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"
101 #include "histogram.h"
108 #include "multisample.h"
110 #include "pixelstore.h"
113 #include "queryobj.h"
121 #include "simple_list.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
130 #include "viewport.h"
132 #include "shader/program.h"
133 #include "shader/prog_print.h"
134 #include "shader/shader_api.h"
136 #include "math/m_matrix.h"
140 #include "sparc/sparc.h"
144 int MESA_VERBOSE
= 0;
147 #ifndef MESA_DEBUG_FLAGS
148 int MESA_DEBUG_FLAGS
= 0;
152 /* ubyte -> float conversion */
153 GLfloat _mesa_ubyte_to_float_color_tab
[256];
158 * Swap buffers notification callback.
160 * \param ctx GL context.
162 * Called by window system just before swapping buffers.
163 * We have to finish any pending rendering.
166 _mesa_notifySwapBuffers(__GLcontext
*ctx
)
168 if (MESA_VERBOSE
& VERBOSE_SWAPBUFFERS
)
169 _mesa_debug(ctx
, "SwapBuffers\n");
170 FLUSH_CURRENT( ctx
, 0 );
171 if (ctx
->Driver
.Flush
) {
172 ctx
->Driver
.Flush(ctx
);
177 /**********************************************************************/
178 /** \name GL Visual allocation/destruction */
179 /**********************************************************************/
183 * Allocates a GLvisual structure and initializes it via
184 * _mesa_initialize_visual().
186 * \param dbFlag double buffering
187 * \param stereoFlag stereo buffer
188 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
189 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * \param stencilBits requested minimum bits per stencil buffer value
192 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
193 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
194 * \param redBits number of bits per color component in frame buffer for RGB(A)
195 * mode. We always use 8 in core Mesa though.
196 * \param greenBits same as above.
197 * \param blueBits same as above.
198 * \param alphaBits same as above.
199 * \param numSamples not really used.
201 * \return pointer to new GLvisual or NULL if requested parameters can't be
204 * \note Need to add params for level and numAuxBuffers (at least)
207 _mesa_create_visual( GLboolean dbFlag
,
208 GLboolean stereoFlag
,
216 GLint accumGreenBits
,
218 GLint accumAlphaBits
,
221 GLvisual
*vis
= (GLvisual
*) calloc(1, sizeof(GLvisual
));
223 if (!_mesa_initialize_visual(vis
, dbFlag
, stereoFlag
,
224 redBits
, greenBits
, blueBits
, alphaBits
,
225 depthBits
, stencilBits
,
226 accumRedBits
, accumGreenBits
,
227 accumBlueBits
, accumAlphaBits
,
237 * Makes some sanity checks and fills in the fields of the
238 * GLvisual object with the given parameters. If the caller needs
239 * to set additional fields, he should just probably init the whole GLvisual
241 * \return GL_TRUE on success, or GL_FALSE on failure.
243 * \sa _mesa_create_visual() above for the parameter description.
246 _mesa_initialize_visual( GLvisual
*vis
,
248 GLboolean stereoFlag
,
256 GLint accumGreenBits
,
258 GLint accumAlphaBits
,
263 if (depthBits
< 0 || depthBits
> 32) {
266 if (stencilBits
< 0 || stencilBits
> STENCIL_BITS
) {
269 assert(accumRedBits
>= 0);
270 assert(accumGreenBits
>= 0);
271 assert(accumBlueBits
>= 0);
272 assert(accumAlphaBits
>= 0);
274 vis
->rgbMode
= GL_TRUE
;
275 vis
->doubleBufferMode
= dbFlag
;
276 vis
->stereoMode
= stereoFlag
;
278 vis
->redBits
= redBits
;
279 vis
->greenBits
= greenBits
;
280 vis
->blueBits
= blueBits
;
281 vis
->alphaBits
= alphaBits
;
282 vis
->rgbBits
= redBits
+ greenBits
+ blueBits
;
285 vis
->depthBits
= depthBits
;
286 vis
->stencilBits
= stencilBits
;
288 vis
->accumRedBits
= accumRedBits
;
289 vis
->accumGreenBits
= accumGreenBits
;
290 vis
->accumBlueBits
= accumBlueBits
;
291 vis
->accumAlphaBits
= accumAlphaBits
;
293 vis
->haveAccumBuffer
= accumRedBits
> 0;
294 vis
->haveDepthBuffer
= depthBits
> 0;
295 vis
->haveStencilBuffer
= stencilBits
> 0;
297 vis
->numAuxBuffers
= 0;
300 vis
->sampleBuffers
= numSamples
> 0 ? 1 : 0;
301 vis
->samples
= numSamples
;
308 * Destroy a visual and free its memory.
312 * Frees the visual structure.
315 _mesa_destroy_visual( GLvisual
*vis
)
323 /**********************************************************************/
324 /** \name Context allocation, initialization, destroying
326 * The purpose of the most initialization functions here is to provide the
327 * default state values according to the OpenGL specification.
329 /**********************************************************************/
334 * This is lame. gdb only seems to recognize enum types that are
335 * actually used somewhere. We want to be able to print/use enum
336 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
337 * the gl_texture_index type anywhere. Thus, this lame function.
340 dummy_enum_func(void)
343 gl_colortable_index ci
;
363 * One-time initialization mutex lock.
365 * \sa Used by one_time_init().
367 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
370 * Calls all the various one-time-init functions in Mesa.
372 * While holding a global mutex lock, calls several initialization functions,
373 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
379 one_time_init( GLcontext
*ctx
)
381 static GLboolean alreadyCalled
= GL_FALSE
;
383 _glthread_LOCK_MUTEX(OneTimeLock
);
384 if (!alreadyCalled
) {
387 /* do some implementation tests */
388 assert( sizeof(GLbyte
) == 1 );
389 assert( sizeof(GLubyte
) == 1 );
390 assert( sizeof(GLshort
) == 2 );
391 assert( sizeof(GLushort
) == 2 );
392 assert( sizeof(GLint
) == 4 );
393 assert( sizeof(GLuint
) == 4 );
395 _mesa_get_cpu_features();
397 _mesa_init_remap_table();
399 _mesa_init_sqrt_table();
401 for (i
= 0; i
< 256; i
++) {
402 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
405 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
406 _mesa_debug(ctx
, "Mesa %s DEBUG build %s %s\n",
407 MESA_VERSION_STRING
, __DATE__
, __TIME__
);
410 alreadyCalled
= GL_TRUE
;
412 _glthread_UNLOCK_MUTEX(OneTimeLock
);
419 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
422 _mesa_init_current(GLcontext
*ctx
)
426 /* Init all to (0,0,0,1) */
427 for (i
= 0; i
< Elements(ctx
->Current
.Attrib
); i
++) {
428 ASSIGN_4V( ctx
->Current
.Attrib
[i
], 0.0, 0.0, 0.0, 1.0 );
431 /* redo special cases: */
432 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_WEIGHT
], 1.0, 0.0, 0.0, 0.0 );
433 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
], 0.0, 0.0, 1.0, 1.0 );
434 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
], 1.0, 1.0, 1.0, 1.0 );
435 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
], 0.0, 0.0, 0.0, 1.0 );
436 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
], 1.0, 0.0, 0.0, 1.0 );
437 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_EDGEFLAG
], 1.0, 0.0, 0.0, 1.0 );
442 * Init vertex/fragment program limits.
443 * Important: drivers should override these with actual limits.
446 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
448 prog
->MaxInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
449 prog
->MaxAluInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
450 prog
->MaxTexInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
451 prog
->MaxTexIndirections
= MAX_PROGRAM_INSTRUCTIONS
;
452 prog
->MaxTemps
= MAX_PROGRAM_TEMPS
;
453 prog
->MaxEnvParams
= MAX_PROGRAM_ENV_PARAMS
;
454 prog
->MaxLocalParams
= MAX_PROGRAM_LOCAL_PARAMS
;
455 prog
->MaxUniformComponents
= 4 * MAX_UNIFORMS
;
457 if (type
== GL_VERTEX_PROGRAM_ARB
) {
458 prog
->MaxParameters
= MAX_VERTEX_PROGRAM_PARAMS
;
459 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
460 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
463 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
464 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
465 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
468 /* Set the native limits to zero. This implies that there is no native
469 * support for shaders. Let the drivers fill in the actual values.
471 prog
->MaxNativeInstructions
= 0;
472 prog
->MaxNativeAluInstructions
= 0;
473 prog
->MaxNativeTexInstructions
= 0;
474 prog
->MaxNativeTexIndirections
= 0;
475 prog
->MaxNativeAttribs
= 0;
476 prog
->MaxNativeTemps
= 0;
477 prog
->MaxNativeAddressRegs
= 0;
478 prog
->MaxNativeParameters
= 0;
483 * Initialize fields of gl_constants (aka ctx->Const.*).
484 * Use defaults from config.h. The device drivers will often override
485 * some of these values (such as number of texture units).
488 _mesa_init_constants(GLcontext
*ctx
)
492 /* Constants, may be overriden (usually only reduced) by device drivers */
493 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
494 ctx
->Const
.Max3DTextureLevels
= MAX_3D_TEXTURE_LEVELS
;
495 ctx
->Const
.MaxCubeTextureLevels
= MAX_CUBE_TEXTURE_LEVELS
;
496 ctx
->Const
.MaxTextureRectSize
= MAX_TEXTURE_RECT_SIZE
;
497 ctx
->Const
.MaxArrayTextureLayers
= MAX_ARRAY_TEXTURE_LAYERS
;
498 ctx
->Const
.MaxTextureCoordUnits
= MAX_TEXTURE_COORD_UNITS
;
499 ctx
->Const
.MaxTextureImageUnits
= MAX_TEXTURE_IMAGE_UNITS
;
500 ctx
->Const
.MaxTextureUnits
= MIN2(ctx
->Const
.MaxTextureCoordUnits
,
501 ctx
->Const
.MaxTextureImageUnits
);
502 ctx
->Const
.MaxTextureMaxAnisotropy
= MAX_TEXTURE_MAX_ANISOTROPY
;
503 ctx
->Const
.MaxTextureLodBias
= MAX_TEXTURE_LOD_BIAS
;
504 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
505 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
506 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
507 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
508 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
509 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
510 ctx
->Const
.PointSizeGranularity
= (GLfloat
) POINT_SIZE_GRANULARITY
;
511 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
512 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
513 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
514 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
515 ctx
->Const
.LineWidthGranularity
= (GLfloat
) LINE_WIDTH_GRANULARITY
;
516 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
517 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
518 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
519 ctx
->Const
.MaxClipPlanes
= MAX_CLIP_PLANES
;
520 ctx
->Const
.MaxLights
= MAX_LIGHTS
;
521 ctx
->Const
.MaxShininess
= 128.0;
522 ctx
->Const
.MaxSpotExponent
= 128.0;
523 ctx
->Const
.MaxViewportWidth
= MAX_WIDTH
;
524 ctx
->Const
.MaxViewportHeight
= MAX_HEIGHT
;
525 #if FEATURE_ARB_vertex_program
526 init_program_limits(GL_VERTEX_PROGRAM_ARB
, &ctx
->Const
.VertexProgram
);
528 #if FEATURE_ARB_fragment_program
529 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
531 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
532 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
534 /* CheckArrayBounds is overriden by drivers/x11 for X server */
535 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
537 /* GL_ARB_draw_buffers */
538 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
540 #if FEATURE_EXT_framebuffer_object
541 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
542 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
545 #if FEATURE_ARB_vertex_shader
546 ctx
->Const
.MaxVertexTextureImageUnits
= MAX_VERTEX_TEXTURE_IMAGE_UNITS
;
547 ctx
->Const
.MaxCombinedTextureImageUnits
= MAX_COMBINED_TEXTURE_IMAGE_UNITS
;
548 ctx
->Const
.MaxVarying
= MAX_VARYING
;
551 /* GL_ARB_framebuffer_object */
552 ctx
->Const
.MaxSamples
= 0;
555 ctx
->Const
.MaxServerWaitTimeout
= (GLuint64
) ~0;
557 /* GL_ATI_envmap_bumpmap */
558 ctx
->Const
.SupportedBumpUnits
= SUPPORTED_ATI_BUMP_UNITS
;
560 /* GL_EXT_provoking_vertex */
561 ctx
->Const
.QuadsFollowProvokingVertexConvention
= GL_TRUE
;
563 /* GL_EXT_transform_feedback */
564 ctx
->Const
.MaxTransformFeedbackSeparateAttribs
= MAX_FEEDBACK_ATTRIBS
;
565 ctx
->Const
.MaxTransformFeedbackSeparateComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
566 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
568 /* GL 3.2: hard-coded for now: */
569 ctx
->Const
.ProfileMask
= GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
;
574 * Do some sanity checks on the limits/constants for the given context.
575 * Only called the first time a context is bound.
578 check_context_limits(GLcontext
*ctx
)
580 /* check that we don't exceed the size of various bitfields */
581 assert(VERT_RESULT_MAX
<=
582 (8 * sizeof(ctx
->VertexProgram
._Current
->Base
.OutputsWritten
)));
583 assert(FRAG_ATTRIB_MAX
<=
584 (8 * sizeof(ctx
->FragmentProgram
._Current
->Base
.InputsRead
)));
586 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS
<= 8 * sizeof(GLbitfield
));
588 /* shader-related checks */
589 assert(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
590 assert(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
592 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
593 assert(MAX_NV_VERTEX_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
594 assert(MAX_NV_VERTEX_PROGRAM_INPUTS
<= VERT_ATTRIB_MAX
);
595 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS
<= VERT_RESULT_MAX
);
597 /* Texture unit checks */
598 assert(ctx
->Const
.MaxTextureImageUnits
> 0);
599 assert(ctx
->Const
.MaxTextureImageUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
600 assert(ctx
->Const
.MaxTextureCoordUnits
> 0);
601 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_TEXTURE_COORD_UNITS
);
602 assert(ctx
->Const
.MaxTextureUnits
> 0);
603 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
604 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_COORD_UNITS
);
605 assert(ctx
->Const
.MaxTextureUnits
== MIN2(ctx
->Const
.MaxTextureImageUnits
,
606 ctx
->Const
.MaxTextureCoordUnits
));
607 assert(ctx
->Const
.MaxCombinedTextureImageUnits
> 0);
608 assert(ctx
->Const
.MaxCombinedTextureImageUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
609 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
610 /* number of coord units cannot be greater than number of image units */
611 assert(ctx
->Const
.MaxTextureCoordUnits
<= ctx
->Const
.MaxTextureImageUnits
);
614 /* Texture size checks */
615 assert(ctx
->Const
.MaxTextureLevels
<= MAX_TEXTURE_LEVELS
);
616 assert(ctx
->Const
.Max3DTextureLevels
<= MAX_3D_TEXTURE_LEVELS
);
617 assert(ctx
->Const
.MaxCubeTextureLevels
<= MAX_CUBE_TEXTURE_LEVELS
);
618 assert(ctx
->Const
.MaxTextureRectSize
<= MAX_TEXTURE_RECT_SIZE
);
620 /* make sure largest texture image is <= MAX_WIDTH in size */
621 assert((1 << (ctx
->Const
.MaxTextureLevels
- 1)) <= MAX_WIDTH
);
622 assert((1 << (ctx
->Const
.MaxCubeTextureLevels
- 1)) <= MAX_WIDTH
);
623 assert((1 << (ctx
->Const
.Max3DTextureLevels
- 1)) <= MAX_WIDTH
);
625 /* Texture level checks */
626 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
627 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
629 /* Max texture size should be <= max viewport size (render to texture) */
630 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
632 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
633 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
635 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
637 /* XXX probably add more tests */
642 * Initialize the attribute groups in a GL context.
644 * \param ctx GL context.
646 * Initializes all the attributes, calling the respective <tt>init*</tt>
647 * functions for the more complex data structures.
650 init_attrib_groups(GLcontext
*ctx
)
655 _mesa_init_constants( ctx
);
658 _mesa_init_extensions( ctx
);
660 /* Attribute Groups */
661 _mesa_init_accum( ctx
);
662 _mesa_init_attrib( ctx
);
663 _mesa_init_buffer_objects( ctx
);
664 _mesa_init_color( ctx
);
665 _mesa_init_colortables( ctx
);
666 _mesa_init_current( ctx
);
667 _mesa_init_depth( ctx
);
668 _mesa_init_debug( ctx
);
669 _mesa_init_display_list( ctx
);
670 _mesa_init_eval( ctx
);
671 _mesa_init_fbobjects( ctx
);
672 _mesa_init_feedback( ctx
);
673 _mesa_init_fog( ctx
);
674 _mesa_init_histogram( ctx
);
675 _mesa_init_hint( ctx
);
676 _mesa_init_line( ctx
);
677 _mesa_init_lighting( ctx
);
678 _mesa_init_matrix( ctx
);
679 _mesa_init_multisample( ctx
);
680 _mesa_init_pixel( ctx
);
681 _mesa_init_pixelstore( ctx
);
682 _mesa_init_point( ctx
);
683 _mesa_init_polygon( ctx
);
684 _mesa_init_program( ctx
);
685 _mesa_init_queryobj( ctx
);
687 _mesa_init_sync( ctx
);
689 _mesa_init_rastpos( ctx
);
690 _mesa_init_scissor( ctx
);
691 _mesa_init_shader_state( ctx
);
692 _mesa_init_stencil( ctx
);
693 _mesa_init_transform( ctx
);
694 _mesa_init_transform_feedback( ctx
);
695 _mesa_init_varray( ctx
);
696 _mesa_init_viewport( ctx
);
698 if (!_mesa_init_texture( ctx
))
701 _mesa_init_texture_s3tc( ctx
);
704 ctx
->NewState
= _NEW_ALL
;
705 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
706 ctx
->varying_vp_inputs
= ~0;
713 * Update default objects in a GL context with respect to shared state.
715 * \param ctx GL context.
717 * Removes references to old default objects, (texture objects, program
718 * objects, etc.) and changes to reference those from the current shared
722 update_default_objects(GLcontext
*ctx
)
726 _mesa_update_default_objects_program(ctx
);
727 _mesa_update_default_objects_texture(ctx
);
728 _mesa_update_default_objects_buffer_objects(ctx
);
735 * This is the default function we plug into all dispatch table slots
736 * This helps prevents a segfault when someone calls a GL function without
737 * first checking if the extension's supported.
742 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
748 * Allocate and initialize a new dispatch table.
750 struct _glapi_table
*
751 _mesa_alloc_dispatch_table(int size
)
753 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
754 * In practice, this'll be the same for stand-alone Mesa. But for DRI
755 * Mesa we do this to accomodate different versions of libGL and various
758 GLint numEntries
= MAX2(_glapi_get_dispatch_table_size(),
759 size
/ sizeof(_glapi_proc
));
760 struct _glapi_table
*table
=
761 (struct _glapi_table
*) malloc(numEntries
* sizeof(_glapi_proc
));
763 _glapi_proc
*entry
= (_glapi_proc
*) table
;
765 for (i
= 0; i
< numEntries
; i
++) {
766 entry
[i
] = (_glapi_proc
) generic_nop
;
774 * Initialize a GLcontext struct (rendering context).
776 * This includes allocating all the other structs and arrays which hang off of
777 * the context by pointers.
778 * Note that the driver needs to pass in its dd_function_table here since
779 * we need to at least call driverFunctions->NewTextureObject to create the
780 * default texture objects.
782 * Called by _mesa_create_context().
784 * Performs the imports and exports callback tables initialization, and
785 * miscellaneous one-time initializations. If no shared context is supplied one
786 * is allocated, and increase its reference count. Setups the GL API dispatch
787 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
788 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
791 * \param ctx the context to initialize
792 * \param api the GL API type to create the context for
793 * \param visual describes the visual attributes for this context
794 * \param share_list points to context to share textures, display lists,
796 * \param driverFunctions table of device driver functions for this context
798 * \param driverContext pointer to driver-specific context data
801 _mesa_initialize_context_for_api(GLcontext
*ctx
,
803 const GLvisual
*visual
,
804 GLcontext
*share_list
,
805 const struct dd_function_table
*driverFunctions
,
808 struct gl_shared_state
*shared
;
811 /*ASSERT(driverContext);*/
812 assert(driverFunctions
->NewTextureObject
);
813 assert(driverFunctions
->FreeTexImageData
);
815 /* misc one-time initializations */
819 ctx
->Visual
= *visual
;
820 ctx
->DrawBuffer
= NULL
;
821 ctx
->ReadBuffer
= NULL
;
822 ctx
->WinSysDrawBuffer
= NULL
;
823 ctx
->WinSysReadBuffer
= NULL
;
825 /* Plug in driver functions and context pointer here.
826 * This is important because when we call alloc_shared_state() below
827 * we'll call ctx->Driver.NewTextureObject() to create the default
830 ctx
->Driver
= *driverFunctions
;
831 ctx
->DriverCtx
= driverContext
;
834 /* share state with another context */
835 shared
= share_list
->Shared
;
838 /* allocate new, unshared state */
839 shared
= _mesa_alloc_shared_state(ctx
);
844 _glthread_LOCK_MUTEX(shared
->Mutex
);
845 ctx
->Shared
= shared
;
847 _glthread_UNLOCK_MUTEX(shared
->Mutex
);
849 if (!init_attrib_groups( ctx
)) {
850 _mesa_release_shared_state(ctx
, ctx
->Shared
);
855 /* setup the API dispatch tables */
856 ctx
->Exec
= _mesa_create_exec_table();
858 _mesa_release_shared_state(ctx
, ctx
->Shared
);
862 ctx
->CurrentDispatch
= ctx
->Exec
;
865 ctx
->Save
= _mesa_create_save_table();
867 _mesa_release_shared_state(ctx
, ctx
->Shared
);
872 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
875 /* Neutral tnl module stuff */
876 _mesa_init_exec_vtxfmt( ctx
);
877 ctx
->TnlModule
.Current
= NULL
;
878 ctx
->TnlModule
.SwapCount
= 0;
880 ctx
->FragmentProgram
._MaintainTexEnvProgram
881 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
883 ctx
->VertexProgram
._MaintainTnlProgram
884 = (_mesa_getenv("MESA_TNL_PROG") != NULL
);
885 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
886 /* this is required... */
887 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
895 * GL_OES_texture_cube_map says
896 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
898 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
899 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
900 texUnit
->GenS
.Mode
= GL_REFLECTION_MAP_NV
;
901 texUnit
->GenT
.Mode
= GL_REFLECTION_MAP_NV
;
902 texUnit
->GenR
.Mode
= GL_REFLECTION_MAP_NV
;
903 texUnit
->GenS
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
904 texUnit
->GenT
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
905 texUnit
->GenR
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
909 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
910 ctx
->VertexProgram
._MaintainTnlProgram
= GL_TRUE
;
911 ctx
->Point
.PointSprite
= GL_TRUE
; /* always on for ES 2.x */
915 ctx
->FirstTimeCurrent
= GL_TRUE
;
921 _mesa_initialize_context(GLcontext
*ctx
,
922 const GLvisual
*visual
,
923 GLcontext
*share_list
,
924 const struct dd_function_table
*driverFunctions
,
927 return _mesa_initialize_context_for_api(ctx
,
936 * Allocate and initialize a GLcontext structure.
937 * Note that the driver needs to pass in its dd_function_table here since
938 * we need to at least call driverFunctions->NewTextureObject to initialize
939 * the rendering context.
941 * \param api the GL API type to create the context for
942 * \param visual a GLvisual pointer (we copy the struct contents)
943 * \param share_list another context to share display lists with or NULL
944 * \param driverFunctions points to the dd_function_table into which the
945 * driver has plugged in all its special functions.
946 * \param driverContext points to the device driver's private context state
948 * \return pointer to a new __GLcontextRec or NULL if error.
951 _mesa_create_context_for_api(gl_api api
,
952 const GLvisual
*visual
,
953 GLcontext
*share_list
,
954 const struct dd_function_table
*driverFunctions
,
960 /*ASSERT(driverContext);*/
962 ctx
= (GLcontext
*) calloc(1, sizeof(GLcontext
));
966 if (_mesa_initialize_context_for_api(ctx
, api
, visual
, share_list
,
967 driverFunctions
, driverContext
)) {
977 _mesa_create_context(const GLvisual
*visual
,
978 GLcontext
*share_list
,
979 const struct dd_function_table
*driverFunctions
,
982 return _mesa_create_context_for_api(API_OPENGL
, visual
,
989 * Free the data associated with the given context.
991 * But doesn't free the GLcontext struct itself.
993 * \sa _mesa_initialize_context() and init_attrib_groups().
996 _mesa_free_context_data( GLcontext
*ctx
)
998 if (!_mesa_get_current_context()){
999 /* No current context, but we may need one in order to delete
1000 * texture objs, etc. So temporarily bind the context now.
1002 _mesa_make_current(ctx
, NULL
, NULL
);
1005 /* unreference WinSysDraw/Read buffers */
1006 _mesa_reference_framebuffer(&ctx
->WinSysDrawBuffer
, NULL
);
1007 _mesa_reference_framebuffer(&ctx
->WinSysReadBuffer
, NULL
);
1008 _mesa_reference_framebuffer(&ctx
->DrawBuffer
, NULL
);
1009 _mesa_reference_framebuffer(&ctx
->ReadBuffer
, NULL
);
1011 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
, NULL
);
1012 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
1013 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
1015 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
, NULL
);
1016 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
1017 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
, NULL
);
1019 _mesa_free_attrib_data(ctx
);
1020 _mesa_free_buffer_objects(ctx
);
1021 _mesa_free_lighting_data( ctx
);
1022 _mesa_free_eval_data( ctx
);
1023 _mesa_free_texture_data( ctx
);
1024 _mesa_free_matrix_data( ctx
);
1025 _mesa_free_viewport_data( ctx
);
1026 _mesa_free_colortables_data( ctx
);
1027 _mesa_free_program_data(ctx
);
1028 _mesa_free_shader_state(ctx
);
1029 _mesa_free_queryobj_data(ctx
);
1030 #if FEATURE_ARB_sync
1031 _mesa_free_sync_data(ctx
);
1033 _mesa_free_varray_data(ctx
);
1034 _mesa_free_transform_feedback(ctx
);
1036 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
1038 #if FEATURE_ARB_pixel_buffer_object
1039 _mesa_reference_buffer_object(ctx
, &ctx
->Pack
.BufferObj
, NULL
);
1040 _mesa_reference_buffer_object(ctx
, &ctx
->Unpack
.BufferObj
, NULL
);
1041 _mesa_reference_buffer_object(ctx
, &ctx
->DefaultPacking
.BufferObj
, NULL
);
1044 #if FEATURE_ARB_vertex_buffer_object
1045 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ArrayBufferObj
, NULL
);
1046 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ElementArrayBufferObj
, NULL
);
1049 /* free dispatch tables */
1053 /* Shared context state (display lists, textures, etc) */
1054 _mesa_release_shared_state( ctx
, ctx
->Shared
);
1056 /* needs to be after freeing shared state */
1057 _mesa_free_display_list_data(ctx
);
1059 if (ctx
->Extensions
.String
)
1060 free((void *) ctx
->Extensions
.String
);
1062 if (ctx
->VersionString
)
1063 free(ctx
->VersionString
);
1065 /* unbind the context if it's currently bound */
1066 if (ctx
== _mesa_get_current_context()) {
1067 _mesa_make_current(NULL
, NULL
, NULL
);
1073 * Destroy a GLcontext structure.
1075 * \param ctx GL context.
1077 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1080 _mesa_destroy_context( GLcontext
*ctx
)
1083 _mesa_free_context_data(ctx
);
1084 free( (void *) ctx
);
1091 * Copy attribute groups from one context to another.
1093 * \param src source context
1094 * \param dst destination context
1095 * \param mask bitwise OR of GL_*_BIT flags
1097 * According to the bits specified in \p mask, copies the corresponding
1098 * attributes from \p src into \p dst. For many of the attributes a simple \c
1099 * memcpy is not enough due to the existence of internal pointers in their data
1103 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1105 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1107 dst
->Accum
= src
->Accum
;
1109 if (mask
& GL_COLOR_BUFFER_BIT
) {
1111 dst
->Color
= src
->Color
;
1113 if (mask
& GL_CURRENT_BIT
) {
1115 dst
->Current
= src
->Current
;
1117 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1119 dst
->Depth
= src
->Depth
;
1121 if (mask
& GL_ENABLE_BIT
) {
1124 if (mask
& GL_EVAL_BIT
) {
1126 dst
->Eval
= src
->Eval
;
1128 if (mask
& GL_FOG_BIT
) {
1130 dst
->Fog
= src
->Fog
;
1132 if (mask
& GL_HINT_BIT
) {
1134 dst
->Hint
= src
->Hint
;
1136 if (mask
& GL_LIGHTING_BIT
) {
1138 /* begin with memcpy */
1139 dst
->Light
= src
->Light
;
1140 /* fixup linked lists to prevent pointer insanity */
1141 make_empty_list( &(dst
->Light
.EnabledList
) );
1142 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1143 if (dst
->Light
.Light
[i
].Enabled
) {
1144 insert_at_tail(&(dst
->Light
.EnabledList
), &(dst
->Light
.Light
[i
]));
1148 if (mask
& GL_LINE_BIT
) {
1150 dst
->Line
= src
->Line
;
1152 if (mask
& GL_LIST_BIT
) {
1154 dst
->List
= src
->List
;
1156 if (mask
& GL_PIXEL_MODE_BIT
) {
1158 dst
->Pixel
= src
->Pixel
;
1160 if (mask
& GL_POINT_BIT
) {
1162 dst
->Point
= src
->Point
;
1164 if (mask
& GL_POLYGON_BIT
) {
1166 dst
->Polygon
= src
->Polygon
;
1168 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1169 /* Use loop instead of memcpy due to problem with Portland Group's
1170 * C compiler. Reported by John Stone.
1173 for (i
= 0; i
< 32; i
++) {
1174 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1177 if (mask
& GL_SCISSOR_BIT
) {
1179 dst
->Scissor
= src
->Scissor
;
1181 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1183 dst
->Stencil
= src
->Stencil
;
1185 if (mask
& GL_TEXTURE_BIT
) {
1186 /* Cannot memcpy because of pointers */
1187 _mesa_copy_texture_state(src
, dst
);
1189 if (mask
& GL_TRANSFORM_BIT
) {
1191 dst
->Transform
= src
->Transform
;
1193 if (mask
& GL_VIEWPORT_BIT
) {
1194 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1195 dst
->Viewport
.X
= src
->Viewport
.X
;
1196 dst
->Viewport
.Y
= src
->Viewport
.Y
;
1197 dst
->Viewport
.Width
= src
->Viewport
.Width
;
1198 dst
->Viewport
.Height
= src
->Viewport
.Height
;
1199 dst
->Viewport
.Near
= src
->Viewport
.Near
;
1200 dst
->Viewport
.Far
= src
->Viewport
.Far
;
1201 _math_matrix_copy(&dst
->Viewport
._WindowMap
, &src
->Viewport
._WindowMap
);
1204 /* XXX FIXME: Call callbacks?
1206 dst
->NewState
= _NEW_ALL
;
1212 * Check if the given context can render into the given framebuffer
1213 * by checking visual attributes.
1215 * Most of these tests could go away because Mesa is now pretty flexible
1216 * in terms of mixing rendering contexts with framebuffers. As long
1217 * as RGB vs. CI mode agree, we're probably good.
1219 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1222 check_compatible(const GLcontext
*ctx
, const GLframebuffer
*buffer
)
1224 const GLvisual
*ctxvis
= &ctx
->Visual
;
1225 const GLvisual
*bufvis
= &buffer
->Visual
;
1227 if (ctxvis
== bufvis
)
1231 /* disabling this fixes the fgl_glxgears pbuffer demo */
1232 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1235 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1237 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1239 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1241 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1243 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1245 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1247 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1250 /* disabled (see bug 11161) */
1251 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1254 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1262 * Do one-time initialization for the given framebuffer. Specifically,
1263 * ask the driver for the window's current size and update the framebuffer
1265 * Really, the device driver should totally take care of this.
1268 initialize_framebuffer_size(GLcontext
*ctx
, GLframebuffer
*fb
)
1270 GLuint width
, height
;
1271 if (ctx
->Driver
.GetBufferSize
) {
1272 ctx
->Driver
.GetBufferSize(fb
, &width
, &height
);
1273 if (ctx
->Driver
.ResizeBuffers
)
1274 ctx
->Driver
.ResizeBuffers(ctx
, fb
, width
, height
);
1275 fb
->Initialized
= GL_TRUE
;
1281 * Check if the viewport/scissor size has not yet been initialized.
1282 * Initialize the size if the given width and height are non-zero.
1285 _mesa_check_init_viewport(GLcontext
*ctx
, GLuint width
, GLuint height
)
1287 if (!ctx
->ViewportInitialized
&& width
> 0 && height
> 0) {
1288 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1289 * potential infinite recursion.
1291 ctx
->ViewportInitialized
= GL_TRUE
;
1292 _mesa_set_viewport(ctx
, 0, 0, width
, height
);
1293 _mesa_set_scissor(ctx
, 0, 0, width
, height
);
1299 * Bind the given context to the given drawBuffer and readBuffer and
1300 * make it the current context for the calling thread.
1301 * We'll render into the drawBuffer and read pixels from the
1302 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1304 * We check that the context's and framebuffer's visuals are compatible
1305 * and return immediately if they're not.
1307 * \param newCtx the new GL context. If NULL then there will be no current GL
1309 * \param drawBuffer the drawing framebuffer
1310 * \param readBuffer the reading framebuffer
1313 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1314 GLframebuffer
*readBuffer
)
1316 if (MESA_VERBOSE
& VERBOSE_API
)
1317 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1319 /* Check that the context's and framebuffer's visuals are compatible.
1321 if (newCtx
&& drawBuffer
&& newCtx
->WinSysDrawBuffer
!= drawBuffer
) {
1322 if (!check_compatible(newCtx
, drawBuffer
)) {
1323 _mesa_warning(newCtx
,
1324 "MakeCurrent: incompatible visuals for context and drawbuffer");
1328 if (newCtx
&& readBuffer
&& newCtx
->WinSysReadBuffer
!= readBuffer
) {
1329 if (!check_compatible(newCtx
, readBuffer
)) {
1330 _mesa_warning(newCtx
,
1331 "MakeCurrent: incompatible visuals for context and readbuffer");
1336 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1337 _glapi_set_context((void *) newCtx
);
1338 ASSERT(_mesa_get_current_context() == newCtx
);
1341 _glapi_set_dispatch(NULL
); /* none current */
1344 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1346 if (drawBuffer
&& readBuffer
) {
1347 /* TODO: check if newCtx and buffer's visual match??? */
1349 ASSERT(drawBuffer
->Name
== 0);
1350 ASSERT(readBuffer
->Name
== 0);
1351 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1352 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1355 * Only set the context's Draw/ReadBuffer fields if they're NULL
1356 * or not bound to a user-created FBO.
1358 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1359 /* KW: merge conflict here, revisit.
1361 /* fix up the fb fields - these will end up wrong otherwise
1362 * if the DRIdrawable changes, and everything relies on them.
1363 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1366 GLenum buffers
[MAX_DRAW_BUFFERS
];
1368 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1370 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1371 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1374 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
, buffers
, NULL
);
1376 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1377 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1380 /* XXX only set this flag if we're really changing the draw/read
1381 * framebuffer bindings.
1383 newCtx
->NewState
|= _NEW_BUFFERS
;
1386 /* We want to get rid of these lines: */
1389 if (!drawBuffer
->Initialized
) {
1390 initialize_framebuffer_size(newCtx
, drawBuffer
);
1392 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1393 initialize_framebuffer_size(newCtx
, readBuffer
);
1396 _mesa_resizebuffers(newCtx
);
1400 /* We want the drawBuffer and readBuffer to be initialized by
1402 * This generally means the Width and Height match the actual
1403 * window size and the renderbuffers (both hardware and software
1404 * based) are allocated to match. The later can generally be
1405 * done with a call to _mesa_resize_framebuffer().
1407 * It's theoretically possible for a buffer to have zero width
1408 * or height, but for now, assert check that the driver did what's
1411 ASSERT(drawBuffer
->Width
> 0);
1412 ASSERT(drawBuffer
->Height
> 0);
1416 _mesa_check_init_viewport(newCtx
,
1417 drawBuffer
->Width
, drawBuffer
->Height
);
1421 if (newCtx
->FirstTimeCurrent
) {
1422 _mesa_compute_version(newCtx
);
1424 check_context_limits(newCtx
);
1426 /* We can use this to help debug user's problems. Tell them to set
1427 * the MESA_INFO env variable before running their app. Then the
1428 * first time each context is made current we'll print some useful
1431 if (_mesa_getenv("MESA_INFO")) {
1435 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1444 * Make context 'ctx' share the display lists, textures and programs
1445 * that are associated with 'ctxToShare'.
1446 * Any display lists, textures or programs associated with 'ctx' will
1447 * be deleted if nobody else is sharing them.
1450 _mesa_share_state(GLcontext
*ctx
, GLcontext
*ctxToShare
)
1452 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1453 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1455 ctx
->Shared
= ctxToShare
->Shared
;
1457 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1458 ctx
->Shared
->RefCount
++;
1459 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1461 update_default_objects(ctx
);
1463 _mesa_release_shared_state(ctx
, oldSharedState
);
1475 * \return pointer to the current GL context for this thread.
1477 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1478 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1482 _mesa_get_current_context( void )
1484 return (GLcontext
*) _glapi_get_context();
1489 * Get context's current API dispatch table.
1491 * It'll either be the immediate-mode execute dispatcher or the display list
1492 * compile dispatcher.
1494 * \param ctx GL context.
1496 * \return pointer to dispatch_table.
1498 * Simply returns __GLcontextRec::CurrentDispatch.
1500 struct _glapi_table
*
1501 _mesa_get_dispatch(GLcontext
*ctx
)
1503 return ctx
->CurrentDispatch
;
1509 /**********************************************************************/
1510 /** \name Miscellaneous functions */
1511 /**********************************************************************/
1517 * \param ctx GL context.
1518 * \param error error code.
1520 * Records the given error code and call the driver's dd_function_table::Error
1521 * function if defined.
1524 * This is called via _mesa_error().
1527 _mesa_record_error(GLcontext
*ctx
, GLenum error
)
1532 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1533 ctx
->ErrorValue
= error
;
1536 /* Call device driver's error handler, if any. This is used on the Mac. */
1537 if (ctx
->Driver
.Error
) {
1538 ctx
->Driver
.Error(ctx
);
1544 * Flush commands and wait for completion.
1547 _mesa_finish(GLcontext
*ctx
)
1549 FLUSH_CURRENT( ctx
, 0 );
1550 if (ctx
->Driver
.Finish
) {
1551 ctx
->Driver
.Finish(ctx
);
1560 _mesa_flush(GLcontext
*ctx
)
1562 FLUSH_CURRENT( ctx
, 0 );
1563 if (ctx
->Driver
.Flush
) {
1564 ctx
->Driver
.Flush(ctx
);
1571 * Execute glFinish().
1573 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1574 * dd_function_table::Finish driver callback, if not NULL.
1579 GET_CURRENT_CONTEXT(ctx
);
1580 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1586 * Execute glFlush().
1588 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1589 * dd_function_table::Flush driver callback, if not NULL.
1594 GET_CURRENT_CONTEXT(ctx
);
1595 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1601 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1602 * MUL/MAD, or vice versa, call this function to register that.
1603 * Otherwise we default to MUL/MAD.
1606 _mesa_set_mvp_with_dp4( GLcontext
*ctx
,
1609 ctx
->mvp_with_dp4
= flag
;
1615 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1616 * is called to see if it's valid to render. This involves checking that
1617 * the current shader is valid and the framebuffer is complete.
1618 * If an error is detected it'll be recorded here.
1619 * \return GL_TRUE if OK to render, GL_FALSE if not
1622 _mesa_valid_to_render(GLcontext
*ctx
, const char *where
)
1624 /* This depends on having up to date derived state (shaders) */
1626 _mesa_update_state(ctx
);
1628 if (ctx
->Shader
.CurrentProgram
) {
1630 if (!ctx
->Shader
.CurrentProgram
->LinkStatus
) {
1631 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1632 "%s(shader not linked), where");
1635 #if 0 /* not normally enabled */
1638 if (!_mesa_validate_shader_program(ctx
, ctx
->Shader
.CurrentProgram
,
1640 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1641 ctx
->Shader
.CurrentProgram
->Name
, errMsg
);
1647 if (ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) {
1648 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1649 "%s(vertex program not valid)", where
);
1652 if (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
) {
1653 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1654 "%s(fragment program not valid)", where
);
1659 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
1660 _mesa_error(ctx
, GL_INVALID_FRAMEBUFFER_OPERATION_EXT
,
1661 "%s(incomplete framebuffer)", where
);
1666 if (ctx
->Shader
.Flags
& GLSL_LOG
) {
1667 struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
1669 if (!shProg
->_Used
) {
1670 /* This is the first time this shader is being used.
1671 * Append shader's constants/uniforms to log file.
1674 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
1675 struct gl_shader
*sh
= shProg
->Shaders
[i
];
1676 if (sh
->Type
== GL_VERTEX_SHADER
) {
1677 _mesa_append_uniforms_to_file(sh
,
1678 &shProg
->VertexProgram
->Base
);
1680 else if (sh
->Type
== GL_FRAGMENT_SHADER
) {
1681 _mesa_append_uniforms_to_file(sh
,
1682 &shProg
->FragmentProgram
->Base
);
1685 shProg
->_Used
= GL_TRUE
;