fix conversion of GLfloat display list IDs
[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: 7.1
10 *
11 * Copyright (C) 1999-2007 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 "framebuffer.h"
99 #include "get.h"
100 #include "histogram.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "pixel.h"
108 #include "points.h"
109 #include "polygon.h"
110 #include "queryobj.h"
111 #include "rastpos.h"
112 #include "simple_list.h"
113 #include "state.h"
114 #include "stencil.h"
115 #include "texcompress.h"
116 #include "teximage.h"
117 #include "texobj.h"
118 #include "texstate.h"
119 #include "mtypes.h"
120 #include "varray.h"
121 #include "version.h"
122 #include "vtxfmt.h"
123 #include "glapi/glthread.h"
124 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
125 #include "shader/program.h"
126 #endif
127 #include "shader/shader_api.h"
128 #include "shader/atifragshader.h"
129 #if _HAVE_FULL_GL
130 #include "math/m_translate.h"
131 #include "math/m_matrix.h"
132 #include "math/m_xform.h"
133 #include "math/mathmod.h"
134 #endif
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 * Swap buffers notification callback.
158 *
159 * \param gc GL context.
160 *
161 * Called by window system just before swapping buffers.
162 * We have to finish any pending rendering.
163 */
164 void
165 _mesa_notifySwapBuffers(__GLcontext *gc)
166 {
167 FLUSH_VERTICES( gc, 0 );
168 }
169
170
171 /**********************************************************************/
172 /** \name GL Visual allocation/destruction */
173 /**********************************************************************/
174 /*@{*/
175
176 /**
177 * Allocates a GLvisual structure and initializes it via
178 * _mesa_initialize_visual().
179 *
180 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
181 * \param dbFlag double buffering
182 * \param stereoFlag stereo buffer
183 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
184 * is acceptable but the actual depth type will be GLushort or GLuint as
185 * needed.
186 * \param stencilBits requested minimum bits per stencil buffer value
187 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
188 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
189 * \param redBits number of bits per color component in frame buffer for RGB(A)
190 * mode. We always use 8 in core Mesa though.
191 * \param greenBits same as above.
192 * \param blueBits same as above.
193 * \param alphaBits same as above.
194 * \param numSamples not really used.
195 *
196 * \return pointer to new GLvisual or NULL if requested parameters can't be
197 * met.
198 *
199 * \note Need to add params for level and numAuxBuffers (at least)
200 */
201 GLvisual *
202 _mesa_create_visual( GLboolean rgbFlag,
203 GLboolean dbFlag,
204 GLboolean stereoFlag,
205 GLint redBits,
206 GLint greenBits,
207 GLint blueBits,
208 GLint alphaBits,
209 GLint indexBits,
210 GLint depthBits,
211 GLint stencilBits,
212 GLint accumRedBits,
213 GLint accumGreenBits,
214 GLint accumBlueBits,
215 GLint accumAlphaBits,
216 GLint numSamples )
217 {
218 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
219 if (vis) {
220 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
221 redBits, greenBits, blueBits, alphaBits,
222 indexBits, depthBits, stencilBits,
223 accumRedBits, accumGreenBits,
224 accumBlueBits, accumAlphaBits,
225 numSamples)) {
226 _mesa_free(vis);
227 return NULL;
228 }
229 }
230 return vis;
231 }
232
233 /**
234 * Makes some sanity checks and fills in the fields of the
235 * GLvisual object with the given parameters. If the caller needs
236 * to set additional fields, he should just probably init the whole GLvisual
237 * object himself.
238 * \return GL_TRUE on success, or GL_FALSE on failure.
239 *
240 * \sa _mesa_create_visual() above for the parameter description.
241 */
242 GLboolean
243 _mesa_initialize_visual( GLvisual *vis,
244 GLboolean rgbFlag,
245 GLboolean dbFlag,
246 GLboolean stereoFlag,
247 GLint redBits,
248 GLint greenBits,
249 GLint blueBits,
250 GLint alphaBits,
251 GLint indexBits,
252 GLint depthBits,
253 GLint stencilBits,
254 GLint accumRedBits,
255 GLint accumGreenBits,
256 GLint accumBlueBits,
257 GLint accumAlphaBits,
258 GLint numSamples )
259 {
260 assert(vis);
261
262 if (depthBits < 0 || depthBits > 32) {
263 return GL_FALSE;
264 }
265 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
266 return GL_FALSE;
267 }
268 assert(accumRedBits >= 0);
269 assert(accumGreenBits >= 0);
270 assert(accumBlueBits >= 0);
271 assert(accumAlphaBits >= 0);
272
273 vis->rgbMode = rgbFlag;
274 vis->doubleBufferMode = dbFlag;
275 vis->stereoMode = stereoFlag;
276
277 vis->redBits = redBits;
278 vis->greenBits = greenBits;
279 vis->blueBits = blueBits;
280 vis->alphaBits = alphaBits;
281 vis->rgbBits = redBits + greenBits + blueBits;
282
283 vis->indexBits = indexBits;
284 vis->depthBits = depthBits;
285 vis->stencilBits = stencilBits;
286
287 vis->accumRedBits = accumRedBits;
288 vis->accumGreenBits = accumGreenBits;
289 vis->accumBlueBits = accumBlueBits;
290 vis->accumAlphaBits = accumAlphaBits;
291
292 vis->haveAccumBuffer = accumRedBits > 0;
293 vis->haveDepthBuffer = depthBits > 0;
294 vis->haveStencilBuffer = stencilBits > 0;
295
296 vis->numAuxBuffers = 0;
297 vis->level = 0;
298 vis->pixmapMode = 0;
299 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
300 vis->samples = numSamples;
301
302 return GL_TRUE;
303 }
304
305
306 /**
307 * Destroy a visual and free its memory.
308 *
309 * \param vis visual.
310 *
311 * Frees the visual structure.
312 */
313 void
314 _mesa_destroy_visual( GLvisual *vis )
315 {
316 _mesa_free(vis);
317 }
318
319 /*@}*/
320
321
322 /**********************************************************************/
323 /** \name Context allocation, initialization, destroying
324 *
325 * The purpose of the most initialization functions here is to provide the
326 * default state values according to the OpenGL specification.
327 */
328 /**********************************************************************/
329 /*@{*/
330
331 /**
332 * One-time initialization mutex lock.
333 *
334 * \sa Used by one_time_init().
335 */
336 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
337
338 /**
339 * Calls all the various one-time-init functions in Mesa.
340 *
341 * While holding a global mutex lock, calls several initialization functions,
342 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
343 * defined.
344 *
345 * \sa _math_init().
346 */
347 static void
348 one_time_init( GLcontext *ctx )
349 {
350 static GLboolean alreadyCalled = GL_FALSE;
351 (void) ctx;
352 _glthread_LOCK_MUTEX(OneTimeLock);
353 if (!alreadyCalled) {
354 GLuint i;
355
356 /* do some implementation tests */
357 assert( sizeof(GLbyte) == 1 );
358 assert( sizeof(GLubyte) == 1 );
359 assert( sizeof(GLshort) == 2 );
360 assert( sizeof(GLushort) == 2 );
361 assert( sizeof(GLint) == 4 );
362 assert( sizeof(GLuint) == 4 );
363
364 _mesa_init_sqrt_table();
365
366 #if _HAVE_FULL_GL
367 _math_init();
368
369 for (i = 0; i < 256; i++) {
370 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
371 }
372 #endif
373
374 #ifdef USE_SPARC_ASM
375 _mesa_init_sparc_glapi_relocs();
376 #endif
377 if (_mesa_getenv("MESA_DEBUG")) {
378 _glapi_noop_enable_warnings(GL_TRUE);
379 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
380 }
381 else {
382 _glapi_noop_enable_warnings(GL_FALSE);
383 }
384
385 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
386 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
387 MESA_VERSION_STRING, __DATE__, __TIME__);
388 #endif
389
390 alreadyCalled = GL_TRUE;
391 }
392 _glthread_UNLOCK_MUTEX(OneTimeLock);
393 }
394
395
396 /**
397 * Allocate and initialize a shared context state structure.
398 * Initializes the display list, texture objects and vertex programs hash
399 * tables, allocates the texture objects. If it runs out of memory, frees
400 * everything already allocated before returning NULL.
401 *
402 * \return pointer to a gl_shared_state structure on success, or NULL on
403 * failure.
404 */
405 static GLboolean
406 alloc_shared_state( GLcontext *ctx )
407 {
408 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
409 if (!ss)
410 return GL_FALSE;
411
412 ctx->Shared = ss;
413
414 _glthread_INIT_MUTEX(ss->Mutex);
415
416 ss->DisplayList = _mesa_NewHashTable();
417 ss->TexObjects = _mesa_NewHashTable();
418 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
419 ss->Programs = _mesa_NewHashTable();
420 #endif
421
422 #if FEATURE_ARB_vertex_program
423 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
424 if (!ss->DefaultVertexProgram)
425 goto cleanup;
426 #endif
427 #if FEATURE_ARB_fragment_program
428 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
429 if (!ss->DefaultFragmentProgram)
430 goto cleanup;
431 #endif
432 #if FEATURE_ATI_fragment_shader
433 ss->ATIShaders = _mesa_NewHashTable();
434 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
435 if (!ss->DefaultFragmentShader)
436 goto cleanup;
437 #endif
438
439 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
440 ss->BufferObjects = _mesa_NewHashTable();
441 #endif
442
443 ss->ArrayObjects = _mesa_NewHashTable();
444
445 #if FEATURE_ARB_shader_objects
446 ss->ShaderObjects = _mesa_NewHashTable();
447 #endif
448
449 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
450 if (!ss->Default1D)
451 goto cleanup;
452
453 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
454 if (!ss->Default2D)
455 goto cleanup;
456
457 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
458 if (!ss->Default3D)
459 goto cleanup;
460
461 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
462 if (!ss->DefaultCubeMap)
463 goto cleanup;
464
465 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
466 if (!ss->DefaultRect)
467 goto cleanup;
468
469 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
470 if (!ss->Default1DArray)
471 goto cleanup;
472
473 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
474 if (!ss->Default2DArray)
475 goto cleanup;
476
477 /* sanity check */
478 assert(ss->Default1D->RefCount == 1);
479
480 _glthread_INIT_MUTEX(ss->TexMutex);
481 ss->TextureStateStamp = 0;
482
483 #if FEATURE_EXT_framebuffer_object
484 ss->FrameBuffers = _mesa_NewHashTable();
485 if (!ss->FrameBuffers)
486 goto cleanup;
487 ss->RenderBuffers = _mesa_NewHashTable();
488 if (!ss->RenderBuffers)
489 goto cleanup;
490 #endif
491
492 return GL_TRUE;
493
494 cleanup:
495 /* Ran out of memory at some point. Free everything and return NULL */
496 if (ss->DisplayList)
497 _mesa_DeleteHashTable(ss->DisplayList);
498 if (ss->TexObjects)
499 _mesa_DeleteHashTable(ss->TexObjects);
500 #if FEATURE_NV_vertex_program
501 if (ss->Programs)
502 _mesa_DeleteHashTable(ss->Programs);
503 #endif
504 #if FEATURE_ARB_vertex_program
505 if (ss->DefaultVertexProgram)
506 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
507 #endif
508 #if FEATURE_ARB_fragment_program
509 if (ss->DefaultFragmentProgram)
510 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
511 #endif
512 #if FEATURE_ATI_fragment_shader
513 if (ss->DefaultFragmentShader)
514 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
515 #endif
516 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
517 if (ss->BufferObjects)
518 _mesa_DeleteHashTable(ss->BufferObjects);
519 #endif
520
521 if (ss->ArrayObjects)
522 _mesa_DeleteHashTable (ss->ArrayObjects);
523
524 #if FEATURE_ARB_shader_objects
525 if (ss->ShaderObjects)
526 _mesa_DeleteHashTable (ss->ShaderObjects);
527 #endif
528
529 #if FEATURE_EXT_framebuffer_object
530 if (ss->FrameBuffers)
531 _mesa_DeleteHashTable(ss->FrameBuffers);
532 if (ss->RenderBuffers)
533 _mesa_DeleteHashTable(ss->RenderBuffers);
534 #endif
535
536 if (ss->Default1D)
537 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
538 if (ss->Default2D)
539 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
540 if (ss->Default3D)
541 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
542 if (ss->DefaultCubeMap)
543 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
544 if (ss->DefaultRect)
545 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
546 if (ss->Default1DArray)
547 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
548 if (ss->Default2DArray)
549 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
550
551 _mesa_free(ss);
552
553 return GL_FALSE;
554 }
555
556
557 /**
558 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
559 */
560 static void
561 delete_displaylist_cb(GLuint id, void *data, void *userData)
562 {
563 struct mesa_display_list *list = (struct mesa_display_list *) data;
564 GLcontext *ctx = (GLcontext *) userData;
565 _mesa_delete_list(ctx, list);
566 }
567
568 /**
569 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
570 */
571 static void
572 delete_texture_cb(GLuint id, void *data, void *userData)
573 {
574 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
575 GLcontext *ctx = (GLcontext *) userData;
576 ctx->Driver.DeleteTexture(ctx, texObj);
577 }
578
579 /**
580 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
581 */
582 static void
583 delete_program_cb(GLuint id, void *data, void *userData)
584 {
585 struct gl_program *prog = (struct gl_program *) data;
586 GLcontext *ctx = (GLcontext *) userData;
587 ctx->Driver.DeleteProgram(ctx, prog);
588 }
589
590 /**
591 * Callback for deleting an ATI fragment shader object.
592 * Called by _mesa_HashDeleteAll().
593 */
594 static void
595 delete_fragshader_cb(GLuint id, void *data, void *userData)
596 {
597 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
598 GLcontext *ctx = (GLcontext *) userData;
599 _mesa_delete_ati_fragment_shader(ctx, shader);
600 }
601
602 /**
603 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
604 */
605 static void
606 delete_bufferobj_cb(GLuint id, void *data, void *userData)
607 {
608 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
609 GLcontext *ctx = (GLcontext *) userData;
610 ctx->Driver.DeleteBuffer(ctx, bufObj);
611 }
612
613 /**
614 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
615 */
616 static void
617 delete_arrayobj_cb(GLuint id, void *data, void *userData)
618 {
619 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
620 GLcontext *ctx = (GLcontext *) userData;
621 _mesa_delete_array_object(ctx, arrayObj);
622 }
623
624 /**
625 * Callback for freeing shader program data. Call it before delete_shader_cb
626 * to avoid memory access error.
627 */
628 static void
629 free_shader_program_data_cb(GLuint id, void *data, void *userData)
630 {
631 GLcontext *ctx = (GLcontext *) userData;
632 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
633
634 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
635 _mesa_free_shader_program_data(ctx, shProg);
636 }
637 }
638
639 /**
640 * Callback for deleting shader and shader programs objects.
641 * Called by _mesa_HashDeleteAll().
642 */
643 static void
644 delete_shader_cb(GLuint id, void *data, void *userData)
645 {
646 GLcontext *ctx = (GLcontext *) userData;
647 struct gl_shader *sh = (struct gl_shader *) data;
648 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
649 _mesa_free_shader(ctx, sh);
650 }
651 else {
652 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
653 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
654 _mesa_free_shader_program(ctx, shProg);
655 }
656 }
657
658 /**
659 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
660 */
661 static void
662 delete_framebuffer_cb(GLuint id, void *data, void *userData)
663 {
664 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
665 /* The fact that the framebuffer is in the hashtable means its refcount
666 * is one, but we're removing from the hashtable now. So clear refcount.
667 */
668 /*assert(fb->RefCount == 1);*/
669 fb->RefCount = 0;
670
671 /* NOTE: Delete should always be defined but there are two reports
672 * of it being NULL (bugs 13507, 14293). Work-around for now.
673 */
674 if (fb->Delete)
675 fb->Delete(fb);
676 }
677
678 /**
679 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
680 */
681 static void
682 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
683 {
684 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
685 rb->RefCount = 0; /* see comment for FBOs above */
686 rb->Delete(rb);
687 }
688
689
690
691 /**
692 * Deallocate a shared state object and all children structures.
693 *
694 * \param ctx GL context.
695 * \param ss shared state pointer.
696 *
697 * Frees the display lists, the texture objects (calling the driver texture
698 * deletion callback to free its private data) and the vertex programs, as well
699 * as their hash tables.
700 *
701 * \sa alloc_shared_state().
702 */
703 static void
704 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
705 {
706 /*
707 * Free display lists
708 */
709 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
710 _mesa_DeleteHashTable(ss->DisplayList);
711
712 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
713 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
714 _mesa_DeleteHashTable(ss->Programs);
715 #endif
716 #if FEATURE_ARB_vertex_program
717 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
718 #endif
719 #if FEATURE_ARB_fragment_program
720 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
721 #endif
722
723 #if FEATURE_ATI_fragment_shader
724 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
725 _mesa_DeleteHashTable(ss->ATIShaders);
726 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
727 #endif
728
729 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
730 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
731 _mesa_DeleteHashTable(ss->BufferObjects);
732 #endif
733
734 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
735 _mesa_DeleteHashTable(ss->ArrayObjects);
736
737 #if FEATURE_ARB_shader_objects
738 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
739 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
740 _mesa_DeleteHashTable(ss->ShaderObjects);
741 #endif
742
743 #if FEATURE_EXT_framebuffer_object
744 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
745 _mesa_DeleteHashTable(ss->FrameBuffers);
746 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
747 _mesa_DeleteHashTable(ss->RenderBuffers);
748 #endif
749
750 /*
751 * Free texture objects (after FBOs since some textures might have
752 * been bound to FBOs).
753 */
754 ASSERT(ctx->Driver.DeleteTexture);
755 /* the default textures */
756 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
757 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
758 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
759 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
760 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
761 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
762 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
763 /* all other textures */
764 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
765 _mesa_DeleteHashTable(ss->TexObjects);
766
767 _glthread_DESTROY_MUTEX(ss->Mutex);
768
769 _mesa_free(ss);
770 }
771
772
773 /**
774 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
775 */
776 static void
777 _mesa_init_current(GLcontext *ctx)
778 {
779 GLuint i;
780
781 /* Init all to (0,0,0,1) */
782 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
783 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
784 }
785
786 /* redo special cases: */
787 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
788 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
789 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
790 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
791 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
792 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
793 }
794
795
796 /**
797 * Init vertex/fragment program native limits from logical limits.
798 */
799 static void
800 init_natives(struct gl_program_constants *prog)
801 {
802 prog->MaxNativeInstructions = prog->MaxInstructions;
803 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
804 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
805 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
806 prog->MaxNativeAttribs = prog->MaxAttribs;
807 prog->MaxNativeTemps = prog->MaxTemps;
808 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
809 prog->MaxNativeParameters = prog->MaxParameters;
810 }
811
812
813 /**
814 * Initialize fields of gl_constants (aka ctx->Const.*).
815 * Use defaults from config.h. The device drivers will often override
816 * some of these values (such as number of texture units).
817 */
818 static void
819 _mesa_init_constants(GLcontext *ctx)
820 {
821 assert(ctx);
822
823 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
824 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
825
826 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
827 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
828
829 /* Constants, may be overriden (usually only reduced) by device drivers */
830 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
831 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
832 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
833 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
834 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
835 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
836 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
837 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
838 ctx->Const.MaxTextureImageUnits);
839 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
840 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
841 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
842 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
843 ctx->Const.MinPointSize = MIN_POINT_SIZE;
844 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
845 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
846 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
847 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
848 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
849 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
850 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
851 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
852 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
853 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
854 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
855 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
856 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
857 ctx->Const.MaxLights = MAX_LIGHTS;
858 ctx->Const.MaxShininess = 128.0;
859 ctx->Const.MaxSpotExponent = 128.0;
860 ctx->Const.MaxViewportWidth = MAX_WIDTH;
861 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
862 #if FEATURE_ARB_vertex_program
863 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
864 ctx->Const.VertexProgram.MaxAluInstructions = 0;
865 ctx->Const.VertexProgram.MaxTexInstructions = 0;
866 ctx->Const.VertexProgram.MaxTexIndirections = 0;
867 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
868 ctx->Const.VertexProgram.MaxTemps = MAX_PROGRAM_TEMPS;
869 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
870 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
871 ctx->Const.VertexProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
872 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
873 ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
874 init_natives(&ctx->Const.VertexProgram);
875 #endif
876
877 #if FEATURE_ARB_fragment_program
878 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
879 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
880 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
881 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
882 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
883 ctx->Const.FragmentProgram.MaxTemps = MAX_PROGRAM_TEMPS;
884 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
885 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
886 ctx->Const.FragmentProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
887 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
888 ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
889 init_natives(&ctx->Const.FragmentProgram);
890 #endif
891 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
892 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
893
894 /* CheckArrayBounds is overriden by drivers/x11 for X server */
895 ctx->Const.CheckArrayBounds = GL_FALSE;
896
897 /* GL_ARB_draw_buffers */
898 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
899
900 /* GL_OES_read_format */
901 ctx->Const.ColorReadFormat = GL_RGBA;
902 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
903
904 #if FEATURE_EXT_framebuffer_object
905 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
906 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
907 #endif
908
909 #if FEATURE_ARB_vertex_shader
910 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
911 ctx->Const.MaxVarying = MAX_VARYING;
912 #endif
913
914 /* sanity checks */
915 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
916 ctx->Const.MaxTextureCoordUnits));
917 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
918 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
919
920 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
921 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
922 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
923 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
924 }
925
926
927 /**
928 * Do some sanity checks on the limits/constants for the given context.
929 * Only called the first time a context is bound.
930 */
931 static void
932 check_context_limits(GLcontext *ctx)
933 {
934 /* Many context limits/constants are limited by the size of
935 * internal arrays.
936 */
937 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
938 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
939 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
940 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
941
942 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
943 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
944
945 /* make sure largest texture image is <= MAX_WIDTH in size */
946 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
947 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
948 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
949
950 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
951
952 /* XXX probably add more tests */
953 }
954
955
956 /**
957 * Initialize the attribute groups in a GL context.
958 *
959 * \param ctx GL context.
960 *
961 * Initializes all the attributes, calling the respective <tt>init*</tt>
962 * functions for the more complex data structures.
963 */
964 static GLboolean
965 init_attrib_groups(GLcontext *ctx)
966 {
967 assert(ctx);
968
969 /* Constants */
970 _mesa_init_constants( ctx );
971
972 /* Extensions */
973 _mesa_init_extensions( ctx );
974
975 /* Attribute Groups */
976 _mesa_init_accum( ctx );
977 _mesa_init_attrib( ctx );
978 _mesa_init_buffer_objects( ctx );
979 _mesa_init_color( ctx );
980 _mesa_init_colortables( ctx );
981 _mesa_init_current( ctx );
982 _mesa_init_depth( ctx );
983 _mesa_init_debug( ctx );
984 _mesa_init_display_list( ctx );
985 _mesa_init_eval( ctx );
986 _mesa_init_feedback( ctx );
987 _mesa_init_fog( ctx );
988 _mesa_init_histogram( ctx );
989 _mesa_init_hint( ctx );
990 _mesa_init_line( ctx );
991 _mesa_init_lighting( ctx );
992 _mesa_init_matrix( ctx );
993 _mesa_init_multisample( ctx );
994 _mesa_init_pixel( ctx );
995 _mesa_init_point( ctx );
996 _mesa_init_polygon( ctx );
997 _mesa_init_program( ctx );
998 _mesa_init_query( ctx );
999 _mesa_init_rastpos( ctx );
1000 _mesa_init_scissor( ctx );
1001 _mesa_init_shader_state( ctx );
1002 _mesa_init_stencil( ctx );
1003 _mesa_init_transform( ctx );
1004 _mesa_init_varray( ctx );
1005 _mesa_init_viewport( ctx );
1006
1007 if (!_mesa_init_texture( ctx ))
1008 return GL_FALSE;
1009
1010 _mesa_init_texture_s3tc( ctx );
1011 _mesa_init_texture_fxt1( ctx );
1012
1013 /* Miscellaneous */
1014 ctx->NewState = _NEW_ALL;
1015 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1016
1017 return GL_TRUE;
1018 }
1019
1020
1021 /**
1022 * Update default objects in a GL context with respect to shared state.
1023 *
1024 * \param ctx GL context.
1025 *
1026 * Removes references to old default objects, (texture objects, program
1027 * objects, etc.) and changes to reference those from the current shared
1028 * state.
1029 */
1030 static GLboolean
1031 update_default_objects(GLcontext *ctx)
1032 {
1033 assert(ctx);
1034
1035 _mesa_update_default_objects_program(ctx);
1036 _mesa_update_default_objects_texture(ctx);
1037 _mesa_update_default_objects_buffer_objects(ctx);
1038
1039 return GL_TRUE;
1040 }
1041
1042
1043 /**
1044 * This is the default function we plug into all dispatch table slots
1045 * This helps prevents a segfault when someone calls a GL function without
1046 * first checking if the extension's supported.
1047 */
1048 static int
1049 generic_nop(void)
1050 {
1051 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1052 return 0;
1053 }
1054
1055
1056 /**
1057 * Allocate and initialize a new dispatch table.
1058 */
1059 static struct _glapi_table *
1060 alloc_dispatch_table(void)
1061 {
1062 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1063 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1064 * Mesa we do this to accomodate different versions of libGL and various
1065 * DRI drivers.
1066 */
1067 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1068 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1069 struct _glapi_table *table =
1070 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1071 if (table) {
1072 _glapi_proc *entry = (_glapi_proc *) table;
1073 GLint i;
1074 for (i = 0; i < numEntries; i++) {
1075 entry[i] = (_glapi_proc) generic_nop;
1076 }
1077 }
1078 return table;
1079 }
1080
1081
1082 /**
1083 * Initialize a GLcontext struct (rendering context).
1084 *
1085 * This includes allocating all the other structs and arrays which hang off of
1086 * the context by pointers.
1087 * Note that the driver needs to pass in its dd_function_table here since
1088 * we need to at least call driverFunctions->NewTextureObject to create the
1089 * default texture objects.
1090 *
1091 * Called by _mesa_create_context().
1092 *
1093 * Performs the imports and exports callback tables initialization, and
1094 * miscellaneous one-time initializations. If no shared context is supplied one
1095 * is allocated, and increase its reference count. Setups the GL API dispatch
1096 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1097 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1098 * for debug flags.
1099 *
1100 * \param ctx the context to initialize
1101 * \param visual describes the visual attributes for this context
1102 * \param share_list points to context to share textures, display lists,
1103 * etc with, or NULL
1104 * \param driverFunctions table of device driver functions for this context
1105 * to use
1106 * \param driverContext pointer to driver-specific context data
1107 */
1108 GLboolean
1109 _mesa_initialize_context(GLcontext *ctx,
1110 const GLvisual *visual,
1111 GLcontext *share_list,
1112 const struct dd_function_table *driverFunctions,
1113 void *driverContext)
1114 {
1115 ASSERT(driverContext);
1116 assert(driverFunctions->NewTextureObject);
1117 assert(driverFunctions->FreeTexImageData);
1118
1119 /* misc one-time initializations */
1120 one_time_init(ctx);
1121
1122 ctx->Visual = *visual;
1123 ctx->DrawBuffer = NULL;
1124 ctx->ReadBuffer = NULL;
1125 ctx->WinSysDrawBuffer = NULL;
1126 ctx->WinSysReadBuffer = NULL;
1127
1128 /* Plug in driver functions and context pointer here.
1129 * This is important because when we call alloc_shared_state() below
1130 * we'll call ctx->Driver.NewTextureObject() to create the default
1131 * textures.
1132 */
1133 ctx->Driver = *driverFunctions;
1134 ctx->DriverCtx = driverContext;
1135
1136 if (share_list) {
1137 /* share state with another context */
1138 ctx->Shared = share_list->Shared;
1139 }
1140 else {
1141 /* allocate new, unshared state */
1142 if (!alloc_shared_state( ctx )) {
1143 return GL_FALSE;
1144 }
1145 }
1146 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1147 ctx->Shared->RefCount++;
1148 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1149
1150 if (!init_attrib_groups( ctx )) {
1151 free_shared_state(ctx, ctx->Shared);
1152 return GL_FALSE;
1153 }
1154
1155 /* setup the API dispatch tables */
1156 ctx->Exec = alloc_dispatch_table();
1157 ctx->Save = alloc_dispatch_table();
1158 if (!ctx->Exec || !ctx->Save) {
1159 free_shared_state(ctx, ctx->Shared);
1160 if (ctx->Exec)
1161 _mesa_free(ctx->Exec);
1162 }
1163 _mesa_init_exec_table(ctx->Exec);
1164 ctx->CurrentDispatch = ctx->Exec;
1165 #if _HAVE_FULL_GL
1166 _mesa_init_dlist_table(ctx->Save);
1167 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1168 /* Neutral tnl module stuff */
1169 _mesa_init_exec_vtxfmt( ctx );
1170 ctx->TnlModule.Current = NULL;
1171 ctx->TnlModule.SwapCount = 0;
1172 #endif
1173
1174 ctx->FragmentProgram._MaintainTexEnvProgram
1175 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1176 ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
1177
1178 ctx->VertexProgram._MaintainTnlProgram
1179 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1180 if (ctx->VertexProgram._MaintainTnlProgram) {
1181 /* this is required... */
1182 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1183 }
1184
1185 ctx->FirstTimeCurrent = GL_TRUE;
1186
1187 return GL_TRUE;
1188 }
1189
1190
1191 /**
1192 * Allocate and initialize a GLcontext structure.
1193 * Note that the driver needs to pass in its dd_function_table here since
1194 * we need to at least call driverFunctions->NewTextureObject to initialize
1195 * the rendering context.
1196 *
1197 * \param visual a GLvisual pointer (we copy the struct contents)
1198 * \param share_list another context to share display lists with or NULL
1199 * \param driverFunctions points to the dd_function_table into which the
1200 * driver has plugged in all its special functions.
1201 * \param driverCtx points to the device driver's private context state
1202 *
1203 * \return pointer to a new __GLcontextRec or NULL if error.
1204 */
1205 GLcontext *
1206 _mesa_create_context(const GLvisual *visual,
1207 GLcontext *share_list,
1208 const struct dd_function_table *driverFunctions,
1209 void *driverContext)
1210 {
1211 GLcontext *ctx;
1212
1213 ASSERT(visual);
1214 ASSERT(driverContext);
1215
1216 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1217 if (!ctx)
1218 return NULL;
1219
1220 if (_mesa_initialize_context(ctx, visual, share_list,
1221 driverFunctions, driverContext)) {
1222 return ctx;
1223 }
1224 else {
1225 _mesa_free(ctx);
1226 return NULL;
1227 }
1228 }
1229
1230
1231 /**
1232 * Free the data associated with the given context.
1233 *
1234 * But doesn't free the GLcontext struct itself.
1235 *
1236 * \sa _mesa_initialize_context() and init_attrib_groups().
1237 */
1238 void
1239 _mesa_free_context_data( GLcontext *ctx )
1240 {
1241 if (!_mesa_get_current_context()){
1242 /* No current context, but we may need one in order to delete
1243 * texture objs, etc. So temporarily bind the context now.
1244 */
1245 _mesa_make_current(ctx, NULL, NULL);
1246 }
1247
1248 /* unreference WinSysDraw/Read buffers */
1249 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1250 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1251 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1252 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1253
1254 _mesa_free_attrib_data(ctx);
1255 _mesa_free_lighting_data( ctx );
1256 _mesa_free_eval_data( ctx );
1257 _mesa_free_texture_data( ctx );
1258 _mesa_free_matrix_data( ctx );
1259 _mesa_free_viewport_data( ctx );
1260 _mesa_free_colortables_data( ctx );
1261 _mesa_free_program_data(ctx);
1262 _mesa_free_shader_state(ctx);
1263 _mesa_free_query_data(ctx);
1264
1265 #if FEATURE_ARB_vertex_buffer_object
1266 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1267 #endif
1268 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1269
1270 /* free dispatch tables */
1271 _mesa_free(ctx->Exec);
1272 _mesa_free(ctx->Save);
1273
1274 /* Shared context state (display lists, textures, etc) */
1275 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1276 ctx->Shared->RefCount--;
1277 assert(ctx->Shared->RefCount >= 0);
1278 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1279 if (ctx->Shared->RefCount == 0) {
1280 /* free shared state */
1281 free_shared_state( ctx, ctx->Shared );
1282 }
1283
1284 if (ctx->Extensions.String)
1285 _mesa_free((void *) ctx->Extensions.String);
1286
1287 /* unbind the context if it's currently bound */
1288 if (ctx == _mesa_get_current_context()) {
1289 _mesa_make_current(NULL, NULL, NULL);
1290 }
1291 }
1292
1293
1294 /**
1295 * Destroy a GLcontext structure.
1296 *
1297 * \param ctx GL context.
1298 *
1299 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1300 */
1301 void
1302 _mesa_destroy_context( GLcontext *ctx )
1303 {
1304 if (ctx) {
1305 _mesa_free_context_data(ctx);
1306 _mesa_free( (void *) ctx );
1307 }
1308 }
1309
1310
1311 #if _HAVE_FULL_GL
1312 /**
1313 * Copy attribute groups from one context to another.
1314 *
1315 * \param src source context
1316 * \param dst destination context
1317 * \param mask bitwise OR of GL_*_BIT flags
1318 *
1319 * According to the bits specified in \p mask, copies the corresponding
1320 * attributes from \p src into \p dst. For many of the attributes a simple \c
1321 * memcpy is not enough due to the existence of internal pointers in their data
1322 * structures.
1323 */
1324 void
1325 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1326 {
1327 if (mask & GL_ACCUM_BUFFER_BIT) {
1328 /* OK to memcpy */
1329 dst->Accum = src->Accum;
1330 }
1331 if (mask & GL_COLOR_BUFFER_BIT) {
1332 /* OK to memcpy */
1333 dst->Color = src->Color;
1334 }
1335 if (mask & GL_CURRENT_BIT) {
1336 /* OK to memcpy */
1337 dst->Current = src->Current;
1338 }
1339 if (mask & GL_DEPTH_BUFFER_BIT) {
1340 /* OK to memcpy */
1341 dst->Depth = src->Depth;
1342 }
1343 if (mask & GL_ENABLE_BIT) {
1344 /* no op */
1345 }
1346 if (mask & GL_EVAL_BIT) {
1347 /* OK to memcpy */
1348 dst->Eval = src->Eval;
1349 }
1350 if (mask & GL_FOG_BIT) {
1351 /* OK to memcpy */
1352 dst->Fog = src->Fog;
1353 }
1354 if (mask & GL_HINT_BIT) {
1355 /* OK to memcpy */
1356 dst->Hint = src->Hint;
1357 }
1358 if (mask & GL_LIGHTING_BIT) {
1359 GLuint i;
1360 /* begin with memcpy */
1361 dst->Light = src->Light;
1362 /* fixup linked lists to prevent pointer insanity */
1363 make_empty_list( &(dst->Light.EnabledList) );
1364 for (i = 0; i < MAX_LIGHTS; i++) {
1365 if (dst->Light.Light[i].Enabled) {
1366 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1367 }
1368 }
1369 }
1370 if (mask & GL_LINE_BIT) {
1371 /* OK to memcpy */
1372 dst->Line = src->Line;
1373 }
1374 if (mask & GL_LIST_BIT) {
1375 /* OK to memcpy */
1376 dst->List = src->List;
1377 }
1378 if (mask & GL_PIXEL_MODE_BIT) {
1379 /* OK to memcpy */
1380 dst->Pixel = src->Pixel;
1381 }
1382 if (mask & GL_POINT_BIT) {
1383 /* OK to memcpy */
1384 dst->Point = src->Point;
1385 }
1386 if (mask & GL_POLYGON_BIT) {
1387 /* OK to memcpy */
1388 dst->Polygon = src->Polygon;
1389 }
1390 if (mask & GL_POLYGON_STIPPLE_BIT) {
1391 /* Use loop instead of MEMCPY due to problem with Portland Group's
1392 * C compiler. Reported by John Stone.
1393 */
1394 GLuint i;
1395 for (i = 0; i < 32; i++) {
1396 dst->PolygonStipple[i] = src->PolygonStipple[i];
1397 }
1398 }
1399 if (mask & GL_SCISSOR_BIT) {
1400 /* OK to memcpy */
1401 dst->Scissor = src->Scissor;
1402 }
1403 if (mask & GL_STENCIL_BUFFER_BIT) {
1404 /* OK to memcpy */
1405 dst->Stencil = src->Stencil;
1406 }
1407 if (mask & GL_TEXTURE_BIT) {
1408 /* Cannot memcpy because of pointers */
1409 _mesa_copy_texture_state(src, dst);
1410 }
1411 if (mask & GL_TRANSFORM_BIT) {
1412 /* OK to memcpy */
1413 dst->Transform = src->Transform;
1414 }
1415 if (mask & GL_VIEWPORT_BIT) {
1416 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1417 dst->Viewport.X = src->Viewport.X;
1418 dst->Viewport.Y = src->Viewport.Y;
1419 dst->Viewport.Width = src->Viewport.Width;
1420 dst->Viewport.Height = src->Viewport.Height;
1421 dst->Viewport.Near = src->Viewport.Near;
1422 dst->Viewport.Far = src->Viewport.Far;
1423 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1424 }
1425
1426 /* XXX FIXME: Call callbacks?
1427 */
1428 dst->NewState = _NEW_ALL;
1429 }
1430 #endif
1431
1432
1433 /**
1434 * Check if the given context can render into the given framebuffer
1435 * by checking visual attributes.
1436 *
1437 * Most of these tests could go away because Mesa is now pretty flexible
1438 * in terms of mixing rendering contexts with framebuffers. As long
1439 * as RGB vs. CI mode agree, we're probably good.
1440 *
1441 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1442 */
1443 static GLboolean
1444 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1445 {
1446 const GLvisual *ctxvis = &ctx->Visual;
1447 const GLvisual *bufvis = &buffer->Visual;
1448
1449 if (ctxvis == bufvis)
1450 return GL_TRUE;
1451
1452 if (ctxvis->rgbMode != bufvis->rgbMode)
1453 return GL_FALSE;
1454 #if 0
1455 /* disabling this fixes the fgl_glxgears pbuffer demo */
1456 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1457 return GL_FALSE;
1458 #endif
1459 if (ctxvis->stereoMode && !bufvis->stereoMode)
1460 return GL_FALSE;
1461 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1462 return GL_FALSE;
1463 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1464 return GL_FALSE;
1465 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1466 return GL_FALSE;
1467 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1468 return GL_FALSE;
1469 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1470 return GL_FALSE;
1471 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1472 return GL_FALSE;
1473 #if 0
1474 /* disabled (see bug 11161) */
1475 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1476 return GL_FALSE;
1477 #endif
1478 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1479 return GL_FALSE;
1480
1481 return GL_TRUE;
1482 }
1483
1484
1485 /**
1486 * Do one-time initialization for the given framebuffer. Specifically,
1487 * ask the driver for the window's current size and update the framebuffer
1488 * object to match.
1489 * Really, the device driver should totally take care of this.
1490 */
1491 static void
1492 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1493 {
1494 GLuint width, height;
1495 if (ctx->Driver.GetBufferSize) {
1496 ctx->Driver.GetBufferSize(fb, &width, &height);
1497 if (ctx->Driver.ResizeBuffers)
1498 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1499 fb->Initialized = GL_TRUE;
1500 }
1501 }
1502
1503
1504 /**
1505 * Bind the given context to the given drawBuffer and readBuffer and
1506 * make it the current context for the calling thread.
1507 * We'll render into the drawBuffer and read pixels from the
1508 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1509 *
1510 * We check that the context's and framebuffer's visuals are compatible
1511 * and return immediately if they're not.
1512 *
1513 * \param newCtx the new GL context. If NULL then there will be no current GL
1514 * context.
1515 * \param drawBuffer the drawing framebuffer
1516 * \param readBuffer the reading framebuffer
1517 */
1518 void
1519 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1520 GLframebuffer *readBuffer )
1521 {
1522 if (MESA_VERBOSE & VERBOSE_API)
1523 _mesa_debug(newCtx, "_mesa_make_current()\n");
1524
1525 /* Check that the context's and framebuffer's visuals are compatible.
1526 */
1527 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1528 if (!check_compatible(newCtx, drawBuffer)) {
1529 _mesa_warning(newCtx,
1530 "MakeCurrent: incompatible visuals for context and drawbuffer");
1531 return;
1532 }
1533 }
1534 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1535 if (!check_compatible(newCtx, readBuffer)) {
1536 _mesa_warning(newCtx,
1537 "MakeCurrent: incompatible visuals for context and readbuffer");
1538 return;
1539 }
1540 }
1541
1542 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1543 _glapi_set_context((void *) newCtx);
1544 ASSERT(_mesa_get_current_context() == newCtx);
1545
1546 if (!newCtx) {
1547 _glapi_set_dispatch(NULL); /* none current */
1548 }
1549 else {
1550 _glapi_set_dispatch(newCtx->CurrentDispatch);
1551
1552 if (drawBuffer && readBuffer) {
1553 /* TODO: check if newCtx and buffer's visual match??? */
1554
1555 ASSERT(drawBuffer->Name == 0);
1556 ASSERT(readBuffer->Name == 0);
1557 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1558 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1559
1560 /*
1561 * Only set the context's Draw/ReadBuffer fields if they're NULL
1562 * or not bound to a user-created FBO.
1563 */
1564 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1565 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1566 }
1567 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1568 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1569 }
1570
1571 /* XXX only set this flag if we're really changing the draw/read
1572 * framebuffer bindings.
1573 */
1574 newCtx->NewState |= _NEW_BUFFERS;
1575
1576 #if 1
1577 /* We want to get rid of these lines: */
1578
1579 #if _HAVE_FULL_GL
1580 if (!drawBuffer->Initialized) {
1581 initialize_framebuffer_size(newCtx, drawBuffer);
1582 }
1583 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1584 initialize_framebuffer_size(newCtx, readBuffer);
1585 }
1586
1587 _mesa_resizebuffers(newCtx);
1588 #endif
1589
1590 #else
1591 /* We want the drawBuffer and readBuffer to be initialized by
1592 * the driver.
1593 * This generally means the Width and Height match the actual
1594 * window size and the renderbuffers (both hardware and software
1595 * based) are allocated to match. The later can generally be
1596 * done with a call to _mesa_resize_framebuffer().
1597 *
1598 * It's theoretically possible for a buffer to have zero width
1599 * or height, but for now, assert check that the driver did what's
1600 * expected of it.
1601 */
1602 ASSERT(drawBuffer->Width > 0);
1603 ASSERT(drawBuffer->Height > 0);
1604 #endif
1605
1606 if (newCtx->FirstTimeCurrent) {
1607 /* set initial viewport and scissor size now */
1608 _mesa_set_viewport(newCtx, 0, 0,
1609 drawBuffer->Width, drawBuffer->Height);
1610 _mesa_set_scissor(newCtx, 0, 0,
1611 drawBuffer->Width, drawBuffer->Height );
1612 check_context_limits(newCtx);
1613 }
1614 }
1615
1616 /* We can use this to help debug user's problems. Tell them to set
1617 * the MESA_INFO env variable before running their app. Then the
1618 * first time each context is made current we'll print some useful
1619 * information.
1620 */
1621 if (newCtx->FirstTimeCurrent) {
1622 if (_mesa_getenv("MESA_INFO")) {
1623 _mesa_print_info();
1624 }
1625 newCtx->FirstTimeCurrent = GL_FALSE;
1626 }
1627 }
1628 }
1629
1630
1631 /**
1632 * Make context 'ctx' share the display lists, textures and programs
1633 * that are associated with 'ctxToShare'.
1634 * Any display lists, textures or programs associated with 'ctx' will
1635 * be deleted if nobody else is sharing them.
1636 */
1637 GLboolean
1638 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1639 {
1640 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1641 struct gl_shared_state *oldSharedState = ctx->Shared;
1642
1643 ctx->Shared = ctxToShare->Shared;
1644 ctx->Shared->RefCount++;
1645
1646 update_default_objects(ctx);
1647
1648 oldSharedState->RefCount--;
1649 if (oldSharedState->RefCount == 0) {
1650 free_shared_state(ctx, oldSharedState);
1651 }
1652
1653 return GL_TRUE;
1654 }
1655 else {
1656 return GL_FALSE;
1657 }
1658 }
1659
1660
1661
1662 /**
1663 * \return pointer to the current GL context for this thread.
1664 *
1665 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1666 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1667 * context.h.
1668 */
1669 GLcontext *
1670 _mesa_get_current_context( void )
1671 {
1672 return (GLcontext *) _glapi_get_context();
1673 }
1674
1675
1676 /**
1677 * Get context's current API dispatch table.
1678 *
1679 * It'll either be the immediate-mode execute dispatcher or the display list
1680 * compile dispatcher.
1681 *
1682 * \param ctx GL context.
1683 *
1684 * \return pointer to dispatch_table.
1685 *
1686 * Simply returns __GLcontextRec::CurrentDispatch.
1687 */
1688 struct _glapi_table *
1689 _mesa_get_dispatch(GLcontext *ctx)
1690 {
1691 return ctx->CurrentDispatch;
1692 }
1693
1694 /*@}*/
1695
1696
1697 /**********************************************************************/
1698 /** \name Miscellaneous functions */
1699 /**********************************************************************/
1700 /*@{*/
1701
1702 /**
1703 * Record an error.
1704 *
1705 * \param ctx GL context.
1706 * \param error error code.
1707 *
1708 * Records the given error code and call the driver's dd_function_table::Error
1709 * function if defined.
1710 *
1711 * \sa
1712 * This is called via _mesa_error().
1713 */
1714 void
1715 _mesa_record_error(GLcontext *ctx, GLenum error)
1716 {
1717 if (!ctx)
1718 return;
1719
1720 if (ctx->ErrorValue == GL_NO_ERROR) {
1721 ctx->ErrorValue = error;
1722 }
1723
1724 /* Call device driver's error handler, if any. This is used on the Mac. */
1725 if (ctx->Driver.Error) {
1726 ctx->Driver.Error(ctx);
1727 }
1728 }
1729
1730
1731 /**
1732 * Execute glFinish().
1733 *
1734 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1735 * dd_function_table::Finish driver callback, if not NULL.
1736 */
1737 void GLAPIENTRY
1738 _mesa_Finish(void)
1739 {
1740 GET_CURRENT_CONTEXT(ctx);
1741 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1742 if (ctx->Driver.Finish) {
1743 ctx->Driver.Finish(ctx);
1744 }
1745 }
1746
1747
1748 /**
1749 * Execute glFlush().
1750 *
1751 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1752 * dd_function_table::Flush driver callback, if not NULL.
1753 */
1754 void GLAPIENTRY
1755 _mesa_Flush(void)
1756 {
1757 GET_CURRENT_CONTEXT(ctx);
1758 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1759 if (ctx->Driver.Flush) {
1760 ctx->Driver.Flush(ctx);
1761 }
1762 }
1763
1764
1765 /*@}*/