mesa: fix/simplify initialization of vertex/fragment program limits
[mesa.git] / src / mesa / main / context.c
1 /**
2 * \file context.c
3 * Mesa context/visual/framebuffer management functions.
4 * \author Brian Paul
5 */
6
7 /*
8 * Mesa 3-D graphics library
9 * Version: 6.5
10 *
11 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
12 *
13 * Permission is hereby granted, free of charge, to any person obtaining a
14 * copy of this software and associated documentation files (the "Software"),
15 * to deal in the Software without restriction, including without limitation
16 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
17 * and/or sell copies of the Software, and to permit persons to whom the
18 * Software is furnished to do so, subject to the following conditions:
19 *
20 * The above copyright notice and this permission notice shall be included
21 * in all copies or substantial portions of the Software.
22 *
23 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
24 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
26 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
27 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
28 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 */
30
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #if FEATURE_accum
82 #include "accum.h"
83 #endif
84 #include "api_exec.h"
85 #include "arrayobj.h"
86 #if FEATURE_attrib_stack
87 #include "attrib.h"
88 #endif
89 #include "blend.h"
90 #include "buffers.h"
91 #include "bufferobj.h"
92 #if FEATURE_colortable
93 #include "colortab.h"
94 #endif
95 #include "context.h"
96 #include "debug.h"
97 #include "depth.h"
98 #if FEATURE_dlist
99 #include "dlist.h"
100 #endif
101 #if FEATURE_evaluators
102 #include "eval.h"
103 #endif
104 #include "enums.h"
105 #include "extensions.h"
106 #include "fbobject.h"
107 #if FEATURE_feedback
108 #include "feedback.h"
109 #endif
110 #include "fog.h"
111 #include "framebuffer.h"
112 #include "get.h"
113 #if FEATURE_histogram
114 #include "histogram.h"
115 #endif
116 #include "hint.h"
117 #include "hash.h"
118 #include "light.h"
119 #include "lines.h"
120 #include "macros.h"
121 #include "matrix.h"
122 #include "multisample.h"
123 #include "pixel.h"
124 #include "pixelstore.h"
125 #include "points.h"
126 #include "polygon.h"
127 #if FEATURE_ARB_occlusion_query
128 #include "queryobj.h"
129 #endif
130 #if FEATURE_drawpix
131 #include "rastpos.h"
132 #endif
133 #include "scissor.h"
134 #include "simple_list.h"
135 #include "state.h"
136 #include "stencil.h"
137 #include "texcompress.h"
138 #include "teximage.h"
139 #include "texobj.h"
140 #include "texstate.h"
141 #include "mtypes.h"
142 #include "varray.h"
143 #include "version.h"
144 #include "vtxfmt.h"
145 #include "glapi/glthread.h"
146 #include "glapi/glapioffsets.h"
147 #include "glapi/glapitable.h"
148 #include "shader/program.h"
149 #include "shader/shader_api.h"
150 #if FEATURE_ATI_fragment_shader
151 #include "shader/atifragshader.h"
152 #endif
153 #if _HAVE_FULL_GL
154 #include "math/m_translate.h"
155 #include "math/m_matrix.h"
156 #include "math/m_xform.h"
157 #include "math/mathmod.h"
158 #endif
159
160 #ifdef USE_SPARC_ASM
161 #include "sparc/sparc.h"
162 #endif
163
164 #ifndef MESA_VERBOSE
165 int MESA_VERBOSE = 0;
166 #endif
167
168 #ifndef MESA_DEBUG_FLAGS
169 int MESA_DEBUG_FLAGS = 0;
170 #endif
171
172
173 /* ubyte -> float conversion */
174 GLfloat _mesa_ubyte_to_float_color_tab[256];
175
176
177
178 /**
179 * Swap buffers notification callback.
180 *
181 * \param gc GL context.
182 *
183 * Called by window system just before swapping buffers.
184 * We have to finish any pending rendering.
185 */
186 void
187 _mesa_notifySwapBuffers(__GLcontext *ctx)
188 {
189 if (ctx->Driver.Flush) {
190 ctx->Driver.Flush(ctx);
191 }
192 }
193
194
195 /**********************************************************************/
196 /** \name GL Visual allocation/destruction */
197 /**********************************************************************/
198 /*@{*/
199
200 /**
201 * Allocates a GLvisual structure and initializes it via
202 * _mesa_initialize_visual().
203 *
204 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
205 * \param dbFlag double buffering
206 * \param stereoFlag stereo buffer
207 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
208 * is acceptable but the actual depth type will be GLushort or GLuint as
209 * needed.
210 * \param stencilBits requested minimum bits per stencil buffer value
211 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
212 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
213 * \param redBits number of bits per color component in frame buffer for RGB(A)
214 * mode. We always use 8 in core Mesa though.
215 * \param greenBits same as above.
216 * \param blueBits same as above.
217 * \param alphaBits same as above.
218 * \param numSamples not really used.
219 *
220 * \return pointer to new GLvisual or NULL if requested parameters can't be
221 * met.
222 *
223 * \note Need to add params for level and numAuxBuffers (at least)
224 */
225 GLvisual *
226 _mesa_create_visual( GLboolean rgbFlag,
227 GLboolean dbFlag,
228 GLboolean stereoFlag,
229 GLint redBits,
230 GLint greenBits,
231 GLint blueBits,
232 GLint alphaBits,
233 GLint indexBits,
234 GLint depthBits,
235 GLint stencilBits,
236 GLint accumRedBits,
237 GLint accumGreenBits,
238 GLint accumBlueBits,
239 GLint accumAlphaBits,
240 GLint numSamples )
241 {
242 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
243 if (vis) {
244 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
245 redBits, greenBits, blueBits, alphaBits,
246 indexBits, depthBits, stencilBits,
247 accumRedBits, accumGreenBits,
248 accumBlueBits, accumAlphaBits,
249 numSamples)) {
250 _mesa_free(vis);
251 return NULL;
252 }
253 }
254 return vis;
255 }
256
257 /**
258 * Makes some sanity checks and fills in the fields of the
259 * GLvisual object with the given parameters. If the caller needs
260 * to set additional fields, he should just probably init the whole GLvisual
261 * object himself.
262 * \return GL_TRUE on success, or GL_FALSE on failure.
263 *
264 * \sa _mesa_create_visual() above for the parameter description.
265 */
266 GLboolean
267 _mesa_initialize_visual( GLvisual *vis,
268 GLboolean rgbFlag,
269 GLboolean dbFlag,
270 GLboolean stereoFlag,
271 GLint redBits,
272 GLint greenBits,
273 GLint blueBits,
274 GLint alphaBits,
275 GLint indexBits,
276 GLint depthBits,
277 GLint stencilBits,
278 GLint accumRedBits,
279 GLint accumGreenBits,
280 GLint accumBlueBits,
281 GLint accumAlphaBits,
282 GLint numSamples )
283 {
284 assert(vis);
285
286 if (depthBits < 0 || depthBits > 32) {
287 return GL_FALSE;
288 }
289 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
290 return GL_FALSE;
291 }
292 assert(accumRedBits >= 0);
293 assert(accumGreenBits >= 0);
294 assert(accumBlueBits >= 0);
295 assert(accumAlphaBits >= 0);
296
297 vis->rgbMode = rgbFlag;
298 vis->doubleBufferMode = dbFlag;
299 vis->stereoMode = stereoFlag;
300
301 vis->redBits = redBits;
302 vis->greenBits = greenBits;
303 vis->blueBits = blueBits;
304 vis->alphaBits = alphaBits;
305 vis->rgbBits = redBits + greenBits + blueBits;
306
307 vis->indexBits = indexBits;
308 vis->depthBits = depthBits;
309 vis->stencilBits = stencilBits;
310
311 vis->accumRedBits = accumRedBits;
312 vis->accumGreenBits = accumGreenBits;
313 vis->accumBlueBits = accumBlueBits;
314 vis->accumAlphaBits = accumAlphaBits;
315
316 vis->haveAccumBuffer = accumRedBits > 0;
317 vis->haveDepthBuffer = depthBits > 0;
318 vis->haveStencilBuffer = stencilBits > 0;
319
320 vis->numAuxBuffers = 0;
321 vis->level = 0;
322 vis->pixmapMode = 0;
323 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
324 vis->samples = numSamples;
325
326 return GL_TRUE;
327 }
328
329
330 /**
331 * Destroy a visual and free its memory.
332 *
333 * \param vis visual.
334 *
335 * Frees the visual structure.
336 */
337 void
338 _mesa_destroy_visual( GLvisual *vis )
339 {
340 _mesa_free(vis);
341 }
342
343 /*@}*/
344
345
346 /**********************************************************************/
347 /** \name Context allocation, initialization, destroying
348 *
349 * The purpose of the most initialization functions here is to provide the
350 * default state values according to the OpenGL specification.
351 */
352 /**********************************************************************/
353 /*@{*/
354
355 /**
356 * One-time initialization mutex lock.
357 *
358 * \sa Used by one_time_init().
359 */
360 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
361
362 /**
363 * Calls all the various one-time-init functions in Mesa.
364 *
365 * While holding a global mutex lock, calls several initialization functions,
366 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
367 * defined.
368 *
369 * \sa _math_init().
370 */
371 static void
372 one_time_init( GLcontext *ctx )
373 {
374 static GLboolean alreadyCalled = GL_FALSE;
375 (void) ctx;
376 _glthread_LOCK_MUTEX(OneTimeLock);
377 if (!alreadyCalled) {
378 GLuint i;
379
380 /* do some implementation tests */
381 assert( sizeof(GLbyte) == 1 );
382 assert( sizeof(GLubyte) == 1 );
383 assert( sizeof(GLshort) == 2 );
384 assert( sizeof(GLushort) == 2 );
385 assert( sizeof(GLint) == 4 );
386 assert( sizeof(GLuint) == 4 );
387
388 _mesa_init_sqrt_table();
389
390 #if _HAVE_FULL_GL
391 _math_init();
392
393 for (i = 0; i < 256; i++) {
394 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
395 }
396 #endif
397
398 #ifdef USE_SPARC_ASM
399 _mesa_init_sparc_glapi_relocs();
400 #endif
401 if (_mesa_getenv("MESA_DEBUG")) {
402 _glapi_noop_enable_warnings(GL_TRUE);
403 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
404 }
405 else {
406 _glapi_noop_enable_warnings(GL_FALSE);
407 }
408
409 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
410 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
411 MESA_VERSION_STRING, __DATE__, __TIME__);
412 #endif
413
414 alreadyCalled = GL_TRUE;
415 }
416 _glthread_UNLOCK_MUTEX(OneTimeLock);
417 }
418
419
420 /**
421 * Allocate and initialize a shared context state structure.
422 * Initializes the display list, texture objects and vertex programs hash
423 * tables, allocates the texture objects. If it runs out of memory, frees
424 * everything already allocated before returning NULL.
425 *
426 * \return pointer to a gl_shared_state structure on success, or NULL on
427 * failure.
428 */
429 static GLboolean
430 alloc_shared_state( GLcontext *ctx )
431 {
432 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
433 if (!ss)
434 return GL_FALSE;
435
436 ctx->Shared = ss;
437
438 _glthread_INIT_MUTEX(ss->Mutex);
439
440 ss->DisplayList = _mesa_NewHashTable();
441 ss->TexObjects = _mesa_NewHashTable();
442 ss->Programs = _mesa_NewHashTable();
443
444 #if FEATURE_ARB_vertex_program
445 ss->DefaultVertexProgram = (struct gl_vertex_program *)
446 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
447 if (!ss->DefaultVertexProgram)
448 goto cleanup;
449 #endif
450 #if FEATURE_ARB_fragment_program
451 ss->DefaultFragmentProgram = (struct gl_fragment_program *)
452 ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
453 if (!ss->DefaultFragmentProgram)
454 goto cleanup;
455 #endif
456 #if FEATURE_ATI_fragment_shader
457 ss->ATIShaders = _mesa_NewHashTable();
458 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
459 if (!ss->DefaultFragmentShader)
460 goto cleanup;
461 #endif
462
463 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
464 ss->BufferObjects = _mesa_NewHashTable();
465 #endif
466
467 ss->ArrayObjects = _mesa_NewHashTable();
468
469 #if FEATURE_ARB_shader_objects
470 ss->ShaderObjects = _mesa_NewHashTable();
471 #endif
472
473 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
474 if (!ss->Default1D)
475 goto cleanup;
476
477 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
478 if (!ss->Default2D)
479 goto cleanup;
480
481 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
482 if (!ss->Default3D)
483 goto cleanup;
484
485 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
486 if (!ss->DefaultCubeMap)
487 goto cleanup;
488
489 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
490 if (!ss->DefaultRect)
491 goto cleanup;
492
493 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
494 if (!ss->Default1DArray)
495 goto cleanup;
496
497 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
498 if (!ss->Default2DArray)
499 goto cleanup;
500
501 /* sanity check */
502 assert(ss->Default1D->RefCount == 1);
503
504 _glthread_INIT_MUTEX(ss->TexMutex);
505 ss->TextureStateStamp = 0;
506
507 #if FEATURE_EXT_framebuffer_object
508 ss->FrameBuffers = _mesa_NewHashTable();
509 if (!ss->FrameBuffers)
510 goto cleanup;
511 ss->RenderBuffers = _mesa_NewHashTable();
512 if (!ss->RenderBuffers)
513 goto cleanup;
514 #endif
515
516 return GL_TRUE;
517
518 cleanup:
519 /* Ran out of memory at some point. Free everything and return NULL */
520 if (ss->DisplayList)
521 _mesa_DeleteHashTable(ss->DisplayList);
522 if (ss->TexObjects)
523 _mesa_DeleteHashTable(ss->TexObjects);
524 if (ss->Programs)
525 _mesa_DeleteHashTable(ss->Programs);
526 #if FEATURE_ARB_vertex_program
527 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
528 #endif
529 #if FEATURE_ARB_fragment_program
530 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
531 #endif
532 #if FEATURE_ATI_fragment_shader
533 if (ss->DefaultFragmentShader)
534 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
535 #endif
536 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
537 if (ss->BufferObjects)
538 _mesa_DeleteHashTable(ss->BufferObjects);
539 #endif
540
541 if (ss->ArrayObjects)
542 _mesa_DeleteHashTable (ss->ArrayObjects);
543
544 #if FEATURE_ARB_shader_objects
545 if (ss->ShaderObjects)
546 _mesa_DeleteHashTable (ss->ShaderObjects);
547 #endif
548
549 #if FEATURE_EXT_framebuffer_object
550 if (ss->FrameBuffers)
551 _mesa_DeleteHashTable(ss->FrameBuffers);
552 if (ss->RenderBuffers)
553 _mesa_DeleteHashTable(ss->RenderBuffers);
554 #endif
555
556 if (ss->Default1D)
557 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
558 if (ss->Default2D)
559 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
560 if (ss->Default3D)
561 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
562 if (ss->DefaultCubeMap)
563 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
564 if (ss->DefaultRect)
565 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
566 if (ss->Default1DArray)
567 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
568 if (ss->Default2DArray)
569 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
570
571 _mesa_free(ss);
572
573 return GL_FALSE;
574 }
575
576
577 /**
578 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
579 */
580 static void
581 delete_displaylist_cb(GLuint id, void *data, void *userData)
582 {
583 #if FEATURE_dlist
584 struct mesa_display_list *list = (struct mesa_display_list *) data;
585 GLcontext *ctx = (GLcontext *) userData;
586 _mesa_delete_list(ctx, list);
587 #endif
588 }
589
590 /**
591 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
592 */
593 static void
594 delete_texture_cb(GLuint id, void *data, void *userData)
595 {
596 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
597 GLcontext *ctx = (GLcontext *) userData;
598 ctx->Driver.DeleteTexture(ctx, texObj);
599 }
600
601 /**
602 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
603 */
604 static void
605 delete_program_cb(GLuint id, void *data, void *userData)
606 {
607 struct gl_program *prog = (struct gl_program *) data;
608 GLcontext *ctx = (GLcontext *) userData;
609 ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
610 prog->RefCount = 0; /* now going away */
611 ctx->Driver.DeleteProgram(ctx, prog);
612 }
613
614 #if FEATURE_ATI_fragment_shader
615 /**
616 * Callback for deleting an ATI fragment shader object.
617 * Called by _mesa_HashDeleteAll().
618 */
619 static void
620 delete_fragshader_cb(GLuint id, void *data, void *userData)
621 {
622 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
623 GLcontext *ctx = (GLcontext *) userData;
624 _mesa_delete_ati_fragment_shader(ctx, shader);
625 }
626 #endif
627
628 /**
629 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
630 */
631 static void
632 delete_bufferobj_cb(GLuint id, void *data, void *userData)
633 {
634 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
635 GLcontext *ctx = (GLcontext *) userData;
636 ctx->Driver.DeleteBuffer(ctx, bufObj);
637 }
638
639 /**
640 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
641 */
642 static void
643 delete_arrayobj_cb(GLuint id, void *data, void *userData)
644 {
645 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
646 GLcontext *ctx = (GLcontext *) userData;
647 _mesa_delete_array_object(ctx, arrayObj);
648 }
649
650 /**
651 * Callback for freeing shader program data. Call it before delete_shader_cb
652 * to avoid memory access error.
653 */
654 static void
655 free_shader_program_data_cb(GLuint id, void *data, void *userData)
656 {
657 GLcontext *ctx = (GLcontext *) userData;
658 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
659
660 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
661 _mesa_free_shader_program_data(ctx, shProg);
662 }
663 }
664
665 /**
666 * Callback for deleting shader and shader programs objects.
667 * Called by _mesa_HashDeleteAll().
668 */
669 static void
670 delete_shader_cb(GLuint id, void *data, void *userData)
671 {
672 GLcontext *ctx = (GLcontext *) userData;
673 struct gl_shader *sh = (struct gl_shader *) data;
674 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
675 _mesa_free_shader(ctx, sh);
676 }
677 else {
678 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
679 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
680 _mesa_free_shader_program(ctx, shProg);
681 }
682 }
683
684 /**
685 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
686 */
687 static void
688 delete_framebuffer_cb(GLuint id, void *data, void *userData)
689 {
690 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
691 /* The fact that the framebuffer is in the hashtable means its refcount
692 * is one, but we're removing from the hashtable now. So clear refcount.
693 */
694 /*assert(fb->RefCount == 1);*/
695 fb->RefCount = 0;
696
697 /* NOTE: Delete should always be defined but there are two reports
698 * of it being NULL (bugs 13507, 14293). Work-around for now.
699 */
700 if (fb->Delete)
701 fb->Delete(fb);
702 }
703
704 /**
705 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
706 */
707 static void
708 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
709 {
710 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
711 rb->RefCount = 0; /* see comment for FBOs above */
712 if (rb->Delete)
713 rb->Delete(rb);
714 }
715
716
717 /**
718 * Deallocate a shared state object and all children structures.
719 *
720 * \param ctx GL context.
721 * \param ss shared state pointer.
722 *
723 * Frees the display lists, the texture objects (calling the driver texture
724 * deletion callback to free its private data) and the vertex programs, as well
725 * as their hash tables.
726 *
727 * \sa alloc_shared_state().
728 */
729 static void
730 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
731 {
732 /*
733 * Free display lists
734 */
735 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
736 _mesa_DeleteHashTable(ss->DisplayList);
737
738 #if FEATURE_ARB_shader_objects
739 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
740 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
741 _mesa_DeleteHashTable(ss->ShaderObjects);
742 #endif
743
744 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
745 _mesa_DeleteHashTable(ss->Programs);
746
747 #if FEATURE_ARB_vertex_program
748 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
749 #endif
750 #if FEATURE_ARB_fragment_program
751 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
752 #endif
753
754 #if FEATURE_ATI_fragment_shader
755 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
756 _mesa_DeleteHashTable(ss->ATIShaders);
757 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
758 #endif
759
760 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
761 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
762 _mesa_DeleteHashTable(ss->BufferObjects);
763 #endif
764
765 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
766 _mesa_DeleteHashTable(ss->ArrayObjects);
767
768 #if FEATURE_EXT_framebuffer_object
769 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
770 _mesa_DeleteHashTable(ss->FrameBuffers);
771 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
772 _mesa_DeleteHashTable(ss->RenderBuffers);
773 #endif
774
775 /*
776 * Free texture objects (after FBOs since some textures might have
777 * been bound to FBOs).
778 */
779 ASSERT(ctx->Driver.DeleteTexture);
780 /* the default textures */
781 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
782 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
783 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
784 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
785 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
786 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
787 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
788 /* all other textures */
789 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
790 _mesa_DeleteHashTable(ss->TexObjects);
791
792 _glthread_DESTROY_MUTEX(ss->Mutex);
793
794 _mesa_free(ss);
795 }
796
797
798 /**
799 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
800 */
801 static void
802 _mesa_init_current(GLcontext *ctx)
803 {
804 GLuint i;
805
806 /* Init all to (0,0,0,1) */
807 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
808 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
809 }
810
811 /* redo special cases: */
812 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
813 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
814 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
815 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
816 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
817 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
818 }
819
820
821 /**
822 * Init vertex/fragment program limits.
823 * Important: drivers should override these with actual limits.
824 */
825 static void
826 init_program_limits(GLenum type, struct gl_program_constants *prog)
827 {
828 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
829 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
830 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
831 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
832 prog->MaxTemps = MAX_PROGRAM_TEMPS;
833 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
834 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
835 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
836
837 if (type == GL_VERTEX_PROGRAM_ARB) {
838 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
839 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
840 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
841 }
842 else {
843 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
844 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
845 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
846 }
847
848 /* copy the above limits to init native limits */
849 prog->MaxNativeInstructions = prog->MaxInstructions;
850 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
851 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
852 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
853 prog->MaxNativeAttribs = prog->MaxAttribs;
854 prog->MaxNativeTemps = prog->MaxTemps;
855 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
856 prog->MaxNativeParameters = prog->MaxParameters;
857 }
858
859
860 /**
861 * Initialize fields of gl_constants (aka ctx->Const.*).
862 * Use defaults from config.h. The device drivers will often override
863 * some of these values (such as number of texture units).
864 */
865 static void
866 _mesa_init_constants(GLcontext *ctx)
867 {
868 assert(ctx);
869
870 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
871 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
872
873 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
874 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
875
876 /* Constants, may be overriden (usually only reduced) by device drivers */
877 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
878 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
879 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
880 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
881 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
882 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
883 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
884 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
885 ctx->Const.MaxTextureImageUnits);
886 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
887 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
888 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
889 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
890 ctx->Const.MinPointSize = MIN_POINT_SIZE;
891 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
892 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
893 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
894 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
895 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
896 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
897 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
898 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
899 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
900 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
901 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
902 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
903 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
904 ctx->Const.MaxLights = MAX_LIGHTS;
905 ctx->Const.MaxShininess = 128.0;
906 ctx->Const.MaxSpotExponent = 128.0;
907 ctx->Const.MaxViewportWidth = MAX_WIDTH;
908 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
909 #if FEATURE_ARB_vertex_program
910 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
911 #endif
912 #if FEATURE_ARB_fragment_program
913 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
914 #endif
915 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
916 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
917
918 /* CheckArrayBounds is overriden by drivers/x11 for X server */
919 ctx->Const.CheckArrayBounds = GL_FALSE;
920
921 /* GL_ARB_draw_buffers */
922 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
923
924 /* GL_OES_read_format */
925 ctx->Const.ColorReadFormat = GL_RGBA;
926 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
927
928 #if FEATURE_EXT_framebuffer_object
929 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
930 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
931 #endif
932
933 #if FEATURE_ARB_vertex_shader
934 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
935 ctx->Const.MaxVarying = MAX_VARYING;
936 #endif
937
938 /* sanity checks */
939 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
940 ctx->Const.MaxTextureCoordUnits));
941 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
942 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
943
944 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
945 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
946 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
947 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
948 }
949
950
951 /**
952 * Do some sanity checks on the limits/constants for the given context.
953 * Only called the first time a context is bound.
954 */
955 static void
956 check_context_limits(GLcontext *ctx)
957 {
958 /* Many context limits/constants are limited by the size of
959 * internal arrays.
960 */
961 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
962 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
963 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
964 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
965
966 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
967 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
968
969 /* make sure largest texture image is <= MAX_WIDTH in size */
970 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
971 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
972 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
973
974 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
975
976 /* XXX probably add more tests */
977 }
978
979
980 /**
981 * Initialize the attribute groups in a GL context.
982 *
983 * \param ctx GL context.
984 *
985 * Initializes all the attributes, calling the respective <tt>init*</tt>
986 * functions for the more complex data structures.
987 */
988 static GLboolean
989 init_attrib_groups(GLcontext *ctx)
990 {
991 assert(ctx);
992
993 /* Constants */
994 _mesa_init_constants( ctx );
995
996 /* Extensions */
997 _mesa_init_extensions( ctx );
998
999 /* Attribute Groups */
1000 #if FEATURE_accum
1001 _mesa_init_accum( ctx );
1002 #endif
1003 #if FEATURE_attrib_stack
1004 _mesa_init_attrib( ctx );
1005 #endif
1006 _mesa_init_buffer_objects( ctx );
1007 _mesa_init_color( ctx );
1008 #if FEATURE_colortable
1009 _mesa_init_colortables( ctx );
1010 #endif
1011 _mesa_init_current( ctx );
1012 _mesa_init_depth( ctx );
1013 _mesa_init_debug( ctx );
1014 #if FEATURE_dlist
1015 _mesa_init_display_list( ctx );
1016 #endif
1017 #if FEATURE_evaluators
1018 _mesa_init_eval( ctx );
1019 #endif
1020 _mesa_init_fbobjects( ctx );
1021 #if FEATURE_feedback
1022 _mesa_init_feedback( ctx );
1023 #else
1024 ctx->RenderMode = GL_RENDER;
1025 #endif
1026 _mesa_init_fog( ctx );
1027 #if FEATURE_histogram
1028 _mesa_init_histogram( ctx );
1029 #endif
1030 _mesa_init_hint( ctx );
1031 _mesa_init_line( ctx );
1032 _mesa_init_lighting( ctx );
1033 _mesa_init_matrix( ctx );
1034 _mesa_init_multisample( ctx );
1035 _mesa_init_pixel( ctx );
1036 _mesa_init_pixelstore( ctx );
1037 _mesa_init_point( ctx );
1038 _mesa_init_polygon( ctx );
1039 _mesa_init_program( ctx );
1040 #if FEATURE_ARB_occlusion_query
1041 _mesa_init_query( ctx );
1042 #endif
1043 #if FEATURE_drawpix
1044 _mesa_init_rastpos( ctx );
1045 #endif
1046 _mesa_init_scissor( ctx );
1047 _mesa_init_shader_state( ctx );
1048 _mesa_init_stencil( ctx );
1049 _mesa_init_transform( ctx );
1050 _mesa_init_varray( ctx );
1051 _mesa_init_viewport( ctx );
1052
1053 if (!_mesa_init_texture( ctx ))
1054 return GL_FALSE;
1055
1056 #if FEATURE_texture_s3tc
1057 _mesa_init_texture_s3tc( ctx );
1058 #endif
1059 #if FEATURE_texture_fxt1
1060 _mesa_init_texture_fxt1( ctx );
1061 #endif
1062
1063 /* Miscellaneous */
1064 ctx->NewState = _NEW_ALL;
1065 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1066 ctx->_Facing = 0;
1067
1068 return GL_TRUE;
1069 }
1070
1071
1072 /**
1073 * This is the default function we plug into all dispatch table slots
1074 * This helps prevents a segfault when someone calls a GL function without
1075 * first checking if the extension's supported.
1076 */
1077 static int
1078 generic_nop(void)
1079 {
1080 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1081 return 0;
1082 }
1083
1084
1085 /**
1086 * Allocate and initialize a new dispatch table.
1087 */
1088 static struct _glapi_table *
1089 alloc_dispatch_table(void)
1090 {
1091 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1092 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1093 * Mesa we do this to accomodate different versions of libGL and various
1094 * DRI drivers.
1095 */
1096 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1097 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1098 struct _glapi_table *table =
1099 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1100 if (table) {
1101 _glapi_proc *entry = (_glapi_proc *) table;
1102 GLint i;
1103 for (i = 0; i < numEntries; i++) {
1104 entry[i] = (_glapi_proc) generic_nop;
1105 }
1106 }
1107 return table;
1108 }
1109
1110
1111 /**
1112 * Initialize a GLcontext struct (rendering context).
1113 *
1114 * This includes allocating all the other structs and arrays which hang off of
1115 * the context by pointers.
1116 * Note that the driver needs to pass in its dd_function_table here since
1117 * we need to at least call driverFunctions->NewTextureObject to create the
1118 * default texture objects.
1119 *
1120 * Called by _mesa_create_context().
1121 *
1122 * Performs the imports and exports callback tables initialization, and
1123 * miscellaneous one-time initializations. If no shared context is supplied one
1124 * is allocated, and increase its reference count. Setups the GL API dispatch
1125 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1126 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1127 * for debug flags.
1128 *
1129 * \param ctx the context to initialize
1130 * \param visual describes the visual attributes for this context
1131 * \param share_list points to context to share textures, display lists,
1132 * etc with, or NULL
1133 * \param driverFunctions table of device driver functions for this context
1134 * to use
1135 * \param driverContext pointer to driver-specific context data
1136 */
1137 GLboolean
1138 _mesa_initialize_context(GLcontext *ctx,
1139 const GLvisual *visual,
1140 GLcontext *share_list,
1141 const struct dd_function_table *driverFunctions,
1142 void *driverContext)
1143 {
1144 /*ASSERT(driverContext);*/
1145 assert(driverFunctions->NewTextureObject);
1146 assert(driverFunctions->FreeTexImageData);
1147
1148 /* misc one-time initializations */
1149 one_time_init(ctx);
1150
1151 ctx->Visual = *visual;
1152 ctx->DrawBuffer = NULL;
1153 ctx->ReadBuffer = NULL;
1154 ctx->WinSysDrawBuffer = NULL;
1155 ctx->WinSysReadBuffer = NULL;
1156
1157 /* Plug in driver functions and context pointer here.
1158 * This is important because when we call alloc_shared_state() below
1159 * we'll call ctx->Driver.NewTextureObject() to create the default
1160 * textures.
1161 */
1162 ctx->Driver = *driverFunctions;
1163 ctx->DriverCtx = driverContext;
1164
1165 if (share_list) {
1166 /* share state with another context */
1167 ctx->Shared = share_list->Shared;
1168 }
1169 else {
1170 /* allocate new, unshared state */
1171 if (!alloc_shared_state( ctx )) {
1172 return GL_FALSE;
1173 }
1174 }
1175 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1176 ctx->Shared->RefCount++;
1177 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1178
1179 if (!init_attrib_groups( ctx )) {
1180 free_shared_state(ctx, ctx->Shared);
1181 return GL_FALSE;
1182 }
1183
1184 /* setup the API dispatch tables */
1185 ctx->Exec = alloc_dispatch_table();
1186 ctx->Save = alloc_dispatch_table();
1187 if (!ctx->Exec || !ctx->Save) {
1188 free_shared_state(ctx, ctx->Shared);
1189 if (ctx->Exec)
1190 _mesa_free(ctx->Exec);
1191 }
1192 #if FEATURE_dispatch
1193 _mesa_init_exec_table(ctx->Exec);
1194 #endif
1195 ctx->CurrentDispatch = ctx->Exec;
1196 #if FEATURE_dlist
1197 _mesa_init_dlist_table(ctx->Save);
1198 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1199 #endif
1200 /* Neutral tnl module stuff */
1201 _mesa_init_exec_vtxfmt( ctx );
1202 ctx->TnlModule.Current = NULL;
1203 ctx->TnlModule.SwapCount = 0;
1204
1205 ctx->FragmentProgram._MaintainTexEnvProgram
1206 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1207 ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
1208
1209 ctx->VertexProgram._MaintainTnlProgram
1210 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1211 if (ctx->VertexProgram._MaintainTnlProgram) {
1212 /* this is required... */
1213 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1214 }
1215
1216 #ifdef FEATURE_extra_context_init
1217 _mesa_initialize_context_extra(ctx);
1218 #endif
1219
1220 ctx->FirstTimeCurrent = GL_TRUE;
1221
1222 return GL_TRUE;
1223 }
1224
1225
1226 /**
1227 * Allocate and initialize a GLcontext structure.
1228 * Note that the driver needs to pass in its dd_function_table here since
1229 * we need to at least call driverFunctions->NewTextureObject to initialize
1230 * the rendering context.
1231 *
1232 * \param visual a GLvisual pointer (we copy the struct contents)
1233 * \param share_list another context to share display lists with or NULL
1234 * \param driverFunctions points to the dd_function_table into which the
1235 * driver has plugged in all its special functions.
1236 * \param driverCtx points to the device driver's private context state
1237 *
1238 * \return pointer to a new __GLcontextRec or NULL if error.
1239 */
1240 GLcontext *
1241 _mesa_create_context(const GLvisual *visual,
1242 GLcontext *share_list,
1243 const struct dd_function_table *driverFunctions,
1244 void *driverContext)
1245 {
1246 GLcontext *ctx;
1247
1248 ASSERT(visual);
1249 /*ASSERT(driverContext);*/
1250
1251 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1252 if (!ctx)
1253 return NULL;
1254
1255 if (_mesa_initialize_context(ctx, visual, share_list,
1256 driverFunctions, driverContext)) {
1257 return ctx;
1258 }
1259 else {
1260 _mesa_free(ctx);
1261 return NULL;
1262 }
1263 }
1264
1265
1266 /**
1267 * Free the data associated with the given context.
1268 *
1269 * But doesn't free the GLcontext struct itself.
1270 *
1271 * \sa _mesa_initialize_context() and init_attrib_groups().
1272 */
1273 void
1274 _mesa_free_context_data( GLcontext *ctx )
1275 {
1276 /* if we're destroying the current context, unbind it first */
1277 if (ctx == _mesa_get_current_context()) {
1278 _mesa_make_current(NULL, NULL, NULL);
1279 }
1280 else {
1281 /* unreference WinSysDraw/Read buffers */
1282 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1283 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1284 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1285 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1286 }
1287
1288 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1289 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1290 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1291
1292 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1293 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1294 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1295
1296 _mesa_free_lighting_data( ctx );
1297 #if FEATURE_evaluators
1298 _mesa_free_eval_data( ctx );
1299 #endif
1300 _mesa_free_texture_data( ctx );
1301 _mesa_free_matrix_data( ctx );
1302 _mesa_free_viewport_data( ctx );
1303 #if FEATURE_colortable
1304 _mesa_free_colortables_data( ctx );
1305 #endif
1306 _mesa_free_program_data(ctx);
1307 _mesa_free_shader_state(ctx);
1308 #if FEATURE_ARB_occlusion_query
1309 _mesa_free_query_data(ctx);
1310 #endif
1311
1312 #if FEATURE_ARB_vertex_buffer_object
1313 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1314 #endif
1315 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1316
1317 /* free dispatch tables */
1318 _mesa_free(ctx->Exec);
1319 _mesa_free(ctx->Save);
1320
1321 /* Shared context state (display lists, textures, etc) */
1322 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1323 ctx->Shared->RefCount--;
1324 assert(ctx->Shared->RefCount >= 0);
1325 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1326 if (ctx->Shared->RefCount == 0) {
1327 /* free shared state */
1328 free_shared_state( ctx, ctx->Shared );
1329 }
1330
1331 if (ctx->Extensions.String)
1332 _mesa_free((void *) ctx->Extensions.String);
1333 }
1334
1335
1336 /**
1337 * Destroy a GLcontext structure.
1338 *
1339 * \param ctx GL context.
1340 *
1341 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1342 */
1343 void
1344 _mesa_destroy_context( GLcontext *ctx )
1345 {
1346 if (ctx) {
1347 _mesa_free_context_data(ctx);
1348 _mesa_free( (void *) ctx );
1349 }
1350 }
1351
1352
1353 #if _HAVE_FULL_GL
1354 /**
1355 * Copy attribute groups from one context to another.
1356 *
1357 * \param src source context
1358 * \param dst destination context
1359 * \param mask bitwise OR of GL_*_BIT flags
1360 *
1361 * According to the bits specified in \p mask, copies the corresponding
1362 * attributes from \p src into \p dst. For many of the attributes a simple \c
1363 * memcpy is not enough due to the existence of internal pointers in their data
1364 * structures.
1365 */
1366 void
1367 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1368 {
1369 if (mask & GL_ACCUM_BUFFER_BIT) {
1370 /* OK to memcpy */
1371 dst->Accum = src->Accum;
1372 }
1373 if (mask & GL_COLOR_BUFFER_BIT) {
1374 /* OK to memcpy */
1375 dst->Color = src->Color;
1376 }
1377 if (mask & GL_CURRENT_BIT) {
1378 /* OK to memcpy */
1379 dst->Current = src->Current;
1380 }
1381 if (mask & GL_DEPTH_BUFFER_BIT) {
1382 /* OK to memcpy */
1383 dst->Depth = src->Depth;
1384 }
1385 if (mask & GL_ENABLE_BIT) {
1386 /* no op */
1387 }
1388 if (mask & GL_EVAL_BIT) {
1389 /* OK to memcpy */
1390 dst->Eval = src->Eval;
1391 }
1392 if (mask & GL_FOG_BIT) {
1393 /* OK to memcpy */
1394 dst->Fog = src->Fog;
1395 }
1396 if (mask & GL_HINT_BIT) {
1397 /* OK to memcpy */
1398 dst->Hint = src->Hint;
1399 }
1400 if (mask & GL_LIGHTING_BIT) {
1401 GLuint i;
1402 /* begin with memcpy */
1403 dst->Light = src->Light;
1404 /* fixup linked lists to prevent pointer insanity */
1405 make_empty_list( &(dst->Light.EnabledList) );
1406 for (i = 0; i < MAX_LIGHTS; i++) {
1407 if (dst->Light.Light[i].Enabled) {
1408 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1409 }
1410 }
1411 }
1412 if (mask & GL_LINE_BIT) {
1413 /* OK to memcpy */
1414 dst->Line = src->Line;
1415 }
1416 if (mask & GL_LIST_BIT) {
1417 /* OK to memcpy */
1418 dst->List = src->List;
1419 }
1420 if (mask & GL_PIXEL_MODE_BIT) {
1421 /* OK to memcpy */
1422 dst->Pixel = src->Pixel;
1423 }
1424 if (mask & GL_POINT_BIT) {
1425 /* OK to memcpy */
1426 dst->Point = src->Point;
1427 }
1428 if (mask & GL_POLYGON_BIT) {
1429 /* OK to memcpy */
1430 dst->Polygon = src->Polygon;
1431 }
1432 if (mask & GL_POLYGON_STIPPLE_BIT) {
1433 /* Use loop instead of MEMCPY due to problem with Portland Group's
1434 * C compiler. Reported by John Stone.
1435 */
1436 GLuint i;
1437 for (i = 0; i < 32; i++) {
1438 dst->PolygonStipple[i] = src->PolygonStipple[i];
1439 }
1440 }
1441 if (mask & GL_SCISSOR_BIT) {
1442 /* OK to memcpy */
1443 dst->Scissor = src->Scissor;
1444 }
1445 if (mask & GL_STENCIL_BUFFER_BIT) {
1446 /* OK to memcpy */
1447 dst->Stencil = src->Stencil;
1448 }
1449 if (mask & GL_TEXTURE_BIT) {
1450 /* Cannot memcpy because of pointers */
1451 _mesa_copy_texture_state(src, dst);
1452 }
1453 if (mask & GL_TRANSFORM_BIT) {
1454 /* OK to memcpy */
1455 dst->Transform = src->Transform;
1456 }
1457 if (mask & GL_VIEWPORT_BIT) {
1458 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1459 dst->Viewport.X = src->Viewport.X;
1460 dst->Viewport.Y = src->Viewport.Y;
1461 dst->Viewport.Width = src->Viewport.Width;
1462 dst->Viewport.Height = src->Viewport.Height;
1463 dst->Viewport.Near = src->Viewport.Near;
1464 dst->Viewport.Far = src->Viewport.Far;
1465 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1466 }
1467
1468 /* XXX FIXME: Call callbacks?
1469 */
1470 dst->NewState = _NEW_ALL;
1471 }
1472 #endif
1473
1474
1475 /**
1476 * Check if the given context can render into the given framebuffer
1477 * by checking visual attributes.
1478 *
1479 * Most of these tests could go away because Mesa is now pretty flexible
1480 * in terms of mixing rendering contexts with framebuffers. As long
1481 * as RGB vs. CI mode agree, we're probably good.
1482 *
1483 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1484 */
1485 static GLboolean
1486 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1487 {
1488 const GLvisual *ctxvis = &ctx->Visual;
1489 const GLvisual *bufvis = &buffer->Visual;
1490
1491 if (ctxvis == bufvis)
1492 return GL_TRUE;
1493
1494 if (ctxvis->rgbMode != bufvis->rgbMode)
1495 return GL_FALSE;
1496 #if 0
1497 /* disabling this fixes the fgl_glxgears pbuffer demo */
1498 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1499 return GL_FALSE;
1500 #endif
1501 if (ctxvis->stereoMode && !bufvis->stereoMode)
1502 return GL_FALSE;
1503 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1504 return GL_FALSE;
1505 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1506 return GL_FALSE;
1507 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1508 return GL_FALSE;
1509 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1510 return GL_FALSE;
1511 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1512 return GL_FALSE;
1513 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1514 return GL_FALSE;
1515 #if 0
1516 /* disabled (see bug 11161) */
1517 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1518 return GL_FALSE;
1519 #endif
1520 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1521 return GL_FALSE;
1522
1523 return GL_TRUE;
1524 }
1525
1526
1527 /**
1528 * Do one-time initialization for the given framebuffer. Specifically,
1529 * ask the driver for the window's current size and update the framebuffer
1530 * object to match.
1531 * Really, the device driver should totally take care of this.
1532 */
1533 static void
1534 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1535 {
1536 GLuint width, height;
1537 if (ctx->Driver.GetBufferSize) {
1538 ctx->Driver.GetBufferSize(fb, &width, &height);
1539 if (ctx->Driver.ResizeBuffers)
1540 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1541 fb->Initialized = GL_TRUE;
1542 }
1543 }
1544
1545
1546 /**
1547 * Bind the given context to the given drawBuffer and readBuffer and
1548 * make it the current context for the calling thread.
1549 * We'll render into the drawBuffer and read pixels from the
1550 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1551 *
1552 * We check that the context's and framebuffer's visuals are compatible
1553 * and return immediately if they're not.
1554 *
1555 * \param newCtx the new GL context. If NULL then there will be no current GL
1556 * context.
1557 * \param drawBuffer the drawing framebuffer
1558 * \param readBuffer the reading framebuffer
1559 */
1560 void
1561 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1562 GLframebuffer *readBuffer )
1563 {
1564 GET_CURRENT_CONTEXT(oldCtx);
1565
1566 if (MESA_VERBOSE & VERBOSE_API)
1567 _mesa_debug(newCtx, "_mesa_make_current()\n");
1568
1569 /* Check that the context's and framebuffer's visuals are compatible.
1570 */
1571 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1572 if (!check_compatible(newCtx, drawBuffer)) {
1573 _mesa_warning(newCtx,
1574 "MakeCurrent: incompatible visuals for context and drawbuffer");
1575 return;
1576 }
1577 }
1578 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1579 if (!check_compatible(newCtx, readBuffer)) {
1580 _mesa_warning(newCtx,
1581 "MakeCurrent: incompatible visuals for context and readbuffer");
1582 return;
1583 }
1584 }
1585
1586 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1587 _glapi_set_context((void *) newCtx);
1588 ASSERT(_mesa_get_current_context() == newCtx);
1589
1590 if (oldCtx) {
1591 _mesa_unreference_framebuffer(&oldCtx->WinSysDrawBuffer);
1592 _mesa_unreference_framebuffer(&oldCtx->WinSysReadBuffer);
1593 _mesa_unreference_framebuffer(&oldCtx->DrawBuffer);
1594 _mesa_unreference_framebuffer(&oldCtx->ReadBuffer);
1595 }
1596
1597 if (!newCtx) {
1598 _glapi_set_dispatch(NULL); /* none current */
1599 }
1600 else {
1601 _glapi_set_dispatch(newCtx->CurrentDispatch);
1602
1603 if (drawBuffer && readBuffer) {
1604 /* TODO: check if newCtx and buffer's visual match??? */
1605
1606 ASSERT(drawBuffer->Name == 0);
1607 ASSERT(readBuffer->Name == 0);
1608 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1609 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1610
1611 /*
1612 * Only set the context's Draw/ReadBuffer fields if they're NULL
1613 * or not bound to a user-created FBO.
1614 */
1615 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1616 /* fix up the fb fields - these will end up wrong otherwise
1617 * if the DRIdrawable changes, and everything relies on them.
1618 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1619 */
1620 unsigned int i;
1621 GLenum buffers[MAX_DRAW_BUFFERS];
1622
1623 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1624
1625 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1626 buffers[i] = newCtx->Color.DrawBuffer[i];
1627 }
1628
1629 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1630 }
1631 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1632 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1633 _mesa_readbuffer_update_fields(newCtx, newCtx->Pixel.ReadBuffer);
1634 }
1635
1636 newCtx->NewState |= _NEW_BUFFERS;
1637
1638 #if 1
1639 /* We want to get rid of these lines: */
1640
1641 #if _HAVE_FULL_GL
1642 if (!drawBuffer->Initialized) {
1643 initialize_framebuffer_size(newCtx, drawBuffer);
1644 }
1645 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1646 initialize_framebuffer_size(newCtx, readBuffer);
1647 }
1648
1649 _mesa_resizebuffers(newCtx);
1650 #endif
1651
1652 #else
1653 /* We want the drawBuffer and readBuffer to be initialized by
1654 * the driver.
1655 * This generally means the Width and Height match the actual
1656 * window size and the renderbuffers (both hardware and software
1657 * based) are allocated to match. The later can generally be
1658 * done with a call to _mesa_resize_framebuffer().
1659 *
1660 * It's theoretically possible for a buffer to have zero width
1661 * or height, but for now, assert check that the driver did what's
1662 * expected of it.
1663 */
1664 ASSERT(drawBuffer->Width > 0);
1665 ASSERT(drawBuffer->Height > 0);
1666 #endif
1667
1668 if (newCtx->FirstTimeCurrent) {
1669 /* set initial viewport and scissor size now */
1670 _mesa_set_viewport(newCtx, 0, 0,
1671 drawBuffer->Width, drawBuffer->Height);
1672 _mesa_set_scissor(newCtx, 0, 0,
1673 drawBuffer->Width, drawBuffer->Height );
1674 check_context_limits(newCtx);
1675 }
1676 }
1677
1678 /* We can use this to help debug user's problems. Tell them to set
1679 * the MESA_INFO env variable before running their app. Then the
1680 * first time each context is made current we'll print some useful
1681 * information.
1682 */
1683 if (newCtx->FirstTimeCurrent) {
1684 if (_mesa_getenv("MESA_INFO")) {
1685 _mesa_print_info();
1686 }
1687 newCtx->FirstTimeCurrent = GL_FALSE;
1688 }
1689 }
1690 }
1691
1692
1693 /**
1694 * Make context 'ctx' share the display lists, textures and programs
1695 * that are associated with 'ctxToShare'.
1696 * Any display lists, textures or programs associated with 'ctx' will
1697 * be deleted if nobody else is sharing them.
1698 */
1699 GLboolean
1700 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1701 {
1702 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1703 ctx->Shared->RefCount--;
1704 if (ctx->Shared->RefCount == 0) {
1705 free_shared_state(ctx, ctx->Shared);
1706 }
1707 ctx->Shared = ctxToShare->Shared;
1708 ctx->Shared->RefCount++;
1709 return GL_TRUE;
1710 }
1711 else {
1712 return GL_FALSE;
1713 }
1714 }
1715
1716
1717
1718 /**
1719 * \return pointer to the current GL context for this thread.
1720 *
1721 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1722 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1723 * context.h.
1724 */
1725 GLcontext *
1726 _mesa_get_current_context( void )
1727 {
1728 return (GLcontext *) _glapi_get_context();
1729 }
1730
1731
1732 /**
1733 * Get context's current API dispatch table.
1734 *
1735 * It'll either be the immediate-mode execute dispatcher or the display list
1736 * compile dispatcher.
1737 *
1738 * \param ctx GL context.
1739 *
1740 * \return pointer to dispatch_table.
1741 *
1742 * Simply returns __GLcontextRec::CurrentDispatch.
1743 */
1744 struct _glapi_table *
1745 _mesa_get_dispatch(GLcontext *ctx)
1746 {
1747 return ctx->CurrentDispatch;
1748 }
1749
1750 /*@}*/
1751
1752
1753 /**********************************************************************/
1754 /** \name Miscellaneous functions */
1755 /**********************************************************************/
1756 /*@{*/
1757
1758 /**
1759 * Record an error.
1760 *
1761 * \param ctx GL context.
1762 * \param error error code.
1763 *
1764 * Records the given error code and call the driver's dd_function_table::Error
1765 * function if defined.
1766 *
1767 * \sa
1768 * This is called via _mesa_error().
1769 */
1770 void
1771 _mesa_record_error(GLcontext *ctx, GLenum error)
1772 {
1773 if (!ctx)
1774 return;
1775
1776 if (ctx->ErrorValue == GL_NO_ERROR) {
1777 ctx->ErrorValue = error;
1778 }
1779
1780 /* Call device driver's error handler, if any. This is used on the Mac. */
1781 if (ctx->Driver.Error) {
1782 ctx->Driver.Error(ctx);
1783 }
1784 }
1785
1786
1787 /**
1788 * Execute glFinish().
1789 *
1790 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1791 * dd_function_table::Finish driver callback, if not NULL.
1792 */
1793 void GLAPIENTRY
1794 _mesa_Finish(void)
1795 {
1796 GET_CURRENT_CONTEXT(ctx);
1797 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1798 if (ctx->Driver.Finish) {
1799 ctx->Driver.Finish(ctx);
1800 }
1801 }
1802
1803
1804 /**
1805 * Execute glFlush().
1806 *
1807 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1808 * dd_function_table::Flush driver callback, if not NULL.
1809 */
1810 void GLAPIENTRY
1811 _mesa_Flush(void)
1812 {
1813 GET_CURRENT_CONTEXT(ctx);
1814 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1815 if (ctx->Driver.Flush) {
1816 ctx->Driver.Flush(ctx);
1817 }
1818 }
1819
1820
1821 /*@}*/