2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
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>
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.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
80 #include "mfeatures.h"
87 #if FEATURE_attrib_stack
92 #include "bufferobj.h"
93 #if FEATURE_colortable
103 #if FEATURE_evaluators
107 #include "extensions.h"
108 #include "fbobject.h"
110 #include "feedback.h"
113 #include "framebuffer.h"
115 #if FEATURE_histogram
116 #include "histogram.h"
124 #include "multisample.h"
126 #include "pixelstore.h"
129 #if FEATURE_ARB_occlusion_query
130 #include "queryobj.h"
140 #include "simple_list.h"
143 #include "texcompress.h"
144 #include "teximage.h"
146 #include "texstate.h"
150 #include "viewport.h"
152 #include "glapi/glthread.h"
153 #include "glapi/glapioffsets.h"
154 #include "glapi/glapitable.h"
155 #include "shader/program.h"
156 #include "shader/prog_print.h"
157 #include "shader/shader_api.h"
158 #if FEATURE_ATI_fragment_shader
159 #include "shader/atifragshader.h"
162 #include "math/m_matrix.h"
166 #include "sparc/sparc.h"
170 int MESA_VERBOSE = 0;
173 #ifndef MESA_DEBUG_FLAGS
174 int MESA_DEBUG_FLAGS = 0;
178 /* ubyte -> float conversion */
179 GLfloat _mesa_ubyte_to_float_color_tab[256];
184 * Swap buffers notification callback.
186 * \param ctx GL context.
188 * Called by window system just before swapping buffers.
189 * We have to finish any pending rendering.
192 _mesa_notifySwapBuffers(__GLcontext *ctx)
194 FLUSH_CURRENT( ctx, 0 );
195 if (ctx->Driver.Flush) {
196 ctx->Driver.Flush(ctx);
201 /**********************************************************************/
202 /** \name GL Visual allocation/destruction */
203 /**********************************************************************/
207 * Allocates a GLvisual structure and initializes it via
208 * _mesa_initialize_visual().
210 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
211 * \param dbFlag double buffering
212 * \param stereoFlag stereo buffer
213 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
214 * is acceptable but the actual depth type will be GLushort or GLuint as
216 * \param stencilBits requested minimum bits per stencil buffer value
217 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
218 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
219 * \param redBits number of bits per color component in frame buffer for RGB(A)
220 * mode. We always use 8 in core Mesa though.
221 * \param greenBits same as above.
222 * \param blueBits same as above.
223 * \param alphaBits same as above.
224 * \param numSamples not really used.
226 * \return pointer to new GLvisual or NULL if requested parameters can't be
229 * \note Need to add params for level and numAuxBuffers (at least)
232 _mesa_create_visual( GLboolean rgbFlag,
234 GLboolean stereoFlag,
243 GLint accumGreenBits,
245 GLint accumAlphaBits,
248 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
250 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
251 redBits, greenBits, blueBits, alphaBits,
252 indexBits, depthBits, stencilBits,
253 accumRedBits, accumGreenBits,
254 accumBlueBits, accumAlphaBits,
264 * Makes some sanity checks and fills in the fields of the
265 * GLvisual object with the given parameters. If the caller needs
266 * to set additional fields, he should just probably init the whole GLvisual
268 * \return GL_TRUE on success, or GL_FALSE on failure.
270 * \sa _mesa_create_visual() above for the parameter description.
273 _mesa_initialize_visual( GLvisual *vis,
276 GLboolean stereoFlag,
285 GLint accumGreenBits,
287 GLint accumAlphaBits,
292 if (depthBits < 0 || depthBits > 32) {
295 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
298 assert(accumRedBits >= 0);
299 assert(accumGreenBits >= 0);
300 assert(accumBlueBits >= 0);
301 assert(accumAlphaBits >= 0);
303 vis->rgbMode = rgbFlag;
304 vis->doubleBufferMode = dbFlag;
305 vis->stereoMode = stereoFlag;
307 vis->redBits = redBits;
308 vis->greenBits = greenBits;
309 vis->blueBits = blueBits;
310 vis->alphaBits = alphaBits;
311 vis->rgbBits = redBits + greenBits + blueBits;
313 vis->indexBits = indexBits;
314 vis->depthBits = depthBits;
315 vis->stencilBits = stencilBits;
317 vis->accumRedBits = accumRedBits;
318 vis->accumGreenBits = accumGreenBits;
319 vis->accumBlueBits = accumBlueBits;
320 vis->accumAlphaBits = accumAlphaBits;
322 vis->haveAccumBuffer = accumRedBits > 0;
323 vis->haveDepthBuffer = depthBits > 0;
324 vis->haveStencilBuffer = stencilBits > 0;
326 vis->numAuxBuffers = 0;
329 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
330 vis->samples = numSamples;
337 * Destroy a visual and free its memory.
341 * Frees the visual structure.
344 _mesa_destroy_visual( GLvisual *vis )
352 /**********************************************************************/
353 /** \name Context allocation, initialization, destroying
355 * The purpose of the most initialization functions here is to provide the
356 * default state values according to the OpenGL specification.
358 /**********************************************************************/
363 * This is lame. gdb only seems to recognize enum types that are
364 * actually used somewhere. We want to be able to print/use enum
365 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
366 * the gl_texture_index type anywhere. Thus, this lame function.
369 dummy_enum_func(void)
372 gl_colortable_index ci;
392 * One-time initialization mutex lock.
394 * \sa Used by one_time_init().
396 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
399 * Calls all the various one-time-init functions in Mesa.
401 * While holding a global mutex lock, calls several initialization functions,
402 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
408 one_time_init( GLcontext *ctx )
410 static GLboolean alreadyCalled = GL_FALSE;
412 _glthread_LOCK_MUTEX(OneTimeLock);
413 if (!alreadyCalled) {
416 /* do some implementation tests */
417 assert( sizeof(GLbyte) == 1 );
418 assert( sizeof(GLubyte) == 1 );
419 assert( sizeof(GLshort) == 2 );
420 assert( sizeof(GLushort) == 2 );
421 assert( sizeof(GLint) == 4 );
422 assert( sizeof(GLuint) == 4 );
424 _mesa_get_cpu_features();
426 _mesa_init_sqrt_table();
428 for (i = 0; i < 256; i++) {
429 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
432 if (_mesa_getenv("MESA_DEBUG")) {
433 _glapi_noop_enable_warnings(GL_TRUE);
434 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
437 _glapi_noop_enable_warnings(GL_FALSE);
440 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
441 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
442 MESA_VERSION_STRING, __DATE__, __TIME__);
445 alreadyCalled = GL_TRUE;
447 _glthread_UNLOCK_MUTEX(OneTimeLock);
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
457 _mesa_init_current(GLcontext *ctx)
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
477 * Init vertex/fragment program limits.
478 * Important: drivers should override these with actual limits.
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
492 if (type == GL_VERTEX_PROGRAM_ARB) {
493 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
494 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
495 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
498 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
499 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
500 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 /* Set the native limits to zero. This implies that there is no native
504 * support for shaders. Let the drivers fill in the actual values.
506 prog->MaxNativeInstructions = 0;
507 prog->MaxNativeAluInstructions = 0;
508 prog->MaxNativeTexInstructions = 0;
509 prog->MaxNativeTexIndirections = 0;
510 prog->MaxNativeAttribs = 0;
511 prog->MaxNativeTemps = 0;
512 prog->MaxNativeAddressRegs = 0;
513 prog->MaxNativeParameters = 0;
518 * Initialize fields of gl_constants (aka ctx->Const.*).
519 * Use defaults from config.h. The device drivers will often override
520 * some of these values (such as number of texture units).
523 _mesa_init_constants(GLcontext *ctx)
527 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
528 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
530 /* Max texture size should be <= max viewport size (render to texture) */
531 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
533 /* Constants, may be overriden (usually only reduced) by device drivers */
534 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
535 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
536 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
537 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
538 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
539 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
540 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
541 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
542 ctx->Const.MaxTextureImageUnits);
543 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
544 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
545 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
546 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
547 ctx->Const.MinPointSize = MIN_POINT_SIZE;
548 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
549 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
550 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
551 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
552 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
553 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
554 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
555 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
556 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
557 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
558 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
559 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
560 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
561 ctx->Const.MaxLights = MAX_LIGHTS;
562 ctx->Const.MaxShininess = 128.0;
563 ctx->Const.MaxSpotExponent = 128.0;
564 ctx->Const.MaxViewportWidth = MAX_WIDTH;
565 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
566 #if FEATURE_ARB_vertex_program
567 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
569 #if FEATURE_ARB_fragment_program
570 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
572 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
573 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
575 /* CheckArrayBounds is overriden by drivers/x11 for X server */
576 ctx->Const.CheckArrayBounds = GL_FALSE;
578 /* GL_ARB_draw_buffers */
579 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
581 /* GL_OES_read_format */
582 ctx->Const.ColorReadFormat = GL_RGBA;
583 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
585 #if FEATURE_EXT_framebuffer_object
586 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
587 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
590 #if FEATURE_ARB_vertex_shader
591 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
592 ctx->Const.MaxVarying = MAX_VARYING;
595 /* GL_ARB_framebuffer_object */
596 ctx->Const.MaxSamples = 0;
599 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
601 /* GL_ATI_envmap_bumpmap */
602 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
604 /* GL_EXT_provoking_vertex */
605 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
608 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
609 ctx->Const.MaxTextureCoordUnits));
610 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
611 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
613 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
614 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
615 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
616 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
618 /* check that we don't exceed various 32-bit bitfields */
619 ASSERT(VERT_RESULT_MAX <= 32);
620 ASSERT(FRAG_ATTRIB_MAX <= 32);
625 * Do some sanity checks on the limits/constants for the given context.
626 * Only called the first time a context is bound.
629 check_context_limits(GLcontext *ctx)
631 /* Many context limits/constants are limited by the size of
634 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
635 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
636 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
637 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
639 /* number of coord units cannot be greater than number of image units */
640 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
642 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
643 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
644 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
645 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
647 /* make sure largest texture image is <= MAX_WIDTH in size */
648 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
649 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
650 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
652 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
653 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
655 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
657 /* XXX probably add more tests */
662 * Initialize the attribute groups in a GL context.
664 * \param ctx GL context.
666 * Initializes all the attributes, calling the respective <tt>init*</tt>
667 * functions for the more complex data structures.
670 init_attrib_groups(GLcontext *ctx)
675 _mesa_init_constants( ctx );
678 _mesa_init_extensions( ctx );
680 /* Attribute Groups */
682 _mesa_init_accum( ctx );
684 #if FEATURE_attrib_stack
685 _mesa_init_attrib( ctx );
687 _mesa_init_buffer_objects( ctx );
688 _mesa_init_color( ctx );
689 #if FEATURE_colortable
690 _mesa_init_colortables( ctx );
692 _mesa_init_current( ctx );
693 _mesa_init_depth( ctx );
694 _mesa_init_debug( ctx );
696 _mesa_init_display_list( ctx );
698 #if FEATURE_evaluators
699 _mesa_init_eval( ctx );
701 _mesa_init_fbobjects( ctx );
703 _mesa_init_feedback( ctx );
705 ctx->RenderMode = GL_RENDER;
707 _mesa_init_fog( ctx );
708 #if FEATURE_histogram
709 _mesa_init_histogram( ctx );
711 _mesa_init_hint( ctx );
712 _mesa_init_line( ctx );
713 _mesa_init_lighting( ctx );
714 _mesa_init_matrix( ctx );
715 _mesa_init_multisample( ctx );
716 _mesa_init_pixel( ctx );
717 _mesa_init_pixelstore( ctx );
718 _mesa_init_point( ctx );
719 _mesa_init_polygon( ctx );
720 _mesa_init_program( ctx );
721 #if FEATURE_ARB_occlusion_query
722 _mesa_init_query( ctx );
725 _mesa_init_sync( ctx );
728 _mesa_init_rastpos( ctx );
730 _mesa_init_scissor( ctx );
731 _mesa_init_shader_state( ctx );
732 _mesa_init_stencil( ctx );
733 _mesa_init_transform( ctx );
734 _mesa_init_varray( ctx );
735 _mesa_init_viewport( ctx );
737 if (!_mesa_init_texture( ctx ))
740 #if FEATURE_texture_s3tc
741 _mesa_init_texture_s3tc( ctx );
743 #if FEATURE_texture_fxt1
744 _mesa_init_texture_fxt1( ctx );
748 ctx->NewState = _NEW_ALL;
749 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
750 ctx->varying_vp_inputs = ~0;
757 * Update default objects in a GL context with respect to shared state.
759 * \param ctx GL context.
761 * Removes references to old default objects, (texture objects, program
762 * objects, etc.) and changes to reference those from the current shared
766 update_default_objects(GLcontext *ctx)
770 _mesa_update_default_objects_program(ctx);
771 _mesa_update_default_objects_texture(ctx);
772 _mesa_update_default_objects_buffer_objects(ctx);
779 * This is the default function we plug into all dispatch table slots
780 * This helps prevents a segfault when someone calls a GL function without
781 * first checking if the extension's supported.
786 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
792 * Allocate and initialize a new dispatch table.
794 static struct _glapi_table *
795 alloc_dispatch_table(void)
797 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
798 * In practice, this'll be the same for stand-alone Mesa. But for DRI
799 * Mesa we do this to accomodate different versions of libGL and various
802 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
803 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
804 struct _glapi_table *table =
805 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
807 _glapi_proc *entry = (_glapi_proc *) table;
809 for (i = 0; i < numEntries; i++) {
810 entry[i] = (_glapi_proc) generic_nop;
818 * Initialize a GLcontext struct (rendering context).
820 * This includes allocating all the other structs and arrays which hang off of
821 * the context by pointers.
822 * Note that the driver needs to pass in its dd_function_table here since
823 * we need to at least call driverFunctions->NewTextureObject to create the
824 * default texture objects.
826 * Called by _mesa_create_context().
828 * Performs the imports and exports callback tables initialization, and
829 * miscellaneous one-time initializations. If no shared context is supplied one
830 * is allocated, and increase its reference count. Setups the GL API dispatch
831 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
832 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
835 * \param ctx the context to initialize
836 * \param visual describes the visual attributes for this context
837 * \param share_list points to context to share textures, display lists,
839 * \param driverFunctions table of device driver functions for this context
841 * \param driverContext pointer to driver-specific context data
844 _mesa_initialize_context(GLcontext *ctx,
845 const GLvisual *visual,
846 GLcontext *share_list,
847 const struct dd_function_table *driverFunctions,
850 struct gl_shared_state *shared;
852 /*ASSERT(driverContext);*/
853 assert(driverFunctions->NewTextureObject);
854 assert(driverFunctions->FreeTexImageData);
856 /* misc one-time initializations */
859 ctx->Visual = *visual;
860 ctx->DrawBuffer = NULL;
861 ctx->ReadBuffer = NULL;
862 ctx->WinSysDrawBuffer = NULL;
863 ctx->WinSysReadBuffer = NULL;
865 /* Plug in driver functions and context pointer here.
866 * This is important because when we call alloc_shared_state() below
867 * we'll call ctx->Driver.NewTextureObject() to create the default
870 ctx->Driver = *driverFunctions;
871 ctx->DriverCtx = driverContext;
874 /* share state with another context */
875 shared = share_list->Shared;
878 /* allocate new, unshared state */
879 shared = _mesa_alloc_shared_state(ctx);
884 _glthread_LOCK_MUTEX(shared->Mutex);
885 ctx->Shared = shared;
887 _glthread_UNLOCK_MUTEX(shared->Mutex);
889 if (!init_attrib_groups( ctx )) {
890 _mesa_free_shared_state(ctx, ctx->Shared);
894 /* setup the API dispatch tables */
895 ctx->Exec = alloc_dispatch_table();
896 ctx->Save = alloc_dispatch_table();
897 if (!ctx->Exec || !ctx->Save) {
898 _mesa_free_shared_state(ctx, ctx->Shared);
900 _mesa_free(ctx->Exec);
903 _mesa_init_exec_table(ctx->Exec);
905 ctx->CurrentDispatch = ctx->Exec;
907 _mesa_init_dlist_table(ctx->Save);
908 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
910 /* Neutral tnl module stuff */
911 _mesa_init_exec_vtxfmt( ctx );
912 ctx->TnlModule.Current = NULL;
913 ctx->TnlModule.SwapCount = 0;
915 ctx->FragmentProgram._MaintainTexEnvProgram
916 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
918 ctx->VertexProgram._MaintainTnlProgram
919 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
920 if (ctx->VertexProgram._MaintainTnlProgram) {
921 /* this is required... */
922 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
925 #ifdef FEATURE_extra_context_init
926 _mesa_initialize_context_extra(ctx);
929 ctx->FirstTimeCurrent = GL_TRUE;
936 * Allocate and initialize a GLcontext structure.
937 * Note that the driver needs to pass in its dd_function_table here since
938 * we need to at least call driverFunctions->NewTextureObject to initialize
939 * the rendering context.
941 * \param visual a GLvisual pointer (we copy the struct contents)
942 * \param share_list another context to share display lists with or NULL
943 * \param driverFunctions points to the dd_function_table into which the
944 * driver has plugged in all its special functions.
945 * \param driverContext points to the device driver's private context state
947 * \return pointer to a new __GLcontextRec or NULL if error.
950 _mesa_create_context(const GLvisual *visual,
951 GLcontext *share_list,
952 const struct dd_function_table *driverFunctions,
958 /*ASSERT(driverContext);*/
960 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
964 if (_mesa_initialize_context(ctx, visual, share_list,
965 driverFunctions, driverContext)) {
976 * Free the data associated with the given context.
978 * But doesn't free the GLcontext struct itself.
980 * \sa _mesa_initialize_context() and init_attrib_groups().
983 _mesa_free_context_data( GLcontext *ctx )
987 if (!_mesa_get_current_context()){
988 /* No current context, but we may need one in order to delete
989 * texture objs, etc. So temporarily bind the context now.
991 _mesa_make_current(ctx, NULL, NULL);
994 /* unreference WinSysDraw/Read buffers */
995 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
996 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
997 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
998 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1000 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1001 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1002 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1004 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1005 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1006 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1008 #if FEATURE_attrib_stack
1009 _mesa_free_attrib_data(ctx);
1011 _mesa_free_lighting_data( ctx );
1012 #if FEATURE_evaluators
1013 _mesa_free_eval_data( ctx );
1015 _mesa_free_texture_data( ctx );
1016 _mesa_free_matrix_data( ctx );
1017 _mesa_free_viewport_data( ctx );
1018 #if FEATURE_colortable
1019 _mesa_free_colortables_data( ctx );
1021 _mesa_free_program_data(ctx);
1022 _mesa_free_shader_state(ctx);
1023 #if FEATURE_ARB_occlusion_query
1024 _mesa_free_query_data(ctx);
1026 #if FEATURE_ARB_sync
1027 _mesa_free_sync_data(ctx);
1029 _mesa_free_varray_data(ctx);
1031 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1033 #if FEATURE_ARB_pixel_buffer_object
1034 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1035 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1038 #if FEATURE_ARB_vertex_buffer_object
1039 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1040 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1043 /* free dispatch tables */
1044 _mesa_free(ctx->Exec);
1045 _mesa_free(ctx->Save);
1047 /* Shared context state (display lists, textures, etc) */
1048 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1049 RefCount = --ctx->Shared->RefCount;
1050 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1051 assert(RefCount >= 0);
1052 if (RefCount == 0) {
1053 /* free shared state */
1054 _mesa_free_shared_state( ctx, ctx->Shared );
1057 if (ctx->Extensions.String)
1058 _mesa_free((void *) ctx->Extensions.String);
1060 /* unbind the context if it's currently bound */
1061 if (ctx == _mesa_get_current_context()) {
1062 _mesa_make_current(NULL, NULL, NULL);
1068 * Destroy a GLcontext structure.
1070 * \param ctx GL context.
1072 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1075 _mesa_destroy_context( GLcontext *ctx )
1078 _mesa_free_context_data(ctx);
1079 _mesa_free( (void *) ctx );
1086 * Copy attribute groups from one context to another.
1088 * \param src source context
1089 * \param dst destination context
1090 * \param mask bitwise OR of GL_*_BIT flags
1092 * According to the bits specified in \p mask, copies the corresponding
1093 * attributes from \p src into \p dst. For many of the attributes a simple \c
1094 * memcpy is not enough due to the existence of internal pointers in their data
1098 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1100 if (mask & GL_ACCUM_BUFFER_BIT) {
1102 dst->Accum = src->Accum;
1104 if (mask & GL_COLOR_BUFFER_BIT) {
1106 dst->Color = src->Color;
1108 if (mask & GL_CURRENT_BIT) {
1110 dst->Current = src->Current;
1112 if (mask & GL_DEPTH_BUFFER_BIT) {
1114 dst->Depth = src->Depth;
1116 if (mask & GL_ENABLE_BIT) {
1119 if (mask & GL_EVAL_BIT) {
1121 dst->Eval = src->Eval;
1123 if (mask & GL_FOG_BIT) {
1125 dst->Fog = src->Fog;
1127 if (mask & GL_HINT_BIT) {
1129 dst->Hint = src->Hint;
1131 if (mask & GL_LIGHTING_BIT) {
1133 /* begin with memcpy */
1134 dst->Light = src->Light;
1135 /* fixup linked lists to prevent pointer insanity */
1136 make_empty_list( &(dst->Light.EnabledList) );
1137 for (i = 0; i < MAX_LIGHTS; i++) {
1138 if (dst->Light.Light[i].Enabled) {
1139 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1143 if (mask & GL_LINE_BIT) {
1145 dst->Line = src->Line;
1147 if (mask & GL_LIST_BIT) {
1149 dst->List = src->List;
1151 if (mask & GL_PIXEL_MODE_BIT) {
1153 dst->Pixel = src->Pixel;
1155 if (mask & GL_POINT_BIT) {
1157 dst->Point = src->Point;
1159 if (mask & GL_POLYGON_BIT) {
1161 dst->Polygon = src->Polygon;
1163 if (mask & GL_POLYGON_STIPPLE_BIT) {
1164 /* Use loop instead of MEMCPY due to problem with Portland Group's
1165 * C compiler. Reported by John Stone.
1168 for (i = 0; i < 32; i++) {
1169 dst->PolygonStipple[i] = src->PolygonStipple[i];
1172 if (mask & GL_SCISSOR_BIT) {
1174 dst->Scissor = src->Scissor;
1176 if (mask & GL_STENCIL_BUFFER_BIT) {
1178 dst->Stencil = src->Stencil;
1180 if (mask & GL_TEXTURE_BIT) {
1181 /* Cannot memcpy because of pointers */
1182 _mesa_copy_texture_state(src, dst);
1184 if (mask & GL_TRANSFORM_BIT) {
1186 dst->Transform = src->Transform;
1188 if (mask & GL_VIEWPORT_BIT) {
1189 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1190 dst->Viewport.X = src->Viewport.X;
1191 dst->Viewport.Y = src->Viewport.Y;
1192 dst->Viewport.Width = src->Viewport.Width;
1193 dst->Viewport.Height = src->Viewport.Height;
1194 dst->Viewport.Near = src->Viewport.Near;
1195 dst->Viewport.Far = src->Viewport.Far;
1196 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1199 /* XXX FIXME: Call callbacks?
1201 dst->NewState = _NEW_ALL;
1207 * Check if the given context can render into the given framebuffer
1208 * by checking visual attributes.
1210 * Most of these tests could go away because Mesa is now pretty flexible
1211 * in terms of mixing rendering contexts with framebuffers. As long
1212 * as RGB vs. CI mode agree, we're probably good.
1214 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1217 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1219 const GLvisual *ctxvis = &ctx->Visual;
1220 const GLvisual *bufvis = &buffer->Visual;
1222 if (ctxvis == bufvis)
1225 if (ctxvis->rgbMode != bufvis->rgbMode)
1228 /* disabling this fixes the fgl_glxgears pbuffer demo */
1229 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1232 if (ctxvis->stereoMode && !bufvis->stereoMode)
1234 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1236 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1238 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1240 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1242 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1244 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1247 /* disabled (see bug 11161) */
1248 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1251 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1259 * Do one-time initialization for the given framebuffer. Specifically,
1260 * ask the driver for the window's current size and update the framebuffer
1262 * Really, the device driver should totally take care of this.
1265 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1267 GLuint width, height;
1268 if (ctx->Driver.GetBufferSize) {
1269 ctx->Driver.GetBufferSize(fb, &width, &height);
1270 if (ctx->Driver.ResizeBuffers)
1271 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1272 fb->Initialized = GL_TRUE;
1278 * Check if the viewport/scissor size has not yet been initialized.
1279 * Initialize the size if the given width and height are non-zero.
1282 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1284 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1285 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1286 * potential infinite recursion.
1288 ctx->ViewportInitialized = GL_TRUE;
1289 _mesa_set_viewport(ctx, 0, 0, width, height);
1290 _mesa_set_scissor(ctx, 0, 0, width, height);
1296 * Bind the given context to the given drawBuffer and readBuffer and
1297 * make it the current context for the calling thread.
1298 * We'll render into the drawBuffer and read pixels from the
1299 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1301 * We check that the context's and framebuffer's visuals are compatible
1302 * and return immediately if they're not.
1304 * \param newCtx the new GL context. If NULL then there will be no current GL
1306 * \param drawBuffer the drawing framebuffer
1307 * \param readBuffer the reading framebuffer
1310 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1311 GLframebuffer *readBuffer )
1313 if (MESA_VERBOSE & VERBOSE_API)
1314 _mesa_debug(newCtx, "_mesa_make_current()\n");
1316 /* Check that the context's and framebuffer's visuals are compatible.
1318 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1319 if (!check_compatible(newCtx, drawBuffer)) {
1320 _mesa_warning(newCtx,
1321 "MakeCurrent: incompatible visuals for context and drawbuffer");
1325 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1326 if (!check_compatible(newCtx, readBuffer)) {
1327 _mesa_warning(newCtx,
1328 "MakeCurrent: incompatible visuals for context and readbuffer");
1333 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1334 _glapi_set_context((void *) newCtx);
1335 ASSERT(_mesa_get_current_context() == newCtx);
1338 _glapi_set_dispatch(NULL); /* none current */
1341 _glapi_set_dispatch(newCtx->CurrentDispatch);
1343 if (drawBuffer && readBuffer) {
1344 /* TODO: check if newCtx and buffer's visual match??? */
1346 ASSERT(drawBuffer->Name == 0);
1347 ASSERT(readBuffer->Name == 0);
1348 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1349 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1352 * Only set the context's Draw/ReadBuffer fields if they're NULL
1353 * or not bound to a user-created FBO.
1355 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1356 /* KW: merge conflict here, revisit.
1358 /* fix up the fb fields - these will end up wrong otherwise
1359 * if the DRIdrawable changes, and everything relies on them.
1360 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1363 GLenum buffers[MAX_DRAW_BUFFERS];
1365 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1367 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1368 buffers[i] = newCtx->Color.DrawBuffer[i];
1371 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1373 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1374 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1377 /* XXX only set this flag if we're really changing the draw/read
1378 * framebuffer bindings.
1380 newCtx->NewState |= _NEW_BUFFERS;
1383 /* We want to get rid of these lines: */
1386 if (!drawBuffer->Initialized) {
1387 initialize_framebuffer_size(newCtx, drawBuffer);
1389 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1390 initialize_framebuffer_size(newCtx, readBuffer);
1393 _mesa_resizebuffers(newCtx);
1397 /* We want the drawBuffer and readBuffer to be initialized by
1399 * This generally means the Width and Height match the actual
1400 * window size and the renderbuffers (both hardware and software
1401 * based) are allocated to match. The later can generally be
1402 * done with a call to _mesa_resize_framebuffer().
1404 * It's theoretically possible for a buffer to have zero width
1405 * or height, but for now, assert check that the driver did what's
1408 ASSERT(drawBuffer->Width > 0);
1409 ASSERT(drawBuffer->Height > 0);
1413 _mesa_check_init_viewport(newCtx,
1414 drawBuffer->Width, drawBuffer->Height);
1418 if (newCtx->FirstTimeCurrent) {
1419 check_context_limits(newCtx);
1421 /* We can use this to help debug user's problems. Tell them to set
1422 * the MESA_INFO env variable before running their app. Then the
1423 * first time each context is made current we'll print some useful
1426 if (_mesa_getenv("MESA_INFO")) {
1430 newCtx->FirstTimeCurrent = GL_FALSE;
1439 * Make context 'ctx' share the display lists, textures and programs
1440 * that are associated with 'ctxToShare'.
1441 * Any display lists, textures or programs associated with 'ctx' will
1442 * be deleted if nobody else is sharing them.
1445 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1447 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1448 struct gl_shared_state *oldSharedState = ctx->Shared;
1451 ctx->Shared = ctxToShare->Shared;
1453 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1454 ctx->Shared->RefCount++;
1455 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1457 update_default_objects(ctx);
1459 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1460 RefCount = --oldSharedState->RefCount;
1461 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1463 if (RefCount == 0) {
1464 _mesa_free_shared_state(ctx, oldSharedState);
1477 * \return pointer to the current GL context for this thread.
1479 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1480 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1484 _mesa_get_current_context( void )
1486 return (GLcontext *) _glapi_get_context();
1491 * Get context's current API dispatch table.
1493 * It'll either be the immediate-mode execute dispatcher or the display list
1494 * compile dispatcher.
1496 * \param ctx GL context.
1498 * \return pointer to dispatch_table.
1500 * Simply returns __GLcontextRec::CurrentDispatch.
1502 struct _glapi_table *
1503 _mesa_get_dispatch(GLcontext *ctx)
1505 return ctx->CurrentDispatch;
1511 /**********************************************************************/
1512 /** \name Miscellaneous functions */
1513 /**********************************************************************/
1519 * \param ctx GL context.
1520 * \param error error code.
1522 * Records the given error code and call the driver's dd_function_table::Error
1523 * function if defined.
1526 * This is called via _mesa_error().
1529 _mesa_record_error(GLcontext *ctx, GLenum error)
1534 if (ctx->ErrorValue == GL_NO_ERROR) {
1535 ctx->ErrorValue = error;
1538 /* Call device driver's error handler, if any. This is used on the Mac. */
1539 if (ctx->Driver.Error) {
1540 ctx->Driver.Error(ctx);
1546 * Execute glFinish().
1548 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1549 * dd_function_table::Finish driver callback, if not NULL.
1554 GET_CURRENT_CONTEXT(ctx);
1555 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1556 FLUSH_CURRENT( ctx, 0 );
1557 if (ctx->Driver.Finish) {
1558 ctx->Driver.Finish(ctx);
1564 * Execute glFlush().
1566 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1567 * dd_function_table::Flush driver callback, if not NULL.
1572 GET_CURRENT_CONTEXT(ctx);
1573 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1574 FLUSH_CURRENT( ctx, 0 );
1575 if (ctx->Driver.Flush) {
1576 ctx->Driver.Flush(ctx);
1582 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1583 * MUL/MAD, or vice versa, call this function to register that.
1584 * Otherwise we default to MUL/MAD.
1587 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1590 ctx->mvp_with_dp4 = flag;
1596 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1597 * is called to see if it's valid to render. This involves checking that
1598 * the current shader is valid and the framebuffer is complete.
1599 * If an error is detected it'll be recorded here.
1600 * \return GL_TRUE if OK to render, GL_FALSE if not
1603 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1605 if (ctx->Shader.CurrentProgram) {
1607 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1608 _mesa_error(ctx, GL_INVALID_OPERATION,
1609 "%s(shader not linked), where");
1612 #if 0 /* not normally enabled */
1615 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1617 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1618 ctx->Shader.CurrentProgram->Name, errMsg);
1624 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1625 _mesa_error(ctx, GL_INVALID_OPERATION,
1626 "%s(vertex program not valid)", where);
1629 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1630 _mesa_error(ctx, GL_INVALID_OPERATION,
1631 "%s(fragment program not valid)", where);
1636 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1637 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1638 "%s(incomplete framebuffer)", where);
1643 if (ctx->Shader.Flags & GLSL_LOG) {
1644 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1646 if (!shProg->_Used) {
1647 /* This is the first time this shader is being used.
1648 * Append shader's constants/uniforms to log file.
1651 for (i = 0; i < shProg->NumShaders; i++) {
1652 struct gl_shader *sh = shProg->Shaders[i];
1653 if (sh->Type == GL_VERTEX_SHADER) {
1654 _mesa_append_uniforms_to_file(sh,
1655 &shProg->VertexProgram->Base);
1657 else if (sh->Type == GL_FRAGMENT_SHADER) {
1658 _mesa_append_uniforms_to_file(sh,
1659 &shProg->FragmentProgram->Base);
1662 shProg->_Used = GL_TRUE;