Bring over the texobj refcounting changes from mesa_7_0_branch
[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 #include "glapi/glapioffsets.h"
125 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
126 #include "shader/program.h"
127 #endif
128 #include "shader/shader_api.h"
129 #include "shader/atifragshader.h"
130 #if _HAVE_FULL_GL
131 #include "math/m_translate.h"
132 #include "math/m_matrix.h"
133 #include "math/m_xform.h"
134 #include "math/mathmod.h"
135 #endif
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #ifndef MESA_VERBOSE
142 int MESA_VERBOSE = 0;
143 #endif
144
145 #ifndef MESA_DEBUG_FLAGS
146 int MESA_DEBUG_FLAGS = 0;
147 #endif
148
149
150 /* ubyte -> float conversion */
151 GLfloat _mesa_ubyte_to_float_color_tab[256];
152
153 static void
154 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
155
156
157 /**
158 * Swap buffers notification callback.
159 *
160 * \param gc GL context.
161 *
162 * Called by window system just before swapping buffers.
163 * We have to finish any pending rendering.
164 */
165 void
166 _mesa_notifySwapBuffers(__GLcontext *gc)
167 {
168 FLUSH_VERTICES( gc, 0 );
169 }
170
171
172 /**********************************************************************/
173 /** \name GL Visual allocation/destruction */
174 /**********************************************************************/
175 /*@{*/
176
177 /**
178 * Allocates a GLvisual structure and initializes it via
179 * _mesa_initialize_visual().
180 *
181 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
182 * \param dbFlag double buffering
183 * \param stereoFlag stereo buffer
184 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
185 * is acceptable but the actual depth type will be GLushort or GLuint as
186 * needed.
187 * \param stencilBits requested minimum bits per stencil buffer value
188 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
189 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
190 * \param redBits number of bits per color component in frame buffer for RGB(A)
191 * mode. We always use 8 in core Mesa though.
192 * \param greenBits same as above.
193 * \param blueBits same as above.
194 * \param alphaBits same as above.
195 * \param numSamples not really used.
196 *
197 * \return pointer to new GLvisual or NULL if requested parameters can't be
198 * met.
199 *
200 * \note Need to add params for level and numAuxBuffers (at least)
201 */
202 GLvisual *
203 _mesa_create_visual( GLboolean rgbFlag,
204 GLboolean dbFlag,
205 GLboolean stereoFlag,
206 GLint redBits,
207 GLint greenBits,
208 GLint blueBits,
209 GLint alphaBits,
210 GLint indexBits,
211 GLint depthBits,
212 GLint stencilBits,
213 GLint accumRedBits,
214 GLint accumGreenBits,
215 GLint accumBlueBits,
216 GLint accumAlphaBits,
217 GLint numSamples )
218 {
219 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
220 if (vis) {
221 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
222 redBits, greenBits, blueBits, alphaBits,
223 indexBits, depthBits, stencilBits,
224 accumRedBits, accumGreenBits,
225 accumBlueBits, accumAlphaBits,
226 numSamples)) {
227 _mesa_free(vis);
228 return NULL;
229 }
230 }
231 return vis;
232 }
233
234 /**
235 * Makes some sanity checks and fills in the fields of the
236 * GLvisual object with the given parameters. If the caller needs
237 * to set additional fields, he should just probably init the whole GLvisual
238 * object himself.
239 * \return GL_TRUE on success, or GL_FALSE on failure.
240 *
241 * \sa _mesa_create_visual() above for the parameter description.
242 */
243 GLboolean
244 _mesa_initialize_visual( GLvisual *vis,
245 GLboolean rgbFlag,
246 GLboolean dbFlag,
247 GLboolean stereoFlag,
248 GLint redBits,
249 GLint greenBits,
250 GLint blueBits,
251 GLint alphaBits,
252 GLint indexBits,
253 GLint depthBits,
254 GLint stencilBits,
255 GLint accumRedBits,
256 GLint accumGreenBits,
257 GLint accumBlueBits,
258 GLint accumAlphaBits,
259 GLint numSamples )
260 {
261 assert(vis);
262
263 if (depthBits < 0 || depthBits > 32) {
264 return GL_FALSE;
265 }
266 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
267 return GL_FALSE;
268 }
269 assert(accumRedBits >= 0);
270 assert(accumGreenBits >= 0);
271 assert(accumBlueBits >= 0);
272 assert(accumAlphaBits >= 0);
273
274 vis->rgbMode = rgbFlag;
275 vis->doubleBufferMode = dbFlag;
276 vis->stereoMode = stereoFlag;
277
278 vis->redBits = redBits;
279 vis->greenBits = greenBits;
280 vis->blueBits = blueBits;
281 vis->alphaBits = alphaBits;
282 vis->rgbBits = redBits + greenBits + blueBits;
283
284 vis->indexBits = indexBits;
285 vis->depthBits = depthBits;
286 vis->stencilBits = stencilBits;
287
288 vis->accumRedBits = accumRedBits;
289 vis->accumGreenBits = accumGreenBits;
290 vis->accumBlueBits = accumBlueBits;
291 vis->accumAlphaBits = accumAlphaBits;
292
293 vis->haveAccumBuffer = accumRedBits > 0;
294 vis->haveDepthBuffer = depthBits > 0;
295 vis->haveStencilBuffer = stencilBits > 0;
296
297 vis->numAuxBuffers = 0;
298 vis->level = 0;
299 vis->pixmapMode = 0;
300 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
301 vis->samples = numSamples;
302
303 return GL_TRUE;
304 }
305
306
307 /**
308 * Destroy a visual and free its memory.
309 *
310 * \param vis visual.
311 *
312 * Frees the visual structure.
313 */
314 void
315 _mesa_destroy_visual( GLvisual *vis )
316 {
317 _mesa_free(vis);
318 }
319
320 /*@}*/
321
322
323 /**********************************************************************/
324 /** \name Context allocation, initialization, destroying
325 *
326 * The purpose of the most initialization functions here is to provide the
327 * default state values according to the OpenGL specification.
328 */
329 /**********************************************************************/
330 /*@{*/
331
332 /**
333 * One-time initialization mutex lock.
334 *
335 * \sa Used by one_time_init().
336 */
337 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
338
339 /**
340 * Calls all the various one-time-init functions in Mesa.
341 *
342 * While holding a global mutex lock, calls several initialization functions,
343 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
344 * defined.
345 *
346 * \sa _math_init().
347 */
348 static void
349 one_time_init( GLcontext *ctx )
350 {
351 static GLboolean alreadyCalled = GL_FALSE;
352 (void) ctx;
353 _glthread_LOCK_MUTEX(OneTimeLock);
354 if (!alreadyCalled) {
355 GLuint i;
356
357 /* do some implementation tests */
358 assert( sizeof(GLbyte) == 1 );
359 assert( sizeof(GLubyte) == 1 );
360 assert( sizeof(GLshort) == 2 );
361 assert( sizeof(GLushort) == 2 );
362 assert( sizeof(GLint) == 4 );
363 assert( sizeof(GLuint) == 4 );
364
365 _mesa_init_sqrt_table();
366
367 #if _HAVE_FULL_GL
368 _math_init();
369
370 for (i = 0; i < 256; i++) {
371 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
372 }
373 #endif
374
375 #ifdef USE_SPARC_ASM
376 _mesa_init_sparc_glapi_relocs();
377 #endif
378 if (_mesa_getenv("MESA_DEBUG")) {
379 _glapi_noop_enable_warnings(GL_TRUE);
380 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
381 }
382 else {
383 _glapi_noop_enable_warnings(GL_FALSE);
384 }
385
386 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
387 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
388 MESA_VERSION_STRING, __DATE__, __TIME__);
389 #endif
390
391 alreadyCalled = GL_TRUE;
392 }
393 _glthread_UNLOCK_MUTEX(OneTimeLock);
394 }
395
396
397 /**
398 * Allocate and initialize a shared context state structure.
399 * Initializes the display list, texture objects and vertex programs hash
400 * tables, allocates the texture objects. If it runs out of memory, frees
401 * everything already allocated before returning NULL.
402 *
403 * \return pointer to a gl_shared_state structure on success, or NULL on
404 * failure.
405 */
406 static GLboolean
407 alloc_shared_state( GLcontext *ctx )
408 {
409 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
410 if (!ss)
411 return GL_FALSE;
412
413 ctx->Shared = ss;
414
415 _glthread_INIT_MUTEX(ss->Mutex);
416
417 ss->DisplayList = _mesa_NewHashTable();
418 ss->TexObjects = _mesa_NewHashTable();
419 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
420 ss->Programs = _mesa_NewHashTable();
421 #endif
422
423 #if FEATURE_ARB_vertex_program
424 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
425 if (!ss->DefaultVertexProgram)
426 goto cleanup;
427 #endif
428 #if FEATURE_ARB_fragment_program
429 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
430 if (!ss->DefaultFragmentProgram)
431 goto cleanup;
432 #endif
433 #if FEATURE_ATI_fragment_shader
434 ss->ATIShaders = _mesa_NewHashTable();
435 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
436 if (!ss->DefaultFragmentShader)
437 goto cleanup;
438 #endif
439
440 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
441 ss->BufferObjects = _mesa_NewHashTable();
442 #endif
443
444 ss->ArrayObjects = _mesa_NewHashTable();
445
446 #if FEATURE_ARB_shader_objects
447 ss->ShaderObjects = _mesa_NewHashTable();
448 #endif
449
450 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
451 if (!ss->Default1D)
452 goto cleanup;
453
454 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
455 if (!ss->Default2D)
456 goto cleanup;
457
458 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
459 if (!ss->Default3D)
460 goto cleanup;
461
462 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
463 if (!ss->DefaultCubeMap)
464 goto cleanup;
465
466 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
467 if (!ss->DefaultRect)
468 goto cleanup;
469
470 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
471 if (!ss->Default1DArray)
472 goto cleanup;
473
474 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
475 if (!ss->Default2DArray)
476 goto cleanup;
477
478 /* sanity check */
479 assert(ss->Default1D->RefCount == 1);
480
481 _glthread_INIT_MUTEX(ss->TexMutex);
482 ss->TextureStateStamp = 0;
483
484 #if FEATURE_EXT_framebuffer_object
485 ss->FrameBuffers = _mesa_NewHashTable();
486 if (!ss->FrameBuffers)
487 goto cleanup;
488 ss->RenderBuffers = _mesa_NewHashTable();
489 if (!ss->RenderBuffers)
490 goto cleanup;
491 #endif
492
493 return GL_TRUE;
494
495 cleanup:
496 /* Ran out of memory at some point. Free everything and return NULL */
497 if (ss->DisplayList)
498 _mesa_DeleteHashTable(ss->DisplayList);
499 if (ss->TexObjects)
500 _mesa_DeleteHashTable(ss->TexObjects);
501 #if FEATURE_NV_vertex_program
502 if (ss->Programs)
503 _mesa_DeleteHashTable(ss->Programs);
504 #endif
505 #if FEATURE_ARB_vertex_program
506 if (ss->DefaultVertexProgram)
507 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
508 #endif
509 #if FEATURE_ARB_fragment_program
510 if (ss->DefaultFragmentProgram)
511 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
512 #endif
513 #if FEATURE_ATI_fragment_shader
514 if (ss->DefaultFragmentShader)
515 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
516 #endif
517 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
518 if (ss->BufferObjects)
519 _mesa_DeleteHashTable(ss->BufferObjects);
520 #endif
521
522 if (ss->ArrayObjects)
523 _mesa_DeleteHashTable (ss->ArrayObjects);
524
525 #if FEATURE_ARB_shader_objects
526 if (ss->ShaderObjects)
527 _mesa_DeleteHashTable (ss->ShaderObjects);
528 #endif
529
530 #if FEATURE_EXT_framebuffer_object
531 if (ss->FrameBuffers)
532 _mesa_DeleteHashTable(ss->FrameBuffers);
533 if (ss->RenderBuffers)
534 _mesa_DeleteHashTable(ss->RenderBuffers);
535 #endif
536
537 if (ss->Default1D)
538 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
539 if (ss->Default2D)
540 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
541 if (ss->Default3D)
542 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
543 if (ss->DefaultCubeMap)
544 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
545 if (ss->DefaultRect)
546 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
547 if (ss->Default1DArray)
548 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
549 if (ss->Default2DArray)
550 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
551 if (ss)
552 _mesa_free(ss);
553 return GL_FALSE;
554 }
555
556
557 /**
558 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
559 */
560 static void
561 delete_displaylist_cb(GLuint id, void *data, void *userData)
562 {
563 struct mesa_display_list *list = (struct mesa_display_list *) data;
564 GLcontext *ctx = (GLcontext *) userData;
565 _mesa_delete_list(ctx, list);
566 }
567
568 /**
569 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
570 */
571 static void
572 delete_texture_cb(GLuint id, void *data, void *userData)
573 {
574 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
575 GLcontext *ctx = (GLcontext *) userData;
576 ctx->Driver.DeleteTexture(ctx, texObj);
577 }
578
579 /**
580 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
581 */
582 static void
583 delete_program_cb(GLuint id, void *data, void *userData)
584 {
585 struct gl_program *prog = (struct gl_program *) data;
586 GLcontext *ctx = (GLcontext *) userData;
587 ctx->Driver.DeleteProgram(ctx, prog);
588 }
589
590 /**
591 * Callback for deleting an ATI fragment shader object.
592 * Called by _mesa_HashDeleteAll().
593 */
594 static void
595 delete_fragshader_cb(GLuint id, void *data, void *userData)
596 {
597 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
598 GLcontext *ctx = (GLcontext *) userData;
599 _mesa_delete_ati_fragment_shader(ctx, shader);
600 }
601
602 /**
603 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
604 */
605 static void
606 delete_bufferobj_cb(GLuint id, void *data, void *userData)
607 {
608 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
609 GLcontext *ctx = (GLcontext *) userData;
610 ctx->Driver.DeleteBuffer(ctx, bufObj);
611 }
612
613 /**
614 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
615 */
616 static void
617 delete_arrayobj_cb(GLuint id, void *data, void *userData)
618 {
619 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
620 GLcontext *ctx = (GLcontext *) userData;
621 _mesa_delete_array_object(ctx, arrayObj);
622 }
623
624 /**
625 * Callback for deleting shader and shader programs objects.
626 * Called by _mesa_HashDeleteAll().
627 */
628 static void
629 delete_shader_cb(GLuint id, void *data, void *userData)
630 {
631 GLcontext *ctx = (GLcontext *) userData;
632 struct gl_shader *sh = (struct gl_shader *) data;
633 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
634 _mesa_free_shader(ctx, sh);
635 }
636 else {
637 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
638 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
639 _mesa_free_shader_program(ctx, shProg);
640 }
641 }
642
643 /**
644 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
645 */
646 static void
647 delete_framebuffer_cb(GLuint id, void *data, void *userData)
648 {
649 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
650 /* The fact that the framebuffer is in the hashtable means its refcount
651 * is one, but we're removing from the hashtable now. So clear refcount.
652 */
653 /*assert(fb->RefCount == 1);*/
654 fb->RefCount = 0;
655 fb->Delete(fb);
656 }
657
658 /**
659 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
660 */
661 static void
662 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
663 {
664 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
665 rb->RefCount = 0; /* see comment for FBOs above */
666 rb->Delete(rb);
667 }
668
669
670
671 /**
672 * Deallocate a shared state object and all children structures.
673 *
674 * \param ctx GL context.
675 * \param ss shared state pointer.
676 *
677 * Frees the display lists, the texture objects (calling the driver texture
678 * deletion callback to free its private data) and the vertex programs, as well
679 * as their hash tables.
680 *
681 * \sa alloc_shared_state().
682 */
683 static void
684 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
685 {
686 /*
687 * Free display lists
688 */
689 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
690 _mesa_DeleteHashTable(ss->DisplayList);
691
692 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
693 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
694 _mesa_DeleteHashTable(ss->Programs);
695 #endif
696 #if FEATURE_ARB_vertex_program
697 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
698 #endif
699 #if FEATURE_ARB_fragment_program
700 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
701 #endif
702
703 #if FEATURE_ATI_fragment_shader
704 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
705 _mesa_DeleteHashTable(ss->ATIShaders);
706 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
707 #endif
708
709 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
710 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
711 _mesa_DeleteHashTable(ss->BufferObjects);
712 #endif
713
714 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
715 _mesa_DeleteHashTable(ss->ArrayObjects);
716
717 #if FEATURE_ARB_shader_objects
718 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
719 _mesa_DeleteHashTable(ss->ShaderObjects);
720 #endif
721
722 #if FEATURE_EXT_framebuffer_object
723 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
724 _mesa_DeleteHashTable(ss->FrameBuffers);
725 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
726 _mesa_DeleteHashTable(ss->RenderBuffers);
727 #endif
728
729 /*
730 * Free texture objects (after FBOs since some textures might have
731 * been bound to FBOs).
732 */
733 ASSERT(ctx->Driver.DeleteTexture);
734 /* the default textures */
735 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
736 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
737 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
738 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
739 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
740 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
741 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
742 /* all other textures */
743 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
744 _mesa_DeleteHashTable(ss->TexObjects);
745
746 _glthread_DESTROY_MUTEX(ss->Mutex);
747
748 _mesa_free(ss);
749 }
750
751
752 /**
753 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
754 */
755 static void
756 _mesa_init_current(GLcontext *ctx)
757 {
758 GLuint i;
759
760 /* Init all to (0,0,0,1) */
761 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
762 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
763 }
764
765 /* redo special cases: */
766 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
767 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
768 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
769 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
770 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
771 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
772 }
773
774
775 /**
776 * Init vertex/fragment program native limits from logical limits.
777 */
778 static void
779 init_natives(struct gl_program_constants *prog)
780 {
781 prog->MaxNativeInstructions = prog->MaxInstructions;
782 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
783 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
784 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
785 prog->MaxNativeAttribs = prog->MaxAttribs;
786 prog->MaxNativeTemps = prog->MaxTemps;
787 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
788 prog->MaxNativeParameters = prog->MaxParameters;
789 }
790
791
792 /**
793 * Initialize fields of gl_constants (aka ctx->Const.*).
794 * Use defaults from config.h. The device drivers will often override
795 * some of these values (such as number of texture units).
796 */
797 static void
798 _mesa_init_constants(GLcontext *ctx)
799 {
800 assert(ctx);
801
802 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
803 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
804
805 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
806 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
807
808 /* Constants, may be overriden (usually only reduced) by device drivers */
809 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
810 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
811 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
812 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
813 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
814 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
815 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
816 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
817 ctx->Const.MaxTextureImageUnits);
818 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
819 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
820 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
821 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
822 ctx->Const.MinPointSize = MIN_POINT_SIZE;
823 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
824 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
825 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
826 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
827 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
828 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
829 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
830 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
831 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
832 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
833 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
834 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
835 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
836 ctx->Const.MaxLights = MAX_LIGHTS;
837 ctx->Const.MaxShininess = 128.0;
838 ctx->Const.MaxSpotExponent = 128.0;
839 ctx->Const.MaxViewportWidth = MAX_WIDTH;
840 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
841 #if FEATURE_ARB_vertex_program
842 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
843 ctx->Const.VertexProgram.MaxAluInstructions = 0;
844 ctx->Const.VertexProgram.MaxTexInstructions = 0;
845 ctx->Const.VertexProgram.MaxTexIndirections = 0;
846 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
847 ctx->Const.VertexProgram.MaxTemps = MAX_PROGRAM_TEMPS;
848 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
849 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
850 ctx->Const.VertexProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
851 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
852 ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
853 init_natives(&ctx->Const.VertexProgram);
854 #endif
855
856 #if FEATURE_ARB_fragment_program
857 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
858 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
859 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
860 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
861 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
862 ctx->Const.FragmentProgram.MaxTemps = MAX_PROGRAM_TEMPS;
863 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
864 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
865 ctx->Const.FragmentProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
866 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
867 ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
868 init_natives(&ctx->Const.FragmentProgram);
869 #endif
870 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
871 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
872
873 /* CheckArrayBounds is overriden by drivers/x11 for X server */
874 ctx->Const.CheckArrayBounds = GL_FALSE;
875
876 /* GL_ARB_draw_buffers */
877 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
878
879 /* GL_OES_read_format */
880 ctx->Const.ColorReadFormat = GL_RGBA;
881 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
882
883 #if FEATURE_EXT_framebuffer_object
884 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
885 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
886 #endif
887
888 #if FEATURE_ARB_vertex_shader
889 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
890 ctx->Const.MaxVarying = MAX_VARYING;
891 #endif
892
893 /* sanity checks */
894 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
895 ctx->Const.MaxTextureCoordUnits));
896 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
897 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
898
899 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
900 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
901 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
902 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
903 }
904
905
906 /**
907 * Do some sanity checks on the limits/constants for the given context.
908 * Only called the first time a context is bound.
909 */
910 static void
911 check_context_limits(GLcontext *ctx)
912 {
913 /* Many context limits/constants are limited by the size of
914 * internal arrays.
915 */
916 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
917 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
918 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
919 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
920
921 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
922 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
923
924 /* make sure largest texture image is <= MAX_WIDTH in size */
925 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
926 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
927 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
928
929 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
930
931 /* XXX probably add more tests */
932 }
933
934
935 /**
936 * Initialize the attribute groups in a GL context.
937 *
938 * \param ctx GL context.
939 *
940 * Initializes all the attributes, calling the respective <tt>init*</tt>
941 * functions for the more complex data structures.
942 */
943 static GLboolean
944 init_attrib_groups(GLcontext *ctx)
945 {
946 assert(ctx);
947
948 /* Constants */
949 _mesa_init_constants( ctx );
950
951 /* Extensions */
952 _mesa_init_extensions( ctx );
953
954 /* Attribute Groups */
955 _mesa_init_accum( ctx );
956 _mesa_init_attrib( ctx );
957 _mesa_init_buffer_objects( ctx );
958 _mesa_init_color( ctx );
959 _mesa_init_colortables( ctx );
960 _mesa_init_current( ctx );
961 _mesa_init_depth( ctx );
962 _mesa_init_debug( ctx );
963 _mesa_init_display_list( ctx );
964 _mesa_init_eval( ctx );
965 _mesa_init_feedback( ctx );
966 _mesa_init_fog( ctx );
967 _mesa_init_histogram( ctx );
968 _mesa_init_hint( ctx );
969 _mesa_init_line( ctx );
970 _mesa_init_lighting( ctx );
971 _mesa_init_matrix( ctx );
972 _mesa_init_multisample( ctx );
973 _mesa_init_pixel( ctx );
974 _mesa_init_point( ctx );
975 _mesa_init_polygon( ctx );
976 _mesa_init_program( ctx );
977 _mesa_init_query( ctx );
978 _mesa_init_rastpos( ctx );
979 _mesa_init_scissor( ctx );
980 _mesa_init_shader_state( ctx );
981 _mesa_init_stencil( ctx );
982 _mesa_init_transform( ctx );
983 _mesa_init_varray( ctx );
984 _mesa_init_viewport( ctx );
985
986 if (!_mesa_init_texture( ctx ))
987 return GL_FALSE;
988
989 _mesa_init_texture_s3tc( ctx );
990 _mesa_init_texture_fxt1( ctx );
991
992 /* Miscellaneous */
993 ctx->NewState = _NEW_ALL;
994 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
995 ctx->_Facing = 0;
996
997 return GL_TRUE;
998 }
999
1000
1001 /**
1002 * This is the default function we plug into all dispatch table slots
1003 * This helps prevents a segfault when someone calls a GL function without
1004 * first checking if the extension's supported.
1005 */
1006 static int
1007 generic_nop(void)
1008 {
1009 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1010 return 0;
1011 }
1012
1013
1014 /**
1015 * Allocate and initialize a new dispatch table.
1016 */
1017 static struct _glapi_table *
1018 alloc_dispatch_table(void)
1019 {
1020 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1021 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1022 * Mesa we do this to accomodate different versions of libGL and various
1023 * DRI drivers.
1024 */
1025 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1026 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1027 struct _glapi_table *table =
1028 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1029 if (table) {
1030 _glapi_proc *entry = (_glapi_proc *) table;
1031 GLint i;
1032 for (i = 0; i < numEntries; i++) {
1033 entry[i] = (_glapi_proc) generic_nop;
1034 }
1035 }
1036 return table;
1037 }
1038
1039
1040 /**
1041 * Initialize a GLcontext struct (rendering context).
1042 *
1043 * This includes allocating all the other structs and arrays which hang off of
1044 * the context by pointers.
1045 * Note that the driver needs to pass in its dd_function_table here since
1046 * we need to at least call driverFunctions->NewTextureObject to create the
1047 * default texture objects.
1048 *
1049 * Called by _mesa_create_context().
1050 *
1051 * Performs the imports and exports callback tables initialization, and
1052 * miscellaneous one-time initializations. If no shared context is supplied one
1053 * is allocated, and increase its reference count. Setups the GL API dispatch
1054 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1055 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1056 * for debug flags.
1057 *
1058 * \param ctx the context to initialize
1059 * \param visual describes the visual attributes for this context
1060 * \param share_list points to context to share textures, display lists,
1061 * etc with, or NULL
1062 * \param driverFunctions table of device driver functions for this context
1063 * to use
1064 * \param driverContext pointer to driver-specific context data
1065 */
1066 GLboolean
1067 _mesa_initialize_context(GLcontext *ctx,
1068 const GLvisual *visual,
1069 GLcontext *share_list,
1070 const struct dd_function_table *driverFunctions,
1071 void *driverContext)
1072 {
1073 ASSERT(driverContext);
1074 assert(driverFunctions->NewTextureObject);
1075 assert(driverFunctions->FreeTexImageData);
1076
1077 /* misc one-time initializations */
1078 one_time_init(ctx);
1079
1080 ctx->Visual = *visual;
1081 ctx->DrawBuffer = NULL;
1082 ctx->ReadBuffer = NULL;
1083 ctx->WinSysDrawBuffer = NULL;
1084 ctx->WinSysReadBuffer = NULL;
1085
1086 /* Plug in driver functions and context pointer here.
1087 * This is important because when we call alloc_shared_state() below
1088 * we'll call ctx->Driver.NewTextureObject() to create the default
1089 * textures.
1090 */
1091 ctx->Driver = *driverFunctions;
1092 ctx->DriverCtx = driverContext;
1093
1094 if (share_list) {
1095 /* share state with another context */
1096 ctx->Shared = share_list->Shared;
1097 }
1098 else {
1099 /* allocate new, unshared state */
1100 if (!alloc_shared_state( ctx )) {
1101 return GL_FALSE;
1102 }
1103 }
1104 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1105 ctx->Shared->RefCount++;
1106 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1107
1108 if (!init_attrib_groups( ctx )) {
1109 free_shared_state(ctx, ctx->Shared);
1110 return GL_FALSE;
1111 }
1112
1113 /* setup the API dispatch tables */
1114 ctx->Exec = alloc_dispatch_table();
1115 ctx->Save = alloc_dispatch_table();
1116 if (!ctx->Exec || !ctx->Save) {
1117 free_shared_state(ctx, ctx->Shared);
1118 if (ctx->Exec)
1119 _mesa_free(ctx->Exec);
1120 }
1121 _mesa_init_exec_table(ctx->Exec);
1122 ctx->CurrentDispatch = ctx->Exec;
1123 #if _HAVE_FULL_GL
1124 _mesa_init_dlist_table(ctx->Save);
1125 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1126 /* Neutral tnl module stuff */
1127 _mesa_init_exec_vtxfmt( ctx );
1128 ctx->TnlModule.Current = NULL;
1129 ctx->TnlModule.SwapCount = 0;
1130 #endif
1131
1132 ctx->FragmentProgram._MaintainTexEnvProgram
1133 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1134 ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
1135
1136 ctx->VertexProgram._MaintainTnlProgram
1137 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1138 if (ctx->VertexProgram._MaintainTnlProgram) {
1139 /* this is required... */
1140 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1141 }
1142
1143 ctx->FirstTimeCurrent = GL_TRUE;
1144
1145 return GL_TRUE;
1146 }
1147
1148
1149 /**
1150 * Allocate and initialize a GLcontext structure.
1151 * Note that the driver needs to pass in its dd_function_table here since
1152 * we need to at least call driverFunctions->NewTextureObject to initialize
1153 * the rendering context.
1154 *
1155 * \param visual a GLvisual pointer (we copy the struct contents)
1156 * \param share_list another context to share display lists with or NULL
1157 * \param driverFunctions points to the dd_function_table into which the
1158 * driver has plugged in all its special functions.
1159 * \param driverCtx points to the device driver's private context state
1160 *
1161 * \return pointer to a new __GLcontextRec or NULL if error.
1162 */
1163 GLcontext *
1164 _mesa_create_context(const GLvisual *visual,
1165 GLcontext *share_list,
1166 const struct dd_function_table *driverFunctions,
1167 void *driverContext)
1168 {
1169 GLcontext *ctx;
1170
1171 ASSERT(visual);
1172 ASSERT(driverContext);
1173
1174 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1175 if (!ctx)
1176 return NULL;
1177
1178 if (_mesa_initialize_context(ctx, visual, share_list,
1179 driverFunctions, driverContext)) {
1180 return ctx;
1181 }
1182 else {
1183 _mesa_free(ctx);
1184 return NULL;
1185 }
1186 }
1187
1188
1189 /**
1190 * Free the data associated with the given context.
1191 *
1192 * But doesn't free the GLcontext struct itself.
1193 *
1194 * \sa _mesa_initialize_context() and init_attrib_groups().
1195 */
1196 void
1197 _mesa_free_context_data( GLcontext *ctx )
1198 {
1199 if (!_mesa_get_current_context()){
1200 /* No current context, but we may need one in order to delete
1201 * texture objs, etc. So temporarily bind the context now.
1202 */
1203 _mesa_make_current(ctx, NULL, NULL);
1204 }
1205
1206 /* unreference WinSysDraw/Read buffers */
1207 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1208 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1209 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1210 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1211
1212 _mesa_free_attrib_data(ctx);
1213 _mesa_free_lighting_data( ctx );
1214 _mesa_free_eval_data( ctx );
1215 _mesa_free_texture_data( ctx );
1216 _mesa_free_matrix_data( ctx );
1217 _mesa_free_viewport_data( ctx );
1218 _mesa_free_colortables_data( ctx );
1219 _mesa_free_program_data(ctx);
1220 _mesa_free_shader_state(ctx);
1221 _mesa_free_query_data(ctx);
1222
1223 #if FEATURE_ARB_vertex_buffer_object
1224 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1225 #endif
1226 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1227
1228 /* free dispatch tables */
1229 _mesa_free(ctx->Exec);
1230 _mesa_free(ctx->Save);
1231
1232 /* Shared context state (display lists, textures, etc) */
1233 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1234 ctx->Shared->RefCount--;
1235 assert(ctx->Shared->RefCount >= 0);
1236 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1237 if (ctx->Shared->RefCount == 0) {
1238 /* free shared state */
1239 free_shared_state( ctx, ctx->Shared );
1240 }
1241
1242 if (ctx->Extensions.String)
1243 _mesa_free((void *) ctx->Extensions.String);
1244
1245 /* unbind the context if it's currently bound */
1246 if (ctx == _mesa_get_current_context()) {
1247 _mesa_make_current(NULL, NULL, NULL);
1248 }
1249 }
1250
1251
1252 /**
1253 * Destroy a GLcontext structure.
1254 *
1255 * \param ctx GL context.
1256 *
1257 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1258 */
1259 void
1260 _mesa_destroy_context( GLcontext *ctx )
1261 {
1262 if (ctx) {
1263 _mesa_free_context_data(ctx);
1264 _mesa_free( (void *) ctx );
1265 }
1266 }
1267
1268
1269 #if _HAVE_FULL_GL
1270 /**
1271 * Copy attribute groups from one context to another.
1272 *
1273 * \param src source context
1274 * \param dst destination context
1275 * \param mask bitwise OR of GL_*_BIT flags
1276 *
1277 * According to the bits specified in \p mask, copies the corresponding
1278 * attributes from \p src into \p dst. For many of the attributes a simple \c
1279 * memcpy is not enough due to the existence of internal pointers in their data
1280 * structures.
1281 */
1282 void
1283 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1284 {
1285 if (mask & GL_ACCUM_BUFFER_BIT) {
1286 /* OK to memcpy */
1287 dst->Accum = src->Accum;
1288 }
1289 if (mask & GL_COLOR_BUFFER_BIT) {
1290 /* OK to memcpy */
1291 dst->Color = src->Color;
1292 }
1293 if (mask & GL_CURRENT_BIT) {
1294 /* OK to memcpy */
1295 dst->Current = src->Current;
1296 }
1297 if (mask & GL_DEPTH_BUFFER_BIT) {
1298 /* OK to memcpy */
1299 dst->Depth = src->Depth;
1300 }
1301 if (mask & GL_ENABLE_BIT) {
1302 /* no op */
1303 }
1304 if (mask & GL_EVAL_BIT) {
1305 /* OK to memcpy */
1306 dst->Eval = src->Eval;
1307 }
1308 if (mask & GL_FOG_BIT) {
1309 /* OK to memcpy */
1310 dst->Fog = src->Fog;
1311 }
1312 if (mask & GL_HINT_BIT) {
1313 /* OK to memcpy */
1314 dst->Hint = src->Hint;
1315 }
1316 if (mask & GL_LIGHTING_BIT) {
1317 GLuint i;
1318 /* begin with memcpy */
1319 dst->Light = src->Light;
1320 /* fixup linked lists to prevent pointer insanity */
1321 make_empty_list( &(dst->Light.EnabledList) );
1322 for (i = 0; i < MAX_LIGHTS; i++) {
1323 if (dst->Light.Light[i].Enabled) {
1324 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1325 }
1326 }
1327 }
1328 if (mask & GL_LINE_BIT) {
1329 /* OK to memcpy */
1330 dst->Line = src->Line;
1331 }
1332 if (mask & GL_LIST_BIT) {
1333 /* OK to memcpy */
1334 dst->List = src->List;
1335 }
1336 if (mask & GL_PIXEL_MODE_BIT) {
1337 /* OK to memcpy */
1338 dst->Pixel = src->Pixel;
1339 }
1340 if (mask & GL_POINT_BIT) {
1341 /* OK to memcpy */
1342 dst->Point = src->Point;
1343 }
1344 if (mask & GL_POLYGON_BIT) {
1345 /* OK to memcpy */
1346 dst->Polygon = src->Polygon;
1347 }
1348 if (mask & GL_POLYGON_STIPPLE_BIT) {
1349 /* Use loop instead of MEMCPY due to problem with Portland Group's
1350 * C compiler. Reported by John Stone.
1351 */
1352 GLuint i;
1353 for (i = 0; i < 32; i++) {
1354 dst->PolygonStipple[i] = src->PolygonStipple[i];
1355 }
1356 }
1357 if (mask & GL_SCISSOR_BIT) {
1358 /* OK to memcpy */
1359 dst->Scissor = src->Scissor;
1360 }
1361 if (mask & GL_STENCIL_BUFFER_BIT) {
1362 /* OK to memcpy */
1363 dst->Stencil = src->Stencil;
1364 }
1365 if (mask & GL_TEXTURE_BIT) {
1366 /* Cannot memcpy because of pointers */
1367 _mesa_copy_texture_state(src, dst);
1368 }
1369 if (mask & GL_TRANSFORM_BIT) {
1370 /* OK to memcpy */
1371 dst->Transform = src->Transform;
1372 }
1373 if (mask & GL_VIEWPORT_BIT) {
1374 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1375 dst->Viewport.X = src->Viewport.X;
1376 dst->Viewport.Y = src->Viewport.Y;
1377 dst->Viewport.Width = src->Viewport.Width;
1378 dst->Viewport.Height = src->Viewport.Height;
1379 dst->Viewport.Near = src->Viewport.Near;
1380 dst->Viewport.Far = src->Viewport.Far;
1381 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1382 }
1383
1384 /* XXX FIXME: Call callbacks?
1385 */
1386 dst->NewState = _NEW_ALL;
1387 }
1388 #endif
1389
1390
1391 /**
1392 * Check if the given context can render into the given framebuffer
1393 * by checking visual attributes.
1394 *
1395 * Most of these tests could go away because Mesa is now pretty flexible
1396 * in terms of mixing rendering contexts with framebuffers. As long
1397 * as RGB vs. CI mode agree, we're probably good.
1398 *
1399 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1400 */
1401 static GLboolean
1402 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1403 {
1404 const GLvisual *ctxvis = &ctx->Visual;
1405 const GLvisual *bufvis = &buffer->Visual;
1406
1407 if (ctxvis == bufvis)
1408 return GL_TRUE;
1409
1410 if (ctxvis->rgbMode != bufvis->rgbMode)
1411 return GL_FALSE;
1412 #if 0
1413 /* disabling this fixes the fgl_glxgears pbuffer demo */
1414 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1415 return GL_FALSE;
1416 #endif
1417 if (ctxvis->stereoMode && !bufvis->stereoMode)
1418 return GL_FALSE;
1419 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1420 return GL_FALSE;
1421 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1422 return GL_FALSE;
1423 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1424 return GL_FALSE;
1425 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1426 return GL_FALSE;
1427 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1428 return GL_FALSE;
1429 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1430 return GL_FALSE;
1431 #if 0
1432 /* disabled (see bug 11161) */
1433 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1434 return GL_FALSE;
1435 #endif
1436 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1437 return GL_FALSE;
1438
1439 return GL_TRUE;
1440 }
1441
1442
1443 /**
1444 * Do one-time initialization for the given framebuffer. Specifically,
1445 * ask the driver for the window's current size and update the framebuffer
1446 * object to match.
1447 * Really, the device driver should totally take care of this.
1448 */
1449 static void
1450 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1451 {
1452 GLuint width, height;
1453 if (ctx->Driver.GetBufferSize) {
1454 ctx->Driver.GetBufferSize(fb, &width, &height);
1455 if (ctx->Driver.ResizeBuffers)
1456 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1457 fb->Initialized = GL_TRUE;
1458 }
1459 }
1460
1461
1462 /**
1463 * Bind the given context to the given drawBuffer and readBuffer and
1464 * make it the current context for the calling thread.
1465 * We'll render into the drawBuffer and read pixels from the
1466 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1467 *
1468 * We check that the context's and framebuffer's visuals are compatible
1469 * and return immediately if they're not.
1470 *
1471 * \param newCtx the new GL context. If NULL then there will be no current GL
1472 * context.
1473 * \param drawBuffer the drawing framebuffer
1474 * \param readBuffer the reading framebuffer
1475 */
1476 void
1477 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1478 GLframebuffer *readBuffer )
1479 {
1480 GET_CURRENT_CONTEXT(oldCtx);
1481
1482 if (MESA_VERBOSE & VERBOSE_API)
1483 _mesa_debug(newCtx, "_mesa_make_current()\n");
1484
1485 /* Check that the context's and framebuffer's visuals are compatible.
1486 */
1487 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1488 if (!check_compatible(newCtx, drawBuffer)) {
1489 _mesa_warning(newCtx,
1490 "MakeCurrent: incompatible visuals for context and drawbuffer");
1491 return;
1492 }
1493 }
1494 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1495 if (!check_compatible(newCtx, readBuffer)) {
1496 _mesa_warning(newCtx,
1497 "MakeCurrent: incompatible visuals for context and readbuffer");
1498 return;
1499 }
1500 }
1501
1502 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1503 _glapi_set_context((void *) newCtx);
1504 ASSERT(_mesa_get_current_context() == newCtx);
1505
1506 if (oldCtx) {
1507 _mesa_unreference_framebuffer(&oldCtx->WinSysDrawBuffer);
1508 _mesa_unreference_framebuffer(&oldCtx->WinSysReadBuffer);
1509 _mesa_unreference_framebuffer(&oldCtx->DrawBuffer);
1510 _mesa_unreference_framebuffer(&oldCtx->ReadBuffer);
1511 }
1512
1513 if (!newCtx) {
1514 _glapi_set_dispatch(NULL); /* none current */
1515 }
1516 else {
1517 _glapi_set_dispatch(newCtx->CurrentDispatch);
1518
1519 if (drawBuffer && readBuffer) {
1520 /* TODO: check if newCtx and buffer's visual match??? */
1521
1522 ASSERT(drawBuffer->Name == 0);
1523 ASSERT(readBuffer->Name == 0);
1524 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1525 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1526
1527 /*
1528 * Only set the context's Draw/ReadBuffer fields if they're NULL
1529 * or not bound to a user-created FBO.
1530 */
1531 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1532 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1533 /* fix up the fb fields - these will end up wrong otherwise
1534 if the DRIdrawable changes, and everything relies on them.
1535 This is a bit messy (same as needed in _mesa_BindFramebufferEXT) */
1536 int i;
1537 GLenum buffers[MAX_DRAW_BUFFERS];
1538 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1539 buffers[i] = newCtx->Color.DrawBuffer[i];
1540 }
1541 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1542 }
1543 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1544 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1545 _mesa_readbuffer_update_fields(newCtx, newCtx->Pixel.ReadBuffer);
1546 }
1547
1548 newCtx->NewState |= _NEW_BUFFERS;
1549
1550 #if 1
1551 /* We want to get rid of these lines: */
1552
1553 #if _HAVE_FULL_GL
1554 if (!drawBuffer->Initialized) {
1555 initialize_framebuffer_size(newCtx, drawBuffer);
1556 }
1557 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1558 initialize_framebuffer_size(newCtx, readBuffer);
1559 }
1560
1561 _mesa_resizebuffers(newCtx);
1562 #endif
1563
1564 #else
1565 /* We want the drawBuffer and readBuffer to be initialized by
1566 * the driver.
1567 * This generally means the Width and Height match the actual
1568 * window size and the renderbuffers (both hardware and software
1569 * based) are allocated to match. The later can generally be
1570 * done with a call to _mesa_resize_framebuffer().
1571 *
1572 * It's theoretically possible for a buffer to have zero width
1573 * or height, but for now, assert check that the driver did what's
1574 * expected of it.
1575 */
1576 ASSERT(drawBuffer->Width > 0);
1577 ASSERT(drawBuffer->Height > 0);
1578 #endif
1579
1580 if (newCtx->FirstTimeCurrent) {
1581 /* set initial viewport and scissor size now */
1582 _mesa_set_viewport(newCtx, 0, 0,
1583 drawBuffer->Width, drawBuffer->Height);
1584 _mesa_set_scissor(newCtx, 0, 0,
1585 drawBuffer->Width, drawBuffer->Height );
1586 check_context_limits(newCtx);
1587 }
1588 }
1589
1590 /* We can use this to help debug user's problems. Tell them to set
1591 * the MESA_INFO env variable before running their app. Then the
1592 * first time each context is made current we'll print some useful
1593 * information.
1594 */
1595 if (newCtx->FirstTimeCurrent) {
1596 if (_mesa_getenv("MESA_INFO")) {
1597 _mesa_print_info();
1598 }
1599 newCtx->FirstTimeCurrent = GL_FALSE;
1600 }
1601 }
1602 }
1603
1604
1605 /**
1606 * Make context 'ctx' share the display lists, textures and programs
1607 * that are associated with 'ctxToShare'.
1608 * Any display lists, textures or programs associated with 'ctx' will
1609 * be deleted if nobody else is sharing them.
1610 */
1611 GLboolean
1612 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1613 {
1614 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1615 ctx->Shared->RefCount--;
1616 if (ctx->Shared->RefCount == 0) {
1617 free_shared_state(ctx, ctx->Shared);
1618 }
1619 ctx->Shared = ctxToShare->Shared;
1620 ctx->Shared->RefCount++;
1621 return GL_TRUE;
1622 }
1623 else {
1624 return GL_FALSE;
1625 }
1626 }
1627
1628
1629
1630 /**
1631 * \return pointer to the current GL context for this thread.
1632 *
1633 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1634 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1635 * context.h.
1636 */
1637 GLcontext *
1638 _mesa_get_current_context( void )
1639 {
1640 return (GLcontext *) _glapi_get_context();
1641 }
1642
1643
1644 /**
1645 * Get context's current API dispatch table.
1646 *
1647 * It'll either be the immediate-mode execute dispatcher or the display list
1648 * compile dispatcher.
1649 *
1650 * \param ctx GL context.
1651 *
1652 * \return pointer to dispatch_table.
1653 *
1654 * Simply returns __GLcontextRec::CurrentDispatch.
1655 */
1656 struct _glapi_table *
1657 _mesa_get_dispatch(GLcontext *ctx)
1658 {
1659 return ctx->CurrentDispatch;
1660 }
1661
1662 /*@}*/
1663
1664
1665 /**********************************************************************/
1666 /** \name Miscellaneous functions */
1667 /**********************************************************************/
1668 /*@{*/
1669
1670 /**
1671 * Record an error.
1672 *
1673 * \param ctx GL context.
1674 * \param error error code.
1675 *
1676 * Records the given error code and call the driver's dd_function_table::Error
1677 * function if defined.
1678 *
1679 * \sa
1680 * This is called via _mesa_error().
1681 */
1682 void
1683 _mesa_record_error(GLcontext *ctx, GLenum error)
1684 {
1685 if (!ctx)
1686 return;
1687
1688 if (ctx->ErrorValue == GL_NO_ERROR) {
1689 ctx->ErrorValue = error;
1690 }
1691
1692 /* Call device driver's error handler, if any. This is used on the Mac. */
1693 if (ctx->Driver.Error) {
1694 ctx->Driver.Error(ctx);
1695 }
1696 }
1697
1698
1699 /**
1700 * Execute glFinish().
1701 *
1702 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1703 * dd_function_table::Finish driver callback, if not NULL.
1704 */
1705 void GLAPIENTRY
1706 _mesa_Finish(void)
1707 {
1708 GET_CURRENT_CONTEXT(ctx);
1709 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1710 if (ctx->Driver.Finish) {
1711 ctx->Driver.Finish(ctx);
1712 }
1713 }
1714
1715
1716 /**
1717 * Execute glFlush().
1718 *
1719 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1720 * dd_function_table::Flush driver callback, if not NULL.
1721 */
1722 void GLAPIENTRY
1723 _mesa_Flush(void)
1724 {
1725 GET_CURRENT_CONTEXT(ctx);
1726 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1727 if (ctx->Driver.Flush) {
1728 ctx->Driver.Flush(ctx);
1729 }
1730 }
1731
1732
1733 /*@}*/