#include "program/prog_print.h"
#include "math/m_matrix.h"
#include "main/dispatch.h" /* for _gloffset_COUNT */
+#include "uniforms.h"
#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
- /* CheckArrayBounds is overriden by drivers/x11 for X server */
- consts->CheckArrayBounds = GL_FALSE;
+ /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
+ * gl_VertexID is implemented using a native hardware register with OpenGL
+ * semantics.
+ */
+ consts->VertexID_is_zero_based = false;
/* GL_ARB_draw_buffers */
consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
/* Shading language version */
- if (api == API_OPENGL_COMPAT || api == API_OPENGL_CORE) {
- consts->GLSLVersion = 120;
- _mesa_override_glsl_version(consts);
- }
- else if (api == API_OPENGLES2) {
- consts->GLSLVersion = 100;
- }
- else if (api == API_OPENGLES) {
- consts->GLSLVersion = 0; /* GLSL not supported */
- }
+ consts->GLSLVersion = 120;
+ _mesa_override_glsl_version(consts);
+
+#ifdef DEBUG
+ consts->GenerateTemporaryNames = true;
+#else
+ consts->GenerateTemporaryNames = false;
+#endif
/* GL_ARB_framebuffer_object */
consts->MaxSamples = 0;
+ /* GLSL default if NativeIntegers == FALSE */
+ consts->UniformBooleanTrue = FLT_AS_UINT(1.0f);
+
/* GL_ARB_sync */
consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
/* GL_ARB_robustness */
consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
- /* PrimitiveRestart */
- consts->PrimitiveRestartInSoftware = GL_FALSE;
-
/* ES 3.0 or ARB_ES3_compatibility */
consts->MaxElementIndex = 0xffffffffu;
/** GL_ARB_gpu_shader5 */
consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
+
+ /** GL_KHR_context_flush_control */
+ consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
}
static void
check_context_limits(struct gl_context *ctx)
{
+ (void) ctx;
+
/* check that we don't exceed the size of various bitfields */
assert(VARYING_SLOT_MAX <=
(8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
/**
- * Allocate and initialize a new dispatch table.
+ * Special no-op glFlush, see below.
+ */
+#if defined(_WIN32)
+static void GLAPIENTRY
+nop_glFlush(void)
+{
+ /* don't record an error like we do in _mesa_generic_nop() */
+}
+#endif
+
+
+extern void (*__glapi_noop_table[])(void);
+
+
+/**
+ * Allocate and initialize a new dispatch table. All the dispatch
+ * function pointers will point at the _mesa_generic_nop() function
+ * which raises GL_INVALID_OPERATION.
*/
struct _glapi_table *
-_mesa_alloc_dispatch_table()
+_mesa_alloc_dispatch_table(void)
{
/* 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
_glapi_proc *entry = (_glapi_proc *) table;
GLint i;
for (i = 0; i < numEntries; i++) {
+#if defined(_WIN32)
+ /* FIXME: This will not generate an error, but at least it won't
+ * corrupt the stack like _mesa_generic_nop does. */
+ entry[i] = __glapi_noop_table[i];
+#else
entry[i] = (_glapi_proc) _mesa_generic_nop;
+#endif
}
+
+#if defined(_WIN32)
+ /* This is a special case for Windows in the event that
+ * wglGetProcAddress is called between glBegin/End().
+ *
+ * The MS opengl32.dll library apparently calls glFlush from
+ * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
+ * will dispatch to _mesa_generic_nop() and we'll generate a
+ * GL_INVALID_OPERATION error.
+ *
+ * The specific case which hits this is piglit's primitive-restart
+ * test which calls glPrimitiveRestartNV() inside glBegin/End. The
+ * first time we call glPrimitiveRestartNV() Piglit's API dispatch
+ * code will try to resolve the function by calling wglGetProcAddress.
+ * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
+ * will fail causing the test to fail. By suppressing the error, the
+ * assertion passes and the test continues.
+ */
+ SET_Flush(table, nop_glFlush);
+#endif
}
return table;
}
ctx->CurrentDispatch = ctx->OutsideBeginEnd;
ctx->FragmentProgram._MaintainTexEnvProgram
- = (_mesa_getenv("MESA_TEX_PROG") != NULL);
+ = (getenv("MESA_TEX_PROG") != NULL);
ctx->VertexProgram._MaintainTnlProgram
- = (_mesa_getenv("MESA_TNL_PROG") != NULL);
+ = (getenv("MESA_TNL_PROG") != NULL);
if (ctx->VertexProgram._MaintainTnlProgram) {
/* this is required... */
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
GLenum buffer;
GLint bufferIndex;
- assert(ctx->Version > 0);
+ if (ctx->Version == 0) {
+ /* probably in the process of tearing down the context */
+ return;
+ }
ctx->Extensions.String = _mesa_make_extension_string(ctx);
* first time each context is made current we'll print some useful
* information.
*/
- if (_mesa_getenv("MESA_INFO")) {
+ if (getenv("MESA_INFO")) {
_mesa_print_info(ctx);
}
}
}
if (curCtx &&
- (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
+ (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
/* make sure this context is valid for flushing */
- curCtx != newCtx)
+ curCtx != newCtx &&
+ curCtx->Const.ContextReleaseBehavior ==
+ GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
_mesa_flush(curCtx);
/* We used to call _glapi_check_multithread() here. Now do it in drivers */
}
}
+ /* If a program is active and SSO not in use, check if validation of
+ * samplers succeeded for the active program. */
+ if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
+ char errMsg[100];
+ if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
+ errMsg, 100)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
+ return GL_FALSE;
+ }
+ }
+
if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
_mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
"%s(incomplete framebuffer)", where);