/* * Mesa 3-D graphics library * Version: 7.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file context.c * Mesa context/visual/framebuffer management functions. * \author Brian Paul */ /** * \mainpage Mesa Main Module * * \section MainIntroduction Introduction * * The Mesa Main module consists of all the files in the main/ directory. * Among the features of this module are: * * * Other modules are responsible for API dispatch, vertex transformation, * point/line/triangle setup, rasterization, vertex array caching, * vertex/fragment programs/shaders, etc. * * * \section AboutDoxygen About Doxygen * * If you're viewing this information as Doxygen-generated HTML you'll * see the documentation index at the top of this page. * * The first line lists the Mesa source code modules. * The second line lists the indexes available for viewing the documentation * for each module. * * Selecting the Main page link will display a summary of the module * (this page). * * Selecting Data Structures will list all C structures. * * Selecting the File List link will list all the source files in * the module. * Selecting a filename will show a list of all functions defined in that file. * * Selecting the Data Fields link will display a list of all * documented structure members. * * Selecting the Globals link will display a list * of all functions, structures, global variables and macros in the module. * */ #include "glheader.h" #include "mfeatures.h" #include "imports.h" #include "accum.h" #include "api_exec.h" #include "arrayobj.h" #include "attrib.h" #include "blend.h" #include "buffers.h" #include "bufferobj.h" #include "colortab.h" #include "context.h" #include "cpuinfo.h" #include "debug.h" #include "depth.h" #include "dlist.h" #include "eval.h" #include "enums.h" #include "extensions.h" #include "fbobject.h" #include "feedback.h" #include "fog.h" #include "framebuffer.h" #include "get.h" #include "histogram.h" #include "hint.h" #include "hash.h" #include "light.h" #include "lines.h" #include "macros.h" #include "matrix.h" #include "multisample.h" #include "pixel.h" #include "pixelstore.h" #include "points.h" #include "polygon.h" #include "queryobj.h" #if FEATURE_ARB_sync #include "syncobj.h" #endif #include "rastpos.h" #include "remap.h" #include "scissor.h" #include "shared.h" #include "simple_list.h" #include "state.h" #include "stencil.h" #include "texcompress.h" #include "teximage.h" #include "texobj.h" #include "texstate.h" #include "mtypes.h" #include "varray.h" #include "version.h" #include "viewport.h" #include "vtxfmt.h" #include "glapi/glthread.h" #include "glapi/glapitable.h" #include "shader/program.h" #include "shader/prog_print.h" #include "shader/shader_api.h" #if FEATURE_ATI_fragment_shader #include "shader/atifragshader.h" #endif #if _HAVE_FULL_GL #include "math/m_matrix.h" #endif #ifdef USE_SPARC_ASM #include "sparc/sparc.h" #endif #ifndef MESA_VERBOSE int MESA_VERBOSE = 0; #endif #ifndef MESA_DEBUG_FLAGS int MESA_DEBUG_FLAGS = 0; #endif /* ubyte -> float conversion */ GLfloat _mesa_ubyte_to_float_color_tab[256]; /** * Swap buffers notification callback. * * \param ctx GL context. * * Called by window system just before swapping buffers. * We have to finish any pending rendering. */ void _mesa_notifySwapBuffers(__GLcontext *ctx) { if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS) _mesa_debug(ctx, "SwapBuffers\n"); FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Flush) { ctx->Driver.Flush(ctx); } } /**********************************************************************/ /** \name GL Visual allocation/destruction */ /**********************************************************************/ /*@{*/ /** * Allocates a GLvisual structure and initializes it via * _mesa_initialize_visual(). * * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode. * \param dbFlag double buffering * \param stereoFlag stereo buffer * \param depthBits requested bits per depth buffer value. Any value in [0, 32] * is acceptable but the actual depth type will be GLushort or GLuint as * needed. * \param stencilBits requested minimum bits per stencil buffer value * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer. * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE * \param redBits number of bits per color component in frame buffer for RGB(A) * mode. We always use 8 in core Mesa though. * \param greenBits same as above. * \param blueBits same as above. * \param alphaBits same as above. * \param numSamples not really used. * * \return pointer to new GLvisual or NULL if requested parameters can't be * met. * * \note Need to add params for level and numAuxBuffers (at least) */ GLvisual * _mesa_create_visual( GLboolean rgbFlag, GLboolean dbFlag, GLboolean stereoFlag, GLint redBits, GLint greenBits, GLint blueBits, GLint alphaBits, GLint indexBits, GLint depthBits, GLint stencilBits, GLint accumRedBits, GLint accumGreenBits, GLint accumBlueBits, GLint accumAlphaBits, GLint numSamples ) { GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual)); if (vis) { if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag, redBits, greenBits, blueBits, alphaBits, indexBits, depthBits, stencilBits, accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits, numSamples)) { _mesa_free(vis); return NULL; } } return vis; } /** * Makes some sanity checks and fills in the fields of the * GLvisual object with the given parameters. If the caller needs * to set additional fields, he should just probably init the whole GLvisual * object himself. * \return GL_TRUE on success, or GL_FALSE on failure. * * \sa _mesa_create_visual() above for the parameter description. */ GLboolean _mesa_initialize_visual( GLvisual *vis, GLboolean rgbFlag, GLboolean dbFlag, GLboolean stereoFlag, GLint redBits, GLint greenBits, GLint blueBits, GLint alphaBits, GLint indexBits, GLint depthBits, GLint stencilBits, GLint accumRedBits, GLint accumGreenBits, GLint accumBlueBits, GLint accumAlphaBits, GLint numSamples ) { assert(vis); if (depthBits < 0 || depthBits > 32) { return GL_FALSE; } if (stencilBits < 0 || stencilBits > STENCIL_BITS) { return GL_FALSE; } assert(accumRedBits >= 0); assert(accumGreenBits >= 0); assert(accumBlueBits >= 0); assert(accumAlphaBits >= 0); vis->rgbMode = rgbFlag; vis->doubleBufferMode = dbFlag; vis->stereoMode = stereoFlag; vis->redBits = redBits; vis->greenBits = greenBits; vis->blueBits = blueBits; vis->alphaBits = alphaBits; vis->rgbBits = redBits + greenBits + blueBits; vis->indexBits = indexBits; vis->depthBits = depthBits; vis->stencilBits = stencilBits; vis->accumRedBits = accumRedBits; vis->accumGreenBits = accumGreenBits; vis->accumBlueBits = accumBlueBits; vis->accumAlphaBits = accumAlphaBits; vis->haveAccumBuffer = accumRedBits > 0; vis->haveDepthBuffer = depthBits > 0; vis->haveStencilBuffer = stencilBits > 0; vis->numAuxBuffers = 0; vis->level = 0; vis->pixmapMode = 0; vis->sampleBuffers = numSamples > 0 ? 1 : 0; vis->samples = numSamples; return GL_TRUE; } /** * Destroy a visual and free its memory. * * \param vis visual. * * Frees the visual structure. */ void _mesa_destroy_visual( GLvisual *vis ) { _mesa_free(vis); } /*@}*/ /**********************************************************************/ /** \name Context allocation, initialization, destroying * * The purpose of the most initialization functions here is to provide the * default state values according to the OpenGL specification. */ /**********************************************************************/ /*@{*/ /** * This is lame. gdb only seems to recognize enum types that are * actually used somewhere. We want to be able to print/use enum * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use * the gl_texture_index type anywhere. Thus, this lame function. */ static void dummy_enum_func(void) { gl_buffer_index bi; gl_colortable_index ci; gl_face_index fi; gl_frag_attrib fa; gl_frag_result fr; gl_texture_index ti; gl_vert_attrib va; gl_vert_result vr; (void) bi; (void) ci; (void) fi; (void) fa; (void) fr; (void) ti; (void) va; (void) vr; } /** * One-time initialization mutex lock. * * \sa Used by one_time_init(). */ _glthread_DECLARE_STATIC_MUTEX(OneTimeLock); /** * Calls all the various one-time-init functions in Mesa. * * While holding a global mutex lock, calls several initialization functions, * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is * defined. * * \sa _math_init(). */ static void one_time_init( GLcontext *ctx ) { static GLboolean alreadyCalled = GL_FALSE; (void) ctx; _glthread_LOCK_MUTEX(OneTimeLock); if (!alreadyCalled) { GLuint i; /* do some implementation tests */ assert( sizeof(GLbyte) == 1 ); assert( sizeof(GLubyte) == 1 ); assert( sizeof(GLshort) == 2 ); assert( sizeof(GLushort) == 2 ); assert( sizeof(GLint) == 4 ); assert( sizeof(GLuint) == 4 ); _mesa_get_cpu_features(); _mesa_init_remap_table(); _mesa_init_sqrt_table(); for (i = 0; i < 256; i++) { _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F; } if (_mesa_getenv("MESA_DEBUG")) { _glapi_noop_enable_warnings(GL_TRUE); _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning ); } else { _glapi_noop_enable_warnings(GL_FALSE); } #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__) _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n", MESA_VERSION_STRING, __DATE__, __TIME__); #endif alreadyCalled = GL_TRUE; } _glthread_UNLOCK_MUTEX(OneTimeLock); dummy_enum_func(); } /** * Initialize fields of gl_current_attrib (aka ctx->Current.*) */ static void _mesa_init_current(GLcontext *ctx) { GLuint i; /* Init all to (0,0,0,1) */ for (i = 0; i < Elements(ctx->Current.Attrib); i++) { ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 ); } /* redo special cases: */ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 ); } /** * Init vertex/fragment program limits. * Important: drivers should override these with actual limits. */ static void init_program_limits(GLenum type, struct gl_program_constants *prog) { prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTemps = MAX_PROGRAM_TEMPS; prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; prog->MaxUniformComponents = 4 * MAX_UNIFORMS; if (type == GL_VERTEX_PROGRAM_ARB) { prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; } else { prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS; prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS; prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; } /* Set the native limits to zero. This implies that there is no native * support for shaders. Let the drivers fill in the actual values. */ prog->MaxNativeInstructions = 0; prog->MaxNativeAluInstructions = 0; prog->MaxNativeTexInstructions = 0; prog->MaxNativeTexIndirections = 0; prog->MaxNativeAttribs = 0; prog->MaxNativeTemps = 0; prog->MaxNativeAddressRegs = 0; prog->MaxNativeParameters = 0; } /** * Initialize fields of gl_constants (aka ctx->Const.*). * Use defaults from config.h. The device drivers will often override * some of these values (such as number of texture units). */ static void _mesa_init_constants(GLcontext *ctx) { assert(ctx); assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS); assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS); /* Max texture size should be <= max viewport size (render to texture) */ assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH); /* Constants, may be overriden (usually only reduced) by device drivers */ ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS; ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS; ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE; ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS; ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS; ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, ctx->Const.MaxTextureImageUnits); ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY; ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS; ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE; ctx->Const.SubPixelBits = SUB_PIXEL_BITS; ctx->Const.MinPointSize = MIN_POINT_SIZE; ctx->Const.MaxPointSize = MAX_POINT_SIZE; ctx->Const.MinPointSizeAA = MIN_POINT_SIZE; ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE; ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY; ctx->Const.MinLineWidth = MIN_LINE_WIDTH; ctx->Const.MaxLineWidth = MAX_LINE_WIDTH; ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH; ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH; ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY; ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE; ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH; ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT; ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES; ctx->Const.MaxLights = MAX_LIGHTS; ctx->Const.MaxShininess = 128.0; ctx->Const.MaxSpotExponent = 128.0; ctx->Const.MaxViewportWidth = MAX_WIDTH; ctx->Const.MaxViewportHeight = MAX_HEIGHT; #if FEATURE_ARB_vertex_program init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram); #endif #if FEATURE_ARB_fragment_program init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram); #endif ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES; ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH; /* CheckArrayBounds is overriden by drivers/x11 for X server */ ctx->Const.CheckArrayBounds = GL_FALSE; /* GL_ARB_draw_buffers */ ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS; /* GL_OES_read_format */ ctx->Const.ColorReadFormat = GL_RGBA; ctx->Const.ColorReadType = GL_UNSIGNED_BYTE; #if FEATURE_EXT_framebuffer_object ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS; ctx->Const.MaxRenderbufferSize = MAX_WIDTH; #endif #if FEATURE_ARB_vertex_shader ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; ctx->Const.MaxVarying = MAX_VARYING; #endif /* GL_ARB_framebuffer_object */ ctx->Const.MaxSamples = 0; /* GL_ARB_sync */ ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0; /* GL_ATI_envmap_bumpmap */ ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS; /* GL_EXT_provoking_vertex */ ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE; /* sanity checks */ ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits)); ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX); ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX); /* check that we don't exceed various 32-bit bitfields */ ASSERT(VERT_RESULT_MAX <= 32); ASSERT(FRAG_ATTRIB_MAX <= 32); } /** * Do some sanity checks on the limits/constants for the given context. * Only called the first time a context is bound. */ static void check_context_limits(GLcontext *ctx) { /* Many context limits/constants are limited by the size of * internal arrays. */ assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); /* number of coord units cannot be greater than number of image units */ assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits); assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS); assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS); assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS); assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE); /* make sure largest texture image is <= MAX_WIDTH in size */ assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH); assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH); assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH); assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH); assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH); assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS); /* XXX probably add more tests */ } /** * Initialize the attribute groups in a GL context. * * \param ctx GL context. * * Initializes all the attributes, calling the respective init* * functions for the more complex data structures. */ static GLboolean init_attrib_groups(GLcontext *ctx) { assert(ctx); /* Constants */ _mesa_init_constants( ctx ); /* Extensions */ _mesa_init_extensions( ctx ); /* Attribute Groups */ _mesa_init_accum( ctx ); _mesa_init_attrib( ctx ); _mesa_init_buffer_objects( ctx ); _mesa_init_color( ctx ); _mesa_init_colortables( ctx ); _mesa_init_current( ctx ); _mesa_init_depth( ctx ); _mesa_init_debug( ctx ); _mesa_init_display_list( ctx ); _mesa_init_eval( ctx ); _mesa_init_fbobjects( ctx ); _mesa_init_feedback( ctx ); _mesa_init_fog( ctx ); _mesa_init_histogram( ctx ); _mesa_init_hint( ctx ); _mesa_init_line( ctx ); _mesa_init_lighting( ctx ); _mesa_init_matrix( ctx ); _mesa_init_multisample( ctx ); _mesa_init_pixel( ctx ); _mesa_init_pixelstore( ctx ); _mesa_init_point( ctx ); _mesa_init_polygon( ctx ); _mesa_init_program( ctx ); _mesa_init_queryobj( ctx ); #if FEATURE_ARB_sync _mesa_init_sync( ctx ); #endif _mesa_init_rastpos( ctx ); _mesa_init_scissor( ctx ); _mesa_init_shader_state( ctx ); _mesa_init_stencil( ctx ); _mesa_init_transform( ctx ); _mesa_init_varray( ctx ); _mesa_init_viewport( ctx ); if (!_mesa_init_texture( ctx )) return GL_FALSE; #if FEATURE_texture_s3tc _mesa_init_texture_s3tc( ctx ); #endif /* Miscellaneous */ ctx->NewState = _NEW_ALL; ctx->ErrorValue = (GLenum) GL_NO_ERROR; ctx->varying_vp_inputs = ~0; return GL_TRUE; } /** * Update default objects in a GL context with respect to shared state. * * \param ctx GL context. * * Removes references to old default objects, (texture objects, program * objects, etc.) and changes to reference those from the current shared * state. */ static GLboolean update_default_objects(GLcontext *ctx) { assert(ctx); _mesa_update_default_objects_program(ctx); _mesa_update_default_objects_texture(ctx); _mesa_update_default_objects_buffer_objects(ctx); return GL_TRUE; } /** * This is the default function we plug into all dispatch table slots * This helps prevents a segfault when someone calls a GL function without * first checking if the extension's supported. */ static int generic_nop(void) { _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)"); return 0; } /** * Allocate and initialize a new dispatch table. */ static struct _glapi_table * alloc_dispatch_table(void) { /* Find the larger of Mesa's dispatch table and libGL's dispatch table. * In practice, this'll be the same for stand-alone Mesa. But for DRI * Mesa we do this to accomodate different versions of libGL and various * DRI drivers. */ GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), sizeof(struct _glapi_table) / sizeof(_glapi_proc)); struct _glapi_table *table = (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc)); if (table) { _glapi_proc *entry = (_glapi_proc *) table; GLint i; for (i = 0; i < numEntries; i++) { entry[i] = (_glapi_proc) generic_nop; } } return table; } /** * Initialize a GLcontext struct (rendering context). * * This includes allocating all the other structs and arrays which hang off of * the context by pointers. * Note that the driver needs to pass in its dd_function_table here since * we need to at least call driverFunctions->NewTextureObject to create the * default texture objects. * * Called by _mesa_create_context(). * * Performs the imports and exports callback tables initialization, and * miscellaneous one-time initializations. If no shared context is supplied one * is allocated, and increase its reference count. Setups the GL API dispatch * tables. Initialize the TNL module. Sets the maximum Z buffer depth. * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables * for debug flags. * * \param ctx the context to initialize * \param visual describes the visual attributes for this context * \param share_list points to context to share textures, display lists, * etc with, or NULL * \param driverFunctions table of device driver functions for this context * to use * \param driverContext pointer to driver-specific context data */ GLboolean _mesa_initialize_context(GLcontext *ctx, const GLvisual *visual, GLcontext *share_list, const struct dd_function_table *driverFunctions, void *driverContext) { struct gl_shared_state *shared; /*ASSERT(driverContext);*/ assert(driverFunctions->NewTextureObject); assert(driverFunctions->FreeTexImageData); /* misc one-time initializations */ one_time_init(ctx); ctx->Visual = *visual; ctx->DrawBuffer = NULL; ctx->ReadBuffer = NULL; ctx->WinSysDrawBuffer = NULL; ctx->WinSysReadBuffer = NULL; /* Plug in driver functions and context pointer here. * This is important because when we call alloc_shared_state() below * we'll call ctx->Driver.NewTextureObject() to create the default * textures. */ ctx->Driver = *driverFunctions; ctx->DriverCtx = driverContext; if (share_list) { /* share state with another context */ shared = share_list->Shared; } else { /* allocate new, unshared state */ shared = _mesa_alloc_shared_state(ctx); if (!shared) return GL_FALSE; } _glthread_LOCK_MUTEX(shared->Mutex); ctx->Shared = shared; shared->RefCount++; _glthread_UNLOCK_MUTEX(shared->Mutex); if (!init_attrib_groups( ctx )) { _mesa_free_shared_state(ctx, ctx->Shared); return GL_FALSE; } /* setup the API dispatch tables */ ctx->Exec = alloc_dispatch_table(); ctx->Save = alloc_dispatch_table(); if (!ctx->Exec || !ctx->Save) { _mesa_free_shared_state(ctx, ctx->Shared); if (ctx->Exec) _mesa_free(ctx->Exec); return GL_FALSE; } #if FEATURE_dispatch _mesa_init_exec_table(ctx->Exec); #endif ctx->CurrentDispatch = ctx->Exec; #if FEATURE_dlist _mesa_init_save_table(ctx->Save); _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); #endif /* Neutral tnl module stuff */ _mesa_init_exec_vtxfmt( ctx ); ctx->TnlModule.Current = NULL; ctx->TnlModule.SwapCount = 0; ctx->FragmentProgram._MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL); ctx->VertexProgram._MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL); if (ctx->VertexProgram._MaintainTnlProgram) { /* this is required... */ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; } #ifdef FEATURE_extra_context_init _mesa_initialize_context_extra(ctx); #endif ctx->FirstTimeCurrent = GL_TRUE; return GL_TRUE; } /** * Allocate and initialize a GLcontext structure. * Note that the driver needs to pass in its dd_function_table here since * we need to at least call driverFunctions->NewTextureObject to initialize * the rendering context. * * \param visual a GLvisual pointer (we copy the struct contents) * \param share_list another context to share display lists with or NULL * \param driverFunctions points to the dd_function_table into which the * driver has plugged in all its special functions. * \param driverContext points to the device driver's private context state * * \return pointer to a new __GLcontextRec or NULL if error. */ GLcontext * _mesa_create_context(const GLvisual *visual, GLcontext *share_list, const struct dd_function_table *driverFunctions, void *driverContext) { GLcontext *ctx; ASSERT(visual); /*ASSERT(driverContext);*/ ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext)); if (!ctx) return NULL; if (_mesa_initialize_context(ctx, visual, share_list, driverFunctions, driverContext)) { return ctx; } else { _mesa_free(ctx); return NULL; } } /** * Free the data associated with the given context. * * But doesn't free the GLcontext struct itself. * * \sa _mesa_initialize_context() and init_attrib_groups(). */ void _mesa_free_context_data( GLcontext *ctx ) { GLint RefCount; if (!_mesa_get_current_context()){ /* No current context, but we may need one in order to delete * texture objs, etc. So temporarily bind the context now. */ _mesa_make_current(ctx, NULL, NULL); } /* unreference WinSysDraw/Read buffers */ _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL); _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL); _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL); _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL); _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL); _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); _mesa_free_attrib_data(ctx); _mesa_free_lighting_data( ctx ); _mesa_free_eval_data( ctx ); _mesa_free_texture_data( ctx ); _mesa_free_matrix_data( ctx ); _mesa_free_viewport_data( ctx ); _mesa_free_colortables_data( ctx ); _mesa_free_program_data(ctx); _mesa_free_shader_state(ctx); _mesa_free_queryobj_data(ctx); #if FEATURE_ARB_sync _mesa_free_sync_data(ctx); #endif _mesa_free_varray_data(ctx); _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj); #if FEATURE_ARB_pixel_buffer_object _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL); #endif #if FEATURE_ARB_vertex_buffer_object _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL); #endif /* free dispatch tables */ _mesa_free(ctx->Exec); _mesa_free(ctx->Save); /* Shared context state (display lists, textures, etc) */ _glthread_LOCK_MUTEX(ctx->Shared->Mutex); RefCount = --ctx->Shared->RefCount; _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); assert(RefCount >= 0); if (RefCount == 0) { /* free shared state */ _mesa_free_shared_state( ctx, ctx->Shared ); } /* needs to be after freeing shared state */ _mesa_free_display_list_data(ctx); if (ctx->Extensions.String) _mesa_free((void *) ctx->Extensions.String); /* unbind the context if it's currently bound */ if (ctx == _mesa_get_current_context()) { _mesa_make_current(NULL, NULL, NULL); } } /** * Destroy a GLcontext structure. * * \param ctx GL context. * * Calls _mesa_free_context_data() and frees the GLcontext structure itself. */ void _mesa_destroy_context( GLcontext *ctx ) { if (ctx) { _mesa_free_context_data(ctx); _mesa_free( (void *) ctx ); } } #if _HAVE_FULL_GL /** * Copy attribute groups from one context to another. * * \param src source context * \param dst destination context * \param mask bitwise OR of GL_*_BIT flags * * According to the bits specified in \p mask, copies the corresponding * attributes from \p src into \p dst. For many of the attributes a simple \c * memcpy is not enough due to the existence of internal pointers in their data * structures. */ void _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask ) { if (mask & GL_ACCUM_BUFFER_BIT) { /* OK to memcpy */ dst->Accum = src->Accum; } if (mask & GL_COLOR_BUFFER_BIT) { /* OK to memcpy */ dst->Color = src->Color; } if (mask & GL_CURRENT_BIT) { /* OK to memcpy */ dst->Current = src->Current; } if (mask & GL_DEPTH_BUFFER_BIT) { /* OK to memcpy */ dst->Depth = src->Depth; } if (mask & GL_ENABLE_BIT) { /* no op */ } if (mask & GL_EVAL_BIT) { /* OK to memcpy */ dst->Eval = src->Eval; } if (mask & GL_FOG_BIT) { /* OK to memcpy */ dst->Fog = src->Fog; } if (mask & GL_HINT_BIT) { /* OK to memcpy */ dst->Hint = src->Hint; } if (mask & GL_LIGHTING_BIT) { GLuint i; /* begin with memcpy */ dst->Light = src->Light; /* fixup linked lists to prevent pointer insanity */ make_empty_list( &(dst->Light.EnabledList) ); for (i = 0; i < MAX_LIGHTS; i++) { if (dst->Light.Light[i].Enabled) { insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i])); } } } if (mask & GL_LINE_BIT) { /* OK to memcpy */ dst->Line = src->Line; } if (mask & GL_LIST_BIT) { /* OK to memcpy */ dst->List = src->List; } if (mask & GL_PIXEL_MODE_BIT) { /* OK to memcpy */ dst->Pixel = src->Pixel; } if (mask & GL_POINT_BIT) { /* OK to memcpy */ dst->Point = src->Point; } if (mask & GL_POLYGON_BIT) { /* OK to memcpy */ dst->Polygon = src->Polygon; } if (mask & GL_POLYGON_STIPPLE_BIT) { /* Use loop instead of MEMCPY due to problem with Portland Group's * C compiler. Reported by John Stone. */ GLuint i; for (i = 0; i < 32; i++) { dst->PolygonStipple[i] = src->PolygonStipple[i]; } } if (mask & GL_SCISSOR_BIT) { /* OK to memcpy */ dst->Scissor = src->Scissor; } if (mask & GL_STENCIL_BUFFER_BIT) { /* OK to memcpy */ dst->Stencil = src->Stencil; } if (mask & GL_TEXTURE_BIT) { /* Cannot memcpy because of pointers */ _mesa_copy_texture_state(src, dst); } if (mask & GL_TRANSFORM_BIT) { /* OK to memcpy */ dst->Transform = src->Transform; } if (mask & GL_VIEWPORT_BIT) { /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */ dst->Viewport.X = src->Viewport.X; dst->Viewport.Y = src->Viewport.Y; dst->Viewport.Width = src->Viewport.Width; dst->Viewport.Height = src->Viewport.Height; dst->Viewport.Near = src->Viewport.Near; dst->Viewport.Far = src->Viewport.Far; _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap); } /* XXX FIXME: Call callbacks? */ dst->NewState = _NEW_ALL; } #endif /** * Check if the given context can render into the given framebuffer * by checking visual attributes. * * Most of these tests could go away because Mesa is now pretty flexible * in terms of mixing rendering contexts with framebuffers. As long * as RGB vs. CI mode agree, we're probably good. * * \return GL_TRUE if compatible, GL_FALSE otherwise. */ static GLboolean check_compatible(const GLcontext *ctx, const GLframebuffer *buffer) { const GLvisual *ctxvis = &ctx->Visual; const GLvisual *bufvis = &buffer->Visual; if (ctxvis == bufvis) return GL_TRUE; if (ctxvis->rgbMode != bufvis->rgbMode) return GL_FALSE; #if 0 /* disabling this fixes the fgl_glxgears pbuffer demo */ if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode) return GL_FALSE; #endif if (ctxvis->stereoMode && !bufvis->stereoMode) return GL_FALSE; if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer) return GL_FALSE; if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer) return GL_FALSE; if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer) return GL_FALSE; if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask) return GL_FALSE; if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask) return GL_FALSE; if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask) return GL_FALSE; #if 0 /* disabled (see bug 11161) */ if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits) return GL_FALSE; #endif if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits) return GL_FALSE; return GL_TRUE; } /** * Do one-time initialization for the given framebuffer. Specifically, * ask the driver for the window's current size and update the framebuffer * object to match. * Really, the device driver should totally take care of this. */ static void initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb) { GLuint width, height; if (ctx->Driver.GetBufferSize) { ctx->Driver.GetBufferSize(fb, &width, &height); if (ctx->Driver.ResizeBuffers) ctx->Driver.ResizeBuffers(ctx, fb, width, height); fb->Initialized = GL_TRUE; } } /** * Check if the viewport/scissor size has not yet been initialized. * Initialize the size if the given width and height are non-zero. */ void _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height) { if (!ctx->ViewportInitialized && width > 0 && height > 0) { /* Note: set flag here, before calling _mesa_set_viewport(), to prevent * potential infinite recursion. */ ctx->ViewportInitialized = GL_TRUE; _mesa_set_viewport(ctx, 0, 0, width, height); _mesa_set_scissor(ctx, 0, 0, width, height); } } /** * Bind the given context to the given drawBuffer and readBuffer and * make it the current context for the calling thread. * We'll render into the drawBuffer and read pixels from the * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc). * * We check that the context's and framebuffer's visuals are compatible * and return immediately if they're not. * * \param newCtx the new GL context. If NULL then there will be no current GL * context. * \param drawBuffer the drawing framebuffer * \param readBuffer the reading framebuffer */ GLboolean _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer, GLframebuffer *readBuffer ) { if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(newCtx, "_mesa_make_current()\n"); /* Check that the context's and framebuffer's visuals are compatible. */ if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) { if (!check_compatible(newCtx, drawBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and drawbuffer"); return GL_FALSE; } } if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) { if (!check_compatible(newCtx, readBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and readbuffer"); return GL_FALSE; } } /* We used to call _glapi_check_multithread() here. Now do it in drivers */ _glapi_set_context((void *) newCtx); ASSERT(_mesa_get_current_context() == newCtx); if (!newCtx) { _glapi_set_dispatch(NULL); /* none current */ } else { _glapi_set_dispatch(newCtx->CurrentDispatch); if (drawBuffer && readBuffer) { /* TODO: check if newCtx and buffer's visual match??? */ ASSERT(drawBuffer->Name == 0); ASSERT(readBuffer->Name == 0); _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer); _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer); /* * Only set the context's Draw/ReadBuffer fields if they're NULL * or not bound to a user-created FBO. */ if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) { /* KW: merge conflict here, revisit. */ /* fix up the fb fields - these will end up wrong otherwise * if the DRIdrawable changes, and everything relies on them. * This is a bit messy (same as needed in _mesa_BindFramebufferEXT) */ unsigned int i; GLenum buffers[MAX_DRAW_BUFFERS]; _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) { buffers[i] = newCtx->Color.DrawBuffer[i]; } _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL); } if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) { _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); } /* XXX only set this flag if we're really changing the draw/read * framebuffer bindings. */ newCtx->NewState |= _NEW_BUFFERS; #if 1 /* We want to get rid of these lines: */ #if _HAVE_FULL_GL if (!drawBuffer->Initialized) { initialize_framebuffer_size(newCtx, drawBuffer); } if (readBuffer != drawBuffer && !readBuffer->Initialized) { initialize_framebuffer_size(newCtx, readBuffer); } _mesa_resizebuffers(newCtx); #endif #else /* We want the drawBuffer and readBuffer to be initialized by * the driver. * This generally means the Width and Height match the actual * window size and the renderbuffers (both hardware and software * based) are allocated to match. The later can generally be * done with a call to _mesa_resize_framebuffer(). * * It's theoretically possible for a buffer to have zero width * or height, but for now, assert check that the driver did what's * expected of it. */ ASSERT(drawBuffer->Width > 0); ASSERT(drawBuffer->Height > 0); #endif if (drawBuffer) { _mesa_check_init_viewport(newCtx, drawBuffer->Width, drawBuffer->Height); } } if (newCtx->FirstTimeCurrent) { check_context_limits(newCtx); /* We can use this to help debug user's problems. Tell them to set * the MESA_INFO env variable before running their app. Then the * first time each context is made current we'll print some useful * information. */ if (_mesa_getenv("MESA_INFO")) { _mesa_print_info(); } newCtx->FirstTimeCurrent = GL_FALSE; } } return GL_TRUE; } /** * Make context 'ctx' share the display lists, textures and programs * that are associated with 'ctxToShare'. * Any display lists, textures or programs associated with 'ctx' will * be deleted if nobody else is sharing them. */ GLboolean _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare) { if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) { struct gl_shared_state *oldSharedState = ctx->Shared; GLint RefCount; ctx->Shared = ctxToShare->Shared; _glthread_LOCK_MUTEX(ctx->Shared->Mutex); ctx->Shared->RefCount++; _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); update_default_objects(ctx); _glthread_LOCK_MUTEX(oldSharedState->Mutex); RefCount = --oldSharedState->RefCount; _glthread_UNLOCK_MUTEX(oldSharedState->Mutex); if (RefCount == 0) { _mesa_free_shared_state(ctx, oldSharedState); } return GL_TRUE; } else { return GL_FALSE; } } /** * \return pointer to the current GL context for this thread. * * Calls _glapi_get_context(). This isn't the fastest way to get the current * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in * context.h. */ GLcontext * _mesa_get_current_context( void ) { return (GLcontext *) _glapi_get_context(); } /** * Get context's current API dispatch table. * * It'll either be the immediate-mode execute dispatcher or the display list * compile dispatcher. * * \param ctx GL context. * * \return pointer to dispatch_table. * * Simply returns __GLcontextRec::CurrentDispatch. */ struct _glapi_table * _mesa_get_dispatch(GLcontext *ctx) { return ctx->CurrentDispatch; } /*@}*/ /**********************************************************************/ /** \name Miscellaneous functions */ /**********************************************************************/ /*@{*/ /** * Record an error. * * \param ctx GL context. * \param error error code. * * Records the given error code and call the driver's dd_function_table::Error * function if defined. * * \sa * This is called via _mesa_error(). */ void _mesa_record_error(GLcontext *ctx, GLenum error) { if (!ctx) return; if (ctx->ErrorValue == GL_NO_ERROR) { ctx->ErrorValue = error; } /* Call device driver's error handler, if any. This is used on the Mac. */ if (ctx->Driver.Error) { ctx->Driver.Error(ctx); } } /** * Flush commands and wait for completion. */ void _mesa_finish(GLcontext *ctx) { FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Finish) { ctx->Driver.Finish(ctx); } } /** * Flush commands. */ void _mesa_flush(GLcontext *ctx) { FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Flush) { ctx->Driver.Flush(ctx); } } /** * Execute glFinish(). * * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the * dd_function_table::Finish driver callback, if not NULL. */ void GLAPIENTRY _mesa_Finish(void) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); _mesa_finish(ctx); } /** * Execute glFlush(). * * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the * dd_function_table::Flush driver callback, if not NULL. */ void GLAPIENTRY _mesa_Flush(void) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); _mesa_flush(ctx); } /** * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over * MUL/MAD, or vice versa, call this function to register that. * Otherwise we default to MUL/MAD. */ void _mesa_set_mvp_with_dp4( GLcontext *ctx, GLboolean flag ) { ctx->mvp_with_dp4 = flag; } /** * Prior to drawing anything with glBegin, glDrawArrays, etc. this function * is called to see if it's valid to render. This involves checking that * the current shader is valid and the framebuffer is complete. * If an error is detected it'll be recorded here. * \return GL_TRUE if OK to render, GL_FALSE if not */ GLboolean _mesa_valid_to_render(GLcontext *ctx, const char *where) { if (ctx->Shader.CurrentProgram) { /* using shaders */ if (!ctx->Shader.CurrentProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked), where"); return GL_FALSE; } #if 0 /* not normally enabled */ { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", ctx->Shader.CurrentProgram->Name, errMsg); } } #endif } else { if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(vertex program not valid)", where); return GL_FALSE; } if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(fragment program not valid)", where); return GL_FALSE; } } if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "%s(incomplete framebuffer)", where); return GL_FALSE; } #ifdef DEBUG if (ctx->Shader.Flags & GLSL_LOG) { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; if (shProg) { if (!shProg->_Used) { /* This is the first time this shader is being used. * Append shader's constants/uniforms to log file. */ GLuint i; for (i = 0; i < shProg->NumShaders; i++) { struct gl_shader *sh = shProg->Shaders[i]; if (sh->Type == GL_VERTEX_SHADER) { _mesa_append_uniforms_to_file(sh, &shProg->VertexProgram->Base); } else if (sh->Type == GL_FRAGMENT_SHADER) { _mesa_append_uniforms_to_file(sh, &shProg->FragmentProgram->Base); } } shProg->_Used = GL_TRUE; } } } #endif return GL_TRUE; } /*@}*/