glsl: Add IsCentroid bitfield to gl_fragment_program.
[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 "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 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > 8) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545
546 prog->MaxUniformBlocks = 12;
547 prog->MaxCombinedUniformComponents = prog->MaxUniformComponents;
548 }
549
550
551 /**
552 * Initialize fields of gl_constants (aka ctx->Const.*).
553 * Use defaults from config.h. The device drivers will often override
554 * some of these values (such as number of texture units).
555 */
556 static void
557 _mesa_init_constants(struct gl_context *ctx)
558 {
559 assert(ctx);
560
561 /* Constants, may be overriden (usually only reduced) by device drivers */
562 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
563 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
564 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
565 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
566 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
567 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
568 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
569 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
570 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
571 ctx->Const.MaxTextureImageUnits);
572 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
573 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
574 ctx->Const.MaxTextureBufferSize = 65536;
575 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
576 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
577 ctx->Const.MinPointSize = MIN_POINT_SIZE;
578 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
579 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
580 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
581 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
582 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
583 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
584 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
585 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
586 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
587 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
588 ctx->Const.MaxClipPlanes = 6;
589 ctx->Const.MaxLights = MAX_LIGHTS;
590 ctx->Const.MaxShininess = 128.0;
591 ctx->Const.MaxSpotExponent = 128.0;
592 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
593 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
594 #if FEATURE_ARB_vertex_program
595 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
596 #endif
597 #if FEATURE_ARB_fragment_program
598 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
599 #endif
600 #if FEATURE_ARB_geometry_shader4
601 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
602 #endif
603 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
604 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
605
606 /* CheckArrayBounds is overriden by drivers/x11 for X server */
607 ctx->Const.CheckArrayBounds = GL_FALSE;
608
609 /* GL_ARB_draw_buffers */
610 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
611
612 #if FEATURE_EXT_framebuffer_object
613 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
614 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
615 #endif
616
617 #if FEATURE_ARB_vertex_shader
618 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
619 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
620 ctx->Const.MaxVarying = MAX_VARYING;
621 #endif
622 #if FEATURE_ARB_geometry_shader4
623 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
624 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
625 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
626 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
627 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
628 #endif
629
630 /* Shading language version */
631 if (ctx->API == API_OPENGL) {
632 ctx->Const.GLSLVersion = 120;
633 _mesa_override_glsl_version(ctx);
634 }
635 else if (ctx->API == API_OPENGLES2) {
636 ctx->Const.GLSLVersion = 100;
637 }
638 else if (ctx->API == API_OPENGLES) {
639 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
640 }
641
642 /* GL_ARB_framebuffer_object */
643 ctx->Const.MaxSamples = 0;
644
645 /* GL_ARB_sync */
646 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
647
648 /* GL_ATI_envmap_bumpmap */
649 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
650
651 /* GL_EXT_provoking_vertex */
652 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
653
654 /* GL_EXT_transform_feedback */
655 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
656 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
657 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
658
659 /** GL_ARB_uniform_buffer_object */
660 ctx->Const.MaxCombinedUniformBlocks = 36;
661 ctx->Const.MaxUniformBufferBindings = 36;
662 ctx->Const.MaxUniformBlockSize = 16384;
663 ctx->Const.UniformBufferOffsetAlignment = 1;
664
665 /* GL 3.2: hard-coded for now: */
666 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
667
668 /** GL_EXT_gpu_shader4 */
669 ctx->Const.MinProgramTexelOffset = -8;
670 ctx->Const.MaxProgramTexelOffset = 7;
671
672 /* GL_ARB_robustness */
673 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
674
675 /* PrimitiveRestart */
676 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
677 }
678
679
680 /**
681 * Do some sanity checks on the limits/constants for the given context.
682 * Only called the first time a context is bound.
683 */
684 static void
685 check_context_limits(struct gl_context *ctx)
686 {
687 /* check that we don't exceed the size of various bitfields */
688 assert(VERT_RESULT_MAX <=
689 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
690 assert(FRAG_ATTRIB_MAX <=
691 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
692
693 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
694
695 /* shader-related checks */
696 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
697 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
698
699 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
700 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
701 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
702 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
703
704 /* Texture unit checks */
705 assert(ctx->Const.MaxTextureImageUnits > 0);
706 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
707 assert(ctx->Const.MaxTextureCoordUnits > 0);
708 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
709 assert(ctx->Const.MaxTextureUnits > 0);
710 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
711 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
712 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
713 ctx->Const.MaxTextureCoordUnits));
714 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
715 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
716 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
717 /* number of coord units cannot be greater than number of image units */
718 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
719
720
721 /* Texture size checks */
722 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
723 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
724 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
725 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
726
727 /* Texture level checks */
728 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
729 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
730
731 /* Max texture size should be <= max viewport size (render to texture) */
732 assert((1 << (ctx->Const.MaxTextureLevels - 1))
733 <= ctx->Const.MaxViewportWidth);
734 assert((1 << (ctx->Const.MaxTextureLevels - 1))
735 <= ctx->Const.MaxViewportHeight);
736
737 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
738
739 /* if this fails, add more enum values to gl_buffer_index */
740 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
741
742 /* XXX probably add more tests */
743 }
744
745
746 /**
747 * Initialize the attribute groups in a GL context.
748 *
749 * \param ctx GL context.
750 *
751 * Initializes all the attributes, calling the respective <tt>init*</tt>
752 * functions for the more complex data structures.
753 */
754 static GLboolean
755 init_attrib_groups(struct gl_context *ctx)
756 {
757 assert(ctx);
758
759 /* Constants */
760 _mesa_init_constants( ctx );
761
762 /* Extensions */
763 _mesa_init_extensions( ctx );
764
765 /* Attribute Groups */
766 _mesa_init_accum( ctx );
767 _mesa_init_attrib( ctx );
768 _mesa_init_buffer_objects( ctx );
769 _mesa_init_color( ctx );
770 _mesa_init_current( ctx );
771 _mesa_init_depth( ctx );
772 _mesa_init_debug( ctx );
773 _mesa_init_display_list( ctx );
774 _mesa_init_errors( ctx );
775 _mesa_init_eval( ctx );
776 _mesa_init_fbobjects( ctx );
777 _mesa_init_feedback( ctx );
778 _mesa_init_fog( ctx );
779 _mesa_init_hint( ctx );
780 _mesa_init_line( ctx );
781 _mesa_init_lighting( ctx );
782 _mesa_init_matrix( ctx );
783 _mesa_init_multisample( ctx );
784 _mesa_init_pixel( ctx );
785 _mesa_init_pixelstore( ctx );
786 _mesa_init_point( ctx );
787 _mesa_init_polygon( ctx );
788 _mesa_init_program( ctx );
789 _mesa_init_queryobj( ctx );
790 _mesa_init_sync( ctx );
791 _mesa_init_rastpos( ctx );
792 _mesa_init_scissor( ctx );
793 _mesa_init_shader_state( ctx );
794 _mesa_init_stencil( ctx );
795 _mesa_init_transform( ctx );
796 _mesa_init_transform_feedback( ctx );
797 _mesa_init_varray( ctx );
798 _mesa_init_viewport( ctx );
799
800 if (!_mesa_init_texture( ctx ))
801 return GL_FALSE;
802
803 _mesa_init_texture_s3tc( ctx );
804
805 /* Miscellaneous */
806 ctx->NewState = _NEW_ALL;
807 ctx->NewDriverState = ~0;
808 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
809 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
810 ctx->varying_vp_inputs = VERT_BIT_ALL;
811
812 return GL_TRUE;
813 }
814
815
816 /**
817 * Update default objects in a GL context with respect to shared state.
818 *
819 * \param ctx GL context.
820 *
821 * Removes references to old default objects, (texture objects, program
822 * objects, etc.) and changes to reference those from the current shared
823 * state.
824 */
825 static GLboolean
826 update_default_objects(struct gl_context *ctx)
827 {
828 assert(ctx);
829
830 _mesa_update_default_objects_program(ctx);
831 _mesa_update_default_objects_texture(ctx);
832 _mesa_update_default_objects_buffer_objects(ctx);
833
834 return GL_TRUE;
835 }
836
837
838 /**
839 * This is the default function we plug into all dispatch table slots
840 * This helps prevents a segfault when someone calls a GL function without
841 * first checking if the extension's supported.
842 */
843 static int
844 generic_nop(void)
845 {
846 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
847 return 0;
848 }
849
850
851 /**
852 * Allocate and initialize a new dispatch table.
853 */
854 struct _glapi_table *
855 _mesa_alloc_dispatch_table(int size)
856 {
857 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
858 * In practice, this'll be the same for stand-alone Mesa. But for DRI
859 * Mesa we do this to accomodate different versions of libGL and various
860 * DRI drivers.
861 */
862 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
863 struct _glapi_table *table;
864
865 /* should never happen, but just in case */
866 numEntries = MAX2(numEntries, size);
867
868 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
869 if (table) {
870 _glapi_proc *entry = (_glapi_proc *) table;
871 GLint i;
872 for (i = 0; i < numEntries; i++) {
873 entry[i] = (_glapi_proc) generic_nop;
874 }
875 }
876 return table;
877 }
878
879
880 /**
881 * Initialize a struct gl_context struct (rendering context).
882 *
883 * This includes allocating all the other structs and arrays which hang off of
884 * the context by pointers.
885 * Note that the driver needs to pass in its dd_function_table here since
886 * we need to at least call driverFunctions->NewTextureObject to create the
887 * default texture objects.
888 *
889 * Called by _mesa_create_context().
890 *
891 * Performs the imports and exports callback tables initialization, and
892 * miscellaneous one-time initializations. If no shared context is supplied one
893 * is allocated, and increase its reference count. Setups the GL API dispatch
894 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
895 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
896 * for debug flags.
897 *
898 * \param ctx the context to initialize
899 * \param api the GL API type to create the context for
900 * \param visual describes the visual attributes for this context
901 * \param share_list points to context to share textures, display lists,
902 * etc with, or NULL
903 * \param driverFunctions table of device driver functions for this context
904 * to use
905 * \param driverContext pointer to driver-specific context data
906 */
907 GLboolean
908 _mesa_initialize_context(struct gl_context *ctx,
909 gl_api api,
910 const struct gl_config *visual,
911 struct gl_context *share_list,
912 const struct dd_function_table *driverFunctions,
913 void *driverContext)
914 {
915 struct gl_shared_state *shared;
916 int i;
917
918 /*ASSERT(driverContext);*/
919 assert(driverFunctions->NewTextureObject);
920 assert(driverFunctions->FreeTextureImageBuffer);
921
922 ctx->API = api;
923 ctx->Visual = *visual;
924 ctx->DrawBuffer = NULL;
925 ctx->ReadBuffer = NULL;
926 ctx->WinSysDrawBuffer = NULL;
927 ctx->WinSysReadBuffer = NULL;
928
929 /* misc one-time initializations */
930 one_time_init(ctx);
931
932 /* Plug in driver functions and context pointer here.
933 * This is important because when we call alloc_shared_state() below
934 * we'll call ctx->Driver.NewTextureObject() to create the default
935 * textures.
936 */
937 ctx->Driver = *driverFunctions;
938 ctx->DriverCtx = driverContext;
939
940 if (share_list) {
941 /* share state with another context */
942 shared = share_list->Shared;
943 }
944 else {
945 /* allocate new, unshared state */
946 shared = _mesa_alloc_shared_state(ctx);
947 if (!shared)
948 return GL_FALSE;
949 }
950
951 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
952
953 if (!init_attrib_groups( ctx )) {
954 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
955 return GL_FALSE;
956 }
957
958 #if FEATURE_dispatch
959 /* setup the API dispatch tables */
960 switch (ctx->API) {
961 #if FEATURE_GL
962 case API_OPENGL:
963 ctx->Exec = _mesa_create_exec_table();
964 break;
965 #endif
966 #if FEATURE_ES1
967 case API_OPENGLES:
968 ctx->Exec = _mesa_create_exec_table_es1();
969 break;
970 #endif
971 #if FEATURE_ES2
972 case API_OPENGLES2:
973 ctx->Exec = _mesa_create_exec_table_es2();
974 break;
975 #endif
976 default:
977 _mesa_problem(ctx, "unknown or unsupported API");
978 break;
979 }
980
981 if (!ctx->Exec) {
982 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
983 return GL_FALSE;
984 }
985 #endif
986 ctx->CurrentDispatch = ctx->Exec;
987
988 ctx->FragmentProgram._MaintainTexEnvProgram
989 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
990
991 ctx->VertexProgram._MaintainTnlProgram
992 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
993 if (ctx->VertexProgram._MaintainTnlProgram) {
994 /* this is required... */
995 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
996 }
997
998 /* Mesa core handles all the formats that mesa core knows about.
999 * Drivers will want to override this list with just the formats
1000 * they can handle, and confirm that appropriate fallbacks exist in
1001 * _mesa_choose_tex_format().
1002 */
1003 memset(&ctx->TextureFormatSupported, GL_TRUE,
1004 sizeof(ctx->TextureFormatSupported));
1005
1006 switch (ctx->API) {
1007 case API_OPENGL:
1008 #if FEATURE_dlist
1009 ctx->Save = _mesa_create_save_table();
1010 if (!ctx->Save) {
1011 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1012 free(ctx->Exec);
1013 return GL_FALSE;
1014 }
1015
1016 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1017 #endif
1018 break;
1019 case API_OPENGLES:
1020 /**
1021 * GL_OES_texture_cube_map says
1022 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1023 */
1024 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1025 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1026 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1027 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1028 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1029 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1030 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1031 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1032 }
1033 break;
1034 case API_OPENGLES2:
1035 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1036 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1037 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1038 break;
1039 }
1040
1041 ctx->FirstTimeCurrent = GL_TRUE;
1042
1043 return GL_TRUE;
1044 }
1045
1046
1047 /**
1048 * Allocate and initialize a struct gl_context structure.
1049 * Note that the driver needs to pass in its dd_function_table here since
1050 * we need to at least call driverFunctions->NewTextureObject to initialize
1051 * the rendering context.
1052 *
1053 * \param api the GL API type to create the context for
1054 * \param visual a struct gl_config pointer (we copy the struct contents)
1055 * \param share_list another context to share display lists with or NULL
1056 * \param driverFunctions points to the dd_function_table into which the
1057 * driver has plugged in all its special functions.
1058 * \param driverContext points to the device driver's private context state
1059 *
1060 * \return pointer to a new __struct gl_contextRec or NULL if error.
1061 */
1062 struct gl_context *
1063 _mesa_create_context(gl_api api,
1064 const struct gl_config *visual,
1065 struct gl_context *share_list,
1066 const struct dd_function_table *driverFunctions,
1067 void *driverContext)
1068 {
1069 struct gl_context *ctx;
1070
1071 ASSERT(visual);
1072 /*ASSERT(driverContext);*/
1073
1074 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1075 if (!ctx)
1076 return NULL;
1077
1078 if (_mesa_initialize_context(ctx, api, visual, share_list,
1079 driverFunctions, driverContext)) {
1080 return ctx;
1081 }
1082 else {
1083 free(ctx);
1084 return NULL;
1085 }
1086 }
1087
1088
1089 /**
1090 * Free the data associated with the given context.
1091 *
1092 * But doesn't free the struct gl_context struct itself.
1093 *
1094 * \sa _mesa_initialize_context() and init_attrib_groups().
1095 */
1096 void
1097 _mesa_free_context_data( struct gl_context *ctx )
1098 {
1099 if (!_mesa_get_current_context()){
1100 /* No current context, but we may need one in order to delete
1101 * texture objs, etc. So temporarily bind the context now.
1102 */
1103 _mesa_make_current(ctx, NULL, NULL);
1104 }
1105
1106 /* unreference WinSysDraw/Read buffers */
1107 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1108 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1109 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1110 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1111
1112 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1113 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1114 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1115
1116 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1117 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1118 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1119
1120 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1121 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1122
1123 _mesa_free_attrib_data(ctx);
1124 _mesa_free_buffer_objects(ctx);
1125 _mesa_free_lighting_data( ctx );
1126 _mesa_free_eval_data( ctx );
1127 _mesa_free_texture_data( ctx );
1128 _mesa_free_matrix_data( ctx );
1129 _mesa_free_viewport_data( ctx );
1130 _mesa_free_program_data(ctx);
1131 _mesa_free_shader_state(ctx);
1132 _mesa_free_queryobj_data(ctx);
1133 _mesa_free_sync_data(ctx);
1134 _mesa_free_varray_data(ctx);
1135 _mesa_free_transform_feedback(ctx);
1136
1137 #if FEATURE_ARB_pixel_buffer_object
1138 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1139 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1140 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1141 #endif
1142
1143 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1144
1145 /* free dispatch tables */
1146 free(ctx->Exec);
1147 free(ctx->Save);
1148
1149 /* Shared context state (display lists, textures, etc) */
1150 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1151
1152 /* needs to be after freeing shared state */
1153 _mesa_free_display_list_data(ctx);
1154
1155 _mesa_free_errors_data(ctx);
1156
1157 if (ctx->Extensions.String)
1158 free((void *) ctx->Extensions.String);
1159
1160 if (ctx->VersionString)
1161 free(ctx->VersionString);
1162
1163 /* unbind the context if it's currently bound */
1164 if (ctx == _mesa_get_current_context()) {
1165 _mesa_make_current(NULL, NULL, NULL);
1166 }
1167 }
1168
1169
1170 /**
1171 * Destroy a struct gl_context structure.
1172 *
1173 * \param ctx GL context.
1174 *
1175 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1176 */
1177 void
1178 _mesa_destroy_context( struct gl_context *ctx )
1179 {
1180 if (ctx) {
1181 _mesa_free_context_data(ctx);
1182 free( (void *) ctx );
1183 }
1184 }
1185
1186
1187 #if _HAVE_FULL_GL
1188 /**
1189 * Copy attribute groups from one context to another.
1190 *
1191 * \param src source context
1192 * \param dst destination context
1193 * \param mask bitwise OR of GL_*_BIT flags
1194 *
1195 * According to the bits specified in \p mask, copies the corresponding
1196 * attributes from \p src into \p dst. For many of the attributes a simple \c
1197 * memcpy is not enough due to the existence of internal pointers in their data
1198 * structures.
1199 */
1200 void
1201 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1202 GLuint mask )
1203 {
1204 if (mask & GL_ACCUM_BUFFER_BIT) {
1205 /* OK to memcpy */
1206 dst->Accum = src->Accum;
1207 }
1208 if (mask & GL_COLOR_BUFFER_BIT) {
1209 /* OK to memcpy */
1210 dst->Color = src->Color;
1211 }
1212 if (mask & GL_CURRENT_BIT) {
1213 /* OK to memcpy */
1214 dst->Current = src->Current;
1215 }
1216 if (mask & GL_DEPTH_BUFFER_BIT) {
1217 /* OK to memcpy */
1218 dst->Depth = src->Depth;
1219 }
1220 if (mask & GL_ENABLE_BIT) {
1221 /* no op */
1222 }
1223 if (mask & GL_EVAL_BIT) {
1224 /* OK to memcpy */
1225 dst->Eval = src->Eval;
1226 }
1227 if (mask & GL_FOG_BIT) {
1228 /* OK to memcpy */
1229 dst->Fog = src->Fog;
1230 }
1231 if (mask & GL_HINT_BIT) {
1232 /* OK to memcpy */
1233 dst->Hint = src->Hint;
1234 }
1235 if (mask & GL_LIGHTING_BIT) {
1236 GLuint i;
1237 /* begin with memcpy */
1238 dst->Light = src->Light;
1239 /* fixup linked lists to prevent pointer insanity */
1240 make_empty_list( &(dst->Light.EnabledList) );
1241 for (i = 0; i < MAX_LIGHTS; i++) {
1242 if (dst->Light.Light[i].Enabled) {
1243 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1244 }
1245 }
1246 }
1247 if (mask & GL_LINE_BIT) {
1248 /* OK to memcpy */
1249 dst->Line = src->Line;
1250 }
1251 if (mask & GL_LIST_BIT) {
1252 /* OK to memcpy */
1253 dst->List = src->List;
1254 }
1255 if (mask & GL_PIXEL_MODE_BIT) {
1256 /* OK to memcpy */
1257 dst->Pixel = src->Pixel;
1258 }
1259 if (mask & GL_POINT_BIT) {
1260 /* OK to memcpy */
1261 dst->Point = src->Point;
1262 }
1263 if (mask & GL_POLYGON_BIT) {
1264 /* OK to memcpy */
1265 dst->Polygon = src->Polygon;
1266 }
1267 if (mask & GL_POLYGON_STIPPLE_BIT) {
1268 /* Use loop instead of memcpy due to problem with Portland Group's
1269 * C compiler. Reported by John Stone.
1270 */
1271 GLuint i;
1272 for (i = 0; i < 32; i++) {
1273 dst->PolygonStipple[i] = src->PolygonStipple[i];
1274 }
1275 }
1276 if (mask & GL_SCISSOR_BIT) {
1277 /* OK to memcpy */
1278 dst->Scissor = src->Scissor;
1279 }
1280 if (mask & GL_STENCIL_BUFFER_BIT) {
1281 /* OK to memcpy */
1282 dst->Stencil = src->Stencil;
1283 }
1284 if (mask & GL_TEXTURE_BIT) {
1285 /* Cannot memcpy because of pointers */
1286 _mesa_copy_texture_state(src, dst);
1287 }
1288 if (mask & GL_TRANSFORM_BIT) {
1289 /* OK to memcpy */
1290 dst->Transform = src->Transform;
1291 }
1292 if (mask & GL_VIEWPORT_BIT) {
1293 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1294 dst->Viewport.X = src->Viewport.X;
1295 dst->Viewport.Y = src->Viewport.Y;
1296 dst->Viewport.Width = src->Viewport.Width;
1297 dst->Viewport.Height = src->Viewport.Height;
1298 dst->Viewport.Near = src->Viewport.Near;
1299 dst->Viewport.Far = src->Viewport.Far;
1300 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1301 }
1302
1303 /* XXX FIXME: Call callbacks?
1304 */
1305 dst->NewState = _NEW_ALL;
1306 dst->NewDriverState = ~0;
1307 }
1308 #endif
1309
1310
1311 /**
1312 * Check if the given context can render into the given framebuffer
1313 * by checking visual attributes.
1314 *
1315 * Most of these tests could go away because Mesa is now pretty flexible
1316 * in terms of mixing rendering contexts with framebuffers. As long
1317 * as RGB vs. CI mode agree, we're probably good.
1318 *
1319 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1320 */
1321 static GLboolean
1322 check_compatible(const struct gl_context *ctx,
1323 const struct gl_framebuffer *buffer)
1324 {
1325 const struct gl_config *ctxvis = &ctx->Visual;
1326 const struct gl_config *bufvis = &buffer->Visual;
1327
1328 if (buffer == _mesa_get_incomplete_framebuffer())
1329 return GL_TRUE;
1330
1331 #if 0
1332 /* disabling this fixes the fgl_glxgears pbuffer demo */
1333 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1334 return GL_FALSE;
1335 #endif
1336 if (ctxvis->stereoMode && !bufvis->stereoMode)
1337 return GL_FALSE;
1338 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1339 return GL_FALSE;
1340 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1341 return GL_FALSE;
1342 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1343 return GL_FALSE;
1344 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1345 return GL_FALSE;
1346 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1347 return GL_FALSE;
1348 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1349 return GL_FALSE;
1350 #if 0
1351 /* disabled (see bug 11161) */
1352 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1353 return GL_FALSE;
1354 #endif
1355 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1356 return GL_FALSE;
1357
1358 return GL_TRUE;
1359 }
1360
1361
1362 /**
1363 * Do one-time initialization for the given framebuffer. Specifically,
1364 * ask the driver for the window's current size and update the framebuffer
1365 * object to match.
1366 * Really, the device driver should totally take care of this.
1367 */
1368 static void
1369 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1370 {
1371 GLuint width, height;
1372 if (ctx->Driver.GetBufferSize) {
1373 ctx->Driver.GetBufferSize(fb, &width, &height);
1374 if (ctx->Driver.ResizeBuffers)
1375 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1376 fb->Initialized = GL_TRUE;
1377 }
1378 }
1379
1380
1381 /**
1382 * Check if the viewport/scissor size has not yet been initialized.
1383 * Initialize the size if the given width and height are non-zero.
1384 */
1385 void
1386 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1387 {
1388 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1389 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1390 * potential infinite recursion.
1391 */
1392 ctx->ViewportInitialized = GL_TRUE;
1393 _mesa_set_viewport(ctx, 0, 0, width, height);
1394 _mesa_set_scissor(ctx, 0, 0, width, height);
1395 }
1396 }
1397
1398
1399 /**
1400 * Bind the given context to the given drawBuffer and readBuffer and
1401 * make it the current context for the calling thread.
1402 * We'll render into the drawBuffer and read pixels from the
1403 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1404 *
1405 * We check that the context's and framebuffer's visuals are compatible
1406 * and return immediately if they're not.
1407 *
1408 * \param newCtx the new GL context. If NULL then there will be no current GL
1409 * context.
1410 * \param drawBuffer the drawing framebuffer
1411 * \param readBuffer the reading framebuffer
1412 */
1413 GLboolean
1414 _mesa_make_current( struct gl_context *newCtx,
1415 struct gl_framebuffer *drawBuffer,
1416 struct gl_framebuffer *readBuffer )
1417 {
1418 GET_CURRENT_CONTEXT(curCtx);
1419
1420 if (MESA_VERBOSE & VERBOSE_API)
1421 _mesa_debug(newCtx, "_mesa_make_current()\n");
1422
1423 /* Check that the context's and framebuffer's visuals are compatible.
1424 */
1425 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1426 if (!check_compatible(newCtx, drawBuffer)) {
1427 _mesa_warning(newCtx,
1428 "MakeCurrent: incompatible visuals for context and drawbuffer");
1429 return GL_FALSE;
1430 }
1431 }
1432 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1433 if (!check_compatible(newCtx, readBuffer)) {
1434 _mesa_warning(newCtx,
1435 "MakeCurrent: incompatible visuals for context and readbuffer");
1436 return GL_FALSE;
1437 }
1438 }
1439
1440 if (curCtx &&
1441 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1442 /* make sure this context is valid for flushing */
1443 curCtx != newCtx)
1444 _mesa_flush(curCtx);
1445
1446 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1447 _glapi_set_context((void *) newCtx);
1448 ASSERT(_mesa_get_current_context() == newCtx);
1449
1450 if (!newCtx) {
1451 _glapi_set_dispatch(NULL); /* none current */
1452 }
1453 else {
1454 _glapi_set_dispatch(newCtx->CurrentDispatch);
1455
1456 if (drawBuffer && readBuffer) {
1457 ASSERT(drawBuffer->Name == 0);
1458 ASSERT(readBuffer->Name == 0);
1459 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1460 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1461
1462 /*
1463 * Only set the context's Draw/ReadBuffer fields if they're NULL
1464 * or not bound to a user-created FBO.
1465 */
1466 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1467 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1468 /* Update the FBO's list of drawbuffers/renderbuffers.
1469 * For winsys FBOs this comes from the GL state (which may have
1470 * changed since the last time this FBO was bound).
1471 */
1472 _mesa_update_draw_buffers(newCtx);
1473 }
1474 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1475 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1476 }
1477
1478 /* XXX only set this flag if we're really changing the draw/read
1479 * framebuffer bindings.
1480 */
1481 newCtx->NewState |= _NEW_BUFFERS;
1482
1483 #if 1
1484 /* We want to get rid of these lines: */
1485
1486 #if _HAVE_FULL_GL
1487 if (!drawBuffer->Initialized) {
1488 initialize_framebuffer_size(newCtx, drawBuffer);
1489 }
1490 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1491 initialize_framebuffer_size(newCtx, readBuffer);
1492 }
1493
1494 _mesa_resizebuffers(newCtx);
1495 #endif
1496
1497 #else
1498 /* We want the drawBuffer and readBuffer to be initialized by
1499 * the driver.
1500 * This generally means the Width and Height match the actual
1501 * window size and the renderbuffers (both hardware and software
1502 * based) are allocated to match. The later can generally be
1503 * done with a call to _mesa_resize_framebuffer().
1504 *
1505 * It's theoretically possible for a buffer to have zero width
1506 * or height, but for now, assert check that the driver did what's
1507 * expected of it.
1508 */
1509 ASSERT(drawBuffer->Width > 0);
1510 ASSERT(drawBuffer->Height > 0);
1511 #endif
1512
1513 if (drawBuffer) {
1514 _mesa_check_init_viewport(newCtx,
1515 drawBuffer->Width, drawBuffer->Height);
1516 }
1517 }
1518
1519 if (newCtx->FirstTimeCurrent) {
1520 _mesa_compute_version(newCtx);
1521
1522 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1523
1524 check_context_limits(newCtx);
1525
1526 /* We can use this to help debug user's problems. Tell them to set
1527 * the MESA_INFO env variable before running their app. Then the
1528 * first time each context is made current we'll print some useful
1529 * information.
1530 */
1531 if (_mesa_getenv("MESA_INFO")) {
1532 _mesa_print_info();
1533 }
1534
1535 newCtx->FirstTimeCurrent = GL_FALSE;
1536 }
1537 }
1538
1539 return GL_TRUE;
1540 }
1541
1542
1543 /**
1544 * Make context 'ctx' share the display lists, textures and programs
1545 * that are associated with 'ctxToShare'.
1546 * Any display lists, textures or programs associated with 'ctx' will
1547 * be deleted if nobody else is sharing them.
1548 */
1549 GLboolean
1550 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1551 {
1552 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1553 struct gl_shared_state *oldShared = NULL;
1554
1555 /* save ref to old state to prevent it from being deleted immediately */
1556 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1557
1558 /* update ctx's Shared pointer */
1559 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1560
1561 update_default_objects(ctx);
1562
1563 /* release the old shared state */
1564 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1565
1566 return GL_TRUE;
1567 }
1568 else {
1569 return GL_FALSE;
1570 }
1571 }
1572
1573
1574
1575 /**
1576 * \return pointer to the current GL context for this thread.
1577 *
1578 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1579 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1580 * context.h.
1581 */
1582 struct gl_context *
1583 _mesa_get_current_context( void )
1584 {
1585 return (struct gl_context *) _glapi_get_context();
1586 }
1587
1588
1589 /**
1590 * Get context's current API dispatch table.
1591 *
1592 * It'll either be the immediate-mode execute dispatcher or the display list
1593 * compile dispatcher.
1594 *
1595 * \param ctx GL context.
1596 *
1597 * \return pointer to dispatch_table.
1598 *
1599 * Simply returns __struct gl_contextRec::CurrentDispatch.
1600 */
1601 struct _glapi_table *
1602 _mesa_get_dispatch(struct gl_context *ctx)
1603 {
1604 return ctx->CurrentDispatch;
1605 }
1606
1607 /*@}*/
1608
1609
1610 /**********************************************************************/
1611 /** \name Miscellaneous functions */
1612 /**********************************************************************/
1613 /*@{*/
1614
1615 /**
1616 * Record an error.
1617 *
1618 * \param ctx GL context.
1619 * \param error error code.
1620 *
1621 * Records the given error code and call the driver's dd_function_table::Error
1622 * function if defined.
1623 *
1624 * \sa
1625 * This is called via _mesa_error().
1626 */
1627 void
1628 _mesa_record_error(struct gl_context *ctx, GLenum error)
1629 {
1630 if (!ctx)
1631 return;
1632
1633 if (ctx->ErrorValue == GL_NO_ERROR) {
1634 ctx->ErrorValue = error;
1635 }
1636
1637 /* Call device driver's error handler, if any. This is used on the Mac. */
1638 if (ctx->Driver.Error) {
1639 ctx->Driver.Error(ctx);
1640 }
1641 }
1642
1643
1644 /**
1645 * Flush commands and wait for completion.
1646 */
1647 void
1648 _mesa_finish(struct gl_context *ctx)
1649 {
1650 FLUSH_VERTICES( ctx, 0 );
1651 FLUSH_CURRENT( ctx, 0 );
1652 if (ctx->Driver.Finish) {
1653 ctx->Driver.Finish(ctx);
1654 }
1655 }
1656
1657
1658 /**
1659 * Flush commands.
1660 */
1661 void
1662 _mesa_flush(struct gl_context *ctx)
1663 {
1664 FLUSH_VERTICES( ctx, 0 );
1665 FLUSH_CURRENT( ctx, 0 );
1666 if (ctx->Driver.Flush) {
1667 ctx->Driver.Flush(ctx);
1668 }
1669 }
1670
1671
1672
1673 /**
1674 * Execute glFinish().
1675 *
1676 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1677 * dd_function_table::Finish driver callback, if not NULL.
1678 */
1679 void GLAPIENTRY
1680 _mesa_Finish(void)
1681 {
1682 GET_CURRENT_CONTEXT(ctx);
1683 ASSERT_OUTSIDE_BEGIN_END(ctx);
1684 _mesa_finish(ctx);
1685 }
1686
1687
1688 /**
1689 * Execute glFlush().
1690 *
1691 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1692 * dd_function_table::Flush driver callback, if not NULL.
1693 */
1694 void GLAPIENTRY
1695 _mesa_Flush(void)
1696 {
1697 GET_CURRENT_CONTEXT(ctx);
1698 ASSERT_OUTSIDE_BEGIN_END(ctx);
1699 _mesa_flush(ctx);
1700 }
1701
1702
1703 /**
1704 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1705 * MUL/MAD, or vice versa, call this function to register that.
1706 * Otherwise we default to MUL/MAD.
1707 */
1708 void
1709 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1710 GLboolean flag )
1711 {
1712 ctx->mvp_with_dp4 = flag;
1713 }
1714
1715 /*
1716 * ARB_blend_func_extended - ERRORS section
1717 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1718 * implicitly calls Begin if any draw buffer has a blend function requiring the
1719 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1720 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1721 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1722 */
1723 static GLboolean
1724 _mesa_check_blend_func_error(struct gl_context *ctx)
1725 {
1726 GLuint i;
1727 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1728 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1729 i++) {
1730 if (ctx->Color.Blend[i]._UsesDualSrc) {
1731 _mesa_error(ctx, GL_INVALID_OPERATION,
1732 "dual source blend on illegal attachment");
1733 return GL_FALSE;
1734 }
1735 }
1736 return GL_TRUE;
1737 }
1738
1739 /**
1740 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1741 * is called to see if it's valid to render. This involves checking that
1742 * the current shader is valid and the framebuffer is complete.
1743 * If an error is detected it'll be recorded here.
1744 * \return GL_TRUE if OK to render, GL_FALSE if not
1745 */
1746 GLboolean
1747 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1748 {
1749 bool vert_from_glsl_shader = false;
1750 bool geom_from_glsl_shader = false;
1751 bool frag_from_glsl_shader = false;
1752
1753 /* This depends on having up to date derived state (shaders) */
1754 if (ctx->NewState)
1755 _mesa_update_state(ctx);
1756
1757 if (ctx->Shader.CurrentVertexProgram) {
1758 vert_from_glsl_shader = true;
1759
1760 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1761 _mesa_error(ctx, GL_INVALID_OPERATION,
1762 "%s(shader not linked)", where);
1763 return GL_FALSE;
1764 }
1765 #if 0 /* not normally enabled */
1766 {
1767 char errMsg[100];
1768 if (!_mesa_validate_shader_program(ctx,
1769 ctx->Shader.CurrentVertexProgram,
1770 errMsg)) {
1771 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1772 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1773 }
1774 }
1775 #endif
1776 }
1777
1778 if (ctx->Shader.CurrentGeometryProgram) {
1779 geom_from_glsl_shader = true;
1780
1781 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1782 _mesa_error(ctx, GL_INVALID_OPERATION,
1783 "%s(shader not linked)", where);
1784 return GL_FALSE;
1785 }
1786 #if 0 /* not normally enabled */
1787 {
1788 char errMsg[100];
1789 if (!_mesa_validate_shader_program(ctx,
1790 ctx->Shader.CurrentGeometryProgram,
1791 errMsg)) {
1792 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1793 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1794 }
1795 }
1796 #endif
1797 }
1798
1799 if (ctx->Shader.CurrentFragmentProgram) {
1800 frag_from_glsl_shader = true;
1801
1802 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1803 _mesa_error(ctx, GL_INVALID_OPERATION,
1804 "%s(shader not linked)", where);
1805 return GL_FALSE;
1806 }
1807 #if 0 /* not normally enabled */
1808 {
1809 char errMsg[100];
1810 if (!_mesa_validate_shader_program(ctx,
1811 ctx->Shader.CurrentFragmentProgram,
1812 errMsg)) {
1813 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1814 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1815 }
1816 }
1817 #endif
1818 }
1819
1820 /* Any shader stages that are not supplied by the GLSL shader and have
1821 * assembly shaders enabled must now be validated.
1822 */
1823 if (!vert_from_glsl_shader
1824 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1825 _mesa_error(ctx, GL_INVALID_OPERATION,
1826 "%s(vertex program not valid)", where);
1827 return GL_FALSE;
1828 }
1829
1830 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1831 * FINISHME: geometry program should validated here.
1832 */
1833 (void) geom_from_glsl_shader;
1834
1835 if (!frag_from_glsl_shader) {
1836 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1837 _mesa_error(ctx, GL_INVALID_OPERATION,
1838 "%s(fragment program not valid)", where);
1839 return GL_FALSE;
1840 }
1841
1842 /* If drawing to integer-valued color buffers, there must be an
1843 * active fragment shader (GL_EXT_texture_integer).
1844 */
1845 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1846 _mesa_error(ctx, GL_INVALID_OPERATION,
1847 "%s(integer format but no fragment shader)", where);
1848 return GL_FALSE;
1849 }
1850 }
1851
1852 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1853 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1854 "%s(incomplete framebuffer)", where);
1855 return GL_FALSE;
1856 }
1857
1858 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1859 return GL_FALSE;
1860 }
1861
1862 #ifdef DEBUG
1863 if (ctx->Shader.Flags & GLSL_LOG) {
1864 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1865 gl_shader_type i;
1866
1867 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1868 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1869 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1870
1871 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1872 if (shProg[i] == NULL || shProg[i]->_Used
1873 || shProg[i]->_LinkedShaders[i] == NULL)
1874 continue;
1875
1876 /* This is the first time this shader is being used.
1877 * Append shader's constants/uniforms to log file.
1878 *
1879 * Only log data for the program target that matches the shader
1880 * target. It's possible to have a program bound to the vertex
1881 * shader target that also supplied a fragment shader. If that
1882 * program isn't also bound to the fragment shader target we don't
1883 * want to log its fragment data.
1884 */
1885 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1886 }
1887
1888 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1889 if (shProg[i] != NULL)
1890 shProg[i]->_Used = GL_TRUE;
1891 }
1892 }
1893 #endif
1894
1895 return GL_TRUE;
1896 }
1897
1898
1899 /*@}*/