mesa: GL_EXT_shadow_funcs is not optional with GL_ARB_shadow
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #include "math/m_matrix.h"
133 #include "main/dispatch.h" /* for _gloffset_COUNT */
134
135 #ifdef USE_SPARC_ASM
136 #include "sparc/sparc.h"
137 #endif
138
139 #include "glsl_parser_extras.h"
140 #include <stdbool.h>
141
142
143 #ifndef MESA_VERBOSE
144 int MESA_VERBOSE = 0;
145 #endif
146
147 #ifndef MESA_DEBUG_FLAGS
148 int MESA_DEBUG_FLAGS = 0;
149 #endif
150
151
152 /* ubyte -> float conversion */
153 GLfloat _mesa_ubyte_to_float_color_tab[256];
154
155
156
157 /**
158 * Swap buffers notification callback.
159 *
160 * \param ctx GL context.
161 *
162 * Called by window system just before swapping buffers.
163 * We have to finish any pending rendering.
164 */
165 void
166 _mesa_notifySwapBuffers(struct gl_context *ctx)
167 {
168 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
169 _mesa_debug(ctx, "SwapBuffers\n");
170 FLUSH_CURRENT( ctx, 0 );
171 if (ctx->Driver.Flush) {
172 ctx->Driver.Flush(ctx);
173 }
174 }
175
176
177 /**********************************************************************/
178 /** \name GL Visual allocation/destruction */
179 /**********************************************************************/
180 /*@{*/
181
182 /**
183 * Allocates a struct gl_config structure and initializes it via
184 * _mesa_initialize_visual().
185 *
186 * \param dbFlag double buffering
187 * \param stereoFlag stereo buffer
188 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
189 * is acceptable but the actual depth type will be GLushort or GLuint as
190 * needed.
191 * \param stencilBits requested minimum bits per stencil buffer value
192 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
193 * of bits per color component in accum buffer.
194 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
195 * \param redBits number of bits per color component in frame buffer for RGB(A)
196 * mode. We always use 8 in core Mesa though.
197 * \param greenBits same as above.
198 * \param blueBits same as above.
199 * \param alphaBits same as above.
200 * \param numSamples not really used.
201 *
202 * \return pointer to new struct gl_config or NULL if requested parameters
203 * can't be met.
204 *
205 * \note Need to add params for level and numAuxBuffers (at least)
206 */
207 struct gl_config *
208 _mesa_create_visual( GLboolean dbFlag,
209 GLboolean stereoFlag,
210 GLint redBits,
211 GLint greenBits,
212 GLint blueBits,
213 GLint alphaBits,
214 GLint depthBits,
215 GLint stencilBits,
216 GLint accumRedBits,
217 GLint accumGreenBits,
218 GLint accumBlueBits,
219 GLint accumAlphaBits,
220 GLint numSamples )
221 {
222 struct gl_config *vis = CALLOC_STRUCT(gl_config);
223 if (vis) {
224 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
225 redBits, greenBits, blueBits, alphaBits,
226 depthBits, stencilBits,
227 accumRedBits, accumGreenBits,
228 accumBlueBits, accumAlphaBits,
229 numSamples)) {
230 free(vis);
231 return NULL;
232 }
233 }
234 return vis;
235 }
236
237
238 /**
239 * Makes some sanity checks and fills in the fields of the struct
240 * gl_config object with the given parameters. If the caller needs to
241 * set additional fields, he should just probably init the whole
242 * gl_config object himself.
243 *
244 * \return GL_TRUE on success, or GL_FALSE on failure.
245 *
246 * \sa _mesa_create_visual() above for the parameter description.
247 */
248 GLboolean
249 _mesa_initialize_visual( struct gl_config *vis,
250 GLboolean dbFlag,
251 GLboolean stereoFlag,
252 GLint redBits,
253 GLint greenBits,
254 GLint blueBits,
255 GLint alphaBits,
256 GLint depthBits,
257 GLint stencilBits,
258 GLint accumRedBits,
259 GLint accumGreenBits,
260 GLint accumBlueBits,
261 GLint accumAlphaBits,
262 GLint numSamples )
263 {
264 assert(vis);
265
266 if (depthBits < 0 || depthBits > 32) {
267 return GL_FALSE;
268 }
269 if (stencilBits < 0 || stencilBits > 8) {
270 return GL_FALSE;
271 }
272 assert(accumRedBits >= 0);
273 assert(accumGreenBits >= 0);
274 assert(accumBlueBits >= 0);
275 assert(accumAlphaBits >= 0);
276
277 vis->rgbMode = GL_TRUE;
278 vis->doubleBufferMode = dbFlag;
279 vis->stereoMode = stereoFlag;
280
281 vis->redBits = redBits;
282 vis->greenBits = greenBits;
283 vis->blueBits = blueBits;
284 vis->alphaBits = alphaBits;
285 vis->rgbBits = redBits + greenBits + blueBits;
286
287 vis->indexBits = 0;
288 vis->depthBits = depthBits;
289 vis->stencilBits = stencilBits;
290
291 vis->accumRedBits = accumRedBits;
292 vis->accumGreenBits = accumGreenBits;
293 vis->accumBlueBits = accumBlueBits;
294 vis->accumAlphaBits = accumAlphaBits;
295
296 vis->haveAccumBuffer = accumRedBits > 0;
297 vis->haveDepthBuffer = depthBits > 0;
298 vis->haveStencilBuffer = stencilBits > 0;
299
300 vis->numAuxBuffers = 0;
301 vis->level = 0;
302 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
303 vis->samples = numSamples;
304
305 return GL_TRUE;
306 }
307
308
309 /**
310 * Destroy a visual and free its memory.
311 *
312 * \param vis visual.
313 *
314 * Frees the visual structure.
315 */
316 void
317 _mesa_destroy_visual( struct gl_config *vis )
318 {
319 free(vis);
320 }
321
322 /*@}*/
323
324
325 /**********************************************************************/
326 /** \name Context allocation, initialization, destroying
327 *
328 * The purpose of the most initialization functions here is to provide the
329 * default state values according to the OpenGL specification.
330 */
331 /**********************************************************************/
332 /*@{*/
333
334
335 /**
336 * This is lame. gdb only seems to recognize enum types that are
337 * actually used somewhere. We want to be able to print/use enum
338 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
339 * the gl_texture_index type anywhere. Thus, this lame function.
340 */
341 static void
342 dummy_enum_func(void)
343 {
344 gl_buffer_index bi = BUFFER_FRONT_LEFT;
345 gl_face_index fi = FACE_POS_X;
346 gl_frag_result fr = FRAG_RESULT_DEPTH;
347 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
348 gl_vert_attrib va = VERT_ATTRIB_POS;
349 gl_varying_slot vs = VARYING_SLOT_POS;
350
351 (void) bi;
352 (void) fi;
353 (void) fr;
354 (void) ti;
355 (void) va;
356 (void) vs;
357 }
358
359
360 /**
361 * One-time initialization mutex lock.
362 *
363 * \sa Used by one_time_init().
364 */
365 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
366
367
368
369 /**
370 * Calls all the various one-time-init functions in Mesa.
371 *
372 * While holding a global mutex lock, calls several initialization functions,
373 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
374 * defined.
375 *
376 * \sa _math_init().
377 */
378 static void
379 one_time_init( struct gl_context *ctx )
380 {
381 static GLbitfield api_init_mask = 0x0;
382
383 _glthread_LOCK_MUTEX(OneTimeLock);
384
385 /* truly one-time init */
386 if (!api_init_mask) {
387 GLuint i;
388
389 /* do some implementation tests */
390 assert( sizeof(GLbyte) == 1 );
391 assert( sizeof(GLubyte) == 1 );
392 assert( sizeof(GLshort) == 2 );
393 assert( sizeof(GLushort) == 2 );
394 assert( sizeof(GLint) == 4 );
395 assert( sizeof(GLuint) == 4 );
396
397 _mesa_get_cpu_features();
398
399 for (i = 0; i < 256; i++) {
400 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
401 }
402
403 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
404 if (MESA_VERBOSE != 0) {
405 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
406 PACKAGE_VERSION, __DATE__, __TIME__);
407 }
408 #endif
409
410 #ifdef DEBUG
411 _mesa_test_formats();
412 #endif
413 }
414
415 /* per-API one-time init */
416 if (!(api_init_mask & (1 << ctx->API))) {
417 _mesa_init_get_hash(ctx);
418
419 _mesa_init_remap_table();
420 }
421
422 api_init_mask |= 1 << ctx->API;
423
424 _glthread_UNLOCK_MUTEX(OneTimeLock);
425
426 /* Hopefully atexit() is widely available. If not, we may need some
427 * #ifdef tests here.
428 */
429 atexit(_mesa_destroy_shader_compiler);
430
431 dummy_enum_func();
432 }
433
434
435 /**
436 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
437 */
438 static void
439 _mesa_init_current(struct gl_context *ctx)
440 {
441 GLuint i;
442
443 /* Init all to (0,0,0,1) */
444 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
445 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
446 }
447
448 /* redo special cases: */
449 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
450 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
451 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
452 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
455 }
456
457
458 /**
459 * Init vertex/fragment/geometry program limits.
460 * Important: drivers should override these with actual limits.
461 */
462 static void
463 init_program_limits(struct gl_context *ctx, GLenum type,
464 struct gl_program_constants *prog)
465 {
466 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
467 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
468 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
469 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxTemps = MAX_PROGRAM_TEMPS;
471 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
472 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
473 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
474
475 switch (type) {
476 case GL_VERTEX_PROGRAM_ARB:
477 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
478 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
479 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
480 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
481 break;
482 case GL_FRAGMENT_PROGRAM_ARB:
483 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
484 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
485 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
486 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
487 break;
488 case MESA_GEOMETRY_PROGRAM:
489 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
491 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
492 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
493 break;
494 default:
495 assert(0 && "Bad program type in init_program_limits()");
496 }
497
498 /* Set the native limits to zero. This implies that there is no native
499 * support for shaders. Let the drivers fill in the actual values.
500 */
501 prog->MaxNativeInstructions = 0;
502 prog->MaxNativeAluInstructions = 0;
503 prog->MaxNativeTexInstructions = 0;
504 prog->MaxNativeTexIndirections = 0;
505 prog->MaxNativeAttribs = 0;
506 prog->MaxNativeTemps = 0;
507 prog->MaxNativeAddressRegs = 0;
508 prog->MaxNativeParameters = 0;
509
510 /* Set GLSL datatype range/precision info assuming IEEE float values.
511 * Drivers should override these defaults as needed.
512 */
513 prog->MediumFloat.RangeMin = 127;
514 prog->MediumFloat.RangeMax = 127;
515 prog->MediumFloat.Precision = 23;
516 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
517
518 /* Assume ints are stored as floats for now, since this is the least-common
519 * denominator. The OpenGL ES spec implies (page 132) that the precision
520 * of integer types should be 0. Practically speaking, IEEE
521 * single-precision floating point values can only store integers in the
522 * range [-0x01000000, 0x01000000] without loss of precision.
523 */
524 prog->MediumInt.RangeMin = 24;
525 prog->MediumInt.RangeMax = 24;
526 prog->MediumInt.Precision = 0;
527 prog->LowInt = prog->HighInt = prog->MediumInt;
528
529 prog->MaxUniformBlocks = 12;
530 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
531 ctx->Const.MaxUniformBlockSize / 4 *
532 prog->MaxUniformBlocks);
533 }
534
535
536 /**
537 * Initialize fields of gl_constants (aka ctx->Const.*).
538 * Use defaults from config.h. The device drivers will often override
539 * some of these values (such as number of texture units).
540 */
541 static void
542 _mesa_init_constants(struct gl_context *ctx)
543 {
544 assert(ctx);
545
546 /* Constants, may be overriden (usually only reduced) by device drivers */
547 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
548 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
549 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
550 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
551 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
552 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
553 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
554 ctx->Const.FragmentProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
555 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
556 ctx->Const.FragmentProgram.MaxTextureImageUnits);
557 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
558 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
559 ctx->Const.MaxTextureBufferSize = 65536;
560 ctx->Const.TextureBufferOffsetAlignment = 1;
561 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
562 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
563 ctx->Const.MinPointSize = MIN_POINT_SIZE;
564 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
565 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
566 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
567 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
568 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
569 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
570 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
571 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
572 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
573 ctx->Const.MaxClipPlanes = 6;
574 ctx->Const.MaxLights = MAX_LIGHTS;
575 ctx->Const.MaxShininess = 128.0;
576 ctx->Const.MaxSpotExponent = 128.0;
577 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
578 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
579
580 /** GL_ARB_uniform_buffer_object */
581 ctx->Const.MaxCombinedUniformBlocks = 36;
582 ctx->Const.MaxUniformBufferBindings = 36;
583 ctx->Const.MaxUniformBlockSize = 16384;
584 ctx->Const.UniformBufferOffsetAlignment = 1;
585
586 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
587 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
588 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
589
590 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
591 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
592
593 /* CheckArrayBounds is overriden by drivers/x11 for X server */
594 ctx->Const.CheckArrayBounds = GL_FALSE;
595
596 /* GL_ARB_draw_buffers */
597 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
598
599 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
600 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
601
602 ctx->Const.VertexProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
603 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
604 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
605 ctx->Const.GeometryProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
606 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
607 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
608
609 /* Shading language version */
610 if (_mesa_is_desktop_gl(ctx)) {
611 ctx->Const.GLSLVersion = 120;
612 _mesa_override_glsl_version(ctx);
613 }
614 else if (ctx->API == API_OPENGLES2) {
615 ctx->Const.GLSLVersion = 100;
616 }
617 else if (ctx->API == API_OPENGLES) {
618 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
619 }
620
621 /* GL_ARB_framebuffer_object */
622 ctx->Const.MaxSamples = 0;
623
624 /* GL_ARB_sync */
625 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
626
627 /* GL_ATI_envmap_bumpmap */
628 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
629
630 /* GL_EXT_provoking_vertex */
631 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
632
633 /* GL_EXT_transform_feedback */
634 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
635 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
636 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
637 ctx->Const.MaxVertexStreams = 1;
638
639 /* GL 3.2: hard-coded for now: */
640 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
641
642 /** GL_EXT_gpu_shader4 */
643 ctx->Const.MinProgramTexelOffset = -8;
644 ctx->Const.MaxProgramTexelOffset = 7;
645
646 /* GL_ARB_robustness */
647 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
648
649 /* PrimitiveRestart */
650 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
651
652 /* ES 3.0 or ARB_ES3_compatibility */
653 ctx->Const.MaxElementIndex = 0xffffffffu;
654
655 /* GL_ARB_texture_multisample */
656 ctx->Const.MaxColorTextureSamples = 1;
657 ctx->Const.MaxDepthTextureSamples = 1;
658 ctx->Const.MaxIntegerSamples = 1;
659 }
660
661
662 /**
663 * Do some sanity checks on the limits/constants for the given context.
664 * Only called the first time a context is bound.
665 */
666 static void
667 check_context_limits(struct gl_context *ctx)
668 {
669 /* check that we don't exceed the size of various bitfields */
670 assert(VARYING_SLOT_MAX <=
671 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
672 assert(VARYING_SLOT_MAX <=
673 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
674
675 /* shader-related checks */
676 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
677 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
678
679 /* Texture unit checks */
680 assert(ctx->Const.FragmentProgram.MaxTextureImageUnits > 0);
681 assert(ctx->Const.FragmentProgram.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
682 assert(ctx->Const.MaxTextureCoordUnits > 0);
683 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
684 assert(ctx->Const.MaxTextureUnits > 0);
685 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
686 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
687 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.FragmentProgram.MaxTextureImageUnits,
688 ctx->Const.MaxTextureCoordUnits));
689 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
690 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
691 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
692 /* number of coord units cannot be greater than number of image units */
693 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.FragmentProgram.MaxTextureImageUnits);
694
695
696 /* Texture size checks */
697 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
698 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
699 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
700 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
701
702 /* Texture level checks */
703 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
704 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
705
706 /* Max texture size should be <= max viewport size (render to texture) */
707 assert((1U << (ctx->Const.MaxTextureLevels - 1))
708 <= ctx->Const.MaxViewportWidth);
709 assert((1U << (ctx->Const.MaxTextureLevels - 1))
710 <= ctx->Const.MaxViewportHeight);
711
712 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
713
714 /* if this fails, add more enum values to gl_buffer_index */
715 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
716
717 /* XXX probably add more tests */
718 }
719
720
721 /**
722 * Initialize the attribute groups in a GL context.
723 *
724 * \param ctx GL context.
725 *
726 * Initializes all the attributes, calling the respective <tt>init*</tt>
727 * functions for the more complex data structures.
728 */
729 static GLboolean
730 init_attrib_groups(struct gl_context *ctx)
731 {
732 assert(ctx);
733
734 /* Constants */
735 _mesa_init_constants( ctx );
736
737 /* Extensions */
738 _mesa_init_extensions( ctx );
739
740 /* Attribute Groups */
741 _mesa_init_accum( ctx );
742 _mesa_init_attrib( ctx );
743 _mesa_init_buffer_objects( ctx );
744 _mesa_init_color( ctx );
745 _mesa_init_current( ctx );
746 _mesa_init_depth( ctx );
747 _mesa_init_debug( ctx );
748 _mesa_init_display_list( ctx );
749 _mesa_init_errors( ctx );
750 _mesa_init_eval( ctx );
751 _mesa_init_fbobjects( ctx );
752 _mesa_init_feedback( ctx );
753 _mesa_init_fog( ctx );
754 _mesa_init_hint( ctx );
755 _mesa_init_line( ctx );
756 _mesa_init_lighting( ctx );
757 _mesa_init_matrix( ctx );
758 _mesa_init_multisample( ctx );
759 _mesa_init_pixel( ctx );
760 _mesa_init_pixelstore( ctx );
761 _mesa_init_point( ctx );
762 _mesa_init_polygon( ctx );
763 _mesa_init_program( ctx );
764 _mesa_init_queryobj( ctx );
765 _mesa_init_sync( ctx );
766 _mesa_init_rastpos( ctx );
767 _mesa_init_scissor( ctx );
768 _mesa_init_shader_state( ctx );
769 _mesa_init_stencil( ctx );
770 _mesa_init_transform( ctx );
771 _mesa_init_transform_feedback( ctx );
772 _mesa_init_varray( ctx );
773 _mesa_init_viewport( ctx );
774
775 if (!_mesa_init_texture( ctx ))
776 return GL_FALSE;
777
778 _mesa_init_texture_s3tc( ctx );
779
780 /* Miscellaneous */
781 ctx->NewState = _NEW_ALL;
782 ctx->NewDriverState = ~0;
783 ctx->ErrorValue = GL_NO_ERROR;
784 ctx->ResetStatus = GL_NO_ERROR;
785 ctx->varying_vp_inputs = VERT_BIT_ALL;
786
787 return GL_TRUE;
788 }
789
790
791 /**
792 * Update default objects in a GL context with respect to shared state.
793 *
794 * \param ctx GL context.
795 *
796 * Removes references to old default objects, (texture objects, program
797 * objects, etc.) and changes to reference those from the current shared
798 * state.
799 */
800 static GLboolean
801 update_default_objects(struct gl_context *ctx)
802 {
803 assert(ctx);
804
805 _mesa_update_default_objects_program(ctx);
806 _mesa_update_default_objects_texture(ctx);
807 _mesa_update_default_objects_buffer_objects(ctx);
808
809 return GL_TRUE;
810 }
811
812
813 /**
814 * This is the default function we plug into all dispatch table slots
815 * This helps prevents a segfault when someone calls a GL function without
816 * first checking if the extension's supported.
817 */
818 int
819 _mesa_generic_nop(void)
820 {
821 GET_CURRENT_CONTEXT(ctx);
822 _mesa_error(ctx, GL_INVALID_OPERATION,
823 "unsupported function called "
824 "(unsupported extension or deprecated function?)");
825 return 0;
826 }
827
828
829 /**
830 * Allocate and initialize a new dispatch table.
831 */
832 struct _glapi_table *
833 _mesa_alloc_dispatch_table()
834 {
835 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
836 * In practice, this'll be the same for stand-alone Mesa. But for DRI
837 * Mesa we do this to accomodate different versions of libGL and various
838 * DRI drivers.
839 */
840 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
841 struct _glapi_table *table;
842
843 table = malloc(numEntries * sizeof(_glapi_proc));
844 if (table) {
845 _glapi_proc *entry = (_glapi_proc *) table;
846 GLint i;
847 for (i = 0; i < numEntries; i++) {
848 entry[i] = (_glapi_proc) _mesa_generic_nop;
849 }
850 }
851 return table;
852 }
853
854 /**
855 * Creates a minimal dispatch table for use within glBegin()/glEnd().
856 *
857 * This ensures that we generate GL_INVALID_OPERATION errors from most
858 * functions, since the set of functions that are valid within Begin/End is
859 * very small.
860 *
861 * From the GL 1.0 specification section 2.6.3, "GL Commands within
862 * Begin/End"
863 *
864 * "The only GL commands that are allowed within any Begin/End pairs are
865 * the commands for specifying vertex coordinates, vertex color, normal
866 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
867 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
868 * commands for specifying lighting material parameters (Material
869 * commands see section 2.12.2), display list invocation commands
870 * (CallList and CallLists see section 5.4), and the EdgeFlag
871 * command. Executing Begin after Begin has already been executed but
872 * before an End is issued generates the INVALID OPERATION error, as does
873 * executing End without a previous corresponding Begin. Executing any
874 * other GL command within Begin/End results in the error INVALID
875 * OPERATION."
876 *
877 * The table entries for specifying vertex attributes are set up by
878 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
879 * are set by install_vtxfmt() as well.
880 */
881 static struct _glapi_table *
882 create_beginend_table(const struct gl_context *ctx)
883 {
884 struct _glapi_table *table;
885
886 table = _mesa_alloc_dispatch_table();
887 if (!table)
888 return NULL;
889
890 /* Fill in functions which return a value, since they should return some
891 * specific value even if they emit a GL_INVALID_OPERATION error from them
892 * being called within glBegin()/glEnd().
893 */
894 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
895
896 COPY_DISPATCH(GenLists);
897 COPY_DISPATCH(IsProgram);
898 COPY_DISPATCH(IsVertexArray);
899 COPY_DISPATCH(IsBuffer);
900 COPY_DISPATCH(IsEnabled);
901 COPY_DISPATCH(IsEnabledi);
902 COPY_DISPATCH(IsRenderbuffer);
903 COPY_DISPATCH(IsFramebuffer);
904 COPY_DISPATCH(CheckFramebufferStatus);
905 COPY_DISPATCH(RenderMode);
906 COPY_DISPATCH(GetString);
907 COPY_DISPATCH(GetStringi);
908 COPY_DISPATCH(GetPointerv);
909 COPY_DISPATCH(IsQuery);
910 COPY_DISPATCH(IsSampler);
911 COPY_DISPATCH(IsSync);
912 COPY_DISPATCH(IsTexture);
913 COPY_DISPATCH(IsTransformFeedback);
914 COPY_DISPATCH(DeleteQueries);
915 COPY_DISPATCH(AreTexturesResident);
916 COPY_DISPATCH(FenceSync);
917 COPY_DISPATCH(ClientWaitSync);
918 COPY_DISPATCH(MapBuffer);
919 COPY_DISPATCH(UnmapBuffer);
920 COPY_DISPATCH(MapBufferRange);
921 COPY_DISPATCH(ObjectPurgeableAPPLE);
922 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
923
924 _mesa_loopback_init_api_table(ctx, table);
925
926 return table;
927 }
928
929 void
930 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
931 {
932 /* Do the code-generated setup of the exec table in api_exec.c. */
933 _mesa_initialize_exec_table(ctx);
934
935 if (ctx->Save)
936 _mesa_initialize_save_table(ctx);
937 }
938
939 /**
940 * Initialize a struct gl_context struct (rendering context).
941 *
942 * This includes allocating all the other structs and arrays which hang off of
943 * the context by pointers.
944 * Note that the driver needs to pass in its dd_function_table here since
945 * we need to at least call driverFunctions->NewTextureObject to create the
946 * default texture objects.
947 *
948 * Called by _mesa_create_context().
949 *
950 * Performs the imports and exports callback tables initialization, and
951 * miscellaneous one-time initializations. If no shared context is supplied one
952 * is allocated, and increase its reference count. Setups the GL API dispatch
953 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
954 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
955 * for debug flags.
956 *
957 * \param ctx the context to initialize
958 * \param api the GL API type to create the context for
959 * \param visual describes the visual attributes for this context
960 * \param share_list points to context to share textures, display lists,
961 * etc with, or NULL
962 * \param driverFunctions table of device driver functions for this context
963 * to use
964 */
965 GLboolean
966 _mesa_initialize_context(struct gl_context *ctx,
967 gl_api api,
968 const struct gl_config *visual,
969 struct gl_context *share_list,
970 const struct dd_function_table *driverFunctions)
971 {
972 struct gl_shared_state *shared;
973 int i;
974
975 assert(driverFunctions->NewTextureObject);
976 assert(driverFunctions->FreeTextureImageBuffer);
977
978 ctx->API = api;
979 ctx->Visual = *visual;
980 ctx->DrawBuffer = NULL;
981 ctx->ReadBuffer = NULL;
982 ctx->WinSysDrawBuffer = NULL;
983 ctx->WinSysReadBuffer = NULL;
984
985 if (_mesa_is_desktop_gl(ctx)) {
986 _mesa_override_gl_version(ctx);
987 }
988
989 /* misc one-time initializations */
990 one_time_init(ctx);
991
992 /* Plug in driver functions and context pointer here.
993 * This is important because when we call alloc_shared_state() below
994 * we'll call ctx->Driver.NewTextureObject() to create the default
995 * textures.
996 */
997 ctx->Driver = *driverFunctions;
998
999 if (share_list) {
1000 /* share state with another context */
1001 shared = share_list->Shared;
1002 }
1003 else {
1004 /* allocate new, unshared state */
1005 shared = _mesa_alloc_shared_state(ctx);
1006 if (!shared)
1007 return GL_FALSE;
1008 }
1009
1010 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1011
1012 if (!init_attrib_groups( ctx ))
1013 goto fail;
1014
1015 /* setup the API dispatch tables with all nop functions */
1016 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1017 if (!ctx->OutsideBeginEnd)
1018 goto fail;
1019 ctx->Exec = ctx->OutsideBeginEnd;
1020 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1021
1022 ctx->FragmentProgram._MaintainTexEnvProgram
1023 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1024
1025 ctx->VertexProgram._MaintainTnlProgram
1026 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1027 if (ctx->VertexProgram._MaintainTnlProgram) {
1028 /* this is required... */
1029 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1030 }
1031
1032 /* Mesa core handles all the formats that mesa core knows about.
1033 * Drivers will want to override this list with just the formats
1034 * they can handle, and confirm that appropriate fallbacks exist in
1035 * _mesa_choose_tex_format().
1036 */
1037 memset(&ctx->TextureFormatSupported, GL_TRUE,
1038 sizeof(ctx->TextureFormatSupported));
1039
1040 switch (ctx->API) {
1041 case API_OPENGL_COMPAT:
1042 ctx->BeginEnd = create_beginend_table(ctx);
1043 ctx->Save = _mesa_alloc_dispatch_table();
1044 if (!ctx->BeginEnd || !ctx->Save)
1045 goto fail;
1046
1047 /* fall-through */
1048 case API_OPENGL_CORE:
1049 break;
1050 case API_OPENGLES:
1051 /**
1052 * GL_OES_texture_cube_map says
1053 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1054 */
1055 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1056 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1057 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1058 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1059 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1060 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1061 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1062 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1063 }
1064 break;
1065 case API_OPENGLES2:
1066 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1067 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1068 break;
1069 }
1070
1071 ctx->FirstTimeCurrent = GL_TRUE;
1072
1073 return GL_TRUE;
1074
1075 fail:
1076 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1077 free(ctx->BeginEnd);
1078 free(ctx->Exec);
1079 free(ctx->Save);
1080 return GL_FALSE;
1081 }
1082
1083
1084 /**
1085 * Allocate and initialize a struct gl_context structure.
1086 * Note that the driver needs to pass in its dd_function_table here since
1087 * we need to at least call driverFunctions->NewTextureObject to initialize
1088 * the rendering context.
1089 *
1090 * \param api the GL API type to create the context for
1091 * \param visual a struct gl_config pointer (we copy the struct contents)
1092 * \param share_list another context to share display lists with or NULL
1093 * \param driverFunctions points to the dd_function_table into which the
1094 * driver has plugged in all its special functions.
1095 *
1096 * \return pointer to a new __struct gl_contextRec or NULL if error.
1097 */
1098 struct gl_context *
1099 _mesa_create_context(gl_api api,
1100 const struct gl_config *visual,
1101 struct gl_context *share_list,
1102 const struct dd_function_table *driverFunctions)
1103 {
1104 struct gl_context *ctx;
1105
1106 ASSERT(visual);
1107
1108 ctx = calloc(1, sizeof(struct gl_context));
1109 if (!ctx)
1110 return NULL;
1111
1112 if (_mesa_initialize_context(ctx, api, visual, share_list,
1113 driverFunctions)) {
1114 return ctx;
1115 }
1116 else {
1117 free(ctx);
1118 return NULL;
1119 }
1120 }
1121
1122
1123 /**
1124 * Free the data associated with the given context.
1125 *
1126 * But doesn't free the struct gl_context struct itself.
1127 *
1128 * \sa _mesa_initialize_context() and init_attrib_groups().
1129 */
1130 void
1131 _mesa_free_context_data( struct gl_context *ctx )
1132 {
1133 if (!_mesa_get_current_context()){
1134 /* No current context, but we may need one in order to delete
1135 * texture objs, etc. So temporarily bind the context now.
1136 */
1137 _mesa_make_current(ctx, NULL, NULL);
1138 }
1139
1140 /* unreference WinSysDraw/Read buffers */
1141 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1142 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1143 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1144 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1145
1146 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1147 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1148 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1149
1150 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1151 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1152 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1153
1154 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1155 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1156
1157 _mesa_free_attrib_data(ctx);
1158 _mesa_free_buffer_objects(ctx);
1159 _mesa_free_lighting_data( ctx );
1160 _mesa_free_eval_data( ctx );
1161 _mesa_free_texture_data( ctx );
1162 _mesa_free_matrix_data( ctx );
1163 _mesa_free_viewport_data( ctx );
1164 _mesa_free_program_data(ctx);
1165 _mesa_free_shader_state(ctx);
1166 _mesa_free_queryobj_data(ctx);
1167 _mesa_free_sync_data(ctx);
1168 _mesa_free_varray_data(ctx);
1169 _mesa_free_transform_feedback(ctx);
1170
1171 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1172 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1173 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1174 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1175
1176 /* free dispatch tables */
1177 free(ctx->BeginEnd);
1178 free(ctx->Exec);
1179 free(ctx->Save);
1180
1181 /* Shared context state (display lists, textures, etc) */
1182 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1183
1184 /* needs to be after freeing shared state */
1185 _mesa_free_display_list_data(ctx);
1186
1187 _mesa_free_errors_data(ctx);
1188
1189 free((void *)ctx->Extensions.String);
1190
1191 free(ctx->VersionString);
1192
1193 /* unbind the context if it's currently bound */
1194 if (ctx == _mesa_get_current_context()) {
1195 _mesa_make_current(NULL, NULL, NULL);
1196 }
1197 }
1198
1199
1200 /**
1201 * Destroy a struct gl_context structure.
1202 *
1203 * \param ctx GL context.
1204 *
1205 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1206 */
1207 void
1208 _mesa_destroy_context( struct gl_context *ctx )
1209 {
1210 if (ctx) {
1211 _mesa_free_context_data(ctx);
1212 free( (void *) ctx );
1213 }
1214 }
1215
1216
1217 /**
1218 * Copy attribute groups from one context to another.
1219 *
1220 * \param src source context
1221 * \param dst destination context
1222 * \param mask bitwise OR of GL_*_BIT flags
1223 *
1224 * According to the bits specified in \p mask, copies the corresponding
1225 * attributes from \p src into \p dst. For many of the attributes a simple \c
1226 * memcpy is not enough due to the existence of internal pointers in their data
1227 * structures.
1228 */
1229 void
1230 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1231 GLuint mask )
1232 {
1233 if (mask & GL_ACCUM_BUFFER_BIT) {
1234 /* OK to memcpy */
1235 dst->Accum = src->Accum;
1236 }
1237 if (mask & GL_COLOR_BUFFER_BIT) {
1238 /* OK to memcpy */
1239 dst->Color = src->Color;
1240 }
1241 if (mask & GL_CURRENT_BIT) {
1242 /* OK to memcpy */
1243 dst->Current = src->Current;
1244 }
1245 if (mask & GL_DEPTH_BUFFER_BIT) {
1246 /* OK to memcpy */
1247 dst->Depth = src->Depth;
1248 }
1249 if (mask & GL_ENABLE_BIT) {
1250 /* no op */
1251 }
1252 if (mask & GL_EVAL_BIT) {
1253 /* OK to memcpy */
1254 dst->Eval = src->Eval;
1255 }
1256 if (mask & GL_FOG_BIT) {
1257 /* OK to memcpy */
1258 dst->Fog = src->Fog;
1259 }
1260 if (mask & GL_HINT_BIT) {
1261 /* OK to memcpy */
1262 dst->Hint = src->Hint;
1263 }
1264 if (mask & GL_LIGHTING_BIT) {
1265 GLuint i;
1266 /* begin with memcpy */
1267 dst->Light = src->Light;
1268 /* fixup linked lists to prevent pointer insanity */
1269 make_empty_list( &(dst->Light.EnabledList) );
1270 for (i = 0; i < MAX_LIGHTS; i++) {
1271 if (dst->Light.Light[i].Enabled) {
1272 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1273 }
1274 }
1275 }
1276 if (mask & GL_LINE_BIT) {
1277 /* OK to memcpy */
1278 dst->Line = src->Line;
1279 }
1280 if (mask & GL_LIST_BIT) {
1281 /* OK to memcpy */
1282 dst->List = src->List;
1283 }
1284 if (mask & GL_PIXEL_MODE_BIT) {
1285 /* OK to memcpy */
1286 dst->Pixel = src->Pixel;
1287 }
1288 if (mask & GL_POINT_BIT) {
1289 /* OK to memcpy */
1290 dst->Point = src->Point;
1291 }
1292 if (mask & GL_POLYGON_BIT) {
1293 /* OK to memcpy */
1294 dst->Polygon = src->Polygon;
1295 }
1296 if (mask & GL_POLYGON_STIPPLE_BIT) {
1297 /* Use loop instead of memcpy due to problem with Portland Group's
1298 * C compiler. Reported by John Stone.
1299 */
1300 GLuint i;
1301 for (i = 0; i < 32; i++) {
1302 dst->PolygonStipple[i] = src->PolygonStipple[i];
1303 }
1304 }
1305 if (mask & GL_SCISSOR_BIT) {
1306 /* OK to memcpy */
1307 dst->Scissor = src->Scissor;
1308 }
1309 if (mask & GL_STENCIL_BUFFER_BIT) {
1310 /* OK to memcpy */
1311 dst->Stencil = src->Stencil;
1312 }
1313 if (mask & GL_TEXTURE_BIT) {
1314 /* Cannot memcpy because of pointers */
1315 _mesa_copy_texture_state(src, dst);
1316 }
1317 if (mask & GL_TRANSFORM_BIT) {
1318 /* OK to memcpy */
1319 dst->Transform = src->Transform;
1320 }
1321 if (mask & GL_VIEWPORT_BIT) {
1322 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1323 dst->Viewport.X = src->Viewport.X;
1324 dst->Viewport.Y = src->Viewport.Y;
1325 dst->Viewport.Width = src->Viewport.Width;
1326 dst->Viewport.Height = src->Viewport.Height;
1327 dst->Viewport.Near = src->Viewport.Near;
1328 dst->Viewport.Far = src->Viewport.Far;
1329 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1330 }
1331
1332 /* XXX FIXME: Call callbacks?
1333 */
1334 dst->NewState = _NEW_ALL;
1335 dst->NewDriverState = ~0;
1336 }
1337
1338
1339 /**
1340 * Check if the given context can render into the given framebuffer
1341 * by checking visual attributes.
1342 *
1343 * Most of these tests could go away because Mesa is now pretty flexible
1344 * in terms of mixing rendering contexts with framebuffers. As long
1345 * as RGB vs. CI mode agree, we're probably good.
1346 *
1347 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1348 */
1349 static GLboolean
1350 check_compatible(const struct gl_context *ctx,
1351 const struct gl_framebuffer *buffer)
1352 {
1353 const struct gl_config *ctxvis = &ctx->Visual;
1354 const struct gl_config *bufvis = &buffer->Visual;
1355
1356 if (buffer == _mesa_get_incomplete_framebuffer())
1357 return GL_TRUE;
1358
1359 #if 0
1360 /* disabling this fixes the fgl_glxgears pbuffer demo */
1361 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1362 return GL_FALSE;
1363 #endif
1364 if (ctxvis->stereoMode && !bufvis->stereoMode)
1365 return GL_FALSE;
1366 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1367 return GL_FALSE;
1368 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1369 return GL_FALSE;
1370 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1371 return GL_FALSE;
1372 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1373 return GL_FALSE;
1374 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1375 return GL_FALSE;
1376 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1377 return GL_FALSE;
1378 #if 0
1379 /* disabled (see bug 11161) */
1380 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1381 return GL_FALSE;
1382 #endif
1383 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1384 return GL_FALSE;
1385
1386 return GL_TRUE;
1387 }
1388
1389
1390 /**
1391 * Check if the viewport/scissor size has not yet been initialized.
1392 * Initialize the size if the given width and height are non-zero.
1393 */
1394 void
1395 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1396 {
1397 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1398 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1399 * potential infinite recursion.
1400 */
1401 ctx->ViewportInitialized = GL_TRUE;
1402 _mesa_set_viewport(ctx, 0, 0, width, height);
1403 _mesa_set_scissor(ctx, 0, 0, width, height);
1404 }
1405 }
1406
1407
1408 /**
1409 * Bind the given context to the given drawBuffer and readBuffer and
1410 * make it the current context for the calling thread.
1411 * We'll render into the drawBuffer and read pixels from the
1412 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1413 *
1414 * We check that the context's and framebuffer's visuals are compatible
1415 * and return immediately if they're not.
1416 *
1417 * \param newCtx the new GL context. If NULL then there will be no current GL
1418 * context.
1419 * \param drawBuffer the drawing framebuffer
1420 * \param readBuffer the reading framebuffer
1421 */
1422 GLboolean
1423 _mesa_make_current( struct gl_context *newCtx,
1424 struct gl_framebuffer *drawBuffer,
1425 struct gl_framebuffer *readBuffer )
1426 {
1427 GET_CURRENT_CONTEXT(curCtx);
1428
1429 if (MESA_VERBOSE & VERBOSE_API)
1430 _mesa_debug(newCtx, "_mesa_make_current()\n");
1431
1432 /* Check that the context's and framebuffer's visuals are compatible.
1433 */
1434 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1435 if (!check_compatible(newCtx, drawBuffer)) {
1436 _mesa_warning(newCtx,
1437 "MakeCurrent: incompatible visuals for context and drawbuffer");
1438 return GL_FALSE;
1439 }
1440 }
1441 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1442 if (!check_compatible(newCtx, readBuffer)) {
1443 _mesa_warning(newCtx,
1444 "MakeCurrent: incompatible visuals for context and readbuffer");
1445 return GL_FALSE;
1446 }
1447 }
1448
1449 if (curCtx &&
1450 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1451 /* make sure this context is valid for flushing */
1452 curCtx != newCtx)
1453 _mesa_flush(curCtx);
1454
1455 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1456 _glapi_set_context((void *) newCtx);
1457 ASSERT(_mesa_get_current_context() == newCtx);
1458
1459 if (!newCtx) {
1460 _glapi_set_dispatch(NULL); /* none current */
1461 }
1462 else {
1463 _glapi_set_dispatch(newCtx->CurrentDispatch);
1464
1465 if (drawBuffer && readBuffer) {
1466 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1467 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1468 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1469 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1470
1471 /*
1472 * Only set the context's Draw/ReadBuffer fields if they're NULL
1473 * or not bound to a user-created FBO.
1474 */
1475 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1476 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1477 /* Update the FBO's list of drawbuffers/renderbuffers.
1478 * For winsys FBOs this comes from the GL state (which may have
1479 * changed since the last time this FBO was bound).
1480 */
1481 _mesa_update_draw_buffers(newCtx);
1482 }
1483 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1484 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1485 }
1486
1487 /* XXX only set this flag if we're really changing the draw/read
1488 * framebuffer bindings.
1489 */
1490 newCtx->NewState |= _NEW_BUFFERS;
1491
1492 if (drawBuffer) {
1493 _mesa_check_init_viewport(newCtx,
1494 drawBuffer->Width, drawBuffer->Height);
1495 }
1496 }
1497
1498 if (newCtx->FirstTimeCurrent) {
1499 assert(newCtx->Version > 0);
1500
1501 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1502
1503 check_context_limits(newCtx);
1504
1505 /* We can use this to help debug user's problems. Tell them to set
1506 * the MESA_INFO env variable before running their app. Then the
1507 * first time each context is made current we'll print some useful
1508 * information.
1509 */
1510 if (_mesa_getenv("MESA_INFO")) {
1511 _mesa_print_info();
1512 }
1513
1514 newCtx->FirstTimeCurrent = GL_FALSE;
1515 }
1516 }
1517
1518 return GL_TRUE;
1519 }
1520
1521
1522 /**
1523 * Make context 'ctx' share the display lists, textures and programs
1524 * that are associated with 'ctxToShare'.
1525 * Any display lists, textures or programs associated with 'ctx' will
1526 * be deleted if nobody else is sharing them.
1527 */
1528 GLboolean
1529 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1530 {
1531 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1532 struct gl_shared_state *oldShared = NULL;
1533
1534 /* save ref to old state to prevent it from being deleted immediately */
1535 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1536
1537 /* update ctx's Shared pointer */
1538 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1539
1540 update_default_objects(ctx);
1541
1542 /* release the old shared state */
1543 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1544
1545 return GL_TRUE;
1546 }
1547 else {
1548 return GL_FALSE;
1549 }
1550 }
1551
1552
1553
1554 /**
1555 * \return pointer to the current GL context for this thread.
1556 *
1557 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1558 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1559 * context.h.
1560 */
1561 struct gl_context *
1562 _mesa_get_current_context( void )
1563 {
1564 return (struct gl_context *) _glapi_get_context();
1565 }
1566
1567
1568 /**
1569 * Get context's current API dispatch table.
1570 *
1571 * It'll either be the immediate-mode execute dispatcher or the display list
1572 * compile dispatcher.
1573 *
1574 * \param ctx GL context.
1575 *
1576 * \return pointer to dispatch_table.
1577 *
1578 * Simply returns __struct gl_contextRec::CurrentDispatch.
1579 */
1580 struct _glapi_table *
1581 _mesa_get_dispatch(struct gl_context *ctx)
1582 {
1583 return ctx->CurrentDispatch;
1584 }
1585
1586 /*@}*/
1587
1588
1589 /**********************************************************************/
1590 /** \name Miscellaneous functions */
1591 /**********************************************************************/
1592 /*@{*/
1593
1594 /**
1595 * Record an error.
1596 *
1597 * \param ctx GL context.
1598 * \param error error code.
1599 *
1600 * Records the given error code and call the driver's dd_function_table::Error
1601 * function if defined.
1602 *
1603 * \sa
1604 * This is called via _mesa_error().
1605 */
1606 void
1607 _mesa_record_error(struct gl_context *ctx, GLenum error)
1608 {
1609 if (!ctx)
1610 return;
1611
1612 if (ctx->ErrorValue == GL_NO_ERROR) {
1613 ctx->ErrorValue = error;
1614 }
1615 }
1616
1617
1618 /**
1619 * Flush commands and wait for completion.
1620 */
1621 void
1622 _mesa_finish(struct gl_context *ctx)
1623 {
1624 FLUSH_VERTICES( ctx, 0 );
1625 FLUSH_CURRENT( ctx, 0 );
1626 if (ctx->Driver.Finish) {
1627 ctx->Driver.Finish(ctx);
1628 }
1629 }
1630
1631
1632 /**
1633 * Flush commands.
1634 */
1635 void
1636 _mesa_flush(struct gl_context *ctx)
1637 {
1638 FLUSH_VERTICES( ctx, 0 );
1639 FLUSH_CURRENT( ctx, 0 );
1640 if (ctx->Driver.Flush) {
1641 ctx->Driver.Flush(ctx);
1642 }
1643 }
1644
1645
1646
1647 /**
1648 * Execute glFinish().
1649 *
1650 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1651 * dd_function_table::Finish driver callback, if not NULL.
1652 */
1653 void GLAPIENTRY
1654 _mesa_Finish(void)
1655 {
1656 GET_CURRENT_CONTEXT(ctx);
1657 ASSERT_OUTSIDE_BEGIN_END(ctx);
1658 _mesa_finish(ctx);
1659 }
1660
1661
1662 /**
1663 * Execute glFlush().
1664 *
1665 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1666 * dd_function_table::Flush driver callback, if not NULL.
1667 */
1668 void GLAPIENTRY
1669 _mesa_Flush(void)
1670 {
1671 GET_CURRENT_CONTEXT(ctx);
1672 ASSERT_OUTSIDE_BEGIN_END(ctx);
1673 _mesa_flush(ctx);
1674 }
1675
1676
1677 /*
1678 * ARB_blend_func_extended - ERRORS section
1679 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1680 * implicitly calls Begin if any draw buffer has a blend function requiring the
1681 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1682 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1683 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1684 */
1685 static GLboolean
1686 _mesa_check_blend_func_error(struct gl_context *ctx)
1687 {
1688 GLuint i;
1689 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1690 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1691 i++) {
1692 if (ctx->Color.Blend[i]._UsesDualSrc) {
1693 _mesa_error(ctx, GL_INVALID_OPERATION,
1694 "dual source blend on illegal attachment");
1695 return GL_FALSE;
1696 }
1697 }
1698 return GL_TRUE;
1699 }
1700
1701 /**
1702 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1703 * is called to see if it's valid to render. This involves checking that
1704 * the current shader is valid and the framebuffer is complete.
1705 * If an error is detected it'll be recorded here.
1706 * \return GL_TRUE if OK to render, GL_FALSE if not
1707 */
1708 GLboolean
1709 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1710 {
1711 bool vert_from_glsl_shader = false;
1712 bool geom_from_glsl_shader = false;
1713 bool frag_from_glsl_shader = false;
1714
1715 /* This depends on having up to date derived state (shaders) */
1716 if (ctx->NewState)
1717 _mesa_update_state(ctx);
1718
1719 if (ctx->Shader.CurrentVertexProgram) {
1720 vert_from_glsl_shader = true;
1721
1722 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1723 _mesa_error(ctx, GL_INVALID_OPERATION,
1724 "%s(shader not linked)", where);
1725 return GL_FALSE;
1726 }
1727 #if 0 /* not normally enabled */
1728 {
1729 char errMsg[100];
1730 if (!_mesa_validate_shader_program(ctx,
1731 ctx->Shader.CurrentVertexProgram,
1732 errMsg)) {
1733 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1734 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1735 }
1736 }
1737 #endif
1738 }
1739
1740 if (ctx->Shader.CurrentGeometryProgram) {
1741 geom_from_glsl_shader = true;
1742
1743 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1744 _mesa_error(ctx, GL_INVALID_OPERATION,
1745 "%s(shader not linked)", where);
1746 return GL_FALSE;
1747 }
1748 #if 0 /* not normally enabled */
1749 {
1750 char errMsg[100];
1751 if (!_mesa_validate_shader_program(ctx,
1752 ctx->Shader.CurrentGeometryProgram,
1753 errMsg)) {
1754 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1755 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1756 }
1757 }
1758 #endif
1759 }
1760
1761 if (ctx->Shader.CurrentFragmentProgram) {
1762 frag_from_glsl_shader = true;
1763
1764 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1765 _mesa_error(ctx, GL_INVALID_OPERATION,
1766 "%s(shader not linked)", where);
1767 return GL_FALSE;
1768 }
1769 #if 0 /* not normally enabled */
1770 {
1771 char errMsg[100];
1772 if (!_mesa_validate_shader_program(ctx,
1773 ctx->Shader.CurrentFragmentProgram,
1774 errMsg)) {
1775 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1776 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1777 }
1778 }
1779 #endif
1780 }
1781
1782 /* Any shader stages that are not supplied by the GLSL shader and have
1783 * assembly shaders enabled must now be validated.
1784 */
1785 if (!vert_from_glsl_shader
1786 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1787 _mesa_error(ctx, GL_INVALID_OPERATION,
1788 "%s(vertex program not valid)", where);
1789 return GL_FALSE;
1790 }
1791
1792 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1793 * FINISHME: geometry program should validated here.
1794 */
1795 (void) geom_from_glsl_shader;
1796
1797 if (!frag_from_glsl_shader) {
1798 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1799 _mesa_error(ctx, GL_INVALID_OPERATION,
1800 "%s(fragment program not valid)", where);
1801 return GL_FALSE;
1802 }
1803
1804 /* If drawing to integer-valued color buffers, there must be an
1805 * active fragment shader (GL_EXT_texture_integer).
1806 */
1807 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1808 _mesa_error(ctx, GL_INVALID_OPERATION,
1809 "%s(integer format but no fragment shader)", where);
1810 return GL_FALSE;
1811 }
1812 }
1813
1814 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1815 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1816 "%s(incomplete framebuffer)", where);
1817 return GL_FALSE;
1818 }
1819
1820 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1821 return GL_FALSE;
1822 }
1823
1824 #ifdef DEBUG
1825 if (ctx->Shader.Flags & GLSL_LOG) {
1826 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1827 gl_shader_type i;
1828
1829 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1830 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1831 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1832
1833 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1834 if (shProg[i] == NULL || shProg[i]->_Used
1835 || shProg[i]->_LinkedShaders[i] == NULL)
1836 continue;
1837
1838 /* This is the first time this shader is being used.
1839 * Append shader's constants/uniforms to log file.
1840 *
1841 * Only log data for the program target that matches the shader
1842 * target. It's possible to have a program bound to the vertex
1843 * shader target that also supplied a fragment shader. If that
1844 * program isn't also bound to the fragment shader target we don't
1845 * want to log its fragment data.
1846 */
1847 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1848 }
1849
1850 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1851 if (shProg[i] != NULL)
1852 shProg[i]->_Used = GL_TRUE;
1853 }
1854 }
1855 #endif
1856
1857 return GL_TRUE;
1858 }
1859
1860
1861 /*@}*/