remove unneeded includes
[mesa.git] / src / mesa / main / context.c
1 /**
2 * \file context.c
3 * Mesa context/visual/framebuffer management functions.
4 * \author Brian Paul
5 */
6
7 /*
8 * Mesa 3-D graphics library
9 * Version: 6.5
10 *
11 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
12 *
13 * Permission is hereby granted, free of charge, to any person obtaining a
14 * copy of this software and associated documentation files (the "Software"),
15 * to deal in the Software without restriction, including without limitation
16 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
17 * and/or sell copies of the Software, and to permit persons to whom the
18 * Software is furnished to do so, subject to the following conditions:
19 *
20 * The above copyright notice and this permission notice shall be included
21 * in all copies or substantial portions of the Software.
22 *
23 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
24 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
26 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
27 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
28 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 */
30
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "arrayobj.h"
83 #include "attrib.h"
84 #include "blend.h"
85 #include "buffers.h"
86 #include "bufferobj.h"
87 #include "colortab.h"
88 #include "context.h"
89 #include "debug.h"
90 #include "depth.h"
91 #include "dlist.h"
92 #include "eval.h"
93 #include "enums.h"
94 #include "extensions.h"
95 #include "fbobject.h"
96 #include "feedback.h"
97 #include "fog.h"
98 #include "get.h"
99 #include "glthread.h"
100 #include "glapioffsets.h"
101 #include "histogram.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "atifragshader.h"
105 #include "light.h"
106 #include "lines.h"
107 #include "macros.h"
108 #include "matrix.h"
109 #include "occlude.h"
110 #include "pixel.h"
111 #include "points.h"
112 #include "polygon.h"
113 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
114 #include "program.h"
115 #endif
116 #include "rastpos.h"
117 #include "simple_list.h"
118 #include "state.h"
119 #include "stencil.h"
120 #include "texcompress.h"
121 #include "teximage.h"
122 #include "texobj.h"
123 #include "texstate.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "vtxfmt.h"
128 #if _HAVE_FULL_GL
129 #include "math/m_translate.h"
130 #include "math/m_matrix.h"
131 #include "math/m_xform.h"
132 #include "math/mathmod.h"
133 #endif
134 #include "shaderobjects.h"
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #ifndef MESA_VERBOSE
141 int MESA_VERBOSE = 0;
142 #endif
143
144 #ifndef MESA_DEBUG_FLAGS
145 int MESA_DEBUG_FLAGS = 0;
146 #endif
147
148
149 /* ubyte -> float conversion */
150 GLfloat _mesa_ubyte_to_float_color_tab[256];
151
152 static void
153 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
154
155
156 /**********************************************************************/
157 /** \name OpenGL SI-style interface (new in Mesa 3.5)
158 *
159 * \if subset
160 * \note Most of these functions are never called in the Mesa subset.
161 * \endif
162 */
163 /*@{*/
164
165 /**
166 * Destroy context callback.
167 *
168 * \param gc context.
169 * \return GL_TRUE on success, or GL_FALSE on failure.
170 *
171 * \ifnot subset
172 * Called by window system/device driver (via __GLexports::destroyCurrent) when
173 * the rendering context is to be destroyed.
174 * \endif
175 *
176 * Frees the context data and the context structure.
177 */
178 GLboolean
179 _mesa_destroyContext(__GLcontext *gc)
180 {
181 if (gc) {
182 _mesa_free_context_data(gc);
183 _mesa_free(gc);
184 }
185 return GL_TRUE;
186 }
187
188 /**
189 * Unbind context callback.
190 *
191 * \param gc context.
192 * \return GL_TRUE on success, or GL_FALSE on failure.
193 *
194 * \ifnot subset
195 * Called by window system/device driver (via __GLexports::loseCurrent)
196 * when the rendering context is made non-current.
197 * \endif
198 *
199 * No-op
200 */
201 GLboolean
202 _mesa_loseCurrent(__GLcontext *gc)
203 {
204 /* XXX unbind context from thread */
205 (void) gc;
206 return GL_TRUE;
207 }
208
209 /**
210 * Bind context callback.
211 *
212 * \param gc context.
213 * \return GL_TRUE on success, or GL_FALSE on failure.
214 *
215 * \ifnot subset
216 * Called by window system/device driver (via __GLexports::makeCurrent)
217 * when the rendering context is made current.
218 * \endif
219 *
220 * No-op
221 */
222 GLboolean
223 _mesa_makeCurrent(__GLcontext *gc)
224 {
225 /* XXX bind context to thread */
226 (void) gc;
227 return GL_TRUE;
228 }
229
230 /**
231 * Share context callback.
232 *
233 * \param gc context.
234 * \param gcShare shared context.
235 * \return GL_TRUE on success, or GL_FALSE on failure.
236 *
237 * \ifnot subset
238 * Called by window system/device driver (via __GLexports::shareContext)
239 * \endif
240 *
241 * Update the shared context reference count, gl_shared_state::RefCount.
242 */
243 GLboolean
244 _mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
245 {
246 if (gc && gcShare && gc->Shared && gcShare->Shared) {
247 gc->Shared->RefCount--;
248 if (gc->Shared->RefCount == 0) {
249 free_shared_state(gc, gc->Shared);
250 }
251 gc->Shared = gcShare->Shared;
252 gc->Shared->RefCount++;
253 return GL_TRUE;
254 }
255 else {
256 return GL_FALSE;
257 }
258 }
259
260
261 #if _HAVE_FULL_GL
262 /**
263 * Copy context callback.
264 */
265 GLboolean
266 _mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
267 {
268 if (dst && src) {
269 _mesa_copy_context( src, dst, mask );
270 return GL_TRUE;
271 }
272 else {
273 return GL_FALSE;
274 }
275 }
276 #endif
277
278 /** No-op */
279 GLboolean
280 _mesa_forceCurrent(__GLcontext *gc)
281 {
282 (void) gc;
283 return GL_TRUE;
284 }
285
286 /**
287 * Windows/buffer resizing notification callback.
288 *
289 * \param gc GL context.
290 * \return GL_TRUE on success, or GL_FALSE on failure.
291 */
292 GLboolean
293 _mesa_notifyResize(__GLcontext *gc)
294 {
295 GLint x, y;
296 GLuint width, height;
297 __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
298 if (!d || !d->getDrawableSize)
299 return GL_FALSE;
300 d->getDrawableSize( d, &x, &y, &width, &height );
301 /* update viewport, resize software buffers, etc. */
302 return GL_TRUE;
303 }
304
305 /**
306 * Window/buffer destruction notification callback.
307 *
308 * \param gc GL context.
309 *
310 * Called when the context's window/buffer is going to be destroyed.
311 *
312 * No-op
313 */
314 void
315 _mesa_notifyDestroy(__GLcontext *gc)
316 {
317 /* Unbind from it. */
318 (void) gc;
319 }
320
321 /**
322 * Swap buffers notification callback.
323 *
324 * \param gc GL context.
325 *
326 * Called by window system just before swapping buffers.
327 * We have to finish any pending rendering.
328 */
329 void
330 _mesa_notifySwapBuffers(__GLcontext *gc)
331 {
332 FLUSH_VERTICES( gc, 0 );
333 }
334
335 /** No-op */
336 struct __GLdispatchStateRec *
337 _mesa_dispatchExec(__GLcontext *gc)
338 {
339 (void) gc;
340 return NULL;
341 }
342
343 /** No-op */
344 void
345 _mesa_beginDispatchOverride(__GLcontext *gc)
346 {
347 (void) gc;
348 }
349
350 /** No-op */
351 void
352 _mesa_endDispatchOverride(__GLcontext *gc)
353 {
354 (void) gc;
355 }
356
357 /**
358 * \ifnot subset
359 * Setup the exports.
360 *
361 * The window system will call these functions when it needs Mesa to do
362 * something.
363 *
364 * \note Device drivers should override these functions! For example,
365 * the Xlib driver should plug in the XMesa*-style functions into this
366 * structure. The XMesa-style functions should then call the _mesa_*
367 * version of these functions. This is an approximation to OO design
368 * (inheritance and virtual functions).
369 * \endif
370 *
371 * \if subset
372 * No-op.
373 *
374 * \endif
375 */
376 static void
377 _mesa_init_default_exports(__GLexports *exports)
378 {
379 #if _HAVE_FULL_GL
380 exports->destroyContext = _mesa_destroyContext;
381 exports->loseCurrent = _mesa_loseCurrent;
382 exports->makeCurrent = _mesa_makeCurrent;
383 exports->shareContext = _mesa_shareContext;
384 exports->copyContext = _mesa_copyContext;
385 exports->forceCurrent = _mesa_forceCurrent;
386 exports->notifyResize = _mesa_notifyResize;
387 exports->notifyDestroy = _mesa_notifyDestroy;
388 exports->notifySwapBuffers = _mesa_notifySwapBuffers;
389 exports->dispatchExec = _mesa_dispatchExec;
390 exports->beginDispatchOverride = _mesa_beginDispatchOverride;
391 exports->endDispatchOverride = _mesa_endDispatchOverride;
392 #else
393 (void) exports;
394 #endif
395 }
396
397 /**
398 * Exported OpenGL SI interface.
399 */
400 __GLcontext *
401 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
402 {
403 GLcontext *ctx;
404
405 ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
406 if (ctx == NULL) {
407 return NULL;
408 }
409
410 /* XXX doesn't work at this time */
411 _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
412 ctx->imports = *imports;
413
414 return ctx;
415 }
416
417 /**
418 * Exported OpenGL SI interface.
419 */
420 void
421 __glCoreNopDispatch(void)
422 {
423 #if 0
424 /* SI */
425 __gl_dispatch = __glNopDispatchState;
426 #else
427 /* Mesa */
428 _glapi_set_dispatch(NULL);
429 #endif
430 }
431
432 /*@}*/
433
434
435 /**********************************************************************/
436 /** \name GL Visual allocation/destruction */
437 /**********************************************************************/
438 /*@{*/
439
440 /**
441 * Allocates a GLvisual structure and initializes it via
442 * _mesa_initialize_visual().
443 *
444 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
445 * \param dbFlag double buffering
446 * \param stereoFlag stereo buffer
447 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
448 * is acceptable but the actual depth type will be GLushort or GLuint as
449 * needed.
450 * \param stencilBits requested minimum bits per stencil buffer value
451 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
452 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
453 * \param redBits number of bits per color component in frame buffer for RGB(A)
454 * mode. We always use 8 in core Mesa though.
455 * \param greenBits same as above.
456 * \param blueBits same as above.
457 * \param alphaBits same as above.
458 * \param numSamples not really used.
459 *
460 * \return pointer to new GLvisual or NULL if requested parameters can't be
461 * met.
462 *
463 * \note Need to add params for level and numAuxBuffers (at least)
464 */
465 GLvisual *
466 _mesa_create_visual( GLboolean rgbFlag,
467 GLboolean dbFlag,
468 GLboolean stereoFlag,
469 GLint redBits,
470 GLint greenBits,
471 GLint blueBits,
472 GLint alphaBits,
473 GLint indexBits,
474 GLint depthBits,
475 GLint stencilBits,
476 GLint accumRedBits,
477 GLint accumGreenBits,
478 GLint accumBlueBits,
479 GLint accumAlphaBits,
480 GLint numSamples )
481 {
482 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
483 if (vis) {
484 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
485 redBits, greenBits, blueBits, alphaBits,
486 indexBits, depthBits, stencilBits,
487 accumRedBits, accumGreenBits,
488 accumBlueBits, accumAlphaBits,
489 numSamples)) {
490 _mesa_free(vis);
491 return NULL;
492 }
493 }
494 return vis;
495 }
496
497 /**
498 * Makes some sanity checks and fills in the fields of the
499 * GLvisual object with the given parameters. If the caller needs
500 * to set additional fields, he should just probably init the whole GLvisual
501 * object himself.
502 * \return GL_TRUE on success, or GL_FALSE on failure.
503 *
504 * \sa _mesa_create_visual() above for the parameter description.
505 */
506 GLboolean
507 _mesa_initialize_visual( GLvisual *vis,
508 GLboolean rgbFlag,
509 GLboolean dbFlag,
510 GLboolean stereoFlag,
511 GLint redBits,
512 GLint greenBits,
513 GLint blueBits,
514 GLint alphaBits,
515 GLint indexBits,
516 GLint depthBits,
517 GLint stencilBits,
518 GLint accumRedBits,
519 GLint accumGreenBits,
520 GLint accumBlueBits,
521 GLint accumAlphaBits,
522 GLint numSamples )
523 {
524 assert(vis);
525
526 if (depthBits < 0 || depthBits > 32) {
527 return GL_FALSE;
528 }
529 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
530 return GL_FALSE;
531 }
532 assert(accumRedBits >= 0);
533 assert(accumGreenBits >= 0);
534 assert(accumBlueBits >= 0);
535 assert(accumAlphaBits >= 0);
536
537 vis->rgbMode = rgbFlag;
538 vis->doubleBufferMode = dbFlag;
539 vis->stereoMode = stereoFlag;
540
541 vis->redBits = redBits;
542 vis->greenBits = greenBits;
543 vis->blueBits = blueBits;
544 vis->alphaBits = alphaBits;
545 vis->rgbBits = redBits + greenBits + blueBits;
546
547 vis->indexBits = indexBits;
548 vis->depthBits = depthBits;
549 vis->stencilBits = stencilBits;
550
551 vis->accumRedBits = accumRedBits;
552 vis->accumGreenBits = accumGreenBits;
553 vis->accumBlueBits = accumBlueBits;
554 vis->accumAlphaBits = accumAlphaBits;
555
556 vis->haveAccumBuffer = accumRedBits > 0;
557 vis->haveDepthBuffer = depthBits > 0;
558 vis->haveStencilBuffer = stencilBits > 0;
559
560 vis->numAuxBuffers = 0;
561 vis->level = 0;
562 vis->pixmapMode = 0;
563 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
564 vis->samples = numSamples;
565
566 return GL_TRUE;
567 }
568
569
570 /**
571 * Destroy a visual and free its memory.
572 *
573 * \param vis visual.
574 *
575 * Frees the visual structure.
576 */
577 void
578 _mesa_destroy_visual( GLvisual *vis )
579 {
580 _mesa_free(vis);
581 }
582
583 /*@}*/
584
585
586 /**********************************************************************/
587 /** \name Context allocation, initialization, destroying
588 *
589 * The purpose of the most initialization functions here is to provide the
590 * default state values according to the OpenGL specification.
591 */
592 /**********************************************************************/
593 /*@{*/
594
595 /**
596 * One-time initialization mutex lock.
597 *
598 * \sa Used by one_time_init().
599 */
600 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
601
602 /**
603 * Calls all the various one-time-init functions in Mesa.
604 *
605 * While holding a global mutex lock, calls several initialization functions,
606 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
607 * defined.
608 *
609 * \sa _math_init().
610 */
611 static void
612 one_time_init( GLcontext *ctx )
613 {
614 static GLboolean alreadyCalled = GL_FALSE;
615 (void) ctx;
616 _glthread_LOCK_MUTEX(OneTimeLock);
617 if (!alreadyCalled) {
618 GLuint i;
619
620 /* do some implementation tests */
621 assert( sizeof(GLbyte) == 1 );
622 assert( sizeof(GLubyte) == 1 );
623 assert( sizeof(GLshort) == 2 );
624 assert( sizeof(GLushort) == 2 );
625 assert( sizeof(GLint) == 4 );
626 assert( sizeof(GLuint) == 4 );
627
628 #if _HAVE_FULL_GL
629 _math_init();
630
631 for (i = 0; i < 256; i++) {
632 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
633 }
634 #endif
635
636 #ifdef USE_SPARC_ASM
637 _mesa_init_sparc_glapi_relocs();
638 #endif
639 if (_mesa_getenv("MESA_DEBUG")) {
640 _glapi_noop_enable_warnings(GL_TRUE);
641 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
642 }
643 else {
644 _glapi_noop_enable_warnings(GL_FALSE);
645 }
646
647 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
648 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
649 MESA_VERSION_STRING, __DATE__, __TIME__);
650 #endif
651
652 alreadyCalled = GL_TRUE;
653 }
654 _glthread_UNLOCK_MUTEX(OneTimeLock);
655 }
656
657
658 /**
659 * Allocate and initialize a shared context state structure.
660 * Initializes the display list, texture objects and vertex programs hash
661 * tables, allocates the texture objects. If it runs out of memory, frees
662 * everything already allocated before returning NULL.
663 *
664 * \return pointer to a gl_shared_state structure on success, or NULL on
665 * failure.
666 */
667 static GLboolean
668 alloc_shared_state( GLcontext *ctx )
669 {
670 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
671 if (!ss)
672 return GL_FALSE;
673
674 ctx->Shared = ss;
675
676 _glthread_INIT_MUTEX(ss->Mutex);
677
678 ss->DisplayList = _mesa_NewHashTable();
679 ss->TexObjects = _mesa_NewHashTable();
680 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
681 ss->Programs = _mesa_NewHashTable();
682 #endif
683
684 #if FEATURE_ARB_vertex_program
685 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
686 if (!ss->DefaultVertexProgram)
687 goto cleanup;
688 #endif
689 #if FEATURE_ARB_fragment_program
690 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
691 if (!ss->DefaultFragmentProgram)
692 goto cleanup;
693 #endif
694 #if FEATURE_ATI_fragment_shader
695 ss->ATIShaders = _mesa_NewHashTable();
696 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
697 if (!ss->DefaultFragmentShader)
698 goto cleanup;
699 #endif
700
701 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
702 ss->BufferObjects = _mesa_NewHashTable();
703 #endif
704
705 ss->ArrayObjects = _mesa_NewHashTable();
706
707 #if FEATURE_ARB_shader_objects
708 ss->GL2Objects = _mesa_NewHashTable ();
709 #endif
710
711 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
712 if (!ss->Default1D)
713 goto cleanup;
714
715 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
716 if (!ss->Default2D)
717 goto cleanup;
718
719 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
720 if (!ss->Default3D)
721 goto cleanup;
722
723 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
724 if (!ss->DefaultCubeMap)
725 goto cleanup;
726
727 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
728 if (!ss->DefaultRect)
729 goto cleanup;
730
731 /* Effectively bind the default textures to all texture units */
732 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
733 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
734 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
735 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
736 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
737
738 _glthread_INIT_MUTEX(ss->TexMutex);
739 ss->TextureStateStamp = 0;
740
741
742 #if FEATURE_EXT_framebuffer_object
743 ss->FrameBuffers = _mesa_NewHashTable();
744 if (!ss->FrameBuffers)
745 goto cleanup;
746 ss->RenderBuffers = _mesa_NewHashTable();
747 if (!ss->RenderBuffers)
748 goto cleanup;
749 #endif
750
751
752 return GL_TRUE;
753
754 cleanup:
755 /* Ran out of memory at some point. Free everything and return NULL */
756 if (ss->DisplayList)
757 _mesa_DeleteHashTable(ss->DisplayList);
758 if (ss->TexObjects)
759 _mesa_DeleteHashTable(ss->TexObjects);
760 #if FEATURE_NV_vertex_program
761 if (ss->Programs)
762 _mesa_DeleteHashTable(ss->Programs);
763 #endif
764 #if FEATURE_ARB_vertex_program
765 if (ss->DefaultVertexProgram)
766 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
767 #endif
768 #if FEATURE_ARB_fragment_program
769 if (ss->DefaultFragmentProgram)
770 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
771 #endif
772 #if FEATURE_ATI_fragment_shader
773 if (ss->DefaultFragmentShader)
774 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
775 #endif
776 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
777 if (ss->BufferObjects)
778 _mesa_DeleteHashTable(ss->BufferObjects);
779 #endif
780
781 if (ss->ArrayObjects)
782 _mesa_DeleteHashTable (ss->ArrayObjects);
783
784 #if FEATURE_ARB_shader_objects
785 if (ss->GL2Objects)
786 _mesa_DeleteHashTable (ss->GL2Objects);
787 #endif
788
789 #if FEATURE_EXT_framebuffer_object
790 if (ss->FrameBuffers)
791 _mesa_DeleteHashTable(ss->FrameBuffers);
792 if (ss->RenderBuffers)
793 _mesa_DeleteHashTable(ss->RenderBuffers);
794 #endif
795
796 if (ss->Default1D)
797 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
798 if (ss->Default2D)
799 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
800 if (ss->Default3D)
801 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
802 if (ss->DefaultCubeMap)
803 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
804 if (ss->DefaultRect)
805 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
806 if (ss)
807 _mesa_free(ss);
808 return GL_FALSE;
809 }
810
811
812 /**
813 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
814 */
815 static void
816 delete_displaylist_cb(GLuint id, void *data, void *userData)
817 {
818 struct mesa_display_list *list = (struct mesa_display_list *) data;
819 GLcontext *ctx = (GLcontext *) userData;
820 _mesa_delete_list(ctx, list);
821 }
822
823 /**
824 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
825 */
826 static void
827 delete_texture_cb(GLuint id, void *data, void *userData)
828 {
829 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
830 GLcontext *ctx = (GLcontext *) userData;
831 ctx->Driver.DeleteTexture(ctx, texObj);
832 }
833
834 /**
835 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
836 */
837 static void
838 delete_program_cb(GLuint id, void *data, void *userData)
839 {
840 struct gl_program *prog = (struct gl_program *) data;
841 GLcontext *ctx = (GLcontext *) userData;
842 ctx->Driver.DeleteProgram(ctx, prog);
843 }
844
845 /**
846 * Callback for deleting an ATI fragment shader object.
847 * Called by _mesa_HashDeleteAll().
848 */
849 static void
850 delete_fragshader_cb(GLuint id, void *data, void *userData)
851 {
852 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
853 GLcontext *ctx = (GLcontext *) userData;
854 _mesa_delete_ati_fragment_shader(ctx, shader);
855 }
856
857 /**
858 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
859 */
860 static void
861 delete_bufferobj_cb(GLuint id, void *data, void *userData)
862 {
863 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
864 GLcontext *ctx = (GLcontext *) userData;
865 ctx->Driver.DeleteBuffer(ctx, bufObj);
866 }
867
868 /**
869 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
870 */
871 static void
872 delete_arrayobj_cb(GLuint id, void *data, void *userData)
873 {
874 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
875 GLcontext *ctx = (GLcontext *) userData;
876 _mesa_delete_array_object(ctx, arrayObj);
877 }
878
879 /**
880 * Callback for deleting an shader object. Called by _mesa_HashDeleteAll().
881 */
882 static void
883 delete_shaderobj_cb(GLuint id, void *data, void *userData)
884 {
885 /* XXX probably need to fix this */
886 _mesa_free(data);
887 }
888
889
890 /**
891 * Deallocate a shared state object and all children structures.
892 *
893 * \param ctx GL context.
894 * \param ss shared state pointer.
895 *
896 * Frees the display lists, the texture objects (calling the driver texture
897 * deletion callback to free its private data) and the vertex programs, as well
898 * as their hash tables.
899 *
900 * \sa alloc_shared_state().
901 */
902 static void
903 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
904 {
905 /*
906 * Free display lists
907 */
908 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
909 _mesa_DeleteHashTable(ss->DisplayList);
910
911 /*
912 * Free texture objects
913 */
914 ASSERT(ctx->Driver.DeleteTexture);
915 /* the default textures */
916 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
917 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
918 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
919 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
920 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
921 /* all other textures */
922 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
923 _mesa_DeleteHashTable(ss->TexObjects);
924
925 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
926 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
927 _mesa_DeleteHashTable(ss->Programs);
928 #endif
929 #if FEATURE_ARB_vertex_program
930 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
931 #endif
932 #if FEATURE_ARB_fragment_program
933 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
934 #endif
935
936 #if FEATURE_ATI_fragment_shader
937 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
938 _mesa_DeleteHashTable(ss->ATIShaders);
939 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
940 #endif
941
942 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
943 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
944 _mesa_DeleteHashTable(ss->BufferObjects);
945 #endif
946
947 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
948 _mesa_DeleteHashTable(ss->ArrayObjects);
949
950 #if FEATURE_ARB_shader_objects
951 _mesa_HashDeleteAll(ss->GL2Objects, delete_shaderobj_cb, ctx);
952 _mesa_DeleteHashTable(ss->GL2Objects);
953 #endif
954
955 #if FEATURE_EXT_framebuffer_object
956 _mesa_DeleteHashTable(ss->FrameBuffers);
957 _mesa_DeleteHashTable(ss->RenderBuffers);
958 #endif
959
960 _glthread_DESTROY_MUTEX(ss->Mutex);
961
962 _mesa_free(ss);
963 }
964
965
966 /**
967 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
968 */
969 static void
970 _mesa_init_current( GLcontext *ctx )
971 {
972 GLuint i;
973
974 /* Init all to (0,0,0,1) */
975 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
976 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
977 }
978
979 /* redo special cases: */
980 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
981 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
982 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
983 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
984 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
985 ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0] = 1.0;
986 ctx->Current.EdgeFlag = GL_TRUE;
987 }
988
989
990 /**
991 * Init vertex/fragment program native limits from logical limits.
992 */
993 static void
994 init_natives(struct gl_program_constants *prog)
995 {
996 prog->MaxNativeInstructions = prog->MaxInstructions;
997 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
998 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
999 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
1000 prog->MaxNativeAttribs = prog->MaxAttribs;
1001 prog->MaxNativeTemps = prog->MaxTemps;
1002 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
1003 prog->MaxNativeParameters = prog->MaxParameters;
1004 }
1005
1006
1007 /**
1008 * Initialize fields of gl_constants (aka ctx->Const.*).
1009 * Use defaults from config.h. The device drivers will often override
1010 * some of these values (such as number of texture units).
1011 */
1012 static void
1013 _mesa_init_constants( GLcontext *ctx )
1014 {
1015 assert(ctx);
1016
1017 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
1018 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
1019
1020 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
1021 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
1022
1023 /* Constants, may be overriden (usually only reduced) by device drivers */
1024 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
1025 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
1026 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
1027 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
1028 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
1029 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
1030 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
1031 ctx->Const.MaxTextureImageUnits);
1032 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
1033 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
1034 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
1035 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
1036 ctx->Const.MinPointSize = MIN_POINT_SIZE;
1037 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
1038 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
1039 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
1040 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
1041 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
1042 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
1043 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
1044 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
1045 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
1046 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
1047 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
1048 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
1049 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
1050 ctx->Const.MaxLights = MAX_LIGHTS;
1051 ctx->Const.MaxShininess = 128.0;
1052 ctx->Const.MaxSpotExponent = 128.0;
1053 ctx->Const.MaxViewportWidth = MAX_WIDTH;
1054 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
1055 #if FEATURE_ARB_vertex_program
1056 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
1057 ctx->Const.VertexProgram.MaxAluInstructions = 0;
1058 ctx->Const.VertexProgram.MaxTexInstructions = 0;
1059 ctx->Const.VertexProgram.MaxTexIndirections = 0;
1060 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
1061 ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
1062 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
1063 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1064 ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
1065 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
1066 ctx->Const.VertexProgram.MaxUniformComponents = MAX_VERTEX_UNIFORM_COMPONENTS;
1067 init_natives(&ctx->Const.VertexProgram);
1068 #endif
1069 #if FEATURE_ARB_fragment_program
1070 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
1071 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
1072 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
1073 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
1074 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
1075 ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
1076 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1077 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1078 ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1079 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
1080 ctx->Const.FragmentProgram.MaxUniformComponents = MAX_FRAGMENT_UNIFORM_COMPONENTS;
1081 init_natives(&ctx->Const.FragmentProgram);
1082 #endif
1083 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
1084 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
1085
1086 /* If we're running in the X server, do bounds checking to prevent
1087 * segfaults and server crashes!
1088 */
1089 #if defined(XFree86Server)
1090 ctx->Const.CheckArrayBounds = GL_TRUE;
1091 #else
1092 ctx->Const.CheckArrayBounds = GL_FALSE;
1093 #endif
1094
1095 /* GL_ARB_draw_buffers */
1096 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
1097
1098 /* GL_OES_read_format */
1099 ctx->Const.ColorReadFormat = GL_RGBA;
1100 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
1101
1102 #if FEATURE_EXT_framebuffer_object
1103 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
1104 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
1105 #endif
1106
1107 #if FEATURE_ARB_vertex_shader
1108 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
1109 ctx->Const.MaxVaryingFloats = MAX_VARYING_FLOATS;
1110 #endif
1111
1112 /* sanity checks */
1113 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
1114 ctx->Const.MaxTextureCoordUnits));
1115 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1116 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1117 }
1118
1119
1120 /**
1121 * Do some sanity checks on the limits/constants for the given context.
1122 * Only called the first time a context is bound.
1123 */
1124 static void
1125 check_context_limits(GLcontext *ctx)
1126 {
1127 /* Many context limits/constants are limited by the size of
1128 * internal arrays.
1129 */
1130 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
1131 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
1132 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
1133 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
1134
1135 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
1136 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
1137
1138 /* make sure largest texture image is <= MAX_WIDTH in size */
1139 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
1140 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
1141 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
1142
1143 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
1144
1145 /* XXX probably add more tests */
1146 }
1147
1148
1149 /**
1150 * Initialize the attribute groups in a GL context.
1151 *
1152 * \param ctx GL context.
1153 *
1154 * Initializes all the attributes, calling the respective <tt>init*</tt>
1155 * functions for the more complex data structures.
1156 */
1157 static GLboolean
1158 init_attrib_groups( GLcontext *ctx )
1159 {
1160 assert(ctx);
1161
1162 /* Constants */
1163 _mesa_init_constants( ctx );
1164
1165 /* Extensions */
1166 _mesa_init_extensions( ctx );
1167
1168 /* Attribute Groups */
1169 _mesa_init_accum( ctx );
1170 _mesa_init_attrib( ctx );
1171 _mesa_init_buffer_objects( ctx );
1172 _mesa_init_color( ctx );
1173 _mesa_init_colortables( ctx );
1174 _mesa_init_current( ctx );
1175 _mesa_init_depth( ctx );
1176 _mesa_init_debug( ctx );
1177 _mesa_init_display_list( ctx );
1178 _mesa_init_eval( ctx );
1179 _mesa_init_feedback( ctx );
1180 _mesa_init_fog( ctx );
1181 _mesa_init_histogram( ctx );
1182 _mesa_init_hint( ctx );
1183 _mesa_init_line( ctx );
1184 _mesa_init_lighting( ctx );
1185 _mesa_init_matrix( ctx );
1186 _mesa_init_multisample( ctx );
1187 _mesa_init_pixel( ctx );
1188 _mesa_init_point( ctx );
1189 _mesa_init_polygon( ctx );
1190 _mesa_init_program( ctx );
1191 _mesa_init_query( ctx );
1192 _mesa_init_rastpos( ctx );
1193 _mesa_init_scissor( ctx );
1194 _mesa_init_shaderobjects (ctx);
1195 _mesa_init_stencil( ctx );
1196 _mesa_init_transform( ctx );
1197 _mesa_init_varray( ctx );
1198 _mesa_init_viewport( ctx );
1199
1200 if (!_mesa_init_texture( ctx ))
1201 return GL_FALSE;
1202
1203 _mesa_init_texture_s3tc( ctx );
1204 _mesa_init_texture_fxt1( ctx );
1205
1206 /* Miscellaneous */
1207 ctx->NewState = _NEW_ALL;
1208 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1209 ctx->_Facing = 0;
1210
1211 return GL_TRUE;
1212 }
1213
1214
1215 /**
1216 * This is the default function we plug into all dispatch table slots
1217 * This helps prevents a segfault when someone calls a GL function without
1218 * first checking if the extension's supported.
1219 */
1220 static int
1221 generic_nop(void)
1222 {
1223 _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1224 return 0;
1225 }
1226
1227
1228 /**
1229 * Allocate and initialize a new dispatch table.
1230 */
1231 static struct _glapi_table *
1232 alloc_dispatch_table(void)
1233 {
1234 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1235 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1236 * Mesa we do this to accomodate different versions of libGL and various
1237 * DRI drivers.
1238 */
1239 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1240 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1241 struct _glapi_table *table =
1242 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1243 if (table) {
1244 _glapi_proc *entry = (_glapi_proc *) table;
1245 GLint i;
1246 for (i = 0; i < numEntries; i++) {
1247 entry[i] = (_glapi_proc) generic_nop;
1248 }
1249 }
1250 return table;
1251 }
1252
1253
1254 /**
1255 * Initialize a GLcontext struct (rendering context).
1256 *
1257 * This includes allocating all the other structs and arrays which hang off of
1258 * the context by pointers.
1259 * Note that the driver needs to pass in its dd_function_table here since
1260 * we need to at least call driverFunctions->NewTextureObject to create the
1261 * default texture objects.
1262 *
1263 * Called by _mesa_create_context().
1264 *
1265 * Performs the imports and exports callback tables initialization, and
1266 * miscellaneous one-time initializations. If no shared context is supplied one
1267 * is allocated, and increase its reference count. Setups the GL API dispatch
1268 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1269 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1270 * for debug flags.
1271 *
1272 * \param ctx the context to initialize
1273 * \param visual describes the visual attributes for this context
1274 * \param share_list points to context to share textures, display lists,
1275 * etc with, or NULL
1276 * \param driverFunctions table of device driver functions for this context
1277 * to use
1278 * \param driverContext pointer to driver-specific context data
1279 */
1280 GLboolean
1281 _mesa_initialize_context( GLcontext *ctx,
1282 const GLvisual *visual,
1283 GLcontext *share_list,
1284 const struct dd_function_table *driverFunctions,
1285 void *driverContext )
1286 {
1287 ASSERT(driverContext);
1288 assert(driverFunctions->NewTextureObject);
1289 assert(driverFunctions->FreeTexImageData);
1290
1291 /* If the driver wants core Mesa to use special imports, it'll have to
1292 * override these defaults.
1293 */
1294 _mesa_init_default_imports( &(ctx->imports), driverContext );
1295
1296 /* initialize the exports (Mesa functions called by the window system) */
1297 _mesa_init_default_exports( &(ctx->exports) );
1298
1299 /* misc one-time initializations */
1300 one_time_init(ctx);
1301
1302 ctx->Visual = *visual;
1303 ctx->DrawBuffer = NULL;
1304 ctx->ReadBuffer = NULL;
1305 ctx->WinSysDrawBuffer = NULL;
1306 ctx->WinSysReadBuffer = NULL;
1307
1308 /* Plug in driver functions and context pointer here.
1309 * This is important because when we call alloc_shared_state() below
1310 * we'll call ctx->Driver.NewTextureObject() to create the default
1311 * textures.
1312 */
1313 ctx->Driver = *driverFunctions;
1314 ctx->DriverCtx = driverContext;
1315
1316 if (share_list) {
1317 /* share state with another context */
1318 ctx->Shared = share_list->Shared;
1319 }
1320 else {
1321 /* allocate new, unshared state */
1322 if (!alloc_shared_state( ctx )) {
1323 return GL_FALSE;
1324 }
1325 }
1326 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1327 ctx->Shared->RefCount++;
1328 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1329
1330 if (!init_attrib_groups( ctx )) {
1331 free_shared_state(ctx, ctx->Shared);
1332 return GL_FALSE;
1333 }
1334
1335 /* setup the API dispatch tables */
1336 ctx->Exec = alloc_dispatch_table();
1337 ctx->Save = alloc_dispatch_table();
1338 if (!ctx->Exec || !ctx->Save) {
1339 free_shared_state(ctx, ctx->Shared);
1340 if (ctx->Exec)
1341 _mesa_free(ctx->Exec);
1342 }
1343 _mesa_init_exec_table(ctx->Exec);
1344 ctx->CurrentDispatch = ctx->Exec;
1345 #if _HAVE_FULL_GL
1346 _mesa_init_dlist_table(ctx->Save);
1347 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1348 /* Neutral tnl module stuff */
1349 _mesa_init_exec_vtxfmt( ctx );
1350 ctx->TnlModule.Current = NULL;
1351 ctx->TnlModule.SwapCount = 0;
1352 #endif
1353
1354 ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1355 ctx->_UseTexEnvProgram = ctx->_MaintainTexEnvProgram;
1356
1357 ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1358 if (ctx->_MaintainTnlProgram)
1359 ctx->_MaintainTexEnvProgram = 1; /* this is required... */
1360
1361 ctx->FirstTimeCurrent = GL_TRUE;
1362
1363 return GL_TRUE;
1364 }
1365
1366
1367 /**
1368 * Allocate and initialize a GLcontext structure.
1369 * Note that the driver needs to pass in its dd_function_table here since
1370 * we need to at least call driverFunctions->NewTextureObject to initialize
1371 * the rendering context.
1372 *
1373 * \param visual a GLvisual pointer (we copy the struct contents)
1374 * \param share_list another context to share display lists with or NULL
1375 * \param driverFunctions points to the dd_function_table into which the
1376 * driver has plugged in all its special functions.
1377 * \param driverCtx points to the device driver's private context state
1378 *
1379 * \return pointer to a new __GLcontextRec or NULL if error.
1380 */
1381 GLcontext *
1382 _mesa_create_context( const GLvisual *visual,
1383 GLcontext *share_list,
1384 const struct dd_function_table *driverFunctions,
1385 void *driverContext )
1386
1387 {
1388 GLcontext *ctx;
1389
1390 ASSERT(visual);
1391 ASSERT(driverContext);
1392
1393 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1394 if (!ctx)
1395 return NULL;
1396
1397 if (_mesa_initialize_context(ctx, visual, share_list,
1398 driverFunctions, driverContext)) {
1399 return ctx;
1400 }
1401 else {
1402 _mesa_free(ctx);
1403 return NULL;
1404 }
1405 }
1406
1407
1408 /**
1409 * Free the data associated with the given context.
1410 *
1411 * But doesn't free the GLcontext struct itself.
1412 *
1413 * \sa _mesa_initialize_context() and init_attrib_groups().
1414 */
1415 void
1416 _mesa_free_context_data( GLcontext *ctx )
1417 {
1418 /* if we're destroying the current context, unbind it first */
1419 if (ctx == _mesa_get_current_context()) {
1420 _mesa_make_current(NULL, NULL, NULL);
1421 }
1422
1423 _mesa_free_lighting_data( ctx );
1424 _mesa_free_eval_data( ctx );
1425 _mesa_free_texture_data( ctx );
1426 _mesa_free_matrix_data( ctx );
1427 _mesa_free_viewport_data( ctx );
1428 _mesa_free_colortables_data( ctx );
1429 _mesa_free_program_data(ctx);
1430 _mesa_free_query_data(ctx);
1431
1432 #if FEATURE_ARB_vertex_buffer_object
1433 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1434 #endif
1435 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1436
1437 /* free dispatch tables */
1438 _mesa_free(ctx->Exec);
1439 _mesa_free(ctx->Save);
1440
1441 /* Shared context state (display lists, textures, etc) */
1442 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1443 ctx->Shared->RefCount--;
1444 assert(ctx->Shared->RefCount >= 0);
1445 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1446 if (ctx->Shared->RefCount == 0) {
1447 /* free shared state */
1448 free_shared_state( ctx, ctx->Shared );
1449 }
1450
1451 if (ctx->Extensions.String)
1452 _mesa_free((void *) ctx->Extensions.String);
1453 }
1454
1455
1456 /**
1457 * Destroy a GLcontext structure.
1458 *
1459 * \param ctx GL context.
1460 *
1461 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1462 */
1463 void
1464 _mesa_destroy_context( GLcontext *ctx )
1465 {
1466 if (ctx) {
1467 _mesa_free_context_data(ctx);
1468 _mesa_free( (void *) ctx );
1469 }
1470 }
1471
1472
1473 #if _HAVE_FULL_GL
1474 /**
1475 * Copy attribute groups from one context to another.
1476 *
1477 * \param src source context
1478 * \param dst destination context
1479 * \param mask bitwise OR of GL_*_BIT flags
1480 *
1481 * According to the bits specified in \p mask, copies the corresponding
1482 * attributes from \p src into \p dst. For many of the attributes a simple \c
1483 * memcpy is not enough due to the existence of internal pointers in their data
1484 * structures.
1485 */
1486 void
1487 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1488 {
1489 if (mask & GL_ACCUM_BUFFER_BIT) {
1490 /* OK to memcpy */
1491 dst->Accum = src->Accum;
1492 }
1493 if (mask & GL_COLOR_BUFFER_BIT) {
1494 /* OK to memcpy */
1495 dst->Color = src->Color;
1496 }
1497 if (mask & GL_CURRENT_BIT) {
1498 /* OK to memcpy */
1499 dst->Current = src->Current;
1500 }
1501 if (mask & GL_DEPTH_BUFFER_BIT) {
1502 /* OK to memcpy */
1503 dst->Depth = src->Depth;
1504 }
1505 if (mask & GL_ENABLE_BIT) {
1506 /* no op */
1507 }
1508 if (mask & GL_EVAL_BIT) {
1509 /* OK to memcpy */
1510 dst->Eval = src->Eval;
1511 }
1512 if (mask & GL_FOG_BIT) {
1513 /* OK to memcpy */
1514 dst->Fog = src->Fog;
1515 }
1516 if (mask & GL_HINT_BIT) {
1517 /* OK to memcpy */
1518 dst->Hint = src->Hint;
1519 }
1520 if (mask & GL_LIGHTING_BIT) {
1521 GLuint i;
1522 /* begin with memcpy */
1523 dst->Light = src->Light;
1524 /* fixup linked lists to prevent pointer insanity */
1525 make_empty_list( &(dst->Light.EnabledList) );
1526 for (i = 0; i < MAX_LIGHTS; i++) {
1527 if (dst->Light.Light[i].Enabled) {
1528 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1529 }
1530 }
1531 }
1532 if (mask & GL_LINE_BIT) {
1533 /* OK to memcpy */
1534 dst->Line = src->Line;
1535 }
1536 if (mask & GL_LIST_BIT) {
1537 /* OK to memcpy */
1538 dst->List = src->List;
1539 }
1540 if (mask & GL_PIXEL_MODE_BIT) {
1541 /* OK to memcpy */
1542 dst->Pixel = src->Pixel;
1543 }
1544 if (mask & GL_POINT_BIT) {
1545 /* OK to memcpy */
1546 dst->Point = src->Point;
1547 }
1548 if (mask & GL_POLYGON_BIT) {
1549 /* OK to memcpy */
1550 dst->Polygon = src->Polygon;
1551 }
1552 if (mask & GL_POLYGON_STIPPLE_BIT) {
1553 /* Use loop instead of MEMCPY due to problem with Portland Group's
1554 * C compiler. Reported by John Stone.
1555 */
1556 GLuint i;
1557 for (i = 0; i < 32; i++) {
1558 dst->PolygonStipple[i] = src->PolygonStipple[i];
1559 }
1560 }
1561 if (mask & GL_SCISSOR_BIT) {
1562 /* OK to memcpy */
1563 dst->Scissor = src->Scissor;
1564 }
1565 if (mask & GL_STENCIL_BUFFER_BIT) {
1566 /* OK to memcpy */
1567 dst->Stencil = src->Stencil;
1568 }
1569 if (mask & GL_TEXTURE_BIT) {
1570 /* Cannot memcpy because of pointers */
1571 _mesa_copy_texture_state(src, dst);
1572 }
1573 if (mask & GL_TRANSFORM_BIT) {
1574 /* OK to memcpy */
1575 dst->Transform = src->Transform;
1576 }
1577 if (mask & GL_VIEWPORT_BIT) {
1578 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1579 dst->Viewport.X = src->Viewport.X;
1580 dst->Viewport.Y = src->Viewport.Y;
1581 dst->Viewport.Width = src->Viewport.Width;
1582 dst->Viewport.Height = src->Viewport.Height;
1583 dst->Viewport.Near = src->Viewport.Near;
1584 dst->Viewport.Far = src->Viewport.Far;
1585 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1586 }
1587
1588 /* XXX FIXME: Call callbacks?
1589 */
1590 dst->NewState = _NEW_ALL;
1591 }
1592 #endif
1593
1594
1595 /**
1596 * Check if the given context can render into the given framebuffer
1597 * by checking visual attributes.
1598 *
1599 * XXX this may go away someday because we're moving toward more freedom
1600 * in binding contexts to drawables with different visual attributes.
1601 * The GL_EXT_f_b_o extension is prompting some of that.
1602 *
1603 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1604 */
1605 static GLboolean
1606 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1607 {
1608 const GLvisual *ctxvis = &ctx->Visual;
1609 const GLvisual *bufvis = &buffer->Visual;
1610
1611 if (ctxvis == bufvis)
1612 return GL_TRUE;
1613
1614 if (ctxvis->rgbMode != bufvis->rgbMode)
1615 return GL_FALSE;
1616 #if 0
1617 /* disabling this fixes the fgl_glxgears pbuffer demo */
1618 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1619 return GL_FALSE;
1620 #endif
1621 if (ctxvis->stereoMode && !bufvis->stereoMode)
1622 return GL_FALSE;
1623 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1624 return GL_FALSE;
1625 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1626 return GL_FALSE;
1627 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1628 return GL_FALSE;
1629 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1630 return GL_FALSE;
1631 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1632 return GL_FALSE;
1633 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1634 return GL_FALSE;
1635 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1636 return GL_FALSE;
1637 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1638 return GL_FALSE;
1639
1640 return GL_TRUE;
1641 }
1642
1643
1644 /**
1645 * Do one-time initialization for the given framebuffer. Specifically,
1646 * ask the driver for the window's current size and update the framebuffer
1647 * object to match.
1648 * Really, the device driver should totally take care of this.
1649 */
1650 static void
1651 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1652 {
1653 GLuint width, height;
1654 if (ctx->Driver.GetBufferSize) {
1655 ctx->Driver.GetBufferSize(fb, &width, &height);
1656 if (ctx->Driver.ResizeBuffers)
1657 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1658 fb->Initialized = GL_TRUE;
1659 }
1660 }
1661
1662
1663 /**
1664 * Bind the given context to the given drawBuffer and readBuffer and
1665 * make it the current context for the calling thread.
1666 * We'll render into the drawBuffer and read pixels from the
1667 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1668 *
1669 * We check that the context's and framebuffer's visuals are compatible
1670 * and return immediately if they're not.
1671 *
1672 * \param newCtx the new GL context. If NULL then there will be no current GL
1673 * context.
1674 * \param drawBuffer the drawing framebuffer
1675 * \param readBuffer the reading framebuffer
1676 */
1677 void
1678 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1679 GLframebuffer *readBuffer )
1680 {
1681 if (MESA_VERBOSE & VERBOSE_API)
1682 _mesa_debug(newCtx, "_mesa_make_current()\n");
1683
1684 /* Check that the context's and framebuffer's visuals are compatible.
1685 */
1686 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1687 if (!check_compatible(newCtx, drawBuffer)) {
1688 _mesa_warning(newCtx,
1689 "MakeCurrent: incompatible visuals for context and drawbuffer");
1690 return;
1691 }
1692 }
1693 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1694 if (!check_compatible(newCtx, readBuffer)) {
1695 _mesa_warning(newCtx,
1696 "MakeCurrent: incompatible visuals for context and readbuffer");
1697 return;
1698 }
1699 }
1700
1701 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1702 _glapi_set_context((void *) newCtx);
1703 ASSERT(_mesa_get_current_context() == newCtx);
1704
1705 if (!newCtx) {
1706 _glapi_set_dispatch(NULL); /* none current */
1707 }
1708 else {
1709 _glapi_set_dispatch(newCtx->CurrentDispatch);
1710
1711 if (drawBuffer && readBuffer) {
1712 /* TODO: check if newCtx and buffer's visual match??? */
1713
1714 ASSERT(drawBuffer->Name == 0);
1715 ASSERT(readBuffer->Name == 0);
1716 newCtx->WinSysDrawBuffer = drawBuffer;
1717 newCtx->WinSysReadBuffer = readBuffer;
1718
1719 /*
1720 * Only set the context's Draw/ReadBuffer fields if they're NULL
1721 * or not bound to a user-created FBO.
1722 */
1723 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1724 newCtx->DrawBuffer = drawBuffer;
1725 }
1726 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1727 newCtx->ReadBuffer = readBuffer;
1728 }
1729
1730 newCtx->NewState |= _NEW_BUFFERS;
1731
1732 #if 1
1733 /* We want to get rid of these lines: */
1734
1735 #if _HAVE_FULL_GL
1736 if (!drawBuffer->Initialized) {
1737 initialize_framebuffer_size(newCtx, drawBuffer);
1738 }
1739 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1740 initialize_framebuffer_size(newCtx, readBuffer);
1741 }
1742
1743 _mesa_resizebuffers(newCtx);
1744 #endif
1745
1746 #else
1747 /* We want the drawBuffer and readBuffer to be initialized by
1748 * the driver.
1749 * This generally means the Width and Height match the actual
1750 * window size and the renderbuffers (both hardware and software
1751 * based) are allocated to match. The later can generally be
1752 * done with a call to _mesa_resize_framebuffer().
1753 *
1754 * It's theoretically possible for a buffer to have zero width
1755 * or height, but for now, assert check that the driver did what's
1756 * expected of it.
1757 */
1758 ASSERT(drawBuffer->Width > 0);
1759 ASSERT(drawBuffer->Height > 0);
1760 #endif
1761
1762 if (newCtx->FirstTimeCurrent) {
1763 /* set initial viewport and scissor size now */
1764 _mesa_set_viewport(newCtx, 0, 0,
1765 drawBuffer->Width, drawBuffer->Height);
1766 _mesa_set_scissor(newCtx, 0, 0,
1767 drawBuffer->Width, drawBuffer->Height );
1768 check_context_limits(newCtx);
1769 }
1770 }
1771
1772 /* We can use this to help debug user's problems. Tell them to set
1773 * the MESA_INFO env variable before running their app. Then the
1774 * first time each context is made current we'll print some useful
1775 * information.
1776 */
1777 if (newCtx->FirstTimeCurrent) {
1778 if (_mesa_getenv("MESA_INFO")) {
1779 _mesa_print_info();
1780 }
1781 newCtx->FirstTimeCurrent = GL_FALSE;
1782 }
1783 }
1784 }
1785
1786
1787 /**
1788 * Make context 'ctx' share the display lists, textures and programs
1789 * that are associated with 'ctxToShare'.
1790 * Any display lists, textures or programs associated with 'ctx' will
1791 * be deleted if nobody else is sharing them.
1792 */
1793 GLboolean
1794 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1795 {
1796 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1797 ctx->Shared->RefCount--;
1798 if (ctx->Shared->RefCount == 0) {
1799 free_shared_state(ctx, ctx->Shared);
1800 }
1801 ctx->Shared = ctxToShare->Shared;
1802 ctx->Shared->RefCount++;
1803 return GL_TRUE;
1804 }
1805 else {
1806 return GL_FALSE;
1807 }
1808 }
1809
1810
1811
1812 /**
1813 * Get current context for the calling thread.
1814 *
1815 * \return pointer to the current GL context.
1816 *
1817 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1818 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
1819 */
1820 GLcontext *
1821 _mesa_get_current_context( void )
1822 {
1823 return (GLcontext *) _glapi_get_context();
1824 }
1825
1826 /**
1827 * Get context's current API dispatch table.
1828 *
1829 * It'll either be the immediate-mode execute dispatcher or the display list
1830 * compile dispatcher.
1831 *
1832 * \param ctx GL context.
1833 *
1834 * \return pointer to dispatch_table.
1835 *
1836 * Simply returns __GLcontextRec::CurrentDispatch.
1837 */
1838 struct _glapi_table *
1839 _mesa_get_dispatch(GLcontext *ctx)
1840 {
1841 return ctx->CurrentDispatch;
1842 }
1843
1844 /*@}*/
1845
1846
1847 /**********************************************************************/
1848 /** \name Miscellaneous functions */
1849 /**********************************************************************/
1850 /*@{*/
1851
1852 /**
1853 * Record an error.
1854 *
1855 * \param ctx GL context.
1856 * \param error error code.
1857 *
1858 * Records the given error code and call the driver's dd_function_table::Error
1859 * function if defined.
1860 *
1861 * \sa
1862 * This is called via _mesa_error().
1863 */
1864 void
1865 _mesa_record_error( GLcontext *ctx, GLenum error )
1866 {
1867 if (!ctx)
1868 return;
1869
1870 if (ctx->ErrorValue == GL_NO_ERROR) {
1871 ctx->ErrorValue = error;
1872 }
1873
1874 /* Call device driver's error handler, if any. This is used on the Mac. */
1875 if (ctx->Driver.Error) {
1876 (*ctx->Driver.Error)( ctx );
1877 }
1878 }
1879
1880 /**
1881 * Execute glFinish().
1882 *
1883 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1884 * dd_function_table::Finish driver callback, if not NULL.
1885 */
1886 void GLAPIENTRY
1887 _mesa_Finish( void )
1888 {
1889 GET_CURRENT_CONTEXT(ctx);
1890 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1891 if (ctx->Driver.Finish) {
1892 (*ctx->Driver.Finish)( ctx );
1893 }
1894 }
1895
1896 /**
1897 * Execute glFlush().
1898 *
1899 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1900 * dd_function_table::Flush driver callback, if not NULL.
1901 */
1902 void GLAPIENTRY
1903 _mesa_Flush( void )
1904 {
1905 GET_CURRENT_CONTEXT(ctx);
1906 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1907 if (ctx->Driver.Flush) {
1908 (*ctx->Driver.Flush)( ctx );
1909 }
1910 }
1911
1912
1913 /*@}*/