mesa: Don't advertise GLES 3.1 without compute support
[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 "debug_output.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "extensions.h"
97 #include "fbobject.h"
98 #include "feedback.h"
99 #include "fog.h"
100 #include "formats.h"
101 #include "framebuffer.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "multisample.h"
109 #include "performance_monitor.h"
110 #include "pipelineobj.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #include "syncobj.h"
117 #include "rastpos.h"
118 #include "remap.h"
119 #include "scissor.h"
120 #include "shared.h"
121 #include "shaderobj.h"
122 #include "shaderimage.h"
123 #include "util/simple_list.h"
124 #include "util/strtod.h"
125 #include "state.h"
126 #include "stencil.h"
127 #include "texcompress_s3tc.h"
128 #include "texstate.h"
129 #include "transformfeedback.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "program/program.h"
136 #include "program/prog_print.h"
137 #include "math/m_matrix.h"
138 #include "main/dispatch.h" /* for _gloffset_COUNT */
139 #include "uniforms.h"
140 #include "macros.h"
141
142 #ifdef USE_SPARC_ASM
143 #include "sparc/sparc.h"
144 #endif
145
146 #include "compiler/glsl/glsl_parser_extras.h"
147 #include <stdbool.h>
148
149
150 #ifndef MESA_VERBOSE
151 int MESA_VERBOSE = 0;
152 #endif
153
154 #ifndef MESA_DEBUG_FLAGS
155 int MESA_DEBUG_FLAGS = 0;
156 #endif
157
158
159 /* ubyte -> float conversion */
160 GLfloat _mesa_ubyte_to_float_color_tab[256];
161
162
163
164 /**
165 * Swap buffers notification callback.
166 *
167 * \param ctx GL context.
168 *
169 * Called by window system just before swapping buffers.
170 * We have to finish any pending rendering.
171 */
172 void
173 _mesa_notifySwapBuffers(struct gl_context *ctx)
174 {
175 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
176 _mesa_debug(ctx, "SwapBuffers\n");
177 FLUSH_CURRENT( ctx, 0 );
178 if (ctx->Driver.Flush) {
179 ctx->Driver.Flush(ctx);
180 }
181 }
182
183
184 /**********************************************************************/
185 /** \name GL Visual allocation/destruction */
186 /**********************************************************************/
187 /*@{*/
188
189 /**
190 * Allocates a struct gl_config structure and initializes it via
191 * _mesa_initialize_visual().
192 *
193 * \param dbFlag double buffering
194 * \param stereoFlag stereo buffer
195 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
196 * is acceptable but the actual depth type will be GLushort or GLuint as
197 * needed.
198 * \param stencilBits requested minimum bits per stencil buffer value
199 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
200 * of bits per color component in accum buffer.
201 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
202 * \param redBits number of bits per color component in frame buffer for RGB(A)
203 * mode. We always use 8 in core Mesa though.
204 * \param greenBits same as above.
205 * \param blueBits same as above.
206 * \param alphaBits same as above.
207 * \param numSamples not really used.
208 *
209 * \return pointer to new struct gl_config or NULL if requested parameters
210 * can't be met.
211 *
212 * \note Need to add params for level and numAuxBuffers (at least)
213 */
214 struct gl_config *
215 _mesa_create_visual( GLboolean dbFlag,
216 GLboolean stereoFlag,
217 GLint redBits,
218 GLint greenBits,
219 GLint blueBits,
220 GLint alphaBits,
221 GLint depthBits,
222 GLint stencilBits,
223 GLint accumRedBits,
224 GLint accumGreenBits,
225 GLint accumBlueBits,
226 GLint accumAlphaBits,
227 GLint numSamples )
228 {
229 struct gl_config *vis = CALLOC_STRUCT(gl_config);
230 if (vis) {
231 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
232 redBits, greenBits, blueBits, alphaBits,
233 depthBits, stencilBits,
234 accumRedBits, accumGreenBits,
235 accumBlueBits, accumAlphaBits,
236 numSamples)) {
237 free(vis);
238 return NULL;
239 }
240 }
241 return vis;
242 }
243
244
245 /**
246 * Makes some sanity checks and fills in the fields of the struct
247 * gl_config object with the given parameters. If the caller needs to
248 * set additional fields, he should just probably init the whole
249 * gl_config object himself.
250 *
251 * \return GL_TRUE on success, or GL_FALSE on failure.
252 *
253 * \sa _mesa_create_visual() above for the parameter description.
254 */
255 GLboolean
256 _mesa_initialize_visual( struct gl_config *vis,
257 GLboolean dbFlag,
258 GLboolean stereoFlag,
259 GLint redBits,
260 GLint greenBits,
261 GLint blueBits,
262 GLint alphaBits,
263 GLint depthBits,
264 GLint stencilBits,
265 GLint accumRedBits,
266 GLint accumGreenBits,
267 GLint accumBlueBits,
268 GLint accumAlphaBits,
269 GLint numSamples )
270 {
271 assert(vis);
272
273 if (depthBits < 0 || depthBits > 32) {
274 return GL_FALSE;
275 }
276 if (stencilBits < 0 || stencilBits > 8) {
277 return GL_FALSE;
278 }
279 assert(accumRedBits >= 0);
280 assert(accumGreenBits >= 0);
281 assert(accumBlueBits >= 0);
282 assert(accumAlphaBits >= 0);
283
284 vis->rgbMode = GL_TRUE;
285 vis->doubleBufferMode = dbFlag;
286 vis->stereoMode = stereoFlag;
287
288 vis->redBits = redBits;
289 vis->greenBits = greenBits;
290 vis->blueBits = blueBits;
291 vis->alphaBits = alphaBits;
292 vis->rgbBits = redBits + greenBits + blueBits;
293
294 vis->indexBits = 0;
295 vis->depthBits = depthBits;
296 vis->stencilBits = stencilBits;
297
298 vis->accumRedBits = accumRedBits;
299 vis->accumGreenBits = accumGreenBits;
300 vis->accumBlueBits = accumBlueBits;
301 vis->accumAlphaBits = accumAlphaBits;
302
303 vis->haveAccumBuffer = accumRedBits > 0;
304 vis->haveDepthBuffer = depthBits > 0;
305 vis->haveStencilBuffer = stencilBits > 0;
306
307 vis->numAuxBuffers = 0;
308 vis->level = 0;
309 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
310 vis->samples = numSamples;
311
312 return GL_TRUE;
313 }
314
315
316 /**
317 * Destroy a visual and free its memory.
318 *
319 * \param vis visual.
320 *
321 * Frees the visual structure.
322 */
323 void
324 _mesa_destroy_visual( struct gl_config *vis )
325 {
326 free(vis);
327 }
328
329 /*@}*/
330
331
332 /**********************************************************************/
333 /** \name Context allocation, initialization, destroying
334 *
335 * The purpose of the most initialization functions here is to provide the
336 * default state values according to the OpenGL specification.
337 */
338 /**********************************************************************/
339 /*@{*/
340
341
342 /**
343 * One-time initialization mutex lock.
344 *
345 * \sa Used by one_time_init().
346 */
347 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
348
349
350 /**
351 * Calls all the various one-time-fini functions in Mesa
352 */
353
354 static void
355 one_time_fini(void)
356 {
357 _mesa_destroy_shader_compiler();
358 _mesa_locale_fini();
359 }
360
361 /**
362 * Calls all the various one-time-init functions in Mesa.
363 *
364 * While holding a global mutex lock, calls several initialization functions,
365 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
366 * defined.
367 *
368 * \sa _math_init().
369 */
370 static void
371 one_time_init( struct gl_context *ctx )
372 {
373 static GLbitfield api_init_mask = 0x0;
374
375 mtx_lock(&OneTimeLock);
376
377 /* truly one-time init */
378 if (!api_init_mask) {
379 GLuint i;
380
381 STATIC_ASSERT(sizeof(GLbyte) == 1);
382 STATIC_ASSERT(sizeof(GLubyte) == 1);
383 STATIC_ASSERT(sizeof(GLshort) == 2);
384 STATIC_ASSERT(sizeof(GLushort) == 2);
385 STATIC_ASSERT(sizeof(GLint) == 4);
386 STATIC_ASSERT(sizeof(GLuint) == 4);
387
388 _mesa_locale_init();
389
390 _mesa_one_time_init_extension_overrides();
391
392 _mesa_get_cpu_features();
393
394 for (i = 0; i < 256; i++) {
395 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
396 }
397
398 atexit(one_time_fini);
399
400 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
401 if (MESA_VERBOSE != 0) {
402 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
403 PACKAGE_VERSION, __DATE__, __TIME__);
404 }
405 #endif
406 }
407
408 /* per-API one-time init */
409 if (!(api_init_mask & (1 << ctx->API))) {
410 _mesa_init_get_hash(ctx);
411
412 _mesa_init_remap_table();
413 }
414
415 api_init_mask |= 1 << ctx->API;
416
417 mtx_unlock(&OneTimeLock);
418 }
419
420
421 /**
422 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
423 */
424 static void
425 _mesa_init_current(struct gl_context *ctx)
426 {
427 GLuint i;
428
429 /* Init all to (0,0,0,1) */
430 for (i = 0; i < ARRAY_SIZE(ctx->Current.Attrib); i++) {
431 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
432 }
433
434 /* redo special cases: */
435 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
436 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
437 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
438 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
439 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
440 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
441 }
442
443
444 /**
445 * Init vertex/fragment/geometry program limits.
446 * Important: drivers should override these with actual limits.
447 */
448 static void
449 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
450 struct gl_program_constants *prog)
451 {
452 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
453 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
454 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
455 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
456 prog->MaxTemps = MAX_PROGRAM_TEMPS;
457 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
458 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
459 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
460
461 switch (stage) {
462 case MESA_SHADER_VERTEX:
463 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
464 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
465 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
466 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
467 prog->MaxInputComponents = 0; /* value not used */
468 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
469 break;
470 case MESA_SHADER_FRAGMENT:
471 prog->MaxParameters = MAX_FRAGMENT_PROGRAM_PARAMS;
472 prog->MaxAttribs = MAX_FRAGMENT_PROGRAM_INPUTS;
473 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
474 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
475 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
476 prog->MaxOutputComponents = 0; /* value not used */
477 break;
478 case MESA_SHADER_TESS_CTRL:
479 case MESA_SHADER_TESS_EVAL:
480 case MESA_SHADER_GEOMETRY:
481 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
482 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
483 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
484 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
485 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
486 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
487 break;
488 case MESA_SHADER_COMPUTE:
489 prog->MaxParameters = 0; /* not meaningful for compute shaders */
490 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
491 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
492 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
493 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
494 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
495 break;
496 default:
497 assert(0 && "Bad shader stage in init_program_limits()");
498 }
499
500 /* Set the native limits to zero. This implies that there is no native
501 * support for shaders. Let the drivers fill in the actual values.
502 */
503 prog->MaxNativeInstructions = 0;
504 prog->MaxNativeAluInstructions = 0;
505 prog->MaxNativeTexInstructions = 0;
506 prog->MaxNativeTexIndirections = 0;
507 prog->MaxNativeAttribs = 0;
508 prog->MaxNativeTemps = 0;
509 prog->MaxNativeAddressRegs = 0;
510 prog->MaxNativeParameters = 0;
511
512 /* Set GLSL datatype range/precision info assuming IEEE float values.
513 * Drivers should override these defaults as needed.
514 */
515 prog->MediumFloat.RangeMin = 127;
516 prog->MediumFloat.RangeMax = 127;
517 prog->MediumFloat.Precision = 23;
518 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
519
520 /* Assume ints are stored as floats for now, since this is the least-common
521 * denominator. The OpenGL ES spec implies (page 132) that the precision
522 * of integer types should be 0. Practically speaking, IEEE
523 * single-precision floating point values can only store integers in the
524 * range [-0x01000000, 0x01000000] without loss of precision.
525 */
526 prog->MediumInt.RangeMin = 24;
527 prog->MediumInt.RangeMax = 24;
528 prog->MediumInt.Precision = 0;
529 prog->LowInt = prog->HighInt = prog->MediumInt;
530
531 prog->MaxUniformBlocks = 12;
532 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
533 consts->MaxUniformBlockSize / 4 *
534 prog->MaxUniformBlocks);
535
536 prog->MaxAtomicBuffers = 0;
537 prog->MaxAtomicCounters = 0;
538
539 prog->MaxShaderStorageBlocks = 8;
540 }
541
542
543 /**
544 * Initialize fields of gl_constants (aka ctx->Const.*).
545 * Use defaults from config.h. The device drivers will often override
546 * some of these values (such as number of texture units).
547 */
548 void
549 _mesa_init_constants(struct gl_constants *consts, gl_api api)
550 {
551 int i;
552 assert(consts);
553
554 /* Constants, may be overriden (usually only reduced) by device drivers */
555 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
556 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
557 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
558 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
559 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
560 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
561 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
562 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
563 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
564 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
565 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
566 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
567 consts->MaxTextureBufferSize = 65536;
568 consts->TextureBufferOffsetAlignment = 1;
569 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
570 consts->SubPixelBits = SUB_PIXEL_BITS;
571 consts->MinPointSize = MIN_POINT_SIZE;
572 consts->MaxPointSize = MAX_POINT_SIZE;
573 consts->MinPointSizeAA = MIN_POINT_SIZE;
574 consts->MaxPointSizeAA = MAX_POINT_SIZE;
575 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
576 consts->MinLineWidth = MIN_LINE_WIDTH;
577 consts->MaxLineWidth = MAX_LINE_WIDTH;
578 consts->MinLineWidthAA = MIN_LINE_WIDTH;
579 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
580 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
581 consts->MaxClipPlanes = 6;
582 consts->MaxLights = MAX_LIGHTS;
583 consts->MaxShininess = 128.0;
584 consts->MaxSpotExponent = 128.0;
585 consts->MaxViewportWidth = 16384;
586 consts->MaxViewportHeight = 16384;
587 consts->MinMapBufferAlignment = 64;
588
589 /* Driver must override these values if ARB_viewport_array is supported. */
590 consts->MaxViewports = 1;
591 consts->ViewportSubpixelBits = 0;
592 consts->ViewportBounds.Min = 0;
593 consts->ViewportBounds.Max = 0;
594
595 /** GL_ARB_uniform_buffer_object */
596 consts->MaxCombinedUniformBlocks = 36;
597 consts->MaxUniformBufferBindings = 36;
598 consts->MaxUniformBlockSize = 16384;
599 consts->UniformBufferOffsetAlignment = 1;
600
601 /** GL_ARB_shader_storage_buffer_object */
602 consts->MaxCombinedShaderStorageBlocks = 8;
603 consts->MaxShaderStorageBufferBindings = 8;
604 consts->MaxShaderStorageBlockSize = 128 * 1024 * 1024; /* 2^27 */
605 consts->ShaderStorageBufferOffsetAlignment = 256;
606
607 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
608 consts->MaxUserAssignableUniformLocations =
609 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
610
611 for (i = 0; i < MESA_SHADER_STAGES; i++)
612 init_program_limits(consts, i, &consts->Program[i]);
613
614 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
615 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
616
617 /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
618 * gl_VertexID is implemented using a native hardware register with OpenGL
619 * semantics.
620 */
621 consts->VertexID_is_zero_based = false;
622
623 /* GL_ARB_draw_buffers */
624 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
625
626 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
627 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
628
629 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
630 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
631 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
632 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
633 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
634 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
635
636 /* Shading language version */
637 consts->GLSLVersion = 120;
638 _mesa_override_glsl_version(consts);
639
640 #ifdef DEBUG
641 consts->GenerateTemporaryNames = true;
642 #else
643 consts->GenerateTemporaryNames = false;
644 #endif
645
646 /* GL_ARB_framebuffer_object */
647 consts->MaxSamples = 0;
648
649 /* GLSL default if NativeIntegers == FALSE */
650 consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u;
651
652 /* GL_ARB_sync */
653 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
654
655 /* GL_EXT_provoking_vertex */
656 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
657
658 /** GL_ARB_viewport_array */
659 consts->LayerAndVPIndexProvokingVertex = GL_UNDEFINED_VERTEX;
660
661 /* GL_EXT_transform_feedback */
662 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
663 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
664 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665 consts->MaxVertexStreams = 1;
666
667 /* GL 3.2 */
668 consts->ProfileMask = api == API_OPENGL_CORE
669 ? GL_CONTEXT_CORE_PROFILE_BIT
670 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
671
672 /* GL 4.4 */
673 consts->MaxVertexAttribStride = 2048;
674
675 /** GL_EXT_gpu_shader4 */
676 consts->MinProgramTexelOffset = -8;
677 consts->MaxProgramTexelOffset = 7;
678
679 /* GL_ARB_texture_gather */
680 consts->MinProgramTextureGatherOffset = -8;
681 consts->MaxProgramTextureGatherOffset = 7;
682
683 /* GL_ARB_robustness */
684 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
685
686 /* ES 3.0 or ARB_ES3_compatibility */
687 consts->MaxElementIndex = 0xffffffffu;
688
689 /* GL_ARB_texture_multisample */
690 consts->MaxColorTextureSamples = 1;
691 consts->MaxDepthTextureSamples = 1;
692 consts->MaxIntegerSamples = 1;
693
694 /* GL_ARB_shader_atomic_counters */
695 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
696 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
697 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
698 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
699
700 /* GL_ARB_vertex_attrib_binding */
701 consts->MaxVertexAttribRelativeOffset = 2047;
702 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
703
704 /* GL_ARB_compute_shader */
705 consts->MaxComputeWorkGroupCount[0] = 65535;
706 consts->MaxComputeWorkGroupCount[1] = 65535;
707 consts->MaxComputeWorkGroupCount[2] = 65535;
708 consts->MaxComputeWorkGroupSize[0] = 1024;
709 consts->MaxComputeWorkGroupSize[1] = 1024;
710 consts->MaxComputeWorkGroupSize[2] = 64;
711 /* Enables compute support for GLES 3.1 if >= 128 */
712 consts->MaxComputeWorkGroupInvocations = 0;
713
714 /** GL_ARB_gpu_shader5 */
715 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
716 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
717
718 /** GL_KHR_context_flush_control */
719 consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
720
721 /** GL_ARB_tessellation_shader */
722 consts->MaxTessGenLevel = MAX_TESS_GEN_LEVEL;
723 consts->MaxPatchVertices = MAX_PATCH_VERTICES;
724 consts->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
725 consts->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
726 consts->MaxTessPatchComponents = MAX_TESS_PATCH_COMPONENTS;
727 consts->MaxTessControlTotalOutputComponents = MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS;
728 }
729
730
731 /**
732 * Do some sanity checks on the limits/constants for the given context.
733 * Only called the first time a context is bound.
734 */
735 static void
736 check_context_limits(struct gl_context *ctx)
737 {
738 (void) ctx;
739
740 /* check that we don't exceed the size of various bitfields */
741 assert(VARYING_SLOT_MAX <=
742 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
743 assert(VARYING_SLOT_MAX <=
744 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
745
746 /* shader-related checks */
747 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
748 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
749
750 /* Texture unit checks */
751 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
752 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
753 assert(ctx->Const.MaxTextureCoordUnits > 0);
754 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
755 assert(ctx->Const.MaxTextureUnits > 0);
756 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
757 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
758 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
759 ctx->Const.MaxTextureCoordUnits));
760 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
761 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
762 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
763 /* number of coord units cannot be greater than number of image units */
764 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
765
766
767 /* Texture size checks */
768 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
769 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
770 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
771 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
772
773 /* Texture level checks */
774 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
775 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
776
777 /* Max texture size should be <= max viewport size (render to texture) */
778 assert((1U << (ctx->Const.MaxTextureLevels - 1))
779 <= ctx->Const.MaxViewportWidth);
780 assert((1U << (ctx->Const.MaxTextureLevels - 1))
781 <= ctx->Const.MaxViewportHeight);
782
783 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
784
785 /* if this fails, add more enum values to gl_buffer_index */
786 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
787
788 /* XXX probably add more tests */
789 }
790
791
792 /**
793 * Initialize the attribute groups in a GL context.
794 *
795 * \param ctx GL context.
796 *
797 * Initializes all the attributes, calling the respective <tt>init*</tt>
798 * functions for the more complex data structures.
799 */
800 static GLboolean
801 init_attrib_groups(struct gl_context *ctx)
802 {
803 assert(ctx);
804
805 /* Constants */
806 _mesa_init_constants(&ctx->Const, ctx->API);
807
808 /* Extensions */
809 _mesa_init_extensions(&ctx->Extensions);
810
811 /* Attribute Groups */
812 _mesa_init_accum( ctx );
813 _mesa_init_attrib( ctx );
814 _mesa_init_buffer_objects( ctx );
815 _mesa_init_color( ctx );
816 _mesa_init_current( ctx );
817 _mesa_init_depth( ctx );
818 _mesa_init_debug( ctx );
819 _mesa_init_debug_output( ctx );
820 _mesa_init_display_list( ctx );
821 _mesa_init_eval( ctx );
822 _mesa_init_fbobjects( ctx );
823 _mesa_init_feedback( ctx );
824 _mesa_init_fog( ctx );
825 _mesa_init_hint( ctx );
826 _mesa_init_image_units( ctx );
827 _mesa_init_line( ctx );
828 _mesa_init_lighting( ctx );
829 _mesa_init_matrix( ctx );
830 _mesa_init_multisample( ctx );
831 _mesa_init_performance_monitors( ctx );
832 _mesa_init_pipeline( ctx );
833 _mesa_init_pixel( ctx );
834 _mesa_init_pixelstore( ctx );
835 _mesa_init_point( ctx );
836 _mesa_init_polygon( ctx );
837 _mesa_init_program( ctx );
838 _mesa_init_queryobj( ctx );
839 _mesa_init_sync( ctx );
840 _mesa_init_rastpos( ctx );
841 _mesa_init_scissor( ctx );
842 _mesa_init_shader_state( ctx );
843 _mesa_init_stencil( ctx );
844 _mesa_init_transform( ctx );
845 _mesa_init_transform_feedback( ctx );
846 _mesa_init_varray( ctx );
847 _mesa_init_viewport( ctx );
848
849 if (!_mesa_init_texture( ctx ))
850 return GL_FALSE;
851
852 _mesa_init_texture_s3tc( ctx );
853
854 /* Miscellaneous */
855 ctx->NewState = _NEW_ALL;
856 ctx->NewDriverState = ~0;
857 ctx->ErrorValue = GL_NO_ERROR;
858 ctx->ShareGroupReset = false;
859 ctx->varying_vp_inputs = VERT_BIT_ALL;
860
861 return GL_TRUE;
862 }
863
864
865 /**
866 * Update default objects in a GL context with respect to shared state.
867 *
868 * \param ctx GL context.
869 *
870 * Removes references to old default objects, (texture objects, program
871 * objects, etc.) and changes to reference those from the current shared
872 * state.
873 */
874 static GLboolean
875 update_default_objects(struct gl_context *ctx)
876 {
877 assert(ctx);
878
879 _mesa_update_default_objects_program(ctx);
880 _mesa_update_default_objects_texture(ctx);
881 _mesa_update_default_objects_buffer_objects(ctx);
882
883 return GL_TRUE;
884 }
885
886
887 /* XXX this is temporary and should be removed at some point in the
888 * future when there's a reasonable expectation that the libGL library
889 * contains the _glapi_new_nop_table() and _glapi_set_nop_handler()
890 * functions which were added in Mesa 10.6.
891 */
892 #if !defined(_WIN32)
893 /* Avoid libGL / driver ABI break */
894 #define USE_GLAPI_NOP_FEATURES 0
895 #else
896 #define USE_GLAPI_NOP_FEATURES 1
897 #endif
898
899
900 /**
901 * This function is called by the glapi no-op functions. For each OpenGL
902 * function/entrypoint there's a simple no-op function. These "no-op"
903 * functions call this function.
904 *
905 * If there's a current OpenGL context for the calling thread, we record a
906 * GL_INVALID_OPERATION error. This can happen either because the app's
907 * calling an unsupported extension function, or calling an illegal function
908 * (such as glClear between glBegin/glEnd).
909 *
910 * If there's no current OpenGL context for the calling thread, we can
911 * print a message to stderr.
912 *
913 * \param name the name of the OpenGL function
914 */
915 #if USE_GLAPI_NOP_FEATURES
916 static void
917 nop_handler(const char *name)
918 {
919 GET_CURRENT_CONTEXT(ctx);
920 if (ctx) {
921 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid call)", name);
922 }
923 #if defined(DEBUG)
924 else if (getenv("MESA_DEBUG") || getenv("LIBGL_DEBUG")) {
925 fprintf(stderr,
926 "GL User Error: gl%s called without a rendering context\n",
927 name);
928 fflush(stderr);
929 }
930 #endif
931 }
932 #endif
933
934
935 /**
936 * Special no-op glFlush, see below.
937 */
938 #if defined(_WIN32)
939 static void GLAPIENTRY
940 nop_glFlush(void)
941 {
942 /* don't record an error like we do in nop_handler() */
943 }
944 #endif
945
946
947 #if !USE_GLAPI_NOP_FEATURES
948 static int
949 generic_nop(void)
950 {
951 GET_CURRENT_CONTEXT(ctx);
952 _mesa_error(ctx, GL_INVALID_OPERATION,
953 "unsupported function called "
954 "(unsupported extension or deprecated function?)");
955 return 0;
956 }
957 #endif
958
959
960 /**
961 * Create a new API dispatch table in which all entries point to the
962 * generic_nop() function. This will not work on Windows because of
963 * the __stdcall convention which requires the callee to clean up the
964 * call stack. That's impossible with one generic no-op function.
965 */
966 struct _glapi_table *
967 _mesa_new_nop_table(unsigned numEntries)
968 {
969 struct _glapi_table *table;
970
971 #if !USE_GLAPI_NOP_FEATURES
972 table = malloc(numEntries * sizeof(_glapi_proc));
973 if (table) {
974 _glapi_proc *entry = (_glapi_proc *) table;
975 unsigned i;
976 for (i = 0; i < numEntries; i++) {
977 entry[i] = (_glapi_proc) generic_nop;
978 }
979 }
980 #else
981 table = _glapi_new_nop_table(numEntries);
982 #endif
983 return table;
984 }
985
986
987 /**
988 * Allocate and initialize a new dispatch table. The table will be
989 * populated with pointers to "no-op" functions. In turn, the no-op
990 * functions will call nop_handler() above.
991 */
992 static struct _glapi_table *
993 alloc_dispatch_table(void)
994 {
995 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
996 * In practice, this'll be the same for stand-alone Mesa. But for DRI
997 * Mesa we do this to accommodate different versions of libGL and various
998 * DRI drivers.
999 */
1000 int numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
1001
1002 struct _glapi_table *table = _mesa_new_nop_table(numEntries);
1003
1004 #if defined(_WIN32)
1005 if (table) {
1006 /* This is a special case for Windows in the event that
1007 * wglGetProcAddress is called between glBegin/End().
1008 *
1009 * The MS opengl32.dll library apparently calls glFlush from
1010 * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
1011 * will dispatch to _mesa_generic_nop() and we'll generate a
1012 * GL_INVALID_OPERATION error.
1013 *
1014 * The specific case which hits this is piglit's primitive-restart
1015 * test which calls glPrimitiveRestartNV() inside glBegin/End. The
1016 * first time we call glPrimitiveRestartNV() Piglit's API dispatch
1017 * code will try to resolve the function by calling wglGetProcAddress.
1018 * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
1019 * will fail causing the test to fail. By suppressing the error, the
1020 * assertion passes and the test continues.
1021 */
1022 SET_Flush(table, nop_glFlush);
1023 }
1024 #endif
1025
1026 #if USE_GLAPI_NOP_FEATURES
1027 _glapi_set_nop_handler(nop_handler);
1028 #endif
1029
1030 return table;
1031 }
1032
1033 /**
1034 * Creates a minimal dispatch table for use within glBegin()/glEnd().
1035 *
1036 * This ensures that we generate GL_INVALID_OPERATION errors from most
1037 * functions, since the set of functions that are valid within Begin/End is
1038 * very small.
1039 *
1040 * From the GL 1.0 specification section 2.6.3, "GL Commands within
1041 * Begin/End"
1042 *
1043 * "The only GL commands that are allowed within any Begin/End pairs are
1044 * the commands for specifying vertex coordinates, vertex color, normal
1045 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
1046 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
1047 * commands for specifying lighting material parameters (Material
1048 * commands see section 2.12.2), display list invocation commands
1049 * (CallList and CallLists see section 5.4), and the EdgeFlag
1050 * command. Executing Begin after Begin has already been executed but
1051 * before an End is issued generates the INVALID OPERATION error, as does
1052 * executing End without a previous corresponding Begin. Executing any
1053 * other GL command within Begin/End results in the error INVALID
1054 * OPERATION."
1055 *
1056 * The table entries for specifying vertex attributes are set up by
1057 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
1058 * are set by install_vtxfmt() as well.
1059 */
1060 static struct _glapi_table *
1061 create_beginend_table(const struct gl_context *ctx)
1062 {
1063 struct _glapi_table *table;
1064
1065 table = alloc_dispatch_table();
1066 if (!table)
1067 return NULL;
1068
1069 /* Fill in functions which return a value, since they should return some
1070 * specific value even if they emit a GL_INVALID_OPERATION error from them
1071 * being called within glBegin()/glEnd().
1072 */
1073 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
1074
1075 COPY_DISPATCH(GenLists);
1076 COPY_DISPATCH(IsProgram);
1077 COPY_DISPATCH(IsVertexArray);
1078 COPY_DISPATCH(IsBuffer);
1079 COPY_DISPATCH(IsEnabled);
1080 COPY_DISPATCH(IsEnabledi);
1081 COPY_DISPATCH(IsRenderbuffer);
1082 COPY_DISPATCH(IsFramebuffer);
1083 COPY_DISPATCH(CheckFramebufferStatus);
1084 COPY_DISPATCH(RenderMode);
1085 COPY_DISPATCH(GetString);
1086 COPY_DISPATCH(GetStringi);
1087 COPY_DISPATCH(GetPointerv);
1088 COPY_DISPATCH(IsQuery);
1089 COPY_DISPATCH(IsSampler);
1090 COPY_DISPATCH(IsSync);
1091 COPY_DISPATCH(IsTexture);
1092 COPY_DISPATCH(IsTransformFeedback);
1093 COPY_DISPATCH(DeleteQueries);
1094 COPY_DISPATCH(AreTexturesResident);
1095 COPY_DISPATCH(FenceSync);
1096 COPY_DISPATCH(ClientWaitSync);
1097 COPY_DISPATCH(MapBuffer);
1098 COPY_DISPATCH(UnmapBuffer);
1099 COPY_DISPATCH(MapBufferRange);
1100 COPY_DISPATCH(ObjectPurgeableAPPLE);
1101 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
1102
1103 _mesa_loopback_init_api_table(ctx, table);
1104
1105 return table;
1106 }
1107
1108 void
1109 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
1110 {
1111 /* Do the code-generated setup of the exec table in api_exec.c. */
1112 _mesa_initialize_exec_table(ctx);
1113
1114 if (ctx->Save)
1115 _mesa_initialize_save_table(ctx);
1116 }
1117
1118 /**
1119 * Initialize a struct gl_context struct (rendering context).
1120 *
1121 * This includes allocating all the other structs and arrays which hang off of
1122 * the context by pointers.
1123 * Note that the driver needs to pass in its dd_function_table here since
1124 * we need to at least call driverFunctions->NewTextureObject to create the
1125 * default texture objects.
1126 *
1127 * Called by _mesa_create_context().
1128 *
1129 * Performs the imports and exports callback tables initialization, and
1130 * miscellaneous one-time initializations. If no shared context is supplied one
1131 * is allocated, and increase its reference count. Setups the GL API dispatch
1132 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1133 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1134 * for debug flags.
1135 *
1136 * \param ctx the context to initialize
1137 * \param api the GL API type to create the context for
1138 * \param visual describes the visual attributes for this context or NULL to
1139 * create a configless context
1140 * \param share_list points to context to share textures, display lists,
1141 * etc with, or NULL
1142 * \param driverFunctions table of device driver functions for this context
1143 * to use
1144 */
1145 GLboolean
1146 _mesa_initialize_context(struct gl_context *ctx,
1147 gl_api api,
1148 const struct gl_config *visual,
1149 struct gl_context *share_list,
1150 const struct dd_function_table *driverFunctions)
1151 {
1152 struct gl_shared_state *shared;
1153 int i;
1154
1155 assert(driverFunctions->NewTextureObject);
1156 assert(driverFunctions->FreeTextureImageBuffer);
1157
1158 ctx->API = api;
1159 ctx->DrawBuffer = NULL;
1160 ctx->ReadBuffer = NULL;
1161 ctx->WinSysDrawBuffer = NULL;
1162 ctx->WinSysReadBuffer = NULL;
1163
1164 if (visual) {
1165 ctx->Visual = *visual;
1166 ctx->HasConfig = GL_TRUE;
1167 }
1168 else {
1169 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1170 ctx->HasConfig = GL_FALSE;
1171 }
1172
1173 _mesa_override_gl_version(ctx);
1174
1175 /* misc one-time initializations */
1176 one_time_init(ctx);
1177
1178 /* Plug in driver functions and context pointer here.
1179 * This is important because when we call alloc_shared_state() below
1180 * we'll call ctx->Driver.NewTextureObject() to create the default
1181 * textures.
1182 */
1183 ctx->Driver = *driverFunctions;
1184
1185 if (share_list) {
1186 /* share state with another context */
1187 shared = share_list->Shared;
1188 }
1189 else {
1190 /* allocate new, unshared state */
1191 shared = _mesa_alloc_shared_state(ctx);
1192 if (!shared)
1193 return GL_FALSE;
1194 }
1195
1196 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1197
1198 if (!init_attrib_groups( ctx ))
1199 goto fail;
1200
1201 /* setup the API dispatch tables with all nop functions */
1202 ctx->OutsideBeginEnd = alloc_dispatch_table();
1203 if (!ctx->OutsideBeginEnd)
1204 goto fail;
1205 ctx->Exec = ctx->OutsideBeginEnd;
1206 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1207
1208 ctx->FragmentProgram._MaintainTexEnvProgram
1209 = (getenv("MESA_TEX_PROG") != NULL);
1210
1211 ctx->VertexProgram._MaintainTnlProgram
1212 = (getenv("MESA_TNL_PROG") != NULL);
1213 if (ctx->VertexProgram._MaintainTnlProgram) {
1214 /* this is required... */
1215 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1216 }
1217
1218 /* Mesa core handles all the formats that mesa core knows about.
1219 * Drivers will want to override this list with just the formats
1220 * they can handle, and confirm that appropriate fallbacks exist in
1221 * _mesa_choose_tex_format().
1222 */
1223 memset(&ctx->TextureFormatSupported, GL_TRUE,
1224 sizeof(ctx->TextureFormatSupported));
1225
1226 switch (ctx->API) {
1227 case API_OPENGL_COMPAT:
1228 ctx->BeginEnd = create_beginend_table(ctx);
1229 ctx->Save = alloc_dispatch_table();
1230 if (!ctx->BeginEnd || !ctx->Save)
1231 goto fail;
1232
1233 /* fall-through */
1234 case API_OPENGL_CORE:
1235 break;
1236 case API_OPENGLES:
1237 /**
1238 * GL_OES_texture_cube_map says
1239 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1240 */
1241 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1242 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1243 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1244 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1245 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1246 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1247 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1248 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1249 }
1250 break;
1251 case API_OPENGLES2:
1252 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1253 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1254 break;
1255 }
1256
1257 ctx->FirstTimeCurrent = GL_TRUE;
1258
1259 return GL_TRUE;
1260
1261 fail:
1262 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1263 free(ctx->BeginEnd);
1264 free(ctx->OutsideBeginEnd);
1265 free(ctx->Save);
1266 return GL_FALSE;
1267 }
1268
1269
1270 /**
1271 * Allocate and initialize a struct gl_context structure.
1272 * Note that the driver needs to pass in its dd_function_table here since
1273 * we need to at least call driverFunctions->NewTextureObject to initialize
1274 * the rendering context.
1275 *
1276 * \param api the GL API type to create the context for
1277 * \param visual a struct gl_config pointer (we copy the struct contents) or
1278 * NULL to create a configless context
1279 * \param share_list another context to share display lists with or NULL
1280 * \param driverFunctions points to the dd_function_table into which the
1281 * driver has plugged in all its special functions.
1282 *
1283 * \return pointer to a new __struct gl_contextRec or NULL if error.
1284 */
1285 struct gl_context *
1286 _mesa_create_context(gl_api api,
1287 const struct gl_config *visual,
1288 struct gl_context *share_list,
1289 const struct dd_function_table *driverFunctions)
1290 {
1291 struct gl_context *ctx;
1292
1293 ctx = calloc(1, sizeof(struct gl_context));
1294 if (!ctx)
1295 return NULL;
1296
1297 if (_mesa_initialize_context(ctx, api, visual, share_list,
1298 driverFunctions)) {
1299 return ctx;
1300 }
1301 else {
1302 free(ctx);
1303 return NULL;
1304 }
1305 }
1306
1307
1308 /**
1309 * Free the data associated with the given context.
1310 *
1311 * But doesn't free the struct gl_context struct itself.
1312 *
1313 * \sa _mesa_initialize_context() and init_attrib_groups().
1314 */
1315 void
1316 _mesa_free_context_data( struct gl_context *ctx )
1317 {
1318 if (!_mesa_get_current_context()){
1319 /* No current context, but we may need one in order to delete
1320 * texture objs, etc. So temporarily bind the context now.
1321 */
1322 _mesa_make_current(ctx, NULL, NULL);
1323 }
1324
1325 /* unreference WinSysDraw/Read buffers */
1326 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1327 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1328 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1329 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1330
1331 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1332 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1333 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1334
1335 _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL);
1336 _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL);
1337 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1338
1339 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1340 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1341 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1342
1343 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1344 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1345
1346 _mesa_free_attrib_data(ctx);
1347 _mesa_free_buffer_objects(ctx);
1348 _mesa_free_eval_data( ctx );
1349 _mesa_free_texture_data( ctx );
1350 _mesa_free_matrix_data( ctx );
1351 _mesa_free_pipeline_data(ctx);
1352 _mesa_free_program_data(ctx);
1353 _mesa_free_shader_state(ctx);
1354 _mesa_free_queryobj_data(ctx);
1355 _mesa_free_sync_data(ctx);
1356 _mesa_free_varray_data(ctx);
1357 _mesa_free_transform_feedback(ctx);
1358 _mesa_free_performance_monitors(ctx);
1359
1360 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1361 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1362 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1363 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1364
1365 /* free dispatch tables */
1366 free(ctx->BeginEnd);
1367 free(ctx->OutsideBeginEnd);
1368 free(ctx->Save);
1369
1370 /* Shared context state (display lists, textures, etc) */
1371 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1372
1373 /* needs to be after freeing shared state */
1374 _mesa_free_display_list_data(ctx);
1375
1376 _mesa_free_errors_data(ctx);
1377
1378 free((void *)ctx->Extensions.String);
1379
1380 free(ctx->VersionString);
1381
1382 /* unbind the context if it's currently bound */
1383 if (ctx == _mesa_get_current_context()) {
1384 _mesa_make_current(NULL, NULL, NULL);
1385 }
1386 }
1387
1388
1389 /**
1390 * Destroy a struct gl_context structure.
1391 *
1392 * \param ctx GL context.
1393 *
1394 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1395 */
1396 void
1397 _mesa_destroy_context( struct gl_context *ctx )
1398 {
1399 if (ctx) {
1400 _mesa_free_context_data(ctx);
1401 free( (void *) ctx );
1402 }
1403 }
1404
1405
1406 /**
1407 * Copy attribute groups from one context to another.
1408 *
1409 * \param src source context
1410 * \param dst destination context
1411 * \param mask bitwise OR of GL_*_BIT flags
1412 *
1413 * According to the bits specified in \p mask, copies the corresponding
1414 * attributes from \p src into \p dst. For many of the attributes a simple \c
1415 * memcpy is not enough due to the existence of internal pointers in their data
1416 * structures.
1417 */
1418 void
1419 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1420 GLuint mask )
1421 {
1422 if (mask & GL_ACCUM_BUFFER_BIT) {
1423 /* OK to memcpy */
1424 dst->Accum = src->Accum;
1425 }
1426 if (mask & GL_COLOR_BUFFER_BIT) {
1427 /* OK to memcpy */
1428 dst->Color = src->Color;
1429 }
1430 if (mask & GL_CURRENT_BIT) {
1431 /* OK to memcpy */
1432 dst->Current = src->Current;
1433 }
1434 if (mask & GL_DEPTH_BUFFER_BIT) {
1435 /* OK to memcpy */
1436 dst->Depth = src->Depth;
1437 }
1438 if (mask & GL_ENABLE_BIT) {
1439 /* no op */
1440 }
1441 if (mask & GL_EVAL_BIT) {
1442 /* OK to memcpy */
1443 dst->Eval = src->Eval;
1444 }
1445 if (mask & GL_FOG_BIT) {
1446 /* OK to memcpy */
1447 dst->Fog = src->Fog;
1448 }
1449 if (mask & GL_HINT_BIT) {
1450 /* OK to memcpy */
1451 dst->Hint = src->Hint;
1452 }
1453 if (mask & GL_LIGHTING_BIT) {
1454 GLuint i;
1455 /* begin with memcpy */
1456 dst->Light = src->Light;
1457 /* fixup linked lists to prevent pointer insanity */
1458 make_empty_list( &(dst->Light.EnabledList) );
1459 for (i = 0; i < MAX_LIGHTS; i++) {
1460 if (dst->Light.Light[i].Enabled) {
1461 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1462 }
1463 }
1464 }
1465 if (mask & GL_LINE_BIT) {
1466 /* OK to memcpy */
1467 dst->Line = src->Line;
1468 }
1469 if (mask & GL_LIST_BIT) {
1470 /* OK to memcpy */
1471 dst->List = src->List;
1472 }
1473 if (mask & GL_PIXEL_MODE_BIT) {
1474 /* OK to memcpy */
1475 dst->Pixel = src->Pixel;
1476 }
1477 if (mask & GL_POINT_BIT) {
1478 /* OK to memcpy */
1479 dst->Point = src->Point;
1480 }
1481 if (mask & GL_POLYGON_BIT) {
1482 /* OK to memcpy */
1483 dst->Polygon = src->Polygon;
1484 }
1485 if (mask & GL_POLYGON_STIPPLE_BIT) {
1486 /* Use loop instead of memcpy due to problem with Portland Group's
1487 * C compiler. Reported by John Stone.
1488 */
1489 GLuint i;
1490 for (i = 0; i < 32; i++) {
1491 dst->PolygonStipple[i] = src->PolygonStipple[i];
1492 }
1493 }
1494 if (mask & GL_SCISSOR_BIT) {
1495 /* OK to memcpy */
1496 dst->Scissor = src->Scissor;
1497 }
1498 if (mask & GL_STENCIL_BUFFER_BIT) {
1499 /* OK to memcpy */
1500 dst->Stencil = src->Stencil;
1501 }
1502 if (mask & GL_TEXTURE_BIT) {
1503 /* Cannot memcpy because of pointers */
1504 _mesa_copy_texture_state(src, dst);
1505 }
1506 if (mask & GL_TRANSFORM_BIT) {
1507 /* OK to memcpy */
1508 dst->Transform = src->Transform;
1509 }
1510 if (mask & GL_VIEWPORT_BIT) {
1511 unsigned i;
1512 for (i = 0; i < src->Const.MaxViewports; i++) {
1513 /* OK to memcpy */
1514 dst->ViewportArray[i] = src->ViewportArray[i];
1515 }
1516 }
1517
1518 /* XXX FIXME: Call callbacks?
1519 */
1520 dst->NewState = _NEW_ALL;
1521 dst->NewDriverState = ~0;
1522 }
1523
1524
1525 /**
1526 * Check if the given context can render into the given framebuffer
1527 * by checking visual attributes.
1528 *
1529 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1530 */
1531 static GLboolean
1532 check_compatible(const struct gl_context *ctx,
1533 const struct gl_framebuffer *buffer)
1534 {
1535 const struct gl_config *ctxvis = &ctx->Visual;
1536 const struct gl_config *bufvis = &buffer->Visual;
1537
1538 if (buffer == _mesa_get_incomplete_framebuffer())
1539 return GL_TRUE;
1540
1541 #define check_component(foo) \
1542 if (ctxvis->foo && bufvis->foo && \
1543 ctxvis->foo != bufvis->foo) \
1544 return GL_FALSE
1545
1546 check_component(redMask);
1547 check_component(greenMask);
1548 check_component(blueMask);
1549 check_component(depthBits);
1550 check_component(stencilBits);
1551
1552 #undef check_component
1553
1554 return GL_TRUE;
1555 }
1556
1557
1558 /**
1559 * Check if the viewport/scissor size has not yet been initialized.
1560 * Initialize the size if the given width and height are non-zero.
1561 */
1562 void
1563 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1564 {
1565 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1566 unsigned i;
1567
1568 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1569 * potential infinite recursion.
1570 */
1571 ctx->ViewportInitialized = GL_TRUE;
1572
1573 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1574 * yet, so just initialize all of them.
1575 */
1576 for (i = 0; i < MAX_VIEWPORTS; i++) {
1577 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1578 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1579 }
1580 }
1581 }
1582
1583 static void
1584 handle_first_current(struct gl_context *ctx)
1585 {
1586 if (ctx->Version == 0) {
1587 /* probably in the process of tearing down the context */
1588 return;
1589 }
1590
1591 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1592
1593 check_context_limits(ctx);
1594
1595 /* According to GL_MESA_configless_context the default value of
1596 * glDrawBuffers depends on the config of the first surface it is bound to.
1597 * For GLES it is always GL_BACK which has a magic interpretation */
1598 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1599 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1600 GLenum buffer;
1601
1602 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1603 buffer = GL_BACK;
1604 else
1605 buffer = GL_FRONT;
1606
1607 _mesa_drawbuffers(ctx, ctx->DrawBuffer, 1, &buffer,
1608 NULL /* destMask */);
1609 }
1610
1611 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1612 gl_buffer_index bufferIndex;
1613 GLenum buffer;
1614
1615 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1616 buffer = GL_BACK;
1617 bufferIndex = BUFFER_BACK_LEFT;
1618 }
1619 else {
1620 buffer = GL_FRONT;
1621 bufferIndex = BUFFER_FRONT_LEFT;
1622 }
1623
1624 _mesa_readbuffer(ctx, ctx->ReadBuffer, buffer, bufferIndex);
1625 }
1626 }
1627
1628 /* We can use this to help debug user's problems. Tell them to set
1629 * the MESA_INFO env variable before running their app. Then the
1630 * first time each context is made current we'll print some useful
1631 * information.
1632 */
1633 if (getenv("MESA_INFO")) {
1634 _mesa_print_info(ctx);
1635 }
1636 }
1637
1638 /**
1639 * Bind the given context to the given drawBuffer and readBuffer and
1640 * make it the current context for the calling thread.
1641 * We'll render into the drawBuffer and read pixels from the
1642 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1643 *
1644 * We check that the context's and framebuffer's visuals are compatible
1645 * and return immediately if they're not.
1646 *
1647 * \param newCtx the new GL context. If NULL then there will be no current GL
1648 * context.
1649 * \param drawBuffer the drawing framebuffer
1650 * \param readBuffer the reading framebuffer
1651 */
1652 GLboolean
1653 _mesa_make_current( struct gl_context *newCtx,
1654 struct gl_framebuffer *drawBuffer,
1655 struct gl_framebuffer *readBuffer )
1656 {
1657 GET_CURRENT_CONTEXT(curCtx);
1658
1659 if (MESA_VERBOSE & VERBOSE_API)
1660 _mesa_debug(newCtx, "_mesa_make_current()\n");
1661
1662 /* Check that the context's and framebuffer's visuals are compatible.
1663 */
1664 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1665 if (!check_compatible(newCtx, drawBuffer)) {
1666 _mesa_warning(newCtx,
1667 "MakeCurrent: incompatible visuals for context and drawbuffer");
1668 return GL_FALSE;
1669 }
1670 }
1671 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1672 if (!check_compatible(newCtx, readBuffer)) {
1673 _mesa_warning(newCtx,
1674 "MakeCurrent: incompatible visuals for context and readbuffer");
1675 return GL_FALSE;
1676 }
1677 }
1678
1679 if (curCtx &&
1680 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1681 /* make sure this context is valid for flushing */
1682 curCtx != newCtx &&
1683 curCtx->Const.ContextReleaseBehavior ==
1684 GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
1685 _mesa_flush(curCtx);
1686
1687 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1688 _glapi_set_context((void *) newCtx);
1689 assert(_mesa_get_current_context() == newCtx);
1690
1691 if (!newCtx) {
1692 _glapi_set_dispatch(NULL); /* none current */
1693 }
1694 else {
1695 _glapi_set_dispatch(newCtx->CurrentDispatch);
1696
1697 if (drawBuffer && readBuffer) {
1698 assert(_mesa_is_winsys_fbo(drawBuffer));
1699 assert(_mesa_is_winsys_fbo(readBuffer));
1700 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1701 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1702
1703 /*
1704 * Only set the context's Draw/ReadBuffer fields if they're NULL
1705 * or not bound to a user-created FBO.
1706 */
1707 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1708 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1709 /* Update the FBO's list of drawbuffers/renderbuffers.
1710 * For winsys FBOs this comes from the GL state (which may have
1711 * changed since the last time this FBO was bound).
1712 */
1713 _mesa_update_draw_buffers(newCtx);
1714 }
1715 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1716 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1717 }
1718
1719 /* XXX only set this flag if we're really changing the draw/read
1720 * framebuffer bindings.
1721 */
1722 newCtx->NewState |= _NEW_BUFFERS;
1723
1724 if (drawBuffer) {
1725 _mesa_check_init_viewport(newCtx,
1726 drawBuffer->Width, drawBuffer->Height);
1727 }
1728 }
1729
1730 if (newCtx->FirstTimeCurrent) {
1731 handle_first_current(newCtx);
1732 newCtx->FirstTimeCurrent = GL_FALSE;
1733 }
1734 }
1735
1736 return GL_TRUE;
1737 }
1738
1739
1740 /**
1741 * Make context 'ctx' share the display lists, textures and programs
1742 * that are associated with 'ctxToShare'.
1743 * Any display lists, textures or programs associated with 'ctx' will
1744 * be deleted if nobody else is sharing them.
1745 */
1746 GLboolean
1747 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1748 {
1749 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1750 struct gl_shared_state *oldShared = NULL;
1751
1752 /* save ref to old state to prevent it from being deleted immediately */
1753 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1754
1755 /* update ctx's Shared pointer */
1756 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1757
1758 update_default_objects(ctx);
1759
1760 /* release the old shared state */
1761 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1762
1763 return GL_TRUE;
1764 }
1765 else {
1766 return GL_FALSE;
1767 }
1768 }
1769
1770
1771
1772 /**
1773 * \return pointer to the current GL context for this thread.
1774 *
1775 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1776 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1777 * context.h.
1778 */
1779 struct gl_context *
1780 _mesa_get_current_context( void )
1781 {
1782 return (struct gl_context *) _glapi_get_context();
1783 }
1784
1785
1786 /**
1787 * Get context's current API dispatch table.
1788 *
1789 * It'll either be the immediate-mode execute dispatcher or the display list
1790 * compile dispatcher.
1791 *
1792 * \param ctx GL context.
1793 *
1794 * \return pointer to dispatch_table.
1795 *
1796 * Simply returns __struct gl_contextRec::CurrentDispatch.
1797 */
1798 struct _glapi_table *
1799 _mesa_get_dispatch(struct gl_context *ctx)
1800 {
1801 return ctx->CurrentDispatch;
1802 }
1803
1804 /*@}*/
1805
1806
1807 /**********************************************************************/
1808 /** \name Miscellaneous functions */
1809 /**********************************************************************/
1810 /*@{*/
1811
1812 /**
1813 * Record an error.
1814 *
1815 * \param ctx GL context.
1816 * \param error error code.
1817 *
1818 * Records the given error code and call the driver's dd_function_table::Error
1819 * function if defined.
1820 *
1821 * \sa
1822 * This is called via _mesa_error().
1823 */
1824 void
1825 _mesa_record_error(struct gl_context *ctx, GLenum error)
1826 {
1827 if (!ctx)
1828 return;
1829
1830 if (ctx->ErrorValue == GL_NO_ERROR) {
1831 ctx->ErrorValue = error;
1832 }
1833 }
1834
1835
1836 /**
1837 * Flush commands and wait for completion.
1838 */
1839 void
1840 _mesa_finish(struct gl_context *ctx)
1841 {
1842 FLUSH_VERTICES( ctx, 0 );
1843 FLUSH_CURRENT( ctx, 0 );
1844 if (ctx->Driver.Finish) {
1845 ctx->Driver.Finish(ctx);
1846 }
1847 }
1848
1849
1850 /**
1851 * Flush commands.
1852 */
1853 void
1854 _mesa_flush(struct gl_context *ctx)
1855 {
1856 FLUSH_VERTICES( ctx, 0 );
1857 FLUSH_CURRENT( ctx, 0 );
1858 if (ctx->Driver.Flush) {
1859 ctx->Driver.Flush(ctx);
1860 }
1861 }
1862
1863
1864
1865 /**
1866 * Execute glFinish().
1867 *
1868 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1869 * dd_function_table::Finish driver callback, if not NULL.
1870 */
1871 void GLAPIENTRY
1872 _mesa_Finish(void)
1873 {
1874 GET_CURRENT_CONTEXT(ctx);
1875 ASSERT_OUTSIDE_BEGIN_END(ctx);
1876 _mesa_finish(ctx);
1877 }
1878
1879
1880 /**
1881 * Execute glFlush().
1882 *
1883 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1884 * dd_function_table::Flush driver callback, if not NULL.
1885 */
1886 void GLAPIENTRY
1887 _mesa_Flush(void)
1888 {
1889 GET_CURRENT_CONTEXT(ctx);
1890 ASSERT_OUTSIDE_BEGIN_END(ctx);
1891 _mesa_flush(ctx);
1892 }
1893
1894
1895 /*
1896 * ARB_blend_func_extended - ERRORS section
1897 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1898 * implicitly calls Begin if any draw buffer has a blend function requiring the
1899 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1900 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1901 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1902 */
1903 static GLboolean
1904 _mesa_check_blend_func_error(struct gl_context *ctx)
1905 {
1906 GLuint i;
1907 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1908 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1909 i++) {
1910 if (ctx->Color.Blend[i]._UsesDualSrc) {
1911 _mesa_error(ctx, GL_INVALID_OPERATION,
1912 "dual source blend on illegal attachment");
1913 return GL_FALSE;
1914 }
1915 }
1916 return GL_TRUE;
1917 }
1918
1919
1920 /**
1921 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1922 * is called to see if it's valid to render. This involves checking that
1923 * the current shader is valid and the framebuffer is complete.
1924 * It also check the current pipeline object is valid if any.
1925 * If an error is detected it'll be recorded here.
1926 * \return GL_TRUE if OK to render, GL_FALSE if not
1927 */
1928 GLboolean
1929 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1930 {
1931 /* This depends on having up to date derived state (shaders) */
1932 if (ctx->NewState)
1933 _mesa_update_state(ctx);
1934
1935 if (ctx->API == API_OPENGL_COMPAT) {
1936 /* Any shader stages that are not supplied by the GLSL shader and have
1937 * assembly shaders enabled must now be validated.
1938 */
1939 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]
1940 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1941 _mesa_error(ctx, GL_INVALID_OPERATION,
1942 "%s(vertex program not valid)", where);
1943 return GL_FALSE;
1944 }
1945
1946 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
1947 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1948 _mesa_error(ctx, GL_INVALID_OPERATION,
1949 "%s(fragment program not valid)", where);
1950 return GL_FALSE;
1951 }
1952
1953 /* If drawing to integer-valued color buffers, there must be an
1954 * active fragment shader (GL_EXT_texture_integer).
1955 */
1956 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1957 _mesa_error(ctx, GL_INVALID_OPERATION,
1958 "%s(integer format but no fragment shader)", where);
1959 return GL_FALSE;
1960 }
1961 }
1962 }
1963
1964 /* A pipeline object is bound */
1965 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1966 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) {
1967 _mesa_error(ctx, GL_INVALID_OPERATION,
1968 "glValidateProgramPipeline failed to validate the "
1969 "pipeline");
1970 return GL_FALSE;
1971 }
1972 }
1973
1974 /* If a program is active and SSO not in use, check if validation of
1975 * samplers succeeded for the active program. */
1976 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
1977 char errMsg[100];
1978 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
1979 errMsg, 100)) {
1980 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
1981 return GL_FALSE;
1982 }
1983 }
1984
1985 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1986 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1987 "%s(incomplete framebuffer)", where);
1988 return GL_FALSE;
1989 }
1990
1991 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1992 return GL_FALSE;
1993 }
1994
1995 #ifdef DEBUG
1996 if (ctx->_Shader->Flags & GLSL_LOG) {
1997 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
1998 gl_shader_stage i;
1999
2000 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2001 if (shProg[i] == NULL || shProg[i]->_Used
2002 || shProg[i]->_LinkedShaders[i] == NULL)
2003 continue;
2004
2005 /* This is the first time this shader is being used.
2006 * Append shader's constants/uniforms to log file.
2007 *
2008 * Only log data for the program target that matches the shader
2009 * target. It's possible to have a program bound to the vertex
2010 * shader target that also supplied a fragment shader. If that
2011 * program isn't also bound to the fragment shader target we don't
2012 * want to log its fragment data.
2013 */
2014 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
2015 }
2016
2017 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2018 if (shProg[i] != NULL)
2019 shProg[i]->_Used = GL_TRUE;
2020 }
2021 }
2022 #endif
2023
2024 return GL_TRUE;
2025 }
2026
2027
2028 /*@}*/