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