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 #include "histogram.h"
116 #include "multisample.h"
118 #include "pixelstore.h"
121 #if FEATURE_ARB_occlusion_query
122 #include "queryobj.h"
132 #include "simple_list.h"
135 #include "texcompress.h"
136 #include "teximage.h"
138 #include "texstate.h"
142 #include "viewport.h"
144 #include "glapi/glthread.h"
145 #include "glapi/glapioffsets.h"
146 #include "glapi/glapitable.h"
147 #include "shader/program.h"
148 #include "shader/prog_print.h"
149 #include "shader/shader_api.h"
150 #if FEATURE_ATI_fragment_shader
151 #include "shader/atifragshader.h"
154 #include "math/m_matrix.h"
158 #include "sparc/sparc.h"
162 int MESA_VERBOSE = 0;
165 #ifndef MESA_DEBUG_FLAGS
166 int MESA_DEBUG_FLAGS = 0;
170 /* ubyte -> float conversion */
171 GLfloat _mesa_ubyte_to_float_color_tab[256];
176 * Swap buffers notification callback.
178 * \param ctx GL context.
180 * Called by window system just before swapping buffers.
181 * We have to finish any pending rendering.
184 _mesa_notifySwapBuffers(__GLcontext *ctx)
186 FLUSH_CURRENT( ctx, 0 );
187 if (ctx->Driver.Flush) {
188 ctx->Driver.Flush(ctx);
193 /**********************************************************************/
194 /** \name GL Visual allocation/destruction */
195 /**********************************************************************/
199 * Allocates a GLvisual structure and initializes it via
200 * _mesa_initialize_visual().
202 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
203 * \param dbFlag double buffering
204 * \param stereoFlag stereo buffer
205 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
206 * is acceptable but the actual depth type will be GLushort or GLuint as
208 * \param stencilBits requested minimum bits per stencil buffer value
209 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
210 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
211 * \param redBits number of bits per color component in frame buffer for RGB(A)
212 * mode. We always use 8 in core Mesa though.
213 * \param greenBits same as above.
214 * \param blueBits same as above.
215 * \param alphaBits same as above.
216 * \param numSamples not really used.
218 * \return pointer to new GLvisual or NULL if requested parameters can't be
221 * \note Need to add params for level and numAuxBuffers (at least)
224 _mesa_create_visual( GLboolean rgbFlag,
226 GLboolean stereoFlag,
235 GLint accumGreenBits,
237 GLint accumAlphaBits,
240 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
242 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
243 redBits, greenBits, blueBits, alphaBits,
244 indexBits, depthBits, stencilBits,
245 accumRedBits, accumGreenBits,
246 accumBlueBits, accumAlphaBits,
256 * Makes some sanity checks and fills in the fields of the
257 * GLvisual object with the given parameters. If the caller needs
258 * to set additional fields, he should just probably init the whole GLvisual
260 * \return GL_TRUE on success, or GL_FALSE on failure.
262 * \sa _mesa_create_visual() above for the parameter description.
265 _mesa_initialize_visual( GLvisual *vis,
268 GLboolean stereoFlag,
277 GLint accumGreenBits,
279 GLint accumAlphaBits,
284 if (depthBits < 0 || depthBits > 32) {
287 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
290 assert(accumRedBits >= 0);
291 assert(accumGreenBits >= 0);
292 assert(accumBlueBits >= 0);
293 assert(accumAlphaBits >= 0);
295 vis->rgbMode = rgbFlag;
296 vis->doubleBufferMode = dbFlag;
297 vis->stereoMode = stereoFlag;
299 vis->redBits = redBits;
300 vis->greenBits = greenBits;
301 vis->blueBits = blueBits;
302 vis->alphaBits = alphaBits;
303 vis->rgbBits = redBits + greenBits + blueBits;
305 vis->indexBits = indexBits;
306 vis->depthBits = depthBits;
307 vis->stencilBits = stencilBits;
309 vis->accumRedBits = accumRedBits;
310 vis->accumGreenBits = accumGreenBits;
311 vis->accumBlueBits = accumBlueBits;
312 vis->accumAlphaBits = accumAlphaBits;
314 vis->haveAccumBuffer = accumRedBits > 0;
315 vis->haveDepthBuffer = depthBits > 0;
316 vis->haveStencilBuffer = stencilBits > 0;
318 vis->numAuxBuffers = 0;
321 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
322 vis->samples = numSamples;
329 * Destroy a visual and free its memory.
333 * Frees the visual structure.
336 _mesa_destroy_visual( GLvisual *vis )
344 /**********************************************************************/
345 /** \name Context allocation, initialization, destroying
347 * The purpose of the most initialization functions here is to provide the
348 * default state values according to the OpenGL specification.
350 /**********************************************************************/
355 * This is lame. gdb only seems to recognize enum types that are
356 * actually used somewhere. We want to be able to print/use enum
357 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
358 * the gl_texture_index type anywhere. Thus, this lame function.
361 dummy_enum_func(void)
364 gl_colortable_index ci;
384 * One-time initialization mutex lock.
386 * \sa Used by one_time_init().
388 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
391 * Calls all the various one-time-init functions in Mesa.
393 * While holding a global mutex lock, calls several initialization functions,
394 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
400 one_time_init( GLcontext *ctx )
402 static GLboolean alreadyCalled = GL_FALSE;
404 _glthread_LOCK_MUTEX(OneTimeLock);
405 if (!alreadyCalled) {
408 /* do some implementation tests */
409 assert( sizeof(GLbyte) == 1 );
410 assert( sizeof(GLubyte) == 1 );
411 assert( sizeof(GLshort) == 2 );
412 assert( sizeof(GLushort) == 2 );
413 assert( sizeof(GLint) == 4 );
414 assert( sizeof(GLuint) == 4 );
416 _mesa_get_cpu_features();
418 _mesa_init_sqrt_table();
420 for (i = 0; i < 256; i++) {
421 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
424 if (_mesa_getenv("MESA_DEBUG")) {
425 _glapi_noop_enable_warnings(GL_TRUE);
426 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
429 _glapi_noop_enable_warnings(GL_FALSE);
432 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
433 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
434 MESA_VERSION_STRING, __DATE__, __TIME__);
437 alreadyCalled = GL_TRUE;
439 _glthread_UNLOCK_MUTEX(OneTimeLock);
446 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
449 _mesa_init_current(GLcontext *ctx)
453 /* Init all to (0,0,0,1) */
454 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
455 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
458 /* redo special cases: */
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
469 * Init vertex/fragment program limits.
470 * Important: drivers should override these with actual limits.
473 init_program_limits(GLenum type, struct gl_program_constants *prog)
475 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
478 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
479 prog->MaxTemps = MAX_PROGRAM_TEMPS;
480 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
481 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
482 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
484 if (type == GL_VERTEX_PROGRAM_ARB) {
485 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
486 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
487 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
490 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
491 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
492 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
495 /* Set the native limits to zero. This implies that there is no native
496 * support for shaders. Let the drivers fill in the actual values.
498 prog->MaxNativeInstructions = 0;
499 prog->MaxNativeAluInstructions = 0;
500 prog->MaxNativeTexInstructions = 0;
501 prog->MaxNativeTexIndirections = 0;
502 prog->MaxNativeAttribs = 0;
503 prog->MaxNativeTemps = 0;
504 prog->MaxNativeAddressRegs = 0;
505 prog->MaxNativeParameters = 0;
510 * Initialize fields of gl_constants (aka ctx->Const.*).
511 * Use defaults from config.h. The device drivers will often override
512 * some of these values (such as number of texture units).
515 _mesa_init_constants(GLcontext *ctx)
519 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
520 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
522 /* Max texture size should be <= max viewport size (render to texture) */
523 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
525 /* Constants, may be overriden (usually only reduced) by device drivers */
526 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
527 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
528 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
529 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
530 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
531 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
532 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
533 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
534 ctx->Const.MaxTextureImageUnits);
535 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
536 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
537 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
538 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
539 ctx->Const.MinPointSize = MIN_POINT_SIZE;
540 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
541 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
542 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
543 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
544 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
545 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
546 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
547 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
548 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
549 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
550 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
551 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
552 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
553 ctx->Const.MaxLights = MAX_LIGHTS;
554 ctx->Const.MaxShininess = 128.0;
555 ctx->Const.MaxSpotExponent = 128.0;
556 ctx->Const.MaxViewportWidth = MAX_WIDTH;
557 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
558 #if FEATURE_ARB_vertex_program
559 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
561 #if FEATURE_ARB_fragment_program
562 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
564 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
565 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
567 /* CheckArrayBounds is overriden by drivers/x11 for X server */
568 ctx->Const.CheckArrayBounds = GL_FALSE;
570 /* GL_ARB_draw_buffers */
571 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
573 /* GL_OES_read_format */
574 ctx->Const.ColorReadFormat = GL_RGBA;
575 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
577 #if FEATURE_EXT_framebuffer_object
578 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
579 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
582 #if FEATURE_ARB_vertex_shader
583 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
584 ctx->Const.MaxVarying = MAX_VARYING;
587 /* GL_ARB_framebuffer_object */
588 ctx->Const.MaxSamples = 0;
591 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
593 /* GL_ATI_envmap_bumpmap */
594 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
596 /* GL_EXT_provoking_vertex */
597 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
600 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
601 ctx->Const.MaxTextureCoordUnits));
602 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
603 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
605 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
606 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
607 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
608 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
610 /* check that we don't exceed various 32-bit bitfields */
611 ASSERT(VERT_RESULT_MAX <= 32);
612 ASSERT(FRAG_ATTRIB_MAX <= 32);
617 * Do some sanity checks on the limits/constants for the given context.
618 * Only called the first time a context is bound.
621 check_context_limits(GLcontext *ctx)
623 /* Many context limits/constants are limited by the size of
626 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
627 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
628 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
629 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
631 /* number of coord units cannot be greater than number of image units */
632 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
634 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
635 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
636 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
637 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
639 /* make sure largest texture image is <= MAX_WIDTH in size */
640 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
641 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
642 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
644 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
645 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
647 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
649 /* XXX probably add more tests */
654 * Initialize the attribute groups in a GL context.
656 * \param ctx GL context.
658 * Initializes all the attributes, calling the respective <tt>init*</tt>
659 * functions for the more complex data structures.
662 init_attrib_groups(GLcontext *ctx)
667 _mesa_init_constants( ctx );
670 _mesa_init_extensions( ctx );
672 /* Attribute Groups */
673 _mesa_init_accum( ctx );
674 _mesa_init_attrib( ctx );
675 _mesa_init_buffer_objects( ctx );
676 _mesa_init_color( ctx );
677 _mesa_init_colortables( ctx );
678 _mesa_init_current( ctx );
679 _mesa_init_depth( ctx );
680 _mesa_init_debug( ctx );
682 _mesa_init_display_list( ctx );
684 #if FEATURE_evaluators
685 _mesa_init_eval( ctx );
687 _mesa_init_fbobjects( ctx );
689 _mesa_init_feedback( ctx );
691 ctx->RenderMode = GL_RENDER;
693 _mesa_init_fog( ctx );
694 _mesa_init_histogram( ctx );
695 _mesa_init_hint( ctx );
696 _mesa_init_line( ctx );
697 _mesa_init_lighting( ctx );
698 _mesa_init_matrix( ctx );
699 _mesa_init_multisample( ctx );
700 _mesa_init_pixel( ctx );
701 _mesa_init_pixelstore( ctx );
702 _mesa_init_point( ctx );
703 _mesa_init_polygon( ctx );
704 _mesa_init_program( ctx );
705 #if FEATURE_ARB_occlusion_query
706 _mesa_init_query( ctx );
709 _mesa_init_sync( ctx );
712 _mesa_init_rastpos( ctx );
714 _mesa_init_scissor( ctx );
715 _mesa_init_shader_state( ctx );
716 _mesa_init_stencil( ctx );
717 _mesa_init_transform( ctx );
718 _mesa_init_varray( ctx );
719 _mesa_init_viewport( ctx );
721 if (!_mesa_init_texture( ctx ))
724 #if FEATURE_texture_s3tc
725 _mesa_init_texture_s3tc( ctx );
727 #if FEATURE_texture_fxt1
728 _mesa_init_texture_fxt1( ctx );
732 ctx->NewState = _NEW_ALL;
733 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
734 ctx->varying_vp_inputs = ~0;
741 * Update default objects in a GL context with respect to shared state.
743 * \param ctx GL context.
745 * Removes references to old default objects, (texture objects, program
746 * objects, etc.) and changes to reference those from the current shared
750 update_default_objects(GLcontext *ctx)
754 _mesa_update_default_objects_program(ctx);
755 _mesa_update_default_objects_texture(ctx);
756 _mesa_update_default_objects_buffer_objects(ctx);
763 * This is the default function we plug into all dispatch table slots
764 * This helps prevents a segfault when someone calls a GL function without
765 * first checking if the extension's supported.
770 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
776 * Allocate and initialize a new dispatch table.
778 static struct _glapi_table *
779 alloc_dispatch_table(void)
781 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
782 * In practice, this'll be the same for stand-alone Mesa. But for DRI
783 * Mesa we do this to accomodate different versions of libGL and various
786 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
787 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
788 struct _glapi_table *table =
789 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
791 _glapi_proc *entry = (_glapi_proc *) table;
793 for (i = 0; i < numEntries; i++) {
794 entry[i] = (_glapi_proc) generic_nop;
802 * Initialize a GLcontext struct (rendering context).
804 * This includes allocating all the other structs and arrays which hang off of
805 * the context by pointers.
806 * Note that the driver needs to pass in its dd_function_table here since
807 * we need to at least call driverFunctions->NewTextureObject to create the
808 * default texture objects.
810 * Called by _mesa_create_context().
812 * Performs the imports and exports callback tables initialization, and
813 * miscellaneous one-time initializations. If no shared context is supplied one
814 * is allocated, and increase its reference count. Setups the GL API dispatch
815 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
816 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
819 * \param ctx the context to initialize
820 * \param visual describes the visual attributes for this context
821 * \param share_list points to context to share textures, display lists,
823 * \param driverFunctions table of device driver functions for this context
825 * \param driverContext pointer to driver-specific context data
828 _mesa_initialize_context(GLcontext *ctx,
829 const GLvisual *visual,
830 GLcontext *share_list,
831 const struct dd_function_table *driverFunctions,
834 struct gl_shared_state *shared;
836 /*ASSERT(driverContext);*/
837 assert(driverFunctions->NewTextureObject);
838 assert(driverFunctions->FreeTexImageData);
840 /* misc one-time initializations */
843 ctx->Visual = *visual;
844 ctx->DrawBuffer = NULL;
845 ctx->ReadBuffer = NULL;
846 ctx->WinSysDrawBuffer = NULL;
847 ctx->WinSysReadBuffer = NULL;
849 /* Plug in driver functions and context pointer here.
850 * This is important because when we call alloc_shared_state() below
851 * we'll call ctx->Driver.NewTextureObject() to create the default
854 ctx->Driver = *driverFunctions;
855 ctx->DriverCtx = driverContext;
858 /* share state with another context */
859 shared = share_list->Shared;
862 /* allocate new, unshared state */
863 shared = _mesa_alloc_shared_state(ctx);
868 _glthread_LOCK_MUTEX(shared->Mutex);
869 ctx->Shared = shared;
871 _glthread_UNLOCK_MUTEX(shared->Mutex);
873 if (!init_attrib_groups( ctx )) {
874 _mesa_free_shared_state(ctx, ctx->Shared);
878 /* setup the API dispatch tables */
879 ctx->Exec = alloc_dispatch_table();
880 ctx->Save = alloc_dispatch_table();
881 if (!ctx->Exec || !ctx->Save) {
882 _mesa_free_shared_state(ctx, ctx->Shared);
884 _mesa_free(ctx->Exec);
887 _mesa_init_exec_table(ctx->Exec);
889 ctx->CurrentDispatch = ctx->Exec;
891 _mesa_init_dlist_table(ctx->Save);
892 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
894 /* Neutral tnl module stuff */
895 _mesa_init_exec_vtxfmt( ctx );
896 ctx->TnlModule.Current = NULL;
897 ctx->TnlModule.SwapCount = 0;
899 ctx->FragmentProgram._MaintainTexEnvProgram
900 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
902 ctx->VertexProgram._MaintainTnlProgram
903 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
904 if (ctx->VertexProgram._MaintainTnlProgram) {
905 /* this is required... */
906 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
909 #ifdef FEATURE_extra_context_init
910 _mesa_initialize_context_extra(ctx);
913 ctx->FirstTimeCurrent = GL_TRUE;
920 * Allocate and initialize a GLcontext structure.
921 * Note that the driver needs to pass in its dd_function_table here since
922 * we need to at least call driverFunctions->NewTextureObject to initialize
923 * the rendering context.
925 * \param visual a GLvisual pointer (we copy the struct contents)
926 * \param share_list another context to share display lists with or NULL
927 * \param driverFunctions points to the dd_function_table into which the
928 * driver has plugged in all its special functions.
929 * \param driverContext points to the device driver's private context state
931 * \return pointer to a new __GLcontextRec or NULL if error.
934 _mesa_create_context(const GLvisual *visual,
935 GLcontext *share_list,
936 const struct dd_function_table *driverFunctions,
942 /*ASSERT(driverContext);*/
944 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
948 if (_mesa_initialize_context(ctx, visual, share_list,
949 driverFunctions, driverContext)) {
960 * Free the data associated with the given context.
962 * But doesn't free the GLcontext struct itself.
964 * \sa _mesa_initialize_context() and init_attrib_groups().
967 _mesa_free_context_data( GLcontext *ctx )
971 if (!_mesa_get_current_context()){
972 /* No current context, but we may need one in order to delete
973 * texture objs, etc. So temporarily bind the context now.
975 _mesa_make_current(ctx, NULL, NULL);
978 /* unreference WinSysDraw/Read buffers */
979 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
980 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
981 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
982 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
984 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
985 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
986 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
988 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
989 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
990 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
992 _mesa_free_attrib_data(ctx);
993 _mesa_free_lighting_data( ctx );
994 #if FEATURE_evaluators
995 _mesa_free_eval_data( ctx );
997 _mesa_free_texture_data( ctx );
998 _mesa_free_matrix_data( ctx );
999 _mesa_free_viewport_data( ctx );
1000 _mesa_free_colortables_data( ctx );
1001 _mesa_free_program_data(ctx);
1002 _mesa_free_shader_state(ctx);
1003 #if FEATURE_ARB_occlusion_query
1004 _mesa_free_query_data(ctx);
1006 #if FEATURE_ARB_sync
1007 _mesa_free_sync_data(ctx);
1009 _mesa_free_varray_data(ctx);
1011 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1013 #if FEATURE_ARB_pixel_buffer_object
1014 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1015 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1018 #if FEATURE_ARB_vertex_buffer_object
1019 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1020 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1023 /* free dispatch tables */
1024 _mesa_free(ctx->Exec);
1025 _mesa_free(ctx->Save);
1027 /* Shared context state (display lists, textures, etc) */
1028 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1029 RefCount = --ctx->Shared->RefCount;
1030 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1031 assert(RefCount >= 0);
1032 if (RefCount == 0) {
1033 /* free shared state */
1034 _mesa_free_shared_state( ctx, ctx->Shared );
1037 if (ctx->Extensions.String)
1038 _mesa_free((void *) ctx->Extensions.String);
1040 /* unbind the context if it's currently bound */
1041 if (ctx == _mesa_get_current_context()) {
1042 _mesa_make_current(NULL, NULL, NULL);
1048 * Destroy a GLcontext structure.
1050 * \param ctx GL context.
1052 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1055 _mesa_destroy_context( GLcontext *ctx )
1058 _mesa_free_context_data(ctx);
1059 _mesa_free( (void *) ctx );
1066 * Copy attribute groups from one context to another.
1068 * \param src source context
1069 * \param dst destination context
1070 * \param mask bitwise OR of GL_*_BIT flags
1072 * According to the bits specified in \p mask, copies the corresponding
1073 * attributes from \p src into \p dst. For many of the attributes a simple \c
1074 * memcpy is not enough due to the existence of internal pointers in their data
1078 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1080 if (mask & GL_ACCUM_BUFFER_BIT) {
1082 dst->Accum = src->Accum;
1084 if (mask & GL_COLOR_BUFFER_BIT) {
1086 dst->Color = src->Color;
1088 if (mask & GL_CURRENT_BIT) {
1090 dst->Current = src->Current;
1092 if (mask & GL_DEPTH_BUFFER_BIT) {
1094 dst->Depth = src->Depth;
1096 if (mask & GL_ENABLE_BIT) {
1099 if (mask & GL_EVAL_BIT) {
1101 dst->Eval = src->Eval;
1103 if (mask & GL_FOG_BIT) {
1105 dst->Fog = src->Fog;
1107 if (mask & GL_HINT_BIT) {
1109 dst->Hint = src->Hint;
1111 if (mask & GL_LIGHTING_BIT) {
1113 /* begin with memcpy */
1114 dst->Light = src->Light;
1115 /* fixup linked lists to prevent pointer insanity */
1116 make_empty_list( &(dst->Light.EnabledList) );
1117 for (i = 0; i < MAX_LIGHTS; i++) {
1118 if (dst->Light.Light[i].Enabled) {
1119 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1123 if (mask & GL_LINE_BIT) {
1125 dst->Line = src->Line;
1127 if (mask & GL_LIST_BIT) {
1129 dst->List = src->List;
1131 if (mask & GL_PIXEL_MODE_BIT) {
1133 dst->Pixel = src->Pixel;
1135 if (mask & GL_POINT_BIT) {
1137 dst->Point = src->Point;
1139 if (mask & GL_POLYGON_BIT) {
1141 dst->Polygon = src->Polygon;
1143 if (mask & GL_POLYGON_STIPPLE_BIT) {
1144 /* Use loop instead of MEMCPY due to problem with Portland Group's
1145 * C compiler. Reported by John Stone.
1148 for (i = 0; i < 32; i++) {
1149 dst->PolygonStipple[i] = src->PolygonStipple[i];
1152 if (mask & GL_SCISSOR_BIT) {
1154 dst->Scissor = src->Scissor;
1156 if (mask & GL_STENCIL_BUFFER_BIT) {
1158 dst->Stencil = src->Stencil;
1160 if (mask & GL_TEXTURE_BIT) {
1161 /* Cannot memcpy because of pointers */
1162 _mesa_copy_texture_state(src, dst);
1164 if (mask & GL_TRANSFORM_BIT) {
1166 dst->Transform = src->Transform;
1168 if (mask & GL_VIEWPORT_BIT) {
1169 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1170 dst->Viewport.X = src->Viewport.X;
1171 dst->Viewport.Y = src->Viewport.Y;
1172 dst->Viewport.Width = src->Viewport.Width;
1173 dst->Viewport.Height = src->Viewport.Height;
1174 dst->Viewport.Near = src->Viewport.Near;
1175 dst->Viewport.Far = src->Viewport.Far;
1176 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1179 /* XXX FIXME: Call callbacks?
1181 dst->NewState = _NEW_ALL;
1187 * Check if the given context can render into the given framebuffer
1188 * by checking visual attributes.
1190 * Most of these tests could go away because Mesa is now pretty flexible
1191 * in terms of mixing rendering contexts with framebuffers. As long
1192 * as RGB vs. CI mode agree, we're probably good.
1194 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1197 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1199 const GLvisual *ctxvis = &ctx->Visual;
1200 const GLvisual *bufvis = &buffer->Visual;
1202 if (ctxvis == bufvis)
1205 if (ctxvis->rgbMode != bufvis->rgbMode)
1208 /* disabling this fixes the fgl_glxgears pbuffer demo */
1209 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1212 if (ctxvis->stereoMode && !bufvis->stereoMode)
1214 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1216 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1218 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1220 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1222 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1224 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1227 /* disabled (see bug 11161) */
1228 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1231 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1239 * Do one-time initialization for the given framebuffer. Specifically,
1240 * ask the driver for the window's current size and update the framebuffer
1242 * Really, the device driver should totally take care of this.
1245 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1247 GLuint width, height;
1248 if (ctx->Driver.GetBufferSize) {
1249 ctx->Driver.GetBufferSize(fb, &width, &height);
1250 if (ctx->Driver.ResizeBuffers)
1251 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1252 fb->Initialized = GL_TRUE;
1258 * Check if the viewport/scissor size has not yet been initialized.
1259 * Initialize the size if the given width and height are non-zero.
1262 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1264 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1265 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1266 * potential infinite recursion.
1268 ctx->ViewportInitialized = GL_TRUE;
1269 _mesa_set_viewport(ctx, 0, 0, width, height);
1270 _mesa_set_scissor(ctx, 0, 0, width, height);
1276 * Bind the given context to the given drawBuffer and readBuffer and
1277 * make it the current context for the calling thread.
1278 * We'll render into the drawBuffer and read pixels from the
1279 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1281 * We check that the context's and framebuffer's visuals are compatible
1282 * and return immediately if they're not.
1284 * \param newCtx the new GL context. If NULL then there will be no current GL
1286 * \param drawBuffer the drawing framebuffer
1287 * \param readBuffer the reading framebuffer
1290 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1291 GLframebuffer *readBuffer )
1293 if (MESA_VERBOSE & VERBOSE_API)
1294 _mesa_debug(newCtx, "_mesa_make_current()\n");
1296 /* Check that the context's and framebuffer's visuals are compatible.
1298 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1299 if (!check_compatible(newCtx, drawBuffer)) {
1300 _mesa_warning(newCtx,
1301 "MakeCurrent: incompatible visuals for context and drawbuffer");
1305 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1306 if (!check_compatible(newCtx, readBuffer)) {
1307 _mesa_warning(newCtx,
1308 "MakeCurrent: incompatible visuals for context and readbuffer");
1313 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1314 _glapi_set_context((void *) newCtx);
1315 ASSERT(_mesa_get_current_context() == newCtx);
1318 _glapi_set_dispatch(NULL); /* none current */
1321 _glapi_set_dispatch(newCtx->CurrentDispatch);
1323 if (drawBuffer && readBuffer) {
1324 /* TODO: check if newCtx and buffer's visual match??? */
1326 ASSERT(drawBuffer->Name == 0);
1327 ASSERT(readBuffer->Name == 0);
1328 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1329 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1332 * Only set the context's Draw/ReadBuffer fields if they're NULL
1333 * or not bound to a user-created FBO.
1335 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1336 /* KW: merge conflict here, revisit.
1338 /* fix up the fb fields - these will end up wrong otherwise
1339 * if the DRIdrawable changes, and everything relies on them.
1340 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1343 GLenum buffers[MAX_DRAW_BUFFERS];
1345 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1347 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1348 buffers[i] = newCtx->Color.DrawBuffer[i];
1351 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1353 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1354 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1357 /* XXX only set this flag if we're really changing the draw/read
1358 * framebuffer bindings.
1360 newCtx->NewState |= _NEW_BUFFERS;
1363 /* We want to get rid of these lines: */
1366 if (!drawBuffer->Initialized) {
1367 initialize_framebuffer_size(newCtx, drawBuffer);
1369 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1370 initialize_framebuffer_size(newCtx, readBuffer);
1373 _mesa_resizebuffers(newCtx);
1377 /* We want the drawBuffer and readBuffer to be initialized by
1379 * This generally means the Width and Height match the actual
1380 * window size and the renderbuffers (both hardware and software
1381 * based) are allocated to match. The later can generally be
1382 * done with a call to _mesa_resize_framebuffer().
1384 * It's theoretically possible for a buffer to have zero width
1385 * or height, but for now, assert check that the driver did what's
1388 ASSERT(drawBuffer->Width > 0);
1389 ASSERT(drawBuffer->Height > 0);
1393 _mesa_check_init_viewport(newCtx,
1394 drawBuffer->Width, drawBuffer->Height);
1398 if (newCtx->FirstTimeCurrent) {
1399 check_context_limits(newCtx);
1401 /* We can use this to help debug user's problems. Tell them to set
1402 * the MESA_INFO env variable before running their app. Then the
1403 * first time each context is made current we'll print some useful
1406 if (_mesa_getenv("MESA_INFO")) {
1410 newCtx->FirstTimeCurrent = GL_FALSE;
1419 * Make context 'ctx' share the display lists, textures and programs
1420 * that are associated with 'ctxToShare'.
1421 * Any display lists, textures or programs associated with 'ctx' will
1422 * be deleted if nobody else is sharing them.
1425 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1427 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1428 struct gl_shared_state *oldSharedState = ctx->Shared;
1431 ctx->Shared = ctxToShare->Shared;
1433 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1434 ctx->Shared->RefCount++;
1435 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1437 update_default_objects(ctx);
1439 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1440 RefCount = --oldSharedState->RefCount;
1441 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1443 if (RefCount == 0) {
1444 _mesa_free_shared_state(ctx, oldSharedState);
1457 * \return pointer to the current GL context for this thread.
1459 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1460 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1464 _mesa_get_current_context( void )
1466 return (GLcontext *) _glapi_get_context();
1471 * Get context's current API dispatch table.
1473 * It'll either be the immediate-mode execute dispatcher or the display list
1474 * compile dispatcher.
1476 * \param ctx GL context.
1478 * \return pointer to dispatch_table.
1480 * Simply returns __GLcontextRec::CurrentDispatch.
1482 struct _glapi_table *
1483 _mesa_get_dispatch(GLcontext *ctx)
1485 return ctx->CurrentDispatch;
1491 /**********************************************************************/
1492 /** \name Miscellaneous functions */
1493 /**********************************************************************/
1499 * \param ctx GL context.
1500 * \param error error code.
1502 * Records the given error code and call the driver's dd_function_table::Error
1503 * function if defined.
1506 * This is called via _mesa_error().
1509 _mesa_record_error(GLcontext *ctx, GLenum error)
1514 if (ctx->ErrorValue == GL_NO_ERROR) {
1515 ctx->ErrorValue = error;
1518 /* Call device driver's error handler, if any. This is used on the Mac. */
1519 if (ctx->Driver.Error) {
1520 ctx->Driver.Error(ctx);
1526 * Execute glFinish().
1528 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1529 * dd_function_table::Finish driver callback, if not NULL.
1534 GET_CURRENT_CONTEXT(ctx);
1535 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1536 FLUSH_CURRENT( ctx, 0 );
1537 if (ctx->Driver.Finish) {
1538 ctx->Driver.Finish(ctx);
1544 * Execute glFlush().
1546 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1547 * dd_function_table::Flush driver callback, if not NULL.
1552 GET_CURRENT_CONTEXT(ctx);
1553 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1554 FLUSH_CURRENT( ctx, 0 );
1555 if (ctx->Driver.Flush) {
1556 ctx->Driver.Flush(ctx);
1562 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1563 * MUL/MAD, or vice versa, call this function to register that.
1564 * Otherwise we default to MUL/MAD.
1567 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1570 ctx->mvp_with_dp4 = flag;
1576 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1577 * is called to see if it's valid to render. This involves checking that
1578 * the current shader is valid and the framebuffer is complete.
1579 * If an error is detected it'll be recorded here.
1580 * \return GL_TRUE if OK to render, GL_FALSE if not
1583 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1585 if (ctx->Shader.CurrentProgram) {
1587 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1588 _mesa_error(ctx, GL_INVALID_OPERATION,
1589 "%s(shader not linked), where");
1592 #if 0 /* not normally enabled */
1595 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1597 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1598 ctx->Shader.CurrentProgram->Name, errMsg);
1604 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1605 _mesa_error(ctx, GL_INVALID_OPERATION,
1606 "%s(vertex program not valid)", where);
1609 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1610 _mesa_error(ctx, GL_INVALID_OPERATION,
1611 "%s(fragment program not valid)", where);
1616 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1617 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1618 "%s(incomplete framebuffer)", where);
1623 if (ctx->Shader.Flags & GLSL_LOG) {
1624 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1626 if (!shProg->_Used) {
1627 /* This is the first time this shader is being used.
1628 * Append shader's constants/uniforms to log file.
1631 for (i = 0; i < shProg->NumShaders; i++) {
1632 struct gl_shader *sh = shProg->Shaders[i];
1633 if (sh->Type == GL_VERTEX_SHADER) {
1634 _mesa_append_uniforms_to_file(sh,
1635 &shProg->VertexProgram->Base);
1637 else if (sh->Type == GL_FRAGMENT_SHADER) {
1638 _mesa_append_uniforms_to_file(sh,
1639 &shProg->FragmentProgram->Base);
1642 shProg->_Used = GL_TRUE;