmap ItoG;
    978    struct gl_pixelmap ItoB;
    979    struct gl_pixelmap ItoA;
    980    struct gl_pixelmap ItoI;
    981    struct gl_pixelmap StoS;
    982 };
    983 
    984 
    985 /**
    986  * Pixel attribute group (GL_PIXEL_MODE_BIT).
    987  */
    988 struct gl_pixel_attrib
    989 {
    990    GLenum ReadBuffer;		/**< source buffer for glRead/CopyPixels() */
    991 
    992    /*--- Begin Pixel Transfer State ---*/
    993    /* Fields are in the order in which they're applied... */
    994 
    995    /** Scale & Bias (index shift, offset) */
    996    /*@{*/
    997    GLfloat RedBias, RedScale;
    998    GLfloat GreenBias, GreenScale;
    999    GLfloat BlueBias, BlueScale;
   1000    GLfloat AlphaBias, AlphaScale;
   1001    GLfloat DepthBias, DepthScale;
   1002    GLint IndexShift, IndexOffset;
   1003    /*@}*/
   1004 
   1005    /* Pixel Maps */
   1006    /* Note: actual pixel maps are not part of this attrib group */
   1007    GLboolean MapColorFlag;
   1008    GLboolean MapStencilFlag;
   1009 
   1010    /*--- End Pixel Transfer State ---*/
   1011 
   1012    /** glPixelZoom */
   1013    GLfloat ZoomX, ZoomY;
   1014 
   1015    /** GL_SGI_texture_color_table */
   1016    GLfloat TextureColorTableScale[4]; /**< RGBA */
   1017    GLfloat TextureColorTableBias[4];  /**< RGBA */
   1018 };
   1019 
   1020 
   1021 /**
   1022  * Point attribute group (GL_POINT_BIT).
   1023  */
   1024 struct gl_point_attrib
   1025 {
   1026    GLboolean SmoothFlag;	/**< True if GL_POINT_SMOOTH is enabled */
   1027    GLfloat Size;		/**< User-specified point size */
   1028    GLfloat Params[3];		/**< GL_EXT_point_parameters */
   1029    GLfloat MinSize, MaxSize;	/**< GL_EXT_point_parameters */
   1030    GLfloat Threshold;		/**< GL_EXT_point_parameters */
   1031    GLboolean _Attenuated;	/**< True if Params != [1, 0, 0] */
   1032    GLboolean PointSprite;	/**< GL_NV/ARB_point_sprite */
   1033    GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
   1034    GLenum SpriteRMode;		/**< GL_NV_point_sprite (only!) */
   1035    GLenum SpriteOrigin;		/**< GL_ARB_point_sprite */
   1036 };
   1037 
   1038 
   1039 /**
   1040  * Polygon attribute group (GL_POLYGON_BIT).
   1041  */
   1042 struct gl_polygon_attrib
   1043 {
   1044    GLenum FrontFace;		/**< Either GL_CW or GL_CCW */
   1045    GLenum FrontMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
   1046    GLenum BackMode;		/**< Either GL_POINT, GL_LINE or GL_FILL */
   1047    GLboolean _FrontBit;		/**< 0=GL_CCW, 1=GL_CW */
   1048    GLboolean CullFlag;		/**< Culling on/off flag */
   1049    GLboolean SmoothFlag;	/**< True if GL_POLYGON_SMOOTH is enabled */
   1050    GLboolean StippleFlag;	/**< True if GL_POLYGON_STIPPLE is enabled */
   1051    GLenum CullFaceMode;		/**< Culling mode GL_FRONT or GL_BACK */
   1052    GLfloat OffsetFactor;	/**< Polygon offset factor, from user */
   1053    GLfloat OffsetUnits;		/**< Polygon offset units, from user */
   1054    GLboolean OffsetPoint;	/**< Offset in GL_POINT mode */
   1055    GLboolean OffsetLine;	/**< Offset in GL_LINE mode */
   1056    GLboolean OffsetFill;	/**< Offset in GL_FILL mode */
   1057 };
   1058 
   1059 
   1060 /**
   1061  * Scissor attributes (GL_SCISSOR_BIT).
   1062  */
   1063 struct gl_scissor_attrib
   1064 {
   1065    GLboolean Enabled;		/**< Scissor test enabled? */
   1066    GLint X, Y;			/**< Lower left corner of box */
   1067    GLsizei Width, Height;	/**< Size of box */
   1068 };
   1069 
   1070 
   1071 /**
   1072  * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
   1073  *
   1074  * Three sets of stencil data are tracked so that OpenGL 2.0,
   1075  * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
   1076  * simultaneously.  In each of the stencil state arrays, element 0 corresponds
   1077  * to GL_FRONT.  Element 1 corresponds to the OpenGL 2.0 /
   1078  * GL_ATI_separate_stencil GL_BACK state.  Element 2 corresponds to the
   1079  * GL_EXT_stencil_two_side GL_BACK state.
   1080  *
   1081  * The derived value \c _BackFace is either 1 or 2 depending on whether or
   1082  * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
   1083  *
   1084  * The derived value \c _TestTwoSide is set when the front-face and back-face
   1085  * stencil state are different.
   1086  */
   1087 struct gl_stencil_attrib
   1088 {
   1089    GLboolean Enabled;		/**< Enabled flag */
   1090    GLboolean TestTwoSide;	/**< GL_EXT_stencil_two_side */
   1091    GLubyte ActiveFace;		/**< GL_EXT_stencil_two_side (0 or 2) */
   1092    GLboolean _Enabled;          /**< Enabled and stencil buffer present */
   1093    GLboolean _TestTwoSide;
   1094    GLubyte _BackFace;           /**< Current back stencil state (1 or 2) */
   1095    GLenum Function[3];		/**< Stencil function */
   1096    GLenum FailFunc[3];		/**< Fail function */
   1097    GLenum ZPassFunc[3];		/**< Depth buffer pass function */
   1098    GLenum ZFailFunc[3];		/**< Depth buffer fail function */
   1099    GLint Ref[3];		/**< Reference value */
   1100    GLuint ValueMask[3];		/**< Value mask */
   1101    GLuint WriteMask[3];		/**< Write mask */
   1102    GLuint Clear;		/**< Clear value */
   1103 };
   1104 
   1105 
   1106 /**
   1107  * An index for each type of texture object.  These correspond to the GL
   1108  * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
   1109  * Note: the order is from highest priority to lowest priority.
   1110  */
   1111 typedef enum
   1112 {
   1113    TEXTURE_2D_ARRAY_INDEX,
   1114    TEXTURE_1D_ARRAY_INDEX,
   1115    TEXTURE_CUBE_INDEX,
   1116    TEXTURE_3D_INDEX,
   1117    TEXTURE_RECT_INDEX,
   1118    TEXTURE_2D_INDEX,
   1119    TEXTURE_1D_INDEX,
   1120    NUM_TEXTURE_TARGETS
   1121 } gl_texture_index;
   1122 
   1123 
   1124 /**
   1125  * Bit flags for each type of texture object
   1126  * Used for Texture.Unit[]._ReallyEnabled flags.
   1127  */
   1128 /*@{*/
   1129 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
   1130 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
   1131 #define TEXTURE_CUBE_BIT     (1 << TEXTURE_CUBE_INDEX)
   1132 #define TEXTURE_3D_BIT       (1 << TEXTURE_3D_INDEX)
   1133 #define TEXTURE_RECT_BIT     (1 << TEXTURE_RECT_INDEX)
   1134 #define TEXTURE_2D_BIT       (1 << TEXTURE_2D_INDEX)
   1135 #define TEXTURE_1D_BIT       (1 << TEXTURE_1D_INDEX)
   1136 /*@}*/
   1137 
   1138 
   1139 /**
   1140  * TexGenEnabled flags.
   1141  */
   1142 /*@{*/
   1143 #define S_BIT 1
   1144 #define T_BIT 2
   1145 #define R_BIT 4
   1146 #define Q_BIT 8
   1147 #define STR_BITS (S_BIT | T_BIT | R_BIT)
   1148 /*@}*/
   1149 
   1150 
   1151 /**
   1152  * Bit flag versions of the corresponding GL_ constants.
   1153  */
   1154 /*@{*/
   1155 #define TEXGEN_SPHERE_MAP        0x1
   1156 #define TEXGEN_OBJ_LINEAR        0x2
   1157 #define TEXGEN_EYE_LINEAR        0x4
   1158 #define TEXGEN_REFLECTION_MAP_NV 0x8
   1159 #define TEXGEN_NORMAL_MAP_NV     0x10
   1160 
   1161 #define TEXGEN_NEED_NORMALS      (TEXGEN_SPHERE_MAP        | \
   1162 				  TEXGEN_REFLECTION_MAP_NV | \
   1163 				  TEXGEN_NORMAL_MAP_NV)
   1164 #define TEXGEN_NEED_EYE_COORD    (TEXGEN_SPHERE_MAP        | \
   1165 				  TEXGEN_REFLECTION_MAP_NV | \
   1166 				  TEXGEN_NORMAL_MAP_NV     | \
   1167 				  TEXGEN_EYE_LINEAR)
   1168 /*@}*/
   1169 
   1170 
   1171 
   1172 /** Tex-gen enabled for texture unit? */
   1173 #define ENABLE_TEXGEN(unit) (1 << (unit))
   1174 
   1175 /** Non-identity texture matrix for texture unit? */
   1176 #define ENABLE_TEXMAT(unit) (1 << (unit))
   1177 
   1178 
   1179 /**
   1180  * Texel fetch function prototype.  We use texel fetch functions to
   1181  * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
   1182  * texture images.  These functions help to isolate us from the gritty
   1183  * details of all the various texture image encodings.
   1184  *
   1185  * \param texImage texture image.
   1186  * \param col texel column.
   1187  * \param row texel row.
   1188  * \param img texel image level/layer.
   1189  * \param texelOut output texel (up to 4 GLchans)
   1190  */
   1191 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
   1192                                  GLint col, GLint row, GLint img,
   1193                                  GLchan *texelOut );
   1194 
   1195 /**
   1196  * As above, but returns floats.
   1197  * Used for depth component images and for upcoming signed/float
   1198  * texture images.
   1199  */
   1200 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
   1201                                  GLint col, GLint row, GLint img,
   1202                                  GLfloat *texelOut );
   1203 
   1204 
   1205 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
   1206                                GLint col, GLint row, GLint img,
   1207                                const void *texel);
   1208 
   1209 
   1210 /**
   1211  * Texture image state.  Describes the dimensions of a texture image,
   1212  * the texel format and pointers to Texel Fetch functions.
   1213  */
   1214 struct gl_texture_image
   1215 {
   1216    GLint InternalFormat;	/**< Internal format as given by the user */
   1217    GLenum _BaseFormat;		/**< Either GL_RGB, GL_RGBA, GL_ALPHA,
   1218 				 *   GL_LUMINANCE, GL_LUMINANCE_ALPHA,
   1219 				 *   GL_INTENSITY, GL_COLOR_INDEX,
   1220 				 *   GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
   1221                                  *   only. Used for choosing TexEnv arithmetic.
   1222 				 */
   1223    GLuint TexFormat;            /**< The actual format: MESA_FORMAT_x */
   1224 
   1225    GLuint Border;		/**< 0 or 1 */
   1226    GLuint Width;		/**< = 2^WidthLog2 + 2*Border */
   1227    GLuint Height;		/**< = 2^HeightLog2 + 2*Border */
   1228    GLuint Depth;		/**< = 2^DepthLog2 + 2*Border */
   1229    GLuint Width2;		/**< = Width - 2*Border */
   1230    GLuint Height2;		/**< = Height - 2*Border */
   1231    GLuint Depth2;		/**< = Depth - 2*Border */
   1232    GLuint WidthLog2;		/**< = log2(Width2) */
   1233    GLuint HeightLog2;		/**< = log2(Height2) */
   1234    GLuint DepthLog2;		/**< = log2(Depth2) */
   1235    GLuint MaxLog2;		/**< = MAX(WidthLog2, HeightLog2) */
   1236    GLfloat WidthScale;		/**< used for mipmap LOD computation */
   1237    GLfloat HeightScale;		/**< used for mipmap LOD computation */
   1238    GLfloat DepthScale;		/**< used for mipmap LOD computation */
   1239    GLboolean IsClientData;	/**< Data owned by client? */
   1240    GLboolean _IsPowerOfTwo;	/**< Are all dimensions powers of two? */
   1241 
   1242    struct gl_texture_object *TexObject;  /**< Pointer back to parent object */
   1243 
   1244    FetchTexelFuncC FetchTexelc;	/**< GLchan texel fetch function pointer */
   1245    FetchTexelFuncF FetchTexelf;	/**< Float texel fetch function pointer */
   1246 
   1247    GLuint RowStride;		/**< Padded width in units of texels */
   1248    GLuint *ImageOffsets;        /**< if 3D texture: array [Depth] of offsets to
   1249                                      each 2D slice in 'Data', in texels */
   1250    GLvoid *Data;		/**< Image data, accessed via FetchTexel() */
   1251 
   1252    /**
   1253     * \name For device driver:
   1254     */
   1255    /*@{*/
   1256    void *DriverData;		/**< Arbitrary device driver data */
   1257    /*@}*/
   1258 };
   1259 
   1260 
   1261 /**
   1262  * Indexes for cube map faces.
   1263  */
   1264 typedef enum
   1265 {
   1266    FACE_POS_X = 0,
   1267    FACE_NEG_X = 1,
   1268    FACE_POS_Y = 2,
   1269    FACE_NEG_Y = 3,
   1270    FACE_POS_Z = 4,
   1271    FACE_NEG_Z = 5,
   1272    MAX_FACES = 6
   1273 } gl_face_index;
   1274 
   1275 
   1276 ///**
   1277 // * Texture object state.  Contains the array of mipmap images, border color,
   1278 // * wrap modes, filter modes, shadow/texcompare state, and the per-texture
   1279 // * color palette.
   1280 // */
   1281 //struct gl_texture_object
   1282 //{
   1283 //   _glthread_Mutex Mutex;	/**< for thread safety */
   1284 //   GLint RefCount;		/**< reference count */
   1285 //   GLuint Name;			/**< the user-visible texture object ID */
   1286 //   GLenum Target;               /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
   1287 //   GLfloat Priority;		/**< in [0,1] */
   1288 //   union {
   1289 //      GLfloat f[4];
   1290 //      GLuint ui[4];
   1291 //      GLint i[4];
   1292 //   } BorderColor;               /**< Interpreted according to texture format */
   1293 //   GLenum WrapS;		/**< S-axis texture image wrap mode */
   1294 //   GLenum WrapT;		/**< T-axis texture image wrap mode */
   1295 //   GLenum WrapR;		/**< R-axis texture image wrap mode */
   1296 //   GLenum MinFilter;		/**< minification filter */
   1297 //   GLenum MagFilter;		/**< magnification filter */
   1298 //   GLfloat MinLod;		/**< min lambda, OpenGL 1.2 */
   1299 //   GLfloat MaxLod;		/**< max lambda, OpenGL 1.2 */
   1300 //   GLfloat LodBias;		/**< OpenGL 1.4 */
   1301 //   GLint BaseLevel;		/**< min mipmap level, OpenGL 1.2 */
   1302 //   GLint MaxLevel;		/**< max mipmap level, OpenGL 1.2 */
   1303 //   GLfloat MaxAnisotropy;	/**< GL_EXT_texture_filter_anisotropic */
   1304 //   GLenum CompareMode;		/**< GL_ARB_shadow */
   1305 //   GLenum CompareFunc;		/**< GL_ARB_shadow */
   1306 //   GLfloat CompareFailValue;    /**< GL_ARB_shadow_ambient */
   1307 //   GLenum DepthMode;		/**< GL_ARB_depth_texture */
   1308 //   GLint _MaxLevel;		/**< actual max mipmap level (q in the spec) */
   1309 //   GLfloat _MaxLambda;		/**< = _MaxLevel - BaseLevel (q - b in spec) */
   1310 //   GLint CropRect[4];           /**< GL_OES_draw_texture */
   1311 //   GLenum Swizzle[4];           /**< GL_EXT_texture_swizzle */
   1312 //   GLuint _Swizzle;             /**< same as Swizzle, but SWIZZLE_* format */
   1313 //   GLboolean GenerateMipmap;    /**< GL_SGIS_generate_mipmap */
   1314 //   GLboolean _Complete;		/**< Is texture object complete? */
   1315 //   GLboolean _RenderToTexture;  /**< Any rendering to this texture? */
   1316 //   GLboolean Purgeable;         /**< Is the buffer purgeable under memory pressure? */
   1317 //
   1318 //   /** Actual texture images, indexed by [cube face] and [mipmap level] */
   1319 //   struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
   1320 //
   1321 //   /** GL_EXT_paletted_texture */
   1322 //   struct gl_color_table Palette;
   1323 //
   1324 //   /**
   1325 //    * \name For device driver.
   1326 //    * Note: instead of attaching driver data to this pointer, it's preferable
   1327 //    * to instead use this struct as a base class for your own texture object
   1328 //    * class.  Driver->NewTextureObject() can be used to implement the
   1329 //    * allocation.
   1330 //    */
   1331 //   void *DriverData;	/**< Arbitrary device driver data */
   1332 //};
   1333 
   1334 
   1335 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
   1336 #define MAX_COMBINER_TERMS 4
   1337 
   1338 
   1339 /**
   1340  * Texture combine environment state.
   1341  */
   1342 struct gl_tex_env_combine_state
   1343 {
   1344    GLenum ModeRGB;       /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
   1345    GLenum ModeA;         /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
   1346    /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
   1347    GLenum SourceRGB[MAX_COMBINER_TERMS];
   1348    GLenum SourceA[MAX_COMBINER_TERMS];
   1349    /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
   1350    GLenum OperandRGB[MAX_COMBINER_TERMS];
   1351    GLenum OperandA[MAX_COMBINER_TERMS];
   1352    GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
   1353    GLuint ScaleShiftA;   /**< 0, 1 or 2 */
   1354    GLuint _NumArgsRGB;   /**< Number of inputs used for the RGB combiner */
   1355    GLuint _NumArgsA;     /**< Number of inputs used for the A combiner */
   1356 };
   1357 
   1358 
   1359 /**
   1360  * Texture coord generation state.
   1361  */
   1362 struct gl_texgen
   1363 {
   1364    GLenum Mode;         /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
   1365    GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
   1366    GLfloat ObjectPlane[4];
   1367    GLfloat EyePlane[4];
   1368 };
   1369 
   1370 
   1371 /**
   1372  * Texture unit state.  Contains enable flags, texture environment/function/
   1373  * combiners, texgen state, pointers to current texture objects and
   1374  * post-filter color tables.
   1375  */
   1376 struct gl_texture_unit
   1377 {
   1378    GLbitfield Enabled;          /**< bitmask of TEXTURE_*_BIT flags */
   1379    GLbitfield _ReallyEnabled;   /**< 0 or exactly one of TEXTURE_*_BIT flags */
   1380 
   1381    GLenum EnvMode;              /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
   1382    GLfloat EnvColor[4];
   1383 
   1384    struct gl_texgen GenS;
   1385    struct gl_texgen GenT;
   1386    struct gl_texgen GenR;
   1387    struct gl_texgen GenQ;
   1388    GLbitfield TexGenEnabled;	/**< Bitwise-OR of [STRQ]_BIT values */
   1389    GLbitfield _GenFlags;	/**< Bitwise-OR of Gen[STRQ]._ModeBit */
   1390 
   1391    GLfloat LodBias;		/**< for biasing mipmap levels */
   1392    GLenum BumpTarget;
   1393    GLfloat RotMatrix[4]; /* 2x2 matrix */
   1394 
   1395    /**
   1396     * \name GL_EXT_texture_env_combine
   1397     */
   1398    struct gl_tex_env_combine_state Combine;
   1399 
   1400    /**
   1401     * Derived state based on \c EnvMode and the \c BaseFormat of the
   1402     * currently enabled texture.
   1403     */
   1404    struct gl_tex_env_combine_state _EnvMode;
   1405 
   1406    /**
   1407     * Currently enabled combiner state.  This will point to either
   1408     * \c Combine or \c _EnvMode.
   1409     */
   1410    struct gl_tex_env_combine_state *_CurrentCombine;
   1411 
   1412    /** Current texture object pointers */
   1413    struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
   1414 
   1415    /** Points to highest priority, complete and enabled texture object */
   1416    struct gl_texture_object *_Current;
   1417 
   1418    /** GL_SGI_texture_color_table */
   1419    /*@{*/
   1420    struct gl_color_table ColorTable;
   1421    struct gl_color_table ProxyColorTable;
   1422    GLboolean ColorTableEnabled;
   1423    /*@}*/
   1424 };
   1425 
   1426 
   1427 /**
   1428  * Texture attribute group (GL_TEXTURE_BIT).
   1429  */
   1430 struct gl_texture_attrib
   1431 {
   1432    GLuint CurrentUnit;   /**< GL_ACTIVE_TEXTURE */
   1433    struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
   1434 
   1435    struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
   1436 
   1437    /** GL_ARB_seamless_cubemap */
   1438    GLboolean CubeMapSeamless;
   1439 
   1440    /** GL_EXT_shared_texture_palette */
   1441    GLboolean SharedPalette;
   1442    struct gl_color_table Palette;
   1443 
   1444    /** Texture units/samplers used by vertex or fragment texturing */
   1445    GLbitfield _EnabledUnits;
   1446 
   1447    /** Texture coord units/sets used for fragment texturing */
   1448    GLbitfield _EnabledCoordUnits;
   1449 
   1450    /** Texture coord units that have texgen enabled */
   1451    GLbitfield _TexGenEnabled;
   1452 
   1453    /** Texture coord units that have non-identity matrices */
   1454    GLbitfield _TexMatEnabled;
   1455 
   1456    /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
   1457    GLbitfield _GenFlags;
   1458 };
   1459 
   1460 
   1461 /**
   1462  * Transformation attribute group (GL_TRANSFORM_BIT).
   1463  */
   1464 struct gl_transform_attrib
   1465 {
   1466    GLenum MatrixMode;				/**< Matrix mode */
   1467    GLfloat EyeUserPlane[MAX_CLIP_PLANES][4];	/**< User clip planes */
   1468    GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4];	/**< derived */
   1469    GLbitfield ClipPlanesEnabled;                /**< on/off bitmask */
   1470    GLboolean Normalize;				/**< Normalize all normals? */
   1471    GLboolean RescaleNormals;			/**< GL_EXT_rescale_normal */
   1472    GLboolean RasterPositionUnclipped;           /**< GL_IBM_rasterpos_clip */
   1473    GLboolean DepthClamp;			/**< GL_ARB_depth_clamp */
   1474 
   1475    GLfloat CullEyePos[4];
   1476    GLfloat CullObjPos[4];
   1477 };
   1478 
   1479 
   1480 /**
   1481  * Viewport attribute group (GL_VIEWPORT_BIT).
   1482  */
   1483 //struct gl_viewport_attrib
   1484 //{
   1485 //   GLint X, Y;			/**< position */
   1486 //   GLsizei Width, Height;	/**< size */
   1487 //   GLfloat Near, Far;		/**< Depth buffer range */
   1488 //   GLmatrix _WindowMap;		/**< Mapping transformation as a matrix. */
   1489 //};
   1490 
   1491 
   1492 ///**
   1493 // * GL_ARB_vertex/pixel_buffer_object buffer object
   1494 // */
   1495 //struct gl_buffer_object
   1496 //{
   1497 //   _glthread_Mutex Mutex;
   1498 //   GLint RefCount;
   1499 //   GLuint Name;
   1500 //   GLenum Usage;        /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
   1501 //   GLsizeiptrARB Size;  /**< Size of buffer storage in bytes */
   1502 //   GLubyte *Data;       /**< Location of storage either in RAM or VRAM. */
   1503 //   /** Fields describing a mapped buffer */
   1504 //   /*@{*/
   1505 //   GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
   1506 //   GLvoid *Pointer;     /**< User-space address of mapping */
   1507 //   GLintptr Offset;     /**< Mapped offset */
   1508 //   GLsizeiptr Length;   /**< Mapped length */
   1509 //   /*@}*/
   1510 //   GLboolean Written;   /**< Ever written to? (for debugging) */
   1511 //   GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
   1512 //};
   1513 
   1514 
   1515 /**
   1516  * Client pixel packing/unpacking attributes
   1517  */
   1518 struct gl_pixelstore_attrib
   1519 {
   1520    GLint Alignment;
   1521    GLint RowLength;
   1522    GLint SkipPixels;
   1523    GLint SkipRows;
   1524    GLint ImageHeight;
   1525    GLint SkipImages;
   1526    GLboolean SwapBytes;
   1527    GLboolean LsbFirst;
   1528    GLboolean ClientStorage; /**< GL_APPLE_client_storage */
   1529    GLboolean Invert;        /**< GL_MESA_pack_invert */
   1530    struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
   1531 };
   1532 
   1533 
   1534 /**
   1535  * Client vertex array attributes
   1536  */
   1537 struct gl_client_array
   1538 {
   1539    GLint Size;                  /**< components per element (1,2,3,4) */
   1540    GLenum Type;                 /**< datatype: GL_FLOAT, GL_INT, etc */
   1541    GLenum Format;               /**< default: GL_RGBA, but may be GL_BGRA */
   1542    GLsizei Stride;		/**< user-specified stride */
   1543    GLsizei StrideB;		/**< actual stride in bytes */
   1544    const GLubyte *Ptr;          /**< Points to array data */
   1545    GLboolean Enabled;		/**< Enabled flag is a boolean */
   1546    GLboolean Normalized;        /**< GL_ARB_vertex_program */
   1547    GLboolean Integer;           /**< Integer-valued? */
   1548    GLuint _ElementSize;         /**< size of each element in bytes */
   1549 
   1550    struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
   1551    GLuint _MaxElement;          /**< max element index into array buffer + 1 */
   1552 };
   1553 
   1554 
   1555 ///**
   1556 // * Collection of vertex arrays.  Defined by the GL_APPLE_vertex_array_object
   1557 // * extension, but a nice encapsulation in any case.
   1558 // */
   1559 //struct gl_array_object
   1560 //{
   1561 //   /** Name of the array object as received from glGenVertexArrayAPPLE. */
   1562 //   GLuint Name;
   1563 //
   1564 //   GLint RefCount;
   1565 //   _glthread_Mutex Mutex;
   1566 //   GLboolean VBOonly;  /**< require all arrays to live in VBOs? */
   1567 //
   1568 //   /** Conventional vertex arrays */
   1569 //   /*@{*/
   1570 //   struct gl_client_array Vertex;
   1571 //   struct gl_client_array Weight;
   1572 //   struct gl_client_array Normal;
   1573 //   struct gl_client_array Color;
   1574 //   struct gl_client_array SecondaryColor;
   1575 //   struct gl_client_array FogCoord;
   1576 //   struct gl_client_array Index;
   1577 //   struct gl_client_array EdgeFlag;
   1578 //   struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
   1579 //   struct gl_client_array PointSize;
   1580 //   /*@}*/
   1581 //
   1582 //   /**
   1583 //    * Generic arrays for vertex programs/shaders.
   1584 //    * For NV vertex programs, these attributes alias and take priority
   1585 //    * over the conventional attribs above.  For ARB vertex programs and
   1586 //    * GLSL vertex shaders, these attributes are separate.
   1587 //    */
   1588 //   struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
   1589 //
   1590 //   /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
   1591 //   GLbitfield _Enabled;
   1592 //
   1593 //   /**
   1594 //    * Min of all enabled arrays' _MaxElement.  When arrays reside inside VBOs
   1595 //    * we can determine the max legal (in bounds) glDrawElements array index.
   1596 //    */
   1597 //   GLuint _MaxElement;
   1598 //};
   1599 
   1600 
   1601 /**
   1602  * Vertex array state
   1603  */
   1604 struct gl_array_attrib
   1605 {
   1606    /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
   1607    struct gl_array_object *ArrayObj;
   1608 
   1609    /** The default vertex array object */
   1610    struct gl_array_object *DefaultArrayObj;
   1611 
   1612    /** Array objects (GL_ARB/APPLE_vertex_array_object) */
   1613    struct _mesa_HashTable *Objects;
   1614 
   1615    GLint ActiveTexture;		/**< Client Active Texture */
   1616    GLuint LockFirst;            /**< GL_EXT_compiled_vertex_array */
   1617    GLuint LockCount;            /**< GL_EXT_compiled_vertex_array */
   1618 
   1619    /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
   1620    GLboolean PrimitiveRestart;
   1621    GLuint RestartIndex;
   1622 
   1623    GLbitfield NewState;		/**< mask of _NEW_ARRAY_* values */
   1624 
   1625    /* GL_ARB_vertex_buffer_object */
   1626    struct gl_buffer_object *ArrayBufferObj;
   1627    struct gl_buffer_object *ElementArrayBufferObj;
   1628 };
   1629 
   1630 
   1631 /**
   1632  * Feedback buffer state
   1633  */
   1634 struct gl_feedback
   1635 {
   1636    GLenum Type;
   1637    GLbitfield _Mask;    /**< FB_* bits */
   1638    GLfloat *Buffer;
   1639    GLuint BufferSize;
   1640    GLuint Count;
   1641 };
   1642 
   1643 
   1644 /**
   1645  * Selection buffer state
   1646  */
   1647 struct gl_selection
   1648 {
   1649    GLuint *Buffer;	/**< selection buffer */
   1650    GLuint BufferSize;	/**< size of the selection buffer */
   1651    GLuint BufferCount;	/**< number of values in the selection buffer */
   1652    GLuint Hits;		/**< number of records in the selection buffer */
   1653    GLuint NameStackDepth; /**< name stack depth */
   1654    GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
   1655    GLboolean HitFlag;	/**< hit flag */
   1656    GLfloat HitMinZ;	/**< minimum hit depth */
   1657    GLfloat HitMaxZ;	/**< maximum hit depth */
   1658 };
   1659 
   1660 
   1661 /**
   1662  * 1-D Evaluator control points
   1663  */
   1664 struct gl_1d_map
   1665 {
   1666    GLuint Order;	/**< Number of control points */
   1667    GLfloat u1, u2, du;	/**< u1, u2, 1.0/(u2-u1) */
   1668    GLfloat *Points;	/**< Points to contiguous control points */
   1669 };
   1670 
   1671 
   1672 /**
   1673  * 2-D Evaluator control points
   1674  */
   1675 struct gl_2d_map
   1676 {
   1677    GLuint Uorder;		/**< Number of control points in U dimension */
   1678    GLuint Vorder;		/**< Number of control points in V dimension */
   1679    GLfloat u1, u2, du;
   1680    GLfloat v1, v2, dv;
   1681    GLfloat *Points;		/**< Points to contiguous control points */
   1682 };
   1683 
   1684 
   1685 /**
   1686  * All evaluator control point state
   1687  */
   1688 struct gl_evaluators
   1689 {
   1690    /**
   1691     * \name 1-D maps
   1692     */
   1693    /*@{*/
   1694    struct gl_1d_map Map1Vertex3;
   1695    struct gl_1d_map Map1Vertex4;
   1696    struct gl_1d_map Map1Index;
   1697    struct gl_1d_map Map1Color4;
   1698    struct gl_1d_map Map1Normal;
   1699    struct gl_1d_map Map1Texture1;
   1700    struct gl_1d_map Map1Texture2;
   1701    struct gl_1d_map Map1Texture3;
   1702    struct gl_1d_map Map1Texture4;
   1703    struct gl_1d_map Map1Attrib[16];  /**< GL_NV_vertex_program */
   1704    /*@}*/
   1705 
   1706    /**
   1707     * \name 2-D maps
   1708     */
   1709    /*@{*/
   1710    struct gl_2d_map Map2Vertex3;
   1711    struct gl_2d_map Map2Vertex4;
   1712    struct gl_2d_map Map2Index;
   1713    struct gl_2d_map Map2Color4;
   1714    struct gl_2d_map Map2Normal;
   1715    struct gl_2d_map Map2Texture1;
   1716    struct gl_2d_map Map2Texture2;
   1717    struct gl_2d_map Map2Texture3;
   1718    struct gl_2d_map Map2Texture4;
   1719    struct gl_2d_map Map2Attrib[16];  /**< GL_NV_vertex_program */
   1720    /*@}*/
   1721 };
   1722 
   1723 
   1724 /**
   1725  * Names of the various vertex/fragment program register files, etc.
   1726  *
   1727  * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
   1728  * All values should fit in a 4-bit field.
   1729  *
   1730  * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
   1731  * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
   1732  * be "uniform" variables since they can only be set outside glBegin/End.
   1733  * They're also all stored in the same Parameters array.
   1734  */
   1735 typedef enum
   1736 {
   1737    PROGRAM_TEMPORARY,   /**< machine->Temporary[] */
   1738    PROGRAM_INPUT,       /**< machine->Inputs[] */
   1739    PROGRAM_OUTPUT,      /**< machine->Outputs[] */
   1740    PROGRAM_VARYING,     /**< machine->Inputs[]/Outputs[] */
   1741    PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
   1742    PROGRAM_ENV_PARAM,   /**< gl_program->Parameters[] */
   1743    PROGRAM_STATE_VAR,   /**< gl_program->Parameters[] */
   1744    PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
   1745    PROGRAM_CONSTANT,    /**< gl_program->Parameters[] */
   1746    PROGRAM_UNIFORM,     /**< gl_program->Parameters[] */
   1747    PROGRAM_WRITE_ONLY,  /**< A dummy, write-only register */
   1748    PROGRAM_ADDRESS,     /**< machine->AddressReg */
   1749    PROGRAM_SAMPLER,     /**< for shader samplers, compile-time only */
   1750    PROGRAM_UNDEFINED,   /**< Invalid/TBD value */
   1751    PROGRAM_FILE_MAX
   1752 } gl_register_file;
   1753 
   1754 
   1755 /** Vertex and fragment instructions */
   1756 struct prog_instruction;
   1757 struct gl_program_parameter_list;
   1758 struct gl_uniform_list;
   1759 
   1760 
   1761 /**
   1762  * Base class for any kind of program object
   1763  */
   1764 struct gl_program
   1765 {
   1766    GLuint Id;
   1767    GLubyte *String;  /**< Null-terminated program text */
   1768    GLint RefCount;
   1769    GLenum Target;    /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
   1770    GLenum Format;    /**< String encoding format */
   1771    GLboolean Resident;
   1772 
   1773    struct prog_instruction *Instructions;
   1774 
   1775    GLbitfield InputsRead;     /**< Bitmask of which input regs are read */
   1776    GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
   1777    GLbitfield InputFlags[MAX_PROGRAM_INPUTS];   /**< PROG_PARAM_BIT_x flags */
   1778    GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
   1779    GLbitfield TexturesUsed[MAX_TEXTURE_UNITS];  /**< TEXTURE_x_BIT bitmask */
   1780    GLbitfield SamplersUsed;   /**< Bitfield of which samplers are used */
   1781    GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
   1782 
   1783 
   1784    /** Named parameters, constants, etc. from program text */
   1785    struct gl_program_parameter_list *Parameters;
   1786    /** Numbered local parameters */
   1787    GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
   1788 
   1789    /** Vertex/fragment shader varying vars */
   1790    struct gl_program_parameter_list *Varying;
   1791    /** Vertex program user-defined attributes */
   1792    struct gl_program_parameter_list *Attributes;
   1793 
   1794    /** Map from sampler unit to texture unit (set by glUniform1i()) */
   1795    GLubyte SamplerUnits[MAX_SAMPLERS];
   1796    /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
   1797    gl_texture_index SamplerTargets[MAX_SAMPLERS];
   1798 
   1799    /** Bitmask of which register files are read/written with indirect
   1800     * addressing.  Mask of (1 << PROGRAM_x) bits.
   1801     */
   1802    GLbitfield IndirectRegisterFiles;
   1803 
   1804    /** Logical counts */
   1805    /*@{*/
   1806    GLuint NumInstructions;
   1807    GLuint NumTemporaries;
   1808    GLuint NumParameters;
   1809    GLuint NumAttributes;
   1810    GLuint NumAddressRegs;
   1811    GLuint NumAluInstructions;
   1812    GLuint NumTexInstructions;
   1813    GLuint NumTexIndirections;
   1814    /*@}*/
   1815    /** Native, actual h/w counts */
   1816    /*@{*/
   1817    GLuint NumNativeInstructions;
   1818    GLuint NumNativeTemporaries;
   1819    GLuint NumNativeParameters;
   1820    GLuint NumNativeAttributes;
   1821    GLuint NumNativeAddressRegs;
   1822    GLuint NumNativeAluInstructions;
   1823    GLuint NumNativeTexInstructions;
   1824    GLuint NumNativeTexIndirections;
   1825    /*@}*/
   1826 };
   1827 
   1828 
   1829 /** Vertex program object */
   1830 struct gl_vertex_program
   1831 {
   1832    struct gl_program Base;   /**< base class */
   1833    GLboolean IsNVProgram;    /**< is this a GL_NV_vertex_program program? */
   1834    GLboolean IsPositionInvariant;
   1835 };
   1836 
   1837 
   1838 /** Geometry program object */
   1839 struct gl_geometry_program
   1840 {
   1841    struct gl_program Base;   /**< base class */
   1842 
   1843    GLint VerticesOut;
   1844    GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
   1845                            GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
   1846    GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
   1847 };
   1848 
   1849 
   1850 /** Fragment program object */
   1851 struct gl_fragment_program
   1852 {
   1853    struct gl_program Base;   /**< base class */
   1854    GLenum FogOption;
   1855    GLboolean UsesKill;          /**< shader uses KIL instruction */
   1856    GLboolean OriginUpperLeft;
   1857    GLboolean PixelCenterInteger;
   1858 };
   1859 
   1860 
   1861 /**
   1862  * State common to vertex and fragment programs.
   1863  */
   1864 struct gl_program_state
   1865 {
   1866    GLint ErrorPos;                       /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
   1867    const char *ErrorString;              /* GL_PROGRAM_ERROR_STRING_ARB/NV */
   1868 };
   1869 
   1870 
   1871 /**
   1872  * Context state for vertex programs.
   1873  */
   1874 struct gl_vertex_program_state
   1875 {
   1876    GLboolean Enabled;            /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
   1877    GLboolean _Enabled;           /**< Enabled and _valid_ user program? */
   1878    GLboolean PointSizeEnabled;   /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
   1879    GLboolean TwoSideEnabled;     /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
   1880    struct gl_vertex_program *Current;  /**< User-bound vertex program */
   1881 
   1882    /** Currently enabled and valid vertex program (including internal
   1883     * programs, user-defined vertex programs and GLSL vertex shaders).
   1884     * This is the program we must use when rendering.
   1885     */
   1886    struct gl_vertex_program *_Current;
   1887 
   1888    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
   1889 
   1890    /* For GL_NV_vertex_program only: */
   1891    GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
   1892    GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
   1893 
   1894    /** Should fixed-function T&L be implemented with a vertex prog? */
   1895    GLboolean _MaintainTnlProgram;
   1896 
   1897    /** Program to emulate fixed-function T&L (see above) */
   1898    struct gl_vertex_program *_TnlProgram;
   1899 
   1900    /** Cache of fixed-function programs */
   1901    struct gl_program_cache *Cache;
   1902 
   1903    GLboolean _Overriden;
   1904 };
   1905 
   1906 
   1907 /**
   1908  * Context state for geometry programs.
   1909  */
   1910 struct gl_geometry_program_state
   1911 {
   1912    GLboolean Enabled;               /**< GL_ARB_GEOMETRY_SHADER4 */
   1913    GLboolean _Enabled;              /**< Enabled and valid program? */
   1914    struct gl_geometry_program *Current;  /**< user-bound geometry program */
   1915 
   1916    /** Currently enabled and valid program (including internal programs
   1917     * and compiled shader programs).
   1918     */
   1919    struct gl_geometry_program *_Current;
   1920 
   1921    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
   1922 
   1923    /** Cache of fixed-function programs */
   1924    struct gl_program_cache *Cache;
   1925 };
   1926 
   1927 /**
   1928  * Context state for fragment programs.
   1929  */
   1930 struct gl_fragment_program_state
   1931 {
   1932    GLboolean Enabled;     /**< User-set fragment program enable flag */
   1933    GLboolean _Enabled;    /**< Enabled and _valid_ user program? */
   1934    struct gl_fragment_program *Current;  /**< User-bound fragment program */
   1935 
   1936    /** Currently enabled and valid fragment program (including internal
   1937     * programs, user-defined fragment programs and GLSL fragment shaders).
   1938     * This is the program we must use when rendering.
   1939     */
   1940    struct gl_fragment_program *_Current;
   1941 
   1942    GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
   1943 
   1944    /** Should fixed-function texturing be implemented with a fragment prog? */
   1945    GLboolean _MaintainTexEnvProgram;
   1946 
   1947    /** Program to emulate fixed-function texture env/combine (see above) */
   1948    struct gl_fragment_program *_TexEnvProgram;
   1949 
   1950    /** Cache of fixed-function programs */
   1951    struct gl_program_cache *Cache;
   1952 };
   1953 
   1954 
   1955 /**
   1956  * ATI_fragment_shader runtime state
   1957  */
   1958 #define ATI_FS_INPUT_PRIMARY 0
   1959 #define ATI_FS_INPUT_SECONDARY 1
   1960 
   1961 struct atifs_instruction;
   1962 struct atifs_setupinst;
   1963 
   1964 /**
   1965  * ATI fragment shader
   1966  */
   1967 struct ati_fragment_shader
   1968 {
   1969    GLuint Id;
   1970    GLint RefCount;
   1971    struct atifs_instruction *Instructions[2];
   1972    struct atifs_setupinst *SetupInst[2];
   1973    GLfloat Constants[8][4];
   1974    GLbitfield LocalConstDef;  /**< Indicates which constants have been set */
   1975    GLubyte numArithInstr[2];
   1976    GLubyte regsAssigned[2];
   1977    GLubyte NumPasses;         /**< 1 or 2 */
   1978    GLubyte cur_pass;
   1979    GLubyte last_optype;
   1980    GLboolean interpinp1;
   1981    GLboolean isValid;
   1982    GLuint swizzlerq;
   1983 };
   1984 
   1985 /**
   1986  * Context state for GL_ATI_fragment_shader
   1987  */
   1988 struct gl_ati_fragment_shader_state
   1989 {
   1990    GLboolean Enabled;
   1991    GLboolean _Enabled;                  /**< enabled and valid shader? */
   1992    GLboolean Compiling;
   1993    GLfloat GlobalConstants[8][4];
   1994    struct ati_fragment_shader *Current;
   1995 };
   1996 
   1997 
   1998 /**
   1999  * Occlusion/timer query object.
   2000  */
   2001 struct gl_query_object
   2002 {
   2003    GLenum Target;      /**< The query target, when active */
   2004    GLuint Id;          /**< hash table ID/name */
   2005    GLuint64EXT Result; /**< the counter */
   2006    GLboolean Active;   /**< inside Begin/EndQuery */
   2007    GLboolean Ready;    /**< result is ready? */
   2008 };
   2009 
   2010 
   2011 /**
   2012  * Context state for query objects.
   2013  */
   2014 struct gl_query_state
   2015 {
   2016    struct _mesa_HashTable *QueryObjects;
   2017    struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
   2018    struct gl_query_object *CurrentTimerObject;     /* GL_EXT_timer_query */
   2019 
   2020    /** GL_NV_conditional_render */
   2021    struct gl_query_object *CondRenderQuery;
   2022 
   2023    /** GL_EXT_transform_feedback */
   2024    struct gl_query_object *PrimitivesGenerated;
   2025    struct gl_query_object *PrimitivesWritten;
   2026 
   2027    /** GL_ARB_timer_query */
   2028    struct gl_query_object *TimeElapsed;
   2029 
   2030    GLenum CondRenderMode;
   2031 };
   2032 
   2033 
   2034 /** Sync object state */
   2035 struct gl_sync_object {
   2036    struct simple_node link;
   2037    GLenum Type;               /**< GL_SYNC_FENCE */
   2038    GLuint Name;               /**< Fence name */
   2039    GLint RefCount;            /**< Reference count */
   2040    GLboolean DeletePending;   /**< Object was deleted while there were still
   2041 			       * live references (e.g., sync not yet finished)
   2042 			       */
   2043    GLenum SyncCondition;
   2044    GLbitfield Flags;          /**< Flags passed to glFenceSync */
   2045    GLuint StatusFlag:1;       /**< Has the sync object been signaled? */
   2046 };
   2047 
   2048 
   2049 /** Set by #pragma directives */
   2050 struct gl_sl_pragmas
   2051 {
   2052    GLboolean IgnoreOptimize;  /**< ignore #pragma optimize(on/off) ? */
   2053    GLboolean IgnoreDebug;     /**< ignore #pragma debug(on/off) ? */
   2054    GLboolean Optimize;  /**< defaults on */
   2055    GLboolean Debug;     /**< defaults off */
   2056 };
   2057 
   2058 
   2059 /**
   2060  * A GLSL vertex or fragment shader object.
   2061  */
   2062 struct gl_shader
   2063 {
   2064    GLenum Type;  /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
   2065    GLuint Name;  /**< AKA the handle */
   2066    GLint RefCount;  /**< Reference count */
   2067    GLboolean DeletePending;
   2068    GLboolean CompileStatus;
   2069    GLboolean Main;  /**< shader defines main() */
   2070    GLboolean UnresolvedRefs;
   2071    const GLchar *Source;  /**< Source code string */
   2072 //   GLuint SourceChecksum;       /**< for debug/logging purposes */
   2073 //   struct gl_program *Program;  /**< Post-compile assembly code */
   2074    GLchar *InfoLog;
   2075    struct gl_sl_pragmas Pragmas;
   2076 
   2077    unsigned Version;       /**< GLSL version used for linking */
   2078 
   2079    struct exec_list *ir;
   2080    struct glsl_symbol_table *symbols;
   2081    /** Shaders containing built-in functions that are used for linking. */
   2082    struct gl_shader *builtins_to_link[16];
   2083    unsigned num_builtins_to_link;
   2084 
   2085    struct Executable * executable;
   2086    void (*function)();     /**< the active function */
   2087    unsigned SamplersUsed;  /**< bitfield of samplers used by shader */
   2088 };
   2089 
   2090 
   2091 /**
   2092  * A GLSL program object.
   2093  * Basically a linked collection of vertex and fragment shaders.
   2094  */
   2095 struct gl_shader_program
   2096 {
   2097    GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
   2098    GLuint Name;  /**< aka handle or ID */
   2099    GLint RefCount;  /**< Reference count */
   2100    GLboolean DeletePending;
   2101 
   2102    GLuint NumShaders;          /**< number of attached shaders */
   2103    struct gl_shader **Shaders; /**< List of attached the shaders */
   2104 
   2105    /** User-defined attribute bindings (glBindAttribLocation) */
   2106    struct gl_program_parameter_list *Attributes;
   2107 
   2108    /** Transform feedback varyings */
   2109 //   struct {
   2110 //      GLenum BufferMode;
   2111 //      GLuint NumVarying;
   2112 //      GLchar **VaryingNames;  /**< Array [NumVarying] of char * */
   2113 //   } TransformFeedback;
   2114 
   2115    /** Geometry shader state - copied into gl_geometry_program at link time */
   2116 //   struct {
   2117 //      GLint VerticesOut;
   2118 //      GLenum InputType;  /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
   2119 //                              GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
   2120 //      GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
   2121 //   } Geom;
   2122 
   2123    /* post-link info: */
   2124 //   struct gl_vertex_program *VertexProgram;     /**< Linked vertex program */
   2125 //   struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
   2126 //   struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
   2127    struct gl_uniform_list *Uniforms;
   2128    struct gl_program_parameter_list *Varying;
   2129    GLboolean LinkStatus;   /**< GL_LINK_STATUS */
   2130    GLboolean Validated;
   2131    GLboolean _Used;        /**< Ever used for drawing? */
   2132    GLchar *InfoLog;
   2133    unsigned Version;       /**< GLSL version used for linking */
   2134 
   2135    /**
   2136     * Per-stage shaders resulting from the first stage of linking.
   2137     *
   2138     * Set of linked shaders for this program.  The array is accessed using the
   2139     * \c MESA_SHADER_* defines.  Entries for non-existent stages will be
   2140     * \c NULL.
   2141     */
   2142    struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
   2143    GLfloat (*ValuesUniform)[4]; /** < samplers are at ValuesUniform[gl_uniform_list::Slots + sampler.Pos]*/
   2144    GLfloat (*ValuesVertexInput)[4];    /**< actually a VertexInput */
   2145    GLfloat (*ValuesVertexOutput)[4];   /**< actually a VertexOutput */
   2146    void * InputOuputBase;              /**< allocation base for Values* */
   2147 
   2148    unsigned AttributeSlots;/**< [0,AttributeSlots-1] read by vertex shader */
   2149    unsigned VaryingSlots;  /**< [0,VaryingSlots-1] read by fragment shader */
   2150    unsigned UsesFragCoord : 1, UsesPointCoord : 1;
   2151 };
   2152 
   2153 
   2154 #define GLSL_DUMP      0x1  /**< Dump shaders to stdout */
   2155 #define GLSL_LOG       0x2  /**< Write shaders to files */
   2156 #define GLSL_OPT       0x4  /**< Force optimizations (override pragmas) */
   2157 #define GLSL_NO_OPT    0x8  /**< Force no optimizations (override pragmas) */
   2158 #define GLSL_UNIFORMS 0x10  /**< Print glUniform calls */
   2159 #define GLSL_NOP_VERT 0x20  /**< Force no-op vertex shaders */
   2160 #define GLSL_NOP_FRAG 0x40  /**< Force no-op fragment shaders */
   2161 #define GLSL_USE_PROG 0x80  /**< Log glUseProgram calls */
   2162 
   2163 
   2164 /**
   2165  * Context state for GLSL vertex/fragment shaders.
   2166  */
   2167 struct gl_shader_state
   2168 {
   2169    /**
   2170     * Programs used for rendering
   2171     *
   2172     * There is a separate program set for each shader stage.  If
   2173     * GL_EXT_separate_shader_objects is not supported, each of these must point
   2174     * to \c NULL or to the same program.
   2175     */
   2176    struct gl_shader_program *CurrentVertexProgram;
   2177    struct gl_shader_program *CurrentGeometryProgram;
   2178    struct gl_shader_program *CurrentFragmentProgram;
   2179 
   2180    /**
   2181     * Program used by glUniform calls.
   2182     *
   2183     * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
   2184     */
   2185    struct gl_shader_program *ActiveProgram;
   2186 
   2187    void *MemPool;
   2188 
   2189    GLbitfield Flags;                    /**< Mask of GLSL_x flags */
   2190 };
   2191 
   2192 /**
   2193  * Compiler options for a single GLSL shaders type
   2194  */
   2195 struct gl_shader_compiler_options
   2196 {
   2197    /** Driver-selectable options: */
   2198    GLboolean EmitCondCodes;             /**< Use condition codes? */
   2199    GLboolean EmitNVTempInitialization;  /**< 0-fill NV temp registers */
   2200    /**
   2201     * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
   2202     * support control flow.
   2203     */
   2204    GLboolean EmitNoIfs;
   2205    GLboolean EmitNoLoops;
   2206    GLboolean EmitNoFunctions;
   2207    GLboolean EmitNoCont;                  /**< Emit CONT opcode? */
   2208    GLboolean EmitNoMainReturn;            /**< Emit CONT/RET opcodes? */
   2209    GLboolean EmitNoNoise;                 /**< Emit NOISE opcodes? */
   2210    GLboolean EmitNoPow;                   /**< Emit POW opcodes? */
   2211 
   2212    /**
   2213     * \name Forms of indirect addressing the driver cannot do.
   2214     */
   2215    /*@{*/
   2216    GLboolean EmitNoIndirectInput;   /**< No indirect addressing of inputs */
   2217    GLboolean EmitNoIndirectOutput;  /**< No indirect addressing of outputs */
   2218    GLboolean EmitNoIndirectTemp;    /**< No indirect addressing of temps */
   2219    GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
   2220    /*@}*/
   2221 
   2222    GLuint MaxUnrollIterations;
   2223 
   2224    struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
   2225 };
   2226 
   2227 /**
   2228  * Transform feedback object state
   2229  */
   2230 struct gl_transform_feedback_object
   2231 {
   2232    GLuint Name;  /**< AKA the object ID */
   2233    GLint RefCount;
   2234    GLboolean Active;  /**< Is transform feedback enabled? */
   2235    GLboolean Paused;  /**< Is transform feedback paused? */
   2236 
   2237    /** The feedback buffers */
   2238    GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
   2239    struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
   2240 
   2241    /** Start of feedback data in dest buffer */
   2242    GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
   2243    /** Max data to put into dest buffer (in bytes) */
   2244    GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
   2245 };
   2246 
   2247 
   2248 /**
   2249  * Context state for transform feedback.
   2250  */
   2251 struct gl_transform_feedback
   2252 {
   2253    GLenum Mode;       /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
   2254 
   2255    GLboolean RasterDiscard;  /**< GL_RASTERIZER_DISCARD */
   2256 
   2257    /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
   2258    struct gl_buffer_object *CurrentBuffer;
   2259 
   2260    /** The table of all transform feedback objects */
   2261    struct _mesa_HashTable *Objects;
   2262 
   2263    /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
   2264    struct gl_transform_feedback_object *CurrentObject;
   2265 
   2266    /** The default xform-fb object (Name==0) */
   2267    struct gl_transform_feedback_object *DefaultObject;
   2268 };
   2269 
   2270 
   2271 
   2272 ///**
   2273 // * State which can be shared by multiple contexts:
   2274 // */
   2275 //struct gl_shared_state
   2276 //{
   2277 //   _glthread_Mutex Mutex;		   /**< for thread safety */
   2278 //   GLint RefCount;			   /**< Reference count */
   2279 //   struct _mesa_HashTable *DisplayList;	   /**< Display lists hash table */
   2280 //   struct _mesa_HashTable *TexObjects;	   /**< Texture objects hash table */
   2281 //
   2282 //   /** Default texture objects (shared by all texture units) */
   2283 //   struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
   2284 //
   2285 //   /** Fallback texture used when a bound texture is incomplete */
   2286 //   struct gl_texture_object *FallbackTex;
   2287 //
   2288 //   /**
   2289 //    * \name Thread safety and statechange notification for texture
   2290 //    * objects.
   2291 //    *
   2292 //    * \todo Improve the granularity of locking.
   2293 //    */
   2294 //   /*@{*/
   2295 //   _glthread_Mutex TexMutex;		/**< texobj thread safety */
   2296 //   GLuint TextureStateStamp;	        /**< state notification for shared tex */
   2297 //   /*@}*/
   2298 //
   2299 //   /** Default buffer object for vertex arrays that aren't in VBOs */
   2300 //   struct gl_buffer_object *NullBufferObj;
   2301 //
   2302 //   /**
   2303 //    * \name Vertex/geometry/fragment programs
   2304 //    */
   2305 //   /*@{*/
   2306 //   struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
   2307 //   struct gl_vertex_program *DefaultVertexProgram;
   2308 //   struct gl_fragment_program *DefaultFragmentProgram;
   2309 //   struct gl_geometry_program *DefaultGeometryProgram;
   2310 //   /*@}*/
   2311 //
   2312 //   /* GL_ATI_fragment_shader */
   2313 //   struct _mesa_HashTable *ATIShaders;
   2314 //   struct ati_fragment_shader *DefaultFragmentShader;
   2315 //
   2316 //   struct _mesa_HashTable *BufferObjects;
   2317 //
   2318 //   /** Table of both gl_shader and gl_shader_program objects */
   2319 //   struct _mesa_HashTable *ShaderObjects;
   2320 //
   2321 //   /* GL_EXT_framebuffer_object */
   2322 //   struct _mesa_HashTable *RenderBuffers;
   2323 //   struct _mesa_HashTable *FrameBuffers;
   2324 //
   2325 //   /* GL_ARB_sync */
   2326 //   struct simple_node SyncObjects;
   2327 //
   2328 //   void *DriverData;  /**< Device driver shared state */
   2329 //};
   2330 
   2331 
   2332 
   2333 
   2334 ///**
   2335 // * A renderbuffer stores colors or depth values or stencil values.
   2336 // * A framebuffer object will have a collection of these.
   2337 // * Data are read/written to the buffer with a handful of Get/Put functions.
   2338 // *
   2339 // * Instances of this object are allocated with the Driver's NewRenderbuffer
   2340 // * hook.  Drivers will likely wrap this class inside a driver-specific
   2341 // * class to simulate inheritance.
   2342 // */
   2343 //struct gl_renderbuffer
   2344 //{
   2345 //#define RB_MAGIC 0xaabbccdd
   2346 //   int Magic; /** XXX TEMPORARY DEBUG INFO */
   2347 //   _glthread_Mutex Mutex;		   /**< for thread safety */
   2348 //   GLuint ClassID;        /**< Useful for drivers */
   2349 //   GLuint Name;
   2350 //   GLint RefCount;
   2351 //   GLuint Width, Height;
   2352 //   GLboolean Purgeable;   /**< Is the buffer purgeable under memory pressure? */
   2353 //
   2354 //   GLenum InternalFormat; /**< The user-specified format */
   2355 //   GLenum _BaseFormat;    /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
   2356 //                               GL_STENCIL_INDEX. */
   2357 //   GLuint Format;         /**< The actual format: MESA_FORMAT_x */
   2358 //
   2359 //   GLubyte NumSamples;
   2360 //
   2361 //   GLenum DataType;      /**< Type of values passed to the Get/Put functions */
   2362 //   GLvoid *Data;        /**< This may not be used by some kinds of RBs */
   2363 //
   2364 //   /* Used to wrap one renderbuffer around another: */
   2365 //   struct gl_renderbuffer *Wrapped;
   2366 //
   2367 //   /* Delete this renderbuffer */
   2368 //   void (*Delete)(struct gl_renderbuffer *rb);
   2369 //
   2370 //   /* Allocate new storage for this renderbuffer */
   2371 //   GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
   2372 //                             GLenum internalFormat,
   2373 //                             GLuint width, GLuint height);
   2374 //
   2375 //   /* Lock/Unlock are called before/after calling the Get/Put functions.
   2376 //    * Not sure this is the right place for these yet.
   2377 //   void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
   2378 //   void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
   2379 //    */
   2380 //
   2381 //   /* Return a pointer to the element/pixel at (x,y).
   2382 //    * Should return NULL if the buffer memory can't be directly addressed.
   2383 //    */
   2384 //   void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
   2385 //                       GLint x, GLint y);
   2386 //
   2387 //   /* Get/Read a row of values.
   2388 //    * The values will be of format _BaseFormat and type DataType.
   2389 //    */
   2390 //   void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
   2391 //                  GLint x, GLint y, void *values);
   2392 //
   2393 //   /* Get/Read values at arbitrary locations.
   2394 //    * The values will be of format _BaseFormat and type DataType.
   2395 //    */
   2396 //   void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
   2397 //                     const GLint x[], const GLint y[], void *values);
   2398 //
   2399 //   /* Put/Write a row of values.
   2400 //    * The values will be of format _BaseFormat and type DataType.
   2401 //    */
   2402 //   void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
   2403 //                  GLint x, GLint y, const void *values, const GLubyte *mask);
   2404 //
   2405 //   /* Put/Write a row of RGB values.  This is a special-case routine that's
   2406 //    * only used for RGBA renderbuffers when the source data is GL_RGB. That's
   2407 //    * a common case for glDrawPixels and some triangle routines.
   2408 //    * The values will be of format GL_RGB and type DataType.
   2409 //    */
   2410 //   void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
   2411 //                    GLint x, GLint y, const void *values, const GLubyte *mask);
   2412 //
   2413 //
   2414 //   /* Put/Write a row of identical values.
   2415 //    * The values will be of format _BaseFormat and type DataType.
   2416 //    */
   2417 //   void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
   2418 //                     GLint x, GLint y, const void *value, const GLubyte *mask);
   2419 //
   2420 //   /* Put/Write values at arbitrary locations.
   2421 //    * The values will be of format _BaseFormat and type DataType.
   2422 //    */
   2423 //   void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
   2424 //                     const GLint x[], const GLint y[], const void *values,
   2425 //                     const GLubyte *mask);
   2426 //   /* Put/Write identical values at arbitrary locations.
   2427 //    * The values will be of format _BaseFormat and type DataType.
   2428 //    */
   2429 //   void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
   2430 //                         GLuint count, const GLint x[], const GLint y[],
   2431 //                         const void *value, const GLubyte *mask);
   2432 //};
   2433 
   2434 
   2435 /**
   2436  * A renderbuffer attachment points to either a texture object (and specifies
   2437  * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
   2438  */
   2439 struct gl_renderbuffer_attachment
   2440 {
   2441    GLenum Type;  /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
   2442    GLboolean Complete;
   2443 
   2444    /**
   2445     * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
   2446     * application supplied renderbuffer object.
   2447     */
   2448    struct gl_renderbuffer *Renderbuffer;
   2449 
   2450    /**
   2451     * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
   2452     * supplied texture object.
   2453     */
   2454    struct gl_texture_object *Texture;
   2455    GLuint TextureLevel; /**< Attached mipmap level. */
   2456    GLuint CubeMapFace;  /**< 0 .. 5, for cube map textures. */
   2457    GLuint Zoffset;      /**< Slice for 3D textures,  or layer for both 1D
   2458                          * and 2D array textures */
   2459 };
   2460 
   2461 
   2462 ///**
   2463 // * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
   2464 // * In C++ terms, think of this as a base class from which device drivers
   2465 // * will make derived classes.
   2466 // */
   2467 //struct gl_framebuffer
   2468 //{
   2469 //   _glthread_Mutex Mutex;  /**< for thread safety */
   2470 //   /**
   2471 //    * If zero, this is a window system framebuffer.  If non-zero, this
   2472 //    * is a FBO framebuffer; note that for some devices (i.e. those with
   2473 //    * a natural pixel coordinate system for FBOs that differs from the
   2474 //    * OpenGL/Mesa coordinate system), this means that the viewport,
   2475 //    * polygon face orientation, and polygon stipple will have to be inverted.
   2476 //    */
   2477 //   GLuint Name;
   2478 //
   2479 //   GLint RefCount;
   2480 //   GLboolean DeletePending;
   2481 //
   2482 //   /**
   2483 //    * The framebuffer's visual. Immutable if this is a window system buffer.
   2484 //    * Computed from attachments if user-made FBO.
   2485 //    */
   2486 //   struct gl_config Visual;
   2487 //
   2488 //   GLboolean Initialized;
   2489 //
   2490 //   GLuint Width, Height;	/**< size of frame buffer in pixels */
   2491 //
   2492 //   /** \name  Drawing bounds (Intersection of buffer size and scissor box) */
   2493 //   /*@{*/
   2494 //   GLint _Xmin, _Xmax;  /**< inclusive */
   2495 //   GLint _Ymin, _Ymax;  /**< exclusive */
   2496 //   /*@}*/
   2497 //
   2498 //   /** \name  Derived Z buffer stuff */
   2499 //   /*@{*/
   2500 //   GLuint _DepthMax;	/**< Max depth buffer value */
   2501 //   GLfloat _DepthMaxF;	/**< Float max depth buffer value */
   2502 //   GLfloat _MRD;	/**< minimum resolvable difference in Z values */
   2503 //   /*@}*/
   2504 //
   2505 //   /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
   2506 //   GLenum _Status;
   2507 //
   2508 //   /** Integer color values */
   2509 //   GLboolean _IntegerColor;
   2510 //
   2511 //   /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
   2512 //   struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
   2513 //
   2514 //   /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
   2515 //    * attribute group and GL_PIXEL attribute group, respectively.
   2516 //    */
   2517 //   GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
   2518 //   GLenum ColorReadBuffer;
   2519 //
   2520 //   /** Computed from ColorDraw/ReadBuffer above */
   2521 //   GLuint _NumColorDrawBuffers;
   2522 //   GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
   2523 //   GLint _ColorReadBufferIndex; /* -1 = None */
   2524 //   struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
   2525 //   struct gl_renderbuffer *_ColorReadBuffer;
   2526 //
   2527 //   /** The Actual depth/stencil buffers to use.  May be wrappers around the
   2528 //    * depth/stencil buffers attached above. */
   2529 //   struct gl_renderbuffer *_DepthBuffer;
   2530 //   struct gl_renderbuffer *_StencilBuffer;
   2531 //
   2532 //   /** Delete this framebuffer */
   2533 //   void (*Delete)(struct gl_framebuffer *fb);
   2534 //};
   2535 
   2536 
   2537 /**
   2538  * Limits for vertex and fragment programs/shaders.
   2539  */
   2540 struct gl_program_constants
   2541 {
   2542    /* logical limits */
   2543    GLuint MaxInstructions;
   2544    GLuint MaxAluInstructions;
   2545    GLuint MaxTexInstructions;
   2546    GLuint MaxTexIndirections;
   2547    GLuint MaxAttribs;
   2548    GLuint MaxTemps;
   2549    GLuint MaxAddressRegs;
   2550    GLuint MaxParameters;
   2551    GLuint MaxLocalParams;
   2552    GLuint MaxEnvParams;
   2553    /* native/hardware limits */
   2554    GLuint MaxNativeInstructions;
   2555    GLuint MaxNativeAluInstructions;
   2556    GLuint MaxNativeTexInstructions;
   2557    GLuint MaxNativeTexIndirections;
   2558    GLuint MaxNativeAttribs;
   2559    GLuint MaxNativeTemps;
   2560    GLuint MaxNativeAddressRegs;
   2561    GLuint MaxNativeParameters;
   2562    /* For shaders */
   2563    GLuint MaxUniformComponents;
   2564    /* GL_ARB_geometry_shader4 */
   2565    GLuint MaxGeometryTextureImageUnits;
   2566    GLuint MaxGeometryVaryingComponents;
   2567    GLuint MaxVertexVaryingComponents;
   2568    GLuint MaxGeometryUniformComponents;
   2569    GLuint MaxGeometryOutputVertices;
   2570    GLuint MaxGeometryTotalOutputComponents;
   2571 };
   2572 
   2573 
   2574 /**
   2575  * Constants which may be overridden by device driver during context creation
   2576  * but are never changed after that.
   2577  */
   2578 struct gl_constants
   2579 {
   2580    GLint MaxTextureMbytes;      /**< Max memory per image, in MB */
   2581    GLint MaxTextureLevels;      /**< Max mipmap levels. */
   2582    GLint Max3DTextureLevels;    /**< Max mipmap levels for 3D textures */
   2583    GLint MaxCubeTextureLevels;  /**< Max mipmap levels for cube textures */
   2584    GLint MaxArrayTextureLayers; /**< Max layers in array textures */
   2585    GLint MaxTextureRectSize;    /**< Max rectangle texture size, in pixes */
   2586    GLuint MaxTextureCoordUnits;
   2587    GLuint MaxTextureImageUnits;
   2588    GLuint MaxVertexTextureImageUnits;
   2589    GLuint MaxCombinedTextureImageUnits;
   2590    GLuint MaxTextureUnits;           /**< = MIN(CoordUnits, ImageUnits) */
   2591    GLfloat MaxTextureMaxAnisotropy;  /**< GL_EXT_texture_filter_anisotropic */
   2592    GLfloat MaxTextureLodBias;        /**< GL_EXT_texture_lod_bias */
   2593 
   2594    GLuint MaxArrayLockSize;
   2595 
   2596    GLint SubPixelBits;
   2597 
   2598    GLfloat MinPointSize, MaxPointSize;	     /**< aliased */
   2599    GLfloat MinPointSizeAA, MaxPointSizeAA;   /**< antialiased */
   2600    GLfloat PointSizeGranularity;
   2601    GLfloat MinLineWidth, MaxLineWidth;       /**< aliased */
   2602    GLfloat MinLineWidthAA, MaxLineWidthAA;   /**< antialiased */
   2603    GLfloat LineWidthGranularity;
   2604 
   2605    GLuint MaxColorTableSize;
   2606 
   2607    GLuint MaxClipPlanes;
   2608    GLuint MaxLights;
   2609    GLfloat MaxShininess;                     /**< GL_NV_light_max_exponent */
   2610    GLfloat MaxSpotExponent;                  /**< GL_NV_light_max_exponent */
   2611 
   2612    GLuint MaxViewportWidth, MaxViewportHeight;
   2613 
   2614    struct gl_program_constants VertexProgram;   /**< GL_ARB_vertex_program */
   2615    struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
   2616    struct gl_program_constants GeometryProgram;  /**< GL_ARB_geometry_shader4 */
   2617    GLuint MaxProgramMatrices;
   2618    GLuint MaxProgramMatrixStackDepth;
   2619 
   2620    /** vertex array / buffer object bounds checking */
   2621    GLboolean CheckArrayBounds;
   2622 
   2623    GLuint MaxDrawBuffers;    /**< GL_ARB_draw_buffers */
   2624 
   2625    GLuint MaxColorAttachments;   /**< GL_EXT_framebuffer_object */
   2626    GLuint MaxRenderbufferSize;   /**< GL_EXT_framebuffer_object */
   2627    GLuint MaxSamples;            /**< GL_ARB_framebuffer_object */
   2628 
   2629    GLuint MaxVarying;  /**< Number of float[4] varying parameters */
   2630 
   2631 //   GLuint GLSLVersion;  /**< GLSL version supported (ex: 120 = 1.20) */
   2632 
   2633 //   /** Which texture units support GL_ATI_envmap_bumpmap as targets */
   2634 //   GLbitfield SupportedBumpUnits;
   2635 //
   2636 //   /**
   2637 //    * Maximum amount of time, measured in nanseconds, that the server can wait.
   2638 //    */
   2639 //   GLuint64 MaxServerWaitTimeout;
   2640 //
   2641 //   /** GL_EXT_provoking_vertex */
   2642 //   GLboolean QuadsFollowProvokingVertexConvention;
   2643 //
   2644 //   /** OpenGL version 3.0 */
   2645 //   GLbitfield ContextFlags;  /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
   2646 //
   2647 //   /** OpenGL version 3.2 */
   2648 //   GLbitfield ProfileMask;   /**< Mask of CONTEXT_x_PROFILE_BIT */
   2649 //
   2650 //   /** GL_EXT_transform_feedback */
   2651 //   GLuint MaxTransformFeedbackSeparateAttribs;
   2652 //   GLuint MaxTransformFeedbackSeparateComponents;
   2653 //   GLuint MaxTransformFeedbackInterleavedComponents;
   2654 //
   2655 //   /** GL_EXT_gpu_shader4 */
   2656 //   GLint MinProgramTexelOffset, MaxProgramTexelOffset;
   2657 };
   2658 
   2659 
   2660 /**
   2661  * Enable flag for each OpenGL extension.  Different device drivers will
   2662  * enable different extensions at runtime.
   2663  */
   2664 struct gl_extensions
   2665 {
   2666    GLboolean dummy;  /* don't remove this! */
   2667    GLboolean ARB_blend_func_extended;
   2668    GLboolean ARB_copy_buffer;
   2669    GLboolean ARB_depth_buffer_float;
   2670    GLboolean ARB_depth_clamp;
   2671    GLboolean ARB_depth_texture;
   2672    GLboolean ARB_draw_buffers;
   2673    GLboolean ARB_draw_elements_base_vertex;
   2674    GLboolean ARB_draw_instanced;
   2675    GLboolean ARB_fragment_coord_conventions;
   2676    GLboolean ARB_fragment_program;
   2677    GLboolean ARB_fragment_program_shadow;
   2678    GLboolean ARB_fragment_shader;
   2679    GLboolean ARB_framebuffer_object;
   2680    GLboolean ARB_explicit_attrib_location;
   2681    GLboolean ARB_geometry_shader4;
   2682    GLboolean ARB_half_float_pixel;
   2683    GLboolean ARB_half_float_vertex;
   2684    GLboolean ARB_instanced_arrays;
   2685    GLboolean ARB_map_buffer_range;
   2686    GLboolean ARB_multisample;
   2687    GLboolean ARB_multitexture;
   2688    GLboolean ARB_occlusion_query;
   2689    GLboolean ARB_occlusion_query2;
   2690    GLboolean ARB_point_sprite;
   2691    GLboolean ARB_sampler_objects;
   2692    GLboolean ARB_seamless_cube_map;
   2693    GLboolean ARB_shader_objects;
   2694    GLboolean ARB_shader_stencil_export;
   2695    GLboolean ARB_shading_language_100;
   2696    GLboolean ARB_shadow;
   2697    GLboolean ARB_shadow_ambient;
   2698    GLboolean ARB_sync;
   2699    GLboolean ARB_texture_border_clamp;
   2700    GLboolean ARB_texture_buffer_object;
   2701    GLboolean ARB_texture_compression;
   2702    GLboolean ARB_texture_compression_rgtc;
   2703    GLboolean ARB_texture_cube_map;
   2704    GLboolean ARB_texture_env_combine;
   2705    GLboolean ARB_texture_env_crossbar;
   2706    GLboolean ARB_texture_env_dot3;
   2707    GLboolean ARB_texture_float;
   2708    GLboolean ARB_texture_mirrored_repeat;
   2709    GLboolean ARB_texture_multisample;
   2710    GLboolean ARB_texture_non_power_of_two;
   2711    GLboolean ARB_texture_rg;
   2712    GLboolean ARB_texture_rgb10_a2ui;
   2713    GLboolean ARB_timer_query;
   2714    GLboolean ARB_transform_feedback2;
   2715    GLboolean ARB_transpose_matrix;
   2716    GLboolean ARB_uniform_buffer_object;
   2717    GLboolean ARB_vertex_array_object;
   2718    GLboolean ARB_vertex_buffer_object;
   2719    GLboolean ARB_vertex_program;
   2720    GLboolean ARB_vertex_shader;
   2721    GLboolean ARB_vertex_type_2_10_10_10_rev;
   2722    GLboolean ARB_window_pos;
   2723    GLboolean EXT_abgr;
   2724    GLboolean EXT_bgra;
   2725    GLboolean EXT_blend_color;
   2726    GLboolean EXT_blend_equation_separate;
   2727    GLboolean EXT_blend_func_separate;
   2728    GLboolean EXT_blend_logic_op;
   2729    GLboolean EXT_blend_minmax;
   2730    GLboolean EXT_blend_subtract;
   2731    GLboolean EXT_clip_volume_hint;
   2732    GLboolean EXT_compiled_vertex_array;
   2733    GLboolean EXT_copy_texture;
   2734    GLboolean EXT_depth_bounds_test;
   2735    GLboolean EXT_draw_buffers2;
   2736    GLboolean EXT_draw_range_elements;
   2737    GLboolean EXT_fog_coord;
   2738    GLboolean EXT_framebuffer_blit;
   2739    GLboolean EXT_framebuffer_multisample;
   2740    GLboolean EXT_framebuffer_object;
   2741    GLboolean EXT_framebuffer_sRGB;
   2742    GLboolean EXT_gpu_program_parameters;
   2743    GLboolean EXT_gpu_shader4;
   2744    GLboolean EXT_multi_draw_arrays;
   2745    GLboolean EXT_paletted_texture;
   2746    GLboolean EXT_packed_depth_stencil;
   2747    GLboolean EXT_packed_float;
   2748    GLboolean EXT_packed_pixels;
   2749    GLboolean EXT_pixel_buffer_object;
   2750    GLboolean EXT_point_parameters;
   2751    GLboolean EXT_polygon_offset;
   2752    GLboolean EXT_provoking_vertex;
   2753    GLboolean EXT_rescale_normal;
   2754    GLboolean EXT_shadow_funcs;
   2755    GLboolean EXT_secondary_color;
   2756    GLboolean EXT_separate_shader_objects;
   2757    GLboolean EXT_separate_specular_color;
   2758    GLboolean EXT_shared_texture_palette;
   2759    GLboolean EXT_stencil_wrap;
   2760    GLboolean EXT_stencil_two_side;
   2761    GLboolean EXT_subtexture;
   2762    GLboolean EXT_texture;
   2763    GLboolean EXT_texture_object;
   2764    GLboolean EXT_texture3D;
   2765    GLboolean EXT_texture_array;
   2766    GLboolean EXT_texture_compression_s3tc;
   2767    GLboolean EXT_texture_env_add;
   2768    GLboolean EXT_texture_env_combine;
   2769    GLboolean EXT_texture_env_dot3;
   2770    GLboolean EXT_texture_filter_anisotropic;
   2771    GLboolean EXT_texture_integer;
   2772    GLboolean EXT_texture_lod_bias;
   2773    GLboolean EXT_texture_mirror_clamp;
   2774    GLboolean EXT_texture_shared_exponent;
   2775    GLboolean EXT_texture_sRGB;
   2776    GLboolean EXT_texture_swizzle;
   2777    GLboolean EXT_transform_feedback;
   2778    GLboolean EXT_timer_query;
   2779    GLboolean EXT_vertex_array;
   2780    GLboolean EXT_vertex_array_bgra;
   2781    GLboolean EXT_vertex_array_set;
   2782    /* vendor extensions */
   2783    GLboolean APPLE_client_storage;
   2784    GLboolean APPLE_packed_pixels;
   2785    GLboolean APPLE_vertex_array_object;
   2786    GLboolean APPLE_object_purgeable;
   2787    GLboolean ATI_envmap_bumpmap;
   2788    GLboolean ATI_texture_mirror_once;
   2789    GLboolean ATI_texture_env_combine3;
   2790    GLboolean ATI_fragment_shader;
   2791    GLboolean ATI_separate_stencil;
   2792    GLboolean IBM_rasterpos_clip;
   2793    GLboolean IBM_multimode_draw_arrays;
   2794    GLboolean MESA_pack_invert;
   2795    GLboolean MESA_resize_buffers;
   2796    GLboolean MESA_ycbcr_texture;
   2797    GLboolean MESA_texture_array;
   2798    GLboolean MESA_texture_signed_rgba;
   2799    GLboolean NV_blend_square;
   2800    GLboolean NV_conditional_render;
   2801    GLboolean NV_fragment_program;
   2802    GLboolean NV_fragment_program_option;
   2803    GLboolean NV_light_max_exponent;
   2804    GLboolean NV_point_sprite;
   2805    GLboolean NV_primitive_restart;
   2806    GLboolean NV_texgen_reflection;
   2807    GLboolean NV_texture_env_combine4;
   2808    GLboolean NV_texture_rectangle;
   2809    GLboolean NV_vertex_program;
   2810    GLboolean NV_vertex_program1_1;
   2811    GLboolean OES_read_format;
   2812    GLboolean SGI_texture_color_table;
   2813    GLboolean SGIS_generate_mipmap;
   2814    GLboolean SGIS_texture_edge_clamp;
   2815    GLboolean SGIS_texture_lod;
   2816    GLboolean TDFX_texture_compression_FXT1;
   2817    GLboolean S3_s3tc;
   2818    GLboolean OES_EGL_image;
   2819    GLboolean OES_draw_texture;
   2820    GLboolean EXT_texture_format_BGRA8888;
   2821    /** The extension string */
   2822    const GLubyte *String;
   2823    /** Number of supported extensions */
   2824    GLuint Count;
   2825 };
   2826 
   2827 
   2828 /**
   2829  * A stack of matrices (projection, modelview, color, texture, etc).
   2830  */
   2831 //struct gl_matrix_stack
   2832 //{
   2833 //   GLmatrix *Top;      /**< points into Stack */
   2834 //   GLmatrix *Stack;    /**< array [MaxDepth] of GLmatrix */
   2835 //   GLuint Depth;       /**< 0 <= Depth < MaxDepth */
   2836 //   GLuint MaxDepth;    /**< size of Stack[] array */
   2837 //   GLuint DirtyFlag;   /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
   2838 //};
   2839 
   2840 
   2841 /**
   2842  * \name Bits for image transfer operations
   2843  * \sa __struct gl_contextRec::ImageTransferState.
   2844  */
   2845 /*@{*/
   2846 #define IMAGE_SCALE_BIAS_BIT                      0x1
   2847 #define IMAGE_SHIFT_OFFSET_BIT                    0x2
   2848 #define IMAGE_MAP_COLOR_BIT                       0x4
   2849 #define IMAGE_CLAMP_BIT                           0x800
   2850 
   2851 
   2852 /** Pixel Transfer ops */
   2853 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT |			\
   2854 		    IMAGE_SHIFT_OFFSET_BIT |			\
   2855 		    IMAGE_MAP_COLOR_BIT)
   2856 
   2857 /**
   2858  * \name Bits to indicate what state has changed.
   2859  *
   2860  * 4 unused flags.
   2861  */
   2862 /*@{*/
   2863 #define _NEW_MODELVIEW		0x1        /**< __struct gl_contextRec::ModelView */
   2864 #define _NEW_PROJECTION		0x2        /**< __struct gl_contextRec::Projection */
   2865 #define _NEW_TEXTURE_MATRIX	0x4        /**< __struct gl_contextRec::TextureMatrix */
   2866 #define _NEW_ACCUM		0x10       /**< __struct gl_contextRec::Accum */
   2867 #define _NEW_COLOR		0x20       /**< __struct gl_contextRec::Color */
   2868 #define _NEW_DEPTH		0x40       /**< __struct gl_contextRec::Depth */
   2869 #define _NEW_EVAL		0x80       /**< __struct gl_contextRec::Eval, __struct gl_contextRec::EvalMap */
   2870 #define _NEW_FOG		0x100      /**< __struct gl_contextRec::Fog */
   2871 #define _NEW_HINT		0x200      /**< __struct gl_contextRec::Hint */
   2872 #define _NEW_LIGHT		0x400      /**< __struct gl_contextRec::Light */
   2873 #define _NEW_LINE		0x800      /**< __struct gl_contextRec::Line */
   2874 #define _NEW_PIXEL		0x1000     /**< __struct gl_contextRec::Pixel */
   2875 #define _NEW_POINT		0x2000     /**< __struct gl_contextRec::Point */
   2876 #define _NEW_POLYGON		0x4000     /**< __struct gl_contextRec::Polygon */
   2877 #define _NEW_POLYGONSTIPPLE	0x8000     /**< __struct gl_contextRec::PolygonStipple */
   2878 #define _NEW_SCISSOR		0x10000    /**< __struct gl_contextRec::Scissor */
   2879 #define _NEW_STENCIL		0x20000    /**< __struct gl_contextRec::Stencil */
   2880 #define _NEW_TEXTURE		0x40000    /**< __struct gl_contextRec::Texture */
   2881 #define _NEW_TRANSFORM		0x80000    /**< __struct gl_contextRec::Transform */
   2882 #define _NEW_VIEWPORT		0x100000   /**< __struct gl_contextRec::Viewport */
   2883 #define _NEW_PACKUNPACK		0x200000   /**< __struct gl_contextRec::Pack, __struct gl_contextRec::Unpack */
   2884 #define _NEW_ARRAY	        0x400000   /**< __struct gl_contextRec::Array */
   2885 #define _NEW_RENDERMODE		0x800000   /**< __struct gl_contextRec::RenderMode, __struct gl_contextRec::Feedback, __struct gl_contextRec::Select */
   2886 #define _NEW_BUFFERS            0x1000000  /**< __struct gl_contextRec::Visual, __struct gl_contextRec::DrawBuffer, */
   2887 #define _NEW_MULTISAMPLE        0x2000000  /**< __struct gl_contextRec::Multisample */
   2888 #define _NEW_TRACK_MATRIX       0x4000000  /**< __struct gl_contextRec::VertexProgram */
   2889 #define _NEW_PROGRAM            0x8000000  /**< __struct gl_contextRec::VertexProgram */
   2890 #define _NEW_CURRENT_ATTRIB     0x10000000  /**< __struct gl_contextRec::Current */
   2891 #define _NEW_PROGRAM_CONSTANTS  0x20000000
   2892 #define _NEW_BUFFER_OBJECT      0x40000000
   2893 #define _NEW_ALL ~0
   2894 /*@}*/
   2895 
   2896 
   2897 /**
   2898  * \name Bits to track array state changes
   2899  *
   2900  * Also used to summarize array enabled.
   2901  */
   2902 /*@{*/
   2903 #define _NEW_ARRAY_VERTEX           VERT_BIT_POS
   2904 #define _NEW_ARRAY_WEIGHT           VERT_BIT_WEIGHT
   2905 #define _NEW_ARRAY_NORMAL           VERT_BIT_NORMAL
   2906 #define _NEW_ARRAY_COLOR0           VERT_BIT_COLOR0
   2907 #define _NEW_ARRAY_COLOR1           VERT_BIT_COLOR1
   2908 #define _NEW_ARRAY_FOGCOORD         VERT_BIT_FOG
   2909 #define _NEW_ARRAY_INDEX            VERT_BIT_COLOR_INDEX
   2910 #define _NEW_ARRAY_EDGEFLAG         VERT_BIT_EDGEFLAG
   2911 #define _NEW_ARRAY_POINT_SIZE       VERT_BIT_COLOR_INDEX  /* aliased */
   2912 #define _NEW_ARRAY_TEXCOORD_0       VERT_BIT_TEX0
   2913 #define _NEW_ARRAY_TEXCOORD_1       VERT_BIT_TEX1
   2914 #define _NEW_ARRAY_TEXCOORD_2       VERT_BIT_TEX2
   2915 #define _NEW_ARRAY_TEXCOORD_3       VERT_BIT_TEX3
   2916 #define _NEW_ARRAY_TEXCOORD_4       VERT_BIT_TEX4
   2917 #define _NEW_ARRAY_TEXCOORD_5       VERT_BIT_TEX5
   2918 #define _NEW_ARRAY_TEXCOORD_6       VERT_BIT_TEX6
   2919 #define _NEW_ARRAY_TEXCOORD_7       VERT_BIT_TEX7
   2920 #define _NEW_ARRAY_ATTRIB_0         VERT_BIT_GENERIC0  /* start at bit 16 */
   2921 #define _NEW_ARRAY_ALL              0xffffffff
   2922 
   2923 
   2924 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
   2925 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
   2926 /*@}*/
   2927 
   2928 
   2929 
   2930 /**
   2931  * \name A bunch of flags that we think might be useful to drivers.
   2932  *
   2933  * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
   2934  */
   2935 /*@{*/
   2936 #define DD_FLATSHADE                0x1
   2937 #define DD_SEPARATE_SPECULAR        0x2
   2938 #define DD_TRI_CULL_FRONT_BACK      0x4 /* special case on some hw */
   2939 #define DD_TRI_LIGHT_TWOSIDE        0x8
   2940 #define DD_TRI_UNFILLED             0x10
   2941 #define DD_TRI_SMOOTH               0x20
   2942 #define DD_TRI_STIPPLE              0x40
   2943 #define DD_TRI_OFFSET               0x80
   2944 #define DD_LINE_SMOOTH              0x100
   2945 #define DD_LINE_STIPPLE             0x200
   2946 #define DD_POINT_SMOOTH             0x400
   2947 #define DD_POINT_ATTEN              0x800
   2948 #define DD_TRI_TWOSTENCIL           0x1000
   2949 /*@}*/
   2950 
   2951 
   2952 /**
   2953  * \name Define the state changes under which each of these bits might change
   2954  */
   2955 /*@{*/
   2956 #define _DD_NEW_FLATSHADE                _NEW_LIGHT
   2957 #define _DD_NEW_SEPARATE_SPECULAR        (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
   2958 #define _DD_NEW_TRI_CULL_FRONT_BACK      _NEW_POLYGON
   2959 #define _DD_NEW_TRI_LIGHT_TWOSIDE        _NEW_LIGHT
   2960 #define _DD_NEW_TRI_UNFILLED             _NEW_POLYGON
   2961 #define _DD_NEW_TRI_SMOOTH               _NEW_POLYGON
   2962 #define _DD_NEW_TRI_STIPPLE              _NEW_POLYGON
   2963 #define _DD_NEW_TRI_OFFSET               _NEW_POLYGON
   2964 #define _DD_NEW_LINE_SMOOTH              _NEW_LINE
   2965 #define _DD_NEW_LINE_STIPPLE             _NEW_LINE
   2966 #define _DD_NEW_LINE_WIDTH               _NEW_LINE
   2967 #define _DD_NEW_POINT_SMOOTH             _NEW_POINT
   2968 #define _DD_NEW_POINT_SIZE               _NEW_POINT
   2969 #define _DD_NEW_POINT_ATTEN              _NEW_POINT
   2970 /*@}*/
   2971 
   2972 
   2973 /**
   2974  * Composite state flags
   2975  */
   2976 /*@{*/
   2977 #define _MESA_NEW_NEED_EYE_COORDS         (_NEW_LIGHT |		\
   2978                                            _NEW_TEXTURE |	\
   2979                                            _NEW_POINT |		\
   2980                                            _NEW_PROGRAM |	\
   2981                                            _NEW_MODELVIEW)
   2982 
   2983 #define _MESA_NEW_NEED_NORMALS            (_NEW_LIGHT |		\
   2984                                            _NEW_TEXTURE)
   2985 
   2986 #define _MESA_NEW_TRANSFER_STATE          (_NEW_PIXEL)
   2987 /*@}*/
   2988 
   2989 
   2990 
   2991 
   2992 /* This has to be included here. */
   2993 //#include "dd.h"
   2994 
   2995 
   2996 /**
   2997  * Display list flags.
   2998  * Strictly this is a tnl-private concept, but it doesn't seem
   2999  * worthwhile adding a tnl private structure just to hold this one bit
   3000  * of information:
   3001  */
   3002 #define DLIST_DANGLING_REFS     0x1
   3003 
   3004 
   3005 /** Opaque declaration of display list payload data type */
   3006 union gl_dlist_node;
   3007 
   3008 
   3009 /**
   3010  * Provide a location where information about a display list can be
   3011  * collected.  Could be extended with driverPrivate structures,
   3012  * etc. in the future.
   3013  */
   3014 struct gl_display_list
   3015 {
   3016    GLuint Name;
   3017    GLbitfield Flags;  /**< DLIST_x flags */
   3018    /** The dlist commands are in a linked list of nodes */
   3019    union gl_dlist_node *Head;
   3020 };
   3021 
   3022 
   3023 ///**
   3024 // * State used during display list compilation and execution.
   3025 // */
   3026 //struct gl_dlist_state
   3027 //{
   3028 //   GLuint CallDepth;		/**< Current recursion calling depth */
   3029 //
   3030 //   struct gl_display_list *CurrentList; /**< List currently being compiled */
   3031 //   union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
   3032 //   GLuint CurrentPos;		/**< Index into current block of nodes */
   3033 //
   3034 //   GLvertexformat ListVtxfmt;
   3035 //
   3036 //   GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
   3037 //   GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
   3038 //
   3039 //   GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
   3040 //   GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
   3041 //
   3042 //   GLubyte ActiveIndex;
   3043 //   GLfloat CurrentIndex;
   3044 //
   3045 //   GLubyte ActiveEdgeFlag;
   3046 //   GLboolean CurrentEdgeFlag;
   3047 //
   3048 //   struct {
   3049 //      /* State known to have been set by the currently-compiling display
   3050 //       * list.  Used to eliminate some redundant state changes.
   3051 //       */
   3052 //      GLenum ShadeModel;
   3053 //   } Current;
   3054 //};
   3055 
   3056 /**
   3057  * Enum for the OpenGL APIs we know about and may support.
   3058  */
   3059 typedef enum {
   3060    API_OPENGL,
   3061    API_OPENGLES,
   3062    API_OPENGLES2
   3063 } gl_api;
   3064 
   3065 /**
   3066  * Mesa rendering context.
   3067  *
   3068  * This is the central context data structure for Mesa.  Almost all
   3069  * OpenGL state is contained in this structure.
   3070  * Think of this as a base class from which device drivers will derive
   3071  * sub classes.
   3072  *
   3073  * The struct gl_context typedef names this structure.
   3074  */
   3075 struct gl_context
   3076 {
   3077    /** State possibly shared with other contexts in the address space */
   3078 //   struct gl_shared_state *Shared;
   3079 
   3080    /** \name API function pointer tables */
   3081    /*@{*/
   3082    gl_api API;
   3083 //   struct _glapi_table *Save;	/**< Display list save functions */
   3084 //   struct _glapi_table *Exec;	/**< Execute functions */
   3085 //   struct _glapi_table *CurrentDispatch;  /**< == Save or Exec !! */
   3086    /*@}*/
   3087 
   3088 //   struct gl_config Visual;
   3089 //   struct gl_framebuffer *DrawBuffer;	/**< buffer for writing */
   3090 //   struct gl_framebuffer *ReadBuffer;	/**< buffer for reading */
   3091 //   struct gl_framebuffer *WinSysDrawBuffer;  /**< set with MakeCurrent */
   3092 //   struct gl_framebuffer *WinSysReadBuffer;  /**< set with MakeCurrent */
   3093 
   3094    /**
   3095     * Device driver function pointer table
   3096     */
   3097 //   struct dd_function_table Driver;
   3098 
   3099 //   void *DriverCtx;	/**< Points to device driver context/state */
   3100 
   3101    /** Core/Driver constants */
   3102    struct gl_constants Const;
   3103 
   3104 //   /** \name The various 4x4 matrix stacks */
   3105 //   /*@{*/
   3106 //   struct gl_matrix_stack ModelviewMatrixStack;
   3107 //   struct gl_matrix_stack ProjectionMatrixStack;
   3108 //   struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
   3109 //   struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
   3110 //   struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
   3111 //   /*@}*/
   3112 //
   3113 //   /** Combined modelview and projection matrix */
   3114 //   GLmatrix _ModelProjectMatrix;
   3115 
   3116 //   /** \name Display lists */
   3117 //   struct gl_dlist_state ListState;
   3118 
   3119 //   GLboolean ExecuteFlag;	/**< Execute GL commands? */
   3120 //   GLboolean CompileFlag;	/**< Compile GL commands into display list? */
   3121 
   3122 //   /** Extension information */
   3123    struct gl_extensions Extensions;
   3124 //
   3125 //   /** Version info */
   3126 //   GLuint VersionMajor, VersionMinor;
   3127 //   char *VersionString;
   3128 //
   3129 //   /** \name State attribute stack (for glPush/PopAttrib) */
   3130 //   /*@{*/
   3131 //   GLuint AttribStackDepth;
   3132 //   struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
   3133 //   /*@}*/
   3134 
   3135 //   /** \name Renderer attribute groups
   3136 //    *
   3137 //    * We define a struct for each attribute group to make pushing and popping
   3138 //    * attributes easy.  Also it's a good organization.
   3139 //    */
   3140 //   /*@{*/
   3141 //   struct gl_accum_attrib	Accum;		/**< Accum buffer attributes */
   3142 //   struct gl_colorbuffer_attrib	Color;		/**< Color buffer attributes */
   3143 //   struct gl_current_attrib	Current;	/**< Current attributes */
   3144 //   struct gl_depthbuffer_attrib	Depth;		/**< Depth buffer attributes */
   3145 //   struct gl_eval_attrib	Eval;		/**< Eval attributes */
   3146 //   struct gl_fog_attrib		Fog;		/**< Fog attributes */
   3147 //   struct gl_hint_attrib	Hint;		/**< Hint attributes */
   3148 //   struct gl_light_attrib	Light;		/**< Light attributes */
   3149 //   struct gl_line_attrib	Line;		/**< Line attributes */
   3150 //   struct gl_list_attrib	List;		/**< List attributes */
   3151 //   struct gl_multisample_attrib Multisample;
   3152 //   struct gl_pixel_attrib	Pixel;		/**< Pixel attributes */
   3153 //   struct gl_point_attrib	Point;		/**< Point attributes */
   3154 //   struct gl_polygon_attrib	Polygon;	/**< Polygon attributes */
   3155 //   GLuint PolygonStipple[32];			/**< Polygon stipple */
   3156 //   struct gl_scissor_attrib	Scissor;	/**< Scissor attributes */
   3157 //   struct gl_stencil_attrib	Stencil;	/**< Stencil buffer attributes */
   3158 //   struct gl_texture_attrib	Texture;	/**< Texture attributes */
   3159 //   struct gl_transform_attrib	Transform;	/**< Transformation attributes */
   3160 //   struct gl_viewport_attrib	Viewport;	/**< Viewport attributes */
   3161 //   /*@}*/
   3162 //
   3163 //   /** \name Client attribute stack */
   3164 //   /*@{*/
   3165 //   GLuint ClientAttribStackDepth;
   3166 //   struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
   3167 //   /*@}*/
   3168 //
   3169 //   /** \name Client attribute groups */
   3170 //   /*@{*/
   3171 //   struct gl_array_attrib	Array;	/**< Vertex arrays */
   3172 //   struct gl_pixelstore_attrib	Pack;	/**< Pixel packing */
   3173 //   struct gl_pixelstore_attrib	Unpack;	/**< Pixel unpacking */
   3174 //   struct gl_pixelstore_attrib	DefaultPacking;	/**< Default params */
   3175 //   /*@}*/
   3176 //
   3177 //   /** \name Other assorted state (not pushed/popped on attribute stack) */
   3178 //   /*@{*/
   3179 //   struct gl_pixelmaps          PixelMaps;
   3180 
   3181 //   struct gl_evaluators EvalMap;   /**< All evaluators */
   3182 //   struct gl_feedback   Feedback;  /**< Feedback */
   3183 //   struct gl_selection  Select;    /**< Selection */
   3184 
   3185 //   struct gl_program_state Program;  /**< general program state */
   3186 //   struct gl_vertex_program_state VertexProgram;
   3187 //   struct gl_fragment_program_state FragmentProgram;
   3188 //   struct gl_geometry_program_state GeometryProgram;
   3189 //   struct gl_ati_fragment_shader_state ATIFragmentShader;
   3190 
   3191 //   struct gl_shader_state Shader; /**< GLSL shader object state */
   3192 //   struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
   3193 
   3194 //   struct gl_query_state Query;  /**< occlusion, timer queries */
   3195 
   3196 //   struct gl_transform_feedback TransformFeedback;
   3197 
   3198 //   struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
   3199 //   struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
   3200 //   /*@}*/
   3201 //
   3202 //   struct gl_meta_state *Meta;  /**< for "meta" operations */
   3203 //
   3204 //   /* GL_EXT_framebuffer_object */
   3205 //   struct gl_renderbuffer *CurrentRenderbuffer;
   3206 //
   3207 //   GLenum ErrorValue;        /**< Last error code */
   3208 //
   3209 //   /**
   3210 //    * Recognize and silence repeated error debug messages in buggy apps.
   3211 //    */
   3212 //   const char *ErrorDebugFmtString;
   3213 //   GLuint ErrorDebugCount;
   3214 
   3215 //   GLenum RenderMode;        /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
   3216 //   GLbitfield NewState;      /**< bitwise-or of _NEW_* flags */
   3217 
   3218 //   GLboolean ViewportInitialized;  /**< has viewport size been initialized? */
   3219 
   3220 //   GLbitfield varying_vp_inputs;  /**< mask of VERT_BIT_* flags */
   3221 //
   3222 //   /** \name Derived state */
   3223 //   /*@{*/
   3224 //   /** Bitwise-or of DD_* flags.  Note that this bitfield may be used before
   3225 //    * state validation so they need to always be current.
   3226 //    */
   3227 //   GLbitfield _TriangleCaps;
   3228 //   GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
   3229 //   GLfloat _EyeZDir[3];
   3230 //   GLfloat _ModelViewInvScale;
   3231 //   GLboolean _NeedEyeCoords;
   3232 //   GLboolean _ForceEyeCoords;
   3233 //
   3234 //   GLuint TextureStateTimestamp; /**< detect changes to shared state */
   3235 
   3236 //   struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
   3237 //   struct gl_shine_tab *_ShineTabList;  /**< MRU list of inactive shine tables */
   3238 //   /**@}*/
   3239 //
   3240 //   struct gl_list_extensions *ListExt; /**< driver dlist extensions */
   3241 //
   3242 //   /** \name For debugging/development only */
   3243 //   /*@{*/
   3244 //   GLboolean FirstTimeCurrent;
   3245 //   /*@}*/
   3246 //
   3247 //   /** Dither disable via MESA_NO_DITHER env var */
   3248 //   GLboolean NoDither;
   3249 //
   3250 //   /** software compression/decompression supported or not */
   3251 //   GLboolean Mesa_DXTn;
   3252 //
   3253 //   /**
   3254 //    * Use dp4 (rather than mul/mad) instructions for position
   3255 //    * transformation?
   3256 //    */
   3257 //   GLboolean mvp_with_dp4;
   3258 //
   3259 //   /**
   3260 //    * \name Hooks for module contexts.
   3261 //    *
   3262 //    * These will eventually live in the driver or elsewhere.
   3263 //    */
   3264 //   /*@{*/
   3265 //   void *swrast_context;
   3266 //   void *swsetup_context;
   3267 //   void *swtnl_context;
   3268 //   void *swtnl_im;
   3269 //   struct st_context *st;
   3270 //   void *aelt_context;
   3271 //   /*@}*/
   3272 };
   3273 
   3274 
   3275 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
   3276 extern const char *_mesa_prim_name[GL_POLYGON+4];
   3277 
   3278 
   3279 #ifdef DEBUG
   3280 extern int MESA_VERBOSE;
   3281 extern int MESA_DEBUG_FLAGS;
   3282 # define MESA_FUNCTION __FUNCTION__
   3283 #else
   3284 # define MESA_VERBOSE 0
   3285 # define MESA_DEBUG_FLAGS 0
   3286 # define MESA_FUNCTION "a function"
   3287 # ifndef NDEBUG
   3288 #  define NDEBUG
   3289 # endif
   3290 #endif
   3291 
   3292 
   3293 /** The MESA_VERBOSE var is a bitmask of these flags */
   3294 enum _verbose
   3295 {
   3296    VERBOSE_VARRAY		= 0x0001,
   3297    VERBOSE_TEXTURE		= 0x0002,
   3298    VERBOSE_MATERIAL		= 0x0004,
   3299    VERBOSE_PIPELINE		= 0x0008,
   3300    VERBOSE_DRIVER		= 0x0010,
   3301    VERBOSE_STATE		= 0x0020,
   3302    VERBOSE_API			= 0x0040,
   3303    VERBOSE_DISPLAY_LIST		= 0x0100,
   3304    VERBOSE_LIGHTING		= 0x0200,
   3305    VERBOSE_PRIMS		= 0x0400,
   3306    VERBOSE_VERTS		= 0x0800,
   3307    VERBOSE_DISASSEM		= 0x1000,
   3308    VERBOSE_DRAW                 = 0x2000,
   3309    VERBOSE_SWAPBUFFERS          = 0x4000
   3310 };
   3311 
   3312 
   3313 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
   3314 enum _debug
   3315 {
   3316    DEBUG_ALWAYS_FLUSH		= 0x1
   3317 };
   3318 
   3319 
   3320 
   3321 #endif /* MTYPES_H */
   3322