mesa: Keep a computed value for dual source blend func with each buffer.
[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 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545 }
546
547
548 /**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553 static void
554 _mesa_init_constants(struct gl_context *ctx)
555 {
556 assert(ctx);
557
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = 6;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 #endif
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 #endif
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599 #endif
600 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
602
603 /* CheckArrayBounds is overriden by drivers/x11 for X server */
604 ctx->Const.CheckArrayBounds = GL_FALSE;
605
606 /* GL_ARB_draw_buffers */
607 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
608
609 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
612 #endif
613
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
618 #endif
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625 #endif
626
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
630 _mesa_override_glsl_version(ctx);
631 }
632 else if (ctx->API == API_OPENGLES2) {
633 ctx->Const.GLSLVersion = 100;
634 }
635 else if (ctx->API == API_OPENGLES) {
636 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
637 }
638
639 /* GL_ARB_framebuffer_object */
640 ctx->Const.MaxSamples = 0;
641
642 /* GL_ARB_sync */
643 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644
645 /* GL_ATI_envmap_bumpmap */
646 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647
648 /* GL_EXT_provoking_vertex */
649 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650
651 /* GL_EXT_transform_feedback */
652 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655
656 /* GL 3.2: hard-coded for now: */
657 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
658
659 /** GL_EXT_gpu_shader4 */
660 ctx->Const.MinProgramTexelOffset = -8;
661 ctx->Const.MaxProgramTexelOffset = 7;
662
663 /* GL_ARB_robustness */
664 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
665
666 /* PrimitiveRestart */
667 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
668 }
669
670
671 /**
672 * Do some sanity checks on the limits/constants for the given context.
673 * Only called the first time a context is bound.
674 */
675 static void
676 check_context_limits(struct gl_context *ctx)
677 {
678 /* check that we don't exceed the size of various bitfields */
679 assert(VERT_RESULT_MAX <=
680 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
681 assert(FRAG_ATTRIB_MAX <=
682 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
683
684 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
685
686 /* shader-related checks */
687 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
688 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
689
690 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
691 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
692 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
693 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
694
695 /* Texture unit checks */
696 assert(ctx->Const.MaxTextureImageUnits > 0);
697 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
698 assert(ctx->Const.MaxTextureCoordUnits > 0);
699 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
700 assert(ctx->Const.MaxTextureUnits > 0);
701 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
702 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
703 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
704 ctx->Const.MaxTextureCoordUnits));
705 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
706 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
707 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
708 /* number of coord units cannot be greater than number of image units */
709 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
710
711
712 /* Texture size checks */
713 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
714 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
715 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
716 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
717
718 /* Texture level checks */
719 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
720 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
721
722 /* Max texture size should be <= max viewport size (render to texture) */
723 assert((1 << (ctx->Const.MaxTextureLevels - 1))
724 <= ctx->Const.MaxViewportWidth);
725 assert((1 << (ctx->Const.MaxTextureLevels - 1))
726 <= ctx->Const.MaxViewportHeight);
727
728 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
729
730 /* if this fails, add more enum values to gl_buffer_index */
731 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
732
733 /* XXX probably add more tests */
734 }
735
736
737 /**
738 * Initialize the attribute groups in a GL context.
739 *
740 * \param ctx GL context.
741 *
742 * Initializes all the attributes, calling the respective <tt>init*</tt>
743 * functions for the more complex data structures.
744 */
745 static GLboolean
746 init_attrib_groups(struct gl_context *ctx)
747 {
748 assert(ctx);
749
750 /* Constants */
751 _mesa_init_constants( ctx );
752
753 /* Extensions */
754 _mesa_init_extensions( ctx );
755
756 /* Attribute Groups */
757 _mesa_init_accum( ctx );
758 _mesa_init_attrib( ctx );
759 _mesa_init_buffer_objects( ctx );
760 _mesa_init_color( ctx );
761 _mesa_init_current( ctx );
762 _mesa_init_depth( ctx );
763 _mesa_init_debug( ctx );
764 _mesa_init_display_list( ctx );
765 _mesa_init_errors( ctx );
766 _mesa_init_eval( ctx );
767 _mesa_init_fbobjects( ctx );
768 _mesa_init_feedback( ctx );
769 _mesa_init_fog( ctx );
770 _mesa_init_hint( ctx );
771 _mesa_init_line( ctx );
772 _mesa_init_lighting( ctx );
773 _mesa_init_matrix( ctx );
774 _mesa_init_multisample( ctx );
775 _mesa_init_pixel( ctx );
776 _mesa_init_pixelstore( ctx );
777 _mesa_init_point( ctx );
778 _mesa_init_polygon( ctx );
779 _mesa_init_program( ctx );
780 _mesa_init_queryobj( ctx );
781 _mesa_init_sync( ctx );
782 _mesa_init_rastpos( ctx );
783 _mesa_init_scissor( ctx );
784 _mesa_init_shader_state( ctx );
785 _mesa_init_stencil( ctx );
786 _mesa_init_transform( ctx );
787 _mesa_init_transform_feedback( ctx );
788 _mesa_init_varray( ctx );
789 _mesa_init_viewport( ctx );
790
791 if (!_mesa_init_texture( ctx ))
792 return GL_FALSE;
793
794 _mesa_init_texture_s3tc( ctx );
795
796 /* Miscellaneous */
797 ctx->NewState = _NEW_ALL;
798 ctx->NewDriverState = ~0;
799 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
800 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
801 ctx->varying_vp_inputs = VERT_BIT_ALL;
802
803 return GL_TRUE;
804 }
805
806
807 /**
808 * Update default objects in a GL context with respect to shared state.
809 *
810 * \param ctx GL context.
811 *
812 * Removes references to old default objects, (texture objects, program
813 * objects, etc.) and changes to reference those from the current shared
814 * state.
815 */
816 static GLboolean
817 update_default_objects(struct gl_context *ctx)
818 {
819 assert(ctx);
820
821 _mesa_update_default_objects_program(ctx);
822 _mesa_update_default_objects_texture(ctx);
823 _mesa_update_default_objects_buffer_objects(ctx);
824
825 return GL_TRUE;
826 }
827
828
829 /**
830 * This is the default function we plug into all dispatch table slots
831 * This helps prevents a segfault when someone calls a GL function without
832 * first checking if the extension's supported.
833 */
834 static int
835 generic_nop(void)
836 {
837 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
838 return 0;
839 }
840
841
842 /**
843 * Allocate and initialize a new dispatch table.
844 */
845 struct _glapi_table *
846 _mesa_alloc_dispatch_table(int size)
847 {
848 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
849 * In practice, this'll be the same for stand-alone Mesa. But for DRI
850 * Mesa we do this to accomodate different versions of libGL and various
851 * DRI drivers.
852 */
853 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
854 struct _glapi_table *table;
855
856 /* should never happen, but just in case */
857 numEntries = MAX2(numEntries, size);
858
859 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
860 if (table) {
861 _glapi_proc *entry = (_glapi_proc *) table;
862 GLint i;
863 for (i = 0; i < numEntries; i++) {
864 entry[i] = (_glapi_proc) generic_nop;
865 }
866 }
867 return table;
868 }
869
870
871 /**
872 * Initialize a struct gl_context struct (rendering context).
873 *
874 * This includes allocating all the other structs and arrays which hang off of
875 * the context by pointers.
876 * Note that the driver needs to pass in its dd_function_table here since
877 * we need to at least call driverFunctions->NewTextureObject to create the
878 * default texture objects.
879 *
880 * Called by _mesa_create_context().
881 *
882 * Performs the imports and exports callback tables initialization, and
883 * miscellaneous one-time initializations. If no shared context is supplied one
884 * is allocated, and increase its reference count. Setups the GL API dispatch
885 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
886 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
887 * for debug flags.
888 *
889 * \param ctx the context to initialize
890 * \param api the GL API type to create the context for
891 * \param visual describes the visual attributes for this context
892 * \param share_list points to context to share textures, display lists,
893 * etc with, or NULL
894 * \param driverFunctions table of device driver functions for this context
895 * to use
896 * \param driverContext pointer to driver-specific context data
897 */
898 GLboolean
899 _mesa_initialize_context(struct gl_context *ctx,
900 gl_api api,
901 const struct gl_config *visual,
902 struct gl_context *share_list,
903 const struct dd_function_table *driverFunctions,
904 void *driverContext)
905 {
906 struct gl_shared_state *shared;
907 int i;
908
909 /*ASSERT(driverContext);*/
910 assert(driverFunctions->NewTextureObject);
911 assert(driverFunctions->FreeTextureImageBuffer);
912
913 ctx->API = api;
914 ctx->Visual = *visual;
915 ctx->DrawBuffer = NULL;
916 ctx->ReadBuffer = NULL;
917 ctx->WinSysDrawBuffer = NULL;
918 ctx->WinSysReadBuffer = NULL;
919
920 /* misc one-time initializations */
921 one_time_init(ctx);
922
923 /* Plug in driver functions and context pointer here.
924 * This is important because when we call alloc_shared_state() below
925 * we'll call ctx->Driver.NewTextureObject() to create the default
926 * textures.
927 */
928 ctx->Driver = *driverFunctions;
929 ctx->DriverCtx = driverContext;
930
931 if (share_list) {
932 /* share state with another context */
933 shared = share_list->Shared;
934 }
935 else {
936 /* allocate new, unshared state */
937 shared = _mesa_alloc_shared_state(ctx);
938 if (!shared)
939 return GL_FALSE;
940 }
941
942 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
943
944 if (!init_attrib_groups( ctx )) {
945 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
946 return GL_FALSE;
947 }
948
949 #if FEATURE_dispatch
950 /* setup the API dispatch tables */
951 switch (ctx->API) {
952 #if FEATURE_GL
953 case API_OPENGL:
954 ctx->Exec = _mesa_create_exec_table();
955 break;
956 #endif
957 #if FEATURE_ES1
958 case API_OPENGLES:
959 ctx->Exec = _mesa_create_exec_table_es1();
960 break;
961 #endif
962 #if FEATURE_ES2
963 case API_OPENGLES2:
964 ctx->Exec = _mesa_create_exec_table_es2();
965 break;
966 #endif
967 default:
968 _mesa_problem(ctx, "unknown or unsupported API");
969 break;
970 }
971
972 if (!ctx->Exec) {
973 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
974 return GL_FALSE;
975 }
976 #endif
977 ctx->CurrentDispatch = ctx->Exec;
978
979 ctx->FragmentProgram._MaintainTexEnvProgram
980 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
981
982 ctx->VertexProgram._MaintainTnlProgram
983 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
984 if (ctx->VertexProgram._MaintainTnlProgram) {
985 /* this is required... */
986 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
987 }
988
989 /* Mesa core handles all the formats that mesa core knows about.
990 * Drivers will want to override this list with just the formats
991 * they can handle, and confirm that appropriate fallbacks exist in
992 * _mesa_choose_tex_format().
993 */
994 memset(&ctx->TextureFormatSupported, GL_TRUE,
995 sizeof(ctx->TextureFormatSupported));
996
997 switch (ctx->API) {
998 case API_OPENGL:
999 #if FEATURE_dlist
1000 ctx->Save = _mesa_create_save_table();
1001 if (!ctx->Save) {
1002 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1003 free(ctx->Exec);
1004 return GL_FALSE;
1005 }
1006
1007 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1008 #endif
1009 break;
1010 case API_OPENGLES:
1011 /**
1012 * GL_OES_texture_cube_map says
1013 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1014 */
1015 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1016 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1017 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1018 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1019 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1020 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1021 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1022 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1023 }
1024 break;
1025 case API_OPENGLES2:
1026 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1027 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1028 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1029 break;
1030 }
1031
1032 ctx->FirstTimeCurrent = GL_TRUE;
1033
1034 return GL_TRUE;
1035 }
1036
1037
1038 /**
1039 * Allocate and initialize a struct gl_context structure.
1040 * Note that the driver needs to pass in its dd_function_table here since
1041 * we need to at least call driverFunctions->NewTextureObject to initialize
1042 * the rendering context.
1043 *
1044 * \param api the GL API type to create the context for
1045 * \param visual a struct gl_config pointer (we copy the struct contents)
1046 * \param share_list another context to share display lists with or NULL
1047 * \param driverFunctions points to the dd_function_table into which the
1048 * driver has plugged in all its special functions.
1049 * \param driverContext points to the device driver's private context state
1050 *
1051 * \return pointer to a new __struct gl_contextRec or NULL if error.
1052 */
1053 struct gl_context *
1054 _mesa_create_context(gl_api api,
1055 const struct gl_config *visual,
1056 struct gl_context *share_list,
1057 const struct dd_function_table *driverFunctions,
1058 void *driverContext)
1059 {
1060 struct gl_context *ctx;
1061
1062 ASSERT(visual);
1063 /*ASSERT(driverContext);*/
1064
1065 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1066 if (!ctx)
1067 return NULL;
1068
1069 if (_mesa_initialize_context(ctx, api, visual, share_list,
1070 driverFunctions, driverContext)) {
1071 return ctx;
1072 }
1073 else {
1074 free(ctx);
1075 return NULL;
1076 }
1077 }
1078
1079
1080 /**
1081 * Free the data associated with the given context.
1082 *
1083 * But doesn't free the struct gl_context struct itself.
1084 *
1085 * \sa _mesa_initialize_context() and init_attrib_groups().
1086 */
1087 void
1088 _mesa_free_context_data( struct gl_context *ctx )
1089 {
1090 if (!_mesa_get_current_context()){
1091 /* No current context, but we may need one in order to delete
1092 * texture objs, etc. So temporarily bind the context now.
1093 */
1094 _mesa_make_current(ctx, NULL, NULL);
1095 }
1096
1097 /* unreference WinSysDraw/Read buffers */
1098 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1099 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1100 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1101 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1102
1103 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1104 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1105 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1106
1107 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1108 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1109 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1110
1111 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1112 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1113
1114 _mesa_free_attrib_data(ctx);
1115 _mesa_free_buffer_objects(ctx);
1116 _mesa_free_lighting_data( ctx );
1117 _mesa_free_eval_data( ctx );
1118 _mesa_free_texture_data( ctx );
1119 _mesa_free_matrix_data( ctx );
1120 _mesa_free_viewport_data( ctx );
1121 _mesa_free_program_data(ctx);
1122 _mesa_free_shader_state(ctx);
1123 _mesa_free_queryobj_data(ctx);
1124 _mesa_free_sync_data(ctx);
1125 _mesa_free_varray_data(ctx);
1126 _mesa_free_transform_feedback(ctx);
1127
1128 #if FEATURE_ARB_pixel_buffer_object
1129 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1130 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1131 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1132 #endif
1133
1134 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1135
1136 /* free dispatch tables */
1137 free(ctx->Exec);
1138 free(ctx->Save);
1139
1140 /* Shared context state (display lists, textures, etc) */
1141 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1142
1143 /* needs to be after freeing shared state */
1144 _mesa_free_display_list_data(ctx);
1145
1146 _mesa_free_errors_data(ctx);
1147
1148 if (ctx->Extensions.String)
1149 free((void *) ctx->Extensions.String);
1150
1151 if (ctx->VersionString)
1152 free(ctx->VersionString);
1153
1154 /* unbind the context if it's currently bound */
1155 if (ctx == _mesa_get_current_context()) {
1156 _mesa_make_current(NULL, NULL, NULL);
1157 }
1158 }
1159
1160
1161 /**
1162 * Destroy a struct gl_context structure.
1163 *
1164 * \param ctx GL context.
1165 *
1166 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1167 */
1168 void
1169 _mesa_destroy_context( struct gl_context *ctx )
1170 {
1171 if (ctx) {
1172 _mesa_free_context_data(ctx);
1173 free( (void *) ctx );
1174 }
1175 }
1176
1177
1178 #if _HAVE_FULL_GL
1179 /**
1180 * Copy attribute groups from one context to another.
1181 *
1182 * \param src source context
1183 * \param dst destination context
1184 * \param mask bitwise OR of GL_*_BIT flags
1185 *
1186 * According to the bits specified in \p mask, copies the corresponding
1187 * attributes from \p src into \p dst. For many of the attributes a simple \c
1188 * memcpy is not enough due to the existence of internal pointers in their data
1189 * structures.
1190 */
1191 void
1192 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1193 GLuint mask )
1194 {
1195 if (mask & GL_ACCUM_BUFFER_BIT) {
1196 /* OK to memcpy */
1197 dst->Accum = src->Accum;
1198 }
1199 if (mask & GL_COLOR_BUFFER_BIT) {
1200 /* OK to memcpy */
1201 dst->Color = src->Color;
1202 }
1203 if (mask & GL_CURRENT_BIT) {
1204 /* OK to memcpy */
1205 dst->Current = src->Current;
1206 }
1207 if (mask & GL_DEPTH_BUFFER_BIT) {
1208 /* OK to memcpy */
1209 dst->Depth = src->Depth;
1210 }
1211 if (mask & GL_ENABLE_BIT) {
1212 /* no op */
1213 }
1214 if (mask & GL_EVAL_BIT) {
1215 /* OK to memcpy */
1216 dst->Eval = src->Eval;
1217 }
1218 if (mask & GL_FOG_BIT) {
1219 /* OK to memcpy */
1220 dst->Fog = src->Fog;
1221 }
1222 if (mask & GL_HINT_BIT) {
1223 /* OK to memcpy */
1224 dst->Hint = src->Hint;
1225 }
1226 if (mask & GL_LIGHTING_BIT) {
1227 GLuint i;
1228 /* begin with memcpy */
1229 dst->Light = src->Light;
1230 /* fixup linked lists to prevent pointer insanity */
1231 make_empty_list( &(dst->Light.EnabledList) );
1232 for (i = 0; i < MAX_LIGHTS; i++) {
1233 if (dst->Light.Light[i].Enabled) {
1234 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1235 }
1236 }
1237 }
1238 if (mask & GL_LINE_BIT) {
1239 /* OK to memcpy */
1240 dst->Line = src->Line;
1241 }
1242 if (mask & GL_LIST_BIT) {
1243 /* OK to memcpy */
1244 dst->List = src->List;
1245 }
1246 if (mask & GL_PIXEL_MODE_BIT) {
1247 /* OK to memcpy */
1248 dst->Pixel = src->Pixel;
1249 }
1250 if (mask & GL_POINT_BIT) {
1251 /* OK to memcpy */
1252 dst->Point = src->Point;
1253 }
1254 if (mask & GL_POLYGON_BIT) {
1255 /* OK to memcpy */
1256 dst->Polygon = src->Polygon;
1257 }
1258 if (mask & GL_POLYGON_STIPPLE_BIT) {
1259 /* Use loop instead of memcpy due to problem with Portland Group's
1260 * C compiler. Reported by John Stone.
1261 */
1262 GLuint i;
1263 for (i = 0; i < 32; i++) {
1264 dst->PolygonStipple[i] = src->PolygonStipple[i];
1265 }
1266 }
1267 if (mask & GL_SCISSOR_BIT) {
1268 /* OK to memcpy */
1269 dst->Scissor = src->Scissor;
1270 }
1271 if (mask & GL_STENCIL_BUFFER_BIT) {
1272 /* OK to memcpy */
1273 dst->Stencil = src->Stencil;
1274 }
1275 if (mask & GL_TEXTURE_BIT) {
1276 /* Cannot memcpy because of pointers */
1277 _mesa_copy_texture_state(src, dst);
1278 }
1279 if (mask & GL_TRANSFORM_BIT) {
1280 /* OK to memcpy */
1281 dst->Transform = src->Transform;
1282 }
1283 if (mask & GL_VIEWPORT_BIT) {
1284 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1285 dst->Viewport.X = src->Viewport.X;
1286 dst->Viewport.Y = src->Viewport.Y;
1287 dst->Viewport.Width = src->Viewport.Width;
1288 dst->Viewport.Height = src->Viewport.Height;
1289 dst->Viewport.Near = src->Viewport.Near;
1290 dst->Viewport.Far = src->Viewport.Far;
1291 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1292 }
1293
1294 /* XXX FIXME: Call callbacks?
1295 */
1296 dst->NewState = _NEW_ALL;
1297 dst->NewDriverState = ~0;
1298 }
1299 #endif
1300
1301
1302 /**
1303 * Check if the given context can render into the given framebuffer
1304 * by checking visual attributes.
1305 *
1306 * Most of these tests could go away because Mesa is now pretty flexible
1307 * in terms of mixing rendering contexts with framebuffers. As long
1308 * as RGB vs. CI mode agree, we're probably good.
1309 *
1310 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1311 */
1312 static GLboolean
1313 check_compatible(const struct gl_context *ctx,
1314 const struct gl_framebuffer *buffer)
1315 {
1316 const struct gl_config *ctxvis = &ctx->Visual;
1317 const struct gl_config *bufvis = &buffer->Visual;
1318
1319 if (buffer == _mesa_get_incomplete_framebuffer())
1320 return GL_TRUE;
1321
1322 #if 0
1323 /* disabling this fixes the fgl_glxgears pbuffer demo */
1324 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1325 return GL_FALSE;
1326 #endif
1327 if (ctxvis->stereoMode && !bufvis->stereoMode)
1328 return GL_FALSE;
1329 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1330 return GL_FALSE;
1331 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1332 return GL_FALSE;
1333 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1334 return GL_FALSE;
1335 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1336 return GL_FALSE;
1337 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1338 return GL_FALSE;
1339 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1340 return GL_FALSE;
1341 #if 0
1342 /* disabled (see bug 11161) */
1343 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1344 return GL_FALSE;
1345 #endif
1346 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1347 return GL_FALSE;
1348
1349 return GL_TRUE;
1350 }
1351
1352
1353 /**
1354 * Do one-time initialization for the given framebuffer. Specifically,
1355 * ask the driver for the window's current size and update the framebuffer
1356 * object to match.
1357 * Really, the device driver should totally take care of this.
1358 */
1359 static void
1360 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1361 {
1362 GLuint width, height;
1363 if (ctx->Driver.GetBufferSize) {
1364 ctx->Driver.GetBufferSize(fb, &width, &height);
1365 if (ctx->Driver.ResizeBuffers)
1366 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1367 fb->Initialized = GL_TRUE;
1368 }
1369 }
1370
1371
1372 /**
1373 * Check if the viewport/scissor size has not yet been initialized.
1374 * Initialize the size if the given width and height are non-zero.
1375 */
1376 void
1377 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1378 {
1379 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1380 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1381 * potential infinite recursion.
1382 */
1383 ctx->ViewportInitialized = GL_TRUE;
1384 _mesa_set_viewport(ctx, 0, 0, width, height);
1385 _mesa_set_scissor(ctx, 0, 0, width, height);
1386 }
1387 }
1388
1389
1390 /**
1391 * Bind the given context to the given drawBuffer and readBuffer and
1392 * make it the current context for the calling thread.
1393 * We'll render into the drawBuffer and read pixels from the
1394 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1395 *
1396 * We check that the context's and framebuffer's visuals are compatible
1397 * and return immediately if they're not.
1398 *
1399 * \param newCtx the new GL context. If NULL then there will be no current GL
1400 * context.
1401 * \param drawBuffer the drawing framebuffer
1402 * \param readBuffer the reading framebuffer
1403 */
1404 GLboolean
1405 _mesa_make_current( struct gl_context *newCtx,
1406 struct gl_framebuffer *drawBuffer,
1407 struct gl_framebuffer *readBuffer )
1408 {
1409 GET_CURRENT_CONTEXT(curCtx);
1410
1411 if (MESA_VERBOSE & VERBOSE_API)
1412 _mesa_debug(newCtx, "_mesa_make_current()\n");
1413
1414 /* Check that the context's and framebuffer's visuals are compatible.
1415 */
1416 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1417 if (!check_compatible(newCtx, drawBuffer)) {
1418 _mesa_warning(newCtx,
1419 "MakeCurrent: incompatible visuals for context and drawbuffer");
1420 return GL_FALSE;
1421 }
1422 }
1423 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1424 if (!check_compatible(newCtx, readBuffer)) {
1425 _mesa_warning(newCtx,
1426 "MakeCurrent: incompatible visuals for context and readbuffer");
1427 return GL_FALSE;
1428 }
1429 }
1430
1431 if (curCtx &&
1432 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1433 /* make sure this context is valid for flushing */
1434 curCtx != newCtx)
1435 _mesa_flush(curCtx);
1436
1437 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1438 _glapi_set_context((void *) newCtx);
1439 ASSERT(_mesa_get_current_context() == newCtx);
1440
1441 if (!newCtx) {
1442 _glapi_set_dispatch(NULL); /* none current */
1443 }
1444 else {
1445 _glapi_set_dispatch(newCtx->CurrentDispatch);
1446
1447 if (drawBuffer && readBuffer) {
1448 ASSERT(drawBuffer->Name == 0);
1449 ASSERT(readBuffer->Name == 0);
1450 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1451 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1452
1453 /*
1454 * Only set the context's Draw/ReadBuffer fields if they're NULL
1455 * or not bound to a user-created FBO.
1456 */
1457 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1458 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1459 /* Update the FBO's list of drawbuffers/renderbuffers.
1460 * For winsys FBOs this comes from the GL state (which may have
1461 * changed since the last time this FBO was bound).
1462 */
1463 _mesa_update_draw_buffers(newCtx);
1464 }
1465 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1466 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1467 }
1468
1469 /* XXX only set this flag if we're really changing the draw/read
1470 * framebuffer bindings.
1471 */
1472 newCtx->NewState |= _NEW_BUFFERS;
1473
1474 #if 1
1475 /* We want to get rid of these lines: */
1476
1477 #if _HAVE_FULL_GL
1478 if (!drawBuffer->Initialized) {
1479 initialize_framebuffer_size(newCtx, drawBuffer);
1480 }
1481 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1482 initialize_framebuffer_size(newCtx, readBuffer);
1483 }
1484
1485 _mesa_resizebuffers(newCtx);
1486 #endif
1487
1488 #else
1489 /* We want the drawBuffer and readBuffer to be initialized by
1490 * the driver.
1491 * This generally means the Width and Height match the actual
1492 * window size and the renderbuffers (both hardware and software
1493 * based) are allocated to match. The later can generally be
1494 * done with a call to _mesa_resize_framebuffer().
1495 *
1496 * It's theoretically possible for a buffer to have zero width
1497 * or height, but for now, assert check that the driver did what's
1498 * expected of it.
1499 */
1500 ASSERT(drawBuffer->Width > 0);
1501 ASSERT(drawBuffer->Height > 0);
1502 #endif
1503
1504 if (drawBuffer) {
1505 _mesa_check_init_viewport(newCtx,
1506 drawBuffer->Width, drawBuffer->Height);
1507 }
1508 }
1509
1510 if (newCtx->FirstTimeCurrent) {
1511 _mesa_compute_version(newCtx);
1512
1513 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1514
1515 check_context_limits(newCtx);
1516
1517 /* We can use this to help debug user's problems. Tell them to set
1518 * the MESA_INFO env variable before running their app. Then the
1519 * first time each context is made current we'll print some useful
1520 * information.
1521 */
1522 if (_mesa_getenv("MESA_INFO")) {
1523 _mesa_print_info();
1524 }
1525
1526 newCtx->FirstTimeCurrent = GL_FALSE;
1527 }
1528 }
1529
1530 return GL_TRUE;
1531 }
1532
1533
1534 /**
1535 * Make context 'ctx' share the display lists, textures and programs
1536 * that are associated with 'ctxToShare'.
1537 * Any display lists, textures or programs associated with 'ctx' will
1538 * be deleted if nobody else is sharing them.
1539 */
1540 GLboolean
1541 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1542 {
1543 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1544 struct gl_shared_state *oldShared = NULL;
1545
1546 /* save ref to old state to prevent it from being deleted immediately */
1547 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1548
1549 /* update ctx's Shared pointer */
1550 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1551
1552 update_default_objects(ctx);
1553
1554 /* release the old shared state */
1555 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1556
1557 return GL_TRUE;
1558 }
1559 else {
1560 return GL_FALSE;
1561 }
1562 }
1563
1564
1565
1566 /**
1567 * \return pointer to the current GL context for this thread.
1568 *
1569 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1570 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1571 * context.h.
1572 */
1573 struct gl_context *
1574 _mesa_get_current_context( void )
1575 {
1576 return (struct gl_context *) _glapi_get_context();
1577 }
1578
1579
1580 /**
1581 * Get context's current API dispatch table.
1582 *
1583 * It'll either be the immediate-mode execute dispatcher or the display list
1584 * compile dispatcher.
1585 *
1586 * \param ctx GL context.
1587 *
1588 * \return pointer to dispatch_table.
1589 *
1590 * Simply returns __struct gl_contextRec::CurrentDispatch.
1591 */
1592 struct _glapi_table *
1593 _mesa_get_dispatch(struct gl_context *ctx)
1594 {
1595 return ctx->CurrentDispatch;
1596 }
1597
1598 /*@}*/
1599
1600
1601 /**********************************************************************/
1602 /** \name Miscellaneous functions */
1603 /**********************************************************************/
1604 /*@{*/
1605
1606 /**
1607 * Record an error.
1608 *
1609 * \param ctx GL context.
1610 * \param error error code.
1611 *
1612 * Records the given error code and call the driver's dd_function_table::Error
1613 * function if defined.
1614 *
1615 * \sa
1616 * This is called via _mesa_error().
1617 */
1618 void
1619 _mesa_record_error(struct gl_context *ctx, GLenum error)
1620 {
1621 if (!ctx)
1622 return;
1623
1624 if (ctx->ErrorValue == GL_NO_ERROR) {
1625 ctx->ErrorValue = error;
1626 }
1627
1628 /* Call device driver's error handler, if any. This is used on the Mac. */
1629 if (ctx->Driver.Error) {
1630 ctx->Driver.Error(ctx);
1631 }
1632 }
1633
1634
1635 /**
1636 * Flush commands and wait for completion.
1637 */
1638 void
1639 _mesa_finish(struct gl_context *ctx)
1640 {
1641 FLUSH_VERTICES( ctx, 0 );
1642 FLUSH_CURRENT( ctx, 0 );
1643 if (ctx->Driver.Finish) {
1644 ctx->Driver.Finish(ctx);
1645 }
1646 }
1647
1648
1649 /**
1650 * Flush commands.
1651 */
1652 void
1653 _mesa_flush(struct gl_context *ctx)
1654 {
1655 FLUSH_VERTICES( ctx, 0 );
1656 FLUSH_CURRENT( ctx, 0 );
1657 if (ctx->Driver.Flush) {
1658 ctx->Driver.Flush(ctx);
1659 }
1660 }
1661
1662
1663
1664 /**
1665 * Execute glFinish().
1666 *
1667 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1668 * dd_function_table::Finish driver callback, if not NULL.
1669 */
1670 void GLAPIENTRY
1671 _mesa_Finish(void)
1672 {
1673 GET_CURRENT_CONTEXT(ctx);
1674 ASSERT_OUTSIDE_BEGIN_END(ctx);
1675 _mesa_finish(ctx);
1676 }
1677
1678
1679 /**
1680 * Execute glFlush().
1681 *
1682 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1683 * dd_function_table::Flush driver callback, if not NULL.
1684 */
1685 void GLAPIENTRY
1686 _mesa_Flush(void)
1687 {
1688 GET_CURRENT_CONTEXT(ctx);
1689 ASSERT_OUTSIDE_BEGIN_END(ctx);
1690 _mesa_flush(ctx);
1691 }
1692
1693
1694 /**
1695 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1696 * MUL/MAD, or vice versa, call this function to register that.
1697 * Otherwise we default to MUL/MAD.
1698 */
1699 void
1700 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1701 GLboolean flag )
1702 {
1703 ctx->mvp_with_dp4 = flag;
1704 }
1705
1706 /*
1707 * ARB_blend_func_extended - ERRORS section
1708 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1709 * implicitly calls Begin if any draw buffer has a blend function requiring the
1710 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1711 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1712 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1713 */
1714 static GLboolean
1715 _mesa_check_blend_func_error(struct gl_context *ctx)
1716 {
1717 GLuint i;
1718 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1719 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1720 i++) {
1721 if (ctx->Color.Blend[i]._UsesDualSrc) {
1722 _mesa_error(ctx, GL_INVALID_OPERATION,
1723 "dual source blend on illegal attachment");
1724 return GL_FALSE;
1725 }
1726 }
1727 return GL_TRUE;
1728 }
1729
1730 /**
1731 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1732 * is called to see if it's valid to render. This involves checking that
1733 * the current shader is valid and the framebuffer is complete.
1734 * If an error is detected it'll be recorded here.
1735 * \return GL_TRUE if OK to render, GL_FALSE if not
1736 */
1737 GLboolean
1738 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1739 {
1740 bool vert_from_glsl_shader = false;
1741 bool geom_from_glsl_shader = false;
1742 bool frag_from_glsl_shader = false;
1743
1744 /* This depends on having up to date derived state (shaders) */
1745 if (ctx->NewState)
1746 _mesa_update_state(ctx);
1747
1748 if (ctx->Shader.CurrentVertexProgram) {
1749 vert_from_glsl_shader = true;
1750
1751 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1752 _mesa_error(ctx, GL_INVALID_OPERATION,
1753 "%s(shader not linked)", where);
1754 return GL_FALSE;
1755 }
1756 #if 0 /* not normally enabled */
1757 {
1758 char errMsg[100];
1759 if (!_mesa_validate_shader_program(ctx,
1760 ctx->Shader.CurrentVertexProgram,
1761 errMsg)) {
1762 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1763 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1764 }
1765 }
1766 #endif
1767 }
1768
1769 if (ctx->Shader.CurrentGeometryProgram) {
1770 geom_from_glsl_shader = true;
1771
1772 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1773 _mesa_error(ctx, GL_INVALID_OPERATION,
1774 "%s(shader not linked)", where);
1775 return GL_FALSE;
1776 }
1777 #if 0 /* not normally enabled */
1778 {
1779 char errMsg[100];
1780 if (!_mesa_validate_shader_program(ctx,
1781 ctx->Shader.CurrentGeometryProgram,
1782 errMsg)) {
1783 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1784 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1785 }
1786 }
1787 #endif
1788 }
1789
1790 if (ctx->Shader.CurrentFragmentProgram) {
1791 frag_from_glsl_shader = true;
1792
1793 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1794 _mesa_error(ctx, GL_INVALID_OPERATION,
1795 "%s(shader not linked)", where);
1796 return GL_FALSE;
1797 }
1798 #if 0 /* not normally enabled */
1799 {
1800 char errMsg[100];
1801 if (!_mesa_validate_shader_program(ctx,
1802 ctx->Shader.CurrentFragmentProgram,
1803 errMsg)) {
1804 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1805 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1806 }
1807 }
1808 #endif
1809 }
1810
1811 /* Any shader stages that are not supplied by the GLSL shader and have
1812 * assembly shaders enabled must now be validated.
1813 */
1814 if (!vert_from_glsl_shader
1815 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1816 _mesa_error(ctx, GL_INVALID_OPERATION,
1817 "%s(vertex program not valid)", where);
1818 return GL_FALSE;
1819 }
1820
1821 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1822 * FINISHME: geometry program should validated here.
1823 */
1824 (void) geom_from_glsl_shader;
1825
1826 if (!frag_from_glsl_shader) {
1827 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1828 _mesa_error(ctx, GL_INVALID_OPERATION,
1829 "%s(fragment program not valid)", where);
1830 return GL_FALSE;
1831 }
1832
1833 /* If drawing to integer-valued color buffers, there must be an
1834 * active fragment shader (GL_EXT_texture_integer).
1835 */
1836 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1837 _mesa_error(ctx, GL_INVALID_OPERATION,
1838 "%s(integer format but no fragment shader)", where);
1839 return GL_FALSE;
1840 }
1841 }
1842
1843 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1844 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1845 "%s(incomplete framebuffer)", where);
1846 return GL_FALSE;
1847 }
1848
1849 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1850 return GL_FALSE;
1851 }
1852
1853 #ifdef DEBUG
1854 if (ctx->Shader.Flags & GLSL_LOG) {
1855 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1856 gl_shader_type i;
1857
1858 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1859 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1860 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1861
1862 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1863 if (shProg[i] == NULL || shProg[i]->_Used
1864 || shProg[i]->_LinkedShaders[i] == NULL)
1865 continue;
1866
1867 /* This is the first time this shader is being used.
1868 * Append shader's constants/uniforms to log file.
1869 *
1870 * Only log data for the program target that matches the shader
1871 * target. It's possible to have a program bound to the vertex
1872 * shader target that also supplied a fragment shader. If that
1873 * program isn't also bound to the fragment shader target we don't
1874 * want to log its fragment data.
1875 */
1876 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1877 }
1878
1879 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1880 if (shProg[i] != NULL)
1881 shProg[i]->_Used = GL_TRUE;
1882 }
1883 }
1884 #endif
1885
1886 return GL_TRUE;
1887 }
1888
1889
1890 /*@}*/