mesa: remove FEATURE_ARB_(fragment|vertex)_program defines.
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > 8) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 /* context dependence is never a one-time thing... */
408 _mesa_init_get_hash(ctx);
409
410 for (i = 0; i < 256; i++) {
411 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
412 }
413
414 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
415 if (MESA_VERBOSE != 0) {
416 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
417 MESA_VERSION_STRING, __DATE__, __TIME__);
418 }
419 #endif
420
421 #ifdef DEBUG
422 _mesa_test_formats();
423 #endif
424 }
425
426 /* per-API one-time init */
427 if (!(api_init_mask & (1 << ctx->API))) {
428 /*
429 * This is fine as ES does not use the remap table, but it may not be
430 * future-proof. We cannot always initialize the remap table because
431 * when an app is linked to libGLES*, there are not enough dynamic
432 * entries.
433 */
434 if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2)
435 _mesa_init_remap_table();
436 }
437
438 api_init_mask |= 1 << ctx->API;
439
440 _glthread_UNLOCK_MUTEX(OneTimeLock);
441
442 /* Hopefully atexit() is widely available. If not, we may need some
443 * #ifdef tests here.
444 */
445 atexit(_mesa_destroy_shader_compiler);
446
447 dummy_enum_func();
448 }
449
450
451 /**
452 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
453 */
454 static void
455 _mesa_init_current(struct gl_context *ctx)
456 {
457 GLuint i;
458
459 /* Init all to (0,0,0,1) */
460 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
461 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
462 }
463
464 /* redo special cases: */
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
471 }
472
473
474 /**
475 * Init vertex/fragment/geometry program limits.
476 * Important: drivers should override these with actual limits.
477 */
478 static void
479 init_program_limits(struct gl_context *ctx, GLenum type,
480 struct gl_program_constants *prog)
481 {
482 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTemps = MAX_PROGRAM_TEMPS;
487 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
488 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
489 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
490
491 switch (type) {
492 case GL_VERTEX_PROGRAM_ARB:
493 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
494 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
495 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
496 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
497 break;
498 case GL_FRAGMENT_PROGRAM_ARB:
499 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
500 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
501 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
502 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
503 break;
504 case MESA_GEOMETRY_PROGRAM:
505 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
506 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
507 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
508 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
509 break;
510 default:
511 assert(0 && "Bad program type in init_program_limits()");
512 }
513
514 /* Set the native limits to zero. This implies that there is no native
515 * support for shaders. Let the drivers fill in the actual values.
516 */
517 prog->MaxNativeInstructions = 0;
518 prog->MaxNativeAluInstructions = 0;
519 prog->MaxNativeTexInstructions = 0;
520 prog->MaxNativeTexIndirections = 0;
521 prog->MaxNativeAttribs = 0;
522 prog->MaxNativeTemps = 0;
523 prog->MaxNativeAddressRegs = 0;
524 prog->MaxNativeParameters = 0;
525
526 /* Set GLSL datatype range/precision info assuming IEEE float values.
527 * Drivers should override these defaults as needed.
528 */
529 prog->MediumFloat.RangeMin = 127;
530 prog->MediumFloat.RangeMax = 127;
531 prog->MediumFloat.Precision = 23;
532 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
533
534 /* Assume ints are stored as floats for now, since this is the least-common
535 * denominator. The OpenGL ES spec implies (page 132) that the precision
536 * of integer types should be 0. Practically speaking, IEEE
537 * single-precision floating point values can only store integers in the
538 * range [-0x01000000, 0x01000000] without loss of precision.
539 */
540 prog->MediumInt.RangeMin = 24;
541 prog->MediumInt.RangeMax = 24;
542 prog->MediumInt.Precision = 0;
543 prog->LowInt = prog->HighInt = prog->MediumInt;
544
545 prog->MaxUniformBlocks = 12;
546 prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
547 ctx->Const.MaxUniformBlockSize / 4 *
548 prog->MaxUniformBlocks);
549 }
550
551
552 /**
553 * Initialize fields of gl_constants (aka ctx->Const.*).
554 * Use defaults from config.h. The device drivers will often override
555 * some of these values (such as number of texture units).
556 */
557 static void
558 _mesa_init_constants(struct gl_context *ctx)
559 {
560 assert(ctx);
561
562 /* Constants, may be overriden (usually only reduced) by device drivers */
563 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
564 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
565 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
566 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
567 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
568 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
569 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
570 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
571 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
572 ctx->Const.MaxTextureImageUnits);
573 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
574 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
575 ctx->Const.MaxTextureBufferSize = 65536;
576 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
577 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
578 ctx->Const.MinPointSize = MIN_POINT_SIZE;
579 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
580 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
581 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
582 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
583 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
584 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
585 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
586 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
587 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
588 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
589 ctx->Const.MaxClipPlanes = 6;
590 ctx->Const.MaxLights = MAX_LIGHTS;
591 ctx->Const.MaxShininess = 128.0;
592 ctx->Const.MaxSpotExponent = 128.0;
593 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
594 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
595
596 /** GL_ARB_uniform_buffer_object */
597 ctx->Const.MaxCombinedUniformBlocks = 36;
598 ctx->Const.MaxUniformBufferBindings = 36;
599 ctx->Const.MaxUniformBlockSize = 16384;
600 ctx->Const.UniformBufferOffsetAlignment = 1;
601
602 init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
603 init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
604 init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
605
606 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
607 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
608
609 /* CheckArrayBounds is overriden by drivers/x11 for X server */
610 ctx->Const.CheckArrayBounds = GL_FALSE;
611
612 /* GL_ARB_draw_buffers */
613 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
614
615 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
616 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
617
618 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
619 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
620 ctx->Const.MaxVarying = MAX_VARYING;
621 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
622 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
624 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
625 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
626
627 /* Shading language version */
628 if (_mesa_is_desktop_gl(ctx)) {
629 ctx->Const.GLSLVersion = 120;
630 _mesa_override_glsl_version(ctx);
631 }
632 else if (ctx->API == API_OPENGLES2) {
633 ctx->Const.GLSLVersion = 100;
634 }
635 else if (ctx->API == API_OPENGLES) {
636 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
637 }
638
639 /* GL_ARB_framebuffer_object */
640 ctx->Const.MaxSamples = 0;
641
642 /* GL_ARB_sync */
643 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644
645 /* GL_ATI_envmap_bumpmap */
646 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647
648 /* GL_EXT_provoking_vertex */
649 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650
651 /* GL_EXT_transform_feedback */
652 ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
653 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655 ctx->Const.MaxVertexStreams = 1;
656
657 /* GL 3.2: hard-coded for now: */
658 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
659
660 /** GL_EXT_gpu_shader4 */
661 ctx->Const.MinProgramTexelOffset = -8;
662 ctx->Const.MaxProgramTexelOffset = 7;
663
664 /* GL_ARB_robustness */
665 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
666
667 /* PrimitiveRestart */
668 ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
669 }
670
671
672 /**
673 * Do some sanity checks on the limits/constants for the given context.
674 * Only called the first time a context is bound.
675 */
676 static void
677 check_context_limits(struct gl_context *ctx)
678 {
679 /* check that we don't exceed the size of various bitfields */
680 assert(VERT_RESULT_MAX <=
681 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
682 assert(FRAG_ATTRIB_MAX <=
683 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
684
685 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
686
687 /* shader-related checks */
688 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
689 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
690
691 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
692 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
693 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
694 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
695
696 /* Texture unit checks */
697 assert(ctx->Const.MaxTextureImageUnits > 0);
698 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
699 assert(ctx->Const.MaxTextureCoordUnits > 0);
700 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
701 assert(ctx->Const.MaxTextureUnits > 0);
702 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
703 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
704 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
705 ctx->Const.MaxTextureCoordUnits));
706 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
707 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
708 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
709 /* number of coord units cannot be greater than number of image units */
710 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
711
712
713 /* Texture size checks */
714 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
715 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
716 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
717 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
718
719 /* Texture level checks */
720 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
721 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
722
723 /* Max texture size should be <= max viewport size (render to texture) */
724 assert((1 << (ctx->Const.MaxTextureLevels - 1))
725 <= ctx->Const.MaxViewportWidth);
726 assert((1 << (ctx->Const.MaxTextureLevels - 1))
727 <= ctx->Const.MaxViewportHeight);
728
729 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
730
731 /* if this fails, add more enum values to gl_buffer_index */
732 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
733
734 /* XXX probably add more tests */
735 }
736
737
738 /**
739 * Initialize the attribute groups in a GL context.
740 *
741 * \param ctx GL context.
742 *
743 * Initializes all the attributes, calling the respective <tt>init*</tt>
744 * functions for the more complex data structures.
745 */
746 static GLboolean
747 init_attrib_groups(struct gl_context *ctx)
748 {
749 assert(ctx);
750
751 /* Constants */
752 _mesa_init_constants( ctx );
753
754 /* Extensions */
755 _mesa_init_extensions( ctx );
756
757 /* Attribute Groups */
758 _mesa_init_accum( ctx );
759 _mesa_init_attrib( ctx );
760 _mesa_init_buffer_objects( ctx );
761 _mesa_init_color( ctx );
762 _mesa_init_current( ctx );
763 _mesa_init_depth( ctx );
764 _mesa_init_debug( ctx );
765 _mesa_init_display_list( ctx );
766 _mesa_init_errors( ctx );
767 _mesa_init_eval( ctx );
768 _mesa_init_fbobjects( ctx );
769 _mesa_init_feedback( ctx );
770 _mesa_init_fog( ctx );
771 _mesa_init_hint( ctx );
772 _mesa_init_line( ctx );
773 _mesa_init_lighting( ctx );
774 _mesa_init_matrix( ctx );
775 _mesa_init_multisample( ctx );
776 _mesa_init_pixel( ctx );
777 _mesa_init_pixelstore( ctx );
778 _mesa_init_point( ctx );
779 _mesa_init_polygon( ctx );
780 _mesa_init_program( ctx );
781 _mesa_init_queryobj( ctx );
782 _mesa_init_sync( ctx );
783 _mesa_init_rastpos( ctx );
784 _mesa_init_scissor( ctx );
785 _mesa_init_shader_state( ctx );
786 _mesa_init_stencil( ctx );
787 _mesa_init_transform( ctx );
788 _mesa_init_transform_feedback( ctx );
789 _mesa_init_varray( ctx );
790 _mesa_init_viewport( ctx );
791
792 if (!_mesa_init_texture( ctx ))
793 return GL_FALSE;
794
795 _mesa_init_texture_s3tc( ctx );
796
797 /* Miscellaneous */
798 ctx->NewState = _NEW_ALL;
799 ctx->NewDriverState = ~0;
800 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
801 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
802 ctx->varying_vp_inputs = VERT_BIT_ALL;
803
804 return GL_TRUE;
805 }
806
807
808 /**
809 * Update default objects in a GL context with respect to shared state.
810 *
811 * \param ctx GL context.
812 *
813 * Removes references to old default objects, (texture objects, program
814 * objects, etc.) and changes to reference those from the current shared
815 * state.
816 */
817 static GLboolean
818 update_default_objects(struct gl_context *ctx)
819 {
820 assert(ctx);
821
822 _mesa_update_default_objects_program(ctx);
823 _mesa_update_default_objects_texture(ctx);
824 _mesa_update_default_objects_buffer_objects(ctx);
825
826 return GL_TRUE;
827 }
828
829
830 /**
831 * This is the default function we plug into all dispatch table slots
832 * This helps prevents a segfault when someone calls a GL function without
833 * first checking if the extension's supported.
834 */
835 static int
836 generic_nop(void)
837 {
838 GET_CURRENT_CONTEXT(ctx);
839 _mesa_error(ctx, GL_INVALID_OPERATION,
840 "unsupported function called "
841 "(unsupported extension or deprecated function?)");
842 return 0;
843 }
844
845
846 /**
847 * Allocate and initialize a new dispatch table.
848 */
849 struct _glapi_table *
850 _mesa_alloc_dispatch_table(int size)
851 {
852 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
853 * In practice, this'll be the same for stand-alone Mesa. But for DRI
854 * Mesa we do this to accomodate different versions of libGL and various
855 * DRI drivers.
856 */
857 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
858 struct _glapi_table *table;
859
860 /* should never happen, but just in case */
861 numEntries = MAX2(numEntries, size);
862
863 table = malloc(numEntries * sizeof(_glapi_proc));
864 if (table) {
865 _glapi_proc *entry = (_glapi_proc *) table;
866 GLint i;
867 for (i = 0; i < numEntries; i++) {
868 entry[i] = (_glapi_proc) generic_nop;
869 }
870 }
871 return table;
872 }
873
874
875 /**
876 * Initialize a struct gl_context struct (rendering context).
877 *
878 * This includes allocating all the other structs and arrays which hang off of
879 * the context by pointers.
880 * Note that the driver needs to pass in its dd_function_table here since
881 * we need to at least call driverFunctions->NewTextureObject to create the
882 * default texture objects.
883 *
884 * Called by _mesa_create_context().
885 *
886 * Performs the imports and exports callback tables initialization, and
887 * miscellaneous one-time initializations. If no shared context is supplied one
888 * is allocated, and increase its reference count. Setups the GL API dispatch
889 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
890 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
891 * for debug flags.
892 *
893 * \param ctx the context to initialize
894 * \param api the GL API type to create the context for
895 * \param visual describes the visual attributes for this context
896 * \param share_list points to context to share textures, display lists,
897 * etc with, or NULL
898 * \param driverFunctions table of device driver functions for this context
899 * to use
900 * \param driverContext pointer to driver-specific context data
901 */
902 GLboolean
903 _mesa_initialize_context(struct gl_context *ctx,
904 gl_api api,
905 const struct gl_config *visual,
906 struct gl_context *share_list,
907 const struct dd_function_table *driverFunctions,
908 void *driverContext)
909 {
910 struct gl_shared_state *shared;
911 int i;
912
913 /*ASSERT(driverContext);*/
914 assert(driverFunctions->NewTextureObject);
915 assert(driverFunctions->FreeTextureImageBuffer);
916
917 ctx->API = api;
918 ctx->Visual = *visual;
919 ctx->DrawBuffer = NULL;
920 ctx->ReadBuffer = NULL;
921 ctx->WinSysDrawBuffer = NULL;
922 ctx->WinSysReadBuffer = NULL;
923
924 /* misc one-time initializations */
925 one_time_init(ctx);
926
927 /* Plug in driver functions and context pointer here.
928 * This is important because when we call alloc_shared_state() below
929 * we'll call ctx->Driver.NewTextureObject() to create the default
930 * textures.
931 */
932 ctx->Driver = *driverFunctions;
933 ctx->DriverCtx = driverContext;
934
935 if (share_list) {
936 /* share state with another context */
937 shared = share_list->Shared;
938 }
939 else {
940 /* allocate new, unshared state */
941 shared = _mesa_alloc_shared_state(ctx);
942 if (!shared)
943 return GL_FALSE;
944 }
945
946 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
947
948 if (!init_attrib_groups( ctx )) {
949 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
950 return GL_FALSE;
951 }
952
953 /* setup the API dispatch tables */
954 switch (ctx->API) {
955 #if FEATURE_GL || FEATURE_ES2
956 case API_OPENGL:
957 case API_OPENGL_CORE:
958 case API_OPENGLES2:
959 ctx->Exec = _mesa_create_exec_table(ctx);
960 break;
961 #endif
962 #if FEATURE_ES1
963 case API_OPENGLES:
964 ctx->Exec = _mesa_create_exec_table_es1();
965 break;
966 #endif
967 default:
968 _mesa_problem(ctx, "unknown or unsupported API");
969 break;
970 }
971
972 if (!ctx->Exec) {
973 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
974 return GL_FALSE;
975 }
976 ctx->CurrentDispatch = ctx->Exec;
977
978 ctx->FragmentProgram._MaintainTexEnvProgram
979 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
980
981 ctx->VertexProgram._MaintainTnlProgram
982 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
983 if (ctx->VertexProgram._MaintainTnlProgram) {
984 /* this is required... */
985 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
986 }
987
988 /* Mesa core handles all the formats that mesa core knows about.
989 * Drivers will want to override this list with just the formats
990 * they can handle, and confirm that appropriate fallbacks exist in
991 * _mesa_choose_tex_format().
992 */
993 memset(&ctx->TextureFormatSupported, GL_TRUE,
994 sizeof(ctx->TextureFormatSupported));
995
996 switch (ctx->API) {
997 case API_OPENGL:
998 ctx->Save = _mesa_create_save_table();
999 if (!ctx->Save) {
1000 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1001 free(ctx->Exec);
1002 return GL_FALSE;
1003 }
1004
1005 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1006 case API_OPENGL_CORE:
1007 break;
1008 case API_OPENGLES:
1009 /**
1010 * GL_OES_texture_cube_map says
1011 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1012 */
1013 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1014 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1015 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1016 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1017 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1018 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1019 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1020 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1021 }
1022 break;
1023 case API_OPENGLES2:
1024 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1025 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1026 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1027 break;
1028 }
1029
1030 ctx->FirstTimeCurrent = GL_TRUE;
1031
1032 return GL_TRUE;
1033 }
1034
1035
1036 /**
1037 * Allocate and initialize a struct gl_context structure.
1038 * Note that the driver needs to pass in its dd_function_table here since
1039 * we need to at least call driverFunctions->NewTextureObject to initialize
1040 * the rendering context.
1041 *
1042 * \param api the GL API type to create the context for
1043 * \param visual a struct gl_config pointer (we copy the struct contents)
1044 * \param share_list another context to share display lists with or NULL
1045 * \param driverFunctions points to the dd_function_table into which the
1046 * driver has plugged in all its special functions.
1047 * \param driverContext points to the device driver's private context state
1048 *
1049 * \return pointer to a new __struct gl_contextRec or NULL if error.
1050 */
1051 struct gl_context *
1052 _mesa_create_context(gl_api api,
1053 const struct gl_config *visual,
1054 struct gl_context *share_list,
1055 const struct dd_function_table *driverFunctions,
1056 void *driverContext)
1057 {
1058 struct gl_context *ctx;
1059
1060 ASSERT(visual);
1061 /*ASSERT(driverContext);*/
1062
1063 ctx = calloc(1, sizeof(struct gl_context));
1064 if (!ctx)
1065 return NULL;
1066
1067 if (_mesa_initialize_context(ctx, api, visual, share_list,
1068 driverFunctions, driverContext)) {
1069 return ctx;
1070 }
1071 else {
1072 free(ctx);
1073 return NULL;
1074 }
1075 }
1076
1077
1078 /**
1079 * Free the data associated with the given context.
1080 *
1081 * But doesn't free the struct gl_context struct itself.
1082 *
1083 * \sa _mesa_initialize_context() and init_attrib_groups().
1084 */
1085 void
1086 _mesa_free_context_data( struct gl_context *ctx )
1087 {
1088 if (!_mesa_get_current_context()){
1089 /* No current context, but we may need one in order to delete
1090 * texture objs, etc. So temporarily bind the context now.
1091 */
1092 _mesa_make_current(ctx, NULL, NULL);
1093 }
1094
1095 /* unreference WinSysDraw/Read buffers */
1096 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1097 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1098 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1099 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1100
1101 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1102 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1103 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1104
1105 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1106 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1107 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1108
1109 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1110 _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1111
1112 _mesa_free_attrib_data(ctx);
1113 _mesa_free_buffer_objects(ctx);
1114 _mesa_free_lighting_data( ctx );
1115 _mesa_free_eval_data( ctx );
1116 _mesa_free_texture_data( ctx );
1117 _mesa_free_matrix_data( ctx );
1118 _mesa_free_viewport_data( ctx );
1119 _mesa_free_program_data(ctx);
1120 _mesa_free_shader_state(ctx);
1121 _mesa_free_queryobj_data(ctx);
1122 _mesa_free_sync_data(ctx);
1123 _mesa_free_varray_data(ctx);
1124 _mesa_free_transform_feedback(ctx);
1125
1126 #if FEATURE_ARB_pixel_buffer_object
1127 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1128 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1129 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1130 #endif
1131
1132 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1133
1134 /* free dispatch tables */
1135 free(ctx->Exec);
1136 free(ctx->Save);
1137
1138 /* Shared context state (display lists, textures, etc) */
1139 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1140
1141 /* needs to be after freeing shared state */
1142 _mesa_free_display_list_data(ctx);
1143
1144 _mesa_free_errors_data(ctx);
1145
1146 free((void *)ctx->Extensions.String);
1147
1148 free(ctx->VersionString);
1149
1150 /* unbind the context if it's currently bound */
1151 if (ctx == _mesa_get_current_context()) {
1152 _mesa_make_current(NULL, NULL, NULL);
1153 }
1154 }
1155
1156
1157 /**
1158 * Destroy a struct gl_context structure.
1159 *
1160 * \param ctx GL context.
1161 *
1162 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1163 */
1164 void
1165 _mesa_destroy_context( struct gl_context *ctx )
1166 {
1167 if (ctx) {
1168 _mesa_free_context_data(ctx);
1169 free( (void *) ctx );
1170 }
1171 }
1172
1173
1174 #if _HAVE_FULL_GL
1175 /**
1176 * Copy attribute groups from one context to another.
1177 *
1178 * \param src source context
1179 * \param dst destination context
1180 * \param mask bitwise OR of GL_*_BIT flags
1181 *
1182 * According to the bits specified in \p mask, copies the corresponding
1183 * attributes from \p src into \p dst. For many of the attributes a simple \c
1184 * memcpy is not enough due to the existence of internal pointers in their data
1185 * structures.
1186 */
1187 void
1188 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1189 GLuint mask )
1190 {
1191 if (mask & GL_ACCUM_BUFFER_BIT) {
1192 /* OK to memcpy */
1193 dst->Accum = src->Accum;
1194 }
1195 if (mask & GL_COLOR_BUFFER_BIT) {
1196 /* OK to memcpy */
1197 dst->Color = src->Color;
1198 }
1199 if (mask & GL_CURRENT_BIT) {
1200 /* OK to memcpy */
1201 dst->Current = src->Current;
1202 }
1203 if (mask & GL_DEPTH_BUFFER_BIT) {
1204 /* OK to memcpy */
1205 dst->Depth = src->Depth;
1206 }
1207 if (mask & GL_ENABLE_BIT) {
1208 /* no op */
1209 }
1210 if (mask & GL_EVAL_BIT) {
1211 /* OK to memcpy */
1212 dst->Eval = src->Eval;
1213 }
1214 if (mask & GL_FOG_BIT) {
1215 /* OK to memcpy */
1216 dst->Fog = src->Fog;
1217 }
1218 if (mask & GL_HINT_BIT) {
1219 /* OK to memcpy */
1220 dst->Hint = src->Hint;
1221 }
1222 if (mask & GL_LIGHTING_BIT) {
1223 GLuint i;
1224 /* begin with memcpy */
1225 dst->Light = src->Light;
1226 /* fixup linked lists to prevent pointer insanity */
1227 make_empty_list( &(dst->Light.EnabledList) );
1228 for (i = 0; i < MAX_LIGHTS; i++) {
1229 if (dst->Light.Light[i].Enabled) {
1230 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1231 }
1232 }
1233 }
1234 if (mask & GL_LINE_BIT) {
1235 /* OK to memcpy */
1236 dst->Line = src->Line;
1237 }
1238 if (mask & GL_LIST_BIT) {
1239 /* OK to memcpy */
1240 dst->List = src->List;
1241 }
1242 if (mask & GL_PIXEL_MODE_BIT) {
1243 /* OK to memcpy */
1244 dst->Pixel = src->Pixel;
1245 }
1246 if (mask & GL_POINT_BIT) {
1247 /* OK to memcpy */
1248 dst->Point = src->Point;
1249 }
1250 if (mask & GL_POLYGON_BIT) {
1251 /* OK to memcpy */
1252 dst->Polygon = src->Polygon;
1253 }
1254 if (mask & GL_POLYGON_STIPPLE_BIT) {
1255 /* Use loop instead of memcpy due to problem with Portland Group's
1256 * C compiler. Reported by John Stone.
1257 */
1258 GLuint i;
1259 for (i = 0; i < 32; i++) {
1260 dst->PolygonStipple[i] = src->PolygonStipple[i];
1261 }
1262 }
1263 if (mask & GL_SCISSOR_BIT) {
1264 /* OK to memcpy */
1265 dst->Scissor = src->Scissor;
1266 }
1267 if (mask & GL_STENCIL_BUFFER_BIT) {
1268 /* OK to memcpy */
1269 dst->Stencil = src->Stencil;
1270 }
1271 if (mask & GL_TEXTURE_BIT) {
1272 /* Cannot memcpy because of pointers */
1273 _mesa_copy_texture_state(src, dst);
1274 }
1275 if (mask & GL_TRANSFORM_BIT) {
1276 /* OK to memcpy */
1277 dst->Transform = src->Transform;
1278 }
1279 if (mask & GL_VIEWPORT_BIT) {
1280 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1281 dst->Viewport.X = src->Viewport.X;
1282 dst->Viewport.Y = src->Viewport.Y;
1283 dst->Viewport.Width = src->Viewport.Width;
1284 dst->Viewport.Height = src->Viewport.Height;
1285 dst->Viewport.Near = src->Viewport.Near;
1286 dst->Viewport.Far = src->Viewport.Far;
1287 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1288 }
1289
1290 /* XXX FIXME: Call callbacks?
1291 */
1292 dst->NewState = _NEW_ALL;
1293 dst->NewDriverState = ~0;
1294 }
1295 #endif
1296
1297
1298 /**
1299 * Check if the given context can render into the given framebuffer
1300 * by checking visual attributes.
1301 *
1302 * Most of these tests could go away because Mesa is now pretty flexible
1303 * in terms of mixing rendering contexts with framebuffers. As long
1304 * as RGB vs. CI mode agree, we're probably good.
1305 *
1306 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1307 */
1308 static GLboolean
1309 check_compatible(const struct gl_context *ctx,
1310 const struct gl_framebuffer *buffer)
1311 {
1312 const struct gl_config *ctxvis = &ctx->Visual;
1313 const struct gl_config *bufvis = &buffer->Visual;
1314
1315 if (buffer == _mesa_get_incomplete_framebuffer())
1316 return GL_TRUE;
1317
1318 #if 0
1319 /* disabling this fixes the fgl_glxgears pbuffer demo */
1320 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1321 return GL_FALSE;
1322 #endif
1323 if (ctxvis->stereoMode && !bufvis->stereoMode)
1324 return GL_FALSE;
1325 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1326 return GL_FALSE;
1327 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1328 return GL_FALSE;
1329 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1330 return GL_FALSE;
1331 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1332 return GL_FALSE;
1333 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1334 return GL_FALSE;
1335 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1336 return GL_FALSE;
1337 #if 0
1338 /* disabled (see bug 11161) */
1339 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1340 return GL_FALSE;
1341 #endif
1342 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1343 return GL_FALSE;
1344
1345 return GL_TRUE;
1346 }
1347
1348
1349 /**
1350 * Do one-time initialization for the given framebuffer. Specifically,
1351 * ask the driver for the window's current size and update the framebuffer
1352 * object to match.
1353 * Really, the device driver should totally take care of this.
1354 */
1355 static void
1356 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1357 {
1358 GLuint width, height;
1359 if (ctx->Driver.GetBufferSize) {
1360 ctx->Driver.GetBufferSize(fb, &width, &height);
1361 if (ctx->Driver.ResizeBuffers)
1362 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1363 fb->Initialized = GL_TRUE;
1364 }
1365 }
1366
1367
1368 /**
1369 * Check if the viewport/scissor size has not yet been initialized.
1370 * Initialize the size if the given width and height are non-zero.
1371 */
1372 void
1373 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1374 {
1375 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1376 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1377 * potential infinite recursion.
1378 */
1379 ctx->ViewportInitialized = GL_TRUE;
1380 _mesa_set_viewport(ctx, 0, 0, width, height);
1381 _mesa_set_scissor(ctx, 0, 0, width, height);
1382 }
1383 }
1384
1385
1386 /**
1387 * Bind the given context to the given drawBuffer and readBuffer and
1388 * make it the current context for the calling thread.
1389 * We'll render into the drawBuffer and read pixels from the
1390 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1391 *
1392 * We check that the context's and framebuffer's visuals are compatible
1393 * and return immediately if they're not.
1394 *
1395 * \param newCtx the new GL context. If NULL then there will be no current GL
1396 * context.
1397 * \param drawBuffer the drawing framebuffer
1398 * \param readBuffer the reading framebuffer
1399 */
1400 GLboolean
1401 _mesa_make_current( struct gl_context *newCtx,
1402 struct gl_framebuffer *drawBuffer,
1403 struct gl_framebuffer *readBuffer )
1404 {
1405 GET_CURRENT_CONTEXT(curCtx);
1406
1407 if (MESA_VERBOSE & VERBOSE_API)
1408 _mesa_debug(newCtx, "_mesa_make_current()\n");
1409
1410 /* Check that the context's and framebuffer's visuals are compatible.
1411 */
1412 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1413 if (!check_compatible(newCtx, drawBuffer)) {
1414 _mesa_warning(newCtx,
1415 "MakeCurrent: incompatible visuals for context and drawbuffer");
1416 return GL_FALSE;
1417 }
1418 }
1419 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1420 if (!check_compatible(newCtx, readBuffer)) {
1421 _mesa_warning(newCtx,
1422 "MakeCurrent: incompatible visuals for context and readbuffer");
1423 return GL_FALSE;
1424 }
1425 }
1426
1427 if (curCtx &&
1428 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1429 /* make sure this context is valid for flushing */
1430 curCtx != newCtx)
1431 _mesa_flush(curCtx);
1432
1433 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1434 _glapi_set_context((void *) newCtx);
1435 ASSERT(_mesa_get_current_context() == newCtx);
1436
1437 if (!newCtx) {
1438 _glapi_set_dispatch(NULL); /* none current */
1439 }
1440 else {
1441 _glapi_set_dispatch(newCtx->CurrentDispatch);
1442
1443 if (drawBuffer && readBuffer) {
1444 ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1445 ASSERT(_mesa_is_winsys_fbo(readBuffer));
1446 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1447 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1448
1449 /*
1450 * Only set the context's Draw/ReadBuffer fields if they're NULL
1451 * or not bound to a user-created FBO.
1452 */
1453 if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1454 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1455 /* Update the FBO's list of drawbuffers/renderbuffers.
1456 * For winsys FBOs this comes from the GL state (which may have
1457 * changed since the last time this FBO was bound).
1458 */
1459 _mesa_update_draw_buffers(newCtx);
1460 }
1461 if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1462 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1463 }
1464
1465 /* XXX only set this flag if we're really changing the draw/read
1466 * framebuffer bindings.
1467 */
1468 newCtx->NewState |= _NEW_BUFFERS;
1469
1470 #if 1
1471 /* We want to get rid of these lines: */
1472
1473 #if _HAVE_FULL_GL
1474 if (!drawBuffer->Initialized) {
1475 initialize_framebuffer_size(newCtx, drawBuffer);
1476 }
1477 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1478 initialize_framebuffer_size(newCtx, readBuffer);
1479 }
1480
1481 _mesa_resizebuffers(newCtx);
1482 #endif
1483
1484 #else
1485 /* We want the drawBuffer and readBuffer to be initialized by
1486 * the driver.
1487 * This generally means the Width and Height match the actual
1488 * window size and the renderbuffers (both hardware and software
1489 * based) are allocated to match. The later can generally be
1490 * done with a call to _mesa_resize_framebuffer().
1491 *
1492 * It's theoretically possible for a buffer to have zero width
1493 * or height, but for now, assert check that the driver did what's
1494 * expected of it.
1495 */
1496 ASSERT(drawBuffer->Width > 0);
1497 ASSERT(drawBuffer->Height > 0);
1498 #endif
1499
1500 if (drawBuffer) {
1501 _mesa_check_init_viewport(newCtx,
1502 drawBuffer->Width, drawBuffer->Height);
1503 }
1504 }
1505
1506 if (newCtx->FirstTimeCurrent) {
1507 _mesa_compute_version(newCtx);
1508
1509 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1510
1511 check_context_limits(newCtx);
1512
1513 /* We can use this to help debug user's problems. Tell them to set
1514 * the MESA_INFO env variable before running their app. Then the
1515 * first time each context is made current we'll print some useful
1516 * information.
1517 */
1518 if (_mesa_getenv("MESA_INFO")) {
1519 _mesa_print_info();
1520 }
1521
1522 newCtx->FirstTimeCurrent = GL_FALSE;
1523 }
1524 }
1525
1526 return GL_TRUE;
1527 }
1528
1529
1530 /**
1531 * Make context 'ctx' share the display lists, textures and programs
1532 * that are associated with 'ctxToShare'.
1533 * Any display lists, textures or programs associated with 'ctx' will
1534 * be deleted if nobody else is sharing them.
1535 */
1536 GLboolean
1537 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1538 {
1539 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1540 struct gl_shared_state *oldShared = NULL;
1541
1542 /* save ref to old state to prevent it from being deleted immediately */
1543 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1544
1545 /* update ctx's Shared pointer */
1546 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1547
1548 update_default_objects(ctx);
1549
1550 /* release the old shared state */
1551 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1552
1553 return GL_TRUE;
1554 }
1555 else {
1556 return GL_FALSE;
1557 }
1558 }
1559
1560
1561
1562 /**
1563 * \return pointer to the current GL context for this thread.
1564 *
1565 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1566 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1567 * context.h.
1568 */
1569 struct gl_context *
1570 _mesa_get_current_context( void )
1571 {
1572 return (struct gl_context *) _glapi_get_context();
1573 }
1574
1575
1576 /**
1577 * Get context's current API dispatch table.
1578 *
1579 * It'll either be the immediate-mode execute dispatcher or the display list
1580 * compile dispatcher.
1581 *
1582 * \param ctx GL context.
1583 *
1584 * \return pointer to dispatch_table.
1585 *
1586 * Simply returns __struct gl_contextRec::CurrentDispatch.
1587 */
1588 struct _glapi_table *
1589 _mesa_get_dispatch(struct gl_context *ctx)
1590 {
1591 return ctx->CurrentDispatch;
1592 }
1593
1594 /*@}*/
1595
1596
1597 /**********************************************************************/
1598 /** \name Miscellaneous functions */
1599 /**********************************************************************/
1600 /*@{*/
1601
1602 /**
1603 * Record an error.
1604 *
1605 * \param ctx GL context.
1606 * \param error error code.
1607 *
1608 * Records the given error code and call the driver's dd_function_table::Error
1609 * function if defined.
1610 *
1611 * \sa
1612 * This is called via _mesa_error().
1613 */
1614 void
1615 _mesa_record_error(struct gl_context *ctx, GLenum error)
1616 {
1617 if (!ctx)
1618 return;
1619
1620 if (ctx->ErrorValue == GL_NO_ERROR) {
1621 ctx->ErrorValue = error;
1622 }
1623
1624 /* Call device driver's error handler, if any. This is used on the Mac. */
1625 if (ctx->Driver.Error) {
1626 ctx->Driver.Error(ctx);
1627 }
1628 }
1629
1630
1631 /**
1632 * Flush commands and wait for completion.
1633 */
1634 void
1635 _mesa_finish(struct gl_context *ctx)
1636 {
1637 FLUSH_VERTICES( ctx, 0 );
1638 FLUSH_CURRENT( ctx, 0 );
1639 if (ctx->Driver.Finish) {
1640 ctx->Driver.Finish(ctx);
1641 }
1642 }
1643
1644
1645 /**
1646 * Flush commands.
1647 */
1648 void
1649 _mesa_flush(struct gl_context *ctx)
1650 {
1651 FLUSH_VERTICES( ctx, 0 );
1652 FLUSH_CURRENT( ctx, 0 );
1653 if (ctx->Driver.Flush) {
1654 ctx->Driver.Flush(ctx);
1655 }
1656 }
1657
1658
1659
1660 /**
1661 * Execute glFinish().
1662 *
1663 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1664 * dd_function_table::Finish driver callback, if not NULL.
1665 */
1666 void GLAPIENTRY
1667 _mesa_Finish(void)
1668 {
1669 GET_CURRENT_CONTEXT(ctx);
1670 ASSERT_OUTSIDE_BEGIN_END(ctx);
1671 _mesa_finish(ctx);
1672 }
1673
1674
1675 /**
1676 * Execute glFlush().
1677 *
1678 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1679 * dd_function_table::Flush driver callback, if not NULL.
1680 */
1681 void GLAPIENTRY
1682 _mesa_Flush(void)
1683 {
1684 GET_CURRENT_CONTEXT(ctx);
1685 ASSERT_OUTSIDE_BEGIN_END(ctx);
1686 _mesa_flush(ctx);
1687 }
1688
1689
1690 /**
1691 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1692 * MUL/MAD, or vice versa, call this function to register that.
1693 * Otherwise we default to MUL/MAD.
1694 */
1695 void
1696 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1697 GLboolean flag )
1698 {
1699 ctx->mvp_with_dp4 = flag;
1700 }
1701
1702 /*
1703 * ARB_blend_func_extended - ERRORS section
1704 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1705 * implicitly calls Begin if any draw buffer has a blend function requiring the
1706 * second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1707 * ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1708 * the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1709 */
1710 static GLboolean
1711 _mesa_check_blend_func_error(struct gl_context *ctx)
1712 {
1713 GLuint i;
1714 for (i = ctx->Const.MaxDualSourceDrawBuffers;
1715 i < ctx->DrawBuffer->_NumColorDrawBuffers;
1716 i++) {
1717 if (ctx->Color.Blend[i]._UsesDualSrc) {
1718 _mesa_error(ctx, GL_INVALID_OPERATION,
1719 "dual source blend on illegal attachment");
1720 return GL_FALSE;
1721 }
1722 }
1723 return GL_TRUE;
1724 }
1725
1726 /**
1727 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1728 * is called to see if it's valid to render. This involves checking that
1729 * the current shader is valid and the framebuffer is complete.
1730 * If an error is detected it'll be recorded here.
1731 * \return GL_TRUE if OK to render, GL_FALSE if not
1732 */
1733 GLboolean
1734 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1735 {
1736 bool vert_from_glsl_shader = false;
1737 bool geom_from_glsl_shader = false;
1738 bool frag_from_glsl_shader = false;
1739
1740 /* This depends on having up to date derived state (shaders) */
1741 if (ctx->NewState)
1742 _mesa_update_state(ctx);
1743
1744 if (ctx->Shader.CurrentVertexProgram) {
1745 vert_from_glsl_shader = true;
1746
1747 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1748 _mesa_error(ctx, GL_INVALID_OPERATION,
1749 "%s(shader not linked)", where);
1750 return GL_FALSE;
1751 }
1752 #if 0 /* not normally enabled */
1753 {
1754 char errMsg[100];
1755 if (!_mesa_validate_shader_program(ctx,
1756 ctx->Shader.CurrentVertexProgram,
1757 errMsg)) {
1758 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1759 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1760 }
1761 }
1762 #endif
1763 }
1764
1765 if (ctx->Shader.CurrentGeometryProgram) {
1766 geom_from_glsl_shader = true;
1767
1768 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1769 _mesa_error(ctx, GL_INVALID_OPERATION,
1770 "%s(shader not linked)", where);
1771 return GL_FALSE;
1772 }
1773 #if 0 /* not normally enabled */
1774 {
1775 char errMsg[100];
1776 if (!_mesa_validate_shader_program(ctx,
1777 ctx->Shader.CurrentGeometryProgram,
1778 errMsg)) {
1779 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1780 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1781 }
1782 }
1783 #endif
1784 }
1785
1786 if (ctx->Shader.CurrentFragmentProgram) {
1787 frag_from_glsl_shader = true;
1788
1789 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1790 _mesa_error(ctx, GL_INVALID_OPERATION,
1791 "%s(shader not linked)", where);
1792 return GL_FALSE;
1793 }
1794 #if 0 /* not normally enabled */
1795 {
1796 char errMsg[100];
1797 if (!_mesa_validate_shader_program(ctx,
1798 ctx->Shader.CurrentFragmentProgram,
1799 errMsg)) {
1800 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1801 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1802 }
1803 }
1804 #endif
1805 }
1806
1807 /* Any shader stages that are not supplied by the GLSL shader and have
1808 * assembly shaders enabled must now be validated.
1809 */
1810 if (!vert_from_glsl_shader
1811 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1812 _mesa_error(ctx, GL_INVALID_OPERATION,
1813 "%s(vertex program not valid)", where);
1814 return GL_FALSE;
1815 }
1816
1817 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1818 * FINISHME: geometry program should validated here.
1819 */
1820 (void) geom_from_glsl_shader;
1821
1822 if (!frag_from_glsl_shader) {
1823 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1824 _mesa_error(ctx, GL_INVALID_OPERATION,
1825 "%s(fragment program not valid)", where);
1826 return GL_FALSE;
1827 }
1828
1829 /* If drawing to integer-valued color buffers, there must be an
1830 * active fragment shader (GL_EXT_texture_integer).
1831 */
1832 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1833 _mesa_error(ctx, GL_INVALID_OPERATION,
1834 "%s(integer format but no fragment shader)", where);
1835 return GL_FALSE;
1836 }
1837 }
1838
1839 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1840 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1841 "%s(incomplete framebuffer)", where);
1842 return GL_FALSE;
1843 }
1844
1845 if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1846 return GL_FALSE;
1847 }
1848
1849 #ifdef DEBUG
1850 if (ctx->Shader.Flags & GLSL_LOG) {
1851 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1852 gl_shader_type i;
1853
1854 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1855 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1856 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1857
1858 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1859 if (shProg[i] == NULL || shProg[i]->_Used
1860 || shProg[i]->_LinkedShaders[i] == NULL)
1861 continue;
1862
1863 /* This is the first time this shader is being used.
1864 * Append shader's constants/uniforms to log file.
1865 *
1866 * Only log data for the program target that matches the shader
1867 * target. It's possible to have a program bound to the vertex
1868 * shader target that also supplied a fragment shader. If that
1869 * program isn't also bound to the fragment shader target we don't
1870 * want to log its fragment data.
1871 */
1872 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1873 }
1874
1875 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1876 if (shProg[i] != NULL)
1877 shProg[i]->_Used = GL_TRUE;
1878 }
1879 }
1880 #endif
1881
1882 return GL_TRUE;
1883 }
1884
1885
1886 /*@}*/