mesa: Move simple_list.h to src/util.
[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
138 #ifdef USE_SPARC_ASM
139 #include "sparc/sparc.h"
140 #endif
141
142 #include "glsl_parser_extras.h"
143 #include <stdbool.h>
144
145
146 #ifndef MESA_VERBOSE
147 int MESA_VERBOSE = 0;
148 #endif
149
150 #ifndef MESA_DEBUG_FLAGS
151 int MESA_DEBUG_FLAGS = 0;
152 #endif
153
154
155 /* ubyte -> float conversion */
156 GLfloat _mesa_ubyte_to_float_color_tab[256];
157
158
159
160 /**
161 * Swap buffers notification callback.
162 *
163 * \param ctx GL context.
164 *
165 * Called by window system just before swapping buffers.
166 * We have to finish any pending rendering.
167 */
168 void
169 _mesa_notifySwapBuffers(struct gl_context *ctx)
170 {
171 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
172 _mesa_debug(ctx, "SwapBuffers\n");
173 FLUSH_CURRENT( ctx, 0 );
174 if (ctx->Driver.Flush) {
175 ctx->Driver.Flush(ctx);
176 }
177 }
178
179
180 /**********************************************************************/
181 /** \name GL Visual allocation/destruction */
182 /**********************************************************************/
183 /*@{*/
184
185 /**
186 * Allocates a struct gl_config structure and initializes it via
187 * _mesa_initialize_visual().
188 *
189 * \param dbFlag double buffering
190 * \param stereoFlag stereo buffer
191 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
192 * is acceptable but the actual depth type will be GLushort or GLuint as
193 * needed.
194 * \param stencilBits requested minimum bits per stencil buffer value
195 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
196 * of bits per color component in accum buffer.
197 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
198 * \param redBits number of bits per color component in frame buffer for RGB(A)
199 * mode. We always use 8 in core Mesa though.
200 * \param greenBits same as above.
201 * \param blueBits same as above.
202 * \param alphaBits same as above.
203 * \param numSamples not really used.
204 *
205 * \return pointer to new struct gl_config or NULL if requested parameters
206 * can't be met.
207 *
208 * \note Need to add params for level and numAuxBuffers (at least)
209 */
210 struct gl_config *
211 _mesa_create_visual( GLboolean dbFlag,
212 GLboolean stereoFlag,
213 GLint redBits,
214 GLint greenBits,
215 GLint blueBits,
216 GLint alphaBits,
217 GLint depthBits,
218 GLint stencilBits,
219 GLint accumRedBits,
220 GLint accumGreenBits,
221 GLint accumBlueBits,
222 GLint accumAlphaBits,
223 GLint numSamples )
224 {
225 struct gl_config *vis = CALLOC_STRUCT(gl_config);
226 if (vis) {
227 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
228 redBits, greenBits, blueBits, alphaBits,
229 depthBits, stencilBits,
230 accumRedBits, accumGreenBits,
231 accumBlueBits, accumAlphaBits,
232 numSamples)) {
233 free(vis);
234 return NULL;
235 }
236 }
237 return vis;
238 }
239
240
241 /**
242 * Makes some sanity checks and fills in the fields of the struct
243 * gl_config object with the given parameters. If the caller needs to
244 * set additional fields, he should just probably init the whole
245 * gl_config object himself.
246 *
247 * \return GL_TRUE on success, or GL_FALSE on failure.
248 *
249 * \sa _mesa_create_visual() above for the parameter description.
250 */
251 GLboolean
252 _mesa_initialize_visual( struct gl_config *vis,
253 GLboolean dbFlag,
254 GLboolean stereoFlag,
255 GLint redBits,
256 GLint greenBits,
257 GLint blueBits,
258 GLint alphaBits,
259 GLint depthBits,
260 GLint stencilBits,
261 GLint accumRedBits,
262 GLint accumGreenBits,
263 GLint accumBlueBits,
264 GLint accumAlphaBits,
265 GLint numSamples )
266 {
267 assert(vis);
268
269 if (depthBits < 0 || depthBits > 32) {
270 return GL_FALSE;
271 }
272 if (stencilBits < 0 || stencilBits > 8) {
273 return GL_FALSE;
274 }
275 assert(accumRedBits >= 0);
276 assert(accumGreenBits >= 0);
277 assert(accumBlueBits >= 0);
278 assert(accumAlphaBits >= 0);
279
280 vis->rgbMode = GL_TRUE;
281 vis->doubleBufferMode = dbFlag;
282 vis->stereoMode = stereoFlag;
283
284 vis->redBits = redBits;
285 vis->greenBits = greenBits;
286 vis->blueBits = blueBits;
287 vis->alphaBits = alphaBits;
288 vis->rgbBits = redBits + greenBits + blueBits;
289
290 vis->indexBits = 0;
291 vis->depthBits = depthBits;
292 vis->stencilBits = stencilBits;
293
294 vis->accumRedBits = accumRedBits;
295 vis->accumGreenBits = accumGreenBits;
296 vis->accumBlueBits = accumBlueBits;
297 vis->accumAlphaBits = accumAlphaBits;
298
299 vis->haveAccumBuffer = accumRedBits > 0;
300 vis->haveDepthBuffer = depthBits > 0;
301 vis->haveStencilBuffer = stencilBits > 0;
302
303 vis->numAuxBuffers = 0;
304 vis->level = 0;
305 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
306 vis->samples = numSamples;
307
308 return GL_TRUE;
309 }
310
311
312 /**
313 * Destroy a visual and free its memory.
314 *
315 * \param vis visual.
316 *
317 * Frees the visual structure.
318 */
319 void
320 _mesa_destroy_visual( struct gl_config *vis )
321 {
322 free(vis);
323 }
324
325 /*@}*/
326
327
328 /**********************************************************************/
329 /** \name Context allocation, initialization, destroying
330 *
331 * The purpose of the most initialization functions here is to provide the
332 * default state values according to the OpenGL specification.
333 */
334 /**********************************************************************/
335 /*@{*/
336
337
338 /**
339 * This is lame. gdb only seems to recognize enum types that are
340 * actually used somewhere. We want to be able to print/use enum
341 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
342 * the gl_texture_index type anywhere. Thus, this lame function.
343 */
344 static void
345 dummy_enum_func(void)
346 {
347 gl_buffer_index bi = BUFFER_FRONT_LEFT;
348 gl_face_index fi = FACE_POS_X;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_varying_slot vs = VARYING_SLOT_POS;
353
354 (void) bi;
355 (void) fi;
356 (void) fr;
357 (void) ti;
358 (void) va;
359 (void) vs;
360 }
361
362
363 /**
364 * One-time initialization mutex lock.
365 *
366 * \sa Used by one_time_init().
367 */
368 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
369
370
371
372 /**
373 * Calls all the various one-time-init functions in Mesa.
374 *
375 * While holding a global mutex lock, calls several initialization functions,
376 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
377 * defined.
378 *
379 * \sa _math_init().
380 */
381 static void
382 one_time_init( struct gl_context *ctx )
383 {
384 static GLbitfield api_init_mask = 0x0;
385
386 mtx_lock(&OneTimeLock);
387
388 /* truly one-time init */
389 if (!api_init_mask) {
390 GLuint i;
391
392 /* do some implementation tests */
393 assert( sizeof(GLbyte) == 1 );
394 assert( sizeof(GLubyte) == 1 );
395 assert( sizeof(GLshort) == 2 );
396 assert( sizeof(GLushort) == 2 );
397 assert( sizeof(GLint) == 4 );
398 assert( sizeof(GLuint) == 4 );
399
400 _mesa_one_time_init_extension_overrides();
401
402 _mesa_get_cpu_features();
403
404 for (i = 0; i < 256; i++) {
405 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
406 }
407
408 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
409 if (MESA_VERBOSE != 0) {
410 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
411 PACKAGE_VERSION, __DATE__, __TIME__);
412 }
413 #endif
414
415 #ifdef DEBUG
416 _mesa_test_formats();
417 #endif
418 }
419
420 /* per-API one-time init */
421 if (!(api_init_mask & (1 << ctx->API))) {
422 _mesa_init_get_hash(ctx);
423
424 _mesa_init_remap_table();
425 }
426
427 api_init_mask |= 1 << ctx->API;
428
429 mtx_unlock(&OneTimeLock);
430
431 /* Hopefully atexit() is widely available. If not, we may need some
432 * #ifdef tests here.
433 */
434 atexit(_mesa_destroy_shader_compiler);
435
436 dummy_enum_func();
437 }
438
439
440 /**
441 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
442 */
443 static void
444 _mesa_init_current(struct gl_context *ctx)
445 {
446 GLuint i;
447
448 /* Init all to (0,0,0,1) */
449 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
450 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
451 }
452
453 /* redo special cases: */
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
460 }
461
462
463 /**
464 * Init vertex/fragment/geometry program limits.
465 * Important: drivers should override these with actual limits.
466 */
467 static void
468 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
469 struct gl_program_constants *prog)
470 {
471 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTemps = MAX_PROGRAM_TEMPS;
476 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
477 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
478 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
479
480 switch (stage) {
481 case MESA_SHADER_VERTEX:
482 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
483 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
484 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
485 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
486 prog->MaxInputComponents = 0; /* value not used */
487 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
488 break;
489 case MESA_SHADER_FRAGMENT:
490 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
491 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
492 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
493 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
494 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
495 prog->MaxOutputComponents = 0; /* value not used */
496 break;
497 case MESA_SHADER_GEOMETRY:
498 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
499 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
500 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
501 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
502 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
503 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
504 break;
505 case MESA_SHADER_COMPUTE:
506 prog->MaxParameters = 0; /* not meaningful for compute shaders */
507 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
508 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
509 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
510 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
511 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
512 break;
513 default:
514 assert(0 && "Bad shader stage in init_program_limits()");
515 }
516
517 /* Set the native limits to zero. This implies that there is no native
518 * support for shaders. Let the drivers fill in the actual values.
519 */
520 prog->MaxNativeInstructions = 0;
521 prog->MaxNativeAluInstructions = 0;
522 prog->MaxNativeTexInstructions = 0;
523 prog->MaxNativeTexIndirections = 0;
524 prog->MaxNativeAttribs = 0;
525 prog->MaxNativeTemps = 0;
526 prog->MaxNativeAddressRegs = 0;
527 prog->MaxNativeParameters = 0;
528
529 /* Set GLSL datatype range/precision info assuming IEEE float values.
530 * Drivers should override these defaults as needed.
531 */
532 prog->MediumFloat.RangeMin = 127;
533 prog->MediumFloat.RangeMax = 127;
534 prog->MediumFloat.Precision = 23;
535 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
536
537 /* Assume ints are stored as floats for now, since this is the least-common
538 * denominator. The OpenGL ES spec implies (page 132) that the precision
539 * of integer types should be 0. Practically speaking, IEEE
540 * single-precision floating point values can only store integers in the
541 * range [-0x01000000, 0x01000000] without loss of precision.
542 */
543 prog->MediumInt.RangeMin = 24;
544 prog->MediumInt.RangeMax = 24;
545 prog->MediumInt.Precision = 0;
546 prog->LowInt = prog->HighInt = prog->MediumInt;
547
548 prog->MaxUniformBlocks = 12;
549 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
550 consts->MaxUniformBlockSize / 4 *
551 prog->MaxUniformBlocks);
552
553 prog->MaxAtomicBuffers = 0;
554 prog->MaxAtomicCounters = 0;
555 }
556
557
558 /**
559 * Initialize fields of gl_constants (aka ctx->Const.*).
560 * Use defaults from config.h. The device drivers will often override
561 * some of these values (such as number of texture units).
562 */
563 void
564 _mesa_init_constants(struct gl_constants *consts, gl_api api)
565 {
566 int i;
567 assert(consts);
568
569 /* Constants, may be overriden (usually only reduced) by device drivers */
570 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
571 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
572 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
573 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
574 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
575 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
576 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
577 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
578 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
579 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
580 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
581 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
582 consts->MaxTextureBufferSize = 65536;
583 consts->TextureBufferOffsetAlignment = 1;
584 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
585 consts->SubPixelBits = SUB_PIXEL_BITS;
586 consts->MinPointSize = MIN_POINT_SIZE;
587 consts->MaxPointSize = MAX_POINT_SIZE;
588 consts->MinPointSizeAA = MIN_POINT_SIZE;
589 consts->MaxPointSizeAA = MAX_POINT_SIZE;
590 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
591 consts->MinLineWidth = MIN_LINE_WIDTH;
592 consts->MaxLineWidth = MAX_LINE_WIDTH;
593 consts->MinLineWidthAA = MIN_LINE_WIDTH;
594 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
595 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
596 consts->MaxClipPlanes = 6;
597 consts->MaxLights = MAX_LIGHTS;
598 consts->MaxShininess = 128.0;
599 consts->MaxSpotExponent = 128.0;
600 consts->MaxViewportWidth = MAX_VIEWPORT_WIDTH;
601 consts->MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
602 consts->MinMapBufferAlignment = 64;
603
604 /* Driver must override these values if ARB_viewport_array is supported. */
605 consts->MaxViewports = 1;
606 consts->ViewportSubpixelBits = 0;
607 consts->ViewportBounds.Min = 0;
608 consts->ViewportBounds.Max = 0;
609
610 /** GL_ARB_uniform_buffer_object */
611 consts->MaxCombinedUniformBlocks = 36;
612 consts->MaxUniformBufferBindings = 36;
613 consts->MaxUniformBlockSize = 16384;
614 consts->UniformBufferOffsetAlignment = 1;
615
616 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
617 consts->MaxUserAssignableUniformLocations =
618 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
619
620 for (i = 0; i < MESA_SHADER_STAGES; i++)
621 init_program_limits(consts, i, &consts->Program[i]);
622
623 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
624 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
625
626 /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that
627 * gl_VertexID is implemented using a native hardware register with OpenGL
628 * semantics.
629 */
630 consts->VertexID_is_zero_based = false;
631
632 /* GL_ARB_draw_buffers */
633 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
634
635 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
636 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
637
638 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
639 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
640 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
641 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
642 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
643 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
644
645 /* Shading language version */
646 consts->GLSLVersion = 120;
647 _mesa_override_glsl_version(consts);
648
649 #ifdef DEBUG
650 consts->GenerateTemporaryNames = true;
651 #else
652 consts->GenerateTemporaryNames = false;
653 #endif
654
655 /* GL_ARB_framebuffer_object */
656 consts->MaxSamples = 0;
657
658 /* GLSL default if NativeIntegers == FALSE */
659 consts->UniformBooleanTrue = FLT_AS_UINT(1.0f);
660
661 /* GL_ARB_sync */
662 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
663
664 /* GL_EXT_provoking_vertex */
665 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
666
667 /* GL_EXT_transform_feedback */
668 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
669 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
670 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
671 consts->MaxVertexStreams = 1;
672
673 /* GL 3.2 */
674 consts->ProfileMask = api == API_OPENGL_CORE
675 ? GL_CONTEXT_CORE_PROFILE_BIT
676 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
677
678 /* GL 4.4 */
679 consts->MaxVertexAttribStride = 2048;
680
681 /** GL_EXT_gpu_shader4 */
682 consts->MinProgramTexelOffset = -8;
683 consts->MaxProgramTexelOffset = 7;
684
685 /* GL_ARB_texture_gather */
686 consts->MinProgramTextureGatherOffset = -8;
687 consts->MaxProgramTextureGatherOffset = 7;
688
689 /* GL_ARB_robustness */
690 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
691
692 /* ES 3.0 or ARB_ES3_compatibility */
693 consts->MaxElementIndex = 0xffffffffu;
694
695 /* GL_ARB_texture_multisample */
696 consts->MaxColorTextureSamples = 1;
697 consts->MaxDepthTextureSamples = 1;
698 consts->MaxIntegerSamples = 1;
699
700 /* GL_ARB_shader_atomic_counters */
701 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
702 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
703 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
704 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
705
706 /* GL_ARB_vertex_attrib_binding */
707 consts->MaxVertexAttribRelativeOffset = 2047;
708 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
709
710 /* GL_ARB_compute_shader */
711 consts->MaxComputeWorkGroupCount[0] = 65535;
712 consts->MaxComputeWorkGroupCount[1] = 65535;
713 consts->MaxComputeWorkGroupCount[2] = 65535;
714 consts->MaxComputeWorkGroupSize[0] = 1024;
715 consts->MaxComputeWorkGroupSize[1] = 1024;
716 consts->MaxComputeWorkGroupSize[2] = 64;
717 consts->MaxComputeWorkGroupInvocations = 1024;
718
719 /** GL_ARB_gpu_shader5 */
720 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
721 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
722
723 /** GL_KHR_context_flush_control */
724 consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
725 }
726
727
728 /**
729 * Do some sanity checks on the limits/constants for the given context.
730 * Only called the first time a context is bound.
731 */
732 static void
733 check_context_limits(struct gl_context *ctx)
734 {
735 (void) ctx;
736
737 /* check that we don't exceed the size of various bitfields */
738 assert(VARYING_SLOT_MAX <=
739 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
740 assert(VARYING_SLOT_MAX <=
741 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
742
743 /* shader-related checks */
744 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
745 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
746
747 /* Texture unit checks */
748 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
749 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
750 assert(ctx->Const.MaxTextureCoordUnits > 0);
751 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
752 assert(ctx->Const.MaxTextureUnits > 0);
753 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
754 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
755 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
756 ctx->Const.MaxTextureCoordUnits));
757 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
758 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
759 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
760 /* number of coord units cannot be greater than number of image units */
761 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
762
763
764 /* Texture size checks */
765 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
766 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
767 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
768 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
769
770 /* Texture level checks */
771 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
772 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
773
774 /* Max texture size should be <= max viewport size (render to texture) */
775 assert((1U << (ctx->Const.MaxTextureLevels - 1))
776 <= ctx->Const.MaxViewportWidth);
777 assert((1U << (ctx->Const.MaxTextureLevels - 1))
778 <= ctx->Const.MaxViewportHeight);
779
780 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
781
782 /* if this fails, add more enum values to gl_buffer_index */
783 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
784
785 /* XXX probably add more tests */
786 }
787
788
789 /**
790 * Initialize the attribute groups in a GL context.
791 *
792 * \param ctx GL context.
793 *
794 * Initializes all the attributes, calling the respective <tt>init*</tt>
795 * functions for the more complex data structures.
796 */
797 static GLboolean
798 init_attrib_groups(struct gl_context *ctx)
799 {
800 assert(ctx);
801
802 /* Constants */
803 _mesa_init_constants(&ctx->Const, ctx->API);
804
805 /* Extensions */
806 _mesa_init_extensions(&ctx->Extensions);
807
808 /* Attribute Groups */
809 _mesa_init_accum( ctx );
810 _mesa_init_attrib( ctx );
811 _mesa_init_buffer_objects( ctx );
812 _mesa_init_color( ctx );
813 _mesa_init_current( ctx );
814 _mesa_init_depth( ctx );
815 _mesa_init_debug( ctx );
816 _mesa_init_display_list( ctx );
817 _mesa_init_errors( ctx );
818 _mesa_init_eval( ctx );
819 _mesa_init_fbobjects( ctx );
820 _mesa_init_feedback( ctx );
821 _mesa_init_fog( ctx );
822 _mesa_init_hint( ctx );
823 _mesa_init_line( ctx );
824 _mesa_init_lighting( ctx );
825 _mesa_init_matrix( ctx );
826 _mesa_init_multisample( ctx );
827 _mesa_init_performance_monitors( ctx );
828 _mesa_init_pipeline( ctx );
829 _mesa_init_pixel( ctx );
830 _mesa_init_pixelstore( ctx );
831 _mesa_init_point( ctx );
832 _mesa_init_polygon( ctx );
833 _mesa_init_program( ctx );
834 _mesa_init_queryobj( ctx );
835 _mesa_init_sync( ctx );
836 _mesa_init_rastpos( ctx );
837 _mesa_init_scissor( ctx );
838 _mesa_init_shader_state( ctx );
839 _mesa_init_stencil( ctx );
840 _mesa_init_transform( ctx );
841 _mesa_init_transform_feedback( ctx );
842 _mesa_init_varray( ctx );
843 _mesa_init_viewport( ctx );
844
845 if (!_mesa_init_texture( ctx ))
846 return GL_FALSE;
847
848 _mesa_init_texture_s3tc( ctx );
849
850 /* Miscellaneous */
851 ctx->NewState = _NEW_ALL;
852 ctx->NewDriverState = ~0;
853 ctx->ErrorValue = GL_NO_ERROR;
854 ctx->ShareGroupReset = false;
855 ctx->varying_vp_inputs = VERT_BIT_ALL;
856
857 return GL_TRUE;
858 }
859
860
861 /**
862 * Update default objects in a GL context with respect to shared state.
863 *
864 * \param ctx GL context.
865 *
866 * Removes references to old default objects, (texture objects, program
867 * objects, etc.) and changes to reference those from the current shared
868 * state.
869 */
870 static GLboolean
871 update_default_objects(struct gl_context *ctx)
872 {
873 assert(ctx);
874
875 _mesa_update_default_objects_program(ctx);
876 _mesa_update_default_objects_texture(ctx);
877 _mesa_update_default_objects_buffer_objects(ctx);
878
879 return GL_TRUE;
880 }
881
882
883 /**
884 * This is the default function we plug into all dispatch table slots
885 * This helps prevents a segfault when someone calls a GL function without
886 * first checking if the extension's supported.
887 */
888 int
889 _mesa_generic_nop(void)
890 {
891 GET_CURRENT_CONTEXT(ctx);
892 _mesa_error(ctx, GL_INVALID_OPERATION,
893 "unsupported function called "
894 "(unsupported extension or deprecated function?)");
895 return 0;
896 }
897
898
899 /**
900 * Special no-op glFlush, see below.
901 */
902 #if defined(_WIN32)
903 static void GLAPIENTRY
904 nop_glFlush(void)
905 {
906 /* don't record an error like we do in _mesa_generic_nop() */
907 }
908 #endif
909
910
911 extern void (*__glapi_noop_table[])(void);
912
913
914 /**
915 * Allocate and initialize a new dispatch table. All the dispatch
916 * function pointers will point at the _mesa_generic_nop() function
917 * which raises GL_INVALID_OPERATION.
918 */
919 struct _glapi_table *
920 _mesa_alloc_dispatch_table(void)
921 {
922 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
923 * In practice, this'll be the same for stand-alone Mesa. But for DRI
924 * Mesa we do this to accomodate different versions of libGL and various
925 * DRI drivers.
926 */
927 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
928 struct _glapi_table *table;
929
930 table = malloc(numEntries * sizeof(_glapi_proc));
931 if (table) {
932 _glapi_proc *entry = (_glapi_proc *) table;
933 GLint i;
934 for (i = 0; i < numEntries; i++) {
935 #if defined(_WIN32)
936 /* FIXME: This will not generate an error, but at least it won't
937 * corrupt the stack like _mesa_generic_nop does. */
938 entry[i] = __glapi_noop_table[i];
939 #else
940 entry[i] = (_glapi_proc) _mesa_generic_nop;
941 #endif
942 }
943
944 #if defined(_WIN32)
945 /* This is a special case for Windows in the event that
946 * wglGetProcAddress is called between glBegin/End().
947 *
948 * The MS opengl32.dll library apparently calls glFlush from
949 * wglGetProcAddress(). If we're inside glBegin/End(), glFlush
950 * will dispatch to _mesa_generic_nop() and we'll generate a
951 * GL_INVALID_OPERATION error.
952 *
953 * The specific case which hits this is piglit's primitive-restart
954 * test which calls glPrimitiveRestartNV() inside glBegin/End. The
955 * first time we call glPrimitiveRestartNV() Piglit's API dispatch
956 * code will try to resolve the function by calling wglGetProcAddress.
957 * This raises GL_INVALID_OPERATION and an assert(glGetError()==0)
958 * will fail causing the test to fail. By suppressing the error, the
959 * assertion passes and the test continues.
960 */
961 SET_Flush(table, nop_glFlush);
962 #endif
963 }
964 return table;
965 }
966
967 /**
968 * Creates a minimal dispatch table for use within glBegin()/glEnd().
969 *
970 * This ensures that we generate GL_INVALID_OPERATION errors from most
971 * functions, since the set of functions that are valid within Begin/End is
972 * very small.
973 *
974 * From the GL 1.0 specification section 2.6.3, "GL Commands within
975 * Begin/End"
976 *
977 * "The only GL commands that are allowed within any Begin/End pairs are
978 * the commands for specifying vertex coordinates, vertex color, normal
979 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
980 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
981 * commands for specifying lighting material parameters (Material
982 * commands see section 2.12.2), display list invocation commands
983 * (CallList and CallLists see section 5.4), and the EdgeFlag
984 * command. Executing Begin after Begin has already been executed but
985 * before an End is issued generates the INVALID OPERATION error, as does
986 * executing End without a previous corresponding Begin. Executing any
987 * other GL command within Begin/End results in the error INVALID
988 * OPERATION."
989 *
990 * The table entries for specifying vertex attributes are set up by
991 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
992 * are set by install_vtxfmt() as well.
993 */
994 static struct _glapi_table *
995 create_beginend_table(const struct gl_context *ctx)
996 {
997 struct _glapi_table *table;
998
999 table = _mesa_alloc_dispatch_table();
1000 if (!table)
1001 return NULL;
1002
1003 /* Fill in functions which return a value, since they should return some
1004 * specific value even if they emit a GL_INVALID_OPERATION error from them
1005 * being called within glBegin()/glEnd().
1006 */
1007 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
1008
1009 COPY_DISPATCH(GenLists);
1010 COPY_DISPATCH(IsProgram);
1011 COPY_DISPATCH(IsVertexArray);
1012 COPY_DISPATCH(IsBuffer);
1013 COPY_DISPATCH(IsEnabled);
1014 COPY_DISPATCH(IsEnabledi);
1015 COPY_DISPATCH(IsRenderbuffer);
1016 COPY_DISPATCH(IsFramebuffer);
1017 COPY_DISPATCH(CheckFramebufferStatus);
1018 COPY_DISPATCH(RenderMode);
1019 COPY_DISPATCH(GetString);
1020 COPY_DISPATCH(GetStringi);
1021 COPY_DISPATCH(GetPointerv);
1022 COPY_DISPATCH(IsQuery);
1023 COPY_DISPATCH(IsSampler);
1024 COPY_DISPATCH(IsSync);
1025 COPY_DISPATCH(IsTexture);
1026 COPY_DISPATCH(IsTransformFeedback);
1027 COPY_DISPATCH(DeleteQueries);
1028 COPY_DISPATCH(AreTexturesResident);
1029 COPY_DISPATCH(FenceSync);
1030 COPY_DISPATCH(ClientWaitSync);
1031 COPY_DISPATCH(MapBuffer);
1032 COPY_DISPATCH(UnmapBuffer);
1033 COPY_DISPATCH(MapBufferRange);
1034 COPY_DISPATCH(ObjectPurgeableAPPLE);
1035 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
1036
1037 _mesa_loopback_init_api_table(ctx, table);
1038
1039 return table;
1040 }
1041
1042 void
1043 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
1044 {
1045 /* Do the code-generated setup of the exec table in api_exec.c. */
1046 _mesa_initialize_exec_table(ctx);
1047
1048 if (ctx->Save)
1049 _mesa_initialize_save_table(ctx);
1050 }
1051
1052 /**
1053 * Initialize a struct gl_context struct (rendering context).
1054 *
1055 * This includes allocating all the other structs and arrays which hang off of
1056 * the context by pointers.
1057 * Note that the driver needs to pass in its dd_function_table here since
1058 * we need to at least call driverFunctions->NewTextureObject to create the
1059 * default texture objects.
1060 *
1061 * Called by _mesa_create_context().
1062 *
1063 * Performs the imports and exports callback tables initialization, and
1064 * miscellaneous one-time initializations. If no shared context is supplied one
1065 * is allocated, and increase its reference count. Setups the GL API dispatch
1066 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1067 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1068 * for debug flags.
1069 *
1070 * \param ctx the context to initialize
1071 * \param api the GL API type to create the context for
1072 * \param visual describes the visual attributes for this context or NULL to
1073 * create a configless context
1074 * \param share_list points to context to share textures, display lists,
1075 * etc with, or NULL
1076 * \param driverFunctions table of device driver functions for this context
1077 * to use
1078 */
1079 GLboolean
1080 _mesa_initialize_context(struct gl_context *ctx,
1081 gl_api api,
1082 const struct gl_config *visual,
1083 struct gl_context *share_list,
1084 const struct dd_function_table *driverFunctions)
1085 {
1086 struct gl_shared_state *shared;
1087 int i;
1088
1089 assert(driverFunctions->NewTextureObject);
1090 assert(driverFunctions->FreeTextureImageBuffer);
1091
1092 ctx->API = api;
1093 ctx->DrawBuffer = NULL;
1094 ctx->ReadBuffer = NULL;
1095 ctx->WinSysDrawBuffer = NULL;
1096 ctx->WinSysReadBuffer = NULL;
1097
1098 if (visual) {
1099 ctx->Visual = *visual;
1100 ctx->HasConfig = GL_TRUE;
1101 }
1102 else {
1103 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1104 ctx->HasConfig = GL_FALSE;
1105 }
1106
1107 if (_mesa_is_desktop_gl(ctx)) {
1108 _mesa_override_gl_version(ctx);
1109 }
1110
1111 /* misc one-time initializations */
1112 one_time_init(ctx);
1113
1114 /* Plug in driver functions and context pointer here.
1115 * This is important because when we call alloc_shared_state() below
1116 * we'll call ctx->Driver.NewTextureObject() to create the default
1117 * textures.
1118 */
1119 ctx->Driver = *driverFunctions;
1120
1121 if (share_list) {
1122 /* share state with another context */
1123 shared = share_list->Shared;
1124 }
1125 else {
1126 /* allocate new, unshared state */
1127 shared = _mesa_alloc_shared_state(ctx);
1128 if (!shared)
1129 return GL_FALSE;
1130 }
1131
1132 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1133
1134 if (!init_attrib_groups( ctx ))
1135 goto fail;
1136
1137 /* setup the API dispatch tables with all nop functions */
1138 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1139 if (!ctx->OutsideBeginEnd)
1140 goto fail;
1141 ctx->Exec = ctx->OutsideBeginEnd;
1142 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1143
1144 ctx->FragmentProgram._MaintainTexEnvProgram
1145 = (getenv("MESA_TEX_PROG") != NULL);
1146
1147 ctx->VertexProgram._MaintainTnlProgram
1148 = (getenv("MESA_TNL_PROG") != NULL);
1149 if (ctx->VertexProgram._MaintainTnlProgram) {
1150 /* this is required... */
1151 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1152 }
1153
1154 /* Mesa core handles all the formats that mesa core knows about.
1155 * Drivers will want to override this list with just the formats
1156 * they can handle, and confirm that appropriate fallbacks exist in
1157 * _mesa_choose_tex_format().
1158 */
1159 memset(&ctx->TextureFormatSupported, GL_TRUE,
1160 sizeof(ctx->TextureFormatSupported));
1161
1162 switch (ctx->API) {
1163 case API_OPENGL_COMPAT:
1164 ctx->BeginEnd = create_beginend_table(ctx);
1165 ctx->Save = _mesa_alloc_dispatch_table();
1166 if (!ctx->BeginEnd || !ctx->Save)
1167 goto fail;
1168
1169 /* fall-through */
1170 case API_OPENGL_CORE:
1171 break;
1172 case API_OPENGLES:
1173 /**
1174 * GL_OES_texture_cube_map says
1175 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1176 */
1177 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1178 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1179 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1180 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1181 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1182 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1183 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1184 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1185 }
1186 break;
1187 case API_OPENGLES2:
1188 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1189 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1190 break;
1191 }
1192
1193 ctx->FirstTimeCurrent = GL_TRUE;
1194
1195 return GL_TRUE;
1196
1197 fail:
1198 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1199 free(ctx->BeginEnd);
1200 free(ctx->OutsideBeginEnd);
1201 free(ctx->Save);
1202 return GL_FALSE;
1203 }
1204
1205
1206 /**
1207 * Allocate and initialize a struct gl_context structure.
1208 * Note that the driver needs to pass in its dd_function_table here since
1209 * we need to at least call driverFunctions->NewTextureObject to initialize
1210 * the rendering context.
1211 *
1212 * \param api the GL API type to create the context for
1213 * \param visual a struct gl_config pointer (we copy the struct contents) or
1214 * NULL to create a configless context
1215 * \param share_list another context to share display lists with or NULL
1216 * \param driverFunctions points to the dd_function_table into which the
1217 * driver has plugged in all its special functions.
1218 *
1219 * \return pointer to a new __struct gl_contextRec or NULL if error.
1220 */
1221 struct gl_context *
1222 _mesa_create_context(gl_api api,
1223 const struct gl_config *visual,
1224 struct gl_context *share_list,
1225 const struct dd_function_table *driverFunctions)
1226 {
1227 struct gl_context *ctx;
1228
1229 ctx = calloc(1, sizeof(struct gl_context));
1230 if (!ctx)
1231 return NULL;
1232
1233 if (_mesa_initialize_context(ctx, api, visual, share_list,
1234 driverFunctions)) {
1235 return ctx;
1236 }
1237 else {
1238 free(ctx);
1239 return NULL;
1240 }
1241 }
1242
1243
1244 /**
1245 * Free the data associated with the given context.
1246 *
1247 * But doesn't free the struct gl_context struct itself.
1248 *
1249 * \sa _mesa_initialize_context() and init_attrib_groups().
1250 */
1251 void
1252 _mesa_free_context_data( struct gl_context *ctx )
1253 {
1254 if (!_mesa_get_current_context()){
1255 /* No current context, but we may need one in order to delete
1256 * texture objs, etc. So temporarily bind the context now.
1257 */
1258 _mesa_make_current(ctx, NULL, NULL);
1259 }
1260
1261 /* unreference WinSysDraw/Read buffers */
1262 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1263 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1264 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1265 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1266
1267 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1268 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1269 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1270
1271 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL);
1272 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1273
1274 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1275 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1276 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1277
1278 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1279 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1280
1281 _mesa_free_attrib_data(ctx);
1282 _mesa_free_buffer_objects(ctx);
1283 _mesa_free_lighting_data( ctx );
1284 _mesa_free_eval_data( ctx );
1285 _mesa_free_texture_data( ctx );
1286 _mesa_free_matrix_data( ctx );
1287 _mesa_free_viewport_data( ctx );
1288 _mesa_free_pipeline_data(ctx);
1289 _mesa_free_program_data(ctx);
1290 _mesa_free_shader_state(ctx);
1291 _mesa_free_queryobj_data(ctx);
1292 _mesa_free_sync_data(ctx);
1293 _mesa_free_varray_data(ctx);
1294 _mesa_free_transform_feedback(ctx);
1295 _mesa_free_performance_monitors(ctx);
1296
1297 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1298 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1299 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1300 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1301
1302 /* free dispatch tables */
1303 free(ctx->BeginEnd);
1304 free(ctx->OutsideBeginEnd);
1305 free(ctx->Save);
1306
1307 /* Shared context state (display lists, textures, etc) */
1308 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1309
1310 /* needs to be after freeing shared state */
1311 _mesa_free_display_list_data(ctx);
1312
1313 _mesa_free_errors_data(ctx);
1314
1315 free((void *)ctx->Extensions.String);
1316
1317 free(ctx->VersionString);
1318
1319 /* unbind the context if it's currently bound */
1320 if (ctx == _mesa_get_current_context()) {
1321 _mesa_make_current(NULL, NULL, NULL);
1322 }
1323 }
1324
1325
1326 /**
1327 * Destroy a struct gl_context structure.
1328 *
1329 * \param ctx GL context.
1330 *
1331 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1332 */
1333 void
1334 _mesa_destroy_context( struct gl_context *ctx )
1335 {
1336 if (ctx) {
1337 _mesa_free_context_data(ctx);
1338 free( (void *) ctx );
1339 }
1340 }
1341
1342
1343 /**
1344 * Copy attribute groups from one context to another.
1345 *
1346 * \param src source context
1347 * \param dst destination context
1348 * \param mask bitwise OR of GL_*_BIT flags
1349 *
1350 * According to the bits specified in \p mask, copies the corresponding
1351 * attributes from \p src into \p dst. For many of the attributes a simple \c
1352 * memcpy is not enough due to the existence of internal pointers in their data
1353 * structures.
1354 */
1355 void
1356 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1357 GLuint mask )
1358 {
1359 if (mask & GL_ACCUM_BUFFER_BIT) {
1360 /* OK to memcpy */
1361 dst->Accum = src->Accum;
1362 }
1363 if (mask & GL_COLOR_BUFFER_BIT) {
1364 /* OK to memcpy */
1365 dst->Color = src->Color;
1366 }
1367 if (mask & GL_CURRENT_BIT) {
1368 /* OK to memcpy */
1369 dst->Current = src->Current;
1370 }
1371 if (mask & GL_DEPTH_BUFFER_BIT) {
1372 /* OK to memcpy */
1373 dst->Depth = src->Depth;
1374 }
1375 if (mask & GL_ENABLE_BIT) {
1376 /* no op */
1377 }
1378 if (mask & GL_EVAL_BIT) {
1379 /* OK to memcpy */
1380 dst->Eval = src->Eval;
1381 }
1382 if (mask & GL_FOG_BIT) {
1383 /* OK to memcpy */
1384 dst->Fog = src->Fog;
1385 }
1386 if (mask & GL_HINT_BIT) {
1387 /* OK to memcpy */
1388 dst->Hint = src->Hint;
1389 }
1390 if (mask & GL_LIGHTING_BIT) {
1391 GLuint i;
1392 /* begin with memcpy */
1393 dst->Light = src->Light;
1394 /* fixup linked lists to prevent pointer insanity */
1395 make_empty_list( &(dst->Light.EnabledList) );
1396 for (i = 0; i < MAX_LIGHTS; i++) {
1397 if (dst->Light.Light[i].Enabled) {
1398 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1399 }
1400 }
1401 }
1402 if (mask & GL_LINE_BIT) {
1403 /* OK to memcpy */
1404 dst->Line = src->Line;
1405 }
1406 if (mask & GL_LIST_BIT) {
1407 /* OK to memcpy */
1408 dst->List = src->List;
1409 }
1410 if (mask & GL_PIXEL_MODE_BIT) {
1411 /* OK to memcpy */
1412 dst->Pixel = src->Pixel;
1413 }
1414 if (mask & GL_POINT_BIT) {
1415 /* OK to memcpy */
1416 dst->Point = src->Point;
1417 }
1418 if (mask & GL_POLYGON_BIT) {
1419 /* OK to memcpy */
1420 dst->Polygon = src->Polygon;
1421 }
1422 if (mask & GL_POLYGON_STIPPLE_BIT) {
1423 /* Use loop instead of memcpy due to problem with Portland Group's
1424 * C compiler. Reported by John Stone.
1425 */
1426 GLuint i;
1427 for (i = 0; i < 32; i++) {
1428 dst->PolygonStipple[i] = src->PolygonStipple[i];
1429 }
1430 }
1431 if (mask & GL_SCISSOR_BIT) {
1432 /* OK to memcpy */
1433 dst->Scissor = src->Scissor;
1434 }
1435 if (mask & GL_STENCIL_BUFFER_BIT) {
1436 /* OK to memcpy */
1437 dst->Stencil = src->Stencil;
1438 }
1439 if (mask & GL_TEXTURE_BIT) {
1440 /* Cannot memcpy because of pointers */
1441 _mesa_copy_texture_state(src, dst);
1442 }
1443 if (mask & GL_TRANSFORM_BIT) {
1444 /* OK to memcpy */
1445 dst->Transform = src->Transform;
1446 }
1447 if (mask & GL_VIEWPORT_BIT) {
1448 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1449 unsigned i;
1450 for (i = 0; i < src->Const.MaxViewports; i++) {
1451 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1452 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1453 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1454 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1455 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1456 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1457 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1458 &src->ViewportArray[i]._WindowMap);
1459 }
1460 }
1461
1462 /* XXX FIXME: Call callbacks?
1463 */
1464 dst->NewState = _NEW_ALL;
1465 dst->NewDriverState = ~0;
1466 }
1467
1468
1469 /**
1470 * Check if the given context can render into the given framebuffer
1471 * by checking visual attributes.
1472 *
1473 * Most of these tests could go away because Mesa is now pretty flexible
1474 * in terms of mixing rendering contexts with framebuffers. As long
1475 * as RGB vs. CI mode agree, we're probably good.
1476 *
1477 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1478 */
1479 static GLboolean
1480 check_compatible(const struct gl_context *ctx,
1481 const struct gl_framebuffer *buffer)
1482 {
1483 const struct gl_config *ctxvis = &ctx->Visual;
1484 const struct gl_config *bufvis = &buffer->Visual;
1485
1486 if (buffer == _mesa_get_incomplete_framebuffer())
1487 return GL_TRUE;
1488
1489 #if 0
1490 /* disabling this fixes the fgl_glxgears pbuffer demo */
1491 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1492 return GL_FALSE;
1493 #endif
1494 if (ctxvis->stereoMode && !bufvis->stereoMode)
1495 return GL_FALSE;
1496 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1497 return GL_FALSE;
1498 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1499 return GL_FALSE;
1500 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1501 return GL_FALSE;
1502 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1503 return GL_FALSE;
1504 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1505 return GL_FALSE;
1506 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1507 return GL_FALSE;
1508 #if 0
1509 /* disabled (see bug 11161) */
1510 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1511 return GL_FALSE;
1512 #endif
1513 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1514 return GL_FALSE;
1515
1516 return GL_TRUE;
1517 }
1518
1519
1520 /**
1521 * Check if the viewport/scissor size has not yet been initialized.
1522 * Initialize the size if the given width and height are non-zero.
1523 */
1524 void
1525 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1526 {
1527 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1528 unsigned i;
1529
1530 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1531 * potential infinite recursion.
1532 */
1533 ctx->ViewportInitialized = GL_TRUE;
1534
1535 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1536 * yet, so just initialize all of them.
1537 */
1538 for (i = 0; i < MAX_VIEWPORTS; i++) {
1539 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1540 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1541 }
1542 }
1543 }
1544
1545 static void
1546 handle_first_current(struct gl_context *ctx)
1547 {
1548 GLenum buffer;
1549 GLint bufferIndex;
1550
1551 if (ctx->Version == 0) {
1552 /* probably in the process of tearing down the context */
1553 return;
1554 }
1555
1556 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1557
1558 check_context_limits(ctx);
1559
1560 /* According to GL_MESA_configless_context the default value of
1561 * glDrawBuffers depends on the config of the first surface it is bound to.
1562 * For GLES it is always GL_BACK which has a magic interpretation */
1563 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1564 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1565 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1566 buffer = GL_BACK;
1567 else
1568 buffer = GL_FRONT;
1569
1570 _mesa_drawbuffers(ctx, 1, &buffer, NULL /* destMask */);
1571 }
1572
1573 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1574 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1575 buffer = GL_BACK;
1576 bufferIndex = BUFFER_BACK_LEFT;
1577 }
1578 else {
1579 buffer = GL_FRONT;
1580 bufferIndex = BUFFER_FRONT_LEFT;
1581 }
1582
1583 _mesa_readbuffer(ctx, buffer, bufferIndex);
1584 }
1585 }
1586
1587 /* We can use this to help debug user's problems. Tell them to set
1588 * the MESA_INFO env variable before running their app. Then the
1589 * first time each context is made current we'll print some useful
1590 * information.
1591 */
1592 if (getenv("MESA_INFO")) {
1593 _mesa_print_info(ctx);
1594 }
1595 }
1596
1597 /**
1598 * Bind the given context to the given drawBuffer and readBuffer and
1599 * make it the current context for the calling thread.
1600 * We'll render into the drawBuffer and read pixels from the
1601 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1602 *
1603 * We check that the context's and framebuffer's visuals are compatible
1604 * and return immediately if they're not.
1605 *
1606 * \param newCtx the new GL context. If NULL then there will be no current GL
1607 * context.
1608 * \param drawBuffer the drawing framebuffer
1609 * \param readBuffer the reading framebuffer
1610 */
1611 GLboolean
1612 _mesa_make_current( struct gl_context *newCtx,
1613 struct gl_framebuffer *drawBuffer,
1614 struct gl_framebuffer *readBuffer )
1615 {
1616 GET_CURRENT_CONTEXT(curCtx);
1617
1618 if (MESA_VERBOSE & VERBOSE_API)
1619 _mesa_debug(newCtx, "_mesa_make_current()\n");
1620
1621 /* Check that the context's and framebuffer's visuals are compatible.
1622 */
1623 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1624 if (!check_compatible(newCtx, drawBuffer)) {
1625 _mesa_warning(newCtx,
1626 "MakeCurrent: incompatible visuals for context and drawbuffer");
1627 return GL_FALSE;
1628 }
1629 }
1630 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1631 if (!check_compatible(newCtx, readBuffer)) {
1632 _mesa_warning(newCtx,
1633 "MakeCurrent: incompatible visuals for context and readbuffer");
1634 return GL_FALSE;
1635 }
1636 }
1637
1638 if (curCtx &&
1639 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1640 /* make sure this context is valid for flushing */
1641 curCtx != newCtx &&
1642 curCtx->Const.ContextReleaseBehavior ==
1643 GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
1644 _mesa_flush(curCtx);
1645
1646 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1647 _glapi_set_context((void *) newCtx);
1648 ASSERT(_mesa_get_current_context() == newCtx);
1649
1650 if (!newCtx) {
1651 _glapi_set_dispatch(NULL); /* none current */
1652 }
1653 else {
1654 _glapi_set_dispatch(newCtx->CurrentDispatch);
1655
1656 if (drawBuffer && readBuffer) {
1657 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1658 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1659 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1660 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1661
1662 /*
1663 * Only set the context's Draw/ReadBuffer fields if they're NULL
1664 * or not bound to a user-created FBO.
1665 */
1666 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1667 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1668 /* Update the FBO's list of drawbuffers/renderbuffers.
1669 * For winsys FBOs this comes from the GL state (which may have
1670 * changed since the last time this FBO was bound).
1671 */
1672 _mesa_update_draw_buffers(newCtx);
1673 }
1674 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1675 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1676 }
1677
1678 /* XXX only set this flag if we're really changing the draw/read
1679 * framebuffer bindings.
1680 */
1681 newCtx->NewState |= _NEW_BUFFERS;
1682
1683 if (drawBuffer) {
1684 _mesa_check_init_viewport(newCtx,
1685 drawBuffer->Width, drawBuffer->Height);
1686 }
1687 }
1688
1689 if (newCtx->FirstTimeCurrent) {
1690 handle_first_current(newCtx);
1691 newCtx->FirstTimeCurrent = GL_FALSE;
1692 }
1693 }
1694
1695 return GL_TRUE;
1696 }
1697
1698
1699 /**
1700 * Make context 'ctx' share the display lists, textures and programs
1701 * that are associated with 'ctxToShare'.
1702 * Any display lists, textures or programs associated with 'ctx' will
1703 * be deleted if nobody else is sharing them.
1704 */
1705 GLboolean
1706 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1707 {
1708 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1709 struct gl_shared_state *oldShared = NULL;
1710
1711 /* save ref to old state to prevent it from being deleted immediately */
1712 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1713
1714 /* update ctx's Shared pointer */
1715 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1716
1717 update_default_objects(ctx);
1718
1719 /* release the old shared state */
1720 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1721
1722 return GL_TRUE;
1723 }
1724 else {
1725 return GL_FALSE;
1726 }
1727 }
1728
1729
1730
1731 /**
1732 * \return pointer to the current GL context for this thread.
1733 *
1734 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1735 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1736 * context.h.
1737 */
1738 struct gl_context *
1739 _mesa_get_current_context( void )
1740 {
1741 return (struct gl_context *) _glapi_get_context();
1742 }
1743
1744
1745 /**
1746 * Get context's current API dispatch table.
1747 *
1748 * It'll either be the immediate-mode execute dispatcher or the display list
1749 * compile dispatcher.
1750 *
1751 * \param ctx GL context.
1752 *
1753 * \return pointer to dispatch_table.
1754 *
1755 * Simply returns __struct gl_contextRec::CurrentDispatch.
1756 */
1757 struct _glapi_table *
1758 _mesa_get_dispatch(struct gl_context *ctx)
1759 {
1760 return ctx->CurrentDispatch;
1761 }
1762
1763 /*@}*/
1764
1765
1766 /**********************************************************************/
1767 /** \name Miscellaneous functions */
1768 /**********************************************************************/
1769 /*@{*/
1770
1771 /**
1772 * Record an error.
1773 *
1774 * \param ctx GL context.
1775 * \param error error code.
1776 *
1777 * Records the given error code and call the driver's dd_function_table::Error
1778 * function if defined.
1779 *
1780 * \sa
1781 * This is called via _mesa_error().
1782 */
1783 void
1784 _mesa_record_error(struct gl_context *ctx, GLenum error)
1785 {
1786 if (!ctx)
1787 return;
1788
1789 if (ctx->ErrorValue == GL_NO_ERROR) {
1790 ctx->ErrorValue = error;
1791 }
1792 }
1793
1794
1795 /**
1796 * Flush commands and wait for completion.
1797 */
1798 void
1799 _mesa_finish(struct gl_context *ctx)
1800 {
1801 FLUSH_VERTICES( ctx, 0 );
1802 FLUSH_CURRENT( ctx, 0 );
1803 if (ctx->Driver.Finish) {
1804 ctx->Driver.Finish(ctx);
1805 }
1806 }
1807
1808
1809 /**
1810 * Flush commands.
1811 */
1812 void
1813 _mesa_flush(struct gl_context *ctx)
1814 {
1815 FLUSH_VERTICES( ctx, 0 );
1816 FLUSH_CURRENT( ctx, 0 );
1817 if (ctx->Driver.Flush) {
1818 ctx->Driver.Flush(ctx);
1819 }
1820 }
1821
1822
1823
1824 /**
1825 * Execute glFinish().
1826 *
1827 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1828 * dd_function_table::Finish driver callback, if not NULL.
1829 */
1830 void GLAPIENTRY
1831 _mesa_Finish(void)
1832 {
1833 GET_CURRENT_CONTEXT(ctx);
1834 ASSERT_OUTSIDE_BEGIN_END(ctx);
1835 _mesa_finish(ctx);
1836 }
1837
1838
1839 /**
1840 * Execute glFlush().
1841 *
1842 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1843 * dd_function_table::Flush driver callback, if not NULL.
1844 */
1845 void GLAPIENTRY
1846 _mesa_Flush(void)
1847 {
1848 GET_CURRENT_CONTEXT(ctx);
1849 ASSERT_OUTSIDE_BEGIN_END(ctx);
1850 _mesa_flush(ctx);
1851 }
1852
1853
1854 /*
1855 * ARB_blend_func_extended - ERRORS section
1856 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1857 * implicitly calls Begin if any draw buffer has a blend function requiring the
1858 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1859 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1860 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1861 */
1862 static GLboolean
1863 _mesa_check_blend_func_error(struct gl_context *ctx)
1864 {
1865 GLuint i;
1866 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1867 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1868 i++) {
1869 if (ctx->Color.Blend[i]._UsesDualSrc) {
1870 _mesa_error(ctx, GL_INVALID_OPERATION,
1871 "dual source blend on illegal attachment");
1872 return GL_FALSE;
1873 }
1874 }
1875 return GL_TRUE;
1876 }
1877
1878 static bool
1879 shader_linked_or_absent(struct gl_context *ctx,
1880 const struct gl_shader_program *shProg,
1881 bool *shader_present, const char *where)
1882 {
1883 if (shProg) {
1884 *shader_present = true;
1885
1886 if (!shProg->LinkStatus) {
1887 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
1888 return false;
1889 }
1890 #if 0 /* not normally enabled */
1891 {
1892 char errMsg[100];
1893 if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
1894 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1895 shProg->Name, errMsg);
1896 }
1897 }
1898 #endif
1899 }
1900
1901 return true;
1902 }
1903
1904 /**
1905 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1906 * is called to see if it's valid to render. This involves checking that
1907 * the current shader is valid and the framebuffer is complete.
1908 * It also check the current pipeline object is valid if any.
1909 * If an error is detected it'll be recorded here.
1910 * \return GL_TRUE if OK to render, GL_FALSE if not
1911 */
1912 GLboolean
1913 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1914 {
1915 unsigned i;
1916
1917 /* This depends on having up to date derived state (shaders) */
1918 if (ctx->NewState)
1919 _mesa_update_state(ctx);
1920
1921 if (ctx->API == API_OPENGL_CORE || ctx->API == API_OPENGLES2) {
1922 bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
1923
1924 for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
1925 if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
1926 &from_glsl_shader[i], where))
1927 return GL_FALSE;
1928 }
1929
1930 /* In OpenGL Core Profile and OpenGL ES 2.0 / 3.0, there are no assembly
1931 * shaders. Don't check state related to those.
1932 */
1933 } else {
1934 bool has_vertex_shader = false;
1935 bool has_fragment_shader = false;
1936
1937 /* In OpenGL Compatibility Profile, there is only vertex shader and
1938 * fragment shader. We take this path also for API_OPENGLES because
1939 * optimizing that path would make the other (more common) paths
1940 * slightly slower.
1941 */
1942 if (!shader_linked_or_absent(ctx,
1943 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX],
1944 &has_vertex_shader, where))
1945 return GL_FALSE;
1946
1947 if (!shader_linked_or_absent(ctx,
1948 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT],
1949 &has_fragment_shader, where))
1950 return GL_FALSE;
1951
1952 /* Any shader stages that are not supplied by the GLSL shader and have
1953 * assembly shaders enabled must now be validated.
1954 */
1955 if (!has_vertex_shader
1956 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1957 _mesa_error(ctx, GL_INVALID_OPERATION,
1958 "%s(vertex program not valid)", where);
1959 return GL_FALSE;
1960 }
1961
1962 if (!has_fragment_shader) {
1963 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1964 _mesa_error(ctx, GL_INVALID_OPERATION,
1965 "%s(fragment program not valid)", where);
1966 return GL_FALSE;
1967 }
1968
1969 /* If drawing to integer-valued color buffers, there must be an
1970 * active fragment shader (GL_EXT_texture_integer).
1971 */
1972 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1973 _mesa_error(ctx, GL_INVALID_OPERATION,
1974 "%s(integer format but no fragment shader)", where);
1975 return GL_FALSE;
1976 }
1977 }
1978 }
1979
1980 /* A pipeline object is bound */
1981 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1982 /* Error message will be printed inside _mesa_validate_program_pipeline.
1983 */
1984 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader, GL_TRUE)) {
1985 return GL_FALSE;
1986 }
1987 }
1988
1989 /* If a program is active and SSO not in use, check if validation of
1990 * samplers succeeded for the active program. */
1991 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) {
1992 char errMsg[100];
1993 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram,
1994 errMsg, 100)) {
1995 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", errMsg);
1996 return GL_FALSE;
1997 }
1998 }
1999
2000 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
2001 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
2002 "%s(incomplete framebuffer)", where);
2003 return GL_FALSE;
2004 }
2005
2006 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
2007 return GL_FALSE;
2008 }
2009
2010 #ifdef DEBUG
2011 if (ctx->_Shader->Flags & GLSL_LOG) {
2012 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
2013 gl_shader_stage i;
2014
2015 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2016 if (shProg[i] == NULL || shProg[i]->_Used
2017 || shProg[i]->_LinkedShaders[i] == NULL)
2018 continue;
2019
2020 /* This is the first time this shader is being used.
2021 * Append shader's constants/uniforms to log file.
2022 *
2023 * Only log data for the program target that matches the shader
2024 * target. It's possible to have a program bound to the vertex
2025 * shader target that also supplied a fragment shader. If that
2026 * program isn't also bound to the fragment shader target we don't
2027 * want to log its fragment data.
2028 */
2029 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
2030 }
2031
2032 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2033 if (shProg[i] != NULL)
2034 shProg[i]->_Used = GL_TRUE;
2035 }
2036 }
2037 #endif
2038
2039 return GL_TRUE;
2040 }
2041
2042
2043 /*@}*/