mesa: Make the drivers call a non-code-generated dispatch table setup.
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "api_loopback.h"
85 #include "arrayobj.h"
86 #include "attrib.h"
87 #include "blend.h"
88 #include "buffers.h"
89 #include "bufferobj.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "extensions.h"
97 #include "fbobject.h"
98 #include "feedback.h"
99 #include "fog.h"
100 #include "formats.h"
101 #include "framebuffer.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "multisample.h"
109 #include "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #include "syncobj.h"
115 #include "rastpos.h"
116 #include "remap.h"
117 #include "scissor.h"
118 #include "shared.h"
119 #include "shaderobj.h"
120 #include "simple_list.h"
121 #include "state.h"
122 #include "stencil.h"
123 #include "texcompress_s3tc.h"
124 #include "texstate.h"
125 #include "transformfeedback.h"
126 #include "mtypes.h"
127 #include "varray.h"
128 #include "version.h"
129 #include "viewport.h"
130 #include "vtxfmt.h"
131 #include "program/program.h"
132 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
134 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
194 * of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new struct gl_config or NULL if requested parameters
204 * can't be met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 struct gl_config *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 struct gl_config *vis = CALLOC_STRUCT(gl_config);
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238
239 /**
240 * Makes some sanity checks and fills in the fields of the struct
241 * gl_config object with the given parameters. If the caller needs to
242 * set additional fields, he should just probably init the whole
243 * gl_config object himself.
244 *
245 * \return GL_TRUE on success, or GL_FALSE on failure.
246 *
247 * \sa _mesa_create_visual() above for the parameter description.
248 */
249 GLboolean
250 _mesa_initialize_visual( struct gl_config *vis,
251 GLboolean dbFlag,
252 GLboolean stereoFlag,
253 GLint redBits,
254 GLint greenBits,
255 GLint blueBits,
256 GLint alphaBits,
257 GLint depthBits,
258 GLint stencilBits,
259 GLint accumRedBits,
260 GLint accumGreenBits,
261 GLint accumBlueBits,
262 GLint accumAlphaBits,
263 GLint numSamples )
264 {
265 assert(vis);
266
267 if (depthBits < 0 || depthBits > 32) {
268 return GL_FALSE;
269 }
270 if (stencilBits < 0 || stencilBits > 8) {
271 return GL_FALSE;
272 }
273 assert(accumRedBits >= 0);
274 assert(accumGreenBits >= 0);
275 assert(accumBlueBits >= 0);
276 assert(accumAlphaBits >= 0);
277
278 vis->rgbMode = GL_TRUE;
279 vis->doubleBufferMode = dbFlag;
280 vis->stereoMode = stereoFlag;
281
282 vis->redBits = redBits;
283 vis->greenBits = greenBits;
284 vis->blueBits = blueBits;
285 vis->alphaBits = alphaBits;
286 vis->rgbBits = redBits + greenBits + blueBits;
287
288 vis->indexBits = 0;
289 vis->depthBits = depthBits;
290 vis->stencilBits = stencilBits;
291
292 vis->accumRedBits = accumRedBits;
293 vis->accumGreenBits = accumGreenBits;
294 vis->accumBlueBits = accumBlueBits;
295 vis->accumAlphaBits = accumAlphaBits;
296
297 vis->haveAccumBuffer = accumRedBits > 0;
298 vis->haveDepthBuffer = depthBits > 0;
299 vis->haveStencilBuffer = stencilBits > 0;
300
301 vis->numAuxBuffers = 0;
302 vis->level = 0;
303 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
304 vis->samples = numSamples;
305
306 return GL_TRUE;
307 }
308
309
310 /**
311 * Destroy a visual and free its memory.
312 *
313 * \param vis visual.
314 *
315 * Frees the visual structure.
316 */
317 void
318 _mesa_destroy_visual( struct gl_config *vis )
319 {
320 free(vis);
321 }
322
323 /*@}*/
324
325
326 /**********************************************************************/
327 /** \name Context allocation, initialization, destroying
328 *
329 * The purpose of the most initialization functions here is to provide the
330 * default state values according to the OpenGL specification.
331 */
332 /**********************************************************************/
333 /*@{*/
334
335
336 /**
337 * This is lame. gdb only seems to recognize enum types that are
338 * actually used somewhere. We want to be able to print/use enum
339 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
340 * the gl_texture_index type anywhere. Thus, this lame function.
341 */
342 static void
343 dummy_enum_func(void)
344 {
345 gl_buffer_index bi = BUFFER_FRONT_LEFT;
346 gl_face_index fi = FACE_POS_X;
347 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
348 gl_frag_result fr = FRAG_RESULT_DEPTH;
349 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
350 gl_vert_attrib va = VERT_ATTRIB_POS;
351 gl_vert_result vr = VERT_RESULT_HPOS;
352 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
353 gl_geom_result gr = GEOM_RESULT_POS;
354
355 (void) bi;
356 (void) fi;
357 (void) fa;
358 (void) fr;
359 (void) ti;
360 (void) va;
361 (void) vr;
362 (void) ga;
363 (void) gr;
364 }
365
366
367 /**
368 * One-time initialization mutex lock.
369 *
370 * \sa Used by one_time_init().
371 */
372 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
373
374
375
376 /**
377 * Calls all the various one-time-init functions in Mesa.
378 *
379 * While holding a global mutex lock, calls several initialization functions,
380 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
381 * defined.
382 *
383 * \sa _math_init().
384 */
385 static void
386 one_time_init( struct gl_context *ctx )
387 {
388 static GLbitfield api_init_mask = 0x0;
389
390 _glthread_LOCK_MUTEX(OneTimeLock);
391
392 /* truly one-time init */
393 if (!api_init_mask) {
394 GLuint i;
395
396 /* do some implementation tests */
397 assert( sizeof(GLbyte) == 1 );
398 assert( sizeof(GLubyte) == 1 );
399 assert( sizeof(GLshort) == 2 );
400 assert( sizeof(GLushort) == 2 );
401 assert( sizeof(GLint) == 4 );
402 assert( sizeof(GLuint) == 4 );
403
404 _mesa_get_cpu_features();
405
406 for (i = 0; i < 256; i++) {
407 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
408 }
409
410 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
411 if (MESA_VERBOSE != 0) {
412 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
413 MESA_VERSION_STRING, __DATE__, __TIME__);
414 }
415 #endif
416
417 #ifdef DEBUG
418 _mesa_test_formats();
419 #endif
420 }
421
422 /* per-API one-time init */
423 if (!(api_init_mask & (1 << ctx->API))) {
424 _mesa_init_get_hash(ctx);
425
426 _mesa_init_remap_table();
427 }
428
429 api_init_mask |= 1 << ctx->API;
430
431 _glthread_UNLOCK_MUTEX(OneTimeLock);
432
433 /* Hopefully atexit() is widely available. If not, we may need some
434 * #ifdef tests here.
435 */
436 atexit(_mesa_destroy_shader_compiler);
437
438 dummy_enum_func();
439 }
440
441
442 /**
443 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
444 */
445 static void
446 _mesa_init_current(struct gl_context *ctx)
447 {
448 GLuint i;
449
450 /* Init all to (0,0,0,1) */
451 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
452 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
453 }
454
455 /* redo special cases: */
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
462 }
463
464
465 /**
466 * Init vertex/fragment/geometry program limits.
467 * Important: drivers should override these with actual limits.
468 */
469 static void
470 init_program_limits(struct gl_context *ctx, GLenum type,
471 struct gl_program_constants *prog)
472 {
473 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTemps = MAX_PROGRAM_TEMPS;
478 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
479 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
480 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
481
482 switch (type) {
483 case GL_VERTEX_PROGRAM_ARB:
484 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
486 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
487 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
488 break;
489 case GL_FRAGMENT_PROGRAM_ARB:
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 break;
495 case MESA_GEOMETRY_PROGRAM:
496 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
497 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
498 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
499 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
500 break;
501 default:
502 assert(0 && "Bad program type in init_program_limits()");
503 }
504
505 /* Set the native limits to zero. This implies that there is no native
506 * support for shaders. Let the drivers fill in the actual values.
507 */
508 prog->MaxNativeInstructions = 0;
509 prog->MaxNativeAluInstructions = 0;
510 prog->MaxNativeTexInstructions = 0;
511 prog->MaxNativeTexIndirections = 0;
512 prog->MaxNativeAttribs = 0;
513 prog->MaxNativeTemps = 0;
514 prog->MaxNativeAddressRegs = 0;
515 prog->MaxNativeParameters = 0;
516
517 /* Set GLSL datatype range/precision info assuming IEEE float values.
518 * Drivers should override these defaults as needed.
519 */
520 prog->MediumFloat.RangeMin = 127;
521 prog->MediumFloat.RangeMax = 127;
522 prog->MediumFloat.Precision = 23;
523 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
524
525 /* Assume ints are stored as floats for now, since this is the least-common
526 * denominator. The OpenGL ES spec implies (page 132) that the precision
527 * of integer types should be 0. Practically speaking, IEEE
528 * single-precision floating point values can only store integers in the
529 * range [-0x01000000, 0x01000000] without loss of precision.
530 */
531 prog->MediumInt.RangeMin = 24;
532 prog->MediumInt.RangeMax = 24;
533 prog->MediumInt.Precision = 0;
534 prog->LowInt = prog->HighInt = prog->MediumInt;
535
536 prog->MaxUniformBlocks = 12;
537 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
538 ctx->Const.MaxUniformBlockSize / 4 *
539 prog->MaxUniformBlocks);
540 }
541
542
543 /**
544 * Initialize fields of gl_constants (aka ctx->Const.*).
545 * Use defaults from config.h. The device drivers will often override
546 * some of these values (such as number of texture units).
547 */
548 static void
549 _mesa_init_constants(struct gl_context *ctx)
550 {
551 assert(ctx);
552
553 /* Constants, may be overriden (usually only reduced) by device drivers */
554 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
555 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
556 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
557 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
558 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
559 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
560 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
561 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
562 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
563 ctx->Const.MaxTextureImageUnits);
564 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
565 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
566 ctx->Const.MaxTextureBufferSize = 65536;
567 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
568 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
569 ctx->Const.MinPointSize = MIN_POINT_SIZE;
570 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
571 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
572 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
573 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
574 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
575 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
576 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
577 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
578 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
579 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
580 ctx->Const.MaxClipPlanes = 6;
581 ctx->Const.MaxLights = MAX_LIGHTS;
582 ctx->Const.MaxShininess = 128.0;
583 ctx->Const.MaxSpotExponent = 128.0;
584 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
585 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
586
587 /** GL_ARB_uniform_buffer_object */
588 ctx->Const.MaxCombinedUniformBlocks = 36;
589 ctx->Const.MaxUniformBufferBindings = 36;
590 ctx->Const.MaxUniformBlockSize = 16384;
591 ctx->Const.UniformBufferOffsetAlignment = 1;
592
593 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
594 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
595 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
596
597 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
598 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
599
600 /* CheckArrayBounds is overriden by drivers/x11 for X server */
601 ctx->Const.CheckArrayBounds = GL_FALSE;
602
603 /* GL_ARB_draw_buffers */
604 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
605
606 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
607 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
608
609 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
610 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
611 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
612 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
613 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
614 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
615 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
616 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
617
618 /* Shading language version */
619 if (_mesa_is_desktop_gl(ctx)) {
620 ctx->Const.GLSLVersion = 120;
621 _mesa_override_glsl_version(ctx);
622 }
623 else if (ctx->API == API_OPENGLES2) {
624 ctx->Const.GLSLVersion = 100;
625 }
626 else if (ctx->API == API_OPENGLES) {
627 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
628 }
629
630 /* GL_ARB_framebuffer_object */
631 ctx->Const.MaxSamples = 0;
632
633 /* GL_ARB_sync */
634 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
635
636 /* GL_ATI_envmap_bumpmap */
637 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
638
639 /* GL_EXT_provoking_vertex */
640 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
641
642 /* GL_EXT_transform_feedback */
643 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
644 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
645 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
646 ctx->Const.MaxVertexStreams = 1;
647
648 /* GL 3.2: hard-coded for now: */
649 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
650
651 /** GL_EXT_gpu_shader4 */
652 ctx->Const.MinProgramTexelOffset = -8;
653 ctx->Const.MaxProgramTexelOffset = 7;
654
655 /* GL_ARB_robustness */
656 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
657
658 /* PrimitiveRestart */
659 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
660
661 /* ES 3.0 or ARB_ES3_compatibility */
662 ctx->Const.MaxElementIndex = 0xffffffffu;
663 }
664
665
666 /**
667 * Do some sanity checks on the limits/constants for the given context.
668 * Only called the first time a context is bound.
669 */
670 static void
671 check_context_limits(struct gl_context *ctx)
672 {
673 /* check that we don't exceed the size of various bitfields */
674 assert(VERT_RESULT_MAX <=
675 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
676 assert(FRAG_ATTRIB_MAX <=
677 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
678
679 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
680
681 /* shader-related checks */
682 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
683 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
684
685 /* Texture unit checks */
686 assert(ctx->Const.MaxTextureImageUnits > 0);
687 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
688 assert(ctx->Const.MaxTextureCoordUnits > 0);
689 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
690 assert(ctx->Const.MaxTextureUnits > 0);
691 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
692 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
693 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
694 ctx->Const.MaxTextureCoordUnits));
695 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
696 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
697 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
698 /* number of coord units cannot be greater than number of image units */
699 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
700
701
702 /* Texture size checks */
703 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
704 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
705 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
706 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
707
708 /* Texture level checks */
709 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
710 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
711
712 /* Max texture size should be <= max viewport size (render to texture) */
713 assert((1U << (ctx->Const.MaxTextureLevels - 1))
714 <= ctx->Const.MaxViewportWidth);
715 assert((1U << (ctx->Const.MaxTextureLevels - 1))
716 <= ctx->Const.MaxViewportHeight);
717
718 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
719
720 /* if this fails, add more enum values to gl_buffer_index */
721 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
722
723 /* XXX probably add more tests */
724 }
725
726
727 /**
728 * Initialize the attribute groups in a GL context.
729 *
730 * \param ctx GL context.
731 *
732 * Initializes all the attributes, calling the respective <tt>init*</tt>
733 * functions for the more complex data structures.
734 */
735 static GLboolean
736 init_attrib_groups(struct gl_context *ctx)
737 {
738 assert(ctx);
739
740 /* Constants */
741 _mesa_init_constants( ctx );
742
743 /* Extensions */
744 _mesa_init_extensions( ctx );
745
746 /* Attribute Groups */
747 _mesa_init_accum( ctx );
748 _mesa_init_attrib( ctx );
749 _mesa_init_buffer_objects( ctx );
750 _mesa_init_color( ctx );
751 _mesa_init_current( ctx );
752 _mesa_init_depth( ctx );
753 _mesa_init_debug( ctx );
754 _mesa_init_display_list( ctx );
755 _mesa_init_errors( ctx );
756 _mesa_init_eval( ctx );
757 _mesa_init_fbobjects( ctx );
758 _mesa_init_feedback( ctx );
759 _mesa_init_fog( ctx );
760 _mesa_init_hint( ctx );
761 _mesa_init_line( ctx );
762 _mesa_init_lighting( ctx );
763 _mesa_init_matrix( ctx );
764 _mesa_init_multisample( ctx );
765 _mesa_init_pixel( ctx );
766 _mesa_init_pixelstore( ctx );
767 _mesa_init_point( ctx );
768 _mesa_init_polygon( ctx );
769 _mesa_init_program( ctx );
770 _mesa_init_queryobj( ctx );
771 _mesa_init_sync( ctx );
772 _mesa_init_rastpos( ctx );
773 _mesa_init_scissor( ctx );
774 _mesa_init_shader_state( ctx );
775 _mesa_init_stencil( ctx );
776 _mesa_init_transform( ctx );
777 _mesa_init_transform_feedback( ctx );
778 _mesa_init_varray( ctx );
779 _mesa_init_viewport( ctx );
780
781 if (!_mesa_init_texture( ctx ))
782 return GL_FALSE;
783
784 _mesa_init_texture_s3tc( ctx );
785
786 /* Miscellaneous */
787 ctx->NewState = _NEW_ALL;
788 ctx->NewDriverState = ~0;
789 ctx->ErrorValue = GL_NO_ERROR;
790 ctx->ResetStatus = GL_NO_ERROR;
791 ctx->varying_vp_inputs = VERT_BIT_ALL;
792
793 return GL_TRUE;
794 }
795
796
797 /**
798 * Update default objects in a GL context with respect to shared state.
799 *
800 * \param ctx GL context.
801 *
802 * Removes references to old default objects, (texture objects, program
803 * objects, etc.) and changes to reference those from the current shared
804 * state.
805 */
806 static GLboolean
807 update_default_objects(struct gl_context *ctx)
808 {
809 assert(ctx);
810
811 _mesa_update_default_objects_program(ctx);
812 _mesa_update_default_objects_texture(ctx);
813 _mesa_update_default_objects_buffer_objects(ctx);
814
815 return GL_TRUE;
816 }
817
818
819 /**
820 * This is the default function we plug into all dispatch table slots
821 * This helps prevents a segfault when someone calls a GL function without
822 * first checking if the extension's supported.
823 */
824 int
825 _mesa_generic_nop(void)
826 {
827 GET_CURRENT_CONTEXT(ctx);
828 _mesa_error(ctx, GL_INVALID_OPERATION,
829 "unsupported function called "
830 "(unsupported extension or deprecated function?)");
831 return 0;
832 }
833
834
835 /**
836 * Allocate and initialize a new dispatch table.
837 */
838 struct _glapi_table *
839 _mesa_alloc_dispatch_table()
840 {
841 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
842 * In practice, this'll be the same for stand-alone Mesa. But for DRI
843 * Mesa we do this to accomodate different versions of libGL and various
844 * DRI drivers.
845 */
846 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
847 struct _glapi_table *table;
848
849 table = malloc(numEntries * sizeof(_glapi_proc));
850 if (table) {
851 _glapi_proc *entry = (_glapi_proc *) table;
852 GLint i;
853 for (i = 0; i < numEntries; i++) {
854 entry[i] = (_glapi_proc) _mesa_generic_nop;
855 }
856 }
857 return table;
858 }
859
860 /**
861 * Creates a minimal dispatch table for use within glBegin()/glEnd().
862 *
863 * This ensures that we generate GL_INVALID_OPERATION errors from most
864 * functions, since the set of functions that are valid within Begin/End is
865 * very small.
866 *
867 * From the GL 1.0 specification section 2.6.3, "GL Commands within
868 * Begin/End"
869 *
870 * "The only GL commands that are allowed within any Begin/End pairs are
871 * the commands for specifying vertex coordinates, vertex color, normal
872 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
873 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
874 * commands for specifying lighting material parameters (Material
875 * commands see section 2.12.2), display list invocation commands
876 * (CallList and CallLists see section 5.4), and the EdgeFlag
877 * command. Executing Begin after Begin has already been executed but
878 * before an End is issued generates the INVALID OPERATION error, as does
879 * executing End without a previous corresponding Begin. Executing any
880 * other GL command within Begin/End results in the error INVALID
881 * OPERATION."
882 *
883 * The table entries for specifying vertex attributes are set up by
884 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
885 * are set by install_vtxfmt() as well.
886 */
887 static struct _glapi_table *
888 create_beginend_table(const struct gl_context *ctx)
889 {
890 struct _glapi_table *table;
891
892 table = _mesa_alloc_dispatch_table();
893 if (!table)
894 return NULL;
895
896 /* Fill in functions which return a value, since they should return some
897 * specific value even if they emit a GL_INVALID_OPERATION error from them
898 * being called within glBegin()/glEnd().
899 */
900 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
901
902 COPY_DISPATCH(GenLists);
903 COPY_DISPATCH(IsProgram);
904 COPY_DISPATCH(IsVertexArray);
905 COPY_DISPATCH(IsBuffer);
906 COPY_DISPATCH(IsEnabled);
907 COPY_DISPATCH(IsEnabledi);
908 COPY_DISPATCH(IsRenderbuffer);
909 COPY_DISPATCH(IsFramebuffer);
910 COPY_DISPATCH(CheckFramebufferStatus);
911 COPY_DISPATCH(RenderMode);
912 COPY_DISPATCH(GetString);
913 COPY_DISPATCH(GetStringi);
914 COPY_DISPATCH(GetPointerv);
915 COPY_DISPATCH(IsQuery);
916 COPY_DISPATCH(IsSampler);
917 COPY_DISPATCH(IsSync);
918 COPY_DISPATCH(IsTexture);
919 COPY_DISPATCH(IsTransformFeedback);
920 COPY_DISPATCH(DeleteQueries);
921 COPY_DISPATCH(AreTexturesResident);
922 COPY_DISPATCH(FenceSync);
923 COPY_DISPATCH(ClientWaitSync);
924 COPY_DISPATCH(MapBuffer);
925 COPY_DISPATCH(UnmapBuffer);
926 COPY_DISPATCH(MapBufferRange);
927 COPY_DISPATCH(MapBufferRange);
928 COPY_DISPATCH(ObjectPurgeableAPPLE);
929 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
930
931 _mesa_loopback_init_api_table(ctx, table);
932
933 return table;
934 }
935
936 void
937 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
938 {
939 /* Do the code-generated setup of the exec table in api_exec.c. */
940 _mesa_initialize_exec_table(ctx);
941 }
942
943 /**
944 * Initialize a struct gl_context struct (rendering context).
945 *
946 * This includes allocating all the other structs and arrays which hang off of
947 * the context by pointers.
948 * Note that the driver needs to pass in its dd_function_table here since
949 * we need to at least call driverFunctions->NewTextureObject to create the
950 * default texture objects.
951 *
952 * Called by _mesa_create_context().
953 *
954 * Performs the imports and exports callback tables initialization, and
955 * miscellaneous one-time initializations. If no shared context is supplied one
956 * is allocated, and increase its reference count. Setups the GL API dispatch
957 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
958 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
959 * for debug flags.
960 *
961 * \param ctx the context to initialize
962 * \param api the GL API type to create the context for
963 * \param visual describes the visual attributes for this context
964 * \param share_list points to context to share textures, display lists,
965 * etc with, or NULL
966 * \param driverFunctions table of device driver functions for this context
967 * to use
968 */
969 GLboolean
970 _mesa_initialize_context(struct gl_context *ctx,
971 gl_api api,
972 const struct gl_config *visual,
973 struct gl_context *share_list,
974 const struct dd_function_table *driverFunctions)
975 {
976 struct gl_shared_state *shared;
977 int i;
978
979 assert(driverFunctions->NewTextureObject);
980 assert(driverFunctions->FreeTextureImageBuffer);
981
982 ctx->API = api;
983 ctx->Visual = *visual;
984 ctx->DrawBuffer = NULL;
985 ctx->ReadBuffer = NULL;
986 ctx->WinSysDrawBuffer = NULL;
987 ctx->WinSysReadBuffer = NULL;
988
989 if (_mesa_is_desktop_gl(ctx)) {
990 _mesa_override_gl_version(ctx);
991 }
992
993 /* misc one-time initializations */
994 one_time_init(ctx);
995
996 /* Plug in driver functions and context pointer here.
997 * This is important because when we call alloc_shared_state() below
998 * we'll call ctx->Driver.NewTextureObject() to create the default
999 * textures.
1000 */
1001 ctx->Driver = *driverFunctions;
1002
1003 if (share_list) {
1004 /* share state with another context */
1005 shared = share_list->Shared;
1006 }
1007 else {
1008 /* allocate new, unshared state */
1009 shared = _mesa_alloc_shared_state(ctx);
1010 if (!shared)
1011 return GL_FALSE;
1012 }
1013
1014 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1015
1016 if (!init_attrib_groups( ctx ))
1017 goto fail;
1018
1019 /* setup the API dispatch tables with all nop functions */
1020 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1021 if (!ctx->OutsideBeginEnd)
1022 goto fail;
1023 ctx->Exec = ctx->OutsideBeginEnd;
1024 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1025
1026 ctx->FragmentProgram._MaintainTexEnvProgram
1027 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1028
1029 ctx->VertexProgram._MaintainTnlProgram
1030 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1031 if (ctx->VertexProgram._MaintainTnlProgram) {
1032 /* this is required... */
1033 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1034 }
1035
1036 /* Mesa core handles all the formats that mesa core knows about.
1037 * Drivers will want to override this list with just the formats
1038 * they can handle, and confirm that appropriate fallbacks exist in
1039 * _mesa_choose_tex_format().
1040 */
1041 memset(&ctx->TextureFormatSupported, GL_TRUE,
1042 sizeof(ctx->TextureFormatSupported));
1043
1044 switch (ctx->API) {
1045 case API_OPENGL_COMPAT:
1046 ctx->BeginEnd = create_beginend_table(ctx);
1047 ctx->Save = _mesa_create_save_table(ctx);
1048 if (!ctx->BeginEnd || !ctx->Save)
1049 goto fail;
1050
1051 /* fall-through */
1052 case API_OPENGL_CORE:
1053 break;
1054 case API_OPENGLES:
1055 /**
1056 * GL_OES_texture_cube_map says
1057 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1058 */
1059 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1060 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1061 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1062 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1063 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1064 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1065 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1066 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1067 }
1068 break;
1069 case API_OPENGLES2:
1070 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1071 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1072 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1073 break;
1074 }
1075
1076 ctx->FirstTimeCurrent = GL_TRUE;
1077
1078 return GL_TRUE;
1079
1080 fail:
1081 free(ctx->BeginEnd);
1082 free(ctx->Exec);
1083 free(ctx->Save);
1084 return GL_FALSE;
1085 }
1086
1087
1088 /**
1089 * Allocate and initialize a struct gl_context structure.
1090 * Note that the driver needs to pass in its dd_function_table here since
1091 * we need to at least call driverFunctions->NewTextureObject to initialize
1092 * the rendering context.
1093 *
1094 * \param api the GL API type to create the context for
1095 * \param visual a struct gl_config pointer (we copy the struct contents)
1096 * \param share_list another context to share display lists with or NULL
1097 * \param driverFunctions points to the dd_function_table into which the
1098 * driver has plugged in all its special functions.
1099 *
1100 * \return pointer to a new __struct gl_contextRec or NULL if error.
1101 */
1102 struct gl_context *
1103 _mesa_create_context(gl_api api,
1104 const struct gl_config *visual,
1105 struct gl_context *share_list,
1106 const struct dd_function_table *driverFunctions)
1107 {
1108 struct gl_context *ctx;
1109
1110 ASSERT(visual);
1111
1112 ctx = calloc(1, sizeof(struct gl_context));
1113 if (!ctx)
1114 return NULL;
1115
1116 if (_mesa_initialize_context(ctx, api, visual, share_list,
1117 driverFunctions)) {
1118 return ctx;
1119 }
1120 else {
1121 free(ctx);
1122 return NULL;
1123 }
1124 }
1125
1126
1127 /**
1128 * Free the data associated with the given context.
1129 *
1130 * But doesn't free the struct gl_context struct itself.
1131 *
1132 * \sa _mesa_initialize_context() and init_attrib_groups().
1133 */
1134 void
1135 _mesa_free_context_data( struct gl_context *ctx )
1136 {
1137 if (!_mesa_get_current_context()){
1138 /* No current context, but we may need one in order to delete
1139 * texture objs, etc. So temporarily bind the context now.
1140 */
1141 _mesa_make_current(ctx, NULL, NULL);
1142 }
1143
1144 /* unreference WinSysDraw/Read buffers */
1145 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1146 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1147 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1148 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1149
1150 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1151 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1152 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1153
1154 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1155 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1156 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1157
1158 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1159 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1160
1161 _mesa_free_attrib_data(ctx);
1162 _mesa_free_buffer_objects(ctx);
1163 _mesa_free_lighting_data( ctx );
1164 _mesa_free_eval_data( ctx );
1165 _mesa_free_texture_data( ctx );
1166 _mesa_free_matrix_data( ctx );
1167 _mesa_free_viewport_data( ctx );
1168 _mesa_free_program_data(ctx);
1169 _mesa_free_shader_state(ctx);
1170 _mesa_free_queryobj_data(ctx);
1171 _mesa_free_sync_data(ctx);
1172 _mesa_free_varray_data(ctx);
1173 _mesa_free_transform_feedback(ctx);
1174
1175 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1176 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1177 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1178 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1179
1180 /* free dispatch tables */
1181 free(ctx->Exec);
1182 free(ctx->Save);
1183
1184 /* Shared context state (display lists, textures, etc) */
1185 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1186
1187 /* needs to be after freeing shared state */
1188 _mesa_free_display_list_data(ctx);
1189
1190 _mesa_free_errors_data(ctx);
1191
1192 free((void *)ctx->Extensions.String);
1193
1194 free(ctx->VersionString);
1195
1196 /* unbind the context if it's currently bound */
1197 if (ctx == _mesa_get_current_context()) {
1198 _mesa_make_current(NULL, NULL, NULL);
1199 }
1200 }
1201
1202
1203 /**
1204 * Destroy a struct gl_context structure.
1205 *
1206 * \param ctx GL context.
1207 *
1208 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1209 */
1210 void
1211 _mesa_destroy_context( struct gl_context *ctx )
1212 {
1213 if (ctx) {
1214 _mesa_free_context_data(ctx);
1215 free( (void *) ctx );
1216 }
1217 }
1218
1219
1220 /**
1221 * Copy attribute groups from one context to another.
1222 *
1223 * \param src source context
1224 * \param dst destination context
1225 * \param mask bitwise OR of GL_*_BIT flags
1226 *
1227 * According to the bits specified in \p mask, copies the corresponding
1228 * attributes from \p src into \p dst. For many of the attributes a simple \c
1229 * memcpy is not enough due to the existence of internal pointers in their data
1230 * structures.
1231 */
1232 void
1233 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1234 GLuint mask )
1235 {
1236 if (mask & GL_ACCUM_BUFFER_BIT) {
1237 /* OK to memcpy */
1238 dst->Accum = src->Accum;
1239 }
1240 if (mask & GL_COLOR_BUFFER_BIT) {
1241 /* OK to memcpy */
1242 dst->Color = src->Color;
1243 }
1244 if (mask & GL_CURRENT_BIT) {
1245 /* OK to memcpy */
1246 dst->Current = src->Current;
1247 }
1248 if (mask & GL_DEPTH_BUFFER_BIT) {
1249 /* OK to memcpy */
1250 dst->Depth = src->Depth;
1251 }
1252 if (mask & GL_ENABLE_BIT) {
1253 /* no op */
1254 }
1255 if (mask & GL_EVAL_BIT) {
1256 /* OK to memcpy */
1257 dst->Eval = src->Eval;
1258 }
1259 if (mask & GL_FOG_BIT) {
1260 /* OK to memcpy */
1261 dst->Fog = src->Fog;
1262 }
1263 if (mask & GL_HINT_BIT) {
1264 /* OK to memcpy */
1265 dst->Hint = src->Hint;
1266 }
1267 if (mask & GL_LIGHTING_BIT) {
1268 GLuint i;
1269 /* begin with memcpy */
1270 dst->Light = src->Light;
1271 /* fixup linked lists to prevent pointer insanity */
1272 make_empty_list( &(dst->Light.EnabledList) );
1273 for (i = 0; i < MAX_LIGHTS; i++) {
1274 if (dst->Light.Light[i].Enabled) {
1275 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1276 }
1277 }
1278 }
1279 if (mask & GL_LINE_BIT) {
1280 /* OK to memcpy */
1281 dst->Line = src->Line;
1282 }
1283 if (mask & GL_LIST_BIT) {
1284 /* OK to memcpy */
1285 dst->List = src->List;
1286 }
1287 if (mask & GL_PIXEL_MODE_BIT) {
1288 /* OK to memcpy */
1289 dst->Pixel = src->Pixel;
1290 }
1291 if (mask & GL_POINT_BIT) {
1292 /* OK to memcpy */
1293 dst->Point = src->Point;
1294 }
1295 if (mask & GL_POLYGON_BIT) {
1296 /* OK to memcpy */
1297 dst->Polygon = src->Polygon;
1298 }
1299 if (mask & GL_POLYGON_STIPPLE_BIT) {
1300 /* Use loop instead of memcpy due to problem with Portland Group's
1301 * C compiler. Reported by John Stone.
1302 */
1303 GLuint i;
1304 for (i = 0; i < 32; i++) {
1305 dst->PolygonStipple[i] = src->PolygonStipple[i];
1306 }
1307 }
1308 if (mask & GL_SCISSOR_BIT) {
1309 /* OK to memcpy */
1310 dst->Scissor = src->Scissor;
1311 }
1312 if (mask & GL_STENCIL_BUFFER_BIT) {
1313 /* OK to memcpy */
1314 dst->Stencil = src->Stencil;
1315 }
1316 if (mask & GL_TEXTURE_BIT) {
1317 /* Cannot memcpy because of pointers */
1318 _mesa_copy_texture_state(src, dst);
1319 }
1320 if (mask & GL_TRANSFORM_BIT) {
1321 /* OK to memcpy */
1322 dst->Transform = src->Transform;
1323 }
1324 if (mask & GL_VIEWPORT_BIT) {
1325 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1326 dst->Viewport.X = src->Viewport.X;
1327 dst->Viewport.Y = src->Viewport.Y;
1328 dst->Viewport.Width = src->Viewport.Width;
1329 dst->Viewport.Height = src->Viewport.Height;
1330 dst->Viewport.Near = src->Viewport.Near;
1331 dst->Viewport.Far = src->Viewport.Far;
1332 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1333 }
1334
1335 /* XXX FIXME: Call callbacks?
1336 */
1337 dst->NewState = _NEW_ALL;
1338 dst->NewDriverState = ~0;
1339 }
1340
1341
1342 /**
1343 * Check if the given context can render into the given framebuffer
1344 * by checking visual attributes.
1345 *
1346 * Most of these tests could go away because Mesa is now pretty flexible
1347 * in terms of mixing rendering contexts with framebuffers. As long
1348 * as RGB vs. CI mode agree, we're probably good.
1349 *
1350 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1351 */
1352 static GLboolean
1353 check_compatible(const struct gl_context *ctx,
1354 const struct gl_framebuffer *buffer)
1355 {
1356 const struct gl_config *ctxvis = &ctx->Visual;
1357 const struct gl_config *bufvis = &buffer->Visual;
1358
1359 if (buffer == _mesa_get_incomplete_framebuffer())
1360 return GL_TRUE;
1361
1362 #if 0
1363 /* disabling this fixes the fgl_glxgears pbuffer demo */
1364 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1365 return GL_FALSE;
1366 #endif
1367 if (ctxvis->stereoMode && !bufvis->stereoMode)
1368 return GL_FALSE;
1369 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1370 return GL_FALSE;
1371 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1372 return GL_FALSE;
1373 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1374 return GL_FALSE;
1375 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1376 return GL_FALSE;
1377 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1378 return GL_FALSE;
1379 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1380 return GL_FALSE;
1381 #if 0
1382 /* disabled (see bug 11161) */
1383 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1384 return GL_FALSE;
1385 #endif
1386 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1387 return GL_FALSE;
1388
1389 return GL_TRUE;
1390 }
1391
1392
1393 /**
1394 * Do one-time initialization for the given framebuffer. Specifically,
1395 * ask the driver for the window's current size and update the framebuffer
1396 * object to match.
1397 * Really, the device driver should totally take care of this.
1398 */
1399 static void
1400 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1401 {
1402 GLuint width, height;
1403 if (ctx->Driver.GetBufferSize) {
1404 ctx->Driver.GetBufferSize(fb, &width, &height);
1405 if (ctx->Driver.ResizeBuffers)
1406 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1407 fb->Initialized = GL_TRUE;
1408 }
1409 }
1410
1411
1412 /**
1413 * Check if the viewport/scissor size has not yet been initialized.
1414 * Initialize the size if the given width and height are non-zero.
1415 */
1416 void
1417 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1418 {
1419 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1420 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1421 * potential infinite recursion.
1422 */
1423 ctx->ViewportInitialized = GL_TRUE;
1424 _mesa_set_viewport(ctx, 0, 0, width, height);
1425 _mesa_set_scissor(ctx, 0, 0, width, height);
1426 }
1427 }
1428
1429
1430 /**
1431 * Bind the given context to the given drawBuffer and readBuffer and
1432 * make it the current context for the calling thread.
1433 * We'll render into the drawBuffer and read pixels from the
1434 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1435 *
1436 * We check that the context's and framebuffer's visuals are compatible
1437 * and return immediately if they're not.
1438 *
1439 * \param newCtx the new GL context. If NULL then there will be no current GL
1440 * context.
1441 * \param drawBuffer the drawing framebuffer
1442 * \param readBuffer the reading framebuffer
1443 */
1444 GLboolean
1445 _mesa_make_current( struct gl_context *newCtx,
1446 struct gl_framebuffer *drawBuffer,
1447 struct gl_framebuffer *readBuffer )
1448 {
1449 GET_CURRENT_CONTEXT(curCtx);
1450
1451 if (MESA_VERBOSE & VERBOSE_API)
1452 _mesa_debug(newCtx, "_mesa_make_current()\n");
1453
1454 /* Check that the context's and framebuffer's visuals are compatible.
1455 */
1456 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1457 if (!check_compatible(newCtx, drawBuffer)) {
1458 _mesa_warning(newCtx,
1459 "MakeCurrent: incompatible visuals for context and drawbuffer");
1460 return GL_FALSE;
1461 }
1462 }
1463 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1464 if (!check_compatible(newCtx, readBuffer)) {
1465 _mesa_warning(newCtx,
1466 "MakeCurrent: incompatible visuals for context and readbuffer");
1467 return GL_FALSE;
1468 }
1469 }
1470
1471 if (curCtx &&
1472 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1473 /* make sure this context is valid for flushing */
1474 curCtx != newCtx)
1475 _mesa_flush(curCtx);
1476
1477 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1478 _glapi_set_context((void *) newCtx);
1479 ASSERT(_mesa_get_current_context() == newCtx);
1480
1481 if (!newCtx) {
1482 _glapi_set_dispatch(NULL); /* none current */
1483 }
1484 else {
1485 _glapi_set_dispatch(newCtx->CurrentDispatch);
1486
1487 if (drawBuffer && readBuffer) {
1488 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1489 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1490 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1491 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1492
1493 /*
1494 * Only set the context's Draw/ReadBuffer fields if they're NULL
1495 * or not bound to a user-created FBO.
1496 */
1497 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1498 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1499 /* Update the FBO's list of drawbuffers/renderbuffers.
1500 * For winsys FBOs this comes from the GL state (which may have
1501 * changed since the last time this FBO was bound).
1502 */
1503 _mesa_update_draw_buffers(newCtx);
1504 }
1505 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1506 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1507 }
1508
1509 /* XXX only set this flag if we're really changing the draw/read
1510 * framebuffer bindings.
1511 */
1512 newCtx->NewState |= _NEW_BUFFERS;
1513
1514 #if 1
1515 /* We want to get rid of these lines: */
1516 if (!drawBuffer->Initialized) {
1517 initialize_framebuffer_size(newCtx, drawBuffer);
1518 }
1519 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1520 initialize_framebuffer_size(newCtx, readBuffer);
1521 }
1522
1523 _mesa_resizebuffers(newCtx);
1524 #else
1525 /* We want the drawBuffer and readBuffer to be initialized by
1526 * the driver.
1527 * This generally means the Width and Height match the actual
1528 * window size and the renderbuffers (both hardware and software
1529 * based) are allocated to match. The later can generally be
1530 * done with a call to _mesa_resize_framebuffer().
1531 *
1532 * It's theoretically possible for a buffer to have zero width
1533 * or height, but for now, assert check that the driver did what's
1534 * expected of it.
1535 */
1536 ASSERT(drawBuffer->Width > 0);
1537 ASSERT(drawBuffer->Height > 0);
1538 #endif
1539
1540 if (drawBuffer) {
1541 _mesa_check_init_viewport(newCtx,
1542 drawBuffer->Width, drawBuffer->Height);
1543 }
1544 }
1545
1546 if (newCtx->FirstTimeCurrent) {
1547 assert(newCtx->Version > 0);
1548
1549 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1550
1551 check_context_limits(newCtx);
1552
1553 /* We can use this to help debug user's problems. Tell them to set
1554 * the MESA_INFO env variable before running their app. Then the
1555 * first time each context is made current we'll print some useful
1556 * information.
1557 */
1558 if (_mesa_getenv("MESA_INFO")) {
1559 _mesa_print_info();
1560 }
1561
1562 newCtx->FirstTimeCurrent = GL_FALSE;
1563 }
1564 }
1565
1566 return GL_TRUE;
1567 }
1568
1569
1570 /**
1571 * Make context 'ctx' share the display lists, textures and programs
1572 * that are associated with 'ctxToShare'.
1573 * Any display lists, textures or programs associated with 'ctx' will
1574 * be deleted if nobody else is sharing them.
1575 */
1576 GLboolean
1577 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1578 {
1579 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1580 struct gl_shared_state *oldShared = NULL;
1581
1582 /* save ref to old state to prevent it from being deleted immediately */
1583 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1584
1585 /* update ctx's Shared pointer */
1586 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1587
1588 update_default_objects(ctx);
1589
1590 /* release the old shared state */
1591 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1592
1593 return GL_TRUE;
1594 }
1595 else {
1596 return GL_FALSE;
1597 }
1598 }
1599
1600
1601
1602 /**
1603 * \return pointer to the current GL context for this thread.
1604 *
1605 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1606 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1607 * context.h.
1608 */
1609 struct gl_context *
1610 _mesa_get_current_context( void )
1611 {
1612 return (struct gl_context *) _glapi_get_context();
1613 }
1614
1615
1616 /**
1617 * Get context's current API dispatch table.
1618 *
1619 * It'll either be the immediate-mode execute dispatcher or the display list
1620 * compile dispatcher.
1621 *
1622 * \param ctx GL context.
1623 *
1624 * \return pointer to dispatch_table.
1625 *
1626 * Simply returns __struct gl_contextRec::CurrentDispatch.
1627 */
1628 struct _glapi_table *
1629 _mesa_get_dispatch(struct gl_context *ctx)
1630 {
1631 return ctx->CurrentDispatch;
1632 }
1633
1634 /*@}*/
1635
1636
1637 /**********************************************************************/
1638 /** \name Miscellaneous functions */
1639 /**********************************************************************/
1640 /*@{*/
1641
1642 /**
1643 * Record an error.
1644 *
1645 * \param ctx GL context.
1646 * \param error error code.
1647 *
1648 * Records the given error code and call the driver's dd_function_table::Error
1649 * function if defined.
1650 *
1651 * \sa
1652 * This is called via _mesa_error().
1653 */
1654 void
1655 _mesa_record_error(struct gl_context *ctx, GLenum error)
1656 {
1657 if (!ctx)
1658 return;
1659
1660 if (ctx->ErrorValue == GL_NO_ERROR) {
1661 ctx->ErrorValue = error;
1662 }
1663
1664 /* Call device driver's error handler, if any. This is used on the Mac. */
1665 if (ctx->Driver.Error) {
1666 ctx->Driver.Error(ctx);
1667 }
1668 }
1669
1670
1671 /**
1672 * Flush commands and wait for completion.
1673 */
1674 void
1675 _mesa_finish(struct gl_context *ctx)
1676 {
1677 FLUSH_VERTICES( ctx, 0 );
1678 FLUSH_CURRENT( ctx, 0 );
1679 if (ctx->Driver.Finish) {
1680 ctx->Driver.Finish(ctx);
1681 }
1682 }
1683
1684
1685 /**
1686 * Flush commands.
1687 */
1688 void
1689 _mesa_flush(struct gl_context *ctx)
1690 {
1691 FLUSH_VERTICES( ctx, 0 );
1692 FLUSH_CURRENT( ctx, 0 );
1693 if (ctx->Driver.Flush) {
1694 ctx->Driver.Flush(ctx);
1695 }
1696 }
1697
1698
1699
1700 /**
1701 * Execute glFinish().
1702 *
1703 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1704 * dd_function_table::Finish driver callback, if not NULL.
1705 */
1706 void GLAPIENTRY
1707 _mesa_Finish(void)
1708 {
1709 GET_CURRENT_CONTEXT(ctx);
1710 ASSERT_OUTSIDE_BEGIN_END(ctx);
1711 _mesa_finish(ctx);
1712 }
1713
1714
1715 /**
1716 * Execute glFlush().
1717 *
1718 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1719 * dd_function_table::Flush driver callback, if not NULL.
1720 */
1721 void GLAPIENTRY
1722 _mesa_Flush(void)
1723 {
1724 GET_CURRENT_CONTEXT(ctx);
1725 ASSERT_OUTSIDE_BEGIN_END(ctx);
1726 _mesa_flush(ctx);
1727 }
1728
1729
1730 /**
1731 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1732 * MUL/MAD, or vice versa, call this function to register that.
1733 * Otherwise we default to MUL/MAD.
1734 */
1735 void
1736 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1737 GLboolean flag )
1738 {
1739 ctx->mvp_with_dp4 = flag;
1740 }
1741
1742 /*
1743 * ARB_blend_func_extended - ERRORS section
1744 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1745 * implicitly calls Begin if any draw buffer has a blend function requiring the
1746 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1747 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1748 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1749 */
1750 static GLboolean
1751 _mesa_check_blend_func_error(struct gl_context *ctx)
1752 {
1753 GLuint i;
1754 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1755 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1756 i++) {
1757 if (ctx->Color.Blend[i]._UsesDualSrc) {
1758 _mesa_error(ctx, GL_INVALID_OPERATION,
1759 "dual source blend on illegal attachment");
1760 return GL_FALSE;
1761 }
1762 }
1763 return GL_TRUE;
1764 }
1765
1766 /**
1767 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1768 * is called to see if it's valid to render. This involves checking that
1769 * the current shader is valid and the framebuffer is complete.
1770 * If an error is detected it'll be recorded here.
1771 * \return GL_TRUE if OK to render, GL_FALSE if not
1772 */
1773 GLboolean
1774 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1775 {
1776 bool vert_from_glsl_shader = false;
1777 bool geom_from_glsl_shader = false;
1778 bool frag_from_glsl_shader = false;
1779
1780 /* This depends on having up to date derived state (shaders) */
1781 if (ctx->NewState)
1782 _mesa_update_state(ctx);
1783
1784 if (ctx->Shader.CurrentVertexProgram) {
1785 vert_from_glsl_shader = true;
1786
1787 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1788 _mesa_error(ctx, GL_INVALID_OPERATION,
1789 "%s(shader not linked)", where);
1790 return GL_FALSE;
1791 }
1792 #if 0 /* not normally enabled */
1793 {
1794 char errMsg[100];
1795 if (!_mesa_validate_shader_program(ctx,
1796 ctx->Shader.CurrentVertexProgram,
1797 errMsg)) {
1798 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1799 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1800 }
1801 }
1802 #endif
1803 }
1804
1805 if (ctx->Shader.CurrentGeometryProgram) {
1806 geom_from_glsl_shader = true;
1807
1808 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1809 _mesa_error(ctx, GL_INVALID_OPERATION,
1810 "%s(shader not linked)", where);
1811 return GL_FALSE;
1812 }
1813 #if 0 /* not normally enabled */
1814 {
1815 char errMsg[100];
1816 if (!_mesa_validate_shader_program(ctx,
1817 ctx->Shader.CurrentGeometryProgram,
1818 errMsg)) {
1819 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1820 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1821 }
1822 }
1823 #endif
1824 }
1825
1826 if (ctx->Shader.CurrentFragmentProgram) {
1827 frag_from_glsl_shader = true;
1828
1829 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1830 _mesa_error(ctx, GL_INVALID_OPERATION,
1831 "%s(shader not linked)", where);
1832 return GL_FALSE;
1833 }
1834 #if 0 /* not normally enabled */
1835 {
1836 char errMsg[100];
1837 if (!_mesa_validate_shader_program(ctx,
1838 ctx->Shader.CurrentFragmentProgram,
1839 errMsg)) {
1840 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1841 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1842 }
1843 }
1844 #endif
1845 }
1846
1847 /* Any shader stages that are not supplied by the GLSL shader and have
1848 * assembly shaders enabled must now be validated.
1849 */
1850 if (!vert_from_glsl_shader
1851 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1852 _mesa_error(ctx, GL_INVALID_OPERATION,
1853 "%s(vertex program not valid)", where);
1854 return GL_FALSE;
1855 }
1856
1857 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1858 * FINISHME: geometry program should validated here.
1859 */
1860 (void) geom_from_glsl_shader;
1861
1862 if (!frag_from_glsl_shader) {
1863 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1864 _mesa_error(ctx, GL_INVALID_OPERATION,
1865 "%s(fragment program not valid)", where);
1866 return GL_FALSE;
1867 }
1868
1869 /* If drawing to integer-valued color buffers, there must be an
1870 * active fragment shader (GL_EXT_texture_integer).
1871 */
1872 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1873 _mesa_error(ctx, GL_INVALID_OPERATION,
1874 "%s(integer format but no fragment shader)", where);
1875 return GL_FALSE;
1876 }
1877 }
1878
1879 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1880 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1881 "%s(incomplete framebuffer)", where);
1882 return GL_FALSE;
1883 }
1884
1885 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1886 return GL_FALSE;
1887 }
1888
1889 #ifdef DEBUG
1890 if (ctx->Shader.Flags & GLSL_LOG) {
1891 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1892 gl_shader_type i;
1893
1894 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1895 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1896 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1897
1898 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1899 if (shProg[i] == NULL || shProg[i]->_Used
1900 || shProg[i]->_LinkedShaders[i] == NULL)
1901 continue;
1902
1903 /* This is the first time this shader is being used.
1904 * Append shader's constants/uniforms to log file.
1905 *
1906 * Only log data for the program target that matches the shader
1907 * target. It's possible to have a program bound to the vertex
1908 * shader target that also supplied a fragment shader. If that
1909 * program isn't also bound to the fragment shader target we don't
1910 * want to log its fragment data.
1911 */
1912 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1913 }
1914
1915 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1916 if (shProg[i] != NULL)
1917 shProg[i]->_Used = GL_TRUE;
1918 }
1919 }
1920 #endif
1921
1922 return GL_TRUE;
1923 }
1924
1925
1926 /*@}*/