Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "enums.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "framebuffer.h"
102 #include "get.h"
103 #include "histogram.h"
104 #include "hint.h"
105 #include "hash.h"
106 #include "light.h"
107 #include "lines.h"
108 #include "macros.h"
109 #include "matrix.h"
110 #include "multisample.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #if FEATURE_ARB_sync
117 #include "syncobj.h"
118 #endif
119 #include "rastpos.h"
120 #include "remap.h"
121 #include "scissor.h"
122 #include "shared.h"
123 #include "simple_list.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "teximage.h"
128 #include "texobj.h"
129 #include "texstate.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "glapi/glthread.h"
136 #include "glapi/glapitable.h"
137 #include "shader/program.h"
138 #include "shader/prog_print.h"
139 #include "shader/shader_api.h"
140 #if FEATURE_ATI_fragment_shader
141 #include "shader/atifragshader.h"
142 #endif
143 #if _HAVE_FULL_GL
144 #include "math/m_matrix.h"
145 #endif
146
147 #ifdef USE_SPARC_ASM
148 #include "sparc/sparc.h"
149 #endif
150
151 #ifndef MESA_VERBOSE
152 int MESA_VERBOSE = 0;
153 #endif
154
155 #ifndef MESA_DEBUG_FLAGS
156 int MESA_DEBUG_FLAGS = 0;
157 #endif
158
159
160 /* ubyte -> float conversion */
161 GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165 /**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173 void
174 _mesa_notifySwapBuffers(__GLcontext *ctx)
175 {
176 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177 _mesa_debug(ctx, "SwapBuffers\n");
178 FLUSH_CURRENT( ctx, 0 );
179 if (ctx->Driver.Flush) {
180 ctx->Driver.Flush(ctx);
181 }
182 }
183
184
185 /**********************************************************************/
186 /** \name GL Visual allocation/destruction */
187 /**********************************************************************/
188 /*@{*/
189
190 /**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode. We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215 GLvisual *
216 _mesa_create_visual( GLboolean rgbFlag,
217 GLboolean dbFlag,
218 GLboolean stereoFlag,
219 GLint redBits,
220 GLint greenBits,
221 GLint blueBits,
222 GLint alphaBits,
223 GLint indexBits,
224 GLint depthBits,
225 GLint stencilBits,
226 GLint accumRedBits,
227 GLint accumGreenBits,
228 GLint accumBlueBits,
229 GLint accumAlphaBits,
230 GLint numSamples )
231 {
232 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233 if (vis) {
234 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235 redBits, greenBits, blueBits, alphaBits,
236 indexBits, depthBits, stencilBits,
237 accumRedBits, accumGreenBits,
238 accumBlueBits, accumAlphaBits,
239 numSamples)) {
240 _mesa_free(vis);
241 return NULL;
242 }
243 }
244 return vis;
245 }
246
247 /**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters. If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256 GLboolean
257 _mesa_initialize_visual( GLvisual *vis,
258 GLboolean rgbFlag,
259 GLboolean dbFlag,
260 GLboolean stereoFlag,
261 GLint redBits,
262 GLint greenBits,
263 GLint blueBits,
264 GLint alphaBits,
265 GLint indexBits,
266 GLint depthBits,
267 GLint stencilBits,
268 GLint accumRedBits,
269 GLint accumGreenBits,
270 GLint accumBlueBits,
271 GLint accumAlphaBits,
272 GLint numSamples )
273 {
274 assert(vis);
275
276 if (depthBits < 0 || depthBits > 32) {
277 return GL_FALSE;
278 }
279 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280 return GL_FALSE;
281 }
282 assert(accumRedBits >= 0);
283 assert(accumGreenBits >= 0);
284 assert(accumBlueBits >= 0);
285 assert(accumAlphaBits >= 0);
286
287 vis->rgbMode = rgbFlag;
288 vis->doubleBufferMode = dbFlag;
289 vis->stereoMode = stereoFlag;
290
291 vis->redBits = redBits;
292 vis->greenBits = greenBits;
293 vis->blueBits = blueBits;
294 vis->alphaBits = alphaBits;
295 vis->rgbBits = redBits + greenBits + blueBits;
296
297 vis->indexBits = indexBits;
298 vis->depthBits = depthBits;
299 vis->stencilBits = stencilBits;
300
301 vis->accumRedBits = accumRedBits;
302 vis->accumGreenBits = accumGreenBits;
303 vis->accumBlueBits = accumBlueBits;
304 vis->accumAlphaBits = accumAlphaBits;
305
306 vis->haveAccumBuffer = accumRedBits > 0;
307 vis->haveDepthBuffer = depthBits > 0;
308 vis->haveStencilBuffer = stencilBits > 0;
309
310 vis->numAuxBuffers = 0;
311 vis->level = 0;
312 vis->pixmapMode = 0;
313 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314 vis->samples = numSamples;
315
316 return GL_TRUE;
317 }
318
319
320 /**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327 void
328 _mesa_destroy_visual( GLvisual *vis )
329 {
330 _mesa_free(vis);
331 }
332
333 /*@}*/
334
335
336 /**********************************************************************/
337 /** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342 /**********************************************************************/
343 /*@{*/
344
345
346 /**
347 * This is lame. gdb only seems to recognize enum types that are
348 * actually used somewhere. We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
350 * the gl_texture_index type anywhere. Thus, this lame function.
351 */
352 static void
353 dummy_enum_func(void)
354 {
355 gl_buffer_index bi;
356 gl_colortable_index ci;
357 gl_face_index fi;
358 gl_frag_attrib fa;
359 gl_frag_result fr;
360 gl_texture_index ti;
361 gl_vert_attrib va;
362 gl_vert_result vr;
363
364 (void) bi;
365 (void) ci;
366 (void) fi;
367 (void) fa;
368 (void) fr;
369 (void) ti;
370 (void) va;
371 (void) vr;
372 }
373
374
375 /**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382 /**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391 static void
392 one_time_init( GLcontext *ctx )
393 {
394 static GLboolean alreadyCalled = GL_FALSE;
395 (void) ctx;
396 _glthread_LOCK_MUTEX(OneTimeLock);
397 if (!alreadyCalled) {
398 GLuint i;
399
400 /* do some implementation tests */
401 assert( sizeof(GLbyte) == 1 );
402 assert( sizeof(GLubyte) == 1 );
403 assert( sizeof(GLshort) == 2 );
404 assert( sizeof(GLushort) == 2 );
405 assert( sizeof(GLint) == 4 );
406 assert( sizeof(GLuint) == 4 );
407
408 _mesa_get_cpu_features();
409
410 _mesa_init_remap_table();
411
412 _mesa_init_sqrt_table();
413
414 for (i = 0; i < 256; i++) {
415 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 }
417
418 if (_mesa_getenv("MESA_DEBUG")) {
419 _glapi_noop_enable_warnings(GL_TRUE);
420 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
421 }
422 else {
423 _glapi_noop_enable_warnings(GL_FALSE);
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 dummy_enum_func();
436 }
437
438
439 /**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442 static void
443 _mesa_init_current(GLcontext *ctx)
444 {
445 GLuint i;
446
447 /* Init all to (0,0,0,1) */
448 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450 }
451
452 /* redo special cases: */
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459 }
460
461
462 /**
463 * Init vertex/fragment program limits.
464 * Important: drivers should override these with actual limits.
465 */
466 static void
467 init_program_limits(GLenum type, struct gl_program_constants *prog)
468 {
469 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTemps = MAX_PROGRAM_TEMPS;
474 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
475 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
476 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
477
478 if (type == GL_VERTEX_PROGRAM_ARB) {
479 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
481 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482 }
483 else {
484 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487 }
488
489 /* Set the native limits to zero. This implies that there is no native
490 * support for shaders. Let the drivers fill in the actual values.
491 */
492 prog->MaxNativeInstructions = 0;
493 prog->MaxNativeAluInstructions = 0;
494 prog->MaxNativeTexInstructions = 0;
495 prog->MaxNativeTexIndirections = 0;
496 prog->MaxNativeAttribs = 0;
497 prog->MaxNativeTemps = 0;
498 prog->MaxNativeAddressRegs = 0;
499 prog->MaxNativeParameters = 0;
500 }
501
502
503 /**
504 * Initialize fields of gl_constants (aka ctx->Const.*).
505 * Use defaults from config.h. The device drivers will often override
506 * some of these values (such as number of texture units).
507 */
508 static void
509 _mesa_init_constants(GLcontext *ctx)
510 {
511 assert(ctx);
512
513 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
514 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
515
516 /* Max texture size should be <= max viewport size (render to texture) */
517 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
518
519 /* Constants, may be overriden (usually only reduced) by device drivers */
520 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
521 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
522 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
523 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
524 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
525 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
526 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
527 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
528 ctx->Const.MaxTextureImageUnits);
529 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
530 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
531 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
532 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
533 ctx->Const.MinPointSize = MIN_POINT_SIZE;
534 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
535 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
536 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
537 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
538 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
539 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
540 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
541 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
542 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
543 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
544 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
545 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
546 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
547 ctx->Const.MaxLights = MAX_LIGHTS;
548 ctx->Const.MaxShininess = 128.0;
549 ctx->Const.MaxSpotExponent = 128.0;
550 ctx->Const.MaxViewportWidth = MAX_WIDTH;
551 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
552 #if FEATURE_ARB_vertex_program
553 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
554 #endif
555 #if FEATURE_ARB_fragment_program
556 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
557 #endif
558 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
559 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
560
561 /* CheckArrayBounds is overriden by drivers/x11 for X server */
562 ctx->Const.CheckArrayBounds = GL_FALSE;
563
564 /* GL_ARB_draw_buffers */
565 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
566
567 /* GL_OES_read_format */
568 ctx->Const.ColorReadFormat = GL_RGBA;
569 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
570
571 #if FEATURE_EXT_framebuffer_object
572 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
573 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
574 #endif
575
576 #if FEATURE_ARB_vertex_shader
577 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
578 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
579 ctx->Const.MaxVarying = MAX_VARYING;
580 #endif
581
582 /* GL_ARB_framebuffer_object */
583 ctx->Const.MaxSamples = 0;
584
585 /* GL_ARB_sync */
586 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
587
588 /* GL_ATI_envmap_bumpmap */
589 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
590
591 /* GL_EXT_provoking_vertex */
592 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
593
594 /* sanity checks */
595 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
596 ctx->Const.MaxTextureCoordUnits));
597 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
598 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
599
600 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
601 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
602 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
603 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
604
605 /* check that we don't exceed the size of various bitfields */
606 ASSERT(VERT_RESULT_MAX <=
607 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
608 ASSERT(FRAG_ATTRIB_MAX <=
609 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
610 }
611
612
613 /**
614 * Do some sanity checks on the limits/constants for the given context.
615 * Only called the first time a context is bound.
616 */
617 static void
618 check_context_limits(GLcontext *ctx)
619 {
620 /* Many context limits/constants are limited by the size of
621 * internal arrays.
622 */
623 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
624 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
625 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
626 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
627
628 /* number of coord units cannot be greater than number of image units */
629 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
630
631 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
632 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
633 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
634 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
635
636 /* make sure largest texture image is <= MAX_WIDTH in size */
637 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
638 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
639 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
640
641 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
642 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
643
644 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
645
646 /* XXX probably add more tests */
647 }
648
649
650 /**
651 * Initialize the attribute groups in a GL context.
652 *
653 * \param ctx GL context.
654 *
655 * Initializes all the attributes, calling the respective <tt>init*</tt>
656 * functions for the more complex data structures.
657 */
658 static GLboolean
659 init_attrib_groups(GLcontext *ctx)
660 {
661 assert(ctx);
662
663 /* Constants */
664 _mesa_init_constants( ctx );
665
666 /* Extensions */
667 _mesa_init_extensions( ctx );
668
669 /* Attribute Groups */
670 _mesa_init_accum( ctx );
671 _mesa_init_attrib( ctx );
672 _mesa_init_buffer_objects( ctx );
673 _mesa_init_color( ctx );
674 _mesa_init_colortables( ctx );
675 _mesa_init_current( ctx );
676 _mesa_init_depth( ctx );
677 _mesa_init_debug( ctx );
678 _mesa_init_display_list( ctx );
679 _mesa_init_eval( ctx );
680 _mesa_init_fbobjects( ctx );
681 _mesa_init_feedback( ctx );
682 _mesa_init_fog( ctx );
683 _mesa_init_histogram( ctx );
684 _mesa_init_hint( ctx );
685 _mesa_init_line( ctx );
686 _mesa_init_lighting( ctx );
687 _mesa_init_matrix( ctx );
688 _mesa_init_multisample( ctx );
689 _mesa_init_pixel( ctx );
690 _mesa_init_pixelstore( ctx );
691 _mesa_init_point( ctx );
692 _mesa_init_polygon( ctx );
693 _mesa_init_program( ctx );
694 _mesa_init_queryobj( ctx );
695 #if FEATURE_ARB_sync
696 _mesa_init_sync( ctx );
697 #endif
698 _mesa_init_rastpos( ctx );
699 _mesa_init_scissor( ctx );
700 _mesa_init_shader_state( ctx );
701 _mesa_init_stencil( ctx );
702 _mesa_init_transform( ctx );
703 _mesa_init_varray( ctx );
704 _mesa_init_viewport( ctx );
705
706 if (!_mesa_init_texture( ctx ))
707 return GL_FALSE;
708
709 _mesa_init_texture_s3tc( ctx );
710
711 /* Miscellaneous */
712 ctx->NewState = _NEW_ALL;
713 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
714 ctx->varying_vp_inputs = ~0;
715
716 return GL_TRUE;
717 }
718
719
720 /**
721 * Update default objects in a GL context with respect to shared state.
722 *
723 * \param ctx GL context.
724 *
725 * Removes references to old default objects, (texture objects, program
726 * objects, etc.) and changes to reference those from the current shared
727 * state.
728 */
729 static GLboolean
730 update_default_objects(GLcontext *ctx)
731 {
732 assert(ctx);
733
734 _mesa_update_default_objects_program(ctx);
735 _mesa_update_default_objects_texture(ctx);
736 _mesa_update_default_objects_buffer_objects(ctx);
737
738 return GL_TRUE;
739 }
740
741
742 /**
743 * This is the default function we plug into all dispatch table slots
744 * This helps prevents a segfault when someone calls a GL function without
745 * first checking if the extension's supported.
746 */
747 static int
748 generic_nop(void)
749 {
750 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
751 return 0;
752 }
753
754
755 /**
756 * Allocate and initialize a new dispatch table.
757 */
758 static struct _glapi_table *
759 alloc_dispatch_table(void)
760 {
761 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
762 * In practice, this'll be the same for stand-alone Mesa. But for DRI
763 * Mesa we do this to accomodate different versions of libGL and various
764 * DRI drivers.
765 */
766 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
767 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
768 struct _glapi_table *table =
769 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
770 if (table) {
771 _glapi_proc *entry = (_glapi_proc *) table;
772 GLint i;
773 for (i = 0; i < numEntries; i++) {
774 entry[i] = (_glapi_proc) generic_nop;
775 }
776 }
777 return table;
778 }
779
780
781 /**
782 * Initialize a GLcontext struct (rendering context).
783 *
784 * This includes allocating all the other structs and arrays which hang off of
785 * the context by pointers.
786 * Note that the driver needs to pass in its dd_function_table here since
787 * we need to at least call driverFunctions->NewTextureObject to create the
788 * default texture objects.
789 *
790 * Called by _mesa_create_context().
791 *
792 * Performs the imports and exports callback tables initialization, and
793 * miscellaneous one-time initializations. If no shared context is supplied one
794 * is allocated, and increase its reference count. Setups the GL API dispatch
795 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
796 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
797 * for debug flags.
798 *
799 * \param ctx the context to initialize
800 * \param visual describes the visual attributes for this context
801 * \param share_list points to context to share textures, display lists,
802 * etc with, or NULL
803 * \param driverFunctions table of device driver functions for this context
804 * to use
805 * \param driverContext pointer to driver-specific context data
806 */
807 GLboolean
808 _mesa_initialize_context(GLcontext *ctx,
809 const GLvisual *visual,
810 GLcontext *share_list,
811 const struct dd_function_table *driverFunctions,
812 void *driverContext)
813 {
814 struct gl_shared_state *shared;
815
816 /*ASSERT(driverContext);*/
817 assert(driverFunctions->NewTextureObject);
818 assert(driverFunctions->FreeTexImageData);
819
820 /* misc one-time initializations */
821 one_time_init(ctx);
822
823 ctx->Visual = *visual;
824 ctx->DrawBuffer = NULL;
825 ctx->ReadBuffer = NULL;
826 ctx->WinSysDrawBuffer = NULL;
827 ctx->WinSysReadBuffer = NULL;
828
829 /* Plug in driver functions and context pointer here.
830 * This is important because when we call alloc_shared_state() below
831 * we'll call ctx->Driver.NewTextureObject() to create the default
832 * textures.
833 */
834 ctx->Driver = *driverFunctions;
835 ctx->DriverCtx = driverContext;
836
837 if (share_list) {
838 /* share state with another context */
839 shared = share_list->Shared;
840 }
841 else {
842 /* allocate new, unshared state */
843 shared = _mesa_alloc_shared_state(ctx);
844 if (!shared)
845 return GL_FALSE;
846 }
847
848 _glthread_LOCK_MUTEX(shared->Mutex);
849 ctx->Shared = shared;
850 shared->RefCount++;
851 _glthread_UNLOCK_MUTEX(shared->Mutex);
852
853 if (!init_attrib_groups( ctx )) {
854 _mesa_free_shared_state(ctx, ctx->Shared);
855 return GL_FALSE;
856 }
857
858 /* setup the API dispatch tables */
859 ctx->Exec = alloc_dispatch_table();
860 ctx->Save = alloc_dispatch_table();
861 if (!ctx->Exec || !ctx->Save) {
862 _mesa_free_shared_state(ctx, ctx->Shared);
863 if (ctx->Exec)
864 _mesa_free(ctx->Exec);
865 return GL_FALSE;
866 }
867 #if FEATURE_dispatch
868 _mesa_init_exec_table(ctx->Exec);
869 #endif
870 ctx->CurrentDispatch = ctx->Exec;
871
872 #if FEATURE_dlist
873 _mesa_init_save_table(ctx->Save);
874 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
875 #endif
876
877 /* Neutral tnl module stuff */
878 _mesa_init_exec_vtxfmt( ctx );
879 ctx->TnlModule.Current = NULL;
880 ctx->TnlModule.SwapCount = 0;
881
882 ctx->FragmentProgram._MaintainTexEnvProgram
883 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
884
885 ctx->VertexProgram._MaintainTnlProgram
886 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
887 if (ctx->VertexProgram._MaintainTnlProgram) {
888 /* this is required... */
889 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
890 }
891
892 #ifdef FEATURE_extra_context_init
893 _mesa_initialize_context_extra(ctx);
894 #endif
895
896 ctx->FirstTimeCurrent = GL_TRUE;
897
898 return GL_TRUE;
899 }
900
901
902 /**
903 * Allocate and initialize a GLcontext structure.
904 * Note that the driver needs to pass in its dd_function_table here since
905 * we need to at least call driverFunctions->NewTextureObject to initialize
906 * the rendering context.
907 *
908 * \param visual a GLvisual pointer (we copy the struct contents)
909 * \param share_list another context to share display lists with or NULL
910 * \param driverFunctions points to the dd_function_table into which the
911 * driver has plugged in all its special functions.
912 * \param driverContext points to the device driver's private context state
913 *
914 * \return pointer to a new __GLcontextRec or NULL if error.
915 */
916 GLcontext *
917 _mesa_create_context(const GLvisual *visual,
918 GLcontext *share_list,
919 const struct dd_function_table *driverFunctions,
920 void *driverContext)
921 {
922 GLcontext *ctx;
923
924 ASSERT(visual);
925 /*ASSERT(driverContext);*/
926
927 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
928 if (!ctx)
929 return NULL;
930
931 if (_mesa_initialize_context(ctx, visual, share_list,
932 driverFunctions, driverContext)) {
933 return ctx;
934 }
935 else {
936 _mesa_free(ctx);
937 return NULL;
938 }
939 }
940
941
942 /**
943 * Free the data associated with the given context.
944 *
945 * But doesn't free the GLcontext struct itself.
946 *
947 * \sa _mesa_initialize_context() and init_attrib_groups().
948 */
949 void
950 _mesa_free_context_data( GLcontext *ctx )
951 {
952 GLint RefCount;
953
954 if (!_mesa_get_current_context()){
955 /* No current context, but we may need one in order to delete
956 * texture objs, etc. So temporarily bind the context now.
957 */
958 _mesa_make_current(ctx, NULL, NULL);
959 }
960
961 /* unreference WinSysDraw/Read buffers */
962 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
963 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
964 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
965 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
966
967 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
968 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
969 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
970
971 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
972 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
973 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
974
975 _mesa_free_attrib_data(ctx);
976 _mesa_free_lighting_data( ctx );
977 _mesa_free_eval_data( ctx );
978 _mesa_free_texture_data( ctx );
979 _mesa_free_matrix_data( ctx );
980 _mesa_free_viewport_data( ctx );
981 _mesa_free_colortables_data( ctx );
982 _mesa_free_program_data(ctx);
983 _mesa_free_shader_state(ctx);
984 _mesa_free_queryobj_data(ctx);
985 #if FEATURE_ARB_sync
986 _mesa_free_sync_data(ctx);
987 #endif
988 _mesa_free_varray_data(ctx);
989
990 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
991
992 #if FEATURE_ARB_pixel_buffer_object
993 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
994 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
995 #endif
996
997 #if FEATURE_ARB_vertex_buffer_object
998 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
999 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1000 #endif
1001
1002 /* free dispatch tables */
1003 _mesa_free(ctx->Exec);
1004 _mesa_free(ctx->Save);
1005
1006 /* Shared context state (display lists, textures, etc) */
1007 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1008 RefCount = --ctx->Shared->RefCount;
1009 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1010 assert(RefCount >= 0);
1011 if (RefCount == 0) {
1012 /* free shared state */
1013 _mesa_free_shared_state( ctx, ctx->Shared );
1014 }
1015
1016 /* needs to be after freeing shared state */
1017 _mesa_free_display_list_data(ctx);
1018
1019 if (ctx->Extensions.String)
1020 _mesa_free((void *) ctx->Extensions.String);
1021
1022 /* unbind the context if it's currently bound */
1023 if (ctx == _mesa_get_current_context()) {
1024 _mesa_make_current(NULL, NULL, NULL);
1025 }
1026 }
1027
1028
1029 /**
1030 * Destroy a GLcontext structure.
1031 *
1032 * \param ctx GL context.
1033 *
1034 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1035 */
1036 void
1037 _mesa_destroy_context( GLcontext *ctx )
1038 {
1039 if (ctx) {
1040 _mesa_free_context_data(ctx);
1041 _mesa_free( (void *) ctx );
1042 }
1043 }
1044
1045
1046 #if _HAVE_FULL_GL
1047 /**
1048 * Copy attribute groups from one context to another.
1049 *
1050 * \param src source context
1051 * \param dst destination context
1052 * \param mask bitwise OR of GL_*_BIT flags
1053 *
1054 * According to the bits specified in \p mask, copies the corresponding
1055 * attributes from \p src into \p dst. For many of the attributes a simple \c
1056 * memcpy is not enough due to the existence of internal pointers in their data
1057 * structures.
1058 */
1059 void
1060 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1061 {
1062 if (mask & GL_ACCUM_BUFFER_BIT) {
1063 /* OK to memcpy */
1064 dst->Accum = src->Accum;
1065 }
1066 if (mask & GL_COLOR_BUFFER_BIT) {
1067 /* OK to memcpy */
1068 dst->Color = src->Color;
1069 }
1070 if (mask & GL_CURRENT_BIT) {
1071 /* OK to memcpy */
1072 dst->Current = src->Current;
1073 }
1074 if (mask & GL_DEPTH_BUFFER_BIT) {
1075 /* OK to memcpy */
1076 dst->Depth = src->Depth;
1077 }
1078 if (mask & GL_ENABLE_BIT) {
1079 /* no op */
1080 }
1081 if (mask & GL_EVAL_BIT) {
1082 /* OK to memcpy */
1083 dst->Eval = src->Eval;
1084 }
1085 if (mask & GL_FOG_BIT) {
1086 /* OK to memcpy */
1087 dst->Fog = src->Fog;
1088 }
1089 if (mask & GL_HINT_BIT) {
1090 /* OK to memcpy */
1091 dst->Hint = src->Hint;
1092 }
1093 if (mask & GL_LIGHTING_BIT) {
1094 GLuint i;
1095 /* begin with memcpy */
1096 dst->Light = src->Light;
1097 /* fixup linked lists to prevent pointer insanity */
1098 make_empty_list( &(dst->Light.EnabledList) );
1099 for (i = 0; i < MAX_LIGHTS; i++) {
1100 if (dst->Light.Light[i].Enabled) {
1101 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1102 }
1103 }
1104 }
1105 if (mask & GL_LINE_BIT) {
1106 /* OK to memcpy */
1107 dst->Line = src->Line;
1108 }
1109 if (mask & GL_LIST_BIT) {
1110 /* OK to memcpy */
1111 dst->List = src->List;
1112 }
1113 if (mask & GL_PIXEL_MODE_BIT) {
1114 /* OK to memcpy */
1115 dst->Pixel = src->Pixel;
1116 }
1117 if (mask & GL_POINT_BIT) {
1118 /* OK to memcpy */
1119 dst->Point = src->Point;
1120 }
1121 if (mask & GL_POLYGON_BIT) {
1122 /* OK to memcpy */
1123 dst->Polygon = src->Polygon;
1124 }
1125 if (mask & GL_POLYGON_STIPPLE_BIT) {
1126 /* Use loop instead of MEMCPY due to problem with Portland Group's
1127 * C compiler. Reported by John Stone.
1128 */
1129 GLuint i;
1130 for (i = 0; i < 32; i++) {
1131 dst->PolygonStipple[i] = src->PolygonStipple[i];
1132 }
1133 }
1134 if (mask & GL_SCISSOR_BIT) {
1135 /* OK to memcpy */
1136 dst->Scissor = src->Scissor;
1137 }
1138 if (mask & GL_STENCIL_BUFFER_BIT) {
1139 /* OK to memcpy */
1140 dst->Stencil = src->Stencil;
1141 }
1142 if (mask & GL_TEXTURE_BIT) {
1143 /* Cannot memcpy because of pointers */
1144 _mesa_copy_texture_state(src, dst);
1145 }
1146 if (mask & GL_TRANSFORM_BIT) {
1147 /* OK to memcpy */
1148 dst->Transform = src->Transform;
1149 }
1150 if (mask & GL_VIEWPORT_BIT) {
1151 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1152 dst->Viewport.X = src->Viewport.X;
1153 dst->Viewport.Y = src->Viewport.Y;
1154 dst->Viewport.Width = src->Viewport.Width;
1155 dst->Viewport.Height = src->Viewport.Height;
1156 dst->Viewport.Near = src->Viewport.Near;
1157 dst->Viewport.Far = src->Viewport.Far;
1158 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1159 }
1160
1161 /* XXX FIXME: Call callbacks?
1162 */
1163 dst->NewState = _NEW_ALL;
1164 }
1165 #endif
1166
1167
1168 /**
1169 * Check if the given context can render into the given framebuffer
1170 * by checking visual attributes.
1171 *
1172 * Most of these tests could go away because Mesa is now pretty flexible
1173 * in terms of mixing rendering contexts with framebuffers. As long
1174 * as RGB vs. CI mode agree, we're probably good.
1175 *
1176 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1177 */
1178 static GLboolean
1179 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1180 {
1181 const GLvisual *ctxvis = &ctx->Visual;
1182 const GLvisual *bufvis = &buffer->Visual;
1183
1184 if (ctxvis == bufvis)
1185 return GL_TRUE;
1186
1187 if (ctxvis->rgbMode != bufvis->rgbMode)
1188 return GL_FALSE;
1189 #if 0
1190 /* disabling this fixes the fgl_glxgears pbuffer demo */
1191 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1192 return GL_FALSE;
1193 #endif
1194 if (ctxvis->stereoMode && !bufvis->stereoMode)
1195 return GL_FALSE;
1196 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1197 return GL_FALSE;
1198 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1199 return GL_FALSE;
1200 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1201 return GL_FALSE;
1202 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1203 return GL_FALSE;
1204 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1205 return GL_FALSE;
1206 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1207 return GL_FALSE;
1208 #if 0
1209 /* disabled (see bug 11161) */
1210 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1211 return GL_FALSE;
1212 #endif
1213 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1214 return GL_FALSE;
1215
1216 return GL_TRUE;
1217 }
1218
1219
1220 /**
1221 * Do one-time initialization for the given framebuffer. Specifically,
1222 * ask the driver for the window's current size and update the framebuffer
1223 * object to match.
1224 * Really, the device driver should totally take care of this.
1225 */
1226 static void
1227 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1228 {
1229 GLuint width, height;
1230 if (ctx->Driver.GetBufferSize) {
1231 ctx->Driver.GetBufferSize(fb, &width, &height);
1232 if (ctx->Driver.ResizeBuffers)
1233 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1234 fb->Initialized = GL_TRUE;
1235 }
1236 }
1237
1238
1239 /**
1240 * Check if the viewport/scissor size has not yet been initialized.
1241 * Initialize the size if the given width and height are non-zero.
1242 */
1243 void
1244 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1245 {
1246 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1247 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1248 * potential infinite recursion.
1249 */
1250 ctx->ViewportInitialized = GL_TRUE;
1251 _mesa_set_viewport(ctx, 0, 0, width, height);
1252 _mesa_set_scissor(ctx, 0, 0, width, height);
1253 }
1254 }
1255
1256
1257 /**
1258 * Bind the given context to the given drawBuffer and readBuffer and
1259 * make it the current context for the calling thread.
1260 * We'll render into the drawBuffer and read pixels from the
1261 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1262 *
1263 * We check that the context's and framebuffer's visuals are compatible
1264 * and return immediately if they're not.
1265 *
1266 * \param newCtx the new GL context. If NULL then there will be no current GL
1267 * context.
1268 * \param drawBuffer the drawing framebuffer
1269 * \param readBuffer the reading framebuffer
1270 */
1271 GLboolean
1272 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1273 GLframebuffer *readBuffer )
1274 {
1275 if (MESA_VERBOSE & VERBOSE_API)
1276 _mesa_debug(newCtx, "_mesa_make_current()\n");
1277
1278 /* Check that the context's and framebuffer's visuals are compatible.
1279 */
1280 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1281 if (!check_compatible(newCtx, drawBuffer)) {
1282 _mesa_warning(newCtx,
1283 "MakeCurrent: incompatible visuals for context and drawbuffer");
1284 return GL_FALSE;
1285 }
1286 }
1287 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1288 if (!check_compatible(newCtx, readBuffer)) {
1289 _mesa_warning(newCtx,
1290 "MakeCurrent: incompatible visuals for context and readbuffer");
1291 return GL_FALSE;
1292 }
1293 }
1294
1295 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1296 _glapi_set_context((void *) newCtx);
1297 ASSERT(_mesa_get_current_context() == newCtx);
1298
1299 if (!newCtx) {
1300 _glapi_set_dispatch(NULL); /* none current */
1301 }
1302 else {
1303 _glapi_set_dispatch(newCtx->CurrentDispatch);
1304
1305 if (drawBuffer && readBuffer) {
1306 /* TODO: check if newCtx and buffer's visual match??? */
1307
1308 ASSERT(drawBuffer->Name == 0);
1309 ASSERT(readBuffer->Name == 0);
1310 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1311 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1312
1313 /*
1314 * Only set the context's Draw/ReadBuffer fields if they're NULL
1315 * or not bound to a user-created FBO.
1316 */
1317 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1318 /* KW: merge conflict here, revisit.
1319 */
1320 /* fix up the fb fields - these will end up wrong otherwise
1321 * if the DRIdrawable changes, and everything relies on them.
1322 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1323 */
1324 unsigned int i;
1325 GLenum buffers[MAX_DRAW_BUFFERS];
1326
1327 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1328
1329 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1330 buffers[i] = newCtx->Color.DrawBuffer[i];
1331 }
1332
1333 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1334 }
1335 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1336 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1337 }
1338
1339 /* XXX only set this flag if we're really changing the draw/read
1340 * framebuffer bindings.
1341 */
1342 newCtx->NewState |= _NEW_BUFFERS;
1343
1344 #if 1
1345 /* We want to get rid of these lines: */
1346
1347 #if _HAVE_FULL_GL
1348 if (!drawBuffer->Initialized) {
1349 initialize_framebuffer_size(newCtx, drawBuffer);
1350 }
1351 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1352 initialize_framebuffer_size(newCtx, readBuffer);
1353 }
1354
1355 _mesa_resizebuffers(newCtx);
1356 #endif
1357
1358 #else
1359 /* We want the drawBuffer and readBuffer to be initialized by
1360 * the driver.
1361 * This generally means the Width and Height match the actual
1362 * window size and the renderbuffers (both hardware and software
1363 * based) are allocated to match. The later can generally be
1364 * done with a call to _mesa_resize_framebuffer().
1365 *
1366 * It's theoretically possible for a buffer to have zero width
1367 * or height, but for now, assert check that the driver did what's
1368 * expected of it.
1369 */
1370 ASSERT(drawBuffer->Width > 0);
1371 ASSERT(drawBuffer->Height > 0);
1372 #endif
1373
1374 if (drawBuffer) {
1375 _mesa_check_init_viewport(newCtx,
1376 drawBuffer->Width, drawBuffer->Height);
1377 }
1378 }
1379
1380 if (newCtx->FirstTimeCurrent) {
1381 check_context_limits(newCtx);
1382
1383 /* We can use this to help debug user's problems. Tell them to set
1384 * the MESA_INFO env variable before running their app. Then the
1385 * first time each context is made current we'll print some useful
1386 * information.
1387 */
1388 if (_mesa_getenv("MESA_INFO")) {
1389 _mesa_print_info();
1390 }
1391
1392 newCtx->FirstTimeCurrent = GL_FALSE;
1393 }
1394 }
1395
1396 return GL_TRUE;
1397 }
1398
1399
1400 /**
1401 * Make context 'ctx' share the display lists, textures and programs
1402 * that are associated with 'ctxToShare'.
1403 * Any display lists, textures or programs associated with 'ctx' will
1404 * be deleted if nobody else is sharing them.
1405 */
1406 GLboolean
1407 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1408 {
1409 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1410 struct gl_shared_state *oldSharedState = ctx->Shared;
1411 GLint RefCount;
1412
1413 ctx->Shared = ctxToShare->Shared;
1414
1415 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1416 ctx->Shared->RefCount++;
1417 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1418
1419 update_default_objects(ctx);
1420
1421 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1422 RefCount = --oldSharedState->RefCount;
1423 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1424
1425 if (RefCount == 0) {
1426 _mesa_free_shared_state(ctx, oldSharedState);
1427 }
1428
1429 return GL_TRUE;
1430 }
1431 else {
1432 return GL_FALSE;
1433 }
1434 }
1435
1436
1437
1438 /**
1439 * \return pointer to the current GL context for this thread.
1440 *
1441 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1442 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1443 * context.h.
1444 */
1445 GLcontext *
1446 _mesa_get_current_context( void )
1447 {
1448 return (GLcontext *) _glapi_get_context();
1449 }
1450
1451
1452 /**
1453 * Get context's current API dispatch table.
1454 *
1455 * It'll either be the immediate-mode execute dispatcher or the display list
1456 * compile dispatcher.
1457 *
1458 * \param ctx GL context.
1459 *
1460 * \return pointer to dispatch_table.
1461 *
1462 * Simply returns __GLcontextRec::CurrentDispatch.
1463 */
1464 struct _glapi_table *
1465 _mesa_get_dispatch(GLcontext *ctx)
1466 {
1467 return ctx->CurrentDispatch;
1468 }
1469
1470 /*@}*/
1471
1472
1473 /**********************************************************************/
1474 /** \name Miscellaneous functions */
1475 /**********************************************************************/
1476 /*@{*/
1477
1478 /**
1479 * Record an error.
1480 *
1481 * \param ctx GL context.
1482 * \param error error code.
1483 *
1484 * Records the given error code and call the driver's dd_function_table::Error
1485 * function if defined.
1486 *
1487 * \sa
1488 * This is called via _mesa_error().
1489 */
1490 void
1491 _mesa_record_error(GLcontext *ctx, GLenum error)
1492 {
1493 if (!ctx)
1494 return;
1495
1496 if (ctx->ErrorValue == GL_NO_ERROR) {
1497 ctx->ErrorValue = error;
1498 }
1499
1500 /* Call device driver's error handler, if any. This is used on the Mac. */
1501 if (ctx->Driver.Error) {
1502 ctx->Driver.Error(ctx);
1503 }
1504 }
1505
1506
1507 /**
1508 * Flush commands and wait for completion.
1509 */
1510 void
1511 _mesa_finish(GLcontext *ctx)
1512 {
1513 FLUSH_CURRENT( ctx, 0 );
1514 if (ctx->Driver.Finish) {
1515 ctx->Driver.Finish(ctx);
1516 }
1517 }
1518
1519
1520 /**
1521 * Flush commands.
1522 */
1523 void
1524 _mesa_flush(GLcontext *ctx)
1525 {
1526 FLUSH_CURRENT( ctx, 0 );
1527 if (ctx->Driver.Flush) {
1528 ctx->Driver.Flush(ctx);
1529 }
1530 }
1531
1532
1533
1534 /**
1535 * Execute glFinish().
1536 *
1537 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1538 * dd_function_table::Finish driver callback, if not NULL.
1539 */
1540 void GLAPIENTRY
1541 _mesa_Finish(void)
1542 {
1543 GET_CURRENT_CONTEXT(ctx);
1544 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1545 _mesa_finish(ctx);
1546 }
1547
1548
1549 /**
1550 * Execute glFlush().
1551 *
1552 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1553 * dd_function_table::Flush driver callback, if not NULL.
1554 */
1555 void GLAPIENTRY
1556 _mesa_Flush(void)
1557 {
1558 GET_CURRENT_CONTEXT(ctx);
1559 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1560 _mesa_flush(ctx);
1561 }
1562
1563
1564 /**
1565 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1566 * MUL/MAD, or vice versa, call this function to register that.
1567 * Otherwise we default to MUL/MAD.
1568 */
1569 void
1570 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1571 GLboolean flag )
1572 {
1573 ctx->mvp_with_dp4 = flag;
1574 }
1575
1576
1577
1578 /**
1579 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1580 * is called to see if it's valid to render. This involves checking that
1581 * the current shader is valid and the framebuffer is complete.
1582 * If an error is detected it'll be recorded here.
1583 * \return GL_TRUE if OK to render, GL_FALSE if not
1584 */
1585 GLboolean
1586 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1587 {
1588 if (ctx->Shader.CurrentProgram) {
1589 /* using shaders */
1590 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1591 _mesa_error(ctx, GL_INVALID_OPERATION,
1592 "%s(shader not linked), where");
1593 return GL_FALSE;
1594 }
1595 #if 0 /* not normally enabled */
1596 {
1597 char errMsg[100];
1598 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1599 errMsg)) {
1600 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1601 ctx->Shader.CurrentProgram->Name, errMsg);
1602 }
1603 }
1604 #endif
1605 }
1606 else {
1607 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1608 _mesa_error(ctx, GL_INVALID_OPERATION,
1609 "%s(vertex program not valid)", where);
1610 return GL_FALSE;
1611 }
1612 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1613 _mesa_error(ctx, GL_INVALID_OPERATION,
1614 "%s(fragment program not valid)", where);
1615 return GL_FALSE;
1616 }
1617 }
1618
1619 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1620 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1621 "%s(incomplete framebuffer)", where);
1622 return GL_FALSE;
1623 }
1624
1625 #ifdef DEBUG
1626 if (ctx->Shader.Flags & GLSL_LOG) {
1627 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1628 if (shProg) {
1629 if (!shProg->_Used) {
1630 /* This is the first time this shader is being used.
1631 * Append shader's constants/uniforms to log file.
1632 */
1633 GLuint i;
1634 for (i = 0; i < shProg->NumShaders; i++) {
1635 struct gl_shader *sh = shProg->Shaders[i];
1636 if (sh->Type == GL_VERTEX_SHADER) {
1637 _mesa_append_uniforms_to_file(sh,
1638 &shProg->VertexProgram->Base);
1639 }
1640 else if (sh->Type == GL_FRAGMENT_SHADER) {
1641 _mesa_append_uniforms_to_file(sh,
1642 &shProg->FragmentProgram->Base);
1643 }
1644 }
1645 shProg->_Used = GL_TRUE;
1646 }
1647 }
1648 }
1649 #endif
1650
1651 return GL_TRUE;
1652 }
1653
1654
1655 /*@}*/