context.c revision eabf4f72
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 GLbitfield api_init_mask = 0x0; 387static void 388one_time_init( struct gl_context *ctx ) 389{ 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 dummy_enum_func(); 445} 446 447static void __attribute__((__destructor__)) 448one_time_fini(void) 449{ 450 if (api_init_mask) 451 _mesa_destroy_shader_compiler(); 452} 453 454 455/** 456 * Initialize fields of gl_current_attrib (aka ctx->Current.*) 457 */ 458static void 459_mesa_init_current(struct gl_context *ctx) 460{ 461 GLuint i; 462 463 /* Init all to (0,0,0,1) */ 464 for (i = 0; i < Elements(ctx->Current.Attrib); i++) { 465 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 ); 466 } 467 468 /* redo special cases: */ 469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 ); 470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 ); 471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 ); 472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 ); 473 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 ); 474 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 ); 475} 476 477 478/** 479 * Init vertex/fragment/geometry program limits. 480 * Important: drivers should override these with actual limits. 481 */ 482static void 483init_program_limits(GLenum type, struct gl_program_constants *prog) 484{ 485 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS; 486 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS; 487 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS; 488 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS; 489 prog->MaxTemps = MAX_PROGRAM_TEMPS; 490 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; 491 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; 492 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS; 493 494 switch (type) { 495 case GL_VERTEX_PROGRAM_ARB: 496 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; 497 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; 498 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; 499 prog->MaxUniformComponents = 4 * MAX_UNIFORMS; 500 break; 501 case GL_FRAGMENT_PROGRAM_ARB: 502 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS; 503 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS; 504 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; 505 prog->MaxUniformComponents = 4 * MAX_UNIFORMS; 506 break; 507 case MESA_GEOMETRY_PROGRAM: 508 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS; 509 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; 510 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; 511 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS; 512 break; 513 default: 514 assert(0 && "Bad program type in init_program_limits()"); 515 } 516 517 /* Set the native limits to zero. This implies that there is no native 518 * support for shaders. Let the drivers fill in the actual values. 519 */ 520 prog->MaxNativeInstructions = 0; 521 prog->MaxNativeAluInstructions = 0; 522 prog->MaxNativeTexInstructions = 0; 523 prog->MaxNativeTexIndirections = 0; 524 prog->MaxNativeAttribs = 0; 525 prog->MaxNativeTemps = 0; 526 prog->MaxNativeAddressRegs = 0; 527 prog->MaxNativeParameters = 0; 528 529 /* Set GLSL datatype range/precision info assuming IEEE float values. 530 * Drivers should override these defaults as needed. 531 */ 532 prog->MediumFloat.RangeMin = 127; 533 prog->MediumFloat.RangeMax = 127; 534 prog->MediumFloat.Precision = 23; 535 prog->LowFloat = prog->HighFloat = prog->MediumFloat; 536 537 /* Assume ints are stored as floats for now, since this is the least-common 538 * denominator. The OpenGL ES spec implies (page 132) that the precision 539 * of integer types should be 0. Practically speaking, IEEE 540 * single-precision floating point values can only store integers in the 541 * range [-0x01000000, 0x01000000] without loss of precision. 542 */ 543 prog->MediumInt.RangeMin = 24; 544 prog->MediumInt.RangeMax = 24; 545 prog->MediumInt.Precision = 0; 546 prog->LowInt = prog->HighInt = prog->MediumInt; 547} 548 549 550/** 551 * Initialize fields of gl_constants (aka ctx->Const.*). 552 * Use defaults from config.h. The device drivers will often override 553 * some of these values (such as number of texture units). 554 */ 555static void 556_mesa_init_constants(struct gl_context *ctx) 557{ 558 assert(ctx); 559 560 /* Constants, may be overriden (usually only reduced) by device drivers */ 561 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES; 562 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; 563 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS; 564 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS; 565 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE; 566 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS; 567 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS; 568 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; 569 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, 570 ctx->Const.MaxTextureImageUnits); 571 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY; 572 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS; 573 ctx->Const.MaxTextureBufferSize = 65536; 574 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE; 575 ctx->Const.SubPixelBits = SUB_PIXEL_BITS; 576 ctx->Const.MinPointSize = MIN_POINT_SIZE; 577 ctx->Const.MaxPointSize = MAX_POINT_SIZE; 578 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE; 579 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE; 580 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY; 581 ctx->Const.MinLineWidth = MIN_LINE_WIDTH; 582 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH; 583 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH; 584 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH; 585 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY; 586 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE; 587 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES; 588 ctx->Const.MaxLights = MAX_LIGHTS; 589 ctx->Const.MaxShininess = 128.0; 590 ctx->Const.MaxSpotExponent = 128.0; 591 ctx->Const.MaxViewportWidth = MAX_WIDTH; 592 ctx->Const.MaxViewportHeight = MAX_HEIGHT; 593#if FEATURE_ARB_vertex_program 594 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram); 595#endif 596#if FEATURE_ARB_fragment_program 597 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram); 598#endif 599#if FEATURE_ARB_geometry_shader4 600 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram); 601#endif 602 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES; 603 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH; 604 605 /* CheckArrayBounds is overriden by drivers/x11 for X server */ 606 ctx->Const.CheckArrayBounds = GL_FALSE; 607 608 /* GL_ARB_draw_buffers */ 609 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS; 610 611#if FEATURE_EXT_framebuffer_object 612 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS; 613 ctx->Const.MaxRenderbufferSize = MAX_WIDTH; 614#endif 615 616#if FEATURE_ARB_vertex_shader 617 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; 618 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; 619 ctx->Const.MaxVarying = MAX_VARYING; 620#endif 621#if FEATURE_ARB_geometry_shader4 622 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS; 623 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS; 624 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS; 625 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES; 626 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS; 627#endif 628 629 /* Shading language version */ 630 if (ctx->API == API_OPENGL) { 631 ctx->Const.GLSLVersion = 120; 632 } 633 else if (ctx->API == API_OPENGLES2) { 634 ctx->Const.GLSLVersion = 100; 635 } 636 else if (ctx->API == API_OPENGLES) { 637 ctx->Const.GLSLVersion = 0; /* GLSL not supported */ 638 } 639 640 /* GL_ARB_framebuffer_object */ 641 ctx->Const.MaxSamples = 0; 642 643 /* GL_ARB_sync */ 644 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0; 645 646 /* GL_ATI_envmap_bumpmap */ 647 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS; 648 649 /* GL_EXT_provoking_vertex */ 650 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE; 651 652 /* GL_EXT_transform_feedback */ 653 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS; 654 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS; 655 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS; 656 657 /* GL 3.2: hard-coded for now: */ 658 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT; 659 660 /** GL_EXT_gpu_shader4 */ 661 ctx->Const.MinProgramTexelOffset = -8; 662 ctx->Const.MaxProgramTexelOffset = 7; 663 664 /* GL_ARB_robustness */ 665 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB; 666} 667 668 669/** 670 * Do some sanity checks on the limits/constants for the given context. 671 * Only called the first time a context is bound. 672 */ 673static void 674check_context_limits(struct gl_context *ctx) 675{ 676 /* check that we don't exceed the size of various bitfields */ 677 assert(VERT_RESULT_MAX <= 678 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten))); 679 assert(FRAG_ATTRIB_MAX <= 680 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead))); 681 682 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield)); 683 684 /* shader-related checks */ 685 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); 686 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); 687 688 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); 689 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); 690 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX); 691 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX); 692 693 /* Texture unit checks */ 694 assert(ctx->Const.MaxTextureImageUnits > 0); 695 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS); 696 assert(ctx->Const.MaxTextureCoordUnits > 0); 697 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS); 698 assert(ctx->Const.MaxTextureUnits > 0); 699 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); 700 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); 701 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits, 702 ctx->Const.MaxTextureCoordUnits)); 703 assert(ctx->Const.MaxCombinedTextureImageUnits > 0); 704 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); 705 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); 706 /* number of coord units cannot be greater than number of image units */ 707 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits); 708 709 710 /* Texture size checks */ 711 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS); 712 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS); 713 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS); 714 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE); 715 716 /* make sure largest texture image is <= MAX_WIDTH in size */ 717 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH); 718 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH); 719 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH); 720 721 /* Texture level checks */ 722 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS); 723 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS); 724 725 /* Max texture size should be <= max viewport size (render to texture) */ 726 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH); 727 728 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH); 729 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH); 730 731 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS); 732 733 /* if this fails, add more enum values to gl_buffer_index */ 734 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT); 735 736 /* XXX probably add more tests */ 737} 738 739 740/** 741 * Initialize the attribute groups in a GL context. 742 * 743 * \param ctx GL context. 744 * 745 * Initializes all the attributes, calling the respective <tt>init*</tt> 746 * functions for the more complex data structures. 747 */ 748static GLboolean 749init_attrib_groups(struct gl_context *ctx) 750{ 751 assert(ctx); 752 753 /* Constants */ 754 _mesa_init_constants( ctx ); 755 756 /* Extensions */ 757 _mesa_init_extensions( ctx ); 758 759 /* Attribute Groups */ 760 _mesa_init_accum( ctx ); 761 _mesa_init_attrib( ctx ); 762 _mesa_init_buffer_objects( ctx ); 763 _mesa_init_color( ctx ); 764 _mesa_init_current( ctx ); 765 _mesa_init_depth( ctx ); 766 _mesa_init_debug( ctx ); 767 _mesa_init_display_list( ctx ); 768 _mesa_init_eval( ctx ); 769 _mesa_init_fbobjects( ctx ); 770 _mesa_init_feedback( ctx ); 771 _mesa_init_fog( ctx ); 772 _mesa_init_hint( ctx ); 773 _mesa_init_line( ctx ); 774 _mesa_init_lighting( ctx ); 775 _mesa_init_matrix( ctx ); 776 _mesa_init_multisample( ctx ); 777 _mesa_init_pixel( ctx ); 778 _mesa_init_pixelstore( ctx ); 779 _mesa_init_point( ctx ); 780 _mesa_init_polygon( ctx ); 781 _mesa_init_program( ctx ); 782 _mesa_init_queryobj( ctx ); 783 _mesa_init_sync( ctx ); 784 _mesa_init_rastpos( ctx ); 785 _mesa_init_scissor( ctx ); 786 _mesa_init_shader_state( ctx ); 787 _mesa_init_stencil( ctx ); 788 _mesa_init_transform( ctx ); 789 _mesa_init_transform_feedback( ctx ); 790 _mesa_init_varray( ctx ); 791 _mesa_init_viewport( ctx ); 792 793 if (!_mesa_init_texture( ctx )) 794 return GL_FALSE; 795 796 _mesa_init_texture_s3tc( ctx ); 797 798 /* Miscellaneous */ 799 ctx->NewState = _NEW_ALL; 800 ctx->ErrorValue = (GLenum) GL_NO_ERROR; 801 ctx->ResetStatus = (GLenum) GL_NO_ERROR; 802 ctx->varying_vp_inputs = ~0; 803 804 return GL_TRUE; 805} 806 807 808/** 809 * Update default objects in a GL context with respect to shared state. 810 * 811 * \param ctx GL context. 812 * 813 * Removes references to old default objects, (texture objects, program 814 * objects, etc.) and changes to reference those from the current shared 815 * state. 816 */ 817static GLboolean 818update_default_objects(struct gl_context *ctx) 819{ 820 assert(ctx); 821 822 _mesa_update_default_objects_program(ctx); 823 _mesa_update_default_objects_texture(ctx); 824 _mesa_update_default_objects_buffer_objects(ctx); 825 826 return GL_TRUE; 827} 828 829 830/** 831 * This is the default function we plug into all dispatch table slots 832 * This helps prevents a segfault when someone calls a GL function without 833 * first checking if the extension's supported. 834 */ 835static int 836generic_nop(void) 837{ 838 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)"); 839 return 0; 840} 841 842 843/** 844 * Allocate and initialize a new dispatch table. 845 */ 846struct _glapi_table * 847_mesa_alloc_dispatch_table(int size) 848{ 849 /* Find the larger of Mesa's dispatch table and libGL's dispatch table. 850 * In practice, this'll be the same for stand-alone Mesa. But for DRI 851 * Mesa we do this to accomodate different versions of libGL and various 852 * DRI drivers. 853 */ 854 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT); 855 struct _glapi_table *table; 856 857 /* should never happen, but just in case */ 858 numEntries = MAX2(numEntries, size); 859 860 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc)); 861 if (table) { 862 _glapi_proc *entry = (_glapi_proc *) table; 863 GLint i; 864 for (i = 0; i < numEntries; i++) { 865 entry[i] = (_glapi_proc) generic_nop; 866 } 867 } 868 return table; 869} 870 871 872/** 873 * Initialize a struct gl_context struct (rendering context). 874 * 875 * This includes allocating all the other structs and arrays which hang off of 876 * the context by pointers. 877 * Note that the driver needs to pass in its dd_function_table here since 878 * we need to at least call driverFunctions->NewTextureObject to create the 879 * default texture objects. 880 * 881 * Called by _mesa_create_context(). 882 * 883 * Performs the imports and exports callback tables initialization, and 884 * miscellaneous one-time initializations. If no shared context is supplied one 885 * is allocated, and increase its reference count. Setups the GL API dispatch 886 * tables. Initialize the TNL module. Sets the maximum Z buffer depth. 887 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables 888 * for debug flags. 889 * 890 * \param ctx the context to initialize 891 * \param api the GL API type to create the context for 892 * \param visual describes the visual attributes for this context 893 * \param share_list points to context to share textures, display lists, 894 * etc with, or NULL 895 * \param driverFunctions table of device driver functions for this context 896 * to use 897 * \param driverContext pointer to driver-specific context data 898 */ 899GLboolean 900_mesa_initialize_context(struct gl_context *ctx, 901 gl_api api, 902 const struct gl_config *visual, 903 struct gl_context *share_list, 904 const struct dd_function_table *driverFunctions, 905 void *driverContext) 906{ 907 struct gl_shared_state *shared; 908 int i; 909 910 /*ASSERT(driverContext);*/ 911 assert(driverFunctions->NewTextureObject); 912 assert(driverFunctions->FreeTexImageData); 913 914 ctx->API = api; 915 ctx->Visual = *visual; 916 ctx->DrawBuffer = NULL; 917 ctx->ReadBuffer = NULL; 918 ctx->WinSysDrawBuffer = NULL; 919 ctx->WinSysReadBuffer = NULL; 920 921 /* misc one-time initializations */ 922 one_time_init(ctx); 923 924 /* Plug in driver functions and context pointer here. 925 * This is important because when we call alloc_shared_state() below 926 * we'll call ctx->Driver.NewTextureObject() to create the default 927 * textures. 928 */ 929 ctx->Driver = *driverFunctions; 930 ctx->DriverCtx = driverContext; 931 932 if (share_list) { 933 /* share state with another context */ 934 shared = share_list->Shared; 935 } 936 else { 937 /* allocate new, unshared state */ 938 shared = _mesa_alloc_shared_state(ctx); 939 if (!shared) 940 return GL_FALSE; 941 } 942 943 _glthread_LOCK_MUTEX(shared->Mutex); 944 ctx->Shared = shared; 945 shared->RefCount++; 946 _glthread_UNLOCK_MUTEX(shared->Mutex); 947 948 if (!init_attrib_groups( ctx )) { 949 _mesa_release_shared_state(ctx, ctx->Shared); 950 return GL_FALSE; 951 } 952 953#if FEATURE_dispatch 954 /* setup the API dispatch tables */ 955 switch (ctx->API) { 956#if FEATURE_GL 957 case API_OPENGL: 958 ctx->Exec = _mesa_create_exec_table(); 959 break; 960#endif 961#if FEATURE_ES1 962 case API_OPENGLES: 963 ctx->Exec = _mesa_create_exec_table_es1(); 964 break; 965#endif 966#if FEATURE_ES2 967 case API_OPENGLES2: 968 ctx->Exec = _mesa_create_exec_table_es2(); 969 break; 970#endif 971 default: 972 _mesa_problem(ctx, "unknown or unsupported API"); 973 break; 974 } 975 976 if (!ctx->Exec) { 977 _mesa_release_shared_state(ctx, ctx->Shared); 978 return GL_FALSE; 979 } 980#endif 981 ctx->CurrentDispatch = ctx->Exec; 982 983 ctx->FragmentProgram._MaintainTexEnvProgram 984 = (_mesa_getenv("MESA_TEX_PROG") != NULL); 985 986 ctx->VertexProgram._MaintainTnlProgram 987 = (_mesa_getenv("MESA_TNL_PROG") != NULL); 988 if (ctx->VertexProgram._MaintainTnlProgram) { 989 /* this is required... */ 990 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; 991 } 992 993 /* Mesa core handles all the formats that mesa core knows about. 994 * Drivers will want to override this list with just the formats 995 * they can handle, and confirm that appropriate fallbacks exist in 996 * _mesa_choose_tex_format(). 997 */ 998 memset(&ctx->TextureFormatSupported, GL_TRUE, 999 sizeof(ctx->TextureFormatSupported)); 1000 1001 switch (ctx->API) { 1002 case API_OPENGL: 1003#if FEATURE_dlist 1004 ctx->Save = _mesa_create_save_table(); 1005 if (!ctx->Save) { 1006 _mesa_release_shared_state(ctx, ctx->Shared); 1007 free(ctx->Exec); 1008 return GL_FALSE; 1009 } 1010 1011 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); 1012#endif 1013 break; 1014 case API_OPENGLES: 1015 /** 1016 * GL_OES_texture_cube_map says 1017 * "Initially all texture generation modes are set to REFLECTION_MAP_OES" 1018 */ 1019 for (i = 0; i < MAX_TEXTURE_UNITS; i++) { 1020 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; 1021 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV; 1022 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV; 1023 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV; 1024 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV; 1025 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV; 1026 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV; 1027 } 1028 break; 1029 case API_OPENGLES2: 1030 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; 1031 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; 1032 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */ 1033 break; 1034 } 1035 1036 ctx->FirstTimeCurrent = GL_TRUE; 1037 1038 return GL_TRUE; 1039} 1040 1041 1042/** 1043 * Allocate and initialize a struct gl_context structure. 1044 * Note that the driver needs to pass in its dd_function_table here since 1045 * we need to at least call driverFunctions->NewTextureObject to initialize 1046 * the rendering context. 1047 * 1048 * \param api the GL API type to create the context for 1049 * \param visual a struct gl_config pointer (we copy the struct contents) 1050 * \param share_list another context to share display lists with or NULL 1051 * \param driverFunctions points to the dd_function_table into which the 1052 * driver has plugged in all its special functions. 1053 * \param driverContext points to the device driver's private context state 1054 * 1055 * \return pointer to a new __struct gl_contextRec or NULL if error. 1056 */ 1057struct gl_context * 1058_mesa_create_context(gl_api api, 1059 const struct gl_config *visual, 1060 struct gl_context *share_list, 1061 const struct dd_function_table *driverFunctions, 1062 void *driverContext) 1063{ 1064 struct gl_context *ctx; 1065 1066 ASSERT(visual); 1067 /*ASSERT(driverContext);*/ 1068 1069 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context)); 1070 if (!ctx) 1071 return NULL; 1072 1073 if (_mesa_initialize_context(ctx, api, visual, share_list, 1074 driverFunctions, driverContext)) { 1075 return ctx; 1076 } 1077 else { 1078 free(ctx); 1079 return NULL; 1080 } 1081} 1082 1083 1084/** 1085 * Free the data associated with the given context. 1086 * 1087 * But doesn't free the struct gl_context struct itself. 1088 * 1089 * \sa _mesa_initialize_context() and init_attrib_groups(). 1090 */ 1091void 1092_mesa_free_context_data( struct gl_context *ctx ) 1093{ 1094 if (!_mesa_get_current_context()){ 1095 /* No current context, but we may need one in order to delete 1096 * texture objs, etc. So temporarily bind the context now. 1097 */ 1098 _mesa_make_current(ctx, NULL, NULL); 1099 } 1100 1101 /* unreference WinSysDraw/Read buffers */ 1102 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL); 1103 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL); 1104 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL); 1105 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL); 1106 1107 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL); 1108 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); 1109 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL); 1110 1111 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL); 1112 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); 1113 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); 1114 1115 _mesa_free_attrib_data(ctx); 1116 _mesa_free_buffer_objects(ctx); 1117 _mesa_free_lighting_data( ctx ); 1118 _mesa_free_eval_data( ctx ); 1119 _mesa_free_texture_data( ctx ); 1120 _mesa_free_matrix_data( ctx ); 1121 _mesa_free_viewport_data( ctx ); 1122 _mesa_free_program_data(ctx); 1123 _mesa_free_shader_state(ctx); 1124 _mesa_free_queryobj_data(ctx); 1125 _mesa_free_sync_data(ctx); 1126 _mesa_free_varray_data(ctx); 1127 _mesa_free_transform_feedback(ctx); 1128 1129 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj); 1130 1131#if FEATURE_ARB_pixel_buffer_object 1132 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL); 1133 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL); 1134 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL); 1135#endif 1136 1137#if FEATURE_ARB_vertex_buffer_object 1138 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL); 1139 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL); 1140#endif 1141 1142 /* free dispatch tables */ 1143 free(ctx->Exec); 1144 free(ctx->Save); 1145 1146 /* Shared context state (display lists, textures, etc) */ 1147 _mesa_release_shared_state( ctx, ctx->Shared ); 1148 1149 /* needs to be after freeing shared state */ 1150 _mesa_free_display_list_data(ctx); 1151 1152 if (ctx->Extensions.String) 1153 free((void *) ctx->Extensions.String); 1154 1155 if (ctx->VersionString) 1156 free(ctx->VersionString); 1157 1158 /* unbind the context if it's currently bound */ 1159 if (ctx == _mesa_get_current_context()) { 1160 _mesa_make_current(NULL, NULL, NULL); 1161 } 1162} 1163 1164 1165/** 1166 * Destroy a struct gl_context structure. 1167 * 1168 * \param ctx GL context. 1169 * 1170 * Calls _mesa_free_context_data() and frees the gl_context object itself. 1171 */ 1172void 1173_mesa_destroy_context( struct gl_context *ctx ) 1174{ 1175 if (ctx) { 1176 _mesa_free_context_data(ctx); 1177 free( (void *) ctx ); 1178 } 1179} 1180 1181 1182#if _HAVE_FULL_GL 1183/** 1184 * Copy attribute groups from one context to another. 1185 * 1186 * \param src source context 1187 * \param dst destination context 1188 * \param mask bitwise OR of GL_*_BIT flags 1189 * 1190 * According to the bits specified in \p mask, copies the corresponding 1191 * attributes from \p src into \p dst. For many of the attributes a simple \c 1192 * memcpy is not enough due to the existence of internal pointers in their data 1193 * structures. 1194 */ 1195void 1196_mesa_copy_context( const struct gl_context *src, struct gl_context *dst, 1197 GLuint mask ) 1198{ 1199 if (mask & GL_ACCUM_BUFFER_BIT) { 1200 /* OK to memcpy */ 1201 dst->Accum = src->Accum; 1202 } 1203 if (mask & GL_COLOR_BUFFER_BIT) { 1204 /* OK to memcpy */ 1205 dst->Color = src->Color; 1206 } 1207 if (mask & GL_CURRENT_BIT) { 1208 /* OK to memcpy */ 1209 dst->Current = src->Current; 1210 } 1211 if (mask & GL_DEPTH_BUFFER_BIT) { 1212 /* OK to memcpy */ 1213 dst->Depth = src->Depth; 1214 } 1215 if (mask & GL_ENABLE_BIT) { 1216 /* no op */ 1217 } 1218 if (mask & GL_EVAL_BIT) { 1219 /* OK to memcpy */ 1220 dst->Eval = src->Eval; 1221 } 1222 if (mask & GL_FOG_BIT) { 1223 /* OK to memcpy */ 1224 dst->Fog = src->Fog; 1225 } 1226 if (mask & GL_HINT_BIT) { 1227 /* OK to memcpy */ 1228 dst->Hint = src->Hint; 1229 } 1230 if (mask & GL_LIGHTING_BIT) { 1231 GLuint i; 1232 /* begin with memcpy */ 1233 dst->Light = src->Light; 1234 /* fixup linked lists to prevent pointer insanity */ 1235 make_empty_list( &(dst->Light.EnabledList) ); 1236 for (i = 0; i < MAX_LIGHTS; i++) { 1237 if (dst->Light.Light[i].Enabled) { 1238 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i])); 1239 } 1240 } 1241 } 1242 if (mask & GL_LINE_BIT) { 1243 /* OK to memcpy */ 1244 dst->Line = src->Line; 1245 } 1246 if (mask & GL_LIST_BIT) { 1247 /* OK to memcpy */ 1248 dst->List = src->List; 1249 } 1250 if (mask & GL_PIXEL_MODE_BIT) { 1251 /* OK to memcpy */ 1252 dst->Pixel = src->Pixel; 1253 } 1254 if (mask & GL_POINT_BIT) { 1255 /* OK to memcpy */ 1256 dst->Point = src->Point; 1257 } 1258 if (mask & GL_POLYGON_BIT) { 1259 /* OK to memcpy */ 1260 dst->Polygon = src->Polygon; 1261 } 1262 if (mask & GL_POLYGON_STIPPLE_BIT) { 1263 /* Use loop instead of memcpy due to problem with Portland Group's 1264 * C compiler. Reported by John Stone. 1265 */ 1266 GLuint i; 1267 for (i = 0; i < 32; i++) { 1268 dst->PolygonStipple[i] = src->PolygonStipple[i]; 1269 } 1270 } 1271 if (mask & GL_SCISSOR_BIT) { 1272 /* OK to memcpy */ 1273 dst->Scissor = src->Scissor; 1274 } 1275 if (mask & GL_STENCIL_BUFFER_BIT) { 1276 /* OK to memcpy */ 1277 dst->Stencil = src->Stencil; 1278 } 1279 if (mask & GL_TEXTURE_BIT) { 1280 /* Cannot memcpy because of pointers */ 1281 _mesa_copy_texture_state(src, dst); 1282 } 1283 if (mask & GL_TRANSFORM_BIT) { 1284 /* OK to memcpy */ 1285 dst->Transform = src->Transform; 1286 } 1287 if (mask & GL_VIEWPORT_BIT) { 1288 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */ 1289 dst->Viewport.X = src->Viewport.X; 1290 dst->Viewport.Y = src->Viewport.Y; 1291 dst->Viewport.Width = src->Viewport.Width; 1292 dst->Viewport.Height = src->Viewport.Height; 1293 dst->Viewport.Near = src->Viewport.Near; 1294 dst->Viewport.Far = src->Viewport.Far; 1295 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap); 1296 } 1297 1298 /* XXX FIXME: Call callbacks? 1299 */ 1300 dst->NewState = _NEW_ALL; 1301} 1302#endif 1303 1304 1305/** 1306 * Check if the given context can render into the given framebuffer 1307 * by checking visual attributes. 1308 * 1309 * Most of these tests could go away because Mesa is now pretty flexible 1310 * in terms of mixing rendering contexts with framebuffers. As long 1311 * as RGB vs. CI mode agree, we're probably good. 1312 * 1313 * \return GL_TRUE if compatible, GL_FALSE otherwise. 1314 */ 1315static GLboolean 1316check_compatible(const struct gl_context *ctx, 1317 const struct gl_framebuffer *buffer) 1318{ 1319 const struct gl_config *ctxvis = &ctx->Visual; 1320 const struct gl_config *bufvis = &buffer->Visual; 1321 1322 if (buffer == _mesa_get_incomplete_framebuffer()) 1323 return GL_TRUE; 1324 1325#if 0 1326 /* disabling this fixes the fgl_glxgears pbuffer demo */ 1327 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode) 1328 return GL_FALSE; 1329#endif 1330 if (ctxvis->stereoMode && !bufvis->stereoMode) 1331 return GL_FALSE; 1332 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer) 1333 return GL_FALSE; 1334 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer) 1335 return GL_FALSE; 1336 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer) 1337 return GL_FALSE; 1338 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask) 1339 return GL_FALSE; 1340 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask) 1341 return GL_FALSE; 1342 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask) 1343 return GL_FALSE; 1344#if 0 1345 /* disabled (see bug 11161) */ 1346 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits) 1347 return GL_FALSE; 1348#endif 1349 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits) 1350 return GL_FALSE; 1351 1352 return GL_TRUE; 1353} 1354 1355 1356/** 1357 * Do one-time initialization for the given framebuffer. Specifically, 1358 * ask the driver for the window's current size and update the framebuffer 1359 * object to match. 1360 * Really, the device driver should totally take care of this. 1361 */ 1362static void 1363initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb) 1364{ 1365 GLuint width, height; 1366 if (ctx->Driver.GetBufferSize) { 1367 ctx->Driver.GetBufferSize(fb, &width, &height); 1368 if (ctx->Driver.ResizeBuffers) 1369 ctx->Driver.ResizeBuffers(ctx, fb, width, height); 1370 fb->Initialized = GL_TRUE; 1371 } 1372} 1373 1374 1375/** 1376 * Check if the viewport/scissor size has not yet been initialized. 1377 * Initialize the size if the given width and height are non-zero. 1378 */ 1379void 1380_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height) 1381{ 1382 if (!ctx->ViewportInitialized && width > 0 && height > 0) { 1383 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent 1384 * potential infinite recursion. 1385 */ 1386 ctx->ViewportInitialized = GL_TRUE; 1387 _mesa_set_viewport(ctx, 0, 0, width, height); 1388 _mesa_set_scissor(ctx, 0, 0, width, height); 1389 } 1390} 1391 1392 1393/** 1394 * Bind the given context to the given drawBuffer and readBuffer and 1395 * make it the current context for the calling thread. 1396 * We'll render into the drawBuffer and read pixels from the 1397 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc). 1398 * 1399 * We check that the context's and framebuffer's visuals are compatible 1400 * and return immediately if they're not. 1401 * 1402 * \param newCtx the new GL context. If NULL then there will be no current GL 1403 * context. 1404 * \param drawBuffer the drawing framebuffer 1405 * \param readBuffer the reading framebuffer 1406 */ 1407GLboolean 1408_mesa_make_current( struct gl_context *newCtx, 1409 struct gl_framebuffer *drawBuffer, 1410 struct gl_framebuffer *readBuffer ) 1411{ 1412 GET_CURRENT_CONTEXT(curCtx); 1413 1414 if (MESA_VERBOSE & VERBOSE_API) 1415 _mesa_debug(newCtx, "_mesa_make_current()\n"); 1416 1417 /* Check that the context's and framebuffer's visuals are compatible. 1418 */ 1419 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) { 1420 if (!check_compatible(newCtx, drawBuffer)) { 1421 _mesa_warning(newCtx, 1422 "MakeCurrent: incompatible visuals for context and drawbuffer"); 1423 return GL_FALSE; 1424 } 1425 } 1426 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) { 1427 if (!check_compatible(newCtx, readBuffer)) { 1428 _mesa_warning(newCtx, 1429 "MakeCurrent: incompatible visuals for context and readbuffer"); 1430 return GL_FALSE; 1431 } 1432 } 1433 1434 if (curCtx && 1435 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && 1436 /* make sure this context is valid for flushing */ 1437 curCtx != newCtx) 1438 _mesa_flush(curCtx); 1439 1440 /* We used to call _glapi_check_multithread() here. Now do it in drivers */ 1441 _glapi_set_context((void *) newCtx); 1442 ASSERT(_mesa_get_current_context() == newCtx); 1443 1444 if (!newCtx) { 1445 _glapi_set_dispatch(NULL); /* none current */ 1446 } 1447 else { 1448 _glapi_set_dispatch(newCtx->CurrentDispatch); 1449 1450 if (drawBuffer && readBuffer) { 1451 ASSERT(drawBuffer->Name == 0); 1452 ASSERT(readBuffer->Name == 0); 1453 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer); 1454 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer); 1455 1456 /* 1457 * Only set the context's Draw/ReadBuffer fields if they're NULL 1458 * or not bound to a user-created FBO. 1459 */ 1460 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) { 1461 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); 1462 /* Update the FBO's list of drawbuffers/renderbuffers. 1463 * For winsys FBOs this comes from the GL state (which may have 1464 * changed since the last time this FBO was bound). 1465 */ 1466 _mesa_update_draw_buffers(newCtx); 1467 } 1468 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) { 1469 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); 1470 } 1471 1472 /* XXX only set this flag if we're really changing the draw/read 1473 * framebuffer bindings. 1474 */ 1475 newCtx->NewState |= _NEW_BUFFERS; 1476 1477#if 1 1478 /* We want to get rid of these lines: */ 1479 1480#if _HAVE_FULL_GL 1481 if (!drawBuffer->Initialized) { 1482 initialize_framebuffer_size(newCtx, drawBuffer); 1483 } 1484 if (readBuffer != drawBuffer && !readBuffer->Initialized) { 1485 initialize_framebuffer_size(newCtx, readBuffer); 1486 } 1487 1488 _mesa_resizebuffers(newCtx); 1489#endif 1490 1491#else 1492 /* We want the drawBuffer and readBuffer to be initialized by 1493 * the driver. 1494 * This generally means the Width and Height match the actual 1495 * window size and the renderbuffers (both hardware and software 1496 * based) are allocated to match. The later can generally be 1497 * done with a call to _mesa_resize_framebuffer(). 1498 * 1499 * It's theoretically possible for a buffer to have zero width 1500 * or height, but for now, assert check that the driver did what's 1501 * expected of it. 1502 */ 1503 ASSERT(drawBuffer->Width > 0); 1504 ASSERT(drawBuffer->Height > 0); 1505#endif 1506 1507 if (drawBuffer) { 1508 _mesa_check_init_viewport(newCtx, 1509 drawBuffer->Width, drawBuffer->Height); 1510 } 1511 } 1512 1513 if (newCtx->FirstTimeCurrent) { 1514 _mesa_compute_version(newCtx); 1515 1516 newCtx->Extensions.String = _mesa_make_extension_string(newCtx); 1517 1518 check_context_limits(newCtx); 1519 1520 /* We can use this to help debug user's problems. Tell them to set 1521 * the MESA_INFO env variable before running their app. Then the 1522 * first time each context is made current we'll print some useful 1523 * information. 1524 */ 1525 if (_mesa_getenv("MESA_INFO")) { 1526 _mesa_print_info(); 1527 } 1528 1529 newCtx->FirstTimeCurrent = GL_FALSE; 1530 } 1531 } 1532 1533 return GL_TRUE; 1534} 1535 1536 1537/** 1538 * Make context 'ctx' share the display lists, textures and programs 1539 * that are associated with 'ctxToShare'. 1540 * Any display lists, textures or programs associated with 'ctx' will 1541 * be deleted if nobody else is sharing them. 1542 */ 1543GLboolean 1544_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare) 1545{ 1546 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) { 1547 struct gl_shared_state *oldSharedState = ctx->Shared; 1548 1549 ctx->Shared = ctxToShare->Shared; 1550 1551 _glthread_LOCK_MUTEX(ctx->Shared->Mutex); 1552 ctx->Shared->RefCount++; 1553 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); 1554 1555 update_default_objects(ctx); 1556 1557 _mesa_release_shared_state(ctx, oldSharedState); 1558 1559 return GL_TRUE; 1560 } 1561 else { 1562 return GL_FALSE; 1563 } 1564} 1565 1566 1567 1568/** 1569 * \return pointer to the current GL context for this thread. 1570 * 1571 * Calls _glapi_get_context(). This isn't the fastest way to get the current 1572 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in 1573 * context.h. 1574 */ 1575struct gl_context * 1576_mesa_get_current_context( void ) 1577{ 1578 return (struct gl_context *) _glapi_get_context(); 1579} 1580 1581 1582/** 1583 * Get context's current API dispatch table. 1584 * 1585 * It'll either be the immediate-mode execute dispatcher or the display list 1586 * compile dispatcher. 1587 * 1588 * \param ctx GL context. 1589 * 1590 * \return pointer to dispatch_table. 1591 * 1592 * Simply returns __struct gl_contextRec::CurrentDispatch. 1593 */ 1594struct _glapi_table * 1595_mesa_get_dispatch(struct gl_context *ctx) 1596{ 1597 return ctx->CurrentDispatch; 1598} 1599 1600/*@}*/ 1601 1602 1603/**********************************************************************/ 1604/** \name Miscellaneous functions */ 1605/**********************************************************************/ 1606/*@{*/ 1607 1608/** 1609 * Record an error. 1610 * 1611 * \param ctx GL context. 1612 * \param error error code. 1613 * 1614 * Records the given error code and call the driver's dd_function_table::Error 1615 * function if defined. 1616 * 1617 * \sa 1618 * This is called via _mesa_error(). 1619 */ 1620void 1621_mesa_record_error(struct gl_context *ctx, GLenum error) 1622{ 1623 if (!ctx) 1624 return; 1625 1626 if (ctx->ErrorValue == GL_NO_ERROR) { 1627 ctx->ErrorValue = error; 1628 } 1629 1630 /* Call device driver's error handler, if any. This is used on the Mac. */ 1631 if (ctx->Driver.Error) { 1632 ctx->Driver.Error(ctx); 1633 } 1634} 1635 1636 1637/** 1638 * Flush commands and wait for completion. 1639 */ 1640void 1641_mesa_finish(struct gl_context *ctx) 1642{ 1643 FLUSH_CURRENT( ctx, 0 ); 1644 if (ctx->Driver.Finish) { 1645 ctx->Driver.Finish(ctx); 1646 } 1647} 1648 1649 1650/** 1651 * Flush commands. 1652 */ 1653void 1654_mesa_flush(struct gl_context *ctx) 1655{ 1656 FLUSH_CURRENT( ctx, 0 ); 1657 if (ctx->Driver.Flush) { 1658 ctx->Driver.Flush(ctx); 1659 } 1660} 1661 1662 1663 1664/** 1665 * Execute glFinish(). 1666 * 1667 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the 1668 * dd_function_table::Finish driver callback, if not NULL. 1669 */ 1670void GLAPIENTRY 1671_mesa_Finish(void) 1672{ 1673 GET_CURRENT_CONTEXT(ctx); 1674 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1675 _mesa_finish(ctx); 1676} 1677 1678 1679/** 1680 * Execute glFlush(). 1681 * 1682 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the 1683 * dd_function_table::Flush driver callback, if not NULL. 1684 */ 1685void GLAPIENTRY 1686_mesa_Flush(void) 1687{ 1688 GET_CURRENT_CONTEXT(ctx); 1689 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1690 _mesa_flush(ctx); 1691} 1692 1693 1694/** 1695 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over 1696 * MUL/MAD, or vice versa, call this function to register that. 1697 * Otherwise we default to MUL/MAD. 1698 */ 1699void 1700_mesa_set_mvp_with_dp4( struct gl_context *ctx, 1701 GLboolean flag ) 1702{ 1703 ctx->mvp_with_dp4 = flag; 1704} 1705 1706 1707 1708/** 1709 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function 1710 * is called to see if it's valid to render. This involves checking that 1711 * the current shader is valid and the framebuffer is complete. 1712 * If an error is detected it'll be recorded here. 1713 * \return GL_TRUE if OK to render, GL_FALSE if not 1714 */ 1715GLboolean 1716_mesa_valid_to_render(struct gl_context *ctx, const char *where) 1717{ 1718 bool vert_from_glsl_shader = false; 1719 bool geom_from_glsl_shader = false; 1720 bool frag_from_glsl_shader = false; 1721 1722 /* This depends on having up to date derived state (shaders) */ 1723 if (ctx->NewState) 1724 _mesa_update_state(ctx); 1725 1726 if (ctx->Shader.CurrentVertexProgram) { 1727 vert_from_glsl_shader = true; 1728 1729 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) { 1730 _mesa_error(ctx, GL_INVALID_OPERATION, 1731 "%s(shader not linked)", where); 1732 return GL_FALSE; 1733 } 1734#if 0 /* not normally enabled */ 1735 { 1736 char errMsg[100]; 1737 if (!_mesa_validate_shader_program(ctx, 1738 ctx->Shader.CurrentVertexProgram, 1739 errMsg)) { 1740 _mesa_warning(ctx, "Shader program %u is invalid: %s", 1741 ctx->Shader.CurrentVertexProgram->Name, errMsg); 1742 } 1743 } 1744#endif 1745 } 1746 1747 if (ctx->Shader.CurrentGeometryProgram) { 1748 geom_from_glsl_shader = true; 1749 1750 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) { 1751 _mesa_error(ctx, GL_INVALID_OPERATION, 1752 "%s(shader not linked)", where); 1753 return GL_FALSE; 1754 } 1755#if 0 /* not normally enabled */ 1756 { 1757 char errMsg[100]; 1758 if (!_mesa_validate_shader_program(ctx, 1759 ctx->Shader.CurrentGeometryProgram, 1760 errMsg)) { 1761 _mesa_warning(ctx, "Shader program %u is invalid: %s", 1762 ctx->Shader.CurrentGeometryProgram->Name, errMsg); 1763 } 1764 } 1765#endif 1766 } 1767 1768 if (ctx->Shader.CurrentFragmentProgram) { 1769 frag_from_glsl_shader = true; 1770 1771 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) { 1772 _mesa_error(ctx, GL_INVALID_OPERATION, 1773 "%s(shader not linked)", where); 1774 return GL_FALSE; 1775 } 1776#if 0 /* not normally enabled */ 1777 { 1778 char errMsg[100]; 1779 if (!_mesa_validate_shader_program(ctx, 1780 ctx->Shader.CurrentFragmentProgram, 1781 errMsg)) { 1782 _mesa_warning(ctx, "Shader program %u is invalid: %s", 1783 ctx->Shader.CurrentFragmentProgram->Name, errMsg); 1784 } 1785 } 1786#endif 1787 } 1788 1789 /* Any shader stages that are not supplied by the GLSL shader and have 1790 * assembly shaders enabled must now be validated. 1791 */ 1792 if (!vert_from_glsl_shader 1793 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { 1794 _mesa_error(ctx, GL_INVALID_OPERATION, 1795 "%s(vertex program not valid)", where); 1796 return GL_FALSE; 1797 } 1798 1799 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current 1800 * FINISHME: geometry program should validated here. 1801 */ 1802 (void) geom_from_glsl_shader; 1803 1804 if (!frag_from_glsl_shader) { 1805 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { 1806 _mesa_error(ctx, GL_INVALID_OPERATION, 1807 "%s(fragment program not valid)", where); 1808 return GL_FALSE; 1809 } 1810 1811 /* If drawing to integer-valued color buffers, there must be an 1812 * active fragment shader (GL_EXT_texture_integer). 1813 */ 1814 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) { 1815 _mesa_error(ctx, GL_INVALID_OPERATION, 1816 "%s(integer format but no fragment shader)", where); 1817 return GL_FALSE; 1818 } 1819 } 1820 1821 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 1822 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, 1823 "%s(incomplete framebuffer)", where); 1824 return GL_FALSE; 1825 } 1826 1827#ifdef DEBUG 1828 if (ctx->Shader.Flags & GLSL_LOG) { 1829 struct gl_shader_program *shProg[MESA_SHADER_TYPES]; 1830 gl_shader_type i; 1831 1832 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram; 1833 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram; 1834 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram; 1835 1836 for (i = 0; i < MESA_SHADER_TYPES; i++) { 1837 struct gl_shader *sh; 1838 1839 if (shProg[i] == NULL || shProg[i]->_Used 1840 || shProg[i]->_LinkedShaders[i] == NULL) 1841 continue; 1842 1843 /* This is the first time this shader is being used. 1844 * Append shader's constants/uniforms to log file. 1845 * 1846 * The logic is a little odd here. We only want to log data for each 1847 * shader target that will actually be used, and we only want to log 1848 * it once. It's possible to have a program bound to the vertex 1849 * shader target that also supplied a fragment shader. If that 1850 * program isn't also bound to the fragment shader target we don't 1851 * want to log its fragment data. 1852 */ 1853 sh = shProg[i]->_LinkedShaders[i]; 1854 switch (sh->Type) { 1855 case GL_VERTEX_SHADER: 1856 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base); 1857 break; 1858 1859 case GL_GEOMETRY_SHADER_ARB: 1860 _mesa_append_uniforms_to_file(sh, 1861 &shProg[i]->GeometryProgram->Base); 1862 break; 1863 1864 case GL_FRAGMENT_SHADER: 1865 _mesa_append_uniforms_to_file(sh, 1866 &shProg[i]->FragmentProgram->Base); 1867 break; 1868 } 1869 } 1870 1871 for (i = 0; i < MESA_SHADER_TYPES; i++) { 1872 if (shProg[i] != NULL) 1873 shProg[i]->_Used = GL_TRUE; 1874 } 1875 } 1876#endif 1877 1878 return GL_TRUE; 1879} 1880 1881 1882/*@}*/ 1883