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