glsl: move to compiler/
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "performance_monitor.h"
109 #include "pipelineobj.h"
110 #include "pixel.h"
111 #include "pixelstore.h"
112 #include "points.h"
113 #include "polygon.h"
114 #include "queryobj.h"
115 #include "syncobj.h"
116 #include "rastpos.h"
117 #include "remap.h"
118 #include "scissor.h"
119 #include "shared.h"
120 #include "shaderobj.h"
121 #include "shaderimage.h"
122 #include "util/simple_list.h"
123 #include "util/strtod.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "texstate.h"
128 #include "transformfeedback.h"
129 #include "mtypes.h"
130 #include "varray.h"
131 #include "version.h"
132 #include "viewport.h"
133 #include "vtxfmt.h"
134 #include "program/program.h"
135 #include "program/prog_print.h"
136 #include "math/m_matrix.h"
137 #include "main/dispatch.h" /* for _gloffset_COUNT */
138 #include "uniforms.h"
139 #include "macros.h"
140
141 #ifdef USE_SPARC_ASM
142 #include "sparc/sparc.h"
143 #endif
144
145 #include "compiler/glsl/glsl_parser_extras.h"
146 #include <stdbool.h>
147
148
149 #ifndef MESA_VERBOSE
150 int MESA_VERBOSE = 0;
151 #endif
152
153 #ifndef MESA_DEBUG_FLAGS
154 int MESA_DEBUG_FLAGS = 0;
155 #endif
156
157
158 /* ubyte -> float conversion */
159 GLfloat _mesa_ubyte_to_float_color_tab[256];
160
161
162
163 /**
164 * Swap buffers notification callback.
165 *
166 * \param ctx GL context.
167 *
168 * Called by window system just before swapping buffers.
169 * We have to finish any pending rendering.
170 */
171 void
172 _mesa_notifySwapBuffers(struct gl_context *ctx)
173 {
174 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
175 _mesa_debug(ctx, "SwapBuffers\n");
176 FLUSH_CURRENT( ctx, 0 );
177 if (ctx->Driver.Flush) {
178 ctx->Driver.Flush(ctx);
179 }
180 }
181
182
183 /**********************************************************************/
184 /** \name GL Visual allocation/destruction */
185 /**********************************************************************/
186 /*@{*/
187
188 /**
189 * Allocates a struct gl_config structure and initializes it via
190 * _mesa_initialize_visual().
191 *
192 * \param dbFlag double buffering
193 * \param stereoFlag stereo buffer
194 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
195 * is acceptable but the actual depth type will be GLushort or GLuint as
196 * needed.
197 * \param stencilBits requested minimum bits per stencil buffer value
198 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
199 * of bits per color component in accum buffer.
200 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
201 * \param redBits number of bits per color component in frame buffer for RGB(A)
202 * mode. We always use 8 in core Mesa though.
203 * \param greenBits same as above.
204 * \param blueBits same as above.
205 * \param alphaBits same as above.
206 * \param numSamples not really used.
207 *
208 * \return pointer to new struct gl_config or NULL if requested parameters
209 * can't be met.
210 *
211 * \note Need to add params for level and numAuxBuffers (at least)
212 */
213 struct gl_config *
214 _mesa_create_visual( GLboolean dbFlag,
215 GLboolean stereoFlag,
216 GLint redBits,
217 GLint greenBits,
218 GLint blueBits,
219 GLint alphaBits,
220 GLint depthBits,
221 GLint stencilBits,
222 GLint accumRedBits,
223 GLint accumGreenBits,
224 GLint accumBlueBits,
225 GLint accumAlphaBits,
226 GLint numSamples )
227 {
228 struct gl_config *vis = CALLOC_STRUCT(gl_config);
229 if (vis) {
230 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
231 redBits, greenBits, blueBits, alphaBits,
232 depthBits, stencilBits,
233 accumRedBits, accumGreenBits,
234 accumBlueBits, accumAlphaBits,
235 numSamples)) {
236 free(vis);
237 return NULL;
238 }
239 }
240 return vis;
241 }
242
243
244 /**
245 * Makes some sanity checks and fills in the fields of the struct
246 * gl_config object with the given parameters. If the caller needs to
247 * set additional fields, he should just probably init the whole
248 * gl_config object himself.
249 *
250 * \return GL_TRUE on success, or GL_FALSE on failure.
251 *
252 * \sa _mesa_create_visual() above for the parameter description.
253 */
254 GLboolean
255 _mesa_initialize_visual( struct gl_config *vis,
256 GLboolean dbFlag,
257 GLboolean stereoFlag,
258 GLint redBits,
259 GLint greenBits,
260 GLint blueBits,
261 GLint alphaBits,
262 GLint depthBits,
263 GLint stencilBits,
264 GLint accumRedBits,
265 GLint accumGreenBits,
266 GLint accumBlueBits,
267 GLint accumAlphaBits,
268 GLint numSamples )
269 {
270 assert(vis);
271
272 if (depthBits < 0 || depthBits > 32) {
273 return GL_FALSE;
274 }
275 if (stencilBits < 0 || stencilBits > 8) {
276 return GL_FALSE;
277 }
278 assert(accumRedBits >= 0);
279 assert(accumGreenBits >= 0);
280 assert(accumBlueBits >= 0);
281 assert(accumAlphaBits >= 0);
282
283 vis->rgbMode = GL_TRUE;
284 vis->doubleBufferMode = dbFlag;
285 vis->stereoMode = stereoFlag;
286
287 vis->redBits = redBits;
288 vis->greenBits = greenBits;
289 vis->blueBits = blueBits;
290 vis->alphaBits = alphaBits;
291 vis->rgbBits = redBits + greenBits + blueBits;
292
293 vis->indexBits = 0;
294 vis->depthBits = depthBits;
295 vis->stencilBits = stencilBits;
296
297 vis->accumRedBits = accumRedBits;
298 vis->accumGreenBits = accumGreenBits;
299 vis->accumBlueBits = accumBlueBits;
300 vis->accumAlphaBits = accumAlphaBits;
301
302 vis->haveAccumBuffer = accumRedBits > 0;
303 vis->haveDepthBuffer = depthBits > 0;
304 vis->haveStencilBuffer = stencilBits > 0;
305
306 vis->numAuxBuffers = 0;
307 vis->level = 0;
308 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
309 vis->samples = numSamples;
310
311 return GL_TRUE;
312 }
313
314
315 /**
316 * Destroy a visual and free its memory.
317 *
318 * \param vis visual.
319 *
320 * Frees the visual structure.
321 */
322 void
323 _mesa_destroy_visual( struct gl_config *vis )
324 {
325 free(vis);
326 }
327
328 /*@}*/
329
330
331 /**********************************************************************/
332 /** \name Context allocation, initialization, destroying
333 *
334 * The purpose of the most initialization functions here is to provide the
335 * default state values according to the OpenGL specification.
336 */
337 /**********************************************************************/
338 /*@{*/
339
340
341 /**
342 * One-time initialization mutex lock.
343 *
344 * \sa Used by one_time_init().
345 */
346 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
347
348
349 /**
350 * Calls all the various one-time-fini functions in Mesa
351 */
352
353 static void
354 one_time_fini(void)
355 {
356 _mesa_destroy_shader_compiler();
357 _mesa_locale_fini();
358 }
359
360 /**
361 * Calls all the various one-time-init functions in Mesa.
362 *
363 * While holding a global mutex lock, calls several initialization functions,
364 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
365 * defined.
366 *
367 * \sa _math_init().
368 */
369 static void
370 one_time_init( struct gl_context *ctx )
371 {
372 static GLbitfield api_init_mask = 0x0;
373
374 mtx_lock(&OneTimeLock);
375
376 /* truly one-time init */
377 if (!api_init_mask) {
378 GLuint i;
379
380 STATIC_ASSERT(sizeof(GLbyte) == 1);
381 STATIC_ASSERT(sizeof(GLubyte) == 1);
382 STATIC_ASSERT(sizeof(GLshort) == 2);
383 STATIC_ASSERT(sizeof(GLushort) == 2);
384 STATIC_ASSERT(sizeof(GLint) == 4);
385 STATIC_ASSERT(sizeof(GLuint) == 4);
386
387 _mesa_locale_init();
388
389 _mesa_one_time_init_extension_overrides();
390
391 _mesa_get_cpu_features();
392
393 for (i = 0; i < 256; i++) {
394 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
395 }
396
397 atexit(one_time_fini);
398
399 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
400 if (MESA_VERBOSE != 0) {
401 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
402 PACKAGE_VERSION, __DATE__, __TIME__);
403 }
404 #endif
405 }
406
407 /* per-API one-time init */
408 if (!(api_init_mask & (1 << ctx->API))) {
409 _mesa_init_get_hash(ctx);
410
411 _mesa_init_remap_table();
412 }
413
414 api_init_mask |= 1 << ctx->API;
415
416 mtx_unlock(&OneTimeLock);
417 }
418
419
420 /**
421 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
422 */
423 static void
424 _mesa_init_current(struct gl_context *ctx)
425 {
426 GLuint i;
427
428 /* Init all to (0,0,0,1) */
429 for (i = 0; i < ARRAY_SIZE(ctx->Current.Attrib); i++) {
430 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
431 }
432
433 /* redo special cases: */
434 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
435 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
436 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
437 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
438 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
439 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
440 }
441
442
443 /**
444 * Init vertex/fragment/geometry program limits.
445 * Important: drivers should override these with actual limits.
446 */
447 static void
448 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
449 struct gl_program_constants *prog)
450 {
451 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
452 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
453 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
454 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
455 prog->MaxTemps = MAX_PROGRAM_TEMPS;
456 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
457 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
458 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
459
460 switch (stage) {
461 case MESA_SHADER_VERTEX:
462 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
463 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
464 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
465 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
466 prog->MaxInputComponents = 0; /* value not used */
467 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
468 break;
469 case MESA_SHADER_FRAGMENT:
470 prog->MaxParameters = MAX_FRAGMENT_PROGRAM_PARAMS;
471 prog->MaxAttribs = MAX_FRAGMENT_PROGRAM_INPUTS;
472 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
473 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
474 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
475 prog->MaxOutputComponents = 0; /* value not used */
476 break;
477 case MESA_SHADER_TESS_CTRL:
478 case MESA_SHADER_TESS_EVAL:
479 case MESA_SHADER_GEOMETRY:
480 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
481 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
482 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
483 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
484 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
485 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
486 break;
487 case MESA_SHADER_COMPUTE:
488 prog->MaxParameters = 0; /* not meaningful for compute shaders */
489 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
490 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
491 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
492 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
493 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
494 break;
495 default:
496 assert(0 && "Bad shader stage in init_program_limits()");
497 }
498
499 /* Set the native limits to zero. This implies that there is no native
500 * support for shaders. Let the drivers fill in the actual values.
501 */
502 prog->MaxNativeInstructions = 0;
503 prog->MaxNativeAluInstructions = 0;
504 prog->MaxNativeTexInstructions = 0;
505 prog->MaxNativeTexIndirections = 0;
506 prog->MaxNativeAttribs = 0;
507 prog->MaxNativeTemps = 0;
508 prog->MaxNativeAddressRegs = 0;
509 prog->MaxNativeParameters = 0;
510
511 /* Set GLSL datatype range/precision info assuming IEEE float values.
512 * Drivers should override these defaults as needed.
513 */
514 prog->MediumFloat.RangeMin = 127;
515 prog->MediumFloat.RangeMax = 127;
516 prog->MediumFloat.Precision = 23;
517 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
518
519 /* Assume ints are stored as floats for now, since this is the least-common
520 * denominator. The OpenGL ES spec implies (page 132) that the precision
521 * of integer types should be 0. Practically speaking, IEEE
522 * single-precision floating point values can only store integers in the
523 * range [-0x01000000, 0x01000000] without loss of precision.
524 */
525 prog->MediumInt.RangeMin = 24;
526 prog->MediumInt.RangeMax = 24;
527 prog->MediumInt.Precision = 0;
528 prog->LowInt = prog->HighInt = prog->MediumInt;
529
530 prog->MaxUniformBlocks = 12;
531 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
532 consts->MaxUniformBlockSize / 4 *
533 prog->MaxUniformBlocks);
534
535 prog->MaxAtomicBuffers = 0;
536 prog->MaxAtomicCounters = 0;
537
538 prog->MaxShaderStorageBlocks = 8;
539 }
540
541
542 /**
543 * Initialize fields of gl_constants (aka ctx->Const.*).
544 * Use defaults from config.h. The device drivers will often override
545 * some of these values (such as number of texture units).
546 */
547 void
548 _mesa_init_constants(struct gl_constants *consts, gl_api api)
549 {
550 int i;
551 assert(consts);
552
553 /* Constants, may be overriden (usually only reduced) by device drivers */
554 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
555 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
556 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
557 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
558 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
559 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
560 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
561 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
562 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
563 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
564 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
565 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
566 consts->MaxTextureBufferSize = 65536;
567 consts->TextureBufferOffsetAlignment = 1;
568 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
569 consts->SubPixelBits = SUB_PIXEL_BITS;
570 consts->MinPointSize = MIN_POINT_SIZE;
571 consts->MaxPointSize = MAX_POINT_SIZE;
572 consts->MinPointSizeAA = MIN_POINT_SIZE;
573 consts->MaxPointSizeAA = MAX_POINT_SIZE;
574 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
575 consts->MinLineWidth = MIN_LINE_WIDTH;
576 consts->MaxLineWidth = MAX_LINE_WIDTH;
577 consts->MinLineWidthAA = MIN_LINE_WIDTH;
578 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
579 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
580 consts->MaxClipPlanes = 6;
581 consts->MaxLights = MAX_LIGHTS;
582 consts->MaxShininess = 128.0;
583 consts->MaxSpotExponent = 128.0;
584 consts->MaxViewportWidth = MAX_VIEWPORT_WIDTH;
585 consts->MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
586 consts->MinMapBufferAlignment = 64;
587
588 /* Driver must override these values if ARB_viewport_array is supported. */
589 consts->MaxViewports = 1;
590 consts->ViewportSubpixelBits = 0;
591 consts->ViewportBounds.Min = 0;
592 consts->ViewportBounds.Max = 0;
593
594 /** GL_ARB_uniform_buffer_object */
595 consts->MaxCombinedUniformBlocks = 36;
596 consts->MaxUniformBufferBindings = 36;
597 consts->MaxUniformBlockSize = 16384;
598 consts->UniformBufferOffsetAlignment = 1;
599
600 /** GL_ARB_shader_storage_buffer_object */
601 consts->MaxCombinedShaderStorageBlocks = 8;
602 consts->MaxShaderStorageBufferBindings = 8;
603 consts->MaxShaderStorageBlockSize = 128 * 1024 * 1024; /* 2^27 */
604 consts->ShaderStorageBufferOffsetAlignment = 256;
605
606 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
607 consts->MaxUserAssignableUniformLocations =
608 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
609
610 for (i = 0; i < MESA_SHADER_STAGES; i++)
611 init_program_limits(consts, i, &consts->Program[i]);
612
613 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
614 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
615
616 /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
617 * gl_VertexID is implemented using a native hardware register with OpenGL
618 * semantics.
619 */
620 consts->VertexID_is_zero_based = false;
621
622 /* GL_ARB_draw_buffers */
623 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
624
625 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
626 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
627
628 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
629 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
630 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
631 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
632 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
633 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
634
635 /* Shading language version */
636 consts->GLSLVersion = 120;
637 _mesa_override_glsl_version(consts);
638
639 #ifdef DEBUG
640 consts->GenerateTemporaryNames = true;
641 #else
642 consts->GenerateTemporaryNames = false;
643 #endif
644
645 /* GL_ARB_framebuffer_object */
646 consts->MaxSamples = 0;
647
648 /* GLSL default if NativeIntegers == FALSE */
649 consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u;
650
651 /* GL_ARB_sync */
652 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
653
654 /* GL_EXT_provoking_vertex */
655 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
656
657 /** GL_ARB_viewport_array */
658 consts->LayerAndVPIndexProvokingVertex = GL_UNDEFINED_VERTEX;
659
660 /* GL_EXT_transform_feedback */
661 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
662 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
663 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
664 consts->MaxVertexStreams = 1;
665
666 /* GL 3.2 */
667 consts->ProfileMask = api == API_OPENGL_CORE
668 ? GL_CONTEXT_CORE_PROFILE_BIT
669 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
670
671 /* GL 4.4 */
672 consts->MaxVertexAttribStride = 2048;
673
674 /** GL_EXT_gpu_shader4 */
675 consts->MinProgramTexelOffset = -8;
676 consts->MaxProgramTexelOffset = 7;
677
678 /* GL_ARB_texture_gather */
679 consts->MinProgramTextureGatherOffset = -8;
680 consts->MaxProgramTextureGatherOffset = 7;
681
682 /* GL_ARB_robustness */
683 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
684
685 /* ES 3.0 or ARB_ES3_compatibility */
686 consts->MaxElementIndex = 0xffffffffu;
687
688 /* GL_ARB_texture_multisample */
689 consts->MaxColorTextureSamples = 1;
690 consts->MaxDepthTextureSamples = 1;
691 consts->MaxIntegerSamples = 1;
692
693 /* GL_ARB_shader_atomic_counters */
694 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
695 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
696 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
697 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
698
699 /* GL_ARB_vertex_attrib_binding */
700 consts->MaxVertexAttribRelativeOffset = 2047;
701 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
702
703 /* GL_ARB_compute_shader */
704 consts->MaxComputeWorkGroupCount[0] = 65535;
705 consts->MaxComputeWorkGroupCount[1] = 65535;
706 consts->MaxComputeWorkGroupCount[2] = 65535;
707 consts->MaxComputeWorkGroupSize[0] = 1024;
708 consts->MaxComputeWorkGroupSize[1] = 1024;
709 consts->MaxComputeWorkGroupSize[2] = 64;
710 consts->MaxComputeWorkGroupInvocations = 1024;
711
712 /** GL_ARB_gpu_shader5 */
713 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
714 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
715
716 /** GL_KHR_context_flush_control */
717 consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
718
719 /** GL_ARB_tessellation_shader */
720 consts->MaxTessGenLevel = MAX_TESS_GEN_LEVEL;
721 consts->MaxPatchVertices = MAX_PATCH_VERTICES;
722 consts->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
723 consts->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
724 consts->MaxTessPatchComponents = MAX_TESS_PATCH_COMPONENTS;
725 consts->MaxTessControlTotalOutputComponents = MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS;
726 }
727
728
729 /**
730 * Do some sanity checks on the limits/constants for the given context.
731 * Only called the first time a context is bound.
732 */
733 static void
734 check_context_limits(struct gl_context *ctx)
735 {
736 (void) ctx;
737
738 /* check that we don't exceed the size of various bitfields */
739 assert(VARYING_SLOT_MAX <=
740 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
741 assert(VARYING_SLOT_MAX <=
742 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
743
744 /* shader-related checks */
745 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
746 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
747
748 /* Texture unit checks */
749 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
750 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
751 assert(ctx->Const.MaxTextureCoordUnits > 0);
752 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
753 assert(ctx->Const.MaxTextureUnits > 0);
754 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
755 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
756 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
757 ctx->Const.MaxTextureCoordUnits));
758 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
759 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
760 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
761 /* number of coord units cannot be greater than number of image units */
762 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
763
764
765 /* Texture size checks */
766 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
767 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
768 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
769 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
770
771 /* Texture level checks */
772 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
773 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
774
775 /* Max texture size should be <= max viewport size (render to texture) */
776 assert((1U << (ctx->Const.MaxTextureLevels - 1))
777 <= ctx->Const.MaxViewportWidth);
778 assert((1U << (ctx->Const.MaxTextureLevels - 1))
779 <= ctx->Const.MaxViewportHeight);
780
781 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
782
783 /* if this fails, add more enum values to gl_buffer_index */
784 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
785
786 /* XXX probably add more tests */
787 }
788
789
790 /**
791 * Initialize the attribute groups in a GL context.
792 *
793 * \param ctx GL context.
794 *
795 * Initializes all the attributes, calling the respective <tt>init*</tt>
796 * functions for the more complex data structures.
797 */
798 static GLboolean
799 init_attrib_groups(struct gl_context *ctx)
800 {
801 assert(ctx);
802
803 /* Constants */
804 _mesa_init_constants(&ctx->Const, ctx->API);
805
806 /* Extensions */
807 _mesa_init_extensions(&ctx->Extensions);
808
809 /* Attribute Groups */
810 _mesa_init_accum( ctx );
811 _mesa_init_attrib( ctx );
812 _mesa_init_buffer_objects( ctx );
813 _mesa_init_color( ctx );
814 _mesa_init_current( ctx );
815 _mesa_init_depth( ctx );
816 _mesa_init_debug( ctx );
817 _mesa_init_display_list( ctx );
818 _mesa_init_errors( ctx );
819 _mesa_init_eval( ctx );
820 _mesa_init_fbobjects( ctx );
821 _mesa_init_feedback( ctx );
822 _mesa_init_fog( ctx );
823 _mesa_init_hint( ctx );
824 _mesa_init_image_units( ctx );
825 _mesa_init_line( ctx );
826 _mesa_init_lighting( ctx );
827 _mesa_init_matrix( ctx );
828 _mesa_init_multisample( ctx );
829 _mesa_init_performance_monitors( ctx );
830 _mesa_init_pipeline( ctx );
831 _mesa_init_pixel( ctx );
832 _mesa_init_pixelstore( ctx );
833 _mesa_init_point( ctx );
834 _mesa_init_polygon( ctx );
835 _mesa_init_program( ctx );
836 _mesa_init_queryobj( ctx );
837 _mesa_init_sync( ctx );
838 _mesa_init_rastpos( ctx );
839 _mesa_init_scissor( ctx );
840 _mesa_init_shader_state( ctx );
841 _mesa_init_stencil( ctx );
842 _mesa_init_transform( ctx );
843 _mesa_init_transform_feedback( ctx );
844 _mesa_init_varray( ctx );
845 _mesa_init_viewport( ctx );
846
847 if (!_mesa_init_texture( ctx ))
848 return GL_FALSE;
849
850 _mesa_init_texture_s3tc( ctx );
851
852 /* Miscellaneous */
853 ctx->NewState = _NEW_ALL;
854 ctx->NewDriverState = ~0;
855 ctx->ErrorValue = GL_NO_ERROR;
856 ctx->ShareGroupReset = false;
857 ctx->varying_vp_inputs = VERT_BIT_ALL;
858
859 return GL_TRUE;
860 }
861
862
863 /**
864 * Update default objects in a GL context with respect to shared state.
865 *
866 * \param ctx GL context.
867 *
868 * Removes references to old default objects, (texture objects, program
869 * objects, etc.) and changes to reference those from the current shared
870 * state.
871 */
872 static GLboolean
873 update_default_objects(struct gl_context *ctx)
874 {
875 assert(ctx);
876
877 _mesa_update_default_objects_program(ctx);
878 _mesa_update_default_objects_texture(ctx);
879 _mesa_update_default_objects_buffer_objects(ctx);
880
881 return GL_TRUE;
882 }
883
884
885 /* XXX this is temporary and should be removed at some point in the
886 * future when there's a reasonable expectation that the libGL library
887 * contains the _glapi_new_nop_table() and _glapi_set_nop_handler()
888 * functions which were added in Mesa 10.6.
889 */
890 #if !defined(_WIN32)
891 /* Avoid libGL / driver ABI break */
892 #define USE_GLAPI_NOP_FEATURES 0
893 #else
894 #define USE_GLAPI_NOP_FEATURES 1
895 #endif
896
897
898 /**
899 * This function is called by the glapi no-op functions. For each OpenGL
900 * function/entrypoint there's a simple no-op function. These "no-op"
901 * functions call this function.
902 *
903 * If there's a current OpenGL context for the calling thread, we record a
904 * GL_INVALID_OPERATION error. This can happen either because the app's
905 * calling an unsupported extension function, or calling an illegal function
906 * (such as glClear between glBegin/glEnd).
907 *
908 * If there's no current OpenGL context for the calling thread, we can
909 * print a message to stderr.
910 *
911 * \param name the name of the OpenGL function
912 */
913 #if USE_GLAPI_NOP_FEATURES
914 static void
915 nop_handler(const char *name)
916 {
917 GET_CURRENT_CONTEXT(ctx);
918 if (ctx) {
919 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid call)", name);
920 }
921 #if defined(DEBUG)
922 else if (getenv("MESA_DEBUG") || getenv("LIBGL_DEBUG")) {
923 fprintf(stderr,
924 "GL User Error: gl%s called without a rendering context\n",
925 name);
926 fflush(stderr);
927 }
928 #endif
929 }
930 #endif
931
932
933 /**
934 * Special no-op glFlush, see below.
935 */
936 #if defined(_WIN32)
937 static void GLAPIENTRY
938 nop_glFlush(void)
939 {
940 /* don't record an error like we do in nop_handler() */
941 }
942 #endif
943
944
945 #if !USE_GLAPI_NOP_FEATURES
946 static int
947 generic_nop(void)
948 {
949 GET_CURRENT_CONTEXT(ctx);
950 _mesa_error(ctx, GL_INVALID_OPERATION,
951 "unsupported function called "
952 "(unsupported extension or deprecated function?)");
953 return 0;
954 }
955 #endif
956
957
958 /**
959 * Create a new API dispatch table in which all entries point to the
960 * generic_nop() function. This will not work on Windows because of
961 * the __stdcall convention which requires the callee to clean up the
962 * call stack. That's impossible with one generic no-op function.
963 */
964 struct _glapi_table *
965 _mesa_new_nop_table(unsigned numEntries)
966 {
967 struct _glapi_table *table;
968
969 #if !USE_GLAPI_NOP_FEATURES
970 table = malloc(numEntries * sizeof(_glapi_proc));
971 if (table) {
972 _glapi_proc *entry = (_glapi_proc *) table;
973 unsigned i;
974 for (i = 0; i < numEntries; i++) {
975 entry[i] = (_glapi_proc) generic_nop;
976 }
977 }
978 #else
979 table = _glapi_new_nop_table(numEntries);
980 #endif
981 return table;
982 }
983
984
985 /**
986 * Allocate and initialize a new dispatch table. The table will be
987 * populated with pointers to "no-op" functions. In turn, the no-op
988 * functions will call nop_handler() above.
989 */
990 static struct _glapi_table *
991 alloc_dispatch_table(void)
992 {
993 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
994 * In practice, this'll be the same for stand-alone Mesa. But for DRI
995 * Mesa we do this to accommodate different versions of libGL and various
996 * DRI drivers.
997 */
998 int numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
999
1000 struct _glapi_table *table = _mesa_new_nop_table(numEntries);
1001
1002 #if defined(_WIN32)
1003 if (table) {
1004 /* This is a special case for Windows in the event that
1005 * wglGetProcAddress is called between glBegin/End().
1006 *
1007 * The MS opengl32.dll library apparently calls glFlush from
1008 * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
1009 * will dispatch to _mesa_generic_nop() and we'll generate a
1010 * GL_INVALID_OPERATION error.
1011 *
1012 * The specific case which hits this is piglit's primitive-restart
1013 * test which calls glPrimitiveRestartNV() inside glBegin/End. The
1014 * first time we call glPrimitiveRestartNV() Piglit's API dispatch
1015 * code will try to resolve the function by calling wglGetProcAddress.
1016 * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
1017 * will fail causing the test to fail. By suppressing the error, the
1018 * assertion passes and the test continues.
1019 */
1020 SET_Flush(table, nop_glFlush);
1021 }
1022 #endif
1023
1024 #if USE_GLAPI_NOP_FEATURES
1025 _glapi_set_nop_handler(nop_handler);
1026 #endif
1027
1028 return table;
1029 }
1030
1031 /**
1032 * Creates a minimal dispatch table for use within glBegin()/glEnd().
1033 *
1034 * This ensures that we generate GL_INVALID_OPERATION errors from most
1035 * functions, since the set of functions that are valid within Begin/End is
1036 * very small.
1037 *
1038 * From the GL 1.0 specification section 2.6.3, "GL Commands within
1039 * Begin/End"
1040 *
1041 * "The only GL commands that are allowed within any Begin/End pairs are
1042 * the commands for specifying vertex coordinates, vertex color, normal
1043 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
1044 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
1045 * commands for specifying lighting material parameters (Material
1046 * commands see section 2.12.2), display list invocation commands
1047 * (CallList and CallLists see section 5.4), and the EdgeFlag
1048 * command. Executing Begin after Begin has already been executed but
1049 * before an End is issued generates the INVALID OPERATION error, as does
1050 * executing End without a previous corresponding Begin. Executing any
1051 * other GL command within Begin/End results in the error INVALID
1052 * OPERATION."
1053 *
1054 * The table entries for specifying vertex attributes are set up by
1055 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
1056 * are set by install_vtxfmt() as well.
1057 */
1058 static struct _glapi_table *
1059 create_beginend_table(const struct gl_context *ctx)
1060 {
1061 struct _glapi_table *table;
1062
1063 table = alloc_dispatch_table();
1064 if (!table)
1065 return NULL;
1066
1067 /* Fill in functions which return a value, since they should return some
1068 * specific value even if they emit a GL_INVALID_OPERATION error from them
1069 * being called within glBegin()/glEnd().
1070 */
1071 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
1072
1073 COPY_DISPATCH(GenLists);
1074 COPY_DISPATCH(IsProgram);
1075 COPY_DISPATCH(IsVertexArray);
1076 COPY_DISPATCH(IsBuffer);
1077 COPY_DISPATCH(IsEnabled);
1078 COPY_DISPATCH(IsEnabledi);
1079 COPY_DISPATCH(IsRenderbuffer);
1080 COPY_DISPATCH(IsFramebuffer);
1081 COPY_DISPATCH(CheckFramebufferStatus);
1082 COPY_DISPATCH(RenderMode);
1083 COPY_DISPATCH(GetString);
1084 COPY_DISPATCH(GetStringi);
1085 COPY_DISPATCH(GetPointerv);
1086 COPY_DISPATCH(IsQuery);
1087 COPY_DISPATCH(IsSampler);
1088 COPY_DISPATCH(IsSync);
1089 COPY_DISPATCH(IsTexture);
1090 COPY_DISPATCH(IsTransformFeedback);
1091 COPY_DISPATCH(DeleteQueries);
1092 COPY_DISPATCH(AreTexturesResident);
1093 COPY_DISPATCH(FenceSync);
1094 COPY_DISPATCH(ClientWaitSync);
1095 COPY_DISPATCH(MapBuffer);
1096 COPY_DISPATCH(UnmapBuffer);
1097 COPY_DISPATCH(MapBufferRange);
1098 COPY_DISPATCH(ObjectPurgeableAPPLE);
1099 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
1100
1101 _mesa_loopback_init_api_table(ctx, table);
1102
1103 return table;
1104 }
1105
1106 void
1107 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
1108 {
1109 /* Do the code-generated setup of the exec table in api_exec.c. */
1110 _mesa_initialize_exec_table(ctx);
1111
1112 if (ctx->Save)
1113 _mesa_initialize_save_table(ctx);
1114 }
1115
1116 /**
1117 * Initialize a struct gl_context struct (rendering context).
1118 *
1119 * This includes allocating all the other structs and arrays which hang off of
1120 * the context by pointers.
1121 * Note that the driver needs to pass in its dd_function_table here since
1122 * we need to at least call driverFunctions->NewTextureObject to create the
1123 * default texture objects.
1124 *
1125 * Called by _mesa_create_context().
1126 *
1127 * Performs the imports and exports callback tables initialization, and
1128 * miscellaneous one-time initializations. If no shared context is supplied one
1129 * is allocated, and increase its reference count. Setups the GL API dispatch
1130 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1131 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1132 * for debug flags.
1133 *
1134 * \param ctx the context to initialize
1135 * \param api the GL API type to create the context for
1136 * \param visual describes the visual attributes for this context or NULL to
1137 * create a configless context
1138 * \param share_list points to context to share textures, display lists,
1139 * etc with, or NULL
1140 * \param driverFunctions table of device driver functions for this context
1141 * to use
1142 */
1143 GLboolean
1144 _mesa_initialize_context(struct gl_context *ctx,
1145 gl_api api,
1146 const struct gl_config *visual,
1147 struct gl_context *share_list,
1148 const struct dd_function_table *driverFunctions)
1149 {
1150 struct gl_shared_state *shared;
1151 int i;
1152
1153 assert(driverFunctions->NewTextureObject);
1154 assert(driverFunctions->FreeTextureImageBuffer);
1155
1156 ctx->API = api;
1157 ctx->DrawBuffer = NULL;
1158 ctx->ReadBuffer = NULL;
1159 ctx->WinSysDrawBuffer = NULL;
1160 ctx->WinSysReadBuffer = NULL;
1161
1162 if (visual) {
1163 ctx->Visual = *visual;
1164 ctx->HasConfig = GL_TRUE;
1165 }
1166 else {
1167 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1168 ctx->HasConfig = GL_FALSE;
1169 }
1170
1171 _mesa_override_gl_version(ctx);
1172
1173 /* misc one-time initializations */
1174 one_time_init(ctx);
1175
1176 /* Plug in driver functions and context pointer here.
1177 * This is important because when we call alloc_shared_state() below
1178 * we'll call ctx->Driver.NewTextureObject() to create the default
1179 * textures.
1180 */
1181 ctx->Driver = *driverFunctions;
1182
1183 if (share_list) {
1184 /* share state with another context */
1185 shared = share_list->Shared;
1186 }
1187 else {
1188 /* allocate new, unshared state */
1189 shared = _mesa_alloc_shared_state(ctx);
1190 if (!shared)
1191 return GL_FALSE;
1192 }
1193
1194 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1195
1196 if (!init_attrib_groups( ctx ))
1197 goto fail;
1198
1199 /* setup the API dispatch tables with all nop functions */
1200 ctx->OutsideBeginEnd = alloc_dispatch_table();
1201 if (!ctx->OutsideBeginEnd)
1202 goto fail;
1203 ctx->Exec = ctx->OutsideBeginEnd;
1204 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1205
1206 ctx->FragmentProgram._MaintainTexEnvProgram
1207 = (getenv("MESA_TEX_PROG") != NULL);
1208
1209 ctx->VertexProgram._MaintainTnlProgram
1210 = (getenv("MESA_TNL_PROG") != NULL);
1211 if (ctx->VertexProgram._MaintainTnlProgram) {
1212 /* this is required... */
1213 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1214 }
1215
1216 /* Mesa core handles all the formats that mesa core knows about.
1217 * Drivers will want to override this list with just the formats
1218 * they can handle, and confirm that appropriate fallbacks exist in
1219 * _mesa_choose_tex_format().
1220 */
1221 memset(&ctx->TextureFormatSupported, GL_TRUE,
1222 sizeof(ctx->TextureFormatSupported));
1223
1224 switch (ctx->API) {
1225 case API_OPENGL_COMPAT:
1226 ctx->BeginEnd = create_beginend_table(ctx);
1227 ctx->Save = alloc_dispatch_table();
1228 if (!ctx->BeginEnd || !ctx->Save)
1229 goto fail;
1230
1231 /* fall-through */
1232 case API_OPENGL_CORE:
1233 break;
1234 case API_OPENGLES:
1235 /**
1236 * GL_OES_texture_cube_map says
1237 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1238 */
1239 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1240 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1241 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1242 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1243 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1244 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1245 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1246 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1247 }
1248 break;
1249 case API_OPENGLES2:
1250 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1251 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1252 break;
1253 }
1254
1255 ctx->FirstTimeCurrent = GL_TRUE;
1256
1257 return GL_TRUE;
1258
1259 fail:
1260 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1261 free(ctx->BeginEnd);
1262 free(ctx->OutsideBeginEnd);
1263 free(ctx->Save);
1264 return GL_FALSE;
1265 }
1266
1267
1268 /**
1269 * Allocate and initialize a struct gl_context structure.
1270 * Note that the driver needs to pass in its dd_function_table here since
1271 * we need to at least call driverFunctions->NewTextureObject to initialize
1272 * the rendering context.
1273 *
1274 * \param api the GL API type to create the context for
1275 * \param visual a struct gl_config pointer (we copy the struct contents) or
1276 * NULL to create a configless context
1277 * \param share_list another context to share display lists with or NULL
1278 * \param driverFunctions points to the dd_function_table into which the
1279 * driver has plugged in all its special functions.
1280 *
1281 * \return pointer to a new __struct gl_contextRec or NULL if error.
1282 */
1283 struct gl_context *
1284 _mesa_create_context(gl_api api,
1285 const struct gl_config *visual,
1286 struct gl_context *share_list,
1287 const struct dd_function_table *driverFunctions)
1288 {
1289 struct gl_context *ctx;
1290
1291 ctx = calloc(1, sizeof(struct gl_context));
1292 if (!ctx)
1293 return NULL;
1294
1295 if (_mesa_initialize_context(ctx, api, visual, share_list,
1296 driverFunctions)) {
1297 return ctx;
1298 }
1299 else {
1300 free(ctx);
1301 return NULL;
1302 }
1303 }
1304
1305
1306 /**
1307 * Free the data associated with the given context.
1308 *
1309 * But doesn't free the struct gl_context struct itself.
1310 *
1311 * \sa _mesa_initialize_context() and init_attrib_groups().
1312 */
1313 void
1314 _mesa_free_context_data( struct gl_context *ctx )
1315 {
1316 if (!_mesa_get_current_context()){
1317 /* No current context, but we may need one in order to delete
1318 * texture objs, etc. So temporarily bind the context now.
1319 */
1320 _mesa_make_current(ctx, NULL, NULL);
1321 }
1322
1323 /* unreference WinSysDraw/Read buffers */
1324 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1325 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1326 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1327 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1328
1329 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1330 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1331 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1332
1333 _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL);
1334 _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL);
1335 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1336
1337 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1338 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1339 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1340
1341 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1342 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1343
1344 _mesa_free_attrib_data(ctx);
1345 _mesa_free_buffer_objects(ctx);
1346 _mesa_free_eval_data( ctx );
1347 _mesa_free_texture_data( ctx );
1348 _mesa_free_matrix_data( ctx );
1349 _mesa_free_pipeline_data(ctx);
1350 _mesa_free_program_data(ctx);
1351 _mesa_free_shader_state(ctx);
1352 _mesa_free_queryobj_data(ctx);
1353 _mesa_free_sync_data(ctx);
1354 _mesa_free_varray_data(ctx);
1355 _mesa_free_transform_feedback(ctx);
1356 _mesa_free_performance_monitors(ctx);
1357
1358 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1359 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1360 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1361 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1362
1363 /* free dispatch tables */
1364 free(ctx->BeginEnd);
1365 free(ctx->OutsideBeginEnd);
1366 free(ctx->Save);
1367
1368 /* Shared context state (display lists, textures, etc) */
1369 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1370
1371 /* needs to be after freeing shared state */
1372 _mesa_free_display_list_data(ctx);
1373
1374 _mesa_free_errors_data(ctx);
1375
1376 free((void *)ctx->Extensions.String);
1377
1378 free(ctx->VersionString);
1379
1380 /* unbind the context if it's currently bound */
1381 if (ctx == _mesa_get_current_context()) {
1382 _mesa_make_current(NULL, NULL, NULL);
1383 }
1384 }
1385
1386
1387 /**
1388 * Destroy a struct gl_context structure.
1389 *
1390 * \param ctx GL context.
1391 *
1392 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1393 */
1394 void
1395 _mesa_destroy_context( struct gl_context *ctx )
1396 {
1397 if (ctx) {
1398 _mesa_free_context_data(ctx);
1399 free( (void *) ctx );
1400 }
1401 }
1402
1403
1404 /**
1405 * Copy attribute groups from one context to another.
1406 *
1407 * \param src source context
1408 * \param dst destination context
1409 * \param mask bitwise OR of GL_*_BIT flags
1410 *
1411 * According to the bits specified in \p mask, copies the corresponding
1412 * attributes from \p src into \p dst. For many of the attributes a simple \c
1413 * memcpy is not enough due to the existence of internal pointers in their data
1414 * structures.
1415 */
1416 void
1417 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1418 GLuint mask )
1419 {
1420 if (mask & GL_ACCUM_BUFFER_BIT) {
1421 /* OK to memcpy */
1422 dst->Accum = src->Accum;
1423 }
1424 if (mask & GL_COLOR_BUFFER_BIT) {
1425 /* OK to memcpy */
1426 dst->Color = src->Color;
1427 }
1428 if (mask & GL_CURRENT_BIT) {
1429 /* OK to memcpy */
1430 dst->Current = src->Current;
1431 }
1432 if (mask & GL_DEPTH_BUFFER_BIT) {
1433 /* OK to memcpy */
1434 dst->Depth = src->Depth;
1435 }
1436 if (mask & GL_ENABLE_BIT) {
1437 /* no op */
1438 }
1439 if (mask & GL_EVAL_BIT) {
1440 /* OK to memcpy */
1441 dst->Eval = src->Eval;
1442 }
1443 if (mask & GL_FOG_BIT) {
1444 /* OK to memcpy */
1445 dst->Fog = src->Fog;
1446 }
1447 if (mask & GL_HINT_BIT) {
1448 /* OK to memcpy */
1449 dst->Hint = src->Hint;
1450 }
1451 if (mask & GL_LIGHTING_BIT) {
1452 GLuint i;
1453 /* begin with memcpy */
1454 dst->Light = src->Light;
1455 /* fixup linked lists to prevent pointer insanity */
1456 make_empty_list( &(dst->Light.EnabledList) );
1457 for (i = 0; i < MAX_LIGHTS; i++) {
1458 if (dst->Light.Light[i].Enabled) {
1459 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1460 }
1461 }
1462 }
1463 if (mask & GL_LINE_BIT) {
1464 /* OK to memcpy */
1465 dst->Line = src->Line;
1466 }
1467 if (mask & GL_LIST_BIT) {
1468 /* OK to memcpy */
1469 dst->List = src->List;
1470 }
1471 if (mask & GL_PIXEL_MODE_BIT) {
1472 /* OK to memcpy */
1473 dst->Pixel = src->Pixel;
1474 }
1475 if (mask & GL_POINT_BIT) {
1476 /* OK to memcpy */
1477 dst->Point = src->Point;
1478 }
1479 if (mask & GL_POLYGON_BIT) {
1480 /* OK to memcpy */
1481 dst->Polygon = src->Polygon;
1482 }
1483 if (mask & GL_POLYGON_STIPPLE_BIT) {
1484 /* Use loop instead of memcpy due to problem with Portland Group's
1485 * C compiler. Reported by John Stone.
1486 */
1487 GLuint i;
1488 for (i = 0; i < 32; i++) {
1489 dst->PolygonStipple[i] = src->PolygonStipple[i];
1490 }
1491 }
1492 if (mask & GL_SCISSOR_BIT) {
1493 /* OK to memcpy */
1494 dst->Scissor = src->Scissor;
1495 }
1496 if (mask & GL_STENCIL_BUFFER_BIT) {
1497 /* OK to memcpy */
1498 dst->Stencil = src->Stencil;
1499 }
1500 if (mask & GL_TEXTURE_BIT) {
1501 /* Cannot memcpy because of pointers */
1502 _mesa_copy_texture_state(src, dst);
1503 }
1504 if (mask & GL_TRANSFORM_BIT) {
1505 /* OK to memcpy */
1506 dst->Transform = src->Transform;
1507 }
1508 if (mask & GL_VIEWPORT_BIT) {
1509 unsigned i;
1510 for (i = 0; i < src->Const.MaxViewports; i++) {
1511 /* OK to memcpy */
1512 dst->ViewportArray[i] = src->ViewportArray[i];
1513 }
1514 }
1515
1516 /* XXX FIXME: Call callbacks?
1517 */
1518 dst->NewState = _NEW_ALL;
1519 dst->NewDriverState = ~0;
1520 }
1521
1522
1523 /**
1524 * Check if the given context can render into the given framebuffer
1525 * by checking visual attributes.
1526 *
1527 * Most of these tests could go away because Mesa is now pretty flexible
1528 * in terms of mixing rendering contexts with framebuffers. As long
1529 * as RGB vs. CI mode agree, we're probably good.
1530 *
1531 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1532 */
1533 static GLboolean
1534 check_compatible(const struct gl_context *ctx,
1535 const struct gl_framebuffer *buffer)
1536 {
1537 const struct gl_config *ctxvis = &ctx->Visual;
1538 const struct gl_config *bufvis = &buffer->Visual;
1539
1540 if (buffer == _mesa_get_incomplete_framebuffer())
1541 return GL_TRUE;
1542
1543 #if 0
1544 /* disabling this fixes the fgl_glxgears pbuffer demo */
1545 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1546 return GL_FALSE;
1547 #endif
1548 if (ctxvis->stereoMode && !bufvis->stereoMode)
1549 return GL_FALSE;
1550 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1551 return GL_FALSE;
1552 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1553 return GL_FALSE;
1554 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1555 return GL_FALSE;
1556 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1557 return GL_FALSE;
1558 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1559 return GL_FALSE;
1560 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1561 return GL_FALSE;
1562 #if 0
1563 /* disabled (see bug 11161) */
1564 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1565 return GL_FALSE;
1566 #endif
1567 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1568 return GL_FALSE;
1569
1570 return GL_TRUE;
1571 }
1572
1573
1574 /**
1575 * Check if the viewport/scissor size has not yet been initialized.
1576 * Initialize the size if the given width and height are non-zero.
1577 */
1578 void
1579 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1580 {
1581 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1582 unsigned i;
1583
1584 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1585 * potential infinite recursion.
1586 */
1587 ctx->ViewportInitialized = GL_TRUE;
1588
1589 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1590 * yet, so just initialize all of them.
1591 */
1592 for (i = 0; i < MAX_VIEWPORTS; i++) {
1593 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1594 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1595 }
1596 }
1597 }
1598
1599 static void
1600 handle_first_current(struct gl_context *ctx)
1601 {
1602 GLenum buffer;
1603 GLint bufferIndex;
1604
1605 if (ctx->Version == 0) {
1606 /* probably in the process of tearing down the context */
1607 return;
1608 }
1609
1610 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1611
1612 check_context_limits(ctx);
1613
1614 /* According to GL_MESA_configless_context the default value of
1615 * glDrawBuffers depends on the config of the first surface it is bound to.
1616 * For GLES it is always GL_BACK which has a magic interpretation */
1617 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1618 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1619 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1620 buffer = GL_BACK;
1621 else
1622 buffer = GL_FRONT;
1623
1624 _mesa_drawbuffers(ctx, ctx->DrawBuffer, 1, &buffer,
1625 NULL /* destMask */);
1626 }
1627
1628 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1629 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1630 buffer = GL_BACK;
1631 bufferIndex = BUFFER_BACK_LEFT;
1632 }
1633 else {
1634 buffer = GL_FRONT;
1635 bufferIndex = BUFFER_FRONT_LEFT;
1636 }
1637
1638 _mesa_readbuffer(ctx, ctx->ReadBuffer, buffer, bufferIndex);
1639 }
1640 }
1641
1642 /* We can use this to help debug user's problems. Tell them to set
1643 * the MESA_INFO env variable before running their app. Then the
1644 * first time each context is made current we'll print some useful
1645 * information.
1646 */
1647 if (getenv("MESA_INFO")) {
1648 _mesa_print_info(ctx);
1649 }
1650 }
1651
1652 /**
1653 * Bind the given context to the given drawBuffer and readBuffer and
1654 * make it the current context for the calling thread.
1655 * We'll render into the drawBuffer and read pixels from the
1656 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1657 *
1658 * We check that the context's and framebuffer's visuals are compatible
1659 * and return immediately if they're not.
1660 *
1661 * \param newCtx the new GL context. If NULL then there will be no current GL
1662 * context.
1663 * \param drawBuffer the drawing framebuffer
1664 * \param readBuffer the reading framebuffer
1665 */
1666 GLboolean
1667 _mesa_make_current( struct gl_context *newCtx,
1668 struct gl_framebuffer *drawBuffer,
1669 struct gl_framebuffer *readBuffer )
1670 {
1671 GET_CURRENT_CONTEXT(curCtx);
1672
1673 if (MESA_VERBOSE & VERBOSE_API)
1674 _mesa_debug(newCtx, "_mesa_make_current()\n");
1675
1676 /* Check that the context's and framebuffer's visuals are compatible.
1677 */
1678 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1679 if (!check_compatible(newCtx, drawBuffer)) {
1680 _mesa_warning(newCtx,
1681 "MakeCurrent: incompatible visuals for context and drawbuffer");
1682 return GL_FALSE;
1683 }
1684 }
1685 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1686 if (!check_compatible(newCtx, readBuffer)) {
1687 _mesa_warning(newCtx,
1688 "MakeCurrent: incompatible visuals for context and readbuffer");
1689 return GL_FALSE;
1690 }
1691 }
1692
1693 if (curCtx &&
1694 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1695 /* make sure this context is valid for flushing */
1696 curCtx != newCtx &&
1697 curCtx->Const.ContextReleaseBehavior ==
1698 GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
1699 _mesa_flush(curCtx);
1700
1701 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1702 _glapi_set_context((void *) newCtx);
1703 assert(_mesa_get_current_context() == newCtx);
1704
1705 if (!newCtx) {
1706 _glapi_set_dispatch(NULL); /* none current */
1707 }
1708 else {
1709 _glapi_set_dispatch(newCtx->CurrentDispatch);
1710
1711 if (drawBuffer && readBuffer) {
1712 assert(_mesa_is_winsys_fbo(drawBuffer));
1713 assert(_mesa_is_winsys_fbo(readBuffer));
1714 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1715 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1716
1717 /*
1718 * Only set the context's Draw/ReadBuffer fields if they're NULL
1719 * or not bound to a user-created FBO.
1720 */
1721 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1722 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1723 /* Update the FBO's list of drawbuffers/renderbuffers.
1724 * For winsys FBOs this comes from the GL state (which may have
1725 * changed since the last time this FBO was bound).
1726 */
1727 _mesa_update_draw_buffers(newCtx);
1728 }
1729 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1730 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1731 }
1732
1733 /* XXX only set this flag if we're really changing the draw/read
1734 * framebuffer bindings.
1735 */
1736 newCtx->NewState |= _NEW_BUFFERS;
1737
1738 if (drawBuffer) {
1739 _mesa_check_init_viewport(newCtx,
1740 drawBuffer->Width, drawBuffer->Height);
1741 }
1742 }
1743
1744 if (newCtx->FirstTimeCurrent) {
1745 handle_first_current(newCtx);
1746 newCtx->FirstTimeCurrent = GL_FALSE;
1747 }
1748 }
1749
1750 return GL_TRUE;
1751 }
1752
1753
1754 /**
1755 * Make context 'ctx' share the display lists, textures and programs
1756 * that are associated with 'ctxToShare'.
1757 * Any display lists, textures or programs associated with 'ctx' will
1758 * be deleted if nobody else is sharing them.
1759 */
1760 GLboolean
1761 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1762 {
1763 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1764 struct gl_shared_state *oldShared = NULL;
1765
1766 /* save ref to old state to prevent it from being deleted immediately */
1767 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1768
1769 /* update ctx's Shared pointer */
1770 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1771
1772 update_default_objects(ctx);
1773
1774 /* release the old shared state */
1775 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1776
1777 return GL_TRUE;
1778 }
1779 else {
1780 return GL_FALSE;
1781 }
1782 }
1783
1784
1785
1786 /**
1787 * \return pointer to the current GL context for this thread.
1788 *
1789 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1790 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1791 * context.h.
1792 */
1793 struct gl_context *
1794 _mesa_get_current_context( void )
1795 {
1796 return (struct gl_context *) _glapi_get_context();
1797 }
1798
1799
1800 /**
1801 * Get context's current API dispatch table.
1802 *
1803 * It'll either be the immediate-mode execute dispatcher or the display list
1804 * compile dispatcher.
1805 *
1806 * \param ctx GL context.
1807 *
1808 * \return pointer to dispatch_table.
1809 *
1810 * Simply returns __struct gl_contextRec::CurrentDispatch.
1811 */
1812 struct _glapi_table *
1813 _mesa_get_dispatch(struct gl_context *ctx)
1814 {
1815 return ctx->CurrentDispatch;
1816 }
1817
1818 /*@}*/
1819
1820
1821 /**********************************************************************/
1822 /** \name Miscellaneous functions */
1823 /**********************************************************************/
1824 /*@{*/
1825
1826 /**
1827 * Record an error.
1828 *
1829 * \param ctx GL context.
1830 * \param error error code.
1831 *
1832 * Records the given error code and call the driver's dd_function_table::Error
1833 * function if defined.
1834 *
1835 * \sa
1836 * This is called via _mesa_error().
1837 */
1838 void
1839 _mesa_record_error(struct gl_context *ctx, GLenum error)
1840 {
1841 if (!ctx)
1842 return;
1843
1844 if (ctx->ErrorValue == GL_NO_ERROR) {
1845 ctx->ErrorValue = error;
1846 }
1847 }
1848
1849
1850 /**
1851 * Flush commands and wait for completion.
1852 */
1853 void
1854 _mesa_finish(struct gl_context *ctx)
1855 {
1856 FLUSH_VERTICES( ctx, 0 );
1857 FLUSH_CURRENT( ctx, 0 );
1858 if (ctx->Driver.Finish) {
1859 ctx->Driver.Finish(ctx);
1860 }
1861 }
1862
1863
1864 /**
1865 * Flush commands.
1866 */
1867 void
1868 _mesa_flush(struct gl_context *ctx)
1869 {
1870 FLUSH_VERTICES( ctx, 0 );
1871 FLUSH_CURRENT( ctx, 0 );
1872 if (ctx->Driver.Flush) {
1873 ctx->Driver.Flush(ctx);
1874 }
1875 }
1876
1877
1878
1879 /**
1880 * Execute glFinish().
1881 *
1882 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1883 * dd_function_table::Finish driver callback, if not NULL.
1884 */
1885 void GLAPIENTRY
1886 _mesa_Finish(void)
1887 {
1888 GET_CURRENT_CONTEXT(ctx);
1889 ASSERT_OUTSIDE_BEGIN_END(ctx);
1890 _mesa_finish(ctx);
1891 }
1892
1893
1894 /**
1895 * Execute glFlush().
1896 *
1897 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1898 * dd_function_table::Flush driver callback, if not NULL.
1899 */
1900 void GLAPIENTRY
1901 _mesa_Flush(void)
1902 {
1903 GET_CURRENT_CONTEXT(ctx);
1904 ASSERT_OUTSIDE_BEGIN_END(ctx);
1905 _mesa_flush(ctx);
1906 }
1907
1908
1909 /*
1910 * ARB_blend_func_extended - ERRORS section
1911 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1912 * implicitly calls Begin if any draw buffer has a blend function requiring the
1913 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1914 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1915 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1916 */
1917 static GLboolean
1918 _mesa_check_blend_func_error(struct gl_context *ctx)
1919 {
1920 GLuint i;
1921 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1922 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1923 i++) {
1924 if (ctx->Color.Blend[i]._UsesDualSrc) {
1925 _mesa_error(ctx, GL_INVALID_OPERATION,
1926 "dual source blend on illegal attachment");
1927 return GL_FALSE;
1928 }
1929 }
1930 return GL_TRUE;
1931 }
1932
1933
1934 /**
1935 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1936 * is called to see if it's valid to render. This involves checking that
1937 * the current shader is valid and the framebuffer is complete.
1938 * It also check the current pipeline object is valid if any.
1939 * If an error is detected it'll be recorded here.
1940 * \return GL_TRUE if OK to render, GL_FALSE if not
1941 */
1942 GLboolean
1943 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1944 {
1945 /* This depends on having up to date derived state (shaders) */
1946 if (ctx->NewState)
1947 _mesa_update_state(ctx);
1948
1949 if (ctx->API == API_OPENGL_COMPAT) {
1950 /* Any shader stages that are not supplied by the GLSL shader and have
1951 * assembly shaders enabled must now be validated.
1952 */
1953 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]
1954 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1955 _mesa_error(ctx, GL_INVALID_OPERATION,
1956 "%s(vertex program not valid)", where);
1957 return GL_FALSE;
1958 }
1959
1960 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
1961 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1962 _mesa_error(ctx, GL_INVALID_OPERATION,
1963 "%s(fragment program not valid)", where);
1964 return GL_FALSE;
1965 }
1966
1967 /* If drawing to integer-valued color buffers, there must be an
1968 * active fragment shader (GL_EXT_texture_integer).
1969 */
1970 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1971 _mesa_error(ctx, GL_INVALID_OPERATION,
1972 "%s(integer format but no fragment shader)", where);
1973 return GL_FALSE;
1974 }
1975 }
1976 }
1977
1978 /* A pipeline object is bound */
1979 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1980 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) {
1981 _mesa_error(ctx, GL_INVALID_OPERATION,
1982 "glValidateProgramPipeline failed to validate the "
1983 "pipeline");
1984 return GL_FALSE;
1985 }
1986 }
1987
1988 /* If a program is active and SSO not in use, check if validation of
1989 * samplers succeeded for the active program. */
1990 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
1991 char errMsg[100];
1992 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
1993 errMsg, 100)) {
1994 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
1995 return GL_FALSE;
1996 }
1997 }
1998
1999 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2000 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
2001 "%s(incomplete framebuffer)", where);
2002 return GL_FALSE;
2003 }
2004
2005 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
2006 return GL_FALSE;
2007 }
2008
2009 #ifdef DEBUG
2010 if (ctx->_Shader->Flags & GLSL_LOG) {
2011 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
2012 gl_shader_stage i;
2013
2014 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2015 if (shProg[i] == NULL || shProg[i]->_Used
2016 || shProg[i]->_LinkedShaders[i] == NULL)
2017 continue;
2018
2019 /* This is the first time this shader is being used.
2020 * Append shader's constants/uniforms to log file.
2021 *
2022 * Only log data for the program target that matches the shader
2023 * target. It's possible to have a program bound to the vertex
2024 * shader target that also supplied a fragment shader. If that
2025 * program isn't also bound to the fragment shader target we don't
2026 * want to log its fragment data.
2027 */
2028 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
2029 }
2030
2031 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2032 if (shProg[i] != NULL)
2033 shProg[i]->_Used = GL_TRUE;
2034 }
2035 }
2036 #endif
2037
2038 return GL_TRUE;
2039 }
2040
2041
2042 /*@}*/