i965: don't emit state when dri_bufmgr_check_aperture_space fails.
[mesa.git] / src / mesa / main / context.c
1 /**
2 * \file context.c
3 * Mesa context/visual/framebuffer management functions.
4 * \author Brian Paul
5 */
6
7 /*
8 * Mesa 3-D graphics library
9 * Version: 7.1
10 *
11 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
12 *
13 * Permission is hereby granted, free of charge, to any person obtaining a
14 * copy of this software and associated documentation files (the "Software"),
15 * to deal in the Software without restriction, including without limitation
16 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
17 * and/or sell copies of the Software, and to permit persons to whom the
18 * Software is furnished to do so, subject to the following conditions:
19 *
20 * The above copyright notice and this permission notice shall be included
21 * in all copies or substantial portions of the Software.
22 *
23 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
24 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
26 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
27 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
28 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 */
30
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #if FEATURE_accum
82 #include "accum.h"
83 #endif
84 #include "api_exec.h"
85 #include "arrayobj.h"
86 #if FEATURE_attrib_stack
87 #include "attrib.h"
88 #endif
89 #include "blend.h"
90 #include "buffers.h"
91 #include "bufferobj.h"
92 #if FEATURE_colortable
93 #include "colortab.h"
94 #endif
95 #include "context.h"
96 #include "debug.h"
97 #include "depth.h"
98 #if FEATURE_dlist
99 #include "dlist.h"
100 #endif
101 #if FEATURE_evaluators
102 #include "eval.h"
103 #endif
104 #include "enums.h"
105 #include "extensions.h"
106 #include "fbobject.h"
107 #if FEATURE_feedback
108 #include "feedback.h"
109 #endif
110 #include "fog.h"
111 #include "framebuffer.h"
112 #include "get.h"
113 #if FEATURE_histogram
114 #include "histogram.h"
115 #endif
116 #include "hint.h"
117 #include "hash.h"
118 #include "light.h"
119 #include "lines.h"
120 #include "macros.h"
121 #include "matrix.h"
122 #include "multisample.h"
123 #include "pixel.h"
124 #include "pixelstore.h"
125 #include "points.h"
126 #include "polygon.h"
127 #if FEATURE_ARB_occlusion_query
128 #include "queryobj.h"
129 #endif
130 #if FEATURE_drawpix
131 #include "rastpos.h"
132 #endif
133 #include "scissor.h"
134 #include "simple_list.h"
135 #include "state.h"
136 #include "stencil.h"
137 #include "texcompress.h"
138 #include "teximage.h"
139 #include "texobj.h"
140 #include "texstate.h"
141 #include "mtypes.h"
142 #include "varray.h"
143 #include "version.h"
144 #include "vtxfmt.h"
145 #include "glapi/glthread.h"
146 #include "glapi/glapioffsets.h"
147 #include "glapi/glapitable.h"
148 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
149 #include "shader/program.h"
150 #endif
151 #include "shader/shader_api.h"
152 #if FEATURE_ATI_fragment_shader
153 #include "shader/atifragshader.h"
154 #endif
155 #if _HAVE_FULL_GL
156 #include "math/m_translate.h"
157 #include "math/m_matrix.h"
158 #include "math/m_xform.h"
159 #include "math/mathmod.h"
160 #endif
161
162 #ifdef USE_SPARC_ASM
163 #include "sparc/sparc.h"
164 #endif
165
166 #ifndef MESA_VERBOSE
167 int MESA_VERBOSE = 0;
168 #endif
169
170 #ifndef MESA_DEBUG_FLAGS
171 int MESA_DEBUG_FLAGS = 0;
172 #endif
173
174
175 /* ubyte -> float conversion */
176 GLfloat _mesa_ubyte_to_float_color_tab[256];
177
178
179
180 /**
181 * Swap buffers notification callback.
182 *
183 * \param gc GL context.
184 *
185 * Called by window system just before swapping buffers.
186 * We have to finish any pending rendering.
187 */
188 void
189 _mesa_notifySwapBuffers(__GLcontext *gc)
190 {
191 FLUSH_VERTICES( gc, 0 );
192 }
193
194
195 /**********************************************************************/
196 /** \name GL Visual allocation/destruction */
197 /**********************************************************************/
198 /*@{*/
199
200 /**
201 * Allocates a GLvisual structure and initializes it via
202 * _mesa_initialize_visual().
203 *
204 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
205 * \param dbFlag double buffering
206 * \param stereoFlag stereo buffer
207 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
208 * is acceptable but the actual depth type will be GLushort or GLuint as
209 * needed.
210 * \param stencilBits requested minimum bits per stencil buffer value
211 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
212 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
213 * \param redBits number of bits per color component in frame buffer for RGB(A)
214 * mode. We always use 8 in core Mesa though.
215 * \param greenBits same as above.
216 * \param blueBits same as above.
217 * \param alphaBits same as above.
218 * \param numSamples not really used.
219 *
220 * \return pointer to new GLvisual or NULL if requested parameters can't be
221 * met.
222 *
223 * \note Need to add params for level and numAuxBuffers (at least)
224 */
225 GLvisual *
226 _mesa_create_visual( GLboolean rgbFlag,
227 GLboolean dbFlag,
228 GLboolean stereoFlag,
229 GLint redBits,
230 GLint greenBits,
231 GLint blueBits,
232 GLint alphaBits,
233 GLint indexBits,
234 GLint depthBits,
235 GLint stencilBits,
236 GLint accumRedBits,
237 GLint accumGreenBits,
238 GLint accumBlueBits,
239 GLint accumAlphaBits,
240 GLint numSamples )
241 {
242 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
243 if (vis) {
244 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
245 redBits, greenBits, blueBits, alphaBits,
246 indexBits, depthBits, stencilBits,
247 accumRedBits, accumGreenBits,
248 accumBlueBits, accumAlphaBits,
249 numSamples)) {
250 _mesa_free(vis);
251 return NULL;
252 }
253 }
254 return vis;
255 }
256
257 /**
258 * Makes some sanity checks and fills in the fields of the
259 * GLvisual object with the given parameters. If the caller needs
260 * to set additional fields, he should just probably init the whole GLvisual
261 * object himself.
262 * \return GL_TRUE on success, or GL_FALSE on failure.
263 *
264 * \sa _mesa_create_visual() above for the parameter description.
265 */
266 GLboolean
267 _mesa_initialize_visual( GLvisual *vis,
268 GLboolean rgbFlag,
269 GLboolean dbFlag,
270 GLboolean stereoFlag,
271 GLint redBits,
272 GLint greenBits,
273 GLint blueBits,
274 GLint alphaBits,
275 GLint indexBits,
276 GLint depthBits,
277 GLint stencilBits,
278 GLint accumRedBits,
279 GLint accumGreenBits,
280 GLint accumBlueBits,
281 GLint accumAlphaBits,
282 GLint numSamples )
283 {
284 assert(vis);
285
286 if (depthBits < 0 || depthBits > 32) {
287 return GL_FALSE;
288 }
289 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
290 return GL_FALSE;
291 }
292 assert(accumRedBits >= 0);
293 assert(accumGreenBits >= 0);
294 assert(accumBlueBits >= 0);
295 assert(accumAlphaBits >= 0);
296
297 vis->rgbMode = rgbFlag;
298 vis->doubleBufferMode = dbFlag;
299 vis->stereoMode = stereoFlag;
300
301 vis->redBits = redBits;
302 vis->greenBits = greenBits;
303 vis->blueBits = blueBits;
304 vis->alphaBits = alphaBits;
305 vis->rgbBits = redBits + greenBits + blueBits;
306
307 vis->indexBits = indexBits;
308 vis->depthBits = depthBits;
309 vis->stencilBits = stencilBits;
310
311 vis->accumRedBits = accumRedBits;
312 vis->accumGreenBits = accumGreenBits;
313 vis->accumBlueBits = accumBlueBits;
314 vis->accumAlphaBits = accumAlphaBits;
315
316 vis->haveAccumBuffer = accumRedBits > 0;
317 vis->haveDepthBuffer = depthBits > 0;
318 vis->haveStencilBuffer = stencilBits > 0;
319
320 vis->numAuxBuffers = 0;
321 vis->level = 0;
322 vis->pixmapMode = 0;
323 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
324 vis->samples = numSamples;
325
326 return GL_TRUE;
327 }
328
329
330 /**
331 * Destroy a visual and free its memory.
332 *
333 * \param vis visual.
334 *
335 * Frees the visual structure.
336 */
337 void
338 _mesa_destroy_visual( GLvisual *vis )
339 {
340 _mesa_free(vis);
341 }
342
343 /*@}*/
344
345
346 /**********************************************************************/
347 /** \name Context allocation, initialization, destroying
348 *
349 * The purpose of the most initialization functions here is to provide the
350 * default state values according to the OpenGL specification.
351 */
352 /**********************************************************************/
353 /*@{*/
354
355 /**
356 * One-time initialization mutex lock.
357 *
358 * \sa Used by one_time_init().
359 */
360 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
361
362 /**
363 * Calls all the various one-time-init functions in Mesa.
364 *
365 * While holding a global mutex lock, calls several initialization functions,
366 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
367 * defined.
368 *
369 * \sa _math_init().
370 */
371 static void
372 one_time_init( GLcontext *ctx )
373 {
374 static GLboolean alreadyCalled = GL_FALSE;
375 (void) ctx;
376 _glthread_LOCK_MUTEX(OneTimeLock);
377 if (!alreadyCalled) {
378 GLuint i;
379
380 /* do some implementation tests */
381 assert( sizeof(GLbyte) == 1 );
382 assert( sizeof(GLubyte) == 1 );
383 assert( sizeof(GLshort) == 2 );
384 assert( sizeof(GLushort) == 2 );
385 assert( sizeof(GLint) == 4 );
386 assert( sizeof(GLuint) == 4 );
387
388 _mesa_init_sqrt_table();
389
390 #if _HAVE_FULL_GL
391 _math_init();
392
393 for (i = 0; i < 256; i++) {
394 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
395 }
396 #endif
397
398 #ifdef USE_SPARC_ASM
399 _mesa_init_sparc_glapi_relocs();
400 #endif
401 if (_mesa_getenv("MESA_DEBUG")) {
402 _glapi_noop_enable_warnings(GL_TRUE);
403 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
404 }
405 else {
406 _glapi_noop_enable_warnings(GL_FALSE);
407 }
408
409 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
410 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
411 MESA_VERSION_STRING, __DATE__, __TIME__);
412 #endif
413
414 alreadyCalled = GL_TRUE;
415 }
416 _glthread_UNLOCK_MUTEX(OneTimeLock);
417 }
418
419
420 /**
421 * Allocate and initialize a shared context state structure.
422 * Initializes the display list, texture objects and vertex programs hash
423 * tables, allocates the texture objects. If it runs out of memory, frees
424 * everything already allocated before returning NULL.
425 *
426 * \return pointer to a gl_shared_state structure on success, or NULL on
427 * failure.
428 */
429 static GLboolean
430 alloc_shared_state( GLcontext *ctx )
431 {
432 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
433 if (!ss)
434 return GL_FALSE;
435
436 ctx->Shared = ss;
437
438 _glthread_INIT_MUTEX(ss->Mutex);
439
440 ss->DisplayList = _mesa_NewHashTable();
441 ss->TexObjects = _mesa_NewHashTable();
442 ss->Programs = _mesa_NewHashTable();
443
444 #if FEATURE_ARB_vertex_program
445 ss->DefaultVertexProgram = (struct gl_vertex_program *)
446 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
447 if (!ss->DefaultVertexProgram)
448 goto cleanup;
449 #endif
450 #if FEATURE_ARB_fragment_program
451 ss->DefaultFragmentProgram = (struct gl_fragment_program *)
452 ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
453 if (!ss->DefaultFragmentProgram)
454 goto cleanup;
455 #endif
456 #if FEATURE_ATI_fragment_shader
457 ss->ATIShaders = _mesa_NewHashTable();
458 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
459 if (!ss->DefaultFragmentShader)
460 goto cleanup;
461 #endif
462
463 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
464 ss->BufferObjects = _mesa_NewHashTable();
465 #endif
466
467 ss->ArrayObjects = _mesa_NewHashTable();
468
469 #if FEATURE_ARB_shader_objects
470 ss->ShaderObjects = _mesa_NewHashTable();
471 #endif
472
473 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
474 if (!ss->Default1D)
475 goto cleanup;
476
477 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
478 if (!ss->Default2D)
479 goto cleanup;
480
481 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
482 if (!ss->Default3D)
483 goto cleanup;
484
485 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
486 if (!ss->DefaultCubeMap)
487 goto cleanup;
488
489 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
490 if (!ss->DefaultRect)
491 goto cleanup;
492
493 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
494 if (!ss->Default1DArray)
495 goto cleanup;
496
497 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
498 if (!ss->Default2DArray)
499 goto cleanup;
500
501 /* sanity check */
502 assert(ss->Default1D->RefCount == 1);
503
504 _glthread_INIT_MUTEX(ss->TexMutex);
505 ss->TextureStateStamp = 0;
506
507 #if FEATURE_EXT_framebuffer_object
508 ss->FrameBuffers = _mesa_NewHashTable();
509 if (!ss->FrameBuffers)
510 goto cleanup;
511 ss->RenderBuffers = _mesa_NewHashTable();
512 if (!ss->RenderBuffers)
513 goto cleanup;
514 #endif
515
516 return GL_TRUE;
517
518 cleanup:
519 /* Ran out of memory at some point. Free everything and return NULL */
520 if (ss->DisplayList)
521 _mesa_DeleteHashTable(ss->DisplayList);
522 if (ss->TexObjects)
523 _mesa_DeleteHashTable(ss->TexObjects);
524 if (ss->Programs)
525 _mesa_DeleteHashTable(ss->Programs);
526 #if FEATURE_ARB_vertex_program
527 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
528 #endif
529 #if FEATURE_ARB_fragment_program
530 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
531 #endif
532 #if FEATURE_ATI_fragment_shader
533 if (ss->DefaultFragmentShader)
534 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
535 #endif
536 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
537 if (ss->BufferObjects)
538 _mesa_DeleteHashTable(ss->BufferObjects);
539 #endif
540
541 if (ss->ArrayObjects)
542 _mesa_DeleteHashTable (ss->ArrayObjects);
543
544 #if FEATURE_ARB_shader_objects
545 if (ss->ShaderObjects)
546 _mesa_DeleteHashTable (ss->ShaderObjects);
547 #endif
548
549 #if FEATURE_EXT_framebuffer_object
550 if (ss->FrameBuffers)
551 _mesa_DeleteHashTable(ss->FrameBuffers);
552 if (ss->RenderBuffers)
553 _mesa_DeleteHashTable(ss->RenderBuffers);
554 #endif
555
556 if (ss->Default1D)
557 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
558 if (ss->Default2D)
559 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
560 if (ss->Default3D)
561 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
562 if (ss->DefaultCubeMap)
563 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
564 if (ss->DefaultRect)
565 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
566 if (ss->Default1DArray)
567 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
568 if (ss->Default2DArray)
569 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
570
571 _mesa_free(ss);
572
573 return GL_FALSE;
574 }
575
576
577 /**
578 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
579 */
580 static void
581 delete_displaylist_cb(GLuint id, void *data, void *userData)
582 {
583 #if FEATURE_dlist
584 struct mesa_display_list *list = (struct mesa_display_list *) data;
585 GLcontext *ctx = (GLcontext *) userData;
586 _mesa_delete_list(ctx, list);
587 #endif
588 }
589
590 /**
591 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
592 */
593 static void
594 delete_texture_cb(GLuint id, void *data, void *userData)
595 {
596 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
597 GLcontext *ctx = (GLcontext *) userData;
598 ctx->Driver.DeleteTexture(ctx, texObj);
599 }
600
601 /**
602 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
603 */
604 static void
605 delete_program_cb(GLuint id, void *data, void *userData)
606 {
607 struct gl_program *prog = (struct gl_program *) data;
608 GLcontext *ctx = (GLcontext *) userData;
609 ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
610 prog->RefCount = 0; /* now going away */
611 ctx->Driver.DeleteProgram(ctx, prog);
612 }
613
614 /**
615 * Callback for deleting an ATI fragment shader object.
616 * Called by _mesa_HashDeleteAll().
617 */
618 static void
619 delete_fragshader_cb(GLuint id, void *data, void *userData)
620 {
621 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
622 GLcontext *ctx = (GLcontext *) userData;
623 _mesa_delete_ati_fragment_shader(ctx, shader);
624 }
625
626 /**
627 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
628 */
629 static void
630 delete_bufferobj_cb(GLuint id, void *data, void *userData)
631 {
632 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
633 GLcontext *ctx = (GLcontext *) userData;
634 ctx->Driver.DeleteBuffer(ctx, bufObj);
635 }
636
637 /**
638 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
639 */
640 static void
641 delete_arrayobj_cb(GLuint id, void *data, void *userData)
642 {
643 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
644 GLcontext *ctx = (GLcontext *) userData;
645 _mesa_delete_array_object(ctx, arrayObj);
646 }
647
648 /**
649 * Callback for freeing shader program data. Call it before delete_shader_cb
650 * to avoid memory access error.
651 */
652 static void
653 free_shader_program_data_cb(GLuint id, void *data, void *userData)
654 {
655 GLcontext *ctx = (GLcontext *) userData;
656 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
657
658 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
659 _mesa_free_shader_program_data(ctx, shProg);
660 }
661 }
662
663 /**
664 * Callback for deleting shader and shader programs objects.
665 * Called by _mesa_HashDeleteAll().
666 */
667 static void
668 delete_shader_cb(GLuint id, void *data, void *userData)
669 {
670 GLcontext *ctx = (GLcontext *) userData;
671 struct gl_shader *sh = (struct gl_shader *) data;
672 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
673 _mesa_free_shader(ctx, sh);
674 }
675 else {
676 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
677 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
678 _mesa_free_shader_program(ctx, shProg);
679 }
680 }
681
682 /**
683 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
684 */
685 static void
686 delete_framebuffer_cb(GLuint id, void *data, void *userData)
687 {
688 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
689 /* The fact that the framebuffer is in the hashtable means its refcount
690 * is one, but we're removing from the hashtable now. So clear refcount.
691 */
692 /*assert(fb->RefCount == 1);*/
693 fb->RefCount = 0;
694
695 /* NOTE: Delete should always be defined but there are two reports
696 * of it being NULL (bugs 13507, 14293). Work-around for now.
697 */
698 if (fb->Delete)
699 fb->Delete(fb);
700 }
701
702 /**
703 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
704 */
705 static void
706 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
707 {
708 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
709 rb->RefCount = 0; /* see comment for FBOs above */
710 if (rb->Delete)
711 rb->Delete(rb);
712 }
713
714
715
716 /**
717 * Deallocate a shared state object and all children structures.
718 *
719 * \param ctx GL context.
720 * \param ss shared state pointer.
721 *
722 * Frees the display lists, the texture objects (calling the driver texture
723 * deletion callback to free its private data) and the vertex programs, as well
724 * as their hash tables.
725 *
726 * \sa alloc_shared_state().
727 */
728 static void
729 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
730 {
731 /*
732 * Free display lists
733 */
734 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
735 _mesa_DeleteHashTable(ss->DisplayList);
736
737 #if FEATURE_ARB_shader_objects
738 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
739 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
740 _mesa_DeleteHashTable(ss->ShaderObjects);
741 #endif
742
743 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
744 _mesa_DeleteHashTable(ss->Programs);
745
746 #if FEATURE_ARB_vertex_program
747 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
748 #endif
749 #if FEATURE_ARB_fragment_program
750 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
751 #endif
752
753 #if FEATURE_ATI_fragment_shader
754 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
755 _mesa_DeleteHashTable(ss->ATIShaders);
756 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
757 #endif
758
759 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
760 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
761 _mesa_DeleteHashTable(ss->BufferObjects);
762 #endif
763
764 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
765 _mesa_DeleteHashTable(ss->ArrayObjects);
766
767 #if FEATURE_EXT_framebuffer_object
768 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
769 _mesa_DeleteHashTable(ss->FrameBuffers);
770 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
771 _mesa_DeleteHashTable(ss->RenderBuffers);
772 #endif
773
774 /*
775 * Free texture objects (after FBOs since some textures might have
776 * been bound to FBOs).
777 */
778 ASSERT(ctx->Driver.DeleteTexture);
779 /* the default textures */
780 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
781 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
782 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
783 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
784 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
785 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
786 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
787 /* all other textures */
788 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
789 _mesa_DeleteHashTable(ss->TexObjects);
790
791 _glthread_DESTROY_MUTEX(ss->Mutex);
792
793 _mesa_free(ss);
794 }
795
796
797 /**
798 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
799 */
800 static void
801 _mesa_init_current(GLcontext *ctx)
802 {
803 GLuint i;
804
805 /* Init all to (0,0,0,1) */
806 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
807 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
808 }
809
810 /* redo special cases: */
811 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
812 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
813 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
814 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
815 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
816 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
817 }
818
819
820 /**
821 * Init vertex/fragment program native limits from logical limits.
822 */
823 static void
824 init_natives(struct gl_program_constants *prog)
825 {
826 prog->MaxNativeInstructions = prog->MaxInstructions;
827 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
828 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
829 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
830 prog->MaxNativeAttribs = prog->MaxAttribs;
831 prog->MaxNativeTemps = prog->MaxTemps;
832 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
833 prog->MaxNativeParameters = prog->MaxParameters;
834 }
835
836
837 /**
838 * Initialize fields of gl_constants (aka ctx->Const.*).
839 * Use defaults from config.h. The device drivers will often override
840 * some of these values (such as number of texture units).
841 */
842 static void
843 _mesa_init_constants(GLcontext *ctx)
844 {
845 assert(ctx);
846
847 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
848 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
849
850 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
851 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
852
853 /* Constants, may be overriden (usually only reduced) by device drivers */
854 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
855 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
856 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
857 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
858 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
859 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
860 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
861 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
862 ctx->Const.MaxTextureImageUnits);
863 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
864 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
865 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
866 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
867 ctx->Const.MinPointSize = MIN_POINT_SIZE;
868 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
869 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
870 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
871 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
872 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
873 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
874 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
875 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
876 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
877 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
878 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
879 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
880 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
881 ctx->Const.MaxLights = MAX_LIGHTS;
882 ctx->Const.MaxShininess = 128.0;
883 ctx->Const.MaxSpotExponent = 128.0;
884 ctx->Const.MaxViewportWidth = MAX_WIDTH;
885 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
886 #if FEATURE_ARB_vertex_program
887 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
888 ctx->Const.VertexProgram.MaxAluInstructions = 0;
889 ctx->Const.VertexProgram.MaxTexInstructions = 0;
890 ctx->Const.VertexProgram.MaxTexIndirections = 0;
891 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
892 ctx->Const.VertexProgram.MaxTemps = MAX_PROGRAM_TEMPS;
893 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
894 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
895 ctx->Const.VertexProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
896 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
897 ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
898 init_natives(&ctx->Const.VertexProgram);
899 #endif
900
901 #if FEATURE_ARB_fragment_program
902 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
903 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
904 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
905 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
906 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
907 ctx->Const.FragmentProgram.MaxTemps = MAX_PROGRAM_TEMPS;
908 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
909 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
910 ctx->Const.FragmentProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
911 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
912 ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
913 init_natives(&ctx->Const.FragmentProgram);
914 #endif
915 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
916 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
917
918 /* CheckArrayBounds is overriden by drivers/x11 for X server */
919 ctx->Const.CheckArrayBounds = GL_FALSE;
920
921 /* GL_ARB_draw_buffers */
922 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
923
924 /* GL_OES_read_format */
925 ctx->Const.ColorReadFormat = GL_RGBA;
926 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
927
928 #if FEATURE_EXT_framebuffer_object
929 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
930 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
931 #endif
932
933 #if FEATURE_ARB_vertex_shader
934 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
935 ctx->Const.MaxVarying = MAX_VARYING;
936 #endif
937
938 /* sanity checks */
939 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
940 ctx->Const.MaxTextureCoordUnits));
941 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
942 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
943
944 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
945 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
946 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
947 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
948 }
949
950
951 /**
952 * Do some sanity checks on the limits/constants for the given context.
953 * Only called the first time a context is bound.
954 */
955 static void
956 check_context_limits(GLcontext *ctx)
957 {
958 /* Many context limits/constants are limited by the size of
959 * internal arrays.
960 */
961 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
962 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
963 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
964 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
965
966 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
967 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
968
969 /* make sure largest texture image is <= MAX_WIDTH in size */
970 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
971 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
972 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
973
974 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
975
976 /* XXX probably add more tests */
977 }
978
979
980 /**
981 * Initialize the attribute groups in a GL context.
982 *
983 * \param ctx GL context.
984 *
985 * Initializes all the attributes, calling the respective <tt>init*</tt>
986 * functions for the more complex data structures.
987 */
988 static GLboolean
989 init_attrib_groups(GLcontext *ctx)
990 {
991 assert(ctx);
992
993 /* Constants */
994 _mesa_init_constants( ctx );
995
996 /* Extensions */
997 _mesa_init_extensions( ctx );
998
999 /* Attribute Groups */
1000 #if FEATURE_accum
1001 _mesa_init_accum( ctx );
1002 #endif
1003 #if FEATURE_attrib_stack
1004 _mesa_init_attrib( ctx );
1005 #endif
1006 _mesa_init_buffer_objects( ctx );
1007 _mesa_init_color( ctx );
1008 #if FEATURE_colortable
1009 _mesa_init_colortables( ctx );
1010 #endif
1011 _mesa_init_current( ctx );
1012 _mesa_init_depth( ctx );
1013 _mesa_init_debug( ctx );
1014 #if FEATURE_dlist
1015 _mesa_init_display_list( ctx );
1016 #endif
1017 #if FEATURE_evaluators
1018 _mesa_init_eval( ctx );
1019 #endif
1020 _mesa_init_fbobjects( ctx );
1021 #if FEATURE_feedback
1022 _mesa_init_feedback( ctx );
1023 #else
1024 ctx->RenderMode = GL_RENDER;
1025 #endif
1026 _mesa_init_fog( ctx );
1027 #if FEATURE_histogram
1028 _mesa_init_histogram( ctx );
1029 #endif
1030 _mesa_init_hint( ctx );
1031 _mesa_init_line( ctx );
1032 _mesa_init_lighting( ctx );
1033 _mesa_init_matrix( ctx );
1034 _mesa_init_multisample( ctx );
1035 _mesa_init_pixel( ctx );
1036 _mesa_init_pixelstore( ctx );
1037 _mesa_init_point( ctx );
1038 _mesa_init_polygon( ctx );
1039 _mesa_init_program( ctx );
1040 #if FEATURE_ARB_occlusion_query
1041 _mesa_init_query( ctx );
1042 #endif
1043 #if FEATURE_drawpix
1044 _mesa_init_rastpos( ctx );
1045 #endif
1046 _mesa_init_scissor( ctx );
1047 _mesa_init_shader_state( ctx );
1048 _mesa_init_stencil( ctx );
1049 _mesa_init_transform( ctx );
1050 _mesa_init_varray( ctx );
1051 _mesa_init_viewport( ctx );
1052
1053 if (!_mesa_init_texture( ctx ))
1054 return GL_FALSE;
1055
1056 #if FEATURE_texture_s3tc
1057 _mesa_init_texture_s3tc( ctx );
1058 #endif
1059 #if FEATURE_texture_fxt1
1060 _mesa_init_texture_fxt1( ctx );
1061 #endif
1062
1063 /* Miscellaneous */
1064 ctx->NewState = _NEW_ALL;
1065 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1066
1067 return GL_TRUE;
1068 }
1069
1070
1071 /**
1072 * Update default objects in a GL context with respect to shared state.
1073 *
1074 * \param ctx GL context.
1075 *
1076 * Removes references to old default objects, (texture objects, program
1077 * objects, etc.) and changes to reference those from the current shared
1078 * state.
1079 */
1080 static GLboolean
1081 update_default_objects(GLcontext *ctx)
1082 {
1083 assert(ctx);
1084
1085 _mesa_update_default_objects_program(ctx);
1086 _mesa_update_default_objects_texture(ctx);
1087 _mesa_update_default_objects_buffer_objects(ctx);
1088
1089 return GL_TRUE;
1090 }
1091
1092
1093 /**
1094 * This is the default function we plug into all dispatch table slots
1095 * This helps prevents a segfault when someone calls a GL function without
1096 * first checking if the extension's supported.
1097 */
1098 static int
1099 generic_nop(void)
1100 {
1101 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1102 return 0;
1103 }
1104
1105
1106 /**
1107 * Allocate and initialize a new dispatch table.
1108 */
1109 static struct _glapi_table *
1110 alloc_dispatch_table(void)
1111 {
1112 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1113 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1114 * Mesa we do this to accomodate different versions of libGL and various
1115 * DRI drivers.
1116 */
1117 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1118 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1119 struct _glapi_table *table =
1120 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1121 if (table) {
1122 _glapi_proc *entry = (_glapi_proc *) table;
1123 GLint i;
1124 for (i = 0; i < numEntries; i++) {
1125 entry[i] = (_glapi_proc) generic_nop;
1126 }
1127 }
1128 return table;
1129 }
1130
1131
1132 /**
1133 * Initialize a GLcontext struct (rendering context).
1134 *
1135 * This includes allocating all the other structs and arrays which hang off of
1136 * the context by pointers.
1137 * Note that the driver needs to pass in its dd_function_table here since
1138 * we need to at least call driverFunctions->NewTextureObject to create the
1139 * default texture objects.
1140 *
1141 * Called by _mesa_create_context().
1142 *
1143 * Performs the imports and exports callback tables initialization, and
1144 * miscellaneous one-time initializations. If no shared context is supplied one
1145 * is allocated, and increase its reference count. Setups the GL API dispatch
1146 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1147 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1148 * for debug flags.
1149 *
1150 * \param ctx the context to initialize
1151 * \param visual describes the visual attributes for this context
1152 * \param share_list points to context to share textures, display lists,
1153 * etc with, or NULL
1154 * \param driverFunctions table of device driver functions for this context
1155 * to use
1156 * \param driverContext pointer to driver-specific context data
1157 */
1158 GLboolean
1159 _mesa_initialize_context(GLcontext *ctx,
1160 const GLvisual *visual,
1161 GLcontext *share_list,
1162 const struct dd_function_table *driverFunctions,
1163 void *driverContext)
1164 {
1165 ASSERT(driverContext);
1166 assert(driverFunctions->NewTextureObject);
1167 assert(driverFunctions->FreeTexImageData);
1168
1169 /* misc one-time initializations */
1170 one_time_init(ctx);
1171
1172 ctx->Visual = *visual;
1173 ctx->DrawBuffer = NULL;
1174 ctx->ReadBuffer = NULL;
1175 ctx->WinSysDrawBuffer = NULL;
1176 ctx->WinSysReadBuffer = NULL;
1177
1178 /* Plug in driver functions and context pointer here.
1179 * This is important because when we call alloc_shared_state() below
1180 * we'll call ctx->Driver.NewTextureObject() to create the default
1181 * textures.
1182 */
1183 ctx->Driver = *driverFunctions;
1184 ctx->DriverCtx = driverContext;
1185
1186 if (share_list) {
1187 /* share state with another context */
1188 ctx->Shared = share_list->Shared;
1189 }
1190 else {
1191 /* allocate new, unshared state */
1192 if (!alloc_shared_state( ctx )) {
1193 return GL_FALSE;
1194 }
1195 }
1196 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1197 ctx->Shared->RefCount++;
1198 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1199
1200 if (!init_attrib_groups( ctx )) {
1201 free_shared_state(ctx, ctx->Shared);
1202 return GL_FALSE;
1203 }
1204
1205 /* setup the API dispatch tables */
1206 ctx->Exec = alloc_dispatch_table();
1207 ctx->Save = alloc_dispatch_table();
1208 if (!ctx->Exec || !ctx->Save) {
1209 free_shared_state(ctx, ctx->Shared);
1210 if (ctx->Exec)
1211 _mesa_free(ctx->Exec);
1212 }
1213 #if FEATURE_dispatch
1214 _mesa_init_exec_table(ctx->Exec);
1215 #endif
1216 ctx->CurrentDispatch = ctx->Exec;
1217 #if FEATURE_dlist
1218 _mesa_init_dlist_table(ctx->Save);
1219 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1220 #endif
1221 /* Neutral tnl module stuff */
1222 _mesa_init_exec_vtxfmt( ctx );
1223 ctx->TnlModule.Current = NULL;
1224 ctx->TnlModule.SwapCount = 0;
1225
1226 ctx->FragmentProgram._MaintainTexEnvProgram
1227 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1228 ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
1229
1230 ctx->VertexProgram._MaintainTnlProgram
1231 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1232 if (ctx->VertexProgram._MaintainTnlProgram) {
1233 /* this is required... */
1234 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1235 }
1236
1237 #ifdef FEATURE_extra_context_init
1238 _mesa_initialize_context_extra(ctx);
1239 #endif
1240
1241 ctx->FirstTimeCurrent = GL_TRUE;
1242
1243 return GL_TRUE;
1244 }
1245
1246
1247 /**
1248 * Allocate and initialize a GLcontext structure.
1249 * Note that the driver needs to pass in its dd_function_table here since
1250 * we need to at least call driverFunctions->NewTextureObject to initialize
1251 * the rendering context.
1252 *
1253 * \param visual a GLvisual pointer (we copy the struct contents)
1254 * \param share_list another context to share display lists with or NULL
1255 * \param driverFunctions points to the dd_function_table into which the
1256 * driver has plugged in all its special functions.
1257 * \param driverCtx points to the device driver's private context state
1258 *
1259 * \return pointer to a new __GLcontextRec or NULL if error.
1260 */
1261 GLcontext *
1262 _mesa_create_context(const GLvisual *visual,
1263 GLcontext *share_list,
1264 const struct dd_function_table *driverFunctions,
1265 void *driverContext)
1266 {
1267 GLcontext *ctx;
1268
1269 ASSERT(visual);
1270 ASSERT(driverContext);
1271
1272 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1273 if (!ctx)
1274 return NULL;
1275
1276 if (_mesa_initialize_context(ctx, visual, share_list,
1277 driverFunctions, driverContext)) {
1278 return ctx;
1279 }
1280 else {
1281 _mesa_free(ctx);
1282 return NULL;
1283 }
1284 }
1285
1286
1287 /**
1288 * Free the data associated with the given context.
1289 *
1290 * But doesn't free the GLcontext struct itself.
1291 *
1292 * \sa _mesa_initialize_context() and init_attrib_groups().
1293 */
1294 void
1295 _mesa_free_context_data( GLcontext *ctx )
1296 {
1297 if (!_mesa_get_current_context()){
1298 /* No current context, but we may need one in order to delete
1299 * texture objs, etc. So temporarily bind the context now.
1300 */
1301 _mesa_make_current(ctx, NULL, NULL);
1302 }
1303
1304 /* unreference WinSysDraw/Read buffers */
1305 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1306 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1307 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1308 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1309
1310 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1311 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1312 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1313
1314 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1315 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1316 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1317
1318 _mesa_free_attrib_data(ctx);
1319 _mesa_free_lighting_data( ctx );
1320 #if FEATURE_evaluators
1321 _mesa_free_eval_data( ctx );
1322 #endif
1323 _mesa_free_texture_data( ctx );
1324 _mesa_free_matrix_data( ctx );
1325 _mesa_free_viewport_data( ctx );
1326 #if FEATURE_colortable
1327 _mesa_free_colortables_data( ctx );
1328 #endif
1329 _mesa_free_program_data(ctx);
1330 _mesa_free_shader_state(ctx);
1331 #if FEATURE_ARB_occlusion_query
1332 _mesa_free_query_data(ctx);
1333 #endif
1334
1335 #if FEATURE_ARB_vertex_buffer_object
1336 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1337 #endif
1338 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1339
1340 /* free dispatch tables */
1341 _mesa_free(ctx->Exec);
1342 _mesa_free(ctx->Save);
1343
1344 /* Shared context state (display lists, textures, etc) */
1345 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1346 ctx->Shared->RefCount--;
1347 assert(ctx->Shared->RefCount >= 0);
1348 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1349 if (ctx->Shared->RefCount == 0) {
1350 /* free shared state */
1351 free_shared_state( ctx, ctx->Shared );
1352 }
1353
1354 if (ctx->Extensions.String)
1355 _mesa_free((void *) ctx->Extensions.String);
1356
1357 /* unbind the context if it's currently bound */
1358 if (ctx == _mesa_get_current_context()) {
1359 _mesa_make_current(NULL, NULL, NULL);
1360 }
1361 }
1362
1363
1364 /**
1365 * Destroy a GLcontext structure.
1366 *
1367 * \param ctx GL context.
1368 *
1369 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1370 */
1371 void
1372 _mesa_destroy_context( GLcontext *ctx )
1373 {
1374 if (ctx) {
1375 _mesa_free_context_data(ctx);
1376 _mesa_free( (void *) ctx );
1377 }
1378 }
1379
1380
1381 #if _HAVE_FULL_GL
1382 /**
1383 * Copy attribute groups from one context to another.
1384 *
1385 * \param src source context
1386 * \param dst destination context
1387 * \param mask bitwise OR of GL_*_BIT flags
1388 *
1389 * According to the bits specified in \p mask, copies the corresponding
1390 * attributes from \p src into \p dst. For many of the attributes a simple \c
1391 * memcpy is not enough due to the existence of internal pointers in their data
1392 * structures.
1393 */
1394 void
1395 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1396 {
1397 if (mask & GL_ACCUM_BUFFER_BIT) {
1398 /* OK to memcpy */
1399 dst->Accum = src->Accum;
1400 }
1401 if (mask & GL_COLOR_BUFFER_BIT) {
1402 /* OK to memcpy */
1403 dst->Color = src->Color;
1404 }
1405 if (mask & GL_CURRENT_BIT) {
1406 /* OK to memcpy */
1407 dst->Current = src->Current;
1408 }
1409 if (mask & GL_DEPTH_BUFFER_BIT) {
1410 /* OK to memcpy */
1411 dst->Depth = src->Depth;
1412 }
1413 if (mask & GL_ENABLE_BIT) {
1414 /* no op */
1415 }
1416 if (mask & GL_EVAL_BIT) {
1417 /* OK to memcpy */
1418 dst->Eval = src->Eval;
1419 }
1420 if (mask & GL_FOG_BIT) {
1421 /* OK to memcpy */
1422 dst->Fog = src->Fog;
1423 }
1424 if (mask & GL_HINT_BIT) {
1425 /* OK to memcpy */
1426 dst->Hint = src->Hint;
1427 }
1428 if (mask & GL_LIGHTING_BIT) {
1429 GLuint i;
1430 /* begin with memcpy */
1431 dst->Light = src->Light;
1432 /* fixup linked lists to prevent pointer insanity */
1433 make_empty_list( &(dst->Light.EnabledList) );
1434 for (i = 0; i < MAX_LIGHTS; i++) {
1435 if (dst->Light.Light[i].Enabled) {
1436 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1437 }
1438 }
1439 }
1440 if (mask & GL_LINE_BIT) {
1441 /* OK to memcpy */
1442 dst->Line = src->Line;
1443 }
1444 if (mask & GL_LIST_BIT) {
1445 /* OK to memcpy */
1446 dst->List = src->List;
1447 }
1448 if (mask & GL_PIXEL_MODE_BIT) {
1449 /* OK to memcpy */
1450 dst->Pixel = src->Pixel;
1451 }
1452 if (mask & GL_POINT_BIT) {
1453 /* OK to memcpy */
1454 dst->Point = src->Point;
1455 }
1456 if (mask & GL_POLYGON_BIT) {
1457 /* OK to memcpy */
1458 dst->Polygon = src->Polygon;
1459 }
1460 if (mask & GL_POLYGON_STIPPLE_BIT) {
1461 /* Use loop instead of MEMCPY due to problem with Portland Group's
1462 * C compiler. Reported by John Stone.
1463 */
1464 GLuint i;
1465 for (i = 0; i < 32; i++) {
1466 dst->PolygonStipple[i] = src->PolygonStipple[i];
1467 }
1468 }
1469 if (mask & GL_SCISSOR_BIT) {
1470 /* OK to memcpy */
1471 dst->Scissor = src->Scissor;
1472 }
1473 if (mask & GL_STENCIL_BUFFER_BIT) {
1474 /* OK to memcpy */
1475 dst->Stencil = src->Stencil;
1476 }
1477 if (mask & GL_TEXTURE_BIT) {
1478 /* Cannot memcpy because of pointers */
1479 _mesa_copy_texture_state(src, dst);
1480 }
1481 if (mask & GL_TRANSFORM_BIT) {
1482 /* OK to memcpy */
1483 dst->Transform = src->Transform;
1484 }
1485 if (mask & GL_VIEWPORT_BIT) {
1486 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1487 dst->Viewport.X = src->Viewport.X;
1488 dst->Viewport.Y = src->Viewport.Y;
1489 dst->Viewport.Width = src->Viewport.Width;
1490 dst->Viewport.Height = src->Viewport.Height;
1491 dst->Viewport.Near = src->Viewport.Near;
1492 dst->Viewport.Far = src->Viewport.Far;
1493 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1494 }
1495
1496 /* XXX FIXME: Call callbacks?
1497 */
1498 dst->NewState = _NEW_ALL;
1499 }
1500 #endif
1501
1502
1503 /**
1504 * Check if the given context can render into the given framebuffer
1505 * by checking visual attributes.
1506 *
1507 * Most of these tests could go away because Mesa is now pretty flexible
1508 * in terms of mixing rendering contexts with framebuffers. As long
1509 * as RGB vs. CI mode agree, we're probably good.
1510 *
1511 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1512 */
1513 static GLboolean
1514 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1515 {
1516 const GLvisual *ctxvis = &ctx->Visual;
1517 const GLvisual *bufvis = &buffer->Visual;
1518
1519 if (ctxvis == bufvis)
1520 return GL_TRUE;
1521
1522 if (ctxvis->rgbMode != bufvis->rgbMode)
1523 return GL_FALSE;
1524 #if 0
1525 /* disabling this fixes the fgl_glxgears pbuffer demo */
1526 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1527 return GL_FALSE;
1528 #endif
1529 if (ctxvis->stereoMode && !bufvis->stereoMode)
1530 return GL_FALSE;
1531 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1532 return GL_FALSE;
1533 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1534 return GL_FALSE;
1535 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1536 return GL_FALSE;
1537 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1538 return GL_FALSE;
1539 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1540 return GL_FALSE;
1541 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1542 return GL_FALSE;
1543 #if 0
1544 /* disabled (see bug 11161) */
1545 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1546 return GL_FALSE;
1547 #endif
1548 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1549 return GL_FALSE;
1550
1551 return GL_TRUE;
1552 }
1553
1554
1555 /**
1556 * Do one-time initialization for the given framebuffer. Specifically,
1557 * ask the driver for the window's current size and update the framebuffer
1558 * object to match.
1559 * Really, the device driver should totally take care of this.
1560 */
1561 static void
1562 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1563 {
1564 GLuint width, height;
1565 if (ctx->Driver.GetBufferSize) {
1566 ctx->Driver.GetBufferSize(fb, &width, &height);
1567 if (ctx->Driver.ResizeBuffers)
1568 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1569 fb->Initialized = GL_TRUE;
1570 }
1571 }
1572
1573
1574 /**
1575 * Bind the given context to the given drawBuffer and readBuffer and
1576 * make it the current context for the calling thread.
1577 * We'll render into the drawBuffer and read pixels from the
1578 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1579 *
1580 * We check that the context's and framebuffer's visuals are compatible
1581 * and return immediately if they're not.
1582 *
1583 * \param newCtx the new GL context. If NULL then there will be no current GL
1584 * context.
1585 * \param drawBuffer the drawing framebuffer
1586 * \param readBuffer the reading framebuffer
1587 */
1588 void
1589 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1590 GLframebuffer *readBuffer )
1591 {
1592 if (MESA_VERBOSE & VERBOSE_API)
1593 _mesa_debug(newCtx, "_mesa_make_current()\n");
1594
1595 /* Check that the context's and framebuffer's visuals are compatible.
1596 */
1597 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1598 if (!check_compatible(newCtx, drawBuffer)) {
1599 _mesa_warning(newCtx,
1600 "MakeCurrent: incompatible visuals for context and drawbuffer");
1601 return;
1602 }
1603 }
1604 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1605 if (!check_compatible(newCtx, readBuffer)) {
1606 _mesa_warning(newCtx,
1607 "MakeCurrent: incompatible visuals for context and readbuffer");
1608 return;
1609 }
1610 }
1611
1612 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1613 _glapi_set_context((void *) newCtx);
1614 ASSERT(_mesa_get_current_context() == newCtx);
1615
1616 if (!newCtx) {
1617 _glapi_set_dispatch(NULL); /* none current */
1618 }
1619 else {
1620 _glapi_set_dispatch(newCtx->CurrentDispatch);
1621
1622 if (drawBuffer && readBuffer) {
1623 /* TODO: check if newCtx and buffer's visual match??? */
1624
1625 ASSERT(drawBuffer->Name == 0);
1626 ASSERT(readBuffer->Name == 0);
1627 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1628 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1629
1630 /*
1631 * Only set the context's Draw/ReadBuffer fields if they're NULL
1632 * or not bound to a user-created FBO.
1633 */
1634 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1635 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1636 }
1637 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1638 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1639 }
1640
1641 /* XXX only set this flag if we're really changing the draw/read
1642 * framebuffer bindings.
1643 */
1644 newCtx->NewState |= _NEW_BUFFERS;
1645
1646 #if 1
1647 /* We want to get rid of these lines: */
1648
1649 #if _HAVE_FULL_GL
1650 if (!drawBuffer->Initialized) {
1651 initialize_framebuffer_size(newCtx, drawBuffer);
1652 }
1653 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1654 initialize_framebuffer_size(newCtx, readBuffer);
1655 }
1656
1657 _mesa_resizebuffers(newCtx);
1658 #endif
1659
1660 #else
1661 /* We want the drawBuffer and readBuffer to be initialized by
1662 * the driver.
1663 * This generally means the Width and Height match the actual
1664 * window size and the renderbuffers (both hardware and software
1665 * based) are allocated to match. The later can generally be
1666 * done with a call to _mesa_resize_framebuffer().
1667 *
1668 * It's theoretically possible for a buffer to have zero width
1669 * or height, but for now, assert check that the driver did what's
1670 * expected of it.
1671 */
1672 ASSERT(drawBuffer->Width > 0);
1673 ASSERT(drawBuffer->Height > 0);
1674 #endif
1675
1676 if (newCtx->FirstTimeCurrent) {
1677 /* set initial viewport and scissor size now */
1678 _mesa_set_viewport(newCtx, 0, 0,
1679 drawBuffer->Width, drawBuffer->Height);
1680 _mesa_set_scissor(newCtx, 0, 0,
1681 drawBuffer->Width, drawBuffer->Height );
1682 check_context_limits(newCtx);
1683 }
1684 }
1685
1686 /* We can use this to help debug user's problems. Tell them to set
1687 * the MESA_INFO env variable before running their app. Then the
1688 * first time each context is made current we'll print some useful
1689 * information.
1690 */
1691 if (newCtx->FirstTimeCurrent) {
1692 if (_mesa_getenv("MESA_INFO")) {
1693 _mesa_print_info();
1694 }
1695 newCtx->FirstTimeCurrent = GL_FALSE;
1696 }
1697 }
1698 }
1699
1700
1701 /**
1702 * Make context 'ctx' share the display lists, textures and programs
1703 * that are associated with 'ctxToShare'.
1704 * Any display lists, textures or programs associated with 'ctx' will
1705 * be deleted if nobody else is sharing them.
1706 */
1707 GLboolean
1708 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1709 {
1710 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1711 struct gl_shared_state *oldSharedState = ctx->Shared;
1712
1713 ctx->Shared = ctxToShare->Shared;
1714 ctx->Shared->RefCount++;
1715
1716 update_default_objects(ctx);
1717
1718 oldSharedState->RefCount--;
1719 if (oldSharedState->RefCount == 0) {
1720 free_shared_state(ctx, oldSharedState);
1721 }
1722
1723 return GL_TRUE;
1724 }
1725 else {
1726 return GL_FALSE;
1727 }
1728 }
1729
1730
1731
1732 /**
1733 * \return pointer to the current GL context for this thread.
1734 *
1735 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1736 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1737 * context.h.
1738 */
1739 GLcontext *
1740 _mesa_get_current_context( void )
1741 {
1742 return (GLcontext *) _glapi_get_context();
1743 }
1744
1745
1746 /**
1747 * Get context's current API dispatch table.
1748 *
1749 * It'll either be the immediate-mode execute dispatcher or the display list
1750 * compile dispatcher.
1751 *
1752 * \param ctx GL context.
1753 *
1754 * \return pointer to dispatch_table.
1755 *
1756 * Simply returns __GLcontextRec::CurrentDispatch.
1757 */
1758 struct _glapi_table *
1759 _mesa_get_dispatch(GLcontext *ctx)
1760 {
1761 return ctx->CurrentDispatch;
1762 }
1763
1764 /*@}*/
1765
1766
1767 /**********************************************************************/
1768 /** \name Miscellaneous functions */
1769 /**********************************************************************/
1770 /*@{*/
1771
1772 /**
1773 * Record an error.
1774 *
1775 * \param ctx GL context.
1776 * \param error error code.
1777 *
1778 * Records the given error code and call the driver's dd_function_table::Error
1779 * function if defined.
1780 *
1781 * \sa
1782 * This is called via _mesa_error().
1783 */
1784 void
1785 _mesa_record_error(GLcontext *ctx, GLenum error)
1786 {
1787 if (!ctx)
1788 return;
1789
1790 if (ctx->ErrorValue == GL_NO_ERROR) {
1791 ctx->ErrorValue = error;
1792 }
1793
1794 /* Call device driver's error handler, if any. This is used on the Mac. */
1795 if (ctx->Driver.Error) {
1796 ctx->Driver.Error(ctx);
1797 }
1798 }
1799
1800
1801 /**
1802 * Execute glFinish().
1803 *
1804 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1805 * dd_function_table::Finish driver callback, if not NULL.
1806 */
1807 void GLAPIENTRY
1808 _mesa_Finish(void)
1809 {
1810 GET_CURRENT_CONTEXT(ctx);
1811 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1812 if (ctx->Driver.Finish) {
1813 ctx->Driver.Finish(ctx);
1814 }
1815 }
1816
1817
1818 /**
1819 * Execute glFlush().
1820 *
1821 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1822 * dd_function_table::Flush driver callback, if not NULL.
1823 */
1824 void GLAPIENTRY
1825 _mesa_Flush(void)
1826 {
1827 GET_CURRENT_CONTEXT(ctx);
1828 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1829 if (ctx->Driver.Flush) {
1830 ctx->Driver.Flush(ctx);
1831 }
1832 }
1833
1834
1835 /*@}*/