2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
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>
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.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
80 #include "mfeatures.h"
88 #include "bufferobj.h"
96 #include "extensions.h"
100 #include "framebuffer.h"
107 #include "multisample.h"
109 #include "pixelstore.h"
112 #include "queryobj.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
128 #include "viewport.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
137 #include "sparc/sparc.h"
140 #include "glsl_parser_extras.h"
145 int MESA_VERBOSE
= 0;
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS
= 0;
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab
[256];
159 * Swap buffers notification callback.
161 * \param ctx GL context.
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
167 _mesa_notifySwapBuffers(__GLcontext
*ctx
)
169 if (MESA_VERBOSE
& VERBOSE_SWAPBUFFERS
)
170 _mesa_debug(ctx
, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx
, 0 );
172 if (ctx
->Driver
.Flush
) {
173 ctx
->Driver
.Flush(ctx
);
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
184 * Allocates a GLvisual structure and initializes it via
185 * _mesa_initialize_visual().
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
194 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
195 * \param redBits number of bits per color component in frame buffer for RGB(A)
196 * mode. We always use 8 in core Mesa though.
197 * \param greenBits same as above.
198 * \param blueBits same as above.
199 * \param alphaBits same as above.
200 * \param numSamples not really used.
202 * \return pointer to new GLvisual or NULL if requested parameters can't be
205 * \note Need to add params for level and numAuxBuffers (at least)
208 _mesa_create_visual( GLboolean dbFlag
,
209 GLboolean stereoFlag
,
217 GLint accumGreenBits
,
219 GLint accumAlphaBits
,
222 GLvisual
*vis
= (GLvisual
*) calloc(1, sizeof(GLvisual
));
224 if (!_mesa_initialize_visual(vis
, dbFlag
, stereoFlag
,
225 redBits
, greenBits
, blueBits
, alphaBits
,
226 depthBits
, stencilBits
,
227 accumRedBits
, accumGreenBits
,
228 accumBlueBits
, accumAlphaBits
,
238 * Makes some sanity checks and fills in the fields of the
239 * GLvisual object with the given parameters. If the caller needs
240 * to set additional fields, he should just probably init the whole GLvisual
242 * \return GL_TRUE on success, or GL_FALSE on failure.
244 * \sa _mesa_create_visual() above for the parameter description.
247 _mesa_initialize_visual( GLvisual
*vis
,
249 GLboolean stereoFlag
,
257 GLint accumGreenBits
,
259 GLint accumAlphaBits
,
264 if (depthBits
< 0 || depthBits
> 32) {
267 if (stencilBits
< 0 || stencilBits
> STENCIL_BITS
) {
270 assert(accumRedBits
>= 0);
271 assert(accumGreenBits
>= 0);
272 assert(accumBlueBits
>= 0);
273 assert(accumAlphaBits
>= 0);
275 vis
->rgbMode
= GL_TRUE
;
276 vis
->doubleBufferMode
= dbFlag
;
277 vis
->stereoMode
= stereoFlag
;
279 vis
->redBits
= redBits
;
280 vis
->greenBits
= greenBits
;
281 vis
->blueBits
= blueBits
;
282 vis
->alphaBits
= alphaBits
;
283 vis
->rgbBits
= redBits
+ greenBits
+ blueBits
;
286 vis
->depthBits
= depthBits
;
287 vis
->stencilBits
= stencilBits
;
289 vis
->accumRedBits
= accumRedBits
;
290 vis
->accumGreenBits
= accumGreenBits
;
291 vis
->accumBlueBits
= accumBlueBits
;
292 vis
->accumAlphaBits
= accumAlphaBits
;
294 vis
->haveAccumBuffer
= accumRedBits
> 0;
295 vis
->haveDepthBuffer
= depthBits
> 0;
296 vis
->haveStencilBuffer
= stencilBits
> 0;
298 vis
->numAuxBuffers
= 0;
301 vis
->sampleBuffers
= numSamples
> 0 ? 1 : 0;
302 vis
->samples
= numSamples
;
309 * Destroy a visual and free its memory.
313 * Frees the visual structure.
316 _mesa_destroy_visual( GLvisual
*vis
)
324 /**********************************************************************/
325 /** \name Context allocation, initialization, destroying
327 * The purpose of the most initialization functions here is to provide the
328 * default state values according to the OpenGL specification.
330 /**********************************************************************/
335 * This is lame. gdb only seems to recognize enum types that are
336 * actually used somewhere. We want to be able to print/use enum
337 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
338 * the gl_texture_index type anywhere. Thus, this lame function.
341 dummy_enum_func(void)
343 gl_buffer_index bi
= BUFFER_FRONT_LEFT
;
344 gl_face_index fi
= FACE_POS_X
;
345 gl_frag_attrib fa
= FRAG_ATTRIB_WPOS
;
346 gl_frag_result fr
= FRAG_RESULT_DEPTH
;
347 gl_texture_index ti
= TEXTURE_2D_ARRAY_INDEX
;
348 gl_vert_attrib va
= VERT_ATTRIB_POS
;
349 gl_vert_result vr
= VERT_RESULT_HPOS
;
350 gl_geom_attrib ga
= GEOM_ATTRIB_POSITION
;
351 gl_geom_result gr
= GEOM_RESULT_POS
;
366 * One-time initialization mutex lock.
368 * \sa Used by one_time_init().
370 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
373 * Calls all the various one-time-init functions in Mesa.
375 * While holding a global mutex lock, calls several initialization functions,
376 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 one_time_init( GLcontext
*ctx
)
384 static GLboolean alreadyCalled
= GL_FALSE
;
386 _glthread_LOCK_MUTEX(OneTimeLock
);
387 if (!alreadyCalled
) {
390 /* do some implementation tests */
391 assert( sizeof(GLbyte
) == 1 );
392 assert( sizeof(GLubyte
) == 1 );
393 assert( sizeof(GLshort
) == 2 );
394 assert( sizeof(GLushort
) == 2 );
395 assert( sizeof(GLint
) == 4 );
396 assert( sizeof(GLuint
) == 4 );
398 _mesa_get_cpu_features();
403 _mesa_init_remap_table();
408 _mesa_init_remap_table_es1();
413 _mesa_init_remap_table_es2();
420 _mesa_init_sqrt_table();
421 _mesa_init_get_hash(ctx
);
423 for (i
= 0; i
< 256; i
++) {
424 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
427 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
428 _mesa_debug(ctx
, "Mesa %s DEBUG build %s %s\n",
429 MESA_VERSION_STRING
, __DATE__
, __TIME__
);
432 alreadyCalled
= GL_TRUE
;
434 _glthread_UNLOCK_MUTEX(OneTimeLock
);
436 /* Hopefully atexit() is widely available. If not, we may need some
439 atexit(_mesa_destroy_shader_compiler
);
446 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
449 _mesa_init_current(GLcontext
*ctx
)
453 /* Init all to (0,0,0,1) */
454 for (i
= 0; i
< Elements(ctx
->Current
.Attrib
); i
++) {
455 ASSIGN_4V( ctx
->Current
.Attrib
[i
], 0.0, 0.0, 0.0, 1.0 );
458 /* redo special cases: */
459 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_WEIGHT
], 1.0, 0.0, 0.0, 0.0 );
460 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
], 0.0, 0.0, 1.0, 1.0 );
461 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
], 1.0, 1.0, 1.0, 1.0 );
462 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
], 0.0, 0.0, 0.0, 1.0 );
463 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
], 1.0, 0.0, 0.0, 1.0 );
464 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_EDGEFLAG
], 1.0, 0.0, 0.0, 1.0 );
469 * Init vertex/fragment/geometry program limits.
470 * Important: drivers should override these with actual limits.
473 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
475 prog
->MaxInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
476 prog
->MaxAluInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
477 prog
->MaxTexInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
478 prog
->MaxTexIndirections
= MAX_PROGRAM_INSTRUCTIONS
;
479 prog
->MaxTemps
= MAX_PROGRAM_TEMPS
;
480 prog
->MaxEnvParams
= MAX_PROGRAM_ENV_PARAMS
;
481 prog
->MaxLocalParams
= MAX_PROGRAM_LOCAL_PARAMS
;
482 prog
->MaxUniformComponents
= 4 * MAX_UNIFORMS
;
485 case GL_VERTEX_PROGRAM_ARB
:
486 prog
->MaxParameters
= MAX_VERTEX_PROGRAM_PARAMS
;
487 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
488 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
490 case GL_FRAGMENT_PROGRAM_ARB
:
491 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
492 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
493 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
495 case MESA_GEOMETRY_PROGRAM
:
496 prog
->MaxParameters
= MAX_NV_VERTEX_PROGRAM_PARAMS
;
497 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
498 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
500 prog
->MaxGeometryTextureImageUnits
= MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
;
501 prog
->MaxGeometryVaryingComponents
= MAX_GEOMETRY_VARYING_COMPONENTS
;
502 prog
->MaxVertexVaryingComponents
= MAX_VERTEX_VARYING_COMPONENTS
;
503 prog
->MaxGeometryUniformComponents
= MAX_GEOMETRY_UNIFORM_COMPONENTS
;
504 prog
->MaxGeometryOutputVertices
= MAX_GEOMETRY_OUTPUT_VERTICES
;
505 prog
->MaxGeometryTotalOutputComponents
= MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
;
508 assert(0 && "Bad program type in init_program_limits()");
511 /* Set the native limits to zero. This implies that there is no native
512 * support for shaders. Let the drivers fill in the actual values.
514 prog
->MaxNativeInstructions
= 0;
515 prog
->MaxNativeAluInstructions
= 0;
516 prog
->MaxNativeTexInstructions
= 0;
517 prog
->MaxNativeTexIndirections
= 0;
518 prog
->MaxNativeAttribs
= 0;
519 prog
->MaxNativeTemps
= 0;
520 prog
->MaxNativeAddressRegs
= 0;
521 prog
->MaxNativeParameters
= 0;
526 * Initialize fields of gl_constants (aka ctx->Const.*).
527 * Use defaults from config.h. The device drivers will often override
528 * some of these values (such as number of texture units).
531 _mesa_init_constants(GLcontext
*ctx
)
535 /* Constants, may be overriden (usually only reduced) by device drivers */
536 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
537 ctx
->Const
.Max3DTextureLevels
= MAX_3D_TEXTURE_LEVELS
;
538 ctx
->Const
.MaxCubeTextureLevels
= MAX_CUBE_TEXTURE_LEVELS
;
539 ctx
->Const
.MaxTextureRectSize
= MAX_TEXTURE_RECT_SIZE
;
540 ctx
->Const
.MaxArrayTextureLayers
= MAX_ARRAY_TEXTURE_LAYERS
;
541 ctx
->Const
.MaxTextureCoordUnits
= MAX_TEXTURE_COORD_UNITS
;
542 ctx
->Const
.MaxTextureImageUnits
= MAX_TEXTURE_IMAGE_UNITS
;
543 ctx
->Const
.MaxTextureUnits
= MIN2(ctx
->Const
.MaxTextureCoordUnits
,
544 ctx
->Const
.MaxTextureImageUnits
);
545 ctx
->Const
.MaxTextureMaxAnisotropy
= MAX_TEXTURE_MAX_ANISOTROPY
;
546 ctx
->Const
.MaxTextureLodBias
= MAX_TEXTURE_LOD_BIAS
;
547 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
548 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
549 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
550 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
551 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
552 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
553 ctx
->Const
.PointSizeGranularity
= (GLfloat
) POINT_SIZE_GRANULARITY
;
554 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
555 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
556 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
557 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
558 ctx
->Const
.LineWidthGranularity
= (GLfloat
) LINE_WIDTH_GRANULARITY
;
559 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
560 ctx
->Const
.MaxClipPlanes
= MAX_CLIP_PLANES
;
561 ctx
->Const
.MaxLights
= MAX_LIGHTS
;
562 ctx
->Const
.MaxShininess
= 128.0;
563 ctx
->Const
.MaxSpotExponent
= 128.0;
564 ctx
->Const
.MaxViewportWidth
= MAX_WIDTH
;
565 ctx
->Const
.MaxViewportHeight
= MAX_HEIGHT
;
566 #if FEATURE_ARB_vertex_program
567 init_program_limits(GL_VERTEX_PROGRAM_ARB
, &ctx
->Const
.VertexProgram
);
569 #if FEATURE_ARB_fragment_program
570 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
572 #if FEATURE_ARB_geometry_shader4
573 init_program_limits(MESA_GEOMETRY_PROGRAM
, &ctx
->Const
.GeometryProgram
);
575 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
576 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
578 /* CheckArrayBounds is overriden by drivers/x11 for X server */
579 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
581 /* GL_ARB_draw_buffers */
582 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
584 #if FEATURE_EXT_framebuffer_object
585 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
586 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
589 #if FEATURE_ARB_vertex_shader
590 ctx
->Const
.MaxVertexTextureImageUnits
= MAX_VERTEX_TEXTURE_IMAGE_UNITS
;
591 ctx
->Const
.MaxCombinedTextureImageUnits
= MAX_COMBINED_TEXTURE_IMAGE_UNITS
;
592 ctx
->Const
.MaxVarying
= MAX_VARYING
;
595 /* Shading language version */
596 if (ctx
->API
== API_OPENGL
) {
597 #if FEATURE_ARB_shading_language_120
598 ctx
->Const
.GLSLVersion
= 120;
600 ctx
->Const
.GLSLVersion
= 110;
603 else if (ctx
->API
== API_OPENGLES2
) {
604 ctx
->Const
.GLSLVersion
= 100;
606 else if (ctx
->API
== API_OPENGLES
) {
607 ctx
->Const
.GLSLVersion
= 0; /* GLSL not supported */
610 /* GL_ARB_framebuffer_object */
611 ctx
->Const
.MaxSamples
= 0;
614 ctx
->Const
.MaxServerWaitTimeout
= (GLuint64
) ~0;
616 /* GL_ATI_envmap_bumpmap */
617 ctx
->Const
.SupportedBumpUnits
= SUPPORTED_ATI_BUMP_UNITS
;
619 /* GL_EXT_provoking_vertex */
620 ctx
->Const
.QuadsFollowProvokingVertexConvention
= GL_TRUE
;
622 /* GL_EXT_transform_feedback */
623 ctx
->Const
.MaxTransformFeedbackSeparateAttribs
= MAX_FEEDBACK_ATTRIBS
;
624 ctx
->Const
.MaxTransformFeedbackSeparateComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
625 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
627 /* GL 3.2: hard-coded for now: */
628 ctx
->Const
.ProfileMask
= GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
;
633 * Do some sanity checks on the limits/constants for the given context.
634 * Only called the first time a context is bound.
637 check_context_limits(GLcontext
*ctx
)
639 /* check that we don't exceed the size of various bitfields */
640 assert(VERT_RESULT_MAX
<=
641 (8 * sizeof(ctx
->VertexProgram
._Current
->Base
.OutputsWritten
)));
642 assert(FRAG_ATTRIB_MAX
<=
643 (8 * sizeof(ctx
->FragmentProgram
._Current
->Base
.InputsRead
)));
645 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS
<= 8 * sizeof(GLbitfield
));
647 /* shader-related checks */
648 assert(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
649 assert(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
651 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
652 assert(MAX_NV_VERTEX_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
653 assert(MAX_NV_VERTEX_PROGRAM_INPUTS
<= VERT_ATTRIB_MAX
);
654 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS
<= VERT_RESULT_MAX
);
656 /* Texture unit checks */
657 assert(ctx
->Const
.MaxTextureImageUnits
> 0);
658 assert(ctx
->Const
.MaxTextureImageUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
659 assert(ctx
->Const
.MaxTextureCoordUnits
> 0);
660 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_TEXTURE_COORD_UNITS
);
661 assert(ctx
->Const
.MaxTextureUnits
> 0);
662 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
663 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_COORD_UNITS
);
664 assert(ctx
->Const
.MaxTextureUnits
== MIN2(ctx
->Const
.MaxTextureImageUnits
,
665 ctx
->Const
.MaxTextureCoordUnits
));
666 assert(ctx
->Const
.MaxCombinedTextureImageUnits
> 0);
667 assert(ctx
->Const
.MaxCombinedTextureImageUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
668 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
669 /* number of coord units cannot be greater than number of image units */
670 assert(ctx
->Const
.MaxTextureCoordUnits
<= ctx
->Const
.MaxTextureImageUnits
);
673 /* Texture size checks */
674 assert(ctx
->Const
.MaxTextureLevels
<= MAX_TEXTURE_LEVELS
);
675 assert(ctx
->Const
.Max3DTextureLevels
<= MAX_3D_TEXTURE_LEVELS
);
676 assert(ctx
->Const
.MaxCubeTextureLevels
<= MAX_CUBE_TEXTURE_LEVELS
);
677 assert(ctx
->Const
.MaxTextureRectSize
<= MAX_TEXTURE_RECT_SIZE
);
679 /* make sure largest texture image is <= MAX_WIDTH in size */
680 assert((1 << (ctx
->Const
.MaxTextureLevels
- 1)) <= MAX_WIDTH
);
681 assert((1 << (ctx
->Const
.MaxCubeTextureLevels
- 1)) <= MAX_WIDTH
);
682 assert((1 << (ctx
->Const
.Max3DTextureLevels
- 1)) <= MAX_WIDTH
);
684 /* Texture level checks */
685 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
686 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
688 /* Max texture size should be <= max viewport size (render to texture) */
689 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
691 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
692 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
694 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
696 /* if this fails, add more enum values to gl_buffer_index */
697 assert(BUFFER_COLOR0
+ MAX_DRAW_BUFFERS
<= BUFFER_COUNT
);
699 /* XXX probably add more tests */
704 * Initialize the attribute groups in a GL context.
706 * \param ctx GL context.
708 * Initializes all the attributes, calling the respective <tt>init*</tt>
709 * functions for the more complex data structures.
712 init_attrib_groups(GLcontext
*ctx
)
717 _mesa_init_constants( ctx
);
720 _mesa_init_extensions( ctx
);
722 /* Attribute Groups */
723 _mesa_init_accum( ctx
);
724 _mesa_init_attrib( ctx
);
725 _mesa_init_buffer_objects( ctx
);
726 _mesa_init_color( ctx
);
727 _mesa_init_current( ctx
);
728 _mesa_init_depth( ctx
);
729 _mesa_init_debug( ctx
);
730 _mesa_init_display_list( ctx
);
731 _mesa_init_eval( ctx
);
732 _mesa_init_fbobjects( ctx
);
733 _mesa_init_feedback( ctx
);
734 _mesa_init_fog( ctx
);
735 _mesa_init_hint( ctx
);
736 _mesa_init_line( ctx
);
737 _mesa_init_lighting( ctx
);
738 _mesa_init_matrix( ctx
);
739 _mesa_init_multisample( ctx
);
740 _mesa_init_pixel( ctx
);
741 _mesa_init_pixelstore( ctx
);
742 _mesa_init_point( ctx
);
743 _mesa_init_polygon( ctx
);
744 _mesa_init_program( ctx
);
745 _mesa_init_queryobj( ctx
);
746 _mesa_init_sync( ctx
);
747 _mesa_init_rastpos( ctx
);
748 _mesa_init_scissor( ctx
);
749 _mesa_init_shader_state( ctx
);
750 _mesa_init_stencil( ctx
);
751 _mesa_init_transform( ctx
);
752 _mesa_init_transform_feedback( ctx
);
753 _mesa_init_varray( ctx
);
754 _mesa_init_viewport( ctx
);
756 if (!_mesa_init_texture( ctx
))
759 _mesa_init_texture_s3tc( ctx
);
762 ctx
->NewState
= _NEW_ALL
;
763 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
764 ctx
->varying_vp_inputs
= ~0;
771 * Update default objects in a GL context with respect to shared state.
773 * \param ctx GL context.
775 * Removes references to old default objects, (texture objects, program
776 * objects, etc.) and changes to reference those from the current shared
780 update_default_objects(GLcontext
*ctx
)
784 _mesa_update_default_objects_program(ctx
);
785 _mesa_update_default_objects_texture(ctx
);
786 _mesa_update_default_objects_buffer_objects(ctx
);
793 * This is the default function we plug into all dispatch table slots
794 * This helps prevents a segfault when someone calls a GL function without
795 * first checking if the extension's supported.
800 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
806 * Allocate and initialize a new dispatch table.
808 struct _glapi_table
*
809 _mesa_alloc_dispatch_table(int size
)
811 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
812 * In practice, this'll be the same for stand-alone Mesa. But for DRI
813 * Mesa we do this to accomodate different versions of libGL and various
816 GLint numEntries
= MAX2(_glapi_get_dispatch_table_size(),
817 size
/ sizeof(_glapi_proc
));
818 struct _glapi_table
*table
=
819 (struct _glapi_table
*) malloc(numEntries
* sizeof(_glapi_proc
));
821 _glapi_proc
*entry
= (_glapi_proc
*) table
;
823 for (i
= 0; i
< numEntries
; i
++) {
824 entry
[i
] = (_glapi_proc
) generic_nop
;
832 * Initialize a GLcontext struct (rendering context).
834 * This includes allocating all the other structs and arrays which hang off of
835 * the context by pointers.
836 * Note that the driver needs to pass in its dd_function_table here since
837 * we need to at least call driverFunctions->NewTextureObject to create the
838 * default texture objects.
840 * Called by _mesa_create_context().
842 * Performs the imports and exports callback tables initialization, and
843 * miscellaneous one-time initializations. If no shared context is supplied one
844 * is allocated, and increase its reference count. Setups the GL API dispatch
845 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
846 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
849 * \param ctx the context to initialize
850 * \param api the GL API type to create the context for
851 * \param visual describes the visual attributes for this context
852 * \param share_list points to context to share textures, display lists,
854 * \param driverFunctions table of device driver functions for this context
856 * \param driverContext pointer to driver-specific context data
859 _mesa_initialize_context_for_api(GLcontext
*ctx
,
861 const GLvisual
*visual
,
862 GLcontext
*share_list
,
863 const struct dd_function_table
*driverFunctions
,
866 struct gl_shared_state
*shared
;
869 /*ASSERT(driverContext);*/
870 assert(driverFunctions
->NewTextureObject
);
871 assert(driverFunctions
->FreeTexImageData
);
874 ctx
->Visual
= *visual
;
875 ctx
->DrawBuffer
= NULL
;
876 ctx
->ReadBuffer
= NULL
;
877 ctx
->WinSysDrawBuffer
= NULL
;
878 ctx
->WinSysReadBuffer
= NULL
;
880 /* misc one-time initializations */
883 /* Plug in driver functions and context pointer here.
884 * This is important because when we call alloc_shared_state() below
885 * we'll call ctx->Driver.NewTextureObject() to create the default
888 ctx
->Driver
= *driverFunctions
;
889 ctx
->DriverCtx
= driverContext
;
892 /* share state with another context */
893 shared
= share_list
->Shared
;
896 /* allocate new, unshared state */
897 shared
= _mesa_alloc_shared_state(ctx
);
902 _glthread_LOCK_MUTEX(shared
->Mutex
);
903 ctx
->Shared
= shared
;
905 _glthread_UNLOCK_MUTEX(shared
->Mutex
);
907 if (!init_attrib_groups( ctx
)) {
908 _mesa_release_shared_state(ctx
, ctx
->Shared
);
913 /* setup the API dispatch tables */
917 ctx
->Exec
= _mesa_create_exec_table();
922 ctx
->Exec
= _mesa_create_exec_table_es1();
927 ctx
->Exec
= _mesa_create_exec_table_es2();
931 _mesa_problem(ctx
, "unknown or unsupported API");
936 _mesa_release_shared_state(ctx
, ctx
->Shared
);
940 ctx
->CurrentDispatch
= ctx
->Exec
;
942 ctx
->FragmentProgram
._MaintainTexEnvProgram
943 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
945 ctx
->VertexProgram
._MaintainTnlProgram
946 = (_mesa_getenv("MESA_TNL_PROG") != NULL
);
947 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
948 /* this is required... */
949 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
954 /* Neutral tnl module stuff */
955 _mesa_init_exec_vtxfmt( ctx
);
956 ctx
->TnlModule
.Current
= NULL
;
957 ctx
->TnlModule
.SwapCount
= 0;
960 ctx
->Save
= _mesa_create_save_table();
962 _mesa_release_shared_state(ctx
, ctx
->Shared
);
967 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
972 * GL_OES_texture_cube_map says
973 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
975 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
976 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
977 texUnit
->GenS
.Mode
= GL_REFLECTION_MAP_NV
;
978 texUnit
->GenT
.Mode
= GL_REFLECTION_MAP_NV
;
979 texUnit
->GenR
.Mode
= GL_REFLECTION_MAP_NV
;
980 texUnit
->GenS
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
981 texUnit
->GenT
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
982 texUnit
->GenR
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
986 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
987 ctx
->VertexProgram
._MaintainTnlProgram
= GL_TRUE
;
988 ctx
->Point
.PointSprite
= GL_TRUE
; /* always on for ES 2.x */
992 ctx
->FirstTimeCurrent
= GL_TRUE
;
998 _mesa_initialize_context(GLcontext
*ctx
,
999 const GLvisual
*visual
,
1000 GLcontext
*share_list
,
1001 const struct dd_function_table
*driverFunctions
,
1002 void *driverContext
)
1004 return _mesa_initialize_context_for_api(ctx
,
1013 * Allocate and initialize a GLcontext structure.
1014 * Note that the driver needs to pass in its dd_function_table here since
1015 * we need to at least call driverFunctions->NewTextureObject to initialize
1016 * the rendering context.
1018 * \param api the GL API type to create the context for
1019 * \param visual a GLvisual pointer (we copy the struct contents)
1020 * \param share_list another context to share display lists with or NULL
1021 * \param driverFunctions points to the dd_function_table into which the
1022 * driver has plugged in all its special functions.
1023 * \param driverContext points to the device driver's private context state
1025 * \return pointer to a new __GLcontextRec or NULL if error.
1028 _mesa_create_context_for_api(gl_api api
,
1029 const GLvisual
*visual
,
1030 GLcontext
*share_list
,
1031 const struct dd_function_table
*driverFunctions
,
1032 void *driverContext
)
1037 /*ASSERT(driverContext);*/
1039 ctx
= (GLcontext
*) calloc(1, sizeof(GLcontext
));
1043 if (_mesa_initialize_context_for_api(ctx
, api
, visual
, share_list
,
1044 driverFunctions
, driverContext
)) {
1054 _mesa_create_context(const GLvisual
*visual
,
1055 GLcontext
*share_list
,
1056 const struct dd_function_table
*driverFunctions
,
1057 void *driverContext
)
1059 return _mesa_create_context_for_api(API_OPENGL
, visual
,
1066 * Free the data associated with the given context.
1068 * But doesn't free the GLcontext struct itself.
1070 * \sa _mesa_initialize_context() and init_attrib_groups().
1073 _mesa_free_context_data( GLcontext
*ctx
)
1075 if (!_mesa_get_current_context()){
1076 /* No current context, but we may need one in order to delete
1077 * texture objs, etc. So temporarily bind the context now.
1079 _mesa_make_current(ctx
, NULL
, NULL
);
1082 /* unreference WinSysDraw/Read buffers */
1083 _mesa_reference_framebuffer(&ctx
->WinSysDrawBuffer
, NULL
);
1084 _mesa_reference_framebuffer(&ctx
->WinSysReadBuffer
, NULL
);
1085 _mesa_reference_framebuffer(&ctx
->DrawBuffer
, NULL
);
1086 _mesa_reference_framebuffer(&ctx
->ReadBuffer
, NULL
);
1088 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
, NULL
);
1089 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
1090 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
1092 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
, NULL
);
1093 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
1094 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
, NULL
);
1096 _mesa_free_attrib_data(ctx
);
1097 _mesa_free_buffer_objects(ctx
);
1098 _mesa_free_lighting_data( ctx
);
1099 _mesa_free_eval_data( ctx
);
1100 _mesa_free_texture_data( ctx
);
1101 _mesa_free_matrix_data( ctx
);
1102 _mesa_free_viewport_data( ctx
);
1103 _mesa_free_program_data(ctx
);
1104 _mesa_free_shader_state(ctx
);
1105 _mesa_free_queryobj_data(ctx
);
1106 _mesa_free_sync_data(ctx
);
1107 _mesa_free_varray_data(ctx
);
1108 _mesa_free_transform_feedback(ctx
);
1110 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
1112 #if FEATURE_ARB_pixel_buffer_object
1113 _mesa_reference_buffer_object(ctx
, &ctx
->Pack
.BufferObj
, NULL
);
1114 _mesa_reference_buffer_object(ctx
, &ctx
->Unpack
.BufferObj
, NULL
);
1115 _mesa_reference_buffer_object(ctx
, &ctx
->DefaultPacking
.BufferObj
, NULL
);
1118 #if FEATURE_ARB_vertex_buffer_object
1119 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ArrayBufferObj
, NULL
);
1120 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ElementArrayBufferObj
, NULL
);
1123 /* free dispatch tables */
1127 /* Shared context state (display lists, textures, etc) */
1128 _mesa_release_shared_state( ctx
, ctx
->Shared
);
1130 /* needs to be after freeing shared state */
1131 _mesa_free_display_list_data(ctx
);
1133 if (ctx
->Extensions
.String
)
1134 free((void *) ctx
->Extensions
.String
);
1136 if (ctx
->VersionString
)
1137 free(ctx
->VersionString
);
1139 /* unbind the context if it's currently bound */
1140 if (ctx
== _mesa_get_current_context()) {
1141 _mesa_make_current(NULL
, NULL
, NULL
);
1147 * Destroy a GLcontext structure.
1149 * \param ctx GL context.
1151 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1154 _mesa_destroy_context( GLcontext
*ctx
)
1157 _mesa_free_context_data(ctx
);
1158 free( (void *) ctx
);
1165 * Copy attribute groups from one context to another.
1167 * \param src source context
1168 * \param dst destination context
1169 * \param mask bitwise OR of GL_*_BIT flags
1171 * According to the bits specified in \p mask, copies the corresponding
1172 * attributes from \p src into \p dst. For many of the attributes a simple \c
1173 * memcpy is not enough due to the existence of internal pointers in their data
1177 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1179 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1181 dst
->Accum
= src
->Accum
;
1183 if (mask
& GL_COLOR_BUFFER_BIT
) {
1185 dst
->Color
= src
->Color
;
1187 if (mask
& GL_CURRENT_BIT
) {
1189 dst
->Current
= src
->Current
;
1191 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1193 dst
->Depth
= src
->Depth
;
1195 if (mask
& GL_ENABLE_BIT
) {
1198 if (mask
& GL_EVAL_BIT
) {
1200 dst
->Eval
= src
->Eval
;
1202 if (mask
& GL_FOG_BIT
) {
1204 dst
->Fog
= src
->Fog
;
1206 if (mask
& GL_HINT_BIT
) {
1208 dst
->Hint
= src
->Hint
;
1210 if (mask
& GL_LIGHTING_BIT
) {
1212 /* begin with memcpy */
1213 dst
->Light
= src
->Light
;
1214 /* fixup linked lists to prevent pointer insanity */
1215 make_empty_list( &(dst
->Light
.EnabledList
) );
1216 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1217 if (dst
->Light
.Light
[i
].Enabled
) {
1218 insert_at_tail(&(dst
->Light
.EnabledList
), &(dst
->Light
.Light
[i
]));
1222 if (mask
& GL_LINE_BIT
) {
1224 dst
->Line
= src
->Line
;
1226 if (mask
& GL_LIST_BIT
) {
1228 dst
->List
= src
->List
;
1230 if (mask
& GL_PIXEL_MODE_BIT
) {
1232 dst
->Pixel
= src
->Pixel
;
1234 if (mask
& GL_POINT_BIT
) {
1236 dst
->Point
= src
->Point
;
1238 if (mask
& GL_POLYGON_BIT
) {
1240 dst
->Polygon
= src
->Polygon
;
1242 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1243 /* Use loop instead of memcpy due to problem with Portland Group's
1244 * C compiler. Reported by John Stone.
1247 for (i
= 0; i
< 32; i
++) {
1248 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1251 if (mask
& GL_SCISSOR_BIT
) {
1253 dst
->Scissor
= src
->Scissor
;
1255 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1257 dst
->Stencil
= src
->Stencil
;
1259 if (mask
& GL_TEXTURE_BIT
) {
1260 /* Cannot memcpy because of pointers */
1261 _mesa_copy_texture_state(src
, dst
);
1263 if (mask
& GL_TRANSFORM_BIT
) {
1265 dst
->Transform
= src
->Transform
;
1267 if (mask
& GL_VIEWPORT_BIT
) {
1268 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1269 dst
->Viewport
.X
= src
->Viewport
.X
;
1270 dst
->Viewport
.Y
= src
->Viewport
.Y
;
1271 dst
->Viewport
.Width
= src
->Viewport
.Width
;
1272 dst
->Viewport
.Height
= src
->Viewport
.Height
;
1273 dst
->Viewport
.Near
= src
->Viewport
.Near
;
1274 dst
->Viewport
.Far
= src
->Viewport
.Far
;
1275 _math_matrix_copy(&dst
->Viewport
._WindowMap
, &src
->Viewport
._WindowMap
);
1278 /* XXX FIXME: Call callbacks?
1280 dst
->NewState
= _NEW_ALL
;
1286 * Check if the given context can render into the given framebuffer
1287 * by checking visual attributes.
1289 * Most of these tests could go away because Mesa is now pretty flexible
1290 * in terms of mixing rendering contexts with framebuffers. As long
1291 * as RGB vs. CI mode agree, we're probably good.
1293 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1296 check_compatible(const GLcontext
*ctx
, const GLframebuffer
*buffer
)
1298 const GLvisual
*ctxvis
= &ctx
->Visual
;
1299 const GLvisual
*bufvis
= &buffer
->Visual
;
1301 if (ctxvis
== bufvis
)
1304 if (buffer
== _mesa_get_incomplete_framebuffer())
1308 /* disabling this fixes the fgl_glxgears pbuffer demo */
1309 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1312 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1314 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1316 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1318 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1320 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1322 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1324 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1327 /* disabled (see bug 11161) */
1328 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1331 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1339 * Do one-time initialization for the given framebuffer. Specifically,
1340 * ask the driver for the window's current size and update the framebuffer
1342 * Really, the device driver should totally take care of this.
1345 initialize_framebuffer_size(GLcontext
*ctx
, GLframebuffer
*fb
)
1347 GLuint width
, height
;
1348 if (ctx
->Driver
.GetBufferSize
) {
1349 ctx
->Driver
.GetBufferSize(fb
, &width
, &height
);
1350 if (ctx
->Driver
.ResizeBuffers
)
1351 ctx
->Driver
.ResizeBuffers(ctx
, fb
, width
, height
);
1352 fb
->Initialized
= GL_TRUE
;
1358 * Check if the viewport/scissor size has not yet been initialized.
1359 * Initialize the size if the given width and height are non-zero.
1362 _mesa_check_init_viewport(GLcontext
*ctx
, GLuint width
, GLuint height
)
1364 if (!ctx
->ViewportInitialized
&& width
> 0 && height
> 0) {
1365 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1366 * potential infinite recursion.
1368 ctx
->ViewportInitialized
= GL_TRUE
;
1369 _mesa_set_viewport(ctx
, 0, 0, width
, height
);
1370 _mesa_set_scissor(ctx
, 0, 0, width
, height
);
1376 * Bind the given context to the given drawBuffer and readBuffer and
1377 * make it the current context for the calling thread.
1378 * We'll render into the drawBuffer and read pixels from the
1379 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1381 * We check that the context's and framebuffer's visuals are compatible
1382 * and return immediately if they're not.
1384 * \param newCtx the new GL context. If NULL then there will be no current GL
1386 * \param drawBuffer the drawing framebuffer
1387 * \param readBuffer the reading framebuffer
1390 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1391 GLframebuffer
*readBuffer
)
1393 if (MESA_VERBOSE
& VERBOSE_API
)
1394 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1396 /* Check that the context's and framebuffer's visuals are compatible.
1398 if (newCtx
&& drawBuffer
&& newCtx
->WinSysDrawBuffer
!= drawBuffer
) {
1399 if (!check_compatible(newCtx
, drawBuffer
)) {
1400 _mesa_warning(newCtx
,
1401 "MakeCurrent: incompatible visuals for context and drawbuffer");
1405 if (newCtx
&& readBuffer
&& newCtx
->WinSysReadBuffer
!= readBuffer
) {
1406 if (!check_compatible(newCtx
, readBuffer
)) {
1407 _mesa_warning(newCtx
,
1408 "MakeCurrent: incompatible visuals for context and readbuffer");
1413 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1414 _glapi_set_context((void *) newCtx
);
1415 ASSERT(_mesa_get_current_context() == newCtx
);
1418 _glapi_set_dispatch(NULL
); /* none current */
1421 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1423 if (drawBuffer
&& readBuffer
) {
1424 /* TODO: check if newCtx and buffer's visual match??? */
1426 ASSERT(drawBuffer
->Name
== 0);
1427 ASSERT(readBuffer
->Name
== 0);
1428 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1429 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1432 * Only set the context's Draw/ReadBuffer fields if they're NULL
1433 * or not bound to a user-created FBO.
1435 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1436 /* KW: merge conflict here, revisit.
1438 /* fix up the fb fields - these will end up wrong otherwise
1439 * if the DRIdrawable changes, and everything relies on them.
1440 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1443 GLenum buffers
[MAX_DRAW_BUFFERS
];
1445 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1447 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1448 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1451 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
, buffers
, NULL
);
1453 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1454 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1457 /* XXX only set this flag if we're really changing the draw/read
1458 * framebuffer bindings.
1460 newCtx
->NewState
|= _NEW_BUFFERS
;
1463 /* We want to get rid of these lines: */
1466 if (!drawBuffer
->Initialized
) {
1467 initialize_framebuffer_size(newCtx
, drawBuffer
);
1469 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1470 initialize_framebuffer_size(newCtx
, readBuffer
);
1473 _mesa_resizebuffers(newCtx
);
1477 /* We want the drawBuffer and readBuffer to be initialized by
1479 * This generally means the Width and Height match the actual
1480 * window size and the renderbuffers (both hardware and software
1481 * based) are allocated to match. The later can generally be
1482 * done with a call to _mesa_resize_framebuffer().
1484 * It's theoretically possible for a buffer to have zero width
1485 * or height, but for now, assert check that the driver did what's
1488 ASSERT(drawBuffer
->Width
> 0);
1489 ASSERT(drawBuffer
->Height
> 0);
1493 _mesa_check_init_viewport(newCtx
,
1494 drawBuffer
->Width
, drawBuffer
->Height
);
1498 if (newCtx
->FirstTimeCurrent
) {
1499 _mesa_compute_version(newCtx
);
1501 newCtx
->Extensions
.String
= _mesa_make_extension_string(newCtx
);
1503 check_context_limits(newCtx
);
1505 /* We can use this to help debug user's problems. Tell them to set
1506 * the MESA_INFO env variable before running their app. Then the
1507 * first time each context is made current we'll print some useful
1510 if (_mesa_getenv("MESA_INFO")) {
1514 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1523 * Make context 'ctx' share the display lists, textures and programs
1524 * that are associated with 'ctxToShare'.
1525 * Any display lists, textures or programs associated with 'ctx' will
1526 * be deleted if nobody else is sharing them.
1529 _mesa_share_state(GLcontext
*ctx
, GLcontext
*ctxToShare
)
1531 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1532 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1534 ctx
->Shared
= ctxToShare
->Shared
;
1536 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1537 ctx
->Shared
->RefCount
++;
1538 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1540 update_default_objects(ctx
);
1542 _mesa_release_shared_state(ctx
, oldSharedState
);
1554 * \return pointer to the current GL context for this thread.
1556 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1557 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1561 _mesa_get_current_context( void )
1563 return (GLcontext
*) _glapi_get_context();
1568 * Get context's current API dispatch table.
1570 * It'll either be the immediate-mode execute dispatcher or the display list
1571 * compile dispatcher.
1573 * \param ctx GL context.
1575 * \return pointer to dispatch_table.
1577 * Simply returns __GLcontextRec::CurrentDispatch.
1579 struct _glapi_table
*
1580 _mesa_get_dispatch(GLcontext
*ctx
)
1582 return ctx
->CurrentDispatch
;
1588 /**********************************************************************/
1589 /** \name Miscellaneous functions */
1590 /**********************************************************************/
1596 * \param ctx GL context.
1597 * \param error error code.
1599 * Records the given error code and call the driver's dd_function_table::Error
1600 * function if defined.
1603 * This is called via _mesa_error().
1606 _mesa_record_error(GLcontext
*ctx
, GLenum error
)
1611 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1612 ctx
->ErrorValue
= error
;
1615 /* Call device driver's error handler, if any. This is used on the Mac. */
1616 if (ctx
->Driver
.Error
) {
1617 ctx
->Driver
.Error(ctx
);
1623 * Flush commands and wait for completion.
1626 _mesa_finish(GLcontext
*ctx
)
1628 FLUSH_CURRENT( ctx
, 0 );
1629 if (ctx
->Driver
.Finish
) {
1630 ctx
->Driver
.Finish(ctx
);
1639 _mesa_flush(GLcontext
*ctx
)
1641 FLUSH_CURRENT( ctx
, 0 );
1642 if (ctx
->Driver
.Flush
) {
1643 ctx
->Driver
.Flush(ctx
);
1650 * Execute glFinish().
1652 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1653 * dd_function_table::Finish driver callback, if not NULL.
1658 GET_CURRENT_CONTEXT(ctx
);
1659 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1665 * Execute glFlush().
1667 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1668 * dd_function_table::Flush driver callback, if not NULL.
1673 GET_CURRENT_CONTEXT(ctx
);
1674 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1680 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1681 * MUL/MAD, or vice versa, call this function to register that.
1682 * Otherwise we default to MUL/MAD.
1685 _mesa_set_mvp_with_dp4( GLcontext
*ctx
,
1688 ctx
->mvp_with_dp4
= flag
;
1694 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1695 * is called to see if it's valid to render. This involves checking that
1696 * the current shader is valid and the framebuffer is complete.
1697 * If an error is detected it'll be recorded here.
1698 * \return GL_TRUE if OK to render, GL_FALSE if not
1701 _mesa_valid_to_render(GLcontext
*ctx
, const char *where
)
1703 /* This depends on having up to date derived state (shaders) */
1705 _mesa_update_state(ctx
);
1707 if (ctx
->Shader
.CurrentProgram
) {
1709 if (!ctx
->Shader
.CurrentProgram
->LinkStatus
) {
1710 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1711 "%s(shader not linked)", where
);
1714 #if 0 /* not normally enabled */
1717 if (!_mesa_validate_shader_program(ctx
, ctx
->Shader
.CurrentProgram
,
1719 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1720 ctx
->Shader
.CurrentProgram
->Name
, errMsg
);
1726 if (ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) {
1727 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1728 "%s(vertex program not valid)", where
);
1731 if (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
) {
1732 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1733 "%s(fragment program not valid)", where
);
1738 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
1739 _mesa_error(ctx
, GL_INVALID_FRAMEBUFFER_OPERATION_EXT
,
1740 "%s(incomplete framebuffer)", where
);
1745 if (ctx
->Shader
.Flags
& GLSL_LOG
) {
1746 struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
1748 if (!shProg
->_Used
) {
1749 /* This is the first time this shader is being used.
1750 * Append shader's constants/uniforms to log file.
1753 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
1754 struct gl_shader
*sh
= shProg
->Shaders
[i
];
1755 if (sh
->Type
== GL_VERTEX_SHADER
) {
1756 _mesa_append_uniforms_to_file(sh
,
1757 &shProg
->VertexProgram
->Base
);
1759 else if (sh
->Type
== GL_FRAGMENT_SHADER
) {
1760 _mesa_append_uniforms_to_file(sh
,
1761 &shProg
->FragmentProgram
->Base
);
1764 shProg
->_Used
= GL_TRUE
;