2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
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>
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.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
80 #include "mfeatures.h"
88 #include "bufferobj.h"
95 #include "extensions.h"
100 #include "framebuffer.h"
107 #include "multisample.h"
109 #include "pixelstore.h"
112 #include "queryobj.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
128 #include "viewport.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
138 #include "sparc/sparc.h"
141 #include "glsl_parser_extras.h"
146 int MESA_VERBOSE
= 0;
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS
= 0;
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab
[256];
160 * Swap buffers notification callback.
162 * \param ctx GL context.
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
168 _mesa_notifySwapBuffers(struct gl_context
*ctx
)
170 if (MESA_VERBOSE
& VERBOSE_SWAPBUFFERS
)
171 _mesa_debug(ctx
, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx
, 0 );
173 if (ctx
->Driver
.Flush
) {
174 ctx
->Driver
.Flush(ctx
);
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
203 * \return pointer to new struct gl_config or NULL if requested parameters can't be
206 * \note Need to add params for level and numAuxBuffers (at least)
209 _mesa_create_visual( GLboolean dbFlag
,
210 GLboolean stereoFlag
,
218 GLint accumGreenBits
,
220 GLint accumAlphaBits
,
223 struct gl_config
*vis
= CALLOC_STRUCT(gl_config
);
225 if (!_mesa_initialize_visual(vis
, dbFlag
, stereoFlag
,
226 redBits
, greenBits
, blueBits
, alphaBits
,
227 depthBits
, stencilBits
,
228 accumRedBits
, accumGreenBits
,
229 accumBlueBits
, accumAlphaBits
,
240 * Makes some sanity checks and fills in the fields of the struct
241 * gl_config object with the given parameters. If the caller needs to
242 * set additional fields, he should just probably init the whole
243 * gl_config object himself.
245 * \return GL_TRUE on success, or GL_FALSE on failure.
247 * \sa _mesa_create_visual() above for the parameter description.
250 _mesa_initialize_visual( struct gl_config
*vis
,
252 GLboolean stereoFlag
,
260 GLint accumGreenBits
,
262 GLint accumAlphaBits
,
267 if (depthBits
< 0 || depthBits
> 32) {
270 if (stencilBits
< 0 || stencilBits
> STENCIL_BITS
) {
273 assert(accumRedBits
>= 0);
274 assert(accumGreenBits
>= 0);
275 assert(accumBlueBits
>= 0);
276 assert(accumAlphaBits
>= 0);
278 vis
->rgbMode
= GL_TRUE
;
279 vis
->doubleBufferMode
= dbFlag
;
280 vis
->stereoMode
= stereoFlag
;
282 vis
->redBits
= redBits
;
283 vis
->greenBits
= greenBits
;
284 vis
->blueBits
= blueBits
;
285 vis
->alphaBits
= alphaBits
;
286 vis
->rgbBits
= redBits
+ greenBits
+ blueBits
;
289 vis
->depthBits
= depthBits
;
290 vis
->stencilBits
= stencilBits
;
292 vis
->accumRedBits
= accumRedBits
;
293 vis
->accumGreenBits
= accumGreenBits
;
294 vis
->accumBlueBits
= accumBlueBits
;
295 vis
->accumAlphaBits
= accumAlphaBits
;
297 vis
->haveAccumBuffer
= accumRedBits
> 0;
298 vis
->haveDepthBuffer
= depthBits
> 0;
299 vis
->haveStencilBuffer
= stencilBits
> 0;
301 vis
->numAuxBuffers
= 0;
303 vis
->sampleBuffers
= numSamples
> 0 ? 1 : 0;
304 vis
->samples
= numSamples
;
311 * Destroy a visual and free its memory.
315 * Frees the visual structure.
318 _mesa_destroy_visual( struct gl_config
*vis
)
326 /**********************************************************************/
327 /** \name Context allocation, initialization, destroying
329 * The purpose of the most initialization functions here is to provide the
330 * default state values according to the OpenGL specification.
332 /**********************************************************************/
337 * This is lame. gdb only seems to recognize enum types that are
338 * actually used somewhere. We want to be able to print/use enum
339 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
340 * the gl_texture_index type anywhere. Thus, this lame function.
343 dummy_enum_func(void)
345 gl_buffer_index bi
= BUFFER_FRONT_LEFT
;
346 gl_face_index fi
= FACE_POS_X
;
347 gl_frag_attrib fa
= FRAG_ATTRIB_WPOS
;
348 gl_frag_result fr
= FRAG_RESULT_DEPTH
;
349 gl_texture_index ti
= TEXTURE_2D_ARRAY_INDEX
;
350 gl_vert_attrib va
= VERT_ATTRIB_POS
;
351 gl_vert_result vr
= VERT_RESULT_HPOS
;
352 gl_geom_attrib ga
= GEOM_ATTRIB_POSITION
;
353 gl_geom_result gr
= GEOM_RESULT_POS
;
368 * One-time initialization mutex lock.
370 * \sa Used by one_time_init().
372 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
377 * Calls all the various one-time-init functions in Mesa.
379 * While holding a global mutex lock, calls several initialization functions,
380 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
386 one_time_init( struct gl_context
*ctx
)
388 static GLbitfield api_init_mask
= 0x0;
390 _glthread_LOCK_MUTEX(OneTimeLock
);
392 /* truly one-time init */
393 if (!api_init_mask
) {
396 /* do some implementation tests */
397 assert( sizeof(GLbyte
) == 1 );
398 assert( sizeof(GLubyte
) == 1 );
399 assert( sizeof(GLshort
) == 2 );
400 assert( sizeof(GLushort
) == 2 );
401 assert( sizeof(GLint
) == 4 );
402 assert( sizeof(GLuint
) == 4 );
404 _mesa_get_cpu_features();
406 _mesa_init_sqrt_table();
408 /* context dependence is never a one-time thing... */
409 _mesa_init_get_hash(ctx
);
411 for (i
= 0; i
< 256; i
++) {
412 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
415 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
416 if (MESA_VERBOSE
!= 0) {
417 _mesa_debug(ctx
, "Mesa %s DEBUG build %s %s\n",
418 MESA_VERSION_STRING
, __DATE__
, __TIME__
);
423 _mesa_test_formats();
427 /* per-API one-time init */
428 if (!(api_init_mask
& (1 << ctx
->API
))) {
430 * This is fine as ES does not use the remap table, but it may not be
431 * future-proof. We cannot always initialize the remap table because
432 * when an app is linked to libGLES*, there are not enough dynamic
435 if (ctx
->API
== API_OPENGL
)
436 _mesa_init_remap_table();
439 api_init_mask
|= 1 << ctx
->API
;
441 _glthread_UNLOCK_MUTEX(OneTimeLock
);
443 /* Hopefully atexit() is widely available. If not, we may need some
446 atexit(_mesa_destroy_shader_compiler
);
453 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
456 _mesa_init_current(struct gl_context
*ctx
)
460 /* Init all to (0,0,0,1) */
461 for (i
= 0; i
< Elements(ctx
->Current
.Attrib
); i
++) {
462 ASSIGN_4V( ctx
->Current
.Attrib
[i
], 0.0, 0.0, 0.0, 1.0 );
465 /* redo special cases: */
466 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_WEIGHT
], 1.0, 0.0, 0.0, 0.0 );
467 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
], 0.0, 0.0, 1.0, 1.0 );
468 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
], 1.0, 1.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
], 0.0, 0.0, 0.0, 1.0 );
470 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR_INDEX
], 1.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx
->Current
.Attrib
[VERT_ATTRIB_EDGEFLAG
], 1.0, 0.0, 0.0, 1.0 );
476 * Init vertex/fragment/geometry program limits.
477 * Important: drivers should override these with actual limits.
480 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
482 prog
->MaxInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
483 prog
->MaxAluInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
484 prog
->MaxTexInstructions
= MAX_PROGRAM_INSTRUCTIONS
;
485 prog
->MaxTexIndirections
= MAX_PROGRAM_INSTRUCTIONS
;
486 prog
->MaxTemps
= MAX_PROGRAM_TEMPS
;
487 prog
->MaxEnvParams
= MAX_PROGRAM_ENV_PARAMS
;
488 prog
->MaxLocalParams
= MAX_PROGRAM_LOCAL_PARAMS
;
489 prog
->MaxUniformComponents
= 4 * MAX_UNIFORMS
;
492 case GL_VERTEX_PROGRAM_ARB
:
493 prog
->MaxParameters
= MAX_VERTEX_PROGRAM_PARAMS
;
494 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
495 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
497 case GL_FRAGMENT_PROGRAM_ARB
:
498 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
499 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
500 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
502 case MESA_GEOMETRY_PROGRAM
:
503 prog
->MaxParameters
= MAX_NV_VERTEX_PROGRAM_PARAMS
;
504 prog
->MaxAttribs
= MAX_NV_VERTEX_PROGRAM_INPUTS
;
505 prog
->MaxAddressRegs
= MAX_VERTEX_PROGRAM_ADDRESS_REGS
;
507 prog
->MaxGeometryTextureImageUnits
= MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
;
508 prog
->MaxGeometryVaryingComponents
= MAX_GEOMETRY_VARYING_COMPONENTS
;
509 prog
->MaxVertexVaryingComponents
= MAX_VERTEX_VARYING_COMPONENTS
;
510 prog
->MaxGeometryUniformComponents
= MAX_GEOMETRY_UNIFORM_COMPONENTS
;
511 prog
->MaxGeometryOutputVertices
= MAX_GEOMETRY_OUTPUT_VERTICES
;
512 prog
->MaxGeometryTotalOutputComponents
= MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
;
515 assert(0 && "Bad program type in init_program_limits()");
518 /* Set the native limits to zero. This implies that there is no native
519 * support for shaders. Let the drivers fill in the actual values.
521 prog
->MaxNativeInstructions
= 0;
522 prog
->MaxNativeAluInstructions
= 0;
523 prog
->MaxNativeTexInstructions
= 0;
524 prog
->MaxNativeTexIndirections
= 0;
525 prog
->MaxNativeAttribs
= 0;
526 prog
->MaxNativeTemps
= 0;
527 prog
->MaxNativeAddressRegs
= 0;
528 prog
->MaxNativeParameters
= 0;
530 /* Set GLSL datatype range/precision info assuming IEEE float values.
531 * Drivers should override these defaults as needed.
533 prog
->MediumFloat
.RangeMin
= 127;
534 prog
->MediumFloat
.RangeMax
= 127;
535 prog
->MediumFloat
.Precision
= 23;
536 prog
->LowFloat
= prog
->HighFloat
= prog
->MediumFloat
;
538 /* Assume ints are stored as floats for now, since this is the least-common
539 * denominator. The OpenGL ES spec implies (page 132) that the precision
540 * of integer types should be 0. Practically speaking, IEEE
541 * single-precision floating point values can only store integers in the
542 * range [-0x01000000, 0x01000000] without loss of precision.
544 prog
->MediumInt
.RangeMin
= 24;
545 prog
->MediumInt
.RangeMax
= 24;
546 prog
->MediumInt
.Precision
= 0;
547 prog
->LowInt
= prog
->HighInt
= prog
->MediumInt
;
552 * Initialize fields of gl_constants (aka ctx->Const.*).
553 * Use defaults from config.h. The device drivers will often override
554 * some of these values (such as number of texture units).
557 _mesa_init_constants(struct gl_context
*ctx
)
561 /* Constants, may be overriden (usually only reduced) by device drivers */
562 ctx
->Const
.MaxTextureMbytes
= MAX_TEXTURE_MBYTES
;
563 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
564 ctx
->Const
.Max3DTextureLevels
= MAX_3D_TEXTURE_LEVELS
;
565 ctx
->Const
.MaxCubeTextureLevels
= MAX_CUBE_TEXTURE_LEVELS
;
566 ctx
->Const
.MaxTextureRectSize
= MAX_TEXTURE_RECT_SIZE
;
567 ctx
->Const
.MaxArrayTextureLayers
= MAX_ARRAY_TEXTURE_LAYERS
;
568 ctx
->Const
.MaxTextureCoordUnits
= MAX_TEXTURE_COORD_UNITS
;
569 ctx
->Const
.MaxTextureImageUnits
= MAX_TEXTURE_IMAGE_UNITS
;
570 ctx
->Const
.MaxTextureUnits
= MIN2(ctx
->Const
.MaxTextureCoordUnits
,
571 ctx
->Const
.MaxTextureImageUnits
);
572 ctx
->Const
.MaxTextureMaxAnisotropy
= MAX_TEXTURE_MAX_ANISOTROPY
;
573 ctx
->Const
.MaxTextureLodBias
= MAX_TEXTURE_LOD_BIAS
;
574 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
575 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
576 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
577 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
578 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
579 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
580 ctx
->Const
.PointSizeGranularity
= (GLfloat
) POINT_SIZE_GRANULARITY
;
581 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
582 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
583 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
584 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
585 ctx
->Const
.LineWidthGranularity
= (GLfloat
) LINE_WIDTH_GRANULARITY
;
586 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
587 ctx
->Const
.MaxClipPlanes
= MAX_CLIP_PLANES
;
588 ctx
->Const
.MaxLights
= MAX_LIGHTS
;
589 ctx
->Const
.MaxShininess
= 128.0;
590 ctx
->Const
.MaxSpotExponent
= 128.0;
591 ctx
->Const
.MaxViewportWidth
= MAX_WIDTH
;
592 ctx
->Const
.MaxViewportHeight
= MAX_HEIGHT
;
593 #if FEATURE_ARB_vertex_program
594 init_program_limits(GL_VERTEX_PROGRAM_ARB
, &ctx
->Const
.VertexProgram
);
596 #if FEATURE_ARB_fragment_program
597 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
599 #if FEATURE_ARB_geometry_shader4
600 init_program_limits(MESA_GEOMETRY_PROGRAM
, &ctx
->Const
.GeometryProgram
);
602 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
603 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
605 /* CheckArrayBounds is overriden by drivers/x11 for X server */
606 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
608 /* GL_ARB_draw_buffers */
609 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
611 #if FEATURE_EXT_framebuffer_object
612 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
613 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
616 #if FEATURE_ARB_vertex_shader
617 ctx
->Const
.MaxVertexTextureImageUnits
= MAX_VERTEX_TEXTURE_IMAGE_UNITS
;
618 ctx
->Const
.MaxCombinedTextureImageUnits
= MAX_COMBINED_TEXTURE_IMAGE_UNITS
;
619 ctx
->Const
.MaxVarying
= MAX_VARYING
;
622 /* Shading language version */
623 if (ctx
->API
== API_OPENGL
) {
624 ctx
->Const
.GLSLVersion
= 120;
626 else if (ctx
->API
== API_OPENGLES2
) {
627 ctx
->Const
.GLSLVersion
= 100;
629 else if (ctx
->API
== API_OPENGLES
) {
630 ctx
->Const
.GLSLVersion
= 0; /* GLSL not supported */
633 /* GL_ARB_framebuffer_object */
634 ctx
->Const
.MaxSamples
= 0;
637 ctx
->Const
.MaxServerWaitTimeout
= (GLuint64
) ~0;
639 /* GL_ATI_envmap_bumpmap */
640 ctx
->Const
.SupportedBumpUnits
= SUPPORTED_ATI_BUMP_UNITS
;
642 /* GL_EXT_provoking_vertex */
643 ctx
->Const
.QuadsFollowProvokingVertexConvention
= GL_TRUE
;
645 /* GL_EXT_transform_feedback */
646 ctx
->Const
.MaxTransformFeedbackSeparateAttribs
= MAX_FEEDBACK_ATTRIBS
;
647 ctx
->Const
.MaxTransformFeedbackSeparateComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
648 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
= 4 * MAX_FEEDBACK_ATTRIBS
;
650 /* GL 3.2: hard-coded for now: */
651 ctx
->Const
.ProfileMask
= GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
;
653 /** GL_EXT_gpu_shader4 */
654 ctx
->Const
.MinProgramTexelOffset
= -8;
655 ctx
->Const
.MaxProgramTexelOffset
= 7;
660 * Do some sanity checks on the limits/constants for the given context.
661 * Only called the first time a context is bound.
664 check_context_limits(struct gl_context
*ctx
)
666 /* check that we don't exceed the size of various bitfields */
667 assert(VERT_RESULT_MAX
<=
668 (8 * sizeof(ctx
->VertexProgram
._Current
->Base
.OutputsWritten
)));
669 assert(FRAG_ATTRIB_MAX
<=
670 (8 * sizeof(ctx
->FragmentProgram
._Current
->Base
.InputsRead
)));
672 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS
<= 8 * sizeof(GLbitfield
));
674 /* shader-related checks */
675 assert(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
676 assert(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
678 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
679 assert(MAX_NV_VERTEX_PROGRAM_TEMPS
<= MAX_PROGRAM_TEMPS
);
680 assert(MAX_NV_VERTEX_PROGRAM_INPUTS
<= VERT_ATTRIB_MAX
);
681 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS
<= VERT_RESULT_MAX
);
683 /* Texture unit checks */
684 assert(ctx
->Const
.MaxTextureImageUnits
> 0);
685 assert(ctx
->Const
.MaxTextureImageUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
686 assert(ctx
->Const
.MaxTextureCoordUnits
> 0);
687 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_TEXTURE_COORD_UNITS
);
688 assert(ctx
->Const
.MaxTextureUnits
> 0);
689 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_IMAGE_UNITS
);
690 assert(ctx
->Const
.MaxTextureUnits
<= MAX_TEXTURE_COORD_UNITS
);
691 assert(ctx
->Const
.MaxTextureUnits
== MIN2(ctx
->Const
.MaxTextureImageUnits
,
692 ctx
->Const
.MaxTextureCoordUnits
));
693 assert(ctx
->Const
.MaxCombinedTextureImageUnits
> 0);
694 assert(ctx
->Const
.MaxCombinedTextureImageUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
695 assert(ctx
->Const
.MaxTextureCoordUnits
<= MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
696 /* number of coord units cannot be greater than number of image units */
697 assert(ctx
->Const
.MaxTextureCoordUnits
<= ctx
->Const
.MaxTextureImageUnits
);
700 /* Texture size checks */
701 assert(ctx
->Const
.MaxTextureLevels
<= MAX_TEXTURE_LEVELS
);
702 assert(ctx
->Const
.Max3DTextureLevels
<= MAX_3D_TEXTURE_LEVELS
);
703 assert(ctx
->Const
.MaxCubeTextureLevels
<= MAX_CUBE_TEXTURE_LEVELS
);
704 assert(ctx
->Const
.MaxTextureRectSize
<= MAX_TEXTURE_RECT_SIZE
);
706 /* make sure largest texture image is <= MAX_WIDTH in size */
707 assert((1 << (ctx
->Const
.MaxTextureLevels
- 1)) <= MAX_WIDTH
);
708 assert((1 << (ctx
->Const
.MaxCubeTextureLevels
- 1)) <= MAX_WIDTH
);
709 assert((1 << (ctx
->Const
.Max3DTextureLevels
- 1)) <= MAX_WIDTH
);
711 /* Texture level checks */
712 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
713 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
715 /* Max texture size should be <= max viewport size (render to texture) */
716 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
718 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
719 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
721 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
723 /* if this fails, add more enum values to gl_buffer_index */
724 assert(BUFFER_COLOR0
+ MAX_DRAW_BUFFERS
<= BUFFER_COUNT
);
726 /* XXX probably add more tests */
731 * Initialize the attribute groups in a GL context.
733 * \param ctx GL context.
735 * Initializes all the attributes, calling the respective <tt>init*</tt>
736 * functions for the more complex data structures.
739 init_attrib_groups(struct gl_context
*ctx
)
744 _mesa_init_constants( ctx
);
747 _mesa_init_extensions( ctx
);
749 /* Attribute Groups */
750 _mesa_init_accum( ctx
);
751 _mesa_init_attrib( ctx
);
752 _mesa_init_buffer_objects( ctx
);
753 _mesa_init_color( ctx
);
754 _mesa_init_current( ctx
);
755 _mesa_init_depth( ctx
);
756 _mesa_init_debug( ctx
);
757 _mesa_init_display_list( ctx
);
758 _mesa_init_eval( ctx
);
759 _mesa_init_fbobjects( ctx
);
760 _mesa_init_feedback( ctx
);
761 _mesa_init_fog( ctx
);
762 _mesa_init_hint( ctx
);
763 _mesa_init_line( ctx
);
764 _mesa_init_lighting( ctx
);
765 _mesa_init_matrix( ctx
);
766 _mesa_init_multisample( ctx
);
767 _mesa_init_pixel( ctx
);
768 _mesa_init_pixelstore( ctx
);
769 _mesa_init_point( ctx
);
770 _mesa_init_polygon( ctx
);
771 _mesa_init_program( ctx
);
772 _mesa_init_queryobj( ctx
);
773 _mesa_init_sync( ctx
);
774 _mesa_init_rastpos( ctx
);
775 _mesa_init_scissor( ctx
);
776 _mesa_init_shader_state( ctx
);
777 _mesa_init_stencil( ctx
);
778 _mesa_init_transform( ctx
);
779 _mesa_init_transform_feedback( ctx
);
780 _mesa_init_varray( ctx
);
781 _mesa_init_viewport( ctx
);
783 if (!_mesa_init_texture( ctx
))
786 _mesa_init_texture_s3tc( ctx
);
789 ctx
->NewState
= _NEW_ALL
;
790 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
791 ctx
->varying_vp_inputs
= ~0;
798 * Update default objects in a GL context with respect to shared state.
800 * \param ctx GL context.
802 * Removes references to old default objects, (texture objects, program
803 * objects, etc.) and changes to reference those from the current shared
807 update_default_objects(struct gl_context
*ctx
)
811 _mesa_update_default_objects_program(ctx
);
812 _mesa_update_default_objects_texture(ctx
);
813 _mesa_update_default_objects_buffer_objects(ctx
);
820 * This is the default function we plug into all dispatch table slots
821 * This helps prevents a segfault when someone calls a GL function without
822 * first checking if the extension's supported.
827 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
833 * Allocate and initialize a new dispatch table.
835 struct _glapi_table
*
836 _mesa_alloc_dispatch_table(int size
)
838 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
839 * In practice, this'll be the same for stand-alone Mesa. But for DRI
840 * Mesa we do this to accomodate different versions of libGL and various
843 GLint numEntries
= MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT
);
844 struct _glapi_table
*table
;
846 /* should never happen, but just in case */
847 numEntries
= MAX2(numEntries
, size
);
849 table
= (struct _glapi_table
*) malloc(numEntries
* sizeof(_glapi_proc
));
851 _glapi_proc
*entry
= (_glapi_proc
*) table
;
853 for (i
= 0; i
< numEntries
; i
++) {
854 entry
[i
] = (_glapi_proc
) generic_nop
;
862 * Initialize a struct gl_context struct (rendering context).
864 * This includes allocating all the other structs and arrays which hang off of
865 * the context by pointers.
866 * Note that the driver needs to pass in its dd_function_table here since
867 * we need to at least call driverFunctions->NewTextureObject to create the
868 * default texture objects.
870 * Called by _mesa_create_context().
872 * Performs the imports and exports callback tables initialization, and
873 * miscellaneous one-time initializations. If no shared context is supplied one
874 * is allocated, and increase its reference count. Setups the GL API dispatch
875 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
876 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
879 * \param ctx the context to initialize
880 * \param api the GL API type to create the context for
881 * \param visual describes the visual attributes for this context
882 * \param share_list points to context to share textures, display lists,
884 * \param driverFunctions table of device driver functions for this context
886 * \param driverContext pointer to driver-specific context data
889 _mesa_initialize_context(struct gl_context
*ctx
,
891 const struct gl_config
*visual
,
892 struct gl_context
*share_list
,
893 const struct dd_function_table
*driverFunctions
,
896 struct gl_shared_state
*shared
;
899 /*ASSERT(driverContext);*/
900 assert(driverFunctions
->NewTextureObject
);
901 assert(driverFunctions
->FreeTexImageData
);
904 ctx
->Visual
= *visual
;
905 ctx
->DrawBuffer
= NULL
;
906 ctx
->ReadBuffer
= NULL
;
907 ctx
->WinSysDrawBuffer
= NULL
;
908 ctx
->WinSysReadBuffer
= NULL
;
910 /* misc one-time initializations */
913 /* Plug in driver functions and context pointer here.
914 * This is important because when we call alloc_shared_state() below
915 * we'll call ctx->Driver.NewTextureObject() to create the default
918 ctx
->Driver
= *driverFunctions
;
919 ctx
->DriverCtx
= driverContext
;
922 /* share state with another context */
923 shared
= share_list
->Shared
;
926 /* allocate new, unshared state */
927 shared
= _mesa_alloc_shared_state(ctx
);
932 _glthread_LOCK_MUTEX(shared
->Mutex
);
933 ctx
->Shared
= shared
;
935 _glthread_UNLOCK_MUTEX(shared
->Mutex
);
937 if (!init_attrib_groups( ctx
)) {
938 _mesa_release_shared_state(ctx
, ctx
->Shared
);
943 /* setup the API dispatch tables */
947 ctx
->Exec
= _mesa_create_exec_table();
952 ctx
->Exec
= _mesa_create_exec_table_es1();
957 ctx
->Exec
= _mesa_create_exec_table_es2();
961 _mesa_problem(ctx
, "unknown or unsupported API");
966 _mesa_release_shared_state(ctx
, ctx
->Shared
);
970 ctx
->CurrentDispatch
= ctx
->Exec
;
972 ctx
->FragmentProgram
._MaintainTexEnvProgram
973 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
975 ctx
->VertexProgram
._MaintainTnlProgram
976 = (_mesa_getenv("MESA_TNL_PROG") != NULL
);
977 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
978 /* this is required... */
979 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
982 /* Mesa core handles all the formats that mesa core knows about.
983 * Drivers will want to override this list with just the formats
984 * they can handle, and confirm that appropriate fallbacks exist in
985 * _mesa_choose_tex_format().
987 memset(&ctx
->TextureFormatSupported
, GL_TRUE
,
988 sizeof(ctx
->TextureFormatSupported
));
993 ctx
->Save
= _mesa_create_save_table();
995 _mesa_release_shared_state(ctx
, ctx
->Shared
);
1000 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
1005 * GL_OES_texture_cube_map says
1006 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1008 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1009 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
1010 texUnit
->GenS
.Mode
= GL_REFLECTION_MAP_NV
;
1011 texUnit
->GenT
.Mode
= GL_REFLECTION_MAP_NV
;
1012 texUnit
->GenR
.Mode
= GL_REFLECTION_MAP_NV
;
1013 texUnit
->GenS
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
1014 texUnit
->GenT
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
1015 texUnit
->GenR
._ModeBit
= TEXGEN_REFLECTION_MAP_NV
;
1019 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
1020 ctx
->VertexProgram
._MaintainTnlProgram
= GL_TRUE
;
1021 ctx
->Point
.PointSprite
= GL_TRUE
; /* always on for ES 2.x */
1025 ctx
->FirstTimeCurrent
= GL_TRUE
;
1032 * Allocate and initialize a struct gl_context structure.
1033 * Note that the driver needs to pass in its dd_function_table here since
1034 * we need to at least call driverFunctions->NewTextureObject to initialize
1035 * the rendering context.
1037 * \param api the GL API type to create the context for
1038 * \param visual a struct gl_config pointer (we copy the struct contents)
1039 * \param share_list another context to share display lists with or NULL
1040 * \param driverFunctions points to the dd_function_table into which the
1041 * driver has plugged in all its special functions.
1042 * \param driverContext points to the device driver's private context state
1044 * \return pointer to a new __struct gl_contextRec or NULL if error.
1047 _mesa_create_context(gl_api api
,
1048 const struct gl_config
*visual
,
1049 struct gl_context
*share_list
,
1050 const struct dd_function_table
*driverFunctions
,
1051 void *driverContext
)
1053 struct gl_context
*ctx
;
1056 /*ASSERT(driverContext);*/
1058 ctx
= (struct gl_context
*) calloc(1, sizeof(struct gl_context
));
1062 if (_mesa_initialize_context(ctx
, api
, visual
, share_list
,
1063 driverFunctions
, driverContext
)) {
1074 * Free the data associated with the given context.
1076 * But doesn't free the struct gl_context struct itself.
1078 * \sa _mesa_initialize_context() and init_attrib_groups().
1081 _mesa_free_context_data( struct gl_context
*ctx
)
1083 if (!_mesa_get_current_context()){
1084 /* No current context, but we may need one in order to delete
1085 * texture objs, etc. So temporarily bind the context now.
1087 _mesa_make_current(ctx
, NULL
, NULL
);
1090 /* unreference WinSysDraw/Read buffers */
1091 _mesa_reference_framebuffer(&ctx
->WinSysDrawBuffer
, NULL
);
1092 _mesa_reference_framebuffer(&ctx
->WinSysReadBuffer
, NULL
);
1093 _mesa_reference_framebuffer(&ctx
->DrawBuffer
, NULL
);
1094 _mesa_reference_framebuffer(&ctx
->ReadBuffer
, NULL
);
1096 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
.Current
, NULL
);
1097 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
1098 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
, NULL
);
1100 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
.Current
, NULL
);
1101 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
1102 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
, NULL
);
1104 _mesa_free_attrib_data(ctx
);
1105 _mesa_free_buffer_objects(ctx
);
1106 _mesa_free_lighting_data( ctx
);
1107 _mesa_free_eval_data( ctx
);
1108 _mesa_free_texture_data( ctx
);
1109 _mesa_free_matrix_data( ctx
);
1110 _mesa_free_viewport_data( ctx
);
1111 _mesa_free_program_data(ctx
);
1112 _mesa_free_shader_state(ctx
);
1113 _mesa_free_queryobj_data(ctx
);
1114 _mesa_free_sync_data(ctx
);
1115 _mesa_free_varray_data(ctx
);
1116 _mesa_free_transform_feedback(ctx
);
1118 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
1120 #if FEATURE_ARB_pixel_buffer_object
1121 _mesa_reference_buffer_object(ctx
, &ctx
->Pack
.BufferObj
, NULL
);
1122 _mesa_reference_buffer_object(ctx
, &ctx
->Unpack
.BufferObj
, NULL
);
1123 _mesa_reference_buffer_object(ctx
, &ctx
->DefaultPacking
.BufferObj
, NULL
);
1126 #if FEATURE_ARB_vertex_buffer_object
1127 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ArrayBufferObj
, NULL
);
1128 _mesa_reference_buffer_object(ctx
, &ctx
->Array
.ElementArrayBufferObj
, NULL
);
1131 /* free dispatch tables */
1135 /* Shared context state (display lists, textures, etc) */
1136 _mesa_release_shared_state( ctx
, ctx
->Shared
);
1138 /* needs to be after freeing shared state */
1139 _mesa_free_display_list_data(ctx
);
1141 if (ctx
->Extensions
.String
)
1142 free((void *) ctx
->Extensions
.String
);
1144 if (ctx
->VersionString
)
1145 free(ctx
->VersionString
);
1147 /* unbind the context if it's currently bound */
1148 if (ctx
== _mesa_get_current_context()) {
1149 _mesa_make_current(NULL
, NULL
, NULL
);
1155 * Destroy a struct gl_context structure.
1157 * \param ctx GL context.
1159 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1162 _mesa_destroy_context( struct gl_context
*ctx
)
1165 _mesa_free_context_data(ctx
);
1166 free( (void *) ctx
);
1173 * Copy attribute groups from one context to another.
1175 * \param src source context
1176 * \param dst destination context
1177 * \param mask bitwise OR of GL_*_BIT flags
1179 * According to the bits specified in \p mask, copies the corresponding
1180 * attributes from \p src into \p dst. For many of the attributes a simple \c
1181 * memcpy is not enough due to the existence of internal pointers in their data
1185 _mesa_copy_context( const struct gl_context
*src
, struct gl_context
*dst
, GLuint mask
)
1187 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1189 dst
->Accum
= src
->Accum
;
1191 if (mask
& GL_COLOR_BUFFER_BIT
) {
1193 dst
->Color
= src
->Color
;
1195 if (mask
& GL_CURRENT_BIT
) {
1197 dst
->Current
= src
->Current
;
1199 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1201 dst
->Depth
= src
->Depth
;
1203 if (mask
& GL_ENABLE_BIT
) {
1206 if (mask
& GL_EVAL_BIT
) {
1208 dst
->Eval
= src
->Eval
;
1210 if (mask
& GL_FOG_BIT
) {
1212 dst
->Fog
= src
->Fog
;
1214 if (mask
& GL_HINT_BIT
) {
1216 dst
->Hint
= src
->Hint
;
1218 if (mask
& GL_LIGHTING_BIT
) {
1220 /* begin with memcpy */
1221 dst
->Light
= src
->Light
;
1222 /* fixup linked lists to prevent pointer insanity */
1223 make_empty_list( &(dst
->Light
.EnabledList
) );
1224 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1225 if (dst
->Light
.Light
[i
].Enabled
) {
1226 insert_at_tail(&(dst
->Light
.EnabledList
), &(dst
->Light
.Light
[i
]));
1230 if (mask
& GL_LINE_BIT
) {
1232 dst
->Line
= src
->Line
;
1234 if (mask
& GL_LIST_BIT
) {
1236 dst
->List
= src
->List
;
1238 if (mask
& GL_PIXEL_MODE_BIT
) {
1240 dst
->Pixel
= src
->Pixel
;
1242 if (mask
& GL_POINT_BIT
) {
1244 dst
->Point
= src
->Point
;
1246 if (mask
& GL_POLYGON_BIT
) {
1248 dst
->Polygon
= src
->Polygon
;
1250 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1251 /* Use loop instead of memcpy due to problem with Portland Group's
1252 * C compiler. Reported by John Stone.
1255 for (i
= 0; i
< 32; i
++) {
1256 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1259 if (mask
& GL_SCISSOR_BIT
) {
1261 dst
->Scissor
= src
->Scissor
;
1263 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1265 dst
->Stencil
= src
->Stencil
;
1267 if (mask
& GL_TEXTURE_BIT
) {
1268 /* Cannot memcpy because of pointers */
1269 _mesa_copy_texture_state(src
, dst
);
1271 if (mask
& GL_TRANSFORM_BIT
) {
1273 dst
->Transform
= src
->Transform
;
1275 if (mask
& GL_VIEWPORT_BIT
) {
1276 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1277 dst
->Viewport
.X
= src
->Viewport
.X
;
1278 dst
->Viewport
.Y
= src
->Viewport
.Y
;
1279 dst
->Viewport
.Width
= src
->Viewport
.Width
;
1280 dst
->Viewport
.Height
= src
->Viewport
.Height
;
1281 dst
->Viewport
.Near
= src
->Viewport
.Near
;
1282 dst
->Viewport
.Far
= src
->Viewport
.Far
;
1283 _math_matrix_copy(&dst
->Viewport
._WindowMap
, &src
->Viewport
._WindowMap
);
1286 /* XXX FIXME: Call callbacks?
1288 dst
->NewState
= _NEW_ALL
;
1294 * Check if the given context can render into the given framebuffer
1295 * by checking visual attributes.
1297 * Most of these tests could go away because Mesa is now pretty flexible
1298 * in terms of mixing rendering contexts with framebuffers. As long
1299 * as RGB vs. CI mode agree, we're probably good.
1301 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1304 check_compatible(const struct gl_context
*ctx
,
1305 const struct gl_framebuffer
*buffer
)
1307 const struct gl_config
*ctxvis
= &ctx
->Visual
;
1308 const struct gl_config
*bufvis
= &buffer
->Visual
;
1310 if (buffer
== _mesa_get_incomplete_framebuffer())
1314 /* disabling this fixes the fgl_glxgears pbuffer demo */
1315 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1318 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1320 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1322 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1324 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1326 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1328 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1330 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1333 /* disabled (see bug 11161) */
1334 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1337 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1345 * Do one-time initialization for the given framebuffer. Specifically,
1346 * ask the driver for the window's current size and update the framebuffer
1348 * Really, the device driver should totally take care of this.
1351 initialize_framebuffer_size(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
1353 GLuint width
, height
;
1354 if (ctx
->Driver
.GetBufferSize
) {
1355 ctx
->Driver
.GetBufferSize(fb
, &width
, &height
);
1356 if (ctx
->Driver
.ResizeBuffers
)
1357 ctx
->Driver
.ResizeBuffers(ctx
, fb
, width
, height
);
1358 fb
->Initialized
= GL_TRUE
;
1364 * Check if the viewport/scissor size has not yet been initialized.
1365 * Initialize the size if the given width and height are non-zero.
1368 _mesa_check_init_viewport(struct gl_context
*ctx
, GLuint width
, GLuint height
)
1370 if (!ctx
->ViewportInitialized
&& width
> 0 && height
> 0) {
1371 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1372 * potential infinite recursion.
1374 ctx
->ViewportInitialized
= GL_TRUE
;
1375 _mesa_set_viewport(ctx
, 0, 0, width
, height
);
1376 _mesa_set_scissor(ctx
, 0, 0, width
, height
);
1382 * Bind the given context to the given drawBuffer and readBuffer and
1383 * make it the current context for the calling thread.
1384 * We'll render into the drawBuffer and read pixels from the
1385 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1387 * We check that the context's and framebuffer's visuals are compatible
1388 * and return immediately if they're not.
1390 * \param newCtx the new GL context. If NULL then there will be no current GL
1392 * \param drawBuffer the drawing framebuffer
1393 * \param readBuffer the reading framebuffer
1396 _mesa_make_current( struct gl_context
*newCtx
,
1397 struct gl_framebuffer
*drawBuffer
,
1398 struct gl_framebuffer
*readBuffer
)
1400 GET_CURRENT_CONTEXT(curCtx
);
1402 if (MESA_VERBOSE
& VERBOSE_API
)
1403 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1405 /* Check that the context's and framebuffer's visuals are compatible.
1407 if (newCtx
&& drawBuffer
&& newCtx
->WinSysDrawBuffer
!= drawBuffer
) {
1408 if (!check_compatible(newCtx
, drawBuffer
)) {
1409 _mesa_warning(newCtx
,
1410 "MakeCurrent: incompatible visuals for context and drawbuffer");
1414 if (newCtx
&& readBuffer
&& newCtx
->WinSysReadBuffer
!= readBuffer
) {
1415 if (!check_compatible(newCtx
, readBuffer
)) {
1416 _mesa_warning(newCtx
,
1417 "MakeCurrent: incompatible visuals for context and readbuffer");
1423 (curCtx
->WinSysDrawBuffer
|| curCtx
->WinSysReadBuffer
) && /* make sure this context is valid for flushing */
1425 _mesa_flush(curCtx
);
1427 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1428 _glapi_set_context((void *) newCtx
);
1429 ASSERT(_mesa_get_current_context() == newCtx
);
1432 _glapi_set_dispatch(NULL
); /* none current */
1435 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1437 if (drawBuffer
&& readBuffer
) {
1438 /* TODO: check if newCtx and buffer's visual match??? */
1440 ASSERT(drawBuffer
->Name
== 0);
1441 ASSERT(readBuffer
->Name
== 0);
1442 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1443 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1446 * Only set the context's Draw/ReadBuffer fields if they're NULL
1447 * or not bound to a user-created FBO.
1449 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1450 /* KW: merge conflict here, revisit.
1452 /* fix up the fb fields - these will end up wrong otherwise
1453 * if the DRIdrawable changes, and everything relies on them.
1454 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1457 GLenum buffers
[MAX_DRAW_BUFFERS
];
1459 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1461 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1462 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1465 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
,
1468 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1469 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1472 /* XXX only set this flag if we're really changing the draw/read
1473 * framebuffer bindings.
1475 newCtx
->NewState
|= _NEW_BUFFERS
;
1478 /* We want to get rid of these lines: */
1481 if (!drawBuffer
->Initialized
) {
1482 initialize_framebuffer_size(newCtx
, drawBuffer
);
1484 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1485 initialize_framebuffer_size(newCtx
, readBuffer
);
1488 _mesa_resizebuffers(newCtx
);
1492 /* We want the drawBuffer and readBuffer to be initialized by
1494 * This generally means the Width and Height match the actual
1495 * window size and the renderbuffers (both hardware and software
1496 * based) are allocated to match. The later can generally be
1497 * done with a call to _mesa_resize_framebuffer().
1499 * It's theoretically possible for a buffer to have zero width
1500 * or height, but for now, assert check that the driver did what's
1503 ASSERT(drawBuffer
->Width
> 0);
1504 ASSERT(drawBuffer
->Height
> 0);
1508 _mesa_check_init_viewport(newCtx
,
1509 drawBuffer
->Width
, drawBuffer
->Height
);
1513 if (newCtx
->FirstTimeCurrent
) {
1514 _mesa_compute_version(newCtx
);
1516 newCtx
->Extensions
.String
= _mesa_make_extension_string(newCtx
);
1518 check_context_limits(newCtx
);
1520 /* We can use this to help debug user's problems. Tell them to set
1521 * the MESA_INFO env variable before running their app. Then the
1522 * first time each context is made current we'll print some useful
1525 if (_mesa_getenv("MESA_INFO")) {
1529 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1538 * Make context 'ctx' share the display lists, textures and programs
1539 * that are associated with 'ctxToShare'.
1540 * Any display lists, textures or programs associated with 'ctx' will
1541 * be deleted if nobody else is sharing them.
1544 _mesa_share_state(struct gl_context
*ctx
, struct gl_context
*ctxToShare
)
1546 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1547 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1549 ctx
->Shared
= ctxToShare
->Shared
;
1551 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1552 ctx
->Shared
->RefCount
++;
1553 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1555 update_default_objects(ctx
);
1557 _mesa_release_shared_state(ctx
, oldSharedState
);
1569 * \return pointer to the current GL context for this thread.
1571 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1572 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1576 _mesa_get_current_context( void )
1578 return (struct gl_context
*) _glapi_get_context();
1583 * Get context's current API dispatch table.
1585 * It'll either be the immediate-mode execute dispatcher or the display list
1586 * compile dispatcher.
1588 * \param ctx GL context.
1590 * \return pointer to dispatch_table.
1592 * Simply returns __struct gl_contextRec::CurrentDispatch.
1594 struct _glapi_table
*
1595 _mesa_get_dispatch(struct gl_context
*ctx
)
1597 return ctx
->CurrentDispatch
;
1603 /**********************************************************************/
1604 /** \name Miscellaneous functions */
1605 /**********************************************************************/
1611 * \param ctx GL context.
1612 * \param error error code.
1614 * Records the given error code and call the driver's dd_function_table::Error
1615 * function if defined.
1618 * This is called via _mesa_error().
1621 _mesa_record_error(struct gl_context
*ctx
, GLenum error
)
1626 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1627 ctx
->ErrorValue
= error
;
1630 /* Call device driver's error handler, if any. This is used on the Mac. */
1631 if (ctx
->Driver
.Error
) {
1632 ctx
->Driver
.Error(ctx
);
1638 * Flush commands and wait for completion.
1641 _mesa_finish(struct gl_context
*ctx
)
1643 FLUSH_CURRENT( ctx
, 0 );
1644 if (ctx
->Driver
.Finish
) {
1645 ctx
->Driver
.Finish(ctx
);
1654 _mesa_flush(struct gl_context
*ctx
)
1656 FLUSH_CURRENT( ctx
, 0 );
1657 if (ctx
->Driver
.Flush
) {
1658 ctx
->Driver
.Flush(ctx
);
1665 * Execute glFinish().
1667 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1668 * dd_function_table::Finish driver callback, if not NULL.
1673 GET_CURRENT_CONTEXT(ctx
);
1674 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1680 * Execute glFlush().
1682 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1683 * dd_function_table::Flush driver callback, if not NULL.
1688 GET_CURRENT_CONTEXT(ctx
);
1689 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1695 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1696 * MUL/MAD, or vice versa, call this function to register that.
1697 * Otherwise we default to MUL/MAD.
1700 _mesa_set_mvp_with_dp4( struct gl_context
*ctx
,
1703 ctx
->mvp_with_dp4
= flag
;
1709 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1710 * is called to see if it's valid to render. This involves checking that
1711 * the current shader is valid and the framebuffer is complete.
1712 * If an error is detected it'll be recorded here.
1713 * \return GL_TRUE if OK to render, GL_FALSE if not
1716 _mesa_valid_to_render(struct gl_context
*ctx
, const char *where
)
1718 bool vert_from_glsl_shader
= false;
1719 bool geom_from_glsl_shader
= false;
1720 bool frag_from_glsl_shader
= false;
1722 /* This depends on having up to date derived state (shaders) */
1724 _mesa_update_state(ctx
);
1726 if (ctx
->Shader
.CurrentVertexProgram
) {
1727 vert_from_glsl_shader
= true;
1729 if (!ctx
->Shader
.CurrentVertexProgram
->LinkStatus
) {
1730 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1731 "%s(shader not linked)", where
);
1734 #if 0 /* not normally enabled */
1737 if (!_mesa_validate_shader_program(ctx
,
1738 ctx
->Shader
.CurrentVertexProgram
,
1740 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1741 ctx
->Shader
.CurrentVertexProgram
->Name
, errMsg
);
1747 if (ctx
->Shader
.CurrentGeometryProgram
) {
1748 geom_from_glsl_shader
= true;
1750 if (!ctx
->Shader
.CurrentGeometryProgram
->LinkStatus
) {
1751 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1752 "%s(shader not linked)", where
);
1755 #if 0 /* not normally enabled */
1758 if (!_mesa_validate_shader_program(ctx
,
1759 ctx
->Shader
.CurrentGeometryProgram
,
1761 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1762 ctx
->Shader
.CurrentGeometryProgram
->Name
, errMsg
);
1768 if (ctx
->Shader
.CurrentFragmentProgram
) {
1769 frag_from_glsl_shader
= true;
1771 if (!ctx
->Shader
.CurrentFragmentProgram
->LinkStatus
) {
1772 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1773 "%s(shader not linked)", where
);
1776 #if 0 /* not normally enabled */
1779 if (!_mesa_validate_shader_program(ctx
,
1780 ctx
->Shader
.CurrentFragmentProgram
,
1782 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1783 ctx
->Shader
.CurrentFragmentProgram
->Name
, errMsg
);
1789 /* Any shader stages that are not supplied by the GLSL shader and have
1790 * assembly shaders enabled must now be validated.
1792 if (!vert_from_glsl_shader
1793 && ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) {
1794 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1795 "%s(vertex program not valid)", where
);
1799 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1800 * FINISHME: geometry program should validated here.
1802 (void) geom_from_glsl_shader
;
1804 if (!frag_from_glsl_shader
) {
1805 if (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
) {
1806 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1807 "%s(fragment program not valid)", where
);
1811 /* If drawing to integer-valued color buffers, there must be an
1812 * active fragment shader (GL_EXT_texture_integer).
1814 if (ctx
->DrawBuffer
&& ctx
->DrawBuffer
->_IntegerColor
) {
1815 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1816 "%s(integer format but no fragment shader)", where
);
1821 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
1822 _mesa_error(ctx
, GL_INVALID_FRAMEBUFFER_OPERATION_EXT
,
1823 "%s(incomplete framebuffer)", where
);
1828 if (ctx
->Shader
.Flags
& GLSL_LOG
) {
1829 struct gl_shader_program
*shProg
[MESA_SHADER_TYPES
];
1832 shProg
[MESA_SHADER_VERTEX
] = ctx
->Shader
.CurrentVertexProgram
;
1833 shProg
[MESA_SHADER_GEOMETRY
] = ctx
->Shader
.CurrentGeometryProgram
;
1834 shProg
[MESA_SHADER_FRAGMENT
] = ctx
->Shader
.CurrentFragmentProgram
;
1836 for (i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1837 struct gl_shader
*sh
;
1839 if (shProg
[i
] == NULL
|| shProg
[i
]->_Used
1840 || shProg
[i
]->_LinkedShaders
[i
] == NULL
)
1843 /* This is the first time this shader is being used.
1844 * Append shader's constants/uniforms to log file.
1846 * The logic is a little odd here. We only want to log data for each
1847 * shader target that will actually be used, and we only want to log
1848 * it once. It's possible to have a program bound to the vertex
1849 * shader target that also supplied a fragment shader. If that
1850 * program isn't also bound to the fragment shader target we don't
1851 * want to log its fragment data.
1853 sh
= shProg
[i
]->_LinkedShaders
[i
];
1855 case GL_VERTEX_SHADER
:
1856 _mesa_append_uniforms_to_file(sh
, &shProg
[i
]->VertexProgram
->Base
);
1859 case GL_GEOMETRY_SHADER_ARB
:
1860 _mesa_append_uniforms_to_file(sh
,
1861 &shProg
[i
]->GeometryProgram
->Base
);
1864 case GL_FRAGMENT_SHADER
:
1865 _mesa_append_uniforms_to_file(sh
,
1866 &shProg
[i
]->FragmentProgram
->Base
);
1871 for (i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
1872 if (shProg
[i
] != NULL
)
1873 shProg
[i
]->_Used
= GL_TRUE
;