Fix pow <small> and a very stypid bug with dummy srcs(0 equals to tmp0.x)</small...
[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) 1999-2005 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 "attrib.h"
83 #include "blend.h"
84 #include "buffers.h"
85 #include "bufferobj.h"
86 #include "colortab.h"
87 #include "context.h"
88 #include "debug.h"
89 #include "depth.h"
90 #include "dlist.h"
91 #include "eval.h"
92 #include "enums.h"
93 #include "extensions.h"
94 #include "fbobject.h"
95 #include "feedback.h"
96 #include "fog.h"
97 #include "get.h"
98 #include "glthread.h"
99 #include "glapioffsets.h"
100 #include "histogram.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "atifragshader.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "occlude.h"
109 #include "pixel.h"
110 #include "points.h"
111 #include "polygon.h"
112 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
113 #include "program.h"
114 #endif
115 #include "rastpos.h"
116 #include "simple_list.h"
117 #include "state.h"
118 #include "stencil.h"
119 #include "texcompress.h"
120 #include "teximage.h"
121 #include "texobj.h"
122 #include "texstate.h"
123 #include "mtypes.h"
124 #include "varray.h"
125 #include "version.h"
126 #include "vtxfmt.h"
127 #if _HAVE_FULL_GL
128 #include "math/m_translate.h"
129 #include "math/m_matrix.h"
130 #include "math/m_xform.h"
131 #include "math/mathmod.h"
132 #endif
133 #include "shaderobjects.h"
134
135 #ifdef USE_SPARC_ASM
136 #include "sparc/sparc.h"
137 #endif
138
139 #ifndef MESA_VERBOSE
140 int MESA_VERBOSE = 0;
141 #endif
142
143 #ifndef MESA_DEBUG_FLAGS
144 int MESA_DEBUG_FLAGS = 0;
145 #endif
146
147
148 /* ubyte -> float conversion */
149 GLfloat _mesa_ubyte_to_float_color_tab[256];
150
151 static void
152 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
153
154
155 /**********************************************************************/
156 /** \name OpenGL SI-style interface (new in Mesa 3.5)
157 *
158 * \if subset
159 * \note Most of these functions are never called in the Mesa subset.
160 * \endif
161 */
162 /*@{*/
163
164 /**
165 * Destroy context callback.
166 *
167 * \param gc context.
168 * \return GL_TRUE on success, or GL_FALSE on failure.
169 *
170 * \ifnot subset
171 * Called by window system/device driver (via __GLexports::destroyCurrent) when
172 * the rendering context is to be destroyed.
173 * \endif
174 *
175 * Frees the context data and the context structure.
176 */
177 GLboolean
178 _mesa_destroyContext(__GLcontext *gc)
179 {
180 if (gc) {
181 _mesa_free_context_data(gc);
182 _mesa_free(gc);
183 }
184 return GL_TRUE;
185 }
186
187 /**
188 * Unbind context callback.
189 *
190 * \param gc context.
191 * \return GL_TRUE on success, or GL_FALSE on failure.
192 *
193 * \ifnot subset
194 * Called by window system/device driver (via __GLexports::loseCurrent)
195 * when the rendering context is made non-current.
196 * \endif
197 *
198 * No-op
199 */
200 GLboolean
201 _mesa_loseCurrent(__GLcontext *gc)
202 {
203 /* XXX unbind context from thread */
204 (void) gc;
205 return GL_TRUE;
206 }
207
208 /**
209 * Bind context callback.
210 *
211 * \param gc context.
212 * \return GL_TRUE on success, or GL_FALSE on failure.
213 *
214 * \ifnot subset
215 * Called by window system/device driver (via __GLexports::makeCurrent)
216 * when the rendering context is made current.
217 * \endif
218 *
219 * No-op
220 */
221 GLboolean
222 _mesa_makeCurrent(__GLcontext *gc)
223 {
224 /* XXX bind context to thread */
225 (void) gc;
226 return GL_TRUE;
227 }
228
229 /**
230 * Share context callback.
231 *
232 * \param gc context.
233 * \param gcShare shared context.
234 * \return GL_TRUE on success, or GL_FALSE on failure.
235 *
236 * \ifnot subset
237 * Called by window system/device driver (via __GLexports::shareContext)
238 * \endif
239 *
240 * Update the shared context reference count, gl_shared_state::RefCount.
241 */
242 GLboolean
243 _mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
244 {
245 if (gc && gcShare && gc->Shared && gcShare->Shared) {
246 gc->Shared->RefCount--;
247 if (gc->Shared->RefCount == 0) {
248 free_shared_state(gc, gc->Shared);
249 }
250 gc->Shared = gcShare->Shared;
251 gc->Shared->RefCount++;
252 return GL_TRUE;
253 }
254 else {
255 return GL_FALSE;
256 }
257 }
258
259
260 #if _HAVE_FULL_GL
261 /**
262 * Copy context callback.
263 */
264 GLboolean
265 _mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
266 {
267 if (dst && src) {
268 _mesa_copy_context( src, dst, mask );
269 return GL_TRUE;
270 }
271 else {
272 return GL_FALSE;
273 }
274 }
275 #endif
276
277 /** No-op */
278 GLboolean
279 _mesa_forceCurrent(__GLcontext *gc)
280 {
281 (void) gc;
282 return GL_TRUE;
283 }
284
285 /**
286 * Windows/buffer resizing notification callback.
287 *
288 * \param gc GL context.
289 * \return GL_TRUE on success, or GL_FALSE on failure.
290 */
291 GLboolean
292 _mesa_notifyResize(__GLcontext *gc)
293 {
294 GLint x, y;
295 GLuint width, height;
296 __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
297 if (!d || !d->getDrawableSize)
298 return GL_FALSE;
299 d->getDrawableSize( d, &x, &y, &width, &height );
300 /* update viewport, resize software buffers, etc. */
301 return GL_TRUE;
302 }
303
304 /**
305 * Window/buffer destruction notification callback.
306 *
307 * \param gc GL context.
308 *
309 * Called when the context's window/buffer is going to be destroyed.
310 *
311 * No-op
312 */
313 void
314 _mesa_notifyDestroy(__GLcontext *gc)
315 {
316 /* Unbind from it. */
317 (void) gc;
318 }
319
320 /**
321 * Swap buffers notification callback.
322 *
323 * \param gc GL context.
324 *
325 * Called by window system just before swapping buffers.
326 * We have to finish any pending rendering.
327 */
328 void
329 _mesa_notifySwapBuffers(__GLcontext *gc)
330 {
331 FLUSH_VERTICES( gc, 0 );
332 }
333
334 /** No-op */
335 struct __GLdispatchStateRec *
336 _mesa_dispatchExec(__GLcontext *gc)
337 {
338 (void) gc;
339 return NULL;
340 }
341
342 /** No-op */
343 void
344 _mesa_beginDispatchOverride(__GLcontext *gc)
345 {
346 (void) gc;
347 }
348
349 /** No-op */
350 void
351 _mesa_endDispatchOverride(__GLcontext *gc)
352 {
353 (void) gc;
354 }
355
356 /**
357 * \ifnot subset
358 * Setup the exports.
359 *
360 * The window system will call these functions when it needs Mesa to do
361 * something.
362 *
363 * \note Device drivers should override these functions! For example,
364 * the Xlib driver should plug in the XMesa*-style functions into this
365 * structure. The XMesa-style functions should then call the _mesa_*
366 * version of these functions. This is an approximation to OO design
367 * (inheritance and virtual functions).
368 * \endif
369 *
370 * \if subset
371 * No-op.
372 *
373 * \endif
374 */
375 static void
376 _mesa_init_default_exports(__GLexports *exports)
377 {
378 #if _HAVE_FULL_GL
379 exports->destroyContext = _mesa_destroyContext;
380 exports->loseCurrent = _mesa_loseCurrent;
381 exports->makeCurrent = _mesa_makeCurrent;
382 exports->shareContext = _mesa_shareContext;
383 exports->copyContext = _mesa_copyContext;
384 exports->forceCurrent = _mesa_forceCurrent;
385 exports->notifyResize = _mesa_notifyResize;
386 exports->notifyDestroy = _mesa_notifyDestroy;
387 exports->notifySwapBuffers = _mesa_notifySwapBuffers;
388 exports->dispatchExec = _mesa_dispatchExec;
389 exports->beginDispatchOverride = _mesa_beginDispatchOverride;
390 exports->endDispatchOverride = _mesa_endDispatchOverride;
391 #else
392 (void) exports;
393 #endif
394 }
395
396 /**
397 * Exported OpenGL SI interface.
398 */
399 __GLcontext *
400 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
401 {
402 GLcontext *ctx;
403
404 ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
405 if (ctx == NULL) {
406 return NULL;
407 }
408
409 /* XXX doesn't work at this time */
410 _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
411 ctx->imports = *imports;
412
413 return ctx;
414 }
415
416 /**
417 * Exported OpenGL SI interface.
418 */
419 void
420 __glCoreNopDispatch(void)
421 {
422 #if 0
423 /* SI */
424 __gl_dispatch = __glNopDispatchState;
425 #else
426 /* Mesa */
427 _glapi_set_dispatch(NULL);
428 #endif
429 }
430
431 /*@}*/
432
433
434 /**********************************************************************/
435 /** \name GL Visual allocation/destruction */
436 /**********************************************************************/
437 /*@{*/
438
439 /**
440 * Allocates a GLvisual structure and initializes it via
441 * _mesa_initialize_visual().
442 *
443 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
444 * \param dbFlag double buffering
445 * \param stereoFlag stereo buffer
446 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
447 * is acceptable but the actual depth type will be GLushort or GLuint as
448 * needed.
449 * \param stencilBits requested minimum bits per stencil buffer value
450 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
451 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
452 * \param redBits number of bits per color component in frame buffer for RGB(A)
453 * mode. We always use 8 in core Mesa though.
454 * \param greenBits same as above.
455 * \param blueBits same as above.
456 * \param alphaBits same as above.
457 * \param numSamples not really used.
458 *
459 * \return pointer to new GLvisual or NULL if requested parameters can't be
460 * met.
461 *
462 * \note Need to add params for level and numAuxBuffers (at least)
463 */
464 GLvisual *
465 _mesa_create_visual( GLboolean rgbFlag,
466 GLboolean dbFlag,
467 GLboolean stereoFlag,
468 GLint redBits,
469 GLint greenBits,
470 GLint blueBits,
471 GLint alphaBits,
472 GLint indexBits,
473 GLint depthBits,
474 GLint stencilBits,
475 GLint accumRedBits,
476 GLint accumGreenBits,
477 GLint accumBlueBits,
478 GLint accumAlphaBits,
479 GLint numSamples )
480 {
481 GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
482 if (vis) {
483 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
484 redBits, greenBits, blueBits, alphaBits,
485 indexBits, depthBits, stencilBits,
486 accumRedBits, accumGreenBits,
487 accumBlueBits, accumAlphaBits,
488 numSamples)) {
489 FREE(vis);
490 return NULL;
491 }
492 }
493 return vis;
494 }
495
496 /**
497 * Makes some sanity checks and fills in the fields of the
498 * GLvisual object with the given parameters. If the caller needs
499 * to set additional fields, he should just probably init the whole GLvisual
500 * object himself.
501 * \return GL_TRUE on success, or GL_FALSE on failure.
502 *
503 * \sa _mesa_create_visual() above for the parameter description.
504 */
505 GLboolean
506 _mesa_initialize_visual( GLvisual *vis,
507 GLboolean rgbFlag,
508 GLboolean dbFlag,
509 GLboolean stereoFlag,
510 GLint redBits,
511 GLint greenBits,
512 GLint blueBits,
513 GLint alphaBits,
514 GLint indexBits,
515 GLint depthBits,
516 GLint stencilBits,
517 GLint accumRedBits,
518 GLint accumGreenBits,
519 GLint accumBlueBits,
520 GLint accumAlphaBits,
521 GLint numSamples )
522 {
523 assert(vis);
524
525 if (depthBits < 0 || depthBits > 32) {
526 return GL_FALSE;
527 }
528 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
529 return GL_FALSE;
530 }
531 assert(accumRedBits >= 0);
532 assert(accumGreenBits >= 0);
533 assert(accumBlueBits >= 0);
534 assert(accumAlphaBits >= 0);
535
536 vis->rgbMode = rgbFlag;
537 vis->doubleBufferMode = dbFlag;
538 vis->stereoMode = stereoFlag;
539
540 vis->redBits = redBits;
541 vis->greenBits = greenBits;
542 vis->blueBits = blueBits;
543 vis->alphaBits = alphaBits;
544 vis->rgbBits = redBits + greenBits + blueBits;
545
546 vis->indexBits = indexBits;
547 vis->depthBits = depthBits;
548 vis->stencilBits = stencilBits;
549
550 vis->accumRedBits = accumRedBits;
551 vis->accumGreenBits = accumGreenBits;
552 vis->accumBlueBits = accumBlueBits;
553 vis->accumAlphaBits = accumAlphaBits;
554
555 vis->haveAccumBuffer = accumRedBits > 0;
556 vis->haveDepthBuffer = depthBits > 0;
557 vis->haveStencilBuffer = stencilBits > 0;
558
559 vis->numAuxBuffers = 0;
560 vis->level = 0;
561 vis->pixmapMode = 0;
562 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
563 vis->samples = numSamples;
564
565 return GL_TRUE;
566 }
567
568
569 /**
570 * Destroy a visual and free its memory.
571 *
572 * \param vis visual.
573 *
574 * Frees the visual structure.
575 */
576 void
577 _mesa_destroy_visual( GLvisual *vis )
578 {
579 FREE(vis);
580 }
581
582 /*@}*/
583
584
585 /**********************************************************************/
586 /** \name Context allocation, initialization, destroying
587 *
588 * The purpose of the most initialization functions here is to provide the
589 * default state values according to the OpenGL specification.
590 */
591 /**********************************************************************/
592 /*@{*/
593
594 /**
595 * One-time initialization mutex lock.
596 *
597 * \sa Used by one_time_init().
598 */
599 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
600
601 /**
602 * Calls all the various one-time-init functions in Mesa.
603 *
604 * While holding a global mutex lock, calls several initialization functions,
605 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
606 * defined.
607 *
608 * \sa _mesa_init_lists(), _math_init().
609 */
610 static void
611 one_time_init( GLcontext *ctx )
612 {
613 static GLboolean alreadyCalled = GL_FALSE;
614 (void) ctx;
615 _glthread_LOCK_MUTEX(OneTimeLock);
616 if (!alreadyCalled) {
617 GLuint i;
618
619 /* do some implementation tests */
620 assert( sizeof(GLbyte) == 1 );
621 assert( sizeof(GLubyte) == 1 );
622 assert( sizeof(GLshort) == 2 );
623 assert( sizeof(GLushort) == 2 );
624 assert( sizeof(GLint) == 4 );
625 assert( sizeof(GLuint) == 4 );
626
627 _mesa_init_lists();
628
629 #if _HAVE_FULL_GL
630 _math_init();
631
632 for (i = 0; i < 256; i++) {
633 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
634 }
635 #endif
636
637 #ifdef USE_SPARC_ASM
638 _mesa_init_sparc_glapi_relocs();
639 #endif
640 if (_mesa_getenv("MESA_DEBUG")) {
641 _glapi_noop_enable_warnings(GL_TRUE);
642 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
643 }
644 else {
645 _glapi_noop_enable_warnings(GL_FALSE);
646 }
647
648 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
649 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
650 MESA_VERSION_STRING, __DATE__, __TIME__);
651 #endif
652
653 alreadyCalled = GL_TRUE;
654 }
655 _glthread_UNLOCK_MUTEX(OneTimeLock);
656 }
657
658
659 /**
660 * Allocate and initialize a shared context state structure.
661 * Initializes the display list, texture objects and vertex programs hash
662 * tables, allocates the texture objects. If it runs out of memory, frees
663 * everything already allocated before returning NULL.
664 *
665 * \return pointer to a gl_shared_state structure on success, or NULL on
666 * failure.
667 */
668 static GLboolean
669 alloc_shared_state( GLcontext *ctx )
670 {
671 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
672 if (!ss)
673 return GL_FALSE;
674
675 ctx->Shared = ss;
676
677 _glthread_INIT_MUTEX(ss->Mutex);
678
679 ss->DisplayList = _mesa_NewHashTable();
680 ss->TexObjects = _mesa_NewHashTable();
681 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
682 ss->Programs = _mesa_NewHashTable();
683 #endif
684
685 #if FEATURE_ARB_vertex_program
686 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
687 if (!ss->DefaultVertexProgram)
688 goto cleanup;
689 #endif
690 #if FEATURE_ARB_fragment_program
691 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
692 if (!ss->DefaultFragmentProgram)
693 goto cleanup;
694 #endif
695 #if FEATURE_ATI_fragment_shader
696 ss->ATIShaders = _mesa_NewHashTable();
697 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
698 if (!ss->DefaultFragmentShader)
699 goto cleanup;
700 #endif
701
702 ss->BufferObjects = _mesa_NewHashTable();
703
704 ss->GL2Objects = _mesa_NewHashTable ();
705
706 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
707 if (!ss->Default1D)
708 goto cleanup;
709
710 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
711 if (!ss->Default2D)
712 goto cleanup;
713
714 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
715 if (!ss->Default3D)
716 goto cleanup;
717
718 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
719 if (!ss->DefaultCubeMap)
720 goto cleanup;
721
722 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
723 if (!ss->DefaultRect)
724 goto cleanup;
725
726 /* Effectively bind the default textures to all texture units */
727 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
728 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
729 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
730 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
731 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
732
733 #if FEATURE_EXT_framebuffer_object
734 ss->FrameBuffers = _mesa_NewHashTable();
735 if (!ss->FrameBuffers)
736 goto cleanup;
737 ss->RenderBuffers = _mesa_NewHashTable();
738 if (!ss->RenderBuffers)
739 goto cleanup;
740 #endif
741
742
743 return GL_TRUE;
744
745 cleanup:
746 /* Ran out of memory at some point. Free everything and return NULL */
747 if (ss->DisplayList)
748 _mesa_DeleteHashTable(ss->DisplayList);
749 if (ss->TexObjects)
750 _mesa_DeleteHashTable(ss->TexObjects);
751 #if FEATURE_NV_vertex_program
752 if (ss->Programs)
753 _mesa_DeleteHashTable(ss->Programs);
754 #endif
755 #if FEATURE_ARB_vertex_program
756 if (ss->DefaultVertexProgram)
757 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
758 #endif
759 #if FEATURE_ARB_fragment_program
760 if (ss->DefaultFragmentProgram)
761 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
762 #endif
763 #if FEATURE_ATI_fragment_shader
764 if (ss->DefaultFragmentShader)
765 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
766 #endif
767 #if FEATURE_ARB_vertex_buffer_object
768 if (ss->BufferObjects)
769 _mesa_DeleteHashTable(ss->BufferObjects);
770 #endif
771
772 if (ss->GL2Objects)
773 _mesa_DeleteHashTable (ss->GL2Objects);
774
775 #if FEATURE_EXT_framebuffer_object
776 if (ss->FrameBuffers)
777 _mesa_DeleteHashTable(ss->FrameBuffers);
778 if (ss->RenderBuffers)
779 _mesa_DeleteHashTable(ss->RenderBuffers);
780 #endif
781
782 if (ss->Default1D)
783 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
784 if (ss->Default2D)
785 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
786 if (ss->Default3D)
787 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
788 if (ss->DefaultCubeMap)
789 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
790 if (ss->DefaultRect)
791 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
792 if (ss)
793 _mesa_free(ss);
794 return GL_FALSE;
795 }
796
797 /**
798 * Deallocate a shared state context and all children structures.
799 *
800 * \param ctx GL context.
801 * \param ss shared state pointer.
802 *
803 * Frees the display lists, the texture objects (calling the driver texture
804 * deletion callback to free its private data) and the vertex programs, as well
805 * as their hash tables.
806 *
807 * \sa alloc_shared_state().
808 */
809 static void
810 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
811 {
812 /* Free display lists */
813 while (1) {
814 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
815 if (list) {
816 _mesa_destroy_list(ctx, list);
817 }
818 else {
819 break;
820 }
821 }
822 _mesa_DeleteHashTable(ss->DisplayList);
823
824 /* Free texture objects */
825 ASSERT(ctx->Driver.DeleteTexture);
826 /* the default textures */
827 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
828 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
829 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
830 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
831 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
832 /* all other textures */
833 while (1) {
834 GLuint texName = _mesa_HashFirstEntry(ss->TexObjects);
835 if (texName) {
836 struct gl_texture_object *texObj = (struct gl_texture_object *)
837 _mesa_HashLookup(ss->TexObjects, texName);
838 ASSERT(texObj);
839 (*ctx->Driver.DeleteTexture)(ctx, texObj);
840 _mesa_HashRemove(ss->TexObjects, texName);
841 }
842 else {
843 break;
844 }
845 }
846 _mesa_DeleteHashTable(ss->TexObjects);
847
848 #if FEATURE_NV_vertex_program
849 /* Free vertex programs */
850 while (1) {
851 GLuint prog = _mesa_HashFirstEntry(ss->Programs);
852 if (prog) {
853 struct program *p = (struct program *) _mesa_HashLookup(ss->Programs,
854 prog);
855 ASSERT(p);
856 ctx->Driver.DeleteProgram(ctx, p);
857 _mesa_HashRemove(ss->Programs, prog);
858 }
859 else {
860 break;
861 }
862 }
863 _mesa_DeleteHashTable(ss->Programs);
864 #endif
865 #if FEATURE_ARB_vertex_program
866 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
867 #endif
868 #if FEATURE_ARB_fragment_program
869 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
870 #endif
871 #if FEATURE_ATI_fragment_shader
872 _mesa_free(ss->DefaultFragmentShader);
873 #endif
874
875 #if FEATURE_ARB_vertex_buffer_object
876 _mesa_DeleteHashTable(ss->BufferObjects);
877 #endif
878
879 _mesa_DeleteHashTable (ss->GL2Objects);
880
881 #if FEATURE_EXT_framebuffer_object
882 _mesa_DeleteHashTable(ss->FrameBuffers);
883 _mesa_DeleteHashTable(ss->RenderBuffers);
884 #endif
885
886 _glthread_DESTROY_MUTEX(ss->Mutex);
887
888 FREE(ss);
889 }
890
891
892 /**
893 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
894 */
895 static void
896 _mesa_init_current( GLcontext *ctx )
897 {
898 GLuint i;
899
900 /* Current group */
901 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
902 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
903 }
904 /* special cases: */
905 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
906 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
907 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
908 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
909 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
910
911 ctx->Current.Index = 1;
912 ctx->Current.EdgeFlag = GL_TRUE;
913 }
914
915
916 /**
917 * Init vertex/fragment program native limits from logical limits.
918 */
919 static void
920 init_natives(struct gl_program_constants *prog)
921 {
922 prog->MaxNativeInstructions = prog->MaxInstructions;
923 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
924 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
925 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
926 prog->MaxNativeAttribs = prog->MaxAttribs;
927 prog->MaxNativeTemps = prog->MaxTemps;
928 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
929 prog->MaxNativeParameters = prog->MaxParameters;
930 }
931
932
933 /**
934 * Initialize fields of gl_constants (aka ctx->Const.*).
935 * Use defaults from config.h. The device drivers will often override
936 * some of these values (such as number of texture units).
937 */
938 static void
939 _mesa_init_constants( GLcontext *ctx )
940 {
941 assert(ctx);
942
943 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
944 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
945
946 /* Constants, may be overriden (usually only reduced) by device drivers */
947 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
948 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
949 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
950 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
951 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
952 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
953 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
954 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
955 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
956 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
957 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
958 ctx->Const.MinPointSize = MIN_POINT_SIZE;
959 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
960 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
961 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
962 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
963 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
964 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
965 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
966 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
967 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
968 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
969 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
970 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
971 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
972 ctx->Const.MaxLights = MAX_LIGHTS;
973 ctx->Const.MaxShininess = 128.0;
974 ctx->Const.MaxSpotExponent = 128.0;
975 ctx->Const.MaxViewportWidth = MAX_WIDTH;
976 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
977 #if FEATURE_ARB_vertex_program
978 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
979 ctx->Const.VertexProgram.MaxAluInstructions = 0;
980 ctx->Const.VertexProgram.MaxTexInstructions = 0;
981 ctx->Const.VertexProgram.MaxTexIndirections = 0;
982 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
983 ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
984 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
985 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
986 ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
987 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
988 init_natives(&ctx->Const.VertexProgram);
989 #endif
990 #if FEATURE_ARB_fragment_program
991 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
992 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
993 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
994 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
995 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
996 ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
997 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
998 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
999 ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1000 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
1001 init_natives(&ctx->Const.FragmentProgram);
1002 #endif
1003 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
1004 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
1005
1006 /* If we're running in the X server, do bounds checking to prevent
1007 * segfaults and server crashes!
1008 */
1009 #if defined(XFree86LOADER) && defined(IN_MODULE)
1010 ctx->Const.CheckArrayBounds = GL_TRUE;
1011 #else
1012 ctx->Const.CheckArrayBounds = GL_FALSE;
1013 #endif
1014
1015 /* GL_ARB_draw_buffers */
1016 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
1017
1018 /* GL_OES_read_format */
1019 ctx->Const.ColorReadFormat = GL_RGBA;
1020 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
1021
1022 #if FEATURE_EXT_framebuffer_object
1023 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
1024 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
1025 #endif
1026
1027 /* sanity checks */
1028 ASSERT(ctx->Const.MaxTextureUnits == MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
1029 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1030 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1031 }
1032
1033
1034 /**
1035 * Initialize the attribute groups in a GL context.
1036 *
1037 * \param ctx GL context.
1038 *
1039 * Initializes all the attributes, calling the respective <tt>init*</tt>
1040 * functions for the more complex data structures.
1041 */
1042 static GLboolean
1043 init_attrib_groups( GLcontext *ctx )
1044 {
1045 assert(ctx);
1046
1047 /* Constants */
1048 _mesa_init_constants( ctx );
1049
1050 /* Extensions */
1051 _mesa_init_extensions( ctx );
1052
1053 /* Attribute Groups */
1054 _mesa_init_accum( ctx );
1055 _mesa_init_attrib( ctx );
1056 _mesa_init_buffer_objects( ctx );
1057 _mesa_init_color( ctx );
1058 _mesa_init_colortables( ctx );
1059 _mesa_init_current( ctx );
1060 _mesa_init_depth( ctx );
1061 _mesa_init_debug( ctx );
1062 _mesa_init_display_list( ctx );
1063 _mesa_init_eval( ctx );
1064 _mesa_init_feedback( ctx );
1065 _mesa_init_fog( ctx );
1066 _mesa_init_histogram( ctx );
1067 _mesa_init_hint( ctx );
1068 _mesa_init_line( ctx );
1069 _mesa_init_lighting( ctx );
1070 _mesa_init_matrix( ctx );
1071 _mesa_init_multisample( ctx );
1072 _mesa_init_pixel( ctx );
1073 _mesa_init_point( ctx );
1074 _mesa_init_polygon( ctx );
1075 _mesa_init_program( ctx );
1076 _mesa_init_query( ctx );
1077 _mesa_init_rastpos( ctx );
1078 _mesa_init_scissor( ctx );
1079 _mesa_init_shaderobjects (ctx);
1080 _mesa_init_stencil( ctx );
1081 _mesa_init_transform( ctx );
1082 _mesa_init_varray( ctx );
1083 _mesa_init_viewport( ctx );
1084
1085 if (!_mesa_init_texture( ctx ))
1086 return GL_FALSE;
1087
1088 _mesa_init_texture_s3tc( ctx );
1089 _mesa_init_texture_fxt1( ctx );
1090
1091 /* Miscellaneous */
1092 ctx->NewState = _NEW_ALL;
1093 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1094 ctx->_Facing = 0;
1095
1096 return GL_TRUE;
1097 }
1098
1099
1100 /**
1101 * This is the default function we plug into all dispatch table slots
1102 * This helps prevents a segfault when someone calls a GL function without
1103 * first checking if the extension's supported.
1104 */
1105 static int
1106 generic_nop(void)
1107 {
1108 _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1109 return 0;
1110 }
1111
1112
1113 /**
1114 * Allocate and initialize a new dispatch table.
1115 */
1116 static struct _glapi_table *
1117 alloc_dispatch_table(void)
1118 {
1119 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1120 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1121 * Mesa we do this to accomodate different versions of libGL and various
1122 * DRI drivers.
1123 */
1124 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1125 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1126 struct _glapi_table *table =
1127 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1128 if (table) {
1129 _glapi_proc *entry = (_glapi_proc *) table;
1130 GLint i;
1131 for (i = 0; i < numEntries; i++) {
1132 entry[i] = (_glapi_proc) generic_nop;
1133 }
1134 }
1135 return table;
1136 }
1137
1138
1139 /**
1140 * Initialize a GLcontext struct (rendering context).
1141 *
1142 * This includes allocating all the other structs and arrays which hang off of
1143 * the context by pointers.
1144 * Note that the driver needs to pass in its dd_function_table here since
1145 * we need to at least call driverFunctions->NewTextureObject to create the
1146 * default texture objects.
1147 *
1148 * Called by _mesa_create_context().
1149 *
1150 * Performs the imports and exports callback tables initialization, and
1151 * miscellaneous one-time initializations. If no shared context is supplied one
1152 * is allocated, and increase its reference count. Setups the GL API dispatch
1153 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1154 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1155 * for debug flags.
1156 *
1157 * \param ctx the context to initialize
1158 * \param visual describes the visual attributes for this context
1159 * \param share_list points to context to share textures, display lists,
1160 * etc with, or NULL
1161 * \param driverFunctions table of device driver functions for this context
1162 * to use
1163 * \param driverContext pointer to driver-specific context data
1164 */
1165 GLboolean
1166 _mesa_initialize_context( GLcontext *ctx,
1167 const GLvisual *visual,
1168 GLcontext *share_list,
1169 const struct dd_function_table *driverFunctions,
1170 void *driverContext )
1171 {
1172 ASSERT(driverContext);
1173 assert(driverFunctions->NewTextureObject);
1174 assert(driverFunctions->FreeTexImageData);
1175
1176 /* If the driver wants core Mesa to use special imports, it'll have to
1177 * override these defaults.
1178 */
1179 _mesa_init_default_imports( &(ctx->imports), driverContext );
1180
1181 /* initialize the exports (Mesa functions called by the window system) */
1182 _mesa_init_default_exports( &(ctx->exports) );
1183
1184 /* misc one-time initializations */
1185 one_time_init(ctx);
1186
1187 ctx->Visual = *visual;
1188 ctx->DrawBuffer = NULL;
1189 ctx->ReadBuffer = NULL;
1190 ctx->WinSysDrawBuffer = NULL;
1191 ctx->WinSysReadBuffer = NULL;
1192
1193 /* Plug in driver functions and context pointer here.
1194 * This is important because when we call alloc_shared_state() below
1195 * we'll call ctx->Driver.NewTextureObject() to create the default
1196 * textures.
1197 */
1198 ctx->Driver = *driverFunctions;
1199 ctx->DriverCtx = driverContext;
1200
1201 if (share_list) {
1202 /* share state with another context */
1203 ctx->Shared = share_list->Shared;
1204 }
1205 else {
1206 /* allocate new, unshared state */
1207 if (!alloc_shared_state( ctx )) {
1208 return GL_FALSE;
1209 }
1210 }
1211 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1212 ctx->Shared->RefCount++;
1213 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1214
1215 if (!init_attrib_groups( ctx )) {
1216 free_shared_state(ctx, ctx->Shared);
1217 return GL_FALSE;
1218 }
1219
1220 /* setup the API dispatch tables */
1221 ctx->Exec = alloc_dispatch_table();
1222 ctx->Save = alloc_dispatch_table();
1223 if (!ctx->Exec || !ctx->Save) {
1224 free_shared_state(ctx, ctx->Shared);
1225 if (ctx->Exec)
1226 _mesa_free(ctx->Exec);
1227 }
1228 _mesa_init_exec_table(ctx->Exec);
1229 ctx->CurrentDispatch = ctx->Exec;
1230 #if _HAVE_FULL_GL
1231 _mesa_init_dlist_table(ctx->Save);
1232 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1233 /* Neutral tnl module stuff */
1234 _mesa_init_exec_vtxfmt( ctx );
1235 ctx->TnlModule.Current = NULL;
1236 ctx->TnlModule.SwapCount = 0;
1237 #endif
1238
1239 ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1240 ctx->_UseTexEnvProgram = ctx->_MaintainTexEnvProgram;
1241
1242 ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1243 if (ctx->_MaintainTnlProgram)
1244 ctx->_MaintainTexEnvProgram = 1; /* this is required... */
1245
1246 ctx->FirstTimeCurrent = GL_TRUE;
1247
1248 return GL_TRUE;
1249 }
1250
1251
1252 /**
1253 * Allocate and initialize a GLcontext structure.
1254 * Note that the driver needs to pass in its dd_function_table here since
1255 * we need to at least call driverFunctions->NewTextureObject to initialize
1256 * the rendering context.
1257 *
1258 * \param visual a GLvisual pointer (we copy the struct contents)
1259 * \param share_list another context to share display lists with or NULL
1260 * \param driverFunctions points to the dd_function_table into which the
1261 * driver has plugged in all its special functions.
1262 * \param driverCtx points to the device driver's private context state
1263 *
1264 * \return pointer to a new __GLcontextRec or NULL if error.
1265 */
1266 GLcontext *
1267 _mesa_create_context( const GLvisual *visual,
1268 GLcontext *share_list,
1269 const struct dd_function_table *driverFunctions,
1270 void *driverContext )
1271
1272 {
1273 GLcontext *ctx;
1274
1275 ASSERT(visual);
1276 ASSERT(driverContext);
1277
1278 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1279 if (!ctx)
1280 return NULL;
1281
1282 if (_mesa_initialize_context(ctx, visual, share_list,
1283 driverFunctions, driverContext)) {
1284 return ctx;
1285 }
1286 else {
1287 _mesa_free(ctx);
1288 return NULL;
1289 }
1290 }
1291
1292
1293 /**
1294 * Free the data associated with the given context.
1295 *
1296 * But doesn't free the GLcontext struct itself.
1297 *
1298 * \sa _mesa_initialize_context() and init_attrib_groups().
1299 */
1300 void
1301 _mesa_free_context_data( GLcontext *ctx )
1302 {
1303 /* if we're destroying the current context, unbind it first */
1304 if (ctx == _mesa_get_current_context()) {
1305 _mesa_make_current(NULL, NULL, NULL);
1306 }
1307
1308 _mesa_free_lighting_data( ctx );
1309 _mesa_free_eval_data( ctx );
1310 _mesa_free_texture_data( ctx );
1311 _mesa_free_matrix_data( ctx );
1312 _mesa_free_viewport_data( ctx );
1313 _mesa_free_colortables_data( ctx );
1314 _mesa_free_program_data(ctx);
1315 _mesa_free_query_data(ctx);
1316
1317 #if FEATURE_ARB_vertex_buffer_object
1318 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1319 #endif
1320
1321 /* free dispatch tables */
1322 _mesa_free(ctx->Exec);
1323 _mesa_free(ctx->Save);
1324
1325 /* Shared context state (display lists, textures, etc) */
1326 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1327 ctx->Shared->RefCount--;
1328 assert(ctx->Shared->RefCount >= 0);
1329 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1330 if (ctx->Shared->RefCount == 0) {
1331 /* free shared state */
1332 free_shared_state( ctx, ctx->Shared );
1333 }
1334
1335 if (ctx->Extensions.String)
1336 FREE((void *) ctx->Extensions.String);
1337 }
1338
1339
1340 /**
1341 * Destroy a GLcontext structure.
1342 *
1343 * \param ctx GL context.
1344 *
1345 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1346 */
1347 void
1348 _mesa_destroy_context( GLcontext *ctx )
1349 {
1350 if (ctx) {
1351 _mesa_free_context_data(ctx);
1352 FREE( (void *) ctx );
1353 }
1354 }
1355
1356
1357 #if _HAVE_FULL_GL
1358 /**
1359 * Copy attribute groups from one context to another.
1360 *
1361 * \param src source context
1362 * \param dst destination context
1363 * \param mask bitwise OR of GL_*_BIT flags
1364 *
1365 * According to the bits specified in \p mask, copies the corresponding
1366 * attributes from \p src into \p dst. For many of the attributes a simple \c
1367 * memcpy is not enough due to the existence of internal pointers in their data
1368 * structures.
1369 */
1370 void
1371 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1372 {
1373 if (mask & GL_ACCUM_BUFFER_BIT) {
1374 /* OK to memcpy */
1375 dst->Accum = src->Accum;
1376 }
1377 if (mask & GL_COLOR_BUFFER_BIT) {
1378 /* OK to memcpy */
1379 dst->Color = src->Color;
1380 }
1381 if (mask & GL_CURRENT_BIT) {
1382 /* OK to memcpy */
1383 dst->Current = src->Current;
1384 }
1385 if (mask & GL_DEPTH_BUFFER_BIT) {
1386 /* OK to memcpy */
1387 dst->Depth = src->Depth;
1388 }
1389 if (mask & GL_ENABLE_BIT) {
1390 /* no op */
1391 }
1392 if (mask & GL_EVAL_BIT) {
1393 /* OK to memcpy */
1394 dst->Eval = src->Eval;
1395 }
1396 if (mask & GL_FOG_BIT) {
1397 /* OK to memcpy */
1398 dst->Fog = src->Fog;
1399 }
1400 if (mask & GL_HINT_BIT) {
1401 /* OK to memcpy */
1402 dst->Hint = src->Hint;
1403 }
1404 if (mask & GL_LIGHTING_BIT) {
1405 GLuint i;
1406 /* begin with memcpy */
1407 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light) );
1408 /* fixup linked lists to prevent pointer insanity */
1409 make_empty_list( &(dst->Light.EnabledList) );
1410 for (i = 0; i < MAX_LIGHTS; i++) {
1411 if (dst->Light.Light[i].Enabled) {
1412 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1413 }
1414 }
1415 }
1416 if (mask & GL_LINE_BIT) {
1417 /* OK to memcpy */
1418 dst->Line = src->Line;
1419 }
1420 if (mask & GL_LIST_BIT) {
1421 /* OK to memcpy */
1422 dst->List = src->List;
1423 }
1424 if (mask & GL_PIXEL_MODE_BIT) {
1425 /* OK to memcpy */
1426 dst->Pixel = src->Pixel;
1427 }
1428 if (mask & GL_POINT_BIT) {
1429 /* OK to memcpy */
1430 dst->Point = src->Point;
1431 }
1432 if (mask & GL_POLYGON_BIT) {
1433 /* OK to memcpy */
1434 dst->Polygon = src->Polygon;
1435 }
1436 if (mask & GL_POLYGON_STIPPLE_BIT) {
1437 /* Use loop instead of MEMCPY due to problem with Portland Group's
1438 * C compiler. Reported by John Stone.
1439 */
1440 GLuint i;
1441 for (i = 0; i < 32; i++) {
1442 dst->PolygonStipple[i] = src->PolygonStipple[i];
1443 }
1444 }
1445 if (mask & GL_SCISSOR_BIT) {
1446 /* OK to memcpy */
1447 dst->Scissor = src->Scissor;
1448 }
1449 if (mask & GL_STENCIL_BUFFER_BIT) {
1450 /* OK to memcpy */
1451 dst->Stencil = src->Stencil;
1452 }
1453 if (mask & GL_TEXTURE_BIT) {
1454 /* Cannot memcpy because of pointers */
1455 _mesa_copy_texture_state(src, dst);
1456 }
1457 if (mask & GL_TRANSFORM_BIT) {
1458 /* OK to memcpy */
1459 dst->Transform = src->Transform;
1460 }
1461 if (mask & GL_VIEWPORT_BIT) {
1462 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1463 dst->Viewport.X = src->Viewport.X;
1464 dst->Viewport.Y = src->Viewport.Y;
1465 dst->Viewport.Width = src->Viewport.Width;
1466 dst->Viewport.Height = src->Viewport.Height;
1467 dst->Viewport.Near = src->Viewport.Near;
1468 dst->Viewport.Far = src->Viewport.Far;
1469 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1470 }
1471
1472 /* XXX FIXME: Call callbacks?
1473 */
1474 dst->NewState = _NEW_ALL;
1475 }
1476 #endif
1477
1478
1479 /**
1480 * Check if the given context can render into the given framebuffer
1481 * by checking visual attributes.
1482 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1483 */
1484 static GLboolean
1485 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1486 {
1487 const GLvisual *ctxvis = &ctx->Visual;
1488 const GLvisual *bufvis = &buffer->Visual;
1489
1490 if (ctxvis == bufvis)
1491 return GL_TRUE;
1492
1493 if (ctxvis->rgbMode != bufvis->rgbMode)
1494 return GL_FALSE;
1495 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1496 return GL_FALSE;
1497 if (ctxvis->stereoMode && !bufvis->stereoMode)
1498 return GL_FALSE;
1499 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1500 return GL_FALSE;
1501 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1502 return GL_FALSE;
1503 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1504 return GL_FALSE;
1505 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1506 return GL_FALSE;
1507 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1508 return GL_FALSE;
1509 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1510 return GL_FALSE;
1511 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1512 return GL_FALSE;
1513 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1514 return GL_FALSE;
1515
1516 return GL_TRUE;
1517 }
1518
1519
1520 /**
1521 * Do one-time initialization for the given framebuffer. Specifically,
1522 * ask the driver for the window's current size and update the framebuffer
1523 * object to match.
1524 * Really, the device driver should totally take care of this.
1525 */
1526 static void
1527 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1528 {
1529 GLuint width, height;
1530 ASSERT(ctx->Driver.GetBufferSize);
1531 ctx->Driver.GetBufferSize(fb, &width, &height);
1532 if (ctx->Driver.ResizeBuffers)
1533 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1534 fb->Initialized = GL_TRUE;
1535 }
1536
1537
1538 /**
1539 * Bind the given context to the given drawBuffer and readBuffer and
1540 * make it the current context for the calling thread.
1541 * We'll render into the drawBuffer and read pixels from the
1542 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1543 *
1544 * We check that the context's and framebuffer's visuals are compatible
1545 * and return immediately if they're not.
1546 *
1547 * \param newCtx the new GL context. If NULL then there will be no current GL
1548 * context.
1549 * \param drawBuffer the drawing framebuffer
1550 * \param readBuffer the reading framebuffer
1551 */
1552 void
1553 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1554 GLframebuffer *readBuffer )
1555 {
1556 if (MESA_VERBOSE & VERBOSE_API)
1557 _mesa_debug(newCtx, "_mesa_make_current()\n");
1558
1559 /* Check that the context's and framebuffer's visuals are compatible.
1560 */
1561 if (newCtx && drawBuffer && newCtx->DrawBuffer != drawBuffer) {
1562 if (!check_compatible(newCtx, drawBuffer))
1563 return;
1564 }
1565 if (newCtx && readBuffer && newCtx->ReadBuffer != readBuffer) {
1566 if (!check_compatible(newCtx, readBuffer))
1567 return;
1568 }
1569
1570 #if !defined(IN_DRI_DRIVER)
1571 /* We call this function periodically (just here for now) in
1572 * order to detect when multithreading has begun. In a DRI driver, this
1573 * step is done by the driver loader (e.g., libGL).
1574 */
1575 _glapi_check_multithread();
1576 #endif /* !defined(IN_DRI_DRIVER) */
1577
1578 _glapi_set_context((void *) newCtx);
1579 ASSERT(_mesa_get_current_context() == newCtx);
1580
1581 if (!newCtx) {
1582 _glapi_set_dispatch(NULL); /* none current */
1583 }
1584 else {
1585 _glapi_set_dispatch(newCtx->CurrentDispatch);
1586
1587 if (drawBuffer && readBuffer) {
1588 /* TODO: check if newCtx and buffer's visual match??? */
1589
1590 ASSERT(drawBuffer->Name == 0);
1591 ASSERT(readBuffer->Name == 0);
1592 newCtx->WinSysDrawBuffer = drawBuffer;
1593 newCtx->WinSysReadBuffer = readBuffer;
1594 /* don't replace user-buffer bindings with window system buffer */
1595 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1596 newCtx->DrawBuffer = drawBuffer;
1597 newCtx->ReadBuffer = readBuffer;
1598 }
1599
1600 newCtx->NewState |= _NEW_BUFFERS;
1601
1602 #if _HAVE_FULL_GL
1603 if (!drawBuffer->Initialized) {
1604 initialize_framebuffer_size(newCtx, drawBuffer);
1605 }
1606 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1607 initialize_framebuffer_size(newCtx, readBuffer);
1608 }
1609 #endif
1610 if (newCtx->FirstTimeCurrent) {
1611 /* set initial viewport and scissor size now */
1612 _mesa_set_viewport(newCtx, 0, 0,
1613 drawBuffer->Width, drawBuffer->Height);
1614
1615 _mesa_set_scissor(newCtx, 0, 0,
1616 drawBuffer->Width,
1617 drawBuffer->Height );
1618 }
1619 }
1620
1621 /* We can use this to help debug user's problems. Tell them to set
1622 * the MESA_INFO env variable before running their app. Then the
1623 * first time each context is made current we'll print some useful
1624 * information.
1625 */
1626 if (newCtx->FirstTimeCurrent) {
1627 if (_mesa_getenv("MESA_INFO")) {
1628 _mesa_print_info();
1629 }
1630 newCtx->FirstTimeCurrent = GL_FALSE;
1631 }
1632 }
1633 }
1634
1635
1636 /**
1637 * Make context 'ctx' share the display lists, textures and programs
1638 * that are associated with 'ctxToShare'.
1639 * Any display lists, textures or programs associated with 'ctx' will
1640 * be deleted if nobody else is sharing them.
1641 */
1642 GLboolean
1643 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1644 {
1645 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1646 ctx->Shared->RefCount--;
1647 if (ctx->Shared->RefCount == 0) {
1648 free_shared_state(ctx, ctx->Shared);
1649 }
1650 ctx->Shared = ctxToShare->Shared;
1651 ctx->Shared->RefCount++;
1652 return GL_TRUE;
1653 }
1654 else {
1655 return GL_FALSE;
1656 }
1657 }
1658
1659
1660
1661 /**
1662 * Get current context for the calling thread.
1663 *
1664 * \return pointer to the current GL context.
1665 *
1666 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1667 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
1668 */
1669 GLcontext *
1670 _mesa_get_current_context( void )
1671 {
1672 return (GLcontext *) _glapi_get_context();
1673 }
1674
1675 /**
1676 * Get context's current API dispatch table.
1677 *
1678 * It'll either be the immediate-mode execute dispatcher or the display list
1679 * compile dispatcher.
1680 *
1681 * \param ctx GL context.
1682 *
1683 * \return pointer to dispatch_table.
1684 *
1685 * Simply returns __GLcontextRec::CurrentDispatch.
1686 */
1687 struct _glapi_table *
1688 _mesa_get_dispatch(GLcontext *ctx)
1689 {
1690 return ctx->CurrentDispatch;
1691 }
1692
1693 /*@}*/
1694
1695
1696 /**********************************************************************/
1697 /** \name Miscellaneous functions */
1698 /**********************************************************************/
1699 /*@{*/
1700
1701 /**
1702 * Record an error.
1703 *
1704 * \param ctx GL context.
1705 * \param error error code.
1706 *
1707 * Records the given error code and call the driver's dd_function_table::Error
1708 * function if defined.
1709 *
1710 * \sa
1711 * This is called via _mesa_error().
1712 */
1713 void
1714 _mesa_record_error( GLcontext *ctx, GLenum error )
1715 {
1716 if (!ctx)
1717 return;
1718
1719 if (ctx->ErrorValue == GL_NO_ERROR) {
1720 ctx->ErrorValue = error;
1721 }
1722
1723 /* Call device driver's error handler, if any. This is used on the Mac. */
1724 if (ctx->Driver.Error) {
1725 (*ctx->Driver.Error)( ctx );
1726 }
1727 }
1728
1729 /**
1730 * Execute glFinish().
1731 *
1732 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1733 * dd_function_table::Finish driver callback, if not NULL.
1734 */
1735 void GLAPIENTRY
1736 _mesa_Finish( void )
1737 {
1738 GET_CURRENT_CONTEXT(ctx);
1739 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1740 if (ctx->Driver.Finish) {
1741 (*ctx->Driver.Finish)( ctx );
1742 }
1743 }
1744
1745 /**
1746 * Execute glFlush().
1747 *
1748 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1749 * dd_function_table::Flush driver callback, if not NULL.
1750 */
1751 void GLAPIENTRY
1752 _mesa_Flush( void )
1753 {
1754 GET_CURRENT_CONTEXT(ctx);
1755 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1756 if (ctx->Driver.Flush) {
1757 (*ctx->Driver.Flush)( ctx );
1758 }
1759 }
1760
1761
1762 /*@}*/