mesa: Make _mesa_share_state thread safe.
[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 #if FEATURE_accum
83 #include "accum.h"
84 #endif
85 #include "api_exec.h"
86 #include "arrayobj.h"
87 #if FEATURE_attrib_stack
88 #include "attrib.h"
89 #endif
90 #include "blend.h"
91 #include "buffers.h"
92 #include "bufferobj.h"
93 #if FEATURE_colortable
94 #include "colortab.h"
95 #endif
96 #include "context.h"
97 #include "cpuinfo.h"
98 #include "debug.h"
99 #include "depth.h"
100 #if FEATURE_dlist
101 #include "dlist.h"
102 #endif
103 #if FEATURE_evaluators
104 #include "eval.h"
105 #endif
106 #include "enums.h"
107 #include "extensions.h"
108 #include "fbobject.h"
109 #if FEATURE_feedback
110 #include "feedback.h"
111 #endif
112 #include "fog.h"
113 #include "framebuffer.h"
114 #include "get.h"
115 #if FEATURE_histogram
116 #include "histogram.h"
117 #endif
118 #include "hint.h"
119 #include "hash.h"
120 #include "light.h"
121 #include "lines.h"
122 #include "macros.h"
123 #include "matrix.h"
124 #include "multisample.h"
125 #include "pixel.h"
126 #include "pixelstore.h"
127 #include "points.h"
128 #include "polygon.h"
129 #if FEATURE_ARB_occlusion_query
130 #include "queryobj.h"
131 #endif
132 #if FEATURE_drawpix
133 #include "rastpos.h"
134 #endif
135 #include "scissor.h"
136 #include "shared.h"
137 #include "simple_list.h"
138 #include "state.h"
139 #include "stencil.h"
140 #include "texcompress.h"
141 #include "teximage.h"
142 #include "texobj.h"
143 #include "texstate.h"
144 #include "mtypes.h"
145 #include "varray.h"
146 #include "version.h"
147 #include "viewport.h"
148 #include "vtxfmt.h"
149 #include "glapi/glthread.h"
150 #include "glapi/glapioffsets.h"
151 #include "glapi/glapitable.h"
152 #include "shader/program.h"
153 #include "shader/shader_api.h"
154 #if FEATURE_ATI_fragment_shader
155 #include "shader/atifragshader.h"
156 #endif
157 #if _HAVE_FULL_GL
158 #include "math/m_matrix.h"
159 #endif
160
161 #ifdef USE_SPARC_ASM
162 #include "sparc/sparc.h"
163 #endif
164
165 #ifndef MESA_VERBOSE
166 int MESA_VERBOSE = 0;
167 #endif
168
169 #ifndef MESA_DEBUG_FLAGS
170 int MESA_DEBUG_FLAGS = 0;
171 #endif
172
173
174 /* ubyte -> float conversion */
175 GLfloat _mesa_ubyte_to_float_color_tab[256];
176
177
178
179 /**
180 * Swap buffers notification callback.
181 *
182 * \param ctx GL context.
183 *
184 * Called by window system just before swapping buffers.
185 * We have to finish any pending rendering.
186 */
187 void
188 _mesa_notifySwapBuffers(__GLcontext *ctx)
189 {
190 FLUSH_CURRENT( ctx, 0 );
191 if (ctx->Driver.Flush) {
192 ctx->Driver.Flush(ctx);
193 }
194 }
195
196
197 /**********************************************************************/
198 /** \name GL Visual allocation/destruction */
199 /**********************************************************************/
200 /*@{*/
201
202 /**
203 * Allocates a GLvisual structure and initializes it via
204 * _mesa_initialize_visual().
205 *
206 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
207 * \param dbFlag double buffering
208 * \param stereoFlag stereo buffer
209 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
210 * is acceptable but the actual depth type will be GLushort or GLuint as
211 * needed.
212 * \param stencilBits requested minimum bits per stencil buffer value
213 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
214 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
215 * \param redBits number of bits per color component in frame buffer for RGB(A)
216 * mode. We always use 8 in core Mesa though.
217 * \param greenBits same as above.
218 * \param blueBits same as above.
219 * \param alphaBits same as above.
220 * \param numSamples not really used.
221 *
222 * \return pointer to new GLvisual or NULL if requested parameters can't be
223 * met.
224 *
225 * \note Need to add params for level and numAuxBuffers (at least)
226 */
227 GLvisual *
228 _mesa_create_visual( GLboolean rgbFlag,
229 GLboolean dbFlag,
230 GLboolean stereoFlag,
231 GLint redBits,
232 GLint greenBits,
233 GLint blueBits,
234 GLint alphaBits,
235 GLint indexBits,
236 GLint depthBits,
237 GLint stencilBits,
238 GLint accumRedBits,
239 GLint accumGreenBits,
240 GLint accumBlueBits,
241 GLint accumAlphaBits,
242 GLint numSamples )
243 {
244 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
245 if (vis) {
246 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
247 redBits, greenBits, blueBits, alphaBits,
248 indexBits, depthBits, stencilBits,
249 accumRedBits, accumGreenBits,
250 accumBlueBits, accumAlphaBits,
251 numSamples)) {
252 _mesa_free(vis);
253 return NULL;
254 }
255 }
256 return vis;
257 }
258
259 /**
260 * Makes some sanity checks and fills in the fields of the
261 * GLvisual object with the given parameters. If the caller needs
262 * to set additional fields, he should just probably init the whole GLvisual
263 * object himself.
264 * \return GL_TRUE on success, or GL_FALSE on failure.
265 *
266 * \sa _mesa_create_visual() above for the parameter description.
267 */
268 GLboolean
269 _mesa_initialize_visual( GLvisual *vis,
270 GLboolean rgbFlag,
271 GLboolean dbFlag,
272 GLboolean stereoFlag,
273 GLint redBits,
274 GLint greenBits,
275 GLint blueBits,
276 GLint alphaBits,
277 GLint indexBits,
278 GLint depthBits,
279 GLint stencilBits,
280 GLint accumRedBits,
281 GLint accumGreenBits,
282 GLint accumBlueBits,
283 GLint accumAlphaBits,
284 GLint numSamples )
285 {
286 assert(vis);
287
288 if (depthBits < 0 || depthBits > 32) {
289 return GL_FALSE;
290 }
291 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
292 return GL_FALSE;
293 }
294 assert(accumRedBits >= 0);
295 assert(accumGreenBits >= 0);
296 assert(accumBlueBits >= 0);
297 assert(accumAlphaBits >= 0);
298
299 vis->rgbMode = rgbFlag;
300 vis->doubleBufferMode = dbFlag;
301 vis->stereoMode = stereoFlag;
302
303 vis->redBits = redBits;
304 vis->greenBits = greenBits;
305 vis->blueBits = blueBits;
306 vis->alphaBits = alphaBits;
307 vis->rgbBits = redBits + greenBits + blueBits;
308
309 vis->indexBits = indexBits;
310 vis->depthBits = depthBits;
311 vis->stencilBits = stencilBits;
312
313 vis->accumRedBits = accumRedBits;
314 vis->accumGreenBits = accumGreenBits;
315 vis->accumBlueBits = accumBlueBits;
316 vis->accumAlphaBits = accumAlphaBits;
317
318 vis->haveAccumBuffer = accumRedBits > 0;
319 vis->haveDepthBuffer = depthBits > 0;
320 vis->haveStencilBuffer = stencilBits > 0;
321
322 vis->numAuxBuffers = 0;
323 vis->level = 0;
324 vis->pixmapMode = 0;
325 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
326 vis->samples = numSamples;
327
328 return GL_TRUE;
329 }
330
331
332 /**
333 * Destroy a visual and free its memory.
334 *
335 * \param vis visual.
336 *
337 * Frees the visual structure.
338 */
339 void
340 _mesa_destroy_visual( GLvisual *vis )
341 {
342 _mesa_free(vis);
343 }
344
345 /*@}*/
346
347
348 /**********************************************************************/
349 /** \name Context allocation, initialization, destroying
350 *
351 * The purpose of the most initialization functions here is to provide the
352 * default state values according to the OpenGL specification.
353 */
354 /**********************************************************************/
355 /*@{*/
356
357
358 /**
359 * This is lame. gdb only seems to recognize enum types that are
360 * actually used somewhere. We want to be able to print/use enum
361 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
362 * the gl_texture_index type anywhere. Thus, this lame function.
363 */
364 static void
365 dummy_enum_func(void)
366 {
367 gl_buffer_index bi;
368 gl_colortable_index ci;
369 gl_face_index fi;
370 gl_frag_attrib fa;
371 gl_frag_result fr;
372 gl_texture_index ti;
373 gl_vert_attrib va;
374 gl_vert_result vr;
375
376 (void) bi;
377 (void) ci;
378 (void) fi;
379 (void) fa;
380 (void) fr;
381 (void) ti;
382 (void) va;
383 (void) vr;
384 }
385
386
387 /**
388 * One-time initialization mutex lock.
389 *
390 * \sa Used by one_time_init().
391 */
392 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
393
394 /**
395 * Calls all the various one-time-init functions in Mesa.
396 *
397 * While holding a global mutex lock, calls several initialization functions,
398 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
399 * defined.
400 *
401 * \sa _math_init().
402 */
403 static void
404 one_time_init( GLcontext *ctx )
405 {
406 static GLboolean alreadyCalled = GL_FALSE;
407 (void) ctx;
408 _glthread_LOCK_MUTEX(OneTimeLock);
409 if (!alreadyCalled) {
410 GLuint i;
411
412 /* do some implementation tests */
413 assert( sizeof(GLbyte) == 1 );
414 assert( sizeof(GLubyte) == 1 );
415 assert( sizeof(GLshort) == 2 );
416 assert( sizeof(GLushort) == 2 );
417 assert( sizeof(GLint) == 4 );
418 assert( sizeof(GLuint) == 4 );
419
420 _mesa_get_cpu_features();
421
422 _mesa_init_sqrt_table();
423
424 for (i = 0; i < 256; i++) {
425 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
426 }
427
428 if (_mesa_getenv("MESA_DEBUG")) {
429 _glapi_noop_enable_warnings(GL_TRUE);
430 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
431 }
432 else {
433 _glapi_noop_enable_warnings(GL_FALSE);
434 }
435
436 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
437 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
438 MESA_VERSION_STRING, __DATE__, __TIME__);
439 #endif
440
441 alreadyCalled = GL_TRUE;
442 }
443 _glthread_UNLOCK_MUTEX(OneTimeLock);
444
445 dummy_enum_func();
446 }
447
448
449 /**
450 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
451 */
452 static void
453 _mesa_init_current(GLcontext *ctx)
454 {
455 GLuint i;
456
457 /* Init all to (0,0,0,1) */
458 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
459 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
460 }
461
462 /* redo special cases: */
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
469 }
470
471
472 /**
473 * Init vertex/fragment program limits.
474 * Important: drivers should override these with actual limits.
475 */
476 static void
477 init_program_limits(GLenum type, struct gl_program_constants *prog)
478 {
479 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
480 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
481 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
482 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
483 prog->MaxTemps = MAX_PROGRAM_TEMPS;
484 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
485 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
486 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
487
488 if (type == GL_VERTEX_PROGRAM_ARB) {
489 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
491 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
492 }
493 else {
494 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
497 }
498
499 /* copy the above limits to init native limits */
500 prog->MaxNativeInstructions = prog->MaxInstructions;
501 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
502 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
503 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
504 prog->MaxNativeAttribs = prog->MaxAttribs;
505 prog->MaxNativeTemps = prog->MaxTemps;
506 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
507 prog->MaxNativeParameters = prog->MaxParameters;
508 }
509
510
511 /**
512 * Initialize fields of gl_constants (aka ctx->Const.*).
513 * Use defaults from config.h. The device drivers will often override
514 * some of these values (such as number of texture units).
515 */
516 static void
517 _mesa_init_constants(GLcontext *ctx)
518 {
519 assert(ctx);
520
521 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
522 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
523
524 /* Max texture size should be <= max viewport size (render to texture) */
525 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
526
527 /* Constants, may be overriden (usually only reduced) by device drivers */
528 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
529 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
530 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
531 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
532 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
533 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
534 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
535 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
536 ctx->Const.MaxTextureImageUnits);
537 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
538 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
539 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
540 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
541 ctx->Const.MinPointSize = MIN_POINT_SIZE;
542 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
543 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
544 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
545 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
546 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
547 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
548 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
549 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
550 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
551 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
552 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
553 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
554 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
555 ctx->Const.MaxLights = MAX_LIGHTS;
556 ctx->Const.MaxShininess = 128.0;
557 ctx->Const.MaxSpotExponent = 128.0;
558 ctx->Const.MaxViewportWidth = MAX_WIDTH;
559 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
560 #if FEATURE_ARB_vertex_program
561 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
562 #endif
563 #if FEATURE_ARB_fragment_program
564 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
565 #endif
566 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
567 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
568
569 /* CheckArrayBounds is overriden by drivers/x11 for X server */
570 ctx->Const.CheckArrayBounds = GL_FALSE;
571
572 /* GL_ARB_draw_buffers */
573 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
574
575 /* GL_OES_read_format */
576 ctx->Const.ColorReadFormat = GL_RGBA;
577 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
578
579 #if FEATURE_EXT_framebuffer_object
580 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
581 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
582 #endif
583
584 #if FEATURE_ARB_vertex_shader
585 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
586 ctx->Const.MaxVarying = MAX_VARYING;
587 #endif
588
589 /* GL_ARB_framebuffer_object */
590 ctx->Const.MaxSamples = 0;
591
592 /* GL_ATI_envmap_bumpmap */
593 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
594
595 /* sanity checks */
596 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
597 ctx->Const.MaxTextureCoordUnits));
598 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
599 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
600
601 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
602 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
603 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
604 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
605 }
606
607
608 /**
609 * Do some sanity checks on the limits/constants for the given context.
610 * Only called the first time a context is bound.
611 */
612 static void
613 check_context_limits(GLcontext *ctx)
614 {
615 /* Many context limits/constants are limited by the size of
616 * internal arrays.
617 */
618 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
619 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
620 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
621 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
622
623 /* number of coord units cannot be greater than number of image units */
624 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
625
626 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
627 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
628 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
629 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
630
631 /* make sure largest texture image is <= MAX_WIDTH in size */
632 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
633 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
634 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
635
636 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
637 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
638
639 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
640
641 /* XXX probably add more tests */
642 }
643
644
645 /**
646 * Initialize the attribute groups in a GL context.
647 *
648 * \param ctx GL context.
649 *
650 * Initializes all the attributes, calling the respective <tt>init*</tt>
651 * functions for the more complex data structures.
652 */
653 static GLboolean
654 init_attrib_groups(GLcontext *ctx)
655 {
656 assert(ctx);
657
658 /* Constants */
659 _mesa_init_constants( ctx );
660
661 /* Extensions */
662 _mesa_init_extensions( ctx );
663
664 /* Attribute Groups */
665 #if FEATURE_accum
666 _mesa_init_accum( ctx );
667 #endif
668 #if FEATURE_attrib_stack
669 _mesa_init_attrib( ctx );
670 #endif
671 _mesa_init_buffer_objects( ctx );
672 _mesa_init_color( ctx );
673 #if FEATURE_colortable
674 _mesa_init_colortables( ctx );
675 #endif
676 _mesa_init_current( ctx );
677 _mesa_init_depth( ctx );
678 _mesa_init_debug( ctx );
679 #if FEATURE_dlist
680 _mesa_init_display_list( ctx );
681 #endif
682 #if FEATURE_evaluators
683 _mesa_init_eval( ctx );
684 #endif
685 _mesa_init_fbobjects( ctx );
686 #if FEATURE_feedback
687 _mesa_init_feedback( ctx );
688 #else
689 ctx->RenderMode = GL_RENDER;
690 #endif
691 _mesa_init_fog( ctx );
692 #if FEATURE_histogram
693 _mesa_init_histogram( ctx );
694 #endif
695 _mesa_init_hint( ctx );
696 _mesa_init_line( ctx );
697 _mesa_init_lighting( ctx );
698 _mesa_init_matrix( ctx );
699 _mesa_init_multisample( ctx );
700 _mesa_init_pixel( ctx );
701 _mesa_init_pixelstore( ctx );
702 _mesa_init_point( ctx );
703 _mesa_init_polygon( ctx );
704 _mesa_init_program( ctx );
705 #if FEATURE_ARB_occlusion_query
706 _mesa_init_query( ctx );
707 #endif
708 #if FEATURE_drawpix
709 _mesa_init_rastpos( ctx );
710 #endif
711 _mesa_init_scissor( ctx );
712 _mesa_init_shader_state( ctx );
713 _mesa_init_stencil( ctx );
714 _mesa_init_transform( ctx );
715 _mesa_init_varray( ctx );
716 _mesa_init_viewport( ctx );
717
718 if (!_mesa_init_texture( ctx ))
719 return GL_FALSE;
720
721 #if FEATURE_texture_s3tc
722 _mesa_init_texture_s3tc( ctx );
723 #endif
724 #if FEATURE_texture_fxt1
725 _mesa_init_texture_fxt1( ctx );
726 #endif
727
728 /* Miscellaneous */
729 ctx->NewState = _NEW_ALL;
730 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
731 ctx->varying_vp_inputs = ~0;
732
733 return GL_TRUE;
734 }
735
736
737 /**
738 * Update default objects in a GL context with respect to shared state.
739 *
740 * \param ctx GL context.
741 *
742 * Removes references to old default objects, (texture objects, program
743 * objects, etc.) and changes to reference those from the current shared
744 * state.
745 */
746 static GLboolean
747 update_default_objects(GLcontext *ctx)
748 {
749 assert(ctx);
750
751 _mesa_update_default_objects_program(ctx);
752 _mesa_update_default_objects_texture(ctx);
753 _mesa_update_default_objects_buffer_objects(ctx);
754
755 return GL_TRUE;
756 }
757
758
759 /**
760 * This is the default function we plug into all dispatch table slots
761 * This helps prevents a segfault when someone calls a GL function without
762 * first checking if the extension's supported.
763 */
764 static int
765 generic_nop(void)
766 {
767 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
768 return 0;
769 }
770
771
772 /**
773 * Allocate and initialize a new dispatch table.
774 */
775 static struct _glapi_table *
776 alloc_dispatch_table(void)
777 {
778 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
779 * In practice, this'll be the same for stand-alone Mesa. But for DRI
780 * Mesa we do this to accomodate different versions of libGL and various
781 * DRI drivers.
782 */
783 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
784 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
785 struct _glapi_table *table =
786 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
787 if (table) {
788 _glapi_proc *entry = (_glapi_proc *) table;
789 GLint i;
790 for (i = 0; i < numEntries; i++) {
791 entry[i] = (_glapi_proc) generic_nop;
792 }
793 }
794 return table;
795 }
796
797
798 /**
799 * Initialize a GLcontext struct (rendering context).
800 *
801 * This includes allocating all the other structs and arrays which hang off of
802 * the context by pointers.
803 * Note that the driver needs to pass in its dd_function_table here since
804 * we need to at least call driverFunctions->NewTextureObject to create the
805 * default texture objects.
806 *
807 * Called by _mesa_create_context().
808 *
809 * Performs the imports and exports callback tables initialization, and
810 * miscellaneous one-time initializations. If no shared context is supplied one
811 * is allocated, and increase its reference count. Setups the GL API dispatch
812 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
813 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
814 * for debug flags.
815 *
816 * \param ctx the context to initialize
817 * \param visual describes the visual attributes for this context
818 * \param share_list points to context to share textures, display lists,
819 * etc with, or NULL
820 * \param driverFunctions table of device driver functions for this context
821 * to use
822 * \param driverContext pointer to driver-specific context data
823 */
824 GLboolean
825 _mesa_initialize_context(GLcontext *ctx,
826 const GLvisual *visual,
827 GLcontext *share_list,
828 const struct dd_function_table *driverFunctions,
829 void *driverContext)
830 {
831 struct gl_shared_state *shared;
832
833 /*ASSERT(driverContext);*/
834 assert(driverFunctions->NewTextureObject);
835 assert(driverFunctions->FreeTexImageData);
836
837 /* misc one-time initializations */
838 one_time_init(ctx);
839
840 ctx->Visual = *visual;
841 ctx->DrawBuffer = NULL;
842 ctx->ReadBuffer = NULL;
843 ctx->WinSysDrawBuffer = NULL;
844 ctx->WinSysReadBuffer = NULL;
845
846 /* Plug in driver functions and context pointer here.
847 * This is important because when we call alloc_shared_state() below
848 * we'll call ctx->Driver.NewTextureObject() to create the default
849 * textures.
850 */
851 ctx->Driver = *driverFunctions;
852 ctx->DriverCtx = driverContext;
853
854 if (share_list) {
855 /* share state with another context */
856 shared = share_list->Shared;
857 }
858 else {
859 /* allocate new, unshared state */
860 shared = _mesa_alloc_shared_state(ctx);
861 if (!shared)
862 return GL_FALSE;
863 }
864
865 _glthread_LOCK_MUTEX(shared->Mutex);
866 ctx->Shared = shared;
867 shared->RefCount++;
868 _glthread_UNLOCK_MUTEX(shared->Mutex);
869
870 if (!init_attrib_groups( ctx )) {
871 _mesa_free_shared_state(ctx, ctx->Shared);
872 return GL_FALSE;
873 }
874
875 /* setup the API dispatch tables */
876 ctx->Exec = alloc_dispatch_table();
877 ctx->Save = alloc_dispatch_table();
878 if (!ctx->Exec || !ctx->Save) {
879 _mesa_free_shared_state(ctx, ctx->Shared);
880 if (ctx->Exec)
881 _mesa_free(ctx->Exec);
882 }
883 #if FEATURE_dispatch
884 _mesa_init_exec_table(ctx->Exec);
885 #endif
886 ctx->CurrentDispatch = ctx->Exec;
887 #if FEATURE_dlist
888 _mesa_init_dlist_table(ctx->Save);
889 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
890 #endif
891 /* Neutral tnl module stuff */
892 _mesa_init_exec_vtxfmt( ctx );
893 ctx->TnlModule.Current = NULL;
894 ctx->TnlModule.SwapCount = 0;
895
896 ctx->FragmentProgram._MaintainTexEnvProgram
897 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
898
899 ctx->VertexProgram._MaintainTnlProgram
900 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
901 if (ctx->VertexProgram._MaintainTnlProgram) {
902 /* this is required... */
903 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
904 }
905
906 #ifdef FEATURE_extra_context_init
907 _mesa_initialize_context_extra(ctx);
908 #endif
909
910 ctx->FirstTimeCurrent = GL_TRUE;
911
912 return GL_TRUE;
913 }
914
915
916 /**
917 * Allocate and initialize a GLcontext structure.
918 * Note that the driver needs to pass in its dd_function_table here since
919 * we need to at least call driverFunctions->NewTextureObject to initialize
920 * the rendering context.
921 *
922 * \param visual a GLvisual pointer (we copy the struct contents)
923 * \param share_list another context to share display lists with or NULL
924 * \param driverFunctions points to the dd_function_table into which the
925 * driver has plugged in all its special functions.
926 * \param driverContext points to the device driver's private context state
927 *
928 * \return pointer to a new __GLcontextRec or NULL if error.
929 */
930 GLcontext *
931 _mesa_create_context(const GLvisual *visual,
932 GLcontext *share_list,
933 const struct dd_function_table *driverFunctions,
934 void *driverContext)
935 {
936 GLcontext *ctx;
937
938 ASSERT(visual);
939 /*ASSERT(driverContext);*/
940
941 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
942 if (!ctx)
943 return NULL;
944
945 if (_mesa_initialize_context(ctx, visual, share_list,
946 driverFunctions, driverContext)) {
947 return ctx;
948 }
949 else {
950 _mesa_free(ctx);
951 return NULL;
952 }
953 }
954
955
956 /**
957 * Free the data associated with the given context.
958 *
959 * But doesn't free the GLcontext struct itself.
960 *
961 * \sa _mesa_initialize_context() and init_attrib_groups().
962 */
963 void
964 _mesa_free_context_data( GLcontext *ctx )
965 {
966 GLint RefCount;
967
968 if (!_mesa_get_current_context()){
969 /* No current context, but we may need one in order to delete
970 * texture objs, etc. So temporarily bind the context now.
971 */
972 _mesa_make_current(ctx, NULL, NULL);
973 }
974
975 /* unreference WinSysDraw/Read buffers */
976 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
977 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
978 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
979 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
980
981 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
982 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
983 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
984
985 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
986 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
987 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
988
989 #if FEATURE_attrib_stack
990 _mesa_free_attrib_data(ctx);
991 #endif
992 _mesa_free_lighting_data( ctx );
993 #if FEATURE_evaluators
994 _mesa_free_eval_data( ctx );
995 #endif
996 _mesa_free_texture_data( ctx );
997 _mesa_free_matrix_data( ctx );
998 _mesa_free_viewport_data( ctx );
999 #if FEATURE_colortable
1000 _mesa_free_colortables_data( ctx );
1001 #endif
1002 _mesa_free_program_data(ctx);
1003 _mesa_free_shader_state(ctx);
1004 #if FEATURE_ARB_occlusion_query
1005 _mesa_free_query_data(ctx);
1006 #endif
1007
1008 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1009
1010 /* free dispatch tables */
1011 _mesa_free(ctx->Exec);
1012 _mesa_free(ctx->Save);
1013
1014 /* Shared context state (display lists, textures, etc) */
1015 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1016 RefCount = --ctx->Shared->RefCount;
1017 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1018 assert(RefCount >= 0);
1019 if (RefCount == 0) {
1020 /* free shared state */
1021 _mesa_free_shared_state( ctx, ctx->Shared );
1022 }
1023
1024 if (ctx->Extensions.String)
1025 _mesa_free((void *) ctx->Extensions.String);
1026
1027 /* unbind the context if it's currently bound */
1028 if (ctx == _mesa_get_current_context()) {
1029 _mesa_make_current(NULL, NULL, NULL);
1030 }
1031 }
1032
1033
1034 /**
1035 * Destroy a GLcontext structure.
1036 *
1037 * \param ctx GL context.
1038 *
1039 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1040 */
1041 void
1042 _mesa_destroy_context( GLcontext *ctx )
1043 {
1044 if (ctx) {
1045 _mesa_free_context_data(ctx);
1046 _mesa_free( (void *) ctx );
1047 }
1048 }
1049
1050
1051 #if _HAVE_FULL_GL
1052 /**
1053 * Copy attribute groups from one context to another.
1054 *
1055 * \param src source context
1056 * \param dst destination context
1057 * \param mask bitwise OR of GL_*_BIT flags
1058 *
1059 * According to the bits specified in \p mask, copies the corresponding
1060 * attributes from \p src into \p dst. For many of the attributes a simple \c
1061 * memcpy is not enough due to the existence of internal pointers in their data
1062 * structures.
1063 */
1064 void
1065 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1066 {
1067 if (mask & GL_ACCUM_BUFFER_BIT) {
1068 /* OK to memcpy */
1069 dst->Accum = src->Accum;
1070 }
1071 if (mask & GL_COLOR_BUFFER_BIT) {
1072 /* OK to memcpy */
1073 dst->Color = src->Color;
1074 }
1075 if (mask & GL_CURRENT_BIT) {
1076 /* OK to memcpy */
1077 dst->Current = src->Current;
1078 }
1079 if (mask & GL_DEPTH_BUFFER_BIT) {
1080 /* OK to memcpy */
1081 dst->Depth = src->Depth;
1082 }
1083 if (mask & GL_ENABLE_BIT) {
1084 /* no op */
1085 }
1086 if (mask & GL_EVAL_BIT) {
1087 /* OK to memcpy */
1088 dst->Eval = src->Eval;
1089 }
1090 if (mask & GL_FOG_BIT) {
1091 /* OK to memcpy */
1092 dst->Fog = src->Fog;
1093 }
1094 if (mask & GL_HINT_BIT) {
1095 /* OK to memcpy */
1096 dst->Hint = src->Hint;
1097 }
1098 if (mask & GL_LIGHTING_BIT) {
1099 GLuint i;
1100 /* begin with memcpy */
1101 dst->Light = src->Light;
1102 /* fixup linked lists to prevent pointer insanity */
1103 make_empty_list( &(dst->Light.EnabledList) );
1104 for (i = 0; i < MAX_LIGHTS; i++) {
1105 if (dst->Light.Light[i].Enabled) {
1106 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1107 }
1108 }
1109 }
1110 if (mask & GL_LINE_BIT) {
1111 /* OK to memcpy */
1112 dst->Line = src->Line;
1113 }
1114 if (mask & GL_LIST_BIT) {
1115 /* OK to memcpy */
1116 dst->List = src->List;
1117 }
1118 if (mask & GL_PIXEL_MODE_BIT) {
1119 /* OK to memcpy */
1120 dst->Pixel = src->Pixel;
1121 }
1122 if (mask & GL_POINT_BIT) {
1123 /* OK to memcpy */
1124 dst->Point = src->Point;
1125 }
1126 if (mask & GL_POLYGON_BIT) {
1127 /* OK to memcpy */
1128 dst->Polygon = src->Polygon;
1129 }
1130 if (mask & GL_POLYGON_STIPPLE_BIT) {
1131 /* Use loop instead of MEMCPY due to problem with Portland Group's
1132 * C compiler. Reported by John Stone.
1133 */
1134 GLuint i;
1135 for (i = 0; i < 32; i++) {
1136 dst->PolygonStipple[i] = src->PolygonStipple[i];
1137 }
1138 }
1139 if (mask & GL_SCISSOR_BIT) {
1140 /* OK to memcpy */
1141 dst->Scissor = src->Scissor;
1142 }
1143 if (mask & GL_STENCIL_BUFFER_BIT) {
1144 /* OK to memcpy */
1145 dst->Stencil = src->Stencil;
1146 }
1147 if (mask & GL_TEXTURE_BIT) {
1148 /* Cannot memcpy because of pointers */
1149 _mesa_copy_texture_state(src, dst);
1150 }
1151 if (mask & GL_TRANSFORM_BIT) {
1152 /* OK to memcpy */
1153 dst->Transform = src->Transform;
1154 }
1155 if (mask & GL_VIEWPORT_BIT) {
1156 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1157 dst->Viewport.X = src->Viewport.X;
1158 dst->Viewport.Y = src->Viewport.Y;
1159 dst->Viewport.Width = src->Viewport.Width;
1160 dst->Viewport.Height = src->Viewport.Height;
1161 dst->Viewport.Near = src->Viewport.Near;
1162 dst->Viewport.Far = src->Viewport.Far;
1163 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1164 }
1165
1166 /* XXX FIXME: Call callbacks?
1167 */
1168 dst->NewState = _NEW_ALL;
1169 }
1170 #endif
1171
1172
1173 /**
1174 * Check if the given context can render into the given framebuffer
1175 * by checking visual attributes.
1176 *
1177 * Most of these tests could go away because Mesa is now pretty flexible
1178 * in terms of mixing rendering contexts with framebuffers. As long
1179 * as RGB vs. CI mode agree, we're probably good.
1180 *
1181 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1182 */
1183 static GLboolean
1184 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1185 {
1186 const GLvisual *ctxvis = &ctx->Visual;
1187 const GLvisual *bufvis = &buffer->Visual;
1188
1189 if (ctxvis == bufvis)
1190 return GL_TRUE;
1191
1192 if (ctxvis->rgbMode != bufvis->rgbMode)
1193 return GL_FALSE;
1194 #if 0
1195 /* disabling this fixes the fgl_glxgears pbuffer demo */
1196 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1197 return GL_FALSE;
1198 #endif
1199 if (ctxvis->stereoMode && !bufvis->stereoMode)
1200 return GL_FALSE;
1201 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1202 return GL_FALSE;
1203 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1204 return GL_FALSE;
1205 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1206 return GL_FALSE;
1207 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1208 return GL_FALSE;
1209 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1210 return GL_FALSE;
1211 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1212 return GL_FALSE;
1213 #if 0
1214 /* disabled (see bug 11161) */
1215 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1216 return GL_FALSE;
1217 #endif
1218 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1219 return GL_FALSE;
1220
1221 return GL_TRUE;
1222 }
1223
1224
1225 /**
1226 * Do one-time initialization for the given framebuffer. Specifically,
1227 * ask the driver for the window's current size and update the framebuffer
1228 * object to match.
1229 * Really, the device driver should totally take care of this.
1230 */
1231 static void
1232 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1233 {
1234 GLuint width, height;
1235 if (ctx->Driver.GetBufferSize) {
1236 ctx->Driver.GetBufferSize(fb, &width, &height);
1237 if (ctx->Driver.ResizeBuffers)
1238 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1239 fb->Initialized = GL_TRUE;
1240 }
1241 }
1242
1243
1244 /**
1245 * Bind the given context to the given drawBuffer and readBuffer and
1246 * make it the current context for the calling thread.
1247 * We'll render into the drawBuffer and read pixels from the
1248 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1249 *
1250 * We check that the context's and framebuffer's visuals are compatible
1251 * and return immediately if they're not.
1252 *
1253 * \param newCtx the new GL context. If NULL then there will be no current GL
1254 * context.
1255 * \param drawBuffer the drawing framebuffer
1256 * \param readBuffer the reading framebuffer
1257 */
1258 void
1259 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1260 GLframebuffer *readBuffer )
1261 {
1262 if (MESA_VERBOSE & VERBOSE_API)
1263 _mesa_debug(newCtx, "_mesa_make_current()\n");
1264
1265 /* Check that the context's and framebuffer's visuals are compatible.
1266 */
1267 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1268 if (!check_compatible(newCtx, drawBuffer)) {
1269 _mesa_warning(newCtx,
1270 "MakeCurrent: incompatible visuals for context and drawbuffer");
1271 return;
1272 }
1273 }
1274 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1275 if (!check_compatible(newCtx, readBuffer)) {
1276 _mesa_warning(newCtx,
1277 "MakeCurrent: incompatible visuals for context and readbuffer");
1278 return;
1279 }
1280 }
1281
1282 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1283 _glapi_set_context((void *) newCtx);
1284 ASSERT(_mesa_get_current_context() == newCtx);
1285
1286 if (!newCtx) {
1287 _glapi_set_dispatch(NULL); /* none current */
1288 }
1289 else {
1290 _glapi_set_dispatch(newCtx->CurrentDispatch);
1291
1292 if (drawBuffer && readBuffer) {
1293 /* TODO: check if newCtx and buffer's visual match??? */
1294
1295 ASSERT(drawBuffer->Name == 0);
1296 ASSERT(readBuffer->Name == 0);
1297 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1298 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1299
1300 /*
1301 * Only set the context's Draw/ReadBuffer fields if they're NULL
1302 * or not bound to a user-created FBO.
1303 */
1304 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1305 /* KW: merge conflict here, revisit.
1306 */
1307 /* fix up the fb fields - these will end up wrong otherwise
1308 * if the DRIdrawable changes, and everything relies on them.
1309 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1310 */
1311 unsigned int i;
1312 GLenum buffers[MAX_DRAW_BUFFERS];
1313
1314 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1315
1316 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1317 buffers[i] = newCtx->Color.DrawBuffer[i];
1318 }
1319
1320 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1321 }
1322 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1323 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1324 }
1325
1326 /* XXX only set this flag if we're really changing the draw/read
1327 * framebuffer bindings.
1328 */
1329 newCtx->NewState |= _NEW_BUFFERS;
1330
1331 #if 1
1332 /* We want to get rid of these lines: */
1333
1334 #if _HAVE_FULL_GL
1335 if (!drawBuffer->Initialized) {
1336 initialize_framebuffer_size(newCtx, drawBuffer);
1337 }
1338 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1339 initialize_framebuffer_size(newCtx, readBuffer);
1340 }
1341
1342 _mesa_resizebuffers(newCtx);
1343 #endif
1344
1345 #else
1346 /* We want the drawBuffer and readBuffer to be initialized by
1347 * the driver.
1348 * This generally means the Width and Height match the actual
1349 * window size and the renderbuffers (both hardware and software
1350 * based) are allocated to match. The later can generally be
1351 * done with a call to _mesa_resize_framebuffer().
1352 *
1353 * It's theoretically possible for a buffer to have zero width
1354 * or height, but for now, assert check that the driver did what's
1355 * expected of it.
1356 */
1357 ASSERT(drawBuffer->Width > 0);
1358 ASSERT(drawBuffer->Height > 0);
1359 #endif
1360
1361 if (newCtx->FirstTimeCurrent) {
1362 /* set initial viewport and scissor size now */
1363 _mesa_set_viewport(newCtx, 0, 0,
1364 drawBuffer->Width, drawBuffer->Height);
1365 _mesa_set_scissor(newCtx, 0, 0,
1366 drawBuffer->Width, drawBuffer->Height );
1367 check_context_limits(newCtx);
1368 }
1369 }
1370
1371 /* We can use this to help debug user's problems. Tell them to set
1372 * the MESA_INFO env variable before running their app. Then the
1373 * first time each context is made current we'll print some useful
1374 * information.
1375 */
1376 if (newCtx->FirstTimeCurrent) {
1377 if (_mesa_getenv("MESA_INFO")) {
1378 _mesa_print_info();
1379 }
1380 newCtx->FirstTimeCurrent = GL_FALSE;
1381 }
1382 }
1383 }
1384
1385
1386 /**
1387 * Make context 'ctx' share the display lists, textures and programs
1388 * that are associated with 'ctxToShare'.
1389 * Any display lists, textures or programs associated with 'ctx' will
1390 * be deleted if nobody else is sharing them.
1391 */
1392 GLboolean
1393 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1394 {
1395 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1396 struct gl_shared_state *oldSharedState = ctx->Shared;
1397 GLint RefCount;
1398
1399 ctx->Shared = ctxToShare->Shared;
1400
1401 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1402 ctx->Shared->RefCount++;
1403 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1404
1405 update_default_objects(ctx);
1406
1407 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1408 RefCount = --oldSharedState->RefCount;
1409 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1410
1411 if (RefCount == 0) {
1412 _mesa_free_shared_state(ctx, oldSharedState);
1413 }
1414
1415 return GL_TRUE;
1416 }
1417 else {
1418 return GL_FALSE;
1419 }
1420 }
1421
1422
1423
1424 /**
1425 * \return pointer to the current GL context for this thread.
1426 *
1427 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1428 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1429 * context.h.
1430 */
1431 GLcontext *
1432 _mesa_get_current_context( void )
1433 {
1434 return (GLcontext *) _glapi_get_context();
1435 }
1436
1437
1438 /**
1439 * Get context's current API dispatch table.
1440 *
1441 * It'll either be the immediate-mode execute dispatcher or the display list
1442 * compile dispatcher.
1443 *
1444 * \param ctx GL context.
1445 *
1446 * \return pointer to dispatch_table.
1447 *
1448 * Simply returns __GLcontextRec::CurrentDispatch.
1449 */
1450 struct _glapi_table *
1451 _mesa_get_dispatch(GLcontext *ctx)
1452 {
1453 return ctx->CurrentDispatch;
1454 }
1455
1456 /*@}*/
1457
1458
1459 /**********************************************************************/
1460 /** \name Miscellaneous functions */
1461 /**********************************************************************/
1462 /*@{*/
1463
1464 /**
1465 * Record an error.
1466 *
1467 * \param ctx GL context.
1468 * \param error error code.
1469 *
1470 * Records the given error code and call the driver's dd_function_table::Error
1471 * function if defined.
1472 *
1473 * \sa
1474 * This is called via _mesa_error().
1475 */
1476 void
1477 _mesa_record_error(GLcontext *ctx, GLenum error)
1478 {
1479 if (!ctx)
1480 return;
1481
1482 if (ctx->ErrorValue == GL_NO_ERROR) {
1483 ctx->ErrorValue = error;
1484 }
1485
1486 /* Call device driver's error handler, if any. This is used on the Mac. */
1487 if (ctx->Driver.Error) {
1488 ctx->Driver.Error(ctx);
1489 }
1490 }
1491
1492
1493 /**
1494 * Execute glFinish().
1495 *
1496 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1497 * dd_function_table::Finish driver callback, if not NULL.
1498 */
1499 void GLAPIENTRY
1500 _mesa_Finish(void)
1501 {
1502 GET_CURRENT_CONTEXT(ctx);
1503 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1504 FLUSH_CURRENT( ctx, 0 );
1505 if (ctx->Driver.Finish) {
1506 ctx->Driver.Finish(ctx);
1507 }
1508 }
1509
1510
1511 /**
1512 * Execute glFlush().
1513 *
1514 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1515 * dd_function_table::Flush driver callback, if not NULL.
1516 */
1517 void GLAPIENTRY
1518 _mesa_Flush(void)
1519 {
1520 GET_CURRENT_CONTEXT(ctx);
1521 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1522 FLUSH_CURRENT( ctx, 0 );
1523 if (ctx->Driver.Flush) {
1524 ctx->Driver.Flush(ctx);
1525 }
1526 }
1527
1528
1529 /**
1530 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1531 * MUL/MAD, or vice versa, call this function to register that.
1532 * Otherwise we default to MUL/MAD.
1533 */
1534 void
1535 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1536 GLboolean flag )
1537 {
1538 ctx->mvp_with_dp4 = flag;
1539 }
1540
1541
1542 /*@}*/