#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
-#include "colortab.h"
#include "context.h"
#include "cpuinfo.h"
#include "debug.h"
#include "feedback.h"
#include "fog.h"
#include "framebuffer.h"
-#include "histogram.h"
#include "hint.h"
#include "hash.h"
#include "light.h"
#include "points.h"
#include "polygon.h"
#include "queryobj.h"
-#if FEATURE_ARB_sync
#include "syncobj.h"
-#endif
#include "rastpos.h"
#include "remap.h"
#include "scissor.h"
#include "shared.h"
+#include "shaderobj.h"
#include "simple_list.h"
#include "state.h"
#include "stencil.h"
#include "version.h"
#include "viewport.h"
#include "vtxfmt.h"
-#include "glapi/glthread.h"
-#include "glapi/glapitable.h"
-#include "shader/program.h"
-#include "shader/prog_print.h"
-#include "shader/shader_api.h"
+#include "program/program.h"
+#include "program/prog_print.h"
#if _HAVE_FULL_GL
#include "math/m_matrix.h"
#endif
#include "sparc/sparc.h"
#endif
+#include "glsl_parser_extras.h"
+#include <stdbool.h>
+
+
#ifndef MESA_VERBOSE
int MESA_VERBOSE = 0;
#endif
* We have to finish any pending rendering.
*/
void
-_mesa_notifySwapBuffers(__GLcontext *ctx)
+_mesa_notifySwapBuffers(struct gl_context *ctx)
{
if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
_mesa_debug(ctx, "SwapBuffers\n");
/*@{*/
/**
- * Allocates a GLvisual structure and initializes it via
+ * Allocates a struct gl_config structure and initializes it via
* _mesa_initialize_visual().
*
* \param dbFlag double buffering
* \param alphaBits same as above.
* \param numSamples not really used.
*
- * \return pointer to new GLvisual or NULL if requested parameters can't be
+ * \return pointer to new struct gl_config or NULL if requested parameters can't be
* met.
*
* \note Need to add params for level and numAuxBuffers (at least)
*/
-GLvisual *
+struct gl_config *
_mesa_create_visual( GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint accumAlphaBits,
GLint numSamples )
{
- GLvisual *vis = (GLvisual *) calloc(1, sizeof(GLvisual));
+ struct gl_config *vis = (struct gl_config *) calloc(1, sizeof(struct gl_config));
if (vis) {
if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
redBits, greenBits, blueBits, alphaBits,
/**
* Makes some sanity checks and fills in the fields of the
- * GLvisual object with the given parameters. If the caller needs
- * to set additional fields, he should just probably init the whole GLvisual
+ * struct gl_config object with the given parameters. If the caller needs
+ * to set additional fields, he should just probably init the whole struct gl_config
* object himself.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \sa _mesa_create_visual() above for the parameter description.
*/
GLboolean
-_mesa_initialize_visual( GLvisual *vis,
+_mesa_initialize_visual( struct gl_config *vis,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
vis->numAuxBuffers = 0;
vis->level = 0;
- vis->pixmapMode = 0;
vis->sampleBuffers = numSamples > 0 ? 1 : 0;
vis->samples = numSamples;
* Frees the visual structure.
*/
void
-_mesa_destroy_visual( GLvisual *vis )
+_mesa_destroy_visual( struct gl_config *vis )
{
free(vis);
}
static void
dummy_enum_func(void)
{
- gl_buffer_index bi;
- gl_colortable_index ci;
- gl_face_index fi;
- gl_frag_attrib fa;
- gl_frag_result fr;
- gl_texture_index ti;
- gl_vert_attrib va;
- gl_vert_result vr;
+ gl_buffer_index bi = BUFFER_FRONT_LEFT;
+ gl_face_index fi = FACE_POS_X;
+ gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
+ gl_frag_result fr = FRAG_RESULT_DEPTH;
+ gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
+ gl_vert_attrib va = VERT_ATTRIB_POS;
+ gl_vert_result vr = VERT_RESULT_HPOS;
+ gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
+ gl_geom_result gr = GEOM_RESULT_POS;
(void) bi;
- (void) ci;
(void) fi;
(void) fa;
(void) fr;
(void) ti;
(void) va;
(void) vr;
+ (void) ga;
+ (void) gr;
}
* \sa _math_init().
*/
static void
-one_time_init( GLcontext *ctx )
+one_time_init( struct gl_context *ctx )
{
static GLboolean alreadyCalled = GL_FALSE;
(void) ctx;
_mesa_get_cpu_features();
- _mesa_init_remap_table();
+ switch (ctx->API) {
+#if FEATURE_GL
+ case API_OPENGL:
+ _mesa_init_remap_table();
+ break;
+#endif
+#if FEATURE_ES1
+ case API_OPENGLES:
+ _mesa_init_remap_table_es1();
+ break;
+#endif
+#if FEATURE_ES2
+ case API_OPENGLES2:
+ _mesa_init_remap_table_es2();
+ break;
+#endif
+ default:
+ break;
+ }
_mesa_init_sqrt_table();
+ _mesa_init_get_hash(ctx);
for (i = 0; i < 256; i++) {
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
_glthread_UNLOCK_MUTEX(OneTimeLock);
+ /* Hopefully atexit() is widely available. If not, we may need some
+ * #ifdef tests here.
+ */
+ atexit(_mesa_destroy_shader_compiler);
+
dummy_enum_func();
}
* Initialize fields of gl_current_attrib (aka ctx->Current.*)
*/
static void
-_mesa_init_current(GLcontext *ctx)
+_mesa_init_current(struct gl_context *ctx)
{
GLuint i;
/**
- * Init vertex/fragment program limits.
+ * Init vertex/fragment/geometry program limits.
* Important: drivers should override these with actual limits.
*/
static void
prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
- if (type == GL_VERTEX_PROGRAM_ARB) {
+ switch (type) {
+ case GL_VERTEX_PROGRAM_ARB:
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
- }
- else {
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
+ break;
+ case MESA_GEOMETRY_PROGRAM:
+ prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
+ prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
+ prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
+
+ prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
+ prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
+ prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
+ prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
+ prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
+ prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
+ break;
+ default:
+ assert(0 && "Bad program type in init_program_limits()");
}
/* Set the native limits to zero. This implies that there is no native
* some of these values (such as number of texture units).
*/
static void
-_mesa_init_constants(GLcontext *ctx)
+_mesa_init_constants(struct gl_context *ctx)
{
assert(ctx);
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
- ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
- ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
ctx->Const.MaxLights = MAX_LIGHTS;
ctx->Const.MaxShininess = 128.0;
#endif
#if FEATURE_ARB_fragment_program
init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
+#endif
+#if FEATURE_ARB_geometry_shader4
+ init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
#endif
ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
ctx->Const.MaxVarying = MAX_VARYING;
#endif
+ /* Shading language version */
+ if (ctx->API == API_OPENGL) {
+#if FEATURE_ARB_shading_language_120
+ ctx->Const.GLSLVersion = 120;
+#else
+ ctx->Const.GLSLVersion = 110;
+#endif
+ }
+ else if (ctx->API == API_OPENGLES2) {
+ ctx->Const.GLSLVersion = 100;
+ }
+ else if (ctx->API == API_OPENGLES) {
+ ctx->Const.GLSLVersion = 0; /* GLSL not supported */
+ }
+
/* GL_ARB_framebuffer_object */
ctx->Const.MaxSamples = 0;
ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
+
+ /* GL 3.2: hard-coded for now: */
+ ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
}
* Only called the first time a context is bound.
*/
static void
-check_context_limits(GLcontext *ctx)
+check_context_limits(struct gl_context *ctx)
{
/* check that we don't exceed the size of various bitfields */
assert(VERT_RESULT_MAX <=
assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
+ /* if this fails, add more enum values to gl_buffer_index */
+ assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
+
/* XXX probably add more tests */
}
* functions for the more complex data structures.
*/
static GLboolean
-init_attrib_groups(GLcontext *ctx)
+init_attrib_groups(struct gl_context *ctx)
{
assert(ctx);
_mesa_init_attrib( ctx );
_mesa_init_buffer_objects( ctx );
_mesa_init_color( ctx );
- _mesa_init_colortables( ctx );
_mesa_init_current( ctx );
_mesa_init_depth( ctx );
_mesa_init_debug( ctx );
_mesa_init_fbobjects( ctx );
_mesa_init_feedback( ctx );
_mesa_init_fog( ctx );
- _mesa_init_histogram( ctx );
_mesa_init_hint( ctx );
_mesa_init_line( ctx );
_mesa_init_lighting( ctx );
_mesa_init_polygon( ctx );
_mesa_init_program( ctx );
_mesa_init_queryobj( ctx );
-#if FEATURE_ARB_sync
_mesa_init_sync( ctx );
-#endif
_mesa_init_rastpos( ctx );
_mesa_init_scissor( ctx );
_mesa_init_shader_state( ctx );
* state.
*/
static GLboolean
-update_default_objects(GLcontext *ctx)
+update_default_objects(struct gl_context *ctx)
{
assert(ctx);
/**
* Allocate and initialize a new dispatch table.
*/
-static struct _glapi_table *
-alloc_dispatch_table(void)
+struct _glapi_table *
+_mesa_alloc_dispatch_table(int size)
{
/* Find the larger of Mesa's dispatch table and libGL's dispatch table.
* In practice, this'll be the same for stand-alone Mesa. But for DRI
* DRI drivers.
*/
GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
- sizeof(struct _glapi_table) / sizeof(_glapi_proc));
+ size / sizeof(_glapi_proc));
struct _glapi_table *table =
(struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
if (table) {
/**
- * Initialize a GLcontext struct (rendering context).
+ * Initialize a struct gl_context struct (rendering context).
*
* This includes allocating all the other structs and arrays which hang off of
* the context by pointers.
* for debug flags.
*
* \param ctx the context to initialize
+ * \param api the GL API type to create the context for
* \param visual describes the visual attributes for this context
* \param share_list points to context to share textures, display lists,
* etc with, or NULL
* \param driverContext pointer to driver-specific context data
*/
GLboolean
-_mesa_initialize_context(GLcontext *ctx,
- const GLvisual *visual,
- GLcontext *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
+_mesa_initialize_context_for_api(struct gl_context *ctx,
+ gl_api api,
+ const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
{
struct gl_shared_state *shared;
+ int i;
/*ASSERT(driverContext);*/
assert(driverFunctions->NewTextureObject);
assert(driverFunctions->FreeTexImageData);
- /* misc one-time initializations */
- one_time_init(ctx);
-
+ ctx->API = api;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
ctx->WinSysDrawBuffer = NULL;
ctx->WinSysReadBuffer = NULL;
+ /* misc one-time initializations */
+ one_time_init(ctx);
+
/* Plug in driver functions and context pointer here.
* This is important because when we call alloc_shared_state() below
* we'll call ctx->Driver.NewTextureObject() to create the default
return GL_FALSE;
}
+#if FEATURE_dispatch
/* setup the API dispatch tables */
- ctx->Exec = alloc_dispatch_table();
- ctx->Save = alloc_dispatch_table();
- if (!ctx->Exec || !ctx->Save) {
+ switch (ctx->API) {
+#if FEATURE_GL
+ case API_OPENGL:
+ ctx->Exec = _mesa_create_exec_table();
+ break;
+#endif
+#if FEATURE_ES1
+ case API_OPENGLES:
+ ctx->Exec = _mesa_create_exec_table_es1();
+ break;
+#endif
+#if FEATURE_ES2
+ case API_OPENGLES2:
+ ctx->Exec = _mesa_create_exec_table_es2();
+ break;
+#endif
+ default:
+ _mesa_problem(ctx, "unknown or unsupported API");
+ break;
+ }
+
+ if (!ctx->Exec) {
_mesa_release_shared_state(ctx, ctx->Shared);
- if (ctx->Exec)
- free(ctx->Exec);
return GL_FALSE;
}
-#if FEATURE_dispatch
- _mesa_init_exec_table(ctx->Exec);
#endif
ctx->CurrentDispatch = ctx->Exec;
-#if FEATURE_dlist
- _mesa_init_save_table(ctx->Save);
- _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
-#endif
-
- /* Neutral tnl module stuff */
- _mesa_init_exec_vtxfmt( ctx );
- ctx->TnlModule.Current = NULL;
- ctx->TnlModule.SwapCount = 0;
-
ctx->FragmentProgram._MaintainTexEnvProgram
= (_mesa_getenv("MESA_TEX_PROG") != NULL);
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
}
-#if FEATURE_extra_context_init
- _mesa_initialize_context_extra(ctx);
+ switch (ctx->API) {
+ case API_OPENGL:
+#if FEATURE_dlist
+ ctx->Save = _mesa_create_save_table();
+ if (!ctx->Save) {
+ _mesa_release_shared_state(ctx, ctx->Shared);
+ free(ctx->Exec);
+ return GL_FALSE;
+ }
+
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
#endif
+ break;
+ case API_OPENGLES:
+ /**
+ * GL_OES_texture_cube_map says
+ * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
+ */
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+ texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
+ texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
+ texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
+ texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
+ texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
+ texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
+ }
+ break;
+ case API_OPENGLES2:
+ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
+ ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
+ ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
+ break;
+ }
ctx->FirstTimeCurrent = GL_TRUE;
return GL_TRUE;
}
+GLboolean
+_mesa_initialize_context(struct gl_context *ctx,
+ const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
+{
+ return _mesa_initialize_context_for_api(ctx,
+ API_OPENGL,
+ visual,
+ share_list,
+ driverFunctions,
+ driverContext);
+}
/**
- * Allocate and initialize a GLcontext structure.
+ * Allocate and initialize a struct gl_context structure.
* Note that the driver needs to pass in its dd_function_table here since
* we need to at least call driverFunctions->NewTextureObject to initialize
* the rendering context.
*
- * \param visual a GLvisual pointer (we copy the struct contents)
+ * \param api the GL API type to create the context for
+ * \param visual a struct gl_config pointer (we copy the struct contents)
* \param share_list another context to share display lists with or NULL
* \param driverFunctions points to the dd_function_table into which the
* driver has plugged in all its special functions.
* \param driverContext points to the device driver's private context state
*
- * \return pointer to a new __GLcontextRec or NULL if error.
+ * \return pointer to a new __struct gl_contextRec or NULL if error.
*/
-GLcontext *
-_mesa_create_context(const GLvisual *visual,
- GLcontext *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
+struct gl_context *
+_mesa_create_context_for_api(gl_api api,
+ const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
{
- GLcontext *ctx;
+ struct gl_context *ctx;
ASSERT(visual);
/*ASSERT(driverContext);*/
- ctx = (GLcontext *) calloc(1, sizeof(GLcontext));
+ ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
if (!ctx)
return NULL;
- if (_mesa_initialize_context(ctx, visual, share_list,
- driverFunctions, driverContext)) {
+ if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
+ driverFunctions, driverContext)) {
return ctx;
}
else {
}
}
+struct gl_context *
+_mesa_create_context(const struct gl_config *visual,
+ struct gl_context *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
+{
+ return _mesa_create_context_for_api(API_OPENGL, visual,
+ share_list,
+ driverFunctions,
+ driverContext);
+}
/**
* Free the data associated with the given context.
*
- * But doesn't free the GLcontext struct itself.
+ * But doesn't free the struct gl_context struct itself.
*
* \sa _mesa_initialize_context() and init_attrib_groups().
*/
void
-_mesa_free_context_data( GLcontext *ctx )
+_mesa_free_context_data( struct gl_context *ctx )
{
if (!_mesa_get_current_context()){
/* No current context, but we may need one in order to delete
_mesa_free_texture_data( ctx );
_mesa_free_matrix_data( ctx );
_mesa_free_viewport_data( ctx );
- _mesa_free_colortables_data( ctx );
_mesa_free_program_data(ctx);
_mesa_free_shader_state(ctx);
_mesa_free_queryobj_data(ctx);
-#if FEATURE_ARB_sync
_mesa_free_sync_data(ctx);
-#endif
_mesa_free_varray_data(ctx);
_mesa_free_transform_feedback(ctx);
/**
- * Destroy a GLcontext structure.
+ * Destroy a struct gl_context structure.
*
* \param ctx GL context.
*
- * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
+ * Calls _mesa_free_context_data() and frees the struct gl_context structure itself.
*/
void
-_mesa_destroy_context( GLcontext *ctx )
+_mesa_destroy_context( struct gl_context *ctx )
{
if (ctx) {
_mesa_free_context_data(ctx);
* structures.
*/
void
-_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
+_mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
{
if (mask & GL_ACCUM_BUFFER_BIT) {
/* OK to memcpy */
* \return GL_TRUE if compatible, GL_FALSE otherwise.
*/
static GLboolean
-check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
+check_compatible(const struct gl_context *ctx, const struct gl_framebuffer *buffer)
{
- const GLvisual *ctxvis = &ctx->Visual;
- const GLvisual *bufvis = &buffer->Visual;
+ const struct gl_config *ctxvis = &ctx->Visual;
+ const struct gl_config *bufvis = &buffer->Visual;
if (ctxvis == bufvis)
return GL_TRUE;
+ if (buffer == _mesa_get_incomplete_framebuffer())
+ return GL_TRUE;
+
#if 0
/* disabling this fixes the fgl_glxgears pbuffer demo */
if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
* Really, the device driver should totally take care of this.
*/
static void
-initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
+initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
{
GLuint width, height;
if (ctx->Driver.GetBufferSize) {
* Initialize the size if the given width and height are non-zero.
*/
void
-_mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
+_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
{
if (!ctx->ViewportInitialized && width > 0 && height > 0) {
/* Note: set flag here, before calling _mesa_set_viewport(), to prevent
* \param readBuffer the reading framebuffer
*/
GLboolean
-_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
- GLframebuffer *readBuffer )
+_mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer,
+ struct gl_framebuffer *readBuffer )
{
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(newCtx, "_mesa_make_current()\n");
if (newCtx->FirstTimeCurrent) {
_mesa_compute_version(newCtx);
+ newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
+
check_context_limits(newCtx);
/* We can use this to help debug user's problems. Tell them to set
* be deleted if nobody else is sharing them.
*/
GLboolean
-_mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
+_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
{
if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
struct gl_shared_state *oldSharedState = ctx->Shared;
* context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
* context.h.
*/
-GLcontext *
+struct gl_context *
_mesa_get_current_context( void )
{
- return (GLcontext *) _glapi_get_context();
+ return (struct gl_context *) _glapi_get_context();
}
*
* \return pointer to dispatch_table.
*
- * Simply returns __GLcontextRec::CurrentDispatch.
+ * Simply returns __struct gl_contextRec::CurrentDispatch.
*/
struct _glapi_table *
-_mesa_get_dispatch(GLcontext *ctx)
+_mesa_get_dispatch(struct gl_context *ctx)
{
return ctx->CurrentDispatch;
}
* This is called via _mesa_error().
*/
void
-_mesa_record_error(GLcontext *ctx, GLenum error)
+_mesa_record_error(struct gl_context *ctx, GLenum error)
{
if (!ctx)
return;
* Flush commands and wait for completion.
*/
void
-_mesa_finish(GLcontext *ctx)
+_mesa_finish(struct gl_context *ctx)
{
FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Finish) {
* Flush commands.
*/
void
-_mesa_flush(GLcontext *ctx)
+_mesa_flush(struct gl_context *ctx)
{
FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Flush) {
* Otherwise we default to MUL/MAD.
*/
void
-_mesa_set_mvp_with_dp4( GLcontext *ctx,
+_mesa_set_mvp_with_dp4( struct gl_context *ctx,
GLboolean flag )
{
ctx->mvp_with_dp4 = flag;
* \return GL_TRUE if OK to render, GL_FALSE if not
*/
GLboolean
-_mesa_valid_to_render(GLcontext *ctx, const char *where)
+_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
+ bool vert_from_glsl_shader = false;
+ bool geom_from_glsl_shader = false;
+ bool frag_from_glsl_shader = false;
+
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
if (ctx->Shader.CurrentProgram) {
+ struct gl_shader_program *const prog = ctx->Shader.CurrentProgram;
+
/* using shaders */
- if (!ctx->Shader.CurrentProgram->LinkStatus) {
+ if (!prog->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked), where");
+ "%s(shader not linked)", where);
return GL_FALSE;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
- if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
- errMsg)) {
+ if (!_mesa_validate_shader_program(ctx, prog, errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentProgram->Name, errMsg);
+ prog->Name, errMsg);
}
}
#endif
+
+ /* Figure out which shader stages are provided by the GLSL program. For
+ * any stages that are not provided, the corresponding assembly shader
+ * target will be validated below.
+ */
+ vert_from_glsl_shader =
+ prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL;
+ geom_from_glsl_shader =
+ prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL;
+ frag_from_glsl_shader =
+ prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL;
}
- else {
- if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(vertex program not valid)", where);
- return GL_FALSE;
- }
- if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(fragment program not valid)", where);
- return GL_FALSE;
- }
+
+
+ /* Any shader stages that are not supplied by the GLSL shader and have
+ * assembly shaders enabled must now be validated.
+ */
+ if (!vert_from_glsl_shader
+ && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(vertex program not valid)", where);
+ return GL_FALSE;
+ }
+
+ /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
+ * FINISHME: geometry program should validated here.
+ */
+ (void) geom_from_glsl_shader;
+
+ if (!frag_from_glsl_shader
+ && ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(fragment program not valid)", where);
+ return GL_FALSE;
}
if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {