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"
85 #if FEATURE_attrib_stack
90 #include "bufferobj.h"
99 #if FEATURE_evaluators
103 #include "extensions.h"
104 #include "fbobject.h"
106 #include "feedback.h"
109 #include "framebuffer.h"
111 #if FEATURE_histogram
112 #include "histogram.h"
120 #include "multisample.h"
122 #include "pixelstore.h"
125 #if FEATURE_ARB_occlusion_query
126 #include "queryobj.h"
136 #include "simple_list.h"
139 #include "texcompress.h"
140 #include "teximage.h"
142 #include "texstate.h"
146 #include "viewport.h"
148 #include "glapi/glthread.h"
149 #include "glapi/glapioffsets.h"
150 #include "glapi/glapitable.h"
151 #include "shader/program.h"
152 #include "shader/prog_print.h"
153 #include "shader/shader_api.h"
154 #if FEATURE_ATI_fragment_shader
155 #include "shader/atifragshader.h"
158 #include "math/m_matrix.h"
162 #include "sparc/sparc.h"
166 int MESA_VERBOSE = 0;
169 #ifndef MESA_DEBUG_FLAGS
170 int MESA_DEBUG_FLAGS = 0;
174 /* ubyte -> float conversion */
175 GLfloat _mesa_ubyte_to_float_color_tab[256];
180 * Swap buffers notification callback.
182 * \param ctx GL context.
184 * Called by window system just before swapping buffers.
185 * We have to finish any pending rendering.
188 _mesa_notifySwapBuffers(__GLcontext *ctx)
190 FLUSH_CURRENT( ctx, 0 );
191 if (ctx->Driver.Flush) {
192 ctx->Driver.Flush(ctx);
197 /**********************************************************************/
198 /** \name GL Visual allocation/destruction */
199 /**********************************************************************/
203 * Allocates a GLvisual structure and initializes it via
204 * _mesa_initialize_visual().
206 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
207 * \param dbFlag double buffering
208 * \param stereoFlag stereo buffer
209 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
210 * is acceptable but the actual depth type will be GLushort or GLuint as
212 * \param stencilBits requested minimum bits per stencil buffer value
213 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
214 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
215 * \param redBits number of bits per color component in frame buffer for RGB(A)
216 * mode. We always use 8 in core Mesa though.
217 * \param greenBits same as above.
218 * \param blueBits same as above.
219 * \param alphaBits same as above.
220 * \param numSamples not really used.
222 * \return pointer to new GLvisual or NULL if requested parameters can't be
225 * \note Need to add params for level and numAuxBuffers (at least)
228 _mesa_create_visual( GLboolean rgbFlag,
230 GLboolean stereoFlag,
239 GLint accumGreenBits,
241 GLint accumAlphaBits,
244 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
246 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
247 redBits, greenBits, blueBits, alphaBits,
248 indexBits, depthBits, stencilBits,
249 accumRedBits, accumGreenBits,
250 accumBlueBits, accumAlphaBits,
260 * Makes some sanity checks and fills in the fields of the
261 * GLvisual object with the given parameters. If the caller needs
262 * to set additional fields, he should just probably init the whole GLvisual
264 * \return GL_TRUE on success, or GL_FALSE on failure.
266 * \sa _mesa_create_visual() above for the parameter description.
269 _mesa_initialize_visual( GLvisual *vis,
272 GLboolean stereoFlag,
281 GLint accumGreenBits,
283 GLint accumAlphaBits,
288 if (depthBits < 0 || depthBits > 32) {
291 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
294 assert(accumRedBits >= 0);
295 assert(accumGreenBits >= 0);
296 assert(accumBlueBits >= 0);
297 assert(accumAlphaBits >= 0);
299 vis->rgbMode = rgbFlag;
300 vis->doubleBufferMode = dbFlag;
301 vis->stereoMode = stereoFlag;
303 vis->redBits = redBits;
304 vis->greenBits = greenBits;
305 vis->blueBits = blueBits;
306 vis->alphaBits = alphaBits;
307 vis->rgbBits = redBits + greenBits + blueBits;
309 vis->indexBits = indexBits;
310 vis->depthBits = depthBits;
311 vis->stencilBits = stencilBits;
313 vis->accumRedBits = accumRedBits;
314 vis->accumGreenBits = accumGreenBits;
315 vis->accumBlueBits = accumBlueBits;
316 vis->accumAlphaBits = accumAlphaBits;
318 vis->haveAccumBuffer = accumRedBits > 0;
319 vis->haveDepthBuffer = depthBits > 0;
320 vis->haveStencilBuffer = stencilBits > 0;
322 vis->numAuxBuffers = 0;
325 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
326 vis->samples = numSamples;
333 * Destroy a visual and free its memory.
337 * Frees the visual structure.
340 _mesa_destroy_visual( GLvisual *vis )
348 /**********************************************************************/
349 /** \name Context allocation, initialization, destroying
351 * The purpose of the most initialization functions here is to provide the
352 * default state values according to the OpenGL specification.
354 /**********************************************************************/
359 * This is lame. gdb only seems to recognize enum types that are
360 * actually used somewhere. We want to be able to print/use enum
361 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
362 * the gl_texture_index type anywhere. Thus, this lame function.
365 dummy_enum_func(void)
368 gl_colortable_index ci;
388 * One-time initialization mutex lock.
390 * \sa Used by one_time_init().
392 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
395 * Calls all the various one-time-init functions in Mesa.
397 * While holding a global mutex lock, calls several initialization functions,
398 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
404 one_time_init( GLcontext *ctx )
406 static GLboolean alreadyCalled = GL_FALSE;
408 _glthread_LOCK_MUTEX(OneTimeLock);
409 if (!alreadyCalled) {
412 /* do some implementation tests */
413 assert( sizeof(GLbyte) == 1 );
414 assert( sizeof(GLubyte) == 1 );
415 assert( sizeof(GLshort) == 2 );
416 assert( sizeof(GLushort) == 2 );
417 assert( sizeof(GLint) == 4 );
418 assert( sizeof(GLuint) == 4 );
420 _mesa_get_cpu_features();
422 _mesa_init_sqrt_table();
424 for (i = 0; i < 256; i++) {
425 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
428 if (_mesa_getenv("MESA_DEBUG")) {
429 _glapi_noop_enable_warnings(GL_TRUE);
430 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
433 _glapi_noop_enable_warnings(GL_FALSE);
436 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
437 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
438 MESA_VERSION_STRING, __DATE__, __TIME__);
441 alreadyCalled = GL_TRUE;
443 _glthread_UNLOCK_MUTEX(OneTimeLock);
450 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
453 _mesa_init_current(GLcontext *ctx)
457 /* Init all to (0,0,0,1) */
458 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
459 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
462 /* redo special cases: */
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 * Init vertex/fragment program limits.
474 * Important: drivers should override these with actual limits.
477 init_program_limits(GLenum type, struct gl_program_constants *prog)
479 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
480 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
481 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
482 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxTemps = MAX_PROGRAM_TEMPS;
484 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
485 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
486 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
488 if (type == GL_VERTEX_PROGRAM_ARB) {
489 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
491 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
494 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
499 /* Set the native limits to zero. This implies that there is no native
500 * support for shaders. Let the drivers fill in the actual values.
502 prog->MaxNativeInstructions = 0;
503 prog->MaxNativeAluInstructions = 0;
504 prog->MaxNativeTexInstructions = 0;
505 prog->MaxNativeTexIndirections = 0;
506 prog->MaxNativeAttribs = 0;
507 prog->MaxNativeTemps = 0;
508 prog->MaxNativeAddressRegs = 0;
509 prog->MaxNativeParameters = 0;
514 * Initialize fields of gl_constants (aka ctx->Const.*).
515 * Use defaults from config.h. The device drivers will often override
516 * some of these values (such as number of texture units).
519 _mesa_init_constants(GLcontext *ctx)
523 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
524 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
526 /* Max texture size should be <= max viewport size (render to texture) */
527 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
529 /* Constants, may be overriden (usually only reduced) by device drivers */
530 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
531 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
532 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
533 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
534 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
535 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
536 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
537 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
538 ctx->Const.MaxTextureImageUnits);
539 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
540 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
541 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
542 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
543 ctx->Const.MinPointSize = MIN_POINT_SIZE;
544 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
545 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
546 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
547 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
548 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
549 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
550 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
551 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
552 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
553 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
554 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
555 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
556 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
557 ctx->Const.MaxLights = MAX_LIGHTS;
558 ctx->Const.MaxShininess = 128.0;
559 ctx->Const.MaxSpotExponent = 128.0;
560 ctx->Const.MaxViewportWidth = MAX_WIDTH;
561 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
562 #if FEATURE_ARB_vertex_program
563 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
565 #if FEATURE_ARB_fragment_program
566 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
568 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
569 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
571 /* CheckArrayBounds is overriden by drivers/x11 for X server */
572 ctx->Const.CheckArrayBounds = GL_FALSE;
574 /* GL_ARB_draw_buffers */
575 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
577 /* GL_OES_read_format */
578 ctx->Const.ColorReadFormat = GL_RGBA;
579 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
581 #if FEATURE_EXT_framebuffer_object
582 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
583 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
586 #if FEATURE_ARB_vertex_shader
587 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
588 ctx->Const.MaxVarying = MAX_VARYING;
591 /* GL_ARB_framebuffer_object */
592 ctx->Const.MaxSamples = 0;
595 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
597 /* GL_ATI_envmap_bumpmap */
598 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
600 /* GL_EXT_provoking_vertex */
601 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
604 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
605 ctx->Const.MaxTextureCoordUnits));
606 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
607 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
609 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
610 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
611 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
612 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
614 /* check that we don't exceed various 32-bit bitfields */
615 ASSERT(VERT_RESULT_MAX <= 32);
616 ASSERT(FRAG_ATTRIB_MAX <= 32);
621 * Do some sanity checks on the limits/constants for the given context.
622 * Only called the first time a context is bound.
625 check_context_limits(GLcontext *ctx)
627 /* Many context limits/constants are limited by the size of
630 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
631 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
632 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
633 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
635 /* number of coord units cannot be greater than number of image units */
636 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
638 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
639 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
640 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
641 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
643 /* make sure largest texture image is <= MAX_WIDTH in size */
644 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
645 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
646 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
648 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
649 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
651 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
653 /* XXX probably add more tests */
658 * Initialize the attribute groups in a GL context.
660 * \param ctx GL context.
662 * Initializes all the attributes, calling the respective <tt>init*</tt>
663 * functions for the more complex data structures.
666 init_attrib_groups(GLcontext *ctx)
671 _mesa_init_constants( ctx );
674 _mesa_init_extensions( ctx );
676 /* Attribute Groups */
677 _mesa_init_accum( ctx );
678 #if FEATURE_attrib_stack
679 _mesa_init_attrib( ctx );
681 _mesa_init_buffer_objects( ctx );
682 _mesa_init_color( ctx );
683 _mesa_init_colortables( ctx );
684 _mesa_init_current( ctx );
685 _mesa_init_depth( ctx );
686 _mesa_init_debug( ctx );
688 _mesa_init_display_list( ctx );
690 #if FEATURE_evaluators
691 _mesa_init_eval( ctx );
693 _mesa_init_fbobjects( ctx );
695 _mesa_init_feedback( ctx );
697 ctx->RenderMode = GL_RENDER;
699 _mesa_init_fog( ctx );
700 #if FEATURE_histogram
701 _mesa_init_histogram( ctx );
703 _mesa_init_hint( ctx );
704 _mesa_init_line( ctx );
705 _mesa_init_lighting( ctx );
706 _mesa_init_matrix( ctx );
707 _mesa_init_multisample( ctx );
708 _mesa_init_pixel( ctx );
709 _mesa_init_pixelstore( ctx );
710 _mesa_init_point( ctx );
711 _mesa_init_polygon( ctx );
712 _mesa_init_program( ctx );
713 #if FEATURE_ARB_occlusion_query
714 _mesa_init_query( ctx );
717 _mesa_init_sync( ctx );
720 _mesa_init_rastpos( ctx );
722 _mesa_init_scissor( ctx );
723 _mesa_init_shader_state( ctx );
724 _mesa_init_stencil( ctx );
725 _mesa_init_transform( ctx );
726 _mesa_init_varray( ctx );
727 _mesa_init_viewport( ctx );
729 if (!_mesa_init_texture( ctx ))
732 #if FEATURE_texture_s3tc
733 _mesa_init_texture_s3tc( ctx );
735 #if FEATURE_texture_fxt1
736 _mesa_init_texture_fxt1( ctx );
740 ctx->NewState = _NEW_ALL;
741 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
742 ctx->varying_vp_inputs = ~0;
749 * Update default objects in a GL context with respect to shared state.
751 * \param ctx GL context.
753 * Removes references to old default objects, (texture objects, program
754 * objects, etc.) and changes to reference those from the current shared
758 update_default_objects(GLcontext *ctx)
762 _mesa_update_default_objects_program(ctx);
763 _mesa_update_default_objects_texture(ctx);
764 _mesa_update_default_objects_buffer_objects(ctx);
771 * This is the default function we plug into all dispatch table slots
772 * This helps prevents a segfault when someone calls a GL function without
773 * first checking if the extension's supported.
778 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
784 * Allocate and initialize a new dispatch table.
786 static struct _glapi_table *
787 alloc_dispatch_table(void)
789 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
790 * In practice, this'll be the same for stand-alone Mesa. But for DRI
791 * Mesa we do this to accomodate different versions of libGL and various
794 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
795 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
796 struct _glapi_table *table =
797 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
799 _glapi_proc *entry = (_glapi_proc *) table;
801 for (i = 0; i < numEntries; i++) {
802 entry[i] = (_glapi_proc) generic_nop;
810 * Initialize a GLcontext struct (rendering context).
812 * This includes allocating all the other structs and arrays which hang off of
813 * the context by pointers.
814 * Note that the driver needs to pass in its dd_function_table here since
815 * we need to at least call driverFunctions->NewTextureObject to create the
816 * default texture objects.
818 * Called by _mesa_create_context().
820 * Performs the imports and exports callback tables initialization, and
821 * miscellaneous one-time initializations. If no shared context is supplied one
822 * is allocated, and increase its reference count. Setups the GL API dispatch
823 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
824 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
827 * \param ctx the context to initialize
828 * \param visual describes the visual attributes for this context
829 * \param share_list points to context to share textures, display lists,
831 * \param driverFunctions table of device driver functions for this context
833 * \param driverContext pointer to driver-specific context data
836 _mesa_initialize_context(GLcontext *ctx,
837 const GLvisual *visual,
838 GLcontext *share_list,
839 const struct dd_function_table *driverFunctions,
842 struct gl_shared_state *shared;
844 /*ASSERT(driverContext);*/
845 assert(driverFunctions->NewTextureObject);
846 assert(driverFunctions->FreeTexImageData);
848 /* misc one-time initializations */
851 ctx->Visual = *visual;
852 ctx->DrawBuffer = NULL;
853 ctx->ReadBuffer = NULL;
854 ctx->WinSysDrawBuffer = NULL;
855 ctx->WinSysReadBuffer = NULL;
857 /* Plug in driver functions and context pointer here.
858 * This is important because when we call alloc_shared_state() below
859 * we'll call ctx->Driver.NewTextureObject() to create the default
862 ctx->Driver = *driverFunctions;
863 ctx->DriverCtx = driverContext;
866 /* share state with another context */
867 shared = share_list->Shared;
870 /* allocate new, unshared state */
871 shared = _mesa_alloc_shared_state(ctx);
876 _glthread_LOCK_MUTEX(shared->Mutex);
877 ctx->Shared = shared;
879 _glthread_UNLOCK_MUTEX(shared->Mutex);
881 if (!init_attrib_groups( ctx )) {
882 _mesa_free_shared_state(ctx, ctx->Shared);
886 /* setup the API dispatch tables */
887 ctx->Exec = alloc_dispatch_table();
888 ctx->Save = alloc_dispatch_table();
889 if (!ctx->Exec || !ctx->Save) {
890 _mesa_free_shared_state(ctx, ctx->Shared);
892 _mesa_free(ctx->Exec);
895 _mesa_init_exec_table(ctx->Exec);
897 ctx->CurrentDispatch = ctx->Exec;
899 _mesa_init_dlist_table(ctx->Save);
900 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
902 /* Neutral tnl module stuff */
903 _mesa_init_exec_vtxfmt( ctx );
904 ctx->TnlModule.Current = NULL;
905 ctx->TnlModule.SwapCount = 0;
907 ctx->FragmentProgram._MaintainTexEnvProgram
908 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
910 ctx->VertexProgram._MaintainTnlProgram
911 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
912 if (ctx->VertexProgram._MaintainTnlProgram) {
913 /* this is required... */
914 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
917 #ifdef FEATURE_extra_context_init
918 _mesa_initialize_context_extra(ctx);
921 ctx->FirstTimeCurrent = GL_TRUE;
928 * Allocate and initialize a GLcontext structure.
929 * Note that the driver needs to pass in its dd_function_table here since
930 * we need to at least call driverFunctions->NewTextureObject to initialize
931 * the rendering context.
933 * \param visual a GLvisual pointer (we copy the struct contents)
934 * \param share_list another context to share display lists with or NULL
935 * \param driverFunctions points to the dd_function_table into which the
936 * driver has plugged in all its special functions.
937 * \param driverContext points to the device driver's private context state
939 * \return pointer to a new __GLcontextRec or NULL if error.
942 _mesa_create_context(const GLvisual *visual,
943 GLcontext *share_list,
944 const struct dd_function_table *driverFunctions,
950 /*ASSERT(driverContext);*/
952 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
956 if (_mesa_initialize_context(ctx, visual, share_list,
957 driverFunctions, driverContext)) {
968 * Free the data associated with the given context.
970 * But doesn't free the GLcontext struct itself.
972 * \sa _mesa_initialize_context() and init_attrib_groups().
975 _mesa_free_context_data( GLcontext *ctx )
979 if (!_mesa_get_current_context()){
980 /* No current context, but we may need one in order to delete
981 * texture objs, etc. So temporarily bind the context now.
983 _mesa_make_current(ctx, NULL, NULL);
986 /* unreference WinSysDraw/Read buffers */
987 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
988 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
989 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
990 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
992 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
993 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
994 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
996 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
997 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
998 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1000 #if FEATURE_attrib_stack
1001 _mesa_free_attrib_data(ctx);
1003 _mesa_free_lighting_data( ctx );
1004 #if FEATURE_evaluators
1005 _mesa_free_eval_data( ctx );
1007 _mesa_free_texture_data( ctx );
1008 _mesa_free_matrix_data( ctx );
1009 _mesa_free_viewport_data( ctx );
1010 _mesa_free_colortables_data( ctx );
1011 _mesa_free_program_data(ctx);
1012 _mesa_free_shader_state(ctx);
1013 #if FEATURE_ARB_occlusion_query
1014 _mesa_free_query_data(ctx);
1016 #if FEATURE_ARB_sync
1017 _mesa_free_sync_data(ctx);
1019 _mesa_free_varray_data(ctx);
1021 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1023 #if FEATURE_ARB_pixel_buffer_object
1024 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1025 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1028 #if FEATURE_ARB_vertex_buffer_object
1029 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1030 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1033 /* free dispatch tables */
1034 _mesa_free(ctx->Exec);
1035 _mesa_free(ctx->Save);
1037 /* Shared context state (display lists, textures, etc) */
1038 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1039 RefCount = --ctx->Shared->RefCount;
1040 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1041 assert(RefCount >= 0);
1042 if (RefCount == 0) {
1043 /* free shared state */
1044 _mesa_free_shared_state( ctx, ctx->Shared );
1047 if (ctx->Extensions.String)
1048 _mesa_free((void *) ctx->Extensions.String);
1050 /* unbind the context if it's currently bound */
1051 if (ctx == _mesa_get_current_context()) {
1052 _mesa_make_current(NULL, NULL, NULL);
1058 * Destroy a GLcontext structure.
1060 * \param ctx GL context.
1062 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1065 _mesa_destroy_context( GLcontext *ctx )
1068 _mesa_free_context_data(ctx);
1069 _mesa_free( (void *) ctx );
1076 * Copy attribute groups from one context to another.
1078 * \param src source context
1079 * \param dst destination context
1080 * \param mask bitwise OR of GL_*_BIT flags
1082 * According to the bits specified in \p mask, copies the corresponding
1083 * attributes from \p src into \p dst. For many of the attributes a simple \c
1084 * memcpy is not enough due to the existence of internal pointers in their data
1088 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1090 if (mask & GL_ACCUM_BUFFER_BIT) {
1092 dst->Accum = src->Accum;
1094 if (mask & GL_COLOR_BUFFER_BIT) {
1096 dst->Color = src->Color;
1098 if (mask & GL_CURRENT_BIT) {
1100 dst->Current = src->Current;
1102 if (mask & GL_DEPTH_BUFFER_BIT) {
1104 dst->Depth = src->Depth;
1106 if (mask & GL_ENABLE_BIT) {
1109 if (mask & GL_EVAL_BIT) {
1111 dst->Eval = src->Eval;
1113 if (mask & GL_FOG_BIT) {
1115 dst->Fog = src->Fog;
1117 if (mask & GL_HINT_BIT) {
1119 dst->Hint = src->Hint;
1121 if (mask & GL_LIGHTING_BIT) {
1123 /* begin with memcpy */
1124 dst->Light = src->Light;
1125 /* fixup linked lists to prevent pointer insanity */
1126 make_empty_list( &(dst->Light.EnabledList) );
1127 for (i = 0; i < MAX_LIGHTS; i++) {
1128 if (dst->Light.Light[i].Enabled) {
1129 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1133 if (mask & GL_LINE_BIT) {
1135 dst->Line = src->Line;
1137 if (mask & GL_LIST_BIT) {
1139 dst->List = src->List;
1141 if (mask & GL_PIXEL_MODE_BIT) {
1143 dst->Pixel = src->Pixel;
1145 if (mask & GL_POINT_BIT) {
1147 dst->Point = src->Point;
1149 if (mask & GL_POLYGON_BIT) {
1151 dst->Polygon = src->Polygon;
1153 if (mask & GL_POLYGON_STIPPLE_BIT) {
1154 /* Use loop instead of MEMCPY due to problem with Portland Group's
1155 * C compiler. Reported by John Stone.
1158 for (i = 0; i < 32; i++) {
1159 dst->PolygonStipple[i] = src->PolygonStipple[i];
1162 if (mask & GL_SCISSOR_BIT) {
1164 dst->Scissor = src->Scissor;
1166 if (mask & GL_STENCIL_BUFFER_BIT) {
1168 dst->Stencil = src->Stencil;
1170 if (mask & GL_TEXTURE_BIT) {
1171 /* Cannot memcpy because of pointers */
1172 _mesa_copy_texture_state(src, dst);
1174 if (mask & GL_TRANSFORM_BIT) {
1176 dst->Transform = src->Transform;
1178 if (mask & GL_VIEWPORT_BIT) {
1179 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1180 dst->Viewport.X = src->Viewport.X;
1181 dst->Viewport.Y = src->Viewport.Y;
1182 dst->Viewport.Width = src->Viewport.Width;
1183 dst->Viewport.Height = src->Viewport.Height;
1184 dst->Viewport.Near = src->Viewport.Near;
1185 dst->Viewport.Far = src->Viewport.Far;
1186 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1189 /* XXX FIXME: Call callbacks?
1191 dst->NewState = _NEW_ALL;
1197 * Check if the given context can render into the given framebuffer
1198 * by checking visual attributes.
1200 * Most of these tests could go away because Mesa is now pretty flexible
1201 * in terms of mixing rendering contexts with framebuffers. As long
1202 * as RGB vs. CI mode agree, we're probably good.
1204 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1207 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1209 const GLvisual *ctxvis = &ctx->Visual;
1210 const GLvisual *bufvis = &buffer->Visual;
1212 if (ctxvis == bufvis)
1215 if (ctxvis->rgbMode != bufvis->rgbMode)
1218 /* disabling this fixes the fgl_glxgears pbuffer demo */
1219 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1222 if (ctxvis->stereoMode && !bufvis->stereoMode)
1224 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1226 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1228 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1230 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1232 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1234 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1237 /* disabled (see bug 11161) */
1238 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1241 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1249 * Do one-time initialization for the given framebuffer. Specifically,
1250 * ask the driver for the window's current size and update the framebuffer
1252 * Really, the device driver should totally take care of this.
1255 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1257 GLuint width, height;
1258 if (ctx->Driver.GetBufferSize) {
1259 ctx->Driver.GetBufferSize(fb, &width, &height);
1260 if (ctx->Driver.ResizeBuffers)
1261 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1262 fb->Initialized = GL_TRUE;
1268 * Check if the viewport/scissor size has not yet been initialized.
1269 * Initialize the size if the given width and height are non-zero.
1272 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1274 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1275 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1276 * potential infinite recursion.
1278 ctx->ViewportInitialized = GL_TRUE;
1279 _mesa_set_viewport(ctx, 0, 0, width, height);
1280 _mesa_set_scissor(ctx, 0, 0, width, height);
1286 * Bind the given context to the given drawBuffer and readBuffer and
1287 * make it the current context for the calling thread.
1288 * We'll render into the drawBuffer and read pixels from the
1289 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1291 * We check that the context's and framebuffer's visuals are compatible
1292 * and return immediately if they're not.
1294 * \param newCtx the new GL context. If NULL then there will be no current GL
1296 * \param drawBuffer the drawing framebuffer
1297 * \param readBuffer the reading framebuffer
1300 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1301 GLframebuffer *readBuffer )
1303 if (MESA_VERBOSE & VERBOSE_API)
1304 _mesa_debug(newCtx, "_mesa_make_current()\n");
1306 /* Check that the context's and framebuffer's visuals are compatible.
1308 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1309 if (!check_compatible(newCtx, drawBuffer)) {
1310 _mesa_warning(newCtx,
1311 "MakeCurrent: incompatible visuals for context and drawbuffer");
1315 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1316 if (!check_compatible(newCtx, readBuffer)) {
1317 _mesa_warning(newCtx,
1318 "MakeCurrent: incompatible visuals for context and readbuffer");
1323 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1324 _glapi_set_context((void *) newCtx);
1325 ASSERT(_mesa_get_current_context() == newCtx);
1328 _glapi_set_dispatch(NULL); /* none current */
1331 _glapi_set_dispatch(newCtx->CurrentDispatch);
1333 if (drawBuffer && readBuffer) {
1334 /* TODO: check if newCtx and buffer's visual match??? */
1336 ASSERT(drawBuffer->Name == 0);
1337 ASSERT(readBuffer->Name == 0);
1338 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1339 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1342 * Only set the context's Draw/ReadBuffer fields if they're NULL
1343 * or not bound to a user-created FBO.
1345 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1346 /* KW: merge conflict here, revisit.
1348 /* fix up the fb fields - these will end up wrong otherwise
1349 * if the DRIdrawable changes, and everything relies on them.
1350 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1353 GLenum buffers[MAX_DRAW_BUFFERS];
1355 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1357 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1358 buffers[i] = newCtx->Color.DrawBuffer[i];
1361 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1363 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1364 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1367 /* XXX only set this flag if we're really changing the draw/read
1368 * framebuffer bindings.
1370 newCtx->NewState |= _NEW_BUFFERS;
1373 /* We want to get rid of these lines: */
1376 if (!drawBuffer->Initialized) {
1377 initialize_framebuffer_size(newCtx, drawBuffer);
1379 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1380 initialize_framebuffer_size(newCtx, readBuffer);
1383 _mesa_resizebuffers(newCtx);
1387 /* We want the drawBuffer and readBuffer to be initialized by
1389 * This generally means the Width and Height match the actual
1390 * window size and the renderbuffers (both hardware and software
1391 * based) are allocated to match. The later can generally be
1392 * done with a call to _mesa_resize_framebuffer().
1394 * It's theoretically possible for a buffer to have zero width
1395 * or height, but for now, assert check that the driver did what's
1398 ASSERT(drawBuffer->Width > 0);
1399 ASSERT(drawBuffer->Height > 0);
1403 _mesa_check_init_viewport(newCtx,
1404 drawBuffer->Width, drawBuffer->Height);
1408 if (newCtx->FirstTimeCurrent) {
1409 check_context_limits(newCtx);
1411 /* We can use this to help debug user's problems. Tell them to set
1412 * the MESA_INFO env variable before running their app. Then the
1413 * first time each context is made current we'll print some useful
1416 if (_mesa_getenv("MESA_INFO")) {
1420 newCtx->FirstTimeCurrent = GL_FALSE;
1429 * Make context 'ctx' share the display lists, textures and programs
1430 * that are associated with 'ctxToShare'.
1431 * Any display lists, textures or programs associated with 'ctx' will
1432 * be deleted if nobody else is sharing them.
1435 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1437 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1438 struct gl_shared_state *oldSharedState = ctx->Shared;
1441 ctx->Shared = ctxToShare->Shared;
1443 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1444 ctx->Shared->RefCount++;
1445 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1447 update_default_objects(ctx);
1449 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1450 RefCount = --oldSharedState->RefCount;
1451 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1453 if (RefCount == 0) {
1454 _mesa_free_shared_state(ctx, oldSharedState);
1467 * \return pointer to the current GL context for this thread.
1469 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1470 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1474 _mesa_get_current_context( void )
1476 return (GLcontext *) _glapi_get_context();
1481 * Get context's current API dispatch table.
1483 * It'll either be the immediate-mode execute dispatcher or the display list
1484 * compile dispatcher.
1486 * \param ctx GL context.
1488 * \return pointer to dispatch_table.
1490 * Simply returns __GLcontextRec::CurrentDispatch.
1492 struct _glapi_table *
1493 _mesa_get_dispatch(GLcontext *ctx)
1495 return ctx->CurrentDispatch;
1501 /**********************************************************************/
1502 /** \name Miscellaneous functions */
1503 /**********************************************************************/
1509 * \param ctx GL context.
1510 * \param error error code.
1512 * Records the given error code and call the driver's dd_function_table::Error
1513 * function if defined.
1516 * This is called via _mesa_error().
1519 _mesa_record_error(GLcontext *ctx, GLenum error)
1524 if (ctx->ErrorValue == GL_NO_ERROR) {
1525 ctx->ErrorValue = error;
1528 /* Call device driver's error handler, if any. This is used on the Mac. */
1529 if (ctx->Driver.Error) {
1530 ctx->Driver.Error(ctx);
1536 * Execute glFinish().
1538 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1539 * dd_function_table::Finish driver callback, if not NULL.
1544 GET_CURRENT_CONTEXT(ctx);
1545 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1546 FLUSH_CURRENT( ctx, 0 );
1547 if (ctx->Driver.Finish) {
1548 ctx->Driver.Finish(ctx);
1554 * Execute glFlush().
1556 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1557 * dd_function_table::Flush driver callback, if not NULL.
1562 GET_CURRENT_CONTEXT(ctx);
1563 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1564 FLUSH_CURRENT( ctx, 0 );
1565 if (ctx->Driver.Flush) {
1566 ctx->Driver.Flush(ctx);
1572 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1573 * MUL/MAD, or vice versa, call this function to register that.
1574 * Otherwise we default to MUL/MAD.
1577 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1580 ctx->mvp_with_dp4 = flag;
1586 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1587 * is called to see if it's valid to render. This involves checking that
1588 * the current shader is valid and the framebuffer is complete.
1589 * If an error is detected it'll be recorded here.
1590 * \return GL_TRUE if OK to render, GL_FALSE if not
1593 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1595 if (ctx->Shader.CurrentProgram) {
1597 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1598 _mesa_error(ctx, GL_INVALID_OPERATION,
1599 "%s(shader not linked), where");
1602 #if 0 /* not normally enabled */
1605 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1607 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1608 ctx->Shader.CurrentProgram->Name, errMsg);
1614 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1615 _mesa_error(ctx, GL_INVALID_OPERATION,
1616 "%s(vertex program not valid)", where);
1619 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1620 _mesa_error(ctx, GL_INVALID_OPERATION,
1621 "%s(fragment program not valid)", where);
1626 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1627 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1628 "%s(incomplete framebuffer)", where);
1633 if (ctx->Shader.Flags & GLSL_LOG) {
1634 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1636 if (!shProg->_Used) {
1637 /* This is the first time this shader is being used.
1638 * Append shader's constants/uniforms to log file.
1641 for (i = 0; i < shProg->NumShaders; i++) {
1642 struct gl_shader *sh = shProg->Shaders[i];
1643 if (sh->Type == GL_VERTEX_SHADER) {
1644 _mesa_append_uniforms_to_file(sh,
1645 &shProg->VertexProgram->Base);
1647 else if (sh->Type == GL_FRAGMENT_SHADER) {
1648 _mesa_append_uniforms_to_file(sh,
1649 &shProg->FragmentProgram->Base);
1652 shProg->_Used = GL_TRUE;