mesa: Add support for ARB_shader_atomic_counters.
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "performance_monitor.h"
109 #include "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #include "syncobj.h"
115 #include "rastpos.h"
116 #include "remap.h"
117 #include "scissor.h"
118 #include "shared.h"
119 #include "shaderobj.h"
120 #include "simple_list.h"
121 #include "state.h"
122 #include "stencil.h"
123 #include "texcompress_s3tc.h"
124 #include "texstate.h"
125 #include "transformfeedback.h"
126 #include "mtypes.h"
127 #include "varray.h"
128 #include "version.h"
129 #include "viewport.h"
130 #include "vtxfmt.h"
131 #include "program/program.h"
132 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
134 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
194 * of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new struct gl_config or NULL if requested parameters
204 * can't be met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 struct gl_config *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 struct gl_config *vis = CALLOC_STRUCT(gl_config);
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238
239 /**
240 * Makes some sanity checks and fills in the fields of the struct
241 * gl_config object with the given parameters. If the caller needs to
242 * set additional fields, he should just probably init the whole
243 * gl_config object himself.
244 *
245 * \return GL_TRUE on success, or GL_FALSE on failure.
246 *
247 * \sa _mesa_create_visual() above for the parameter description.
248 */
249 GLboolean
250 _mesa_initialize_visual( struct gl_config *vis,
251 GLboolean dbFlag,
252 GLboolean stereoFlag,
253 GLint redBits,
254 GLint greenBits,
255 GLint blueBits,
256 GLint alphaBits,
257 GLint depthBits,
258 GLint stencilBits,
259 GLint accumRedBits,
260 GLint accumGreenBits,
261 GLint accumBlueBits,
262 GLint accumAlphaBits,
263 GLint numSamples )
264 {
265 assert(vis);
266
267 if (depthBits < 0 || depthBits > 32) {
268 return GL_FALSE;
269 }
270 if (stencilBits < 0 || stencilBits > 8) {
271 return GL_FALSE;
272 }
273 assert(accumRedBits >= 0);
274 assert(accumGreenBits >= 0);
275 assert(accumBlueBits >= 0);
276 assert(accumAlphaBits >= 0);
277
278 vis->rgbMode = GL_TRUE;
279 vis->doubleBufferMode = dbFlag;
280 vis->stereoMode = stereoFlag;
281
282 vis->redBits = redBits;
283 vis->greenBits = greenBits;
284 vis->blueBits = blueBits;
285 vis->alphaBits = alphaBits;
286 vis->rgbBits = redBits + greenBits + blueBits;
287
288 vis->indexBits = 0;
289 vis->depthBits = depthBits;
290 vis->stencilBits = stencilBits;
291
292 vis->accumRedBits = accumRedBits;
293 vis->accumGreenBits = accumGreenBits;
294 vis->accumBlueBits = accumBlueBits;
295 vis->accumAlphaBits = accumAlphaBits;
296
297 vis->haveAccumBuffer = accumRedBits > 0;
298 vis->haveDepthBuffer = depthBits > 0;
299 vis->haveStencilBuffer = stencilBits > 0;
300
301 vis->numAuxBuffers = 0;
302 vis->level = 0;
303 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
304 vis->samples = numSamples;
305
306 return GL_TRUE;
307 }
308
309
310 /**
311 * Destroy a visual and free its memory.
312 *
313 * \param vis visual.
314 *
315 * Frees the visual structure.
316 */
317 void
318 _mesa_destroy_visual( struct gl_config *vis )
319 {
320 free(vis);
321 }
322
323 /*@}*/
324
325
326 /**********************************************************************/
327 /** \name Context allocation, initialization, destroying
328 *
329 * The purpose of the most initialization functions here is to provide the
330 * default state values according to the OpenGL specification.
331 */
332 /**********************************************************************/
333 /*@{*/
334
335
336 /**
337 * This is lame. gdb only seems to recognize enum types that are
338 * actually used somewhere. We want to be able to print/use enum
339 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
340 * the gl_texture_index type anywhere. Thus, this lame function.
341 */
342 static void
343 dummy_enum_func(void)
344 {
345 gl_buffer_index bi = BUFFER_FRONT_LEFT;
346 gl_face_index fi = FACE_POS_X;
347 gl_frag_result fr = FRAG_RESULT_DEPTH;
348 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
349 gl_vert_attrib va = VERT_ATTRIB_POS;
350 gl_varying_slot vs = VARYING_SLOT_POS;
351
352 (void) bi;
353 (void) fi;
354 (void) fr;
355 (void) ti;
356 (void) va;
357 (void) vs;
358 }
359
360
361 /**
362 * One-time initialization mutex lock.
363 *
364 * \sa Used by one_time_init().
365 */
366 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
367
368
369
370 /**
371 * Calls all the various one-time-init functions in Mesa.
372 *
373 * While holding a global mutex lock, calls several initialization functions,
374 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
375 * defined.
376 *
377 * \sa _math_init().
378 */
379 static void
380 one_time_init( struct gl_context *ctx )
381 {
382 static GLbitfield api_init_mask = 0x0;
383
384 _glthread_LOCK_MUTEX(OneTimeLock);
385
386 /* truly one-time init */
387 if (!api_init_mask) {
388 GLuint i;
389
390 /* do some implementation tests */
391 assert( sizeof(GLbyte) == 1 );
392 assert( sizeof(GLubyte) == 1 );
393 assert( sizeof(GLshort) == 2 );
394 assert( sizeof(GLushort) == 2 );
395 assert( sizeof(GLint) == 4 );
396 assert( sizeof(GLuint) == 4 );
397
398 _mesa_get_cpu_features();
399
400 for (i = 0; i < 256; i++) {
401 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
402 }
403
404 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
405 if (MESA_VERBOSE != 0) {
406 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
407 PACKAGE_VERSION, __DATE__, __TIME__);
408 }
409 #endif
410
411 #ifdef DEBUG
412 _mesa_test_formats();
413 #endif
414 }
415
416 /* per-API one-time init */
417 if (!(api_init_mask & (1 << ctx->API))) {
418 _mesa_init_get_hash(ctx);
419
420 _mesa_init_remap_table();
421 }
422
423 api_init_mask |= 1 << ctx->API;
424
425 _glthread_UNLOCK_MUTEX(OneTimeLock);
426
427 /* Hopefully atexit() is widely available. If not, we may need some
428 * #ifdef tests here.
429 */
430 atexit(_mesa_destroy_shader_compiler);
431
432 dummy_enum_func();
433 }
434
435
436 /**
437 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
438 */
439 static void
440 _mesa_init_current(struct gl_context *ctx)
441 {
442 GLuint i;
443
444 /* Init all to (0,0,0,1) */
445 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
446 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
447 }
448
449 /* redo special cases: */
450 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
451 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
452 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
456 }
457
458
459 /**
460 * Init vertex/fragment/geometry program limits.
461 * Important: drivers should override these with actual limits.
462 */
463 static void
464 init_program_limits(struct gl_context *ctx, GLenum type,
465 struct gl_program_constants *prog)
466 {
467 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
468 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
469 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTemps = MAX_PROGRAM_TEMPS;
472 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
473 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
474 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
475
476 switch (type) {
477 case GL_VERTEX_PROGRAM_ARB:
478 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
479 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
480 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
481 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
482 prog->MaxInputComponents = 0; /* value not used */
483 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
484 break;
485 case GL_FRAGMENT_PROGRAM_ARB:
486 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
487 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
488 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
489 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
490 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
491 prog->MaxOutputComponents = 0; /* value not used */
492 break;
493 case MESA_GEOMETRY_PROGRAM:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
498 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
499 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
500 break;
501 default:
502 assert(0 && "Bad program type in init_program_limits()");
503 }
504
505 /* Set the native limits to zero. This implies that there is no native
506 * support for shaders. Let the drivers fill in the actual values.
507 */
508 prog->MaxNativeInstructions = 0;
509 prog->MaxNativeAluInstructions = 0;
510 prog->MaxNativeTexInstructions = 0;
511 prog->MaxNativeTexIndirections = 0;
512 prog->MaxNativeAttribs = 0;
513 prog->MaxNativeTemps = 0;
514 prog->MaxNativeAddressRegs = 0;
515 prog->MaxNativeParameters = 0;
516
517 /* Set GLSL datatype range/precision info assuming IEEE float values.
518 * Drivers should override these defaults as needed.
519 */
520 prog->MediumFloat.RangeMin = 127;
521 prog->MediumFloat.RangeMax = 127;
522 prog->MediumFloat.Precision = 23;
523 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
524
525 /* Assume ints are stored as floats for now, since this is the least-common
526 * denominator. The OpenGL ES spec implies (page 132) that the precision
527 * of integer types should be 0. Practically speaking, IEEE
528 * single-precision floating point values can only store integers in the
529 * range [-0x01000000, 0x01000000] without loss of precision.
530 */
531 prog->MediumInt.RangeMin = 24;
532 prog->MediumInt.RangeMax = 24;
533 prog->MediumInt.Precision = 0;
534 prog->LowInt = prog->HighInt = prog->MediumInt;
535
536 prog->MaxUniformBlocks = 12;
537 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
538 ctx->Const.MaxUniformBlockSize / 4 *
539 prog->MaxUniformBlocks);
540
541 prog->MaxAtomicBuffers = 0;
542 prog->MaxAtomicCounters = 0;
543 }
544
545
546 /**
547 * Initialize fields of gl_constants (aka ctx->Const.*).
548 * Use defaults from config.h. The device drivers will often override
549 * some of these values (such as number of texture units).
550 */
551 static void
552 _mesa_init_constants(struct gl_context *ctx)
553 {
554 assert(ctx);
555
556 /* Constants, may be overriden (usually only reduced) by device drivers */
557 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
558 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
559 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
560 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
561 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
562 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
563 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
564 ctx->Const.FragmentProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
565 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
566 ctx->Const.FragmentProgram.MaxTextureImageUnits);
567 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
568 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
569 ctx->Const.MaxTextureBufferSize = 65536;
570 ctx->Const.TextureBufferOffsetAlignment = 1;
571 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
572 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
573 ctx->Const.MinPointSize = MIN_POINT_SIZE;
574 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
575 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
576 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
577 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
578 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
579 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
580 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
581 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
582 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
583 ctx->Const.MaxClipPlanes = 6;
584 ctx->Const.MaxLights = MAX_LIGHTS;
585 ctx->Const.MaxShininess = 128.0;
586 ctx->Const.MaxSpotExponent = 128.0;
587 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
588 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
589
590 /** GL_ARB_uniform_buffer_object */
591 ctx->Const.MaxCombinedUniformBlocks = 36;
592 ctx->Const.MaxUniformBufferBindings = 36;
593 ctx->Const.MaxUniformBlockSize = 16384;
594 ctx->Const.UniformBufferOffsetAlignment = 1;
595
596 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
597 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
598 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599
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 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
610 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
611
612 ctx->Const.VertexProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
613 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
614 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
615 ctx->Const.GeometryProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
617 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
618
619 /* Shading language version */
620 if (_mesa_is_desktop_gl(ctx)) {
621 ctx->Const.GLSLVersion = 120;
622 _mesa_override_glsl_version(ctx);
623 }
624 else if (ctx->API == API_OPENGLES2) {
625 ctx->Const.GLSLVersion = 100;
626 }
627 else if (ctx->API == API_OPENGLES) {
628 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
629 }
630
631 /* GL_ARB_framebuffer_object */
632 ctx->Const.MaxSamples = 0;
633
634 /* GL_ARB_sync */
635 ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
636
637 /* GL_ATI_envmap_bumpmap */
638 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
639
640 /* GL_EXT_provoking_vertex */
641 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
642
643 /* GL_EXT_transform_feedback */
644 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
645 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
646 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
647 ctx->Const.MaxVertexStreams = 1;
648
649 /* GL 3.2 */
650 ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
651 ? GL_CONTEXT_CORE_PROFILE_BIT
652 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
653
654 /** GL_EXT_gpu_shader4 */
655 ctx->Const.MinProgramTexelOffset = -8;
656 ctx->Const.MaxProgramTexelOffset = 7;
657
658 /* GL_ARB_texture_gather */
659 ctx->Const.MinProgramTextureGatherOffset = -8;
660 ctx->Const.MaxProgramTextureGatherOffset = 7;
661
662 /* GL_ARB_robustness */
663 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
664
665 /* PrimitiveRestart */
666 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
667
668 /* ES 3.0 or ARB_ES3_compatibility */
669 ctx->Const.MaxElementIndex = 0xffffffffu;
670
671 /* GL_ARB_texture_multisample */
672 ctx->Const.MaxColorTextureSamples = 1;
673 ctx->Const.MaxDepthTextureSamples = 1;
674 ctx->Const.MaxIntegerSamples = 1;
675
676 /* GL_ARB_shader_atomic_counters */
677 ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
678 ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
679 ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
680 ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
681 }
682
683
684 /**
685 * Do some sanity checks on the limits/constants for the given context.
686 * Only called the first time a context is bound.
687 */
688 static void
689 check_context_limits(struct gl_context *ctx)
690 {
691 /* check that we don't exceed the size of various bitfields */
692 assert(VARYING_SLOT_MAX <=
693 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
694 assert(VARYING_SLOT_MAX <=
695 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
696
697 /* shader-related checks */
698 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
699 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
700
701 /* Texture unit checks */
702 assert(ctx->Const.FragmentProgram.MaxTextureImageUnits > 0);
703 assert(ctx->Const.FragmentProgram.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
704 assert(ctx->Const.MaxTextureCoordUnits > 0);
705 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
706 assert(ctx->Const.MaxTextureUnits > 0);
707 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
708 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
709 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.FragmentProgram.MaxTextureImageUnits,
710 ctx->Const.MaxTextureCoordUnits));
711 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
712 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
713 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
714 /* number of coord units cannot be greater than number of image units */
715 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.FragmentProgram.MaxTextureImageUnits);
716
717
718 /* Texture size checks */
719 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
720 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
721 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
722 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
723
724 /* Texture level checks */
725 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
726 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
727
728 /* Max texture size should be <= max viewport size (render to texture) */
729 assert((1U << (ctx->Const.MaxTextureLevels - 1))
730 <= ctx->Const.MaxViewportWidth);
731 assert((1U << (ctx->Const.MaxTextureLevels - 1))
732 <= ctx->Const.MaxViewportHeight);
733
734 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
735
736 /* if this fails, add more enum values to gl_buffer_index */
737 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
738
739 /* XXX probably add more tests */
740 }
741
742
743 /**
744 * Initialize the attribute groups in a GL context.
745 *
746 * \param ctx GL context.
747 *
748 * Initializes all the attributes, calling the respective <tt>init*</tt>
749 * functions for the more complex data structures.
750 */
751 static GLboolean
752 init_attrib_groups(struct gl_context *ctx)
753 {
754 assert(ctx);
755
756 /* Constants */
757 _mesa_init_constants( ctx );
758
759 /* Extensions */
760 _mesa_init_extensions( ctx );
761
762 /* Attribute Groups */
763 _mesa_init_accum( ctx );
764 _mesa_init_attrib( ctx );
765 _mesa_init_buffer_objects( ctx );
766 _mesa_init_color( ctx );
767 _mesa_init_current( ctx );
768 _mesa_init_depth( ctx );
769 _mesa_init_debug( ctx );
770 _mesa_init_display_list( ctx );
771 _mesa_init_errors( ctx );
772 _mesa_init_eval( ctx );
773 _mesa_init_fbobjects( ctx );
774 _mesa_init_feedback( ctx );
775 _mesa_init_fog( ctx );
776 _mesa_init_hint( ctx );
777 _mesa_init_line( ctx );
778 _mesa_init_lighting( ctx );
779 _mesa_init_matrix( ctx );
780 _mesa_init_multisample( ctx );
781 _mesa_init_performance_monitors( ctx );
782 _mesa_init_pixel( ctx );
783 _mesa_init_pixelstore( ctx );
784 _mesa_init_point( ctx );
785 _mesa_init_polygon( ctx );
786 _mesa_init_program( ctx );
787 _mesa_init_queryobj( ctx );
788 _mesa_init_sync( ctx );
789 _mesa_init_rastpos( ctx );
790 _mesa_init_scissor( ctx );
791 _mesa_init_shader_state( ctx );
792 _mesa_init_stencil( ctx );
793 _mesa_init_transform( ctx );
794 _mesa_init_transform_feedback( ctx );
795 _mesa_init_varray( ctx );
796 _mesa_init_viewport( ctx );
797
798 if (!_mesa_init_texture( ctx ))
799 return GL_FALSE;
800
801 _mesa_init_texture_s3tc( ctx );
802
803 /* Miscellaneous */
804 ctx->NewState = _NEW_ALL;
805 ctx->NewDriverState = ~0;
806 ctx->ErrorValue = GL_NO_ERROR;
807 ctx->ResetStatus = GL_NO_ERROR;
808 ctx->varying_vp_inputs = VERT_BIT_ALL;
809
810 return GL_TRUE;
811 }
812
813
814 /**
815 * Update default objects in a GL context with respect to shared state.
816 *
817 * \param ctx GL context.
818 *
819 * Removes references to old default objects, (texture objects, program
820 * objects, etc.) and changes to reference those from the current shared
821 * state.
822 */
823 static GLboolean
824 update_default_objects(struct gl_context *ctx)
825 {
826 assert(ctx);
827
828 _mesa_update_default_objects_program(ctx);
829 _mesa_update_default_objects_texture(ctx);
830 _mesa_update_default_objects_buffer_objects(ctx);
831
832 return GL_TRUE;
833 }
834
835
836 /**
837 * This is the default function we plug into all dispatch table slots
838 * This helps prevents a segfault when someone calls a GL function without
839 * first checking if the extension's supported.
840 */
841 int
842 _mesa_generic_nop(void)
843 {
844 GET_CURRENT_CONTEXT(ctx);
845 _mesa_error(ctx, GL_INVALID_OPERATION,
846 "unsupported function called "
847 "(unsupported extension or deprecated function?)");
848 return 0;
849 }
850
851
852 /**
853 * Allocate and initialize a new dispatch table.
854 */
855 struct _glapi_table *
856 _mesa_alloc_dispatch_table()
857 {
858 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
859 * In practice, this'll be the same for stand-alone Mesa. But for DRI
860 * Mesa we do this to accomodate different versions of libGL and various
861 * DRI drivers.
862 */
863 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
864 struct _glapi_table *table;
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) _mesa_generic_nop;
872 }
873 }
874 return table;
875 }
876
877 /**
878 * Creates a minimal dispatch table for use within glBegin()/glEnd().
879 *
880 * This ensures that we generate GL_INVALID_OPERATION errors from most
881 * functions, since the set of functions that are valid within Begin/End is
882 * very small.
883 *
884 * From the GL 1.0 specification section 2.6.3, "GL Commands within
885 * Begin/End"
886 *
887 * "The only GL commands that are allowed within any Begin/End pairs are
888 * the commands for specifying vertex coordinates, vertex color, normal
889 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
890 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
891 * commands for specifying lighting material parameters (Material
892 * commands see section 2.12.2), display list invocation commands
893 * (CallList and CallLists see section 5.4), and the EdgeFlag
894 * command. Executing Begin after Begin has already been executed but
895 * before an End is issued generates the INVALID OPERATION error, as does
896 * executing End without a previous corresponding Begin. Executing any
897 * other GL command within Begin/End results in the error INVALID
898 * OPERATION."
899 *
900 * The table entries for specifying vertex attributes are set up by
901 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
902 * are set by install_vtxfmt() as well.
903 */
904 static struct _glapi_table *
905 create_beginend_table(const struct gl_context *ctx)
906 {
907 struct _glapi_table *table;
908
909 table = _mesa_alloc_dispatch_table();
910 if (!table)
911 return NULL;
912
913 /* Fill in functions which return a value, since they should return some
914 * specific value even if they emit a GL_INVALID_OPERATION error from them
915 * being called within glBegin()/glEnd().
916 */
917 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
918
919 COPY_DISPATCH(GenLists);
920 COPY_DISPATCH(IsProgram);
921 COPY_DISPATCH(IsVertexArray);
922 COPY_DISPATCH(IsBuffer);
923 COPY_DISPATCH(IsEnabled);
924 COPY_DISPATCH(IsEnabledi);
925 COPY_DISPATCH(IsRenderbuffer);
926 COPY_DISPATCH(IsFramebuffer);
927 COPY_DISPATCH(CheckFramebufferStatus);
928 COPY_DISPATCH(RenderMode);
929 COPY_DISPATCH(GetString);
930 COPY_DISPATCH(GetStringi);
931 COPY_DISPATCH(GetPointerv);
932 COPY_DISPATCH(IsQuery);
933 COPY_DISPATCH(IsSampler);
934 COPY_DISPATCH(IsSync);
935 COPY_DISPATCH(IsTexture);
936 COPY_DISPATCH(IsTransformFeedback);
937 COPY_DISPATCH(DeleteQueries);
938 COPY_DISPATCH(AreTexturesResident);
939 COPY_DISPATCH(FenceSync);
940 COPY_DISPATCH(ClientWaitSync);
941 COPY_DISPATCH(MapBuffer);
942 COPY_DISPATCH(UnmapBuffer);
943 COPY_DISPATCH(MapBufferRange);
944 COPY_DISPATCH(ObjectPurgeableAPPLE);
945 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
946
947 _mesa_loopback_init_api_table(ctx, table);
948
949 return table;
950 }
951
952 void
953 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
954 {
955 /* Do the code-generated setup of the exec table in api_exec.c. */
956 _mesa_initialize_exec_table(ctx);
957
958 if (ctx->Save)
959 _mesa_initialize_save_table(ctx);
960 }
961
962 /**
963 * Initialize a struct gl_context struct (rendering context).
964 *
965 * This includes allocating all the other structs and arrays which hang off of
966 * the context by pointers.
967 * Note that the driver needs to pass in its dd_function_table here since
968 * we need to at least call driverFunctions->NewTextureObject to create the
969 * default texture objects.
970 *
971 * Called by _mesa_create_context().
972 *
973 * Performs the imports and exports callback tables initialization, and
974 * miscellaneous one-time initializations. If no shared context is supplied one
975 * is allocated, and increase its reference count. Setups the GL API dispatch
976 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
977 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
978 * for debug flags.
979 *
980 * \param ctx the context to initialize
981 * \param api the GL API type to create the context for
982 * \param visual describes the visual attributes for this context
983 * \param share_list points to context to share textures, display lists,
984 * etc with, or NULL
985 * \param driverFunctions table of device driver functions for this context
986 * to use
987 */
988 GLboolean
989 _mesa_initialize_context(struct gl_context *ctx,
990 gl_api api,
991 const struct gl_config *visual,
992 struct gl_context *share_list,
993 const struct dd_function_table *driverFunctions)
994 {
995 struct gl_shared_state *shared;
996 int i;
997
998 assert(driverFunctions->NewTextureObject);
999 assert(driverFunctions->FreeTextureImageBuffer);
1000
1001 ctx->API = api;
1002 ctx->Visual = *visual;
1003 ctx->DrawBuffer = NULL;
1004 ctx->ReadBuffer = NULL;
1005 ctx->WinSysDrawBuffer = NULL;
1006 ctx->WinSysReadBuffer = NULL;
1007
1008 if (_mesa_is_desktop_gl(ctx)) {
1009 _mesa_override_gl_version(ctx);
1010 }
1011
1012 /* misc one-time initializations */
1013 one_time_init(ctx);
1014
1015 /* Plug in driver functions and context pointer here.
1016 * This is important because when we call alloc_shared_state() below
1017 * we'll call ctx->Driver.NewTextureObject() to create the default
1018 * textures.
1019 */
1020 ctx->Driver = *driverFunctions;
1021
1022 if (share_list) {
1023 /* share state with another context */
1024 shared = share_list->Shared;
1025 }
1026 else {
1027 /* allocate new, unshared state */
1028 shared = _mesa_alloc_shared_state(ctx);
1029 if (!shared)
1030 return GL_FALSE;
1031 }
1032
1033 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1034
1035 if (!init_attrib_groups( ctx ))
1036 goto fail;
1037
1038 /* setup the API dispatch tables with all nop functions */
1039 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1040 if (!ctx->OutsideBeginEnd)
1041 goto fail;
1042 ctx->Exec = ctx->OutsideBeginEnd;
1043 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1044
1045 ctx->FragmentProgram._MaintainTexEnvProgram
1046 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1047
1048 ctx->VertexProgram._MaintainTnlProgram
1049 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1050 if (ctx->VertexProgram._MaintainTnlProgram) {
1051 /* this is required... */
1052 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1053 }
1054
1055 /* Mesa core handles all the formats that mesa core knows about.
1056 * Drivers will want to override this list with just the formats
1057 * they can handle, and confirm that appropriate fallbacks exist in
1058 * _mesa_choose_tex_format().
1059 */
1060 memset(&ctx->TextureFormatSupported, GL_TRUE,
1061 sizeof(ctx->TextureFormatSupported));
1062
1063 switch (ctx->API) {
1064 case API_OPENGL_COMPAT:
1065 ctx->BeginEnd = create_beginend_table(ctx);
1066 ctx->Save = _mesa_alloc_dispatch_table();
1067 if (!ctx->BeginEnd || !ctx->Save)
1068 goto fail;
1069
1070 /* fall-through */
1071 case API_OPENGL_CORE:
1072 break;
1073 case API_OPENGLES:
1074 /**
1075 * GL_OES_texture_cube_map says
1076 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1077 */
1078 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1079 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1080 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1081 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1082 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1083 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1084 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1085 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1086 }
1087 break;
1088 case API_OPENGLES2:
1089 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1090 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1091 break;
1092 }
1093
1094 ctx->FirstTimeCurrent = GL_TRUE;
1095
1096 return GL_TRUE;
1097
1098 fail:
1099 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1100 free(ctx->BeginEnd);
1101 free(ctx->Exec);
1102 free(ctx->Save);
1103 return GL_FALSE;
1104 }
1105
1106
1107 /**
1108 * Allocate and initialize a struct gl_context structure.
1109 * Note that the driver needs to pass in its dd_function_table here since
1110 * we need to at least call driverFunctions->NewTextureObject to initialize
1111 * the rendering context.
1112 *
1113 * \param api the GL API type to create the context for
1114 * \param visual a struct gl_config pointer (we copy the struct contents)
1115 * \param share_list another context to share display lists with or NULL
1116 * \param driverFunctions points to the dd_function_table into which the
1117 * driver has plugged in all its special functions.
1118 *
1119 * \return pointer to a new __struct gl_contextRec or NULL if error.
1120 */
1121 struct gl_context *
1122 _mesa_create_context(gl_api api,
1123 const struct gl_config *visual,
1124 struct gl_context *share_list,
1125 const struct dd_function_table *driverFunctions)
1126 {
1127 struct gl_context *ctx;
1128
1129 ASSERT(visual);
1130
1131 ctx = calloc(1, sizeof(struct gl_context));
1132 if (!ctx)
1133 return NULL;
1134
1135 if (_mesa_initialize_context(ctx, api, visual, share_list,
1136 driverFunctions)) {
1137 return ctx;
1138 }
1139 else {
1140 free(ctx);
1141 return NULL;
1142 }
1143 }
1144
1145
1146 /**
1147 * Free the data associated with the given context.
1148 *
1149 * But doesn't free the struct gl_context struct itself.
1150 *
1151 * \sa _mesa_initialize_context() and init_attrib_groups().
1152 */
1153 void
1154 _mesa_free_context_data( struct gl_context *ctx )
1155 {
1156 if (!_mesa_get_current_context()){
1157 /* No current context, but we may need one in order to delete
1158 * texture objs, etc. So temporarily bind the context now.
1159 */
1160 _mesa_make_current(ctx, NULL, NULL);
1161 }
1162
1163 /* unreference WinSysDraw/Read buffers */
1164 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1165 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1166 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1167 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1168
1169 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1170 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1171 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1172
1173 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1174 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1175 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1176
1177 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1178 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1179
1180 _mesa_free_attrib_data(ctx);
1181 _mesa_free_buffer_objects(ctx);
1182 _mesa_free_lighting_data( ctx );
1183 _mesa_free_eval_data( ctx );
1184 _mesa_free_texture_data( ctx );
1185 _mesa_free_matrix_data( ctx );
1186 _mesa_free_viewport_data( ctx );
1187 _mesa_free_program_data(ctx);
1188 _mesa_free_shader_state(ctx);
1189 _mesa_free_queryobj_data(ctx);
1190 _mesa_free_sync_data(ctx);
1191 _mesa_free_varray_data(ctx);
1192 _mesa_free_transform_feedback(ctx);
1193
1194 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1195 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1196 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1197 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1198
1199 /* free dispatch tables */
1200 free(ctx->BeginEnd);
1201 free(ctx->Exec);
1202 free(ctx->Save);
1203
1204 /* Shared context state (display lists, textures, etc) */
1205 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1206
1207 /* needs to be after freeing shared state */
1208 _mesa_free_display_list_data(ctx);
1209
1210 _mesa_free_errors_data(ctx);
1211
1212 free((void *)ctx->Extensions.String);
1213
1214 free(ctx->VersionString);
1215
1216 /* unbind the context if it's currently bound */
1217 if (ctx == _mesa_get_current_context()) {
1218 _mesa_make_current(NULL, NULL, NULL);
1219 }
1220 }
1221
1222
1223 /**
1224 * Destroy a struct gl_context structure.
1225 *
1226 * \param ctx GL context.
1227 *
1228 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1229 */
1230 void
1231 _mesa_destroy_context( struct gl_context *ctx )
1232 {
1233 if (ctx) {
1234 _mesa_free_context_data(ctx);
1235 free( (void *) ctx );
1236 }
1237 }
1238
1239
1240 /**
1241 * Copy attribute groups from one context to another.
1242 *
1243 * \param src source context
1244 * \param dst destination context
1245 * \param mask bitwise OR of GL_*_BIT flags
1246 *
1247 * According to the bits specified in \p mask, copies the corresponding
1248 * attributes from \p src into \p dst. For many of the attributes a simple \c
1249 * memcpy is not enough due to the existence of internal pointers in their data
1250 * structures.
1251 */
1252 void
1253 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1254 GLuint mask )
1255 {
1256 if (mask & GL_ACCUM_BUFFER_BIT) {
1257 /* OK to memcpy */
1258 dst->Accum = src->Accum;
1259 }
1260 if (mask & GL_COLOR_BUFFER_BIT) {
1261 /* OK to memcpy */
1262 dst->Color = src->Color;
1263 }
1264 if (mask & GL_CURRENT_BIT) {
1265 /* OK to memcpy */
1266 dst->Current = src->Current;
1267 }
1268 if (mask & GL_DEPTH_BUFFER_BIT) {
1269 /* OK to memcpy */
1270 dst->Depth = src->Depth;
1271 }
1272 if (mask & GL_ENABLE_BIT) {
1273 /* no op */
1274 }
1275 if (mask & GL_EVAL_BIT) {
1276 /* OK to memcpy */
1277 dst->Eval = src->Eval;
1278 }
1279 if (mask & GL_FOG_BIT) {
1280 /* OK to memcpy */
1281 dst->Fog = src->Fog;
1282 }
1283 if (mask & GL_HINT_BIT) {
1284 /* OK to memcpy */
1285 dst->Hint = src->Hint;
1286 }
1287 if (mask & GL_LIGHTING_BIT) {
1288 GLuint i;
1289 /* begin with memcpy */
1290 dst->Light = src->Light;
1291 /* fixup linked lists to prevent pointer insanity */
1292 make_empty_list( &(dst->Light.EnabledList) );
1293 for (i = 0; i < MAX_LIGHTS; i++) {
1294 if (dst->Light.Light[i].Enabled) {
1295 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1296 }
1297 }
1298 }
1299 if (mask & GL_LINE_BIT) {
1300 /* OK to memcpy */
1301 dst->Line = src->Line;
1302 }
1303 if (mask & GL_LIST_BIT) {
1304 /* OK to memcpy */
1305 dst->List = src->List;
1306 }
1307 if (mask & GL_PIXEL_MODE_BIT) {
1308 /* OK to memcpy */
1309 dst->Pixel = src->Pixel;
1310 }
1311 if (mask & GL_POINT_BIT) {
1312 /* OK to memcpy */
1313 dst->Point = src->Point;
1314 }
1315 if (mask & GL_POLYGON_BIT) {
1316 /* OK to memcpy */
1317 dst->Polygon = src->Polygon;
1318 }
1319 if (mask & GL_POLYGON_STIPPLE_BIT) {
1320 /* Use loop instead of memcpy due to problem with Portland Group's
1321 * C compiler. Reported by John Stone.
1322 */
1323 GLuint i;
1324 for (i = 0; i < 32; i++) {
1325 dst->PolygonStipple[i] = src->PolygonStipple[i];
1326 }
1327 }
1328 if (mask & GL_SCISSOR_BIT) {
1329 /* OK to memcpy */
1330 dst->Scissor = src->Scissor;
1331 }
1332 if (mask & GL_STENCIL_BUFFER_BIT) {
1333 /* OK to memcpy */
1334 dst->Stencil = src->Stencil;
1335 }
1336 if (mask & GL_TEXTURE_BIT) {
1337 /* Cannot memcpy because of pointers */
1338 _mesa_copy_texture_state(src, dst);
1339 }
1340 if (mask & GL_TRANSFORM_BIT) {
1341 /* OK to memcpy */
1342 dst->Transform = src->Transform;
1343 }
1344 if (mask & GL_VIEWPORT_BIT) {
1345 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1346 dst->Viewport.X = src->Viewport.X;
1347 dst->Viewport.Y = src->Viewport.Y;
1348 dst->Viewport.Width = src->Viewport.Width;
1349 dst->Viewport.Height = src->Viewport.Height;
1350 dst->Viewport.Near = src->Viewport.Near;
1351 dst->Viewport.Far = src->Viewport.Far;
1352 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1353 }
1354
1355 /* XXX FIXME: Call callbacks?
1356 */
1357 dst->NewState = _NEW_ALL;
1358 dst->NewDriverState = ~0;
1359 }
1360
1361
1362 /**
1363 * Check if the given context can render into the given framebuffer
1364 * by checking visual attributes.
1365 *
1366 * Most of these tests could go away because Mesa is now pretty flexible
1367 * in terms of mixing rendering contexts with framebuffers. As long
1368 * as RGB vs. CI mode agree, we're probably good.
1369 *
1370 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1371 */
1372 static GLboolean
1373 check_compatible(const struct gl_context *ctx,
1374 const struct gl_framebuffer *buffer)
1375 {
1376 const struct gl_config *ctxvis = &ctx->Visual;
1377 const struct gl_config *bufvis = &buffer->Visual;
1378
1379 if (buffer == _mesa_get_incomplete_framebuffer())
1380 return GL_TRUE;
1381
1382 #if 0
1383 /* disabling this fixes the fgl_glxgears pbuffer demo */
1384 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1385 return GL_FALSE;
1386 #endif
1387 if (ctxvis->stereoMode && !bufvis->stereoMode)
1388 return GL_FALSE;
1389 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1390 return GL_FALSE;
1391 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1392 return GL_FALSE;
1393 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1394 return GL_FALSE;
1395 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1396 return GL_FALSE;
1397 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1398 return GL_FALSE;
1399 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1400 return GL_FALSE;
1401 #if 0
1402 /* disabled (see bug 11161) */
1403 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1404 return GL_FALSE;
1405 #endif
1406 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1407 return GL_FALSE;
1408
1409 return GL_TRUE;
1410 }
1411
1412
1413 /**
1414 * Check if the viewport/scissor size has not yet been initialized.
1415 * Initialize the size if the given width and height are non-zero.
1416 */
1417 void
1418 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1419 {
1420 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1421 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1422 * potential infinite recursion.
1423 */
1424 ctx->ViewportInitialized = GL_TRUE;
1425 _mesa_set_viewport(ctx, 0, 0, width, height);
1426 _mesa_set_scissor(ctx, 0, 0, width, height);
1427 }
1428 }
1429
1430
1431 /**
1432 * Bind the given context to the given drawBuffer and readBuffer and
1433 * make it the current context for the calling thread.
1434 * We'll render into the drawBuffer and read pixels from the
1435 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1436 *
1437 * We check that the context's and framebuffer's visuals are compatible
1438 * and return immediately if they're not.
1439 *
1440 * \param newCtx the new GL context. If NULL then there will be no current GL
1441 * context.
1442 * \param drawBuffer the drawing framebuffer
1443 * \param readBuffer the reading framebuffer
1444 */
1445 GLboolean
1446 _mesa_make_current( struct gl_context *newCtx,
1447 struct gl_framebuffer *drawBuffer,
1448 struct gl_framebuffer *readBuffer )
1449 {
1450 GET_CURRENT_CONTEXT(curCtx);
1451
1452 if (MESA_VERBOSE & VERBOSE_API)
1453 _mesa_debug(newCtx, "_mesa_make_current()\n");
1454
1455 /* Check that the context's and framebuffer's visuals are compatible.
1456 */
1457 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1458 if (!check_compatible(newCtx, drawBuffer)) {
1459 _mesa_warning(newCtx,
1460 "MakeCurrent: incompatible visuals for context and drawbuffer");
1461 return GL_FALSE;
1462 }
1463 }
1464 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1465 if (!check_compatible(newCtx, readBuffer)) {
1466 _mesa_warning(newCtx,
1467 "MakeCurrent: incompatible visuals for context and readbuffer");
1468 return GL_FALSE;
1469 }
1470 }
1471
1472 if (curCtx &&
1473 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1474 /* make sure this context is valid for flushing */
1475 curCtx != newCtx)
1476 _mesa_flush(curCtx);
1477
1478 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1479 _glapi_set_context((void *) newCtx);
1480 ASSERT(_mesa_get_current_context() == newCtx);
1481
1482 if (!newCtx) {
1483 _glapi_set_dispatch(NULL); /* none current */
1484 }
1485 else {
1486 _glapi_set_dispatch(newCtx->CurrentDispatch);
1487
1488 if (drawBuffer && readBuffer) {
1489 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1490 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1491 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1492 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1493
1494 /*
1495 * Only set the context's Draw/ReadBuffer fields if they're NULL
1496 * or not bound to a user-created FBO.
1497 */
1498 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1499 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1500 /* Update the FBO's list of drawbuffers/renderbuffers.
1501 * For winsys FBOs this comes from the GL state (which may have
1502 * changed since the last time this FBO was bound).
1503 */
1504 _mesa_update_draw_buffers(newCtx);
1505 }
1506 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1507 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1508 }
1509
1510 /* XXX only set this flag if we're really changing the draw/read
1511 * framebuffer bindings.
1512 */
1513 newCtx->NewState |= _NEW_BUFFERS;
1514
1515 if (drawBuffer) {
1516 _mesa_check_init_viewport(newCtx,
1517 drawBuffer->Width, drawBuffer->Height);
1518 }
1519 }
1520
1521 if (newCtx->FirstTimeCurrent) {
1522 assert(newCtx->Version > 0);
1523
1524 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1525
1526 check_context_limits(newCtx);
1527
1528 /* We can use this to help debug user's problems. Tell them to set
1529 * the MESA_INFO env variable before running their app. Then the
1530 * first time each context is made current we'll print some useful
1531 * information.
1532 */
1533 if (_mesa_getenv("MESA_INFO")) {
1534 _mesa_print_info();
1535 }
1536
1537 newCtx->FirstTimeCurrent = GL_FALSE;
1538 }
1539 }
1540
1541 return GL_TRUE;
1542 }
1543
1544
1545 /**
1546 * Make context 'ctx' share the display lists, textures and programs
1547 * that are associated with 'ctxToShare'.
1548 * Any display lists, textures or programs associated with 'ctx' will
1549 * be deleted if nobody else is sharing them.
1550 */
1551 GLboolean
1552 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1553 {
1554 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1555 struct gl_shared_state *oldShared = NULL;
1556
1557 /* save ref to old state to prevent it from being deleted immediately */
1558 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1559
1560 /* update ctx's Shared pointer */
1561 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1562
1563 update_default_objects(ctx);
1564
1565 /* release the old shared state */
1566 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1567
1568 return GL_TRUE;
1569 }
1570 else {
1571 return GL_FALSE;
1572 }
1573 }
1574
1575
1576
1577 /**
1578 * \return pointer to the current GL context for this thread.
1579 *
1580 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1581 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1582 * context.h.
1583 */
1584 struct gl_context *
1585 _mesa_get_current_context( void )
1586 {
1587 return (struct gl_context *) _glapi_get_context();
1588 }
1589
1590
1591 /**
1592 * Get context's current API dispatch table.
1593 *
1594 * It'll either be the immediate-mode execute dispatcher or the display list
1595 * compile dispatcher.
1596 *
1597 * \param ctx GL context.
1598 *
1599 * \return pointer to dispatch_table.
1600 *
1601 * Simply returns __struct gl_contextRec::CurrentDispatch.
1602 */
1603 struct _glapi_table *
1604 _mesa_get_dispatch(struct gl_context *ctx)
1605 {
1606 return ctx->CurrentDispatch;
1607 }
1608
1609 /*@}*/
1610
1611
1612 /**********************************************************************/
1613 /** \name Miscellaneous functions */
1614 /**********************************************************************/
1615 /*@{*/
1616
1617 /**
1618 * Record an error.
1619 *
1620 * \param ctx GL context.
1621 * \param error error code.
1622 *
1623 * Records the given error code and call the driver's dd_function_table::Error
1624 * function if defined.
1625 *
1626 * \sa
1627 * This is called via _mesa_error().
1628 */
1629 void
1630 _mesa_record_error(struct gl_context *ctx, GLenum error)
1631 {
1632 if (!ctx)
1633 return;
1634
1635 if (ctx->ErrorValue == GL_NO_ERROR) {
1636 ctx->ErrorValue = error;
1637 }
1638 }
1639
1640
1641 /**
1642 * Flush commands and wait for completion.
1643 */
1644 void
1645 _mesa_finish(struct gl_context *ctx)
1646 {
1647 FLUSH_VERTICES( ctx, 0 );
1648 FLUSH_CURRENT( ctx, 0 );
1649 if (ctx->Driver.Finish) {
1650 ctx->Driver.Finish(ctx);
1651 }
1652 }
1653
1654
1655 /**
1656 * Flush commands.
1657 */
1658 void
1659 _mesa_flush(struct gl_context *ctx)
1660 {
1661 FLUSH_VERTICES( ctx, 0 );
1662 FLUSH_CURRENT( ctx, 0 );
1663 if (ctx->Driver.Flush) {
1664 ctx->Driver.Flush(ctx);
1665 }
1666 }
1667
1668
1669
1670 /**
1671 * Execute glFinish().
1672 *
1673 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1674 * dd_function_table::Finish driver callback, if not NULL.
1675 */
1676 void GLAPIENTRY
1677 _mesa_Finish(void)
1678 {
1679 GET_CURRENT_CONTEXT(ctx);
1680 ASSERT_OUTSIDE_BEGIN_END(ctx);
1681 _mesa_finish(ctx);
1682 }
1683
1684
1685 /**
1686 * Execute glFlush().
1687 *
1688 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1689 * dd_function_table::Flush driver callback, if not NULL.
1690 */
1691 void GLAPIENTRY
1692 _mesa_Flush(void)
1693 {
1694 GET_CURRENT_CONTEXT(ctx);
1695 ASSERT_OUTSIDE_BEGIN_END(ctx);
1696 _mesa_flush(ctx);
1697 }
1698
1699
1700 /*
1701 * ARB_blend_func_extended - ERRORS section
1702 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1703 * implicitly calls Begin if any draw buffer has a blend function requiring the
1704 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1705 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1706 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1707 */
1708 static GLboolean
1709 _mesa_check_blend_func_error(struct gl_context *ctx)
1710 {
1711 GLuint i;
1712 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1713 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1714 i++) {
1715 if (ctx->Color.Blend[i]._UsesDualSrc) {
1716 _mesa_error(ctx, GL_INVALID_OPERATION,
1717 "dual source blend on illegal attachment");
1718 return GL_FALSE;
1719 }
1720 }
1721 return GL_TRUE;
1722 }
1723
1724 /**
1725 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1726 * is called to see if it's valid to render. This involves checking that
1727 * the current shader is valid and the framebuffer is complete.
1728 * If an error is detected it'll be recorded here.
1729 * \return GL_TRUE if OK to render, GL_FALSE if not
1730 */
1731 GLboolean
1732 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1733 {
1734 bool vert_from_glsl_shader = false;
1735 bool geom_from_glsl_shader = false;
1736 bool frag_from_glsl_shader = false;
1737
1738 /* This depends on having up to date derived state (shaders) */
1739 if (ctx->NewState)
1740 _mesa_update_state(ctx);
1741
1742 if (ctx->Shader.CurrentVertexProgram) {
1743 vert_from_glsl_shader = true;
1744
1745 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1746 _mesa_error(ctx, GL_INVALID_OPERATION,
1747 "%s(shader not linked)", where);
1748 return GL_FALSE;
1749 }
1750 #if 0 /* not normally enabled */
1751 {
1752 char errMsg[100];
1753 if (!_mesa_validate_shader_program(ctx,
1754 ctx->Shader.CurrentVertexProgram,
1755 errMsg)) {
1756 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1757 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1758 }
1759 }
1760 #endif
1761 }
1762
1763 if (ctx->Shader.CurrentGeometryProgram) {
1764 geom_from_glsl_shader = true;
1765
1766 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1767 _mesa_error(ctx, GL_INVALID_OPERATION,
1768 "%s(shader not linked)", where);
1769 return GL_FALSE;
1770 }
1771 #if 0 /* not normally enabled */
1772 {
1773 char errMsg[100];
1774 if (!_mesa_validate_shader_program(ctx,
1775 ctx->Shader.CurrentGeometryProgram,
1776 errMsg)) {
1777 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1778 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1779 }
1780 }
1781 #endif
1782 }
1783
1784 if (ctx->Shader.CurrentFragmentProgram) {
1785 frag_from_glsl_shader = true;
1786
1787 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1788 _mesa_error(ctx, GL_INVALID_OPERATION,
1789 "%s(shader not linked)", where);
1790 return GL_FALSE;
1791 }
1792 #if 0 /* not normally enabled */
1793 {
1794 char errMsg[100];
1795 if (!_mesa_validate_shader_program(ctx,
1796 ctx->Shader.CurrentFragmentProgram,
1797 errMsg)) {
1798 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1799 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1800 }
1801 }
1802 #endif
1803 }
1804
1805 /* Any shader stages that are not supplied by the GLSL shader and have
1806 * assembly shaders enabled must now be validated.
1807 */
1808 if (!vert_from_glsl_shader
1809 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1810 _mesa_error(ctx, GL_INVALID_OPERATION,
1811 "%s(vertex program not valid)", where);
1812 return GL_FALSE;
1813 }
1814
1815 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1816 * FINISHME: geometry program should validated here.
1817 */
1818 (void) geom_from_glsl_shader;
1819
1820 if (!frag_from_glsl_shader) {
1821 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1822 _mesa_error(ctx, GL_INVALID_OPERATION,
1823 "%s(fragment program not valid)", where);
1824 return GL_FALSE;
1825 }
1826
1827 /* If drawing to integer-valued color buffers, there must be an
1828 * active fragment shader (GL_EXT_texture_integer).
1829 */
1830 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1831 _mesa_error(ctx, GL_INVALID_OPERATION,
1832 "%s(integer format but no fragment shader)", where);
1833 return GL_FALSE;
1834 }
1835 }
1836
1837 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1838 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1839 "%s(incomplete framebuffer)", where);
1840 return GL_FALSE;
1841 }
1842
1843 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1844 return GL_FALSE;
1845 }
1846
1847 #ifdef DEBUG
1848 if (ctx->Shader.Flags & GLSL_LOG) {
1849 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1850 gl_shader_type i;
1851
1852 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1853 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1854 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1855
1856 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1857 if (shProg[i] == NULL || shProg[i]->_Used
1858 || shProg[i]->_LinkedShaders[i] == NULL)
1859 continue;
1860
1861 /* This is the first time this shader is being used.
1862 * Append shader's constants/uniforms to log file.
1863 *
1864 * Only log data for the program target that matches the shader
1865 * target. It's possible to have a program bound to the vertex
1866 * shader target that also supplied a fragment shader. If that
1867 * program isn't also bound to the fragment shader target we don't
1868 * want to log its fragment data.
1869 */
1870 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1871 }
1872
1873 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1874 if (shProg[i] != NULL)
1875 shProg[i]->_Used = GL_TRUE;
1876 }
1877 }
1878 #endif
1879
1880 return GL_TRUE;
1881 }
1882
1883
1884 /*@}*/