61e1d8794a6978425d297546ee1951fae0b356cf
[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 "shaderobjects.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 ss->GL2Objects = _mesa_NewHashTable ();
708
709 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
710 if (!ss->Default1D)
711 goto cleanup;
712
713 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
714 if (!ss->Default2D)
715 goto cleanup;
716
717 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
718 if (!ss->Default3D)
719 goto cleanup;
720
721 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
722 if (!ss->DefaultCubeMap)
723 goto cleanup;
724
725 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
726 if (!ss->DefaultRect)
727 goto cleanup;
728
729 /* Effectively bind the default textures to all texture units */
730 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
731 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
732 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
733 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
734 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
735
736 #if FEATURE_EXT_framebuffer_object
737 ss->FrameBuffers = _mesa_NewHashTable();
738 if (!ss->FrameBuffers)
739 goto cleanup;
740 ss->RenderBuffers = _mesa_NewHashTable();
741 if (!ss->RenderBuffers)
742 goto cleanup;
743 #endif
744
745
746 return GL_TRUE;
747
748 cleanup:
749 /* Ran out of memory at some point. Free everything and return NULL */
750 if (ss->DisplayList)
751 _mesa_DeleteHashTable(ss->DisplayList);
752 if (ss->TexObjects)
753 _mesa_DeleteHashTable(ss->TexObjects);
754 #if FEATURE_NV_vertex_program
755 if (ss->Programs)
756 _mesa_DeleteHashTable(ss->Programs);
757 #endif
758 #if FEATURE_ARB_vertex_program
759 if (ss->DefaultVertexProgram)
760 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
761 #endif
762 #if FEATURE_ARB_fragment_program
763 if (ss->DefaultFragmentProgram)
764 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
765 #endif
766 #if FEATURE_ATI_fragment_shader
767 if (ss->DefaultFragmentShader)
768 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
769 #endif
770 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
771 if (ss->BufferObjects)
772 _mesa_DeleteHashTable(ss->BufferObjects);
773 #endif
774
775 if (ss->ArrayObjects)
776 _mesa_DeleteHashTable (ss->ArrayObjects);
777
778 if (ss->GL2Objects)
779 _mesa_DeleteHashTable (ss->GL2Objects);
780
781 #if FEATURE_EXT_framebuffer_object
782 if (ss->FrameBuffers)
783 _mesa_DeleteHashTable(ss->FrameBuffers);
784 if (ss->RenderBuffers)
785 _mesa_DeleteHashTable(ss->RenderBuffers);
786 #endif
787
788 if (ss->Default1D)
789 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
790 if (ss->Default2D)
791 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
792 if (ss->Default3D)
793 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
794 if (ss->DefaultCubeMap)
795 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
796 if (ss->DefaultRect)
797 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
798 if (ss)
799 _mesa_free(ss);
800 return GL_FALSE;
801 }
802
803
804 /**
805 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
806 */
807 static void
808 delete_displaylist_cb(GLuint id, void *data, void *userData)
809 {
810 struct mesa_display_list *list = (struct mesa_display_list *) data;
811 GLcontext *ctx = (GLcontext *) userData;
812 _mesa_delete_list(ctx, list);
813 }
814
815 /**
816 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
817 */
818 static void
819 delete_texture_cb(GLuint id, void *data, void *userData)
820 {
821 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
822 GLcontext *ctx = (GLcontext *) userData;
823 ctx->Driver.DeleteTexture(ctx, texObj);
824 }
825
826 /**
827 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
828 */
829 static void
830 delete_program_cb(GLuint id, void *data, void *userData)
831 {
832 struct program *prog = (struct program *) data;
833 GLcontext *ctx = (GLcontext *) userData;
834 ctx->Driver.DeleteProgram(ctx, prog);
835 }
836
837 /**
838 * Callback for deleting an ATI fragment shader object.
839 * Called by _mesa_HashDeleteAll().
840 */
841 static void
842 delete_fragshader_cb(GLuint id, void *data, void *userData)
843 {
844 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
845 GLcontext *ctx = (GLcontext *) userData;
846 _mesa_delete_ati_fragment_shader(ctx, shader);
847 }
848
849 /**
850 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
851 */
852 static void
853 delete_bufferobj_cb(GLuint id, void *data, void *userData)
854 {
855 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
856 GLcontext *ctx = (GLcontext *) userData;
857 ctx->Driver.DeleteBuffer(ctx, bufObj);
858 }
859
860 /**
861 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
862 */
863 static void
864 delete_arrayobj_cb(GLuint id, void *data, void *userData)
865 {
866 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
867 GLcontext *ctx = (GLcontext *) userData;
868 _mesa_delete_array_object(ctx, arrayObj);
869 }
870
871
872 /**
873 * Deallocate a shared state object and all children structures.
874 *
875 * \param ctx GL context.
876 * \param ss shared state pointer.
877 *
878 * Frees the display lists, the texture objects (calling the driver texture
879 * deletion callback to free its private data) and the vertex programs, as well
880 * as their hash tables.
881 *
882 * \sa alloc_shared_state().
883 */
884 static void
885 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
886 {
887 /*
888 * Free display lists
889 */
890 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
891 _mesa_DeleteHashTable(ss->DisplayList);
892
893 /*
894 * Free texture objects
895 */
896 ASSERT(ctx->Driver.DeleteTexture);
897 /* the default textures */
898 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
899 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
900 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
901 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
902 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
903 /* all other textures */
904 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
905 _mesa_DeleteHashTable(ss->TexObjects);
906
907 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
908 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
909 _mesa_DeleteHashTable(ss->Programs);
910 #endif
911 #if FEATURE_ARB_vertex_program
912 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
913 #endif
914 #if FEATURE_ARB_fragment_program
915 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
916 #endif
917
918 #if FEATURE_ATI_fragment_shader
919 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
920 _mesa_DeleteHashTable(ss->ATIShaders);
921 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
922 #endif
923
924 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
925 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
926 _mesa_DeleteHashTable(ss->BufferObjects);
927 #endif
928
929 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
930 _mesa_DeleteHashTable(ss->ArrayObjects);
931
932 _mesa_DeleteHashTable(ss->GL2Objects);
933
934 #if FEATURE_EXT_framebuffer_object
935 _mesa_DeleteHashTable(ss->FrameBuffers);
936 _mesa_DeleteHashTable(ss->RenderBuffers);
937 #endif
938
939 _glthread_DESTROY_MUTEX(ss->Mutex);
940
941 _mesa_free(ss);
942 }
943
944
945 /**
946 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
947 */
948 static void
949 _mesa_init_current( GLcontext *ctx )
950 {
951 GLuint i;
952
953 /* Init all to (0,0,0,1) */
954 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
955 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
956 }
957
958 /* redo special cases: */
959 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
960 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
961 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
962 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
963 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
964 ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0] = 1.0;
965 ctx->Current.EdgeFlag = GL_TRUE;
966 }
967
968
969 /**
970 * Init vertex/fragment program native limits from logical limits.
971 */
972 static void
973 init_natives(struct gl_program_constants *prog)
974 {
975 prog->MaxNativeInstructions = prog->MaxInstructions;
976 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
977 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
978 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
979 prog->MaxNativeAttribs = prog->MaxAttribs;
980 prog->MaxNativeTemps = prog->MaxTemps;
981 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
982 prog->MaxNativeParameters = prog->MaxParameters;
983 }
984
985
986 /**
987 * Initialize fields of gl_constants (aka ctx->Const.*).
988 * Use defaults from config.h. The device drivers will often override
989 * some of these values (such as number of texture units).
990 */
991 static void
992 _mesa_init_constants( GLcontext *ctx )
993 {
994 assert(ctx);
995
996 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
997 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
998
999 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
1000 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
1001
1002 /* Constants, may be overriden (usually only reduced) by device drivers */
1003 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
1004 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
1005 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
1006 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
1007 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
1008 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
1009 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
1010 ctx->Const.MaxTextureImageUnits);
1011 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
1012 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
1013 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
1014 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
1015 ctx->Const.MinPointSize = MIN_POINT_SIZE;
1016 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
1017 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
1018 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
1019 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
1020 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
1021 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
1022 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
1023 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
1024 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
1025 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
1026 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
1027 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
1028 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
1029 ctx->Const.MaxLights = MAX_LIGHTS;
1030 ctx->Const.MaxShininess = 128.0;
1031 ctx->Const.MaxSpotExponent = 128.0;
1032 ctx->Const.MaxViewportWidth = MAX_WIDTH;
1033 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
1034 #if FEATURE_ARB_vertex_program
1035 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
1036 ctx->Const.VertexProgram.MaxAluInstructions = 0;
1037 ctx->Const.VertexProgram.MaxTexInstructions = 0;
1038 ctx->Const.VertexProgram.MaxTexIndirections = 0;
1039 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
1040 ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
1041 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
1042 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1043 ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
1044 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
1045 init_natives(&ctx->Const.VertexProgram);
1046 #endif
1047 #if FEATURE_ARB_fragment_program
1048 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
1049 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
1050 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
1051 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
1052 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
1053 ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
1054 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1055 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1056 ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1057 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
1058 init_natives(&ctx->Const.FragmentProgram);
1059 #endif
1060 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
1061 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
1062
1063 /* If we're running in the X server, do bounds checking to prevent
1064 * segfaults and server crashes!
1065 */
1066 #if defined(XFree86LOADER) && defined(IN_MODULE)
1067 ctx->Const.CheckArrayBounds = GL_TRUE;
1068 #else
1069 ctx->Const.CheckArrayBounds = GL_FALSE;
1070 #endif
1071
1072 /* GL_ARB_draw_buffers */
1073 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
1074
1075 /* GL_OES_read_format */
1076 ctx->Const.ColorReadFormat = GL_RGBA;
1077 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
1078
1079 #if FEATURE_EXT_framebuffer_object
1080 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
1081 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
1082 #endif
1083
1084 /* sanity checks */
1085 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
1086 ctx->Const.MaxTextureCoordUnits));
1087 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1088 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1089 }
1090
1091
1092 /**
1093 * Do some sanity checks on the limits/constants for the given context.
1094 * Only called the first time a context is bound.
1095 */
1096 static void
1097 check_context_limits(GLcontext *ctx)
1098 {
1099 /* Many context limits/constants are limited by the size of
1100 * internal arrays.
1101 */
1102 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
1103 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
1104 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
1105 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
1106
1107 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
1108 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
1109
1110 /* make sure largest texture image is <= MAX_WIDTH in size */
1111 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
1112 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
1113 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
1114
1115 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
1116
1117 /* XXX probably add more tests */
1118 }
1119
1120
1121 /**
1122 * Initialize the attribute groups in a GL context.
1123 *
1124 * \param ctx GL context.
1125 *
1126 * Initializes all the attributes, calling the respective <tt>init*</tt>
1127 * functions for the more complex data structures.
1128 */
1129 static GLboolean
1130 init_attrib_groups( GLcontext *ctx )
1131 {
1132 assert(ctx);
1133
1134 /* Constants */
1135 _mesa_init_constants( ctx );
1136
1137 /* Extensions */
1138 _mesa_init_extensions( ctx );
1139
1140 /* Attribute Groups */
1141 _mesa_init_accum( ctx );
1142 _mesa_init_attrib( ctx );
1143 _mesa_init_buffer_objects( ctx );
1144 _mesa_init_color( ctx );
1145 _mesa_init_colortables( ctx );
1146 _mesa_init_current( ctx );
1147 _mesa_init_depth( ctx );
1148 _mesa_init_debug( ctx );
1149 _mesa_init_display_list( ctx );
1150 _mesa_init_eval( ctx );
1151 _mesa_init_feedback( ctx );
1152 _mesa_init_fog( ctx );
1153 _mesa_init_histogram( ctx );
1154 _mesa_init_hint( ctx );
1155 _mesa_init_line( ctx );
1156 _mesa_init_lighting( ctx );
1157 _mesa_init_matrix( ctx );
1158 _mesa_init_multisample( ctx );
1159 _mesa_init_pixel( ctx );
1160 _mesa_init_point( ctx );
1161 _mesa_init_polygon( ctx );
1162 _mesa_init_program( ctx );
1163 _mesa_init_query( ctx );
1164 _mesa_init_rastpos( ctx );
1165 _mesa_init_scissor( ctx );
1166 _mesa_init_shaderobjects (ctx);
1167 _mesa_init_stencil( ctx );
1168 _mesa_init_transform( ctx );
1169 _mesa_init_varray( ctx );
1170 _mesa_init_viewport( ctx );
1171
1172 if (!_mesa_init_texture( ctx ))
1173 return GL_FALSE;
1174
1175 _mesa_init_texture_s3tc( ctx );
1176 _mesa_init_texture_fxt1( ctx );
1177
1178 /* Miscellaneous */
1179 ctx->NewState = _NEW_ALL;
1180 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1181 ctx->_Facing = 0;
1182
1183 return GL_TRUE;
1184 }
1185
1186
1187 /**
1188 * This is the default function we plug into all dispatch table slots
1189 * This helps prevents a segfault when someone calls a GL function without
1190 * first checking if the extension's supported.
1191 */
1192 static int
1193 generic_nop(void)
1194 {
1195 _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1196 return 0;
1197 }
1198
1199
1200 /**
1201 * Allocate and initialize a new dispatch table.
1202 */
1203 static struct _glapi_table *
1204 alloc_dispatch_table(void)
1205 {
1206 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1207 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1208 * Mesa we do this to accomodate different versions of libGL and various
1209 * DRI drivers.
1210 */
1211 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1212 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1213 struct _glapi_table *table =
1214 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1215 if (table) {
1216 _glapi_proc *entry = (_glapi_proc *) table;
1217 GLint i;
1218 for (i = 0; i < numEntries; i++) {
1219 entry[i] = (_glapi_proc) generic_nop;
1220 }
1221 }
1222 return table;
1223 }
1224
1225
1226 /**
1227 * Initialize a GLcontext struct (rendering context).
1228 *
1229 * This includes allocating all the other structs and arrays which hang off of
1230 * the context by pointers.
1231 * Note that the driver needs to pass in its dd_function_table here since
1232 * we need to at least call driverFunctions->NewTextureObject to create the
1233 * default texture objects.
1234 *
1235 * Called by _mesa_create_context().
1236 *
1237 * Performs the imports and exports callback tables initialization, and
1238 * miscellaneous one-time initializations. If no shared context is supplied one
1239 * is allocated, and increase its reference count. Setups the GL API dispatch
1240 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1241 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1242 * for debug flags.
1243 *
1244 * \param ctx the context to initialize
1245 * \param visual describes the visual attributes for this context
1246 * \param share_list points to context to share textures, display lists,
1247 * etc with, or NULL
1248 * \param driverFunctions table of device driver functions for this context
1249 * to use
1250 * \param driverContext pointer to driver-specific context data
1251 */
1252 GLboolean
1253 _mesa_initialize_context( GLcontext *ctx,
1254 const GLvisual *visual,
1255 GLcontext *share_list,
1256 const struct dd_function_table *driverFunctions,
1257 void *driverContext )
1258 {
1259 ASSERT(driverContext);
1260 assert(driverFunctions->NewTextureObject);
1261 assert(driverFunctions->FreeTexImageData);
1262
1263 /* If the driver wants core Mesa to use special imports, it'll have to
1264 * override these defaults.
1265 */
1266 _mesa_init_default_imports( &(ctx->imports), driverContext );
1267
1268 /* initialize the exports (Mesa functions called by the window system) */
1269 _mesa_init_default_exports( &(ctx->exports) );
1270
1271 /* misc one-time initializations */
1272 one_time_init(ctx);
1273
1274 ctx->Visual = *visual;
1275 ctx->DrawBuffer = NULL;
1276 ctx->ReadBuffer = NULL;
1277 ctx->WinSysDrawBuffer = NULL;
1278 ctx->WinSysReadBuffer = NULL;
1279
1280 /* Plug in driver functions and context pointer here.
1281 * This is important because when we call alloc_shared_state() below
1282 * we'll call ctx->Driver.NewTextureObject() to create the default
1283 * textures.
1284 */
1285 ctx->Driver = *driverFunctions;
1286 ctx->DriverCtx = driverContext;
1287
1288 if (share_list) {
1289 /* share state with another context */
1290 ctx->Shared = share_list->Shared;
1291 }
1292 else {
1293 /* allocate new, unshared state */
1294 if (!alloc_shared_state( ctx )) {
1295 return GL_FALSE;
1296 }
1297 }
1298 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1299 ctx->Shared->RefCount++;
1300 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1301
1302 if (!init_attrib_groups( ctx )) {
1303 free_shared_state(ctx, ctx->Shared);
1304 return GL_FALSE;
1305 }
1306
1307 /* setup the API dispatch tables */
1308 ctx->Exec = alloc_dispatch_table();
1309 ctx->Save = alloc_dispatch_table();
1310 if (!ctx->Exec || !ctx->Save) {
1311 free_shared_state(ctx, ctx->Shared);
1312 if (ctx->Exec)
1313 _mesa_free(ctx->Exec);
1314 }
1315 _mesa_init_exec_table(ctx->Exec);
1316 ctx->CurrentDispatch = ctx->Exec;
1317 #if _HAVE_FULL_GL
1318 _mesa_init_dlist_table(ctx->Save);
1319 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1320 /* Neutral tnl module stuff */
1321 _mesa_init_exec_vtxfmt( ctx );
1322 ctx->TnlModule.Current = NULL;
1323 ctx->TnlModule.SwapCount = 0;
1324 #endif
1325
1326 ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1327 ctx->_UseTexEnvProgram = ctx->_MaintainTexEnvProgram;
1328
1329 ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1330 if (ctx->_MaintainTnlProgram)
1331 ctx->_MaintainTexEnvProgram = 1; /* this is required... */
1332
1333 ctx->FirstTimeCurrent = GL_TRUE;
1334
1335 return GL_TRUE;
1336 }
1337
1338
1339 /**
1340 * Allocate and initialize a GLcontext structure.
1341 * Note that the driver needs to pass in its dd_function_table here since
1342 * we need to at least call driverFunctions->NewTextureObject to initialize
1343 * the rendering context.
1344 *
1345 * \param visual a GLvisual pointer (we copy the struct contents)
1346 * \param share_list another context to share display lists with or NULL
1347 * \param driverFunctions points to the dd_function_table into which the
1348 * driver has plugged in all its special functions.
1349 * \param driverCtx points to the device driver's private context state
1350 *
1351 * \return pointer to a new __GLcontextRec or NULL if error.
1352 */
1353 GLcontext *
1354 _mesa_create_context( const GLvisual *visual,
1355 GLcontext *share_list,
1356 const struct dd_function_table *driverFunctions,
1357 void *driverContext )
1358
1359 {
1360 GLcontext *ctx;
1361
1362 ASSERT(visual);
1363 ASSERT(driverContext);
1364
1365 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1366 if (!ctx)
1367 return NULL;
1368
1369 if (_mesa_initialize_context(ctx, visual, share_list,
1370 driverFunctions, driverContext)) {
1371 return ctx;
1372 }
1373 else {
1374 _mesa_free(ctx);
1375 return NULL;
1376 }
1377 }
1378
1379
1380 /**
1381 * Free the data associated with the given context.
1382 *
1383 * But doesn't free the GLcontext struct itself.
1384 *
1385 * \sa _mesa_initialize_context() and init_attrib_groups().
1386 */
1387 void
1388 _mesa_free_context_data( GLcontext *ctx )
1389 {
1390 /* if we're destroying the current context, unbind it first */
1391 if (ctx == _mesa_get_current_context()) {
1392 _mesa_make_current(NULL, NULL, NULL);
1393 }
1394
1395 _mesa_free_lighting_data( ctx );
1396 _mesa_free_eval_data( ctx );
1397 _mesa_free_texture_data( ctx );
1398 _mesa_free_matrix_data( ctx );
1399 _mesa_free_viewport_data( ctx );
1400 _mesa_free_colortables_data( ctx );
1401 _mesa_free_program_data(ctx);
1402 _mesa_free_query_data(ctx);
1403
1404 #if FEATURE_ARB_vertex_buffer_object
1405 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1406 #endif
1407 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1408
1409 /* free dispatch tables */
1410 _mesa_free(ctx->Exec);
1411 _mesa_free(ctx->Save);
1412
1413 /* Shared context state (display lists, textures, etc) */
1414 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1415 ctx->Shared->RefCount--;
1416 assert(ctx->Shared->RefCount >= 0);
1417 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1418 if (ctx->Shared->RefCount == 0) {
1419 /* free shared state */
1420 free_shared_state( ctx, ctx->Shared );
1421 }
1422
1423 if (ctx->Extensions.String)
1424 _mesa_free((void *) ctx->Extensions.String);
1425 }
1426
1427
1428 /**
1429 * Destroy a GLcontext structure.
1430 *
1431 * \param ctx GL context.
1432 *
1433 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1434 */
1435 void
1436 _mesa_destroy_context( GLcontext *ctx )
1437 {
1438 if (ctx) {
1439 _mesa_free_context_data(ctx);
1440 _mesa_free( (void *) ctx );
1441 }
1442 }
1443
1444
1445 #if _HAVE_FULL_GL
1446 /**
1447 * Copy attribute groups from one context to another.
1448 *
1449 * \param src source context
1450 * \param dst destination context
1451 * \param mask bitwise OR of GL_*_BIT flags
1452 *
1453 * According to the bits specified in \p mask, copies the corresponding
1454 * attributes from \p src into \p dst. For many of the attributes a simple \c
1455 * memcpy is not enough due to the existence of internal pointers in their data
1456 * structures.
1457 */
1458 void
1459 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1460 {
1461 if (mask & GL_ACCUM_BUFFER_BIT) {
1462 /* OK to memcpy */
1463 dst->Accum = src->Accum;
1464 }
1465 if (mask & GL_COLOR_BUFFER_BIT) {
1466 /* OK to memcpy */
1467 dst->Color = src->Color;
1468 }
1469 if (mask & GL_CURRENT_BIT) {
1470 /* OK to memcpy */
1471 dst->Current = src->Current;
1472 }
1473 if (mask & GL_DEPTH_BUFFER_BIT) {
1474 /* OK to memcpy */
1475 dst->Depth = src->Depth;
1476 }
1477 if (mask & GL_ENABLE_BIT) {
1478 /* no op */
1479 }
1480 if (mask & GL_EVAL_BIT) {
1481 /* OK to memcpy */
1482 dst->Eval = src->Eval;
1483 }
1484 if (mask & GL_FOG_BIT) {
1485 /* OK to memcpy */
1486 dst->Fog = src->Fog;
1487 }
1488 if (mask & GL_HINT_BIT) {
1489 /* OK to memcpy */
1490 dst->Hint = src->Hint;
1491 }
1492 if (mask & GL_LIGHTING_BIT) {
1493 GLuint i;
1494 /* begin with memcpy */
1495 dst->Light = src->Light;
1496 /* fixup linked lists to prevent pointer insanity */
1497 make_empty_list( &(dst->Light.EnabledList) );
1498 for (i = 0; i < MAX_LIGHTS; i++) {
1499 if (dst->Light.Light[i].Enabled) {
1500 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1501 }
1502 }
1503 }
1504 if (mask & GL_LINE_BIT) {
1505 /* OK to memcpy */
1506 dst->Line = src->Line;
1507 }
1508 if (mask & GL_LIST_BIT) {
1509 /* OK to memcpy */
1510 dst->List = src->List;
1511 }
1512 if (mask & GL_PIXEL_MODE_BIT) {
1513 /* OK to memcpy */
1514 dst->Pixel = src->Pixel;
1515 }
1516 if (mask & GL_POINT_BIT) {
1517 /* OK to memcpy */
1518 dst->Point = src->Point;
1519 }
1520 if (mask & GL_POLYGON_BIT) {
1521 /* OK to memcpy */
1522 dst->Polygon = src->Polygon;
1523 }
1524 if (mask & GL_POLYGON_STIPPLE_BIT) {
1525 /* Use loop instead of MEMCPY due to problem with Portland Group's
1526 * C compiler. Reported by John Stone.
1527 */
1528 GLuint i;
1529 for (i = 0; i < 32; i++) {
1530 dst->PolygonStipple[i] = src->PolygonStipple[i];
1531 }
1532 }
1533 if (mask & GL_SCISSOR_BIT) {
1534 /* OK to memcpy */
1535 dst->Scissor = src->Scissor;
1536 }
1537 if (mask & GL_STENCIL_BUFFER_BIT) {
1538 /* OK to memcpy */
1539 dst->Stencil = src->Stencil;
1540 }
1541 if (mask & GL_TEXTURE_BIT) {
1542 /* Cannot memcpy because of pointers */
1543 _mesa_copy_texture_state(src, dst);
1544 }
1545 if (mask & GL_TRANSFORM_BIT) {
1546 /* OK to memcpy */
1547 dst->Transform = src->Transform;
1548 }
1549 if (mask & GL_VIEWPORT_BIT) {
1550 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1551 dst->Viewport.X = src->Viewport.X;
1552 dst->Viewport.Y = src->Viewport.Y;
1553 dst->Viewport.Width = src->Viewport.Width;
1554 dst->Viewport.Height = src->Viewport.Height;
1555 dst->Viewport.Near = src->Viewport.Near;
1556 dst->Viewport.Far = src->Viewport.Far;
1557 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1558 }
1559
1560 /* XXX FIXME: Call callbacks?
1561 */
1562 dst->NewState = _NEW_ALL;
1563 }
1564 #endif
1565
1566
1567 /**
1568 * Check if the given context can render into the given framebuffer
1569 * by checking visual attributes.
1570 *
1571 * XXX this may go away someday because we're moving toward more freedom
1572 * in binding contexts to drawables with different visual attributes.
1573 * The GL_EXT_f_b_o extension is prompting some of that.
1574 *
1575 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1576 */
1577 static GLboolean
1578 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1579 {
1580 const GLvisual *ctxvis = &ctx->Visual;
1581 const GLvisual *bufvis = &buffer->Visual;
1582
1583 if (ctxvis == bufvis)
1584 return GL_TRUE;
1585
1586 if (ctxvis->rgbMode != bufvis->rgbMode)
1587 return GL_FALSE;
1588 #if 0
1589 /* disabling this fixes the fgl_glxgears pbuffer demo */
1590 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1591 return GL_FALSE;
1592 #endif
1593 if (ctxvis->stereoMode && !bufvis->stereoMode)
1594 return GL_FALSE;
1595 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1596 return GL_FALSE;
1597 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1598 return GL_FALSE;
1599 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1600 return GL_FALSE;
1601 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1602 return GL_FALSE;
1603 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1604 return GL_FALSE;
1605 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1606 return GL_FALSE;
1607 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1608 return GL_FALSE;
1609 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1610 return GL_FALSE;
1611
1612 return GL_TRUE;
1613 }
1614
1615
1616 /**
1617 * Do one-time initialization for the given framebuffer. Specifically,
1618 * ask the driver for the window's current size and update the framebuffer
1619 * object to match.
1620 * Really, the device driver should totally take care of this.
1621 */
1622 static void
1623 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1624 {
1625 GLuint width, height;
1626 ASSERT(ctx->Driver.GetBufferSize);
1627 ctx->Driver.GetBufferSize(fb, &width, &height);
1628 if (ctx->Driver.ResizeBuffers)
1629 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1630 fb->Initialized = GL_TRUE;
1631 }
1632
1633
1634 /**
1635 * Bind the given context to the given drawBuffer and readBuffer and
1636 * make it the current context for the calling thread.
1637 * We'll render into the drawBuffer and read pixels from the
1638 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1639 *
1640 * We check that the context's and framebuffer's visuals are compatible
1641 * and return immediately if they're not.
1642 *
1643 * \param newCtx the new GL context. If NULL then there will be no current GL
1644 * context.
1645 * \param drawBuffer the drawing framebuffer
1646 * \param readBuffer the reading framebuffer
1647 */
1648 void
1649 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1650 GLframebuffer *readBuffer )
1651 {
1652 if (MESA_VERBOSE & VERBOSE_API)
1653 _mesa_debug(newCtx, "_mesa_make_current()\n");
1654
1655 /* Check that the context's and framebuffer's visuals are compatible.
1656 */
1657 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1658 if (!check_compatible(newCtx, drawBuffer)) {
1659 _mesa_warning(newCtx,
1660 "MakeCurrent: incompatible visuals for context and drawbuffer");
1661 return;
1662 }
1663 }
1664 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1665 if (!check_compatible(newCtx, readBuffer)) {
1666 _mesa_warning(newCtx,
1667 "MakeCurrent: incompatible visuals for context and readbuffer");
1668 return;
1669 }
1670 }
1671
1672 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1673 _glapi_set_context((void *) newCtx);
1674 ASSERT(_mesa_get_current_context() == newCtx);
1675
1676 if (!newCtx) {
1677 _glapi_set_dispatch(NULL); /* none current */
1678 }
1679 else {
1680 _glapi_set_dispatch(newCtx->CurrentDispatch);
1681
1682 if (drawBuffer && readBuffer) {
1683 /* TODO: check if newCtx and buffer's visual match??? */
1684
1685 ASSERT(drawBuffer->Name == 0);
1686 ASSERT(readBuffer->Name == 0);
1687 newCtx->WinSysDrawBuffer = drawBuffer;
1688 newCtx->WinSysReadBuffer = readBuffer;
1689
1690 /*
1691 * Only set the context's Draw/ReadBuffer fields if they're NULL
1692 * or not bound to a user-created FBO.
1693 */
1694 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1695 newCtx->DrawBuffer = drawBuffer;
1696 }
1697 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1698 newCtx->ReadBuffer = readBuffer;
1699 }
1700
1701 newCtx->NewState |= _NEW_BUFFERS;
1702
1703 #if _HAVE_FULL_GL
1704 if (!drawBuffer->Initialized) {
1705 initialize_framebuffer_size(newCtx, drawBuffer);
1706 }
1707 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1708 initialize_framebuffer_size(newCtx, readBuffer);
1709 }
1710 #endif
1711 if (newCtx->FirstTimeCurrent) {
1712 /* set initial viewport and scissor size now */
1713 _mesa_set_viewport(newCtx, 0, 0,
1714 drawBuffer->Width, drawBuffer->Height);
1715 _mesa_set_scissor(newCtx, 0, 0,
1716 drawBuffer->Width, drawBuffer->Height );
1717 check_context_limits(newCtx);
1718 }
1719 }
1720
1721 /* We can use this to help debug user's problems. Tell them to set
1722 * the MESA_INFO env variable before running their app. Then the
1723 * first time each context is made current we'll print some useful
1724 * information.
1725 */
1726 if (newCtx->FirstTimeCurrent) {
1727 if (_mesa_getenv("MESA_INFO")) {
1728 _mesa_print_info();
1729 }
1730 newCtx->FirstTimeCurrent = GL_FALSE;
1731 }
1732 }
1733 }
1734
1735
1736 /**
1737 * Make context 'ctx' share the display lists, textures and programs
1738 * that are associated with 'ctxToShare'.
1739 * Any display lists, textures or programs associated with 'ctx' will
1740 * be deleted if nobody else is sharing them.
1741 */
1742 GLboolean
1743 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1744 {
1745 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1746 ctx->Shared->RefCount--;
1747 if (ctx->Shared->RefCount == 0) {
1748 free_shared_state(ctx, ctx->Shared);
1749 }
1750 ctx->Shared = ctxToShare->Shared;
1751 ctx->Shared->RefCount++;
1752 return GL_TRUE;
1753 }
1754 else {
1755 return GL_FALSE;
1756 }
1757 }
1758
1759
1760
1761 /**
1762 * Get current context for the calling thread.
1763 *
1764 * \return pointer to the current GL context.
1765 *
1766 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1767 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
1768 */
1769 GLcontext *
1770 _mesa_get_current_context( void )
1771 {
1772 return (GLcontext *) _glapi_get_context();
1773 }
1774
1775 /**
1776 * Get context's current API dispatch table.
1777 *
1778 * It'll either be the immediate-mode execute dispatcher or the display list
1779 * compile dispatcher.
1780 *
1781 * \param ctx GL context.
1782 *
1783 * \return pointer to dispatch_table.
1784 *
1785 * Simply returns __GLcontextRec::CurrentDispatch.
1786 */
1787 struct _glapi_table *
1788 _mesa_get_dispatch(GLcontext *ctx)
1789 {
1790 return ctx->CurrentDispatch;
1791 }
1792
1793 /*@}*/
1794
1795
1796 /**********************************************************************/
1797 /** \name Miscellaneous functions */
1798 /**********************************************************************/
1799 /*@{*/
1800
1801 /**
1802 * Record an error.
1803 *
1804 * \param ctx GL context.
1805 * \param error error code.
1806 *
1807 * Records the given error code and call the driver's dd_function_table::Error
1808 * function if defined.
1809 *
1810 * \sa
1811 * This is called via _mesa_error().
1812 */
1813 void
1814 _mesa_record_error( GLcontext *ctx, GLenum error )
1815 {
1816 if (!ctx)
1817 return;
1818
1819 if (ctx->ErrorValue == GL_NO_ERROR) {
1820 ctx->ErrorValue = error;
1821 }
1822
1823 /* Call device driver's error handler, if any. This is used on the Mac. */
1824 if (ctx->Driver.Error) {
1825 (*ctx->Driver.Error)( ctx );
1826 }
1827 }
1828
1829 /**
1830 * Execute glFinish().
1831 *
1832 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1833 * dd_function_table::Finish driver callback, if not NULL.
1834 */
1835 void GLAPIENTRY
1836 _mesa_Finish( void )
1837 {
1838 GET_CURRENT_CONTEXT(ctx);
1839 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1840 if (ctx->Driver.Finish) {
1841 (*ctx->Driver.Finish)( ctx );
1842 }
1843 }
1844
1845 /**
1846 * Execute glFlush().
1847 *
1848 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1849 * dd_function_table::Flush driver callback, if not NULL.
1850 */
1851 void GLAPIENTRY
1852 _mesa_Flush( void )
1853 {
1854 GET_CURRENT_CONTEXT(ctx);
1855 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1856 if (ctx->Driver.Flush) {
1857 (*ctx->Driver.Flush)( ctx );
1858 }
1859 }
1860
1861
1862 /*@}*/