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