mesa: Remove FEATURE_ARB_shading_language_120 macro.
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "framebuffer.h"
100 #include "hint.h"
101 #include "hash.h"
102 #include "light.h"
103 #include "lines.h"
104 #include "macros.h"
105 #include "matrix.h"
106 #include "multisample.h"
107 #include "pixel.h"
108 #include "pixelstore.h"
109 #include "points.h"
110 #include "polygon.h"
111 #include "queryobj.h"
112 #include "syncobj.h"
113 #include "rastpos.h"
114 #include "remap.h"
115 #include "scissor.h"
116 #include "shared.h"
117 #include "shaderobj.h"
118 #include "simple_list.h"
119 #include "state.h"
120 #include "stencil.h"
121 #include "texcompress_s3tc.h"
122 #include "texstate.h"
123 #include "transformfeedback.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "viewport.h"
128 #include "vtxfmt.h"
129 #include "program/program.h"
130 #include "program/prog_print.h"
131 #if _HAVE_FULL_GL
132 #include "math/m_matrix.h"
133 #endif
134
135 #ifdef USE_SPARC_ASM
136 #include "sparc/sparc.h"
137 #endif
138
139 #include "glsl_parser_extras.h"
140 #include <stdbool.h>
141
142
143 #ifndef MESA_VERBOSE
144 int MESA_VERBOSE = 0;
145 #endif
146
147 #ifndef MESA_DEBUG_FLAGS
148 int MESA_DEBUG_FLAGS = 0;
149 #endif
150
151
152 /* ubyte -> float conversion */
153 GLfloat _mesa_ubyte_to_float_color_tab[256];
154
155
156
157 /**
158 * Swap buffers notification callback.
159 *
160 * \param ctx GL context.
161 *
162 * Called by window system just before swapping buffers.
163 * We have to finish any pending rendering.
164 */
165 void
166 _mesa_notifySwapBuffers(struct gl_context *ctx)
167 {
168 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
169 _mesa_debug(ctx, "SwapBuffers\n");
170 FLUSH_CURRENT( ctx, 0 );
171 if (ctx->Driver.Flush) {
172 ctx->Driver.Flush(ctx);
173 }
174 }
175
176
177 /**********************************************************************/
178 /** \name GL Visual allocation/destruction */
179 /**********************************************************************/
180 /*@{*/
181
182 /**
183 * Allocates a struct gl_config structure and initializes it via
184 * _mesa_initialize_visual().
185 *
186 * \param dbFlag double buffering
187 * \param stereoFlag stereo buffer
188 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
189 * is acceptable but the actual depth type will be GLushort or GLuint as
190 * needed.
191 * \param stencilBits requested minimum bits per stencil buffer value
192 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
193 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
194 * \param redBits number of bits per color component in frame buffer for RGB(A)
195 * mode. We always use 8 in core Mesa though.
196 * \param greenBits same as above.
197 * \param blueBits same as above.
198 * \param alphaBits same as above.
199 * \param numSamples not really used.
200 *
201 * \return pointer to new struct gl_config or NULL if requested parameters can't be
202 * met.
203 *
204 * \note Need to add params for level and numAuxBuffers (at least)
205 */
206 struct gl_config *
207 _mesa_create_visual( GLboolean dbFlag,
208 GLboolean stereoFlag,
209 GLint redBits,
210 GLint greenBits,
211 GLint blueBits,
212 GLint alphaBits,
213 GLint depthBits,
214 GLint stencilBits,
215 GLint accumRedBits,
216 GLint accumGreenBits,
217 GLint accumBlueBits,
218 GLint accumAlphaBits,
219 GLint numSamples )
220 {
221 struct gl_config *vis = (struct gl_config *) calloc(1, sizeof(struct gl_config));
222 if (vis) {
223 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
224 redBits, greenBits, blueBits, alphaBits,
225 depthBits, stencilBits,
226 accumRedBits, accumGreenBits,
227 accumBlueBits, accumAlphaBits,
228 numSamples)) {
229 free(vis);
230 return NULL;
231 }
232 }
233 return vis;
234 }
235
236 /**
237 * Makes some sanity checks and fills in the fields of the
238 * struct gl_config object with the given parameters. If the caller needs
239 * to set additional fields, he should just probably init the whole struct gl_config
240 * object himself.
241 * \return GL_TRUE on success, or GL_FALSE on failure.
242 *
243 * \sa _mesa_create_visual() above for the parameter description.
244 */
245 GLboolean
246 _mesa_initialize_visual( struct gl_config *vis,
247 GLboolean dbFlag,
248 GLboolean stereoFlag,
249 GLint redBits,
250 GLint greenBits,
251 GLint blueBits,
252 GLint alphaBits,
253 GLint depthBits,
254 GLint stencilBits,
255 GLint accumRedBits,
256 GLint accumGreenBits,
257 GLint accumBlueBits,
258 GLint accumAlphaBits,
259 GLint numSamples )
260 {
261 assert(vis);
262
263 if (depthBits < 0 || depthBits > 32) {
264 return GL_FALSE;
265 }
266 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
267 return GL_FALSE;
268 }
269 assert(accumRedBits >= 0);
270 assert(accumGreenBits >= 0);
271 assert(accumBlueBits >= 0);
272 assert(accumAlphaBits >= 0);
273
274 vis->rgbMode = GL_TRUE;
275 vis->doubleBufferMode = dbFlag;
276 vis->stereoMode = stereoFlag;
277
278 vis->redBits = redBits;
279 vis->greenBits = greenBits;
280 vis->blueBits = blueBits;
281 vis->alphaBits = alphaBits;
282 vis->rgbBits = redBits + greenBits + blueBits;
283
284 vis->indexBits = 0;
285 vis->depthBits = depthBits;
286 vis->stencilBits = stencilBits;
287
288 vis->accumRedBits = accumRedBits;
289 vis->accumGreenBits = accumGreenBits;
290 vis->accumBlueBits = accumBlueBits;
291 vis->accumAlphaBits = accumAlphaBits;
292
293 vis->haveAccumBuffer = accumRedBits > 0;
294 vis->haveDepthBuffer = depthBits > 0;
295 vis->haveStencilBuffer = stencilBits > 0;
296
297 vis->numAuxBuffers = 0;
298 vis->level = 0;
299 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
300 vis->samples = numSamples;
301
302 return GL_TRUE;
303 }
304
305
306 /**
307 * Destroy a visual and free its memory.
308 *
309 * \param vis visual.
310 *
311 * Frees the visual structure.
312 */
313 void
314 _mesa_destroy_visual( struct gl_config *vis )
315 {
316 free(vis);
317 }
318
319 /*@}*/
320
321
322 /**********************************************************************/
323 /** \name Context allocation, initialization, destroying
324 *
325 * The purpose of the most initialization functions here is to provide the
326 * default state values according to the OpenGL specification.
327 */
328 /**********************************************************************/
329 /*@{*/
330
331
332 /**
333 * This is lame. gdb only seems to recognize enum types that are
334 * actually used somewhere. We want to be able to print/use enum
335 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
336 * the gl_texture_index type anywhere. Thus, this lame function.
337 */
338 static void
339 dummy_enum_func(void)
340 {
341 gl_buffer_index bi = BUFFER_FRONT_LEFT;
342 gl_face_index fi = FACE_POS_X;
343 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
344 gl_frag_result fr = FRAG_RESULT_DEPTH;
345 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
346 gl_vert_attrib va = VERT_ATTRIB_POS;
347 gl_vert_result vr = VERT_RESULT_HPOS;
348 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
349 gl_geom_result gr = GEOM_RESULT_POS;
350
351 (void) bi;
352 (void) fi;
353 (void) fa;
354 (void) fr;
355 (void) ti;
356 (void) va;
357 (void) vr;
358 (void) ga;
359 (void) gr;
360 }
361
362
363 /**
364 * One-time initialization mutex lock.
365 *
366 * \sa Used by one_time_init().
367 */
368 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
369
370 /**
371 * Calls all the various one-time-init functions in Mesa.
372 *
373 * While holding a global mutex lock, calls several initialization functions,
374 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
375 * defined.
376 *
377 * \sa _math_init().
378 */
379 static void
380 one_time_init( struct gl_context *ctx )
381 {
382 static GLboolean alreadyCalled = GL_FALSE;
383 (void) ctx;
384 _glthread_LOCK_MUTEX(OneTimeLock);
385 if (!alreadyCalled) {
386 GLuint i;
387
388 /* do some implementation tests */
389 assert( sizeof(GLbyte) == 1 );
390 assert( sizeof(GLubyte) == 1 );
391 assert( sizeof(GLshort) == 2 );
392 assert( sizeof(GLushort) == 2 );
393 assert( sizeof(GLint) == 4 );
394 assert( sizeof(GLuint) == 4 );
395
396 _mesa_get_cpu_features();
397
398 switch (ctx->API) {
399 #if FEATURE_GL
400 case API_OPENGL:
401 _mesa_init_remap_table();
402 break;
403 #endif
404 #if FEATURE_ES1
405 case API_OPENGLES:
406 _mesa_init_remap_table_es1();
407 break;
408 #endif
409 #if FEATURE_ES2
410 case API_OPENGLES2:
411 _mesa_init_remap_table_es2();
412 break;
413 #endif
414 default:
415 break;
416 }
417
418 _mesa_init_sqrt_table();
419 _mesa_init_get_hash(ctx);
420
421 for (i = 0; i < 256; i++) {
422 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
423 }
424
425 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
426 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
427 MESA_VERSION_STRING, __DATE__, __TIME__);
428 #endif
429
430 alreadyCalled = GL_TRUE;
431 }
432 _glthread_UNLOCK_MUTEX(OneTimeLock);
433
434 /* Hopefully atexit() is widely available. If not, we may need some
435 * #ifdef tests here.
436 */
437 atexit(_mesa_destroy_shader_compiler);
438
439 dummy_enum_func();
440 }
441
442
443 /**
444 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
445 */
446 static void
447 _mesa_init_current(struct gl_context *ctx)
448 {
449 GLuint i;
450
451 /* Init all to (0,0,0,1) */
452 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
453 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
454 }
455
456 /* redo special cases: */
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
463 }
464
465
466 /**
467 * Init vertex/fragment/geometry program limits.
468 * Important: drivers should override these with actual limits.
469 */
470 static void
471 init_program_limits(GLenum type, struct gl_program_constants *prog)
472 {
473 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTemps = MAX_PROGRAM_TEMPS;
478 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
479 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
480 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
481
482 switch (type) {
483 case GL_VERTEX_PROGRAM_ARB:
484 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
487 break;
488 case GL_FRAGMENT_PROGRAM_ARB:
489 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
491 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
492 break;
493 case MESA_GEOMETRY_PROGRAM:
494 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497
498 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
499 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
500 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
501 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
502 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
503 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
504 break;
505 default:
506 assert(0 && "Bad program type in init_program_limits()");
507 }
508
509 /* Set the native limits to zero. This implies that there is no native
510 * support for shaders. Let the drivers fill in the actual values.
511 */
512 prog->MaxNativeInstructions = 0;
513 prog->MaxNativeAluInstructions = 0;
514 prog->MaxNativeTexInstructions = 0;
515 prog->MaxNativeTexIndirections = 0;
516 prog->MaxNativeAttribs = 0;
517 prog->MaxNativeTemps = 0;
518 prog->MaxNativeAddressRegs = 0;
519 prog->MaxNativeParameters = 0;
520 }
521
522
523 /**
524 * Initialize fields of gl_constants (aka ctx->Const.*).
525 * Use defaults from config.h. The device drivers will often override
526 * some of these values (such as number of texture units).
527 */
528 static void
529 _mesa_init_constants(struct gl_context *ctx)
530 {
531 assert(ctx);
532
533 /* Constants, may be overriden (usually only reduced) by device drivers */
534 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
535 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
536 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
537 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
538 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
539 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
540 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
541 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
542 ctx->Const.MaxTextureImageUnits);
543 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
544 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
545 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
546 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
547 ctx->Const.MinPointSize = MIN_POINT_SIZE;
548 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
549 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
550 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
551 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
552 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
553 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
554 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
555 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
556 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
557 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
558 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
559 ctx->Const.MaxLights = MAX_LIGHTS;
560 ctx->Const.MaxShininess = 128.0;
561 ctx->Const.MaxSpotExponent = 128.0;
562 ctx->Const.MaxViewportWidth = MAX_WIDTH;
563 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
564 #if FEATURE_ARB_vertex_program
565 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
566 #endif
567 #if FEATURE_ARB_fragment_program
568 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
569 #endif
570 #if FEATURE_ARB_geometry_shader4
571 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
572 #endif
573 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
574 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
575
576 /* CheckArrayBounds is overriden by drivers/x11 for X server */
577 ctx->Const.CheckArrayBounds = GL_FALSE;
578
579 /* GL_ARB_draw_buffers */
580 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
581
582 #if FEATURE_EXT_framebuffer_object
583 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
584 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
585 #endif
586
587 #if FEATURE_ARB_vertex_shader
588 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
589 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
590 ctx->Const.MaxVarying = MAX_VARYING;
591 #endif
592
593 /* Shading language version */
594 if (ctx->API == API_OPENGL) {
595 ctx->Const.GLSLVersion = 120;
596 }
597 else if (ctx->API == API_OPENGLES2) {
598 ctx->Const.GLSLVersion = 100;
599 }
600 else if (ctx->API == API_OPENGLES) {
601 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
602 }
603
604 /* GL_ARB_framebuffer_object */
605 ctx->Const.MaxSamples = 0;
606
607 /* GL_ARB_sync */
608 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
609
610 /* GL_ATI_envmap_bumpmap */
611 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
612
613 /* GL_EXT_provoking_vertex */
614 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
615
616 /* GL_EXT_transform_feedback */
617 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
618 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
619 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
620
621 /* GL 3.2: hard-coded for now: */
622 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
623 }
624
625
626 /**
627 * Do some sanity checks on the limits/constants for the given context.
628 * Only called the first time a context is bound.
629 */
630 static void
631 check_context_limits(struct gl_context *ctx)
632 {
633 /* check that we don't exceed the size of various bitfields */
634 assert(VERT_RESULT_MAX <=
635 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
636 assert(FRAG_ATTRIB_MAX <=
637 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
638
639 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
640
641 /* shader-related checks */
642 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
643 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
644
645 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
646 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
647 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
648 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
649
650 /* Texture unit checks */
651 assert(ctx->Const.MaxTextureImageUnits > 0);
652 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
653 assert(ctx->Const.MaxTextureCoordUnits > 0);
654 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
655 assert(ctx->Const.MaxTextureUnits > 0);
656 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
657 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
658 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
659 ctx->Const.MaxTextureCoordUnits));
660 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
661 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
662 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
663 /* number of coord units cannot be greater than number of image units */
664 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
665
666
667 /* Texture size checks */
668 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
669 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
670 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
671 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
672
673 /* make sure largest texture image is <= MAX_WIDTH in size */
674 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
675 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
676 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
677
678 /* Texture level checks */
679 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
680 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
681
682 /* Max texture size should be <= max viewport size (render to texture) */
683 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
684
685 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
686 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
687
688 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
689
690 /* if this fails, add more enum values to gl_buffer_index */
691 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
692
693 /* XXX probably add more tests */
694 }
695
696
697 /**
698 * Initialize the attribute groups in a GL context.
699 *
700 * \param ctx GL context.
701 *
702 * Initializes all the attributes, calling the respective <tt>init*</tt>
703 * functions for the more complex data structures.
704 */
705 static GLboolean
706 init_attrib_groups(struct gl_context *ctx)
707 {
708 assert(ctx);
709
710 /* Constants */
711 _mesa_init_constants( ctx );
712
713 /* Extensions */
714 _mesa_init_extensions( ctx );
715
716 /* Attribute Groups */
717 _mesa_init_accum( ctx );
718 _mesa_init_attrib( ctx );
719 _mesa_init_buffer_objects( ctx );
720 _mesa_init_color( ctx );
721 _mesa_init_current( ctx );
722 _mesa_init_depth( ctx );
723 _mesa_init_debug( ctx );
724 _mesa_init_display_list( ctx );
725 _mesa_init_eval( ctx );
726 _mesa_init_fbobjects( ctx );
727 _mesa_init_feedback( ctx );
728 _mesa_init_fog( ctx );
729 _mesa_init_hint( ctx );
730 _mesa_init_line( ctx );
731 _mesa_init_lighting( ctx );
732 _mesa_init_matrix( ctx );
733 _mesa_init_multisample( ctx );
734 _mesa_init_pixel( ctx );
735 _mesa_init_pixelstore( ctx );
736 _mesa_init_point( ctx );
737 _mesa_init_polygon( ctx );
738 _mesa_init_program( ctx );
739 _mesa_init_queryobj( ctx );
740 _mesa_init_sync( ctx );
741 _mesa_init_rastpos( ctx );
742 _mesa_init_scissor( ctx );
743 _mesa_init_shader_state( ctx );
744 _mesa_init_stencil( ctx );
745 _mesa_init_transform( ctx );
746 _mesa_init_transform_feedback( ctx );
747 _mesa_init_varray( ctx );
748 _mesa_init_viewport( ctx );
749
750 if (!_mesa_init_texture( ctx ))
751 return GL_FALSE;
752
753 _mesa_init_texture_s3tc( ctx );
754
755 /* Miscellaneous */
756 ctx->NewState = _NEW_ALL;
757 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
758 ctx->varying_vp_inputs = ~0;
759
760 return GL_TRUE;
761 }
762
763
764 /**
765 * Update default objects in a GL context with respect to shared state.
766 *
767 * \param ctx GL context.
768 *
769 * Removes references to old default objects, (texture objects, program
770 * objects, etc.) and changes to reference those from the current shared
771 * state.
772 */
773 static GLboolean
774 update_default_objects(struct gl_context *ctx)
775 {
776 assert(ctx);
777
778 _mesa_update_default_objects_program(ctx);
779 _mesa_update_default_objects_texture(ctx);
780 _mesa_update_default_objects_buffer_objects(ctx);
781
782 return GL_TRUE;
783 }
784
785
786 /**
787 * This is the default function we plug into all dispatch table slots
788 * This helps prevents a segfault when someone calls a GL function without
789 * first checking if the extension's supported.
790 */
791 static int
792 generic_nop(void)
793 {
794 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
795 return 0;
796 }
797
798
799 /**
800 * Allocate and initialize a new dispatch table.
801 */
802 struct _glapi_table *
803 _mesa_alloc_dispatch_table(int size)
804 {
805 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
806 * In practice, this'll be the same for stand-alone Mesa. But for DRI
807 * Mesa we do this to accomodate different versions of libGL and various
808 * DRI drivers.
809 */
810 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
811 size / sizeof(_glapi_proc));
812 struct _glapi_table *table =
813 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
814 if (table) {
815 _glapi_proc *entry = (_glapi_proc *) table;
816 GLint i;
817 for (i = 0; i < numEntries; i++) {
818 entry[i] = (_glapi_proc) generic_nop;
819 }
820 }
821 return table;
822 }
823
824
825 /**
826 * Initialize a struct gl_context struct (rendering context).
827 *
828 * This includes allocating all the other structs and arrays which hang off of
829 * the context by pointers.
830 * Note that the driver needs to pass in its dd_function_table here since
831 * we need to at least call driverFunctions->NewTextureObject to create the
832 * default texture objects.
833 *
834 * Called by _mesa_create_context().
835 *
836 * Performs the imports and exports callback tables initialization, and
837 * miscellaneous one-time initializations. If no shared context is supplied one
838 * is allocated, and increase its reference count. Setups the GL API dispatch
839 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
840 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
841 * for debug flags.
842 *
843 * \param ctx the context to initialize
844 * \param api the GL API type to create the context for
845 * \param visual describes the visual attributes for this context
846 * \param share_list points to context to share textures, display lists,
847 * etc with, or NULL
848 * \param driverFunctions table of device driver functions for this context
849 * to use
850 * \param driverContext pointer to driver-specific context data
851 */
852 GLboolean
853 _mesa_initialize_context_for_api(struct gl_context *ctx,
854 gl_api api,
855 const struct gl_config *visual,
856 struct gl_context *share_list,
857 const struct dd_function_table *driverFunctions,
858 void *driverContext)
859 {
860 struct gl_shared_state *shared;
861 int i;
862
863 /*ASSERT(driverContext);*/
864 assert(driverFunctions->NewTextureObject);
865 assert(driverFunctions->FreeTexImageData);
866
867 ctx->API = api;
868 ctx->Visual = *visual;
869 ctx->DrawBuffer = NULL;
870 ctx->ReadBuffer = NULL;
871 ctx->WinSysDrawBuffer = NULL;
872 ctx->WinSysReadBuffer = NULL;
873
874 /* misc one-time initializations */
875 one_time_init(ctx);
876
877 /* Plug in driver functions and context pointer here.
878 * This is important because when we call alloc_shared_state() below
879 * we'll call ctx->Driver.NewTextureObject() to create the default
880 * textures.
881 */
882 ctx->Driver = *driverFunctions;
883 ctx->DriverCtx = driverContext;
884
885 if (share_list) {
886 /* share state with another context */
887 shared = share_list->Shared;
888 }
889 else {
890 /* allocate new, unshared state */
891 shared = _mesa_alloc_shared_state(ctx);
892 if (!shared)
893 return GL_FALSE;
894 }
895
896 _glthread_LOCK_MUTEX(shared->Mutex);
897 ctx->Shared = shared;
898 shared->RefCount++;
899 _glthread_UNLOCK_MUTEX(shared->Mutex);
900
901 if (!init_attrib_groups( ctx )) {
902 _mesa_release_shared_state(ctx, ctx->Shared);
903 return GL_FALSE;
904 }
905
906 #if FEATURE_dispatch
907 /* setup the API dispatch tables */
908 switch (ctx->API) {
909 #if FEATURE_GL
910 case API_OPENGL:
911 ctx->Exec = _mesa_create_exec_table();
912 break;
913 #endif
914 #if FEATURE_ES1
915 case API_OPENGLES:
916 ctx->Exec = _mesa_create_exec_table_es1();
917 break;
918 #endif
919 #if FEATURE_ES2
920 case API_OPENGLES2:
921 ctx->Exec = _mesa_create_exec_table_es2();
922 break;
923 #endif
924 default:
925 _mesa_problem(ctx, "unknown or unsupported API");
926 break;
927 }
928
929 if (!ctx->Exec) {
930 _mesa_release_shared_state(ctx, ctx->Shared);
931 return GL_FALSE;
932 }
933 #endif
934 ctx->CurrentDispatch = ctx->Exec;
935
936 ctx->FragmentProgram._MaintainTexEnvProgram
937 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
938
939 ctx->VertexProgram._MaintainTnlProgram
940 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
941 if (ctx->VertexProgram._MaintainTnlProgram) {
942 /* this is required... */
943 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
944 }
945
946 switch (ctx->API) {
947 case API_OPENGL:
948 #if FEATURE_dlist
949 ctx->Save = _mesa_create_save_table();
950 if (!ctx->Save) {
951 _mesa_release_shared_state(ctx, ctx->Shared);
952 free(ctx->Exec);
953 return GL_FALSE;
954 }
955
956 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
957 #endif
958 break;
959 case API_OPENGLES:
960 /**
961 * GL_OES_texture_cube_map says
962 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
963 */
964 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
965 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
966 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
967 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
968 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
969 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
970 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
971 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
972 }
973 break;
974 case API_OPENGLES2:
975 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
976 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
977 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
978 break;
979 }
980
981 ctx->FirstTimeCurrent = GL_TRUE;
982
983 return GL_TRUE;
984 }
985
986 GLboolean
987 _mesa_initialize_context(struct gl_context *ctx,
988 const struct gl_config *visual,
989 struct gl_context *share_list,
990 const struct dd_function_table *driverFunctions,
991 void *driverContext)
992 {
993 return _mesa_initialize_context_for_api(ctx,
994 API_OPENGL,
995 visual,
996 share_list,
997 driverFunctions,
998 driverContext);
999 }
1000
1001 /**
1002 * Allocate and initialize a struct gl_context structure.
1003 * Note that the driver needs to pass in its dd_function_table here since
1004 * we need to at least call driverFunctions->NewTextureObject to initialize
1005 * the rendering context.
1006 *
1007 * \param api the GL API type to create the context for
1008 * \param visual a struct gl_config pointer (we copy the struct contents)
1009 * \param share_list another context to share display lists with or NULL
1010 * \param driverFunctions points to the dd_function_table into which the
1011 * driver has plugged in all its special functions.
1012 * \param driverContext points to the device driver's private context state
1013 *
1014 * \return pointer to a new __struct gl_contextRec or NULL if error.
1015 */
1016 struct gl_context *
1017 _mesa_create_context_for_api(gl_api api,
1018 const struct gl_config *visual,
1019 struct gl_context *share_list,
1020 const struct dd_function_table *driverFunctions,
1021 void *driverContext)
1022 {
1023 struct gl_context *ctx;
1024
1025 ASSERT(visual);
1026 /*ASSERT(driverContext);*/
1027
1028 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1029 if (!ctx)
1030 return NULL;
1031
1032 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1033 driverFunctions, driverContext)) {
1034 return ctx;
1035 }
1036 else {
1037 free(ctx);
1038 return NULL;
1039 }
1040 }
1041
1042 struct gl_context *
1043 _mesa_create_context(const struct gl_config *visual,
1044 struct gl_context *share_list,
1045 const struct dd_function_table *driverFunctions,
1046 void *driverContext)
1047 {
1048 return _mesa_create_context_for_api(API_OPENGL, visual,
1049 share_list,
1050 driverFunctions,
1051 driverContext);
1052 }
1053
1054 /**
1055 * Free the data associated with the given context.
1056 *
1057 * But doesn't free the struct gl_context struct itself.
1058 *
1059 * \sa _mesa_initialize_context() and init_attrib_groups().
1060 */
1061 void
1062 _mesa_free_context_data( struct gl_context *ctx )
1063 {
1064 if (!_mesa_get_current_context()){
1065 /* No current context, but we may need one in order to delete
1066 * texture objs, etc. So temporarily bind the context now.
1067 */
1068 _mesa_make_current(ctx, NULL, NULL);
1069 }
1070
1071 /* unreference WinSysDraw/Read buffers */
1072 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1073 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1074 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1075 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1076
1077 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1078 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1079 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1080
1081 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1082 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1083 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1084
1085 _mesa_free_attrib_data(ctx);
1086 _mesa_free_buffer_objects(ctx);
1087 _mesa_free_lighting_data( ctx );
1088 _mesa_free_eval_data( ctx );
1089 _mesa_free_texture_data( ctx );
1090 _mesa_free_matrix_data( ctx );
1091 _mesa_free_viewport_data( ctx );
1092 _mesa_free_program_data(ctx);
1093 _mesa_free_shader_state(ctx);
1094 _mesa_free_queryobj_data(ctx);
1095 _mesa_free_sync_data(ctx);
1096 _mesa_free_varray_data(ctx);
1097 _mesa_free_transform_feedback(ctx);
1098
1099 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1100
1101 #if FEATURE_ARB_pixel_buffer_object
1102 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1103 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1104 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1105 #endif
1106
1107 #if FEATURE_ARB_vertex_buffer_object
1108 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1109 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1110 #endif
1111
1112 /* free dispatch tables */
1113 free(ctx->Exec);
1114 free(ctx->Save);
1115
1116 /* Shared context state (display lists, textures, etc) */
1117 _mesa_release_shared_state( ctx, ctx->Shared );
1118
1119 /* needs to be after freeing shared state */
1120 _mesa_free_display_list_data(ctx);
1121
1122 if (ctx->Extensions.String)
1123 free((void *) ctx->Extensions.String);
1124
1125 if (ctx->VersionString)
1126 free(ctx->VersionString);
1127
1128 /* unbind the context if it's currently bound */
1129 if (ctx == _mesa_get_current_context()) {
1130 _mesa_make_current(NULL, NULL, NULL);
1131 }
1132 }
1133
1134
1135 /**
1136 * Destroy a struct gl_context structure.
1137 *
1138 * \param ctx GL context.
1139 *
1140 * Calls _mesa_free_context_data() and frees the struct gl_context structure itself.
1141 */
1142 void
1143 _mesa_destroy_context( struct gl_context *ctx )
1144 {
1145 if (ctx) {
1146 _mesa_free_context_data(ctx);
1147 free( (void *) ctx );
1148 }
1149 }
1150
1151
1152 #if _HAVE_FULL_GL
1153 /**
1154 * Copy attribute groups from one context to another.
1155 *
1156 * \param src source context
1157 * \param dst destination context
1158 * \param mask bitwise OR of GL_*_BIT flags
1159 *
1160 * According to the bits specified in \p mask, copies the corresponding
1161 * attributes from \p src into \p dst. For many of the attributes a simple \c
1162 * memcpy is not enough due to the existence of internal pointers in their data
1163 * structures.
1164 */
1165 void
1166 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1167 {
1168 if (mask & GL_ACCUM_BUFFER_BIT) {
1169 /* OK to memcpy */
1170 dst->Accum = src->Accum;
1171 }
1172 if (mask & GL_COLOR_BUFFER_BIT) {
1173 /* OK to memcpy */
1174 dst->Color = src->Color;
1175 }
1176 if (mask & GL_CURRENT_BIT) {
1177 /* OK to memcpy */
1178 dst->Current = src->Current;
1179 }
1180 if (mask & GL_DEPTH_BUFFER_BIT) {
1181 /* OK to memcpy */
1182 dst->Depth = src->Depth;
1183 }
1184 if (mask & GL_ENABLE_BIT) {
1185 /* no op */
1186 }
1187 if (mask & GL_EVAL_BIT) {
1188 /* OK to memcpy */
1189 dst->Eval = src->Eval;
1190 }
1191 if (mask & GL_FOG_BIT) {
1192 /* OK to memcpy */
1193 dst->Fog = src->Fog;
1194 }
1195 if (mask & GL_HINT_BIT) {
1196 /* OK to memcpy */
1197 dst->Hint = src->Hint;
1198 }
1199 if (mask & GL_LIGHTING_BIT) {
1200 GLuint i;
1201 /* begin with memcpy */
1202 dst->Light = src->Light;
1203 /* fixup linked lists to prevent pointer insanity */
1204 make_empty_list( &(dst->Light.EnabledList) );
1205 for (i = 0; i < MAX_LIGHTS; i++) {
1206 if (dst->Light.Light[i].Enabled) {
1207 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1208 }
1209 }
1210 }
1211 if (mask & GL_LINE_BIT) {
1212 /* OK to memcpy */
1213 dst->Line = src->Line;
1214 }
1215 if (mask & GL_LIST_BIT) {
1216 /* OK to memcpy */
1217 dst->List = src->List;
1218 }
1219 if (mask & GL_PIXEL_MODE_BIT) {
1220 /* OK to memcpy */
1221 dst->Pixel = src->Pixel;
1222 }
1223 if (mask & GL_POINT_BIT) {
1224 /* OK to memcpy */
1225 dst->Point = src->Point;
1226 }
1227 if (mask & GL_POLYGON_BIT) {
1228 /* OK to memcpy */
1229 dst->Polygon = src->Polygon;
1230 }
1231 if (mask & GL_POLYGON_STIPPLE_BIT) {
1232 /* Use loop instead of memcpy due to problem with Portland Group's
1233 * C compiler. Reported by John Stone.
1234 */
1235 GLuint i;
1236 for (i = 0; i < 32; i++) {
1237 dst->PolygonStipple[i] = src->PolygonStipple[i];
1238 }
1239 }
1240 if (mask & GL_SCISSOR_BIT) {
1241 /* OK to memcpy */
1242 dst->Scissor = src->Scissor;
1243 }
1244 if (mask & GL_STENCIL_BUFFER_BIT) {
1245 /* OK to memcpy */
1246 dst->Stencil = src->Stencil;
1247 }
1248 if (mask & GL_TEXTURE_BIT) {
1249 /* Cannot memcpy because of pointers */
1250 _mesa_copy_texture_state(src, dst);
1251 }
1252 if (mask & GL_TRANSFORM_BIT) {
1253 /* OK to memcpy */
1254 dst->Transform = src->Transform;
1255 }
1256 if (mask & GL_VIEWPORT_BIT) {
1257 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1258 dst->Viewport.X = src->Viewport.X;
1259 dst->Viewport.Y = src->Viewport.Y;
1260 dst->Viewport.Width = src->Viewport.Width;
1261 dst->Viewport.Height = src->Viewport.Height;
1262 dst->Viewport.Near = src->Viewport.Near;
1263 dst->Viewport.Far = src->Viewport.Far;
1264 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1265 }
1266
1267 /* XXX FIXME: Call callbacks?
1268 */
1269 dst->NewState = _NEW_ALL;
1270 }
1271 #endif
1272
1273
1274 /**
1275 * Check if the given context can render into the given framebuffer
1276 * by checking visual attributes.
1277 *
1278 * Most of these tests could go away because Mesa is now pretty flexible
1279 * in terms of mixing rendering contexts with framebuffers. As long
1280 * as RGB vs. CI mode agree, we're probably good.
1281 *
1282 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1283 */
1284 static GLboolean
1285 check_compatible(const struct gl_context *ctx, const struct gl_framebuffer *buffer)
1286 {
1287 const struct gl_config *ctxvis = &ctx->Visual;
1288 const struct gl_config *bufvis = &buffer->Visual;
1289
1290 if (ctxvis == bufvis)
1291 return GL_TRUE;
1292
1293 if (buffer == _mesa_get_incomplete_framebuffer())
1294 return GL_TRUE;
1295
1296 #if 0
1297 /* disabling this fixes the fgl_glxgears pbuffer demo */
1298 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1299 return GL_FALSE;
1300 #endif
1301 if (ctxvis->stereoMode && !bufvis->stereoMode)
1302 return GL_FALSE;
1303 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1304 return GL_FALSE;
1305 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1306 return GL_FALSE;
1307 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1308 return GL_FALSE;
1309 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1310 return GL_FALSE;
1311 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1312 return GL_FALSE;
1313 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1314 return GL_FALSE;
1315 #if 0
1316 /* disabled (see bug 11161) */
1317 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1318 return GL_FALSE;
1319 #endif
1320 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1321 return GL_FALSE;
1322
1323 return GL_TRUE;
1324 }
1325
1326
1327 /**
1328 * Do one-time initialization for the given framebuffer. Specifically,
1329 * ask the driver for the window's current size and update the framebuffer
1330 * object to match.
1331 * Really, the device driver should totally take care of this.
1332 */
1333 static void
1334 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1335 {
1336 GLuint width, height;
1337 if (ctx->Driver.GetBufferSize) {
1338 ctx->Driver.GetBufferSize(fb, &width, &height);
1339 if (ctx->Driver.ResizeBuffers)
1340 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1341 fb->Initialized = GL_TRUE;
1342 }
1343 }
1344
1345
1346 /**
1347 * Check if the viewport/scissor size has not yet been initialized.
1348 * Initialize the size if the given width and height are non-zero.
1349 */
1350 void
1351 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1352 {
1353 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1354 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1355 * potential infinite recursion.
1356 */
1357 ctx->ViewportInitialized = GL_TRUE;
1358 _mesa_set_viewport(ctx, 0, 0, width, height);
1359 _mesa_set_scissor(ctx, 0, 0, width, height);
1360 }
1361 }
1362
1363
1364 /**
1365 * Bind the given context to the given drawBuffer and readBuffer and
1366 * make it the current context for the calling thread.
1367 * We'll render into the drawBuffer and read pixels from the
1368 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1369 *
1370 * We check that the context's and framebuffer's visuals are compatible
1371 * and return immediately if they're not.
1372 *
1373 * \param newCtx the new GL context. If NULL then there will be no current GL
1374 * context.
1375 * \param drawBuffer the drawing framebuffer
1376 * \param readBuffer the reading framebuffer
1377 */
1378 GLboolean
1379 _mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer,
1380 struct gl_framebuffer *readBuffer )
1381 {
1382 if (MESA_VERBOSE & VERBOSE_API)
1383 _mesa_debug(newCtx, "_mesa_make_current()\n");
1384
1385 /* Check that the context's and framebuffer's visuals are compatible.
1386 */
1387 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1388 if (!check_compatible(newCtx, drawBuffer)) {
1389 _mesa_warning(newCtx,
1390 "MakeCurrent: incompatible visuals for context and drawbuffer");
1391 return GL_FALSE;
1392 }
1393 }
1394 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1395 if (!check_compatible(newCtx, readBuffer)) {
1396 _mesa_warning(newCtx,
1397 "MakeCurrent: incompatible visuals for context and readbuffer");
1398 return GL_FALSE;
1399 }
1400 }
1401
1402 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1403 _glapi_set_context((void *) newCtx);
1404 ASSERT(_mesa_get_current_context() == newCtx);
1405
1406 if (!newCtx) {
1407 _glapi_set_dispatch(NULL); /* none current */
1408 }
1409 else {
1410 _glapi_set_dispatch(newCtx->CurrentDispatch);
1411
1412 if (drawBuffer && readBuffer) {
1413 /* TODO: check if newCtx and buffer's visual match??? */
1414
1415 ASSERT(drawBuffer->Name == 0);
1416 ASSERT(readBuffer->Name == 0);
1417 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1418 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1419
1420 /*
1421 * Only set the context's Draw/ReadBuffer fields if they're NULL
1422 * or not bound to a user-created FBO.
1423 */
1424 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1425 /* KW: merge conflict here, revisit.
1426 */
1427 /* fix up the fb fields - these will end up wrong otherwise
1428 * if the DRIdrawable changes, and everything relies on them.
1429 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1430 */
1431 unsigned int i;
1432 GLenum buffers[MAX_DRAW_BUFFERS];
1433
1434 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1435
1436 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1437 buffers[i] = newCtx->Color.DrawBuffer[i];
1438 }
1439
1440 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1441 }
1442 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1443 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1444 }
1445
1446 /* XXX only set this flag if we're really changing the draw/read
1447 * framebuffer bindings.
1448 */
1449 newCtx->NewState |= _NEW_BUFFERS;
1450
1451 #if 1
1452 /* We want to get rid of these lines: */
1453
1454 #if _HAVE_FULL_GL
1455 if (!drawBuffer->Initialized) {
1456 initialize_framebuffer_size(newCtx, drawBuffer);
1457 }
1458 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1459 initialize_framebuffer_size(newCtx, readBuffer);
1460 }
1461
1462 _mesa_resizebuffers(newCtx);
1463 #endif
1464
1465 #else
1466 /* We want the drawBuffer and readBuffer to be initialized by
1467 * the driver.
1468 * This generally means the Width and Height match the actual
1469 * window size and the renderbuffers (both hardware and software
1470 * based) are allocated to match. The later can generally be
1471 * done with a call to _mesa_resize_framebuffer().
1472 *
1473 * It's theoretically possible for a buffer to have zero width
1474 * or height, but for now, assert check that the driver did what's
1475 * expected of it.
1476 */
1477 ASSERT(drawBuffer->Width > 0);
1478 ASSERT(drawBuffer->Height > 0);
1479 #endif
1480
1481 if (drawBuffer) {
1482 _mesa_check_init_viewport(newCtx,
1483 drawBuffer->Width, drawBuffer->Height);
1484 }
1485 }
1486
1487 if (newCtx->FirstTimeCurrent) {
1488 _mesa_compute_version(newCtx);
1489
1490 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1491
1492 check_context_limits(newCtx);
1493
1494 /* We can use this to help debug user's problems. Tell them to set
1495 * the MESA_INFO env variable before running their app. Then the
1496 * first time each context is made current we'll print some useful
1497 * information.
1498 */
1499 if (_mesa_getenv("MESA_INFO")) {
1500 _mesa_print_info();
1501 }
1502
1503 newCtx->FirstTimeCurrent = GL_FALSE;
1504 }
1505 }
1506
1507 return GL_TRUE;
1508 }
1509
1510
1511 /**
1512 * Make context 'ctx' share the display lists, textures and programs
1513 * that are associated with 'ctxToShare'.
1514 * Any display lists, textures or programs associated with 'ctx' will
1515 * be deleted if nobody else is sharing them.
1516 */
1517 GLboolean
1518 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1519 {
1520 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1521 struct gl_shared_state *oldSharedState = ctx->Shared;
1522
1523 ctx->Shared = ctxToShare->Shared;
1524
1525 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1526 ctx->Shared->RefCount++;
1527 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1528
1529 update_default_objects(ctx);
1530
1531 _mesa_release_shared_state(ctx, oldSharedState);
1532
1533 return GL_TRUE;
1534 }
1535 else {
1536 return GL_FALSE;
1537 }
1538 }
1539
1540
1541
1542 /**
1543 * \return pointer to the current GL context for this thread.
1544 *
1545 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1546 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1547 * context.h.
1548 */
1549 struct gl_context *
1550 _mesa_get_current_context( void )
1551 {
1552 return (struct gl_context *) _glapi_get_context();
1553 }
1554
1555
1556 /**
1557 * Get context's current API dispatch table.
1558 *
1559 * It'll either be the immediate-mode execute dispatcher or the display list
1560 * compile dispatcher.
1561 *
1562 * \param ctx GL context.
1563 *
1564 * \return pointer to dispatch_table.
1565 *
1566 * Simply returns __struct gl_contextRec::CurrentDispatch.
1567 */
1568 struct _glapi_table *
1569 _mesa_get_dispatch(struct gl_context *ctx)
1570 {
1571 return ctx->CurrentDispatch;
1572 }
1573
1574 /*@}*/
1575
1576
1577 /**********************************************************************/
1578 /** \name Miscellaneous functions */
1579 /**********************************************************************/
1580 /*@{*/
1581
1582 /**
1583 * Record an error.
1584 *
1585 * \param ctx GL context.
1586 * \param error error code.
1587 *
1588 * Records the given error code and call the driver's dd_function_table::Error
1589 * function if defined.
1590 *
1591 * \sa
1592 * This is called via _mesa_error().
1593 */
1594 void
1595 _mesa_record_error(struct gl_context *ctx, GLenum error)
1596 {
1597 if (!ctx)
1598 return;
1599
1600 if (ctx->ErrorValue == GL_NO_ERROR) {
1601 ctx->ErrorValue = error;
1602 }
1603
1604 /* Call device driver's error handler, if any. This is used on the Mac. */
1605 if (ctx->Driver.Error) {
1606 ctx->Driver.Error(ctx);
1607 }
1608 }
1609
1610
1611 /**
1612 * Flush commands and wait for completion.
1613 */
1614 void
1615 _mesa_finish(struct gl_context *ctx)
1616 {
1617 FLUSH_CURRENT( ctx, 0 );
1618 if (ctx->Driver.Finish) {
1619 ctx->Driver.Finish(ctx);
1620 }
1621 }
1622
1623
1624 /**
1625 * Flush commands.
1626 */
1627 void
1628 _mesa_flush(struct gl_context *ctx)
1629 {
1630 FLUSH_CURRENT( ctx, 0 );
1631 if (ctx->Driver.Flush) {
1632 ctx->Driver.Flush(ctx);
1633 }
1634 }
1635
1636
1637
1638 /**
1639 * Execute glFinish().
1640 *
1641 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1642 * dd_function_table::Finish driver callback, if not NULL.
1643 */
1644 void GLAPIENTRY
1645 _mesa_Finish(void)
1646 {
1647 GET_CURRENT_CONTEXT(ctx);
1648 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1649 _mesa_finish(ctx);
1650 }
1651
1652
1653 /**
1654 * Execute glFlush().
1655 *
1656 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1657 * dd_function_table::Flush driver callback, if not NULL.
1658 */
1659 void GLAPIENTRY
1660 _mesa_Flush(void)
1661 {
1662 GET_CURRENT_CONTEXT(ctx);
1663 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1664 _mesa_flush(ctx);
1665 }
1666
1667
1668 /**
1669 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1670 * MUL/MAD, or vice versa, call this function to register that.
1671 * Otherwise we default to MUL/MAD.
1672 */
1673 void
1674 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1675 GLboolean flag )
1676 {
1677 ctx->mvp_with_dp4 = flag;
1678 }
1679
1680
1681
1682 /**
1683 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1684 * is called to see if it's valid to render. This involves checking that
1685 * the current shader is valid and the framebuffer is complete.
1686 * If an error is detected it'll be recorded here.
1687 * \return GL_TRUE if OK to render, GL_FALSE if not
1688 */
1689 GLboolean
1690 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1691 {
1692 bool vert_from_glsl_shader = false;
1693 bool geom_from_glsl_shader = false;
1694 bool frag_from_glsl_shader = false;
1695
1696 /* This depends on having up to date derived state (shaders) */
1697 if (ctx->NewState)
1698 _mesa_update_state(ctx);
1699
1700 if (ctx->Shader.CurrentProgram) {
1701 struct gl_shader_program *const prog = ctx->Shader.CurrentProgram;
1702
1703 /* using shaders */
1704 if (!prog->LinkStatus) {
1705 _mesa_error(ctx, GL_INVALID_OPERATION,
1706 "%s(shader not linked)", where);
1707 return GL_FALSE;
1708 }
1709 #if 0 /* not normally enabled */
1710 {
1711 char errMsg[100];
1712 if (!_mesa_validate_shader_program(ctx, prog, errMsg)) {
1713 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1714 prog->Name, errMsg);
1715 }
1716 }
1717 #endif
1718
1719 /* Figure out which shader stages are provided by the GLSL program. For
1720 * any stages that are not provided, the corresponding assembly shader
1721 * target will be validated below.
1722 */
1723 vert_from_glsl_shader =
1724 prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL;
1725 geom_from_glsl_shader =
1726 prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL;
1727 frag_from_glsl_shader =
1728 prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL;
1729 }
1730
1731
1732 /* Any shader stages that are not supplied by the GLSL shader and have
1733 * assembly shaders enabled must now be validated.
1734 */
1735 if (!vert_from_glsl_shader
1736 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1737 _mesa_error(ctx, GL_INVALID_OPERATION,
1738 "%s(vertex program not valid)", where);
1739 return GL_FALSE;
1740 }
1741
1742 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1743 * FINISHME: geometry program should validated here.
1744 */
1745 (void) geom_from_glsl_shader;
1746
1747 if (!frag_from_glsl_shader
1748 && ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1749 _mesa_error(ctx, GL_INVALID_OPERATION,
1750 "%s(fragment program not valid)", where);
1751 return GL_FALSE;
1752 }
1753
1754 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1755 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1756 "%s(incomplete framebuffer)", where);
1757 return GL_FALSE;
1758 }
1759
1760 #ifdef DEBUG
1761 if (ctx->Shader.Flags & GLSL_LOG) {
1762 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1763 if (shProg) {
1764 if (!shProg->_Used) {
1765 /* This is the first time this shader is being used.
1766 * Append shader's constants/uniforms to log file.
1767 */
1768 GLuint i;
1769 for (i = 0; i < shProg->NumShaders; i++) {
1770 struct gl_shader *sh = shProg->Shaders[i];
1771 if (sh->Type == GL_VERTEX_SHADER) {
1772 _mesa_append_uniforms_to_file(sh,
1773 &shProg->VertexProgram->Base);
1774 }
1775 else if (sh->Type == GL_FRAGMENT_SHADER) {
1776 _mesa_append_uniforms_to_file(sh,
1777 &shProg->FragmentProgram->Base);
1778 }
1779 }
1780 shProg->_Used = GL_TRUE;
1781 }
1782 }
1783 }
1784 #endif
1785
1786 return GL_TRUE;
1787 }
1788
1789
1790 /*@}*/