Added OpenGL 2.1 entrypoints.
[mesa.git] / src / mesa / main / context.c
1 /**
2 * \file context.c
3 * Mesa context/visual/framebuffer management functions.
4 * \author Brian Paul
5 */
6
7 /*
8 * Mesa 3-D graphics library
9 * Version: 6.5
10 *
11 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
12 *
13 * Permission is hereby granted, free of charge, to any person obtaining a
14 * copy of this software and associated documentation files (the "Software"),
15 * to deal in the Software without restriction, including without limitation
16 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
17 * and/or sell copies of the Software, and to permit persons to whom the
18 * Software is furnished to do so, subject to the following conditions:
19 *
20 * The above copyright notice and this permission notice shall be included
21 * in all copies or substantial portions of the Software.
22 *
23 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
24 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
26 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
27 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
28 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 */
30
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "arrayobj.h"
83 #include "attrib.h"
84 #include "blend.h"
85 #include "buffers.h"
86 #include "bufferobj.h"
87 #include "colortab.h"
88 #include "context.h"
89 #include "debug.h"
90 #include "depth.h"
91 #include "dlist.h"
92 #include "eval.h"
93 #include "enums.h"
94 #include "extensions.h"
95 #include "fbobject.h"
96 #include "feedback.h"
97 #include "fog.h"
98 #include "get.h"
99 #include "glthread.h"
100 #include "glapioffsets.h"
101 #include "histogram.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "atifragshader.h"
105 #include "light.h"
106 #include "lines.h"
107 #include "macros.h"
108 #include "matrix.h"
109 #include "occlude.h"
110 #include "pixel.h"
111 #include "points.h"
112 #include "polygon.h"
113 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
114 #include "program.h"
115 #endif
116 #include "rastpos.h"
117 #include "simple_list.h"
118 #include "state.h"
119 #include "stencil.h"
120 #include "texcompress.h"
121 #include "teximage.h"
122 #include "texobj.h"
123 #include "texstate.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "vtxfmt.h"
128 #if _HAVE_FULL_GL
129 #include "math/m_translate.h"
130 #include "math/m_matrix.h"
131 #include "math/m_xform.h"
132 #include "math/mathmod.h"
133 #endif
134 #include "shaderobjects.h"
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #ifndef MESA_VERBOSE
141 int MESA_VERBOSE = 0;
142 #endif
143
144 #ifndef MESA_DEBUG_FLAGS
145 int MESA_DEBUG_FLAGS = 0;
146 #endif
147
148
149 /* ubyte -> float conversion */
150 GLfloat _mesa_ubyte_to_float_color_tab[256];
151
152 static void
153 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
154
155
156 /**********************************************************************/
157 /** \name OpenGL SI-style interface (new in Mesa 3.5)
158 *
159 * \if subset
160 * \note Most of these functions are never called in the Mesa subset.
161 * \endif
162 */
163 /*@{*/
164
165 /**
166 * Destroy context callback.
167 *
168 * \param gc context.
169 * \return GL_TRUE on success, or GL_FALSE on failure.
170 *
171 * \ifnot subset
172 * Called by window system/device driver (via __GLexports::destroyCurrent) when
173 * the rendering context is to be destroyed.
174 * \endif
175 *
176 * Frees the context data and the context structure.
177 */
178 GLboolean
179 _mesa_destroyContext(__GLcontext *gc)
180 {
181 if (gc) {
182 _mesa_free_context_data(gc);
183 _mesa_free(gc);
184 }
185 return GL_TRUE;
186 }
187
188 /**
189 * Unbind context callback.
190 *
191 * \param gc context.
192 * \return GL_TRUE on success, or GL_FALSE on failure.
193 *
194 * \ifnot subset
195 * Called by window system/device driver (via __GLexports::loseCurrent)
196 * when the rendering context is made non-current.
197 * \endif
198 *
199 * No-op
200 */
201 GLboolean
202 _mesa_loseCurrent(__GLcontext *gc)
203 {
204 /* XXX unbind context from thread */
205 (void) gc;
206 return GL_TRUE;
207 }
208
209 /**
210 * Bind context callback.
211 *
212 * \param gc context.
213 * \return GL_TRUE on success, or GL_FALSE on failure.
214 *
215 * \ifnot subset
216 * Called by window system/device driver (via __GLexports::makeCurrent)
217 * when the rendering context is made current.
218 * \endif
219 *
220 * No-op
221 */
222 GLboolean
223 _mesa_makeCurrent(__GLcontext *gc)
224 {
225 /* XXX bind context to thread */
226 (void) gc;
227 return GL_TRUE;
228 }
229
230 /**
231 * Share context callback.
232 *
233 * \param gc context.
234 * \param gcShare shared context.
235 * \return GL_TRUE on success, or GL_FALSE on failure.
236 *
237 * \ifnot subset
238 * Called by window system/device driver (via __GLexports::shareContext)
239 * \endif
240 *
241 * Update the shared context reference count, gl_shared_state::RefCount.
242 */
243 GLboolean
244 _mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
245 {
246 if (gc && gcShare && gc->Shared && gcShare->Shared) {
247 gc->Shared->RefCount--;
248 if (gc->Shared->RefCount == 0) {
249 free_shared_state(gc, gc->Shared);
250 }
251 gc->Shared = gcShare->Shared;
252 gc->Shared->RefCount++;
253 return GL_TRUE;
254 }
255 else {
256 return GL_FALSE;
257 }
258 }
259
260
261 #if _HAVE_FULL_GL
262 /**
263 * Copy context callback.
264 */
265 GLboolean
266 _mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
267 {
268 if (dst && src) {
269 _mesa_copy_context( src, dst, mask );
270 return GL_TRUE;
271 }
272 else {
273 return GL_FALSE;
274 }
275 }
276 #endif
277
278 /** No-op */
279 GLboolean
280 _mesa_forceCurrent(__GLcontext *gc)
281 {
282 (void) gc;
283 return GL_TRUE;
284 }
285
286 /**
287 * Windows/buffer resizing notification callback.
288 *
289 * \param gc GL context.
290 * \return GL_TRUE on success, or GL_FALSE on failure.
291 */
292 GLboolean
293 _mesa_notifyResize(__GLcontext *gc)
294 {
295 GLint x, y;
296 GLuint width, height;
297 __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
298 if (!d || !d->getDrawableSize)
299 return GL_FALSE;
300 d->getDrawableSize( d, &x, &y, &width, &height );
301 /* update viewport, resize software buffers, etc. */
302 return GL_TRUE;
303 }
304
305 /**
306 * Window/buffer destruction notification callback.
307 *
308 * \param gc GL context.
309 *
310 * Called when the context's window/buffer is going to be destroyed.
311 *
312 * No-op
313 */
314 void
315 _mesa_notifyDestroy(__GLcontext *gc)
316 {
317 /* Unbind from it. */
318 (void) gc;
319 }
320
321 /**
322 * Swap buffers notification callback.
323 *
324 * \param gc GL context.
325 *
326 * Called by window system just before swapping buffers.
327 * We have to finish any pending rendering.
328 */
329 void
330 _mesa_notifySwapBuffers(__GLcontext *gc)
331 {
332 FLUSH_VERTICES( gc, 0 );
333 }
334
335 /** No-op */
336 struct __GLdispatchStateRec *
337 _mesa_dispatchExec(__GLcontext *gc)
338 {
339 (void) gc;
340 return NULL;
341 }
342
343 /** No-op */
344 void
345 _mesa_beginDispatchOverride(__GLcontext *gc)
346 {
347 (void) gc;
348 }
349
350 /** No-op */
351 void
352 _mesa_endDispatchOverride(__GLcontext *gc)
353 {
354 (void) gc;
355 }
356
357 /**
358 * \ifnot subset
359 * Setup the exports.
360 *
361 * The window system will call these functions when it needs Mesa to do
362 * something.
363 *
364 * \note Device drivers should override these functions! For example,
365 * the Xlib driver should plug in the XMesa*-style functions into this
366 * structure. The XMesa-style functions should then call the _mesa_*
367 * version of these functions. This is an approximation to OO design
368 * (inheritance and virtual functions).
369 * \endif
370 *
371 * \if subset
372 * No-op.
373 *
374 * \endif
375 */
376 static void
377 _mesa_init_default_exports(__GLexports *exports)
378 {
379 #if _HAVE_FULL_GL
380 exports->destroyContext = _mesa_destroyContext;
381 exports->loseCurrent = _mesa_loseCurrent;
382 exports->makeCurrent = _mesa_makeCurrent;
383 exports->shareContext = _mesa_shareContext;
384 exports->copyContext = _mesa_copyContext;
385 exports->forceCurrent = _mesa_forceCurrent;
386 exports->notifyResize = _mesa_notifyResize;
387 exports->notifyDestroy = _mesa_notifyDestroy;
388 exports->notifySwapBuffers = _mesa_notifySwapBuffers;
389 exports->dispatchExec = _mesa_dispatchExec;
390 exports->beginDispatchOverride = _mesa_beginDispatchOverride;
391 exports->endDispatchOverride = _mesa_endDispatchOverride;
392 #else
393 (void) exports;
394 #endif
395 }
396
397 /**
398 * Exported OpenGL SI interface.
399 */
400 __GLcontext *
401 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
402 {
403 GLcontext *ctx;
404
405 ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
406 if (ctx == NULL) {
407 return NULL;
408 }
409
410 /* XXX doesn't work at this time */
411 _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
412 ctx->imports = *imports;
413
414 return ctx;
415 }
416
417 /**
418 * Exported OpenGL SI interface.
419 */
420 void
421 __glCoreNopDispatch(void)
422 {
423 #if 0
424 /* SI */
425 __gl_dispatch = __glNopDispatchState;
426 #else
427 /* Mesa */
428 _glapi_set_dispatch(NULL);
429 #endif
430 }
431
432 /*@}*/
433
434
435 /**********************************************************************/
436 /** \name GL Visual allocation/destruction */
437 /**********************************************************************/
438 /*@{*/
439
440 /**
441 * Allocates a GLvisual structure and initializes it via
442 * _mesa_initialize_visual().
443 *
444 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
445 * \param dbFlag double buffering
446 * \param stereoFlag stereo buffer
447 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
448 * is acceptable but the actual depth type will be GLushort or GLuint as
449 * needed.
450 * \param stencilBits requested minimum bits per stencil buffer value
451 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
452 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
453 * \param redBits number of bits per color component in frame buffer for RGB(A)
454 * mode. We always use 8 in core Mesa though.
455 * \param greenBits same as above.
456 * \param blueBits same as above.
457 * \param alphaBits same as above.
458 * \param numSamples not really used.
459 *
460 * \return pointer to new GLvisual or NULL if requested parameters can't be
461 * met.
462 *
463 * \note Need to add params for level and numAuxBuffers (at least)
464 */
465 GLvisual *
466 _mesa_create_visual( GLboolean rgbFlag,
467 GLboolean dbFlag,
468 GLboolean stereoFlag,
469 GLint redBits,
470 GLint greenBits,
471 GLint blueBits,
472 GLint alphaBits,
473 GLint indexBits,
474 GLint depthBits,
475 GLint stencilBits,
476 GLint accumRedBits,
477 GLint accumGreenBits,
478 GLint accumBlueBits,
479 GLint accumAlphaBits,
480 GLint numSamples )
481 {
482 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
483 if (vis) {
484 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
485 redBits, greenBits, blueBits, alphaBits,
486 indexBits, depthBits, stencilBits,
487 accumRedBits, accumGreenBits,
488 accumBlueBits, accumAlphaBits,
489 numSamples)) {
490 _mesa_free(vis);
491 return NULL;
492 }
493 }
494 return vis;
495 }
496
497 /**
498 * Makes some sanity checks and fills in the fields of the
499 * GLvisual object with the given parameters. If the caller needs
500 * to set additional fields, he should just probably init the whole GLvisual
501 * object himself.
502 * \return GL_TRUE on success, or GL_FALSE on failure.
503 *
504 * \sa _mesa_create_visual() above for the parameter description.
505 */
506 GLboolean
507 _mesa_initialize_visual( GLvisual *vis,
508 GLboolean rgbFlag,
509 GLboolean dbFlag,
510 GLboolean stereoFlag,
511 GLint redBits,
512 GLint greenBits,
513 GLint blueBits,
514 GLint alphaBits,
515 GLint indexBits,
516 GLint depthBits,
517 GLint stencilBits,
518 GLint accumRedBits,
519 GLint accumGreenBits,
520 GLint accumBlueBits,
521 GLint accumAlphaBits,
522 GLint numSamples )
523 {
524 assert(vis);
525
526 if (depthBits < 0 || depthBits > 32) {
527 return GL_FALSE;
528 }
529 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
530 return GL_FALSE;
531 }
532 assert(accumRedBits >= 0);
533 assert(accumGreenBits >= 0);
534 assert(accumBlueBits >= 0);
535 assert(accumAlphaBits >= 0);
536
537 vis->rgbMode = rgbFlag;
538 vis->doubleBufferMode = dbFlag;
539 vis->stereoMode = stereoFlag;
540
541 vis->redBits = redBits;
542 vis->greenBits = greenBits;
543 vis->blueBits = blueBits;
544 vis->alphaBits = alphaBits;
545 vis->rgbBits = redBits + greenBits + blueBits;
546
547 vis->indexBits = indexBits;
548 vis->depthBits = depthBits;
549 vis->stencilBits = stencilBits;
550
551 vis->accumRedBits = accumRedBits;
552 vis->accumGreenBits = accumGreenBits;
553 vis->accumBlueBits = accumBlueBits;
554 vis->accumAlphaBits = accumAlphaBits;
555
556 vis->haveAccumBuffer = accumRedBits > 0;
557 vis->haveDepthBuffer = depthBits > 0;
558 vis->haveStencilBuffer = stencilBits > 0;
559
560 vis->numAuxBuffers = 0;
561 vis->level = 0;
562 vis->pixmapMode = 0;
563 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
564 vis->samples = numSamples;
565
566 return GL_TRUE;
567 }
568
569
570 /**
571 * Destroy a visual and free its memory.
572 *
573 * \param vis visual.
574 *
575 * Frees the visual structure.
576 */
577 void
578 _mesa_destroy_visual( GLvisual *vis )
579 {
580 _mesa_free(vis);
581 }
582
583 /*@}*/
584
585
586 /**********************************************************************/
587 /** \name Context allocation, initialization, destroying
588 *
589 * The purpose of the most initialization functions here is to provide the
590 * default state values according to the OpenGL specification.
591 */
592 /**********************************************************************/
593 /*@{*/
594
595 /**
596 * One-time initialization mutex lock.
597 *
598 * \sa Used by one_time_init().
599 */
600 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
601
602 /**
603 * Calls all the various one-time-init functions in Mesa.
604 *
605 * While holding a global mutex lock, calls several initialization functions,
606 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
607 * defined.
608 *
609 * \sa _math_init().
610 */
611 static void
612 one_time_init( GLcontext *ctx )
613 {
614 static GLboolean alreadyCalled = GL_FALSE;
615 (void) ctx;
616 _glthread_LOCK_MUTEX(OneTimeLock);
617 if (!alreadyCalled) {
618 GLuint i;
619
620 /* do some implementation tests */
621 assert( sizeof(GLbyte) == 1 );
622 assert( sizeof(GLubyte) == 1 );
623 assert( sizeof(GLshort) == 2 );
624 assert( sizeof(GLushort) == 2 );
625 assert( sizeof(GLint) == 4 );
626 assert( sizeof(GLuint) == 4 );
627
628 #if _HAVE_FULL_GL
629 _math_init();
630
631 for (i = 0; i < 256; i++) {
632 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
633 }
634 #endif
635
636 #ifdef USE_SPARC_ASM
637 _mesa_init_sparc_glapi_relocs();
638 #endif
639 if (_mesa_getenv("MESA_DEBUG")) {
640 _glapi_noop_enable_warnings(GL_TRUE);
641 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
642 }
643 else {
644 _glapi_noop_enable_warnings(GL_FALSE);
645 }
646
647 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
648 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
649 MESA_VERSION_STRING, __DATE__, __TIME__);
650 #endif
651
652 alreadyCalled = GL_TRUE;
653 }
654 _glthread_UNLOCK_MUTEX(OneTimeLock);
655 }
656
657
658 /**
659 * Allocate and initialize a shared context state structure.
660 * Initializes the display list, texture objects and vertex programs hash
661 * tables, allocates the texture objects. If it runs out of memory, frees
662 * everything already allocated before returning NULL.
663 *
664 * \return pointer to a gl_shared_state structure on success, or NULL on
665 * failure.
666 */
667 static GLboolean
668 alloc_shared_state( GLcontext *ctx )
669 {
670 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
671 if (!ss)
672 return GL_FALSE;
673
674 ctx->Shared = ss;
675
676 _glthread_INIT_MUTEX(ss->Mutex);
677
678 ss->DisplayList = _mesa_NewHashTable();
679 ss->TexObjects = _mesa_NewHashTable();
680 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
681 ss->Programs = _mesa_NewHashTable();
682 #endif
683
684 #if FEATURE_ARB_vertex_program
685 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
686 if (!ss->DefaultVertexProgram)
687 goto cleanup;
688 #endif
689 #if FEATURE_ARB_fragment_program
690 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
691 if (!ss->DefaultFragmentProgram)
692 goto cleanup;
693 #endif
694 #if FEATURE_ATI_fragment_shader
695 ss->ATIShaders = _mesa_NewHashTable();
696 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
697 if (!ss->DefaultFragmentShader)
698 goto cleanup;
699 #endif
700
701 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
702 ss->BufferObjects = _mesa_NewHashTable();
703 #endif
704
705 ss->ArrayObjects = _mesa_NewHashTable();
706
707 #if FEATURE_ARB_shader_objects
708 ss->GL2Objects = _mesa_NewHashTable ();
709 #endif
710
711 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
712 if (!ss->Default1D)
713 goto cleanup;
714
715 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
716 if (!ss->Default2D)
717 goto cleanup;
718
719 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
720 if (!ss->Default3D)
721 goto cleanup;
722
723 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
724 if (!ss->DefaultCubeMap)
725 goto cleanup;
726
727 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
728 if (!ss->DefaultRect)
729 goto cleanup;
730
731 /* Effectively bind the default textures to all texture units */
732 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
733 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
734 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
735 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
736 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
737
738 _glthread_INIT_MUTEX(ss->TexMutex);
739 ss->TextureStateStamp = 0;
740
741
742 #if FEATURE_EXT_framebuffer_object
743 ss->FrameBuffers = _mesa_NewHashTable();
744 if (!ss->FrameBuffers)
745 goto cleanup;
746 ss->RenderBuffers = _mesa_NewHashTable();
747 if (!ss->RenderBuffers)
748 goto cleanup;
749 #endif
750
751
752 return GL_TRUE;
753
754 cleanup:
755 /* Ran out of memory at some point. Free everything and return NULL */
756 if (ss->DisplayList)
757 _mesa_DeleteHashTable(ss->DisplayList);
758 if (ss->TexObjects)
759 _mesa_DeleteHashTable(ss->TexObjects);
760 #if FEATURE_NV_vertex_program
761 if (ss->Programs)
762 _mesa_DeleteHashTable(ss->Programs);
763 #endif
764 #if FEATURE_ARB_vertex_program
765 if (ss->DefaultVertexProgram)
766 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
767 #endif
768 #if FEATURE_ARB_fragment_program
769 if (ss->DefaultFragmentProgram)
770 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
771 #endif
772 #if FEATURE_ATI_fragment_shader
773 if (ss->DefaultFragmentShader)
774 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
775 #endif
776 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
777 if (ss->BufferObjects)
778 _mesa_DeleteHashTable(ss->BufferObjects);
779 #endif
780
781 if (ss->ArrayObjects)
782 _mesa_DeleteHashTable (ss->ArrayObjects);
783
784 #if FEATURE_ARB_shader_objects
785 if (ss->GL2Objects)
786 _mesa_DeleteHashTable (ss->GL2Objects);
787 #endif
788
789 #if FEATURE_EXT_framebuffer_object
790 if (ss->FrameBuffers)
791 _mesa_DeleteHashTable(ss->FrameBuffers);
792 if (ss->RenderBuffers)
793 _mesa_DeleteHashTable(ss->RenderBuffers);
794 #endif
795
796 if (ss->Default1D)
797 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
798 if (ss->Default2D)
799 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
800 if (ss->Default3D)
801 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
802 if (ss->DefaultCubeMap)
803 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
804 if (ss->DefaultRect)
805 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
806 if (ss)
807 _mesa_free(ss);
808 return GL_FALSE;
809 }
810
811
812 /**
813 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
814 */
815 static void
816 delete_displaylist_cb(GLuint id, void *data, void *userData)
817 {
818 struct mesa_display_list *list = (struct mesa_display_list *) data;
819 GLcontext *ctx = (GLcontext *) userData;
820 _mesa_delete_list(ctx, list);
821 }
822
823 /**
824 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
825 */
826 static void
827 delete_texture_cb(GLuint id, void *data, void *userData)
828 {
829 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
830 GLcontext *ctx = (GLcontext *) userData;
831 ctx->Driver.DeleteTexture(ctx, texObj);
832 }
833
834 /**
835 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
836 */
837 static void
838 delete_program_cb(GLuint id, void *data, void *userData)
839 {
840 struct gl_program *prog = (struct gl_program *) data;
841 GLcontext *ctx = (GLcontext *) userData;
842 ctx->Driver.DeleteProgram(ctx, prog);
843 }
844
845 /**
846 * Callback for deleting an ATI fragment shader object.
847 * Called by _mesa_HashDeleteAll().
848 */
849 static void
850 delete_fragshader_cb(GLuint id, void *data, void *userData)
851 {
852 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
853 GLcontext *ctx = (GLcontext *) userData;
854 _mesa_delete_ati_fragment_shader(ctx, shader);
855 }
856
857 /**
858 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
859 */
860 static void
861 delete_bufferobj_cb(GLuint id, void *data, void *userData)
862 {
863 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
864 GLcontext *ctx = (GLcontext *) userData;
865 ctx->Driver.DeleteBuffer(ctx, bufObj);
866 }
867
868 /**
869 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
870 */
871 static void
872 delete_arrayobj_cb(GLuint id, void *data, void *userData)
873 {
874 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
875 GLcontext *ctx = (GLcontext *) userData;
876 _mesa_delete_array_object(ctx, arrayObj);
877 }
878
879
880 /**
881 * Deallocate a shared state object and all children structures.
882 *
883 * \param ctx GL context.
884 * \param ss shared state pointer.
885 *
886 * Frees the display lists, the texture objects (calling the driver texture
887 * deletion callback to free its private data) and the vertex programs, as well
888 * as their hash tables.
889 *
890 * \sa alloc_shared_state().
891 */
892 static void
893 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
894 {
895 /*
896 * Free display lists
897 */
898 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
899 _mesa_DeleteHashTable(ss->DisplayList);
900
901 /*
902 * Free texture objects
903 */
904 ASSERT(ctx->Driver.DeleteTexture);
905 /* the default textures */
906 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
907 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
908 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
909 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
910 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
911 /* all other textures */
912 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
913 _mesa_DeleteHashTable(ss->TexObjects);
914
915 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
916 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
917 _mesa_DeleteHashTable(ss->Programs);
918 #endif
919 #if FEATURE_ARB_vertex_program
920 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
921 #endif
922 #if FEATURE_ARB_fragment_program
923 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
924 #endif
925
926 #if FEATURE_ATI_fragment_shader
927 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
928 _mesa_DeleteHashTable(ss->ATIShaders);
929 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
930 #endif
931
932 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
933 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
934 _mesa_DeleteHashTable(ss->BufferObjects);
935 #endif
936
937 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
938 _mesa_DeleteHashTable(ss->ArrayObjects);
939
940 #if FEATURE_ARB_shader_objects
941 _mesa_DeleteHashTable(ss->GL2Objects);
942 #endif
943
944 #if FEATURE_EXT_framebuffer_object
945 _mesa_DeleteHashTable(ss->FrameBuffers);
946 _mesa_DeleteHashTable(ss->RenderBuffers);
947 #endif
948
949 _glthread_DESTROY_MUTEX(ss->Mutex);
950
951 _mesa_free(ss);
952 }
953
954
955 /**
956 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
957 */
958 static void
959 _mesa_init_current( GLcontext *ctx )
960 {
961 GLuint i;
962
963 /* Init all to (0,0,0,1) */
964 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
965 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
966 }
967
968 /* redo special cases: */
969 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
970 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
971 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
972 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
973 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
974 ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0] = 1.0;
975 ctx->Current.EdgeFlag = GL_TRUE;
976 }
977
978
979 /**
980 * Init vertex/fragment program native limits from logical limits.
981 */
982 static void
983 init_natives(struct gl_program_constants *prog)
984 {
985 prog->MaxNativeInstructions = prog->MaxInstructions;
986 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
987 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
988 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
989 prog->MaxNativeAttribs = prog->MaxAttribs;
990 prog->MaxNativeTemps = prog->MaxTemps;
991 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
992 prog->MaxNativeParameters = prog->MaxParameters;
993 }
994
995
996 /**
997 * Initialize fields of gl_constants (aka ctx->Const.*).
998 * Use defaults from config.h. The device drivers will often override
999 * some of these values (such as number of texture units).
1000 */
1001 static void
1002 _mesa_init_constants( GLcontext *ctx )
1003 {
1004 assert(ctx);
1005
1006 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
1007 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
1008
1009 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
1010 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
1011
1012 /* Constants, may be overriden (usually only reduced) by device drivers */
1013 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
1014 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
1015 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
1016 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
1017 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
1018 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
1019 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
1020 ctx->Const.MaxTextureImageUnits);
1021 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
1022 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
1023 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
1024 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
1025 ctx->Const.MinPointSize = MIN_POINT_SIZE;
1026 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
1027 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
1028 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
1029 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
1030 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
1031 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
1032 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
1033 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
1034 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
1035 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
1036 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
1037 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
1038 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
1039 ctx->Const.MaxLights = MAX_LIGHTS;
1040 ctx->Const.MaxShininess = 128.0;
1041 ctx->Const.MaxSpotExponent = 128.0;
1042 ctx->Const.MaxViewportWidth = MAX_WIDTH;
1043 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
1044 #if FEATURE_ARB_vertex_program
1045 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
1046 ctx->Const.VertexProgram.MaxAluInstructions = 0;
1047 ctx->Const.VertexProgram.MaxTexInstructions = 0;
1048 ctx->Const.VertexProgram.MaxTexIndirections = 0;
1049 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
1050 ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
1051 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
1052 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1053 ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
1054 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
1055 ctx->Const.VertexProgram.MaxUniformComponents = MAX_VERTEX_UNIFORM_COMPONENTS;
1056 init_natives(&ctx->Const.VertexProgram);
1057 #endif
1058 #if FEATURE_ARB_fragment_program
1059 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
1060 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
1061 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
1062 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
1063 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
1064 ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
1065 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1066 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1067 ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1068 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
1069 ctx->Const.FragmentProgram.MaxUniformComponents = MAX_FRAGMENT_UNIFORM_COMPONENTS;
1070 init_natives(&ctx->Const.FragmentProgram);
1071 #endif
1072 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
1073 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
1074
1075 /* If we're running in the X server, do bounds checking to prevent
1076 * segfaults and server crashes!
1077 */
1078 #if defined(XFree86LOADER) && defined(IN_MODULE)
1079 ctx->Const.CheckArrayBounds = GL_TRUE;
1080 #else
1081 ctx->Const.CheckArrayBounds = GL_FALSE;
1082 #endif
1083
1084 /* GL_ARB_draw_buffers */
1085 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
1086
1087 /* GL_OES_read_format */
1088 ctx->Const.ColorReadFormat = GL_RGBA;
1089 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
1090
1091 #if FEATURE_EXT_framebuffer_object
1092 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
1093 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
1094 #endif
1095
1096 #if FEATURE_ARB_vertex_shader
1097 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
1098 ctx->Const.MaxVaryingFloats = MAX_VARYING_FLOATS;
1099 #endif
1100
1101 /* sanity checks */
1102 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
1103 ctx->Const.MaxTextureCoordUnits));
1104 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1105 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1106 }
1107
1108
1109 /**
1110 * Do some sanity checks on the limits/constants for the given context.
1111 * Only called the first time a context is bound.
1112 */
1113 static void
1114 check_context_limits(GLcontext *ctx)
1115 {
1116 /* Many context limits/constants are limited by the size of
1117 * internal arrays.
1118 */
1119 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
1120 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
1121 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
1122 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
1123
1124 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
1125 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
1126
1127 /* make sure largest texture image is <= MAX_WIDTH in size */
1128 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
1129 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
1130 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
1131
1132 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
1133
1134 /* XXX probably add more tests */
1135 }
1136
1137
1138 /**
1139 * Initialize the attribute groups in a GL context.
1140 *
1141 * \param ctx GL context.
1142 *
1143 * Initializes all the attributes, calling the respective <tt>init*</tt>
1144 * functions for the more complex data structures.
1145 */
1146 static GLboolean
1147 init_attrib_groups( GLcontext *ctx )
1148 {
1149 assert(ctx);
1150
1151 /* Constants */
1152 _mesa_init_constants( ctx );
1153
1154 /* Extensions */
1155 _mesa_init_extensions( ctx );
1156
1157 /* Attribute Groups */
1158 _mesa_init_accum( ctx );
1159 _mesa_init_attrib( ctx );
1160 _mesa_init_buffer_objects( ctx );
1161 _mesa_init_color( ctx );
1162 _mesa_init_colortables( ctx );
1163 _mesa_init_current( ctx );
1164 _mesa_init_depth( ctx );
1165 _mesa_init_debug( ctx );
1166 _mesa_init_display_list( ctx );
1167 _mesa_init_eval( ctx );
1168 _mesa_init_feedback( ctx );
1169 _mesa_init_fog( ctx );
1170 _mesa_init_histogram( ctx );
1171 _mesa_init_hint( ctx );
1172 _mesa_init_line( ctx );
1173 _mesa_init_lighting( ctx );
1174 _mesa_init_matrix( ctx );
1175 _mesa_init_multisample( ctx );
1176 _mesa_init_pixel( ctx );
1177 _mesa_init_point( ctx );
1178 _mesa_init_polygon( ctx );
1179 _mesa_init_program( ctx );
1180 _mesa_init_query( ctx );
1181 _mesa_init_rastpos( ctx );
1182 _mesa_init_scissor( ctx );
1183 _mesa_init_shaderobjects (ctx);
1184 _mesa_init_stencil( ctx );
1185 _mesa_init_transform( ctx );
1186 _mesa_init_varray( ctx );
1187 _mesa_init_viewport( ctx );
1188
1189 if (!_mesa_init_texture( ctx ))
1190 return GL_FALSE;
1191
1192 _mesa_init_texture_s3tc( ctx );
1193 _mesa_init_texture_fxt1( ctx );
1194
1195 /* Miscellaneous */
1196 ctx->NewState = _NEW_ALL;
1197 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1198 ctx->_Facing = 0;
1199
1200 return GL_TRUE;
1201 }
1202
1203
1204 /**
1205 * This is the default function we plug into all dispatch table slots
1206 * This helps prevents a segfault when someone calls a GL function without
1207 * first checking if the extension's supported.
1208 */
1209 static int
1210 generic_nop(void)
1211 {
1212 _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1213 return 0;
1214 }
1215
1216
1217 /**
1218 * Allocate and initialize a new dispatch table.
1219 */
1220 static struct _glapi_table *
1221 alloc_dispatch_table(void)
1222 {
1223 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1224 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1225 * Mesa we do this to accomodate different versions of libGL and various
1226 * DRI drivers.
1227 */
1228 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1229 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1230 struct _glapi_table *table =
1231 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1232 if (table) {
1233 _glapi_proc *entry = (_glapi_proc *) table;
1234 GLint i;
1235 for (i = 0; i < numEntries; i++) {
1236 entry[i] = (_glapi_proc) generic_nop;
1237 }
1238 }
1239 return table;
1240 }
1241
1242
1243 /**
1244 * Initialize a GLcontext struct (rendering context).
1245 *
1246 * This includes allocating all the other structs and arrays which hang off of
1247 * the context by pointers.
1248 * Note that the driver needs to pass in its dd_function_table here since
1249 * we need to at least call driverFunctions->NewTextureObject to create the
1250 * default texture objects.
1251 *
1252 * Called by _mesa_create_context().
1253 *
1254 * Performs the imports and exports callback tables initialization, and
1255 * miscellaneous one-time initializations. If no shared context is supplied one
1256 * is allocated, and increase its reference count. Setups the GL API dispatch
1257 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1258 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1259 * for debug flags.
1260 *
1261 * \param ctx the context to initialize
1262 * \param visual describes the visual attributes for this context
1263 * \param share_list points to context to share textures, display lists,
1264 * etc with, or NULL
1265 * \param driverFunctions table of device driver functions for this context
1266 * to use
1267 * \param driverContext pointer to driver-specific context data
1268 */
1269 GLboolean
1270 _mesa_initialize_context( GLcontext *ctx,
1271 const GLvisual *visual,
1272 GLcontext *share_list,
1273 const struct dd_function_table *driverFunctions,
1274 void *driverContext )
1275 {
1276 ASSERT(driverContext);
1277 assert(driverFunctions->NewTextureObject);
1278 assert(driverFunctions->FreeTexImageData);
1279
1280 /* If the driver wants core Mesa to use special imports, it'll have to
1281 * override these defaults.
1282 */
1283 _mesa_init_default_imports( &(ctx->imports), driverContext );
1284
1285 /* initialize the exports (Mesa functions called by the window system) */
1286 _mesa_init_default_exports( &(ctx->exports) );
1287
1288 /* misc one-time initializations */
1289 one_time_init(ctx);
1290
1291 ctx->Visual = *visual;
1292 ctx->DrawBuffer = NULL;
1293 ctx->ReadBuffer = NULL;
1294 ctx->WinSysDrawBuffer = NULL;
1295 ctx->WinSysReadBuffer = NULL;
1296
1297 /* Plug in driver functions and context pointer here.
1298 * This is important because when we call alloc_shared_state() below
1299 * we'll call ctx->Driver.NewTextureObject() to create the default
1300 * textures.
1301 */
1302 ctx->Driver = *driverFunctions;
1303 ctx->DriverCtx = driverContext;
1304
1305 if (share_list) {
1306 /* share state with another context */
1307 ctx->Shared = share_list->Shared;
1308 }
1309 else {
1310 /* allocate new, unshared state */
1311 if (!alloc_shared_state( ctx )) {
1312 return GL_FALSE;
1313 }
1314 }
1315 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1316 ctx->Shared->RefCount++;
1317 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1318
1319 if (!init_attrib_groups( ctx )) {
1320 free_shared_state(ctx, ctx->Shared);
1321 return GL_FALSE;
1322 }
1323
1324 /* setup the API dispatch tables */
1325 ctx->Exec = alloc_dispatch_table();
1326 ctx->Save = alloc_dispatch_table();
1327 if (!ctx->Exec || !ctx->Save) {
1328 free_shared_state(ctx, ctx->Shared);
1329 if (ctx->Exec)
1330 _mesa_free(ctx->Exec);
1331 }
1332 _mesa_init_exec_table(ctx->Exec);
1333 ctx->CurrentDispatch = ctx->Exec;
1334 #if _HAVE_FULL_GL
1335 _mesa_init_dlist_table(ctx->Save);
1336 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1337 /* Neutral tnl module stuff */
1338 _mesa_init_exec_vtxfmt( ctx );
1339 ctx->TnlModule.Current = NULL;
1340 ctx->TnlModule.SwapCount = 0;
1341 #endif
1342
1343 ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1344 ctx->_UseTexEnvProgram = ctx->_MaintainTexEnvProgram;
1345
1346 ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1347 if (ctx->_MaintainTnlProgram)
1348 ctx->_MaintainTexEnvProgram = 1; /* this is required... */
1349
1350 ctx->FirstTimeCurrent = GL_TRUE;
1351
1352 return GL_TRUE;
1353 }
1354
1355
1356 /**
1357 * Allocate and initialize a GLcontext structure.
1358 * Note that the driver needs to pass in its dd_function_table here since
1359 * we need to at least call driverFunctions->NewTextureObject to initialize
1360 * the rendering context.
1361 *
1362 * \param visual a GLvisual pointer (we copy the struct contents)
1363 * \param share_list another context to share display lists with or NULL
1364 * \param driverFunctions points to the dd_function_table into which the
1365 * driver has plugged in all its special functions.
1366 * \param driverCtx points to the device driver's private context state
1367 *
1368 * \return pointer to a new __GLcontextRec or NULL if error.
1369 */
1370 GLcontext *
1371 _mesa_create_context( const GLvisual *visual,
1372 GLcontext *share_list,
1373 const struct dd_function_table *driverFunctions,
1374 void *driverContext )
1375
1376 {
1377 GLcontext *ctx;
1378
1379 ASSERT(visual);
1380 ASSERT(driverContext);
1381
1382 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1383 if (!ctx)
1384 return NULL;
1385
1386 if (_mesa_initialize_context(ctx, visual, share_list,
1387 driverFunctions, driverContext)) {
1388 return ctx;
1389 }
1390 else {
1391 _mesa_free(ctx);
1392 return NULL;
1393 }
1394 }
1395
1396
1397 /**
1398 * Free the data associated with the given context.
1399 *
1400 * But doesn't free the GLcontext struct itself.
1401 *
1402 * \sa _mesa_initialize_context() and init_attrib_groups().
1403 */
1404 void
1405 _mesa_free_context_data( GLcontext *ctx )
1406 {
1407 /* if we're destroying the current context, unbind it first */
1408 if (ctx == _mesa_get_current_context()) {
1409 _mesa_make_current(NULL, NULL, NULL);
1410 }
1411
1412 _mesa_free_lighting_data( ctx );
1413 _mesa_free_eval_data( ctx );
1414 _mesa_free_texture_data( ctx );
1415 _mesa_free_matrix_data( ctx );
1416 _mesa_free_viewport_data( ctx );
1417 _mesa_free_colortables_data( ctx );
1418 _mesa_free_program_data(ctx);
1419 _mesa_free_query_data(ctx);
1420
1421 #if FEATURE_ARB_vertex_buffer_object
1422 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1423 #endif
1424 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1425
1426 /* free dispatch tables */
1427 _mesa_free(ctx->Exec);
1428 _mesa_free(ctx->Save);
1429
1430 /* Shared context state (display lists, textures, etc) */
1431 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1432 ctx->Shared->RefCount--;
1433 assert(ctx->Shared->RefCount >= 0);
1434 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1435 if (ctx->Shared->RefCount == 0) {
1436 /* free shared state */
1437 free_shared_state( ctx, ctx->Shared );
1438 }
1439
1440 if (ctx->Extensions.String)
1441 _mesa_free((void *) ctx->Extensions.String);
1442 }
1443
1444
1445 /**
1446 * Destroy a GLcontext structure.
1447 *
1448 * \param ctx GL context.
1449 *
1450 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1451 */
1452 void
1453 _mesa_destroy_context( GLcontext *ctx )
1454 {
1455 if (ctx) {
1456 _mesa_free_context_data(ctx);
1457 _mesa_free( (void *) ctx );
1458 }
1459 }
1460
1461
1462 #if _HAVE_FULL_GL
1463 /**
1464 * Copy attribute groups from one context to another.
1465 *
1466 * \param src source context
1467 * \param dst destination context
1468 * \param mask bitwise OR of GL_*_BIT flags
1469 *
1470 * According to the bits specified in \p mask, copies the corresponding
1471 * attributes from \p src into \p dst. For many of the attributes a simple \c
1472 * memcpy is not enough due to the existence of internal pointers in their data
1473 * structures.
1474 */
1475 void
1476 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1477 {
1478 if (mask & GL_ACCUM_BUFFER_BIT) {
1479 /* OK to memcpy */
1480 dst->Accum = src->Accum;
1481 }
1482 if (mask & GL_COLOR_BUFFER_BIT) {
1483 /* OK to memcpy */
1484 dst->Color = src->Color;
1485 }
1486 if (mask & GL_CURRENT_BIT) {
1487 /* OK to memcpy */
1488 dst->Current = src->Current;
1489 }
1490 if (mask & GL_DEPTH_BUFFER_BIT) {
1491 /* OK to memcpy */
1492 dst->Depth = src->Depth;
1493 }
1494 if (mask & GL_ENABLE_BIT) {
1495 /* no op */
1496 }
1497 if (mask & GL_EVAL_BIT) {
1498 /* OK to memcpy */
1499 dst->Eval = src->Eval;
1500 }
1501 if (mask & GL_FOG_BIT) {
1502 /* OK to memcpy */
1503 dst->Fog = src->Fog;
1504 }
1505 if (mask & GL_HINT_BIT) {
1506 /* OK to memcpy */
1507 dst->Hint = src->Hint;
1508 }
1509 if (mask & GL_LIGHTING_BIT) {
1510 GLuint i;
1511 /* begin with memcpy */
1512 dst->Light = src->Light;
1513 /* fixup linked lists to prevent pointer insanity */
1514 make_empty_list( &(dst->Light.EnabledList) );
1515 for (i = 0; i < MAX_LIGHTS; i++) {
1516 if (dst->Light.Light[i].Enabled) {
1517 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1518 }
1519 }
1520 }
1521 if (mask & GL_LINE_BIT) {
1522 /* OK to memcpy */
1523 dst->Line = src->Line;
1524 }
1525 if (mask & GL_LIST_BIT) {
1526 /* OK to memcpy */
1527 dst->List = src->List;
1528 }
1529 if (mask & GL_PIXEL_MODE_BIT) {
1530 /* OK to memcpy */
1531 dst->Pixel = src->Pixel;
1532 }
1533 if (mask & GL_POINT_BIT) {
1534 /* OK to memcpy */
1535 dst->Point = src->Point;
1536 }
1537 if (mask & GL_POLYGON_BIT) {
1538 /* OK to memcpy */
1539 dst->Polygon = src->Polygon;
1540 }
1541 if (mask & GL_POLYGON_STIPPLE_BIT) {
1542 /* Use loop instead of MEMCPY due to problem with Portland Group's
1543 * C compiler. Reported by John Stone.
1544 */
1545 GLuint i;
1546 for (i = 0; i < 32; i++) {
1547 dst->PolygonStipple[i] = src->PolygonStipple[i];
1548 }
1549 }
1550 if (mask & GL_SCISSOR_BIT) {
1551 /* OK to memcpy */
1552 dst->Scissor = src->Scissor;
1553 }
1554 if (mask & GL_STENCIL_BUFFER_BIT) {
1555 /* OK to memcpy */
1556 dst->Stencil = src->Stencil;
1557 }
1558 if (mask & GL_TEXTURE_BIT) {
1559 /* Cannot memcpy because of pointers */
1560 _mesa_copy_texture_state(src, dst);
1561 }
1562 if (mask & GL_TRANSFORM_BIT) {
1563 /* OK to memcpy */
1564 dst->Transform = src->Transform;
1565 }
1566 if (mask & GL_VIEWPORT_BIT) {
1567 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1568 dst->Viewport.X = src->Viewport.X;
1569 dst->Viewport.Y = src->Viewport.Y;
1570 dst->Viewport.Width = src->Viewport.Width;
1571 dst->Viewport.Height = src->Viewport.Height;
1572 dst->Viewport.Near = src->Viewport.Near;
1573 dst->Viewport.Far = src->Viewport.Far;
1574 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1575 }
1576
1577 /* XXX FIXME: Call callbacks?
1578 */
1579 dst->NewState = _NEW_ALL;
1580 }
1581 #endif
1582
1583
1584 /**
1585 * Check if the given context can render into the given framebuffer
1586 * by checking visual attributes.
1587 *
1588 * XXX this may go away someday because we're moving toward more freedom
1589 * in binding contexts to drawables with different visual attributes.
1590 * The GL_EXT_f_b_o extension is prompting some of that.
1591 *
1592 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1593 */
1594 static GLboolean
1595 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1596 {
1597 const GLvisual *ctxvis = &ctx->Visual;
1598 const GLvisual *bufvis = &buffer->Visual;
1599
1600 if (ctxvis == bufvis)
1601 return GL_TRUE;
1602
1603 if (ctxvis->rgbMode != bufvis->rgbMode)
1604 return GL_FALSE;
1605 #if 0
1606 /* disabling this fixes the fgl_glxgears pbuffer demo */
1607 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1608 return GL_FALSE;
1609 #endif
1610 if (ctxvis->stereoMode && !bufvis->stereoMode)
1611 return GL_FALSE;
1612 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1613 return GL_FALSE;
1614 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1615 return GL_FALSE;
1616 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1617 return GL_FALSE;
1618 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1619 return GL_FALSE;
1620 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1621 return GL_FALSE;
1622 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1623 return GL_FALSE;
1624 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1625 return GL_FALSE;
1626 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1627 return GL_FALSE;
1628
1629 return GL_TRUE;
1630 }
1631
1632
1633 /**
1634 * Do one-time initialization for the given framebuffer. Specifically,
1635 * ask the driver for the window's current size and update the framebuffer
1636 * object to match.
1637 * Really, the device driver should totally take care of this.
1638 */
1639 static void
1640 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1641 {
1642 GLuint width, height;
1643 if (ctx->Driver.GetBufferSize) {
1644 ctx->Driver.GetBufferSize(fb, &width, &height);
1645 if (ctx->Driver.ResizeBuffers)
1646 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1647 fb->Initialized = GL_TRUE;
1648 }
1649 }
1650
1651
1652 /**
1653 * Bind the given context to the given drawBuffer and readBuffer and
1654 * make it the current context for the calling thread.
1655 * We'll render into the drawBuffer and read pixels from the
1656 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1657 *
1658 * We check that the context's and framebuffer's visuals are compatible
1659 * and return immediately if they're not.
1660 *
1661 * \param newCtx the new GL context. If NULL then there will be no current GL
1662 * context.
1663 * \param drawBuffer the drawing framebuffer
1664 * \param readBuffer the reading framebuffer
1665 */
1666 void
1667 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1668 GLframebuffer *readBuffer )
1669 {
1670 if (MESA_VERBOSE & VERBOSE_API)
1671 _mesa_debug(newCtx, "_mesa_make_current()\n");
1672
1673 /* Check that the context's and framebuffer's visuals are compatible.
1674 */
1675 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1676 if (!check_compatible(newCtx, drawBuffer)) {
1677 _mesa_warning(newCtx,
1678 "MakeCurrent: incompatible visuals for context and drawbuffer");
1679 return;
1680 }
1681 }
1682 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1683 if (!check_compatible(newCtx, readBuffer)) {
1684 _mesa_warning(newCtx,
1685 "MakeCurrent: incompatible visuals for context and readbuffer");
1686 return;
1687 }
1688 }
1689
1690 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1691 _glapi_set_context((void *) newCtx);
1692 ASSERT(_mesa_get_current_context() == newCtx);
1693
1694 if (!newCtx) {
1695 _glapi_set_dispatch(NULL); /* none current */
1696 }
1697 else {
1698 _glapi_set_dispatch(newCtx->CurrentDispatch);
1699
1700 if (drawBuffer && readBuffer) {
1701 /* TODO: check if newCtx and buffer's visual match??? */
1702
1703 ASSERT(drawBuffer->Name == 0);
1704 ASSERT(readBuffer->Name == 0);
1705 newCtx->WinSysDrawBuffer = drawBuffer;
1706 newCtx->WinSysReadBuffer = readBuffer;
1707
1708 /*
1709 * Only set the context's Draw/ReadBuffer fields if they're NULL
1710 * or not bound to a user-created FBO.
1711 */
1712 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1713 newCtx->DrawBuffer = drawBuffer;
1714 }
1715 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1716 newCtx->ReadBuffer = readBuffer;
1717 }
1718
1719 newCtx->NewState |= _NEW_BUFFERS;
1720
1721 #if 1
1722 /* We want to get rid of these lines: */
1723
1724 #if _HAVE_FULL_GL
1725 if (!drawBuffer->Initialized) {
1726 initialize_framebuffer_size(newCtx, drawBuffer);
1727 }
1728 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1729 initialize_framebuffer_size(newCtx, readBuffer);
1730 }
1731
1732 _mesa_resizebuffers(newCtx);
1733 #endif
1734
1735 #else
1736 /* We want the drawBuffer and readBuffer to be initialized by
1737 * the driver.
1738 * This generally means the Width and Height match the actual
1739 * window size and the renderbuffers (both hardware and software
1740 * based) are allocated to match. The later can generally be
1741 * done with a call to _mesa_resize_framebuffer().
1742 *
1743 * It's theoretically possible for a buffer to have zero width
1744 * or height, but for now, assert check that the driver did what's
1745 * expected of it.
1746 */
1747 ASSERT(drawBuffer->Width > 0);
1748 ASSERT(drawBuffer->Height > 0);
1749 #endif
1750
1751 if (newCtx->FirstTimeCurrent) {
1752 /* set initial viewport and scissor size now */
1753 _mesa_set_viewport(newCtx, 0, 0,
1754 drawBuffer->Width, drawBuffer->Height);
1755 _mesa_set_scissor(newCtx, 0, 0,
1756 drawBuffer->Width, drawBuffer->Height );
1757 check_context_limits(newCtx);
1758 }
1759 }
1760
1761 /* We can use this to help debug user's problems. Tell them to set
1762 * the MESA_INFO env variable before running their app. Then the
1763 * first time each context is made current we'll print some useful
1764 * information.
1765 */
1766 if (newCtx->FirstTimeCurrent) {
1767 if (_mesa_getenv("MESA_INFO")) {
1768 _mesa_print_info();
1769 }
1770 newCtx->FirstTimeCurrent = GL_FALSE;
1771 }
1772 }
1773 }
1774
1775
1776 /**
1777 * Make context 'ctx' share the display lists, textures and programs
1778 * that are associated with 'ctxToShare'.
1779 * Any display lists, textures or programs associated with 'ctx' will
1780 * be deleted if nobody else is sharing them.
1781 */
1782 GLboolean
1783 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1784 {
1785 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1786 ctx->Shared->RefCount--;
1787 if (ctx->Shared->RefCount == 0) {
1788 free_shared_state(ctx, ctx->Shared);
1789 }
1790 ctx->Shared = ctxToShare->Shared;
1791 ctx->Shared->RefCount++;
1792 return GL_TRUE;
1793 }
1794 else {
1795 return GL_FALSE;
1796 }
1797 }
1798
1799
1800
1801 /**
1802 * Get current context for the calling thread.
1803 *
1804 * \return pointer to the current GL context.
1805 *
1806 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1807 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
1808 */
1809 GLcontext *
1810 _mesa_get_current_context( void )
1811 {
1812 return (GLcontext *) _glapi_get_context();
1813 }
1814
1815 /**
1816 * Get context's current API dispatch table.
1817 *
1818 * It'll either be the immediate-mode execute dispatcher or the display list
1819 * compile dispatcher.
1820 *
1821 * \param ctx GL context.
1822 *
1823 * \return pointer to dispatch_table.
1824 *
1825 * Simply returns __GLcontextRec::CurrentDispatch.
1826 */
1827 struct _glapi_table *
1828 _mesa_get_dispatch(GLcontext *ctx)
1829 {
1830 return ctx->CurrentDispatch;
1831 }
1832
1833 /*@}*/
1834
1835
1836 /**********************************************************************/
1837 /** \name Miscellaneous functions */
1838 /**********************************************************************/
1839 /*@{*/
1840
1841 /**
1842 * Record an error.
1843 *
1844 * \param ctx GL context.
1845 * \param error error code.
1846 *
1847 * Records the given error code and call the driver's dd_function_table::Error
1848 * function if defined.
1849 *
1850 * \sa
1851 * This is called via _mesa_error().
1852 */
1853 void
1854 _mesa_record_error( GLcontext *ctx, GLenum error )
1855 {
1856 if (!ctx)
1857 return;
1858
1859 if (ctx->ErrorValue == GL_NO_ERROR) {
1860 ctx->ErrorValue = error;
1861 }
1862
1863 /* Call device driver's error handler, if any. This is used on the Mac. */
1864 if (ctx->Driver.Error) {
1865 (*ctx->Driver.Error)( ctx );
1866 }
1867 }
1868
1869 /**
1870 * Execute glFinish().
1871 *
1872 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1873 * dd_function_table::Finish driver callback, if not NULL.
1874 */
1875 void GLAPIENTRY
1876 _mesa_Finish( void )
1877 {
1878 GET_CURRENT_CONTEXT(ctx);
1879 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1880 if (ctx->Driver.Finish) {
1881 (*ctx->Driver.Finish)( ctx );
1882 }
1883 }
1884
1885 /**
1886 * Execute glFlush().
1887 *
1888 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1889 * dd_function_table::Flush driver callback, if not NULL.
1890 */
1891 void GLAPIENTRY
1892 _mesa_Flush( void )
1893 {
1894 GET_CURRENT_CONTEXT(ctx);
1895 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1896 if (ctx->Driver.Flush) {
1897 (*ctx->Driver.Flush)( ctx );
1898 }
1899 }
1900
1901
1902 /*@}*/