context.c revision 296052681601f98e16c701299d2b2a6d9bd5eeab
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 > STENCIL_BITS) {
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      _mesa_init_sqrt_table();
408
409      /* context dependence is never a one-time thing... */
410      _mesa_init_get_hash(ctx);
411
412      for (i = 0; i < 256; i++) {
413         _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414      }
415
416#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417      if (MESA_VERBOSE != 0) {
418	 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419		     MESA_VERSION_STRING, __DATE__, __TIME__);
420      }
421#endif
422
423#ifdef DEBUG
424      _mesa_test_formats();
425#endif
426   }
427
428   /* per-API one-time init */
429   if (!(api_init_mask & (1 << ctx->API))) {
430      /*
431       * This is fine as ES does not use the remap table, but it may not be
432       * future-proof.  We cannot always initialize the remap table because
433       * when an app is linked to libGLES*, there are not enough dynamic
434       * entries.
435       */
436      if (ctx->API == API_OPENGL)
437         _mesa_init_remap_table();
438   }
439
440   api_init_mask |= 1 << ctx->API;
441
442   _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444   /* Hopefully atexit() is widely available.  If not, we may need some
445    * #ifdef tests here.
446    */
447   atexit(_mesa_destroy_shader_compiler);
448
449   dummy_enum_func();
450}
451
452
453/**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456static void
457_mesa_init_current(struct gl_context *ctx)
458{
459   GLuint i;
460
461   /* Init all to (0,0,0,1) */
462   for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463      ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464   }
465
466   /* redo special cases: */
467   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473}
474
475
476/**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480static void
481init_program_limits(GLenum type, struct gl_program_constants *prog)
482{
483   prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484   prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485   prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486   prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487   prog->MaxTemps = MAX_PROGRAM_TEMPS;
488   prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489   prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490   prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492   switch (type) {
493   case GL_VERTEX_PROGRAM_ARB:
494      prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497      prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498      break;
499   case GL_FRAGMENT_PROGRAM_ARB:
500      prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501      prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502      prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503      prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504      break;
505   case MESA_GEOMETRY_PROGRAM:
506      prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509      prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510      break;
511   default:
512      assert(0 && "Bad program type in init_program_limits()");
513   }
514
515   /* Set the native limits to zero.  This implies that there is no native
516    * support for shaders.  Let the drivers fill in the actual values.
517    */
518   prog->MaxNativeInstructions = 0;
519   prog->MaxNativeAluInstructions = 0;
520   prog->MaxNativeTexInstructions = 0;
521   prog->MaxNativeTexIndirections = 0;
522   prog->MaxNativeAttribs = 0;
523   prog->MaxNativeTemps = 0;
524   prog->MaxNativeAddressRegs = 0;
525   prog->MaxNativeParameters = 0;
526
527   /* Set GLSL datatype range/precision info assuming IEEE float values.
528    * Drivers should override these defaults as needed.
529    */
530   prog->MediumFloat.RangeMin = 127;
531   prog->MediumFloat.RangeMax = 127;
532   prog->MediumFloat.Precision = 23;
533   prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535   /* Assume ints are stored as floats for now, since this is the least-common
536    * denominator.  The OpenGL ES spec implies (page 132) that the precision
537    * of integer types should be 0.  Practically speaking, IEEE
538    * single-precision floating point values can only store integers in the
539    * range [-0x01000000, 0x01000000] without loss of precision.
540    */
541   prog->MediumInt.RangeMin = 24;
542   prog->MediumInt.RangeMax = 24;
543   prog->MediumInt.Precision = 0;
544   prog->LowInt = prog->HighInt = prog->MediumInt;
545}
546
547
548/**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h.  The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553static void
554_mesa_init_constants(struct gl_context *ctx)
555{
556   assert(ctx);
557
558   /* Constants, may be overriden (usually only reduced) by device drivers */
559   ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560   ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561   ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562   ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563   ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564   ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565   ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566   ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567   ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568                                     ctx->Const.MaxTextureImageUnits);
569   ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570   ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571   ctx->Const.MaxTextureBufferSize = 65536;
572   ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573   ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574   ctx->Const.MinPointSize = MIN_POINT_SIZE;
575   ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576   ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577   ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578   ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579   ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580   ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581   ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582   ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583   ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584   ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585   ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
586   ctx->Const.MaxLights = MAX_LIGHTS;
587   ctx->Const.MaxShininess = 128.0;
588   ctx->Const.MaxSpotExponent = 128.0;
589   ctx->Const.MaxViewportWidth = MAX_WIDTH;
590   ctx->Const.MaxViewportHeight = MAX_HEIGHT;
591#if FEATURE_ARB_vertex_program
592   init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593#endif
594#if FEATURE_ARB_fragment_program
595   init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596#endif
597#if FEATURE_ARB_geometry_shader4
598   init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599#endif
600   ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601   ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
602
603   /* CheckArrayBounds is overriden by drivers/x11 for X server */
604   ctx->Const.CheckArrayBounds = GL_FALSE;
605
606   /* GL_ARB_draw_buffers */
607   ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
608
609#if FEATURE_EXT_framebuffer_object
610   ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611   ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
612#endif
613
614#if FEATURE_ARB_vertex_shader
615   ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616   ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617   ctx->Const.MaxVarying = MAX_VARYING;
618#endif
619#if FEATURE_ARB_geometry_shader4
620   ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621   ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622   ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623   ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624   ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625#endif
626
627   /* Shading language version */
628   if (ctx->API == API_OPENGL) {
629      ctx->Const.GLSLVersion = 120;
630   }
631   else if (ctx->API == API_OPENGLES2) {
632      ctx->Const.GLSLVersion = 100;
633   }
634   else if (ctx->API == API_OPENGLES) {
635      ctx->Const.GLSLVersion = 0; /* GLSL not supported */
636   }
637
638   /* GL_ARB_framebuffer_object */
639   ctx->Const.MaxSamples = 0;
640
641   /* GL_ARB_sync */
642   ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
643
644   /* GL_ATI_envmap_bumpmap */
645   ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
646
647   /* GL_EXT_provoking_vertex */
648   ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
649
650   /* GL_EXT_transform_feedback */
651   ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
652   ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
653   ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654
655   /* GL 3.2: hard-coded for now: */
656   ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
657
658   /** GL_EXT_gpu_shader4 */
659   ctx->Const.MinProgramTexelOffset = -8;
660   ctx->Const.MaxProgramTexelOffset = 7;
661
662   /* GL_ARB_robustness */
663   ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
664}
665
666
667/**
668 * Do some sanity checks on the limits/constants for the given context.
669 * Only called the first time a context is bound.
670 */
671static void
672check_context_limits(struct gl_context *ctx)
673{
674   /* check that we don't exceed the size of various bitfields */
675   assert(VERT_RESULT_MAX <=
676	  (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
677   assert(FRAG_ATTRIB_MAX <=
678	  (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
679
680   assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
681
682   /* shader-related checks */
683   assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
684   assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
685
686   assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
687   assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688   assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
689   assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
690
691   /* Texture unit checks */
692   assert(ctx->Const.MaxTextureImageUnits > 0);
693   assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
694   assert(ctx->Const.MaxTextureCoordUnits > 0);
695   assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
696   assert(ctx->Const.MaxTextureUnits > 0);
697   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
698   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
699   assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
700                                             ctx->Const.MaxTextureCoordUnits));
701   assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
702   assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
703   assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704   /* number of coord units cannot be greater than number of image units */
705   assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
706
707
708   /* Texture size checks */
709   assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
710   assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
711   assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
712   assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
713
714   /* make sure largest texture image is <= MAX_WIDTH in size */
715   assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
716   assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
717   assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
718
719   /* Texture level checks */
720   assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
721   assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
722
723   /* Max texture size should be <= max viewport size (render to texture) */
724   assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
725
726   assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
727   assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
728
729   assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
730
731   /* if this fails, add more enum values to gl_buffer_index */
732   assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
733
734   /* XXX probably add more tests */
735}
736
737
738/**
739 * Initialize the attribute groups in a GL context.
740 *
741 * \param ctx GL context.
742 *
743 * Initializes all the attributes, calling the respective <tt>init*</tt>
744 * functions for the more complex data structures.
745 */
746static GLboolean
747init_attrib_groups(struct gl_context *ctx)
748{
749   assert(ctx);
750
751   /* Constants */
752   _mesa_init_constants( ctx );
753
754   /* Extensions */
755   _mesa_init_extensions( ctx );
756
757   /* Attribute Groups */
758   _mesa_init_accum( ctx );
759   _mesa_init_attrib( ctx );
760   _mesa_init_buffer_objects( ctx );
761   _mesa_init_color( ctx );
762   _mesa_init_current( ctx );
763   _mesa_init_depth( ctx );
764   _mesa_init_debug( ctx );
765   _mesa_init_display_list( ctx );
766   _mesa_init_eval( ctx );
767   _mesa_init_fbobjects( ctx );
768   _mesa_init_feedback( ctx );
769   _mesa_init_fog( ctx );
770   _mesa_init_hint( ctx );
771   _mesa_init_line( ctx );
772   _mesa_init_lighting( ctx );
773   _mesa_init_matrix( ctx );
774   _mesa_init_multisample( ctx );
775   _mesa_init_pixel( ctx );
776   _mesa_init_pixelstore( ctx );
777   _mesa_init_point( ctx );
778   _mesa_init_polygon( ctx );
779   _mesa_init_program( ctx );
780   _mesa_init_queryobj( ctx );
781   _mesa_init_sync( ctx );
782   _mesa_init_rastpos( ctx );
783   _mesa_init_scissor( ctx );
784   _mesa_init_shader_state( ctx );
785   _mesa_init_stencil( ctx );
786   _mesa_init_transform( ctx );
787   _mesa_init_transform_feedback( ctx );
788   _mesa_init_varray( ctx );
789   _mesa_init_viewport( ctx );
790
791   if (!_mesa_init_texture( ctx ))
792      return GL_FALSE;
793
794   _mesa_init_texture_s3tc( ctx );
795
796   /* Miscellaneous */
797   ctx->NewState = _NEW_ALL;
798   ctx->ErrorValue = (GLenum) GL_NO_ERROR;
799   ctx->ResetStatus = (GLenum) GL_NO_ERROR;
800   ctx->varying_vp_inputs = ~0;
801
802   return GL_TRUE;
803}
804
805
806/**
807 * Update default objects in a GL context with respect to shared state.
808 *
809 * \param ctx GL context.
810 *
811 * Removes references to old default objects, (texture objects, program
812 * objects, etc.) and changes to reference those from the current shared
813 * state.
814 */
815static GLboolean
816update_default_objects(struct gl_context *ctx)
817{
818   assert(ctx);
819
820   _mesa_update_default_objects_program(ctx);
821   _mesa_update_default_objects_texture(ctx);
822   _mesa_update_default_objects_buffer_objects(ctx);
823
824   return GL_TRUE;
825}
826
827
828/**
829 * This is the default function we plug into all dispatch table slots
830 * This helps prevents a segfault when someone calls a GL function without
831 * first checking if the extension's supported.
832 */
833static int
834generic_nop(void)
835{
836   _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
837   return 0;
838}
839
840
841/**
842 * Allocate and initialize a new dispatch table.
843 */
844struct _glapi_table *
845_mesa_alloc_dispatch_table(int size)
846{
847   /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
848    * In practice, this'll be the same for stand-alone Mesa.  But for DRI
849    * Mesa we do this to accomodate different versions of libGL and various
850    * DRI drivers.
851    */
852   GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
853   struct _glapi_table *table;
854
855   /* should never happen, but just in case */
856   numEntries = MAX2(numEntries, size);
857
858   table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
859   if (table) {
860      _glapi_proc *entry = (_glapi_proc *) table;
861      GLint i;
862      for (i = 0; i < numEntries; i++) {
863         entry[i] = (_glapi_proc) generic_nop;
864      }
865   }
866   return table;
867}
868
869
870/**
871 * Initialize a struct gl_context struct (rendering context).
872 *
873 * This includes allocating all the other structs and arrays which hang off of
874 * the context by pointers.
875 * Note that the driver needs to pass in its dd_function_table here since
876 * we need to at least call driverFunctions->NewTextureObject to create the
877 * default texture objects.
878 *
879 * Called by _mesa_create_context().
880 *
881 * Performs the imports and exports callback tables initialization, and
882 * miscellaneous one-time initializations. If no shared context is supplied one
883 * is allocated, and increase its reference count.  Setups the GL API dispatch
884 * tables.  Initialize the TNL module. Sets the maximum Z buffer depth.
885 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
886 * for debug flags.
887 *
888 * \param ctx the context to initialize
889 * \param api the GL API type to create the context for
890 * \param visual describes the visual attributes for this context
891 * \param share_list points to context to share textures, display lists,
892 *        etc with, or NULL
893 * \param driverFunctions table of device driver functions for this context
894 *        to use
895 * \param driverContext pointer to driver-specific context data
896 */
897GLboolean
898_mesa_initialize_context(struct gl_context *ctx,
899                         gl_api api,
900                         const struct gl_config *visual,
901                         struct gl_context *share_list,
902                         const struct dd_function_table *driverFunctions,
903                         void *driverContext)
904{
905   struct gl_shared_state *shared;
906   int i;
907
908   /*ASSERT(driverContext);*/
909   assert(driverFunctions->NewTextureObject);
910   assert(driverFunctions->FreeTexImageData);
911
912   ctx->API = api;
913   ctx->Visual = *visual;
914   ctx->DrawBuffer = NULL;
915   ctx->ReadBuffer = NULL;
916   ctx->WinSysDrawBuffer = NULL;
917   ctx->WinSysReadBuffer = NULL;
918
919   /* misc one-time initializations */
920   one_time_init(ctx);
921
922   /* Plug in driver functions and context pointer here.
923    * This is important because when we call alloc_shared_state() below
924    * we'll call ctx->Driver.NewTextureObject() to create the default
925    * textures.
926    */
927   ctx->Driver = *driverFunctions;
928   ctx->DriverCtx = driverContext;
929
930   if (share_list) {
931      /* share state with another context */
932      shared = share_list->Shared;
933   }
934   else {
935      /* allocate new, unshared state */
936      shared = _mesa_alloc_shared_state(ctx);
937      if (!shared)
938         return GL_FALSE;
939   }
940
941   _glthread_LOCK_MUTEX(shared->Mutex);
942   ctx->Shared = shared;
943   shared->RefCount++;
944   _glthread_UNLOCK_MUTEX(shared->Mutex);
945
946   if (!init_attrib_groups( ctx )) {
947      _mesa_release_shared_state(ctx, ctx->Shared);
948      return GL_FALSE;
949   }
950
951#if FEATURE_dispatch
952   /* setup the API dispatch tables */
953   switch (ctx->API) {
954#if FEATURE_GL
955   case API_OPENGL:
956      ctx->Exec = _mesa_create_exec_table();
957      break;
958#endif
959#if FEATURE_ES1
960   case API_OPENGLES:
961      ctx->Exec = _mesa_create_exec_table_es1();
962      break;
963#endif
964#if FEATURE_ES2
965   case API_OPENGLES2:
966      ctx->Exec = _mesa_create_exec_table_es2();
967      break;
968#endif
969   default:
970      _mesa_problem(ctx, "unknown or unsupported API");
971      break;
972   }
973
974   if (!ctx->Exec) {
975      _mesa_release_shared_state(ctx, ctx->Shared);
976      return GL_FALSE;
977   }
978#endif
979   ctx->CurrentDispatch = ctx->Exec;
980
981   ctx->FragmentProgram._MaintainTexEnvProgram
982      = (_mesa_getenv("MESA_TEX_PROG") != NULL);
983
984   ctx->VertexProgram._MaintainTnlProgram
985      = (_mesa_getenv("MESA_TNL_PROG") != NULL);
986   if (ctx->VertexProgram._MaintainTnlProgram) {
987      /* this is required... */
988      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
989   }
990
991   /* Mesa core handles all the formats that mesa core knows about.
992    * Drivers will want to override this list with just the formats
993    * they can handle, and confirm that appropriate fallbacks exist in
994    * _mesa_choose_tex_format().
995    */
996   memset(&ctx->TextureFormatSupported, GL_TRUE,
997	  sizeof(ctx->TextureFormatSupported));
998
999   switch (ctx->API) {
1000   case API_OPENGL:
1001#if FEATURE_dlist
1002      ctx->Save = _mesa_create_save_table();
1003      if (!ctx->Save) {
1004	 _mesa_release_shared_state(ctx, ctx->Shared);
1005	 free(ctx->Exec);
1006	 return GL_FALSE;
1007      }
1008
1009      _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1010#endif
1011      break;
1012   case API_OPENGLES:
1013      /**
1014       * GL_OES_texture_cube_map says
1015       * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1016       */
1017      for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1018	 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1019	 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1020	 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1021	 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1022	 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1023	 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1024	 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1025      }
1026      break;
1027   case API_OPENGLES2:
1028      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1029      ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1030      ctx->Point.PointSprite = GL_TRUE;  /* always on for ES 2.x */
1031      break;
1032   }
1033
1034   ctx->FirstTimeCurrent = GL_TRUE;
1035
1036   return GL_TRUE;
1037}
1038
1039
1040/**
1041 * Allocate and initialize a struct gl_context structure.
1042 * Note that the driver needs to pass in its dd_function_table here since
1043 * we need to at least call driverFunctions->NewTextureObject to initialize
1044 * the rendering context.
1045 *
1046 * \param api the GL API type to create the context for
1047 * \param visual a struct gl_config pointer (we copy the struct contents)
1048 * \param share_list another context to share display lists with or NULL
1049 * \param driverFunctions points to the dd_function_table into which the
1050 *        driver has plugged in all its special functions.
1051 * \param driverContext points to the device driver's private context state
1052 *
1053 * \return pointer to a new __struct gl_contextRec or NULL if error.
1054 */
1055struct gl_context *
1056_mesa_create_context(gl_api api,
1057                     const struct gl_config *visual,
1058                     struct gl_context *share_list,
1059                     const struct dd_function_table *driverFunctions,
1060                     void *driverContext)
1061{
1062   struct gl_context *ctx;
1063
1064   ASSERT(visual);
1065   /*ASSERT(driverContext);*/
1066
1067   ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1068   if (!ctx)
1069      return NULL;
1070
1071   if (_mesa_initialize_context(ctx, api, visual, share_list,
1072                                driverFunctions, driverContext)) {
1073      return ctx;
1074   }
1075   else {
1076      free(ctx);
1077      return NULL;
1078   }
1079}
1080
1081
1082/**
1083 * Free the data associated with the given context.
1084 *
1085 * But doesn't free the struct gl_context struct itself.
1086 *
1087 * \sa _mesa_initialize_context() and init_attrib_groups().
1088 */
1089void
1090_mesa_free_context_data( struct gl_context *ctx )
1091{
1092   if (!_mesa_get_current_context()){
1093      /* No current context, but we may need one in order to delete
1094       * texture objs, etc.  So temporarily bind the context now.
1095       */
1096      _mesa_make_current(ctx, NULL, NULL);
1097   }
1098
1099   /* unreference WinSysDraw/Read buffers */
1100   _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1101   _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1102   _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1103   _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1104
1105   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1106   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1107   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1108
1109   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1110   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1111   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1112
1113   _mesa_free_attrib_data(ctx);
1114   _mesa_free_buffer_objects(ctx);
1115   _mesa_free_lighting_data( ctx );
1116   _mesa_free_eval_data( ctx );
1117   _mesa_free_texture_data( ctx );
1118   _mesa_free_matrix_data( ctx );
1119   _mesa_free_viewport_data( ctx );
1120   _mesa_free_program_data(ctx);
1121   _mesa_free_shader_state(ctx);
1122   _mesa_free_queryobj_data(ctx);
1123   _mesa_free_sync_data(ctx);
1124   _mesa_free_varray_data(ctx);
1125   _mesa_free_transform_feedback(ctx);
1126
1127   _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1128
1129#if FEATURE_ARB_pixel_buffer_object
1130   _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1131   _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1132   _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1133#endif
1134
1135#if FEATURE_ARB_vertex_buffer_object
1136   _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1137   _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1138#endif
1139
1140   /* free dispatch tables */
1141   free(ctx->Exec);
1142   free(ctx->Save);
1143
1144   /* Shared context state (display lists, textures, etc) */
1145   _mesa_release_shared_state( ctx, ctx->Shared );
1146
1147   /* needs to be after freeing shared state */
1148   _mesa_free_display_list_data(ctx);
1149
1150   if (ctx->Extensions.String)
1151      free((void *) ctx->Extensions.String);
1152
1153   if (ctx->VersionString)
1154      free(ctx->VersionString);
1155
1156   /* unbind the context if it's currently bound */
1157   if (ctx == _mesa_get_current_context()) {
1158      _mesa_make_current(NULL, NULL, NULL);
1159   }
1160}
1161
1162
1163/**
1164 * Destroy a struct gl_context structure.
1165 *
1166 * \param ctx GL context.
1167 *
1168 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1169 */
1170void
1171_mesa_destroy_context( struct gl_context *ctx )
1172{
1173   if (ctx) {
1174      _mesa_free_context_data(ctx);
1175      free( (void *) ctx );
1176   }
1177}
1178
1179
1180#if _HAVE_FULL_GL
1181/**
1182 * Copy attribute groups from one context to another.
1183 *
1184 * \param src source context
1185 * \param dst destination context
1186 * \param mask bitwise OR of GL_*_BIT flags
1187 *
1188 * According to the bits specified in \p mask, copies the corresponding
1189 * attributes from \p src into \p dst.  For many of the attributes a simple \c
1190 * memcpy is not enough due to the existence of internal pointers in their data
1191 * structures.
1192 */
1193void
1194_mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1195                    GLuint mask )
1196{
1197   if (mask & GL_ACCUM_BUFFER_BIT) {
1198      /* OK to memcpy */
1199      dst->Accum = src->Accum;
1200   }
1201   if (mask & GL_COLOR_BUFFER_BIT) {
1202      /* OK to memcpy */
1203      dst->Color = src->Color;
1204   }
1205   if (mask & GL_CURRENT_BIT) {
1206      /* OK to memcpy */
1207      dst->Current = src->Current;
1208   }
1209   if (mask & GL_DEPTH_BUFFER_BIT) {
1210      /* OK to memcpy */
1211      dst->Depth = src->Depth;
1212   }
1213   if (mask & GL_ENABLE_BIT) {
1214      /* no op */
1215   }
1216   if (mask & GL_EVAL_BIT) {
1217      /* OK to memcpy */
1218      dst->Eval = src->Eval;
1219   }
1220   if (mask & GL_FOG_BIT) {
1221      /* OK to memcpy */
1222      dst->Fog = src->Fog;
1223   }
1224   if (mask & GL_HINT_BIT) {
1225      /* OK to memcpy */
1226      dst->Hint = src->Hint;
1227   }
1228   if (mask & GL_LIGHTING_BIT) {
1229      GLuint i;
1230      /* begin with memcpy */
1231      dst->Light = src->Light;
1232      /* fixup linked lists to prevent pointer insanity */
1233      make_empty_list( &(dst->Light.EnabledList) );
1234      for (i = 0; i < MAX_LIGHTS; i++) {
1235         if (dst->Light.Light[i].Enabled) {
1236            insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1237         }
1238      }
1239   }
1240   if (mask & GL_LINE_BIT) {
1241      /* OK to memcpy */
1242      dst->Line = src->Line;
1243   }
1244   if (mask & GL_LIST_BIT) {
1245      /* OK to memcpy */
1246      dst->List = src->List;
1247   }
1248   if (mask & GL_PIXEL_MODE_BIT) {
1249      /* OK to memcpy */
1250      dst->Pixel = src->Pixel;
1251   }
1252   if (mask & GL_POINT_BIT) {
1253      /* OK to memcpy */
1254      dst->Point = src->Point;
1255   }
1256   if (mask & GL_POLYGON_BIT) {
1257      /* OK to memcpy */
1258      dst->Polygon = src->Polygon;
1259   }
1260   if (mask & GL_POLYGON_STIPPLE_BIT) {
1261      /* Use loop instead of memcpy due to problem with Portland Group's
1262       * C compiler.  Reported by John Stone.
1263       */
1264      GLuint i;
1265      for (i = 0; i < 32; i++) {
1266         dst->PolygonStipple[i] = src->PolygonStipple[i];
1267      }
1268   }
1269   if (mask & GL_SCISSOR_BIT) {
1270      /* OK to memcpy */
1271      dst->Scissor = src->Scissor;
1272   }
1273   if (mask & GL_STENCIL_BUFFER_BIT) {
1274      /* OK to memcpy */
1275      dst->Stencil = src->Stencil;
1276   }
1277   if (mask & GL_TEXTURE_BIT) {
1278      /* Cannot memcpy because of pointers */
1279      _mesa_copy_texture_state(src, dst);
1280   }
1281   if (mask & GL_TRANSFORM_BIT) {
1282      /* OK to memcpy */
1283      dst->Transform = src->Transform;
1284   }
1285   if (mask & GL_VIEWPORT_BIT) {
1286      /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1287      dst->Viewport.X = src->Viewport.X;
1288      dst->Viewport.Y = src->Viewport.Y;
1289      dst->Viewport.Width = src->Viewport.Width;
1290      dst->Viewport.Height = src->Viewport.Height;
1291      dst->Viewport.Near = src->Viewport.Near;
1292      dst->Viewport.Far = src->Viewport.Far;
1293      _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1294   }
1295
1296   /* XXX FIXME:  Call callbacks?
1297    */
1298   dst->NewState = _NEW_ALL;
1299}
1300#endif
1301
1302
1303/**
1304 * Check if the given context can render into the given framebuffer
1305 * by checking visual attributes.
1306 *
1307 * Most of these tests could go away because Mesa is now pretty flexible
1308 * in terms of mixing rendering contexts with framebuffers.  As long
1309 * as RGB vs. CI mode agree, we're probably good.
1310 *
1311 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1312 */
1313static GLboolean
1314check_compatible(const struct gl_context *ctx,
1315                 const struct gl_framebuffer *buffer)
1316{
1317   const struct gl_config *ctxvis = &ctx->Visual;
1318   const struct gl_config *bufvis = &buffer->Visual;
1319
1320   if (buffer == _mesa_get_incomplete_framebuffer())
1321      return GL_TRUE;
1322
1323#if 0
1324   /* disabling this fixes the fgl_glxgears pbuffer demo */
1325   if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1326      return GL_FALSE;
1327#endif
1328   if (ctxvis->stereoMode && !bufvis->stereoMode)
1329      return GL_FALSE;
1330   if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1331      return GL_FALSE;
1332   if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1333      return GL_FALSE;
1334   if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1335      return GL_FALSE;
1336   if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1337      return GL_FALSE;
1338   if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1339      return GL_FALSE;
1340   if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1341      return GL_FALSE;
1342#if 0
1343   /* disabled (see bug 11161) */
1344   if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1345      return GL_FALSE;
1346#endif
1347   if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1348      return GL_FALSE;
1349
1350   return GL_TRUE;
1351}
1352
1353
1354/**
1355 * Do one-time initialization for the given framebuffer.  Specifically,
1356 * ask the driver for the window's current size and update the framebuffer
1357 * object to match.
1358 * Really, the device driver should totally take care of this.
1359 */
1360static void
1361initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1362{
1363   GLuint width, height;
1364   if (ctx->Driver.GetBufferSize) {
1365      ctx->Driver.GetBufferSize(fb, &width, &height);
1366      if (ctx->Driver.ResizeBuffers)
1367         ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1368      fb->Initialized = GL_TRUE;
1369   }
1370}
1371
1372
1373/**
1374 * Check if the viewport/scissor size has not yet been initialized.
1375 * Initialize the size if the given width and height are non-zero.
1376 */
1377void
1378_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1379{
1380   if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1381      /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1382       * potential infinite recursion.
1383       */
1384      ctx->ViewportInitialized = GL_TRUE;
1385      _mesa_set_viewport(ctx, 0, 0, width, height);
1386      _mesa_set_scissor(ctx, 0, 0, width, height);
1387   }
1388}
1389
1390
1391/**
1392 * Bind the given context to the given drawBuffer and readBuffer and
1393 * make it the current context for the calling thread.
1394 * We'll render into the drawBuffer and read pixels from the
1395 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1396 *
1397 * We check that the context's and framebuffer's visuals are compatible
1398 * and return immediately if they're not.
1399 *
1400 * \param newCtx  the new GL context. If NULL then there will be no current GL
1401 *                context.
1402 * \param drawBuffer  the drawing framebuffer
1403 * \param readBuffer  the reading framebuffer
1404 */
1405GLboolean
1406_mesa_make_current( struct gl_context *newCtx,
1407                    struct gl_framebuffer *drawBuffer,
1408                    struct gl_framebuffer *readBuffer )
1409{
1410   GET_CURRENT_CONTEXT(curCtx);
1411
1412   if (MESA_VERBOSE & VERBOSE_API)
1413      _mesa_debug(newCtx, "_mesa_make_current()\n");
1414
1415   /* Check that the context's and framebuffer's visuals are compatible.
1416    */
1417   if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1418      if (!check_compatible(newCtx, drawBuffer)) {
1419         _mesa_warning(newCtx,
1420              "MakeCurrent: incompatible visuals for context and drawbuffer");
1421         return GL_FALSE;
1422      }
1423   }
1424   if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1425      if (!check_compatible(newCtx, readBuffer)) {
1426         _mesa_warning(newCtx,
1427              "MakeCurrent: incompatible visuals for context and readbuffer");
1428         return GL_FALSE;
1429      }
1430   }
1431
1432   if (curCtx &&
1433      (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1434       /* make sure this context is valid for flushing */
1435      curCtx != newCtx)
1436      _mesa_flush(curCtx);
1437
1438   /* We used to call _glapi_check_multithread() here.  Now do it in drivers */
1439   _glapi_set_context((void *) newCtx);
1440   ASSERT(_mesa_get_current_context() == newCtx);
1441
1442   if (!newCtx) {
1443      _glapi_set_dispatch(NULL);  /* none current */
1444   }
1445   else {
1446      _glapi_set_dispatch(newCtx->CurrentDispatch);
1447
1448      if (drawBuffer && readBuffer) {
1449         ASSERT(drawBuffer->Name == 0);
1450         ASSERT(readBuffer->Name == 0);
1451         _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1452         _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1453
1454         /*
1455          * Only set the context's Draw/ReadBuffer fields if they're NULL
1456          * or not bound to a user-created FBO.
1457          */
1458         if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1459            /* Update the FBO's list of drawbuffers/renderbuffers.
1460             * For winsys FBOs this comes from the GL state (which may have
1461             * changed since the last time this FBO was bound).
1462             */
1463            unsigned int i;
1464            GLenum buffers[MAX_DRAW_BUFFERS];
1465
1466            _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1467
1468            for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1469               buffers[i] = newCtx->Color.DrawBuffer[i];
1470            }
1471
1472            _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
1473                              buffers, NULL);
1474         }
1475         if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1476            _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1477         }
1478
1479         /* XXX only set this flag if we're really changing the draw/read
1480          * framebuffer bindings.
1481          */
1482	 newCtx->NewState |= _NEW_BUFFERS;
1483
1484#if 1
1485         /* We want to get rid of these lines: */
1486
1487#if _HAVE_FULL_GL
1488         if (!drawBuffer->Initialized) {
1489            initialize_framebuffer_size(newCtx, drawBuffer);
1490         }
1491         if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1492            initialize_framebuffer_size(newCtx, readBuffer);
1493         }
1494
1495	 _mesa_resizebuffers(newCtx);
1496#endif
1497
1498#else
1499         /* We want the drawBuffer and readBuffer to be initialized by
1500          * the driver.
1501          * This generally means the Width and Height match the actual
1502          * window size and the renderbuffers (both hardware and software
1503          * based) are allocated to match.  The later can generally be
1504          * done with a call to _mesa_resize_framebuffer().
1505          *
1506          * It's theoretically possible for a buffer to have zero width
1507          * or height, but for now, assert check that the driver did what's
1508          * expected of it.
1509          */
1510         ASSERT(drawBuffer->Width > 0);
1511         ASSERT(drawBuffer->Height > 0);
1512#endif
1513
1514         if (drawBuffer) {
1515            _mesa_check_init_viewport(newCtx,
1516                                      drawBuffer->Width, drawBuffer->Height);
1517         }
1518      }
1519
1520      if (newCtx->FirstTimeCurrent) {
1521         _mesa_compute_version(newCtx);
1522
1523         newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1524
1525         check_context_limits(newCtx);
1526
1527         /* We can use this to help debug user's problems.  Tell them to set
1528          * the MESA_INFO env variable before running their app.  Then the
1529          * first time each context is made current we'll print some useful
1530          * information.
1531          */
1532	 if (_mesa_getenv("MESA_INFO")) {
1533	    _mesa_print_info();
1534	 }
1535
1536	 newCtx->FirstTimeCurrent = GL_FALSE;
1537      }
1538   }
1539
1540   return GL_TRUE;
1541}
1542
1543
1544/**
1545 * Make context 'ctx' share the display lists, textures and programs
1546 * that are associated with 'ctxToShare'.
1547 * Any display lists, textures or programs associated with 'ctx' will
1548 * be deleted if nobody else is sharing them.
1549 */
1550GLboolean
1551_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1552{
1553   if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1554      struct gl_shared_state *oldSharedState = ctx->Shared;
1555
1556      ctx->Shared = ctxToShare->Shared;
1557
1558      _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1559      ctx->Shared->RefCount++;
1560      _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1561
1562      update_default_objects(ctx);
1563
1564      _mesa_release_shared_state(ctx, oldSharedState);
1565
1566      return GL_TRUE;
1567   }
1568   else {
1569      return GL_FALSE;
1570   }
1571}
1572
1573
1574
1575/**
1576 * \return pointer to the current GL context for this thread.
1577 *
1578 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1579 * context.  If you need speed, see the #GET_CURRENT_CONTEXT macro in
1580 * context.h.
1581 */
1582struct gl_context *
1583_mesa_get_current_context( void )
1584{
1585   return (struct gl_context *) _glapi_get_context();
1586}
1587
1588
1589/**
1590 * Get context's current API dispatch table.
1591 *
1592 * It'll either be the immediate-mode execute dispatcher or the display list
1593 * compile dispatcher.
1594 *
1595 * \param ctx GL context.
1596 *
1597 * \return pointer to dispatch_table.
1598 *
1599 * Simply returns __struct gl_contextRec::CurrentDispatch.
1600 */
1601struct _glapi_table *
1602_mesa_get_dispatch(struct gl_context *ctx)
1603{
1604   return ctx->CurrentDispatch;
1605}
1606
1607/*@}*/
1608
1609
1610/**********************************************************************/
1611/** \name Miscellaneous functions                                     */
1612/**********************************************************************/
1613/*@{*/
1614
1615/**
1616 * Record an error.
1617 *
1618 * \param ctx GL context.
1619 * \param error error code.
1620 *
1621 * Records the given error code and call the driver's dd_function_table::Error
1622 * function if defined.
1623 *
1624 * \sa
1625 * This is called via _mesa_error().
1626 */
1627void
1628_mesa_record_error(struct gl_context *ctx, GLenum error)
1629{
1630   if (!ctx)
1631      return;
1632
1633   if (ctx->ErrorValue == GL_NO_ERROR) {
1634      ctx->ErrorValue = error;
1635   }
1636
1637   /* Call device driver's error handler, if any.  This is used on the Mac. */
1638   if (ctx->Driver.Error) {
1639      ctx->Driver.Error(ctx);
1640   }
1641}
1642
1643
1644/**
1645 * Flush commands and wait for completion.
1646 */
1647void
1648_mesa_finish(struct gl_context *ctx)
1649{
1650   FLUSH_CURRENT( ctx, 0 );
1651   if (ctx->Driver.Finish) {
1652      ctx->Driver.Finish(ctx);
1653   }
1654}
1655
1656
1657/**
1658 * Flush commands.
1659 */
1660void
1661_mesa_flush(struct gl_context *ctx)
1662{
1663   FLUSH_CURRENT( ctx, 0 );
1664   if (ctx->Driver.Flush) {
1665      ctx->Driver.Flush(ctx);
1666   }
1667}
1668
1669
1670
1671/**
1672 * Execute glFinish().
1673 *
1674 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1675 * dd_function_table::Finish driver callback, if not NULL.
1676 */
1677void GLAPIENTRY
1678_mesa_Finish(void)
1679{
1680   GET_CURRENT_CONTEXT(ctx);
1681   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1682   _mesa_finish(ctx);
1683}
1684
1685
1686/**
1687 * Execute glFlush().
1688 *
1689 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1690 * dd_function_table::Flush driver callback, if not NULL.
1691 */
1692void GLAPIENTRY
1693_mesa_Flush(void)
1694{
1695   GET_CURRENT_CONTEXT(ctx);
1696   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1697   _mesa_flush(ctx);
1698}
1699
1700
1701/**
1702 * Set mvp_with_dp4 flag.  If a driver has a preference for DP4 over
1703 * MUL/MAD, or vice versa, call this function to register that.
1704 * Otherwise we default to MUL/MAD.
1705 */
1706void
1707_mesa_set_mvp_with_dp4( struct gl_context *ctx,
1708                        GLboolean flag )
1709{
1710   ctx->mvp_with_dp4 = flag;
1711}
1712
1713
1714
1715/**
1716 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1717 * is called to see if it's valid to render.  This involves checking that
1718 * the current shader is valid and the framebuffer is complete.
1719 * If an error is detected it'll be recorded here.
1720 * \return GL_TRUE if OK to render, GL_FALSE if not
1721 */
1722GLboolean
1723_mesa_valid_to_render(struct gl_context *ctx, const char *where)
1724{
1725   bool vert_from_glsl_shader = false;
1726   bool geom_from_glsl_shader = false;
1727   bool frag_from_glsl_shader = false;
1728
1729   /* This depends on having up to date derived state (shaders) */
1730   if (ctx->NewState)
1731      _mesa_update_state(ctx);
1732
1733   if (ctx->Shader.CurrentVertexProgram) {
1734      vert_from_glsl_shader = true;
1735
1736      if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1737         _mesa_error(ctx, GL_INVALID_OPERATION,
1738                     "%s(shader not linked)", where);
1739         return GL_FALSE;
1740      }
1741#if 0 /* not normally enabled */
1742      {
1743         char errMsg[100];
1744         if (!_mesa_validate_shader_program(ctx,
1745					    ctx->Shader.CurrentVertexProgram,
1746                                            errMsg)) {
1747            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1748                          ctx->Shader.CurrentVertexProgram->Name, errMsg);
1749         }
1750      }
1751#endif
1752   }
1753
1754   if (ctx->Shader.CurrentGeometryProgram) {
1755      geom_from_glsl_shader = true;
1756
1757      if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1758         _mesa_error(ctx, GL_INVALID_OPERATION,
1759                     "%s(shader not linked)", where);
1760         return GL_FALSE;
1761      }
1762#if 0 /* not normally enabled */
1763      {
1764         char errMsg[100];
1765         if (!_mesa_validate_shader_program(ctx,
1766					    ctx->Shader.CurrentGeometryProgram,
1767                                            errMsg)) {
1768            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1769                          ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1770         }
1771      }
1772#endif
1773   }
1774
1775   if (ctx->Shader.CurrentFragmentProgram) {
1776      frag_from_glsl_shader = true;
1777
1778      if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1779         _mesa_error(ctx, GL_INVALID_OPERATION,
1780                     "%s(shader not linked)", where);
1781         return GL_FALSE;
1782      }
1783#if 0 /* not normally enabled */
1784      {
1785         char errMsg[100];
1786         if (!_mesa_validate_shader_program(ctx,
1787					    ctx->Shader.CurrentFragmentProgram,
1788                                            errMsg)) {
1789            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1790                          ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1791         }
1792      }
1793#endif
1794   }
1795
1796   /* Any shader stages that are not supplied by the GLSL shader and have
1797    * assembly shaders enabled must now be validated.
1798    */
1799   if (!vert_from_glsl_shader
1800       && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1801      _mesa_error(ctx, GL_INVALID_OPERATION,
1802		  "%s(vertex program not valid)", where);
1803      return GL_FALSE;
1804   }
1805
1806   /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1807    * FINISHME: geometry program should validated here.
1808    */
1809   (void) geom_from_glsl_shader;
1810
1811   if (!frag_from_glsl_shader) {
1812      if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1813	 _mesa_error(ctx, GL_INVALID_OPERATION,
1814		     "%s(fragment program not valid)", where);
1815	 return GL_FALSE;
1816      }
1817
1818      /* If drawing to integer-valued color buffers, there must be an
1819       * active fragment shader (GL_EXT_texture_integer).
1820       */
1821      if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1822         _mesa_error(ctx, GL_INVALID_OPERATION,
1823                     "%s(integer format but no fragment shader)", where);
1824         return GL_FALSE;
1825      }
1826   }
1827
1828   if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1829      _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1830                  "%s(incomplete framebuffer)", where);
1831      return GL_FALSE;
1832   }
1833
1834#ifdef DEBUG
1835   if (ctx->Shader.Flags & GLSL_LOG) {
1836      struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1837      gl_shader_type i;
1838
1839      shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1840      shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1841      shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1842
1843      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1844	 struct gl_shader *sh;
1845
1846	 if (shProg[i] == NULL || shProg[i]->_Used
1847	     || shProg[i]->_LinkedShaders[i] == NULL)
1848	    continue;
1849
1850	 /* This is the first time this shader is being used.
1851	  * Append shader's constants/uniforms to log file.
1852	  *
1853	  * The logic is a little odd here.  We only want to log data for each
1854	  * shader target that will actually be used, and we only want to log
1855	  * it once.  It's possible to have a program bound to the vertex
1856	  * shader target that also supplied a fragment shader.  If that
1857	  * program isn't also bound to the fragment shader target we don't
1858	  * want to log its fragment data.
1859	  */
1860	 sh = shProg[i]->_LinkedShaders[i];
1861	 switch (sh->Type) {
1862	 case GL_VERTEX_SHADER:
1863	    _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1864	    break;
1865
1866	 case GL_GEOMETRY_SHADER_ARB:
1867	    _mesa_append_uniforms_to_file(sh,
1868					  &shProg[i]->GeometryProgram->Base);
1869	    break;
1870
1871	 case GL_FRAGMENT_SHADER:
1872	    _mesa_append_uniforms_to_file(sh,
1873					  &shProg[i]->FragmentProgram->Base);
1874	    break;
1875	 }
1876      }
1877
1878      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1879	 if (shProg[i] != NULL)
1880	    shProg[i]->_Used = GL_TRUE;
1881      }
1882   }
1883#endif
1884
1885   return GL_TRUE;
1886}
1887
1888
1889/*@}*/
1890