/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /** * \file context.c * Mesa context/visual/framebuffer management functions. * \author Brian Paul */ /** * \mainpage Mesa Main Module * * \section MainIntroduction Introduction * * The Mesa Main module consists of all the files in the main/ directory. * Among the features of this module are: * * * Other modules are responsible for API dispatch, vertex transformation, * point/line/triangle setup, rasterization, vertex array caching, * vertex/fragment programs/shaders, etc. * * * \section AboutDoxygen About Doxygen * * If you're viewing this information as Doxygen-generated HTML you'll * see the documentation index at the top of this page. * * The first line lists the Mesa source code modules. * The second line lists the indexes available for viewing the documentation * for each module. * * Selecting the Main page link will display a summary of the module * (this page). * * Selecting Data Structures will list all C structures. * * Selecting the File List link will list all the source files in * the module. * Selecting a filename will show a list of all functions defined in that file. * * Selecting the Data Fields link will display a list of all * documented structure members. * * Selecting the Globals link will display a list * of all functions, structures, global variables and macros in the module. * */ #include "glheader.h" #include "imports.h" #include "accum.h" #include "api_exec.h" #include "api_loopback.h" #include "arrayobj.h" #include "attrib.h" #include "bbox.h" #include "blend.h" #include "buffers.h" #include "bufferobj.h" #include "context.h" #include "cpuinfo.h" #include "debug.h" #include "debug_output.h" #include "depth.h" #include "dlist.h" #include "eval.h" #include "extensions.h" #include "fbobject.h" #include "feedback.h" #include "fog.h" #include "formats.h" #include "framebuffer.h" #include "glthread.h" #include "hint.h" #include "hash.h" #include "light.h" #include "lines.h" #include "macros.h" #include "matrix.h" #include "multisample.h" #include "performance_monitor.h" #include "performance_query.h" #include "pipelineobj.h" #include "pixel.h" #include "pixelstore.h" #include "points.h" #include "polygon.h" #include "queryobj.h" #include "syncobj.h" #include "rastpos.h" #include "remap.h" #include "scissor.h" #include "shared.h" #include "shaderobj.h" #include "shaderimage.h" #include "util/debug.h" #include "util/disk_cache.h" #include "util/strtod.h" #include "stencil.h" #include "texcompress_s3tc.h" #include "texstate.h" #include "transformfeedback.h" #include "mtypes.h" #include "varray.h" #include "version.h" #include "viewport.h" #include "texturebindless.h" #include "program/program.h" #include "math/m_matrix.h" #include "main/dispatch.h" /* for _gloffset_COUNT */ #include "macros.h" #include "git_sha1.h" #ifdef USE_SPARC_ASM #include "sparc/sparc.h" #endif #include "compiler/glsl_types.h" #include "compiler/glsl/glsl_parser_extras.h" #include #ifndef MESA_VERBOSE int MESA_VERBOSE = 0; #endif #ifndef MESA_DEBUG_FLAGS int MESA_DEBUG_FLAGS = 0; #endif /* ubyte -> float conversion */ GLfloat _mesa_ubyte_to_float_color_tab[256]; /** * Swap buffers notification callback. * * \param ctx GL context. * * Called by window system just before swapping buffers. * We have to finish any pending rendering. */ void _mesa_notifySwapBuffers(struct gl_context *ctx) { if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS) _mesa_debug(ctx, "SwapBuffers\n"); FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Flush) { ctx->Driver.Flush(ctx); } } /**********************************************************************/ /** \name GL Visual allocation/destruction */ /**********************************************************************/ /*@{*/ /** * Allocates a struct gl_config structure and initializes it via * _mesa_initialize_visual(). * * \param dbFlag double buffering * \param stereoFlag stereo buffer * \param depthBits requested bits per depth buffer value. Any value in [0, 32] * is acceptable but the actual depth type will be GLushort or GLuint as * needed. * \param stencilBits requested minimum bits per stencil buffer value * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number * of bits per color component in accum buffer. * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE * \param redBits number of bits per color component in frame buffer for RGB(A) * mode. We always use 8 in core Mesa though. * \param greenBits same as above. * \param blueBits same as above. * \param alphaBits same as above. * \param numSamples not really used. * * \return pointer to new struct gl_config or NULL if requested parameters * can't be met. * * \note Need to add params for level and numAuxBuffers (at least) */ struct gl_config * _mesa_create_visual( GLboolean dbFlag, GLboolean stereoFlag, GLint redBits, GLint greenBits, GLint blueBits, GLint alphaBits, GLint depthBits, GLint stencilBits, GLint accumRedBits, GLint accumGreenBits, GLint accumBlueBits, GLint accumAlphaBits, GLuint numSamples ) { struct gl_config *vis = CALLOC_STRUCT(gl_config); if (vis) { if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag, redBits, greenBits, blueBits, alphaBits, depthBits, stencilBits, accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits, numSamples)) { free(vis); return NULL; } } return vis; } /** * Makes some sanity checks and fills in the fields of the struct * gl_config object with the given parameters. If the caller needs to * set additional fields, he should just probably init the whole * gl_config object himself. * * \return GL_TRUE on success, or GL_FALSE on failure. * * \sa _mesa_create_visual() above for the parameter description. */ GLboolean _mesa_initialize_visual( struct gl_config *vis, GLboolean dbFlag, GLboolean stereoFlag, GLint redBits, GLint greenBits, GLint blueBits, GLint alphaBits, GLint depthBits, GLint stencilBits, GLint accumRedBits, GLint accumGreenBits, GLint accumBlueBits, GLint accumAlphaBits, GLuint numSamples ) { assert(vis); if (depthBits < 0 || depthBits > 32) { return GL_FALSE; } if (stencilBits < 0 || stencilBits > 8) { return GL_FALSE; } assert(accumRedBits >= 0); assert(accumGreenBits >= 0); assert(accumBlueBits >= 0); assert(accumAlphaBits >= 0); vis->rgbMode = GL_TRUE; vis->doubleBufferMode = dbFlag; vis->stereoMode = stereoFlag; vis->redBits = redBits; vis->greenBits = greenBits; vis->blueBits = blueBits; vis->alphaBits = alphaBits; vis->rgbBits = redBits + greenBits + blueBits; vis->indexBits = 0; vis->depthBits = depthBits; vis->stencilBits = stencilBits; vis->accumRedBits = accumRedBits; vis->accumGreenBits = accumGreenBits; vis->accumBlueBits = accumBlueBits; vis->accumAlphaBits = accumAlphaBits; vis->haveAccumBuffer = accumRedBits > 0; vis->haveDepthBuffer = depthBits > 0; vis->haveStencilBuffer = stencilBits > 0; vis->numAuxBuffers = 0; vis->level = 0; vis->sampleBuffers = numSamples > 0 ? 1 : 0; vis->samples = numSamples; return GL_TRUE; } /** * Destroy a visual and free its memory. * * \param vis visual. * * Frees the visual structure. */ void _mesa_destroy_visual( struct gl_config *vis ) { free(vis); } /*@}*/ /**********************************************************************/ /** \name Context allocation, initialization, destroying * * The purpose of the most initialization functions here is to provide the * default state values according to the OpenGL specification. */ /**********************************************************************/ /*@{*/ /** * One-time initialization mutex lock. * * \sa Used by one_time_init(). */ mtx_t OneTimeLock = _MTX_INITIALIZER_NP; /** * Calls all the various one-time-fini functions in Mesa */ static void one_time_fini(void) { _mesa_destroy_shader_compiler(); _mesa_locale_fini(); } /** * Calls all the various one-time-init functions in Mesa. * * While holding a global mutex lock, calls several initialization functions, * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is * defined. * * \sa _math_init(). */ static void one_time_init( struct gl_context *ctx ) { static GLbitfield api_init_mask = 0x0; mtx_lock(&OneTimeLock); /* truly one-time init */ if (!api_init_mask) { GLuint i; STATIC_ASSERT(sizeof(GLbyte) == 1); STATIC_ASSERT(sizeof(GLubyte) == 1); STATIC_ASSERT(sizeof(GLshort) == 2); STATIC_ASSERT(sizeof(GLushort) == 2); STATIC_ASSERT(sizeof(GLint) == 4); STATIC_ASSERT(sizeof(GLuint) == 4); _mesa_locale_init(); _mesa_one_time_init_extension_overrides(ctx); _mesa_get_cpu_features(); for (i = 0; i < 256; i++) { _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F; } atexit(one_time_fini); #if defined(DEBUG) if (MESA_VERBOSE != 0) { _mesa_debug(ctx, "Mesa " PACKAGE_VERSION " DEBUG build" #ifdef MESA_GIT_SHA1 " (" MESA_GIT_SHA1 ")" #endif "\n"); } #endif } /* per-API one-time init */ if (!(api_init_mask & (1 << ctx->API))) { _mesa_init_remap_table(); } api_init_mask |= 1 << ctx->API; mtx_unlock(&OneTimeLock); } /** * Initialize fields of gl_current_attrib (aka ctx->Current.*) */ static void _mesa_init_current(struct gl_context *ctx) { GLuint i; /* Init all to (0,0,0,1) */ for (i = 0; i < ARRAY_SIZE(ctx->Current.Attrib); i++) { ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 ); } /* redo special cases: */ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 ); } /** * Init vertex/fragment/geometry program limits. * Important: drivers should override these with actual limits. */ static void init_program_limits(struct gl_constants *consts, gl_shader_stage stage, struct gl_program_constants *prog) { prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTemps = MAX_PROGRAM_TEMPS; prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS; switch (stage) { case MESA_SHADER_VERTEX: prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS; prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; prog->MaxUniformComponents = 4 * MAX_UNIFORMS; prog->MaxInputComponents = 0; /* value not used */ prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */ break; case MESA_SHADER_FRAGMENT: prog->MaxParameters = MAX_FRAGMENT_PROGRAM_PARAMS; prog->MaxAttribs = MAX_FRAGMENT_PROGRAM_INPUTS; prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; prog->MaxUniformComponents = 4 * MAX_UNIFORMS; prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */ prog->MaxOutputComponents = 0; /* value not used */ break; case MESA_SHADER_TESS_CTRL: case MESA_SHADER_TESS_EVAL: case MESA_SHADER_GEOMETRY: prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS; prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; prog->MaxUniformComponents = 4 * MAX_UNIFORMS; prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */ prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */ break; case MESA_SHADER_COMPUTE: prog->MaxParameters = 0; /* not meaningful for compute shaders */ prog->MaxAttribs = 0; /* not meaningful for compute shaders */ prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */ prog->MaxUniformComponents = 4 * MAX_UNIFORMS; prog->MaxInputComponents = 0; /* not meaningful for compute shaders */ prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */ break; default: assert(0 && "Bad shader stage in init_program_limits()"); } /* Set the native limits to zero. This implies that there is no native * support for shaders. Let the drivers fill in the actual values. */ prog->MaxNativeInstructions = 0; prog->MaxNativeAluInstructions = 0; prog->MaxNativeTexInstructions = 0; prog->MaxNativeTexIndirections = 0; prog->MaxNativeAttribs = 0; prog->MaxNativeTemps = 0; prog->MaxNativeAddressRegs = 0; prog->MaxNativeParameters = 0; /* Set GLSL datatype range/precision info assuming IEEE float values. * Drivers should override these defaults as needed. */ prog->MediumFloat.RangeMin = 127; prog->MediumFloat.RangeMax = 127; prog->MediumFloat.Precision = 23; prog->LowFloat = prog->HighFloat = prog->MediumFloat; /* Assume ints are stored as floats for now, since this is the least-common * denominator. The OpenGL ES spec implies (page 132) that the precision * of integer types should be 0. Practically speaking, IEEE * single-precision floating point values can only store integers in the * range [-0x01000000, 0x01000000] without loss of precision. */ prog->MediumInt.RangeMin = 24; prog->MediumInt.RangeMax = 24; prog->MediumInt.Precision = 0; prog->LowInt = prog->HighInt = prog->MediumInt; prog->MaxUniformBlocks = 12; prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents + consts->MaxUniformBlockSize / 4 * prog->MaxUniformBlocks); prog->MaxAtomicBuffers = 0; prog->MaxAtomicCounters = 0; prog->MaxShaderStorageBlocks = 8; } /** * Initialize fields of gl_constants (aka ctx->Const.*). * Use defaults from config.h. The device drivers will often override * some of these values (such as number of texture units). */ void _mesa_init_constants(struct gl_constants *consts, gl_api api) { int i; assert(consts); /* Constants, may be overriden (usually only reduced) by device drivers */ consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES; consts->MaxTextureLevels = MAX_TEXTURE_LEVELS; consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS; consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS; consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE; consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS; consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS; consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits, consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits); consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY; consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS; consts->MaxTextureBufferSize = 65536; consts->TextureBufferOffsetAlignment = 1; consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE; consts->SubPixelBits = SUB_PIXEL_BITS; consts->MinPointSize = MIN_POINT_SIZE; consts->MaxPointSize = MAX_POINT_SIZE; consts->MinPointSizeAA = MIN_POINT_SIZE; consts->MaxPointSizeAA = MAX_POINT_SIZE; consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY; consts->MinLineWidth = MIN_LINE_WIDTH; consts->MaxLineWidth = MAX_LINE_WIDTH; consts->MinLineWidthAA = MIN_LINE_WIDTH; consts->MaxLineWidthAA = MAX_LINE_WIDTH; consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY; consts->MaxClipPlanes = 6; consts->MaxLights = MAX_LIGHTS; consts->MaxShininess = 128.0; consts->MaxSpotExponent = 128.0; consts->MaxViewportWidth = 16384; consts->MaxViewportHeight = 16384; consts->MinMapBufferAlignment = 64; /* Driver must override these values if ARB_viewport_array is supported. */ consts->MaxViewports = 1; consts->ViewportSubpixelBits = 0; consts->ViewportBounds.Min = 0; consts->ViewportBounds.Max = 0; /** GL_ARB_uniform_buffer_object */ consts->MaxCombinedUniformBlocks = 36; consts->MaxUniformBufferBindings = 36; consts->MaxUniformBlockSize = 16384; consts->UniformBufferOffsetAlignment = 1; /** GL_ARB_shader_storage_buffer_object */ consts->MaxCombinedShaderStorageBlocks = 8; consts->MaxShaderStorageBufferBindings = 8; consts->MaxShaderStorageBlockSize = 128 * 1024 * 1024; /* 2^27 */ consts->ShaderStorageBufferOffsetAlignment = 256; /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */ consts->MaxUserAssignableUniformLocations = 4 * MESA_SHADER_STAGES * MAX_UNIFORMS; for (i = 0; i < MESA_SHADER_STAGES; i++) init_program_limits(consts, i, &consts->Program[i]); consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES; consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH; /* Assume that if GLSL 1.30+ (or GLSL ES 3.00+) is supported that * gl_VertexID is implemented using a native hardware register with OpenGL * semantics. */ consts->VertexID_is_zero_based = false; /* GL_ARB_draw_buffers */ consts->MaxDrawBuffers = MAX_DRAW_BUFFERS; consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS; consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE; consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; consts->MaxVarying = 16; /* old limit not to break tnl and swrast */ consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES; consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS; /* Shading language version */ consts->GLSLVersion = 120; _mesa_override_glsl_version(consts); #ifdef DEBUG consts->GenerateTemporaryNames = true; #else consts->GenerateTemporaryNames = false; #endif /* GL_ARB_framebuffer_object */ consts->MaxSamples = 0; /* GLSL default if NativeIntegers == FALSE */ consts->UniformBooleanTrue = FLOAT_AS_UNION(1.0f).u; /* GL_ARB_sync */ consts->MaxServerWaitTimeout = 0x7fffffff7fffffffULL; /* GL_EXT_provoking_vertex */ consts->QuadsFollowProvokingVertexConvention = GL_TRUE; /** GL_ARB_viewport_array */ consts->LayerAndVPIndexProvokingVertex = GL_UNDEFINED_VERTEX; /* GL_EXT_transform_feedback */ consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS; consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS; consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS; consts->MaxVertexStreams = 1; /* GL 3.2 */ consts->ProfileMask = api == API_OPENGL_CORE ? GL_CONTEXT_CORE_PROFILE_BIT : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT; /* GL 4.4 */ consts->MaxVertexAttribStride = 2048; /** GL_EXT_gpu_shader4 */ consts->MinProgramTexelOffset = -8; consts->MaxProgramTexelOffset = 7; /* GL_ARB_texture_gather */ consts->MinProgramTextureGatherOffset = -8; consts->MaxProgramTextureGatherOffset = 7; /* GL_ARB_robustness */ consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB; /* GL_KHR_robustness */ consts->RobustAccess = GL_FALSE; /* ES 3.0 or ARB_ES3_compatibility */ consts->MaxElementIndex = 0xffffffffu; /* GL_ARB_texture_multisample */ consts->MaxColorTextureSamples = 1; consts->MaxDepthTextureSamples = 1; consts->MaxIntegerSamples = 1; /* GL_ARB_shader_atomic_counters */ consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS; consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE; consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS; consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS; /* GL_ARB_vertex_attrib_binding */ consts->MaxVertexAttribRelativeOffset = 2047; consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS; /* GL_ARB_compute_shader */ consts->MaxComputeWorkGroupCount[0] = 65535; consts->MaxComputeWorkGroupCount[1] = 65535; consts->MaxComputeWorkGroupCount[2] = 65535; consts->MaxComputeWorkGroupSize[0] = 1024; consts->MaxComputeWorkGroupSize[1] = 1024; consts->MaxComputeWorkGroupSize[2] = 64; /* Enables compute support for GLES 3.1 if >= 128 */ consts->MaxComputeWorkGroupInvocations = 0; /** GL_ARB_gpu_shader5 */ consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET; consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET; /** GL_KHR_context_flush_control */ consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH; /** GL_ARB_tessellation_shader */ consts->MaxTessGenLevel = MAX_TESS_GEN_LEVEL; consts->MaxPatchVertices = MAX_PATCH_VERTICES; consts->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; consts->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; consts->MaxTessPatchComponents = MAX_TESS_PATCH_COMPONENTS; consts->MaxTessControlTotalOutputComponents = MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS; consts->PrimitiveRestartForPatches = false; /** GL_ARB_compute_variable_group_size */ consts->MaxComputeVariableGroupSize[0] = 512; consts->MaxComputeVariableGroupSize[1] = 512; consts->MaxComputeVariableGroupSize[2] = 64; consts->MaxComputeVariableGroupInvocations = 512; } /** * Do some sanity checks on the limits/constants for the given context. * Only called the first time a context is bound. */ static void check_context_limits(struct gl_context *ctx) { (void) ctx; /* check that we don't exceed the size of various bitfields */ assert(VARYING_SLOT_MAX <= (8 * sizeof(ctx->VertexProgram._Current->info.outputs_written))); assert(VARYING_SLOT_MAX <= (8 * sizeof(ctx->FragmentProgram._Current->info.inputs_read))); /* shader-related checks */ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); /* Texture unit checks */ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0); assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureCoordUnits > 0); assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxTextureUnits > 0); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits)); assert(ctx->Const.MaxCombinedTextureImageUnits > 0); assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); /* number of coord units cannot be greater than number of image units */ assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits); /* Texture size checks */ assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS); assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS); assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS); assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE); /* Texture level checks */ assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS); assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS); /* Max texture size should be <= max viewport size (render to texture) */ assert((1U << (ctx->Const.MaxTextureLevels - 1)) <= ctx->Const.MaxViewportWidth); assert((1U << (ctx->Const.MaxTextureLevels - 1)) <= ctx->Const.MaxViewportHeight); assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS); /* if this fails, add more enum values to gl_buffer_index */ assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT); /* XXX probably add more tests */ } /** * Initialize the attribute groups in a GL context. * * \param ctx GL context. * * Initializes all the attributes, calling the respective init* * functions for the more complex data structures. */ static GLboolean init_attrib_groups(struct gl_context *ctx) { assert(ctx); /* Constants */ _mesa_init_constants(&ctx->Const, ctx->API); /* Extensions */ _mesa_init_extensions(&ctx->Extensions); /* Attribute Groups */ _mesa_init_accum( ctx ); _mesa_init_attrib( ctx ); _mesa_init_bbox( ctx ); _mesa_init_buffer_objects( ctx ); _mesa_init_color( ctx ); _mesa_init_current( ctx ); _mesa_init_depth( ctx ); _mesa_init_debug( ctx ); _mesa_init_debug_output( ctx ); _mesa_init_display_list( ctx ); _mesa_init_eval( ctx ); _mesa_init_fbobjects( ctx ); _mesa_init_feedback( ctx ); _mesa_init_fog( ctx ); _mesa_init_hint( ctx ); _mesa_init_image_units( ctx ); _mesa_init_line( ctx ); _mesa_init_lighting( ctx ); _mesa_init_matrix( ctx ); _mesa_init_multisample( ctx ); _mesa_init_performance_monitors( ctx ); _mesa_init_performance_queries( ctx ); _mesa_init_pipeline( ctx ); _mesa_init_pixel( ctx ); _mesa_init_pixelstore( ctx ); _mesa_init_point( ctx ); _mesa_init_polygon( ctx ); _mesa_init_program( ctx ); _mesa_init_queryobj( ctx ); _mesa_init_sync( ctx ); _mesa_init_rastpos( ctx ); _mesa_init_scissor( ctx ); _mesa_init_shader_state( ctx ); _mesa_init_stencil( ctx ); _mesa_init_transform( ctx ); _mesa_init_transform_feedback( ctx ); _mesa_init_varray( ctx ); _mesa_init_viewport( ctx ); _mesa_init_resident_handles( ctx ); if (!_mesa_init_texture( ctx )) return GL_FALSE; /* Miscellaneous */ ctx->TileRasterOrderIncreasingX = GL_TRUE; ctx->TileRasterOrderIncreasingY = GL_TRUE; ctx->NewState = _NEW_ALL; ctx->NewDriverState = ~0; ctx->ErrorValue = GL_NO_ERROR; ctx->ShareGroupReset = false; ctx->varying_vp_inputs = VERT_BIT_ALL; return GL_TRUE; } /** * Update default objects in a GL context with respect to shared state. * * \param ctx GL context. * * Removes references to old default objects, (texture objects, program * objects, etc.) and changes to reference those from the current shared * state. */ static GLboolean update_default_objects(struct gl_context *ctx) { assert(ctx); _mesa_update_default_objects_program(ctx); _mesa_update_default_objects_texture(ctx); _mesa_update_default_objects_buffer_objects(ctx); return GL_TRUE; } /* XXX this is temporary and should be removed at some point in the * future when there's a reasonable expectation that the libGL library * contains the _glapi_new_nop_table() and _glapi_set_nop_handler() * functions which were added in Mesa 10.6. */ #if !defined(_WIN32) /* Avoid libGL / driver ABI break */ #define USE_GLAPI_NOP_FEATURES 0 #else #define USE_GLAPI_NOP_FEATURES 1 #endif /** * This function is called by the glapi no-op functions. For each OpenGL * function/entrypoint there's a simple no-op function. These "no-op" * functions call this function. * * If there's a current OpenGL context for the calling thread, we record a * GL_INVALID_OPERATION error. This can happen either because the app's * calling an unsupported extension function, or calling an illegal function * (such as glClear between glBegin/glEnd). * * If there's no current OpenGL context for the calling thread, we can * print a message to stderr. * * \param name the name of the OpenGL function */ #if USE_GLAPI_NOP_FEATURES static void nop_handler(const char *name) { GET_CURRENT_CONTEXT(ctx); if (ctx) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid call)", name); } #if defined(DEBUG) else if (getenv("MESA_DEBUG") || getenv("LIBGL_DEBUG")) { fprintf(stderr, "GL User Error: gl%s called without a rendering context\n", name); fflush(stderr); } #endif } #endif /** * Special no-op glFlush, see below. */ #if defined(_WIN32) static void GLAPIENTRY nop_glFlush(void) { /* don't record an error like we do in nop_handler() */ } #endif #if !USE_GLAPI_NOP_FEATURES static int generic_nop(void) { GET_CURRENT_CONTEXT(ctx); _mesa_error(ctx, GL_INVALID_OPERATION, "unsupported function called " "(unsupported extension or deprecated function?)"); return 0; } #endif /** * Create a new API dispatch table in which all entries point to the * generic_nop() function. This will not work on Windows because of * the __stdcall convention which requires the callee to clean up the * call stack. That's impossible with one generic no-op function. */ struct _glapi_table * _mesa_new_nop_table(unsigned numEntries) { struct _glapi_table *table; #if !USE_GLAPI_NOP_FEATURES table = malloc(numEntries * sizeof(_glapi_proc)); if (table) { _glapi_proc *entry = (_glapi_proc *) table; unsigned i; for (i = 0; i < numEntries; i++) { entry[i] = (_glapi_proc) generic_nop; } } #else table = _glapi_new_nop_table(numEntries); #endif return table; } /** * Allocate and initialize a new dispatch table. The table will be * populated with pointers to "no-op" functions. In turn, the no-op * functions will call nop_handler() above. */ struct _glapi_table * _mesa_alloc_dispatch_table(void) { /* Find the larger of Mesa's dispatch table and libGL's dispatch table. * In practice, this'll be the same for stand-alone Mesa. But for DRI * Mesa we do this to accommodate different versions of libGL and various * DRI drivers. */ int numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT); struct _glapi_table *table = _mesa_new_nop_table(numEntries); #if defined(_WIN32) if (table) { /* This is a special case for Windows in the event that * wglGetProcAddress is called between glBegin/End(). * * The MS opengl32.dll library apparently calls glFlush from * wglGetProcAddress(). If we're inside glBegin/End(), glFlush * will dispatch to _mesa_generic_nop() and we'll generate a * GL_INVALID_OPERATION error. * * The specific case which hits this is piglit's primitive-restart * test which calls glPrimitiveRestartNV() inside glBegin/End. The * first time we call glPrimitiveRestartNV() Piglit's API dispatch * code will try to resolve the function by calling wglGetProcAddress. * This raises GL_INVALID_OPERATION and an assert(glGetError()==0) * will fail causing the test to fail. By suppressing the error, the * assertion passes and the test continues. */ SET_Flush(table, nop_glFlush); } #endif #if USE_GLAPI_NOP_FEATURES _glapi_set_nop_handler(nop_handler); #endif return table; } /** * Creates a minimal dispatch table for use within glBegin()/glEnd(). * * This ensures that we generate GL_INVALID_OPERATION errors from most * functions, since the set of functions that are valid within Begin/End is * very small. * * From the GL 1.0 specification section 2.6.3, "GL Commands within * Begin/End" * * "The only GL commands that are allowed within any Begin/End pairs are * the commands for specifying vertex coordinates, vertex color, normal * coordinates, and texture coordinates (Vertex, Color, Index, Normal, * TexCoord), EvalCoord and EvalPoint commands (see section 5.1), * commands for specifying lighting material parameters (Material * commands see section 2.12.2), display list invocation commands * (CallList and CallLists see section 5.4), and the EdgeFlag * command. Executing Begin after Begin has already been executed but * before an End is issued generates the INVALID OPERATION error, as does * executing End without a previous corresponding Begin. Executing any * other GL command within Begin/End results in the error INVALID * OPERATION." * * The table entries for specifying vertex attributes are set up by * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists * are set by install_vtxfmt() as well. */ static struct _glapi_table * create_beginend_table(const struct gl_context *ctx) { struct _glapi_table *table; table = _mesa_alloc_dispatch_table(); if (!table) return NULL; /* Fill in functions which return a value, since they should return some * specific value even if they emit a GL_INVALID_OPERATION error from them * being called within glBegin()/glEnd(). */ #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec)) COPY_DISPATCH(GenLists); COPY_DISPATCH(IsProgram); COPY_DISPATCH(IsVertexArray); COPY_DISPATCH(IsBuffer); COPY_DISPATCH(IsEnabled); COPY_DISPATCH(IsEnabledi); COPY_DISPATCH(IsRenderbuffer); COPY_DISPATCH(IsFramebuffer); COPY_DISPATCH(CheckFramebufferStatus); COPY_DISPATCH(RenderMode); COPY_DISPATCH(GetString); COPY_DISPATCH(GetStringi); COPY_DISPATCH(GetPointerv); COPY_DISPATCH(IsQuery); COPY_DISPATCH(IsSampler); COPY_DISPATCH(IsSync); COPY_DISPATCH(IsTexture); COPY_DISPATCH(IsTransformFeedback); COPY_DISPATCH(DeleteQueries); COPY_DISPATCH(AreTexturesResident); COPY_DISPATCH(FenceSync); COPY_DISPATCH(ClientWaitSync); COPY_DISPATCH(MapBuffer); COPY_DISPATCH(UnmapBuffer); COPY_DISPATCH(MapBufferRange); COPY_DISPATCH(ObjectPurgeableAPPLE); COPY_DISPATCH(ObjectUnpurgeableAPPLE); _mesa_loopback_init_api_table(ctx, table); return table; } void _mesa_initialize_dispatch_tables(struct gl_context *ctx) { /* Do the code-generated setup of the exec table in api_exec.c. */ _mesa_initialize_exec_table(ctx); if (ctx->Save) _mesa_initialize_save_table(ctx); } /** * Initialize a struct gl_context struct (rendering context). * * This includes allocating all the other structs and arrays which hang off of * the context by pointers. * Note that the driver needs to pass in its dd_function_table here since * we need to at least call driverFunctions->NewTextureObject to create the * default texture objects. * * Called by _mesa_create_context(). * * Performs the imports and exports callback tables initialization, and * miscellaneous one-time initializations. If no shared context is supplied one * is allocated, and increase its reference count. Setups the GL API dispatch * tables. Initialize the TNL module. Sets the maximum Z buffer depth. * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables * for debug flags. * * \param ctx the context to initialize * \param api the GL API type to create the context for * \param visual describes the visual attributes for this context or NULL to * create a configless context * \param share_list points to context to share textures, display lists, * etc with, or NULL * \param driverFunctions table of device driver functions for this context * to use */ GLboolean _mesa_initialize_context(struct gl_context *ctx, gl_api api, const struct gl_config *visual, struct gl_context *share_list, const struct dd_function_table *driverFunctions) { struct gl_shared_state *shared; int i; assert(driverFunctions->NewTextureObject); assert(driverFunctions->FreeTextureImageBuffer); ctx->API = api; ctx->DrawBuffer = NULL; ctx->ReadBuffer = NULL; ctx->WinSysDrawBuffer = NULL; ctx->WinSysReadBuffer = NULL; if (visual) { ctx->Visual = *visual; ctx->HasConfig = GL_TRUE; } else { memset(&ctx->Visual, 0, sizeof ctx->Visual); ctx->HasConfig = GL_FALSE; } _mesa_override_gl_version(ctx); /* misc one-time initializations */ one_time_init(ctx); /* Plug in driver functions and context pointer here. * This is important because when we call alloc_shared_state() below * we'll call ctx->Driver.NewTextureObject() to create the default * textures. */ ctx->Driver = *driverFunctions; if (share_list) { /* share state with another context */ shared = share_list->Shared; } else { /* allocate new, unshared state */ shared = _mesa_alloc_shared_state(ctx); if (!shared) return GL_FALSE; } _mesa_reference_shared_state(ctx, &ctx->Shared, shared); if (!init_attrib_groups( ctx )) goto fail; /* KHR_no_error is likely to crash, overflow memory, etc if an application * has errors so don't enable it for setuid processes. */ if (env_var_as_boolean("MESA_NO_ERROR", false)) { #if !defined(_WIN32) if (geteuid() == getuid()) #endif ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR; } /* setup the API dispatch tables with all nop functions */ ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table(); if (!ctx->OutsideBeginEnd) goto fail; ctx->Exec = ctx->OutsideBeginEnd; ctx->CurrentClientDispatch = ctx->CurrentServerDispatch = ctx->OutsideBeginEnd; ctx->FragmentProgram._MaintainTexEnvProgram = (getenv("MESA_TEX_PROG") != NULL); ctx->VertexProgram._MaintainTnlProgram = (getenv("MESA_TNL_PROG") != NULL); if (ctx->VertexProgram._MaintainTnlProgram) { /* this is required... */ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; } /* Mesa core handles all the formats that mesa core knows about. * Drivers will want to override this list with just the formats * they can handle, and confirm that appropriate fallbacks exist in * _mesa_choose_tex_format(). */ memset(&ctx->TextureFormatSupported, GL_TRUE, sizeof(ctx->TextureFormatSupported)); switch (ctx->API) { case API_OPENGL_COMPAT: ctx->BeginEnd = create_beginend_table(ctx); ctx->Save = _mesa_alloc_dispatch_table(); if (!ctx->BeginEnd || !ctx->Save) goto fail; /* fall-through */ case API_OPENGL_CORE: break; case API_OPENGLES: /** * GL_OES_texture_cube_map says * "Initially all texture generation modes are set to REFLECTION_MAP_OES" */ for (i = 0; i < MAX_TEXTURE_UNITS; i++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; texUnit->GenS.Mode = GL_REFLECTION_MAP_NV; texUnit->GenT.Mode = GL_REFLECTION_MAP_NV; texUnit->GenR.Mode = GL_REFLECTION_MAP_NV; texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV; texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV; texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV; } break; case API_OPENGLES2: ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; break; } ctx->FirstTimeCurrent = GL_TRUE; return GL_TRUE; fail: _mesa_reference_shared_state(ctx, &ctx->Shared, NULL); free(ctx->BeginEnd); free(ctx->OutsideBeginEnd); free(ctx->Save); return GL_FALSE; } /** * Free the data associated with the given context. * * But doesn't free the struct gl_context struct itself. * * \sa _mesa_initialize_context() and init_attrib_groups(). */ void _mesa_free_context_data( struct gl_context *ctx ) { if (!_mesa_get_current_context()){ /* No current context, but we may need one in order to delete * texture objs, etc. So temporarily bind the context now. */ _mesa_make_current(ctx, NULL, NULL); } /* unreference WinSysDraw/Read buffers */ _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL); _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL); _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL); _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL); _mesa_reference_program(ctx, &ctx->VertexProgram.Current, NULL); _mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL); _mesa_reference_program(ctx, &ctx->VertexProgram._TnlProgram, NULL); _mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current, NULL); _mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL); _mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL); _mesa_reference_program(ctx, &ctx->FragmentProgram.Current, NULL); _mesa_reference_program(ctx, &ctx->FragmentProgram._Current, NULL); _mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); _mesa_reference_program(ctx, &ctx->ComputeProgram._Current, NULL); _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL); _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL); _mesa_free_attrib_data(ctx); _mesa_free_buffer_objects(ctx); _mesa_free_eval_data( ctx ); _mesa_free_texture_data( ctx ); _mesa_free_matrix_data( ctx ); _mesa_free_pipeline_data(ctx); _mesa_free_program_data(ctx); _mesa_free_shader_state(ctx); _mesa_free_queryobj_data(ctx); _mesa_free_sync_data(ctx); _mesa_free_varray_data(ctx); _mesa_free_transform_feedback(ctx); _mesa_free_performance_monitors(ctx); _mesa_free_performance_queries(ctx); _mesa_free_resident_handles(ctx); _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL); /* free dispatch tables */ free(ctx->BeginEnd); free(ctx->OutsideBeginEnd); free(ctx->Save); free(ctx->ContextLost); free(ctx->MarshalExec); /* Shared context state (display lists, textures, etc) */ _mesa_reference_shared_state(ctx, &ctx->Shared, NULL); /* needs to be after freeing shared state */ _mesa_free_display_list_data(ctx); _mesa_free_errors_data(ctx); free((void *)ctx->Extensions.String); free(ctx->VersionString); /* unbind the context if it's currently bound */ if (ctx == _mesa_get_current_context()) { _mesa_make_current(NULL, NULL, NULL); } } /** * Destroy a struct gl_context structure. * * \param ctx GL context. * * Calls _mesa_free_context_data() and frees the gl_context object itself. */ void _mesa_destroy_context( struct gl_context *ctx ) { if (ctx) { _mesa_free_context_data(ctx); free( (void *) ctx ); } } /** * Copy attribute groups from one context to another. * * \param src source context * \param dst destination context * \param mask bitwise OR of GL_*_BIT flags * * According to the bits specified in \p mask, copies the corresponding * attributes from \p src into \p dst. For many of the attributes a simple \c * memcpy is not enough due to the existence of internal pointers in their data * structures. */ void _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask ) { if (mask & GL_ACCUM_BUFFER_BIT) { /* OK to memcpy */ dst->Accum = src->Accum; } if (mask & GL_COLOR_BUFFER_BIT) { /* OK to memcpy */ dst->Color = src->Color; } if (mask & GL_CURRENT_BIT) { /* OK to memcpy */ dst->Current = src->Current; } if (mask & GL_DEPTH_BUFFER_BIT) { /* OK to memcpy */ dst->Depth = src->Depth; } if (mask & GL_ENABLE_BIT) { /* no op */ } if (mask & GL_EVAL_BIT) { /* OK to memcpy */ dst->Eval = src->Eval; } if (mask & GL_FOG_BIT) { /* OK to memcpy */ dst->Fog = src->Fog; } if (mask & GL_HINT_BIT) { /* OK to memcpy */ dst->Hint = src->Hint; } if (mask & GL_LIGHTING_BIT) { /* OK to memcpy */ dst->Light = src->Light; } if (mask & GL_LINE_BIT) { /* OK to memcpy */ dst->Line = src->Line; } if (mask & GL_LIST_BIT) { /* OK to memcpy */ dst->List = src->List; } if (mask & GL_PIXEL_MODE_BIT) { /* OK to memcpy */ dst->Pixel = src->Pixel; } if (mask & GL_POINT_BIT) { /* OK to memcpy */ dst->Point = src->Point; } if (mask & GL_POLYGON_BIT) { /* OK to memcpy */ dst->Polygon = src->Polygon; } if (mask & GL_POLYGON_STIPPLE_BIT) { /* Use loop instead of memcpy due to problem with Portland Group's * C compiler. Reported by John Stone. */ GLuint i; for (i = 0; i < 32; i++) { dst->PolygonStipple[i] = src->PolygonStipple[i]; } } if (mask & GL_SCISSOR_BIT) { /* OK to memcpy */ dst->Scissor = src->Scissor; } if (mask & GL_STENCIL_BUFFER_BIT) { /* OK to memcpy */ dst->Stencil = src->Stencil; } if (mask & GL_TEXTURE_BIT) { /* Cannot memcpy because of pointers */ _mesa_copy_texture_state(src, dst); } if (mask & GL_TRANSFORM_BIT) { /* OK to memcpy */ dst->Transform = src->Transform; } if (mask & GL_VIEWPORT_BIT) { unsigned i; for (i = 0; i < src->Const.MaxViewports; i++) { /* OK to memcpy */ dst->ViewportArray[i] = src->ViewportArray[i]; } } /* XXX FIXME: Call callbacks? */ dst->NewState = _NEW_ALL; dst->NewDriverState = ~0; } /** * Check if the given context can render into the given framebuffer * by checking visual attributes. * * \return GL_TRUE if compatible, GL_FALSE otherwise. */ static GLboolean check_compatible(const struct gl_context *ctx, const struct gl_framebuffer *buffer) { const struct gl_config *ctxvis = &ctx->Visual; const struct gl_config *bufvis = &buffer->Visual; if (buffer == _mesa_get_incomplete_framebuffer()) return GL_TRUE; #define check_component(foo) \ if (ctxvis->foo && bufvis->foo && \ ctxvis->foo != bufvis->foo) \ return GL_FALSE check_component(redMask); check_component(greenMask); check_component(blueMask); check_component(depthBits); check_component(stencilBits); #undef check_component return GL_TRUE; } /** * Check if the viewport/scissor size has not yet been initialized. * Initialize the size if the given width and height are non-zero. */ static void check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height) { if (!ctx->ViewportInitialized && width > 0 && height > 0) { unsigned i; /* Note: set flag here, before calling _mesa_set_viewport(), to prevent * potential infinite recursion. */ ctx->ViewportInitialized = GL_TRUE; /* Note: ctx->Const.MaxViewports may not have been set by the driver * yet, so just initialize all of them. */ for (i = 0; i < MAX_VIEWPORTS; i++) { _mesa_set_viewport(ctx, i, 0, 0, width, height); _mesa_set_scissor(ctx, i, 0, 0, width, height); } } } static void handle_first_current(struct gl_context *ctx) { if (ctx->Version == 0 || !ctx->DrawBuffer) { /* probably in the process of tearing down the context */ return; } check_context_limits(ctx); /* According to GL_MESA_configless_context the default value of * glDrawBuffers depends on the config of the first surface it is bound to. * For GLES it is always GL_BACK which has a magic interpretation. */ if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) { if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) { GLenum buffer; if (ctx->DrawBuffer->Visual.doubleBufferMode) buffer = GL_BACK; else buffer = GL_FRONT; _mesa_drawbuffers(ctx, ctx->DrawBuffer, 1, &buffer, NULL /* destMask */); } if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) { gl_buffer_index bufferIndex; GLenum buffer; if (ctx->ReadBuffer->Visual.doubleBufferMode) { buffer = GL_BACK; bufferIndex = BUFFER_BACK_LEFT; } else { buffer = GL_FRONT; bufferIndex = BUFFER_FRONT_LEFT; } _mesa_readbuffer(ctx, ctx->ReadBuffer, buffer, bufferIndex); } } /* Determine if generic vertex attribute 0 aliases the conventional * glVertex position. */ { const bool is_forward_compatible_context = ctx->Const.ContextFlags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT; /* In OpenGL 3.1 attribute 0 becomes non-magic, just like in OpenGL ES * 2.0. Note that we cannot just check for API_OPENGL_COMPAT here because * that will erroneously allow this usage in a 3.0 forward-compatible * context too. */ ctx->_AttribZeroAliasesVertex = (ctx->API == API_OPENGLES || (ctx->API == API_OPENGL_COMPAT && !is_forward_compatible_context)); } /* We can use this to help debug user's problems. Tell them to set * the MESA_INFO env variable before running their app. Then the * first time each context is made current we'll print some useful * information. */ if (getenv("MESA_INFO")) { _mesa_print_info(ctx); } } /** * Bind the given context to the given drawBuffer and readBuffer and * make it the current context for the calling thread. * We'll render into the drawBuffer and read pixels from the * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc). * * We check that the context's and framebuffer's visuals are compatible * and return immediately if they're not. * * \param newCtx the new GL context. If NULL then there will be no current GL * context. * \param drawBuffer the drawing framebuffer * \param readBuffer the reading framebuffer */ GLboolean _mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer, struct gl_framebuffer *readBuffer ) { GET_CURRENT_CONTEXT(curCtx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(newCtx, "_mesa_make_current()\n"); /* Check that the context's and framebuffer's visuals are compatible. */ if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) { if (!check_compatible(newCtx, drawBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and drawbuffer"); return GL_FALSE; } } if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) { if (!check_compatible(newCtx, readBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and readbuffer"); return GL_FALSE; } } if (curCtx && (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */ curCtx != newCtx && curCtx->Const.ContextReleaseBehavior == GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH) { _mesa_flush(curCtx); } /* We used to call _glapi_check_multithread() here. Now do it in drivers */ if (!newCtx) { _glapi_set_dispatch(NULL); /* none current */ /* We need old ctx to correctly release Draw/ReadBuffer * and avoid a surface leak in st_renderbuffer_delete. * Therefore, first drop buffers then set new ctx to NULL. */ if (curCtx) { _mesa_reference_framebuffer(&curCtx->WinSysDrawBuffer, NULL); _mesa_reference_framebuffer(&curCtx->WinSysReadBuffer, NULL); } _glapi_set_context(NULL); assert(_mesa_get_current_context() == NULL); } else { _glapi_set_context((void *) newCtx); assert(_mesa_get_current_context() == newCtx); _glapi_set_dispatch(newCtx->CurrentClientDispatch); if (drawBuffer && readBuffer) { assert(_mesa_is_winsys_fbo(drawBuffer)); assert(_mesa_is_winsys_fbo(readBuffer)); _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer); _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer); /* * Only set the context's Draw/ReadBuffer fields if they're NULL * or not bound to a user-created FBO. */ if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) { _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); /* Update the FBO's list of drawbuffers/renderbuffers. * For winsys FBOs this comes from the GL state (which may have * changed since the last time this FBO was bound). */ _mesa_update_draw_buffers(newCtx); } if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) { _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); /* In _mesa_initialize_window_framebuffer, for single-buffered * visuals, the ColorReadBuffer is set to be GL_FRONT, even with * GLES contexts. When calling read_buffer, we verify we are reading * from GL_BACK in is_legal_es3_readbuffer_enum. But the default is * incorrect, and certain dEQP tests check this. So fix it here. */ if (_mesa_is_gles(newCtx) && !newCtx->ReadBuffer->Visual.doubleBufferMode) if (newCtx->ReadBuffer->ColorReadBuffer == GL_FRONT) newCtx->ReadBuffer->ColorReadBuffer = GL_BACK; } /* XXX only set this flag if we're really changing the draw/read * framebuffer bindings. */ newCtx->NewState |= _NEW_BUFFERS; check_init_viewport(newCtx, drawBuffer->Width, drawBuffer->Height); } if (newCtx->FirstTimeCurrent) { handle_first_current(newCtx); newCtx->FirstTimeCurrent = GL_FALSE; } } return GL_TRUE; } /** * Make context 'ctx' share the display lists, textures and programs * that are associated with 'ctxToShare'. * Any display lists, textures or programs associated with 'ctx' will * be deleted if nobody else is sharing them. */ GLboolean _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare) { if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) { struct gl_shared_state *oldShared = NULL; /* save ref to old state to prevent it from being deleted immediately */ _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared); /* update ctx's Shared pointer */ _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared); update_default_objects(ctx); /* release the old shared state */ _mesa_reference_shared_state(ctx, &oldShared, NULL); return GL_TRUE; } else { return GL_FALSE; } } /** * \return pointer to the current GL context for this thread. * * Calls _glapi_get_context(). This isn't the fastest way to get the current * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in * context.h. */ struct gl_context * _mesa_get_current_context( void ) { return (struct gl_context *) _glapi_get_context(); } /** * Get context's current API dispatch table. * * It'll either be the immediate-mode execute dispatcher, the display list * compile dispatcher, or the thread marshalling dispatcher. * * \param ctx GL context. * * \return pointer to dispatch_table. * * Simply returns __struct gl_contextRec::CurrentClientDispatch. */ struct _glapi_table * _mesa_get_dispatch(struct gl_context *ctx) { return ctx->CurrentClientDispatch; } /*@}*/ /**********************************************************************/ /** \name Miscellaneous functions */ /**********************************************************************/ /*@{*/ /** * Flush commands. */ void _mesa_flush(struct gl_context *ctx) { FLUSH_VERTICES( ctx, 0 ); FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Flush) { ctx->Driver.Flush(ctx); } } /** * Flush commands and wait for completion. * * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the * dd_function_table::Finish driver callback, if not NULL. */ void GLAPIENTRY _mesa_Finish(void) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); FLUSH_VERTICES(ctx, 0); FLUSH_CURRENT(ctx, 0); if (ctx->Driver.Finish) { ctx->Driver.Finish(ctx); } } /** * Execute glFlush(). * * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the * dd_function_table::Flush driver callback, if not NULL. */ void GLAPIENTRY _mesa_Flush(void) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); _mesa_flush(ctx); } /*@}*/