#include "shader/shader_api.h"
#include "glapi/glapi.h"
#include "st_public.h"
+#include "st_debug.h"
#include "st_context.h"
#include "st_cb_accum.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_clear.h"
+#include "st_cb_condrender.h"
#if FEATURE_drawpix
#include "st_cb_drawpixels.h"
#include "st_cb_rasterpos.h"
#include "st_cb_drawtex.h"
#endif
#include "st_cb_fbo.h"
-#include "st_cb_get.h"
#if FEATURE_feedback
#include "st_cb_feedback.h"
#endif
st->ctx = ctx;
st->pipe = pipe;
+ /* XXX: this is one-off, per-screen init: */
+ st_debug_init();
+
/* state tracker needs the VBO module */
_vbo_CreateContext(ctx);
}
-void st_make_current(struct st_context *st,
- struct st_framebuffer *draw,
- struct st_framebuffer *read)
+GLboolean
+st_make_current(struct st_context *st,
+ struct st_framebuffer *draw,
+ struct st_framebuffer *read)
{
/* Call this periodically to detect when the user has begun using
* GL rendering from multiple threads.
_glapi_check_multithread();
if (st) {
- GLboolean firstTime = st->ctx->FirstTimeCurrent;
- _mesa_make_current(st->ctx, &draw->Base, &read->Base);
- /* Need to initialize viewport here since draw->Base->Width/Height
- * will still be zero at this point.
- * This could be improved, but would require rather extensive work
- * elsewhere (allocate rb surface storage sooner)
- */
- if (firstTime) {
- GLuint w = draw->InitWidth, h = draw->InitHeight;
- _mesa_set_viewport(st->ctx, 0, 0, w, h);
- _mesa_set_scissor(st->ctx, 0, 0, w, h);
+ if (!_mesa_make_current(st->ctx, &draw->Base, &read->Base))
+ return GL_FALSE;
- }
+ _mesa_check_init_viewport(st->ctx, draw->InitWidth, draw->InitHeight);
+
+ return GL_TRUE;
}
else {
- _mesa_make_current(NULL, NULL, NULL);
+ return _mesa_make_current(NULL, NULL, NULL);
}
}
st_init_rasterpos_functions(functions);
#endif
st_init_fbo_functions(functions);
- st_init_get_functions(functions);
#if FEATURE_feedback
st_init_feedback_functions(functions);
#endif
st_init_program_functions(functions);
-#if FEATURE_ARB_occlusion_query
+#if FEATURE_queryobj
st_init_query_functions(functions);
#endif
+ st_init_cond_render_functions(functions);
st_init_readpixels_functions(functions);
st_init_texture_functions(functions);
st_init_flush_functions(functions);