#include "stencil.h"
#include "texcompress_s3tc.h"
#include "texstate.h"
+#include "transformfeedback.h"
#include "mtypes.h"
#include "varray.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"
/* GL_EXT_provoking_vertex */
ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
+
+ /* GL_EXT_transform_feedback */
+ 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;
}
_mesa_init_shader_state( ctx );
_mesa_init_stencil( ctx );
_mesa_init_transform( ctx );
+ _mesa_init_transform_feedback( ctx );
_mesa_init_varray( ctx );
_mesa_init_viewport( 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) {
* 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(GLcontext *ctx,
+ gl_api api,
+ const GLvisual *visual,
+ GLcontext *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
{
struct gl_shared_state *shared;
+ int i;
/*ASSERT(driverContext);*/
assert(driverFunctions->NewTextureObject);
/* misc one-time initializations */
one_time_init(ctx);
+ ctx->API = api;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
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) {
+ ctx->Exec = _mesa_create_exec_table();
+ 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);
+ 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
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
}
-#if FEATURE_extra_context_init
- _mesa_initialize_context_extra(ctx);
-#endif
+ switch (ctx->API) {
+ case API_OPENGL:
+ 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(GLcontext *ctx,
+ const GLvisual *visual,
+ GLcontext *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.
* 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 GLvisual 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
* \return pointer to a new __GLcontextRec or NULL if error.
*/
GLcontext *
-_mesa_create_context(const GLvisual *visual,
- GLcontext *share_list,
- const struct dd_function_table *driverFunctions,
- void *driverContext)
+_mesa_create_context_for_api(gl_api api,
+ const GLvisual *visual,
+ GLcontext *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext)
{
GLcontext *ctx;
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 {
}
}
+GLcontext *
+_mesa_create_context(const GLvisual *visual,
+ GLcontext *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.
_mesa_free_sync_data(ctx);
#endif
_mesa_free_varray_data(ctx);
+ _mesa_free_transform_feedback(ctx);
_mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);