Merge remote branch 'origin/mesa_7_6_branch'
[mesa.git] / src / mesa / main / context.c
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 "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "enums.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "framebuffer.h"
102 #include "get.h"
103 #include "histogram.h"
104 #include "hint.h"
105 #include "hash.h"
106 #include "light.h"
107 #include "lines.h"
108 #include "macros.h"
109 #include "matrix.h"
110 #include "multisample.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #if FEATURE_ARB_sync
117 #include "syncobj.h"
118 #endif
119 #include "rastpos.h"
120 #include "remap.h"
121 #include "scissor.h"
122 #include "shared.h"
123 #include "simple_list.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "teximage.h"
128 #include "texobj.h"
129 #include "texstate.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "glapi/glthread.h"
136 #include "glapi/glapitable.h"
137 #include "shader/program.h"
138 #include "shader/prog_print.h"
139 #include "shader/shader_api.h"
140 #if FEATURE_ATI_fragment_shader
141 #include "shader/atifragshader.h"
142 #endif
143 #if _HAVE_FULL_GL
144 #include "math/m_matrix.h"
145 #endif
146
147 #ifdef USE_SPARC_ASM
148 #include "sparc/sparc.h"
149 #endif
150
151 #ifndef MESA_VERBOSE
152 int MESA_VERBOSE = 0;
153 #endif
154
155 #ifndef MESA_DEBUG_FLAGS
156 int MESA_DEBUG_FLAGS = 0;
157 #endif
158
159
160 /* ubyte -> float conversion */
161 GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165 /**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173 void
174 _mesa_notifySwapBuffers(__GLcontext *ctx)
175 {
176 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177 _mesa_debug(ctx, "SwapBuffers\n");
178 FLUSH_CURRENT( ctx, 0 );
179 if (ctx->Driver.Flush) {
180 ctx->Driver.Flush(ctx);
181 }
182 }
183
184
185 /**********************************************************************/
186 /** \name GL Visual allocation/destruction */
187 /**********************************************************************/
188 /*@{*/
189
190 /**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode. We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215 GLvisual *
216 _mesa_create_visual( GLboolean rgbFlag,
217 GLboolean dbFlag,
218 GLboolean stereoFlag,
219 GLint redBits,
220 GLint greenBits,
221 GLint blueBits,
222 GLint alphaBits,
223 GLint indexBits,
224 GLint depthBits,
225 GLint stencilBits,
226 GLint accumRedBits,
227 GLint accumGreenBits,
228 GLint accumBlueBits,
229 GLint accumAlphaBits,
230 GLint numSamples )
231 {
232 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233 if (vis) {
234 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235 redBits, greenBits, blueBits, alphaBits,
236 indexBits, depthBits, stencilBits,
237 accumRedBits, accumGreenBits,
238 accumBlueBits, accumAlphaBits,
239 numSamples)) {
240 _mesa_free(vis);
241 return NULL;
242 }
243 }
244 return vis;
245 }
246
247 /**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters. If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256 GLboolean
257 _mesa_initialize_visual( GLvisual *vis,
258 GLboolean rgbFlag,
259 GLboolean dbFlag,
260 GLboolean stereoFlag,
261 GLint redBits,
262 GLint greenBits,
263 GLint blueBits,
264 GLint alphaBits,
265 GLint indexBits,
266 GLint depthBits,
267 GLint stencilBits,
268 GLint accumRedBits,
269 GLint accumGreenBits,
270 GLint accumBlueBits,
271 GLint accumAlphaBits,
272 GLint numSamples )
273 {
274 assert(vis);
275
276 if (depthBits < 0 || depthBits > 32) {
277 return GL_FALSE;
278 }
279 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280 return GL_FALSE;
281 }
282 assert(accumRedBits >= 0);
283 assert(accumGreenBits >= 0);
284 assert(accumBlueBits >= 0);
285 assert(accumAlphaBits >= 0);
286
287 vis->rgbMode = rgbFlag;
288 vis->doubleBufferMode = dbFlag;
289 vis->stereoMode = stereoFlag;
290
291 vis->redBits = redBits;
292 vis->greenBits = greenBits;
293 vis->blueBits = blueBits;
294 vis->alphaBits = alphaBits;
295 vis->rgbBits = redBits + greenBits + blueBits;
296
297 vis->indexBits = indexBits;
298 vis->depthBits = depthBits;
299 vis->stencilBits = stencilBits;
300
301 vis->accumRedBits = accumRedBits;
302 vis->accumGreenBits = accumGreenBits;
303 vis->accumBlueBits = accumBlueBits;
304 vis->accumAlphaBits = accumAlphaBits;
305
306 vis->haveAccumBuffer = accumRedBits > 0;
307 vis->haveDepthBuffer = depthBits > 0;
308 vis->haveStencilBuffer = stencilBits > 0;
309
310 vis->numAuxBuffers = 0;
311 vis->level = 0;
312 vis->pixmapMode = 0;
313 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314 vis->samples = numSamples;
315
316 return GL_TRUE;
317 }
318
319
320 /**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327 void
328 _mesa_destroy_visual( GLvisual *vis )
329 {
330 _mesa_free(vis);
331 }
332
333 /*@}*/
334
335
336 /**********************************************************************/
337 /** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342 /**********************************************************************/
343 /*@{*/
344
345
346 /**
347 * This is lame. gdb only seems to recognize enum types that are
348 * actually used somewhere. We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
350 * the gl_texture_index type anywhere. Thus, this lame function.
351 */
352 static void
353 dummy_enum_func(void)
354 {
355 gl_buffer_index bi;
356 gl_colortable_index ci;
357 gl_face_index fi;
358 gl_frag_attrib fa;
359 gl_frag_result fr;
360 gl_texture_index ti;
361 gl_vert_attrib va;
362 gl_vert_result vr;
363
364 (void) bi;
365 (void) ci;
366 (void) fi;
367 (void) fa;
368 (void) fr;
369 (void) ti;
370 (void) va;
371 (void) vr;
372 }
373
374
375 /**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382 /**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391 static void
392 one_time_init( GLcontext *ctx )
393 {
394 static GLboolean alreadyCalled = GL_FALSE;
395 (void) ctx;
396 _glthread_LOCK_MUTEX(OneTimeLock);
397 if (!alreadyCalled) {
398 GLuint i;
399
400 /* do some implementation tests */
401 assert( sizeof(GLbyte) == 1 );
402 assert( sizeof(GLubyte) == 1 );
403 assert( sizeof(GLshort) == 2 );
404 assert( sizeof(GLushort) == 2 );
405 assert( sizeof(GLint) == 4 );
406 assert( sizeof(GLuint) == 4 );
407
408 _mesa_get_cpu_features();
409
410 _mesa_init_remap_table();
411
412 _mesa_init_sqrt_table();
413
414 for (i = 0; i < 256; i++) {
415 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 }
417
418 if (_mesa_getenv("MESA_DEBUG")) {
419 _glapi_noop_enable_warnings(GL_TRUE);
420 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
421 }
422 else {
423 _glapi_noop_enable_warnings(GL_FALSE);
424 }
425
426 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
427 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
428 MESA_VERSION_STRING, __DATE__, __TIME__);
429 #endif
430
431 alreadyCalled = GL_TRUE;
432 }
433 _glthread_UNLOCK_MUTEX(OneTimeLock);
434
435 dummy_enum_func();
436 }
437
438
439 /**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442 static void
443 _mesa_init_current(GLcontext *ctx)
444 {
445 GLuint i;
446
447 /* Init all to (0,0,0,1) */
448 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450 }
451
452 /* redo special cases: */
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459 }
460
461
462 /**
463 * Init vertex/fragment program limits.
464 * Important: drivers should override these with actual limits.
465 */
466 static void
467 init_program_limits(GLenum type, struct gl_program_constants *prog)
468 {
469 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTemps = MAX_PROGRAM_TEMPS;
474 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
475 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
476 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
477
478 if (type == GL_VERTEX_PROGRAM_ARB) {
479 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
481 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482 }
483 else {
484 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487 }
488
489 /* Set the native limits to zero. This implies that there is no native
490 * support for shaders. Let the drivers fill in the actual values.
491 */
492 prog->MaxNativeInstructions = 0;
493 prog->MaxNativeAluInstructions = 0;
494 prog->MaxNativeTexInstructions = 0;
495 prog->MaxNativeTexIndirections = 0;
496 prog->MaxNativeAttribs = 0;
497 prog->MaxNativeTemps = 0;
498 prog->MaxNativeAddressRegs = 0;
499 prog->MaxNativeParameters = 0;
500 }
501
502
503 /**
504 * Initialize fields of gl_constants (aka ctx->Const.*).
505 * Use defaults from config.h. The device drivers will often override
506 * some of these values (such as number of texture units).
507 */
508 static void
509 _mesa_init_constants(GLcontext *ctx)
510 {
511 assert(ctx);
512
513 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
514 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
515
516 /* Max texture size should be <= max viewport size (render to texture) */
517 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
518
519 /* Constants, may be overriden (usually only reduced) by device drivers */
520 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
521 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
522 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
523 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
524 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
525 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
526 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
527 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
528 ctx->Const.MaxTextureImageUnits);
529 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
530 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
531 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
532 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
533 ctx->Const.MinPointSize = MIN_POINT_SIZE;
534 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
535 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
536 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
537 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
538 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
539 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
540 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
541 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
542 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
543 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
544 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
545 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
546 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
547 ctx->Const.MaxLights = MAX_LIGHTS;
548 ctx->Const.MaxShininess = 128.0;
549 ctx->Const.MaxSpotExponent = 128.0;
550 ctx->Const.MaxViewportWidth = MAX_WIDTH;
551 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
552 #if FEATURE_ARB_vertex_program
553 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
554 #endif
555 #if FEATURE_ARB_fragment_program
556 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
557 #endif
558 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
559 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
560
561 /* CheckArrayBounds is overriden by drivers/x11 for X server */
562 ctx->Const.CheckArrayBounds = GL_FALSE;
563
564 /* GL_ARB_draw_buffers */
565 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
566
567 /* GL_OES_read_format */
568 ctx->Const.ColorReadFormat = GL_RGBA;
569 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
570
571 #if FEATURE_EXT_framebuffer_object
572 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
573 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
574 #endif
575
576 #if FEATURE_ARB_vertex_shader
577 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
578 ctx->Const.MaxVarying = MAX_VARYING;
579 #endif
580
581 /* GL_ARB_framebuffer_object */
582 ctx->Const.MaxSamples = 0;
583
584 /* GL_ARB_sync */
585 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
586
587 /* GL_ATI_envmap_bumpmap */
588 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
589
590 /* GL_EXT_provoking_vertex */
591 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
592
593 /* sanity checks */
594 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
595 ctx->Const.MaxTextureCoordUnits));
596 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
597 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
598
599 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
600 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
601 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
602 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
603
604 /* check that we don't exceed various 32-bit bitfields */
605 ASSERT(VERT_RESULT_MAX <= 32);
606 ASSERT(FRAG_ATTRIB_MAX <= 32);
607 }
608
609
610 /**
611 * Do some sanity checks on the limits/constants for the given context.
612 * Only called the first time a context is bound.
613 */
614 static void
615 check_context_limits(GLcontext *ctx)
616 {
617 /* Many context limits/constants are limited by the size of
618 * internal arrays.
619 */
620 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
621 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
622 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
623 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
624
625 /* number of coord units cannot be greater than number of image units */
626 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
627
628 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
629 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
630 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
631 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
632
633 /* make sure largest texture image is <= MAX_WIDTH in size */
634 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
635 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
636 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
637
638 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
639 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
640
641 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
642
643 /* XXX probably add more tests */
644 }
645
646
647 /**
648 * Initialize the attribute groups in a GL context.
649 *
650 * \param ctx GL context.
651 *
652 * Initializes all the attributes, calling the respective <tt>init*</tt>
653 * functions for the more complex data structures.
654 */
655 static GLboolean
656 init_attrib_groups(GLcontext *ctx)
657 {
658 assert(ctx);
659
660 /* Constants */
661 _mesa_init_constants( ctx );
662
663 /* Extensions */
664 _mesa_init_extensions( ctx );
665
666 /* Attribute Groups */
667 _mesa_init_accum( ctx );
668 _mesa_init_attrib( ctx );
669 _mesa_init_buffer_objects( ctx );
670 _mesa_init_color( ctx );
671 _mesa_init_colortables( ctx );
672 _mesa_init_current( ctx );
673 _mesa_init_depth( ctx );
674 _mesa_init_debug( ctx );
675 _mesa_init_display_list( ctx );
676 _mesa_init_eval( ctx );
677 _mesa_init_fbobjects( ctx );
678 _mesa_init_feedback( ctx );
679 _mesa_init_fog( ctx );
680 _mesa_init_histogram( ctx );
681 _mesa_init_hint( ctx );
682 _mesa_init_line( ctx );
683 _mesa_init_lighting( ctx );
684 _mesa_init_matrix( ctx );
685 _mesa_init_multisample( ctx );
686 _mesa_init_pixel( ctx );
687 _mesa_init_pixelstore( ctx );
688 _mesa_init_point( ctx );
689 _mesa_init_polygon( ctx );
690 _mesa_init_program( ctx );
691 _mesa_init_queryobj( ctx );
692 #if FEATURE_ARB_sync
693 _mesa_init_sync( ctx );
694 #endif
695 _mesa_init_rastpos( ctx );
696 _mesa_init_scissor( ctx );
697 _mesa_init_shader_state( ctx );
698 _mesa_init_stencil( ctx );
699 _mesa_init_transform( ctx );
700 _mesa_init_varray( ctx );
701 _mesa_init_viewport( ctx );
702
703 if (!_mesa_init_texture( ctx ))
704 return GL_FALSE;
705
706 _mesa_init_texture_s3tc( ctx );
707
708 /* Miscellaneous */
709 ctx->NewState = _NEW_ALL;
710 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
711 ctx->varying_vp_inputs = ~0;
712
713 return GL_TRUE;
714 }
715
716
717 /**
718 * Update default objects in a GL context with respect to shared state.
719 *
720 * \param ctx GL context.
721 *
722 * Removes references to old default objects, (texture objects, program
723 * objects, etc.) and changes to reference those from the current shared
724 * state.
725 */
726 static GLboolean
727 update_default_objects(GLcontext *ctx)
728 {
729 assert(ctx);
730
731 _mesa_update_default_objects_program(ctx);
732 _mesa_update_default_objects_texture(ctx);
733 _mesa_update_default_objects_buffer_objects(ctx);
734
735 return GL_TRUE;
736 }
737
738
739 /**
740 * This is the default function we plug into all dispatch table slots
741 * This helps prevents a segfault when someone calls a GL function without
742 * first checking if the extension's supported.
743 */
744 static int
745 generic_nop(void)
746 {
747 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
748 return 0;
749 }
750
751
752 /**
753 * Allocate and initialize a new dispatch table.
754 */
755 static struct _glapi_table *
756 alloc_dispatch_table(void)
757 {
758 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
759 * In practice, this'll be the same for stand-alone Mesa. But for DRI
760 * Mesa we do this to accomodate different versions of libGL and various
761 * DRI drivers.
762 */
763 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
764 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
765 struct _glapi_table *table =
766 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
767 if (table) {
768 _glapi_proc *entry = (_glapi_proc *) table;
769 GLint i;
770 for (i = 0; i < numEntries; i++) {
771 entry[i] = (_glapi_proc) generic_nop;
772 }
773 }
774 return table;
775 }
776
777
778 /**
779 * Initialize a GLcontext struct (rendering context).
780 *
781 * This includes allocating all the other structs and arrays which hang off of
782 * the context by pointers.
783 * Note that the driver needs to pass in its dd_function_table here since
784 * we need to at least call driverFunctions->NewTextureObject to create the
785 * default texture objects.
786 *
787 * Called by _mesa_create_context().
788 *
789 * Performs the imports and exports callback tables initialization, and
790 * miscellaneous one-time initializations. If no shared context is supplied one
791 * is allocated, and increase its reference count. Setups the GL API dispatch
792 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
793 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
794 * for debug flags.
795 *
796 * \param ctx the context to initialize
797 * \param visual describes the visual attributes for this context
798 * \param share_list points to context to share textures, display lists,
799 * etc with, or NULL
800 * \param driverFunctions table of device driver functions for this context
801 * to use
802 * \param driverContext pointer to driver-specific context data
803 */
804 GLboolean
805 _mesa_initialize_context(GLcontext *ctx,
806 const GLvisual *visual,
807 GLcontext *share_list,
808 const struct dd_function_table *driverFunctions,
809 void *driverContext)
810 {
811 struct gl_shared_state *shared;
812
813 /*ASSERT(driverContext);*/
814 assert(driverFunctions->NewTextureObject);
815 assert(driverFunctions->FreeTexImageData);
816
817 /* misc one-time initializations */
818 one_time_init(ctx);
819
820 ctx->Visual = *visual;
821 ctx->DrawBuffer = NULL;
822 ctx->ReadBuffer = NULL;
823 ctx->WinSysDrawBuffer = NULL;
824 ctx->WinSysReadBuffer = NULL;
825
826 /* Plug in driver functions and context pointer here.
827 * This is important because when we call alloc_shared_state() below
828 * we'll call ctx->Driver.NewTextureObject() to create the default
829 * textures.
830 */
831 ctx->Driver = *driverFunctions;
832 ctx->DriverCtx = driverContext;
833
834 if (share_list) {
835 /* share state with another context */
836 shared = share_list->Shared;
837 }
838 else {
839 /* allocate new, unshared state */
840 shared = _mesa_alloc_shared_state(ctx);
841 if (!shared)
842 return GL_FALSE;
843 }
844
845 _glthread_LOCK_MUTEX(shared->Mutex);
846 ctx->Shared = shared;
847 shared->RefCount++;
848 _glthread_UNLOCK_MUTEX(shared->Mutex);
849
850 if (!init_attrib_groups( ctx )) {
851 _mesa_free_shared_state(ctx, ctx->Shared);
852 return GL_FALSE;
853 }
854
855 /* setup the API dispatch tables */
856 ctx->Exec = alloc_dispatch_table();
857 ctx->Save = alloc_dispatch_table();
858 if (!ctx->Exec || !ctx->Save) {
859 _mesa_free_shared_state(ctx, ctx->Shared);
860 if (ctx->Exec)
861 _mesa_free(ctx->Exec);
862 return GL_FALSE;
863 }
864 #if FEATURE_dispatch
865 _mesa_init_exec_table(ctx->Exec);
866 #endif
867 ctx->CurrentDispatch = ctx->Exec;
868
869 #if FEATURE_dlist
870 _mesa_init_save_table(ctx->Save);
871 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
872 #endif
873
874 /* Neutral tnl module stuff */
875 _mesa_init_exec_vtxfmt( ctx );
876 ctx->TnlModule.Current = NULL;
877 ctx->TnlModule.SwapCount = 0;
878
879 ctx->FragmentProgram._MaintainTexEnvProgram
880 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
881
882 ctx->VertexProgram._MaintainTnlProgram
883 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
884 if (ctx->VertexProgram._MaintainTnlProgram) {
885 /* this is required... */
886 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
887 }
888
889 #ifdef FEATURE_extra_context_init
890 _mesa_initialize_context_extra(ctx);
891 #endif
892
893 ctx->FirstTimeCurrent = GL_TRUE;
894
895 return GL_TRUE;
896 }
897
898
899 /**
900 * Allocate and initialize a GLcontext structure.
901 * Note that the driver needs to pass in its dd_function_table here since
902 * we need to at least call driverFunctions->NewTextureObject to initialize
903 * the rendering context.
904 *
905 * \param visual a GLvisual pointer (we copy the struct contents)
906 * \param share_list another context to share display lists with or NULL
907 * \param driverFunctions points to the dd_function_table into which the
908 * driver has plugged in all its special functions.
909 * \param driverContext points to the device driver's private context state
910 *
911 * \return pointer to a new __GLcontextRec or NULL if error.
912 */
913 GLcontext *
914 _mesa_create_context(const GLvisual *visual,
915 GLcontext *share_list,
916 const struct dd_function_table *driverFunctions,
917 void *driverContext)
918 {
919 GLcontext *ctx;
920
921 ASSERT(visual);
922 /*ASSERT(driverContext);*/
923
924 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
925 if (!ctx)
926 return NULL;
927
928 if (_mesa_initialize_context(ctx, visual, share_list,
929 driverFunctions, driverContext)) {
930 return ctx;
931 }
932 else {
933 _mesa_free(ctx);
934 return NULL;
935 }
936 }
937
938
939 /**
940 * Free the data associated with the given context.
941 *
942 * But doesn't free the GLcontext struct itself.
943 *
944 * \sa _mesa_initialize_context() and init_attrib_groups().
945 */
946 void
947 _mesa_free_context_data( GLcontext *ctx )
948 {
949 GLint RefCount;
950
951 if (!_mesa_get_current_context()){
952 /* No current context, but we may need one in order to delete
953 * texture objs, etc. So temporarily bind the context now.
954 */
955 _mesa_make_current(ctx, NULL, NULL);
956 }
957
958 /* unreference WinSysDraw/Read buffers */
959 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
960 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
961 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
962 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
963
964 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
965 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
966 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
967
968 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
969 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
970 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
971
972 _mesa_free_attrib_data(ctx);
973 _mesa_free_lighting_data( ctx );
974 _mesa_free_eval_data( ctx );
975 _mesa_free_texture_data( ctx );
976 _mesa_free_matrix_data( ctx );
977 _mesa_free_viewport_data( ctx );
978 _mesa_free_colortables_data( ctx );
979 _mesa_free_program_data(ctx);
980 _mesa_free_shader_state(ctx);
981 _mesa_free_queryobj_data(ctx);
982 #if FEATURE_ARB_sync
983 _mesa_free_sync_data(ctx);
984 #endif
985 _mesa_free_varray_data(ctx);
986
987 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
988
989 #if FEATURE_ARB_pixel_buffer_object
990 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
991 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
992 #endif
993
994 #if FEATURE_ARB_vertex_buffer_object
995 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
996 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
997 #endif
998
999 /* free dispatch tables */
1000 _mesa_free(ctx->Exec);
1001 _mesa_free(ctx->Save);
1002
1003 /* Shared context state (display lists, textures, etc) */
1004 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1005 RefCount = --ctx->Shared->RefCount;
1006 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1007 assert(RefCount >= 0);
1008 if (RefCount == 0) {
1009 /* free shared state */
1010 _mesa_free_shared_state( ctx, ctx->Shared );
1011 }
1012
1013 /* needs to be after freeing shared state */
1014 _mesa_free_display_list_data(ctx);
1015
1016 if (ctx->Extensions.String)
1017 _mesa_free((void *) ctx->Extensions.String);
1018
1019 /* unbind the context if it's currently bound */
1020 if (ctx == _mesa_get_current_context()) {
1021 _mesa_make_current(NULL, NULL, NULL);
1022 }
1023 }
1024
1025
1026 /**
1027 * Destroy a GLcontext structure.
1028 *
1029 * \param ctx GL context.
1030 *
1031 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1032 */
1033 void
1034 _mesa_destroy_context( GLcontext *ctx )
1035 {
1036 if (ctx) {
1037 _mesa_free_context_data(ctx);
1038 _mesa_free( (void *) ctx );
1039 }
1040 }
1041
1042
1043 #if _HAVE_FULL_GL
1044 /**
1045 * Copy attribute groups from one context to another.
1046 *
1047 * \param src source context
1048 * \param dst destination context
1049 * \param mask bitwise OR of GL_*_BIT flags
1050 *
1051 * According to the bits specified in \p mask, copies the corresponding
1052 * attributes from \p src into \p dst. For many of the attributes a simple \c
1053 * memcpy is not enough due to the existence of internal pointers in their data
1054 * structures.
1055 */
1056 void
1057 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1058 {
1059 if (mask & GL_ACCUM_BUFFER_BIT) {
1060 /* OK to memcpy */
1061 dst->Accum = src->Accum;
1062 }
1063 if (mask & GL_COLOR_BUFFER_BIT) {
1064 /* OK to memcpy */
1065 dst->Color = src->Color;
1066 }
1067 if (mask & GL_CURRENT_BIT) {
1068 /* OK to memcpy */
1069 dst->Current = src->Current;
1070 }
1071 if (mask & GL_DEPTH_BUFFER_BIT) {
1072 /* OK to memcpy */
1073 dst->Depth = src->Depth;
1074 }
1075 if (mask & GL_ENABLE_BIT) {
1076 /* no op */
1077 }
1078 if (mask & GL_EVAL_BIT) {
1079 /* OK to memcpy */
1080 dst->Eval = src->Eval;
1081 }
1082 if (mask & GL_FOG_BIT) {
1083 /* OK to memcpy */
1084 dst->Fog = src->Fog;
1085 }
1086 if (mask & GL_HINT_BIT) {
1087 /* OK to memcpy */
1088 dst->Hint = src->Hint;
1089 }
1090 if (mask & GL_LIGHTING_BIT) {
1091 GLuint i;
1092 /* begin with memcpy */
1093 dst->Light = src->Light;
1094 /* fixup linked lists to prevent pointer insanity */
1095 make_empty_list( &(dst->Light.EnabledList) );
1096 for (i = 0; i < MAX_LIGHTS; i++) {
1097 if (dst->Light.Light[i].Enabled) {
1098 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1099 }
1100 }
1101 }
1102 if (mask & GL_LINE_BIT) {
1103 /* OK to memcpy */
1104 dst->Line = src->Line;
1105 }
1106 if (mask & GL_LIST_BIT) {
1107 /* OK to memcpy */
1108 dst->List = src->List;
1109 }
1110 if (mask & GL_PIXEL_MODE_BIT) {
1111 /* OK to memcpy */
1112 dst->Pixel = src->Pixel;
1113 }
1114 if (mask & GL_POINT_BIT) {
1115 /* OK to memcpy */
1116 dst->Point = src->Point;
1117 }
1118 if (mask & GL_POLYGON_BIT) {
1119 /* OK to memcpy */
1120 dst->Polygon = src->Polygon;
1121 }
1122 if (mask & GL_POLYGON_STIPPLE_BIT) {
1123 /* Use loop instead of MEMCPY due to problem with Portland Group's
1124 * C compiler. Reported by John Stone.
1125 */
1126 GLuint i;
1127 for (i = 0; i < 32; i++) {
1128 dst->PolygonStipple[i] = src->PolygonStipple[i];
1129 }
1130 }
1131 if (mask & GL_SCISSOR_BIT) {
1132 /* OK to memcpy */
1133 dst->Scissor = src->Scissor;
1134 }
1135 if (mask & GL_STENCIL_BUFFER_BIT) {
1136 /* OK to memcpy */
1137 dst->Stencil = src->Stencil;
1138 }
1139 if (mask & GL_TEXTURE_BIT) {
1140 /* Cannot memcpy because of pointers */
1141 _mesa_copy_texture_state(src, dst);
1142 }
1143 if (mask & GL_TRANSFORM_BIT) {
1144 /* OK to memcpy */
1145 dst->Transform = src->Transform;
1146 }
1147 if (mask & GL_VIEWPORT_BIT) {
1148 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1149 dst->Viewport.X = src->Viewport.X;
1150 dst->Viewport.Y = src->Viewport.Y;
1151 dst->Viewport.Width = src->Viewport.Width;
1152 dst->Viewport.Height = src->Viewport.Height;
1153 dst->Viewport.Near = src->Viewport.Near;
1154 dst->Viewport.Far = src->Viewport.Far;
1155 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1156 }
1157
1158 /* XXX FIXME: Call callbacks?
1159 */
1160 dst->NewState = _NEW_ALL;
1161 }
1162 #endif
1163
1164
1165 /**
1166 * Check if the given context can render into the given framebuffer
1167 * by checking visual attributes.
1168 *
1169 * Most of these tests could go away because Mesa is now pretty flexible
1170 * in terms of mixing rendering contexts with framebuffers. As long
1171 * as RGB vs. CI mode agree, we're probably good.
1172 *
1173 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1174 */
1175 static GLboolean
1176 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1177 {
1178 const GLvisual *ctxvis = &ctx->Visual;
1179 const GLvisual *bufvis = &buffer->Visual;
1180
1181 if (ctxvis == bufvis)
1182 return GL_TRUE;
1183
1184 if (ctxvis->rgbMode != bufvis->rgbMode)
1185 return GL_FALSE;
1186 #if 0
1187 /* disabling this fixes the fgl_glxgears pbuffer demo */
1188 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1189 return GL_FALSE;
1190 #endif
1191 if (ctxvis->stereoMode && !bufvis->stereoMode)
1192 return GL_FALSE;
1193 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1194 return GL_FALSE;
1195 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1196 return GL_FALSE;
1197 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1198 return GL_FALSE;
1199 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1200 return GL_FALSE;
1201 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1202 return GL_FALSE;
1203 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1204 return GL_FALSE;
1205 #if 0
1206 /* disabled (see bug 11161) */
1207 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1208 return GL_FALSE;
1209 #endif
1210 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1211 return GL_FALSE;
1212
1213 return GL_TRUE;
1214 }
1215
1216
1217 /**
1218 * Do one-time initialization for the given framebuffer. Specifically,
1219 * ask the driver for the window's current size and update the framebuffer
1220 * object to match.
1221 * Really, the device driver should totally take care of this.
1222 */
1223 static void
1224 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1225 {
1226 GLuint width, height;
1227 if (ctx->Driver.GetBufferSize) {
1228 ctx->Driver.GetBufferSize(fb, &width, &height);
1229 if (ctx->Driver.ResizeBuffers)
1230 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1231 fb->Initialized = GL_TRUE;
1232 }
1233 }
1234
1235
1236 /**
1237 * Check if the viewport/scissor size has not yet been initialized.
1238 * Initialize the size if the given width and height are non-zero.
1239 */
1240 void
1241 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1242 {
1243 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1244 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1245 * potential infinite recursion.
1246 */
1247 ctx->ViewportInitialized = GL_TRUE;
1248 _mesa_set_viewport(ctx, 0, 0, width, height);
1249 _mesa_set_scissor(ctx, 0, 0, width, height);
1250 }
1251 }
1252
1253
1254 /**
1255 * Bind the given context to the given drawBuffer and readBuffer and
1256 * make it the current context for the calling thread.
1257 * We'll render into the drawBuffer and read pixels from the
1258 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1259 *
1260 * We check that the context's and framebuffer's visuals are compatible
1261 * and return immediately if they're not.
1262 *
1263 * \param newCtx the new GL context. If NULL then there will be no current GL
1264 * context.
1265 * \param drawBuffer the drawing framebuffer
1266 * \param readBuffer the reading framebuffer
1267 */
1268 GLboolean
1269 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1270 GLframebuffer *readBuffer )
1271 {
1272 if (MESA_VERBOSE & VERBOSE_API)
1273 _mesa_debug(newCtx, "_mesa_make_current()\n");
1274
1275 /* Check that the context's and framebuffer's visuals are compatible.
1276 */
1277 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1278 if (!check_compatible(newCtx, drawBuffer)) {
1279 _mesa_warning(newCtx,
1280 "MakeCurrent: incompatible visuals for context and drawbuffer");
1281 return GL_FALSE;
1282 }
1283 }
1284 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1285 if (!check_compatible(newCtx, readBuffer)) {
1286 _mesa_warning(newCtx,
1287 "MakeCurrent: incompatible visuals for context and readbuffer");
1288 return GL_FALSE;
1289 }
1290 }
1291
1292 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1293 _glapi_set_context((void *) newCtx);
1294 ASSERT(_mesa_get_current_context() == newCtx);
1295
1296 if (!newCtx) {
1297 _glapi_set_dispatch(NULL); /* none current */
1298 }
1299 else {
1300 _glapi_set_dispatch(newCtx->CurrentDispatch);
1301
1302 if (drawBuffer && readBuffer) {
1303 /* TODO: check if newCtx and buffer's visual match??? */
1304
1305 ASSERT(drawBuffer->Name == 0);
1306 ASSERT(readBuffer->Name == 0);
1307 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1308 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1309
1310 /*
1311 * Only set the context's Draw/ReadBuffer fields if they're NULL
1312 * or not bound to a user-created FBO.
1313 */
1314 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1315 /* KW: merge conflict here, revisit.
1316 */
1317 /* fix up the fb fields - these will end up wrong otherwise
1318 * if the DRIdrawable changes, and everything relies on them.
1319 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1320 */
1321 unsigned int i;
1322 GLenum buffers[MAX_DRAW_BUFFERS];
1323
1324 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1325
1326 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1327 buffers[i] = newCtx->Color.DrawBuffer[i];
1328 }
1329
1330 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1331 }
1332 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1333 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1334 }
1335
1336 /* XXX only set this flag if we're really changing the draw/read
1337 * framebuffer bindings.
1338 */
1339 newCtx->NewState |= _NEW_BUFFERS;
1340
1341 #if 1
1342 /* We want to get rid of these lines: */
1343
1344 #if _HAVE_FULL_GL
1345 if (!drawBuffer->Initialized) {
1346 initialize_framebuffer_size(newCtx, drawBuffer);
1347 }
1348 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1349 initialize_framebuffer_size(newCtx, readBuffer);
1350 }
1351
1352 _mesa_resizebuffers(newCtx);
1353 #endif
1354
1355 #else
1356 /* We want the drawBuffer and readBuffer to be initialized by
1357 * the driver.
1358 * This generally means the Width and Height match the actual
1359 * window size and the renderbuffers (both hardware and software
1360 * based) are allocated to match. The later can generally be
1361 * done with a call to _mesa_resize_framebuffer().
1362 *
1363 * It's theoretically possible for a buffer to have zero width
1364 * or height, but for now, assert check that the driver did what's
1365 * expected of it.
1366 */
1367 ASSERT(drawBuffer->Width > 0);
1368 ASSERT(drawBuffer->Height > 0);
1369 #endif
1370
1371 if (drawBuffer) {
1372 _mesa_check_init_viewport(newCtx,
1373 drawBuffer->Width, drawBuffer->Height);
1374 }
1375 }
1376
1377 if (newCtx->FirstTimeCurrent) {
1378 check_context_limits(newCtx);
1379
1380 /* We can use this to help debug user's problems. Tell them to set
1381 * the MESA_INFO env variable before running their app. Then the
1382 * first time each context is made current we'll print some useful
1383 * information.
1384 */
1385 if (_mesa_getenv("MESA_INFO")) {
1386 _mesa_print_info();
1387 }
1388
1389 newCtx->FirstTimeCurrent = GL_FALSE;
1390 }
1391 }
1392
1393 return GL_TRUE;
1394 }
1395
1396
1397 /**
1398 * Make context 'ctx' share the display lists, textures and programs
1399 * that are associated with 'ctxToShare'.
1400 * Any display lists, textures or programs associated with 'ctx' will
1401 * be deleted if nobody else is sharing them.
1402 */
1403 GLboolean
1404 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1405 {
1406 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1407 struct gl_shared_state *oldSharedState = ctx->Shared;
1408 GLint RefCount;
1409
1410 ctx->Shared = ctxToShare->Shared;
1411
1412 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1413 ctx->Shared->RefCount++;
1414 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1415
1416 update_default_objects(ctx);
1417
1418 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1419 RefCount = --oldSharedState->RefCount;
1420 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1421
1422 if (RefCount == 0) {
1423 _mesa_free_shared_state(ctx, oldSharedState);
1424 }
1425
1426 return GL_TRUE;
1427 }
1428 else {
1429 return GL_FALSE;
1430 }
1431 }
1432
1433
1434
1435 /**
1436 * \return pointer to the current GL context for this thread.
1437 *
1438 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1439 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1440 * context.h.
1441 */
1442 GLcontext *
1443 _mesa_get_current_context( void )
1444 {
1445 return (GLcontext *) _glapi_get_context();
1446 }
1447
1448
1449 /**
1450 * Get context's current API dispatch table.
1451 *
1452 * It'll either be the immediate-mode execute dispatcher or the display list
1453 * compile dispatcher.
1454 *
1455 * \param ctx GL context.
1456 *
1457 * \return pointer to dispatch_table.
1458 *
1459 * Simply returns __GLcontextRec::CurrentDispatch.
1460 */
1461 struct _glapi_table *
1462 _mesa_get_dispatch(GLcontext *ctx)
1463 {
1464 return ctx->CurrentDispatch;
1465 }
1466
1467 /*@}*/
1468
1469
1470 /**********************************************************************/
1471 /** \name Miscellaneous functions */
1472 /**********************************************************************/
1473 /*@{*/
1474
1475 /**
1476 * Record an error.
1477 *
1478 * \param ctx GL context.
1479 * \param error error code.
1480 *
1481 * Records the given error code and call the driver's dd_function_table::Error
1482 * function if defined.
1483 *
1484 * \sa
1485 * This is called via _mesa_error().
1486 */
1487 void
1488 _mesa_record_error(GLcontext *ctx, GLenum error)
1489 {
1490 if (!ctx)
1491 return;
1492
1493 if (ctx->ErrorValue == GL_NO_ERROR) {
1494 ctx->ErrorValue = error;
1495 }
1496
1497 /* Call device driver's error handler, if any. This is used on the Mac. */
1498 if (ctx->Driver.Error) {
1499 ctx->Driver.Error(ctx);
1500 }
1501 }
1502
1503
1504 /**
1505 * Flush commands and wait for completion.
1506 */
1507 void
1508 _mesa_finish(GLcontext *ctx)
1509 {
1510 FLUSH_CURRENT( ctx, 0 );
1511 if (ctx->Driver.Finish) {
1512 ctx->Driver.Finish(ctx);
1513 }
1514 }
1515
1516
1517 /**
1518 * Flush commands.
1519 */
1520 void
1521 _mesa_flush(GLcontext *ctx)
1522 {
1523 FLUSH_CURRENT( ctx, 0 );
1524 if (ctx->Driver.Flush) {
1525 ctx->Driver.Flush(ctx);
1526 }
1527 }
1528
1529
1530
1531 /**
1532 * Execute glFinish().
1533 *
1534 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1535 * dd_function_table::Finish driver callback, if not NULL.
1536 */
1537 void GLAPIENTRY
1538 _mesa_Finish(void)
1539 {
1540 GET_CURRENT_CONTEXT(ctx);
1541 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1542 _mesa_finish(ctx);
1543 }
1544
1545
1546 /**
1547 * Execute glFlush().
1548 *
1549 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1550 * dd_function_table::Flush driver callback, if not NULL.
1551 */
1552 void GLAPIENTRY
1553 _mesa_Flush(void)
1554 {
1555 GET_CURRENT_CONTEXT(ctx);
1556 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1557 _mesa_flush(ctx);
1558 }
1559
1560
1561 /**
1562 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1563 * MUL/MAD, or vice versa, call this function to register that.
1564 * Otherwise we default to MUL/MAD.
1565 */
1566 void
1567 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1568 GLboolean flag )
1569 {
1570 ctx->mvp_with_dp4 = flag;
1571 }
1572
1573
1574
1575 /**
1576 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1577 * is called to see if it's valid to render. This involves checking that
1578 * the current shader is valid and the framebuffer is complete.
1579 * If an error is detected it'll be recorded here.
1580 * \return GL_TRUE if OK to render, GL_FALSE if not
1581 */
1582 GLboolean
1583 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1584 {
1585 if (ctx->Shader.CurrentProgram) {
1586 /* using shaders */
1587 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1588 _mesa_error(ctx, GL_INVALID_OPERATION,
1589 "%s(shader not linked), where");
1590 return GL_FALSE;
1591 }
1592 #if 0 /* not normally enabled */
1593 {
1594 char errMsg[100];
1595 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1596 errMsg)) {
1597 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1598 ctx->Shader.CurrentProgram->Name, errMsg);
1599 }
1600 }
1601 #endif
1602 }
1603 else {
1604 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1605 _mesa_error(ctx, GL_INVALID_OPERATION,
1606 "%s(vertex program not valid)", where);
1607 return GL_FALSE;
1608 }
1609 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1610 _mesa_error(ctx, GL_INVALID_OPERATION,
1611 "%s(fragment program not valid)", where);
1612 return GL_FALSE;
1613 }
1614 }
1615
1616 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1617 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1618 "%s(incomplete framebuffer)", where);
1619 return GL_FALSE;
1620 }
1621
1622 #ifdef DEBUG
1623 if (ctx->Shader.Flags & GLSL_LOG) {
1624 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1625 if (shProg) {
1626 if (!shProg->_Used) {
1627 /* This is the first time this shader is being used.
1628 * Append shader's constants/uniforms to log file.
1629 */
1630 GLuint i;
1631 for (i = 0; i < shProg->NumShaders; i++) {
1632 struct gl_shader *sh = shProg->Shaders[i];
1633 if (sh->Type == GL_VERTEX_SHADER) {
1634 _mesa_append_uniforms_to_file(sh,
1635 &shProg->VertexProgram->Base);
1636 }
1637 else if (sh->Type == GL_FRAGMENT_SHADER) {
1638 _mesa_append_uniforms_to_file(sh,
1639 &shProg->FragmentProgram->Base);
1640 }
1641 }
1642 shProg->_Used = GL_TRUE;
1643 }
1644 }
1645 }
1646 #endif
1647
1648 return GL_TRUE;
1649 }
1650
1651
1652 /*@}*/