mesa: minor clean-ups in context code
[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 "framebuffer.h"
100 #include "hint.h"
101 #include "hash.h"
102 #include "light.h"
103 #include "lines.h"
104 #include "macros.h"
105 #include "matrix.h"
106 #include "multisample.h"
107 #include "pixel.h"
108 #include "pixelstore.h"
109 #include "points.h"
110 #include "polygon.h"
111 #include "queryobj.h"
112 #include "syncobj.h"
113 #include "rastpos.h"
114 #include "remap.h"
115 #include "scissor.h"
116 #include "shared.h"
117 #include "shaderobj.h"
118 #include "simple_list.h"
119 #include "state.h"
120 #include "stencil.h"
121 #include "texcompress_s3tc.h"
122 #include "texstate.h"
123 #include "transformfeedback.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "viewport.h"
128 #include "vtxfmt.h"
129 #include "program/program.h"
130 #include "program/prog_print.h"
131 #if _HAVE_FULL_GL
132 #include "math/m_matrix.h"
133 #endif
134 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
194 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
195 * \param redBits number of bits per color component in frame buffer for RGB(A)
196 * mode. We always use 8 in core Mesa though.
197 * \param greenBits same as above.
198 * \param blueBits same as above.
199 * \param alphaBits same as above.
200 * \param numSamples not really used.
201 *
202 * \return pointer to new struct gl_config or NULL if requested parameters can't be
203 * met.
204 *
205 * \note Need to add params for level and numAuxBuffers (at least)
206 */
207 struct gl_config *
208 _mesa_create_visual( GLboolean dbFlag,
209 GLboolean stereoFlag,
210 GLint redBits,
211 GLint greenBits,
212 GLint blueBits,
213 GLint alphaBits,
214 GLint depthBits,
215 GLint stencilBits,
216 GLint accumRedBits,
217 GLint accumGreenBits,
218 GLint accumBlueBits,
219 GLint accumAlphaBits,
220 GLint numSamples )
221 {
222 struct gl_config *vis = CALLOC_STRUCT(gl_config);
223 if (vis) {
224 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
225 redBits, greenBits, blueBits, alphaBits,
226 depthBits, stencilBits,
227 accumRedBits, accumGreenBits,
228 accumBlueBits, accumAlphaBits,
229 numSamples)) {
230 free(vis);
231 return NULL;
232 }
233 }
234 return vis;
235 }
236
237
238 /**
239 * Makes some sanity checks and fills in the fields of the struct
240 * gl_config object with the given parameters. If the caller needs to
241 * set additional fields, he should just probably init the whole
242 * gl_config object himself.
243 *
244 * \return GL_TRUE on success, or GL_FALSE on failure.
245 *
246 * \sa _mesa_create_visual() above for the parameter description.
247 */
248 GLboolean
249 _mesa_initialize_visual( struct gl_config *vis,
250 GLboolean dbFlag,
251 GLboolean stereoFlag,
252 GLint redBits,
253 GLint greenBits,
254 GLint blueBits,
255 GLint alphaBits,
256 GLint depthBits,
257 GLint stencilBits,
258 GLint accumRedBits,
259 GLint accumGreenBits,
260 GLint accumBlueBits,
261 GLint accumAlphaBits,
262 GLint numSamples )
263 {
264 assert(vis);
265
266 if (depthBits < 0 || depthBits > 32) {
267 return GL_FALSE;
268 }
269 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
270 return GL_FALSE;
271 }
272 assert(accumRedBits >= 0);
273 assert(accumGreenBits >= 0);
274 assert(accumBlueBits >= 0);
275 assert(accumAlphaBits >= 0);
276
277 vis->rgbMode = GL_TRUE;
278 vis->doubleBufferMode = dbFlag;
279 vis->stereoMode = stereoFlag;
280
281 vis->redBits = redBits;
282 vis->greenBits = greenBits;
283 vis->blueBits = blueBits;
284 vis->alphaBits = alphaBits;
285 vis->rgbBits = redBits + greenBits + blueBits;
286
287 vis->indexBits = 0;
288 vis->depthBits = depthBits;
289 vis->stencilBits = stencilBits;
290
291 vis->accumRedBits = accumRedBits;
292 vis->accumGreenBits = accumGreenBits;
293 vis->accumBlueBits = accumBlueBits;
294 vis->accumAlphaBits = accumAlphaBits;
295
296 vis->haveAccumBuffer = accumRedBits > 0;
297 vis->haveDepthBuffer = depthBits > 0;
298 vis->haveStencilBuffer = stencilBits > 0;
299
300 vis->numAuxBuffers = 0;
301 vis->level = 0;
302 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
303 vis->samples = numSamples;
304
305 return GL_TRUE;
306 }
307
308
309 /**
310 * Destroy a visual and free its memory.
311 *
312 * \param vis visual.
313 *
314 * Frees the visual structure.
315 */
316 void
317 _mesa_destroy_visual( struct gl_config *vis )
318 {
319 free(vis);
320 }
321
322 /*@}*/
323
324
325 /**********************************************************************/
326 /** \name Context allocation, initialization, destroying
327 *
328 * The purpose of the most initialization functions here is to provide the
329 * default state values according to the OpenGL specification.
330 */
331 /**********************************************************************/
332 /*@{*/
333
334
335 /**
336 * This is lame. gdb only seems to recognize enum types that are
337 * actually used somewhere. We want to be able to print/use enum
338 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
339 * the gl_texture_index type anywhere. Thus, this lame function.
340 */
341 static void
342 dummy_enum_func(void)
343 {
344 gl_buffer_index bi = BUFFER_FRONT_LEFT;
345 gl_face_index fi = FACE_POS_X;
346 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
347 gl_frag_result fr = FRAG_RESULT_DEPTH;
348 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
349 gl_vert_attrib va = VERT_ATTRIB_POS;
350 gl_vert_result vr = VERT_RESULT_HPOS;
351 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
352 gl_geom_result gr = GEOM_RESULT_POS;
353
354 (void) bi;
355 (void) fi;
356 (void) fa;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vr;
361 (void) ga;
362 (void) gr;
363 }
364
365
366 /**
367 * One-time initialization mutex lock.
368 *
369 * \sa Used by one_time_init().
370 */
371 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
372
373
374
375 /**
376 * Calls all the various one-time-init functions in Mesa.
377 *
378 * While holding a global mutex lock, calls several initialization functions,
379 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
380 * defined.
381 *
382 * \sa _math_init().
383 */
384 static void
385 one_time_init( struct gl_context *ctx )
386 {
387 static GLbitfield api_init_mask = 0x0;
388
389 _glthread_LOCK_MUTEX(OneTimeLock);
390
391 /* truly one-time init */
392 if (!api_init_mask) {
393 GLuint i;
394
395 /* do some implementation tests */
396 assert( sizeof(GLbyte) == 1 );
397 assert( sizeof(GLubyte) == 1 );
398 assert( sizeof(GLshort) == 2 );
399 assert( sizeof(GLushort) == 2 );
400 assert( sizeof(GLint) == 4 );
401 assert( sizeof(GLuint) == 4 );
402
403 _mesa_get_cpu_features();
404
405 _mesa_init_sqrt_table();
406
407 /* context dependence is never a one-time thing... */
408 _mesa_init_get_hash(ctx);
409
410 for (i = 0; i < 256; i++) {
411 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
412 }
413
414 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
415 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
416 MESA_VERSION_STRING, __DATE__, __TIME__);
417 #endif
418 }
419
420 /* per-API one-time init */
421 if (!(api_init_mask & (1 << ctx->API))) {
422 /*
423 * This is fine as ES does not use the remap table, but it may not be
424 * future-proof. We cannot always initialize the remap table because
425 * when an app is linked to libGLES*, there are not enough dynamic
426 * entries.
427 */
428 if (ctx->API == API_OPENGL)
429 _mesa_init_remap_table();
430 }
431
432 api_init_mask |= 1 << ctx->API;
433
434 _glthread_UNLOCK_MUTEX(OneTimeLock);
435
436 /* Hopefully atexit() is widely available. If not, we may need some
437 * #ifdef tests here.
438 */
439 atexit(_mesa_destroy_shader_compiler);
440
441 dummy_enum_func();
442 }
443
444
445 /**
446 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
447 */
448 static void
449 _mesa_init_current(struct gl_context *ctx)
450 {
451 GLuint i;
452
453 /* Init all to (0,0,0,1) */
454 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
455 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
456 }
457
458 /* redo special cases: */
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
465 }
466
467
468 /**
469 * Init vertex/fragment/geometry program limits.
470 * Important: drivers should override these with actual limits.
471 */
472 static void
473 init_program_limits(GLenum type, struct gl_program_constants *prog)
474 {
475 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
478 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
479 prog->MaxTemps = MAX_PROGRAM_TEMPS;
480 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
481 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
482 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
483
484 switch (type) {
485 case GL_VERTEX_PROGRAM_ARB:
486 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
487 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
488 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
489 break;
490 case GL_FRAGMENT_PROGRAM_ARB:
491 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
492 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
493 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
494 break;
495 case MESA_GEOMETRY_PROGRAM:
496 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
497 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
498 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
499
500 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
501 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
502 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
503 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
504 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
505 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
506 break;
507 default:
508 assert(0 && "Bad program type in init_program_limits()");
509 }
510
511 /* Set the native limits to zero. This implies that there is no native
512 * support for shaders. Let the drivers fill in the actual values.
513 */
514 prog->MaxNativeInstructions = 0;
515 prog->MaxNativeAluInstructions = 0;
516 prog->MaxNativeTexInstructions = 0;
517 prog->MaxNativeTexIndirections = 0;
518 prog->MaxNativeAttribs = 0;
519 prog->MaxNativeTemps = 0;
520 prog->MaxNativeAddressRegs = 0;
521 prog->MaxNativeParameters = 0;
522 }
523
524
525 /**
526 * Initialize fields of gl_constants (aka ctx->Const.*).
527 * Use defaults from config.h. The device drivers will often override
528 * some of these values (such as number of texture units).
529 */
530 static void
531 _mesa_init_constants(struct gl_context *ctx)
532 {
533 assert(ctx);
534
535 /* Constants, may be overriden (usually only reduced) by device drivers */
536 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
537 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
538 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
539 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
540 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
541 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
542 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
543 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
544 ctx->Const.MaxTextureImageUnits);
545 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
546 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
547 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
548 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
549 ctx->Const.MinPointSize = MIN_POINT_SIZE;
550 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
551 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
552 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
553 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
554 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
555 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
556 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
557 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
558 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
559 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
560 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
561 ctx->Const.MaxLights = MAX_LIGHTS;
562 ctx->Const.MaxShininess = 128.0;
563 ctx->Const.MaxSpotExponent = 128.0;
564 ctx->Const.MaxViewportWidth = MAX_WIDTH;
565 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
566 #if FEATURE_ARB_vertex_program
567 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
568 #endif
569 #if FEATURE_ARB_fragment_program
570 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
571 #endif
572 #if FEATURE_ARB_geometry_shader4
573 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
574 #endif
575 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
576 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
577
578 /* CheckArrayBounds is overriden by drivers/x11 for X server */
579 ctx->Const.CheckArrayBounds = GL_FALSE;
580
581 /* GL_ARB_draw_buffers */
582 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
583
584 #if FEATURE_EXT_framebuffer_object
585 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
586 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
587 #endif
588
589 #if FEATURE_ARB_vertex_shader
590 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
591 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
592 ctx->Const.MaxVarying = MAX_VARYING;
593 #endif
594
595 /* Shading language version */
596 if (ctx->API == API_OPENGL) {
597 ctx->Const.GLSLVersion = 120;
598 }
599 else if (ctx->API == API_OPENGLES2) {
600 ctx->Const.GLSLVersion = 100;
601 }
602 else if (ctx->API == API_OPENGLES) {
603 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
604 }
605
606 /* GL_ARB_framebuffer_object */
607 ctx->Const.MaxSamples = 0;
608
609 /* GL_ARB_sync */
610 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
611
612 /* GL_ATI_envmap_bumpmap */
613 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
614
615 /* GL_EXT_provoking_vertex */
616 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
617
618 /* GL_EXT_transform_feedback */
619 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
620 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
621 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
622
623 /* GL 3.2: hard-coded for now: */
624 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
625
626 /** GL_EXT_gpu_shader4 */
627 ctx->Const.MinProgramTexelOffset = -8;
628 ctx->Const.MaxProgramTexelOffset = 7;
629 }
630
631
632 /**
633 * Do some sanity checks on the limits/constants for the given context.
634 * Only called the first time a context is bound.
635 */
636 static void
637 check_context_limits(struct gl_context *ctx)
638 {
639 /* check that we don't exceed the size of various bitfields */
640 assert(VERT_RESULT_MAX <=
641 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
642 assert(FRAG_ATTRIB_MAX <=
643 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
644
645 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
646
647 /* shader-related checks */
648 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
649 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
650
651 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
652 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
653 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
654 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
655
656 /* Texture unit checks */
657 assert(ctx->Const.MaxTextureImageUnits > 0);
658 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
659 assert(ctx->Const.MaxTextureCoordUnits > 0);
660 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
661 assert(ctx->Const.MaxTextureUnits > 0);
662 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
663 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
664 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
665 ctx->Const.MaxTextureCoordUnits));
666 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
667 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
668 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
669 /* number of coord units cannot be greater than number of image units */
670 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
671
672
673 /* Texture size checks */
674 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
675 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
676 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
677 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
678
679 /* make sure largest texture image is <= MAX_WIDTH in size */
680 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
681 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
682 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
683
684 /* Texture level checks */
685 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
686 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
687
688 /* Max texture size should be <= max viewport size (render to texture) */
689 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
690
691 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
692 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
693
694 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
695
696 /* if this fails, add more enum values to gl_buffer_index */
697 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
698
699 /* XXX probably add more tests */
700 }
701
702
703 /**
704 * Initialize the attribute groups in a GL context.
705 *
706 * \param ctx GL context.
707 *
708 * Initializes all the attributes, calling the respective <tt>init*</tt>
709 * functions for the more complex data structures.
710 */
711 static GLboolean
712 init_attrib_groups(struct gl_context *ctx)
713 {
714 assert(ctx);
715
716 /* Constants */
717 _mesa_init_constants( ctx );
718
719 /* Extensions */
720 _mesa_init_extensions( ctx );
721
722 /* Attribute Groups */
723 _mesa_init_accum( ctx );
724 _mesa_init_attrib( ctx );
725 _mesa_init_buffer_objects( ctx );
726 _mesa_init_color( ctx );
727 _mesa_init_current( ctx );
728 _mesa_init_depth( ctx );
729 _mesa_init_debug( ctx );
730 _mesa_init_display_list( ctx );
731 _mesa_init_eval( ctx );
732 _mesa_init_fbobjects( ctx );
733 _mesa_init_feedback( ctx );
734 _mesa_init_fog( ctx );
735 _mesa_init_hint( ctx );
736 _mesa_init_line( ctx );
737 _mesa_init_lighting( ctx );
738 _mesa_init_matrix( ctx );
739 _mesa_init_multisample( ctx );
740 _mesa_init_pixel( ctx );
741 _mesa_init_pixelstore( ctx );
742 _mesa_init_point( ctx );
743 _mesa_init_polygon( ctx );
744 _mesa_init_program( ctx );
745 _mesa_init_queryobj( ctx );
746 _mesa_init_sync( ctx );
747 _mesa_init_rastpos( ctx );
748 _mesa_init_scissor( ctx );
749 _mesa_init_shader_state( ctx );
750 _mesa_init_stencil( ctx );
751 _mesa_init_transform( ctx );
752 _mesa_init_transform_feedback( ctx );
753 _mesa_init_varray( ctx );
754 _mesa_init_viewport( ctx );
755
756 if (!_mesa_init_texture( ctx ))
757 return GL_FALSE;
758
759 _mesa_init_texture_s3tc( ctx );
760
761 /* Miscellaneous */
762 ctx->NewState = _NEW_ALL;
763 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
764 ctx->varying_vp_inputs = ~0;
765
766 return GL_TRUE;
767 }
768
769
770 /**
771 * Update default objects in a GL context with respect to shared state.
772 *
773 * \param ctx GL context.
774 *
775 * Removes references to old default objects, (texture objects, program
776 * objects, etc.) and changes to reference those from the current shared
777 * state.
778 */
779 static GLboolean
780 update_default_objects(struct gl_context *ctx)
781 {
782 assert(ctx);
783
784 _mesa_update_default_objects_program(ctx);
785 _mesa_update_default_objects_texture(ctx);
786 _mesa_update_default_objects_buffer_objects(ctx);
787
788 return GL_TRUE;
789 }
790
791
792 /**
793 * This is the default function we plug into all dispatch table slots
794 * This helps prevents a segfault when someone calls a GL function without
795 * first checking if the extension's supported.
796 */
797 static int
798 generic_nop(void)
799 {
800 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
801 return 0;
802 }
803
804
805 /**
806 * Allocate and initialize a new dispatch table.
807 */
808 struct _glapi_table *
809 _mesa_alloc_dispatch_table(int size)
810 {
811 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
812 * In practice, this'll be the same for stand-alone Mesa. But for DRI
813 * Mesa we do this to accomodate different versions of libGL and various
814 * DRI drivers.
815 */
816 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
817 struct _glapi_table *table;
818
819 /* should never happen, but just in case */
820 numEntries = MAX2(numEntries, size);
821
822 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
823 if (table) {
824 _glapi_proc *entry = (_glapi_proc *) table;
825 GLint i;
826 for (i = 0; i < numEntries; i++) {
827 entry[i] = (_glapi_proc) generic_nop;
828 }
829 }
830 return table;
831 }
832
833
834 /**
835 * Initialize a struct gl_context struct (rendering context).
836 *
837 * This includes allocating all the other structs and arrays which hang off of
838 * the context by pointers.
839 * Note that the driver needs to pass in its dd_function_table here since
840 * we need to at least call driverFunctions->NewTextureObject to create the
841 * default texture objects.
842 *
843 * Called by _mesa_create_context().
844 *
845 * Performs the imports and exports callback tables initialization, and
846 * miscellaneous one-time initializations. If no shared context is supplied one
847 * is allocated, and increase its reference count. Setups the GL API dispatch
848 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
849 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
850 * for debug flags.
851 *
852 * \param ctx the context to initialize
853 * \param api the GL API type to create the context for
854 * \param visual describes the visual attributes for this context
855 * \param share_list points to context to share textures, display lists,
856 * etc with, or NULL
857 * \param driverFunctions table of device driver functions for this context
858 * to use
859 * \param driverContext pointer to driver-specific context data
860 */
861 GLboolean
862 _mesa_initialize_context_for_api(struct gl_context *ctx,
863 gl_api api,
864 const struct gl_config *visual,
865 struct gl_context *share_list,
866 const struct dd_function_table *driverFunctions,
867 void *driverContext)
868 {
869 struct gl_shared_state *shared;
870 int i;
871
872 /*ASSERT(driverContext);*/
873 assert(driverFunctions->NewTextureObject);
874 assert(driverFunctions->FreeTexImageData);
875
876 ctx->API = api;
877 ctx->Visual = *visual;
878 ctx->DrawBuffer = NULL;
879 ctx->ReadBuffer = NULL;
880 ctx->WinSysDrawBuffer = NULL;
881 ctx->WinSysReadBuffer = NULL;
882
883 /* misc one-time initializations */
884 one_time_init(ctx);
885
886 /* Plug in driver functions and context pointer here.
887 * This is important because when we call alloc_shared_state() below
888 * we'll call ctx->Driver.NewTextureObject() to create the default
889 * textures.
890 */
891 ctx->Driver = *driverFunctions;
892 ctx->DriverCtx = driverContext;
893
894 if (share_list) {
895 /* share state with another context */
896 shared = share_list->Shared;
897 }
898 else {
899 /* allocate new, unshared state */
900 shared = _mesa_alloc_shared_state(ctx);
901 if (!shared)
902 return GL_FALSE;
903 }
904
905 _glthread_LOCK_MUTEX(shared->Mutex);
906 ctx->Shared = shared;
907 shared->RefCount++;
908 _glthread_UNLOCK_MUTEX(shared->Mutex);
909
910 if (!init_attrib_groups( ctx )) {
911 _mesa_release_shared_state(ctx, ctx->Shared);
912 return GL_FALSE;
913 }
914
915 #if FEATURE_dispatch
916 /* setup the API dispatch tables */
917 switch (ctx->API) {
918 #if FEATURE_GL
919 case API_OPENGL:
920 ctx->Exec = _mesa_create_exec_table();
921 break;
922 #endif
923 #if FEATURE_ES1
924 case API_OPENGLES:
925 ctx->Exec = _mesa_create_exec_table_es1();
926 break;
927 #endif
928 #if FEATURE_ES2
929 case API_OPENGLES2:
930 ctx->Exec = _mesa_create_exec_table_es2();
931 break;
932 #endif
933 default:
934 _mesa_problem(ctx, "unknown or unsupported API");
935 break;
936 }
937
938 if (!ctx->Exec) {
939 _mesa_release_shared_state(ctx, ctx->Shared);
940 return GL_FALSE;
941 }
942 #endif
943 ctx->CurrentDispatch = ctx->Exec;
944
945 ctx->FragmentProgram._MaintainTexEnvProgram
946 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
947
948 ctx->VertexProgram._MaintainTnlProgram
949 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
950 if (ctx->VertexProgram._MaintainTnlProgram) {
951 /* this is required... */
952 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
953 }
954
955 switch (ctx->API) {
956 case API_OPENGL:
957 #if FEATURE_dlist
958 ctx->Save = _mesa_create_save_table();
959 if (!ctx->Save) {
960 _mesa_release_shared_state(ctx, ctx->Shared);
961 free(ctx->Exec);
962 return GL_FALSE;
963 }
964
965 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
966 #endif
967 break;
968 case API_OPENGLES:
969 /**
970 * GL_OES_texture_cube_map says
971 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
972 */
973 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
974 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
975 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
976 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
977 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
978 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
979 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
980 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
981 }
982 break;
983 case API_OPENGLES2:
984 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
985 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
986 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
987 break;
988 }
989
990 ctx->FirstTimeCurrent = GL_TRUE;
991
992 return GL_TRUE;
993 }
994
995
996 /**
997 * Initialize an OpenGL context.
998 */
999 GLboolean
1000 _mesa_initialize_context(struct gl_context *ctx,
1001 const struct gl_config *visual,
1002 struct gl_context *share_list,
1003 const struct dd_function_table *driverFunctions,
1004 void *driverContext)
1005 {
1006 return _mesa_initialize_context_for_api(ctx,
1007 API_OPENGL,
1008 visual,
1009 share_list,
1010 driverFunctions,
1011 driverContext);
1012 }
1013
1014
1015 /**
1016 * Allocate and initialize a struct gl_context structure.
1017 * Note that the driver needs to pass in its dd_function_table here since
1018 * we need to at least call driverFunctions->NewTextureObject to initialize
1019 * the rendering context.
1020 *
1021 * \param api the GL API type to create the context for
1022 * \param visual a struct gl_config pointer (we copy the struct contents)
1023 * \param share_list another context to share display lists with or NULL
1024 * \param driverFunctions points to the dd_function_table into which the
1025 * driver has plugged in all its special functions.
1026 * \param driverContext points to the device driver's private context state
1027 *
1028 * \return pointer to a new __struct gl_contextRec or NULL if error.
1029 */
1030 struct gl_context *
1031 _mesa_create_context_for_api(gl_api api,
1032 const struct gl_config *visual,
1033 struct gl_context *share_list,
1034 const struct dd_function_table *driverFunctions,
1035 void *driverContext)
1036 {
1037 struct gl_context *ctx;
1038
1039 ASSERT(visual);
1040 /*ASSERT(driverContext);*/
1041
1042 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1043 if (!ctx)
1044 return NULL;
1045
1046 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1047 driverFunctions, driverContext)) {
1048 return ctx;
1049 }
1050 else {
1051 free(ctx);
1052 return NULL;
1053 }
1054 }
1055
1056
1057 /**
1058 * Create an OpenGL context.
1059 */
1060 struct gl_context *
1061 _mesa_create_context(const struct gl_config *visual,
1062 struct gl_context *share_list,
1063 const struct dd_function_table *driverFunctions,
1064 void *driverContext)
1065 {
1066 return _mesa_create_context_for_api(API_OPENGL, visual,
1067 share_list,
1068 driverFunctions,
1069 driverContext);
1070 }
1071
1072
1073 /**
1074 * Free the data associated with the given context.
1075 *
1076 * But doesn't free the struct gl_context struct itself.
1077 *
1078 * \sa _mesa_initialize_context() and init_attrib_groups().
1079 */
1080 void
1081 _mesa_free_context_data( struct gl_context *ctx )
1082 {
1083 if (!_mesa_get_current_context()){
1084 /* No current context, but we may need one in order to delete
1085 * texture objs, etc. So temporarily bind the context now.
1086 */
1087 _mesa_make_current(ctx, NULL, NULL);
1088 }
1089
1090 /* unreference WinSysDraw/Read buffers */
1091 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1092 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1093 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1094 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1095
1096 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1097 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1098 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1099
1100 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1101 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1102 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1103
1104 _mesa_free_attrib_data(ctx);
1105 _mesa_free_buffer_objects(ctx);
1106 _mesa_free_lighting_data( ctx );
1107 _mesa_free_eval_data( ctx );
1108 _mesa_free_texture_data( ctx );
1109 _mesa_free_matrix_data( ctx );
1110 _mesa_free_viewport_data( ctx );
1111 _mesa_free_program_data(ctx);
1112 _mesa_free_shader_state(ctx);
1113 _mesa_free_queryobj_data(ctx);
1114 _mesa_free_sync_data(ctx);
1115 _mesa_free_varray_data(ctx);
1116 _mesa_free_transform_feedback(ctx);
1117
1118 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1119
1120 #if FEATURE_ARB_pixel_buffer_object
1121 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1122 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1123 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1124 #endif
1125
1126 #if FEATURE_ARB_vertex_buffer_object
1127 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1128 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1129 #endif
1130
1131 /* free dispatch tables */
1132 free(ctx->Exec);
1133 free(ctx->Save);
1134
1135 /* Shared context state (display lists, textures, etc) */
1136 _mesa_release_shared_state( ctx, ctx->Shared );
1137
1138 /* needs to be after freeing shared state */
1139 _mesa_free_display_list_data(ctx);
1140
1141 if (ctx->Extensions.String)
1142 free((void *) ctx->Extensions.String);
1143
1144 if (ctx->VersionString)
1145 free(ctx->VersionString);
1146
1147 /* unbind the context if it's currently bound */
1148 if (ctx == _mesa_get_current_context()) {
1149 _mesa_make_current(NULL, NULL, NULL);
1150 }
1151 }
1152
1153
1154 /**
1155 * Destroy a struct gl_context structure.
1156 *
1157 * \param ctx GL context.
1158 *
1159 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1160 */
1161 void
1162 _mesa_destroy_context( struct gl_context *ctx )
1163 {
1164 if (ctx) {
1165 _mesa_free_context_data(ctx);
1166 free( (void *) ctx );
1167 }
1168 }
1169
1170
1171 #if _HAVE_FULL_GL
1172 /**
1173 * Copy attribute groups from one context to another.
1174 *
1175 * \param src source context
1176 * \param dst destination context
1177 * \param mask bitwise OR of GL_*_BIT flags
1178 *
1179 * According to the bits specified in \p mask, copies the corresponding
1180 * attributes from \p src into \p dst. For many of the attributes a simple \c
1181 * memcpy is not enough due to the existence of internal pointers in their data
1182 * structures.
1183 */
1184 void
1185 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1186 {
1187 if (mask & GL_ACCUM_BUFFER_BIT) {
1188 /* OK to memcpy */
1189 dst->Accum = src->Accum;
1190 }
1191 if (mask & GL_COLOR_BUFFER_BIT) {
1192 /* OK to memcpy */
1193 dst->Color = src->Color;
1194 }
1195 if (mask & GL_CURRENT_BIT) {
1196 /* OK to memcpy */
1197 dst->Current = src->Current;
1198 }
1199 if (mask & GL_DEPTH_BUFFER_BIT) {
1200 /* OK to memcpy */
1201 dst->Depth = src->Depth;
1202 }
1203 if (mask & GL_ENABLE_BIT) {
1204 /* no op */
1205 }
1206 if (mask & GL_EVAL_BIT) {
1207 /* OK to memcpy */
1208 dst->Eval = src->Eval;
1209 }
1210 if (mask & GL_FOG_BIT) {
1211 /* OK to memcpy */
1212 dst->Fog = src->Fog;
1213 }
1214 if (mask & GL_HINT_BIT) {
1215 /* OK to memcpy */
1216 dst->Hint = src->Hint;
1217 }
1218 if (mask & GL_LIGHTING_BIT) {
1219 GLuint i;
1220 /* begin with memcpy */
1221 dst->Light = src->Light;
1222 /* fixup linked lists to prevent pointer insanity */
1223 make_empty_list( &(dst->Light.EnabledList) );
1224 for (i = 0; i < MAX_LIGHTS; i++) {
1225 if (dst->Light.Light[i].Enabled) {
1226 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1227 }
1228 }
1229 }
1230 if (mask & GL_LINE_BIT) {
1231 /* OK to memcpy */
1232 dst->Line = src->Line;
1233 }
1234 if (mask & GL_LIST_BIT) {
1235 /* OK to memcpy */
1236 dst->List = src->List;
1237 }
1238 if (mask & GL_PIXEL_MODE_BIT) {
1239 /* OK to memcpy */
1240 dst->Pixel = src->Pixel;
1241 }
1242 if (mask & GL_POINT_BIT) {
1243 /* OK to memcpy */
1244 dst->Point = src->Point;
1245 }
1246 if (mask & GL_POLYGON_BIT) {
1247 /* OK to memcpy */
1248 dst->Polygon = src->Polygon;
1249 }
1250 if (mask & GL_POLYGON_STIPPLE_BIT) {
1251 /* Use loop instead of memcpy due to problem with Portland Group's
1252 * C compiler. Reported by John Stone.
1253 */
1254 GLuint i;
1255 for (i = 0; i < 32; i++) {
1256 dst->PolygonStipple[i] = src->PolygonStipple[i];
1257 }
1258 }
1259 if (mask & GL_SCISSOR_BIT) {
1260 /* OK to memcpy */
1261 dst->Scissor = src->Scissor;
1262 }
1263 if (mask & GL_STENCIL_BUFFER_BIT) {
1264 /* OK to memcpy */
1265 dst->Stencil = src->Stencil;
1266 }
1267 if (mask & GL_TEXTURE_BIT) {
1268 /* Cannot memcpy because of pointers */
1269 _mesa_copy_texture_state(src, dst);
1270 }
1271 if (mask & GL_TRANSFORM_BIT) {
1272 /* OK to memcpy */
1273 dst->Transform = src->Transform;
1274 }
1275 if (mask & GL_VIEWPORT_BIT) {
1276 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1277 dst->Viewport.X = src->Viewport.X;
1278 dst->Viewport.Y = src->Viewport.Y;
1279 dst->Viewport.Width = src->Viewport.Width;
1280 dst->Viewport.Height = src->Viewport.Height;
1281 dst->Viewport.Near = src->Viewport.Near;
1282 dst->Viewport.Far = src->Viewport.Far;
1283 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1284 }
1285
1286 /* XXX FIXME: Call callbacks?
1287 */
1288 dst->NewState = _NEW_ALL;
1289 }
1290 #endif
1291
1292
1293 /**
1294 * Check if the given context can render into the given framebuffer
1295 * by checking visual attributes.
1296 *
1297 * Most of these tests could go away because Mesa is now pretty flexible
1298 * in terms of mixing rendering contexts with framebuffers. As long
1299 * as RGB vs. CI mode agree, we're probably good.
1300 *
1301 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1302 */
1303 static GLboolean
1304 check_compatible(const struct gl_context *ctx,
1305 const struct gl_framebuffer *buffer)
1306 {
1307 const struct gl_config *ctxvis = &ctx->Visual;
1308 const struct gl_config *bufvis = &buffer->Visual;
1309
1310 if (buffer == _mesa_get_incomplete_framebuffer())
1311 return GL_TRUE;
1312
1313 #if 0
1314 /* disabling this fixes the fgl_glxgears pbuffer demo */
1315 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1316 return GL_FALSE;
1317 #endif
1318 if (ctxvis->stereoMode && !bufvis->stereoMode)
1319 return GL_FALSE;
1320 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1321 return GL_FALSE;
1322 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1323 return GL_FALSE;
1324 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1325 return GL_FALSE;
1326 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1327 return GL_FALSE;
1328 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1329 return GL_FALSE;
1330 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1331 return GL_FALSE;
1332 #if 0
1333 /* disabled (see bug 11161) */
1334 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1335 return GL_FALSE;
1336 #endif
1337 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1338 return GL_FALSE;
1339
1340 return GL_TRUE;
1341 }
1342
1343
1344 /**
1345 * Do one-time initialization for the given framebuffer. Specifically,
1346 * ask the driver for the window's current size and update the framebuffer
1347 * object to match.
1348 * Really, the device driver should totally take care of this.
1349 */
1350 static void
1351 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1352 {
1353 GLuint width, height;
1354 if (ctx->Driver.GetBufferSize) {
1355 ctx->Driver.GetBufferSize(fb, &width, &height);
1356 if (ctx->Driver.ResizeBuffers)
1357 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1358 fb->Initialized = GL_TRUE;
1359 }
1360 }
1361
1362
1363 /**
1364 * Check if the viewport/scissor size has not yet been initialized.
1365 * Initialize the size if the given width and height are non-zero.
1366 */
1367 void
1368 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1369 {
1370 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1371 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1372 * potential infinite recursion.
1373 */
1374 ctx->ViewportInitialized = GL_TRUE;
1375 _mesa_set_viewport(ctx, 0, 0, width, height);
1376 _mesa_set_scissor(ctx, 0, 0, width, height);
1377 }
1378 }
1379
1380
1381 /**
1382 * Bind the given context to the given drawBuffer and readBuffer and
1383 * make it the current context for the calling thread.
1384 * We'll render into the drawBuffer and read pixels from the
1385 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1386 *
1387 * We check that the context's and framebuffer's visuals are compatible
1388 * and return immediately if they're not.
1389 *
1390 * \param newCtx the new GL context. If NULL then there will be no current GL
1391 * context.
1392 * \param drawBuffer the drawing framebuffer
1393 * \param readBuffer the reading framebuffer
1394 */
1395 GLboolean
1396 _mesa_make_current( struct gl_context *newCtx,
1397 struct gl_framebuffer *drawBuffer,
1398 struct gl_framebuffer *readBuffer )
1399 {
1400 if (MESA_VERBOSE & VERBOSE_API)
1401 _mesa_debug(newCtx, "_mesa_make_current()\n");
1402
1403 /* Check that the context's and framebuffer's visuals are compatible.
1404 */
1405 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1406 if (!check_compatible(newCtx, drawBuffer)) {
1407 _mesa_warning(newCtx,
1408 "MakeCurrent: incompatible visuals for context and drawbuffer");
1409 return GL_FALSE;
1410 }
1411 }
1412 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1413 if (!check_compatible(newCtx, readBuffer)) {
1414 _mesa_warning(newCtx,
1415 "MakeCurrent: incompatible visuals for context and readbuffer");
1416 return GL_FALSE;
1417 }
1418 }
1419
1420 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1421 _glapi_set_context((void *) newCtx);
1422 ASSERT(_mesa_get_current_context() == newCtx);
1423
1424 if (!newCtx) {
1425 _glapi_set_dispatch(NULL); /* none current */
1426 }
1427 else {
1428 _glapi_set_dispatch(newCtx->CurrentDispatch);
1429
1430 if (drawBuffer && readBuffer) {
1431 /* TODO: check if newCtx and buffer's visual match??? */
1432
1433 ASSERT(drawBuffer->Name == 0);
1434 ASSERT(readBuffer->Name == 0);
1435 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1436 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1437
1438 /*
1439 * Only set the context's Draw/ReadBuffer fields if they're NULL
1440 * or not bound to a user-created FBO.
1441 */
1442 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1443 /* KW: merge conflict here, revisit.
1444 */
1445 /* fix up the fb fields - these will end up wrong otherwise
1446 * if the DRIdrawable changes, and everything relies on them.
1447 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1448 */
1449 unsigned int i;
1450 GLenum buffers[MAX_DRAW_BUFFERS];
1451
1452 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1453
1454 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1455 buffers[i] = newCtx->Color.DrawBuffer[i];
1456 }
1457
1458 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
1459 buffers, NULL);
1460 }
1461 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1462 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1463 }
1464
1465 /* XXX only set this flag if we're really changing the draw/read
1466 * framebuffer bindings.
1467 */
1468 newCtx->NewState |= _NEW_BUFFERS;
1469
1470 #if 1
1471 /* We want to get rid of these lines: */
1472
1473 #if _HAVE_FULL_GL
1474 if (!drawBuffer->Initialized) {
1475 initialize_framebuffer_size(newCtx, drawBuffer);
1476 }
1477 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1478 initialize_framebuffer_size(newCtx, readBuffer);
1479 }
1480
1481 _mesa_resizebuffers(newCtx);
1482 #endif
1483
1484 #else
1485 /* We want the drawBuffer and readBuffer to be initialized by
1486 * the driver.
1487 * This generally means the Width and Height match the actual
1488 * window size and the renderbuffers (both hardware and software
1489 * based) are allocated to match. The later can generally be
1490 * done with a call to _mesa_resize_framebuffer().
1491 *
1492 * It's theoretically possible for a buffer to have zero width
1493 * or height, but for now, assert check that the driver did what's
1494 * expected of it.
1495 */
1496 ASSERT(drawBuffer->Width > 0);
1497 ASSERT(drawBuffer->Height > 0);
1498 #endif
1499
1500 if (drawBuffer) {
1501 _mesa_check_init_viewport(newCtx,
1502 drawBuffer->Width, drawBuffer->Height);
1503 }
1504 }
1505
1506 if (newCtx->FirstTimeCurrent) {
1507 _mesa_compute_version(newCtx);
1508
1509 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1510
1511 check_context_limits(newCtx);
1512
1513 /* We can use this to help debug user's problems. Tell them to set
1514 * the MESA_INFO env variable before running their app. Then the
1515 * first time each context is made current we'll print some useful
1516 * information.
1517 */
1518 if (_mesa_getenv("MESA_INFO")) {
1519 _mesa_print_info();
1520 }
1521
1522 newCtx->FirstTimeCurrent = GL_FALSE;
1523 }
1524 }
1525
1526 return GL_TRUE;
1527 }
1528
1529
1530 /**
1531 * Make context 'ctx' share the display lists, textures and programs
1532 * that are associated with 'ctxToShare'.
1533 * Any display lists, textures or programs associated with 'ctx' will
1534 * be deleted if nobody else is sharing them.
1535 */
1536 GLboolean
1537 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1538 {
1539 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1540 struct gl_shared_state *oldSharedState = ctx->Shared;
1541
1542 ctx->Shared = ctxToShare->Shared;
1543
1544 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1545 ctx->Shared->RefCount++;
1546 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1547
1548 update_default_objects(ctx);
1549
1550 _mesa_release_shared_state(ctx, oldSharedState);
1551
1552 return GL_TRUE;
1553 }
1554 else {
1555 return GL_FALSE;
1556 }
1557 }
1558
1559
1560
1561 /**
1562 * \return pointer to the current GL context for this thread.
1563 *
1564 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1565 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1566 * context.h.
1567 */
1568 struct gl_context *
1569 _mesa_get_current_context( void )
1570 {
1571 return (struct gl_context *) _glapi_get_context();
1572 }
1573
1574
1575 /**
1576 * Get context's current API dispatch table.
1577 *
1578 * It'll either be the immediate-mode execute dispatcher or the display list
1579 * compile dispatcher.
1580 *
1581 * \param ctx GL context.
1582 *
1583 * \return pointer to dispatch_table.
1584 *
1585 * Simply returns __struct gl_contextRec::CurrentDispatch.
1586 */
1587 struct _glapi_table *
1588 _mesa_get_dispatch(struct gl_context *ctx)
1589 {
1590 return ctx->CurrentDispatch;
1591 }
1592
1593 /*@}*/
1594
1595
1596 /**********************************************************************/
1597 /** \name Miscellaneous functions */
1598 /**********************************************************************/
1599 /*@{*/
1600
1601 /**
1602 * Record an error.
1603 *
1604 * \param ctx GL context.
1605 * \param error error code.
1606 *
1607 * Records the given error code and call the driver's dd_function_table::Error
1608 * function if defined.
1609 *
1610 * \sa
1611 * This is called via _mesa_error().
1612 */
1613 void
1614 _mesa_record_error(struct gl_context *ctx, GLenum error)
1615 {
1616 if (!ctx)
1617 return;
1618
1619 if (ctx->ErrorValue == GL_NO_ERROR) {
1620 ctx->ErrorValue = error;
1621 }
1622
1623 /* Call device driver's error handler, if any. This is used on the Mac. */
1624 if (ctx->Driver.Error) {
1625 ctx->Driver.Error(ctx);
1626 }
1627 }
1628
1629
1630 /**
1631 * Flush commands and wait for completion.
1632 */
1633 void
1634 _mesa_finish(struct gl_context *ctx)
1635 {
1636 FLUSH_CURRENT( ctx, 0 );
1637 if (ctx->Driver.Finish) {
1638 ctx->Driver.Finish(ctx);
1639 }
1640 }
1641
1642
1643 /**
1644 * Flush commands.
1645 */
1646 void
1647 _mesa_flush(struct gl_context *ctx)
1648 {
1649 FLUSH_CURRENT( ctx, 0 );
1650 if (ctx->Driver.Flush) {
1651 ctx->Driver.Flush(ctx);
1652 }
1653 }
1654
1655
1656
1657 /**
1658 * Execute glFinish().
1659 *
1660 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1661 * dd_function_table::Finish driver callback, if not NULL.
1662 */
1663 void GLAPIENTRY
1664 _mesa_Finish(void)
1665 {
1666 GET_CURRENT_CONTEXT(ctx);
1667 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1668 _mesa_finish(ctx);
1669 }
1670
1671
1672 /**
1673 * Execute glFlush().
1674 *
1675 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1676 * dd_function_table::Flush driver callback, if not NULL.
1677 */
1678 void GLAPIENTRY
1679 _mesa_Flush(void)
1680 {
1681 GET_CURRENT_CONTEXT(ctx);
1682 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1683 _mesa_flush(ctx);
1684 }
1685
1686
1687 /**
1688 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1689 * MUL/MAD, or vice versa, call this function to register that.
1690 * Otherwise we default to MUL/MAD.
1691 */
1692 void
1693 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1694 GLboolean flag )
1695 {
1696 ctx->mvp_with_dp4 = flag;
1697 }
1698
1699
1700
1701 /**
1702 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1703 * is called to see if it's valid to render. This involves checking that
1704 * the current shader is valid and the framebuffer is complete.
1705 * If an error is detected it'll be recorded here.
1706 * \return GL_TRUE if OK to render, GL_FALSE if not
1707 */
1708 GLboolean
1709 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1710 {
1711 bool vert_from_glsl_shader = false;
1712 bool geom_from_glsl_shader = false;
1713 bool frag_from_glsl_shader = false;
1714
1715 /* This depends on having up to date derived state (shaders) */
1716 if (ctx->NewState)
1717 _mesa_update_state(ctx);
1718
1719 if (ctx->Shader.CurrentVertexProgram) {
1720 vert_from_glsl_shader = true;
1721
1722 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1723 _mesa_error(ctx, GL_INVALID_OPERATION,
1724 "%s(shader not linked)", where);
1725 return GL_FALSE;
1726 }
1727 #if 0 /* not normally enabled */
1728 {
1729 char errMsg[100];
1730 if (!_mesa_validate_shader_program(ctx,
1731 ctx->Shader.CurrentVertexProgram,
1732 errMsg)) {
1733 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1734 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1735 }
1736 }
1737 #endif
1738 }
1739
1740 if (ctx->Shader.CurrentGeometryProgram) {
1741 geom_from_glsl_shader = true;
1742
1743 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1744 _mesa_error(ctx, GL_INVALID_OPERATION,
1745 "%s(shader not linked)", where);
1746 return GL_FALSE;
1747 }
1748 #if 0 /* not normally enabled */
1749 {
1750 char errMsg[100];
1751 if (!_mesa_validate_shader_program(ctx,
1752 ctx->Shader.CurrentGeometryProgram,
1753 errMsg)) {
1754 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1755 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1756 }
1757 }
1758 #endif
1759 }
1760
1761 if (ctx->Shader.CurrentFragmentProgram) {
1762 frag_from_glsl_shader = true;
1763
1764 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1765 _mesa_error(ctx, GL_INVALID_OPERATION,
1766 "%s(shader not linked)", where);
1767 return GL_FALSE;
1768 }
1769 #if 0 /* not normally enabled */
1770 {
1771 char errMsg[100];
1772 if (!_mesa_validate_shader_program(ctx,
1773 ctx->Shader.CurrentFragmentProgram,
1774 errMsg)) {
1775 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1776 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1777 }
1778 }
1779 #endif
1780 }
1781
1782 /* Any shader stages that are not supplied by the GLSL shader and have
1783 * assembly shaders enabled must now be validated.
1784 */
1785 if (!vert_from_glsl_shader
1786 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1787 _mesa_error(ctx, GL_INVALID_OPERATION,
1788 "%s(vertex program not valid)", where);
1789 return GL_FALSE;
1790 }
1791
1792 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1793 * FINISHME: geometry program should validated here.
1794 */
1795 (void) geom_from_glsl_shader;
1796
1797 if (!frag_from_glsl_shader) {
1798 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1799 _mesa_error(ctx, GL_INVALID_OPERATION,
1800 "%s(fragment program not valid)", where);
1801 return GL_FALSE;
1802 }
1803
1804 /* If drawing to integer-valued color buffers, there must be an
1805 * active fragment shader (GL_EXT_texture_integer).
1806 */
1807 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1808 _mesa_error(ctx, GL_INVALID_OPERATION,
1809 "%s(integer format but no fragment shader)", where);
1810 return GL_FALSE;
1811 }
1812 }
1813
1814 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1815 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1816 "%s(incomplete framebuffer)", where);
1817 return GL_FALSE;
1818 }
1819
1820 #ifdef DEBUG
1821 if (ctx->Shader.Flags & GLSL_LOG) {
1822 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1823 unsigned i;
1824
1825 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1826 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1827 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1828
1829 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1830 struct gl_shader *sh;
1831
1832 if (shProg[i] == NULL || shProg[i]->_Used
1833 || shProg[i]->_LinkedShaders[i] == NULL)
1834 continue;
1835
1836 /* This is the first time this shader is being used.
1837 * Append shader's constants/uniforms to log file.
1838 *
1839 * The logic is a little odd here. We only want to log data for each
1840 * shader target that will actually be used, and we only want to log
1841 * it once. It's possible to have a program bound to the vertex
1842 * shader target that also supplied a fragment shader. If that
1843 * program isn't also bound to the fragment shader target we don't
1844 * want to log its fragment data.
1845 */
1846 sh = shProg[i]->_LinkedShaders[i];
1847 switch (sh->Type) {
1848 case GL_VERTEX_SHADER:
1849 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1850 break;
1851
1852 case GL_GEOMETRY_SHADER_ARB:
1853 _mesa_append_uniforms_to_file(sh,
1854 &shProg[i]->GeometryProgram->Base);
1855 break;
1856
1857 case GL_FRAGMENT_SHADER:
1858 _mesa_append_uniforms_to_file(sh,
1859 &shProg[i]->FragmentProgram->Base);
1860 break;
1861 }
1862 }
1863
1864 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1865 if (shProg[i] != NULL)
1866 shProg[i]->_Used = GL_TRUE;
1867 }
1868 }
1869 #endif
1870
1871 return GL_TRUE;
1872 }
1873
1874
1875 /*@}*/