b78bceeb9e402438c1a7561e7767725060bbdee3
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > 8) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 /* context dependence is never a one-time thing... */
408 _mesa_init_get_hash(ctx);
409
410 for (i = 0; i < 256; i++) {
411 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
412 }
413
414 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
415 if (MESA_VERBOSE != 0) {
416 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
417 MESA_VERSION_STRING, __DATE__, __TIME__);
418 }
419 #endif
420
421 #ifdef DEBUG
422 _mesa_test_formats();
423 #endif
424 }
425
426 /* per-API one-time init */
427 if (!(api_init_mask & (1 << ctx->API))) {
428 /*
429 * This is fine as ES does not use the remap table, but it may not be
430 * future-proof. We cannot always initialize the remap table because
431 * when an app is linked to libGLES*, there are not enough dynamic
432 * entries.
433 */
434 if (_mesa_is_desktop_gl(ctx))
435 _mesa_init_remap_table();
436 }
437
438 api_init_mask |= 1 << ctx->API;
439
440 _glthread_UNLOCK_MUTEX(OneTimeLock);
441
442 /* Hopefully atexit() is widely available. If not, we may need some
443 * #ifdef tests here.
444 */
445 atexit(_mesa_destroy_shader_compiler);
446
447 dummy_enum_func();
448 }
449
450
451 /**
452 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
453 */
454 static void
455 _mesa_init_current(struct gl_context *ctx)
456 {
457 GLuint i;
458
459 /* Init all to (0,0,0,1) */
460 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
461 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
462 }
463
464 /* redo special cases: */
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
471 }
472
473
474 /**
475 * Init vertex/fragment/geometry program limits.
476 * Important: drivers should override these with actual limits.
477 */
478 static void
479 init_program_limits(struct gl_context *ctx, GLenum type,
480 struct gl_program_constants *prog)
481 {
482 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTemps = MAX_PROGRAM_TEMPS;
487 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
488 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
489 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
490
491 switch (type) {
492 case GL_VERTEX_PROGRAM_ARB:
493 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
494 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
495 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
496 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
497 break;
498 case GL_FRAGMENT_PROGRAM_ARB:
499 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
500 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
501 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
502 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
503 break;
504 case MESA_GEOMETRY_PROGRAM:
505 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
506 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
507 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
508 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
509 break;
510 default:
511 assert(0 && "Bad program type in init_program_limits()");
512 }
513
514 /* Set the native limits to zero. This implies that there is no native
515 * support for shaders. Let the drivers fill in the actual values.
516 */
517 prog->MaxNativeInstructions = 0;
518 prog->MaxNativeAluInstructions = 0;
519 prog->MaxNativeTexInstructions = 0;
520 prog->MaxNativeTexIndirections = 0;
521 prog->MaxNativeAttribs = 0;
522 prog->MaxNativeTemps = 0;
523 prog->MaxNativeAddressRegs = 0;
524 prog->MaxNativeParameters = 0;
525
526 /* Set GLSL datatype range/precision info assuming IEEE float values.
527 * Drivers should override these defaults as needed.
528 */
529 prog->MediumFloat.RangeMin = 127;
530 prog->MediumFloat.RangeMax = 127;
531 prog->MediumFloat.Precision = 23;
532 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
533
534 /* Assume ints are stored as floats for now, since this is the least-common
535 * denominator. The OpenGL ES spec implies (page 132) that the precision
536 * of integer types should be 0. Practically speaking, IEEE
537 * single-precision floating point values can only store integers in the
538 * range [-0x01000000, 0x01000000] without loss of precision.
539 */
540 prog->MediumInt.RangeMin = 24;
541 prog->MediumInt.RangeMax = 24;
542 prog->MediumInt.Precision = 0;
543 prog->LowInt = prog->HighInt = prog->MediumInt;
544
545 prog->MaxUniformBlocks = 12;
546 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
547 ctx->Const.MaxUniformBlockSize / 4 *
548 prog->MaxUniformBlocks);
549 }
550
551
552 /**
553 * Initialize fields of gl_constants (aka ctx->Const.*).
554 * Use defaults from config.h. The device drivers will often override
555 * some of these values (such as number of texture units).
556 */
557 static void
558 _mesa_init_constants(struct gl_context *ctx)
559 {
560 assert(ctx);
561
562 /* Constants, may be overriden (usually only reduced) by device drivers */
563 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
564 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
565 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
566 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
567 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
568 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
569 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
570 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
571 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
572 ctx->Const.MaxTextureImageUnits);
573 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
574 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
575 ctx->Const.MaxTextureBufferSize = 65536;
576 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
577 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
578 ctx->Const.MinPointSize = MIN_POINT_SIZE;
579 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
580 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
581 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
582 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
583 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
584 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
585 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
586 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
587 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
588 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
589 ctx->Const.MaxClipPlanes = 6;
590 ctx->Const.MaxLights = MAX_LIGHTS;
591 ctx->Const.MaxShininess = 128.0;
592 ctx->Const.MaxSpotExponent = 128.0;
593 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
594 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
595
596 /** GL_ARB_uniform_buffer_object */
597 ctx->Const.MaxCombinedUniformBlocks = 36;
598 ctx->Const.MaxUniformBufferBindings = 36;
599 ctx->Const.MaxUniformBlockSize = 16384;
600 ctx->Const.UniformBufferOffsetAlignment = 1;
601
602 #if FEATURE_ARB_vertex_program
603 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
604 #endif
605 #if FEATURE_ARB_fragment_program
606 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
607 #endif
608 #if FEATURE_ARB_geometry_shader4
609 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
610 #endif
611 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
612 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
613
614 /* CheckArrayBounds is overriden by drivers/x11 for X server */
615 ctx->Const.CheckArrayBounds = GL_FALSE;
616
617 /* GL_ARB_draw_buffers */
618 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
619
620 #if FEATURE_EXT_framebuffer_object
621 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
622 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
623 #endif
624
625 #if FEATURE_ARB_vertex_shader
626 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
627 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
628 ctx->Const.MaxVarying = MAX_VARYING;
629 #endif
630 #if FEATURE_ARB_geometry_shader4
631 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
632 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
633 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
634 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
635 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
636 #endif
637
638 /* Shading language version */
639 if (_mesa_is_desktop_gl(ctx)) {
640 ctx->Const.GLSLVersion = 120;
641 _mesa_override_glsl_version(ctx);
642 }
643 else if (ctx->API == API_OPENGLES2) {
644 ctx->Const.GLSLVersion = 100;
645 }
646 else if (ctx->API == API_OPENGLES) {
647 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
648 }
649
650 /* GL_ARB_framebuffer_object */
651 ctx->Const.MaxSamples = 0;
652
653 /* GL_ARB_sync */
654 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
655
656 /* GL_ATI_envmap_bumpmap */
657 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
658
659 /* GL_EXT_provoking_vertex */
660 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
661
662 /* GL_EXT_transform_feedback */
663 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
664 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
666 ctx->Const.MaxVertexStreams = 1;
667
668 /* GL 3.2: hard-coded for now: */
669 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
670
671 /** GL_EXT_gpu_shader4 */
672 ctx->Const.MinProgramTexelOffset = -8;
673 ctx->Const.MaxProgramTexelOffset = 7;
674
675 /* GL_ARB_robustness */
676 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
677
678 /* PrimitiveRestart */
679 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
680 }
681
682
683 /**
684 * Do some sanity checks on the limits/constants for the given context.
685 * Only called the first time a context is bound.
686 */
687 static void
688 check_context_limits(struct gl_context *ctx)
689 {
690 /* check that we don't exceed the size of various bitfields */
691 assert(VERT_RESULT_MAX <=
692 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
693 assert(FRAG_ATTRIB_MAX <=
694 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
695
696 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
697
698 /* shader-related checks */
699 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
700 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
701
702 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
703 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
704 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
705 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
706
707 /* Texture unit checks */
708 assert(ctx->Const.MaxTextureImageUnits > 0);
709 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
710 assert(ctx->Const.MaxTextureCoordUnits > 0);
711 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
712 assert(ctx->Const.MaxTextureUnits > 0);
713 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
714 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
715 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
716 ctx->Const.MaxTextureCoordUnits));
717 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
718 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
719 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
720 /* number of coord units cannot be greater than number of image units */
721 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
722
723
724 /* Texture size checks */
725 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
726 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
727 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
728 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
729
730 /* Texture level checks */
731 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
732 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
733
734 /* Max texture size should be <= max viewport size (render to texture) */
735 assert((1 << (ctx->Const.MaxTextureLevels - 1))
736 <= ctx->Const.MaxViewportWidth);
737 assert((1 << (ctx->Const.MaxTextureLevels - 1))
738 <= ctx->Const.MaxViewportHeight);
739
740 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
741
742 /* if this fails, add more enum values to gl_buffer_index */
743 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
744
745 /* XXX probably add more tests */
746 }
747
748
749 /**
750 * Initialize the attribute groups in a GL context.
751 *
752 * \param ctx GL context.
753 *
754 * Initializes all the attributes, calling the respective <tt>init*</tt>
755 * functions for the more complex data structures.
756 */
757 static GLboolean
758 init_attrib_groups(struct gl_context *ctx)
759 {
760 assert(ctx);
761
762 /* Constants */
763 _mesa_init_constants( ctx );
764
765 /* Extensions */
766 _mesa_init_extensions( ctx );
767
768 /* Attribute Groups */
769 _mesa_init_accum( ctx );
770 _mesa_init_attrib( ctx );
771 _mesa_init_buffer_objects( ctx );
772 _mesa_init_color( ctx );
773 _mesa_init_current( ctx );
774 _mesa_init_depth( ctx );
775 _mesa_init_debug( ctx );
776 _mesa_init_display_list( ctx );
777 _mesa_init_errors( ctx );
778 _mesa_init_eval( ctx );
779 _mesa_init_fbobjects( ctx );
780 _mesa_init_feedback( ctx );
781 _mesa_init_fog( ctx );
782 _mesa_init_hint( ctx );
783 _mesa_init_line( ctx );
784 _mesa_init_lighting( ctx );
785 _mesa_init_matrix( ctx );
786 _mesa_init_multisample( ctx );
787 _mesa_init_pixel( ctx );
788 _mesa_init_pixelstore( ctx );
789 _mesa_init_point( ctx );
790 _mesa_init_polygon( ctx );
791 _mesa_init_program( ctx );
792 _mesa_init_queryobj( ctx );
793 _mesa_init_sync( ctx );
794 _mesa_init_rastpos( ctx );
795 _mesa_init_scissor( ctx );
796 _mesa_init_shader_state( ctx );
797 _mesa_init_stencil( ctx );
798 _mesa_init_transform( ctx );
799 _mesa_init_transform_feedback( ctx );
800 _mesa_init_varray( ctx );
801 _mesa_init_viewport( ctx );
802
803 if (!_mesa_init_texture( ctx ))
804 return GL_FALSE;
805
806 _mesa_init_texture_s3tc( ctx );
807
808 /* Miscellaneous */
809 ctx->NewState = _NEW_ALL;
810 ctx->NewDriverState = ~0;
811 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
812 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
813 ctx->varying_vp_inputs = VERT_BIT_ALL;
814
815 return GL_TRUE;
816 }
817
818
819 /**
820 * Update default objects in a GL context with respect to shared state.
821 *
822 * \param ctx GL context.
823 *
824 * Removes references to old default objects, (texture objects, program
825 * objects, etc.) and changes to reference those from the current shared
826 * state.
827 */
828 static GLboolean
829 update_default_objects(struct gl_context *ctx)
830 {
831 assert(ctx);
832
833 _mesa_update_default_objects_program(ctx);
834 _mesa_update_default_objects_texture(ctx);
835 _mesa_update_default_objects_buffer_objects(ctx);
836
837 return GL_TRUE;
838 }
839
840
841 /**
842 * This is the default function we plug into all dispatch table slots
843 * This helps prevents a segfault when someone calls a GL function without
844 * first checking if the extension's supported.
845 */
846 static int
847 generic_nop(void)
848 {
849 GET_CURRENT_CONTEXT(ctx);
850 _mesa_error(ctx, GL_INVALID_OPERATION,
851 "unsupported function called "
852 "(unsupported extension or deprecated function?)");
853 return 0;
854 }
855
856
857 /**
858 * Allocate and initialize a new dispatch table.
859 */
860 struct _glapi_table *
861 _mesa_alloc_dispatch_table(int size)
862 {
863 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
864 * In practice, this'll be the same for stand-alone Mesa. But for DRI
865 * Mesa we do this to accomodate different versions of libGL and various
866 * DRI drivers.
867 */
868 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
869 struct _glapi_table *table;
870
871 /* should never happen, but just in case */
872 numEntries = MAX2(numEntries, size);
873
874 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
875 if (table) {
876 _glapi_proc *entry = (_glapi_proc *) table;
877 GLint i;
878 for (i = 0; i < numEntries; i++) {
879 entry[i] = (_glapi_proc) generic_nop;
880 }
881 }
882 return table;
883 }
884
885
886 /**
887 * Initialize a struct gl_context struct (rendering context).
888 *
889 * This includes allocating all the other structs and arrays which hang off of
890 * the context by pointers.
891 * Note that the driver needs to pass in its dd_function_table here since
892 * we need to at least call driverFunctions->NewTextureObject to create the
893 * default texture objects.
894 *
895 * Called by _mesa_create_context().
896 *
897 * Performs the imports and exports callback tables initialization, and
898 * miscellaneous one-time initializations. If no shared context is supplied one
899 * is allocated, and increase its reference count. Setups the GL API dispatch
900 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
901 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
902 * for debug flags.
903 *
904 * \param ctx the context to initialize
905 * \param api the GL API type to create the context for
906 * \param visual describes the visual attributes for this context
907 * \param share_list points to context to share textures, display lists,
908 * etc with, or NULL
909 * \param driverFunctions table of device driver functions for this context
910 * to use
911 * \param driverContext pointer to driver-specific context data
912 */
913 GLboolean
914 _mesa_initialize_context(struct gl_context *ctx,
915 gl_api api,
916 const struct gl_config *visual,
917 struct gl_context *share_list,
918 const struct dd_function_table *driverFunctions,
919 void *driverContext)
920 {
921 struct gl_shared_state *shared;
922 int i;
923
924 /*ASSERT(driverContext);*/
925 assert(driverFunctions->NewTextureObject);
926 assert(driverFunctions->FreeTextureImageBuffer);
927
928 ctx->API = api;
929 ctx->Visual = *visual;
930 ctx->DrawBuffer = NULL;
931 ctx->ReadBuffer = NULL;
932 ctx->WinSysDrawBuffer = NULL;
933 ctx->WinSysReadBuffer = NULL;
934
935 /* misc one-time initializations */
936 one_time_init(ctx);
937
938 /* Plug in driver functions and context pointer here.
939 * This is important because when we call alloc_shared_state() below
940 * we'll call ctx->Driver.NewTextureObject() to create the default
941 * textures.
942 */
943 ctx->Driver = *driverFunctions;
944 ctx->DriverCtx = driverContext;
945
946 if (share_list) {
947 /* share state with another context */
948 shared = share_list->Shared;
949 }
950 else {
951 /* allocate new, unshared state */
952 shared = _mesa_alloc_shared_state(ctx);
953 if (!shared)
954 return GL_FALSE;
955 }
956
957 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
958
959 if (!init_attrib_groups( ctx )) {
960 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
961 return GL_FALSE;
962 }
963
964 #if FEATURE_dispatch
965 /* setup the API dispatch tables */
966 switch (ctx->API) {
967 #if FEATURE_GL
968 case API_OPENGL:
969 case API_OPENGL_CORE:
970 ctx->Exec = _mesa_create_exec_table(ctx);
971 break;
972 #endif
973 #if FEATURE_ES1
974 case API_OPENGLES:
975 ctx->Exec = _mesa_create_exec_table_es1();
976 break;
977 #endif
978 #if FEATURE_ES2
979 case API_OPENGLES2:
980 ctx->Exec = _mesa_create_exec_table_es2();
981 break;
982 #endif
983 default:
984 _mesa_problem(ctx, "unknown or unsupported API");
985 break;
986 }
987
988 if (!ctx->Exec) {
989 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
990 return GL_FALSE;
991 }
992 #endif
993 ctx->CurrentDispatch = ctx->Exec;
994
995 ctx->FragmentProgram._MaintainTexEnvProgram
996 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
997
998 ctx->VertexProgram._MaintainTnlProgram
999 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1000 if (ctx->VertexProgram._MaintainTnlProgram) {
1001 /* this is required... */
1002 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1003 }
1004
1005 /* Mesa core handles all the formats that mesa core knows about.
1006 * Drivers will want to override this list with just the formats
1007 * they can handle, and confirm that appropriate fallbacks exist in
1008 * _mesa_choose_tex_format().
1009 */
1010 memset(&ctx->TextureFormatSupported, GL_TRUE,
1011 sizeof(ctx->TextureFormatSupported));
1012
1013 switch (ctx->API) {
1014 case API_OPENGL:
1015 case API_OPENGL_CORE:
1016 #if FEATURE_dlist
1017 ctx->Save = _mesa_create_save_table();
1018 if (!ctx->Save) {
1019 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1020 free(ctx->Exec);
1021 return GL_FALSE;
1022 }
1023
1024 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1025 #endif
1026 break;
1027 case API_OPENGLES:
1028 /**
1029 * GL_OES_texture_cube_map says
1030 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1031 */
1032 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1033 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1034 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1035 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1036 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1037 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1038 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1039 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1040 }
1041 break;
1042 case API_OPENGLES2:
1043 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1044 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1045 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1046 break;
1047 }
1048
1049 ctx->FirstTimeCurrent = GL_TRUE;
1050
1051 return GL_TRUE;
1052 }
1053
1054
1055 /**
1056 * Allocate and initialize a struct gl_context structure.
1057 * Note that the driver needs to pass in its dd_function_table here since
1058 * we need to at least call driverFunctions->NewTextureObject to initialize
1059 * the rendering context.
1060 *
1061 * \param api the GL API type to create the context for
1062 * \param visual a struct gl_config pointer (we copy the struct contents)
1063 * \param share_list another context to share display lists with or NULL
1064 * \param driverFunctions points to the dd_function_table into which the
1065 * driver has plugged in all its special functions.
1066 * \param driverContext points to the device driver's private context state
1067 *
1068 * \return pointer to a new __struct gl_contextRec or NULL if error.
1069 */
1070 struct gl_context *
1071 _mesa_create_context(gl_api api,
1072 const struct gl_config *visual,
1073 struct gl_context *share_list,
1074 const struct dd_function_table *driverFunctions,
1075 void *driverContext)
1076 {
1077 struct gl_context *ctx;
1078
1079 ASSERT(visual);
1080 /*ASSERT(driverContext);*/
1081
1082 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1083 if (!ctx)
1084 return NULL;
1085
1086 if (_mesa_initialize_context(ctx, api, visual, share_list,
1087 driverFunctions, driverContext)) {
1088 return ctx;
1089 }
1090 else {
1091 free(ctx);
1092 return NULL;
1093 }
1094 }
1095
1096
1097 /**
1098 * Free the data associated with the given context.
1099 *
1100 * But doesn't free the struct gl_context struct itself.
1101 *
1102 * \sa _mesa_initialize_context() and init_attrib_groups().
1103 */
1104 void
1105 _mesa_free_context_data( struct gl_context *ctx )
1106 {
1107 if (!_mesa_get_current_context()){
1108 /* No current context, but we may need one in order to delete
1109 * texture objs, etc. So temporarily bind the context now.
1110 */
1111 _mesa_make_current(ctx, NULL, NULL);
1112 }
1113
1114 /* unreference WinSysDraw/Read buffers */
1115 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1116 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1117 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1118 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1119
1120 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1121 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1122 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1123
1124 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1125 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1126 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1127
1128 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1129 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1130
1131 _mesa_free_attrib_data(ctx);
1132 _mesa_free_buffer_objects(ctx);
1133 _mesa_free_lighting_data( ctx );
1134 _mesa_free_eval_data( ctx );
1135 _mesa_free_texture_data( ctx );
1136 _mesa_free_matrix_data( ctx );
1137 _mesa_free_viewport_data( ctx );
1138 _mesa_free_program_data(ctx);
1139 _mesa_free_shader_state(ctx);
1140 _mesa_free_queryobj_data(ctx);
1141 _mesa_free_sync_data(ctx);
1142 _mesa_free_varray_data(ctx);
1143 _mesa_free_transform_feedback(ctx);
1144
1145 #if FEATURE_ARB_pixel_buffer_object
1146 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1147 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1148 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1149 #endif
1150
1151 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1152
1153 /* free dispatch tables */
1154 free(ctx->Exec);
1155 free(ctx->Save);
1156
1157 /* Shared context state (display lists, textures, etc) */
1158 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1159
1160 /* needs to be after freeing shared state */
1161 _mesa_free_display_list_data(ctx);
1162
1163 _mesa_free_errors_data(ctx);
1164
1165 if (ctx->Extensions.String)
1166 free((void *) ctx->Extensions.String);
1167
1168 if (ctx->VersionString)
1169 free(ctx->VersionString);
1170
1171 /* unbind the context if it's currently bound */
1172 if (ctx == _mesa_get_current_context()) {
1173 _mesa_make_current(NULL, NULL, NULL);
1174 }
1175 }
1176
1177
1178 /**
1179 * Destroy a struct gl_context structure.
1180 *
1181 * \param ctx GL context.
1182 *
1183 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1184 */
1185 void
1186 _mesa_destroy_context( struct gl_context *ctx )
1187 {
1188 if (ctx) {
1189 _mesa_free_context_data(ctx);
1190 free( (void *) ctx );
1191 }
1192 }
1193
1194
1195 #if _HAVE_FULL_GL
1196 /**
1197 * Copy attribute groups from one context to another.
1198 *
1199 * \param src source context
1200 * \param dst destination context
1201 * \param mask bitwise OR of GL_*_BIT flags
1202 *
1203 * According to the bits specified in \p mask, copies the corresponding
1204 * attributes from \p src into \p dst. For many of the attributes a simple \c
1205 * memcpy is not enough due to the existence of internal pointers in their data
1206 * structures.
1207 */
1208 void
1209 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1210 GLuint mask )
1211 {
1212 if (mask & GL_ACCUM_BUFFER_BIT) {
1213 /* OK to memcpy */
1214 dst->Accum = src->Accum;
1215 }
1216 if (mask & GL_COLOR_BUFFER_BIT) {
1217 /* OK to memcpy */
1218 dst->Color = src->Color;
1219 }
1220 if (mask & GL_CURRENT_BIT) {
1221 /* OK to memcpy */
1222 dst->Current = src->Current;
1223 }
1224 if (mask & GL_DEPTH_BUFFER_BIT) {
1225 /* OK to memcpy */
1226 dst->Depth = src->Depth;
1227 }
1228 if (mask & GL_ENABLE_BIT) {
1229 /* no op */
1230 }
1231 if (mask & GL_EVAL_BIT) {
1232 /* OK to memcpy */
1233 dst->Eval = src->Eval;
1234 }
1235 if (mask & GL_FOG_BIT) {
1236 /* OK to memcpy */
1237 dst->Fog = src->Fog;
1238 }
1239 if (mask & GL_HINT_BIT) {
1240 /* OK to memcpy */
1241 dst->Hint = src->Hint;
1242 }
1243 if (mask & GL_LIGHTING_BIT) {
1244 GLuint i;
1245 /* begin with memcpy */
1246 dst->Light = src->Light;
1247 /* fixup linked lists to prevent pointer insanity */
1248 make_empty_list( &(dst->Light.EnabledList) );
1249 for (i = 0; i < MAX_LIGHTS; i++) {
1250 if (dst->Light.Light[i].Enabled) {
1251 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1252 }
1253 }
1254 }
1255 if (mask & GL_LINE_BIT) {
1256 /* OK to memcpy */
1257 dst->Line = src->Line;
1258 }
1259 if (mask & GL_LIST_BIT) {
1260 /* OK to memcpy */
1261 dst->List = src->List;
1262 }
1263 if (mask & GL_PIXEL_MODE_BIT) {
1264 /* OK to memcpy */
1265 dst->Pixel = src->Pixel;
1266 }
1267 if (mask & GL_POINT_BIT) {
1268 /* OK to memcpy */
1269 dst->Point = src->Point;
1270 }
1271 if (mask & GL_POLYGON_BIT) {
1272 /* OK to memcpy */
1273 dst->Polygon = src->Polygon;
1274 }
1275 if (mask & GL_POLYGON_STIPPLE_BIT) {
1276 /* Use loop instead of memcpy due to problem with Portland Group's
1277 * C compiler. Reported by John Stone.
1278 */
1279 GLuint i;
1280 for (i = 0; i < 32; i++) {
1281 dst->PolygonStipple[i] = src->PolygonStipple[i];
1282 }
1283 }
1284 if (mask & GL_SCISSOR_BIT) {
1285 /* OK to memcpy */
1286 dst->Scissor = src->Scissor;
1287 }
1288 if (mask & GL_STENCIL_BUFFER_BIT) {
1289 /* OK to memcpy */
1290 dst->Stencil = src->Stencil;
1291 }
1292 if (mask & GL_TEXTURE_BIT) {
1293 /* Cannot memcpy because of pointers */
1294 _mesa_copy_texture_state(src, dst);
1295 }
1296 if (mask & GL_TRANSFORM_BIT) {
1297 /* OK to memcpy */
1298 dst->Transform = src->Transform;
1299 }
1300 if (mask & GL_VIEWPORT_BIT) {
1301 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1302 dst->Viewport.X = src->Viewport.X;
1303 dst->Viewport.Y = src->Viewport.Y;
1304 dst->Viewport.Width = src->Viewport.Width;
1305 dst->Viewport.Height = src->Viewport.Height;
1306 dst->Viewport.Near = src->Viewport.Near;
1307 dst->Viewport.Far = src->Viewport.Far;
1308 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1309 }
1310
1311 /* XXX FIXME: Call callbacks?
1312 */
1313 dst->NewState = _NEW_ALL;
1314 dst->NewDriverState = ~0;
1315 }
1316 #endif
1317
1318
1319 /**
1320 * Check if the given context can render into the given framebuffer
1321 * by checking visual attributes.
1322 *
1323 * Most of these tests could go away because Mesa is now pretty flexible
1324 * in terms of mixing rendering contexts with framebuffers. As long
1325 * as RGB vs. CI mode agree, we're probably good.
1326 *
1327 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1328 */
1329 static GLboolean
1330 check_compatible(const struct gl_context *ctx,
1331 const struct gl_framebuffer *buffer)
1332 {
1333 const struct gl_config *ctxvis = &ctx->Visual;
1334 const struct gl_config *bufvis = &buffer->Visual;
1335
1336 if (buffer == _mesa_get_incomplete_framebuffer())
1337 return GL_TRUE;
1338
1339 #if 0
1340 /* disabling this fixes the fgl_glxgears pbuffer demo */
1341 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1342 return GL_FALSE;
1343 #endif
1344 if (ctxvis->stereoMode && !bufvis->stereoMode)
1345 return GL_FALSE;
1346 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1347 return GL_FALSE;
1348 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1349 return GL_FALSE;
1350 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1351 return GL_FALSE;
1352 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1353 return GL_FALSE;
1354 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1355 return GL_FALSE;
1356 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1357 return GL_FALSE;
1358 #if 0
1359 /* disabled (see bug 11161) */
1360 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1361 return GL_FALSE;
1362 #endif
1363 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1364 return GL_FALSE;
1365
1366 return GL_TRUE;
1367 }
1368
1369
1370 /**
1371 * Do one-time initialization for the given framebuffer. Specifically,
1372 * ask the driver for the window's current size and update the framebuffer
1373 * object to match.
1374 * Really, the device driver should totally take care of this.
1375 */
1376 static void
1377 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1378 {
1379 GLuint width, height;
1380 if (ctx->Driver.GetBufferSize) {
1381 ctx->Driver.GetBufferSize(fb, &width, &height);
1382 if (ctx->Driver.ResizeBuffers)
1383 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1384 fb->Initialized = GL_TRUE;
1385 }
1386 }
1387
1388
1389 /**
1390 * Check if the viewport/scissor size has not yet been initialized.
1391 * Initialize the size if the given width and height are non-zero.
1392 */
1393 void
1394 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1395 {
1396 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1397 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1398 * potential infinite recursion.
1399 */
1400 ctx->ViewportInitialized = GL_TRUE;
1401 _mesa_set_viewport(ctx, 0, 0, width, height);
1402 _mesa_set_scissor(ctx, 0, 0, width, height);
1403 }
1404 }
1405
1406
1407 /**
1408 * Bind the given context to the given drawBuffer and readBuffer and
1409 * make it the current context for the calling thread.
1410 * We'll render into the drawBuffer and read pixels from the
1411 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1412 *
1413 * We check that the context's and framebuffer's visuals are compatible
1414 * and return immediately if they're not.
1415 *
1416 * \param newCtx the new GL context. If NULL then there will be no current GL
1417 * context.
1418 * \param drawBuffer the drawing framebuffer
1419 * \param readBuffer the reading framebuffer
1420 */
1421 GLboolean
1422 _mesa_make_current( struct gl_context *newCtx,
1423 struct gl_framebuffer *drawBuffer,
1424 struct gl_framebuffer *readBuffer )
1425 {
1426 GET_CURRENT_CONTEXT(curCtx);
1427
1428 if (MESA_VERBOSE & VERBOSE_API)
1429 _mesa_debug(newCtx, "_mesa_make_current()\n");
1430
1431 /* Check that the context's and framebuffer's visuals are compatible.
1432 */
1433 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1434 if (!check_compatible(newCtx, drawBuffer)) {
1435 _mesa_warning(newCtx,
1436 "MakeCurrent: incompatible visuals for context and drawbuffer");
1437 return GL_FALSE;
1438 }
1439 }
1440 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1441 if (!check_compatible(newCtx, readBuffer)) {
1442 _mesa_warning(newCtx,
1443 "MakeCurrent: incompatible visuals for context and readbuffer");
1444 return GL_FALSE;
1445 }
1446 }
1447
1448 if (curCtx &&
1449 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1450 /* make sure this context is valid for flushing */
1451 curCtx != newCtx)
1452 _mesa_flush(curCtx);
1453
1454 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1455 _glapi_set_context((void *) newCtx);
1456 ASSERT(_mesa_get_current_context() == newCtx);
1457
1458 if (!newCtx) {
1459 _glapi_set_dispatch(NULL); /* none current */
1460 }
1461 else {
1462 _glapi_set_dispatch(newCtx->CurrentDispatch);
1463
1464 if (drawBuffer && readBuffer) {
1465 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1466 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1467 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1468 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1469
1470 /*
1471 * Only set the context's Draw/ReadBuffer fields if they're NULL
1472 * or not bound to a user-created FBO.
1473 */
1474 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1475 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1476 /* Update the FBO's list of drawbuffers/renderbuffers.
1477 * For winsys FBOs this comes from the GL state (which may have
1478 * changed since the last time this FBO was bound).
1479 */
1480 _mesa_update_draw_buffers(newCtx);
1481 }
1482 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1483 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1484 }
1485
1486 /* XXX only set this flag if we're really changing the draw/read
1487 * framebuffer bindings.
1488 */
1489 newCtx->NewState |= _NEW_BUFFERS;
1490
1491 #if 1
1492 /* We want to get rid of these lines: */
1493
1494 #if _HAVE_FULL_GL
1495 if (!drawBuffer->Initialized) {
1496 initialize_framebuffer_size(newCtx, drawBuffer);
1497 }
1498 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1499 initialize_framebuffer_size(newCtx, readBuffer);
1500 }
1501
1502 _mesa_resizebuffers(newCtx);
1503 #endif
1504
1505 #else
1506 /* We want the drawBuffer and readBuffer to be initialized by
1507 * the driver.
1508 * This generally means the Width and Height match the actual
1509 * window size and the renderbuffers (both hardware and software
1510 * based) are allocated to match. The later can generally be
1511 * done with a call to _mesa_resize_framebuffer().
1512 *
1513 * It's theoretically possible for a buffer to have zero width
1514 * or height, but for now, assert check that the driver did what's
1515 * expected of it.
1516 */
1517 ASSERT(drawBuffer->Width > 0);
1518 ASSERT(drawBuffer->Height > 0);
1519 #endif
1520
1521 if (drawBuffer) {
1522 _mesa_check_init_viewport(newCtx,
1523 drawBuffer->Width, drawBuffer->Height);
1524 }
1525 }
1526
1527 if (newCtx->FirstTimeCurrent) {
1528 _mesa_compute_version(newCtx);
1529
1530 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1531
1532 check_context_limits(newCtx);
1533
1534 /* We can use this to help debug user's problems. Tell them to set
1535 * the MESA_INFO env variable before running their app. Then the
1536 * first time each context is made current we'll print some useful
1537 * information.
1538 */
1539 if (_mesa_getenv("MESA_INFO")) {
1540 _mesa_print_info();
1541 }
1542
1543 newCtx->FirstTimeCurrent = GL_FALSE;
1544 }
1545 }
1546
1547 return GL_TRUE;
1548 }
1549
1550
1551 /**
1552 * Make context 'ctx' share the display lists, textures and programs
1553 * that are associated with 'ctxToShare'.
1554 * Any display lists, textures or programs associated with 'ctx' will
1555 * be deleted if nobody else is sharing them.
1556 */
1557 GLboolean
1558 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1559 {
1560 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1561 struct gl_shared_state *oldShared = NULL;
1562
1563 /* save ref to old state to prevent it from being deleted immediately */
1564 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1565
1566 /* update ctx's Shared pointer */
1567 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1568
1569 update_default_objects(ctx);
1570
1571 /* release the old shared state */
1572 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1573
1574 return GL_TRUE;
1575 }
1576 else {
1577 return GL_FALSE;
1578 }
1579 }
1580
1581
1582
1583 /**
1584 * \return pointer to the current GL context for this thread.
1585 *
1586 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1587 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1588 * context.h.
1589 */
1590 struct gl_context *
1591 _mesa_get_current_context( void )
1592 {
1593 return (struct gl_context *) _glapi_get_context();
1594 }
1595
1596
1597 /**
1598 * Get context's current API dispatch table.
1599 *
1600 * It'll either be the immediate-mode execute dispatcher or the display list
1601 * compile dispatcher.
1602 *
1603 * \param ctx GL context.
1604 *
1605 * \return pointer to dispatch_table.
1606 *
1607 * Simply returns __struct gl_contextRec::CurrentDispatch.
1608 */
1609 struct _glapi_table *
1610 _mesa_get_dispatch(struct gl_context *ctx)
1611 {
1612 return ctx->CurrentDispatch;
1613 }
1614
1615 /*@}*/
1616
1617
1618 /**********************************************************************/
1619 /** \name Miscellaneous functions */
1620 /**********************************************************************/
1621 /*@{*/
1622
1623 /**
1624 * Record an error.
1625 *
1626 * \param ctx GL context.
1627 * \param error error code.
1628 *
1629 * Records the given error code and call the driver's dd_function_table::Error
1630 * function if defined.
1631 *
1632 * \sa
1633 * This is called via _mesa_error().
1634 */
1635 void
1636 _mesa_record_error(struct gl_context *ctx, GLenum error)
1637 {
1638 if (!ctx)
1639 return;
1640
1641 if (ctx->ErrorValue == GL_NO_ERROR) {
1642 ctx->ErrorValue = error;
1643 }
1644
1645 /* Call device driver's error handler, if any. This is used on the Mac. */
1646 if (ctx->Driver.Error) {
1647 ctx->Driver.Error(ctx);
1648 }
1649 }
1650
1651
1652 /**
1653 * Flush commands and wait for completion.
1654 */
1655 void
1656 _mesa_finish(struct gl_context *ctx)
1657 {
1658 FLUSH_VERTICES( ctx, 0 );
1659 FLUSH_CURRENT( ctx, 0 );
1660 if (ctx->Driver.Finish) {
1661 ctx->Driver.Finish(ctx);
1662 }
1663 }
1664
1665
1666 /**
1667 * Flush commands.
1668 */
1669 void
1670 _mesa_flush(struct gl_context *ctx)
1671 {
1672 FLUSH_VERTICES( ctx, 0 );
1673 FLUSH_CURRENT( ctx, 0 );
1674 if (ctx->Driver.Flush) {
1675 ctx->Driver.Flush(ctx);
1676 }
1677 }
1678
1679
1680
1681 /**
1682 * Execute glFinish().
1683 *
1684 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1685 * dd_function_table::Finish driver callback, if not NULL.
1686 */
1687 void GLAPIENTRY
1688 _mesa_Finish(void)
1689 {
1690 GET_CURRENT_CONTEXT(ctx);
1691 ASSERT_OUTSIDE_BEGIN_END(ctx);
1692 _mesa_finish(ctx);
1693 }
1694
1695
1696 /**
1697 * Execute glFlush().
1698 *
1699 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1700 * dd_function_table::Flush driver callback, if not NULL.
1701 */
1702 void GLAPIENTRY
1703 _mesa_Flush(void)
1704 {
1705 GET_CURRENT_CONTEXT(ctx);
1706 ASSERT_OUTSIDE_BEGIN_END(ctx);
1707 _mesa_flush(ctx);
1708 }
1709
1710
1711 /**
1712 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1713 * MUL/MAD, or vice versa, call this function to register that.
1714 * Otherwise we default to MUL/MAD.
1715 */
1716 void
1717 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1718 GLboolean flag )
1719 {
1720 ctx->mvp_with_dp4 = flag;
1721 }
1722
1723 /*
1724 * ARB_blend_func_extended - ERRORS section
1725 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1726 * implicitly calls Begin if any draw buffer has a blend function requiring the
1727 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1728 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1729 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1730 */
1731 static GLboolean
1732 _mesa_check_blend_func_error(struct gl_context *ctx)
1733 {
1734 GLuint i;
1735 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1736 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1737 i++) {
1738 if (ctx->Color.Blend[i]._UsesDualSrc) {
1739 _mesa_error(ctx, GL_INVALID_OPERATION,
1740 "dual source blend on illegal attachment");
1741 return GL_FALSE;
1742 }
1743 }
1744 return GL_TRUE;
1745 }
1746
1747 /**
1748 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1749 * is called to see if it's valid to render. This involves checking that
1750 * the current shader is valid and the framebuffer is complete.
1751 * If an error is detected it'll be recorded here.
1752 * \return GL_TRUE if OK to render, GL_FALSE if not
1753 */
1754 GLboolean
1755 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1756 {
1757 bool vert_from_glsl_shader = false;
1758 bool geom_from_glsl_shader = false;
1759 bool frag_from_glsl_shader = false;
1760
1761 /* This depends on having up to date derived state (shaders) */
1762 if (ctx->NewState)
1763 _mesa_update_state(ctx);
1764
1765 if (ctx->Shader.CurrentVertexProgram) {
1766 vert_from_glsl_shader = true;
1767
1768 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1769 _mesa_error(ctx, GL_INVALID_OPERATION,
1770 "%s(shader not linked)", where);
1771 return GL_FALSE;
1772 }
1773 #if 0 /* not normally enabled */
1774 {
1775 char errMsg[100];
1776 if (!_mesa_validate_shader_program(ctx,
1777 ctx->Shader.CurrentVertexProgram,
1778 errMsg)) {
1779 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1780 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1781 }
1782 }
1783 #endif
1784 }
1785
1786 if (ctx->Shader.CurrentGeometryProgram) {
1787 geom_from_glsl_shader = true;
1788
1789 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1790 _mesa_error(ctx, GL_INVALID_OPERATION,
1791 "%s(shader not linked)", where);
1792 return GL_FALSE;
1793 }
1794 #if 0 /* not normally enabled */
1795 {
1796 char errMsg[100];
1797 if (!_mesa_validate_shader_program(ctx,
1798 ctx->Shader.CurrentGeometryProgram,
1799 errMsg)) {
1800 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1801 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1802 }
1803 }
1804 #endif
1805 }
1806
1807 if (ctx->Shader.CurrentFragmentProgram) {
1808 frag_from_glsl_shader = true;
1809
1810 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1811 _mesa_error(ctx, GL_INVALID_OPERATION,
1812 "%s(shader not linked)", where);
1813 return GL_FALSE;
1814 }
1815 #if 0 /* not normally enabled */
1816 {
1817 char errMsg[100];
1818 if (!_mesa_validate_shader_program(ctx,
1819 ctx->Shader.CurrentFragmentProgram,
1820 errMsg)) {
1821 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1822 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1823 }
1824 }
1825 #endif
1826 }
1827
1828 /* Any shader stages that are not supplied by the GLSL shader and have
1829 * assembly shaders enabled must now be validated.
1830 */
1831 if (!vert_from_glsl_shader
1832 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1833 _mesa_error(ctx, GL_INVALID_OPERATION,
1834 "%s(vertex program not valid)", where);
1835 return GL_FALSE;
1836 }
1837
1838 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1839 * FINISHME: geometry program should validated here.
1840 */
1841 (void) geom_from_glsl_shader;
1842
1843 if (!frag_from_glsl_shader) {
1844 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1845 _mesa_error(ctx, GL_INVALID_OPERATION,
1846 "%s(fragment program not valid)", where);
1847 return GL_FALSE;
1848 }
1849
1850 /* If drawing to integer-valued color buffers, there must be an
1851 * active fragment shader (GL_EXT_texture_integer).
1852 */
1853 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1854 _mesa_error(ctx, GL_INVALID_OPERATION,
1855 "%s(integer format but no fragment shader)", where);
1856 return GL_FALSE;
1857 }
1858 }
1859
1860 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1861 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1862 "%s(incomplete framebuffer)", where);
1863 return GL_FALSE;
1864 }
1865
1866 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1867 return GL_FALSE;
1868 }
1869
1870 #ifdef DEBUG
1871 if (ctx->Shader.Flags & GLSL_LOG) {
1872 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1873 gl_shader_type i;
1874
1875 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1876 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1877 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1878
1879 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1880 if (shProg[i] == NULL || shProg[i]->_Used
1881 || shProg[i]->_LinkedShaders[i] == NULL)
1882 continue;
1883
1884 /* This is the first time this shader is being used.
1885 * Append shader's constants/uniforms to log file.
1886 *
1887 * Only log data for the program target that matches the shader
1888 * target. It's possible to have a program bound to the vertex
1889 * shader target that also supplied a fragment shader. If that
1890 * program isn't also bound to the fragment shader target we don't
1891 * want to log its fragment data.
1892 */
1893 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1894 }
1895
1896 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1897 if (shProg[i] != NULL)
1898 shProg[i]->_Used = GL_TRUE;
1899 }
1900 }
1901 #endif
1902
1903 return GL_TRUE;
1904 }
1905
1906
1907 /*@}*/