_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
- if (_mesa_getenv("MESA_DEBUG")) {
- _glapi_noop_enable_warnings(GL_TRUE);
- _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
- }
- else {
- _glapi_noop_enable_warnings(GL_FALSE);
- }
-
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
_mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
MESA_VERSION_STRING, __DATE__, __TIME__);
/* GL_ARB_draw_buffers */
ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
- /* GL_OES_read_format */
- ctx->Const.ColorReadFormat = GL_RGBA;
- ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
-
#if FEATURE_EXT_framebuffer_object
ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
if (ctx->Extensions.String)
_mesa_free((void *) ctx->Extensions.String);
+ if (ctx->VersionString)
+ _mesa_free(ctx->VersionString);
+
/* unbind the context if it's currently bound */
if (ctx == _mesa_get_current_context()) {
_mesa_make_current(NULL, NULL, NULL);
}
if (newCtx->FirstTimeCurrent) {
+ _mesa_compute_version(newCtx);
+
check_context_limits(newCtx);
/* We can use this to help debug user's problems. Tell them to set
GLboolean
_mesa_valid_to_render(GLcontext *ctx, const char *where)
{
+ /* This depends on having up to date derived state (shaders) */
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
if (ctx->Shader.CurrentProgram) {
/* using shaders */
if (!ctx->Shader.CurrentProgram->LinkStatus) {