#include "context.h"
#include "cpuinfo.h"
#include "debug.h"
+#include "debug_output.h"
#include "depth.h"
#include "dlist.h"
#include "eval.h"
#include "shared.h"
#include "shaderobj.h"
#include "shaderimage.h"
-#include "util/simple_list.h"
#include "util/strtod.h"
#include "state.h"
#include "stencil.h"
#include "sparc/sparc.h"
#endif
-#include "glsl_parser_extras.h"
+#include "compiler/glsl/glsl_parser_extras.h"
#include <stdbool.h>
/* per-API one-time init */
if (!(api_init_mask & (1 << ctx->API))) {
- _mesa_init_get_hash(ctx);
-
_mesa_init_remap_table();
}
consts->MaxLights = MAX_LIGHTS;
consts->MaxShininess = 128.0;
consts->MaxSpotExponent = 128.0;
- consts->MaxViewportWidth = MAX_VIEWPORT_WIDTH;
- consts->MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
+ consts->MaxViewportWidth = 16384;
+ consts->MaxViewportHeight = 16384;
consts->MinMapBufferAlignment = 64;
/* Driver must override these values if ARB_viewport_array is supported. */
consts->MaxComputeWorkGroupSize[0] = 1024;
consts->MaxComputeWorkGroupSize[1] = 1024;
consts->MaxComputeWorkGroupSize[2] = 64;
- consts->MaxComputeWorkGroupInvocations = 1024;
+ /* Enables compute support for GLES 3.1 if >= 128 */
+ consts->MaxComputeWorkGroupInvocations = 0;
/** GL_ARB_gpu_shader5 */
consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
consts->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
consts->MaxTessPatchComponents = MAX_TESS_PATCH_COMPONENTS;
consts->MaxTessControlTotalOutputComponents = MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS;
+ consts->PrimitiveRestartForPatches = false;
}
_mesa_init_current( ctx );
_mesa_init_depth( ctx );
_mesa_init_debug( ctx );
+ _mesa_init_debug_output( ctx );
_mesa_init_display_list( ctx );
- _mesa_init_errors( ctx );
_mesa_init_eval( ctx );
_mesa_init_fbobjects( ctx );
_mesa_init_feedback( ctx );
}
-/**
- * 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 api the GL API type to create the context for
- * \param visual a struct gl_config pointer (we copy the struct contents) or
- * NULL to create a configless context
- * \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.
- *
- * \return pointer to a new __struct gl_contextRec or NULL if error.
- */
-struct gl_context *
-_mesa_create_context(gl_api api,
- const struct gl_config *visual,
- struct gl_context *share_list,
- const struct dd_function_table *driverFunctions)
-{
- struct gl_context *ctx;
-
- ctx = calloc(1, sizeof(struct gl_context));
- if (!ctx)
- return NULL;
-
- if (_mesa_initialize_context(ctx, api, visual, share_list,
- driverFunctions)) {
- return ctx;
- }
- else {
- free(ctx);
- return NULL;
- }
-}
-
-
/**
* Free the data associated with the given context.
*
free(ctx->BeginEnd);
free(ctx->OutsideBeginEnd);
free(ctx->Save);
+ free(ctx->ContextLost);
/* Shared context state (display lists, textures, etc) */
_mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
dst->Hint = src->Hint;
}
if (mask & GL_LIGHTING_BIT) {
- GLuint i;
- /* begin with memcpy */
+ /* OK to memcpy */
dst->Light = src->Light;
- /* fixup linked lists to prevent pointer insanity */
- make_empty_list( &(dst->Light.EnabledList) );
- for (i = 0; i < MAX_LIGHTS; i++) {
- if (dst->Light.Light[i].Enabled) {
- insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
- }
- }
}
if (mask & GL_LINE_BIT) {
/* OK to memcpy */
* Check if the given context can render into the given framebuffer
* by checking visual attributes.
*
- * Most of these tests could go away because Mesa is now pretty flexible
- * in terms of mixing rendering contexts with framebuffers. As long
- * as RGB vs. CI mode agree, we're probably good.
- *
* \return GL_TRUE if compatible, GL_FALSE otherwise.
*/
static GLboolean
if (buffer == _mesa_get_incomplete_framebuffer())
return GL_TRUE;
-#if 0
- /* disabling this fixes the fgl_glxgears pbuffer demo */
- if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
- return GL_FALSE;
-#endif
- if (ctxvis->stereoMode && !bufvis->stereoMode)
- return GL_FALSE;
- if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
- return GL_FALSE;
- if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
- return GL_FALSE;
- if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
- return GL_FALSE;
- if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
- return GL_FALSE;
- if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
- return GL_FALSE;
- if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
- return GL_FALSE;
-#if 0
- /* disabled (see bug 11161) */
- if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
- return GL_FALSE;
-#endif
- if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
- return GL_FALSE;
+#define check_component(foo) \
+ if (ctxvis->foo && bufvis->foo && \
+ ctxvis->foo != bufvis->foo) \
+ return GL_FALSE
+
+ check_component(redMask);
+ check_component(greenMask);
+ check_component(blueMask);
+ check_component(depthBits);
+ check_component(stencilBits);
+
+#undef check_component
return GL_TRUE;
}
static void
handle_first_current(struct gl_context *ctx)
{
- GLenum buffer;
- GLint bufferIndex;
-
if (ctx->Version == 0) {
/* probably in the process of tearing down the context */
return;
* For GLES it is always GL_BACK which has a magic interpretation */
if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
+ GLenum buffer;
+
if (ctx->DrawBuffer->Visual.doubleBufferMode)
buffer = GL_BACK;
else
}
if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
+ gl_buffer_index bufferIndex;
+ GLenum buffer;
+
if (ctx->ReadBuffer->Visual.doubleBufferMode) {
buffer = GL_BACK;
bufferIndex = BUFFER_BACK_LEFT;
}
if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
_mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
+ /* In _mesa_initialize_window_framebuffer, for single-buffered
+ * visuals, the ColorReadBuffer is set to be GL_FRONT, even with
+ * GLES contexts. When calling read_buffer, we verify we are reading
+ * from GL_BACK in is_legal_es3_readbuffer_enum. But the default is
+ * incorrect, and certain dEQP tests check this. So fix it here.
+ */
+ if (_mesa_is_gles(newCtx) &&
+ !newCtx->ReadBuffer->Visual.doubleBufferMode)
+ if (newCtx->ReadBuffer->ColorReadBuffer == GL_FRONT)
+ newCtx->ReadBuffer->ColorReadBuffer = GL_BACK;
}
/* XXX only set this flag if we're really changing the draw/read
return GL_TRUE;
}
-static bool
-shader_linked_or_absent(struct gl_context *ctx,
- const struct gl_shader_program *shProg,
- bool *shader_present, const char *where)
-{
- if (shProg) {
- *shader_present = true;
-
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
- return false;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- shProg->Name, errMsg);
- }
- }
-#endif
- }
-
- return true;
-}
/**
* Prior to drawing anything with glBegin, glDrawArrays, etc. this function
GLboolean
_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
- unsigned i;
-
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
- if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
- bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
-
- for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
- if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
- &from_glsl_shader[i], where))
- return GL_FALSE;
- }
-
- /* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly
- * shaders. Don't check state related to those.
- */
- } else {
- bool has_vertex_shader = false;
- bool has_fragment_shader = false;
-
- /* In OpenGL Compatibility Profile, there is only vertex shader and
- * fragment shader. We take this path also for API_OPENGLES because
- * optimizing that path would make the other (more common) paths
- * slightly slower.
- */
- if (!shader_linked_or_absent(ctx,
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX],
- &has_vertex_shader, where))
- return GL_FALSE;
-
- if (!shader_linked_or_absent(ctx,
- ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
- &has_fragment_shader, where))
- return GL_FALSE;
-
+ if (ctx->API == API_OPENGL_COMPAT) {
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
- if (!has_vertex_shader
+ if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
return GL_FALSE;
}
- if (!has_fragment_shader) {
+ if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);