Clean-up and re-org of the main GLSL object types.
[mesa.git] / src / mesa / main / context.c
1 /**
2 * \file context.c
3 * Mesa context/visual/framebuffer management functions.
4 * \author Brian Paul
5 */
6
7 /*
8 * Mesa 3-D graphics library
9 * Version: 6.5
10 *
11 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
12 *
13 * Permission is hereby granted, free of charge, to any person obtaining a
14 * copy of this software and associated documentation files (the "Software"),
15 * to deal in the Software without restriction, including without limitation
16 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
17 * and/or sell copies of the Software, and to permit persons to whom the
18 * Software is furnished to do so, subject to the following conditions:
19 *
20 * The above copyright notice and this permission notice shall be included
21 * in all copies or substantial portions of the Software.
22 *
23 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
24 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
26 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
27 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
28 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 */
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 "imports.h"
81 #include "accum.h"
82 #include "arrayobj.h"
83 #include "attrib.h"
84 #include "blend.h"
85 #include "buffers.h"
86 #include "bufferobj.h"
87 #include "colortab.h"
88 #include "context.h"
89 #include "debug.h"
90 #include "depth.h"
91 #include "dlist.h"
92 #include "eval.h"
93 #include "enums.h"
94 #include "extensions.h"
95 #include "fbobject.h"
96 #include "feedback.h"
97 #include "fog.h"
98 #include "get.h"
99 #include "glthread.h"
100 #include "glapioffsets.h"
101 #include "histogram.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "atifragshader.h"
105 #include "light.h"
106 #include "lines.h"
107 #include "macros.h"
108 #include "matrix.h"
109 #include "occlude.h"
110 #include "pixel.h"
111 #include "points.h"
112 #include "polygon.h"
113 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
114 #include "program.h"
115 #endif
116 #include "rastpos.h"
117 #include "simple_list.h"
118 #include "state.h"
119 #include "stencil.h"
120 #include "texcompress.h"
121 #include "teximage.h"
122 #include "texobj.h"
123 #include "texstate.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "vtxfmt.h"
128 #if _HAVE_FULL_GL
129 #include "math/m_translate.h"
130 #include "math/m_matrix.h"
131 #include "math/m_xform.h"
132 #include "math/mathmod.h"
133 #endif
134 #include "shaders.h"
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #ifndef MESA_VERBOSE
141 int MESA_VERBOSE = 0;
142 #endif
143
144 #ifndef MESA_DEBUG_FLAGS
145 int MESA_DEBUG_FLAGS = 0;
146 #endif
147
148
149 /* ubyte -> float conversion */
150 GLfloat _mesa_ubyte_to_float_color_tab[256];
151
152 static void
153 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
154
155
156 /**********************************************************************/
157 /** \name OpenGL SI-style interface (new in Mesa 3.5)
158 *
159 * \if subset
160 * \note Most of these functions are never called in the Mesa subset.
161 * \endif
162 */
163 /*@{*/
164
165 /**
166 * Destroy context callback.
167 *
168 * \param gc context.
169 * \return GL_TRUE on success, or GL_FALSE on failure.
170 *
171 * \ifnot subset
172 * Called by window system/device driver (via __GLexports::destroyCurrent) when
173 * the rendering context is to be destroyed.
174 * \endif
175 *
176 * Frees the context data and the context structure.
177 */
178 GLboolean
179 _mesa_destroyContext(__GLcontext *gc)
180 {
181 if (gc) {
182 _mesa_free_context_data(gc);
183 _mesa_free(gc);
184 }
185 return GL_TRUE;
186 }
187
188 /**
189 * Unbind context callback.
190 *
191 * \param gc context.
192 * \return GL_TRUE on success, or GL_FALSE on failure.
193 *
194 * \ifnot subset
195 * Called by window system/device driver (via __GLexports::loseCurrent)
196 * when the rendering context is made non-current.
197 * \endif
198 *
199 * No-op
200 */
201 GLboolean
202 _mesa_loseCurrent(__GLcontext *gc)
203 {
204 /* XXX unbind context from thread */
205 (void) gc;
206 return GL_TRUE;
207 }
208
209 /**
210 * Bind context callback.
211 *
212 * \param gc context.
213 * \return GL_TRUE on success, or GL_FALSE on failure.
214 *
215 * \ifnot subset
216 * Called by window system/device driver (via __GLexports::makeCurrent)
217 * when the rendering context is made current.
218 * \endif
219 *
220 * No-op
221 */
222 GLboolean
223 _mesa_makeCurrent(__GLcontext *gc)
224 {
225 /* XXX bind context to thread */
226 (void) gc;
227 return GL_TRUE;
228 }
229
230 /**
231 * Share context callback.
232 *
233 * \param gc context.
234 * \param gcShare shared context.
235 * \return GL_TRUE on success, or GL_FALSE on failure.
236 *
237 * \ifnot subset
238 * Called by window system/device driver (via __GLexports::shareContext)
239 * \endif
240 *
241 * Update the shared context reference count, gl_shared_state::RefCount.
242 */
243 GLboolean
244 _mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
245 {
246 if (gc && gcShare && gc->Shared && gcShare->Shared) {
247 gc->Shared->RefCount--;
248 if (gc->Shared->RefCount == 0) {
249 free_shared_state(gc, gc->Shared);
250 }
251 gc->Shared = gcShare->Shared;
252 gc->Shared->RefCount++;
253 return GL_TRUE;
254 }
255 else {
256 return GL_FALSE;
257 }
258 }
259
260
261 #if _HAVE_FULL_GL
262 /**
263 * Copy context callback.
264 */
265 GLboolean
266 _mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
267 {
268 if (dst && src) {
269 _mesa_copy_context( src, dst, mask );
270 return GL_TRUE;
271 }
272 else {
273 return GL_FALSE;
274 }
275 }
276 #endif
277
278 /** No-op */
279 GLboolean
280 _mesa_forceCurrent(__GLcontext *gc)
281 {
282 (void) gc;
283 return GL_TRUE;
284 }
285
286 /**
287 * Windows/buffer resizing notification callback.
288 *
289 * \param gc GL context.
290 * \return GL_TRUE on success, or GL_FALSE on failure.
291 */
292 GLboolean
293 _mesa_notifyResize(__GLcontext *gc)
294 {
295 GLint x, y;
296 GLuint width, height;
297 __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
298 if (!d || !d->getDrawableSize)
299 return GL_FALSE;
300 d->getDrawableSize( d, &x, &y, &width, &height );
301 /* update viewport, resize software buffers, etc. */
302 return GL_TRUE;
303 }
304
305 /**
306 * Window/buffer destruction notification callback.
307 *
308 * \param gc GL context.
309 *
310 * Called when the context's window/buffer is going to be destroyed.
311 *
312 * No-op
313 */
314 void
315 _mesa_notifyDestroy(__GLcontext *gc)
316 {
317 /* Unbind from it. */
318 (void) gc;
319 }
320
321 /**
322 * Swap buffers notification callback.
323 *
324 * \param gc GL context.
325 *
326 * Called by window system just before swapping buffers.
327 * We have to finish any pending rendering.
328 */
329 void
330 _mesa_notifySwapBuffers(__GLcontext *gc)
331 {
332 FLUSH_VERTICES( gc, 0 );
333 }
334
335 /** No-op */
336 struct __GLdispatchStateRec *
337 _mesa_dispatchExec(__GLcontext *gc)
338 {
339 (void) gc;
340 return NULL;
341 }
342
343 /** No-op */
344 void
345 _mesa_beginDispatchOverride(__GLcontext *gc)
346 {
347 (void) gc;
348 }
349
350 /** No-op */
351 void
352 _mesa_endDispatchOverride(__GLcontext *gc)
353 {
354 (void) gc;
355 }
356
357 /**
358 * \ifnot subset
359 * Setup the exports.
360 *
361 * The window system will call these functions when it needs Mesa to do
362 * something.
363 *
364 * \note Device drivers should override these functions! For example,
365 * the Xlib driver should plug in the XMesa*-style functions into this
366 * structure. The XMesa-style functions should then call the _mesa_*
367 * version of these functions. This is an approximation to OO design
368 * (inheritance and virtual functions).
369 * \endif
370 *
371 * \if subset
372 * No-op.
373 *
374 * \endif
375 */
376 static void
377 _mesa_init_default_exports(__GLexports *exports)
378 {
379 #if _HAVE_FULL_GL
380 exports->destroyContext = _mesa_destroyContext;
381 exports->loseCurrent = _mesa_loseCurrent;
382 exports->makeCurrent = _mesa_makeCurrent;
383 exports->shareContext = _mesa_shareContext;
384 exports->copyContext = _mesa_copyContext;
385 exports->forceCurrent = _mesa_forceCurrent;
386 exports->notifyResize = _mesa_notifyResize;
387 exports->notifyDestroy = _mesa_notifyDestroy;
388 exports->notifySwapBuffers = _mesa_notifySwapBuffers;
389 exports->dispatchExec = _mesa_dispatchExec;
390 exports->beginDispatchOverride = _mesa_beginDispatchOverride;
391 exports->endDispatchOverride = _mesa_endDispatchOverride;
392 #else
393 (void) exports;
394 #endif
395 }
396
397 /**
398 * Exported OpenGL SI interface.
399 */
400 __GLcontext *
401 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
402 {
403 GLcontext *ctx;
404
405 ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
406 if (ctx == NULL) {
407 return NULL;
408 }
409
410 /* XXX doesn't work at this time */
411 _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
412 ctx->imports = *imports;
413
414 return ctx;
415 }
416
417 /**
418 * Exported OpenGL SI interface.
419 */
420 void
421 __glCoreNopDispatch(void)
422 {
423 #if 0
424 /* SI */
425 __gl_dispatch = __glNopDispatchState;
426 #else
427 /* Mesa */
428 _glapi_set_dispatch(NULL);
429 #endif
430 }
431
432 /*@}*/
433
434
435 /**********************************************************************/
436 /** \name GL Visual allocation/destruction */
437 /**********************************************************************/
438 /*@{*/
439
440 /**
441 * Allocates a GLvisual structure and initializes it via
442 * _mesa_initialize_visual().
443 *
444 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
445 * \param dbFlag double buffering
446 * \param stereoFlag stereo buffer
447 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
448 * is acceptable but the actual depth type will be GLushort or GLuint as
449 * needed.
450 * \param stencilBits requested minimum bits per stencil buffer value
451 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
452 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
453 * \param redBits number of bits per color component in frame buffer for RGB(A)
454 * mode. We always use 8 in core Mesa though.
455 * \param greenBits same as above.
456 * \param blueBits same as above.
457 * \param alphaBits same as above.
458 * \param numSamples not really used.
459 *
460 * \return pointer to new GLvisual or NULL if requested parameters can't be
461 * met.
462 *
463 * \note Need to add params for level and numAuxBuffers (at least)
464 */
465 GLvisual *
466 _mesa_create_visual( GLboolean rgbFlag,
467 GLboolean dbFlag,
468 GLboolean stereoFlag,
469 GLint redBits,
470 GLint greenBits,
471 GLint blueBits,
472 GLint alphaBits,
473 GLint indexBits,
474 GLint depthBits,
475 GLint stencilBits,
476 GLint accumRedBits,
477 GLint accumGreenBits,
478 GLint accumBlueBits,
479 GLint accumAlphaBits,
480 GLint numSamples )
481 {
482 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
483 if (vis) {
484 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
485 redBits, greenBits, blueBits, alphaBits,
486 indexBits, depthBits, stencilBits,
487 accumRedBits, accumGreenBits,
488 accumBlueBits, accumAlphaBits,
489 numSamples)) {
490 _mesa_free(vis);
491 return NULL;
492 }
493 }
494 return vis;
495 }
496
497 /**
498 * Makes some sanity checks and fills in the fields of the
499 * GLvisual object with the given parameters. If the caller needs
500 * to set additional fields, he should just probably init the whole GLvisual
501 * object himself.
502 * \return GL_TRUE on success, or GL_FALSE on failure.
503 *
504 * \sa _mesa_create_visual() above for the parameter description.
505 */
506 GLboolean
507 _mesa_initialize_visual( GLvisual *vis,
508 GLboolean rgbFlag,
509 GLboolean dbFlag,
510 GLboolean stereoFlag,
511 GLint redBits,
512 GLint greenBits,
513 GLint blueBits,
514 GLint alphaBits,
515 GLint indexBits,
516 GLint depthBits,
517 GLint stencilBits,
518 GLint accumRedBits,
519 GLint accumGreenBits,
520 GLint accumBlueBits,
521 GLint accumAlphaBits,
522 GLint numSamples )
523 {
524 assert(vis);
525
526 if (depthBits < 0 || depthBits > 32) {
527 return GL_FALSE;
528 }
529 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
530 return GL_FALSE;
531 }
532 assert(accumRedBits >= 0);
533 assert(accumGreenBits >= 0);
534 assert(accumBlueBits >= 0);
535 assert(accumAlphaBits >= 0);
536
537 vis->rgbMode = rgbFlag;
538 vis->doubleBufferMode = dbFlag;
539 vis->stereoMode = stereoFlag;
540
541 vis->redBits = redBits;
542 vis->greenBits = greenBits;
543 vis->blueBits = blueBits;
544 vis->alphaBits = alphaBits;
545 vis->rgbBits = redBits + greenBits + blueBits;
546
547 vis->indexBits = indexBits;
548 vis->depthBits = depthBits;
549 vis->stencilBits = stencilBits;
550
551 vis->accumRedBits = accumRedBits;
552 vis->accumGreenBits = accumGreenBits;
553 vis->accumBlueBits = accumBlueBits;
554 vis->accumAlphaBits = accumAlphaBits;
555
556 vis->haveAccumBuffer = accumRedBits > 0;
557 vis->haveDepthBuffer = depthBits > 0;
558 vis->haveStencilBuffer = stencilBits > 0;
559
560 vis->numAuxBuffers = 0;
561 vis->level = 0;
562 vis->pixmapMode = 0;
563 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
564 vis->samples = numSamples;
565
566 return GL_TRUE;
567 }
568
569
570 /**
571 * Destroy a visual and free its memory.
572 *
573 * \param vis visual.
574 *
575 * Frees the visual structure.
576 */
577 void
578 _mesa_destroy_visual( GLvisual *vis )
579 {
580 _mesa_free(vis);
581 }
582
583 /*@}*/
584
585
586 /**********************************************************************/
587 /** \name Context allocation, initialization, destroying
588 *
589 * The purpose of the most initialization functions here is to provide the
590 * default state values according to the OpenGL specification.
591 */
592 /**********************************************************************/
593 /*@{*/
594
595 /**
596 * One-time initialization mutex lock.
597 *
598 * \sa Used by one_time_init().
599 */
600 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
601
602 /**
603 * Calls all the various one-time-init functions in Mesa.
604 *
605 * While holding a global mutex lock, calls several initialization functions,
606 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
607 * defined.
608 *
609 * \sa _math_init().
610 */
611 static void
612 one_time_init( GLcontext *ctx )
613 {
614 static GLboolean alreadyCalled = GL_FALSE;
615 (void) ctx;
616 _glthread_LOCK_MUTEX(OneTimeLock);
617 if (!alreadyCalled) {
618 GLuint i;
619
620 /* do some implementation tests */
621 assert( sizeof(GLbyte) == 1 );
622 assert( sizeof(GLubyte) == 1 );
623 assert( sizeof(GLshort) == 2 );
624 assert( sizeof(GLushort) == 2 );
625 assert( sizeof(GLint) == 4 );
626 assert( sizeof(GLuint) == 4 );
627
628 #if _HAVE_FULL_GL
629 _math_init();
630
631 for (i = 0; i < 256; i++) {
632 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
633 }
634 #endif
635
636 #ifdef USE_SPARC_ASM
637 _mesa_init_sparc_glapi_relocs();
638 #endif
639 if (_mesa_getenv("MESA_DEBUG")) {
640 _glapi_noop_enable_warnings(GL_TRUE);
641 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
642 }
643 else {
644 _glapi_noop_enable_warnings(GL_FALSE);
645 }
646
647 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
648 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
649 MESA_VERSION_STRING, __DATE__, __TIME__);
650 #endif
651
652 alreadyCalled = GL_TRUE;
653 }
654 _glthread_UNLOCK_MUTEX(OneTimeLock);
655 }
656
657
658 /**
659 * Allocate and initialize a shared context state structure.
660 * Initializes the display list, texture objects and vertex programs hash
661 * tables, allocates the texture objects. If it runs out of memory, frees
662 * everything already allocated before returning NULL.
663 *
664 * \return pointer to a gl_shared_state structure on success, or NULL on
665 * failure.
666 */
667 static GLboolean
668 alloc_shared_state( GLcontext *ctx )
669 {
670 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
671 if (!ss)
672 return GL_FALSE;
673
674 ctx->Shared = ss;
675
676 _glthread_INIT_MUTEX(ss->Mutex);
677
678 ss->DisplayList = _mesa_NewHashTable();
679 ss->TexObjects = _mesa_NewHashTable();
680 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
681 ss->Programs = _mesa_NewHashTable();
682 #endif
683
684 #if FEATURE_ARB_vertex_program
685 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
686 if (!ss->DefaultVertexProgram)
687 goto cleanup;
688 #endif
689 #if FEATURE_ARB_fragment_program
690 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
691 if (!ss->DefaultFragmentProgram)
692 goto cleanup;
693 #endif
694 #if FEATURE_ATI_fragment_shader
695 ss->ATIShaders = _mesa_NewHashTable();
696 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
697 if (!ss->DefaultFragmentShader)
698 goto cleanup;
699 #endif
700
701 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
702 ss->BufferObjects = _mesa_NewHashTable();
703 #endif
704
705 ss->ArrayObjects = _mesa_NewHashTable();
706
707 #if FEATURE_ARB_shader_objects
708 ss->ShaderObjects = _mesa_NewHashTable();
709 #endif
710
711 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
712 if (!ss->Default1D)
713 goto cleanup;
714
715 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
716 if (!ss->Default2D)
717 goto cleanup;
718
719 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
720 if (!ss->Default3D)
721 goto cleanup;
722
723 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
724 if (!ss->DefaultCubeMap)
725 goto cleanup;
726
727 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
728 if (!ss->DefaultRect)
729 goto cleanup;
730
731 /* Effectively bind the default textures to all texture units */
732 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
733 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
734 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
735 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
736 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
737
738 _glthread_INIT_MUTEX(ss->TexMutex);
739 ss->TextureStateStamp = 0;
740
741
742 #if FEATURE_EXT_framebuffer_object
743 ss->FrameBuffers = _mesa_NewHashTable();
744 if (!ss->FrameBuffers)
745 goto cleanup;
746 ss->RenderBuffers = _mesa_NewHashTable();
747 if (!ss->RenderBuffers)
748 goto cleanup;
749 #endif
750
751
752 return GL_TRUE;
753
754 cleanup:
755 /* Ran out of memory at some point. Free everything and return NULL */
756 if (ss->DisplayList)
757 _mesa_DeleteHashTable(ss->DisplayList);
758 if (ss->TexObjects)
759 _mesa_DeleteHashTable(ss->TexObjects);
760 #if FEATURE_NV_vertex_program
761 if (ss->Programs)
762 _mesa_DeleteHashTable(ss->Programs);
763 #endif
764 #if FEATURE_ARB_vertex_program
765 if (ss->DefaultVertexProgram)
766 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
767 #endif
768 #if FEATURE_ARB_fragment_program
769 if (ss->DefaultFragmentProgram)
770 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
771 #endif
772 #if FEATURE_ATI_fragment_shader
773 if (ss->DefaultFragmentShader)
774 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
775 #endif
776 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
777 if (ss->BufferObjects)
778 _mesa_DeleteHashTable(ss->BufferObjects);
779 #endif
780
781 if (ss->ArrayObjects)
782 _mesa_DeleteHashTable (ss->ArrayObjects);
783
784 #if FEATURE_ARB_shader_objects
785 if (ss->ShaderObjects)
786 _mesa_DeleteHashTable (ss->ShaderObjects);
787 #endif
788
789 #if FEATURE_EXT_framebuffer_object
790 if (ss->FrameBuffers)
791 _mesa_DeleteHashTable(ss->FrameBuffers);
792 if (ss->RenderBuffers)
793 _mesa_DeleteHashTable(ss->RenderBuffers);
794 #endif
795
796 if (ss->Default1D)
797 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
798 if (ss->Default2D)
799 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
800 if (ss->Default3D)
801 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
802 if (ss->DefaultCubeMap)
803 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
804 if (ss->DefaultRect)
805 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
806 if (ss)
807 _mesa_free(ss);
808 return GL_FALSE;
809 }
810
811
812 /**
813 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
814 */
815 static void
816 delete_displaylist_cb(GLuint id, void *data, void *userData)
817 {
818 struct mesa_display_list *list = (struct mesa_display_list *) data;
819 GLcontext *ctx = (GLcontext *) userData;
820 _mesa_delete_list(ctx, list);
821 }
822
823 /**
824 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
825 */
826 static void
827 delete_texture_cb(GLuint id, void *data, void *userData)
828 {
829 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
830 GLcontext *ctx = (GLcontext *) userData;
831 ctx->Driver.DeleteTexture(ctx, texObj);
832 }
833
834 /**
835 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
836 */
837 static void
838 delete_program_cb(GLuint id, void *data, void *userData)
839 {
840 struct gl_program *prog = (struct gl_program *) data;
841 GLcontext *ctx = (GLcontext *) userData;
842 ctx->Driver.DeleteProgram(ctx, prog);
843 }
844
845 /**
846 * Callback for deleting an ATI fragment shader object.
847 * Called by _mesa_HashDeleteAll().
848 */
849 static void
850 delete_fragshader_cb(GLuint id, void *data, void *userData)
851 {
852 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
853 GLcontext *ctx = (GLcontext *) userData;
854 _mesa_delete_ati_fragment_shader(ctx, shader);
855 }
856
857 /**
858 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
859 */
860 static void
861 delete_bufferobj_cb(GLuint id, void *data, void *userData)
862 {
863 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
864 GLcontext *ctx = (GLcontext *) userData;
865 ctx->Driver.DeleteBuffer(ctx, bufObj);
866 }
867
868 /**
869 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
870 */
871 static void
872 delete_arrayobj_cb(GLuint id, void *data, void *userData)
873 {
874 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
875 GLcontext *ctx = (GLcontext *) userData;
876 _mesa_delete_array_object(ctx, arrayObj);
877 }
878
879 /**
880 * Callback for deleting an shader object. Called by _mesa_HashDeleteAll().
881 */
882 static void
883 delete_shaderobj_cb(GLuint id, void *data, void *userData)
884 {
885 /* XXX probably need to fix this */
886 _mesa_free(data);
887 }
888
889
890 /**
891 * Deallocate a shared state object and all children structures.
892 *
893 * \param ctx GL context.
894 * \param ss shared state pointer.
895 *
896 * Frees the display lists, the texture objects (calling the driver texture
897 * deletion callback to free its private data) and the vertex programs, as well
898 * as their hash tables.
899 *
900 * \sa alloc_shared_state().
901 */
902 static void
903 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
904 {
905 /*
906 * Free display lists
907 */
908 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
909 _mesa_DeleteHashTable(ss->DisplayList);
910
911 /*
912 * Free texture objects
913 */
914 ASSERT(ctx->Driver.DeleteTexture);
915 /* the default textures */
916 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
917 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
918 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
919 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
920 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
921 /* all other textures */
922 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
923 _mesa_DeleteHashTable(ss->TexObjects);
924
925 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
926 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
927 _mesa_DeleteHashTable(ss->Programs);
928 #endif
929 #if FEATURE_ARB_vertex_program
930 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
931 #endif
932 #if FEATURE_ARB_fragment_program
933 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
934 #endif
935
936 #if FEATURE_ATI_fragment_shader
937 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
938 _mesa_DeleteHashTable(ss->ATIShaders);
939 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
940 #endif
941
942 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
943 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
944 _mesa_DeleteHashTable(ss->BufferObjects);
945 #endif
946
947 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
948 _mesa_DeleteHashTable(ss->ArrayObjects);
949
950 #if FEATURE_ARB_shader_objects
951 /* XXX SLANG TO-DO */
952 /*
953 struct _mesa_HashTable *ShaderObjects;
954 struct _mesa_HashTable *ProgramObjects;
955 */
956 #endif
957
958 #if FEATURE_EXT_framebuffer_object
959 _mesa_DeleteHashTable(ss->FrameBuffers);
960 _mesa_DeleteHashTable(ss->RenderBuffers);
961 #endif
962
963 _glthread_DESTROY_MUTEX(ss->Mutex);
964
965 _mesa_free(ss);
966 }
967
968
969 /**
970 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
971 */
972 static void
973 _mesa_init_current( GLcontext *ctx )
974 {
975 GLuint i;
976
977 /* Init all to (0,0,0,1) */
978 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
979 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
980 }
981
982 /* redo special cases: */
983 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
984 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
985 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
986 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
987 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
988 ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0] = 1.0;
989 ctx->Current.EdgeFlag = GL_TRUE;
990 }
991
992
993 /**
994 * Init vertex/fragment program native limits from logical limits.
995 */
996 static void
997 init_natives(struct gl_program_constants *prog)
998 {
999 prog->MaxNativeInstructions = prog->MaxInstructions;
1000 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
1001 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
1002 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
1003 prog->MaxNativeAttribs = prog->MaxAttribs;
1004 prog->MaxNativeTemps = prog->MaxTemps;
1005 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
1006 prog->MaxNativeParameters = prog->MaxParameters;
1007 }
1008
1009
1010 /**
1011 * Initialize fields of gl_constants (aka ctx->Const.*).
1012 * Use defaults from config.h. The device drivers will often override
1013 * some of these values (such as number of texture units).
1014 */
1015 static void
1016 _mesa_init_constants( GLcontext *ctx )
1017 {
1018 assert(ctx);
1019
1020 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
1021 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
1022
1023 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
1024 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
1025
1026 /* Constants, may be overriden (usually only reduced) by device drivers */
1027 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
1028 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
1029 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
1030 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
1031 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
1032 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
1033 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
1034 ctx->Const.MaxTextureImageUnits);
1035 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
1036 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
1037 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
1038 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
1039 ctx->Const.MinPointSize = MIN_POINT_SIZE;
1040 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
1041 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
1042 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
1043 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
1044 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
1045 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
1046 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
1047 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
1048 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
1049 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
1050 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
1051 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
1052 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
1053 ctx->Const.MaxLights = MAX_LIGHTS;
1054 ctx->Const.MaxShininess = 128.0;
1055 ctx->Const.MaxSpotExponent = 128.0;
1056 ctx->Const.MaxViewportWidth = MAX_WIDTH;
1057 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
1058 #if FEATURE_ARB_vertex_program
1059 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
1060 ctx->Const.VertexProgram.MaxAluInstructions = 0;
1061 ctx->Const.VertexProgram.MaxTexInstructions = 0;
1062 ctx->Const.VertexProgram.MaxTexIndirections = 0;
1063 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
1064 ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
1065 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
1066 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1067 ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
1068 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
1069 ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
1070 init_natives(&ctx->Const.VertexProgram);
1071 #endif
1072
1073 #if FEATURE_ARB_fragment_program
1074 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
1075 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
1076 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
1077 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
1078 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
1079 ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
1080 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1081 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1082 ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1083 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
1084 ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
1085 init_natives(&ctx->Const.FragmentProgram);
1086 #endif
1087 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
1088 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
1089
1090 /* If we're running in the X server, do bounds checking to prevent
1091 * segfaults and server crashes!
1092 */
1093 #if defined(XFree86Server)
1094 ctx->Const.CheckArrayBounds = GL_TRUE;
1095 #else
1096 ctx->Const.CheckArrayBounds = GL_FALSE;
1097 #endif
1098
1099 /* GL_ARB_draw_buffers */
1100 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
1101
1102 /* GL_OES_read_format */
1103 ctx->Const.ColorReadFormat = GL_RGBA;
1104 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
1105
1106 #if FEATURE_EXT_framebuffer_object
1107 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
1108 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
1109 #endif
1110
1111 #if FEATURE_ARB_vertex_shader
1112 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
1113 ctx->Const.MaxVarying = MAX_VARYING;
1114 #endif
1115
1116 /* sanity checks */
1117 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
1118 ctx->Const.MaxTextureCoordUnits));
1119 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1120 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1121
1122 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
1123 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
1124 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
1125 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
1126 }
1127
1128
1129 /**
1130 * Do some sanity checks on the limits/constants for the given context.
1131 * Only called the first time a context is bound.
1132 */
1133 static void
1134 check_context_limits(GLcontext *ctx)
1135 {
1136 /* Many context limits/constants are limited by the size of
1137 * internal arrays.
1138 */
1139 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
1140 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
1141 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
1142 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
1143
1144 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
1145 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
1146
1147 /* make sure largest texture image is <= MAX_WIDTH in size */
1148 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
1149 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
1150 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
1151
1152 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
1153
1154 /* XXX probably add more tests */
1155 }
1156
1157
1158 /**
1159 * Initialize the attribute groups in a GL context.
1160 *
1161 * \param ctx GL context.
1162 *
1163 * Initializes all the attributes, calling the respective <tt>init*</tt>
1164 * functions for the more complex data structures.
1165 */
1166 static GLboolean
1167 init_attrib_groups( GLcontext *ctx )
1168 {
1169 assert(ctx);
1170
1171 /* Constants */
1172 _mesa_init_constants( ctx );
1173
1174 /* Extensions */
1175 _mesa_init_extensions( ctx );
1176
1177 /* Attribute Groups */
1178 _mesa_init_accum( ctx );
1179 _mesa_init_attrib( ctx );
1180 _mesa_init_buffer_objects( ctx );
1181 _mesa_init_color( ctx );
1182 _mesa_init_colortables( ctx );
1183 _mesa_init_current( ctx );
1184 _mesa_init_depth( ctx );
1185 _mesa_init_debug( ctx );
1186 _mesa_init_display_list( ctx );
1187 _mesa_init_eval( ctx );
1188 _mesa_init_feedback( ctx );
1189 _mesa_init_fog( ctx );
1190 _mesa_init_histogram( ctx );
1191 _mesa_init_hint( ctx );
1192 _mesa_init_line( ctx );
1193 _mesa_init_lighting( ctx );
1194 _mesa_init_matrix( ctx );
1195 _mesa_init_multisample( ctx );
1196 _mesa_init_pixel( ctx );
1197 _mesa_init_point( ctx );
1198 _mesa_init_polygon( ctx );
1199 _mesa_init_program( ctx );
1200 _mesa_init_query( ctx );
1201 _mesa_init_rastpos( ctx );
1202 _mesa_init_scissor( ctx );
1203 _mesa_init_shader_state( ctx );
1204 _mesa_init_stencil( ctx );
1205 _mesa_init_transform( ctx );
1206 _mesa_init_varray( ctx );
1207 _mesa_init_viewport( ctx );
1208
1209 if (!_mesa_init_texture( ctx ))
1210 return GL_FALSE;
1211
1212 _mesa_init_texture_s3tc( ctx );
1213 _mesa_init_texture_fxt1( ctx );
1214
1215 /* Miscellaneous */
1216 ctx->NewState = _NEW_ALL;
1217 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1218 ctx->_Facing = 0;
1219
1220 return GL_TRUE;
1221 }
1222
1223
1224 /**
1225 * This is the default function we plug into all dispatch table slots
1226 * This helps prevents a segfault when someone calls a GL function without
1227 * first checking if the extension's supported.
1228 */
1229 static int
1230 generic_nop(void)
1231 {
1232 _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1233 return 0;
1234 }
1235
1236
1237 /**
1238 * Allocate and initialize a new dispatch table.
1239 */
1240 static struct _glapi_table *
1241 alloc_dispatch_table(void)
1242 {
1243 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1244 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1245 * Mesa we do this to accomodate different versions of libGL and various
1246 * DRI drivers.
1247 */
1248 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1249 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1250 struct _glapi_table *table =
1251 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1252 if (table) {
1253 _glapi_proc *entry = (_glapi_proc *) table;
1254 GLint i;
1255 for (i = 0; i < numEntries; i++) {
1256 entry[i] = (_glapi_proc) generic_nop;
1257 }
1258 }
1259 return table;
1260 }
1261
1262
1263 /**
1264 * Initialize a GLcontext struct (rendering context).
1265 *
1266 * This includes allocating all the other structs and arrays which hang off of
1267 * the context by pointers.
1268 * Note that the driver needs to pass in its dd_function_table here since
1269 * we need to at least call driverFunctions->NewTextureObject to create the
1270 * default texture objects.
1271 *
1272 * Called by _mesa_create_context().
1273 *
1274 * Performs the imports and exports callback tables initialization, and
1275 * miscellaneous one-time initializations. If no shared context is supplied one
1276 * is allocated, and increase its reference count. Setups the GL API dispatch
1277 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1278 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1279 * for debug flags.
1280 *
1281 * \param ctx the context to initialize
1282 * \param visual describes the visual attributes for this context
1283 * \param share_list points to context to share textures, display lists,
1284 * etc with, or NULL
1285 * \param driverFunctions table of device driver functions for this context
1286 * to use
1287 * \param driverContext pointer to driver-specific context data
1288 */
1289 GLboolean
1290 _mesa_initialize_context( GLcontext *ctx,
1291 const GLvisual *visual,
1292 GLcontext *share_list,
1293 const struct dd_function_table *driverFunctions,
1294 void *driverContext )
1295 {
1296 ASSERT(driverContext);
1297 assert(driverFunctions->NewTextureObject);
1298 assert(driverFunctions->FreeTexImageData);
1299
1300 /* If the driver wants core Mesa to use special imports, it'll have to
1301 * override these defaults.
1302 */
1303 _mesa_init_default_imports( &(ctx->imports), driverContext );
1304
1305 /* initialize the exports (Mesa functions called by the window system) */
1306 _mesa_init_default_exports( &(ctx->exports) );
1307
1308 /* misc one-time initializations */
1309 one_time_init(ctx);
1310
1311 ctx->Visual = *visual;
1312 ctx->DrawBuffer = NULL;
1313 ctx->ReadBuffer = NULL;
1314 ctx->WinSysDrawBuffer = NULL;
1315 ctx->WinSysReadBuffer = NULL;
1316
1317 /* Plug in driver functions and context pointer here.
1318 * This is important because when we call alloc_shared_state() below
1319 * we'll call ctx->Driver.NewTextureObject() to create the default
1320 * textures.
1321 */
1322 ctx->Driver = *driverFunctions;
1323 ctx->DriverCtx = driverContext;
1324
1325 if (share_list) {
1326 /* share state with another context */
1327 ctx->Shared = share_list->Shared;
1328 }
1329 else {
1330 /* allocate new, unshared state */
1331 if (!alloc_shared_state( ctx )) {
1332 return GL_FALSE;
1333 }
1334 }
1335 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1336 ctx->Shared->RefCount++;
1337 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1338
1339 if (!init_attrib_groups( ctx )) {
1340 free_shared_state(ctx, ctx->Shared);
1341 return GL_FALSE;
1342 }
1343
1344 /* setup the API dispatch tables */
1345 ctx->Exec = alloc_dispatch_table();
1346 ctx->Save = alloc_dispatch_table();
1347 if (!ctx->Exec || !ctx->Save) {
1348 free_shared_state(ctx, ctx->Shared);
1349 if (ctx->Exec)
1350 _mesa_free(ctx->Exec);
1351 }
1352 _mesa_init_exec_table(ctx->Exec);
1353 ctx->CurrentDispatch = ctx->Exec;
1354 #if _HAVE_FULL_GL
1355 _mesa_init_dlist_table(ctx->Save);
1356 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1357 /* Neutral tnl module stuff */
1358 _mesa_init_exec_vtxfmt( ctx );
1359 ctx->TnlModule.Current = NULL;
1360 ctx->TnlModule.SwapCount = 0;
1361 #endif
1362
1363 ctx->VertexProgram._MaintainTnlProgram
1364 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1365 if (ctx->VertexProgram._MaintainTnlProgram)
1366 /* this is required... */
1367 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1368 else
1369 ctx->FragmentProgram._MaintainTexEnvProgram
1370 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1371
1372 ctx->FirstTimeCurrent = GL_TRUE;
1373
1374 return GL_TRUE;
1375 }
1376
1377
1378 /**
1379 * Allocate and initialize a GLcontext structure.
1380 * Note that the driver needs to pass in its dd_function_table here since
1381 * we need to at least call driverFunctions->NewTextureObject to initialize
1382 * the rendering context.
1383 *
1384 * \param visual a GLvisual pointer (we copy the struct contents)
1385 * \param share_list another context to share display lists with or NULL
1386 * \param driverFunctions points to the dd_function_table into which the
1387 * driver has plugged in all its special functions.
1388 * \param driverCtx points to the device driver's private context state
1389 *
1390 * \return pointer to a new __GLcontextRec or NULL if error.
1391 */
1392 GLcontext *
1393 _mesa_create_context( const GLvisual *visual,
1394 GLcontext *share_list,
1395 const struct dd_function_table *driverFunctions,
1396 void *driverContext )
1397
1398 {
1399 GLcontext *ctx;
1400
1401 ASSERT(visual);
1402 ASSERT(driverContext);
1403
1404 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1405 if (!ctx)
1406 return NULL;
1407
1408 if (_mesa_initialize_context(ctx, visual, share_list,
1409 driverFunctions, driverContext)) {
1410 return ctx;
1411 }
1412 else {
1413 _mesa_free(ctx);
1414 return NULL;
1415 }
1416 }
1417
1418
1419 /**
1420 * Free the data associated with the given context.
1421 *
1422 * But doesn't free the GLcontext struct itself.
1423 *
1424 * \sa _mesa_initialize_context() and init_attrib_groups().
1425 */
1426 void
1427 _mesa_free_context_data( GLcontext *ctx )
1428 {
1429 /* if we're destroying the current context, unbind it first */
1430 if (ctx == _mesa_get_current_context()) {
1431 _mesa_make_current(NULL, NULL, NULL);
1432 }
1433
1434 _mesa_free_lighting_data( ctx );
1435 _mesa_free_eval_data( ctx );
1436 _mesa_free_texture_data( ctx );
1437 _mesa_free_matrix_data( ctx );
1438 _mesa_free_viewport_data( ctx );
1439 _mesa_free_colortables_data( ctx );
1440 _mesa_free_program_data(ctx);
1441 _mesa_free_query_data(ctx);
1442
1443 #if FEATURE_ARB_vertex_buffer_object
1444 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1445 #endif
1446 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1447
1448 /* free dispatch tables */
1449 _mesa_free(ctx->Exec);
1450 _mesa_free(ctx->Save);
1451
1452 /* Shared context state (display lists, textures, etc) */
1453 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1454 ctx->Shared->RefCount--;
1455 assert(ctx->Shared->RefCount >= 0);
1456 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1457 if (ctx->Shared->RefCount == 0) {
1458 /* free shared state */
1459 free_shared_state( ctx, ctx->Shared );
1460 }
1461
1462 if (ctx->Extensions.String)
1463 _mesa_free((void *) ctx->Extensions.String);
1464 }
1465
1466
1467 /**
1468 * Destroy a GLcontext structure.
1469 *
1470 * \param ctx GL context.
1471 *
1472 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1473 */
1474 void
1475 _mesa_destroy_context( GLcontext *ctx )
1476 {
1477 if (ctx) {
1478 _mesa_free_context_data(ctx);
1479 _mesa_free( (void *) ctx );
1480 }
1481 }
1482
1483
1484 #if _HAVE_FULL_GL
1485 /**
1486 * Copy attribute groups from one context to another.
1487 *
1488 * \param src source context
1489 * \param dst destination context
1490 * \param mask bitwise OR of GL_*_BIT flags
1491 *
1492 * According to the bits specified in \p mask, copies the corresponding
1493 * attributes from \p src into \p dst. For many of the attributes a simple \c
1494 * memcpy is not enough due to the existence of internal pointers in their data
1495 * structures.
1496 */
1497 void
1498 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1499 {
1500 if (mask & GL_ACCUM_BUFFER_BIT) {
1501 /* OK to memcpy */
1502 dst->Accum = src->Accum;
1503 }
1504 if (mask & GL_COLOR_BUFFER_BIT) {
1505 /* OK to memcpy */
1506 dst->Color = src->Color;
1507 }
1508 if (mask & GL_CURRENT_BIT) {
1509 /* OK to memcpy */
1510 dst->Current = src->Current;
1511 }
1512 if (mask & GL_DEPTH_BUFFER_BIT) {
1513 /* OK to memcpy */
1514 dst->Depth = src->Depth;
1515 }
1516 if (mask & GL_ENABLE_BIT) {
1517 /* no op */
1518 }
1519 if (mask & GL_EVAL_BIT) {
1520 /* OK to memcpy */
1521 dst->Eval = src->Eval;
1522 }
1523 if (mask & GL_FOG_BIT) {
1524 /* OK to memcpy */
1525 dst->Fog = src->Fog;
1526 }
1527 if (mask & GL_HINT_BIT) {
1528 /* OK to memcpy */
1529 dst->Hint = src->Hint;
1530 }
1531 if (mask & GL_LIGHTING_BIT) {
1532 GLuint i;
1533 /* begin with memcpy */
1534 dst->Light = src->Light;
1535 /* fixup linked lists to prevent pointer insanity */
1536 make_empty_list( &(dst->Light.EnabledList) );
1537 for (i = 0; i < MAX_LIGHTS; i++) {
1538 if (dst->Light.Light[i].Enabled) {
1539 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1540 }
1541 }
1542 }
1543 if (mask & GL_LINE_BIT) {
1544 /* OK to memcpy */
1545 dst->Line = src->Line;
1546 }
1547 if (mask & GL_LIST_BIT) {
1548 /* OK to memcpy */
1549 dst->List = src->List;
1550 }
1551 if (mask & GL_PIXEL_MODE_BIT) {
1552 /* OK to memcpy */
1553 dst->Pixel = src->Pixel;
1554 }
1555 if (mask & GL_POINT_BIT) {
1556 /* OK to memcpy */
1557 dst->Point = src->Point;
1558 }
1559 if (mask & GL_POLYGON_BIT) {
1560 /* OK to memcpy */
1561 dst->Polygon = src->Polygon;
1562 }
1563 if (mask & GL_POLYGON_STIPPLE_BIT) {
1564 /* Use loop instead of MEMCPY due to problem with Portland Group's
1565 * C compiler. Reported by John Stone.
1566 */
1567 GLuint i;
1568 for (i = 0; i < 32; i++) {
1569 dst->PolygonStipple[i] = src->PolygonStipple[i];
1570 }
1571 }
1572 if (mask & GL_SCISSOR_BIT) {
1573 /* OK to memcpy */
1574 dst->Scissor = src->Scissor;
1575 }
1576 if (mask & GL_STENCIL_BUFFER_BIT) {
1577 /* OK to memcpy */
1578 dst->Stencil = src->Stencil;
1579 }
1580 if (mask & GL_TEXTURE_BIT) {
1581 /* Cannot memcpy because of pointers */
1582 _mesa_copy_texture_state(src, dst);
1583 }
1584 if (mask & GL_TRANSFORM_BIT) {
1585 /* OK to memcpy */
1586 dst->Transform = src->Transform;
1587 }
1588 if (mask & GL_VIEWPORT_BIT) {
1589 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1590 dst->Viewport.X = src->Viewport.X;
1591 dst->Viewport.Y = src->Viewport.Y;
1592 dst->Viewport.Width = src->Viewport.Width;
1593 dst->Viewport.Height = src->Viewport.Height;
1594 dst->Viewport.Near = src->Viewport.Near;
1595 dst->Viewport.Far = src->Viewport.Far;
1596 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1597 }
1598
1599 /* XXX FIXME: Call callbacks?
1600 */
1601 dst->NewState = _NEW_ALL;
1602 }
1603 #endif
1604
1605
1606 /**
1607 * Check if the given context can render into the given framebuffer
1608 * by checking visual attributes.
1609 *
1610 * XXX this may go away someday because we're moving toward more freedom
1611 * in binding contexts to drawables with different visual attributes.
1612 * The GL_EXT_f_b_o extension is prompting some of that.
1613 *
1614 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1615 */
1616 static GLboolean
1617 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1618 {
1619 const GLvisual *ctxvis = &ctx->Visual;
1620 const GLvisual *bufvis = &buffer->Visual;
1621
1622 if (ctxvis == bufvis)
1623 return GL_TRUE;
1624
1625 if (ctxvis->rgbMode != bufvis->rgbMode)
1626 return GL_FALSE;
1627 #if 0
1628 /* disabling this fixes the fgl_glxgears pbuffer demo */
1629 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1630 return GL_FALSE;
1631 #endif
1632 if (ctxvis->stereoMode && !bufvis->stereoMode)
1633 return GL_FALSE;
1634 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1635 return GL_FALSE;
1636 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1637 return GL_FALSE;
1638 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1639 return GL_FALSE;
1640 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1641 return GL_FALSE;
1642 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1643 return GL_FALSE;
1644 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1645 return GL_FALSE;
1646 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1647 return GL_FALSE;
1648 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1649 return GL_FALSE;
1650
1651 return GL_TRUE;
1652 }
1653
1654
1655 /**
1656 * Do one-time initialization for the given framebuffer. Specifically,
1657 * ask the driver for the window's current size and update the framebuffer
1658 * object to match.
1659 * Really, the device driver should totally take care of this.
1660 */
1661 static void
1662 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1663 {
1664 GLuint width, height;
1665 if (ctx->Driver.GetBufferSize) {
1666 ctx->Driver.GetBufferSize(fb, &width, &height);
1667 if (ctx->Driver.ResizeBuffers)
1668 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1669 fb->Initialized = GL_TRUE;
1670 }
1671 }
1672
1673
1674 /**
1675 * Bind the given context to the given drawBuffer and readBuffer and
1676 * make it the current context for the calling thread.
1677 * We'll render into the drawBuffer and read pixels from the
1678 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1679 *
1680 * We check that the context's and framebuffer's visuals are compatible
1681 * and return immediately if they're not.
1682 *
1683 * \param newCtx the new GL context. If NULL then there will be no current GL
1684 * context.
1685 * \param drawBuffer the drawing framebuffer
1686 * \param readBuffer the reading framebuffer
1687 */
1688 void
1689 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1690 GLframebuffer *readBuffer )
1691 {
1692 #if 0
1693 GET_CURRENT_CONTEXT(oldCtx);
1694 #endif
1695
1696 if (MESA_VERBOSE & VERBOSE_API)
1697 _mesa_debug(newCtx, "_mesa_make_current()\n");
1698
1699 /* Check that the context's and framebuffer's visuals are compatible.
1700 */
1701 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1702 if (!check_compatible(newCtx, drawBuffer)) {
1703 _mesa_warning(newCtx,
1704 "MakeCurrent: incompatible visuals for context and drawbuffer");
1705 return;
1706 }
1707 }
1708 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1709 if (!check_compatible(newCtx, readBuffer)) {
1710 _mesa_warning(newCtx,
1711 "MakeCurrent: incompatible visuals for context and readbuffer");
1712 return;
1713 }
1714 }
1715
1716 #if 0 /** XXX enable this someday */
1717 if (oldCtx && oldCtx != newCtx) {
1718 /* unbind old context's draw/read buffers */
1719 if (oldCtx->DrawBuffer && oldCtx->DrawBuffer->Name == 0) {
1720 oldCtx->DrawBuffer->RefCount--;
1721 oldCtx->DrawBuffer = NULL;
1722 }
1723 if (oldCtx->ReadBuffer && oldCtx->ReadBuffer->Name == 0) {
1724 oldCtx->ReadBuffer->RefCount--;
1725 oldCtx->ReadBuffer = NULL;
1726 }
1727 if (oldCtx->WinSysDrawBuffer) {
1728 ASSERT(oldCtx->WinSysDrawBuffer->Name == 0);
1729 oldCtx->WinSysDrawBuffer->RefCount--;
1730 oldCtx->WinSysDrawBuffer = NULL;
1731 }
1732 if (oldCtx->WinSysReadBuffer) {
1733 ASSERT(oldCtx->WinSysReadBuffer->Name == 0);
1734 oldCtx->WinSysReadBuffer->RefCount--;
1735 oldCtx->WinSysReadBuffer = NULL;
1736 }
1737 }
1738 #endif
1739
1740 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1741 _glapi_set_context((void *) newCtx);
1742 ASSERT(_mesa_get_current_context() == newCtx);
1743
1744 if (!newCtx) {
1745 _glapi_set_dispatch(NULL); /* none current */
1746 }
1747 else {
1748 _glapi_set_dispatch(newCtx->CurrentDispatch);
1749
1750 if (drawBuffer && readBuffer) {
1751 /* TODO: check if newCtx and buffer's visual match??? */
1752
1753 ASSERT(drawBuffer->Name == 0);
1754 ASSERT(readBuffer->Name == 0);
1755 newCtx->WinSysDrawBuffer = drawBuffer;
1756 newCtx->WinSysReadBuffer = readBuffer;
1757
1758 /*
1759 * Only set the context's Draw/ReadBuffer fields if they're NULL
1760 * or not bound to a user-created FBO.
1761 */
1762 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1763 newCtx->DrawBuffer = drawBuffer;
1764 }
1765 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1766 newCtx->ReadBuffer = readBuffer;
1767 }
1768
1769 newCtx->NewState |= _NEW_BUFFERS;
1770
1771 #if 1
1772 /* We want to get rid of these lines: */
1773
1774 #if _HAVE_FULL_GL
1775 if (!drawBuffer->Initialized) {
1776 initialize_framebuffer_size(newCtx, drawBuffer);
1777 }
1778 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1779 initialize_framebuffer_size(newCtx, readBuffer);
1780 }
1781
1782 _mesa_resizebuffers(newCtx);
1783 #endif
1784
1785 #else
1786 /* We want the drawBuffer and readBuffer to be initialized by
1787 * the driver.
1788 * This generally means the Width and Height match the actual
1789 * window size and the renderbuffers (both hardware and software
1790 * based) are allocated to match. The later can generally be
1791 * done with a call to _mesa_resize_framebuffer().
1792 *
1793 * It's theoretically possible for a buffer to have zero width
1794 * or height, but for now, assert check that the driver did what's
1795 * expected of it.
1796 */
1797 ASSERT(drawBuffer->Width > 0);
1798 ASSERT(drawBuffer->Height > 0);
1799 #endif
1800
1801 if (newCtx->FirstTimeCurrent) {
1802 /* set initial viewport and scissor size now */
1803 _mesa_set_viewport(newCtx, 0, 0,
1804 drawBuffer->Width, drawBuffer->Height);
1805 _mesa_set_scissor(newCtx, 0, 0,
1806 drawBuffer->Width, drawBuffer->Height );
1807 check_context_limits(newCtx);
1808 }
1809 }
1810
1811 /* We can use this to help debug user's problems. Tell them to set
1812 * the MESA_INFO env variable before running their app. Then the
1813 * first time each context is made current we'll print some useful
1814 * information.
1815 */
1816 if (newCtx->FirstTimeCurrent) {
1817 if (_mesa_getenv("MESA_INFO")) {
1818 _mesa_print_info();
1819 }
1820 newCtx->FirstTimeCurrent = GL_FALSE;
1821 }
1822 }
1823 }
1824
1825
1826 /**
1827 * Make context 'ctx' share the display lists, textures and programs
1828 * that are associated with 'ctxToShare'.
1829 * Any display lists, textures or programs associated with 'ctx' will
1830 * be deleted if nobody else is sharing them.
1831 */
1832 GLboolean
1833 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1834 {
1835 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1836 ctx->Shared->RefCount--;
1837 if (ctx->Shared->RefCount == 0) {
1838 free_shared_state(ctx, ctx->Shared);
1839 }
1840 ctx->Shared = ctxToShare->Shared;
1841 ctx->Shared->RefCount++;
1842 return GL_TRUE;
1843 }
1844 else {
1845 return GL_FALSE;
1846 }
1847 }
1848
1849
1850
1851 /**
1852 * Get current context for the calling thread.
1853 *
1854 * \return pointer to the current GL context.
1855 *
1856 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1857 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
1858 */
1859 GLcontext *
1860 _mesa_get_current_context( void )
1861 {
1862 return (GLcontext *) _glapi_get_context();
1863 }
1864
1865 /**
1866 * Get context's current API dispatch table.
1867 *
1868 * It'll either be the immediate-mode execute dispatcher or the display list
1869 * compile dispatcher.
1870 *
1871 * \param ctx GL context.
1872 *
1873 * \return pointer to dispatch_table.
1874 *
1875 * Simply returns __GLcontextRec::CurrentDispatch.
1876 */
1877 struct _glapi_table *
1878 _mesa_get_dispatch(GLcontext *ctx)
1879 {
1880 return ctx->CurrentDispatch;
1881 }
1882
1883 /*@}*/
1884
1885
1886 /**********************************************************************/
1887 /** \name Miscellaneous functions */
1888 /**********************************************************************/
1889 /*@{*/
1890
1891 /**
1892 * Record an error.
1893 *
1894 * \param ctx GL context.
1895 * \param error error code.
1896 *
1897 * Records the given error code and call the driver's dd_function_table::Error
1898 * function if defined.
1899 *
1900 * \sa
1901 * This is called via _mesa_error().
1902 */
1903 void
1904 _mesa_record_error( GLcontext *ctx, GLenum error )
1905 {
1906 if (!ctx)
1907 return;
1908
1909 if (ctx->ErrorValue == GL_NO_ERROR) {
1910 ctx->ErrorValue = error;
1911 }
1912
1913 /* Call device driver's error handler, if any. This is used on the Mac. */
1914 if (ctx->Driver.Error) {
1915 (*ctx->Driver.Error)( ctx );
1916 }
1917 }
1918
1919 /**
1920 * Execute glFinish().
1921 *
1922 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1923 * dd_function_table::Finish driver callback, if not NULL.
1924 */
1925 void GLAPIENTRY
1926 _mesa_Finish( void )
1927 {
1928 GET_CURRENT_CONTEXT(ctx);
1929 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1930 if (ctx->Driver.Finish) {
1931 (*ctx->Driver.Finish)( ctx );
1932 }
1933 }
1934
1935 /**
1936 * Execute glFlush().
1937 *
1938 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1939 * dd_function_table::Flush driver callback, if not NULL.
1940 */
1941 void GLAPIENTRY
1942 _mesa_Flush( void )
1943 {
1944 GET_CURRENT_CONTEXT(ctx);
1945 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1946 if (ctx->Driver.Flush) {
1947 (*ctx->Driver.Flush)( ctx );
1948 }
1949 }
1950
1951
1952 /*@}*/