Merge branch 'outputswritten64'
[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 "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "enums.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "framebuffer.h"
102 #include "get.h"
103 #include "histogram.h"
104 #include "hint.h"
105 #include "hash.h"
106 #include "light.h"
107 #include "lines.h"
108 #include "macros.h"
109 #include "matrix.h"
110 #include "multisample.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #if FEATURE_ARB_sync
117 #include "syncobj.h"
118 #endif
119 #include "rastpos.h"
120 #include "remap.h"
121 #include "scissor.h"
122 #include "shared.h"
123 #include "simple_list.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "teximage.h"
128 #include "texobj.h"
129 #include "texstate.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "glapi/glthread.h"
136 #include "glapi/glapitable.h"
137 #include "shader/program.h"
138 #include "shader/prog_print.h"
139 #include "shader/shader_api.h"
140 #if FEATURE_ATI_fragment_shader
141 #include "shader/atifragshader.h"
142 #endif
143 #if _HAVE_FULL_GL
144 #include "math/m_matrix.h"
145 #endif
146
147 #ifdef USE_SPARC_ASM
148 #include "sparc/sparc.h"
149 #endif
150
151 #ifndef MESA_VERBOSE
152 int MESA_VERBOSE = 0;
153 #endif
154
155 #ifndef MESA_DEBUG_FLAGS
156 int MESA_DEBUG_FLAGS = 0;
157 #endif
158
159
160 /* ubyte -> float conversion */
161 GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165 /**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173 void
174 _mesa_notifySwapBuffers(__GLcontext *ctx)
175 {
176 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177 _mesa_debug(ctx, "SwapBuffers\n");
178 FLUSH_CURRENT( ctx, 0 );
179 if (ctx->Driver.Flush) {
180 ctx->Driver.Flush(ctx);
181 }
182 }
183
184
185 /**********************************************************************/
186 /** \name GL Visual allocation/destruction */
187 /**********************************************************************/
188 /*@{*/
189
190 /**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode. We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215 GLvisual *
216 _mesa_create_visual( GLboolean rgbFlag,
217 GLboolean dbFlag,
218 GLboolean stereoFlag,
219 GLint redBits,
220 GLint greenBits,
221 GLint blueBits,
222 GLint alphaBits,
223 GLint indexBits,
224 GLint depthBits,
225 GLint stencilBits,
226 GLint accumRedBits,
227 GLint accumGreenBits,
228 GLint accumBlueBits,
229 GLint accumAlphaBits,
230 GLint numSamples )
231 {
232 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233 if (vis) {
234 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235 redBits, greenBits, blueBits, alphaBits,
236 indexBits, depthBits, stencilBits,
237 accumRedBits, accumGreenBits,
238 accumBlueBits, accumAlphaBits,
239 numSamples)) {
240 _mesa_free(vis);
241 return NULL;
242 }
243 }
244 return vis;
245 }
246
247 /**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters. If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256 GLboolean
257 _mesa_initialize_visual( GLvisual *vis,
258 GLboolean rgbFlag,
259 GLboolean dbFlag,
260 GLboolean stereoFlag,
261 GLint redBits,
262 GLint greenBits,
263 GLint blueBits,
264 GLint alphaBits,
265 GLint indexBits,
266 GLint depthBits,
267 GLint stencilBits,
268 GLint accumRedBits,
269 GLint accumGreenBits,
270 GLint accumBlueBits,
271 GLint accumAlphaBits,
272 GLint numSamples )
273 {
274 assert(vis);
275
276 if (depthBits < 0 || depthBits > 32) {
277 return GL_FALSE;
278 }
279 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280 return GL_FALSE;
281 }
282 assert(accumRedBits >= 0);
283 assert(accumGreenBits >= 0);
284 assert(accumBlueBits >= 0);
285 assert(accumAlphaBits >= 0);
286
287 vis->rgbMode = rgbFlag;
288 vis->doubleBufferMode = dbFlag;
289 vis->stereoMode = stereoFlag;
290
291 vis->redBits = redBits;
292 vis->greenBits = greenBits;
293 vis->blueBits = blueBits;
294 vis->alphaBits = alphaBits;
295 vis->rgbBits = redBits + greenBits + blueBits;
296
297 vis->indexBits = indexBits;
298 vis->depthBits = depthBits;
299 vis->stencilBits = stencilBits;
300
301 vis->accumRedBits = accumRedBits;
302 vis->accumGreenBits = accumGreenBits;
303 vis->accumBlueBits = accumBlueBits;
304 vis->accumAlphaBits = accumAlphaBits;
305
306 vis->haveAccumBuffer = accumRedBits > 0;
307 vis->haveDepthBuffer = depthBits > 0;
308 vis->haveStencilBuffer = stencilBits > 0;
309
310 vis->numAuxBuffers = 0;
311 vis->level = 0;
312 vis->pixmapMode = 0;
313 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314 vis->samples = numSamples;
315
316 return GL_TRUE;
317 }
318
319
320 /**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327 void
328 _mesa_destroy_visual( GLvisual *vis )
329 {
330 _mesa_free(vis);
331 }
332
333 /*@}*/
334
335
336 /**********************************************************************/
337 /** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342 /**********************************************************************/
343 /*@{*/
344
345
346 /**
347 * This is lame. gdb only seems to recognize enum types that are
348 * actually used somewhere. We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
350 * the gl_texture_index type anywhere. Thus, this lame function.
351 */
352 static void
353 dummy_enum_func(void)
354 {
355 gl_buffer_index bi;
356 gl_colortable_index ci;
357 gl_face_index fi;
358 gl_frag_attrib fa;
359 gl_frag_result fr;
360 gl_texture_index ti;
361 gl_vert_attrib va;
362 gl_vert_result vr;
363
364 (void) bi;
365 (void) ci;
366 (void) fi;
367 (void) fa;
368 (void) fr;
369 (void) ti;
370 (void) va;
371 (void) vr;
372 }
373
374
375 /**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382 /**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391 static void
392 one_time_init( GLcontext *ctx )
393 {
394 static GLboolean alreadyCalled = GL_FALSE;
395 (void) ctx;
396 _glthread_LOCK_MUTEX(OneTimeLock);
397 if (!alreadyCalled) {
398 GLuint i;
399
400 /* do some implementation tests */
401 assert( sizeof(GLbyte) == 1 );
402 assert( sizeof(GLubyte) == 1 );
403 assert( sizeof(GLshort) == 2 );
404 assert( sizeof(GLushort) == 2 );
405 assert( sizeof(GLint) == 4 );
406 assert( sizeof(GLuint) == 4 );
407
408 _mesa_get_cpu_features();
409
410 _mesa_init_remap_table();
411
412 _mesa_init_sqrt_table();
413
414 for (i = 0; i < 256; i++) {
415 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 }
417
418 if (_mesa_getenv("MESA_DEBUG")) {
419 _glapi_noop_enable_warnings(GL_TRUE);
420 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
421 }
422 else {
423 _glapi_noop_enable_warnings(GL_FALSE);
424 }
425
426 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
427 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
428 MESA_VERSION_STRING, __DATE__, __TIME__);
429 #endif
430
431 alreadyCalled = GL_TRUE;
432 }
433 _glthread_UNLOCK_MUTEX(OneTimeLock);
434
435 dummy_enum_func();
436 }
437
438
439 /**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442 static void
443 _mesa_init_current(GLcontext *ctx)
444 {
445 GLuint i;
446
447 /* Init all to (0,0,0,1) */
448 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450 }
451
452 /* redo special cases: */
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459 }
460
461
462 /**
463 * Init vertex/fragment program limits.
464 * Important: drivers should override these with actual limits.
465 */
466 static void
467 init_program_limits(GLenum type, struct gl_program_constants *prog)
468 {
469 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTemps = MAX_PROGRAM_TEMPS;
474 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
475 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
476 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
477
478 if (type == GL_VERTEX_PROGRAM_ARB) {
479 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
481 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482 }
483 else {
484 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487 }
488
489 /* Set the native limits to zero. This implies that there is no native
490 * support for shaders. Let the drivers fill in the actual values.
491 */
492 prog->MaxNativeInstructions = 0;
493 prog->MaxNativeAluInstructions = 0;
494 prog->MaxNativeTexInstructions = 0;
495 prog->MaxNativeTexIndirections = 0;
496 prog->MaxNativeAttribs = 0;
497 prog->MaxNativeTemps = 0;
498 prog->MaxNativeAddressRegs = 0;
499 prog->MaxNativeParameters = 0;
500 }
501
502
503 /**
504 * Initialize fields of gl_constants (aka ctx->Const.*).
505 * Use defaults from config.h. The device drivers will often override
506 * some of these values (such as number of texture units).
507 */
508 static void
509 _mesa_init_constants(GLcontext *ctx)
510 {
511 assert(ctx);
512
513 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
514 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
515
516 /* Max texture size should be <= max viewport size (render to texture) */
517 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
518
519 /* Constants, may be overriden (usually only reduced) by device drivers */
520 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
521 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
522 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
523 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
524 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
525 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
526 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
527 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
528 ctx->Const.MaxTextureImageUnits);
529 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
530 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
531 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
532 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
533 ctx->Const.MinPointSize = MIN_POINT_SIZE;
534 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
535 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
536 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
537 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
538 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
539 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
540 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
541 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
542 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
543 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
544 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
545 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
546 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
547 ctx->Const.MaxLights = MAX_LIGHTS;
548 ctx->Const.MaxShininess = 128.0;
549 ctx->Const.MaxSpotExponent = 128.0;
550 ctx->Const.MaxViewportWidth = MAX_WIDTH;
551 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
552 #if FEATURE_ARB_vertex_program
553 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
554 #endif
555 #if FEATURE_ARB_fragment_program
556 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
557 #endif
558 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
559 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
560
561 /* CheckArrayBounds is overriden by drivers/x11 for X server */
562 ctx->Const.CheckArrayBounds = GL_FALSE;
563
564 /* GL_ARB_draw_buffers */
565 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
566
567 /* GL_OES_read_format */
568 ctx->Const.ColorReadFormat = GL_RGBA;
569 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
570
571 #if FEATURE_EXT_framebuffer_object
572 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
573 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
574 #endif
575
576 #if FEATURE_ARB_vertex_shader
577 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
578 ctx->Const.MaxVarying = MAX_VARYING;
579 #endif
580
581 /* GL_ARB_framebuffer_object */
582 ctx->Const.MaxSamples = 0;
583
584 /* GL_ARB_sync */
585 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
586
587 /* GL_ATI_envmap_bumpmap */
588 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
589
590 /* GL_EXT_provoking_vertex */
591 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
592
593 /* sanity checks */
594 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
595 ctx->Const.MaxTextureCoordUnits));
596 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
597 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
598
599 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
600 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
601 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
602 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
603
604 /* check that we don't exceed the size of various bitfields */
605 ASSERT(VERT_RESULT_MAX <=
606 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
607 ASSERT(FRAG_ATTRIB_MAX <=
608 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
609 }
610
611
612 /**
613 * Do some sanity checks on the limits/constants for the given context.
614 * Only called the first time a context is bound.
615 */
616 static void
617 check_context_limits(GLcontext *ctx)
618 {
619 /* Many context limits/constants are limited by the size of
620 * internal arrays.
621 */
622 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
623 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
624 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
625 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
626
627 /* number of coord units cannot be greater than number of image units */
628 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
629
630 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
631 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
632 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
633 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
634
635 /* make sure largest texture image is <= MAX_WIDTH in size */
636 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
637 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
638 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
639
640 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
641 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
642
643 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
644
645 /* XXX probably add more tests */
646 }
647
648
649 /**
650 * Initialize the attribute groups in a GL context.
651 *
652 * \param ctx GL context.
653 *
654 * Initializes all the attributes, calling the respective <tt>init*</tt>
655 * functions for the more complex data structures.
656 */
657 static GLboolean
658 init_attrib_groups(GLcontext *ctx)
659 {
660 assert(ctx);
661
662 /* Constants */
663 _mesa_init_constants( ctx );
664
665 /* Extensions */
666 _mesa_init_extensions( ctx );
667
668 /* Attribute Groups */
669 _mesa_init_accum( ctx );
670 _mesa_init_attrib( ctx );
671 _mesa_init_buffer_objects( ctx );
672 _mesa_init_color( ctx );
673 _mesa_init_colortables( ctx );
674 _mesa_init_current( ctx );
675 _mesa_init_depth( ctx );
676 _mesa_init_debug( ctx );
677 _mesa_init_display_list( ctx );
678 _mesa_init_eval( ctx );
679 _mesa_init_fbobjects( ctx );
680 _mesa_init_feedback( ctx );
681 _mesa_init_fog( ctx );
682 _mesa_init_histogram( ctx );
683 _mesa_init_hint( ctx );
684 _mesa_init_line( ctx );
685 _mesa_init_lighting( ctx );
686 _mesa_init_matrix( ctx );
687 _mesa_init_multisample( ctx );
688 _mesa_init_pixel( ctx );
689 _mesa_init_pixelstore( ctx );
690 _mesa_init_point( ctx );
691 _mesa_init_polygon( ctx );
692 _mesa_init_program( ctx );
693 _mesa_init_queryobj( ctx );
694 #if FEATURE_ARB_sync
695 _mesa_init_sync( ctx );
696 #endif
697 _mesa_init_rastpos( ctx );
698 _mesa_init_scissor( ctx );
699 _mesa_init_shader_state( ctx );
700 _mesa_init_stencil( ctx );
701 _mesa_init_transform( ctx );
702 _mesa_init_varray( ctx );
703 _mesa_init_viewport( ctx );
704
705 if (!_mesa_init_texture( ctx ))
706 return GL_FALSE;
707
708 _mesa_init_texture_s3tc( ctx );
709
710 /* Miscellaneous */
711 ctx->NewState = _NEW_ALL;
712 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
713 ctx->varying_vp_inputs = ~0;
714
715 return GL_TRUE;
716 }
717
718
719 /**
720 * Update default objects in a GL context with respect to shared state.
721 *
722 * \param ctx GL context.
723 *
724 * Removes references to old default objects, (texture objects, program
725 * objects, etc.) and changes to reference those from the current shared
726 * state.
727 */
728 static GLboolean
729 update_default_objects(GLcontext *ctx)
730 {
731 assert(ctx);
732
733 _mesa_update_default_objects_program(ctx);
734 _mesa_update_default_objects_texture(ctx);
735 _mesa_update_default_objects_buffer_objects(ctx);
736
737 return GL_TRUE;
738 }
739
740
741 /**
742 * This is the default function we plug into all dispatch table slots
743 * This helps prevents a segfault when someone calls a GL function without
744 * first checking if the extension's supported.
745 */
746 static int
747 generic_nop(void)
748 {
749 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
750 return 0;
751 }
752
753
754 /**
755 * Allocate and initialize a new dispatch table.
756 */
757 static struct _glapi_table *
758 alloc_dispatch_table(void)
759 {
760 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
761 * In practice, this'll be the same for stand-alone Mesa. But for DRI
762 * Mesa we do this to accomodate different versions of libGL and various
763 * DRI drivers.
764 */
765 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
766 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
767 struct _glapi_table *table =
768 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
769 if (table) {
770 _glapi_proc *entry = (_glapi_proc *) table;
771 GLint i;
772 for (i = 0; i < numEntries; i++) {
773 entry[i] = (_glapi_proc) generic_nop;
774 }
775 }
776 return table;
777 }
778
779
780 /**
781 * Initialize a GLcontext struct (rendering context).
782 *
783 * This includes allocating all the other structs and arrays which hang off of
784 * the context by pointers.
785 * Note that the driver needs to pass in its dd_function_table here since
786 * we need to at least call driverFunctions->NewTextureObject to create the
787 * default texture objects.
788 *
789 * Called by _mesa_create_context().
790 *
791 * Performs the imports and exports callback tables initialization, and
792 * miscellaneous one-time initializations. If no shared context is supplied one
793 * is allocated, and increase its reference count. Setups the GL API dispatch
794 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
795 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
796 * for debug flags.
797 *
798 * \param ctx the context to initialize
799 * \param visual describes the visual attributes for this context
800 * \param share_list points to context to share textures, display lists,
801 * etc with, or NULL
802 * \param driverFunctions table of device driver functions for this context
803 * to use
804 * \param driverContext pointer to driver-specific context data
805 */
806 GLboolean
807 _mesa_initialize_context(GLcontext *ctx,
808 const GLvisual *visual,
809 GLcontext *share_list,
810 const struct dd_function_table *driverFunctions,
811 void *driverContext)
812 {
813 struct gl_shared_state *shared;
814
815 /*ASSERT(driverContext);*/
816 assert(driverFunctions->NewTextureObject);
817 assert(driverFunctions->FreeTexImageData);
818
819 /* misc one-time initializations */
820 one_time_init(ctx);
821
822 ctx->Visual = *visual;
823 ctx->DrawBuffer = NULL;
824 ctx->ReadBuffer = NULL;
825 ctx->WinSysDrawBuffer = NULL;
826 ctx->WinSysReadBuffer = NULL;
827
828 /* Plug in driver functions and context pointer here.
829 * This is important because when we call alloc_shared_state() below
830 * we'll call ctx->Driver.NewTextureObject() to create the default
831 * textures.
832 */
833 ctx->Driver = *driverFunctions;
834 ctx->DriverCtx = driverContext;
835
836 if (share_list) {
837 /* share state with another context */
838 shared = share_list->Shared;
839 }
840 else {
841 /* allocate new, unshared state */
842 shared = _mesa_alloc_shared_state(ctx);
843 if (!shared)
844 return GL_FALSE;
845 }
846
847 _glthread_LOCK_MUTEX(shared->Mutex);
848 ctx->Shared = shared;
849 shared->RefCount++;
850 _glthread_UNLOCK_MUTEX(shared->Mutex);
851
852 if (!init_attrib_groups( ctx )) {
853 _mesa_free_shared_state(ctx, ctx->Shared);
854 return GL_FALSE;
855 }
856
857 /* setup the API dispatch tables */
858 ctx->Exec = alloc_dispatch_table();
859 ctx->Save = alloc_dispatch_table();
860 if (!ctx->Exec || !ctx->Save) {
861 _mesa_free_shared_state(ctx, ctx->Shared);
862 if (ctx->Exec)
863 _mesa_free(ctx->Exec);
864 return GL_FALSE;
865 }
866 #if FEATURE_dispatch
867 _mesa_init_exec_table(ctx->Exec);
868 #endif
869 ctx->CurrentDispatch = ctx->Exec;
870
871 #if FEATURE_dlist
872 _mesa_init_save_table(ctx->Save);
873 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
874 #endif
875
876 /* Neutral tnl module stuff */
877 _mesa_init_exec_vtxfmt( ctx );
878 ctx->TnlModule.Current = NULL;
879 ctx->TnlModule.SwapCount = 0;
880
881 ctx->FragmentProgram._MaintainTexEnvProgram
882 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
883
884 ctx->VertexProgram._MaintainTnlProgram
885 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
886 if (ctx->VertexProgram._MaintainTnlProgram) {
887 /* this is required... */
888 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
889 }
890
891 #ifdef FEATURE_extra_context_init
892 _mesa_initialize_context_extra(ctx);
893 #endif
894
895 ctx->FirstTimeCurrent = GL_TRUE;
896
897 return GL_TRUE;
898 }
899
900
901 /**
902 * Allocate and initialize a GLcontext structure.
903 * Note that the driver needs to pass in its dd_function_table here since
904 * we need to at least call driverFunctions->NewTextureObject to initialize
905 * the rendering context.
906 *
907 * \param visual a GLvisual pointer (we copy the struct contents)
908 * \param share_list another context to share display lists with or NULL
909 * \param driverFunctions points to the dd_function_table into which the
910 * driver has plugged in all its special functions.
911 * \param driverContext points to the device driver's private context state
912 *
913 * \return pointer to a new __GLcontextRec or NULL if error.
914 */
915 GLcontext *
916 _mesa_create_context(const GLvisual *visual,
917 GLcontext *share_list,
918 const struct dd_function_table *driverFunctions,
919 void *driverContext)
920 {
921 GLcontext *ctx;
922
923 ASSERT(visual);
924 /*ASSERT(driverContext);*/
925
926 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
927 if (!ctx)
928 return NULL;
929
930 if (_mesa_initialize_context(ctx, visual, share_list,
931 driverFunctions, driverContext)) {
932 return ctx;
933 }
934 else {
935 _mesa_free(ctx);
936 return NULL;
937 }
938 }
939
940
941 /**
942 * Free the data associated with the given context.
943 *
944 * But doesn't free the GLcontext struct itself.
945 *
946 * \sa _mesa_initialize_context() and init_attrib_groups().
947 */
948 void
949 _mesa_free_context_data( GLcontext *ctx )
950 {
951 GLint RefCount;
952
953 if (!_mesa_get_current_context()){
954 /* No current context, but we may need one in order to delete
955 * texture objs, etc. So temporarily bind the context now.
956 */
957 _mesa_make_current(ctx, NULL, NULL);
958 }
959
960 /* unreference WinSysDraw/Read buffers */
961 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
962 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
963 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
964 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
965
966 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
967 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
968 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
969
970 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
971 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
972 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
973
974 _mesa_free_attrib_data(ctx);
975 _mesa_free_lighting_data( ctx );
976 _mesa_free_eval_data( ctx );
977 _mesa_free_texture_data( ctx );
978 _mesa_free_matrix_data( ctx );
979 _mesa_free_viewport_data( ctx );
980 _mesa_free_colortables_data( ctx );
981 _mesa_free_program_data(ctx);
982 _mesa_free_shader_state(ctx);
983 _mesa_free_queryobj_data(ctx);
984 #if FEATURE_ARB_sync
985 _mesa_free_sync_data(ctx);
986 #endif
987 _mesa_free_varray_data(ctx);
988
989 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
990
991 #if FEATURE_ARB_pixel_buffer_object
992 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
993 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
994 #endif
995
996 #if FEATURE_ARB_vertex_buffer_object
997 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
998 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
999 #endif
1000
1001 /* free dispatch tables */
1002 _mesa_free(ctx->Exec);
1003 _mesa_free(ctx->Save);
1004
1005 /* Shared context state (display lists, textures, etc) */
1006 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1007 RefCount = --ctx->Shared->RefCount;
1008 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1009 assert(RefCount >= 0);
1010 if (RefCount == 0) {
1011 /* free shared state */
1012 _mesa_free_shared_state( ctx, ctx->Shared );
1013 }
1014
1015 /* needs to be after freeing shared state */
1016 _mesa_free_display_list_data(ctx);
1017
1018 if (ctx->Extensions.String)
1019 _mesa_free((void *) ctx->Extensions.String);
1020
1021 /* unbind the context if it's currently bound */
1022 if (ctx == _mesa_get_current_context()) {
1023 _mesa_make_current(NULL, NULL, NULL);
1024 }
1025 }
1026
1027
1028 /**
1029 * Destroy a GLcontext structure.
1030 *
1031 * \param ctx GL context.
1032 *
1033 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1034 */
1035 void
1036 _mesa_destroy_context( GLcontext *ctx )
1037 {
1038 if (ctx) {
1039 _mesa_free_context_data(ctx);
1040 _mesa_free( (void *) ctx );
1041 }
1042 }
1043
1044
1045 #if _HAVE_FULL_GL
1046 /**
1047 * Copy attribute groups from one context to another.
1048 *
1049 * \param src source context
1050 * \param dst destination context
1051 * \param mask bitwise OR of GL_*_BIT flags
1052 *
1053 * According to the bits specified in \p mask, copies the corresponding
1054 * attributes from \p src into \p dst. For many of the attributes a simple \c
1055 * memcpy is not enough due to the existence of internal pointers in their data
1056 * structures.
1057 */
1058 void
1059 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1060 {
1061 if (mask & GL_ACCUM_BUFFER_BIT) {
1062 /* OK to memcpy */
1063 dst->Accum = src->Accum;
1064 }
1065 if (mask & GL_COLOR_BUFFER_BIT) {
1066 /* OK to memcpy */
1067 dst->Color = src->Color;
1068 }
1069 if (mask & GL_CURRENT_BIT) {
1070 /* OK to memcpy */
1071 dst->Current = src->Current;
1072 }
1073 if (mask & GL_DEPTH_BUFFER_BIT) {
1074 /* OK to memcpy */
1075 dst->Depth = src->Depth;
1076 }
1077 if (mask & GL_ENABLE_BIT) {
1078 /* no op */
1079 }
1080 if (mask & GL_EVAL_BIT) {
1081 /* OK to memcpy */
1082 dst->Eval = src->Eval;
1083 }
1084 if (mask & GL_FOG_BIT) {
1085 /* OK to memcpy */
1086 dst->Fog = src->Fog;
1087 }
1088 if (mask & GL_HINT_BIT) {
1089 /* OK to memcpy */
1090 dst->Hint = src->Hint;
1091 }
1092 if (mask & GL_LIGHTING_BIT) {
1093 GLuint i;
1094 /* begin with memcpy */
1095 dst->Light = src->Light;
1096 /* fixup linked lists to prevent pointer insanity */
1097 make_empty_list( &(dst->Light.EnabledList) );
1098 for (i = 0; i < MAX_LIGHTS; i++) {
1099 if (dst->Light.Light[i].Enabled) {
1100 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1101 }
1102 }
1103 }
1104 if (mask & GL_LINE_BIT) {
1105 /* OK to memcpy */
1106 dst->Line = src->Line;
1107 }
1108 if (mask & GL_LIST_BIT) {
1109 /* OK to memcpy */
1110 dst->List = src->List;
1111 }
1112 if (mask & GL_PIXEL_MODE_BIT) {
1113 /* OK to memcpy */
1114 dst->Pixel = src->Pixel;
1115 }
1116 if (mask & GL_POINT_BIT) {
1117 /* OK to memcpy */
1118 dst->Point = src->Point;
1119 }
1120 if (mask & GL_POLYGON_BIT) {
1121 /* OK to memcpy */
1122 dst->Polygon = src->Polygon;
1123 }
1124 if (mask & GL_POLYGON_STIPPLE_BIT) {
1125 /* Use loop instead of MEMCPY due to problem with Portland Group's
1126 * C compiler. Reported by John Stone.
1127 */
1128 GLuint i;
1129 for (i = 0; i < 32; i++) {
1130 dst->PolygonStipple[i] = src->PolygonStipple[i];
1131 }
1132 }
1133 if (mask & GL_SCISSOR_BIT) {
1134 /* OK to memcpy */
1135 dst->Scissor = src->Scissor;
1136 }
1137 if (mask & GL_STENCIL_BUFFER_BIT) {
1138 /* OK to memcpy */
1139 dst->Stencil = src->Stencil;
1140 }
1141 if (mask & GL_TEXTURE_BIT) {
1142 /* Cannot memcpy because of pointers */
1143 _mesa_copy_texture_state(src, dst);
1144 }
1145 if (mask & GL_TRANSFORM_BIT) {
1146 /* OK to memcpy */
1147 dst->Transform = src->Transform;
1148 }
1149 if (mask & GL_VIEWPORT_BIT) {
1150 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1151 dst->Viewport.X = src->Viewport.X;
1152 dst->Viewport.Y = src->Viewport.Y;
1153 dst->Viewport.Width = src->Viewport.Width;
1154 dst->Viewport.Height = src->Viewport.Height;
1155 dst->Viewport.Near = src->Viewport.Near;
1156 dst->Viewport.Far = src->Viewport.Far;
1157 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1158 }
1159
1160 /* XXX FIXME: Call callbacks?
1161 */
1162 dst->NewState = _NEW_ALL;
1163 }
1164 #endif
1165
1166
1167 /**
1168 * Check if the given context can render into the given framebuffer
1169 * by checking visual attributes.
1170 *
1171 * Most of these tests could go away because Mesa is now pretty flexible
1172 * in terms of mixing rendering contexts with framebuffers. As long
1173 * as RGB vs. CI mode agree, we're probably good.
1174 *
1175 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1176 */
1177 static GLboolean
1178 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1179 {
1180 const GLvisual *ctxvis = &ctx->Visual;
1181 const GLvisual *bufvis = &buffer->Visual;
1182
1183 if (ctxvis == bufvis)
1184 return GL_TRUE;
1185
1186 if (ctxvis->rgbMode != bufvis->rgbMode)
1187 return GL_FALSE;
1188 #if 0
1189 /* disabling this fixes the fgl_glxgears pbuffer demo */
1190 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1191 return GL_FALSE;
1192 #endif
1193 if (ctxvis->stereoMode && !bufvis->stereoMode)
1194 return GL_FALSE;
1195 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1196 return GL_FALSE;
1197 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1198 return GL_FALSE;
1199 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1200 return GL_FALSE;
1201 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1202 return GL_FALSE;
1203 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1204 return GL_FALSE;
1205 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1206 return GL_FALSE;
1207 #if 0
1208 /* disabled (see bug 11161) */
1209 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1210 return GL_FALSE;
1211 #endif
1212 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1213 return GL_FALSE;
1214
1215 return GL_TRUE;
1216 }
1217
1218
1219 /**
1220 * Do one-time initialization for the given framebuffer. Specifically,
1221 * ask the driver for the window's current size and update the framebuffer
1222 * object to match.
1223 * Really, the device driver should totally take care of this.
1224 */
1225 static void
1226 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1227 {
1228 GLuint width, height;
1229 if (ctx->Driver.GetBufferSize) {
1230 ctx->Driver.GetBufferSize(fb, &width, &height);
1231 if (ctx->Driver.ResizeBuffers)
1232 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1233 fb->Initialized = GL_TRUE;
1234 }
1235 }
1236
1237
1238 /**
1239 * Check if the viewport/scissor size has not yet been initialized.
1240 * Initialize the size if the given width and height are non-zero.
1241 */
1242 void
1243 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1244 {
1245 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1246 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1247 * potential infinite recursion.
1248 */
1249 ctx->ViewportInitialized = GL_TRUE;
1250 _mesa_set_viewport(ctx, 0, 0, width, height);
1251 _mesa_set_scissor(ctx, 0, 0, width, height);
1252 }
1253 }
1254
1255
1256 /**
1257 * Bind the given context to the given drawBuffer and readBuffer and
1258 * make it the current context for the calling thread.
1259 * We'll render into the drawBuffer and read pixels from the
1260 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1261 *
1262 * We check that the context's and framebuffer's visuals are compatible
1263 * and return immediately if they're not.
1264 *
1265 * \param newCtx the new GL context. If NULL then there will be no current GL
1266 * context.
1267 * \param drawBuffer the drawing framebuffer
1268 * \param readBuffer the reading framebuffer
1269 */
1270 GLboolean
1271 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1272 GLframebuffer *readBuffer )
1273 {
1274 if (MESA_VERBOSE & VERBOSE_API)
1275 _mesa_debug(newCtx, "_mesa_make_current()\n");
1276
1277 /* Check that the context's and framebuffer's visuals are compatible.
1278 */
1279 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1280 if (!check_compatible(newCtx, drawBuffer)) {
1281 _mesa_warning(newCtx,
1282 "MakeCurrent: incompatible visuals for context and drawbuffer");
1283 return GL_FALSE;
1284 }
1285 }
1286 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1287 if (!check_compatible(newCtx, readBuffer)) {
1288 _mesa_warning(newCtx,
1289 "MakeCurrent: incompatible visuals for context and readbuffer");
1290 return GL_FALSE;
1291 }
1292 }
1293
1294 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1295 _glapi_set_context((void *) newCtx);
1296 ASSERT(_mesa_get_current_context() == newCtx);
1297
1298 if (!newCtx) {
1299 _glapi_set_dispatch(NULL); /* none current */
1300 }
1301 else {
1302 _glapi_set_dispatch(newCtx->CurrentDispatch);
1303
1304 if (drawBuffer && readBuffer) {
1305 /* TODO: check if newCtx and buffer's visual match??? */
1306
1307 ASSERT(drawBuffer->Name == 0);
1308 ASSERT(readBuffer->Name == 0);
1309 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1310 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1311
1312 /*
1313 * Only set the context's Draw/ReadBuffer fields if they're NULL
1314 * or not bound to a user-created FBO.
1315 */
1316 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1317 /* KW: merge conflict here, revisit.
1318 */
1319 /* fix up the fb fields - these will end up wrong otherwise
1320 * if the DRIdrawable changes, and everything relies on them.
1321 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1322 */
1323 unsigned int i;
1324 GLenum buffers[MAX_DRAW_BUFFERS];
1325
1326 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1327
1328 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1329 buffers[i] = newCtx->Color.DrawBuffer[i];
1330 }
1331
1332 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1333 }
1334 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1335 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1336 }
1337
1338 /* XXX only set this flag if we're really changing the draw/read
1339 * framebuffer bindings.
1340 */
1341 newCtx->NewState |= _NEW_BUFFERS;
1342
1343 #if 1
1344 /* We want to get rid of these lines: */
1345
1346 #if _HAVE_FULL_GL
1347 if (!drawBuffer->Initialized) {
1348 initialize_framebuffer_size(newCtx, drawBuffer);
1349 }
1350 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1351 initialize_framebuffer_size(newCtx, readBuffer);
1352 }
1353
1354 _mesa_resizebuffers(newCtx);
1355 #endif
1356
1357 #else
1358 /* We want the drawBuffer and readBuffer to be initialized by
1359 * the driver.
1360 * This generally means the Width and Height match the actual
1361 * window size and the renderbuffers (both hardware and software
1362 * based) are allocated to match. The later can generally be
1363 * done with a call to _mesa_resize_framebuffer().
1364 *
1365 * It's theoretically possible for a buffer to have zero width
1366 * or height, but for now, assert check that the driver did what's
1367 * expected of it.
1368 */
1369 ASSERT(drawBuffer->Width > 0);
1370 ASSERT(drawBuffer->Height > 0);
1371 #endif
1372
1373 if (drawBuffer) {
1374 _mesa_check_init_viewport(newCtx,
1375 drawBuffer->Width, drawBuffer->Height);
1376 }
1377 }
1378
1379 if (newCtx->FirstTimeCurrent) {
1380 check_context_limits(newCtx);
1381
1382 /* We can use this to help debug user's problems. Tell them to set
1383 * the MESA_INFO env variable before running their app. Then the
1384 * first time each context is made current we'll print some useful
1385 * information.
1386 */
1387 if (_mesa_getenv("MESA_INFO")) {
1388 _mesa_print_info();
1389 }
1390
1391 newCtx->FirstTimeCurrent = GL_FALSE;
1392 }
1393 }
1394
1395 return GL_TRUE;
1396 }
1397
1398
1399 /**
1400 * Make context 'ctx' share the display lists, textures and programs
1401 * that are associated with 'ctxToShare'.
1402 * Any display lists, textures or programs associated with 'ctx' will
1403 * be deleted if nobody else is sharing them.
1404 */
1405 GLboolean
1406 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1407 {
1408 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1409 struct gl_shared_state *oldSharedState = ctx->Shared;
1410 GLint RefCount;
1411
1412 ctx->Shared = ctxToShare->Shared;
1413
1414 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1415 ctx->Shared->RefCount++;
1416 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1417
1418 update_default_objects(ctx);
1419
1420 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1421 RefCount = --oldSharedState->RefCount;
1422 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1423
1424 if (RefCount == 0) {
1425 _mesa_free_shared_state(ctx, oldSharedState);
1426 }
1427
1428 return GL_TRUE;
1429 }
1430 else {
1431 return GL_FALSE;
1432 }
1433 }
1434
1435
1436
1437 /**
1438 * \return pointer to the current GL context for this thread.
1439 *
1440 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1441 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1442 * context.h.
1443 */
1444 GLcontext *
1445 _mesa_get_current_context( void )
1446 {
1447 return (GLcontext *) _glapi_get_context();
1448 }
1449
1450
1451 /**
1452 * Get context's current API dispatch table.
1453 *
1454 * It'll either be the immediate-mode execute dispatcher or the display list
1455 * compile dispatcher.
1456 *
1457 * \param ctx GL context.
1458 *
1459 * \return pointer to dispatch_table.
1460 *
1461 * Simply returns __GLcontextRec::CurrentDispatch.
1462 */
1463 struct _glapi_table *
1464 _mesa_get_dispatch(GLcontext *ctx)
1465 {
1466 return ctx->CurrentDispatch;
1467 }
1468
1469 /*@}*/
1470
1471
1472 /**********************************************************************/
1473 /** \name Miscellaneous functions */
1474 /**********************************************************************/
1475 /*@{*/
1476
1477 /**
1478 * Record an error.
1479 *
1480 * \param ctx GL context.
1481 * \param error error code.
1482 *
1483 * Records the given error code and call the driver's dd_function_table::Error
1484 * function if defined.
1485 *
1486 * \sa
1487 * This is called via _mesa_error().
1488 */
1489 void
1490 _mesa_record_error(GLcontext *ctx, GLenum error)
1491 {
1492 if (!ctx)
1493 return;
1494
1495 if (ctx->ErrorValue == GL_NO_ERROR) {
1496 ctx->ErrorValue = error;
1497 }
1498
1499 /* Call device driver's error handler, if any. This is used on the Mac. */
1500 if (ctx->Driver.Error) {
1501 ctx->Driver.Error(ctx);
1502 }
1503 }
1504
1505
1506 /**
1507 * Flush commands and wait for completion.
1508 */
1509 void
1510 _mesa_finish(GLcontext *ctx)
1511 {
1512 FLUSH_CURRENT( ctx, 0 );
1513 if (ctx->Driver.Finish) {
1514 ctx->Driver.Finish(ctx);
1515 }
1516 }
1517
1518
1519 /**
1520 * Flush commands.
1521 */
1522 void
1523 _mesa_flush(GLcontext *ctx)
1524 {
1525 FLUSH_CURRENT( ctx, 0 );
1526 if (ctx->Driver.Flush) {
1527 ctx->Driver.Flush(ctx);
1528 }
1529 }
1530
1531
1532
1533 /**
1534 * Execute glFinish().
1535 *
1536 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1537 * dd_function_table::Finish driver callback, if not NULL.
1538 */
1539 void GLAPIENTRY
1540 _mesa_Finish(void)
1541 {
1542 GET_CURRENT_CONTEXT(ctx);
1543 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1544 _mesa_finish(ctx);
1545 }
1546
1547
1548 /**
1549 * Execute glFlush().
1550 *
1551 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1552 * dd_function_table::Flush driver callback, if not NULL.
1553 */
1554 void GLAPIENTRY
1555 _mesa_Flush(void)
1556 {
1557 GET_CURRENT_CONTEXT(ctx);
1558 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1559 _mesa_flush(ctx);
1560 }
1561
1562
1563 /**
1564 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1565 * MUL/MAD, or vice versa, call this function to register that.
1566 * Otherwise we default to MUL/MAD.
1567 */
1568 void
1569 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1570 GLboolean flag )
1571 {
1572 ctx->mvp_with_dp4 = flag;
1573 }
1574
1575
1576
1577 /**
1578 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1579 * is called to see if it's valid to render. This involves checking that
1580 * the current shader is valid and the framebuffer is complete.
1581 * If an error is detected it'll be recorded here.
1582 * \return GL_TRUE if OK to render, GL_FALSE if not
1583 */
1584 GLboolean
1585 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1586 {
1587 if (ctx->Shader.CurrentProgram) {
1588 /* using shaders */
1589 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1590 _mesa_error(ctx, GL_INVALID_OPERATION,
1591 "%s(shader not linked), where");
1592 return GL_FALSE;
1593 }
1594 #if 0 /* not normally enabled */
1595 {
1596 char errMsg[100];
1597 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1598 errMsg)) {
1599 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1600 ctx->Shader.CurrentProgram->Name, errMsg);
1601 }
1602 }
1603 #endif
1604 }
1605 else {
1606 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1607 _mesa_error(ctx, GL_INVALID_OPERATION,
1608 "%s(vertex program not valid)", where);
1609 return GL_FALSE;
1610 }
1611 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1612 _mesa_error(ctx, GL_INVALID_OPERATION,
1613 "%s(fragment program not valid)", where);
1614 return GL_FALSE;
1615 }
1616 }
1617
1618 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1619 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1620 "%s(incomplete framebuffer)", where);
1621 return GL_FALSE;
1622 }
1623
1624 #ifdef DEBUG
1625 if (ctx->Shader.Flags & GLSL_LOG) {
1626 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1627 if (shProg) {
1628 if (!shProg->_Used) {
1629 /* This is the first time this shader is being used.
1630 * Append shader's constants/uniforms to log file.
1631 */
1632 GLuint i;
1633 for (i = 0; i < shProg->NumShaders; i++) {
1634 struct gl_shader *sh = shProg->Shaders[i];
1635 if (sh->Type == GL_VERTEX_SHADER) {
1636 _mesa_append_uniforms_to_file(sh,
1637 &shProg->VertexProgram->Base);
1638 }
1639 else if (sh->Type == GL_FRAGMENT_SHADER) {
1640 _mesa_append_uniforms_to_file(sh,
1641 &shProg->FragmentProgram->Base);
1642 }
1643 }
1644 shProg->_Used = GL_TRUE;
1645 }
1646 }
1647 }
1648 #endif
1649
1650 return GL_TRUE;
1651 }
1652
1653
1654 /*@}*/