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