context.c revision 8e7b6a69e9cb00345e0c08966036b305cbda46c9
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      /* context dependence is never a one-time thing... */
408      _mesa_init_get_hash(ctx);
409
410      for (i = 0; i < 256; i++) {
411         _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
412      }
413
414#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
415      if (MESA_VERBOSE != 0) {
416	 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
417		     MESA_VERSION_STRING, __DATE__, __TIME__);
418      }
419#endif
420
421#ifdef DEBUG
422      _mesa_test_formats();
423#endif
424   }
425
426   /* per-API one-time init */
427   if (!(api_init_mask & (1 << ctx->API))) {
428      /*
429       * This is fine as ES does not use the remap table, but it may not be
430       * future-proof.  We cannot always initialize the remap table because
431       * when an app is linked to libGLES*, there are not enough dynamic
432       * entries.
433       */
434      if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2)
435         _mesa_init_remap_table();
436   }
437
438   api_init_mask |= 1 << ctx->API;
439
440   _glthread_UNLOCK_MUTEX(OneTimeLock);
441
442   /* Hopefully atexit() is widely available.  If not, we may need some
443    * #ifdef tests here.
444    */
445   atexit(_mesa_destroy_shader_compiler);
446
447   dummy_enum_func();
448}
449
450
451/**
452 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
453 */
454static void
455_mesa_init_current(struct gl_context *ctx)
456{
457   GLuint i;
458
459   /* Init all to (0,0,0,1) */
460   for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
461      ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
462   }
463
464   /* redo special cases: */
465   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
466   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
467   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
468   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
469   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
470   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
471}
472
473
474/**
475 * Init vertex/fragment/geometry program limits.
476 * Important: drivers should override these with actual limits.
477 */
478static void
479init_program_limits(struct gl_context *ctx, GLenum type,
480                    struct gl_program_constants *prog)
481{
482   prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
483   prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
484   prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
485   prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
486   prog->MaxTemps = MAX_PROGRAM_TEMPS;
487   prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
488   prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
489   prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
490
491   switch (type) {
492   case GL_VERTEX_PROGRAM_ARB:
493      prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
494      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
495      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
496      prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
497      break;
498   case GL_FRAGMENT_PROGRAM_ARB:
499      prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
500      prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
501      prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
502      prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
503      break;
504   case MESA_GEOMETRY_PROGRAM:
505      prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
506      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
507      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
508      prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
509      break;
510   default:
511      assert(0 && "Bad program type in init_program_limits()");
512   }
513
514   /* Set the native limits to zero.  This implies that there is no native
515    * support for shaders.  Let the drivers fill in the actual values.
516    */
517   prog->MaxNativeInstructions = 0;
518   prog->MaxNativeAluInstructions = 0;
519   prog->MaxNativeTexInstructions = 0;
520   prog->MaxNativeTexIndirections = 0;
521   prog->MaxNativeAttribs = 0;
522   prog->MaxNativeTemps = 0;
523   prog->MaxNativeAddressRegs = 0;
524   prog->MaxNativeParameters = 0;
525
526   /* Set GLSL datatype range/precision info assuming IEEE float values.
527    * Drivers should override these defaults as needed.
528    */
529   prog->MediumFloat.RangeMin = 127;
530   prog->MediumFloat.RangeMax = 127;
531   prog->MediumFloat.Precision = 23;
532   prog->LowFloat = prog->HighFloat = prog->MediumFloat;
533
534   /* Assume ints are stored as floats for now, since this is the least-common
535    * denominator.  The OpenGL ES spec implies (page 132) that the precision
536    * of integer types should be 0.  Practically speaking, IEEE
537    * single-precision floating point values can only store integers in the
538    * range [-0x01000000, 0x01000000] without loss of precision.
539    */
540   prog->MediumInt.RangeMin = 24;
541   prog->MediumInt.RangeMax = 24;
542   prog->MediumInt.Precision = 0;
543   prog->LowInt = prog->HighInt = prog->MediumInt;
544
545   prog->MaxUniformBlocks = 12;
546   prog->MaxCombinedUniformComponents = (prog->MaxUniformComponents +
547                                         ctx->Const.MaxUniformBlockSize / 4 *
548                                         prog->MaxUniformBlocks);
549}
550
551
552/**
553 * Initialize fields of gl_constants (aka ctx->Const.*).
554 * Use defaults from config.h.  The device drivers will often override
555 * some of these values (such as number of texture units).
556 */
557static void
558_mesa_init_constants(struct gl_context *ctx)
559{
560   assert(ctx);
561
562   /* Constants, may be overriden (usually only reduced) by device drivers */
563   ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
564   ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
565   ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
566   ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
567   ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
568   ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
569   ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
570   ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
571   ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
572                                     ctx->Const.MaxTextureImageUnits);
573   ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
574   ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
575   ctx->Const.MaxTextureBufferSize = 65536;
576   ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
577   ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
578   ctx->Const.MinPointSize = MIN_POINT_SIZE;
579   ctx->Const.MaxPointSize = MAX_POINT_SIZE;
580   ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
581   ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
582   ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
583   ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
584   ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
585   ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
586   ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
587   ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
588   ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
589   ctx->Const.MaxClipPlanes = 6;
590   ctx->Const.MaxLights = MAX_LIGHTS;
591   ctx->Const.MaxShininess = 128.0;
592   ctx->Const.MaxSpotExponent = 128.0;
593   ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
594   ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
595
596   /** GL_ARB_uniform_buffer_object */
597   ctx->Const.MaxCombinedUniformBlocks = 36;
598   ctx->Const.MaxUniformBufferBindings = 36;
599   ctx->Const.MaxUniformBlockSize = 16384;
600   ctx->Const.UniformBufferOffsetAlignment = 1;
601
602#if FEATURE_ARB_vertex_program
603   init_program_limits(ctx, GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
604#endif
605#if FEATURE_ARB_fragment_program
606   init_program_limits(ctx, GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
607#endif
608#if FEATURE_ARB_geometry_shader4
609   init_program_limits(ctx, MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
610#endif
611   ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
612   ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
613
614   /* CheckArrayBounds is overriden by drivers/x11 for X server */
615   ctx->Const.CheckArrayBounds = GL_FALSE;
616
617   /* GL_ARB_draw_buffers */
618   ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
619
620#if FEATURE_EXT_framebuffer_object
621   ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
622   ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
623#endif
624
625#if FEATURE_ARB_vertex_shader
626   ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
627   ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
628   ctx->Const.MaxVarying = MAX_VARYING;
629#endif
630#if FEATURE_ARB_geometry_shader4
631   ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
632   ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
633   ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
634   ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
635   ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
636#endif
637
638   /* Shading language version */
639   if (_mesa_is_desktop_gl(ctx)) {
640      ctx->Const.GLSLVersion = 120;
641      _mesa_override_glsl_version(ctx);
642   }
643   else if (ctx->API == API_OPENGLES2) {
644      ctx->Const.GLSLVersion = 100;
645   }
646   else if (ctx->API == API_OPENGLES) {
647      ctx->Const.GLSLVersion = 0; /* GLSL not supported */
648   }
649
650   /* GL_ARB_framebuffer_object */
651   ctx->Const.MaxSamples = 0;
652
653   /* GL_ARB_sync */
654   ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
655
656   /* GL_ATI_envmap_bumpmap */
657   ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
658
659   /* GL_EXT_provoking_vertex */
660   ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
661
662   /* GL_EXT_transform_feedback */
663   ctx->Const.MaxTransformFeedbackBuffers = MAX_FEEDBACK_BUFFERS;
664   ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
665   ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
666   ctx->Const.MaxVertexStreams = 1;
667
668   /* GL 3.2: hard-coded for now: */
669   ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
670
671   /** GL_EXT_gpu_shader4 */
672   ctx->Const.MinProgramTexelOffset = -8;
673   ctx->Const.MaxProgramTexelOffset = 7;
674
675   /* GL_ARB_robustness */
676   ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
677
678   /* PrimitiveRestart */
679   ctx->Const.PrimitiveRestartInSoftware = GL_FALSE;
680}
681
682
683/**
684 * Do some sanity checks on the limits/constants for the given context.
685 * Only called the first time a context is bound.
686 */
687static void
688check_context_limits(struct gl_context *ctx)
689{
690   /* check that we don't exceed the size of various bitfields */
691   assert(VERT_RESULT_MAX <=
692	  (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
693   assert(FRAG_ATTRIB_MAX <=
694	  (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
695
696   assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
697
698   /* shader-related checks */
699   assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
700   assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
701
702   assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
703   assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
704   assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
705   assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
706
707   /* Texture unit checks */
708   assert(ctx->Const.MaxTextureImageUnits > 0);
709   assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
710   assert(ctx->Const.MaxTextureCoordUnits > 0);
711   assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
712   assert(ctx->Const.MaxTextureUnits > 0);
713   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
714   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
715   assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
716                                             ctx->Const.MaxTextureCoordUnits));
717   assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
718   assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
719   assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
720   /* number of coord units cannot be greater than number of image units */
721   assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
722
723
724   /* Texture size checks */
725   assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
726   assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
727   assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
728   assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
729
730   /* Texture level checks */
731   assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
732   assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
733
734   /* Max texture size should be <= max viewport size (render to texture) */
735   assert((1 << (ctx->Const.MaxTextureLevels - 1))
736          <= ctx->Const.MaxViewportWidth);
737   assert((1 << (ctx->Const.MaxTextureLevels - 1))
738          <= ctx->Const.MaxViewportHeight);
739
740   assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
741
742   /* if this fails, add more enum values to gl_buffer_index */
743   assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
744
745   /* XXX probably add more tests */
746}
747
748
749/**
750 * Initialize the attribute groups in a GL context.
751 *
752 * \param ctx GL context.
753 *
754 * Initializes all the attributes, calling the respective <tt>init*</tt>
755 * functions for the more complex data structures.
756 */
757static GLboolean
758init_attrib_groups(struct gl_context *ctx)
759{
760   assert(ctx);
761
762   /* Constants */
763   _mesa_init_constants( ctx );
764
765   /* Extensions */
766   _mesa_init_extensions( ctx );
767
768   /* Attribute Groups */
769   _mesa_init_accum( ctx );
770   _mesa_init_attrib( ctx );
771   _mesa_init_buffer_objects( ctx );
772   _mesa_init_color( ctx );
773   _mesa_init_current( ctx );
774   _mesa_init_depth( ctx );
775   _mesa_init_debug( ctx );
776   _mesa_init_display_list( ctx );
777   _mesa_init_errors( ctx );
778   _mesa_init_eval( ctx );
779   _mesa_init_fbobjects( ctx );
780   _mesa_init_feedback( ctx );
781   _mesa_init_fog( ctx );
782   _mesa_init_hint( ctx );
783   _mesa_init_line( ctx );
784   _mesa_init_lighting( ctx );
785   _mesa_init_matrix( ctx );
786   _mesa_init_multisample( ctx );
787   _mesa_init_pixel( ctx );
788   _mesa_init_pixelstore( ctx );
789   _mesa_init_point( ctx );
790   _mesa_init_polygon( ctx );
791   _mesa_init_program( ctx );
792   _mesa_init_queryobj( ctx );
793   _mesa_init_sync( ctx );
794   _mesa_init_rastpos( ctx );
795   _mesa_init_scissor( ctx );
796   _mesa_init_shader_state( ctx );
797   _mesa_init_stencil( ctx );
798   _mesa_init_transform( ctx );
799   _mesa_init_transform_feedback( ctx );
800   _mesa_init_varray( ctx );
801   _mesa_init_viewport( ctx );
802
803   if (!_mesa_init_texture( ctx ))
804      return GL_FALSE;
805
806   _mesa_init_texture_s3tc( ctx );
807
808   /* Miscellaneous */
809   ctx->NewState = _NEW_ALL;
810   ctx->NewDriverState = ~0;
811   ctx->ErrorValue = (GLenum) GL_NO_ERROR;
812   ctx->ResetStatus = (GLenum) GL_NO_ERROR;
813   ctx->varying_vp_inputs = VERT_BIT_ALL;
814
815   return GL_TRUE;
816}
817
818
819/**
820 * Update default objects in a GL context with respect to shared state.
821 *
822 * \param ctx GL context.
823 *
824 * Removes references to old default objects, (texture objects, program
825 * objects, etc.) and changes to reference those from the current shared
826 * state.
827 */
828static GLboolean
829update_default_objects(struct gl_context *ctx)
830{
831   assert(ctx);
832
833   _mesa_update_default_objects_program(ctx);
834   _mesa_update_default_objects_texture(ctx);
835   _mesa_update_default_objects_buffer_objects(ctx);
836
837   return GL_TRUE;
838}
839
840
841/**
842 * This is the default function we plug into all dispatch table slots
843 * This helps prevents a segfault when someone calls a GL function without
844 * first checking if the extension's supported.
845 */
846static int
847generic_nop(void)
848{
849   GET_CURRENT_CONTEXT(ctx);
850   _mesa_error(ctx, GL_INVALID_OPERATION,
851               "unsupported function called "
852               "(unsupported extension or deprecated function?)");
853   return 0;
854}
855
856
857/**
858 * Allocate and initialize a new dispatch table.
859 */
860struct _glapi_table *
861_mesa_alloc_dispatch_table(int size)
862{
863   /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
864    * In practice, this'll be the same for stand-alone Mesa.  But for DRI
865    * Mesa we do this to accomodate different versions of libGL and various
866    * DRI drivers.
867    */
868   GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
869   struct _glapi_table *table;
870
871   /* should never happen, but just in case */
872   numEntries = MAX2(numEntries, size);
873
874   table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
875   if (table) {
876      _glapi_proc *entry = (_glapi_proc *) table;
877      GLint i;
878      for (i = 0; i < numEntries; i++) {
879         entry[i] = (_glapi_proc) generic_nop;
880      }
881   }
882   return table;
883}
884
885
886/**
887 * Initialize a struct gl_context struct (rendering context).
888 *
889 * This includes allocating all the other structs and arrays which hang off of
890 * the context by pointers.
891 * Note that the driver needs to pass in its dd_function_table here since
892 * we need to at least call driverFunctions->NewTextureObject to create the
893 * default texture objects.
894 *
895 * Called by _mesa_create_context().
896 *
897 * Performs the imports and exports callback tables initialization, and
898 * miscellaneous one-time initializations. If no shared context is supplied one
899 * is allocated, and increase its reference count.  Setups the GL API dispatch
900 * tables.  Initialize the TNL module. Sets the maximum Z buffer depth.
901 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
902 * for debug flags.
903 *
904 * \param ctx the context to initialize
905 * \param api the GL API type to create the context for
906 * \param visual describes the visual attributes for this context
907 * \param share_list points to context to share textures, display lists,
908 *        etc with, or NULL
909 * \param driverFunctions table of device driver functions for this context
910 *        to use
911 * \param driverContext pointer to driver-specific context data
912 */
913GLboolean
914_mesa_initialize_context(struct gl_context *ctx,
915                         gl_api api,
916                         const struct gl_config *visual,
917                         struct gl_context *share_list,
918                         const struct dd_function_table *driverFunctions,
919                         void *driverContext)
920{
921   struct gl_shared_state *shared;
922   int i;
923
924   /*ASSERT(driverContext);*/
925   assert(driverFunctions->NewTextureObject);
926   assert(driverFunctions->FreeTextureImageBuffer);
927
928   ctx->API = api;
929   ctx->Visual = *visual;
930   ctx->DrawBuffer = NULL;
931   ctx->ReadBuffer = NULL;
932   ctx->WinSysDrawBuffer = NULL;
933   ctx->WinSysReadBuffer = NULL;
934
935   /* misc one-time initializations */
936   one_time_init(ctx);
937
938   /* Plug in driver functions and context pointer here.
939    * This is important because when we call alloc_shared_state() below
940    * we'll call ctx->Driver.NewTextureObject() to create the default
941    * textures.
942    */
943   ctx->Driver = *driverFunctions;
944   ctx->DriverCtx = driverContext;
945
946   if (share_list) {
947      /* share state with another context */
948      shared = share_list->Shared;
949   }
950   else {
951      /* allocate new, unshared state */
952      shared = _mesa_alloc_shared_state(ctx);
953      if (!shared)
954         return GL_FALSE;
955   }
956
957   _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
958
959   if (!init_attrib_groups( ctx )) {
960      _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
961      return GL_FALSE;
962   }
963
964#if FEATURE_dispatch
965   /* setup the API dispatch tables */
966   switch (ctx->API) {
967#if FEATURE_GL || FEATURE_ES2
968   case API_OPENGL:
969   case API_OPENGL_CORE:
970   case API_OPENGLES2:
971      ctx->Exec = _mesa_create_exec_table(ctx);
972      break;
973#endif
974#if FEATURE_ES1
975   case API_OPENGLES:
976      ctx->Exec = _mesa_create_exec_table_es1();
977      break;
978#endif
979   default:
980      _mesa_problem(ctx, "unknown or unsupported API");
981      break;
982   }
983
984   if (!ctx->Exec) {
985      _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
986      return GL_FALSE;
987   }
988#endif
989   ctx->CurrentDispatch = ctx->Exec;
990
991   ctx->FragmentProgram._MaintainTexEnvProgram
992      = (_mesa_getenv("MESA_TEX_PROG") != NULL);
993
994   ctx->VertexProgram._MaintainTnlProgram
995      = (_mesa_getenv("MESA_TNL_PROG") != NULL);
996   if (ctx->VertexProgram._MaintainTnlProgram) {
997      /* this is required... */
998      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
999   }
1000
1001   /* Mesa core handles all the formats that mesa core knows about.
1002    * Drivers will want to override this list with just the formats
1003    * they can handle, and confirm that appropriate fallbacks exist in
1004    * _mesa_choose_tex_format().
1005    */
1006   memset(&ctx->TextureFormatSupported, GL_TRUE,
1007	  sizeof(ctx->TextureFormatSupported));
1008
1009   switch (ctx->API) {
1010   case API_OPENGL:
1011#if FEATURE_dlist
1012      ctx->Save = _mesa_create_save_table();
1013      if (!ctx->Save) {
1014         _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1015	 free(ctx->Exec);
1016	 return GL_FALSE;
1017      }
1018
1019      _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1020#endif
1021   case API_OPENGL_CORE:
1022      break;
1023   case API_OPENGLES:
1024      /**
1025       * GL_OES_texture_cube_map says
1026       * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1027       */
1028      for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1029	 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1030	 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1031	 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1032	 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1033	 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1034	 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1035	 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1036      }
1037      break;
1038   case API_OPENGLES2:
1039      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1040      ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1041      ctx->Point.PointSprite = GL_TRUE;  /* always on for ES 2.x */
1042      break;
1043   }
1044
1045   ctx->FirstTimeCurrent = GL_TRUE;
1046
1047   return GL_TRUE;
1048}
1049
1050
1051/**
1052 * Allocate and initialize a struct gl_context structure.
1053 * Note that the driver needs to pass in its dd_function_table here since
1054 * we need to at least call driverFunctions->NewTextureObject to initialize
1055 * the rendering context.
1056 *
1057 * \param api the GL API type to create the context for
1058 * \param visual a struct gl_config pointer (we copy the struct contents)
1059 * \param share_list another context to share display lists with or NULL
1060 * \param driverFunctions points to the dd_function_table into which the
1061 *        driver has plugged in all its special functions.
1062 * \param driverContext points to the device driver's private context state
1063 *
1064 * \return pointer to a new __struct gl_contextRec or NULL if error.
1065 */
1066struct gl_context *
1067_mesa_create_context(gl_api api,
1068                     const struct gl_config *visual,
1069                     struct gl_context *share_list,
1070                     const struct dd_function_table *driverFunctions,
1071                     void *driverContext)
1072{
1073   struct gl_context *ctx;
1074
1075   ASSERT(visual);
1076   /*ASSERT(driverContext);*/
1077
1078   ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1079   if (!ctx)
1080      return NULL;
1081
1082   if (_mesa_initialize_context(ctx, api, visual, share_list,
1083                                driverFunctions, driverContext)) {
1084      return ctx;
1085   }
1086   else {
1087      free(ctx);
1088      return NULL;
1089   }
1090}
1091
1092
1093/**
1094 * Free the data associated with the given context.
1095 *
1096 * But doesn't free the struct gl_context struct itself.
1097 *
1098 * \sa _mesa_initialize_context() and init_attrib_groups().
1099 */
1100void
1101_mesa_free_context_data( struct gl_context *ctx )
1102{
1103   if (!_mesa_get_current_context()){
1104      /* No current context, but we may need one in order to delete
1105       * texture objs, etc.  So temporarily bind the context now.
1106       */
1107      _mesa_make_current(ctx, NULL, NULL);
1108   }
1109
1110   /* unreference WinSysDraw/Read buffers */
1111   _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1112   _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1113   _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1114   _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1115
1116   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1117   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1118   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1119
1120   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1121   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1122   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1123
1124   _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, NULL);
1125   _mesa_reference_array_object(ctx, &ctx->Array.DefaultArrayObj, NULL);
1126
1127   _mesa_free_attrib_data(ctx);
1128   _mesa_free_buffer_objects(ctx);
1129   _mesa_free_lighting_data( ctx );
1130   _mesa_free_eval_data( ctx );
1131   _mesa_free_texture_data( ctx );
1132   _mesa_free_matrix_data( ctx );
1133   _mesa_free_viewport_data( ctx );
1134   _mesa_free_program_data(ctx);
1135   _mesa_free_shader_state(ctx);
1136   _mesa_free_queryobj_data(ctx);
1137   _mesa_free_sync_data(ctx);
1138   _mesa_free_varray_data(ctx);
1139   _mesa_free_transform_feedback(ctx);
1140
1141#if FEATURE_ARB_pixel_buffer_object
1142   _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1143   _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1144   _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1145#endif
1146
1147   _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1148
1149   /* free dispatch tables */
1150   free(ctx->Exec);
1151   free(ctx->Save);
1152
1153   /* Shared context state (display lists, textures, etc) */
1154   _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1155
1156   /* needs to be after freeing shared state */
1157   _mesa_free_display_list_data(ctx);
1158
1159   _mesa_free_errors_data(ctx);
1160
1161   if (ctx->Extensions.String)
1162      free((void *) ctx->Extensions.String);
1163
1164   if (ctx->VersionString)
1165      free(ctx->VersionString);
1166
1167   /* unbind the context if it's currently bound */
1168   if (ctx == _mesa_get_current_context()) {
1169      _mesa_make_current(NULL, NULL, NULL);
1170   }
1171}
1172
1173
1174/**
1175 * Destroy a struct gl_context structure.
1176 *
1177 * \param ctx GL context.
1178 *
1179 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1180 */
1181void
1182_mesa_destroy_context( struct gl_context *ctx )
1183{
1184   if (ctx) {
1185      _mesa_free_context_data(ctx);
1186      free( (void *) ctx );
1187   }
1188}
1189
1190
1191#if _HAVE_FULL_GL
1192/**
1193 * Copy attribute groups from one context to another.
1194 *
1195 * \param src source context
1196 * \param dst destination context
1197 * \param mask bitwise OR of GL_*_BIT flags
1198 *
1199 * According to the bits specified in \p mask, copies the corresponding
1200 * attributes from \p src into \p dst.  For many of the attributes a simple \c
1201 * memcpy is not enough due to the existence of internal pointers in their data
1202 * structures.
1203 */
1204void
1205_mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1206                    GLuint mask )
1207{
1208   if (mask & GL_ACCUM_BUFFER_BIT) {
1209      /* OK to memcpy */
1210      dst->Accum = src->Accum;
1211   }
1212   if (mask & GL_COLOR_BUFFER_BIT) {
1213      /* OK to memcpy */
1214      dst->Color = src->Color;
1215   }
1216   if (mask & GL_CURRENT_BIT) {
1217      /* OK to memcpy */
1218      dst->Current = src->Current;
1219   }
1220   if (mask & GL_DEPTH_BUFFER_BIT) {
1221      /* OK to memcpy */
1222      dst->Depth = src->Depth;
1223   }
1224   if (mask & GL_ENABLE_BIT) {
1225      /* no op */
1226   }
1227   if (mask & GL_EVAL_BIT) {
1228      /* OK to memcpy */
1229      dst->Eval = src->Eval;
1230   }
1231   if (mask & GL_FOG_BIT) {
1232      /* OK to memcpy */
1233      dst->Fog = src->Fog;
1234   }
1235   if (mask & GL_HINT_BIT) {
1236      /* OK to memcpy */
1237      dst->Hint = src->Hint;
1238   }
1239   if (mask & GL_LIGHTING_BIT) {
1240      GLuint i;
1241      /* begin with memcpy */
1242      dst->Light = src->Light;
1243      /* fixup linked lists to prevent pointer insanity */
1244      make_empty_list( &(dst->Light.EnabledList) );
1245      for (i = 0; i < MAX_LIGHTS; i++) {
1246         if (dst->Light.Light[i].Enabled) {
1247            insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1248         }
1249      }
1250   }
1251   if (mask & GL_LINE_BIT) {
1252      /* OK to memcpy */
1253      dst->Line = src->Line;
1254   }
1255   if (mask & GL_LIST_BIT) {
1256      /* OK to memcpy */
1257      dst->List = src->List;
1258   }
1259   if (mask & GL_PIXEL_MODE_BIT) {
1260      /* OK to memcpy */
1261      dst->Pixel = src->Pixel;
1262   }
1263   if (mask & GL_POINT_BIT) {
1264      /* OK to memcpy */
1265      dst->Point = src->Point;
1266   }
1267   if (mask & GL_POLYGON_BIT) {
1268      /* OK to memcpy */
1269      dst->Polygon = src->Polygon;
1270   }
1271   if (mask & GL_POLYGON_STIPPLE_BIT) {
1272      /* Use loop instead of memcpy due to problem with Portland Group's
1273       * C compiler.  Reported by John Stone.
1274       */
1275      GLuint i;
1276      for (i = 0; i < 32; i++) {
1277         dst->PolygonStipple[i] = src->PolygonStipple[i];
1278      }
1279   }
1280   if (mask & GL_SCISSOR_BIT) {
1281      /* OK to memcpy */
1282      dst->Scissor = src->Scissor;
1283   }
1284   if (mask & GL_STENCIL_BUFFER_BIT) {
1285      /* OK to memcpy */
1286      dst->Stencil = src->Stencil;
1287   }
1288   if (mask & GL_TEXTURE_BIT) {
1289      /* Cannot memcpy because of pointers */
1290      _mesa_copy_texture_state(src, dst);
1291   }
1292   if (mask & GL_TRANSFORM_BIT) {
1293      /* OK to memcpy */
1294      dst->Transform = src->Transform;
1295   }
1296   if (mask & GL_VIEWPORT_BIT) {
1297      /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1298      dst->Viewport.X = src->Viewport.X;
1299      dst->Viewport.Y = src->Viewport.Y;
1300      dst->Viewport.Width = src->Viewport.Width;
1301      dst->Viewport.Height = src->Viewport.Height;
1302      dst->Viewport.Near = src->Viewport.Near;
1303      dst->Viewport.Far = src->Viewport.Far;
1304      _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1305   }
1306
1307   /* XXX FIXME:  Call callbacks?
1308    */
1309   dst->NewState = _NEW_ALL;
1310   dst->NewDriverState = ~0;
1311}
1312#endif
1313
1314
1315/**
1316 * Check if the given context can render into the given framebuffer
1317 * by checking visual attributes.
1318 *
1319 * Most of these tests could go away because Mesa is now pretty flexible
1320 * in terms of mixing rendering contexts with framebuffers.  As long
1321 * as RGB vs. CI mode agree, we're probably good.
1322 *
1323 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1324 */
1325static GLboolean
1326check_compatible(const struct gl_context *ctx,
1327                 const struct gl_framebuffer *buffer)
1328{
1329   const struct gl_config *ctxvis = &ctx->Visual;
1330   const struct gl_config *bufvis = &buffer->Visual;
1331
1332   if (buffer == _mesa_get_incomplete_framebuffer())
1333      return GL_TRUE;
1334
1335#if 0
1336   /* disabling this fixes the fgl_glxgears pbuffer demo */
1337   if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1338      return GL_FALSE;
1339#endif
1340   if (ctxvis->stereoMode && !bufvis->stereoMode)
1341      return GL_FALSE;
1342   if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1343      return GL_FALSE;
1344   if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1345      return GL_FALSE;
1346   if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1347      return GL_FALSE;
1348   if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1349      return GL_FALSE;
1350   if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1351      return GL_FALSE;
1352   if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1353      return GL_FALSE;
1354#if 0
1355   /* disabled (see bug 11161) */
1356   if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1357      return GL_FALSE;
1358#endif
1359   if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1360      return GL_FALSE;
1361
1362   return GL_TRUE;
1363}
1364
1365
1366/**
1367 * Do one-time initialization for the given framebuffer.  Specifically,
1368 * ask the driver for the window's current size and update the framebuffer
1369 * object to match.
1370 * Really, the device driver should totally take care of this.
1371 */
1372static void
1373initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1374{
1375   GLuint width, height;
1376   if (ctx->Driver.GetBufferSize) {
1377      ctx->Driver.GetBufferSize(fb, &width, &height);
1378      if (ctx->Driver.ResizeBuffers)
1379         ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1380      fb->Initialized = GL_TRUE;
1381   }
1382}
1383
1384
1385/**
1386 * Check if the viewport/scissor size has not yet been initialized.
1387 * Initialize the size if the given width and height are non-zero.
1388 */
1389void
1390_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1391{
1392   if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1393      /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1394       * potential infinite recursion.
1395       */
1396      ctx->ViewportInitialized = GL_TRUE;
1397      _mesa_set_viewport(ctx, 0, 0, width, height);
1398      _mesa_set_scissor(ctx, 0, 0, width, height);
1399   }
1400}
1401
1402
1403/**
1404 * Bind the given context to the given drawBuffer and readBuffer and
1405 * make it the current context for the calling thread.
1406 * We'll render into the drawBuffer and read pixels from the
1407 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1408 *
1409 * We check that the context's and framebuffer's visuals are compatible
1410 * and return immediately if they're not.
1411 *
1412 * \param newCtx  the new GL context. If NULL then there will be no current GL
1413 *                context.
1414 * \param drawBuffer  the drawing framebuffer
1415 * \param readBuffer  the reading framebuffer
1416 */
1417GLboolean
1418_mesa_make_current( struct gl_context *newCtx,
1419                    struct gl_framebuffer *drawBuffer,
1420                    struct gl_framebuffer *readBuffer )
1421{
1422   GET_CURRENT_CONTEXT(curCtx);
1423
1424   if (MESA_VERBOSE & VERBOSE_API)
1425      _mesa_debug(newCtx, "_mesa_make_current()\n");
1426
1427   /* Check that the context's and framebuffer's visuals are compatible.
1428    */
1429   if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1430      if (!check_compatible(newCtx, drawBuffer)) {
1431         _mesa_warning(newCtx,
1432              "MakeCurrent: incompatible visuals for context and drawbuffer");
1433         return GL_FALSE;
1434      }
1435   }
1436   if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1437      if (!check_compatible(newCtx, readBuffer)) {
1438         _mesa_warning(newCtx,
1439              "MakeCurrent: incompatible visuals for context and readbuffer");
1440         return GL_FALSE;
1441      }
1442   }
1443
1444   if (curCtx &&
1445      (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1446       /* make sure this context is valid for flushing */
1447      curCtx != newCtx)
1448      _mesa_flush(curCtx);
1449
1450   /* We used to call _glapi_check_multithread() here.  Now do it in drivers */
1451   _glapi_set_context((void *) newCtx);
1452   ASSERT(_mesa_get_current_context() == newCtx);
1453
1454   if (!newCtx) {
1455      _glapi_set_dispatch(NULL);  /* none current */
1456   }
1457   else {
1458      _glapi_set_dispatch(newCtx->CurrentDispatch);
1459
1460      if (drawBuffer && readBuffer) {
1461         ASSERT(_mesa_is_winsys_fbo(drawBuffer));
1462         ASSERT(_mesa_is_winsys_fbo(readBuffer));
1463         _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1464         _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1465
1466         /*
1467          * Only set the context's Draw/ReadBuffer fields if they're NULL
1468          * or not bound to a user-created FBO.
1469          */
1470         if (!newCtx->DrawBuffer || _mesa_is_winsys_fbo(newCtx->DrawBuffer)) {
1471            _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1472            /* Update the FBO's list of drawbuffers/renderbuffers.
1473             * For winsys FBOs this comes from the GL state (which may have
1474             * changed since the last time this FBO was bound).
1475             */
1476            _mesa_update_draw_buffers(newCtx);
1477         }
1478         if (!newCtx->ReadBuffer || _mesa_is_winsys_fbo(newCtx->ReadBuffer)) {
1479            _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1480         }
1481
1482         /* XXX only set this flag if we're really changing the draw/read
1483          * framebuffer bindings.
1484          */
1485	 newCtx->NewState |= _NEW_BUFFERS;
1486
1487#if 1
1488         /* We want to get rid of these lines: */
1489
1490#if _HAVE_FULL_GL
1491         if (!drawBuffer->Initialized) {
1492            initialize_framebuffer_size(newCtx, drawBuffer);
1493         }
1494         if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1495            initialize_framebuffer_size(newCtx, readBuffer);
1496         }
1497
1498	 _mesa_resizebuffers(newCtx);
1499#endif
1500
1501#else
1502         /* We want the drawBuffer and readBuffer to be initialized by
1503          * the driver.
1504          * This generally means the Width and Height match the actual
1505          * window size and the renderbuffers (both hardware and software
1506          * based) are allocated to match.  The later can generally be
1507          * done with a call to _mesa_resize_framebuffer().
1508          *
1509          * It's theoretically possible for a buffer to have zero width
1510          * or height, but for now, assert check that the driver did what's
1511          * expected of it.
1512          */
1513         ASSERT(drawBuffer->Width > 0);
1514         ASSERT(drawBuffer->Height > 0);
1515#endif
1516
1517         if (drawBuffer) {
1518            _mesa_check_init_viewport(newCtx,
1519                                      drawBuffer->Width, drawBuffer->Height);
1520         }
1521      }
1522
1523      if (newCtx->FirstTimeCurrent) {
1524         _mesa_compute_version(newCtx);
1525
1526         newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1527
1528         check_context_limits(newCtx);
1529
1530         /* We can use this to help debug user's problems.  Tell them to set
1531          * the MESA_INFO env variable before running their app.  Then the
1532          * first time each context is made current we'll print some useful
1533          * information.
1534          */
1535	 if (_mesa_getenv("MESA_INFO")) {
1536	    _mesa_print_info();
1537	 }
1538
1539	 newCtx->FirstTimeCurrent = GL_FALSE;
1540      }
1541   }
1542
1543   return GL_TRUE;
1544}
1545
1546
1547/**
1548 * Make context 'ctx' share the display lists, textures and programs
1549 * that are associated with 'ctxToShare'.
1550 * Any display lists, textures or programs associated with 'ctx' will
1551 * be deleted if nobody else is sharing them.
1552 */
1553GLboolean
1554_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1555{
1556   if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1557      struct gl_shared_state *oldShared = NULL;
1558
1559      /* save ref to old state to prevent it from being deleted immediately */
1560      _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1561
1562      /* update ctx's Shared pointer */
1563      _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1564
1565      update_default_objects(ctx);
1566
1567      /* release the old shared state */
1568      _mesa_reference_shared_state(ctx, &oldShared, NULL);
1569
1570      return GL_TRUE;
1571   }
1572   else {
1573      return GL_FALSE;
1574   }
1575}
1576
1577
1578
1579/**
1580 * \return pointer to the current GL context for this thread.
1581 *
1582 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1583 * context.  If you need speed, see the #GET_CURRENT_CONTEXT macro in
1584 * context.h.
1585 */
1586struct gl_context *
1587_mesa_get_current_context( void )
1588{
1589   return (struct gl_context *) _glapi_get_context();
1590}
1591
1592
1593/**
1594 * Get context's current API dispatch table.
1595 *
1596 * It'll either be the immediate-mode execute dispatcher or the display list
1597 * compile dispatcher.
1598 *
1599 * \param ctx GL context.
1600 *
1601 * \return pointer to dispatch_table.
1602 *
1603 * Simply returns __struct gl_contextRec::CurrentDispatch.
1604 */
1605struct _glapi_table *
1606_mesa_get_dispatch(struct gl_context *ctx)
1607{
1608   return ctx->CurrentDispatch;
1609}
1610
1611/*@}*/
1612
1613
1614/**********************************************************************/
1615/** \name Miscellaneous functions                                     */
1616/**********************************************************************/
1617/*@{*/
1618
1619/**
1620 * Record an error.
1621 *
1622 * \param ctx GL context.
1623 * \param error error code.
1624 *
1625 * Records the given error code and call the driver's dd_function_table::Error
1626 * function if defined.
1627 *
1628 * \sa
1629 * This is called via _mesa_error().
1630 */
1631void
1632_mesa_record_error(struct gl_context *ctx, GLenum error)
1633{
1634   if (!ctx)
1635      return;
1636
1637   if (ctx->ErrorValue == GL_NO_ERROR) {
1638      ctx->ErrorValue = error;
1639   }
1640
1641   /* Call device driver's error handler, if any.  This is used on the Mac. */
1642   if (ctx->Driver.Error) {
1643      ctx->Driver.Error(ctx);
1644   }
1645}
1646
1647
1648/**
1649 * Flush commands and wait for completion.
1650 */
1651void
1652_mesa_finish(struct gl_context *ctx)
1653{
1654   FLUSH_VERTICES( ctx, 0 );
1655   FLUSH_CURRENT( ctx, 0 );
1656   if (ctx->Driver.Finish) {
1657      ctx->Driver.Finish(ctx);
1658   }
1659}
1660
1661
1662/**
1663 * Flush commands.
1664 */
1665void
1666_mesa_flush(struct gl_context *ctx)
1667{
1668   FLUSH_VERTICES( ctx, 0 );
1669   FLUSH_CURRENT( ctx, 0 );
1670   if (ctx->Driver.Flush) {
1671      ctx->Driver.Flush(ctx);
1672   }
1673}
1674
1675
1676
1677/**
1678 * Execute glFinish().
1679 *
1680 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1681 * dd_function_table::Finish driver callback, if not NULL.
1682 */
1683void GLAPIENTRY
1684_mesa_Finish(void)
1685{
1686   GET_CURRENT_CONTEXT(ctx);
1687   ASSERT_OUTSIDE_BEGIN_END(ctx);
1688   _mesa_finish(ctx);
1689}
1690
1691
1692/**
1693 * Execute glFlush().
1694 *
1695 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1696 * dd_function_table::Flush driver callback, if not NULL.
1697 */
1698void GLAPIENTRY
1699_mesa_Flush(void)
1700{
1701   GET_CURRENT_CONTEXT(ctx);
1702   ASSERT_OUTSIDE_BEGIN_END(ctx);
1703   _mesa_flush(ctx);
1704}
1705
1706
1707/**
1708 * Set mvp_with_dp4 flag.  If a driver has a preference for DP4 over
1709 * MUL/MAD, or vice versa, call this function to register that.
1710 * Otherwise we default to MUL/MAD.
1711 */
1712void
1713_mesa_set_mvp_with_dp4( struct gl_context *ctx,
1714                        GLboolean flag )
1715{
1716   ctx->mvp_with_dp4 = flag;
1717}
1718
1719/*
1720 * ARB_blend_func_extended - ERRORS section
1721 * "The error INVALID_OPERATION is generated by Begin or any procedure that
1722 *  implicitly calls Begin if any draw buffer has a blend function requiring the
1723 *  second color input (SRC1_COLOR, ONE_MINUS_SRC1_COLOR, SRC1_ALPHA or
1724 *  ONE_MINUS_SRC1_ALPHA), and a framebuffer is bound that has more than
1725 *  the value of MAX_DUAL_SOURCE_DRAW_BUFFERS-1 active color attachements."
1726 */
1727static GLboolean
1728_mesa_check_blend_func_error(struct gl_context *ctx)
1729{
1730   GLuint i;
1731   for (i = ctx->Const.MaxDualSourceDrawBuffers;
1732	i < ctx->DrawBuffer->_NumColorDrawBuffers;
1733	i++) {
1734      if (ctx->Color.Blend[i]._UsesDualSrc) {
1735	 _mesa_error(ctx, GL_INVALID_OPERATION,
1736		     "dual source blend on illegal attachment");
1737	 return GL_FALSE;
1738      }
1739   }
1740   return GL_TRUE;
1741}
1742
1743/**
1744 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1745 * is called to see if it's valid to render.  This involves checking that
1746 * the current shader is valid and the framebuffer is complete.
1747 * If an error is detected it'll be recorded here.
1748 * \return GL_TRUE if OK to render, GL_FALSE if not
1749 */
1750GLboolean
1751_mesa_valid_to_render(struct gl_context *ctx, const char *where)
1752{
1753   bool vert_from_glsl_shader = false;
1754   bool geom_from_glsl_shader = false;
1755   bool frag_from_glsl_shader = false;
1756
1757   /* This depends on having up to date derived state (shaders) */
1758   if (ctx->NewState)
1759      _mesa_update_state(ctx);
1760
1761   if (ctx->Shader.CurrentVertexProgram) {
1762      vert_from_glsl_shader = true;
1763
1764      if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1765         _mesa_error(ctx, GL_INVALID_OPERATION,
1766                     "%s(shader not linked)", where);
1767         return GL_FALSE;
1768      }
1769#if 0 /* not normally enabled */
1770      {
1771         char errMsg[100];
1772         if (!_mesa_validate_shader_program(ctx,
1773					    ctx->Shader.CurrentVertexProgram,
1774                                            errMsg)) {
1775            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1776                          ctx->Shader.CurrentVertexProgram->Name, errMsg);
1777         }
1778      }
1779#endif
1780   }
1781
1782   if (ctx->Shader.CurrentGeometryProgram) {
1783      geom_from_glsl_shader = true;
1784
1785      if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1786         _mesa_error(ctx, GL_INVALID_OPERATION,
1787                     "%s(shader not linked)", where);
1788         return GL_FALSE;
1789      }
1790#if 0 /* not normally enabled */
1791      {
1792         char errMsg[100];
1793         if (!_mesa_validate_shader_program(ctx,
1794					    ctx->Shader.CurrentGeometryProgram,
1795                                            errMsg)) {
1796            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1797                          ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1798         }
1799      }
1800#endif
1801   }
1802
1803   if (ctx->Shader.CurrentFragmentProgram) {
1804      frag_from_glsl_shader = true;
1805
1806      if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1807         _mesa_error(ctx, GL_INVALID_OPERATION,
1808                     "%s(shader not linked)", where);
1809         return GL_FALSE;
1810      }
1811#if 0 /* not normally enabled */
1812      {
1813         char errMsg[100];
1814         if (!_mesa_validate_shader_program(ctx,
1815					    ctx->Shader.CurrentFragmentProgram,
1816                                            errMsg)) {
1817            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1818                          ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1819         }
1820      }
1821#endif
1822   }
1823
1824   /* Any shader stages that are not supplied by the GLSL shader and have
1825    * assembly shaders enabled must now be validated.
1826    */
1827   if (!vert_from_glsl_shader
1828       && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1829      _mesa_error(ctx, GL_INVALID_OPERATION,
1830		  "%s(vertex program not valid)", where);
1831      return GL_FALSE;
1832   }
1833
1834   /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1835    * FINISHME: geometry program should validated here.
1836    */
1837   (void) geom_from_glsl_shader;
1838
1839   if (!frag_from_glsl_shader) {
1840      if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1841	 _mesa_error(ctx, GL_INVALID_OPERATION,
1842		     "%s(fragment program not valid)", where);
1843	 return GL_FALSE;
1844      }
1845
1846      /* If drawing to integer-valued color buffers, there must be an
1847       * active fragment shader (GL_EXT_texture_integer).
1848       */
1849      if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1850         _mesa_error(ctx, GL_INVALID_OPERATION,
1851                     "%s(integer format but no fragment shader)", where);
1852         return GL_FALSE;
1853      }
1854   }
1855
1856   if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1857      _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1858                  "%s(incomplete framebuffer)", where);
1859      return GL_FALSE;
1860   }
1861
1862   if (_mesa_check_blend_func_error(ctx) == GL_FALSE) {
1863      return GL_FALSE;
1864   }
1865
1866#ifdef DEBUG
1867   if (ctx->Shader.Flags & GLSL_LOG) {
1868      struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1869      gl_shader_type i;
1870
1871      shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1872      shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1873      shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1874
1875      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1876	 if (shProg[i] == NULL || shProg[i]->_Used
1877	     || shProg[i]->_LinkedShaders[i] == NULL)
1878	    continue;
1879
1880	 /* This is the first time this shader is being used.
1881	  * Append shader's constants/uniforms to log file.
1882	  *
1883	  * Only log data for the program target that matches the shader
1884	  * target.  It's possible to have a program bound to the vertex
1885	  * shader target that also supplied a fragment shader.  If that
1886	  * program isn't also bound to the fragment shader target we don't
1887	  * want to log its fragment data.
1888	  */
1889	 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1890      }
1891
1892      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1893	 if (shProg[i] != NULL)
1894	    shProg[i]->_Used = GL_TRUE;
1895      }
1896   }
1897#endif
1898
1899   return GL_TRUE;
1900}
1901
1902
1903/*@}*/
1904