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
_mesa_notifySwapBuffers(struct gl_context * ctx)168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170    if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171       _mesa_debug(ctx, "SwapBuffers\n");
172    FLUSH_CURRENT( ctx, 0 );
173    if (ctx->Driver.Flush) {
174       ctx->Driver.Flush(ctx);
175    }
176 }
177 
178 
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction                            */
181 /**********************************************************************/
182 /*@{*/
183 
184 /**
185  * Allocates a struct gl_config structure and initializes it via
186  * _mesa_initialize_visual().
187  *
188  * \param dbFlag double buffering
189  * \param stereoFlag stereo buffer
190  * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191  * is acceptable but the actual depth type will be GLushort or GLuint as
192  * needed.
193  * \param stencilBits requested minimum bits per stencil buffer value
194  * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195  * of bits per color component in accum buffer.
196  * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197  * \param redBits number of bits per color component in frame buffer for RGB(A)
198  * mode.  We always use 8 in core Mesa though.
199  * \param greenBits same as above.
200  * \param blueBits same as above.
201  * \param alphaBits same as above.
202  * \param numSamples not really used.
203  *
204  * \return pointer to new struct gl_config or NULL if requested parameters
205  * can't be met.
206  *
207  * \note Need to add params for level and numAuxBuffers (at least)
208  */
209 struct gl_config *
_mesa_create_visual(GLboolean dbFlag,GLboolean stereoFlag,GLint redBits,GLint greenBits,GLint blueBits,GLint alphaBits,GLint depthBits,GLint stencilBits,GLint accumRedBits,GLint accumGreenBits,GLint accumBlueBits,GLint accumAlphaBits,GLint numSamples)210 _mesa_create_visual( GLboolean dbFlag,
211                      GLboolean stereoFlag,
212                      GLint redBits,
213                      GLint greenBits,
214                      GLint blueBits,
215                      GLint alphaBits,
216                      GLint depthBits,
217                      GLint stencilBits,
218                      GLint accumRedBits,
219                      GLint accumGreenBits,
220                      GLint accumBlueBits,
221                      GLint accumAlphaBits,
222                      GLint numSamples )
223 {
224    struct gl_config *vis = CALLOC_STRUCT(gl_config);
225    if (vis) {
226       if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227                                    redBits, greenBits, blueBits, alphaBits,
228                                    depthBits, stencilBits,
229                                    accumRedBits, accumGreenBits,
230                                    accumBlueBits, accumAlphaBits,
231                                    numSamples)) {
232          free(vis);
233          return NULL;
234       }
235    }
236    return vis;
237 }
238 
239 
240 /**
241  * Makes some sanity checks and fills in the fields of the struct
242  * gl_config object with the given parameters.  If the caller needs to
243  * set additional fields, he should just probably init the whole
244  * gl_config object himself.
245  *
246  * \return GL_TRUE on success, or GL_FALSE on failure.
247  *
248  * \sa _mesa_create_visual() above for the parameter description.
249  */
250 GLboolean
_mesa_initialize_visual(struct gl_config * vis,GLboolean dbFlag,GLboolean stereoFlag,GLint redBits,GLint greenBits,GLint blueBits,GLint alphaBits,GLint depthBits,GLint stencilBits,GLint accumRedBits,GLint accumGreenBits,GLint accumBlueBits,GLint accumAlphaBits,GLint numSamples)251 _mesa_initialize_visual( struct gl_config *vis,
252                          GLboolean dbFlag,
253                          GLboolean stereoFlag,
254                          GLint redBits,
255                          GLint greenBits,
256                          GLint blueBits,
257                          GLint alphaBits,
258                          GLint depthBits,
259                          GLint stencilBits,
260                          GLint accumRedBits,
261                          GLint accumGreenBits,
262                          GLint accumBlueBits,
263                          GLint accumAlphaBits,
264                          GLint numSamples )
265 {
266    assert(vis);
267 
268    if (depthBits < 0 || depthBits > 32) {
269       return GL_FALSE;
270    }
271    if (stencilBits < 0 || stencilBits > 8) {
272       return GL_FALSE;
273    }
274    assert(accumRedBits >= 0);
275    assert(accumGreenBits >= 0);
276    assert(accumBlueBits >= 0);
277    assert(accumAlphaBits >= 0);
278 
279    vis->rgbMode          = GL_TRUE;
280    vis->doubleBufferMode = dbFlag;
281    vis->stereoMode       = stereoFlag;
282 
283    vis->redBits          = redBits;
284    vis->greenBits        = greenBits;
285    vis->blueBits         = blueBits;
286    vis->alphaBits        = alphaBits;
287    vis->rgbBits          = redBits + greenBits + blueBits;
288 
289    vis->indexBits      = 0;
290    vis->depthBits      = depthBits;
291    vis->stencilBits    = stencilBits;
292 
293    vis->accumRedBits   = accumRedBits;
294    vis->accumGreenBits = accumGreenBits;
295    vis->accumBlueBits  = accumBlueBits;
296    vis->accumAlphaBits = accumAlphaBits;
297 
298    vis->haveAccumBuffer   = accumRedBits > 0;
299    vis->haveDepthBuffer   = depthBits > 0;
300    vis->haveStencilBuffer = stencilBits > 0;
301 
302    vis->numAuxBuffers = 0;
303    vis->level = 0;
304    vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305    vis->samples = numSamples;
306 
307    return GL_TRUE;
308 }
309 
310 
311 /**
312  * Destroy a visual and free its memory.
313  *
314  * \param vis visual.
315  *
316  * Frees the visual structure.
317  */
318 void
_mesa_destroy_visual(struct gl_config * vis)319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321    free(vis);
322 }
323 
324 /*@}*/
325 
326 
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329  *
330  * The purpose of the most initialization functions here is to provide the
331  * default state values according to the OpenGL specification.
332  */
333 /**********************************************************************/
334 /*@{*/
335 
336 
337 /**
338  * This is lame.  gdb only seems to recognize enum types that are
339  * actually used somewhere.  We want to be able to print/use enum
340  * values such as TEXTURE_2D_INDEX in gdb.  But we don't actually use
341  * the gl_texture_index type anywhere.  Thus, this lame function.
342  */
343 static void
dummy_enum_func(void)344 dummy_enum_func(void)
345 {
346    gl_buffer_index bi = BUFFER_FRONT_LEFT;
347    gl_face_index fi = FACE_POS_X;
348    gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349    gl_frag_result fr = FRAG_RESULT_DEPTH;
350    gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351    gl_vert_attrib va = VERT_ATTRIB_POS;
352    gl_vert_result vr = VERT_RESULT_HPOS;
353    gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354    gl_geom_result gr = GEOM_RESULT_POS;
355 
356    (void) bi;
357    (void) fi;
358    (void) fa;
359    (void) fr;
360    (void) ti;
361    (void) va;
362    (void) vr;
363    (void) ga;
364    (void) gr;
365 }
366 
367 
368 /**
369  * One-time initialization mutex lock.
370  *
371  * \sa Used by one_time_init().
372  */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374 
375 
376 
377 /**
378  * Calls all the various one-time-init functions in Mesa.
379  *
380  * While holding a global mutex lock, calls several initialization functions,
381  * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382  * defined.
383  *
384  * \sa _math_init().
385  */
386 static void
one_time_init(struct gl_context * ctx)387 one_time_init( struct gl_context *ctx )
388 {
389    static GLbitfield api_init_mask = 0x0;
390 
391    _glthread_LOCK_MUTEX(OneTimeLock);
392 
393    /* truly one-time init */
394    if (!api_init_mask) {
395       GLuint i;
396 
397       /* do some implementation tests */
398       assert( sizeof(GLbyte) == 1 );
399       assert( sizeof(GLubyte) == 1 );
400       assert( sizeof(GLshort) == 2 );
401       assert( sizeof(GLushort) == 2 );
402       assert( sizeof(GLint) == 4 );
403       assert( sizeof(GLuint) == 4 );
404 
405       _mesa_get_cpu_features();
406 
407       for (i = 0; i < 256; i++) {
408          _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
409       }
410 
411 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
412       if (MESA_VERBOSE != 0) {
413 	 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
414 		     MESA_VERSION_STRING, __DATE__, __TIME__);
415       }
416 #endif
417 
418 #ifdef DEBUG
419       _mesa_test_formats();
420 #endif
421    }
422 
423    /* per-API one-time init */
424    if (!(api_init_mask & (1 << ctx->API))) {
425       _mesa_init_get_hash(ctx);
426 
427       /*
428        * This is fine as ES does not use the remap table, but it may not be
429        * future-proof.  We cannot always initialize the remap table because
430        * when an app is linked to libGLES*, there are not enough dynamic
431        * entries.
432        */
433       if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2)
434          _mesa_init_remap_table();
435    }
436 
437    api_init_mask |= 1 << ctx->API;
438 
439    _glthread_UNLOCK_MUTEX(OneTimeLock);
440 
441    /* Hopefully atexit() is widely available.  If not, we may need some
442     * #ifdef tests here.
443     */
444    atexit(_mesa_destroy_shader_compiler);
445 
446    dummy_enum_func();
447 }
448 
449 
450 /**
451  * Initialize fields of gl_current_attrib (aka ctx->Current.*)
452  */
453 static void
_mesa_init_current(struct gl_context * ctx)454 _mesa_init_current(struct gl_context *ctx)
455 {
456    GLuint i;
457 
458    /* Init all to (0,0,0,1) */
459    for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
460       ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
461    }
462 
463    /* redo special cases: */
464    ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
465    ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
466    ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
467    ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
468    ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
469    ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
470 }
471 
472 
473 /**
474  * Init vertex/fragment/geometry program limits.
475  * Important: drivers should override these with actual limits.
476  */
477 static void
init_program_limits(struct gl_context * ctx,GLenum type,struct gl_program_constants * prog)478 init_program_limits(struct gl_context *ctx, GLenum type,
479                     struct gl_program_constants *prog)
480 {
481    prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
482    prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
483    prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
484    prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
485    prog->MaxTemps = MAX_PROGRAM_TEMPS;
486    prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
487    prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
488    prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
489 
490    switch (type) {
491    case GL_VERTEX_PROGRAM_ARB:
492       prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
493       prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
494       prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
495       prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
496       break;
497    case GL_FRAGMENT_PROGRAM_ARB:
498       prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
499       prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
500       prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
501       prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
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       prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
508       break;
509    default:
510       assert(0 && "Bad program type in init_program_limits()");
511    }
512 
513    /* Set the native limits to zero.  This implies that there is no native
514     * support for shaders.  Let the drivers fill in the actual values.
515     */
516    prog->MaxNativeInstructions = 0;
517    prog->MaxNativeAluInstructions = 0;
518    prog->MaxNativeTexInstructions = 0;
519    prog->MaxNativeTexIndirections = 0;
520    prog->MaxNativeAttribs = 0;
521    prog->MaxNativeTemps = 0;
522    prog->MaxNativeAddressRegs = 0;
523    prog->MaxNativeParameters = 0;
524 
525    /* Set GLSL datatype range/precision info assuming IEEE float values.
526     * Drivers should override these defaults as needed.
527     */
528    prog->MediumFloat.RangeMin = 127;
529    prog->MediumFloat.RangeMax = 127;
530    prog->MediumFloat.Precision = 23;
531    prog->LowFloat = prog->HighFloat = prog->MediumFloat;
532 
533    /* Assume ints are stored as floats for now, since this is the least-common
534     * denominator.  The OpenGL ES spec implies (page 132) that the precision
535     * of integer types should be 0.  Practically speaking, IEEE
536     * single-precision floating point values can only store integers in the
537     * range [-0x01000000, 0x01000000] without loss of precision.
538     */
539    prog->MediumInt.RangeMin = 24;
540    prog->MediumInt.RangeMax = 24;
541    prog->MediumInt.Precision = 0;
542    prog->LowInt = prog->HighInt = prog->MediumInt;
543 
544    prog->MaxUniformBlocks = 12;
545    prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
546                                          ctx->Const.MaxUniformBlockSize / 4 *
547                                          prog->MaxUniformBlocks);
548 }
549 
550 
551 /**
552  * Initialize fields of gl_constants (aka ctx->Const.*).
553  * Use defaults from config.h.  The device drivers will often override
554  * some of these values (such as number of texture units).
555  */
556 static void
_mesa_init_constants(struct gl_context * ctx)557 _mesa_init_constants(struct gl_context *ctx)
558 {
559    assert(ctx);
560 
561    /* Constants, may be overriden (usually only reduced) by device drivers */
562    ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
563    ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
564    ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
565    ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
566    ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
567    ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
568    ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
569    ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
570    ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
571                                      ctx->Const.MaxTextureImageUnits);
572    ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
573    ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
574    ctx->Const.MaxTextureBufferSize = 65536;
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 = 6;
589    ctx->Const.MaxLights = MAX_LIGHTS;
590    ctx->Const.MaxShininess = 128.0;
591    ctx->Const.MaxSpotExponent = 128.0;
592    ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
593    ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
594 
595    /** GL_ARB_uniform_buffer_object */
596    ctx->Const.MaxCombinedUniformBlocks = 36;
597    ctx->Const.MaxUniformBufferBindings = 36;
598    ctx->Const.MaxUniformBlockSize = 16384;
599    ctx->Const.UniformBufferOffsetAlignment = 1;
600 
601 #if FEATURE_ARB_vertex_program
602    init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
603 #endif
604 #if FEATURE_ARB_fragment_program
605    init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
606 #endif
607 #if FEATURE_ARB_geometry_shader4
608    init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
609 #endif
610    ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
611    ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
612 
613    /* CheckArrayBounds is overriden by drivers/x11 for X server */
614    ctx->Const.CheckArrayBounds = GL_FALSE;
615 
616    /* GL_ARB_draw_buffers */
617    ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
618 
619 #if FEATURE_EXT_framebuffer_object
620    ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
621    ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
622 #endif
623 
624 #if FEATURE_ARB_vertex_shader
625    ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
626    ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
627    ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
628 #endif
629 #if FEATURE_ARB_geometry_shader4
630    ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
631    ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
632    ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
633    ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
634    ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
635 #endif
636 
637    /* Shading language version */
638    if (_mesa_is_desktop_gl(ctx)) {
639       ctx->Const.GLSLVersion = 120;
640       _mesa_override_glsl_version(ctx);
641    }
642    else if (ctx->API == API_OPENGLES2) {
643       ctx->Const.GLSLVersion = 100;
644    }
645    else if (ctx->API == API_OPENGLES) {
646       ctx->Const.GLSLVersion = 0; /* GLSL not supported */
647    }
648 
649    /* GL_ARB_framebuffer_object */
650    ctx->Const.MaxSamples = 0;
651 
652    /* GL_ARB_sync */
653    ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
654 
655    /* GL_ATI_envmap_bumpmap */
656    ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
657 
658    /* GL_EXT_provoking_vertex */
659    ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
660 
661    /* GL_EXT_transform_feedback */
662    ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
663    ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
664    ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665    ctx->Const.MaxVertexStreams = 1;
666 
667    /* GL 3.2: hard-coded for now: */
668    ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
669 
670    /** GL_EXT_gpu_shader4 */
671    ctx->Const.MinProgramTexelOffset = -8;
672    ctx->Const.MaxProgramTexelOffset = 7;
673 
674    /* GL_ARB_robustness */
675    ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
676 
677    /* PrimitiveRestart */
678    ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
679 }
680 
681 
682 /**
683  * Do some sanity checks on the limits/constants for the given context.
684  * Only called the first time a context is bound.
685  */
686 static void
check_context_limits(struct gl_context * ctx)687 check_context_limits(struct gl_context *ctx)
688 {
689    /* check that we don't exceed the size of various bitfields */
690    assert(VERT_RESULT_MAX <=
691 	  (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
692    assert(FRAG_ATTRIB_MAX <=
693 	  (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
694 
695    assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
696 
697    /* shader-related checks */
698    assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
699    assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
700 
701    assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
702    assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
703    assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
704    assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
705 
706    /* Texture unit checks */
707    assert(ctx->Const.MaxTextureImageUnits > 0);
708    assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
709    assert(ctx->Const.MaxTextureCoordUnits > 0);
710    assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
711    assert(ctx->Const.MaxTextureUnits > 0);
712    assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
713    assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
714    assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
715                                              ctx->Const.MaxTextureCoordUnits));
716    assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
717    assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
718    assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
719    /* number of coord units cannot be greater than number of image units */
720    assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
721 
722 
723    /* Texture size checks */
724    assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
725    assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
726    assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
727    assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
728 
729    /* Texture level checks */
730    assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
731    assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
732 
733    /* Max texture size should be <= max viewport size (render to texture) */
734    assert((1 << (ctx->Const.MaxTextureLevels - 1))
735           <= ctx->Const.MaxViewportWidth);
736    assert((1 << (ctx->Const.MaxTextureLevels - 1))
737           <= ctx->Const.MaxViewportHeight);
738 
739    assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
740 
741    /* if this fails, add more enum values to gl_buffer_index */
742    assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
743 
744    /* XXX probably add more tests */
745 }
746 
747 
748 /**
749  * Initialize the attribute groups in a GL context.
750  *
751  * \param ctx GL context.
752  *
753  * Initializes all the attributes, calling the respective <tt>init*</tt>
754  * functions for the more complex data structures.
755  */
756 static GLboolean
init_attrib_groups(struct gl_context * ctx)757 init_attrib_groups(struct gl_context *ctx)
758 {
759    assert(ctx);
760 
761    /* Constants */
762    _mesa_init_constants( ctx );
763 
764    /* Extensions */
765    _mesa_init_extensions( ctx );
766 
767    /* Attribute Groups */
768    _mesa_init_accum( ctx );
769    _mesa_init_attrib( ctx );
770    _mesa_init_buffer_objects( ctx );
771    _mesa_init_color( ctx );
772    _mesa_init_current( ctx );
773    _mesa_init_depth( ctx );
774    _mesa_init_debug( ctx );
775    _mesa_init_display_list( ctx );
776    _mesa_init_errors( ctx );
777    _mesa_init_eval( ctx );
778    _mesa_init_fbobjects( ctx );
779    _mesa_init_feedback( ctx );
780    _mesa_init_fog( ctx );
781    _mesa_init_hint( ctx );
782    _mesa_init_line( ctx );
783    _mesa_init_lighting( ctx );
784    _mesa_init_matrix( ctx );
785    _mesa_init_multisample( ctx );
786    _mesa_init_pixel( ctx );
787    _mesa_init_pixelstore( ctx );
788    _mesa_init_point( ctx );
789    _mesa_init_polygon( ctx );
790    _mesa_init_program( ctx );
791    _mesa_init_queryobj( ctx );
792    _mesa_init_sync( ctx );
793    _mesa_init_rastpos( ctx );
794    _mesa_init_scissor( ctx );
795    _mesa_init_shader_state( ctx );
796    _mesa_init_stencil( ctx );
797    _mesa_init_transform( ctx );
798    _mesa_init_transform_feedback( ctx );
799    _mesa_init_varray( ctx );
800    _mesa_init_viewport( ctx );
801 
802    if (!_mesa_init_texture( ctx ))
803       return GL_FALSE;
804 
805    _mesa_init_texture_s3tc( ctx );
806 
807    /* Miscellaneous */
808    ctx->NewState = _NEW_ALL;
809    ctx->NewDriverState = ~0;
810    ctx->ErrorValue = (GLenum) GL_NO_ERROR;
811    ctx->ResetStatus = (GLenum) GL_NO_ERROR;
812    ctx->varying_vp_inputs = VERT_BIT_ALL;
813 
814    return GL_TRUE;
815 }
816 
817 
818 /**
819  * Update default objects in a GL context with respect to shared state.
820  *
821  * \param ctx GL context.
822  *
823  * Removes references to old default objects, (texture objects, program
824  * objects, etc.) and changes to reference those from the current shared
825  * state.
826  */
827 static GLboolean
update_default_objects(struct gl_context * ctx)828 update_default_objects(struct gl_context *ctx)
829 {
830    assert(ctx);
831 
832    _mesa_update_default_objects_program(ctx);
833    _mesa_update_default_objects_texture(ctx);
834    _mesa_update_default_objects_buffer_objects(ctx);
835 
836    return GL_TRUE;
837 }
838 
839 
840 /**
841  * This is the default function we plug into all dispatch table slots
842  * This helps prevents a segfault when someone calls a GL function without
843  * first checking if the extension's supported.
844  */
845 static int
generic_nop(void)846 generic_nop(void)
847 {
848    GET_CURRENT_CONTEXT(ctx);
849    _mesa_error(ctx, GL_INVALID_OPERATION,
850                "unsupported function called "
851                "(unsupported extension or deprecated function?)");
852    return 0;
853 }
854 
855 
856 /**
857  * Allocate and initialize a new dispatch table.
858  */
859 struct _glapi_table *
_mesa_alloc_dispatch_table(int size)860 _mesa_alloc_dispatch_table(int size)
861 {
862    /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
863     * In practice, this'll be the same for stand-alone Mesa.  But for DRI
864     * Mesa we do this to accomodate different versions of libGL and various
865     * DRI drivers.
866     */
867    GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
868    struct _glapi_table *table;
869 
870    /* should never happen, but just in case */
871    numEntries = MAX2(numEntries, size);
872 
873    table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
874    if (table) {
875       _glapi_proc *entry = (_glapi_proc *) table;
876       GLint i;
877       for (i = 0; i < numEntries; i++) {
878          entry[i] = (_glapi_proc) generic_nop;
879       }
880    }
881    return table;
882 }
883 
884 
885 /**
886  * Initialize a struct gl_context struct (rendering context).
887  *
888  * This includes allocating all the other structs and arrays which hang off of
889  * the context by pointers.
890  * Note that the driver needs to pass in its dd_function_table here since
891  * we need to at least call driverFunctions->NewTextureObject to create the
892  * default texture objects.
893  *
894  * Called by _mesa_create_context().
895  *
896  * Performs the imports and exports callback tables initialization, and
897  * miscellaneous one-time initializations. If no shared context is supplied one
898  * is allocated, and increase its reference count.  Setups the GL API dispatch
899  * tables.  Initialize the TNL module. Sets the maximum Z buffer depth.
900  * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
901  * for debug flags.
902  *
903  * \param ctx the context to initialize
904  * \param api the GL API type to create the context for
905  * \param visual describes the visual attributes for this context
906  * \param share_list points to context to share textures, display lists,
907  *        etc with, or NULL
908  * \param driverFunctions table of device driver functions for this context
909  *        to use
910  * \param driverContext pointer to driver-specific context data
911  */
912 GLboolean
_mesa_initialize_context(struct gl_context * ctx,gl_api api,const struct gl_config * visual,struct gl_context * share_list,const struct dd_function_table * driverFunctions,void * driverContext)913 _mesa_initialize_context(struct gl_context *ctx,
914                          gl_api api,
915                          const struct gl_config *visual,
916                          struct gl_context *share_list,
917                          const struct dd_function_table *driverFunctions,
918                          void *driverContext)
919 {
920    struct gl_shared_state *shared;
921    int i;
922 
923    /*ASSERT(driverContext);*/
924    assert(driverFunctions->NewTextureObject);
925    assert(driverFunctions->FreeTextureImageBuffer);
926 
927    ctx->API = api;
928    ctx->Visual = *visual;
929    ctx->DrawBuffer = NULL;
930    ctx->ReadBuffer = NULL;
931    ctx->WinSysDrawBuffer = NULL;
932    ctx->WinSysReadBuffer = NULL;
933 
934    /* misc one-time initializations */
935    one_time_init(ctx);
936 
937    /* Plug in driver functions and context pointer here.
938     * This is important because when we call alloc_shared_state() below
939     * we'll call ctx->Driver.NewTextureObject() to create the default
940     * textures.
941     */
942    ctx->Driver = *driverFunctions;
943    ctx->DriverCtx = driverContext;
944 
945    if (share_list) {
946       /* share state with another context */
947       shared = share_list->Shared;
948    }
949    else {
950       /* allocate new, unshared state */
951       shared = _mesa_alloc_shared_state(ctx);
952       if (!shared)
953          return GL_FALSE;
954    }
955 
956    _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
957 
958    if (!init_attrib_groups( ctx )) {
959       _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
960       return GL_FALSE;
961    }
962 
963 #if FEATURE_dispatch
964    /* setup the API dispatch tables */
965    switch (ctx->API) {
966 #if FEATURE_GL || FEATURE_ES2
967    case API_OPENGL:
968    case API_OPENGL_CORE:
969    case API_OPENGLES2:
970       ctx->Exec = _mesa_create_exec_table(ctx);
971       break;
972 #endif
973 #if FEATURE_ES1
974    case API_OPENGLES:
975       ctx->Exec = _mesa_create_exec_table_es1();
976       break;
977 #endif
978    default:
979       _mesa_problem(ctx, "unknown or unsupported API");
980       break;
981    }
982 
983    if (!ctx->Exec) {
984       _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
985       return GL_FALSE;
986    }
987 #endif
988    ctx->CurrentDispatch = ctx->Exec;
989 
990    ctx->FragmentProgram._MaintainTexEnvProgram
991       = (_mesa_getenv("MESA_TEX_PROG") != NULL);
992 
993    ctx->VertexProgram._MaintainTnlProgram
994       = (_mesa_getenv("MESA_TNL_PROG") != NULL);
995    if (ctx->VertexProgram._MaintainTnlProgram) {
996       /* this is required... */
997       ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
998    }
999 
1000    /* Mesa core handles all the formats that mesa core knows about.
1001     * Drivers will want to override this list with just the formats
1002     * they can handle, and confirm that appropriate fallbacks exist in
1003     * _mesa_choose_tex_format().
1004     */
1005    memset(&ctx->TextureFormatSupported, GL_TRUE,
1006 	  sizeof(ctx->TextureFormatSupported));
1007 
1008    switch (ctx->API) {
1009    case API_OPENGL:
1010 #if FEATURE_dlist
1011       ctx->Save = _mesa_create_save_table(ctx);
1012       if (!ctx->Save) {
1013          _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1014 	 free(ctx->Exec);
1015 	 return GL_FALSE;
1016       }
1017 
1018       _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1019 #endif
1020    case API_OPENGL_CORE:
1021       break;
1022    case API_OPENGLES:
1023       /**
1024        * GL_OES_texture_cube_map says
1025        * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1026        */
1027       for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1028 	 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1029 	 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1030 	 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1031 	 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1032 	 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1033 	 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1034 	 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1035       }
1036       break;
1037    case API_OPENGLES2:
1038       ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1039       ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1040       ctx->Point.PointSprite = GL_TRUE;  /* always on for ES 2.x */
1041       break;
1042    }
1043 
1044    ctx->FirstTimeCurrent = GL_TRUE;
1045 
1046    return GL_TRUE;
1047 }
1048 
1049 
1050 /**
1051  * Allocate and initialize a struct gl_context structure.
1052  * Note that the driver needs to pass in its dd_function_table here since
1053  * we need to at least call driverFunctions->NewTextureObject to initialize
1054  * the rendering context.
1055  *
1056  * \param api the GL API type to create the context for
1057  * \param visual a struct gl_config pointer (we copy the struct contents)
1058  * \param share_list another context to share display lists with or NULL
1059  * \param driverFunctions points to the dd_function_table into which the
1060  *        driver has plugged in all its special functions.
1061  * \param driverContext points to the device driver's private context state
1062  *
1063  * \return pointer to a new __struct gl_contextRec or NULL if error.
1064  */
1065 struct gl_context *
_mesa_create_context(gl_api api,const struct gl_config * visual,struct gl_context * share_list,const struct dd_function_table * driverFunctions,void * driverContext)1066 _mesa_create_context(gl_api api,
1067                      const struct gl_config *visual,
1068                      struct gl_context *share_list,
1069                      const struct dd_function_table *driverFunctions,
1070                      void *driverContext)
1071 {
1072    struct gl_context *ctx;
1073 
1074    ASSERT(visual);
1075    /*ASSERT(driverContext);*/
1076 
1077    ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1078    if (!ctx)
1079       return NULL;
1080 
1081    if (_mesa_initialize_context(ctx, api, visual, share_list,
1082                                 driverFunctions, driverContext)) {
1083       return ctx;
1084    }
1085    else {
1086       free(ctx);
1087       return NULL;
1088    }
1089 }
1090 
1091 
1092 /**
1093  * Free the data associated with the given context.
1094  *
1095  * But doesn't free the struct gl_context struct itself.
1096  *
1097  * \sa _mesa_initialize_context() and init_attrib_groups().
1098  */
1099 void
_mesa_free_context_data(struct gl_context * ctx)1100 _mesa_free_context_data( struct gl_context *ctx )
1101 {
1102    if (!_mesa_get_current_context()){
1103       /* No current context, but we may need one in order to delete
1104        * texture objs, etc.  So temporarily bind the context now.
1105        */
1106       _mesa_make_current(ctx, NULL, NULL);
1107    }
1108 
1109    /* unreference WinSysDraw/Read buffers */
1110    _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1111    _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1112    _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1113    _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1114 
1115    _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1116    _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1117    _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1118 
1119    _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1120    _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1121    _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1122 
1123    _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1124    _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1125 
1126    _mesa_free_attrib_data(ctx);
1127    _mesa_free_buffer_objects(ctx);
1128    _mesa_free_lighting_data( ctx );
1129    _mesa_free_eval_data( ctx );
1130    _mesa_free_texture_data( ctx );
1131    _mesa_free_matrix_data( ctx );
1132    _mesa_free_viewport_data( ctx );
1133    _mesa_free_program_data(ctx);
1134    _mesa_free_shader_state(ctx);
1135    _mesa_free_queryobj_data(ctx);
1136    _mesa_free_sync_data(ctx);
1137    _mesa_free_varray_data(ctx);
1138    _mesa_free_transform_feedback(ctx);
1139 
1140 #if FEATURE_ARB_pixel_buffer_object
1141    _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1142    _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1143    _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1144 #endif
1145 
1146    _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1147 
1148    /* free dispatch tables */
1149    free(ctx->Exec);
1150    free(ctx->Save);
1151 
1152    /* Shared context state (display lists, textures, etc) */
1153    _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1154 
1155    /* needs to be after freeing shared state */
1156    _mesa_free_display_list_data(ctx);
1157 
1158    _mesa_free_errors_data(ctx);
1159 
1160    if (ctx->Extensions.String)
1161       free((void *) ctx->Extensions.String);
1162 
1163    if (ctx->VersionString)
1164       free(ctx->VersionString);
1165 
1166    /* unbind the context if it's currently bound */
1167    if (ctx == _mesa_get_current_context()) {
1168       _mesa_make_current(NULL, NULL, NULL);
1169    }
1170 }
1171 
1172 
1173 /**
1174  * Destroy a struct gl_context structure.
1175  *
1176  * \param ctx GL context.
1177  *
1178  * Calls _mesa_free_context_data() and frees the gl_context object itself.
1179  */
1180 void
_mesa_destroy_context(struct gl_context * ctx)1181 _mesa_destroy_context( struct gl_context *ctx )
1182 {
1183    if (ctx) {
1184       _mesa_free_context_data(ctx);
1185       free( (void *) ctx );
1186    }
1187 }
1188 
1189 
1190 #if _HAVE_FULL_GL
1191 /**
1192  * Copy attribute groups from one context to another.
1193  *
1194  * \param src source context
1195  * \param dst destination context
1196  * \param mask bitwise OR of GL_*_BIT flags
1197  *
1198  * According to the bits specified in \p mask, copies the corresponding
1199  * attributes from \p src into \p dst.  For many of the attributes a simple \c
1200  * memcpy is not enough due to the existence of internal pointers in their data
1201  * structures.
1202  */
1203 void
_mesa_copy_context(const struct gl_context * src,struct gl_context * dst,GLuint mask)1204 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1205                     GLuint mask )
1206 {
1207    if (mask & GL_ACCUM_BUFFER_BIT) {
1208       /* OK to memcpy */
1209       dst->Accum = src->Accum;
1210    }
1211    if (mask & GL_COLOR_BUFFER_BIT) {
1212       /* OK to memcpy */
1213       dst->Color = src->Color;
1214    }
1215    if (mask & GL_CURRENT_BIT) {
1216       /* OK to memcpy */
1217       dst->Current = src->Current;
1218    }
1219    if (mask & GL_DEPTH_BUFFER_BIT) {
1220       /* OK to memcpy */
1221       dst->Depth = src->Depth;
1222    }
1223    if (mask & GL_ENABLE_BIT) {
1224       /* no op */
1225    }
1226    if (mask & GL_EVAL_BIT) {
1227       /* OK to memcpy */
1228       dst->Eval = src->Eval;
1229    }
1230    if (mask & GL_FOG_BIT) {
1231       /* OK to memcpy */
1232       dst->Fog = src->Fog;
1233    }
1234    if (mask & GL_HINT_BIT) {
1235       /* OK to memcpy */
1236       dst->Hint = src->Hint;
1237    }
1238    if (mask & GL_LIGHTING_BIT) {
1239       GLuint i;
1240       /* begin with memcpy */
1241       dst->Light = src->Light;
1242       /* fixup linked lists to prevent pointer insanity */
1243       make_empty_list( &(dst->Light.EnabledList) );
1244       for (i = 0; i < MAX_LIGHTS; i++) {
1245          if (dst->Light.Light[i].Enabled) {
1246             insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1247          }
1248       }
1249    }
1250    if (mask & GL_LINE_BIT) {
1251       /* OK to memcpy */
1252       dst->Line = src->Line;
1253    }
1254    if (mask & GL_LIST_BIT) {
1255       /* OK to memcpy */
1256       dst->List = src->List;
1257    }
1258    if (mask & GL_PIXEL_MODE_BIT) {
1259       /* OK to memcpy */
1260       dst->Pixel = src->Pixel;
1261    }
1262    if (mask & GL_POINT_BIT) {
1263       /* OK to memcpy */
1264       dst->Point = src->Point;
1265    }
1266    if (mask & GL_POLYGON_BIT) {
1267       /* OK to memcpy */
1268       dst->Polygon = src->Polygon;
1269    }
1270    if (mask & GL_POLYGON_STIPPLE_BIT) {
1271       /* Use loop instead of memcpy due to problem with Portland Group's
1272        * C compiler.  Reported by John Stone.
1273        */
1274       GLuint i;
1275       for (i = 0; i < 32; i++) {
1276          dst->PolygonStipple[i] = src->PolygonStipple[i];
1277       }
1278    }
1279    if (mask & GL_SCISSOR_BIT) {
1280       /* OK to memcpy */
1281       dst->Scissor = src->Scissor;
1282    }
1283    if (mask & GL_STENCIL_BUFFER_BIT) {
1284       /* OK to memcpy */
1285       dst->Stencil = src->Stencil;
1286    }
1287    if (mask & GL_TEXTURE_BIT) {
1288       /* Cannot memcpy because of pointers */
1289       _mesa_copy_texture_state(src, dst);
1290    }
1291    if (mask & GL_TRANSFORM_BIT) {
1292       /* OK to memcpy */
1293       dst->Transform = src->Transform;
1294    }
1295    if (mask & GL_VIEWPORT_BIT) {
1296       /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1297       dst->Viewport.X = src->Viewport.X;
1298       dst->Viewport.Y = src->Viewport.Y;
1299       dst->Viewport.Width = src->Viewport.Width;
1300       dst->Viewport.Height = src->Viewport.Height;
1301       dst->Viewport.Near = src->Viewport.Near;
1302       dst->Viewport.Far = src->Viewport.Far;
1303       _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1304    }
1305 
1306    /* XXX FIXME:  Call callbacks?
1307     */
1308    dst->NewState = _NEW_ALL;
1309    dst->NewDriverState = ~0;
1310 }
1311 #endif
1312 
1313 
1314 /**
1315  * Check if the given context can render into the given framebuffer
1316  * by checking visual attributes.
1317  *
1318  * Most of these tests could go away because Mesa is now pretty flexible
1319  * in terms of mixing rendering contexts with framebuffers.  As long
1320  * as RGB vs. CI mode agree, we're probably good.
1321  *
1322  * \return GL_TRUE if compatible, GL_FALSE otherwise.
1323  */
1324 static GLboolean
check_compatible(const struct gl_context * ctx,const struct gl_framebuffer * buffer)1325 check_compatible(const struct gl_context *ctx,
1326                  const struct gl_framebuffer *buffer)
1327 {
1328    const struct gl_config *ctxvis = &ctx->Visual;
1329    const struct gl_config *bufvis = &buffer->Visual;
1330 
1331    if (buffer == _mesa_get_incomplete_framebuffer())
1332       return GL_TRUE;
1333 
1334 #if 0
1335    /* disabling this fixes the fgl_glxgears pbuffer demo */
1336    if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1337       return GL_FALSE;
1338 #endif
1339    if (ctxvis->stereoMode && !bufvis->stereoMode)
1340       return GL_FALSE;
1341    if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1342       return GL_FALSE;
1343    if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1344       return GL_FALSE;
1345    if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1346       return GL_FALSE;
1347    if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1348       return GL_FALSE;
1349    if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1350       return GL_FALSE;
1351    if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1352       return GL_FALSE;
1353 #if 0
1354    /* disabled (see bug 11161) */
1355    if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1356       return GL_FALSE;
1357 #endif
1358    if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1359       return GL_FALSE;
1360 
1361    return GL_TRUE;
1362 }
1363 
1364 
1365 /**
1366  * Do one-time initialization for the given framebuffer.  Specifically,
1367  * ask the driver for the window's current size and update the framebuffer
1368  * object to match.
1369  * Really, the device driver should totally take care of this.
1370  */
1371 static void
initialize_framebuffer_size(struct gl_context * ctx,struct gl_framebuffer * fb)1372 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1373 {
1374    GLuint width, height;
1375    if (ctx->Driver.GetBufferSize) {
1376       ctx->Driver.GetBufferSize(fb, &width, &height);
1377       if (ctx->Driver.ResizeBuffers)
1378          ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1379       fb->Initialized = GL_TRUE;
1380    }
1381 }
1382 
1383 
1384 /**
1385  * Check if the viewport/scissor size has not yet been initialized.
1386  * Initialize the size if the given width and height are non-zero.
1387  */
1388 void
_mesa_check_init_viewport(struct gl_context * ctx,GLuint width,GLuint height)1389 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1390 {
1391    if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1392       /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1393        * potential infinite recursion.
1394        */
1395       ctx->ViewportInitialized = GL_TRUE;
1396       _mesa_set_viewport(ctx, 0, 0, width, height);
1397       _mesa_set_scissor(ctx, 0, 0, width, height);
1398    }
1399 }
1400 
1401 
1402 /**
1403  * Bind the given context to the given drawBuffer and readBuffer and
1404  * make it the current context for the calling thread.
1405  * We'll render into the drawBuffer and read pixels from the
1406  * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1407  *
1408  * We check that the context's and framebuffer's visuals are compatible
1409  * and return immediately if they're not.
1410  *
1411  * \param newCtx  the new GL context. If NULL then there will be no current GL
1412  *                context.
1413  * \param drawBuffer  the drawing framebuffer
1414  * \param readBuffer  the reading framebuffer
1415  */
1416 GLboolean
_mesa_make_current(struct gl_context * newCtx,struct gl_framebuffer * drawBuffer,struct gl_framebuffer * readBuffer)1417 _mesa_make_current( struct gl_context *newCtx,
1418                     struct gl_framebuffer *drawBuffer,
1419                     struct gl_framebuffer *readBuffer )
1420 {
1421    GET_CURRENT_CONTEXT(curCtx);
1422 
1423    if (MESA_VERBOSE & VERBOSE_API)
1424       _mesa_debug(newCtx, "_mesa_make_current()\n");
1425 
1426    /* Check that the context's and framebuffer's visuals are compatible.
1427     */
1428    if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1429       if (!check_compatible(newCtx, drawBuffer)) {
1430          _mesa_warning(newCtx,
1431               "MakeCurrent: incompatible visuals for context and drawbuffer");
1432          return GL_FALSE;
1433       }
1434    }
1435    if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1436       if (!check_compatible(newCtx, readBuffer)) {
1437          _mesa_warning(newCtx,
1438               "MakeCurrent: incompatible visuals for context and readbuffer");
1439          return GL_FALSE;
1440       }
1441    }
1442 
1443    if (curCtx &&
1444       (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1445        /* make sure this context is valid for flushing */
1446       curCtx != newCtx)
1447       _mesa_flush(curCtx);
1448 
1449    /* We used to call _glapi_check_multithread() here.  Now do it in drivers */
1450    _glapi_set_context((void *) newCtx);
1451    ASSERT(_mesa_get_current_context() == newCtx);
1452 
1453    if (!newCtx) {
1454       _glapi_set_dispatch(NULL);  /* none current */
1455    }
1456    else {
1457       _glapi_set_dispatch(newCtx->CurrentDispatch);
1458 
1459       if (drawBuffer && readBuffer) {
1460          ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1461          ASSERT(_mesa_is_winsys_fbo(readBuffer));
1462          _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1463          _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1464 
1465          /*
1466           * Only set the context's Draw/ReadBuffer fields if they're NULL
1467           * or not bound to a user-created FBO.
1468           */
1469          if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1470             _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1471             /* Update the FBO's list of drawbuffers/renderbuffers.
1472              * For winsys FBOs this comes from the GL state (which may have
1473              * changed since the last time this FBO was bound).
1474              */
1475             _mesa_update_draw_buffers(newCtx);
1476          }
1477          if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1478             _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1479          }
1480 
1481          /* XXX only set this flag if we're really changing the draw/read
1482           * framebuffer bindings.
1483           */
1484 	 newCtx->NewState |= _NEW_BUFFERS;
1485 
1486 #if 1
1487          /* We want to get rid of these lines: */
1488 
1489 #if _HAVE_FULL_GL
1490          if (!drawBuffer->Initialized) {
1491             initialize_framebuffer_size(newCtx, drawBuffer);
1492          }
1493          if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1494             initialize_framebuffer_size(newCtx, readBuffer);
1495          }
1496 
1497 	 _mesa_resizebuffers(newCtx);
1498 #endif
1499 
1500 #else
1501          /* We want the drawBuffer and readBuffer to be initialized by
1502           * the driver.
1503           * This generally means the Width and Height match the actual
1504           * window size and the renderbuffers (both hardware and software
1505           * based) are allocated to match.  The later can generally be
1506           * done with a call to _mesa_resize_framebuffer().
1507           *
1508           * It's theoretically possible for a buffer to have zero width
1509           * or height, but for now, assert check that the driver did what's
1510           * expected of it.
1511           */
1512          ASSERT(drawBuffer->Width > 0);
1513          ASSERT(drawBuffer->Height > 0);
1514 #endif
1515 
1516          if (drawBuffer) {
1517             _mesa_check_init_viewport(newCtx,
1518                                       drawBuffer->Width, drawBuffer->Height);
1519          }
1520       }
1521 
1522       if (newCtx->FirstTimeCurrent) {
1523          _mesa_compute_version(newCtx);
1524 
1525          newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1526 
1527          check_context_limits(newCtx);
1528 
1529          /* We can use this to help debug user's problems.  Tell them to set
1530           * the MESA_INFO env variable before running their app.  Then the
1531           * first time each context is made current we'll print some useful
1532           * information.
1533           */
1534 	 if (_mesa_getenv("MESA_INFO")) {
1535 	    _mesa_print_info();
1536 	 }
1537 
1538 	 newCtx->FirstTimeCurrent = GL_FALSE;
1539       }
1540    }
1541 
1542    return GL_TRUE;
1543 }
1544 
1545 
1546 /**
1547  * Make context 'ctx' share the display lists, textures and programs
1548  * that are associated with 'ctxToShare'.
1549  * Any display lists, textures or programs associated with 'ctx' will
1550  * be deleted if nobody else is sharing them.
1551  */
1552 GLboolean
_mesa_share_state(struct gl_context * ctx,struct gl_context * ctxToShare)1553 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1554 {
1555    if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1556       struct gl_shared_state *oldShared = NULL;
1557 
1558       /* save ref to old state to prevent it from being deleted immediately */
1559       _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1560 
1561       /* update ctx's Shared pointer */
1562       _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1563 
1564       update_default_objects(ctx);
1565 
1566       /* release the old shared state */
1567       _mesa_reference_shared_state(ctx, &oldShared, NULL);
1568 
1569       return GL_TRUE;
1570    }
1571    else {
1572       return GL_FALSE;
1573    }
1574 }
1575 
1576 
1577 
1578 /**
1579  * \return pointer to the current GL context for this thread.
1580  *
1581  * Calls _glapi_get_context(). This isn't the fastest way to get the current
1582  * context.  If you need speed, see the #GET_CURRENT_CONTEXT macro in
1583  * context.h.
1584  */
1585 struct gl_context *
_mesa_get_current_context(void)1586 _mesa_get_current_context( void )
1587 {
1588    return (struct gl_context *) _glapi_get_context();
1589 }
1590 
1591 
1592 /**
1593  * Get context's current API dispatch table.
1594  *
1595  * It'll either be the immediate-mode execute dispatcher or the display list
1596  * compile dispatcher.
1597  *
1598  * \param ctx GL context.
1599  *
1600  * \return pointer to dispatch_table.
1601  *
1602  * Simply returns __struct gl_contextRec::CurrentDispatch.
1603  */
1604 struct _glapi_table *
_mesa_get_dispatch(struct gl_context * ctx)1605 _mesa_get_dispatch(struct gl_context *ctx)
1606 {
1607    return ctx->CurrentDispatch;
1608 }
1609 
1610 /*@}*/
1611 
1612 
1613 /**********************************************************************/
1614 /** \name Miscellaneous functions                                     */
1615 /**********************************************************************/
1616 /*@{*/
1617 
1618 /**
1619  * Record an error.
1620  *
1621  * \param ctx GL context.
1622  * \param error error code.
1623  *
1624  * Records the given error code and call the driver's dd_function_table::Error
1625  * function if defined.
1626  *
1627  * \sa
1628  * This is called via _mesa_error().
1629  */
1630 void
_mesa_record_error(struct gl_context * ctx,GLenum error)1631 _mesa_record_error(struct gl_context *ctx, GLenum error)
1632 {
1633    if (!ctx)
1634       return;
1635 
1636    if (ctx->ErrorValue == GL_NO_ERROR) {
1637       ctx->ErrorValue = error;
1638    }
1639 
1640    /* Call device driver's error handler, if any.  This is used on the Mac. */
1641    if (ctx->Driver.Error) {
1642       ctx->Driver.Error(ctx);
1643    }
1644 }
1645 
1646 
1647 /**
1648  * Flush commands and wait for completion.
1649  */
1650 void
_mesa_finish(struct gl_context * ctx)1651 _mesa_finish(struct gl_context *ctx)
1652 {
1653    FLUSH_VERTICES( ctx, 0 );
1654    FLUSH_CURRENT( ctx, 0 );
1655    if (ctx->Driver.Finish) {
1656       ctx->Driver.Finish(ctx);
1657    }
1658 }
1659 
1660 
1661 /**
1662  * Flush commands.
1663  */
1664 void
_mesa_flush(struct gl_context * ctx)1665 _mesa_flush(struct gl_context *ctx)
1666 {
1667    FLUSH_VERTICES( ctx, 0 );
1668    FLUSH_CURRENT( ctx, 0 );
1669    if (ctx->Driver.Flush) {
1670       ctx->Driver.Flush(ctx);
1671    }
1672 }
1673 
1674 
1675 
1676 /**
1677  * Execute glFinish().
1678  *
1679  * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1680  * dd_function_table::Finish driver callback, if not NULL.
1681  */
1682 void GLAPIENTRY
_mesa_Finish(void)1683 _mesa_Finish(void)
1684 {
1685    GET_CURRENT_CONTEXT(ctx);
1686    ASSERT_OUTSIDE_BEGIN_END(ctx);
1687    _mesa_finish(ctx);
1688 }
1689 
1690 
1691 /**
1692  * Execute glFlush().
1693  *
1694  * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1695  * dd_function_table::Flush driver callback, if not NULL.
1696  */
1697 void GLAPIENTRY
_mesa_Flush(void)1698 _mesa_Flush(void)
1699 {
1700    GET_CURRENT_CONTEXT(ctx);
1701    ASSERT_OUTSIDE_BEGIN_END(ctx);
1702    _mesa_flush(ctx);
1703 }
1704 
1705 
1706 /**
1707  * Set mvp_with_dp4 flag.  If a driver has a preference for DP4 over
1708  * MUL/MAD, or vice versa, call this function to register that.
1709  * Otherwise we default to MUL/MAD.
1710  */
1711 void
_mesa_set_mvp_with_dp4(struct gl_context * ctx,GLboolean flag)1712 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1713                         GLboolean flag )
1714 {
1715    ctx->mvp_with_dp4 = flag;
1716 }
1717 
1718 /*
1719  * ARB_blend_func_extended - ERRORS section
1720  * "The error INVALID_OPERATION is generated by Begin or any procedure that
1721  *  implicitly calls Begin if any draw buffer has a blend function requiring the
1722  *  second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1723  *  ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1724  *  the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1725  */
1726 static GLboolean
_mesa_check_blend_func_error(struct gl_context * ctx)1727 _mesa_check_blend_func_error(struct gl_context *ctx)
1728 {
1729    GLuint i;
1730    for (i = ctx->Const.MaxDualSourceDrawBuffers;
1731 	i < ctx->DrawBuffer->_NumColorDrawBuffers;
1732 	i++) {
1733       if (ctx->Color.Blend[i]._UsesDualSrc) {
1734 	 _mesa_error(ctx, GL_INVALID_OPERATION,
1735 		     "dual source blend on illegal attachment");
1736 	 return GL_FALSE;
1737       }
1738    }
1739    return GL_TRUE;
1740 }
1741 
1742 /**
1743  * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1744  * is called to see if it's valid to render.  This involves checking that
1745  * the current shader is valid and the framebuffer is complete.
1746  * If an error is detected it'll be recorded here.
1747  * \return GL_TRUE if OK to render, GL_FALSE if not
1748  */
1749 GLboolean
_mesa_valid_to_render(struct gl_context * ctx,const char * where)1750 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1751 {
1752    bool vert_from_glsl_shader = false;
1753    bool geom_from_glsl_shader = false;
1754    bool frag_from_glsl_shader = false;
1755 
1756    /* This depends on having up to date derived state (shaders) */
1757    if (ctx->NewState)
1758       _mesa_update_state(ctx);
1759 
1760    if (ctx->Shader.CurrentVertexProgram) {
1761       vert_from_glsl_shader = true;
1762 
1763       if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1764          _mesa_error(ctx, GL_INVALID_OPERATION,
1765                      "%s(shader not linked)", where);
1766          return GL_FALSE;
1767       }
1768 #if 0 /* not normally enabled */
1769       {
1770          char errMsg[100];
1771          if (!_mesa_validate_shader_program(ctx,
1772 					    ctx->Shader.CurrentVertexProgram,
1773                                             errMsg)) {
1774             _mesa_warning(ctx, "Shader program %u is invalid: %s",
1775                           ctx->Shader.CurrentVertexProgram->Name, errMsg);
1776          }
1777       }
1778 #endif
1779    }
1780 
1781    if (ctx->Shader.CurrentGeometryProgram) {
1782       geom_from_glsl_shader = true;
1783 
1784       if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1785          _mesa_error(ctx, GL_INVALID_OPERATION,
1786                      "%s(shader not linked)", where);
1787          return GL_FALSE;
1788       }
1789 #if 0 /* not normally enabled */
1790       {
1791          char errMsg[100];
1792          if (!_mesa_validate_shader_program(ctx,
1793 					    ctx->Shader.CurrentGeometryProgram,
1794                                             errMsg)) {
1795             _mesa_warning(ctx, "Shader program %u is invalid: %s",
1796                           ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1797          }
1798       }
1799 #endif
1800    }
1801 
1802    if (ctx->Shader.CurrentFragmentProgram) {
1803       frag_from_glsl_shader = true;
1804 
1805       if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1806          _mesa_error(ctx, GL_INVALID_OPERATION,
1807                      "%s(shader not linked)", where);
1808          return GL_FALSE;
1809       }
1810 #if 0 /* not normally enabled */
1811       {
1812          char errMsg[100];
1813          if (!_mesa_validate_shader_program(ctx,
1814 					    ctx->Shader.CurrentFragmentProgram,
1815                                             errMsg)) {
1816             _mesa_warning(ctx, "Shader program %u is invalid: %s",
1817                           ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1818          }
1819       }
1820 #endif
1821    }
1822 
1823    /* Any shader stages that are not supplied by the GLSL shader and have
1824     * assembly shaders enabled must now be validated.
1825     */
1826    if (!vert_from_glsl_shader
1827        && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1828       _mesa_error(ctx, GL_INVALID_OPERATION,
1829 		  "%s(vertex program not valid)", where);
1830       return GL_FALSE;
1831    }
1832 
1833    /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1834     * FINISHME: geometry program should validated here.
1835     */
1836    (void) geom_from_glsl_shader;
1837 
1838    if (!frag_from_glsl_shader) {
1839       if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1840 	 _mesa_error(ctx, GL_INVALID_OPERATION,
1841 		     "%s(fragment program not valid)", where);
1842 	 return GL_FALSE;
1843       }
1844 
1845       /* If drawing to integer-valued color buffers, there must be an
1846        * active fragment shader (GL_EXT_texture_integer).
1847        */
1848       if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1849          _mesa_error(ctx, GL_INVALID_OPERATION,
1850                      "%s(integer format but no fragment shader)", where);
1851          return GL_FALSE;
1852       }
1853    }
1854 
1855    if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1856       _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1857                   "%s(incomplete framebuffer)", where);
1858       return GL_FALSE;
1859    }
1860 
1861    if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1862       return GL_FALSE;
1863    }
1864 
1865 #ifdef DEBUG
1866    if (ctx->Shader.Flags & GLSL_LOG) {
1867       struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1868       gl_shader_type i;
1869 
1870       shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1871       shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1872       shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1873 
1874       for (i = 0; i < MESA_SHADER_TYPES; i++) {
1875 	 if (shProg[i] == NULL || shProg[i]->_Used
1876 	     || shProg[i]->_LinkedShaders[i] == NULL)
1877 	    continue;
1878 
1879 	 /* This is the first time this shader is being used.
1880 	  * Append shader's constants/uniforms to log file.
1881 	  *
1882 	  * Only log data for the program target that matches the shader
1883 	  * target.  It's possible to have a program bound to the vertex
1884 	  * shader target that also supplied a fragment shader.  If that
1885 	  * program isn't also bound to the fragment shader target we don't
1886 	  * want to log its fragment data.
1887 	  */
1888 	 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1889       }
1890 
1891       for (i = 0; i < MESA_SHADER_TYPES; i++) {
1892 	 if (shProg[i] != NULL)
1893 	    shProg[i]->_Used = GL_TRUE;
1894       }
1895    }
1896 #endif
1897 
1898    return GL_TRUE;
1899 }
1900 
1901 
1902 /*@}*/
1903