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