i965/blorp: Fix offsets and width/height for stencil blits.
[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 /* context dependence is never a one-time thing... */
408 _mesa_init_get_hash(ctx);
409
410 for (i = 0; i < 256; i++) {
411 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
412 }
413
414 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
415 if (MESA_VERBOSE != 0) {
416 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
417 MESA_VERSION_STRING, __DATE__, __TIME__);
418 }
419 #endif
420
421 #ifdef DEBUG
422 _mesa_test_formats();
423 #endif
424 }
425
426 /* per-API one-time init */
427 if (!(api_init_mask & (1 << ctx->API))) {
428 /*
429 * This is fine as ES does not use the remap table, but it may not be
430 * future-proof. We cannot always initialize the remap table because
431 * when an app is linked to libGLES*, there are not enough dynamic
432 * entries.
433 */
434 if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2)
435 _mesa_init_remap_table();
436 }
437
438 api_init_mask |= 1 << ctx->API;
439
440 _glthread_UNLOCK_MUTEX(OneTimeLock);
441
442 /* Hopefully atexit() is widely available. If not, we may need some
443 * #ifdef tests here.
444 */
445 atexit(_mesa_destroy_shader_compiler);
446
447 dummy_enum_func();
448 }
449
450
451 /**
452 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
453 */
454 static void
455 _mesa_init_current(struct gl_context *ctx)
456 {
457 GLuint i;
458
459 /* Init all to (0,0,0,1) */
460 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
461 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
462 }
463
464 /* redo special cases: */
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
471 }
472
473
474 /**
475 * Init vertex/fragment/geometry program limits.
476 * Important: drivers should override these with actual limits.
477 */
478 static void
479 init_program_limits(struct gl_context *ctx, GLenum type,
480 struct gl_program_constants *prog)
481 {
482 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTemps = MAX_PROGRAM_TEMPS;
487 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
488 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
489 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
490
491 switch (type) {
492 case GL_VERTEX_PROGRAM_ARB:
493 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
494 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
495 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
496 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
497 break;
498 case GL_FRAGMENT_PROGRAM_ARB:
499 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
500 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
501 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
502 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
503 break;
504 case MESA_GEOMETRY_PROGRAM:
505 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
506 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
507 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
508 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
509 break;
510 default:
511 assert(0 && "Bad program type in init_program_limits()");
512 }
513
514 /* Set the native limits to zero. This implies that there is no native
515 * support for shaders. Let the drivers fill in the actual values.
516 */
517 prog->MaxNativeInstructions = 0;
518 prog->MaxNativeAluInstructions = 0;
519 prog->MaxNativeTexInstructions = 0;
520 prog->MaxNativeTexIndirections = 0;
521 prog->MaxNativeAttribs = 0;
522 prog->MaxNativeTemps = 0;
523 prog->MaxNativeAddressRegs = 0;
524 prog->MaxNativeParameters = 0;
525
526 /* Set GLSL datatype range/precision info assuming IEEE float values.
527 * Drivers should override these defaults as needed.
528 */
529 prog->MediumFloat.RangeMin = 127;
530 prog->MediumFloat.RangeMax = 127;
531 prog->MediumFloat.Precision = 23;
532 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
533
534 /* Assume ints are stored as floats for now, since this is the least-common
535 * denominator. The OpenGL ES spec implies (page 132) that the precision
536 * of integer types should be 0. Practically speaking, IEEE
537 * single-precision floating point values can only store integers in the
538 * range [-0x01000000, 0x01000000] without loss of precision.
539 */
540 prog->MediumInt.RangeMin = 24;
541 prog->MediumInt.RangeMax = 24;
542 prog->MediumInt.Precision = 0;
543 prog->LowInt = prog->HighInt = prog->MediumInt;
544
545 prog->MaxUniformBlocks = 12;
546 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
547 ctx->Const.MaxUniformBlockSize / 4 *
548 prog->MaxUniformBlocks);
549 }
550
551
552 /**
553 * Initialize fields of gl_constants (aka ctx->Const.*).
554 * Use defaults from config.h. The device drivers will often override
555 * some of these values (such as number of texture units).
556 */
557 static void
558 _mesa_init_constants(struct gl_context *ctx)
559 {
560 assert(ctx);
561
562 /* Constants, may be overriden (usually only reduced) by device drivers */
563 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
564 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
565 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
566 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
567 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
568 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
569 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
570 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
571 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
572 ctx->Const.MaxTextureImageUnits);
573 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
574 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
575 ctx->Const.MaxTextureBufferSize = 65536;
576 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
577 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
578 ctx->Const.MinPointSize = MIN_POINT_SIZE;
579 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
580 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
581 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
582 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
583 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
584 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
585 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
586 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
587 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
588 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
589 ctx->Const.MaxClipPlanes = 6;
590 ctx->Const.MaxLights = MAX_LIGHTS;
591 ctx->Const.MaxShininess = 128.0;
592 ctx->Const.MaxSpotExponent = 128.0;
593 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
594 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
595
596 /** GL_ARB_uniform_buffer_object */
597 ctx->Const.MaxCombinedUniformBlocks = 36;
598 ctx->Const.MaxUniformBufferBindings = 36;
599 ctx->Const.MaxUniformBlockSize = 16384;
600 ctx->Const.UniformBufferOffsetAlignment = 1;
601
602 #if FEATURE_ARB_vertex_program
603 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
604 #endif
605 #if FEATURE_ARB_fragment_program
606 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
607 #endif
608 #if FEATURE_ARB_geometry_shader4
609 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
610 #endif
611 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
612 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
613
614 /* CheckArrayBounds is overriden by drivers/x11 for X server */
615 ctx->Const.CheckArrayBounds = GL_FALSE;
616
617 /* GL_ARB_draw_buffers */
618 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
619
620 #if FEATURE_EXT_framebuffer_object
621 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
622 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
623 #endif
624
625 #if FEATURE_ARB_vertex_shader
626 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
627 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
628 ctx->Const.MaxVarying = MAX_VARYING;
629 #endif
630 #if FEATURE_ARB_geometry_shader4
631 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
632 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
633 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
634 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
635 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
636 #endif
637
638 /* Shading language version */
639 if (_mesa_is_desktop_gl(ctx)) {
640 ctx->Const.GLSLVersion = 120;
641 _mesa_override_glsl_version(ctx);
642 }
643 else if (ctx->API == API_OPENGLES2) {
644 ctx->Const.GLSLVersion = 100;
645 }
646 else if (ctx->API == API_OPENGLES) {
647 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
648 }
649
650 /* GL_ARB_framebuffer_object */
651 ctx->Const.MaxSamples = 0;
652
653 /* GL_ARB_sync */
654 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
655
656 /* GL_ATI_envmap_bumpmap */
657 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
658
659 /* GL_EXT_provoking_vertex */
660 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
661
662 /* GL_EXT_transform_feedback */
663 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
664 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
666 ctx->Const.MaxVertexStreams = 1;
667
668 /* GL 3.2: hard-coded for now: */
669 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
670
671 /** GL_EXT_gpu_shader4 */
672 ctx->Const.MinProgramTexelOffset = -8;
673 ctx->Const.MaxProgramTexelOffset = 7;
674
675 /* GL_ARB_robustness */
676 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
677
678 /* PrimitiveRestart */
679 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
680 }
681
682
683 /**
684 * Do some sanity checks on the limits/constants for the given context.
685 * Only called the first time a context is bound.
686 */
687 static void
688 check_context_limits(struct gl_context *ctx)
689 {
690 /* check that we don't exceed the size of various bitfields */
691 assert(VERT_RESULT_MAX <=
692 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
693 assert(FRAG_ATTRIB_MAX <=
694 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
695
696 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
697
698 /* shader-related checks */
699 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
700 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
701
702 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
703 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
704 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
705 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
706
707 /* Texture unit checks */
708 assert(ctx->Const.MaxTextureImageUnits > 0);
709 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
710 assert(ctx->Const.MaxTextureCoordUnits > 0);
711 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
712 assert(ctx->Const.MaxTextureUnits > 0);
713 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
714 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
715 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
716 ctx->Const.MaxTextureCoordUnits));
717 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
718 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
719 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
720 /* number of coord units cannot be greater than number of image units */
721 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
722
723
724 /* Texture size checks */
725 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
726 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
727 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
728 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
729
730 /* Texture level checks */
731 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
732 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
733
734 /* Max texture size should be <= max viewport size (render to texture) */
735 assert((1 << (ctx->Const.MaxTextureLevels - 1))
736 <= ctx->Const.MaxViewportWidth);
737 assert((1 << (ctx->Const.MaxTextureLevels - 1))
738 <= ctx->Const.MaxViewportHeight);
739
740 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
741
742 /* if this fails, add more enum values to gl_buffer_index */
743 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
744
745 /* XXX probably add more tests */
746 }
747
748
749 /**
750 * Initialize the attribute groups in a GL context.
751 *
752 * \param ctx GL context.
753 *
754 * Initializes all the attributes, calling the respective <tt>init*</tt>
755 * functions for the more complex data structures.
756 */
757 static GLboolean
758 init_attrib_groups(struct gl_context *ctx)
759 {
760 assert(ctx);
761
762 /* Constants */
763 _mesa_init_constants( ctx );
764
765 /* Extensions */
766 _mesa_init_extensions( ctx );
767
768 /* Attribute Groups */
769 _mesa_init_accum( ctx );
770 _mesa_init_attrib( ctx );
771 _mesa_init_buffer_objects( ctx );
772 _mesa_init_color( ctx );
773 _mesa_init_current( ctx );
774 _mesa_init_depth( ctx );
775 _mesa_init_debug( ctx );
776 _mesa_init_display_list( ctx );
777 _mesa_init_errors( ctx );
778 _mesa_init_eval( ctx );
779 _mesa_init_fbobjects( ctx );
780 _mesa_init_feedback( ctx );
781 _mesa_init_fog( ctx );
782 _mesa_init_hint( ctx );
783 _mesa_init_line( ctx );
784 _mesa_init_lighting( ctx );
785 _mesa_init_matrix( ctx );
786 _mesa_init_multisample( ctx );
787 _mesa_init_pixel( ctx );
788 _mesa_init_pixelstore( ctx );
789 _mesa_init_point( ctx );
790 _mesa_init_polygon( ctx );
791 _mesa_init_program( ctx );
792 _mesa_init_queryobj( ctx );
793 _mesa_init_sync( ctx );
794 _mesa_init_rastpos( ctx );
795 _mesa_init_scissor( ctx );
796 _mesa_init_shader_state( ctx );
797 _mesa_init_stencil( ctx );
798 _mesa_init_transform( ctx );
799 _mesa_init_transform_feedback( ctx );
800 _mesa_init_varray( ctx );
801 _mesa_init_viewport( ctx );
802
803 if (!_mesa_init_texture( ctx ))
804 return GL_FALSE;
805
806 _mesa_init_texture_s3tc( ctx );
807
808 /* Miscellaneous */
809 ctx->NewState = _NEW_ALL;
810 ctx->NewDriverState = ~0;
811 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
812 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
813 ctx->varying_vp_inputs = VERT_BIT_ALL;
814
815 return GL_TRUE;
816 }
817
818
819 /**
820 * Update default objects in a GL context with respect to shared state.
821 *
822 * \param ctx GL context.
823 *
824 * Removes references to old default objects, (texture objects, program
825 * objects, etc.) and changes to reference those from the current shared
826 * state.
827 */
828 static GLboolean
829 update_default_objects(struct gl_context *ctx)
830 {
831 assert(ctx);
832
833 _mesa_update_default_objects_program(ctx);
834 _mesa_update_default_objects_texture(ctx);
835 _mesa_update_default_objects_buffer_objects(ctx);
836
837 return GL_TRUE;
838 }
839
840
841 /**
842 * This is the default function we plug into all dispatch table slots
843 * This helps prevents a segfault when someone calls a GL function without
844 * first checking if the extension's supported.
845 */
846 static int
847 generic_nop(void)
848 {
849 GET_CURRENT_CONTEXT(ctx);
850 _mesa_error(ctx, GL_INVALID_OPERATION,
851 "unsupported function called "
852 "(unsupported extension or deprecated function?)");
853 return 0;
854 }
855
856
857 /**
858 * Allocate and initialize a new dispatch table.
859 */
860 struct _glapi_table *
861 _mesa_alloc_dispatch_table(int size)
862 {
863 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
864 * In practice, this'll be the same for stand-alone Mesa. But for DRI
865 * Mesa we do this to accomodate different versions of libGL and various
866 * DRI drivers.
867 */
868 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
869 struct _glapi_table *table;
870
871 /* should never happen, but just in case */
872 numEntries = MAX2(numEntries, size);
873
874 table = malloc(numEntries * sizeof(_glapi_proc));
875 if (table) {
876 _glapi_proc *entry = (_glapi_proc *) table;
877 GLint i;
878 for (i = 0; i < numEntries; i++) {
879 entry[i] = (_glapi_proc) generic_nop;
880 }
881 }
882 return table;
883 }
884
885
886 /**
887 * Initialize a struct gl_context struct (rendering context).
888 *
889 * This includes allocating all the other structs and arrays which hang off of
890 * the context by pointers.
891 * Note that the driver needs to pass in its dd_function_table here since
892 * we need to at least call driverFunctions->NewTextureObject to create the
893 * default texture objects.
894 *
895 * Called by _mesa_create_context().
896 *
897 * Performs the imports and exports callback tables initialization, and
898 * miscellaneous one-time initializations. If no shared context is supplied one
899 * is allocated, and increase its reference count. Setups the GL API dispatch
900 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
901 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
902 * for debug flags.
903 *
904 * \param ctx the context to initialize
905 * \param api the GL API type to create the context for
906 * \param visual describes the visual attributes for this context
907 * \param share_list points to context to share textures, display lists,
908 * etc with, or NULL
909 * \param driverFunctions table of device driver functions for this context
910 * to use
911 * \param driverContext pointer to driver-specific context data
912 */
913 GLboolean
914 _mesa_initialize_context(struct gl_context *ctx,
915 gl_api api,
916 const struct gl_config *visual,
917 struct gl_context *share_list,
918 const struct dd_function_table *driverFunctions,
919 void *driverContext)
920 {
921 struct gl_shared_state *shared;
922 int i;
923
924 /*ASSERT(driverContext);*/
925 assert(driverFunctions->NewTextureObject);
926 assert(driverFunctions->FreeTextureImageBuffer);
927
928 ctx->API = api;
929 ctx->Visual = *visual;
930 ctx->DrawBuffer = NULL;
931 ctx->ReadBuffer = NULL;
932 ctx->WinSysDrawBuffer = NULL;
933 ctx->WinSysReadBuffer = NULL;
934
935 /* misc one-time initializations */
936 one_time_init(ctx);
937
938 /* Plug in driver functions and context pointer here.
939 * This is important because when we call alloc_shared_state() below
940 * we'll call ctx->Driver.NewTextureObject() to create the default
941 * textures.
942 */
943 ctx->Driver = *driverFunctions;
944 ctx->DriverCtx = driverContext;
945
946 if (share_list) {
947 /* share state with another context */
948 shared = share_list->Shared;
949 }
950 else {
951 /* allocate new, unshared state */
952 shared = _mesa_alloc_shared_state(ctx);
953 if (!shared)
954 return GL_FALSE;
955 }
956
957 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
958
959 if (!init_attrib_groups( ctx )) {
960 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
961 return GL_FALSE;
962 }
963
964 #if FEATURE_dispatch
965 /* setup the API dispatch tables */
966 switch (ctx->API) {
967 #if FEATURE_GL || FEATURE_ES2
968 case API_OPENGL:
969 case API_OPENGL_CORE:
970 case API_OPENGLES2:
971 ctx->Exec = _mesa_create_exec_table(ctx);
972 break;
973 #endif
974 #if FEATURE_ES1
975 case API_OPENGLES:
976 ctx->Exec = _mesa_create_exec_table_es1();
977 break;
978 #endif
979 default:
980 _mesa_problem(ctx, "unknown or unsupported API");
981 break;
982 }
983
984 if (!ctx->Exec) {
985 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
986 return GL_FALSE;
987 }
988 #endif
989 ctx->CurrentDispatch = ctx->Exec;
990
991 ctx->FragmentProgram._MaintainTexEnvProgram
992 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
993
994 ctx->VertexProgram._MaintainTnlProgram
995 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
996 if (ctx->VertexProgram._MaintainTnlProgram) {
997 /* this is required... */
998 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
999 }
1000
1001 /* Mesa core handles all the formats that mesa core knows about.
1002 * Drivers will want to override this list with just the formats
1003 * they can handle, and confirm that appropriate fallbacks exist in
1004 * _mesa_choose_tex_format().
1005 */
1006 memset(&ctx->TextureFormatSupported, GL_TRUE,
1007 sizeof(ctx->TextureFormatSupported));
1008
1009 switch (ctx->API) {
1010 case API_OPENGL:
1011 #if FEATURE_dlist
1012 ctx->Save = _mesa_create_save_table();
1013 if (!ctx->Save) {
1014 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1015 free(ctx->Exec);
1016 return GL_FALSE;
1017 }
1018
1019 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1020 #endif
1021 case API_OPENGL_CORE:
1022 break;
1023 case API_OPENGLES:
1024 /**
1025 * GL_OES_texture_cube_map says
1026 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1027 */
1028 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1029 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1030 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1031 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1032 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1033 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1034 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1035 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1036 }
1037 break;
1038 case API_OPENGLES2:
1039 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1040 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1041 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1042 break;
1043 }
1044
1045 ctx->FirstTimeCurrent = GL_TRUE;
1046
1047 return GL_TRUE;
1048 }
1049
1050
1051 /**
1052 * Allocate and initialize a struct gl_context structure.
1053 * Note that the driver needs to pass in its dd_function_table here since
1054 * we need to at least call driverFunctions->NewTextureObject to initialize
1055 * the rendering context.
1056 *
1057 * \param api the GL API type to create the context for
1058 * \param visual a struct gl_config pointer (we copy the struct contents)
1059 * \param share_list another context to share display lists with or NULL
1060 * \param driverFunctions points to the dd_function_table into which the
1061 * driver has plugged in all its special functions.
1062 * \param driverContext points to the device driver's private context state
1063 *
1064 * \return pointer to a new __struct gl_contextRec or NULL if error.
1065 */
1066 struct gl_context *
1067 _mesa_create_context(gl_api api,
1068 const struct gl_config *visual,
1069 struct gl_context *share_list,
1070 const struct dd_function_table *driverFunctions,
1071 void *driverContext)
1072 {
1073 struct gl_context *ctx;
1074
1075 ASSERT(visual);
1076 /*ASSERT(driverContext);*/
1077
1078 ctx = calloc(1, sizeof(struct gl_context));
1079 if (!ctx)
1080 return NULL;
1081
1082 if (_mesa_initialize_context(ctx, api, visual, share_list,
1083 driverFunctions, driverContext)) {
1084 return ctx;
1085 }
1086 else {
1087 free(ctx);
1088 return NULL;
1089 }
1090 }
1091
1092
1093 /**
1094 * Free the data associated with the given context.
1095 *
1096 * But doesn't free the struct gl_context struct itself.
1097 *
1098 * \sa _mesa_initialize_context() and init_attrib_groups().
1099 */
1100 void
1101 _mesa_free_context_data( struct gl_context *ctx )
1102 {
1103 if (!_mesa_get_current_context()){
1104 /* No current context, but we may need one in order to delete
1105 * texture objs, etc. So temporarily bind the context now.
1106 */
1107 _mesa_make_current(ctx, NULL, NULL);
1108 }
1109
1110 /* unreference WinSysDraw/Read buffers */
1111 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1112 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1113 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1114 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1115
1116 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1117 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1118 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1119
1120 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1121 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1122 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1123
1124 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1125 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1126
1127 _mesa_free_attrib_data(ctx);
1128 _mesa_free_buffer_objects(ctx);
1129 _mesa_free_lighting_data( ctx );
1130 _mesa_free_eval_data( ctx );
1131 _mesa_free_texture_data( ctx );
1132 _mesa_free_matrix_data( ctx );
1133 _mesa_free_viewport_data( ctx );
1134 _mesa_free_program_data(ctx);
1135 _mesa_free_shader_state(ctx);
1136 _mesa_free_queryobj_data(ctx);
1137 _mesa_free_sync_data(ctx);
1138 _mesa_free_varray_data(ctx);
1139 _mesa_free_transform_feedback(ctx);
1140
1141 #if FEATURE_ARB_pixel_buffer_object
1142 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1143 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1144 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1145 #endif
1146
1147 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1148
1149 /* free dispatch tables */
1150 free(ctx->Exec);
1151 free(ctx->Save);
1152
1153 /* Shared context state (display lists, textures, etc) */
1154 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1155
1156 /* needs to be after freeing shared state */
1157 _mesa_free_display_list_data(ctx);
1158
1159 _mesa_free_errors_data(ctx);
1160
1161 free((void *)ctx->Extensions.String);
1162
1163 free(ctx->VersionString);
1164
1165 /* unbind the context if it's currently bound */
1166 if (ctx == _mesa_get_current_context()) {
1167 _mesa_make_current(NULL, NULL, NULL);
1168 }
1169 }
1170
1171
1172 /**
1173 * Destroy a struct gl_context structure.
1174 *
1175 * \param ctx GL context.
1176 *
1177 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1178 */
1179 void
1180 _mesa_destroy_context( struct gl_context *ctx )
1181 {
1182 if (ctx) {
1183 _mesa_free_context_data(ctx);
1184 free( (void *) ctx );
1185 }
1186 }
1187
1188
1189 #if _HAVE_FULL_GL
1190 /**
1191 * Copy attribute groups from one context to another.
1192 *
1193 * \param src source context
1194 * \param dst destination context
1195 * \param mask bitwise OR of GL_*_BIT flags
1196 *
1197 * According to the bits specified in \p mask, copies the corresponding
1198 * attributes from \p src into \p dst. For many of the attributes a simple \c
1199 * memcpy is not enough due to the existence of internal pointers in their data
1200 * structures.
1201 */
1202 void
1203 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1204 GLuint mask )
1205 {
1206 if (mask & GL_ACCUM_BUFFER_BIT) {
1207 /* OK to memcpy */
1208 dst->Accum = src->Accum;
1209 }
1210 if (mask & GL_COLOR_BUFFER_BIT) {
1211 /* OK to memcpy */
1212 dst->Color = src->Color;
1213 }
1214 if (mask & GL_CURRENT_BIT) {
1215 /* OK to memcpy */
1216 dst->Current = src->Current;
1217 }
1218 if (mask & GL_DEPTH_BUFFER_BIT) {
1219 /* OK to memcpy */
1220 dst->Depth = src->Depth;
1221 }
1222 if (mask & GL_ENABLE_BIT) {
1223 /* no op */
1224 }
1225 if (mask & GL_EVAL_BIT) {
1226 /* OK to memcpy */
1227 dst->Eval = src->Eval;
1228 }
1229 if (mask & GL_FOG_BIT) {
1230 /* OK to memcpy */
1231 dst->Fog = src->Fog;
1232 }
1233 if (mask & GL_HINT_BIT) {
1234 /* OK to memcpy */
1235 dst->Hint = src->Hint;
1236 }
1237 if (mask & GL_LIGHTING_BIT) {
1238 GLuint i;
1239 /* begin with memcpy */
1240 dst->Light = src->Light;
1241 /* fixup linked lists to prevent pointer insanity */
1242 make_empty_list( &(dst->Light.EnabledList) );
1243 for (i = 0; i < MAX_LIGHTS; i++) {
1244 if (dst->Light.Light[i].Enabled) {
1245 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1246 }
1247 }
1248 }
1249 if (mask & GL_LINE_BIT) {
1250 /* OK to memcpy */
1251 dst->Line = src->Line;
1252 }
1253 if (mask & GL_LIST_BIT) {
1254 /* OK to memcpy */
1255 dst->List = src->List;
1256 }
1257 if (mask & GL_PIXEL_MODE_BIT) {
1258 /* OK to memcpy */
1259 dst->Pixel = src->Pixel;
1260 }
1261 if (mask & GL_POINT_BIT) {
1262 /* OK to memcpy */
1263 dst->Point = src->Point;
1264 }
1265 if (mask & GL_POLYGON_BIT) {
1266 /* OK to memcpy */
1267 dst->Polygon = src->Polygon;
1268 }
1269 if (mask & GL_POLYGON_STIPPLE_BIT) {
1270 /* Use loop instead of memcpy due to problem with Portland Group's
1271 * C compiler. Reported by John Stone.
1272 */
1273 GLuint i;
1274 for (i = 0; i < 32; i++) {
1275 dst->PolygonStipple[i] = src->PolygonStipple[i];
1276 }
1277 }
1278 if (mask & GL_SCISSOR_BIT) {
1279 /* OK to memcpy */
1280 dst->Scissor = src->Scissor;
1281 }
1282 if (mask & GL_STENCIL_BUFFER_BIT) {
1283 /* OK to memcpy */
1284 dst->Stencil = src->Stencil;
1285 }
1286 if (mask & GL_TEXTURE_BIT) {
1287 /* Cannot memcpy because of pointers */
1288 _mesa_copy_texture_state(src, dst);
1289 }
1290 if (mask & GL_TRANSFORM_BIT) {
1291 /* OK to memcpy */
1292 dst->Transform = src->Transform;
1293 }
1294 if (mask & GL_VIEWPORT_BIT) {
1295 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1296 dst->Viewport.X = src->Viewport.X;
1297 dst->Viewport.Y = src->Viewport.Y;
1298 dst->Viewport.Width = src->Viewport.Width;
1299 dst->Viewport.Height = src->Viewport.Height;
1300 dst->Viewport.Near = src->Viewport.Near;
1301 dst->Viewport.Far = src->Viewport.Far;
1302 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1303 }
1304
1305 /* XXX FIXME: Call callbacks?
1306 */
1307 dst->NewState = _NEW_ALL;
1308 dst->NewDriverState = ~0;
1309 }
1310 #endif
1311
1312
1313 /**
1314 * Check if the given context can render into the given framebuffer
1315 * by checking visual attributes.
1316 *
1317 * Most of these tests could go away because Mesa is now pretty flexible
1318 * in terms of mixing rendering contexts with framebuffers. As long
1319 * as RGB vs. CI mode agree, we're probably good.
1320 *
1321 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1322 */
1323 static GLboolean
1324 check_compatible(const struct gl_context *ctx,
1325 const struct gl_framebuffer *buffer)
1326 {
1327 const struct gl_config *ctxvis = &ctx->Visual;
1328 const struct gl_config *bufvis = &buffer->Visual;
1329
1330 if (buffer == _mesa_get_incomplete_framebuffer())
1331 return GL_TRUE;
1332
1333 #if 0
1334 /* disabling this fixes the fgl_glxgears pbuffer demo */
1335 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1336 return GL_FALSE;
1337 #endif
1338 if (ctxvis->stereoMode && !bufvis->stereoMode)
1339 return GL_FALSE;
1340 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1341 return GL_FALSE;
1342 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1343 return GL_FALSE;
1344 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1345 return GL_FALSE;
1346 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1347 return GL_FALSE;
1348 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1349 return GL_FALSE;
1350 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1351 return GL_FALSE;
1352 #if 0
1353 /* disabled (see bug 11161) */
1354 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1355 return GL_FALSE;
1356 #endif
1357 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1358 return GL_FALSE;
1359
1360 return GL_TRUE;
1361 }
1362
1363
1364 /**
1365 * Do one-time initialization for the given framebuffer. Specifically,
1366 * ask the driver for the window's current size and update the framebuffer
1367 * object to match.
1368 * Really, the device driver should totally take care of this.
1369 */
1370 static void
1371 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1372 {
1373 GLuint width, height;
1374 if (ctx->Driver.GetBufferSize) {
1375 ctx->Driver.GetBufferSize(fb, &width, &height);
1376 if (ctx->Driver.ResizeBuffers)
1377 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1378 fb->Initialized = GL_TRUE;
1379 }
1380 }
1381
1382
1383 /**
1384 * Check if the viewport/scissor size has not yet been initialized.
1385 * Initialize the size if the given width and height are non-zero.
1386 */
1387 void
1388 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1389 {
1390 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1391 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1392 * potential infinite recursion.
1393 */
1394 ctx->ViewportInitialized = GL_TRUE;
1395 _mesa_set_viewport(ctx, 0, 0, width, height);
1396 _mesa_set_scissor(ctx, 0, 0, width, height);
1397 }
1398 }
1399
1400
1401 /**
1402 * Bind the given context to the given drawBuffer and readBuffer and
1403 * make it the current context for the calling thread.
1404 * We'll render into the drawBuffer and read pixels from the
1405 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1406 *
1407 * We check that the context's and framebuffer's visuals are compatible
1408 * and return immediately if they're not.
1409 *
1410 * \param newCtx the new GL context. If NULL then there will be no current GL
1411 * context.
1412 * \param drawBuffer the drawing framebuffer
1413 * \param readBuffer the reading framebuffer
1414 */
1415 GLboolean
1416 _mesa_make_current( struct gl_context *newCtx,
1417 struct gl_framebuffer *drawBuffer,
1418 struct gl_framebuffer *readBuffer )
1419 {
1420 GET_CURRENT_CONTEXT(curCtx);
1421
1422 if (MESA_VERBOSE & VERBOSE_API)
1423 _mesa_debug(newCtx, "_mesa_make_current()\n");
1424
1425 /* Check that the context's and framebuffer's visuals are compatible.
1426 */
1427 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1428 if (!check_compatible(newCtx, drawBuffer)) {
1429 _mesa_warning(newCtx,
1430 "MakeCurrent: incompatible visuals for context and drawbuffer");
1431 return GL_FALSE;
1432 }
1433 }
1434 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1435 if (!check_compatible(newCtx, readBuffer)) {
1436 _mesa_warning(newCtx,
1437 "MakeCurrent: incompatible visuals for context and readbuffer");
1438 return GL_FALSE;
1439 }
1440 }
1441
1442 if (curCtx &&
1443 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1444 /* make sure this context is valid for flushing */
1445 curCtx != newCtx)
1446 _mesa_flush(curCtx);
1447
1448 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1449 _glapi_set_context((void *) newCtx);
1450 ASSERT(_mesa_get_current_context() == newCtx);
1451
1452 if (!newCtx) {
1453 _glapi_set_dispatch(NULL); /* none current */
1454 }
1455 else {
1456 _glapi_set_dispatch(newCtx->CurrentDispatch);
1457
1458 if (drawBuffer && readBuffer) {
1459 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1460 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1461 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1462 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1463
1464 /*
1465 * Only set the context's Draw/ReadBuffer fields if they're NULL
1466 * or not bound to a user-created FBO.
1467 */
1468 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1469 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1470 /* Update the FBO's list of drawbuffers/renderbuffers.
1471 * For winsys FBOs this comes from the GL state (which may have
1472 * changed since the last time this FBO was bound).
1473 */
1474 _mesa_update_draw_buffers(newCtx);
1475 }
1476 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1477 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1478 }
1479
1480 /* XXX only set this flag if we're really changing the draw/read
1481 * framebuffer bindings.
1482 */
1483 newCtx->NewState |= _NEW_BUFFERS;
1484
1485 #if 1
1486 /* We want to get rid of these lines: */
1487
1488 #if _HAVE_FULL_GL
1489 if (!drawBuffer->Initialized) {
1490 initialize_framebuffer_size(newCtx, drawBuffer);
1491 }
1492 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1493 initialize_framebuffer_size(newCtx, readBuffer);
1494 }
1495
1496 _mesa_resizebuffers(newCtx);
1497 #endif
1498
1499 #else
1500 /* We want the drawBuffer and readBuffer to be initialized by
1501 * the driver.
1502 * This generally means the Width and Height match the actual
1503 * window size and the renderbuffers (both hardware and software
1504 * based) are allocated to match. The later can generally be
1505 * done with a call to _mesa_resize_framebuffer().
1506 *
1507 * It's theoretically possible for a buffer to have zero width
1508 * or height, but for now, assert check that the driver did what's
1509 * expected of it.
1510 */
1511 ASSERT(drawBuffer->Width > 0);
1512 ASSERT(drawBuffer->Height > 0);
1513 #endif
1514
1515 if (drawBuffer) {
1516 _mesa_check_init_viewport(newCtx,
1517 drawBuffer->Width, drawBuffer->Height);
1518 }
1519 }
1520
1521 if (newCtx->FirstTimeCurrent) {
1522 _mesa_compute_version(newCtx);
1523
1524 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1525
1526 check_context_limits(newCtx);
1527
1528 /* We can use this to help debug user's problems. Tell them to set
1529 * the MESA_INFO env variable before running their app. Then the
1530 * first time each context is made current we'll print some useful
1531 * information.
1532 */
1533 if (_mesa_getenv("MESA_INFO")) {
1534 _mesa_print_info();
1535 }
1536
1537 newCtx->FirstTimeCurrent = GL_FALSE;
1538 }
1539 }
1540
1541 return GL_TRUE;
1542 }
1543
1544
1545 /**
1546 * Make context 'ctx' share the display lists, textures and programs
1547 * that are associated with 'ctxToShare'.
1548 * Any display lists, textures or programs associated with 'ctx' will
1549 * be deleted if nobody else is sharing them.
1550 */
1551 GLboolean
1552 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1553 {
1554 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1555 struct gl_shared_state *oldShared = NULL;
1556
1557 /* save ref to old state to prevent it from being deleted immediately */
1558 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1559
1560 /* update ctx's Shared pointer */
1561 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1562
1563 update_default_objects(ctx);
1564
1565 /* release the old shared state */
1566 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1567
1568 return GL_TRUE;
1569 }
1570 else {
1571 return GL_FALSE;
1572 }
1573 }
1574
1575
1576
1577 /**
1578 * \return pointer to the current GL context for this thread.
1579 *
1580 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1581 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1582 * context.h.
1583 */
1584 struct gl_context *
1585 _mesa_get_current_context( void )
1586 {
1587 return (struct gl_context *) _glapi_get_context();
1588 }
1589
1590
1591 /**
1592 * Get context's current API dispatch table.
1593 *
1594 * It'll either be the immediate-mode execute dispatcher or the display list
1595 * compile dispatcher.
1596 *
1597 * \param ctx GL context.
1598 *
1599 * \return pointer to dispatch_table.
1600 *
1601 * Simply returns __struct gl_contextRec::CurrentDispatch.
1602 */
1603 struct _glapi_table *
1604 _mesa_get_dispatch(struct gl_context *ctx)
1605 {
1606 return ctx->CurrentDispatch;
1607 }
1608
1609 /*@}*/
1610
1611
1612 /**********************************************************************/
1613 /** \name Miscellaneous functions */
1614 /**********************************************************************/
1615 /*@{*/
1616
1617 /**
1618 * Record an error.
1619 *
1620 * \param ctx GL context.
1621 * \param error error code.
1622 *
1623 * Records the given error code and call the driver's dd_function_table::Error
1624 * function if defined.
1625 *
1626 * \sa
1627 * This is called via _mesa_error().
1628 */
1629 void
1630 _mesa_record_error(struct gl_context *ctx, GLenum error)
1631 {
1632 if (!ctx)
1633 return;
1634
1635 if (ctx->ErrorValue == GL_NO_ERROR) {
1636 ctx->ErrorValue = error;
1637 }
1638
1639 /* Call device driver's error handler, if any. This is used on the Mac. */
1640 if (ctx->Driver.Error) {
1641 ctx->Driver.Error(ctx);
1642 }
1643 }
1644
1645
1646 /**
1647 * Flush commands and wait for completion.
1648 */
1649 void
1650 _mesa_finish(struct gl_context *ctx)
1651 {
1652 FLUSH_VERTICES( ctx, 0 );
1653 FLUSH_CURRENT( ctx, 0 );
1654 if (ctx->Driver.Finish) {
1655 ctx->Driver.Finish(ctx);
1656 }
1657 }
1658
1659
1660 /**
1661 * Flush commands.
1662 */
1663 void
1664 _mesa_flush(struct gl_context *ctx)
1665 {
1666 FLUSH_VERTICES( ctx, 0 );
1667 FLUSH_CURRENT( ctx, 0 );
1668 if (ctx->Driver.Flush) {
1669 ctx->Driver.Flush(ctx);
1670 }
1671 }
1672
1673
1674
1675 /**
1676 * Execute glFinish().
1677 *
1678 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1679 * dd_function_table::Finish driver callback, if not NULL.
1680 */
1681 void GLAPIENTRY
1682 _mesa_Finish(void)
1683 {
1684 GET_CURRENT_CONTEXT(ctx);
1685 ASSERT_OUTSIDE_BEGIN_END(ctx);
1686 _mesa_finish(ctx);
1687 }
1688
1689
1690 /**
1691 * Execute glFlush().
1692 *
1693 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1694 * dd_function_table::Flush driver callback, if not NULL.
1695 */
1696 void GLAPIENTRY
1697 _mesa_Flush(void)
1698 {
1699 GET_CURRENT_CONTEXT(ctx);
1700 ASSERT_OUTSIDE_BEGIN_END(ctx);
1701 _mesa_flush(ctx);
1702 }
1703
1704
1705 /**
1706 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1707 * MUL/MAD, or vice versa, call this function to register that.
1708 * Otherwise we default to MUL/MAD.
1709 */
1710 void
1711 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1712 GLboolean flag )
1713 {
1714 ctx->mvp_with_dp4 = flag;
1715 }
1716
1717 /*
1718 * ARB_blend_func_extended - ERRORS section
1719 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1720 * implicitly calls Begin if any draw buffer has a blend function requiring the
1721 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1722 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1723 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1724 */
1725 static GLboolean
1726 _mesa_check_blend_func_error(struct gl_context *ctx)
1727 {
1728 GLuint i;
1729 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1730 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1731 i++) {
1732 if (ctx->Color.Blend[i]._UsesDualSrc) {
1733 _mesa_error(ctx, GL_INVALID_OPERATION,
1734 "dual source blend on illegal attachment");
1735 return GL_FALSE;
1736 }
1737 }
1738 return GL_TRUE;
1739 }
1740
1741 /**
1742 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1743 * is called to see if it's valid to render. This involves checking that
1744 * the current shader is valid and the framebuffer is complete.
1745 * If an error is detected it'll be recorded here.
1746 * \return GL_TRUE if OK to render, GL_FALSE if not
1747 */
1748 GLboolean
1749 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1750 {
1751 bool vert_from_glsl_shader = false;
1752 bool geom_from_glsl_shader = false;
1753 bool frag_from_glsl_shader = false;
1754
1755 /* This depends on having up to date derived state (shaders) */
1756 if (ctx->NewState)
1757 _mesa_update_state(ctx);
1758
1759 if (ctx->Shader.CurrentVertexProgram) {
1760 vert_from_glsl_shader = true;
1761
1762 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1763 _mesa_error(ctx, GL_INVALID_OPERATION,
1764 "%s(shader not linked)", where);
1765 return GL_FALSE;
1766 }
1767 #if 0 /* not normally enabled */
1768 {
1769 char errMsg[100];
1770 if (!_mesa_validate_shader_program(ctx,
1771 ctx->Shader.CurrentVertexProgram,
1772 errMsg)) {
1773 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1774 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1775 }
1776 }
1777 #endif
1778 }
1779
1780 if (ctx->Shader.CurrentGeometryProgram) {
1781 geom_from_glsl_shader = true;
1782
1783 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1784 _mesa_error(ctx, GL_INVALID_OPERATION,
1785 "%s(shader not linked)", where);
1786 return GL_FALSE;
1787 }
1788 #if 0 /* not normally enabled */
1789 {
1790 char errMsg[100];
1791 if (!_mesa_validate_shader_program(ctx,
1792 ctx->Shader.CurrentGeometryProgram,
1793 errMsg)) {
1794 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1795 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1796 }
1797 }
1798 #endif
1799 }
1800
1801 if (ctx->Shader.CurrentFragmentProgram) {
1802 frag_from_glsl_shader = true;
1803
1804 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1805 _mesa_error(ctx, GL_INVALID_OPERATION,
1806 "%s(shader not linked)", where);
1807 return GL_FALSE;
1808 }
1809 #if 0 /* not normally enabled */
1810 {
1811 char errMsg[100];
1812 if (!_mesa_validate_shader_program(ctx,
1813 ctx->Shader.CurrentFragmentProgram,
1814 errMsg)) {
1815 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1816 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1817 }
1818 }
1819 #endif
1820 }
1821
1822 /* Any shader stages that are not supplied by the GLSL shader and have
1823 * assembly shaders enabled must now be validated.
1824 */
1825 if (!vert_from_glsl_shader
1826 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1827 _mesa_error(ctx, GL_INVALID_OPERATION,
1828 "%s(vertex program not valid)", where);
1829 return GL_FALSE;
1830 }
1831
1832 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1833 * FINISHME: geometry program should validated here.
1834 */
1835 (void) geom_from_glsl_shader;
1836
1837 if (!frag_from_glsl_shader) {
1838 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1839 _mesa_error(ctx, GL_INVALID_OPERATION,
1840 "%s(fragment program not valid)", where);
1841 return GL_FALSE;
1842 }
1843
1844 /* If drawing to integer-valued color buffers, there must be an
1845 * active fragment shader (GL_EXT_texture_integer).
1846 */
1847 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1848 _mesa_error(ctx, GL_INVALID_OPERATION,
1849 "%s(integer format but no fragment shader)", where);
1850 return GL_FALSE;
1851 }
1852 }
1853
1854 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1855 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1856 "%s(incomplete framebuffer)", where);
1857 return GL_FALSE;
1858 }
1859
1860 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1861 return GL_FALSE;
1862 }
1863
1864 #ifdef DEBUG
1865 if (ctx->Shader.Flags & GLSL_LOG) {
1866 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1867 gl_shader_type i;
1868
1869 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1870 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1871 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1872
1873 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1874 if (shProg[i] == NULL || shProg[i]->_Used
1875 || shProg[i]->_LinkedShaders[i] == NULL)
1876 continue;
1877
1878 /* This is the first time this shader is being used.
1879 * Append shader's constants/uniforms to log file.
1880 *
1881 * Only log data for the program target that matches the shader
1882 * target. It's possible to have a program bound to the vertex
1883 * shader target that also supplied a fragment shader. If that
1884 * program isn't also bound to the fragment shader target we don't
1885 * want to log its fragment data.
1886 */
1887 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1888 }
1889
1890 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1891 if (shProg[i] != NULL)
1892 shProg[i]->_Used = GL_TRUE;
1893 }
1894 }
1895 #endif
1896
1897 return GL_TRUE;
1898 }
1899
1900
1901 /*@}*/