mesa: use new _mesa_reference_shared_state() function
[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 = VERT_BIT_ALL;
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 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
943
944 if (!init_attrib_groups( ctx )) {
945 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
946 return GL_FALSE;
947 }
948
949 #if FEATURE_dispatch
950 /* setup the API dispatch tables */
951 switch (ctx->API) {
952 #if FEATURE_GL
953 case API_OPENGL:
954 ctx->Exec = _mesa_create_exec_table();
955 break;
956 #endif
957 #if FEATURE_ES1
958 case API_OPENGLES:
959 ctx->Exec = _mesa_create_exec_table_es1();
960 break;
961 #endif
962 #if FEATURE_ES2
963 case API_OPENGLES2:
964 ctx->Exec = _mesa_create_exec_table_es2();
965 break;
966 #endif
967 default:
968 _mesa_problem(ctx, "unknown or unsupported API");
969 break;
970 }
971
972 if (!ctx->Exec) {
973 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
974 return GL_FALSE;
975 }
976 #endif
977 ctx->CurrentDispatch = ctx->Exec;
978
979 ctx->FragmentProgram._MaintainTexEnvProgram
980 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
981
982 ctx->VertexProgram._MaintainTnlProgram
983 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
984 if (ctx->VertexProgram._MaintainTnlProgram) {
985 /* this is required... */
986 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
987 }
988
989 /* Mesa core handles all the formats that mesa core knows about.
990 * Drivers will want to override this list with just the formats
991 * they can handle, and confirm that appropriate fallbacks exist in
992 * _mesa_choose_tex_format().
993 */
994 memset(&ctx->TextureFormatSupported, GL_TRUE,
995 sizeof(ctx->TextureFormatSupported));
996
997 switch (ctx->API) {
998 case API_OPENGL:
999 #if FEATURE_dlist
1000 ctx->Save = _mesa_create_save_table();
1001 if (!ctx->Save) {
1002 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1003 free(ctx->Exec);
1004 return GL_FALSE;
1005 }
1006
1007 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1008 #endif
1009 break;
1010 case API_OPENGLES:
1011 /**
1012 * GL_OES_texture_cube_map says
1013 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1014 */
1015 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1016 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1017 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1018 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1019 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1020 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1021 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1022 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1023 }
1024 break;
1025 case API_OPENGLES2:
1026 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1027 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1028 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1029 break;
1030 }
1031
1032 ctx->FirstTimeCurrent = GL_TRUE;
1033
1034 return GL_TRUE;
1035 }
1036
1037
1038 /**
1039 * Allocate and initialize a struct gl_context structure.
1040 * Note that the driver needs to pass in its dd_function_table here since
1041 * we need to at least call driverFunctions->NewTextureObject to initialize
1042 * the rendering context.
1043 *
1044 * \param api the GL API type to create the context for
1045 * \param visual a struct gl_config pointer (we copy the struct contents)
1046 * \param share_list another context to share display lists with or NULL
1047 * \param driverFunctions points to the dd_function_table into which the
1048 * driver has plugged in all its special functions.
1049 * \param driverContext points to the device driver's private context state
1050 *
1051 * \return pointer to a new __struct gl_contextRec or NULL if error.
1052 */
1053 struct gl_context *
1054 _mesa_create_context(gl_api api,
1055 const struct gl_config *visual,
1056 struct gl_context *share_list,
1057 const struct dd_function_table *driverFunctions,
1058 void *driverContext)
1059 {
1060 struct gl_context *ctx;
1061
1062 ASSERT(visual);
1063 /*ASSERT(driverContext);*/
1064
1065 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1066 if (!ctx)
1067 return NULL;
1068
1069 if (_mesa_initialize_context(ctx, api, visual, share_list,
1070 driverFunctions, driverContext)) {
1071 return ctx;
1072 }
1073 else {
1074 free(ctx);
1075 return NULL;
1076 }
1077 }
1078
1079
1080 /**
1081 * Free the data associated with the given context.
1082 *
1083 * But doesn't free the struct gl_context struct itself.
1084 *
1085 * \sa _mesa_initialize_context() and init_attrib_groups().
1086 */
1087 void
1088 _mesa_free_context_data( struct gl_context *ctx )
1089 {
1090 if (!_mesa_get_current_context()){
1091 /* No current context, but we may need one in order to delete
1092 * texture objs, etc. So temporarily bind the context now.
1093 */
1094 _mesa_make_current(ctx, NULL, NULL);
1095 }
1096
1097 /* unreference WinSysDraw/Read buffers */
1098 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1099 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1100 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1101 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1102
1103 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1104 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1105 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1106
1107 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1108 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1109 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1110
1111 _mesa_free_attrib_data(ctx);
1112 _mesa_free_buffer_objects(ctx);
1113 _mesa_free_lighting_data( ctx );
1114 _mesa_free_eval_data( ctx );
1115 _mesa_free_texture_data( ctx );
1116 _mesa_free_matrix_data( ctx );
1117 _mesa_free_viewport_data( ctx );
1118 _mesa_free_program_data(ctx);
1119 _mesa_free_shader_state(ctx);
1120 _mesa_free_queryobj_data(ctx);
1121 _mesa_free_sync_data(ctx);
1122 _mesa_free_varray_data(ctx);
1123 _mesa_free_transform_feedback(ctx);
1124
1125 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1126
1127 #if FEATURE_ARB_pixel_buffer_object
1128 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1129 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1130 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1131 #endif
1132
1133 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1134
1135 /* free dispatch tables */
1136 free(ctx->Exec);
1137 free(ctx->Save);
1138
1139 /* Shared context state (display lists, textures, etc) */
1140 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1141
1142 /* needs to be after freeing shared state */
1143 _mesa_free_display_list_data(ctx);
1144
1145 if (ctx->Extensions.String)
1146 free((void *) ctx->Extensions.String);
1147
1148 if (ctx->VersionString)
1149 free(ctx->VersionString);
1150
1151 /* unbind the context if it's currently bound */
1152 if (ctx == _mesa_get_current_context()) {
1153 _mesa_make_current(NULL, NULL, NULL);
1154 }
1155 }
1156
1157
1158 /**
1159 * Destroy a struct gl_context structure.
1160 *
1161 * \param ctx GL context.
1162 *
1163 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1164 */
1165 void
1166 _mesa_destroy_context( struct gl_context *ctx )
1167 {
1168 if (ctx) {
1169 _mesa_free_context_data(ctx);
1170 free( (void *) ctx );
1171 }
1172 }
1173
1174
1175 #if _HAVE_FULL_GL
1176 /**
1177 * Copy attribute groups from one context to another.
1178 *
1179 * \param src source context
1180 * \param dst destination context
1181 * \param mask bitwise OR of GL_*_BIT flags
1182 *
1183 * According to the bits specified in \p mask, copies the corresponding
1184 * attributes from \p src into \p dst. For many of the attributes a simple \c
1185 * memcpy is not enough due to the existence of internal pointers in their data
1186 * structures.
1187 */
1188 void
1189 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1190 GLuint mask )
1191 {
1192 if (mask & GL_ACCUM_BUFFER_BIT) {
1193 /* OK to memcpy */
1194 dst->Accum = src->Accum;
1195 }
1196 if (mask & GL_COLOR_BUFFER_BIT) {
1197 /* OK to memcpy */
1198 dst->Color = src->Color;
1199 }
1200 if (mask & GL_CURRENT_BIT) {
1201 /* OK to memcpy */
1202 dst->Current = src->Current;
1203 }
1204 if (mask & GL_DEPTH_BUFFER_BIT) {
1205 /* OK to memcpy */
1206 dst->Depth = src->Depth;
1207 }
1208 if (mask & GL_ENABLE_BIT) {
1209 /* no op */
1210 }
1211 if (mask & GL_EVAL_BIT) {
1212 /* OK to memcpy */
1213 dst->Eval = src->Eval;
1214 }
1215 if (mask & GL_FOG_BIT) {
1216 /* OK to memcpy */
1217 dst->Fog = src->Fog;
1218 }
1219 if (mask & GL_HINT_BIT) {
1220 /* OK to memcpy */
1221 dst->Hint = src->Hint;
1222 }
1223 if (mask & GL_LIGHTING_BIT) {
1224 GLuint i;
1225 /* begin with memcpy */
1226 dst->Light = src->Light;
1227 /* fixup linked lists to prevent pointer insanity */
1228 make_empty_list( &(dst->Light.EnabledList) );
1229 for (i = 0; i < MAX_LIGHTS; i++) {
1230 if (dst->Light.Light[i].Enabled) {
1231 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1232 }
1233 }
1234 }
1235 if (mask & GL_LINE_BIT) {
1236 /* OK to memcpy */
1237 dst->Line = src->Line;
1238 }
1239 if (mask & GL_LIST_BIT) {
1240 /* OK to memcpy */
1241 dst->List = src->List;
1242 }
1243 if (mask & GL_PIXEL_MODE_BIT) {
1244 /* OK to memcpy */
1245 dst->Pixel = src->Pixel;
1246 }
1247 if (mask & GL_POINT_BIT) {
1248 /* OK to memcpy */
1249 dst->Point = src->Point;
1250 }
1251 if (mask & GL_POLYGON_BIT) {
1252 /* OK to memcpy */
1253 dst->Polygon = src->Polygon;
1254 }
1255 if (mask & GL_POLYGON_STIPPLE_BIT) {
1256 /* Use loop instead of memcpy due to problem with Portland Group's
1257 * C compiler. Reported by John Stone.
1258 */
1259 GLuint i;
1260 for (i = 0; i < 32; i++) {
1261 dst->PolygonStipple[i] = src->PolygonStipple[i];
1262 }
1263 }
1264 if (mask & GL_SCISSOR_BIT) {
1265 /* OK to memcpy */
1266 dst->Scissor = src->Scissor;
1267 }
1268 if (mask & GL_STENCIL_BUFFER_BIT) {
1269 /* OK to memcpy */
1270 dst->Stencil = src->Stencil;
1271 }
1272 if (mask & GL_TEXTURE_BIT) {
1273 /* Cannot memcpy because of pointers */
1274 _mesa_copy_texture_state(src, dst);
1275 }
1276 if (mask & GL_TRANSFORM_BIT) {
1277 /* OK to memcpy */
1278 dst->Transform = src->Transform;
1279 }
1280 if (mask & GL_VIEWPORT_BIT) {
1281 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1282 dst->Viewport.X = src->Viewport.X;
1283 dst->Viewport.Y = src->Viewport.Y;
1284 dst->Viewport.Width = src->Viewport.Width;
1285 dst->Viewport.Height = src->Viewport.Height;
1286 dst->Viewport.Near = src->Viewport.Near;
1287 dst->Viewport.Far = src->Viewport.Far;
1288 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1289 }
1290
1291 /* XXX FIXME: Call callbacks?
1292 */
1293 dst->NewState = _NEW_ALL;
1294 }
1295 #endif
1296
1297
1298 /**
1299 * Check if the given context can render into the given framebuffer
1300 * by checking visual attributes.
1301 *
1302 * Most of these tests could go away because Mesa is now pretty flexible
1303 * in terms of mixing rendering contexts with framebuffers. As long
1304 * as RGB vs. CI mode agree, we're probably good.
1305 *
1306 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1307 */
1308 static GLboolean
1309 check_compatible(const struct gl_context *ctx,
1310 const struct gl_framebuffer *buffer)
1311 {
1312 const struct gl_config *ctxvis = &ctx->Visual;
1313 const struct gl_config *bufvis = &buffer->Visual;
1314
1315 if (buffer == _mesa_get_incomplete_framebuffer())
1316 return GL_TRUE;
1317
1318 #if 0
1319 /* disabling this fixes the fgl_glxgears pbuffer demo */
1320 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1321 return GL_FALSE;
1322 #endif
1323 if (ctxvis->stereoMode && !bufvis->stereoMode)
1324 return GL_FALSE;
1325 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1326 return GL_FALSE;
1327 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1328 return GL_FALSE;
1329 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1330 return GL_FALSE;
1331 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1332 return GL_FALSE;
1333 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1334 return GL_FALSE;
1335 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1336 return GL_FALSE;
1337 #if 0
1338 /* disabled (see bug 11161) */
1339 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1340 return GL_FALSE;
1341 #endif
1342 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1343 return GL_FALSE;
1344
1345 return GL_TRUE;
1346 }
1347
1348
1349 /**
1350 * Do one-time initialization for the given framebuffer. Specifically,
1351 * ask the driver for the window's current size and update the framebuffer
1352 * object to match.
1353 * Really, the device driver should totally take care of this.
1354 */
1355 static void
1356 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1357 {
1358 GLuint width, height;
1359 if (ctx->Driver.GetBufferSize) {
1360 ctx->Driver.GetBufferSize(fb, &width, &height);
1361 if (ctx->Driver.ResizeBuffers)
1362 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1363 fb->Initialized = GL_TRUE;
1364 }
1365 }
1366
1367
1368 /**
1369 * Check if the viewport/scissor size has not yet been initialized.
1370 * Initialize the size if the given width and height are non-zero.
1371 */
1372 void
1373 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1374 {
1375 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1376 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1377 * potential infinite recursion.
1378 */
1379 ctx->ViewportInitialized = GL_TRUE;
1380 _mesa_set_viewport(ctx, 0, 0, width, height);
1381 _mesa_set_scissor(ctx, 0, 0, width, height);
1382 }
1383 }
1384
1385
1386 /**
1387 * Bind the given context to the given drawBuffer and readBuffer and
1388 * make it the current context for the calling thread.
1389 * We'll render into the drawBuffer and read pixels from the
1390 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1391 *
1392 * We check that the context's and framebuffer's visuals are compatible
1393 * and return immediately if they're not.
1394 *
1395 * \param newCtx the new GL context. If NULL then there will be no current GL
1396 * context.
1397 * \param drawBuffer the drawing framebuffer
1398 * \param readBuffer the reading framebuffer
1399 */
1400 GLboolean
1401 _mesa_make_current( struct gl_context *newCtx,
1402 struct gl_framebuffer *drawBuffer,
1403 struct gl_framebuffer *readBuffer )
1404 {
1405 GET_CURRENT_CONTEXT(curCtx);
1406
1407 if (MESA_VERBOSE & VERBOSE_API)
1408 _mesa_debug(newCtx, "_mesa_make_current()\n");
1409
1410 /* Check that the context's and framebuffer's visuals are compatible.
1411 */
1412 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1413 if (!check_compatible(newCtx, drawBuffer)) {
1414 _mesa_warning(newCtx,
1415 "MakeCurrent: incompatible visuals for context and drawbuffer");
1416 return GL_FALSE;
1417 }
1418 }
1419 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1420 if (!check_compatible(newCtx, readBuffer)) {
1421 _mesa_warning(newCtx,
1422 "MakeCurrent: incompatible visuals for context and readbuffer");
1423 return GL_FALSE;
1424 }
1425 }
1426
1427 if (curCtx &&
1428 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1429 /* make sure this context is valid for flushing */
1430 curCtx != newCtx)
1431 _mesa_flush(curCtx);
1432
1433 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1434 _glapi_set_context((void *) newCtx);
1435 ASSERT(_mesa_get_current_context() == newCtx);
1436
1437 if (!newCtx) {
1438 _glapi_set_dispatch(NULL); /* none current */
1439 }
1440 else {
1441 _glapi_set_dispatch(newCtx->CurrentDispatch);
1442
1443 if (drawBuffer && readBuffer) {
1444 ASSERT(drawBuffer->Name == 0);
1445 ASSERT(readBuffer->Name == 0);
1446 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1447 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1448
1449 /*
1450 * Only set the context's Draw/ReadBuffer fields if they're NULL
1451 * or not bound to a user-created FBO.
1452 */
1453 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1454 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1455 /* Update the FBO's list of drawbuffers/renderbuffers.
1456 * For winsys FBOs this comes from the GL state (which may have
1457 * changed since the last time this FBO was bound).
1458 */
1459 _mesa_update_draw_buffers(newCtx);
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 *oldShared = NULL;
1541
1542 /* save ref to old state to prevent it from being deleted immediately */
1543 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1544
1545 /* update ctx's Shared pointer */
1546 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1547
1548 update_default_objects(ctx);
1549
1550 /* release the old shared state */
1551 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1552
1553 return GL_TRUE;
1554 }
1555 else {
1556 return GL_FALSE;
1557 }
1558 }
1559
1560
1561
1562 /**
1563 * \return pointer to the current GL context for this thread.
1564 *
1565 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1566 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1567 * context.h.
1568 */
1569 struct gl_context *
1570 _mesa_get_current_context( void )
1571 {
1572 return (struct gl_context *) _glapi_get_context();
1573 }
1574
1575
1576 /**
1577 * Get context's current API dispatch table.
1578 *
1579 * It'll either be the immediate-mode execute dispatcher or the display list
1580 * compile dispatcher.
1581 *
1582 * \param ctx GL context.
1583 *
1584 * \return pointer to dispatch_table.
1585 *
1586 * Simply returns __struct gl_contextRec::CurrentDispatch.
1587 */
1588 struct _glapi_table *
1589 _mesa_get_dispatch(struct gl_context *ctx)
1590 {
1591 return ctx->CurrentDispatch;
1592 }
1593
1594 /*@}*/
1595
1596
1597 /**********************************************************************/
1598 /** \name Miscellaneous functions */
1599 /**********************************************************************/
1600 /*@{*/
1601
1602 /**
1603 * Record an error.
1604 *
1605 * \param ctx GL context.
1606 * \param error error code.
1607 *
1608 * Records the given error code and call the driver's dd_function_table::Error
1609 * function if defined.
1610 *
1611 * \sa
1612 * This is called via _mesa_error().
1613 */
1614 void
1615 _mesa_record_error(struct gl_context *ctx, GLenum error)
1616 {
1617 if (!ctx)
1618 return;
1619
1620 if (ctx->ErrorValue == GL_NO_ERROR) {
1621 ctx->ErrorValue = error;
1622 }
1623
1624 /* Call device driver's error handler, if any. This is used on the Mac. */
1625 if (ctx->Driver.Error) {
1626 ctx->Driver.Error(ctx);
1627 }
1628 }
1629
1630
1631 /**
1632 * Flush commands and wait for completion.
1633 */
1634 void
1635 _mesa_finish(struct gl_context *ctx)
1636 {
1637 FLUSH_CURRENT( ctx, 0 );
1638 if (ctx->Driver.Finish) {
1639 ctx->Driver.Finish(ctx);
1640 }
1641 }
1642
1643
1644 /**
1645 * Flush commands.
1646 */
1647 void
1648 _mesa_flush(struct gl_context *ctx)
1649 {
1650 FLUSH_CURRENT( ctx, 0 );
1651 if (ctx->Driver.Flush) {
1652 ctx->Driver.Flush(ctx);
1653 }
1654 }
1655
1656
1657
1658 /**
1659 * Execute glFinish().
1660 *
1661 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1662 * dd_function_table::Finish driver callback, if not NULL.
1663 */
1664 void GLAPIENTRY
1665 _mesa_Finish(void)
1666 {
1667 GET_CURRENT_CONTEXT(ctx);
1668 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1669 _mesa_finish(ctx);
1670 }
1671
1672
1673 /**
1674 * Execute glFlush().
1675 *
1676 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1677 * dd_function_table::Flush driver callback, if not NULL.
1678 */
1679 void GLAPIENTRY
1680 _mesa_Flush(void)
1681 {
1682 GET_CURRENT_CONTEXT(ctx);
1683 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1684 _mesa_flush(ctx);
1685 }
1686
1687
1688 /**
1689 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1690 * MUL/MAD, or vice versa, call this function to register that.
1691 * Otherwise we default to MUL/MAD.
1692 */
1693 void
1694 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1695 GLboolean flag )
1696 {
1697 ctx->mvp_with_dp4 = flag;
1698 }
1699
1700
1701
1702 /**
1703 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1704 * is called to see if it's valid to render. This involves checking that
1705 * the current shader is valid and the framebuffer is complete.
1706 * If an error is detected it'll be recorded here.
1707 * \return GL_TRUE if OK to render, GL_FALSE if not
1708 */
1709 GLboolean
1710 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1711 {
1712 bool vert_from_glsl_shader = false;
1713 bool geom_from_glsl_shader = false;
1714 bool frag_from_glsl_shader = false;
1715
1716 /* This depends on having up to date derived state (shaders) */
1717 if (ctx->NewState)
1718 _mesa_update_state(ctx);
1719
1720 if (ctx->Shader.CurrentVertexProgram) {
1721 vert_from_glsl_shader = true;
1722
1723 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1724 _mesa_error(ctx, GL_INVALID_OPERATION,
1725 "%s(shader not linked)", where);
1726 return GL_FALSE;
1727 }
1728 #if 0 /* not normally enabled */
1729 {
1730 char errMsg[100];
1731 if (!_mesa_validate_shader_program(ctx,
1732 ctx->Shader.CurrentVertexProgram,
1733 errMsg)) {
1734 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1735 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1736 }
1737 }
1738 #endif
1739 }
1740
1741 if (ctx->Shader.CurrentGeometryProgram) {
1742 geom_from_glsl_shader = true;
1743
1744 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1745 _mesa_error(ctx, GL_INVALID_OPERATION,
1746 "%s(shader not linked)", where);
1747 return GL_FALSE;
1748 }
1749 #if 0 /* not normally enabled */
1750 {
1751 char errMsg[100];
1752 if (!_mesa_validate_shader_program(ctx,
1753 ctx->Shader.CurrentGeometryProgram,
1754 errMsg)) {
1755 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1756 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1757 }
1758 }
1759 #endif
1760 }
1761
1762 if (ctx->Shader.CurrentFragmentProgram) {
1763 frag_from_glsl_shader = true;
1764
1765 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1766 _mesa_error(ctx, GL_INVALID_OPERATION,
1767 "%s(shader not linked)", where);
1768 return GL_FALSE;
1769 }
1770 #if 0 /* not normally enabled */
1771 {
1772 char errMsg[100];
1773 if (!_mesa_validate_shader_program(ctx,
1774 ctx->Shader.CurrentFragmentProgram,
1775 errMsg)) {
1776 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1777 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1778 }
1779 }
1780 #endif
1781 }
1782
1783 /* Any shader stages that are not supplied by the GLSL shader and have
1784 * assembly shaders enabled must now be validated.
1785 */
1786 if (!vert_from_glsl_shader
1787 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1788 _mesa_error(ctx, GL_INVALID_OPERATION,
1789 "%s(vertex program not valid)", where);
1790 return GL_FALSE;
1791 }
1792
1793 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1794 * FINISHME: geometry program should validated here.
1795 */
1796 (void) geom_from_glsl_shader;
1797
1798 if (!frag_from_glsl_shader) {
1799 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1800 _mesa_error(ctx, GL_INVALID_OPERATION,
1801 "%s(fragment program not valid)", where);
1802 return GL_FALSE;
1803 }
1804
1805 /* If drawing to integer-valued color buffers, there must be an
1806 * active fragment shader (GL_EXT_texture_integer).
1807 */
1808 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1809 _mesa_error(ctx, GL_INVALID_OPERATION,
1810 "%s(integer format but no fragment shader)", where);
1811 return GL_FALSE;
1812 }
1813 }
1814
1815 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1816 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1817 "%s(incomplete framebuffer)", where);
1818 return GL_FALSE;
1819 }
1820
1821 #ifdef DEBUG
1822 if (ctx->Shader.Flags & GLSL_LOG) {
1823 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1824 gl_shader_type i;
1825
1826 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1827 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1828 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1829
1830 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1831 if (shProg[i] == NULL || shProg[i]->_Used
1832 || shProg[i]->_LinkedShaders[i] == NULL)
1833 continue;
1834
1835 /* This is the first time this shader is being used.
1836 * Append shader's constants/uniforms to log file.
1837 *
1838 * Only log data for the program target that matches the shader
1839 * target. It's possible to have a program bound to the vertex
1840 * shader target that also supplied a fragment shader. If that
1841 * program isn't also bound to the fragment shader target we don't
1842 * want to log its fragment data.
1843 */
1844 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1845 }
1846
1847 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1848 if (shProg[i] != NULL)
1849 shProg[i]->_Used = GL_TRUE;
1850 }
1851 }
1852 #endif
1853
1854 return GL_TRUE;
1855 }
1856
1857
1858 /*@}*/