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