mesa: remove STENCIL_BITS use
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > 8) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545 }
546
547
548 /**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553 static void
554 _mesa_init_constants(struct gl_context *ctx)
555 {
556 assert(ctx);
557
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = 6;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 #endif
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 #endif
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599 #endif
600 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
602
603 /* CheckArrayBounds is overriden by drivers/x11 for X server */
604 ctx->Const.CheckArrayBounds = GL_FALSE;
605
606 /* GL_ARB_draw_buffers */
607 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
608
609 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
612 #endif
613
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
618 #endif
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625 #endif
626
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
630 _mesa_override_glsl_version(ctx);
631 }
632 else if (ctx->API == API_OPENGLES2) {
633 ctx->Const.GLSLVersion = 100;
634 }
635 else if (ctx->API == API_OPENGLES) {
636 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
637 }
638
639 /* GL_ARB_framebuffer_object */
640 ctx->Const.MaxSamples = 0;
641
642 /* GL_ARB_sync */
643 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644
645 /* GL_ATI_envmap_bumpmap */
646 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647
648 /* GL_EXT_provoking_vertex */
649 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650
651 /* GL_EXT_transform_feedback */
652 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655
656 /* GL 3.2: hard-coded for now: */
657 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
658
659 /** GL_EXT_gpu_shader4 */
660 ctx->Const.MinProgramTexelOffset = -8;
661 ctx->Const.MaxProgramTexelOffset = 7;
662
663 /* GL_ARB_robustness */
664 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
665 }
666
667
668 /**
669 * Do some sanity checks on the limits/constants for the given context.
670 * Only called the first time a context is bound.
671 */
672 static void
673 check_context_limits(struct gl_context *ctx)
674 {
675 /* check that we don't exceed the size of various bitfields */
676 assert(VERT_RESULT_MAX <=
677 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
678 assert(FRAG_ATTRIB_MAX <=
679 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
680
681 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
682
683 /* shader-related checks */
684 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
685 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
686
687 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
689 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
690 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
691
692 /* Texture unit checks */
693 assert(ctx->Const.MaxTextureImageUnits > 0);
694 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
695 assert(ctx->Const.MaxTextureCoordUnits > 0);
696 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
697 assert(ctx->Const.MaxTextureUnits > 0);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
699 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
700 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
701 ctx->Const.MaxTextureCoordUnits));
702 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
703 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
705 /* number of coord units cannot be greater than number of image units */
706 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
707
708
709 /* Texture size checks */
710 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
711 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
713 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
714
715 /* Texture level checks */
716 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
717 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
718
719 /* Max texture size should be <= max viewport size (render to texture) */
720 assert((1 << (ctx->Const.MaxTextureLevels - 1))
721 <= ctx->Const.MaxViewportWidth);
722 assert((1 << (ctx->Const.MaxTextureLevels - 1))
723 <= ctx->Const.MaxViewportHeight);
724
725 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
726
727 /* if this fails, add more enum values to gl_buffer_index */
728 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
729
730 /* XXX probably add more tests */
731 }
732
733
734 /**
735 * Initialize the attribute groups in a GL context.
736 *
737 * \param ctx GL context.
738 *
739 * Initializes all the attributes, calling the respective <tt>init*</tt>
740 * functions for the more complex data structures.
741 */
742 static GLboolean
743 init_attrib_groups(struct gl_context *ctx)
744 {
745 assert(ctx);
746
747 /* Constants */
748 _mesa_init_constants( ctx );
749
750 /* Extensions */
751 _mesa_init_extensions( ctx );
752
753 /* Attribute Groups */
754 _mesa_init_accum( ctx );
755 _mesa_init_attrib( ctx );
756 _mesa_init_buffer_objects( ctx );
757 _mesa_init_color( ctx );
758 _mesa_init_current( ctx );
759 _mesa_init_depth( ctx );
760 _mesa_init_debug( ctx );
761 _mesa_init_display_list( ctx );
762 _mesa_init_eval( ctx );
763 _mesa_init_fbobjects( ctx );
764 _mesa_init_feedback( ctx );
765 _mesa_init_fog( ctx );
766 _mesa_init_hint( ctx );
767 _mesa_init_line( ctx );
768 _mesa_init_lighting( ctx );
769 _mesa_init_matrix( ctx );
770 _mesa_init_multisample( ctx );
771 _mesa_init_pixel( ctx );
772 _mesa_init_pixelstore( ctx );
773 _mesa_init_point( ctx );
774 _mesa_init_polygon( ctx );
775 _mesa_init_program( ctx );
776 _mesa_init_queryobj( ctx );
777 _mesa_init_sync( ctx );
778 _mesa_init_rastpos( ctx );
779 _mesa_init_scissor( ctx );
780 _mesa_init_shader_state( ctx );
781 _mesa_init_stencil( ctx );
782 _mesa_init_transform( ctx );
783 _mesa_init_transform_feedback( ctx );
784 _mesa_init_varray( ctx );
785 _mesa_init_viewport( ctx );
786
787 if (!_mesa_init_texture( ctx ))
788 return GL_FALSE;
789
790 _mesa_init_texture_s3tc( ctx );
791
792 /* Miscellaneous */
793 ctx->NewState = _NEW_ALL;
794 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
795 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
796 ctx->varying_vp_inputs = VERT_BIT_ALL;
797
798 return GL_TRUE;
799 }
800
801
802 /**
803 * Update default objects in a GL context with respect to shared state.
804 *
805 * \param ctx GL context.
806 *
807 * Removes references to old default objects, (texture objects, program
808 * objects, etc.) and changes to reference those from the current shared
809 * state.
810 */
811 static GLboolean
812 update_default_objects(struct gl_context *ctx)
813 {
814 assert(ctx);
815
816 _mesa_update_default_objects_program(ctx);
817 _mesa_update_default_objects_texture(ctx);
818 _mesa_update_default_objects_buffer_objects(ctx);
819
820 return GL_TRUE;
821 }
822
823
824 /**
825 * This is the default function we plug into all dispatch table slots
826 * This helps prevents a segfault when someone calls a GL function without
827 * first checking if the extension's supported.
828 */
829 static int
830 generic_nop(void)
831 {
832 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
833 return 0;
834 }
835
836
837 /**
838 * Allocate and initialize a new dispatch table.
839 */
840 struct _glapi_table *
841 _mesa_alloc_dispatch_table(int size)
842 {
843 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
844 * In practice, this'll be the same for stand-alone Mesa. But for DRI
845 * Mesa we do this to accomodate different versions of libGL and various
846 * DRI drivers.
847 */
848 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
849 struct _glapi_table *table;
850
851 /* should never happen, but just in case */
852 numEntries = MAX2(numEntries, size);
853
854 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
855 if (table) {
856 _glapi_proc *entry = (_glapi_proc *) table;
857 GLint i;
858 for (i = 0; i < numEntries; i++) {
859 entry[i] = (_glapi_proc) generic_nop;
860 }
861 }
862 return table;
863 }
864
865
866 /**
867 * Initialize a struct gl_context struct (rendering context).
868 *
869 * This includes allocating all the other structs and arrays which hang off of
870 * the context by pointers.
871 * Note that the driver needs to pass in its dd_function_table here since
872 * we need to at least call driverFunctions->NewTextureObject to create the
873 * default texture objects.
874 *
875 * Called by _mesa_create_context().
876 *
877 * Performs the imports and exports callback tables initialization, and
878 * miscellaneous one-time initializations. If no shared context is supplied one
879 * is allocated, and increase its reference count. Setups the GL API dispatch
880 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
881 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
882 * for debug flags.
883 *
884 * \param ctx the context to initialize
885 * \param api the GL API type to create the context for
886 * \param visual describes the visual attributes for this context
887 * \param share_list points to context to share textures, display lists,
888 * etc with, or NULL
889 * \param driverFunctions table of device driver functions for this context
890 * to use
891 * \param driverContext pointer to driver-specific context data
892 */
893 GLboolean
894 _mesa_initialize_context(struct gl_context *ctx,
895 gl_api api,
896 const struct gl_config *visual,
897 struct gl_context *share_list,
898 const struct dd_function_table *driverFunctions,
899 void *driverContext)
900 {
901 struct gl_shared_state *shared;
902 int i;
903
904 /*ASSERT(driverContext);*/
905 assert(driverFunctions->NewTextureObject);
906 assert(driverFunctions->FreeTextureImageBuffer);
907
908 ctx->API = api;
909 ctx->Visual = *visual;
910 ctx->DrawBuffer = NULL;
911 ctx->ReadBuffer = NULL;
912 ctx->WinSysDrawBuffer = NULL;
913 ctx->WinSysReadBuffer = NULL;
914
915 /* misc one-time initializations */
916 one_time_init(ctx);
917
918 /* Plug in driver functions and context pointer here.
919 * This is important because when we call alloc_shared_state() below
920 * we'll call ctx->Driver.NewTextureObject() to create the default
921 * textures.
922 */
923 ctx->Driver = *driverFunctions;
924 ctx->DriverCtx = driverContext;
925
926 if (share_list) {
927 /* share state with another context */
928 shared = share_list->Shared;
929 }
930 else {
931 /* allocate new, unshared state */
932 shared = _mesa_alloc_shared_state(ctx);
933 if (!shared)
934 return GL_FALSE;
935 }
936
937 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
938
939 if (!init_attrib_groups( ctx )) {
940 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
941 return GL_FALSE;
942 }
943
944 #if FEATURE_dispatch
945 /* setup the API dispatch tables */
946 switch (ctx->API) {
947 #if FEATURE_GL
948 case API_OPENGL:
949 ctx->Exec = _mesa_create_exec_table();
950 break;
951 #endif
952 #if FEATURE_ES1
953 case API_OPENGLES:
954 ctx->Exec = _mesa_create_exec_table_es1();
955 break;
956 #endif
957 #if FEATURE_ES2
958 case API_OPENGLES2:
959 ctx->Exec = _mesa_create_exec_table_es2();
960 break;
961 #endif
962 default:
963 _mesa_problem(ctx, "unknown or unsupported API");
964 break;
965 }
966
967 if (!ctx->Exec) {
968 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
969 return GL_FALSE;
970 }
971 #endif
972 ctx->CurrentDispatch = ctx->Exec;
973
974 ctx->FragmentProgram._MaintainTexEnvProgram
975 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
976
977 ctx->VertexProgram._MaintainTnlProgram
978 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
979 if (ctx->VertexProgram._MaintainTnlProgram) {
980 /* this is required... */
981 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
982 }
983
984 /* Mesa core handles all the formats that mesa core knows about.
985 * Drivers will want to override this list with just the formats
986 * they can handle, and confirm that appropriate fallbacks exist in
987 * _mesa_choose_tex_format().
988 */
989 memset(&ctx->TextureFormatSupported, GL_TRUE,
990 sizeof(ctx->TextureFormatSupported));
991
992 switch (ctx->API) {
993 case API_OPENGL:
994 #if FEATURE_dlist
995 ctx->Save = _mesa_create_save_table();
996 if (!ctx->Save) {
997 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
998 free(ctx->Exec);
999 return GL_FALSE;
1000 }
1001
1002 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1003 #endif
1004 break;
1005 case API_OPENGLES:
1006 /**
1007 * GL_OES_texture_cube_map says
1008 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1009 */
1010 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1011 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1012 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1013 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1014 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1015 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1016 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1017 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1018 }
1019 break;
1020 case API_OPENGLES2:
1021 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1022 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1023 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1024 break;
1025 }
1026
1027 ctx->FirstTimeCurrent = GL_TRUE;
1028
1029 return GL_TRUE;
1030 }
1031
1032
1033 /**
1034 * Allocate and initialize a struct gl_context structure.
1035 * Note that the driver needs to pass in its dd_function_table here since
1036 * we need to at least call driverFunctions->NewTextureObject to initialize
1037 * the rendering context.
1038 *
1039 * \param api the GL API type to create the context for
1040 * \param visual a struct gl_config pointer (we copy the struct contents)
1041 * \param share_list another context to share display lists with or NULL
1042 * \param driverFunctions points to the dd_function_table into which the
1043 * driver has plugged in all its special functions.
1044 * \param driverContext points to the device driver's private context state
1045 *
1046 * \return pointer to a new __struct gl_contextRec or NULL if error.
1047 */
1048 struct gl_context *
1049 _mesa_create_context(gl_api api,
1050 const struct gl_config *visual,
1051 struct gl_context *share_list,
1052 const struct dd_function_table *driverFunctions,
1053 void *driverContext)
1054 {
1055 struct gl_context *ctx;
1056
1057 ASSERT(visual);
1058 /*ASSERT(driverContext);*/
1059
1060 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1061 if (!ctx)
1062 return NULL;
1063
1064 if (_mesa_initialize_context(ctx, api, visual, share_list,
1065 driverFunctions, driverContext)) {
1066 return ctx;
1067 }
1068 else {
1069 free(ctx);
1070 return NULL;
1071 }
1072 }
1073
1074
1075 /**
1076 * Free the data associated with the given context.
1077 *
1078 * But doesn't free the struct gl_context struct itself.
1079 *
1080 * \sa _mesa_initialize_context() and init_attrib_groups().
1081 */
1082 void
1083 _mesa_free_context_data( struct gl_context *ctx )
1084 {
1085 if (!_mesa_get_current_context()){
1086 /* No current context, but we may need one in order to delete
1087 * texture objs, etc. So temporarily bind the context now.
1088 */
1089 _mesa_make_current(ctx, NULL, NULL);
1090 }
1091
1092 /* unreference WinSysDraw/Read buffers */
1093 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1094 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1095 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1096 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1097
1098 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1099 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1100 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1101
1102 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1103 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1104 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1105
1106 _mesa_free_attrib_data(ctx);
1107 _mesa_free_buffer_objects(ctx);
1108 _mesa_free_lighting_data( ctx );
1109 _mesa_free_eval_data( ctx );
1110 _mesa_free_texture_data( ctx );
1111 _mesa_free_matrix_data( ctx );
1112 _mesa_free_viewport_data( ctx );
1113 _mesa_free_program_data(ctx);
1114 _mesa_free_shader_state(ctx);
1115 _mesa_free_queryobj_data(ctx);
1116 _mesa_free_sync_data(ctx);
1117 _mesa_free_varray_data(ctx);
1118 _mesa_free_transform_feedback(ctx);
1119
1120 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1121
1122 #if FEATURE_ARB_pixel_buffer_object
1123 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1124 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1125 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1126 #endif
1127
1128 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1129
1130 /* free dispatch tables */
1131 free(ctx->Exec);
1132 free(ctx->Save);
1133
1134 /* Shared context state (display lists, textures, etc) */
1135 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1136
1137 /* needs to be after freeing shared state */
1138 _mesa_free_display_list_data(ctx);
1139
1140 if (ctx->Extensions.String)
1141 free((void *) ctx->Extensions.String);
1142
1143 if (ctx->VersionString)
1144 free(ctx->VersionString);
1145
1146 /* unbind the context if it's currently bound */
1147 if (ctx == _mesa_get_current_context()) {
1148 _mesa_make_current(NULL, NULL, NULL);
1149 }
1150 }
1151
1152
1153 /**
1154 * Destroy a struct gl_context structure.
1155 *
1156 * \param ctx GL context.
1157 *
1158 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1159 */
1160 void
1161 _mesa_destroy_context( struct gl_context *ctx )
1162 {
1163 if (ctx) {
1164 _mesa_free_context_data(ctx);
1165 free( (void *) ctx );
1166 }
1167 }
1168
1169
1170 #if _HAVE_FULL_GL
1171 /**
1172 * Copy attribute groups from one context to another.
1173 *
1174 * \param src source context
1175 * \param dst destination context
1176 * \param mask bitwise OR of GL_*_BIT flags
1177 *
1178 * According to the bits specified in \p mask, copies the corresponding
1179 * attributes from \p src into \p dst. For many of the attributes a simple \c
1180 * memcpy is not enough due to the existence of internal pointers in their data
1181 * structures.
1182 */
1183 void
1184 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1185 GLuint mask )
1186 {
1187 if (mask & GL_ACCUM_BUFFER_BIT) {
1188 /* OK to memcpy */
1189 dst->Accum = src->Accum;
1190 }
1191 if (mask & GL_COLOR_BUFFER_BIT) {
1192 /* OK to memcpy */
1193 dst->Color = src->Color;
1194 }
1195 if (mask & GL_CURRENT_BIT) {
1196 /* OK to memcpy */
1197 dst->Current = src->Current;
1198 }
1199 if (mask & GL_DEPTH_BUFFER_BIT) {
1200 /* OK to memcpy */
1201 dst->Depth = src->Depth;
1202 }
1203 if (mask & GL_ENABLE_BIT) {
1204 /* no op */
1205 }
1206 if (mask & GL_EVAL_BIT) {
1207 /* OK to memcpy */
1208 dst->Eval = src->Eval;
1209 }
1210 if (mask & GL_FOG_BIT) {
1211 /* OK to memcpy */
1212 dst->Fog = src->Fog;
1213 }
1214 if (mask & GL_HINT_BIT) {
1215 /* OK to memcpy */
1216 dst->Hint = src->Hint;
1217 }
1218 if (mask & GL_LIGHTING_BIT) {
1219 GLuint i;
1220 /* begin with memcpy */
1221 dst->Light = src->Light;
1222 /* fixup linked lists to prevent pointer insanity */
1223 make_empty_list( &(dst->Light.EnabledList) );
1224 for (i = 0; i < MAX_LIGHTS; i++) {
1225 if (dst->Light.Light[i].Enabled) {
1226 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1227 }
1228 }
1229 }
1230 if (mask & GL_LINE_BIT) {
1231 /* OK to memcpy */
1232 dst->Line = src->Line;
1233 }
1234 if (mask & GL_LIST_BIT) {
1235 /* OK to memcpy */
1236 dst->List = src->List;
1237 }
1238 if (mask & GL_PIXEL_MODE_BIT) {
1239 /* OK to memcpy */
1240 dst->Pixel = src->Pixel;
1241 }
1242 if (mask & GL_POINT_BIT) {
1243 /* OK to memcpy */
1244 dst->Point = src->Point;
1245 }
1246 if (mask & GL_POLYGON_BIT) {
1247 /* OK to memcpy */
1248 dst->Polygon = src->Polygon;
1249 }
1250 if (mask & GL_POLYGON_STIPPLE_BIT) {
1251 /* Use loop instead of memcpy due to problem with Portland Group's
1252 * C compiler. Reported by John Stone.
1253 */
1254 GLuint i;
1255 for (i = 0; i < 32; i++) {
1256 dst->PolygonStipple[i] = src->PolygonStipple[i];
1257 }
1258 }
1259 if (mask & GL_SCISSOR_BIT) {
1260 /* OK to memcpy */
1261 dst->Scissor = src->Scissor;
1262 }
1263 if (mask & GL_STENCIL_BUFFER_BIT) {
1264 /* OK to memcpy */
1265 dst->Stencil = src->Stencil;
1266 }
1267 if (mask & GL_TEXTURE_BIT) {
1268 /* Cannot memcpy because of pointers */
1269 _mesa_copy_texture_state(src, dst);
1270 }
1271 if (mask & GL_TRANSFORM_BIT) {
1272 /* OK to memcpy */
1273 dst->Transform = src->Transform;
1274 }
1275 if (mask & GL_VIEWPORT_BIT) {
1276 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1277 dst->Viewport.X = src->Viewport.X;
1278 dst->Viewport.Y = src->Viewport.Y;
1279 dst->Viewport.Width = src->Viewport.Width;
1280 dst->Viewport.Height = src->Viewport.Height;
1281 dst->Viewport.Near = src->Viewport.Near;
1282 dst->Viewport.Far = src->Viewport.Far;
1283 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1284 }
1285
1286 /* XXX FIXME: Call callbacks?
1287 */
1288 dst->NewState = _NEW_ALL;
1289 }
1290 #endif
1291
1292
1293 /**
1294 * Check if the given context can render into the given framebuffer
1295 * by checking visual attributes.
1296 *
1297 * Most of these tests could go away because Mesa is now pretty flexible
1298 * in terms of mixing rendering contexts with framebuffers. As long
1299 * as RGB vs. CI mode agree, we're probably good.
1300 *
1301 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1302 */
1303 static GLboolean
1304 check_compatible(const struct gl_context *ctx,
1305 const struct gl_framebuffer *buffer)
1306 {
1307 const struct gl_config *ctxvis = &ctx->Visual;
1308 const struct gl_config *bufvis = &buffer->Visual;
1309
1310 if (buffer == _mesa_get_incomplete_framebuffer())
1311 return GL_TRUE;
1312
1313 #if 0
1314 /* disabling this fixes the fgl_glxgears pbuffer demo */
1315 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1316 return GL_FALSE;
1317 #endif
1318 if (ctxvis->stereoMode && !bufvis->stereoMode)
1319 return GL_FALSE;
1320 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1321 return GL_FALSE;
1322 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1323 return GL_FALSE;
1324 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1325 return GL_FALSE;
1326 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1327 return GL_FALSE;
1328 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1329 return GL_FALSE;
1330 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1331 return GL_FALSE;
1332 #if 0
1333 /* disabled (see bug 11161) */
1334 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1335 return GL_FALSE;
1336 #endif
1337 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1338 return GL_FALSE;
1339
1340 return GL_TRUE;
1341 }
1342
1343
1344 /**
1345 * Do one-time initialization for the given framebuffer. Specifically,
1346 * ask the driver for the window's current size and update the framebuffer
1347 * object to match.
1348 * Really, the device driver should totally take care of this.
1349 */
1350 static void
1351 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1352 {
1353 GLuint width, height;
1354 if (ctx->Driver.GetBufferSize) {
1355 ctx->Driver.GetBufferSize(fb, &width, &height);
1356 if (ctx->Driver.ResizeBuffers)
1357 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1358 fb->Initialized = GL_TRUE;
1359 }
1360 }
1361
1362
1363 /**
1364 * Check if the viewport/scissor size has not yet been initialized.
1365 * Initialize the size if the given width and height are non-zero.
1366 */
1367 void
1368 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1369 {
1370 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1371 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1372 * potential infinite recursion.
1373 */
1374 ctx->ViewportInitialized = GL_TRUE;
1375 _mesa_set_viewport(ctx, 0, 0, width, height);
1376 _mesa_set_scissor(ctx, 0, 0, width, height);
1377 }
1378 }
1379
1380
1381 /**
1382 * Bind the given context to the given drawBuffer and readBuffer and
1383 * make it the current context for the calling thread.
1384 * We'll render into the drawBuffer and read pixels from the
1385 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1386 *
1387 * We check that the context's and framebuffer's visuals are compatible
1388 * and return immediately if they're not.
1389 *
1390 * \param newCtx the new GL context. If NULL then there will be no current GL
1391 * context.
1392 * \param drawBuffer the drawing framebuffer
1393 * \param readBuffer the reading framebuffer
1394 */
1395 GLboolean
1396 _mesa_make_current( struct gl_context *newCtx,
1397 struct gl_framebuffer *drawBuffer,
1398 struct gl_framebuffer *readBuffer )
1399 {
1400 GET_CURRENT_CONTEXT(curCtx);
1401
1402 if (MESA_VERBOSE & VERBOSE_API)
1403 _mesa_debug(newCtx, "_mesa_make_current()\n");
1404
1405 /* Check that the context's and framebuffer's visuals are compatible.
1406 */
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");
1411 return GL_FALSE;
1412 }
1413 }
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");
1418 return GL_FALSE;
1419 }
1420 }
1421
1422 if (curCtx &&
1423 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1424 /* make sure this context is valid for flushing */
1425 curCtx != newCtx)
1426 _mesa_flush(curCtx);
1427
1428 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1429 _glapi_set_context((void *) newCtx);
1430 ASSERT(_mesa_get_current_context() == newCtx);
1431
1432 if (!newCtx) {
1433 _glapi_set_dispatch(NULL); /* none current */
1434 }
1435 else {
1436 _glapi_set_dispatch(newCtx->CurrentDispatch);
1437
1438 if (drawBuffer && readBuffer) {
1439 ASSERT(drawBuffer->Name == 0);
1440 ASSERT(readBuffer->Name == 0);
1441 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1442 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1443
1444 /*
1445 * Only set the context's Draw/ReadBuffer fields if they're NULL
1446 * or not bound to a user-created FBO.
1447 */
1448 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1449 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1450 /* Update the FBO's list of drawbuffers/renderbuffers.
1451 * For winsys FBOs this comes from the GL state (which may have
1452 * changed since the last time this FBO was bound).
1453 */
1454 _mesa_update_draw_buffers(newCtx);
1455 }
1456 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1457 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1458 }
1459
1460 /* XXX only set this flag if we're really changing the draw/read
1461 * framebuffer bindings.
1462 */
1463 newCtx->NewState |= _NEW_BUFFERS;
1464
1465 #if 1
1466 /* We want to get rid of these lines: */
1467
1468 #if _HAVE_FULL_GL
1469 if (!drawBuffer->Initialized) {
1470 initialize_framebuffer_size(newCtx, drawBuffer);
1471 }
1472 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1473 initialize_framebuffer_size(newCtx, readBuffer);
1474 }
1475
1476 _mesa_resizebuffers(newCtx);
1477 #endif
1478
1479 #else
1480 /* We want the drawBuffer and readBuffer to be initialized by
1481 * the driver.
1482 * This generally means the Width and Height match the actual
1483 * window size and the renderbuffers (both hardware and software
1484 * based) are allocated to match. The later can generally be
1485 * done with a call to _mesa_resize_framebuffer().
1486 *
1487 * It's theoretically possible for a buffer to have zero width
1488 * or height, but for now, assert check that the driver did what's
1489 * expected of it.
1490 */
1491 ASSERT(drawBuffer->Width > 0);
1492 ASSERT(drawBuffer->Height > 0);
1493 #endif
1494
1495 if (drawBuffer) {
1496 _mesa_check_init_viewport(newCtx,
1497 drawBuffer->Width, drawBuffer->Height);
1498 }
1499 }
1500
1501 if (newCtx->FirstTimeCurrent) {
1502 _mesa_compute_version(newCtx);
1503
1504 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1505
1506 check_context_limits(newCtx);
1507
1508 /* We can use this to help debug user's problems. Tell them to set
1509 * the MESA_INFO env variable before running their app. Then the
1510 * first time each context is made current we'll print some useful
1511 * information.
1512 */
1513 if (_mesa_getenv("MESA_INFO")) {
1514 _mesa_print_info();
1515 }
1516
1517 newCtx->FirstTimeCurrent = GL_FALSE;
1518 }
1519 }
1520
1521 return GL_TRUE;
1522 }
1523
1524
1525 /**
1526 * Make context 'ctx' share the display lists, textures and programs
1527 * that are associated with 'ctxToShare'.
1528 * Any display lists, textures or programs associated with 'ctx' will
1529 * be deleted if nobody else is sharing them.
1530 */
1531 GLboolean
1532 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1533 {
1534 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1535 struct gl_shared_state *oldShared = NULL;
1536
1537 /* save ref to old state to prevent it from being deleted immediately */
1538 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1539
1540 /* update ctx's Shared pointer */
1541 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1542
1543 update_default_objects(ctx);
1544
1545 /* release the old shared state */
1546 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1547
1548 return GL_TRUE;
1549 }
1550 else {
1551 return GL_FALSE;
1552 }
1553 }
1554
1555
1556
1557 /**
1558 * \return pointer to the current GL context for this thread.
1559 *
1560 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1561 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1562 * context.h.
1563 */
1564 struct gl_context *
1565 _mesa_get_current_context( void )
1566 {
1567 return (struct gl_context *) _glapi_get_context();
1568 }
1569
1570
1571 /**
1572 * Get context's current API dispatch table.
1573 *
1574 * It'll either be the immediate-mode execute dispatcher or the display list
1575 * compile dispatcher.
1576 *
1577 * \param ctx GL context.
1578 *
1579 * \return pointer to dispatch_table.
1580 *
1581 * Simply returns __struct gl_contextRec::CurrentDispatch.
1582 */
1583 struct _glapi_table *
1584 _mesa_get_dispatch(struct gl_context *ctx)
1585 {
1586 return ctx->CurrentDispatch;
1587 }
1588
1589 /*@}*/
1590
1591
1592 /**********************************************************************/
1593 /** \name Miscellaneous functions */
1594 /**********************************************************************/
1595 /*@{*/
1596
1597 /**
1598 * Record an error.
1599 *
1600 * \param ctx GL context.
1601 * \param error error code.
1602 *
1603 * Records the given error code and call the driver's dd_function_table::Error
1604 * function if defined.
1605 *
1606 * \sa
1607 * This is called via _mesa_error().
1608 */
1609 void
1610 _mesa_record_error(struct gl_context *ctx, GLenum error)
1611 {
1612 if (!ctx)
1613 return;
1614
1615 if (ctx->ErrorValue == GL_NO_ERROR) {
1616 ctx->ErrorValue = error;
1617 }
1618
1619 /* Call device driver's error handler, if any. This is used on the Mac. */
1620 if (ctx->Driver.Error) {
1621 ctx->Driver.Error(ctx);
1622 }
1623 }
1624
1625
1626 /**
1627 * Flush commands and wait for completion.
1628 */
1629 void
1630 _mesa_finish(struct gl_context *ctx)
1631 {
1632 FLUSH_CURRENT( ctx, 0 );
1633 if (ctx->Driver.Finish) {
1634 ctx->Driver.Finish(ctx);
1635 }
1636 }
1637
1638
1639 /**
1640 * Flush commands.
1641 */
1642 void
1643 _mesa_flush(struct gl_context *ctx)
1644 {
1645 FLUSH_CURRENT( ctx, 0 );
1646 if (ctx->Driver.Flush) {
1647 ctx->Driver.Flush(ctx);
1648 }
1649 }
1650
1651
1652
1653 /**
1654 * Execute glFinish().
1655 *
1656 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1657 * dd_function_table::Finish driver callback, if not NULL.
1658 */
1659 void GLAPIENTRY
1660 _mesa_Finish(void)
1661 {
1662 GET_CURRENT_CONTEXT(ctx);
1663 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1664 _mesa_finish(ctx);
1665 }
1666
1667
1668 /**
1669 * Execute glFlush().
1670 *
1671 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1672 * dd_function_table::Flush driver callback, if not NULL.
1673 */
1674 void GLAPIENTRY
1675 _mesa_Flush(void)
1676 {
1677 GET_CURRENT_CONTEXT(ctx);
1678 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1679 _mesa_flush(ctx);
1680 }
1681
1682
1683 /**
1684 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1685 * MUL/MAD, or vice versa, call this function to register that.
1686 * Otherwise we default to MUL/MAD.
1687 */
1688 void
1689 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1690 GLboolean flag )
1691 {
1692 ctx->mvp_with_dp4 = flag;
1693 }
1694
1695
1696
1697 /**
1698 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1699 * is called to see if it's valid to render. This involves checking that
1700 * the current shader is valid and the framebuffer is complete.
1701 * If an error is detected it'll be recorded here.
1702 * \return GL_TRUE if OK to render, GL_FALSE if not
1703 */
1704 GLboolean
1705 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1706 {
1707 bool vert_from_glsl_shader = false;
1708 bool geom_from_glsl_shader = false;
1709 bool frag_from_glsl_shader = false;
1710
1711 /* This depends on having up to date derived state (shaders) */
1712 if (ctx->NewState)
1713 _mesa_update_state(ctx);
1714
1715 if (ctx->Shader.CurrentVertexProgram) {
1716 vert_from_glsl_shader = true;
1717
1718 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1719 _mesa_error(ctx, GL_INVALID_OPERATION,
1720 "%s(shader not linked)", where);
1721 return GL_FALSE;
1722 }
1723 #if 0 /* not normally enabled */
1724 {
1725 char errMsg[100];
1726 if (!_mesa_validate_shader_program(ctx,
1727 ctx->Shader.CurrentVertexProgram,
1728 errMsg)) {
1729 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1730 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1731 }
1732 }
1733 #endif
1734 }
1735
1736 if (ctx->Shader.CurrentGeometryProgram) {
1737 geom_from_glsl_shader = true;
1738
1739 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1740 _mesa_error(ctx, GL_INVALID_OPERATION,
1741 "%s(shader not linked)", where);
1742 return GL_FALSE;
1743 }
1744 #if 0 /* not normally enabled */
1745 {
1746 char errMsg[100];
1747 if (!_mesa_validate_shader_program(ctx,
1748 ctx->Shader.CurrentGeometryProgram,
1749 errMsg)) {
1750 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1751 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1752 }
1753 }
1754 #endif
1755 }
1756
1757 if (ctx->Shader.CurrentFragmentProgram) {
1758 frag_from_glsl_shader = true;
1759
1760 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1761 _mesa_error(ctx, GL_INVALID_OPERATION,
1762 "%s(shader not linked)", where);
1763 return GL_FALSE;
1764 }
1765 #if 0 /* not normally enabled */
1766 {
1767 char errMsg[100];
1768 if (!_mesa_validate_shader_program(ctx,
1769 ctx->Shader.CurrentFragmentProgram,
1770 errMsg)) {
1771 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1772 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1773 }
1774 }
1775 #endif
1776 }
1777
1778 /* Any shader stages that are not supplied by the GLSL shader and have
1779 * assembly shaders enabled must now be validated.
1780 */
1781 if (!vert_from_glsl_shader
1782 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1783 _mesa_error(ctx, GL_INVALID_OPERATION,
1784 "%s(vertex program not valid)", where);
1785 return GL_FALSE;
1786 }
1787
1788 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1789 * FINISHME: geometry program should validated here.
1790 */
1791 (void) geom_from_glsl_shader;
1792
1793 if (!frag_from_glsl_shader) {
1794 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1795 _mesa_error(ctx, GL_INVALID_OPERATION,
1796 "%s(fragment program not valid)", where);
1797 return GL_FALSE;
1798 }
1799
1800 /* If drawing to integer-valued color buffers, there must be an
1801 * active fragment shader (GL_EXT_texture_integer).
1802 */
1803 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1804 _mesa_error(ctx, GL_INVALID_OPERATION,
1805 "%s(integer format but no fragment shader)", where);
1806 return GL_FALSE;
1807 }
1808 }
1809
1810 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1811 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1812 "%s(incomplete framebuffer)", where);
1813 return GL_FALSE;
1814 }
1815
1816 #ifdef DEBUG
1817 if (ctx->Shader.Flags & GLSL_LOG) {
1818 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1819 gl_shader_type i;
1820
1821 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1822 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1823 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1824
1825 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1826 if (shProg[i] == NULL || shProg[i]->_Used
1827 || shProg[i]->_LinkedShaders[i] == NULL)
1828 continue;
1829
1830 /* This is the first time this shader is being used.
1831 * Append shader's constants/uniforms to log file.
1832 *
1833 * Only log data for the program target that matches the shader
1834 * target. It's possible to have a program bound to the vertex
1835 * shader target that also supplied a fragment shader. If that
1836 * program isn't also bound to the fragment shader target we don't
1837 * want to log its fragment data.
1838 */
1839 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1840 }
1841
1842 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1843 if (shProg[i] != NULL)
1844 shProg[i]->_Used = GL_TRUE;
1845 }
1846 }
1847 #endif
1848
1849 return GL_TRUE;
1850 }
1851
1852
1853 /*@}*/