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"
88 #include "bufferobj.h"
97 #if FEATURE_evaluators
101 #include "extensions.h"
102 #include "fbobject.h"
104 #include "feedback.h"
107 #include "framebuffer.h"
109 #if FEATURE_histogram
110 #include "histogram.h"
118 #include "multisample.h"
120 #include "pixelstore.h"
123 #if FEATURE_ARB_occlusion_query
124 #include "queryobj.h"
134 #include "simple_list.h"
137 #include "texcompress.h"
138 #include "teximage.h"
140 #include "texstate.h"
144 #include "viewport.h"
146 #include "glapi/glthread.h"
147 #include "glapi/glapioffsets.h"
148 #include "glapi/glapitable.h"
149 #include "shader/program.h"
150 #include "shader/prog_print.h"
151 #include "shader/shader_api.h"
152 #if FEATURE_ATI_fragment_shader
153 #include "shader/atifragshader.h"
156 #include "math/m_matrix.h"
160 #include "sparc/sparc.h"
164 int MESA_VERBOSE = 0;
167 #ifndef MESA_DEBUG_FLAGS
168 int MESA_DEBUG_FLAGS = 0;
172 /* ubyte -> float conversion */
173 GLfloat _mesa_ubyte_to_float_color_tab[256];
178 * Swap buffers notification callback.
180 * \param ctx GL context.
182 * Called by window system just before swapping buffers.
183 * We have to finish any pending rendering.
186 _mesa_notifySwapBuffers(__GLcontext *ctx)
188 FLUSH_CURRENT( ctx, 0 );
189 if (ctx->Driver.Flush) {
190 ctx->Driver.Flush(ctx);
195 /**********************************************************************/
196 /** \name GL Visual allocation/destruction */
197 /**********************************************************************/
201 * Allocates a GLvisual structure and initializes it via
202 * _mesa_initialize_visual().
204 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
205 * \param dbFlag double buffering
206 * \param stereoFlag stereo buffer
207 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
208 * is acceptable but the actual depth type will be GLushort or GLuint as
210 * \param stencilBits requested minimum bits per stencil buffer value
211 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
212 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
213 * \param redBits number of bits per color component in frame buffer for RGB(A)
214 * mode. We always use 8 in core Mesa though.
215 * \param greenBits same as above.
216 * \param blueBits same as above.
217 * \param alphaBits same as above.
218 * \param numSamples not really used.
220 * \return pointer to new GLvisual or NULL if requested parameters can't be
223 * \note Need to add params for level and numAuxBuffers (at least)
226 _mesa_create_visual( GLboolean rgbFlag,
228 GLboolean stereoFlag,
237 GLint accumGreenBits,
239 GLint accumAlphaBits,
242 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
244 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
245 redBits, greenBits, blueBits, alphaBits,
246 indexBits, depthBits, stencilBits,
247 accumRedBits, accumGreenBits,
248 accumBlueBits, accumAlphaBits,
258 * Makes some sanity checks and fills in the fields of the
259 * GLvisual object with the given parameters. If the caller needs
260 * to set additional fields, he should just probably init the whole GLvisual
262 * \return GL_TRUE on success, or GL_FALSE on failure.
264 * \sa _mesa_create_visual() above for the parameter description.
267 _mesa_initialize_visual( GLvisual *vis,
270 GLboolean stereoFlag,
279 GLint accumGreenBits,
281 GLint accumAlphaBits,
286 if (depthBits < 0 || depthBits > 32) {
289 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
292 assert(accumRedBits >= 0);
293 assert(accumGreenBits >= 0);
294 assert(accumBlueBits >= 0);
295 assert(accumAlphaBits >= 0);
297 vis->rgbMode = rgbFlag;
298 vis->doubleBufferMode = dbFlag;
299 vis->stereoMode = stereoFlag;
301 vis->redBits = redBits;
302 vis->greenBits = greenBits;
303 vis->blueBits = blueBits;
304 vis->alphaBits = alphaBits;
305 vis->rgbBits = redBits + greenBits + blueBits;
307 vis->indexBits = indexBits;
308 vis->depthBits = depthBits;
309 vis->stencilBits = stencilBits;
311 vis->accumRedBits = accumRedBits;
312 vis->accumGreenBits = accumGreenBits;
313 vis->accumBlueBits = accumBlueBits;
314 vis->accumAlphaBits = accumAlphaBits;
316 vis->haveAccumBuffer = accumRedBits > 0;
317 vis->haveDepthBuffer = depthBits > 0;
318 vis->haveStencilBuffer = stencilBits > 0;
320 vis->numAuxBuffers = 0;
323 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
324 vis->samples = numSamples;
331 * Destroy a visual and free its memory.
335 * Frees the visual structure.
338 _mesa_destroy_visual( GLvisual *vis )
346 /**********************************************************************/
347 /** \name Context allocation, initialization, destroying
349 * The purpose of the most initialization functions here is to provide the
350 * default state values according to the OpenGL specification.
352 /**********************************************************************/
357 * This is lame. gdb only seems to recognize enum types that are
358 * actually used somewhere. We want to be able to print/use enum
359 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
360 * the gl_texture_index type anywhere. Thus, this lame function.
363 dummy_enum_func(void)
366 gl_colortable_index ci;
386 * One-time initialization mutex lock.
388 * \sa Used by one_time_init().
390 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
393 * Calls all the various one-time-init functions in Mesa.
395 * While holding a global mutex lock, calls several initialization functions,
396 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
402 one_time_init( GLcontext *ctx )
404 static GLboolean alreadyCalled = GL_FALSE;
406 _glthread_LOCK_MUTEX(OneTimeLock);
407 if (!alreadyCalled) {
410 /* do some implementation tests */
411 assert( sizeof(GLbyte) == 1 );
412 assert( sizeof(GLubyte) == 1 );
413 assert( sizeof(GLshort) == 2 );
414 assert( sizeof(GLushort) == 2 );
415 assert( sizeof(GLint) == 4 );
416 assert( sizeof(GLuint) == 4 );
418 _mesa_get_cpu_features();
420 _mesa_init_sqrt_table();
422 for (i = 0; i < 256; i++) {
423 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
426 if (_mesa_getenv("MESA_DEBUG")) {
427 _glapi_noop_enable_warnings(GL_TRUE);
428 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
431 _glapi_noop_enable_warnings(GL_FALSE);
434 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
435 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
436 MESA_VERSION_STRING, __DATE__, __TIME__);
439 alreadyCalled = GL_TRUE;
441 _glthread_UNLOCK_MUTEX(OneTimeLock);
448 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
451 _mesa_init_current(GLcontext *ctx)
455 /* Init all to (0,0,0,1) */
456 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
457 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
460 /* redo special cases: */
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
471 * Init vertex/fragment program limits.
472 * Important: drivers should override these with actual limits.
475 init_program_limits(GLenum type, struct gl_program_constants *prog)
477 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
478 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
479 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
480 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
481 prog->MaxTemps = MAX_PROGRAM_TEMPS;
482 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
483 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
484 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
486 if (type == GL_VERTEX_PROGRAM_ARB) {
487 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
488 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
489 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
492 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
493 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
494 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
497 /* Set the native limits to zero. This implies that there is no native
498 * support for shaders. Let the drivers fill in the actual values.
500 prog->MaxNativeInstructions = 0;
501 prog->MaxNativeAluInstructions = 0;
502 prog->MaxNativeTexInstructions = 0;
503 prog->MaxNativeTexIndirections = 0;
504 prog->MaxNativeAttribs = 0;
505 prog->MaxNativeTemps = 0;
506 prog->MaxNativeAddressRegs = 0;
507 prog->MaxNativeParameters = 0;
512 * Initialize fields of gl_constants (aka ctx->Const.*).
513 * Use defaults from config.h. The device drivers will often override
514 * some of these values (such as number of texture units).
517 _mesa_init_constants(GLcontext *ctx)
521 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
522 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
524 /* Max texture size should be <= max viewport size (render to texture) */
525 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
527 /* Constants, may be overriden (usually only reduced) by device drivers */
528 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
529 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
530 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
531 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
532 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
533 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
534 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
535 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
536 ctx->Const.MaxTextureImageUnits);
537 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
538 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
539 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
540 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
541 ctx->Const.MinPointSize = MIN_POINT_SIZE;
542 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
543 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
544 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
545 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
546 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
547 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
548 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
549 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
550 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
551 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
552 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
553 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
554 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
555 ctx->Const.MaxLights = MAX_LIGHTS;
556 ctx->Const.MaxShininess = 128.0;
557 ctx->Const.MaxSpotExponent = 128.0;
558 ctx->Const.MaxViewportWidth = MAX_WIDTH;
559 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
560 #if FEATURE_ARB_vertex_program
561 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
563 #if FEATURE_ARB_fragment_program
564 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
566 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
567 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
569 /* CheckArrayBounds is overriden by drivers/x11 for X server */
570 ctx->Const.CheckArrayBounds = GL_FALSE;
572 /* GL_ARB_draw_buffers */
573 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
575 /* GL_OES_read_format */
576 ctx->Const.ColorReadFormat = GL_RGBA;
577 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
579 #if FEATURE_EXT_framebuffer_object
580 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
581 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
584 #if FEATURE_ARB_vertex_shader
585 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
586 ctx->Const.MaxVarying = MAX_VARYING;
589 /* GL_ARB_framebuffer_object */
590 ctx->Const.MaxSamples = 0;
593 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
595 /* GL_ATI_envmap_bumpmap */
596 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
598 /* GL_EXT_provoking_vertex */
599 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
602 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
603 ctx->Const.MaxTextureCoordUnits));
604 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
605 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
607 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
608 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
609 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
610 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
612 /* check that we don't exceed various 32-bit bitfields */
613 ASSERT(VERT_RESULT_MAX <= 32);
614 ASSERT(FRAG_ATTRIB_MAX <= 32);
619 * Do some sanity checks on the limits/constants for the given context.
620 * Only called the first time a context is bound.
623 check_context_limits(GLcontext *ctx)
625 /* Many context limits/constants are limited by the size of
628 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
629 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
630 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
631 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
633 /* number of coord units cannot be greater than number of image units */
634 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
636 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
637 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
638 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
639 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
641 /* make sure largest texture image is <= MAX_WIDTH in size */
642 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
643 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
644 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
646 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
647 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
649 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
651 /* XXX probably add more tests */
656 * Initialize the attribute groups in a GL context.
658 * \param ctx GL context.
660 * Initializes all the attributes, calling the respective <tt>init*</tt>
661 * functions for the more complex data structures.
664 init_attrib_groups(GLcontext *ctx)
669 _mesa_init_constants( ctx );
672 _mesa_init_extensions( ctx );
674 /* Attribute Groups */
675 _mesa_init_accum( ctx );
676 _mesa_init_attrib( ctx );
677 _mesa_init_buffer_objects( ctx );
678 _mesa_init_color( ctx );
679 _mesa_init_colortables( ctx );
680 _mesa_init_current( ctx );
681 _mesa_init_depth( ctx );
682 _mesa_init_debug( ctx );
684 _mesa_init_display_list( ctx );
686 #if FEATURE_evaluators
687 _mesa_init_eval( ctx );
689 _mesa_init_fbobjects( ctx );
691 _mesa_init_feedback( ctx );
693 ctx->RenderMode = GL_RENDER;
695 _mesa_init_fog( ctx );
696 #if FEATURE_histogram
697 _mesa_init_histogram( ctx );
699 _mesa_init_hint( ctx );
700 _mesa_init_line( ctx );
701 _mesa_init_lighting( ctx );
702 _mesa_init_matrix( ctx );
703 _mesa_init_multisample( ctx );
704 _mesa_init_pixel( ctx );
705 _mesa_init_pixelstore( ctx );
706 _mesa_init_point( ctx );
707 _mesa_init_polygon( ctx );
708 _mesa_init_program( ctx );
709 #if FEATURE_ARB_occlusion_query
710 _mesa_init_query( ctx );
713 _mesa_init_sync( ctx );
716 _mesa_init_rastpos( ctx );
718 _mesa_init_scissor( ctx );
719 _mesa_init_shader_state( ctx );
720 _mesa_init_stencil( ctx );
721 _mesa_init_transform( ctx );
722 _mesa_init_varray( ctx );
723 _mesa_init_viewport( ctx );
725 if (!_mesa_init_texture( ctx ))
728 #if FEATURE_texture_s3tc
729 _mesa_init_texture_s3tc( ctx );
731 #if FEATURE_texture_fxt1
732 _mesa_init_texture_fxt1( ctx );
736 ctx->NewState = _NEW_ALL;
737 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
738 ctx->varying_vp_inputs = ~0;
745 * Update default objects in a GL context with respect to shared state.
747 * \param ctx GL context.
749 * Removes references to old default objects, (texture objects, program
750 * objects, etc.) and changes to reference those from the current shared
754 update_default_objects(GLcontext *ctx)
758 _mesa_update_default_objects_program(ctx);
759 _mesa_update_default_objects_texture(ctx);
760 _mesa_update_default_objects_buffer_objects(ctx);
767 * This is the default function we plug into all dispatch table slots
768 * This helps prevents a segfault when someone calls a GL function without
769 * first checking if the extension's supported.
774 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
780 * Allocate and initialize a new dispatch table.
782 static struct _glapi_table *
783 alloc_dispatch_table(void)
785 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
786 * In practice, this'll be the same for stand-alone Mesa. But for DRI
787 * Mesa we do this to accomodate different versions of libGL and various
790 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
791 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
792 struct _glapi_table *table =
793 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
795 _glapi_proc *entry = (_glapi_proc *) table;
797 for (i = 0; i < numEntries; i++) {
798 entry[i] = (_glapi_proc) generic_nop;
806 * Initialize a GLcontext struct (rendering context).
808 * This includes allocating all the other structs and arrays which hang off of
809 * the context by pointers.
810 * Note that the driver needs to pass in its dd_function_table here since
811 * we need to at least call driverFunctions->NewTextureObject to create the
812 * default texture objects.
814 * Called by _mesa_create_context().
816 * Performs the imports and exports callback tables initialization, and
817 * miscellaneous one-time initializations. If no shared context is supplied one
818 * is allocated, and increase its reference count. Setups the GL API dispatch
819 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
820 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
823 * \param ctx the context to initialize
824 * \param visual describes the visual attributes for this context
825 * \param share_list points to context to share textures, display lists,
827 * \param driverFunctions table of device driver functions for this context
829 * \param driverContext pointer to driver-specific context data
832 _mesa_initialize_context(GLcontext *ctx,
833 const GLvisual *visual,
834 GLcontext *share_list,
835 const struct dd_function_table *driverFunctions,
838 struct gl_shared_state *shared;
840 /*ASSERT(driverContext);*/
841 assert(driverFunctions->NewTextureObject);
842 assert(driverFunctions->FreeTexImageData);
844 /* misc one-time initializations */
847 ctx->Visual = *visual;
848 ctx->DrawBuffer = NULL;
849 ctx->ReadBuffer = NULL;
850 ctx->WinSysDrawBuffer = NULL;
851 ctx->WinSysReadBuffer = NULL;
853 /* Plug in driver functions and context pointer here.
854 * This is important because when we call alloc_shared_state() below
855 * we'll call ctx->Driver.NewTextureObject() to create the default
858 ctx->Driver = *driverFunctions;
859 ctx->DriverCtx = driverContext;
862 /* share state with another context */
863 shared = share_list->Shared;
866 /* allocate new, unshared state */
867 shared = _mesa_alloc_shared_state(ctx);
872 _glthread_LOCK_MUTEX(shared->Mutex);
873 ctx->Shared = shared;
875 _glthread_UNLOCK_MUTEX(shared->Mutex);
877 if (!init_attrib_groups( ctx )) {
878 _mesa_free_shared_state(ctx, ctx->Shared);
882 /* setup the API dispatch tables */
883 ctx->Exec = alloc_dispatch_table();
884 ctx->Save = alloc_dispatch_table();
885 if (!ctx->Exec || !ctx->Save) {
886 _mesa_free_shared_state(ctx, ctx->Shared);
888 _mesa_free(ctx->Exec);
891 _mesa_init_exec_table(ctx->Exec);
893 ctx->CurrentDispatch = ctx->Exec;
895 _mesa_init_dlist_table(ctx->Save);
896 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
898 /* Neutral tnl module stuff */
899 _mesa_init_exec_vtxfmt( ctx );
900 ctx->TnlModule.Current = NULL;
901 ctx->TnlModule.SwapCount = 0;
903 ctx->FragmentProgram._MaintainTexEnvProgram
904 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
906 ctx->VertexProgram._MaintainTnlProgram
907 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
908 if (ctx->VertexProgram._MaintainTnlProgram) {
909 /* this is required... */
910 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
913 #ifdef FEATURE_extra_context_init
914 _mesa_initialize_context_extra(ctx);
917 ctx->FirstTimeCurrent = GL_TRUE;
924 * Allocate and initialize a GLcontext structure.
925 * Note that the driver needs to pass in its dd_function_table here since
926 * we need to at least call driverFunctions->NewTextureObject to initialize
927 * the rendering context.
929 * \param visual a GLvisual pointer (we copy the struct contents)
930 * \param share_list another context to share display lists with or NULL
931 * \param driverFunctions points to the dd_function_table into which the
932 * driver has plugged in all its special functions.
933 * \param driverContext points to the device driver's private context state
935 * \return pointer to a new __GLcontextRec or NULL if error.
938 _mesa_create_context(const GLvisual *visual,
939 GLcontext *share_list,
940 const struct dd_function_table *driverFunctions,
946 /*ASSERT(driverContext);*/
948 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
952 if (_mesa_initialize_context(ctx, visual, share_list,
953 driverFunctions, driverContext)) {
964 * Free the data associated with the given context.
966 * But doesn't free the GLcontext struct itself.
968 * \sa _mesa_initialize_context() and init_attrib_groups().
971 _mesa_free_context_data( GLcontext *ctx )
975 if (!_mesa_get_current_context()){
976 /* No current context, but we may need one in order to delete
977 * texture objs, etc. So temporarily bind the context now.
979 _mesa_make_current(ctx, NULL, NULL);
982 /* unreference WinSysDraw/Read buffers */
983 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
984 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
985 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
986 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
988 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
989 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
990 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
992 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
993 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
994 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
996 _mesa_free_attrib_data(ctx);
997 _mesa_free_lighting_data( ctx );
998 #if FEATURE_evaluators
999 _mesa_free_eval_data( ctx );
1001 _mesa_free_texture_data( ctx );
1002 _mesa_free_matrix_data( ctx );
1003 _mesa_free_viewport_data( ctx );
1004 _mesa_free_colortables_data( ctx );
1005 _mesa_free_program_data(ctx);
1006 _mesa_free_shader_state(ctx);
1007 #if FEATURE_ARB_occlusion_query
1008 _mesa_free_query_data(ctx);
1010 #if FEATURE_ARB_sync
1011 _mesa_free_sync_data(ctx);
1013 _mesa_free_varray_data(ctx);
1015 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1017 #if FEATURE_ARB_pixel_buffer_object
1018 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1019 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1022 #if FEATURE_ARB_vertex_buffer_object
1023 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1024 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1027 /* free dispatch tables */
1028 _mesa_free(ctx->Exec);
1029 _mesa_free(ctx->Save);
1031 /* Shared context state (display lists, textures, etc) */
1032 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1033 RefCount = --ctx->Shared->RefCount;
1034 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1035 assert(RefCount >= 0);
1036 if (RefCount == 0) {
1037 /* free shared state */
1038 _mesa_free_shared_state( ctx, ctx->Shared );
1041 if (ctx->Extensions.String)
1042 _mesa_free((void *) ctx->Extensions.String);
1044 /* unbind the context if it's currently bound */
1045 if (ctx == _mesa_get_current_context()) {
1046 _mesa_make_current(NULL, NULL, NULL);
1052 * Destroy a GLcontext structure.
1054 * \param ctx GL context.
1056 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1059 _mesa_destroy_context( GLcontext *ctx )
1062 _mesa_free_context_data(ctx);
1063 _mesa_free( (void *) ctx );
1070 * Copy attribute groups from one context to another.
1072 * \param src source context
1073 * \param dst destination context
1074 * \param mask bitwise OR of GL_*_BIT flags
1076 * According to the bits specified in \p mask, copies the corresponding
1077 * attributes from \p src into \p dst. For many of the attributes a simple \c
1078 * memcpy is not enough due to the existence of internal pointers in their data
1082 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1084 if (mask & GL_ACCUM_BUFFER_BIT) {
1086 dst->Accum = src->Accum;
1088 if (mask & GL_COLOR_BUFFER_BIT) {
1090 dst->Color = src->Color;
1092 if (mask & GL_CURRENT_BIT) {
1094 dst->Current = src->Current;
1096 if (mask & GL_DEPTH_BUFFER_BIT) {
1098 dst->Depth = src->Depth;
1100 if (mask & GL_ENABLE_BIT) {
1103 if (mask & GL_EVAL_BIT) {
1105 dst->Eval = src->Eval;
1107 if (mask & GL_FOG_BIT) {
1109 dst->Fog = src->Fog;
1111 if (mask & GL_HINT_BIT) {
1113 dst->Hint = src->Hint;
1115 if (mask & GL_LIGHTING_BIT) {
1117 /* begin with memcpy */
1118 dst->Light = src->Light;
1119 /* fixup linked lists to prevent pointer insanity */
1120 make_empty_list( &(dst->Light.EnabledList) );
1121 for (i = 0; i < MAX_LIGHTS; i++) {
1122 if (dst->Light.Light[i].Enabled) {
1123 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1127 if (mask & GL_LINE_BIT) {
1129 dst->Line = src->Line;
1131 if (mask & GL_LIST_BIT) {
1133 dst->List = src->List;
1135 if (mask & GL_PIXEL_MODE_BIT) {
1137 dst->Pixel = src->Pixel;
1139 if (mask & GL_POINT_BIT) {
1141 dst->Point = src->Point;
1143 if (mask & GL_POLYGON_BIT) {
1145 dst->Polygon = src->Polygon;
1147 if (mask & GL_POLYGON_STIPPLE_BIT) {
1148 /* Use loop instead of MEMCPY due to problem with Portland Group's
1149 * C compiler. Reported by John Stone.
1152 for (i = 0; i < 32; i++) {
1153 dst->PolygonStipple[i] = src->PolygonStipple[i];
1156 if (mask & GL_SCISSOR_BIT) {
1158 dst->Scissor = src->Scissor;
1160 if (mask & GL_STENCIL_BUFFER_BIT) {
1162 dst->Stencil = src->Stencil;
1164 if (mask & GL_TEXTURE_BIT) {
1165 /* Cannot memcpy because of pointers */
1166 _mesa_copy_texture_state(src, dst);
1168 if (mask & GL_TRANSFORM_BIT) {
1170 dst->Transform = src->Transform;
1172 if (mask & GL_VIEWPORT_BIT) {
1173 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1174 dst->Viewport.X = src->Viewport.X;
1175 dst->Viewport.Y = src->Viewport.Y;
1176 dst->Viewport.Width = src->Viewport.Width;
1177 dst->Viewport.Height = src->Viewport.Height;
1178 dst->Viewport.Near = src->Viewport.Near;
1179 dst->Viewport.Far = src->Viewport.Far;
1180 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1183 /* XXX FIXME: Call callbacks?
1185 dst->NewState = _NEW_ALL;
1191 * Check if the given context can render into the given framebuffer
1192 * by checking visual attributes.
1194 * Most of these tests could go away because Mesa is now pretty flexible
1195 * in terms of mixing rendering contexts with framebuffers. As long
1196 * as RGB vs. CI mode agree, we're probably good.
1198 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1201 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1203 const GLvisual *ctxvis = &ctx->Visual;
1204 const GLvisual *bufvis = &buffer->Visual;
1206 if (ctxvis == bufvis)
1209 if (ctxvis->rgbMode != bufvis->rgbMode)
1212 /* disabling this fixes the fgl_glxgears pbuffer demo */
1213 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1216 if (ctxvis->stereoMode && !bufvis->stereoMode)
1218 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1220 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1222 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1224 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1226 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1228 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1231 /* disabled (see bug 11161) */
1232 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1235 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1243 * Do one-time initialization for the given framebuffer. Specifically,
1244 * ask the driver for the window's current size and update the framebuffer
1246 * Really, the device driver should totally take care of this.
1249 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1251 GLuint width, height;
1252 if (ctx->Driver.GetBufferSize) {
1253 ctx->Driver.GetBufferSize(fb, &width, &height);
1254 if (ctx->Driver.ResizeBuffers)
1255 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1256 fb->Initialized = GL_TRUE;
1262 * Check if the viewport/scissor size has not yet been initialized.
1263 * Initialize the size if the given width and height are non-zero.
1266 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1268 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1269 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1270 * potential infinite recursion.
1272 ctx->ViewportInitialized = GL_TRUE;
1273 _mesa_set_viewport(ctx, 0, 0, width, height);
1274 _mesa_set_scissor(ctx, 0, 0, width, height);
1280 * Bind the given context to the given drawBuffer and readBuffer and
1281 * make it the current context for the calling thread.
1282 * We'll render into the drawBuffer and read pixels from the
1283 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1285 * We check that the context's and framebuffer's visuals are compatible
1286 * and return immediately if they're not.
1288 * \param newCtx the new GL context. If NULL then there will be no current GL
1290 * \param drawBuffer the drawing framebuffer
1291 * \param readBuffer the reading framebuffer
1294 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1295 GLframebuffer *readBuffer )
1297 if (MESA_VERBOSE & VERBOSE_API)
1298 _mesa_debug(newCtx, "_mesa_make_current()\n");
1300 /* Check that the context's and framebuffer's visuals are compatible.
1302 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1303 if (!check_compatible(newCtx, drawBuffer)) {
1304 _mesa_warning(newCtx,
1305 "MakeCurrent: incompatible visuals for context and drawbuffer");
1309 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1310 if (!check_compatible(newCtx, readBuffer)) {
1311 _mesa_warning(newCtx,
1312 "MakeCurrent: incompatible visuals for context and readbuffer");
1317 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1318 _glapi_set_context((void *) newCtx);
1319 ASSERT(_mesa_get_current_context() == newCtx);
1322 _glapi_set_dispatch(NULL); /* none current */
1325 _glapi_set_dispatch(newCtx->CurrentDispatch);
1327 if (drawBuffer && readBuffer) {
1328 /* TODO: check if newCtx and buffer's visual match??? */
1330 ASSERT(drawBuffer->Name == 0);
1331 ASSERT(readBuffer->Name == 0);
1332 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1333 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1336 * Only set the context's Draw/ReadBuffer fields if they're NULL
1337 * or not bound to a user-created FBO.
1339 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1340 /* KW: merge conflict here, revisit.
1342 /* fix up the fb fields - these will end up wrong otherwise
1343 * if the DRIdrawable changes, and everything relies on them.
1344 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1347 GLenum buffers[MAX_DRAW_BUFFERS];
1349 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1351 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1352 buffers[i] = newCtx->Color.DrawBuffer[i];
1355 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1357 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1358 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1361 /* XXX only set this flag if we're really changing the draw/read
1362 * framebuffer bindings.
1364 newCtx->NewState |= _NEW_BUFFERS;
1367 /* We want to get rid of these lines: */
1370 if (!drawBuffer->Initialized) {
1371 initialize_framebuffer_size(newCtx, drawBuffer);
1373 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1374 initialize_framebuffer_size(newCtx, readBuffer);
1377 _mesa_resizebuffers(newCtx);
1381 /* We want the drawBuffer and readBuffer to be initialized by
1383 * This generally means the Width and Height match the actual
1384 * window size and the renderbuffers (both hardware and software
1385 * based) are allocated to match. The later can generally be
1386 * done with a call to _mesa_resize_framebuffer().
1388 * It's theoretically possible for a buffer to have zero width
1389 * or height, but for now, assert check that the driver did what's
1392 ASSERT(drawBuffer->Width > 0);
1393 ASSERT(drawBuffer->Height > 0);
1397 _mesa_check_init_viewport(newCtx,
1398 drawBuffer->Width, drawBuffer->Height);
1402 if (newCtx->FirstTimeCurrent) {
1403 check_context_limits(newCtx);
1405 /* We can use this to help debug user's problems. Tell them to set
1406 * the MESA_INFO env variable before running their app. Then the
1407 * first time each context is made current we'll print some useful
1410 if (_mesa_getenv("MESA_INFO")) {
1414 newCtx->FirstTimeCurrent = GL_FALSE;
1423 * Make context 'ctx' share the display lists, textures and programs
1424 * that are associated with 'ctxToShare'.
1425 * Any display lists, textures or programs associated with 'ctx' will
1426 * be deleted if nobody else is sharing them.
1429 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1431 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1432 struct gl_shared_state *oldSharedState = ctx->Shared;
1435 ctx->Shared = ctxToShare->Shared;
1437 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1438 ctx->Shared->RefCount++;
1439 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1441 update_default_objects(ctx);
1443 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1444 RefCount = --oldSharedState->RefCount;
1445 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1447 if (RefCount == 0) {
1448 _mesa_free_shared_state(ctx, oldSharedState);
1461 * \return pointer to the current GL context for this thread.
1463 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1464 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1468 _mesa_get_current_context( void )
1470 return (GLcontext *) _glapi_get_context();
1475 * Get context's current API dispatch table.
1477 * It'll either be the immediate-mode execute dispatcher or the display list
1478 * compile dispatcher.
1480 * \param ctx GL context.
1482 * \return pointer to dispatch_table.
1484 * Simply returns __GLcontextRec::CurrentDispatch.
1486 struct _glapi_table *
1487 _mesa_get_dispatch(GLcontext *ctx)
1489 return ctx->CurrentDispatch;
1495 /**********************************************************************/
1496 /** \name Miscellaneous functions */
1497 /**********************************************************************/
1503 * \param ctx GL context.
1504 * \param error error code.
1506 * Records the given error code and call the driver's dd_function_table::Error
1507 * function if defined.
1510 * This is called via _mesa_error().
1513 _mesa_record_error(GLcontext *ctx, GLenum error)
1518 if (ctx->ErrorValue == GL_NO_ERROR) {
1519 ctx->ErrorValue = error;
1522 /* Call device driver's error handler, if any. This is used on the Mac. */
1523 if (ctx->Driver.Error) {
1524 ctx->Driver.Error(ctx);
1530 * Execute glFinish().
1532 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1533 * dd_function_table::Finish driver callback, if not NULL.
1538 GET_CURRENT_CONTEXT(ctx);
1539 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1540 FLUSH_CURRENT( ctx, 0 );
1541 if (ctx->Driver.Finish) {
1542 ctx->Driver.Finish(ctx);
1548 * Execute glFlush().
1550 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1551 * dd_function_table::Flush driver callback, if not NULL.
1556 GET_CURRENT_CONTEXT(ctx);
1557 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1558 FLUSH_CURRENT( ctx, 0 );
1559 if (ctx->Driver.Flush) {
1560 ctx->Driver.Flush(ctx);
1566 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1567 * MUL/MAD, or vice versa, call this function to register that.
1568 * Otherwise we default to MUL/MAD.
1571 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1574 ctx->mvp_with_dp4 = flag;
1580 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1581 * is called to see if it's valid to render. This involves checking that
1582 * the current shader is valid and the framebuffer is complete.
1583 * If an error is detected it'll be recorded here.
1584 * \return GL_TRUE if OK to render, GL_FALSE if not
1587 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1589 if (ctx->Shader.CurrentProgram) {
1591 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1592 _mesa_error(ctx, GL_INVALID_OPERATION,
1593 "%s(shader not linked), where");
1596 #if 0 /* not normally enabled */
1599 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1601 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1602 ctx->Shader.CurrentProgram->Name, errMsg);
1608 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1609 _mesa_error(ctx, GL_INVALID_OPERATION,
1610 "%s(vertex program not valid)", where);
1613 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1614 _mesa_error(ctx, GL_INVALID_OPERATION,
1615 "%s(fragment program not valid)", where);
1620 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1621 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1622 "%s(incomplete framebuffer)", where);
1627 if (ctx->Shader.Flags & GLSL_LOG) {
1628 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1630 if (!shProg->_Used) {
1631 /* This is the first time this shader is being used.
1632 * Append shader's constants/uniforms to log file.
1635 for (i = 0; i < shProg->NumShaders; i++) {
1636 struct gl_shader *sh = shProg->Shaders[i];
1637 if (sh->Type == GL_VERTEX_SHADER) {
1638 _mesa_append_uniforms_to_file(sh,
1639 &shProg->VertexProgram->Base);
1641 else if (sh->Type == GL_FRAGMENT_SHADER) {
1642 _mesa_append_uniforms_to_file(sh,
1643 &shProg->FragmentProgram->Base);
1646 shProg->_Used = GL_TRUE;