/*
* 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 "macros.h"
#include "matrix.h"
#include "multisample.h"
+#include "performance_monitor.h"
#include "pixel.h"
#include "pixelstore.h"
#include "points.h"
* Important: drivers should override these with actual limits.
*/
static void
-init_program_limits(struct gl_context *ctx, GLenum type,
+init_program_limits(struct gl_context *ctx, 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:
+ case MESA_SHADER_FRAGMENT:
prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_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_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;
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->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
ctx->Const.MaxUniformBlockSize / 4 *
prog->MaxUniformBlocks);
+
+ prog->MaxAtomicBuffers = 0;
+ prog->MaxAtomicCounters = 0;
}
static void
_mesa_init_constants(struct gl_context *ctx)
{
+ int i;
assert(ctx);
/* Constants, may be overriden (usually only reduced) by device drivers */
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.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
- ctx->Const.MaxTextureImageUnits);
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
ctx->Const.MaxTextureBufferSize = 65536;
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;
+ ctx->Const.MinMapBufferAlignment = 1;
+
+ /* Driver must override these values if ARB_viewport_array is supported. */
+ ctx->Const.MaxViewports = 1;
+ ctx->Const.ViewportSubpixelBits = 0;
+ ctx->Const.ViewportBounds.Min = 0;
+ ctx->Const.ViewportBounds.Max = 0;
+
+ /* Driver must override if it supports ARB_viewport_array */
+ ctx->Const.MaxViewports = 1;
/** GL_ARB_uniform_buffer_object */
ctx->Const.MaxCombinedUniformBlocks = 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);
+ for (i = 0; i < MESA_SHADER_STAGES; i++)
+ init_program_limits(ctx, i, &ctx->Const.Program[i]);
ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
- ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_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.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
ctx->Const.MaxSamples = 0;
/* GL_ARB_sync */
- ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
+ ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
/* GL_ATI_envmap_bumpmap */
ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
ctx->Const.MaxVertexStreams = 1;
- /* GL 3.2: hard-coded for now: */
- ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
+ /* GL 3.2 */
+ ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
+ ? GL_CONTEXT_CORE_PROFILE_BIT
+ : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
/** GL_EXT_gpu_shader4 */
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
+ /* GL_ARB_texture_gather */
+ ctx->Const.MinProgramTextureGatherOffset = -8;
+ ctx->Const.MaxProgramTextureGatherOffset = 7;
+
/* GL_ARB_robustness */
ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
ctx->Const.MaxColorTextureSamples = 1;
ctx->Const.MaxDepthTextureSamples = 1;
ctx->Const.MaxIntegerSamples = 1;
+
+ /* GL_ARB_shader_atomic_counters */
+ ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
+ ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
+ ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
+ ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
+
+ /* GL_ARB_vertex_attrib_binding */
+ ctx->Const.MaxVertexAttribRelativeOffset = 2047;
+ ctx->Const.MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
}
assert(VARYING_SLOT_MAX <=
(8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
- assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
-
/* 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 */
_mesa_init_lighting( ctx );
_mesa_init_matrix( ctx );
_mesa_init_multisample( ctx );
+ _mesa_init_performance_monitors( ctx );
_mesa_init_pixel( ctx );
_mesa_init_pixelstore( ctx );
_mesa_init_point( ctx );
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;
_mesa_free_sync_data(ctx);
_mesa_free_varray_data(ctx);
_mesa_free_transform_feedback(ctx);
+ _mesa_free_performance_monitors(ctx);
_mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
}
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++) {
+ dst->ViewportArray[i].X = src->ViewportArray[i].X;
+ dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
+ dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
+ dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
+ dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
+ dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
+ _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
+ &src->ViewportArray[i]._WindowMap);
+ }
}
/* XXX FIXME: Call callbacks?
}
-/**
- * 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;
- }
-}
-
-
/**
* Check if the viewport/scissor size has not yet been initialized.
* Initialize the size if the given width and height are non-zero.
_mesa_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);
+ }
}
}
*/
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);
* information.
*/
if (_mesa_getenv("MESA_INFO")) {
- _mesa_print_info();
+ _mesa_print_info(newCtx);
}
newCtx->FirstTimeCurrent = GL_FALSE;
}
-/**
- * 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
if (ctx->NewState)
_mesa_update_state(ctx);
- if (ctx->Shader.CurrentVertexProgram) {
+ if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
vert_from_glsl_shader = true;
- if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentVertexProgram,
+ ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentVertexProgram->Name, errMsg);
+ ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->Name, errMsg);
}
}
#endif
}
- if (ctx->Shader.CurrentGeometryProgram) {
+ if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
geom_from_glsl_shader = true;
- if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentGeometryProgram,
+ ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentGeometryProgram->Name, errMsg);
+ ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Name,
+ errMsg);
}
}
#endif
}
- if (ctx->Shader.CurrentFragmentProgram) {
+ if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
frag_from_glsl_shader = true;
- if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentFragmentProgram,
+ ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentFragmentProgram->Name, errMsg);
+ ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->Name,
+ errMsg);
}
}
#endif
#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;
+ struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
+ gl_shader_stage i;
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg[i] == NULL || shProg[i]->_Used
|| shProg[i]->_LinkedShaders[i] == NULL)
continue;
_mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
}
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg[i] != NULL)
shProg[i]->_Used = GL_TRUE;
}