mesa: add infrastructure for GL_ARB_debug_output
[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 "formats.h"
100 #include "framebuffer.h"
101 #include "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
136
137 #ifdef USE_SPARC_ASM
138 #include "sparc/sparc.h"
139 #endif
140
141 #include "glsl_parser_extras.h"
142 #include <stdbool.h>
143
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
203 *
204 * \return pointer to new struct gl_config or NULL if requested parameters
205 * can't be met.
206 *
207 * \note Need to add params for level and numAuxBuffers (at least)
208 */
209 struct gl_config *
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
212 GLint redBits,
213 GLint greenBits,
214 GLint blueBits,
215 GLint alphaBits,
216 GLint depthBits,
217 GLint stencilBits,
218 GLint accumRedBits,
219 GLint accumGreenBits,
220 GLint accumBlueBits,
221 GLint accumAlphaBits,
222 GLint numSamples )
223 {
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
225 if (vis) {
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
231 numSamples)) {
232 free(vis);
233 return NULL;
234 }
235 }
236 return vis;
237 }
238
239
240 /**
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
245 *
246 * \return GL_TRUE on success, or GL_FALSE on failure.
247 *
248 * \sa _mesa_create_visual() above for the parameter description.
249 */
250 GLboolean
251 _mesa_initialize_visual( struct gl_config *vis,
252 GLboolean dbFlag,
253 GLboolean stereoFlag,
254 GLint redBits,
255 GLint greenBits,
256 GLint blueBits,
257 GLint alphaBits,
258 GLint depthBits,
259 GLint stencilBits,
260 GLint accumRedBits,
261 GLint accumGreenBits,
262 GLint accumBlueBits,
263 GLint accumAlphaBits,
264 GLint numSamples )
265 {
266 assert(vis);
267
268 if (depthBits < 0 || depthBits > 32) {
269 return GL_FALSE;
270 }
271 if (stencilBits < 0 || stencilBits > 8) {
272 return GL_FALSE;
273 }
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
278
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
282
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
288
289 vis->indexBits = 0;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
292
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
297
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
301
302 vis->numAuxBuffers = 0;
303 vis->level = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
306
307 return GL_TRUE;
308 }
309
310
311 /**
312 * Destroy a visual and free its memory.
313 *
314 * \param vis visual.
315 *
316 * Frees the visual structure.
317 */
318 void
319 _mesa_destroy_visual( struct gl_config *vis )
320 {
321 free(vis);
322 }
323
324 /*@}*/
325
326
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
329 *
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
332 */
333 /**********************************************************************/
334 /*@{*/
335
336
337 /**
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
342 */
343 static void
344 dummy_enum_func(void)
345 {
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
355
356 (void) bi;
357 (void) fi;
358 (void) fa;
359 (void) fr;
360 (void) ti;
361 (void) va;
362 (void) vr;
363 (void) ga;
364 (void) gr;
365 }
366
367
368 /**
369 * One-time initialization mutex lock.
370 *
371 * \sa Used by one_time_init().
372 */
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
374
375
376
377 /**
378 * Calls all the various one-time-init functions in Mesa.
379 *
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
382 * defined.
383 *
384 * \sa _math_init().
385 */
386 static void
387 one_time_init( struct gl_context *ctx )
388 {
389 static GLbitfield api_init_mask = 0x0;
390
391 _glthread_LOCK_MUTEX(OneTimeLock);
392
393 /* truly one-time init */
394 if (!api_init_mask) {
395 GLuint i;
396
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
404
405 _mesa_get_cpu_features();
406
407 _mesa_init_sqrt_table();
408
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
411
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
414 }
415
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
420 }
421 #endif
422
423 #ifdef DEBUG
424 _mesa_test_formats();
425 #endif
426 }
427
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
430 /*
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
434 * entries.
435 */
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
438 }
439
440 api_init_mask |= 1 << ctx->API;
441
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
443
444 /* Hopefully atexit() is widely available. If not, we may need some
445 * #ifdef tests here.
446 */
447 atexit(_mesa_destroy_shader_compiler);
448
449 dummy_enum_func();
450 }
451
452
453 /**
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
455 */
456 static void
457 _mesa_init_current(struct gl_context *ctx)
458 {
459 GLuint i;
460
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
464 }
465
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
473 }
474
475
476 /**
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
479 */
480 static void
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
482 {
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
491
492 switch (type) {
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
498 break;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
504 break;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
510 break;
511 default:
512 assert(0 && "Bad program type in init_program_limits()");
513 }
514
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
517 */
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
526
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
529 */
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
534
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
540 */
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
545 }
546
547
548 /**
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
552 */
553 static void
554 _mesa_init_constants(struct gl_context *ctx)
555 {
556 assert(ctx);
557
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = 6;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_VIEWPORT_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_VIEWPORT_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
593 #endif
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
596 #endif
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
599 #endif
600 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
602
603 /* CheckArrayBounds is overriden by drivers/x11 for X server */
604 ctx->Const.CheckArrayBounds = GL_FALSE;
605
606 /* GL_ARB_draw_buffers */
607 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
608
609 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_RENDERBUFFER_SIZE;
612 #endif
613
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
618 #endif
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
625 #endif
626
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
630 _mesa_override_glsl_version(ctx);
631 }
632 else if (ctx->API == API_OPENGLES2) {
633 ctx->Const.GLSLVersion = 100;
634 }
635 else if (ctx->API == API_OPENGLES) {
636 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
637 }
638
639 /* GL_ARB_framebuffer_object */
640 ctx->Const.MaxSamples = 0;
641
642 /* GL_ARB_sync */
643 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644
645 /* GL_ATI_envmap_bumpmap */
646 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647
648 /* GL_EXT_provoking_vertex */
649 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650
651 /* GL_EXT_transform_feedback */
652 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
654 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655
656 /* GL 3.2: hard-coded for now: */
657 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
658
659 /** GL_EXT_gpu_shader4 */
660 ctx->Const.MinProgramTexelOffset = -8;
661 ctx->Const.MaxProgramTexelOffset = 7;
662
663 /* GL_ARB_robustness */
664 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
665 }
666
667
668 /**
669 * Do some sanity checks on the limits/constants for the given context.
670 * Only called the first time a context is bound.
671 */
672 static void
673 check_context_limits(struct gl_context *ctx)
674 {
675 /* check that we don't exceed the size of various bitfields */
676 assert(VERT_RESULT_MAX <=
677 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
678 assert(FRAG_ATTRIB_MAX <=
679 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
680
681 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
682
683 /* shader-related checks */
684 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
685 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
686
687 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
689 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
690 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
691
692 /* Texture unit checks */
693 assert(ctx->Const.MaxTextureImageUnits > 0);
694 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
695 assert(ctx->Const.MaxTextureCoordUnits > 0);
696 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
697 assert(ctx->Const.MaxTextureUnits > 0);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
699 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
700 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
701 ctx->Const.MaxTextureCoordUnits));
702 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
703 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
705 /* number of coord units cannot be greater than number of image units */
706 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
707
708
709 /* Texture size checks */
710 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
711 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
713 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
714
715 /* Texture level checks */
716 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
717 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
718
719 /* Max texture size should be <= max viewport size (render to texture) */
720 assert((1 << (ctx->Const.MaxTextureLevels - 1))
721 <= ctx->Const.MaxViewportWidth);
722 assert((1 << (ctx->Const.MaxTextureLevels - 1))
723 <= ctx->Const.MaxViewportHeight);
724
725 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
726
727 /* if this fails, add more enum values to gl_buffer_index */
728 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
729
730 /* XXX probably add more tests */
731 }
732
733
734 /**
735 * Initialize the attribute groups in a GL context.
736 *
737 * \param ctx GL context.
738 *
739 * Initializes all the attributes, calling the respective <tt>init*</tt>
740 * functions for the more complex data structures.
741 */
742 static GLboolean
743 init_attrib_groups(struct gl_context *ctx)
744 {
745 assert(ctx);
746
747 /* Constants */
748 _mesa_init_constants( ctx );
749
750 /* Extensions */
751 _mesa_init_extensions( ctx );
752
753 /* Attribute Groups */
754 _mesa_init_accum( ctx );
755 _mesa_init_attrib( ctx );
756 _mesa_init_buffer_objects( ctx );
757 _mesa_init_color( ctx );
758 _mesa_init_current( ctx );
759 _mesa_init_depth( ctx );
760 _mesa_init_debug( ctx );
761 _mesa_init_display_list( ctx );
762 _mesa_init_errors( ctx );
763 _mesa_init_eval( ctx );
764 _mesa_init_fbobjects( ctx );
765 _mesa_init_feedback( ctx );
766 _mesa_init_fog( ctx );
767 _mesa_init_hint( ctx );
768 _mesa_init_line( ctx );
769 _mesa_init_lighting( ctx );
770 _mesa_init_matrix( ctx );
771 _mesa_init_multisample( ctx );
772 _mesa_init_pixel( ctx );
773 _mesa_init_pixelstore( ctx );
774 _mesa_init_point( ctx );
775 _mesa_init_polygon( ctx );
776 _mesa_init_program( ctx );
777 _mesa_init_queryobj( ctx );
778 _mesa_init_sync( ctx );
779 _mesa_init_rastpos( ctx );
780 _mesa_init_scissor( ctx );
781 _mesa_init_shader_state( ctx );
782 _mesa_init_stencil( ctx );
783 _mesa_init_transform( ctx );
784 _mesa_init_transform_feedback( ctx );
785 _mesa_init_varray( ctx );
786 _mesa_init_viewport( ctx );
787
788 if (!_mesa_init_texture( ctx ))
789 return GL_FALSE;
790
791 _mesa_init_texture_s3tc( ctx );
792
793 /* Miscellaneous */
794 ctx->NewState = _NEW_ALL;
795 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
796 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
797 ctx->varying_vp_inputs = VERT_BIT_ALL;
798
799 return GL_TRUE;
800 }
801
802
803 /**
804 * Update default objects in a GL context with respect to shared state.
805 *
806 * \param ctx GL context.
807 *
808 * Removes references to old default objects, (texture objects, program
809 * objects, etc.) and changes to reference those from the current shared
810 * state.
811 */
812 static GLboolean
813 update_default_objects(struct gl_context *ctx)
814 {
815 assert(ctx);
816
817 _mesa_update_default_objects_program(ctx);
818 _mesa_update_default_objects_texture(ctx);
819 _mesa_update_default_objects_buffer_objects(ctx);
820
821 return GL_TRUE;
822 }
823
824
825 /**
826 * This is the default function we plug into all dispatch table slots
827 * This helps prevents a segfault when someone calls a GL function without
828 * first checking if the extension's supported.
829 */
830 static int
831 generic_nop(void)
832 {
833 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
834 return 0;
835 }
836
837
838 /**
839 * Allocate and initialize a new dispatch table.
840 */
841 struct _glapi_table *
842 _mesa_alloc_dispatch_table(int size)
843 {
844 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
845 * In practice, this'll be the same for stand-alone Mesa. But for DRI
846 * Mesa we do this to accomodate different versions of libGL and various
847 * DRI drivers.
848 */
849 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
850 struct _glapi_table *table;
851
852 /* should never happen, but just in case */
853 numEntries = MAX2(numEntries, size);
854
855 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
856 if (table) {
857 _glapi_proc *entry = (_glapi_proc *) table;
858 GLint i;
859 for (i = 0; i < numEntries; i++) {
860 entry[i] = (_glapi_proc) generic_nop;
861 }
862 }
863 return table;
864 }
865
866
867 /**
868 * Initialize a struct gl_context struct (rendering context).
869 *
870 * This includes allocating all the other structs and arrays which hang off of
871 * the context by pointers.
872 * Note that the driver needs to pass in its dd_function_table here since
873 * we need to at least call driverFunctions->NewTextureObject to create the
874 * default texture objects.
875 *
876 * Called by _mesa_create_context().
877 *
878 * Performs the imports and exports callback tables initialization, and
879 * miscellaneous one-time initializations. If no shared context is supplied one
880 * is allocated, and increase its reference count. Setups the GL API dispatch
881 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
882 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
883 * for debug flags.
884 *
885 * \param ctx the context to initialize
886 * \param api the GL API type to create the context for
887 * \param visual describes the visual attributes for this context
888 * \param share_list points to context to share textures, display lists,
889 * etc with, or NULL
890 * \param driverFunctions table of device driver functions for this context
891 * to use
892 * \param driverContext pointer to driver-specific context data
893 */
894 GLboolean
895 _mesa_initialize_context(struct gl_context *ctx,
896 gl_api api,
897 const struct gl_config *visual,
898 struct gl_context *share_list,
899 const struct dd_function_table *driverFunctions,
900 void *driverContext)
901 {
902 struct gl_shared_state *shared;
903 int i;
904
905 /*ASSERT(driverContext);*/
906 assert(driverFunctions->NewTextureObject);
907 assert(driverFunctions->FreeTextureImageBuffer);
908
909 ctx->API = api;
910 ctx->Visual = *visual;
911 ctx->DrawBuffer = NULL;
912 ctx->ReadBuffer = NULL;
913 ctx->WinSysDrawBuffer = NULL;
914 ctx->WinSysReadBuffer = NULL;
915
916 /* misc one-time initializations */
917 one_time_init(ctx);
918
919 /* Plug in driver functions and context pointer here.
920 * This is important because when we call alloc_shared_state() below
921 * we'll call ctx->Driver.NewTextureObject() to create the default
922 * textures.
923 */
924 ctx->Driver = *driverFunctions;
925 ctx->DriverCtx = driverContext;
926
927 if (share_list) {
928 /* share state with another context */
929 shared = share_list->Shared;
930 }
931 else {
932 /* allocate new, unshared state */
933 shared = _mesa_alloc_shared_state(ctx);
934 if (!shared)
935 return GL_FALSE;
936 }
937
938 _mesa_reference_shared_state(ctx, &ctx->Shared, shared);
939
940 if (!init_attrib_groups( ctx )) {
941 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
942 return GL_FALSE;
943 }
944
945 #if FEATURE_dispatch
946 /* setup the API dispatch tables */
947 switch (ctx->API) {
948 #if FEATURE_GL
949 case API_OPENGL:
950 ctx->Exec = _mesa_create_exec_table();
951 break;
952 #endif
953 #if FEATURE_ES1
954 case API_OPENGLES:
955 ctx->Exec = _mesa_create_exec_table_es1();
956 break;
957 #endif
958 #if FEATURE_ES2
959 case API_OPENGLES2:
960 ctx->Exec = _mesa_create_exec_table_es2();
961 break;
962 #endif
963 default:
964 _mesa_problem(ctx, "unknown or unsupported API");
965 break;
966 }
967
968 if (!ctx->Exec) {
969 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
970 return GL_FALSE;
971 }
972 #endif
973 ctx->CurrentDispatch = ctx->Exec;
974
975 ctx->FragmentProgram._MaintainTexEnvProgram
976 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
977
978 ctx->VertexProgram._MaintainTnlProgram
979 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
980 if (ctx->VertexProgram._MaintainTnlProgram) {
981 /* this is required... */
982 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
983 }
984
985 /* Mesa core handles all the formats that mesa core knows about.
986 * Drivers will want to override this list with just the formats
987 * they can handle, and confirm that appropriate fallbacks exist in
988 * _mesa_choose_tex_format().
989 */
990 memset(&ctx->TextureFormatSupported, GL_TRUE,
991 sizeof(ctx->TextureFormatSupported));
992
993 switch (ctx->API) {
994 case API_OPENGL:
995 #if FEATURE_dlist
996 ctx->Save = _mesa_create_save_table();
997 if (!ctx->Save) {
998 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
999 free(ctx->Exec);
1000 return GL_FALSE;
1001 }
1002
1003 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1004 #endif
1005 break;
1006 case API_OPENGLES:
1007 /**
1008 * GL_OES_texture_cube_map says
1009 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1010 */
1011 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1012 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1013 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1014 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1015 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1016 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1017 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1018 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1019 }
1020 break;
1021 case API_OPENGLES2:
1022 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1023 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1024 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1025 break;
1026 }
1027
1028 ctx->FirstTimeCurrent = GL_TRUE;
1029
1030 return GL_TRUE;
1031 }
1032
1033
1034 /**
1035 * Allocate and initialize a struct gl_context structure.
1036 * Note that the driver needs to pass in its dd_function_table here since
1037 * we need to at least call driverFunctions->NewTextureObject to initialize
1038 * the rendering context.
1039 *
1040 * \param api the GL API type to create the context for
1041 * \param visual a struct gl_config pointer (we copy the struct contents)
1042 * \param share_list another context to share display lists with or NULL
1043 * \param driverFunctions points to the dd_function_table into which the
1044 * driver has plugged in all its special functions.
1045 * \param driverContext points to the device driver's private context state
1046 *
1047 * \return pointer to a new __struct gl_contextRec or NULL if error.
1048 */
1049 struct gl_context *
1050 _mesa_create_context(gl_api api,
1051 const struct gl_config *visual,
1052 struct gl_context *share_list,
1053 const struct dd_function_table *driverFunctions,
1054 void *driverContext)
1055 {
1056 struct gl_context *ctx;
1057
1058 ASSERT(visual);
1059 /*ASSERT(driverContext);*/
1060
1061 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1062 if (!ctx)
1063 return NULL;
1064
1065 if (_mesa_initialize_context(ctx, api, visual, share_list,
1066 driverFunctions, driverContext)) {
1067 return ctx;
1068 }
1069 else {
1070 free(ctx);
1071 return NULL;
1072 }
1073 }
1074
1075
1076 /**
1077 * Free the data associated with the given context.
1078 *
1079 * But doesn't free the struct gl_context struct itself.
1080 *
1081 * \sa _mesa_initialize_context() and init_attrib_groups().
1082 */
1083 void
1084 _mesa_free_context_data( struct gl_context *ctx )
1085 {
1086 if (!_mesa_get_current_context()){
1087 /* No current context, but we may need one in order to delete
1088 * texture objs, etc. So temporarily bind the context now.
1089 */
1090 _mesa_make_current(ctx, NULL, NULL);
1091 }
1092
1093 /* unreference WinSysDraw/Read buffers */
1094 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1095 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1096 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1097 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1098
1099 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1100 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1101 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1102
1103 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1104 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1105 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1106
1107 _mesa_free_attrib_data(ctx);
1108 _mesa_free_buffer_objects(ctx);
1109 _mesa_free_lighting_data( ctx );
1110 _mesa_free_eval_data( ctx );
1111 _mesa_free_texture_data( ctx );
1112 _mesa_free_matrix_data( ctx );
1113 _mesa_free_viewport_data( ctx );
1114 _mesa_free_program_data(ctx);
1115 _mesa_free_shader_state(ctx);
1116 _mesa_free_queryobj_data(ctx);
1117 _mesa_free_sync_data(ctx);
1118 _mesa_free_varray_data(ctx);
1119 _mesa_free_transform_feedback(ctx);
1120
1121 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1122
1123 #if FEATURE_ARB_pixel_buffer_object
1124 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1125 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1126 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1127 #endif
1128
1129 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1130
1131 /* free dispatch tables */
1132 free(ctx->Exec);
1133 free(ctx->Save);
1134
1135 /* Shared context state (display lists, textures, etc) */
1136 _mesa_reference_shared_state(ctx, &ctx->Shared, NULL);
1137
1138 /* needs to be after freeing shared state */
1139 _mesa_free_display_list_data(ctx);
1140
1141 if (ctx->Extensions.String)
1142 free((void *) ctx->Extensions.String);
1143
1144 if (ctx->VersionString)
1145 free(ctx->VersionString);
1146
1147 /* unbind the context if it's currently bound */
1148 if (ctx == _mesa_get_current_context()) {
1149 _mesa_make_current(NULL, NULL, NULL);
1150 }
1151 }
1152
1153
1154 /**
1155 * Destroy a struct gl_context structure.
1156 *
1157 * \param ctx GL context.
1158 *
1159 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1160 */
1161 void
1162 _mesa_destroy_context( struct gl_context *ctx )
1163 {
1164 if (ctx) {
1165 _mesa_free_context_data(ctx);
1166 free( (void *) ctx );
1167 }
1168 }
1169
1170
1171 #if _HAVE_FULL_GL
1172 /**
1173 * Copy attribute groups from one context to another.
1174 *
1175 * \param src source context
1176 * \param dst destination context
1177 * \param mask bitwise OR of GL_*_BIT flags
1178 *
1179 * According to the bits specified in \p mask, copies the corresponding
1180 * attributes from \p src into \p dst. For many of the attributes a simple \c
1181 * memcpy is not enough due to the existence of internal pointers in their data
1182 * structures.
1183 */
1184 void
1185 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1186 GLuint mask )
1187 {
1188 if (mask & GL_ACCUM_BUFFER_BIT) {
1189 /* OK to memcpy */
1190 dst->Accum = src->Accum;
1191 }
1192 if (mask & GL_COLOR_BUFFER_BIT) {
1193 /* OK to memcpy */
1194 dst->Color = src->Color;
1195 }
1196 if (mask & GL_CURRENT_BIT) {
1197 /* OK to memcpy */
1198 dst->Current = src->Current;
1199 }
1200 if (mask & GL_DEPTH_BUFFER_BIT) {
1201 /* OK to memcpy */
1202 dst->Depth = src->Depth;
1203 }
1204 if (mask & GL_ENABLE_BIT) {
1205 /* no op */
1206 }
1207 if (mask & GL_EVAL_BIT) {
1208 /* OK to memcpy */
1209 dst->Eval = src->Eval;
1210 }
1211 if (mask & GL_FOG_BIT) {
1212 /* OK to memcpy */
1213 dst->Fog = src->Fog;
1214 }
1215 if (mask & GL_HINT_BIT) {
1216 /* OK to memcpy */
1217 dst->Hint = src->Hint;
1218 }
1219 if (mask & GL_LIGHTING_BIT) {
1220 GLuint i;
1221 /* begin with memcpy */
1222 dst->Light = src->Light;
1223 /* fixup linked lists to prevent pointer insanity */
1224 make_empty_list( &(dst->Light.EnabledList) );
1225 for (i = 0; i < MAX_LIGHTS; i++) {
1226 if (dst->Light.Light[i].Enabled) {
1227 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1228 }
1229 }
1230 }
1231 if (mask & GL_LINE_BIT) {
1232 /* OK to memcpy */
1233 dst->Line = src->Line;
1234 }
1235 if (mask & GL_LIST_BIT) {
1236 /* OK to memcpy */
1237 dst->List = src->List;
1238 }
1239 if (mask & GL_PIXEL_MODE_BIT) {
1240 /* OK to memcpy */
1241 dst->Pixel = src->Pixel;
1242 }
1243 if (mask & GL_POINT_BIT) {
1244 /* OK to memcpy */
1245 dst->Point = src->Point;
1246 }
1247 if (mask & GL_POLYGON_BIT) {
1248 /* OK to memcpy */
1249 dst->Polygon = src->Polygon;
1250 }
1251 if (mask & GL_POLYGON_STIPPLE_BIT) {
1252 /* Use loop instead of memcpy due to problem with Portland Group's
1253 * C compiler. Reported by John Stone.
1254 */
1255 GLuint i;
1256 for (i = 0; i < 32; i++) {
1257 dst->PolygonStipple[i] = src->PolygonStipple[i];
1258 }
1259 }
1260 if (mask & GL_SCISSOR_BIT) {
1261 /* OK to memcpy */
1262 dst->Scissor = src->Scissor;
1263 }
1264 if (mask & GL_STENCIL_BUFFER_BIT) {
1265 /* OK to memcpy */
1266 dst->Stencil = src->Stencil;
1267 }
1268 if (mask & GL_TEXTURE_BIT) {
1269 /* Cannot memcpy because of pointers */
1270 _mesa_copy_texture_state(src, dst);
1271 }
1272 if (mask & GL_TRANSFORM_BIT) {
1273 /* OK to memcpy */
1274 dst->Transform = src->Transform;
1275 }
1276 if (mask & GL_VIEWPORT_BIT) {
1277 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1278 dst->Viewport.X = src->Viewport.X;
1279 dst->Viewport.Y = src->Viewport.Y;
1280 dst->Viewport.Width = src->Viewport.Width;
1281 dst->Viewport.Height = src->Viewport.Height;
1282 dst->Viewport.Near = src->Viewport.Near;
1283 dst->Viewport.Far = src->Viewport.Far;
1284 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1285 }
1286
1287 /* XXX FIXME: Call callbacks?
1288 */
1289 dst->NewState = _NEW_ALL;
1290 }
1291 #endif
1292
1293
1294 /**
1295 * Check if the given context can render into the given framebuffer
1296 * by checking visual attributes.
1297 *
1298 * Most of these tests could go away because Mesa is now pretty flexible
1299 * in terms of mixing rendering contexts with framebuffers. As long
1300 * as RGB vs. CI mode agree, we're probably good.
1301 *
1302 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1303 */
1304 static GLboolean
1305 check_compatible(const struct gl_context *ctx,
1306 const struct gl_framebuffer *buffer)
1307 {
1308 const struct gl_config *ctxvis = &ctx->Visual;
1309 const struct gl_config *bufvis = &buffer->Visual;
1310
1311 if (buffer == _mesa_get_incomplete_framebuffer())
1312 return GL_TRUE;
1313
1314 #if 0
1315 /* disabling this fixes the fgl_glxgears pbuffer demo */
1316 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1317 return GL_FALSE;
1318 #endif
1319 if (ctxvis->stereoMode && !bufvis->stereoMode)
1320 return GL_FALSE;
1321 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1322 return GL_FALSE;
1323 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1324 return GL_FALSE;
1325 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1326 return GL_FALSE;
1327 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1328 return GL_FALSE;
1329 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1330 return GL_FALSE;
1331 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1332 return GL_FALSE;
1333 #if 0
1334 /* disabled (see bug 11161) */
1335 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1336 return GL_FALSE;
1337 #endif
1338 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1339 return GL_FALSE;
1340
1341 return GL_TRUE;
1342 }
1343
1344
1345 /**
1346 * Do one-time initialization for the given framebuffer. Specifically,
1347 * ask the driver for the window's current size and update the framebuffer
1348 * object to match.
1349 * Really, the device driver should totally take care of this.
1350 */
1351 static void
1352 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1353 {
1354 GLuint width, height;
1355 if (ctx->Driver.GetBufferSize) {
1356 ctx->Driver.GetBufferSize(fb, &width, &height);
1357 if (ctx->Driver.ResizeBuffers)
1358 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1359 fb->Initialized = GL_TRUE;
1360 }
1361 }
1362
1363
1364 /**
1365 * Check if the viewport/scissor size has not yet been initialized.
1366 * Initialize the size if the given width and height are non-zero.
1367 */
1368 void
1369 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1370 {
1371 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1372 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1373 * potential infinite recursion.
1374 */
1375 ctx->ViewportInitialized = GL_TRUE;
1376 _mesa_set_viewport(ctx, 0, 0, width, height);
1377 _mesa_set_scissor(ctx, 0, 0, width, height);
1378 }
1379 }
1380
1381
1382 /**
1383 * Bind the given context to the given drawBuffer and readBuffer and
1384 * make it the current context for the calling thread.
1385 * We'll render into the drawBuffer and read pixels from the
1386 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1387 *
1388 * We check that the context's and framebuffer's visuals are compatible
1389 * and return immediately if they're not.
1390 *
1391 * \param newCtx the new GL context. If NULL then there will be no current GL
1392 * context.
1393 * \param drawBuffer the drawing framebuffer
1394 * \param readBuffer the reading framebuffer
1395 */
1396 GLboolean
1397 _mesa_make_current( struct gl_context *newCtx,
1398 struct gl_framebuffer *drawBuffer,
1399 struct gl_framebuffer *readBuffer )
1400 {
1401 GET_CURRENT_CONTEXT(curCtx);
1402
1403 if (MESA_VERBOSE & VERBOSE_API)
1404 _mesa_debug(newCtx, "_mesa_make_current()\n");
1405
1406 /* Check that the context's and framebuffer's visuals are compatible.
1407 */
1408 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1409 if (!check_compatible(newCtx, drawBuffer)) {
1410 _mesa_warning(newCtx,
1411 "MakeCurrent: incompatible visuals for context and drawbuffer");
1412 return GL_FALSE;
1413 }
1414 }
1415 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1416 if (!check_compatible(newCtx, readBuffer)) {
1417 _mesa_warning(newCtx,
1418 "MakeCurrent: incompatible visuals for context and readbuffer");
1419 return GL_FALSE;
1420 }
1421 }
1422
1423 if (curCtx &&
1424 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1425 /* make sure this context is valid for flushing */
1426 curCtx != newCtx)
1427 _mesa_flush(curCtx);
1428
1429 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1430 _glapi_set_context((void *) newCtx);
1431 ASSERT(_mesa_get_current_context() == newCtx);
1432
1433 if (!newCtx) {
1434 _glapi_set_dispatch(NULL); /* none current */
1435 }
1436 else {
1437 _glapi_set_dispatch(newCtx->CurrentDispatch);
1438
1439 if (drawBuffer && readBuffer) {
1440 ASSERT(drawBuffer->Name == 0);
1441 ASSERT(readBuffer->Name == 0);
1442 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1443 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1444
1445 /*
1446 * Only set the context's Draw/ReadBuffer fields if they're NULL
1447 * or not bound to a user-created FBO.
1448 */
1449 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1450 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1451 /* Update the FBO's list of drawbuffers/renderbuffers.
1452 * For winsys FBOs this comes from the GL state (which may have
1453 * changed since the last time this FBO was bound).
1454 */
1455 _mesa_update_draw_buffers(newCtx);
1456 }
1457 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1458 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1459 }
1460
1461 /* XXX only set this flag if we're really changing the draw/read
1462 * framebuffer bindings.
1463 */
1464 newCtx->NewState |= _NEW_BUFFERS;
1465
1466 #if 1
1467 /* We want to get rid of these lines: */
1468
1469 #if _HAVE_FULL_GL
1470 if (!drawBuffer->Initialized) {
1471 initialize_framebuffer_size(newCtx, drawBuffer);
1472 }
1473 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1474 initialize_framebuffer_size(newCtx, readBuffer);
1475 }
1476
1477 _mesa_resizebuffers(newCtx);
1478 #endif
1479
1480 #else
1481 /* We want the drawBuffer and readBuffer to be initialized by
1482 * the driver.
1483 * This generally means the Width and Height match the actual
1484 * window size and the renderbuffers (both hardware and software
1485 * based) are allocated to match. The later can generally be
1486 * done with a call to _mesa_resize_framebuffer().
1487 *
1488 * It's theoretically possible for a buffer to have zero width
1489 * or height, but for now, assert check that the driver did what's
1490 * expected of it.
1491 */
1492 ASSERT(drawBuffer->Width > 0);
1493 ASSERT(drawBuffer->Height > 0);
1494 #endif
1495
1496 if (drawBuffer) {
1497 _mesa_check_init_viewport(newCtx,
1498 drawBuffer->Width, drawBuffer->Height);
1499 }
1500 }
1501
1502 if (newCtx->FirstTimeCurrent) {
1503 _mesa_compute_version(newCtx);
1504
1505 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1506
1507 check_context_limits(newCtx);
1508
1509 /* We can use this to help debug user's problems. Tell them to set
1510 * the MESA_INFO env variable before running their app. Then the
1511 * first time each context is made current we'll print some useful
1512 * information.
1513 */
1514 if (_mesa_getenv("MESA_INFO")) {
1515 _mesa_print_info();
1516 }
1517
1518 newCtx->FirstTimeCurrent = GL_FALSE;
1519 }
1520 }
1521
1522 return GL_TRUE;
1523 }
1524
1525
1526 /**
1527 * Make context 'ctx' share the display lists, textures and programs
1528 * that are associated with 'ctxToShare'.
1529 * Any display lists, textures or programs associated with 'ctx' will
1530 * be deleted if nobody else is sharing them.
1531 */
1532 GLboolean
1533 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1534 {
1535 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1536 struct gl_shared_state *oldShared = NULL;
1537
1538 /* save ref to old state to prevent it from being deleted immediately */
1539 _mesa_reference_shared_state(ctx, &oldShared, ctx->Shared);
1540
1541 /* update ctx's Shared pointer */
1542 _mesa_reference_shared_state(ctx, &ctx->Shared, ctxToShare->Shared);
1543
1544 update_default_objects(ctx);
1545
1546 /* release the old shared state */
1547 _mesa_reference_shared_state(ctx, &oldShared, NULL);
1548
1549 return GL_TRUE;
1550 }
1551 else {
1552 return GL_FALSE;
1553 }
1554 }
1555
1556
1557
1558 /**
1559 * \return pointer to the current GL context for this thread.
1560 *
1561 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1562 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1563 * context.h.
1564 */
1565 struct gl_context *
1566 _mesa_get_current_context( void )
1567 {
1568 return (struct gl_context *) _glapi_get_context();
1569 }
1570
1571
1572 /**
1573 * Get context's current API dispatch table.
1574 *
1575 * It'll either be the immediate-mode execute dispatcher or the display list
1576 * compile dispatcher.
1577 *
1578 * \param ctx GL context.
1579 *
1580 * \return pointer to dispatch_table.
1581 *
1582 * Simply returns __struct gl_contextRec::CurrentDispatch.
1583 */
1584 struct _glapi_table *
1585 _mesa_get_dispatch(struct gl_context *ctx)
1586 {
1587 return ctx->CurrentDispatch;
1588 }
1589
1590 /*@}*/
1591
1592
1593 /**********************************************************************/
1594 /** \name Miscellaneous functions */
1595 /**********************************************************************/
1596 /*@{*/
1597
1598 /**
1599 * Record an error.
1600 *
1601 * \param ctx GL context.
1602 * \param error error code.
1603 *
1604 * Records the given error code and call the driver's dd_function_table::Error
1605 * function if defined.
1606 *
1607 * \sa
1608 * This is called via _mesa_error().
1609 */
1610 void
1611 _mesa_record_error(struct gl_context *ctx, GLenum error)
1612 {
1613 if (!ctx)
1614 return;
1615
1616 if (ctx->ErrorValue == GL_NO_ERROR) {
1617 ctx->ErrorValue = error;
1618 }
1619
1620 /* Call device driver's error handler, if any. This is used on the Mac. */
1621 if (ctx->Driver.Error) {
1622 ctx->Driver.Error(ctx);
1623 }
1624 }
1625
1626
1627 /**
1628 * Flush commands and wait for completion.
1629 */
1630 void
1631 _mesa_finish(struct gl_context *ctx)
1632 {
1633 FLUSH_CURRENT( ctx, 0 );
1634 if (ctx->Driver.Finish) {
1635 ctx->Driver.Finish(ctx);
1636 }
1637 }
1638
1639
1640 /**
1641 * Flush commands.
1642 */
1643 void
1644 _mesa_flush(struct gl_context *ctx)
1645 {
1646 FLUSH_CURRENT( ctx, 0 );
1647 if (ctx->Driver.Flush) {
1648 ctx->Driver.Flush(ctx);
1649 }
1650 }
1651
1652
1653
1654 /**
1655 * Execute glFinish().
1656 *
1657 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1658 * dd_function_table::Finish driver callback, if not NULL.
1659 */
1660 void GLAPIENTRY
1661 _mesa_Finish(void)
1662 {
1663 GET_CURRENT_CONTEXT(ctx);
1664 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1665 _mesa_finish(ctx);
1666 }
1667
1668
1669 /**
1670 * Execute glFlush().
1671 *
1672 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1673 * dd_function_table::Flush driver callback, if not NULL.
1674 */
1675 void GLAPIENTRY
1676 _mesa_Flush(void)
1677 {
1678 GET_CURRENT_CONTEXT(ctx);
1679 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1680 _mesa_flush(ctx);
1681 }
1682
1683
1684 /**
1685 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1686 * MUL/MAD, or vice versa, call this function to register that.
1687 * Otherwise we default to MUL/MAD.
1688 */
1689 void
1690 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1691 GLboolean flag )
1692 {
1693 ctx->mvp_with_dp4 = flag;
1694 }
1695
1696
1697
1698 /**
1699 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1700 * is called to see if it's valid to render. This involves checking that
1701 * the current shader is valid and the framebuffer is complete.
1702 * If an error is detected it'll be recorded here.
1703 * \return GL_TRUE if OK to render, GL_FALSE if not
1704 */
1705 GLboolean
1706 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1707 {
1708 bool vert_from_glsl_shader = false;
1709 bool geom_from_glsl_shader = false;
1710 bool frag_from_glsl_shader = false;
1711
1712 /* This depends on having up to date derived state (shaders) */
1713 if (ctx->NewState)
1714 _mesa_update_state(ctx);
1715
1716 if (ctx->Shader.CurrentVertexProgram) {
1717 vert_from_glsl_shader = true;
1718
1719 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1720 _mesa_error(ctx, GL_INVALID_OPERATION,
1721 "%s(shader not linked)", where);
1722 return GL_FALSE;
1723 }
1724 #if 0 /* not normally enabled */
1725 {
1726 char errMsg[100];
1727 if (!_mesa_validate_shader_program(ctx,
1728 ctx->Shader.CurrentVertexProgram,
1729 errMsg)) {
1730 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1731 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1732 }
1733 }
1734 #endif
1735 }
1736
1737 if (ctx->Shader.CurrentGeometryProgram) {
1738 geom_from_glsl_shader = true;
1739
1740 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1741 _mesa_error(ctx, GL_INVALID_OPERATION,
1742 "%s(shader not linked)", where);
1743 return GL_FALSE;
1744 }
1745 #if 0 /* not normally enabled */
1746 {
1747 char errMsg[100];
1748 if (!_mesa_validate_shader_program(ctx,
1749 ctx->Shader.CurrentGeometryProgram,
1750 errMsg)) {
1751 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1752 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1753 }
1754 }
1755 #endif
1756 }
1757
1758 if (ctx->Shader.CurrentFragmentProgram) {
1759 frag_from_glsl_shader = true;
1760
1761 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1762 _mesa_error(ctx, GL_INVALID_OPERATION,
1763 "%s(shader not linked)", where);
1764 return GL_FALSE;
1765 }
1766 #if 0 /* not normally enabled */
1767 {
1768 char errMsg[100];
1769 if (!_mesa_validate_shader_program(ctx,
1770 ctx->Shader.CurrentFragmentProgram,
1771 errMsg)) {
1772 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1773 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1774 }
1775 }
1776 #endif
1777 }
1778
1779 /* Any shader stages that are not supplied by the GLSL shader and have
1780 * assembly shaders enabled must now be validated.
1781 */
1782 if (!vert_from_glsl_shader
1783 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1784 _mesa_error(ctx, GL_INVALID_OPERATION,
1785 "%s(vertex program not valid)", where);
1786 return GL_FALSE;
1787 }
1788
1789 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1790 * FINISHME: geometry program should validated here.
1791 */
1792 (void) geom_from_glsl_shader;
1793
1794 if (!frag_from_glsl_shader) {
1795 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1796 _mesa_error(ctx, GL_INVALID_OPERATION,
1797 "%s(fragment program not valid)", where);
1798 return GL_FALSE;
1799 }
1800
1801 /* If drawing to integer-valued color buffers, there must be an
1802 * active fragment shader (GL_EXT_texture_integer).
1803 */
1804 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1805 _mesa_error(ctx, GL_INVALID_OPERATION,
1806 "%s(integer format but no fragment shader)", where);
1807 return GL_FALSE;
1808 }
1809 }
1810
1811 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1812 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1813 "%s(incomplete framebuffer)", where);
1814 return GL_FALSE;
1815 }
1816
1817 #ifdef DEBUG
1818 if (ctx->Shader.Flags & GLSL_LOG) {
1819 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1820 gl_shader_type i;
1821
1822 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1823 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1824 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1825
1826 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1827 if (shProg[i] == NULL || shProg[i]->_Used
1828 || shProg[i]->_LinkedShaders[i] == NULL)
1829 continue;
1830
1831 /* This is the first time this shader is being used.
1832 * Append shader's constants/uniforms to log file.
1833 *
1834 * Only log data for the program target that matches the shader
1835 * target. It's possible to have a program bound to the vertex
1836 * shader target that also supplied a fragment shader. If that
1837 * program isn't also bound to the fragment shader target we don't
1838 * want to log its fragment data.
1839 */
1840 _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
1841 }
1842
1843 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1844 if (shProg[i] != NULL)
1845 shProg[i]->_Used = GL_TRUE;
1846 }
1847 }
1848 #endif
1849
1850 return GL_TRUE;
1851 }
1852
1853
1854 /*@}*/