Replace gl_geom_attrib enum with gl_varying_slot.
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "api_loopback.h"
85 #include "arrayobj.h"
86 #include "attrib.h"
87 #include "blend.h"
88 #include "buffers.h"
89 #include "bufferobj.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "extensions.h"
97 #include "fbobject.h"
98 #include "feedback.h"
99 #include "fog.h"
100 #include "formats.h"
101 #include "framebuffer.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "multisample.h"
109 #include "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #include "syncobj.h"
115 #include "rastpos.h"
116 #include "remap.h"
117 #include "scissor.h"
118 #include "shared.h"
119 #include "shaderobj.h"
120 #include "simple_list.h"
121 #include "state.h"
122 #include "stencil.h"
123 #include "texcompress_s3tc.h"
124 #include "texstate.h"
125 #include "transformfeedback.h"
126 #include "mtypes.h"
127 #include "varray.h"
128 #include "version.h"
129 #include "viewport.h"
130 #include "vtxfmt.h"
131 #include "program/program.h"
132 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
134 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
194 * of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new struct gl_config or NULL if requested parameters
204 * can't be met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 struct gl_config *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 struct gl_config *vis = CALLOC_STRUCT(gl_config);
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238
239 /**
240 * Makes some sanity checks and fills in the fields of the struct
241 * gl_config object with the given parameters. If the caller needs to
242 * set additional fields, he should just probably init the whole
243 * gl_config object himself.
244 *
245 * \return GL_TRUE on success, or GL_FALSE on failure.
246 *
247 * \sa _mesa_create_visual() above for the parameter description.
248 */
249 GLboolean
250 _mesa_initialize_visual( struct gl_config *vis,
251 GLboolean dbFlag,
252 GLboolean stereoFlag,
253 GLint redBits,
254 GLint greenBits,
255 GLint blueBits,
256 GLint alphaBits,
257 GLint depthBits,
258 GLint stencilBits,
259 GLint accumRedBits,
260 GLint accumGreenBits,
261 GLint accumBlueBits,
262 GLint accumAlphaBits,
263 GLint numSamples )
264 {
265 assert(vis);
266
267 if (depthBits < 0 || depthBits > 32) {
268 return GL_FALSE;
269 }
270 if (stencilBits < 0 || stencilBits > 8) {
271 return GL_FALSE;
272 }
273 assert(accumRedBits >= 0);
274 assert(accumGreenBits >= 0);
275 assert(accumBlueBits >= 0);
276 assert(accumAlphaBits >= 0);
277
278 vis->rgbMode = GL_TRUE;
279 vis->doubleBufferMode = dbFlag;
280 vis->stereoMode = stereoFlag;
281
282 vis->redBits = redBits;
283 vis->greenBits = greenBits;
284 vis->blueBits = blueBits;
285 vis->alphaBits = alphaBits;
286 vis->rgbBits = redBits + greenBits + blueBits;
287
288 vis->indexBits = 0;
289 vis->depthBits = depthBits;
290 vis->stencilBits = stencilBits;
291
292 vis->accumRedBits = accumRedBits;
293 vis->accumGreenBits = accumGreenBits;
294 vis->accumBlueBits = accumBlueBits;
295 vis->accumAlphaBits = accumAlphaBits;
296
297 vis->haveAccumBuffer = accumRedBits > 0;
298 vis->haveDepthBuffer = depthBits > 0;
299 vis->haveStencilBuffer = stencilBits > 0;
300
301 vis->numAuxBuffers = 0;
302 vis->level = 0;
303 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
304 vis->samples = numSamples;
305
306 return GL_TRUE;
307 }
308
309
310 /**
311 * Destroy a visual and free its memory.
312 *
313 * \param vis visual.
314 *
315 * Frees the visual structure.
316 */
317 void
318 _mesa_destroy_visual( struct gl_config *vis )
319 {
320 free(vis);
321 }
322
323 /*@}*/
324
325
326 /**********************************************************************/
327 /** \name Context allocation, initialization, destroying
328 *
329 * The purpose of the most initialization functions here is to provide the
330 * default state values according to the OpenGL specification.
331 */
332 /**********************************************************************/
333 /*@{*/
334
335
336 /**
337 * This is lame. gdb only seems to recognize enum types that are
338 * actually used somewhere. We want to be able to print/use enum
339 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
340 * the gl_texture_index type anywhere. Thus, this lame function.
341 */
342 static void
343 dummy_enum_func(void)
344 {
345 gl_buffer_index bi = BUFFER_FRONT_LEFT;
346 gl_face_index fi = FACE_POS_X;
347 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
348 gl_frag_result fr = FRAG_RESULT_DEPTH;
349 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
350 gl_vert_attrib va = VERT_ATTRIB_POS;
351 gl_varying_slot vs = VARYING_SLOT_POS;
352 gl_geom_result gr = GEOM_RESULT_POS;
353
354 (void) bi;
355 (void) fi;
356 (void) fa;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vs;
361 (void) gr;
362 }
363
364
365 /**
366 * One-time initialization mutex lock.
367 *
368 * \sa Used by one_time_init().
369 */
370 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
371
372
373
374 /**
375 * Calls all the various one-time-init functions in Mesa.
376 *
377 * While holding a global mutex lock, calls several initialization functions,
378 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
379 * defined.
380 *
381 * \sa _math_init().
382 */
383 static void
384 one_time_init( struct gl_context *ctx )
385 {
386 static GLbitfield api_init_mask = 0x0;
387
388 _glthread_LOCK_MUTEX(OneTimeLock);
389
390 /* truly one-time init */
391 if (!api_init_mask) {
392 GLuint i;
393
394 /* do some implementation tests */
395 assert( sizeof(GLbyte) == 1 );
396 assert( sizeof(GLubyte) == 1 );
397 assert( sizeof(GLshort) == 2 );
398 assert( sizeof(GLushort) == 2 );
399 assert( sizeof(GLint) == 4 );
400 assert( sizeof(GLuint) == 4 );
401
402 _mesa_get_cpu_features();
403
404 for (i = 0; i < 256; i++) {
405 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
406 }
407
408 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
409 if (MESA_VERBOSE != 0) {
410 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
411 PACKAGE_VERSION, __DATE__, __TIME__);
412 }
413 #endif
414
415 #ifdef DEBUG
416 _mesa_test_formats();
417 #endif
418 }
419
420 /* per-API one-time init */
421 if (!(api_init_mask & (1 << ctx->API))) {
422 _mesa_init_get_hash(ctx);
423
424 _mesa_init_remap_table();
425 }
426
427 api_init_mask |= 1 << ctx->API;
428
429 _glthread_UNLOCK_MUTEX(OneTimeLock);
430
431 /* Hopefully atexit() is widely available. If not, we may need some
432 * #ifdef tests here.
433 */
434 atexit(_mesa_destroy_shader_compiler);
435
436 dummy_enum_func();
437 }
438
439
440 /**
441 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
442 */
443 static void
444 _mesa_init_current(struct gl_context *ctx)
445 {
446 GLuint i;
447
448 /* Init all to (0,0,0,1) */
449 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
450 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
451 }
452
453 /* redo special cases: */
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
460 }
461
462
463 /**
464 * Init vertex/fragment/geometry program limits.
465 * Important: drivers should override these with actual limits.
466 */
467 static void
468 init_program_limits(struct gl_context *ctx, GLenum type,
469 struct gl_program_constants *prog)
470 {
471 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTemps = MAX_PROGRAM_TEMPS;
476 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
477 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
478 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
479
480 switch (type) {
481 case GL_VERTEX_PROGRAM_ARB:
482 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
483 prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
484 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
485 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
486 break;
487 case GL_FRAGMENT_PROGRAM_ARB:
488 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
489 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
490 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
491 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
492 break;
493 case MESA_GEOMETRY_PROGRAM:
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 = MAX_GEOMETRY_UNIFORM_COMPONENTS;
498 break;
499 default:
500 assert(0 && "Bad program type in init_program_limits()");
501 }
502
503 /* Set the native limits to zero. This implies that there is no native
504 * support for shaders. Let the drivers fill in the actual values.
505 */
506 prog->MaxNativeInstructions = 0;
507 prog->MaxNativeAluInstructions = 0;
508 prog->MaxNativeTexInstructions = 0;
509 prog->MaxNativeTexIndirections = 0;
510 prog->MaxNativeAttribs = 0;
511 prog->MaxNativeTemps = 0;
512 prog->MaxNativeAddressRegs = 0;
513 prog->MaxNativeParameters = 0;
514
515 /* Set GLSL datatype range/precision info assuming IEEE float values.
516 * Drivers should override these defaults as needed.
517 */
518 prog->MediumFloat.RangeMin = 127;
519 prog->MediumFloat.RangeMax = 127;
520 prog->MediumFloat.Precision = 23;
521 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
522
523 /* Assume ints are stored as floats for now, since this is the least-common
524 * denominator. The OpenGL ES spec implies (page 132) that the precision
525 * of integer types should be 0. Practically speaking, IEEE
526 * single-precision floating point values can only store integers in the
527 * range [-0x01000000, 0x01000000] without loss of precision.
528 */
529 prog->MediumInt.RangeMin = 24;
530 prog->MediumInt.RangeMax = 24;
531 prog->MediumInt.Precision = 0;
532 prog->LowInt = prog->HighInt = prog->MediumInt;
533
534 prog->MaxUniformBlocks = 12;
535 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
536 ctx->Const.MaxUniformBlockSize / 4 *
537 prog->MaxUniformBlocks);
538 }
539
540
541 /**
542 * Initialize fields of gl_constants (aka ctx->Const.*).
543 * Use defaults from config.h. The device drivers will often override
544 * some of these values (such as number of texture units).
545 */
546 static void
547 _mesa_init_constants(struct gl_context *ctx)
548 {
549 assert(ctx);
550
551 /* Constants, may be overriden (usually only reduced) by device drivers */
552 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
553 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
554 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
555 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
556 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
557 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
558 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
559 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
560 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
561 ctx->Const.MaxTextureImageUnits);
562 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
563 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
564 ctx->Const.MaxTextureBufferSize = 65536;
565 ctx->Const.TextureBufferOffsetAlignment = 1;
566 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
567 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
568 ctx->Const.MinPointSize = MIN_POINT_SIZE;
569 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
570 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
571 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
572 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
573 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
574 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
575 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
576 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
577 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
578 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
579 ctx->Const.MaxClipPlanes = 6;
580 ctx->Const.MaxLights = MAX_LIGHTS;
581 ctx->Const.MaxShininess = 128.0;
582 ctx->Const.MaxSpotExponent = 128.0;
583 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
584 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
585
586 /** GL_ARB_uniform_buffer_object */
587 ctx->Const.MaxCombinedUniformBlocks = 36;
588 ctx->Const.MaxUniformBufferBindings = 36;
589 ctx->Const.MaxUniformBlockSize = 16384;
590 ctx->Const.UniformBufferOffsetAlignment = 1;
591
592 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
594 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
595
596 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
597 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
598
599 /* CheckArrayBounds is overriden by drivers/x11 for X server */
600 ctx->Const.CheckArrayBounds = GL_FALSE;
601
602 /* GL_ARB_draw_buffers */
603 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
604
605 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
606 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
607
608 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
609 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
610 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
611 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
612 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
613 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
614 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
615 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
616
617 /* Shading language version */
618 if (_mesa_is_desktop_gl(ctx)) {
619 ctx->Const.GLSLVersion = 120;
620 _mesa_override_glsl_version(ctx);
621 }
622 else if (ctx->API == API_OPENGLES2) {
623 ctx->Const.GLSLVersion = 100;
624 }
625 else if (ctx->API == API_OPENGLES) {
626 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
627 }
628
629 /* GL_ARB_framebuffer_object */
630 ctx->Const.MaxSamples = 0;
631
632 /* GL_ARB_sync */
633 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
634
635 /* GL_ATI_envmap_bumpmap */
636 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
637
638 /* GL_EXT_provoking_vertex */
639 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
640
641 /* GL_EXT_transform_feedback */
642 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
643 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
644 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
645 ctx->Const.MaxVertexStreams = 1;
646
647 /* GL 3.2: hard-coded for now: */
648 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
649
650 /** GL_EXT_gpu_shader4 */
651 ctx->Const.MinProgramTexelOffset = -8;
652 ctx->Const.MaxProgramTexelOffset = 7;
653
654 /* GL_ARB_robustness */
655 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
656
657 /* PrimitiveRestart */
658 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
659
660 /* ES 3.0 or ARB_ES3_compatibility */
661 ctx->Const.MaxElementIndex = 0xffffffffu;
662
663 /* GL_ARB_texture_multisample */
664 ctx->Const.MaxColorTextureSamples = 1;
665 ctx->Const.MaxDepthTextureSamples = 1;
666 ctx->Const.MaxIntegerSamples = 1;
667 }
668
669
670 /**
671 * Do some sanity checks on the limits/constants for the given context.
672 * Only called the first time a context is bound.
673 */
674 static void
675 check_context_limits(struct gl_context *ctx)
676 {
677 /* check that we don't exceed the size of various bitfields */
678 assert(VARYING_SLOT_MAX <=
679 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
680 assert(FRAG_ATTRIB_MAX <=
681 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
682
683 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
684
685 /* shader-related checks */
686 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
687 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
688
689 /* Texture unit checks */
690 assert(ctx->Const.MaxTextureImageUnits > 0);
691 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
692 assert(ctx->Const.MaxTextureCoordUnits > 0);
693 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
694 assert(ctx->Const.MaxTextureUnits > 0);
695 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
696 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
697 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
698 ctx->Const.MaxTextureCoordUnits));
699 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
700 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
701 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
702 /* number of coord units cannot be greater than number of image units */
703 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
704
705
706 /* Texture size checks */
707 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
708 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
709 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
710 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
711
712 /* Texture level checks */
713 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
714 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
715
716 /* Max texture size should be <= max viewport size (render to texture) */
717 assert((1U << (ctx->Const.MaxTextureLevels - 1))
718 <= ctx->Const.MaxViewportWidth);
719 assert((1U << (ctx->Const.MaxTextureLevels - 1))
720 <= ctx->Const.MaxViewportHeight);
721
722 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
723
724 /* if this fails, add more enum values to gl_buffer_index */
725 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
726
727 /* XXX probably add more tests */
728 }
729
730
731 /**
732 * Initialize the attribute groups in a GL context.
733 *
734 * \param ctx GL context.
735 *
736 * Initializes all the attributes, calling the respective <tt>init*</tt>
737 * functions for the more complex data structures.
738 */
739 static GLboolean
740 init_attrib_groups(struct gl_context *ctx)
741 {
742 assert(ctx);
743
744 /* Constants */
745 _mesa_init_constants( ctx );
746
747 /* Extensions */
748 _mesa_init_extensions( ctx );
749
750 /* Attribute Groups */
751 _mesa_init_accum( ctx );
752 _mesa_init_attrib( ctx );
753 _mesa_init_buffer_objects( ctx );
754 _mesa_init_color( ctx );
755 _mesa_init_current( ctx );
756 _mesa_init_depth( ctx );
757 _mesa_init_debug( ctx );
758 _mesa_init_display_list( ctx );
759 _mesa_init_errors( ctx );
760 _mesa_init_eval( ctx );
761 _mesa_init_fbobjects( ctx );
762 _mesa_init_feedback( ctx );
763 _mesa_init_fog( ctx );
764 _mesa_init_hint( ctx );
765 _mesa_init_line( ctx );
766 _mesa_init_lighting( ctx );
767 _mesa_init_matrix( ctx );
768 _mesa_init_multisample( ctx );
769 _mesa_init_pixel( ctx );
770 _mesa_init_pixelstore( ctx );
771 _mesa_init_point( ctx );
772 _mesa_init_polygon( ctx );
773 _mesa_init_program( ctx );
774 _mesa_init_queryobj( ctx );
775 _mesa_init_sync( ctx );
776 _mesa_init_rastpos( ctx );
777 _mesa_init_scissor( ctx );
778 _mesa_init_shader_state( ctx );
779 _mesa_init_stencil( ctx );
780 _mesa_init_transform( ctx );
781 _mesa_init_transform_feedback( ctx );
782 _mesa_init_varray( ctx );
783 _mesa_init_viewport( ctx );
784
785 if (!_mesa_init_texture( ctx ))
786 return GL_FALSE;
787
788 _mesa_init_texture_s3tc( ctx );
789
790 /* Miscellaneous */
791 ctx->NewState = _NEW_ALL;
792 ctx->NewDriverState = ~0;
793 ctx->ErrorValue = GL_NO_ERROR;
794 ctx->ResetStatus = GL_NO_ERROR;
795 ctx->varying_vp_inputs = VERT_BIT_ALL;
796
797 return GL_TRUE;
798 }
799
800
801 /**
802 * Update default objects in a GL context with respect to shared state.
803 *
804 * \param ctx GL context.
805 *
806 * Removes references to old default objects, (texture objects, program
807 * objects, etc.) and changes to reference those from the current shared
808 * state.
809 */
810 static GLboolean
811 update_default_objects(struct gl_context *ctx)
812 {
813 assert(ctx);
814
815 _mesa_update_default_objects_program(ctx);
816 _mesa_update_default_objects_texture(ctx);
817 _mesa_update_default_objects_buffer_objects(ctx);
818
819 return GL_TRUE;
820 }
821
822
823 /**
824 * This is the default function we plug into all dispatch table slots
825 * This helps prevents a segfault when someone calls a GL function without
826 * first checking if the extension's supported.
827 */
828 int
829 _mesa_generic_nop(void)
830 {
831 GET_CURRENT_CONTEXT(ctx);
832 _mesa_error(ctx, GL_INVALID_OPERATION,
833 "unsupported function called "
834 "(unsupported extension or deprecated function?)");
835 return 0;
836 }
837
838
839 /**
840 * Allocate and initialize a new dispatch table.
841 */
842 struct _glapi_table *
843 _mesa_alloc_dispatch_table()
844 {
845 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
846 * In practice, this'll be the same for stand-alone Mesa. But for DRI
847 * Mesa we do this to accomodate different versions of libGL and various
848 * DRI drivers.
849 */
850 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
851 struct _glapi_table *table;
852
853 table = malloc(numEntries * sizeof(_glapi_proc));
854 if (table) {
855 _glapi_proc *entry = (_glapi_proc *) table;
856 GLint i;
857 for (i = 0; i < numEntries; i++) {
858 entry[i] = (_glapi_proc) _mesa_generic_nop;
859 }
860 }
861 return table;
862 }
863
864 /**
865 * Creates a minimal dispatch table for use within glBegin()/glEnd().
866 *
867 * This ensures that we generate GL_INVALID_OPERATION errors from most
868 * functions, since the set of functions that are valid within Begin/End is
869 * very small.
870 *
871 * From the GL 1.0 specification section 2.6.3, "GL Commands within
872 * Begin/End"
873 *
874 * "The only GL commands that are allowed within any Begin/End pairs are
875 * the commands for specifying vertex coordinates, vertex color, normal
876 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
877 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
878 * commands for specifying lighting material parameters (Material
879 * commands see section 2.12.2), display list invocation commands
880 * (CallList and CallLists see section 5.4), and the EdgeFlag
881 * command. Executing Begin after Begin has already been executed but
882 * before an End is issued generates the INVALID OPERATION error, as does
883 * executing End without a previous corresponding Begin. Executing any
884 * other GL command within Begin/End results in the error INVALID
885 * OPERATION."
886 *
887 * The table entries for specifying vertex attributes are set up by
888 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
889 * are set by install_vtxfmt() as well.
890 */
891 static struct _glapi_table *
892 create_beginend_table(const struct gl_context *ctx)
893 {
894 struct _glapi_table *table;
895
896 table = _mesa_alloc_dispatch_table();
897 if (!table)
898 return NULL;
899
900 /* Fill in functions which return a value, since they should return some
901 * specific value even if they emit a GL_INVALID_OPERATION error from them
902 * being called within glBegin()/glEnd().
903 */
904 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
905
906 COPY_DISPATCH(GenLists);
907 COPY_DISPATCH(IsProgram);
908 COPY_DISPATCH(IsVertexArray);
909 COPY_DISPATCH(IsBuffer);
910 COPY_DISPATCH(IsEnabled);
911 COPY_DISPATCH(IsEnabledi);
912 COPY_DISPATCH(IsRenderbuffer);
913 COPY_DISPATCH(IsFramebuffer);
914 COPY_DISPATCH(CheckFramebufferStatus);
915 COPY_DISPATCH(RenderMode);
916 COPY_DISPATCH(GetString);
917 COPY_DISPATCH(GetStringi);
918 COPY_DISPATCH(GetPointerv);
919 COPY_DISPATCH(IsQuery);
920 COPY_DISPATCH(IsSampler);
921 COPY_DISPATCH(IsSync);
922 COPY_DISPATCH(IsTexture);
923 COPY_DISPATCH(IsTransformFeedback);
924 COPY_DISPATCH(DeleteQueries);
925 COPY_DISPATCH(AreTexturesResident);
926 COPY_DISPATCH(FenceSync);
927 COPY_DISPATCH(ClientWaitSync);
928 COPY_DISPATCH(MapBuffer);
929 COPY_DISPATCH(UnmapBuffer);
930 COPY_DISPATCH(MapBufferRange);
931 COPY_DISPATCH(MapBufferRange);
932 COPY_DISPATCH(ObjectPurgeableAPPLE);
933 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
934
935 _mesa_loopback_init_api_table(ctx, table);
936
937 return table;
938 }
939
940 void
941 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
942 {
943 /* Do the code-generated setup of the exec table in api_exec.c. */
944 _mesa_initialize_exec_table(ctx);
945
946 if (ctx->Save)
947 _mesa_initialize_save_table(ctx);
948 }
949
950 /**
951 * Initialize a struct gl_context struct (rendering context).
952 *
953 * This includes allocating all the other structs and arrays which hang off of
954 * the context by pointers.
955 * Note that the driver needs to pass in its dd_function_table here since
956 * we need to at least call driverFunctions->NewTextureObject to create the
957 * default texture objects.
958 *
959 * Called by _mesa_create_context().
960 *
961 * Performs the imports and exports callback tables initialization, and
962 * miscellaneous one-time initializations. If no shared context is supplied one
963 * is allocated, and increase its reference count. Setups the GL API dispatch
964 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
965 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
966 * for debug flags.
967 *
968 * \param ctx the context to initialize
969 * \param api the GL API type to create the context for
970 * \param visual describes the visual attributes for this context
971 * \param share_list points to context to share textures, display lists,
972 * etc with, or NULL
973 * \param driverFunctions table of device driver functions for this context
974 * to use
975 */
976 GLboolean
977 _mesa_initialize_context(struct gl_context *ctx,
978 gl_api api,
979 const struct gl_config *visual,
980 struct gl_context *share_list,
981 const struct dd_function_table *driverFunctions)
982 {
983 struct gl_shared_state *shared;
984 int i;
985
986 assert(driverFunctions->NewTextureObject);
987 assert(driverFunctions->FreeTextureImageBuffer);
988
989 ctx->API = api;
990 ctx->Visual = *visual;
991 ctx->DrawBuffer = NULL;
992 ctx->ReadBuffer = NULL;
993 ctx->WinSysDrawBuffer = NULL;
994 ctx->WinSysReadBuffer = NULL;
995
996 if (_mesa_is_desktop_gl(ctx)) {
997 _mesa_override_gl_version(ctx);
998 }
999
1000 /* misc one-time initializations */
1001 one_time_init(ctx);
1002
1003 /* Plug in driver functions and context pointer here.
1004 * This is important because when we call alloc_shared_state() below
1005 * we'll call ctx->Driver.NewTextureObject() to create the default
1006 * textures.
1007 */
1008 ctx->Driver = *driverFunctions;
1009
1010 if (share_list) {
1011 /* share state with another context */
1012 shared = share_list->Shared;
1013 }
1014 else {
1015 /* allocate new, unshared state */
1016 shared = _mesa_alloc_shared_state(ctx);
1017 if (!shared)
1018 return GL_FALSE;
1019 }
1020
1021 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1022
1023 if (!init_attrib_groups( ctx ))
1024 goto fail;
1025
1026 /* setup the API dispatch tables with all nop functions */
1027 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1028 if (!ctx->OutsideBeginEnd)
1029 goto fail;
1030 ctx->Exec = ctx->OutsideBeginEnd;
1031 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1032
1033 ctx->FragmentProgram._MaintainTexEnvProgram
1034 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1035
1036 ctx->VertexProgram._MaintainTnlProgram
1037 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1038 if (ctx->VertexProgram._MaintainTnlProgram) {
1039 /* this is required... */
1040 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1041 }
1042
1043 /* Mesa core handles all the formats that mesa core knows about.
1044 * Drivers will want to override this list with just the formats
1045 * they can handle, and confirm that appropriate fallbacks exist in
1046 * _mesa_choose_tex_format().
1047 */
1048 memset(&ctx->TextureFormatSupported, GL_TRUE,
1049 sizeof(ctx->TextureFormatSupported));
1050
1051 switch (ctx->API) {
1052 case API_OPENGL_COMPAT:
1053 ctx->BeginEnd = create_beginend_table(ctx);
1054 ctx->Save = _mesa_alloc_dispatch_table();
1055 if (!ctx->BeginEnd || !ctx->Save)
1056 goto fail;
1057
1058 /* fall-through */
1059 case API_OPENGL_CORE:
1060 break;
1061 case API_OPENGLES:
1062 /**
1063 * GL_OES_texture_cube_map says
1064 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1065 */
1066 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1067 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1068 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1069 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1070 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1071 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1072 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1073 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1074 }
1075 break;
1076 case API_OPENGLES2:
1077 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1078 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1079 break;
1080 }
1081
1082 ctx->FirstTimeCurrent = GL_TRUE;
1083
1084 return GL_TRUE;
1085
1086 fail:
1087 free(ctx->BeginEnd);
1088 free(ctx->Exec);
1089 free(ctx->Save);
1090 return GL_FALSE;
1091 }
1092
1093
1094 /**
1095 * Allocate and initialize a struct gl_context structure.
1096 * Note that the driver needs to pass in its dd_function_table here since
1097 * we need to at least call driverFunctions->NewTextureObject to initialize
1098 * the rendering context.
1099 *
1100 * \param api the GL API type to create the context for
1101 * \param visual a struct gl_config pointer (we copy the struct contents)
1102 * \param share_list another context to share display lists with or NULL
1103 * \param driverFunctions points to the dd_function_table into which the
1104 * driver has plugged in all its special functions.
1105 *
1106 * \return pointer to a new __struct gl_contextRec or NULL if error.
1107 */
1108 struct gl_context *
1109 _mesa_create_context(gl_api api,
1110 const struct gl_config *visual,
1111 struct gl_context *share_list,
1112 const struct dd_function_table *driverFunctions)
1113 {
1114 struct gl_context *ctx;
1115
1116 ASSERT(visual);
1117
1118 ctx = calloc(1, sizeof(struct gl_context));
1119 if (!ctx)
1120 return NULL;
1121
1122 if (_mesa_initialize_context(ctx, api, visual, share_list,
1123 driverFunctions)) {
1124 return ctx;
1125 }
1126 else {
1127 free(ctx);
1128 return NULL;
1129 }
1130 }
1131
1132
1133 /**
1134 * Free the data associated with the given context.
1135 *
1136 * But doesn't free the struct gl_context struct itself.
1137 *
1138 * \sa _mesa_initialize_context() and init_attrib_groups().
1139 */
1140 void
1141 _mesa_free_context_data( struct gl_context *ctx )
1142 {
1143 if (!_mesa_get_current_context()){
1144 /* No current context, but we may need one in order to delete
1145 * texture objs, etc. So temporarily bind the context now.
1146 */
1147 _mesa_make_current(ctx, NULL, NULL);
1148 }
1149
1150 /* unreference WinSysDraw/Read buffers */
1151 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1152 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1153 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1154 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1155
1156 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1157 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1158 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1159
1160 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1161 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1162 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1163
1164 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1165 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1166
1167 _mesa_free_attrib_data(ctx);
1168 _mesa_free_buffer_objects(ctx);
1169 _mesa_free_lighting_data( ctx );
1170 _mesa_free_eval_data( ctx );
1171 _mesa_free_texture_data( ctx );
1172 _mesa_free_matrix_data( ctx );
1173 _mesa_free_viewport_data( ctx );
1174 _mesa_free_program_data(ctx);
1175 _mesa_free_shader_state(ctx);
1176 _mesa_free_queryobj_data(ctx);
1177 _mesa_free_sync_data(ctx);
1178 _mesa_free_varray_data(ctx);
1179 _mesa_free_transform_feedback(ctx);
1180
1181 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1182 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1183 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1184 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1185
1186 /* free dispatch tables */
1187 free(ctx->Exec);
1188 free(ctx->Save);
1189
1190 /* Shared context state (display lists, textures, etc) */
1191 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1192
1193 /* needs to be after freeing shared state */
1194 _mesa_free_display_list_data(ctx);
1195
1196 _mesa_free_errors_data(ctx);
1197
1198 free((void *)ctx->Extensions.String);
1199
1200 free(ctx->VersionString);
1201
1202 /* unbind the context if it's currently bound */
1203 if (ctx == _mesa_get_current_context()) {
1204 _mesa_make_current(NULL, NULL, NULL);
1205 }
1206 }
1207
1208
1209 /**
1210 * Destroy a struct gl_context structure.
1211 *
1212 * \param ctx GL context.
1213 *
1214 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1215 */
1216 void
1217 _mesa_destroy_context( struct gl_context *ctx )
1218 {
1219 if (ctx) {
1220 _mesa_free_context_data(ctx);
1221 free( (void *) ctx );
1222 }
1223 }
1224
1225
1226 /**
1227 * Copy attribute groups from one context to another.
1228 *
1229 * \param src source context
1230 * \param dst destination context
1231 * \param mask bitwise OR of GL_*_BIT flags
1232 *
1233 * According to the bits specified in \p mask, copies the corresponding
1234 * attributes from \p src into \p dst. For many of the attributes a simple \c
1235 * memcpy is not enough due to the existence of internal pointers in their data
1236 * structures.
1237 */
1238 void
1239 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1240 GLuint mask )
1241 {
1242 if (mask & GL_ACCUM_BUFFER_BIT) {
1243 /* OK to memcpy */
1244 dst->Accum = src->Accum;
1245 }
1246 if (mask & GL_COLOR_BUFFER_BIT) {
1247 /* OK to memcpy */
1248 dst->Color = src->Color;
1249 }
1250 if (mask & GL_CURRENT_BIT) {
1251 /* OK to memcpy */
1252 dst->Current = src->Current;
1253 }
1254 if (mask & GL_DEPTH_BUFFER_BIT) {
1255 /* OK to memcpy */
1256 dst->Depth = src->Depth;
1257 }
1258 if (mask & GL_ENABLE_BIT) {
1259 /* no op */
1260 }
1261 if (mask & GL_EVAL_BIT) {
1262 /* OK to memcpy */
1263 dst->Eval = src->Eval;
1264 }
1265 if (mask & GL_FOG_BIT) {
1266 /* OK to memcpy */
1267 dst->Fog = src->Fog;
1268 }
1269 if (mask & GL_HINT_BIT) {
1270 /* OK to memcpy */
1271 dst->Hint = src->Hint;
1272 }
1273 if (mask & GL_LIGHTING_BIT) {
1274 GLuint i;
1275 /* begin with memcpy */
1276 dst->Light = src->Light;
1277 /* fixup linked lists to prevent pointer insanity */
1278 make_empty_list( &(dst->Light.EnabledList) );
1279 for (i = 0; i < MAX_LIGHTS; i++) {
1280 if (dst->Light.Light[i].Enabled) {
1281 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1282 }
1283 }
1284 }
1285 if (mask & GL_LINE_BIT) {
1286 /* OK to memcpy */
1287 dst->Line = src->Line;
1288 }
1289 if (mask & GL_LIST_BIT) {
1290 /* OK to memcpy */
1291 dst->List = src->List;
1292 }
1293 if (mask & GL_PIXEL_MODE_BIT) {
1294 /* OK to memcpy */
1295 dst->Pixel = src->Pixel;
1296 }
1297 if (mask & GL_POINT_BIT) {
1298 /* OK to memcpy */
1299 dst->Point = src->Point;
1300 }
1301 if (mask & GL_POLYGON_BIT) {
1302 /* OK to memcpy */
1303 dst->Polygon = src->Polygon;
1304 }
1305 if (mask & GL_POLYGON_STIPPLE_BIT) {
1306 /* Use loop instead of memcpy due to problem with Portland Group's
1307 * C compiler. Reported by John Stone.
1308 */
1309 GLuint i;
1310 for (i = 0; i < 32; i++) {
1311 dst->PolygonStipple[i] = src->PolygonStipple[i];
1312 }
1313 }
1314 if (mask & GL_SCISSOR_BIT) {
1315 /* OK to memcpy */
1316 dst->Scissor = src->Scissor;
1317 }
1318 if (mask & GL_STENCIL_BUFFER_BIT) {
1319 /* OK to memcpy */
1320 dst->Stencil = src->Stencil;
1321 }
1322 if (mask & GL_TEXTURE_BIT) {
1323 /* Cannot memcpy because of pointers */
1324 _mesa_copy_texture_state(src, dst);
1325 }
1326 if (mask & GL_TRANSFORM_BIT) {
1327 /* OK to memcpy */
1328 dst->Transform = src->Transform;
1329 }
1330 if (mask & GL_VIEWPORT_BIT) {
1331 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1332 dst->Viewport.X = src->Viewport.X;
1333 dst->Viewport.Y = src->Viewport.Y;
1334 dst->Viewport.Width = src->Viewport.Width;
1335 dst->Viewport.Height = src->Viewport.Height;
1336 dst->Viewport.Near = src->Viewport.Near;
1337 dst->Viewport.Far = src->Viewport.Far;
1338 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1339 }
1340
1341 /* XXX FIXME: Call callbacks?
1342 */
1343 dst->NewState = _NEW_ALL;
1344 dst->NewDriverState = ~0;
1345 }
1346
1347
1348 /**
1349 * Check if the given context can render into the given framebuffer
1350 * by checking visual attributes.
1351 *
1352 * Most of these tests could go away because Mesa is now pretty flexible
1353 * in terms of mixing rendering contexts with framebuffers. As long
1354 * as RGB vs. CI mode agree, we're probably good.
1355 *
1356 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1357 */
1358 static GLboolean
1359 check_compatible(const struct gl_context *ctx,
1360 const struct gl_framebuffer *buffer)
1361 {
1362 const struct gl_config *ctxvis = &ctx->Visual;
1363 const struct gl_config *bufvis = &buffer->Visual;
1364
1365 if (buffer == _mesa_get_incomplete_framebuffer())
1366 return GL_TRUE;
1367
1368 #if 0
1369 /* disabling this fixes the fgl_glxgears pbuffer demo */
1370 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1371 return GL_FALSE;
1372 #endif
1373 if (ctxvis->stereoMode && !bufvis->stereoMode)
1374 return GL_FALSE;
1375 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1376 return GL_FALSE;
1377 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1378 return GL_FALSE;
1379 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1380 return GL_FALSE;
1381 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1382 return GL_FALSE;
1383 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1384 return GL_FALSE;
1385 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1386 return GL_FALSE;
1387 #if 0
1388 /* disabled (see bug 11161) */
1389 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1390 return GL_FALSE;
1391 #endif
1392 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1393 return GL_FALSE;
1394
1395 return GL_TRUE;
1396 }
1397
1398
1399 /**
1400 * Do one-time initialization for the given framebuffer. Specifically,
1401 * ask the driver for the window's current size and update the framebuffer
1402 * object to match.
1403 * Really, the device driver should totally take care of this.
1404 */
1405 static void
1406 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1407 {
1408 GLuint width, height;
1409 if (ctx->Driver.GetBufferSize) {
1410 ctx->Driver.GetBufferSize(fb, &width, &height);
1411 if (ctx->Driver.ResizeBuffers)
1412 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1413 fb->Initialized = GL_TRUE;
1414 }
1415 }
1416
1417
1418 /**
1419 * Check if the viewport/scissor size has not yet been initialized.
1420 * Initialize the size if the given width and height are non-zero.
1421 */
1422 void
1423 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1424 {
1425 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1426 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1427 * potential infinite recursion.
1428 */
1429 ctx->ViewportInitialized = GL_TRUE;
1430 _mesa_set_viewport(ctx, 0, 0, width, height);
1431 _mesa_set_scissor(ctx, 0, 0, width, height);
1432 }
1433 }
1434
1435
1436 /**
1437 * Bind the given context to the given drawBuffer and readBuffer and
1438 * make it the current context for the calling thread.
1439 * We'll render into the drawBuffer and read pixels from the
1440 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1441 *
1442 * We check that the context's and framebuffer's visuals are compatible
1443 * and return immediately if they're not.
1444 *
1445 * \param newCtx the new GL context. If NULL then there will be no current GL
1446 * context.
1447 * \param drawBuffer the drawing framebuffer
1448 * \param readBuffer the reading framebuffer
1449 */
1450 GLboolean
1451 _mesa_make_current( struct gl_context *newCtx,
1452 struct gl_framebuffer *drawBuffer,
1453 struct gl_framebuffer *readBuffer )
1454 {
1455 GET_CURRENT_CONTEXT(curCtx);
1456
1457 if (MESA_VERBOSE & VERBOSE_API)
1458 _mesa_debug(newCtx, "_mesa_make_current()\n");
1459
1460 /* Check that the context's and framebuffer's visuals are compatible.
1461 */
1462 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1463 if (!check_compatible(newCtx, drawBuffer)) {
1464 _mesa_warning(newCtx,
1465 "MakeCurrent: incompatible visuals for context and drawbuffer");
1466 return GL_FALSE;
1467 }
1468 }
1469 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1470 if (!check_compatible(newCtx, readBuffer)) {
1471 _mesa_warning(newCtx,
1472 "MakeCurrent: incompatible visuals for context and readbuffer");
1473 return GL_FALSE;
1474 }
1475 }
1476
1477 if (curCtx &&
1478 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1479 /* make sure this context is valid for flushing */
1480 curCtx != newCtx)
1481 _mesa_flush(curCtx);
1482
1483 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1484 _glapi_set_context((void *) newCtx);
1485 ASSERT(_mesa_get_current_context() == newCtx);
1486
1487 if (!newCtx) {
1488 _glapi_set_dispatch(NULL); /* none current */
1489 }
1490 else {
1491 _glapi_set_dispatch(newCtx->CurrentDispatch);
1492
1493 if (drawBuffer && readBuffer) {
1494 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1495 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1496 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1497 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1498
1499 /*
1500 * Only set the context's Draw/ReadBuffer fields if they're NULL
1501 * or not bound to a user-created FBO.
1502 */
1503 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1504 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1505 /* Update the FBO's list of drawbuffers/renderbuffers.
1506 * For winsys FBOs this comes from the GL state (which may have
1507 * changed since the last time this FBO was bound).
1508 */
1509 _mesa_update_draw_buffers(newCtx);
1510 }
1511 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1512 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1513 }
1514
1515 /* XXX only set this flag if we're really changing the draw/read
1516 * framebuffer bindings.
1517 */
1518 newCtx->NewState |= _NEW_BUFFERS;
1519
1520 #if 1
1521 /* We want to get rid of these lines: */
1522 if (!drawBuffer->Initialized) {
1523 initialize_framebuffer_size(newCtx, drawBuffer);
1524 }
1525 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1526 initialize_framebuffer_size(newCtx, readBuffer);
1527 }
1528
1529 _mesa_resizebuffers(newCtx);
1530 #else
1531 /* We want the drawBuffer and readBuffer to be initialized by
1532 * the driver.
1533 * This generally means the Width and Height match the actual
1534 * window size and the renderbuffers (both hardware and software
1535 * based) are allocated to match. The later can generally be
1536 * done with a call to _mesa_resize_framebuffer().
1537 *
1538 * It's theoretically possible for a buffer to have zero width
1539 * or height, but for now, assert check that the driver did what's
1540 * expected of it.
1541 */
1542 ASSERT(drawBuffer->Width > 0);
1543 ASSERT(drawBuffer->Height > 0);
1544 #endif
1545
1546 if (drawBuffer) {
1547 _mesa_check_init_viewport(newCtx,
1548 drawBuffer->Width, drawBuffer->Height);
1549 }
1550 }
1551
1552 if (newCtx->FirstTimeCurrent) {
1553 assert(newCtx->Version > 0);
1554
1555 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1556
1557 check_context_limits(newCtx);
1558
1559 /* We can use this to help debug user's problems. Tell them to set
1560 * the MESA_INFO env variable before running their app. Then the
1561 * first time each context is made current we'll print some useful
1562 * information.
1563 */
1564 if (_mesa_getenv("MESA_INFO")) {
1565 _mesa_print_info();
1566 }
1567
1568 newCtx->FirstTimeCurrent = GL_FALSE;
1569 }
1570 }
1571
1572 return GL_TRUE;
1573 }
1574
1575
1576 /**
1577 * Make context 'ctx' share the display lists, textures and programs
1578 * that are associated with 'ctxToShare'.
1579 * Any display lists, textures or programs associated with 'ctx' will
1580 * be deleted if nobody else is sharing them.
1581 */
1582 GLboolean
1583 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1584 {
1585 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1586 struct gl_shared_state *oldShared = NULL;
1587
1588 /* save ref to old state to prevent it from being deleted immediately */
1589 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1590
1591 /* update ctx's Shared pointer */
1592 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1593
1594 update_default_objects(ctx);
1595
1596 /* release the old shared state */
1597 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1598
1599 return GL_TRUE;
1600 }
1601 else {
1602 return GL_FALSE;
1603 }
1604 }
1605
1606
1607
1608 /**
1609 * \return pointer to the current GL context for this thread.
1610 *
1611 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1612 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1613 * context.h.
1614 */
1615 struct gl_context *
1616 _mesa_get_current_context( void )
1617 {
1618 return (struct gl_context *) _glapi_get_context();
1619 }
1620
1621
1622 /**
1623 * Get context's current API dispatch table.
1624 *
1625 * It'll either be the immediate-mode execute dispatcher or the display list
1626 * compile dispatcher.
1627 *
1628 * \param ctx GL context.
1629 *
1630 * \return pointer to dispatch_table.
1631 *
1632 * Simply returns __struct gl_contextRec::CurrentDispatch.
1633 */
1634 struct _glapi_table *
1635 _mesa_get_dispatch(struct gl_context *ctx)
1636 {
1637 return ctx->CurrentDispatch;
1638 }
1639
1640 /*@}*/
1641
1642
1643 /**********************************************************************/
1644 /** \name Miscellaneous functions */
1645 /**********************************************************************/
1646 /*@{*/
1647
1648 /**
1649 * Record an error.
1650 *
1651 * \param ctx GL context.
1652 * \param error error code.
1653 *
1654 * Records the given error code and call the driver's dd_function_table::Error
1655 * function if defined.
1656 *
1657 * \sa
1658 * This is called via _mesa_error().
1659 */
1660 void
1661 _mesa_record_error(struct gl_context *ctx, GLenum error)
1662 {
1663 if (!ctx)
1664 return;
1665
1666 if (ctx->ErrorValue == GL_NO_ERROR) {
1667 ctx->ErrorValue = error;
1668 }
1669 }
1670
1671
1672 /**
1673 * Flush commands and wait for completion.
1674 */
1675 void
1676 _mesa_finish(struct gl_context *ctx)
1677 {
1678 FLUSH_VERTICES( ctx, 0 );
1679 FLUSH_CURRENT( ctx, 0 );
1680 if (ctx->Driver.Finish) {
1681 ctx->Driver.Finish(ctx);
1682 }
1683 }
1684
1685
1686 /**
1687 * Flush commands.
1688 */
1689 void
1690 _mesa_flush(struct gl_context *ctx)
1691 {
1692 FLUSH_VERTICES( ctx, 0 );
1693 FLUSH_CURRENT( ctx, 0 );
1694 if (ctx->Driver.Flush) {
1695 ctx->Driver.Flush(ctx);
1696 }
1697 }
1698
1699
1700
1701 /**
1702 * Execute glFinish().
1703 *
1704 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1705 * dd_function_table::Finish driver callback, if not NULL.
1706 */
1707 void GLAPIENTRY
1708 _mesa_Finish(void)
1709 {
1710 GET_CURRENT_CONTEXT(ctx);
1711 ASSERT_OUTSIDE_BEGIN_END(ctx);
1712 _mesa_finish(ctx);
1713 }
1714
1715
1716 /**
1717 * Execute glFlush().
1718 *
1719 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1720 * dd_function_table::Flush driver callback, if not NULL.
1721 */
1722 void GLAPIENTRY
1723 _mesa_Flush(void)
1724 {
1725 GET_CURRENT_CONTEXT(ctx);
1726 ASSERT_OUTSIDE_BEGIN_END(ctx);
1727 _mesa_flush(ctx);
1728 }
1729
1730
1731 /**
1732 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1733 * MUL/MAD, or vice versa, call this function to register that.
1734 * Otherwise we default to MUL/MAD.
1735 */
1736 void
1737 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1738 GLboolean flag )
1739 {
1740 ctx->mvp_with_dp4 = flag;
1741 }
1742
1743 /*
1744 * ARB_blend_func_extended - ERRORS section
1745 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1746 * implicitly calls Begin if any draw buffer has a blend function requiring the
1747 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1748 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1749 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1750 */
1751 static GLboolean
1752 _mesa_check_blend_func_error(struct gl_context *ctx)
1753 {
1754 GLuint i;
1755 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1756 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1757 i++) {
1758 if (ctx->Color.Blend[i]._UsesDualSrc) {
1759 _mesa_error(ctx, GL_INVALID_OPERATION,
1760 "dual source blend on illegal attachment");
1761 return GL_FALSE;
1762 }
1763 }
1764 return GL_TRUE;
1765 }
1766
1767 /**
1768 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1769 * is called to see if it's valid to render. This involves checking that
1770 * the current shader is valid and the framebuffer is complete.
1771 * If an error is detected it'll be recorded here.
1772 * \return GL_TRUE if OK to render, GL_FALSE if not
1773 */
1774 GLboolean
1775 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1776 {
1777 bool vert_from_glsl_shader = false;
1778 bool geom_from_glsl_shader = false;
1779 bool frag_from_glsl_shader = false;
1780
1781 /* This depends on having up to date derived state (shaders) */
1782 if (ctx->NewState)
1783 _mesa_update_state(ctx);
1784
1785 if (ctx->Shader.CurrentVertexProgram) {
1786 vert_from_glsl_shader = true;
1787
1788 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1789 _mesa_error(ctx, GL_INVALID_OPERATION,
1790 "%s(shader not linked)", where);
1791 return GL_FALSE;
1792 }
1793 #if 0 /* not normally enabled */
1794 {
1795 char errMsg[100];
1796 if (!_mesa_validate_shader_program(ctx,
1797 ctx->Shader.CurrentVertexProgram,
1798 errMsg)) {
1799 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1800 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1801 }
1802 }
1803 #endif
1804 }
1805
1806 if (ctx->Shader.CurrentGeometryProgram) {
1807 geom_from_glsl_shader = true;
1808
1809 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1810 _mesa_error(ctx, GL_INVALID_OPERATION,
1811 "%s(shader not linked)", where);
1812 return GL_FALSE;
1813 }
1814 #if 0 /* not normally enabled */
1815 {
1816 char errMsg[100];
1817 if (!_mesa_validate_shader_program(ctx,
1818 ctx->Shader.CurrentGeometryProgram,
1819 errMsg)) {
1820 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1821 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1822 }
1823 }
1824 #endif
1825 }
1826
1827 if (ctx->Shader.CurrentFragmentProgram) {
1828 frag_from_glsl_shader = true;
1829
1830 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1831 _mesa_error(ctx, GL_INVALID_OPERATION,
1832 "%s(shader not linked)", where);
1833 return GL_FALSE;
1834 }
1835 #if 0 /* not normally enabled */
1836 {
1837 char errMsg[100];
1838 if (!_mesa_validate_shader_program(ctx,
1839 ctx->Shader.CurrentFragmentProgram,
1840 errMsg)) {
1841 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1842 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1843 }
1844 }
1845 #endif
1846 }
1847
1848 /* Any shader stages that are not supplied by the GLSL shader and have
1849 * assembly shaders enabled must now be validated.
1850 */
1851 if (!vert_from_glsl_shader
1852 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1853 _mesa_error(ctx, GL_INVALID_OPERATION,
1854 "%s(vertex program not valid)", where);
1855 return GL_FALSE;
1856 }
1857
1858 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1859 * FINISHME: geometry program should validated here.
1860 */
1861 (void) geom_from_glsl_shader;
1862
1863 if (!frag_from_glsl_shader) {
1864 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1865 _mesa_error(ctx, GL_INVALID_OPERATION,
1866 "%s(fragment program not valid)", where);
1867 return GL_FALSE;
1868 }
1869
1870 /* If drawing to integer-valued color buffers, there must be an
1871 * active fragment shader (GL_EXT_texture_integer).
1872 */
1873 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1874 _mesa_error(ctx, GL_INVALID_OPERATION,
1875 "%s(integer format but no fragment shader)", where);
1876 return GL_FALSE;
1877 }
1878 }
1879
1880 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1881 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1882 "%s(incomplete framebuffer)", where);
1883 return GL_FALSE;
1884 }
1885
1886 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1887 return GL_FALSE;
1888 }
1889
1890 #ifdef DEBUG
1891 if (ctx->Shader.Flags & GLSL_LOG) {
1892 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1893 gl_shader_type i;
1894
1895 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1896 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1897 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1898
1899 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1900 if (shProg[i] == NULL || shProg[i]->_Used
1901 || shProg[i]->_LinkedShaders[i] == NULL)
1902 continue;
1903
1904 /* This is the first time this shader is being used.
1905 * Append shader's constants/uniforms to log file.
1906 *
1907 * Only log data for the program target that matches the shader
1908 * target. It's possible to have a program bound to the vertex
1909 * shader target that also supplied a fragment shader. If that
1910 * program isn't also bound to the fragment shader target we don't
1911 * want to log its fragment data.
1912 */
1913 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1914 }
1915
1916 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1917 if (shProg[i] != NULL)
1918 shProg[i]->_Used = GL_TRUE;
1919 }
1920 }
1921 #endif
1922
1923 return GL_TRUE;
1924 }
1925
1926
1927 /*@}*/