Merge remote branch 'origin/nvc0'
[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 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 can't be
204 * 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 > STENCIL_BITS) {
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_attrib fa = FRAG_ATTRIB_WPOS;
348 gl_frag_result fr = FRAG_RESULT_DEPTH;
349 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
350 gl_vert_attrib va = VERT_ATTRIB_POS;
351 gl_vert_result vr = VERT_RESULT_HPOS;
352 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
353 gl_geom_result gr = GEOM_RESULT_POS;
354
355 (void) bi;
356 (void) fi;
357 (void) fa;
358 (void) fr;
359 (void) ti;
360 (void) va;
361 (void) vr;
362 (void) ga;
363 (void) gr;
364 }
365
366
367 /**
368 * One-time initialization mutex lock.
369 *
370 * \sa Used by one_time_init().
371 */
372 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
373
374
375
376 /**
377 * Calls all the various one-time-init functions in Mesa.
378 *
379 * While holding a global mutex lock, calls several initialization functions,
380 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
381 * defined.
382 *
383 * \sa _math_init().
384 */
385 static void
386 one_time_init( struct gl_context *ctx )
387 {
388 static GLbitfield api_init_mask = 0x0;
389
390 _glthread_LOCK_MUTEX(OneTimeLock);
391
392 /* truly one-time init */
393 if (!api_init_mask) {
394 GLuint i;
395
396 /* do some implementation tests */
397 assert( sizeof(GLbyte) == 1 );
398 assert( sizeof(GLubyte) == 1 );
399 assert( sizeof(GLshort) == 2 );
400 assert( sizeof(GLushort) == 2 );
401 assert( sizeof(GLint) == 4 );
402 assert( sizeof(GLuint) == 4 );
403
404 _mesa_get_cpu_features();
405
406 _mesa_init_sqrt_table();
407
408 /* context dependence is never a one-time thing... */
409 _mesa_init_get_hash(ctx);
410
411 for (i = 0; i < 256; i++) {
412 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
413 }
414
415 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
416 if (MESA_VERBOSE != 0) {
417 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
418 MESA_VERSION_STRING, __DATE__, __TIME__);
419 }
420 #endif
421
422 #ifdef DEBUG
423 _mesa_test_formats();
424 #endif
425 }
426
427 /* per-API one-time init */
428 if (!(api_init_mask & (1 << ctx->API))) {
429 /*
430 * This is fine as ES does not use the remap table, but it may not be
431 * future-proof. We cannot always initialize the remap table because
432 * when an app is linked to libGLES*, there are not enough dynamic
433 * entries.
434 */
435 if (ctx->API == API_OPENGL)
436 _mesa_init_remap_table();
437 }
438
439 api_init_mask |= 1 << ctx->API;
440
441 _glthread_UNLOCK_MUTEX(OneTimeLock);
442
443 /* Hopefully atexit() is widely available. If not, we may need some
444 * #ifdef tests here.
445 */
446 atexit(_mesa_destroy_shader_compiler);
447
448 dummy_enum_func();
449 }
450
451
452 /**
453 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
454 */
455 static void
456 _mesa_init_current(struct gl_context *ctx)
457 {
458 GLuint i;
459
460 /* Init all to (0,0,0,1) */
461 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
462 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
463 }
464
465 /* redo special cases: */
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
472 }
473
474
475 /**
476 * Init vertex/fragment/geometry program limits.
477 * Important: drivers should override these with actual limits.
478 */
479 static void
480 init_program_limits(GLenum type, struct gl_program_constants *prog)
481 {
482 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTemps = MAX_PROGRAM_TEMPS;
487 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
488 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
489 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
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 break;
498 case GL_FRAGMENT_PROGRAM_ARB:
499 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
500 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
501 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
502 break;
503 case MESA_GEOMETRY_PROGRAM:
504 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
505 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
506 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
507
508 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
509 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
510 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
511 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
512 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
513 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
514 break;
515 default:
516 assert(0 && "Bad program type in init_program_limits()");
517 }
518
519 /* Set the native limits to zero. This implies that there is no native
520 * support for shaders. Let the drivers fill in the actual values.
521 */
522 prog->MaxNativeInstructions = 0;
523 prog->MaxNativeAluInstructions = 0;
524 prog->MaxNativeTexInstructions = 0;
525 prog->MaxNativeTexIndirections = 0;
526 prog->MaxNativeAttribs = 0;
527 prog->MaxNativeTemps = 0;
528 prog->MaxNativeAddressRegs = 0;
529 prog->MaxNativeParameters = 0;
530
531 /* Set GLSL datatype range/precision info assuming IEEE float values.
532 * Drivers should override these defaults as needed.
533 */
534 prog->MediumFloat.RangeMin = 127;
535 prog->MediumFloat.RangeMax = 127;
536 prog->MediumFloat.Precision = 23;
537 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
538
539 /* Assume ints are stored as floats for now, since this is the least-common
540 * denominator. The OpenGL ES spec implies (page 132) that the precision
541 * of integer types should be 0. Practically speaking, IEEE
542 * single-precision floating point values can only store integers in the
543 * range [-0x01000000, 0x01000000] without loss of precision.
544 */
545 prog->MediumInt.RangeMin = 24;
546 prog->MediumInt.RangeMax = 24;
547 prog->MediumInt.Precision = 0;
548 prog->LowInt = prog->HighInt = prog->MediumInt;
549 }
550
551
552 /**
553 * Initialize fields of gl_constants (aka ctx->Const.*).
554 * Use defaults from config.h. The device drivers will often override
555 * some of these values (such as number of texture units).
556 */
557 static void
558 _mesa_init_constants(struct gl_context *ctx)
559 {
560 assert(ctx);
561
562 /* Constants, may be overriden (usually only reduced) by device drivers */
563 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
564 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
565 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
566 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
567 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
568 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
569 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
570 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
571 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
572 ctx->Const.MaxTextureImageUnits);
573 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
574 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
575 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
576 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
577 ctx->Const.MinPointSize = MIN_POINT_SIZE;
578 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
579 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
580 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
581 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
582 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
583 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
584 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
585 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
586 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
587 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
588 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
589 ctx->Const.MaxLights = MAX_LIGHTS;
590 ctx->Const.MaxShininess = 128.0;
591 ctx->Const.MaxSpotExponent = 128.0;
592 ctx->Const.MaxViewportWidth = MAX_WIDTH;
593 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
594 #if FEATURE_ARB_vertex_program
595 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
596 #endif
597 #if FEATURE_ARB_fragment_program
598 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
599 #endif
600 #if FEATURE_ARB_geometry_shader4
601 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
602 #endif
603 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
604 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
605
606 /* CheckArrayBounds is overriden by drivers/x11 for X server */
607 ctx->Const.CheckArrayBounds = GL_FALSE;
608
609 /* GL_ARB_draw_buffers */
610 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
611
612 #if FEATURE_EXT_framebuffer_object
613 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
614 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
615 #endif
616
617 #if FEATURE_ARB_vertex_shader
618 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
619 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
620 ctx->Const.MaxVarying = MAX_VARYING;
621 #endif
622
623 /* Shading language version */
624 if (ctx->API == API_OPENGL) {
625 ctx->Const.GLSLVersion = 120;
626 }
627 else if (ctx->API == API_OPENGLES2) {
628 ctx->Const.GLSLVersion = 100;
629 }
630 else if (ctx->API == API_OPENGLES) {
631 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
632 }
633
634 /* GL_ARB_framebuffer_object */
635 ctx->Const.MaxSamples = 0;
636
637 /* GL_ARB_sync */
638 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
639
640 /* GL_ATI_envmap_bumpmap */
641 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
642
643 /* GL_EXT_provoking_vertex */
644 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
645
646 /* GL_EXT_transform_feedback */
647 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
648 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
649 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
650
651 /* GL 3.2: hard-coded for now: */
652 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
653
654 /** GL_EXT_gpu_shader4 */
655 ctx->Const.MinProgramTexelOffset = -8;
656 ctx->Const.MaxProgramTexelOffset = 7;
657 }
658
659
660 /**
661 * Do some sanity checks on the limits/constants for the given context.
662 * Only called the first time a context is bound.
663 */
664 static void
665 check_context_limits(struct gl_context *ctx)
666 {
667 /* check that we don't exceed the size of various bitfields */
668 assert(VERT_RESULT_MAX <=
669 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
670 assert(FRAG_ATTRIB_MAX <=
671 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
672
673 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
674
675 /* shader-related checks */
676 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
677 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
678
679 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
680 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
681 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
682 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
683
684 /* Texture unit checks */
685 assert(ctx->Const.MaxTextureImageUnits > 0);
686 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
687 assert(ctx->Const.MaxTextureCoordUnits > 0);
688 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
689 assert(ctx->Const.MaxTextureUnits > 0);
690 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
691 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
692 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
693 ctx->Const.MaxTextureCoordUnits));
694 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
695 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
696 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
697 /* number of coord units cannot be greater than number of image units */
698 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
699
700
701 /* Texture size checks */
702 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
703 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
704 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
705 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
706
707 /* make sure largest texture image is <= MAX_WIDTH in size */
708 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
709 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
710 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
711
712 /* Texture level checks */
713 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
714 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
715
716 /* Max texture size should be <= max viewport size (render to texture) */
717 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
718
719 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
720 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
721
722 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
723
724 /* if this fails, add more enum values to gl_buffer_index */
725 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
726
727 /* XXX probably add more tests */
728 }
729
730
731 /**
732 * Initialize the attribute groups in a GL context.
733 *
734 * \param ctx GL context.
735 *
736 * Initializes all the attributes, calling the respective <tt>init*</tt>
737 * functions for the more complex data structures.
738 */
739 static GLboolean
740 init_attrib_groups(struct gl_context *ctx)
741 {
742 assert(ctx);
743
744 /* Constants */
745 _mesa_init_constants( ctx );
746
747 /* Extensions */
748 _mesa_init_extensions( ctx );
749
750 /* Attribute Groups */
751 _mesa_init_accum( ctx );
752 _mesa_init_attrib( ctx );
753 _mesa_init_buffer_objects( ctx );
754 _mesa_init_color( ctx );
755 _mesa_init_current( ctx );
756 _mesa_init_depth( ctx );
757 _mesa_init_debug( ctx );
758 _mesa_init_display_list( ctx );
759 _mesa_init_eval( ctx );
760 _mesa_init_fbobjects( ctx );
761 _mesa_init_feedback( ctx );
762 _mesa_init_fog( ctx );
763 _mesa_init_hint( ctx );
764 _mesa_init_line( ctx );
765 _mesa_init_lighting( ctx );
766 _mesa_init_matrix( ctx );
767 _mesa_init_multisample( ctx );
768 _mesa_init_pixel( ctx );
769 _mesa_init_pixelstore( ctx );
770 _mesa_init_point( ctx );
771 _mesa_init_polygon( ctx );
772 _mesa_init_program( ctx );
773 _mesa_init_queryobj( ctx );
774 _mesa_init_sync( ctx );
775 _mesa_init_rastpos( ctx );
776 _mesa_init_scissor( ctx );
777 _mesa_init_shader_state( ctx );
778 _mesa_init_stencil( ctx );
779 _mesa_init_transform( ctx );
780 _mesa_init_transform_feedback( ctx );
781 _mesa_init_varray( ctx );
782 _mesa_init_viewport( ctx );
783
784 if (!_mesa_init_texture( ctx ))
785 return GL_FALSE;
786
787 _mesa_init_texture_s3tc( ctx );
788
789 /* Miscellaneous */
790 ctx->NewState = _NEW_ALL;
791 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
792 ctx->varying_vp_inputs = ~0;
793
794 return GL_TRUE;
795 }
796
797
798 /**
799 * Update default objects in a GL context with respect to shared state.
800 *
801 * \param ctx GL context.
802 *
803 * Removes references to old default objects, (texture objects, program
804 * objects, etc.) and changes to reference those from the current shared
805 * state.
806 */
807 static GLboolean
808 update_default_objects(struct gl_context *ctx)
809 {
810 assert(ctx);
811
812 _mesa_update_default_objects_program(ctx);
813 _mesa_update_default_objects_texture(ctx);
814 _mesa_update_default_objects_buffer_objects(ctx);
815
816 return GL_TRUE;
817 }
818
819
820 /**
821 * This is the default function we plug into all dispatch table slots
822 * This helps prevents a segfault when someone calls a GL function without
823 * first checking if the extension's supported.
824 */
825 static int
826 generic_nop(void)
827 {
828 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
829 return 0;
830 }
831
832
833 /**
834 * Allocate and initialize a new dispatch table.
835 */
836 struct _glapi_table *
837 _mesa_alloc_dispatch_table(int size)
838 {
839 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
840 * In practice, this'll be the same for stand-alone Mesa. But for DRI
841 * Mesa we do this to accomodate different versions of libGL and various
842 * DRI drivers.
843 */
844 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
845 struct _glapi_table *table;
846
847 /* should never happen, but just in case */
848 numEntries = MAX2(numEntries, size);
849
850 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
851 if (table) {
852 _glapi_proc *entry = (_glapi_proc *) table;
853 GLint i;
854 for (i = 0; i < numEntries; i++) {
855 entry[i] = (_glapi_proc) generic_nop;
856 }
857 }
858 return table;
859 }
860
861
862 /**
863 * Initialize a struct gl_context struct (rendering context).
864 *
865 * This includes allocating all the other structs and arrays which hang off of
866 * the context by pointers.
867 * Note that the driver needs to pass in its dd_function_table here since
868 * we need to at least call driverFunctions->NewTextureObject to create the
869 * default texture objects.
870 *
871 * Called by _mesa_create_context().
872 *
873 * Performs the imports and exports callback tables initialization, and
874 * miscellaneous one-time initializations. If no shared context is supplied one
875 * is allocated, and increase its reference count. Setups the GL API dispatch
876 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
877 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
878 * for debug flags.
879 *
880 * \param ctx the context to initialize
881 * \param api the GL API type to create the context for
882 * \param visual describes the visual attributes for this context
883 * \param share_list points to context to share textures, display lists,
884 * etc with, or NULL
885 * \param driverFunctions table of device driver functions for this context
886 * to use
887 * \param driverContext pointer to driver-specific context data
888 */
889 GLboolean
890 _mesa_initialize_context(struct gl_context *ctx,
891 gl_api api,
892 const struct gl_config *visual,
893 struct gl_context *share_list,
894 const struct dd_function_table *driverFunctions,
895 void *driverContext)
896 {
897 struct gl_shared_state *shared;
898 int i;
899
900 /*ASSERT(driverContext);*/
901 assert(driverFunctions->NewTextureObject);
902 assert(driverFunctions->FreeTexImageData);
903
904 ctx->API = api;
905 ctx->Visual = *visual;
906 ctx->DrawBuffer = NULL;
907 ctx->ReadBuffer = NULL;
908 ctx->WinSysDrawBuffer = NULL;
909 ctx->WinSysReadBuffer = NULL;
910
911 /* misc one-time initializations */
912 one_time_init(ctx);
913
914 /* Plug in driver functions and context pointer here.
915 * This is important because when we call alloc_shared_state() below
916 * we'll call ctx->Driver.NewTextureObject() to create the default
917 * textures.
918 */
919 ctx->Driver = *driverFunctions;
920 ctx->DriverCtx = driverContext;
921
922 if (share_list) {
923 /* share state with another context */
924 shared = share_list->Shared;
925 }
926 else {
927 /* allocate new, unshared state */
928 shared = _mesa_alloc_shared_state(ctx);
929 if (!shared)
930 return GL_FALSE;
931 }
932
933 _glthread_LOCK_MUTEX(shared->Mutex);
934 ctx->Shared = shared;
935 shared->RefCount++;
936 _glthread_UNLOCK_MUTEX(shared->Mutex);
937
938 if (!init_attrib_groups( ctx )) {
939 _mesa_release_shared_state(ctx, ctx->Shared);
940 return GL_FALSE;
941 }
942
943 #if FEATURE_dispatch
944 /* setup the API dispatch tables */
945 switch (ctx->API) {
946 #if FEATURE_GL
947 case API_OPENGL:
948 ctx->Exec = _mesa_create_exec_table();
949 break;
950 #endif
951 #if FEATURE_ES1
952 case API_OPENGLES:
953 ctx->Exec = _mesa_create_exec_table_es1();
954 break;
955 #endif
956 #if FEATURE_ES2
957 case API_OPENGLES2:
958 ctx->Exec = _mesa_create_exec_table_es2();
959 break;
960 #endif
961 default:
962 _mesa_problem(ctx, "unknown or unsupported API");
963 break;
964 }
965
966 if (!ctx->Exec) {
967 _mesa_release_shared_state(ctx, ctx->Shared);
968 return GL_FALSE;
969 }
970 #endif
971 ctx->CurrentDispatch = ctx->Exec;
972
973 ctx->FragmentProgram._MaintainTexEnvProgram
974 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
975
976 ctx->VertexProgram._MaintainTnlProgram
977 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
978 if (ctx->VertexProgram._MaintainTnlProgram) {
979 /* this is required... */
980 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
981 }
982
983 /* Mesa core handles all the formats that mesa core knows about.
984 * Drivers will want to override this list with just the formats
985 * they can handle, and confirm that appropriate fallbacks exist in
986 * _mesa_choose_tex_format().
987 */
988 memset(&ctx->TextureFormatSupported, GL_TRUE,
989 sizeof(ctx->TextureFormatSupported));
990
991 switch (ctx->API) {
992 case API_OPENGL:
993 #if FEATURE_dlist
994 ctx->Save = _mesa_create_save_table();
995 if (!ctx->Save) {
996 _mesa_release_shared_state(ctx, ctx->Shared);
997 free(ctx->Exec);
998 return GL_FALSE;
999 }
1000
1001 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1002 #endif
1003 break;
1004 case API_OPENGLES:
1005 /**
1006 * GL_OES_texture_cube_map says
1007 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1008 */
1009 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1010 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1011 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1012 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1013 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1014 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1015 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1016 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1017 }
1018 break;
1019 case API_OPENGLES2:
1020 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1021 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1022 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1023 break;
1024 }
1025
1026 ctx->FirstTimeCurrent = GL_TRUE;
1027
1028 return GL_TRUE;
1029 }
1030
1031
1032 /**
1033 * Allocate and initialize a struct gl_context structure.
1034 * Note that the driver needs to pass in its dd_function_table here since
1035 * we need to at least call driverFunctions->NewTextureObject to initialize
1036 * the rendering context.
1037 *
1038 * \param api the GL API type to create the context for
1039 * \param visual a struct gl_config pointer (we copy the struct contents)
1040 * \param share_list another context to share display lists with or NULL
1041 * \param driverFunctions points to the dd_function_table into which the
1042 * driver has plugged in all its special functions.
1043 * \param driverContext points to the device driver's private context state
1044 *
1045 * \return pointer to a new __struct gl_contextRec or NULL if error.
1046 */
1047 struct gl_context *
1048 _mesa_create_context(gl_api api,
1049 const struct gl_config *visual,
1050 struct gl_context *share_list,
1051 const struct dd_function_table *driverFunctions,
1052 void *driverContext)
1053 {
1054 struct gl_context *ctx;
1055
1056 ASSERT(visual);
1057 /*ASSERT(driverContext);*/
1058
1059 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1060 if (!ctx)
1061 return NULL;
1062
1063 if (_mesa_initialize_context(ctx, api, visual, share_list,
1064 driverFunctions, driverContext)) {
1065 return ctx;
1066 }
1067 else {
1068 free(ctx);
1069 return NULL;
1070 }
1071 }
1072
1073
1074 /**
1075 * Free the data associated with the given context.
1076 *
1077 * But doesn't free the struct gl_context struct itself.
1078 *
1079 * \sa _mesa_initialize_context() and init_attrib_groups().
1080 */
1081 void
1082 _mesa_free_context_data( struct gl_context *ctx )
1083 {
1084 if (!_mesa_get_current_context()){
1085 /* No current context, but we may need one in order to delete
1086 * texture objs, etc. So temporarily bind the context now.
1087 */
1088 _mesa_make_current(ctx, NULL, NULL);
1089 }
1090
1091 /* unreference WinSysDraw/Read buffers */
1092 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1093 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1094 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1095 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1096
1097 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1098 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1099 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1100
1101 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1102 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1103 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1104
1105 _mesa_free_attrib_data(ctx);
1106 _mesa_free_buffer_objects(ctx);
1107 _mesa_free_lighting_data( ctx );
1108 _mesa_free_eval_data( ctx );
1109 _mesa_free_texture_data( ctx );
1110 _mesa_free_matrix_data( ctx );
1111 _mesa_free_viewport_data( ctx );
1112 _mesa_free_program_data(ctx);
1113 _mesa_free_shader_state(ctx);
1114 _mesa_free_queryobj_data(ctx);
1115 _mesa_free_sync_data(ctx);
1116 _mesa_free_varray_data(ctx);
1117 _mesa_free_transform_feedback(ctx);
1118
1119 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1120
1121 #if FEATURE_ARB_pixel_buffer_object
1122 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1123 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1124 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1125 #endif
1126
1127 #if FEATURE_ARB_vertex_buffer_object
1128 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1129 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1130 #endif
1131
1132 /* free dispatch tables */
1133 free(ctx->Exec);
1134 free(ctx->Save);
1135
1136 /* Shared context state (display lists, textures, etc) */
1137 _mesa_release_shared_state( ctx, ctx->Shared );
1138
1139 /* needs to be after freeing shared state */
1140 _mesa_free_display_list_data(ctx);
1141
1142 if (ctx->Extensions.String)
1143 free((void *) ctx->Extensions.String);
1144
1145 if (ctx->VersionString)
1146 free(ctx->VersionString);
1147
1148 /* unbind the context if it's currently bound */
1149 if (ctx == _mesa_get_current_context()) {
1150 _mesa_make_current(NULL, NULL, NULL);
1151 }
1152 }
1153
1154
1155 /**
1156 * Destroy a struct gl_context structure.
1157 *
1158 * \param ctx GL context.
1159 *
1160 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1161 */
1162 void
1163 _mesa_destroy_context( struct gl_context *ctx )
1164 {
1165 if (ctx) {
1166 _mesa_free_context_data(ctx);
1167 free( (void *) ctx );
1168 }
1169 }
1170
1171
1172 #if _HAVE_FULL_GL
1173 /**
1174 * Copy attribute groups from one context to another.
1175 *
1176 * \param src source context
1177 * \param dst destination context
1178 * \param mask bitwise OR of GL_*_BIT flags
1179 *
1180 * According to the bits specified in \p mask, copies the corresponding
1181 * attributes from \p src into \p dst. For many of the attributes a simple \c
1182 * memcpy is not enough due to the existence of internal pointers in their data
1183 * structures.
1184 */
1185 void
1186 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1187 {
1188 if (mask & GL_ACCUM_BUFFER_BIT) {
1189 /* OK to memcpy */
1190 dst->Accum = src->Accum;
1191 }
1192 if (mask & GL_COLOR_BUFFER_BIT) {
1193 /* OK to memcpy */
1194 dst->Color = src->Color;
1195 }
1196 if (mask & GL_CURRENT_BIT) {
1197 /* OK to memcpy */
1198 dst->Current = src->Current;
1199 }
1200 if (mask & GL_DEPTH_BUFFER_BIT) {
1201 /* OK to memcpy */
1202 dst->Depth = src->Depth;
1203 }
1204 if (mask & GL_ENABLE_BIT) {
1205 /* no op */
1206 }
1207 if (mask & GL_EVAL_BIT) {
1208 /* OK to memcpy */
1209 dst->Eval = src->Eval;
1210 }
1211 if (mask & GL_FOG_BIT) {
1212 /* OK to memcpy */
1213 dst->Fog = src->Fog;
1214 }
1215 if (mask & GL_HINT_BIT) {
1216 /* OK to memcpy */
1217 dst->Hint = src->Hint;
1218 }
1219 if (mask & GL_LIGHTING_BIT) {
1220 GLuint i;
1221 /* begin with memcpy */
1222 dst->Light = src->Light;
1223 /* fixup linked lists to prevent pointer insanity */
1224 make_empty_list( &(dst->Light.EnabledList) );
1225 for (i = 0; i < MAX_LIGHTS; i++) {
1226 if (dst->Light.Light[i].Enabled) {
1227 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1228 }
1229 }
1230 }
1231 if (mask & GL_LINE_BIT) {
1232 /* OK to memcpy */
1233 dst->Line = src->Line;
1234 }
1235 if (mask & GL_LIST_BIT) {
1236 /* OK to memcpy */
1237 dst->List = src->List;
1238 }
1239 if (mask & GL_PIXEL_MODE_BIT) {
1240 /* OK to memcpy */
1241 dst->Pixel = src->Pixel;
1242 }
1243 if (mask & GL_POINT_BIT) {
1244 /* OK to memcpy */
1245 dst->Point = src->Point;
1246 }
1247 if (mask & GL_POLYGON_BIT) {
1248 /* OK to memcpy */
1249 dst->Polygon = src->Polygon;
1250 }
1251 if (mask & GL_POLYGON_STIPPLE_BIT) {
1252 /* Use loop instead of memcpy due to problem with Portland Group's
1253 * C compiler. Reported by John Stone.
1254 */
1255 GLuint i;
1256 for (i = 0; i < 32; i++) {
1257 dst->PolygonStipple[i] = src->PolygonStipple[i];
1258 }
1259 }
1260 if (mask & GL_SCISSOR_BIT) {
1261 /* OK to memcpy */
1262 dst->Scissor = src->Scissor;
1263 }
1264 if (mask & GL_STENCIL_BUFFER_BIT) {
1265 /* OK to memcpy */
1266 dst->Stencil = src->Stencil;
1267 }
1268 if (mask & GL_TEXTURE_BIT) {
1269 /* Cannot memcpy because of pointers */
1270 _mesa_copy_texture_state(src, dst);
1271 }
1272 if (mask & GL_TRANSFORM_BIT) {
1273 /* OK to memcpy */
1274 dst->Transform = src->Transform;
1275 }
1276 if (mask & GL_VIEWPORT_BIT) {
1277 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1278 dst->Viewport.X = src->Viewport.X;
1279 dst->Viewport.Y = src->Viewport.Y;
1280 dst->Viewport.Width = src->Viewport.Width;
1281 dst->Viewport.Height = src->Viewport.Height;
1282 dst->Viewport.Near = src->Viewport.Near;
1283 dst->Viewport.Far = src->Viewport.Far;
1284 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1285 }
1286
1287 /* XXX FIXME: Call callbacks?
1288 */
1289 dst->NewState = _NEW_ALL;
1290 }
1291 #endif
1292
1293
1294 /**
1295 * Check if the given context can render into the given framebuffer
1296 * by checking visual attributes.
1297 *
1298 * Most of these tests could go away because Mesa is now pretty flexible
1299 * in terms of mixing rendering contexts with framebuffers. As long
1300 * as RGB vs. CI mode agree, we're probably good.
1301 *
1302 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1303 */
1304 static GLboolean
1305 check_compatible(const struct gl_context *ctx,
1306 const struct gl_framebuffer *buffer)
1307 {
1308 const struct gl_config *ctxvis = &ctx->Visual;
1309 const struct gl_config *bufvis = &buffer->Visual;
1310
1311 if (buffer == _mesa_get_incomplete_framebuffer())
1312 return GL_TRUE;
1313
1314 #if 0
1315 /* disabling this fixes the fgl_glxgears pbuffer demo */
1316 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1317 return GL_FALSE;
1318 #endif
1319 if (ctxvis->stereoMode && !bufvis->stereoMode)
1320 return GL_FALSE;
1321 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1322 return GL_FALSE;
1323 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1324 return GL_FALSE;
1325 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1326 return GL_FALSE;
1327 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1328 return GL_FALSE;
1329 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1330 return GL_FALSE;
1331 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1332 return GL_FALSE;
1333 #if 0
1334 /* disabled (see bug 11161) */
1335 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1336 return GL_FALSE;
1337 #endif
1338 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1339 return GL_FALSE;
1340
1341 return GL_TRUE;
1342 }
1343
1344
1345 /**
1346 * Do one-time initialization for the given framebuffer. Specifically,
1347 * ask the driver for the window's current size and update the framebuffer
1348 * object to match.
1349 * Really, the device driver should totally take care of this.
1350 */
1351 static void
1352 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1353 {
1354 GLuint width, height;
1355 if (ctx->Driver.GetBufferSize) {
1356 ctx->Driver.GetBufferSize(fb, &width, &height);
1357 if (ctx->Driver.ResizeBuffers)
1358 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1359 fb->Initialized = GL_TRUE;
1360 }
1361 }
1362
1363
1364 /**
1365 * Check if the viewport/scissor size has not yet been initialized.
1366 * Initialize the size if the given width and height are non-zero.
1367 */
1368 void
1369 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1370 {
1371 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1372 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1373 * potential infinite recursion.
1374 */
1375 ctx->ViewportInitialized = GL_TRUE;
1376 _mesa_set_viewport(ctx, 0, 0, width, height);
1377 _mesa_set_scissor(ctx, 0, 0, width, height);
1378 }
1379 }
1380
1381
1382 /**
1383 * Bind the given context to the given drawBuffer and readBuffer and
1384 * make it the current context for the calling thread.
1385 * We'll render into the drawBuffer and read pixels from the
1386 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1387 *
1388 * We check that the context's and framebuffer's visuals are compatible
1389 * and return immediately if they're not.
1390 *
1391 * \param newCtx the new GL context. If NULL then there will be no current GL
1392 * context.
1393 * \param drawBuffer the drawing framebuffer
1394 * \param readBuffer the reading framebuffer
1395 */
1396 GLboolean
1397 _mesa_make_current( struct gl_context *newCtx,
1398 struct gl_framebuffer *drawBuffer,
1399 struct gl_framebuffer *readBuffer )
1400 {
1401 GET_CURRENT_CONTEXT(curCtx);
1402
1403 if (MESA_VERBOSE & VERBOSE_API)
1404 _mesa_debug(newCtx, "_mesa_make_current()\n");
1405
1406 /* Check that the context's and framebuffer's visuals are compatible.
1407 */
1408 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1409 if (!check_compatible(newCtx, drawBuffer)) {
1410 _mesa_warning(newCtx,
1411 "MakeCurrent: incompatible visuals for context and drawbuffer");
1412 return GL_FALSE;
1413 }
1414 }
1415 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1416 if (!check_compatible(newCtx, readBuffer)) {
1417 _mesa_warning(newCtx,
1418 "MakeCurrent: incompatible visuals for context and readbuffer");
1419 return GL_FALSE;
1420 }
1421 }
1422
1423 if (curCtx &&
1424 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */
1425 curCtx != newCtx)
1426 _mesa_flush(curCtx);
1427
1428 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1429 _glapi_set_context((void *) newCtx);
1430 ASSERT(_mesa_get_current_context() == newCtx);
1431
1432 if (!newCtx) {
1433 _glapi_set_dispatch(NULL); /* none current */
1434 }
1435 else {
1436 _glapi_set_dispatch(newCtx->CurrentDispatch);
1437
1438 if (drawBuffer && readBuffer) {
1439 /* TODO: check if newCtx and buffer's visual match??? */
1440
1441 ASSERT(drawBuffer->Name == 0);
1442 ASSERT(readBuffer->Name == 0);
1443 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1444 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1445
1446 /*
1447 * Only set the context's Draw/ReadBuffer fields if they're NULL
1448 * or not bound to a user-created FBO.
1449 */
1450 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1451 /* KW: merge conflict here, revisit.
1452 */
1453 /* fix up the fb fields - these will end up wrong otherwise
1454 * if the DRIdrawable changes, and everything relies on them.
1455 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1456 */
1457 unsigned int i;
1458 GLenum buffers[MAX_DRAW_BUFFERS];
1459
1460 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1461
1462 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1463 buffers[i] = newCtx->Color.DrawBuffer[i];
1464 }
1465
1466 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
1467 buffers, NULL);
1468 }
1469 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1470 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1471 }
1472
1473 /* XXX only set this flag if we're really changing the draw/read
1474 * framebuffer bindings.
1475 */
1476 newCtx->NewState |= _NEW_BUFFERS;
1477
1478 #if 1
1479 /* We want to get rid of these lines: */
1480
1481 #if _HAVE_FULL_GL
1482 if (!drawBuffer->Initialized) {
1483 initialize_framebuffer_size(newCtx, drawBuffer);
1484 }
1485 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1486 initialize_framebuffer_size(newCtx, readBuffer);
1487 }
1488
1489 _mesa_resizebuffers(newCtx);
1490 #endif
1491
1492 #else
1493 /* We want the drawBuffer and readBuffer to be initialized by
1494 * the driver.
1495 * This generally means the Width and Height match the actual
1496 * window size and the renderbuffers (both hardware and software
1497 * based) are allocated to match. The later can generally be
1498 * done with a call to _mesa_resize_framebuffer().
1499 *
1500 * It's theoretically possible for a buffer to have zero width
1501 * or height, but for now, assert check that the driver did what's
1502 * expected of it.
1503 */
1504 ASSERT(drawBuffer->Width > 0);
1505 ASSERT(drawBuffer->Height > 0);
1506 #endif
1507
1508 if (drawBuffer) {
1509 _mesa_check_init_viewport(newCtx,
1510 drawBuffer->Width, drawBuffer->Height);
1511 }
1512 }
1513
1514 if (newCtx->FirstTimeCurrent) {
1515 _mesa_compute_version(newCtx);
1516
1517 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1518
1519 check_context_limits(newCtx);
1520
1521 /* We can use this to help debug user's problems. Tell them to set
1522 * the MESA_INFO env variable before running their app. Then the
1523 * first time each context is made current we'll print some useful
1524 * information.
1525 */
1526 if (_mesa_getenv("MESA_INFO")) {
1527 _mesa_print_info();
1528 }
1529
1530 newCtx->FirstTimeCurrent = GL_FALSE;
1531 }
1532 }
1533
1534 return GL_TRUE;
1535 }
1536
1537
1538 /**
1539 * Make context 'ctx' share the display lists, textures and programs
1540 * that are associated with 'ctxToShare'.
1541 * Any display lists, textures or programs associated with 'ctx' will
1542 * be deleted if nobody else is sharing them.
1543 */
1544 GLboolean
1545 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1546 {
1547 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1548 struct gl_shared_state *oldSharedState = ctx->Shared;
1549
1550 ctx->Shared = ctxToShare->Shared;
1551
1552 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1553 ctx->Shared->RefCount++;
1554 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1555
1556 update_default_objects(ctx);
1557
1558 _mesa_release_shared_state(ctx, oldSharedState);
1559
1560 return GL_TRUE;
1561 }
1562 else {
1563 return GL_FALSE;
1564 }
1565 }
1566
1567
1568
1569 /**
1570 * \return pointer to the current GL context for this thread.
1571 *
1572 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1573 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1574 * context.h.
1575 */
1576 struct gl_context *
1577 _mesa_get_current_context( void )
1578 {
1579 return (struct gl_context *) _glapi_get_context();
1580 }
1581
1582
1583 /**
1584 * Get context's current API dispatch table.
1585 *
1586 * It'll either be the immediate-mode execute dispatcher or the display list
1587 * compile dispatcher.
1588 *
1589 * \param ctx GL context.
1590 *
1591 * \return pointer to dispatch_table.
1592 *
1593 * Simply returns __struct gl_contextRec::CurrentDispatch.
1594 */
1595 struct _glapi_table *
1596 _mesa_get_dispatch(struct gl_context *ctx)
1597 {
1598 return ctx->CurrentDispatch;
1599 }
1600
1601 /*@}*/
1602
1603
1604 /**********************************************************************/
1605 /** \name Miscellaneous functions */
1606 /**********************************************************************/
1607 /*@{*/
1608
1609 /**
1610 * Record an error.
1611 *
1612 * \param ctx GL context.
1613 * \param error error code.
1614 *
1615 * Records the given error code and call the driver's dd_function_table::Error
1616 * function if defined.
1617 *
1618 * \sa
1619 * This is called via _mesa_error().
1620 */
1621 void
1622 _mesa_record_error(struct gl_context *ctx, GLenum error)
1623 {
1624 if (!ctx)
1625 return;
1626
1627 if (ctx->ErrorValue == GL_NO_ERROR) {
1628 ctx->ErrorValue = error;
1629 }
1630
1631 /* Call device driver's error handler, if any. This is used on the Mac. */
1632 if (ctx->Driver.Error) {
1633 ctx->Driver.Error(ctx);
1634 }
1635 }
1636
1637
1638 /**
1639 * Flush commands and wait for completion.
1640 */
1641 void
1642 _mesa_finish(struct gl_context *ctx)
1643 {
1644 FLUSH_CURRENT( ctx, 0 );
1645 if (ctx->Driver.Finish) {
1646 ctx->Driver.Finish(ctx);
1647 }
1648 }
1649
1650
1651 /**
1652 * Flush commands.
1653 */
1654 void
1655 _mesa_flush(struct gl_context *ctx)
1656 {
1657 FLUSH_CURRENT( ctx, 0 );
1658 if (ctx->Driver.Flush) {
1659 ctx->Driver.Flush(ctx);
1660 }
1661 }
1662
1663
1664
1665 /**
1666 * Execute glFinish().
1667 *
1668 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1669 * dd_function_table::Finish driver callback, if not NULL.
1670 */
1671 void GLAPIENTRY
1672 _mesa_Finish(void)
1673 {
1674 GET_CURRENT_CONTEXT(ctx);
1675 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1676 _mesa_finish(ctx);
1677 }
1678
1679
1680 /**
1681 * Execute glFlush().
1682 *
1683 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1684 * dd_function_table::Flush driver callback, if not NULL.
1685 */
1686 void GLAPIENTRY
1687 _mesa_Flush(void)
1688 {
1689 GET_CURRENT_CONTEXT(ctx);
1690 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1691 _mesa_flush(ctx);
1692 }
1693
1694
1695 /**
1696 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1697 * MUL/MAD, or vice versa, call this function to register that.
1698 * Otherwise we default to MUL/MAD.
1699 */
1700 void
1701 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1702 GLboolean flag )
1703 {
1704 ctx->mvp_with_dp4 = flag;
1705 }
1706
1707
1708
1709 /**
1710 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1711 * is called to see if it's valid to render. This involves checking that
1712 * the current shader is valid and the framebuffer is complete.
1713 * If an error is detected it'll be recorded here.
1714 * \return GL_TRUE if OK to render, GL_FALSE if not
1715 */
1716 GLboolean
1717 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1718 {
1719 bool vert_from_glsl_shader = false;
1720 bool geom_from_glsl_shader = false;
1721 bool frag_from_glsl_shader = false;
1722
1723 /* This depends on having up to date derived state (shaders) */
1724 if (ctx->NewState)
1725 _mesa_update_state(ctx);
1726
1727 if (ctx->Shader.CurrentVertexProgram) {
1728 vert_from_glsl_shader = true;
1729
1730 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1731 _mesa_error(ctx, GL_INVALID_OPERATION,
1732 "%s(shader not linked)", where);
1733 return GL_FALSE;
1734 }
1735 #if 0 /* not normally enabled */
1736 {
1737 char errMsg[100];
1738 if (!_mesa_validate_shader_program(ctx,
1739 ctx->Shader.CurrentVertexProgram,
1740 errMsg)) {
1741 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1742 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1743 }
1744 }
1745 #endif
1746 }
1747
1748 if (ctx->Shader.CurrentGeometryProgram) {
1749 geom_from_glsl_shader = true;
1750
1751 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1752 _mesa_error(ctx, GL_INVALID_OPERATION,
1753 "%s(shader not linked)", where);
1754 return GL_FALSE;
1755 }
1756 #if 0 /* not normally enabled */
1757 {
1758 char errMsg[100];
1759 if (!_mesa_validate_shader_program(ctx,
1760 ctx->Shader.CurrentGeometryProgram,
1761 errMsg)) {
1762 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1763 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1764 }
1765 }
1766 #endif
1767 }
1768
1769 if (ctx->Shader.CurrentFragmentProgram) {
1770 frag_from_glsl_shader = true;
1771
1772 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1773 _mesa_error(ctx, GL_INVALID_OPERATION,
1774 "%s(shader not linked)", where);
1775 return GL_FALSE;
1776 }
1777 #if 0 /* not normally enabled */
1778 {
1779 char errMsg[100];
1780 if (!_mesa_validate_shader_program(ctx,
1781 ctx->Shader.CurrentFragmentProgram,
1782 errMsg)) {
1783 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1784 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1785 }
1786 }
1787 #endif
1788 }
1789
1790 /* Any shader stages that are not supplied by the GLSL shader and have
1791 * assembly shaders enabled must now be validated.
1792 */
1793 if (!vert_from_glsl_shader
1794 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1795 _mesa_error(ctx, GL_INVALID_OPERATION,
1796 "%s(vertex program not valid)", where);
1797 return GL_FALSE;
1798 }
1799
1800 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1801 * FINISHME: geometry program should validated here.
1802 */
1803 (void) geom_from_glsl_shader;
1804
1805 if (!frag_from_glsl_shader) {
1806 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1807 _mesa_error(ctx, GL_INVALID_OPERATION,
1808 "%s(fragment program not valid)", where);
1809 return GL_FALSE;
1810 }
1811
1812 /* If drawing to integer-valued color buffers, there must be an
1813 * active fragment shader (GL_EXT_texture_integer).
1814 */
1815 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1816 _mesa_error(ctx, GL_INVALID_OPERATION,
1817 "%s(integer format but no fragment shader)", where);
1818 return GL_FALSE;
1819 }
1820 }
1821
1822 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1823 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1824 "%s(incomplete framebuffer)", where);
1825 return GL_FALSE;
1826 }
1827
1828 #ifdef DEBUG
1829 if (ctx->Shader.Flags & GLSL_LOG) {
1830 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1831 gl_shader_type i;
1832
1833 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1834 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1835 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1836
1837 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1838 struct gl_shader *sh;
1839
1840 if (shProg[i] == NULL || shProg[i]->_Used
1841 || shProg[i]->_LinkedShaders[i] == NULL)
1842 continue;
1843
1844 /* This is the first time this shader is being used.
1845 * Append shader's constants/uniforms to log file.
1846 *
1847 * The logic is a little odd here. We only want to log data for each
1848 * shader target that will actually be used, and we only want to log
1849 * it once. It's possible to have a program bound to the vertex
1850 * shader target that also supplied a fragment shader. If that
1851 * program isn't also bound to the fragment shader target we don't
1852 * want to log its fragment data.
1853 */
1854 sh = shProg[i]->_LinkedShaders[i];
1855 switch (sh->Type) {
1856 case GL_VERTEX_SHADER:
1857 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1858 break;
1859
1860 case GL_GEOMETRY_SHADER_ARB:
1861 _mesa_append_uniforms_to_file(sh,
1862 &shProg[i]->GeometryProgram->Base);
1863 break;
1864
1865 case GL_FRAGMENT_SHADER:
1866 _mesa_append_uniforms_to_file(sh,
1867 &shProg[i]->FragmentProgram->Base);
1868 break;
1869 }
1870 }
1871
1872 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1873 if (shProg[i] != NULL)
1874 shProg[i]->_Used = GL_TRUE;
1875 }
1876 }
1877 #endif
1878
1879 return GL_TRUE;
1880 }
1881
1882
1883 /*@}*/