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 "shaderobj.h"
122 #include "simple_list.h"
125 #include "texcompress_s3tc.h"
126 #include "texstate.h"
127 #include "transformfeedback.h"
131 #include "viewport.h"
133 #include "program/program.h"
134 #include "program/prog_print.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
;
367 * One-time initialization mutex lock.
369 * \sa Used by one_time_init().
371 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
374 * Calls all the various one-time-init functions in Mesa.
376 * While holding a global mutex lock, calls several initialization functions,
377 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
383 one_time_init( GLcontext
*ctx
)
385 static GLboolean alreadyCalled
= GL_FALSE
;
387 _glthread_LOCK_MUTEX(OneTimeLock
);
388 if (!alreadyCalled
) {
391 /* do some implementation tests */
392 assert( sizeof(GLbyte
) == 1 );
393 assert( sizeof(GLubyte
) == 1 );
394 assert( sizeof(GLshort
) == 2 );
395 assert( sizeof(GLushort
) == 2 );
396 assert( sizeof(GLint
) == 4 );
397 assert( sizeof(GLuint
) == 4 );
399 _mesa_get_cpu_features();
404 _mesa_init_remap_table();
409 _mesa_init_remap_table_es1();
414 _mesa_init_remap_table_es2();
421 _mesa_init_sqrt_table();
422 _mesa_init_get_hash(ctx
);
424 for (i
= 0; i
< 256; i
++) {
425 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
428 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
429 _mesa_debug(ctx
, "Mesa %s DEBUG build %s %s\n",
430 MESA_VERSION_STRING
, __DATE__
, __TIME__
);
433 alreadyCalled
= GL_TRUE
;
435 _glthread_UNLOCK_MUTEX(OneTimeLock
);
442 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
445 _mesa_init_current(GLcontext
*ctx
)
449 /* Init all to (0,0,0,1) */
450 for (i
= 0; i
< Elements(ctx
->Current
.Attrib
); i
++) {
451 ASSIGN_4V( ctx
->Current
.Attrib
[i
], 0.0, 0.0, 0.0, 1.0 );
454 /* redo special cases: */
455 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_WEIGHT
], 1.0, 0.0, 0.0, 0.0 );
456 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
], 0.0, 0.0, 1.0, 1.0 );
457 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
], 1.0, 1.0, 1.0, 1.0 );
458 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
], 0.0, 0.0, 0.0, 1.0 );
459 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
], 1.0, 0.0, 0.0, 1.0 );
460 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_EDGEFLAG
], 1.0, 0.0, 0.0, 1.0 );
465 * Init vertex/fragment/geometry program limits.
466 * Important: drivers should override these with actual limits.
469 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
471 prog
->MaxInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
472 prog
->MaxAluInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
473 prog
->MaxTexInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
474 prog
->MaxTexIndirections
= MAX_PROGRAM_INSTRUCTIONS
;
475 prog
->MaxTemps
= MAX_PROGRAM_TEMPS
;
476 prog
->MaxEnvParams
= MAX_PROGRAM_ENV_PARAMS
;
477 prog
->MaxLocalParams
= MAX_PROGRAM_LOCAL_PARAMS
;
478 prog
->MaxUniformComponents
= 4 * MAX_UNIFORMS
;
481 case GL_VERTEX_PROGRAM_ARB
:
482 prog
->MaxParameters
= MAX_VERTEX_PROGRAM_PARAMS
;
483 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
484 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
486 case GL_FRAGMENT_PROGRAM_ARB
:
487 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
488 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
489 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
491 case MESA_GEOMETRY_PROGRAM
:
492 prog
->MaxParameters
= MAX_NV_VERTEX_PROGRAM_PARAMS
;
493 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
494 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
496 prog
->MaxGeometryTextureImageUnits
= MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
;
497 prog
->MaxGeometryVaryingComponents
= MAX_GEOMETRY_VARYING_COMPONENTS
;
498 prog
->MaxVertexVaryingComponents
= MAX_VERTEX_VARYING_COMPONENTS
;
499 prog
->MaxGeometryUniformComponents
= MAX_GEOMETRY_UNIFORM_COMPONENTS
;
500 prog
->MaxGeometryOutputVertices
= MAX_GEOMETRY_OUTPUT_VERTICES
;
501 prog
->MaxGeometryTotalOutputComponents
= MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
;
504 assert(0 && "Bad program type in init_program_limits()");
507 /* Set the native limits to zero. This implies that there is no native
508 * support for shaders. Let the drivers fill in the actual values.
510 prog
->MaxNativeInstructions
= 0;
511 prog
->MaxNativeAluInstructions
= 0;
512 prog
->MaxNativeTexInstructions
= 0;
513 prog
->MaxNativeTexIndirections
= 0;
514 prog
->MaxNativeAttribs
= 0;
515 prog
->MaxNativeTemps
= 0;
516 prog
->MaxNativeAddressRegs
= 0;
517 prog
->MaxNativeParameters
= 0;
522 * Initialize fields of gl_constants (aka ctx->Const.*).
523 * Use defaults from config.h. The device drivers will often override
524 * some of these values (such as number of texture units).
527 _mesa_init_constants(GLcontext
*ctx
)
531 /* Constants, may be overriden (usually only reduced) by device drivers */
532 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
533 ctx
->Const
.Max3DTextureLevels
= MAX_3D_TEXTURE_LEVELS
;
534 ctx
->Const
.MaxCubeTextureLevels
= MAX_CUBE_TEXTURE_LEVELS
;
535 ctx
->Const
.MaxTextureRectSize
= MAX_TEXTURE_RECT_SIZE
;
536 ctx
->Const
.MaxArrayTextureLayers
= MAX_ARRAY_TEXTURE_LAYERS
;
537 ctx
->Const
.MaxTextureCoordUnits
= MAX_TEXTURE_COORD_UNITS
;
538 ctx
->Const
.MaxTextureImageUnits
= MAX_TEXTURE_IMAGE_UNITS
;
539 ctx
->Const
.MaxTextureUnits
= MIN2(ctx
->Const
.MaxTextureCoordUnits
,
540 ctx
->Const
.MaxTextureImageUnits
);
541 ctx
->Const
.MaxTextureMaxAnisotropy
= MAX_TEXTURE_MAX_ANISOTROPY
;
542 ctx
->Const
.MaxTextureLodBias
= MAX_TEXTURE_LOD_BIAS
;
543 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
544 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
545 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
546 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
547 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
548 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
549 ctx
->Const
.PointSizeGranularity
= (GLfloat
) POINT_SIZE_GRANULARITY
;
550 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
551 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
552 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
553 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
554 ctx
->Const
.LineWidthGranularity
= (GLfloat
) LINE_WIDTH_GRANULARITY
;
555 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
556 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
557 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
558 ctx
->Const
.MaxClipPlanes
= MAX_CLIP_PLANES
;
559 ctx
->Const
.MaxLights
= MAX_LIGHTS
;
560 ctx
->Const
.MaxShininess
= 128.0;
561 ctx
->Const
.MaxSpotExponent
= 128.0;
562 ctx
->Const
.MaxViewportWidth
= MAX_WIDTH
;
563 ctx
->Const
.MaxViewportHeight
= MAX_HEIGHT
;
564 #if FEATURE_ARB_vertex_program
565 init_program_limits(GL_VERTEX_PROGRAM_ARB
, &ctx
->Const
.VertexProgram
);
567 #if FEATURE_ARB_fragment_program
568 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
570 #if FEATURE_ARB_geometry_shader4
571 init_program_limits(MESA_GEOMETRY_PROGRAM
, &ctx
->Const
.GeometryProgram
);
573 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
574 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
576 /* CheckArrayBounds is overriden by drivers/x11 for X server */
577 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
579 /* GL_ARB_draw_buffers */
580 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
582 #if FEATURE_EXT_framebuffer_object
583 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
584 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
587 #if FEATURE_ARB_vertex_shader
588 ctx
->Const
.MaxVertexTextureImageUnits
= MAX_VERTEX_TEXTURE_IMAGE_UNITS
;
589 ctx
->Const
.MaxCombinedTextureImageUnits
= MAX_COMBINED_TEXTURE_IMAGE_UNITS
;
590 ctx
->Const
.MaxVarying
= MAX_VARYING
;
593 /* GL_ARB_framebuffer_object */
594 ctx
->Const
.MaxSamples
= 0;
597 ctx
->Const
.MaxServerWaitTimeout
= (GLuint64
) ~0;
599 /* GL_ATI_envmap_bumpmap */
600 ctx
->Const
.SupportedBumpUnits
= SUPPORTED_ATI_BUMP_UNITS
;
602 /* GL_EXT_provoking_vertex */
603 ctx
->Const
.QuadsFollowProvokingVertexConvention
= GL_TRUE
;
605 /* GL_EXT_transform_feedback */
606 ctx
->Const
.MaxTransformFeedbackSeparateAttribs
= MAX_FEEDBACK_ATTRIBS
;
607 ctx
->Const
.MaxTransformFeedbackSeparateComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
608 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
610 /* GL 3.2: hard-coded for now: */
611 ctx
->Const
.ProfileMask
= GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
;
616 * Do some sanity checks on the limits/constants for the given context.
617 * Only called the first time a context is bound.
620 check_context_limits(GLcontext
*ctx
)
622 /* check that we don't exceed the size of various bitfields */
623 assert(VERT_RESULT_MAX
<=
624 (8 * sizeof(ctx
->VertexProgram
._Current
->Base
.OutputsWritten
)));
625 assert(FRAG_ATTRIB_MAX
<=
626 (8 * sizeof(ctx
->FragmentProgram
._Current
->Base
.InputsRead
)));
628 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS
<= 8 * sizeof(GLbitfield
));
630 /* shader-related checks */
631 assert(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
632 assert(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
634 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
635 assert(MAX_NV_VERTEX_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
636 assert(MAX_NV_VERTEX_PROGRAM_INPUTS
<= VERT_ATTRIB_MAX
);
637 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS
<= VERT_RESULT_MAX
);
639 /* Texture unit checks */
640 assert(ctx
->Const
.MaxTextureImageUnits
> 0);
641 assert(ctx
->Const
.MaxTextureImageUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
642 assert(ctx
->Const
.MaxTextureCoordUnits
> 0);
643 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_TEXTURE_COORD_UNITS
);
644 assert(ctx
->Const
.MaxTextureUnits
> 0);
645 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
646 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_COORD_UNITS
);
647 assert(ctx
->Const
.MaxTextureUnits
== MIN2(ctx
->Const
.MaxTextureImageUnits
,
648 ctx
->Const
.MaxTextureCoordUnits
));
649 assert(ctx
->Const
.MaxCombinedTextureImageUnits
> 0);
650 assert(ctx
->Const
.MaxCombinedTextureImageUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
651 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
652 /* number of coord units cannot be greater than number of image units */
653 assert(ctx
->Const
.MaxTextureCoordUnits
<= ctx
->Const
.MaxTextureImageUnits
);
656 /* Texture size checks */
657 assert(ctx
->Const
.MaxTextureLevels
<= MAX_TEXTURE_LEVELS
);
658 assert(ctx
->Const
.Max3DTextureLevels
<= MAX_3D_TEXTURE_LEVELS
);
659 assert(ctx
->Const
.MaxCubeTextureLevels
<= MAX_CUBE_TEXTURE_LEVELS
);
660 assert(ctx
->Const
.MaxTextureRectSize
<= MAX_TEXTURE_RECT_SIZE
);
662 /* make sure largest texture image is <= MAX_WIDTH in size */
663 assert((1 << (ctx
->Const
.MaxTextureLevels
- 1)) <= MAX_WIDTH
);
664 assert((1 << (ctx
->Const
.MaxCubeTextureLevels
- 1)) <= MAX_WIDTH
);
665 assert((1 << (ctx
->Const
.Max3DTextureLevels
- 1)) <= MAX_WIDTH
);
667 /* Texture level checks */
668 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
669 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
671 /* Max texture size should be <= max viewport size (render to texture) */
672 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
674 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
675 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
677 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
679 /* if this fails, add more enum values to gl_buffer_index */
680 assert(BUFFER_COLOR0
+ MAX_DRAW_BUFFERS
<= BUFFER_COUNT
);
682 /* XXX probably add more tests */
687 * Initialize the attribute groups in a GL context.
689 * \param ctx GL context.
691 * Initializes all the attributes, calling the respective <tt>init*</tt>
692 * functions for the more complex data structures.
695 init_attrib_groups(GLcontext
*ctx
)
700 _mesa_init_constants( ctx
);
703 _mesa_init_extensions( ctx
);
705 /* Attribute Groups */
706 _mesa_init_accum( ctx
);
707 _mesa_init_attrib( ctx
);
708 _mesa_init_buffer_objects( ctx
);
709 _mesa_init_color( ctx
);
710 _mesa_init_colortables( ctx
);
711 _mesa_init_current( ctx
);
712 _mesa_init_depth( ctx
);
713 _mesa_init_debug( ctx
);
714 _mesa_init_display_list( ctx
);
715 _mesa_init_eval( ctx
);
716 _mesa_init_fbobjects( ctx
);
717 _mesa_init_feedback( ctx
);
718 _mesa_init_fog( ctx
);
719 _mesa_init_histogram( ctx
);
720 _mesa_init_hint( ctx
);
721 _mesa_init_line( ctx
);
722 _mesa_init_lighting( ctx
);
723 _mesa_init_matrix( ctx
);
724 _mesa_init_multisample( ctx
);
725 _mesa_init_pixel( ctx
);
726 _mesa_init_pixelstore( ctx
);
727 _mesa_init_point( ctx
);
728 _mesa_init_polygon( ctx
);
729 _mesa_init_program( ctx
);
730 _mesa_init_queryobj( ctx
);
732 _mesa_init_sync( ctx
);
734 _mesa_init_rastpos( ctx
);
735 _mesa_init_scissor( ctx
);
736 _mesa_init_shader_state( ctx
);
737 _mesa_init_stencil( ctx
);
738 _mesa_init_transform( ctx
);
739 _mesa_init_transform_feedback( ctx
);
740 _mesa_init_varray( ctx
);
741 _mesa_init_viewport( ctx
);
743 if (!_mesa_init_texture( ctx
))
746 _mesa_init_texture_s3tc( ctx
);
749 ctx
->NewState
= _NEW_ALL
;
750 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
751 ctx
->varying_vp_inputs
= ~0;
758 * Update default objects in a GL context with respect to shared state.
760 * \param ctx GL context.
762 * Removes references to old default objects, (texture objects, program
763 * objects, etc.) and changes to reference those from the current shared
767 update_default_objects(GLcontext
*ctx
)
771 _mesa_update_default_objects_program(ctx
);
772 _mesa_update_default_objects_texture(ctx
);
773 _mesa_update_default_objects_buffer_objects(ctx
);
780 * This is the default function we plug into all dispatch table slots
781 * This helps prevents a segfault when someone calls a GL function without
782 * first checking if the extension's supported.
787 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
793 * Allocate and initialize a new dispatch table.
795 struct _glapi_table
*
796 _mesa_alloc_dispatch_table(int size
)
798 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
799 * In practice, this'll be the same for stand-alone Mesa. But for DRI
800 * Mesa we do this to accomodate different versions of libGL and various
803 GLint numEntries
= MAX2(_glapi_get_dispatch_table_size(),
804 size
/ sizeof(_glapi_proc
));
805 struct _glapi_table
*table
=
806 (struct _glapi_table
*) malloc(numEntries
* sizeof(_glapi_proc
));
808 _glapi_proc
*entry
= (_glapi_proc
*) table
;
810 for (i
= 0; i
< numEntries
; i
++) {
811 entry
[i
] = (_glapi_proc
) generic_nop
;
819 * Initialize a GLcontext struct (rendering context).
821 * This includes allocating all the other structs and arrays which hang off of
822 * the context by pointers.
823 * Note that the driver needs to pass in its dd_function_table here since
824 * we need to at least call driverFunctions->NewTextureObject to create the
825 * default texture objects.
827 * Called by _mesa_create_context().
829 * Performs the imports and exports callback tables initialization, and
830 * miscellaneous one-time initializations. If no shared context is supplied one
831 * is allocated, and increase its reference count. Setups the GL API dispatch
832 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
833 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
836 * \param ctx the context to initialize
837 * \param api the GL API type to create the context for
838 * \param visual describes the visual attributes for this context
839 * \param share_list points to context to share textures, display lists,
841 * \param driverFunctions table of device driver functions for this context
843 * \param driverContext pointer to driver-specific context data
846 _mesa_initialize_context_for_api(GLcontext
*ctx
,
848 const GLvisual
*visual
,
849 GLcontext
*share_list
,
850 const struct dd_function_table
*driverFunctions
,
853 struct gl_shared_state
*shared
;
856 /*ASSERT(driverContext);*/
857 assert(driverFunctions
->NewTextureObject
);
858 assert(driverFunctions
->FreeTexImageData
);
861 ctx
->Visual
= *visual
;
862 ctx
->DrawBuffer
= NULL
;
863 ctx
->ReadBuffer
= NULL
;
864 ctx
->WinSysDrawBuffer
= NULL
;
865 ctx
->WinSysReadBuffer
= NULL
;
867 /* misc one-time initializations */
870 /* Plug in driver functions and context pointer here.
871 * This is important because when we call alloc_shared_state() below
872 * we'll call ctx->Driver.NewTextureObject() to create the default
875 ctx
->Driver
= *driverFunctions
;
876 ctx
->DriverCtx
= driverContext
;
879 /* share state with another context */
880 shared
= share_list
->Shared
;
883 /* allocate new, unshared state */
884 shared
= _mesa_alloc_shared_state(ctx
);
889 _glthread_LOCK_MUTEX(shared
->Mutex
);
890 ctx
->Shared
= shared
;
892 _glthread_UNLOCK_MUTEX(shared
->Mutex
);
894 if (!init_attrib_groups( ctx
)) {
895 _mesa_release_shared_state(ctx
, ctx
->Shared
);
900 /* setup the API dispatch tables */
904 ctx
->Exec
= _mesa_create_exec_table();
909 ctx
->Exec
= _mesa_create_exec_table_es1();
914 ctx
->Exec
= _mesa_create_exec_table_es2();
918 _mesa_problem(ctx
, "unknown or unsupported API");
923 _mesa_release_shared_state(ctx
, ctx
->Shared
);
927 ctx
->CurrentDispatch
= ctx
->Exec
;
929 ctx
->FragmentProgram
._MaintainTexEnvProgram
930 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
932 ctx
->VertexProgram
._MaintainTnlProgram
933 = (_mesa_getenv("MESA_TNL_PROG") != NULL
);
934 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
935 /* this is required... */
936 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
941 /* Neutral tnl module stuff */
942 _mesa_init_exec_vtxfmt( ctx
);
943 ctx
->TnlModule
.Current
= NULL
;
944 ctx
->TnlModule
.SwapCount
= 0;
947 ctx
->Save
= _mesa_create_save_table();
949 _mesa_release_shared_state(ctx
, ctx
->Shared
);
954 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
959 * GL_OES_texture_cube_map says
960 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
962 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
963 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
964 texUnit
->GenS
.Mode
= GL_REFLECTION_MAP_NV
;
965 texUnit
->GenT
.Mode
= GL_REFLECTION_MAP_NV
;
966 texUnit
->GenR
.Mode
= GL_REFLECTION_MAP_NV
;
967 texUnit
->GenS
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
968 texUnit
->GenT
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
969 texUnit
->GenR
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
973 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
974 ctx
->VertexProgram
._MaintainTnlProgram
= GL_TRUE
;
975 ctx
->Point
.PointSprite
= GL_TRUE
; /* always on for ES 2.x */
979 ctx
->FirstTimeCurrent
= GL_TRUE
;
985 _mesa_initialize_context(GLcontext
*ctx
,
986 const GLvisual
*visual
,
987 GLcontext
*share_list
,
988 const struct dd_function_table
*driverFunctions
,
991 return _mesa_initialize_context_for_api(ctx
,
1000 * Allocate and initialize a GLcontext structure.
1001 * Note that the driver needs to pass in its dd_function_table here since
1002 * we need to at least call driverFunctions->NewTextureObject to initialize
1003 * the rendering context.
1005 * \param api the GL API type to create the context for
1006 * \param visual a GLvisual pointer (we copy the struct contents)
1007 * \param share_list another context to share display lists with or NULL
1008 * \param driverFunctions points to the dd_function_table into which the
1009 * driver has plugged in all its special functions.
1010 * \param driverContext points to the device driver's private context state
1012 * \return pointer to a new __GLcontextRec or NULL if error.
1015 _mesa_create_context_for_api(gl_api api
,
1016 const GLvisual
*visual
,
1017 GLcontext
*share_list
,
1018 const struct dd_function_table
*driverFunctions
,
1019 void *driverContext
)
1024 /*ASSERT(driverContext);*/
1026 ctx
= (GLcontext
*) calloc(1, sizeof(GLcontext
));
1030 if (_mesa_initialize_context_for_api(ctx
, api
, visual
, share_list
,
1031 driverFunctions
, driverContext
)) {
1041 _mesa_create_context(const GLvisual
*visual
,
1042 GLcontext
*share_list
,
1043 const struct dd_function_table
*driverFunctions
,
1044 void *driverContext
)
1046 return _mesa_create_context_for_api(API_OPENGL
, visual
,
1053 * Free the data associated with the given context.
1055 * But doesn't free the GLcontext struct itself.
1057 * \sa _mesa_initialize_context() and init_attrib_groups().
1060 _mesa_free_context_data( GLcontext
*ctx
)
1062 if (!_mesa_get_current_context()){
1063 /* No current context, but we may need one in order to delete
1064 * texture objs, etc. So temporarily bind the context now.
1066 _mesa_make_current(ctx
, NULL
, NULL
);
1069 /* unreference WinSysDraw/Read buffers */
1070 _mesa_reference_framebuffer(&ctx
->WinSysDrawBuffer
, NULL
);
1071 _mesa_reference_framebuffer(&ctx
->WinSysReadBuffer
, NULL
);
1072 _mesa_reference_framebuffer(&ctx
->DrawBuffer
, NULL
);
1073 _mesa_reference_framebuffer(&ctx
->ReadBuffer
, NULL
);
1075 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
, NULL
);
1076 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
1077 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
1079 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
, NULL
);
1080 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
1081 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
, NULL
);
1083 _mesa_free_attrib_data(ctx
);
1084 _mesa_free_buffer_objects(ctx
);
1085 _mesa_free_lighting_data( ctx
);
1086 _mesa_free_eval_data( ctx
);
1087 _mesa_free_texture_data( ctx
);
1088 _mesa_free_matrix_data( ctx
);
1089 _mesa_free_viewport_data( ctx
);
1090 _mesa_free_colortables_data( ctx
);
1091 _mesa_free_program_data(ctx
);
1092 _mesa_free_shader_state(ctx
);
1093 _mesa_free_queryobj_data(ctx
);
1094 #if FEATURE_ARB_sync
1095 _mesa_free_sync_data(ctx
);
1097 _mesa_free_varray_data(ctx
);
1098 _mesa_free_transform_feedback(ctx
);
1100 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
1102 #if FEATURE_ARB_pixel_buffer_object
1103 _mesa_reference_buffer_object(ctx
, &ctx
->Pack
.BufferObj
, NULL
);
1104 _mesa_reference_buffer_object(ctx
, &ctx
->Unpack
.BufferObj
, NULL
);
1105 _mesa_reference_buffer_object(ctx
, &ctx
->DefaultPacking
.BufferObj
, NULL
);
1108 #if FEATURE_ARB_vertex_buffer_object
1109 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ArrayBufferObj
, NULL
);
1110 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ElementArrayBufferObj
, NULL
);
1113 /* free dispatch tables */
1117 /* Shared context state (display lists, textures, etc) */
1118 _mesa_release_shared_state( ctx
, ctx
->Shared
);
1120 /* needs to be after freeing shared state */
1121 _mesa_free_display_list_data(ctx
);
1123 if (ctx
->Extensions
.String
)
1124 free((void *) ctx
->Extensions
.String
);
1126 if (ctx
->VersionString
)
1127 free(ctx
->VersionString
);
1129 /* unbind the context if it's currently bound */
1130 if (ctx
== _mesa_get_current_context()) {
1131 _mesa_make_current(NULL
, NULL
, NULL
);
1137 * Destroy a GLcontext structure.
1139 * \param ctx GL context.
1141 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1144 _mesa_destroy_context( GLcontext
*ctx
)
1147 _mesa_free_context_data(ctx
);
1148 free( (void *) ctx
);
1155 * Copy attribute groups from one context to another.
1157 * \param src source context
1158 * \param dst destination context
1159 * \param mask bitwise OR of GL_*_BIT flags
1161 * According to the bits specified in \p mask, copies the corresponding
1162 * attributes from \p src into \p dst. For many of the attributes a simple \c
1163 * memcpy is not enough due to the existence of internal pointers in their data
1167 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1169 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1171 dst
->Accum
= src
->Accum
;
1173 if (mask
& GL_COLOR_BUFFER_BIT
) {
1175 dst
->Color
= src
->Color
;
1177 if (mask
& GL_CURRENT_BIT
) {
1179 dst
->Current
= src
->Current
;
1181 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1183 dst
->Depth
= src
->Depth
;
1185 if (mask
& GL_ENABLE_BIT
) {
1188 if (mask
& GL_EVAL_BIT
) {
1190 dst
->Eval
= src
->Eval
;
1192 if (mask
& GL_FOG_BIT
) {
1194 dst
->Fog
= src
->Fog
;
1196 if (mask
& GL_HINT_BIT
) {
1198 dst
->Hint
= src
->Hint
;
1200 if (mask
& GL_LIGHTING_BIT
) {
1202 /* begin with memcpy */
1203 dst
->Light
= src
->Light
;
1204 /* fixup linked lists to prevent pointer insanity */
1205 make_empty_list( &(dst
->Light
.EnabledList
) );
1206 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1207 if (dst
->Light
.Light
[i
].Enabled
) {
1208 insert_at_tail(&(dst
->Light
.EnabledList
), &(dst
->Light
.Light
[i
]));
1212 if (mask
& GL_LINE_BIT
) {
1214 dst
->Line
= src
->Line
;
1216 if (mask
& GL_LIST_BIT
) {
1218 dst
->List
= src
->List
;
1220 if (mask
& GL_PIXEL_MODE_BIT
) {
1222 dst
->Pixel
= src
->Pixel
;
1224 if (mask
& GL_POINT_BIT
) {
1226 dst
->Point
= src
->Point
;
1228 if (mask
& GL_POLYGON_BIT
) {
1230 dst
->Polygon
= src
->Polygon
;
1232 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1233 /* Use loop instead of memcpy due to problem with Portland Group's
1234 * C compiler. Reported by John Stone.
1237 for (i
= 0; i
< 32; i
++) {
1238 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1241 if (mask
& GL_SCISSOR_BIT
) {
1243 dst
->Scissor
= src
->Scissor
;
1245 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1247 dst
->Stencil
= src
->Stencil
;
1249 if (mask
& GL_TEXTURE_BIT
) {
1250 /* Cannot memcpy because of pointers */
1251 _mesa_copy_texture_state(src
, dst
);
1253 if (mask
& GL_TRANSFORM_BIT
) {
1255 dst
->Transform
= src
->Transform
;
1257 if (mask
& GL_VIEWPORT_BIT
) {
1258 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1259 dst
->Viewport
.X
= src
->Viewport
.X
;
1260 dst
->Viewport
.Y
= src
->Viewport
.Y
;
1261 dst
->Viewport
.Width
= src
->Viewport
.Width
;
1262 dst
->Viewport
.Height
= src
->Viewport
.Height
;
1263 dst
->Viewport
.Near
= src
->Viewport
.Near
;
1264 dst
->Viewport
.Far
= src
->Viewport
.Far
;
1265 _math_matrix_copy(&dst
->Viewport
._WindowMap
, &src
->Viewport
._WindowMap
);
1268 /* XXX FIXME: Call callbacks?
1270 dst
->NewState
= _NEW_ALL
;
1276 * Check if the given context can render into the given framebuffer
1277 * by checking visual attributes.
1279 * Most of these tests could go away because Mesa is now pretty flexible
1280 * in terms of mixing rendering contexts with framebuffers. As long
1281 * as RGB vs. CI mode agree, we're probably good.
1283 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1286 check_compatible(const GLcontext
*ctx
, const GLframebuffer
*buffer
)
1288 const GLvisual
*ctxvis
= &ctx
->Visual
;
1289 const GLvisual
*bufvis
= &buffer
->Visual
;
1291 if (ctxvis
== bufvis
)
1295 /* disabling this fixes the fgl_glxgears pbuffer demo */
1296 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1299 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1301 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1303 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1305 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1307 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1309 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1311 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1314 /* disabled (see bug 11161) */
1315 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1318 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1326 * Do one-time initialization for the given framebuffer. Specifically,
1327 * ask the driver for the window's current size and update the framebuffer
1329 * Really, the device driver should totally take care of this.
1332 initialize_framebuffer_size(GLcontext
*ctx
, GLframebuffer
*fb
)
1334 GLuint width
, height
;
1335 if (ctx
->Driver
.GetBufferSize
) {
1336 ctx
->Driver
.GetBufferSize(fb
, &width
, &height
);
1337 if (ctx
->Driver
.ResizeBuffers
)
1338 ctx
->Driver
.ResizeBuffers(ctx
, fb
, width
, height
);
1339 fb
->Initialized
= GL_TRUE
;
1345 * Check if the viewport/scissor size has not yet been initialized.
1346 * Initialize the size if the given width and height are non-zero.
1349 _mesa_check_init_viewport(GLcontext
*ctx
, GLuint width
, GLuint height
)
1351 if (!ctx
->ViewportInitialized
&& width
> 0 && height
> 0) {
1352 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1353 * potential infinite recursion.
1355 ctx
->ViewportInitialized
= GL_TRUE
;
1356 _mesa_set_viewport(ctx
, 0, 0, width
, height
);
1357 _mesa_set_scissor(ctx
, 0, 0, width
, height
);
1363 * Bind the given context to the given drawBuffer and readBuffer and
1364 * make it the current context for the calling thread.
1365 * We'll render into the drawBuffer and read pixels from the
1366 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1368 * We check that the context's and framebuffer's visuals are compatible
1369 * and return immediately if they're not.
1371 * \param newCtx the new GL context. If NULL then there will be no current GL
1373 * \param drawBuffer the drawing framebuffer
1374 * \param readBuffer the reading framebuffer
1377 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1378 GLframebuffer
*readBuffer
)
1380 if (MESA_VERBOSE
& VERBOSE_API
)
1381 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1383 /* Check that the context's and framebuffer's visuals are compatible.
1385 if (newCtx
&& drawBuffer
&& newCtx
->WinSysDrawBuffer
!= drawBuffer
) {
1386 if (!check_compatible(newCtx
, drawBuffer
)) {
1387 _mesa_warning(newCtx
,
1388 "MakeCurrent: incompatible visuals for context and drawbuffer");
1392 if (newCtx
&& readBuffer
&& newCtx
->WinSysReadBuffer
!= readBuffer
) {
1393 if (!check_compatible(newCtx
, readBuffer
)) {
1394 _mesa_warning(newCtx
,
1395 "MakeCurrent: incompatible visuals for context and readbuffer");
1400 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1401 _glapi_set_context((void *) newCtx
);
1402 ASSERT(_mesa_get_current_context() == newCtx
);
1405 _glapi_set_dispatch(NULL
); /* none current */
1408 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1410 if (drawBuffer
&& readBuffer
) {
1411 /* TODO: check if newCtx and buffer's visual match??? */
1413 ASSERT(drawBuffer
->Name
== 0);
1414 ASSERT(readBuffer
->Name
== 0);
1415 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1416 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1419 * Only set the context's Draw/ReadBuffer fields if they're NULL
1420 * or not bound to a user-created FBO.
1422 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1423 /* KW: merge conflict here, revisit.
1425 /* fix up the fb fields - these will end up wrong otherwise
1426 * if the DRIdrawable changes, and everything relies on them.
1427 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1430 GLenum buffers
[MAX_DRAW_BUFFERS
];
1432 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1434 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1435 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1438 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
, buffers
, NULL
);
1440 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1441 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1444 /* XXX only set this flag if we're really changing the draw/read
1445 * framebuffer bindings.
1447 newCtx
->NewState
|= _NEW_BUFFERS
;
1450 /* We want to get rid of these lines: */
1453 if (!drawBuffer
->Initialized
) {
1454 initialize_framebuffer_size(newCtx
, drawBuffer
);
1456 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1457 initialize_framebuffer_size(newCtx
, readBuffer
);
1460 _mesa_resizebuffers(newCtx
);
1464 /* We want the drawBuffer and readBuffer to be initialized by
1466 * This generally means the Width and Height match the actual
1467 * window size and the renderbuffers (both hardware and software
1468 * based) are allocated to match. The later can generally be
1469 * done with a call to _mesa_resize_framebuffer().
1471 * It's theoretically possible for a buffer to have zero width
1472 * or height, but for now, assert check that the driver did what's
1475 ASSERT(drawBuffer
->Width
> 0);
1476 ASSERT(drawBuffer
->Height
> 0);
1480 _mesa_check_init_viewport(newCtx
,
1481 drawBuffer
->Width
, drawBuffer
->Height
);
1485 if (newCtx
->FirstTimeCurrent
) {
1486 _mesa_compute_version(newCtx
);
1488 newCtx
->Extensions
.String
= _mesa_make_extension_string(newCtx
);
1490 check_context_limits(newCtx
);
1492 /* We can use this to help debug user's problems. Tell them to set
1493 * the MESA_INFO env variable before running their app. Then the
1494 * first time each context is made current we'll print some useful
1497 if (_mesa_getenv("MESA_INFO")) {
1501 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1510 * Make context 'ctx' share the display lists, textures and programs
1511 * that are associated with 'ctxToShare'.
1512 * Any display lists, textures or programs associated with 'ctx' will
1513 * be deleted if nobody else is sharing them.
1516 _mesa_share_state(GLcontext
*ctx
, GLcontext
*ctxToShare
)
1518 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1519 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1521 ctx
->Shared
= ctxToShare
->Shared
;
1523 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1524 ctx
->Shared
->RefCount
++;
1525 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1527 update_default_objects(ctx
);
1529 _mesa_release_shared_state(ctx
, oldSharedState
);
1541 * \return pointer to the current GL context for this thread.
1543 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1544 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1548 _mesa_get_current_context( void )
1550 return (GLcontext
*) _glapi_get_context();
1555 * Get context's current API dispatch table.
1557 * It'll either be the immediate-mode execute dispatcher or the display list
1558 * compile dispatcher.
1560 * \param ctx GL context.
1562 * \return pointer to dispatch_table.
1564 * Simply returns __GLcontextRec::CurrentDispatch.
1566 struct _glapi_table
*
1567 _mesa_get_dispatch(GLcontext
*ctx
)
1569 return ctx
->CurrentDispatch
;
1575 /**********************************************************************/
1576 /** \name Miscellaneous functions */
1577 /**********************************************************************/
1583 * \param ctx GL context.
1584 * \param error error code.
1586 * Records the given error code and call the driver's dd_function_table::Error
1587 * function if defined.
1590 * This is called via _mesa_error().
1593 _mesa_record_error(GLcontext
*ctx
, GLenum error
)
1598 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1599 ctx
->ErrorValue
= error
;
1602 /* Call device driver's error handler, if any. This is used on the Mac. */
1603 if (ctx
->Driver
.Error
) {
1604 ctx
->Driver
.Error(ctx
);
1610 * Flush commands and wait for completion.
1613 _mesa_finish(GLcontext
*ctx
)
1615 FLUSH_CURRENT( ctx
, 0 );
1616 if (ctx
->Driver
.Finish
) {
1617 ctx
->Driver
.Finish(ctx
);
1626 _mesa_flush(GLcontext
*ctx
)
1628 FLUSH_CURRENT( ctx
, 0 );
1629 if (ctx
->Driver
.Flush
) {
1630 ctx
->Driver
.Flush(ctx
);
1637 * Execute glFinish().
1639 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1640 * dd_function_table::Finish driver callback, if not NULL.
1645 GET_CURRENT_CONTEXT(ctx
);
1646 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1652 * Execute glFlush().
1654 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1655 * dd_function_table::Flush driver callback, if not NULL.
1660 GET_CURRENT_CONTEXT(ctx
);
1661 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1667 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1668 * MUL/MAD, or vice versa, call this function to register that.
1669 * Otherwise we default to MUL/MAD.
1672 _mesa_set_mvp_with_dp4( GLcontext
*ctx
,
1675 ctx
->mvp_with_dp4
= flag
;
1681 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1682 * is called to see if it's valid to render. This involves checking that
1683 * the current shader is valid and the framebuffer is complete.
1684 * If an error is detected it'll be recorded here.
1685 * \return GL_TRUE if OK to render, GL_FALSE if not
1688 _mesa_valid_to_render(GLcontext
*ctx
, const char *where
)
1690 /* This depends on having up to date derived state (shaders) */
1692 _mesa_update_state(ctx
);
1694 if (ctx
->Shader
.CurrentProgram
) {
1696 if (!ctx
->Shader
.CurrentProgram
->LinkStatus
) {
1697 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1698 "%s(shader not linked), where");
1701 #if 0 /* not normally enabled */
1704 if (!_mesa_validate_shader_program(ctx
, ctx
->Shader
.CurrentProgram
,
1706 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1707 ctx
->Shader
.CurrentProgram
->Name
, errMsg
);
1713 if (ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) {
1714 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1715 "%s(vertex program not valid)", where
);
1718 if (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
) {
1719 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1720 "%s(fragment program not valid)", where
);
1725 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
1726 _mesa_error(ctx
, GL_INVALID_FRAMEBUFFER_OPERATION_EXT
,
1727 "%s(incomplete framebuffer)", where
);
1732 if (ctx
->Shader
.Flags
& GLSL_LOG
) {
1733 struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
1735 if (!shProg
->_Used
) {
1736 /* This is the first time this shader is being used.
1737 * Append shader's constants/uniforms to log file.
1740 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
1741 struct gl_shader
*sh
= shProg
->Shaders
[i
];
1742 if (sh
->Type
== GL_VERTEX_SHADER
) {
1743 _mesa_append_uniforms_to_file(sh
,
1744 &shProg
->VertexProgram
->Base
);
1746 else if (sh
->Type
== GL_FRAGMENT_SHADER
) {
1747 _mesa_append_uniforms_to_file(sh
,
1748 &shProg
->FragmentProgram
->Base
);
1751 shProg
->_Used
= GL_TRUE
;