abebd82874a288e91a07ebaad9a43501dfddef24
[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 "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #include "syncobj.h"
115 #include "rastpos.h"
116 #include "remap.h"
117 #include "scissor.h"
118 #include "shared.h"
119 #include "shaderobj.h"
120 #include "simple_list.h"
121 #include "state.h"
122 #include "stencil.h"
123 #include "texcompress_s3tc.h"
124 #include "texstate.h"
125 #include "transformfeedback.h"
126 #include "mtypes.h"
127 #include "varray.h"
128 #include "version.h"
129 #include "viewport.h"
130 #include "vtxfmt.h"
131 #include "program/program.h"
132 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
134 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
194 * of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new struct gl_config or NULL if requested parameters
204 * can't be met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 struct gl_config *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 struct gl_config *vis = CALLOC_STRUCT(gl_config);
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238
239 /**
240 * Makes some sanity checks and fills in the fields of the struct
241 * gl_config object with the given parameters. If the caller needs to
242 * set additional fields, he should just probably init the whole
243 * gl_config object himself.
244 *
245 * \return GL_TRUE on success, or GL_FALSE on failure.
246 *
247 * \sa _mesa_create_visual() above for the parameter description.
248 */
249 GLboolean
250 _mesa_initialize_visual( struct gl_config *vis,
251 GLboolean dbFlag,
252 GLboolean stereoFlag,
253 GLint redBits,
254 GLint greenBits,
255 GLint blueBits,
256 GLint alphaBits,
257 GLint depthBits,
258 GLint stencilBits,
259 GLint accumRedBits,
260 GLint accumGreenBits,
261 GLint accumBlueBits,
262 GLint accumAlphaBits,
263 GLint numSamples )
264 {
265 assert(vis);
266
267 if (depthBits < 0 || depthBits > 32) {
268 return GL_FALSE;
269 }
270 if (stencilBits < 0 || stencilBits > 8) {
271 return GL_FALSE;
272 }
273 assert(accumRedBits >= 0);
274 assert(accumGreenBits >= 0);
275 assert(accumBlueBits >= 0);
276 assert(accumAlphaBits >= 0);
277
278 vis->rgbMode = GL_TRUE;
279 vis->doubleBufferMode = dbFlag;
280 vis->stereoMode = stereoFlag;
281
282 vis->redBits = redBits;
283 vis->greenBits = greenBits;
284 vis->blueBits = blueBits;
285 vis->alphaBits = alphaBits;
286 vis->rgbBits = redBits + greenBits + blueBits;
287
288 vis->indexBits = 0;
289 vis->depthBits = depthBits;
290 vis->stencilBits = stencilBits;
291
292 vis->accumRedBits = accumRedBits;
293 vis->accumGreenBits = accumGreenBits;
294 vis->accumBlueBits = accumBlueBits;
295 vis->accumAlphaBits = accumAlphaBits;
296
297 vis->haveAccumBuffer = accumRedBits > 0;
298 vis->haveDepthBuffer = depthBits > 0;
299 vis->haveStencilBuffer = stencilBits > 0;
300
301 vis->numAuxBuffers = 0;
302 vis->level = 0;
303 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
304 vis->samples = numSamples;
305
306 return GL_TRUE;
307 }
308
309
310 /**
311 * Destroy a visual and free its memory.
312 *
313 * \param vis visual.
314 *
315 * Frees the visual structure.
316 */
317 void
318 _mesa_destroy_visual( struct gl_config *vis )
319 {
320 free(vis);
321 }
322
323 /*@}*/
324
325
326 /**********************************************************************/
327 /** \name Context allocation, initialization, destroying
328 *
329 * The purpose of the most initialization functions here is to provide the
330 * default state values according to the OpenGL specification.
331 */
332 /**********************************************************************/
333 /*@{*/
334
335
336 /**
337 * This is lame. gdb only seems to recognize enum types that are
338 * actually used somewhere. We want to be able to print/use enum
339 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
340 * the gl_texture_index type anywhere. Thus, this lame function.
341 */
342 static void
343 dummy_enum_func(void)
344 {
345 gl_buffer_index bi = BUFFER_FRONT_LEFT;
346 gl_face_index fi = FACE_POS_X;
347 gl_frag_result fr = FRAG_RESULT_DEPTH;
348 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
349 gl_vert_attrib va = VERT_ATTRIB_POS;
350 gl_varying_slot vs = VARYING_SLOT_POS;
351
352 (void) bi;
353 (void) fi;
354 (void) fr;
355 (void) ti;
356 (void) va;
357 (void) vs;
358 }
359
360
361 /**
362 * One-time initialization mutex lock.
363 *
364 * \sa Used by one_time_init().
365 */
366 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
367
368
369
370 /**
371 * Calls all the various one-time-init functions in Mesa.
372 *
373 * While holding a global mutex lock, calls several initialization functions,
374 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
375 * defined.
376 *
377 * \sa _math_init().
378 */
379 static void
380 one_time_init( struct gl_context *ctx )
381 {
382 static GLbitfield api_init_mask = 0x0;
383
384 _glthread_LOCK_MUTEX(OneTimeLock);
385
386 /* truly one-time init */
387 if (!api_init_mask) {
388 GLuint i;
389
390 /* do some implementation tests */
391 assert( sizeof(GLbyte) == 1 );
392 assert( sizeof(GLubyte) == 1 );
393 assert( sizeof(GLshort) == 2 );
394 assert( sizeof(GLushort) == 2 );
395 assert( sizeof(GLint) == 4 );
396 assert( sizeof(GLuint) == 4 );
397
398 _mesa_get_cpu_features();
399
400 for (i = 0; i < 256; i++) {
401 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
402 }
403
404 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
405 if (MESA_VERBOSE != 0) {
406 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
407 PACKAGE_VERSION, __DATE__, __TIME__);
408 }
409 #endif
410
411 #ifdef DEBUG
412 _mesa_test_formats();
413 #endif
414 }
415
416 /* per-API one-time init */
417 if (!(api_init_mask & (1 << ctx->API))) {
418 _mesa_init_get_hash(ctx);
419
420 _mesa_init_remap_table();
421 }
422
423 api_init_mask |= 1 << ctx->API;
424
425 _glthread_UNLOCK_MUTEX(OneTimeLock);
426
427 /* Hopefully atexit() is widely available. If not, we may need some
428 * #ifdef tests here.
429 */
430 atexit(_mesa_destroy_shader_compiler);
431
432 dummy_enum_func();
433 }
434
435
436 /**
437 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
438 */
439 static void
440 _mesa_init_current(struct gl_context *ctx)
441 {
442 GLuint i;
443
444 /* Init all to (0,0,0,1) */
445 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
446 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
447 }
448
449 /* redo special cases: */
450 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
451 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
452 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
456 }
457
458
459 /**
460 * Init vertex/fragment/geometry program limits.
461 * Important: drivers should override these with actual limits.
462 */
463 static void
464 init_program_limits(struct gl_context *ctx, gl_shader_stage stage,
465 struct gl_program_constants *prog)
466 {
467 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
468 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
469 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTemps = MAX_PROGRAM_TEMPS;
472 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
473 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
474 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
475
476 switch (stage) {
477 case MESA_SHADER_VERTEX:
478 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
479 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
480 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
481 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
482 prog->MaxInputComponents = 0; /* value not used */
483 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
484 break;
485 case MESA_SHADER_FRAGMENT:
486 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
487 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
488 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
489 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
490 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
491 prog->MaxOutputComponents = 0; /* value not used */
492 break;
493 case MESA_SHADER_GEOMETRY:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
499 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
500 break;
501 case MESA_SHADER_COMPUTE:
502 prog->MaxParameters = 0; /* not meaningful for compute shaders */
503 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
504 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
505 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
506 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
507 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
508 break;
509 default:
510 assert(0 && "Bad shader stage in init_program_limits()");
511 }
512
513 /* Set the native limits to zero. This implies that there is no native
514 * support for shaders. Let the drivers fill in the actual values.
515 */
516 prog->MaxNativeInstructions = 0;
517 prog->MaxNativeAluInstructions = 0;
518 prog->MaxNativeTexInstructions = 0;
519 prog->MaxNativeTexIndirections = 0;
520 prog->MaxNativeAttribs = 0;
521 prog->MaxNativeTemps = 0;
522 prog->MaxNativeAddressRegs = 0;
523 prog->MaxNativeParameters = 0;
524
525 /* Set GLSL datatype range/precision info assuming IEEE float values.
526 * Drivers should override these defaults as needed.
527 */
528 prog->MediumFloat.RangeMin = 127;
529 prog->MediumFloat.RangeMax = 127;
530 prog->MediumFloat.Precision = 23;
531 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
532
533 /* Assume ints are stored as floats for now, since this is the least-common
534 * denominator. The OpenGL ES spec implies (page 132) that the precision
535 * of integer types should be 0. Practically speaking, IEEE
536 * single-precision floating point values can only store integers in the
537 * range [-0x01000000, 0x01000000] without loss of precision.
538 */
539 prog->MediumInt.RangeMin = 24;
540 prog->MediumInt.RangeMax = 24;
541 prog->MediumInt.Precision = 0;
542 prog->LowInt = prog->HighInt = prog->MediumInt;
543
544 prog->MaxUniformBlocks = 12;
545 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
546 ctx->Const.MaxUniformBlockSize / 4 *
547 prog->MaxUniformBlocks);
548
549 prog->MaxAtomicBuffers = 0;
550 prog->MaxAtomicCounters = 0;
551 }
552
553
554 /**
555 * Initialize fields of gl_constants (aka ctx->Const.*).
556 * Use defaults from config.h. The device drivers will often override
557 * some of these values (such as number of texture units).
558 */
559 static void
560 _mesa_init_constants(struct gl_context *ctx)
561 {
562 int i;
563 assert(ctx);
564
565 /* Constants, may be overriden (usually only reduced) by device drivers */
566 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
567 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
568 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
569 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
570 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
571 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
572 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
573 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
574 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
575 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
576 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
577 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
578 ctx->Const.MaxTextureBufferSize = 65536;
579 ctx->Const.TextureBufferOffsetAlignment = 1;
580 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
581 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
582 ctx->Const.MinPointSize = MIN_POINT_SIZE;
583 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
584 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
585 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
586 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
587 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
588 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
589 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
590 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
591 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
592 ctx->Const.MaxClipPlanes = 6;
593 ctx->Const.MaxLights = MAX_LIGHTS;
594 ctx->Const.MaxShininess = 128.0;
595 ctx->Const.MaxSpotExponent = 128.0;
596 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
597 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
598 ctx->Const.MinMapBufferAlignment = 64;
599
600 /* Driver must override these values if ARB_viewport_array is supported. */
601 ctx->Const.MaxViewports = 1;
602 ctx->Const.ViewportSubpixelBits = 0;
603 ctx->Const.ViewportBounds.Min = 0;
604 ctx->Const.ViewportBounds.Max = 0;
605
606 /* Driver must override if it supports ARB_viewport_array */
607 ctx->Const.MaxViewports = 1;
608
609 /** GL_ARB_uniform_buffer_object */
610 ctx->Const.MaxCombinedUniformBlocks = 36;
611 ctx->Const.MaxUniformBufferBindings = 36;
612 ctx->Const.MaxUniformBlockSize = 16384;
613 ctx->Const.UniformBufferOffsetAlignment = 1;
614
615 for (i = 0; i < MESA_SHADER_STAGES; i++)
616 init_program_limits(ctx, i, &ctx->Const.Program[i]);
617
618 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
619 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
620
621 /* CheckArrayBounds is overriden by drivers/x11 for X server */
622 ctx->Const.CheckArrayBounds = GL_FALSE;
623
624 /* GL_ARB_draw_buffers */
625 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
626
627 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
628 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
629
630 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
631 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
632 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
633 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
634 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
635 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
636
637 /* Shading language version */
638 if (_mesa_is_desktop_gl(ctx)) {
639 ctx->Const.GLSLVersion = 120;
640 _mesa_override_glsl_version(ctx);
641 }
642 else if (ctx->API == API_OPENGLES2) {
643 ctx->Const.GLSLVersion = 100;
644 }
645 else if (ctx->API == API_OPENGLES) {
646 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
647 }
648
649 /* GL_ARB_framebuffer_object */
650 ctx->Const.MaxSamples = 0;
651
652 /* GL_ARB_sync */
653 ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
654
655 /* GL_ATI_envmap_bumpmap */
656 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
657
658 /* GL_EXT_provoking_vertex */
659 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
660
661 /* GL_EXT_transform_feedback */
662 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
663 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
664 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665 ctx->Const.MaxVertexStreams = 1;
666
667 /* GL 3.2 */
668 ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
669 ? GL_CONTEXT_CORE_PROFILE_BIT
670 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
671
672 /** GL_EXT_gpu_shader4 */
673 ctx->Const.MinProgramTexelOffset = -8;
674 ctx->Const.MaxProgramTexelOffset = 7;
675
676 /* GL_ARB_texture_gather */
677 ctx->Const.MinProgramTextureGatherOffset = -8;
678 ctx->Const.MaxProgramTextureGatherOffset = 7;
679
680 /* GL_ARB_robustness */
681 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
682
683 /* PrimitiveRestart */
684 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
685
686 /* ES 3.0 or ARB_ES3_compatibility */
687 ctx->Const.MaxElementIndex = 0xffffffffu;
688
689 /* GL_ARB_texture_multisample */
690 ctx->Const.MaxColorTextureSamples = 1;
691 ctx->Const.MaxDepthTextureSamples = 1;
692 ctx->Const.MaxIntegerSamples = 1;
693
694 /* GL_ARB_shader_atomic_counters */
695 ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
696 ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
697 ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
698 ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
699
700 /* GL_ARB_vertex_attrib_binding */
701 ctx->Const.MaxVertexAttribRelativeOffset = 2047;
702 ctx->Const.MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
703
704 /* GL_ARB_compute_shader */
705 ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
706 ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
707 ctx->Const.MaxComputeWorkGroupSize[2] = 64;
708 }
709
710
711 /**
712 * Do some sanity checks on the limits/constants for the given context.
713 * Only called the first time a context is bound.
714 */
715 static void
716 check_context_limits(struct gl_context *ctx)
717 {
718 /* check that we don't exceed the size of various bitfields */
719 assert(VARYING_SLOT_MAX <=
720 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
721 assert(VARYING_SLOT_MAX <=
722 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
723
724 /* shader-related checks */
725 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
726 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
727
728 /* Texture unit checks */
729 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
730 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
731 assert(ctx->Const.MaxTextureCoordUnits > 0);
732 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
733 assert(ctx->Const.MaxTextureUnits > 0);
734 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
735 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
736 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
737 ctx->Const.MaxTextureCoordUnits));
738 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
739 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
740 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
741 /* number of coord units cannot be greater than number of image units */
742 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
743
744
745 /* Texture size checks */
746 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
747 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
748 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
749 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
750
751 /* Texture level checks */
752 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
753 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
754
755 /* Max texture size should be <= max viewport size (render to texture) */
756 assert((1U << (ctx->Const.MaxTextureLevels - 1))
757 <= ctx->Const.MaxViewportWidth);
758 assert((1U << (ctx->Const.MaxTextureLevels - 1))
759 <= ctx->Const.MaxViewportHeight);
760
761 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
762
763 /* if this fails, add more enum values to gl_buffer_index */
764 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
765
766 /* XXX probably add more tests */
767 }
768
769
770 /**
771 * Initialize the attribute groups in a GL context.
772 *
773 * \param ctx GL context.
774 *
775 * Initializes all the attributes, calling the respective <tt>init*</tt>
776 * functions for the more complex data structures.
777 */
778 static GLboolean
779 init_attrib_groups(struct gl_context *ctx)
780 {
781 assert(ctx);
782
783 /* Constants */
784 _mesa_init_constants( ctx );
785
786 /* Extensions */
787 _mesa_init_extensions( ctx );
788
789 /* Attribute Groups */
790 _mesa_init_accum( ctx );
791 _mesa_init_attrib( ctx );
792 _mesa_init_buffer_objects( ctx );
793 _mesa_init_color( ctx );
794 _mesa_init_current( ctx );
795 _mesa_init_depth( ctx );
796 _mesa_init_debug( ctx );
797 _mesa_init_display_list( ctx );
798 _mesa_init_errors( ctx );
799 _mesa_init_eval( ctx );
800 _mesa_init_fbobjects( ctx );
801 _mesa_init_feedback( ctx );
802 _mesa_init_fog( ctx );
803 _mesa_init_hint( ctx );
804 _mesa_init_line( ctx );
805 _mesa_init_lighting( ctx );
806 _mesa_init_matrix( ctx );
807 _mesa_init_multisample( ctx );
808 _mesa_init_performance_monitors( ctx );
809 _mesa_init_pixel( ctx );
810 _mesa_init_pixelstore( ctx );
811 _mesa_init_point( ctx );
812 _mesa_init_polygon( ctx );
813 _mesa_init_program( ctx );
814 _mesa_init_queryobj( ctx );
815 _mesa_init_sync( ctx );
816 _mesa_init_rastpos( ctx );
817 _mesa_init_scissor( ctx );
818 _mesa_init_shader_state( ctx );
819 _mesa_init_stencil( ctx );
820 _mesa_init_transform( ctx );
821 _mesa_init_transform_feedback( ctx );
822 _mesa_init_varray( ctx );
823 _mesa_init_viewport( ctx );
824
825 if (!_mesa_init_texture( ctx ))
826 return GL_FALSE;
827
828 _mesa_init_texture_s3tc( ctx );
829
830 /* Miscellaneous */
831 ctx->NewState = _NEW_ALL;
832 ctx->NewDriverState = ~0;
833 ctx->ErrorValue = GL_NO_ERROR;
834 ctx->ShareGroupReset = false;
835 ctx->varying_vp_inputs = VERT_BIT_ALL;
836
837 return GL_TRUE;
838 }
839
840
841 /**
842 * Update default objects in a GL context with respect to shared state.
843 *
844 * \param ctx GL context.
845 *
846 * Removes references to old default objects, (texture objects, program
847 * objects, etc.) and changes to reference those from the current shared
848 * state.
849 */
850 static GLboolean
851 update_default_objects(struct gl_context *ctx)
852 {
853 assert(ctx);
854
855 _mesa_update_default_objects_program(ctx);
856 _mesa_update_default_objects_texture(ctx);
857 _mesa_update_default_objects_buffer_objects(ctx);
858
859 return GL_TRUE;
860 }
861
862
863 /**
864 * This is the default function we plug into all dispatch table slots
865 * This helps prevents a segfault when someone calls a GL function without
866 * first checking if the extension's supported.
867 */
868 int
869 _mesa_generic_nop(void)
870 {
871 GET_CURRENT_CONTEXT(ctx);
872 _mesa_error(ctx, GL_INVALID_OPERATION,
873 "unsupported function called "
874 "(unsupported extension or deprecated function?)");
875 return 0;
876 }
877
878
879 /**
880 * Allocate and initialize a new dispatch table.
881 */
882 struct _glapi_table *
883 _mesa_alloc_dispatch_table()
884 {
885 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
886 * In practice, this'll be the same for stand-alone Mesa. But for DRI
887 * Mesa we do this to accomodate different versions of libGL and various
888 * DRI drivers.
889 */
890 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
891 struct _glapi_table *table;
892
893 table = malloc(numEntries * sizeof(_glapi_proc));
894 if (table) {
895 _glapi_proc *entry = (_glapi_proc *) table;
896 GLint i;
897 for (i = 0; i < numEntries; i++) {
898 entry[i] = (_glapi_proc) _mesa_generic_nop;
899 }
900 }
901 return table;
902 }
903
904 /**
905 * Creates a minimal dispatch table for use within glBegin()/glEnd().
906 *
907 * This ensures that we generate GL_INVALID_OPERATION errors from most
908 * functions, since the set of functions that are valid within Begin/End is
909 * very small.
910 *
911 * From the GL 1.0 specification section 2.6.3, "GL Commands within
912 * Begin/End"
913 *
914 * "The only GL commands that are allowed within any Begin/End pairs are
915 * the commands for specifying vertex coordinates, vertex color, normal
916 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
917 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
918 * commands for specifying lighting material parameters (Material
919 * commands see section 2.12.2), display list invocation commands
920 * (CallList and CallLists see section 5.4), and the EdgeFlag
921 * command. Executing Begin after Begin has already been executed but
922 * before an End is issued generates the INVALID OPERATION error, as does
923 * executing End without a previous corresponding Begin. Executing any
924 * other GL command within Begin/End results in the error INVALID
925 * OPERATION."
926 *
927 * The table entries for specifying vertex attributes are set up by
928 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
929 * are set by install_vtxfmt() as well.
930 */
931 static struct _glapi_table *
932 create_beginend_table(const struct gl_context *ctx)
933 {
934 struct _glapi_table *table;
935
936 table = _mesa_alloc_dispatch_table();
937 if (!table)
938 return NULL;
939
940 /* Fill in functions which return a value, since they should return some
941 * specific value even if they emit a GL_INVALID_OPERATION error from them
942 * being called within glBegin()/glEnd().
943 */
944 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
945
946 COPY_DISPATCH(GenLists);
947 COPY_DISPATCH(IsProgram);
948 COPY_DISPATCH(IsVertexArray);
949 COPY_DISPATCH(IsBuffer);
950 COPY_DISPATCH(IsEnabled);
951 COPY_DISPATCH(IsEnabledi);
952 COPY_DISPATCH(IsRenderbuffer);
953 COPY_DISPATCH(IsFramebuffer);
954 COPY_DISPATCH(CheckFramebufferStatus);
955 COPY_DISPATCH(RenderMode);
956 COPY_DISPATCH(GetString);
957 COPY_DISPATCH(GetStringi);
958 COPY_DISPATCH(GetPointerv);
959 COPY_DISPATCH(IsQuery);
960 COPY_DISPATCH(IsSampler);
961 COPY_DISPATCH(IsSync);
962 COPY_DISPATCH(IsTexture);
963 COPY_DISPATCH(IsTransformFeedback);
964 COPY_DISPATCH(DeleteQueries);
965 COPY_DISPATCH(AreTexturesResident);
966 COPY_DISPATCH(FenceSync);
967 COPY_DISPATCH(ClientWaitSync);
968 COPY_DISPATCH(MapBuffer);
969 COPY_DISPATCH(UnmapBuffer);
970 COPY_DISPATCH(MapBufferRange);
971 COPY_DISPATCH(ObjectPurgeableAPPLE);
972 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
973
974 _mesa_loopback_init_api_table(ctx, table);
975
976 return table;
977 }
978
979 void
980 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
981 {
982 /* Do the code-generated setup of the exec table in api_exec.c. */
983 _mesa_initialize_exec_table(ctx);
984
985 if (ctx->Save)
986 _mesa_initialize_save_table(ctx);
987 }
988
989 /**
990 * Initialize a struct gl_context struct (rendering context).
991 *
992 * This includes allocating all the other structs and arrays which hang off of
993 * the context by pointers.
994 * Note that the driver needs to pass in its dd_function_table here since
995 * we need to at least call driverFunctions->NewTextureObject to create the
996 * default texture objects.
997 *
998 * Called by _mesa_create_context().
999 *
1000 * Performs the imports and exports callback tables initialization, and
1001 * miscellaneous one-time initializations. If no shared context is supplied one
1002 * is allocated, and increase its reference count. Setups the GL API dispatch
1003 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1004 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1005 * for debug flags.
1006 *
1007 * \param ctx the context to initialize
1008 * \param api the GL API type to create the context for
1009 * \param visual describes the visual attributes for this context
1010 * \param share_list points to context to share textures, display lists,
1011 * etc with, or NULL
1012 * \param driverFunctions table of device driver functions for this context
1013 * to use
1014 */
1015 GLboolean
1016 _mesa_initialize_context(struct gl_context *ctx,
1017 gl_api api,
1018 const struct gl_config *visual,
1019 struct gl_context *share_list,
1020 const struct dd_function_table *driverFunctions)
1021 {
1022 struct gl_shared_state *shared;
1023 int i;
1024
1025 assert(driverFunctions->NewTextureObject);
1026 assert(driverFunctions->FreeTextureImageBuffer);
1027
1028 ctx->API = api;
1029 ctx->Visual = *visual;
1030 ctx->DrawBuffer = NULL;
1031 ctx->ReadBuffer = NULL;
1032 ctx->WinSysDrawBuffer = NULL;
1033 ctx->WinSysReadBuffer = NULL;
1034
1035 if (_mesa_is_desktop_gl(ctx)) {
1036 _mesa_override_gl_version(ctx);
1037 }
1038
1039 /* misc one-time initializations */
1040 one_time_init(ctx);
1041
1042 /* Plug in driver functions and context pointer here.
1043 * This is important because when we call alloc_shared_state() below
1044 * we'll call ctx->Driver.NewTextureObject() to create the default
1045 * textures.
1046 */
1047 ctx->Driver = *driverFunctions;
1048
1049 if (share_list) {
1050 /* share state with another context */
1051 shared = share_list->Shared;
1052 }
1053 else {
1054 /* allocate new, unshared state */
1055 shared = _mesa_alloc_shared_state(ctx);
1056 if (!shared)
1057 return GL_FALSE;
1058 }
1059
1060 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1061
1062 if (!init_attrib_groups( ctx ))
1063 goto fail;
1064
1065 /* setup the API dispatch tables with all nop functions */
1066 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1067 if (!ctx->OutsideBeginEnd)
1068 goto fail;
1069 ctx->Exec = ctx->OutsideBeginEnd;
1070 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1071
1072 ctx->FragmentProgram._MaintainTexEnvProgram
1073 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1074
1075 ctx->VertexProgram._MaintainTnlProgram
1076 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1077 if (ctx->VertexProgram._MaintainTnlProgram) {
1078 /* this is required... */
1079 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1080 }
1081
1082 /* Mesa core handles all the formats that mesa core knows about.
1083 * Drivers will want to override this list with just the formats
1084 * they can handle, and confirm that appropriate fallbacks exist in
1085 * _mesa_choose_tex_format().
1086 */
1087 memset(&ctx->TextureFormatSupported, GL_TRUE,
1088 sizeof(ctx->TextureFormatSupported));
1089
1090 switch (ctx->API) {
1091 case API_OPENGL_COMPAT:
1092 ctx->BeginEnd = create_beginend_table(ctx);
1093 ctx->Save = _mesa_alloc_dispatch_table();
1094 if (!ctx->BeginEnd || !ctx->Save)
1095 goto fail;
1096
1097 /* fall-through */
1098 case API_OPENGL_CORE:
1099 break;
1100 case API_OPENGLES:
1101 /**
1102 * GL_OES_texture_cube_map says
1103 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1104 */
1105 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1106 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1107 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1108 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1109 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1110 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1111 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1112 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1113 }
1114 break;
1115 case API_OPENGLES2:
1116 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1117 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1118 break;
1119 }
1120
1121 ctx->FirstTimeCurrent = GL_TRUE;
1122
1123 return GL_TRUE;
1124
1125 fail:
1126 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1127 free(ctx->BeginEnd);
1128 free(ctx->Exec);
1129 free(ctx->Save);
1130 return GL_FALSE;
1131 }
1132
1133
1134 /**
1135 * Allocate and initialize a struct gl_context structure.
1136 * Note that the driver needs to pass in its dd_function_table here since
1137 * we need to at least call driverFunctions->NewTextureObject to initialize
1138 * the rendering context.
1139 *
1140 * \param api the GL API type to create the context for
1141 * \param visual a struct gl_config pointer (we copy the struct contents)
1142 * \param share_list another context to share display lists with or NULL
1143 * \param driverFunctions points to the dd_function_table into which the
1144 * driver has plugged in all its special functions.
1145 *
1146 * \return pointer to a new __struct gl_contextRec or NULL if error.
1147 */
1148 struct gl_context *
1149 _mesa_create_context(gl_api api,
1150 const struct gl_config *visual,
1151 struct gl_context *share_list,
1152 const struct dd_function_table *driverFunctions)
1153 {
1154 struct gl_context *ctx;
1155
1156 ASSERT(visual);
1157
1158 ctx = calloc(1, sizeof(struct gl_context));
1159 if (!ctx)
1160 return NULL;
1161
1162 if (_mesa_initialize_context(ctx, api, visual, share_list,
1163 driverFunctions)) {
1164 return ctx;
1165 }
1166 else {
1167 free(ctx);
1168 return NULL;
1169 }
1170 }
1171
1172
1173 /**
1174 * Free the data associated with the given context.
1175 *
1176 * But doesn't free the struct gl_context struct itself.
1177 *
1178 * \sa _mesa_initialize_context() and init_attrib_groups().
1179 */
1180 void
1181 _mesa_free_context_data( struct gl_context *ctx )
1182 {
1183 if (!_mesa_get_current_context()){
1184 /* No current context, but we may need one in order to delete
1185 * texture objs, etc. So temporarily bind the context now.
1186 */
1187 _mesa_make_current(ctx, NULL, NULL);
1188 }
1189
1190 /* unreference WinSysDraw/Read buffers */
1191 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1192 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1193 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1194 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1195
1196 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1197 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1198 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1199
1200 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1201 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1202 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1203
1204 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1205 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1206
1207 _mesa_free_attrib_data(ctx);
1208 _mesa_free_buffer_objects(ctx);
1209 _mesa_free_lighting_data( ctx );
1210 _mesa_free_eval_data( ctx );
1211 _mesa_free_texture_data( ctx );
1212 _mesa_free_matrix_data( ctx );
1213 _mesa_free_viewport_data( ctx );
1214 _mesa_free_program_data(ctx);
1215 _mesa_free_shader_state(ctx);
1216 _mesa_free_queryobj_data(ctx);
1217 _mesa_free_sync_data(ctx);
1218 _mesa_free_varray_data(ctx);
1219 _mesa_free_transform_feedback(ctx);
1220 _mesa_free_performance_monitors(ctx);
1221
1222 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1223 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1224 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1225 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1226
1227 /* free dispatch tables */
1228 free(ctx->BeginEnd);
1229 free(ctx->Exec);
1230 free(ctx->Save);
1231
1232 /* Shared context state (display lists, textures, etc) */
1233 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1234
1235 /* needs to be after freeing shared state */
1236 _mesa_free_display_list_data(ctx);
1237
1238 _mesa_free_errors_data(ctx);
1239
1240 free((void *)ctx->Extensions.String);
1241
1242 free(ctx->VersionString);
1243
1244 /* unbind the context if it's currently bound */
1245 if (ctx == _mesa_get_current_context()) {
1246 _mesa_make_current(NULL, NULL, NULL);
1247 }
1248 }
1249
1250
1251 /**
1252 * Destroy a struct gl_context structure.
1253 *
1254 * \param ctx GL context.
1255 *
1256 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1257 */
1258 void
1259 _mesa_destroy_context( struct gl_context *ctx )
1260 {
1261 if (ctx) {
1262 _mesa_free_context_data(ctx);
1263 free( (void *) ctx );
1264 }
1265 }
1266
1267
1268 /**
1269 * Copy attribute groups from one context to another.
1270 *
1271 * \param src source context
1272 * \param dst destination context
1273 * \param mask bitwise OR of GL_*_BIT flags
1274 *
1275 * According to the bits specified in \p mask, copies the corresponding
1276 * attributes from \p src into \p dst. For many of the attributes a simple \c
1277 * memcpy is not enough due to the existence of internal pointers in their data
1278 * structures.
1279 */
1280 void
1281 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1282 GLuint mask )
1283 {
1284 if (mask & GL_ACCUM_BUFFER_BIT) {
1285 /* OK to memcpy */
1286 dst->Accum = src->Accum;
1287 }
1288 if (mask & GL_COLOR_BUFFER_BIT) {
1289 /* OK to memcpy */
1290 dst->Color = src->Color;
1291 }
1292 if (mask & GL_CURRENT_BIT) {
1293 /* OK to memcpy */
1294 dst->Current = src->Current;
1295 }
1296 if (mask & GL_DEPTH_BUFFER_BIT) {
1297 /* OK to memcpy */
1298 dst->Depth = src->Depth;
1299 }
1300 if (mask & GL_ENABLE_BIT) {
1301 /* no op */
1302 }
1303 if (mask & GL_EVAL_BIT) {
1304 /* OK to memcpy */
1305 dst->Eval = src->Eval;
1306 }
1307 if (mask & GL_FOG_BIT) {
1308 /* OK to memcpy */
1309 dst->Fog = src->Fog;
1310 }
1311 if (mask & GL_HINT_BIT) {
1312 /* OK to memcpy */
1313 dst->Hint = src->Hint;
1314 }
1315 if (mask & GL_LIGHTING_BIT) {
1316 GLuint i;
1317 /* begin with memcpy */
1318 dst->Light = src->Light;
1319 /* fixup linked lists to prevent pointer insanity */
1320 make_empty_list( &(dst->Light.EnabledList) );
1321 for (i = 0; i < MAX_LIGHTS; i++) {
1322 if (dst->Light.Light[i].Enabled) {
1323 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1324 }
1325 }
1326 }
1327 if (mask & GL_LINE_BIT) {
1328 /* OK to memcpy */
1329 dst->Line = src->Line;
1330 }
1331 if (mask & GL_LIST_BIT) {
1332 /* OK to memcpy */
1333 dst->List = src->List;
1334 }
1335 if (mask & GL_PIXEL_MODE_BIT) {
1336 /* OK to memcpy */
1337 dst->Pixel = src->Pixel;
1338 }
1339 if (mask & GL_POINT_BIT) {
1340 /* OK to memcpy */
1341 dst->Point = src->Point;
1342 }
1343 if (mask & GL_POLYGON_BIT) {
1344 /* OK to memcpy */
1345 dst->Polygon = src->Polygon;
1346 }
1347 if (mask & GL_POLYGON_STIPPLE_BIT) {
1348 /* Use loop instead of memcpy due to problem with Portland Group's
1349 * C compiler. Reported by John Stone.
1350 */
1351 GLuint i;
1352 for (i = 0; i < 32; i++) {
1353 dst->PolygonStipple[i] = src->PolygonStipple[i];
1354 }
1355 }
1356 if (mask & GL_SCISSOR_BIT) {
1357 /* OK to memcpy */
1358 dst->Scissor = src->Scissor;
1359 }
1360 if (mask & GL_STENCIL_BUFFER_BIT) {
1361 /* OK to memcpy */
1362 dst->Stencil = src->Stencil;
1363 }
1364 if (mask & GL_TEXTURE_BIT) {
1365 /* Cannot memcpy because of pointers */
1366 _mesa_copy_texture_state(src, dst);
1367 }
1368 if (mask & GL_TRANSFORM_BIT) {
1369 /* OK to memcpy */
1370 dst->Transform = src->Transform;
1371 }
1372 if (mask & GL_VIEWPORT_BIT) {
1373 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1374 unsigned i;
1375 for (i = 0; i < src->Const.MaxViewports; i++) {
1376 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1377 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1378 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1379 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1380 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1381 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1382 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1383 &src->ViewportArray[i]._WindowMap);
1384 }
1385 }
1386
1387 /* XXX FIXME: Call callbacks?
1388 */
1389 dst->NewState = _NEW_ALL;
1390 dst->NewDriverState = ~0;
1391 }
1392
1393
1394 /**
1395 * Check if the given context can render into the given framebuffer
1396 * by checking visual attributes.
1397 *
1398 * Most of these tests could go away because Mesa is now pretty flexible
1399 * in terms of mixing rendering contexts with framebuffers. As long
1400 * as RGB vs. CI mode agree, we're probably good.
1401 *
1402 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1403 */
1404 static GLboolean
1405 check_compatible(const struct gl_context *ctx,
1406 const struct gl_framebuffer *buffer)
1407 {
1408 const struct gl_config *ctxvis = &ctx->Visual;
1409 const struct gl_config *bufvis = &buffer->Visual;
1410
1411 if (buffer == _mesa_get_incomplete_framebuffer())
1412 return GL_TRUE;
1413
1414 #if 0
1415 /* disabling this fixes the fgl_glxgears pbuffer demo */
1416 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1417 return GL_FALSE;
1418 #endif
1419 if (ctxvis->stereoMode && !bufvis->stereoMode)
1420 return GL_FALSE;
1421 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1422 return GL_FALSE;
1423 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1424 return GL_FALSE;
1425 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1426 return GL_FALSE;
1427 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1428 return GL_FALSE;
1429 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1430 return GL_FALSE;
1431 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1432 return GL_FALSE;
1433 #if 0
1434 /* disabled (see bug 11161) */
1435 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1436 return GL_FALSE;
1437 #endif
1438 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1439 return GL_FALSE;
1440
1441 return GL_TRUE;
1442 }
1443
1444
1445 /**
1446 * Check if the viewport/scissor size has not yet been initialized.
1447 * Initialize the size if the given width and height are non-zero.
1448 */
1449 void
1450 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1451 {
1452 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1453 unsigned i;
1454
1455 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1456 * potential infinite recursion.
1457 */
1458 ctx->ViewportInitialized = GL_TRUE;
1459
1460 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1461 * yet, so just initialize all of them.
1462 */
1463 for (i = 0; i < MAX_VIEWPORTS; i++) {
1464 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1465 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1466 }
1467 }
1468 }
1469
1470
1471 /**
1472 * Bind the given context to the given drawBuffer and readBuffer and
1473 * make it the current context for the calling thread.
1474 * We'll render into the drawBuffer and read pixels from the
1475 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1476 *
1477 * We check that the context's and framebuffer's visuals are compatible
1478 * and return immediately if they're not.
1479 *
1480 * \param newCtx the new GL context. If NULL then there will be no current GL
1481 * context.
1482 * \param drawBuffer the drawing framebuffer
1483 * \param readBuffer the reading framebuffer
1484 */
1485 GLboolean
1486 _mesa_make_current( struct gl_context *newCtx,
1487 struct gl_framebuffer *drawBuffer,
1488 struct gl_framebuffer *readBuffer )
1489 {
1490 GET_CURRENT_CONTEXT(curCtx);
1491
1492 if (MESA_VERBOSE & VERBOSE_API)
1493 _mesa_debug(newCtx, "_mesa_make_current()\n");
1494
1495 /* Check that the context's and framebuffer's visuals are compatible.
1496 */
1497 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1498 if (!check_compatible(newCtx, drawBuffer)) {
1499 _mesa_warning(newCtx,
1500 "MakeCurrent: incompatible visuals for context and drawbuffer");
1501 return GL_FALSE;
1502 }
1503 }
1504 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1505 if (!check_compatible(newCtx, readBuffer)) {
1506 _mesa_warning(newCtx,
1507 "MakeCurrent: incompatible visuals for context and readbuffer");
1508 return GL_FALSE;
1509 }
1510 }
1511
1512 if (curCtx &&
1513 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1514 /* make sure this context is valid for flushing */
1515 curCtx != newCtx)
1516 _mesa_flush(curCtx);
1517
1518 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1519 _glapi_set_context((void *) newCtx);
1520 ASSERT(_mesa_get_current_context() == newCtx);
1521
1522 if (!newCtx) {
1523 _glapi_set_dispatch(NULL); /* none current */
1524 }
1525 else {
1526 _glapi_set_dispatch(newCtx->CurrentDispatch);
1527
1528 if (drawBuffer && readBuffer) {
1529 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1530 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1531 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1532 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1533
1534 /*
1535 * Only set the context's Draw/ReadBuffer fields if they're NULL
1536 * or not bound to a user-created FBO.
1537 */
1538 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1539 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1540 /* Update the FBO's list of drawbuffers/renderbuffers.
1541 * For winsys FBOs this comes from the GL state (which may have
1542 * changed since the last time this FBO was bound).
1543 */
1544 _mesa_update_draw_buffers(newCtx);
1545 }
1546 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1547 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1548 }
1549
1550 /* XXX only set this flag if we're really changing the draw/read
1551 * framebuffer bindings.
1552 */
1553 newCtx->NewState |= _NEW_BUFFERS;
1554
1555 if (drawBuffer) {
1556 _mesa_check_init_viewport(newCtx,
1557 drawBuffer->Width, drawBuffer->Height);
1558 }
1559 }
1560
1561 if (newCtx->FirstTimeCurrent) {
1562 assert(newCtx->Version > 0);
1563
1564 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1565
1566 check_context_limits(newCtx);
1567
1568 /* We can use this to help debug user's problems. Tell them to set
1569 * the MESA_INFO env variable before running their app. Then the
1570 * first time each context is made current we'll print some useful
1571 * information.
1572 */
1573 if (_mesa_getenv("MESA_INFO")) {
1574 _mesa_print_info(newCtx);
1575 }
1576
1577 newCtx->FirstTimeCurrent = GL_FALSE;
1578 }
1579 }
1580
1581 return GL_TRUE;
1582 }
1583
1584
1585 /**
1586 * Make context 'ctx' share the display lists, textures and programs
1587 * that are associated with 'ctxToShare'.
1588 * Any display lists, textures or programs associated with 'ctx' will
1589 * be deleted if nobody else is sharing them.
1590 */
1591 GLboolean
1592 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1593 {
1594 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1595 struct gl_shared_state *oldShared = NULL;
1596
1597 /* save ref to old state to prevent it from being deleted immediately */
1598 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1599
1600 /* update ctx's Shared pointer */
1601 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1602
1603 update_default_objects(ctx);
1604
1605 /* release the old shared state */
1606 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1607
1608 return GL_TRUE;
1609 }
1610 else {
1611 return GL_FALSE;
1612 }
1613 }
1614
1615
1616
1617 /**
1618 * \return pointer to the current GL context for this thread.
1619 *
1620 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1621 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1622 * context.h.
1623 */
1624 struct gl_context *
1625 _mesa_get_current_context( void )
1626 {
1627 return (struct gl_context *) _glapi_get_context();
1628 }
1629
1630
1631 /**
1632 * Get context's current API dispatch table.
1633 *
1634 * It'll either be the immediate-mode execute dispatcher or the display list
1635 * compile dispatcher.
1636 *
1637 * \param ctx GL context.
1638 *
1639 * \return pointer to dispatch_table.
1640 *
1641 * Simply returns __struct gl_contextRec::CurrentDispatch.
1642 */
1643 struct _glapi_table *
1644 _mesa_get_dispatch(struct gl_context *ctx)
1645 {
1646 return ctx->CurrentDispatch;
1647 }
1648
1649 /*@}*/
1650
1651
1652 /**********************************************************************/
1653 /** \name Miscellaneous functions */
1654 /**********************************************************************/
1655 /*@{*/
1656
1657 /**
1658 * Record an error.
1659 *
1660 * \param ctx GL context.
1661 * \param error error code.
1662 *
1663 * Records the given error code and call the driver's dd_function_table::Error
1664 * function if defined.
1665 *
1666 * \sa
1667 * This is called via _mesa_error().
1668 */
1669 void
1670 _mesa_record_error(struct gl_context *ctx, GLenum error)
1671 {
1672 if (!ctx)
1673 return;
1674
1675 if (ctx->ErrorValue == GL_NO_ERROR) {
1676 ctx->ErrorValue = error;
1677 }
1678 }
1679
1680
1681 /**
1682 * Flush commands and wait for completion.
1683 */
1684 void
1685 _mesa_finish(struct gl_context *ctx)
1686 {
1687 FLUSH_VERTICES( ctx, 0 );
1688 FLUSH_CURRENT( ctx, 0 );
1689 if (ctx->Driver.Finish) {
1690 ctx->Driver.Finish(ctx);
1691 }
1692 }
1693
1694
1695 /**
1696 * Flush commands.
1697 */
1698 void
1699 _mesa_flush(struct gl_context *ctx)
1700 {
1701 FLUSH_VERTICES( ctx, 0 );
1702 FLUSH_CURRENT( ctx, 0 );
1703 if (ctx->Driver.Flush) {
1704 ctx->Driver.Flush(ctx);
1705 }
1706 }
1707
1708
1709
1710 /**
1711 * Execute glFinish().
1712 *
1713 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1714 * dd_function_table::Finish driver callback, if not NULL.
1715 */
1716 void GLAPIENTRY
1717 _mesa_Finish(void)
1718 {
1719 GET_CURRENT_CONTEXT(ctx);
1720 ASSERT_OUTSIDE_BEGIN_END(ctx);
1721 _mesa_finish(ctx);
1722 }
1723
1724
1725 /**
1726 * Execute glFlush().
1727 *
1728 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1729 * dd_function_table::Flush driver callback, if not NULL.
1730 */
1731 void GLAPIENTRY
1732 _mesa_Flush(void)
1733 {
1734 GET_CURRENT_CONTEXT(ctx);
1735 ASSERT_OUTSIDE_BEGIN_END(ctx);
1736 _mesa_flush(ctx);
1737 }
1738
1739
1740 /*
1741 * ARB_blend_func_extended - ERRORS section
1742 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1743 * implicitly calls Begin if any draw buffer has a blend function requiring the
1744 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1745 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1746 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1747 */
1748 static GLboolean
1749 _mesa_check_blend_func_error(struct gl_context *ctx)
1750 {
1751 GLuint i;
1752 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1753 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1754 i++) {
1755 if (ctx->Color.Blend[i]._UsesDualSrc) {
1756 _mesa_error(ctx, GL_INVALID_OPERATION,
1757 "dual source blend on illegal attachment");
1758 return GL_FALSE;
1759 }
1760 }
1761 return GL_TRUE;
1762 }
1763
1764 /**
1765 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1766 * is called to see if it's valid to render. This involves checking that
1767 * the current shader is valid and the framebuffer is complete.
1768 * If an error is detected it'll be recorded here.
1769 * \return GL_TRUE if OK to render, GL_FALSE if not
1770 */
1771 GLboolean
1772 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1773 {
1774 bool vert_from_glsl_shader = false;
1775 bool geom_from_glsl_shader = false;
1776 bool frag_from_glsl_shader = false;
1777
1778 /* This depends on having up to date derived state (shaders) */
1779 if (ctx->NewState)
1780 _mesa_update_state(ctx);
1781
1782 if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
1783 vert_from_glsl_shader = true;
1784
1785 if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
1786 _mesa_error(ctx, GL_INVALID_OPERATION,
1787 "%s(shader not linked)", where);
1788 return GL_FALSE;
1789 }
1790 #if 0 /* not normally enabled */
1791 {
1792 char errMsg[100];
1793 if (!_mesa_validate_shader_program(ctx,
1794 ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
1795 errMsg)) {
1796 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1797 ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->Name, errMsg);
1798 }
1799 }
1800 #endif
1801 }
1802
1803 if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
1804 geom_from_glsl_shader = true;
1805
1806 if (!ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
1807 _mesa_error(ctx, GL_INVALID_OPERATION,
1808 "%s(shader not linked)", where);
1809 return GL_FALSE;
1810 }
1811 #if 0 /* not normally enabled */
1812 {
1813 char errMsg[100];
1814 if (!_mesa_validate_shader_program(ctx,
1815 ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
1816 errMsg)) {
1817 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1818 ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Name,
1819 errMsg);
1820 }
1821 }
1822 #endif
1823 }
1824
1825 if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
1826 frag_from_glsl_shader = true;
1827
1828 if (!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
1829 _mesa_error(ctx, GL_INVALID_OPERATION,
1830 "%s(shader not linked)", where);
1831 return GL_FALSE;
1832 }
1833 #if 0 /* not normally enabled */
1834 {
1835 char errMsg[100];
1836 if (!_mesa_validate_shader_program(ctx,
1837 ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
1838 errMsg)) {
1839 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1840 ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->Name,
1841 errMsg);
1842 }
1843 }
1844 #endif
1845 }
1846
1847 /* Any shader stages that are not supplied by the GLSL shader and have
1848 * assembly shaders enabled must now be validated.
1849 */
1850 if (!vert_from_glsl_shader
1851 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1852 _mesa_error(ctx, GL_INVALID_OPERATION,
1853 "%s(vertex program not valid)", where);
1854 return GL_FALSE;
1855 }
1856
1857 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1858 * FINISHME: geometry program should validated here.
1859 */
1860 (void) geom_from_glsl_shader;
1861
1862 if (!frag_from_glsl_shader) {
1863 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1864 _mesa_error(ctx, GL_INVALID_OPERATION,
1865 "%s(fragment program not valid)", where);
1866 return GL_FALSE;
1867 }
1868
1869 /* If drawing to integer-valued color buffers, there must be an
1870 * active fragment shader (GL_EXT_texture_integer).
1871 */
1872 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1873 _mesa_error(ctx, GL_INVALID_OPERATION,
1874 "%s(integer format but no fragment shader)", where);
1875 return GL_FALSE;
1876 }
1877 }
1878
1879 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1880 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1881 "%s(incomplete framebuffer)", where);
1882 return GL_FALSE;
1883 }
1884
1885 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1886 return GL_FALSE;
1887 }
1888
1889 #ifdef DEBUG
1890 if (ctx->Shader.Flags & GLSL_LOG) {
1891 struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
1892 gl_shader_stage i;
1893
1894 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1895 if (shProg[i] == NULL || shProg[i]->_Used
1896 || shProg[i]->_LinkedShaders[i] == NULL)
1897 continue;
1898
1899 /* This is the first time this shader is being used.
1900 * Append shader's constants/uniforms to log file.
1901 *
1902 * Only log data for the program target that matches the shader
1903 * target. It's possible to have a program bound to the vertex
1904 * shader target that also supplied a fragment shader. If that
1905 * program isn't also bound to the fragment shader target we don't
1906 * want to log its fragment data.
1907 */
1908 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1909 }
1910
1911 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1912 if (shProg[i] != NULL)
1913 shProg[i]->_Used = GL_TRUE;
1914 }
1915 }
1916 #endif
1917
1918 return GL_TRUE;
1919 }
1920
1921
1922 /*@}*/