mesa/cs: Add a MESA_SHADER_COMPUTE stage and update switch statements.
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "api_exec.h"
83 #include "api_loopback.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "performance_monitor.h"
109 #include "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #include "syncobj.h"
115 #include "rastpos.h"
116 #include "remap.h"
117 #include "scissor.h"
118 #include "shared.h"
119 #include "shaderobj.h"
120 #include "simple_list.h"
121 #include "state.h"
122 #include "stencil.h"
123 #include "texcompress_s3tc.h"
124 #include "texstate.h"
125 #include "transformfeedback.h"
126 #include "mtypes.h"
127 #include "varray.h"
128 #include "version.h"
129 #include "viewport.h"
130 #include "vtxfmt.h"
131 #include "program/program.h"
132 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
134 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
194 * of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new struct gl_config or NULL if requested parameters
204 * can't be met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 struct gl_config *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 struct gl_config *vis = CALLOC_STRUCT(gl_config);
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238
239 /**
240 * Makes some sanity checks and fills in the fields of the struct
241 * gl_config object with the given parameters. If the caller needs to
242 * set additional fields, he should just probably init the whole
243 * gl_config object himself.
244 *
245 * \return GL_TRUE on success, or GL_FALSE on failure.
246 *
247 * \sa _mesa_create_visual() above for the parameter description.
248 */
249 GLboolean
250 _mesa_initialize_visual( struct gl_config *vis,
251 GLboolean dbFlag,
252 GLboolean stereoFlag,
253 GLint redBits,
254 GLint greenBits,
255 GLint blueBits,
256 GLint alphaBits,
257 GLint depthBits,
258 GLint stencilBits,
259 GLint accumRedBits,
260 GLint accumGreenBits,
261 GLint accumBlueBits,
262 GLint accumAlphaBits,
263 GLint numSamples )
264 {
265 assert(vis);
266
267 if (depthBits < 0 || depthBits > 32) {
268 return GL_FALSE;
269 }
270 if (stencilBits < 0 || stencilBits > 8) {
271 return GL_FALSE;
272 }
273 assert(accumRedBits >= 0);
274 assert(accumGreenBits >= 0);
275 assert(accumBlueBits >= 0);
276 assert(accumAlphaBits >= 0);
277
278 vis->rgbMode = GL_TRUE;
279 vis->doubleBufferMode = dbFlag;
280 vis->stereoMode = stereoFlag;
281
282 vis->redBits = redBits;
283 vis->greenBits = greenBits;
284 vis->blueBits = blueBits;
285 vis->alphaBits = alphaBits;
286 vis->rgbBits = redBits + greenBits + blueBits;
287
288 vis->indexBits = 0;
289 vis->depthBits = depthBits;
290 vis->stencilBits = stencilBits;
291
292 vis->accumRedBits = accumRedBits;
293 vis->accumGreenBits = accumGreenBits;
294 vis->accumBlueBits = accumBlueBits;
295 vis->accumAlphaBits = accumAlphaBits;
296
297 vis->haveAccumBuffer = accumRedBits > 0;
298 vis->haveDepthBuffer = depthBits > 0;
299 vis->haveStencilBuffer = stencilBits > 0;
300
301 vis->numAuxBuffers = 0;
302 vis->level = 0;
303 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
304 vis->samples = numSamples;
305
306 return GL_TRUE;
307 }
308
309
310 /**
311 * Destroy a visual and free its memory.
312 *
313 * \param vis visual.
314 *
315 * Frees the visual structure.
316 */
317 void
318 _mesa_destroy_visual( struct gl_config *vis )
319 {
320 free(vis);
321 }
322
323 /*@}*/
324
325
326 /**********************************************************************/
327 /** \name Context allocation, initialization, destroying
328 *
329 * The purpose of the most initialization functions here is to provide the
330 * default state values according to the OpenGL specification.
331 */
332 /**********************************************************************/
333 /*@{*/
334
335
336 /**
337 * This is lame. gdb only seems to recognize enum types that are
338 * actually used somewhere. We want to be able to print/use enum
339 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
340 * the gl_texture_index type anywhere. Thus, this lame function.
341 */
342 static void
343 dummy_enum_func(void)
344 {
345 gl_buffer_index bi = BUFFER_FRONT_LEFT;
346 gl_face_index fi = FACE_POS_X;
347 gl_frag_result fr = FRAG_RESULT_DEPTH;
348 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
349 gl_vert_attrib va = VERT_ATTRIB_POS;
350 gl_varying_slot vs = VARYING_SLOT_POS;
351
352 (void) bi;
353 (void) fi;
354 (void) fr;
355 (void) ti;
356 (void) va;
357 (void) vs;
358 }
359
360
361 /**
362 * One-time initialization mutex lock.
363 *
364 * \sa Used by one_time_init().
365 */
366 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
367
368
369
370 /**
371 * Calls all the various one-time-init functions in Mesa.
372 *
373 * While holding a global mutex lock, calls several initialization functions,
374 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
375 * defined.
376 *
377 * \sa _math_init().
378 */
379 static void
380 one_time_init( struct gl_context *ctx )
381 {
382 static GLbitfield api_init_mask = 0x0;
383
384 _glthread_LOCK_MUTEX(OneTimeLock);
385
386 /* truly one-time init */
387 if (!api_init_mask) {
388 GLuint i;
389
390 /* do some implementation tests */
391 assert( sizeof(GLbyte) == 1 );
392 assert( sizeof(GLubyte) == 1 );
393 assert( sizeof(GLshort) == 2 );
394 assert( sizeof(GLushort) == 2 );
395 assert( sizeof(GLint) == 4 );
396 assert( sizeof(GLuint) == 4 );
397
398 _mesa_get_cpu_features();
399
400 for (i = 0; i < 256; i++) {
401 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
402 }
403
404 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
405 if (MESA_VERBOSE != 0) {
406 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
407 PACKAGE_VERSION, __DATE__, __TIME__);
408 }
409 #endif
410
411 #ifdef DEBUG
412 _mesa_test_formats();
413 #endif
414 }
415
416 /* per-API one-time init */
417 if (!(api_init_mask & (1 << ctx->API))) {
418 _mesa_init_get_hash(ctx);
419
420 _mesa_init_remap_table();
421 }
422
423 api_init_mask |= 1 << ctx->API;
424
425 _glthread_UNLOCK_MUTEX(OneTimeLock);
426
427 /* Hopefully atexit() is widely available. If not, we may need some
428 * #ifdef tests here.
429 */
430 atexit(_mesa_destroy_shader_compiler);
431
432 dummy_enum_func();
433 }
434
435
436 /**
437 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
438 */
439 static void
440 _mesa_init_current(struct gl_context *ctx)
441 {
442 GLuint i;
443
444 /* Init all to (0,0,0,1) */
445 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
446 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
447 }
448
449 /* redo special cases: */
450 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
451 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
452 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
456 }
457
458
459 /**
460 * Init vertex/fragment/geometry program limits.
461 * Important: drivers should override these with actual limits.
462 */
463 static void
464 init_program_limits(struct gl_context *ctx, gl_shader_stage stage,
465 struct gl_program_constants *prog)
466 {
467 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
468 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
469 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTemps = MAX_PROGRAM_TEMPS;
472 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
473 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
474 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
475
476 switch (stage) {
477 case MESA_SHADER_VERTEX:
478 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
479 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
480 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
481 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
482 prog->MaxInputComponents = 0; /* value not used */
483 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
484 break;
485 case MESA_SHADER_FRAGMENT:
486 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
487 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
488 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
489 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
490 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
491 prog->MaxOutputComponents = 0; /* value not used */
492 break;
493 case MESA_SHADER_GEOMETRY:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
499 prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
500 break;
501 case MESA_SHADER_COMPUTE:
502 prog->MaxParameters = 0; /* not meaningful for compute shaders */
503 prog->MaxAttribs = 0; /* not meaningful for compute shaders */
504 prog->MaxAddressRegs = 0; /* not meaningful for compute shaders */
505 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
506 prog->MaxInputComponents = 0; /* not meaningful for compute shaders */
507 prog->MaxOutputComponents = 0; /* not meaningful for compute shaders */
508 break;
509 default:
510 assert(0 && "Bad shader stage in init_program_limits()");
511 }
512
513 /* Set the native limits to zero. This implies that there is no native
514 * support for shaders. Let the drivers fill in the actual values.
515 */
516 prog->MaxNativeInstructions = 0;
517 prog->MaxNativeAluInstructions = 0;
518 prog->MaxNativeTexInstructions = 0;
519 prog->MaxNativeTexIndirections = 0;
520 prog->MaxNativeAttribs = 0;
521 prog->MaxNativeTemps = 0;
522 prog->MaxNativeAddressRegs = 0;
523 prog->MaxNativeParameters = 0;
524
525 /* Set GLSL datatype range/precision info assuming IEEE float values.
526 * Drivers should override these defaults as needed.
527 */
528 prog->MediumFloat.RangeMin = 127;
529 prog->MediumFloat.RangeMax = 127;
530 prog->MediumFloat.Precision = 23;
531 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
532
533 /* Assume ints are stored as floats for now, since this is the least-common
534 * denominator. The OpenGL ES spec implies (page 132) that the precision
535 * of integer types should be 0. Practically speaking, IEEE
536 * single-precision floating point values can only store integers in the
537 * range [-0x01000000, 0x01000000] without loss of precision.
538 */
539 prog->MediumInt.RangeMin = 24;
540 prog->MediumInt.RangeMax = 24;
541 prog->MediumInt.Precision = 0;
542 prog->LowInt = prog->HighInt = prog->MediumInt;
543
544 prog->MaxUniformBlocks = 12;
545 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
546 ctx->Const.MaxUniformBlockSize / 4 *
547 prog->MaxUniformBlocks);
548
549 prog->MaxAtomicBuffers = 0;
550 prog->MaxAtomicCounters = 0;
551 }
552
553
554 /**
555 * Initialize fields of gl_constants (aka ctx->Const.*).
556 * Use defaults from config.h. The device drivers will often override
557 * some of these values (such as number of texture units).
558 */
559 static void
560 _mesa_init_constants(struct gl_context *ctx)
561 {
562 int i;
563 assert(ctx);
564
565 /* Constants, may be overriden (usually only reduced) by device drivers */
566 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
567 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
568 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
569 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
570 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
571 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
572 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
573 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
574 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
575 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
576 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
577 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
578 ctx->Const.MaxTextureBufferSize = 65536;
579 ctx->Const.TextureBufferOffsetAlignment = 1;
580 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
581 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
582 ctx->Const.MinPointSize = MIN_POINT_SIZE;
583 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
584 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
585 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
586 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
587 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
588 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
589 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
590 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
591 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
592 ctx->Const.MaxClipPlanes = 6;
593 ctx->Const.MaxLights = MAX_LIGHTS;
594 ctx->Const.MaxShininess = 128.0;
595 ctx->Const.MaxSpotExponent = 128.0;
596 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
597 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
598 ctx->Const.MinMapBufferAlignment = 64;
599
600 /* Driver must override these values if ARB_viewport_array is supported. */
601 ctx->Const.MaxViewports = 1;
602 ctx->Const.ViewportSubpixelBits = 0;
603 ctx->Const.ViewportBounds.Min = 0;
604 ctx->Const.ViewportBounds.Max = 0;
605
606 /* Driver must override if it supports ARB_viewport_array */
607 ctx->Const.MaxViewports = 1;
608
609 /** GL_ARB_uniform_buffer_object */
610 ctx->Const.MaxCombinedUniformBlocks = 36;
611 ctx->Const.MaxUniformBufferBindings = 36;
612 ctx->Const.MaxUniformBlockSize = 16384;
613 ctx->Const.UniformBufferOffsetAlignment = 1;
614
615 for (i = 0; i < MESA_SHADER_STAGES; i++)
616 init_program_limits(ctx, i, &ctx->Const.Program[i]);
617
618 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
619 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
620
621 /* CheckArrayBounds is overriden by drivers/x11 for X server */
622 ctx->Const.CheckArrayBounds = GL_FALSE;
623
624 /* GL_ARB_draw_buffers */
625 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
626
627 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
628 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
629
630 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
631 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
632 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
633 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
634 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
635 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
636
637 /* Shading language version */
638 if (_mesa_is_desktop_gl(ctx)) {
639 ctx->Const.GLSLVersion = 120;
640 _mesa_override_glsl_version(ctx);
641 }
642 else if (ctx->API == API_OPENGLES2) {
643 ctx->Const.GLSLVersion = 100;
644 }
645 else if (ctx->API == API_OPENGLES) {
646 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
647 }
648
649 /* GL_ARB_framebuffer_object */
650 ctx->Const.MaxSamples = 0;
651
652 /* GL_ARB_sync */
653 ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
654
655 /* GL_ATI_envmap_bumpmap */
656 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
657
658 /* GL_EXT_provoking_vertex */
659 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
660
661 /* GL_EXT_transform_feedback */
662 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
663 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
664 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665 ctx->Const.MaxVertexStreams = 1;
666
667 /* GL 3.2 */
668 ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
669 ? GL_CONTEXT_CORE_PROFILE_BIT
670 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
671
672 /** GL_EXT_gpu_shader4 */
673 ctx->Const.MinProgramTexelOffset = -8;
674 ctx->Const.MaxProgramTexelOffset = 7;
675
676 /* GL_ARB_texture_gather */
677 ctx->Const.MinProgramTextureGatherOffset = -8;
678 ctx->Const.MaxProgramTextureGatherOffset = 7;
679
680 /* GL_ARB_robustness */
681 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
682
683 /* PrimitiveRestart */
684 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
685
686 /* ES 3.0 or ARB_ES3_compatibility */
687 ctx->Const.MaxElementIndex = 0xffffffffu;
688
689 /* GL_ARB_texture_multisample */
690 ctx->Const.MaxColorTextureSamples = 1;
691 ctx->Const.MaxDepthTextureSamples = 1;
692 ctx->Const.MaxIntegerSamples = 1;
693
694 /* GL_ARB_shader_atomic_counters */
695 ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
696 ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
697 ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
698 ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
699
700 /* GL_ARB_vertex_attrib_binding */
701 ctx->Const.MaxVertexAttribRelativeOffset = 2047;
702 ctx->Const.MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
703 }
704
705
706 /**
707 * Do some sanity checks on the limits/constants for the given context.
708 * Only called the first time a context is bound.
709 */
710 static void
711 check_context_limits(struct gl_context *ctx)
712 {
713 /* check that we don't exceed the size of various bitfields */
714 assert(VARYING_SLOT_MAX <=
715 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
716 assert(VARYING_SLOT_MAX <=
717 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
718
719 /* shader-related checks */
720 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
721 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
722
723 /* Texture unit checks */
724 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
725 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
726 assert(ctx->Const.MaxTextureCoordUnits > 0);
727 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
728 assert(ctx->Const.MaxTextureUnits > 0);
729 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
730 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
731 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
732 ctx->Const.MaxTextureCoordUnits));
733 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
734 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
735 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
736 /* number of coord units cannot be greater than number of image units */
737 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
738
739
740 /* Texture size checks */
741 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
742 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
743 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
744 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
745
746 /* Texture level checks */
747 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
748 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
749
750 /* Max texture size should be <= max viewport size (render to texture) */
751 assert((1U << (ctx->Const.MaxTextureLevels - 1))
752 <= ctx->Const.MaxViewportWidth);
753 assert((1U << (ctx->Const.MaxTextureLevels - 1))
754 <= ctx->Const.MaxViewportHeight);
755
756 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
757
758 /* if this fails, add more enum values to gl_buffer_index */
759 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
760
761 /* XXX probably add more tests */
762 }
763
764
765 /**
766 * Initialize the attribute groups in a GL context.
767 *
768 * \param ctx GL context.
769 *
770 * Initializes all the attributes, calling the respective <tt>init*</tt>
771 * functions for the more complex data structures.
772 */
773 static GLboolean
774 init_attrib_groups(struct gl_context *ctx)
775 {
776 assert(ctx);
777
778 /* Constants */
779 _mesa_init_constants( ctx );
780
781 /* Extensions */
782 _mesa_init_extensions( ctx );
783
784 /* Attribute Groups */
785 _mesa_init_accum( ctx );
786 _mesa_init_attrib( ctx );
787 _mesa_init_buffer_objects( ctx );
788 _mesa_init_color( ctx );
789 _mesa_init_current( ctx );
790 _mesa_init_depth( ctx );
791 _mesa_init_debug( ctx );
792 _mesa_init_display_list( ctx );
793 _mesa_init_errors( ctx );
794 _mesa_init_eval( ctx );
795 _mesa_init_fbobjects( ctx );
796 _mesa_init_feedback( ctx );
797 _mesa_init_fog( ctx );
798 _mesa_init_hint( ctx );
799 _mesa_init_line( ctx );
800 _mesa_init_lighting( ctx );
801 _mesa_init_matrix( ctx );
802 _mesa_init_multisample( ctx );
803 _mesa_init_performance_monitors( ctx );
804 _mesa_init_pixel( ctx );
805 _mesa_init_pixelstore( ctx );
806 _mesa_init_point( ctx );
807 _mesa_init_polygon( ctx );
808 _mesa_init_program( ctx );
809 _mesa_init_queryobj( ctx );
810 _mesa_init_sync( ctx );
811 _mesa_init_rastpos( ctx );
812 _mesa_init_scissor( ctx );
813 _mesa_init_shader_state( ctx );
814 _mesa_init_stencil( ctx );
815 _mesa_init_transform( ctx );
816 _mesa_init_transform_feedback( ctx );
817 _mesa_init_varray( ctx );
818 _mesa_init_viewport( ctx );
819
820 if (!_mesa_init_texture( ctx ))
821 return GL_FALSE;
822
823 _mesa_init_texture_s3tc( ctx );
824
825 /* Miscellaneous */
826 ctx->NewState = _NEW_ALL;
827 ctx->NewDriverState = ~0;
828 ctx->ErrorValue = GL_NO_ERROR;
829 ctx->ShareGroupReset = false;
830 ctx->varying_vp_inputs = VERT_BIT_ALL;
831
832 return GL_TRUE;
833 }
834
835
836 /**
837 * Update default objects in a GL context with respect to shared state.
838 *
839 * \param ctx GL context.
840 *
841 * Removes references to old default objects, (texture objects, program
842 * objects, etc.) and changes to reference those from the current shared
843 * state.
844 */
845 static GLboolean
846 update_default_objects(struct gl_context *ctx)
847 {
848 assert(ctx);
849
850 _mesa_update_default_objects_program(ctx);
851 _mesa_update_default_objects_texture(ctx);
852 _mesa_update_default_objects_buffer_objects(ctx);
853
854 return GL_TRUE;
855 }
856
857
858 /**
859 * This is the default function we plug into all dispatch table slots
860 * This helps prevents a segfault when someone calls a GL function without
861 * first checking if the extension's supported.
862 */
863 int
864 _mesa_generic_nop(void)
865 {
866 GET_CURRENT_CONTEXT(ctx);
867 _mesa_error(ctx, GL_INVALID_OPERATION,
868 "unsupported function called "
869 "(unsupported extension or deprecated function?)");
870 return 0;
871 }
872
873
874 /**
875 * Allocate and initialize a new dispatch table.
876 */
877 struct _glapi_table *
878 _mesa_alloc_dispatch_table()
879 {
880 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
881 * In practice, this'll be the same for stand-alone Mesa. But for DRI
882 * Mesa we do this to accomodate different versions of libGL and various
883 * DRI drivers.
884 */
885 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
886 struct _glapi_table *table;
887
888 table = malloc(numEntries * sizeof(_glapi_proc));
889 if (table) {
890 _glapi_proc *entry = (_glapi_proc *) table;
891 GLint i;
892 for (i = 0; i < numEntries; i++) {
893 entry[i] = (_glapi_proc) _mesa_generic_nop;
894 }
895 }
896 return table;
897 }
898
899 /**
900 * Creates a minimal dispatch table for use within glBegin()/glEnd().
901 *
902 * This ensures that we generate GL_INVALID_OPERATION errors from most
903 * functions, since the set of functions that are valid within Begin/End is
904 * very small.
905 *
906 * From the GL 1.0 specification section 2.6.3, "GL Commands within
907 * Begin/End"
908 *
909 * "The only GL commands that are allowed within any Begin/End pairs are
910 * the commands for specifying vertex coordinates, vertex color, normal
911 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
912 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
913 * commands for specifying lighting material parameters (Material
914 * commands see section 2.12.2), display list invocation commands
915 * (CallList and CallLists see section 5.4), and the EdgeFlag
916 * command. Executing Begin after Begin has already been executed but
917 * before an End is issued generates the INVALID OPERATION error, as does
918 * executing End without a previous corresponding Begin. Executing any
919 * other GL command within Begin/End results in the error INVALID
920 * OPERATION."
921 *
922 * The table entries for specifying vertex attributes are set up by
923 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
924 * are set by install_vtxfmt() as well.
925 */
926 static struct _glapi_table *
927 create_beginend_table(const struct gl_context *ctx)
928 {
929 struct _glapi_table *table;
930
931 table = _mesa_alloc_dispatch_table();
932 if (!table)
933 return NULL;
934
935 /* Fill in functions which return a value, since they should return some
936 * specific value even if they emit a GL_INVALID_OPERATION error from them
937 * being called within glBegin()/glEnd().
938 */
939 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
940
941 COPY_DISPATCH(GenLists);
942 COPY_DISPATCH(IsProgram);
943 COPY_DISPATCH(IsVertexArray);
944 COPY_DISPATCH(IsBuffer);
945 COPY_DISPATCH(IsEnabled);
946 COPY_DISPATCH(IsEnabledi);
947 COPY_DISPATCH(IsRenderbuffer);
948 COPY_DISPATCH(IsFramebuffer);
949 COPY_DISPATCH(CheckFramebufferStatus);
950 COPY_DISPATCH(RenderMode);
951 COPY_DISPATCH(GetString);
952 COPY_DISPATCH(GetStringi);
953 COPY_DISPATCH(GetPointerv);
954 COPY_DISPATCH(IsQuery);
955 COPY_DISPATCH(IsSampler);
956 COPY_DISPATCH(IsSync);
957 COPY_DISPATCH(IsTexture);
958 COPY_DISPATCH(IsTransformFeedback);
959 COPY_DISPATCH(DeleteQueries);
960 COPY_DISPATCH(AreTexturesResident);
961 COPY_DISPATCH(FenceSync);
962 COPY_DISPATCH(ClientWaitSync);
963 COPY_DISPATCH(MapBuffer);
964 COPY_DISPATCH(UnmapBuffer);
965 COPY_DISPATCH(MapBufferRange);
966 COPY_DISPATCH(ObjectPurgeableAPPLE);
967 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
968
969 _mesa_loopback_init_api_table(ctx, table);
970
971 return table;
972 }
973
974 void
975 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
976 {
977 /* Do the code-generated setup of the exec table in api_exec.c. */
978 _mesa_initialize_exec_table(ctx);
979
980 if (ctx->Save)
981 _mesa_initialize_save_table(ctx);
982 }
983
984 /**
985 * Initialize a struct gl_context struct (rendering context).
986 *
987 * This includes allocating all the other structs and arrays which hang off of
988 * the context by pointers.
989 * Note that the driver needs to pass in its dd_function_table here since
990 * we need to at least call driverFunctions->NewTextureObject to create the
991 * default texture objects.
992 *
993 * Called by _mesa_create_context().
994 *
995 * Performs the imports and exports callback tables initialization, and
996 * miscellaneous one-time initializations. If no shared context is supplied one
997 * is allocated, and increase its reference count. Setups the GL API dispatch
998 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
999 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1000 * for debug flags.
1001 *
1002 * \param ctx the context to initialize
1003 * \param api the GL API type to create the context for
1004 * \param visual describes the visual attributes for this context
1005 * \param share_list points to context to share textures, display lists,
1006 * etc with, or NULL
1007 * \param driverFunctions table of device driver functions for this context
1008 * to use
1009 */
1010 GLboolean
1011 _mesa_initialize_context(struct gl_context *ctx,
1012 gl_api api,
1013 const struct gl_config *visual,
1014 struct gl_context *share_list,
1015 const struct dd_function_table *driverFunctions)
1016 {
1017 struct gl_shared_state *shared;
1018 int i;
1019
1020 assert(driverFunctions->NewTextureObject);
1021 assert(driverFunctions->FreeTextureImageBuffer);
1022
1023 ctx->API = api;
1024 ctx->Visual = *visual;
1025 ctx->DrawBuffer = NULL;
1026 ctx->ReadBuffer = NULL;
1027 ctx->WinSysDrawBuffer = NULL;
1028 ctx->WinSysReadBuffer = NULL;
1029
1030 if (_mesa_is_desktop_gl(ctx)) {
1031 _mesa_override_gl_version(ctx);
1032 }
1033
1034 /* misc one-time initializations */
1035 one_time_init(ctx);
1036
1037 /* Plug in driver functions and context pointer here.
1038 * This is important because when we call alloc_shared_state() below
1039 * we'll call ctx->Driver.NewTextureObject() to create the default
1040 * textures.
1041 */
1042 ctx->Driver = *driverFunctions;
1043
1044 if (share_list) {
1045 /* share state with another context */
1046 shared = share_list->Shared;
1047 }
1048 else {
1049 /* allocate new, unshared state */
1050 shared = _mesa_alloc_shared_state(ctx);
1051 if (!shared)
1052 return GL_FALSE;
1053 }
1054
1055 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1056
1057 if (!init_attrib_groups( ctx ))
1058 goto fail;
1059
1060 /* setup the API dispatch tables with all nop functions */
1061 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1062 if (!ctx->OutsideBeginEnd)
1063 goto fail;
1064 ctx->Exec = ctx->OutsideBeginEnd;
1065 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1066
1067 ctx->FragmentProgram._MaintainTexEnvProgram
1068 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1069
1070 ctx->VertexProgram._MaintainTnlProgram
1071 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1072 if (ctx->VertexProgram._MaintainTnlProgram) {
1073 /* this is required... */
1074 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1075 }
1076
1077 /* Mesa core handles all the formats that mesa core knows about.
1078 * Drivers will want to override this list with just the formats
1079 * they can handle, and confirm that appropriate fallbacks exist in
1080 * _mesa_choose_tex_format().
1081 */
1082 memset(&ctx->TextureFormatSupported, GL_TRUE,
1083 sizeof(ctx->TextureFormatSupported));
1084
1085 switch (ctx->API) {
1086 case API_OPENGL_COMPAT:
1087 ctx->BeginEnd = create_beginend_table(ctx);
1088 ctx->Save = _mesa_alloc_dispatch_table();
1089 if (!ctx->BeginEnd || !ctx->Save)
1090 goto fail;
1091
1092 /* fall-through */
1093 case API_OPENGL_CORE:
1094 break;
1095 case API_OPENGLES:
1096 /**
1097 * GL_OES_texture_cube_map says
1098 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1099 */
1100 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1101 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1102 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1103 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1104 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1105 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1106 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1107 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1108 }
1109 break;
1110 case API_OPENGLES2:
1111 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1112 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1113 break;
1114 }
1115
1116 ctx->FirstTimeCurrent = GL_TRUE;
1117
1118 return GL_TRUE;
1119
1120 fail:
1121 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1122 free(ctx->BeginEnd);
1123 free(ctx->Exec);
1124 free(ctx->Save);
1125 return GL_FALSE;
1126 }
1127
1128
1129 /**
1130 * Allocate and initialize a struct gl_context structure.
1131 * Note that the driver needs to pass in its dd_function_table here since
1132 * we need to at least call driverFunctions->NewTextureObject to initialize
1133 * the rendering context.
1134 *
1135 * \param api the GL API type to create the context for
1136 * \param visual a struct gl_config pointer (we copy the struct contents)
1137 * \param share_list another context to share display lists with or NULL
1138 * \param driverFunctions points to the dd_function_table into which the
1139 * driver has plugged in all its special functions.
1140 *
1141 * \return pointer to a new __struct gl_contextRec or NULL if error.
1142 */
1143 struct gl_context *
1144 _mesa_create_context(gl_api api,
1145 const struct gl_config *visual,
1146 struct gl_context *share_list,
1147 const struct dd_function_table *driverFunctions)
1148 {
1149 struct gl_context *ctx;
1150
1151 ASSERT(visual);
1152
1153 ctx = calloc(1, sizeof(struct gl_context));
1154 if (!ctx)
1155 return NULL;
1156
1157 if (_mesa_initialize_context(ctx, api, visual, share_list,
1158 driverFunctions)) {
1159 return ctx;
1160 }
1161 else {
1162 free(ctx);
1163 return NULL;
1164 }
1165 }
1166
1167
1168 /**
1169 * Free the data associated with the given context.
1170 *
1171 * But doesn't free the struct gl_context struct itself.
1172 *
1173 * \sa _mesa_initialize_context() and init_attrib_groups().
1174 */
1175 void
1176 _mesa_free_context_data( struct gl_context *ctx )
1177 {
1178 if (!_mesa_get_current_context()){
1179 /* No current context, but we may need one in order to delete
1180 * texture objs, etc. So temporarily bind the context now.
1181 */
1182 _mesa_make_current(ctx, NULL, NULL);
1183 }
1184
1185 /* unreference WinSysDraw/Read buffers */
1186 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1187 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1188 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1189 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1190
1191 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1192 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1193 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1194
1195 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1196 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1197 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1198
1199 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1200 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1201
1202 _mesa_free_attrib_data(ctx);
1203 _mesa_free_buffer_objects(ctx);
1204 _mesa_free_lighting_data( ctx );
1205 _mesa_free_eval_data( ctx );
1206 _mesa_free_texture_data( ctx );
1207 _mesa_free_matrix_data( ctx );
1208 _mesa_free_viewport_data( ctx );
1209 _mesa_free_program_data(ctx);
1210 _mesa_free_shader_state(ctx);
1211 _mesa_free_queryobj_data(ctx);
1212 _mesa_free_sync_data(ctx);
1213 _mesa_free_varray_data(ctx);
1214 _mesa_free_transform_feedback(ctx);
1215 _mesa_free_performance_monitors(ctx);
1216
1217 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1218 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1219 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1220 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1221
1222 /* free dispatch tables */
1223 free(ctx->BeginEnd);
1224 free(ctx->Exec);
1225 free(ctx->Save);
1226
1227 /* Shared context state (display lists, textures, etc) */
1228 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1229
1230 /* needs to be after freeing shared state */
1231 _mesa_free_display_list_data(ctx);
1232
1233 _mesa_free_errors_data(ctx);
1234
1235 free((void *)ctx->Extensions.String);
1236
1237 free(ctx->VersionString);
1238
1239 /* unbind the context if it's currently bound */
1240 if (ctx == _mesa_get_current_context()) {
1241 _mesa_make_current(NULL, NULL, NULL);
1242 }
1243 }
1244
1245
1246 /**
1247 * Destroy a struct gl_context structure.
1248 *
1249 * \param ctx GL context.
1250 *
1251 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1252 */
1253 void
1254 _mesa_destroy_context( struct gl_context *ctx )
1255 {
1256 if (ctx) {
1257 _mesa_free_context_data(ctx);
1258 free( (void *) ctx );
1259 }
1260 }
1261
1262
1263 /**
1264 * Copy attribute groups from one context to another.
1265 *
1266 * \param src source context
1267 * \param dst destination context
1268 * \param mask bitwise OR of GL_*_BIT flags
1269 *
1270 * According to the bits specified in \p mask, copies the corresponding
1271 * attributes from \p src into \p dst. For many of the attributes a simple \c
1272 * memcpy is not enough due to the existence of internal pointers in their data
1273 * structures.
1274 */
1275 void
1276 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1277 GLuint mask )
1278 {
1279 if (mask & GL_ACCUM_BUFFER_BIT) {
1280 /* OK to memcpy */
1281 dst->Accum = src->Accum;
1282 }
1283 if (mask & GL_COLOR_BUFFER_BIT) {
1284 /* OK to memcpy */
1285 dst->Color = src->Color;
1286 }
1287 if (mask & GL_CURRENT_BIT) {
1288 /* OK to memcpy */
1289 dst->Current = src->Current;
1290 }
1291 if (mask & GL_DEPTH_BUFFER_BIT) {
1292 /* OK to memcpy */
1293 dst->Depth = src->Depth;
1294 }
1295 if (mask & GL_ENABLE_BIT) {
1296 /* no op */
1297 }
1298 if (mask & GL_EVAL_BIT) {
1299 /* OK to memcpy */
1300 dst->Eval = src->Eval;
1301 }
1302 if (mask & GL_FOG_BIT) {
1303 /* OK to memcpy */
1304 dst->Fog = src->Fog;
1305 }
1306 if (mask & GL_HINT_BIT) {
1307 /* OK to memcpy */
1308 dst->Hint = src->Hint;
1309 }
1310 if (mask & GL_LIGHTING_BIT) {
1311 GLuint i;
1312 /* begin with memcpy */
1313 dst->Light = src->Light;
1314 /* fixup linked lists to prevent pointer insanity */
1315 make_empty_list( &(dst->Light.EnabledList) );
1316 for (i = 0; i < MAX_LIGHTS; i++) {
1317 if (dst->Light.Light[i].Enabled) {
1318 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1319 }
1320 }
1321 }
1322 if (mask & GL_LINE_BIT) {
1323 /* OK to memcpy */
1324 dst->Line = src->Line;
1325 }
1326 if (mask & GL_LIST_BIT) {
1327 /* OK to memcpy */
1328 dst->List = src->List;
1329 }
1330 if (mask & GL_PIXEL_MODE_BIT) {
1331 /* OK to memcpy */
1332 dst->Pixel = src->Pixel;
1333 }
1334 if (mask & GL_POINT_BIT) {
1335 /* OK to memcpy */
1336 dst->Point = src->Point;
1337 }
1338 if (mask & GL_POLYGON_BIT) {
1339 /* OK to memcpy */
1340 dst->Polygon = src->Polygon;
1341 }
1342 if (mask & GL_POLYGON_STIPPLE_BIT) {
1343 /* Use loop instead of memcpy due to problem with Portland Group's
1344 * C compiler. Reported by John Stone.
1345 */
1346 GLuint i;
1347 for (i = 0; i < 32; i++) {
1348 dst->PolygonStipple[i] = src->PolygonStipple[i];
1349 }
1350 }
1351 if (mask & GL_SCISSOR_BIT) {
1352 /* OK to memcpy */
1353 dst->Scissor = src->Scissor;
1354 }
1355 if (mask & GL_STENCIL_BUFFER_BIT) {
1356 /* OK to memcpy */
1357 dst->Stencil = src->Stencil;
1358 }
1359 if (mask & GL_TEXTURE_BIT) {
1360 /* Cannot memcpy because of pointers */
1361 _mesa_copy_texture_state(src, dst);
1362 }
1363 if (mask & GL_TRANSFORM_BIT) {
1364 /* OK to memcpy */
1365 dst->Transform = src->Transform;
1366 }
1367 if (mask & GL_VIEWPORT_BIT) {
1368 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1369 unsigned i;
1370 for (i = 0; i < src->Const.MaxViewports; i++) {
1371 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1372 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1373 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1374 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1375 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1376 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1377 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1378 &src->ViewportArray[i]._WindowMap);
1379 }
1380 }
1381
1382 /* XXX FIXME: Call callbacks?
1383 */
1384 dst->NewState = _NEW_ALL;
1385 dst->NewDriverState = ~0;
1386 }
1387
1388
1389 /**
1390 * Check if the given context can render into the given framebuffer
1391 * by checking visual attributes.
1392 *
1393 * Most of these tests could go away because Mesa is now pretty flexible
1394 * in terms of mixing rendering contexts with framebuffers. As long
1395 * as RGB vs. CI mode agree, we're probably good.
1396 *
1397 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1398 */
1399 static GLboolean
1400 check_compatible(const struct gl_context *ctx,
1401 const struct gl_framebuffer *buffer)
1402 {
1403 const struct gl_config *ctxvis = &ctx->Visual;
1404 const struct gl_config *bufvis = &buffer->Visual;
1405
1406 if (buffer == _mesa_get_incomplete_framebuffer())
1407 return GL_TRUE;
1408
1409 #if 0
1410 /* disabling this fixes the fgl_glxgears pbuffer demo */
1411 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1412 return GL_FALSE;
1413 #endif
1414 if (ctxvis->stereoMode && !bufvis->stereoMode)
1415 return GL_FALSE;
1416 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1417 return GL_FALSE;
1418 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1419 return GL_FALSE;
1420 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1421 return GL_FALSE;
1422 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1423 return GL_FALSE;
1424 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1425 return GL_FALSE;
1426 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1427 return GL_FALSE;
1428 #if 0
1429 /* disabled (see bug 11161) */
1430 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1431 return GL_FALSE;
1432 #endif
1433 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1434 return GL_FALSE;
1435
1436 return GL_TRUE;
1437 }
1438
1439
1440 /**
1441 * Check if the viewport/scissor size has not yet been initialized.
1442 * Initialize the size if the given width and height are non-zero.
1443 */
1444 void
1445 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1446 {
1447 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1448 unsigned i;
1449
1450 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1451 * potential infinite recursion.
1452 */
1453 ctx->ViewportInitialized = GL_TRUE;
1454
1455 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1456 * yet, so just initialize all of them.
1457 */
1458 for (i = 0; i < MAX_VIEWPORTS; i++) {
1459 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1460 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1461 }
1462 }
1463 }
1464
1465
1466 /**
1467 * Bind the given context to the given drawBuffer and readBuffer and
1468 * make it the current context for the calling thread.
1469 * We'll render into the drawBuffer and read pixels from the
1470 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1471 *
1472 * We check that the context's and framebuffer's visuals are compatible
1473 * and return immediately if they're not.
1474 *
1475 * \param newCtx the new GL context. If NULL then there will be no current GL
1476 * context.
1477 * \param drawBuffer the drawing framebuffer
1478 * \param readBuffer the reading framebuffer
1479 */
1480 GLboolean
1481 _mesa_make_current( struct gl_context *newCtx,
1482 struct gl_framebuffer *drawBuffer,
1483 struct gl_framebuffer *readBuffer )
1484 {
1485 GET_CURRENT_CONTEXT(curCtx);
1486
1487 if (MESA_VERBOSE & VERBOSE_API)
1488 _mesa_debug(newCtx, "_mesa_make_current()\n");
1489
1490 /* Check that the context's and framebuffer's visuals are compatible.
1491 */
1492 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1493 if (!check_compatible(newCtx, drawBuffer)) {
1494 _mesa_warning(newCtx,
1495 "MakeCurrent: incompatible visuals for context and drawbuffer");
1496 return GL_FALSE;
1497 }
1498 }
1499 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1500 if (!check_compatible(newCtx, readBuffer)) {
1501 _mesa_warning(newCtx,
1502 "MakeCurrent: incompatible visuals for context and readbuffer");
1503 return GL_FALSE;
1504 }
1505 }
1506
1507 if (curCtx &&
1508 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1509 /* make sure this context is valid for flushing */
1510 curCtx != newCtx)
1511 _mesa_flush(curCtx);
1512
1513 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1514 _glapi_set_context((void *) newCtx);
1515 ASSERT(_mesa_get_current_context() == newCtx);
1516
1517 if (!newCtx) {
1518 _glapi_set_dispatch(NULL); /* none current */
1519 }
1520 else {
1521 _glapi_set_dispatch(newCtx->CurrentDispatch);
1522
1523 if (drawBuffer && readBuffer) {
1524 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1525 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1526 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1527 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1528
1529 /*
1530 * Only set the context's Draw/ReadBuffer fields if they're NULL
1531 * or not bound to a user-created FBO.
1532 */
1533 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1534 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1535 /* Update the FBO's list of drawbuffers/renderbuffers.
1536 * For winsys FBOs this comes from the GL state (which may have
1537 * changed since the last time this FBO was bound).
1538 */
1539 _mesa_update_draw_buffers(newCtx);
1540 }
1541 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1542 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1543 }
1544
1545 /* XXX only set this flag if we're really changing the draw/read
1546 * framebuffer bindings.
1547 */
1548 newCtx->NewState |= _NEW_BUFFERS;
1549
1550 if (drawBuffer) {
1551 _mesa_check_init_viewport(newCtx,
1552 drawBuffer->Width, drawBuffer->Height);
1553 }
1554 }
1555
1556 if (newCtx->FirstTimeCurrent) {
1557 assert(newCtx->Version > 0);
1558
1559 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1560
1561 check_context_limits(newCtx);
1562
1563 /* We can use this to help debug user's problems. Tell them to set
1564 * the MESA_INFO env variable before running their app. Then the
1565 * first time each context is made current we'll print some useful
1566 * information.
1567 */
1568 if (_mesa_getenv("MESA_INFO")) {
1569 _mesa_print_info(newCtx);
1570 }
1571
1572 newCtx->FirstTimeCurrent = GL_FALSE;
1573 }
1574 }
1575
1576 return GL_TRUE;
1577 }
1578
1579
1580 /**
1581 * Make context 'ctx' share the display lists, textures and programs
1582 * that are associated with 'ctxToShare'.
1583 * Any display lists, textures or programs associated with 'ctx' will
1584 * be deleted if nobody else is sharing them.
1585 */
1586 GLboolean
1587 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1588 {
1589 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1590 struct gl_shared_state *oldShared = NULL;
1591
1592 /* save ref to old state to prevent it from being deleted immediately */
1593 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1594
1595 /* update ctx's Shared pointer */
1596 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1597
1598 update_default_objects(ctx);
1599
1600 /* release the old shared state */
1601 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1602
1603 return GL_TRUE;
1604 }
1605 else {
1606 return GL_FALSE;
1607 }
1608 }
1609
1610
1611
1612 /**
1613 * \return pointer to the current GL context for this thread.
1614 *
1615 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1616 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1617 * context.h.
1618 */
1619 struct gl_context *
1620 _mesa_get_current_context( void )
1621 {
1622 return (struct gl_context *) _glapi_get_context();
1623 }
1624
1625
1626 /**
1627 * Get context's current API dispatch table.
1628 *
1629 * It'll either be the immediate-mode execute dispatcher or the display list
1630 * compile dispatcher.
1631 *
1632 * \param ctx GL context.
1633 *
1634 * \return pointer to dispatch_table.
1635 *
1636 * Simply returns __struct gl_contextRec::CurrentDispatch.
1637 */
1638 struct _glapi_table *
1639 _mesa_get_dispatch(struct gl_context *ctx)
1640 {
1641 return ctx->CurrentDispatch;
1642 }
1643
1644 /*@}*/
1645
1646
1647 /**********************************************************************/
1648 /** \name Miscellaneous functions */
1649 /**********************************************************************/
1650 /*@{*/
1651
1652 /**
1653 * Record an error.
1654 *
1655 * \param ctx GL context.
1656 * \param error error code.
1657 *
1658 * Records the given error code and call the driver's dd_function_table::Error
1659 * function if defined.
1660 *
1661 * \sa
1662 * This is called via _mesa_error().
1663 */
1664 void
1665 _mesa_record_error(struct gl_context *ctx, GLenum error)
1666 {
1667 if (!ctx)
1668 return;
1669
1670 if (ctx->ErrorValue == GL_NO_ERROR) {
1671 ctx->ErrorValue = error;
1672 }
1673 }
1674
1675
1676 /**
1677 * Flush commands and wait for completion.
1678 */
1679 void
1680 _mesa_finish(struct gl_context *ctx)
1681 {
1682 FLUSH_VERTICES( ctx, 0 );
1683 FLUSH_CURRENT( ctx, 0 );
1684 if (ctx->Driver.Finish) {
1685 ctx->Driver.Finish(ctx);
1686 }
1687 }
1688
1689
1690 /**
1691 * Flush commands.
1692 */
1693 void
1694 _mesa_flush(struct gl_context *ctx)
1695 {
1696 FLUSH_VERTICES( ctx, 0 );
1697 FLUSH_CURRENT( ctx, 0 );
1698 if (ctx->Driver.Flush) {
1699 ctx->Driver.Flush(ctx);
1700 }
1701 }
1702
1703
1704
1705 /**
1706 * Execute glFinish().
1707 *
1708 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1709 * dd_function_table::Finish driver callback, if not NULL.
1710 */
1711 void GLAPIENTRY
1712 _mesa_Finish(void)
1713 {
1714 GET_CURRENT_CONTEXT(ctx);
1715 ASSERT_OUTSIDE_BEGIN_END(ctx);
1716 _mesa_finish(ctx);
1717 }
1718
1719
1720 /**
1721 * Execute glFlush().
1722 *
1723 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1724 * dd_function_table::Flush driver callback, if not NULL.
1725 */
1726 void GLAPIENTRY
1727 _mesa_Flush(void)
1728 {
1729 GET_CURRENT_CONTEXT(ctx);
1730 ASSERT_OUTSIDE_BEGIN_END(ctx);
1731 _mesa_flush(ctx);
1732 }
1733
1734
1735 /*
1736 * ARB_blend_func_extended - ERRORS section
1737 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1738 * implicitly calls Begin if any draw buffer has a blend function requiring the
1739 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1740 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1741 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1742 */
1743 static GLboolean
1744 _mesa_check_blend_func_error(struct gl_context *ctx)
1745 {
1746 GLuint i;
1747 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1748 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1749 i++) {
1750 if (ctx->Color.Blend[i]._UsesDualSrc) {
1751 _mesa_error(ctx, GL_INVALID_OPERATION,
1752 "dual source blend on illegal attachment");
1753 return GL_FALSE;
1754 }
1755 }
1756 return GL_TRUE;
1757 }
1758
1759 /**
1760 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1761 * is called to see if it's valid to render. This involves checking that
1762 * the current shader is valid and the framebuffer is complete.
1763 * If an error is detected it'll be recorded here.
1764 * \return GL_TRUE if OK to render, GL_FALSE if not
1765 */
1766 GLboolean
1767 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1768 {
1769 bool vert_from_glsl_shader = false;
1770 bool geom_from_glsl_shader = false;
1771 bool frag_from_glsl_shader = false;
1772
1773 /* This depends on having up to date derived state (shaders) */
1774 if (ctx->NewState)
1775 _mesa_update_state(ctx);
1776
1777 if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
1778 vert_from_glsl_shader = true;
1779
1780 if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
1781 _mesa_error(ctx, GL_INVALID_OPERATION,
1782 "%s(shader not linked)", where);
1783 return GL_FALSE;
1784 }
1785 #if 0 /* not normally enabled */
1786 {
1787 char errMsg[100];
1788 if (!_mesa_validate_shader_program(ctx,
1789 ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
1790 errMsg)) {
1791 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1792 ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->Name, errMsg);
1793 }
1794 }
1795 #endif
1796 }
1797
1798 if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
1799 geom_from_glsl_shader = true;
1800
1801 if (!ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
1802 _mesa_error(ctx, GL_INVALID_OPERATION,
1803 "%s(shader not linked)", where);
1804 return GL_FALSE;
1805 }
1806 #if 0 /* not normally enabled */
1807 {
1808 char errMsg[100];
1809 if (!_mesa_validate_shader_program(ctx,
1810 ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
1811 errMsg)) {
1812 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1813 ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Name,
1814 errMsg);
1815 }
1816 }
1817 #endif
1818 }
1819
1820 if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
1821 frag_from_glsl_shader = true;
1822
1823 if (!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
1824 _mesa_error(ctx, GL_INVALID_OPERATION,
1825 "%s(shader not linked)", where);
1826 return GL_FALSE;
1827 }
1828 #if 0 /* not normally enabled */
1829 {
1830 char errMsg[100];
1831 if (!_mesa_validate_shader_program(ctx,
1832 ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
1833 errMsg)) {
1834 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1835 ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->Name,
1836 errMsg);
1837 }
1838 }
1839 #endif
1840 }
1841
1842 /* Any shader stages that are not supplied by the GLSL shader and have
1843 * assembly shaders enabled must now be validated.
1844 */
1845 if (!vert_from_glsl_shader
1846 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1847 _mesa_error(ctx, GL_INVALID_OPERATION,
1848 "%s(vertex program not valid)", where);
1849 return GL_FALSE;
1850 }
1851
1852 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1853 * FINISHME: geometry program should validated here.
1854 */
1855 (void) geom_from_glsl_shader;
1856
1857 if (!frag_from_glsl_shader) {
1858 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1859 _mesa_error(ctx, GL_INVALID_OPERATION,
1860 "%s(fragment program not valid)", where);
1861 return GL_FALSE;
1862 }
1863
1864 /* If drawing to integer-valued color buffers, there must be an
1865 * active fragment shader (GL_EXT_texture_integer).
1866 */
1867 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1868 _mesa_error(ctx, GL_INVALID_OPERATION,
1869 "%s(integer format but no fragment shader)", where);
1870 return GL_FALSE;
1871 }
1872 }
1873
1874 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1875 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1876 "%s(incomplete framebuffer)", where);
1877 return GL_FALSE;
1878 }
1879
1880 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1881 return GL_FALSE;
1882 }
1883
1884 #ifdef DEBUG
1885 if (ctx->Shader.Flags & GLSL_LOG) {
1886 struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
1887 gl_shader_stage i;
1888
1889 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1890 if (shProg[i] == NULL || shProg[i]->_Used
1891 || shProg[i]->_LinkedShaders[i] == NULL)
1892 continue;
1893
1894 /* This is the first time this shader is being used.
1895 * Append shader's constants/uniforms to log file.
1896 *
1897 * Only log data for the program target that matches the shader
1898 * target. It's possible to have a program bound to the vertex
1899 * shader target that also supplied a fragment shader. If that
1900 * program isn't also bound to the fragment shader target we don't
1901 * want to log its fragment data.
1902 */
1903 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1904 }
1905
1906 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1907 if (shProg[i] != NULL)
1908 shProg[i]->_Used = GL_TRUE;
1909 }
1910 }
1911 #endif
1912
1913 return GL_TRUE;
1914 }
1915
1916
1917 /*@}*/