Merge remote branch 'upstream/gallium-0.1' into nouveau-gallium-0.1
[mesa.git] / src / mesa / main / context.c
1 /**
2 * \file context.c
3 * Mesa context/visual/framebuffer management functions.
4 * \author Brian Paul
5 */
6
7 /*
8 * Mesa 3-D graphics library
9 * Version: 6.5
10 *
11 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
12 *
13 * Permission is hereby granted, free of charge, to any person obtaining a
14 * copy of this software and associated documentation files (the "Software"),
15 * to deal in the Software without restriction, including without limitation
16 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
17 * and/or sell copies of the Software, and to permit persons to whom the
18 * Software is furnished to do so, subject to the following conditions:
19 *
20 * The above copyright notice and this permission notice shall be included
21 * in all copies or substantial portions of the Software.
22 *
23 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
24 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
26 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
27 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
28 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 */
30
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "imports.h"
81 #include "accum.h"
82 #include "arrayobj.h"
83 #include "attrib.h"
84 #include "blend.h"
85 #include "buffers.h"
86 #include "bufferobj.h"
87 #include "colortab.h"
88 #include "context.h"
89 #include "debug.h"
90 #include "depth.h"
91 #include "dlist.h"
92 #include "eval.h"
93 #include "enums.h"
94 #include "extensions.h"
95 #include "fbobject.h"
96 #include "feedback.h"
97 #include "fog.h"
98 #include "framebuffer.h"
99 #include "get.h"
100 #include "histogram.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 "pixel.h"
108 #include "points.h"
109 #include "polygon.h"
110 #include "queryobj.h"
111 #include "rastpos.h"
112 #include "simple_list.h"
113 #include "state.h"
114 #include "stencil.h"
115 #include "texcompress.h"
116 #include "teximage.h"
117 #include "texobj.h"
118 #include "texstate.h"
119 #include "mtypes.h"
120 #include "varray.h"
121 #include "version.h"
122 #include "vtxfmt.h"
123 #include "glapi/glthread.h"
124 #include "glapi/glapioffsets.h"
125 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
126 #include "shader/program.h"
127 #endif
128 #include "shader/shader_api.h"
129 #include "shader/atifragshader.h"
130 #if _HAVE_FULL_GL
131 #include "math/m_translate.h"
132 #include "math/m_matrix.h"
133 #include "math/m_xform.h"
134 #include "math/mathmod.h"
135 #endif
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #ifndef MESA_VERBOSE
142 int MESA_VERBOSE = 0;
143 #endif
144
145 #ifndef MESA_DEBUG_FLAGS
146 int MESA_DEBUG_FLAGS = 0;
147 #endif
148
149
150 /* ubyte -> float conversion */
151 GLfloat _mesa_ubyte_to_float_color_tab[256];
152
153
154
155 /**
156 * Swap buffers notification callback.
157 *
158 * \param gc GL context.
159 *
160 * Called by window system just before swapping buffers.
161 * We have to finish any pending rendering.
162 */
163 void
164 _mesa_notifySwapBuffers(__GLcontext *ctx)
165 {
166 if (ctx->Driver.Flush) {
167 ctx->Driver.Flush(ctx);
168 }
169 }
170
171
172 /**********************************************************************/
173 /** \name GL Visual allocation/destruction */
174 /**********************************************************************/
175 /*@{*/
176
177 /**
178 * Allocates a GLvisual structure and initializes it via
179 * _mesa_initialize_visual().
180 *
181 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
182 * \param dbFlag double buffering
183 * \param stereoFlag stereo buffer
184 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
185 * is acceptable but the actual depth type will be GLushort or GLuint as
186 * needed.
187 * \param stencilBits requested minimum bits per stencil buffer value
188 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
189 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
190 * \param redBits number of bits per color component in frame buffer for RGB(A)
191 * mode. We always use 8 in core Mesa though.
192 * \param greenBits same as above.
193 * \param blueBits same as above.
194 * \param alphaBits same as above.
195 * \param numSamples not really used.
196 *
197 * \return pointer to new GLvisual or NULL if requested parameters can't be
198 * met.
199 *
200 * \note Need to add params for level and numAuxBuffers (at least)
201 */
202 GLvisual *
203 _mesa_create_visual( GLboolean rgbFlag,
204 GLboolean dbFlag,
205 GLboolean stereoFlag,
206 GLint redBits,
207 GLint greenBits,
208 GLint blueBits,
209 GLint alphaBits,
210 GLint indexBits,
211 GLint depthBits,
212 GLint stencilBits,
213 GLint accumRedBits,
214 GLint accumGreenBits,
215 GLint accumBlueBits,
216 GLint accumAlphaBits,
217 GLint numSamples )
218 {
219 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
220 if (vis) {
221 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
222 redBits, greenBits, blueBits, alphaBits,
223 indexBits, depthBits, stencilBits,
224 accumRedBits, accumGreenBits,
225 accumBlueBits, accumAlphaBits,
226 numSamples)) {
227 _mesa_free(vis);
228 return NULL;
229 }
230 }
231 return vis;
232 }
233
234 /**
235 * Makes some sanity checks and fills in the fields of the
236 * GLvisual object with the given parameters. If the caller needs
237 * to set additional fields, he should just probably init the whole GLvisual
238 * object himself.
239 * \return GL_TRUE on success, or GL_FALSE on failure.
240 *
241 * \sa _mesa_create_visual() above for the parameter description.
242 */
243 GLboolean
244 _mesa_initialize_visual( GLvisual *vis,
245 GLboolean rgbFlag,
246 GLboolean dbFlag,
247 GLboolean stereoFlag,
248 GLint redBits,
249 GLint greenBits,
250 GLint blueBits,
251 GLint alphaBits,
252 GLint indexBits,
253 GLint depthBits,
254 GLint stencilBits,
255 GLint accumRedBits,
256 GLint accumGreenBits,
257 GLint accumBlueBits,
258 GLint accumAlphaBits,
259 GLint numSamples )
260 {
261 assert(vis);
262
263 if (depthBits < 0 || depthBits > 32) {
264 return GL_FALSE;
265 }
266 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
267 return GL_FALSE;
268 }
269 assert(accumRedBits >= 0);
270 assert(accumGreenBits >= 0);
271 assert(accumBlueBits >= 0);
272 assert(accumAlphaBits >= 0);
273
274 vis->rgbMode = rgbFlag;
275 vis->doubleBufferMode = dbFlag;
276 vis->stereoMode = stereoFlag;
277
278 vis->redBits = redBits;
279 vis->greenBits = greenBits;
280 vis->blueBits = blueBits;
281 vis->alphaBits = alphaBits;
282 vis->rgbBits = redBits + greenBits + blueBits;
283
284 vis->indexBits = indexBits;
285 vis->depthBits = depthBits;
286 vis->stencilBits = stencilBits;
287
288 vis->accumRedBits = accumRedBits;
289 vis->accumGreenBits = accumGreenBits;
290 vis->accumBlueBits = accumBlueBits;
291 vis->accumAlphaBits = accumAlphaBits;
292
293 vis->haveAccumBuffer = accumRedBits > 0;
294 vis->haveDepthBuffer = depthBits > 0;
295 vis->haveStencilBuffer = stencilBits > 0;
296
297 vis->numAuxBuffers = 0;
298 vis->level = 0;
299 vis->pixmapMode = 0;
300 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
301 vis->samples = numSamples;
302
303 return GL_TRUE;
304 }
305
306
307 /**
308 * Destroy a visual and free its memory.
309 *
310 * \param vis visual.
311 *
312 * Frees the visual structure.
313 */
314 void
315 _mesa_destroy_visual( GLvisual *vis )
316 {
317 _mesa_free(vis);
318 }
319
320 /*@}*/
321
322
323 /**********************************************************************/
324 /** \name Context allocation, initialization, destroying
325 *
326 * The purpose of the most initialization functions here is to provide the
327 * default state values according to the OpenGL specification.
328 */
329 /**********************************************************************/
330 /*@{*/
331
332 /**
333 * One-time initialization mutex lock.
334 *
335 * \sa Used by one_time_init().
336 */
337 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
338
339 /**
340 * Calls all the various one-time-init functions in Mesa.
341 *
342 * While holding a global mutex lock, calls several initialization functions,
343 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
344 * defined.
345 *
346 * \sa _math_init().
347 */
348 static void
349 one_time_init( GLcontext *ctx )
350 {
351 static GLboolean alreadyCalled = GL_FALSE;
352 (void) ctx;
353 _glthread_LOCK_MUTEX(OneTimeLock);
354 if (!alreadyCalled) {
355 GLuint i;
356
357 /* do some implementation tests */
358 assert( sizeof(GLbyte) == 1 );
359 assert( sizeof(GLubyte) == 1 );
360 assert( sizeof(GLshort) == 2 );
361 assert( sizeof(GLushort) == 2 );
362 assert( sizeof(GLint) == 4 );
363 assert( sizeof(GLuint) == 4 );
364
365 _mesa_init_sqrt_table();
366
367 #if _HAVE_FULL_GL
368 _math_init();
369
370 for (i = 0; i < 256; i++) {
371 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
372 }
373 #endif
374
375 #ifdef USE_SPARC_ASM
376 _mesa_init_sparc_glapi_relocs();
377 #endif
378 if (_mesa_getenv("MESA_DEBUG")) {
379 _glapi_noop_enable_warnings(GL_TRUE);
380 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
381 }
382 else {
383 _glapi_noop_enable_warnings(GL_FALSE);
384 }
385
386 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
387 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
388 MESA_VERSION_STRING, __DATE__, __TIME__);
389 #endif
390
391 alreadyCalled = GL_TRUE;
392 }
393 _glthread_UNLOCK_MUTEX(OneTimeLock);
394 }
395
396
397 /**
398 * Allocate and initialize a shared context state structure.
399 * Initializes the display list, texture objects and vertex programs hash
400 * tables, allocates the texture objects. If it runs out of memory, frees
401 * everything already allocated before returning NULL.
402 *
403 * \return pointer to a gl_shared_state structure on success, or NULL on
404 * failure.
405 */
406 static GLboolean
407 alloc_shared_state( GLcontext *ctx )
408 {
409 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
410 if (!ss)
411 return GL_FALSE;
412
413 ctx->Shared = ss;
414
415 _glthread_INIT_MUTEX(ss->Mutex);
416
417 ss->DisplayList = _mesa_NewHashTable();
418 ss->TexObjects = _mesa_NewHashTable();
419 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
420 ss->Programs = _mesa_NewHashTable();
421 #endif
422
423 #if FEATURE_ARB_vertex_program
424 ss->DefaultVertexProgram = (struct gl_vertex_program *)
425 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
426 if (!ss->DefaultVertexProgram)
427 goto cleanup;
428 #endif
429 #if FEATURE_ARB_fragment_program
430 ss->DefaultFragmentProgram = (struct gl_fragment_program *)
431 ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
432 if (!ss->DefaultFragmentProgram)
433 goto cleanup;
434 #endif
435 #if FEATURE_ATI_fragment_shader
436 ss->ATIShaders = _mesa_NewHashTable();
437 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
438 if (!ss->DefaultFragmentShader)
439 goto cleanup;
440 #endif
441
442 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
443 ss->BufferObjects = _mesa_NewHashTable();
444 #endif
445
446 ss->ArrayObjects = _mesa_NewHashTable();
447
448 #if FEATURE_ARB_shader_objects
449 ss->ShaderObjects = _mesa_NewHashTable();
450 #endif
451
452 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
453 if (!ss->Default1D)
454 goto cleanup;
455
456 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
457 if (!ss->Default2D)
458 goto cleanup;
459
460 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
461 if (!ss->Default3D)
462 goto cleanup;
463
464 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
465 if (!ss->DefaultCubeMap)
466 goto cleanup;
467
468 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
469 if (!ss->DefaultRect)
470 goto cleanup;
471
472 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
473 if (!ss->Default1DArray)
474 goto cleanup;
475
476 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
477 if (!ss->Default2DArray)
478 goto cleanup;
479
480 /* Effectively bind the default textures to all texture units */
481 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
482 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
483 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
484 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
485 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
486 ss->Default1DArray->RefCount += MAX_TEXTURE_IMAGE_UNITS;
487 ss->Default2DArray->RefCount += MAX_TEXTURE_IMAGE_UNITS;
488
489 _glthread_INIT_MUTEX(ss->TexMutex);
490 ss->TextureStateStamp = 0;
491
492
493 #if FEATURE_EXT_framebuffer_object
494 ss->FrameBuffers = _mesa_NewHashTable();
495 if (!ss->FrameBuffers)
496 goto cleanup;
497 ss->RenderBuffers = _mesa_NewHashTable();
498 if (!ss->RenderBuffers)
499 goto cleanup;
500 #endif
501
502
503 return GL_TRUE;
504
505 cleanup:
506 /* Ran out of memory at some point. Free everything and return NULL */
507 if (ss->DisplayList)
508 _mesa_DeleteHashTable(ss->DisplayList);
509 if (ss->TexObjects)
510 _mesa_DeleteHashTable(ss->TexObjects);
511 #if FEATURE_NV_vertex_program
512 if (ss->Programs)
513 _mesa_DeleteHashTable(ss->Programs);
514 #endif
515 #if FEATURE_ARB_vertex_program
516 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
517 #endif
518 #if FEATURE_ARB_fragment_program
519 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
520 #endif
521 #if FEATURE_ATI_fragment_shader
522 if (ss->DefaultFragmentShader)
523 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
524 #endif
525 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
526 if (ss->BufferObjects)
527 _mesa_DeleteHashTable(ss->BufferObjects);
528 #endif
529
530 if (ss->ArrayObjects)
531 _mesa_DeleteHashTable (ss->ArrayObjects);
532
533 #if FEATURE_ARB_shader_objects
534 if (ss->ShaderObjects)
535 _mesa_DeleteHashTable (ss->ShaderObjects);
536 #endif
537
538 #if FEATURE_EXT_framebuffer_object
539 if (ss->FrameBuffers)
540 _mesa_DeleteHashTable(ss->FrameBuffers);
541 if (ss->RenderBuffers)
542 _mesa_DeleteHashTable(ss->RenderBuffers);
543 #endif
544
545 if (ss->Default1D)
546 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
547 if (ss->Default2D)
548 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
549 if (ss->Default3D)
550 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
551 if (ss->DefaultCubeMap)
552 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
553 if (ss->DefaultRect)
554 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
555 if (ss->Default1DArray)
556 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
557 if (ss->Default2DArray)
558 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
559
560 _mesa_free(ss);
561
562 return GL_FALSE;
563 }
564
565
566 /**
567 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
568 */
569 static void
570 delete_displaylist_cb(GLuint id, void *data, void *userData)
571 {
572 struct mesa_display_list *list = (struct mesa_display_list *) data;
573 GLcontext *ctx = (GLcontext *) userData;
574 _mesa_delete_list(ctx, list);
575 }
576
577 /**
578 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
579 */
580 static void
581 delete_texture_cb(GLuint id, void *data, void *userData)
582 {
583 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
584 GLcontext *ctx = (GLcontext *) userData;
585 ctx->Driver.DeleteTexture(ctx, texObj);
586 }
587
588 /**
589 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
590 */
591 static void
592 delete_program_cb(GLuint id, void *data, void *userData)
593 {
594 struct gl_program *prog = (struct gl_program *) data;
595 GLcontext *ctx = (GLcontext *) userData;
596 ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
597 prog->RefCount = 0; /* now going away */
598 ctx->Driver.DeleteProgram(ctx, prog);
599 }
600
601 /**
602 * Callback for deleting an ATI fragment shader object.
603 * Called by _mesa_HashDeleteAll().
604 */
605 static void
606 delete_fragshader_cb(GLuint id, void *data, void *userData)
607 {
608 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
609 GLcontext *ctx = (GLcontext *) userData;
610 _mesa_delete_ati_fragment_shader(ctx, shader);
611 }
612
613 /**
614 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
615 */
616 static void
617 delete_bufferobj_cb(GLuint id, void *data, void *userData)
618 {
619 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
620 GLcontext *ctx = (GLcontext *) userData;
621 ctx->Driver.DeleteBuffer(ctx, bufObj);
622 }
623
624 /**
625 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
626 */
627 static void
628 delete_arrayobj_cb(GLuint id, void *data, void *userData)
629 {
630 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
631 GLcontext *ctx = (GLcontext *) userData;
632 _mesa_delete_array_object(ctx, arrayObj);
633 }
634
635 /**
636 * Callback for freeing shader program data. Call it before delete_shader_cb
637 * to avoid memory access error.
638 */
639 static void
640 free_shader_program_data_cb(GLuint id, void *data, void *userData)
641 {
642 GLcontext *ctx = (GLcontext *) userData;
643 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
644
645 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
646 _mesa_free_shader_program_data(ctx, shProg);
647 }
648 }
649
650 /**
651 * Callback for deleting shader and shader programs objects.
652 * Called by _mesa_HashDeleteAll().
653 */
654 static void
655 delete_shader_cb(GLuint id, void *data, void *userData)
656 {
657 GLcontext *ctx = (GLcontext *) userData;
658 struct gl_shader *sh = (struct gl_shader *) data;
659 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
660 _mesa_free_shader(ctx, sh);
661 }
662 else {
663 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
664 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
665 _mesa_free_shader_program(ctx, shProg);
666 }
667 }
668
669
670 /**
671 * Deallocate a shared state object and all children structures.
672 *
673 * \param ctx GL context.
674 * \param ss shared state pointer.
675 *
676 * Frees the display lists, the texture objects (calling the driver texture
677 * deletion callback to free its private data) and the vertex programs, as well
678 * as their hash tables.
679 *
680 * \sa alloc_shared_state().
681 */
682 static void
683 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
684 {
685 /*
686 * Free display lists
687 */
688 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
689 _mesa_DeleteHashTable(ss->DisplayList);
690
691 #if FEATURE_ARB_shader_objects
692 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
693 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
694 _mesa_DeleteHashTable(ss->ShaderObjects);
695 #endif
696
697 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
698 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
699 _mesa_DeleteHashTable(ss->Programs);
700 #endif
701 #if FEATURE_ARB_vertex_program
702 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
703 #endif
704 #if FEATURE_ARB_fragment_program
705 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
706 #endif
707
708 #if FEATURE_ATI_fragment_shader
709 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
710 _mesa_DeleteHashTable(ss->ATIShaders);
711 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
712 #endif
713
714 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
715 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
716 _mesa_DeleteHashTable(ss->BufferObjects);
717 #endif
718
719 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
720 _mesa_DeleteHashTable(ss->ArrayObjects);
721
722 #if FEATURE_EXT_framebuffer_object
723 _mesa_DeleteHashTable(ss->FrameBuffers);
724 _mesa_DeleteHashTable(ss->RenderBuffers);
725 #endif
726
727 /*
728 * Free texture objects (after FBOs since some textures might have
729 * been bound to FBOs).
730 */
731 ASSERT(ctx->Driver.DeleteTexture);
732 /* the default textures */
733 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
734 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
735 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
736 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
737 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
738 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
739 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
740 /* all other textures */
741 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
742 _mesa_DeleteHashTable(ss->TexObjects);
743
744 _glthread_DESTROY_MUTEX(ss->Mutex);
745
746 _mesa_free(ss);
747 }
748
749
750 /**
751 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
752 */
753 static void
754 _mesa_init_current(GLcontext *ctx)
755 {
756 GLuint i;
757
758 /* Init all to (0,0,0,1) */
759 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
760 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
761 }
762
763 /* redo special cases: */
764 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
765 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
766 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
767 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
768 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
769 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
770 }
771
772
773 /**
774 * Init vertex/fragment program native limits from logical limits.
775 */
776 static void
777 init_natives(struct gl_program_constants *prog)
778 {
779 prog->MaxNativeInstructions = prog->MaxInstructions;
780 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
781 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
782 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
783 prog->MaxNativeAttribs = prog->MaxAttribs;
784 prog->MaxNativeTemps = prog->MaxTemps;
785 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
786 prog->MaxNativeParameters = prog->MaxParameters;
787 }
788
789
790 /**
791 * Initialize fields of gl_constants (aka ctx->Const.*).
792 * Use defaults from config.h. The device drivers will often override
793 * some of these values (such as number of texture units).
794 */
795 static void
796 _mesa_init_constants(GLcontext *ctx)
797 {
798 assert(ctx);
799
800 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
801 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
802
803 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
804 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
805
806 /* Constants, may be overriden (usually only reduced) by device drivers */
807 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
808 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
809 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
810 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
811 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
812 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
813 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
814 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
815 ctx->Const.MaxTextureImageUnits);
816 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
817 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
818 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
819 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
820 ctx->Const.MinPointSize = MIN_POINT_SIZE;
821 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
822 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
823 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
824 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
825 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
826 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
827 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
828 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
829 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
830 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
831 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
832 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
833 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
834 ctx->Const.MaxLights = MAX_LIGHTS;
835 ctx->Const.MaxShininess = 128.0;
836 ctx->Const.MaxSpotExponent = 128.0;
837 ctx->Const.MaxViewportWidth = MAX_WIDTH;
838 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
839 #if FEATURE_ARB_vertex_program
840 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
841 ctx->Const.VertexProgram.MaxAluInstructions = 0;
842 ctx->Const.VertexProgram.MaxTexInstructions = 0;
843 ctx->Const.VertexProgram.MaxTexIndirections = 0;
844 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
845 ctx->Const.VertexProgram.MaxTemps = MAX_PROGRAM_TEMPS;
846 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
847 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
848 ctx->Const.VertexProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
849 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
850 ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
851 init_natives(&ctx->Const.VertexProgram);
852 #endif
853
854 #if FEATURE_ARB_fragment_program
855 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
856 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
857 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
858 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
859 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
860 ctx->Const.FragmentProgram.MaxTemps = MAX_PROGRAM_TEMPS;
861 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
862 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
863 ctx->Const.FragmentProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
864 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
865 ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
866 init_natives(&ctx->Const.FragmentProgram);
867 #endif
868 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
869 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
870
871 /* CheckArrayBounds is overriden by drivers/x11 for X server */
872 ctx->Const.CheckArrayBounds = GL_FALSE;
873
874 /* GL_ARB_draw_buffers */
875 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
876
877 /* GL_OES_read_format */
878 ctx->Const.ColorReadFormat = GL_RGBA;
879 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
880
881 #if FEATURE_EXT_framebuffer_object
882 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
883 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
884 #endif
885
886 #if FEATURE_ARB_vertex_shader
887 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
888 ctx->Const.MaxVarying = MAX_VARYING;
889 #endif
890
891 /* sanity checks */
892 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
893 ctx->Const.MaxTextureCoordUnits));
894 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
895 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
896
897 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
898 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
899 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
900 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
901 }
902
903
904 /**
905 * Do some sanity checks on the limits/constants for the given context.
906 * Only called the first time a context is bound.
907 */
908 static void
909 check_context_limits(GLcontext *ctx)
910 {
911 /* Many context limits/constants are limited by the size of
912 * internal arrays.
913 */
914 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
915 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
916 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
917 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
918
919 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
920 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
921
922 /* make sure largest texture image is <= MAX_WIDTH in size */
923 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
924 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
925 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
926
927 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
928
929 /* XXX probably add more tests */
930 }
931
932
933 /**
934 * Initialize the attribute groups in a GL context.
935 *
936 * \param ctx GL context.
937 *
938 * Initializes all the attributes, calling the respective <tt>init*</tt>
939 * functions for the more complex data structures.
940 */
941 static GLboolean
942 init_attrib_groups(GLcontext *ctx)
943 {
944 assert(ctx);
945
946 /* Constants */
947 _mesa_init_constants( ctx );
948
949 /* Extensions */
950 _mesa_init_extensions( ctx );
951
952 /* Attribute Groups */
953 _mesa_init_accum( ctx );
954 _mesa_init_attrib( ctx );
955 _mesa_init_buffer_objects( ctx );
956 _mesa_init_color( ctx );
957 _mesa_init_colortables( ctx );
958 _mesa_init_current( ctx );
959 _mesa_init_depth( ctx );
960 _mesa_init_debug( ctx );
961 _mesa_init_display_list( ctx );
962 _mesa_init_eval( ctx );
963 _mesa_init_feedback( ctx );
964 _mesa_init_fog( ctx );
965 _mesa_init_histogram( ctx );
966 _mesa_init_hint( ctx );
967 _mesa_init_line( ctx );
968 _mesa_init_lighting( ctx );
969 _mesa_init_matrix( ctx );
970 _mesa_init_multisample( ctx );
971 _mesa_init_pixel( ctx );
972 _mesa_init_point( ctx );
973 _mesa_init_polygon( ctx );
974 _mesa_init_program( ctx );
975 _mesa_init_query( ctx );
976 _mesa_init_rastpos( ctx );
977 _mesa_init_scissor( ctx );
978 _mesa_init_shader_state( ctx );
979 _mesa_init_stencil( ctx );
980 _mesa_init_transform( ctx );
981 _mesa_init_varray( ctx );
982 _mesa_init_viewport( ctx );
983
984 if (!_mesa_init_texture( ctx ))
985 return GL_FALSE;
986
987 _mesa_init_texture_s3tc( ctx );
988 _mesa_init_texture_fxt1( ctx );
989
990 /* Miscellaneous */
991 ctx->NewState = _NEW_ALL;
992 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
993 ctx->_Facing = 0;
994
995 return GL_TRUE;
996 }
997
998
999 /**
1000 * This is the default function we plug into all dispatch table slots
1001 * This helps prevents a segfault when someone calls a GL function without
1002 * first checking if the extension's supported.
1003 */
1004 static int
1005 generic_nop(void)
1006 {
1007 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1008 return 0;
1009 }
1010
1011
1012 /**
1013 * Allocate and initialize a new dispatch table.
1014 */
1015 static struct _glapi_table *
1016 alloc_dispatch_table(void)
1017 {
1018 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1019 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1020 * Mesa we do this to accomodate different versions of libGL and various
1021 * DRI drivers.
1022 */
1023 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1024 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1025 struct _glapi_table *table =
1026 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1027 if (table) {
1028 _glapi_proc *entry = (_glapi_proc *) table;
1029 GLint i;
1030 for (i = 0; i < numEntries; i++) {
1031 entry[i] = (_glapi_proc) generic_nop;
1032 }
1033 }
1034 return table;
1035 }
1036
1037
1038 /**
1039 * Initialize a GLcontext struct (rendering context).
1040 *
1041 * This includes allocating all the other structs and arrays which hang off of
1042 * the context by pointers.
1043 * Note that the driver needs to pass in its dd_function_table here since
1044 * we need to at least call driverFunctions->NewTextureObject to create the
1045 * default texture objects.
1046 *
1047 * Called by _mesa_create_context().
1048 *
1049 * Performs the imports and exports callback tables initialization, and
1050 * miscellaneous one-time initializations. If no shared context is supplied one
1051 * is allocated, and increase its reference count. Setups the GL API dispatch
1052 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1053 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1054 * for debug flags.
1055 *
1056 * \param ctx the context to initialize
1057 * \param visual describes the visual attributes for this context
1058 * \param share_list points to context to share textures, display lists,
1059 * etc with, or NULL
1060 * \param driverFunctions table of device driver functions for this context
1061 * to use
1062 * \param driverContext pointer to driver-specific context data
1063 */
1064 GLboolean
1065 _mesa_initialize_context(GLcontext *ctx,
1066 const GLvisual *visual,
1067 GLcontext *share_list,
1068 const struct dd_function_table *driverFunctions,
1069 void *driverContext)
1070 {
1071 /*ASSERT(driverContext);*/
1072 assert(driverFunctions->NewTextureObject);
1073 assert(driverFunctions->FreeTexImageData);
1074
1075 /* misc one-time initializations */
1076 one_time_init(ctx);
1077
1078 ctx->Visual = *visual;
1079 ctx->DrawBuffer = NULL;
1080 ctx->ReadBuffer = NULL;
1081 ctx->WinSysDrawBuffer = NULL;
1082 ctx->WinSysReadBuffer = NULL;
1083
1084 /* Plug in driver functions and context pointer here.
1085 * This is important because when we call alloc_shared_state() below
1086 * we'll call ctx->Driver.NewTextureObject() to create the default
1087 * textures.
1088 */
1089 ctx->Driver = *driverFunctions;
1090 ctx->DriverCtx = driverContext;
1091
1092 if (share_list) {
1093 /* share state with another context */
1094 ctx->Shared = share_list->Shared;
1095 }
1096 else {
1097 /* allocate new, unshared state */
1098 if (!alloc_shared_state( ctx )) {
1099 return GL_FALSE;
1100 }
1101 }
1102 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1103 ctx->Shared->RefCount++;
1104 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1105
1106 if (!init_attrib_groups( ctx )) {
1107 free_shared_state(ctx, ctx->Shared);
1108 return GL_FALSE;
1109 }
1110
1111 /* setup the API dispatch tables */
1112 ctx->Exec = alloc_dispatch_table();
1113 ctx->Save = alloc_dispatch_table();
1114 if (!ctx->Exec || !ctx->Save) {
1115 free_shared_state(ctx, ctx->Shared);
1116 if (ctx->Exec)
1117 _mesa_free(ctx->Exec);
1118 }
1119 _mesa_init_exec_table(ctx->Exec);
1120 ctx->CurrentDispatch = ctx->Exec;
1121 #if _HAVE_FULL_GL
1122 _mesa_init_dlist_table(ctx->Save);
1123 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1124 /* Neutral tnl module stuff */
1125 _mesa_init_exec_vtxfmt( ctx );
1126 ctx->TnlModule.Current = NULL;
1127 ctx->TnlModule.SwapCount = 0;
1128 #endif
1129
1130 ctx->FragmentProgram._MaintainTexEnvProgram
1131 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1132 ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
1133
1134 ctx->VertexProgram._MaintainTnlProgram
1135 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1136 if (ctx->VertexProgram._MaintainTnlProgram) {
1137 /* this is required... */
1138 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1139 }
1140
1141 ctx->FirstTimeCurrent = GL_TRUE;
1142
1143 return GL_TRUE;
1144 }
1145
1146
1147 /**
1148 * Allocate and initialize a GLcontext structure.
1149 * Note that the driver needs to pass in its dd_function_table here since
1150 * we need to at least call driverFunctions->NewTextureObject to initialize
1151 * the rendering context.
1152 *
1153 * \param visual a GLvisual pointer (we copy the struct contents)
1154 * \param share_list another context to share display lists with or NULL
1155 * \param driverFunctions points to the dd_function_table into which the
1156 * driver has plugged in all its special functions.
1157 * \param driverCtx points to the device driver's private context state
1158 *
1159 * \return pointer to a new __GLcontextRec or NULL if error.
1160 */
1161 GLcontext *
1162 _mesa_create_context(const GLvisual *visual,
1163 GLcontext *share_list,
1164 const struct dd_function_table *driverFunctions,
1165 void *driverContext)
1166 {
1167 GLcontext *ctx;
1168
1169 ASSERT(visual);
1170 /*ASSERT(driverContext);*/
1171
1172 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1173 if (!ctx)
1174 return NULL;
1175
1176 if (_mesa_initialize_context(ctx, visual, share_list,
1177 driverFunctions, driverContext)) {
1178 return ctx;
1179 }
1180 else {
1181 _mesa_free(ctx);
1182 return NULL;
1183 }
1184 }
1185
1186
1187 /**
1188 * Free the data associated with the given context.
1189 *
1190 * But doesn't free the GLcontext struct itself.
1191 *
1192 * \sa _mesa_initialize_context() and init_attrib_groups().
1193 */
1194 void
1195 _mesa_free_context_data( GLcontext *ctx )
1196 {
1197 /* if we're destroying the current context, unbind it first */
1198 if (ctx == _mesa_get_current_context()) {
1199 _mesa_make_current(NULL, NULL, NULL);
1200 }
1201 else {
1202 /* unreference WinSysDraw/Read buffers */
1203 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1204 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1205 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1206 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1207 }
1208
1209 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1210 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1211 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1212
1213 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1214 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1215 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1216
1217 _mesa_free_lighting_data( ctx );
1218 _mesa_free_eval_data( ctx );
1219 _mesa_free_texture_data( ctx );
1220 _mesa_free_matrix_data( ctx );
1221 _mesa_free_viewport_data( ctx );
1222 _mesa_free_colortables_data( ctx );
1223 _mesa_free_program_data(ctx);
1224 _mesa_free_shader_state(ctx);
1225 _mesa_free_query_data(ctx);
1226
1227 #if FEATURE_ARB_vertex_buffer_object
1228 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1229 #endif
1230 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1231
1232 /* free dispatch tables */
1233 _mesa_free(ctx->Exec);
1234 _mesa_free(ctx->Save);
1235
1236 /* Shared context state (display lists, textures, etc) */
1237 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1238 ctx->Shared->RefCount--;
1239 assert(ctx->Shared->RefCount >= 0);
1240 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1241 if (ctx->Shared->RefCount == 0) {
1242 /* free shared state */
1243 free_shared_state( ctx, ctx->Shared );
1244 }
1245
1246 if (ctx->Extensions.String)
1247 _mesa_free((void *) ctx->Extensions.String);
1248 }
1249
1250
1251 /**
1252 * Destroy a GLcontext structure.
1253 *
1254 * \param ctx GL context.
1255 *
1256 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1257 */
1258 void
1259 _mesa_destroy_context( GLcontext *ctx )
1260 {
1261 if (ctx) {
1262 _mesa_free_context_data(ctx);
1263 _mesa_free( (void *) ctx );
1264 }
1265 }
1266
1267
1268 #if _HAVE_FULL_GL
1269 /**
1270 * Copy attribute groups from one context to another.
1271 *
1272 * \param src source context
1273 * \param dst destination context
1274 * \param mask bitwise OR of GL_*_BIT flags
1275 *
1276 * According to the bits specified in \p mask, copies the corresponding
1277 * attributes from \p src into \p dst. For many of the attributes a simple \c
1278 * memcpy is not enough due to the existence of internal pointers in their data
1279 * structures.
1280 */
1281 void
1282 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1283 {
1284 if (mask & GL_ACCUM_BUFFER_BIT) {
1285 /* OK to memcpy */
1286 dst->Accum = src->Accum;
1287 }
1288 if (mask & GL_COLOR_BUFFER_BIT) {
1289 /* OK to memcpy */
1290 dst->Color = src->Color;
1291 }
1292 if (mask & GL_CURRENT_BIT) {
1293 /* OK to memcpy */
1294 dst->Current = src->Current;
1295 }
1296 if (mask & GL_DEPTH_BUFFER_BIT) {
1297 /* OK to memcpy */
1298 dst->Depth = src->Depth;
1299 }
1300 if (mask & GL_ENABLE_BIT) {
1301 /* no op */
1302 }
1303 if (mask & GL_EVAL_BIT) {
1304 /* OK to memcpy */
1305 dst->Eval = src->Eval;
1306 }
1307 if (mask & GL_FOG_BIT) {
1308 /* OK to memcpy */
1309 dst->Fog = src->Fog;
1310 }
1311 if (mask & GL_HINT_BIT) {
1312 /* OK to memcpy */
1313 dst->Hint = src->Hint;
1314 }
1315 if (mask & GL_LIGHTING_BIT) {
1316 GLuint i;
1317 /* begin with memcpy */
1318 dst->Light = src->Light;
1319 /* fixup linked lists to prevent pointer insanity */
1320 make_empty_list( &(dst->Light.EnabledList) );
1321 for (i = 0; i < MAX_LIGHTS; i++) {
1322 if (dst->Light.Light[i].Enabled) {
1323 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1324 }
1325 }
1326 }
1327 if (mask & GL_LINE_BIT) {
1328 /* OK to memcpy */
1329 dst->Line = src->Line;
1330 }
1331 if (mask & GL_LIST_BIT) {
1332 /* OK to memcpy */
1333 dst->List = src->List;
1334 }
1335 if (mask & GL_PIXEL_MODE_BIT) {
1336 /* OK to memcpy */
1337 dst->Pixel = src->Pixel;
1338 }
1339 if (mask & GL_POINT_BIT) {
1340 /* OK to memcpy */
1341 dst->Point = src->Point;
1342 }
1343 if (mask & GL_POLYGON_BIT) {
1344 /* OK to memcpy */
1345 dst->Polygon = src->Polygon;
1346 }
1347 if (mask & GL_POLYGON_STIPPLE_BIT) {
1348 /* Use loop instead of MEMCPY due to problem with Portland Group's
1349 * C compiler. Reported by John Stone.
1350 */
1351 GLuint i;
1352 for (i = 0; i < 32; i++) {
1353 dst->PolygonStipple[i] = src->PolygonStipple[i];
1354 }
1355 }
1356 if (mask & GL_SCISSOR_BIT) {
1357 /* OK to memcpy */
1358 dst->Scissor = src->Scissor;
1359 }
1360 if (mask & GL_STENCIL_BUFFER_BIT) {
1361 /* OK to memcpy */
1362 dst->Stencil = src->Stencil;
1363 }
1364 if (mask & GL_TEXTURE_BIT) {
1365 /* Cannot memcpy because of pointers */
1366 _mesa_copy_texture_state(src, dst);
1367 }
1368 if (mask & GL_TRANSFORM_BIT) {
1369 /* OK to memcpy */
1370 dst->Transform = src->Transform;
1371 }
1372 if (mask & GL_VIEWPORT_BIT) {
1373 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1374 dst->Viewport.X = src->Viewport.X;
1375 dst->Viewport.Y = src->Viewport.Y;
1376 dst->Viewport.Width = src->Viewport.Width;
1377 dst->Viewport.Height = src->Viewport.Height;
1378 dst->Viewport.Near = src->Viewport.Near;
1379 dst->Viewport.Far = src->Viewport.Far;
1380 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1381 }
1382
1383 /* XXX FIXME: Call callbacks?
1384 */
1385 dst->NewState = _NEW_ALL;
1386 }
1387 #endif
1388
1389
1390 /**
1391 * Check if the given context can render into the given framebuffer
1392 * by checking visual attributes.
1393 *
1394 * Most of these tests could go away because Mesa is now pretty flexible
1395 * in terms of mixing rendering contexts with framebuffers. As long
1396 * as RGB vs. CI mode agree, we're probably good.
1397 *
1398 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1399 */
1400 static GLboolean
1401 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1402 {
1403 const GLvisual *ctxvis = &ctx->Visual;
1404 const GLvisual *bufvis = &buffer->Visual;
1405
1406 if (ctxvis == bufvis)
1407 return GL_TRUE;
1408
1409 if (ctxvis->rgbMode != bufvis->rgbMode)
1410 return GL_FALSE;
1411 #if 0
1412 /* disabling this fixes the fgl_glxgears pbuffer demo */
1413 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1414 return GL_FALSE;
1415 #endif
1416 if (ctxvis->stereoMode && !bufvis->stereoMode)
1417 return GL_FALSE;
1418 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1419 return GL_FALSE;
1420 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1421 return GL_FALSE;
1422 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1423 return GL_FALSE;
1424 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1425 return GL_FALSE;
1426 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1427 return GL_FALSE;
1428 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1429 return GL_FALSE;
1430 #if 0
1431 /* disabled (see bug 11161) */
1432 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1433 return GL_FALSE;
1434 #endif
1435 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1436 return GL_FALSE;
1437
1438 return GL_TRUE;
1439 }
1440
1441
1442 /**
1443 * Do one-time initialization for the given framebuffer. Specifically,
1444 * ask the driver for the window's current size and update the framebuffer
1445 * object to match.
1446 * Really, the device driver should totally take care of this.
1447 */
1448 static void
1449 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1450 {
1451 GLuint width, height;
1452 if (ctx->Driver.GetBufferSize) {
1453 ctx->Driver.GetBufferSize(fb, &width, &height);
1454 if (ctx->Driver.ResizeBuffers)
1455 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1456 fb->Initialized = GL_TRUE;
1457 }
1458 }
1459
1460
1461 /**
1462 * Bind the given context to the given drawBuffer and readBuffer and
1463 * make it the current context for the calling thread.
1464 * We'll render into the drawBuffer and read pixels from the
1465 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1466 *
1467 * We check that the context's and framebuffer's visuals are compatible
1468 * and return immediately if they're not.
1469 *
1470 * \param newCtx the new GL context. If NULL then there will be no current GL
1471 * context.
1472 * \param drawBuffer the drawing framebuffer
1473 * \param readBuffer the reading framebuffer
1474 */
1475 void
1476 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1477 GLframebuffer *readBuffer )
1478 {
1479 GET_CURRENT_CONTEXT(oldCtx);
1480
1481 if (MESA_VERBOSE & VERBOSE_API)
1482 _mesa_debug(newCtx, "_mesa_make_current()\n");
1483
1484 /* Check that the context's and framebuffer's visuals are compatible.
1485 */
1486 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1487 if (!check_compatible(newCtx, drawBuffer)) {
1488 _mesa_warning(newCtx,
1489 "MakeCurrent: incompatible visuals for context and drawbuffer");
1490 return;
1491 }
1492 }
1493 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1494 if (!check_compatible(newCtx, readBuffer)) {
1495 _mesa_warning(newCtx,
1496 "MakeCurrent: incompatible visuals for context and readbuffer");
1497 return;
1498 }
1499 }
1500
1501 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1502 _glapi_set_context((void *) newCtx);
1503 ASSERT(_mesa_get_current_context() == newCtx);
1504
1505 if (oldCtx) {
1506 _mesa_unreference_framebuffer(&oldCtx->WinSysDrawBuffer);
1507 _mesa_unreference_framebuffer(&oldCtx->WinSysReadBuffer);
1508 _mesa_unreference_framebuffer(&oldCtx->DrawBuffer);
1509 _mesa_unreference_framebuffer(&oldCtx->ReadBuffer);
1510 }
1511
1512 if (!newCtx) {
1513 _glapi_set_dispatch(NULL); /* none current */
1514 }
1515 else {
1516 _glapi_set_dispatch(newCtx->CurrentDispatch);
1517
1518 if (drawBuffer && readBuffer) {
1519 /* TODO: check if newCtx and buffer's visual match??? */
1520
1521 ASSERT(drawBuffer->Name == 0);
1522 ASSERT(readBuffer->Name == 0);
1523 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1524 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1525
1526 /*
1527 * Only set the context's Draw/ReadBuffer fields if they're NULL
1528 * or not bound to a user-created FBO.
1529 */
1530 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1531 /* fix up the fb fields - these will end up wrong otherwise
1532 * if the DRIdrawable changes, and everything relies on them.
1533 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1534 */
1535 int i;
1536 GLenum buffers[MAX_DRAW_BUFFERS];
1537
1538 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1539
1540 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1541 buffers[i] = newCtx->Color.DrawBuffer[i];
1542 }
1543
1544 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1545 }
1546 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1547 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1548 _mesa_readbuffer_update_fields(newCtx, newCtx->Pixel.ReadBuffer);
1549 }
1550
1551 newCtx->NewState |= _NEW_BUFFERS;
1552
1553 #if 1
1554 /* We want to get rid of these lines: */
1555
1556 #if _HAVE_FULL_GL
1557 if (!drawBuffer->Initialized) {
1558 initialize_framebuffer_size(newCtx, drawBuffer);
1559 }
1560 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1561 initialize_framebuffer_size(newCtx, readBuffer);
1562 }
1563
1564 _mesa_resizebuffers(newCtx);
1565 #endif
1566
1567 #else
1568 /* We want the drawBuffer and readBuffer to be initialized by
1569 * the driver.
1570 * This generally means the Width and Height match the actual
1571 * window size and the renderbuffers (both hardware and software
1572 * based) are allocated to match. The later can generally be
1573 * done with a call to _mesa_resize_framebuffer().
1574 *
1575 * It's theoretically possible for a buffer to have zero width
1576 * or height, but for now, assert check that the driver did what's
1577 * expected of it.
1578 */
1579 ASSERT(drawBuffer->Width > 0);
1580 ASSERT(drawBuffer->Height > 0);
1581 #endif
1582
1583 if (newCtx->FirstTimeCurrent) {
1584 /* set initial viewport and scissor size now */
1585 _mesa_set_viewport(newCtx, 0, 0,
1586 drawBuffer->Width, drawBuffer->Height);
1587 _mesa_set_scissor(newCtx, 0, 0,
1588 drawBuffer->Width, drawBuffer->Height );
1589 check_context_limits(newCtx);
1590 }
1591 }
1592
1593 /* We can use this to help debug user's problems. Tell them to set
1594 * the MESA_INFO env variable before running their app. Then the
1595 * first time each context is made current we'll print some useful
1596 * information.
1597 */
1598 if (newCtx->FirstTimeCurrent) {
1599 if (_mesa_getenv("MESA_INFO")) {
1600 _mesa_print_info();
1601 }
1602 newCtx->FirstTimeCurrent = GL_FALSE;
1603 }
1604 }
1605 }
1606
1607
1608 /**
1609 * Make context 'ctx' share the display lists, textures and programs
1610 * that are associated with 'ctxToShare'.
1611 * Any display lists, textures or programs associated with 'ctx' will
1612 * be deleted if nobody else is sharing them.
1613 */
1614 GLboolean
1615 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1616 {
1617 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1618 ctx->Shared->RefCount--;
1619 if (ctx->Shared->RefCount == 0) {
1620 free_shared_state(ctx, ctx->Shared);
1621 }
1622 ctx->Shared = ctxToShare->Shared;
1623 ctx->Shared->RefCount++;
1624 return GL_TRUE;
1625 }
1626 else {
1627 return GL_FALSE;
1628 }
1629 }
1630
1631
1632
1633 /**
1634 * \return pointer to the current GL context for this thread.
1635 *
1636 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1637 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1638 * context.h.
1639 */
1640 GLcontext *
1641 _mesa_get_current_context( void )
1642 {
1643 return (GLcontext *) _glapi_get_context();
1644 }
1645
1646
1647 /**
1648 * Get context's current API dispatch table.
1649 *
1650 * It'll either be the immediate-mode execute dispatcher or the display list
1651 * compile dispatcher.
1652 *
1653 * \param ctx GL context.
1654 *
1655 * \return pointer to dispatch_table.
1656 *
1657 * Simply returns __GLcontextRec::CurrentDispatch.
1658 */
1659 struct _glapi_table *
1660 _mesa_get_dispatch(GLcontext *ctx)
1661 {
1662 return ctx->CurrentDispatch;
1663 }
1664
1665 /*@}*/
1666
1667
1668 /**********************************************************************/
1669 /** \name Miscellaneous functions */
1670 /**********************************************************************/
1671 /*@{*/
1672
1673 /**
1674 * Record an error.
1675 *
1676 * \param ctx GL context.
1677 * \param error error code.
1678 *
1679 * Records the given error code and call the driver's dd_function_table::Error
1680 * function if defined.
1681 *
1682 * \sa
1683 * This is called via _mesa_error().
1684 */
1685 void
1686 _mesa_record_error(GLcontext *ctx, GLenum error)
1687 {
1688 if (!ctx)
1689 return;
1690
1691 if (ctx->ErrorValue == GL_NO_ERROR) {
1692 ctx->ErrorValue = error;
1693 }
1694
1695 /* Call device driver's error handler, if any. This is used on the Mac. */
1696 if (ctx->Driver.Error) {
1697 ctx->Driver.Error(ctx);
1698 }
1699 }
1700
1701
1702 /**
1703 * Execute glFinish().
1704 *
1705 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1706 * dd_function_table::Finish driver callback, if not NULL.
1707 */
1708 void GLAPIENTRY
1709 _mesa_Finish(void)
1710 {
1711 GET_CURRENT_CONTEXT(ctx);
1712 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1713 if (ctx->Driver.Finish) {
1714 ctx->Driver.Finish(ctx);
1715 }
1716 }
1717
1718
1719 /**
1720 * Execute glFlush().
1721 *
1722 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1723 * dd_function_table::Flush driver callback, if not NULL.
1724 */
1725 void GLAPIENTRY
1726 _mesa_Flush(void)
1727 {
1728 GET_CURRENT_CONTEXT(ctx);
1729 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1730 if (ctx->Driver.Flush) {
1731 ctx->Driver.Flush(ctx);
1732 }
1733 }
1734
1735
1736 /*@}*/