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