mesa/sso: Implement ValidateProgramPipeline
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "performance_monitor.h"
109 #include "pipelineobj.h"
110 #include "pixel.h"
111 #include "pixelstore.h"
112 #include "points.h"
113 #include "polygon.h"
114 #include "queryobj.h"
115 #include "syncobj.h"
116 #include "rastpos.h"
117 #include "remap.h"
118 #include "scissor.h"
119 #include "shared.h"
120 #include "shaderobj.h"
121 #include "simple_list.h"
122 #include "state.h"
123 #include "stencil.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
127 #include "mtypes.h"
128 #include "varray.h"
129 #include "version.h"
130 #include "viewport.h"
131 #include "vtxfmt.h"
132 #include "program/program.h"
133 #include "program/prog_print.h"
134 #include "math/m_matrix.h"
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_result fr = FRAG_RESULT_DEPTH;
349 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
350 gl_vert_attrib va = VERT_ATTRIB_POS;
351 gl_varying_slot vs = VARYING_SLOT_POS;
352
353 (void) bi;
354 (void) fi;
355 (void) fr;
356 (void) ti;
357 (void) va;
358 (void) vs;
359 }
360
361
362 /**
363 * One-time initialization mutex lock.
364 *
365 * \sa Used by one_time_init().
366 */
367 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
368
369
370
371 /**
372 * Calls all the various one-time-init functions in Mesa.
373 *
374 * While holding a global mutex lock, calls several initialization functions,
375 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
376 * defined.
377 *
378 * \sa _math_init().
379 */
380 static void
381 one_time_init( struct gl_context *ctx )
382 {
383 static GLbitfield api_init_mask = 0x0;
384
385 mtx_lock(&OneTimeLock);
386
387 /* truly one-time init */
388 if (!api_init_mask) {
389 GLuint i;
390
391 /* do some implementation tests */
392 assert( sizeof(GLbyte) == 1 );
393 assert( sizeof(GLubyte) == 1 );
394 assert( sizeof(GLshort) == 2 );
395 assert( sizeof(GLushort) == 2 );
396 assert( sizeof(GLint) == 4 );
397 assert( sizeof(GLuint) == 4 );
398
399 _mesa_get_cpu_features();
400
401 for (i = 0; i < 256; i++) {
402 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
403 }
404
405 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
406 if (MESA_VERBOSE != 0) {
407 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
408 PACKAGE_VERSION, __DATE__, __TIME__);
409 }
410 #endif
411
412 #ifdef DEBUG
413 _mesa_test_formats();
414 #endif
415 }
416
417 /* per-API one-time init */
418 if (!(api_init_mask & (1 << ctx->API))) {
419 _mesa_init_get_hash(ctx);
420
421 _mesa_init_remap_table();
422 }
423
424 api_init_mask |= 1 << ctx->API;
425
426 mtx_unlock(&OneTimeLock);
427
428 /* Hopefully atexit() is widely available. If not, we may need some
429 * #ifdef tests here.
430 */
431 atexit(_mesa_destroy_shader_compiler);
432
433 dummy_enum_func();
434 }
435
436
437 /**
438 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
439 */
440 static void
441 _mesa_init_current(struct gl_context *ctx)
442 {
443 GLuint i;
444
445 /* Init all to (0,0,0,1) */
446 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
447 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
448 }
449
450 /* redo special cases: */
451 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
452 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
457 }
458
459
460 /**
461 * Init vertex/fragment/geometry program limits.
462 * Important: drivers should override these with actual limits.
463 */
464 static void
465 init_program_limits(struct gl_context *ctx, gl_shader_stage stage,
466 struct gl_program_constants *prog)
467 {
468 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
469 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTemps = MAX_PROGRAM_TEMPS;
473 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
474 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
475 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
476
477 switch (stage) {
478 case MESA_SHADER_VERTEX:
479 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
481 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
483 prog->MaxInputComponents = 0; /* value not used */
484 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
485 break;
486 case MESA_SHADER_FRAGMENT:
487 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
488 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
489 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
490 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
491 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
492 prog->MaxOutputComponents = 0; /* value not used */
493 break;
494 case MESA_SHADER_GEOMETRY:
495 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
496 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
497 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
498 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
499 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
500 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
501 break;
502 case MESA_SHADER_COMPUTE:
503 prog->MaxParameters = 0; /* not meaningful for compute shaders */
504 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
505 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
506 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
507 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
508 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
509 break;
510 default:
511 assert(0 && "Bad shader stage 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 prog->MaxAtomicBuffers = 0;
551 prog->MaxAtomicCounters = 0;
552 }
553
554
555 /**
556 * Initialize fields of gl_constants (aka ctx->Const.*).
557 * Use defaults from config.h. The device drivers will often override
558 * some of these values (such as number of texture units).
559 */
560 static void
561 _mesa_init_constants(struct gl_context *ctx)
562 {
563 int i;
564 assert(ctx);
565
566 /* Constants, may be overriden (usually only reduced) by device drivers */
567 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
568 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
569 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
570 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
571 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
572 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
573 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
574 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
575 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
576 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
577 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
578 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
579 ctx->Const.MaxTextureBufferSize = 65536;
580 ctx->Const.TextureBufferOffsetAlignment = 1;
581 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
582 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
583 ctx->Const.MinPointSize = MIN_POINT_SIZE;
584 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
585 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
586 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
587 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
588 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
589 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
590 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
591 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
592 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
593 ctx->Const.MaxClipPlanes = 6;
594 ctx->Const.MaxLights = MAX_LIGHTS;
595 ctx->Const.MaxShininess = 128.0;
596 ctx->Const.MaxSpotExponent = 128.0;
597 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
598 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
599 ctx->Const.MinMapBufferAlignment = 64;
600
601 /* Driver must override these values if ARB_viewport_array is supported. */
602 ctx->Const.MaxViewports = 1;
603 ctx->Const.ViewportSubpixelBits = 0;
604 ctx->Const.ViewportBounds.Min = 0;
605 ctx->Const.ViewportBounds.Max = 0;
606
607 /** GL_ARB_uniform_buffer_object */
608 ctx->Const.MaxCombinedUniformBlocks = 36;
609 ctx->Const.MaxUniformBufferBindings = 36;
610 ctx->Const.MaxUniformBlockSize = 16384;
611 ctx->Const.UniformBufferOffsetAlignment = 1;
612
613 for (i = 0; i < MESA_SHADER_STAGES; i++)
614 init_program_limits(ctx, i, &ctx->Const.Program[i]);
615
616 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
617 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
618
619 /* CheckArrayBounds is overriden by drivers/x11 for X server */
620 ctx->Const.CheckArrayBounds = GL_FALSE;
621
622 /* GL_ARB_draw_buffers */
623 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
624
625 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
626 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
627
628 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
629 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
630 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
631 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
632 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
633 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
634
635 /* Shading language version */
636 if (_mesa_is_desktop_gl(ctx)) {
637 ctx->Const.GLSLVersion = 120;
638 _mesa_override_glsl_version(ctx);
639 }
640 else if (ctx->API == API_OPENGLES2) {
641 ctx->Const.GLSLVersion = 100;
642 }
643 else if (ctx->API == API_OPENGLES) {
644 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
645 }
646
647 /* GL_ARB_framebuffer_object */
648 ctx->Const.MaxSamples = 0;
649
650 /* GL_ARB_sync */
651 ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
652
653 /* GL_ATI_envmap_bumpmap */
654 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
655
656 /* GL_EXT_provoking_vertex */
657 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
658
659 /* GL_EXT_transform_feedback */
660 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
661 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
662 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
663 ctx->Const.MaxVertexStreams = 1;
664
665 /* GL 3.2 */
666 ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
667 ? GL_CONTEXT_CORE_PROFILE_BIT
668 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
669
670 /** GL_EXT_gpu_shader4 */
671 ctx->Const.MinProgramTexelOffset = -8;
672 ctx->Const.MaxProgramTexelOffset = 7;
673
674 /* GL_ARB_texture_gather */
675 ctx->Const.MinProgramTextureGatherOffset = -8;
676 ctx->Const.MaxProgramTextureGatherOffset = 7;
677
678 /* GL_ARB_robustness */
679 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
680
681 /* PrimitiveRestart */
682 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
683
684 /* ES 3.0 or ARB_ES3_compatibility */
685 ctx->Const.MaxElementIndex = 0xffffffffu;
686
687 /* GL_ARB_texture_multisample */
688 ctx->Const.MaxColorTextureSamples = 1;
689 ctx->Const.MaxDepthTextureSamples = 1;
690 ctx->Const.MaxIntegerSamples = 1;
691
692 /* GL_ARB_shader_atomic_counters */
693 ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
694 ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
695 ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
696 ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
697
698 /* GL_ARB_vertex_attrib_binding */
699 ctx->Const.MaxVertexAttribRelativeOffset = 2047;
700 ctx->Const.MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
701
702 /* GL_ARB_compute_shader */
703 ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
704 ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
705 ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
706 ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
707 ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
708 ctx->Const.MaxComputeWorkGroupSize[2] = 64;
709 ctx->Const.MaxComputeWorkGroupInvocations = 1024;
710
711 /** GL_ARB_gpu_shader5 */
712 ctx->Const.MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
713 ctx->Const.MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
714 }
715
716
717 /**
718 * Do some sanity checks on the limits/constants for the given context.
719 * Only called the first time a context is bound.
720 */
721 static void
722 check_context_limits(struct gl_context *ctx)
723 {
724 /* check that we don't exceed the size of various bitfields */
725 assert(VARYING_SLOT_MAX <=
726 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
727 assert(VARYING_SLOT_MAX <=
728 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
729
730 /* shader-related checks */
731 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
732 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
733
734 /* Texture unit checks */
735 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
736 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
737 assert(ctx->Const.MaxTextureCoordUnits > 0);
738 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
739 assert(ctx->Const.MaxTextureUnits > 0);
740 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
741 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
742 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
743 ctx->Const.MaxTextureCoordUnits));
744 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
745 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
746 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
747 /* number of coord units cannot be greater than number of image units */
748 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
749
750
751 /* Texture size checks */
752 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
753 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
754 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
755 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
756
757 /* Texture level checks */
758 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
759 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
760
761 /* Max texture size should be <= max viewport size (render to texture) */
762 assert((1U << (ctx->Const.MaxTextureLevels - 1))
763 <= ctx->Const.MaxViewportWidth);
764 assert((1U << (ctx->Const.MaxTextureLevels - 1))
765 <= ctx->Const.MaxViewportHeight);
766
767 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
768
769 /* if this fails, add more enum values to gl_buffer_index */
770 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
771
772 /* XXX probably add more tests */
773 }
774
775
776 /**
777 * Initialize the attribute groups in a GL context.
778 *
779 * \param ctx GL context.
780 *
781 * Initializes all the attributes, calling the respective <tt>init*</tt>
782 * functions for the more complex data structures.
783 */
784 static GLboolean
785 init_attrib_groups(struct gl_context *ctx)
786 {
787 assert(ctx);
788
789 /* Constants */
790 _mesa_init_constants( ctx );
791
792 /* Extensions */
793 _mesa_init_extensions( ctx );
794
795 /* Attribute Groups */
796 _mesa_init_accum( ctx );
797 _mesa_init_attrib( ctx );
798 _mesa_init_buffer_objects( ctx );
799 _mesa_init_color( ctx );
800 _mesa_init_current( ctx );
801 _mesa_init_depth( ctx );
802 _mesa_init_debug( ctx );
803 _mesa_init_display_list( ctx );
804 _mesa_init_errors( ctx );
805 _mesa_init_eval( ctx );
806 _mesa_init_fbobjects( ctx );
807 _mesa_init_feedback( ctx );
808 _mesa_init_fog( ctx );
809 _mesa_init_hint( ctx );
810 _mesa_init_line( ctx );
811 _mesa_init_lighting( ctx );
812 _mesa_init_matrix( ctx );
813 _mesa_init_multisample( ctx );
814 _mesa_init_performance_monitors( ctx );
815 _mesa_init_pipeline( ctx );
816 _mesa_init_pixel( ctx );
817 _mesa_init_pixelstore( ctx );
818 _mesa_init_point( ctx );
819 _mesa_init_polygon( ctx );
820 _mesa_init_program( ctx );
821 _mesa_init_queryobj( ctx );
822 _mesa_init_sync( ctx );
823 _mesa_init_rastpos( ctx );
824 _mesa_init_scissor( ctx );
825 _mesa_init_shader_state( ctx );
826 _mesa_init_stencil( ctx );
827 _mesa_init_transform( ctx );
828 _mesa_init_transform_feedback( ctx );
829 _mesa_init_varray( ctx );
830 _mesa_init_viewport( ctx );
831
832 if (!_mesa_init_texture( ctx ))
833 return GL_FALSE;
834
835 _mesa_init_texture_s3tc( ctx );
836
837 /* Miscellaneous */
838 ctx->NewState = _NEW_ALL;
839 ctx->NewDriverState = ~0;
840 ctx->ErrorValue = GL_NO_ERROR;
841 ctx->ShareGroupReset = false;
842 ctx->varying_vp_inputs = VERT_BIT_ALL;
843
844 return GL_TRUE;
845 }
846
847
848 /**
849 * Update default objects in a GL context with respect to shared state.
850 *
851 * \param ctx GL context.
852 *
853 * Removes references to old default objects, (texture objects, program
854 * objects, etc.) and changes to reference those from the current shared
855 * state.
856 */
857 static GLboolean
858 update_default_objects(struct gl_context *ctx)
859 {
860 assert(ctx);
861
862 _mesa_update_default_objects_program(ctx);
863 _mesa_update_default_objects_texture(ctx);
864 _mesa_update_default_objects_buffer_objects(ctx);
865
866 return GL_TRUE;
867 }
868
869
870 /**
871 * This is the default function we plug into all dispatch table slots
872 * This helps prevents a segfault when someone calls a GL function without
873 * first checking if the extension's supported.
874 */
875 int
876 _mesa_generic_nop(void)
877 {
878 GET_CURRENT_CONTEXT(ctx);
879 _mesa_error(ctx, GL_INVALID_OPERATION,
880 "unsupported function called "
881 "(unsupported extension or deprecated function?)");
882 return 0;
883 }
884
885
886 /**
887 * Allocate and initialize a new dispatch table.
888 */
889 struct _glapi_table *
890 _mesa_alloc_dispatch_table()
891 {
892 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
893 * In practice, this'll be the same for stand-alone Mesa. But for DRI
894 * Mesa we do this to accomodate different versions of libGL and various
895 * DRI drivers.
896 */
897 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
898 struct _glapi_table *table;
899
900 table = malloc(numEntries * sizeof(_glapi_proc));
901 if (table) {
902 _glapi_proc *entry = (_glapi_proc *) table;
903 GLint i;
904 for (i = 0; i < numEntries; i++) {
905 entry[i] = (_glapi_proc) _mesa_generic_nop;
906 }
907 }
908 return table;
909 }
910
911 /**
912 * Creates a minimal dispatch table for use within glBegin()/glEnd().
913 *
914 * This ensures that we generate GL_INVALID_OPERATION errors from most
915 * functions, since the set of functions that are valid within Begin/End is
916 * very small.
917 *
918 * From the GL 1.0 specification section 2.6.3, "GL Commands within
919 * Begin/End"
920 *
921 * "The only GL commands that are allowed within any Begin/End pairs are
922 * the commands for specifying vertex coordinates, vertex color, normal
923 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
924 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
925 * commands for specifying lighting material parameters (Material
926 * commands see section 2.12.2), display list invocation commands
927 * (CallList and CallLists see section 5.4), and the EdgeFlag
928 * command. Executing Begin after Begin has already been executed but
929 * before an End is issued generates the INVALID OPERATION error, as does
930 * executing End without a previous corresponding Begin. Executing any
931 * other GL command within Begin/End results in the error INVALID
932 * OPERATION."
933 *
934 * The table entries for specifying vertex attributes are set up by
935 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
936 * are set by install_vtxfmt() as well.
937 */
938 static struct _glapi_table *
939 create_beginend_table(const struct gl_context *ctx)
940 {
941 struct _glapi_table *table;
942
943 table = _mesa_alloc_dispatch_table();
944 if (!table)
945 return NULL;
946
947 /* Fill in functions which return a value, since they should return some
948 * specific value even if they emit a GL_INVALID_OPERATION error from them
949 * being called within glBegin()/glEnd().
950 */
951 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
952
953 COPY_DISPATCH(GenLists);
954 COPY_DISPATCH(IsProgram);
955 COPY_DISPATCH(IsVertexArray);
956 COPY_DISPATCH(IsBuffer);
957 COPY_DISPATCH(IsEnabled);
958 COPY_DISPATCH(IsEnabledi);
959 COPY_DISPATCH(IsRenderbuffer);
960 COPY_DISPATCH(IsFramebuffer);
961 COPY_DISPATCH(CheckFramebufferStatus);
962 COPY_DISPATCH(RenderMode);
963 COPY_DISPATCH(GetString);
964 COPY_DISPATCH(GetStringi);
965 COPY_DISPATCH(GetPointerv);
966 COPY_DISPATCH(IsQuery);
967 COPY_DISPATCH(IsSampler);
968 COPY_DISPATCH(IsSync);
969 COPY_DISPATCH(IsTexture);
970 COPY_DISPATCH(IsTransformFeedback);
971 COPY_DISPATCH(DeleteQueries);
972 COPY_DISPATCH(AreTexturesResident);
973 COPY_DISPATCH(FenceSync);
974 COPY_DISPATCH(ClientWaitSync);
975 COPY_DISPATCH(MapBuffer);
976 COPY_DISPATCH(UnmapBuffer);
977 COPY_DISPATCH(MapBufferRange);
978 COPY_DISPATCH(ObjectPurgeableAPPLE);
979 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
980
981 _mesa_loopback_init_api_table(ctx, table);
982
983 return table;
984 }
985
986 void
987 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
988 {
989 /* Do the code-generated setup of the exec table in api_exec.c. */
990 _mesa_initialize_exec_table(ctx);
991
992 if (ctx->Save)
993 _mesa_initialize_save_table(ctx);
994 }
995
996 /**
997 * Initialize a struct gl_context struct (rendering context).
998 *
999 * This includes allocating all the other structs and arrays which hang off of
1000 * the context by pointers.
1001 * Note that the driver needs to pass in its dd_function_table here since
1002 * we need to at least call driverFunctions->NewTextureObject to create the
1003 * default texture objects.
1004 *
1005 * Called by _mesa_create_context().
1006 *
1007 * Performs the imports and exports callback tables initialization, and
1008 * miscellaneous one-time initializations. If no shared context is supplied one
1009 * is allocated, and increase its reference count. Setups the GL API dispatch
1010 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1011 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1012 * for debug flags.
1013 *
1014 * \param ctx the context to initialize
1015 * \param api the GL API type to create the context for
1016 * \param visual describes the visual attributes for this context or NULL to
1017 * create a configless context
1018 * \param share_list points to context to share textures, display lists,
1019 * etc with, or NULL
1020 * \param driverFunctions table of device driver functions for this context
1021 * to use
1022 */
1023 GLboolean
1024 _mesa_initialize_context(struct gl_context *ctx,
1025 gl_api api,
1026 const struct gl_config *visual,
1027 struct gl_context *share_list,
1028 const struct dd_function_table *driverFunctions)
1029 {
1030 struct gl_shared_state *shared;
1031 int i;
1032
1033 assert(driverFunctions->NewTextureObject);
1034 assert(driverFunctions->FreeTextureImageBuffer);
1035
1036 ctx->API = api;
1037 ctx->DrawBuffer = NULL;
1038 ctx->ReadBuffer = NULL;
1039 ctx->WinSysDrawBuffer = NULL;
1040 ctx->WinSysReadBuffer = NULL;
1041
1042 if (visual) {
1043 ctx->Visual = *visual;
1044 ctx->HasConfig = GL_TRUE;
1045 }
1046 else {
1047 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1048 ctx->HasConfig = GL_FALSE;
1049 }
1050
1051 if (_mesa_is_desktop_gl(ctx)) {
1052 _mesa_override_gl_version(ctx);
1053 }
1054
1055 /* misc one-time initializations */
1056 one_time_init(ctx);
1057
1058 /* Plug in driver functions and context pointer here.
1059 * This is important because when we call alloc_shared_state() below
1060 * we'll call ctx->Driver.NewTextureObject() to create the default
1061 * textures.
1062 */
1063 ctx->Driver = *driverFunctions;
1064
1065 if (share_list) {
1066 /* share state with another context */
1067 shared = share_list->Shared;
1068 }
1069 else {
1070 /* allocate new, unshared state */
1071 shared = _mesa_alloc_shared_state(ctx);
1072 if (!shared)
1073 return GL_FALSE;
1074 }
1075
1076 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1077
1078 if (!init_attrib_groups( ctx ))
1079 goto fail;
1080
1081 /* setup the API dispatch tables with all nop functions */
1082 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1083 if (!ctx->OutsideBeginEnd)
1084 goto fail;
1085 ctx->Exec = ctx->OutsideBeginEnd;
1086 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1087
1088 ctx->FragmentProgram._MaintainTexEnvProgram
1089 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1090
1091 ctx->VertexProgram._MaintainTnlProgram
1092 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1093 if (ctx->VertexProgram._MaintainTnlProgram) {
1094 /* this is required... */
1095 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1096 }
1097
1098 /* Mesa core handles all the formats that mesa core knows about.
1099 * Drivers will want to override this list with just the formats
1100 * they can handle, and confirm that appropriate fallbacks exist in
1101 * _mesa_choose_tex_format().
1102 */
1103 memset(&ctx->TextureFormatSupported, GL_TRUE,
1104 sizeof(ctx->TextureFormatSupported));
1105
1106 switch (ctx->API) {
1107 case API_OPENGL_COMPAT:
1108 ctx->BeginEnd = create_beginend_table(ctx);
1109 ctx->Save = _mesa_alloc_dispatch_table();
1110 if (!ctx->BeginEnd || !ctx->Save)
1111 goto fail;
1112
1113 /* fall-through */
1114 case API_OPENGL_CORE:
1115 break;
1116 case API_OPENGLES:
1117 /**
1118 * GL_OES_texture_cube_map says
1119 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1120 */
1121 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1122 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1123 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1124 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1125 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1126 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1127 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1128 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1129 }
1130 break;
1131 case API_OPENGLES2:
1132 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1133 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1134 break;
1135 }
1136
1137 ctx->FirstTimeCurrent = GL_TRUE;
1138
1139 return GL_TRUE;
1140
1141 fail:
1142 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1143 free(ctx->BeginEnd);
1144 free(ctx->Exec);
1145 free(ctx->Save);
1146 return GL_FALSE;
1147 }
1148
1149
1150 /**
1151 * Allocate and initialize a struct gl_context structure.
1152 * Note that the driver needs to pass in its dd_function_table here since
1153 * we need to at least call driverFunctions->NewTextureObject to initialize
1154 * the rendering context.
1155 *
1156 * \param api the GL API type to create the context for
1157 * \param visual a struct gl_config pointer (we copy the struct contents) or
1158 * NULL to create a configless context
1159 * \param share_list another context to share display lists with or NULL
1160 * \param driverFunctions points to the dd_function_table into which the
1161 * driver has plugged in all its special functions.
1162 *
1163 * \return pointer to a new __struct gl_contextRec or NULL if error.
1164 */
1165 struct gl_context *
1166 _mesa_create_context(gl_api api,
1167 const struct gl_config *visual,
1168 struct gl_context *share_list,
1169 const struct dd_function_table *driverFunctions)
1170 {
1171 struct gl_context *ctx;
1172
1173 ctx = calloc(1, sizeof(struct gl_context));
1174 if (!ctx)
1175 return NULL;
1176
1177 if (_mesa_initialize_context(ctx, api, visual, share_list,
1178 driverFunctions)) {
1179 return ctx;
1180 }
1181 else {
1182 free(ctx);
1183 return NULL;
1184 }
1185 }
1186
1187
1188 /**
1189 * Free the data associated with the given context.
1190 *
1191 * But doesn't free the struct gl_context struct itself.
1192 *
1193 * \sa _mesa_initialize_context() and init_attrib_groups().
1194 */
1195 void
1196 _mesa_free_context_data( struct gl_context *ctx )
1197 {
1198 if (!_mesa_get_current_context()){
1199 /* No current context, but we may need one in order to delete
1200 * texture objs, etc. So temporarily bind the context now.
1201 */
1202 _mesa_make_current(ctx, NULL, NULL);
1203 }
1204
1205 /* unreference WinSysDraw/Read buffers */
1206 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1207 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1208 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1209 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1210
1211 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1212 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1213 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1214
1215 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1216 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1217 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1218
1219 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1220 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1221
1222 _mesa_free_attrib_data(ctx);
1223 _mesa_free_buffer_objects(ctx);
1224 _mesa_free_lighting_data( ctx );
1225 _mesa_free_eval_data( ctx );
1226 _mesa_free_texture_data( ctx );
1227 _mesa_free_matrix_data( ctx );
1228 _mesa_free_viewport_data( ctx );
1229 _mesa_free_pipeline_data(ctx);
1230 _mesa_free_program_data(ctx);
1231 _mesa_free_shader_state(ctx);
1232 _mesa_free_queryobj_data(ctx);
1233 _mesa_free_sync_data(ctx);
1234 _mesa_free_varray_data(ctx);
1235 _mesa_free_transform_feedback(ctx);
1236 _mesa_free_performance_monitors(ctx);
1237
1238 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1239 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1240 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1241 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1242
1243 /* free dispatch tables */
1244 free(ctx->BeginEnd);
1245 free(ctx->Exec);
1246 free(ctx->Save);
1247
1248 /* Shared context state (display lists, textures, etc) */
1249 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1250
1251 /* needs to be after freeing shared state */
1252 _mesa_free_display_list_data(ctx);
1253
1254 _mesa_free_errors_data(ctx);
1255
1256 free((void *)ctx->Extensions.String);
1257
1258 free(ctx->VersionString);
1259
1260 /* unbind the context if it's currently bound */
1261 if (ctx == _mesa_get_current_context()) {
1262 _mesa_make_current(NULL, NULL, NULL);
1263 }
1264 }
1265
1266
1267 /**
1268 * Destroy a struct gl_context structure.
1269 *
1270 * \param ctx GL context.
1271 *
1272 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1273 */
1274 void
1275 _mesa_destroy_context( struct gl_context *ctx )
1276 {
1277 if (ctx) {
1278 _mesa_free_context_data(ctx);
1279 free( (void *) ctx );
1280 }
1281 }
1282
1283
1284 /**
1285 * Copy attribute groups from one context to another.
1286 *
1287 * \param src source context
1288 * \param dst destination context
1289 * \param mask bitwise OR of GL_*_BIT flags
1290 *
1291 * According to the bits specified in \p mask, copies the corresponding
1292 * attributes from \p src into \p dst. For many of the attributes a simple \c
1293 * memcpy is not enough due to the existence of internal pointers in their data
1294 * structures.
1295 */
1296 void
1297 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1298 GLuint mask )
1299 {
1300 if (mask & GL_ACCUM_BUFFER_BIT) {
1301 /* OK to memcpy */
1302 dst->Accum = src->Accum;
1303 }
1304 if (mask & GL_COLOR_BUFFER_BIT) {
1305 /* OK to memcpy */
1306 dst->Color = src->Color;
1307 }
1308 if (mask & GL_CURRENT_BIT) {
1309 /* OK to memcpy */
1310 dst->Current = src->Current;
1311 }
1312 if (mask & GL_DEPTH_BUFFER_BIT) {
1313 /* OK to memcpy */
1314 dst->Depth = src->Depth;
1315 }
1316 if (mask & GL_ENABLE_BIT) {
1317 /* no op */
1318 }
1319 if (mask & GL_EVAL_BIT) {
1320 /* OK to memcpy */
1321 dst->Eval = src->Eval;
1322 }
1323 if (mask & GL_FOG_BIT) {
1324 /* OK to memcpy */
1325 dst->Fog = src->Fog;
1326 }
1327 if (mask & GL_HINT_BIT) {
1328 /* OK to memcpy */
1329 dst->Hint = src->Hint;
1330 }
1331 if (mask & GL_LIGHTING_BIT) {
1332 GLuint i;
1333 /* begin with memcpy */
1334 dst->Light = src->Light;
1335 /* fixup linked lists to prevent pointer insanity */
1336 make_empty_list( &(dst->Light.EnabledList) );
1337 for (i = 0; i < MAX_LIGHTS; i++) {
1338 if (dst->Light.Light[i].Enabled) {
1339 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1340 }
1341 }
1342 }
1343 if (mask & GL_LINE_BIT) {
1344 /* OK to memcpy */
1345 dst->Line = src->Line;
1346 }
1347 if (mask & GL_LIST_BIT) {
1348 /* OK to memcpy */
1349 dst->List = src->List;
1350 }
1351 if (mask & GL_PIXEL_MODE_BIT) {
1352 /* OK to memcpy */
1353 dst->Pixel = src->Pixel;
1354 }
1355 if (mask & GL_POINT_BIT) {
1356 /* OK to memcpy */
1357 dst->Point = src->Point;
1358 }
1359 if (mask & GL_POLYGON_BIT) {
1360 /* OK to memcpy */
1361 dst->Polygon = src->Polygon;
1362 }
1363 if (mask & GL_POLYGON_STIPPLE_BIT) {
1364 /* Use loop instead of memcpy due to problem with Portland Group's
1365 * C compiler. Reported by John Stone.
1366 */
1367 GLuint i;
1368 for (i = 0; i < 32; i++) {
1369 dst->PolygonStipple[i] = src->PolygonStipple[i];
1370 }
1371 }
1372 if (mask & GL_SCISSOR_BIT) {
1373 /* OK to memcpy */
1374 dst->Scissor = src->Scissor;
1375 }
1376 if (mask & GL_STENCIL_BUFFER_BIT) {
1377 /* OK to memcpy */
1378 dst->Stencil = src->Stencil;
1379 }
1380 if (mask & GL_TEXTURE_BIT) {
1381 /* Cannot memcpy because of pointers */
1382 _mesa_copy_texture_state(src, dst);
1383 }
1384 if (mask & GL_TRANSFORM_BIT) {
1385 /* OK to memcpy */
1386 dst->Transform = src->Transform;
1387 }
1388 if (mask & GL_VIEWPORT_BIT) {
1389 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1390 unsigned i;
1391 for (i = 0; i < src->Const.MaxViewports; i++) {
1392 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1393 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1394 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1395 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1396 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1397 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1398 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1399 &src->ViewportArray[i]._WindowMap);
1400 }
1401 }
1402
1403 /* XXX FIXME: Call callbacks?
1404 */
1405 dst->NewState = _NEW_ALL;
1406 dst->NewDriverState = ~0;
1407 }
1408
1409
1410 /**
1411 * Check if the given context can render into the given framebuffer
1412 * by checking visual attributes.
1413 *
1414 * Most of these tests could go away because Mesa is now pretty flexible
1415 * in terms of mixing rendering contexts with framebuffers. As long
1416 * as RGB vs. CI mode agree, we're probably good.
1417 *
1418 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1419 */
1420 static GLboolean
1421 check_compatible(const struct gl_context *ctx,
1422 const struct gl_framebuffer *buffer)
1423 {
1424 const struct gl_config *ctxvis = &ctx->Visual;
1425 const struct gl_config *bufvis = &buffer->Visual;
1426
1427 if (buffer == _mesa_get_incomplete_framebuffer())
1428 return GL_TRUE;
1429
1430 #if 0
1431 /* disabling this fixes the fgl_glxgears pbuffer demo */
1432 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1433 return GL_FALSE;
1434 #endif
1435 if (ctxvis->stereoMode && !bufvis->stereoMode)
1436 return GL_FALSE;
1437 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1438 return GL_FALSE;
1439 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1440 return GL_FALSE;
1441 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1442 return GL_FALSE;
1443 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1444 return GL_FALSE;
1445 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1446 return GL_FALSE;
1447 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1448 return GL_FALSE;
1449 #if 0
1450 /* disabled (see bug 11161) */
1451 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1452 return GL_FALSE;
1453 #endif
1454 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1455 return GL_FALSE;
1456
1457 return GL_TRUE;
1458 }
1459
1460
1461 /**
1462 * Check if the viewport/scissor size has not yet been initialized.
1463 * Initialize the size if the given width and height are non-zero.
1464 */
1465 void
1466 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1467 {
1468 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1469 unsigned i;
1470
1471 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1472 * potential infinite recursion.
1473 */
1474 ctx->ViewportInitialized = GL_TRUE;
1475
1476 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1477 * yet, so just initialize all of them.
1478 */
1479 for (i = 0; i < MAX_VIEWPORTS; i++) {
1480 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1481 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1482 }
1483 }
1484 }
1485
1486 static void
1487 handle_first_current(struct gl_context *ctx)
1488 {
1489 GLenum buffer;
1490 GLint bufferIndex;
1491
1492 assert(ctx->Version > 0);
1493
1494 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1495
1496 check_context_limits(ctx);
1497
1498 /* According to GL_MESA_configless_context the default value of
1499 * glDrawBuffers depends on the config of the first surface it is bound to.
1500 * For GLES it is always GL_BACK which has a magic interpretation */
1501 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1502 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1503 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1504 buffer = GL_BACK;
1505 else
1506 buffer = GL_FRONT;
1507
1508 _mesa_drawbuffers(ctx, 1, &buffer, NULL /* destMask */);
1509 }
1510
1511 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1512 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1513 buffer = GL_BACK;
1514 bufferIndex = BUFFER_BACK_LEFT;
1515 }
1516 else {
1517 buffer = GL_FRONT;
1518 bufferIndex = BUFFER_FRONT_LEFT;
1519 }
1520
1521 _mesa_readbuffer(ctx, buffer, bufferIndex);
1522 }
1523 }
1524
1525 /* We can use this to help debug user's problems. Tell them to set
1526 * the MESA_INFO env variable before running their app. Then the
1527 * first time each context is made current we'll print some useful
1528 * information.
1529 */
1530 if (_mesa_getenv("MESA_INFO")) {
1531 _mesa_print_info(ctx);
1532 }
1533 }
1534
1535 /**
1536 * Bind the given context to the given drawBuffer and readBuffer and
1537 * make it the current context for the calling thread.
1538 * We'll render into the drawBuffer and read pixels from the
1539 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1540 *
1541 * We check that the context's and framebuffer's visuals are compatible
1542 * and return immediately if they're not.
1543 *
1544 * \param newCtx the new GL context. If NULL then there will be no current GL
1545 * context.
1546 * \param drawBuffer the drawing framebuffer
1547 * \param readBuffer the reading framebuffer
1548 */
1549 GLboolean
1550 _mesa_make_current( struct gl_context *newCtx,
1551 struct gl_framebuffer *drawBuffer,
1552 struct gl_framebuffer *readBuffer )
1553 {
1554 GET_CURRENT_CONTEXT(curCtx);
1555
1556 if (MESA_VERBOSE & VERBOSE_API)
1557 _mesa_debug(newCtx, "_mesa_make_current()\n");
1558
1559 /* Check that the context's and framebuffer's visuals are compatible.
1560 */
1561 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1562 if (!check_compatible(newCtx, drawBuffer)) {
1563 _mesa_warning(newCtx,
1564 "MakeCurrent: incompatible visuals for context and drawbuffer");
1565 return GL_FALSE;
1566 }
1567 }
1568 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1569 if (!check_compatible(newCtx, readBuffer)) {
1570 _mesa_warning(newCtx,
1571 "MakeCurrent: incompatible visuals for context and readbuffer");
1572 return GL_FALSE;
1573 }
1574 }
1575
1576 if (curCtx &&
1577 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1578 /* make sure this context is valid for flushing */
1579 curCtx != newCtx)
1580 _mesa_flush(curCtx);
1581
1582 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1583 _glapi_set_context((void *) newCtx);
1584 ASSERT(_mesa_get_current_context() == newCtx);
1585
1586 if (!newCtx) {
1587 _glapi_set_dispatch(NULL); /* none current */
1588 }
1589 else {
1590 _glapi_set_dispatch(newCtx->CurrentDispatch);
1591
1592 if (drawBuffer && readBuffer) {
1593 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1594 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1595 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1596 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1597
1598 /*
1599 * Only set the context's Draw/ReadBuffer fields if they're NULL
1600 * or not bound to a user-created FBO.
1601 */
1602 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1603 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1604 /* Update the FBO's list of drawbuffers/renderbuffers.
1605 * For winsys FBOs this comes from the GL state (which may have
1606 * changed since the last time this FBO was bound).
1607 */
1608 _mesa_update_draw_buffers(newCtx);
1609 }
1610 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1611 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1612 }
1613
1614 /* XXX only set this flag if we're really changing the draw/read
1615 * framebuffer bindings.
1616 */
1617 newCtx->NewState |= _NEW_BUFFERS;
1618
1619 if (drawBuffer) {
1620 _mesa_check_init_viewport(newCtx,
1621 drawBuffer->Width, drawBuffer->Height);
1622 }
1623 }
1624
1625 if (newCtx->FirstTimeCurrent) {
1626 handle_first_current(newCtx);
1627 newCtx->FirstTimeCurrent = GL_FALSE;
1628 }
1629 }
1630
1631 return GL_TRUE;
1632 }
1633
1634
1635 /**
1636 * Make context 'ctx' share the display lists, textures and programs
1637 * that are associated with 'ctxToShare'.
1638 * Any display lists, textures or programs associated with 'ctx' will
1639 * be deleted if nobody else is sharing them.
1640 */
1641 GLboolean
1642 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1643 {
1644 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1645 struct gl_shared_state *oldShared = NULL;
1646
1647 /* save ref to old state to prevent it from being deleted immediately */
1648 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1649
1650 /* update ctx's Shared pointer */
1651 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1652
1653 update_default_objects(ctx);
1654
1655 /* release the old shared state */
1656 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1657
1658 return GL_TRUE;
1659 }
1660 else {
1661 return GL_FALSE;
1662 }
1663 }
1664
1665
1666
1667 /**
1668 * \return pointer to the current GL context for this thread.
1669 *
1670 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1671 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1672 * context.h.
1673 */
1674 struct gl_context *
1675 _mesa_get_current_context( void )
1676 {
1677 return (struct gl_context *) _glapi_get_context();
1678 }
1679
1680
1681 /**
1682 * Get context's current API dispatch table.
1683 *
1684 * It'll either be the immediate-mode execute dispatcher or the display list
1685 * compile dispatcher.
1686 *
1687 * \param ctx GL context.
1688 *
1689 * \return pointer to dispatch_table.
1690 *
1691 * Simply returns __struct gl_contextRec::CurrentDispatch.
1692 */
1693 struct _glapi_table *
1694 _mesa_get_dispatch(struct gl_context *ctx)
1695 {
1696 return ctx->CurrentDispatch;
1697 }
1698
1699 /*@}*/
1700
1701
1702 /**********************************************************************/
1703 /** \name Miscellaneous functions */
1704 /**********************************************************************/
1705 /*@{*/
1706
1707 /**
1708 * Record an error.
1709 *
1710 * \param ctx GL context.
1711 * \param error error code.
1712 *
1713 * Records the given error code and call the driver's dd_function_table::Error
1714 * function if defined.
1715 *
1716 * \sa
1717 * This is called via _mesa_error().
1718 */
1719 void
1720 _mesa_record_error(struct gl_context *ctx, GLenum error)
1721 {
1722 if (!ctx)
1723 return;
1724
1725 if (ctx->ErrorValue == GL_NO_ERROR) {
1726 ctx->ErrorValue = error;
1727 }
1728 }
1729
1730
1731 /**
1732 * Flush commands and wait for completion.
1733 */
1734 void
1735 _mesa_finish(struct gl_context *ctx)
1736 {
1737 FLUSH_VERTICES( ctx, 0 );
1738 FLUSH_CURRENT( ctx, 0 );
1739 if (ctx->Driver.Finish) {
1740 ctx->Driver.Finish(ctx);
1741 }
1742 }
1743
1744
1745 /**
1746 * Flush commands.
1747 */
1748 void
1749 _mesa_flush(struct gl_context *ctx)
1750 {
1751 FLUSH_VERTICES( ctx, 0 );
1752 FLUSH_CURRENT( ctx, 0 );
1753 if (ctx->Driver.Flush) {
1754 ctx->Driver.Flush(ctx);
1755 }
1756 }
1757
1758
1759
1760 /**
1761 * Execute glFinish().
1762 *
1763 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1764 * dd_function_table::Finish driver callback, if not NULL.
1765 */
1766 void GLAPIENTRY
1767 _mesa_Finish(void)
1768 {
1769 GET_CURRENT_CONTEXT(ctx);
1770 ASSERT_OUTSIDE_BEGIN_END(ctx);
1771 _mesa_finish(ctx);
1772 }
1773
1774
1775 /**
1776 * Execute glFlush().
1777 *
1778 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1779 * dd_function_table::Flush driver callback, if not NULL.
1780 */
1781 void GLAPIENTRY
1782 _mesa_Flush(void)
1783 {
1784 GET_CURRENT_CONTEXT(ctx);
1785 ASSERT_OUTSIDE_BEGIN_END(ctx);
1786 _mesa_flush(ctx);
1787 }
1788
1789
1790 /*
1791 * ARB_blend_func_extended - ERRORS section
1792 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1793 * implicitly calls Begin if any draw buffer has a blend function requiring the
1794 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1795 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1796 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1797 */
1798 static GLboolean
1799 _mesa_check_blend_func_error(struct gl_context *ctx)
1800 {
1801 GLuint i;
1802 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1803 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1804 i++) {
1805 if (ctx->Color.Blend[i]._UsesDualSrc) {
1806 _mesa_error(ctx, GL_INVALID_OPERATION,
1807 "dual source blend on illegal attachment");
1808 return GL_FALSE;
1809 }
1810 }
1811 return GL_TRUE;
1812 }
1813
1814 static bool
1815 shader_linked_or_absent(struct gl_context *ctx,
1816 const struct gl_shader_program *shProg,
1817 bool *shader_present, const char *where)
1818 {
1819 if (shProg) {
1820 *shader_present = true;
1821
1822 if (!shProg->LinkStatus) {
1823 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
1824 return false;
1825 }
1826 #if 0 /* not normally enabled */
1827 {
1828 char errMsg[100];
1829 if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
1830 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1831 shProg->Name, errMsg);
1832 }
1833 }
1834 #endif
1835 }
1836
1837 return true;
1838 }
1839
1840 /**
1841 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1842 * is called to see if it's valid to render. This involves checking that
1843 * the current shader is valid and the framebuffer is complete.
1844 * It also check the current pipeline object is valid if any.
1845 * If an error is detected it'll be recorded here.
1846 * \return GL_TRUE if OK to render, GL_FALSE if not
1847 */
1848 GLboolean
1849 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1850 {
1851 bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
1852 unsigned i;
1853
1854 /* This depends on having up to date derived state (shaders) */
1855 if (ctx->NewState)
1856 _mesa_update_state(ctx);
1857
1858 for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
1859 if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
1860 &from_glsl_shader[i], where))
1861 return GL_FALSE;
1862 }
1863
1864 /* Any shader stages that are not supplied by the GLSL shader and have
1865 * assembly shaders enabled must now be validated.
1866 */
1867 if (!from_glsl_shader[MESA_SHADER_VERTEX]
1868 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1869 _mesa_error(ctx, GL_INVALID_OPERATION,
1870 "%s(vertex program not valid)", where);
1871 return GL_FALSE;
1872 }
1873
1874 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1875 * FINISHME: geometry program should validated here.
1876 */
1877 (void) from_glsl_shader[MESA_SHADER_GEOMETRY];
1878
1879 if (!from_glsl_shader[MESA_SHADER_FRAGMENT]) {
1880 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1881 _mesa_error(ctx, GL_INVALID_OPERATION,
1882 "%s(fragment program not valid)", where);
1883 return GL_FALSE;
1884 }
1885
1886 /* If drawing to integer-valued color buffers, there must be an
1887 * active fragment shader (GL_EXT_texture_integer).
1888 */
1889 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1890 _mesa_error(ctx, GL_INVALID_OPERATION,
1891 "%s(integer format but no fragment shader)", where);
1892 return GL_FALSE;
1893 }
1894 }
1895
1896 /* A pipeline object is bound */
1897 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1898 /* Error message will be printed inside _mesa_validate_program_pipeline.
1899 */
1900 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader, GL_TRUE)) {
1901 return GL_FALSE;
1902 }
1903 }
1904
1905 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1906 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1907 "%s(incomplete framebuffer)", where);
1908 return GL_FALSE;
1909 }
1910
1911 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1912 return GL_FALSE;
1913 }
1914
1915 #ifdef DEBUG
1916 if (ctx->_Shader->Flags & GLSL_LOG) {
1917 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
1918 gl_shader_stage i;
1919
1920 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1921 if (shProg[i] == NULL || shProg[i]->_Used
1922 || shProg[i]->_LinkedShaders[i] == NULL)
1923 continue;
1924
1925 /* This is the first time this shader is being used.
1926 * Append shader's constants/uniforms to log file.
1927 *
1928 * Only log data for the program target that matches the shader
1929 * target. It's possible to have a program bound to the vertex
1930 * shader target that also supplied a fragment shader. If that
1931 * program isn't also bound to the fragment shader target we don't
1932 * want to log its fragment data.
1933 */
1934 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1935 }
1936
1937 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1938 if (shProg[i] != NULL)
1939 shProg[i]->_Used = GL_TRUE;
1940 }
1941 }
1942 #endif
1943
1944 return GL_TRUE;
1945 }
1946
1947
1948 /*@}*/