c57d7c10b62e0c48679e487b7f00e84196164a77
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
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 "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "enums.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "framebuffer.h"
102 #include "get.h"
103 #include "histogram.h"
104 #include "hint.h"
105 #include "hash.h"
106 #include "light.h"
107 #include "lines.h"
108 #include "macros.h"
109 #include "matrix.h"
110 #include "multisample.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #if FEATURE_ARB_sync
117 #include "syncobj.h"
118 #endif
119 #include "rastpos.h"
120 #include "remap.h"
121 #include "scissor.h"
122 #include "shared.h"
123 #include "simple_list.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress.h"
127 #include "teximage.h"
128 #include "texobj.h"
129 #include "texstate.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "glapi/glthread.h"
136 #include "glapi/glapitable.h"
137 #include "shader/program.h"
138 #include "shader/prog_print.h"
139 #include "shader/shader_api.h"
140 #if FEATURE_ATI_fragment_shader
141 #include "shader/atifragshader.h"
142 #endif
143 #if _HAVE_FULL_GL
144 #include "math/m_matrix.h"
145 #endif
146
147 #ifdef USE_SPARC_ASM
148 #include "sparc/sparc.h"
149 #endif
150
151 #ifndef MESA_VERBOSE
152 int MESA_VERBOSE = 0;
153 #endif
154
155 #ifndef MESA_DEBUG_FLAGS
156 int MESA_DEBUG_FLAGS = 0;
157 #endif
158
159
160 /* ubyte -> float conversion */
161 GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165 /**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173 void
174 _mesa_notifySwapBuffers(__GLcontext *ctx)
175 {
176 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177 _mesa_debug(ctx, "SwapBuffers\n");
178 FLUSH_CURRENT( ctx, 0 );
179 if (ctx->Driver.Flush) {
180 ctx->Driver.Flush(ctx);
181 }
182 }
183
184
185 /**********************************************************************/
186 /** \name GL Visual allocation/destruction */
187 /**********************************************************************/
188 /*@{*/
189
190 /**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode. We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215 GLvisual *
216 _mesa_create_visual( GLboolean rgbFlag,
217 GLboolean dbFlag,
218 GLboolean stereoFlag,
219 GLint redBits,
220 GLint greenBits,
221 GLint blueBits,
222 GLint alphaBits,
223 GLint indexBits,
224 GLint depthBits,
225 GLint stencilBits,
226 GLint accumRedBits,
227 GLint accumGreenBits,
228 GLint accumBlueBits,
229 GLint accumAlphaBits,
230 GLint numSamples )
231 {
232 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233 if (vis) {
234 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235 redBits, greenBits, blueBits, alphaBits,
236 indexBits, depthBits, stencilBits,
237 accumRedBits, accumGreenBits,
238 accumBlueBits, accumAlphaBits,
239 numSamples)) {
240 _mesa_free(vis);
241 return NULL;
242 }
243 }
244 return vis;
245 }
246
247 /**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters. If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256 GLboolean
257 _mesa_initialize_visual( GLvisual *vis,
258 GLboolean rgbFlag,
259 GLboolean dbFlag,
260 GLboolean stereoFlag,
261 GLint redBits,
262 GLint greenBits,
263 GLint blueBits,
264 GLint alphaBits,
265 GLint indexBits,
266 GLint depthBits,
267 GLint stencilBits,
268 GLint accumRedBits,
269 GLint accumGreenBits,
270 GLint accumBlueBits,
271 GLint accumAlphaBits,
272 GLint numSamples )
273 {
274 assert(vis);
275
276 if (depthBits < 0 || depthBits > 32) {
277 return GL_FALSE;
278 }
279 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280 return GL_FALSE;
281 }
282 assert(accumRedBits >= 0);
283 assert(accumGreenBits >= 0);
284 assert(accumBlueBits >= 0);
285 assert(accumAlphaBits >= 0);
286
287 vis->rgbMode = rgbFlag;
288 vis->doubleBufferMode = dbFlag;
289 vis->stereoMode = stereoFlag;
290
291 vis->redBits = redBits;
292 vis->greenBits = greenBits;
293 vis->blueBits = blueBits;
294 vis->alphaBits = alphaBits;
295 vis->rgbBits = redBits + greenBits + blueBits;
296
297 vis->indexBits = indexBits;
298 vis->depthBits = depthBits;
299 vis->stencilBits = stencilBits;
300
301 vis->accumRedBits = accumRedBits;
302 vis->accumGreenBits = accumGreenBits;
303 vis->accumBlueBits = accumBlueBits;
304 vis->accumAlphaBits = accumAlphaBits;
305
306 vis->haveAccumBuffer = accumRedBits > 0;
307 vis->haveDepthBuffer = depthBits > 0;
308 vis->haveStencilBuffer = stencilBits > 0;
309
310 vis->numAuxBuffers = 0;
311 vis->level = 0;
312 vis->pixmapMode = 0;
313 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314 vis->samples = numSamples;
315
316 return GL_TRUE;
317 }
318
319
320 /**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327 void
328 _mesa_destroy_visual( GLvisual *vis )
329 {
330 _mesa_free(vis);
331 }
332
333 /*@}*/
334
335
336 /**********************************************************************/
337 /** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342 /**********************************************************************/
343 /*@{*/
344
345
346 /**
347 * This is lame. gdb only seems to recognize enum types that are
348 * actually used somewhere. We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
350 * the gl_texture_index type anywhere. Thus, this lame function.
351 */
352 static void
353 dummy_enum_func(void)
354 {
355 gl_buffer_index bi;
356 gl_colortable_index ci;
357 gl_face_index fi;
358 gl_frag_attrib fa;
359 gl_frag_result fr;
360 gl_texture_index ti;
361 gl_vert_attrib va;
362 gl_vert_result vr;
363
364 (void) bi;
365 (void) ci;
366 (void) fi;
367 (void) fa;
368 (void) fr;
369 (void) ti;
370 (void) va;
371 (void) vr;
372 }
373
374
375 /**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382 /**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391 static void
392 one_time_init( GLcontext *ctx )
393 {
394 static GLboolean alreadyCalled = GL_FALSE;
395 (void) ctx;
396 _glthread_LOCK_MUTEX(OneTimeLock);
397 if (!alreadyCalled) {
398 GLuint i;
399
400 /* do some implementation tests */
401 assert( sizeof(GLbyte) == 1 );
402 assert( sizeof(GLubyte) == 1 );
403 assert( sizeof(GLshort) == 2 );
404 assert( sizeof(GLushort) == 2 );
405 assert( sizeof(GLint) == 4 );
406 assert( sizeof(GLuint) == 4 );
407
408 _mesa_get_cpu_features();
409
410 _mesa_init_remap_table();
411
412 _mesa_init_sqrt_table();
413
414 for (i = 0; i < 256; i++) {
415 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 }
417
418 if (_mesa_getenv("MESA_DEBUG")) {
419 _glapi_noop_enable_warnings(GL_TRUE);
420 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
421 }
422 else {
423 _glapi_noop_enable_warnings(GL_FALSE);
424 }
425
426 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
427 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
428 MESA_VERSION_STRING, __DATE__, __TIME__);
429 #endif
430
431 alreadyCalled = GL_TRUE;
432 }
433 _glthread_UNLOCK_MUTEX(OneTimeLock);
434
435 dummy_enum_func();
436 }
437
438
439 /**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442 static void
443 _mesa_init_current(GLcontext *ctx)
444 {
445 GLuint i;
446
447 /* Init all to (0,0,0,1) */
448 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450 }
451
452 /* redo special cases: */
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459 }
460
461
462 /**
463 * Init vertex/fragment program limits.
464 * Important: drivers should override these with actual limits.
465 */
466 static void
467 init_program_limits(GLenum type, struct gl_program_constants *prog)
468 {
469 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTemps = MAX_PROGRAM_TEMPS;
474 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
475 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
476 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
477
478 if (type == GL_VERTEX_PROGRAM_ARB) {
479 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
481 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482 }
483 else {
484 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487 }
488
489 /* Set the native limits to zero. This implies that there is no native
490 * support for shaders. Let the drivers fill in the actual values.
491 */
492 prog->MaxNativeInstructions = 0;
493 prog->MaxNativeAluInstructions = 0;
494 prog->MaxNativeTexInstructions = 0;
495 prog->MaxNativeTexIndirections = 0;
496 prog->MaxNativeAttribs = 0;
497 prog->MaxNativeTemps = 0;
498 prog->MaxNativeAddressRegs = 0;
499 prog->MaxNativeParameters = 0;
500 }
501
502
503 /**
504 * Initialize fields of gl_constants (aka ctx->Const.*).
505 * Use defaults from config.h. The device drivers will often override
506 * some of these values (such as number of texture units).
507 */
508 static void
509 _mesa_init_constants(GLcontext *ctx)
510 {
511 assert(ctx);
512
513 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
514 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
515
516 /* Max texture size should be <= max viewport size (render to texture) */
517 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
518
519 /* Constants, may be overriden (usually only reduced) by device drivers */
520 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
521 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
522 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
523 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
524 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
525 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
526 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
527 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
528 ctx->Const.MaxTextureImageUnits);
529 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
530 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
531 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
532 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
533 ctx->Const.MinPointSize = MIN_POINT_SIZE;
534 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
535 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
536 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
537 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
538 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
539 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
540 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
541 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
542 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
543 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
544 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
545 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
546 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
547 ctx->Const.MaxLights = MAX_LIGHTS;
548 ctx->Const.MaxShininess = 128.0;
549 ctx->Const.MaxSpotExponent = 128.0;
550 ctx->Const.MaxViewportWidth = MAX_WIDTH;
551 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
552 #if FEATURE_ARB_vertex_program
553 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
554 #endif
555 #if FEATURE_ARB_fragment_program
556 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
557 #endif
558 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
559 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
560
561 /* CheckArrayBounds is overriden by drivers/x11 for X server */
562 ctx->Const.CheckArrayBounds = GL_FALSE;
563
564 /* GL_ARB_draw_buffers */
565 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
566
567 /* GL_OES_read_format */
568 ctx->Const.ColorReadFormat = GL_RGBA;
569 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
570
571 #if FEATURE_EXT_framebuffer_object
572 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
573 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
574 #endif
575
576 #if FEATURE_ARB_vertex_shader
577 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
578 ctx->Const.MaxVarying = MAX_VARYING;
579 #endif
580
581 /* GL_ARB_framebuffer_object */
582 ctx->Const.MaxSamples = 0;
583
584 /* GL_ARB_sync */
585 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
586
587 /* GL_ATI_envmap_bumpmap */
588 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
589
590 /* GL_EXT_provoking_vertex */
591 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
592
593 /* sanity checks */
594 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
595 ctx->Const.MaxTextureCoordUnits));
596 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
597 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
598
599 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
600 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
601 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
602 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
603
604 /* check that we don't exceed various 32-bit bitfields */
605 ASSERT(VERT_RESULT_MAX <= 32);
606 ASSERT(FRAG_ATTRIB_MAX <= 32);
607 }
608
609
610 /**
611 * Do some sanity checks on the limits/constants for the given context.
612 * Only called the first time a context is bound.
613 */
614 static void
615 check_context_limits(GLcontext *ctx)
616 {
617 /* Many context limits/constants are limited by the size of
618 * internal arrays.
619 */
620 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
621 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
622 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
623 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
624
625 /* number of coord units cannot be greater than number of image units */
626 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
627
628 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
629 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
630 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
631 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
632
633 /* make sure largest texture image is <= MAX_WIDTH in size */
634 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
635 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
636 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
637
638 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
639 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
640
641 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
642
643 /* XXX probably add more tests */
644 }
645
646
647 /**
648 * Initialize the attribute groups in a GL context.
649 *
650 * \param ctx GL context.
651 *
652 * Initializes all the attributes, calling the respective <tt>init*</tt>
653 * functions for the more complex data structures.
654 */
655 static GLboolean
656 init_attrib_groups(GLcontext *ctx)
657 {
658 assert(ctx);
659
660 /* Constants */
661 _mesa_init_constants( ctx );
662
663 /* Extensions */
664 _mesa_init_extensions( ctx );
665
666 /* Attribute Groups */
667 _mesa_init_accum( ctx );
668 _mesa_init_attrib( ctx );
669 _mesa_init_buffer_objects( ctx );
670 _mesa_init_color( ctx );
671 _mesa_init_colortables( ctx );
672 _mesa_init_current( ctx );
673 _mesa_init_depth( ctx );
674 _mesa_init_debug( ctx );
675 _mesa_init_display_list( ctx );
676 _mesa_init_eval( ctx );
677 _mesa_init_fbobjects( ctx );
678 _mesa_init_feedback( ctx );
679 _mesa_init_fog( ctx );
680 _mesa_init_histogram( ctx );
681 _mesa_init_hint( ctx );
682 _mesa_init_line( ctx );
683 _mesa_init_lighting( ctx );
684 _mesa_init_matrix( ctx );
685 _mesa_init_multisample( ctx );
686 _mesa_init_pixel( ctx );
687 _mesa_init_pixelstore( ctx );
688 _mesa_init_point( ctx );
689 _mesa_init_polygon( ctx );
690 _mesa_init_program( ctx );
691 _mesa_init_queryobj( ctx );
692 #if FEATURE_ARB_sync
693 _mesa_init_sync( ctx );
694 #endif
695 _mesa_init_rastpos( ctx );
696 _mesa_init_scissor( ctx );
697 _mesa_init_shader_state( ctx );
698 _mesa_init_stencil( ctx );
699 _mesa_init_transform( ctx );
700 _mesa_init_varray( ctx );
701 _mesa_init_viewport( ctx );
702
703 if (!_mesa_init_texture( ctx ))
704 return GL_FALSE;
705
706 #if FEATURE_texture_s3tc
707 _mesa_init_texture_s3tc( ctx );
708 #endif
709 #if FEATURE_texture_fxt1
710 _mesa_init_texture_fxt1( ctx );
711 #endif
712
713 /* Miscellaneous */
714 ctx->NewState = _NEW_ALL;
715 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
716 ctx->varying_vp_inputs = ~0;
717
718 return GL_TRUE;
719 }
720
721
722 /**
723 * Update default objects in a GL context with respect to shared state.
724 *
725 * \param ctx GL context.
726 *
727 * Removes references to old default objects, (texture objects, program
728 * objects, etc.) and changes to reference those from the current shared
729 * state.
730 */
731 static GLboolean
732 update_default_objects(GLcontext *ctx)
733 {
734 assert(ctx);
735
736 _mesa_update_default_objects_program(ctx);
737 _mesa_update_default_objects_texture(ctx);
738 _mesa_update_default_objects_buffer_objects(ctx);
739
740 return GL_TRUE;
741 }
742
743
744 /**
745 * This is the default function we plug into all dispatch table slots
746 * This helps prevents a segfault when someone calls a GL function without
747 * first checking if the extension's supported.
748 */
749 static int
750 generic_nop(void)
751 {
752 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
753 return 0;
754 }
755
756
757 /**
758 * Allocate and initialize a new dispatch table.
759 */
760 static struct _glapi_table *
761 alloc_dispatch_table(void)
762 {
763 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
764 * In practice, this'll be the same for stand-alone Mesa. But for DRI
765 * Mesa we do this to accomodate different versions of libGL and various
766 * DRI drivers.
767 */
768 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
769 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
770 struct _glapi_table *table =
771 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
772 if (table) {
773 _glapi_proc *entry = (_glapi_proc *) table;
774 GLint i;
775 for (i = 0; i < numEntries; i++) {
776 entry[i] = (_glapi_proc) generic_nop;
777 }
778 }
779 return table;
780 }
781
782
783 /**
784 * Initialize a GLcontext struct (rendering context).
785 *
786 * This includes allocating all the other structs and arrays which hang off of
787 * the context by pointers.
788 * Note that the driver needs to pass in its dd_function_table here since
789 * we need to at least call driverFunctions->NewTextureObject to create the
790 * default texture objects.
791 *
792 * Called by _mesa_create_context().
793 *
794 * Performs the imports and exports callback tables initialization, and
795 * miscellaneous one-time initializations. If no shared context is supplied one
796 * is allocated, and increase its reference count. Setups the GL API dispatch
797 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
798 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
799 * for debug flags.
800 *
801 * \param ctx the context to initialize
802 * \param visual describes the visual attributes for this context
803 * \param share_list points to context to share textures, display lists,
804 * etc with, or NULL
805 * \param driverFunctions table of device driver functions for this context
806 * to use
807 * \param driverContext pointer to driver-specific context data
808 */
809 GLboolean
810 _mesa_initialize_context(GLcontext *ctx,
811 const GLvisual *visual,
812 GLcontext *share_list,
813 const struct dd_function_table *driverFunctions,
814 void *driverContext)
815 {
816 struct gl_shared_state *shared;
817
818 /*ASSERT(driverContext);*/
819 assert(driverFunctions->NewTextureObject);
820 assert(driverFunctions->FreeTexImageData);
821
822 /* misc one-time initializations */
823 one_time_init(ctx);
824
825 ctx->Visual = *visual;
826 ctx->DrawBuffer = NULL;
827 ctx->ReadBuffer = NULL;
828 ctx->WinSysDrawBuffer = NULL;
829 ctx->WinSysReadBuffer = NULL;
830
831 /* Plug in driver functions and context pointer here.
832 * This is important because when we call alloc_shared_state() below
833 * we'll call ctx->Driver.NewTextureObject() to create the default
834 * textures.
835 */
836 ctx->Driver = *driverFunctions;
837 ctx->DriverCtx = driverContext;
838
839 if (share_list) {
840 /* share state with another context */
841 shared = share_list->Shared;
842 }
843 else {
844 /* allocate new, unshared state */
845 shared = _mesa_alloc_shared_state(ctx);
846 if (!shared)
847 return GL_FALSE;
848 }
849
850 _glthread_LOCK_MUTEX(shared->Mutex);
851 ctx->Shared = shared;
852 shared->RefCount++;
853 _glthread_UNLOCK_MUTEX(shared->Mutex);
854
855 if (!init_attrib_groups( ctx )) {
856 _mesa_free_shared_state(ctx, ctx->Shared);
857 return GL_FALSE;
858 }
859
860 /* setup the API dispatch tables */
861 ctx->Exec = alloc_dispatch_table();
862 ctx->Save = alloc_dispatch_table();
863 if (!ctx->Exec || !ctx->Save) {
864 _mesa_free_shared_state(ctx, ctx->Shared);
865 if (ctx->Exec)
866 _mesa_free(ctx->Exec);
867 return GL_FALSE;
868 }
869 #if FEATURE_dispatch
870 _mesa_init_exec_table(ctx->Exec);
871 #endif
872 ctx->CurrentDispatch = ctx->Exec;
873
874 #if FEATURE_dlist
875 _mesa_init_save_table(ctx->Save);
876 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
877 #endif
878
879 /* Neutral tnl module stuff */
880 _mesa_init_exec_vtxfmt( ctx );
881 ctx->TnlModule.Current = NULL;
882 ctx->TnlModule.SwapCount = 0;
883
884 ctx->FragmentProgram._MaintainTexEnvProgram
885 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
886
887 ctx->VertexProgram._MaintainTnlProgram
888 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
889 if (ctx->VertexProgram._MaintainTnlProgram) {
890 /* this is required... */
891 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
892 }
893
894 #ifdef FEATURE_extra_context_init
895 _mesa_initialize_context_extra(ctx);
896 #endif
897
898 ctx->FirstTimeCurrent = GL_TRUE;
899
900 return GL_TRUE;
901 }
902
903
904 /**
905 * Allocate and initialize a GLcontext structure.
906 * Note that the driver needs to pass in its dd_function_table here since
907 * we need to at least call driverFunctions->NewTextureObject to initialize
908 * the rendering context.
909 *
910 * \param visual a GLvisual pointer (we copy the struct contents)
911 * \param share_list another context to share display lists with or NULL
912 * \param driverFunctions points to the dd_function_table into which the
913 * driver has plugged in all its special functions.
914 * \param driverContext points to the device driver's private context state
915 *
916 * \return pointer to a new __GLcontextRec or NULL if error.
917 */
918 GLcontext *
919 _mesa_create_context(const GLvisual *visual,
920 GLcontext *share_list,
921 const struct dd_function_table *driverFunctions,
922 void *driverContext)
923 {
924 GLcontext *ctx;
925
926 ASSERT(visual);
927 /*ASSERT(driverContext);*/
928
929 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
930 if (!ctx)
931 return NULL;
932
933 if (_mesa_initialize_context(ctx, visual, share_list,
934 driverFunctions, driverContext)) {
935 return ctx;
936 }
937 else {
938 _mesa_free(ctx);
939 return NULL;
940 }
941 }
942
943
944 /**
945 * Free the data associated with the given context.
946 *
947 * But doesn't free the GLcontext struct itself.
948 *
949 * \sa _mesa_initialize_context() and init_attrib_groups().
950 */
951 void
952 _mesa_free_context_data( GLcontext *ctx )
953 {
954 GLint RefCount;
955
956 if (!_mesa_get_current_context()){
957 /* No current context, but we may need one in order to delete
958 * texture objs, etc. So temporarily bind the context now.
959 */
960 _mesa_make_current(ctx, NULL, NULL);
961 }
962
963 /* unreference WinSysDraw/Read buffers */
964 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
965 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
966 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
967 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
968
969 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
970 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
971 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
972
973 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
974 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
975 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
976
977 _mesa_free_attrib_data(ctx);
978 _mesa_free_lighting_data( ctx );
979 _mesa_free_eval_data( ctx );
980 _mesa_free_texture_data( ctx );
981 _mesa_free_matrix_data( ctx );
982 _mesa_free_viewport_data( ctx );
983 _mesa_free_colortables_data( ctx );
984 _mesa_free_program_data(ctx);
985 _mesa_free_shader_state(ctx);
986 _mesa_free_queryobj_data(ctx);
987 #if FEATURE_ARB_sync
988 _mesa_free_sync_data(ctx);
989 #endif
990 _mesa_free_varray_data(ctx);
991
992 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
993
994 #if FEATURE_ARB_pixel_buffer_object
995 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
996 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
997 #endif
998
999 #if FEATURE_ARB_vertex_buffer_object
1000 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1001 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1002 #endif
1003
1004 /* free dispatch tables */
1005 _mesa_free(ctx->Exec);
1006 _mesa_free(ctx->Save);
1007
1008 /* Shared context state (display lists, textures, etc) */
1009 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1010 RefCount = --ctx->Shared->RefCount;
1011 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1012 assert(RefCount >= 0);
1013 if (RefCount == 0) {
1014 /* free shared state */
1015 _mesa_free_shared_state( ctx, ctx->Shared );
1016 }
1017
1018 /* needs to be after freeing shared state */
1019 _mesa_free_display_list_data(ctx);
1020
1021 if (ctx->Extensions.String)
1022 _mesa_free((void *) ctx->Extensions.String);
1023
1024 /* unbind the context if it's currently bound */
1025 if (ctx == _mesa_get_current_context()) {
1026 _mesa_make_current(NULL, NULL, NULL);
1027 }
1028 }
1029
1030
1031 /**
1032 * Destroy a GLcontext structure.
1033 *
1034 * \param ctx GL context.
1035 *
1036 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1037 */
1038 void
1039 _mesa_destroy_context( GLcontext *ctx )
1040 {
1041 if (ctx) {
1042 _mesa_free_context_data(ctx);
1043 _mesa_free( (void *) ctx );
1044 }
1045 }
1046
1047
1048 #if _HAVE_FULL_GL
1049 /**
1050 * Copy attribute groups from one context to another.
1051 *
1052 * \param src source context
1053 * \param dst destination context
1054 * \param mask bitwise OR of GL_*_BIT flags
1055 *
1056 * According to the bits specified in \p mask, copies the corresponding
1057 * attributes from \p src into \p dst. For many of the attributes a simple \c
1058 * memcpy is not enough due to the existence of internal pointers in their data
1059 * structures.
1060 */
1061 void
1062 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1063 {
1064 if (mask & GL_ACCUM_BUFFER_BIT) {
1065 /* OK to memcpy */
1066 dst->Accum = src->Accum;
1067 }
1068 if (mask & GL_COLOR_BUFFER_BIT) {
1069 /* OK to memcpy */
1070 dst->Color = src->Color;
1071 }
1072 if (mask & GL_CURRENT_BIT) {
1073 /* OK to memcpy */
1074 dst->Current = src->Current;
1075 }
1076 if (mask & GL_DEPTH_BUFFER_BIT) {
1077 /* OK to memcpy */
1078 dst->Depth = src->Depth;
1079 }
1080 if (mask & GL_ENABLE_BIT) {
1081 /* no op */
1082 }
1083 if (mask & GL_EVAL_BIT) {
1084 /* OK to memcpy */
1085 dst->Eval = src->Eval;
1086 }
1087 if (mask & GL_FOG_BIT) {
1088 /* OK to memcpy */
1089 dst->Fog = src->Fog;
1090 }
1091 if (mask & GL_HINT_BIT) {
1092 /* OK to memcpy */
1093 dst->Hint = src->Hint;
1094 }
1095 if (mask & GL_LIGHTING_BIT) {
1096 GLuint i;
1097 /* begin with memcpy */
1098 dst->Light = src->Light;
1099 /* fixup linked lists to prevent pointer insanity */
1100 make_empty_list( &(dst->Light.EnabledList) );
1101 for (i = 0; i < MAX_LIGHTS; i++) {
1102 if (dst->Light.Light[i].Enabled) {
1103 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1104 }
1105 }
1106 }
1107 if (mask & GL_LINE_BIT) {
1108 /* OK to memcpy */
1109 dst->Line = src->Line;
1110 }
1111 if (mask & GL_LIST_BIT) {
1112 /* OK to memcpy */
1113 dst->List = src->List;
1114 }
1115 if (mask & GL_PIXEL_MODE_BIT) {
1116 /* OK to memcpy */
1117 dst->Pixel = src->Pixel;
1118 }
1119 if (mask & GL_POINT_BIT) {
1120 /* OK to memcpy */
1121 dst->Point = src->Point;
1122 }
1123 if (mask & GL_POLYGON_BIT) {
1124 /* OK to memcpy */
1125 dst->Polygon = src->Polygon;
1126 }
1127 if (mask & GL_POLYGON_STIPPLE_BIT) {
1128 /* Use loop instead of MEMCPY due to problem with Portland Group's
1129 * C compiler. Reported by John Stone.
1130 */
1131 GLuint i;
1132 for (i = 0; i < 32; i++) {
1133 dst->PolygonStipple[i] = src->PolygonStipple[i];
1134 }
1135 }
1136 if (mask & GL_SCISSOR_BIT) {
1137 /* OK to memcpy */
1138 dst->Scissor = src->Scissor;
1139 }
1140 if (mask & GL_STENCIL_BUFFER_BIT) {
1141 /* OK to memcpy */
1142 dst->Stencil = src->Stencil;
1143 }
1144 if (mask & GL_TEXTURE_BIT) {
1145 /* Cannot memcpy because of pointers */
1146 _mesa_copy_texture_state(src, dst);
1147 }
1148 if (mask & GL_TRANSFORM_BIT) {
1149 /* OK to memcpy */
1150 dst->Transform = src->Transform;
1151 }
1152 if (mask & GL_VIEWPORT_BIT) {
1153 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1154 dst->Viewport.X = src->Viewport.X;
1155 dst->Viewport.Y = src->Viewport.Y;
1156 dst->Viewport.Width = src->Viewport.Width;
1157 dst->Viewport.Height = src->Viewport.Height;
1158 dst->Viewport.Near = src->Viewport.Near;
1159 dst->Viewport.Far = src->Viewport.Far;
1160 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1161 }
1162
1163 /* XXX FIXME: Call callbacks?
1164 */
1165 dst->NewState = _NEW_ALL;
1166 }
1167 #endif
1168
1169
1170 /**
1171 * Check if the given context can render into the given framebuffer
1172 * by checking visual attributes.
1173 *
1174 * Most of these tests could go away because Mesa is now pretty flexible
1175 * in terms of mixing rendering contexts with framebuffers. As long
1176 * as RGB vs. CI mode agree, we're probably good.
1177 *
1178 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1179 */
1180 static GLboolean
1181 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1182 {
1183 const GLvisual *ctxvis = &ctx->Visual;
1184 const GLvisual *bufvis = &buffer->Visual;
1185
1186 if (ctxvis == bufvis)
1187 return GL_TRUE;
1188
1189 if (ctxvis->rgbMode != bufvis->rgbMode)
1190 return GL_FALSE;
1191 #if 0
1192 /* disabling this fixes the fgl_glxgears pbuffer demo */
1193 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1194 return GL_FALSE;
1195 #endif
1196 if (ctxvis->stereoMode && !bufvis->stereoMode)
1197 return GL_FALSE;
1198 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1199 return GL_FALSE;
1200 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1201 return GL_FALSE;
1202 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1203 return GL_FALSE;
1204 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1205 return GL_FALSE;
1206 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1207 return GL_FALSE;
1208 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1209 return GL_FALSE;
1210 #if 0
1211 /* disabled (see bug 11161) */
1212 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1213 return GL_FALSE;
1214 #endif
1215 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1216 return GL_FALSE;
1217
1218 return GL_TRUE;
1219 }
1220
1221
1222 /**
1223 * Do one-time initialization for the given framebuffer. Specifically,
1224 * ask the driver for the window's current size and update the framebuffer
1225 * object to match.
1226 * Really, the device driver should totally take care of this.
1227 */
1228 static void
1229 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1230 {
1231 GLuint width, height;
1232 if (ctx->Driver.GetBufferSize) {
1233 ctx->Driver.GetBufferSize(fb, &width, &height);
1234 if (ctx->Driver.ResizeBuffers)
1235 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1236 fb->Initialized = GL_TRUE;
1237 }
1238 }
1239
1240
1241 /**
1242 * Check if the viewport/scissor size has not yet been initialized.
1243 * Initialize the size if the given width and height are non-zero.
1244 */
1245 void
1246 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1247 {
1248 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1249 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1250 * potential infinite recursion.
1251 */
1252 ctx->ViewportInitialized = GL_TRUE;
1253 _mesa_set_viewport(ctx, 0, 0, width, height);
1254 _mesa_set_scissor(ctx, 0, 0, width, height);
1255 }
1256 }
1257
1258
1259 /**
1260 * Bind the given context to the given drawBuffer and readBuffer and
1261 * make it the current context for the calling thread.
1262 * We'll render into the drawBuffer and read pixels from the
1263 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1264 *
1265 * We check that the context's and framebuffer's visuals are compatible
1266 * and return immediately if they're not.
1267 *
1268 * \param newCtx the new GL context. If NULL then there will be no current GL
1269 * context.
1270 * \param drawBuffer the drawing framebuffer
1271 * \param readBuffer the reading framebuffer
1272 */
1273 GLboolean
1274 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1275 GLframebuffer *readBuffer )
1276 {
1277 if (MESA_VERBOSE & VERBOSE_API)
1278 _mesa_debug(newCtx, "_mesa_make_current()\n");
1279
1280 /* Check that the context's and framebuffer's visuals are compatible.
1281 */
1282 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1283 if (!check_compatible(newCtx, drawBuffer)) {
1284 _mesa_warning(newCtx,
1285 "MakeCurrent: incompatible visuals for context and drawbuffer");
1286 return GL_FALSE;
1287 }
1288 }
1289 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1290 if (!check_compatible(newCtx, readBuffer)) {
1291 _mesa_warning(newCtx,
1292 "MakeCurrent: incompatible visuals for context and readbuffer");
1293 return GL_FALSE;
1294 }
1295 }
1296
1297 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1298 _glapi_set_context((void *) newCtx);
1299 ASSERT(_mesa_get_current_context() == newCtx);
1300
1301 if (!newCtx) {
1302 _glapi_set_dispatch(NULL); /* none current */
1303 }
1304 else {
1305 _glapi_set_dispatch(newCtx->CurrentDispatch);
1306
1307 if (drawBuffer && readBuffer) {
1308 /* TODO: check if newCtx and buffer's visual match??? */
1309
1310 ASSERT(drawBuffer->Name == 0);
1311 ASSERT(readBuffer->Name == 0);
1312 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1313 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1314
1315 /*
1316 * Only set the context's Draw/ReadBuffer fields if they're NULL
1317 * or not bound to a user-created FBO.
1318 */
1319 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1320 /* KW: merge conflict here, revisit.
1321 */
1322 /* fix up the fb fields - these will end up wrong otherwise
1323 * if the DRIdrawable changes, and everything relies on them.
1324 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1325 */
1326 unsigned int i;
1327 GLenum buffers[MAX_DRAW_BUFFERS];
1328
1329 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1330
1331 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1332 buffers[i] = newCtx->Color.DrawBuffer[i];
1333 }
1334
1335 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1336 }
1337 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1338 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1339 }
1340
1341 /* XXX only set this flag if we're really changing the draw/read
1342 * framebuffer bindings.
1343 */
1344 newCtx->NewState |= _NEW_BUFFERS;
1345
1346 #if 1
1347 /* We want to get rid of these lines: */
1348
1349 #if _HAVE_FULL_GL
1350 if (!drawBuffer->Initialized) {
1351 initialize_framebuffer_size(newCtx, drawBuffer);
1352 }
1353 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1354 initialize_framebuffer_size(newCtx, readBuffer);
1355 }
1356
1357 _mesa_resizebuffers(newCtx);
1358 #endif
1359
1360 #else
1361 /* We want the drawBuffer and readBuffer to be initialized by
1362 * the driver.
1363 * This generally means the Width and Height match the actual
1364 * window size and the renderbuffers (both hardware and software
1365 * based) are allocated to match. The later can generally be
1366 * done with a call to _mesa_resize_framebuffer().
1367 *
1368 * It's theoretically possible for a buffer to have zero width
1369 * or height, but for now, assert check that the driver did what's
1370 * expected of it.
1371 */
1372 ASSERT(drawBuffer->Width > 0);
1373 ASSERT(drawBuffer->Height > 0);
1374 #endif
1375
1376 if (drawBuffer) {
1377 _mesa_check_init_viewport(newCtx,
1378 drawBuffer->Width, drawBuffer->Height);
1379 }
1380 }
1381
1382 if (newCtx->FirstTimeCurrent) {
1383 check_context_limits(newCtx);
1384
1385 /* We can use this to help debug user's problems. Tell them to set
1386 * the MESA_INFO env variable before running their app. Then the
1387 * first time each context is made current we'll print some useful
1388 * information.
1389 */
1390 if (_mesa_getenv("MESA_INFO")) {
1391 _mesa_print_info();
1392 }
1393
1394 newCtx->FirstTimeCurrent = GL_FALSE;
1395 }
1396 }
1397
1398 return GL_TRUE;
1399 }
1400
1401
1402 /**
1403 * Make context 'ctx' share the display lists, textures and programs
1404 * that are associated with 'ctxToShare'.
1405 * Any display lists, textures or programs associated with 'ctx' will
1406 * be deleted if nobody else is sharing them.
1407 */
1408 GLboolean
1409 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1410 {
1411 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1412 struct gl_shared_state *oldSharedState = ctx->Shared;
1413 GLint RefCount;
1414
1415 ctx->Shared = ctxToShare->Shared;
1416
1417 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1418 ctx->Shared->RefCount++;
1419 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1420
1421 update_default_objects(ctx);
1422
1423 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1424 RefCount = --oldSharedState->RefCount;
1425 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1426
1427 if (RefCount == 0) {
1428 _mesa_free_shared_state(ctx, oldSharedState);
1429 }
1430
1431 return GL_TRUE;
1432 }
1433 else {
1434 return GL_FALSE;
1435 }
1436 }
1437
1438
1439
1440 /**
1441 * \return pointer to the current GL context for this thread.
1442 *
1443 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1444 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1445 * context.h.
1446 */
1447 GLcontext *
1448 _mesa_get_current_context( void )
1449 {
1450 return (GLcontext *) _glapi_get_context();
1451 }
1452
1453
1454 /**
1455 * Get context's current API dispatch table.
1456 *
1457 * It'll either be the immediate-mode execute dispatcher or the display list
1458 * compile dispatcher.
1459 *
1460 * \param ctx GL context.
1461 *
1462 * \return pointer to dispatch_table.
1463 *
1464 * Simply returns __GLcontextRec::CurrentDispatch.
1465 */
1466 struct _glapi_table *
1467 _mesa_get_dispatch(GLcontext *ctx)
1468 {
1469 return ctx->CurrentDispatch;
1470 }
1471
1472 /*@}*/
1473
1474
1475 /**********************************************************************/
1476 /** \name Miscellaneous functions */
1477 /**********************************************************************/
1478 /*@{*/
1479
1480 /**
1481 * Record an error.
1482 *
1483 * \param ctx GL context.
1484 * \param error error code.
1485 *
1486 * Records the given error code and call the driver's dd_function_table::Error
1487 * function if defined.
1488 *
1489 * \sa
1490 * This is called via _mesa_error().
1491 */
1492 void
1493 _mesa_record_error(GLcontext *ctx, GLenum error)
1494 {
1495 if (!ctx)
1496 return;
1497
1498 if (ctx->ErrorValue == GL_NO_ERROR) {
1499 ctx->ErrorValue = error;
1500 }
1501
1502 /* Call device driver's error handler, if any. This is used on the Mac. */
1503 if (ctx->Driver.Error) {
1504 ctx->Driver.Error(ctx);
1505 }
1506 }
1507
1508
1509 /**
1510 * Flush commands and wait for completion.
1511 */
1512 void
1513 _mesa_finish(GLcontext *ctx)
1514 {
1515 FLUSH_CURRENT( ctx, 0 );
1516 if (ctx->Driver.Finish) {
1517 ctx->Driver.Finish(ctx);
1518 }
1519 }
1520
1521
1522 /**
1523 * Flush commands.
1524 */
1525 void
1526 _mesa_flush(GLcontext *ctx)
1527 {
1528 FLUSH_CURRENT( ctx, 0 );
1529 if (ctx->Driver.Flush) {
1530 ctx->Driver.Flush(ctx);
1531 }
1532 }
1533
1534
1535
1536 /**
1537 * Execute glFinish().
1538 *
1539 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1540 * dd_function_table::Finish driver callback, if not NULL.
1541 */
1542 void GLAPIENTRY
1543 _mesa_Finish(void)
1544 {
1545 GET_CURRENT_CONTEXT(ctx);
1546 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1547 _mesa_finish(ctx);
1548 }
1549
1550
1551 /**
1552 * Execute glFlush().
1553 *
1554 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1555 * dd_function_table::Flush driver callback, if not NULL.
1556 */
1557 void GLAPIENTRY
1558 _mesa_Flush(void)
1559 {
1560 GET_CURRENT_CONTEXT(ctx);
1561 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1562 _mesa_flush(ctx);
1563 }
1564
1565
1566 /**
1567 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1568 * MUL/MAD, or vice versa, call this function to register that.
1569 * Otherwise we default to MUL/MAD.
1570 */
1571 void
1572 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1573 GLboolean flag )
1574 {
1575 ctx->mvp_with_dp4 = flag;
1576 }
1577
1578
1579
1580 /**
1581 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1582 * is called to see if it's valid to render. This involves checking that
1583 * the current shader is valid and the framebuffer is complete.
1584 * If an error is detected it'll be recorded here.
1585 * \return GL_TRUE if OK to render, GL_FALSE if not
1586 */
1587 GLboolean
1588 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1589 {
1590 if (ctx->Shader.CurrentProgram) {
1591 /* using shaders */
1592 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1593 _mesa_error(ctx, GL_INVALID_OPERATION,
1594 "%s(shader not linked), where");
1595 return GL_FALSE;
1596 }
1597 #if 0 /* not normally enabled */
1598 {
1599 char errMsg[100];
1600 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1601 errMsg)) {
1602 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1603 ctx->Shader.CurrentProgram->Name, errMsg);
1604 }
1605 }
1606 #endif
1607 }
1608 else {
1609 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1610 _mesa_error(ctx, GL_INVALID_OPERATION,
1611 "%s(vertex program not valid)", where);
1612 return GL_FALSE;
1613 }
1614 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1615 _mesa_error(ctx, GL_INVALID_OPERATION,
1616 "%s(fragment program not valid)", where);
1617 return GL_FALSE;
1618 }
1619 }
1620
1621 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1622 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1623 "%s(incomplete framebuffer)", where);
1624 return GL_FALSE;
1625 }
1626
1627 #ifdef DEBUG
1628 if (ctx->Shader.Flags & GLSL_LOG) {
1629 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1630 if (shProg) {
1631 if (!shProg->_Used) {
1632 /* This is the first time this shader is being used.
1633 * Append shader's constants/uniforms to log file.
1634 */
1635 GLuint i;
1636 for (i = 0; i < shProg->NumShaders; i++) {
1637 struct gl_shader *sh = shProg->Shaders[i];
1638 if (sh->Type == GL_VERTEX_SHADER) {
1639 _mesa_append_uniforms_to_file(sh,
1640 &shProg->VertexProgram->Base);
1641 }
1642 else if (sh->Type == GL_FRAGMENT_SHADER) {
1643 _mesa_append_uniforms_to_file(sh,
1644 &shProg->FragmentProgram->Base);
1645 }
1646 }
1647 shProg->_Used = GL_TRUE;
1648 }
1649 }
1650 }
1651 #endif
1652
1653 return GL_TRUE;
1654 }
1655
1656
1657 /*@}*/