Fix a few typos
[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 "util/simple_list.h"
122 #include "state.h"
123 #include "stencil.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
127 #include "mtypes.h"
128 #include "varray.h"
129 #include "version.h"
130 #include "viewport.h"
131 #include "vtxfmt.h"
132 #include "program/program.h"
133 #include "program/prog_print.h"
134 #include "math/m_matrix.h"
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136 #include "uniforms.h"
137 #include "macros.h"
138
139 #ifdef USE_SPARC_ASM
140 #include "sparc/sparc.h"
141 #endif
142
143 #include "glsl_parser_extras.h"
144 #include <stdbool.h>
145
146
147 #ifndef MESA_VERBOSE
148 int MESA_VERBOSE = 0;
149 #endif
150
151 #ifndef MESA_DEBUG_FLAGS
152 int MESA_DEBUG_FLAGS = 0;
153 #endif
154
155
156 /* ubyte -> float conversion */
157 GLfloat _mesa_ubyte_to_float_color_tab[256];
158
159
160
161 /**
162 * Swap buffers notification callback.
163 *
164 * \param ctx GL context.
165 *
166 * Called by window system just before swapping buffers.
167 * We have to finish any pending rendering.
168 */
169 void
170 _mesa_notifySwapBuffers(struct gl_context *ctx)
171 {
172 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
173 _mesa_debug(ctx, "SwapBuffers\n");
174 FLUSH_CURRENT( ctx, 0 );
175 if (ctx->Driver.Flush) {
176 ctx->Driver.Flush(ctx);
177 }
178 }
179
180
181 /**********************************************************************/
182 /** \name GL Visual allocation/destruction */
183 /**********************************************************************/
184 /*@{*/
185
186 /**
187 * Allocates a struct gl_config structure and initializes it via
188 * _mesa_initialize_visual().
189 *
190 * \param dbFlag double buffering
191 * \param stereoFlag stereo buffer
192 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
193 * is acceptable but the actual depth type will be GLushort or GLuint as
194 * needed.
195 * \param stencilBits requested minimum bits per stencil buffer value
196 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
197 * of bits per color component in accum buffer.
198 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
199 * \param redBits number of bits per color component in frame buffer for RGB(A)
200 * mode. We always use 8 in core Mesa though.
201 * \param greenBits same as above.
202 * \param blueBits same as above.
203 * \param alphaBits same as above.
204 * \param numSamples not really used.
205 *
206 * \return pointer to new struct gl_config or NULL if requested parameters
207 * can't be met.
208 *
209 * \note Need to add params for level and numAuxBuffers (at least)
210 */
211 struct gl_config *
212 _mesa_create_visual( GLboolean dbFlag,
213 GLboolean stereoFlag,
214 GLint redBits,
215 GLint greenBits,
216 GLint blueBits,
217 GLint alphaBits,
218 GLint depthBits,
219 GLint stencilBits,
220 GLint accumRedBits,
221 GLint accumGreenBits,
222 GLint accumBlueBits,
223 GLint accumAlphaBits,
224 GLint numSamples )
225 {
226 struct gl_config *vis = CALLOC_STRUCT(gl_config);
227 if (vis) {
228 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
229 redBits, greenBits, blueBits, alphaBits,
230 depthBits, stencilBits,
231 accumRedBits, accumGreenBits,
232 accumBlueBits, accumAlphaBits,
233 numSamples)) {
234 free(vis);
235 return NULL;
236 }
237 }
238 return vis;
239 }
240
241
242 /**
243 * Makes some sanity checks and fills in the fields of the struct
244 * gl_config object with the given parameters. If the caller needs to
245 * set additional fields, he should just probably init the whole
246 * gl_config object himself.
247 *
248 * \return GL_TRUE on success, or GL_FALSE on failure.
249 *
250 * \sa _mesa_create_visual() above for the parameter description.
251 */
252 GLboolean
253 _mesa_initialize_visual( struct gl_config *vis,
254 GLboolean dbFlag,
255 GLboolean stereoFlag,
256 GLint redBits,
257 GLint greenBits,
258 GLint blueBits,
259 GLint alphaBits,
260 GLint depthBits,
261 GLint stencilBits,
262 GLint accumRedBits,
263 GLint accumGreenBits,
264 GLint accumBlueBits,
265 GLint accumAlphaBits,
266 GLint numSamples )
267 {
268 assert(vis);
269
270 if (depthBits < 0 || depthBits > 32) {
271 return GL_FALSE;
272 }
273 if (stencilBits < 0 || stencilBits > 8) {
274 return GL_FALSE;
275 }
276 assert(accumRedBits >= 0);
277 assert(accumGreenBits >= 0);
278 assert(accumBlueBits >= 0);
279 assert(accumAlphaBits >= 0);
280
281 vis->rgbMode = GL_TRUE;
282 vis->doubleBufferMode = dbFlag;
283 vis->stereoMode = stereoFlag;
284
285 vis->redBits = redBits;
286 vis->greenBits = greenBits;
287 vis->blueBits = blueBits;
288 vis->alphaBits = alphaBits;
289 vis->rgbBits = redBits + greenBits + blueBits;
290
291 vis->indexBits = 0;
292 vis->depthBits = depthBits;
293 vis->stencilBits = stencilBits;
294
295 vis->accumRedBits = accumRedBits;
296 vis->accumGreenBits = accumGreenBits;
297 vis->accumBlueBits = accumBlueBits;
298 vis->accumAlphaBits = accumAlphaBits;
299
300 vis->haveAccumBuffer = accumRedBits > 0;
301 vis->haveDepthBuffer = depthBits > 0;
302 vis->haveStencilBuffer = stencilBits > 0;
303
304 vis->numAuxBuffers = 0;
305 vis->level = 0;
306 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
307 vis->samples = numSamples;
308
309 return GL_TRUE;
310 }
311
312
313 /**
314 * Destroy a visual and free its memory.
315 *
316 * \param vis visual.
317 *
318 * Frees the visual structure.
319 */
320 void
321 _mesa_destroy_visual( struct gl_config *vis )
322 {
323 free(vis);
324 }
325
326 /*@}*/
327
328
329 /**********************************************************************/
330 /** \name Context allocation, initialization, destroying
331 *
332 * The purpose of the most initialization functions here is to provide the
333 * default state values according to the OpenGL specification.
334 */
335 /**********************************************************************/
336 /*@{*/
337
338
339 /**
340 * This is lame. gdb only seems to recognize enum types that are
341 * actually used somewhere. We want to be able to print/use enum
342 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
343 * the gl_texture_index type anywhere. Thus, this lame function.
344 */
345 static void
346 dummy_enum_func(void)
347 {
348 gl_buffer_index bi = BUFFER_FRONT_LEFT;
349 gl_face_index fi = FACE_POS_X;
350 gl_frag_result fr = FRAG_RESULT_DEPTH;
351 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
352 gl_vert_attrib va = VERT_ATTRIB_POS;
353 gl_varying_slot vs = VARYING_SLOT_POS;
354
355 (void) bi;
356 (void) fi;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vs;
361 }
362
363
364 /**
365 * One-time initialization mutex lock.
366 *
367 * \sa Used by one_time_init().
368 */
369 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
370
371
372
373 /**
374 * Calls all the various one-time-init functions in Mesa.
375 *
376 * While holding a global mutex lock, calls several initialization functions,
377 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
378 * defined.
379 *
380 * \sa _math_init().
381 */
382 static void
383 one_time_init( struct gl_context *ctx )
384 {
385 static GLbitfield api_init_mask = 0x0;
386
387 mtx_lock(&OneTimeLock);
388
389 /* truly one-time init */
390 if (!api_init_mask) {
391 GLuint i;
392
393 /* do some implementation tests */
394 assert( sizeof(GLbyte) == 1 );
395 assert( sizeof(GLubyte) == 1 );
396 assert( sizeof(GLshort) == 2 );
397 assert( sizeof(GLushort) == 2 );
398 assert( sizeof(GLint) == 4 );
399 assert( sizeof(GLuint) == 4 );
400
401 _mesa_one_time_init_extension_overrides();
402
403 _mesa_get_cpu_features();
404
405 for (i = 0; i < 256; i++) {
406 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
407 }
408
409 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
410 if (MESA_VERBOSE != 0) {
411 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
412 PACKAGE_VERSION, __DATE__, __TIME__);
413 }
414 #endif
415
416 #ifdef DEBUG
417 _mesa_test_formats();
418 #endif
419 }
420
421 /* per-API one-time init */
422 if (!(api_init_mask & (1 << ctx->API))) {
423 _mesa_init_get_hash(ctx);
424
425 _mesa_init_remap_table();
426 }
427
428 api_init_mask |= 1 << ctx->API;
429
430 mtx_unlock(&OneTimeLock);
431
432 /* Hopefully atexit() is widely available. If not, we may need some
433 * #ifdef tests here.
434 */
435 atexit(_mesa_destroy_shader_compiler);
436
437 dummy_enum_func();
438 }
439
440
441 /**
442 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
443 */
444 static void
445 _mesa_init_current(struct gl_context *ctx)
446 {
447 GLuint i;
448
449 /* Init all to (0,0,0,1) */
450 for (i = 0; i < ARRAY_SIZE(ctx->Current.Attrib); i++) {
451 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
452 }
453
454 /* redo special cases: */
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
461 }
462
463
464 /**
465 * Init vertex/fragment/geometry program limits.
466 * Important: drivers should override these with actual limits.
467 */
468 static void
469 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
470 struct gl_program_constants *prog)
471 {
472 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTemps = MAX_PROGRAM_TEMPS;
477 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
478 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
479 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
480
481 switch (stage) {
482 case MESA_SHADER_VERTEX:
483 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
484 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
485 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
486 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
487 prog->MaxInputComponents = 0; /* value not used */
488 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
489 break;
490 case MESA_SHADER_FRAGMENT:
491 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
492 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
493 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
494 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
495 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
496 prog->MaxOutputComponents = 0; /* value not used */
497 break;
498 case MESA_SHADER_GEOMETRY:
499 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
500 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
501 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
502 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
503 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
504 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
505 break;
506 case MESA_SHADER_COMPUTE:
507 prog->MaxParameters = 0; /* not meaningful for compute shaders */
508 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
509 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
510 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
511 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
512 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
513 break;
514 default:
515 assert(0 && "Bad shader stage in init_program_limits()");
516 }
517
518 /* Set the native limits to zero. This implies that there is no native
519 * support for shaders. Let the drivers fill in the actual values.
520 */
521 prog->MaxNativeInstructions = 0;
522 prog->MaxNativeAluInstructions = 0;
523 prog->MaxNativeTexInstructions = 0;
524 prog->MaxNativeTexIndirections = 0;
525 prog->MaxNativeAttribs = 0;
526 prog->MaxNativeTemps = 0;
527 prog->MaxNativeAddressRegs = 0;
528 prog->MaxNativeParameters = 0;
529
530 /* Set GLSL datatype range/precision info assuming IEEE float values.
531 * Drivers should override these defaults as needed.
532 */
533 prog->MediumFloat.RangeMin = 127;
534 prog->MediumFloat.RangeMax = 127;
535 prog->MediumFloat.Precision = 23;
536 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
537
538 /* Assume ints are stored as floats for now, since this is the least-common
539 * denominator. The OpenGL ES spec implies (page 132) that the precision
540 * of integer types should be 0. Practically speaking, IEEE
541 * single-precision floating point values can only store integers in the
542 * range [-0x01000000, 0x01000000] without loss of precision.
543 */
544 prog->MediumInt.RangeMin = 24;
545 prog->MediumInt.RangeMax = 24;
546 prog->MediumInt.Precision = 0;
547 prog->LowInt = prog->HighInt = prog->MediumInt;
548
549 prog->MaxUniformBlocks = 12;
550 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
551 consts->MaxUniformBlockSize / 4 *
552 prog->MaxUniformBlocks);
553
554 prog->MaxAtomicBuffers = 0;
555 prog->MaxAtomicCounters = 0;
556 }
557
558
559 /**
560 * Initialize fields of gl_constants (aka ctx->Const.*).
561 * Use defaults from config.h. The device drivers will often override
562 * some of these values (such as number of texture units).
563 */
564 void
565 _mesa_init_constants(struct gl_constants *consts, gl_api api)
566 {
567 int i;
568 assert(consts);
569
570 /* Constants, may be overriden (usually only reduced) by device drivers */
571 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
572 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
573 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
574 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
575 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
576 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
577 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
578 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
579 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
580 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
581 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
582 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
583 consts->MaxTextureBufferSize = 65536;
584 consts->TextureBufferOffsetAlignment = 1;
585 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
586 consts->SubPixelBits = SUB_PIXEL_BITS;
587 consts->MinPointSize = MIN_POINT_SIZE;
588 consts->MaxPointSize = MAX_POINT_SIZE;
589 consts->MinPointSizeAA = MIN_POINT_SIZE;
590 consts->MaxPointSizeAA = MAX_POINT_SIZE;
591 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
592 consts->MinLineWidth = MIN_LINE_WIDTH;
593 consts->MaxLineWidth = MAX_LINE_WIDTH;
594 consts->MinLineWidthAA = MIN_LINE_WIDTH;
595 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
596 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
597 consts->MaxClipPlanes = 6;
598 consts->MaxLights = MAX_LIGHTS;
599 consts->MaxShininess = 128.0;
600 consts->MaxSpotExponent = 128.0;
601 consts->MaxViewportWidth = MAX_VIEWPORT_WIDTH;
602 consts->MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
603 consts->MinMapBufferAlignment = 64;
604
605 /* Driver must override these values if ARB_viewport_array is supported. */
606 consts->MaxViewports = 1;
607 consts->ViewportSubpixelBits = 0;
608 consts->ViewportBounds.Min = 0;
609 consts->ViewportBounds.Max = 0;
610
611 /** GL_ARB_uniform_buffer_object */
612 consts->MaxCombinedUniformBlocks = 36;
613 consts->MaxUniformBufferBindings = 36;
614 consts->MaxUniformBlockSize = 16384;
615 consts->UniformBufferOffsetAlignment = 1;
616
617 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
618 consts->MaxUserAssignableUniformLocations =
619 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
620
621 for (i = 0; i < MESA_SHADER_STAGES; i++)
622 init_program_limits(consts, i, &consts->Program[i]);
623
624 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
625 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
626
627 /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
628 * gl_VertexID is implemented using a native hardware register with OpenGL
629 * semantics.
630 */
631 consts->VertexID_is_zero_based = false;
632
633 /* GL_ARB_draw_buffers */
634 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
635
636 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
637 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
638
639 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
640 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
641 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
642 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
643 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
644 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
645
646 /* Shading language version */
647 consts->GLSLVersion = 120;
648 _mesa_override_glsl_version(consts);
649
650 #ifdef DEBUG
651 consts->GenerateTemporaryNames = true;
652 #else
653 consts->GenerateTemporaryNames = false;
654 #endif
655
656 /* GL_ARB_framebuffer_object */
657 consts->MaxSamples = 0;
658
659 /* GLSL default if NativeIntegers == FALSE */
660 consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u;
661
662 /* GL_ARB_sync */
663 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
664
665 /* GL_EXT_provoking_vertex */
666 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
667
668 /* GL_EXT_transform_feedback */
669 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
670 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
671 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
672 consts->MaxVertexStreams = 1;
673
674 /* GL 3.2 */
675 consts->ProfileMask = api == API_OPENGL_CORE
676 ? GL_CONTEXT_CORE_PROFILE_BIT
677 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
678
679 /* GL 4.4 */
680 consts->MaxVertexAttribStride = 2048;
681
682 /** GL_EXT_gpu_shader4 */
683 consts->MinProgramTexelOffset = -8;
684 consts->MaxProgramTexelOffset = 7;
685
686 /* GL_ARB_texture_gather */
687 consts->MinProgramTextureGatherOffset = -8;
688 consts->MaxProgramTextureGatherOffset = 7;
689
690 /* GL_ARB_robustness */
691 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
692
693 /* ES 3.0 or ARB_ES3_compatibility */
694 consts->MaxElementIndex = 0xffffffffu;
695
696 /* GL_ARB_texture_multisample */
697 consts->MaxColorTextureSamples = 1;
698 consts->MaxDepthTextureSamples = 1;
699 consts->MaxIntegerSamples = 1;
700
701 /* GL_ARB_shader_atomic_counters */
702 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
703 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
704 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
705 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
706
707 /* GL_ARB_vertex_attrib_binding */
708 consts->MaxVertexAttribRelativeOffset = 2047;
709 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
710
711 /* GL_ARB_compute_shader */
712 consts->MaxComputeWorkGroupCount[0] = 65535;
713 consts->MaxComputeWorkGroupCount[1] = 65535;
714 consts->MaxComputeWorkGroupCount[2] = 65535;
715 consts->MaxComputeWorkGroupSize[0] = 1024;
716 consts->MaxComputeWorkGroupSize[1] = 1024;
717 consts->MaxComputeWorkGroupSize[2] = 64;
718 consts->MaxComputeWorkGroupInvocations = 1024;
719
720 /** GL_ARB_gpu_shader5 */
721 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
722 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
723
724 /** GL_KHR_context_flush_control */
725 consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
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_line( ctx );
825 _mesa_init_lighting( ctx );
826 _mesa_init_matrix( ctx );
827 _mesa_init_multisample( ctx );
828 _mesa_init_performance_monitors( ctx );
829 _mesa_init_pipeline( ctx );
830 _mesa_init_pixel( ctx );
831 _mesa_init_pixelstore( ctx );
832 _mesa_init_point( ctx );
833 _mesa_init_polygon( ctx );
834 _mesa_init_program( ctx );
835 _mesa_init_queryobj( ctx );
836 _mesa_init_sync( ctx );
837 _mesa_init_rastpos( ctx );
838 _mesa_init_scissor( ctx );
839 _mesa_init_shader_state( ctx );
840 _mesa_init_stencil( ctx );
841 _mesa_init_transform( ctx );
842 _mesa_init_transform_feedback( ctx );
843 _mesa_init_varray( ctx );
844 _mesa_init_viewport( ctx );
845
846 if (!_mesa_init_texture( ctx ))
847 return GL_FALSE;
848
849 _mesa_init_texture_s3tc( ctx );
850
851 /* Miscellaneous */
852 ctx->NewState = _NEW_ALL;
853 ctx->NewDriverState = ~0;
854 ctx->ErrorValue = GL_NO_ERROR;
855 ctx->ShareGroupReset = false;
856 ctx->varying_vp_inputs = VERT_BIT_ALL;
857
858 return GL_TRUE;
859 }
860
861
862 /**
863 * Update default objects in a GL context with respect to shared state.
864 *
865 * \param ctx GL context.
866 *
867 * Removes references to old default objects, (texture objects, program
868 * objects, etc.) and changes to reference those from the current shared
869 * state.
870 */
871 static GLboolean
872 update_default_objects(struct gl_context *ctx)
873 {
874 assert(ctx);
875
876 _mesa_update_default_objects_program(ctx);
877 _mesa_update_default_objects_texture(ctx);
878 _mesa_update_default_objects_buffer_objects(ctx);
879
880 return GL_TRUE;
881 }
882
883
884 /**
885 * This function is called by the glapi no-op functions. For each OpenGL
886 * function/entrypoint there's a simple no-op function. These "no-op"
887 * functions call this function.
888 *
889 * If there's a current OpenGL context for the calling thread, we record a
890 * GL_INVALID_OPERATION error. This can happen either because the app's
891 * calling an unsupported extension function, or calling an illegal function
892 * (such as glClear between glBegin/glEnd).
893 *
894 * If there's no current OpenGL context for the calling thread, we can
895 * print a message to stderr.
896 *
897 * \param name the name of the OpenGL function, without the "gl" prefix
898 */
899 static void
900 nop_handler(const char *name)
901 {
902 GET_CURRENT_CONTEXT(ctx);
903 if (ctx) {
904 _mesa_error(ctx, GL_INVALID_OPERATION, "gl%s(invalid call)", name);
905 }
906 #if defined(DEBUG)
907 else if (getenv("MESA_DEBUG") || getenv("LIBGL_DEBUG")) {
908 fprintf(stderr,
909 "GL User Error: gl%s called without a rendering context\n",
910 name);
911 fflush(stderr);
912 }
913 #endif
914 }
915
916
917 /**
918 * Special no-op glFlush, see below.
919 */
920 #if defined(_WIN32)
921 static void GLAPIENTRY
922 nop_glFlush(void)
923 {
924 /* don't record an error like we do in _mesa_generic_nop() */
925 }
926 #endif
927
928
929 /**
930 * Allocate and initialize a new dispatch table. The table will be
931 * populated with pointers to "no-op" functions. In turn, the no-op
932 * functions will call nop_handler() above.
933 */
934 static struct _glapi_table *
935 alloc_dispatch_table(void)
936 {
937 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
938 * In practice, this'll be the same for stand-alone Mesa. But for DRI
939 * Mesa we do this to accommodate different versions of libGL and various
940 * DRI drivers.
941 */
942 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
943 struct _glapi_table *table = _glapi_new_nop_table(numEntries);
944
945 #if defined(_WIN32)
946 if (table) {
947 /* This is a special case for Windows in the event that
948 * wglGetProcAddress is called between glBegin/End().
949 *
950 * The MS opengl32.dll library apparently calls glFlush from
951 * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
952 * will dispatch to _mesa_generic_nop() and we'll generate a
953 * GL_INVALID_OPERATION error.
954 *
955 * The specific case which hits this is piglit's primitive-restart
956 * test which calls glPrimitiveRestartNV() inside glBegin/End. The
957 * first time we call glPrimitiveRestartNV() Piglit's API dispatch
958 * code will try to resolve the function by calling wglGetProcAddress.
959 * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
960 * will fail causing the test to fail. By suppressing the error, the
961 * assertion passes and the test continues.
962 */
963 SET_Flush(table, nop_glFlush);
964 }
965 #endif
966
967 _glapi_set_nop_handler(nop_handler);
968
969 return table;
970 }
971
972 /**
973 * Creates a minimal dispatch table for use within glBegin()/glEnd().
974 *
975 * This ensures that we generate GL_INVALID_OPERATION errors from most
976 * functions, since the set of functions that are valid within Begin/End is
977 * very small.
978 *
979 * From the GL 1.0 specification section 2.6.3, "GL Commands within
980 * Begin/End"
981 *
982 * "The only GL commands that are allowed within any Begin/End pairs are
983 * the commands for specifying vertex coordinates, vertex color, normal
984 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
985 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
986 * commands for specifying lighting material parameters (Material
987 * commands see section 2.12.2), display list invocation commands
988 * (CallList and CallLists see section 5.4), and the EdgeFlag
989 * command. Executing Begin after Begin has already been executed but
990 * before an End is issued generates the INVALID OPERATION error, as does
991 * executing End without a previous corresponding Begin. Executing any
992 * other GL command within Begin/End results in the error INVALID
993 * OPERATION."
994 *
995 * The table entries for specifying vertex attributes are set up by
996 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
997 * are set by install_vtxfmt() as well.
998 */
999 static struct _glapi_table *
1000 create_beginend_table(const struct gl_context *ctx)
1001 {
1002 struct _glapi_table *table;
1003
1004 table = alloc_dispatch_table();
1005 if (!table)
1006 return NULL;
1007
1008 /* Fill in functions which return a value, since they should return some
1009 * specific value even if they emit a GL_INVALID_OPERATION error from them
1010 * being called within glBegin()/glEnd().
1011 */
1012 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
1013
1014 COPY_DISPATCH(GenLists);
1015 COPY_DISPATCH(IsProgram);
1016 COPY_DISPATCH(IsVertexArray);
1017 COPY_DISPATCH(IsBuffer);
1018 COPY_DISPATCH(IsEnabled);
1019 COPY_DISPATCH(IsEnabledi);
1020 COPY_DISPATCH(IsRenderbuffer);
1021 COPY_DISPATCH(IsFramebuffer);
1022 COPY_DISPATCH(CheckFramebufferStatus);
1023 COPY_DISPATCH(RenderMode);
1024 COPY_DISPATCH(GetString);
1025 COPY_DISPATCH(GetStringi);
1026 COPY_DISPATCH(GetPointerv);
1027 COPY_DISPATCH(IsQuery);
1028 COPY_DISPATCH(IsSampler);
1029 COPY_DISPATCH(IsSync);
1030 COPY_DISPATCH(IsTexture);
1031 COPY_DISPATCH(IsTransformFeedback);
1032 COPY_DISPATCH(DeleteQueries);
1033 COPY_DISPATCH(AreTexturesResident);
1034 COPY_DISPATCH(FenceSync);
1035 COPY_DISPATCH(ClientWaitSync);
1036 COPY_DISPATCH(MapBuffer);
1037 COPY_DISPATCH(UnmapBuffer);
1038 COPY_DISPATCH(MapBufferRange);
1039 COPY_DISPATCH(ObjectPurgeableAPPLE);
1040 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
1041
1042 _mesa_loopback_init_api_table(ctx, table);
1043
1044 return table;
1045 }
1046
1047 void
1048 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
1049 {
1050 /* Do the code-generated setup of the exec table in api_exec.c. */
1051 _mesa_initialize_exec_table(ctx);
1052
1053 if (ctx->Save)
1054 _mesa_initialize_save_table(ctx);
1055 }
1056
1057 /**
1058 * Initialize a struct gl_context struct (rendering context).
1059 *
1060 * This includes allocating all the other structs and arrays which hang off of
1061 * the context by pointers.
1062 * Note that the driver needs to pass in its dd_function_table here since
1063 * we need to at least call driverFunctions->NewTextureObject to create the
1064 * default texture objects.
1065 *
1066 * Called by _mesa_create_context().
1067 *
1068 * Performs the imports and exports callback tables initialization, and
1069 * miscellaneous one-time initializations. If no shared context is supplied one
1070 * is allocated, and increase its reference count. Setups the GL API dispatch
1071 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1072 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1073 * for debug flags.
1074 *
1075 * \param ctx the context to initialize
1076 * \param api the GL API type to create the context for
1077 * \param visual describes the visual attributes for this context or NULL to
1078 * create a configless context
1079 * \param share_list points to context to share textures, display lists,
1080 * etc with, or NULL
1081 * \param driverFunctions table of device driver functions for this context
1082 * to use
1083 */
1084 GLboolean
1085 _mesa_initialize_context(struct gl_context *ctx,
1086 gl_api api,
1087 const struct gl_config *visual,
1088 struct gl_context *share_list,
1089 const struct dd_function_table *driverFunctions)
1090 {
1091 struct gl_shared_state *shared;
1092 int i;
1093
1094 assert(driverFunctions->NewTextureObject);
1095 assert(driverFunctions->FreeTextureImageBuffer);
1096
1097 ctx->API = api;
1098 ctx->DrawBuffer = NULL;
1099 ctx->ReadBuffer = NULL;
1100 ctx->WinSysDrawBuffer = NULL;
1101 ctx->WinSysReadBuffer = NULL;
1102
1103 if (visual) {
1104 ctx->Visual = *visual;
1105 ctx->HasConfig = GL_TRUE;
1106 }
1107 else {
1108 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1109 ctx->HasConfig = GL_FALSE;
1110 }
1111
1112 if (_mesa_is_desktop_gl(ctx)) {
1113 _mesa_override_gl_version(ctx);
1114 }
1115
1116 /* misc one-time initializations */
1117 one_time_init(ctx);
1118
1119 /* Plug in driver functions and context pointer here.
1120 * This is important because when we call alloc_shared_state() below
1121 * we'll call ctx->Driver.NewTextureObject() to create the default
1122 * textures.
1123 */
1124 ctx->Driver = *driverFunctions;
1125
1126 if (share_list) {
1127 /* share state with another context */
1128 shared = share_list->Shared;
1129 }
1130 else {
1131 /* allocate new, unshared state */
1132 shared = _mesa_alloc_shared_state(ctx);
1133 if (!shared)
1134 return GL_FALSE;
1135 }
1136
1137 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1138
1139 if (!init_attrib_groups( ctx ))
1140 goto fail;
1141
1142 /* setup the API dispatch tables with all nop functions */
1143 ctx->OutsideBeginEnd = alloc_dispatch_table();
1144 if (!ctx->OutsideBeginEnd)
1145 goto fail;
1146 ctx->Exec = ctx->OutsideBeginEnd;
1147 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1148
1149 ctx->FragmentProgram._MaintainTexEnvProgram
1150 = (getenv("MESA_TEX_PROG") != NULL);
1151
1152 ctx->VertexProgram._MaintainTnlProgram
1153 = (getenv("MESA_TNL_PROG") != NULL);
1154 if (ctx->VertexProgram._MaintainTnlProgram) {
1155 /* this is required... */
1156 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1157 }
1158
1159 /* Mesa core handles all the formats that mesa core knows about.
1160 * Drivers will want to override this list with just the formats
1161 * they can handle, and confirm that appropriate fallbacks exist in
1162 * _mesa_choose_tex_format().
1163 */
1164 memset(&ctx->TextureFormatSupported, GL_TRUE,
1165 sizeof(ctx->TextureFormatSupported));
1166
1167 switch (ctx->API) {
1168 case API_OPENGL_COMPAT:
1169 ctx->BeginEnd = create_beginend_table(ctx);
1170 ctx->Save = alloc_dispatch_table();
1171 if (!ctx->BeginEnd || !ctx->Save)
1172 goto fail;
1173
1174 /* fall-through */
1175 case API_OPENGL_CORE:
1176 break;
1177 case API_OPENGLES:
1178 /**
1179 * GL_OES_texture_cube_map says
1180 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1181 */
1182 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1183 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1184 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1185 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1186 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1187 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1188 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1189 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1190 }
1191 break;
1192 case API_OPENGLES2:
1193 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1194 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1195 break;
1196 }
1197
1198 ctx->FirstTimeCurrent = GL_TRUE;
1199
1200 return GL_TRUE;
1201
1202 fail:
1203 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1204 free(ctx->BeginEnd);
1205 free(ctx->OutsideBeginEnd);
1206 free(ctx->Save);
1207 return GL_FALSE;
1208 }
1209
1210
1211 /**
1212 * Allocate and initialize a struct gl_context structure.
1213 * Note that the driver needs to pass in its dd_function_table here since
1214 * we need to at least call driverFunctions->NewTextureObject to initialize
1215 * the rendering context.
1216 *
1217 * \param api the GL API type to create the context for
1218 * \param visual a struct gl_config pointer (we copy the struct contents) or
1219 * NULL to create a configless context
1220 * \param share_list another context to share display lists with or NULL
1221 * \param driverFunctions points to the dd_function_table into which the
1222 * driver has plugged in all its special functions.
1223 *
1224 * \return pointer to a new __struct gl_contextRec or NULL if error.
1225 */
1226 struct gl_context *
1227 _mesa_create_context(gl_api api,
1228 const struct gl_config *visual,
1229 struct gl_context *share_list,
1230 const struct dd_function_table *driverFunctions)
1231 {
1232 struct gl_context *ctx;
1233
1234 ctx = calloc(1, sizeof(struct gl_context));
1235 if (!ctx)
1236 return NULL;
1237
1238 if (_mesa_initialize_context(ctx, api, visual, share_list,
1239 driverFunctions)) {
1240 return ctx;
1241 }
1242 else {
1243 free(ctx);
1244 return NULL;
1245 }
1246 }
1247
1248
1249 /**
1250 * Free the data associated with the given context.
1251 *
1252 * But doesn't free the struct gl_context struct itself.
1253 *
1254 * \sa _mesa_initialize_context() and init_attrib_groups().
1255 */
1256 void
1257 _mesa_free_context_data( struct gl_context *ctx )
1258 {
1259 if (!_mesa_get_current_context()){
1260 /* No current context, but we may need one in order to delete
1261 * texture objs, etc. So temporarily bind the context now.
1262 */
1263 _mesa_make_current(ctx, NULL, NULL);
1264 }
1265
1266 /* unreference WinSysDraw/Read buffers */
1267 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1268 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1269 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1270 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1271
1272 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1273 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1274 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1275
1276 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL);
1277 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1278
1279 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1280 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1281 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1282
1283 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1284 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1285
1286 _mesa_free_attrib_data(ctx);
1287 _mesa_free_buffer_objects(ctx);
1288 _mesa_free_eval_data( ctx );
1289 _mesa_free_texture_data( ctx );
1290 _mesa_free_matrix_data( ctx );
1291 _mesa_free_pipeline_data(ctx);
1292 _mesa_free_program_data(ctx);
1293 _mesa_free_shader_state(ctx);
1294 _mesa_free_queryobj_data(ctx);
1295 _mesa_free_sync_data(ctx);
1296 _mesa_free_varray_data(ctx);
1297 _mesa_free_transform_feedback(ctx);
1298 _mesa_free_performance_monitors(ctx);
1299
1300 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1301 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1302 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1303 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1304
1305 /* free dispatch tables */
1306 free(ctx->BeginEnd);
1307 free(ctx->OutsideBeginEnd);
1308 free(ctx->Save);
1309
1310 /* Shared context state (display lists, textures, etc) */
1311 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1312
1313 /* needs to be after freeing shared state */
1314 _mesa_free_display_list_data(ctx);
1315
1316 _mesa_free_errors_data(ctx);
1317
1318 free((void *)ctx->Extensions.String);
1319
1320 free(ctx->VersionString);
1321
1322 /* unbind the context if it's currently bound */
1323 if (ctx == _mesa_get_current_context()) {
1324 _mesa_make_current(NULL, NULL, NULL);
1325 }
1326 }
1327
1328
1329 /**
1330 * Destroy a struct gl_context structure.
1331 *
1332 * \param ctx GL context.
1333 *
1334 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1335 */
1336 void
1337 _mesa_destroy_context( struct gl_context *ctx )
1338 {
1339 if (ctx) {
1340 _mesa_free_context_data(ctx);
1341 free( (void *) ctx );
1342 }
1343 }
1344
1345
1346 /**
1347 * Copy attribute groups from one context to another.
1348 *
1349 * \param src source context
1350 * \param dst destination context
1351 * \param mask bitwise OR of GL_*_BIT flags
1352 *
1353 * According to the bits specified in \p mask, copies the corresponding
1354 * attributes from \p src into \p dst. For many of the attributes a simple \c
1355 * memcpy is not enough due to the existence of internal pointers in their data
1356 * structures.
1357 */
1358 void
1359 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1360 GLuint mask )
1361 {
1362 if (mask & GL_ACCUM_BUFFER_BIT) {
1363 /* OK to memcpy */
1364 dst->Accum = src->Accum;
1365 }
1366 if (mask & GL_COLOR_BUFFER_BIT) {
1367 /* OK to memcpy */
1368 dst->Color = src->Color;
1369 }
1370 if (mask & GL_CURRENT_BIT) {
1371 /* OK to memcpy */
1372 dst->Current = src->Current;
1373 }
1374 if (mask & GL_DEPTH_BUFFER_BIT) {
1375 /* OK to memcpy */
1376 dst->Depth = src->Depth;
1377 }
1378 if (mask & GL_ENABLE_BIT) {
1379 /* no op */
1380 }
1381 if (mask & GL_EVAL_BIT) {
1382 /* OK to memcpy */
1383 dst->Eval = src->Eval;
1384 }
1385 if (mask & GL_FOG_BIT) {
1386 /* OK to memcpy */
1387 dst->Fog = src->Fog;
1388 }
1389 if (mask & GL_HINT_BIT) {
1390 /* OK to memcpy */
1391 dst->Hint = src->Hint;
1392 }
1393 if (mask & GL_LIGHTING_BIT) {
1394 GLuint i;
1395 /* begin with memcpy */
1396 dst->Light = src->Light;
1397 /* fixup linked lists to prevent pointer insanity */
1398 make_empty_list( &(dst->Light.EnabledList) );
1399 for (i = 0; i < MAX_LIGHTS; i++) {
1400 if (dst->Light.Light[i].Enabled) {
1401 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1402 }
1403 }
1404 }
1405 if (mask & GL_LINE_BIT) {
1406 /* OK to memcpy */
1407 dst->Line = src->Line;
1408 }
1409 if (mask & GL_LIST_BIT) {
1410 /* OK to memcpy */
1411 dst->List = src->List;
1412 }
1413 if (mask & GL_PIXEL_MODE_BIT) {
1414 /* OK to memcpy */
1415 dst->Pixel = src->Pixel;
1416 }
1417 if (mask & GL_POINT_BIT) {
1418 /* OK to memcpy */
1419 dst->Point = src->Point;
1420 }
1421 if (mask & GL_POLYGON_BIT) {
1422 /* OK to memcpy */
1423 dst->Polygon = src->Polygon;
1424 }
1425 if (mask & GL_POLYGON_STIPPLE_BIT) {
1426 /* Use loop instead of memcpy due to problem with Portland Group's
1427 * C compiler. Reported by John Stone.
1428 */
1429 GLuint i;
1430 for (i = 0; i < 32; i++) {
1431 dst->PolygonStipple[i] = src->PolygonStipple[i];
1432 }
1433 }
1434 if (mask & GL_SCISSOR_BIT) {
1435 /* OK to memcpy */
1436 dst->Scissor = src->Scissor;
1437 }
1438 if (mask & GL_STENCIL_BUFFER_BIT) {
1439 /* OK to memcpy */
1440 dst->Stencil = src->Stencil;
1441 }
1442 if (mask & GL_TEXTURE_BIT) {
1443 /* Cannot memcpy because of pointers */
1444 _mesa_copy_texture_state(src, dst);
1445 }
1446 if (mask & GL_TRANSFORM_BIT) {
1447 /* OK to memcpy */
1448 dst->Transform = src->Transform;
1449 }
1450 if (mask & GL_VIEWPORT_BIT) {
1451 unsigned i;
1452 for (i = 0; i < src->Const.MaxViewports; i++) {
1453 /* OK to memcpy */
1454 dst->ViewportArray[i] = src->ViewportArray[i];
1455 }
1456 }
1457
1458 /* XXX FIXME: Call callbacks?
1459 */
1460 dst->NewState = _NEW_ALL;
1461 dst->NewDriverState = ~0;
1462 }
1463
1464
1465 /**
1466 * Check if the given context can render into the given framebuffer
1467 * by checking visual attributes.
1468 *
1469 * Most of these tests could go away because Mesa is now pretty flexible
1470 * in terms of mixing rendering contexts with framebuffers. As long
1471 * as RGB vs. CI mode agree, we're probably good.
1472 *
1473 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1474 */
1475 static GLboolean
1476 check_compatible(const struct gl_context *ctx,
1477 const struct gl_framebuffer *buffer)
1478 {
1479 const struct gl_config *ctxvis = &ctx->Visual;
1480 const struct gl_config *bufvis = &buffer->Visual;
1481
1482 if (buffer == _mesa_get_incomplete_framebuffer())
1483 return GL_TRUE;
1484
1485 #if 0
1486 /* disabling this fixes the fgl_glxgears pbuffer demo */
1487 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1488 return GL_FALSE;
1489 #endif
1490 if (ctxvis->stereoMode && !bufvis->stereoMode)
1491 return GL_FALSE;
1492 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1493 return GL_FALSE;
1494 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1495 return GL_FALSE;
1496 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1497 return GL_FALSE;
1498 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1499 return GL_FALSE;
1500 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1501 return GL_FALSE;
1502 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1503 return GL_FALSE;
1504 #if 0
1505 /* disabled (see bug 11161) */
1506 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1507 return GL_FALSE;
1508 #endif
1509 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1510 return GL_FALSE;
1511
1512 return GL_TRUE;
1513 }
1514
1515
1516 /**
1517 * Check if the viewport/scissor size has not yet been initialized.
1518 * Initialize the size if the given width and height are non-zero.
1519 */
1520 void
1521 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1522 {
1523 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1524 unsigned i;
1525
1526 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1527 * potential infinite recursion.
1528 */
1529 ctx->ViewportInitialized = GL_TRUE;
1530
1531 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1532 * yet, so just initialize all of them.
1533 */
1534 for (i = 0; i < MAX_VIEWPORTS; i++) {
1535 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1536 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1537 }
1538 }
1539 }
1540
1541 static void
1542 handle_first_current(struct gl_context *ctx)
1543 {
1544 GLenum buffer;
1545 GLint bufferIndex;
1546
1547 if (ctx->Version == 0) {
1548 /* probably in the process of tearing down the context */
1549 return;
1550 }
1551
1552 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1553
1554 check_context_limits(ctx);
1555
1556 /* According to GL_MESA_configless_context the default value of
1557 * glDrawBuffers depends on the config of the first surface it is bound to.
1558 * For GLES it is always GL_BACK which has a magic interpretation */
1559 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1560 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1561 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1562 buffer = GL_BACK;
1563 else
1564 buffer = GL_FRONT;
1565
1566 _mesa_drawbuffers(ctx, 1, &buffer, NULL /* destMask */);
1567 }
1568
1569 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1570 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1571 buffer = GL_BACK;
1572 bufferIndex = BUFFER_BACK_LEFT;
1573 }
1574 else {
1575 buffer = GL_FRONT;
1576 bufferIndex = BUFFER_FRONT_LEFT;
1577 }
1578
1579 _mesa_readbuffer(ctx, buffer, bufferIndex);
1580 }
1581 }
1582
1583 /* We can use this to help debug user's problems. Tell them to set
1584 * the MESA_INFO env variable before running their app. Then the
1585 * first time each context is made current we'll print some useful
1586 * information.
1587 */
1588 if (getenv("MESA_INFO")) {
1589 _mesa_print_info(ctx);
1590 }
1591 }
1592
1593 /**
1594 * Bind the given context to the given drawBuffer and readBuffer and
1595 * make it the current context for the calling thread.
1596 * We'll render into the drawBuffer and read pixels from the
1597 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1598 *
1599 * We check that the context's and framebuffer's visuals are compatible
1600 * and return immediately if they're not.
1601 *
1602 * \param newCtx the new GL context. If NULL then there will be no current GL
1603 * context.
1604 * \param drawBuffer the drawing framebuffer
1605 * \param readBuffer the reading framebuffer
1606 */
1607 GLboolean
1608 _mesa_make_current( struct gl_context *newCtx,
1609 struct gl_framebuffer *drawBuffer,
1610 struct gl_framebuffer *readBuffer )
1611 {
1612 GET_CURRENT_CONTEXT(curCtx);
1613
1614 if (MESA_VERBOSE & VERBOSE_API)
1615 _mesa_debug(newCtx, "_mesa_make_current()\n");
1616
1617 /* Check that the context's and framebuffer's visuals are compatible.
1618 */
1619 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1620 if (!check_compatible(newCtx, drawBuffer)) {
1621 _mesa_warning(newCtx,
1622 "MakeCurrent: incompatible visuals for context and drawbuffer");
1623 return GL_FALSE;
1624 }
1625 }
1626 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1627 if (!check_compatible(newCtx, readBuffer)) {
1628 _mesa_warning(newCtx,
1629 "MakeCurrent: incompatible visuals for context and readbuffer");
1630 return GL_FALSE;
1631 }
1632 }
1633
1634 if (curCtx &&
1635 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1636 /* make sure this context is valid for flushing */
1637 curCtx != newCtx &&
1638 curCtx->Const.ContextReleaseBehavior ==
1639 GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
1640 _mesa_flush(curCtx);
1641
1642 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1643 _glapi_set_context((void *) newCtx);
1644 assert(_mesa_get_current_context() == newCtx);
1645
1646 if (!newCtx) {
1647 _glapi_set_dispatch(NULL); /* none current */
1648 }
1649 else {
1650 _glapi_set_dispatch(newCtx->CurrentDispatch);
1651
1652 if (drawBuffer && readBuffer) {
1653 assert(_mesa_is_winsys_fbo(drawBuffer));
1654 assert(_mesa_is_winsys_fbo(readBuffer));
1655 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1656 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1657
1658 /*
1659 * Only set the context's Draw/ReadBuffer fields if they're NULL
1660 * or not bound to a user-created FBO.
1661 */
1662 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1663 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1664 /* Update the FBO's list of drawbuffers/renderbuffers.
1665 * For winsys FBOs this comes from the GL state (which may have
1666 * changed since the last time this FBO was bound).
1667 */
1668 _mesa_update_draw_buffers(newCtx);
1669 }
1670 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1671 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1672 }
1673
1674 /* XXX only set this flag if we're really changing the draw/read
1675 * framebuffer bindings.
1676 */
1677 newCtx->NewState |= _NEW_BUFFERS;
1678
1679 if (drawBuffer) {
1680 _mesa_check_init_viewport(newCtx,
1681 drawBuffer->Width, drawBuffer->Height);
1682 }
1683 }
1684
1685 if (newCtx->FirstTimeCurrent) {
1686 handle_first_current(newCtx);
1687 newCtx->FirstTimeCurrent = GL_FALSE;
1688 }
1689 }
1690
1691 return GL_TRUE;
1692 }
1693
1694
1695 /**
1696 * Make context 'ctx' share the display lists, textures and programs
1697 * that are associated with 'ctxToShare'.
1698 * Any display lists, textures or programs associated with 'ctx' will
1699 * be deleted if nobody else is sharing them.
1700 */
1701 GLboolean
1702 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1703 {
1704 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1705 struct gl_shared_state *oldShared = NULL;
1706
1707 /* save ref to old state to prevent it from being deleted immediately */
1708 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1709
1710 /* update ctx's Shared pointer */
1711 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1712
1713 update_default_objects(ctx);
1714
1715 /* release the old shared state */
1716 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1717
1718 return GL_TRUE;
1719 }
1720 else {
1721 return GL_FALSE;
1722 }
1723 }
1724
1725
1726
1727 /**
1728 * \return pointer to the current GL context for this thread.
1729 *
1730 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1731 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1732 * context.h.
1733 */
1734 struct gl_context *
1735 _mesa_get_current_context( void )
1736 {
1737 return (struct gl_context *) _glapi_get_context();
1738 }
1739
1740
1741 /**
1742 * Get context's current API dispatch table.
1743 *
1744 * It'll either be the immediate-mode execute dispatcher or the display list
1745 * compile dispatcher.
1746 *
1747 * \param ctx GL context.
1748 *
1749 * \return pointer to dispatch_table.
1750 *
1751 * Simply returns __struct gl_contextRec::CurrentDispatch.
1752 */
1753 struct _glapi_table *
1754 _mesa_get_dispatch(struct gl_context *ctx)
1755 {
1756 return ctx->CurrentDispatch;
1757 }
1758
1759 /*@}*/
1760
1761
1762 /**********************************************************************/
1763 /** \name Miscellaneous functions */
1764 /**********************************************************************/
1765 /*@{*/
1766
1767 /**
1768 * Record an error.
1769 *
1770 * \param ctx GL context.
1771 * \param error error code.
1772 *
1773 * Records the given error code and call the driver's dd_function_table::Error
1774 * function if defined.
1775 *
1776 * \sa
1777 * This is called via _mesa_error().
1778 */
1779 void
1780 _mesa_record_error(struct gl_context *ctx, GLenum error)
1781 {
1782 if (!ctx)
1783 return;
1784
1785 if (ctx->ErrorValue == GL_NO_ERROR) {
1786 ctx->ErrorValue = error;
1787 }
1788 }
1789
1790
1791 /**
1792 * Flush commands and wait for completion.
1793 */
1794 void
1795 _mesa_finish(struct gl_context *ctx)
1796 {
1797 FLUSH_VERTICES( ctx, 0 );
1798 FLUSH_CURRENT( ctx, 0 );
1799 if (ctx->Driver.Finish) {
1800 ctx->Driver.Finish(ctx);
1801 }
1802 }
1803
1804
1805 /**
1806 * Flush commands.
1807 */
1808 void
1809 _mesa_flush(struct gl_context *ctx)
1810 {
1811 FLUSH_VERTICES( ctx, 0 );
1812 FLUSH_CURRENT( ctx, 0 );
1813 if (ctx->Driver.Flush) {
1814 ctx->Driver.Flush(ctx);
1815 }
1816 }
1817
1818
1819
1820 /**
1821 * Execute glFinish().
1822 *
1823 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1824 * dd_function_table::Finish driver callback, if not NULL.
1825 */
1826 void GLAPIENTRY
1827 _mesa_Finish(void)
1828 {
1829 GET_CURRENT_CONTEXT(ctx);
1830 ASSERT_OUTSIDE_BEGIN_END(ctx);
1831 _mesa_finish(ctx);
1832 }
1833
1834
1835 /**
1836 * Execute glFlush().
1837 *
1838 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1839 * dd_function_table::Flush driver callback, if not NULL.
1840 */
1841 void GLAPIENTRY
1842 _mesa_Flush(void)
1843 {
1844 GET_CURRENT_CONTEXT(ctx);
1845 ASSERT_OUTSIDE_BEGIN_END(ctx);
1846 _mesa_flush(ctx);
1847 }
1848
1849
1850 /*
1851 * ARB_blend_func_extended - ERRORS section
1852 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1853 * implicitly calls Begin if any draw buffer has a blend function requiring the
1854 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1855 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1856 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1857 */
1858 static GLboolean
1859 _mesa_check_blend_func_error(struct gl_context *ctx)
1860 {
1861 GLuint i;
1862 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1863 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1864 i++) {
1865 if (ctx->Color.Blend[i]._UsesDualSrc) {
1866 _mesa_error(ctx, GL_INVALID_OPERATION,
1867 "dual source blend on illegal attachment");
1868 return GL_FALSE;
1869 }
1870 }
1871 return GL_TRUE;
1872 }
1873
1874 static bool
1875 shader_linked_or_absent(struct gl_context *ctx,
1876 const struct gl_shader_program *shProg,
1877 bool *shader_present, const char *where)
1878 {
1879 if (shProg) {
1880 *shader_present = true;
1881
1882 if (!shProg->LinkStatus) {
1883 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
1884 return false;
1885 }
1886 #if 0 /* not normally enabled */
1887 {
1888 char errMsg[100];
1889 if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
1890 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1891 shProg->Name, errMsg);
1892 }
1893 }
1894 #endif
1895 }
1896
1897 return true;
1898 }
1899
1900 /**
1901 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1902 * is called to see if it's valid to render. This involves checking that
1903 * the current shader is valid and the framebuffer is complete.
1904 * It also check the current pipeline object is valid if any.
1905 * If an error is detected it'll be recorded here.
1906 * \return GL_TRUE if OK to render, GL_FALSE if not
1907 */
1908 GLboolean
1909 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1910 {
1911 unsigned i;
1912
1913 /* This depends on having up to date derived state (shaders) */
1914 if (ctx->NewState)
1915 _mesa_update_state(ctx);
1916
1917 if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
1918 bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
1919
1920 for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
1921 if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
1922 &from_glsl_shader[i], where))
1923 return GL_FALSE;
1924 }
1925
1926 /* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly
1927 * shaders. Don't check state related to those.
1928 */
1929 } else {
1930 bool has_vertex_shader = false;
1931 bool has_fragment_shader = false;
1932
1933 /* In OpenGL Compatibility Profile, there is only vertex shader and
1934 * fragment shader. We take this path also for API_OPENGLES because
1935 * optimizing that path would make the other (more common) paths
1936 * slightly slower.
1937 */
1938 if (!shader_linked_or_absent(ctx,
1939 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX],
1940 &has_vertex_shader, where))
1941 return GL_FALSE;
1942
1943 if (!shader_linked_or_absent(ctx,
1944 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
1945 &has_fragment_shader, where))
1946 return GL_FALSE;
1947
1948 /* Any shader stages that are not supplied by the GLSL shader and have
1949 * assembly shaders enabled must now be validated.
1950 */
1951 if (!has_vertex_shader
1952 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1953 _mesa_error(ctx, GL_INVALID_OPERATION,
1954 "%s(vertex program not valid)", where);
1955 return GL_FALSE;
1956 }
1957
1958 if (!has_fragment_shader) {
1959 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1960 _mesa_error(ctx, GL_INVALID_OPERATION,
1961 "%s(fragment program not valid)", where);
1962 return GL_FALSE;
1963 }
1964
1965 /* If drawing to integer-valued color buffers, there must be an
1966 * active fragment shader (GL_EXT_texture_integer).
1967 */
1968 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1969 _mesa_error(ctx, GL_INVALID_OPERATION,
1970 "%s(integer format but no fragment shader)", where);
1971 return GL_FALSE;
1972 }
1973 }
1974 }
1975
1976 /* A pipeline object is bound */
1977 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1978 /* Error message will be printed inside _mesa_validate_program_pipeline.
1979 */
1980 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader, GL_TRUE)) {
1981 return GL_FALSE;
1982 }
1983 }
1984
1985 /* If a program is active and SSO not in use, check if validation of
1986 * samplers succeeded for the active program. */
1987 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
1988 char errMsg[100];
1989 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
1990 errMsg, 100)) {
1991 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
1992 return GL_FALSE;
1993 }
1994 }
1995
1996 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1997 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1998 "%s(incomplete framebuffer)", where);
1999 return GL_FALSE;
2000 }
2001
2002 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
2003 return GL_FALSE;
2004 }
2005
2006 #ifdef DEBUG
2007 if (ctx->_Shader->Flags & GLSL_LOG) {
2008 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
2009 gl_shader_stage i;
2010
2011 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2012 if (shProg[i] == NULL || shProg[i]->_Used
2013 || shProg[i]->_LinkedShaders[i] == NULL)
2014 continue;
2015
2016 /* This is the first time this shader is being used.
2017 * Append shader's constants/uniforms to log file.
2018 *
2019 * Only log data for the program target that matches the shader
2020 * target. It's possible to have a program bound to the vertex
2021 * shader target that also supplied a fragment shader. If that
2022 * program isn't also bound to the fragment shader target we don't
2023 * want to log its fragment data.
2024 */
2025 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
2026 }
2027
2028 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2029 if (shProg[i] != NULL)
2030 shProg[i]->_Used = GL_TRUE;
2031 }
2032 }
2033 #endif
2034
2035 return GL_TRUE;
2036 }
2037
2038
2039 /*@}*/