1/*
2 * Mesa 3-D graphics library
3 * Version:  7.3
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 * Copyright (C) 2008  VMware, Inc.  All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26/**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32/**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79#include "glheader.h"
80#include "mfeatures.h"
81#include "imports.h"
82#include "accum.h"
83#include "api_exec.h"
84#include "arrayobj.h"
85#include "attrib.h"
86#include "blend.h"
87#include "buffers.h"
88#include "bufferobj.h"
89#include "context.h"
90#include "cpuinfo.h"
91#include "debug.h"
92#include "depth.h"
93#include "dlist.h"
94#include "eval.h"
95#include "extensions.h"
96#include "fbobject.h"
97#include "feedback.h"
98#include "fog.h"
99#include "formats.h"
100#include "framebuffer.h"
101#include "hint.h"
102#include "hash.h"
103#include "light.h"
104#include "lines.h"
105#include "macros.h"
106#include "matrix.h"
107#include "multisample.h"
108#include "pixel.h"
109#include "pixelstore.h"
110#include "points.h"
111#include "polygon.h"
112#include "queryobj.h"
113#include "syncobj.h"
114#include "rastpos.h"
115#include "remap.h"
116#include "scissor.h"
117#include "shared.h"
118#include "shaderobj.h"
119#include "simple_list.h"
120#include "state.h"
121#include "stencil.h"
122#include "texcompress_s3tc.h"
123#include "texstate.h"
124#include "transformfeedback.h"
125#include "mtypes.h"
126#include "varray.h"
127#include "version.h"
128#include "viewport.h"
129#include "vtxfmt.h"
130#include "program/program.h"
131#include "program/prog_print.h"
132#if _HAVE_FULL_GL
133#include "math/m_matrix.h"
134#endif
135#include "main/dispatch.h" /* for _gloffset_COUNT */
136
137#ifdef USE_SPARC_ASM
138#include "sparc/sparc.h"
139#endif
140
141#include "glsl_parser_extras.h"
142#include <stdbool.h>
143
144
145#ifndef MESA_VERBOSE
146int MESA_VERBOSE = 0;
147#endif
148
149#ifndef MESA_DEBUG_FLAGS
150int MESA_DEBUG_FLAGS = 0;
151#endif
152
153
154/* ubyte -> float conversion */
155GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159/**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167void
168_mesa_notifySwapBuffers(struct gl_context *ctx)
169{
170   if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171      _mesa_debug(ctx, "SwapBuffers\n");
172   FLUSH_CURRENT( ctx, 0 );
173   if (ctx->Driver.Flush) {
174      ctx->Driver.Flush(ctx);
175   }
176}
177
178
179/**********************************************************************/
180/** \name GL Visual allocation/destruction                            */
181/**********************************************************************/
182/*@{*/
183
184/**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode.  We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209struct gl_config *
210_mesa_create_visual( GLboolean dbFlag,
211                     GLboolean stereoFlag,
212                     GLint redBits,
213                     GLint greenBits,
214                     GLint blueBits,
215                     GLint alphaBits,
216                     GLint depthBits,
217                     GLint stencilBits,
218                     GLint accumRedBits,
219                     GLint accumGreenBits,
220                     GLint accumBlueBits,
221                     GLint accumAlphaBits,
222                     GLint numSamples )
223{
224   struct gl_config *vis = CALLOC_STRUCT(gl_config);
225   if (vis) {
226      if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227                                   redBits, greenBits, blueBits, alphaBits,
228                                   depthBits, stencilBits,
229                                   accumRedBits, accumGreenBits,
230                                   accumBlueBits, accumAlphaBits,
231                                   numSamples)) {
232         free(vis);
233         return NULL;
234      }
235   }
236   return vis;
237}
238
239
240/**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters.  If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250GLboolean
251_mesa_initialize_visual( struct gl_config *vis,
252                         GLboolean dbFlag,
253                         GLboolean stereoFlag,
254                         GLint redBits,
255                         GLint greenBits,
256                         GLint blueBits,
257                         GLint alphaBits,
258                         GLint depthBits,
259                         GLint stencilBits,
260                         GLint accumRedBits,
261                         GLint accumGreenBits,
262                         GLint accumBlueBits,
263                         GLint accumAlphaBits,
264                         GLint numSamples )
265{
266   assert(vis);
267
268   if (depthBits < 0 || depthBits > 32) {
269      return GL_FALSE;
270   }
271   if (stencilBits < 0 || stencilBits > 8) {
272      return GL_FALSE;
273   }
274   assert(accumRedBits >= 0);
275   assert(accumGreenBits >= 0);
276   assert(accumBlueBits >= 0);
277   assert(accumAlphaBits >= 0);
278
279   vis->rgbMode          = GL_TRUE;
280   vis->doubleBufferMode = dbFlag;
281   vis->stereoMode       = stereoFlag;
282
283   vis->redBits          = redBits;
284   vis->greenBits        = greenBits;
285   vis->blueBits         = blueBits;
286   vis->alphaBits        = alphaBits;
287   vis->rgbBits          = redBits + greenBits + blueBits;
288
289   vis->indexBits      = 0;
290   vis->depthBits      = depthBits;
291   vis->stencilBits    = stencilBits;
292
293   vis->accumRedBits   = accumRedBits;
294   vis->accumGreenBits = accumGreenBits;
295   vis->accumBlueBits  = accumBlueBits;
296   vis->accumAlphaBits = accumAlphaBits;
297
298   vis->haveAccumBuffer   = accumRedBits > 0;
299   vis->haveDepthBuffer   = depthBits > 0;
300   vis->haveStencilBuffer = stencilBits > 0;
301
302   vis->numAuxBuffers = 0;
303   vis->level = 0;
304   vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305   vis->samples = numSamples;
306
307   return GL_TRUE;
308}
309
310
311/**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318void
319_mesa_destroy_visual( struct gl_config *vis )
320{
321   free(vis);
322}
323
324/*@}*/
325
326
327/**********************************************************************/
328/** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333/**********************************************************************/
334/*@{*/
335
336
337/**
338 * This is lame.  gdb only seems to recognize enum types that are
339 * actually used somewhere.  We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb.  But we don't actually use
341 * the gl_texture_index type anywhere.  Thus, this lame function.
342 */
343static void
344dummy_enum_func(void)
345{
346   gl_buffer_index bi = BUFFER_FRONT_LEFT;
347   gl_face_index fi = FACE_POS_X;
348   gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349   gl_frag_result fr = FRAG_RESULT_DEPTH;
350   gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351   gl_vert_attrib va = VERT_ATTRIB_POS;
352   gl_vert_result vr = VERT_RESULT_HPOS;
353   gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354   gl_geom_result gr = GEOM_RESULT_POS;
355
356   (void) bi;
357   (void) fi;
358   (void) fa;
359   (void) fr;
360   (void) ti;
361   (void) va;
362   (void) vr;
363   (void) ga;
364   (void) gr;
365}
366
367
368/**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377/**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386static void
387one_time_init( struct gl_context *ctx )
388{
389   static GLbitfield api_init_mask = 0x0;
390
391   _glthread_LOCK_MUTEX(OneTimeLock);
392
393   /* truly one-time init */
394   if (!api_init_mask) {
395      GLuint i;
396
397      /* do some implementation tests */
398      assert( sizeof(GLbyte) == 1 );
399      assert( sizeof(GLubyte) == 1 );
400      assert( sizeof(GLshort) == 2 );
401      assert( sizeof(GLushort) == 2 );
402      assert( sizeof(GLint) == 4 );
403      assert( sizeof(GLuint) == 4 );
404
405      _mesa_get_cpu_features();
406
407      for (i = 0; i < 256; i++) {
408         _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
409      }
410
411#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
412      if (MESA_VERBOSE != 0) {
413	 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
414		     MESA_VERSION_STRING, __DATE__, __TIME__);
415      }
416#endif
417
418#ifdef DEBUG
419      _mesa_test_formats();
420#endif
421   }
422
423   /* per-API one-time init */
424   if (!(api_init_mask & (1 << ctx->API))) {
425      _mesa_init_get_hash(ctx);
426
427      /*
428       * This is fine as ES does not use the remap table, but it may not be
429       * future-proof.  We cannot always initialize the remap table because
430       * when an app is linked to libGLES*, there are not enough dynamic
431       * entries.
432       */
433      if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2)
434         _mesa_init_remap_table();
435   }
436
437   api_init_mask |= 1 << ctx->API;
438
439   _glthread_UNLOCK_MUTEX(OneTimeLock);
440
441   /* Hopefully atexit() is widely available.  If not, we may need some
442    * #ifdef tests here.
443    */
444   atexit(_mesa_destroy_shader_compiler);
445
446   dummy_enum_func();
447}
448
449
450/**
451 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
452 */
453static void
454_mesa_init_current(struct gl_context *ctx)
455{
456   GLuint i;
457
458   /* Init all to (0,0,0,1) */
459   for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
460      ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
461   }
462
463   /* redo special cases: */
464   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
465   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
466   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
467   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
468   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
469   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
470}
471
472
473/**
474 * Init vertex/fragment/geometry program limits.
475 * Important: drivers should override these with actual limits.
476 */
477static void
478init_program_limits(struct gl_context *ctx, GLenum type,
479                    struct gl_program_constants *prog)
480{
481   prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
482   prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
483   prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
484   prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
485   prog->MaxTemps = MAX_PROGRAM_TEMPS;
486   prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
487   prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
488   prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
489
490   switch (type) {
491   case GL_VERTEX_PROGRAM_ARB:
492      prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
493      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
494      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
495      prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
496      break;
497   case GL_FRAGMENT_PROGRAM_ARB:
498      prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
499      prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
500      prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
501      prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
502      break;
503   case MESA_GEOMETRY_PROGRAM:
504      prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
505      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
506      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
507      prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
508      break;
509   default:
510      assert(0 && "Bad program type in init_program_limits()");
511   }
512
513   /* Set the native limits to zero.  This implies that there is no native
514    * support for shaders.  Let the drivers fill in the actual values.
515    */
516   prog->MaxNativeInstructions = 0;
517   prog->MaxNativeAluInstructions = 0;
518   prog->MaxNativeTexInstructions = 0;
519   prog->MaxNativeTexIndirections = 0;
520   prog->MaxNativeAttribs = 0;
521   prog->MaxNativeTemps = 0;
522   prog->MaxNativeAddressRegs = 0;
523   prog->MaxNativeParameters = 0;
524
525   /* Set GLSL datatype range/precision info assuming IEEE float values.
526    * Drivers should override these defaults as needed.
527    */
528   prog->MediumFloat.RangeMin = 127;
529   prog->MediumFloat.RangeMax = 127;
530   prog->MediumFloat.Precision = 23;
531   prog->LowFloat = prog->HighFloat = prog->MediumFloat;
532
533   /* Assume ints are stored as floats for now, since this is the least-common
534    * denominator.  The OpenGL ES spec implies (page 132) that the precision
535    * of integer types should be 0.  Practically speaking, IEEE
536    * single-precision floating point values can only store integers in the
537    * range [-0x01000000, 0x01000000] without loss of precision.
538    */
539   prog->MediumInt.RangeMin = 24;
540   prog->MediumInt.RangeMax = 24;
541   prog->MediumInt.Precision = 0;
542   prog->LowInt = prog->HighInt = prog->MediumInt;
543
544   prog->MaxUniformBlocks = 12;
545   prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
546                                         ctx->Const.MaxUniformBlockSize / 4 *
547                                         prog->MaxUniformBlocks);
548}
549
550
551/**
552 * Initialize fields of gl_constants (aka ctx->Const.*).
553 * Use defaults from config.h.  The device drivers will often override
554 * some of these values (such as number of texture units).
555 */
556static void
557_mesa_init_constants(struct gl_context *ctx)
558{
559   assert(ctx);
560
561   /* Constants, may be overriden (usually only reduced) by device drivers */
562   ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
563   ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
564   ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
565   ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
566   ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
567   ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
568   ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
569   ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
570   ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
571                                     ctx->Const.MaxTextureImageUnits);
572   ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
573   ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
574   ctx->Const.MaxTextureBufferSize = 65536;
575   ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
576   ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
577   ctx->Const.MinPointSize = MIN_POINT_SIZE;
578   ctx->Const.MaxPointSize = MAX_POINT_SIZE;
579   ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
580   ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
581   ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
582   ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
583   ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
584   ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
585   ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
586   ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
587   ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
588   ctx->Const.MaxClipPlanes = 6;
589   ctx->Const.MaxLights = MAX_LIGHTS;
590   ctx->Const.MaxShininess = 128.0;
591   ctx->Const.MaxSpotExponent = 128.0;
592   ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
593   ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
594
595   /** GL_ARB_uniform_buffer_object */
596   ctx->Const.MaxCombinedUniformBlocks = 36;
597   ctx->Const.MaxUniformBufferBindings = 36;
598   ctx->Const.MaxUniformBlockSize = 16384;
599   ctx->Const.UniformBufferOffsetAlignment = 1;
600
601#if FEATURE_ARB_vertex_program
602   init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
603#endif
604#if FEATURE_ARB_fragment_program
605   init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
606#endif
607#if FEATURE_ARB_geometry_shader4
608   init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
609#endif
610   ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
611   ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
612
613   /* CheckArrayBounds is overriden by drivers/x11 for X server */
614   ctx->Const.CheckArrayBounds = GL_FALSE;
615
616   /* GL_ARB_draw_buffers */
617   ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
618
619#if FEATURE_EXT_framebuffer_object
620   ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
621   ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
622#endif
623
624#if FEATURE_ARB_vertex_shader
625   ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
626   ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
627   ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
628#endif
629#if FEATURE_ARB_geometry_shader4
630   ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
631   ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
632   ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
633   ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
634   ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
635#endif
636
637   /* Shading language version */
638   if (_mesa_is_desktop_gl(ctx)) {
639      ctx->Const.GLSLVersion = 120;
640      _mesa_override_glsl_version(ctx);
641   }
642   else if (ctx->API == API_OPENGLES2) {
643      ctx->Const.GLSLVersion = 100;
644   }
645   else if (ctx->API == API_OPENGLES) {
646      ctx->Const.GLSLVersion = 0; /* GLSL not supported */
647   }
648
649   /* GL_ARB_framebuffer_object */
650   ctx->Const.MaxSamples = 0;
651
652   /* GL_ARB_sync */
653   ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
654
655   /* GL_ATI_envmap_bumpmap */
656   ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
657
658   /* GL_EXT_provoking_vertex */
659   ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
660
661   /* GL_EXT_transform_feedback */
662   ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
663   ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
664   ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665   ctx->Const.MaxVertexStreams = 1;
666
667   /* GL 3.2: hard-coded for now: */
668   ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
669
670   /** GL_EXT_gpu_shader4 */
671   ctx->Const.MinProgramTexelOffset = -8;
672   ctx->Const.MaxProgramTexelOffset = 7;
673
674   /* GL_ARB_robustness */
675   ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
676
677   /* PrimitiveRestart */
678   ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
679}
680
681
682/**
683 * Do some sanity checks on the limits/constants for the given context.
684 * Only called the first time a context is bound.
685 */
686static void
687check_context_limits(struct gl_context *ctx)
688{
689   /* check that we don't exceed the size of various bitfields */
690   assert(VERT_RESULT_MAX <=
691	  (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
692   assert(FRAG_ATTRIB_MAX <=
693	  (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
694
695   assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
696
697   /* shader-related checks */
698   assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
699   assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
700
701   assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
702   assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
703   assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
704   assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
705
706   /* Texture unit checks */
707   assert(ctx->Const.MaxTextureImageUnits > 0);
708   assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
709   assert(ctx->Const.MaxTextureCoordUnits > 0);
710   assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
711   assert(ctx->Const.MaxTextureUnits > 0);
712   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
713   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
714   assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
715                                             ctx->Const.MaxTextureCoordUnits));
716   assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
717   assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
718   assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
719   /* number of coord units cannot be greater than number of image units */
720   assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
721
722
723   /* Texture size checks */
724   assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
725   assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
726   assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
727   assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
728
729   /* Texture level checks */
730   assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
731   assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
732
733   /* Max texture size should be <= max viewport size (render to texture) */
734   assert((1 << (ctx->Const.MaxTextureLevels - 1))
735          <= ctx->Const.MaxViewportWidth);
736   assert((1 << (ctx->Const.MaxTextureLevels - 1))
737          <= ctx->Const.MaxViewportHeight);
738
739   assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
740
741   /* if this fails, add more enum values to gl_buffer_index */
742   assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
743
744   /* XXX probably add more tests */
745}
746
747
748/**
749 * Initialize the attribute groups in a GL context.
750 *
751 * \param ctx GL context.
752 *
753 * Initializes all the attributes, calling the respective <tt>init*</tt>
754 * functions for the more complex data structures.
755 */
756static GLboolean
757init_attrib_groups(struct gl_context *ctx)
758{
759   assert(ctx);
760
761   /* Constants */
762   _mesa_init_constants( ctx );
763
764   /* Extensions */
765   _mesa_init_extensions( ctx );
766
767   /* Attribute Groups */
768   _mesa_init_accum( ctx );
769   _mesa_init_attrib( ctx );
770   _mesa_init_buffer_objects( ctx );
771   _mesa_init_color( ctx );
772   _mesa_init_current( ctx );
773   _mesa_init_depth( ctx );
774   _mesa_init_debug( ctx );
775   _mesa_init_display_list( ctx );
776   _mesa_init_errors( ctx );
777   _mesa_init_eval( ctx );
778   _mesa_init_fbobjects( ctx );
779   _mesa_init_feedback( ctx );
780   _mesa_init_fog( ctx );
781   _mesa_init_hint( ctx );
782   _mesa_init_line( ctx );
783   _mesa_init_lighting( ctx );
784   _mesa_init_matrix( ctx );
785   _mesa_init_multisample( ctx );
786   _mesa_init_pixel( ctx );
787   _mesa_init_pixelstore( ctx );
788   _mesa_init_point( ctx );
789   _mesa_init_polygon( ctx );
790   _mesa_init_program( ctx );
791   _mesa_init_queryobj( ctx );
792   _mesa_init_sync( ctx );
793   _mesa_init_rastpos( ctx );
794   _mesa_init_scissor( ctx );
795   _mesa_init_shader_state( ctx );
796   _mesa_init_stencil( ctx );
797   _mesa_init_transform( ctx );
798   _mesa_init_transform_feedback( ctx );
799   _mesa_init_varray( ctx );
800   _mesa_init_viewport( ctx );
801
802   if (!_mesa_init_texture( ctx ))
803      return GL_FALSE;
804
805   _mesa_init_texture_s3tc( ctx );
806
807   /* Miscellaneous */
808   ctx->NewState = _NEW_ALL;
809   ctx->NewDriverState = ~0;
810   ctx->ErrorValue = (GLenum) GL_NO_ERROR;
811   ctx->ResetStatus = (GLenum) GL_NO_ERROR;
812   ctx->varying_vp_inputs = VERT_BIT_ALL;
813
814   return GL_TRUE;
815}
816
817
818/**
819 * Update default objects in a GL context with respect to shared state.
820 *
821 * \param ctx GL context.
822 *
823 * Removes references to old default objects, (texture objects, program
824 * objects, etc.) and changes to reference those from the current shared
825 * state.
826 */
827static GLboolean
828update_default_objects(struct gl_context *ctx)
829{
830   assert(ctx);
831
832   _mesa_update_default_objects_program(ctx);
833   _mesa_update_default_objects_texture(ctx);
834   _mesa_update_default_objects_buffer_objects(ctx);
835
836   return GL_TRUE;
837}
838
839
840/**
841 * This is the default function we plug into all dispatch table slots
842 * This helps prevents a segfault when someone calls a GL function without
843 * first checking if the extension's supported.
844 */
845static int
846generic_nop(void)
847{
848   GET_CURRENT_CONTEXT(ctx);
849   _mesa_error(ctx, GL_INVALID_OPERATION,
850               "unsupported function called "
851               "(unsupported extension or deprecated function?)");
852   return 0;
853}
854
855
856/**
857 * Allocate and initialize a new dispatch table.
858 */
859struct _glapi_table *
860_mesa_alloc_dispatch_table(int size)
861{
862   /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
863    * In practice, this'll be the same for stand-alone Mesa.  But for DRI
864    * Mesa we do this to accomodate different versions of libGL and various
865    * DRI drivers.
866    */
867   GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
868   struct _glapi_table *table;
869
870   /* should never happen, but just in case */
871   numEntries = MAX2(numEntries, size);
872
873   table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
874   if (table) {
875      _glapi_proc *entry = (_glapi_proc *) table;
876      GLint i;
877      for (i = 0; i < numEntries; i++) {
878         entry[i] = (_glapi_proc) generic_nop;
879      }
880   }
881   return table;
882}
883
884
885/**
886 * Initialize a struct gl_context struct (rendering context).
887 *
888 * This includes allocating all the other structs and arrays which hang off of
889 * the context by pointers.
890 * Note that the driver needs to pass in its dd_function_table here since
891 * we need to at least call driverFunctions->NewTextureObject to create the
892 * default texture objects.
893 *
894 * Called by _mesa_create_context().
895 *
896 * Performs the imports and exports callback tables initialization, and
897 * miscellaneous one-time initializations. If no shared context is supplied one
898 * is allocated, and increase its reference count.  Setups the GL API dispatch
899 * tables.  Initialize the TNL module. Sets the maximum Z buffer depth.
900 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
901 * for debug flags.
902 *
903 * \param ctx the context to initialize
904 * \param api the GL API type to create the context for
905 * \param visual describes the visual attributes for this context
906 * \param share_list points to context to share textures, display lists,
907 *        etc with, or NULL
908 * \param driverFunctions table of device driver functions for this context
909 *        to use
910 * \param driverContext pointer to driver-specific context data
911 */
912GLboolean
913_mesa_initialize_context(struct gl_context *ctx,
914                         gl_api api,
915                         const struct gl_config *visual,
916                         struct gl_context *share_list,
917                         const struct dd_function_table *driverFunctions,
918                         void *driverContext)
919{
920   struct gl_shared_state *shared;
921   int i;
922
923   /*ASSERT(driverContext);*/
924   assert(driverFunctions->NewTextureObject);
925   assert(driverFunctions->FreeTextureImageBuffer);
926
927   ctx->API = api;
928   ctx->Visual = *visual;
929   ctx->DrawBuffer = NULL;
930   ctx->ReadBuffer = NULL;
931   ctx->WinSysDrawBuffer = NULL;
932   ctx->WinSysReadBuffer = NULL;
933
934   /* misc one-time initializations */
935   one_time_init(ctx);
936
937   /* Plug in driver functions and context pointer here.
938    * This is important because when we call alloc_shared_state() below
939    * we'll call ctx->Driver.NewTextureObject() to create the default
940    * textures.
941    */
942   ctx->Driver = *driverFunctions;
943   ctx->DriverCtx = driverContext;
944
945   if (share_list) {
946      /* share state with another context */
947      shared = share_list->Shared;
948   }
949   else {
950      /* allocate new, unshared state */
951      shared = _mesa_alloc_shared_state(ctx);
952      if (!shared)
953         return GL_FALSE;
954   }
955
956   _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
957
958   if (!init_attrib_groups( ctx )) {
959      _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
960      return GL_FALSE;
961   }
962
963#if FEATURE_dispatch
964   /* setup the API dispatch tables */
965   switch (ctx->API) {
966#if FEATURE_GL || FEATURE_ES2
967   case API_OPENGL:
968   case API_OPENGL_CORE:
969   case API_OPENGLES2:
970      ctx->Exec = _mesa_create_exec_table(ctx);
971      break;
972#endif
973#if FEATURE_ES1
974   case API_OPENGLES:
975      ctx->Exec = _mesa_create_exec_table_es1();
976      break;
977#endif
978   default:
979      _mesa_problem(ctx, "unknown or unsupported API");
980      break;
981   }
982
983   if (!ctx->Exec) {
984      _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
985      return GL_FALSE;
986   }
987#endif
988   ctx->CurrentDispatch = ctx->Exec;
989
990   ctx->FragmentProgram._MaintainTexEnvProgram
991      = (_mesa_getenv("MESA_TEX_PROG") != NULL);
992
993   ctx->VertexProgram._MaintainTnlProgram
994      = (_mesa_getenv("MESA_TNL_PROG") != NULL);
995   if (ctx->VertexProgram._MaintainTnlProgram) {
996      /* this is required... */
997      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
998   }
999
1000   /* Mesa core handles all the formats that mesa core knows about.
1001    * Drivers will want to override this list with just the formats
1002    * they can handle, and confirm that appropriate fallbacks exist in
1003    * _mesa_choose_tex_format().
1004    */
1005   memset(&ctx->TextureFormatSupported, GL_TRUE,
1006	  sizeof(ctx->TextureFormatSupported));
1007
1008   switch (ctx->API) {
1009   case API_OPENGL:
1010#if FEATURE_dlist
1011      ctx->Save = _mesa_create_save_table(ctx);
1012      if (!ctx->Save) {
1013         _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1014	 free(ctx->Exec);
1015	 return GL_FALSE;
1016      }
1017
1018      _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1019#endif
1020   case API_OPENGL_CORE:
1021      break;
1022   case API_OPENGLES:
1023      /**
1024       * GL_OES_texture_cube_map says
1025       * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1026       */
1027      for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1028	 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1029	 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1030	 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1031	 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1032	 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1033	 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1034	 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1035      }
1036      break;
1037   case API_OPENGLES2:
1038      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1039      ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1040      ctx->Point.PointSprite = GL_TRUE;  /* always on for ES 2.x */
1041      break;
1042   }
1043
1044   ctx->FirstTimeCurrent = GL_TRUE;
1045
1046   return GL_TRUE;
1047}
1048
1049
1050/**
1051 * Allocate and initialize a struct gl_context structure.
1052 * Note that the driver needs to pass in its dd_function_table here since
1053 * we need to at least call driverFunctions->NewTextureObject to initialize
1054 * the rendering context.
1055 *
1056 * \param api the GL API type to create the context for
1057 * \param visual a struct gl_config pointer (we copy the struct contents)
1058 * \param share_list another context to share display lists with or NULL
1059 * \param driverFunctions points to the dd_function_table into which the
1060 *        driver has plugged in all its special functions.
1061 * \param driverContext points to the device driver's private context state
1062 *
1063 * \return pointer to a new __struct gl_contextRec or NULL if error.
1064 */
1065struct gl_context *
1066_mesa_create_context(gl_api api,
1067                     const struct gl_config *visual,
1068                     struct gl_context *share_list,
1069                     const struct dd_function_table *driverFunctions,
1070                     void *driverContext)
1071{
1072   struct gl_context *ctx;
1073
1074   ASSERT(visual);
1075   /*ASSERT(driverContext);*/
1076
1077   ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1078   if (!ctx)
1079      return NULL;
1080
1081   if (_mesa_initialize_context(ctx, api, visual, share_list,
1082                                driverFunctions, driverContext)) {
1083      return ctx;
1084   }
1085   else {
1086      free(ctx);
1087      return NULL;
1088   }
1089}
1090
1091
1092/**
1093 * Free the data associated with the given context.
1094 *
1095 * But doesn't free the struct gl_context struct itself.
1096 *
1097 * \sa _mesa_initialize_context() and init_attrib_groups().
1098 */
1099void
1100_mesa_free_context_data( struct gl_context *ctx )
1101{
1102   if (!_mesa_get_current_context()){
1103      /* No current context, but we may need one in order to delete
1104       * texture objs, etc.  So temporarily bind the context now.
1105       */
1106      _mesa_make_current(ctx, NULL, NULL);
1107   }
1108
1109   /* unreference WinSysDraw/Read buffers */
1110   _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1111   _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1112   _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1113   _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1114
1115   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1116   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1117   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1118
1119   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1120   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1121   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1122
1123   _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1124   _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1125
1126   _mesa_free_attrib_data(ctx);
1127   _mesa_free_buffer_objects(ctx);
1128   _mesa_free_lighting_data( ctx );
1129   _mesa_free_eval_data( ctx );
1130   _mesa_free_texture_data( ctx );
1131   _mesa_free_matrix_data( ctx );
1132   _mesa_free_viewport_data( ctx );
1133   _mesa_free_program_data(ctx);
1134   _mesa_free_shader_state(ctx);
1135   _mesa_free_queryobj_data(ctx);
1136   _mesa_free_sync_data(ctx);
1137   _mesa_free_varray_data(ctx);
1138   _mesa_free_transform_feedback(ctx);
1139
1140#if FEATURE_ARB_pixel_buffer_object
1141   _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1142   _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1143   _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1144#endif
1145
1146   _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1147
1148   /* free dispatch tables */
1149   free(ctx->Exec);
1150   free(ctx->Save);
1151
1152   /* Shared context state (display lists, textures, etc) */
1153   _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1154
1155   /* needs to be after freeing shared state */
1156   _mesa_free_display_list_data(ctx);
1157
1158   _mesa_free_errors_data(ctx);
1159
1160   if (ctx->Extensions.String)
1161      free((void *) ctx->Extensions.String);
1162
1163   if (ctx->VersionString)
1164      free(ctx->VersionString);
1165
1166   /* unbind the context if it's currently bound */
1167   if (ctx == _mesa_get_current_context()) {
1168      _mesa_make_current(NULL, NULL, NULL);
1169   }
1170}
1171
1172
1173/**
1174 * Destroy a struct gl_context structure.
1175 *
1176 * \param ctx GL context.
1177 *
1178 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1179 */
1180void
1181_mesa_destroy_context( struct gl_context *ctx )
1182{
1183   if (ctx) {
1184      _mesa_free_context_data(ctx);
1185      free( (void *) ctx );
1186   }
1187}
1188
1189
1190#if _HAVE_FULL_GL
1191/**
1192 * Copy attribute groups from one context to another.
1193 *
1194 * \param src source context
1195 * \param dst destination context
1196 * \param mask bitwise OR of GL_*_BIT flags
1197 *
1198 * According to the bits specified in \p mask, copies the corresponding
1199 * attributes from \p src into \p dst.  For many of the attributes a simple \c
1200 * memcpy is not enough due to the existence of internal pointers in their data
1201 * structures.
1202 */
1203void
1204_mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1205                    GLuint mask )
1206{
1207   if (mask & GL_ACCUM_BUFFER_BIT) {
1208      /* OK to memcpy */
1209      dst->Accum = src->Accum;
1210   }
1211   if (mask & GL_COLOR_BUFFER_BIT) {
1212      /* OK to memcpy */
1213      dst->Color = src->Color;
1214   }
1215   if (mask & GL_CURRENT_BIT) {
1216      /* OK to memcpy */
1217      dst->Current = src->Current;
1218   }
1219   if (mask & GL_DEPTH_BUFFER_BIT) {
1220      /* OK to memcpy */
1221      dst->Depth = src->Depth;
1222   }
1223   if (mask & GL_ENABLE_BIT) {
1224      /* no op */
1225   }
1226   if (mask & GL_EVAL_BIT) {
1227      /* OK to memcpy */
1228      dst->Eval = src->Eval;
1229   }
1230   if (mask & GL_FOG_BIT) {
1231      /* OK to memcpy */
1232      dst->Fog = src->Fog;
1233   }
1234   if (mask & GL_HINT_BIT) {
1235      /* OK to memcpy */
1236      dst->Hint = src->Hint;
1237   }
1238   if (mask & GL_LIGHTING_BIT) {
1239      GLuint i;
1240      /* begin with memcpy */
1241      dst->Light = src->Light;
1242      /* fixup linked lists to prevent pointer insanity */
1243      make_empty_list( &(dst->Light.EnabledList) );
1244      for (i = 0; i < MAX_LIGHTS; i++) {
1245         if (dst->Light.Light[i].Enabled) {
1246            insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1247         }
1248      }
1249   }
1250   if (mask & GL_LINE_BIT) {
1251      /* OK to memcpy */
1252      dst->Line = src->Line;
1253   }
1254   if (mask & GL_LIST_BIT) {
1255      /* OK to memcpy */
1256      dst->List = src->List;
1257   }
1258   if (mask & GL_PIXEL_MODE_BIT) {
1259      /* OK to memcpy */
1260      dst->Pixel = src->Pixel;
1261   }
1262   if (mask & GL_POINT_BIT) {
1263      /* OK to memcpy */
1264      dst->Point = src->Point;
1265   }
1266   if (mask & GL_POLYGON_BIT) {
1267      /* OK to memcpy */
1268      dst->Polygon = src->Polygon;
1269   }
1270   if (mask & GL_POLYGON_STIPPLE_BIT) {
1271      /* Use loop instead of memcpy due to problem with Portland Group's
1272       * C compiler.  Reported by John Stone.
1273       */
1274      GLuint i;
1275      for (i = 0; i < 32; i++) {
1276         dst->PolygonStipple[i] = src->PolygonStipple[i];
1277      }
1278   }
1279   if (mask & GL_SCISSOR_BIT) {
1280      /* OK to memcpy */
1281      dst->Scissor = src->Scissor;
1282   }
1283   if (mask & GL_STENCIL_BUFFER_BIT) {
1284      /* OK to memcpy */
1285      dst->Stencil = src->Stencil;
1286   }
1287   if (mask & GL_TEXTURE_BIT) {
1288      /* Cannot memcpy because of pointers */
1289      _mesa_copy_texture_state(src, dst);
1290   }
1291   if (mask & GL_TRANSFORM_BIT) {
1292      /* OK to memcpy */
1293      dst->Transform = src->Transform;
1294   }
1295   if (mask & GL_VIEWPORT_BIT) {
1296      /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1297      dst->Viewport.X = src->Viewport.X;
1298      dst->Viewport.Y = src->Viewport.Y;
1299      dst->Viewport.Width = src->Viewport.Width;
1300      dst->Viewport.Height = src->Viewport.Height;
1301      dst->Viewport.Near = src->Viewport.Near;
1302      dst->Viewport.Far = src->Viewport.Far;
1303      _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1304   }
1305
1306   /* XXX FIXME:  Call callbacks?
1307    */
1308   dst->NewState = _NEW_ALL;
1309   dst->NewDriverState = ~0;
1310}
1311#endif
1312
1313
1314/**
1315 * Check if the given context can render into the given framebuffer
1316 * by checking visual attributes.
1317 *
1318 * Most of these tests could go away because Mesa is now pretty flexible
1319 * in terms of mixing rendering contexts with framebuffers.  As long
1320 * as RGB vs. CI mode agree, we're probably good.
1321 *
1322 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1323 */
1324static GLboolean
1325check_compatible(const struct gl_context *ctx,
1326                 const struct gl_framebuffer *buffer)
1327{
1328   const struct gl_config *ctxvis = &ctx->Visual;
1329   const struct gl_config *bufvis = &buffer->Visual;
1330
1331   if (buffer == _mesa_get_incomplete_framebuffer())
1332      return GL_TRUE;
1333
1334#if 0
1335   /* disabling this fixes the fgl_glxgears pbuffer demo */
1336   if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1337      return GL_FALSE;
1338#endif
1339   if (ctxvis->stereoMode && !bufvis->stereoMode)
1340      return GL_FALSE;
1341   if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1342      return GL_FALSE;
1343   if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1344      return GL_FALSE;
1345   if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1346      return GL_FALSE;
1347   if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1348      return GL_FALSE;
1349   if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1350      return GL_FALSE;
1351   if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1352      return GL_FALSE;
1353#if 0
1354   /* disabled (see bug 11161) */
1355   if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1356      return GL_FALSE;
1357#endif
1358   if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1359      return GL_FALSE;
1360
1361   return GL_TRUE;
1362}
1363
1364
1365/**
1366 * Do one-time initialization for the given framebuffer.  Specifically,
1367 * ask the driver for the window's current size and update the framebuffer
1368 * object to match.
1369 * Really, the device driver should totally take care of this.
1370 */
1371static void
1372initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1373{
1374   GLuint width, height;
1375   if (ctx->Driver.GetBufferSize) {
1376      ctx->Driver.GetBufferSize(fb, &width, &height);
1377      if (ctx->Driver.ResizeBuffers)
1378         ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1379      fb->Initialized = GL_TRUE;
1380   }
1381}
1382
1383
1384/**
1385 * Check if the viewport/scissor size has not yet been initialized.
1386 * Initialize the size if the given width and height are non-zero.
1387 */
1388void
1389_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1390{
1391   if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1392      /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1393       * potential infinite recursion.
1394       */
1395      ctx->ViewportInitialized = GL_TRUE;
1396      _mesa_set_viewport(ctx, 0, 0, width, height);
1397      _mesa_set_scissor(ctx, 0, 0, width, height);
1398   }
1399}
1400
1401
1402/**
1403 * Bind the given context to the given drawBuffer and readBuffer and
1404 * make it the current context for the calling thread.
1405 * We'll render into the drawBuffer and read pixels from the
1406 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1407 *
1408 * We check that the context's and framebuffer's visuals are compatible
1409 * and return immediately if they're not.
1410 *
1411 * \param newCtx  the new GL context. If NULL then there will be no current GL
1412 *                context.
1413 * \param drawBuffer  the drawing framebuffer
1414 * \param readBuffer  the reading framebuffer
1415 */
1416GLboolean
1417_mesa_make_current( struct gl_context *newCtx,
1418                    struct gl_framebuffer *drawBuffer,
1419                    struct gl_framebuffer *readBuffer )
1420{
1421   GET_CURRENT_CONTEXT(curCtx);
1422
1423   if (MESA_VERBOSE & VERBOSE_API)
1424      _mesa_debug(newCtx, "_mesa_make_current()\n");
1425
1426   /* Check that the context's and framebuffer's visuals are compatible.
1427    */
1428   if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1429      if (!check_compatible(newCtx, drawBuffer)) {
1430         _mesa_warning(newCtx,
1431              "MakeCurrent: incompatible visuals for context and drawbuffer");
1432         return GL_FALSE;
1433      }
1434   }
1435   if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1436      if (!check_compatible(newCtx, readBuffer)) {
1437         _mesa_warning(newCtx,
1438              "MakeCurrent: incompatible visuals for context and readbuffer");
1439         return GL_FALSE;
1440      }
1441   }
1442
1443   if (curCtx &&
1444      (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1445       /* make sure this context is valid for flushing */
1446      curCtx != newCtx)
1447      _mesa_flush(curCtx);
1448
1449   /* We used to call _glapi_check_multithread() here.  Now do it in drivers */
1450   _glapi_set_context((void *) newCtx);
1451   ASSERT(_mesa_get_current_context() == newCtx);
1452
1453   if (!newCtx) {
1454      _glapi_set_dispatch(NULL);  /* none current */
1455   }
1456   else {
1457      _glapi_set_dispatch(newCtx->CurrentDispatch);
1458
1459      if (drawBuffer && readBuffer) {
1460         ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1461         ASSERT(_mesa_is_winsys_fbo(readBuffer));
1462         _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1463         _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1464
1465         /*
1466          * Only set the context's Draw/ReadBuffer fields if they're NULL
1467          * or not bound to a user-created FBO.
1468          */
1469         if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1470            _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1471            /* Update the FBO's list of drawbuffers/renderbuffers.
1472             * For winsys FBOs this comes from the GL state (which may have
1473             * changed since the last time this FBO was bound).
1474             */
1475            _mesa_update_draw_buffers(newCtx);
1476         }
1477         if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1478            _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1479         }
1480
1481         /* XXX only set this flag if we're really changing the draw/read
1482          * framebuffer bindings.
1483          */
1484	 newCtx->NewState |= _NEW_BUFFERS;
1485
1486#if 1
1487         /* We want to get rid of these lines: */
1488
1489#if _HAVE_FULL_GL
1490         if (!drawBuffer->Initialized) {
1491            initialize_framebuffer_size(newCtx, drawBuffer);
1492         }
1493         if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1494            initialize_framebuffer_size(newCtx, readBuffer);
1495         }
1496
1497	 _mesa_resizebuffers(newCtx);
1498#endif
1499
1500#else
1501         /* We want the drawBuffer and readBuffer to be initialized by
1502          * the driver.
1503          * This generally means the Width and Height match the actual
1504          * window size and the renderbuffers (both hardware and software
1505          * based) are allocated to match.  The later can generally be
1506          * done with a call to _mesa_resize_framebuffer().
1507          *
1508          * It's theoretically possible for a buffer to have zero width
1509          * or height, but for now, assert check that the driver did what's
1510          * expected of it.
1511          */
1512         ASSERT(drawBuffer->Width > 0);
1513         ASSERT(drawBuffer->Height > 0);
1514#endif
1515
1516         if (drawBuffer) {
1517            _mesa_check_init_viewport(newCtx,
1518                                      drawBuffer->Width, drawBuffer->Height);
1519         }
1520      }
1521
1522      if (newCtx->FirstTimeCurrent) {
1523         _mesa_compute_version(newCtx);
1524
1525         newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1526
1527         check_context_limits(newCtx);
1528
1529         /* We can use this to help debug user's problems.  Tell them to set
1530          * the MESA_INFO env variable before running their app.  Then the
1531          * first time each context is made current we'll print some useful
1532          * information.
1533          */
1534	 if (_mesa_getenv("MESA_INFO")) {
1535	    _mesa_print_info();
1536	 }
1537
1538	 newCtx->FirstTimeCurrent = GL_FALSE;
1539      }
1540   }
1541
1542   return GL_TRUE;
1543}
1544
1545
1546/**
1547 * Make context 'ctx' share the display lists, textures and programs
1548 * that are associated with 'ctxToShare'.
1549 * Any display lists, textures or programs associated with 'ctx' will
1550 * be deleted if nobody else is sharing them.
1551 */
1552GLboolean
1553_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1554{
1555   if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1556      struct gl_shared_state *oldShared = NULL;
1557
1558      /* save ref to old state to prevent it from being deleted immediately */
1559      _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1560
1561      /* update ctx's Shared pointer */
1562      _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1563
1564      update_default_objects(ctx);
1565
1566      /* release the old shared state */
1567      _mesa_reference_shared_state(ctx, &oldShared, NULL);
1568
1569      return GL_TRUE;
1570   }
1571   else {
1572      return GL_FALSE;
1573   }
1574}
1575
1576
1577
1578/**
1579 * \return pointer to the current GL context for this thread.
1580 *
1581 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1582 * context.  If you need speed, see the #GET_CURRENT_CONTEXT macro in
1583 * context.h.
1584 */
1585struct gl_context *
1586_mesa_get_current_context( void )
1587{
1588   return (struct gl_context *) _glapi_get_context();
1589}
1590
1591
1592/**
1593 * Get context's current API dispatch table.
1594 *
1595 * It'll either be the immediate-mode execute dispatcher or the display list
1596 * compile dispatcher.
1597 *
1598 * \param ctx GL context.
1599 *
1600 * \return pointer to dispatch_table.
1601 *
1602 * Simply returns __struct gl_contextRec::CurrentDispatch.
1603 */
1604struct _glapi_table *
1605_mesa_get_dispatch(struct gl_context *ctx)
1606{
1607   return ctx->CurrentDispatch;
1608}
1609
1610/*@}*/
1611
1612
1613/**********************************************************************/
1614/** \name Miscellaneous functions                                     */
1615/**********************************************************************/
1616/*@{*/
1617
1618/**
1619 * Record an error.
1620 *
1621 * \param ctx GL context.
1622 * \param error error code.
1623 *
1624 * Records the given error code and call the driver's dd_function_table::Error
1625 * function if defined.
1626 *
1627 * \sa
1628 * This is called via _mesa_error().
1629 */
1630void
1631_mesa_record_error(struct gl_context *ctx, GLenum error)
1632{
1633   if (!ctx)
1634      return;
1635
1636   if (ctx->ErrorValue == GL_NO_ERROR) {
1637      ctx->ErrorValue = error;
1638   }
1639
1640   /* Call device driver's error handler, if any.  This is used on the Mac. */
1641   if (ctx->Driver.Error) {
1642      ctx->Driver.Error(ctx);
1643   }
1644}
1645
1646
1647/**
1648 * Flush commands and wait for completion.
1649 */
1650void
1651_mesa_finish(struct gl_context *ctx)
1652{
1653   FLUSH_VERTICES( ctx, 0 );
1654   FLUSH_CURRENT( ctx, 0 );
1655   if (ctx->Driver.Finish) {
1656      ctx->Driver.Finish(ctx);
1657   }
1658}
1659
1660
1661/**
1662 * Flush commands.
1663 */
1664void
1665_mesa_flush(struct gl_context *ctx)
1666{
1667   FLUSH_VERTICES( ctx, 0 );
1668   FLUSH_CURRENT( ctx, 0 );
1669   if (ctx->Driver.Flush) {
1670      ctx->Driver.Flush(ctx);
1671   }
1672}
1673
1674
1675
1676/**
1677 * Execute glFinish().
1678 *
1679 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1680 * dd_function_table::Finish driver callback, if not NULL.
1681 */
1682void GLAPIENTRY
1683_mesa_Finish(void)
1684{
1685   GET_CURRENT_CONTEXT(ctx);
1686   ASSERT_OUTSIDE_BEGIN_END(ctx);
1687   _mesa_finish(ctx);
1688}
1689
1690
1691/**
1692 * Execute glFlush().
1693 *
1694 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1695 * dd_function_table::Flush driver callback, if not NULL.
1696 */
1697void GLAPIENTRY
1698_mesa_Flush(void)
1699{
1700   GET_CURRENT_CONTEXT(ctx);
1701   ASSERT_OUTSIDE_BEGIN_END(ctx);
1702   _mesa_flush(ctx);
1703}
1704
1705
1706/**
1707 * Set mvp_with_dp4 flag.  If a driver has a preference for DP4 over
1708 * MUL/MAD, or vice versa, call this function to register that.
1709 * Otherwise we default to MUL/MAD.
1710 */
1711void
1712_mesa_set_mvp_with_dp4( struct gl_context *ctx,
1713                        GLboolean flag )
1714{
1715   ctx->mvp_with_dp4 = flag;
1716}
1717
1718/*
1719 * ARB_blend_func_extended - ERRORS section
1720 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1721 *  implicitly calls Begin if any draw buffer has a blend function requiring the
1722 *  second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1723 *  ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1724 *  the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1725 */
1726static GLboolean
1727_mesa_check_blend_func_error(struct gl_context *ctx)
1728{
1729   GLuint i;
1730   for (i = ctx->Const.MaxDualSourceDrawBuffers;
1731	i < ctx->DrawBuffer->_NumColorDrawBuffers;
1732	i++) {
1733      if (ctx->Color.Blend[i]._UsesDualSrc) {
1734	 _mesa_error(ctx, GL_INVALID_OPERATION,
1735		     "dual source blend on illegal attachment");
1736	 return GL_FALSE;
1737      }
1738   }
1739   return GL_TRUE;
1740}
1741
1742/**
1743 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1744 * is called to see if it's valid to render.  This involves checking that
1745 * the current shader is valid and the framebuffer is complete.
1746 * If an error is detected it'll be recorded here.
1747 * \return GL_TRUE if OK to render, GL_FALSE if not
1748 */
1749GLboolean
1750_mesa_valid_to_render(struct gl_context *ctx, const char *where)
1751{
1752   bool vert_from_glsl_shader = false;
1753   bool geom_from_glsl_shader = false;
1754   bool frag_from_glsl_shader = false;
1755
1756   /* This depends on having up to date derived state (shaders) */
1757   if (ctx->NewState)
1758      _mesa_update_state(ctx);
1759
1760   if (ctx->Shader.CurrentVertexProgram) {
1761      vert_from_glsl_shader = true;
1762
1763      if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1764         _mesa_error(ctx, GL_INVALID_OPERATION,
1765                     "%s(shader not linked)", where);
1766         return GL_FALSE;
1767      }
1768#if 0 /* not normally enabled */
1769      {
1770         char errMsg[100];
1771         if (!_mesa_validate_shader_program(ctx,
1772					    ctx->Shader.CurrentVertexProgram,
1773                                            errMsg)) {
1774            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1775                          ctx->Shader.CurrentVertexProgram->Name, errMsg);
1776         }
1777      }
1778#endif
1779   }
1780
1781   if (ctx->Shader.CurrentGeometryProgram) {
1782      geom_from_glsl_shader = true;
1783
1784      if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1785         _mesa_error(ctx, GL_INVALID_OPERATION,
1786                     "%s(shader not linked)", where);
1787         return GL_FALSE;
1788      }
1789#if 0 /* not normally enabled */
1790      {
1791         char errMsg[100];
1792         if (!_mesa_validate_shader_program(ctx,
1793					    ctx->Shader.CurrentGeometryProgram,
1794                                            errMsg)) {
1795            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1796                          ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1797         }
1798      }
1799#endif
1800   }
1801
1802   if (ctx->Shader.CurrentFragmentProgram) {
1803      frag_from_glsl_shader = true;
1804
1805      if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1806         _mesa_error(ctx, GL_INVALID_OPERATION,
1807                     "%s(shader not linked)", where);
1808         return GL_FALSE;
1809      }
1810#if 0 /* not normally enabled */
1811      {
1812         char errMsg[100];
1813         if (!_mesa_validate_shader_program(ctx,
1814					    ctx->Shader.CurrentFragmentProgram,
1815                                            errMsg)) {
1816            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1817                          ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1818         }
1819      }
1820#endif
1821   }
1822
1823   /* Any shader stages that are not supplied by the GLSL shader and have
1824    * assembly shaders enabled must now be validated.
1825    */
1826   if (!vert_from_glsl_shader
1827       && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1828      _mesa_error(ctx, GL_INVALID_OPERATION,
1829		  "%s(vertex program not valid)", where);
1830      return GL_FALSE;
1831   }
1832
1833   /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1834    * FINISHME: geometry program should validated here.
1835    */
1836   (void) geom_from_glsl_shader;
1837
1838   if (!frag_from_glsl_shader) {
1839      if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1840	 _mesa_error(ctx, GL_INVALID_OPERATION,
1841		     "%s(fragment program not valid)", where);
1842	 return GL_FALSE;
1843      }
1844
1845      /* If drawing to integer-valued color buffers, there must be an
1846       * active fragment shader (GL_EXT_texture_integer).
1847       */
1848      if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1849         _mesa_error(ctx, GL_INVALID_OPERATION,
1850                     "%s(integer format but no fragment shader)", where);
1851         return GL_FALSE;
1852      }
1853   }
1854
1855   if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1856      _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1857                  "%s(incomplete framebuffer)", where);
1858      return GL_FALSE;
1859   }
1860
1861   if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1862      return GL_FALSE;
1863   }
1864
1865#ifdef DEBUG
1866   if (ctx->Shader.Flags & GLSL_LOG) {
1867      struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1868      gl_shader_type i;
1869
1870      shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1871      shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1872      shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1873
1874      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1875	 if (shProg[i] == NULL || shProg[i]->_Used
1876	     || shProg[i]->_LinkedShaders[i] == NULL)
1877	    continue;
1878
1879	 /* This is the first time this shader is being used.
1880	  * Append shader's constants/uniforms to log file.
1881	  *
1882	  * Only log data for the program target that matches the shader
1883	  * target.  It's possible to have a program bound to the vertex
1884	  * shader target that also supplied a fragment shader.  If that
1885	  * program isn't also bound to the fragment shader target we don't
1886	  * want to log its fragment data.
1887	  */
1888	 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1889      }
1890
1891      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1892	 if (shProg[i] != NULL)
1893	    shProg[i]->_Used = GL_TRUE;
1894      }
1895   }
1896#endif
1897
1898   return GL_TRUE;
1899}
1900
1901
1902/*@}*/
1903