Merge branch 'gallium-polygon-stipple'
[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 > STENCIL_BITS) {
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 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545 }
546
547
548 /**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553 static void
554 _mesa_init_constants(struct gl_context *ctx)
555 {
556 assert(ctx);
557
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 #endif
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 #endif
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599 #endif
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 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
612 #endif
613
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
618 #endif
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625 #endif
626
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
630 }
631 else if (ctx->API == API_OPENGLES2) {
632 ctx->Const.GLSLVersion = 100;
633 }
634 else if (ctx->API == API_OPENGLES) {
635 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
636 }
637
638 /* GL_ARB_framebuffer_object */
639 ctx->Const.MaxSamples = 0;
640
641 /* GL_ARB_sync */
642 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
643
644 /* GL_ATI_envmap_bumpmap */
645 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
646
647 /* GL_EXT_provoking_vertex */
648 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
649
650 /* GL_EXT_transform_feedback */
651 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
652 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654
655 /* GL 3.2: hard-coded for now: */
656 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
657
658 /** GL_EXT_gpu_shader4 */
659 ctx->Const.MinProgramTexelOffset = -8;
660 ctx->Const.MaxProgramTexelOffset = 7;
661
662 /* GL_ARB_robustness */
663 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
664 }
665
666
667 /**
668 * Do some sanity checks on the limits/constants for the given context.
669 * Only called the first time a context is bound.
670 */
671 static void
672 check_context_limits(struct gl_context *ctx)
673 {
674 /* check that we don't exceed the size of various bitfields */
675 assert(VERT_RESULT_MAX <=
676 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
677 assert(FRAG_ATTRIB_MAX <=
678 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
679
680 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
681
682 /* shader-related checks */
683 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
684 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
685
686 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
687 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
689 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
690
691 /* Texture unit checks */
692 assert(ctx->Const.MaxTextureImageUnits > 0);
693 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
694 assert(ctx->Const.MaxTextureCoordUnits > 0);
695 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
696 assert(ctx->Const.MaxTextureUnits > 0);
697 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
699 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
700 ctx->Const.MaxTextureCoordUnits));
701 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
702 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
703 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 /* number of coord units cannot be greater than number of image units */
705 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
706
707
708 /* Texture size checks */
709 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
710 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
711 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
713
714 /* make sure largest texture image is <= MAX_WIDTH in size */
715 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
716 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
717 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
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 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
725
726 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
727 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
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_eval( ctx );
767 _mesa_init_fbobjects( ctx );
768 _mesa_init_feedback( ctx );
769 _mesa_init_fog( ctx );
770 _mesa_init_hint( ctx );
771 _mesa_init_line( ctx );
772 _mesa_init_lighting( ctx );
773 _mesa_init_matrix( ctx );
774 _mesa_init_multisample( ctx );
775 _mesa_init_pixel( ctx );
776 _mesa_init_pixelstore( ctx );
777 _mesa_init_point( ctx );
778 _mesa_init_polygon( ctx );
779 _mesa_init_program( ctx );
780 _mesa_init_queryobj( ctx );
781 _mesa_init_sync( ctx );
782 _mesa_init_rastpos( ctx );
783 _mesa_init_scissor( ctx );
784 _mesa_init_shader_state( ctx );
785 _mesa_init_stencil( ctx );
786 _mesa_init_transform( ctx );
787 _mesa_init_transform_feedback( ctx );
788 _mesa_init_varray( ctx );
789 _mesa_init_viewport( ctx );
790
791 if (!_mesa_init_texture( ctx ))
792 return GL_FALSE;
793
794 _mesa_init_texture_s3tc( ctx );
795
796 /* Miscellaneous */
797 ctx->NewState = _NEW_ALL;
798 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
799 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
800 ctx->varying_vp_inputs = ~0;
801
802 return GL_TRUE;
803 }
804
805
806 /**
807 * Update default objects in a GL context with respect to shared state.
808 *
809 * \param ctx GL context.
810 *
811 * Removes references to old default objects, (texture objects, program
812 * objects, etc.) and changes to reference those from the current shared
813 * state.
814 */
815 static GLboolean
816 update_default_objects(struct gl_context *ctx)
817 {
818 assert(ctx);
819
820 _mesa_update_default_objects_program(ctx);
821 _mesa_update_default_objects_texture(ctx);
822 _mesa_update_default_objects_buffer_objects(ctx);
823
824 return GL_TRUE;
825 }
826
827
828 /**
829 * This is the default function we plug into all dispatch table slots
830 * This helps prevents a segfault when someone calls a GL function without
831 * first checking if the extension's supported.
832 */
833 static int
834 generic_nop(void)
835 {
836 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
837 return 0;
838 }
839
840
841 /**
842 * Allocate and initialize a new dispatch table.
843 */
844 struct _glapi_table *
845 _mesa_alloc_dispatch_table(int size)
846 {
847 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
848 * In practice, this'll be the same for stand-alone Mesa. But for DRI
849 * Mesa we do this to accomodate different versions of libGL and various
850 * DRI drivers.
851 */
852 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
853 struct _glapi_table *table;
854
855 /* should never happen, but just in case */
856 numEntries = MAX2(numEntries, size);
857
858 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
859 if (table) {
860 _glapi_proc *entry = (_glapi_proc *) table;
861 GLint i;
862 for (i = 0; i < numEntries; i++) {
863 entry[i] = (_glapi_proc) generic_nop;
864 }
865 }
866 return table;
867 }
868
869
870 /**
871 * Initialize a struct gl_context struct (rendering context).
872 *
873 * This includes allocating all the other structs and arrays which hang off of
874 * the context by pointers.
875 * Note that the driver needs to pass in its dd_function_table here since
876 * we need to at least call driverFunctions->NewTextureObject to create the
877 * default texture objects.
878 *
879 * Called by _mesa_create_context().
880 *
881 * Performs the imports and exports callback tables initialization, and
882 * miscellaneous one-time initializations. If no shared context is supplied one
883 * is allocated, and increase its reference count. Setups the GL API dispatch
884 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
885 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
886 * for debug flags.
887 *
888 * \param ctx the context to initialize
889 * \param api the GL API type to create the context for
890 * \param visual describes the visual attributes for this context
891 * \param share_list points to context to share textures, display lists,
892 * etc with, or NULL
893 * \param driverFunctions table of device driver functions for this context
894 * to use
895 * \param driverContext pointer to driver-specific context data
896 */
897 GLboolean
898 _mesa_initialize_context(struct gl_context *ctx,
899 gl_api api,
900 const struct gl_config *visual,
901 struct gl_context *share_list,
902 const struct dd_function_table *driverFunctions,
903 void *driverContext)
904 {
905 struct gl_shared_state *shared;
906 int i;
907
908 /*ASSERT(driverContext);*/
909 assert(driverFunctions->NewTextureObject);
910 assert(driverFunctions->FreeTexImageData);
911
912 ctx->API = api;
913 ctx->Visual = *visual;
914 ctx->DrawBuffer = NULL;
915 ctx->ReadBuffer = NULL;
916 ctx->WinSysDrawBuffer = NULL;
917 ctx->WinSysReadBuffer = NULL;
918
919 /* misc one-time initializations */
920 one_time_init(ctx);
921
922 /* Plug in driver functions and context pointer here.
923 * This is important because when we call alloc_shared_state() below
924 * we'll call ctx->Driver.NewTextureObject() to create the default
925 * textures.
926 */
927 ctx->Driver = *driverFunctions;
928 ctx->DriverCtx = driverContext;
929
930 if (share_list) {
931 /* share state with another context */
932 shared = share_list->Shared;
933 }
934 else {
935 /* allocate new, unshared state */
936 shared = _mesa_alloc_shared_state(ctx);
937 if (!shared)
938 return GL_FALSE;
939 }
940
941 _glthread_LOCK_MUTEX(shared->Mutex);
942 ctx->Shared = shared;
943 shared->RefCount++;
944 _glthread_UNLOCK_MUTEX(shared->Mutex);
945
946 if (!init_attrib_groups( ctx )) {
947 _mesa_release_shared_state(ctx, ctx->Shared);
948 return GL_FALSE;
949 }
950
951 #if FEATURE_dispatch
952 /* setup the API dispatch tables */
953 switch (ctx->API) {
954 #if FEATURE_GL
955 case API_OPENGL:
956 ctx->Exec = _mesa_create_exec_table();
957 break;
958 #endif
959 #if FEATURE_ES1
960 case API_OPENGLES:
961 ctx->Exec = _mesa_create_exec_table_es1();
962 break;
963 #endif
964 #if FEATURE_ES2
965 case API_OPENGLES2:
966 ctx->Exec = _mesa_create_exec_table_es2();
967 break;
968 #endif
969 default:
970 _mesa_problem(ctx, "unknown or unsupported API");
971 break;
972 }
973
974 if (!ctx->Exec) {
975 _mesa_release_shared_state(ctx, ctx->Shared);
976 return GL_FALSE;
977 }
978 #endif
979 ctx->CurrentDispatch = ctx->Exec;
980
981 ctx->FragmentProgram._MaintainTexEnvProgram
982 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
983
984 ctx->VertexProgram._MaintainTnlProgram
985 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
986 if (ctx->VertexProgram._MaintainTnlProgram) {
987 /* this is required... */
988 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
989 }
990
991 /* Mesa core handles all the formats that mesa core knows about.
992 * Drivers will want to override this list with just the formats
993 * they can handle, and confirm that appropriate fallbacks exist in
994 * _mesa_choose_tex_format().
995 */
996 memset(&ctx->TextureFormatSupported, GL_TRUE,
997 sizeof(ctx->TextureFormatSupported));
998
999 switch (ctx->API) {
1000 case API_OPENGL:
1001 #if FEATURE_dlist
1002 ctx->Save = _mesa_create_save_table();
1003 if (!ctx->Save) {
1004 _mesa_release_shared_state(ctx, ctx->Shared);
1005 free(ctx->Exec);
1006 return GL_FALSE;
1007 }
1008
1009 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1010 #endif
1011 break;
1012 case API_OPENGLES:
1013 /**
1014 * GL_OES_texture_cube_map says
1015 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1016 */
1017 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1018 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1019 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1020 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1021 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1022 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1023 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1024 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1025 }
1026 break;
1027 case API_OPENGLES2:
1028 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1029 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1030 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1031 break;
1032 }
1033
1034 ctx->FirstTimeCurrent = GL_TRUE;
1035
1036 return GL_TRUE;
1037 }
1038
1039
1040 /**
1041 * Allocate and initialize a struct gl_context structure.
1042 * Note that the driver needs to pass in its dd_function_table here since
1043 * we need to at least call driverFunctions->NewTextureObject to initialize
1044 * the rendering context.
1045 *
1046 * \param api the GL API type to create the context for
1047 * \param visual a struct gl_config pointer (we copy the struct contents)
1048 * \param share_list another context to share display lists with or NULL
1049 * \param driverFunctions points to the dd_function_table into which the
1050 * driver has plugged in all its special functions.
1051 * \param driverContext points to the device driver's private context state
1052 *
1053 * \return pointer to a new __struct gl_contextRec or NULL if error.
1054 */
1055 struct gl_context *
1056 _mesa_create_context(gl_api api,
1057 const struct gl_config *visual,
1058 struct gl_context *share_list,
1059 const struct dd_function_table *driverFunctions,
1060 void *driverContext)
1061 {
1062 struct gl_context *ctx;
1063
1064 ASSERT(visual);
1065 /*ASSERT(driverContext);*/
1066
1067 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1068 if (!ctx)
1069 return NULL;
1070
1071 if (_mesa_initialize_context(ctx, api, visual, share_list,
1072 driverFunctions, driverContext)) {
1073 return ctx;
1074 }
1075 else {
1076 free(ctx);
1077 return NULL;
1078 }
1079 }
1080
1081
1082 /**
1083 * Free the data associated with the given context.
1084 *
1085 * But doesn't free the struct gl_context struct itself.
1086 *
1087 * \sa _mesa_initialize_context() and init_attrib_groups().
1088 */
1089 void
1090 _mesa_free_context_data( struct gl_context *ctx )
1091 {
1092 if (!_mesa_get_current_context()){
1093 /* No current context, but we may need one in order to delete
1094 * texture objs, etc. So temporarily bind the context now.
1095 */
1096 _mesa_make_current(ctx, NULL, NULL);
1097 }
1098
1099 /* unreference WinSysDraw/Read buffers */
1100 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1101 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1102 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1103 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1104
1105 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1106 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1107 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1108
1109 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1110 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1111 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1112
1113 _mesa_free_attrib_data(ctx);
1114 _mesa_free_buffer_objects(ctx);
1115 _mesa_free_lighting_data( ctx );
1116 _mesa_free_eval_data( ctx );
1117 _mesa_free_texture_data( ctx );
1118 _mesa_free_matrix_data( ctx );
1119 _mesa_free_viewport_data( ctx );
1120 _mesa_free_program_data(ctx);
1121 _mesa_free_shader_state(ctx);
1122 _mesa_free_queryobj_data(ctx);
1123 _mesa_free_sync_data(ctx);
1124 _mesa_free_varray_data(ctx);
1125 _mesa_free_transform_feedback(ctx);
1126
1127 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1128
1129 #if FEATURE_ARB_pixel_buffer_object
1130 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1131 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1132 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1133 #endif
1134
1135 #if FEATURE_ARB_vertex_buffer_object
1136 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1137 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1138 #endif
1139
1140 /* free dispatch tables */
1141 free(ctx->Exec);
1142 free(ctx->Save);
1143
1144 /* Shared context state (display lists, textures, etc) */
1145 _mesa_release_shared_state( ctx, ctx->Shared );
1146
1147 /* needs to be after freeing shared state */
1148 _mesa_free_display_list_data(ctx);
1149
1150 if (ctx->Extensions.String)
1151 free((void *) ctx->Extensions.String);
1152
1153 if (ctx->VersionString)
1154 free(ctx->VersionString);
1155
1156 /* unbind the context if it's currently bound */
1157 if (ctx == _mesa_get_current_context()) {
1158 _mesa_make_current(NULL, NULL, NULL);
1159 }
1160 }
1161
1162
1163 /**
1164 * Destroy a struct gl_context structure.
1165 *
1166 * \param ctx GL context.
1167 *
1168 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1169 */
1170 void
1171 _mesa_destroy_context( struct gl_context *ctx )
1172 {
1173 if (ctx) {
1174 _mesa_free_context_data(ctx);
1175 free( (void *) ctx );
1176 }
1177 }
1178
1179
1180 #if _HAVE_FULL_GL
1181 /**
1182 * Copy attribute groups from one context to another.
1183 *
1184 * \param src source context
1185 * \param dst destination context
1186 * \param mask bitwise OR of GL_*_BIT flags
1187 *
1188 * According to the bits specified in \p mask, copies the corresponding
1189 * attributes from \p src into \p dst. For many of the attributes a simple \c
1190 * memcpy is not enough due to the existence of internal pointers in their data
1191 * structures.
1192 */
1193 void
1194 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1195 GLuint mask )
1196 {
1197 if (mask & GL_ACCUM_BUFFER_BIT) {
1198 /* OK to memcpy */
1199 dst->Accum = src->Accum;
1200 }
1201 if (mask & GL_COLOR_BUFFER_BIT) {
1202 /* OK to memcpy */
1203 dst->Color = src->Color;
1204 }
1205 if (mask & GL_CURRENT_BIT) {
1206 /* OK to memcpy */
1207 dst->Current = src->Current;
1208 }
1209 if (mask & GL_DEPTH_BUFFER_BIT) {
1210 /* OK to memcpy */
1211 dst->Depth = src->Depth;
1212 }
1213 if (mask & GL_ENABLE_BIT) {
1214 /* no op */
1215 }
1216 if (mask & GL_EVAL_BIT) {
1217 /* OK to memcpy */
1218 dst->Eval = src->Eval;
1219 }
1220 if (mask & GL_FOG_BIT) {
1221 /* OK to memcpy */
1222 dst->Fog = src->Fog;
1223 }
1224 if (mask & GL_HINT_BIT) {
1225 /* OK to memcpy */
1226 dst->Hint = src->Hint;
1227 }
1228 if (mask & GL_LIGHTING_BIT) {
1229 GLuint i;
1230 /* begin with memcpy */
1231 dst->Light = src->Light;
1232 /* fixup linked lists to prevent pointer insanity */
1233 make_empty_list( &(dst->Light.EnabledList) );
1234 for (i = 0; i < MAX_LIGHTS; i++) {
1235 if (dst->Light.Light[i].Enabled) {
1236 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1237 }
1238 }
1239 }
1240 if (mask & GL_LINE_BIT) {
1241 /* OK to memcpy */
1242 dst->Line = src->Line;
1243 }
1244 if (mask & GL_LIST_BIT) {
1245 /* OK to memcpy */
1246 dst->List = src->List;
1247 }
1248 if (mask & GL_PIXEL_MODE_BIT) {
1249 /* OK to memcpy */
1250 dst->Pixel = src->Pixel;
1251 }
1252 if (mask & GL_POINT_BIT) {
1253 /* OK to memcpy */
1254 dst->Point = src->Point;
1255 }
1256 if (mask & GL_POLYGON_BIT) {
1257 /* OK to memcpy */
1258 dst->Polygon = src->Polygon;
1259 }
1260 if (mask & GL_POLYGON_STIPPLE_BIT) {
1261 /* Use loop instead of memcpy due to problem with Portland Group's
1262 * C compiler. Reported by John Stone.
1263 */
1264 GLuint i;
1265 for (i = 0; i < 32; i++) {
1266 dst->PolygonStipple[i] = src->PolygonStipple[i];
1267 }
1268 }
1269 if (mask & GL_SCISSOR_BIT) {
1270 /* OK to memcpy */
1271 dst->Scissor = src->Scissor;
1272 }
1273 if (mask & GL_STENCIL_BUFFER_BIT) {
1274 /* OK to memcpy */
1275 dst->Stencil = src->Stencil;
1276 }
1277 if (mask & GL_TEXTURE_BIT) {
1278 /* Cannot memcpy because of pointers */
1279 _mesa_copy_texture_state(src, dst);
1280 }
1281 if (mask & GL_TRANSFORM_BIT) {
1282 /* OK to memcpy */
1283 dst->Transform = src->Transform;
1284 }
1285 if (mask & GL_VIEWPORT_BIT) {
1286 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1287 dst->Viewport.X = src->Viewport.X;
1288 dst->Viewport.Y = src->Viewport.Y;
1289 dst->Viewport.Width = src->Viewport.Width;
1290 dst->Viewport.Height = src->Viewport.Height;
1291 dst->Viewport.Near = src->Viewport.Near;
1292 dst->Viewport.Far = src->Viewport.Far;
1293 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1294 }
1295
1296 /* XXX FIXME: Call callbacks?
1297 */
1298 dst->NewState = _NEW_ALL;
1299 }
1300 #endif
1301
1302
1303 /**
1304 * Check if the given context can render into the given framebuffer
1305 * by checking visual attributes.
1306 *
1307 * Most of these tests could go away because Mesa is now pretty flexible
1308 * in terms of mixing rendering contexts with framebuffers. As long
1309 * as RGB vs. CI mode agree, we're probably good.
1310 *
1311 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1312 */
1313 static GLboolean
1314 check_compatible(const struct gl_context *ctx,
1315 const struct gl_framebuffer *buffer)
1316 {
1317 const struct gl_config *ctxvis = &ctx->Visual;
1318 const struct gl_config *bufvis = &buffer->Visual;
1319
1320 if (buffer == _mesa_get_incomplete_framebuffer())
1321 return GL_TRUE;
1322
1323 #if 0
1324 /* disabling this fixes the fgl_glxgears pbuffer demo */
1325 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1326 return GL_FALSE;
1327 #endif
1328 if (ctxvis->stereoMode && !bufvis->stereoMode)
1329 return GL_FALSE;
1330 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1331 return GL_FALSE;
1332 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1333 return GL_FALSE;
1334 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1335 return GL_FALSE;
1336 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1337 return GL_FALSE;
1338 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1339 return GL_FALSE;
1340 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1341 return GL_FALSE;
1342 #if 0
1343 /* disabled (see bug 11161) */
1344 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1345 return GL_FALSE;
1346 #endif
1347 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1348 return GL_FALSE;
1349
1350 return GL_TRUE;
1351 }
1352
1353
1354 /**
1355 * Do one-time initialization for the given framebuffer. Specifically,
1356 * ask the driver for the window's current size and update the framebuffer
1357 * object to match.
1358 * Really, the device driver should totally take care of this.
1359 */
1360 static void
1361 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1362 {
1363 GLuint width, height;
1364 if (ctx->Driver.GetBufferSize) {
1365 ctx->Driver.GetBufferSize(fb, &width, &height);
1366 if (ctx->Driver.ResizeBuffers)
1367 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1368 fb->Initialized = GL_TRUE;
1369 }
1370 }
1371
1372
1373 /**
1374 * Check if the viewport/scissor size has not yet been initialized.
1375 * Initialize the size if the given width and height are non-zero.
1376 */
1377 void
1378 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1379 {
1380 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1381 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1382 * potential infinite recursion.
1383 */
1384 ctx->ViewportInitialized = GL_TRUE;
1385 _mesa_set_viewport(ctx, 0, 0, width, height);
1386 _mesa_set_scissor(ctx, 0, 0, width, height);
1387 }
1388 }
1389
1390
1391 /**
1392 * Bind the given context to the given drawBuffer and readBuffer and
1393 * make it the current context for the calling thread.
1394 * We'll render into the drawBuffer and read pixels from the
1395 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1396 *
1397 * We check that the context's and framebuffer's visuals are compatible
1398 * and return immediately if they're not.
1399 *
1400 * \param newCtx the new GL context. If NULL then there will be no current GL
1401 * context.
1402 * \param drawBuffer the drawing framebuffer
1403 * \param readBuffer the reading framebuffer
1404 */
1405 GLboolean
1406 _mesa_make_current( struct gl_context *newCtx,
1407 struct gl_framebuffer *drawBuffer,
1408 struct gl_framebuffer *readBuffer )
1409 {
1410 GET_CURRENT_CONTEXT(curCtx);
1411
1412 if (MESA_VERBOSE & VERBOSE_API)
1413 _mesa_debug(newCtx, "_mesa_make_current()\n");
1414
1415 /* Check that the context's and framebuffer's visuals are compatible.
1416 */
1417 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1418 if (!check_compatible(newCtx, drawBuffer)) {
1419 _mesa_warning(newCtx,
1420 "MakeCurrent: incompatible visuals for context and drawbuffer");
1421 return GL_FALSE;
1422 }
1423 }
1424 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1425 if (!check_compatible(newCtx, readBuffer)) {
1426 _mesa_warning(newCtx,
1427 "MakeCurrent: incompatible visuals for context and readbuffer");
1428 return GL_FALSE;
1429 }
1430 }
1431
1432 if (curCtx &&
1433 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1434 /* make sure this context is valid for flushing */
1435 curCtx != newCtx)
1436 _mesa_flush(curCtx);
1437
1438 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1439 _glapi_set_context((void *) newCtx);
1440 ASSERT(_mesa_get_current_context() == newCtx);
1441
1442 if (!newCtx) {
1443 _glapi_set_dispatch(NULL); /* none current */
1444 }
1445 else {
1446 _glapi_set_dispatch(newCtx->CurrentDispatch);
1447
1448 if (drawBuffer && readBuffer) {
1449 ASSERT(drawBuffer->Name == 0);
1450 ASSERT(readBuffer->Name == 0);
1451 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1452 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1453
1454 /*
1455 * Only set the context's Draw/ReadBuffer fields if they're NULL
1456 * or not bound to a user-created FBO.
1457 */
1458 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1459 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1460 /* Update the FBO's list of drawbuffers/renderbuffers.
1461 * For winsys FBOs this comes from the GL state (which may have
1462 * changed since the last time this FBO was bound).
1463 */
1464 _mesa_update_draw_buffers(newCtx);
1465 }
1466 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1467 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1468 }
1469
1470 /* XXX only set this flag if we're really changing the draw/read
1471 * framebuffer bindings.
1472 */
1473 newCtx->NewState |= _NEW_BUFFERS;
1474
1475 #if 1
1476 /* We want to get rid of these lines: */
1477
1478 #if _HAVE_FULL_GL
1479 if (!drawBuffer->Initialized) {
1480 initialize_framebuffer_size(newCtx, drawBuffer);
1481 }
1482 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1483 initialize_framebuffer_size(newCtx, readBuffer);
1484 }
1485
1486 _mesa_resizebuffers(newCtx);
1487 #endif
1488
1489 #else
1490 /* We want the drawBuffer and readBuffer to be initialized by
1491 * the driver.
1492 * This generally means the Width and Height match the actual
1493 * window size and the renderbuffers (both hardware and software
1494 * based) are allocated to match. The later can generally be
1495 * done with a call to _mesa_resize_framebuffer().
1496 *
1497 * It's theoretically possible for a buffer to have zero width
1498 * or height, but for now, assert check that the driver did what's
1499 * expected of it.
1500 */
1501 ASSERT(drawBuffer->Width > 0);
1502 ASSERT(drawBuffer->Height > 0);
1503 #endif
1504
1505 if (drawBuffer) {
1506 _mesa_check_init_viewport(newCtx,
1507 drawBuffer->Width, drawBuffer->Height);
1508 }
1509 }
1510
1511 if (newCtx->FirstTimeCurrent) {
1512 _mesa_compute_version(newCtx);
1513
1514 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1515
1516 check_context_limits(newCtx);
1517
1518 /* We can use this to help debug user's problems. Tell them to set
1519 * the MESA_INFO env variable before running their app. Then the
1520 * first time each context is made current we'll print some useful
1521 * information.
1522 */
1523 if (_mesa_getenv("MESA_INFO")) {
1524 _mesa_print_info();
1525 }
1526
1527 newCtx->FirstTimeCurrent = GL_FALSE;
1528 }
1529 }
1530
1531 return GL_TRUE;
1532 }
1533
1534
1535 /**
1536 * Make context 'ctx' share the display lists, textures and programs
1537 * that are associated with 'ctxToShare'.
1538 * Any display lists, textures or programs associated with 'ctx' will
1539 * be deleted if nobody else is sharing them.
1540 */
1541 GLboolean
1542 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1543 {
1544 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1545 struct gl_shared_state *oldSharedState = ctx->Shared;
1546
1547 ctx->Shared = ctxToShare->Shared;
1548
1549 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1550 ctx->Shared->RefCount++;
1551 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1552
1553 update_default_objects(ctx);
1554
1555 _mesa_release_shared_state(ctx, oldSharedState);
1556
1557 return GL_TRUE;
1558 }
1559 else {
1560 return GL_FALSE;
1561 }
1562 }
1563
1564
1565
1566 /**
1567 * \return pointer to the current GL context for this thread.
1568 *
1569 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1570 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1571 * context.h.
1572 */
1573 struct gl_context *
1574 _mesa_get_current_context( void )
1575 {
1576 return (struct gl_context *) _glapi_get_context();
1577 }
1578
1579
1580 /**
1581 * Get context's current API dispatch table.
1582 *
1583 * It'll either be the immediate-mode execute dispatcher or the display list
1584 * compile dispatcher.
1585 *
1586 * \param ctx GL context.
1587 *
1588 * \return pointer to dispatch_table.
1589 *
1590 * Simply returns __struct gl_contextRec::CurrentDispatch.
1591 */
1592 struct _glapi_table *
1593 _mesa_get_dispatch(struct gl_context *ctx)
1594 {
1595 return ctx->CurrentDispatch;
1596 }
1597
1598 /*@}*/
1599
1600
1601 /**********************************************************************/
1602 /** \name Miscellaneous functions */
1603 /**********************************************************************/
1604 /*@{*/
1605
1606 /**
1607 * Record an error.
1608 *
1609 * \param ctx GL context.
1610 * \param error error code.
1611 *
1612 * Records the given error code and call the driver's dd_function_table::Error
1613 * function if defined.
1614 *
1615 * \sa
1616 * This is called via _mesa_error().
1617 */
1618 void
1619 _mesa_record_error(struct gl_context *ctx, GLenum error)
1620 {
1621 if (!ctx)
1622 return;
1623
1624 if (ctx->ErrorValue == GL_NO_ERROR) {
1625 ctx->ErrorValue = error;
1626 }
1627
1628 /* Call device driver's error handler, if any. This is used on the Mac. */
1629 if (ctx->Driver.Error) {
1630 ctx->Driver.Error(ctx);
1631 }
1632 }
1633
1634
1635 /**
1636 * Flush commands and wait for completion.
1637 */
1638 void
1639 _mesa_finish(struct gl_context *ctx)
1640 {
1641 FLUSH_CURRENT( ctx, 0 );
1642 if (ctx->Driver.Finish) {
1643 ctx->Driver.Finish(ctx);
1644 }
1645 }
1646
1647
1648 /**
1649 * Flush commands.
1650 */
1651 void
1652 _mesa_flush(struct gl_context *ctx)
1653 {
1654 FLUSH_CURRENT( ctx, 0 );
1655 if (ctx->Driver.Flush) {
1656 ctx->Driver.Flush(ctx);
1657 }
1658 }
1659
1660
1661
1662 /**
1663 * Execute glFinish().
1664 *
1665 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1666 * dd_function_table::Finish driver callback, if not NULL.
1667 */
1668 void GLAPIENTRY
1669 _mesa_Finish(void)
1670 {
1671 GET_CURRENT_CONTEXT(ctx);
1672 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1673 _mesa_finish(ctx);
1674 }
1675
1676
1677 /**
1678 * Execute glFlush().
1679 *
1680 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1681 * dd_function_table::Flush driver callback, if not NULL.
1682 */
1683 void GLAPIENTRY
1684 _mesa_Flush(void)
1685 {
1686 GET_CURRENT_CONTEXT(ctx);
1687 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1688 _mesa_flush(ctx);
1689 }
1690
1691
1692 /**
1693 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1694 * MUL/MAD, or vice versa, call this function to register that.
1695 * Otherwise we default to MUL/MAD.
1696 */
1697 void
1698 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1699 GLboolean flag )
1700 {
1701 ctx->mvp_with_dp4 = flag;
1702 }
1703
1704
1705
1706 /**
1707 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1708 * is called to see if it's valid to render. This involves checking that
1709 * the current shader is valid and the framebuffer is complete.
1710 * If an error is detected it'll be recorded here.
1711 * \return GL_TRUE if OK to render, GL_FALSE if not
1712 */
1713 GLboolean
1714 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1715 {
1716 bool vert_from_glsl_shader = false;
1717 bool geom_from_glsl_shader = false;
1718 bool frag_from_glsl_shader = false;
1719
1720 /* This depends on having up to date derived state (shaders) */
1721 if (ctx->NewState)
1722 _mesa_update_state(ctx);
1723
1724 if (ctx->Shader.CurrentVertexProgram) {
1725 vert_from_glsl_shader = true;
1726
1727 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1728 _mesa_error(ctx, GL_INVALID_OPERATION,
1729 "%s(shader not linked)", where);
1730 return GL_FALSE;
1731 }
1732 #if 0 /* not normally enabled */
1733 {
1734 char errMsg[100];
1735 if (!_mesa_validate_shader_program(ctx,
1736 ctx->Shader.CurrentVertexProgram,
1737 errMsg)) {
1738 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1739 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1740 }
1741 }
1742 #endif
1743 }
1744
1745 if (ctx->Shader.CurrentGeometryProgram) {
1746 geom_from_glsl_shader = true;
1747
1748 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1749 _mesa_error(ctx, GL_INVALID_OPERATION,
1750 "%s(shader not linked)", where);
1751 return GL_FALSE;
1752 }
1753 #if 0 /* not normally enabled */
1754 {
1755 char errMsg[100];
1756 if (!_mesa_validate_shader_program(ctx,
1757 ctx->Shader.CurrentGeometryProgram,
1758 errMsg)) {
1759 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1760 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1761 }
1762 }
1763 #endif
1764 }
1765
1766 if (ctx->Shader.CurrentFragmentProgram) {
1767 frag_from_glsl_shader = true;
1768
1769 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1770 _mesa_error(ctx, GL_INVALID_OPERATION,
1771 "%s(shader not linked)", where);
1772 return GL_FALSE;
1773 }
1774 #if 0 /* not normally enabled */
1775 {
1776 char errMsg[100];
1777 if (!_mesa_validate_shader_program(ctx,
1778 ctx->Shader.CurrentFragmentProgram,
1779 errMsg)) {
1780 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1781 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1782 }
1783 }
1784 #endif
1785 }
1786
1787 /* Any shader stages that are not supplied by the GLSL shader and have
1788 * assembly shaders enabled must now be validated.
1789 */
1790 if (!vert_from_glsl_shader
1791 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1792 _mesa_error(ctx, GL_INVALID_OPERATION,
1793 "%s(vertex program not valid)", where);
1794 return GL_FALSE;
1795 }
1796
1797 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1798 * FINISHME: geometry program should validated here.
1799 */
1800 (void) geom_from_glsl_shader;
1801
1802 if (!frag_from_glsl_shader) {
1803 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1804 _mesa_error(ctx, GL_INVALID_OPERATION,
1805 "%s(fragment program not valid)", where);
1806 return GL_FALSE;
1807 }
1808
1809 /* If drawing to integer-valued color buffers, there must be an
1810 * active fragment shader (GL_EXT_texture_integer).
1811 */
1812 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1813 _mesa_error(ctx, GL_INVALID_OPERATION,
1814 "%s(integer format but no fragment shader)", where);
1815 return GL_FALSE;
1816 }
1817 }
1818
1819 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1820 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1821 "%s(incomplete framebuffer)", where);
1822 return GL_FALSE;
1823 }
1824
1825 #ifdef DEBUG
1826 if (ctx->Shader.Flags & GLSL_LOG) {
1827 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1828 gl_shader_type i;
1829
1830 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1831 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1832 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1833
1834 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1835 struct gl_shader *sh;
1836
1837 if (shProg[i] == NULL || shProg[i]->_Used
1838 || shProg[i]->_LinkedShaders[i] == NULL)
1839 continue;
1840
1841 /* This is the first time this shader is being used.
1842 * Append shader's constants/uniforms to log file.
1843 *
1844 * The logic is a little odd here. We only want to log data for each
1845 * shader target that will actually be used, and we only want to log
1846 * it once. It's possible to have a program bound to the vertex
1847 * shader target that also supplied a fragment shader. If that
1848 * program isn't also bound to the fragment shader target we don't
1849 * want to log its fragment data.
1850 */
1851 sh = shProg[i]->_LinkedShaders[i];
1852 switch (sh->Type) {
1853 case GL_VERTEX_SHADER:
1854 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1855 break;
1856
1857 case GL_GEOMETRY_SHADER_ARB:
1858 _mesa_append_uniforms_to_file(sh,
1859 &shProg[i]->GeometryProgram->Base);
1860 break;
1861
1862 case GL_FRAGMENT_SHADER:
1863 _mesa_append_uniforms_to_file(sh,
1864 &shProg[i]->FragmentProgram->Base);
1865 break;
1866 }
1867 }
1868
1869 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1870 if (shProg[i] != NULL)
1871 shProg[i]->_Used = GL_TRUE;
1872 }
1873 }
1874 #endif
1875
1876 return GL_TRUE;
1877 }
1878
1879
1880 /*@}*/