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