mesa: Don't leak gl_context::BeginEnd at context destruction
[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 "api_loopback.h"
85 #include "arrayobj.h"
86 #include "attrib.h"
87 #include "blend.h"
88 #include "buffers.h"
89 #include "bufferobj.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "extensions.h"
97 #include "fbobject.h"
98 #include "feedback.h"
99 #include "fog.h"
100 #include "formats.h"
101 #include "framebuffer.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "multisample.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 break;
483 case GL_FRAGMENT_PROGRAM_ARB:
484 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
488 break;
489 case MESA_GEOMETRY_PROGRAM:
490 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
491 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
492 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
493 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
494 break;
495 default:
496 assert(0 && "Bad program type in init_program_limits()");
497 }
498
499 /* Set the native limits to zero. This implies that there is no native
500 * support for shaders. Let the drivers fill in the actual values.
501 */
502 prog->MaxNativeInstructions = 0;
503 prog->MaxNativeAluInstructions = 0;
504 prog->MaxNativeTexInstructions = 0;
505 prog->MaxNativeTexIndirections = 0;
506 prog->MaxNativeAttribs = 0;
507 prog->MaxNativeTemps = 0;
508 prog->MaxNativeAddressRegs = 0;
509 prog->MaxNativeParameters = 0;
510
511 /* Set GLSL datatype range/precision info assuming IEEE float values.
512 * Drivers should override these defaults as needed.
513 */
514 prog->MediumFloat.RangeMin = 127;
515 prog->MediumFloat.RangeMax = 127;
516 prog->MediumFloat.Precision = 23;
517 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
518
519 /* Assume ints are stored as floats for now, since this is the least-common
520 * denominator. The OpenGL ES spec implies (page 132) that the precision
521 * of integer types should be 0. Practically speaking, IEEE
522 * single-precision floating point values can only store integers in the
523 * range [-0x01000000, 0x01000000] without loss of precision.
524 */
525 prog->MediumInt.RangeMin = 24;
526 prog->MediumInt.RangeMax = 24;
527 prog->MediumInt.Precision = 0;
528 prog->LowInt = prog->HighInt = prog->MediumInt;
529
530 prog->MaxUniformBlocks = 12;
531 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
532 ctx->Const.MaxUniformBlockSize / 4 *
533 prog->MaxUniformBlocks);
534 }
535
536
537 /**
538 * Initialize fields of gl_constants (aka ctx->Const.*).
539 * Use defaults from config.h. The device drivers will often override
540 * some of these values (such as number of texture units).
541 */
542 static void
543 _mesa_init_constants(struct gl_context *ctx)
544 {
545 assert(ctx);
546
547 /* Constants, may be overriden (usually only reduced) by device drivers */
548 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
549 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
550 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
551 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
552 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
553 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
554 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
555 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
556 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
557 ctx->Const.MaxTextureImageUnits);
558 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
559 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
560 ctx->Const.MaxTextureBufferSize = 65536;
561 ctx->Const.TextureBufferOffsetAlignment = 1;
562 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
563 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
564 ctx->Const.MinPointSize = MIN_POINT_SIZE;
565 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
566 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
567 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
568 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
569 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
570 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
571 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
572 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
573 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
574 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
575 ctx->Const.MaxClipPlanes = 6;
576 ctx->Const.MaxLights = MAX_LIGHTS;
577 ctx->Const.MaxShininess = 128.0;
578 ctx->Const.MaxSpotExponent = 128.0;
579 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
580 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
581
582 /** GL_ARB_uniform_buffer_object */
583 ctx->Const.MaxCombinedUniformBlocks = 36;
584 ctx->Const.MaxUniformBufferBindings = 36;
585 ctx->Const.MaxUniformBlockSize = 16384;
586 ctx->Const.UniformBufferOffsetAlignment = 1;
587
588 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
589 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
590 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
591
592 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
593 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
594
595 /* CheckArrayBounds is overriden by drivers/x11 for X server */
596 ctx->Const.CheckArrayBounds = GL_FALSE;
597
598 /* GL_ARB_draw_buffers */
599 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
600
601 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
602 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
603
604 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
605 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
606 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
607 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
608 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
609 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
610 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
611 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
612
613 /* Shading language version */
614 if (_mesa_is_desktop_gl(ctx)) {
615 ctx->Const.GLSLVersion = 120;
616 _mesa_override_glsl_version(ctx);
617 }
618 else if (ctx->API == API_OPENGLES2) {
619 ctx->Const.GLSLVersion = 100;
620 }
621 else if (ctx->API == API_OPENGLES) {
622 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
623 }
624
625 /* GL_ARB_framebuffer_object */
626 ctx->Const.MaxSamples = 0;
627
628 /* GL_ARB_sync */
629 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
630
631 /* GL_ATI_envmap_bumpmap */
632 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
633
634 /* GL_EXT_provoking_vertex */
635 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
636
637 /* GL_EXT_transform_feedback */
638 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
639 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
640 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
641 ctx->Const.MaxVertexStreams = 1;
642
643 /* GL 3.2: hard-coded for now: */
644 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
645
646 /** GL_EXT_gpu_shader4 */
647 ctx->Const.MinProgramTexelOffset = -8;
648 ctx->Const.MaxProgramTexelOffset = 7;
649
650 /* GL_ARB_robustness */
651 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
652
653 /* PrimitiveRestart */
654 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
655
656 /* ES 3.0 or ARB_ES3_compatibility */
657 ctx->Const.MaxElementIndex = 0xffffffffu;
658
659 /* GL_ARB_texture_multisample */
660 ctx->Const.MaxColorTextureSamples = 1;
661 ctx->Const.MaxDepthTextureSamples = 1;
662 ctx->Const.MaxIntegerSamples = 1;
663 }
664
665
666 /**
667 * Do some sanity checks on the limits/constants for the given context.
668 * Only called the first time a context is bound.
669 */
670 static void
671 check_context_limits(struct gl_context *ctx)
672 {
673 /* check that we don't exceed the size of various bitfields */
674 assert(VARYING_SLOT_MAX <=
675 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
676 assert(VARYING_SLOT_MAX <=
677 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
678
679 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
680
681 /* shader-related checks */
682 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
683 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
684
685 /* Texture unit checks */
686 assert(ctx->Const.MaxTextureImageUnits > 0);
687 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
688 assert(ctx->Const.MaxTextureCoordUnits > 0);
689 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
690 assert(ctx->Const.MaxTextureUnits > 0);
691 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
692 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
693 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
694 ctx->Const.MaxTextureCoordUnits));
695 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
696 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
697 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
698 /* number of coord units cannot be greater than number of image units */
699 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
700
701
702 /* Texture size checks */
703 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
704 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
705 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
706 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
707
708 /* Texture level checks */
709 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
710 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
711
712 /* Max texture size should be <= max viewport size (render to texture) */
713 assert((1U << (ctx->Const.MaxTextureLevels - 1))
714 <= ctx->Const.MaxViewportWidth);
715 assert((1U << (ctx->Const.MaxTextureLevels - 1))
716 <= ctx->Const.MaxViewportHeight);
717
718 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
719
720 /* if this fails, add more enum values to gl_buffer_index */
721 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
722
723 /* XXX probably add more tests */
724 }
725
726
727 /**
728 * Initialize the attribute groups in a GL context.
729 *
730 * \param ctx GL context.
731 *
732 * Initializes all the attributes, calling the respective <tt>init*</tt>
733 * functions for the more complex data structures.
734 */
735 static GLboolean
736 init_attrib_groups(struct gl_context *ctx)
737 {
738 assert(ctx);
739
740 /* Constants */
741 _mesa_init_constants( ctx );
742
743 /* Extensions */
744 _mesa_init_extensions( ctx );
745
746 /* Attribute Groups */
747 _mesa_init_accum( ctx );
748 _mesa_init_attrib( ctx );
749 _mesa_init_buffer_objects( ctx );
750 _mesa_init_color( ctx );
751 _mesa_init_current( ctx );
752 _mesa_init_depth( ctx );
753 _mesa_init_debug( ctx );
754 _mesa_init_display_list( ctx );
755 _mesa_init_errors( ctx );
756 _mesa_init_eval( ctx );
757 _mesa_init_fbobjects( ctx );
758 _mesa_init_feedback( ctx );
759 _mesa_init_fog( ctx );
760 _mesa_init_hint( ctx );
761 _mesa_init_line( ctx );
762 _mesa_init_lighting( ctx );
763 _mesa_init_matrix( ctx );
764 _mesa_init_multisample( ctx );
765 _mesa_init_pixel( ctx );
766 _mesa_init_pixelstore( ctx );
767 _mesa_init_point( ctx );
768 _mesa_init_polygon( ctx );
769 _mesa_init_program( ctx );
770 _mesa_init_queryobj( ctx );
771 _mesa_init_sync( ctx );
772 _mesa_init_rastpos( ctx );
773 _mesa_init_scissor( ctx );
774 _mesa_init_shader_state( ctx );
775 _mesa_init_stencil( ctx );
776 _mesa_init_transform( ctx );
777 _mesa_init_transform_feedback( ctx );
778 _mesa_init_varray( ctx );
779 _mesa_init_viewport( ctx );
780
781 if (!_mesa_init_texture( ctx ))
782 return GL_FALSE;
783
784 _mesa_init_texture_s3tc( ctx );
785
786 /* Miscellaneous */
787 ctx->NewState = _NEW_ALL;
788 ctx->NewDriverState = ~0;
789 ctx->ErrorValue = GL_NO_ERROR;
790 ctx->ResetStatus = GL_NO_ERROR;
791 ctx->varying_vp_inputs = VERT_BIT_ALL;
792
793 return GL_TRUE;
794 }
795
796
797 /**
798 * Update default objects in a GL context with respect to shared state.
799 *
800 * \param ctx GL context.
801 *
802 * Removes references to old default objects, (texture objects, program
803 * objects, etc.) and changes to reference those from the current shared
804 * state.
805 */
806 static GLboolean
807 update_default_objects(struct gl_context *ctx)
808 {
809 assert(ctx);
810
811 _mesa_update_default_objects_program(ctx);
812 _mesa_update_default_objects_texture(ctx);
813 _mesa_update_default_objects_buffer_objects(ctx);
814
815 return GL_TRUE;
816 }
817
818
819 /**
820 * This is the default function we plug into all dispatch table slots
821 * This helps prevents a segfault when someone calls a GL function without
822 * first checking if the extension's supported.
823 */
824 int
825 _mesa_generic_nop(void)
826 {
827 GET_CURRENT_CONTEXT(ctx);
828 _mesa_error(ctx, GL_INVALID_OPERATION,
829 "unsupported function called "
830 "(unsupported extension or deprecated function?)");
831 return 0;
832 }
833
834
835 /**
836 * Allocate and initialize a new dispatch table.
837 */
838 struct _glapi_table *
839 _mesa_alloc_dispatch_table()
840 {
841 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
842 * In practice, this'll be the same for stand-alone Mesa. But for DRI
843 * Mesa we do this to accomodate different versions of libGL and various
844 * DRI drivers.
845 */
846 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
847 struct _glapi_table *table;
848
849 table = malloc(numEntries * sizeof(_glapi_proc));
850 if (table) {
851 _glapi_proc *entry = (_glapi_proc *) table;
852 GLint i;
853 for (i = 0; i < numEntries; i++) {
854 entry[i] = (_glapi_proc) _mesa_generic_nop;
855 }
856 }
857 return table;
858 }
859
860 /**
861 * Creates a minimal dispatch table for use within glBegin()/glEnd().
862 *
863 * This ensures that we generate GL_INVALID_OPERATION errors from most
864 * functions, since the set of functions that are valid within Begin/End is
865 * very small.
866 *
867 * From the GL 1.0 specification section 2.6.3, "GL Commands within
868 * Begin/End"
869 *
870 * "The only GL commands that are allowed within any Begin/End pairs are
871 * the commands for specifying vertex coordinates, vertex color, normal
872 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
873 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
874 * commands for specifying lighting material parameters (Material
875 * commands see section 2.12.2), display list invocation commands
876 * (CallList and CallLists see section 5.4), and the EdgeFlag
877 * command. Executing Begin after Begin has already been executed but
878 * before an End is issued generates the INVALID OPERATION error, as does
879 * executing End without a previous corresponding Begin. Executing any
880 * other GL command within Begin/End results in the error INVALID
881 * OPERATION."
882 *
883 * The table entries for specifying vertex attributes are set up by
884 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
885 * are set by install_vtxfmt() as well.
886 */
887 static struct _glapi_table *
888 create_beginend_table(const struct gl_context *ctx)
889 {
890 struct _glapi_table *table;
891
892 table = _mesa_alloc_dispatch_table();
893 if (!table)
894 return NULL;
895
896 /* Fill in functions which return a value, since they should return some
897 * specific value even if they emit a GL_INVALID_OPERATION error from them
898 * being called within glBegin()/glEnd().
899 */
900 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
901
902 COPY_DISPATCH(GenLists);
903 COPY_DISPATCH(IsProgram);
904 COPY_DISPATCH(IsVertexArray);
905 COPY_DISPATCH(IsBuffer);
906 COPY_DISPATCH(IsEnabled);
907 COPY_DISPATCH(IsEnabledi);
908 COPY_DISPATCH(IsRenderbuffer);
909 COPY_DISPATCH(IsFramebuffer);
910 COPY_DISPATCH(CheckFramebufferStatus);
911 COPY_DISPATCH(RenderMode);
912 COPY_DISPATCH(GetString);
913 COPY_DISPATCH(GetStringi);
914 COPY_DISPATCH(GetPointerv);
915 COPY_DISPATCH(IsQuery);
916 COPY_DISPATCH(IsSampler);
917 COPY_DISPATCH(IsSync);
918 COPY_DISPATCH(IsTexture);
919 COPY_DISPATCH(IsTransformFeedback);
920 COPY_DISPATCH(DeleteQueries);
921 COPY_DISPATCH(AreTexturesResident);
922 COPY_DISPATCH(FenceSync);
923 COPY_DISPATCH(ClientWaitSync);
924 COPY_DISPATCH(MapBuffer);
925 COPY_DISPATCH(UnmapBuffer);
926 COPY_DISPATCH(MapBufferRange);
927 COPY_DISPATCH(MapBufferRange);
928 COPY_DISPATCH(ObjectPurgeableAPPLE);
929 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
930
931 _mesa_loopback_init_api_table(ctx, table);
932
933 return table;
934 }
935
936 void
937 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
938 {
939 /* Do the code-generated setup of the exec table in api_exec.c. */
940 _mesa_initialize_exec_table(ctx);
941
942 if (ctx->Save)
943 _mesa_initialize_save_table(ctx);
944 }
945
946 /**
947 * Initialize a struct gl_context struct (rendering context).
948 *
949 * This includes allocating all the other structs and arrays which hang off of
950 * the context by pointers.
951 * Note that the driver needs to pass in its dd_function_table here since
952 * we need to at least call driverFunctions->NewTextureObject to create the
953 * default texture objects.
954 *
955 * Called by _mesa_create_context().
956 *
957 * Performs the imports and exports callback tables initialization, and
958 * miscellaneous one-time initializations. If no shared context is supplied one
959 * is allocated, and increase its reference count. Setups the GL API dispatch
960 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
961 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
962 * for debug flags.
963 *
964 * \param ctx the context to initialize
965 * \param api the GL API type to create the context for
966 * \param visual describes the visual attributes for this context
967 * \param share_list points to context to share textures, display lists,
968 * etc with, or NULL
969 * \param driverFunctions table of device driver functions for this context
970 * to use
971 */
972 GLboolean
973 _mesa_initialize_context(struct gl_context *ctx,
974 gl_api api,
975 const struct gl_config *visual,
976 struct gl_context *share_list,
977 const struct dd_function_table *driverFunctions)
978 {
979 struct gl_shared_state *shared;
980 int i;
981
982 assert(driverFunctions->NewTextureObject);
983 assert(driverFunctions->FreeTextureImageBuffer);
984
985 ctx->API = api;
986 ctx->Visual = *visual;
987 ctx->DrawBuffer = NULL;
988 ctx->ReadBuffer = NULL;
989 ctx->WinSysDrawBuffer = NULL;
990 ctx->WinSysReadBuffer = NULL;
991
992 if (_mesa_is_desktop_gl(ctx)) {
993 _mesa_override_gl_version(ctx);
994 }
995
996 /* misc one-time initializations */
997 one_time_init(ctx);
998
999 /* Plug in driver functions and context pointer here.
1000 * This is important because when we call alloc_shared_state() below
1001 * we'll call ctx->Driver.NewTextureObject() to create the default
1002 * textures.
1003 */
1004 ctx->Driver = *driverFunctions;
1005
1006 if (share_list) {
1007 /* share state with another context */
1008 shared = share_list->Shared;
1009 }
1010 else {
1011 /* allocate new, unshared state */
1012 shared = _mesa_alloc_shared_state(ctx);
1013 if (!shared)
1014 return GL_FALSE;
1015 }
1016
1017 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1018
1019 if (!init_attrib_groups( ctx ))
1020 goto fail;
1021
1022 /* setup the API dispatch tables with all nop functions */
1023 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1024 if (!ctx->OutsideBeginEnd)
1025 goto fail;
1026 ctx->Exec = ctx->OutsideBeginEnd;
1027 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1028
1029 ctx->FragmentProgram._MaintainTexEnvProgram
1030 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1031
1032 ctx->VertexProgram._MaintainTnlProgram
1033 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1034 if (ctx->VertexProgram._MaintainTnlProgram) {
1035 /* this is required... */
1036 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1037 }
1038
1039 /* Mesa core handles all the formats that mesa core knows about.
1040 * Drivers will want to override this list with just the formats
1041 * they can handle, and confirm that appropriate fallbacks exist in
1042 * _mesa_choose_tex_format().
1043 */
1044 memset(&ctx->TextureFormatSupported, GL_TRUE,
1045 sizeof(ctx->TextureFormatSupported));
1046
1047 switch (ctx->API) {
1048 case API_OPENGL_COMPAT:
1049 ctx->BeginEnd = create_beginend_table(ctx);
1050 ctx->Save = _mesa_alloc_dispatch_table();
1051 if (!ctx->BeginEnd || !ctx->Save)
1052 goto fail;
1053
1054 /* fall-through */
1055 case API_OPENGL_CORE:
1056 break;
1057 case API_OPENGLES:
1058 /**
1059 * GL_OES_texture_cube_map says
1060 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1061 */
1062 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1063 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1064 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1065 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1066 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1067 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1068 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1069 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1070 }
1071 break;
1072 case API_OPENGLES2:
1073 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1074 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1075 break;
1076 }
1077
1078 ctx->FirstTimeCurrent = GL_TRUE;
1079
1080 return GL_TRUE;
1081
1082 fail:
1083 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1084 free(ctx->BeginEnd);
1085 free(ctx->Exec);
1086 free(ctx->Save);
1087 return GL_FALSE;
1088 }
1089
1090
1091 /**
1092 * Allocate and initialize a struct gl_context structure.
1093 * Note that the driver needs to pass in its dd_function_table here since
1094 * we need to at least call driverFunctions->NewTextureObject to initialize
1095 * the rendering context.
1096 *
1097 * \param api the GL API type to create the context for
1098 * \param visual a struct gl_config pointer (we copy the struct contents)
1099 * \param share_list another context to share display lists with or NULL
1100 * \param driverFunctions points to the dd_function_table into which the
1101 * driver has plugged in all its special functions.
1102 *
1103 * \return pointer to a new __struct gl_contextRec or NULL if error.
1104 */
1105 struct gl_context *
1106 _mesa_create_context(gl_api api,
1107 const struct gl_config *visual,
1108 struct gl_context *share_list,
1109 const struct dd_function_table *driverFunctions)
1110 {
1111 struct gl_context *ctx;
1112
1113 ASSERT(visual);
1114
1115 ctx = calloc(1, sizeof(struct gl_context));
1116 if (!ctx)
1117 return NULL;
1118
1119 if (_mesa_initialize_context(ctx, api, visual, share_list,
1120 driverFunctions)) {
1121 return ctx;
1122 }
1123 else {
1124 free(ctx);
1125 return NULL;
1126 }
1127 }
1128
1129
1130 /**
1131 * Free the data associated with the given context.
1132 *
1133 * But doesn't free the struct gl_context struct itself.
1134 *
1135 * \sa _mesa_initialize_context() and init_attrib_groups().
1136 */
1137 void
1138 _mesa_free_context_data( struct gl_context *ctx )
1139 {
1140 if (!_mesa_get_current_context()){
1141 /* No current context, but we may need one in order to delete
1142 * texture objs, etc. So temporarily bind the context now.
1143 */
1144 _mesa_make_current(ctx, NULL, NULL);
1145 }
1146
1147 /* unreference WinSysDraw/Read buffers */
1148 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1149 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1150 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1151 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1152
1153 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1154 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1155 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1156
1157 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1158 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1159 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1160
1161 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1162 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1163
1164 _mesa_free_attrib_data(ctx);
1165 _mesa_free_buffer_objects(ctx);
1166 _mesa_free_lighting_data( ctx );
1167 _mesa_free_eval_data( ctx );
1168 _mesa_free_texture_data( ctx );
1169 _mesa_free_matrix_data( ctx );
1170 _mesa_free_viewport_data( ctx );
1171 _mesa_free_program_data(ctx);
1172 _mesa_free_shader_state(ctx);
1173 _mesa_free_queryobj_data(ctx);
1174 _mesa_free_sync_data(ctx);
1175 _mesa_free_varray_data(ctx);
1176 _mesa_free_transform_feedback(ctx);
1177
1178 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1179 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1180 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1181 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1182
1183 /* free dispatch tables */
1184 free(ctx->BeginEnd);
1185 free(ctx->Exec);
1186 free(ctx->Save);
1187
1188 /* Shared context state (display lists, textures, etc) */
1189 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1190
1191 /* needs to be after freeing shared state */
1192 _mesa_free_display_list_data(ctx);
1193
1194 _mesa_free_errors_data(ctx);
1195
1196 free((void *)ctx->Extensions.String);
1197
1198 free(ctx->VersionString);
1199
1200 /* unbind the context if it's currently bound */
1201 if (ctx == _mesa_get_current_context()) {
1202 _mesa_make_current(NULL, NULL, NULL);
1203 }
1204 }
1205
1206
1207 /**
1208 * Destroy a struct gl_context structure.
1209 *
1210 * \param ctx GL context.
1211 *
1212 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1213 */
1214 void
1215 _mesa_destroy_context( struct gl_context *ctx )
1216 {
1217 if (ctx) {
1218 _mesa_free_context_data(ctx);
1219 free( (void *) ctx );
1220 }
1221 }
1222
1223
1224 /**
1225 * Copy attribute groups from one context to another.
1226 *
1227 * \param src source context
1228 * \param dst destination context
1229 * \param mask bitwise OR of GL_*_BIT flags
1230 *
1231 * According to the bits specified in \p mask, copies the corresponding
1232 * attributes from \p src into \p dst. For many of the attributes a simple \c
1233 * memcpy is not enough due to the existence of internal pointers in their data
1234 * structures.
1235 */
1236 void
1237 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1238 GLuint mask )
1239 {
1240 if (mask & GL_ACCUM_BUFFER_BIT) {
1241 /* OK to memcpy */
1242 dst->Accum = src->Accum;
1243 }
1244 if (mask & GL_COLOR_BUFFER_BIT) {
1245 /* OK to memcpy */
1246 dst->Color = src->Color;
1247 }
1248 if (mask & GL_CURRENT_BIT) {
1249 /* OK to memcpy */
1250 dst->Current = src->Current;
1251 }
1252 if (mask & GL_DEPTH_BUFFER_BIT) {
1253 /* OK to memcpy */
1254 dst->Depth = src->Depth;
1255 }
1256 if (mask & GL_ENABLE_BIT) {
1257 /* no op */
1258 }
1259 if (mask & GL_EVAL_BIT) {
1260 /* OK to memcpy */
1261 dst->Eval = src->Eval;
1262 }
1263 if (mask & GL_FOG_BIT) {
1264 /* OK to memcpy */
1265 dst->Fog = src->Fog;
1266 }
1267 if (mask & GL_HINT_BIT) {
1268 /* OK to memcpy */
1269 dst->Hint = src->Hint;
1270 }
1271 if (mask & GL_LIGHTING_BIT) {
1272 GLuint i;
1273 /* begin with memcpy */
1274 dst->Light = src->Light;
1275 /* fixup linked lists to prevent pointer insanity */
1276 make_empty_list( &(dst->Light.EnabledList) );
1277 for (i = 0; i < MAX_LIGHTS; i++) {
1278 if (dst->Light.Light[i].Enabled) {
1279 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1280 }
1281 }
1282 }
1283 if (mask & GL_LINE_BIT) {
1284 /* OK to memcpy */
1285 dst->Line = src->Line;
1286 }
1287 if (mask & GL_LIST_BIT) {
1288 /* OK to memcpy */
1289 dst->List = src->List;
1290 }
1291 if (mask & GL_PIXEL_MODE_BIT) {
1292 /* OK to memcpy */
1293 dst->Pixel = src->Pixel;
1294 }
1295 if (mask & GL_POINT_BIT) {
1296 /* OK to memcpy */
1297 dst->Point = src->Point;
1298 }
1299 if (mask & GL_POLYGON_BIT) {
1300 /* OK to memcpy */
1301 dst->Polygon = src->Polygon;
1302 }
1303 if (mask & GL_POLYGON_STIPPLE_BIT) {
1304 /* Use loop instead of memcpy due to problem with Portland Group's
1305 * C compiler. Reported by John Stone.
1306 */
1307 GLuint i;
1308 for (i = 0; i < 32; i++) {
1309 dst->PolygonStipple[i] = src->PolygonStipple[i];
1310 }
1311 }
1312 if (mask & GL_SCISSOR_BIT) {
1313 /* OK to memcpy */
1314 dst->Scissor = src->Scissor;
1315 }
1316 if (mask & GL_STENCIL_BUFFER_BIT) {
1317 /* OK to memcpy */
1318 dst->Stencil = src->Stencil;
1319 }
1320 if (mask & GL_TEXTURE_BIT) {
1321 /* Cannot memcpy because of pointers */
1322 _mesa_copy_texture_state(src, dst);
1323 }
1324 if (mask & GL_TRANSFORM_BIT) {
1325 /* OK to memcpy */
1326 dst->Transform = src->Transform;
1327 }
1328 if (mask & GL_VIEWPORT_BIT) {
1329 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1330 dst->Viewport.X = src->Viewport.X;
1331 dst->Viewport.Y = src->Viewport.Y;
1332 dst->Viewport.Width = src->Viewport.Width;
1333 dst->Viewport.Height = src->Viewport.Height;
1334 dst->Viewport.Near = src->Viewport.Near;
1335 dst->Viewport.Far = src->Viewport.Far;
1336 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1337 }
1338
1339 /* XXX FIXME: Call callbacks?
1340 */
1341 dst->NewState = _NEW_ALL;
1342 dst->NewDriverState = ~0;
1343 }
1344
1345
1346 /**
1347 * Check if the given context can render into the given framebuffer
1348 * by checking visual attributes.
1349 *
1350 * Most of these tests could go away because Mesa is now pretty flexible
1351 * in terms of mixing rendering contexts with framebuffers. As long
1352 * as RGB vs. CI mode agree, we're probably good.
1353 *
1354 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1355 */
1356 static GLboolean
1357 check_compatible(const struct gl_context *ctx,
1358 const struct gl_framebuffer *buffer)
1359 {
1360 const struct gl_config *ctxvis = &ctx->Visual;
1361 const struct gl_config *bufvis = &buffer->Visual;
1362
1363 if (buffer == _mesa_get_incomplete_framebuffer())
1364 return GL_TRUE;
1365
1366 #if 0
1367 /* disabling this fixes the fgl_glxgears pbuffer demo */
1368 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1369 return GL_FALSE;
1370 #endif
1371 if (ctxvis->stereoMode && !bufvis->stereoMode)
1372 return GL_FALSE;
1373 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1374 return GL_FALSE;
1375 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1376 return GL_FALSE;
1377 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1378 return GL_FALSE;
1379 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1380 return GL_FALSE;
1381 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1382 return GL_FALSE;
1383 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1384 return GL_FALSE;
1385 #if 0
1386 /* disabled (see bug 11161) */
1387 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1388 return GL_FALSE;
1389 #endif
1390 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1391 return GL_FALSE;
1392
1393 return GL_TRUE;
1394 }
1395
1396
1397 /**
1398 * Do one-time initialization for the given framebuffer. Specifically,
1399 * ask the driver for the window's current size and update the framebuffer
1400 * object to match.
1401 * Really, the device driver should totally take care of this.
1402 */
1403 static void
1404 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1405 {
1406 GLuint width, height;
1407 if (ctx->Driver.GetBufferSize) {
1408 ctx->Driver.GetBufferSize(fb, &width, &height);
1409 if (ctx->Driver.ResizeBuffers)
1410 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1411 fb->Initialized = GL_TRUE;
1412 }
1413 }
1414
1415
1416 /**
1417 * Check if the viewport/scissor size has not yet been initialized.
1418 * Initialize the size if the given width and height are non-zero.
1419 */
1420 void
1421 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1422 {
1423 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1424 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1425 * potential infinite recursion.
1426 */
1427 ctx->ViewportInitialized = GL_TRUE;
1428 _mesa_set_viewport(ctx, 0, 0, width, height);
1429 _mesa_set_scissor(ctx, 0, 0, width, height);
1430 }
1431 }
1432
1433
1434 /**
1435 * Bind the given context to the given drawBuffer and readBuffer and
1436 * make it the current context for the calling thread.
1437 * We'll render into the drawBuffer and read pixels from the
1438 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1439 *
1440 * We check that the context's and framebuffer's visuals are compatible
1441 * and return immediately if they're not.
1442 *
1443 * \param newCtx the new GL context. If NULL then there will be no current GL
1444 * context.
1445 * \param drawBuffer the drawing framebuffer
1446 * \param readBuffer the reading framebuffer
1447 */
1448 GLboolean
1449 _mesa_make_current( struct gl_context *newCtx,
1450 struct gl_framebuffer *drawBuffer,
1451 struct gl_framebuffer *readBuffer )
1452 {
1453 GET_CURRENT_CONTEXT(curCtx);
1454
1455 if (MESA_VERBOSE & VERBOSE_API)
1456 _mesa_debug(newCtx, "_mesa_make_current()\n");
1457
1458 /* Check that the context's and framebuffer's visuals are compatible.
1459 */
1460 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1461 if (!check_compatible(newCtx, drawBuffer)) {
1462 _mesa_warning(newCtx,
1463 "MakeCurrent: incompatible visuals for context and drawbuffer");
1464 return GL_FALSE;
1465 }
1466 }
1467 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1468 if (!check_compatible(newCtx, readBuffer)) {
1469 _mesa_warning(newCtx,
1470 "MakeCurrent: incompatible visuals for context and readbuffer");
1471 return GL_FALSE;
1472 }
1473 }
1474
1475 if (curCtx &&
1476 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1477 /* make sure this context is valid for flushing */
1478 curCtx != newCtx)
1479 _mesa_flush(curCtx);
1480
1481 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1482 _glapi_set_context((void *) newCtx);
1483 ASSERT(_mesa_get_current_context() == newCtx);
1484
1485 if (!newCtx) {
1486 _glapi_set_dispatch(NULL); /* none current */
1487 }
1488 else {
1489 _glapi_set_dispatch(newCtx->CurrentDispatch);
1490
1491 if (drawBuffer && readBuffer) {
1492 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1493 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1494 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1495 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1496
1497 /*
1498 * Only set the context's Draw/ReadBuffer fields if they're NULL
1499 * or not bound to a user-created FBO.
1500 */
1501 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1502 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1503 /* Update the FBO's list of drawbuffers/renderbuffers.
1504 * For winsys FBOs this comes from the GL state (which may have
1505 * changed since the last time this FBO was bound).
1506 */
1507 _mesa_update_draw_buffers(newCtx);
1508 }
1509 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1510 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1511 }
1512
1513 /* XXX only set this flag if we're really changing the draw/read
1514 * framebuffer bindings.
1515 */
1516 newCtx->NewState |= _NEW_BUFFERS;
1517
1518 #if 1
1519 /* We want to get rid of these lines: */
1520 if (!drawBuffer->Initialized) {
1521 initialize_framebuffer_size(newCtx, drawBuffer);
1522 }
1523 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1524 initialize_framebuffer_size(newCtx, readBuffer);
1525 }
1526
1527 _mesa_resizebuffers(newCtx);
1528 #else
1529 /* We want the drawBuffer and readBuffer to be initialized by
1530 * the driver.
1531 * This generally means the Width and Height match the actual
1532 * window size and the renderbuffers (both hardware and software
1533 * based) are allocated to match. The later can generally be
1534 * done with a call to _mesa_resize_framebuffer().
1535 *
1536 * It's theoretically possible for a buffer to have zero width
1537 * or height, but for now, assert check that the driver did what's
1538 * expected of it.
1539 */
1540 ASSERT(drawBuffer->Width > 0);
1541 ASSERT(drawBuffer->Height > 0);
1542 #endif
1543
1544 if (drawBuffer) {
1545 _mesa_check_init_viewport(newCtx,
1546 drawBuffer->Width, drawBuffer->Height);
1547 }
1548 }
1549
1550 if (newCtx->FirstTimeCurrent) {
1551 assert(newCtx->Version > 0);
1552
1553 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1554
1555 check_context_limits(newCtx);
1556
1557 /* We can use this to help debug user's problems. Tell them to set
1558 * the MESA_INFO env variable before running their app. Then the
1559 * first time each context is made current we'll print some useful
1560 * information.
1561 */
1562 if (_mesa_getenv("MESA_INFO")) {
1563 _mesa_print_info();
1564 }
1565
1566 newCtx->FirstTimeCurrent = GL_FALSE;
1567 }
1568 }
1569
1570 return GL_TRUE;
1571 }
1572
1573
1574 /**
1575 * Make context 'ctx' share the display lists, textures and programs
1576 * that are associated with 'ctxToShare'.
1577 * Any display lists, textures or programs associated with 'ctx' will
1578 * be deleted if nobody else is sharing them.
1579 */
1580 GLboolean
1581 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1582 {
1583 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1584 struct gl_shared_state *oldShared = NULL;
1585
1586 /* save ref to old state to prevent it from being deleted immediately */
1587 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1588
1589 /* update ctx's Shared pointer */
1590 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1591
1592 update_default_objects(ctx);
1593
1594 /* release the old shared state */
1595 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1596
1597 return GL_TRUE;
1598 }
1599 else {
1600 return GL_FALSE;
1601 }
1602 }
1603
1604
1605
1606 /**
1607 * \return pointer to the current GL context for this thread.
1608 *
1609 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1610 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1611 * context.h.
1612 */
1613 struct gl_context *
1614 _mesa_get_current_context( void )
1615 {
1616 return (struct gl_context *) _glapi_get_context();
1617 }
1618
1619
1620 /**
1621 * Get context's current API dispatch table.
1622 *
1623 * It'll either be the immediate-mode execute dispatcher or the display list
1624 * compile dispatcher.
1625 *
1626 * \param ctx GL context.
1627 *
1628 * \return pointer to dispatch_table.
1629 *
1630 * Simply returns __struct gl_contextRec::CurrentDispatch.
1631 */
1632 struct _glapi_table *
1633 _mesa_get_dispatch(struct gl_context *ctx)
1634 {
1635 return ctx->CurrentDispatch;
1636 }
1637
1638 /*@}*/
1639
1640
1641 /**********************************************************************/
1642 /** \name Miscellaneous functions */
1643 /**********************************************************************/
1644 /*@{*/
1645
1646 /**
1647 * Record an error.
1648 *
1649 * \param ctx GL context.
1650 * \param error error code.
1651 *
1652 * Records the given error code and call the driver's dd_function_table::Error
1653 * function if defined.
1654 *
1655 * \sa
1656 * This is called via _mesa_error().
1657 */
1658 void
1659 _mesa_record_error(struct gl_context *ctx, GLenum error)
1660 {
1661 if (!ctx)
1662 return;
1663
1664 if (ctx->ErrorValue == GL_NO_ERROR) {
1665 ctx->ErrorValue = error;
1666 }
1667 }
1668
1669
1670 /**
1671 * Flush commands and wait for completion.
1672 */
1673 void
1674 _mesa_finish(struct gl_context *ctx)
1675 {
1676 FLUSH_VERTICES( ctx, 0 );
1677 FLUSH_CURRENT( ctx, 0 );
1678 if (ctx->Driver.Finish) {
1679 ctx->Driver.Finish(ctx);
1680 }
1681 }
1682
1683
1684 /**
1685 * Flush commands.
1686 */
1687 void
1688 _mesa_flush(struct gl_context *ctx)
1689 {
1690 FLUSH_VERTICES( ctx, 0 );
1691 FLUSH_CURRENT( ctx, 0 );
1692 if (ctx->Driver.Flush) {
1693 ctx->Driver.Flush(ctx);
1694 }
1695 }
1696
1697
1698
1699 /**
1700 * Execute glFinish().
1701 *
1702 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1703 * dd_function_table::Finish driver callback, if not NULL.
1704 */
1705 void GLAPIENTRY
1706 _mesa_Finish(void)
1707 {
1708 GET_CURRENT_CONTEXT(ctx);
1709 ASSERT_OUTSIDE_BEGIN_END(ctx);
1710 _mesa_finish(ctx);
1711 }
1712
1713
1714 /**
1715 * Execute glFlush().
1716 *
1717 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1718 * dd_function_table::Flush driver callback, if not NULL.
1719 */
1720 void GLAPIENTRY
1721 _mesa_Flush(void)
1722 {
1723 GET_CURRENT_CONTEXT(ctx);
1724 ASSERT_OUTSIDE_BEGIN_END(ctx);
1725 _mesa_flush(ctx);
1726 }
1727
1728
1729 /**
1730 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1731 * MUL/MAD, or vice versa, call this function to register that.
1732 * Otherwise we default to MUL/MAD.
1733 */
1734 void
1735 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1736 GLboolean flag )
1737 {
1738 ctx->mvp_with_dp4 = flag;
1739 }
1740
1741 /*
1742 * ARB_blend_func_extended - ERRORS section
1743 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1744 * implicitly calls Begin if any draw buffer has a blend function requiring the
1745 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1746 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1747 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1748 */
1749 static GLboolean
1750 _mesa_check_blend_func_error(struct gl_context *ctx)
1751 {
1752 GLuint i;
1753 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1754 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1755 i++) {
1756 if (ctx->Color.Blend[i]._UsesDualSrc) {
1757 _mesa_error(ctx, GL_INVALID_OPERATION,
1758 "dual source blend on illegal attachment");
1759 return GL_FALSE;
1760 }
1761 }
1762 return GL_TRUE;
1763 }
1764
1765 /**
1766 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1767 * is called to see if it's valid to render. This involves checking that
1768 * the current shader is valid and the framebuffer is complete.
1769 * If an error is detected it'll be recorded here.
1770 * \return GL_TRUE if OK to render, GL_FALSE if not
1771 */
1772 GLboolean
1773 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1774 {
1775 bool vert_from_glsl_shader = false;
1776 bool geom_from_glsl_shader = false;
1777 bool frag_from_glsl_shader = false;
1778
1779 /* This depends on having up to date derived state (shaders) */
1780 if (ctx->NewState)
1781 _mesa_update_state(ctx);
1782
1783 if (ctx->Shader.CurrentVertexProgram) {
1784 vert_from_glsl_shader = true;
1785
1786 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1787 _mesa_error(ctx, GL_INVALID_OPERATION,
1788 "%s(shader not linked)", where);
1789 return GL_FALSE;
1790 }
1791 #if 0 /* not normally enabled */
1792 {
1793 char errMsg[100];
1794 if (!_mesa_validate_shader_program(ctx,
1795 ctx->Shader.CurrentVertexProgram,
1796 errMsg)) {
1797 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1798 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1799 }
1800 }
1801 #endif
1802 }
1803
1804 if (ctx->Shader.CurrentGeometryProgram) {
1805 geom_from_glsl_shader = true;
1806
1807 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1808 _mesa_error(ctx, GL_INVALID_OPERATION,
1809 "%s(shader not linked)", where);
1810 return GL_FALSE;
1811 }
1812 #if 0 /* not normally enabled */
1813 {
1814 char errMsg[100];
1815 if (!_mesa_validate_shader_program(ctx,
1816 ctx->Shader.CurrentGeometryProgram,
1817 errMsg)) {
1818 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1819 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1820 }
1821 }
1822 #endif
1823 }
1824
1825 if (ctx->Shader.CurrentFragmentProgram) {
1826 frag_from_glsl_shader = true;
1827
1828 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1829 _mesa_error(ctx, GL_INVALID_OPERATION,
1830 "%s(shader not linked)", where);
1831 return GL_FALSE;
1832 }
1833 #if 0 /* not normally enabled */
1834 {
1835 char errMsg[100];
1836 if (!_mesa_validate_shader_program(ctx,
1837 ctx->Shader.CurrentFragmentProgram,
1838 errMsg)) {
1839 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1840 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1841 }
1842 }
1843 #endif
1844 }
1845
1846 /* Any shader stages that are not supplied by the GLSL shader and have
1847 * assembly shaders enabled must now be validated.
1848 */
1849 if (!vert_from_glsl_shader
1850 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1851 _mesa_error(ctx, GL_INVALID_OPERATION,
1852 "%s(vertex program not valid)", where);
1853 return GL_FALSE;
1854 }
1855
1856 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1857 * FINISHME: geometry program should validated here.
1858 */
1859 (void) geom_from_glsl_shader;
1860
1861 if (!frag_from_glsl_shader) {
1862 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1863 _mesa_error(ctx, GL_INVALID_OPERATION,
1864 "%s(fragment program not valid)", where);
1865 return GL_FALSE;
1866 }
1867
1868 /* If drawing to integer-valued color buffers, there must be an
1869 * active fragment shader (GL_EXT_texture_integer).
1870 */
1871 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1872 _mesa_error(ctx, GL_INVALID_OPERATION,
1873 "%s(integer format but no fragment shader)", where);
1874 return GL_FALSE;
1875 }
1876 }
1877
1878 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1879 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1880 "%s(incomplete framebuffer)", where);
1881 return GL_FALSE;
1882 }
1883
1884 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1885 return GL_FALSE;
1886 }
1887
1888 #ifdef DEBUG
1889 if (ctx->Shader.Flags & GLSL_LOG) {
1890 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1891 gl_shader_type i;
1892
1893 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1894 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1895 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1896
1897 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1898 if (shProg[i] == NULL || shProg[i]->_Used
1899 || shProg[i]->_LinkedShaders[i] == NULL)
1900 continue;
1901
1902 /* This is the first time this shader is being used.
1903 * Append shader's constants/uniforms to log file.
1904 *
1905 * Only log data for the program target that matches the shader
1906 * target. It's possible to have a program bound to the vertex
1907 * shader target that also supplied a fragment shader. If that
1908 * program isn't also bound to the fragment shader target we don't
1909 * want to log its fragment data.
1910 */
1911 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1912 }
1913
1914 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1915 if (shProg[i] != NULL)
1916 shProg[i]->_Used = GL_TRUE;
1917 }
1918 }
1919 #endif
1920
1921 return GL_TRUE;
1922 }
1923
1924
1925 /*@}*/