Merge commit 'origin/perrtblend'
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "enums.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "framebuffer.h"
102 #include "get.h"
103 #include "histogram.h"
104 #include "hint.h"
105 #include "hash.h"
106 #include "light.h"
107 #include "lines.h"
108 #include "macros.h"
109 #include "matrix.h"
110 #include "multisample.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #if FEATURE_ARB_sync
117 #include "syncobj.h"
118 #endif
119 #include "rastpos.h"
120 #include "remap.h"
121 #include "scissor.h"
122 #include "shared.h"
123 #include "simple_list.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "teximage.h"
128 #include "texobj.h"
129 #include "texstate.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "glapi/glthread.h"
136 #include "glapi/glapitable.h"
137 #include "shader/program.h"
138 #include "shader/prog_print.h"
139 #include "shader/shader_api.h"
140 #if FEATURE_ATI_fragment_shader
141 #include "shader/atifragshader.h"
142 #endif
143 #if _HAVE_FULL_GL
144 #include "math/m_matrix.h"
145 #endif
146
147 #ifdef USE_SPARC_ASM
148 #include "sparc/sparc.h"
149 #endif
150
151 #ifndef MESA_VERBOSE
152 int MESA_VERBOSE = 0;
153 #endif
154
155 #ifndef MESA_DEBUG_FLAGS
156 int MESA_DEBUG_FLAGS = 0;
157 #endif
158
159
160 /* ubyte -> float conversion */
161 GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165 /**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173 void
174 _mesa_notifySwapBuffers(__GLcontext *ctx)
175 {
176 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177 _mesa_debug(ctx, "SwapBuffers\n");
178 FLUSH_CURRENT( ctx, 0 );
179 if (ctx->Driver.Flush) {
180 ctx->Driver.Flush(ctx);
181 }
182 }
183
184
185 /**********************************************************************/
186 /** \name GL Visual allocation/destruction */
187 /**********************************************************************/
188 /*@{*/
189
190 /**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode. We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215 GLvisual *
216 _mesa_create_visual( GLboolean rgbFlag,
217 GLboolean dbFlag,
218 GLboolean stereoFlag,
219 GLint redBits,
220 GLint greenBits,
221 GLint blueBits,
222 GLint alphaBits,
223 GLint indexBits,
224 GLint depthBits,
225 GLint stencilBits,
226 GLint accumRedBits,
227 GLint accumGreenBits,
228 GLint accumBlueBits,
229 GLint accumAlphaBits,
230 GLint numSamples )
231 {
232 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233 if (vis) {
234 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235 redBits, greenBits, blueBits, alphaBits,
236 indexBits, depthBits, stencilBits,
237 accumRedBits, accumGreenBits,
238 accumBlueBits, accumAlphaBits,
239 numSamples)) {
240 _mesa_free(vis);
241 return NULL;
242 }
243 }
244 return vis;
245 }
246
247 /**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters. If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256 GLboolean
257 _mesa_initialize_visual( GLvisual *vis,
258 GLboolean rgbFlag,
259 GLboolean dbFlag,
260 GLboolean stereoFlag,
261 GLint redBits,
262 GLint greenBits,
263 GLint blueBits,
264 GLint alphaBits,
265 GLint indexBits,
266 GLint depthBits,
267 GLint stencilBits,
268 GLint accumRedBits,
269 GLint accumGreenBits,
270 GLint accumBlueBits,
271 GLint accumAlphaBits,
272 GLint numSamples )
273 {
274 assert(vis);
275
276 if (depthBits < 0 || depthBits > 32) {
277 return GL_FALSE;
278 }
279 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280 return GL_FALSE;
281 }
282 assert(accumRedBits >= 0);
283 assert(accumGreenBits >= 0);
284 assert(accumBlueBits >= 0);
285 assert(accumAlphaBits >= 0);
286
287 vis->rgbMode = rgbFlag;
288 vis->doubleBufferMode = dbFlag;
289 vis->stereoMode = stereoFlag;
290
291 vis->redBits = redBits;
292 vis->greenBits = greenBits;
293 vis->blueBits = blueBits;
294 vis->alphaBits = alphaBits;
295 vis->rgbBits = redBits + greenBits + blueBits;
296
297 vis->indexBits = indexBits;
298 vis->depthBits = depthBits;
299 vis->stencilBits = stencilBits;
300
301 vis->accumRedBits = accumRedBits;
302 vis->accumGreenBits = accumGreenBits;
303 vis->accumBlueBits = accumBlueBits;
304 vis->accumAlphaBits = accumAlphaBits;
305
306 vis->haveAccumBuffer = accumRedBits > 0;
307 vis->haveDepthBuffer = depthBits > 0;
308 vis->haveStencilBuffer = stencilBits > 0;
309
310 vis->numAuxBuffers = 0;
311 vis->level = 0;
312 vis->pixmapMode = 0;
313 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314 vis->samples = numSamples;
315
316 return GL_TRUE;
317 }
318
319
320 /**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327 void
328 _mesa_destroy_visual( GLvisual *vis )
329 {
330 _mesa_free(vis);
331 }
332
333 /*@}*/
334
335
336 /**********************************************************************/
337 /** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342 /**********************************************************************/
343 /*@{*/
344
345
346 /**
347 * This is lame. gdb only seems to recognize enum types that are
348 * actually used somewhere. We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
350 * the gl_texture_index type anywhere. Thus, this lame function.
351 */
352 static void
353 dummy_enum_func(void)
354 {
355 gl_buffer_index bi;
356 gl_colortable_index ci;
357 gl_face_index fi;
358 gl_frag_attrib fa;
359 gl_frag_result fr;
360 gl_texture_index ti;
361 gl_vert_attrib va;
362 gl_vert_result vr;
363
364 (void) bi;
365 (void) ci;
366 (void) fi;
367 (void) fa;
368 (void) fr;
369 (void) ti;
370 (void) va;
371 (void) vr;
372 }
373
374
375 /**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382 /**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391 static void
392 one_time_init( GLcontext *ctx )
393 {
394 static GLboolean alreadyCalled = GL_FALSE;
395 (void) ctx;
396 _glthread_LOCK_MUTEX(OneTimeLock);
397 if (!alreadyCalled) {
398 GLuint i;
399
400 /* do some implementation tests */
401 assert( sizeof(GLbyte) == 1 );
402 assert( sizeof(GLubyte) == 1 );
403 assert( sizeof(GLshort) == 2 );
404 assert( sizeof(GLushort) == 2 );
405 assert( sizeof(GLint) == 4 );
406 assert( sizeof(GLuint) == 4 );
407
408 _mesa_get_cpu_features();
409
410 _mesa_init_remap_table();
411
412 _mesa_init_sqrt_table();
413
414 for (i = 0; i < 256; i++) {
415 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 }
417
418 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
419 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
420 MESA_VERSION_STRING, __DATE__, __TIME__);
421 #endif
422
423 alreadyCalled = GL_TRUE;
424 }
425 _glthread_UNLOCK_MUTEX(OneTimeLock);
426
427 dummy_enum_func();
428 }
429
430
431 /**
432 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
433 */
434 static void
435 _mesa_init_current(GLcontext *ctx)
436 {
437 GLuint i;
438
439 /* Init all to (0,0,0,1) */
440 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
441 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
442 }
443
444 /* redo special cases: */
445 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
446 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
447 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
448 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
449 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
450 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
451 }
452
453
454 /**
455 * Init vertex/fragment program limits.
456 * Important: drivers should override these with actual limits.
457 */
458 static void
459 init_program_limits(GLenum type, struct gl_program_constants *prog)
460 {
461 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
462 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
463 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
464 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
465 prog->MaxTemps = MAX_PROGRAM_TEMPS;
466 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
467 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
468 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
469
470 if (type == GL_VERTEX_PROGRAM_ARB) {
471 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
472 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
473 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
474 }
475 else {
476 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
477 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
478 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
479 }
480
481 /* Set the native limits to zero. This implies that there is no native
482 * support for shaders. Let the drivers fill in the actual values.
483 */
484 prog->MaxNativeInstructions = 0;
485 prog->MaxNativeAluInstructions = 0;
486 prog->MaxNativeTexInstructions = 0;
487 prog->MaxNativeTexIndirections = 0;
488 prog->MaxNativeAttribs = 0;
489 prog->MaxNativeTemps = 0;
490 prog->MaxNativeAddressRegs = 0;
491 prog->MaxNativeParameters = 0;
492 }
493
494
495 /**
496 * Initialize fields of gl_constants (aka ctx->Const.*).
497 * Use defaults from config.h. The device drivers will often override
498 * some of these values (such as number of texture units).
499 */
500 static void
501 _mesa_init_constants(GLcontext *ctx)
502 {
503 assert(ctx);
504
505 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
506 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
507
508 /* Max texture size should be <= max viewport size (render to texture) */
509 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
510
511 /* Constants, may be overriden (usually only reduced) by device drivers */
512 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
513 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
514 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
515 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
516 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
517 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
518 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
519 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
520 ctx->Const.MaxTextureImageUnits);
521 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
522 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
523 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
524 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
525 ctx->Const.MinPointSize = MIN_POINT_SIZE;
526 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
527 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
528 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
529 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
530 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
531 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
532 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
533 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
534 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
535 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
536 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
537 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
538 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
539 ctx->Const.MaxLights = MAX_LIGHTS;
540 ctx->Const.MaxShininess = 128.0;
541 ctx->Const.MaxSpotExponent = 128.0;
542 ctx->Const.MaxViewportWidth = MAX_WIDTH;
543 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
544 #if FEATURE_ARB_vertex_program
545 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
546 #endif
547 #if FEATURE_ARB_fragment_program
548 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
549 #endif
550 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
551 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
552
553 /* CheckArrayBounds is overriden by drivers/x11 for X server */
554 ctx->Const.CheckArrayBounds = GL_FALSE;
555
556 /* GL_ARB_draw_buffers */
557 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
558
559 #if FEATURE_EXT_framebuffer_object
560 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
561 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
562 #endif
563
564 #if FEATURE_ARB_vertex_shader
565 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
566 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxVarying = MAX_VARYING;
568 #endif
569
570 /* GL_ARB_framebuffer_object */
571 ctx->Const.MaxSamples = 0;
572
573 /* GL_ARB_sync */
574 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
575
576 /* GL_ATI_envmap_bumpmap */
577 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
578
579 /* GL_EXT_provoking_vertex */
580 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
581
582 /* sanity checks */
583 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
584 ctx->Const.MaxTextureCoordUnits));
585 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
586 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
587
588 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
589 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
590 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
591 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
592
593 /* check that we don't exceed the size of various bitfields */
594 ASSERT(VERT_RESULT_MAX <=
595 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
596 ASSERT(FRAG_ATTRIB_MAX <=
597 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
598 }
599
600
601 /**
602 * Do some sanity checks on the limits/constants for the given context.
603 * Only called the first time a context is bound.
604 */
605 static void
606 check_context_limits(GLcontext *ctx)
607 {
608 /* Many context limits/constants are limited by the size of
609 * internal arrays.
610 */
611 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
612 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
613 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
614 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
615
616 /* number of coord units cannot be greater than number of image units */
617 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
618
619 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
620 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
621 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
622 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
623
624 /* make sure largest texture image is <= MAX_WIDTH in size */
625 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
626 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
627 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
628
629 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
630 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
631
632 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
633
634 /* XXX probably add more tests */
635 }
636
637
638 /**
639 * Initialize the attribute groups in a GL context.
640 *
641 * \param ctx GL context.
642 *
643 * Initializes all the attributes, calling the respective <tt>init*</tt>
644 * functions for the more complex data structures.
645 */
646 static GLboolean
647 init_attrib_groups(GLcontext *ctx)
648 {
649 assert(ctx);
650
651 /* Constants */
652 _mesa_init_constants( ctx );
653
654 /* Extensions */
655 _mesa_init_extensions( ctx );
656
657 /* Attribute Groups */
658 _mesa_init_accum( ctx );
659 _mesa_init_attrib( ctx );
660 _mesa_init_buffer_objects( ctx );
661 _mesa_init_color( ctx );
662 _mesa_init_colortables( ctx );
663 _mesa_init_current( ctx );
664 _mesa_init_depth( ctx );
665 _mesa_init_debug( ctx );
666 _mesa_init_display_list( ctx );
667 _mesa_init_eval( ctx );
668 _mesa_init_fbobjects( ctx );
669 _mesa_init_feedback( ctx );
670 _mesa_init_fog( ctx );
671 _mesa_init_histogram( ctx );
672 _mesa_init_hint( ctx );
673 _mesa_init_line( ctx );
674 _mesa_init_lighting( ctx );
675 _mesa_init_matrix( ctx );
676 _mesa_init_multisample( ctx );
677 _mesa_init_pixel( ctx );
678 _mesa_init_pixelstore( ctx );
679 _mesa_init_point( ctx );
680 _mesa_init_polygon( ctx );
681 _mesa_init_program( ctx );
682 _mesa_init_queryobj( ctx );
683 #if FEATURE_ARB_sync
684 _mesa_init_sync( ctx );
685 #endif
686 _mesa_init_rastpos( ctx );
687 _mesa_init_scissor( ctx );
688 _mesa_init_shader_state( ctx );
689 _mesa_init_stencil( ctx );
690 _mesa_init_transform( ctx );
691 _mesa_init_varray( ctx );
692 _mesa_init_viewport( ctx );
693
694 if (!_mesa_init_texture( ctx ))
695 return GL_FALSE;
696
697 _mesa_init_texture_s3tc( ctx );
698
699 /* Miscellaneous */
700 ctx->NewState = _NEW_ALL;
701 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
702 ctx->varying_vp_inputs = ~0;
703
704 return GL_TRUE;
705 }
706
707
708 /**
709 * Update default objects in a GL context with respect to shared state.
710 *
711 * \param ctx GL context.
712 *
713 * Removes references to old default objects, (texture objects, program
714 * objects, etc.) and changes to reference those from the current shared
715 * state.
716 */
717 static GLboolean
718 update_default_objects(GLcontext *ctx)
719 {
720 assert(ctx);
721
722 _mesa_update_default_objects_program(ctx);
723 _mesa_update_default_objects_texture(ctx);
724 _mesa_update_default_objects_buffer_objects(ctx);
725
726 return GL_TRUE;
727 }
728
729
730 /**
731 * This is the default function we plug into all dispatch table slots
732 * This helps prevents a segfault when someone calls a GL function without
733 * first checking if the extension's supported.
734 */
735 static int
736 generic_nop(void)
737 {
738 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
739 return 0;
740 }
741
742
743 /**
744 * Allocate and initialize a new dispatch table.
745 */
746 static struct _glapi_table *
747 alloc_dispatch_table(void)
748 {
749 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
750 * In practice, this'll be the same for stand-alone Mesa. But for DRI
751 * Mesa we do this to accomodate different versions of libGL and various
752 * DRI drivers.
753 */
754 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
755 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
756 struct _glapi_table *table =
757 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
758 if (table) {
759 _glapi_proc *entry = (_glapi_proc *) table;
760 GLint i;
761 for (i = 0; i < numEntries; i++) {
762 entry[i] = (_glapi_proc) generic_nop;
763 }
764 }
765 return table;
766 }
767
768
769 /**
770 * Initialize a GLcontext struct (rendering context).
771 *
772 * This includes allocating all the other structs and arrays which hang off of
773 * the context by pointers.
774 * Note that the driver needs to pass in its dd_function_table here since
775 * we need to at least call driverFunctions->NewTextureObject to create the
776 * default texture objects.
777 *
778 * Called by _mesa_create_context().
779 *
780 * Performs the imports and exports callback tables initialization, and
781 * miscellaneous one-time initializations. If no shared context is supplied one
782 * is allocated, and increase its reference count. Setups the GL API dispatch
783 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
784 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
785 * for debug flags.
786 *
787 * \param ctx the context to initialize
788 * \param visual describes the visual attributes for this context
789 * \param share_list points to context to share textures, display lists,
790 * etc with, or NULL
791 * \param driverFunctions table of device driver functions for this context
792 * to use
793 * \param driverContext pointer to driver-specific context data
794 */
795 GLboolean
796 _mesa_initialize_context(GLcontext *ctx,
797 const GLvisual *visual,
798 GLcontext *share_list,
799 const struct dd_function_table *driverFunctions,
800 void *driverContext)
801 {
802 struct gl_shared_state *shared;
803
804 /*ASSERT(driverContext);*/
805 assert(driverFunctions->NewTextureObject);
806 assert(driverFunctions->FreeTexImageData);
807
808 /* misc one-time initializations */
809 one_time_init(ctx);
810
811 ctx->Visual = *visual;
812 ctx->DrawBuffer = NULL;
813 ctx->ReadBuffer = NULL;
814 ctx->WinSysDrawBuffer = NULL;
815 ctx->WinSysReadBuffer = NULL;
816
817 /* Plug in driver functions and context pointer here.
818 * This is important because when we call alloc_shared_state() below
819 * we'll call ctx->Driver.NewTextureObject() to create the default
820 * textures.
821 */
822 ctx->Driver = *driverFunctions;
823 ctx->DriverCtx = driverContext;
824
825 if (share_list) {
826 /* share state with another context */
827 shared = share_list->Shared;
828 }
829 else {
830 /* allocate new, unshared state */
831 shared = _mesa_alloc_shared_state(ctx);
832 if (!shared)
833 return GL_FALSE;
834 }
835
836 _glthread_LOCK_MUTEX(shared->Mutex);
837 ctx->Shared = shared;
838 shared->RefCount++;
839 _glthread_UNLOCK_MUTEX(shared->Mutex);
840
841 if (!init_attrib_groups( ctx )) {
842 _mesa_free_shared_state(ctx, ctx->Shared);
843 return GL_FALSE;
844 }
845
846 /* setup the API dispatch tables */
847 ctx->Exec = alloc_dispatch_table();
848 ctx->Save = alloc_dispatch_table();
849 if (!ctx->Exec || !ctx->Save) {
850 _mesa_free_shared_state(ctx, ctx->Shared);
851 if (ctx->Exec)
852 _mesa_free(ctx->Exec);
853 return GL_FALSE;
854 }
855 #if FEATURE_dispatch
856 _mesa_init_exec_table(ctx->Exec);
857 #endif
858 ctx->CurrentDispatch = ctx->Exec;
859
860 #if FEATURE_dlist
861 _mesa_init_save_table(ctx->Save);
862 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
863 #endif
864
865 /* Neutral tnl module stuff */
866 _mesa_init_exec_vtxfmt( ctx );
867 ctx->TnlModule.Current = NULL;
868 ctx->TnlModule.SwapCount = 0;
869
870 ctx->FragmentProgram._MaintainTexEnvProgram
871 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
872
873 ctx->VertexProgram._MaintainTnlProgram
874 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
875 if (ctx->VertexProgram._MaintainTnlProgram) {
876 /* this is required... */
877 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
878 }
879
880 #ifdef FEATURE_extra_context_init
881 _mesa_initialize_context_extra(ctx);
882 #endif
883
884 ctx->FirstTimeCurrent = GL_TRUE;
885
886 return GL_TRUE;
887 }
888
889
890 /**
891 * Allocate and initialize a GLcontext structure.
892 * Note that the driver needs to pass in its dd_function_table here since
893 * we need to at least call driverFunctions->NewTextureObject to initialize
894 * the rendering context.
895 *
896 * \param visual a GLvisual pointer (we copy the struct contents)
897 * \param share_list another context to share display lists with or NULL
898 * \param driverFunctions points to the dd_function_table into which the
899 * driver has plugged in all its special functions.
900 * \param driverContext points to the device driver's private context state
901 *
902 * \return pointer to a new __GLcontextRec or NULL if error.
903 */
904 GLcontext *
905 _mesa_create_context(const GLvisual *visual,
906 GLcontext *share_list,
907 const struct dd_function_table *driverFunctions,
908 void *driverContext)
909 {
910 GLcontext *ctx;
911
912 ASSERT(visual);
913 /*ASSERT(driverContext);*/
914
915 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
916 if (!ctx)
917 return NULL;
918
919 if (_mesa_initialize_context(ctx, visual, share_list,
920 driverFunctions, driverContext)) {
921 return ctx;
922 }
923 else {
924 _mesa_free(ctx);
925 return NULL;
926 }
927 }
928
929
930 /**
931 * Free the data associated with the given context.
932 *
933 * But doesn't free the GLcontext struct itself.
934 *
935 * \sa _mesa_initialize_context() and init_attrib_groups().
936 */
937 void
938 _mesa_free_context_data( GLcontext *ctx )
939 {
940 GLint RefCount;
941
942 if (!_mesa_get_current_context()){
943 /* No current context, but we may need one in order to delete
944 * texture objs, etc. So temporarily bind the context now.
945 */
946 _mesa_make_current(ctx, NULL, NULL);
947 }
948
949 /* unreference WinSysDraw/Read buffers */
950 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
951 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
952 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
953 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
954
955 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
956 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
957 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
958
959 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
960 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
961 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
962
963 _mesa_free_attrib_data(ctx);
964 _mesa_free_lighting_data( ctx );
965 _mesa_free_eval_data( ctx );
966 _mesa_free_texture_data( ctx );
967 _mesa_free_matrix_data( ctx );
968 _mesa_free_viewport_data( ctx );
969 _mesa_free_colortables_data( ctx );
970 _mesa_free_program_data(ctx);
971 _mesa_free_shader_state(ctx);
972 _mesa_free_queryobj_data(ctx);
973 #if FEATURE_ARB_sync
974 _mesa_free_sync_data(ctx);
975 #endif
976 _mesa_free_varray_data(ctx);
977
978 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
979
980 #if FEATURE_ARB_pixel_buffer_object
981 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
982 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
983 #endif
984
985 #if FEATURE_ARB_vertex_buffer_object
986 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
987 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
988 #endif
989
990 /* free dispatch tables */
991 _mesa_free(ctx->Exec);
992 _mesa_free(ctx->Save);
993
994 /* Shared context state (display lists, textures, etc) */
995 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
996 RefCount = --ctx->Shared->RefCount;
997 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
998 assert(RefCount >= 0);
999 if (RefCount == 0) {
1000 /* free shared state */
1001 _mesa_free_shared_state( ctx, ctx->Shared );
1002 }
1003
1004 /* needs to be after freeing shared state */
1005 _mesa_free_display_list_data(ctx);
1006
1007 if (ctx->Extensions.String)
1008 _mesa_free((void *) ctx->Extensions.String);
1009
1010 if (ctx->VersionString)
1011 _mesa_free(ctx->VersionString);
1012
1013 /* unbind the context if it's currently bound */
1014 if (ctx == _mesa_get_current_context()) {
1015 _mesa_make_current(NULL, NULL, NULL);
1016 }
1017 }
1018
1019
1020 /**
1021 * Destroy a GLcontext structure.
1022 *
1023 * \param ctx GL context.
1024 *
1025 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1026 */
1027 void
1028 _mesa_destroy_context( GLcontext *ctx )
1029 {
1030 if (ctx) {
1031 _mesa_free_context_data(ctx);
1032 _mesa_free( (void *) ctx );
1033 }
1034 }
1035
1036
1037 #if _HAVE_FULL_GL
1038 /**
1039 * Copy attribute groups from one context to another.
1040 *
1041 * \param src source context
1042 * \param dst destination context
1043 * \param mask bitwise OR of GL_*_BIT flags
1044 *
1045 * According to the bits specified in \p mask, copies the corresponding
1046 * attributes from \p src into \p dst. For many of the attributes a simple \c
1047 * memcpy is not enough due to the existence of internal pointers in their data
1048 * structures.
1049 */
1050 void
1051 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1052 {
1053 if (mask & GL_ACCUM_BUFFER_BIT) {
1054 /* OK to memcpy */
1055 dst->Accum = src->Accum;
1056 }
1057 if (mask & GL_COLOR_BUFFER_BIT) {
1058 /* OK to memcpy */
1059 dst->Color = src->Color;
1060 }
1061 if (mask & GL_CURRENT_BIT) {
1062 /* OK to memcpy */
1063 dst->Current = src->Current;
1064 }
1065 if (mask & GL_DEPTH_BUFFER_BIT) {
1066 /* OK to memcpy */
1067 dst->Depth = src->Depth;
1068 }
1069 if (mask & GL_ENABLE_BIT) {
1070 /* no op */
1071 }
1072 if (mask & GL_EVAL_BIT) {
1073 /* OK to memcpy */
1074 dst->Eval = src->Eval;
1075 }
1076 if (mask & GL_FOG_BIT) {
1077 /* OK to memcpy */
1078 dst->Fog = src->Fog;
1079 }
1080 if (mask & GL_HINT_BIT) {
1081 /* OK to memcpy */
1082 dst->Hint = src->Hint;
1083 }
1084 if (mask & GL_LIGHTING_BIT) {
1085 GLuint i;
1086 /* begin with memcpy */
1087 dst->Light = src->Light;
1088 /* fixup linked lists to prevent pointer insanity */
1089 make_empty_list( &(dst->Light.EnabledList) );
1090 for (i = 0; i < MAX_LIGHTS; i++) {
1091 if (dst->Light.Light[i].Enabled) {
1092 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1093 }
1094 }
1095 }
1096 if (mask & GL_LINE_BIT) {
1097 /* OK to memcpy */
1098 dst->Line = src->Line;
1099 }
1100 if (mask & GL_LIST_BIT) {
1101 /* OK to memcpy */
1102 dst->List = src->List;
1103 }
1104 if (mask & GL_PIXEL_MODE_BIT) {
1105 /* OK to memcpy */
1106 dst->Pixel = src->Pixel;
1107 }
1108 if (mask & GL_POINT_BIT) {
1109 /* OK to memcpy */
1110 dst->Point = src->Point;
1111 }
1112 if (mask & GL_POLYGON_BIT) {
1113 /* OK to memcpy */
1114 dst->Polygon = src->Polygon;
1115 }
1116 if (mask & GL_POLYGON_STIPPLE_BIT) {
1117 /* Use loop instead of MEMCPY due to problem with Portland Group's
1118 * C compiler. Reported by John Stone.
1119 */
1120 GLuint i;
1121 for (i = 0; i < 32; i++) {
1122 dst->PolygonStipple[i] = src->PolygonStipple[i];
1123 }
1124 }
1125 if (mask & GL_SCISSOR_BIT) {
1126 /* OK to memcpy */
1127 dst->Scissor = src->Scissor;
1128 }
1129 if (mask & GL_STENCIL_BUFFER_BIT) {
1130 /* OK to memcpy */
1131 dst->Stencil = src->Stencil;
1132 }
1133 if (mask & GL_TEXTURE_BIT) {
1134 /* Cannot memcpy because of pointers */
1135 _mesa_copy_texture_state(src, dst);
1136 }
1137 if (mask & GL_TRANSFORM_BIT) {
1138 /* OK to memcpy */
1139 dst->Transform = src->Transform;
1140 }
1141 if (mask & GL_VIEWPORT_BIT) {
1142 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1143 dst->Viewport.X = src->Viewport.X;
1144 dst->Viewport.Y = src->Viewport.Y;
1145 dst->Viewport.Width = src->Viewport.Width;
1146 dst->Viewport.Height = src->Viewport.Height;
1147 dst->Viewport.Near = src->Viewport.Near;
1148 dst->Viewport.Far = src->Viewport.Far;
1149 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1150 }
1151
1152 /* XXX FIXME: Call callbacks?
1153 */
1154 dst->NewState = _NEW_ALL;
1155 }
1156 #endif
1157
1158
1159 /**
1160 * Check if the given context can render into the given framebuffer
1161 * by checking visual attributes.
1162 *
1163 * Most of these tests could go away because Mesa is now pretty flexible
1164 * in terms of mixing rendering contexts with framebuffers. As long
1165 * as RGB vs. CI mode agree, we're probably good.
1166 *
1167 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1168 */
1169 static GLboolean
1170 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1171 {
1172 const GLvisual *ctxvis = &ctx->Visual;
1173 const GLvisual *bufvis = &buffer->Visual;
1174
1175 if (ctxvis == bufvis)
1176 return GL_TRUE;
1177
1178 if (ctxvis->rgbMode != bufvis->rgbMode)
1179 return GL_FALSE;
1180 #if 0
1181 /* disabling this fixes the fgl_glxgears pbuffer demo */
1182 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1183 return GL_FALSE;
1184 #endif
1185 if (ctxvis->stereoMode && !bufvis->stereoMode)
1186 return GL_FALSE;
1187 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1188 return GL_FALSE;
1189 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1190 return GL_FALSE;
1191 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1192 return GL_FALSE;
1193 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1194 return GL_FALSE;
1195 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1196 return GL_FALSE;
1197 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1198 return GL_FALSE;
1199 #if 0
1200 /* disabled (see bug 11161) */
1201 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1202 return GL_FALSE;
1203 #endif
1204 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1205 return GL_FALSE;
1206
1207 return GL_TRUE;
1208 }
1209
1210
1211 /**
1212 * Do one-time initialization for the given framebuffer. Specifically,
1213 * ask the driver for the window's current size and update the framebuffer
1214 * object to match.
1215 * Really, the device driver should totally take care of this.
1216 */
1217 static void
1218 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1219 {
1220 GLuint width, height;
1221 if (ctx->Driver.GetBufferSize) {
1222 ctx->Driver.GetBufferSize(fb, &width, &height);
1223 if (ctx->Driver.ResizeBuffers)
1224 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1225 fb->Initialized = GL_TRUE;
1226 }
1227 }
1228
1229
1230 /**
1231 * Check if the viewport/scissor size has not yet been initialized.
1232 * Initialize the size if the given width and height are non-zero.
1233 */
1234 void
1235 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1236 {
1237 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1238 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1239 * potential infinite recursion.
1240 */
1241 ctx->ViewportInitialized = GL_TRUE;
1242 _mesa_set_viewport(ctx, 0, 0, width, height);
1243 _mesa_set_scissor(ctx, 0, 0, width, height);
1244 }
1245 }
1246
1247
1248 /**
1249 * Bind the given context to the given drawBuffer and readBuffer and
1250 * make it the current context for the calling thread.
1251 * We'll render into the drawBuffer and read pixels from the
1252 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1253 *
1254 * We check that the context's and framebuffer's visuals are compatible
1255 * and return immediately if they're not.
1256 *
1257 * \param newCtx the new GL context. If NULL then there will be no current GL
1258 * context.
1259 * \param drawBuffer the drawing framebuffer
1260 * \param readBuffer the reading framebuffer
1261 */
1262 GLboolean
1263 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1264 GLframebuffer *readBuffer )
1265 {
1266 if (MESA_VERBOSE & VERBOSE_API)
1267 _mesa_debug(newCtx, "_mesa_make_current()\n");
1268
1269 /* Check that the context's and framebuffer's visuals are compatible.
1270 */
1271 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1272 if (!check_compatible(newCtx, drawBuffer)) {
1273 _mesa_warning(newCtx,
1274 "MakeCurrent: incompatible visuals for context and drawbuffer");
1275 return GL_FALSE;
1276 }
1277 }
1278 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1279 if (!check_compatible(newCtx, readBuffer)) {
1280 _mesa_warning(newCtx,
1281 "MakeCurrent: incompatible visuals for context and readbuffer");
1282 return GL_FALSE;
1283 }
1284 }
1285
1286 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1287 _glapi_set_context((void *) newCtx);
1288 ASSERT(_mesa_get_current_context() == newCtx);
1289
1290 if (!newCtx) {
1291 _glapi_set_dispatch(NULL); /* none current */
1292 }
1293 else {
1294 _glapi_set_dispatch(newCtx->CurrentDispatch);
1295
1296 if (drawBuffer && readBuffer) {
1297 /* TODO: check if newCtx and buffer's visual match??? */
1298
1299 ASSERT(drawBuffer->Name == 0);
1300 ASSERT(readBuffer->Name == 0);
1301 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1302 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1303
1304 /*
1305 * Only set the context's Draw/ReadBuffer fields if they're NULL
1306 * or not bound to a user-created FBO.
1307 */
1308 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1309 /* KW: merge conflict here, revisit.
1310 */
1311 /* fix up the fb fields - these will end up wrong otherwise
1312 * if the DRIdrawable changes, and everything relies on them.
1313 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1314 */
1315 unsigned int i;
1316 GLenum buffers[MAX_DRAW_BUFFERS];
1317
1318 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1319
1320 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1321 buffers[i] = newCtx->Color.DrawBuffer[i];
1322 }
1323
1324 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1325 }
1326 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1327 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1328 }
1329
1330 /* XXX only set this flag if we're really changing the draw/read
1331 * framebuffer bindings.
1332 */
1333 newCtx->NewState |= _NEW_BUFFERS;
1334
1335 #if 1
1336 /* We want to get rid of these lines: */
1337
1338 #if _HAVE_FULL_GL
1339 if (!drawBuffer->Initialized) {
1340 initialize_framebuffer_size(newCtx, drawBuffer);
1341 }
1342 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1343 initialize_framebuffer_size(newCtx, readBuffer);
1344 }
1345
1346 _mesa_resizebuffers(newCtx);
1347 #endif
1348
1349 #else
1350 /* We want the drawBuffer and readBuffer to be initialized by
1351 * the driver.
1352 * This generally means the Width and Height match the actual
1353 * window size and the renderbuffers (both hardware and software
1354 * based) are allocated to match. The later can generally be
1355 * done with a call to _mesa_resize_framebuffer().
1356 *
1357 * It's theoretically possible for a buffer to have zero width
1358 * or height, but for now, assert check that the driver did what's
1359 * expected of it.
1360 */
1361 ASSERT(drawBuffer->Width > 0);
1362 ASSERT(drawBuffer->Height > 0);
1363 #endif
1364
1365 if (drawBuffer) {
1366 _mesa_check_init_viewport(newCtx,
1367 drawBuffer->Width, drawBuffer->Height);
1368 }
1369 }
1370
1371 if (newCtx->FirstTimeCurrent) {
1372 _mesa_compute_version(newCtx);
1373
1374 check_context_limits(newCtx);
1375
1376 /* We can use this to help debug user's problems. Tell them to set
1377 * the MESA_INFO env variable before running their app. Then the
1378 * first time each context is made current we'll print some useful
1379 * information.
1380 */
1381 if (_mesa_getenv("MESA_INFO")) {
1382 _mesa_print_info();
1383 }
1384
1385 newCtx->FirstTimeCurrent = GL_FALSE;
1386 }
1387 }
1388
1389 return GL_TRUE;
1390 }
1391
1392
1393 /**
1394 * Make context 'ctx' share the display lists, textures and programs
1395 * that are associated with 'ctxToShare'.
1396 * Any display lists, textures or programs associated with 'ctx' will
1397 * be deleted if nobody else is sharing them.
1398 */
1399 GLboolean
1400 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1401 {
1402 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1403 struct gl_shared_state *oldSharedState = ctx->Shared;
1404 GLint RefCount;
1405
1406 ctx->Shared = ctxToShare->Shared;
1407
1408 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1409 ctx->Shared->RefCount++;
1410 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1411
1412 update_default_objects(ctx);
1413
1414 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1415 RefCount = --oldSharedState->RefCount;
1416 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1417
1418 if (RefCount == 0) {
1419 _mesa_free_shared_state(ctx, oldSharedState);
1420 }
1421
1422 return GL_TRUE;
1423 }
1424 else {
1425 return GL_FALSE;
1426 }
1427 }
1428
1429
1430
1431 /**
1432 * \return pointer to the current GL context for this thread.
1433 *
1434 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1435 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1436 * context.h.
1437 */
1438 GLcontext *
1439 _mesa_get_current_context( void )
1440 {
1441 return (GLcontext *) _glapi_get_context();
1442 }
1443
1444
1445 /**
1446 * Get context's current API dispatch table.
1447 *
1448 * It'll either be the immediate-mode execute dispatcher or the display list
1449 * compile dispatcher.
1450 *
1451 * \param ctx GL context.
1452 *
1453 * \return pointer to dispatch_table.
1454 *
1455 * Simply returns __GLcontextRec::CurrentDispatch.
1456 */
1457 struct _glapi_table *
1458 _mesa_get_dispatch(GLcontext *ctx)
1459 {
1460 return ctx->CurrentDispatch;
1461 }
1462
1463 /*@}*/
1464
1465
1466 /**********************************************************************/
1467 /** \name Miscellaneous functions */
1468 /**********************************************************************/
1469 /*@{*/
1470
1471 /**
1472 * Record an error.
1473 *
1474 * \param ctx GL context.
1475 * \param error error code.
1476 *
1477 * Records the given error code and call the driver's dd_function_table::Error
1478 * function if defined.
1479 *
1480 * \sa
1481 * This is called via _mesa_error().
1482 */
1483 void
1484 _mesa_record_error(GLcontext *ctx, GLenum error)
1485 {
1486 if (!ctx)
1487 return;
1488
1489 if (ctx->ErrorValue == GL_NO_ERROR) {
1490 ctx->ErrorValue = error;
1491 }
1492
1493 /* Call device driver's error handler, if any. This is used on the Mac. */
1494 if (ctx->Driver.Error) {
1495 ctx->Driver.Error(ctx);
1496 }
1497 }
1498
1499
1500 /**
1501 * Flush commands and wait for completion.
1502 */
1503 void
1504 _mesa_finish(GLcontext *ctx)
1505 {
1506 FLUSH_CURRENT( ctx, 0 );
1507 if (ctx->Driver.Finish) {
1508 ctx->Driver.Finish(ctx);
1509 }
1510 }
1511
1512
1513 /**
1514 * Flush commands.
1515 */
1516 void
1517 _mesa_flush(GLcontext *ctx)
1518 {
1519 FLUSH_CURRENT( ctx, 0 );
1520 if (ctx->Driver.Flush) {
1521 ctx->Driver.Flush(ctx);
1522 }
1523 }
1524
1525
1526
1527 /**
1528 * Execute glFinish().
1529 *
1530 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1531 * dd_function_table::Finish driver callback, if not NULL.
1532 */
1533 void GLAPIENTRY
1534 _mesa_Finish(void)
1535 {
1536 GET_CURRENT_CONTEXT(ctx);
1537 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1538 _mesa_finish(ctx);
1539 }
1540
1541
1542 /**
1543 * Execute glFlush().
1544 *
1545 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1546 * dd_function_table::Flush driver callback, if not NULL.
1547 */
1548 void GLAPIENTRY
1549 _mesa_Flush(void)
1550 {
1551 GET_CURRENT_CONTEXT(ctx);
1552 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1553 _mesa_flush(ctx);
1554 }
1555
1556
1557 /**
1558 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1559 * MUL/MAD, or vice versa, call this function to register that.
1560 * Otherwise we default to MUL/MAD.
1561 */
1562 void
1563 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1564 GLboolean flag )
1565 {
1566 ctx->mvp_with_dp4 = flag;
1567 }
1568
1569
1570
1571 /**
1572 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1573 * is called to see if it's valid to render. This involves checking that
1574 * the current shader is valid and the framebuffer is complete.
1575 * If an error is detected it'll be recorded here.
1576 * \return GL_TRUE if OK to render, GL_FALSE if not
1577 */
1578 GLboolean
1579 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1580 {
1581 if (ctx->Shader.CurrentProgram) {
1582 /* using shaders */
1583 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1584 _mesa_error(ctx, GL_INVALID_OPERATION,
1585 "%s(shader not linked), where");
1586 return GL_FALSE;
1587 }
1588 #if 0 /* not normally enabled */
1589 {
1590 char errMsg[100];
1591 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1592 errMsg)) {
1593 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1594 ctx->Shader.CurrentProgram->Name, errMsg);
1595 }
1596 }
1597 #endif
1598 }
1599 else {
1600 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1601 _mesa_error(ctx, GL_INVALID_OPERATION,
1602 "%s(vertex program not valid)", where);
1603 return GL_FALSE;
1604 }
1605 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1606 _mesa_error(ctx, GL_INVALID_OPERATION,
1607 "%s(fragment program not valid)", where);
1608 return GL_FALSE;
1609 }
1610 }
1611
1612 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1613 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1614 "%s(incomplete framebuffer)", where);
1615 return GL_FALSE;
1616 }
1617
1618 #ifdef DEBUG
1619 if (ctx->Shader.Flags & GLSL_LOG) {
1620 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1621 if (shProg) {
1622 if (!shProg->_Used) {
1623 /* This is the first time this shader is being used.
1624 * Append shader's constants/uniforms to log file.
1625 */
1626 GLuint i;
1627 for (i = 0; i < shProg->NumShaders; i++) {
1628 struct gl_shader *sh = shProg->Shaders[i];
1629 if (sh->Type == GL_VERTEX_SHADER) {
1630 _mesa_append_uniforms_to_file(sh,
1631 &shProg->VertexProgram->Base);
1632 }
1633 else if (sh->Type == GL_FRAGMENT_SHADER) {
1634 _mesa_append_uniforms_to_file(sh,
1635 &shProg->FragmentProgram->Base);
1636 }
1637 }
1638 shProg->_Used = GL_TRUE;
1639 }
1640 }
1641 }
1642 #endif
1643
1644 return GL_TRUE;
1645 }
1646
1647
1648 /*@}*/