mesa: Convert gl_context::Viewport to gl_context::ViewportArray
[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 default:
502 assert(0 && "Bad shader stage in init_program_limits()");
503 }
504
505 /* Set the native limits to zero. This implies that there is no native
506 * support for shaders. Let the drivers fill in the actual values.
507 */
508 prog->MaxNativeInstructions = 0;
509 prog->MaxNativeAluInstructions = 0;
510 prog->MaxNativeTexInstructions = 0;
511 prog->MaxNativeTexIndirections = 0;
512 prog->MaxNativeAttribs = 0;
513 prog->MaxNativeTemps = 0;
514 prog->MaxNativeAddressRegs = 0;
515 prog->MaxNativeParameters = 0;
516
517 /* Set GLSL datatype range/precision info assuming IEEE float values.
518 * Drivers should override these defaults as needed.
519 */
520 prog->MediumFloat.RangeMin = 127;
521 prog->MediumFloat.RangeMax = 127;
522 prog->MediumFloat.Precision = 23;
523 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
524
525 /* Assume ints are stored as floats for now, since this is the least-common
526 * denominator. The OpenGL ES spec implies (page 132) that the precision
527 * of integer types should be 0. Practically speaking, IEEE
528 * single-precision floating point values can only store integers in the
529 * range [-0x01000000, 0x01000000] without loss of precision.
530 */
531 prog->MediumInt.RangeMin = 24;
532 prog->MediumInt.RangeMax = 24;
533 prog->MediumInt.Precision = 0;
534 prog->LowInt = prog->HighInt = prog->MediumInt;
535
536 prog->MaxUniformBlocks = 12;
537 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
538 ctx->Const.MaxUniformBlockSize / 4 *
539 prog->MaxUniformBlocks);
540
541 prog->MaxAtomicBuffers = 0;
542 prog->MaxAtomicCounters = 0;
543 }
544
545
546 /**
547 * Initialize fields of gl_constants (aka ctx->Const.*).
548 * Use defaults from config.h. The device drivers will often override
549 * some of these values (such as number of texture units).
550 */
551 static void
552 _mesa_init_constants(struct gl_context *ctx)
553 {
554 int i;
555 assert(ctx);
556
557 /* Constants, may be overriden (usually only reduced) by device drivers */
558 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
559 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
560 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
561 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
562 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
563 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
564 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
565 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
566 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
567 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
568 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
569 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
570 ctx->Const.MaxTextureBufferSize = 65536;
571 ctx->Const.TextureBufferOffsetAlignment = 1;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxClipPlanes = 6;
585 ctx->Const.MaxLights = MAX_LIGHTS;
586 ctx->Const.MaxShininess = 128.0;
587 ctx->Const.MaxSpotExponent = 128.0;
588 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
589 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
590
591 /* Driver must override these values if ARB_viewport_array is supported. */
592 ctx->Const.MaxViewports = 1;
593 ctx->Const.ViewportSubpixelBits = 0;
594 ctx->Const.ViewportBounds.Min = 0;
595 ctx->Const.ViewportBounds.Max = 0;
596
597 /* Driver must override if it supports ARB_viewport_array */
598 ctx->Const.MaxViewports = 1;
599
600 /** GL_ARB_uniform_buffer_object */
601 ctx->Const.MaxCombinedUniformBlocks = 36;
602 ctx->Const.MaxUniformBufferBindings = 36;
603 ctx->Const.MaxUniformBlockSize = 16384;
604 ctx->Const.UniformBufferOffsetAlignment = 1;
605
606 for (i = 0; i < MESA_SHADER_STAGES; i++)
607 init_program_limits(ctx, i, &ctx->Const.Program[i]);
608
609 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
610 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
611
612 /* CheckArrayBounds is overriden by drivers/x11 for X server */
613 ctx->Const.CheckArrayBounds = GL_FALSE;
614
615 /* GL_ARB_draw_buffers */
616 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
617
618 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
619 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
620
621 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
622 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
623 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
624 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
625 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
626 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
627
628 /* Shading language version */
629 if (_mesa_is_desktop_gl(ctx)) {
630 ctx->Const.GLSLVersion = 120;
631 _mesa_override_glsl_version(ctx);
632 }
633 else if (ctx->API == API_OPENGLES2) {
634 ctx->Const.GLSLVersion = 100;
635 }
636 else if (ctx->API == API_OPENGLES) {
637 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
638 }
639
640 /* GL_ARB_framebuffer_object */
641 ctx->Const.MaxSamples = 0;
642
643 /* GL_ARB_sync */
644 ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
645
646 /* GL_ATI_envmap_bumpmap */
647 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
648
649 /* GL_EXT_provoking_vertex */
650 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
651
652 /* GL_EXT_transform_feedback */
653 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
654 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
656 ctx->Const.MaxVertexStreams = 1;
657
658 /* GL 3.2 */
659 ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
660 ? GL_CONTEXT_CORE_PROFILE_BIT
661 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
662
663 /** GL_EXT_gpu_shader4 */
664 ctx->Const.MinProgramTexelOffset = -8;
665 ctx->Const.MaxProgramTexelOffset = 7;
666
667 /* GL_ARB_texture_gather */
668 ctx->Const.MinProgramTextureGatherOffset = -8;
669 ctx->Const.MaxProgramTextureGatherOffset = 7;
670
671 /* GL_ARB_robustness */
672 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
673
674 /* PrimitiveRestart */
675 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
676
677 /* ES 3.0 or ARB_ES3_compatibility */
678 ctx->Const.MaxElementIndex = 0xffffffffu;
679
680 /* GL_ARB_texture_multisample */
681 ctx->Const.MaxColorTextureSamples = 1;
682 ctx->Const.MaxDepthTextureSamples = 1;
683 ctx->Const.MaxIntegerSamples = 1;
684
685 /* GL_ARB_shader_atomic_counters */
686 ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
687 ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
688 ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
689 ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
690
691 /* GL_ARB_vertex_attrib_binding */
692 ctx->Const.MaxVertexAttribRelativeOffset = 2047;
693 ctx->Const.MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
694 }
695
696
697 /**
698 * Do some sanity checks on the limits/constants for the given context.
699 * Only called the first time a context is bound.
700 */
701 static void
702 check_context_limits(struct gl_context *ctx)
703 {
704 /* check that we don't exceed the size of various bitfields */
705 assert(VARYING_SLOT_MAX <=
706 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
707 assert(VARYING_SLOT_MAX <=
708 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
709
710 /* shader-related checks */
711 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
712 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
713
714 /* Texture unit checks */
715 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
716 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
717 assert(ctx->Const.MaxTextureCoordUnits > 0);
718 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
719 assert(ctx->Const.MaxTextureUnits > 0);
720 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
721 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
722 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
723 ctx->Const.MaxTextureCoordUnits));
724 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
725 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
726 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
727 /* number of coord units cannot be greater than number of image units */
728 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
729
730
731 /* Texture size checks */
732 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
733 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
734 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
735 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
736
737 /* Texture level checks */
738 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
739 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
740
741 /* Max texture size should be <= max viewport size (render to texture) */
742 assert((1U << (ctx->Const.MaxTextureLevels - 1))
743 <= ctx->Const.MaxViewportWidth);
744 assert((1U << (ctx->Const.MaxTextureLevels - 1))
745 <= ctx->Const.MaxViewportHeight);
746
747 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
748
749 /* if this fails, add more enum values to gl_buffer_index */
750 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
751
752 /* XXX probably add more tests */
753 }
754
755
756 /**
757 * Initialize the attribute groups in a GL context.
758 *
759 * \param ctx GL context.
760 *
761 * Initializes all the attributes, calling the respective <tt>init*</tt>
762 * functions for the more complex data structures.
763 */
764 static GLboolean
765 init_attrib_groups(struct gl_context *ctx)
766 {
767 assert(ctx);
768
769 /* Constants */
770 _mesa_init_constants( ctx );
771
772 /* Extensions */
773 _mesa_init_extensions( ctx );
774
775 /* Attribute Groups */
776 _mesa_init_accum( ctx );
777 _mesa_init_attrib( ctx );
778 _mesa_init_buffer_objects( ctx );
779 _mesa_init_color( ctx );
780 _mesa_init_current( ctx );
781 _mesa_init_depth( ctx );
782 _mesa_init_debug( ctx );
783 _mesa_init_display_list( ctx );
784 _mesa_init_errors( ctx );
785 _mesa_init_eval( ctx );
786 _mesa_init_fbobjects( ctx );
787 _mesa_init_feedback( ctx );
788 _mesa_init_fog( ctx );
789 _mesa_init_hint( ctx );
790 _mesa_init_line( ctx );
791 _mesa_init_lighting( ctx );
792 _mesa_init_matrix( ctx );
793 _mesa_init_multisample( ctx );
794 _mesa_init_performance_monitors( ctx );
795 _mesa_init_pixel( ctx );
796 _mesa_init_pixelstore( ctx );
797 _mesa_init_point( ctx );
798 _mesa_init_polygon( ctx );
799 _mesa_init_program( ctx );
800 _mesa_init_queryobj( ctx );
801 _mesa_init_sync( ctx );
802 _mesa_init_rastpos( ctx );
803 _mesa_init_scissor( ctx );
804 _mesa_init_shader_state( ctx );
805 _mesa_init_stencil( ctx );
806 _mesa_init_transform( ctx );
807 _mesa_init_transform_feedback( ctx );
808 _mesa_init_varray( ctx );
809 _mesa_init_viewport( ctx );
810
811 if (!_mesa_init_texture( ctx ))
812 return GL_FALSE;
813
814 _mesa_init_texture_s3tc( ctx );
815
816 /* Miscellaneous */
817 ctx->NewState = _NEW_ALL;
818 ctx->NewDriverState = ~0;
819 ctx->ErrorValue = GL_NO_ERROR;
820 ctx->ShareGroupReset = false;
821 ctx->varying_vp_inputs = VERT_BIT_ALL;
822
823 return GL_TRUE;
824 }
825
826
827 /**
828 * Update default objects in a GL context with respect to shared state.
829 *
830 * \param ctx GL context.
831 *
832 * Removes references to old default objects, (texture objects, program
833 * objects, etc.) and changes to reference those from the current shared
834 * state.
835 */
836 static GLboolean
837 update_default_objects(struct gl_context *ctx)
838 {
839 assert(ctx);
840
841 _mesa_update_default_objects_program(ctx);
842 _mesa_update_default_objects_texture(ctx);
843 _mesa_update_default_objects_buffer_objects(ctx);
844
845 return GL_TRUE;
846 }
847
848
849 /**
850 * This is the default function we plug into all dispatch table slots
851 * This helps prevents a segfault when someone calls a GL function without
852 * first checking if the extension's supported.
853 */
854 int
855 _mesa_generic_nop(void)
856 {
857 GET_CURRENT_CONTEXT(ctx);
858 _mesa_error(ctx, GL_INVALID_OPERATION,
859 "unsupported function called "
860 "(unsupported extension or deprecated function?)");
861 return 0;
862 }
863
864
865 /**
866 * Allocate and initialize a new dispatch table.
867 */
868 struct _glapi_table *
869 _mesa_alloc_dispatch_table()
870 {
871 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
872 * In practice, this'll be the same for stand-alone Mesa. But for DRI
873 * Mesa we do this to accomodate different versions of libGL and various
874 * DRI drivers.
875 */
876 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
877 struct _glapi_table *table;
878
879 table = malloc(numEntries * sizeof(_glapi_proc));
880 if (table) {
881 _glapi_proc *entry = (_glapi_proc *) table;
882 GLint i;
883 for (i = 0; i < numEntries; i++) {
884 entry[i] = (_glapi_proc) _mesa_generic_nop;
885 }
886 }
887 return table;
888 }
889
890 /**
891 * Creates a minimal dispatch table for use within glBegin()/glEnd().
892 *
893 * This ensures that we generate GL_INVALID_OPERATION errors from most
894 * functions, since the set of functions that are valid within Begin/End is
895 * very small.
896 *
897 * From the GL 1.0 specification section 2.6.3, "GL Commands within
898 * Begin/End"
899 *
900 * "The only GL commands that are allowed within any Begin/End pairs are
901 * the commands for specifying vertex coordinates, vertex color, normal
902 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
903 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
904 * commands for specifying lighting material parameters (Material
905 * commands see section 2.12.2), display list invocation commands
906 * (CallList and CallLists see section 5.4), and the EdgeFlag
907 * command. Executing Begin after Begin has already been executed but
908 * before an End is issued generates the INVALID OPERATION error, as does
909 * executing End without a previous corresponding Begin. Executing any
910 * other GL command within Begin/End results in the error INVALID
911 * OPERATION."
912 *
913 * The table entries for specifying vertex attributes are set up by
914 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
915 * are set by install_vtxfmt() as well.
916 */
917 static struct _glapi_table *
918 create_beginend_table(const struct gl_context *ctx)
919 {
920 struct _glapi_table *table;
921
922 table = _mesa_alloc_dispatch_table();
923 if (!table)
924 return NULL;
925
926 /* Fill in functions which return a value, since they should return some
927 * specific value even if they emit a GL_INVALID_OPERATION error from them
928 * being called within glBegin()/glEnd().
929 */
930 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
931
932 COPY_DISPATCH(GenLists);
933 COPY_DISPATCH(IsProgram);
934 COPY_DISPATCH(IsVertexArray);
935 COPY_DISPATCH(IsBuffer);
936 COPY_DISPATCH(IsEnabled);
937 COPY_DISPATCH(IsEnabledi);
938 COPY_DISPATCH(IsRenderbuffer);
939 COPY_DISPATCH(IsFramebuffer);
940 COPY_DISPATCH(CheckFramebufferStatus);
941 COPY_DISPATCH(RenderMode);
942 COPY_DISPATCH(GetString);
943 COPY_DISPATCH(GetStringi);
944 COPY_DISPATCH(GetPointerv);
945 COPY_DISPATCH(IsQuery);
946 COPY_DISPATCH(IsSampler);
947 COPY_DISPATCH(IsSync);
948 COPY_DISPATCH(IsTexture);
949 COPY_DISPATCH(IsTransformFeedback);
950 COPY_DISPATCH(DeleteQueries);
951 COPY_DISPATCH(AreTexturesResident);
952 COPY_DISPATCH(FenceSync);
953 COPY_DISPATCH(ClientWaitSync);
954 COPY_DISPATCH(MapBuffer);
955 COPY_DISPATCH(UnmapBuffer);
956 COPY_DISPATCH(MapBufferRange);
957 COPY_DISPATCH(ObjectPurgeableAPPLE);
958 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
959
960 _mesa_loopback_init_api_table(ctx, table);
961
962 return table;
963 }
964
965 void
966 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
967 {
968 /* Do the code-generated setup of the exec table in api_exec.c. */
969 _mesa_initialize_exec_table(ctx);
970
971 if (ctx->Save)
972 _mesa_initialize_save_table(ctx);
973 }
974
975 /**
976 * Initialize a struct gl_context struct (rendering context).
977 *
978 * This includes allocating all the other structs and arrays which hang off of
979 * the context by pointers.
980 * Note that the driver needs to pass in its dd_function_table here since
981 * we need to at least call driverFunctions->NewTextureObject to create the
982 * default texture objects.
983 *
984 * Called by _mesa_create_context().
985 *
986 * Performs the imports and exports callback tables initialization, and
987 * miscellaneous one-time initializations. If no shared context is supplied one
988 * is allocated, and increase its reference count. Setups the GL API dispatch
989 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
990 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
991 * for debug flags.
992 *
993 * \param ctx the context to initialize
994 * \param api the GL API type to create the context for
995 * \param visual describes the visual attributes for this context
996 * \param share_list points to context to share textures, display lists,
997 * etc with, or NULL
998 * \param driverFunctions table of device driver functions for this context
999 * to use
1000 */
1001 GLboolean
1002 _mesa_initialize_context(struct gl_context *ctx,
1003 gl_api api,
1004 const struct gl_config *visual,
1005 struct gl_context *share_list,
1006 const struct dd_function_table *driverFunctions)
1007 {
1008 struct gl_shared_state *shared;
1009 int i;
1010
1011 assert(driverFunctions->NewTextureObject);
1012 assert(driverFunctions->FreeTextureImageBuffer);
1013
1014 ctx->API = api;
1015 ctx->Visual = *visual;
1016 ctx->DrawBuffer = NULL;
1017 ctx->ReadBuffer = NULL;
1018 ctx->WinSysDrawBuffer = NULL;
1019 ctx->WinSysReadBuffer = NULL;
1020
1021 if (_mesa_is_desktop_gl(ctx)) {
1022 _mesa_override_gl_version(ctx);
1023 }
1024
1025 /* misc one-time initializations */
1026 one_time_init(ctx);
1027
1028 /* Plug in driver functions and context pointer here.
1029 * This is important because when we call alloc_shared_state() below
1030 * we'll call ctx->Driver.NewTextureObject() to create the default
1031 * textures.
1032 */
1033 ctx->Driver = *driverFunctions;
1034
1035 if (share_list) {
1036 /* share state with another context */
1037 shared = share_list->Shared;
1038 }
1039 else {
1040 /* allocate new, unshared state */
1041 shared = _mesa_alloc_shared_state(ctx);
1042 if (!shared)
1043 return GL_FALSE;
1044 }
1045
1046 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1047
1048 if (!init_attrib_groups( ctx ))
1049 goto fail;
1050
1051 /* setup the API dispatch tables with all nop functions */
1052 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1053 if (!ctx->OutsideBeginEnd)
1054 goto fail;
1055 ctx->Exec = ctx->OutsideBeginEnd;
1056 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1057
1058 ctx->FragmentProgram._MaintainTexEnvProgram
1059 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1060
1061 ctx->VertexProgram._MaintainTnlProgram
1062 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1063 if (ctx->VertexProgram._MaintainTnlProgram) {
1064 /* this is required... */
1065 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1066 }
1067
1068 /* Mesa core handles all the formats that mesa core knows about.
1069 * Drivers will want to override this list with just the formats
1070 * they can handle, and confirm that appropriate fallbacks exist in
1071 * _mesa_choose_tex_format().
1072 */
1073 memset(&ctx->TextureFormatSupported, GL_TRUE,
1074 sizeof(ctx->TextureFormatSupported));
1075
1076 switch (ctx->API) {
1077 case API_OPENGL_COMPAT:
1078 ctx->BeginEnd = create_beginend_table(ctx);
1079 ctx->Save = _mesa_alloc_dispatch_table();
1080 if (!ctx->BeginEnd || !ctx->Save)
1081 goto fail;
1082
1083 /* fall-through */
1084 case API_OPENGL_CORE:
1085 break;
1086 case API_OPENGLES:
1087 /**
1088 * GL_OES_texture_cube_map says
1089 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1090 */
1091 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1092 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1093 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1094 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1095 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1096 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1097 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1098 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1099 }
1100 break;
1101 case API_OPENGLES2:
1102 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1103 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1104 break;
1105 }
1106
1107 ctx->FirstTimeCurrent = GL_TRUE;
1108
1109 return GL_TRUE;
1110
1111 fail:
1112 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1113 free(ctx->BeginEnd);
1114 free(ctx->Exec);
1115 free(ctx->Save);
1116 return GL_FALSE;
1117 }
1118
1119
1120 /**
1121 * Allocate and initialize a struct gl_context structure.
1122 * Note that the driver needs to pass in its dd_function_table here since
1123 * we need to at least call driverFunctions->NewTextureObject to initialize
1124 * the rendering context.
1125 *
1126 * \param api the GL API type to create the context for
1127 * \param visual a struct gl_config pointer (we copy the struct contents)
1128 * \param share_list another context to share display lists with or NULL
1129 * \param driverFunctions points to the dd_function_table into which the
1130 * driver has plugged in all its special functions.
1131 *
1132 * \return pointer to a new __struct gl_contextRec or NULL if error.
1133 */
1134 struct gl_context *
1135 _mesa_create_context(gl_api api,
1136 const struct gl_config *visual,
1137 struct gl_context *share_list,
1138 const struct dd_function_table *driverFunctions)
1139 {
1140 struct gl_context *ctx;
1141
1142 ASSERT(visual);
1143
1144 ctx = calloc(1, sizeof(struct gl_context));
1145 if (!ctx)
1146 return NULL;
1147
1148 if (_mesa_initialize_context(ctx, api, visual, share_list,
1149 driverFunctions)) {
1150 return ctx;
1151 }
1152 else {
1153 free(ctx);
1154 return NULL;
1155 }
1156 }
1157
1158
1159 /**
1160 * Free the data associated with the given context.
1161 *
1162 * But doesn't free the struct gl_context struct itself.
1163 *
1164 * \sa _mesa_initialize_context() and init_attrib_groups().
1165 */
1166 void
1167 _mesa_free_context_data( struct gl_context *ctx )
1168 {
1169 if (!_mesa_get_current_context()){
1170 /* No current context, but we may need one in order to delete
1171 * texture objs, etc. So temporarily bind the context now.
1172 */
1173 _mesa_make_current(ctx, NULL, NULL);
1174 }
1175
1176 /* unreference WinSysDraw/Read buffers */
1177 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1178 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1179 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1180 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1181
1182 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1183 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1184 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1185
1186 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1187 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1188 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1189
1190 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1191 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1192
1193 _mesa_free_attrib_data(ctx);
1194 _mesa_free_buffer_objects(ctx);
1195 _mesa_free_lighting_data( ctx );
1196 _mesa_free_eval_data( ctx );
1197 _mesa_free_texture_data( ctx );
1198 _mesa_free_matrix_data( ctx );
1199 _mesa_free_viewport_data( ctx );
1200 _mesa_free_program_data(ctx);
1201 _mesa_free_shader_state(ctx);
1202 _mesa_free_queryobj_data(ctx);
1203 _mesa_free_sync_data(ctx);
1204 _mesa_free_varray_data(ctx);
1205 _mesa_free_transform_feedback(ctx);
1206 _mesa_free_performance_monitors(ctx);
1207
1208 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1209 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1210 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1211 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1212
1213 /* free dispatch tables */
1214 free(ctx->BeginEnd);
1215 free(ctx->Exec);
1216 free(ctx->Save);
1217
1218 /* Shared context state (display lists, textures, etc) */
1219 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1220
1221 /* needs to be after freeing shared state */
1222 _mesa_free_display_list_data(ctx);
1223
1224 _mesa_free_errors_data(ctx);
1225
1226 free((void *)ctx->Extensions.String);
1227
1228 free(ctx->VersionString);
1229
1230 /* unbind the context if it's currently bound */
1231 if (ctx == _mesa_get_current_context()) {
1232 _mesa_make_current(NULL, NULL, NULL);
1233 }
1234 }
1235
1236
1237 /**
1238 * Destroy a struct gl_context structure.
1239 *
1240 * \param ctx GL context.
1241 *
1242 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1243 */
1244 void
1245 _mesa_destroy_context( struct gl_context *ctx )
1246 {
1247 if (ctx) {
1248 _mesa_free_context_data(ctx);
1249 free( (void *) ctx );
1250 }
1251 }
1252
1253
1254 /**
1255 * Copy attribute groups from one context to another.
1256 *
1257 * \param src source context
1258 * \param dst destination context
1259 * \param mask bitwise OR of GL_*_BIT flags
1260 *
1261 * According to the bits specified in \p mask, copies the corresponding
1262 * attributes from \p src into \p dst. For many of the attributes a simple \c
1263 * memcpy is not enough due to the existence of internal pointers in their data
1264 * structures.
1265 */
1266 void
1267 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1268 GLuint mask )
1269 {
1270 if (mask & GL_ACCUM_BUFFER_BIT) {
1271 /* OK to memcpy */
1272 dst->Accum = src->Accum;
1273 }
1274 if (mask & GL_COLOR_BUFFER_BIT) {
1275 /* OK to memcpy */
1276 dst->Color = src->Color;
1277 }
1278 if (mask & GL_CURRENT_BIT) {
1279 /* OK to memcpy */
1280 dst->Current = src->Current;
1281 }
1282 if (mask & GL_DEPTH_BUFFER_BIT) {
1283 /* OK to memcpy */
1284 dst->Depth = src->Depth;
1285 }
1286 if (mask & GL_ENABLE_BIT) {
1287 /* no op */
1288 }
1289 if (mask & GL_EVAL_BIT) {
1290 /* OK to memcpy */
1291 dst->Eval = src->Eval;
1292 }
1293 if (mask & GL_FOG_BIT) {
1294 /* OK to memcpy */
1295 dst->Fog = src->Fog;
1296 }
1297 if (mask & GL_HINT_BIT) {
1298 /* OK to memcpy */
1299 dst->Hint = src->Hint;
1300 }
1301 if (mask & GL_LIGHTING_BIT) {
1302 GLuint i;
1303 /* begin with memcpy */
1304 dst->Light = src->Light;
1305 /* fixup linked lists to prevent pointer insanity */
1306 make_empty_list( &(dst->Light.EnabledList) );
1307 for (i = 0; i < MAX_LIGHTS; i++) {
1308 if (dst->Light.Light[i].Enabled) {
1309 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1310 }
1311 }
1312 }
1313 if (mask & GL_LINE_BIT) {
1314 /* OK to memcpy */
1315 dst->Line = src->Line;
1316 }
1317 if (mask & GL_LIST_BIT) {
1318 /* OK to memcpy */
1319 dst->List = src->List;
1320 }
1321 if (mask & GL_PIXEL_MODE_BIT) {
1322 /* OK to memcpy */
1323 dst->Pixel = src->Pixel;
1324 }
1325 if (mask & GL_POINT_BIT) {
1326 /* OK to memcpy */
1327 dst->Point = src->Point;
1328 }
1329 if (mask & GL_POLYGON_BIT) {
1330 /* OK to memcpy */
1331 dst->Polygon = src->Polygon;
1332 }
1333 if (mask & GL_POLYGON_STIPPLE_BIT) {
1334 /* Use loop instead of memcpy due to problem with Portland Group's
1335 * C compiler. Reported by John Stone.
1336 */
1337 GLuint i;
1338 for (i = 0; i < 32; i++) {
1339 dst->PolygonStipple[i] = src->PolygonStipple[i];
1340 }
1341 }
1342 if (mask & GL_SCISSOR_BIT) {
1343 /* OK to memcpy */
1344 dst->Scissor = src->Scissor;
1345 }
1346 if (mask & GL_STENCIL_BUFFER_BIT) {
1347 /* OK to memcpy */
1348 dst->Stencil = src->Stencil;
1349 }
1350 if (mask & GL_TEXTURE_BIT) {
1351 /* Cannot memcpy because of pointers */
1352 _mesa_copy_texture_state(src, dst);
1353 }
1354 if (mask & GL_TRANSFORM_BIT) {
1355 /* OK to memcpy */
1356 dst->Transform = src->Transform;
1357 }
1358 if (mask & GL_VIEWPORT_BIT) {
1359 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1360 dst->ViewportArray[0].X = src->ViewportArray[0].X;
1361 dst->ViewportArray[0].Y = src->ViewportArray[0].Y;
1362 dst->ViewportArray[0].Width = src->ViewportArray[0].Width;
1363 dst->ViewportArray[0].Height = src->ViewportArray[0].Height;
1364 dst->ViewportArray[0].Near = src->ViewportArray[0].Near;
1365 dst->ViewportArray[0].Far = src->ViewportArray[0].Far;
1366 _math_matrix_copy(&dst->ViewportArray[0]._WindowMap,
1367 &src->ViewportArray[0]._WindowMap);
1368 }
1369
1370 /* XXX FIXME: Call callbacks?
1371 */
1372 dst->NewState = _NEW_ALL;
1373 dst->NewDriverState = ~0;
1374 }
1375
1376
1377 /**
1378 * Check if the given context can render into the given framebuffer
1379 * by checking visual attributes.
1380 *
1381 * Most of these tests could go away because Mesa is now pretty flexible
1382 * in terms of mixing rendering contexts with framebuffers. As long
1383 * as RGB vs. CI mode agree, we're probably good.
1384 *
1385 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1386 */
1387 static GLboolean
1388 check_compatible(const struct gl_context *ctx,
1389 const struct gl_framebuffer *buffer)
1390 {
1391 const struct gl_config *ctxvis = &ctx->Visual;
1392 const struct gl_config *bufvis = &buffer->Visual;
1393
1394 if (buffer == _mesa_get_incomplete_framebuffer())
1395 return GL_TRUE;
1396
1397 #if 0
1398 /* disabling this fixes the fgl_glxgears pbuffer demo */
1399 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1400 return GL_FALSE;
1401 #endif
1402 if (ctxvis->stereoMode && !bufvis->stereoMode)
1403 return GL_FALSE;
1404 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1405 return GL_FALSE;
1406 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1407 return GL_FALSE;
1408 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1409 return GL_FALSE;
1410 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1411 return GL_FALSE;
1412 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1413 return GL_FALSE;
1414 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1415 return GL_FALSE;
1416 #if 0
1417 /* disabled (see bug 11161) */
1418 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1419 return GL_FALSE;
1420 #endif
1421 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1422 return GL_FALSE;
1423
1424 return GL_TRUE;
1425 }
1426
1427
1428 /**
1429 * Check if the viewport/scissor size has not yet been initialized.
1430 * Initialize the size if the given width and height are non-zero.
1431 */
1432 void
1433 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1434 {
1435 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1436 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1437 * potential infinite recursion.
1438 */
1439 ctx->ViewportInitialized = GL_TRUE;
1440 _mesa_set_viewport(ctx, 0, 0, width, height);
1441 _mesa_set_scissor(ctx, 0, 0, width, height);
1442 }
1443 }
1444
1445
1446 /**
1447 * Bind the given context to the given drawBuffer and readBuffer and
1448 * make it the current context for the calling thread.
1449 * We'll render into the drawBuffer and read pixels from the
1450 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1451 *
1452 * We check that the context's and framebuffer's visuals are compatible
1453 * and return immediately if they're not.
1454 *
1455 * \param newCtx the new GL context. If NULL then there will be no current GL
1456 * context.
1457 * \param drawBuffer the drawing framebuffer
1458 * \param readBuffer the reading framebuffer
1459 */
1460 GLboolean
1461 _mesa_make_current( struct gl_context *newCtx,
1462 struct gl_framebuffer *drawBuffer,
1463 struct gl_framebuffer *readBuffer )
1464 {
1465 GET_CURRENT_CONTEXT(curCtx);
1466
1467 if (MESA_VERBOSE & VERBOSE_API)
1468 _mesa_debug(newCtx, "_mesa_make_current()\n");
1469
1470 /* Check that the context's and framebuffer's visuals are compatible.
1471 */
1472 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1473 if (!check_compatible(newCtx, drawBuffer)) {
1474 _mesa_warning(newCtx,
1475 "MakeCurrent: incompatible visuals for context and drawbuffer");
1476 return GL_FALSE;
1477 }
1478 }
1479 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1480 if (!check_compatible(newCtx, readBuffer)) {
1481 _mesa_warning(newCtx,
1482 "MakeCurrent: incompatible visuals for context and readbuffer");
1483 return GL_FALSE;
1484 }
1485 }
1486
1487 if (curCtx &&
1488 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1489 /* make sure this context is valid for flushing */
1490 curCtx != newCtx)
1491 _mesa_flush(curCtx);
1492
1493 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1494 _glapi_set_context((void *) newCtx);
1495 ASSERT(_mesa_get_current_context() == newCtx);
1496
1497 if (!newCtx) {
1498 _glapi_set_dispatch(NULL); /* none current */
1499 }
1500 else {
1501 _glapi_set_dispatch(newCtx->CurrentDispatch);
1502
1503 if (drawBuffer && readBuffer) {
1504 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1505 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1506 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1507 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1508
1509 /*
1510 * Only set the context's Draw/ReadBuffer fields if they're NULL
1511 * or not bound to a user-created FBO.
1512 */
1513 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1514 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1515 /* Update the FBO's list of drawbuffers/renderbuffers.
1516 * For winsys FBOs this comes from the GL state (which may have
1517 * changed since the last time this FBO was bound).
1518 */
1519 _mesa_update_draw_buffers(newCtx);
1520 }
1521 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1522 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1523 }
1524
1525 /* XXX only set this flag if we're really changing the draw/read
1526 * framebuffer bindings.
1527 */
1528 newCtx->NewState |= _NEW_BUFFERS;
1529
1530 if (drawBuffer) {
1531 _mesa_check_init_viewport(newCtx,
1532 drawBuffer->Width, drawBuffer->Height);
1533 }
1534 }
1535
1536 if (newCtx->FirstTimeCurrent) {
1537 assert(newCtx->Version > 0);
1538
1539 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1540
1541 check_context_limits(newCtx);
1542
1543 /* We can use this to help debug user's problems. Tell them to set
1544 * the MESA_INFO env variable before running their app. Then the
1545 * first time each context is made current we'll print some useful
1546 * information.
1547 */
1548 if (_mesa_getenv("MESA_INFO")) {
1549 _mesa_print_info(newCtx);
1550 }
1551
1552 newCtx->FirstTimeCurrent = GL_FALSE;
1553 }
1554 }
1555
1556 return GL_TRUE;
1557 }
1558
1559
1560 /**
1561 * Make context 'ctx' share the display lists, textures and programs
1562 * that are associated with 'ctxToShare'.
1563 * Any display lists, textures or programs associated with 'ctx' will
1564 * be deleted if nobody else is sharing them.
1565 */
1566 GLboolean
1567 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1568 {
1569 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1570 struct gl_shared_state *oldShared = NULL;
1571
1572 /* save ref to old state to prevent it from being deleted immediately */
1573 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1574
1575 /* update ctx's Shared pointer */
1576 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1577
1578 update_default_objects(ctx);
1579
1580 /* release the old shared state */
1581 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1582
1583 return GL_TRUE;
1584 }
1585 else {
1586 return GL_FALSE;
1587 }
1588 }
1589
1590
1591
1592 /**
1593 * \return pointer to the current GL context for this thread.
1594 *
1595 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1596 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1597 * context.h.
1598 */
1599 struct gl_context *
1600 _mesa_get_current_context( void )
1601 {
1602 return (struct gl_context *) _glapi_get_context();
1603 }
1604
1605
1606 /**
1607 * Get context's current API dispatch table.
1608 *
1609 * It'll either be the immediate-mode execute dispatcher or the display list
1610 * compile dispatcher.
1611 *
1612 * \param ctx GL context.
1613 *
1614 * \return pointer to dispatch_table.
1615 *
1616 * Simply returns __struct gl_contextRec::CurrentDispatch.
1617 */
1618 struct _glapi_table *
1619 _mesa_get_dispatch(struct gl_context *ctx)
1620 {
1621 return ctx->CurrentDispatch;
1622 }
1623
1624 /*@}*/
1625
1626
1627 /**********************************************************************/
1628 /** \name Miscellaneous functions */
1629 /**********************************************************************/
1630 /*@{*/
1631
1632 /**
1633 * Record an error.
1634 *
1635 * \param ctx GL context.
1636 * \param error error code.
1637 *
1638 * Records the given error code and call the driver's dd_function_table::Error
1639 * function if defined.
1640 *
1641 * \sa
1642 * This is called via _mesa_error().
1643 */
1644 void
1645 _mesa_record_error(struct gl_context *ctx, GLenum error)
1646 {
1647 if (!ctx)
1648 return;
1649
1650 if (ctx->ErrorValue == GL_NO_ERROR) {
1651 ctx->ErrorValue = error;
1652 }
1653 }
1654
1655
1656 /**
1657 * Flush commands and wait for completion.
1658 */
1659 void
1660 _mesa_finish(struct gl_context *ctx)
1661 {
1662 FLUSH_VERTICES( ctx, 0 );
1663 FLUSH_CURRENT( ctx, 0 );
1664 if (ctx->Driver.Finish) {
1665 ctx->Driver.Finish(ctx);
1666 }
1667 }
1668
1669
1670 /**
1671 * Flush commands.
1672 */
1673 void
1674 _mesa_flush(struct gl_context *ctx)
1675 {
1676 FLUSH_VERTICES( ctx, 0 );
1677 FLUSH_CURRENT( ctx, 0 );
1678 if (ctx->Driver.Flush) {
1679 ctx->Driver.Flush(ctx);
1680 }
1681 }
1682
1683
1684
1685 /**
1686 * Execute glFinish().
1687 *
1688 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1689 * dd_function_table::Finish driver callback, if not NULL.
1690 */
1691 void GLAPIENTRY
1692 _mesa_Finish(void)
1693 {
1694 GET_CURRENT_CONTEXT(ctx);
1695 ASSERT_OUTSIDE_BEGIN_END(ctx);
1696 _mesa_finish(ctx);
1697 }
1698
1699
1700 /**
1701 * Execute glFlush().
1702 *
1703 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1704 * dd_function_table::Flush driver callback, if not NULL.
1705 */
1706 void GLAPIENTRY
1707 _mesa_Flush(void)
1708 {
1709 GET_CURRENT_CONTEXT(ctx);
1710 ASSERT_OUTSIDE_BEGIN_END(ctx);
1711 _mesa_flush(ctx);
1712 }
1713
1714
1715 /*
1716 * ARB_blend_func_extended - ERRORS section
1717 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1718 * implicitly calls Begin if any draw buffer has a blend function requiring the
1719 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1720 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1721 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1722 */
1723 static GLboolean
1724 _mesa_check_blend_func_error(struct gl_context *ctx)
1725 {
1726 GLuint i;
1727 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1728 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1729 i++) {
1730 if (ctx->Color.Blend[i]._UsesDualSrc) {
1731 _mesa_error(ctx, GL_INVALID_OPERATION,
1732 "dual source blend on illegal attachment");
1733 return GL_FALSE;
1734 }
1735 }
1736 return GL_TRUE;
1737 }
1738
1739 /**
1740 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1741 * is called to see if it's valid to render. This involves checking that
1742 * the current shader is valid and the framebuffer is complete.
1743 * If an error is detected it'll be recorded here.
1744 * \return GL_TRUE if OK to render, GL_FALSE if not
1745 */
1746 GLboolean
1747 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1748 {
1749 bool vert_from_glsl_shader = false;
1750 bool geom_from_glsl_shader = false;
1751 bool frag_from_glsl_shader = false;
1752
1753 /* This depends on having up to date derived state (shaders) */
1754 if (ctx->NewState)
1755 _mesa_update_state(ctx);
1756
1757 if (ctx->Shader.CurrentVertexProgram) {
1758 vert_from_glsl_shader = true;
1759
1760 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1761 _mesa_error(ctx, GL_INVALID_OPERATION,
1762 "%s(shader not linked)", where);
1763 return GL_FALSE;
1764 }
1765 #if 0 /* not normally enabled */
1766 {
1767 char errMsg[100];
1768 if (!_mesa_validate_shader_program(ctx,
1769 ctx->Shader.CurrentVertexProgram,
1770 errMsg)) {
1771 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1772 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1773 }
1774 }
1775 #endif
1776 }
1777
1778 if (ctx->Shader.CurrentGeometryProgram) {
1779 geom_from_glsl_shader = true;
1780
1781 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1782 _mesa_error(ctx, GL_INVALID_OPERATION,
1783 "%s(shader not linked)", where);
1784 return GL_FALSE;
1785 }
1786 #if 0 /* not normally enabled */
1787 {
1788 char errMsg[100];
1789 if (!_mesa_validate_shader_program(ctx,
1790 ctx->Shader.CurrentGeometryProgram,
1791 errMsg)) {
1792 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1793 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1794 }
1795 }
1796 #endif
1797 }
1798
1799 if (ctx->Shader.CurrentFragmentProgram) {
1800 frag_from_glsl_shader = true;
1801
1802 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1803 _mesa_error(ctx, GL_INVALID_OPERATION,
1804 "%s(shader not linked)", where);
1805 return GL_FALSE;
1806 }
1807 #if 0 /* not normally enabled */
1808 {
1809 char errMsg[100];
1810 if (!_mesa_validate_shader_program(ctx,
1811 ctx->Shader.CurrentFragmentProgram,
1812 errMsg)) {
1813 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1814 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1815 }
1816 }
1817 #endif
1818 }
1819
1820 /* Any shader stages that are not supplied by the GLSL shader and have
1821 * assembly shaders enabled must now be validated.
1822 */
1823 if (!vert_from_glsl_shader
1824 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1825 _mesa_error(ctx, GL_INVALID_OPERATION,
1826 "%s(vertex program not valid)", where);
1827 return GL_FALSE;
1828 }
1829
1830 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1831 * FINISHME: geometry program should validated here.
1832 */
1833 (void) geom_from_glsl_shader;
1834
1835 if (!frag_from_glsl_shader) {
1836 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1837 _mesa_error(ctx, GL_INVALID_OPERATION,
1838 "%s(fragment program not valid)", where);
1839 return GL_FALSE;
1840 }
1841
1842 /* If drawing to integer-valued color buffers, there must be an
1843 * active fragment shader (GL_EXT_texture_integer).
1844 */
1845 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1846 _mesa_error(ctx, GL_INVALID_OPERATION,
1847 "%s(integer format but no fragment shader)", where);
1848 return GL_FALSE;
1849 }
1850 }
1851
1852 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1853 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1854 "%s(incomplete framebuffer)", where);
1855 return GL_FALSE;
1856 }
1857
1858 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1859 return GL_FALSE;
1860 }
1861
1862 #ifdef DEBUG
1863 if (ctx->Shader.Flags & GLSL_LOG) {
1864 struct gl_shader_program *shProg[MESA_SHADER_STAGES];
1865 gl_shader_stage i;
1866
1867 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1868 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1869 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1870
1871 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1872 if (shProg[i] == NULL || shProg[i]->_Used
1873 || shProg[i]->_LinkedShaders[i] == NULL)
1874 continue;
1875
1876 /* This is the first time this shader is being used.
1877 * Append shader's constants/uniforms to log file.
1878 *
1879 * Only log data for the program target that matches the shader
1880 * target. It's possible to have a program bound to the vertex
1881 * shader target that also supplied a fragment shader. If that
1882 * program isn't also bound to the fragment shader target we don't
1883 * want to log its fragment data.
1884 */
1885 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1886 }
1887
1888 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1889 if (shProg[i] != NULL)
1890 shProg[i]->_Used = GL_TRUE;
1891 }
1892 }
1893 #endif
1894
1895 return GL_TRUE;
1896 }
1897
1898
1899 /*@}*/