mesa: Replace MESA_VERSION with PACKAGE_VERSION.
[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_attrib fa = FRAG_ATTRIB_WPOS;
348 gl_frag_result fr = FRAG_RESULT_DEPTH;
349 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
350 gl_vert_attrib va = VERT_ATTRIB_POS;
351 gl_vert_result vr = VERT_RESULT_HPOS;
352 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
353 gl_geom_result gr = GEOM_RESULT_POS;
354
355 (void) bi;
356 (void) fi;
357 (void) fa;
358 (void) fr;
359 (void) ti;
360 (void) va;
361 (void) vr;
362 (void) ga;
363 (void) gr;
364 }
365
366
367 /**
368 * One-time initialization mutex lock.
369 *
370 * \sa Used by one_time_init().
371 */
372 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
373
374
375
376 /**
377 * Calls all the various one-time-init functions in Mesa.
378 *
379 * While holding a global mutex lock, calls several initialization functions,
380 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
381 * defined.
382 *
383 * \sa _math_init().
384 */
385 static void
386 one_time_init( struct gl_context *ctx )
387 {
388 static GLbitfield api_init_mask = 0x0;
389
390 _glthread_LOCK_MUTEX(OneTimeLock);
391
392 /* truly one-time init */
393 if (!api_init_mask) {
394 GLuint i;
395
396 /* do some implementation tests */
397 assert( sizeof(GLbyte) == 1 );
398 assert( sizeof(GLubyte) == 1 );
399 assert( sizeof(GLshort) == 2 );
400 assert( sizeof(GLushort) == 2 );
401 assert( sizeof(GLint) == 4 );
402 assert( sizeof(GLuint) == 4 );
403
404 _mesa_get_cpu_features();
405
406 for (i = 0; i < 256; i++) {
407 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
408 }
409
410 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
411 if (MESA_VERBOSE != 0) {
412 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
413 PACKAGE_VERSION, __DATE__, __TIME__);
414 }
415 #endif
416
417 #ifdef DEBUG
418 _mesa_test_formats();
419 #endif
420 }
421
422 /* per-API one-time init */
423 if (!(api_init_mask & (1 << ctx->API))) {
424 _mesa_init_get_hash(ctx);
425
426 _mesa_init_remap_table();
427 }
428
429 api_init_mask |= 1 << ctx->API;
430
431 _glthread_UNLOCK_MUTEX(OneTimeLock);
432
433 /* Hopefully atexit() is widely available. If not, we may need some
434 * #ifdef tests here.
435 */
436 atexit(_mesa_destroy_shader_compiler);
437
438 dummy_enum_func();
439 }
440
441
442 /**
443 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
444 */
445 static void
446 _mesa_init_current(struct gl_context *ctx)
447 {
448 GLuint i;
449
450 /* Init all to (0,0,0,1) */
451 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
452 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
453 }
454
455 /* redo special cases: */
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
462 }
463
464
465 /**
466 * Init vertex/fragment/geometry program limits.
467 * Important: drivers should override these with actual limits.
468 */
469 static void
470 init_program_limits(struct gl_context *ctx, GLenum type,
471 struct gl_program_constants *prog)
472 {
473 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTemps = MAX_PROGRAM_TEMPS;
478 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
479 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
480 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
481
482 switch (type) {
483 case GL_VERTEX_PROGRAM_ARB:
484 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
486 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
487 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
488 break;
489 case GL_FRAGMENT_PROGRAM_ARB:
490 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
491 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
492 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
493 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
494 break;
495 case MESA_GEOMETRY_PROGRAM:
496 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
497 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
498 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
499 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
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
542
543 /**
544 * Initialize fields of gl_constants (aka ctx->Const.*).
545 * Use defaults from config.h. The device drivers will often override
546 * some of these values (such as number of texture units).
547 */
548 static void
549 _mesa_init_constants(struct gl_context *ctx)
550 {
551 assert(ctx);
552
553 /* Constants, may be overriden (usually only reduced) by device drivers */
554 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
555 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
556 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
557 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
558 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
559 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
560 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
561 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
562 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
563 ctx->Const.MaxTextureImageUnits);
564 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
565 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
566 ctx->Const.MaxTextureBufferSize = 65536;
567 ctx->Const.TextureBufferOffsetAlignment = 1;
568 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
569 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
570 ctx->Const.MinPointSize = MIN_POINT_SIZE;
571 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
572 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
573 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
574 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
575 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
576 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
577 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
578 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
579 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
580 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
581 ctx->Const.MaxClipPlanes = 6;
582 ctx->Const.MaxLights = MAX_LIGHTS;
583 ctx->Const.MaxShininess = 128.0;
584 ctx->Const.MaxSpotExponent = 128.0;
585 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
586 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
587
588 /** GL_ARB_uniform_buffer_object */
589 ctx->Const.MaxCombinedUniformBlocks = 36;
590 ctx->Const.MaxUniformBufferBindings = 36;
591 ctx->Const.MaxUniformBlockSize = 16384;
592 ctx->Const.UniformBufferOffsetAlignment = 1;
593
594 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
595 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
597
598 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
599 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
600
601 /* CheckArrayBounds is overriden by drivers/x11 for X server */
602 ctx->Const.CheckArrayBounds = GL_FALSE;
603
604 /* GL_ARB_draw_buffers */
605 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
606
607 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
608 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
609
610 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
611 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
612 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
613 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
614 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
615 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
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 = (GLuint64) ~0;
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: hard-coded for now: */
650 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
651
652 /** GL_EXT_gpu_shader4 */
653 ctx->Const.MinProgramTexelOffset = -8;
654 ctx->Const.MaxProgramTexelOffset = 7;
655
656 /* GL_ARB_robustness */
657 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
658
659 /* PrimitiveRestart */
660 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
661
662 /* ES 3.0 or ARB_ES3_compatibility */
663 ctx->Const.MaxElementIndex = 0xffffffffu;
664
665 /* GL_ARB_texture_multisample */
666 ctx->Const.MaxColorTextureSamples = 1;
667 ctx->Const.MaxDepthTextureSamples = 1;
668 ctx->Const.MaxIntegerSamples = 1;
669 }
670
671
672 /**
673 * Do some sanity checks on the limits/constants for the given context.
674 * Only called the first time a context is bound.
675 */
676 static void
677 check_context_limits(struct gl_context *ctx)
678 {
679 /* check that we don't exceed the size of various bitfields */
680 assert(VERT_RESULT_MAX <=
681 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
682 assert(FRAG_ATTRIB_MAX <=
683 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
684
685 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
686
687 /* shader-related checks */
688 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
689 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
690
691 /* Texture unit checks */
692 assert(ctx->Const.MaxTextureImageUnits > 0);
693 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
694 assert(ctx->Const.MaxTextureCoordUnits > 0);
695 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
696 assert(ctx->Const.MaxTextureUnits > 0);
697 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
699 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
700 ctx->Const.MaxTextureCoordUnits));
701 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
702 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
703 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 /* number of coord units cannot be greater than number of image units */
705 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
706
707
708 /* Texture size checks */
709 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
710 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
711 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
713
714 /* Texture level checks */
715 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
716 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
717
718 /* Max texture size should be <= max viewport size (render to texture) */
719 assert((1U << (ctx->Const.MaxTextureLevels - 1))
720 <= ctx->Const.MaxViewportWidth);
721 assert((1U << (ctx->Const.MaxTextureLevels - 1))
722 <= ctx->Const.MaxViewportHeight);
723
724 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
725
726 /* if this fails, add more enum values to gl_buffer_index */
727 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
728
729 /* XXX probably add more tests */
730 }
731
732
733 /**
734 * Initialize the attribute groups in a GL context.
735 *
736 * \param ctx GL context.
737 *
738 * Initializes all the attributes, calling the respective <tt>init*</tt>
739 * functions for the more complex data structures.
740 */
741 static GLboolean
742 init_attrib_groups(struct gl_context *ctx)
743 {
744 assert(ctx);
745
746 /* Constants */
747 _mesa_init_constants( ctx );
748
749 /* Extensions */
750 _mesa_init_extensions( ctx );
751
752 /* Attribute Groups */
753 _mesa_init_accum( ctx );
754 _mesa_init_attrib( ctx );
755 _mesa_init_buffer_objects( ctx );
756 _mesa_init_color( ctx );
757 _mesa_init_current( ctx );
758 _mesa_init_depth( ctx );
759 _mesa_init_debug( ctx );
760 _mesa_init_display_list( ctx );
761 _mesa_init_errors( ctx );
762 _mesa_init_eval( ctx );
763 _mesa_init_fbobjects( ctx );
764 _mesa_init_feedback( ctx );
765 _mesa_init_fog( ctx );
766 _mesa_init_hint( ctx );
767 _mesa_init_line( ctx );
768 _mesa_init_lighting( ctx );
769 _mesa_init_matrix( ctx );
770 _mesa_init_multisample( ctx );
771 _mesa_init_pixel( ctx );
772 _mesa_init_pixelstore( ctx );
773 _mesa_init_point( ctx );
774 _mesa_init_polygon( ctx );
775 _mesa_init_program( ctx );
776 _mesa_init_queryobj( ctx );
777 _mesa_init_sync( ctx );
778 _mesa_init_rastpos( ctx );
779 _mesa_init_scissor( ctx );
780 _mesa_init_shader_state( ctx );
781 _mesa_init_stencil( ctx );
782 _mesa_init_transform( ctx );
783 _mesa_init_transform_feedback( ctx );
784 _mesa_init_varray( ctx );
785 _mesa_init_viewport( ctx );
786
787 if (!_mesa_init_texture( ctx ))
788 return GL_FALSE;
789
790 _mesa_init_texture_s3tc( ctx );
791
792 /* Miscellaneous */
793 ctx->NewState = _NEW_ALL;
794 ctx->NewDriverState = ~0;
795 ctx->ErrorValue = GL_NO_ERROR;
796 ctx->ResetStatus = GL_NO_ERROR;
797 ctx->varying_vp_inputs = VERT_BIT_ALL;
798
799 return GL_TRUE;
800 }
801
802
803 /**
804 * Update default objects in a GL context with respect to shared state.
805 *
806 * \param ctx GL context.
807 *
808 * Removes references to old default objects, (texture objects, program
809 * objects, etc.) and changes to reference those from the current shared
810 * state.
811 */
812 static GLboolean
813 update_default_objects(struct gl_context *ctx)
814 {
815 assert(ctx);
816
817 _mesa_update_default_objects_program(ctx);
818 _mesa_update_default_objects_texture(ctx);
819 _mesa_update_default_objects_buffer_objects(ctx);
820
821 return GL_TRUE;
822 }
823
824
825 /**
826 * This is the default function we plug into all dispatch table slots
827 * This helps prevents a segfault when someone calls a GL function without
828 * first checking if the extension's supported.
829 */
830 int
831 _mesa_generic_nop(void)
832 {
833 GET_CURRENT_CONTEXT(ctx);
834 _mesa_error(ctx, GL_INVALID_OPERATION,
835 "unsupported function called "
836 "(unsupported extension or deprecated function?)");
837 return 0;
838 }
839
840
841 /**
842 * Allocate and initialize a new dispatch table.
843 */
844 struct _glapi_table *
845 _mesa_alloc_dispatch_table()
846 {
847 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
848 * In practice, this'll be the same for stand-alone Mesa. But for DRI
849 * Mesa we do this to accomodate different versions of libGL and various
850 * DRI drivers.
851 */
852 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
853 struct _glapi_table *table;
854
855 table = malloc(numEntries * sizeof(_glapi_proc));
856 if (table) {
857 _glapi_proc *entry = (_glapi_proc *) table;
858 GLint i;
859 for (i = 0; i < numEntries; i++) {
860 entry[i] = (_glapi_proc) _mesa_generic_nop;
861 }
862 }
863 return table;
864 }
865
866 /**
867 * Creates a minimal dispatch table for use within glBegin()/glEnd().
868 *
869 * This ensures that we generate GL_INVALID_OPERATION errors from most
870 * functions, since the set of functions that are valid within Begin/End is
871 * very small.
872 *
873 * From the GL 1.0 specification section 2.6.3, "GL Commands within
874 * Begin/End"
875 *
876 * "The only GL commands that are allowed within any Begin/End pairs are
877 * the commands for specifying vertex coordinates, vertex color, normal
878 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
879 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
880 * commands for specifying lighting material parameters (Material
881 * commands see section 2.12.2), display list invocation commands
882 * (CallList and CallLists see section 5.4), and the EdgeFlag
883 * command. Executing Begin after Begin has already been executed but
884 * before an End is issued generates the INVALID OPERATION error, as does
885 * executing End without a previous corresponding Begin. Executing any
886 * other GL command within Begin/End results in the error INVALID
887 * OPERATION."
888 *
889 * The table entries for specifying vertex attributes are set up by
890 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
891 * are set by install_vtxfmt() as well.
892 */
893 static struct _glapi_table *
894 create_beginend_table(const struct gl_context *ctx)
895 {
896 struct _glapi_table *table;
897
898 table = _mesa_alloc_dispatch_table();
899 if (!table)
900 return NULL;
901
902 /* Fill in functions which return a value, since they should return some
903 * specific value even if they emit a GL_INVALID_OPERATION error from them
904 * being called within glBegin()/glEnd().
905 */
906 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
907
908 COPY_DISPATCH(GenLists);
909 COPY_DISPATCH(IsProgram);
910 COPY_DISPATCH(IsVertexArray);
911 COPY_DISPATCH(IsBuffer);
912 COPY_DISPATCH(IsEnabled);
913 COPY_DISPATCH(IsEnabledi);
914 COPY_DISPATCH(IsRenderbuffer);
915 COPY_DISPATCH(IsFramebuffer);
916 COPY_DISPATCH(CheckFramebufferStatus);
917 COPY_DISPATCH(RenderMode);
918 COPY_DISPATCH(GetString);
919 COPY_DISPATCH(GetStringi);
920 COPY_DISPATCH(GetPointerv);
921 COPY_DISPATCH(IsQuery);
922 COPY_DISPATCH(IsSampler);
923 COPY_DISPATCH(IsSync);
924 COPY_DISPATCH(IsTexture);
925 COPY_DISPATCH(IsTransformFeedback);
926 COPY_DISPATCH(DeleteQueries);
927 COPY_DISPATCH(AreTexturesResident);
928 COPY_DISPATCH(FenceSync);
929 COPY_DISPATCH(ClientWaitSync);
930 COPY_DISPATCH(MapBuffer);
931 COPY_DISPATCH(UnmapBuffer);
932 COPY_DISPATCH(MapBufferRange);
933 COPY_DISPATCH(MapBufferRange);
934 COPY_DISPATCH(ObjectPurgeableAPPLE);
935 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
936
937 _mesa_loopback_init_api_table(ctx, table);
938
939 return table;
940 }
941
942 void
943 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
944 {
945 /* Do the code-generated setup of the exec table in api_exec.c. */
946 _mesa_initialize_exec_table(ctx);
947
948 if (ctx->Save)
949 _mesa_initialize_save_table(ctx);
950 }
951
952 /**
953 * Initialize a struct gl_context struct (rendering context).
954 *
955 * This includes allocating all the other structs and arrays which hang off of
956 * the context by pointers.
957 * Note that the driver needs to pass in its dd_function_table here since
958 * we need to at least call driverFunctions->NewTextureObject to create the
959 * default texture objects.
960 *
961 * Called by _mesa_create_context().
962 *
963 * Performs the imports and exports callback tables initialization, and
964 * miscellaneous one-time initializations. If no shared context is supplied one
965 * is allocated, and increase its reference count. Setups the GL API dispatch
966 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
967 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
968 * for debug flags.
969 *
970 * \param ctx the context to initialize
971 * \param api the GL API type to create the context for
972 * \param visual describes the visual attributes for this context
973 * \param share_list points to context to share textures, display lists,
974 * etc with, or NULL
975 * \param driverFunctions table of device driver functions for this context
976 * to use
977 */
978 GLboolean
979 _mesa_initialize_context(struct gl_context *ctx,
980 gl_api api,
981 const struct gl_config *visual,
982 struct gl_context *share_list,
983 const struct dd_function_table *driverFunctions)
984 {
985 struct gl_shared_state *shared;
986 int i;
987
988 assert(driverFunctions->NewTextureObject);
989 assert(driverFunctions->FreeTextureImageBuffer);
990
991 ctx->API = api;
992 ctx->Visual = *visual;
993 ctx->DrawBuffer = NULL;
994 ctx->ReadBuffer = NULL;
995 ctx->WinSysDrawBuffer = NULL;
996 ctx->WinSysReadBuffer = NULL;
997
998 if (_mesa_is_desktop_gl(ctx)) {
999 _mesa_override_gl_version(ctx);
1000 }
1001
1002 /* misc one-time initializations */
1003 one_time_init(ctx);
1004
1005 /* Plug in driver functions and context pointer here.
1006 * This is important because when we call alloc_shared_state() below
1007 * we'll call ctx->Driver.NewTextureObject() to create the default
1008 * textures.
1009 */
1010 ctx->Driver = *driverFunctions;
1011
1012 if (share_list) {
1013 /* share state with another context */
1014 shared = share_list->Shared;
1015 }
1016 else {
1017 /* allocate new, unshared state */
1018 shared = _mesa_alloc_shared_state(ctx);
1019 if (!shared)
1020 return GL_FALSE;
1021 }
1022
1023 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1024
1025 if (!init_attrib_groups( ctx ))
1026 goto fail;
1027
1028 /* setup the API dispatch tables with all nop functions */
1029 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1030 if (!ctx->OutsideBeginEnd)
1031 goto fail;
1032 ctx->Exec = ctx->OutsideBeginEnd;
1033 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1034
1035 ctx->FragmentProgram._MaintainTexEnvProgram
1036 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1037
1038 ctx->VertexProgram._MaintainTnlProgram
1039 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1040 if (ctx->VertexProgram._MaintainTnlProgram) {
1041 /* this is required... */
1042 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1043 }
1044
1045 /* Mesa core handles all the formats that mesa core knows about.
1046 * Drivers will want to override this list with just the formats
1047 * they can handle, and confirm that appropriate fallbacks exist in
1048 * _mesa_choose_tex_format().
1049 */
1050 memset(&ctx->TextureFormatSupported, GL_TRUE,
1051 sizeof(ctx->TextureFormatSupported));
1052
1053 switch (ctx->API) {
1054 case API_OPENGL_COMPAT:
1055 ctx->BeginEnd = create_beginend_table(ctx);
1056 ctx->Save = _mesa_alloc_dispatch_table();
1057 if (!ctx->BeginEnd || !ctx->Save)
1058 goto fail;
1059
1060 /* fall-through */
1061 case API_OPENGL_CORE:
1062 break;
1063 case API_OPENGLES:
1064 /**
1065 * GL_OES_texture_cube_map says
1066 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1067 */
1068 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1069 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1070 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1071 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1072 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1073 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1074 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1075 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1076 }
1077 break;
1078 case API_OPENGLES2:
1079 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1080 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1081 break;
1082 }
1083
1084 ctx->FirstTimeCurrent = GL_TRUE;
1085
1086 return GL_TRUE;
1087
1088 fail:
1089 free(ctx->BeginEnd);
1090 free(ctx->Exec);
1091 free(ctx->Save);
1092 return GL_FALSE;
1093 }
1094
1095
1096 /**
1097 * Allocate and initialize a struct gl_context structure.
1098 * Note that the driver needs to pass in its dd_function_table here since
1099 * we need to at least call driverFunctions->NewTextureObject to initialize
1100 * the rendering context.
1101 *
1102 * \param api the GL API type to create the context for
1103 * \param visual a struct gl_config pointer (we copy the struct contents)
1104 * \param share_list another context to share display lists with or NULL
1105 * \param driverFunctions points to the dd_function_table into which the
1106 * driver has plugged in all its special functions.
1107 *
1108 * \return pointer to a new __struct gl_contextRec or NULL if error.
1109 */
1110 struct gl_context *
1111 _mesa_create_context(gl_api api,
1112 const struct gl_config *visual,
1113 struct gl_context *share_list,
1114 const struct dd_function_table *driverFunctions)
1115 {
1116 struct gl_context *ctx;
1117
1118 ASSERT(visual);
1119
1120 ctx = calloc(1, sizeof(struct gl_context));
1121 if (!ctx)
1122 return NULL;
1123
1124 if (_mesa_initialize_context(ctx, api, visual, share_list,
1125 driverFunctions)) {
1126 return ctx;
1127 }
1128 else {
1129 free(ctx);
1130 return NULL;
1131 }
1132 }
1133
1134
1135 /**
1136 * Free the data associated with the given context.
1137 *
1138 * But doesn't free the struct gl_context struct itself.
1139 *
1140 * \sa _mesa_initialize_context() and init_attrib_groups().
1141 */
1142 void
1143 _mesa_free_context_data( struct gl_context *ctx )
1144 {
1145 if (!_mesa_get_current_context()){
1146 /* No current context, but we may need one in order to delete
1147 * texture objs, etc. So temporarily bind the context now.
1148 */
1149 _mesa_make_current(ctx, NULL, NULL);
1150 }
1151
1152 /* unreference WinSysDraw/Read buffers */
1153 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1154 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1155 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1156 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1157
1158 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1159 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1160 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1161
1162 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1163 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1164 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1165
1166 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1167 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1168
1169 _mesa_free_attrib_data(ctx);
1170 _mesa_free_buffer_objects(ctx);
1171 _mesa_free_lighting_data( ctx );
1172 _mesa_free_eval_data( ctx );
1173 _mesa_free_texture_data( ctx );
1174 _mesa_free_matrix_data( ctx );
1175 _mesa_free_viewport_data( ctx );
1176 _mesa_free_program_data(ctx);
1177 _mesa_free_shader_state(ctx);
1178 _mesa_free_queryobj_data(ctx);
1179 _mesa_free_sync_data(ctx);
1180 _mesa_free_varray_data(ctx);
1181 _mesa_free_transform_feedback(ctx);
1182
1183 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1184 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1185 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1186 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1187
1188 /* free dispatch tables */
1189 free(ctx->Exec);
1190 free(ctx->Save);
1191
1192 /* Shared context state (display lists, textures, etc) */
1193 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1194
1195 /* needs to be after freeing shared state */
1196 _mesa_free_display_list_data(ctx);
1197
1198 _mesa_free_errors_data(ctx);
1199
1200 free((void *)ctx->Extensions.String);
1201
1202 free(ctx->VersionString);
1203
1204 /* unbind the context if it's currently bound */
1205 if (ctx == _mesa_get_current_context()) {
1206 _mesa_make_current(NULL, NULL, NULL);
1207 }
1208 }
1209
1210
1211 /**
1212 * Destroy a struct gl_context structure.
1213 *
1214 * \param ctx GL context.
1215 *
1216 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1217 */
1218 void
1219 _mesa_destroy_context( struct gl_context *ctx )
1220 {
1221 if (ctx) {
1222 _mesa_free_context_data(ctx);
1223 free( (void *) ctx );
1224 }
1225 }
1226
1227
1228 /**
1229 * Copy attribute groups from one context to another.
1230 *
1231 * \param src source context
1232 * \param dst destination context
1233 * \param mask bitwise OR of GL_*_BIT flags
1234 *
1235 * According to the bits specified in \p mask, copies the corresponding
1236 * attributes from \p src into \p dst. For many of the attributes a simple \c
1237 * memcpy is not enough due to the existence of internal pointers in their data
1238 * structures.
1239 */
1240 void
1241 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1242 GLuint mask )
1243 {
1244 if (mask & GL_ACCUM_BUFFER_BIT) {
1245 /* OK to memcpy */
1246 dst->Accum = src->Accum;
1247 }
1248 if (mask & GL_COLOR_BUFFER_BIT) {
1249 /* OK to memcpy */
1250 dst->Color = src->Color;
1251 }
1252 if (mask & GL_CURRENT_BIT) {
1253 /* OK to memcpy */
1254 dst->Current = src->Current;
1255 }
1256 if (mask & GL_DEPTH_BUFFER_BIT) {
1257 /* OK to memcpy */
1258 dst->Depth = src->Depth;
1259 }
1260 if (mask & GL_ENABLE_BIT) {
1261 /* no op */
1262 }
1263 if (mask & GL_EVAL_BIT) {
1264 /* OK to memcpy */
1265 dst->Eval = src->Eval;
1266 }
1267 if (mask & GL_FOG_BIT) {
1268 /* OK to memcpy */
1269 dst->Fog = src->Fog;
1270 }
1271 if (mask & GL_HINT_BIT) {
1272 /* OK to memcpy */
1273 dst->Hint = src->Hint;
1274 }
1275 if (mask & GL_LIGHTING_BIT) {
1276 GLuint i;
1277 /* begin with memcpy */
1278 dst->Light = src->Light;
1279 /* fixup linked lists to prevent pointer insanity */
1280 make_empty_list( &(dst->Light.EnabledList) );
1281 for (i = 0; i < MAX_LIGHTS; i++) {
1282 if (dst->Light.Light[i].Enabled) {
1283 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1284 }
1285 }
1286 }
1287 if (mask & GL_LINE_BIT) {
1288 /* OK to memcpy */
1289 dst->Line = src->Line;
1290 }
1291 if (mask & GL_LIST_BIT) {
1292 /* OK to memcpy */
1293 dst->List = src->List;
1294 }
1295 if (mask & GL_PIXEL_MODE_BIT) {
1296 /* OK to memcpy */
1297 dst->Pixel = src->Pixel;
1298 }
1299 if (mask & GL_POINT_BIT) {
1300 /* OK to memcpy */
1301 dst->Point = src->Point;
1302 }
1303 if (mask & GL_POLYGON_BIT) {
1304 /* OK to memcpy */
1305 dst->Polygon = src->Polygon;
1306 }
1307 if (mask & GL_POLYGON_STIPPLE_BIT) {
1308 /* Use loop instead of memcpy due to problem with Portland Group's
1309 * C compiler. Reported by John Stone.
1310 */
1311 GLuint i;
1312 for (i = 0; i < 32; i++) {
1313 dst->PolygonStipple[i] = src->PolygonStipple[i];
1314 }
1315 }
1316 if (mask & GL_SCISSOR_BIT) {
1317 /* OK to memcpy */
1318 dst->Scissor = src->Scissor;
1319 }
1320 if (mask & GL_STENCIL_BUFFER_BIT) {
1321 /* OK to memcpy */
1322 dst->Stencil = src->Stencil;
1323 }
1324 if (mask & GL_TEXTURE_BIT) {
1325 /* Cannot memcpy because of pointers */
1326 _mesa_copy_texture_state(src, dst);
1327 }
1328 if (mask & GL_TRANSFORM_BIT) {
1329 /* OK to memcpy */
1330 dst->Transform = src->Transform;
1331 }
1332 if (mask & GL_VIEWPORT_BIT) {
1333 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1334 dst->Viewport.X = src->Viewport.X;
1335 dst->Viewport.Y = src->Viewport.Y;
1336 dst->Viewport.Width = src->Viewport.Width;
1337 dst->Viewport.Height = src->Viewport.Height;
1338 dst->Viewport.Near = src->Viewport.Near;
1339 dst->Viewport.Far = src->Viewport.Far;
1340 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1341 }
1342
1343 /* XXX FIXME: Call callbacks?
1344 */
1345 dst->NewState = _NEW_ALL;
1346 dst->NewDriverState = ~0;
1347 }
1348
1349
1350 /**
1351 * Check if the given context can render into the given framebuffer
1352 * by checking visual attributes.
1353 *
1354 * Most of these tests could go away because Mesa is now pretty flexible
1355 * in terms of mixing rendering contexts with framebuffers. As long
1356 * as RGB vs. CI mode agree, we're probably good.
1357 *
1358 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1359 */
1360 static GLboolean
1361 check_compatible(const struct gl_context *ctx,
1362 const struct gl_framebuffer *buffer)
1363 {
1364 const struct gl_config *ctxvis = &ctx->Visual;
1365 const struct gl_config *bufvis = &buffer->Visual;
1366
1367 if (buffer == _mesa_get_incomplete_framebuffer())
1368 return GL_TRUE;
1369
1370 #if 0
1371 /* disabling this fixes the fgl_glxgears pbuffer demo */
1372 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1373 return GL_FALSE;
1374 #endif
1375 if (ctxvis->stereoMode && !bufvis->stereoMode)
1376 return GL_FALSE;
1377 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1378 return GL_FALSE;
1379 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1380 return GL_FALSE;
1381 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1382 return GL_FALSE;
1383 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1384 return GL_FALSE;
1385 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1386 return GL_FALSE;
1387 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1388 return GL_FALSE;
1389 #if 0
1390 /* disabled (see bug 11161) */
1391 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1392 return GL_FALSE;
1393 #endif
1394 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1395 return GL_FALSE;
1396
1397 return GL_TRUE;
1398 }
1399
1400
1401 /**
1402 * Do one-time initialization for the given framebuffer. Specifically,
1403 * ask the driver for the window's current size and update the framebuffer
1404 * object to match.
1405 * Really, the device driver should totally take care of this.
1406 */
1407 static void
1408 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1409 {
1410 GLuint width, height;
1411 if (ctx->Driver.GetBufferSize) {
1412 ctx->Driver.GetBufferSize(fb, &width, &height);
1413 if (ctx->Driver.ResizeBuffers)
1414 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1415 fb->Initialized = GL_TRUE;
1416 }
1417 }
1418
1419
1420 /**
1421 * Check if the viewport/scissor size has not yet been initialized.
1422 * Initialize the size if the given width and height are non-zero.
1423 */
1424 void
1425 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1426 {
1427 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1428 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1429 * potential infinite recursion.
1430 */
1431 ctx->ViewportInitialized = GL_TRUE;
1432 _mesa_set_viewport(ctx, 0, 0, width, height);
1433 _mesa_set_scissor(ctx, 0, 0, width, height);
1434 }
1435 }
1436
1437
1438 /**
1439 * Bind the given context to the given drawBuffer and readBuffer and
1440 * make it the current context for the calling thread.
1441 * We'll render into the drawBuffer and read pixels from the
1442 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1443 *
1444 * We check that the context's and framebuffer's visuals are compatible
1445 * and return immediately if they're not.
1446 *
1447 * \param newCtx the new GL context. If NULL then there will be no current GL
1448 * context.
1449 * \param drawBuffer the drawing framebuffer
1450 * \param readBuffer the reading framebuffer
1451 */
1452 GLboolean
1453 _mesa_make_current( struct gl_context *newCtx,
1454 struct gl_framebuffer *drawBuffer,
1455 struct gl_framebuffer *readBuffer )
1456 {
1457 GET_CURRENT_CONTEXT(curCtx);
1458
1459 if (MESA_VERBOSE & VERBOSE_API)
1460 _mesa_debug(newCtx, "_mesa_make_current()\n");
1461
1462 /* Check that the context's and framebuffer's visuals are compatible.
1463 */
1464 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1465 if (!check_compatible(newCtx, drawBuffer)) {
1466 _mesa_warning(newCtx,
1467 "MakeCurrent: incompatible visuals for context and drawbuffer");
1468 return GL_FALSE;
1469 }
1470 }
1471 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1472 if (!check_compatible(newCtx, readBuffer)) {
1473 _mesa_warning(newCtx,
1474 "MakeCurrent: incompatible visuals for context and readbuffer");
1475 return GL_FALSE;
1476 }
1477 }
1478
1479 if (curCtx &&
1480 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1481 /* make sure this context is valid for flushing */
1482 curCtx != newCtx)
1483 _mesa_flush(curCtx);
1484
1485 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1486 _glapi_set_context((void *) newCtx);
1487 ASSERT(_mesa_get_current_context() == newCtx);
1488
1489 if (!newCtx) {
1490 _glapi_set_dispatch(NULL); /* none current */
1491 }
1492 else {
1493 _glapi_set_dispatch(newCtx->CurrentDispatch);
1494
1495 if (drawBuffer && readBuffer) {
1496 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1497 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1498 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1499 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1500
1501 /*
1502 * Only set the context's Draw/ReadBuffer fields if they're NULL
1503 * or not bound to a user-created FBO.
1504 */
1505 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1506 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1507 /* Update the FBO's list of drawbuffers/renderbuffers.
1508 * For winsys FBOs this comes from the GL state (which may have
1509 * changed since the last time this FBO was bound).
1510 */
1511 _mesa_update_draw_buffers(newCtx);
1512 }
1513 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1514 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1515 }
1516
1517 /* XXX only set this flag if we're really changing the draw/read
1518 * framebuffer bindings.
1519 */
1520 newCtx->NewState |= _NEW_BUFFERS;
1521
1522 #if 1
1523 /* We want to get rid of these lines: */
1524 if (!drawBuffer->Initialized) {
1525 initialize_framebuffer_size(newCtx, drawBuffer);
1526 }
1527 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1528 initialize_framebuffer_size(newCtx, readBuffer);
1529 }
1530
1531 _mesa_resizebuffers(newCtx);
1532 #else
1533 /* We want the drawBuffer and readBuffer to be initialized by
1534 * the driver.
1535 * This generally means the Width and Height match the actual
1536 * window size and the renderbuffers (both hardware and software
1537 * based) are allocated to match. The later can generally be
1538 * done with a call to _mesa_resize_framebuffer().
1539 *
1540 * It's theoretically possible for a buffer to have zero width
1541 * or height, but for now, assert check that the driver did what's
1542 * expected of it.
1543 */
1544 ASSERT(drawBuffer->Width > 0);
1545 ASSERT(drawBuffer->Height > 0);
1546 #endif
1547
1548 if (drawBuffer) {
1549 _mesa_check_init_viewport(newCtx,
1550 drawBuffer->Width, drawBuffer->Height);
1551 }
1552 }
1553
1554 if (newCtx->FirstTimeCurrent) {
1555 assert(newCtx->Version > 0);
1556
1557 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1558
1559 check_context_limits(newCtx);
1560
1561 /* We can use this to help debug user's problems. Tell them to set
1562 * the MESA_INFO env variable before running their app. Then the
1563 * first time each context is made current we'll print some useful
1564 * information.
1565 */
1566 if (_mesa_getenv("MESA_INFO")) {
1567 _mesa_print_info();
1568 }
1569
1570 newCtx->FirstTimeCurrent = GL_FALSE;
1571 }
1572 }
1573
1574 return GL_TRUE;
1575 }
1576
1577
1578 /**
1579 * Make context 'ctx' share the display lists, textures and programs
1580 * that are associated with 'ctxToShare'.
1581 * Any display lists, textures or programs associated with 'ctx' will
1582 * be deleted if nobody else is sharing them.
1583 */
1584 GLboolean
1585 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1586 {
1587 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1588 struct gl_shared_state *oldShared = NULL;
1589
1590 /* save ref to old state to prevent it from being deleted immediately */
1591 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1592
1593 /* update ctx's Shared pointer */
1594 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1595
1596 update_default_objects(ctx);
1597
1598 /* release the old shared state */
1599 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1600
1601 return GL_TRUE;
1602 }
1603 else {
1604 return GL_FALSE;
1605 }
1606 }
1607
1608
1609
1610 /**
1611 * \return pointer to the current GL context for this thread.
1612 *
1613 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1614 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1615 * context.h.
1616 */
1617 struct gl_context *
1618 _mesa_get_current_context( void )
1619 {
1620 return (struct gl_context *) _glapi_get_context();
1621 }
1622
1623
1624 /**
1625 * Get context's current API dispatch table.
1626 *
1627 * It'll either be the immediate-mode execute dispatcher or the display list
1628 * compile dispatcher.
1629 *
1630 * \param ctx GL context.
1631 *
1632 * \return pointer to dispatch_table.
1633 *
1634 * Simply returns __struct gl_contextRec::CurrentDispatch.
1635 */
1636 struct _glapi_table *
1637 _mesa_get_dispatch(struct gl_context *ctx)
1638 {
1639 return ctx->CurrentDispatch;
1640 }
1641
1642 /*@}*/
1643
1644
1645 /**********************************************************************/
1646 /** \name Miscellaneous functions */
1647 /**********************************************************************/
1648 /*@{*/
1649
1650 /**
1651 * Record an error.
1652 *
1653 * \param ctx GL context.
1654 * \param error error code.
1655 *
1656 * Records the given error code and call the driver's dd_function_table::Error
1657 * function if defined.
1658 *
1659 * \sa
1660 * This is called via _mesa_error().
1661 */
1662 void
1663 _mesa_record_error(struct gl_context *ctx, GLenum error)
1664 {
1665 if (!ctx)
1666 return;
1667
1668 if (ctx->ErrorValue == GL_NO_ERROR) {
1669 ctx->ErrorValue = error;
1670 }
1671 }
1672
1673
1674 /**
1675 * Flush commands and wait for completion.
1676 */
1677 void
1678 _mesa_finish(struct gl_context *ctx)
1679 {
1680 FLUSH_VERTICES( ctx, 0 );
1681 FLUSH_CURRENT( ctx, 0 );
1682 if (ctx->Driver.Finish) {
1683 ctx->Driver.Finish(ctx);
1684 }
1685 }
1686
1687
1688 /**
1689 * Flush commands.
1690 */
1691 void
1692 _mesa_flush(struct gl_context *ctx)
1693 {
1694 FLUSH_VERTICES( ctx, 0 );
1695 FLUSH_CURRENT( ctx, 0 );
1696 if (ctx->Driver.Flush) {
1697 ctx->Driver.Flush(ctx);
1698 }
1699 }
1700
1701
1702
1703 /**
1704 * Execute glFinish().
1705 *
1706 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1707 * dd_function_table::Finish driver callback, if not NULL.
1708 */
1709 void GLAPIENTRY
1710 _mesa_Finish(void)
1711 {
1712 GET_CURRENT_CONTEXT(ctx);
1713 ASSERT_OUTSIDE_BEGIN_END(ctx);
1714 _mesa_finish(ctx);
1715 }
1716
1717
1718 /**
1719 * Execute glFlush().
1720 *
1721 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1722 * dd_function_table::Flush driver callback, if not NULL.
1723 */
1724 void GLAPIENTRY
1725 _mesa_Flush(void)
1726 {
1727 GET_CURRENT_CONTEXT(ctx);
1728 ASSERT_OUTSIDE_BEGIN_END(ctx);
1729 _mesa_flush(ctx);
1730 }
1731
1732
1733 /**
1734 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1735 * MUL/MAD, or vice versa, call this function to register that.
1736 * Otherwise we default to MUL/MAD.
1737 */
1738 void
1739 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1740 GLboolean flag )
1741 {
1742 ctx->mvp_with_dp4 = flag;
1743 }
1744
1745 /*
1746 * ARB_blend_func_extended - ERRORS section
1747 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1748 * implicitly calls Begin if any draw buffer has a blend function requiring the
1749 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1750 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1751 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1752 */
1753 static GLboolean
1754 _mesa_check_blend_func_error(struct gl_context *ctx)
1755 {
1756 GLuint i;
1757 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1758 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1759 i++) {
1760 if (ctx->Color.Blend[i]._UsesDualSrc) {
1761 _mesa_error(ctx, GL_INVALID_OPERATION,
1762 "dual source blend on illegal attachment");
1763 return GL_FALSE;
1764 }
1765 }
1766 return GL_TRUE;
1767 }
1768
1769 /**
1770 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1771 * is called to see if it's valid to render. This involves checking that
1772 * the current shader is valid and the framebuffer is complete.
1773 * If an error is detected it'll be recorded here.
1774 * \return GL_TRUE if OK to render, GL_FALSE if not
1775 */
1776 GLboolean
1777 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1778 {
1779 bool vert_from_glsl_shader = false;
1780 bool geom_from_glsl_shader = false;
1781 bool frag_from_glsl_shader = false;
1782
1783 /* This depends on having up to date derived state (shaders) */
1784 if (ctx->NewState)
1785 _mesa_update_state(ctx);
1786
1787 if (ctx->Shader.CurrentVertexProgram) {
1788 vert_from_glsl_shader = true;
1789
1790 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1791 _mesa_error(ctx, GL_INVALID_OPERATION,
1792 "%s(shader not linked)", where);
1793 return GL_FALSE;
1794 }
1795 #if 0 /* not normally enabled */
1796 {
1797 char errMsg[100];
1798 if (!_mesa_validate_shader_program(ctx,
1799 ctx->Shader.CurrentVertexProgram,
1800 errMsg)) {
1801 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1802 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1803 }
1804 }
1805 #endif
1806 }
1807
1808 if (ctx->Shader.CurrentGeometryProgram) {
1809 geom_from_glsl_shader = true;
1810
1811 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1812 _mesa_error(ctx, GL_INVALID_OPERATION,
1813 "%s(shader not linked)", where);
1814 return GL_FALSE;
1815 }
1816 #if 0 /* not normally enabled */
1817 {
1818 char errMsg[100];
1819 if (!_mesa_validate_shader_program(ctx,
1820 ctx->Shader.CurrentGeometryProgram,
1821 errMsg)) {
1822 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1823 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1824 }
1825 }
1826 #endif
1827 }
1828
1829 if (ctx->Shader.CurrentFragmentProgram) {
1830 frag_from_glsl_shader = true;
1831
1832 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1833 _mesa_error(ctx, GL_INVALID_OPERATION,
1834 "%s(shader not linked)", where);
1835 return GL_FALSE;
1836 }
1837 #if 0 /* not normally enabled */
1838 {
1839 char errMsg[100];
1840 if (!_mesa_validate_shader_program(ctx,
1841 ctx->Shader.CurrentFragmentProgram,
1842 errMsg)) {
1843 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1844 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1845 }
1846 }
1847 #endif
1848 }
1849
1850 /* Any shader stages that are not supplied by the GLSL shader and have
1851 * assembly shaders enabled must now be validated.
1852 */
1853 if (!vert_from_glsl_shader
1854 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1855 _mesa_error(ctx, GL_INVALID_OPERATION,
1856 "%s(vertex program not valid)", where);
1857 return GL_FALSE;
1858 }
1859
1860 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1861 * FINISHME: geometry program should validated here.
1862 */
1863 (void) geom_from_glsl_shader;
1864
1865 if (!frag_from_glsl_shader) {
1866 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1867 _mesa_error(ctx, GL_INVALID_OPERATION,
1868 "%s(fragment program not valid)", where);
1869 return GL_FALSE;
1870 }
1871
1872 /* If drawing to integer-valued color buffers, there must be an
1873 * active fragment shader (GL_EXT_texture_integer).
1874 */
1875 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1876 _mesa_error(ctx, GL_INVALID_OPERATION,
1877 "%s(integer format but no fragment shader)", where);
1878 return GL_FALSE;
1879 }
1880 }
1881
1882 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1883 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1884 "%s(incomplete framebuffer)", where);
1885 return GL_FALSE;
1886 }
1887
1888 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1889 return GL_FALSE;
1890 }
1891
1892 #ifdef DEBUG
1893 if (ctx->Shader.Flags & GLSL_LOG) {
1894 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1895 gl_shader_type i;
1896
1897 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1898 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1899 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1900
1901 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1902 if (shProg[i] == NULL || shProg[i]->_Used
1903 || shProg[i]->_LinkedShaders[i] == NULL)
1904 continue;
1905
1906 /* This is the first time this shader is being used.
1907 * Append shader's constants/uniforms to log file.
1908 *
1909 * Only log data for the program target that matches the shader
1910 * target. It's possible to have a program bound to the vertex
1911 * shader target that also supplied a fragment shader. If that
1912 * program isn't also bound to the fragment shader target we don't
1913 * want to log its fragment data.
1914 */
1915 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1916 }
1917
1918 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1919 if (shProg[i] != NULL)
1920 shProg[i]->_Used = GL_TRUE;
1921 }
1922 }
1923 #endif
1924
1925 return GL_TRUE;
1926 }
1927
1928
1929 /*@}*/