mesa: move _mesa_valid_to_render() to api_validate.c
[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 "bbox.h"
87 #include "blend.h"
88 #include "buffers.h"
89 #include "bufferobj.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "debug_output.h"
94 #include "depth.h"
95 #include "dlist.h"
96 #include "eval.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "formats.h"
102 #include "framebuffer.h"
103 #include "hint.h"
104 #include "hash.h"
105 #include "light.h"
106 #include "lines.h"
107 #include "macros.h"
108 #include "matrix.h"
109 #include "multisample.h"
110 #include "performance_monitor.h"
111 #include "pipelineobj.h"
112 #include "pixel.h"
113 #include "pixelstore.h"
114 #include "points.h"
115 #include "polygon.h"
116 #include "queryobj.h"
117 #include "syncobj.h"
118 #include "rastpos.h"
119 #include "remap.h"
120 #include "scissor.h"
121 #include "shared.h"
122 #include "shaderobj.h"
123 #include "shaderimage.h"
124 #include "util/strtod.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "texstate.h"
128 #include "transformfeedback.h"
129 #include "mtypes.h"
130 #include "varray.h"
131 #include "version.h"
132 #include "viewport.h"
133 #include "program/program.h"
134 #include "math/m_matrix.h"
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136 #include "macros.h"
137
138 #ifdef USE_SPARC_ASM
139 #include "sparc/sparc.h"
140 #endif
141
142 #include "compiler/glsl_types.h"
143 #include "compiler/glsl/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 * One-time initialization mutex lock.
341 *
342 * \sa Used by one_time_init().
343 */
344 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
345
346
347 /**
348 * Calls all the various one-time-fini functions in Mesa
349 */
350
351 static void
352 one_time_fini(void)
353 {
354 _mesa_destroy_shader_compiler();
355 _mesa_locale_fini();
356 }
357
358 /**
359 * Calls all the various one-time-init functions in Mesa.
360 *
361 * While holding a global mutex lock, calls several initialization functions,
362 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
363 * defined.
364 *
365 * \sa _math_init().
366 */
367 static void
368 one_time_init( struct gl_context *ctx )
369 {
370 static GLbitfield api_init_mask = 0x0;
371
372 mtx_lock(&OneTimeLock);
373
374 /* truly one-time init */
375 if (!api_init_mask) {
376 GLuint i;
377
378 STATIC_ASSERT(sizeof(GLbyte) == 1);
379 STATIC_ASSERT(sizeof(GLubyte) == 1);
380 STATIC_ASSERT(sizeof(GLshort) == 2);
381 STATIC_ASSERT(sizeof(GLushort) == 2);
382 STATIC_ASSERT(sizeof(GLint) == 4);
383 STATIC_ASSERT(sizeof(GLuint) == 4);
384
385 _mesa_locale_init();
386
387 _mesa_one_time_init_extension_overrides();
388
389 _mesa_get_cpu_features();
390
391 for (i = 0; i < 256; i++) {
392 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
393 }
394
395 atexit(one_time_fini);
396
397 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
398 if (MESA_VERBOSE != 0) {
399 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
400 PACKAGE_VERSION, __DATE__, __TIME__);
401 }
402 #endif
403 }
404
405 /* per-API one-time init */
406 if (!(api_init_mask & (1 << ctx->API))) {
407 _mesa_init_remap_table();
408 }
409
410 api_init_mask |= 1 << ctx->API;
411
412 mtx_unlock(&OneTimeLock);
413 }
414
415
416 /**
417 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
418 */
419 static void
420 _mesa_init_current(struct gl_context *ctx)
421 {
422 GLuint i;
423
424 /* Init all to (0,0,0,1) */
425 for (i = 0; i < ARRAY_SIZE(ctx->Current.Attrib); i++) {
426 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
427 }
428
429 /* redo special cases: */
430 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
431 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
432 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
433 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
434 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
435 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
436 }
437
438
439 /**
440 * Init vertex/fragment/geometry program limits.
441 * Important: drivers should override these with actual limits.
442 */
443 static void
444 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
445 struct gl_program_constants *prog)
446 {
447 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
448 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
449 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
450 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
451 prog->MaxTemps = MAX_PROGRAM_TEMPS;
452 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
453 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
454 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
455
456 switch (stage) {
457 case MESA_SHADER_VERTEX:
458 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
459 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
460 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
461 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
462 prog->MaxInputComponents = 0; /* value not used */
463 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
464 break;
465 case MESA_SHADER_FRAGMENT:
466 prog->MaxParameters = MAX_FRAGMENT_PROGRAM_PARAMS;
467 prog->MaxAttribs = MAX_FRAGMENT_PROGRAM_INPUTS;
468 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
469 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
470 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
471 prog->MaxOutputComponents = 0; /* value not used */
472 break;
473 case MESA_SHADER_TESS_CTRL:
474 case MESA_SHADER_TESS_EVAL:
475 case MESA_SHADER_GEOMETRY:
476 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
477 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
478 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
479 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
480 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
481 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
482 break;
483 case MESA_SHADER_COMPUTE:
484 prog->MaxParameters = 0; /* not meaningful for compute shaders */
485 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
486 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
487 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
488 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
489 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
490 break;
491 default:
492 assert(0 && "Bad shader stage in init_program_limits()");
493 }
494
495 /* Set the native limits to zero. This implies that there is no native
496 * support for shaders. Let the drivers fill in the actual values.
497 */
498 prog->MaxNativeInstructions = 0;
499 prog->MaxNativeAluInstructions = 0;
500 prog->MaxNativeTexInstructions = 0;
501 prog->MaxNativeTexIndirections = 0;
502 prog->MaxNativeAttribs = 0;
503 prog->MaxNativeTemps = 0;
504 prog->MaxNativeAddressRegs = 0;
505 prog->MaxNativeParameters = 0;
506
507 /* Set GLSL datatype range/precision info assuming IEEE float values.
508 * Drivers should override these defaults as needed.
509 */
510 prog->MediumFloat.RangeMin = 127;
511 prog->MediumFloat.RangeMax = 127;
512 prog->MediumFloat.Precision = 23;
513 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
514
515 /* Assume ints are stored as floats for now, since this is the least-common
516 * denominator. The OpenGL ES spec implies (page 132) that the precision
517 * of integer types should be 0. Practically speaking, IEEE
518 * single-precision floating point values can only store integers in the
519 * range [-0x01000000, 0x01000000] without loss of precision.
520 */
521 prog->MediumInt.RangeMin = 24;
522 prog->MediumInt.RangeMax = 24;
523 prog->MediumInt.Precision = 0;
524 prog->LowInt = prog->HighInt = prog->MediumInt;
525
526 prog->MaxUniformBlocks = 12;
527 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
528 consts->MaxUniformBlockSize / 4 *
529 prog->MaxUniformBlocks);
530
531 prog->MaxAtomicBuffers = 0;
532 prog->MaxAtomicCounters = 0;
533
534 prog->MaxShaderStorageBlocks = 8;
535 }
536
537
538 /**
539 * Initialize fields of gl_constants (aka ctx->Const.*).
540 * Use defaults from config.h. The device drivers will often override
541 * some of these values (such as number of texture units).
542 */
543 void
544 _mesa_init_constants(struct gl_constants *consts, gl_api api)
545 {
546 int i;
547 assert(consts);
548
549 /* Constants, may be overriden (usually only reduced) by device drivers */
550 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
551 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
552 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
553 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
554 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
555 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
556 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
557 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
558 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
559 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
560 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
561 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
562 consts->MaxTextureBufferSize = 65536;
563 consts->TextureBufferOffsetAlignment = 1;
564 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
565 consts->SubPixelBits = SUB_PIXEL_BITS;
566 consts->MinPointSize = MIN_POINT_SIZE;
567 consts->MaxPointSize = MAX_POINT_SIZE;
568 consts->MinPointSizeAA = MIN_POINT_SIZE;
569 consts->MaxPointSizeAA = MAX_POINT_SIZE;
570 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
571 consts->MinLineWidth = MIN_LINE_WIDTH;
572 consts->MaxLineWidth = MAX_LINE_WIDTH;
573 consts->MinLineWidthAA = MIN_LINE_WIDTH;
574 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
575 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
576 consts->MaxClipPlanes = 6;
577 consts->MaxLights = MAX_LIGHTS;
578 consts->MaxShininess = 128.0;
579 consts->MaxSpotExponent = 128.0;
580 consts->MaxViewportWidth = 16384;
581 consts->MaxViewportHeight = 16384;
582 consts->MinMapBufferAlignment = 64;
583
584 /* Driver must override these values if ARB_viewport_array is supported. */
585 consts->MaxViewports = 1;
586 consts->ViewportSubpixelBits = 0;
587 consts->ViewportBounds.Min = 0;
588 consts->ViewportBounds.Max = 0;
589
590 /** GL_ARB_uniform_buffer_object */
591 consts->MaxCombinedUniformBlocks = 36;
592 consts->MaxUniformBufferBindings = 36;
593 consts->MaxUniformBlockSize = 16384;
594 consts->UniformBufferOffsetAlignment = 1;
595
596 /** GL_ARB_shader_storage_buffer_object */
597 consts->MaxCombinedShaderStorageBlocks = 8;
598 consts->MaxShaderStorageBufferBindings = 8;
599 consts->MaxShaderStorageBlockSize = 128 * 1024 * 1024; /* 2^27 */
600 consts->ShaderStorageBufferOffsetAlignment = 256;
601
602 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
603 consts->MaxUserAssignableUniformLocations =
604 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
605
606 for (i = 0; i < MESA_SHADER_STAGES; i++)
607 init_program_limits(consts, i, &consts->Program[i]);
608
609 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
610 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
611
612 /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
613 * gl_VertexID is implemented using a native hardware register with OpenGL
614 * semantics.
615 */
616 consts->VertexID_is_zero_based = false;
617
618 /* GL_ARB_draw_buffers */
619 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
620
621 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
622 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
623
624 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
625 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
626 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
627 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
628 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
629 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
630
631 /* Shading language version */
632 consts->GLSLVersion = 120;
633 _mesa_override_glsl_version(consts);
634
635 #ifdef DEBUG
636 consts->GenerateTemporaryNames = true;
637 #else
638 consts->GenerateTemporaryNames = false;
639 #endif
640
641 /* GL_ARB_framebuffer_object */
642 consts->MaxSamples = 0;
643
644 /* GLSL default if NativeIntegers == FALSE */
645 consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u;
646
647 /* GL_ARB_sync */
648 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
649
650 /* GL_EXT_provoking_vertex */
651 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
652
653 /** GL_ARB_viewport_array */
654 consts->LayerAndVPIndexProvokingVertex = GL_UNDEFINED_VERTEX;
655
656 /* GL_EXT_transform_feedback */
657 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
658 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
659 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
660 consts->MaxVertexStreams = 1;
661
662 /* GL 3.2 */
663 consts->ProfileMask = api == API_OPENGL_CORE
664 ? GL_CONTEXT_CORE_PROFILE_BIT
665 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
666
667 /* GL 4.4 */
668 consts->MaxVertexAttribStride = 2048;
669
670 /** GL_EXT_gpu_shader4 */
671 consts->MinProgramTexelOffset = -8;
672 consts->MaxProgramTexelOffset = 7;
673
674 /* GL_ARB_texture_gather */
675 consts->MinProgramTextureGatherOffset = -8;
676 consts->MaxProgramTextureGatherOffset = 7;
677
678 /* GL_ARB_robustness */
679 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
680
681 /* ES 3.0 or ARB_ES3_compatibility */
682 consts->MaxElementIndex = 0xffffffffu;
683
684 /* GL_ARB_texture_multisample */
685 consts->MaxColorTextureSamples = 1;
686 consts->MaxDepthTextureSamples = 1;
687 consts->MaxIntegerSamples = 1;
688
689 /* GL_ARB_shader_atomic_counters */
690 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
691 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
692 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
693 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
694
695 /* GL_ARB_vertex_attrib_binding */
696 consts->MaxVertexAttribRelativeOffset = 2047;
697 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
698
699 /* GL_ARB_compute_shader */
700 consts->MaxComputeWorkGroupCount[0] = 65535;
701 consts->MaxComputeWorkGroupCount[1] = 65535;
702 consts->MaxComputeWorkGroupCount[2] = 65535;
703 consts->MaxComputeWorkGroupSize[0] = 1024;
704 consts->MaxComputeWorkGroupSize[1] = 1024;
705 consts->MaxComputeWorkGroupSize[2] = 64;
706 /* Enables compute support for GLES 3.1 if >= 128 */
707 consts->MaxComputeWorkGroupInvocations = 0;
708
709 /** GL_ARB_gpu_shader5 */
710 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
711 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
712
713 /** GL_KHR_context_flush_control */
714 consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
715
716 /** GL_ARB_tessellation_shader */
717 consts->MaxTessGenLevel = MAX_TESS_GEN_LEVEL;
718 consts->MaxPatchVertices = MAX_PATCH_VERTICES;
719 consts->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
720 consts->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
721 consts->MaxTessPatchComponents = MAX_TESS_PATCH_COMPONENTS;
722 consts->MaxTessControlTotalOutputComponents = MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS;
723 consts->PrimitiveRestartForPatches = false;
724 }
725
726
727 /**
728 * Do some sanity checks on the limits/constants for the given context.
729 * Only called the first time a context is bound.
730 */
731 static void
732 check_context_limits(struct gl_context *ctx)
733 {
734 (void) ctx;
735
736 /* check that we don't exceed the size of various bitfields */
737 assert(VARYING_SLOT_MAX <=
738 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
739 assert(VARYING_SLOT_MAX <=
740 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
741
742 /* shader-related checks */
743 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
744 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
745
746 /* Texture unit checks */
747 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
748 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
749 assert(ctx->Const.MaxTextureCoordUnits > 0);
750 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
751 assert(ctx->Const.MaxTextureUnits > 0);
752 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
753 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
754 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
755 ctx->Const.MaxTextureCoordUnits));
756 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
757 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
758 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
759 /* number of coord units cannot be greater than number of image units */
760 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
761
762
763 /* Texture size checks */
764 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
765 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
766 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
767 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
768
769 /* Texture level checks */
770 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
771 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
772
773 /* Max texture size should be <= max viewport size (render to texture) */
774 assert((1U << (ctx->Const.MaxTextureLevels - 1))
775 <= ctx->Const.MaxViewportWidth);
776 assert((1U << (ctx->Const.MaxTextureLevels - 1))
777 <= ctx->Const.MaxViewportHeight);
778
779 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
780
781 /* if this fails, add more enum values to gl_buffer_index */
782 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
783
784 /* XXX probably add more tests */
785 }
786
787
788 /**
789 * Initialize the attribute groups in a GL context.
790 *
791 * \param ctx GL context.
792 *
793 * Initializes all the attributes, calling the respective <tt>init*</tt>
794 * functions for the more complex data structures.
795 */
796 static GLboolean
797 init_attrib_groups(struct gl_context *ctx)
798 {
799 assert(ctx);
800
801 /* Constants */
802 _mesa_init_constants(&ctx->Const, ctx->API);
803
804 /* Extensions */
805 _mesa_init_extensions(&ctx->Extensions);
806
807 /* Attribute Groups */
808 _mesa_init_accum( ctx );
809 _mesa_init_attrib( ctx );
810 _mesa_init_bbox( ctx );
811 _mesa_init_buffer_objects( ctx );
812 _mesa_init_color( ctx );
813 _mesa_init_current( ctx );
814 _mesa_init_depth( ctx );
815 _mesa_init_debug( ctx );
816 _mesa_init_debug_output( ctx );
817 _mesa_init_display_list( ctx );
818 _mesa_init_eval( ctx );
819 _mesa_init_fbobjects( ctx );
820 _mesa_init_feedback( ctx );
821 _mesa_init_fog( ctx );
822 _mesa_init_hint( ctx );
823 _mesa_init_image_units( 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 /* XXX this is temporary and should be removed at some point in the
885 * future when there's a reasonable expectation that the libGL library
886 * contains the _glapi_new_nop_table() and _glapi_set_nop_handler()
887 * functions which were added in Mesa 10.6.
888 */
889 #if !defined(_WIN32)
890 /* Avoid libGL / driver ABI break */
891 #define USE_GLAPI_NOP_FEATURES 0
892 #else
893 #define USE_GLAPI_NOP_FEATURES 1
894 #endif
895
896
897 /**
898 * This function is called by the glapi no-op functions. For each OpenGL
899 * function/entrypoint there's a simple no-op function. These "no-op"
900 * functions call this function.
901 *
902 * If there's a current OpenGL context for the calling thread, we record a
903 * GL_INVALID_OPERATION error. This can happen either because the app's
904 * calling an unsupported extension function, or calling an illegal function
905 * (such as glClear between glBegin/glEnd).
906 *
907 * If there's no current OpenGL context for the calling thread, we can
908 * print a message to stderr.
909 *
910 * \param name the name of the OpenGL function
911 */
912 #if USE_GLAPI_NOP_FEATURES
913 static void
914 nop_handler(const char *name)
915 {
916 GET_CURRENT_CONTEXT(ctx);
917 if (ctx) {
918 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid call)", name);
919 }
920 #if defined(DEBUG)
921 else if (getenv("MESA_DEBUG") || getenv("LIBGL_DEBUG")) {
922 fprintf(stderr,
923 "GL User Error: gl%s called without a rendering context\n",
924 name);
925 fflush(stderr);
926 }
927 #endif
928 }
929 #endif
930
931
932 /**
933 * Special no-op glFlush, see below.
934 */
935 #if defined(_WIN32)
936 static void GLAPIENTRY
937 nop_glFlush(void)
938 {
939 /* don't record an error like we do in nop_handler() */
940 }
941 #endif
942
943
944 #if !USE_GLAPI_NOP_FEATURES
945 static int
946 generic_nop(void)
947 {
948 GET_CURRENT_CONTEXT(ctx);
949 _mesa_error(ctx, GL_INVALID_OPERATION,
950 "unsupported function called "
951 "(unsupported extension or deprecated function?)");
952 return 0;
953 }
954 #endif
955
956
957 /**
958 * Create a new API dispatch table in which all entries point to the
959 * generic_nop() function. This will not work on Windows because of
960 * the __stdcall convention which requires the callee to clean up the
961 * call stack. That's impossible with one generic no-op function.
962 */
963 struct _glapi_table *
964 _mesa_new_nop_table(unsigned numEntries)
965 {
966 struct _glapi_table *table;
967
968 #if !USE_GLAPI_NOP_FEATURES
969 table = malloc(numEntries * sizeof(_glapi_proc));
970 if (table) {
971 _glapi_proc *entry = (_glapi_proc *) table;
972 unsigned i;
973 for (i = 0; i < numEntries; i++) {
974 entry[i] = (_glapi_proc) generic_nop;
975 }
976 }
977 #else
978 table = _glapi_new_nop_table(numEntries);
979 #endif
980 return table;
981 }
982
983
984 /**
985 * Allocate and initialize a new dispatch table. The table will be
986 * populated with pointers to "no-op" functions. In turn, the no-op
987 * functions will call nop_handler() above.
988 */
989 static struct _glapi_table *
990 alloc_dispatch_table(void)
991 {
992 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
993 * In practice, this'll be the same for stand-alone Mesa. But for DRI
994 * Mesa we do this to accommodate different versions of libGL and various
995 * DRI drivers.
996 */
997 int numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
998
999 struct _glapi_table *table = _mesa_new_nop_table(numEntries);
1000
1001 #if defined(_WIN32)
1002 if (table) {
1003 /* This is a special case for Windows in the event that
1004 * wglGetProcAddress is called between glBegin/End().
1005 *
1006 * The MS opengl32.dll library apparently calls glFlush from
1007 * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
1008 * will dispatch to _mesa_generic_nop() and we'll generate a
1009 * GL_INVALID_OPERATION error.
1010 *
1011 * The specific case which hits this is piglit's primitive-restart
1012 * test which calls glPrimitiveRestartNV() inside glBegin/End. The
1013 * first time we call glPrimitiveRestartNV() Piglit's API dispatch
1014 * code will try to resolve the function by calling wglGetProcAddress.
1015 * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
1016 * will fail causing the test to fail. By suppressing the error, the
1017 * assertion passes and the test continues.
1018 */
1019 SET_Flush(table, nop_glFlush);
1020 }
1021 #endif
1022
1023 #if USE_GLAPI_NOP_FEATURES
1024 _glapi_set_nop_handler(nop_handler);
1025 #endif
1026
1027 return table;
1028 }
1029
1030 /**
1031 * Creates a minimal dispatch table for use within glBegin()/glEnd().
1032 *
1033 * This ensures that we generate GL_INVALID_OPERATION errors from most
1034 * functions, since the set of functions that are valid within Begin/End is
1035 * very small.
1036 *
1037 * From the GL 1.0 specification section 2.6.3, "GL Commands within
1038 * Begin/End"
1039 *
1040 * "The only GL commands that are allowed within any Begin/End pairs are
1041 * the commands for specifying vertex coordinates, vertex color, normal
1042 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
1043 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
1044 * commands for specifying lighting material parameters (Material
1045 * commands see section 2.12.2), display list invocation commands
1046 * (CallList and CallLists see section 5.4), and the EdgeFlag
1047 * command. Executing Begin after Begin has already been executed but
1048 * before an End is issued generates the INVALID OPERATION error, as does
1049 * executing End without a previous corresponding Begin. Executing any
1050 * other GL command within Begin/End results in the error INVALID
1051 * OPERATION."
1052 *
1053 * The table entries for specifying vertex attributes are set up by
1054 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
1055 * are set by install_vtxfmt() as well.
1056 */
1057 static struct _glapi_table *
1058 create_beginend_table(const struct gl_context *ctx)
1059 {
1060 struct _glapi_table *table;
1061
1062 table = alloc_dispatch_table();
1063 if (!table)
1064 return NULL;
1065
1066 /* Fill in functions which return a value, since they should return some
1067 * specific value even if they emit a GL_INVALID_OPERATION error from them
1068 * being called within glBegin()/glEnd().
1069 */
1070 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
1071
1072 COPY_DISPATCH(GenLists);
1073 COPY_DISPATCH(IsProgram);
1074 COPY_DISPATCH(IsVertexArray);
1075 COPY_DISPATCH(IsBuffer);
1076 COPY_DISPATCH(IsEnabled);
1077 COPY_DISPATCH(IsEnabledi);
1078 COPY_DISPATCH(IsRenderbuffer);
1079 COPY_DISPATCH(IsFramebuffer);
1080 COPY_DISPATCH(CheckFramebufferStatus);
1081 COPY_DISPATCH(RenderMode);
1082 COPY_DISPATCH(GetString);
1083 COPY_DISPATCH(GetStringi);
1084 COPY_DISPATCH(GetPointerv);
1085 COPY_DISPATCH(IsQuery);
1086 COPY_DISPATCH(IsSampler);
1087 COPY_DISPATCH(IsSync);
1088 COPY_DISPATCH(IsTexture);
1089 COPY_DISPATCH(IsTransformFeedback);
1090 COPY_DISPATCH(DeleteQueries);
1091 COPY_DISPATCH(AreTexturesResident);
1092 COPY_DISPATCH(FenceSync);
1093 COPY_DISPATCH(ClientWaitSync);
1094 COPY_DISPATCH(MapBuffer);
1095 COPY_DISPATCH(UnmapBuffer);
1096 COPY_DISPATCH(MapBufferRange);
1097 COPY_DISPATCH(ObjectPurgeableAPPLE);
1098 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
1099
1100 _mesa_loopback_init_api_table(ctx, table);
1101
1102 return table;
1103 }
1104
1105 void
1106 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
1107 {
1108 /* Do the code-generated setup of the exec table in api_exec.c. */
1109 _mesa_initialize_exec_table(ctx);
1110
1111 if (ctx->Save)
1112 _mesa_initialize_save_table(ctx);
1113 }
1114
1115 /**
1116 * Initialize a struct gl_context struct (rendering context).
1117 *
1118 * This includes allocating all the other structs and arrays which hang off of
1119 * the context by pointers.
1120 * Note that the driver needs to pass in its dd_function_table here since
1121 * we need to at least call driverFunctions->NewTextureObject to create the
1122 * default texture objects.
1123 *
1124 * Called by _mesa_create_context().
1125 *
1126 * Performs the imports and exports callback tables initialization, and
1127 * miscellaneous one-time initializations. If no shared context is supplied one
1128 * is allocated, and increase its reference count. Setups the GL API dispatch
1129 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1130 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1131 * for debug flags.
1132 *
1133 * \param ctx the context to initialize
1134 * \param api the GL API type to create the context for
1135 * \param visual describes the visual attributes for this context or NULL to
1136 * create a configless context
1137 * \param share_list points to context to share textures, display lists,
1138 * etc with, or NULL
1139 * \param driverFunctions table of device driver functions for this context
1140 * to use
1141 */
1142 GLboolean
1143 _mesa_initialize_context(struct gl_context *ctx,
1144 gl_api api,
1145 const struct gl_config *visual,
1146 struct gl_context *share_list,
1147 const struct dd_function_table *driverFunctions)
1148 {
1149 struct gl_shared_state *shared;
1150 int i;
1151
1152 assert(driverFunctions->NewTextureObject);
1153 assert(driverFunctions->FreeTextureImageBuffer);
1154
1155 ctx->API = api;
1156 ctx->DrawBuffer = NULL;
1157 ctx->ReadBuffer = NULL;
1158 ctx->WinSysDrawBuffer = NULL;
1159 ctx->WinSysReadBuffer = NULL;
1160
1161 if (visual) {
1162 ctx->Visual = *visual;
1163 ctx->HasConfig = GL_TRUE;
1164 }
1165 else {
1166 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1167 ctx->HasConfig = GL_FALSE;
1168 }
1169
1170 _mesa_override_gl_version(ctx);
1171
1172 /* misc one-time initializations */
1173 one_time_init(ctx);
1174
1175 /* Plug in driver functions and context pointer here.
1176 * This is important because when we call alloc_shared_state() below
1177 * we'll call ctx->Driver.NewTextureObject() to create the default
1178 * textures.
1179 */
1180 ctx->Driver = *driverFunctions;
1181
1182 if (share_list) {
1183 /* share state with another context */
1184 shared = share_list->Shared;
1185 }
1186 else {
1187 /* allocate new, unshared state */
1188 shared = _mesa_alloc_shared_state(ctx);
1189 if (!shared)
1190 return GL_FALSE;
1191 }
1192
1193 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1194
1195 if (!init_attrib_groups( ctx ))
1196 goto fail;
1197
1198 /* setup the API dispatch tables with all nop functions */
1199 ctx->OutsideBeginEnd = alloc_dispatch_table();
1200 if (!ctx->OutsideBeginEnd)
1201 goto fail;
1202 ctx->Exec = ctx->OutsideBeginEnd;
1203 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1204
1205 ctx->FragmentProgram._MaintainTexEnvProgram
1206 = (getenv("MESA_TEX_PROG") != NULL);
1207
1208 ctx->VertexProgram._MaintainTnlProgram
1209 = (getenv("MESA_TNL_PROG") != NULL);
1210 if (ctx->VertexProgram._MaintainTnlProgram) {
1211 /* this is required... */
1212 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1213 }
1214
1215 /* Mesa core handles all the formats that mesa core knows about.
1216 * Drivers will want to override this list with just the formats
1217 * they can handle, and confirm that appropriate fallbacks exist in
1218 * _mesa_choose_tex_format().
1219 */
1220 memset(&ctx->TextureFormatSupported, GL_TRUE,
1221 sizeof(ctx->TextureFormatSupported));
1222
1223 switch (ctx->API) {
1224 case API_OPENGL_COMPAT:
1225 ctx->BeginEnd = create_beginend_table(ctx);
1226 ctx->Save = alloc_dispatch_table();
1227 if (!ctx->BeginEnd || !ctx->Save)
1228 goto fail;
1229
1230 /* fall-through */
1231 case API_OPENGL_CORE:
1232 break;
1233 case API_OPENGLES:
1234 /**
1235 * GL_OES_texture_cube_map says
1236 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1237 */
1238 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1239 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1240 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1241 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1242 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1243 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1244 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1245 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1246 }
1247 break;
1248 case API_OPENGLES2:
1249 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1250 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1251 break;
1252 }
1253
1254 ctx->FirstTimeCurrent = GL_TRUE;
1255
1256 return GL_TRUE;
1257
1258 fail:
1259 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1260 free(ctx->BeginEnd);
1261 free(ctx->OutsideBeginEnd);
1262 free(ctx->Save);
1263 return GL_FALSE;
1264 }
1265
1266
1267 /**
1268 * Free the data associated with the given context.
1269 *
1270 * But doesn't free the struct gl_context struct itself.
1271 *
1272 * \sa _mesa_initialize_context() and init_attrib_groups().
1273 */
1274 void
1275 _mesa_free_context_data( struct gl_context *ctx )
1276 {
1277 if (!_mesa_get_current_context()){
1278 /* No current context, but we may need one in order to delete
1279 * texture objs, etc. So temporarily bind the context now.
1280 */
1281 _mesa_make_current(ctx, NULL, NULL);
1282 }
1283
1284 /* unreference WinSysDraw/Read buffers */
1285 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1286 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1287 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1288 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1289
1290 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1291 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1292 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1293
1294 _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL);
1295 _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL);
1296 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1297
1298 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1299 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1300 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1301
1302 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1303 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1304
1305 _mesa_free_attrib_data(ctx);
1306 _mesa_free_buffer_objects(ctx);
1307 _mesa_free_eval_data( ctx );
1308 _mesa_free_texture_data( ctx );
1309 _mesa_free_matrix_data( ctx );
1310 _mesa_free_pipeline_data(ctx);
1311 _mesa_free_program_data(ctx);
1312 _mesa_free_shader_state(ctx);
1313 _mesa_free_queryobj_data(ctx);
1314 _mesa_free_sync_data(ctx);
1315 _mesa_free_varray_data(ctx);
1316 _mesa_free_transform_feedback(ctx);
1317 _mesa_free_performance_monitors(ctx);
1318
1319 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1320 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1321 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1322 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1323
1324 /* free dispatch tables */
1325 free(ctx->BeginEnd);
1326 free(ctx->OutsideBeginEnd);
1327 free(ctx->Save);
1328 free(ctx->ContextLost);
1329
1330 /* Shared context state (display lists, textures, etc) */
1331 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1332
1333 /* needs to be after freeing shared state */
1334 _mesa_free_display_list_data(ctx);
1335
1336 _mesa_free_errors_data(ctx);
1337
1338 free((void *)ctx->Extensions.String);
1339
1340 free(ctx->VersionString);
1341
1342 /* unbind the context if it's currently bound */
1343 if (ctx == _mesa_get_current_context()) {
1344 _mesa_make_current(NULL, NULL, NULL);
1345 }
1346 }
1347
1348
1349 /**
1350 * Destroy a struct gl_context structure.
1351 *
1352 * \param ctx GL context.
1353 *
1354 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1355 */
1356 void
1357 _mesa_destroy_context( struct gl_context *ctx )
1358 {
1359 if (ctx) {
1360 _mesa_free_context_data(ctx);
1361 free( (void *) ctx );
1362 }
1363 }
1364
1365
1366 /**
1367 * Copy attribute groups from one context to another.
1368 *
1369 * \param src source context
1370 * \param dst destination context
1371 * \param mask bitwise OR of GL_*_BIT flags
1372 *
1373 * According to the bits specified in \p mask, copies the corresponding
1374 * attributes from \p src into \p dst. For many of the attributes a simple \c
1375 * memcpy is not enough due to the existence of internal pointers in their data
1376 * structures.
1377 */
1378 void
1379 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1380 GLuint mask )
1381 {
1382 if (mask & GL_ACCUM_BUFFER_BIT) {
1383 /* OK to memcpy */
1384 dst->Accum = src->Accum;
1385 }
1386 if (mask & GL_COLOR_BUFFER_BIT) {
1387 /* OK to memcpy */
1388 dst->Color = src->Color;
1389 }
1390 if (mask & GL_CURRENT_BIT) {
1391 /* OK to memcpy */
1392 dst->Current = src->Current;
1393 }
1394 if (mask & GL_DEPTH_BUFFER_BIT) {
1395 /* OK to memcpy */
1396 dst->Depth = src->Depth;
1397 }
1398 if (mask & GL_ENABLE_BIT) {
1399 /* no op */
1400 }
1401 if (mask & GL_EVAL_BIT) {
1402 /* OK to memcpy */
1403 dst->Eval = src->Eval;
1404 }
1405 if (mask & GL_FOG_BIT) {
1406 /* OK to memcpy */
1407 dst->Fog = src->Fog;
1408 }
1409 if (mask & GL_HINT_BIT) {
1410 /* OK to memcpy */
1411 dst->Hint = src->Hint;
1412 }
1413 if (mask & GL_LIGHTING_BIT) {
1414 /* OK to memcpy */
1415 dst->Light = src->Light;
1416 }
1417 if (mask & GL_LINE_BIT) {
1418 /* OK to memcpy */
1419 dst->Line = src->Line;
1420 }
1421 if (mask & GL_LIST_BIT) {
1422 /* OK to memcpy */
1423 dst->List = src->List;
1424 }
1425 if (mask & GL_PIXEL_MODE_BIT) {
1426 /* OK to memcpy */
1427 dst->Pixel = src->Pixel;
1428 }
1429 if (mask & GL_POINT_BIT) {
1430 /* OK to memcpy */
1431 dst->Point = src->Point;
1432 }
1433 if (mask & GL_POLYGON_BIT) {
1434 /* OK to memcpy */
1435 dst->Polygon = src->Polygon;
1436 }
1437 if (mask & GL_POLYGON_STIPPLE_BIT) {
1438 /* Use loop instead of memcpy due to problem with Portland Group's
1439 * C compiler. Reported by John Stone.
1440 */
1441 GLuint i;
1442 for (i = 0; i < 32; i++) {
1443 dst->PolygonStipple[i] = src->PolygonStipple[i];
1444 }
1445 }
1446 if (mask & GL_SCISSOR_BIT) {
1447 /* OK to memcpy */
1448 dst->Scissor = src->Scissor;
1449 }
1450 if (mask & GL_STENCIL_BUFFER_BIT) {
1451 /* OK to memcpy */
1452 dst->Stencil = src->Stencil;
1453 }
1454 if (mask & GL_TEXTURE_BIT) {
1455 /* Cannot memcpy because of pointers */
1456 _mesa_copy_texture_state(src, dst);
1457 }
1458 if (mask & GL_TRANSFORM_BIT) {
1459 /* OK to memcpy */
1460 dst->Transform = src->Transform;
1461 }
1462 if (mask & GL_VIEWPORT_BIT) {
1463 unsigned i;
1464 for (i = 0; i < src->Const.MaxViewports; i++) {
1465 /* OK to memcpy */
1466 dst->ViewportArray[i] = src->ViewportArray[i];
1467 }
1468 }
1469
1470 /* XXX FIXME: Call callbacks?
1471 */
1472 dst->NewState = _NEW_ALL;
1473 dst->NewDriverState = ~0;
1474 }
1475
1476
1477 /**
1478 * Check if the given context can render into the given framebuffer
1479 * by checking visual attributes.
1480 *
1481 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1482 */
1483 static GLboolean
1484 check_compatible(const struct gl_context *ctx,
1485 const struct gl_framebuffer *buffer)
1486 {
1487 const struct gl_config *ctxvis = &ctx->Visual;
1488 const struct gl_config *bufvis = &buffer->Visual;
1489
1490 if (buffer == _mesa_get_incomplete_framebuffer())
1491 return GL_TRUE;
1492
1493 #define check_component(foo) \
1494 if (ctxvis->foo && bufvis->foo && \
1495 ctxvis->foo != bufvis->foo) \
1496 return GL_FALSE
1497
1498 check_component(redMask);
1499 check_component(greenMask);
1500 check_component(blueMask);
1501 check_component(depthBits);
1502 check_component(stencilBits);
1503
1504 #undef check_component
1505
1506 return GL_TRUE;
1507 }
1508
1509
1510 /**
1511 * Check if the viewport/scissor size has not yet been initialized.
1512 * Initialize the size if the given width and height are non-zero.
1513 */
1514 void
1515 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1516 {
1517 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1518 unsigned i;
1519
1520 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1521 * potential infinite recursion.
1522 */
1523 ctx->ViewportInitialized = GL_TRUE;
1524
1525 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1526 * yet, so just initialize all of them.
1527 */
1528 for (i = 0; i < MAX_VIEWPORTS; i++) {
1529 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1530 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1531 }
1532 }
1533 }
1534
1535 static void
1536 handle_first_current(struct gl_context *ctx)
1537 {
1538 if (ctx->Version == 0) {
1539 /* probably in the process of tearing down the context */
1540 return;
1541 }
1542
1543 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1544
1545 check_context_limits(ctx);
1546
1547 /* According to GL_MESA_configless_context the default value of
1548 * glDrawBuffers depends on the config of the first surface it is bound to.
1549 * For GLES it is always GL_BACK which has a magic interpretation */
1550 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1551 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1552 GLenum buffer;
1553
1554 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1555 buffer = GL_BACK;
1556 else
1557 buffer = GL_FRONT;
1558
1559 _mesa_drawbuffers(ctx, ctx->DrawBuffer, 1, &buffer,
1560 NULL /* destMask */);
1561 }
1562
1563 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1564 gl_buffer_index bufferIndex;
1565 GLenum buffer;
1566
1567 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1568 buffer = GL_BACK;
1569 bufferIndex = BUFFER_BACK_LEFT;
1570 }
1571 else {
1572 buffer = GL_FRONT;
1573 bufferIndex = BUFFER_FRONT_LEFT;
1574 }
1575
1576 _mesa_readbuffer(ctx, ctx->ReadBuffer, buffer, bufferIndex);
1577 }
1578 }
1579
1580 /* We can use this to help debug user's problems. Tell them to set
1581 * the MESA_INFO env variable before running their app. Then the
1582 * first time each context is made current we'll print some useful
1583 * information.
1584 */
1585 if (getenv("MESA_INFO")) {
1586 _mesa_print_info(ctx);
1587 }
1588 }
1589
1590 /**
1591 * Bind the given context to the given drawBuffer and readBuffer and
1592 * make it the current context for the calling thread.
1593 * We'll render into the drawBuffer and read pixels from the
1594 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1595 *
1596 * We check that the context's and framebuffer's visuals are compatible
1597 * and return immediately if they're not.
1598 *
1599 * \param newCtx the new GL context. If NULL then there will be no current GL
1600 * context.
1601 * \param drawBuffer the drawing framebuffer
1602 * \param readBuffer the reading framebuffer
1603 */
1604 GLboolean
1605 _mesa_make_current( struct gl_context *newCtx,
1606 struct gl_framebuffer *drawBuffer,
1607 struct gl_framebuffer *readBuffer )
1608 {
1609 GET_CURRENT_CONTEXT(curCtx);
1610
1611 if (MESA_VERBOSE & VERBOSE_API)
1612 _mesa_debug(newCtx, "_mesa_make_current()\n");
1613
1614 /* Check that the context's and framebuffer's visuals are compatible.
1615 */
1616 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1617 if (!check_compatible(newCtx, drawBuffer)) {
1618 _mesa_warning(newCtx,
1619 "MakeCurrent: incompatible visuals for context and drawbuffer");
1620 return GL_FALSE;
1621 }
1622 }
1623 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1624 if (!check_compatible(newCtx, readBuffer)) {
1625 _mesa_warning(newCtx,
1626 "MakeCurrent: incompatible visuals for context and readbuffer");
1627 return GL_FALSE;
1628 }
1629 }
1630
1631 if (curCtx &&
1632 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1633 /* make sure this context is valid for flushing */
1634 curCtx != newCtx &&
1635 curCtx->Const.ContextReleaseBehavior ==
1636 GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
1637 _mesa_flush(curCtx);
1638
1639 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1640 _glapi_set_context((void *) newCtx);
1641 assert(_mesa_get_current_context() == newCtx);
1642
1643 if (!newCtx) {
1644 _glapi_set_dispatch(NULL); /* none current */
1645 }
1646 else {
1647 _glapi_set_dispatch(newCtx->CurrentDispatch);
1648
1649 if (drawBuffer && readBuffer) {
1650 assert(_mesa_is_winsys_fbo(drawBuffer));
1651 assert(_mesa_is_winsys_fbo(readBuffer));
1652 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1653 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1654
1655 /*
1656 * Only set the context's Draw/ReadBuffer fields if they're NULL
1657 * or not bound to a user-created FBO.
1658 */
1659 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1660 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1661 /* Update the FBO's list of drawbuffers/renderbuffers.
1662 * For winsys FBOs this comes from the GL state (which may have
1663 * changed since the last time this FBO was bound).
1664 */
1665 _mesa_update_draw_buffers(newCtx);
1666 }
1667 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1668 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1669 /* In _mesa_initialize_window_framebuffer, for single-buffered
1670 * visuals, the ColorReadBuffer is set to be GL_FRONT, even with
1671 * GLES contexts. When calling read_buffer, we verify we are reading
1672 * from GL_BACK in is_legal_es3_readbuffer_enum. But the default is
1673 * incorrect, and certain dEQP tests check this. So fix it here.
1674 */
1675 if (_mesa_is_gles(newCtx) &&
1676 !newCtx->ReadBuffer->Visual.doubleBufferMode)
1677 if (newCtx->ReadBuffer->ColorReadBuffer == GL_FRONT)
1678 newCtx->ReadBuffer->ColorReadBuffer = GL_BACK;
1679 }
1680
1681 /* XXX only set this flag if we're really changing the draw/read
1682 * framebuffer bindings.
1683 */
1684 newCtx->NewState |= _NEW_BUFFERS;
1685
1686 if (drawBuffer) {
1687 _mesa_check_init_viewport(newCtx,
1688 drawBuffer->Width, drawBuffer->Height);
1689 }
1690 }
1691
1692 if (newCtx->FirstTimeCurrent) {
1693 handle_first_current(newCtx);
1694 newCtx->FirstTimeCurrent = GL_FALSE;
1695 }
1696 }
1697
1698 return GL_TRUE;
1699 }
1700
1701
1702 /**
1703 * Make context 'ctx' share the display lists, textures and programs
1704 * that are associated with 'ctxToShare'.
1705 * Any display lists, textures or programs associated with 'ctx' will
1706 * be deleted if nobody else is sharing them.
1707 */
1708 GLboolean
1709 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1710 {
1711 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1712 struct gl_shared_state *oldShared = NULL;
1713
1714 /* save ref to old state to prevent it from being deleted immediately */
1715 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1716
1717 /* update ctx's Shared pointer */
1718 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1719
1720 update_default_objects(ctx);
1721
1722 /* release the old shared state */
1723 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1724
1725 return GL_TRUE;
1726 }
1727 else {
1728 return GL_FALSE;
1729 }
1730 }
1731
1732
1733
1734 /**
1735 * \return pointer to the current GL context for this thread.
1736 *
1737 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1738 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1739 * context.h.
1740 */
1741 struct gl_context *
1742 _mesa_get_current_context( void )
1743 {
1744 return (struct gl_context *) _glapi_get_context();
1745 }
1746
1747
1748 /**
1749 * Get context's current API dispatch table.
1750 *
1751 * It'll either be the immediate-mode execute dispatcher or the display list
1752 * compile dispatcher.
1753 *
1754 * \param ctx GL context.
1755 *
1756 * \return pointer to dispatch_table.
1757 *
1758 * Simply returns __struct gl_contextRec::CurrentDispatch.
1759 */
1760 struct _glapi_table *
1761 _mesa_get_dispatch(struct gl_context *ctx)
1762 {
1763 return ctx->CurrentDispatch;
1764 }
1765
1766 /*@}*/
1767
1768
1769 /**********************************************************************/
1770 /** \name Miscellaneous functions */
1771 /**********************************************************************/
1772 /*@{*/
1773
1774 /**
1775 * Record an error.
1776 *
1777 * \param ctx GL context.
1778 * \param error error code.
1779 *
1780 * Records the given error code and call the driver's dd_function_table::Error
1781 * function if defined.
1782 *
1783 * \sa
1784 * This is called via _mesa_error().
1785 */
1786 void
1787 _mesa_record_error(struct gl_context *ctx, GLenum error)
1788 {
1789 if (!ctx)
1790 return;
1791
1792 if (ctx->ErrorValue == GL_NO_ERROR) {
1793 ctx->ErrorValue = error;
1794 }
1795 }
1796
1797
1798 /**
1799 * Flush commands and wait for completion.
1800 */
1801 void
1802 _mesa_finish(struct gl_context *ctx)
1803 {
1804 FLUSH_VERTICES( ctx, 0 );
1805 FLUSH_CURRENT( ctx, 0 );
1806 if (ctx->Driver.Finish) {
1807 ctx->Driver.Finish(ctx);
1808 }
1809 }
1810
1811
1812 /**
1813 * Flush commands.
1814 */
1815 void
1816 _mesa_flush(struct gl_context *ctx)
1817 {
1818 FLUSH_VERTICES( ctx, 0 );
1819 FLUSH_CURRENT( ctx, 0 );
1820 if (ctx->Driver.Flush) {
1821 ctx->Driver.Flush(ctx);
1822 }
1823 }
1824
1825
1826
1827 /**
1828 * Execute glFinish().
1829 *
1830 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1831 * dd_function_table::Finish driver callback, if not NULL.
1832 */
1833 void GLAPIENTRY
1834 _mesa_Finish(void)
1835 {
1836 GET_CURRENT_CONTEXT(ctx);
1837 ASSERT_OUTSIDE_BEGIN_END(ctx);
1838 _mesa_finish(ctx);
1839 }
1840
1841
1842 /**
1843 * Execute glFlush().
1844 *
1845 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1846 * dd_function_table::Flush driver callback, if not NULL.
1847 */
1848 void GLAPIENTRY
1849 _mesa_Flush(void)
1850 {
1851 GET_CURRENT_CONTEXT(ctx);
1852 ASSERT_OUTSIDE_BEGIN_END(ctx);
1853 _mesa_flush(ctx);
1854 }
1855
1856
1857
1858
1859 /*@}*/