2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
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>
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.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
86 #if FEATURE_attrib_stack
91 #include "bufferobj.h"
92 #if FEATURE_colortable
101 #if FEATURE_evaluators
105 #include "extensions.h"
106 #include "fbobject.h"
108 #include "feedback.h"
111 #include "framebuffer.h"
113 #if FEATURE_histogram
114 #include "histogram.h"
122 #include "multisample.h"
124 #include "pixelstore.h"
127 #if FEATURE_ARB_occlusion_query
128 #include "queryobj.h"
134 #include "simple_list.h"
137 #include "texcompress.h"
138 #include "teximage.h"
140 #include "texstate.h"
145 #include "glapi/glthread.h"
146 #include "glapi/glapioffsets.h"
147 #include "glapi/glapitable.h"
148 #include "shader/program.h"
149 #include "shader/shader_api.h"
150 #if FEATURE_ATI_fragment_shader
151 #include "shader/atifragshader.h"
154 #include "math/m_matrix.h"
158 #include "sparc/sparc.h"
162 int MESA_VERBOSE
= 0;
165 #ifndef MESA_DEBUG_FLAGS
166 int MESA_DEBUG_FLAGS
= 0;
170 /* ubyte -> float conversion */
171 GLfloat _mesa_ubyte_to_float_color_tab
[256];
176 * Swap buffers notification callback.
178 * \param gc GL context.
180 * Called by window system just before swapping buffers.
181 * We have to finish any pending rendering.
184 _mesa_notifySwapBuffers(__GLcontext
*ctx
)
186 FLUSH_VERTICES( ctx
, 0 );
187 if (ctx
->Driver
.Flush
) {
188 ctx
->Driver
.Flush(ctx
);
193 /**********************************************************************/
194 /** \name GL Visual allocation/destruction */
195 /**********************************************************************/
199 * Allocates a GLvisual structure and initializes it via
200 * _mesa_initialize_visual().
202 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
203 * \param dbFlag double buffering
204 * \param stereoFlag stereo buffer
205 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
206 * is acceptable but the actual depth type will be GLushort or GLuint as
208 * \param stencilBits requested minimum bits per stencil buffer value
209 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
210 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
211 * \param redBits number of bits per color component in frame buffer for RGB(A)
212 * mode. We always use 8 in core Mesa though.
213 * \param greenBits same as above.
214 * \param blueBits same as above.
215 * \param alphaBits same as above.
216 * \param numSamples not really used.
218 * \return pointer to new GLvisual or NULL if requested parameters can't be
221 * \note Need to add params for level and numAuxBuffers (at least)
224 _mesa_create_visual( GLboolean rgbFlag
,
226 GLboolean stereoFlag
,
235 GLint accumGreenBits
,
237 GLint accumAlphaBits
,
240 GLvisual
*vis
= (GLvisual
*) _mesa_calloc(sizeof(GLvisual
));
242 if (!_mesa_initialize_visual(vis
, rgbFlag
, dbFlag
, stereoFlag
,
243 redBits
, greenBits
, blueBits
, alphaBits
,
244 indexBits
, depthBits
, stencilBits
,
245 accumRedBits
, accumGreenBits
,
246 accumBlueBits
, accumAlphaBits
,
256 * Makes some sanity checks and fills in the fields of the
257 * GLvisual object with the given parameters. If the caller needs
258 * to set additional fields, he should just probably init the whole GLvisual
260 * \return GL_TRUE on success, or GL_FALSE on failure.
262 * \sa _mesa_create_visual() above for the parameter description.
265 _mesa_initialize_visual( GLvisual
*vis
,
268 GLboolean stereoFlag
,
277 GLint accumGreenBits
,
279 GLint accumAlphaBits
,
284 if (depthBits
< 0 || depthBits
> 32) {
287 if (stencilBits
< 0 || stencilBits
> STENCIL_BITS
) {
290 assert(accumRedBits
>= 0);
291 assert(accumGreenBits
>= 0);
292 assert(accumBlueBits
>= 0);
293 assert(accumAlphaBits
>= 0);
295 vis
->rgbMode
= rgbFlag
;
296 vis
->doubleBufferMode
= dbFlag
;
297 vis
->stereoMode
= stereoFlag
;
299 vis
->redBits
= redBits
;
300 vis
->greenBits
= greenBits
;
301 vis
->blueBits
= blueBits
;
302 vis
->alphaBits
= alphaBits
;
303 vis
->rgbBits
= redBits
+ greenBits
+ blueBits
;
305 vis
->indexBits
= indexBits
;
306 vis
->depthBits
= depthBits
;
307 vis
->stencilBits
= stencilBits
;
309 vis
->accumRedBits
= accumRedBits
;
310 vis
->accumGreenBits
= accumGreenBits
;
311 vis
->accumBlueBits
= accumBlueBits
;
312 vis
->accumAlphaBits
= accumAlphaBits
;
314 vis
->haveAccumBuffer
= accumRedBits
> 0;
315 vis
->haveDepthBuffer
= depthBits
> 0;
316 vis
->haveStencilBuffer
= stencilBits
> 0;
318 vis
->numAuxBuffers
= 0;
321 vis
->sampleBuffers
= numSamples
> 0 ? 1 : 0;
322 vis
->samples
= numSamples
;
329 * Destroy a visual and free its memory.
333 * Frees the visual structure.
336 _mesa_destroy_visual( GLvisual
*vis
)
344 /**********************************************************************/
345 /** \name Context allocation, initialization, destroying
347 * The purpose of the most initialization functions here is to provide the
348 * default state values according to the OpenGL specification.
350 /**********************************************************************/
354 * One-time initialization mutex lock.
356 * \sa Used by one_time_init().
358 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
361 * Calls all the various one-time-init functions in Mesa.
363 * While holding a global mutex lock, calls several initialization functions,
364 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
370 one_time_init( GLcontext
*ctx
)
372 static GLboolean alreadyCalled
= GL_FALSE
;
374 _glthread_LOCK_MUTEX(OneTimeLock
);
375 if (!alreadyCalled
) {
378 /* do some implementation tests */
379 assert( sizeof(GLbyte
) == 1 );
380 assert( sizeof(GLubyte
) == 1 );
381 assert( sizeof(GLshort
) == 2 );
382 assert( sizeof(GLushort
) == 2 );
383 assert( sizeof(GLint
) == 4 );
384 assert( sizeof(GLuint
) == 4 );
386 _mesa_init_sqrt_table();
388 for (i
= 0; i
< 256; i
++) {
389 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
393 _mesa_init_sparc_glapi_relocs();
395 if (_mesa_getenv("MESA_DEBUG")) {
396 _glapi_noop_enable_warnings(GL_TRUE
);
397 _glapi_set_warning_func( (_glapi_warning_func
) _mesa_warning
);
400 _glapi_noop_enable_warnings(GL_FALSE
);
403 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
404 _mesa_debug(ctx
, "Mesa %s DEBUG build %s %s\n",
405 MESA_VERSION_STRING
, __DATE__
, __TIME__
);
408 alreadyCalled
= GL_TRUE
;
410 _glthread_UNLOCK_MUTEX(OneTimeLock
);
415 * Allocate and initialize a shared context state structure.
416 * Initializes the display list, texture objects and vertex programs hash
417 * tables, allocates the texture objects. If it runs out of memory, frees
418 * everything already allocated before returning NULL.
420 * \return pointer to a gl_shared_state structure on success, or NULL on
424 alloc_shared_state( GLcontext
*ctx
)
427 struct gl_shared_state
*ss
= CALLOC_STRUCT(gl_shared_state
);
433 _glthread_INIT_MUTEX(ss
->Mutex
);
435 ss
->DisplayList
= _mesa_NewHashTable();
436 ss
->TexObjects
= _mesa_NewHashTable();
437 ss
->Programs
= _mesa_NewHashTable();
439 #if FEATURE_ARB_vertex_program
440 ss
->DefaultVertexProgram
= (struct gl_vertex_program
*)
441 ctx
->Driver
.NewProgram(ctx
, GL_VERTEX_PROGRAM_ARB
, 0);
442 if (!ss
->DefaultVertexProgram
)
445 #if FEATURE_ARB_fragment_program
446 ss
->DefaultFragmentProgram
= (struct gl_fragment_program
*)
447 ctx
->Driver
.NewProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
, 0);
448 if (!ss
->DefaultFragmentProgram
)
451 #if FEATURE_ATI_fragment_shader
452 ss
->ATIShaders
= _mesa_NewHashTable();
453 ss
->DefaultFragmentShader
= _mesa_new_ati_fragment_shader(ctx
, 0);
454 if (!ss
->DefaultFragmentShader
)
458 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
459 ss
->BufferObjects
= _mesa_NewHashTable();
462 ss
->ArrayObjects
= _mesa_NewHashTable();
464 #if FEATURE_ARB_shader_objects
465 ss
->ShaderObjects
= _mesa_NewHashTable();
468 /* Create default texture objects */
469 for (i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
470 static const GLenum targets
[NUM_TEXTURE_TARGETS
] = {
475 GL_TEXTURE_RECTANGLE_NV
,
476 GL_TEXTURE_1D_ARRAY_EXT
,
477 GL_TEXTURE_2D_ARRAY_EXT
479 ss
->DefaultTex
[i
] = ctx
->Driver
.NewTextureObject(ctx
, 0, targets
[i
]);
480 if (!ss
->DefaultTex
[i
])
485 assert(ss
->DefaultTex
[TEXTURE_1D_INDEX
]->RefCount
== 1);
487 _glthread_INIT_MUTEX(ss
->TexMutex
);
488 ss
->TextureStateStamp
= 0;
490 #if FEATURE_EXT_framebuffer_object
491 ss
->FrameBuffers
= _mesa_NewHashTable();
492 if (!ss
->FrameBuffers
)
494 ss
->RenderBuffers
= _mesa_NewHashTable();
495 if (!ss
->RenderBuffers
)
502 /* Ran out of memory at some point. Free everything and return NULL */
504 _mesa_DeleteHashTable(ss
->DisplayList
);
506 _mesa_DeleteHashTable(ss
->TexObjects
);
508 _mesa_DeleteHashTable(ss
->Programs
);
509 #if FEATURE_ARB_vertex_program
510 _mesa_reference_vertprog(ctx
, &ss
->DefaultVertexProgram
, NULL
);
512 #if FEATURE_ARB_fragment_program
513 _mesa_reference_fragprog(ctx
, &ss
->DefaultFragmentProgram
, NULL
);
515 #if FEATURE_ATI_fragment_shader
516 if (ss
->DefaultFragmentShader
)
517 _mesa_delete_ati_fragment_shader(ctx
, ss
->DefaultFragmentShader
);
519 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
520 if (ss
->BufferObjects
)
521 _mesa_DeleteHashTable(ss
->BufferObjects
);
524 if (ss
->ArrayObjects
)
525 _mesa_DeleteHashTable (ss
->ArrayObjects
);
527 #if FEATURE_ARB_shader_objects
528 if (ss
->ShaderObjects
)
529 _mesa_DeleteHashTable (ss
->ShaderObjects
);
532 #if FEATURE_EXT_framebuffer_object
533 if (ss
->FrameBuffers
)
534 _mesa_DeleteHashTable(ss
->FrameBuffers
);
535 if (ss
->RenderBuffers
)
536 _mesa_DeleteHashTable(ss
->RenderBuffers
);
539 for (i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
540 if (ss
->DefaultTex
[i
])
541 ctx
->Driver
.DeleteTexture(ctx
, ss
->DefaultTex
[i
]);
551 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
554 delete_displaylist_cb(GLuint id
, void *data
, void *userData
)
557 struct gl_display_list
*list
= (struct gl_display_list
*) data
;
558 GLcontext
*ctx
= (GLcontext
*) userData
;
559 _mesa_delete_list(ctx
, list
);
564 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
567 delete_texture_cb(GLuint id
, void *data
, void *userData
)
569 struct gl_texture_object
*texObj
= (struct gl_texture_object
*) data
;
570 GLcontext
*ctx
= (GLcontext
*) userData
;
571 ctx
->Driver
.DeleteTexture(ctx
, texObj
);
575 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
578 delete_program_cb(GLuint id
, void *data
, void *userData
)
580 struct gl_program
*prog
= (struct gl_program
*) data
;
581 GLcontext
*ctx
= (GLcontext
*) userData
;
582 ASSERT(prog
->RefCount
== 1); /* should only be referenced by hash table */
583 prog
->RefCount
= 0; /* now going away */
584 ctx
->Driver
.DeleteProgram(ctx
, prog
);
587 #if FEATURE_ATI_fragment_shader
589 * Callback for deleting an ATI fragment shader object.
590 * Called by _mesa_HashDeleteAll().
593 delete_fragshader_cb(GLuint id
, void *data
, void *userData
)
595 struct ati_fragment_shader
*shader
= (struct ati_fragment_shader
*) data
;
596 GLcontext
*ctx
= (GLcontext
*) userData
;
597 _mesa_delete_ati_fragment_shader(ctx
, shader
);
602 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
605 delete_bufferobj_cb(GLuint id
, void *data
, void *userData
)
607 struct gl_buffer_object
*bufObj
= (struct gl_buffer_object
*) data
;
608 GLcontext
*ctx
= (GLcontext
*) userData
;
609 ctx
->Driver
.DeleteBuffer(ctx
, bufObj
);
613 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
616 delete_arrayobj_cb(GLuint id
, void *data
, void *userData
)
618 struct gl_array_object
*arrayObj
= (struct gl_array_object
*) data
;
619 GLcontext
*ctx
= (GLcontext
*) userData
;
620 _mesa_delete_array_object(ctx
, arrayObj
);
624 * Callback for freeing shader program data. Call it before delete_shader_cb
625 * to avoid memory access error.
628 free_shader_program_data_cb(GLuint id
, void *data
, void *userData
)
630 GLcontext
*ctx
= (GLcontext
*) userData
;
631 struct gl_shader_program
*shProg
= (struct gl_shader_program
*) data
;
633 if (shProg
->Type
== GL_SHADER_PROGRAM_MESA
) {
634 _mesa_free_shader_program_data(ctx
, shProg
);
639 * Callback for deleting shader and shader programs objects.
640 * Called by _mesa_HashDeleteAll().
643 delete_shader_cb(GLuint id
, void *data
, void *userData
)
645 GLcontext
*ctx
= (GLcontext
*) userData
;
646 struct gl_shader
*sh
= (struct gl_shader
*) data
;
647 if (sh
->Type
== GL_FRAGMENT_SHADER
|| sh
->Type
== GL_VERTEX_SHADER
) {
648 _mesa_free_shader(ctx
, sh
);
651 struct gl_shader_program
*shProg
= (struct gl_shader_program
*) data
;
652 ASSERT(shProg
->Type
== GL_SHADER_PROGRAM_MESA
);
653 _mesa_free_shader_program(ctx
, shProg
);
658 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
661 delete_framebuffer_cb(GLuint id
, void *data
, void *userData
)
663 struct gl_framebuffer
*fb
= (struct gl_framebuffer
*) data
;
664 /* The fact that the framebuffer is in the hashtable means its refcount
665 * is one, but we're removing from the hashtable now. So clear refcount.
667 /*assert(fb->RefCount == 1);*/
670 /* NOTE: Delete should always be defined but there are two reports
671 * of it being NULL (bugs 13507, 14293). Work-around for now.
678 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
681 delete_renderbuffer_cb(GLuint id
, void *data
, void *userData
)
683 struct gl_renderbuffer
*rb
= (struct gl_renderbuffer
*) data
;
684 rb
->RefCount
= 0; /* see comment for FBOs above */
691 * Deallocate a shared state object and all children structures.
693 * \param ctx GL context.
694 * \param ss shared state pointer.
696 * Frees the display lists, the texture objects (calling the driver texture
697 * deletion callback to free its private data) and the vertex programs, as well
698 * as their hash tables.
700 * \sa alloc_shared_state().
703 free_shared_state( GLcontext
*ctx
, struct gl_shared_state
*ss
)
710 _mesa_HashDeleteAll(ss
->DisplayList
, delete_displaylist_cb
, ctx
);
711 _mesa_DeleteHashTable(ss
->DisplayList
);
713 #if FEATURE_ARB_shader_objects
714 _mesa_HashWalk(ss
->ShaderObjects
, free_shader_program_data_cb
, ctx
);
715 _mesa_HashDeleteAll(ss
->ShaderObjects
, delete_shader_cb
, ctx
);
716 _mesa_DeleteHashTable(ss
->ShaderObjects
);
719 _mesa_HashDeleteAll(ss
->Programs
, delete_program_cb
, ctx
);
720 _mesa_DeleteHashTable(ss
->Programs
);
722 #if FEATURE_ARB_vertex_program
723 _mesa_reference_vertprog(ctx
, &ss
->DefaultVertexProgram
, NULL
);
725 #if FEATURE_ARB_fragment_program
726 _mesa_reference_fragprog(ctx
, &ss
->DefaultFragmentProgram
, NULL
);
729 #if FEATURE_ATI_fragment_shader
730 _mesa_HashDeleteAll(ss
->ATIShaders
, delete_fragshader_cb
, ctx
);
731 _mesa_DeleteHashTable(ss
->ATIShaders
);
732 _mesa_delete_ati_fragment_shader(ctx
, ss
->DefaultFragmentShader
);
735 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
736 _mesa_HashDeleteAll(ss
->BufferObjects
, delete_bufferobj_cb
, ctx
);
737 _mesa_DeleteHashTable(ss
->BufferObjects
);
740 _mesa_HashDeleteAll(ss
->ArrayObjects
, delete_arrayobj_cb
, ctx
);
741 _mesa_DeleteHashTable(ss
->ArrayObjects
);
743 #if FEATURE_EXT_framebuffer_object
744 _mesa_HashDeleteAll(ss
->FrameBuffers
, delete_framebuffer_cb
, ctx
);
745 _mesa_DeleteHashTable(ss
->FrameBuffers
);
746 _mesa_HashDeleteAll(ss
->RenderBuffers
, delete_renderbuffer_cb
, ctx
);
747 _mesa_DeleteHashTable(ss
->RenderBuffers
);
751 * Free texture objects (after FBOs since some textures might have
752 * been bound to FBOs).
754 ASSERT(ctx
->Driver
.DeleteTexture
);
755 /* the default textures */
756 for (i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
757 ctx
->Driver
.DeleteTexture(ctx
, ss
->DefaultTex
[i
]);
759 /* all other textures */
760 _mesa_HashDeleteAll(ss
->TexObjects
, delete_texture_cb
, ctx
);
761 _mesa_DeleteHashTable(ss
->TexObjects
);
763 _glthread_DESTROY_MUTEX(ss
->Mutex
);
770 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
773 _mesa_init_current(GLcontext
*ctx
)
777 /* Init all to (0,0,0,1) */
778 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
779 ASSIGN_4V( ctx
->Current
.Attrib
[i
], 0.0, 0.0, 0.0, 1.0 );
782 /* redo special cases: */
783 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_WEIGHT
], 1.0, 0.0, 0.0, 0.0 );
784 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
], 0.0, 0.0, 1.0, 1.0 );
785 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
], 1.0, 1.0, 1.0, 1.0 );
786 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
], 0.0, 0.0, 0.0, 1.0 );
787 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
], 1.0, 0.0, 0.0, 1.0 );
788 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_EDGEFLAG
], 1.0, 0.0, 0.0, 1.0 );
793 * Init vertex/fragment program limits.
794 * Important: drivers should override these with actual limits.
797 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
799 prog
->MaxInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
800 prog
->MaxAluInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
801 prog
->MaxTexInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
802 prog
->MaxTexIndirections
= MAX_PROGRAM_INSTRUCTIONS
;
803 prog
->MaxTemps
= MAX_PROGRAM_TEMPS
;
804 prog
->MaxEnvParams
= MAX_PROGRAM_ENV_PARAMS
;
805 prog
->MaxLocalParams
= MAX_PROGRAM_LOCAL_PARAMS
;
806 prog
->MaxUniformComponents
= 4 * MAX_UNIFORMS
;
808 if (type
== GL_VERTEX_PROGRAM_ARB
) {
809 prog
->MaxParameters
= MAX_NV_VERTEX_PROGRAM_PARAMS
;
810 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
811 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
814 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
815 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
816 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
819 /* copy the above limits to init native limits */
820 prog
->MaxNativeInstructions
= prog
->MaxInstructions
;
821 prog
->MaxNativeAluInstructions
= prog
->MaxAluInstructions
;
822 prog
->MaxNativeTexInstructions
= prog
->MaxTexInstructions
;
823 prog
->MaxNativeTexIndirections
= prog
->MaxTexIndirections
;
824 prog
->MaxNativeAttribs
= prog
->MaxAttribs
;
825 prog
->MaxNativeTemps
= prog
->MaxTemps
;
826 prog
->MaxNativeAddressRegs
= prog
->MaxAddressRegs
;
827 prog
->MaxNativeParameters
= prog
->MaxParameters
;
832 * Initialize fields of gl_constants (aka ctx->Const.*).
833 * Use defaults from config.h. The device drivers will often override
834 * some of these values (such as number of texture units).
837 _mesa_init_constants(GLcontext
*ctx
)
841 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
842 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
844 /* Max texture size should be <= max viewport size (render to texture) */
845 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
847 /* Constants, may be overriden (usually only reduced) by device drivers */
848 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
849 ctx
->Const
.Max3DTextureLevels
= MAX_3D_TEXTURE_LEVELS
;
850 ctx
->Const
.MaxCubeTextureLevels
= MAX_CUBE_TEXTURE_LEVELS
;
851 ctx
->Const
.MaxTextureRectSize
= MAX_TEXTURE_RECT_SIZE
;
852 ctx
->Const
.MaxArrayTextureLayers
= MAX_ARRAY_TEXTURE_LAYERS
;
853 ctx
->Const
.MaxTextureCoordUnits
= MAX_TEXTURE_COORD_UNITS
;
854 ctx
->Const
.MaxTextureImageUnits
= MAX_TEXTURE_IMAGE_UNITS
;
855 ctx
->Const
.MaxTextureUnits
= MIN2(ctx
->Const
.MaxTextureCoordUnits
,
856 ctx
->Const
.MaxTextureImageUnits
);
857 ctx
->Const
.MaxTextureMaxAnisotropy
= MAX_TEXTURE_MAX_ANISOTROPY
;
858 ctx
->Const
.MaxTextureLodBias
= MAX_TEXTURE_LOD_BIAS
;
859 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
860 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
861 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
862 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
863 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
864 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
865 ctx
->Const
.PointSizeGranularity
= (GLfloat
) POINT_SIZE_GRANULARITY
;
866 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
867 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
868 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
869 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
870 ctx
->Const
.LineWidthGranularity
= (GLfloat
) LINE_WIDTH_GRANULARITY
;
871 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
872 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
873 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
874 ctx
->Const
.MaxClipPlanes
= MAX_CLIP_PLANES
;
875 ctx
->Const
.MaxLights
= MAX_LIGHTS
;
876 ctx
->Const
.MaxShininess
= 128.0;
877 ctx
->Const
.MaxSpotExponent
= 128.0;
878 ctx
->Const
.MaxViewportWidth
= MAX_WIDTH
;
879 ctx
->Const
.MaxViewportHeight
= MAX_HEIGHT
;
880 #if FEATURE_ARB_vertex_program
881 init_program_limits(GL_VERTEX_PROGRAM_ARB
, &ctx
->Const
.VertexProgram
);
883 #if FEATURE_ARB_fragment_program
884 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
886 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
887 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
889 /* CheckArrayBounds is overriden by drivers/x11 for X server */
890 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
892 /* GL_ARB_draw_buffers */
893 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
895 /* GL_OES_read_format */
896 ctx
->Const
.ColorReadFormat
= GL_RGBA
;
897 ctx
->Const
.ColorReadType
= GL_UNSIGNED_BYTE
;
899 #if FEATURE_EXT_framebuffer_object
900 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
901 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
904 #if FEATURE_ARB_vertex_shader
905 ctx
->Const
.MaxVertexTextureImageUnits
= MAX_VERTEX_TEXTURE_IMAGE_UNITS
;
906 ctx
->Const
.MaxVarying
= MAX_VARYING
;
909 /* GL_ARB_framebuffer_object */
910 ctx
->Const
.MaxSamples
= 0;
913 ASSERT(ctx
->Const
.MaxTextureUnits
== MIN2(ctx
->Const
.MaxTextureImageUnits
,
914 ctx
->Const
.MaxTextureCoordUnits
));
915 ASSERT(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
916 ASSERT(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
918 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
919 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
920 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS
<= VERT_ATTRIB_MAX
);
921 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS
<= VERT_RESULT_MAX
);
926 * Do some sanity checks on the limits/constants for the given context.
927 * Only called the first time a context is bound.
930 check_context_limits(GLcontext
*ctx
)
932 /* Many context limits/constants are limited by the size of
935 assert(ctx
->Const
.MaxTextureImageUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
936 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_TEXTURE_COORD_UNITS
);
937 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
938 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_COORD_UNITS
);
940 /* number of coord units cannot be greater than number of image units */
941 assert(ctx
->Const
.MaxTextureCoordUnits
<= ctx
->Const
.MaxTextureImageUnits
);
943 assert(ctx
->Const
.MaxTextureLevels
<= MAX_TEXTURE_LEVELS
);
944 assert(ctx
->Const
.Max3DTextureLevels
<= MAX_3D_TEXTURE_LEVELS
);
945 assert(ctx
->Const
.MaxCubeTextureLevels
<= MAX_CUBE_TEXTURE_LEVELS
);
946 assert(ctx
->Const
.MaxTextureRectSize
<= MAX_TEXTURE_RECT_SIZE
);
948 /* make sure largest texture image is <= MAX_WIDTH in size */
949 assert((1 << (ctx
->Const
.MaxTextureLevels
- 1)) <= MAX_WIDTH
);
950 assert((1 << (ctx
->Const
.MaxCubeTextureLevels
- 1)) <= MAX_WIDTH
);
951 assert((1 << (ctx
->Const
.Max3DTextureLevels
- 1)) <= MAX_WIDTH
);
953 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
954 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
956 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
958 /* XXX probably add more tests */
963 * Initialize the attribute groups in a GL context.
965 * \param ctx GL context.
967 * Initializes all the attributes, calling the respective <tt>init*</tt>
968 * functions for the more complex data structures.
971 init_attrib_groups(GLcontext
*ctx
)
976 _mesa_init_constants( ctx
);
979 _mesa_init_extensions( ctx
);
981 /* Attribute Groups */
983 _mesa_init_accum( ctx
);
985 #if FEATURE_attrib_stack
986 _mesa_init_attrib( ctx
);
988 _mesa_init_buffer_objects( ctx
);
989 _mesa_init_color( ctx
);
990 #if FEATURE_colortable
991 _mesa_init_colortables( ctx
);
993 _mesa_init_current( ctx
);
994 _mesa_init_depth( ctx
);
995 _mesa_init_debug( ctx
);
997 _mesa_init_display_list( ctx
);
999 #if FEATURE_evaluators
1000 _mesa_init_eval( ctx
);
1002 _mesa_init_fbobjects( ctx
);
1003 #if FEATURE_feedback
1004 _mesa_init_feedback( ctx
);
1006 ctx
->RenderMode
= GL_RENDER
;
1008 _mesa_init_fog( ctx
);
1009 #if FEATURE_histogram
1010 _mesa_init_histogram( ctx
);
1012 _mesa_init_hint( ctx
);
1013 _mesa_init_line( ctx
);
1014 _mesa_init_lighting( ctx
);
1015 _mesa_init_matrix( ctx
);
1016 _mesa_init_multisample( ctx
);
1017 _mesa_init_pixel( ctx
);
1018 _mesa_init_pixelstore( ctx
);
1019 _mesa_init_point( ctx
);
1020 _mesa_init_polygon( ctx
);
1021 _mesa_init_program( ctx
);
1022 #if FEATURE_ARB_occlusion_query
1023 _mesa_init_query( ctx
);
1026 _mesa_init_rastpos( ctx
);
1028 _mesa_init_scissor( ctx
);
1029 _mesa_init_shader_state( ctx
);
1030 _mesa_init_stencil( ctx
);
1031 _mesa_init_transform( ctx
);
1032 _mesa_init_varray( ctx
);
1033 _mesa_init_viewport( ctx
);
1035 if (!_mesa_init_texture( ctx
))
1038 #if FEATURE_texture_s3tc
1039 _mesa_init_texture_s3tc( ctx
);
1041 #if FEATURE_texture_fxt1
1042 _mesa_init_texture_fxt1( ctx
);
1046 ctx
->NewState
= _NEW_ALL
;
1047 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
1048 ctx
->varying_vp_inputs
= ~0;
1055 * Update default objects in a GL context with respect to shared state.
1057 * \param ctx GL context.
1059 * Removes references to old default objects, (texture objects, program
1060 * objects, etc.) and changes to reference those from the current shared
1064 update_default_objects(GLcontext
*ctx
)
1068 _mesa_update_default_objects_program(ctx
);
1069 _mesa_update_default_objects_texture(ctx
);
1070 _mesa_update_default_objects_buffer_objects(ctx
);
1077 * This is the default function we plug into all dispatch table slots
1078 * This helps prevents a segfault when someone calls a GL function without
1079 * first checking if the extension's supported.
1084 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
1090 * Allocate and initialize a new dispatch table.
1092 static struct _glapi_table
*
1093 alloc_dispatch_table(void)
1095 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1096 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1097 * Mesa we do this to accomodate different versions of libGL and various
1100 GLint numEntries
= MAX2(_glapi_get_dispatch_table_size(),
1101 sizeof(struct _glapi_table
) / sizeof(_glapi_proc
));
1102 struct _glapi_table
*table
=
1103 (struct _glapi_table
*) _mesa_malloc(numEntries
* sizeof(_glapi_proc
));
1105 _glapi_proc
*entry
= (_glapi_proc
*) table
;
1107 for (i
= 0; i
< numEntries
; i
++) {
1108 entry
[i
] = (_glapi_proc
) generic_nop
;
1116 * Initialize a GLcontext struct (rendering context).
1118 * This includes allocating all the other structs and arrays which hang off of
1119 * the context by pointers.
1120 * Note that the driver needs to pass in its dd_function_table here since
1121 * we need to at least call driverFunctions->NewTextureObject to create the
1122 * default texture objects.
1124 * Called by _mesa_create_context().
1126 * Performs the imports and exports callback tables initialization, and
1127 * miscellaneous one-time initializations. If no shared context is supplied one
1128 * is allocated, and increase its reference count. Setups the GL API dispatch
1129 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1130 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1133 * \param ctx the context to initialize
1134 * \param visual describes the visual attributes for this context
1135 * \param share_list points to context to share textures, display lists,
1137 * \param driverFunctions table of device driver functions for this context
1139 * \param driverContext pointer to driver-specific context data
1142 _mesa_initialize_context(GLcontext
*ctx
,
1143 const GLvisual
*visual
,
1144 GLcontext
*share_list
,
1145 const struct dd_function_table
*driverFunctions
,
1146 void *driverContext
)
1148 /*ASSERT(driverContext);*/
1149 assert(driverFunctions
->NewTextureObject
);
1150 assert(driverFunctions
->FreeTexImageData
);
1152 /* misc one-time initializations */
1155 ctx
->Visual
= *visual
;
1156 ctx
->DrawBuffer
= NULL
;
1157 ctx
->ReadBuffer
= NULL
;
1158 ctx
->WinSysDrawBuffer
= NULL
;
1159 ctx
->WinSysReadBuffer
= NULL
;
1161 /* Plug in driver functions and context pointer here.
1162 * This is important because when we call alloc_shared_state() below
1163 * we'll call ctx->Driver.NewTextureObject() to create the default
1166 ctx
->Driver
= *driverFunctions
;
1167 ctx
->DriverCtx
= driverContext
;
1170 /* share state with another context */
1171 ctx
->Shared
= share_list
->Shared
;
1174 /* allocate new, unshared state */
1175 if (!alloc_shared_state( ctx
)) {
1179 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1180 ctx
->Shared
->RefCount
++;
1181 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1183 if (!init_attrib_groups( ctx
)) {
1184 free_shared_state(ctx
, ctx
->Shared
);
1188 /* setup the API dispatch tables */
1189 ctx
->Exec
= alloc_dispatch_table();
1190 ctx
->Save
= alloc_dispatch_table();
1191 if (!ctx
->Exec
|| !ctx
->Save
) {
1192 free_shared_state(ctx
, ctx
->Shared
);
1194 _mesa_free(ctx
->Exec
);
1196 #if FEATURE_dispatch
1197 _mesa_init_exec_table(ctx
->Exec
);
1199 ctx
->CurrentDispatch
= ctx
->Exec
;
1201 _mesa_init_dlist_table(ctx
->Save
);
1202 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
1204 /* Neutral tnl module stuff */
1205 _mesa_init_exec_vtxfmt( ctx
);
1206 ctx
->TnlModule
.Current
= NULL
;
1207 ctx
->TnlModule
.SwapCount
= 0;
1209 ctx
->FragmentProgram
._MaintainTexEnvProgram
1210 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
1212 ctx
->VertexProgram
._MaintainTnlProgram
1213 = (_mesa_getenv("MESA_TNL_PROG") != NULL
);
1214 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
1215 /* this is required... */
1216 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
1219 #ifdef FEATURE_extra_context_init
1220 _mesa_initialize_context_extra(ctx
);
1223 ctx
->FirstTimeCurrent
= GL_TRUE
;
1230 * Allocate and initialize a GLcontext structure.
1231 * Note that the driver needs to pass in its dd_function_table here since
1232 * we need to at least call driverFunctions->NewTextureObject to initialize
1233 * the rendering context.
1235 * \param visual a GLvisual pointer (we copy the struct contents)
1236 * \param share_list another context to share display lists with or NULL
1237 * \param driverFunctions points to the dd_function_table into which the
1238 * driver has plugged in all its special functions.
1239 * \param driverCtx points to the device driver's private context state
1241 * \return pointer to a new __GLcontextRec or NULL if error.
1244 _mesa_create_context(const GLvisual
*visual
,
1245 GLcontext
*share_list
,
1246 const struct dd_function_table
*driverFunctions
,
1247 void *driverContext
)
1252 /*ASSERT(driverContext);*/
1254 ctx
= (GLcontext
*) _mesa_calloc(sizeof(GLcontext
));
1258 if (_mesa_initialize_context(ctx
, visual
, share_list
,
1259 driverFunctions
, driverContext
)) {
1270 * Free the data associated with the given context.
1272 * But doesn't free the GLcontext struct itself.
1274 * \sa _mesa_initialize_context() and init_attrib_groups().
1277 _mesa_free_context_data( GLcontext
*ctx
)
1279 if (!_mesa_get_current_context()){
1280 /* No current context, but we may need one in order to delete
1281 * texture objs, etc. So temporarily bind the context now.
1283 _mesa_make_current(ctx
, NULL
, NULL
);
1286 /* unreference WinSysDraw/Read buffers */
1287 _mesa_reference_framebuffer(&ctx
->WinSysDrawBuffer
, NULL
);
1288 _mesa_reference_framebuffer(&ctx
->WinSysReadBuffer
, NULL
);
1289 _mesa_reference_framebuffer(&ctx
->DrawBuffer
, NULL
);
1290 _mesa_reference_framebuffer(&ctx
->ReadBuffer
, NULL
);
1292 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
, NULL
);
1293 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
1294 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
1296 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
, NULL
);
1297 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
1298 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
, NULL
);
1300 #if FEATURE_attrib_stack
1301 _mesa_free_attrib_data(ctx
);
1303 _mesa_free_lighting_data( ctx
);
1304 #if FEATURE_evaluators
1305 _mesa_free_eval_data( ctx
);
1307 _mesa_free_texture_data( ctx
);
1308 _mesa_free_matrix_data( ctx
);
1309 _mesa_free_viewport_data( ctx
);
1310 #if FEATURE_colortable
1311 _mesa_free_colortables_data( ctx
);
1313 _mesa_free_program_data(ctx
);
1314 _mesa_free_shader_state(ctx
);
1315 #if FEATURE_ARB_occlusion_query
1316 _mesa_free_query_data(ctx
);
1319 #if FEATURE_ARB_vertex_buffer_object
1320 _mesa_delete_buffer_object(ctx
, ctx
->Array
.NullBufferObj
);
1322 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
1324 /* free dispatch tables */
1325 _mesa_free(ctx
->Exec
);
1326 _mesa_free(ctx
->Save
);
1328 /* Shared context state (display lists, textures, etc) */
1329 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1330 ctx
->Shared
->RefCount
--;
1331 assert(ctx
->Shared
->RefCount
>= 0);
1332 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1333 if (ctx
->Shared
->RefCount
== 0) {
1334 /* free shared state */
1335 free_shared_state( ctx
, ctx
->Shared
);
1338 if (ctx
->Extensions
.String
)
1339 _mesa_free((void *) ctx
->Extensions
.String
);
1341 /* unbind the context if it's currently bound */
1342 if (ctx
== _mesa_get_current_context()) {
1343 _mesa_make_current(NULL
, NULL
, NULL
);
1349 * Destroy a GLcontext structure.
1351 * \param ctx GL context.
1353 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1356 _mesa_destroy_context( GLcontext
*ctx
)
1359 _mesa_free_context_data(ctx
);
1360 _mesa_free( (void *) ctx
);
1367 * Copy attribute groups from one context to another.
1369 * \param src source context
1370 * \param dst destination context
1371 * \param mask bitwise OR of GL_*_BIT flags
1373 * According to the bits specified in \p mask, copies the corresponding
1374 * attributes from \p src into \p dst. For many of the attributes a simple \c
1375 * memcpy is not enough due to the existence of internal pointers in their data
1379 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1381 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1383 dst
->Accum
= src
->Accum
;
1385 if (mask
& GL_COLOR_BUFFER_BIT
) {
1387 dst
->Color
= src
->Color
;
1389 if (mask
& GL_CURRENT_BIT
) {
1391 dst
->Current
= src
->Current
;
1393 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1395 dst
->Depth
= src
->Depth
;
1397 if (mask
& GL_ENABLE_BIT
) {
1400 if (mask
& GL_EVAL_BIT
) {
1402 dst
->Eval
= src
->Eval
;
1404 if (mask
& GL_FOG_BIT
) {
1406 dst
->Fog
= src
->Fog
;
1408 if (mask
& GL_HINT_BIT
) {
1410 dst
->Hint
= src
->Hint
;
1412 if (mask
& GL_LIGHTING_BIT
) {
1414 /* begin with memcpy */
1415 dst
->Light
= src
->Light
;
1416 /* fixup linked lists to prevent pointer insanity */
1417 make_empty_list( &(dst
->Light
.EnabledList
) );
1418 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1419 if (dst
->Light
.Light
[i
].Enabled
) {
1420 insert_at_tail(&(dst
->Light
.EnabledList
), &(dst
->Light
.Light
[i
]));
1424 if (mask
& GL_LINE_BIT
) {
1426 dst
->Line
= src
->Line
;
1428 if (mask
& GL_LIST_BIT
) {
1430 dst
->List
= src
->List
;
1432 if (mask
& GL_PIXEL_MODE_BIT
) {
1434 dst
->Pixel
= src
->Pixel
;
1436 if (mask
& GL_POINT_BIT
) {
1438 dst
->Point
= src
->Point
;
1440 if (mask
& GL_POLYGON_BIT
) {
1442 dst
->Polygon
= src
->Polygon
;
1444 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1445 /* Use loop instead of MEMCPY due to problem with Portland Group's
1446 * C compiler. Reported by John Stone.
1449 for (i
= 0; i
< 32; i
++) {
1450 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1453 if (mask
& GL_SCISSOR_BIT
) {
1455 dst
->Scissor
= src
->Scissor
;
1457 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1459 dst
->Stencil
= src
->Stencil
;
1461 if (mask
& GL_TEXTURE_BIT
) {
1462 /* Cannot memcpy because of pointers */
1463 _mesa_copy_texture_state(src
, dst
);
1465 if (mask
& GL_TRANSFORM_BIT
) {
1467 dst
->Transform
= src
->Transform
;
1469 if (mask
& GL_VIEWPORT_BIT
) {
1470 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1471 dst
->Viewport
.X
= src
->Viewport
.X
;
1472 dst
->Viewport
.Y
= src
->Viewport
.Y
;
1473 dst
->Viewport
.Width
= src
->Viewport
.Width
;
1474 dst
->Viewport
.Height
= src
->Viewport
.Height
;
1475 dst
->Viewport
.Near
= src
->Viewport
.Near
;
1476 dst
->Viewport
.Far
= src
->Viewport
.Far
;
1477 _math_matrix_copy(&dst
->Viewport
._WindowMap
, &src
->Viewport
._WindowMap
);
1480 /* XXX FIXME: Call callbacks?
1482 dst
->NewState
= _NEW_ALL
;
1488 * Check if the given context can render into the given framebuffer
1489 * by checking visual attributes.
1491 * Most of these tests could go away because Mesa is now pretty flexible
1492 * in terms of mixing rendering contexts with framebuffers. As long
1493 * as RGB vs. CI mode agree, we're probably good.
1495 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1498 check_compatible(const GLcontext
*ctx
, const GLframebuffer
*buffer
)
1500 const GLvisual
*ctxvis
= &ctx
->Visual
;
1501 const GLvisual
*bufvis
= &buffer
->Visual
;
1503 if (ctxvis
== bufvis
)
1506 if (ctxvis
->rgbMode
!= bufvis
->rgbMode
)
1509 /* disabling this fixes the fgl_glxgears pbuffer demo */
1510 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1513 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1515 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1517 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1519 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1521 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1523 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1525 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1528 /* disabled (see bug 11161) */
1529 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1532 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1540 * Do one-time initialization for the given framebuffer. Specifically,
1541 * ask the driver for the window's current size and update the framebuffer
1543 * Really, the device driver should totally take care of this.
1546 initialize_framebuffer_size(GLcontext
*ctx
, GLframebuffer
*fb
)
1548 GLuint width
, height
;
1549 if (ctx
->Driver
.GetBufferSize
) {
1550 ctx
->Driver
.GetBufferSize(fb
, &width
, &height
);
1551 if (ctx
->Driver
.ResizeBuffers
)
1552 ctx
->Driver
.ResizeBuffers(ctx
, fb
, width
, height
);
1553 fb
->Initialized
= GL_TRUE
;
1559 * Bind the given context to the given drawBuffer and readBuffer and
1560 * make it the current context for the calling thread.
1561 * We'll render into the drawBuffer and read pixels from the
1562 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1564 * We check that the context's and framebuffer's visuals are compatible
1565 * and return immediately if they're not.
1567 * \param newCtx the new GL context. If NULL then there will be no current GL
1569 * \param drawBuffer the drawing framebuffer
1570 * \param readBuffer the reading framebuffer
1573 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1574 GLframebuffer
*readBuffer
)
1576 if (MESA_VERBOSE
& VERBOSE_API
)
1577 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1579 /* Check that the context's and framebuffer's visuals are compatible.
1581 if (newCtx
&& drawBuffer
&& newCtx
->WinSysDrawBuffer
!= drawBuffer
) {
1582 if (!check_compatible(newCtx
, drawBuffer
)) {
1583 _mesa_warning(newCtx
,
1584 "MakeCurrent: incompatible visuals for context and drawbuffer");
1588 if (newCtx
&& readBuffer
&& newCtx
->WinSysReadBuffer
!= readBuffer
) {
1589 if (!check_compatible(newCtx
, readBuffer
)) {
1590 _mesa_warning(newCtx
,
1591 "MakeCurrent: incompatible visuals for context and readbuffer");
1596 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1597 _glapi_set_context((void *) newCtx
);
1598 ASSERT(_mesa_get_current_context() == newCtx
);
1601 _glapi_set_dispatch(NULL
); /* none current */
1604 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1606 if (drawBuffer
&& readBuffer
) {
1607 /* TODO: check if newCtx and buffer's visual match??? */
1609 ASSERT(drawBuffer
->Name
== 0);
1610 ASSERT(readBuffer
->Name
== 0);
1611 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1612 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1615 * Only set the context's Draw/ReadBuffer fields if they're NULL
1616 * or not bound to a user-created FBO.
1618 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1619 /* KW: merge conflict here, revisit.
1621 /* fix up the fb fields - these will end up wrong otherwise
1622 * if the DRIdrawable changes, and everything relies on them.
1623 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1626 GLenum buffers
[MAX_DRAW_BUFFERS
];
1628 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1630 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1631 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1634 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
, buffers
, NULL
);
1636 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1637 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1640 /* XXX only set this flag if we're really changing the draw/read
1641 * framebuffer bindings.
1643 newCtx
->NewState
|= _NEW_BUFFERS
;
1646 /* We want to get rid of these lines: */
1649 if (!drawBuffer
->Initialized
) {
1650 initialize_framebuffer_size(newCtx
, drawBuffer
);
1652 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1653 initialize_framebuffer_size(newCtx
, readBuffer
);
1656 _mesa_resizebuffers(newCtx
);
1660 /* We want the drawBuffer and readBuffer to be initialized by
1662 * This generally means the Width and Height match the actual
1663 * window size and the renderbuffers (both hardware and software
1664 * based) are allocated to match. The later can generally be
1665 * done with a call to _mesa_resize_framebuffer().
1667 * It's theoretically possible for a buffer to have zero width
1668 * or height, but for now, assert check that the driver did what's
1671 ASSERT(drawBuffer
->Width
> 0);
1672 ASSERT(drawBuffer
->Height
> 0);
1675 if (newCtx
->FirstTimeCurrent
) {
1676 /* set initial viewport and scissor size now */
1677 _mesa_set_viewport(newCtx
, 0, 0,
1678 drawBuffer
->Width
, drawBuffer
->Height
);
1679 _mesa_set_scissor(newCtx
, 0, 0,
1680 drawBuffer
->Width
, drawBuffer
->Height
);
1681 check_context_limits(newCtx
);
1685 /* We can use this to help debug user's problems. Tell them to set
1686 * the MESA_INFO env variable before running their app. Then the
1687 * first time each context is made current we'll print some useful
1690 if (newCtx
->FirstTimeCurrent
) {
1691 if (_mesa_getenv("MESA_INFO")) {
1694 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1701 * Make context 'ctx' share the display lists, textures and programs
1702 * that are associated with 'ctxToShare'.
1703 * Any display lists, textures or programs associated with 'ctx' will
1704 * be deleted if nobody else is sharing them.
1707 _mesa_share_state(GLcontext
*ctx
, GLcontext
*ctxToShare
)
1709 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1710 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1712 ctx
->Shared
= ctxToShare
->Shared
;
1713 ctx
->Shared
->RefCount
++;
1715 update_default_objects(ctx
);
1717 oldSharedState
->RefCount
--;
1718 if (oldSharedState
->RefCount
== 0) {
1719 free_shared_state(ctx
, oldSharedState
);
1732 * \return pointer to the current GL context for this thread.
1734 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1735 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1739 _mesa_get_current_context( void )
1741 return (GLcontext
*) _glapi_get_context();
1746 * Get context's current API dispatch table.
1748 * It'll either be the immediate-mode execute dispatcher or the display list
1749 * compile dispatcher.
1751 * \param ctx GL context.
1753 * \return pointer to dispatch_table.
1755 * Simply returns __GLcontextRec::CurrentDispatch.
1757 struct _glapi_table
*
1758 _mesa_get_dispatch(GLcontext
*ctx
)
1760 return ctx
->CurrentDispatch
;
1766 /**********************************************************************/
1767 /** \name Miscellaneous functions */
1768 /**********************************************************************/
1774 * \param ctx GL context.
1775 * \param error error code.
1777 * Records the given error code and call the driver's dd_function_table::Error
1778 * function if defined.
1781 * This is called via _mesa_error().
1784 _mesa_record_error(GLcontext
*ctx
, GLenum error
)
1789 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1790 ctx
->ErrorValue
= error
;
1793 /* Call device driver's error handler, if any. This is used on the Mac. */
1794 if (ctx
->Driver
.Error
) {
1795 ctx
->Driver
.Error(ctx
);
1801 * Execute glFinish().
1803 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1804 * dd_function_table::Finish driver callback, if not NULL.
1809 GET_CURRENT_CONTEXT(ctx
);
1810 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1811 if (ctx
->Driver
.Finish
) {
1812 ctx
->Driver
.Finish(ctx
);
1818 * Execute glFlush().
1820 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1821 * dd_function_table::Flush driver callback, if not NULL.
1826 GET_CURRENT_CONTEXT(ctx
);
1827 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1828 if (ctx
->Driver
.Flush
) {
1829 ctx
->Driver
.Flush(ctx
);