mesa: Simplify uniform debug logging logic
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545 }
546
547
548 /**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553 static void
554 _mesa_init_constants(struct gl_context *ctx)
555 {
556 assert(ctx);
557
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = 6;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 #endif
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 #endif
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599 #endif
600 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
602
603 /* CheckArrayBounds is overriden by drivers/x11 for X server */
604 ctx->Const.CheckArrayBounds = GL_FALSE;
605
606 /* GL_ARB_draw_buffers */
607 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
608
609 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
612 #endif
613
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
618 #endif
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625 #endif
626
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
630 _mesa_override_glsl_version(ctx);
631 }
632 else if (ctx->API == API_OPENGLES2) {
633 ctx->Const.GLSLVersion = 100;
634 }
635 else if (ctx->API == API_OPENGLES) {
636 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
637 }
638
639 /* GL_ARB_framebuffer_object */
640 ctx->Const.MaxSamples = 0;
641
642 /* GL_ARB_sync */
643 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644
645 /* GL_ATI_envmap_bumpmap */
646 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647
648 /* GL_EXT_provoking_vertex */
649 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650
651 /* GL_EXT_transform_feedback */
652 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655
656 /* GL 3.2: hard-coded for now: */
657 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
658
659 /** GL_EXT_gpu_shader4 */
660 ctx->Const.MinProgramTexelOffset = -8;
661 ctx->Const.MaxProgramTexelOffset = 7;
662
663 /* GL_ARB_robustness */
664 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
665 }
666
667
668 /**
669 * Do some sanity checks on the limits/constants for the given context.
670 * Only called the first time a context is bound.
671 */
672 static void
673 check_context_limits(struct gl_context *ctx)
674 {
675 /* check that we don't exceed the size of various bitfields */
676 assert(VERT_RESULT_MAX <=
677 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
678 assert(FRAG_ATTRIB_MAX <=
679 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
680
681 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
682
683 /* shader-related checks */
684 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
685 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
686
687 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
689 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
690 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
691
692 /* Texture unit checks */
693 assert(ctx->Const.MaxTextureImageUnits > 0);
694 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
695 assert(ctx->Const.MaxTextureCoordUnits > 0);
696 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
697 assert(ctx->Const.MaxTextureUnits > 0);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
699 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
700 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
701 ctx->Const.MaxTextureCoordUnits));
702 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
703 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
705 /* number of coord units cannot be greater than number of image units */
706 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
707
708
709 /* Texture size checks */
710 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
711 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
713 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
714
715 /* make sure largest texture image is <= MAX_WIDTH in size */
716 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
717 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
718 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
719
720 /* Texture level checks */
721 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
722 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
723
724 /* Max texture size should be <= max viewport size (render to texture) */
725 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
726
727 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
728 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
729
730 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
731
732 /* if this fails, add more enum values to gl_buffer_index */
733 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
734
735 /* XXX probably add more tests */
736 }
737
738
739 /**
740 * Initialize the attribute groups in a GL context.
741 *
742 * \param ctx GL context.
743 *
744 * Initializes all the attributes, calling the respective <tt>init*</tt>
745 * functions for the more complex data structures.
746 */
747 static GLboolean
748 init_attrib_groups(struct gl_context *ctx)
749 {
750 assert(ctx);
751
752 /* Constants */
753 _mesa_init_constants( ctx );
754
755 /* Extensions */
756 _mesa_init_extensions( ctx );
757
758 /* Attribute Groups */
759 _mesa_init_accum( ctx );
760 _mesa_init_attrib( ctx );
761 _mesa_init_buffer_objects( ctx );
762 _mesa_init_color( ctx );
763 _mesa_init_current( ctx );
764 _mesa_init_depth( ctx );
765 _mesa_init_debug( ctx );
766 _mesa_init_display_list( ctx );
767 _mesa_init_eval( ctx );
768 _mesa_init_fbobjects( ctx );
769 _mesa_init_feedback( ctx );
770 _mesa_init_fog( ctx );
771 _mesa_init_hint( ctx );
772 _mesa_init_line( ctx );
773 _mesa_init_lighting( ctx );
774 _mesa_init_matrix( ctx );
775 _mesa_init_multisample( ctx );
776 _mesa_init_pixel( ctx );
777 _mesa_init_pixelstore( ctx );
778 _mesa_init_point( ctx );
779 _mesa_init_polygon( ctx );
780 _mesa_init_program( ctx );
781 _mesa_init_queryobj( ctx );
782 _mesa_init_sync( ctx );
783 _mesa_init_rastpos( ctx );
784 _mesa_init_scissor( ctx );
785 _mesa_init_shader_state( ctx );
786 _mesa_init_stencil( ctx );
787 _mesa_init_transform( ctx );
788 _mesa_init_transform_feedback( ctx );
789 _mesa_init_varray( ctx );
790 _mesa_init_viewport( ctx );
791
792 if (!_mesa_init_texture( ctx ))
793 return GL_FALSE;
794
795 _mesa_init_texture_s3tc( ctx );
796
797 /* Miscellaneous */
798 ctx->NewState = _NEW_ALL;
799 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
800 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
801 ctx->varying_vp_inputs = ~0;
802
803 return GL_TRUE;
804 }
805
806
807 /**
808 * Update default objects in a GL context with respect to shared state.
809 *
810 * \param ctx GL context.
811 *
812 * Removes references to old default objects, (texture objects, program
813 * objects, etc.) and changes to reference those from the current shared
814 * state.
815 */
816 static GLboolean
817 update_default_objects(struct gl_context *ctx)
818 {
819 assert(ctx);
820
821 _mesa_update_default_objects_program(ctx);
822 _mesa_update_default_objects_texture(ctx);
823 _mesa_update_default_objects_buffer_objects(ctx);
824
825 return GL_TRUE;
826 }
827
828
829 /**
830 * This is the default function we plug into all dispatch table slots
831 * This helps prevents a segfault when someone calls a GL function without
832 * first checking if the extension's supported.
833 */
834 static int
835 generic_nop(void)
836 {
837 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
838 return 0;
839 }
840
841
842 /**
843 * Allocate and initialize a new dispatch table.
844 */
845 struct _glapi_table *
846 _mesa_alloc_dispatch_table(int size)
847 {
848 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
849 * In practice, this'll be the same for stand-alone Mesa. But for DRI
850 * Mesa we do this to accomodate different versions of libGL and various
851 * DRI drivers.
852 */
853 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
854 struct _glapi_table *table;
855
856 /* should never happen, but just in case */
857 numEntries = MAX2(numEntries, size);
858
859 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
860 if (table) {
861 _glapi_proc *entry = (_glapi_proc *) table;
862 GLint i;
863 for (i = 0; i < numEntries; i++) {
864 entry[i] = (_glapi_proc) generic_nop;
865 }
866 }
867 return table;
868 }
869
870
871 /**
872 * Initialize a struct gl_context struct (rendering context).
873 *
874 * This includes allocating all the other structs and arrays which hang off of
875 * the context by pointers.
876 * Note that the driver needs to pass in its dd_function_table here since
877 * we need to at least call driverFunctions->NewTextureObject to create the
878 * default texture objects.
879 *
880 * Called by _mesa_create_context().
881 *
882 * Performs the imports and exports callback tables initialization, and
883 * miscellaneous one-time initializations. If no shared context is supplied one
884 * is allocated, and increase its reference count. Setups the GL API dispatch
885 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
886 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
887 * for debug flags.
888 *
889 * \param ctx the context to initialize
890 * \param api the GL API type to create the context for
891 * \param visual describes the visual attributes for this context
892 * \param share_list points to context to share textures, display lists,
893 * etc with, or NULL
894 * \param driverFunctions table of device driver functions for this context
895 * to use
896 * \param driverContext pointer to driver-specific context data
897 */
898 GLboolean
899 _mesa_initialize_context(struct gl_context *ctx,
900 gl_api api,
901 const struct gl_config *visual,
902 struct gl_context *share_list,
903 const struct dd_function_table *driverFunctions,
904 void *driverContext)
905 {
906 struct gl_shared_state *shared;
907 int i;
908
909 /*ASSERT(driverContext);*/
910 assert(driverFunctions->NewTextureObject);
911 assert(driverFunctions->FreeTextureImageBuffer);
912
913 ctx->API = api;
914 ctx->Visual = *visual;
915 ctx->DrawBuffer = NULL;
916 ctx->ReadBuffer = NULL;
917 ctx->WinSysDrawBuffer = NULL;
918 ctx->WinSysReadBuffer = NULL;
919
920 /* misc one-time initializations */
921 one_time_init(ctx);
922
923 /* Plug in driver functions and context pointer here.
924 * This is important because when we call alloc_shared_state() below
925 * we'll call ctx->Driver.NewTextureObject() to create the default
926 * textures.
927 */
928 ctx->Driver = *driverFunctions;
929 ctx->DriverCtx = driverContext;
930
931 if (share_list) {
932 /* share state with another context */
933 shared = share_list->Shared;
934 }
935 else {
936 /* allocate new, unshared state */
937 shared = _mesa_alloc_shared_state(ctx);
938 if (!shared)
939 return GL_FALSE;
940 }
941
942 _glthread_LOCK_MUTEX(shared->Mutex);
943 ctx->Shared = shared;
944 shared->RefCount++;
945 _glthread_UNLOCK_MUTEX(shared->Mutex);
946
947 if (!init_attrib_groups( ctx )) {
948 _mesa_release_shared_state(ctx, ctx->Shared);
949 return GL_FALSE;
950 }
951
952 #if FEATURE_dispatch
953 /* setup the API dispatch tables */
954 switch (ctx->API) {
955 #if FEATURE_GL
956 case API_OPENGL:
957 ctx->Exec = _mesa_create_exec_table();
958 break;
959 #endif
960 #if FEATURE_ES1
961 case API_OPENGLES:
962 ctx->Exec = _mesa_create_exec_table_es1();
963 break;
964 #endif
965 #if FEATURE_ES2
966 case API_OPENGLES2:
967 ctx->Exec = _mesa_create_exec_table_es2();
968 break;
969 #endif
970 default:
971 _mesa_problem(ctx, "unknown or unsupported API");
972 break;
973 }
974
975 if (!ctx->Exec) {
976 _mesa_release_shared_state(ctx, ctx->Shared);
977 return GL_FALSE;
978 }
979 #endif
980 ctx->CurrentDispatch = ctx->Exec;
981
982 ctx->FragmentProgram._MaintainTexEnvProgram
983 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
984
985 ctx->VertexProgram._MaintainTnlProgram
986 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
987 if (ctx->VertexProgram._MaintainTnlProgram) {
988 /* this is required... */
989 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
990 }
991
992 /* Mesa core handles all the formats that mesa core knows about.
993 * Drivers will want to override this list with just the formats
994 * they can handle, and confirm that appropriate fallbacks exist in
995 * _mesa_choose_tex_format().
996 */
997 memset(&ctx->TextureFormatSupported, GL_TRUE,
998 sizeof(ctx->TextureFormatSupported));
999
1000 switch (ctx->API) {
1001 case API_OPENGL:
1002 #if FEATURE_dlist
1003 ctx->Save = _mesa_create_save_table();
1004 if (!ctx->Save) {
1005 _mesa_release_shared_state(ctx, ctx->Shared);
1006 free(ctx->Exec);
1007 return GL_FALSE;
1008 }
1009
1010 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1011 #endif
1012 break;
1013 case API_OPENGLES:
1014 /**
1015 * GL_OES_texture_cube_map says
1016 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1017 */
1018 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1019 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1020 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1021 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1022 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1023 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1024 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1025 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1026 }
1027 break;
1028 case API_OPENGLES2:
1029 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1030 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1031 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1032 break;
1033 }
1034
1035 ctx->FirstTimeCurrent = GL_TRUE;
1036
1037 return GL_TRUE;
1038 }
1039
1040
1041 /**
1042 * Allocate and initialize a struct gl_context structure.
1043 * Note that the driver needs to pass in its dd_function_table here since
1044 * we need to at least call driverFunctions->NewTextureObject to initialize
1045 * the rendering context.
1046 *
1047 * \param api the GL API type to create the context for
1048 * \param visual a struct gl_config pointer (we copy the struct contents)
1049 * \param share_list another context to share display lists with or NULL
1050 * \param driverFunctions points to the dd_function_table into which the
1051 * driver has plugged in all its special functions.
1052 * \param driverContext points to the device driver's private context state
1053 *
1054 * \return pointer to a new __struct gl_contextRec or NULL if error.
1055 */
1056 struct gl_context *
1057 _mesa_create_context(gl_api api,
1058 const struct gl_config *visual,
1059 struct gl_context *share_list,
1060 const struct dd_function_table *driverFunctions,
1061 void *driverContext)
1062 {
1063 struct gl_context *ctx;
1064
1065 ASSERT(visual);
1066 /*ASSERT(driverContext);*/
1067
1068 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1069 if (!ctx)
1070 return NULL;
1071
1072 if (_mesa_initialize_context(ctx, api, visual, share_list,
1073 driverFunctions, driverContext)) {
1074 return ctx;
1075 }
1076 else {
1077 free(ctx);
1078 return NULL;
1079 }
1080 }
1081
1082
1083 /**
1084 * Free the data associated with the given context.
1085 *
1086 * But doesn't free the struct gl_context struct itself.
1087 *
1088 * \sa _mesa_initialize_context() and init_attrib_groups().
1089 */
1090 void
1091 _mesa_free_context_data( struct gl_context *ctx )
1092 {
1093 if (!_mesa_get_current_context()){
1094 /* No current context, but we may need one in order to delete
1095 * texture objs, etc. So temporarily bind the context now.
1096 */
1097 _mesa_make_current(ctx, NULL, NULL);
1098 }
1099
1100 /* unreference WinSysDraw/Read buffers */
1101 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1102 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1103 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1104 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1105
1106 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1107 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1108 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1109
1110 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1111 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1112 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1113
1114 _mesa_free_attrib_data(ctx);
1115 _mesa_free_buffer_objects(ctx);
1116 _mesa_free_lighting_data( ctx );
1117 _mesa_free_eval_data( ctx );
1118 _mesa_free_texture_data( ctx );
1119 _mesa_free_matrix_data( ctx );
1120 _mesa_free_viewport_data( ctx );
1121 _mesa_free_program_data(ctx);
1122 _mesa_free_shader_state(ctx);
1123 _mesa_free_queryobj_data(ctx);
1124 _mesa_free_sync_data(ctx);
1125 _mesa_free_varray_data(ctx);
1126 _mesa_free_transform_feedback(ctx);
1127
1128 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1129
1130 #if FEATURE_ARB_pixel_buffer_object
1131 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1132 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1133 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1134 #endif
1135
1136 #if FEATURE_ARB_vertex_buffer_object
1137 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1138 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1139 #endif
1140
1141 /* free dispatch tables */
1142 free(ctx->Exec);
1143 free(ctx->Save);
1144
1145 /* Shared context state (display lists, textures, etc) */
1146 _mesa_release_shared_state( ctx, ctx->Shared );
1147
1148 /* needs to be after freeing shared state */
1149 _mesa_free_display_list_data(ctx);
1150
1151 if (ctx->Extensions.String)
1152 free((void *) ctx->Extensions.String);
1153
1154 if (ctx->VersionString)
1155 free(ctx->VersionString);
1156
1157 /* unbind the context if it's currently bound */
1158 if (ctx == _mesa_get_current_context()) {
1159 _mesa_make_current(NULL, NULL, NULL);
1160 }
1161 }
1162
1163
1164 /**
1165 * Destroy a struct gl_context structure.
1166 *
1167 * \param ctx GL context.
1168 *
1169 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1170 */
1171 void
1172 _mesa_destroy_context( struct gl_context *ctx )
1173 {
1174 if (ctx) {
1175 _mesa_free_context_data(ctx);
1176 free( (void *) ctx );
1177 }
1178 }
1179
1180
1181 #if _HAVE_FULL_GL
1182 /**
1183 * Copy attribute groups from one context to another.
1184 *
1185 * \param src source context
1186 * \param dst destination context
1187 * \param mask bitwise OR of GL_*_BIT flags
1188 *
1189 * According to the bits specified in \p mask, copies the corresponding
1190 * attributes from \p src into \p dst. For many of the attributes a simple \c
1191 * memcpy is not enough due to the existence of internal pointers in their data
1192 * structures.
1193 */
1194 void
1195 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1196 GLuint mask )
1197 {
1198 if (mask & GL_ACCUM_BUFFER_BIT) {
1199 /* OK to memcpy */
1200 dst->Accum = src->Accum;
1201 }
1202 if (mask & GL_COLOR_BUFFER_BIT) {
1203 /* OK to memcpy */
1204 dst->Color = src->Color;
1205 }
1206 if (mask & GL_CURRENT_BIT) {
1207 /* OK to memcpy */
1208 dst->Current = src->Current;
1209 }
1210 if (mask & GL_DEPTH_BUFFER_BIT) {
1211 /* OK to memcpy */
1212 dst->Depth = src->Depth;
1213 }
1214 if (mask & GL_ENABLE_BIT) {
1215 /* no op */
1216 }
1217 if (mask & GL_EVAL_BIT) {
1218 /* OK to memcpy */
1219 dst->Eval = src->Eval;
1220 }
1221 if (mask & GL_FOG_BIT) {
1222 /* OK to memcpy */
1223 dst->Fog = src->Fog;
1224 }
1225 if (mask & GL_HINT_BIT) {
1226 /* OK to memcpy */
1227 dst->Hint = src->Hint;
1228 }
1229 if (mask & GL_LIGHTING_BIT) {
1230 GLuint i;
1231 /* begin with memcpy */
1232 dst->Light = src->Light;
1233 /* fixup linked lists to prevent pointer insanity */
1234 make_empty_list( &(dst->Light.EnabledList) );
1235 for (i = 0; i < MAX_LIGHTS; i++) {
1236 if (dst->Light.Light[i].Enabled) {
1237 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1238 }
1239 }
1240 }
1241 if (mask & GL_LINE_BIT) {
1242 /* OK to memcpy */
1243 dst->Line = src->Line;
1244 }
1245 if (mask & GL_LIST_BIT) {
1246 /* OK to memcpy */
1247 dst->List = src->List;
1248 }
1249 if (mask & GL_PIXEL_MODE_BIT) {
1250 /* OK to memcpy */
1251 dst->Pixel = src->Pixel;
1252 }
1253 if (mask & GL_POINT_BIT) {
1254 /* OK to memcpy */
1255 dst->Point = src->Point;
1256 }
1257 if (mask & GL_POLYGON_BIT) {
1258 /* OK to memcpy */
1259 dst->Polygon = src->Polygon;
1260 }
1261 if (mask & GL_POLYGON_STIPPLE_BIT) {
1262 /* Use loop instead of memcpy due to problem with Portland Group's
1263 * C compiler. Reported by John Stone.
1264 */
1265 GLuint i;
1266 for (i = 0; i < 32; i++) {
1267 dst->PolygonStipple[i] = src->PolygonStipple[i];
1268 }
1269 }
1270 if (mask & GL_SCISSOR_BIT) {
1271 /* OK to memcpy */
1272 dst->Scissor = src->Scissor;
1273 }
1274 if (mask & GL_STENCIL_BUFFER_BIT) {
1275 /* OK to memcpy */
1276 dst->Stencil = src->Stencil;
1277 }
1278 if (mask & GL_TEXTURE_BIT) {
1279 /* Cannot memcpy because of pointers */
1280 _mesa_copy_texture_state(src, dst);
1281 }
1282 if (mask & GL_TRANSFORM_BIT) {
1283 /* OK to memcpy */
1284 dst->Transform = src->Transform;
1285 }
1286 if (mask & GL_VIEWPORT_BIT) {
1287 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1288 dst->Viewport.X = src->Viewport.X;
1289 dst->Viewport.Y = src->Viewport.Y;
1290 dst->Viewport.Width = src->Viewport.Width;
1291 dst->Viewport.Height = src->Viewport.Height;
1292 dst->Viewport.Near = src->Viewport.Near;
1293 dst->Viewport.Far = src->Viewport.Far;
1294 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1295 }
1296
1297 /* XXX FIXME: Call callbacks?
1298 */
1299 dst->NewState = _NEW_ALL;
1300 }
1301 #endif
1302
1303
1304 /**
1305 * Check if the given context can render into the given framebuffer
1306 * by checking visual attributes.
1307 *
1308 * Most of these tests could go away because Mesa is now pretty flexible
1309 * in terms of mixing rendering contexts with framebuffers. As long
1310 * as RGB vs. CI mode agree, we're probably good.
1311 *
1312 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1313 */
1314 static GLboolean
1315 check_compatible(const struct gl_context *ctx,
1316 const struct gl_framebuffer *buffer)
1317 {
1318 const struct gl_config *ctxvis = &ctx->Visual;
1319 const struct gl_config *bufvis = &buffer->Visual;
1320
1321 if (buffer == _mesa_get_incomplete_framebuffer())
1322 return GL_TRUE;
1323
1324 #if 0
1325 /* disabling this fixes the fgl_glxgears pbuffer demo */
1326 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1327 return GL_FALSE;
1328 #endif
1329 if (ctxvis->stereoMode && !bufvis->stereoMode)
1330 return GL_FALSE;
1331 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1332 return GL_FALSE;
1333 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1334 return GL_FALSE;
1335 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1336 return GL_FALSE;
1337 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1338 return GL_FALSE;
1339 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1340 return GL_FALSE;
1341 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1342 return GL_FALSE;
1343 #if 0
1344 /* disabled (see bug 11161) */
1345 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1346 return GL_FALSE;
1347 #endif
1348 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1349 return GL_FALSE;
1350
1351 return GL_TRUE;
1352 }
1353
1354
1355 /**
1356 * Do one-time initialization for the given framebuffer. Specifically,
1357 * ask the driver for the window's current size and update the framebuffer
1358 * object to match.
1359 * Really, the device driver should totally take care of this.
1360 */
1361 static void
1362 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1363 {
1364 GLuint width, height;
1365 if (ctx->Driver.GetBufferSize) {
1366 ctx->Driver.GetBufferSize(fb, &width, &height);
1367 if (ctx->Driver.ResizeBuffers)
1368 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1369 fb->Initialized = GL_TRUE;
1370 }
1371 }
1372
1373
1374 /**
1375 * Check if the viewport/scissor size has not yet been initialized.
1376 * Initialize the size if the given width and height are non-zero.
1377 */
1378 void
1379 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1380 {
1381 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1382 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1383 * potential infinite recursion.
1384 */
1385 ctx->ViewportInitialized = GL_TRUE;
1386 _mesa_set_viewport(ctx, 0, 0, width, height);
1387 _mesa_set_scissor(ctx, 0, 0, width, height);
1388 }
1389 }
1390
1391
1392 /**
1393 * Bind the given context to the given drawBuffer and readBuffer and
1394 * make it the current context for the calling thread.
1395 * We'll render into the drawBuffer and read pixels from the
1396 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1397 *
1398 * We check that the context's and framebuffer's visuals are compatible
1399 * and return immediately if they're not.
1400 *
1401 * \param newCtx the new GL context. If NULL then there will be no current GL
1402 * context.
1403 * \param drawBuffer the drawing framebuffer
1404 * \param readBuffer the reading framebuffer
1405 */
1406 GLboolean
1407 _mesa_make_current( struct gl_context *newCtx,
1408 struct gl_framebuffer *drawBuffer,
1409 struct gl_framebuffer *readBuffer )
1410 {
1411 GET_CURRENT_CONTEXT(curCtx);
1412
1413 if (MESA_VERBOSE & VERBOSE_API)
1414 _mesa_debug(newCtx, "_mesa_make_current()\n");
1415
1416 /* Check that the context's and framebuffer's visuals are compatible.
1417 */
1418 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1419 if (!check_compatible(newCtx, drawBuffer)) {
1420 _mesa_warning(newCtx,
1421 "MakeCurrent: incompatible visuals for context and drawbuffer");
1422 return GL_FALSE;
1423 }
1424 }
1425 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1426 if (!check_compatible(newCtx, readBuffer)) {
1427 _mesa_warning(newCtx,
1428 "MakeCurrent: incompatible visuals for context and readbuffer");
1429 return GL_FALSE;
1430 }
1431 }
1432
1433 if (curCtx &&
1434 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1435 /* make sure this context is valid for flushing */
1436 curCtx != newCtx)
1437 _mesa_flush(curCtx);
1438
1439 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1440 _glapi_set_context((void *) newCtx);
1441 ASSERT(_mesa_get_current_context() == newCtx);
1442
1443 if (!newCtx) {
1444 _glapi_set_dispatch(NULL); /* none current */
1445 }
1446 else {
1447 _glapi_set_dispatch(newCtx->CurrentDispatch);
1448
1449 if (drawBuffer && readBuffer) {
1450 ASSERT(drawBuffer->Name == 0);
1451 ASSERT(readBuffer->Name == 0);
1452 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1453 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1454
1455 /*
1456 * Only set the context's Draw/ReadBuffer fields if they're NULL
1457 * or not bound to a user-created FBO.
1458 */
1459 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1460 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1461 /* Update the FBO's list of drawbuffers/renderbuffers.
1462 * For winsys FBOs this comes from the GL state (which may have
1463 * changed since the last time this FBO was bound).
1464 */
1465 _mesa_update_draw_buffers(newCtx);
1466 }
1467 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1468 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1469 }
1470
1471 /* XXX only set this flag if we're really changing the draw/read
1472 * framebuffer bindings.
1473 */
1474 newCtx->NewState |= _NEW_BUFFERS;
1475
1476 #if 1
1477 /* We want to get rid of these lines: */
1478
1479 #if _HAVE_FULL_GL
1480 if (!drawBuffer->Initialized) {
1481 initialize_framebuffer_size(newCtx, drawBuffer);
1482 }
1483 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1484 initialize_framebuffer_size(newCtx, readBuffer);
1485 }
1486
1487 _mesa_resizebuffers(newCtx);
1488 #endif
1489
1490 #else
1491 /* We want the drawBuffer and readBuffer to be initialized by
1492 * the driver.
1493 * This generally means the Width and Height match the actual
1494 * window size and the renderbuffers (both hardware and software
1495 * based) are allocated to match. The later can generally be
1496 * done with a call to _mesa_resize_framebuffer().
1497 *
1498 * It's theoretically possible for a buffer to have zero width
1499 * or height, but for now, assert check that the driver did what's
1500 * expected of it.
1501 */
1502 ASSERT(drawBuffer->Width > 0);
1503 ASSERT(drawBuffer->Height > 0);
1504 #endif
1505
1506 if (drawBuffer) {
1507 _mesa_check_init_viewport(newCtx,
1508 drawBuffer->Width, drawBuffer->Height);
1509 }
1510 }
1511
1512 if (newCtx->FirstTimeCurrent) {
1513 _mesa_compute_version(newCtx);
1514
1515 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1516
1517 check_context_limits(newCtx);
1518
1519 /* We can use this to help debug user's problems. Tell them to set
1520 * the MESA_INFO env variable before running their app. Then the
1521 * first time each context is made current we'll print some useful
1522 * information.
1523 */
1524 if (_mesa_getenv("MESA_INFO")) {
1525 _mesa_print_info();
1526 }
1527
1528 newCtx->FirstTimeCurrent = GL_FALSE;
1529 }
1530 }
1531
1532 return GL_TRUE;
1533 }
1534
1535
1536 /**
1537 * Make context 'ctx' share the display lists, textures and programs
1538 * that are associated with 'ctxToShare'.
1539 * Any display lists, textures or programs associated with 'ctx' will
1540 * be deleted if nobody else is sharing them.
1541 */
1542 GLboolean
1543 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1544 {
1545 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1546 struct gl_shared_state *oldSharedState = ctx->Shared;
1547
1548 ctx->Shared = ctxToShare->Shared;
1549
1550 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1551 ctx->Shared->RefCount++;
1552 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1553
1554 update_default_objects(ctx);
1555
1556 _mesa_release_shared_state(ctx, oldSharedState);
1557
1558 return GL_TRUE;
1559 }
1560 else {
1561 return GL_FALSE;
1562 }
1563 }
1564
1565
1566
1567 /**
1568 * \return pointer to the current GL context for this thread.
1569 *
1570 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1571 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1572 * context.h.
1573 */
1574 struct gl_context *
1575 _mesa_get_current_context( void )
1576 {
1577 return (struct gl_context *) _glapi_get_context();
1578 }
1579
1580
1581 /**
1582 * Get context's current API dispatch table.
1583 *
1584 * It'll either be the immediate-mode execute dispatcher or the display list
1585 * compile dispatcher.
1586 *
1587 * \param ctx GL context.
1588 *
1589 * \return pointer to dispatch_table.
1590 *
1591 * Simply returns __struct gl_contextRec::CurrentDispatch.
1592 */
1593 struct _glapi_table *
1594 _mesa_get_dispatch(struct gl_context *ctx)
1595 {
1596 return ctx->CurrentDispatch;
1597 }
1598
1599 /*@}*/
1600
1601
1602 /**********************************************************************/
1603 /** \name Miscellaneous functions */
1604 /**********************************************************************/
1605 /*@{*/
1606
1607 /**
1608 * Record an error.
1609 *
1610 * \param ctx GL context.
1611 * \param error error code.
1612 *
1613 * Records the given error code and call the driver's dd_function_table::Error
1614 * function if defined.
1615 *
1616 * \sa
1617 * This is called via _mesa_error().
1618 */
1619 void
1620 _mesa_record_error(struct gl_context *ctx, GLenum error)
1621 {
1622 if (!ctx)
1623 return;
1624
1625 if (ctx->ErrorValue == GL_NO_ERROR) {
1626 ctx->ErrorValue = error;
1627 }
1628
1629 /* Call device driver's error handler, if any. This is used on the Mac. */
1630 if (ctx->Driver.Error) {
1631 ctx->Driver.Error(ctx);
1632 }
1633 }
1634
1635
1636 /**
1637 * Flush commands and wait for completion.
1638 */
1639 void
1640 _mesa_finish(struct gl_context *ctx)
1641 {
1642 FLUSH_CURRENT( ctx, 0 );
1643 if (ctx->Driver.Finish) {
1644 ctx->Driver.Finish(ctx);
1645 }
1646 }
1647
1648
1649 /**
1650 * Flush commands.
1651 */
1652 void
1653 _mesa_flush(struct gl_context *ctx)
1654 {
1655 FLUSH_CURRENT( ctx, 0 );
1656 if (ctx->Driver.Flush) {
1657 ctx->Driver.Flush(ctx);
1658 }
1659 }
1660
1661
1662
1663 /**
1664 * Execute glFinish().
1665 *
1666 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1667 * dd_function_table::Finish driver callback, if not NULL.
1668 */
1669 void GLAPIENTRY
1670 _mesa_Finish(void)
1671 {
1672 GET_CURRENT_CONTEXT(ctx);
1673 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1674 _mesa_finish(ctx);
1675 }
1676
1677
1678 /**
1679 * Execute glFlush().
1680 *
1681 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1682 * dd_function_table::Flush driver callback, if not NULL.
1683 */
1684 void GLAPIENTRY
1685 _mesa_Flush(void)
1686 {
1687 GET_CURRENT_CONTEXT(ctx);
1688 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1689 _mesa_flush(ctx);
1690 }
1691
1692
1693 /**
1694 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1695 * MUL/MAD, or vice versa, call this function to register that.
1696 * Otherwise we default to MUL/MAD.
1697 */
1698 void
1699 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1700 GLboolean flag )
1701 {
1702 ctx->mvp_with_dp4 = flag;
1703 }
1704
1705
1706
1707 /**
1708 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1709 * is called to see if it's valid to render. This involves checking that
1710 * the current shader is valid and the framebuffer is complete.
1711 * If an error is detected it'll be recorded here.
1712 * \return GL_TRUE if OK to render, GL_FALSE if not
1713 */
1714 GLboolean
1715 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1716 {
1717 bool vert_from_glsl_shader = false;
1718 bool geom_from_glsl_shader = false;
1719 bool frag_from_glsl_shader = false;
1720
1721 /* This depends on having up to date derived state (shaders) */
1722 if (ctx->NewState)
1723 _mesa_update_state(ctx);
1724
1725 if (ctx->Shader.CurrentVertexProgram) {
1726 vert_from_glsl_shader = true;
1727
1728 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1729 _mesa_error(ctx, GL_INVALID_OPERATION,
1730 "%s(shader not linked)", where);
1731 return GL_FALSE;
1732 }
1733 #if 0 /* not normally enabled */
1734 {
1735 char errMsg[100];
1736 if (!_mesa_validate_shader_program(ctx,
1737 ctx->Shader.CurrentVertexProgram,
1738 errMsg)) {
1739 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1740 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1741 }
1742 }
1743 #endif
1744 }
1745
1746 if (ctx->Shader.CurrentGeometryProgram) {
1747 geom_from_glsl_shader = true;
1748
1749 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1750 _mesa_error(ctx, GL_INVALID_OPERATION,
1751 "%s(shader not linked)", where);
1752 return GL_FALSE;
1753 }
1754 #if 0 /* not normally enabled */
1755 {
1756 char errMsg[100];
1757 if (!_mesa_validate_shader_program(ctx,
1758 ctx->Shader.CurrentGeometryProgram,
1759 errMsg)) {
1760 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1761 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1762 }
1763 }
1764 #endif
1765 }
1766
1767 if (ctx->Shader.CurrentFragmentProgram) {
1768 frag_from_glsl_shader = true;
1769
1770 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1771 _mesa_error(ctx, GL_INVALID_OPERATION,
1772 "%s(shader not linked)", where);
1773 return GL_FALSE;
1774 }
1775 #if 0 /* not normally enabled */
1776 {
1777 char errMsg[100];
1778 if (!_mesa_validate_shader_program(ctx,
1779 ctx->Shader.CurrentFragmentProgram,
1780 errMsg)) {
1781 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1782 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1783 }
1784 }
1785 #endif
1786 }
1787
1788 /* Any shader stages that are not supplied by the GLSL shader and have
1789 * assembly shaders enabled must now be validated.
1790 */
1791 if (!vert_from_glsl_shader
1792 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1793 _mesa_error(ctx, GL_INVALID_OPERATION,
1794 "%s(vertex program not valid)", where);
1795 return GL_FALSE;
1796 }
1797
1798 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1799 * FINISHME: geometry program should validated here.
1800 */
1801 (void) geom_from_glsl_shader;
1802
1803 if (!frag_from_glsl_shader) {
1804 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1805 _mesa_error(ctx, GL_INVALID_OPERATION,
1806 "%s(fragment program not valid)", where);
1807 return GL_FALSE;
1808 }
1809
1810 /* If drawing to integer-valued color buffers, there must be an
1811 * active fragment shader (GL_EXT_texture_integer).
1812 */
1813 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1814 _mesa_error(ctx, GL_INVALID_OPERATION,
1815 "%s(integer format but no fragment shader)", where);
1816 return GL_FALSE;
1817 }
1818 }
1819
1820 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1821 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1822 "%s(incomplete framebuffer)", where);
1823 return GL_FALSE;
1824 }
1825
1826 #ifdef DEBUG
1827 if (ctx->Shader.Flags & GLSL_LOG) {
1828 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1829 gl_shader_type i;
1830
1831 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1832 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1833 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1834
1835 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1836 if (shProg[i] == NULL || shProg[i]->_Used
1837 || shProg[i]->_LinkedShaders[i] == NULL)
1838 continue;
1839
1840 /* This is the first time this shader is being used.
1841 * Append shader's constants/uniforms to log file.
1842 *
1843 * Only log data for the program target that matches the shader
1844 * target. It's possible to have a program bound to the vertex
1845 * shader target that also supplied a fragment shader. If that
1846 * program isn't also bound to the fragment shader target we don't
1847 * want to log its fragment data.
1848 */
1849 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1850 }
1851
1852 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1853 if (shProg[i] != NULL)
1854 shProg[i]->_Used = GL_TRUE;
1855 }
1856 }
1857 #endif
1858
1859 return GL_TRUE;
1860 }
1861
1862
1863 /*@}*/