[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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