/*
* Mesa 3-D graphics library
- * Version: 7.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
* Copyright (C) 2008 VMware, Inc. All Rights Reserved.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
#include "glheader.h"
-#include "mfeatures.h"
#include "imports.h"
#include "accum.h"
#include "api_exec.h"
+#include "api_loopback.h"
#include "arrayobj.h"
#include "attrib.h"
+#include "bbox.h"
#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
+#include "conservativeraster.h"
#include "context.h"
#include "cpuinfo.h"
#include "debug.h"
+#include "debug_output.h"
#include "depth.h"
#include "dlist.h"
#include "eval.h"
#include "fog.h"
#include "formats.h"
#include "framebuffer.h"
+#include "glthread.h"
#include "hint.h"
#include "hash.h"
#include "light.h"
#include "macros.h"
#include "matrix.h"
#include "multisample.h"
+#include "performance_monitor.h"
+#include "performance_query.h"
+#include "pipelineobj.h"
#include "pixel.h"
#include "pixelstore.h"
#include "points.h"
#include "scissor.h"
#include "shared.h"
#include "shaderobj.h"
-#include "simple_list.h"
+#include "shaderimage.h"
#include "state.h"
+#include "util/debug.h"
+#include "util/disk_cache.h"
+#include "util/strtod.h"
#include "stencil.h"
+#include "shaderimage.h"
#include "texcompress_s3tc.h"
#include "texstate.h"
#include "transformfeedback.h"
#include "varray.h"
#include "version.h"
#include "viewport.h"
-#include "vtxfmt.h"
+#include "texturebindless.h"
#include "program/program.h"
-#include "program/prog_print.h"
#include "math/m_matrix.h"
#include "main/dispatch.h" /* for _gloffset_COUNT */
+#include "macros.h"
+#include "git_sha1.h"
#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
#endif
-#include "glsl_parser_extras.h"
+#include "compiler/glsl_types.h"
+#include "compiler/glsl/builtin_functions.h"
+#include "compiler/glsl/glsl_parser_extras.h"
#include <stdbool.h>
/**
* Swap buffers notification callback.
- *
+ *
* \param ctx GL context.
*
* Called by window system just before swapping buffers.
/**
* Allocates a struct gl_config structure and initializes it via
* _mesa_initialize_visual().
- *
+ *
* \param dbFlag double buffering
* \param stereoFlag stereo buffer
* \param depthBits requested bits per depth buffer value. Any value in [0, 32]
* \param stencilBits requested minimum bits per stencil buffer value
* \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
* of bits per color component in accum buffer.
- * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
* \param redBits number of bits per color component in frame buffer for RGB(A)
* mode. We always use 8 in core Mesa though.
* \param greenBits same as above.
* \param blueBits same as above.
* \param alphaBits same as above.
* \param numSamples not really used.
- *
+ *
* \return pointer to new struct gl_config or NULL if requested parameters
* can't be met.
*
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
- GLint numSamples )
+ GLuint numSamples )
{
struct gl_config *vis = CALLOC_STRUCT(gl_config);
if (vis) {
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
- GLint numSamples )
+ GLuint numSamples )
{
assert(vis);
assert(accumBlueBits >= 0);
assert(accumAlphaBits >= 0);
- vis->rgbMode = GL_TRUE;
vis->doubleBufferMode = dbFlag;
vis->stereoMode = stereoFlag;
vis->alphaBits = alphaBits;
vis->rgbBits = redBits + greenBits + blueBits;
- vis->indexBits = 0;
vis->depthBits = depthBits;
vis->stencilBits = stencilBits;
vis->accumBlueBits = accumBlueBits;
vis->accumAlphaBits = accumAlphaBits;
- vis->haveAccumBuffer = accumRedBits > 0;
- vis->haveDepthBuffer = depthBits > 0;
- vis->haveStencilBuffer = stencilBits > 0;
-
vis->numAuxBuffers = 0;
vis->level = 0;
vis->sampleBuffers = numSamples > 0 ? 1 : 0;
* Destroy a visual and free its memory.
*
* \param vis visual.
- *
+ *
* Frees the visual structure.
*/
void
/*@{*/
-/**
- * This is lame. gdb only seems to recognize enum types that are
- * actually used somewhere. We want to be able to print/use enum
- * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
- * the gl_texture_index type anywhere. Thus, this lame function.
- */
-static void
-dummy_enum_func(void)
-{
- 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) fi;
- (void) fa;
- (void) fr;
- (void) ti;
- (void) va;
- (void) vr;
- (void) ga;
- (void) gr;
-}
-
-
/**
* One-time initialization mutex lock.
*
* \sa Used by one_time_init().
*/
-_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
+mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
+
+/**
+ * Calls all the various one-time-fini functions in Mesa
+ */
+static void
+one_time_fini(void)
+{
+ glsl_type_singleton_decref();
+ _mesa_locale_fini();
+}
/**
* Calls all the various one-time-init functions in Mesa.
{
static GLbitfield api_init_mask = 0x0;
- _glthread_LOCK_MUTEX(OneTimeLock);
+ mtx_lock(&OneTimeLock);
/* truly one-time init */
if (!api_init_mask) {
GLuint i;
- /* do some implementation tests */
- assert( sizeof(GLbyte) == 1 );
- assert( sizeof(GLubyte) == 1 );
- assert( sizeof(GLshort) == 2 );
- assert( sizeof(GLushort) == 2 );
- assert( sizeof(GLint) == 4 );
- assert( sizeof(GLuint) == 4 );
+ STATIC_ASSERT(sizeof(GLbyte) == 1);
+ STATIC_ASSERT(sizeof(GLubyte) == 1);
+ STATIC_ASSERT(sizeof(GLshort) == 2);
+ STATIC_ASSERT(sizeof(GLushort) == 2);
+ STATIC_ASSERT(sizeof(GLint) == 4);
+ STATIC_ASSERT(sizeof(GLuint) == 4);
+
+ _mesa_locale_init();
+
+ _mesa_one_time_init_extension_overrides(ctx);
_mesa_get_cpu_features();
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
-#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
+ atexit(one_time_fini);
+
+#if defined(DEBUG)
if (MESA_VERBOSE != 0) {
- _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
- MESA_VERSION_STRING, __DATE__, __TIME__);
+ _mesa_debug(ctx, "Mesa " PACKAGE_VERSION " DEBUG build" MESA_GIT_SHA1 "\n");
}
#endif
-#ifdef DEBUG
- _mesa_test_formats();
-#endif
+ /* Take a glsl type reference for the duration of libGL's life to avoid
+ * unecessary creation/destruction of glsl types.
+ */
+ glsl_type_singleton_init_or_ref();
}
/* per-API one-time init */
if (!(api_init_mask & (1 << ctx->API))) {
- _mesa_init_get_hash(ctx);
-
- /*
- * This is fine as ES does not use the remap table, but it may not be
- * future-proof. We cannot always initialize the remap table because
- * when an app is linked to libGLES*, there are not enough dynamic
- * entries.
- */
- if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2)
- _mesa_init_remap_table();
+ _mesa_init_remap_table();
}
api_init_mask |= 1 << ctx->API;
- _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();
+ mtx_unlock(&OneTimeLock);
}
GLuint i;
/* Init all to (0,0,0,1) */
- for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
+ for (i = 0; i < ARRAY_SIZE(ctx->Current.Attrib); i++) {
ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
}
/* redo special cases: */
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
* Important: drivers should override these with actual limits.
*/
static void
-init_program_limits(struct gl_context *ctx, GLenum type,
+init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
struct gl_program_constants *prog)
{
prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
- switch (type) {
- case GL_VERTEX_PROGRAM_ARB:
+ switch (stage) {
+ case MESA_SHADER_VERTEX:
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
+ prog->MaxInputComponents = 0; /* value not used */
+ prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
break;
- case GL_FRAGMENT_PROGRAM_ARB:
- prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
- prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
+ case MESA_SHADER_FRAGMENT:
+ prog->MaxParameters = MAX_FRAGMENT_PROGRAM_PARAMS;
+ prog->MaxAttribs = MAX_FRAGMENT_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
+ prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
+ prog->MaxOutputComponents = 0; /* value not used */
break;
- case MESA_GEOMETRY_PROGRAM:
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
+ case MESA_SHADER_GEOMETRY:
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
- prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
+ prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
+ prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
+ prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
+ break;
+ case MESA_SHADER_COMPUTE:
+ prog->MaxParameters = 0; /* not meaningful for compute shaders */
+ prog->MaxAttribs = 0; /* not meaningful for compute shaders */
+ prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
+ prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
+ prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
+ prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
break;
default:
- assert(0 && "Bad program type in init_program_limits()");
+ assert(0 && "Bad shader stage in init_program_limits()");
}
/* Set the native limits to zero. This implies that there is no native
prog->MaxUniformBlocks = 12;
prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
- ctx->Const.MaxUniformBlockSize / 4 *
+ consts->MaxUniformBlockSize / 4 *
prog->MaxUniformBlocks);
+
+ prog->MaxAtomicBuffers = 0;
+ prog->MaxAtomicCounters = 0;
+
+ prog->MaxShaderStorageBlocks = 8;
}
* Use defaults from config.h. The device drivers will often override
* some of these values (such as number of texture units).
*/
-static void
-_mesa_init_constants(struct gl_context *ctx)
+void
+_mesa_init_constants(struct gl_constants *consts, gl_api api)
{
- assert(ctx);
+ int i;
+ assert(consts);
/* Constants, may be overriden (usually only reduced) by device drivers */
- ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
- ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
- ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
- ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
- ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
- ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
- ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
- ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
- ctx->Const.MaxTextureImageUnits);
- ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
- ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
- ctx->Const.MaxTextureBufferSize = 65536;
- ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
- ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
- ctx->Const.MinPointSize = MIN_POINT_SIZE;
- ctx->Const.MaxPointSize = MAX_POINT_SIZE;
- ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
- ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
- ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
- ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
- ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
- ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
- ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
- ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
- ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
- ctx->Const.MaxClipPlanes = 6;
- ctx->Const.MaxLights = MAX_LIGHTS;
- ctx->Const.MaxShininess = 128.0;
- ctx->Const.MaxSpotExponent = 128.0;
- ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
- ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
+ consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
+ consts->MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
+ consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
+ consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
+ consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
+ consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
+ consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
+ consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
+ consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
+ consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
+ consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
+ consts->MaxTextureBufferSize = 65536;
+ consts->TextureBufferOffsetAlignment = 1;
+ consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
+ consts->SubPixelBits = SUB_PIXEL_BITS;
+ consts->MinPointSize = MIN_POINT_SIZE;
+ consts->MaxPointSize = MAX_POINT_SIZE;
+ consts->MinPointSizeAA = MIN_POINT_SIZE;
+ consts->MaxPointSizeAA = MAX_POINT_SIZE;
+ consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
+ consts->MinLineWidth = MIN_LINE_WIDTH;
+ consts->MaxLineWidth = MAX_LINE_WIDTH;
+ consts->MinLineWidthAA = MIN_LINE_WIDTH;
+ consts->MaxLineWidthAA = MAX_LINE_WIDTH;
+ consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
+ consts->MaxClipPlanes = 6;
+ consts->MaxLights = MAX_LIGHTS;
+ consts->MaxShininess = 128.0;
+ consts->MaxSpotExponent = 128.0;
+ consts->MaxViewportWidth = 16384;
+ consts->MaxViewportHeight = 16384;
+ consts->MinMapBufferAlignment = 64;
+
+ /* Driver must override these values if ARB_viewport_array is supported. */
+ consts->MaxViewports = 1;
+ consts->ViewportSubpixelBits = 0;
+ consts->ViewportBounds.Min = 0;
+ consts->ViewportBounds.Max = 0;
/** GL_ARB_uniform_buffer_object */
- ctx->Const.MaxCombinedUniformBlocks = 36;
- ctx->Const.MaxUniformBufferBindings = 36;
- ctx->Const.MaxUniformBlockSize = 16384;
- ctx->Const.UniformBufferOffsetAlignment = 1;
-
- init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
- init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
- init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
+ consts->MaxCombinedUniformBlocks = 36;
+ consts->MaxUniformBufferBindings = 36;
+ consts->MaxUniformBlockSize = 16384;
+ consts->UniformBufferOffsetAlignment = 1;
+
+ /** GL_ARB_shader_storage_buffer_object */
+ consts->MaxCombinedShaderStorageBlocks = 8;
+ consts->MaxShaderStorageBufferBindings = 8;
+ consts->MaxShaderStorageBlockSize = 128 * 1024 * 1024; /* 2^27 */
+ consts->ShaderStorageBufferOffsetAlignment = 256;
+
+ /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
+ consts->MaxUserAssignableUniformLocations =
+ 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
+
+ for (i = 0; i < MESA_SHADER_STAGES; i++)
+ init_program_limits(consts, i, &consts->Program[i]);
+
+ consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
+ consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
+
+ /* Set the absolute minimum possible GLSL version. API_OPENGL_CORE can
+ * mean an OpenGL 3.0 forward-compatible context, so that implies a minimum
+ * possible version of 1.30. Otherwise, the minimum possible version 1.20.
+ * Since Mesa unconditionally advertises GL_ARB_shading_language_100 and
+ * GL_ARB_shader_objects, every driver has GLSL 1.20... even if they don't
+ * advertise any extensions to enable any shader stages (e.g.,
+ * GL_ARB_vertex_shader).
+ */
+ consts->GLSLVersion = api == API_OPENGL_CORE ? 130 : 120;
+ consts->GLSLVersionCompat = consts->GLSLVersion;
- ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
- ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
+ consts->GLSLLowerConstArrays = true;
- /* CheckArrayBounds is overriden by drivers/x11 for X server */
- ctx->Const.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 */
- ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
-
- ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
- ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
-
- ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
- ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
- ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
- ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
- ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
-
- /* Shading language version */
- if (_mesa_is_desktop_gl(ctx)) {
- ctx->Const.GLSLVersion = 120;
- _mesa_override_glsl_version(ctx);
- }
- else if (ctx->API == API_OPENGLES2) {
- ctx->Const.GLSLVersion = 100;
- }
- else if (ctx->API == API_OPENGLES) {
- ctx->Const.GLSLVersion = 0; /* GLSL not supported */
- }
+ consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
+
+ consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
+ consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
+
+ consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
+ consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
+ consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
+ consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
+ consts->MaxGeometryShaderInvocations = MAX_GEOMETRY_SHADER_INVOCATIONS;
+
+#ifdef DEBUG
+ consts->GenerateTemporaryNames = true;
+#else
+ consts->GenerateTemporaryNames = false;
+#endif
/* GL_ARB_framebuffer_object */
- ctx->Const.MaxSamples = 0;
+ consts->MaxSamples = 0;
- /* GL_ARB_sync */
- ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
+ /* GLSL default if NativeIntegers == FALSE */
+ consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u;
- /* GL_ATI_envmap_bumpmap */
- ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
+ /* GL_ARB_sync */
+ consts->MaxServerWaitTimeout = 0x7fffffff7fffffffULL;
/* GL_EXT_provoking_vertex */
- ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
+ consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
+
+ /** GL_ARB_viewport_array */
+ consts->LayerAndVPIndexProvokingVertex = GL_UNDEFINED_VERTEX;
/* GL_EXT_transform_feedback */
- ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
- ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
- ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
- ctx->Const.MaxVertexStreams = 1;
+ consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
+ consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
+ consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
+ consts->MaxVertexStreams = 1;
- /* GL 3.2: hard-coded for now: */
- ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
+ /* GL 3.2 */
+ consts->ProfileMask = api == API_OPENGL_CORE
+ ? GL_CONTEXT_CORE_PROFILE_BIT
+ : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
+
+ /* GL 4.4 */
+ consts->MaxVertexAttribStride = 2048;
/** GL_EXT_gpu_shader4 */
- ctx->Const.MinProgramTexelOffset = -8;
- ctx->Const.MaxProgramTexelOffset = 7;
+ consts->MinProgramTexelOffset = -8;
+ consts->MaxProgramTexelOffset = 7;
- /* GL_ARB_robustness */
- ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
+ /* GL_ARB_texture_gather */
+ consts->MinProgramTextureGatherOffset = -8;
+ consts->MaxProgramTextureGatherOffset = 7;
- /* PrimitiveRestart */
- ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
+ /* GL_ARB_robustness */
+ consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
+
+ /* GL_KHR_robustness */
+ consts->RobustAccess = GL_FALSE;
+
+ /* ES 3.0 or ARB_ES3_compatibility */
+ consts->MaxElementIndex = 0xffffffffu;
+
+ /* GL_ARB_texture_multisample */
+ consts->MaxColorTextureSamples = 1;
+ consts->MaxDepthTextureSamples = 1;
+ consts->MaxIntegerSamples = 1;
+
+ /* GL_ARB_shader_atomic_counters */
+ consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
+ consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
+ consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
+ consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
+
+ /* GL_ARB_vertex_attrib_binding */
+ consts->MaxVertexAttribRelativeOffset = 2047;
+ consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
+
+ /* GL_ARB_compute_shader */
+ consts->MaxComputeWorkGroupCount[0] = 65535;
+ consts->MaxComputeWorkGroupCount[1] = 65535;
+ consts->MaxComputeWorkGroupCount[2] = 65535;
+ consts->MaxComputeWorkGroupSize[0] = 1024;
+ consts->MaxComputeWorkGroupSize[1] = 1024;
+ consts->MaxComputeWorkGroupSize[2] = 64;
+ /* Enables compute support for GLES 3.1 if >= 128 */
+ consts->MaxComputeWorkGroupInvocations = 0;
+
+ /** 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;
+
+ /** GL_ARB_tessellation_shader */
+ consts->MaxTessGenLevel = MAX_TESS_GEN_LEVEL;
+ consts->MaxPatchVertices = MAX_PATCH_VERTICES;
+ consts->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ 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;
+
+ /** GL_ARB_compute_variable_group_size */
+ consts->MaxComputeVariableGroupSize[0] = 512;
+ consts->MaxComputeVariableGroupSize[1] = 512;
+ consts->MaxComputeVariableGroupSize[2] = 64;
+ consts->MaxComputeVariableGroupInvocations = 512;
+
+ /** GL_NV_conservative_raster */
+ consts->MaxSubpixelPrecisionBiasBits = 0;
+
+ /** GL_NV_conservative_raster_dilate */
+ consts->ConservativeRasterDilateRange[0] = 0.0;
+ consts->ConservativeRasterDilateRange[1] = 0.0;
+ consts->ConservativeRasterDilateGranularity = 0.0;
}
static void
check_context_limits(struct gl_context *ctx)
{
- /* check that we don't exceed the size of various bitfields */
- assert(VERT_RESULT_MAX <=
- (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
- assert(FRAG_ATTRIB_MAX <=
- (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
+ (void) ctx;
- assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
+ /* check that we don't exceed the size of various bitfields */
+ assert(VARYING_SLOT_MAX <=
+ (8 * sizeof(ctx->VertexProgram._Current->info.outputs_written)));
+ assert(VARYING_SLOT_MAX <=
+ (8 * sizeof(ctx->FragmentProgram._Current->info.inputs_read)));
/* shader-related checks */
- assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
- assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
+ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
/* Texture unit checks */
- assert(ctx->Const.MaxTextureImageUnits > 0);
- assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
assert(ctx->Const.MaxTextureCoordUnits > 0);
assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
assert(ctx->Const.MaxTextureUnits > 0);
assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
- assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
+ assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
ctx->Const.MaxTextureCoordUnits));
assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
/* number of coord units cannot be greater than number of image units */
- assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
+ assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
/* Texture size checks */
- assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
+ assert(ctx->Const.MaxTextureSize <= (1 << (MAX_TEXTURE_LEVELS - 1)));
assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
/* Max texture size should be <= max viewport size (render to texture) */
- assert((1 << (ctx->Const.MaxTextureLevels - 1))
- <= ctx->Const.MaxViewportWidth);
- assert((1 << (ctx->Const.MaxTextureLevels - 1))
- <= ctx->Const.MaxViewportHeight);
+ assert(ctx->Const.MaxTextureSize <= ctx->Const.MaxViewportWidth);
+ assert(ctx->Const.MaxTextureSize <= ctx->Const.MaxViewportHeight);
assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
assert(ctx);
/* Constants */
- _mesa_init_constants( ctx );
+ _mesa_init_constants(&ctx->Const, ctx->API);
/* Extensions */
- _mesa_init_extensions( ctx );
+ _mesa_init_extensions(&ctx->Extensions);
/* Attribute Groups */
_mesa_init_accum( ctx );
_mesa_init_attrib( ctx );
+ _mesa_init_bbox( ctx );
_mesa_init_buffer_objects( ctx );
_mesa_init_color( ctx );
+ _mesa_init_conservative_raster( ctx );
_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 );
_mesa_init_fog( ctx );
_mesa_init_hint( ctx );
+ _mesa_init_image_units( ctx );
_mesa_init_line( ctx );
_mesa_init_lighting( ctx );
_mesa_init_matrix( ctx );
_mesa_init_multisample( ctx );
+ _mesa_init_performance_monitors( ctx );
+ _mesa_init_performance_queries( ctx );
+ _mesa_init_pipeline( ctx );
_mesa_init_pixel( ctx );
_mesa_init_pixelstore( ctx );
_mesa_init_point( ctx );
_mesa_init_transform_feedback( ctx );
_mesa_init_varray( ctx );
_mesa_init_viewport( ctx );
+ _mesa_init_resident_handles( ctx );
if (!_mesa_init_texture( ctx ))
return GL_FALSE;
- _mesa_init_texture_s3tc( ctx );
-
/* Miscellaneous */
+ ctx->TileRasterOrderIncreasingX = GL_TRUE;
+ ctx->TileRasterOrderIncreasingY = GL_TRUE;
ctx->NewState = _NEW_ALL;
ctx->NewDriverState = ~0;
ctx->ErrorValue = GL_NO_ERROR;
- ctx->ResetStatus = GL_NO_ERROR;
+ ctx->ShareGroupReset = false;
ctx->varying_vp_inputs = VERT_BIT_ALL;
return GL_TRUE;
}
+/* XXX this is temporary and should be removed at some point in the
+ * future when there's a reasonable expectation that the libGL library
+ * contains the _glapi_new_nop_table() and _glapi_set_nop_handler()
+ * functions which were added in Mesa 10.6.
+ */
+#if !defined(_WIN32)
+/* Avoid libGL / driver ABI break */
+#define USE_GLAPI_NOP_FEATURES 0
+#else
+#define USE_GLAPI_NOP_FEATURES 1
+#endif
+
+
/**
- * This is the default function we plug into all dispatch table slots
- * This helps prevents a segfault when someone calls a GL function without
- * first checking if the extension's supported.
+ * This function is called by the glapi no-op functions. For each OpenGL
+ * function/entrypoint there's a simple no-op function. These "no-op"
+ * functions call this function.
+ *
+ * If there's a current OpenGL context for the calling thread, we record a
+ * GL_INVALID_OPERATION error. This can happen either because the app's
+ * calling an unsupported extension function, or calling an illegal function
+ * (such as glClear between glBegin/glEnd).
+ *
+ * If there's no current OpenGL context for the calling thread, we can
+ * print a message to stderr.
+ *
+ * \param name the name of the OpenGL function
*/
-int
-_mesa_generic_nop(void)
+#if USE_GLAPI_NOP_FEATURES
+static void
+nop_handler(const char *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (ctx) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid call)", name);
+ }
+#ifndef NDEBUG
+ else if (getenv("MESA_DEBUG") || getenv("LIBGL_DEBUG")) {
+ fprintf(stderr,
+ "GL User Error: gl%s called without a rendering context\n",
+ name);
+ fflush(stderr);
+ }
+#endif
+}
+#endif
+
+
+/**
+ * Special no-op glFlush, see below.
+ */
+#if defined(_WIN32)
+static void GLAPIENTRY
+nop_glFlush(void)
+{
+ /* don't record an error like we do in nop_handler() */
+}
+#endif
+
+
+#if !USE_GLAPI_NOP_FEATURES
+static int
+generic_nop(void)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_error(ctx, GL_INVALID_OPERATION,
"(unsupported extension or deprecated function?)");
return 0;
}
+#endif
/**
- * Allocate and initialize a new dispatch table.
+ * Create a new API dispatch table in which all entries point to the
+ * generic_nop() function. This will not work on Windows because of
+ * the __stdcall convention which requires the callee to clean up the
+ * call stack. That's impossible with one generic no-op function.
*/
struct _glapi_table *
-_mesa_alloc_dispatch_table(int size)
+_mesa_new_nop_table(unsigned numEntries)
{
- /* 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
- * Mesa we do this to accomodate different versions of libGL and various
- * DRI drivers.
- */
- GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
struct _glapi_table *table;
- /* should never happen, but just in case */
- numEntries = MAX2(numEntries, size);
-
+#if !USE_GLAPI_NOP_FEATURES
table = malloc(numEntries * sizeof(_glapi_proc));
if (table) {
_glapi_proc *entry = (_glapi_proc *) table;
- GLint i;
+ unsigned i;
for (i = 0; i < numEntries; i++) {
- entry[i] = (_glapi_proc) _mesa_generic_nop;
+ entry[i] = (_glapi_proc) generic_nop;
}
}
+#else
+ table = _glapi_new_nop_table(numEntries);
+#endif
return table;
}
+/**
+ * Allocate and initialize a new dispatch table. The table will be
+ * populated with pointers to "no-op" functions. In turn, the no-op
+ * functions will call nop_handler() above.
+ */
+struct _glapi_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
+ * Mesa we do this to accommodate different versions of libGL and various
+ * DRI drivers.
+ */
+ int numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
+
+ struct _glapi_table *table = _mesa_new_nop_table(numEntries);
+
+#if defined(_WIN32)
+ if (table) {
+ /* 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
+
+#if USE_GLAPI_NOP_FEATURES
+ _glapi_set_nop_handler(nop_handler);
+#endif
+
+ return table;
+}
+
+/**
+ * Creates a minimal dispatch table for use within glBegin()/glEnd().
+ *
+ * This ensures that we generate GL_INVALID_OPERATION errors from most
+ * functions, since the set of functions that are valid within Begin/End is
+ * very small.
+ *
+ * From the GL 1.0 specification section 2.6.3, "GL Commands within
+ * Begin/End"
+ *
+ * "The only GL commands that are allowed within any Begin/End pairs are
+ * the commands for specifying vertex coordinates, vertex color, normal
+ * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
+ * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
+ * commands for specifying lighting material parameters (Material
+ * commands see section 2.12.2), display list invocation commands
+ * (CallList and CallLists see section 5.4), and the EdgeFlag
+ * command. Executing Begin after Begin has already been executed but
+ * before an End is issued generates the INVALID OPERATION error, as does
+ * executing End without a previous corresponding Begin. Executing any
+ * other GL command within Begin/End results in the error INVALID
+ * OPERATION."
+ *
+ * The table entries for specifying vertex attributes are set up by
+ * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
+ * are set by install_vtxfmt() as well.
+ */
+static struct _glapi_table *
+create_beginend_table(const struct gl_context *ctx)
+{
+ struct _glapi_table *table;
+
+ table = _mesa_alloc_dispatch_table();
+ if (!table)
+ return NULL;
+
+ /* Fill in functions which return a value, since they should return some
+ * specific value even if they emit a GL_INVALID_OPERATION error from them
+ * being called within glBegin()/glEnd().
+ */
+#define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
+
+ COPY_DISPATCH(GenLists);
+ COPY_DISPATCH(IsProgram);
+ COPY_DISPATCH(IsVertexArray);
+ COPY_DISPATCH(IsBuffer);
+ COPY_DISPATCH(IsEnabled);
+ COPY_DISPATCH(IsEnabledi);
+ COPY_DISPATCH(IsRenderbuffer);
+ COPY_DISPATCH(IsFramebuffer);
+ COPY_DISPATCH(CheckFramebufferStatus);
+ COPY_DISPATCH(RenderMode);
+ COPY_DISPATCH(GetString);
+ COPY_DISPATCH(GetStringi);
+ COPY_DISPATCH(GetPointerv);
+ COPY_DISPATCH(IsQuery);
+ COPY_DISPATCH(IsSampler);
+ COPY_DISPATCH(IsSync);
+ COPY_DISPATCH(IsTexture);
+ COPY_DISPATCH(IsTransformFeedback);
+ COPY_DISPATCH(DeleteQueries);
+ COPY_DISPATCH(AreTexturesResident);
+ COPY_DISPATCH(FenceSync);
+ COPY_DISPATCH(ClientWaitSync);
+ COPY_DISPATCH(MapBuffer);
+ COPY_DISPATCH(UnmapBuffer);
+ COPY_DISPATCH(MapBufferRange);
+ COPY_DISPATCH(ObjectPurgeableAPPLE);
+ COPY_DISPATCH(ObjectUnpurgeableAPPLE);
+
+ _mesa_loopback_init_api_table(ctx, table);
+
+ return table;
+}
+
+void
+_mesa_initialize_dispatch_tables(struct gl_context *ctx)
+{
+ /* Do the code-generated setup of the exec table in api_exec.c. */
+ _mesa_initialize_exec_table(ctx);
+
+ if (ctx->Save)
+ _mesa_initialize_save_table(ctx);
+}
+
/**
* Initialize a struct gl_context struct (rendering context).
*
* Note that the driver needs to pass in its dd_function_table here since
* we need to at least call driverFunctions->NewTextureObject to create the
* default texture objects.
- *
+ *
* Called by _mesa_create_context().
*
* Performs the imports and exports callback tables initialization, and
*
* \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 visual describes the visual attributes for this context or NULL to
+ * create a configless context
* \param share_list points to context to share textures, display lists,
* etc with, or NULL
* \param driverFunctions table of device driver functions for this context
assert(driverFunctions->FreeTextureImageBuffer);
ctx->API = api;
- ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
ctx->WinSysDrawBuffer = NULL;
ctx->WinSysReadBuffer = NULL;
- if (_mesa_is_desktop_gl(ctx)) {
- _mesa_override_gl_version(ctx);
+ if (visual) {
+ ctx->Visual = *visual;
+ ctx->HasConfig = GL_TRUE;
}
+ else {
+ memset(&ctx->Visual, 0, sizeof ctx->Visual);
+ ctx->HasConfig = GL_FALSE;
+ }
+
+ _mesa_override_gl_version(ctx);
/* misc one-time initializations */
one_time_init(ctx);
_mesa_reference_shared_state(ctx, &ctx->Shared, shared);
- if (!init_attrib_groups( ctx )) {
- _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
- return GL_FALSE;
- }
+ if (!init_attrib_groups( ctx ))
+ goto fail;
- /* setup the API dispatch tables */
- switch (ctx->API) {
-#if FEATURE_GL || FEATURE_ES2
- case API_OPENGL:
- case API_OPENGL_CORE:
- case API_OPENGLES2:
- ctx->Exec = _mesa_create_exec_table(ctx);
- break;
-#endif
-#if FEATURE_ES1
- case API_OPENGLES:
- ctx->Exec = _mesa_create_exec_table_es1();
- break;
+ /* KHR_no_error is likely to crash, overflow memory, etc if an application
+ * has errors so don't enable it for setuid processes.
+ */
+ if (env_var_as_boolean("MESA_NO_ERROR", false)) {
+#if !defined(_WIN32)
+ if (geteuid() == getuid())
#endif
- default:
- _mesa_problem(ctx, "unknown or unsupported API");
- break;
+ ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
}
- if (!ctx->Exec) {
- _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
- return GL_FALSE;
- }
- ctx->CurrentDispatch = ctx->Exec;
+ /* setup the API dispatch tables with all nop functions */
+ ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
+ if (!ctx->OutsideBeginEnd)
+ goto fail;
+ ctx->Exec = ctx->OutsideBeginEnd;
+ ctx->CurrentClientDispatch = ctx->CurrentServerDispatch = 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;
* _mesa_choose_tex_format().
*/
memset(&ctx->TextureFormatSupported, GL_TRUE,
- sizeof(ctx->TextureFormatSupported));
+ sizeof(ctx->TextureFormatSupported));
switch (ctx->API) {
- case API_OPENGL:
- ctx->Save = _mesa_create_save_table(ctx);
- if (!ctx->Save) {
- _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
- free(ctx->Exec);
- return GL_FALSE;
- }
+ case API_OPENGL_COMPAT:
+ ctx->BeginEnd = create_beginend_table(ctx);
+ ctx->Save = _mesa_alloc_dispatch_table();
+ if (!ctx->BeginEnd || !ctx->Save)
+ goto fail;
- _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
/* fall-through */
case API_OPENGL_CORE:
break;
* 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;
+ for (i = 0; i < ARRAY_SIZE(ctx->Texture.FixedFuncUnit); i++) {
+ struct gl_fixedfunc_texture_unit *texUnit =
+ &ctx->Texture.FixedFuncUnit[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;
-}
-
-
-/**
- * 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)
- * \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;
-
- ASSERT(visual);
- 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;
- }
+fail:
+ _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
+ free(ctx->BeginEnd);
+ free(ctx->OutsideBeginEnd);
+ free(ctx->Save);
+ return GL_FALSE;
}
/**
* Free the data associated with the given context.
- *
+ *
* But doesn't free the struct gl_context struct itself.
*
* \sa _mesa_initialize_context() and init_attrib_groups().
*/
void
-_mesa_free_context_data( struct gl_context *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_reference_framebuffer(&ctx->DrawBuffer, NULL);
_mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
- _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
+ _mesa_reference_program(ctx, &ctx->VertexProgram.Current, NULL);
+ _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
+ _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram, NULL);
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
+ _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL);
+ _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
+ _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
- _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram.Current, NULL);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL);
+ _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
+
+ _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL);
+
+ _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
+ _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
+ _mesa_reference_vao(ctx, &ctx->Array._EmptyVAO, NULL);
+ _mesa_reference_vao(ctx, &ctx->Array._DrawVAO, NULL);
_mesa_free_attrib_data(ctx);
_mesa_free_buffer_objects(ctx);
- _mesa_free_lighting_data( ctx );
_mesa_free_eval_data( ctx );
_mesa_free_texture_data( ctx );
+ _mesa_free_image_textures(ctx);
_mesa_free_matrix_data( ctx );
- _mesa_free_viewport_data( ctx );
+ _mesa_free_pipeline_data(ctx);
_mesa_free_program_data(ctx);
_mesa_free_shader_state(ctx);
_mesa_free_queryobj_data(ctx);
_mesa_free_sync_data(ctx);
_mesa_free_varray_data(ctx);
_mesa_free_transform_feedback(ctx);
+ _mesa_free_performance_monitors(ctx);
+ _mesa_free_performance_queries(ctx);
+ _mesa_free_resident_handles(ctx);
_mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
/* free dispatch tables */
- free(ctx->Exec);
+ free(ctx->BeginEnd);
+ free(ctx->OutsideBeginEnd);
free(ctx->Save);
+ free(ctx->ContextLost);
+ free(ctx->MarshalExec);
/* Shared context state (display lists, textures, etc) */
_mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
free(ctx->VersionString);
+ ralloc_free(ctx->SoftFP64);
+
/* unbind the context if it's currently bound */
if (ctx == _mesa_get_current_context()) {
_mesa_make_current(NULL, NULL, NULL);
}
+
+ /* Do this after unbinding context to ensure any thread is finished. */
+ if (ctx->shader_builtin_ref) {
+ _mesa_glsl_builtin_functions_decref();
+ ctx->shader_builtin_ref = false;
+ }
+
+ free(ctx->Const.SpirVExtensions);
}
* Destroy a struct gl_context structure.
*
* \param ctx GL context.
- *
+ *
* Calls _mesa_free_context_data() and frees the gl_context object itself.
*/
void
/**
* Copy attribute groups from one context to another.
- *
+ *
* \param src source context
* \param dst destination context
* \param mask bitwise OR of GL_*_BIT flags
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 */
dst->Transform = src->Transform;
}
if (mask & GL_VIEWPORT_BIT) {
- /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
- dst->Viewport.X = src->Viewport.X;
- dst->Viewport.Y = src->Viewport.Y;
- dst->Viewport.Width = src->Viewport.Width;
- dst->Viewport.Height = src->Viewport.Height;
- dst->Viewport.Near = src->Viewport.Near;
- dst->Viewport.Far = src->Viewport.Far;
- _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
+ unsigned i;
+ for (i = 0; i < src->Const.MaxViewports; i++) {
+ /* OK to memcpy */
+ dst->ViewportArray[i] = src->ViewportArray[i];
+ }
}
/* XXX FIXME: Call callbacks?
* 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
+static GLboolean
check_compatible(const struct gl_context *ctx,
const struct gl_framebuffer *buffer)
{
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
- return GL_TRUE;
-}
+ check_component(redShift);
+ check_component(greenShift);
+ check_component(blueShift);
+ check_component(redBits);
+ check_component(greenBits);
+ check_component(blueBits);
+ check_component(depthBits);
+ check_component(stencilBits);
+#undef check_component
-/**
- * Do one-time initialization for the given framebuffer. Specifically,
- * ask the driver for the window's current size and update the framebuffer
- * object to match.
- * Really, the device driver should totally take care of this.
- */
-static void
-initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
-{
- GLuint width, height;
- if (ctx->Driver.GetBufferSize) {
- ctx->Driver.GetBufferSize(fb, &width, &height);
- if (ctx->Driver.ResizeBuffers)
- ctx->Driver.ResizeBuffers(ctx, fb, width, height);
- fb->Initialized = GL_TRUE;
- }
+ return GL_TRUE;
}
* Check if the viewport/scissor size has not yet been initialized.
* Initialize the size if the given width and height are non-zero.
*/
-void
-_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
+static void
+check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
{
if (!ctx->ViewportInitialized && width > 0 && height > 0) {
+ unsigned i;
+
/* Note: set flag here, before calling _mesa_set_viewport(), to prevent
* potential infinite recursion.
*/
ctx->ViewportInitialized = GL_TRUE;
- _mesa_set_viewport(ctx, 0, 0, width, height);
- _mesa_set_scissor(ctx, 0, 0, width, height);
+
+ /* Note: ctx->Const.MaxViewports may not have been set by the driver
+ * yet, so just initialize all of them.
+ */
+ for (i = 0; i < MAX_VIEWPORTS; i++) {
+ _mesa_set_viewport(ctx, i, 0, 0, width, height);
+ _mesa_set_scissor(ctx, i, 0, 0, width, height);
+ }
}
}
+static void
+handle_first_current(struct gl_context *ctx)
+{
+ if (ctx->Version == 0 || !ctx->DrawBuffer) {
+ /* probably in the process of tearing down the context */
+ return;
+ }
+
+ check_context_limits(ctx);
+
+ _mesa_update_vertex_processing_mode(ctx);
+
+ /* According to GL_MESA_configless_context the default value of
+ * glDrawBuffers depends on the config of the first surface it is bound to.
+ * 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()) {
+ GLenum16 buffer;
+
+ if (ctx->DrawBuffer->Visual.doubleBufferMode)
+ buffer = GL_BACK;
+ else
+ buffer = GL_FRONT;
+
+ _mesa_drawbuffers(ctx, ctx->DrawBuffer, 1, &buffer,
+ NULL /* destMask */);
+ }
+
+ 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;
+ }
+ else {
+ buffer = GL_FRONT;
+ bufferIndex = BUFFER_FRONT_LEFT;
+ }
+
+ _mesa_readbuffer(ctx, ctx->ReadBuffer, buffer, bufferIndex);
+ }
+ }
+
+ /* Determine if generic vertex attribute 0 aliases the conventional
+ * glVertex position.
+ */
+ {
+ const bool is_forward_compatible_context =
+ ctx->Const.ContextFlags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT;
+
+ /* In OpenGL 3.1 attribute 0 becomes non-magic, just like in OpenGL ES
+ * 2.0. Note that we cannot just check for API_OPENGL_COMPAT here because
+ * that will erroneously allow this usage in a 3.0 forward-compatible
+ * context too.
+ */
+ ctx->_AttribZeroAliasesVertex = (ctx->API == API_OPENGLES
+ || (ctx->API == API_OPENGL_COMPAT
+ && !is_forward_compatible_context));
+ }
+
+ /* We can use this to help debug user's problems. Tell them to set
+ * the MESA_INFO env variable before running their app. Then the
+ * first time each context is made current we'll print some useful
+ * information.
+ */
+ if (getenv("MESA_INFO")) {
+ _mesa_print_info(ctx);
+ }
+}
+
/**
* Bind the given context to the given drawBuffer and readBuffer and
* make it the current context for the calling thread.
}
}
- if (curCtx &&
- (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
+ if (curCtx &&
+ (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 */
- _glapi_set_context((void *) newCtx);
- ASSERT(_mesa_get_current_context() == newCtx);
+ /* Call this periodically to detect when the user has begun using
+ * GL rendering from multiple threads.
+ */
+ _glapi_check_multithread();
if (!newCtx) {
_glapi_set_dispatch(NULL); /* none current */
+ /* We need old ctx to correctly release Draw/ReadBuffer
+ * and avoid a surface leak in st_renderbuffer_delete.
+ * Therefore, first drop buffers then set new ctx to NULL.
+ */
+ if (curCtx) {
+ _mesa_reference_framebuffer(&curCtx->WinSysDrawBuffer, NULL);
+ _mesa_reference_framebuffer(&curCtx->WinSysReadBuffer, NULL);
+ }
+ _glapi_set_context(NULL);
+ assert(_mesa_get_current_context() == NULL);
}
else {
- _glapi_set_dispatch(newCtx->CurrentDispatch);
+ _glapi_set_context((void *) newCtx);
+ assert(_mesa_get_current_context() == newCtx);
+ _glapi_set_dispatch(newCtx->CurrentClientDispatch);
if (drawBuffer && readBuffer) {
- ASSERT(_mesa_is_winsys_fbo(drawBuffer));
- ASSERT(_mesa_is_winsys_fbo(readBuffer));
+ assert(_mesa_is_winsys_fbo(drawBuffer));
+ assert(_mesa_is_winsys_fbo(readBuffer));
_mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
_mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
}
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
* framebuffer bindings.
*/
- newCtx->NewState |= _NEW_BUFFERS;
+ newCtx->NewState |= _NEW_BUFFERS;
-#if 1
- /* We want to get rid of these lines: */
- if (!drawBuffer->Initialized) {
- initialize_framebuffer_size(newCtx, drawBuffer);
- }
- if (readBuffer != drawBuffer && !readBuffer->Initialized) {
- initialize_framebuffer_size(newCtx, readBuffer);
- }
-
- _mesa_resizebuffers(newCtx);
-#else
- /* We want the drawBuffer and readBuffer to be initialized by
- * the driver.
- * This generally means the Width and Height match the actual
- * window size and the renderbuffers (both hardware and software
- * based) are allocated to match. The later can generally be
- * done with a call to _mesa_resize_framebuffer().
- *
- * It's theoretically possible for a buffer to have zero width
- * or height, but for now, assert check that the driver did what's
- * expected of it.
- */
- ASSERT(drawBuffer->Width > 0);
- ASSERT(drawBuffer->Height > 0);
-#endif
-
- if (drawBuffer) {
- _mesa_check_init_viewport(newCtx,
- drawBuffer->Width, drawBuffer->Height);
- }
+ check_init_viewport(newCtx, drawBuffer->Width, drawBuffer->Height);
}
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
- * the MESA_INFO env variable before running their app. Then the
- * first time each context is made current we'll print some useful
- * information.
- */
- if (_mesa_getenv("MESA_INFO")) {
- _mesa_print_info();
- }
-
- newCtx->FirstTimeCurrent = GL_FALSE;
+ handle_first_current(newCtx);
+ newCtx->FirstTimeCurrent = GL_FALSE;
}
}
-
+
return GL_TRUE;
}
/**
* \return pointer to the current GL context for this thread.
- *
+ *
* Calls _glapi_get_context(). This isn't the fastest way to get the current
* context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
* context.h.
/**
* Get context's current API dispatch table.
*
- * It'll either be the immediate-mode execute dispatcher or the display list
- * compile dispatcher.
- *
+ * It'll either be the immediate-mode execute dispatcher, the display list
+ * compile dispatcher, or the thread marshalling dispatcher.
+ *
* \param ctx GL context.
*
* \return pointer to dispatch_table.
*
- * Simply returns __struct gl_contextRec::CurrentDispatch.
+ * Simply returns __struct gl_contextRec::CurrentClientDispatch.
*/
struct _glapi_table *
_mesa_get_dispatch(struct gl_context *ctx)
{
- return ctx->CurrentDispatch;
+ return ctx->CurrentClientDispatch;
}
/*@}*/
/** \name Miscellaneous functions */
/**********************************************************************/
/*@{*/
-
-/**
- * Record an error.
- *
- * \param ctx GL context.
- * \param error error code.
- *
- * Records the given error code and call the driver's dd_function_table::Error
- * function if defined.
- *
- * \sa
- * This is called via _mesa_error().
- */
-void
-_mesa_record_error(struct gl_context *ctx, GLenum error)
-{
- if (!ctx)
- return;
-
- if (ctx->ErrorValue == GL_NO_ERROR) {
- ctx->ErrorValue = error;
- }
-
- /* Call device driver's error handler, if any. This is used on the Mac. */
- if (ctx->Driver.Error) {
- ctx->Driver.Error(ctx);
- }
-}
-
-
-/**
- * Flush commands and wait for completion.
- */
-void
-_mesa_finish(struct gl_context *ctx)
-{
- FLUSH_VERTICES( ctx, 0 );
- FLUSH_CURRENT( ctx, 0 );
- if (ctx->Driver.Finish) {
- ctx->Driver.Finish(ctx);
- }
-}
-
-
/**
* Flush commands.
*/
/**
- * Execute glFinish().
+ * Flush commands and wait for completion.
*
* Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
* dd_function_table::Finish driver callback, if not NULL.
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- _mesa_finish(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
+ FLUSH_CURRENT(ctx, 0);
+
+ if (ctx->Driver.Finish) {
+ ctx->Driver.Finish(ctx);
+ }
}
}
-/**
- * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
- * MUL/MAD, or vice versa, call this function to register that.
- * Otherwise we default to MUL/MAD.
- */
-void
-_mesa_set_mvp_with_dp4( struct gl_context *ctx,
- GLboolean flag )
-{
- ctx->mvp_with_dp4 = flag;
-}
-
-/*
- * ARB_blend_func_extended - ERRORS section
- * "The error INVALID_OPERATION is generated by Begin or any procedure that
- * implicitly calls Begin if any draw buffer has a blend function requiring the
- * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
- * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
- * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
- */
-static GLboolean
-_mesa_check_blend_func_error(struct gl_context *ctx)
-{
- GLuint i;
- for (i = ctx->Const.MaxDualSourceDrawBuffers;
- i < ctx->DrawBuffer->_NumColorDrawBuffers;
- i++) {
- if (ctx->Color.Blend[i]._UsesDualSrc) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "dual source blend on illegal attachment");
- return GL_FALSE;
- }
- }
- return GL_TRUE;
-}
-
-/**
- * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
- * is called to see if it's valid to render. This involves checking that
- * the current shader is valid and the framebuffer is complete.
- * If an error is detected it'll be recorded here.
- * \return GL_TRUE if OK to render, GL_FALSE if not
- */
-GLboolean
-_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.CurrentVertexProgram) {
- vert_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentVertexProgram,
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentVertexProgram->Name, errMsg);
- }
- }
-#endif
- }
-
- if (ctx->Shader.CurrentGeometryProgram) {
- geom_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentGeometryProgram,
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentGeometryProgram->Name, errMsg);
- }
- }
-#endif
- }
-
- if (ctx->Shader.CurrentFragmentProgram) {
- frag_from_glsl_shader = true;
-
- if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(shader not linked)", where);
- return GL_FALSE;
- }
-#if 0 /* not normally enabled */
- {
- char errMsg[100];
- if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentFragmentProgram,
- errMsg)) {
- _mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentFragmentProgram->Name, errMsg);
- }
- }
-#endif
- }
-
- /* 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) {
- if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(fragment program not valid)", where);
- return GL_FALSE;
- }
-
- /* If drawing to integer-valued color buffers, there must be an
- * active fragment shader (GL_EXT_texture_integer).
- */
- if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "%s(integer format but no fragment shader)", where);
- return GL_FALSE;
- }
- }
-
- if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
- "%s(incomplete framebuffer)", where);
- return GL_FALSE;
- }
-
- if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
- return GL_FALSE;
- }
-
-#ifdef DEBUG
- if (ctx->Shader.Flags & GLSL_LOG) {
- struct gl_shader_program *shProg[MESA_SHADER_TYPES];
- gl_shader_type i;
-
- shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
- shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
- shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
-
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
- if (shProg[i] == NULL || shProg[i]->_Used
- || shProg[i]->_LinkedShaders[i] == NULL)
- continue;
-
- /* This is the first time this shader is being used.
- * Append shader's constants/uniforms to log file.
- *
- * Only log data for the program target that matches the shader
- * target. It's possible to have a program bound to the vertex
- * shader target that also supplied a fragment shader. If that
- * program isn't also bound to the fragment shader target we don't
- * want to log its fragment data.
- */
- _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
- }
-
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
- if (shProg[i] != NULL)
- shProg[i]->_Used = GL_TRUE;
- }
- }
-#endif
-
- return GL_TRUE;
-}
-
-
/*@}*/