[Mesa-dev] [PATCH] mesa: replace GLenum with GLenum16 in common structures
Ian Romanick
idr at freedesktop.org
Mon Nov 13 21:19:37 UTC 2017
On 11/08/2017 07:16 PM, Marek Olšák wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> For lower CPU cache usage. All enums fit within 2 bytes.
Have you benchmarked this on anything? My recollection is that for many
things loads and stores of 16-bit values is more expensive than 8- or
32-bit values on 64-bit architectures. More recent CPUs may have
changed in this respect... I think that was back in the Core2 kind of
time frame, but I thought it also applied to AMD CPUs.
I've often toyed with the idea of converting a bunch of these to
zero-based enums that could be stored in uint8_t (like Gallium?), but I
just never got around to it.
> gl_context = 152400 -> 136824 bytes
> vbo_context = 22696 -> 21520 bytes
Ouch. Just... ouch.
> ---
> src/mesa/drivers/dri/nouveau/nv04_state_frag.c | 4 +-
> src/mesa/drivers/dri/nouveau/nv10_state_frag.c | 4 +-
> src/mesa/main/glheader.h | 1 +
> src/mesa/main/mtypes.h | 210 ++++++++++++-------------
> src/mesa/vbo/vbo_exec.h | 2 +-
> src/mesa/vbo/vbo_save.h | 4 +-
> src/mesa/vbo/vbo_save_draw.c | 2 +-
> 7 files changed, 114 insertions(+), 113 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/nouveau/nv04_state_frag.c b/src/mesa/drivers/dri/nouveau/nv04_state_frag.c
> index 248a7d2..bfe8eae 100644
> --- a/src/mesa/drivers/dri/nouveau/nv04_state_frag.c
> +++ b/src/mesa/drivers/dri/nouveau/nv04_state_frag.c
> @@ -42,22 +42,22 @@
> NV04_MULTITEX_TRIANGLE_COMBINE_COLOR_ALPHA0
>
> struct combiner_state {
> struct gl_context *ctx;
> int unit;
> GLboolean alpha;
> GLboolean premodulate;
>
> /* GL state */
> GLenum mode;
> - GLenum *source;
> - GLenum *operand;
> + GLenum16 *source;
> + GLenum16 *operand;
> GLuint logscale;
>
> /* Derived HW state */
> uint32_t hw;
> };
>
> #define __INIT_COMBINER_ALPHA_A GL_TRUE
> #define __INIT_COMBINER_ALPHA_RGB GL_FALSE
>
> /* Initialize a combiner_state struct from the texture unit
> diff --git a/src/mesa/drivers/dri/nouveau/nv10_state_frag.c b/src/mesa/drivers/dri/nouveau/nv10_state_frag.c
> index c6e4bb0..42dff08 100644
> --- a/src/mesa/drivers/dri/nouveau/nv10_state_frag.c
> +++ b/src/mesa/drivers/dri/nouveau/nv10_state_frag.c
> @@ -60,22 +60,22 @@
> /* spare0_i = A_i * B_i + C_i * D_i */
> #define RC_OUT_SUM NV10_3D_RC_OUT_RGB_SUM_OUTPUT_SPARE0
>
> struct combiner_state {
> struct gl_context *ctx;
> int unit;
> GLboolean premodulate;
>
> /* GL state */
> GLenum mode;
> - GLenum *source;
> - GLenum *operand;
> + GLenum16 *source;
> + GLenum16 *operand;
> GLuint logscale;
>
> /* Derived HW state */
> uint64_t in;
> uint32_t out;
> };
>
> /* Initialize a combiner_state struct from the texture unit
> * context. */
> #define INIT_COMBINER(chan, ctx, rc, i) do { \
> diff --git a/src/mesa/main/glheader.h b/src/mesa/main/glheader.h
> index 3f2a923..3729604 100644
> --- a/src/mesa/main/glheader.h
> +++ b/src/mesa/main/glheader.h
> @@ -36,20 +36,21 @@
> #define GL_GLEXT_PROTOTYPES
> #include "GL/gl.h"
> #include "GL/glext.h"
>
>
> #ifdef __cplusplus
> extern "C" {
> #endif
>
>
> +typedef unsigned short GLenum16; /* custom Mesa type to save space */
> typedef int GLclampx;
>
>
> #ifndef GL_OES_EGL_image
> typedef void *GLeglImageOES;
> #endif
>
>
> #ifndef GL_OES_EGL_image_external
> #define GL_TEXTURE_EXTERNAL_OES 0x8D65
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index fd5306c..078cf20 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -375,21 +375,21 @@ struct gl_light
>
>
> /**
> * Light model state.
> */
> struct gl_lightmodel
> {
> GLfloat Ambient[4]; /**< ambient color */
> GLboolean LocalViewer; /**< Local (or infinite) view point? */
> GLboolean TwoSide; /**< Two (or one) sided lighting? */
> - GLenum ColorControl; /**< either GL_SINGLE_COLOR
> + GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
> * or GL_SEPARATE_SPECULAR_COLOR */
> };
>
>
> /**
> * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
> */
> struct gl_accum_attrib
> {
> GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
> @@ -411,53 +411,53 @@ union gl_color_union
> /**
> * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
> */
> struct gl_colorbuffer_attrib
> {
> GLuint ClearIndex; /**< Index for glClear */
> union gl_color_union ClearColor; /**< Color for glClear, unclamped */
> GLuint IndexMask; /**< Color index write mask */
> GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
>
> - GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
> + GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
>
> /**
> * \name alpha testing
> */
> /*@{*/
> GLboolean AlphaEnabled; /**< Alpha test enabled flag */
> - GLenum AlphaFunc; /**< Alpha test function */
> + GLenum16 AlphaFunc; /**< Alpha test function */
> GLfloat AlphaRefUnclamped;
> GLclampf AlphaRef; /**< Alpha reference value */
> /*@}*/
>
> /**
> * \name Blending
> */
> /*@{*/
> GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
>
> /* NOTE: this does _not_ depend on fragment clamping or any other clamping
> * control, only on the fixed-pointness of the render target.
> * The query does however depend on fragment color clamping.
> */
> GLfloat BlendColorUnclamped[4]; /**< Blending color */
> GLfloat BlendColor[4]; /**< Blending color */
>
> struct
> {
> - GLenum SrcRGB; /**< RGB blend source term */
> - GLenum DstRGB; /**< RGB blend dest term */
> - GLenum SrcA; /**< Alpha blend source term */
> - GLenum DstA; /**< Alpha blend dest term */
> - GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
> - GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
> + GLenum16 SrcRGB; /**< RGB blend source term */
> + GLenum16 DstRGB; /**< RGB blend dest term */
> + GLenum16 SrcA; /**< Alpha blend source term */
> + GLenum16 DstA; /**< Alpha blend dest term */
> + GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
> + GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
> /**
> * Set if any blend factor uses SRC1. Computed at the time blend factors
> * get set.
> */
> GLboolean _UsesDualSrc;
> } Blend[MAX_DRAW_BUFFERS];
> /** Are the blend func terms currently different for each buffer/target? */
> GLboolean _BlendFuncPerBuffer;
> /** Are the blend equations currently different for each buffer/target? */
> GLboolean _BlendEquationPerBuffer;
> @@ -474,29 +474,29 @@ struct gl_colorbuffer_attrib
> /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
> bool BlendCoherent;
> /*@}*/
>
> /**
> * \name Logic op
> */
> /*@{*/
> GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
> GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
> - GLenum LogicOp; /**< Logic operator */
> + GLenum16 LogicOp; /**< Logic operator */
>
> /*@}*/
>
> GLboolean DitherFlag; /**< Dither enable flag */
>
> GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
> - GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
> - GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
> + GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
> + GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
>
> GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
> };
>
>
> /**
> * Current attribute group (GL_CURRENT_BIT).
> */
> struct gl_current_attrib
> {
> @@ -520,21 +520,21 @@ struct gl_current_attrib
> GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
> GLboolean RasterPosValid;
> };
>
>
> /**
> * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
> */
> struct gl_depthbuffer_attrib
> {
> - GLenum Func; /**< Function for depth buffer compare */
> + GLenum16 Func; /**< Function for depth buffer compare */
> GLclampd Clear; /**< Value to clear depth buffer to */
> GLboolean Test; /**< Depth buffering enabled flag */
> GLboolean Mask; /**< Depth buffer writable? */
> GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
> GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
> };
>
>
> /**
> * Evaluator attribute group (GL_EVAL_BIT).
> @@ -599,71 +599,71 @@ struct gl_fog_attrib
> GLboolean Enabled; /**< Fog enabled flag */
> GLboolean ColorSumEnabled;
> uint8_t _PackedMode; /**< Fog mode as 2 bits */
> uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
> GLfloat ColorUnclamped[4]; /**< Fog color */
> GLfloat Color[4]; /**< Fog color */
> GLfloat Density; /**< Density >= 0.0 */
> GLfloat Start; /**< Start distance in eye coords */
> GLfloat End; /**< End distance in eye coords */
> GLfloat Index; /**< Fog index */
> - GLenum Mode; /**< Fog mode */
> - GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
> + GLenum16 Mode; /**< Fog mode */
> + GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
> GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
> - GLenum FogDistanceMode; /**< GL_NV_fog_distance */
> + GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
> };
>
>
> /**
> * Hint attribute group (GL_HINT_BIT).
> *
> * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
> */
> struct gl_hint_attrib
> {
> - GLenum PerspectiveCorrection;
> - GLenum PointSmooth;
> - GLenum LineSmooth;
> - GLenum PolygonSmooth;
> - GLenum Fog;
> - GLenum TextureCompression; /**< GL_ARB_texture_compression */
> - GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
> - GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
> + GLenum16 PerspectiveCorrection;
> + GLenum16 PointSmooth;
> + GLenum16 LineSmooth;
> + GLenum16 PolygonSmooth;
> + GLenum16 Fog;
> + GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
> + GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
> + GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
> };
>
>
> /**
> * Lighting attribute group (GL_LIGHT_BIT).
> */
> struct gl_light_attrib
> {
> struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
> struct gl_lightmodel Model; /**< Lighting model */
>
> /**
> * Front and back material values.
> * Note: must call FLUSH_VERTICES() before using.
> */
> struct gl_material Material;
>
> GLboolean Enabled; /**< Lighting enabled flag */
> GLboolean ColorMaterialEnabled;
>
> - GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
> - GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
> - GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
> - GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
> + GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
> + GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
> + GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
> + GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
> GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
>
>
> GLboolean _ClampVertexColor;
> - GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
> + GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
>
> /**
> * Derived state for optimizations:
> */
> /*@{*/
> GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
>
> GLboolean _NeedEyeCoords;
> GLboolean _NeedVertices; /**< Use fast shader? */
>
> @@ -743,21 +743,21 @@ struct gl_pixelmaps
> struct gl_pixelmap ItoI;
> struct gl_pixelmap StoS;
> };
>
>
> /**
> * Pixel attribute group (GL_PIXEL_MODE_BIT).
> */
> struct gl_pixel_attrib
> {
> - GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
> + GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
>
> /*--- Begin Pixel Transfer State ---*/
> /* Fields are in the order in which they're applied... */
>
> /** Scale & Bias (index shift, offset) */
> /*@{*/
> GLfloat RedBias, RedScale;
> GLfloat GreenBias, GreenScale;
> GLfloat BlueBias, BlueScale;
> GLfloat AlphaBias, AlphaScale;
> @@ -783,37 +783,37 @@ struct gl_pixel_attrib
> struct gl_point_attrib
> {
> GLfloat Size; /**< User-specified point size */
> GLfloat Params[3]; /**< GL_EXT_point_parameters */
> GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
> GLfloat Threshold; /**< GL_EXT_point_parameters */
> GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
> GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
> GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
> GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
> - GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
> - GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
> + GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
> + GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
> };
>
>
> /**
> * Polygon attribute group (GL_POLYGON_BIT).
> */
> struct gl_polygon_attrib
> {
> - GLenum FrontFace; /**< Either GL_CW or GL_CCW */
> - GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
> - GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
> + GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
> + GLenum16 FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
> + GLenum16 BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
> GLboolean CullFlag; /**< Culling on/off flag */
> GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
> GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
> - GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
> + GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
> GLfloat OffsetFactor; /**< Polygon offset factor, from user */
> GLfloat OffsetUnits; /**< Polygon offset units, from user */
> GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
> GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
> GLboolean OffsetLine; /**< Offset in GL_LINE mode */
> GLboolean OffsetFill; /**< Offset in GL_FILL mode */
> };
>
>
> /**
> @@ -822,21 +822,21 @@ struct gl_polygon_attrib
> struct gl_scissor_rect
> {
> GLint X, Y; /**< Lower left corner of box */
> GLsizei Width, Height; /**< Size of box */
> };
> struct gl_scissor_attrib
> {
> GLbitfield EnableFlags; /**< Scissor test enabled? */
> struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
> GLint NumWindowRects; /**< Count of enabled window rectangles */
> - GLenum WindowRectMode; /**< Whether to include or exclude the rects */
> + GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
> struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
> };
>
>
> /**
> * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
> *
> * Three sets of stencil data are tracked so that OpenGL 2.0,
> * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
> * simultaneously. In each of the stencil state arrays, element 0 corresponds
> @@ -849,24 +849,24 @@ struct gl_scissor_attrib
> *
> * The derived value \c _TestTwoSide is set when the front-face and back-face
> * stencil state are different.
> */
> struct gl_stencil_attrib
> {
> GLboolean Enabled; /**< Enabled flag */
> GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
> GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
> GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
> - GLenum Function[3]; /**< Stencil function */
> - GLenum FailFunc[3]; /**< Fail function */
> - GLenum ZPassFunc[3]; /**< Depth buffer pass function */
> - GLenum ZFailFunc[3]; /**< Depth buffer fail function */
> + GLenum16 Function[3]; /**< Stencil function */
> + GLenum16 FailFunc[3]; /**< Fail function */
> + GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
> + GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
> GLint Ref[3]; /**< Reference value */
> GLuint ValueMask[3]; /**< Value mask */
> GLuint WriteMask[3]; /**< Write mask */
> GLuint Clear; /**< Clear value */
> };
>
>
> /**
> * An index for each type of texture object. These correspond to the GL
> * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
> @@ -909,21 +909,21 @@ typedef enum
> /*@}*/
>
>
> /**
> * Texture image state. Drivers will typically create a subclass of this
> * with extra fields for memory buffers, etc.
> */
> struct gl_texture_image
> {
> GLint InternalFormat; /**< Internal format as given by the user */
> - GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
> + GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
> * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
> * GL_INTENSITY, GL_DEPTH_COMPONENT or
> * GL_DEPTH_STENCIL_EXT only. Used for
> * choosing TexEnv arithmetic.
> */
> mesa_format TexFormat; /**< The actual texture memory format */
>
> GLuint Border; /**< 0 or 1 */
> GLuint Width; /**< = 2^WidthLog2 + 2*Border */
> GLuint Height; /**< = 2^HeightLog2 + 2*Border */
> @@ -967,130 +967,130 @@ typedef enum
> * Sampler object state. These objects are new with GL_ARB_sampler_objects
> * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
> */
> struct gl_sampler_object
> {
> mtx_t Mutex;
> GLuint Name;
> GLint RefCount;
> GLchar *Label; /**< GL_KHR_debug */
>
> - GLenum WrapS; /**< S-axis texture image wrap mode */
> - GLenum WrapT; /**< T-axis texture image wrap mode */
> - GLenum WrapR; /**< R-axis texture image wrap mode */
> - GLenum MinFilter; /**< minification filter */
> - GLenum MagFilter; /**< magnification filter */
> + GLenum16 WrapS; /**< S-axis texture image wrap mode */
> + GLenum16 WrapT; /**< T-axis texture image wrap mode */
> + GLenum16 WrapR; /**< R-axis texture image wrap mode */
> + GLenum16 MinFilter; /**< minification filter */
> + GLenum16 MagFilter; /**< magnification filter */
> union gl_color_union BorderColor; /**< Interpreted according to texture format */
> GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
> GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
> GLfloat LodBias; /**< OpenGL 1.4 */
> GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
> - GLenum CompareMode; /**< GL_ARB_shadow */
> - GLenum CompareFunc; /**< GL_ARB_shadow */
> - GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
> + GLenum16 CompareMode; /**< GL_ARB_shadow */
> + GLenum16 CompareFunc; /**< GL_ARB_shadow */
> + GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
> GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
>
> /** GL_ARB_bindless_texture */
> bool HandleAllocated;
> struct util_dynarray Handles;
> };
>
>
> /**
> * Texture object state. Contains the array of mipmap images, border color,
> * wrap modes, filter modes, and shadow/texcompare state.
> */
> struct gl_texture_object
> {
> mtx_t Mutex; /**< for thread safety */
> GLint RefCount; /**< reference count */
> GLuint Name; /**< the user-visible texture object ID */
> GLchar *Label; /**< GL_KHR_debug */
> - GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
> + GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
> gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
> Only valid when Target is valid. */
>
> struct gl_sampler_object Sampler;
>
> - GLenum DepthMode; /**< GL_ARB_depth_texture */
> + GLenum16 DepthMode; /**< GL_ARB_depth_texture */
>
> GLfloat Priority; /**< in [0,1] */
> GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
> GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
> GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
> GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
> GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
> GLint CropRect[4]; /**< GL_OES_draw_texture */
> - GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
> + GLenum16 Swizzle[4]; /**< GL_EXT_texture_swizzle */
> GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
> GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
> GLboolean _BaseComplete; /**< Is the base texture level valid? */
> GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
> GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
> GLboolean _RenderToTexture; /**< Any rendering to this texture? */
> GLboolean Purgeable; /**< Is the buffer purgeable under memory
> pressure? */
> GLboolean Immutable; /**< GL_ARB_texture_storage */
> GLboolean _IsFloat; /**< GL_OES_float_texture */
> GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
> bool StencilSampling; /**< Should we sample stencil instead of depth? */
> bool HandleAllocated; /**< GL_ARB_bindless_texture */
>
> GLuint MinLevel; /**< GL_ARB_texture_view */
> GLuint MinLayer; /**< GL_ARB_texture_view */
> GLuint NumLevels; /**< GL_ARB_texture_view */
> GLuint NumLayers; /**< GL_ARB_texture_view */
>
> /** GL_EXT_memory_object */
> - GLenum TextureTiling;
> + GLenum16 TextureTiling;
>
> /** Actual texture images, indexed by [cube face] and [mipmap level] */
> struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
>
> /** GL_ARB_texture_buffer_object */
> struct gl_buffer_object *BufferObject;
> - GLenum BufferObjectFormat;
> + GLenum16 BufferObjectFormat;
> /** Equivalent Mesa format for BufferObjectFormat. */
> mesa_format _BufferObjectFormat;
> /** GL_ARB_texture_buffer_range */
> GLintptr BufferOffset;
> GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
>
> /** GL_OES_EGL_image_external */
> GLint RequiredTextureImageUnits;
>
> /** GL_ARB_shader_image_load_store */
> - GLenum ImageFormatCompatibilityType;
> + GLenum16 ImageFormatCompatibilityType;
>
> /** GL_ARB_bindless_texture */
> struct util_dynarray SamplerHandles;
> struct util_dynarray ImageHandles;
> };
>
>
> /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
> #define MAX_COMBINER_TERMS 4
>
>
> /**
> * Texture combine environment state.
> */
> struct gl_tex_env_combine_state
> {
> - GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
> - GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
> + GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
> + GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
> /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
> - GLenum SourceRGB[MAX_COMBINER_TERMS];
> - GLenum SourceA[MAX_COMBINER_TERMS];
> + GLenum16 SourceRGB[MAX_COMBINER_TERMS];
> + GLenum16 SourceA[MAX_COMBINER_TERMS];
> /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
> - GLenum OperandRGB[MAX_COMBINER_TERMS];
> - GLenum OperandA[MAX_COMBINER_TERMS];
> + GLenum16 OperandRGB[MAX_COMBINER_TERMS];
> + GLenum16 OperandA[MAX_COMBINER_TERMS];
> GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
> GLuint ScaleShiftA; /**< 0, 1 or 2 */
> GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
> GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
> };
>
>
> /** Compressed TexEnv effective Combine mode */
> enum gl_tex_env_mode
> {
> @@ -1210,36 +1210,36 @@ struct gl_tex_env_combine_packed
>
> /** Non-identity texture matrix for texture unit? */
> #define ENABLE_TEXMAT(unit) (1 << (unit))
>
>
> /**
> * Texture coord generation state.
> */
> struct gl_texgen
> {
> - GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
> + GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
> GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
> GLfloat ObjectPlane[4];
> GLfloat EyePlane[4];
> };
>
>
> /**
> * Texture unit state. Contains enable flags, texture environment/function/
> * combiners, texgen state, and pointers to current texture objects.
> */
> struct gl_texture_unit
> {
> GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
>
> - GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
> + GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
> GLclampf EnvColor[4];
> GLfloat EnvColorUnclamped[4];
>
> struct gl_texgen GenS;
> struct gl_texgen GenT;
> struct gl_texgen GenR;
> struct gl_texgen GenQ;
> GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
> GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
>
> @@ -1321,31 +1321,31 @@ struct gl_texture_attrib
> * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
> */
> typedef GLfloat gl_clip_plane[4];
>
>
> /**
> * Transformation attribute group (GL_TRANSFORM_BIT).
> */
> struct gl_transform_attrib
> {
> - GLenum MatrixMode; /**< Matrix mode */
> + GLenum16 MatrixMode; /**< Matrix mode */
> gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
> gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
> GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
> GLboolean Normalize; /**< Normalize all normals? */
> GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
> GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
> GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
> /** GL_ARB_clip_control */
> - GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
> - GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
> + GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
> + GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
> };
>
>
> /**
> * Viewport attribute group (GL_VIEWPORT_BIT).
> */
> struct gl_viewport_attrib
> {
> GLfloat X, Y; /**< position */
> GLfloat Width, Height; /**< size */
> @@ -1388,21 +1388,21 @@ typedef enum {
>
> /**
> * GL_ARB_vertex/pixel_buffer_object buffer object
> */
> struct gl_buffer_object
> {
> mtx_t Mutex;
> GLint RefCount;
> GLuint Name;
> GLchar *Label; /**< GL_KHR_debug */
> - GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
> + GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
> GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
> GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
> GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
> GLboolean DeletePending; /**< true if buffer object is removed from the hash */
> GLboolean Written; /**< Ever written to? (for debugging) */
> GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
> GLboolean Immutable; /**< GL_ARB_buffer_storage */
> gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
>
> /** Counters used for buffer usage warnings */
> @@ -1444,22 +1444,22 @@ struct gl_pixelstore_attrib
>
>
> /**
> * Vertex array information which is derived from gl_array_attributes
> * and gl_vertex_buffer_binding information. Used by the VBO module and
> * device drivers.
> */
> struct gl_vertex_array
> {
> GLint Size; /**< components per element (1,2,3,4) */
> - GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
> - GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
> + GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
> + GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
> GLsizei StrideB; /**< actual stride in bytes */
> GLuint _ElementSize; /**< size of each element in bytes */
> const GLubyte *Ptr; /**< Points to array data */
> GLboolean Normalized; /**< GL_ARB_vertex_program */
> GLboolean Integer; /**< Integer-valued? */
> GLboolean Doubles; /**< double precision values are not converted to floats */
> GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
>
> struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
> };
> @@ -1474,22 +1474,22 @@ struct gl_vertex_array
> * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
> * and is only present for backwards compatibility reasons.
> * Rendering always uses VERTEX_BINDING_STRIDE.
> * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
> * and VERTEX_BINDING_STRIDE to the same value, while
> * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
> */
> struct gl_array_attributes
> {
> GLint Size; /**< Components per element (1,2,3,4) */
> - GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
> - GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
> + GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
> + GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
> GLsizei Stride; /**< Stride as specified with gl*Pointer() */
> const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
> GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
> GLboolean Enabled; /**< Whether the array is enabled */
> GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
> GLboolean Integer; /**< Fixed-point values are not converted to floats */
> GLboolean Doubles; /**< double precision values are not converted to floats */
> GLuint _ElementSize; /**< Size of each element in bytes */
> GLuint BufferBindingIndex; /**< Vertex buffer binding */
> };
> @@ -1631,21 +1631,21 @@ struct gl_array_attrib
> GLbitfield LegalTypesMask;
> gl_api LegalTypesMaskAPI;
> };
>
>
> /**
> * Feedback buffer state
> */
> struct gl_feedback
> {
> - GLenum Type;
> + GLenum16 Type;
> GLbitfield _Mask; /**< FB_* bits */
> GLfloat *Buffer;
> GLuint BufferSize;
> GLuint Count;
> };
>
>
> /**
> * Selection buffer state
> */
> @@ -1720,21 +1720,21 @@ struct gl_evaluators
> struct gl_2d_map Map2Texture2;
> struct gl_2d_map Map2Texture3;
> struct gl_2d_map Map2Texture4;
> /*@}*/
> };
>
>
> struct gl_transform_feedback_varying_info
> {
> char *Name;
> - GLenum Type;
> + GLenum16 Type;
> GLint BufferIndex;
> GLint Size;
> GLint Offset;
> };
>
>
> /**
> * Per-output info vertex shaders for transform feedback.
> */
> struct gl_transform_feedback_output
> @@ -1853,21 +1853,21 @@ struct gl_transform_feedback_object
> */
> GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
> };
>
>
> /**
> * Context state for transform feedback.
> */
> struct gl_transform_feedback_state
> {
> - GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
> + GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
>
> /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
> struct gl_buffer_object *CurrentBuffer;
>
> /** The table of all transform feedback objects */
> struct _mesa_HashTable *Objects;
>
> /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
> struct gl_transform_feedback_object *CurrentObject;
>
> @@ -1921,21 +1921,21 @@ union gl_perf_monitor_counter_value
>
> struct gl_perf_monitor_counter
> {
> /** Human readable name for the counter. */
> const char *Name;
>
> /**
> * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
> * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
> */
> - GLenum Type;
> + GLenum16 Type;
>
> /** Minimum counter value. */
> union gl_perf_monitor_counter_value Minimum;
>
> /** Maximum counter value. */
> union gl_perf_monitor_counter_value Maximum;
> };
>
>
> struct gl_perf_monitor_group
> @@ -2018,21 +2018,21 @@ struct gl_bindless_sampler
> */
> struct gl_bindless_image
> {
> /** Image unit (set by glUniform1()). */
> GLubyte unit;
>
> /** Whether this bindless image is bound to a unit. */
> GLboolean bound;
>
> /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
> - GLenum access;
> + GLenum16 access;
>
> /** Pointer to the base of the data. */
> GLvoid *data;
> };
>
> /**
> * Names of the various vertex/fragment program register files, etc.
> *
> * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
> * All values should fit in a 4-bit field.
> @@ -2068,22 +2068,22 @@ typedef enum
> */
> struct gl_program
> {
> /** FIXME: This must be first until we split shader_info from nir_shader */
> struct shader_info info;
>
> GLuint Id;
> GLint RefCount;
> GLubyte *String; /**< Null-terminated program text */
>
> - GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
> - GLenum Format; /**< String encoding format */
> + GLenum16 Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
> + GLenum16 Format; /**< String encoding format */
>
> GLboolean _Used; /**< Ever used for drawing? Used for debugging */
>
> struct nir_shader *nir;
>
> /* Saved and restored with metadata. Freed with ralloc. */
> void *driver_cache_blob;
> size_t driver_cache_blob_size;
>
> bool is_arb_asm; /** Is this an ARB assembly-style program */
> @@ -2152,21 +2152,21 @@ struct gl_program
> GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
>
> /**
> * Access qualifier specified in the shader for each image uniform
> * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
> * GL_READ_WRITE.
> *
> * It may be different, though only more strict than the value of
> * \c gl_image_unit::Access for the corresponding image unit.
> */
> - GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
> + GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
>
> struct gl_uniform_block **UniformBlocks;
> struct gl_uniform_block **ShaderStorageBlocks;
>
> /** Which texture target is being sampled
> * (TEXTURE_1D/2D/3D/etc_INDEX)
> */
> gl_texture_index SamplerTargets[MAX_SAMPLERS];
>
> /**
> @@ -2425,28 +2425,28 @@ struct gl_shader_info
> } 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;
> + GLenum16 PrimitiveMode;
>
> enum gl_tess_spacing Spacing;
>
> /**
> * GL_CW, GL_CCW, or 0 if it's not set in this shader.
> */
> - GLenum VertexOrder;
> + GLenum16 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 {
> @@ -2454,26 +2454,26 @@ struct gl_shader_info
> /**
> * 0 - Invocations count not declared in shader, or
> * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
> */
> GLint Invocations;
> /**
> * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
> * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
> * shader.
> */
> - GLenum InputType;
> + GLenum16 InputType;
> /**
> * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
> * it's not set in this shader.
> */
> - GLenum OutputType;
> + GLenum16 OutputType;
> } Geom;
>
> /**
> * Compute shader state from ARB_compute_shader and
> * ARB_compute_variable_group_size layout qualifiers.
> */
> struct {
> /**
> * Size specified using local_size_{x,y,z}, or all 0's to indicate that
> * it's not set in this shader.
> @@ -2560,21 +2560,21 @@ enum gl_compile_status
>
> /**
> * A GLSL shader object.
> */
> struct gl_shader
> {
> /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
> * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
> * Must be the first field.
> */
> - GLenum Type;
> + GLenum16 Type;
> gl_shader_stage Stage;
> GLuint Name; /**< AKA the handle */
> GLint RefCount; /**< Reference count */
> GLchar *Label; /**< GL_KHR_debug */
> unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
> GLboolean DeletePending;
> bool IsES; /**< True if this shader uses GLSL ES */
>
> enum gl_compile_status CompileStatus;
>
> @@ -2822,21 +2822,21 @@ struct gl_shader_variable
> * Precision qualifier.
> */
> unsigned precision:2;
> };
>
> /**
> * Active resource in a gl_shader_program
> */
> struct gl_program_resource
> {
> - GLenum Type; /** Program interface type. */
> + GLenum16 Type; /** Program interface type. */
> const void *Data; /** Pointer to resource associated data structure. */
> uint8_t StageReferences; /** Bitmask of shader stage references. */
> };
>
> /**
> * Link status enum. linking_skipped is used to indicate linking
> * was skipped due to the shader being loaded from the on-disk cache.
> */
> enum gl_link_status
> {
> @@ -2894,21 +2894,21 @@ struct gl_shader_program_data
> /* Mask of stages this program was linked against */
> unsigned linked_stages;
> };
>
> /**
> * A GLSL program object.
> * Basically a linked collection of vertex and fragment shaders.
> */
> struct gl_shader_program
> {
> - GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
> + GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
> GLuint Name; /**< aka handle or ID */
> GLchar *Label; /**< GL_KHR_debug */
> GLint RefCount; /**< Reference count */
> GLboolean DeletePending;
>
> /**
> * Is the application intending to glGetProgramBinary this program?
> */
> GLboolean BinaryRetreivableHint;
>
> @@ -2941,21 +2941,21 @@ struct gl_shader_program
> struct string_to_uint_map *FragDataIndexBindings;
>
> /**
> * Transform feedback varyings last specified by
> * glTransformFeedbackVaryings().
> *
> * For the current set of transform feedback varyings used for transform
> * feedback output, see LinkedTransformFeedback.
> */
> struct {
> - GLenum BufferMode;
> + GLenum16 BufferMode;
> /** Global xfb_stride out qualifier if any */
> GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
> GLuint NumVarying;
> GLchar **VaryingNames; /**< Array [NumVarying] of char * */
> } TransformFeedback;
>
> struct gl_program *last_vert_prog;
>
> /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
> enum gl_frag_depth_layout FragDepthLayout;
> @@ -3148,21 +3148,21 @@ struct gl_shader_compiler_options
>
> const struct nir_shader_compiler_options *NirOptions;
> };
>
>
> /**
> * Occlusion/timer query object.
> */
> struct gl_query_object
> {
> - GLenum Target; /**< The query target, when active */
> + GLenum16 Target; /**< The query target, when active */
> GLuint Id; /**< hash table ID/name */
> GLchar *Label; /**< GL_KHR_debug */
> GLuint64EXT Result; /**< the counter */
> GLboolean Active; /**< inside Begin/EndQuery */
> GLboolean Ready; /**< result is ready? */
> GLboolean EverBound;/**< has query object ever been bound */
> GLuint Stream; /**< The stream */
> };
>
>
> @@ -3185,34 +3185,34 @@ struct gl_query_state
> /** GL_ARB_transform_feedback_overflow_query */
> struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
> struct gl_query_object *TransformFeedbackOverflowAny;
>
> /** GL_ARB_timer_query */
> struct gl_query_object *TimeElapsed;
>
> /** GL_ARB_pipeline_statistics_query */
> struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
>
> - GLenum CondRenderMode;
> + GLenum16 CondRenderMode;
> };
>
>
> /** Sync object state */
> struct gl_sync_object
> {
> GLuint Name; /**< Fence name */
> GLint RefCount; /**< Reference count */
> GLchar *Label; /**< GL_KHR_debug */
> GLboolean DeletePending; /**< Object was deleted while there were still
> * live references (e.g., sync not yet finished)
> */
> - GLenum SyncCondition;
> + GLenum16 SyncCondition;
> GLbitfield Flags; /**< Flags passed to glFenceSync */
> GLuint StatusFlag:1; /**< Has the sync object been signaled? */
> };
>
>
> /**
> * State which can be shared by multiple contexts:
> */
> struct gl_shared_state
> {
> @@ -3312,22 +3312,22 @@ struct gl_renderbuffer
> /**
> * True for renderbuffers that wrap textures, giving the driver a chance to
> * flush render caches through the FinishRenderTexture hook.
> *
> * Drivers may also set this on renderbuffers other than those generated by
> * glFramebufferTexture(), though it means FinishRenderTexture() would be
> * called without a rb->TexImage.
> */
> GLboolean NeedsFinishRenderTexture;
> GLubyte NumSamples; /**< zero means not multisampled */
> - GLenum InternalFormat; /**< The user-specified format */
> - GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
> + GLenum16 InternalFormat; /**< The user-specified format */
> + GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
> GL_STENCIL_INDEX. */
> mesa_format Format; /**< The actual renderbuffer memory format */
> /**
> * Pointer to the texture image if this renderbuffer wraps a texture,
> * otherwise NULL.
> *
> * Note that the reference on the gl_texture_object containing this
> * TexImage is held by the gl_renderbuffer_attachment.
> */
> struct gl_texture_image *TexImage;
> @@ -3342,21 +3342,21 @@ struct gl_renderbuffer
> GLuint width, GLuint height);
> };
>
>
> /**
> * A renderbuffer attachment points to either a texture object (and specifies
> * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
> */
> struct gl_renderbuffer_attachment
> {
> - GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
> + GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
> GLboolean Complete;
>
> /**
> * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
> * application supplied renderbuffer object.
> */
> struct gl_renderbuffer *Renderbuffer;
>
> /**
> * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
> @@ -3429,21 +3429,21 @@ struct gl_framebuffer
> /*@}*/
>
> /** \name Derived Z buffer stuff */
> /*@{*/
> GLuint _DepthMax; /**< Max depth buffer value */
> GLfloat _DepthMaxF; /**< Float max depth buffer value */
> GLfloat _MRD; /**< minimum resolvable difference in Z values */
> /*@}*/
>
> /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
> - GLenum _Status;
> + GLenum16 _Status;
>
> /** Whether one of Attachment has Type != GL_NONE
> * NOTE: the values for Width and Height are set to 0 in case of having
> * no attachments, a backend driver supporting the extension
> * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
> * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
> * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
> * _Ymax do NOT take into account _HasAttachments being false). To get the
> * geometry of the framebuffer, the helper functions
> * _mesa_geometric_width(),
> @@ -3468,22 +3468,22 @@ struct gl_framebuffer
> * in the case that _HasAttachments is false
> */
> GLuint MaxNumLayers;
>
> /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
> struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
>
> /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
> * attribute group and GL_PIXEL attribute group, respectively.
> */
> - GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
> - GLenum ColorReadBuffer;
> + GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
> + GLenum16 ColorReadBuffer;
>
> /** Computed from ColorDraw/ReadBuffer above */
> GLuint _NumColorDrawBuffers;
> GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
> GLint _ColorReadBufferIndex; /* -1 = None */
> struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
> struct gl_renderbuffer *_ColorReadBuffer;
>
> /** Delete this framebuffer */
> void (*Delete)(struct gl_framebuffer *fb);
> @@ -3751,21 +3751,21 @@ struct gl_constants
>
> /**
> * Maximum amount of time, measured in nanseconds, that the server can wait.
> */
> GLuint64 MaxServerWaitTimeout;
>
> /** GL_EXT_provoking_vertex */
> GLboolean QuadsFollowProvokingVertexConvention;
>
> /** GL_ARB_viewport_array */
> - GLenum LayerAndVPIndexProvokingVertex;
> + GLenum16 LayerAndVPIndexProvokingVertex;
>
> /** OpenGL version 3.0 */
> GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
>
> /** OpenGL version 3.2 */
> GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
>
> /** OpenGL version 4.4 */
> GLuint MaxVertexAttribStride;
>
> @@ -3777,21 +3777,21 @@ struct gl_constants
>
> /** GL_EXT_gpu_shader4 */
> GLint MinProgramTexelOffset, MaxProgramTexelOffset;
>
> /** GL_ARB_texture_gather */
> GLuint MinProgramTextureGatherOffset;
> GLuint MaxProgramTextureGatherOffset;
> GLuint MaxProgramTextureGatherComponents;
>
> /* GL_ARB_robustness */
> - GLenum ResetStrategy;
> + GLenum16 ResetStrategy;
>
> /* GL_KHR_robustness */
> GLboolean RobustAccess;
>
> /* GL_ARB_blend_func_extended */
> GLuint MaxDualSourceDrawBuffers;
>
> /**
> * Whether the implementation strips out and ignores texture borders.
> *
> @@ -3966,21 +3966,21 @@ struct gl_constants
> GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
> GLuint MaxComputeVariableGroupInvocations;
>
> /** GL_ARB_gpu_shader5 */
> GLfloat MinFragmentInterpolationOffset;
> GLfloat MaxFragmentInterpolationOffset;
>
> GLboolean FakeSWMSAA;
>
> /** GL_KHR_context_flush_control */
> - GLenum ContextReleaseBehavior;
> + GLenum16 ContextReleaseBehavior;
>
> struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
>
> /** GL_ARB_tessellation_shader */
> GLuint MaxPatchVertices;
> GLuint MaxTessGenLevel;
> GLuint MaxTessPatchComponents;
> GLuint MaxTessControlTotalOutputComponents;
> bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
> bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
> @@ -4375,21 +4375,21 @@ struct gl_dlist_state
> GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
> GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
>
> GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
> GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
>
> struct {
> /* State known to have been set by the currently-compiling display
> * list. Used to eliminate some redundant state changes.
> */
> - GLenum ShadeModel;
> + GLenum16 ShadeModel;
> } Current;
> };
>
> /** @{
> *
> * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
> * to small enums suitable for use as an array index.
> */
>
> enum mesa_debug_source {
> @@ -4603,28 +4603,28 @@ struct gl_image_unit
> /**
> * Layer of the texture object bound to this unit, or zero if the
> * whole level is bound.
> */
> GLuint _Layer;
>
> /**
> * Access allowed to this texture image. Either \c GL_READ_ONLY,
> * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
> */
> - GLenum Access;
> + GLenum16 Access;
>
> /**
> * GL internal format that determines the interpretation of the
> * image memory when shader image operations are performed through
> * this unit.
> */
> - GLenum Format;
> + GLenum16 Format;
>
> /**
> * Mesa format corresponding to \c Format.
> */
> mesa_format _ActualFormat;
>
> };
>
> /**
> * Shader subroutines storage
> @@ -4912,33 +4912,33 @@ struct gl_context
> struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
>
> struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
> /*@}*/
>
> struct gl_meta_state *Meta; /**< for "meta" operations */
>
> /* GL_EXT_framebuffer_object */
> struct gl_renderbuffer *CurrentRenderbuffer;
>
> - GLenum ErrorValue; /**< Last error code */
> + GLenum16 ErrorValue; /**< Last error code */
>
> /**
> * Recognize and silence repeated error debug messages in buggy apps.
> */
> const char *ErrorDebugFmtString;
> GLuint ErrorDebugCount;
>
> /* GL_ARB_debug_output/GL_KHR_debug */
> mtx_t DebugMutex;
> struct gl_debug_state *Debug;
>
> - GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
> + GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
> GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
> uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
>
> struct gl_driver_flags DriverFlags;
>
> GLboolean ViewportInitialized; /**< has viewport size been initialized? */
>
> GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
>
> /** \name Derived state */
> diff --git a/src/mesa/vbo/vbo_exec.h b/src/mesa/vbo/vbo_exec.h
> index f1e3881..9942f69 100644
> --- a/src/mesa/vbo/vbo_exec.h
> +++ b/src/mesa/vbo/vbo_exec.h
> @@ -96,21 +96,21 @@ struct vbo_exec_context
> fi_type *buffer_ptr; /* cursor, points into buffer */
> GLuint buffer_used; /* in bytes */
> fi_type vertex[VBO_ATTRIB_MAX*4]; /* current vertex */
>
> GLuint vert_count; /**< Number of vertices currently in buffer */
> GLuint max_vert; /**< Max number of vertices allowed in buffer */
> struct vbo_exec_copied_vtx copied;
>
> GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
> GLubyte attrsz[VBO_ATTRIB_MAX]; /**< nr. of attrib components (1..4) */
> - GLenum attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_DOUBLE, GL_INT, etc */
> + GLenum16 attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_DOUBLE, GL_INT, etc */
> GLubyte active_sz[VBO_ATTRIB_MAX]; /**< attrib size (nr. 32-bit words) */
>
> /** pointers into the current 'vertex' array, declared above */
> fi_type *attrptr[VBO_ATTRIB_MAX];
>
> struct gl_vertex_array arrays[VERT_ATTRIB_MAX];
>
> /* According to program mode, the values above plus current
> * values are squashed down to the 32 attributes passed to the
> * vertex program below:
> diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
> index 485b7b1..97909d2 100644
> --- a/src/mesa/vbo/vbo_save.h
> +++ b/src/mesa/vbo/vbo_save.h
> @@ -56,21 +56,21 @@ struct vbo_save_copied_vtx {
> * On executing this list, the 'current' values may be updated with
> * the values of the final vertex, and often no fixup of the start of
> * the vertex list is required.
> *
> * Eval and other commands that don't fit into these vertex lists are
> * compiled using the fallback opcode mechanism provided by dlist.c.
> */
> struct vbo_save_vertex_list {
> GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
> GLubyte attrsz[VBO_ATTRIB_MAX];
> - GLenum attrtype[VBO_ATTRIB_MAX];
> + GLenum16 attrtype[VBO_ATTRIB_MAX];
> GLuint vertex_size; /**< size in GLfloats */
>
> /* Copy of the final vertex from node->vertex_store->bufferobj.
> * Keep this in regular (non-VBO) memory to avoid repeated
> * map/unmap of the VBO when updating GL current data.
> */
> fi_type *current_data;
> GLuint current_size;
>
> GLuint buffer_offset;
> @@ -122,21 +122,21 @@ struct vbo_save_primitive_store {
>
> struct vbo_save_context {
> struct gl_context *ctx;
> GLvertexformat vtxfmt;
> GLvertexformat vtxfmt_noop; /**< Used if out_of_memory is true */
> struct gl_vertex_array arrays[VBO_ATTRIB_MAX];
> const struct gl_vertex_array *inputs[VBO_ATTRIB_MAX];
>
> GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
> GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
> - GLenum attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
> + GLenum16 attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
> GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
> GLuint vertex_size; /**< size in GLfloats */
>
> GLboolean out_of_memory; /**< True if last VBO allocation failed */
>
> fi_type *buffer;
> GLuint count;
> GLuint wrap_count;
> GLuint replay_flags;
>
> diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
> index 8a4b659..3fad4c7 100644
> --- a/src/mesa/vbo/vbo_save_draw.c
> +++ b/src/mesa/vbo/vbo_save_draw.c
> @@ -133,21 +133,21 @@ _playback_copy_to_current(struct gl_context *ctx,
> static void vbo_bind_vertex_list(struct gl_context *ctx,
> const struct vbo_save_vertex_list *node)
> {
> struct vbo_context *vbo = vbo_context(ctx);
> struct vbo_save_context *save = &vbo->save;
> struct gl_vertex_array *arrays = save->arrays;
> GLuint buffer_offset = node->buffer_offset;
> const GLuint *map;
> GLuint attr;
> GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
> - GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
> + GLenum16 node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
> GLbitfield64 varying_inputs = 0x0;
>
> memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
> memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
>
> /* Install the default (ie Current) attributes first, then overlay
> * all active ones.
> */
> switch (get_program_mode(ctx)) {
> case VP_NONE:
>
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