On Sunday, September 21, 2014 01:40:43 PM Chris Forbes wrote: > From: Fabian Bieler <fabianbie...@fastmail.fm> > > --- > src/mesa/main/mtypes.h | 121 > +++++++++++++++++++++++++++++++++++++++++++++++++ > 1 file changed, 121 insertions(+) > > diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h > index 59e6eeb..7a8f5f3 100644 > --- a/src/mesa/main/mtypes.h > +++ b/src/mesa/main/mtypes.h > @@ -2274,6 +2274,30 @@ struct gl_vertex_program > }; > > > +/** Tessellation control program object */ > +struct gl_tess_ctrl_program > +{ > + struct gl_program Base; /**< base class */ > + > + /* output layout */ > + GLint VerticesOut; > +}; > + > + > +/** Tessellation evaluation program object */ > +struct gl_tess_eval_program > +{ > + struct gl_program Base; /**< base class */ > + > + /* input layout */ > + GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ > + GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN or > + GL_FRACTIONAL_ODD */ > + GLenum VertexOrder; /* GL_CW or GL_CCW */
Perhaps "bool ClockwiseVertexOrder" instead? I always feel silly storing GLenums (0x900/0x901) when there's only two legal values. Up to you, though. > + GLboolean PointMode; "bool" please, unless we're required to glGet exactly the same value specified. If you implicitly use a pointer or integer value as a "bool", it implicitly does the != 0 check for you, yielding correct results. In contrast, GLboolean is an unsigned char, so it truncates 0xffff0000 to be 0 or "false", leading to impossible to find bugs. We had such a bug in the TNL code. > +}; > + > + > /** Geometry program object */ > struct gl_geometry_program > { > @@ -2376,6 +2400,39 @@ struct gl_vertex_program_state > GLboolean _Overriden; > }; > > +/** > + * Context state for tessellation control programs. > + */ > +struct gl_tess_ctrl_program_state > +{ > + GLboolean Enabled; /**< GL_ARB_TESSELLATION_SHADER */ > + GLboolean _Enabled; /**< Enabled and valid program? */ bool please. > + struct gl_tess_ctrl_program *Current; /**< user-bound tessellation > control program */ > + > + /** Currently enabled and valid program (including internal programs > + * and compiled shader programs). > + */ > + struct gl_tess_ctrl_program *_Current; > + > + GLint patch_vertices; > + GLfloat patch_default_outer_level[4]; > + GLfloat patch_default_inner_level[2]; > +}; > + > +/** > + * Context state for tessellation evaluation programs. > + */ > +struct gl_tess_eval_program_state > +{ > + GLboolean Enabled; /**< GL_ARB_TESSELLATION_SHADER */ > + GLboolean _Enabled; /**< Enabled and valid program? */ bool please. > + struct gl_tess_eval_program *Current; /**< user-bound tessellation > control program */ > + > + /** Currently enabled and valid program (including internal programs > + * and compiled shader programs). > + */ > + struct gl_tess_eval_program *_Current; > +}; > > /** > * Context state for geometry programs. > @@ -2573,6 +2630,41 @@ struct gl_shader > bool pixel_center_integer; > > /** > + * Tessellation Control shader state from layout qualifiers. > + */ > + struct { > + /** > + * 0 - vertices not declared in shader, or > + * 1 .. GL_MAX_PATCH_VERTICES > + */ > + GLint VerticesOut; > + } TessCtrl; > + > + /** > + * Tessellation Evaluation shader state from layout qualifiers. > + */ > + struct { > + /** > + * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set > + * in this shader. > + */ > + GLenum PrimitiveMode; > + /** > + * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not > set > + * in this shader. > + */ > + GLenum Spacing; > + /** > + * GL_CW, GL_CCW, or 0 if it's not set in this shader. > + */ > + GLenum VertexOrder; > + /** > + * 1, 0, or -1 if it's not set in this shader. > + */ > + int PointMode; > + } TessEval; > + > + /** > * Geometry shader state from GLSL 1.50 layout qualifiers. > */ > struct { > @@ -2780,6 +2872,31 @@ struct gl_shader_program > enum gl_frag_depth_layout FragDepthLayout; > > /** > + * Tessellation Control shader state from layout qualifiers. > + */ > + struct { > + /** > + * 0 - vertices not declared in shader, or > + * 1 .. GL_MAX_PATCH_VERTICES > + */ > + GLint VerticesOut; > + } TessCtrl; > + > + /** > + * Tessellation Evaluation shader state from layout qualifiers. > + */ > + struct { > + /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ > + GLenum PrimitiveMode; > + /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */ > + GLenum Spacing; > + /** GL_CW or GL_CCW */ > + GLenum VertexOrder; > + /** 1 or 0 */ > + int PointMode; > + } TessEval; > + > + /** > * Geometry shader state - copied into gl_geometry_program by > * _mesa_copy_linked_program_data(). > */ > @@ -3095,6 +3212,8 @@ struct gl_shared_state > struct gl_vertex_program *DefaultVertexProgram; > struct gl_fragment_program *DefaultFragmentProgram; > struct gl_geometry_program *DefaultGeometryProgram; > + struct gl_tess_ctrl_program *DefaultTessCtrlProgram; > + struct gl_tess_eval_program *DefaultTessEvalProgram; > /*@}*/ > > /* GL_ATI_fragment_shader */ > @@ -4250,6 +4369,8 @@ struct gl_context > struct gl_fragment_program_state FragmentProgram; > struct gl_geometry_program_state GeometryProgram; > struct gl_compute_program_state ComputeProgram; > + struct gl_tess_ctrl_program_state TessCtrlProgram; > + struct gl_tess_eval_program_state TessEvalProgram; > struct gl_ati_fragment_shader_state ATIFragmentShader; > > struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader > object state */ >
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