mesa: implement GL_MAX_VERTEX_ATTRIB_STRIDE
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "performance_monitor.h"
109 #include "pipelineobj.h"
110 #include "pixel.h"
111 #include "pixelstore.h"
112 #include "points.h"
113 #include "polygon.h"
114 #include "queryobj.h"
115 #include "syncobj.h"
116 #include "rastpos.h"
117 #include "remap.h"
118 #include "scissor.h"
119 #include "shared.h"
120 #include "shaderobj.h"
121 #include "simple_list.h"
122 #include "state.h"
123 #include "stencil.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
127 #include "mtypes.h"
128 #include "varray.h"
129 #include "version.h"
130 #include "viewport.h"
131 #include "vtxfmt.h"
132 #include "program/program.h"
133 #include "program/prog_print.h"
134 #include "math/m_matrix.h"
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > 8) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_result fr = FRAG_RESULT_DEPTH;
349 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
350 gl_vert_attrib va = VERT_ATTRIB_POS;
351 gl_varying_slot vs = VARYING_SLOT_POS;
352
353 (void) bi;
354 (void) fi;
355 (void) fr;
356 (void) ti;
357 (void) va;
358 (void) vs;
359 }
360
361
362 /**
363 * One-time initialization mutex lock.
364 *
365 * \sa Used by one_time_init().
366 */
367 mtx_t OneTimeLock = _MTX_INITIALIZER_NP;
368
369
370
371 /**
372 * Calls all the various one-time-init functions in Mesa.
373 *
374 * While holding a global mutex lock, calls several initialization functions,
375 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
376 * defined.
377 *
378 * \sa _math_init().
379 */
380 static void
381 one_time_init( struct gl_context *ctx )
382 {
383 static GLbitfield api_init_mask = 0x0;
384
385 mtx_lock(&OneTimeLock);
386
387 /* truly one-time init */
388 if (!api_init_mask) {
389 GLuint i;
390
391 /* do some implementation tests */
392 assert( sizeof(GLbyte) == 1 );
393 assert( sizeof(GLubyte) == 1 );
394 assert( sizeof(GLshort) == 2 );
395 assert( sizeof(GLushort) == 2 );
396 assert( sizeof(GLint) == 4 );
397 assert( sizeof(GLuint) == 4 );
398
399 _mesa_one_time_init_extension_overrides();
400
401 _mesa_get_cpu_features();
402
403 for (i = 0; i < 256; i++) {
404 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
405 }
406
407 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
408 if (MESA_VERBOSE != 0) {
409 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
410 PACKAGE_VERSION, __DATE__, __TIME__);
411 }
412 #endif
413
414 #ifdef DEBUG
415 _mesa_test_formats();
416 #endif
417 }
418
419 /* per-API one-time init */
420 if (!(api_init_mask & (1 << ctx->API))) {
421 _mesa_init_get_hash(ctx);
422
423 _mesa_init_remap_table();
424 }
425
426 api_init_mask |= 1 << ctx->API;
427
428 mtx_unlock(&OneTimeLock);
429
430 /* Hopefully atexit() is widely available. If not, we may need some
431 * #ifdef tests here.
432 */
433 atexit(_mesa_destroy_shader_compiler);
434
435 dummy_enum_func();
436 }
437
438
439 /**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442 static void
443 _mesa_init_current(struct gl_context *ctx)
444 {
445 GLuint i;
446
447 /* Init all to (0,0,0,1) */
448 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450 }
451
452 /* redo special cases: */
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459 }
460
461
462 /**
463 * Init vertex/fragment/geometry program limits.
464 * Important: drivers should override these with actual limits.
465 */
466 static void
467 init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
468 struct gl_program_constants *prog)
469 {
470 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxTemps = MAX_PROGRAM_TEMPS;
475 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
476 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
477 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
478
479 switch (stage) {
480 case MESA_SHADER_VERTEX:
481 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
482 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
483 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
484 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
485 prog->MaxInputComponents = 0; /* value not used */
486 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
487 break;
488 case MESA_SHADER_FRAGMENT:
489 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
491 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
492 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
493 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
494 prog->MaxOutputComponents = 0; /* value not used */
495 break;
496 case MESA_SHADER_GEOMETRY:
497 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
498 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
499 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
500 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
501 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
502 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
503 break;
504 case MESA_SHADER_COMPUTE:
505 prog->MaxParameters = 0; /* not meaningful for compute shaders */
506 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
507 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
508 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
509 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
510 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
511 break;
512 default:
513 assert(0 && "Bad shader stage in init_program_limits()");
514 }
515
516 /* Set the native limits to zero. This implies that there is no native
517 * support for shaders. Let the drivers fill in the actual values.
518 */
519 prog->MaxNativeInstructions = 0;
520 prog->MaxNativeAluInstructions = 0;
521 prog->MaxNativeTexInstructions = 0;
522 prog->MaxNativeTexIndirections = 0;
523 prog->MaxNativeAttribs = 0;
524 prog->MaxNativeTemps = 0;
525 prog->MaxNativeAddressRegs = 0;
526 prog->MaxNativeParameters = 0;
527
528 /* Set GLSL datatype range/precision info assuming IEEE float values.
529 * Drivers should override these defaults as needed.
530 */
531 prog->MediumFloat.RangeMin = 127;
532 prog->MediumFloat.RangeMax = 127;
533 prog->MediumFloat.Precision = 23;
534 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
535
536 /* Assume ints are stored as floats for now, since this is the least-common
537 * denominator. The OpenGL ES spec implies (page 132) that the precision
538 * of integer types should be 0. Practically speaking, IEEE
539 * single-precision floating point values can only store integers in the
540 * range [-0x01000000, 0x01000000] without loss of precision.
541 */
542 prog->MediumInt.RangeMin = 24;
543 prog->MediumInt.RangeMax = 24;
544 prog->MediumInt.Precision = 0;
545 prog->LowInt = prog->HighInt = prog->MediumInt;
546
547 prog->MaxUniformBlocks = 12;
548 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
549 consts->MaxUniformBlockSize / 4 *
550 prog->MaxUniformBlocks);
551
552 prog->MaxAtomicBuffers = 0;
553 prog->MaxAtomicCounters = 0;
554 }
555
556
557 /**
558 * Initialize fields of gl_constants (aka ctx->Const.*).
559 * Use defaults from config.h. The device drivers will often override
560 * some of these values (such as number of texture units).
561 */
562 void
563 _mesa_init_constants(struct gl_constants *consts, gl_api api)
564 {
565 int i;
566 assert(consts);
567
568 /* Constants, may be overriden (usually only reduced) by device drivers */
569 consts->MaxTextureMbytes = MAX_TEXTURE_MBYTES;
570 consts->MaxTextureLevels = MAX_TEXTURE_LEVELS;
571 consts->Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
572 consts->MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
573 consts->MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
574 consts->MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
575 consts->MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
576 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
577 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits,
578 consts->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
579 consts->MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
580 consts->MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
581 consts->MaxTextureBufferSize = 65536;
582 consts->TextureBufferOffsetAlignment = 1;
583 consts->MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
584 consts->SubPixelBits = SUB_PIXEL_BITS;
585 consts->MinPointSize = MIN_POINT_SIZE;
586 consts->MaxPointSize = MAX_POINT_SIZE;
587 consts->MinPointSizeAA = MIN_POINT_SIZE;
588 consts->MaxPointSizeAA = MAX_POINT_SIZE;
589 consts->PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
590 consts->MinLineWidth = MIN_LINE_WIDTH;
591 consts->MaxLineWidth = MAX_LINE_WIDTH;
592 consts->MinLineWidthAA = MIN_LINE_WIDTH;
593 consts->MaxLineWidthAA = MAX_LINE_WIDTH;
594 consts->LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
595 consts->MaxClipPlanes = 6;
596 consts->MaxLights = MAX_LIGHTS;
597 consts->MaxShininess = 128.0;
598 consts->MaxSpotExponent = 128.0;
599 consts->MaxViewportWidth = MAX_VIEWPORT_WIDTH;
600 consts->MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
601 consts->MinMapBufferAlignment = 64;
602
603 /* Driver must override these values if ARB_viewport_array is supported. */
604 consts->MaxViewports = 1;
605 consts->ViewportSubpixelBits = 0;
606 consts->ViewportBounds.Min = 0;
607 consts->ViewportBounds.Max = 0;
608
609 /** GL_ARB_uniform_buffer_object */
610 consts->MaxCombinedUniformBlocks = 36;
611 consts->MaxUniformBufferBindings = 36;
612 consts->MaxUniformBlockSize = 16384;
613 consts->UniformBufferOffsetAlignment = 1;
614
615 /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
616 consts->MaxUserAssignableUniformLocations =
617 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
618
619 for (i = 0; i < MESA_SHADER_STAGES; i++)
620 init_program_limits(consts, i, &consts->Program[i]);
621
622 consts->MaxProgramMatrices = MAX_PROGRAM_MATRICES;
623 consts->MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
624
625 /* CheckArrayBounds is overriden by drivers/x11 for X server */
626 consts->CheckArrayBounds = GL_FALSE;
627
628 /* GL_ARB_draw_buffers */
629 consts->MaxDrawBuffers = MAX_DRAW_BUFFERS;
630
631 consts->MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
632 consts->MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
633
634 consts->Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
635 consts->MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
636 consts->MaxVarying = 16; /* old limit not to break tnl and swrast */
637 consts->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
638 consts->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
639 consts->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
640
641 /* Shading language version */
642 if (api == API_OPENGL_COMPAT || api == API_OPENGL_CORE) {
643 consts->GLSLVersion = 120;
644 _mesa_override_glsl_version(consts);
645 }
646 else if (api == API_OPENGLES2) {
647 consts->GLSLVersion = 100;
648 }
649 else if (api == API_OPENGLES) {
650 consts->GLSLVersion = 0; /* GLSL not supported */
651 }
652
653 /* GL_ARB_framebuffer_object */
654 consts->MaxSamples = 0;
655
656 /* GL_ARB_sync */
657 consts->MaxServerWaitTimeout = 0x1fff7fffffffULL;
658
659 /* GL_EXT_provoking_vertex */
660 consts->QuadsFollowProvokingVertexConvention = GL_TRUE;
661
662 /* GL_EXT_transform_feedback */
663 consts->MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
664 consts->MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665 consts->MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
666 consts->MaxVertexStreams = 1;
667
668 /* GL 3.2 */
669 consts->ProfileMask = api == API_OPENGL_CORE
670 ? GL_CONTEXT_CORE_PROFILE_BIT
671 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
672
673 /* GL 4.4 */
674 consts->MaxVertexAttribStride = 2048;
675
676 /** GL_EXT_gpu_shader4 */
677 consts->MinProgramTexelOffset = -8;
678 consts->MaxProgramTexelOffset = 7;
679
680 /* GL_ARB_texture_gather */
681 consts->MinProgramTextureGatherOffset = -8;
682 consts->MaxProgramTextureGatherOffset = 7;
683
684 /* GL_ARB_robustness */
685 consts->ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
686
687 /* PrimitiveRestart */
688 consts->PrimitiveRestartInSoftware = GL_FALSE;
689
690 /* ES 3.0 or ARB_ES3_compatibility */
691 consts->MaxElementIndex = 0xffffffffu;
692
693 /* GL_ARB_texture_multisample */
694 consts->MaxColorTextureSamples = 1;
695 consts->MaxDepthTextureSamples = 1;
696 consts->MaxIntegerSamples = 1;
697
698 /* GL_ARB_shader_atomic_counters */
699 consts->MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
700 consts->MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
701 consts->MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
702 consts->MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
703
704 /* GL_ARB_vertex_attrib_binding */
705 consts->MaxVertexAttribRelativeOffset = 2047;
706 consts->MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
707
708 /* GL_ARB_compute_shader */
709 consts->MaxComputeWorkGroupCount[0] = 65535;
710 consts->MaxComputeWorkGroupCount[1] = 65535;
711 consts->MaxComputeWorkGroupCount[2] = 65535;
712 consts->MaxComputeWorkGroupSize[0] = 1024;
713 consts->MaxComputeWorkGroupSize[1] = 1024;
714 consts->MaxComputeWorkGroupSize[2] = 64;
715 consts->MaxComputeWorkGroupInvocations = 1024;
716
717 /** GL_ARB_gpu_shader5 */
718 consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
719 consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
720 }
721
722
723 /**
724 * Do some sanity checks on the limits/constants for the given context.
725 * Only called the first time a context is bound.
726 */
727 static void
728 check_context_limits(struct gl_context *ctx)
729 {
730 /* check that we don't exceed the size of various bitfields */
731 assert(VARYING_SLOT_MAX <=
732 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
733 assert(VARYING_SLOT_MAX <=
734 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
735
736 /* shader-related checks */
737 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
738 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
739
740 /* Texture unit checks */
741 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
742 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
743 assert(ctx->Const.MaxTextureCoordUnits > 0);
744 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
745 assert(ctx->Const.MaxTextureUnits > 0);
746 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
747 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
748 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
749 ctx->Const.MaxTextureCoordUnits));
750 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
751 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
752 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
753 /* number of coord units cannot be greater than number of image units */
754 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
755
756
757 /* Texture size checks */
758 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
759 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
760 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
761 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
762
763 /* Texture level checks */
764 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
765 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
766
767 /* Max texture size should be <= max viewport size (render to texture) */
768 assert((1U << (ctx->Const.MaxTextureLevels - 1))
769 <= ctx->Const.MaxViewportWidth);
770 assert((1U << (ctx->Const.MaxTextureLevels - 1))
771 <= ctx->Const.MaxViewportHeight);
772
773 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
774
775 /* if this fails, add more enum values to gl_buffer_index */
776 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
777
778 /* XXX probably add more tests */
779 }
780
781
782 /**
783 * Initialize the attribute groups in a GL context.
784 *
785 * \param ctx GL context.
786 *
787 * Initializes all the attributes, calling the respective <tt>init*</tt>
788 * functions for the more complex data structures.
789 */
790 static GLboolean
791 init_attrib_groups(struct gl_context *ctx)
792 {
793 assert(ctx);
794
795 /* Constants */
796 _mesa_init_constants(&ctx->Const, ctx->API);
797
798 /* Extensions */
799 _mesa_init_extensions(&ctx->Extensions);
800
801 /* Attribute Groups */
802 _mesa_init_accum( ctx );
803 _mesa_init_attrib( ctx );
804 _mesa_init_buffer_objects( ctx );
805 _mesa_init_color( ctx );
806 _mesa_init_current( ctx );
807 _mesa_init_depth( ctx );
808 _mesa_init_debug( ctx );
809 _mesa_init_display_list( ctx );
810 _mesa_init_errors( ctx );
811 _mesa_init_eval( ctx );
812 _mesa_init_fbobjects( ctx );
813 _mesa_init_feedback( ctx );
814 _mesa_init_fog( ctx );
815 _mesa_init_hint( ctx );
816 _mesa_init_line( ctx );
817 _mesa_init_lighting( ctx );
818 _mesa_init_matrix( ctx );
819 _mesa_init_multisample( ctx );
820 _mesa_init_performance_monitors( ctx );
821 _mesa_init_pipeline( ctx );
822 _mesa_init_pixel( ctx );
823 _mesa_init_pixelstore( ctx );
824 _mesa_init_point( ctx );
825 _mesa_init_polygon( ctx );
826 _mesa_init_program( ctx );
827 _mesa_init_queryobj( ctx );
828 _mesa_init_sync( ctx );
829 _mesa_init_rastpos( ctx );
830 _mesa_init_scissor( ctx );
831 _mesa_init_shader_state( ctx );
832 _mesa_init_stencil( ctx );
833 _mesa_init_transform( ctx );
834 _mesa_init_transform_feedback( ctx );
835 _mesa_init_varray( ctx );
836 _mesa_init_viewport( ctx );
837
838 if (!_mesa_init_texture( ctx ))
839 return GL_FALSE;
840
841 _mesa_init_texture_s3tc( ctx );
842
843 /* Miscellaneous */
844 ctx->NewState = _NEW_ALL;
845 ctx->NewDriverState = ~0;
846 ctx->ErrorValue = GL_NO_ERROR;
847 ctx->ShareGroupReset = false;
848 ctx->varying_vp_inputs = VERT_BIT_ALL;
849
850 return GL_TRUE;
851 }
852
853
854 /**
855 * Update default objects in a GL context with respect to shared state.
856 *
857 * \param ctx GL context.
858 *
859 * Removes references to old default objects, (texture objects, program
860 * objects, etc.) and changes to reference those from the current shared
861 * state.
862 */
863 static GLboolean
864 update_default_objects(struct gl_context *ctx)
865 {
866 assert(ctx);
867
868 _mesa_update_default_objects_program(ctx);
869 _mesa_update_default_objects_texture(ctx);
870 _mesa_update_default_objects_buffer_objects(ctx);
871
872 return GL_TRUE;
873 }
874
875
876 /**
877 * This is the default function we plug into all dispatch table slots
878 * This helps prevents a segfault when someone calls a GL function without
879 * first checking if the extension's supported.
880 */
881 int
882 _mesa_generic_nop(void)
883 {
884 GET_CURRENT_CONTEXT(ctx);
885 _mesa_error(ctx, GL_INVALID_OPERATION,
886 "unsupported function called "
887 "(unsupported extension or deprecated function?)");
888 return 0;
889 }
890
891
892 /**
893 * Allocate and initialize a new dispatch table.
894 */
895 struct _glapi_table *
896 _mesa_alloc_dispatch_table()
897 {
898 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
899 * In practice, this'll be the same for stand-alone Mesa. But for DRI
900 * Mesa we do this to accomodate different versions of libGL and various
901 * DRI drivers.
902 */
903 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
904 struct _glapi_table *table;
905
906 table = malloc(numEntries * sizeof(_glapi_proc));
907 if (table) {
908 _glapi_proc *entry = (_glapi_proc *) table;
909 GLint i;
910 for (i = 0; i < numEntries; i++) {
911 entry[i] = (_glapi_proc) _mesa_generic_nop;
912 }
913 }
914 return table;
915 }
916
917 /**
918 * Creates a minimal dispatch table for use within glBegin()/glEnd().
919 *
920 * This ensures that we generate GL_INVALID_OPERATION errors from most
921 * functions, since the set of functions that are valid within Begin/End is
922 * very small.
923 *
924 * From the GL 1.0 specification section 2.6.3, "GL Commands within
925 * Begin/End"
926 *
927 * "The only GL commands that are allowed within any Begin/End pairs are
928 * the commands for specifying vertex coordinates, vertex color, normal
929 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
930 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
931 * commands for specifying lighting material parameters (Material
932 * commands see section 2.12.2), display list invocation commands
933 * (CallList and CallLists see section 5.4), and the EdgeFlag
934 * command. Executing Begin after Begin has already been executed but
935 * before an End is issued generates the INVALID OPERATION error, as does
936 * executing End without a previous corresponding Begin. Executing any
937 * other GL command within Begin/End results in the error INVALID
938 * OPERATION."
939 *
940 * The table entries for specifying vertex attributes are set up by
941 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
942 * are set by install_vtxfmt() as well.
943 */
944 static struct _glapi_table *
945 create_beginend_table(const struct gl_context *ctx)
946 {
947 struct _glapi_table *table;
948
949 table = _mesa_alloc_dispatch_table();
950 if (!table)
951 return NULL;
952
953 /* Fill in functions which return a value, since they should return some
954 * specific value even if they emit a GL_INVALID_OPERATION error from them
955 * being called within glBegin()/glEnd().
956 */
957 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
958
959 COPY_DISPATCH(GenLists);
960 COPY_DISPATCH(IsProgram);
961 COPY_DISPATCH(IsVertexArray);
962 COPY_DISPATCH(IsBuffer);
963 COPY_DISPATCH(IsEnabled);
964 COPY_DISPATCH(IsEnabledi);
965 COPY_DISPATCH(IsRenderbuffer);
966 COPY_DISPATCH(IsFramebuffer);
967 COPY_DISPATCH(CheckFramebufferStatus);
968 COPY_DISPATCH(RenderMode);
969 COPY_DISPATCH(GetString);
970 COPY_DISPATCH(GetStringi);
971 COPY_DISPATCH(GetPointerv);
972 COPY_DISPATCH(IsQuery);
973 COPY_DISPATCH(IsSampler);
974 COPY_DISPATCH(IsSync);
975 COPY_DISPATCH(IsTexture);
976 COPY_DISPATCH(IsTransformFeedback);
977 COPY_DISPATCH(DeleteQueries);
978 COPY_DISPATCH(AreTexturesResident);
979 COPY_DISPATCH(FenceSync);
980 COPY_DISPATCH(ClientWaitSync);
981 COPY_DISPATCH(MapBuffer);
982 COPY_DISPATCH(UnmapBuffer);
983 COPY_DISPATCH(MapBufferRange);
984 COPY_DISPATCH(ObjectPurgeableAPPLE);
985 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
986
987 _mesa_loopback_init_api_table(ctx, table);
988
989 return table;
990 }
991
992 void
993 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
994 {
995 /* Do the code-generated setup of the exec table in api_exec.c. */
996 _mesa_initialize_exec_table(ctx);
997
998 if (ctx->Save)
999 _mesa_initialize_save_table(ctx);
1000 }
1001
1002 /**
1003 * Initialize a struct gl_context struct (rendering context).
1004 *
1005 * This includes allocating all the other structs and arrays which hang off of
1006 * the context by pointers.
1007 * Note that the driver needs to pass in its dd_function_table here since
1008 * we need to at least call driverFunctions->NewTextureObject to create the
1009 * default texture objects.
1010 *
1011 * Called by _mesa_create_context().
1012 *
1013 * Performs the imports and exports callback tables initialization, and
1014 * miscellaneous one-time initializations. If no shared context is supplied one
1015 * is allocated, and increase its reference count. Setups the GL API dispatch
1016 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1017 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1018 * for debug flags.
1019 *
1020 * \param ctx the context to initialize
1021 * \param api the GL API type to create the context for
1022 * \param visual describes the visual attributes for this context or NULL to
1023 * create a configless context
1024 * \param share_list points to context to share textures, display lists,
1025 * etc with, or NULL
1026 * \param driverFunctions table of device driver functions for this context
1027 * to use
1028 */
1029 GLboolean
1030 _mesa_initialize_context(struct gl_context *ctx,
1031 gl_api api,
1032 const struct gl_config *visual,
1033 struct gl_context *share_list,
1034 const struct dd_function_table *driverFunctions)
1035 {
1036 struct gl_shared_state *shared;
1037 int i;
1038
1039 assert(driverFunctions->NewTextureObject);
1040 assert(driverFunctions->FreeTextureImageBuffer);
1041
1042 ctx->API = api;
1043 ctx->DrawBuffer = NULL;
1044 ctx->ReadBuffer = NULL;
1045 ctx->WinSysDrawBuffer = NULL;
1046 ctx->WinSysReadBuffer = NULL;
1047
1048 if (visual) {
1049 ctx->Visual = *visual;
1050 ctx->HasConfig = GL_TRUE;
1051 }
1052 else {
1053 memset(&ctx->Visual, 0, sizeof ctx->Visual);
1054 ctx->HasConfig = GL_FALSE;
1055 }
1056
1057 if (_mesa_is_desktop_gl(ctx)) {
1058 _mesa_override_gl_version(ctx);
1059 }
1060
1061 /* misc one-time initializations */
1062 one_time_init(ctx);
1063
1064 /* Plug in driver functions and context pointer here.
1065 * This is important because when we call alloc_shared_state() below
1066 * we'll call ctx->Driver.NewTextureObject() to create the default
1067 * textures.
1068 */
1069 ctx->Driver = *driverFunctions;
1070
1071 if (share_list) {
1072 /* share state with another context */
1073 shared = share_list->Shared;
1074 }
1075 else {
1076 /* allocate new, unshared state */
1077 shared = _mesa_alloc_shared_state(ctx);
1078 if (!shared)
1079 return GL_FALSE;
1080 }
1081
1082 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1083
1084 if (!init_attrib_groups( ctx ))
1085 goto fail;
1086
1087 /* setup the API dispatch tables with all nop functions */
1088 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1089 if (!ctx->OutsideBeginEnd)
1090 goto fail;
1091 ctx->Exec = ctx->OutsideBeginEnd;
1092 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1093
1094 ctx->FragmentProgram._MaintainTexEnvProgram
1095 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1096
1097 ctx->VertexProgram._MaintainTnlProgram
1098 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1099 if (ctx->VertexProgram._MaintainTnlProgram) {
1100 /* this is required... */
1101 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1102 }
1103
1104 /* Mesa core handles all the formats that mesa core knows about.
1105 * Drivers will want to override this list with just the formats
1106 * they can handle, and confirm that appropriate fallbacks exist in
1107 * _mesa_choose_tex_format().
1108 */
1109 memset(&ctx->TextureFormatSupported, GL_TRUE,
1110 sizeof(ctx->TextureFormatSupported));
1111
1112 switch (ctx->API) {
1113 case API_OPENGL_COMPAT:
1114 ctx->BeginEnd = create_beginend_table(ctx);
1115 ctx->Save = _mesa_alloc_dispatch_table();
1116 if (!ctx->BeginEnd || !ctx->Save)
1117 goto fail;
1118
1119 /* fall-through */
1120 case API_OPENGL_CORE:
1121 break;
1122 case API_OPENGLES:
1123 /**
1124 * GL_OES_texture_cube_map says
1125 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1126 */
1127 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1128 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1129 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1130 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1131 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1132 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1133 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1134 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1135 }
1136 break;
1137 case API_OPENGLES2:
1138 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1139 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1140 break;
1141 }
1142
1143 ctx->FirstTimeCurrent = GL_TRUE;
1144
1145 return GL_TRUE;
1146
1147 fail:
1148 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1149 free(ctx->BeginEnd);
1150 free(ctx->OutsideBeginEnd);
1151 free(ctx->Save);
1152 return GL_FALSE;
1153 }
1154
1155
1156 /**
1157 * Allocate and initialize a struct gl_context structure.
1158 * Note that the driver needs to pass in its dd_function_table here since
1159 * we need to at least call driverFunctions->NewTextureObject to initialize
1160 * the rendering context.
1161 *
1162 * \param api the GL API type to create the context for
1163 * \param visual a struct gl_config pointer (we copy the struct contents) or
1164 * NULL to create a configless context
1165 * \param share_list another context to share display lists with or NULL
1166 * \param driverFunctions points to the dd_function_table into which the
1167 * driver has plugged in all its special functions.
1168 *
1169 * \return pointer to a new __struct gl_contextRec or NULL if error.
1170 */
1171 struct gl_context *
1172 _mesa_create_context(gl_api api,
1173 const struct gl_config *visual,
1174 struct gl_context *share_list,
1175 const struct dd_function_table *driverFunctions)
1176 {
1177 struct gl_context *ctx;
1178
1179 ctx = calloc(1, sizeof(struct gl_context));
1180 if (!ctx)
1181 return NULL;
1182
1183 if (_mesa_initialize_context(ctx, api, visual, share_list,
1184 driverFunctions)) {
1185 return ctx;
1186 }
1187 else {
1188 free(ctx);
1189 return NULL;
1190 }
1191 }
1192
1193
1194 /**
1195 * Free the data associated with the given context.
1196 *
1197 * But doesn't free the struct gl_context struct itself.
1198 *
1199 * \sa _mesa_initialize_context() and init_attrib_groups().
1200 */
1201 void
1202 _mesa_free_context_data( struct gl_context *ctx )
1203 {
1204 if (!_mesa_get_current_context()){
1205 /* No current context, but we may need one in order to delete
1206 * texture objs, etc. So temporarily bind the context now.
1207 */
1208 _mesa_make_current(ctx, NULL, NULL);
1209 }
1210
1211 /* unreference WinSysDraw/Read buffers */
1212 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1213 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1214 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1215 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1216
1217 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1218 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1219 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1220
1221 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL);
1222 _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
1223
1224 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1225 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1226 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1227
1228 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1229 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1230
1231 _mesa_free_attrib_data(ctx);
1232 _mesa_free_buffer_objects(ctx);
1233 _mesa_free_lighting_data( ctx );
1234 _mesa_free_eval_data( ctx );
1235 _mesa_free_texture_data( ctx );
1236 _mesa_free_matrix_data( ctx );
1237 _mesa_free_viewport_data( ctx );
1238 _mesa_free_pipeline_data(ctx);
1239 _mesa_free_program_data(ctx);
1240 _mesa_free_shader_state(ctx);
1241 _mesa_free_queryobj_data(ctx);
1242 _mesa_free_sync_data(ctx);
1243 _mesa_free_varray_data(ctx);
1244 _mesa_free_transform_feedback(ctx);
1245 _mesa_free_performance_monitors(ctx);
1246
1247 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1248 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1249 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1250 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1251
1252 /* free dispatch tables */
1253 free(ctx->BeginEnd);
1254 free(ctx->OutsideBeginEnd);
1255 free(ctx->Save);
1256
1257 /* Shared context state (display lists, textures, etc) */
1258 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1259
1260 /* needs to be after freeing shared state */
1261 _mesa_free_display_list_data(ctx);
1262
1263 _mesa_free_errors_data(ctx);
1264
1265 free((void *)ctx->Extensions.String);
1266
1267 free(ctx->VersionString);
1268
1269 /* unbind the context if it's currently bound */
1270 if (ctx == _mesa_get_current_context()) {
1271 _mesa_make_current(NULL, NULL, NULL);
1272 }
1273 }
1274
1275
1276 /**
1277 * Destroy a struct gl_context structure.
1278 *
1279 * \param ctx GL context.
1280 *
1281 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1282 */
1283 void
1284 _mesa_destroy_context( struct gl_context *ctx )
1285 {
1286 if (ctx) {
1287 _mesa_free_context_data(ctx);
1288 free( (void *) ctx );
1289 }
1290 }
1291
1292
1293 /**
1294 * Copy attribute groups from one context to another.
1295 *
1296 * \param src source context
1297 * \param dst destination context
1298 * \param mask bitwise OR of GL_*_BIT flags
1299 *
1300 * According to the bits specified in \p mask, copies the corresponding
1301 * attributes from \p src into \p dst. For many of the attributes a simple \c
1302 * memcpy is not enough due to the existence of internal pointers in their data
1303 * structures.
1304 */
1305 void
1306 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1307 GLuint mask )
1308 {
1309 if (mask & GL_ACCUM_BUFFER_BIT) {
1310 /* OK to memcpy */
1311 dst->Accum = src->Accum;
1312 }
1313 if (mask & GL_COLOR_BUFFER_BIT) {
1314 /* OK to memcpy */
1315 dst->Color = src->Color;
1316 }
1317 if (mask & GL_CURRENT_BIT) {
1318 /* OK to memcpy */
1319 dst->Current = src->Current;
1320 }
1321 if (mask & GL_DEPTH_BUFFER_BIT) {
1322 /* OK to memcpy */
1323 dst->Depth = src->Depth;
1324 }
1325 if (mask & GL_ENABLE_BIT) {
1326 /* no op */
1327 }
1328 if (mask & GL_EVAL_BIT) {
1329 /* OK to memcpy */
1330 dst->Eval = src->Eval;
1331 }
1332 if (mask & GL_FOG_BIT) {
1333 /* OK to memcpy */
1334 dst->Fog = src->Fog;
1335 }
1336 if (mask & GL_HINT_BIT) {
1337 /* OK to memcpy */
1338 dst->Hint = src->Hint;
1339 }
1340 if (mask & GL_LIGHTING_BIT) {
1341 GLuint i;
1342 /* begin with memcpy */
1343 dst->Light = src->Light;
1344 /* fixup linked lists to prevent pointer insanity */
1345 make_empty_list( &(dst->Light.EnabledList) );
1346 for (i = 0; i < MAX_LIGHTS; i++) {
1347 if (dst->Light.Light[i].Enabled) {
1348 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1349 }
1350 }
1351 }
1352 if (mask & GL_LINE_BIT) {
1353 /* OK to memcpy */
1354 dst->Line = src->Line;
1355 }
1356 if (mask & GL_LIST_BIT) {
1357 /* OK to memcpy */
1358 dst->List = src->List;
1359 }
1360 if (mask & GL_PIXEL_MODE_BIT) {
1361 /* OK to memcpy */
1362 dst->Pixel = src->Pixel;
1363 }
1364 if (mask & GL_POINT_BIT) {
1365 /* OK to memcpy */
1366 dst->Point = src->Point;
1367 }
1368 if (mask & GL_POLYGON_BIT) {
1369 /* OK to memcpy */
1370 dst->Polygon = src->Polygon;
1371 }
1372 if (mask & GL_POLYGON_STIPPLE_BIT) {
1373 /* Use loop instead of memcpy due to problem with Portland Group's
1374 * C compiler. Reported by John Stone.
1375 */
1376 GLuint i;
1377 for (i = 0; i < 32; i++) {
1378 dst->PolygonStipple[i] = src->PolygonStipple[i];
1379 }
1380 }
1381 if (mask & GL_SCISSOR_BIT) {
1382 /* OK to memcpy */
1383 dst->Scissor = src->Scissor;
1384 }
1385 if (mask & GL_STENCIL_BUFFER_BIT) {
1386 /* OK to memcpy */
1387 dst->Stencil = src->Stencil;
1388 }
1389 if (mask & GL_TEXTURE_BIT) {
1390 /* Cannot memcpy because of pointers */
1391 _mesa_copy_texture_state(src, dst);
1392 }
1393 if (mask & GL_TRANSFORM_BIT) {
1394 /* OK to memcpy */
1395 dst->Transform = src->Transform;
1396 }
1397 if (mask & GL_VIEWPORT_BIT) {
1398 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1399 unsigned i;
1400 for (i = 0; i < src->Const.MaxViewports; i++) {
1401 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1402 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1403 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1404 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1405 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1406 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1407 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1408 &src->ViewportArray[i]._WindowMap);
1409 }
1410 }
1411
1412 /* XXX FIXME: Call callbacks?
1413 */
1414 dst->NewState = _NEW_ALL;
1415 dst->NewDriverState = ~0;
1416 }
1417
1418
1419 /**
1420 * Check if the given context can render into the given framebuffer
1421 * by checking visual attributes.
1422 *
1423 * Most of these tests could go away because Mesa is now pretty flexible
1424 * in terms of mixing rendering contexts with framebuffers. As long
1425 * as RGB vs. CI mode agree, we're probably good.
1426 *
1427 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1428 */
1429 static GLboolean
1430 check_compatible(const struct gl_context *ctx,
1431 const struct gl_framebuffer *buffer)
1432 {
1433 const struct gl_config *ctxvis = &ctx->Visual;
1434 const struct gl_config *bufvis = &buffer->Visual;
1435
1436 if (buffer == _mesa_get_incomplete_framebuffer())
1437 return GL_TRUE;
1438
1439 #if 0
1440 /* disabling this fixes the fgl_glxgears pbuffer demo */
1441 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1442 return GL_FALSE;
1443 #endif
1444 if (ctxvis->stereoMode && !bufvis->stereoMode)
1445 return GL_FALSE;
1446 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1447 return GL_FALSE;
1448 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1449 return GL_FALSE;
1450 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1451 return GL_FALSE;
1452 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1453 return GL_FALSE;
1454 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1455 return GL_FALSE;
1456 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1457 return GL_FALSE;
1458 #if 0
1459 /* disabled (see bug 11161) */
1460 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1461 return GL_FALSE;
1462 #endif
1463 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1464 return GL_FALSE;
1465
1466 return GL_TRUE;
1467 }
1468
1469
1470 /**
1471 * Check if the viewport/scissor size has not yet been initialized.
1472 * Initialize the size if the given width and height are non-zero.
1473 */
1474 void
1475 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1476 {
1477 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1478 unsigned i;
1479
1480 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1481 * potential infinite recursion.
1482 */
1483 ctx->ViewportInitialized = GL_TRUE;
1484
1485 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1486 * yet, so just initialize all of them.
1487 */
1488 for (i = 0; i < MAX_VIEWPORTS; i++) {
1489 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1490 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1491 }
1492 }
1493 }
1494
1495 static void
1496 handle_first_current(struct gl_context *ctx)
1497 {
1498 GLenum buffer;
1499 GLint bufferIndex;
1500
1501 assert(ctx->Version > 0);
1502
1503 ctx->Extensions.String = _mesa_make_extension_string(ctx);
1504
1505 check_context_limits(ctx);
1506
1507 /* According to GL_MESA_configless_context the default value of
1508 * glDrawBuffers depends on the config of the first surface it is bound to.
1509 * For GLES it is always GL_BACK which has a magic interpretation */
1510 if (!ctx->HasConfig && _mesa_is_desktop_gl(ctx)) {
1511 if (ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1512 if (ctx->DrawBuffer->Visual.doubleBufferMode)
1513 buffer = GL_BACK;
1514 else
1515 buffer = GL_FRONT;
1516
1517 _mesa_drawbuffers(ctx, 1, &buffer, NULL /* destMask */);
1518 }
1519
1520 if (ctx->ReadBuffer != _mesa_get_incomplete_framebuffer()) {
1521 if (ctx->ReadBuffer->Visual.doubleBufferMode) {
1522 buffer = GL_BACK;
1523 bufferIndex = BUFFER_BACK_LEFT;
1524 }
1525 else {
1526 buffer = GL_FRONT;
1527 bufferIndex = BUFFER_FRONT_LEFT;
1528 }
1529
1530 _mesa_readbuffer(ctx, buffer, bufferIndex);
1531 }
1532 }
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(ctx);
1541 }
1542 }
1543
1544 /**
1545 * Bind the given context to the given drawBuffer and readBuffer and
1546 * make it the current context for the calling thread.
1547 * We'll render into the drawBuffer and read pixels from the
1548 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1549 *
1550 * We check that the context's and framebuffer's visuals are compatible
1551 * and return immediately if they're not.
1552 *
1553 * \param newCtx the new GL context. If NULL then there will be no current GL
1554 * context.
1555 * \param drawBuffer the drawing framebuffer
1556 * \param readBuffer the reading framebuffer
1557 */
1558 GLboolean
1559 _mesa_make_current( struct gl_context *newCtx,
1560 struct gl_framebuffer *drawBuffer,
1561 struct gl_framebuffer *readBuffer )
1562 {
1563 GET_CURRENT_CONTEXT(curCtx);
1564
1565 if (MESA_VERBOSE & VERBOSE_API)
1566 _mesa_debug(newCtx, "_mesa_make_current()\n");
1567
1568 /* Check that the context's and framebuffer's visuals are compatible.
1569 */
1570 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1571 if (!check_compatible(newCtx, drawBuffer)) {
1572 _mesa_warning(newCtx,
1573 "MakeCurrent: incompatible visuals for context and drawbuffer");
1574 return GL_FALSE;
1575 }
1576 }
1577 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1578 if (!check_compatible(newCtx, readBuffer)) {
1579 _mesa_warning(newCtx,
1580 "MakeCurrent: incompatible visuals for context and readbuffer");
1581 return GL_FALSE;
1582 }
1583 }
1584
1585 if (curCtx &&
1586 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1587 /* make sure this context is valid for flushing */
1588 curCtx != newCtx)
1589 _mesa_flush(curCtx);
1590
1591 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1592 _glapi_set_context((void *) newCtx);
1593 ASSERT(_mesa_get_current_context() == newCtx);
1594
1595 if (!newCtx) {
1596 _glapi_set_dispatch(NULL); /* none current */
1597 }
1598 else {
1599 _glapi_set_dispatch(newCtx->CurrentDispatch);
1600
1601 if (drawBuffer && readBuffer) {
1602 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1603 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1604 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1605 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1606
1607 /*
1608 * Only set the context's Draw/ReadBuffer fields if they're NULL
1609 * or not bound to a user-created FBO.
1610 */
1611 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1612 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1613 /* Update the FBO's list of drawbuffers/renderbuffers.
1614 * For winsys FBOs this comes from the GL state (which may have
1615 * changed since the last time this FBO was bound).
1616 */
1617 _mesa_update_draw_buffers(newCtx);
1618 }
1619 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1620 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1621 }
1622
1623 /* XXX only set this flag if we're really changing the draw/read
1624 * framebuffer bindings.
1625 */
1626 newCtx->NewState |= _NEW_BUFFERS;
1627
1628 if (drawBuffer) {
1629 _mesa_check_init_viewport(newCtx,
1630 drawBuffer->Width, drawBuffer->Height);
1631 }
1632 }
1633
1634 if (newCtx->FirstTimeCurrent) {
1635 handle_first_current(newCtx);
1636 newCtx->FirstTimeCurrent = GL_FALSE;
1637 }
1638 }
1639
1640 return GL_TRUE;
1641 }
1642
1643
1644 /**
1645 * Make context 'ctx' share the display lists, textures and programs
1646 * that are associated with 'ctxToShare'.
1647 * Any display lists, textures or programs associated with 'ctx' will
1648 * be deleted if nobody else is sharing them.
1649 */
1650 GLboolean
1651 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1652 {
1653 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1654 struct gl_shared_state *oldShared = NULL;
1655
1656 /* save ref to old state to prevent it from being deleted immediately */
1657 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1658
1659 /* update ctx's Shared pointer */
1660 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1661
1662 update_default_objects(ctx);
1663
1664 /* release the old shared state */
1665 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1666
1667 return GL_TRUE;
1668 }
1669 else {
1670 return GL_FALSE;
1671 }
1672 }
1673
1674
1675
1676 /**
1677 * \return pointer to the current GL context for this thread.
1678 *
1679 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1680 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1681 * context.h.
1682 */
1683 struct gl_context *
1684 _mesa_get_current_context( void )
1685 {
1686 return (struct gl_context *) _glapi_get_context();
1687 }
1688
1689
1690 /**
1691 * Get context's current API dispatch table.
1692 *
1693 * It'll either be the immediate-mode execute dispatcher or the display list
1694 * compile dispatcher.
1695 *
1696 * \param ctx GL context.
1697 *
1698 * \return pointer to dispatch_table.
1699 *
1700 * Simply returns __struct gl_contextRec::CurrentDispatch.
1701 */
1702 struct _glapi_table *
1703 _mesa_get_dispatch(struct gl_context *ctx)
1704 {
1705 return ctx->CurrentDispatch;
1706 }
1707
1708 /*@}*/
1709
1710
1711 /**********************************************************************/
1712 /** \name Miscellaneous functions */
1713 /**********************************************************************/
1714 /*@{*/
1715
1716 /**
1717 * Record an error.
1718 *
1719 * \param ctx GL context.
1720 * \param error error code.
1721 *
1722 * Records the given error code and call the driver's dd_function_table::Error
1723 * function if defined.
1724 *
1725 * \sa
1726 * This is called via _mesa_error().
1727 */
1728 void
1729 _mesa_record_error(struct gl_context *ctx, GLenum error)
1730 {
1731 if (!ctx)
1732 return;
1733
1734 if (ctx->ErrorValue == GL_NO_ERROR) {
1735 ctx->ErrorValue = error;
1736 }
1737 }
1738
1739
1740 /**
1741 * Flush commands and wait for completion.
1742 */
1743 void
1744 _mesa_finish(struct gl_context *ctx)
1745 {
1746 FLUSH_VERTICES( ctx, 0 );
1747 FLUSH_CURRENT( ctx, 0 );
1748 if (ctx->Driver.Finish) {
1749 ctx->Driver.Finish(ctx);
1750 }
1751 }
1752
1753
1754 /**
1755 * Flush commands.
1756 */
1757 void
1758 _mesa_flush(struct gl_context *ctx)
1759 {
1760 FLUSH_VERTICES( ctx, 0 );
1761 FLUSH_CURRENT( ctx, 0 );
1762 if (ctx->Driver.Flush) {
1763 ctx->Driver.Flush(ctx);
1764 }
1765 }
1766
1767
1768
1769 /**
1770 * Execute glFinish().
1771 *
1772 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1773 * dd_function_table::Finish driver callback, if not NULL.
1774 */
1775 void GLAPIENTRY
1776 _mesa_Finish(void)
1777 {
1778 GET_CURRENT_CONTEXT(ctx);
1779 ASSERT_OUTSIDE_BEGIN_END(ctx);
1780 _mesa_finish(ctx);
1781 }
1782
1783
1784 /**
1785 * Execute glFlush().
1786 *
1787 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1788 * dd_function_table::Flush driver callback, if not NULL.
1789 */
1790 void GLAPIENTRY
1791 _mesa_Flush(void)
1792 {
1793 GET_CURRENT_CONTEXT(ctx);
1794 ASSERT_OUTSIDE_BEGIN_END(ctx);
1795 _mesa_flush(ctx);
1796 }
1797
1798
1799 /*
1800 * ARB_blend_func_extended - ERRORS section
1801 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1802 * implicitly calls Begin if any draw buffer has a blend function requiring the
1803 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1804 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1805 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1806 */
1807 static GLboolean
1808 _mesa_check_blend_func_error(struct gl_context *ctx)
1809 {
1810 GLuint i;
1811 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1812 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1813 i++) {
1814 if (ctx->Color.Blend[i]._UsesDualSrc) {
1815 _mesa_error(ctx, GL_INVALID_OPERATION,
1816 "dual source blend on illegal attachment");
1817 return GL_FALSE;
1818 }
1819 }
1820 return GL_TRUE;
1821 }
1822
1823 static bool
1824 shader_linked_or_absent(struct gl_context *ctx,
1825 const struct gl_shader_program *shProg,
1826 bool *shader_present, const char *where)
1827 {
1828 if (shProg) {
1829 *shader_present = true;
1830
1831 if (!shProg->LinkStatus) {
1832 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where);
1833 return false;
1834 }
1835 #if 0 /* not normally enabled */
1836 {
1837 char errMsg[100];
1838 if (!_mesa_validate_shader_program(ctx, shProg, errMsg)) {
1839 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1840 shProg->Name, errMsg);
1841 }
1842 }
1843 #endif
1844 }
1845
1846 return true;
1847 }
1848
1849 /**
1850 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1851 * is called to see if it's valid to render. This involves checking that
1852 * the current shader is valid and the framebuffer is complete.
1853 * It also check the current pipeline object is valid if any.
1854 * If an error is detected it'll be recorded here.
1855 * \return GL_TRUE if OK to render, GL_FALSE if not
1856 */
1857 GLboolean
1858 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1859 {
1860 bool from_glsl_shader[MESA_SHADER_COMPUTE] = { false };
1861 unsigned i;
1862
1863 /* This depends on having up to date derived state (shaders) */
1864 if (ctx->NewState)
1865 _mesa_update_state(ctx);
1866
1867 for (i = 0; i < MESA_SHADER_COMPUTE; i++) {
1868 if (!shader_linked_or_absent(ctx, ctx->_Shader->CurrentProgram[i],
1869 &from_glsl_shader[i], where))
1870 return GL_FALSE;
1871 }
1872
1873 /* Any shader stages that are not supplied by the GLSL shader and have
1874 * assembly shaders enabled must now be validated.
1875 */
1876 if (!from_glsl_shader[MESA_SHADER_VERTEX]
1877 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1878 _mesa_error(ctx, GL_INVALID_OPERATION,
1879 "%s(vertex program not valid)", where);
1880 return GL_FALSE;
1881 }
1882
1883 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1884 * FINISHME: geometry program should validated here.
1885 */
1886 (void) from_glsl_shader[MESA_SHADER_GEOMETRY];
1887
1888 if (!from_glsl_shader[MESA_SHADER_FRAGMENT]) {
1889 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1890 _mesa_error(ctx, GL_INVALID_OPERATION,
1891 "%s(fragment program not valid)", where);
1892 return GL_FALSE;
1893 }
1894
1895 /* If drawing to integer-valued color buffers, there must be an
1896 * active fragment shader (GL_EXT_texture_integer).
1897 */
1898 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1899 _mesa_error(ctx, GL_INVALID_OPERATION,
1900 "%s(integer format but no fragment shader)", where);
1901 return GL_FALSE;
1902 }
1903 }
1904
1905 /* A pipeline object is bound */
1906 if (ctx->_Shader->Name && !ctx->_Shader->Validated) {
1907 /* Error message will be printed inside _mesa_validate_program_pipeline.
1908 */
1909 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader, GL_TRUE)) {
1910 return GL_FALSE;
1911 }
1912 }
1913
1914 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1915 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1916 "%s(incomplete framebuffer)", where);
1917 return GL_FALSE;
1918 }
1919
1920 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1921 return GL_FALSE;
1922 }
1923
1924 #ifdef DEBUG
1925 if (ctx->_Shader->Flags & GLSL_LOG) {
1926 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
1927 gl_shader_stage i;
1928
1929 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1930 if (shProg[i] == NULL || shProg[i]->_Used
1931 || shProg[i]->_LinkedShaders[i] == NULL)
1932 continue;
1933
1934 /* This is the first time this shader is being used.
1935 * Append shader's constants/uniforms to log file.
1936 *
1937 * Only log data for the program target that matches the shader
1938 * target. It's possible to have a program bound to the vertex
1939 * shader target that also supplied a fragment shader. If that
1940 * program isn't also bound to the fragment shader target we don't
1941 * want to log its fragment data.
1942 */
1943 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1944 }
1945
1946 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1947 if (shProg[i] != NULL)
1948 shProg[i]->_Used = GL_TRUE;
1949 }
1950 }
1951 #endif
1952
1953 return GL_TRUE;
1954 }
1955
1956
1957 /*@}*/