mesa: Don't resurrect deleted ARB VAOs in glPopClientAttrib
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.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 "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545 }
546
547
548 /**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553 static void
554 _mesa_init_constants(struct gl_context *ctx)
555 {
556 assert(ctx);
557
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = 6;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 #endif
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 #endif
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599 #endif
600 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
602
603 /* CheckArrayBounds is overriden by drivers/x11 for X server */
604 ctx->Const.CheckArrayBounds = GL_FALSE;
605
606 /* GL_ARB_draw_buffers */
607 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
608
609 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
612 #endif
613
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
618 #endif
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625 #endif
626
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
630 _mesa_override_glsl_version(ctx);
631 }
632 else if (ctx->API == API_OPENGLES2) {
633 ctx->Const.GLSLVersion = 100;
634 }
635 else if (ctx->API == API_OPENGLES) {
636 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
637 }
638
639 /* GL_ARB_framebuffer_object */
640 ctx->Const.MaxSamples = 0;
641
642 /* GL_ARB_sync */
643 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644
645 /* GL_ATI_envmap_bumpmap */
646 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647
648 /* GL_EXT_provoking_vertex */
649 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650
651 /* GL_EXT_transform_feedback */
652 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655
656 /* GL 3.2: hard-coded for now: */
657 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
658
659 /** GL_EXT_gpu_shader4 */
660 ctx->Const.MinProgramTexelOffset = -8;
661 ctx->Const.MaxProgramTexelOffset = 7;
662
663 /* GL_ARB_robustness */
664 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
665 }
666
667
668 /**
669 * Do some sanity checks on the limits/constants for the given context.
670 * Only called the first time a context is bound.
671 */
672 static void
673 check_context_limits(struct gl_context *ctx)
674 {
675 /* check that we don't exceed the size of various bitfields */
676 assert(VERT_RESULT_MAX <=
677 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
678 assert(FRAG_ATTRIB_MAX <=
679 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
680
681 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
682
683 /* shader-related checks */
684 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
685 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
686
687 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
689 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
690 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
691
692 /* Texture unit checks */
693 assert(ctx->Const.MaxTextureImageUnits > 0);
694 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
695 assert(ctx->Const.MaxTextureCoordUnits > 0);
696 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
697 assert(ctx->Const.MaxTextureUnits > 0);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
699 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
700 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
701 ctx->Const.MaxTextureCoordUnits));
702 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
703 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
705 /* number of coord units cannot be greater than number of image units */
706 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
707
708
709 /* Texture size checks */
710 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
711 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
713 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
714
715 /* make sure largest texture image is <= MAX_WIDTH in size */
716 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
717 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
718 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
719
720 /* Texture level checks */
721 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
722 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
723
724 /* Max texture size should be <= max viewport size (render to texture) */
725 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
726
727 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
728 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
729
730 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
731
732 /* if this fails, add more enum values to gl_buffer_index */
733 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
734
735 /* XXX probably add more tests */
736 }
737
738
739 /**
740 * Initialize the attribute groups in a GL context.
741 *
742 * \param ctx GL context.
743 *
744 * Initializes all the attributes, calling the respective <tt>init*</tt>
745 * functions for the more complex data structures.
746 */
747 static GLboolean
748 init_attrib_groups(struct gl_context *ctx)
749 {
750 assert(ctx);
751
752 /* Constants */
753 _mesa_init_constants( ctx );
754
755 /* Extensions */
756 _mesa_init_extensions( ctx );
757
758 /* Attribute Groups */
759 _mesa_init_accum( ctx );
760 _mesa_init_attrib( ctx );
761 _mesa_init_buffer_objects( ctx );
762 _mesa_init_color( ctx );
763 _mesa_init_current( ctx );
764 _mesa_init_depth( ctx );
765 _mesa_init_debug( ctx );
766 _mesa_init_display_list( ctx );
767 _mesa_init_eval( ctx );
768 _mesa_init_fbobjects( ctx );
769 _mesa_init_feedback( ctx );
770 _mesa_init_fog( ctx );
771 _mesa_init_hint( ctx );
772 _mesa_init_line( ctx );
773 _mesa_init_lighting( ctx );
774 _mesa_init_matrix( ctx );
775 _mesa_init_multisample( ctx );
776 _mesa_init_pixel( ctx );
777 _mesa_init_pixelstore( ctx );
778 _mesa_init_point( ctx );
779 _mesa_init_polygon( ctx );
780 _mesa_init_program( ctx );
781 _mesa_init_queryobj( ctx );
782 _mesa_init_sync( ctx );
783 _mesa_init_rastpos( ctx );
784 _mesa_init_scissor( ctx );
785 _mesa_init_shader_state( ctx );
786 _mesa_init_stencil( ctx );
787 _mesa_init_transform( ctx );
788 _mesa_init_transform_feedback( ctx );
789 _mesa_init_varray( ctx );
790 _mesa_init_viewport( ctx );
791
792 if (!_mesa_init_texture( ctx ))
793 return GL_FALSE;
794
795 _mesa_init_texture_s3tc( ctx );
796
797 /* Miscellaneous */
798 ctx->NewState = _NEW_ALL;
799 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
800 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
801 ctx->varying_vp_inputs = VERT_BIT_ALL;
802
803 return GL_TRUE;
804 }
805
806
807 /**
808 * Update default objects in a GL context with respect to shared state.
809 *
810 * \param ctx GL context.
811 *
812 * Removes references to old default objects, (texture objects, program
813 * objects, etc.) and changes to reference those from the current shared
814 * state.
815 */
816 static GLboolean
817 update_default_objects(struct gl_context *ctx)
818 {
819 assert(ctx);
820
821 _mesa_update_default_objects_program(ctx);
822 _mesa_update_default_objects_texture(ctx);
823 _mesa_update_default_objects_buffer_objects(ctx);
824
825 return GL_TRUE;
826 }
827
828
829 /**
830 * This is the default function we plug into all dispatch table slots
831 * This helps prevents a segfault when someone calls a GL function without
832 * first checking if the extension's supported.
833 */
834 static int
835 generic_nop(void)
836 {
837 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
838 return 0;
839 }
840
841
842 /**
843 * Allocate and initialize a new dispatch table.
844 */
845 struct _glapi_table *
846 _mesa_alloc_dispatch_table(int size)
847 {
848 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
849 * In practice, this'll be the same for stand-alone Mesa. But for DRI
850 * Mesa we do this to accomodate different versions of libGL and various
851 * DRI drivers.
852 */
853 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
854 struct _glapi_table *table;
855
856 /* should never happen, but just in case */
857 numEntries = MAX2(numEntries, size);
858
859 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
860 if (table) {
861 _glapi_proc *entry = (_glapi_proc *) table;
862 GLint i;
863 for (i = 0; i < numEntries; i++) {
864 entry[i] = (_glapi_proc) generic_nop;
865 }
866 }
867 return table;
868 }
869
870
871 /**
872 * Initialize a struct gl_context struct (rendering context).
873 *
874 * This includes allocating all the other structs and arrays which hang off of
875 * the context by pointers.
876 * Note that the driver needs to pass in its dd_function_table here since
877 * we need to at least call driverFunctions->NewTextureObject to create the
878 * default texture objects.
879 *
880 * Called by _mesa_create_context().
881 *
882 * Performs the imports and exports callback tables initialization, and
883 * miscellaneous one-time initializations. If no shared context is supplied one
884 * is allocated, and increase its reference count. Setups the GL API dispatch
885 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
886 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
887 * for debug flags.
888 *
889 * \param ctx the context to initialize
890 * \param api the GL API type to create the context for
891 * \param visual describes the visual attributes for this context
892 * \param share_list points to context to share textures, display lists,
893 * etc with, or NULL
894 * \param driverFunctions table of device driver functions for this context
895 * to use
896 * \param driverContext pointer to driver-specific context data
897 */
898 GLboolean
899 _mesa_initialize_context(struct gl_context *ctx,
900 gl_api api,
901 const struct gl_config *visual,
902 struct gl_context *share_list,
903 const struct dd_function_table *driverFunctions,
904 void *driverContext)
905 {
906 struct gl_shared_state *shared;
907 int i;
908
909 /*ASSERT(driverContext);*/
910 assert(driverFunctions->NewTextureObject);
911 assert(driverFunctions->FreeTextureImageBuffer);
912
913 ctx->API = api;
914 ctx->Visual = *visual;
915 ctx->DrawBuffer = NULL;
916 ctx->ReadBuffer = NULL;
917 ctx->WinSysDrawBuffer = NULL;
918 ctx->WinSysReadBuffer = NULL;
919
920 /* misc one-time initializations */
921 one_time_init(ctx);
922
923 /* Plug in driver functions and context pointer here.
924 * This is important because when we call alloc_shared_state() below
925 * we'll call ctx->Driver.NewTextureObject() to create the default
926 * textures.
927 */
928 ctx->Driver = *driverFunctions;
929 ctx->DriverCtx = driverContext;
930
931 if (share_list) {
932 /* share state with another context */
933 shared = share_list->Shared;
934 }
935 else {
936 /* allocate new, unshared state */
937 shared = _mesa_alloc_shared_state(ctx);
938 if (!shared)
939 return GL_FALSE;
940 }
941
942 _glthread_LOCK_MUTEX(shared->Mutex);
943 ctx->Shared = shared;
944 shared->RefCount++;
945 _glthread_UNLOCK_MUTEX(shared->Mutex);
946
947 if (!init_attrib_groups( ctx )) {
948 _mesa_release_shared_state(ctx, ctx->Shared);
949 return GL_FALSE;
950 }
951
952 #if FEATURE_dispatch
953 /* setup the API dispatch tables */
954 switch (ctx->API) {
955 #if FEATURE_GL
956 case API_OPENGL:
957 ctx->Exec = _mesa_create_exec_table();
958 break;
959 #endif
960 #if FEATURE_ES1
961 case API_OPENGLES:
962 ctx->Exec = _mesa_create_exec_table_es1();
963 break;
964 #endif
965 #if FEATURE_ES2
966 case API_OPENGLES2:
967 ctx->Exec = _mesa_create_exec_table_es2();
968 break;
969 #endif
970 default:
971 _mesa_problem(ctx, "unknown or unsupported API");
972 break;
973 }
974
975 if (!ctx->Exec) {
976 _mesa_release_shared_state(ctx, ctx->Shared);
977 return GL_FALSE;
978 }
979 #endif
980 ctx->CurrentDispatch = ctx->Exec;
981
982 ctx->FragmentProgram._MaintainTexEnvProgram
983 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
984
985 ctx->VertexProgram._MaintainTnlProgram
986 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
987 if (ctx->VertexProgram._MaintainTnlProgram) {
988 /* this is required... */
989 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
990 }
991
992 /* Mesa core handles all the formats that mesa core knows about.
993 * Drivers will want to override this list with just the formats
994 * they can handle, and confirm that appropriate fallbacks exist in
995 * _mesa_choose_tex_format().
996 */
997 memset(&ctx->TextureFormatSupported, GL_TRUE,
998 sizeof(ctx->TextureFormatSupported));
999
1000 switch (ctx->API) {
1001 case API_OPENGL:
1002 #if FEATURE_dlist
1003 ctx->Save = _mesa_create_save_table();
1004 if (!ctx->Save) {
1005 _mesa_release_shared_state(ctx, ctx->Shared);
1006 free(ctx->Exec);
1007 return GL_FALSE;
1008 }
1009
1010 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1011 #endif
1012 break;
1013 case API_OPENGLES:
1014 /**
1015 * GL_OES_texture_cube_map says
1016 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1017 */
1018 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1019 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1020 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1021 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1022 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1023 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1024 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1025 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1026 }
1027 break;
1028 case API_OPENGLES2:
1029 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1030 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1031 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1032 break;
1033 }
1034
1035 ctx->FirstTimeCurrent = GL_TRUE;
1036
1037 return GL_TRUE;
1038 }
1039
1040
1041 /**
1042 * Allocate and initialize a struct gl_context structure.
1043 * Note that the driver needs to pass in its dd_function_table here since
1044 * we need to at least call driverFunctions->NewTextureObject to initialize
1045 * the rendering context.
1046 *
1047 * \param api the GL API type to create the context for
1048 * \param visual a struct gl_config pointer (we copy the struct contents)
1049 * \param share_list another context to share display lists with or NULL
1050 * \param driverFunctions points to the dd_function_table into which the
1051 * driver has plugged in all its special functions.
1052 * \param driverContext points to the device driver's private context state
1053 *
1054 * \return pointer to a new __struct gl_contextRec or NULL if error.
1055 */
1056 struct gl_context *
1057 _mesa_create_context(gl_api api,
1058 const struct gl_config *visual,
1059 struct gl_context *share_list,
1060 const struct dd_function_table *driverFunctions,
1061 void *driverContext)
1062 {
1063 struct gl_context *ctx;
1064
1065 ASSERT(visual);
1066 /*ASSERT(driverContext);*/
1067
1068 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1069 if (!ctx)
1070 return NULL;
1071
1072 if (_mesa_initialize_context(ctx, api, visual, share_list,
1073 driverFunctions, driverContext)) {
1074 return ctx;
1075 }
1076 else {
1077 free(ctx);
1078 return NULL;
1079 }
1080 }
1081
1082
1083 /**
1084 * Free the data associated with the given context.
1085 *
1086 * But doesn't free the struct gl_context struct itself.
1087 *
1088 * \sa _mesa_initialize_context() and init_attrib_groups().
1089 */
1090 void
1091 _mesa_free_context_data( struct gl_context *ctx )
1092 {
1093 if (!_mesa_get_current_context()){
1094 /* No current context, but we may need one in order to delete
1095 * texture objs, etc. So temporarily bind the context now.
1096 */
1097 _mesa_make_current(ctx, NULL, NULL);
1098 }
1099
1100 /* unreference WinSysDraw/Read buffers */
1101 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1102 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1103 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1104 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1105
1106 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1107 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1108 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1109
1110 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1111 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1112 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1113
1114 _mesa_free_attrib_data(ctx);
1115 _mesa_free_buffer_objects(ctx);
1116 _mesa_free_lighting_data( ctx );
1117 _mesa_free_eval_data( ctx );
1118 _mesa_free_texture_data( ctx );
1119 _mesa_free_matrix_data( ctx );
1120 _mesa_free_viewport_data( ctx );
1121 _mesa_free_program_data(ctx);
1122 _mesa_free_shader_state(ctx);
1123 _mesa_free_queryobj_data(ctx);
1124 _mesa_free_sync_data(ctx);
1125 _mesa_free_varray_data(ctx);
1126 _mesa_free_transform_feedback(ctx);
1127
1128 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1129
1130 #if FEATURE_ARB_pixel_buffer_object
1131 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1132 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1133 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1134 #endif
1135
1136 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1137
1138 /* free dispatch tables */
1139 free(ctx->Exec);
1140 free(ctx->Save);
1141
1142 /* Shared context state (display lists, textures, etc) */
1143 _mesa_release_shared_state( ctx, ctx->Shared );
1144
1145 /* needs to be after freeing shared state */
1146 _mesa_free_display_list_data(ctx);
1147
1148 if (ctx->Extensions.String)
1149 free((void *) ctx->Extensions.String);
1150
1151 if (ctx->VersionString)
1152 free(ctx->VersionString);
1153
1154 /* unbind the context if it's currently bound */
1155 if (ctx == _mesa_get_current_context()) {
1156 _mesa_make_current(NULL, NULL, NULL);
1157 }
1158 }
1159
1160
1161 /**
1162 * Destroy a struct gl_context structure.
1163 *
1164 * \param ctx GL context.
1165 *
1166 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1167 */
1168 void
1169 _mesa_destroy_context( struct gl_context *ctx )
1170 {
1171 if (ctx) {
1172 _mesa_free_context_data(ctx);
1173 free( (void *) ctx );
1174 }
1175 }
1176
1177
1178 #if _HAVE_FULL_GL
1179 /**
1180 * Copy attribute groups from one context to another.
1181 *
1182 * \param src source context
1183 * \param dst destination context
1184 * \param mask bitwise OR of GL_*_BIT flags
1185 *
1186 * According to the bits specified in \p mask, copies the corresponding
1187 * attributes from \p src into \p dst. For many of the attributes a simple \c
1188 * memcpy is not enough due to the existence of internal pointers in their data
1189 * structures.
1190 */
1191 void
1192 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1193 GLuint mask )
1194 {
1195 if (mask & GL_ACCUM_BUFFER_BIT) {
1196 /* OK to memcpy */
1197 dst->Accum = src->Accum;
1198 }
1199 if (mask & GL_COLOR_BUFFER_BIT) {
1200 /* OK to memcpy */
1201 dst->Color = src->Color;
1202 }
1203 if (mask & GL_CURRENT_BIT) {
1204 /* OK to memcpy */
1205 dst->Current = src->Current;
1206 }
1207 if (mask & GL_DEPTH_BUFFER_BIT) {
1208 /* OK to memcpy */
1209 dst->Depth = src->Depth;
1210 }
1211 if (mask & GL_ENABLE_BIT) {
1212 /* no op */
1213 }
1214 if (mask & GL_EVAL_BIT) {
1215 /* OK to memcpy */
1216 dst->Eval = src->Eval;
1217 }
1218 if (mask & GL_FOG_BIT) {
1219 /* OK to memcpy */
1220 dst->Fog = src->Fog;
1221 }
1222 if (mask & GL_HINT_BIT) {
1223 /* OK to memcpy */
1224 dst->Hint = src->Hint;
1225 }
1226 if (mask & GL_LIGHTING_BIT) {
1227 GLuint i;
1228 /* begin with memcpy */
1229 dst->Light = src->Light;
1230 /* fixup linked lists to prevent pointer insanity */
1231 make_empty_list( &(dst->Light.EnabledList) );
1232 for (i = 0; i < MAX_LIGHTS; i++) {
1233 if (dst->Light.Light[i].Enabled) {
1234 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1235 }
1236 }
1237 }
1238 if (mask & GL_LINE_BIT) {
1239 /* OK to memcpy */
1240 dst->Line = src->Line;
1241 }
1242 if (mask & GL_LIST_BIT) {
1243 /* OK to memcpy */
1244 dst->List = src->List;
1245 }
1246 if (mask & GL_PIXEL_MODE_BIT) {
1247 /* OK to memcpy */
1248 dst->Pixel = src->Pixel;
1249 }
1250 if (mask & GL_POINT_BIT) {
1251 /* OK to memcpy */
1252 dst->Point = src->Point;
1253 }
1254 if (mask & GL_POLYGON_BIT) {
1255 /* OK to memcpy */
1256 dst->Polygon = src->Polygon;
1257 }
1258 if (mask & GL_POLYGON_STIPPLE_BIT) {
1259 /* Use loop instead of memcpy due to problem with Portland Group's
1260 * C compiler. Reported by John Stone.
1261 */
1262 GLuint i;
1263 for (i = 0; i < 32; i++) {
1264 dst->PolygonStipple[i] = src->PolygonStipple[i];
1265 }
1266 }
1267 if (mask & GL_SCISSOR_BIT) {
1268 /* OK to memcpy */
1269 dst->Scissor = src->Scissor;
1270 }
1271 if (mask & GL_STENCIL_BUFFER_BIT) {
1272 /* OK to memcpy */
1273 dst->Stencil = src->Stencil;
1274 }
1275 if (mask & GL_TEXTURE_BIT) {
1276 /* Cannot memcpy because of pointers */
1277 _mesa_copy_texture_state(src, dst);
1278 }
1279 if (mask & GL_TRANSFORM_BIT) {
1280 /* OK to memcpy */
1281 dst->Transform = src->Transform;
1282 }
1283 if (mask & GL_VIEWPORT_BIT) {
1284 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1285 dst->Viewport.X = src->Viewport.X;
1286 dst->Viewport.Y = src->Viewport.Y;
1287 dst->Viewport.Width = src->Viewport.Width;
1288 dst->Viewport.Height = src->Viewport.Height;
1289 dst->Viewport.Near = src->Viewport.Near;
1290 dst->Viewport.Far = src->Viewport.Far;
1291 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1292 }
1293
1294 /* XXX FIXME: Call callbacks?
1295 */
1296 dst->NewState = _NEW_ALL;
1297 }
1298 #endif
1299
1300
1301 /**
1302 * Check if the given context can render into the given framebuffer
1303 * by checking visual attributes.
1304 *
1305 * Most of these tests could go away because Mesa is now pretty flexible
1306 * in terms of mixing rendering contexts with framebuffers. As long
1307 * as RGB vs. CI mode agree, we're probably good.
1308 *
1309 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1310 */
1311 static GLboolean
1312 check_compatible(const struct gl_context *ctx,
1313 const struct gl_framebuffer *buffer)
1314 {
1315 const struct gl_config *ctxvis = &ctx->Visual;
1316 const struct gl_config *bufvis = &buffer->Visual;
1317
1318 if (buffer == _mesa_get_incomplete_framebuffer())
1319 return GL_TRUE;
1320
1321 #if 0
1322 /* disabling this fixes the fgl_glxgears pbuffer demo */
1323 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1324 return GL_FALSE;
1325 #endif
1326 if (ctxvis->stereoMode && !bufvis->stereoMode)
1327 return GL_FALSE;
1328 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1329 return GL_FALSE;
1330 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1331 return GL_FALSE;
1332 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1333 return GL_FALSE;
1334 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1335 return GL_FALSE;
1336 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1337 return GL_FALSE;
1338 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1339 return GL_FALSE;
1340 #if 0
1341 /* disabled (see bug 11161) */
1342 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1343 return GL_FALSE;
1344 #endif
1345 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1346 return GL_FALSE;
1347
1348 return GL_TRUE;
1349 }
1350
1351
1352 /**
1353 * Do one-time initialization for the given framebuffer. Specifically,
1354 * ask the driver for the window's current size and update the framebuffer
1355 * object to match.
1356 * Really, the device driver should totally take care of this.
1357 */
1358 static void
1359 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1360 {
1361 GLuint width, height;
1362 if (ctx->Driver.GetBufferSize) {
1363 ctx->Driver.GetBufferSize(fb, &width, &height);
1364 if (ctx->Driver.ResizeBuffers)
1365 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1366 fb->Initialized = GL_TRUE;
1367 }
1368 }
1369
1370
1371 /**
1372 * Check if the viewport/scissor size has not yet been initialized.
1373 * Initialize the size if the given width and height are non-zero.
1374 */
1375 void
1376 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1377 {
1378 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1379 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1380 * potential infinite recursion.
1381 */
1382 ctx->ViewportInitialized = GL_TRUE;
1383 _mesa_set_viewport(ctx, 0, 0, width, height);
1384 _mesa_set_scissor(ctx, 0, 0, width, height);
1385 }
1386 }
1387
1388
1389 /**
1390 * Bind the given context to the given drawBuffer and readBuffer and
1391 * make it the current context for the calling thread.
1392 * We'll render into the drawBuffer and read pixels from the
1393 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1394 *
1395 * We check that the context's and framebuffer's visuals are compatible
1396 * and return immediately if they're not.
1397 *
1398 * \param newCtx the new GL context. If NULL then there will be no current GL
1399 * context.
1400 * \param drawBuffer the drawing framebuffer
1401 * \param readBuffer the reading framebuffer
1402 */
1403 GLboolean
1404 _mesa_make_current( struct gl_context *newCtx,
1405 struct gl_framebuffer *drawBuffer,
1406 struct gl_framebuffer *readBuffer )
1407 {
1408 GET_CURRENT_CONTEXT(curCtx);
1409
1410 if (MESA_VERBOSE & VERBOSE_API)
1411 _mesa_debug(newCtx, "_mesa_make_current()\n");
1412
1413 /* Check that the context's and framebuffer's visuals are compatible.
1414 */
1415 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1416 if (!check_compatible(newCtx, drawBuffer)) {
1417 _mesa_warning(newCtx,
1418 "MakeCurrent: incompatible visuals for context and drawbuffer");
1419 return GL_FALSE;
1420 }
1421 }
1422 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1423 if (!check_compatible(newCtx, readBuffer)) {
1424 _mesa_warning(newCtx,
1425 "MakeCurrent: incompatible visuals for context and readbuffer");
1426 return GL_FALSE;
1427 }
1428 }
1429
1430 if (curCtx &&
1431 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1432 /* make sure this context is valid for flushing */
1433 curCtx != newCtx)
1434 _mesa_flush(curCtx);
1435
1436 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1437 _glapi_set_context((void *) newCtx);
1438 ASSERT(_mesa_get_current_context() == newCtx);
1439
1440 if (!newCtx) {
1441 _glapi_set_dispatch(NULL); /* none current */
1442 }
1443 else {
1444 _glapi_set_dispatch(newCtx->CurrentDispatch);
1445
1446 if (drawBuffer && readBuffer) {
1447 ASSERT(drawBuffer->Name == 0);
1448 ASSERT(readBuffer->Name == 0);
1449 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1450 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1451
1452 /*
1453 * Only set the context's Draw/ReadBuffer fields if they're NULL
1454 * or not bound to a user-created FBO.
1455 */
1456 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1457 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1458 /* Update the FBO's list of drawbuffers/renderbuffers.
1459 * For winsys FBOs this comes from the GL state (which may have
1460 * changed since the last time this FBO was bound).
1461 */
1462 _mesa_update_draw_buffers(newCtx);
1463 }
1464 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1465 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1466 }
1467
1468 /* XXX only set this flag if we're really changing the draw/read
1469 * framebuffer bindings.
1470 */
1471 newCtx->NewState |= _NEW_BUFFERS;
1472
1473 #if 1
1474 /* We want to get rid of these lines: */
1475
1476 #if _HAVE_FULL_GL
1477 if (!drawBuffer->Initialized) {
1478 initialize_framebuffer_size(newCtx, drawBuffer);
1479 }
1480 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1481 initialize_framebuffer_size(newCtx, readBuffer);
1482 }
1483
1484 _mesa_resizebuffers(newCtx);
1485 #endif
1486
1487 #else
1488 /* We want the drawBuffer and readBuffer to be initialized by
1489 * the driver.
1490 * This generally means the Width and Height match the actual
1491 * window size and the renderbuffers (both hardware and software
1492 * based) are allocated to match. The later can generally be
1493 * done with a call to _mesa_resize_framebuffer().
1494 *
1495 * It's theoretically possible for a buffer to have zero width
1496 * or height, but for now, assert check that the driver did what's
1497 * expected of it.
1498 */
1499 ASSERT(drawBuffer->Width > 0);
1500 ASSERT(drawBuffer->Height > 0);
1501 #endif
1502
1503 if (drawBuffer) {
1504 _mesa_check_init_viewport(newCtx,
1505 drawBuffer->Width, drawBuffer->Height);
1506 }
1507 }
1508
1509 if (newCtx->FirstTimeCurrent) {
1510 _mesa_compute_version(newCtx);
1511
1512 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1513
1514 check_context_limits(newCtx);
1515
1516 /* We can use this to help debug user's problems. Tell them to set
1517 * the MESA_INFO env variable before running their app. Then the
1518 * first time each context is made current we'll print some useful
1519 * information.
1520 */
1521 if (_mesa_getenv("MESA_INFO")) {
1522 _mesa_print_info();
1523 }
1524
1525 newCtx->FirstTimeCurrent = GL_FALSE;
1526 }
1527 }
1528
1529 return GL_TRUE;
1530 }
1531
1532
1533 /**
1534 * Make context 'ctx' share the display lists, textures and programs
1535 * that are associated with 'ctxToShare'.
1536 * Any display lists, textures or programs associated with 'ctx' will
1537 * be deleted if nobody else is sharing them.
1538 */
1539 GLboolean
1540 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1541 {
1542 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1543 struct gl_shared_state *oldSharedState = ctx->Shared;
1544
1545 ctx->Shared = ctxToShare->Shared;
1546
1547 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1548 ctx->Shared->RefCount++;
1549 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1550
1551 update_default_objects(ctx);
1552
1553 _mesa_release_shared_state(ctx, oldSharedState);
1554
1555 return GL_TRUE;
1556 }
1557 else {
1558 return GL_FALSE;
1559 }
1560 }
1561
1562
1563
1564 /**
1565 * \return pointer to the current GL context for this thread.
1566 *
1567 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1568 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1569 * context.h.
1570 */
1571 struct gl_context *
1572 _mesa_get_current_context( void )
1573 {
1574 return (struct gl_context *) _glapi_get_context();
1575 }
1576
1577
1578 /**
1579 * Get context's current API dispatch table.
1580 *
1581 * It'll either be the immediate-mode execute dispatcher or the display list
1582 * compile dispatcher.
1583 *
1584 * \param ctx GL context.
1585 *
1586 * \return pointer to dispatch_table.
1587 *
1588 * Simply returns __struct gl_contextRec::CurrentDispatch.
1589 */
1590 struct _glapi_table *
1591 _mesa_get_dispatch(struct gl_context *ctx)
1592 {
1593 return ctx->CurrentDispatch;
1594 }
1595
1596 /*@}*/
1597
1598
1599 /**********************************************************************/
1600 /** \name Miscellaneous functions */
1601 /**********************************************************************/
1602 /*@{*/
1603
1604 /**
1605 * Record an error.
1606 *
1607 * \param ctx GL context.
1608 * \param error error code.
1609 *
1610 * Records the given error code and call the driver's dd_function_table::Error
1611 * function if defined.
1612 *
1613 * \sa
1614 * This is called via _mesa_error().
1615 */
1616 void
1617 _mesa_record_error(struct gl_context *ctx, GLenum error)
1618 {
1619 if (!ctx)
1620 return;
1621
1622 if (ctx->ErrorValue == GL_NO_ERROR) {
1623 ctx->ErrorValue = error;
1624 }
1625
1626 /* Call device driver's error handler, if any. This is used on the Mac. */
1627 if (ctx->Driver.Error) {
1628 ctx->Driver.Error(ctx);
1629 }
1630 }
1631
1632
1633 /**
1634 * Flush commands and wait for completion.
1635 */
1636 void
1637 _mesa_finish(struct gl_context *ctx)
1638 {
1639 FLUSH_CURRENT( ctx, 0 );
1640 if (ctx->Driver.Finish) {
1641 ctx->Driver.Finish(ctx);
1642 }
1643 }
1644
1645
1646 /**
1647 * Flush commands.
1648 */
1649 void
1650 _mesa_flush(struct gl_context *ctx)
1651 {
1652 FLUSH_CURRENT( ctx, 0 );
1653 if (ctx->Driver.Flush) {
1654 ctx->Driver.Flush(ctx);
1655 }
1656 }
1657
1658
1659
1660 /**
1661 * Execute glFinish().
1662 *
1663 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1664 * dd_function_table::Finish driver callback, if not NULL.
1665 */
1666 void GLAPIENTRY
1667 _mesa_Finish(void)
1668 {
1669 GET_CURRENT_CONTEXT(ctx);
1670 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1671 _mesa_finish(ctx);
1672 }
1673
1674
1675 /**
1676 * Execute glFlush().
1677 *
1678 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1679 * dd_function_table::Flush driver callback, if not NULL.
1680 */
1681 void GLAPIENTRY
1682 _mesa_Flush(void)
1683 {
1684 GET_CURRENT_CONTEXT(ctx);
1685 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1686 _mesa_flush(ctx);
1687 }
1688
1689
1690 /**
1691 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1692 * MUL/MAD, or vice versa, call this function to register that.
1693 * Otherwise we default to MUL/MAD.
1694 */
1695 void
1696 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1697 GLboolean flag )
1698 {
1699 ctx->mvp_with_dp4 = flag;
1700 }
1701
1702
1703
1704 /**
1705 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1706 * is called to see if it's valid to render. This involves checking that
1707 * the current shader is valid and the framebuffer is complete.
1708 * If an error is detected it'll be recorded here.
1709 * \return GL_TRUE if OK to render, GL_FALSE if not
1710 */
1711 GLboolean
1712 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1713 {
1714 bool vert_from_glsl_shader = false;
1715 bool geom_from_glsl_shader = false;
1716 bool frag_from_glsl_shader = false;
1717
1718 /* This depends on having up to date derived state (shaders) */
1719 if (ctx->NewState)
1720 _mesa_update_state(ctx);
1721
1722 if (ctx->Shader.CurrentVertexProgram) {
1723 vert_from_glsl_shader = true;
1724
1725 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1726 _mesa_error(ctx, GL_INVALID_OPERATION,
1727 "%s(shader not linked)", where);
1728 return GL_FALSE;
1729 }
1730 #if 0 /* not normally enabled */
1731 {
1732 char errMsg[100];
1733 if (!_mesa_validate_shader_program(ctx,
1734 ctx->Shader.CurrentVertexProgram,
1735 errMsg)) {
1736 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1737 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1738 }
1739 }
1740 #endif
1741 }
1742
1743 if (ctx->Shader.CurrentGeometryProgram) {
1744 geom_from_glsl_shader = true;
1745
1746 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1747 _mesa_error(ctx, GL_INVALID_OPERATION,
1748 "%s(shader not linked)", where);
1749 return GL_FALSE;
1750 }
1751 #if 0 /* not normally enabled */
1752 {
1753 char errMsg[100];
1754 if (!_mesa_validate_shader_program(ctx,
1755 ctx->Shader.CurrentGeometryProgram,
1756 errMsg)) {
1757 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1758 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1759 }
1760 }
1761 #endif
1762 }
1763
1764 if (ctx->Shader.CurrentFragmentProgram) {
1765 frag_from_glsl_shader = true;
1766
1767 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1768 _mesa_error(ctx, GL_INVALID_OPERATION,
1769 "%s(shader not linked)", where);
1770 return GL_FALSE;
1771 }
1772 #if 0 /* not normally enabled */
1773 {
1774 char errMsg[100];
1775 if (!_mesa_validate_shader_program(ctx,
1776 ctx->Shader.CurrentFragmentProgram,
1777 errMsg)) {
1778 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1779 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1780 }
1781 }
1782 #endif
1783 }
1784
1785 /* Any shader stages that are not supplied by the GLSL shader and have
1786 * assembly shaders enabled must now be validated.
1787 */
1788 if (!vert_from_glsl_shader
1789 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1790 _mesa_error(ctx, GL_INVALID_OPERATION,
1791 "%s(vertex program not valid)", where);
1792 return GL_FALSE;
1793 }
1794
1795 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1796 * FINISHME: geometry program should validated here.
1797 */
1798 (void) geom_from_glsl_shader;
1799
1800 if (!frag_from_glsl_shader) {
1801 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1802 _mesa_error(ctx, GL_INVALID_OPERATION,
1803 "%s(fragment program not valid)", where);
1804 return GL_FALSE;
1805 }
1806
1807 /* If drawing to integer-valued color buffers, there must be an
1808 * active fragment shader (GL_EXT_texture_integer).
1809 */
1810 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1811 _mesa_error(ctx, GL_INVALID_OPERATION,
1812 "%s(integer format but no fragment shader)", where);
1813 return GL_FALSE;
1814 }
1815 }
1816
1817 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1818 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1819 "%s(incomplete framebuffer)", where);
1820 return GL_FALSE;
1821 }
1822
1823 #ifdef DEBUG
1824 if (ctx->Shader.Flags & GLSL_LOG) {
1825 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1826 gl_shader_type i;
1827
1828 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1829 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1830 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1831
1832 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1833 if (shProg[i] == NULL || shProg[i]->_Used
1834 || shProg[i]->_LinkedShaders[i] == NULL)
1835 continue;
1836
1837 /* This is the first time this shader is being used.
1838 * Append shader's constants/uniforms to log file.
1839 *
1840 * Only log data for the program target that matches the shader
1841 * target. It's possible to have a program bound to the vertex
1842 * shader target that also supplied a fragment shader. If that
1843 * program isn't also bound to the fragment shader target we don't
1844 * want to log its fragment data.
1845 */
1846 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1847 }
1848
1849 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1850 if (shProg[i] != NULL)
1851 shProg[i]->_Used = GL_TRUE;
1852 }
1853 }
1854 #endif
1855
1856 return GL_TRUE;
1857 }
1858
1859
1860 /*@}*/