Merge branch 'draw-instanced'
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number 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 can't be
204 * 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 > STENCIL_BITS) {
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 _mesa_init_sqrt_table();
407
408 /* context dependence is never a one-time thing... */
409 _mesa_init_get_hash(ctx);
410
411 for (i = 0; i < 256; i++) {
412 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
413 }
414
415 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
416 if (MESA_VERBOSE != 0) {
417 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
418 MESA_VERSION_STRING, __DATE__, __TIME__);
419 }
420 #endif
421
422 #ifdef DEBUG
423 _mesa_test_formats();
424 #endif
425 }
426
427 /* per-API one-time init */
428 if (!(api_init_mask & (1 << ctx->API))) {
429 /*
430 * This is fine as ES does not use the remap table, but it may not be
431 * future-proof. We cannot always initialize the remap table because
432 * when an app is linked to libGLES*, there are not enough dynamic
433 * entries.
434 */
435 if (ctx->API == API_OPENGL)
436 _mesa_init_remap_table();
437 }
438
439 api_init_mask |= 1 << ctx->API;
440
441 _glthread_UNLOCK_MUTEX(OneTimeLock);
442
443 /* Hopefully atexit() is widely available. If not, we may need some
444 * #ifdef tests here.
445 */
446 atexit(_mesa_destroy_shader_compiler);
447
448 dummy_enum_func();
449 }
450
451
452 /**
453 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
454 */
455 static void
456 _mesa_init_current(struct gl_context *ctx)
457 {
458 GLuint i;
459
460 /* Init all to (0,0,0,1) */
461 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
462 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
463 }
464
465 /* redo special cases: */
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
472 }
473
474
475 /**
476 * Init vertex/fragment/geometry program limits.
477 * Important: drivers should override these with actual limits.
478 */
479 static void
480 init_program_limits(GLenum type, struct gl_program_constants *prog)
481 {
482 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTemps = MAX_PROGRAM_TEMPS;
487 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
488 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
489 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
490
491 switch (type) {
492 case GL_VERTEX_PROGRAM_ARB:
493 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
494 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
495 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
496 break;
497 case GL_FRAGMENT_PROGRAM_ARB:
498 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
499 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
500 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
501 break;
502 case MESA_GEOMETRY_PROGRAM:
503 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
504 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
505 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
506
507 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
508 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
509 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
510 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
511 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
512 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
513 break;
514 default:
515 assert(0 && "Bad program type in init_program_limits()");
516 }
517
518 /* Set the native limits to zero. This implies that there is no native
519 * support for shaders. Let the drivers fill in the actual values.
520 */
521 prog->MaxNativeInstructions = 0;
522 prog->MaxNativeAluInstructions = 0;
523 prog->MaxNativeTexInstructions = 0;
524 prog->MaxNativeTexIndirections = 0;
525 prog->MaxNativeAttribs = 0;
526 prog->MaxNativeTemps = 0;
527 prog->MaxNativeAddressRegs = 0;
528 prog->MaxNativeParameters = 0;
529 }
530
531
532 /**
533 * Initialize fields of gl_constants (aka ctx->Const.*).
534 * Use defaults from config.h. The device drivers will often override
535 * some of these values (such as number of texture units).
536 */
537 static void
538 _mesa_init_constants(struct gl_context *ctx)
539 {
540 assert(ctx);
541
542 /* Constants, may be overriden (usually only reduced) by device drivers */
543 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
544 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
545 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
546 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
547 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
548 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
549 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
550 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
551 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
552 ctx->Const.MaxTextureImageUnits);
553 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
554 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
555 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
556 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
557 ctx->Const.MinPointSize = MIN_POINT_SIZE;
558 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
559 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
560 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
561 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
562 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
563 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
564 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
565 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
566 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
567 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
568 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
569 ctx->Const.MaxLights = MAX_LIGHTS;
570 ctx->Const.MaxShininess = 128.0;
571 ctx->Const.MaxSpotExponent = 128.0;
572 ctx->Const.MaxViewportWidth = MAX_WIDTH;
573 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
574 #if FEATURE_ARB_vertex_program
575 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
576 #endif
577 #if FEATURE_ARB_fragment_program
578 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
579 #endif
580 #if FEATURE_ARB_geometry_shader4
581 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
582 #endif
583 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
584 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
585
586 /* CheckArrayBounds is overriden by drivers/x11 for X server */
587 ctx->Const.CheckArrayBounds = GL_FALSE;
588
589 /* GL_ARB_draw_buffers */
590 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
591
592 #if FEATURE_EXT_framebuffer_object
593 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
594 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
595 #endif
596
597 #if FEATURE_ARB_vertex_shader
598 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
599 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
600 ctx->Const.MaxVarying = MAX_VARYING;
601 #endif
602
603 /* Shading language version */
604 if (ctx->API == API_OPENGL) {
605 ctx->Const.GLSLVersion = 120;
606 }
607 else if (ctx->API == API_OPENGLES2) {
608 ctx->Const.GLSLVersion = 100;
609 }
610 else if (ctx->API == API_OPENGLES) {
611 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
612 }
613
614 /* GL_ARB_framebuffer_object */
615 ctx->Const.MaxSamples = 0;
616
617 /* GL_ARB_sync */
618 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
619
620 /* GL_ATI_envmap_bumpmap */
621 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
622
623 /* GL_EXT_provoking_vertex */
624 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
625
626 /* GL_EXT_transform_feedback */
627 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
628 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
629 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
630
631 /* GL 3.2: hard-coded for now: */
632 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
633
634 /** GL_EXT_gpu_shader4 */
635 ctx->Const.MinProgramTexelOffset = -8;
636 ctx->Const.MaxProgramTexelOffset = 7;
637 }
638
639
640 /**
641 * Do some sanity checks on the limits/constants for the given context.
642 * Only called the first time a context is bound.
643 */
644 static void
645 check_context_limits(struct gl_context *ctx)
646 {
647 /* check that we don't exceed the size of various bitfields */
648 assert(VERT_RESULT_MAX <=
649 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
650 assert(FRAG_ATTRIB_MAX <=
651 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
652
653 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
654
655 /* shader-related checks */
656 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
657 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
658
659 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
660 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
661 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
662 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
663
664 /* Texture unit checks */
665 assert(ctx->Const.MaxTextureImageUnits > 0);
666 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
667 assert(ctx->Const.MaxTextureCoordUnits > 0);
668 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
669 assert(ctx->Const.MaxTextureUnits > 0);
670 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
671 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
672 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
673 ctx->Const.MaxTextureCoordUnits));
674 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
675 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
676 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
677 /* number of coord units cannot be greater than number of image units */
678 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
679
680
681 /* Texture size checks */
682 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
683 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
684 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
685 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
686
687 /* make sure largest texture image is <= MAX_WIDTH in size */
688 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
689 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
690 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
691
692 /* Texture level checks */
693 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
694 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
695
696 /* Max texture size should be <= max viewport size (render to texture) */
697 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
698
699 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
700 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
701
702 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
703
704 /* if this fails, add more enum values to gl_buffer_index */
705 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
706
707 /* XXX probably add more tests */
708 }
709
710
711 /**
712 * Initialize the attribute groups in a GL context.
713 *
714 * \param ctx GL context.
715 *
716 * Initializes all the attributes, calling the respective <tt>init*</tt>
717 * functions for the more complex data structures.
718 */
719 static GLboolean
720 init_attrib_groups(struct gl_context *ctx)
721 {
722 assert(ctx);
723
724 /* Constants */
725 _mesa_init_constants( ctx );
726
727 /* Extensions */
728 _mesa_init_extensions( ctx );
729
730 /* Attribute Groups */
731 _mesa_init_accum( ctx );
732 _mesa_init_attrib( ctx );
733 _mesa_init_buffer_objects( ctx );
734 _mesa_init_color( ctx );
735 _mesa_init_current( ctx );
736 _mesa_init_depth( ctx );
737 _mesa_init_debug( ctx );
738 _mesa_init_display_list( ctx );
739 _mesa_init_eval( ctx );
740 _mesa_init_fbobjects( ctx );
741 _mesa_init_feedback( ctx );
742 _mesa_init_fog( ctx );
743 _mesa_init_hint( ctx );
744 _mesa_init_line( ctx );
745 _mesa_init_lighting( ctx );
746 _mesa_init_matrix( ctx );
747 _mesa_init_multisample( ctx );
748 _mesa_init_pixel( ctx );
749 _mesa_init_pixelstore( ctx );
750 _mesa_init_point( ctx );
751 _mesa_init_polygon( ctx );
752 _mesa_init_program( ctx );
753 _mesa_init_queryobj( ctx );
754 _mesa_init_sync( ctx );
755 _mesa_init_rastpos( ctx );
756 _mesa_init_scissor( ctx );
757 _mesa_init_shader_state( ctx );
758 _mesa_init_stencil( ctx );
759 _mesa_init_transform( ctx );
760 _mesa_init_transform_feedback( ctx );
761 _mesa_init_varray( ctx );
762 _mesa_init_viewport( ctx );
763
764 if (!_mesa_init_texture( ctx ))
765 return GL_FALSE;
766
767 _mesa_init_texture_s3tc( ctx );
768
769 /* Miscellaneous */
770 ctx->NewState = _NEW_ALL;
771 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
772 ctx->varying_vp_inputs = ~0;
773
774 return GL_TRUE;
775 }
776
777
778 /**
779 * Update default objects in a GL context with respect to shared state.
780 *
781 * \param ctx GL context.
782 *
783 * Removes references to old default objects, (texture objects, program
784 * objects, etc.) and changes to reference those from the current shared
785 * state.
786 */
787 static GLboolean
788 update_default_objects(struct gl_context *ctx)
789 {
790 assert(ctx);
791
792 _mesa_update_default_objects_program(ctx);
793 _mesa_update_default_objects_texture(ctx);
794 _mesa_update_default_objects_buffer_objects(ctx);
795
796 return GL_TRUE;
797 }
798
799
800 /**
801 * This is the default function we plug into all dispatch table slots
802 * This helps prevents a segfault when someone calls a GL function without
803 * first checking if the extension's supported.
804 */
805 static int
806 generic_nop(void)
807 {
808 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
809 return 0;
810 }
811
812
813 /**
814 * Allocate and initialize a new dispatch table.
815 */
816 struct _glapi_table *
817 _mesa_alloc_dispatch_table(int size)
818 {
819 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
820 * In practice, this'll be the same for stand-alone Mesa. But for DRI
821 * Mesa we do this to accomodate different versions of libGL and various
822 * DRI drivers.
823 */
824 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
825 struct _glapi_table *table;
826
827 /* should never happen, but just in case */
828 numEntries = MAX2(numEntries, size);
829
830 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
831 if (table) {
832 _glapi_proc *entry = (_glapi_proc *) table;
833 GLint i;
834 for (i = 0; i < numEntries; i++) {
835 entry[i] = (_glapi_proc) generic_nop;
836 }
837 }
838 return table;
839 }
840
841
842 /**
843 * Initialize a struct gl_context struct (rendering context).
844 *
845 * This includes allocating all the other structs and arrays which hang off of
846 * the context by pointers.
847 * Note that the driver needs to pass in its dd_function_table here since
848 * we need to at least call driverFunctions->NewTextureObject to create the
849 * default texture objects.
850 *
851 * Called by _mesa_create_context().
852 *
853 * Performs the imports and exports callback tables initialization, and
854 * miscellaneous one-time initializations. If no shared context is supplied one
855 * is allocated, and increase its reference count. Setups the GL API dispatch
856 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
857 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
858 * for debug flags.
859 *
860 * \param ctx the context to initialize
861 * \param api the GL API type to create the context for
862 * \param visual describes the visual attributes for this context
863 * \param share_list points to context to share textures, display lists,
864 * etc with, or NULL
865 * \param driverFunctions table of device driver functions for this context
866 * to use
867 * \param driverContext pointer to driver-specific context data
868 */
869 GLboolean
870 _mesa_initialize_context_for_api(struct gl_context *ctx,
871 gl_api api,
872 const struct gl_config *visual,
873 struct gl_context *share_list,
874 const struct dd_function_table *driverFunctions,
875 void *driverContext)
876 {
877 struct gl_shared_state *shared;
878 int i;
879
880 /*ASSERT(driverContext);*/
881 assert(driverFunctions->NewTextureObject);
882 assert(driverFunctions->FreeTexImageData);
883
884 ctx->API = api;
885 ctx->Visual = *visual;
886 ctx->DrawBuffer = NULL;
887 ctx->ReadBuffer = NULL;
888 ctx->WinSysDrawBuffer = NULL;
889 ctx->WinSysReadBuffer = NULL;
890
891 /* misc one-time initializations */
892 one_time_init(ctx);
893
894 /* Plug in driver functions and context pointer here.
895 * This is important because when we call alloc_shared_state() below
896 * we'll call ctx->Driver.NewTextureObject() to create the default
897 * textures.
898 */
899 ctx->Driver = *driverFunctions;
900 ctx->DriverCtx = driverContext;
901
902 if (share_list) {
903 /* share state with another context */
904 shared = share_list->Shared;
905 }
906 else {
907 /* allocate new, unshared state */
908 shared = _mesa_alloc_shared_state(ctx);
909 if (!shared)
910 return GL_FALSE;
911 }
912
913 _glthread_LOCK_MUTEX(shared->Mutex);
914 ctx->Shared = shared;
915 shared->RefCount++;
916 _glthread_UNLOCK_MUTEX(shared->Mutex);
917
918 if (!init_attrib_groups( ctx )) {
919 _mesa_release_shared_state(ctx, ctx->Shared);
920 return GL_FALSE;
921 }
922
923 #if FEATURE_dispatch
924 /* setup the API dispatch tables */
925 switch (ctx->API) {
926 #if FEATURE_GL
927 case API_OPENGL:
928 ctx->Exec = _mesa_create_exec_table();
929 break;
930 #endif
931 #if FEATURE_ES1
932 case API_OPENGLES:
933 ctx->Exec = _mesa_create_exec_table_es1();
934 break;
935 #endif
936 #if FEATURE_ES2
937 case API_OPENGLES2:
938 ctx->Exec = _mesa_create_exec_table_es2();
939 break;
940 #endif
941 default:
942 _mesa_problem(ctx, "unknown or unsupported API");
943 break;
944 }
945
946 if (!ctx->Exec) {
947 _mesa_release_shared_state(ctx, ctx->Shared);
948 return GL_FALSE;
949 }
950 #endif
951 ctx->CurrentDispatch = ctx->Exec;
952
953 ctx->FragmentProgram._MaintainTexEnvProgram
954 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
955
956 ctx->VertexProgram._MaintainTnlProgram
957 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
958 if (ctx->VertexProgram._MaintainTnlProgram) {
959 /* this is required... */
960 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
961 }
962
963 /* Mesa core handles all the formats that mesa core knows about.
964 * Drivers will want to override this list with just the formats
965 * they can handle, and confirm that appropriate fallbacks exist in
966 * _mesa_choose_tex_format().
967 */
968 memset(&ctx->TextureFormatSupported, GL_TRUE,
969 sizeof(ctx->TextureFormatSupported));
970
971 switch (ctx->API) {
972 case API_OPENGL:
973 #if FEATURE_dlist
974 ctx->Save = _mesa_create_save_table();
975 if (!ctx->Save) {
976 _mesa_release_shared_state(ctx, ctx->Shared);
977 free(ctx->Exec);
978 return GL_FALSE;
979 }
980
981 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
982 #endif
983 break;
984 case API_OPENGLES:
985 /**
986 * GL_OES_texture_cube_map says
987 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
988 */
989 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
990 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
991 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
992 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
993 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
994 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
995 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
996 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
997 }
998 break;
999 case API_OPENGLES2:
1000 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1001 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1002 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1003 break;
1004 }
1005
1006 ctx->FirstTimeCurrent = GL_TRUE;
1007
1008 return GL_TRUE;
1009 }
1010
1011
1012 /**
1013 * Initialize an OpenGL context.
1014 */
1015 GLboolean
1016 _mesa_initialize_context(struct gl_context *ctx,
1017 const struct gl_config *visual,
1018 struct gl_context *share_list,
1019 const struct dd_function_table *driverFunctions,
1020 void *driverContext)
1021 {
1022 return _mesa_initialize_context_for_api(ctx,
1023 API_OPENGL,
1024 visual,
1025 share_list,
1026 driverFunctions,
1027 driverContext);
1028 }
1029
1030
1031 /**
1032 * Allocate and initialize a struct gl_context structure.
1033 * Note that the driver needs to pass in its dd_function_table here since
1034 * we need to at least call driverFunctions->NewTextureObject to initialize
1035 * the rendering context.
1036 *
1037 * \param api the GL API type to create the context for
1038 * \param visual a struct gl_config pointer (we copy the struct contents)
1039 * \param share_list another context to share display lists with or NULL
1040 * \param driverFunctions points to the dd_function_table into which the
1041 * driver has plugged in all its special functions.
1042 * \param driverContext points to the device driver's private context state
1043 *
1044 * \return pointer to a new __struct gl_contextRec or NULL if error.
1045 */
1046 struct gl_context *
1047 _mesa_create_context_for_api(gl_api api,
1048 const struct gl_config *visual,
1049 struct gl_context *share_list,
1050 const struct dd_function_table *driverFunctions,
1051 void *driverContext)
1052 {
1053 struct gl_context *ctx;
1054
1055 ASSERT(visual);
1056 /*ASSERT(driverContext);*/
1057
1058 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1059 if (!ctx)
1060 return NULL;
1061
1062 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1063 driverFunctions, driverContext)) {
1064 return ctx;
1065 }
1066 else {
1067 free(ctx);
1068 return NULL;
1069 }
1070 }
1071
1072
1073 /**
1074 * Create an OpenGL context.
1075 */
1076 struct gl_context *
1077 _mesa_create_context(const struct gl_config *visual,
1078 struct gl_context *share_list,
1079 const struct dd_function_table *driverFunctions,
1080 void *driverContext)
1081 {
1082 return _mesa_create_context_for_api(API_OPENGL, visual,
1083 share_list,
1084 driverFunctions,
1085 driverContext);
1086 }
1087
1088
1089 /**
1090 * Free the data associated with the given context.
1091 *
1092 * But doesn't free the struct gl_context struct itself.
1093 *
1094 * \sa _mesa_initialize_context() and init_attrib_groups().
1095 */
1096 void
1097 _mesa_free_context_data( struct gl_context *ctx )
1098 {
1099 if (!_mesa_get_current_context()){
1100 /* No current context, but we may need one in order to delete
1101 * texture objs, etc. So temporarily bind the context now.
1102 */
1103 _mesa_make_current(ctx, NULL, NULL);
1104 }
1105
1106 /* unreference WinSysDraw/Read buffers */
1107 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1108 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1109 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1110 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1111
1112 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1113 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1114 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1115
1116 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1117 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1118 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1119
1120 _mesa_free_attrib_data(ctx);
1121 _mesa_free_buffer_objects(ctx);
1122 _mesa_free_lighting_data( ctx );
1123 _mesa_free_eval_data( ctx );
1124 _mesa_free_texture_data( ctx );
1125 _mesa_free_matrix_data( ctx );
1126 _mesa_free_viewport_data( ctx );
1127 _mesa_free_program_data(ctx);
1128 _mesa_free_shader_state(ctx);
1129 _mesa_free_queryobj_data(ctx);
1130 _mesa_free_sync_data(ctx);
1131 _mesa_free_varray_data(ctx);
1132 _mesa_free_transform_feedback(ctx);
1133
1134 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1135
1136 #if FEATURE_ARB_pixel_buffer_object
1137 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1138 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1139 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1140 #endif
1141
1142 #if FEATURE_ARB_vertex_buffer_object
1143 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1144 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1145 #endif
1146
1147 /* free dispatch tables */
1148 free(ctx->Exec);
1149 free(ctx->Save);
1150
1151 /* Shared context state (display lists, textures, etc) */
1152 _mesa_release_shared_state( ctx, ctx->Shared );
1153
1154 /* needs to be after freeing shared state */
1155 _mesa_free_display_list_data(ctx);
1156
1157 if (ctx->Extensions.String)
1158 free((void *) ctx->Extensions.String);
1159
1160 if (ctx->VersionString)
1161 free(ctx->VersionString);
1162
1163 /* unbind the context if it's currently bound */
1164 if (ctx == _mesa_get_current_context()) {
1165 _mesa_make_current(NULL, NULL, NULL);
1166 }
1167 }
1168
1169
1170 /**
1171 * Destroy a struct gl_context structure.
1172 *
1173 * \param ctx GL context.
1174 *
1175 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1176 */
1177 void
1178 _mesa_destroy_context( struct gl_context *ctx )
1179 {
1180 if (ctx) {
1181 _mesa_free_context_data(ctx);
1182 free( (void *) ctx );
1183 }
1184 }
1185
1186
1187 #if _HAVE_FULL_GL
1188 /**
1189 * Copy attribute groups from one context to another.
1190 *
1191 * \param src source context
1192 * \param dst destination context
1193 * \param mask bitwise OR of GL_*_BIT flags
1194 *
1195 * According to the bits specified in \p mask, copies the corresponding
1196 * attributes from \p src into \p dst. For many of the attributes a simple \c
1197 * memcpy is not enough due to the existence of internal pointers in their data
1198 * structures.
1199 */
1200 void
1201 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1202 {
1203 if (mask & GL_ACCUM_BUFFER_BIT) {
1204 /* OK to memcpy */
1205 dst->Accum = src->Accum;
1206 }
1207 if (mask & GL_COLOR_BUFFER_BIT) {
1208 /* OK to memcpy */
1209 dst->Color = src->Color;
1210 }
1211 if (mask & GL_CURRENT_BIT) {
1212 /* OK to memcpy */
1213 dst->Current = src->Current;
1214 }
1215 if (mask & GL_DEPTH_BUFFER_BIT) {
1216 /* OK to memcpy */
1217 dst->Depth = src->Depth;
1218 }
1219 if (mask & GL_ENABLE_BIT) {
1220 /* no op */
1221 }
1222 if (mask & GL_EVAL_BIT) {
1223 /* OK to memcpy */
1224 dst->Eval = src->Eval;
1225 }
1226 if (mask & GL_FOG_BIT) {
1227 /* OK to memcpy */
1228 dst->Fog = src->Fog;
1229 }
1230 if (mask & GL_HINT_BIT) {
1231 /* OK to memcpy */
1232 dst->Hint = src->Hint;
1233 }
1234 if (mask & GL_LIGHTING_BIT) {
1235 GLuint i;
1236 /* begin with memcpy */
1237 dst->Light = src->Light;
1238 /* fixup linked lists to prevent pointer insanity */
1239 make_empty_list( &(dst->Light.EnabledList) );
1240 for (i = 0; i < MAX_LIGHTS; i++) {
1241 if (dst->Light.Light[i].Enabled) {
1242 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1243 }
1244 }
1245 }
1246 if (mask & GL_LINE_BIT) {
1247 /* OK to memcpy */
1248 dst->Line = src->Line;
1249 }
1250 if (mask & GL_LIST_BIT) {
1251 /* OK to memcpy */
1252 dst->List = src->List;
1253 }
1254 if (mask & GL_PIXEL_MODE_BIT) {
1255 /* OK to memcpy */
1256 dst->Pixel = src->Pixel;
1257 }
1258 if (mask & GL_POINT_BIT) {
1259 /* OK to memcpy */
1260 dst->Point = src->Point;
1261 }
1262 if (mask & GL_POLYGON_BIT) {
1263 /* OK to memcpy */
1264 dst->Polygon = src->Polygon;
1265 }
1266 if (mask & GL_POLYGON_STIPPLE_BIT) {
1267 /* Use loop instead of memcpy due to problem with Portland Group's
1268 * C compiler. Reported by John Stone.
1269 */
1270 GLuint i;
1271 for (i = 0; i < 32; i++) {
1272 dst->PolygonStipple[i] = src->PolygonStipple[i];
1273 }
1274 }
1275 if (mask & GL_SCISSOR_BIT) {
1276 /* OK to memcpy */
1277 dst->Scissor = src->Scissor;
1278 }
1279 if (mask & GL_STENCIL_BUFFER_BIT) {
1280 /* OK to memcpy */
1281 dst->Stencil = src->Stencil;
1282 }
1283 if (mask & GL_TEXTURE_BIT) {
1284 /* Cannot memcpy because of pointers */
1285 _mesa_copy_texture_state(src, dst);
1286 }
1287 if (mask & GL_TRANSFORM_BIT) {
1288 /* OK to memcpy */
1289 dst->Transform = src->Transform;
1290 }
1291 if (mask & GL_VIEWPORT_BIT) {
1292 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1293 dst->Viewport.X = src->Viewport.X;
1294 dst->Viewport.Y = src->Viewport.Y;
1295 dst->Viewport.Width = src->Viewport.Width;
1296 dst->Viewport.Height = src->Viewport.Height;
1297 dst->Viewport.Near = src->Viewport.Near;
1298 dst->Viewport.Far = src->Viewport.Far;
1299 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1300 }
1301
1302 /* XXX FIXME: Call callbacks?
1303 */
1304 dst->NewState = _NEW_ALL;
1305 }
1306 #endif
1307
1308
1309 /**
1310 * Check if the given context can render into the given framebuffer
1311 * by checking visual attributes.
1312 *
1313 * Most of these tests could go away because Mesa is now pretty flexible
1314 * in terms of mixing rendering contexts with framebuffers. As long
1315 * as RGB vs. CI mode agree, we're probably good.
1316 *
1317 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1318 */
1319 static GLboolean
1320 check_compatible(const struct gl_context *ctx,
1321 const struct gl_framebuffer *buffer)
1322 {
1323 const struct gl_config *ctxvis = &ctx->Visual;
1324 const struct gl_config *bufvis = &buffer->Visual;
1325
1326 if (buffer == _mesa_get_incomplete_framebuffer())
1327 return GL_TRUE;
1328
1329 #if 0
1330 /* disabling this fixes the fgl_glxgears pbuffer demo */
1331 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1332 return GL_FALSE;
1333 #endif
1334 if (ctxvis->stereoMode && !bufvis->stereoMode)
1335 return GL_FALSE;
1336 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1337 return GL_FALSE;
1338 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1339 return GL_FALSE;
1340 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1341 return GL_FALSE;
1342 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1343 return GL_FALSE;
1344 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1345 return GL_FALSE;
1346 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1347 return GL_FALSE;
1348 #if 0
1349 /* disabled (see bug 11161) */
1350 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1351 return GL_FALSE;
1352 #endif
1353 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1354 return GL_FALSE;
1355
1356 return GL_TRUE;
1357 }
1358
1359
1360 /**
1361 * Do one-time initialization for the given framebuffer. Specifically,
1362 * ask the driver for the window's current size and update the framebuffer
1363 * object to match.
1364 * Really, the device driver should totally take care of this.
1365 */
1366 static void
1367 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1368 {
1369 GLuint width, height;
1370 if (ctx->Driver.GetBufferSize) {
1371 ctx->Driver.GetBufferSize(fb, &width, &height);
1372 if (ctx->Driver.ResizeBuffers)
1373 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1374 fb->Initialized = GL_TRUE;
1375 }
1376 }
1377
1378
1379 /**
1380 * Check if the viewport/scissor size has not yet been initialized.
1381 * Initialize the size if the given width and height are non-zero.
1382 */
1383 void
1384 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1385 {
1386 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1387 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1388 * potential infinite recursion.
1389 */
1390 ctx->ViewportInitialized = GL_TRUE;
1391 _mesa_set_viewport(ctx, 0, 0, width, height);
1392 _mesa_set_scissor(ctx, 0, 0, width, height);
1393 }
1394 }
1395
1396
1397 /**
1398 * Bind the given context to the given drawBuffer and readBuffer and
1399 * make it the current context for the calling thread.
1400 * We'll render into the drawBuffer and read pixels from the
1401 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1402 *
1403 * We check that the context's and framebuffer's visuals are compatible
1404 * and return immediately if they're not.
1405 *
1406 * \param newCtx the new GL context. If NULL then there will be no current GL
1407 * context.
1408 * \param drawBuffer the drawing framebuffer
1409 * \param readBuffer the reading framebuffer
1410 */
1411 GLboolean
1412 _mesa_make_current( struct gl_context *newCtx,
1413 struct gl_framebuffer *drawBuffer,
1414 struct gl_framebuffer *readBuffer )
1415 {
1416 GET_CURRENT_CONTEXT(curCtx);
1417
1418 if (MESA_VERBOSE & VERBOSE_API)
1419 _mesa_debug(newCtx, "_mesa_make_current()\n");
1420
1421 /* Check that the context's and framebuffer's visuals are compatible.
1422 */
1423 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1424 if (!check_compatible(newCtx, drawBuffer)) {
1425 _mesa_warning(newCtx,
1426 "MakeCurrent: incompatible visuals for context and drawbuffer");
1427 return GL_FALSE;
1428 }
1429 }
1430 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1431 if (!check_compatible(newCtx, readBuffer)) {
1432 _mesa_warning(newCtx,
1433 "MakeCurrent: incompatible visuals for context and readbuffer");
1434 return GL_FALSE;
1435 }
1436 }
1437
1438 if (curCtx &&
1439 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */
1440 curCtx != newCtx)
1441 _mesa_flush(curCtx);
1442
1443 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1444 _glapi_set_context((void *) newCtx);
1445 ASSERT(_mesa_get_current_context() == newCtx);
1446
1447 if (!newCtx) {
1448 _glapi_set_dispatch(NULL); /* none current */
1449 }
1450 else {
1451 _glapi_set_dispatch(newCtx->CurrentDispatch);
1452
1453 if (drawBuffer && readBuffer) {
1454 /* TODO: check if newCtx and buffer's visual match??? */
1455
1456 ASSERT(drawBuffer->Name == 0);
1457 ASSERT(readBuffer->Name == 0);
1458 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1459 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1460
1461 /*
1462 * Only set the context's Draw/ReadBuffer fields if they're NULL
1463 * or not bound to a user-created FBO.
1464 */
1465 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1466 /* KW: merge conflict here, revisit.
1467 */
1468 /* fix up the fb fields - these will end up wrong otherwise
1469 * if the DRIdrawable changes, and everything relies on them.
1470 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1471 */
1472 unsigned int i;
1473 GLenum buffers[MAX_DRAW_BUFFERS];
1474
1475 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1476
1477 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1478 buffers[i] = newCtx->Color.DrawBuffer[i];
1479 }
1480
1481 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
1482 buffers, NULL);
1483 }
1484 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1485 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1486 }
1487
1488 /* XXX only set this flag if we're really changing the draw/read
1489 * framebuffer bindings.
1490 */
1491 newCtx->NewState |= _NEW_BUFFERS;
1492
1493 #if 1
1494 /* We want to get rid of these lines: */
1495
1496 #if _HAVE_FULL_GL
1497 if (!drawBuffer->Initialized) {
1498 initialize_framebuffer_size(newCtx, drawBuffer);
1499 }
1500 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1501 initialize_framebuffer_size(newCtx, readBuffer);
1502 }
1503
1504 _mesa_resizebuffers(newCtx);
1505 #endif
1506
1507 #else
1508 /* We want the drawBuffer and readBuffer to be initialized by
1509 * the driver.
1510 * This generally means the Width and Height match the actual
1511 * window size and the renderbuffers (both hardware and software
1512 * based) are allocated to match. The later can generally be
1513 * done with a call to _mesa_resize_framebuffer().
1514 *
1515 * It's theoretically possible for a buffer to have zero width
1516 * or height, but for now, assert check that the driver did what's
1517 * expected of it.
1518 */
1519 ASSERT(drawBuffer->Width > 0);
1520 ASSERT(drawBuffer->Height > 0);
1521 #endif
1522
1523 if (drawBuffer) {
1524 _mesa_check_init_viewport(newCtx,
1525 drawBuffer->Width, drawBuffer->Height);
1526 }
1527 }
1528
1529 if (newCtx->FirstTimeCurrent) {
1530 _mesa_compute_version(newCtx);
1531
1532 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1533
1534 check_context_limits(newCtx);
1535
1536 /* We can use this to help debug user's problems. Tell them to set
1537 * the MESA_INFO env variable before running their app. Then the
1538 * first time each context is made current we'll print some useful
1539 * information.
1540 */
1541 if (_mesa_getenv("MESA_INFO")) {
1542 _mesa_print_info();
1543 }
1544
1545 newCtx->FirstTimeCurrent = GL_FALSE;
1546 }
1547 }
1548
1549 return GL_TRUE;
1550 }
1551
1552
1553 /**
1554 * Make context 'ctx' share the display lists, textures and programs
1555 * that are associated with 'ctxToShare'.
1556 * Any display lists, textures or programs associated with 'ctx' will
1557 * be deleted if nobody else is sharing them.
1558 */
1559 GLboolean
1560 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1561 {
1562 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1563 struct gl_shared_state *oldSharedState = ctx->Shared;
1564
1565 ctx->Shared = ctxToShare->Shared;
1566
1567 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1568 ctx->Shared->RefCount++;
1569 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1570
1571 update_default_objects(ctx);
1572
1573 _mesa_release_shared_state(ctx, oldSharedState);
1574
1575 return GL_TRUE;
1576 }
1577 else {
1578 return GL_FALSE;
1579 }
1580 }
1581
1582
1583
1584 /**
1585 * \return pointer to the current GL context for this thread.
1586 *
1587 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1588 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1589 * context.h.
1590 */
1591 struct gl_context *
1592 _mesa_get_current_context( void )
1593 {
1594 return (struct gl_context *) _glapi_get_context();
1595 }
1596
1597
1598 /**
1599 * Get context's current API dispatch table.
1600 *
1601 * It'll either be the immediate-mode execute dispatcher or the display list
1602 * compile dispatcher.
1603 *
1604 * \param ctx GL context.
1605 *
1606 * \return pointer to dispatch_table.
1607 *
1608 * Simply returns __struct gl_contextRec::CurrentDispatch.
1609 */
1610 struct _glapi_table *
1611 _mesa_get_dispatch(struct gl_context *ctx)
1612 {
1613 return ctx->CurrentDispatch;
1614 }
1615
1616 /*@}*/
1617
1618
1619 /**********************************************************************/
1620 /** \name Miscellaneous functions */
1621 /**********************************************************************/
1622 /*@{*/
1623
1624 /**
1625 * Record an error.
1626 *
1627 * \param ctx GL context.
1628 * \param error error code.
1629 *
1630 * Records the given error code and call the driver's dd_function_table::Error
1631 * function if defined.
1632 *
1633 * \sa
1634 * This is called via _mesa_error().
1635 */
1636 void
1637 _mesa_record_error(struct gl_context *ctx, GLenum error)
1638 {
1639 if (!ctx)
1640 return;
1641
1642 if (ctx->ErrorValue == GL_NO_ERROR) {
1643 ctx->ErrorValue = error;
1644 }
1645
1646 /* Call device driver's error handler, if any. This is used on the Mac. */
1647 if (ctx->Driver.Error) {
1648 ctx->Driver.Error(ctx);
1649 }
1650 }
1651
1652
1653 /**
1654 * Flush commands and wait for completion.
1655 */
1656 void
1657 _mesa_finish(struct gl_context *ctx)
1658 {
1659 FLUSH_CURRENT( ctx, 0 );
1660 if (ctx->Driver.Finish) {
1661 ctx->Driver.Finish(ctx);
1662 }
1663 }
1664
1665
1666 /**
1667 * Flush commands.
1668 */
1669 void
1670 _mesa_flush(struct gl_context *ctx)
1671 {
1672 FLUSH_CURRENT( ctx, 0 );
1673 if (ctx->Driver.Flush) {
1674 ctx->Driver.Flush(ctx);
1675 }
1676 }
1677
1678
1679
1680 /**
1681 * Execute glFinish().
1682 *
1683 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1684 * dd_function_table::Finish driver callback, if not NULL.
1685 */
1686 void GLAPIENTRY
1687 _mesa_Finish(void)
1688 {
1689 GET_CURRENT_CONTEXT(ctx);
1690 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1691 _mesa_finish(ctx);
1692 }
1693
1694
1695 /**
1696 * Execute glFlush().
1697 *
1698 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1699 * dd_function_table::Flush driver callback, if not NULL.
1700 */
1701 void GLAPIENTRY
1702 _mesa_Flush(void)
1703 {
1704 GET_CURRENT_CONTEXT(ctx);
1705 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1706 _mesa_flush(ctx);
1707 }
1708
1709
1710 /**
1711 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1712 * MUL/MAD, or vice versa, call this function to register that.
1713 * Otherwise we default to MUL/MAD.
1714 */
1715 void
1716 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1717 GLboolean flag )
1718 {
1719 ctx->mvp_with_dp4 = flag;
1720 }
1721
1722
1723
1724 /**
1725 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1726 * is called to see if it's valid to render. This involves checking that
1727 * the current shader is valid and the framebuffer is complete.
1728 * If an error is detected it'll be recorded here.
1729 * \return GL_TRUE if OK to render, GL_FALSE if not
1730 */
1731 GLboolean
1732 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1733 {
1734 bool vert_from_glsl_shader = false;
1735 bool geom_from_glsl_shader = false;
1736 bool frag_from_glsl_shader = false;
1737
1738 /* This depends on having up to date derived state (shaders) */
1739 if (ctx->NewState)
1740 _mesa_update_state(ctx);
1741
1742 if (ctx->Shader.CurrentVertexProgram) {
1743 vert_from_glsl_shader = true;
1744
1745 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1746 _mesa_error(ctx, GL_INVALID_OPERATION,
1747 "%s(shader not linked)", where);
1748 return GL_FALSE;
1749 }
1750 #if 0 /* not normally enabled */
1751 {
1752 char errMsg[100];
1753 if (!_mesa_validate_shader_program(ctx,
1754 ctx->Shader.CurrentVertexProgram,
1755 errMsg)) {
1756 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1757 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1758 }
1759 }
1760 #endif
1761 }
1762
1763 if (ctx->Shader.CurrentGeometryProgram) {
1764 geom_from_glsl_shader = true;
1765
1766 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1767 _mesa_error(ctx, GL_INVALID_OPERATION,
1768 "%s(shader not linked)", where);
1769 return GL_FALSE;
1770 }
1771 #if 0 /* not normally enabled */
1772 {
1773 char errMsg[100];
1774 if (!_mesa_validate_shader_program(ctx,
1775 ctx->Shader.CurrentGeometryProgram,
1776 errMsg)) {
1777 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1778 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1779 }
1780 }
1781 #endif
1782 }
1783
1784 if (ctx->Shader.CurrentFragmentProgram) {
1785 frag_from_glsl_shader = true;
1786
1787 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1788 _mesa_error(ctx, GL_INVALID_OPERATION,
1789 "%s(shader not linked)", where);
1790 return GL_FALSE;
1791 }
1792 #if 0 /* not normally enabled */
1793 {
1794 char errMsg[100];
1795 if (!_mesa_validate_shader_program(ctx,
1796 ctx->Shader.CurrentFragmentProgram,
1797 errMsg)) {
1798 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1799 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1800 }
1801 }
1802 #endif
1803 }
1804
1805 /* Any shader stages that are not supplied by the GLSL shader and have
1806 * assembly shaders enabled must now be validated.
1807 */
1808 if (!vert_from_glsl_shader
1809 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1810 _mesa_error(ctx, GL_INVALID_OPERATION,
1811 "%s(vertex program not valid)", where);
1812 return GL_FALSE;
1813 }
1814
1815 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1816 * FINISHME: geometry program should validated here.
1817 */
1818 (void) geom_from_glsl_shader;
1819
1820 if (!frag_from_glsl_shader) {
1821 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1822 _mesa_error(ctx, GL_INVALID_OPERATION,
1823 "%s(fragment program not valid)", where);
1824 return GL_FALSE;
1825 }
1826
1827 /* If drawing to integer-valued color buffers, there must be an
1828 * active fragment shader (GL_EXT_texture_integer).
1829 */
1830 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1831 _mesa_error(ctx, GL_INVALID_OPERATION,
1832 "%s(integer format but no fragment shader)", where);
1833 return GL_FALSE;
1834 }
1835 }
1836
1837 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1838 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1839 "%s(incomplete framebuffer)", where);
1840 return GL_FALSE;
1841 }
1842
1843 #ifdef DEBUG
1844 if (ctx->Shader.Flags & GLSL_LOG) {
1845 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1846 gl_shader_type i;
1847
1848 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1849 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1850 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1851
1852 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1853 struct gl_shader *sh;
1854
1855 if (shProg[i] == NULL || shProg[i]->_Used
1856 || shProg[i]->_LinkedShaders[i] == NULL)
1857 continue;
1858
1859 /* This is the first time this shader is being used.
1860 * Append shader's constants/uniforms to log file.
1861 *
1862 * The logic is a little odd here. We only want to log data for each
1863 * shader target that will actually be used, and we only want to log
1864 * it once. It's possible to have a program bound to the vertex
1865 * shader target that also supplied a fragment shader. If that
1866 * program isn't also bound to the fragment shader target we don't
1867 * want to log its fragment data.
1868 */
1869 sh = shProg[i]->_LinkedShaders[i];
1870 switch (sh->Type) {
1871 case GL_VERTEX_SHADER:
1872 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1873 break;
1874
1875 case GL_GEOMETRY_SHADER_ARB:
1876 _mesa_append_uniforms_to_file(sh,
1877 &shProg[i]->GeometryProgram->Base);
1878 break;
1879
1880 case GL_FRAGMENT_SHADER:
1881 _mesa_append_uniforms_to_file(sh,
1882 &shProg[i]->FragmentProgram->Base);
1883 break;
1884 }
1885 }
1886
1887 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1888 if (shProg[i] != NULL)
1889 shProg[i]->_Used = GL_TRUE;
1890 }
1891 }
1892 #endif
1893
1894 return GL_TRUE;
1895 }
1896
1897
1898 /*@}*/