#if FEATURE_ARB_occlusion_query
#include "queryobj.h"
#endif
+#if FEATURE_ARB_sync
+#include "syncobj.h"
+#endif
#if FEATURE_drawpix
#include "rastpos.h"
#endif
#include "glapi/glapioffsets.h"
#include "glapi/glapitable.h"
#include "shader/program.h"
+#include "shader/prog_print.h"
#include "shader/shader_api.h"
#if FEATURE_ATI_fragment_shader
#include "shader/atifragshader.h"
void
_mesa_notifySwapBuffers(__GLcontext *ctx)
{
- FLUSH_VERTICES( ctx, 0 );
+ FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Flush) {
ctx->Driver.Flush(ctx);
}
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
- _mesa_debug(ctx, "Mesa %s DEBUG build %s %s",
+ _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
MESA_VERSION_STRING, __DATE__, __TIME__);
#endif
GLuint i;
/* Init all to (0,0,0,1) */
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
}
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
if (type == GL_VERTEX_PROGRAM_ARB) {
- prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
+ prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
}
prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
}
- /* copy the above limits to init native limits */
- prog->MaxNativeInstructions = prog->MaxInstructions;
- prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
- prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
- prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
- prog->MaxNativeAttribs = prog->MaxAttribs;
- prog->MaxNativeTemps = prog->MaxTemps;
- prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
- prog->MaxNativeParameters = prog->MaxParameters;
+ /* Set the native limits to zero. This implies that there is no native
+ * support for shaders. Let the drivers fill in the actual values.
+ */
+ prog->MaxNativeInstructions = 0;
+ prog->MaxNativeAluInstructions = 0;
+ prog->MaxNativeTexInstructions = 0;
+ prog->MaxNativeTexIndirections = 0;
+ prog->MaxNativeAttribs = 0;
+ prog->MaxNativeTemps = 0;
+ prog->MaxNativeAddressRegs = 0;
+ prog->MaxNativeParameters = 0;
}
/* GL_ARB_framebuffer_object */
ctx->Const.MaxSamples = 0;
+ /* GL_ARB_sync */
+ ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
+
/* GL_ATI_envmap_bumpmap */
ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
+ /* GL_EXT_provoking_vertex */
+ ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
+
/* sanity checks */
ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
ctx->Const.MaxTextureCoordUnits));
ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
+
+ /* check that we don't exceed various 32-bit bitfields */
+ ASSERT(VERT_RESULT_MAX <= 32);
+ ASSERT(FRAG_ATTRIB_MAX <= 32);
}
#if FEATURE_ARB_occlusion_query
_mesa_init_query( ctx );
#endif
+#if FEATURE_ARB_sync
+ _mesa_init_sync( ctx );
+#endif
#if FEATURE_drawpix
_mesa_init_rastpos( ctx );
#endif
#if FEATURE_ARB_occlusion_query
_mesa_free_query_data(ctx);
#endif
+#if FEATURE_ARB_sync
+ _mesa_free_sync_data(ctx);
+#endif
+ _mesa_free_varray_data(ctx);
+
+ _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
+
+#if FEATURE_ARB_pixel_buffer_object
+ _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
+#endif
#if FEATURE_ARB_vertex_buffer_object
- _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
+ _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
#endif
- _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
/* free dispatch tables */
_mesa_free(ctx->Exec);
}
+/**
+ * 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(GLcontext *ctx, GLuint width, GLuint height)
+{
+ if (!ctx->ViewportInitialized && width > 0 && height > 0) {
+ /* 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);
+ }
+}
+
+
/**
* Bind the given context to the given drawBuffer and readBuffer and
* make it the current context for the calling thread.
* \param drawBuffer the drawing framebuffer
* \param readBuffer the reading framebuffer
*/
-void
+GLboolean
_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
if (!check_compatible(newCtx, drawBuffer)) {
_mesa_warning(newCtx,
"MakeCurrent: incompatible visuals for context and drawbuffer");
- return;
+ return GL_FALSE;
}
}
if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
if (!check_compatible(newCtx, readBuffer)) {
_mesa_warning(newCtx,
"MakeCurrent: incompatible visuals for context and readbuffer");
- return;
+ return GL_FALSE;
}
}
ASSERT(drawBuffer->Height > 0);
#endif
- if (newCtx->FirstTimeCurrent) {
- /* set initial viewport and scissor size now */
- _mesa_set_viewport(newCtx, 0, 0,
- drawBuffer->Width, drawBuffer->Height);
- _mesa_set_scissor(newCtx, 0, 0,
- drawBuffer->Width, drawBuffer->Height );
- check_context_limits(newCtx);
+ if (drawBuffer) {
+ _mesa_check_init_viewport(newCtx,
+ drawBuffer->Width, drawBuffer->Height);
}
}
- /* 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 (newCtx->FirstTimeCurrent) {
+ 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;
}
}
+
+ return GL_TRUE;
}
{
if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
struct gl_shared_state *oldSharedState = ctx->Shared;
+ GLint RefCount;
ctx->Shared = ctxToShare->Shared;
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
update_default_objects(ctx);
- oldSharedState->RefCount--;
- if (oldSharedState->RefCount == 0) {
+ _glthread_LOCK_MUTEX(oldSharedState->Mutex);
+ RefCount = --oldSharedState->RefCount;
+ _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
+
+ if (RefCount == 0) {
_mesa_free_shared_state(ctx, oldSharedState);
}
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Finish) {
ctx->Driver.Finish(ctx);
}
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Flush) {
ctx->Driver.Flush(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( GLcontext *ctx,
+ GLboolean flag )
+{
+ ctx->mvp_with_dp4 = flag;
+}
+
+
+
+/**
+ * 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(GLcontext *ctx, const char *where)
+{
+ if (ctx->Shader.CurrentProgram) {
+ /* using shaders */
+ if (!ctx->Shader.CurrentProgram->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.CurrentProgram,
+ errMsg)) {
+ _mesa_warning(ctx, "Shader program %u is invalid: %s",
+ ctx->Shader.CurrentProgram->Name, errMsg);
+ }
+ }
+#endif
+ }
+ else {
+ if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(vertex program not valid)", where);
+ return GL_FALSE;
+ }
+ if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(fragment program not valid)", 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;
+ }
+
+#ifdef DEBUG
+ if (ctx->Shader.Flags & GLSL_LOG) {
+ struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ if (shProg) {
+ if (!shProg->_Used) {
+ /* This is the first time this shader is being used.
+ * Append shader's constants/uniforms to log file.
+ */
+ GLuint i;
+ for (i = 0; i < shProg->NumShaders; i++) {
+ struct gl_shader *sh = shProg->Shaders[i];
+ if (sh->Type == GL_VERTEX_SHADER) {
+ _mesa_append_uniforms_to_file(sh,
+ &shProg->VertexProgram->Base);
+ }
+ else if (sh->Type == GL_FRAGMENT_SHADER) {
+ _mesa_append_uniforms_to_file(sh,
+ &shProg->FragmentProgram->Base);
+ }
+ }
+ shProg->_Used = GL_TRUE;
+ }
+ }
+ }
+#endif
+
+ return GL_TRUE;
+}
+
+
/*@}*/