mesa: use fi_type in vertex attribute code
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "performance_monitor.h"
109 #include "pipelineobj.h"
110 #include "pixel.h"
111 #include "pixelstore.h"
112 #include "points.h"
113 #include "polygon.h"
114 #include "queryobj.h"
115 #include "syncobj.h"
116 #include "rastpos.h"
117 #include "remap.h"
118 #include "scissor.h"
119 #include "shared.h"
120 #include "shaderobj.h"
121 #include "util/simple_list.h"
122 #include "state.h"
123 #include "stencil.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
127 #include "mtypes.h"
128 #include "varray.h"
129 #include "version.h"
130 #include "viewport.h"
131 #include "vtxfmt.h"
132 #include "program/program.h"
133 #include "program/prog_print.h"
134 #include "math/m_matrix.h"
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136 #include "uniforms.h"
137 #include "macros.h"
138
139 #ifdef USE_SPARC_ASM
140 #include "sparc/sparc.h"
141 #endif
142
143 #include "glsl_parser_extras.h"
144 #include <stdbool.h>
145
146
147 #ifndef MESA_VERBOSE
148 int MESA_VERBOSE = 0;
149 #endif
150
151 #ifndef MESA_DEBUG_FLAGS
152 int MESA_DEBUG_FLAGS = 0;
153 #endif
154
155
156 /* ubyte -> float conversion */
157 GLfloat _mesa_ubyte_to_float_color_tab[256];
158
159
160
161 /**
162 * Swap buffers notification callback.
163 *
164 * \param ctx GL context.
165 *
166 * Called by window system just before swapping buffers.
167 * We have to finish any pending rendering.
168 */
169 void
170 _mesa_notifySwapBuffers(struct gl_context *ctx)
171 {
172 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
173 _mesa_debug(ctx, "SwapBuffers\n");
174 FLUSH_CURRENT( ctx, 0 );
175 if (ctx->Driver.Flush) {
176 ctx->Driver.Flush(ctx);
177 }
178 }
179
180
181 /**********************************************************************/
182 /** \name GL Visual allocation/destruction */
183 /**********************************************************************/
184 /*@{*/
185
186 /**
187 * Allocates a struct gl_config structure and initializes it via
188 * _mesa_initialize_visual().
189 *
190 * \param dbFlag double buffering
191 * \param stereoFlag stereo buffer
192 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
193 * is acceptable but the actual depth type will be GLushort or GLuint as
194 * needed.
195 * \param stencilBits requested minimum bits per stencil buffer value
196 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
197 * of bits per color component in accum buffer.
198 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
199 * \param redBits number of bits per color component in frame buffer for RGB(A)
200 * mode. We always use 8 in core Mesa though.
201 * \param greenBits same as above.
202 * \param blueBits same as above.
203 * \param alphaBits same as above.
204 * \param numSamples not really used.
205 *
206 * \return pointer to new struct gl_config or NULL if requested parameters
207 * can't be met.
208 *
209 * \note Need to add params for level and numAuxBuffers (at least)
210 */
211 struct gl_config *
212 _mesa_create_visual( GLboolean dbFlag,
213 GLboolean stereoFlag,
214 GLint redBits,
215 GLint greenBits,
216 GLint blueBits,
217 GLint alphaBits,
218 GLint depthBits,
219 GLint stencilBits,
220 GLint accumRedBits,
221 GLint accumGreenBits,
222 GLint accumBlueBits,
223 GLint accumAlphaBits,
224 GLint numSamples )
225 {
226 struct gl_config *vis = CALLOC_STRUCT(gl_config);
227 if (vis) {
228 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
229 redBits, greenBits, blueBits, alphaBits,
230 depthBits, stencilBits,
231 accumRedBits, accumGreenBits,
232 accumBlueBits, accumAlphaBits,
233 numSamples)) {
234 free(vis);
235 return NULL;
236 }
237 }
238 return vis;
239 }
240
241
242 /**
243 * Makes some sanity checks and fills in the fields of the struct
244 * gl_config object with the given parameters. If the caller needs to
245 * set additional fields, he should just probably init the whole
246 * gl_config object himself.
247 *
248 * \return GL_TRUE on success, or GL_FALSE on failure.
249 *
250 * \sa _mesa_create_visual() above for the parameter description.
251 */
252 GLboolean
253 _mesa_initialize_visual( struct gl_config *vis,
254 GLboolean dbFlag,
255 GLboolean stereoFlag,
256 GLint redBits,
257 GLint greenBits,
258 GLint blueBits,
259 GLint alphaBits,
260 GLint depthBits,
261 GLint stencilBits,
262 GLint accumRedBits,
263 GLint accumGreenBits,
264 GLint accumBlueBits,
265 GLint accumAlphaBits,
266 GLint numSamples )
267 {
268 assert(vis);
269
270 if (depthBits < 0 || depthBits > 32) {
271 return GL_FALSE;
272 }
273 if (stencilBits < 0 || stencilBits > 8) {
274 return GL_FALSE;
275 }
276 assert(accumRedBits >= 0);
277 assert(accumGreenBits >= 0);
278 assert(accumBlueBits >= 0);
279 assert(accumAlphaBits >= 0);
280
281 vis->rgbMode = GL_TRUE;
282 vis->doubleBufferMode = dbFlag;
283 vis->stereoMode = stereoFlag;
284
285 vis->redBits = redBits;
286 vis->greenBits = greenBits;
287 vis->blueBits = blueBits;
288 vis->alphaBits = alphaBits;
289 vis->rgbBits = redBits + greenBits + blueBits;
290
291 vis->indexBits = 0;
292 vis->depthBits = depthBits;
293 vis->stencilBits = stencilBits;
294
295 vis->accumRedBits = accumRedBits;
296 vis->accumGreenBits = accumGreenBits;
297 vis->accumBlueBits = accumBlueBits;
298 vis->accumAlphaBits = accumAlphaBits;
299
300 vis->haveAccumBuffer = accumRedBits > 0;
301 vis->haveDepthBuffer = depthBits > 0;
302 vis->haveStencilBuffer = stencilBits > 0;
303
304 vis->numAuxBuffers = 0;
305 vis->level = 0;
306 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
307 vis->samples = numSamples;
308
309 return GL_TRUE;
310 }
311
312
313 /**
314 * Destroy a visual and free its memory.
315 *
316 * \param vis visual.
317 *
318 * Frees the visual structure.
319 */
320 void
321 _mesa_destroy_visual( struct gl_config *vis )
322 {
323 free(vis);
324 }
325
326 /*@}*/
327
328
329 /**********************************************************************/
330 /** \name Context allocation, initialization, destroying
331 *
332 * The purpose of the most initialization functions here is to provide the
333 * default state values according to the OpenGL specification.
334 */
335 /**********************************************************************/
336 /*@{*/
337
338
339 /**
340 * This is lame. gdb only seems to recognize enum types that are
341 * actually used somewhere. We want to be able to print/use enum
342 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
343 * the gl_texture_index type anywhere. Thus, this lame function.
344 */
345 static void
346 dummy_enum_func(void)
347 {
348 gl_buffer_index bi = BUFFER_FRONT_LEFT;
349 gl_face_index fi = FACE_POS_X;
350 gl_frag_result fr = FRAG_RESULT_DEPTH;
351 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
352 gl_vert_attrib va = VERT_ATTRIB_POS;
353 gl_varying_slot vs = VARYING_SLOT_POS;
354
355 (void) bi;
356 (void) fi;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vs;
361 }
362
363
364 /**
365 * One-time initialization mutex lock.
366 *
367 * \sa Used by one_time_init().
368 */
369 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
370
371
372
373 /**
374 * Calls all the various one-time-init functions in Mesa.
375 *
376 * While holding a global mutex lock, calls several initialization functions,
377 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
378 * defined.
379 *
380 * \sa _math_init().
381 */
382 static void
383 one_time_init( struct gl_context *ctx )
384 {
385 static GLbitfield api_init_mask = 0x0;
386
387 mtx_lock(&OneTimeLock);
388
389 /* truly one-time init */
390 if (!api_init_mask) {
391 GLuint i;
392
393 /* do some implementation tests */
394 assert( sizeof(GLbyte) == 1 );
395 assert( sizeof(GLubyte) == 1 );
396 assert( sizeof(GLshort) == 2 );
397 assert( sizeof(GLushort) == 2 );
398 assert( sizeof(GLint) == 4 );
399 assert( sizeof(GLuint) == 4 );
400
401 _mesa_one_time_init_extension_overrides();
402
403 _mesa_get_cpu_features();
404
405 for (i = 0; i < 256; i++) {
406 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
407 }
408
409 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
410 if (MESA_VERBOSE != 0) {
411 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
412 PACKAGE_VERSION, __DATE__, __TIME__);
413 }
414 #endif
415
416 #ifdef DEBUG
417 _mesa_test_formats();
418 #endif
419 }
420
421 /* per-API one-time init */
422 if (!(api_init_mask & (1 << ctx->API))) {
423 _mesa_init_get_hash(ctx);
424
425 _mesa_init_remap_table();
426 }
427
428 api_init_mask |= 1 << ctx->API;
429
430 mtx_unlock(&OneTimeLock);
431
432 /* Hopefully atexit() is widely available. If not, we may need some
433 * #ifdef tests here.
434 */
435 atexit(_mesa_destroy_shader_compiler);
436
437 dummy_enum_func();
438 }
439
440
441 /**
442 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
443 */
444 static void
445 _mesa_init_current(struct gl_context *ctx)
446 {
447 GLuint i;
448
449 /* Init all to (0,0,0,1) */
450 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
451 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
452 }
453
454 /* redo special cases: */
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
461 }
462
463
464 /**
465 * Init vertex/fragment/geometry program limits.
466 * Important: drivers should override these with actual limits.
467 */
468 static void
469 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
470 struct gl_program_constants *prog)
471 {
472 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTemps = MAX_PROGRAM_TEMPS;
477 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
478 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
479 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
480
481 switch (stage) {
482 case MESA_SHADER_VERTEX:
483 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
484 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
485 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
486 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
487 prog->MaxInputComponents = 0; /* value not used */
488 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
489 break;
490 case MESA_SHADER_FRAGMENT:
491 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
492 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
493 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
494 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
495 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
496 prog->MaxOutputComponents = 0; /* value not used */
497 break;
498 case MESA_SHADER_GEOMETRY:
499 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
500 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
501 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
502 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
503 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
504 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
505 break;
506 case MESA_SHADER_COMPUTE:
507 prog->MaxParameters = 0; /* not meaningful for compute shaders */
508 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
509 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
510 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
511 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
512 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
513 break;
514 default:
515 assert(0 && "Bad shader stage in init_program_limits()");
516 }
517
518 /* Set the native limits to zero. This implies that there is no native
519 * support for shaders. Let the drivers fill in the actual values.
520 */
521 prog->MaxNativeInstructions = 0;
522 prog->MaxNativeAluInstructions = 0;
523 prog->MaxNativeTexInstructions = 0;
524 prog->MaxNativeTexIndirections = 0;
525 prog->MaxNativeAttribs = 0;
526 prog->MaxNativeTemps = 0;
527 prog->MaxNativeAddressRegs = 0;
528 prog->MaxNativeParameters = 0;
529
530 /* Set GLSL datatype range/precision info assuming IEEE float values.
531 * Drivers should override these defaults as needed.
532 */
533 prog->MediumFloat.RangeMin = 127;
534 prog->MediumFloat.RangeMax = 127;
535 prog->MediumFloat.Precision = 23;
536 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
537
538 /* Assume ints are stored as floats for now, since this is the least-common
539 * denominator. The OpenGL ES spec implies (page 132) that the precision
540 * of integer types should be 0. Practically speaking, IEEE
541 * single-precision floating point values can only store integers in the
542 * range [-0x01000000, 0x01000000] without loss of precision.
543 */
544 prog->MediumInt.RangeMin = 24;
545 prog->MediumInt.RangeMax = 24;
546 prog->MediumInt.Precision = 0;
547 prog->LowInt = prog->HighInt = prog->MediumInt;
548
549 prog->MaxUniformBlocks = 12;
550 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
551 consts->MaxUniformBlockSize / 4 *
552 prog->MaxUniformBlocks);
553
554 prog->MaxAtomicBuffers = 0;
555 prog->MaxAtomicCounters = 0;
556 }
557
558
559 /**
560 * Initialize fields of gl_constants (aka ctx->Const.*).
561 * Use defaults from config.h. The device drivers will often override
562 * some of these values (such as number of texture units).
563 */
564 void
565 _mesa_init_constants(struct gl_constants *consts, gl_api api)
566 {
567 int i;
568 assert(consts);
569
570 /* Constants, may be overriden (usually only reduced) by device drivers */
571 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
572 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
573 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
574 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
575 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
576 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
577 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
578 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
579 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
580 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
581 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
582 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
583 consts->MaxTextureBufferSize = 65536;
584 consts->TextureBufferOffsetAlignment = 1;
585 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
586 consts->SubPixelBits = SUB_PIXEL_BITS;
587 consts->MinPointSize = MIN_POINT_SIZE;
588 consts->MaxPointSize = MAX_POINT_SIZE;
589 consts->MinPointSizeAA = MIN_POINT_SIZE;
590 consts->MaxPointSizeAA = MAX_POINT_SIZE;
591 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
592 consts->MinLineWidth = MIN_LINE_WIDTH;
593 consts->MaxLineWidth = MAX_LINE_WIDTH;
594 consts->MinLineWidthAA = MIN_LINE_WIDTH;
595 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
596 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
597 consts->MaxClipPlanes = 6;
598 consts->MaxLights = MAX_LIGHTS;
599 consts->MaxShininess = 128.0;
600 consts->MaxSpotExponent = 128.0;
601 consts->MaxViewportWidth = MAX_VIEWPORT_WIDTH;
602 consts->MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
603 consts->MinMapBufferAlignment = 64;
604
605 /* Driver must override these values if ARB_viewport_array is supported. */
606 consts->MaxViewports = 1;
607 consts->ViewportSubpixelBits = 0;
608 consts->ViewportBounds.Min = 0;
609 consts->ViewportBounds.Max = 0;
610
611 /** GL_ARB_uniform_buffer_object */
612 consts->MaxCombinedUniformBlocks = 36;
613 consts->MaxUniformBufferBindings = 36;
614 consts->MaxUniformBlockSize = 16384;
615 consts->UniformBufferOffsetAlignment = 1;
616
617 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
618 consts->MaxUserAssignableUniformLocations =
619 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
620
621 for (i = 0; i < MESA_SHADER_STAGES; i++)
622 init_program_limits(consts, i, &consts->Program[i]);
623
624 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
625 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
626
627 /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
628 * gl_VertexID is implemented using a native hardware register with OpenGL
629 * semantics.
630 */
631 consts->VertexID_is_zero_based = false;
632
633 /* GL_ARB_draw_buffers */
634 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
635
636 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
637 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
638
639 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
640 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
641 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
642 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
643 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
644 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
645
646 /* Shading language version */
647 consts->GLSLVersion = 120;
648 _mesa_override_glsl_version(consts);
649
650 #ifdef DEBUG
651 consts->GenerateTemporaryNames = true;
652 #else
653 consts->GenerateTemporaryNames = false;
654 #endif
655
656 /* GL_ARB_framebuffer_object */
657 consts->MaxSamples = 0;
658
659 /* GLSL default if NativeIntegers == FALSE */
660 consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u;
661
662 /* GL_ARB_sync */
663 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
664
665 /* GL_EXT_provoking_vertex */
666 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
667
668 /* GL_EXT_transform_feedback */
669 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
670 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
671 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
672 consts->MaxVertexStreams = 1;
673
674 /* GL 3.2 */
675 consts->ProfileMask = api == API_OPENGL_CORE
676 ? GL_CONTEXT_CORE_PROFILE_BIT
677 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
678
679 /* GL 4.4 */
680 consts->MaxVertexAttribStride = 2048;
681
682 /** GL_EXT_gpu_shader4 */
683 consts->MinProgramTexelOffset = -8;
684 consts->MaxProgramTexelOffset = 7;
685
686 /* GL_ARB_texture_gather */
687 consts->MinProgramTextureGatherOffset = -8;
688 consts->MaxProgramTextureGatherOffset = 7;
689
690 /* GL_ARB_robustness */
691 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
692
693 /* ES 3.0 or ARB_ES3_compatibility */
694 consts->MaxElementIndex = 0xffffffffu;
695
696 /* GL_ARB_texture_multisample */
697 consts->MaxColorTextureSamples = 1;
698 consts->MaxDepthTextureSamples = 1;
699 consts->MaxIntegerSamples = 1;
700
701 /* GL_ARB_shader_atomic_counters */
702 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
703 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
704 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
705 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
706
707 /* GL_ARB_vertex_attrib_binding */
708 consts->MaxVertexAttribRelativeOffset = 2047;
709 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
710
711 /* GL_ARB_compute_shader */
712 consts->MaxComputeWorkGroupCount[0] = 65535;
713 consts->MaxComputeWorkGroupCount[1] = 65535;
714 consts->MaxComputeWorkGroupCount[2] = 65535;
715 consts->MaxComputeWorkGroupSize[0] = 1024;
716 consts->MaxComputeWorkGroupSize[1] = 1024;
717 consts->MaxComputeWorkGroupSize[2] = 64;
718 consts->MaxComputeWorkGroupInvocations = 1024;
719
720 /** GL_ARB_gpu_shader5 */
721 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
722 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
723
724 /** GL_KHR_context_flush_control */
725 consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
726 }
727
728
729 /**
730 * Do some sanity checks on the limits/constants for the given context.
731 * Only called the first time a context is bound.
732 */
733 static void
734 check_context_limits(struct gl_context *ctx)
735 {
736 (void) ctx;
737
738 /* check that we don't exceed the size of various bitfields */
739 assert(VARYING_SLOT_MAX <=
740 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
741 assert(VARYING_SLOT_MAX <=
742 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
743
744 /* shader-related checks */
745 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
746 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
747
748 /* Texture unit checks */
749 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
750 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
751 assert(ctx->Const.MaxTextureCoordUnits > 0);
752 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
753 assert(ctx->Const.MaxTextureUnits > 0);
754 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
755 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
756 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
757 ctx->Const.MaxTextureCoordUnits));
758 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
759 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
760 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
761 /* number of coord units cannot be greater than number of image units */
762 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
763
764
765 /* Texture size checks */
766 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
767 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
768 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
769 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
770
771 /* Texture level checks */
772 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
773 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
774
775 /* Max texture size should be <= max viewport size (render to texture) */
776 assert((1U << (ctx->Const.MaxTextureLevels - 1))
777 <= ctx->Const.MaxViewportWidth);
778 assert((1U << (ctx->Const.MaxTextureLevels - 1))
779 <= ctx->Const.MaxViewportHeight);
780
781 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
782
783 /* if this fails, add more enum values to gl_buffer_index */
784 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
785
786 /* XXX probably add more tests */
787 }
788
789
790 /**
791 * Initialize the attribute groups in a GL context.
792 *
793 * \param ctx GL context.
794 *
795 * Initializes all the attributes, calling the respective <tt>init*</tt>
796 * functions for the more complex data structures.
797 */
798 static GLboolean
799 init_attrib_groups(struct gl_context *ctx)
800 {
801 assert(ctx);
802
803 /* Constants */
804 _mesa_init_constants(&ctx->Const, ctx->API);
805
806 /* Extensions */
807 _mesa_init_extensions(&ctx->Extensions);
808
809 /* Attribute Groups */
810 _mesa_init_accum( ctx );
811 _mesa_init_attrib( ctx );
812 _mesa_init_buffer_objects( ctx );
813 _mesa_init_color( ctx );
814 _mesa_init_current( ctx );
815 _mesa_init_depth( ctx );
816 _mesa_init_debug( ctx );
817 _mesa_init_display_list( ctx );
818 _mesa_init_errors( ctx );
819 _mesa_init_eval( ctx );
820 _mesa_init_fbobjects( ctx );
821 _mesa_init_feedback( ctx );
822 _mesa_init_fog( ctx );
823 _mesa_init_hint( ctx );
824 _mesa_init_line( ctx );
825 _mesa_init_lighting( ctx );
826 _mesa_init_matrix( ctx );
827 _mesa_init_multisample( ctx );
828 _mesa_init_performance_monitors( ctx );
829 _mesa_init_pipeline( ctx );
830 _mesa_init_pixel( ctx );
831 _mesa_init_pixelstore( ctx );
832 _mesa_init_point( ctx );
833 _mesa_init_polygon( ctx );
834 _mesa_init_program( ctx );
835 _mesa_init_queryobj( ctx );
836 _mesa_init_sync( ctx );
837 _mesa_init_rastpos( ctx );
838 _mesa_init_scissor( ctx );
839 _mesa_init_shader_state( ctx );
840 _mesa_init_stencil( ctx );
841 _mesa_init_transform( ctx );
842 _mesa_init_transform_feedback( ctx );
843 _mesa_init_varray( ctx );
844 _mesa_init_viewport( ctx );
845
846 if (!_mesa_init_texture( ctx ))
847 return GL_FALSE;
848
849 _mesa_init_texture_s3tc( ctx );
850
851 /* Miscellaneous */
852 ctx->NewState = _NEW_ALL;
853 ctx->NewDriverState = ~0;
854 ctx->ErrorValue = GL_NO_ERROR;
855 ctx->ShareGroupReset = false;
856 ctx->varying_vp_inputs = VERT_BIT_ALL;
857
858 return GL_TRUE;
859 }
860
861
862 /**
863 * Update default objects in a GL context with respect to shared state.
864 *
865 * \param ctx GL context.
866 *
867 * Removes references to old default objects, (texture objects, program
868 * objects, etc.) and changes to reference those from the current shared
869 * state.
870 */
871 static GLboolean
872 update_default_objects(struct gl_context *ctx)
873 {
874 assert(ctx);
875
876 _mesa_update_default_objects_program(ctx);
877 _mesa_update_default_objects_texture(ctx);
878 _mesa_update_default_objects_buffer_objects(ctx);
879
880 return GL_TRUE;
881 }
882
883
884 /**
885 * This is the default function we plug into all dispatch table slots
886 * This helps prevents a segfault when someone calls a GL function without
887 * first checking if the extension's supported.
888 */
889 int
890 _mesa_generic_nop(void)
891 {
892 GET_CURRENT_CONTEXT(ctx);
893 _mesa_error(ctx, GL_INVALID_OPERATION,
894 "unsupported function called "
895 "(unsupported extension or deprecated function?)");
896 return 0;
897 }
898
899
900 /**
901 * Special no-op glFlush, see below.
902 */
903 #if defined(_WIN32)
904 static void GLAPIENTRY
905 nop_glFlush(void)
906 {
907 /* don't record an error like we do in _mesa_generic_nop() */
908 }
909 #endif
910
911
912 extern void (*__glapi_noop_table[])(void);
913
914
915 /**
916 * Allocate and initialize a new dispatch table. All the dispatch
917 * function pointers will point at the _mesa_generic_nop() function
918 * which raises GL_INVALID_OPERATION.
919 */
920 struct _glapi_table *
921 _mesa_alloc_dispatch_table(void)
922 {
923 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
924 * In practice, this'll be the same for stand-alone Mesa. But for DRI
925 * Mesa we do this to accomodate different versions of libGL and various
926 * DRI drivers.
927 */
928 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
929 struct _glapi_table *table;
930
931 table = malloc(numEntries * sizeof(_glapi_proc));
932 if (table) {
933 _glapi_proc *entry = (_glapi_proc *) table;
934 GLint i;
935 for (i = 0; i < numEntries; i++) {
936 #if defined(_WIN32)
937 /* FIXME: This will not generate an error, but at least it won't
938 * corrupt the stack like _mesa_generic_nop does. */
939 entry[i] = __glapi_noop_table[i];
940 #else
941 entry[i] = (_glapi_proc) _mesa_generic_nop;
942 #endif
943 }
944
945 #if defined(_WIN32)
946 /* This is a special case for Windows in the event that
947 * wglGetProcAddress is called between glBegin/End().
948 *
949 * The MS opengl32.dll library apparently calls glFlush from
950 * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
951 * will dispatch to _mesa_generic_nop() and we'll generate a
952 * GL_INVALID_OPERATION error.
953 *
954 * The specific case which hits this is piglit's primitive-restart
955 * test which calls glPrimitiveRestartNV() inside glBegin/End. The
956 * first time we call glPrimitiveRestartNV() Piglit's API dispatch
957 * code will try to resolve the function by calling wglGetProcAddress.
958 * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
959 * will fail causing the test to fail. By suppressing the error, the
960 * assertion passes and the test continues.
961 */
962 SET_Flush(table, nop_glFlush);
963 #endif
964 }
965 return table;
966 }
967
968 /**
969 * Creates a minimal dispatch table for use within glBegin()/glEnd().
970 *
971 * This ensures that we generate GL_INVALID_OPERATION errors from most
972 * functions, since the set of functions that are valid within Begin/End is
973 * very small.
974 *
975 * From the GL 1.0 specification section 2.6.3, "GL Commands within
976 * Begin/End"
977 *
978 * "The only GL commands that are allowed within any Begin/End pairs are
979 * the commands for specifying vertex coordinates, vertex color, normal
980 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
981 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
982 * commands for specifying lighting material parameters (Material
983 * commands see section 2.12.2), display list invocation commands
984 * (CallList and CallLists see section 5.4), and the EdgeFlag
985 * command. Executing Begin after Begin has already been executed but
986 * before an End is issued generates the INVALID OPERATION error, as does
987 * executing End without a previous corresponding Begin. Executing any
988 * other GL command within Begin/End results in the error INVALID
989 * OPERATION."
990 *
991 * The table entries for specifying vertex attributes are set up by
992 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
993 * are set by install_vtxfmt() as well.
994 */
995 static struct _glapi_table *
996 create_beginend_table(const struct gl_context *ctx)
997 {
998 struct _glapi_table *table;
999
1000 table = _mesa_alloc_dispatch_table();
1001 if (!table)
1002 return NULL;
1003
1004 /* Fill in functions which return a value, since they should return some
1005 * specific value even if they emit a GL_INVALID_OPERATION error from them
1006 * being called within glBegin()/glEnd().
1007 */
1008 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
1009
1010 COPY_DISPATCH(GenLists);
1011 COPY_DISPATCH(IsProgram);
1012 COPY_DISPATCH(IsVertexArray);
1013 COPY_DISPATCH(IsBuffer);
1014 COPY_DISPATCH(IsEnabled);
1015 COPY_DISPATCH(IsEnabledi);
1016 COPY_DISPATCH(IsRenderbuffer);
1017 COPY_DISPATCH(IsFramebuffer);
1018 COPY_DISPATCH(CheckFramebufferStatus);
1019 COPY_DISPATCH(RenderMode);
1020 COPY_DISPATCH(GetString);
1021 COPY_DISPATCH(GetStringi);
1022 COPY_DISPATCH(GetPointerv);
1023 COPY_DISPATCH(IsQuery);
1024 COPY_DISPATCH(IsSampler);
1025 COPY_DISPATCH(IsSync);
1026 COPY_DISPATCH(IsTexture);
1027 COPY_DISPATCH(IsTransformFeedback);
1028 COPY_DISPATCH(DeleteQueries);
1029 COPY_DISPATCH(AreTexturesResident);
1030 COPY_DISPATCH(FenceSync);
1031 COPY_DISPATCH(ClientWaitSync);
1032 COPY_DISPATCH(MapBuffer);
1033 COPY_DISPATCH(UnmapBuffer);
1034 COPY_DISPATCH(MapBufferRange);
1035 COPY_DISPATCH(ObjectPurgeableAPPLE);
1036 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
1037
1038 _mesa_loopback_init_api_table(ctx, table);
1039
1040 return table;
1041 }
1042
1043 void
1044 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
1045 {
1046 /* Do the code-generated setup of the exec table in api_exec.c. */
1047 _mesa_initialize_exec_table(ctx);
1048
1049 if (ctx->Save)
1050 _mesa_initialize_save_table(ctx);
1051 }
1052
1053 /**
1054 * Initialize a struct gl_context struct (rendering context).
1055 *
1056 * This includes allocating all the other structs and arrays which hang off of
1057 * the context by pointers.
1058 * Note that the driver needs to pass in its dd_function_table here since
1059 * we need to at least call driverFunctions->NewTextureObject to create the
1060 * default texture objects.
1061 *
1062 * Called by _mesa_create_context().
1063 *
1064 * Performs the imports and exports callback tables initialization, and
1065 * miscellaneous one-time initializations. If no shared context is supplied one
1066 * is allocated, and increase its reference count. Setups the GL API dispatch
1067 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1068 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1069 * for debug flags.
1070 *
1071 * \param ctx the context to initialize
1072 * \param api the GL API type to create the context for
1073 * \param visual describes the visual attributes for this context or NULL to
1074 * create a configless context
1075 * \param share_list points to context to share textures, display lists,
1076 * etc with, or NULL
1077 * \param driverFunctions table of device driver functions for this context
1078 * to use
1079 */
1080 GLboolean
1081 _mesa_initialize_context(struct gl_context *ctx,
1082 gl_api api,
1083 const struct gl_config *visual,
1084 struct gl_context *share_list,
1085 const struct dd_function_table *driverFunctions)
1086 {
1087 struct gl_shared_state *shared;
1088 int i;
1089
1090 assert(driverFunctions->NewTextureObject);
1091 assert(driverFunctions->FreeTextureImageBuffer);
1092
1093 ctx->API = api;
1094 ctx->DrawBuffer = NULL;
1095 ctx->ReadBuffer = NULL;
1096 ctx->WinSysDrawBuffer = NULL;
1097 ctx->WinSysReadBuffer = NULL;
1098
1099 if (visual) {
1100 ctx->Visual = *visual;
1101 ctx->HasConfig = GL_TRUE;
1102 }
1103 else {
1104 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1105 ctx->HasConfig = GL_FALSE;
1106 }
1107
1108 if (_mesa_is_desktop_gl(ctx)) {
1109 _mesa_override_gl_version(ctx);
1110 }
1111
1112 /* misc one-time initializations */
1113 one_time_init(ctx);
1114
1115 /* Plug in driver functions and context pointer here.
1116 * This is important because when we call alloc_shared_state() below
1117 * we'll call ctx->Driver.NewTextureObject() to create the default
1118 * textures.
1119 */
1120 ctx->Driver = *driverFunctions;
1121
1122 if (share_list) {
1123 /* share state with another context */
1124 shared = share_list->Shared;
1125 }
1126 else {
1127 /* allocate new, unshared state */
1128 shared = _mesa_alloc_shared_state(ctx);
1129 if (!shared)
1130 return GL_FALSE;
1131 }
1132
1133 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1134
1135 if (!init_attrib_groups( ctx ))
1136 goto fail;
1137
1138 /* setup the API dispatch tables with all nop functions */
1139 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1140 if (!ctx->OutsideBeginEnd)
1141 goto fail;
1142 ctx->Exec = ctx->OutsideBeginEnd;
1143 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1144
1145 ctx->FragmentProgram._MaintainTexEnvProgram
1146 = (getenv("MESA_TEX_PROG") != NULL);
1147
1148 ctx->VertexProgram._MaintainTnlProgram
1149 = (getenv("MESA_TNL_PROG") != NULL);
1150 if (ctx->VertexProgram._MaintainTnlProgram) {
1151 /* this is required... */
1152 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1153 }
1154
1155 /* Mesa core handles all the formats that mesa core knows about.
1156 * Drivers will want to override this list with just the formats
1157 * they can handle, and confirm that appropriate fallbacks exist in
1158 * _mesa_choose_tex_format().
1159 */
1160 memset(&ctx->TextureFormatSupported, GL_TRUE,
1161 sizeof(ctx->TextureFormatSupported));
1162
1163 switch (ctx->API) {
1164 case API_OPENGL_COMPAT:
1165 ctx->BeginEnd = create_beginend_table(ctx);
1166 ctx->Save = _mesa_alloc_dispatch_table();
1167 if (!ctx->BeginEnd || !ctx->Save)
1168 goto fail;
1169
1170 /* fall-through */
1171 case API_OPENGL_CORE:
1172 break;
1173 case API_OPENGLES:
1174 /**
1175 * GL_OES_texture_cube_map says
1176 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1177 */
1178 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1179 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1180 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1181 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1182 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1183 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1184 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1185 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1186 }
1187 break;
1188 case API_OPENGLES2:
1189 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1190 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1191 break;
1192 }
1193
1194 ctx->FirstTimeCurrent = GL_TRUE;
1195
1196 return GL_TRUE;
1197
1198 fail:
1199 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1200 free(ctx->BeginEnd);
1201 free(ctx->OutsideBeginEnd);
1202 free(ctx->Save);
1203 return GL_FALSE;
1204 }
1205
1206
1207 /**
1208 * Allocate and initialize a struct gl_context structure.
1209 * Note that the driver needs to pass in its dd_function_table here since
1210 * we need to at least call driverFunctions->NewTextureObject to initialize
1211 * the rendering context.
1212 *
1213 * \param api the GL API type to create the context for
1214 * \param visual a struct gl_config pointer (we copy the struct contents) or
1215 * NULL to create a configless context
1216 * \param share_list another context to share display lists with or NULL
1217 * \param driverFunctions points to the dd_function_table into which the
1218 * driver has plugged in all its special functions.
1219 *
1220 * \return pointer to a new __struct gl_contextRec or NULL if error.
1221 */
1222 struct gl_context *
1223 _mesa_create_context(gl_api api,
1224 const struct gl_config *visual,
1225 struct gl_context *share_list,
1226 const struct dd_function_table *driverFunctions)
1227 {
1228 struct gl_context *ctx;
1229
1230 ctx = calloc(1, sizeof(struct gl_context));
1231 if (!ctx)
1232 return NULL;
1233
1234 if (_mesa_initialize_context(ctx, api, visual, share_list,
1235 driverFunctions)) {
1236 return ctx;
1237 }
1238 else {
1239 free(ctx);
1240 return NULL;
1241 }
1242 }
1243
1244
1245 /**
1246 * Free the data associated with the given context.
1247 *
1248 * But doesn't free the struct gl_context struct itself.
1249 *
1250 * \sa _mesa_initialize_context() and init_attrib_groups().
1251 */
1252 void
1253 _mesa_free_context_data( struct gl_context *ctx )
1254 {
1255 if (!_mesa_get_current_context()){
1256 /* No current context, but we may need one in order to delete
1257 * texture objs, etc. So temporarily bind the context now.
1258 */
1259 _mesa_make_current(ctx, NULL, NULL);
1260 }
1261
1262 /* unreference WinSysDraw/Read buffers */
1263 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1264 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1265 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1266 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1267
1268 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1269 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1270 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1271
1272 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL);
1273 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1274
1275 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1276 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1277 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1278
1279 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1280 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1281
1282 _mesa_free_attrib_data(ctx);
1283 _mesa_free_buffer_objects(ctx);
1284 _mesa_free_eval_data( ctx );
1285 _mesa_free_texture_data( ctx );
1286 _mesa_free_matrix_data( ctx );
1287 _mesa_free_viewport_data( ctx );
1288 _mesa_free_pipeline_data(ctx);
1289 _mesa_free_program_data(ctx);
1290 _mesa_free_shader_state(ctx);
1291 _mesa_free_queryobj_data(ctx);
1292 _mesa_free_sync_data(ctx);
1293 _mesa_free_varray_data(ctx);
1294 _mesa_free_transform_feedback(ctx);
1295 _mesa_free_performance_monitors(ctx);
1296
1297 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1298 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1299 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1300 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1301
1302 /* free dispatch tables */
1303 free(ctx->BeginEnd);
1304 free(ctx->OutsideBeginEnd);
1305 free(ctx->Save);
1306
1307 /* Shared context state (display lists, textures, etc) */
1308 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1309
1310 /* needs to be after freeing shared state */
1311 _mesa_free_display_list_data(ctx);
1312
1313 _mesa_free_errors_data(ctx);
1314
1315 free((void *)ctx->Extensions.String);
1316
1317 free(ctx->VersionString);
1318
1319 /* unbind the context if it's currently bound */
1320 if (ctx == _mesa_get_current_context()) {
1321 _mesa_make_current(NULL, NULL, NULL);
1322 }
1323 }
1324
1325
1326 /**
1327 * Destroy a struct gl_context structure.
1328 *
1329 * \param ctx GL context.
1330 *
1331 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1332 */
1333 void
1334 _mesa_destroy_context( struct gl_context *ctx )
1335 {
1336 if (ctx) {
1337 _mesa_free_context_data(ctx);
1338 free( (void *) ctx );
1339 }
1340 }
1341
1342
1343 /**
1344 * Copy attribute groups from one context to another.
1345 *
1346 * \param src source context
1347 * \param dst destination context
1348 * \param mask bitwise OR of GL_*_BIT flags
1349 *
1350 * According to the bits specified in \p mask, copies the corresponding
1351 * attributes from \p src into \p dst. For many of the attributes a simple \c
1352 * memcpy is not enough due to the existence of internal pointers in their data
1353 * structures.
1354 */
1355 void
1356 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1357 GLuint mask )
1358 {
1359 if (mask & GL_ACCUM_BUFFER_BIT) {
1360 /* OK to memcpy */
1361 dst->Accum = src->Accum;
1362 }
1363 if (mask & GL_COLOR_BUFFER_BIT) {
1364 /* OK to memcpy */
1365 dst->Color = src->Color;
1366 }
1367 if (mask & GL_CURRENT_BIT) {
1368 /* OK to memcpy */
1369 dst->Current = src->Current;
1370 }
1371 if (mask & GL_DEPTH_BUFFER_BIT) {
1372 /* OK to memcpy */
1373 dst->Depth = src->Depth;
1374 }
1375 if (mask & GL_ENABLE_BIT) {
1376 /* no op */
1377 }
1378 if (mask & GL_EVAL_BIT) {
1379 /* OK to memcpy */
1380 dst->Eval = src->Eval;
1381 }
1382 if (mask & GL_FOG_BIT) {
1383 /* OK to memcpy */
1384 dst->Fog = src->Fog;
1385 }
1386 if (mask & GL_HINT_BIT) {
1387 /* OK to memcpy */
1388 dst->Hint = src->Hint;
1389 }
1390 if (mask & GL_LIGHTING_BIT) {
1391 GLuint i;
1392 /* begin with memcpy */
1393 dst->Light = src->Light;
1394 /* fixup linked lists to prevent pointer insanity */
1395 make_empty_list( &(dst->Light.EnabledList) );
1396 for (i = 0; i < MAX_LIGHTS; i++) {
1397 if (dst->Light.Light[i].Enabled) {
1398 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1399 }
1400 }
1401 }
1402 if (mask & GL_LINE_BIT) {
1403 /* OK to memcpy */
1404 dst->Line = src->Line;
1405 }
1406 if (mask & GL_LIST_BIT) {
1407 /* OK to memcpy */
1408 dst->List = src->List;
1409 }
1410 if (mask & GL_PIXEL_MODE_BIT) {
1411 /* OK to memcpy */
1412 dst->Pixel = src->Pixel;
1413 }
1414 if (mask & GL_POINT_BIT) {
1415 /* OK to memcpy */
1416 dst->Point = src->Point;
1417 }
1418 if (mask & GL_POLYGON_BIT) {
1419 /* OK to memcpy */
1420 dst->Polygon = src->Polygon;
1421 }
1422 if (mask & GL_POLYGON_STIPPLE_BIT) {
1423 /* Use loop instead of memcpy due to problem with Portland Group's
1424 * C compiler. Reported by John Stone.
1425 */
1426 GLuint i;
1427 for (i = 0; i < 32; i++) {
1428 dst->PolygonStipple[i] = src->PolygonStipple[i];
1429 }
1430 }
1431 if (mask & GL_SCISSOR_BIT) {
1432 /* OK to memcpy */
1433 dst->Scissor = src->Scissor;
1434 }
1435 if (mask & GL_STENCIL_BUFFER_BIT) {
1436 /* OK to memcpy */
1437 dst->Stencil = src->Stencil;
1438 }
1439 if (mask & GL_TEXTURE_BIT) {
1440 /* Cannot memcpy because of pointers */
1441 _mesa_copy_texture_state(src, dst);
1442 }
1443 if (mask & GL_TRANSFORM_BIT) {
1444 /* OK to memcpy */
1445 dst->Transform = src->Transform;
1446 }
1447 if (mask & GL_VIEWPORT_BIT) {
1448 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1449 unsigned i;
1450 for (i = 0; i < src->Const.MaxViewports; i++) {
1451 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1452 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1453 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1454 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1455 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1456 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1457 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1458 &src->ViewportArray[i]._WindowMap);
1459 }
1460 }
1461
1462 /* XXX FIXME: Call callbacks?
1463 */
1464 dst->NewState = _NEW_ALL;
1465 dst->NewDriverState = ~0;
1466 }
1467
1468
1469 /**
1470 * Check if the given context can render into the given framebuffer
1471 * by checking visual attributes.
1472 *
1473 * Most of these tests could go away because Mesa is now pretty flexible
1474 * in terms of mixing rendering contexts with framebuffers. As long
1475 * as RGB vs. CI mode agree, we're probably good.
1476 *
1477 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1478 */
1479 static GLboolean
1480 check_compatible(const struct gl_context *ctx,
1481 const struct gl_framebuffer *buffer)
1482 {
1483 const struct gl_config *ctxvis = &ctx->Visual;
1484 const struct gl_config *bufvis = &buffer->Visual;
1485
1486 if (buffer == _mesa_get_incomplete_framebuffer())
1487 return GL_TRUE;
1488
1489 #if 0
1490 /* disabling this fixes the fgl_glxgears pbuffer demo */
1491 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1492 return GL_FALSE;
1493 #endif
1494 if (ctxvis->stereoMode && !bufvis->stereoMode)
1495 return GL_FALSE;
1496 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1497 return GL_FALSE;
1498 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1499 return GL_FALSE;
1500 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1501 return GL_FALSE;
1502 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1503 return GL_FALSE;
1504 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1505 return GL_FALSE;
1506 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1507 return GL_FALSE;
1508 #if 0
1509 /* disabled (see bug 11161) */
1510 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1511 return GL_FALSE;
1512 #endif
1513 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1514 return GL_FALSE;
1515
1516 return GL_TRUE;
1517 }
1518
1519
1520 /**
1521 * Check if the viewport/scissor size has not yet been initialized.
1522 * Initialize the size if the given width and height are non-zero.
1523 */
1524 void
1525 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1526 {
1527 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1528 unsigned i;
1529
1530 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1531 * potential infinite recursion.
1532 */
1533 ctx->ViewportInitialized = GL_TRUE;
1534
1535 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1536 * yet, so just initialize all of them.
1537 */
1538 for (i = 0; i < MAX_VIEWPORTS; i++) {
1539 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1540 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1541 }
1542 }
1543 }
1544
1545 static void
1546 handle_first_current(struct gl_context *ctx)
1547 {
1548 GLenum buffer;
1549 GLint bufferIndex;
1550
1551 if (ctx->Version == 0) {
1552 /* probably in the process of tearing down the context */
1553 return;
1554 }
1555
1556 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1557
1558 check_context_limits(ctx);
1559
1560 /* According to GL_MESA_configless_context the default value of
1561 * glDrawBuffers depends on the config of the first surface it is bound to.
1562 * For GLES it is always GL_BACK which has a magic interpretation */
1563 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1564 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1565 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1566 buffer = GL_BACK;
1567 else
1568 buffer = GL_FRONT;
1569
1570 _mesa_drawbuffers(ctx, 1, &buffer, NULL /* destMask */);
1571 }
1572
1573 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1574 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1575 buffer = GL_BACK;
1576 bufferIndex = BUFFER_BACK_LEFT;
1577 }
1578 else {
1579 buffer = GL_FRONT;
1580 bufferIndex = BUFFER_FRONT_LEFT;
1581 }
1582
1583 _mesa_readbuffer(ctx, buffer, bufferIndex);
1584 }
1585 }
1586
1587 /* We can use this to help debug user's problems. Tell them to set
1588 * the MESA_INFO env variable before running their app. Then the
1589 * first time each context is made current we'll print some useful
1590 * information.
1591 */
1592 if (getenv("MESA_INFO")) {
1593 _mesa_print_info(ctx);
1594 }
1595 }
1596
1597 /**
1598 * Bind the given context to the given drawBuffer and readBuffer and
1599 * make it the current context for the calling thread.
1600 * We'll render into the drawBuffer and read pixels from the
1601 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1602 *
1603 * We check that the context's and framebuffer's visuals are compatible
1604 * and return immediately if they're not.
1605 *
1606 * \param newCtx the new GL context. If NULL then there will be no current GL
1607 * context.
1608 * \param drawBuffer the drawing framebuffer
1609 * \param readBuffer the reading framebuffer
1610 */
1611 GLboolean
1612 _mesa_make_current( struct gl_context *newCtx,
1613 struct gl_framebuffer *drawBuffer,
1614 struct gl_framebuffer *readBuffer )
1615 {
1616 GET_CURRENT_CONTEXT(curCtx);
1617
1618 if (MESA_VERBOSE & VERBOSE_API)
1619 _mesa_debug(newCtx, "_mesa_make_current()\n");
1620
1621 /* Check that the context's and framebuffer's visuals are compatible.
1622 */
1623 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1624 if (!check_compatible(newCtx, drawBuffer)) {
1625 _mesa_warning(newCtx,
1626 "MakeCurrent: incompatible visuals for context and drawbuffer");
1627 return GL_FALSE;
1628 }
1629 }
1630 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1631 if (!check_compatible(newCtx, readBuffer)) {
1632 _mesa_warning(newCtx,
1633 "MakeCurrent: incompatible visuals for context and readbuffer");
1634 return GL_FALSE;
1635 }
1636 }
1637
1638 if (curCtx &&
1639 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1640 /* make sure this context is valid for flushing */
1641 curCtx != newCtx &&
1642 curCtx->Const.ContextReleaseBehavior ==
1643 GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
1644 _mesa_flush(curCtx);
1645
1646 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1647 _glapi_set_context((void *) newCtx);
1648 assert(_mesa_get_current_context() == newCtx);
1649
1650 if (!newCtx) {
1651 _glapi_set_dispatch(NULL); /* none current */
1652 }
1653 else {
1654 _glapi_set_dispatch(newCtx->CurrentDispatch);
1655
1656 if (drawBuffer && readBuffer) {
1657 assert(_mesa_is_winsys_fbo(drawBuffer));
1658 assert(_mesa_is_winsys_fbo(readBuffer));
1659 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1660 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1661
1662 /*
1663 * Only set the context's Draw/ReadBuffer fields if they're NULL
1664 * or not bound to a user-created FBO.
1665 */
1666 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1667 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1668 /* Update the FBO's list of drawbuffers/renderbuffers.
1669 * For winsys FBOs this comes from the GL state (which may have
1670 * changed since the last time this FBO was bound).
1671 */
1672 _mesa_update_draw_buffers(newCtx);
1673 }
1674 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1675 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1676 }
1677
1678 /* XXX only set this flag if we're really changing the draw/read
1679 * framebuffer bindings.
1680 */
1681 newCtx->NewState |= _NEW_BUFFERS;
1682
1683 if (drawBuffer) {
1684 _mesa_check_init_viewport(newCtx,
1685 drawBuffer->Width, drawBuffer->Height);
1686 }
1687 }
1688
1689 if (newCtx->FirstTimeCurrent) {
1690 handle_first_current(newCtx);
1691 newCtx->FirstTimeCurrent = GL_FALSE;
1692 }
1693 }
1694
1695 return GL_TRUE;
1696 }
1697
1698
1699 /**
1700 * Make context 'ctx' share the display lists, textures and programs
1701 * that are associated with 'ctxToShare'.
1702 * Any display lists, textures or programs associated with 'ctx' will
1703 * be deleted if nobody else is sharing them.
1704 */
1705 GLboolean
1706 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1707 {
1708 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1709 struct gl_shared_state *oldShared = NULL;
1710
1711 /* save ref to old state to prevent it from being deleted immediately */
1712 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1713
1714 /* update ctx's Shared pointer */
1715 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1716
1717 update_default_objects(ctx);
1718
1719 /* release the old shared state */
1720 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1721
1722 return GL_TRUE;
1723 }
1724 else {
1725 return GL_FALSE;
1726 }
1727 }
1728
1729
1730
1731 /**
1732 * \return pointer to the current GL context for this thread.
1733 *
1734 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1735 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1736 * context.h.
1737 */
1738 struct gl_context *
1739 _mesa_get_current_context( void )
1740 {
1741 return (struct gl_context *) _glapi_get_context();
1742 }
1743
1744
1745 /**
1746 * Get context's current API dispatch table.
1747 *
1748 * It'll either be the immediate-mode execute dispatcher or the display list
1749 * compile dispatcher.
1750 *
1751 * \param ctx GL context.
1752 *
1753 * \return pointer to dispatch_table.
1754 *
1755 * Simply returns __struct gl_contextRec::CurrentDispatch.
1756 */
1757 struct _glapi_table *
1758 _mesa_get_dispatch(struct gl_context *ctx)
1759 {
1760 return ctx->CurrentDispatch;
1761 }
1762
1763 /*@}*/
1764
1765
1766 /**********************************************************************/
1767 /** \name Miscellaneous functions */
1768 /**********************************************************************/
1769 /*@{*/
1770
1771 /**
1772 * Record an error.
1773 *
1774 * \param ctx GL context.
1775 * \param error error code.
1776 *
1777 * Records the given error code and call the driver's dd_function_table::Error
1778 * function if defined.
1779 *
1780 * \sa
1781 * This is called via _mesa_error().
1782 */
1783 void
1784 _mesa_record_error(struct gl_context *ctx, GLenum error)
1785 {
1786 if (!ctx)
1787 return;
1788
1789 if (ctx->ErrorValue == GL_NO_ERROR) {
1790 ctx->ErrorValue = error;
1791 }
1792 }
1793
1794
1795 /**
1796 * Flush commands and wait for completion.
1797 */
1798 void
1799 _mesa_finish(struct gl_context *ctx)
1800 {
1801 FLUSH_VERTICES( ctx, 0 );
1802 FLUSH_CURRENT( ctx, 0 );
1803 if (ctx->Driver.Finish) {
1804 ctx->Driver.Finish(ctx);
1805 }
1806 }
1807
1808
1809 /**
1810 * Flush commands.
1811 */
1812 void
1813 _mesa_flush(struct gl_context *ctx)
1814 {
1815 FLUSH_VERTICES( ctx, 0 );
1816 FLUSH_CURRENT( ctx, 0 );
1817 if (ctx->Driver.Flush) {
1818 ctx->Driver.Flush(ctx);
1819 }
1820 }
1821
1822
1823
1824 /**
1825 * Execute glFinish().
1826 *
1827 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1828 * dd_function_table::Finish driver callback, if not NULL.
1829 */
1830 void GLAPIENTRY
1831 _mesa_Finish(void)
1832 {
1833 GET_CURRENT_CONTEXT(ctx);
1834 ASSERT_OUTSIDE_BEGIN_END(ctx);
1835 _mesa_finish(ctx);
1836 }
1837
1838
1839 /**
1840 * Execute glFlush().
1841 *
1842 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1843 * dd_function_table::Flush driver callback, if not NULL.
1844 */
1845 void GLAPIENTRY
1846 _mesa_Flush(void)
1847 {
1848 GET_CURRENT_CONTEXT(ctx);
1849 ASSERT_OUTSIDE_BEGIN_END(ctx);
1850 _mesa_flush(ctx);
1851 }
1852
1853
1854 /*
1855 * ARB_blend_func_extended - ERRORS section
1856 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1857 * implicitly calls Begin if any draw buffer has a blend function requiring the
1858 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1859 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1860 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1861 */
1862 static GLboolean
1863 _mesa_check_blend_func_error(struct gl_context *ctx)
1864 {
1865 GLuint i;
1866 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1867 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1868 i++) {
1869 if (ctx->Color.Blend[i]._UsesDualSrc) {
1870 _mesa_error(ctx, GL_INVALID_OPERATION,
1871 "dual source blend on illegal attachment");
1872 return GL_FALSE;
1873 }
1874 }
1875 return GL_TRUE;
1876 }
1877
1878 static bool
1879 shader_linked_or_absent(struct gl_context *ctx,
1880 const struct gl_shader_program *shProg,
1881 bool *shader_present, const char *where)
1882 {
1883 if (shProg) {
1884 *shader_present = true;
1885
1886 if (!shProg->LinkStatus) {
1887 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
1888 return false;
1889 }
1890 #if 0 /* not normally enabled */
1891 {
1892 char errMsg[100];
1893 if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
1894 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1895 shProg->Name, errMsg);
1896 }
1897 }
1898 #endif
1899 }
1900
1901 return true;
1902 }
1903
1904 /**
1905 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1906 * is called to see if it's valid to render. This involves checking that
1907 * the current shader is valid and the framebuffer is complete.
1908 * It also check the current pipeline object is valid if any.
1909 * If an error is detected it'll be recorded here.
1910 * \return GL_TRUE if OK to render, GL_FALSE if not
1911 */
1912 GLboolean
1913 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1914 {
1915 unsigned i;
1916
1917 /* This depends on having up to date derived state (shaders) */
1918 if (ctx->NewState)
1919 _mesa_update_state(ctx);
1920
1921 if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
1922 bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
1923
1924 for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
1925 if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
1926 &from_glsl_shader[i], where))
1927 return GL_FALSE;
1928 }
1929
1930 /* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly
1931 * shaders. Don't check state related to those.
1932 */
1933 } else {
1934 bool has_vertex_shader = false;
1935 bool has_fragment_shader = false;
1936
1937 /* In OpenGL Compatibility Profile, there is only vertex shader and
1938 * fragment shader. We take this path also for API_OPENGLES because
1939 * optimizing that path would make the other (more common) paths
1940 * slightly slower.
1941 */
1942 if (!shader_linked_or_absent(ctx,
1943 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX],
1944 &has_vertex_shader, where))
1945 return GL_FALSE;
1946
1947 if (!shader_linked_or_absent(ctx,
1948 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
1949 &has_fragment_shader, where))
1950 return GL_FALSE;
1951
1952 /* Any shader stages that are not supplied by the GLSL shader and have
1953 * assembly shaders enabled must now be validated.
1954 */
1955 if (!has_vertex_shader
1956 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1957 _mesa_error(ctx, GL_INVALID_OPERATION,
1958 "%s(vertex program not valid)", where);
1959 return GL_FALSE;
1960 }
1961
1962 if (!has_fragment_shader) {
1963 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1964 _mesa_error(ctx, GL_INVALID_OPERATION,
1965 "%s(fragment program not valid)", where);
1966 return GL_FALSE;
1967 }
1968
1969 /* If drawing to integer-valued color buffers, there must be an
1970 * active fragment shader (GL_EXT_texture_integer).
1971 */
1972 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1973 _mesa_error(ctx, GL_INVALID_OPERATION,
1974 "%s(integer format but no fragment shader)", where);
1975 return GL_FALSE;
1976 }
1977 }
1978 }
1979
1980 /* A pipeline object is bound */
1981 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1982 /* Error message will be printed inside _mesa_validate_program_pipeline.
1983 */
1984 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader, GL_TRUE)) {
1985 return GL_FALSE;
1986 }
1987 }
1988
1989 /* If a program is active and SSO not in use, check if validation of
1990 * samplers succeeded for the active program. */
1991 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
1992 char errMsg[100];
1993 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
1994 errMsg, 100)) {
1995 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
1996 return GL_FALSE;
1997 }
1998 }
1999
2000 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2001 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
2002 "%s(incomplete framebuffer)", where);
2003 return GL_FALSE;
2004 }
2005
2006 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
2007 return GL_FALSE;
2008 }
2009
2010 #ifdef DEBUG
2011 if (ctx->_Shader->Flags & GLSL_LOG) {
2012 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
2013 gl_shader_stage i;
2014
2015 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2016 if (shProg[i] == NULL || shProg[i]->_Used
2017 || shProg[i]->_LinkedShaders[i] == NULL)
2018 continue;
2019
2020 /* This is the first time this shader is being used.
2021 * Append shader's constants/uniforms to log file.
2022 *
2023 * Only log data for the program target that matches the shader
2024 * target. It's possible to have a program bound to the vertex
2025 * shader target that also supplied a fragment shader. If that
2026 * program isn't also bound to the fragment shader target we don't
2027 * want to log its fragment data.
2028 */
2029 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
2030 }
2031
2032 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2033 if (shProg[i] != NULL)
2034 shProg[i]->_Used = GL_TRUE;
2035 }
2036 }
2037 #endif
2038
2039 return GL_TRUE;
2040 }
2041
2042
2043 /*@}*/