2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
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>
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.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
80 #include "mfeatures.h"
87 #if FEATURE_attrib_stack
92 #include "bufferobj.h"
93 #if FEATURE_colortable
102 #if FEATURE_evaluators
106 #include "extensions.h"
107 #include "fbobject.h"
109 #include "feedback.h"
112 #include "framebuffer.h"
114 #if FEATURE_histogram
115 #include "histogram.h"
123 #include "multisample.h"
125 #include "pixelstore.h"
128 #if FEATURE_ARB_occlusion_query
129 #include "queryobj.h"
135 #include "simple_list.h"
138 #include "texcompress.h"
139 #include "teximage.h"
141 #include "texstate.h"
146 #include "glapi/glthread.h"
147 #include "glapi/glapioffsets.h"
148 #include "glapi/glapitable.h"
149 #include "shader/program.h"
150 #include "shader/shader_api.h"
151 #if FEATURE_ATI_fragment_shader
152 #include "shader/atifragshader.h"
155 #include "math/m_matrix.h"
159 #include "sparc/sparc.h"
163 int MESA_VERBOSE
= 0;
166 #ifndef MESA_DEBUG_FLAGS
167 int MESA_DEBUG_FLAGS
= 0;
171 /* ubyte -> float conversion */
172 GLfloat _mesa_ubyte_to_float_color_tab
[256];
177 * Swap buffers notification callback.
179 * \param gc GL context.
181 * Called by window system just before swapping buffers.
182 * We have to finish any pending rendering.
185 _mesa_notifySwapBuffers(__GLcontext
*ctx
)
187 FLUSH_VERTICES( ctx
, 0 );
188 if (ctx
->Driver
.Flush
) {
189 ctx
->Driver
.Flush(ctx
);
194 /**********************************************************************/
195 /** \name GL Visual allocation/destruction */
196 /**********************************************************************/
200 * Allocates a GLvisual structure and initializes it via
201 * _mesa_initialize_visual().
203 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
204 * \param dbFlag double buffering
205 * \param stereoFlag stereo buffer
206 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
207 * is acceptable but the actual depth type will be GLushort or GLuint as
209 * \param stencilBits requested minimum bits per stencil buffer value
210 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
211 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
212 * \param redBits number of bits per color component in frame buffer for RGB(A)
213 * mode. We always use 8 in core Mesa though.
214 * \param greenBits same as above.
215 * \param blueBits same as above.
216 * \param alphaBits same as above.
217 * \param numSamples not really used.
219 * \return pointer to new GLvisual or NULL if requested parameters can't be
222 * \note Need to add params for level and numAuxBuffers (at least)
225 _mesa_create_visual( GLboolean rgbFlag
,
227 GLboolean stereoFlag
,
236 GLint accumGreenBits
,
238 GLint accumAlphaBits
,
241 GLvisual
*vis
= (GLvisual
*) _mesa_calloc(sizeof(GLvisual
));
243 if (!_mesa_initialize_visual(vis
, rgbFlag
, dbFlag
, stereoFlag
,
244 redBits
, greenBits
, blueBits
, alphaBits
,
245 indexBits
, depthBits
, stencilBits
,
246 accumRedBits
, accumGreenBits
,
247 accumBlueBits
, accumAlphaBits
,
257 * Makes some sanity checks and fills in the fields of the
258 * GLvisual object with the given parameters. If the caller needs
259 * to set additional fields, he should just probably init the whole GLvisual
261 * \return GL_TRUE on success, or GL_FALSE on failure.
263 * \sa _mesa_create_visual() above for the parameter description.
266 _mesa_initialize_visual( GLvisual
*vis
,
269 GLboolean stereoFlag
,
278 GLint accumGreenBits
,
280 GLint accumAlphaBits
,
285 if (depthBits
< 0 || depthBits
> 32) {
288 if (stencilBits
< 0 || stencilBits
> STENCIL_BITS
) {
291 assert(accumRedBits
>= 0);
292 assert(accumGreenBits
>= 0);
293 assert(accumBlueBits
>= 0);
294 assert(accumAlphaBits
>= 0);
296 vis
->rgbMode
= rgbFlag
;
297 vis
->doubleBufferMode
= dbFlag
;
298 vis
->stereoMode
= stereoFlag
;
300 vis
->redBits
= redBits
;
301 vis
->greenBits
= greenBits
;
302 vis
->blueBits
= blueBits
;
303 vis
->alphaBits
= alphaBits
;
304 vis
->rgbBits
= redBits
+ greenBits
+ blueBits
;
306 vis
->indexBits
= indexBits
;
307 vis
->depthBits
= depthBits
;
308 vis
->stencilBits
= stencilBits
;
310 vis
->accumRedBits
= accumRedBits
;
311 vis
->accumGreenBits
= accumGreenBits
;
312 vis
->accumBlueBits
= accumBlueBits
;
313 vis
->accumAlphaBits
= accumAlphaBits
;
315 vis
->haveAccumBuffer
= accumRedBits
> 0;
316 vis
->haveDepthBuffer
= depthBits
> 0;
317 vis
->haveStencilBuffer
= stencilBits
> 0;
319 vis
->numAuxBuffers
= 0;
322 vis
->sampleBuffers
= numSamples
> 0 ? 1 : 0;
323 vis
->samples
= numSamples
;
330 * Destroy a visual and free its memory.
334 * Frees the visual structure.
337 _mesa_destroy_visual( GLvisual
*vis
)
345 /**********************************************************************/
346 /** \name Context allocation, initialization, destroying
348 * The purpose of the most initialization functions here is to provide the
349 * default state values according to the OpenGL specification.
351 /**********************************************************************/
355 * One-time initialization mutex lock.
357 * \sa Used by one_time_init().
359 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
362 * Calls all the various one-time-init functions in Mesa.
364 * While holding a global mutex lock, calls several initialization functions,
365 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
371 one_time_init( GLcontext
*ctx
)
373 static GLboolean alreadyCalled
= GL_FALSE
;
375 _glthread_LOCK_MUTEX(OneTimeLock
);
376 if (!alreadyCalled
) {
379 /* do some implementation tests */
380 assert( sizeof(GLbyte
) == 1 );
381 assert( sizeof(GLubyte
) == 1 );
382 assert( sizeof(GLshort
) == 2 );
383 assert( sizeof(GLushort
) == 2 );
384 assert( sizeof(GLint
) == 4 );
385 assert( sizeof(GLuint
) == 4 );
387 _mesa_init_sqrt_table();
389 for (i
= 0; i
< 256; i
++) {
390 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
393 if (_mesa_getenv("MESA_DEBUG")) {
394 _glapi_noop_enable_warnings(GL_TRUE
);
395 _glapi_set_warning_func( (_glapi_warning_func
) _mesa_warning
);
398 _glapi_noop_enable_warnings(GL_FALSE
);
401 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
402 _mesa_debug(ctx
, "Mesa %s DEBUG build %s %s\n",
403 MESA_VERSION_STRING
, __DATE__
, __TIME__
);
406 alreadyCalled
= GL_TRUE
;
408 _glthread_UNLOCK_MUTEX(OneTimeLock
);
413 * Allocate and initialize a shared context state structure.
414 * Initializes the display list, texture objects and vertex programs hash
415 * tables, allocates the texture objects. If it runs out of memory, frees
416 * everything already allocated before returning NULL.
418 * \return pointer to a gl_shared_state structure on success, or NULL on
422 alloc_shared_state( GLcontext
*ctx
)
425 struct gl_shared_state
*ss
= CALLOC_STRUCT(gl_shared_state
);
431 _glthread_INIT_MUTEX(ss
->Mutex
);
433 ss
->DisplayList
= _mesa_NewHashTable();
434 ss
->TexObjects
= _mesa_NewHashTable();
435 ss
->Programs
= _mesa_NewHashTable();
437 #if FEATURE_ARB_vertex_program
438 ss
->DefaultVertexProgram
= (struct gl_vertex_program
*)
439 ctx
->Driver
.NewProgram(ctx
, GL_VERTEX_PROGRAM_ARB
, 0);
440 if (!ss
->DefaultVertexProgram
)
443 #if FEATURE_ARB_fragment_program
444 ss
->DefaultFragmentProgram
= (struct gl_fragment_program
*)
445 ctx
->Driver
.NewProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
, 0);
446 if (!ss
->DefaultFragmentProgram
)
449 #if FEATURE_ATI_fragment_shader
450 ss
->ATIShaders
= _mesa_NewHashTable();
451 ss
->DefaultFragmentShader
= _mesa_new_ati_fragment_shader(ctx
, 0);
452 if (!ss
->DefaultFragmentShader
)
456 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
457 ss
->BufferObjects
= _mesa_NewHashTable();
460 ss
->ArrayObjects
= _mesa_NewHashTable();
462 #if FEATURE_ARB_shader_objects
463 ss
->ShaderObjects
= _mesa_NewHashTable();
466 /* Create default texture objects */
467 for (i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
468 /* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
469 static const GLenum targets
[NUM_TEXTURE_TARGETS
] = {
470 GL_TEXTURE_2D_ARRAY_EXT
,
471 GL_TEXTURE_1D_ARRAY_EXT
,
474 GL_TEXTURE_RECTANGLE_NV
,
478 ss
->DefaultTex
[i
] = ctx
->Driver
.NewTextureObject(ctx
, 0, targets
[i
]);
479 if (!ss
->DefaultTex
[i
])
484 assert(ss
->DefaultTex
[TEXTURE_1D_INDEX
]->RefCount
== 1);
486 _glthread_INIT_MUTEX(ss
->TexMutex
);
487 ss
->TextureStateStamp
= 0;
489 #if FEATURE_EXT_framebuffer_object
490 ss
->FrameBuffers
= _mesa_NewHashTable();
491 if (!ss
->FrameBuffers
)
493 ss
->RenderBuffers
= _mesa_NewHashTable();
494 if (!ss
->RenderBuffers
)
501 /* Ran out of memory at some point. Free everything and return NULL */
503 _mesa_DeleteHashTable(ss
->DisplayList
);
505 _mesa_DeleteHashTable(ss
->TexObjects
);
507 _mesa_DeleteHashTable(ss
->Programs
);
508 #if FEATURE_ARB_vertex_program
509 _mesa_reference_vertprog(ctx
, &ss
->DefaultVertexProgram
, NULL
);
511 #if FEATURE_ARB_fragment_program
512 _mesa_reference_fragprog(ctx
, &ss
->DefaultFragmentProgram
, NULL
);
514 #if FEATURE_ATI_fragment_shader
515 if (ss
->DefaultFragmentShader
)
516 _mesa_delete_ati_fragment_shader(ctx
, ss
->DefaultFragmentShader
);
518 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
519 if (ss
->BufferObjects
)
520 _mesa_DeleteHashTable(ss
->BufferObjects
);
523 if (ss
->ArrayObjects
)
524 _mesa_DeleteHashTable (ss
->ArrayObjects
);
526 #if FEATURE_ARB_shader_objects
527 if (ss
->ShaderObjects
)
528 _mesa_DeleteHashTable (ss
->ShaderObjects
);
531 #if FEATURE_EXT_framebuffer_object
532 if (ss
->FrameBuffers
)
533 _mesa_DeleteHashTable(ss
->FrameBuffers
);
534 if (ss
->RenderBuffers
)
535 _mesa_DeleteHashTable(ss
->RenderBuffers
);
538 for (i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
539 if (ss
->DefaultTex
[i
])
540 ctx
->Driver
.DeleteTexture(ctx
, ss
->DefaultTex
[i
]);
550 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
553 delete_displaylist_cb(GLuint id
, void *data
, void *userData
)
556 struct gl_display_list
*list
= (struct gl_display_list
*) data
;
557 GLcontext
*ctx
= (GLcontext
*) userData
;
558 _mesa_delete_list(ctx
, list
);
563 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
566 delete_texture_cb(GLuint id
, void *data
, void *userData
)
568 struct gl_texture_object
*texObj
= (struct gl_texture_object
*) data
;
569 GLcontext
*ctx
= (GLcontext
*) userData
;
570 ctx
->Driver
.DeleteTexture(ctx
, texObj
);
574 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
577 delete_program_cb(GLuint id
, void *data
, void *userData
)
579 struct gl_program
*prog
= (struct gl_program
*) data
;
580 GLcontext
*ctx
= (GLcontext
*) userData
;
581 ASSERT(prog
->RefCount
== 1); /* should only be referenced by hash table */
582 prog
->RefCount
= 0; /* now going away */
583 ctx
->Driver
.DeleteProgram(ctx
, prog
);
586 #if FEATURE_ATI_fragment_shader
588 * Callback for deleting an ATI fragment shader object.
589 * Called by _mesa_HashDeleteAll().
592 delete_fragshader_cb(GLuint id
, void *data
, void *userData
)
594 struct ati_fragment_shader
*shader
= (struct ati_fragment_shader
*) data
;
595 GLcontext
*ctx
= (GLcontext
*) userData
;
596 _mesa_delete_ati_fragment_shader(ctx
, shader
);
601 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
604 delete_bufferobj_cb(GLuint id
, void *data
, void *userData
)
606 struct gl_buffer_object
*bufObj
= (struct gl_buffer_object
*) data
;
607 GLcontext
*ctx
= (GLcontext
*) userData
;
608 ctx
->Driver
.DeleteBuffer(ctx
, bufObj
);
612 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
615 delete_arrayobj_cb(GLuint id
, void *data
, void *userData
)
617 struct gl_array_object
*arrayObj
= (struct gl_array_object
*) data
;
618 GLcontext
*ctx
= (GLcontext
*) userData
;
619 _mesa_delete_array_object(ctx
, arrayObj
);
623 * Callback for freeing shader program data. Call it before delete_shader_cb
624 * to avoid memory access error.
627 free_shader_program_data_cb(GLuint id
, void *data
, void *userData
)
629 GLcontext
*ctx
= (GLcontext
*) userData
;
630 struct gl_shader_program
*shProg
= (struct gl_shader_program
*) data
;
632 if (shProg
->Type
== GL_SHADER_PROGRAM_MESA
) {
633 _mesa_free_shader_program_data(ctx
, shProg
);
638 * Callback for deleting shader and shader programs objects.
639 * Called by _mesa_HashDeleteAll().
642 delete_shader_cb(GLuint id
, void *data
, void *userData
)
644 GLcontext
*ctx
= (GLcontext
*) userData
;
645 struct gl_shader
*sh
= (struct gl_shader
*) data
;
646 if (sh
->Type
== GL_FRAGMENT_SHADER
|| sh
->Type
== GL_VERTEX_SHADER
) {
647 _mesa_free_shader(ctx
, sh
);
650 struct gl_shader_program
*shProg
= (struct gl_shader_program
*) data
;
651 ASSERT(shProg
->Type
== GL_SHADER_PROGRAM_MESA
);
652 _mesa_free_shader_program(ctx
, shProg
);
657 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
660 delete_framebuffer_cb(GLuint id
, void *data
, void *userData
)
662 struct gl_framebuffer
*fb
= (struct gl_framebuffer
*) data
;
663 /* The fact that the framebuffer is in the hashtable means its refcount
664 * is one, but we're removing from the hashtable now. So clear refcount.
666 /*assert(fb->RefCount == 1);*/
669 /* NOTE: Delete should always be defined but there are two reports
670 * of it being NULL (bugs 13507, 14293). Work-around for now.
677 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
680 delete_renderbuffer_cb(GLuint id
, void *data
, void *userData
)
682 struct gl_renderbuffer
*rb
= (struct gl_renderbuffer
*) data
;
683 rb
->RefCount
= 0; /* see comment for FBOs above */
690 * Deallocate a shared state object and all children structures.
692 * \param ctx GL context.
693 * \param ss shared state pointer.
695 * Frees the display lists, the texture objects (calling the driver texture
696 * deletion callback to free its private data) and the vertex programs, as well
697 * as their hash tables.
699 * \sa alloc_shared_state().
702 free_shared_state( GLcontext
*ctx
, struct gl_shared_state
*ss
)
709 _mesa_HashDeleteAll(ss
->DisplayList
, delete_displaylist_cb
, ctx
);
710 _mesa_DeleteHashTable(ss
->DisplayList
);
712 #if FEATURE_ARB_shader_objects
713 _mesa_HashWalk(ss
->ShaderObjects
, free_shader_program_data_cb
, ctx
);
714 _mesa_HashDeleteAll(ss
->ShaderObjects
, delete_shader_cb
, ctx
);
715 _mesa_DeleteHashTable(ss
->ShaderObjects
);
718 _mesa_HashDeleteAll(ss
->Programs
, delete_program_cb
, ctx
);
719 _mesa_DeleteHashTable(ss
->Programs
);
721 #if FEATURE_ARB_vertex_program
722 _mesa_reference_vertprog(ctx
, &ss
->DefaultVertexProgram
, NULL
);
724 #if FEATURE_ARB_fragment_program
725 _mesa_reference_fragprog(ctx
, &ss
->DefaultFragmentProgram
, NULL
);
728 #if FEATURE_ATI_fragment_shader
729 _mesa_HashDeleteAll(ss
->ATIShaders
, delete_fragshader_cb
, ctx
);
730 _mesa_DeleteHashTable(ss
->ATIShaders
);
731 _mesa_delete_ati_fragment_shader(ctx
, ss
->DefaultFragmentShader
);
734 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
735 _mesa_HashDeleteAll(ss
->BufferObjects
, delete_bufferobj_cb
, ctx
);
736 _mesa_DeleteHashTable(ss
->BufferObjects
);
739 _mesa_HashDeleteAll(ss
->ArrayObjects
, delete_arrayobj_cb
, ctx
);
740 _mesa_DeleteHashTable(ss
->ArrayObjects
);
742 #if FEATURE_EXT_framebuffer_object
743 _mesa_HashDeleteAll(ss
->FrameBuffers
, delete_framebuffer_cb
, ctx
);
744 _mesa_DeleteHashTable(ss
->FrameBuffers
);
745 _mesa_HashDeleteAll(ss
->RenderBuffers
, delete_renderbuffer_cb
, ctx
);
746 _mesa_DeleteHashTable(ss
->RenderBuffers
);
750 * Free texture objects (after FBOs since some textures might have
751 * been bound to FBOs).
753 ASSERT(ctx
->Driver
.DeleteTexture
);
754 /* the default textures */
755 for (i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
756 ctx
->Driver
.DeleteTexture(ctx
, ss
->DefaultTex
[i
]);
758 /* all other textures */
759 _mesa_HashDeleteAll(ss
->TexObjects
, delete_texture_cb
, ctx
);
760 _mesa_DeleteHashTable(ss
->TexObjects
);
762 _glthread_DESTROY_MUTEX(ss
->Mutex
);
769 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
772 _mesa_init_current(GLcontext
*ctx
)
776 /* Init all to (0,0,0,1) */
777 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
778 ASSIGN_4V( ctx
->Current
.Attrib
[i
], 0.0, 0.0, 0.0, 1.0 );
781 /* redo special cases: */
782 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_WEIGHT
], 1.0, 0.0, 0.0, 0.0 );
783 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
], 0.0, 0.0, 1.0, 1.0 );
784 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
], 1.0, 1.0, 1.0, 1.0 );
785 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
], 0.0, 0.0, 0.0, 1.0 );
786 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
], 1.0, 0.0, 0.0, 1.0 );
787 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_EDGEFLAG
], 1.0, 0.0, 0.0, 1.0 );
792 * Init vertex/fragment program limits.
793 * Important: drivers should override these with actual limits.
796 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
798 prog
->MaxInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
799 prog
->MaxAluInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
800 prog
->MaxTexInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
801 prog
->MaxTexIndirections
= MAX_PROGRAM_INSTRUCTIONS
;
802 prog
->MaxTemps
= MAX_PROGRAM_TEMPS
;
803 prog
->MaxEnvParams
= MAX_PROGRAM_ENV_PARAMS
;
804 prog
->MaxLocalParams
= MAX_PROGRAM_LOCAL_PARAMS
;
805 prog
->MaxUniformComponents
= 4 * MAX_UNIFORMS
;
807 if (type
== GL_VERTEX_PROGRAM_ARB
) {
808 prog
->MaxParameters
= MAX_NV_VERTEX_PROGRAM_PARAMS
;
809 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
810 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
813 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
814 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
815 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
818 /* copy the above limits to init native limits */
819 prog
->MaxNativeInstructions
= prog
->MaxInstructions
;
820 prog
->MaxNativeAluInstructions
= prog
->MaxAluInstructions
;
821 prog
->MaxNativeTexInstructions
= prog
->MaxTexInstructions
;
822 prog
->MaxNativeTexIndirections
= prog
->MaxTexIndirections
;
823 prog
->MaxNativeAttribs
= prog
->MaxAttribs
;
824 prog
->MaxNativeTemps
= prog
->MaxTemps
;
825 prog
->MaxNativeAddressRegs
= prog
->MaxAddressRegs
;
826 prog
->MaxNativeParameters
= prog
->MaxParameters
;
831 * Initialize fields of gl_constants (aka ctx->Const.*).
832 * Use defaults from config.h. The device drivers will often override
833 * some of these values (such as number of texture units).
836 _mesa_init_constants(GLcontext
*ctx
)
840 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
841 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
843 /* Max texture size should be <= max viewport size (render to texture) */
844 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
846 /* Constants, may be overriden (usually only reduced) by device drivers */
847 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
848 ctx
->Const
.Max3DTextureLevels
= MAX_3D_TEXTURE_LEVELS
;
849 ctx
->Const
.MaxCubeTextureLevels
= MAX_CUBE_TEXTURE_LEVELS
;
850 ctx
->Const
.MaxTextureRectSize
= MAX_TEXTURE_RECT_SIZE
;
851 ctx
->Const
.MaxArrayTextureLayers
= MAX_ARRAY_TEXTURE_LAYERS
;
852 ctx
->Const
.MaxTextureCoordUnits
= MAX_TEXTURE_COORD_UNITS
;
853 ctx
->Const
.MaxTextureImageUnits
= MAX_TEXTURE_IMAGE_UNITS
;
854 ctx
->Const
.MaxTextureUnits
= MIN2(ctx
->Const
.MaxTextureCoordUnits
,
855 ctx
->Const
.MaxTextureImageUnits
);
856 ctx
->Const
.MaxTextureMaxAnisotropy
= MAX_TEXTURE_MAX_ANISOTROPY
;
857 ctx
->Const
.MaxTextureLodBias
= MAX_TEXTURE_LOD_BIAS
;
858 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
859 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
860 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
861 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
862 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
863 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
864 ctx
->Const
.PointSizeGranularity
= (GLfloat
) POINT_SIZE_GRANULARITY
;
865 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
866 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
867 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
868 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
869 ctx
->Const
.LineWidthGranularity
= (GLfloat
) LINE_WIDTH_GRANULARITY
;
870 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
871 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
872 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
873 ctx
->Const
.MaxClipPlanes
= MAX_CLIP_PLANES
;
874 ctx
->Const
.MaxLights
= MAX_LIGHTS
;
875 ctx
->Const
.MaxShininess
= 128.0;
876 ctx
->Const
.MaxSpotExponent
= 128.0;
877 ctx
->Const
.MaxViewportWidth
= MAX_WIDTH
;
878 ctx
->Const
.MaxViewportHeight
= MAX_HEIGHT
;
879 #if FEATURE_ARB_vertex_program
880 init_program_limits(GL_VERTEX_PROGRAM_ARB
, &ctx
->Const
.VertexProgram
);
882 #if FEATURE_ARB_fragment_program
883 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
885 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
886 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
888 /* CheckArrayBounds is overriden by drivers/x11 for X server */
889 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
891 /* GL_ARB_draw_buffers */
892 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
894 /* GL_OES_read_format */
895 ctx
->Const
.ColorReadFormat
= GL_RGBA
;
896 ctx
->Const
.ColorReadType
= GL_UNSIGNED_BYTE
;
898 #if FEATURE_EXT_framebuffer_object
899 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
900 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
903 #if FEATURE_ARB_vertex_shader
904 ctx
->Const
.MaxVertexTextureImageUnits
= MAX_VERTEX_TEXTURE_IMAGE_UNITS
;
905 ctx
->Const
.MaxVarying
= MAX_VARYING
;
908 /* GL_ARB_framebuffer_object */
909 ctx
->Const
.MaxSamples
= 0;
912 ASSERT(ctx
->Const
.MaxTextureUnits
== MIN2(ctx
->Const
.MaxTextureImageUnits
,
913 ctx
->Const
.MaxTextureCoordUnits
));
914 ASSERT(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
915 ASSERT(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
917 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
918 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
919 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS
<= VERT_ATTRIB_MAX
);
920 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS
<= VERT_RESULT_MAX
);
925 * Do some sanity checks on the limits/constants for the given context.
926 * Only called the first time a context is bound.
929 check_context_limits(GLcontext
*ctx
)
931 /* Many context limits/constants are limited by the size of
934 assert(ctx
->Const
.MaxTextureImageUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
935 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_TEXTURE_COORD_UNITS
);
936 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
937 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_COORD_UNITS
);
939 /* number of coord units cannot be greater than number of image units */
940 assert(ctx
->Const
.MaxTextureCoordUnits
<= ctx
->Const
.MaxTextureImageUnits
);
942 assert(ctx
->Const
.MaxTextureLevels
<= MAX_TEXTURE_LEVELS
);
943 assert(ctx
->Const
.Max3DTextureLevels
<= MAX_3D_TEXTURE_LEVELS
);
944 assert(ctx
->Const
.MaxCubeTextureLevels
<= MAX_CUBE_TEXTURE_LEVELS
);
945 assert(ctx
->Const
.MaxTextureRectSize
<= MAX_TEXTURE_RECT_SIZE
);
947 /* make sure largest texture image is <= MAX_WIDTH in size */
948 assert((1 << (ctx
->Const
.MaxTextureLevels
- 1)) <= MAX_WIDTH
);
949 assert((1 << (ctx
->Const
.MaxCubeTextureLevels
- 1)) <= MAX_WIDTH
);
950 assert((1 << (ctx
->Const
.Max3DTextureLevels
- 1)) <= MAX_WIDTH
);
952 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
953 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
955 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
957 /* XXX probably add more tests */
962 * Initialize the attribute groups in a GL context.
964 * \param ctx GL context.
966 * Initializes all the attributes, calling the respective <tt>init*</tt>
967 * functions for the more complex data structures.
970 init_attrib_groups(GLcontext
*ctx
)
975 _mesa_init_constants( ctx
);
978 _mesa_init_extensions( ctx
);
980 /* Attribute Groups */
982 _mesa_init_accum( ctx
);
984 #if FEATURE_attrib_stack
985 _mesa_init_attrib( ctx
);
987 _mesa_init_buffer_objects( ctx
);
988 _mesa_init_color( ctx
);
989 #if FEATURE_colortable
990 _mesa_init_colortables( ctx
);
992 _mesa_init_current( ctx
);
993 _mesa_init_depth( ctx
);
994 _mesa_init_debug( ctx
);
996 _mesa_init_display_list( ctx
);
998 #if FEATURE_evaluators
999 _mesa_init_eval( ctx
);
1001 _mesa_init_fbobjects( ctx
);
1002 #if FEATURE_feedback
1003 _mesa_init_feedback( ctx
);
1005 ctx
->RenderMode
= GL_RENDER
;
1007 _mesa_init_fog( ctx
);
1008 #if FEATURE_histogram
1009 _mesa_init_histogram( ctx
);
1011 _mesa_init_hint( ctx
);
1012 _mesa_init_line( ctx
);
1013 _mesa_init_lighting( ctx
);
1014 _mesa_init_matrix( ctx
);
1015 _mesa_init_multisample( ctx
);
1016 _mesa_init_pixel( ctx
);
1017 _mesa_init_pixelstore( ctx
);
1018 _mesa_init_point( ctx
);
1019 _mesa_init_polygon( ctx
);
1020 _mesa_init_program( ctx
);
1021 #if FEATURE_ARB_occlusion_query
1022 _mesa_init_query( ctx
);
1025 _mesa_init_rastpos( ctx
);
1027 _mesa_init_scissor( ctx
);
1028 _mesa_init_shader_state( ctx
);
1029 _mesa_init_stencil( ctx
);
1030 _mesa_init_transform( ctx
);
1031 _mesa_init_varray( ctx
);
1032 _mesa_init_viewport( ctx
);
1034 if (!_mesa_init_texture( ctx
))
1037 #if FEATURE_texture_s3tc
1038 _mesa_init_texture_s3tc( ctx
);
1040 #if FEATURE_texture_fxt1
1041 _mesa_init_texture_fxt1( ctx
);
1045 ctx
->NewState
= _NEW_ALL
;
1046 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
1047 ctx
->varying_vp_inputs
= ~0;
1054 * Update default objects in a GL context with respect to shared state.
1056 * \param ctx GL context.
1058 * Removes references to old default objects, (texture objects, program
1059 * objects, etc.) and changes to reference those from the current shared
1063 update_default_objects(GLcontext
*ctx
)
1067 _mesa_update_default_objects_program(ctx
);
1068 _mesa_update_default_objects_texture(ctx
);
1069 _mesa_update_default_objects_buffer_objects(ctx
);
1076 * This is the default function we plug into all dispatch table slots
1077 * This helps prevents a segfault when someone calls a GL function without
1078 * first checking if the extension's supported.
1083 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
1089 * Allocate and initialize a new dispatch table.
1091 static struct _glapi_table
*
1092 alloc_dispatch_table(void)
1094 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1095 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1096 * Mesa we do this to accomodate different versions of libGL and various
1099 GLint numEntries
= MAX2(_glapi_get_dispatch_table_size(),
1100 sizeof(struct _glapi_table
) / sizeof(_glapi_proc
));
1101 struct _glapi_table
*table
=
1102 (struct _glapi_table
*) _mesa_malloc(numEntries
* sizeof(_glapi_proc
));
1104 _glapi_proc
*entry
= (_glapi_proc
*) table
;
1106 for (i
= 0; i
< numEntries
; i
++) {
1107 entry
[i
] = (_glapi_proc
) generic_nop
;
1115 * Initialize a GLcontext struct (rendering context).
1117 * This includes allocating all the other structs and arrays which hang off of
1118 * the context by pointers.
1119 * Note that the driver needs to pass in its dd_function_table here since
1120 * we need to at least call driverFunctions->NewTextureObject to create the
1121 * default texture objects.
1123 * Called by _mesa_create_context().
1125 * Performs the imports and exports callback tables initialization, and
1126 * miscellaneous one-time initializations. If no shared context is supplied one
1127 * is allocated, and increase its reference count. Setups the GL API dispatch
1128 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1129 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1132 * \param ctx the context to initialize
1133 * \param visual describes the visual attributes for this context
1134 * \param share_list points to context to share textures, display lists,
1136 * \param driverFunctions table of device driver functions for this context
1138 * \param driverContext pointer to driver-specific context data
1141 _mesa_initialize_context(GLcontext
*ctx
,
1142 const GLvisual
*visual
,
1143 GLcontext
*share_list
,
1144 const struct dd_function_table
*driverFunctions
,
1145 void *driverContext
)
1147 /*ASSERT(driverContext);*/
1148 assert(driverFunctions
->NewTextureObject
);
1149 assert(driverFunctions
->FreeTexImageData
);
1151 /* misc one-time initializations */
1154 ctx
->Visual
= *visual
;
1155 ctx
->DrawBuffer
= NULL
;
1156 ctx
->ReadBuffer
= NULL
;
1157 ctx
->WinSysDrawBuffer
= NULL
;
1158 ctx
->WinSysReadBuffer
= NULL
;
1160 /* Plug in driver functions and context pointer here.
1161 * This is important because when we call alloc_shared_state() below
1162 * we'll call ctx->Driver.NewTextureObject() to create the default
1165 ctx
->Driver
= *driverFunctions
;
1166 ctx
->DriverCtx
= driverContext
;
1169 /* share state with another context */
1170 ctx
->Shared
= share_list
->Shared
;
1173 /* allocate new, unshared state */
1174 if (!alloc_shared_state( ctx
)) {
1178 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1179 ctx
->Shared
->RefCount
++;
1180 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1182 if (!init_attrib_groups( ctx
)) {
1183 free_shared_state(ctx
, ctx
->Shared
);
1187 /* setup the API dispatch tables */
1188 ctx
->Exec
= alloc_dispatch_table();
1189 ctx
->Save
= alloc_dispatch_table();
1190 if (!ctx
->Exec
|| !ctx
->Save
) {
1191 free_shared_state(ctx
, ctx
->Shared
);
1193 _mesa_free(ctx
->Exec
);
1195 #if FEATURE_dispatch
1196 _mesa_init_exec_table(ctx
->Exec
);
1198 ctx
->CurrentDispatch
= ctx
->Exec
;
1200 _mesa_init_dlist_table(ctx
->Save
);
1201 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
1203 /* Neutral tnl module stuff */
1204 _mesa_init_exec_vtxfmt( ctx
);
1205 ctx
->TnlModule
.Current
= NULL
;
1206 ctx
->TnlModule
.SwapCount
= 0;
1208 ctx
->FragmentProgram
._MaintainTexEnvProgram
1209 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
1211 ctx
->VertexProgram
._MaintainTnlProgram
1212 = (_mesa_getenv("MESA_TNL_PROG") != NULL
);
1213 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
1214 /* this is required... */
1215 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
1218 #ifdef FEATURE_extra_context_init
1219 _mesa_initialize_context_extra(ctx
);
1222 ctx
->FirstTimeCurrent
= GL_TRUE
;
1229 * Allocate and initialize a GLcontext structure.
1230 * Note that the driver needs to pass in its dd_function_table here since
1231 * we need to at least call driverFunctions->NewTextureObject to initialize
1232 * the rendering context.
1234 * \param visual a GLvisual pointer (we copy the struct contents)
1235 * \param share_list another context to share display lists with or NULL
1236 * \param driverFunctions points to the dd_function_table into which the
1237 * driver has plugged in all its special functions.
1238 * \param driverCtx points to the device driver's private context state
1240 * \return pointer to a new __GLcontextRec or NULL if error.
1243 _mesa_create_context(const GLvisual
*visual
,
1244 GLcontext
*share_list
,
1245 const struct dd_function_table
*driverFunctions
,
1246 void *driverContext
)
1251 /*ASSERT(driverContext);*/
1253 ctx
= (GLcontext
*) _mesa_calloc(sizeof(GLcontext
));
1257 if (_mesa_initialize_context(ctx
, visual
, share_list
,
1258 driverFunctions
, driverContext
)) {
1269 * Free the data associated with the given context.
1271 * But doesn't free the GLcontext struct itself.
1273 * \sa _mesa_initialize_context() and init_attrib_groups().
1276 _mesa_free_context_data( GLcontext
*ctx
)
1278 if (!_mesa_get_current_context()){
1279 /* No current context, but we may need one in order to delete
1280 * texture objs, etc. So temporarily bind the context now.
1282 _mesa_make_current(ctx
, NULL
, NULL
);
1285 /* unreference WinSysDraw/Read buffers */
1286 _mesa_reference_framebuffer(&ctx
->WinSysDrawBuffer
, NULL
);
1287 _mesa_reference_framebuffer(&ctx
->WinSysReadBuffer
, NULL
);
1288 _mesa_reference_framebuffer(&ctx
->DrawBuffer
, NULL
);
1289 _mesa_reference_framebuffer(&ctx
->ReadBuffer
, NULL
);
1291 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
, NULL
);
1292 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
1293 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
1295 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
, NULL
);
1296 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
1297 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
, NULL
);
1299 #if FEATURE_attrib_stack
1300 _mesa_free_attrib_data(ctx
);
1302 _mesa_free_lighting_data( ctx
);
1303 #if FEATURE_evaluators
1304 _mesa_free_eval_data( ctx
);
1306 _mesa_free_texture_data( ctx
);
1307 _mesa_free_matrix_data( ctx
);
1308 _mesa_free_viewport_data( ctx
);
1309 #if FEATURE_colortable
1310 _mesa_free_colortables_data( ctx
);
1312 _mesa_free_program_data(ctx
);
1313 _mesa_free_shader_state(ctx
);
1314 #if FEATURE_ARB_occlusion_query
1315 _mesa_free_query_data(ctx
);
1318 #if FEATURE_ARB_vertex_buffer_object
1319 _mesa_delete_buffer_object(ctx
, ctx
->Array
.NullBufferObj
);
1321 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
1323 /* free dispatch tables */
1324 _mesa_free(ctx
->Exec
);
1325 _mesa_free(ctx
->Save
);
1327 /* Shared context state (display lists, textures, etc) */
1328 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1329 ctx
->Shared
->RefCount
--;
1330 assert(ctx
->Shared
->RefCount
>= 0);
1331 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1332 if (ctx
->Shared
->RefCount
== 0) {
1333 /* free shared state */
1334 free_shared_state( ctx
, ctx
->Shared
);
1337 if (ctx
->Extensions
.String
)
1338 _mesa_free((void *) ctx
->Extensions
.String
);
1340 /* unbind the context if it's currently bound */
1341 if (ctx
== _mesa_get_current_context()) {
1342 _mesa_make_current(NULL
, NULL
, NULL
);
1348 * Destroy a GLcontext structure.
1350 * \param ctx GL context.
1352 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1355 _mesa_destroy_context( GLcontext
*ctx
)
1358 _mesa_free_context_data(ctx
);
1359 _mesa_free( (void *) ctx
);
1366 * Copy attribute groups from one context to another.
1368 * \param src source context
1369 * \param dst destination context
1370 * \param mask bitwise OR of GL_*_BIT flags
1372 * According to the bits specified in \p mask, copies the corresponding
1373 * attributes from \p src into \p dst. For many of the attributes a simple \c
1374 * memcpy is not enough due to the existence of internal pointers in their data
1378 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1380 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1382 dst
->Accum
= src
->Accum
;
1384 if (mask
& GL_COLOR_BUFFER_BIT
) {
1386 dst
->Color
= src
->Color
;
1388 if (mask
& GL_CURRENT_BIT
) {
1390 dst
->Current
= src
->Current
;
1392 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1394 dst
->Depth
= src
->Depth
;
1396 if (mask
& GL_ENABLE_BIT
) {
1399 if (mask
& GL_EVAL_BIT
) {
1401 dst
->Eval
= src
->Eval
;
1403 if (mask
& GL_FOG_BIT
) {
1405 dst
->Fog
= src
->Fog
;
1407 if (mask
& GL_HINT_BIT
) {
1409 dst
->Hint
= src
->Hint
;
1411 if (mask
& GL_LIGHTING_BIT
) {
1413 /* begin with memcpy */
1414 dst
->Light
= src
->Light
;
1415 /* fixup linked lists to prevent pointer insanity */
1416 make_empty_list( &(dst
->Light
.EnabledList
) );
1417 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1418 if (dst
->Light
.Light
[i
].Enabled
) {
1419 insert_at_tail(&(dst
->Light
.EnabledList
), &(dst
->Light
.Light
[i
]));
1423 if (mask
& GL_LINE_BIT
) {
1425 dst
->Line
= src
->Line
;
1427 if (mask
& GL_LIST_BIT
) {
1429 dst
->List
= src
->List
;
1431 if (mask
& GL_PIXEL_MODE_BIT
) {
1433 dst
->Pixel
= src
->Pixel
;
1435 if (mask
& GL_POINT_BIT
) {
1437 dst
->Point
= src
->Point
;
1439 if (mask
& GL_POLYGON_BIT
) {
1441 dst
->Polygon
= src
->Polygon
;
1443 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1444 /* Use loop instead of MEMCPY due to problem with Portland Group's
1445 * C compiler. Reported by John Stone.
1448 for (i
= 0; i
< 32; i
++) {
1449 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1452 if (mask
& GL_SCISSOR_BIT
) {
1454 dst
->Scissor
= src
->Scissor
;
1456 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1458 dst
->Stencil
= src
->Stencil
;
1460 if (mask
& GL_TEXTURE_BIT
) {
1461 /* Cannot memcpy because of pointers */
1462 _mesa_copy_texture_state(src
, dst
);
1464 if (mask
& GL_TRANSFORM_BIT
) {
1466 dst
->Transform
= src
->Transform
;
1468 if (mask
& GL_VIEWPORT_BIT
) {
1469 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1470 dst
->Viewport
.X
= src
->Viewport
.X
;
1471 dst
->Viewport
.Y
= src
->Viewport
.Y
;
1472 dst
->Viewport
.Width
= src
->Viewport
.Width
;
1473 dst
->Viewport
.Height
= src
->Viewport
.Height
;
1474 dst
->Viewport
.Near
= src
->Viewport
.Near
;
1475 dst
->Viewport
.Far
= src
->Viewport
.Far
;
1476 _math_matrix_copy(&dst
->Viewport
._WindowMap
, &src
->Viewport
._WindowMap
);
1479 /* XXX FIXME: Call callbacks?
1481 dst
->NewState
= _NEW_ALL
;
1487 * Check if the given context can render into the given framebuffer
1488 * by checking visual attributes.
1490 * Most of these tests could go away because Mesa is now pretty flexible
1491 * in terms of mixing rendering contexts with framebuffers. As long
1492 * as RGB vs. CI mode agree, we're probably good.
1494 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1497 check_compatible(const GLcontext
*ctx
, const GLframebuffer
*buffer
)
1499 const GLvisual
*ctxvis
= &ctx
->Visual
;
1500 const GLvisual
*bufvis
= &buffer
->Visual
;
1502 if (ctxvis
== bufvis
)
1505 if (ctxvis
->rgbMode
!= bufvis
->rgbMode
)
1508 /* disabling this fixes the fgl_glxgears pbuffer demo */
1509 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1512 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1514 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1516 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1518 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1520 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1522 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1524 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1527 /* disabled (see bug 11161) */
1528 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1531 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1539 * Do one-time initialization for the given framebuffer. Specifically,
1540 * ask the driver for the window's current size and update the framebuffer
1542 * Really, the device driver should totally take care of this.
1545 initialize_framebuffer_size(GLcontext
*ctx
, GLframebuffer
*fb
)
1547 GLuint width
, height
;
1548 if (ctx
->Driver
.GetBufferSize
) {
1549 ctx
->Driver
.GetBufferSize(fb
, &width
, &height
);
1550 if (ctx
->Driver
.ResizeBuffers
)
1551 ctx
->Driver
.ResizeBuffers(ctx
, fb
, width
, height
);
1552 fb
->Initialized
= GL_TRUE
;
1558 * Bind the given context to the given drawBuffer and readBuffer and
1559 * make it the current context for the calling thread.
1560 * We'll render into the drawBuffer and read pixels from the
1561 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1563 * We check that the context's and framebuffer's visuals are compatible
1564 * and return immediately if they're not.
1566 * \param newCtx the new GL context. If NULL then there will be no current GL
1568 * \param drawBuffer the drawing framebuffer
1569 * \param readBuffer the reading framebuffer
1572 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1573 GLframebuffer
*readBuffer
)
1575 if (MESA_VERBOSE
& VERBOSE_API
)
1576 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1578 /* Check that the context's and framebuffer's visuals are compatible.
1580 if (newCtx
&& drawBuffer
&& newCtx
->WinSysDrawBuffer
!= drawBuffer
) {
1581 if (!check_compatible(newCtx
, drawBuffer
)) {
1582 _mesa_warning(newCtx
,
1583 "MakeCurrent: incompatible visuals for context and drawbuffer");
1587 if (newCtx
&& readBuffer
&& newCtx
->WinSysReadBuffer
!= readBuffer
) {
1588 if (!check_compatible(newCtx
, readBuffer
)) {
1589 _mesa_warning(newCtx
,
1590 "MakeCurrent: incompatible visuals for context and readbuffer");
1595 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1596 _glapi_set_context((void *) newCtx
);
1597 ASSERT(_mesa_get_current_context() == newCtx
);
1600 _glapi_set_dispatch(NULL
); /* none current */
1603 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1605 if (drawBuffer
&& readBuffer
) {
1606 /* TODO: check if newCtx and buffer's visual match??? */
1608 ASSERT(drawBuffer
->Name
== 0);
1609 ASSERT(readBuffer
->Name
== 0);
1610 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1611 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1614 * Only set the context's Draw/ReadBuffer fields if they're NULL
1615 * or not bound to a user-created FBO.
1617 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1618 /* KW: merge conflict here, revisit.
1620 /* fix up the fb fields - these will end up wrong otherwise
1621 * if the DRIdrawable changes, and everything relies on them.
1622 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1625 GLenum buffers
[MAX_DRAW_BUFFERS
];
1627 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1629 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1630 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1633 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
, buffers
, NULL
);
1635 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1636 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1639 /* XXX only set this flag if we're really changing the draw/read
1640 * framebuffer bindings.
1642 newCtx
->NewState
|= _NEW_BUFFERS
;
1645 /* We want to get rid of these lines: */
1648 if (!drawBuffer
->Initialized
) {
1649 initialize_framebuffer_size(newCtx
, drawBuffer
);
1651 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1652 initialize_framebuffer_size(newCtx
, readBuffer
);
1655 _mesa_resizebuffers(newCtx
);
1659 /* We want the drawBuffer and readBuffer to be initialized by
1661 * This generally means the Width and Height match the actual
1662 * window size and the renderbuffers (both hardware and software
1663 * based) are allocated to match. The later can generally be
1664 * done with a call to _mesa_resize_framebuffer().
1666 * It's theoretically possible for a buffer to have zero width
1667 * or height, but for now, assert check that the driver did what's
1670 ASSERT(drawBuffer
->Width
> 0);
1671 ASSERT(drawBuffer
->Height
> 0);
1674 if (newCtx
->FirstTimeCurrent
) {
1675 /* set initial viewport and scissor size now */
1676 _mesa_set_viewport(newCtx
, 0, 0,
1677 drawBuffer
->Width
, drawBuffer
->Height
);
1678 _mesa_set_scissor(newCtx
, 0, 0,
1679 drawBuffer
->Width
, drawBuffer
->Height
);
1680 check_context_limits(newCtx
);
1684 /* We can use this to help debug user's problems. Tell them to set
1685 * the MESA_INFO env variable before running their app. Then the
1686 * first time each context is made current we'll print some useful
1689 if (newCtx
->FirstTimeCurrent
) {
1690 if (_mesa_getenv("MESA_INFO")) {
1693 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1700 * Make context 'ctx' share the display lists, textures and programs
1701 * that are associated with 'ctxToShare'.
1702 * Any display lists, textures or programs associated with 'ctx' will
1703 * be deleted if nobody else is sharing them.
1706 _mesa_share_state(GLcontext
*ctx
, GLcontext
*ctxToShare
)
1708 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1709 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1711 ctx
->Shared
= ctxToShare
->Shared
;
1712 ctx
->Shared
->RefCount
++;
1714 update_default_objects(ctx
);
1716 oldSharedState
->RefCount
--;
1717 if (oldSharedState
->RefCount
== 0) {
1718 free_shared_state(ctx
, oldSharedState
);
1731 * \return pointer to the current GL context for this thread.
1733 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1734 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1738 _mesa_get_current_context( void )
1740 return (GLcontext
*) _glapi_get_context();
1745 * Get context's current API dispatch table.
1747 * It'll either be the immediate-mode execute dispatcher or the display list
1748 * compile dispatcher.
1750 * \param ctx GL context.
1752 * \return pointer to dispatch_table.
1754 * Simply returns __GLcontextRec::CurrentDispatch.
1756 struct _glapi_table
*
1757 _mesa_get_dispatch(GLcontext
*ctx
)
1759 return ctx
->CurrentDispatch
;
1765 /**********************************************************************/
1766 /** \name Miscellaneous functions */
1767 /**********************************************************************/
1773 * \param ctx GL context.
1774 * \param error error code.
1776 * Records the given error code and call the driver's dd_function_table::Error
1777 * function if defined.
1780 * This is called via _mesa_error().
1783 _mesa_record_error(GLcontext
*ctx
, GLenum error
)
1788 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1789 ctx
->ErrorValue
= error
;
1792 /* Call device driver's error handler, if any. This is used on the Mac. */
1793 if (ctx
->Driver
.Error
) {
1794 ctx
->Driver
.Error(ctx
);
1800 * Execute glFinish().
1802 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1803 * dd_function_table::Finish driver callback, if not NULL.
1808 GET_CURRENT_CONTEXT(ctx
);
1809 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1810 if (ctx
->Driver
.Finish
) {
1811 ctx
->Driver
.Finish(ctx
);
1817 * Execute glFlush().
1819 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1820 * dd_function_table::Flush driver callback, if not NULL.
1825 GET_CURRENT_CONTEXT(ctx
);
1826 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1827 if (ctx
->Driver
.Flush
) {
1828 ctx
->Driver
.Flush(ctx
);