mesa: remove FEATURE_EXT_framebuffer_object 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 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
609 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
610 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
611
612 /* CheckArrayBounds is overriden by drivers/x11 for X server */
613 ctx->Const.CheckArrayBounds = GL_FALSE;
614
615 /* GL_ARB_draw_buffers */
616 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
617
618 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
619 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
620
621 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
622 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
623 ctx->Const.MaxVarying = MAX_VARYING;
624 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
625 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
626 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
627 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
628 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
629
630 /* Shading language version */
631 if (_mesa_is_desktop_gl(ctx)) {
632 ctx->Const.GLSLVersion = 120;
633 _mesa_override_glsl_version(ctx);
634 }
635 else if (ctx->API == API_OPENGLES2) {
636 ctx->Const.GLSLVersion = 100;
637 }
638 else if (ctx->API == API_OPENGLES) {
639 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
640 }
641
642 /* GL_ARB_framebuffer_object */
643 ctx->Const.MaxSamples = 0;
644
645 /* GL_ARB_sync */
646 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
647
648 /* GL_ATI_envmap_bumpmap */
649 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
650
651 /* GL_EXT_provoking_vertex */
652 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
653
654 /* GL_EXT_transform_feedback */
655 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
656 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
657 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
658 ctx->Const.MaxVertexStreams = 1;
659
660 /* GL 3.2: hard-coded for now: */
661 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
662
663 /** GL_EXT_gpu_shader4 */
664 ctx->Const.MinProgramTexelOffset = -8;
665 ctx->Const.MaxProgramTexelOffset = 7;
666
667 /* GL_ARB_robustness */
668 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
669
670 /* PrimitiveRestart */
671 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
672 }
673
674
675 /**
676 * Do some sanity checks on the limits/constants for the given context.
677 * Only called the first time a context is bound.
678 */
679 static void
680 check_context_limits(struct gl_context *ctx)
681 {
682 /* check that we don't exceed the size of various bitfields */
683 assert(VERT_RESULT_MAX <=
684 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
685 assert(FRAG_ATTRIB_MAX <=
686 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
687
688 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
689
690 /* shader-related checks */
691 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
692 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
693
694 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
695 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
696 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
697 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
698
699 /* Texture unit checks */
700 assert(ctx->Const.MaxTextureImageUnits > 0);
701 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
702 assert(ctx->Const.MaxTextureCoordUnits > 0);
703 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
704 assert(ctx->Const.MaxTextureUnits > 0);
705 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
706 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
707 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
708 ctx->Const.MaxTextureCoordUnits));
709 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
710 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
711 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
712 /* number of coord units cannot be greater than number of image units */
713 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
714
715
716 /* Texture size checks */
717 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
718 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
719 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
720 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
721
722 /* Texture level checks */
723 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
724 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
725
726 /* Max texture size should be <= max viewport size (render to texture) */
727 assert((1 << (ctx->Const.MaxTextureLevels - 1))
728 <= ctx->Const.MaxViewportWidth);
729 assert((1 << (ctx->Const.MaxTextureLevels - 1))
730 <= ctx->Const.MaxViewportHeight);
731
732 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
733
734 /* if this fails, add more enum values to gl_buffer_index */
735 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
736
737 /* XXX probably add more tests */
738 }
739
740
741 /**
742 * Initialize the attribute groups in a GL context.
743 *
744 * \param ctx GL context.
745 *
746 * Initializes all the attributes, calling the respective <tt>init*</tt>
747 * functions for the more complex data structures.
748 */
749 static GLboolean
750 init_attrib_groups(struct gl_context *ctx)
751 {
752 assert(ctx);
753
754 /* Constants */
755 _mesa_init_constants( ctx );
756
757 /* Extensions */
758 _mesa_init_extensions( ctx );
759
760 /* Attribute Groups */
761 _mesa_init_accum( ctx );
762 _mesa_init_attrib( ctx );
763 _mesa_init_buffer_objects( ctx );
764 _mesa_init_color( ctx );
765 _mesa_init_current( ctx );
766 _mesa_init_depth( ctx );
767 _mesa_init_debug( ctx );
768 _mesa_init_display_list( ctx );
769 _mesa_init_errors( ctx );
770 _mesa_init_eval( ctx );
771 _mesa_init_fbobjects( ctx );
772 _mesa_init_feedback( ctx );
773 _mesa_init_fog( ctx );
774 _mesa_init_hint( ctx );
775 _mesa_init_line( ctx );
776 _mesa_init_lighting( ctx );
777 _mesa_init_matrix( ctx );
778 _mesa_init_multisample( ctx );
779 _mesa_init_pixel( ctx );
780 _mesa_init_pixelstore( ctx );
781 _mesa_init_point( ctx );
782 _mesa_init_polygon( ctx );
783 _mesa_init_program( ctx );
784 _mesa_init_queryobj( ctx );
785 _mesa_init_sync( ctx );
786 _mesa_init_rastpos( ctx );
787 _mesa_init_scissor( ctx );
788 _mesa_init_shader_state( ctx );
789 _mesa_init_stencil( ctx );
790 _mesa_init_transform( ctx );
791 _mesa_init_transform_feedback( ctx );
792 _mesa_init_varray( ctx );
793 _mesa_init_viewport( ctx );
794
795 if (!_mesa_init_texture( ctx ))
796 return GL_FALSE;
797
798 _mesa_init_texture_s3tc( ctx );
799
800 /* Miscellaneous */
801 ctx->NewState = _NEW_ALL;
802 ctx->NewDriverState = ~0;
803 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
804 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
805 ctx->varying_vp_inputs = VERT_BIT_ALL;
806
807 return GL_TRUE;
808 }
809
810
811 /**
812 * Update default objects in a GL context with respect to shared state.
813 *
814 * \param ctx GL context.
815 *
816 * Removes references to old default objects, (texture objects, program
817 * objects, etc.) and changes to reference those from the current shared
818 * state.
819 */
820 static GLboolean
821 update_default_objects(struct gl_context *ctx)
822 {
823 assert(ctx);
824
825 _mesa_update_default_objects_program(ctx);
826 _mesa_update_default_objects_texture(ctx);
827 _mesa_update_default_objects_buffer_objects(ctx);
828
829 return GL_TRUE;
830 }
831
832
833 /**
834 * This is the default function we plug into all dispatch table slots
835 * This helps prevents a segfault when someone calls a GL function without
836 * first checking if the extension's supported.
837 */
838 static int
839 generic_nop(void)
840 {
841 GET_CURRENT_CONTEXT(ctx);
842 _mesa_error(ctx, GL_INVALID_OPERATION,
843 "unsupported function called "
844 "(unsupported extension or deprecated function?)");
845 return 0;
846 }
847
848
849 /**
850 * Allocate and initialize a new dispatch table.
851 */
852 struct _glapi_table *
853 _mesa_alloc_dispatch_table(int size)
854 {
855 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
856 * In practice, this'll be the same for stand-alone Mesa. But for DRI
857 * Mesa we do this to accomodate different versions of libGL and various
858 * DRI drivers.
859 */
860 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
861 struct _glapi_table *table;
862
863 /* should never happen, but just in case */
864 numEntries = MAX2(numEntries, size);
865
866 table = malloc(numEntries * sizeof(_glapi_proc));
867 if (table) {
868 _glapi_proc *entry = (_glapi_proc *) table;
869 GLint i;
870 for (i = 0; i < numEntries; i++) {
871 entry[i] = (_glapi_proc) generic_nop;
872 }
873 }
874 return table;
875 }
876
877
878 /**
879 * Initialize a struct gl_context struct (rendering context).
880 *
881 * This includes allocating all the other structs and arrays which hang off of
882 * the context by pointers.
883 * Note that the driver needs to pass in its dd_function_table here since
884 * we need to at least call driverFunctions->NewTextureObject to create the
885 * default texture objects.
886 *
887 * Called by _mesa_create_context().
888 *
889 * Performs the imports and exports callback tables initialization, and
890 * miscellaneous one-time initializations. If no shared context is supplied one
891 * is allocated, and increase its reference count. Setups the GL API dispatch
892 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
893 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
894 * for debug flags.
895 *
896 * \param ctx the context to initialize
897 * \param api the GL API type to create the context for
898 * \param visual describes the visual attributes for this context
899 * \param share_list points to context to share textures, display lists,
900 * etc with, or NULL
901 * \param driverFunctions table of device driver functions for this context
902 * to use
903 * \param driverContext pointer to driver-specific context data
904 */
905 GLboolean
906 _mesa_initialize_context(struct gl_context *ctx,
907 gl_api api,
908 const struct gl_config *visual,
909 struct gl_context *share_list,
910 const struct dd_function_table *driverFunctions,
911 void *driverContext)
912 {
913 struct gl_shared_state *shared;
914 int i;
915
916 /*ASSERT(driverContext);*/
917 assert(driverFunctions->NewTextureObject);
918 assert(driverFunctions->FreeTextureImageBuffer);
919
920 ctx->API = api;
921 ctx->Visual = *visual;
922 ctx->DrawBuffer = NULL;
923 ctx->ReadBuffer = NULL;
924 ctx->WinSysDrawBuffer = NULL;
925 ctx->WinSysReadBuffer = NULL;
926
927 /* misc one-time initializations */
928 one_time_init(ctx);
929
930 /* Plug in driver functions and context pointer here.
931 * This is important because when we call alloc_shared_state() below
932 * we'll call ctx->Driver.NewTextureObject() to create the default
933 * textures.
934 */
935 ctx->Driver = *driverFunctions;
936 ctx->DriverCtx = driverContext;
937
938 if (share_list) {
939 /* share state with another context */
940 shared = share_list->Shared;
941 }
942 else {
943 /* allocate new, unshared state */
944 shared = _mesa_alloc_shared_state(ctx);
945 if (!shared)
946 return GL_FALSE;
947 }
948
949 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
950
951 if (!init_attrib_groups( ctx )) {
952 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
953 return GL_FALSE;
954 }
955
956 /* setup the API dispatch tables */
957 switch (ctx->API) {
958 #if FEATURE_GL || FEATURE_ES2
959 case API_OPENGL:
960 case API_OPENGL_CORE:
961 case API_OPENGLES2:
962 ctx->Exec = _mesa_create_exec_table(ctx);
963 break;
964 #endif
965 #if FEATURE_ES1
966 case API_OPENGLES:
967 ctx->Exec = _mesa_create_exec_table_es1();
968 break;
969 #endif
970 default:
971 _mesa_problem(ctx, "unknown or unsupported API");
972 break;
973 }
974
975 if (!ctx->Exec) {
976 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
977 return GL_FALSE;
978 }
979 ctx->CurrentDispatch = ctx->Exec;
980
981 ctx->FragmentProgram._MaintainTexEnvProgram
982 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
983
984 ctx->VertexProgram._MaintainTnlProgram
985 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
986 if (ctx->VertexProgram._MaintainTnlProgram) {
987 /* this is required... */
988 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
989 }
990
991 /* Mesa core handles all the formats that mesa core knows about.
992 * Drivers will want to override this list with just the formats
993 * they can handle, and confirm that appropriate fallbacks exist in
994 * _mesa_choose_tex_format().
995 */
996 memset(&ctx->TextureFormatSupported, GL_TRUE,
997 sizeof(ctx->TextureFormatSupported));
998
999 switch (ctx->API) {
1000 case API_OPENGL:
1001 ctx->Save = _mesa_create_save_table();
1002 if (!ctx->Save) {
1003 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1004 free(ctx->Exec);
1005 return GL_FALSE;
1006 }
1007
1008 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1009 case API_OPENGL_CORE:
1010 break;
1011 case API_OPENGLES:
1012 /**
1013 * GL_OES_texture_cube_map says
1014 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1015 */
1016 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1017 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1018 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1019 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1020 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1021 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1022 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1023 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1024 }
1025 break;
1026 case API_OPENGLES2:
1027 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1028 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1029 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1030 break;
1031 }
1032
1033 ctx->FirstTimeCurrent = GL_TRUE;
1034
1035 return GL_TRUE;
1036 }
1037
1038
1039 /**
1040 * Allocate and initialize a struct gl_context structure.
1041 * Note that the driver needs to pass in its dd_function_table here since
1042 * we need to at least call driverFunctions->NewTextureObject to initialize
1043 * the rendering context.
1044 *
1045 * \param api the GL API type to create the context for
1046 * \param visual a struct gl_config pointer (we copy the struct contents)
1047 * \param share_list another context to share display lists with or NULL
1048 * \param driverFunctions points to the dd_function_table into which the
1049 * driver has plugged in all its special functions.
1050 * \param driverContext points to the device driver's private context state
1051 *
1052 * \return pointer to a new __struct gl_contextRec or NULL if error.
1053 */
1054 struct gl_context *
1055 _mesa_create_context(gl_api api,
1056 const struct gl_config *visual,
1057 struct gl_context *share_list,
1058 const struct dd_function_table *driverFunctions,
1059 void *driverContext)
1060 {
1061 struct gl_context *ctx;
1062
1063 ASSERT(visual);
1064 /*ASSERT(driverContext);*/
1065
1066 ctx = calloc(1, sizeof(struct gl_context));
1067 if (!ctx)
1068 return NULL;
1069
1070 if (_mesa_initialize_context(ctx, api, visual, share_list,
1071 driverFunctions, driverContext)) {
1072 return ctx;
1073 }
1074 else {
1075 free(ctx);
1076 return NULL;
1077 }
1078 }
1079
1080
1081 /**
1082 * Free the data associated with the given context.
1083 *
1084 * But doesn't free the struct gl_context struct itself.
1085 *
1086 * \sa _mesa_initialize_context() and init_attrib_groups().
1087 */
1088 void
1089 _mesa_free_context_data( struct gl_context *ctx )
1090 {
1091 if (!_mesa_get_current_context()){
1092 /* No current context, but we may need one in order to delete
1093 * texture objs, etc. So temporarily bind the context now.
1094 */
1095 _mesa_make_current(ctx, NULL, NULL);
1096 }
1097
1098 /* unreference WinSysDraw/Read buffers */
1099 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1100 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1101 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1102 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1103
1104 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1105 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1106 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1107
1108 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1109 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1110 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1111
1112 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1113 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1114
1115 _mesa_free_attrib_data(ctx);
1116 _mesa_free_buffer_objects(ctx);
1117 _mesa_free_lighting_data( ctx );
1118 _mesa_free_eval_data( ctx );
1119 _mesa_free_texture_data( ctx );
1120 _mesa_free_matrix_data( ctx );
1121 _mesa_free_viewport_data( ctx );
1122 _mesa_free_program_data(ctx);
1123 _mesa_free_shader_state(ctx);
1124 _mesa_free_queryobj_data(ctx);
1125 _mesa_free_sync_data(ctx);
1126 _mesa_free_varray_data(ctx);
1127 _mesa_free_transform_feedback(ctx);
1128
1129 #if FEATURE_ARB_pixel_buffer_object
1130 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1131 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1132 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1133 #endif
1134
1135 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1136
1137 /* free dispatch tables */
1138 free(ctx->Exec);
1139 free(ctx->Save);
1140
1141 /* Shared context state (display lists, textures, etc) */
1142 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1143
1144 /* needs to be after freeing shared state */
1145 _mesa_free_display_list_data(ctx);
1146
1147 _mesa_free_errors_data(ctx);
1148
1149 free((void *)ctx->Extensions.String);
1150
1151 free(ctx->VersionString);
1152
1153 /* unbind the context if it's currently bound */
1154 if (ctx == _mesa_get_current_context()) {
1155 _mesa_make_current(NULL, NULL, NULL);
1156 }
1157 }
1158
1159
1160 /**
1161 * Destroy a struct gl_context structure.
1162 *
1163 * \param ctx GL context.
1164 *
1165 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1166 */
1167 void
1168 _mesa_destroy_context( struct gl_context *ctx )
1169 {
1170 if (ctx) {
1171 _mesa_free_context_data(ctx);
1172 free( (void *) ctx );
1173 }
1174 }
1175
1176
1177 #if _HAVE_FULL_GL
1178 /**
1179 * Copy attribute groups from one context to another.
1180 *
1181 * \param src source context
1182 * \param dst destination context
1183 * \param mask bitwise OR of GL_*_BIT flags
1184 *
1185 * According to the bits specified in \p mask, copies the corresponding
1186 * attributes from \p src into \p dst. For many of the attributes a simple \c
1187 * memcpy is not enough due to the existence of internal pointers in their data
1188 * structures.
1189 */
1190 void
1191 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1192 GLuint mask )
1193 {
1194 if (mask & GL_ACCUM_BUFFER_BIT) {
1195 /* OK to memcpy */
1196 dst->Accum = src->Accum;
1197 }
1198 if (mask & GL_COLOR_BUFFER_BIT) {
1199 /* OK to memcpy */
1200 dst->Color = src->Color;
1201 }
1202 if (mask & GL_CURRENT_BIT) {
1203 /* OK to memcpy */
1204 dst->Current = src->Current;
1205 }
1206 if (mask & GL_DEPTH_BUFFER_BIT) {
1207 /* OK to memcpy */
1208 dst->Depth = src->Depth;
1209 }
1210 if (mask & GL_ENABLE_BIT) {
1211 /* no op */
1212 }
1213 if (mask & GL_EVAL_BIT) {
1214 /* OK to memcpy */
1215 dst->Eval = src->Eval;
1216 }
1217 if (mask & GL_FOG_BIT) {
1218 /* OK to memcpy */
1219 dst->Fog = src->Fog;
1220 }
1221 if (mask & GL_HINT_BIT) {
1222 /* OK to memcpy */
1223 dst->Hint = src->Hint;
1224 }
1225 if (mask & GL_LIGHTING_BIT) {
1226 GLuint i;
1227 /* begin with memcpy */
1228 dst->Light = src->Light;
1229 /* fixup linked lists to prevent pointer insanity */
1230 make_empty_list( &(dst->Light.EnabledList) );
1231 for (i = 0; i < MAX_LIGHTS; i++) {
1232 if (dst->Light.Light[i].Enabled) {
1233 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1234 }
1235 }
1236 }
1237 if (mask & GL_LINE_BIT) {
1238 /* OK to memcpy */
1239 dst->Line = src->Line;
1240 }
1241 if (mask & GL_LIST_BIT) {
1242 /* OK to memcpy */
1243 dst->List = src->List;
1244 }
1245 if (mask & GL_PIXEL_MODE_BIT) {
1246 /* OK to memcpy */
1247 dst->Pixel = src->Pixel;
1248 }
1249 if (mask & GL_POINT_BIT) {
1250 /* OK to memcpy */
1251 dst->Point = src->Point;
1252 }
1253 if (mask & GL_POLYGON_BIT) {
1254 /* OK to memcpy */
1255 dst->Polygon = src->Polygon;
1256 }
1257 if (mask & GL_POLYGON_STIPPLE_BIT) {
1258 /* Use loop instead of memcpy due to problem with Portland Group's
1259 * C compiler. Reported by John Stone.
1260 */
1261 GLuint i;
1262 for (i = 0; i < 32; i++) {
1263 dst->PolygonStipple[i] = src->PolygonStipple[i];
1264 }
1265 }
1266 if (mask & GL_SCISSOR_BIT) {
1267 /* OK to memcpy */
1268 dst->Scissor = src->Scissor;
1269 }
1270 if (mask & GL_STENCIL_BUFFER_BIT) {
1271 /* OK to memcpy */
1272 dst->Stencil = src->Stencil;
1273 }
1274 if (mask & GL_TEXTURE_BIT) {
1275 /* Cannot memcpy because of pointers */
1276 _mesa_copy_texture_state(src, dst);
1277 }
1278 if (mask & GL_TRANSFORM_BIT) {
1279 /* OK to memcpy */
1280 dst->Transform = src->Transform;
1281 }
1282 if (mask & GL_VIEWPORT_BIT) {
1283 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1284 dst->Viewport.X = src->Viewport.X;
1285 dst->Viewport.Y = src->Viewport.Y;
1286 dst->Viewport.Width = src->Viewport.Width;
1287 dst->Viewport.Height = src->Viewport.Height;
1288 dst->Viewport.Near = src->Viewport.Near;
1289 dst->Viewport.Far = src->Viewport.Far;
1290 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1291 }
1292
1293 /* XXX FIXME: Call callbacks?
1294 */
1295 dst->NewState = _NEW_ALL;
1296 dst->NewDriverState = ~0;
1297 }
1298 #endif
1299
1300
1301 /**
1302 * Check if the given context can render into the given framebuffer
1303 * by checking visual attributes.
1304 *
1305 * Most of these tests could go away because Mesa is now pretty flexible
1306 * in terms of mixing rendering contexts with framebuffers. As long
1307 * as RGB vs. CI mode agree, we're probably good.
1308 *
1309 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1310 */
1311 static GLboolean
1312 check_compatible(const struct gl_context *ctx,
1313 const struct gl_framebuffer *buffer)
1314 {
1315 const struct gl_config *ctxvis = &ctx->Visual;
1316 const struct gl_config *bufvis = &buffer->Visual;
1317
1318 if (buffer == _mesa_get_incomplete_framebuffer())
1319 return GL_TRUE;
1320
1321 #if 0
1322 /* disabling this fixes the fgl_glxgears pbuffer demo */
1323 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1324 return GL_FALSE;
1325 #endif
1326 if (ctxvis->stereoMode && !bufvis->stereoMode)
1327 return GL_FALSE;
1328 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1329 return GL_FALSE;
1330 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1331 return GL_FALSE;
1332 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1333 return GL_FALSE;
1334 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1335 return GL_FALSE;
1336 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1337 return GL_FALSE;
1338 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1339 return GL_FALSE;
1340 #if 0
1341 /* disabled (see bug 11161) */
1342 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1343 return GL_FALSE;
1344 #endif
1345 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1346 return GL_FALSE;
1347
1348 return GL_TRUE;
1349 }
1350
1351
1352 /**
1353 * Do one-time initialization for the given framebuffer. Specifically,
1354 * ask the driver for the window's current size and update the framebuffer
1355 * object to match.
1356 * Really, the device driver should totally take care of this.
1357 */
1358 static void
1359 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1360 {
1361 GLuint width, height;
1362 if (ctx->Driver.GetBufferSize) {
1363 ctx->Driver.GetBufferSize(fb, &width, &height);
1364 if (ctx->Driver.ResizeBuffers)
1365 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1366 fb->Initialized = GL_TRUE;
1367 }
1368 }
1369
1370
1371 /**
1372 * Check if the viewport/scissor size has not yet been initialized.
1373 * Initialize the size if the given width and height are non-zero.
1374 */
1375 void
1376 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1377 {
1378 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1379 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1380 * potential infinite recursion.
1381 */
1382 ctx->ViewportInitialized = GL_TRUE;
1383 _mesa_set_viewport(ctx, 0, 0, width, height);
1384 _mesa_set_scissor(ctx, 0, 0, width, height);
1385 }
1386 }
1387
1388
1389 /**
1390 * Bind the given context to the given drawBuffer and readBuffer and
1391 * make it the current context for the calling thread.
1392 * We'll render into the drawBuffer and read pixels from the
1393 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1394 *
1395 * We check that the context's and framebuffer's visuals are compatible
1396 * and return immediately if they're not.
1397 *
1398 * \param newCtx the new GL context. If NULL then there will be no current GL
1399 * context.
1400 * \param drawBuffer the drawing framebuffer
1401 * \param readBuffer the reading framebuffer
1402 */
1403 GLboolean
1404 _mesa_make_current( struct gl_context *newCtx,
1405 struct gl_framebuffer *drawBuffer,
1406 struct gl_framebuffer *readBuffer )
1407 {
1408 GET_CURRENT_CONTEXT(curCtx);
1409
1410 if (MESA_VERBOSE & VERBOSE_API)
1411 _mesa_debug(newCtx, "_mesa_make_current()\n");
1412
1413 /* Check that the context's and framebuffer's visuals are compatible.
1414 */
1415 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1416 if (!check_compatible(newCtx, drawBuffer)) {
1417 _mesa_warning(newCtx,
1418 "MakeCurrent: incompatible visuals for context and drawbuffer");
1419 return GL_FALSE;
1420 }
1421 }
1422 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1423 if (!check_compatible(newCtx, readBuffer)) {
1424 _mesa_warning(newCtx,
1425 "MakeCurrent: incompatible visuals for context and readbuffer");
1426 return GL_FALSE;
1427 }
1428 }
1429
1430 if (curCtx &&
1431 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1432 /* make sure this context is valid for flushing */
1433 curCtx != newCtx)
1434 _mesa_flush(curCtx);
1435
1436 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1437 _glapi_set_context((void *) newCtx);
1438 ASSERT(_mesa_get_current_context() == newCtx);
1439
1440 if (!newCtx) {
1441 _glapi_set_dispatch(NULL); /* none current */
1442 }
1443 else {
1444 _glapi_set_dispatch(newCtx->CurrentDispatch);
1445
1446 if (drawBuffer && readBuffer) {
1447 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1448 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1449 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1450 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1451
1452 /*
1453 * Only set the context's Draw/ReadBuffer fields if they're NULL
1454 * or not bound to a user-created FBO.
1455 */
1456 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1457 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1458 /* Update the FBO's list of drawbuffers/renderbuffers.
1459 * For winsys FBOs this comes from the GL state (which may have
1460 * changed since the last time this FBO was bound).
1461 */
1462 _mesa_update_draw_buffers(newCtx);
1463 }
1464 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1465 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1466 }
1467
1468 /* XXX only set this flag if we're really changing the draw/read
1469 * framebuffer bindings.
1470 */
1471 newCtx->NewState |= _NEW_BUFFERS;
1472
1473 #if 1
1474 /* We want to get rid of these lines: */
1475
1476 #if _HAVE_FULL_GL
1477 if (!drawBuffer->Initialized) {
1478 initialize_framebuffer_size(newCtx, drawBuffer);
1479 }
1480 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1481 initialize_framebuffer_size(newCtx, readBuffer);
1482 }
1483
1484 _mesa_resizebuffers(newCtx);
1485 #endif
1486
1487 #else
1488 /* We want the drawBuffer and readBuffer to be initialized by
1489 * the driver.
1490 * This generally means the Width and Height match the actual
1491 * window size and the renderbuffers (both hardware and software
1492 * based) are allocated to match. The later can generally be
1493 * done with a call to _mesa_resize_framebuffer().
1494 *
1495 * It's theoretically possible for a buffer to have zero width
1496 * or height, but for now, assert check that the driver did what's
1497 * expected of it.
1498 */
1499 ASSERT(drawBuffer->Width > 0);
1500 ASSERT(drawBuffer->Height > 0);
1501 #endif
1502
1503 if (drawBuffer) {
1504 _mesa_check_init_viewport(newCtx,
1505 drawBuffer->Width, drawBuffer->Height);
1506 }
1507 }
1508
1509 if (newCtx->FirstTimeCurrent) {
1510 _mesa_compute_version(newCtx);
1511
1512 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1513
1514 check_context_limits(newCtx);
1515
1516 /* We can use this to help debug user's problems. Tell them to set
1517 * the MESA_INFO env variable before running their app. Then the
1518 * first time each context is made current we'll print some useful
1519 * information.
1520 */
1521 if (_mesa_getenv("MESA_INFO")) {
1522 _mesa_print_info();
1523 }
1524
1525 newCtx->FirstTimeCurrent = GL_FALSE;
1526 }
1527 }
1528
1529 return GL_TRUE;
1530 }
1531
1532
1533 /**
1534 * Make context 'ctx' share the display lists, textures and programs
1535 * that are associated with 'ctxToShare'.
1536 * Any display lists, textures or programs associated with 'ctx' will
1537 * be deleted if nobody else is sharing them.
1538 */
1539 GLboolean
1540 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1541 {
1542 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1543 struct gl_shared_state *oldShared = NULL;
1544
1545 /* save ref to old state to prevent it from being deleted immediately */
1546 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1547
1548 /* update ctx's Shared pointer */
1549 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1550
1551 update_default_objects(ctx);
1552
1553 /* release the old shared state */
1554 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1555
1556 return GL_TRUE;
1557 }
1558 else {
1559 return GL_FALSE;
1560 }
1561 }
1562
1563
1564
1565 /**
1566 * \return pointer to the current GL context for this thread.
1567 *
1568 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1569 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1570 * context.h.
1571 */
1572 struct gl_context *
1573 _mesa_get_current_context( void )
1574 {
1575 return (struct gl_context *) _glapi_get_context();
1576 }
1577
1578
1579 /**
1580 * Get context's current API dispatch table.
1581 *
1582 * It'll either be the immediate-mode execute dispatcher or the display list
1583 * compile dispatcher.
1584 *
1585 * \param ctx GL context.
1586 *
1587 * \return pointer to dispatch_table.
1588 *
1589 * Simply returns __struct gl_contextRec::CurrentDispatch.
1590 */
1591 struct _glapi_table *
1592 _mesa_get_dispatch(struct gl_context *ctx)
1593 {
1594 return ctx->CurrentDispatch;
1595 }
1596
1597 /*@}*/
1598
1599
1600 /**********************************************************************/
1601 /** \name Miscellaneous functions */
1602 /**********************************************************************/
1603 /*@{*/
1604
1605 /**
1606 * Record an error.
1607 *
1608 * \param ctx GL context.
1609 * \param error error code.
1610 *
1611 * Records the given error code and call the driver's dd_function_table::Error
1612 * function if defined.
1613 *
1614 * \sa
1615 * This is called via _mesa_error().
1616 */
1617 void
1618 _mesa_record_error(struct gl_context *ctx, GLenum error)
1619 {
1620 if (!ctx)
1621 return;
1622
1623 if (ctx->ErrorValue == GL_NO_ERROR) {
1624 ctx->ErrorValue = error;
1625 }
1626
1627 /* Call device driver's error handler, if any. This is used on the Mac. */
1628 if (ctx->Driver.Error) {
1629 ctx->Driver.Error(ctx);
1630 }
1631 }
1632
1633
1634 /**
1635 * Flush commands and wait for completion.
1636 */
1637 void
1638 _mesa_finish(struct gl_context *ctx)
1639 {
1640 FLUSH_VERTICES( ctx, 0 );
1641 FLUSH_CURRENT( ctx, 0 );
1642 if (ctx->Driver.Finish) {
1643 ctx->Driver.Finish(ctx);
1644 }
1645 }
1646
1647
1648 /**
1649 * Flush commands.
1650 */
1651 void
1652 _mesa_flush(struct gl_context *ctx)
1653 {
1654 FLUSH_VERTICES( ctx, 0 );
1655 FLUSH_CURRENT( ctx, 0 );
1656 if (ctx->Driver.Flush) {
1657 ctx->Driver.Flush(ctx);
1658 }
1659 }
1660
1661
1662
1663 /**
1664 * Execute glFinish().
1665 *
1666 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1667 * dd_function_table::Finish driver callback, if not NULL.
1668 */
1669 void GLAPIENTRY
1670 _mesa_Finish(void)
1671 {
1672 GET_CURRENT_CONTEXT(ctx);
1673 ASSERT_OUTSIDE_BEGIN_END(ctx);
1674 _mesa_finish(ctx);
1675 }
1676
1677
1678 /**
1679 * Execute glFlush().
1680 *
1681 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1682 * dd_function_table::Flush driver callback, if not NULL.
1683 */
1684 void GLAPIENTRY
1685 _mesa_Flush(void)
1686 {
1687 GET_CURRENT_CONTEXT(ctx);
1688 ASSERT_OUTSIDE_BEGIN_END(ctx);
1689 _mesa_flush(ctx);
1690 }
1691
1692
1693 /**
1694 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1695 * MUL/MAD, or vice versa, call this function to register that.
1696 * Otherwise we default to MUL/MAD.
1697 */
1698 void
1699 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1700 GLboolean flag )
1701 {
1702 ctx->mvp_with_dp4 = flag;
1703 }
1704
1705 /*
1706 * ARB_blend_func_extended - ERRORS section
1707 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1708 * implicitly calls Begin if any draw buffer has a blend function requiring the
1709 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1710 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1711 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1712 */
1713 static GLboolean
1714 _mesa_check_blend_func_error(struct gl_context *ctx)
1715 {
1716 GLuint i;
1717 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1718 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1719 i++) {
1720 if (ctx->Color.Blend[i]._UsesDualSrc) {
1721 _mesa_error(ctx, GL_INVALID_OPERATION,
1722 "dual source blend on illegal attachment");
1723 return GL_FALSE;
1724 }
1725 }
1726 return GL_TRUE;
1727 }
1728
1729 /**
1730 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1731 * is called to see if it's valid to render. This involves checking that
1732 * the current shader is valid and the framebuffer is complete.
1733 * If an error is detected it'll be recorded here.
1734 * \return GL_TRUE if OK to render, GL_FALSE if not
1735 */
1736 GLboolean
1737 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1738 {
1739 bool vert_from_glsl_shader = false;
1740 bool geom_from_glsl_shader = false;
1741 bool frag_from_glsl_shader = false;
1742
1743 /* This depends on having up to date derived state (shaders) */
1744 if (ctx->NewState)
1745 _mesa_update_state(ctx);
1746
1747 if (ctx->Shader.CurrentVertexProgram) {
1748 vert_from_glsl_shader = true;
1749
1750 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1751 _mesa_error(ctx, GL_INVALID_OPERATION,
1752 "%s(shader not linked)", where);
1753 return GL_FALSE;
1754 }
1755 #if 0 /* not normally enabled */
1756 {
1757 char errMsg[100];
1758 if (!_mesa_validate_shader_program(ctx,
1759 ctx->Shader.CurrentVertexProgram,
1760 errMsg)) {
1761 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1762 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1763 }
1764 }
1765 #endif
1766 }
1767
1768 if (ctx->Shader.CurrentGeometryProgram) {
1769 geom_from_glsl_shader = true;
1770
1771 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1772 _mesa_error(ctx, GL_INVALID_OPERATION,
1773 "%s(shader not linked)", where);
1774 return GL_FALSE;
1775 }
1776 #if 0 /* not normally enabled */
1777 {
1778 char errMsg[100];
1779 if (!_mesa_validate_shader_program(ctx,
1780 ctx->Shader.CurrentGeometryProgram,
1781 errMsg)) {
1782 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1783 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1784 }
1785 }
1786 #endif
1787 }
1788
1789 if (ctx->Shader.CurrentFragmentProgram) {
1790 frag_from_glsl_shader = true;
1791
1792 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1793 _mesa_error(ctx, GL_INVALID_OPERATION,
1794 "%s(shader not linked)", where);
1795 return GL_FALSE;
1796 }
1797 #if 0 /* not normally enabled */
1798 {
1799 char errMsg[100];
1800 if (!_mesa_validate_shader_program(ctx,
1801 ctx->Shader.CurrentFragmentProgram,
1802 errMsg)) {
1803 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1804 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1805 }
1806 }
1807 #endif
1808 }
1809
1810 /* Any shader stages that are not supplied by the GLSL shader and have
1811 * assembly shaders enabled must now be validated.
1812 */
1813 if (!vert_from_glsl_shader
1814 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1815 _mesa_error(ctx, GL_INVALID_OPERATION,
1816 "%s(vertex program not valid)", where);
1817 return GL_FALSE;
1818 }
1819
1820 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1821 * FINISHME: geometry program should validated here.
1822 */
1823 (void) geom_from_glsl_shader;
1824
1825 if (!frag_from_glsl_shader) {
1826 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1827 _mesa_error(ctx, GL_INVALID_OPERATION,
1828 "%s(fragment program not valid)", where);
1829 return GL_FALSE;
1830 }
1831
1832 /* If drawing to integer-valued color buffers, there must be an
1833 * active fragment shader (GL_EXT_texture_integer).
1834 */
1835 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1836 _mesa_error(ctx, GL_INVALID_OPERATION,
1837 "%s(integer format but no fragment shader)", where);
1838 return GL_FALSE;
1839 }
1840 }
1841
1842 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1843 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1844 "%s(incomplete framebuffer)", where);
1845 return GL_FALSE;
1846 }
1847
1848 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1849 return GL_FALSE;
1850 }
1851
1852 #ifdef DEBUG
1853 if (ctx->Shader.Flags & GLSL_LOG) {
1854 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1855 gl_shader_type i;
1856
1857 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1858 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1859 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1860
1861 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1862 if (shProg[i] == NULL || shProg[i]->_Used
1863 || shProg[i]->_LinkedShaders[i] == NULL)
1864 continue;
1865
1866 /* This is the first time this shader is being used.
1867 * Append shader's constants/uniforms to log file.
1868 *
1869 * Only log data for the program target that matches the shader
1870 * target. It's possible to have a program bound to the vertex
1871 * shader target that also supplied a fragment shader. If that
1872 * program isn't also bound to the fragment shader target we don't
1873 * want to log its fragment data.
1874 */
1875 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1876 }
1877
1878 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1879 if (shProg[i] != NULL)
1880 shProg[i]->_Used = GL_TRUE;
1881 }
1882 }
1883 #endif
1884
1885 return GL_TRUE;
1886 }
1887
1888
1889 /*@}*/