mesa: Rename _mesa_..._array_obj functions to _mesa_..._vao.
[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 ctx->Const.MinMapBufferAlignment = 64;
591
592 /* Driver must override these values if ARB_viewport_array is supported. */
593 ctx->Const.MaxViewports = 1;
594 ctx->Const.ViewportSubpixelBits = 0;
595 ctx->Const.ViewportBounds.Min = 0;
596 ctx->Const.ViewportBounds.Max = 0;
597
598 /* Driver must override if it supports ARB_viewport_array */
599 ctx->Const.MaxViewports = 1;
600
601 /** GL_ARB_uniform_buffer_object */
602 ctx->Const.MaxCombinedUniformBlocks = 36;
603 ctx->Const.MaxUniformBufferBindings = 36;
604 ctx->Const.MaxUniformBlockSize = 16384;
605 ctx->Const.UniformBufferOffsetAlignment = 1;
606
607 for (i = 0; i < MESA_SHADER_STAGES; i++)
608 init_program_limits(ctx, i, &ctx->Const.Program[i]);
609
610 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
611 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
612
613 /* CheckArrayBounds is overriden by drivers/x11 for X server */
614 ctx->Const.CheckArrayBounds = GL_FALSE;
615
616 /* GL_ARB_draw_buffers */
617 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
618
619 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
620 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
621
622 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
623 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
624 ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
625 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
626 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
627 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
628
629 /* Shading language version */
630 if (_mesa_is_desktop_gl(ctx)) {
631 ctx->Const.GLSLVersion = 120;
632 _mesa_override_glsl_version(ctx);
633 }
634 else if (ctx->API == API_OPENGLES2) {
635 ctx->Const.GLSLVersion = 100;
636 }
637 else if (ctx->API == API_OPENGLES) {
638 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
639 }
640
641 /* GL_ARB_framebuffer_object */
642 ctx->Const.MaxSamples = 0;
643
644 /* GL_ARB_sync */
645 ctx->Const.MaxServerWaitTimeout = 0x1fff7fffffffULL;
646
647 /* GL_ATI_envmap_bumpmap */
648 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
649
650 /* GL_EXT_provoking_vertex */
651 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
652
653 /* GL_EXT_transform_feedback */
654 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
655 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
656 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
657 ctx->Const.MaxVertexStreams = 1;
658
659 /* GL 3.2 */
660 ctx->Const.ProfileMask = ctx->API == API_OPENGL_CORE
661 ? GL_CONTEXT_CORE_PROFILE_BIT
662 : GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
663
664 /** GL_EXT_gpu_shader4 */
665 ctx->Const.MinProgramTexelOffset = -8;
666 ctx->Const.MaxProgramTexelOffset = 7;
667
668 /* GL_ARB_texture_gather */
669 ctx->Const.MinProgramTextureGatherOffset = -8;
670 ctx->Const.MaxProgramTextureGatherOffset = 7;
671
672 /* GL_ARB_robustness */
673 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
674
675 /* PrimitiveRestart */
676 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
677
678 /* ES 3.0 or ARB_ES3_compatibility */
679 ctx->Const.MaxElementIndex = 0xffffffffu;
680
681 /* GL_ARB_texture_multisample */
682 ctx->Const.MaxColorTextureSamples = 1;
683 ctx->Const.MaxDepthTextureSamples = 1;
684 ctx->Const.MaxIntegerSamples = 1;
685
686 /* GL_ARB_shader_atomic_counters */
687 ctx->Const.MaxAtomicBufferBindings = MAX_COMBINED_ATOMIC_BUFFERS;
688 ctx->Const.MaxAtomicBufferSize = MAX_ATOMIC_COUNTERS * ATOMIC_COUNTER_SIZE;
689 ctx->Const.MaxCombinedAtomicBuffers = MAX_COMBINED_ATOMIC_BUFFERS;
690 ctx->Const.MaxCombinedAtomicCounters = MAX_ATOMIC_COUNTERS;
691
692 /* GL_ARB_vertex_attrib_binding */
693 ctx->Const.MaxVertexAttribRelativeOffset = 2047;
694 ctx->Const.MaxVertexAttribBindings = MAX_VERTEX_GENERIC_ATTRIBS;
695 }
696
697
698 /**
699 * Do some sanity checks on the limits/constants for the given context.
700 * Only called the first time a context is bound.
701 */
702 static void
703 check_context_limits(struct gl_context *ctx)
704 {
705 /* check that we don't exceed the size of various bitfields */
706 assert(VARYING_SLOT_MAX <=
707 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
708 assert(VARYING_SLOT_MAX <=
709 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
710
711 /* shader-related checks */
712 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
713 assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
714
715 /* Texture unit checks */
716 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits > 0);
717 assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
718 assert(ctx->Const.MaxTextureCoordUnits > 0);
719 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
720 assert(ctx->Const.MaxTextureUnits > 0);
721 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
722 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
723 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
724 ctx->Const.MaxTextureCoordUnits));
725 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
726 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
727 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
728 /* number of coord units cannot be greater than number of image units */
729 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
730
731
732 /* Texture size checks */
733 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
734 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
735 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
736 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
737
738 /* Texture level checks */
739 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
740 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
741
742 /* Max texture size should be <= max viewport size (render to texture) */
743 assert((1U << (ctx->Const.MaxTextureLevels - 1))
744 <= ctx->Const.MaxViewportWidth);
745 assert((1U << (ctx->Const.MaxTextureLevels - 1))
746 <= ctx->Const.MaxViewportHeight);
747
748 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
749
750 /* if this fails, add more enum values to gl_buffer_index */
751 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
752
753 /* XXX probably add more tests */
754 }
755
756
757 /**
758 * Initialize the attribute groups in a GL context.
759 *
760 * \param ctx GL context.
761 *
762 * Initializes all the attributes, calling the respective <tt>init*</tt>
763 * functions for the more complex data structures.
764 */
765 static GLboolean
766 init_attrib_groups(struct gl_context *ctx)
767 {
768 assert(ctx);
769
770 /* Constants */
771 _mesa_init_constants( ctx );
772
773 /* Extensions */
774 _mesa_init_extensions( ctx );
775
776 /* Attribute Groups */
777 _mesa_init_accum( ctx );
778 _mesa_init_attrib( ctx );
779 _mesa_init_buffer_objects( ctx );
780 _mesa_init_color( ctx );
781 _mesa_init_current( ctx );
782 _mesa_init_depth( ctx );
783 _mesa_init_debug( ctx );
784 _mesa_init_display_list( ctx );
785 _mesa_init_errors( ctx );
786 _mesa_init_eval( ctx );
787 _mesa_init_fbobjects( ctx );
788 _mesa_init_feedback( ctx );
789 _mesa_init_fog( ctx );
790 _mesa_init_hint( ctx );
791 _mesa_init_line( ctx );
792 _mesa_init_lighting( ctx );
793 _mesa_init_matrix( ctx );
794 _mesa_init_multisample( ctx );
795 _mesa_init_performance_monitors( ctx );
796 _mesa_init_pixel( ctx );
797 _mesa_init_pixelstore( ctx );
798 _mesa_init_point( ctx );
799 _mesa_init_polygon( ctx );
800 _mesa_init_program( ctx );
801 _mesa_init_queryobj( ctx );
802 _mesa_init_sync( ctx );
803 _mesa_init_rastpos( ctx );
804 _mesa_init_scissor( ctx );
805 _mesa_init_shader_state( ctx );
806 _mesa_init_stencil( ctx );
807 _mesa_init_transform( ctx );
808 _mesa_init_transform_feedback( ctx );
809 _mesa_init_varray( ctx );
810 _mesa_init_viewport( ctx );
811
812 if (!_mesa_init_texture( ctx ))
813 return GL_FALSE;
814
815 _mesa_init_texture_s3tc( ctx );
816
817 /* Miscellaneous */
818 ctx->NewState = _NEW_ALL;
819 ctx->NewDriverState = ~0;
820 ctx->ErrorValue = GL_NO_ERROR;
821 ctx->ShareGroupReset = false;
822 ctx->varying_vp_inputs = VERT_BIT_ALL;
823
824 return GL_TRUE;
825 }
826
827
828 /**
829 * Update default objects in a GL context with respect to shared state.
830 *
831 * \param ctx GL context.
832 *
833 * Removes references to old default objects, (texture objects, program
834 * objects, etc.) and changes to reference those from the current shared
835 * state.
836 */
837 static GLboolean
838 update_default_objects(struct gl_context *ctx)
839 {
840 assert(ctx);
841
842 _mesa_update_default_objects_program(ctx);
843 _mesa_update_default_objects_texture(ctx);
844 _mesa_update_default_objects_buffer_objects(ctx);
845
846 return GL_TRUE;
847 }
848
849
850 /**
851 * This is the default function we plug into all dispatch table slots
852 * This helps prevents a segfault when someone calls a GL function without
853 * first checking if the extension's supported.
854 */
855 int
856 _mesa_generic_nop(void)
857 {
858 GET_CURRENT_CONTEXT(ctx);
859 _mesa_error(ctx, GL_INVALID_OPERATION,
860 "unsupported function called "
861 "(unsupported extension or deprecated function?)");
862 return 0;
863 }
864
865
866 /**
867 * Allocate and initialize a new dispatch table.
868 */
869 struct _glapi_table *
870 _mesa_alloc_dispatch_table()
871 {
872 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
873 * In practice, this'll be the same for stand-alone Mesa. But for DRI
874 * Mesa we do this to accomodate different versions of libGL and various
875 * DRI drivers.
876 */
877 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
878 struct _glapi_table *table;
879
880 table = malloc(numEntries * sizeof(_glapi_proc));
881 if (table) {
882 _glapi_proc *entry = (_glapi_proc *) table;
883 GLint i;
884 for (i = 0; i < numEntries; i++) {
885 entry[i] = (_glapi_proc) _mesa_generic_nop;
886 }
887 }
888 return table;
889 }
890
891 /**
892 * Creates a minimal dispatch table for use within glBegin()/glEnd().
893 *
894 * This ensures that we generate GL_INVALID_OPERATION errors from most
895 * functions, since the set of functions that are valid within Begin/End is
896 * very small.
897 *
898 * From the GL 1.0 specification section 2.6.3, "GL Commands within
899 * Begin/End"
900 *
901 * "The only GL commands that are allowed within any Begin/End pairs are
902 * the commands for specifying vertex coordinates, vertex color, normal
903 * coordinates, and texture coordinates (Vertex, Color, Index, Normal,
904 * TexCoord), EvalCoord and EvalPoint commands (see section 5.1),
905 * commands for specifying lighting material parameters (Material
906 * commands see section 2.12.2), display list invocation commands
907 * (CallList and CallLists see section 5.4), and the EdgeFlag
908 * command. Executing Begin after Begin has already been executed but
909 * before an End is issued generates the INVALID OPERATION error, as does
910 * executing End without a previous corresponding Begin. Executing any
911 * other GL command within Begin/End results in the error INVALID
912 * OPERATION."
913 *
914 * The table entries for specifying vertex attributes are set up by
915 * install_vtxfmt() and _mesa_loopback_init_api_table(), and End() and dlists
916 * are set by install_vtxfmt() as well.
917 */
918 static struct _glapi_table *
919 create_beginend_table(const struct gl_context *ctx)
920 {
921 struct _glapi_table *table;
922
923 table = _mesa_alloc_dispatch_table();
924 if (!table)
925 return NULL;
926
927 /* Fill in functions which return a value, since they should return some
928 * specific value even if they emit a GL_INVALID_OPERATION error from them
929 * being called within glBegin()/glEnd().
930 */
931 #define COPY_DISPATCH(func) SET_##func(table, GET_##func(ctx->Exec))
932
933 COPY_DISPATCH(GenLists);
934 COPY_DISPATCH(IsProgram);
935 COPY_DISPATCH(IsVertexArray);
936 COPY_DISPATCH(IsBuffer);
937 COPY_DISPATCH(IsEnabled);
938 COPY_DISPATCH(IsEnabledi);
939 COPY_DISPATCH(IsRenderbuffer);
940 COPY_DISPATCH(IsFramebuffer);
941 COPY_DISPATCH(CheckFramebufferStatus);
942 COPY_DISPATCH(RenderMode);
943 COPY_DISPATCH(GetString);
944 COPY_DISPATCH(GetStringi);
945 COPY_DISPATCH(GetPointerv);
946 COPY_DISPATCH(IsQuery);
947 COPY_DISPATCH(IsSampler);
948 COPY_DISPATCH(IsSync);
949 COPY_DISPATCH(IsTexture);
950 COPY_DISPATCH(IsTransformFeedback);
951 COPY_DISPATCH(DeleteQueries);
952 COPY_DISPATCH(AreTexturesResident);
953 COPY_DISPATCH(FenceSync);
954 COPY_DISPATCH(ClientWaitSync);
955 COPY_DISPATCH(MapBuffer);
956 COPY_DISPATCH(UnmapBuffer);
957 COPY_DISPATCH(MapBufferRange);
958 COPY_DISPATCH(ObjectPurgeableAPPLE);
959 COPY_DISPATCH(ObjectUnpurgeableAPPLE);
960
961 _mesa_loopback_init_api_table(ctx, table);
962
963 return table;
964 }
965
966 void
967 _mesa_initialize_dispatch_tables(struct gl_context *ctx)
968 {
969 /* Do the code-generated setup of the exec table in api_exec.c. */
970 _mesa_initialize_exec_table(ctx);
971
972 if (ctx->Save)
973 _mesa_initialize_save_table(ctx);
974 }
975
976 /**
977 * Initialize a struct gl_context struct (rendering context).
978 *
979 * This includes allocating all the other structs and arrays which hang off of
980 * the context by pointers.
981 * Note that the driver needs to pass in its dd_function_table here since
982 * we need to at least call driverFunctions->NewTextureObject to create the
983 * default texture objects.
984 *
985 * Called by _mesa_create_context().
986 *
987 * Performs the imports and exports callback tables initialization, and
988 * miscellaneous one-time initializations. If no shared context is supplied one
989 * is allocated, and increase its reference count. Setups the GL API dispatch
990 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
991 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
992 * for debug flags.
993 *
994 * \param ctx the context to initialize
995 * \param api the GL API type to create the context for
996 * \param visual describes the visual attributes for this context
997 * \param share_list points to context to share textures, display lists,
998 * etc with, or NULL
999 * \param driverFunctions table of device driver functions for this context
1000 * to use
1001 */
1002 GLboolean
1003 _mesa_initialize_context(struct gl_context *ctx,
1004 gl_api api,
1005 const struct gl_config *visual,
1006 struct gl_context *share_list,
1007 const struct dd_function_table *driverFunctions)
1008 {
1009 struct gl_shared_state *shared;
1010 int i;
1011
1012 assert(driverFunctions->NewTextureObject);
1013 assert(driverFunctions->FreeTextureImageBuffer);
1014
1015 ctx->API = api;
1016 ctx->Visual = *visual;
1017 ctx->DrawBuffer = NULL;
1018 ctx->ReadBuffer = NULL;
1019 ctx->WinSysDrawBuffer = NULL;
1020 ctx->WinSysReadBuffer = NULL;
1021
1022 if (_mesa_is_desktop_gl(ctx)) {
1023 _mesa_override_gl_version(ctx);
1024 }
1025
1026 /* misc one-time initializations */
1027 one_time_init(ctx);
1028
1029 /* Plug in driver functions and context pointer here.
1030 * This is important because when we call alloc_shared_state() below
1031 * we'll call ctx->Driver.NewTextureObject() to create the default
1032 * textures.
1033 */
1034 ctx->Driver = *driverFunctions;
1035
1036 if (share_list) {
1037 /* share state with another context */
1038 shared = share_list->Shared;
1039 }
1040 else {
1041 /* allocate new, unshared state */
1042 shared = _mesa_alloc_shared_state(ctx);
1043 if (!shared)
1044 return GL_FALSE;
1045 }
1046
1047 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
1048
1049 if (!init_attrib_groups( ctx ))
1050 goto fail;
1051
1052 /* setup the API dispatch tables with all nop functions */
1053 ctx->OutsideBeginEnd = _mesa_alloc_dispatch_table();
1054 if (!ctx->OutsideBeginEnd)
1055 goto fail;
1056 ctx->Exec = ctx->OutsideBeginEnd;
1057 ctx->CurrentDispatch = ctx->OutsideBeginEnd;
1058
1059 ctx->FragmentProgram._MaintainTexEnvProgram
1060 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1061
1062 ctx->VertexProgram._MaintainTnlProgram
1063 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1064 if (ctx->VertexProgram._MaintainTnlProgram) {
1065 /* this is required... */
1066 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1067 }
1068
1069 /* Mesa core handles all the formats that mesa core knows about.
1070 * Drivers will want to override this list with just the formats
1071 * they can handle, and confirm that appropriate fallbacks exist in
1072 * _mesa_choose_tex_format().
1073 */
1074 memset(&ctx->TextureFormatSupported, GL_TRUE,
1075 sizeof(ctx->TextureFormatSupported));
1076
1077 switch (ctx->API) {
1078 case API_OPENGL_COMPAT:
1079 ctx->BeginEnd = create_beginend_table(ctx);
1080 ctx->Save = _mesa_alloc_dispatch_table();
1081 if (!ctx->BeginEnd || !ctx->Save)
1082 goto fail;
1083
1084 /* fall-through */
1085 case API_OPENGL_CORE:
1086 break;
1087 case API_OPENGLES:
1088 /**
1089 * GL_OES_texture_cube_map says
1090 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1091 */
1092 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1093 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1094 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1095 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1096 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1097 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1098 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1099 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1100 }
1101 break;
1102 case API_OPENGLES2:
1103 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1104 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1105 break;
1106 }
1107
1108 ctx->FirstTimeCurrent = GL_TRUE;
1109
1110 return GL_TRUE;
1111
1112 fail:
1113 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1114 free(ctx->BeginEnd);
1115 free(ctx->Exec);
1116 free(ctx->Save);
1117 return GL_FALSE;
1118 }
1119
1120
1121 /**
1122 * Allocate and initialize a struct gl_context structure.
1123 * Note that the driver needs to pass in its dd_function_table here since
1124 * we need to at least call driverFunctions->NewTextureObject to initialize
1125 * the rendering context.
1126 *
1127 * \param api the GL API type to create the context for
1128 * \param visual a struct gl_config pointer (we copy the struct contents)
1129 * \param share_list another context to share display lists with or NULL
1130 * \param driverFunctions points to the dd_function_table into which the
1131 * driver has plugged in all its special functions.
1132 *
1133 * \return pointer to a new __struct gl_contextRec or NULL if error.
1134 */
1135 struct gl_context *
1136 _mesa_create_context(gl_api api,
1137 const struct gl_config *visual,
1138 struct gl_context *share_list,
1139 const struct dd_function_table *driverFunctions)
1140 {
1141 struct gl_context *ctx;
1142
1143 ASSERT(visual);
1144
1145 ctx = calloc(1, sizeof(struct gl_context));
1146 if (!ctx)
1147 return NULL;
1148
1149 if (_mesa_initialize_context(ctx, api, visual, share_list,
1150 driverFunctions)) {
1151 return ctx;
1152 }
1153 else {
1154 free(ctx);
1155 return NULL;
1156 }
1157 }
1158
1159
1160 /**
1161 * Free the data associated with the given context.
1162 *
1163 * But doesn't free the struct gl_context struct itself.
1164 *
1165 * \sa _mesa_initialize_context() and init_attrib_groups().
1166 */
1167 void
1168 _mesa_free_context_data( struct gl_context *ctx )
1169 {
1170 if (!_mesa_get_current_context()){
1171 /* No current context, but we may need one in order to delete
1172 * texture objs, etc. So temporarily bind the context now.
1173 */
1174 _mesa_make_current(ctx, NULL, NULL);
1175 }
1176
1177 /* unreference WinSysDraw/Read buffers */
1178 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1179 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1180 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1181 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1182
1183 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1184 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1185 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1186
1187 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1188 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1189 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1190
1191 _mesa_reference_vao(ctx, &ctx->Array.VAO, NULL);
1192 _mesa_reference_vao(ctx, &ctx->Array.DefaultVAO, NULL);
1193
1194 _mesa_free_attrib_data(ctx);
1195 _mesa_free_buffer_objects(ctx);
1196 _mesa_free_lighting_data( ctx );
1197 _mesa_free_eval_data( ctx );
1198 _mesa_free_texture_data( ctx );
1199 _mesa_free_matrix_data( ctx );
1200 _mesa_free_viewport_data( ctx );
1201 _mesa_free_program_data(ctx);
1202 _mesa_free_shader_state(ctx);
1203 _mesa_free_queryobj_data(ctx);
1204 _mesa_free_sync_data(ctx);
1205 _mesa_free_varray_data(ctx);
1206 _mesa_free_transform_feedback(ctx);
1207 _mesa_free_performance_monitors(ctx);
1208
1209 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1210 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1211 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1212 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1213
1214 /* free dispatch tables */
1215 free(ctx->BeginEnd);
1216 free(ctx->Exec);
1217 free(ctx->Save);
1218
1219 /* Shared context state (display lists, textures, etc) */
1220 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1221
1222 /* needs to be after freeing shared state */
1223 _mesa_free_display_list_data(ctx);
1224
1225 _mesa_free_errors_data(ctx);
1226
1227 free((void *)ctx->Extensions.String);
1228
1229 free(ctx->VersionString);
1230
1231 /* unbind the context if it's currently bound */
1232 if (ctx == _mesa_get_current_context()) {
1233 _mesa_make_current(NULL, NULL, NULL);
1234 }
1235 }
1236
1237
1238 /**
1239 * Destroy a struct gl_context structure.
1240 *
1241 * \param ctx GL context.
1242 *
1243 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1244 */
1245 void
1246 _mesa_destroy_context( struct gl_context *ctx )
1247 {
1248 if (ctx) {
1249 _mesa_free_context_data(ctx);
1250 free( (void *) ctx );
1251 }
1252 }
1253
1254
1255 /**
1256 * Copy attribute groups from one context to another.
1257 *
1258 * \param src source context
1259 * \param dst destination context
1260 * \param mask bitwise OR of GL_*_BIT flags
1261 *
1262 * According to the bits specified in \p mask, copies the corresponding
1263 * attributes from \p src into \p dst. For many of the attributes a simple \c
1264 * memcpy is not enough due to the existence of internal pointers in their data
1265 * structures.
1266 */
1267 void
1268 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1269 GLuint mask )
1270 {
1271 if (mask & GL_ACCUM_BUFFER_BIT) {
1272 /* OK to memcpy */
1273 dst->Accum = src->Accum;
1274 }
1275 if (mask & GL_COLOR_BUFFER_BIT) {
1276 /* OK to memcpy */
1277 dst->Color = src->Color;
1278 }
1279 if (mask & GL_CURRENT_BIT) {
1280 /* OK to memcpy */
1281 dst->Current = src->Current;
1282 }
1283 if (mask & GL_DEPTH_BUFFER_BIT) {
1284 /* OK to memcpy */
1285 dst->Depth = src->Depth;
1286 }
1287 if (mask & GL_ENABLE_BIT) {
1288 /* no op */
1289 }
1290 if (mask & GL_EVAL_BIT) {
1291 /* OK to memcpy */
1292 dst->Eval = src->Eval;
1293 }
1294 if (mask & GL_FOG_BIT) {
1295 /* OK to memcpy */
1296 dst->Fog = src->Fog;
1297 }
1298 if (mask & GL_HINT_BIT) {
1299 /* OK to memcpy */
1300 dst->Hint = src->Hint;
1301 }
1302 if (mask & GL_LIGHTING_BIT) {
1303 GLuint i;
1304 /* begin with memcpy */
1305 dst->Light = src->Light;
1306 /* fixup linked lists to prevent pointer insanity */
1307 make_empty_list( &(dst->Light.EnabledList) );
1308 for (i = 0; i < MAX_LIGHTS; i++) {
1309 if (dst->Light.Light[i].Enabled) {
1310 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1311 }
1312 }
1313 }
1314 if (mask & GL_LINE_BIT) {
1315 /* OK to memcpy */
1316 dst->Line = src->Line;
1317 }
1318 if (mask & GL_LIST_BIT) {
1319 /* OK to memcpy */
1320 dst->List = src->List;
1321 }
1322 if (mask & GL_PIXEL_MODE_BIT) {
1323 /* OK to memcpy */
1324 dst->Pixel = src->Pixel;
1325 }
1326 if (mask & GL_POINT_BIT) {
1327 /* OK to memcpy */
1328 dst->Point = src->Point;
1329 }
1330 if (mask & GL_POLYGON_BIT) {
1331 /* OK to memcpy */
1332 dst->Polygon = src->Polygon;
1333 }
1334 if (mask & GL_POLYGON_STIPPLE_BIT) {
1335 /* Use loop instead of memcpy due to problem with Portland Group's
1336 * C compiler. Reported by John Stone.
1337 */
1338 GLuint i;
1339 for (i = 0; i < 32; i++) {
1340 dst->PolygonStipple[i] = src->PolygonStipple[i];
1341 }
1342 }
1343 if (mask & GL_SCISSOR_BIT) {
1344 /* OK to memcpy */
1345 dst->Scissor = src->Scissor;
1346 }
1347 if (mask & GL_STENCIL_BUFFER_BIT) {
1348 /* OK to memcpy */
1349 dst->Stencil = src->Stencil;
1350 }
1351 if (mask & GL_TEXTURE_BIT) {
1352 /* Cannot memcpy because of pointers */
1353 _mesa_copy_texture_state(src, dst);
1354 }
1355 if (mask & GL_TRANSFORM_BIT) {
1356 /* OK to memcpy */
1357 dst->Transform = src->Transform;
1358 }
1359 if (mask & GL_VIEWPORT_BIT) {
1360 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1361 unsigned i;
1362 for (i = 0; i < src->Const.MaxViewports; i++) {
1363 dst->ViewportArray[i].X = src->ViewportArray[i].X;
1364 dst->ViewportArray[i].Y = src->ViewportArray[i].Y;
1365 dst->ViewportArray[i].Width = src->ViewportArray[i].Width;
1366 dst->ViewportArray[i].Height = src->ViewportArray[i].Height;
1367 dst->ViewportArray[i].Near = src->ViewportArray[i].Near;
1368 dst->ViewportArray[i].Far = src->ViewportArray[i].Far;
1369 _math_matrix_copy(&dst->ViewportArray[i]._WindowMap,
1370 &src->ViewportArray[i]._WindowMap);
1371 }
1372 }
1373
1374 /* XXX FIXME: Call callbacks?
1375 */
1376 dst->NewState = _NEW_ALL;
1377 dst->NewDriverState = ~0;
1378 }
1379
1380
1381 /**
1382 * Check if the given context can render into the given framebuffer
1383 * by checking visual attributes.
1384 *
1385 * Most of these tests could go away because Mesa is now pretty flexible
1386 * in terms of mixing rendering contexts with framebuffers. As long
1387 * as RGB vs. CI mode agree, we're probably good.
1388 *
1389 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1390 */
1391 static GLboolean
1392 check_compatible(const struct gl_context *ctx,
1393 const struct gl_framebuffer *buffer)
1394 {
1395 const struct gl_config *ctxvis = &ctx->Visual;
1396 const struct gl_config *bufvis = &buffer->Visual;
1397
1398 if (buffer == _mesa_get_incomplete_framebuffer())
1399 return GL_TRUE;
1400
1401 #if 0
1402 /* disabling this fixes the fgl_glxgears pbuffer demo */
1403 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1404 return GL_FALSE;
1405 #endif
1406 if (ctxvis->stereoMode && !bufvis->stereoMode)
1407 return GL_FALSE;
1408 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1409 return GL_FALSE;
1410 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1411 return GL_FALSE;
1412 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1413 return GL_FALSE;
1414 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1415 return GL_FALSE;
1416 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1417 return GL_FALSE;
1418 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1419 return GL_FALSE;
1420 #if 0
1421 /* disabled (see bug 11161) */
1422 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1423 return GL_FALSE;
1424 #endif
1425 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1426 return GL_FALSE;
1427
1428 return GL_TRUE;
1429 }
1430
1431
1432 /**
1433 * Check if the viewport/scissor size has not yet been initialized.
1434 * Initialize the size if the given width and height are non-zero.
1435 */
1436 void
1437 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1438 {
1439 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1440 unsigned i;
1441
1442 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1443 * potential infinite recursion.
1444 */
1445 ctx->ViewportInitialized = GL_TRUE;
1446
1447 /* Note: ctx->Const.MaxViewports may not have been set by the driver
1448 * yet, so just initialize all of them.
1449 */
1450 for (i = 0; i < MAX_VIEWPORTS; i++) {
1451 _mesa_set_viewport(ctx, i, 0, 0, width, height);
1452 _mesa_set_scissor(ctx, i, 0, 0, width, height);
1453 }
1454 }
1455 }
1456
1457
1458 /**
1459 * Bind the given context to the given drawBuffer and readBuffer and
1460 * make it the current context for the calling thread.
1461 * We'll render into the drawBuffer and read pixels from the
1462 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1463 *
1464 * We check that the context's and framebuffer's visuals are compatible
1465 * and return immediately if they're not.
1466 *
1467 * \param newCtx the new GL context. If NULL then there will be no current GL
1468 * context.
1469 * \param drawBuffer the drawing framebuffer
1470 * \param readBuffer the reading framebuffer
1471 */
1472 GLboolean
1473 _mesa_make_current( struct gl_context *newCtx,
1474 struct gl_framebuffer *drawBuffer,
1475 struct gl_framebuffer *readBuffer )
1476 {
1477 GET_CURRENT_CONTEXT(curCtx);
1478
1479 if (MESA_VERBOSE & VERBOSE_API)
1480 _mesa_debug(newCtx, "_mesa_make_current()\n");
1481
1482 /* Check that the context's and framebuffer's visuals are compatible.
1483 */
1484 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1485 if (!check_compatible(newCtx, drawBuffer)) {
1486 _mesa_warning(newCtx,
1487 "MakeCurrent: incompatible visuals for context and drawbuffer");
1488 return GL_FALSE;
1489 }
1490 }
1491 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1492 if (!check_compatible(newCtx, readBuffer)) {
1493 _mesa_warning(newCtx,
1494 "MakeCurrent: incompatible visuals for context and readbuffer");
1495 return GL_FALSE;
1496 }
1497 }
1498
1499 if (curCtx &&
1500 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1501 /* make sure this context is valid for flushing */
1502 curCtx != newCtx)
1503 _mesa_flush(curCtx);
1504
1505 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1506 _glapi_set_context((void *) newCtx);
1507 ASSERT(_mesa_get_current_context() == newCtx);
1508
1509 if (!newCtx) {
1510 _glapi_set_dispatch(NULL); /* none current */
1511 }
1512 else {
1513 _glapi_set_dispatch(newCtx->CurrentDispatch);
1514
1515 if (drawBuffer && readBuffer) {
1516 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1517 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1518 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1519 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1520
1521 /*
1522 * Only set the context's Draw/ReadBuffer fields if they're NULL
1523 * or not bound to a user-created FBO.
1524 */
1525 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1526 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1527 /* Update the FBO's list of drawbuffers/renderbuffers.
1528 * For winsys FBOs this comes from the GL state (which may have
1529 * changed since the last time this FBO was bound).
1530 */
1531 _mesa_update_draw_buffers(newCtx);
1532 }
1533 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1534 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1535 }
1536
1537 /* XXX only set this flag if we're really changing the draw/read
1538 * framebuffer bindings.
1539 */
1540 newCtx->NewState |= _NEW_BUFFERS;
1541
1542 if (drawBuffer) {
1543 _mesa_check_init_viewport(newCtx,
1544 drawBuffer->Width, drawBuffer->Height);
1545 }
1546 }
1547
1548 if (newCtx->FirstTimeCurrent) {
1549 assert(newCtx->Version > 0);
1550
1551 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1552
1553 check_context_limits(newCtx);
1554
1555 /* We can use this to help debug user's problems. Tell them to set
1556 * the MESA_INFO env variable before running their app. Then the
1557 * first time each context is made current we'll print some useful
1558 * information.
1559 */
1560 if (_mesa_getenv("MESA_INFO")) {
1561 _mesa_print_info(newCtx);
1562 }
1563
1564 newCtx->FirstTimeCurrent = GL_FALSE;
1565 }
1566 }
1567
1568 return GL_TRUE;
1569 }
1570
1571
1572 /**
1573 * Make context 'ctx' share the display lists, textures and programs
1574 * that are associated with 'ctxToShare'.
1575 * Any display lists, textures or programs associated with 'ctx' will
1576 * be deleted if nobody else is sharing them.
1577 */
1578 GLboolean
1579 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1580 {
1581 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1582 struct gl_shared_state *oldShared = NULL;
1583
1584 /* save ref to old state to prevent it from being deleted immediately */
1585 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1586
1587 /* update ctx's Shared pointer */
1588 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1589
1590 update_default_objects(ctx);
1591
1592 /* release the old shared state */
1593 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1594
1595 return GL_TRUE;
1596 }
1597 else {
1598 return GL_FALSE;
1599 }
1600 }
1601
1602
1603
1604 /**
1605 * \return pointer to the current GL context for this thread.
1606 *
1607 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1608 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1609 * context.h.
1610 */
1611 struct gl_context *
1612 _mesa_get_current_context( void )
1613 {
1614 return (struct gl_context *) _glapi_get_context();
1615 }
1616
1617
1618 /**
1619 * Get context's current API dispatch table.
1620 *
1621 * It'll either be the immediate-mode execute dispatcher or the display list
1622 * compile dispatcher.
1623 *
1624 * \param ctx GL context.
1625 *
1626 * \return pointer to dispatch_table.
1627 *
1628 * Simply returns __struct gl_contextRec::CurrentDispatch.
1629 */
1630 struct _glapi_table *
1631 _mesa_get_dispatch(struct gl_context *ctx)
1632 {
1633 return ctx->CurrentDispatch;
1634 }
1635
1636 /*@}*/
1637
1638
1639 /**********************************************************************/
1640 /** \name Miscellaneous functions */
1641 /**********************************************************************/
1642 /*@{*/
1643
1644 /**
1645 * Record an error.
1646 *
1647 * \param ctx GL context.
1648 * \param error error code.
1649 *
1650 * Records the given error code and call the driver's dd_function_table::Error
1651 * function if defined.
1652 *
1653 * \sa
1654 * This is called via _mesa_error().
1655 */
1656 void
1657 _mesa_record_error(struct gl_context *ctx, GLenum error)
1658 {
1659 if (!ctx)
1660 return;
1661
1662 if (ctx->ErrorValue == GL_NO_ERROR) {
1663 ctx->ErrorValue = error;
1664 }
1665 }
1666
1667
1668 /**
1669 * Flush commands and wait for completion.
1670 */
1671 void
1672 _mesa_finish(struct gl_context *ctx)
1673 {
1674 FLUSH_VERTICES( ctx, 0 );
1675 FLUSH_CURRENT( ctx, 0 );
1676 if (ctx->Driver.Finish) {
1677 ctx->Driver.Finish(ctx);
1678 }
1679 }
1680
1681
1682 /**
1683 * Flush commands.
1684 */
1685 void
1686 _mesa_flush(struct gl_context *ctx)
1687 {
1688 FLUSH_VERTICES( ctx, 0 );
1689 FLUSH_CURRENT( ctx, 0 );
1690 if (ctx->Driver.Flush) {
1691 ctx->Driver.Flush(ctx);
1692 }
1693 }
1694
1695
1696
1697 /**
1698 * Execute glFinish().
1699 *
1700 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1701 * dd_function_table::Finish driver callback, if not NULL.
1702 */
1703 void GLAPIENTRY
1704 _mesa_Finish(void)
1705 {
1706 GET_CURRENT_CONTEXT(ctx);
1707 ASSERT_OUTSIDE_BEGIN_END(ctx);
1708 _mesa_finish(ctx);
1709 }
1710
1711
1712 /**
1713 * Execute glFlush().
1714 *
1715 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1716 * dd_function_table::Flush driver callback, if not NULL.
1717 */
1718 void GLAPIENTRY
1719 _mesa_Flush(void)
1720 {
1721 GET_CURRENT_CONTEXT(ctx);
1722 ASSERT_OUTSIDE_BEGIN_END(ctx);
1723 _mesa_flush(ctx);
1724 }
1725
1726
1727 /*
1728 * ARB_blend_func_extended - ERRORS section
1729 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1730 * implicitly calls Begin if any draw buffer has a blend function requiring the
1731 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1732 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1733 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1734 */
1735 static GLboolean
1736 _mesa_check_blend_func_error(struct gl_context *ctx)
1737 {
1738 GLuint i;
1739 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1740 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1741 i++) {
1742 if (ctx->Color.Blend[i]._UsesDualSrc) {
1743 _mesa_error(ctx, GL_INVALID_OPERATION,
1744 "dual source blend on illegal attachment");
1745 return GL_FALSE;
1746 }
1747 }
1748 return GL_TRUE;
1749 }
1750
1751 /**
1752 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1753 * is called to see if it's valid to render. This involves checking that
1754 * the current shader is valid and the framebuffer is complete.
1755 * If an error is detected it'll be recorded here.
1756 * \return GL_TRUE if OK to render, GL_FALSE if not
1757 */
1758 GLboolean
1759 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1760 {
1761 bool vert_from_glsl_shader = false;
1762 bool geom_from_glsl_shader = false;
1763 bool frag_from_glsl_shader = false;
1764
1765 /* This depends on having up to date derived state (shaders) */
1766 if (ctx->NewState)
1767 _mesa_update_state(ctx);
1768
1769 if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
1770 vert_from_glsl_shader = true;
1771
1772 if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
1773 _mesa_error(ctx, GL_INVALID_OPERATION,
1774 "%s(shader not linked)", where);
1775 return GL_FALSE;
1776 }
1777 #if 0 /* not normally enabled */
1778 {
1779 char errMsg[100];
1780 if (!_mesa_validate_shader_program(ctx,
1781 ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
1782 errMsg)) {
1783 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1784 ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->Name, errMsg);
1785 }
1786 }
1787 #endif
1788 }
1789
1790 if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
1791 geom_from_glsl_shader = true;
1792
1793 if (!ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
1794 _mesa_error(ctx, GL_INVALID_OPERATION,
1795 "%s(shader not linked)", where);
1796 return GL_FALSE;
1797 }
1798 #if 0 /* not normally enabled */
1799 {
1800 char errMsg[100];
1801 if (!_mesa_validate_shader_program(ctx,
1802 ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
1803 errMsg)) {
1804 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1805 ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Name,
1806 errMsg);
1807 }
1808 }
1809 #endif
1810 }
1811
1812 if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
1813 frag_from_glsl_shader = true;
1814
1815 if (!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
1816 _mesa_error(ctx, GL_INVALID_OPERATION,
1817 "%s(shader not linked)", where);
1818 return GL_FALSE;
1819 }
1820 #if 0 /* not normally enabled */
1821 {
1822 char errMsg[100];
1823 if (!_mesa_validate_shader_program(ctx,
1824 ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
1825 errMsg)) {
1826 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1827 ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->Name,
1828 errMsg);
1829 }
1830 }
1831 #endif
1832 }
1833
1834 /* Any shader stages that are not supplied by the GLSL shader and have
1835 * assembly shaders enabled must now be validated.
1836 */
1837 if (!vert_from_glsl_shader
1838 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1839 _mesa_error(ctx, GL_INVALID_OPERATION,
1840 "%s(vertex program not valid)", where);
1841 return GL_FALSE;
1842 }
1843
1844 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1845 * FINISHME: geometry program should validated here.
1846 */
1847 (void) geom_from_glsl_shader;
1848
1849 if (!frag_from_glsl_shader) {
1850 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1851 _mesa_error(ctx, GL_INVALID_OPERATION,
1852 "%s(fragment program not valid)", where);
1853 return GL_FALSE;
1854 }
1855
1856 /* If drawing to integer-valued color buffers, there must be an
1857 * active fragment shader (GL_EXT_texture_integer).
1858 */
1859 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1860 _mesa_error(ctx, GL_INVALID_OPERATION,
1861 "%s(integer format but no fragment shader)", where);
1862 return GL_FALSE;
1863 }
1864 }
1865
1866 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1867 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1868 "%s(incomplete framebuffer)", where);
1869 return GL_FALSE;
1870 }
1871
1872 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1873 return GL_FALSE;
1874 }
1875
1876 #ifdef DEBUG
1877 if (ctx->Shader.Flags & GLSL_LOG) {
1878 struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
1879 gl_shader_stage i;
1880
1881 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1882 if (shProg[i] == NULL || shProg[i]->_Used
1883 || shProg[i]->_LinkedShaders[i] == NULL)
1884 continue;
1885
1886 /* This is the first time this shader is being used.
1887 * Append shader's constants/uniforms to log file.
1888 *
1889 * Only log data for the program target that matches the shader
1890 * target. It's possible to have a program bound to the vertex
1891 * shader target that also supplied a fragment shader. If that
1892 * program isn't also bound to the fragment shader target we don't
1893 * want to log its fragment data.
1894 */
1895 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1896 }
1897
1898 for (i = 0; i < MESA_SHADER_STAGES; i++) {
1899 if (shProg[i] != NULL)
1900 shProg[i]->_Used = GL_TRUE;
1901 }
1902 }
1903 #endif
1904
1905 return GL_TRUE;
1906 }
1907
1908
1909 /*@}*/