Fix shader object reference counting and hash table deallocation.
[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 "get.h"
99 #include "glthread.h"
100 #include "glapioffsets.h"
101 #include "histogram.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "atifragshader.h"
105 #include "light.h"
106 #include "lines.h"
107 #include "macros.h"
108 #include "matrix.h"
109 #include "occlude.h"
110 #include "pixel.h"
111 #include "points.h"
112 #include "polygon.h"
113 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
114 #include "program.h"
115 #endif
116 #include "rastpos.h"
117 #include "simple_list.h"
118 #include "state.h"
119 #include "stencil.h"
120 #include "texcompress.h"
121 #include "teximage.h"
122 #include "texobj.h"
123 #include "texstate.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "vtxfmt.h"
128 #if _HAVE_FULL_GL
129 #include "math/m_translate.h"
130 #include "math/m_matrix.h"
131 #include "math/m_xform.h"
132 #include "math/mathmod.h"
133 #endif
134 #include "shader_api.h"
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #ifndef MESA_VERBOSE
141 int MESA_VERBOSE = 0;
142 #endif
143
144 #ifndef MESA_DEBUG_FLAGS
145 int MESA_DEBUG_FLAGS = 0;
146 #endif
147
148
149 /* ubyte -> float conversion */
150 GLfloat _mesa_ubyte_to_float_color_tab[256];
151
152 static void
153 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
154
155
156 /**********************************************************************/
157 /** \name OpenGL SI-style interface (new in Mesa 3.5)
158 *
159 * \if subset
160 * \note Most of these functions are never called in the Mesa subset.
161 * \endif
162 */
163 /*@{*/
164
165 /**
166 * Destroy context callback.
167 *
168 * \param gc context.
169 * \return GL_TRUE on success, or GL_FALSE on failure.
170 *
171 * \ifnot subset
172 * Called by window system/device driver (via __GLexports::destroyCurrent) when
173 * the rendering context is to be destroyed.
174 * \endif
175 *
176 * Frees the context data and the context structure.
177 */
178 GLboolean
179 _mesa_destroyContext(__GLcontext *gc)
180 {
181 if (gc) {
182 _mesa_free_context_data(gc);
183 _mesa_free(gc);
184 }
185 return GL_TRUE;
186 }
187
188 /**
189 * Unbind context callback.
190 *
191 * \param gc context.
192 * \return GL_TRUE on success, or GL_FALSE on failure.
193 *
194 * \ifnot subset
195 * Called by window system/device driver (via __GLexports::loseCurrent)
196 * when the rendering context is made non-current.
197 * \endif
198 *
199 * No-op
200 */
201 GLboolean
202 _mesa_loseCurrent(__GLcontext *gc)
203 {
204 /* XXX unbind context from thread */
205 (void) gc;
206 return GL_TRUE;
207 }
208
209 /**
210 * Bind context callback.
211 *
212 * \param gc context.
213 * \return GL_TRUE on success, or GL_FALSE on failure.
214 *
215 * \ifnot subset
216 * Called by window system/device driver (via __GLexports::makeCurrent)
217 * when the rendering context is made current.
218 * \endif
219 *
220 * No-op
221 */
222 GLboolean
223 _mesa_makeCurrent(__GLcontext *gc)
224 {
225 /* XXX bind context to thread */
226 (void) gc;
227 return GL_TRUE;
228 }
229
230 /**
231 * Share context callback.
232 *
233 * \param gc context.
234 * \param gcShare shared context.
235 * \return GL_TRUE on success, or GL_FALSE on failure.
236 *
237 * \ifnot subset
238 * Called by window system/device driver (via __GLexports::shareContext)
239 * \endif
240 *
241 * Update the shared context reference count, gl_shared_state::RefCount.
242 */
243 GLboolean
244 _mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
245 {
246 if (gc && gcShare && gc->Shared && gcShare->Shared) {
247 gc->Shared->RefCount--;
248 if (gc->Shared->RefCount == 0) {
249 free_shared_state(gc, gc->Shared);
250 }
251 gc->Shared = gcShare->Shared;
252 gc->Shared->RefCount++;
253 return GL_TRUE;
254 }
255 else {
256 return GL_FALSE;
257 }
258 }
259
260
261 #if _HAVE_FULL_GL
262 /**
263 * Copy context callback.
264 */
265 GLboolean
266 _mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
267 {
268 if (dst && src) {
269 _mesa_copy_context( src, dst, mask );
270 return GL_TRUE;
271 }
272 else {
273 return GL_FALSE;
274 }
275 }
276 #endif
277
278 /** No-op */
279 GLboolean
280 _mesa_forceCurrent(__GLcontext *gc)
281 {
282 (void) gc;
283 return GL_TRUE;
284 }
285
286 /**
287 * Windows/buffer resizing notification callback.
288 *
289 * \param gc GL context.
290 * \return GL_TRUE on success, or GL_FALSE on failure.
291 */
292 GLboolean
293 _mesa_notifyResize(__GLcontext *gc)
294 {
295 GLint x, y;
296 GLuint width, height;
297 __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
298 if (!d || !d->getDrawableSize)
299 return GL_FALSE;
300 d->getDrawableSize( d, &x, &y, &width, &height );
301 /* update viewport, resize software buffers, etc. */
302 return GL_TRUE;
303 }
304
305 /**
306 * Window/buffer destruction notification callback.
307 *
308 * \param gc GL context.
309 *
310 * Called when the context's window/buffer is going to be destroyed.
311 *
312 * No-op
313 */
314 void
315 _mesa_notifyDestroy(__GLcontext *gc)
316 {
317 /* Unbind from it. */
318 (void) gc;
319 }
320
321 /**
322 * Swap buffers notification callback.
323 *
324 * \param gc GL context.
325 *
326 * Called by window system just before swapping buffers.
327 * We have to finish any pending rendering.
328 */
329 void
330 _mesa_notifySwapBuffers(__GLcontext *gc)
331 {
332 FLUSH_VERTICES( gc, 0 );
333 }
334
335 /** No-op */
336 struct __GLdispatchStateRec *
337 _mesa_dispatchExec(__GLcontext *gc)
338 {
339 (void) gc;
340 return NULL;
341 }
342
343 /** No-op */
344 void
345 _mesa_beginDispatchOverride(__GLcontext *gc)
346 {
347 (void) gc;
348 }
349
350 /** No-op */
351 void
352 _mesa_endDispatchOverride(__GLcontext *gc)
353 {
354 (void) gc;
355 }
356
357 /**
358 * \ifnot subset
359 * Setup the exports.
360 *
361 * The window system will call these functions when it needs Mesa to do
362 * something.
363 *
364 * \note Device drivers should override these functions! For example,
365 * the Xlib driver should plug in the XMesa*-style functions into this
366 * structure. The XMesa-style functions should then call the _mesa_*
367 * version of these functions. This is an approximation to OO design
368 * (inheritance and virtual functions).
369 * \endif
370 *
371 * \if subset
372 * No-op.
373 *
374 * \endif
375 */
376 static void
377 _mesa_init_default_exports(__GLexports *exports)
378 {
379 #if _HAVE_FULL_GL
380 exports->destroyContext = _mesa_destroyContext;
381 exports->loseCurrent = _mesa_loseCurrent;
382 exports->makeCurrent = _mesa_makeCurrent;
383 exports->shareContext = _mesa_shareContext;
384 exports->copyContext = _mesa_copyContext;
385 exports->forceCurrent = _mesa_forceCurrent;
386 exports->notifyResize = _mesa_notifyResize;
387 exports->notifyDestroy = _mesa_notifyDestroy;
388 exports->notifySwapBuffers = _mesa_notifySwapBuffers;
389 exports->dispatchExec = _mesa_dispatchExec;
390 exports->beginDispatchOverride = _mesa_beginDispatchOverride;
391 exports->endDispatchOverride = _mesa_endDispatchOverride;
392 #else
393 (void) exports;
394 #endif
395 }
396
397 /**
398 * Exported OpenGL SI interface.
399 */
400 __GLcontext *
401 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
402 {
403 GLcontext *ctx;
404
405 ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
406 if (ctx == NULL) {
407 return NULL;
408 }
409
410 /* XXX doesn't work at this time */
411 _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
412 ctx->imports = *imports;
413
414 return ctx;
415 }
416
417 /**
418 * Exported OpenGL SI interface.
419 */
420 void
421 __glCoreNopDispatch(void)
422 {
423 #if 0
424 /* SI */
425 __gl_dispatch = __glNopDispatchState;
426 #else
427 /* Mesa */
428 _glapi_set_dispatch(NULL);
429 #endif
430 }
431
432 /*@}*/
433
434
435 /**********************************************************************/
436 /** \name GL Visual allocation/destruction */
437 /**********************************************************************/
438 /*@{*/
439
440 /**
441 * Allocates a GLvisual structure and initializes it via
442 * _mesa_initialize_visual().
443 *
444 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
445 * \param dbFlag double buffering
446 * \param stereoFlag stereo buffer
447 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
448 * is acceptable but the actual depth type will be GLushort or GLuint as
449 * needed.
450 * \param stencilBits requested minimum bits per stencil buffer value
451 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
452 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
453 * \param redBits number of bits per color component in frame buffer for RGB(A)
454 * mode. We always use 8 in core Mesa though.
455 * \param greenBits same as above.
456 * \param blueBits same as above.
457 * \param alphaBits same as above.
458 * \param numSamples not really used.
459 *
460 * \return pointer to new GLvisual or NULL if requested parameters can't be
461 * met.
462 *
463 * \note Need to add params for level and numAuxBuffers (at least)
464 */
465 GLvisual *
466 _mesa_create_visual( GLboolean rgbFlag,
467 GLboolean dbFlag,
468 GLboolean stereoFlag,
469 GLint redBits,
470 GLint greenBits,
471 GLint blueBits,
472 GLint alphaBits,
473 GLint indexBits,
474 GLint depthBits,
475 GLint stencilBits,
476 GLint accumRedBits,
477 GLint accumGreenBits,
478 GLint accumBlueBits,
479 GLint accumAlphaBits,
480 GLint numSamples )
481 {
482 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
483 if (vis) {
484 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
485 redBits, greenBits, blueBits, alphaBits,
486 indexBits, depthBits, stencilBits,
487 accumRedBits, accumGreenBits,
488 accumBlueBits, accumAlphaBits,
489 numSamples)) {
490 _mesa_free(vis);
491 return NULL;
492 }
493 }
494 return vis;
495 }
496
497 /**
498 * Makes some sanity checks and fills in the fields of the
499 * GLvisual object with the given parameters. If the caller needs
500 * to set additional fields, he should just probably init the whole GLvisual
501 * object himself.
502 * \return GL_TRUE on success, or GL_FALSE on failure.
503 *
504 * \sa _mesa_create_visual() above for the parameter description.
505 */
506 GLboolean
507 _mesa_initialize_visual( GLvisual *vis,
508 GLboolean rgbFlag,
509 GLboolean dbFlag,
510 GLboolean stereoFlag,
511 GLint redBits,
512 GLint greenBits,
513 GLint blueBits,
514 GLint alphaBits,
515 GLint indexBits,
516 GLint depthBits,
517 GLint stencilBits,
518 GLint accumRedBits,
519 GLint accumGreenBits,
520 GLint accumBlueBits,
521 GLint accumAlphaBits,
522 GLint numSamples )
523 {
524 assert(vis);
525
526 if (depthBits < 0 || depthBits > 32) {
527 return GL_FALSE;
528 }
529 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
530 return GL_FALSE;
531 }
532 assert(accumRedBits >= 0);
533 assert(accumGreenBits >= 0);
534 assert(accumBlueBits >= 0);
535 assert(accumAlphaBits >= 0);
536
537 vis->rgbMode = rgbFlag;
538 vis->doubleBufferMode = dbFlag;
539 vis->stereoMode = stereoFlag;
540
541 vis->redBits = redBits;
542 vis->greenBits = greenBits;
543 vis->blueBits = blueBits;
544 vis->alphaBits = alphaBits;
545 vis->rgbBits = redBits + greenBits + blueBits;
546
547 vis->indexBits = indexBits;
548 vis->depthBits = depthBits;
549 vis->stencilBits = stencilBits;
550
551 vis->accumRedBits = accumRedBits;
552 vis->accumGreenBits = accumGreenBits;
553 vis->accumBlueBits = accumBlueBits;
554 vis->accumAlphaBits = accumAlphaBits;
555
556 vis->haveAccumBuffer = accumRedBits > 0;
557 vis->haveDepthBuffer = depthBits > 0;
558 vis->haveStencilBuffer = stencilBits > 0;
559
560 vis->numAuxBuffers = 0;
561 vis->level = 0;
562 vis->pixmapMode = 0;
563 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
564 vis->samples = numSamples;
565
566 return GL_TRUE;
567 }
568
569
570 /**
571 * Destroy a visual and free its memory.
572 *
573 * \param vis visual.
574 *
575 * Frees the visual structure.
576 */
577 void
578 _mesa_destroy_visual( GLvisual *vis )
579 {
580 _mesa_free(vis);
581 }
582
583 /*@}*/
584
585
586 /**********************************************************************/
587 /** \name Context allocation, initialization, destroying
588 *
589 * The purpose of the most initialization functions here is to provide the
590 * default state values according to the OpenGL specification.
591 */
592 /**********************************************************************/
593 /*@{*/
594
595 /**
596 * One-time initialization mutex lock.
597 *
598 * \sa Used by one_time_init().
599 */
600 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
601
602 /**
603 * Calls all the various one-time-init functions in Mesa.
604 *
605 * While holding a global mutex lock, calls several initialization functions,
606 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
607 * defined.
608 *
609 * \sa _math_init().
610 */
611 static void
612 one_time_init( GLcontext *ctx )
613 {
614 static GLboolean alreadyCalled = GL_FALSE;
615 (void) ctx;
616 _glthread_LOCK_MUTEX(OneTimeLock);
617 if (!alreadyCalled) {
618 GLuint i;
619
620 /* do some implementation tests */
621 assert( sizeof(GLbyte) == 1 );
622 assert( sizeof(GLubyte) == 1 );
623 assert( sizeof(GLshort) == 2 );
624 assert( sizeof(GLushort) == 2 );
625 assert( sizeof(GLint) == 4 );
626 assert( sizeof(GLuint) == 4 );
627
628 #if _HAVE_FULL_GL
629 _math_init();
630
631 for (i = 0; i < 256; i++) {
632 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
633 }
634 #endif
635
636 #ifdef USE_SPARC_ASM
637 _mesa_init_sparc_glapi_relocs();
638 #endif
639 if (_mesa_getenv("MESA_DEBUG")) {
640 _glapi_noop_enable_warnings(GL_TRUE);
641 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
642 }
643 else {
644 _glapi_noop_enable_warnings(GL_FALSE);
645 }
646
647 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
648 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
649 MESA_VERSION_STRING, __DATE__, __TIME__);
650 #endif
651
652 alreadyCalled = GL_TRUE;
653 }
654 _glthread_UNLOCK_MUTEX(OneTimeLock);
655 }
656
657
658 /**
659 * Allocate and initialize a shared context state structure.
660 * Initializes the display list, texture objects and vertex programs hash
661 * tables, allocates the texture objects. If it runs out of memory, frees
662 * everything already allocated before returning NULL.
663 *
664 * \return pointer to a gl_shared_state structure on success, or NULL on
665 * failure.
666 */
667 static GLboolean
668 alloc_shared_state( GLcontext *ctx )
669 {
670 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
671 if (!ss)
672 return GL_FALSE;
673
674 ctx->Shared = ss;
675
676 _glthread_INIT_MUTEX(ss->Mutex);
677
678 ss->DisplayList = _mesa_NewHashTable();
679 ss->TexObjects = _mesa_NewHashTable();
680 #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
681 ss->Programs = _mesa_NewHashTable();
682 #endif
683
684 #if FEATURE_ARB_vertex_program
685 ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
686 if (!ss->DefaultVertexProgram)
687 goto cleanup;
688 #endif
689 #if FEATURE_ARB_fragment_program
690 ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
691 if (!ss->DefaultFragmentProgram)
692 goto cleanup;
693 #endif
694 #if FEATURE_ATI_fragment_shader
695 ss->ATIShaders = _mesa_NewHashTable();
696 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
697 if (!ss->DefaultFragmentShader)
698 goto cleanup;
699 #endif
700
701 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
702 ss->BufferObjects = _mesa_NewHashTable();
703 #endif
704
705 ss->ArrayObjects = _mesa_NewHashTable();
706
707 #if FEATURE_ARB_shader_objects
708 ss->ShaderObjects = _mesa_NewHashTable();
709 #endif
710
711 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
712 if (!ss->Default1D)
713 goto cleanup;
714
715 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
716 if (!ss->Default2D)
717 goto cleanup;
718
719 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
720 if (!ss->Default3D)
721 goto cleanup;
722
723 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
724 if (!ss->DefaultCubeMap)
725 goto cleanup;
726
727 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
728 if (!ss->DefaultRect)
729 goto cleanup;
730
731 /* Effectively bind the default textures to all texture units */
732 ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
733 ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
734 ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
735 ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
736 ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
737
738 _glthread_INIT_MUTEX(ss->TexMutex);
739 ss->TextureStateStamp = 0;
740
741
742 #if FEATURE_EXT_framebuffer_object
743 ss->FrameBuffers = _mesa_NewHashTable();
744 if (!ss->FrameBuffers)
745 goto cleanup;
746 ss->RenderBuffers = _mesa_NewHashTable();
747 if (!ss->RenderBuffers)
748 goto cleanup;
749 #endif
750
751
752 return GL_TRUE;
753
754 cleanup:
755 /* Ran out of memory at some point. Free everything and return NULL */
756 if (ss->DisplayList)
757 _mesa_DeleteHashTable(ss->DisplayList);
758 if (ss->TexObjects)
759 _mesa_DeleteHashTable(ss->TexObjects);
760 #if FEATURE_NV_vertex_program
761 if (ss->Programs)
762 _mesa_DeleteHashTable(ss->Programs);
763 #endif
764 #if FEATURE_ARB_vertex_program
765 if (ss->DefaultVertexProgram)
766 ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
767 #endif
768 #if FEATURE_ARB_fragment_program
769 if (ss->DefaultFragmentProgram)
770 ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
771 #endif
772 #if FEATURE_ATI_fragment_shader
773 if (ss->DefaultFragmentShader)
774 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
775 #endif
776 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
777 if (ss->BufferObjects)
778 _mesa_DeleteHashTable(ss->BufferObjects);
779 #endif
780
781 if (ss->ArrayObjects)
782 _mesa_DeleteHashTable (ss->ArrayObjects);
783
784 #if FEATURE_ARB_shader_objects
785 if (ss->ShaderObjects)
786 _mesa_DeleteHashTable (ss->ShaderObjects);
787 #endif
788
789 #if FEATURE_EXT_framebuffer_object
790 if (ss->FrameBuffers)
791 _mesa_DeleteHashTable(ss->FrameBuffers);
792 if (ss->RenderBuffers)
793 _mesa_DeleteHashTable(ss->RenderBuffers);
794 #endif
795
796 if (ss->Default1D)
797 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
798 if (ss->Default2D)
799 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
800 if (ss->Default3D)
801 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
802 if (ss->DefaultCubeMap)
803 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
804 if (ss->DefaultRect)
805 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
806 if (ss)
807 _mesa_free(ss);
808 return GL_FALSE;
809 }
810
811
812 /**
813 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
814 */
815 static void
816 delete_displaylist_cb(GLuint id, void *data, void *userData)
817 {
818 struct mesa_display_list *list = (struct mesa_display_list *) data;
819 GLcontext *ctx = (GLcontext *) userData;
820 _mesa_delete_list(ctx, list);
821 }
822
823 /**
824 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
825 */
826 static void
827 delete_texture_cb(GLuint id, void *data, void *userData)
828 {
829 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
830 GLcontext *ctx = (GLcontext *) userData;
831 ctx->Driver.DeleteTexture(ctx, texObj);
832 }
833
834 /**
835 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
836 */
837 static void
838 delete_program_cb(GLuint id, void *data, void *userData)
839 {
840 struct gl_program *prog = (struct gl_program *) data;
841 GLcontext *ctx = (GLcontext *) userData;
842 ctx->Driver.DeleteProgram(ctx, prog);
843 }
844
845 /**
846 * Callback for deleting an ATI fragment shader object.
847 * Called by _mesa_HashDeleteAll().
848 */
849 static void
850 delete_fragshader_cb(GLuint id, void *data, void *userData)
851 {
852 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
853 GLcontext *ctx = (GLcontext *) userData;
854 _mesa_delete_ati_fragment_shader(ctx, shader);
855 }
856
857 /**
858 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
859 */
860 static void
861 delete_bufferobj_cb(GLuint id, void *data, void *userData)
862 {
863 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
864 GLcontext *ctx = (GLcontext *) userData;
865 ctx->Driver.DeleteBuffer(ctx, bufObj);
866 }
867
868 /**
869 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
870 */
871 static void
872 delete_arrayobj_cb(GLuint id, void *data, void *userData)
873 {
874 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
875 GLcontext *ctx = (GLcontext *) userData;
876 _mesa_delete_array_object(ctx, arrayObj);
877 }
878
879 /**
880 * Callback for deleting shader and shader programs objects.
881 * Called by _mesa_HashDeleteAll().
882 */
883 static void
884 delete_shader_cb(GLuint id, void *data, void *userData)
885 {
886 GLcontext *ctx = (GLcontext *) userData;
887 struct gl_shader *sh = (struct gl_shader *) data;
888 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
889 _mesa_free_shader(ctx, sh);
890 }
891 else {
892 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
893 ASSERT(shProg->Type == GL_SHADER_PROGRAM);
894 _mesa_free_shader_program(ctx, shProg);
895 }
896 }
897
898
899 /**
900 * Deallocate a shared state object and all children structures.
901 *
902 * \param ctx GL context.
903 * \param ss shared state pointer.
904 *
905 * Frees the display lists, the texture objects (calling the driver texture
906 * deletion callback to free its private data) and the vertex programs, as well
907 * as their hash tables.
908 *
909 * \sa alloc_shared_state().
910 */
911 static void
912 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
913 {
914 /*
915 * Free display lists
916 */
917 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
918 _mesa_DeleteHashTable(ss->DisplayList);
919
920 /*
921 * Free texture objects
922 */
923 ASSERT(ctx->Driver.DeleteTexture);
924 /* the default textures */
925 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
926 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
927 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
928 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
929 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
930 /* all other textures */
931 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
932 _mesa_DeleteHashTable(ss->TexObjects);
933
934 #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
935 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
936 _mesa_DeleteHashTable(ss->Programs);
937 #endif
938 #if FEATURE_ARB_vertex_program
939 _mesa_delete_program(ctx, ss->DefaultVertexProgram);
940 #endif
941 #if FEATURE_ARB_fragment_program
942 _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
943 #endif
944
945 #if FEATURE_ATI_fragment_shader
946 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
947 _mesa_DeleteHashTable(ss->ATIShaders);
948 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
949 #endif
950
951 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
952 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
953 _mesa_DeleteHashTable(ss->BufferObjects);
954 #endif
955
956 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
957 _mesa_DeleteHashTable(ss->ArrayObjects);
958
959 #if FEATURE_ARB_shader_objects
960 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
961 _mesa_DeleteHashTable(ss->ShaderObjects);
962 #endif
963
964 #if FEATURE_EXT_framebuffer_object
965 _mesa_DeleteHashTable(ss->FrameBuffers);
966 _mesa_DeleteHashTable(ss->RenderBuffers);
967 #endif
968
969 _glthread_DESTROY_MUTEX(ss->Mutex);
970
971 _mesa_free(ss);
972 }
973
974
975 /**
976 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
977 */
978 static void
979 _mesa_init_current( GLcontext *ctx )
980 {
981 GLuint i;
982
983 /* Init all to (0,0,0,1) */
984 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
985 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
986 }
987
988 /* redo special cases: */
989 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
990 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
991 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
992 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
993 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
994 ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0] = 1.0;
995 ctx->Current.EdgeFlag = GL_TRUE;
996 }
997
998
999 /**
1000 * Init vertex/fragment program native limits from logical limits.
1001 */
1002 static void
1003 init_natives(struct gl_program_constants *prog)
1004 {
1005 prog->MaxNativeInstructions = prog->MaxInstructions;
1006 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
1007 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
1008 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
1009 prog->MaxNativeAttribs = prog->MaxAttribs;
1010 prog->MaxNativeTemps = prog->MaxTemps;
1011 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
1012 prog->MaxNativeParameters = prog->MaxParameters;
1013 }
1014
1015
1016 /**
1017 * Initialize fields of gl_constants (aka ctx->Const.*).
1018 * Use defaults from config.h. The device drivers will often override
1019 * some of these values (such as number of texture units).
1020 */
1021 static void
1022 _mesa_init_constants( GLcontext *ctx )
1023 {
1024 assert(ctx);
1025
1026 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
1027 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
1028
1029 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS);
1030 assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS);
1031
1032 /* Constants, may be overriden (usually only reduced) by device drivers */
1033 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
1034 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
1035 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
1036 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
1037 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
1038 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
1039 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
1040 ctx->Const.MaxTextureImageUnits);
1041 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
1042 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
1043 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
1044 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
1045 ctx->Const.MinPointSize = MIN_POINT_SIZE;
1046 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
1047 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
1048 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
1049 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
1050 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
1051 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
1052 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
1053 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
1054 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
1055 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
1056 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
1057 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
1058 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
1059 ctx->Const.MaxLights = MAX_LIGHTS;
1060 ctx->Const.MaxShininess = 128.0;
1061 ctx->Const.MaxSpotExponent = 128.0;
1062 ctx->Const.MaxViewportWidth = MAX_WIDTH;
1063 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
1064 #if FEATURE_ARB_vertex_program
1065 ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
1066 ctx->Const.VertexProgram.MaxAluInstructions = 0;
1067 ctx->Const.VertexProgram.MaxTexInstructions = 0;
1068 ctx->Const.VertexProgram.MaxTexIndirections = 0;
1069 ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
1070 ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
1071 ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
1072 ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1073 ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
1074 ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
1075 ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
1076 init_natives(&ctx->Const.VertexProgram);
1077 #endif
1078
1079 #if FEATURE_ARB_fragment_program
1080 ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
1081 ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
1082 ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
1083 ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
1084 ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
1085 ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
1086 ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1087 ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
1088 ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
1089 ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
1090 ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
1091 init_natives(&ctx->Const.FragmentProgram);
1092 #endif
1093 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
1094 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
1095
1096 /* If we're running in the X server, do bounds checking to prevent
1097 * segfaults and server crashes!
1098 */
1099 #if defined(XFree86Server)
1100 ctx->Const.CheckArrayBounds = GL_TRUE;
1101 #else
1102 ctx->Const.CheckArrayBounds = GL_FALSE;
1103 #endif
1104
1105 /* GL_ARB_draw_buffers */
1106 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
1107
1108 /* GL_OES_read_format */
1109 ctx->Const.ColorReadFormat = GL_RGBA;
1110 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
1111
1112 #if FEATURE_EXT_framebuffer_object
1113 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
1114 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
1115 #endif
1116
1117 #if FEATURE_ARB_vertex_shader
1118 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
1119 ctx->Const.MaxVarying = MAX_VARYING;
1120 #endif
1121
1122 /* sanity checks */
1123 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
1124 ctx->Const.MaxTextureCoordUnits));
1125 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1126 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
1127
1128 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
1129 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
1130 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
1131 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
1132 }
1133
1134
1135 /**
1136 * Do some sanity checks on the limits/constants for the given context.
1137 * Only called the first time a context is bound.
1138 */
1139 static void
1140 check_context_limits(GLcontext *ctx)
1141 {
1142 /* Many context limits/constants are limited by the size of
1143 * internal arrays.
1144 */
1145 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
1146 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
1147 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
1148 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
1149
1150 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
1151 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
1152
1153 /* make sure largest texture image is <= MAX_WIDTH in size */
1154 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
1155 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
1156 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
1157
1158 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
1159
1160 /* XXX probably add more tests */
1161 }
1162
1163
1164 /**
1165 * Initialize the attribute groups in a GL context.
1166 *
1167 * \param ctx GL context.
1168 *
1169 * Initializes all the attributes, calling the respective <tt>init*</tt>
1170 * functions for the more complex data structures.
1171 */
1172 static GLboolean
1173 init_attrib_groups( GLcontext *ctx )
1174 {
1175 assert(ctx);
1176
1177 /* Constants */
1178 _mesa_init_constants( ctx );
1179
1180 /* Extensions */
1181 _mesa_init_extensions( ctx );
1182
1183 /* Attribute Groups */
1184 _mesa_init_accum( ctx );
1185 _mesa_init_attrib( ctx );
1186 _mesa_init_buffer_objects( ctx );
1187 _mesa_init_color( ctx );
1188 _mesa_init_colortables( ctx );
1189 _mesa_init_current( ctx );
1190 _mesa_init_depth( ctx );
1191 _mesa_init_debug( ctx );
1192 _mesa_init_display_list( ctx );
1193 _mesa_init_eval( ctx );
1194 _mesa_init_feedback( ctx );
1195 _mesa_init_fog( ctx );
1196 _mesa_init_histogram( ctx );
1197 _mesa_init_hint( ctx );
1198 _mesa_init_line( ctx );
1199 _mesa_init_lighting( ctx );
1200 _mesa_init_matrix( ctx );
1201 _mesa_init_multisample( ctx );
1202 _mesa_init_pixel( ctx );
1203 _mesa_init_point( ctx );
1204 _mesa_init_polygon( ctx );
1205 _mesa_init_program( ctx );
1206 _mesa_init_query( ctx );
1207 _mesa_init_rastpos( ctx );
1208 _mesa_init_scissor( ctx );
1209 _mesa_init_shader_state( ctx );
1210 _mesa_init_stencil( ctx );
1211 _mesa_init_transform( ctx );
1212 _mesa_init_varray( ctx );
1213 _mesa_init_viewport( ctx );
1214
1215 if (!_mesa_init_texture( ctx ))
1216 return GL_FALSE;
1217
1218 _mesa_init_texture_s3tc( ctx );
1219 _mesa_init_texture_fxt1( ctx );
1220
1221 /* Miscellaneous */
1222 ctx->NewState = _NEW_ALL;
1223 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1224 ctx->_Facing = 0;
1225
1226 return GL_TRUE;
1227 }
1228
1229
1230 /**
1231 * This is the default function we plug into all dispatch table slots
1232 * This helps prevents a segfault when someone calls a GL function without
1233 * first checking if the extension's supported.
1234 */
1235 static int
1236 generic_nop(void)
1237 {
1238 _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1239 return 0;
1240 }
1241
1242
1243 /**
1244 * Allocate and initialize a new dispatch table.
1245 */
1246 static struct _glapi_table *
1247 alloc_dispatch_table(void)
1248 {
1249 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1250 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1251 * Mesa we do this to accomodate different versions of libGL and various
1252 * DRI drivers.
1253 */
1254 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1255 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1256 struct _glapi_table *table =
1257 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1258 if (table) {
1259 _glapi_proc *entry = (_glapi_proc *) table;
1260 GLint i;
1261 for (i = 0; i < numEntries; i++) {
1262 entry[i] = (_glapi_proc) generic_nop;
1263 }
1264 }
1265 return table;
1266 }
1267
1268
1269 /**
1270 * Initialize a GLcontext struct (rendering context).
1271 *
1272 * This includes allocating all the other structs and arrays which hang off of
1273 * the context by pointers.
1274 * Note that the driver needs to pass in its dd_function_table here since
1275 * we need to at least call driverFunctions->NewTextureObject to create the
1276 * default texture objects.
1277 *
1278 * Called by _mesa_create_context().
1279 *
1280 * Performs the imports and exports callback tables initialization, and
1281 * miscellaneous one-time initializations. If no shared context is supplied one
1282 * is allocated, and increase its reference count. Setups the GL API dispatch
1283 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1284 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1285 * for debug flags.
1286 *
1287 * \param ctx the context to initialize
1288 * \param visual describes the visual attributes for this context
1289 * \param share_list points to context to share textures, display lists,
1290 * etc with, or NULL
1291 * \param driverFunctions table of device driver functions for this context
1292 * to use
1293 * \param driverContext pointer to driver-specific context data
1294 */
1295 GLboolean
1296 _mesa_initialize_context( GLcontext *ctx,
1297 const GLvisual *visual,
1298 GLcontext *share_list,
1299 const struct dd_function_table *driverFunctions,
1300 void *driverContext )
1301 {
1302 ASSERT(driverContext);
1303 assert(driverFunctions->NewTextureObject);
1304 assert(driverFunctions->FreeTexImageData);
1305
1306 /* If the driver wants core Mesa to use special imports, it'll have to
1307 * override these defaults.
1308 */
1309 _mesa_init_default_imports( &(ctx->imports), driverContext );
1310
1311 /* initialize the exports (Mesa functions called by the window system) */
1312 _mesa_init_default_exports( &(ctx->exports) );
1313
1314 /* misc one-time initializations */
1315 one_time_init(ctx);
1316
1317 ctx->Visual = *visual;
1318 ctx->DrawBuffer = NULL;
1319 ctx->ReadBuffer = NULL;
1320 ctx->WinSysDrawBuffer = NULL;
1321 ctx->WinSysReadBuffer = NULL;
1322
1323 /* Plug in driver functions and context pointer here.
1324 * This is important because when we call alloc_shared_state() below
1325 * we'll call ctx->Driver.NewTextureObject() to create the default
1326 * textures.
1327 */
1328 ctx->Driver = *driverFunctions;
1329 ctx->DriverCtx = driverContext;
1330
1331 if (share_list) {
1332 /* share state with another context */
1333 ctx->Shared = share_list->Shared;
1334 }
1335 else {
1336 /* allocate new, unshared state */
1337 if (!alloc_shared_state( ctx )) {
1338 return GL_FALSE;
1339 }
1340 }
1341 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1342 ctx->Shared->RefCount++;
1343 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1344
1345 if (!init_attrib_groups( ctx )) {
1346 free_shared_state(ctx, ctx->Shared);
1347 return GL_FALSE;
1348 }
1349
1350 /* setup the API dispatch tables */
1351 ctx->Exec = alloc_dispatch_table();
1352 ctx->Save = alloc_dispatch_table();
1353 if (!ctx->Exec || !ctx->Save) {
1354 free_shared_state(ctx, ctx->Shared);
1355 if (ctx->Exec)
1356 _mesa_free(ctx->Exec);
1357 }
1358 _mesa_init_exec_table(ctx->Exec);
1359 ctx->CurrentDispatch = ctx->Exec;
1360 #if _HAVE_FULL_GL
1361 _mesa_init_dlist_table(ctx->Save);
1362 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1363 /* Neutral tnl module stuff */
1364 _mesa_init_exec_vtxfmt( ctx );
1365 ctx->TnlModule.Current = NULL;
1366 ctx->TnlModule.SwapCount = 0;
1367 #endif
1368
1369 ctx->VertexProgram._MaintainTnlProgram
1370 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1371 if (ctx->VertexProgram._MaintainTnlProgram)
1372 /* this is required... */
1373 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1374 else
1375 ctx->FragmentProgram._MaintainTexEnvProgram
1376 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1377
1378 ctx->FirstTimeCurrent = GL_TRUE;
1379
1380 return GL_TRUE;
1381 }
1382
1383
1384 /**
1385 * Allocate and initialize a GLcontext structure.
1386 * Note that the driver needs to pass in its dd_function_table here since
1387 * we need to at least call driverFunctions->NewTextureObject to initialize
1388 * the rendering context.
1389 *
1390 * \param visual a GLvisual pointer (we copy the struct contents)
1391 * \param share_list another context to share display lists with or NULL
1392 * \param driverFunctions points to the dd_function_table into which the
1393 * driver has plugged in all its special functions.
1394 * \param driverCtx points to the device driver's private context state
1395 *
1396 * \return pointer to a new __GLcontextRec or NULL if error.
1397 */
1398 GLcontext *
1399 _mesa_create_context( const GLvisual *visual,
1400 GLcontext *share_list,
1401 const struct dd_function_table *driverFunctions,
1402 void *driverContext )
1403
1404 {
1405 GLcontext *ctx;
1406
1407 ASSERT(visual);
1408 ASSERT(driverContext);
1409
1410 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1411 if (!ctx)
1412 return NULL;
1413
1414 if (_mesa_initialize_context(ctx, visual, share_list,
1415 driverFunctions, driverContext)) {
1416 return ctx;
1417 }
1418 else {
1419 _mesa_free(ctx);
1420 return NULL;
1421 }
1422 }
1423
1424
1425 /**
1426 * Free the data associated with the given context.
1427 *
1428 * But doesn't free the GLcontext struct itself.
1429 *
1430 * \sa _mesa_initialize_context() and init_attrib_groups().
1431 */
1432 void
1433 _mesa_free_context_data( GLcontext *ctx )
1434 {
1435 /* if we're destroying the current context, unbind it first */
1436 if (ctx == _mesa_get_current_context()) {
1437 _mesa_make_current(NULL, NULL, NULL);
1438 }
1439
1440 _mesa_free_lighting_data( ctx );
1441 _mesa_free_eval_data( ctx );
1442 _mesa_free_texture_data( ctx );
1443 _mesa_free_matrix_data( ctx );
1444 _mesa_free_viewport_data( ctx );
1445 _mesa_free_colortables_data( ctx );
1446 _mesa_free_program_data(ctx);
1447 _mesa_free_query_data(ctx);
1448
1449 #if FEATURE_ARB_vertex_buffer_object
1450 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1451 #endif
1452 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1453
1454 /* free dispatch tables */
1455 _mesa_free(ctx->Exec);
1456 _mesa_free(ctx->Save);
1457
1458 /* Shared context state (display lists, textures, etc) */
1459 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1460 ctx->Shared->RefCount--;
1461 assert(ctx->Shared->RefCount >= 0);
1462 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1463 if (ctx->Shared->RefCount == 0) {
1464 /* free shared state */
1465 free_shared_state( ctx, ctx->Shared );
1466 }
1467
1468 if (ctx->Extensions.String)
1469 _mesa_free((void *) ctx->Extensions.String);
1470 }
1471
1472
1473 /**
1474 * Destroy a GLcontext structure.
1475 *
1476 * \param ctx GL context.
1477 *
1478 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1479 */
1480 void
1481 _mesa_destroy_context( GLcontext *ctx )
1482 {
1483 if (ctx) {
1484 _mesa_free_context_data(ctx);
1485 _mesa_free( (void *) ctx );
1486 }
1487 }
1488
1489
1490 #if _HAVE_FULL_GL
1491 /**
1492 * Copy attribute groups from one context to another.
1493 *
1494 * \param src source context
1495 * \param dst destination context
1496 * \param mask bitwise OR of GL_*_BIT flags
1497 *
1498 * According to the bits specified in \p mask, copies the corresponding
1499 * attributes from \p src into \p dst. For many of the attributes a simple \c
1500 * memcpy is not enough due to the existence of internal pointers in their data
1501 * structures.
1502 */
1503 void
1504 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1505 {
1506 if (mask & GL_ACCUM_BUFFER_BIT) {
1507 /* OK to memcpy */
1508 dst->Accum = src->Accum;
1509 }
1510 if (mask & GL_COLOR_BUFFER_BIT) {
1511 /* OK to memcpy */
1512 dst->Color = src->Color;
1513 }
1514 if (mask & GL_CURRENT_BIT) {
1515 /* OK to memcpy */
1516 dst->Current = src->Current;
1517 }
1518 if (mask & GL_DEPTH_BUFFER_BIT) {
1519 /* OK to memcpy */
1520 dst->Depth = src->Depth;
1521 }
1522 if (mask & GL_ENABLE_BIT) {
1523 /* no op */
1524 }
1525 if (mask & GL_EVAL_BIT) {
1526 /* OK to memcpy */
1527 dst->Eval = src->Eval;
1528 }
1529 if (mask & GL_FOG_BIT) {
1530 /* OK to memcpy */
1531 dst->Fog = src->Fog;
1532 }
1533 if (mask & GL_HINT_BIT) {
1534 /* OK to memcpy */
1535 dst->Hint = src->Hint;
1536 }
1537 if (mask & GL_LIGHTING_BIT) {
1538 GLuint i;
1539 /* begin with memcpy */
1540 dst->Light = src->Light;
1541 /* fixup linked lists to prevent pointer insanity */
1542 make_empty_list( &(dst->Light.EnabledList) );
1543 for (i = 0; i < MAX_LIGHTS; i++) {
1544 if (dst->Light.Light[i].Enabled) {
1545 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1546 }
1547 }
1548 }
1549 if (mask & GL_LINE_BIT) {
1550 /* OK to memcpy */
1551 dst->Line = src->Line;
1552 }
1553 if (mask & GL_LIST_BIT) {
1554 /* OK to memcpy */
1555 dst->List = src->List;
1556 }
1557 if (mask & GL_PIXEL_MODE_BIT) {
1558 /* OK to memcpy */
1559 dst->Pixel = src->Pixel;
1560 }
1561 if (mask & GL_POINT_BIT) {
1562 /* OK to memcpy */
1563 dst->Point = src->Point;
1564 }
1565 if (mask & GL_POLYGON_BIT) {
1566 /* OK to memcpy */
1567 dst->Polygon = src->Polygon;
1568 }
1569 if (mask & GL_POLYGON_STIPPLE_BIT) {
1570 /* Use loop instead of MEMCPY due to problem with Portland Group's
1571 * C compiler. Reported by John Stone.
1572 */
1573 GLuint i;
1574 for (i = 0; i < 32; i++) {
1575 dst->PolygonStipple[i] = src->PolygonStipple[i];
1576 }
1577 }
1578 if (mask & GL_SCISSOR_BIT) {
1579 /* OK to memcpy */
1580 dst->Scissor = src->Scissor;
1581 }
1582 if (mask & GL_STENCIL_BUFFER_BIT) {
1583 /* OK to memcpy */
1584 dst->Stencil = src->Stencil;
1585 }
1586 if (mask & GL_TEXTURE_BIT) {
1587 /* Cannot memcpy because of pointers */
1588 _mesa_copy_texture_state(src, dst);
1589 }
1590 if (mask & GL_TRANSFORM_BIT) {
1591 /* OK to memcpy */
1592 dst->Transform = src->Transform;
1593 }
1594 if (mask & GL_VIEWPORT_BIT) {
1595 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1596 dst->Viewport.X = src->Viewport.X;
1597 dst->Viewport.Y = src->Viewport.Y;
1598 dst->Viewport.Width = src->Viewport.Width;
1599 dst->Viewport.Height = src->Viewport.Height;
1600 dst->Viewport.Near = src->Viewport.Near;
1601 dst->Viewport.Far = src->Viewport.Far;
1602 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1603 }
1604
1605 /* XXX FIXME: Call callbacks?
1606 */
1607 dst->NewState = _NEW_ALL;
1608 }
1609 #endif
1610
1611
1612 /**
1613 * Check if the given context can render into the given framebuffer
1614 * by checking visual attributes.
1615 *
1616 * XXX this may go away someday because we're moving toward more freedom
1617 * in binding contexts to drawables with different visual attributes.
1618 * The GL_EXT_f_b_o extension is prompting some of that.
1619 *
1620 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1621 */
1622 static GLboolean
1623 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1624 {
1625 const GLvisual *ctxvis = &ctx->Visual;
1626 const GLvisual *bufvis = &buffer->Visual;
1627
1628 if (ctxvis == bufvis)
1629 return GL_TRUE;
1630
1631 if (ctxvis->rgbMode != bufvis->rgbMode)
1632 return GL_FALSE;
1633 #if 0
1634 /* disabling this fixes the fgl_glxgears pbuffer demo */
1635 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1636 return GL_FALSE;
1637 #endif
1638 if (ctxvis->stereoMode && !bufvis->stereoMode)
1639 return GL_FALSE;
1640 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1641 return GL_FALSE;
1642 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1643 return GL_FALSE;
1644 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1645 return GL_FALSE;
1646 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1647 return GL_FALSE;
1648 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1649 return GL_FALSE;
1650 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1651 return GL_FALSE;
1652 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1653 return GL_FALSE;
1654 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1655 return GL_FALSE;
1656
1657 return GL_TRUE;
1658 }
1659
1660
1661 /**
1662 * Do one-time initialization for the given framebuffer. Specifically,
1663 * ask the driver for the window's current size and update the framebuffer
1664 * object to match.
1665 * Really, the device driver should totally take care of this.
1666 */
1667 static void
1668 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1669 {
1670 GLuint width, height;
1671 if (ctx->Driver.GetBufferSize) {
1672 ctx->Driver.GetBufferSize(fb, &width, &height);
1673 if (ctx->Driver.ResizeBuffers)
1674 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1675 fb->Initialized = GL_TRUE;
1676 }
1677 }
1678
1679
1680 /**
1681 * Bind the given context to the given drawBuffer and readBuffer and
1682 * make it the current context for the calling thread.
1683 * We'll render into the drawBuffer and read pixels from the
1684 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1685 *
1686 * We check that the context's and framebuffer's visuals are compatible
1687 * and return immediately if they're not.
1688 *
1689 * \param newCtx the new GL context. If NULL then there will be no current GL
1690 * context.
1691 * \param drawBuffer the drawing framebuffer
1692 * \param readBuffer the reading framebuffer
1693 */
1694 void
1695 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1696 GLframebuffer *readBuffer )
1697 {
1698 #if 0
1699 GET_CURRENT_CONTEXT(oldCtx);
1700 #endif
1701
1702 if (MESA_VERBOSE & VERBOSE_API)
1703 _mesa_debug(newCtx, "_mesa_make_current()\n");
1704
1705 /* Check that the context's and framebuffer's visuals are compatible.
1706 */
1707 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1708 if (!check_compatible(newCtx, drawBuffer)) {
1709 _mesa_warning(newCtx,
1710 "MakeCurrent: incompatible visuals for context and drawbuffer");
1711 return;
1712 }
1713 }
1714 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1715 if (!check_compatible(newCtx, readBuffer)) {
1716 _mesa_warning(newCtx,
1717 "MakeCurrent: incompatible visuals for context and readbuffer");
1718 return;
1719 }
1720 }
1721
1722 #if 0 /** XXX enable this someday */
1723 if (oldCtx && oldCtx != newCtx) {
1724 /* unbind old context's draw/read buffers */
1725 if (oldCtx->DrawBuffer && oldCtx->DrawBuffer->Name == 0) {
1726 oldCtx->DrawBuffer->RefCount--;
1727 oldCtx->DrawBuffer = NULL;
1728 }
1729 if (oldCtx->ReadBuffer && oldCtx->ReadBuffer->Name == 0) {
1730 oldCtx->ReadBuffer->RefCount--;
1731 oldCtx->ReadBuffer = NULL;
1732 }
1733 if (oldCtx->WinSysDrawBuffer) {
1734 ASSERT(oldCtx->WinSysDrawBuffer->Name == 0);
1735 oldCtx->WinSysDrawBuffer->RefCount--;
1736 oldCtx->WinSysDrawBuffer = NULL;
1737 }
1738 if (oldCtx->WinSysReadBuffer) {
1739 ASSERT(oldCtx->WinSysReadBuffer->Name == 0);
1740 oldCtx->WinSysReadBuffer->RefCount--;
1741 oldCtx->WinSysReadBuffer = NULL;
1742 }
1743 }
1744 #endif
1745
1746 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1747 _glapi_set_context((void *) newCtx);
1748 ASSERT(_mesa_get_current_context() == newCtx);
1749
1750 if (!newCtx) {
1751 _glapi_set_dispatch(NULL); /* none current */
1752 }
1753 else {
1754 _glapi_set_dispatch(newCtx->CurrentDispatch);
1755
1756 if (drawBuffer && readBuffer) {
1757 /* TODO: check if newCtx and buffer's visual match??? */
1758
1759 ASSERT(drawBuffer->Name == 0);
1760 ASSERT(readBuffer->Name == 0);
1761 newCtx->WinSysDrawBuffer = drawBuffer;
1762 newCtx->WinSysReadBuffer = readBuffer;
1763
1764 /*
1765 * Only set the context's Draw/ReadBuffer fields if they're NULL
1766 * or not bound to a user-created FBO.
1767 */
1768 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1769 newCtx->DrawBuffer = drawBuffer;
1770 }
1771 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1772 newCtx->ReadBuffer = readBuffer;
1773 }
1774
1775 newCtx->NewState |= _NEW_BUFFERS;
1776
1777 #if 1
1778 /* We want to get rid of these lines: */
1779
1780 #if _HAVE_FULL_GL
1781 if (!drawBuffer->Initialized) {
1782 initialize_framebuffer_size(newCtx, drawBuffer);
1783 }
1784 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1785 initialize_framebuffer_size(newCtx, readBuffer);
1786 }
1787
1788 _mesa_resizebuffers(newCtx);
1789 #endif
1790
1791 #else
1792 /* We want the drawBuffer and readBuffer to be initialized by
1793 * the driver.
1794 * This generally means the Width and Height match the actual
1795 * window size and the renderbuffers (both hardware and software
1796 * based) are allocated to match. The later can generally be
1797 * done with a call to _mesa_resize_framebuffer().
1798 *
1799 * It's theoretically possible for a buffer to have zero width
1800 * or height, but for now, assert check that the driver did what's
1801 * expected of it.
1802 */
1803 ASSERT(drawBuffer->Width > 0);
1804 ASSERT(drawBuffer->Height > 0);
1805 #endif
1806
1807 if (newCtx->FirstTimeCurrent) {
1808 /* set initial viewport and scissor size now */
1809 _mesa_set_viewport(newCtx, 0, 0,
1810 drawBuffer->Width, drawBuffer->Height);
1811 _mesa_set_scissor(newCtx, 0, 0,
1812 drawBuffer->Width, drawBuffer->Height );
1813 check_context_limits(newCtx);
1814 }
1815 }
1816
1817 /* We can use this to help debug user's problems. Tell them to set
1818 * the MESA_INFO env variable before running their app. Then the
1819 * first time each context is made current we'll print some useful
1820 * information.
1821 */
1822 if (newCtx->FirstTimeCurrent) {
1823 if (_mesa_getenv("MESA_INFO")) {
1824 _mesa_print_info();
1825 }
1826 newCtx->FirstTimeCurrent = GL_FALSE;
1827 }
1828 }
1829 }
1830
1831
1832 /**
1833 * Make context 'ctx' share the display lists, textures and programs
1834 * that are associated with 'ctxToShare'.
1835 * Any display lists, textures or programs associated with 'ctx' will
1836 * be deleted if nobody else is sharing them.
1837 */
1838 GLboolean
1839 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1840 {
1841 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1842 ctx->Shared->RefCount--;
1843 if (ctx->Shared->RefCount == 0) {
1844 free_shared_state(ctx, ctx->Shared);
1845 }
1846 ctx->Shared = ctxToShare->Shared;
1847 ctx->Shared->RefCount++;
1848 return GL_TRUE;
1849 }
1850 else {
1851 return GL_FALSE;
1852 }
1853 }
1854
1855
1856
1857 /**
1858 * Get current context for the calling thread.
1859 *
1860 * \return pointer to the current GL context.
1861 *
1862 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1863 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
1864 */
1865 GLcontext *
1866 _mesa_get_current_context( void )
1867 {
1868 return (GLcontext *) _glapi_get_context();
1869 }
1870
1871 /**
1872 * Get context's current API dispatch table.
1873 *
1874 * It'll either be the immediate-mode execute dispatcher or the display list
1875 * compile dispatcher.
1876 *
1877 * \param ctx GL context.
1878 *
1879 * \return pointer to dispatch_table.
1880 *
1881 * Simply returns __GLcontextRec::CurrentDispatch.
1882 */
1883 struct _glapi_table *
1884 _mesa_get_dispatch(GLcontext *ctx)
1885 {
1886 return ctx->CurrentDispatch;
1887 }
1888
1889 /*@}*/
1890
1891
1892 /**********************************************************************/
1893 /** \name Miscellaneous functions */
1894 /**********************************************************************/
1895 /*@{*/
1896
1897 /**
1898 * Record an error.
1899 *
1900 * \param ctx GL context.
1901 * \param error error code.
1902 *
1903 * Records the given error code and call the driver's dd_function_table::Error
1904 * function if defined.
1905 *
1906 * \sa
1907 * This is called via _mesa_error().
1908 */
1909 void
1910 _mesa_record_error( GLcontext *ctx, GLenum error )
1911 {
1912 if (!ctx)
1913 return;
1914
1915 if (ctx->ErrorValue == GL_NO_ERROR) {
1916 ctx->ErrorValue = error;
1917 }
1918
1919 /* Call device driver's error handler, if any. This is used on the Mac. */
1920 if (ctx->Driver.Error) {
1921 (*ctx->Driver.Error)( ctx );
1922 }
1923 }
1924
1925 /**
1926 * Execute glFinish().
1927 *
1928 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1929 * dd_function_table::Finish driver callback, if not NULL.
1930 */
1931 void GLAPIENTRY
1932 _mesa_Finish( void )
1933 {
1934 GET_CURRENT_CONTEXT(ctx);
1935 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1936 if (ctx->Driver.Finish) {
1937 (*ctx->Driver.Finish)( ctx );
1938 }
1939 }
1940
1941 /**
1942 * Execute glFlush().
1943 *
1944 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1945 * dd_function_table::Flush driver callback, if not NULL.
1946 */
1947 void GLAPIENTRY
1948 _mesa_Flush( void )
1949 {
1950 GET_CURRENT_CONTEXT(ctx);
1951 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1952 if (ctx->Driver.Flush) {
1953 (*ctx->Driver.Flush)( ctx );
1954 }
1955 }
1956
1957
1958 /*@}*/