Merge branch 'master' into gallium-texture-transfer
[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 "imports.h"
81 #if FEATURE_accum
82 #include "accum.h"
83 #endif
84 #include "api_exec.h"
85 #include "arrayobj.h"
86 #if FEATURE_attrib_stack
87 #include "attrib.h"
88 #endif
89 #include "blend.h"
90 #include "buffers.h"
91 #include "bufferobj.h"
92 #if FEATURE_colortable
93 #include "colortab.h"
94 #endif
95 #include "context.h"
96 #include "debug.h"
97 #include "depth.h"
98 #if FEATURE_dlist
99 #include "dlist.h"
100 #endif
101 #if FEATURE_evaluators
102 #include "eval.h"
103 #endif
104 #include "enums.h"
105 #include "extensions.h"
106 #include "fbobject.h"
107 #if FEATURE_feedback
108 #include "feedback.h"
109 #endif
110 #include "fog.h"
111 #include "framebuffer.h"
112 #include "get.h"
113 #if FEATURE_histogram
114 #include "histogram.h"
115 #endif
116 #include "hint.h"
117 #include "hash.h"
118 #include "light.h"
119 #include "lines.h"
120 #include "macros.h"
121 #include "matrix.h"
122 #include "multisample.h"
123 #include "pixel.h"
124 #include "pixelstore.h"
125 #include "points.h"
126 #include "polygon.h"
127 #if FEATURE_ARB_occlusion_query
128 #include "queryobj.h"
129 #endif
130 #if FEATURE_drawpix
131 #include "rastpos.h"
132 #endif
133 #include "scissor.h"
134 #include "simple_list.h"
135 #include "state.h"
136 #include "stencil.h"
137 #include "texcompress.h"
138 #include "teximage.h"
139 #include "texobj.h"
140 #include "texstate.h"
141 #include "mtypes.h"
142 #include "varray.h"
143 #include "version.h"
144 #include "vtxfmt.h"
145 #include "glapi/glthread.h"
146 #include "glapi/glapioffsets.h"
147 #include "glapi/glapitable.h"
148 #include "shader/program.h"
149 #include "shader/shader_api.h"
150 #if FEATURE_ATI_fragment_shader
151 #include "shader/atifragshader.h"
152 #endif
153 #if _HAVE_FULL_GL
154 #include "math/m_matrix.h"
155 #endif
156
157 #ifdef USE_SPARC_ASM
158 #include "sparc/sparc.h"
159 #endif
160
161 #ifndef MESA_VERBOSE
162 int MESA_VERBOSE = 0;
163 #endif
164
165 #ifndef MESA_DEBUG_FLAGS
166 int MESA_DEBUG_FLAGS = 0;
167 #endif
168
169
170 /* ubyte -> float conversion */
171 GLfloat _mesa_ubyte_to_float_color_tab[256];
172
173
174
175 /**
176 * Swap buffers notification callback.
177 *
178 * \param gc GL context.
179 *
180 * Called by window system just before swapping buffers.
181 * We have to finish any pending rendering.
182 */
183 void
184 _mesa_notifySwapBuffers(__GLcontext *ctx)
185 {
186 FLUSH_VERTICES( ctx, 0 );
187 if (ctx->Driver.Flush) {
188 ctx->Driver.Flush(ctx);
189 }
190 }
191
192
193 /**********************************************************************/
194 /** \name GL Visual allocation/destruction */
195 /**********************************************************************/
196 /*@{*/
197
198 /**
199 * Allocates a GLvisual structure and initializes it via
200 * _mesa_initialize_visual().
201 *
202 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
203 * \param dbFlag double buffering
204 * \param stereoFlag stereo buffer
205 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
206 * is acceptable but the actual depth type will be GLushort or GLuint as
207 * needed.
208 * \param stencilBits requested minimum bits per stencil buffer value
209 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
210 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
211 * \param redBits number of bits per color component in frame buffer for RGB(A)
212 * mode. We always use 8 in core Mesa though.
213 * \param greenBits same as above.
214 * \param blueBits same as above.
215 * \param alphaBits same as above.
216 * \param numSamples not really used.
217 *
218 * \return pointer to new GLvisual or NULL if requested parameters can't be
219 * met.
220 *
221 * \note Need to add params for level and numAuxBuffers (at least)
222 */
223 GLvisual *
224 _mesa_create_visual( GLboolean rgbFlag,
225 GLboolean dbFlag,
226 GLboolean stereoFlag,
227 GLint redBits,
228 GLint greenBits,
229 GLint blueBits,
230 GLint alphaBits,
231 GLint indexBits,
232 GLint depthBits,
233 GLint stencilBits,
234 GLint accumRedBits,
235 GLint accumGreenBits,
236 GLint accumBlueBits,
237 GLint accumAlphaBits,
238 GLint numSamples )
239 {
240 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
241 if (vis) {
242 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
243 redBits, greenBits, blueBits, alphaBits,
244 indexBits, depthBits, stencilBits,
245 accumRedBits, accumGreenBits,
246 accumBlueBits, accumAlphaBits,
247 numSamples)) {
248 _mesa_free(vis);
249 return NULL;
250 }
251 }
252 return vis;
253 }
254
255 /**
256 * Makes some sanity checks and fills in the fields of the
257 * GLvisual object with the given parameters. If the caller needs
258 * to set additional fields, he should just probably init the whole GLvisual
259 * object himself.
260 * \return GL_TRUE on success, or GL_FALSE on failure.
261 *
262 * \sa _mesa_create_visual() above for the parameter description.
263 */
264 GLboolean
265 _mesa_initialize_visual( GLvisual *vis,
266 GLboolean rgbFlag,
267 GLboolean dbFlag,
268 GLboolean stereoFlag,
269 GLint redBits,
270 GLint greenBits,
271 GLint blueBits,
272 GLint alphaBits,
273 GLint indexBits,
274 GLint depthBits,
275 GLint stencilBits,
276 GLint accumRedBits,
277 GLint accumGreenBits,
278 GLint accumBlueBits,
279 GLint accumAlphaBits,
280 GLint numSamples )
281 {
282 assert(vis);
283
284 if (depthBits < 0 || depthBits > 32) {
285 return GL_FALSE;
286 }
287 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
288 return GL_FALSE;
289 }
290 assert(accumRedBits >= 0);
291 assert(accumGreenBits >= 0);
292 assert(accumBlueBits >= 0);
293 assert(accumAlphaBits >= 0);
294
295 vis->rgbMode = rgbFlag;
296 vis->doubleBufferMode = dbFlag;
297 vis->stereoMode = stereoFlag;
298
299 vis->redBits = redBits;
300 vis->greenBits = greenBits;
301 vis->blueBits = blueBits;
302 vis->alphaBits = alphaBits;
303 vis->rgbBits = redBits + greenBits + blueBits;
304
305 vis->indexBits = indexBits;
306 vis->depthBits = depthBits;
307 vis->stencilBits = stencilBits;
308
309 vis->accumRedBits = accumRedBits;
310 vis->accumGreenBits = accumGreenBits;
311 vis->accumBlueBits = accumBlueBits;
312 vis->accumAlphaBits = accumAlphaBits;
313
314 vis->haveAccumBuffer = accumRedBits > 0;
315 vis->haveDepthBuffer = depthBits > 0;
316 vis->haveStencilBuffer = stencilBits > 0;
317
318 vis->numAuxBuffers = 0;
319 vis->level = 0;
320 vis->pixmapMode = 0;
321 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
322 vis->samples = numSamples;
323
324 return GL_TRUE;
325 }
326
327
328 /**
329 * Destroy a visual and free its memory.
330 *
331 * \param vis visual.
332 *
333 * Frees the visual structure.
334 */
335 void
336 _mesa_destroy_visual( GLvisual *vis )
337 {
338 _mesa_free(vis);
339 }
340
341 /*@}*/
342
343
344 /**********************************************************************/
345 /** \name Context allocation, initialization, destroying
346 *
347 * The purpose of the most initialization functions here is to provide the
348 * default state values according to the OpenGL specification.
349 */
350 /**********************************************************************/
351 /*@{*/
352
353 /**
354 * One-time initialization mutex lock.
355 *
356 * \sa Used by one_time_init().
357 */
358 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
359
360 /**
361 * Calls all the various one-time-init functions in Mesa.
362 *
363 * While holding a global mutex lock, calls several initialization functions,
364 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
365 * defined.
366 *
367 * \sa _math_init().
368 */
369 static void
370 one_time_init( GLcontext *ctx )
371 {
372 static GLboolean alreadyCalled = GL_FALSE;
373 (void) ctx;
374 _glthread_LOCK_MUTEX(OneTimeLock);
375 if (!alreadyCalled) {
376 GLuint i;
377
378 /* do some implementation tests */
379 assert( sizeof(GLbyte) == 1 );
380 assert( sizeof(GLubyte) == 1 );
381 assert( sizeof(GLshort) == 2 );
382 assert( sizeof(GLushort) == 2 );
383 assert( sizeof(GLint) == 4 );
384 assert( sizeof(GLuint) == 4 );
385
386 _mesa_init_sqrt_table();
387
388 for (i = 0; i < 256; i++) {
389 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
390 }
391
392 #ifdef USE_SPARC_ASM
393 _mesa_init_sparc_glapi_relocs();
394 #endif
395 if (_mesa_getenv("MESA_DEBUG")) {
396 _glapi_noop_enable_warnings(GL_TRUE);
397 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
398 }
399 else {
400 _glapi_noop_enable_warnings(GL_FALSE);
401 }
402
403 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
404 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
405 MESA_VERSION_STRING, __DATE__, __TIME__);
406 #endif
407
408 alreadyCalled = GL_TRUE;
409 }
410 _glthread_UNLOCK_MUTEX(OneTimeLock);
411 }
412
413
414 /**
415 * Allocate and initialize a shared context state structure.
416 * Initializes the display list, texture objects and vertex programs hash
417 * tables, allocates the texture objects. If it runs out of memory, frees
418 * everything already allocated before returning NULL.
419 *
420 * \return pointer to a gl_shared_state structure on success, or NULL on
421 * failure.
422 */
423 static GLboolean
424 alloc_shared_state( GLcontext *ctx )
425 {
426 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
427 if (!ss)
428 return GL_FALSE;
429
430 ctx->Shared = ss;
431
432 _glthread_INIT_MUTEX(ss->Mutex);
433
434 ss->DisplayList = _mesa_NewHashTable();
435 ss->TexObjects = _mesa_NewHashTable();
436 ss->Programs = _mesa_NewHashTable();
437
438 #if FEATURE_ARB_vertex_program
439 ss->DefaultVertexProgram = (struct gl_vertex_program *)
440 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
441 if (!ss->DefaultVertexProgram)
442 goto cleanup;
443 #endif
444 #if FEATURE_ARB_fragment_program
445 ss->DefaultFragmentProgram = (struct gl_fragment_program *)
446 ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
447 if (!ss->DefaultFragmentProgram)
448 goto cleanup;
449 #endif
450 #if FEATURE_ATI_fragment_shader
451 ss->ATIShaders = _mesa_NewHashTable();
452 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
453 if (!ss->DefaultFragmentShader)
454 goto cleanup;
455 #endif
456
457 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
458 ss->BufferObjects = _mesa_NewHashTable();
459 #endif
460
461 ss->ArrayObjects = _mesa_NewHashTable();
462
463 #if FEATURE_ARB_shader_objects
464 ss->ShaderObjects = _mesa_NewHashTable();
465 #endif
466
467 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
468 if (!ss->Default1D)
469 goto cleanup;
470
471 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
472 if (!ss->Default2D)
473 goto cleanup;
474
475 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
476 if (!ss->Default3D)
477 goto cleanup;
478
479 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
480 if (!ss->DefaultCubeMap)
481 goto cleanup;
482
483 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
484 if (!ss->DefaultRect)
485 goto cleanup;
486
487 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
488 if (!ss->Default1DArray)
489 goto cleanup;
490
491 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
492 if (!ss->Default2DArray)
493 goto cleanup;
494
495 /* sanity check */
496 assert(ss->Default1D->RefCount == 1);
497
498 _glthread_INIT_MUTEX(ss->TexMutex);
499 ss->TextureStateStamp = 0;
500
501 #if FEATURE_EXT_framebuffer_object
502 ss->FrameBuffers = _mesa_NewHashTable();
503 if (!ss->FrameBuffers)
504 goto cleanup;
505 ss->RenderBuffers = _mesa_NewHashTable();
506 if (!ss->RenderBuffers)
507 goto cleanup;
508 #endif
509
510 return GL_TRUE;
511
512 cleanup:
513 /* Ran out of memory at some point. Free everything and return NULL */
514 if (ss->DisplayList)
515 _mesa_DeleteHashTable(ss->DisplayList);
516 if (ss->TexObjects)
517 _mesa_DeleteHashTable(ss->TexObjects);
518 if (ss->Programs)
519 _mesa_DeleteHashTable(ss->Programs);
520 #if FEATURE_ARB_vertex_program
521 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
522 #endif
523 #if FEATURE_ARB_fragment_program
524 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
525 #endif
526 #if FEATURE_ATI_fragment_shader
527 if (ss->DefaultFragmentShader)
528 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
529 #endif
530 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
531 if (ss->BufferObjects)
532 _mesa_DeleteHashTable(ss->BufferObjects);
533 #endif
534
535 if (ss->ArrayObjects)
536 _mesa_DeleteHashTable (ss->ArrayObjects);
537
538 #if FEATURE_ARB_shader_objects
539 if (ss->ShaderObjects)
540 _mesa_DeleteHashTable (ss->ShaderObjects);
541 #endif
542
543 #if FEATURE_EXT_framebuffer_object
544 if (ss->FrameBuffers)
545 _mesa_DeleteHashTable(ss->FrameBuffers);
546 if (ss->RenderBuffers)
547 _mesa_DeleteHashTable(ss->RenderBuffers);
548 #endif
549
550 if (ss->Default1D)
551 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
552 if (ss->Default2D)
553 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
554 if (ss->Default3D)
555 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
556 if (ss->DefaultCubeMap)
557 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
558 if (ss->DefaultRect)
559 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
560 if (ss->Default1DArray)
561 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
562 if (ss->Default2DArray)
563 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
564
565 _mesa_free(ss);
566
567 return GL_FALSE;
568 }
569
570
571 /**
572 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
573 */
574 static void
575 delete_displaylist_cb(GLuint id, void *data, void *userData)
576 {
577 #if FEATURE_dlist
578 struct gl_display_list *list = (struct gl_display_list *) data;
579 GLcontext *ctx = (GLcontext *) userData;
580 _mesa_delete_list(ctx, list);
581 #endif
582 }
583
584 /**
585 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
586 */
587 static void
588 delete_texture_cb(GLuint id, void *data, void *userData)
589 {
590 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
591 GLcontext *ctx = (GLcontext *) userData;
592 ctx->Driver.DeleteTexture(ctx, texObj);
593 }
594
595 /**
596 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
597 */
598 static void
599 delete_program_cb(GLuint id, void *data, void *userData)
600 {
601 struct gl_program *prog = (struct gl_program *) data;
602 GLcontext *ctx = (GLcontext *) userData;
603 ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
604 prog->RefCount = 0; /* now going away */
605 ctx->Driver.DeleteProgram(ctx, prog);
606 }
607
608 #if FEATURE_ATI_fragment_shader
609 /**
610 * Callback for deleting an ATI fragment shader object.
611 * Called by _mesa_HashDeleteAll().
612 */
613 static void
614 delete_fragshader_cb(GLuint id, void *data, void *userData)
615 {
616 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
617 GLcontext *ctx = (GLcontext *) userData;
618 _mesa_delete_ati_fragment_shader(ctx, shader);
619 }
620 #endif
621
622 /**
623 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
624 */
625 static void
626 delete_bufferobj_cb(GLuint id, void *data, void *userData)
627 {
628 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
629 GLcontext *ctx = (GLcontext *) userData;
630 ctx->Driver.DeleteBuffer(ctx, bufObj);
631 }
632
633 /**
634 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
635 */
636 static void
637 delete_arrayobj_cb(GLuint id, void *data, void *userData)
638 {
639 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
640 GLcontext *ctx = (GLcontext *) userData;
641 _mesa_delete_array_object(ctx, arrayObj);
642 }
643
644 /**
645 * Callback for freeing shader program data. Call it before delete_shader_cb
646 * to avoid memory access error.
647 */
648 static void
649 free_shader_program_data_cb(GLuint id, void *data, void *userData)
650 {
651 GLcontext *ctx = (GLcontext *) userData;
652 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
653
654 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
655 _mesa_free_shader_program_data(ctx, shProg);
656 }
657 }
658
659 /**
660 * Callback for deleting shader and shader programs objects.
661 * Called by _mesa_HashDeleteAll().
662 */
663 static void
664 delete_shader_cb(GLuint id, void *data, void *userData)
665 {
666 GLcontext *ctx = (GLcontext *) userData;
667 struct gl_shader *sh = (struct gl_shader *) data;
668 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
669 _mesa_free_shader(ctx, sh);
670 }
671 else {
672 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
673 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
674 _mesa_free_shader_program(ctx, shProg);
675 }
676 }
677
678 /**
679 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
680 */
681 static void
682 delete_framebuffer_cb(GLuint id, void *data, void *userData)
683 {
684 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
685 /* The fact that the framebuffer is in the hashtable means its refcount
686 * is one, but we're removing from the hashtable now. So clear refcount.
687 */
688 /*assert(fb->RefCount == 1);*/
689 fb->RefCount = 0;
690
691 /* NOTE: Delete should always be defined but there are two reports
692 * of it being NULL (bugs 13507, 14293). Work-around for now.
693 */
694 if (fb->Delete)
695 fb->Delete(fb);
696 }
697
698 /**
699 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
700 */
701 static void
702 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
703 {
704 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
705 rb->RefCount = 0; /* see comment for FBOs above */
706 if (rb->Delete)
707 rb->Delete(rb);
708 }
709
710
711 /**
712 * Deallocate a shared state object and all children structures.
713 *
714 * \param ctx GL context.
715 * \param ss shared state pointer.
716 *
717 * Frees the display lists, the texture objects (calling the driver texture
718 * deletion callback to free its private data) and the vertex programs, as well
719 * as their hash tables.
720 *
721 * \sa alloc_shared_state().
722 */
723 static void
724 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
725 {
726 /*
727 * Free display lists
728 */
729 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
730 _mesa_DeleteHashTable(ss->DisplayList);
731
732 #if FEATURE_ARB_shader_objects
733 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
734 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
735 _mesa_DeleteHashTable(ss->ShaderObjects);
736 #endif
737
738 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
739 _mesa_DeleteHashTable(ss->Programs);
740
741 #if FEATURE_ARB_vertex_program
742 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
743 #endif
744 #if FEATURE_ARB_fragment_program
745 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
746 #endif
747
748 #if FEATURE_ATI_fragment_shader
749 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
750 _mesa_DeleteHashTable(ss->ATIShaders);
751 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
752 #endif
753
754 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
755 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
756 _mesa_DeleteHashTable(ss->BufferObjects);
757 #endif
758
759 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
760 _mesa_DeleteHashTable(ss->ArrayObjects);
761
762 #if FEATURE_EXT_framebuffer_object
763 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
764 _mesa_DeleteHashTable(ss->FrameBuffers);
765 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
766 _mesa_DeleteHashTable(ss->RenderBuffers);
767 #endif
768
769 /*
770 * Free texture objects (after FBOs since some textures might have
771 * been bound to FBOs).
772 */
773 ASSERT(ctx->Driver.DeleteTexture);
774 /* the default textures */
775 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
776 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
777 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
778 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
779 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
780 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
781 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
782 /* all other textures */
783 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
784 _mesa_DeleteHashTable(ss->TexObjects);
785
786 _glthread_DESTROY_MUTEX(ss->Mutex);
787
788 _mesa_free(ss);
789 }
790
791
792 /**
793 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
794 */
795 static void
796 _mesa_init_current(GLcontext *ctx)
797 {
798 GLuint i;
799
800 /* Init all to (0,0,0,1) */
801 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
802 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
803 }
804
805 /* redo special cases: */
806 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
807 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
808 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
809 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
810 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
811 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
812 }
813
814
815 /**
816 * Init vertex/fragment program limits.
817 * Important: drivers should override these with actual limits.
818 */
819 static void
820 init_program_limits(GLenum type, struct gl_program_constants *prog)
821 {
822 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
823 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
824 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
825 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
826 prog->MaxTemps = MAX_PROGRAM_TEMPS;
827 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
828 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
829 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
830
831 if (type == GL_VERTEX_PROGRAM_ARB) {
832 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
833 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
834 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
835 }
836 else {
837 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
838 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
839 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
840 }
841
842 /* copy the above limits to init native limits */
843 prog->MaxNativeInstructions = prog->MaxInstructions;
844 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
845 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
846 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
847 prog->MaxNativeAttribs = prog->MaxAttribs;
848 prog->MaxNativeTemps = prog->MaxTemps;
849 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
850 prog->MaxNativeParameters = prog->MaxParameters;
851 }
852
853
854 /**
855 * Initialize fields of gl_constants (aka ctx->Const.*).
856 * Use defaults from config.h. The device drivers will often override
857 * some of these values (such as number of texture units).
858 */
859 static void
860 _mesa_init_constants(GLcontext *ctx)
861 {
862 assert(ctx);
863
864 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
865 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
866
867 /* Max texture size should be <= max viewport size (render to texture) */
868 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
869
870 /* Constants, may be overriden (usually only reduced) by device drivers */
871 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
872 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
873 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
874 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
875 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
876 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
877 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
878 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
879 ctx->Const.MaxTextureImageUnits);
880 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
881 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
882 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
883 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
884 ctx->Const.MinPointSize = MIN_POINT_SIZE;
885 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
886 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
887 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
888 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
889 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
890 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
891 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
892 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
893 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
894 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
895 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
896 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
897 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
898 ctx->Const.MaxLights = MAX_LIGHTS;
899 ctx->Const.MaxShininess = 128.0;
900 ctx->Const.MaxSpotExponent = 128.0;
901 ctx->Const.MaxViewportWidth = MAX_WIDTH;
902 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
903 #if FEATURE_ARB_vertex_program
904 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
905 #endif
906 #if FEATURE_ARB_fragment_program
907 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
908 #endif
909 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
910 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
911
912 /* CheckArrayBounds is overriden by drivers/x11 for X server */
913 ctx->Const.CheckArrayBounds = GL_FALSE;
914
915 /* GL_ARB_draw_buffers */
916 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
917
918 /* GL_OES_read_format */
919 ctx->Const.ColorReadFormat = GL_RGBA;
920 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
921
922 #if FEATURE_EXT_framebuffer_object
923 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
924 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
925 #endif
926
927 #if FEATURE_ARB_vertex_shader
928 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
929 ctx->Const.MaxVarying = MAX_VARYING;
930 #endif
931
932 /* GL_ARB_framebuffer_object */
933 ctx->Const.MaxSamples = 0;
934
935 /* sanity checks */
936 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
937 ctx->Const.MaxTextureCoordUnits));
938 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
939 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
940
941 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
942 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
943 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
944 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
945 }
946
947
948 /**
949 * Do some sanity checks on the limits/constants for the given context.
950 * Only called the first time a context is bound.
951 */
952 static void
953 check_context_limits(GLcontext *ctx)
954 {
955 /* Many context limits/constants are limited by the size of
956 * internal arrays.
957 */
958 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
959 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
960 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
961 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
962
963 /* number of coord units cannot be greater than number of image units */
964 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
965
966 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
967 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
968 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
969 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
970
971 /* make sure largest texture image is <= MAX_WIDTH in size */
972 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
973 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
974 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
975
976 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
977 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
978
979 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
980
981 /* XXX probably add more tests */
982 }
983
984
985 /**
986 * Initialize the attribute groups in a GL context.
987 *
988 * \param ctx GL context.
989 *
990 * Initializes all the attributes, calling the respective <tt>init*</tt>
991 * functions for the more complex data structures.
992 */
993 static GLboolean
994 init_attrib_groups(GLcontext *ctx)
995 {
996 assert(ctx);
997
998 /* Constants */
999 _mesa_init_constants( ctx );
1000
1001 /* Extensions */
1002 _mesa_init_extensions( ctx );
1003
1004 /* Attribute Groups */
1005 #if FEATURE_accum
1006 _mesa_init_accum( ctx );
1007 #endif
1008 #if FEATURE_attrib_stack
1009 _mesa_init_attrib( ctx );
1010 #endif
1011 _mesa_init_buffer_objects( ctx );
1012 _mesa_init_color( ctx );
1013 #if FEATURE_colortable
1014 _mesa_init_colortables( ctx );
1015 #endif
1016 _mesa_init_current( ctx );
1017 _mesa_init_depth( ctx );
1018 _mesa_init_debug( ctx );
1019 #if FEATURE_dlist
1020 _mesa_init_display_list( ctx );
1021 #endif
1022 #if FEATURE_evaluators
1023 _mesa_init_eval( ctx );
1024 #endif
1025 _mesa_init_fbobjects( ctx );
1026 #if FEATURE_feedback
1027 _mesa_init_feedback( ctx );
1028 #else
1029 ctx->RenderMode = GL_RENDER;
1030 #endif
1031 _mesa_init_fog( ctx );
1032 #if FEATURE_histogram
1033 _mesa_init_histogram( ctx );
1034 #endif
1035 _mesa_init_hint( ctx );
1036 _mesa_init_line( ctx );
1037 _mesa_init_lighting( ctx );
1038 _mesa_init_matrix( ctx );
1039 _mesa_init_multisample( ctx );
1040 _mesa_init_pixel( ctx );
1041 _mesa_init_pixelstore( ctx );
1042 _mesa_init_point( ctx );
1043 _mesa_init_polygon( ctx );
1044 _mesa_init_program( ctx );
1045 #if FEATURE_ARB_occlusion_query
1046 _mesa_init_query( ctx );
1047 #endif
1048 #if FEATURE_drawpix
1049 _mesa_init_rastpos( ctx );
1050 #endif
1051 _mesa_init_scissor( ctx );
1052 _mesa_init_shader_state( ctx );
1053 _mesa_init_stencil( ctx );
1054 _mesa_init_transform( ctx );
1055 _mesa_init_varray( ctx );
1056 _mesa_init_viewport( ctx );
1057
1058 if (!_mesa_init_texture( ctx ))
1059 return GL_FALSE;
1060
1061 #if FEATURE_texture_s3tc
1062 _mesa_init_texture_s3tc( ctx );
1063 #endif
1064 #if FEATURE_texture_fxt1
1065 _mesa_init_texture_fxt1( ctx );
1066 #endif
1067
1068 /* Miscellaneous */
1069 ctx->NewState = _NEW_ALL;
1070 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1071 ctx->varying_vp_inputs = ~0;
1072
1073 return GL_TRUE;
1074 }
1075
1076
1077 /**
1078 * Update default objects in a GL context with respect to shared state.
1079 *
1080 * \param ctx GL context.
1081 *
1082 * Removes references to old default objects, (texture objects, program
1083 * objects, etc.) and changes to reference those from the current shared
1084 * state.
1085 */
1086 static GLboolean
1087 update_default_objects(GLcontext *ctx)
1088 {
1089 assert(ctx);
1090
1091 _mesa_update_default_objects_program(ctx);
1092 _mesa_update_default_objects_texture(ctx);
1093 _mesa_update_default_objects_buffer_objects(ctx);
1094
1095 return GL_TRUE;
1096 }
1097
1098
1099 /**
1100 * This is the default function we plug into all dispatch table slots
1101 * This helps prevents a segfault when someone calls a GL function without
1102 * first checking if the extension's supported.
1103 */
1104 static int
1105 generic_nop(void)
1106 {
1107 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1108 return 0;
1109 }
1110
1111
1112 /**
1113 * Allocate and initialize a new dispatch table.
1114 */
1115 static struct _glapi_table *
1116 alloc_dispatch_table(void)
1117 {
1118 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1119 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1120 * Mesa we do this to accomodate different versions of libGL and various
1121 * DRI drivers.
1122 */
1123 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1124 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1125 struct _glapi_table *table =
1126 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1127 if (table) {
1128 _glapi_proc *entry = (_glapi_proc *) table;
1129 GLint i;
1130 for (i = 0; i < numEntries; i++) {
1131 entry[i] = (_glapi_proc) generic_nop;
1132 }
1133 }
1134 return table;
1135 }
1136
1137
1138 /**
1139 * Initialize a GLcontext struct (rendering context).
1140 *
1141 * This includes allocating all the other structs and arrays which hang off of
1142 * the context by pointers.
1143 * Note that the driver needs to pass in its dd_function_table here since
1144 * we need to at least call driverFunctions->NewTextureObject to create the
1145 * default texture objects.
1146 *
1147 * Called by _mesa_create_context().
1148 *
1149 * Performs the imports and exports callback tables initialization, and
1150 * miscellaneous one-time initializations. If no shared context is supplied one
1151 * is allocated, and increase its reference count. Setups the GL API dispatch
1152 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1153 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1154 * for debug flags.
1155 *
1156 * \param ctx the context to initialize
1157 * \param visual describes the visual attributes for this context
1158 * \param share_list points to context to share textures, display lists,
1159 * etc with, or NULL
1160 * \param driverFunctions table of device driver functions for this context
1161 * to use
1162 * \param driverContext pointer to driver-specific context data
1163 */
1164 GLboolean
1165 _mesa_initialize_context(GLcontext *ctx,
1166 const GLvisual *visual,
1167 GLcontext *share_list,
1168 const struct dd_function_table *driverFunctions,
1169 void *driverContext)
1170 {
1171 /*ASSERT(driverContext);*/
1172 assert(driverFunctions->NewTextureObject);
1173 assert(driverFunctions->FreeTexImageData);
1174
1175 /* misc one-time initializations */
1176 one_time_init(ctx);
1177
1178 ctx->Visual = *visual;
1179 ctx->DrawBuffer = NULL;
1180 ctx->ReadBuffer = NULL;
1181 ctx->WinSysDrawBuffer = NULL;
1182 ctx->WinSysReadBuffer = NULL;
1183
1184 /* Plug in driver functions and context pointer here.
1185 * This is important because when we call alloc_shared_state() below
1186 * we'll call ctx->Driver.NewTextureObject() to create the default
1187 * textures.
1188 */
1189 ctx->Driver = *driverFunctions;
1190 ctx->DriverCtx = driverContext;
1191
1192 if (share_list) {
1193 /* share state with another context */
1194 ctx->Shared = share_list->Shared;
1195 }
1196 else {
1197 /* allocate new, unshared state */
1198 if (!alloc_shared_state( ctx )) {
1199 return GL_FALSE;
1200 }
1201 }
1202 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1203 ctx->Shared->RefCount++;
1204 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1205
1206 if (!init_attrib_groups( ctx )) {
1207 free_shared_state(ctx, ctx->Shared);
1208 return GL_FALSE;
1209 }
1210
1211 /* setup the API dispatch tables */
1212 ctx->Exec = alloc_dispatch_table();
1213 ctx->Save = alloc_dispatch_table();
1214 if (!ctx->Exec || !ctx->Save) {
1215 free_shared_state(ctx, ctx->Shared);
1216 if (ctx->Exec)
1217 _mesa_free(ctx->Exec);
1218 }
1219 #if FEATURE_dispatch
1220 _mesa_init_exec_table(ctx->Exec);
1221 #endif
1222 ctx->CurrentDispatch = ctx->Exec;
1223 #if FEATURE_dlist
1224 _mesa_init_dlist_table(ctx->Save);
1225 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1226 #endif
1227 /* Neutral tnl module stuff */
1228 _mesa_init_exec_vtxfmt( ctx );
1229 ctx->TnlModule.Current = NULL;
1230 ctx->TnlModule.SwapCount = 0;
1231
1232 ctx->FragmentProgram._MaintainTexEnvProgram
1233 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1234
1235 ctx->VertexProgram._MaintainTnlProgram
1236 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1237 if (ctx->VertexProgram._MaintainTnlProgram) {
1238 /* this is required... */
1239 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1240 }
1241
1242 #ifdef FEATURE_extra_context_init
1243 _mesa_initialize_context_extra(ctx);
1244 #endif
1245
1246 ctx->FirstTimeCurrent = GL_TRUE;
1247
1248 return GL_TRUE;
1249 }
1250
1251
1252 /**
1253 * Allocate and initialize a GLcontext structure.
1254 * Note that the driver needs to pass in its dd_function_table here since
1255 * we need to at least call driverFunctions->NewTextureObject to initialize
1256 * the rendering context.
1257 *
1258 * \param visual a GLvisual pointer (we copy the struct contents)
1259 * \param share_list another context to share display lists with or NULL
1260 * \param driverFunctions points to the dd_function_table into which the
1261 * driver has plugged in all its special functions.
1262 * \param driverCtx points to the device driver's private context state
1263 *
1264 * \return pointer to a new __GLcontextRec or NULL if error.
1265 */
1266 GLcontext *
1267 _mesa_create_context(const GLvisual *visual,
1268 GLcontext *share_list,
1269 const struct dd_function_table *driverFunctions,
1270 void *driverContext)
1271 {
1272 GLcontext *ctx;
1273
1274 ASSERT(visual);
1275 /*ASSERT(driverContext);*/
1276
1277 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1278 if (!ctx)
1279 return NULL;
1280
1281 if (_mesa_initialize_context(ctx, visual, share_list,
1282 driverFunctions, driverContext)) {
1283 return ctx;
1284 }
1285 else {
1286 _mesa_free(ctx);
1287 return NULL;
1288 }
1289 }
1290
1291
1292 /**
1293 * Free the data associated with the given context.
1294 *
1295 * But doesn't free the GLcontext struct itself.
1296 *
1297 * \sa _mesa_initialize_context() and init_attrib_groups().
1298 */
1299 void
1300 _mesa_free_context_data( GLcontext *ctx )
1301 {
1302 if (!_mesa_get_current_context()){
1303 /* No current context, but we may need one in order to delete
1304 * texture objs, etc. So temporarily bind the context now.
1305 */
1306 _mesa_make_current(ctx, NULL, NULL);
1307 }
1308
1309 /* unreference WinSysDraw/Read buffers */
1310 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1311 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1312 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1313 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1314
1315 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1316 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1317 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1318
1319 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1320 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1321 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1322
1323 #if FEATURE_attrib_stack
1324 _mesa_free_attrib_data(ctx);
1325 #endif
1326 _mesa_free_lighting_data( ctx );
1327 #if FEATURE_evaluators
1328 _mesa_free_eval_data( ctx );
1329 #endif
1330 _mesa_free_texture_data( ctx );
1331 _mesa_free_matrix_data( ctx );
1332 _mesa_free_viewport_data( ctx );
1333 #if FEATURE_colortable
1334 _mesa_free_colortables_data( ctx );
1335 #endif
1336 _mesa_free_program_data(ctx);
1337 _mesa_free_shader_state(ctx);
1338 #if FEATURE_ARB_occlusion_query
1339 _mesa_free_query_data(ctx);
1340 #endif
1341
1342 #if FEATURE_ARB_vertex_buffer_object
1343 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1344 #endif
1345 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1346
1347 /* free dispatch tables */
1348 _mesa_free(ctx->Exec);
1349 _mesa_free(ctx->Save);
1350
1351 /* Shared context state (display lists, textures, etc) */
1352 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1353 ctx->Shared->RefCount--;
1354 assert(ctx->Shared->RefCount >= 0);
1355 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1356 if (ctx->Shared->RefCount == 0) {
1357 /* free shared state */
1358 free_shared_state( ctx, ctx->Shared );
1359 }
1360
1361 if (ctx->Extensions.String)
1362 _mesa_free((void *) ctx->Extensions.String);
1363
1364 /* unbind the context if it's currently bound */
1365 if (ctx == _mesa_get_current_context()) {
1366 _mesa_make_current(NULL, NULL, NULL);
1367 }
1368 }
1369
1370
1371 /**
1372 * Destroy a GLcontext structure.
1373 *
1374 * \param ctx GL context.
1375 *
1376 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1377 */
1378 void
1379 _mesa_destroy_context( GLcontext *ctx )
1380 {
1381 if (ctx) {
1382 _mesa_free_context_data(ctx);
1383 _mesa_free( (void *) ctx );
1384 }
1385 }
1386
1387
1388 #if _HAVE_FULL_GL
1389 /**
1390 * Copy attribute groups from one context to another.
1391 *
1392 * \param src source context
1393 * \param dst destination context
1394 * \param mask bitwise OR of GL_*_BIT flags
1395 *
1396 * According to the bits specified in \p mask, copies the corresponding
1397 * attributes from \p src into \p dst. For many of the attributes a simple \c
1398 * memcpy is not enough due to the existence of internal pointers in their data
1399 * structures.
1400 */
1401 void
1402 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1403 {
1404 if (mask & GL_ACCUM_BUFFER_BIT) {
1405 /* OK to memcpy */
1406 dst->Accum = src->Accum;
1407 }
1408 if (mask & GL_COLOR_BUFFER_BIT) {
1409 /* OK to memcpy */
1410 dst->Color = src->Color;
1411 }
1412 if (mask & GL_CURRENT_BIT) {
1413 /* OK to memcpy */
1414 dst->Current = src->Current;
1415 }
1416 if (mask & GL_DEPTH_BUFFER_BIT) {
1417 /* OK to memcpy */
1418 dst->Depth = src->Depth;
1419 }
1420 if (mask & GL_ENABLE_BIT) {
1421 /* no op */
1422 }
1423 if (mask & GL_EVAL_BIT) {
1424 /* OK to memcpy */
1425 dst->Eval = src->Eval;
1426 }
1427 if (mask & GL_FOG_BIT) {
1428 /* OK to memcpy */
1429 dst->Fog = src->Fog;
1430 }
1431 if (mask & GL_HINT_BIT) {
1432 /* OK to memcpy */
1433 dst->Hint = src->Hint;
1434 }
1435 if (mask & GL_LIGHTING_BIT) {
1436 GLuint i;
1437 /* begin with memcpy */
1438 dst->Light = src->Light;
1439 /* fixup linked lists to prevent pointer insanity */
1440 make_empty_list( &(dst->Light.EnabledList) );
1441 for (i = 0; i < MAX_LIGHTS; i++) {
1442 if (dst->Light.Light[i].Enabled) {
1443 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1444 }
1445 }
1446 }
1447 if (mask & GL_LINE_BIT) {
1448 /* OK to memcpy */
1449 dst->Line = src->Line;
1450 }
1451 if (mask & GL_LIST_BIT) {
1452 /* OK to memcpy */
1453 dst->List = src->List;
1454 }
1455 if (mask & GL_PIXEL_MODE_BIT) {
1456 /* OK to memcpy */
1457 dst->Pixel = src->Pixel;
1458 }
1459 if (mask & GL_POINT_BIT) {
1460 /* OK to memcpy */
1461 dst->Point = src->Point;
1462 }
1463 if (mask & GL_POLYGON_BIT) {
1464 /* OK to memcpy */
1465 dst->Polygon = src->Polygon;
1466 }
1467 if (mask & GL_POLYGON_STIPPLE_BIT) {
1468 /* Use loop instead of MEMCPY due to problem with Portland Group's
1469 * C compiler. Reported by John Stone.
1470 */
1471 GLuint i;
1472 for (i = 0; i < 32; i++) {
1473 dst->PolygonStipple[i] = src->PolygonStipple[i];
1474 }
1475 }
1476 if (mask & GL_SCISSOR_BIT) {
1477 /* OK to memcpy */
1478 dst->Scissor = src->Scissor;
1479 }
1480 if (mask & GL_STENCIL_BUFFER_BIT) {
1481 /* OK to memcpy */
1482 dst->Stencil = src->Stencil;
1483 }
1484 if (mask & GL_TEXTURE_BIT) {
1485 /* Cannot memcpy because of pointers */
1486 _mesa_copy_texture_state(src, dst);
1487 }
1488 if (mask & GL_TRANSFORM_BIT) {
1489 /* OK to memcpy */
1490 dst->Transform = src->Transform;
1491 }
1492 if (mask & GL_VIEWPORT_BIT) {
1493 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1494 dst->Viewport.X = src->Viewport.X;
1495 dst->Viewport.Y = src->Viewport.Y;
1496 dst->Viewport.Width = src->Viewport.Width;
1497 dst->Viewport.Height = src->Viewport.Height;
1498 dst->Viewport.Near = src->Viewport.Near;
1499 dst->Viewport.Far = src->Viewport.Far;
1500 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1501 }
1502
1503 /* XXX FIXME: Call callbacks?
1504 */
1505 dst->NewState = _NEW_ALL;
1506 }
1507 #endif
1508
1509
1510 /**
1511 * Check if the given context can render into the given framebuffer
1512 * by checking visual attributes.
1513 *
1514 * Most of these tests could go away because Mesa is now pretty flexible
1515 * in terms of mixing rendering contexts with framebuffers. As long
1516 * as RGB vs. CI mode agree, we're probably good.
1517 *
1518 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1519 */
1520 static GLboolean
1521 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1522 {
1523 const GLvisual *ctxvis = &ctx->Visual;
1524 const GLvisual *bufvis = &buffer->Visual;
1525
1526 if (ctxvis == bufvis)
1527 return GL_TRUE;
1528
1529 if (ctxvis->rgbMode != bufvis->rgbMode)
1530 return GL_FALSE;
1531 #if 0
1532 /* disabling this fixes the fgl_glxgears pbuffer demo */
1533 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1534 return GL_FALSE;
1535 #endif
1536 if (ctxvis->stereoMode && !bufvis->stereoMode)
1537 return GL_FALSE;
1538 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1539 return GL_FALSE;
1540 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1541 return GL_FALSE;
1542 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1543 return GL_FALSE;
1544 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1545 return GL_FALSE;
1546 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1547 return GL_FALSE;
1548 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1549 return GL_FALSE;
1550 #if 0
1551 /* disabled (see bug 11161) */
1552 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1553 return GL_FALSE;
1554 #endif
1555 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1556 return GL_FALSE;
1557
1558 return GL_TRUE;
1559 }
1560
1561
1562 /**
1563 * Do one-time initialization for the given framebuffer. Specifically,
1564 * ask the driver for the window's current size and update the framebuffer
1565 * object to match.
1566 * Really, the device driver should totally take care of this.
1567 */
1568 static void
1569 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1570 {
1571 GLuint width, height;
1572 if (ctx->Driver.GetBufferSize) {
1573 ctx->Driver.GetBufferSize(fb, &width, &height);
1574 if (ctx->Driver.ResizeBuffers)
1575 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1576 fb->Initialized = GL_TRUE;
1577 }
1578 }
1579
1580
1581 /**
1582 * Bind the given context to the given drawBuffer and readBuffer and
1583 * make it the current context for the calling thread.
1584 * We'll render into the drawBuffer and read pixels from the
1585 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1586 *
1587 * We check that the context's and framebuffer's visuals are compatible
1588 * and return immediately if they're not.
1589 *
1590 * \param newCtx the new GL context. If NULL then there will be no current GL
1591 * context.
1592 * \param drawBuffer the drawing framebuffer
1593 * \param readBuffer the reading framebuffer
1594 */
1595 void
1596 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1597 GLframebuffer *readBuffer )
1598 {
1599 if (MESA_VERBOSE & VERBOSE_API)
1600 _mesa_debug(newCtx, "_mesa_make_current()\n");
1601
1602 /* Check that the context's and framebuffer's visuals are compatible.
1603 */
1604 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1605 if (!check_compatible(newCtx, drawBuffer)) {
1606 _mesa_warning(newCtx,
1607 "MakeCurrent: incompatible visuals for context and drawbuffer");
1608 return;
1609 }
1610 }
1611 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1612 if (!check_compatible(newCtx, readBuffer)) {
1613 _mesa_warning(newCtx,
1614 "MakeCurrent: incompatible visuals for context and readbuffer");
1615 return;
1616 }
1617 }
1618
1619 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1620 _glapi_set_context((void *) newCtx);
1621 ASSERT(_mesa_get_current_context() == newCtx);
1622
1623 if (!newCtx) {
1624 _glapi_set_dispatch(NULL); /* none current */
1625 }
1626 else {
1627 _glapi_set_dispatch(newCtx->CurrentDispatch);
1628
1629 if (drawBuffer && readBuffer) {
1630 /* TODO: check if newCtx and buffer's visual match??? */
1631
1632 ASSERT(drawBuffer->Name == 0);
1633 ASSERT(readBuffer->Name == 0);
1634 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1635 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1636
1637 /*
1638 * Only set the context's Draw/ReadBuffer fields if they're NULL
1639 * or not bound to a user-created FBO.
1640 */
1641 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1642 /* KW: merge conflict here, revisit.
1643 */
1644 /* fix up the fb fields - these will end up wrong otherwise
1645 * if the DRIdrawable changes, and everything relies on them.
1646 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1647 */
1648 unsigned int i;
1649 GLenum buffers[MAX_DRAW_BUFFERS];
1650
1651 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1652
1653 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1654 buffers[i] = newCtx->Color.DrawBuffer[i];
1655 }
1656
1657 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1658 }
1659 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1660 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1661 }
1662
1663 /* XXX only set this flag if we're really changing the draw/read
1664 * framebuffer bindings.
1665 */
1666 newCtx->NewState |= _NEW_BUFFERS;
1667
1668 #if 1
1669 /* We want to get rid of these lines: */
1670
1671 #if _HAVE_FULL_GL
1672 if (!drawBuffer->Initialized) {
1673 initialize_framebuffer_size(newCtx, drawBuffer);
1674 }
1675 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1676 initialize_framebuffer_size(newCtx, readBuffer);
1677 }
1678
1679 _mesa_resizebuffers(newCtx);
1680 #endif
1681
1682 #else
1683 /* We want the drawBuffer and readBuffer to be initialized by
1684 * the driver.
1685 * This generally means the Width and Height match the actual
1686 * window size and the renderbuffers (both hardware and software
1687 * based) are allocated to match. The later can generally be
1688 * done with a call to _mesa_resize_framebuffer().
1689 *
1690 * It's theoretically possible for a buffer to have zero width
1691 * or height, but for now, assert check that the driver did what's
1692 * expected of it.
1693 */
1694 ASSERT(drawBuffer->Width > 0);
1695 ASSERT(drawBuffer->Height > 0);
1696 #endif
1697
1698 if (newCtx->FirstTimeCurrent) {
1699 /* set initial viewport and scissor size now */
1700 _mesa_set_viewport(newCtx, 0, 0,
1701 drawBuffer->Width, drawBuffer->Height);
1702 _mesa_set_scissor(newCtx, 0, 0,
1703 drawBuffer->Width, drawBuffer->Height );
1704 check_context_limits(newCtx);
1705 }
1706 }
1707
1708 /* We can use this to help debug user's problems. Tell them to set
1709 * the MESA_INFO env variable before running their app. Then the
1710 * first time each context is made current we'll print some useful
1711 * information.
1712 */
1713 if (newCtx->FirstTimeCurrent) {
1714 if (_mesa_getenv("MESA_INFO")) {
1715 _mesa_print_info();
1716 }
1717 newCtx->FirstTimeCurrent = GL_FALSE;
1718 }
1719 }
1720 }
1721
1722
1723 /**
1724 * Make context 'ctx' share the display lists, textures and programs
1725 * that are associated with 'ctxToShare'.
1726 * Any display lists, textures or programs associated with 'ctx' will
1727 * be deleted if nobody else is sharing them.
1728 */
1729 GLboolean
1730 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1731 {
1732 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1733 struct gl_shared_state *oldSharedState = ctx->Shared;
1734
1735 ctx->Shared = ctxToShare->Shared;
1736 ctx->Shared->RefCount++;
1737
1738 update_default_objects(ctx);
1739
1740 oldSharedState->RefCount--;
1741 if (oldSharedState->RefCount == 0) {
1742 free_shared_state(ctx, oldSharedState);
1743 }
1744
1745 return GL_TRUE;
1746 }
1747 else {
1748 return GL_FALSE;
1749 }
1750 }
1751
1752
1753
1754 /**
1755 * \return pointer to the current GL context for this thread.
1756 *
1757 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1758 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1759 * context.h.
1760 */
1761 GLcontext *
1762 _mesa_get_current_context( void )
1763 {
1764 return (GLcontext *) _glapi_get_context();
1765 }
1766
1767
1768 /**
1769 * Get context's current API dispatch table.
1770 *
1771 * It'll either be the immediate-mode execute dispatcher or the display list
1772 * compile dispatcher.
1773 *
1774 * \param ctx GL context.
1775 *
1776 * \return pointer to dispatch_table.
1777 *
1778 * Simply returns __GLcontextRec::CurrentDispatch.
1779 */
1780 struct _glapi_table *
1781 _mesa_get_dispatch(GLcontext *ctx)
1782 {
1783 return ctx->CurrentDispatch;
1784 }
1785
1786 /*@}*/
1787
1788
1789 /**********************************************************************/
1790 /** \name Miscellaneous functions */
1791 /**********************************************************************/
1792 /*@{*/
1793
1794 /**
1795 * Record an error.
1796 *
1797 * \param ctx GL context.
1798 * \param error error code.
1799 *
1800 * Records the given error code and call the driver's dd_function_table::Error
1801 * function if defined.
1802 *
1803 * \sa
1804 * This is called via _mesa_error().
1805 */
1806 void
1807 _mesa_record_error(GLcontext *ctx, GLenum error)
1808 {
1809 if (!ctx)
1810 return;
1811
1812 if (ctx->ErrorValue == GL_NO_ERROR) {
1813 ctx->ErrorValue = error;
1814 }
1815
1816 /* Call device driver's error handler, if any. This is used on the Mac. */
1817 if (ctx->Driver.Error) {
1818 ctx->Driver.Error(ctx);
1819 }
1820 }
1821
1822
1823 /**
1824 * Execute glFinish().
1825 *
1826 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1827 * dd_function_table::Finish driver callback, if not NULL.
1828 */
1829 void GLAPIENTRY
1830 _mesa_Finish(void)
1831 {
1832 GET_CURRENT_CONTEXT(ctx);
1833 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1834 if (ctx->Driver.Finish) {
1835 ctx->Driver.Finish(ctx);
1836 }
1837 }
1838
1839
1840 /**
1841 * Execute glFlush().
1842 *
1843 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1844 * dd_function_table::Flush driver callback, if not NULL.
1845 */
1846 void GLAPIENTRY
1847 _mesa_Flush(void)
1848 {
1849 GET_CURRENT_CONTEXT(ctx);
1850 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1851 if (ctx->Driver.Flush) {
1852 ctx->Driver.Flush(ctx);
1853 }
1854 }
1855
1856
1857 /*@}*/