Merge commit 'origin/gallium-0.2' into gallium-master-merge
[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 "imports.h"
81 #if FEATURE_accum
82 #include "accum.h"
83 #endif
84 #include "api_exec.h"
85 #include "arrayobj.h"
86 #if FEATURE_attrib_stack
87 #include "attrib.h"
88 #endif
89 #include "blend.h"
90 #include "buffers.h"
91 #include "bufferobj.h"
92 #if FEATURE_colortable
93 #include "colortab.h"
94 #endif
95 #include "context.h"
96 #include "debug.h"
97 #include "depth.h"
98 #if FEATURE_dlist
99 #include "dlist.h"
100 #endif
101 #if FEATURE_evaluators
102 #include "eval.h"
103 #endif
104 #include "enums.h"
105 #include "extensions.h"
106 #include "fbobject.h"
107 #if FEATURE_feedback
108 #include "feedback.h"
109 #endif
110 #include "fog.h"
111 #include "framebuffer.h"
112 #include "get.h"
113 #if FEATURE_histogram
114 #include "histogram.h"
115 #endif
116 #include "hint.h"
117 #include "hash.h"
118 #include "light.h"
119 #include "lines.h"
120 #include "macros.h"
121 #include "matrix.h"
122 #include "multisample.h"
123 #include "pixel.h"
124 #include "pixelstore.h"
125 #include "points.h"
126 #include "polygon.h"
127 #if FEATURE_ARB_occlusion_query
128 #include "queryobj.h"
129 #endif
130 #if FEATURE_drawpix
131 #include "rastpos.h"
132 #endif
133 #include "scissor.h"
134 #include "simple_list.h"
135 #include "state.h"
136 #include "stencil.h"
137 #include "texcompress.h"
138 #include "teximage.h"
139 #include "texobj.h"
140 #include "texstate.h"
141 #include "mtypes.h"
142 #include "varray.h"
143 #include "version.h"
144 #include "vtxfmt.h"
145 #include "glapi/glthread.h"
146 #include "glapi/glapioffsets.h"
147 #include "glapi/glapitable.h"
148 #include "shader/program.h"
149 #include "shader/shader_api.h"
150 #if FEATURE_ATI_fragment_shader
151 #include "shader/atifragshader.h"
152 #endif
153 #if _HAVE_FULL_GL
154 #include "math/m_translate.h"
155 #include "math/m_matrix.h"
156 #include "math/m_xform.h"
157 #include "math/mathmod.h"
158 #endif
159
160 #ifdef USE_SPARC_ASM
161 #include "sparc/sparc.h"
162 #endif
163
164 #ifndef MESA_VERBOSE
165 int MESA_VERBOSE = 0;
166 #endif
167
168 #ifndef MESA_DEBUG_FLAGS
169 int MESA_DEBUG_FLAGS = 0;
170 #endif
171
172
173 /* ubyte -> float conversion */
174 GLfloat _mesa_ubyte_to_float_color_tab[256];
175
176
177
178 /**
179 * Swap buffers notification callback.
180 *
181 * \param gc GL context.
182 *
183 * Called by window system just before swapping buffers.
184 * We have to finish any pending rendering.
185 */
186 void
187 _mesa_notifySwapBuffers(__GLcontext *ctx)
188 {
189 if (ctx->Driver.Flush) {
190 ctx->Driver.Flush(ctx);
191 }
192 }
193
194
195 /**********************************************************************/
196 /** \name GL Visual allocation/destruction */
197 /**********************************************************************/
198 /*@{*/
199
200 /**
201 * Allocates a GLvisual structure and initializes it via
202 * _mesa_initialize_visual().
203 *
204 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
205 * \param dbFlag double buffering
206 * \param stereoFlag stereo buffer
207 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
208 * is acceptable but the actual depth type will be GLushort or GLuint as
209 * needed.
210 * \param stencilBits requested minimum bits per stencil buffer value
211 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
212 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
213 * \param redBits number of bits per color component in frame buffer for RGB(A)
214 * mode. We always use 8 in core Mesa though.
215 * \param greenBits same as above.
216 * \param blueBits same as above.
217 * \param alphaBits same as above.
218 * \param numSamples not really used.
219 *
220 * \return pointer to new GLvisual or NULL if requested parameters can't be
221 * met.
222 *
223 * \note Need to add params for level and numAuxBuffers (at least)
224 */
225 GLvisual *
226 _mesa_create_visual( GLboolean rgbFlag,
227 GLboolean dbFlag,
228 GLboolean stereoFlag,
229 GLint redBits,
230 GLint greenBits,
231 GLint blueBits,
232 GLint alphaBits,
233 GLint indexBits,
234 GLint depthBits,
235 GLint stencilBits,
236 GLint accumRedBits,
237 GLint accumGreenBits,
238 GLint accumBlueBits,
239 GLint accumAlphaBits,
240 GLint numSamples )
241 {
242 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
243 if (vis) {
244 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
245 redBits, greenBits, blueBits, alphaBits,
246 indexBits, depthBits, stencilBits,
247 accumRedBits, accumGreenBits,
248 accumBlueBits, accumAlphaBits,
249 numSamples)) {
250 _mesa_free(vis);
251 return NULL;
252 }
253 }
254 return vis;
255 }
256
257 /**
258 * Makes some sanity checks and fills in the fields of the
259 * GLvisual object with the given parameters. If the caller needs
260 * to set additional fields, he should just probably init the whole GLvisual
261 * object himself.
262 * \return GL_TRUE on success, or GL_FALSE on failure.
263 *
264 * \sa _mesa_create_visual() above for the parameter description.
265 */
266 GLboolean
267 _mesa_initialize_visual( GLvisual *vis,
268 GLboolean rgbFlag,
269 GLboolean dbFlag,
270 GLboolean stereoFlag,
271 GLint redBits,
272 GLint greenBits,
273 GLint blueBits,
274 GLint alphaBits,
275 GLint indexBits,
276 GLint depthBits,
277 GLint stencilBits,
278 GLint accumRedBits,
279 GLint accumGreenBits,
280 GLint accumBlueBits,
281 GLint accumAlphaBits,
282 GLint numSamples )
283 {
284 assert(vis);
285
286 if (depthBits < 0 || depthBits > 32) {
287 return GL_FALSE;
288 }
289 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
290 return GL_FALSE;
291 }
292 assert(accumRedBits >= 0);
293 assert(accumGreenBits >= 0);
294 assert(accumBlueBits >= 0);
295 assert(accumAlphaBits >= 0);
296
297 vis->rgbMode = rgbFlag;
298 vis->doubleBufferMode = dbFlag;
299 vis->stereoMode = stereoFlag;
300
301 vis->redBits = redBits;
302 vis->greenBits = greenBits;
303 vis->blueBits = blueBits;
304 vis->alphaBits = alphaBits;
305 vis->rgbBits = redBits + greenBits + blueBits;
306
307 vis->indexBits = indexBits;
308 vis->depthBits = depthBits;
309 vis->stencilBits = stencilBits;
310
311 vis->accumRedBits = accumRedBits;
312 vis->accumGreenBits = accumGreenBits;
313 vis->accumBlueBits = accumBlueBits;
314 vis->accumAlphaBits = accumAlphaBits;
315
316 vis->haveAccumBuffer = accumRedBits > 0;
317 vis->haveDepthBuffer = depthBits > 0;
318 vis->haveStencilBuffer = stencilBits > 0;
319
320 vis->numAuxBuffers = 0;
321 vis->level = 0;
322 vis->pixmapMode = 0;
323 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
324 vis->samples = numSamples;
325
326 return GL_TRUE;
327 }
328
329
330 /**
331 * Destroy a visual and free its memory.
332 *
333 * \param vis visual.
334 *
335 * Frees the visual structure.
336 */
337 void
338 _mesa_destroy_visual( GLvisual *vis )
339 {
340 _mesa_free(vis);
341 }
342
343 /*@}*/
344
345
346 /**********************************************************************/
347 /** \name Context allocation, initialization, destroying
348 *
349 * The purpose of the most initialization functions here is to provide the
350 * default state values according to the OpenGL specification.
351 */
352 /**********************************************************************/
353 /*@{*/
354
355 /**
356 * One-time initialization mutex lock.
357 *
358 * \sa Used by one_time_init().
359 */
360 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
361
362 /**
363 * Calls all the various one-time-init functions in Mesa.
364 *
365 * While holding a global mutex lock, calls several initialization functions,
366 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
367 * defined.
368 *
369 * \sa _math_init().
370 */
371 static void
372 one_time_init( GLcontext *ctx )
373 {
374 static GLboolean alreadyCalled = GL_FALSE;
375 (void) ctx;
376 _glthread_LOCK_MUTEX(OneTimeLock);
377 if (!alreadyCalled) {
378 GLuint i;
379
380 /* do some implementation tests */
381 assert( sizeof(GLbyte) == 1 );
382 assert( sizeof(GLubyte) == 1 );
383 assert( sizeof(GLshort) == 2 );
384 assert( sizeof(GLushort) == 2 );
385 assert( sizeof(GLint) == 4 );
386 assert( sizeof(GLuint) == 4 );
387
388 _mesa_init_sqrt_table();
389
390 #if _HAVE_FULL_GL
391 _math_init();
392
393 for (i = 0; i < 256; i++) {
394 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
395 }
396 #endif
397
398 #ifdef USE_SPARC_ASM
399 _mesa_init_sparc_glapi_relocs();
400 #endif
401 if (_mesa_getenv("MESA_DEBUG")) {
402 _glapi_noop_enable_warnings(GL_TRUE);
403 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
404 }
405 else {
406 _glapi_noop_enable_warnings(GL_FALSE);
407 }
408
409 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
410 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
411 MESA_VERSION_STRING, __DATE__, __TIME__);
412 #endif
413
414 alreadyCalled = GL_TRUE;
415 }
416 _glthread_UNLOCK_MUTEX(OneTimeLock);
417 }
418
419
420 /**
421 * Allocate and initialize a shared context state structure.
422 * Initializes the display list, texture objects and vertex programs hash
423 * tables, allocates the texture objects. If it runs out of memory, frees
424 * everything already allocated before returning NULL.
425 *
426 * \return pointer to a gl_shared_state structure on success, or NULL on
427 * failure.
428 */
429 static GLboolean
430 alloc_shared_state( GLcontext *ctx )
431 {
432 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
433 if (!ss)
434 return GL_FALSE;
435
436 ctx->Shared = ss;
437
438 _glthread_INIT_MUTEX(ss->Mutex);
439
440 ss->DisplayList = _mesa_NewHashTable();
441 ss->TexObjects = _mesa_NewHashTable();
442 ss->Programs = _mesa_NewHashTable();
443
444 #if FEATURE_ARB_vertex_program
445 ss->DefaultVertexProgram = (struct gl_vertex_program *)
446 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
447 if (!ss->DefaultVertexProgram)
448 goto cleanup;
449 #endif
450 #if FEATURE_ARB_fragment_program
451 ss->DefaultFragmentProgram = (struct gl_fragment_program *)
452 ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
453 if (!ss->DefaultFragmentProgram)
454 goto cleanup;
455 #endif
456 #if FEATURE_ATI_fragment_shader
457 ss->ATIShaders = _mesa_NewHashTable();
458 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
459 if (!ss->DefaultFragmentShader)
460 goto cleanup;
461 #endif
462
463 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
464 ss->BufferObjects = _mesa_NewHashTable();
465 #endif
466
467 ss->ArrayObjects = _mesa_NewHashTable();
468
469 #if FEATURE_ARB_shader_objects
470 ss->ShaderObjects = _mesa_NewHashTable();
471 #endif
472
473 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
474 if (!ss->Default1D)
475 goto cleanup;
476
477 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
478 if (!ss->Default2D)
479 goto cleanup;
480
481 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
482 if (!ss->Default3D)
483 goto cleanup;
484
485 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
486 if (!ss->DefaultCubeMap)
487 goto cleanup;
488
489 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
490 if (!ss->DefaultRect)
491 goto cleanup;
492
493 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
494 if (!ss->Default1DArray)
495 goto cleanup;
496
497 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
498 if (!ss->Default2DArray)
499 goto cleanup;
500
501 /* sanity check */
502 assert(ss->Default1D->RefCount == 1);
503
504 _glthread_INIT_MUTEX(ss->TexMutex);
505 ss->TextureStateStamp = 0;
506
507 #if FEATURE_EXT_framebuffer_object
508 ss->FrameBuffers = _mesa_NewHashTable();
509 if (!ss->FrameBuffers)
510 goto cleanup;
511 ss->RenderBuffers = _mesa_NewHashTable();
512 if (!ss->RenderBuffers)
513 goto cleanup;
514 #endif
515
516 return GL_TRUE;
517
518 cleanup:
519 /* Ran out of memory at some point. Free everything and return NULL */
520 if (ss->DisplayList)
521 _mesa_DeleteHashTable(ss->DisplayList);
522 if (ss->TexObjects)
523 _mesa_DeleteHashTable(ss->TexObjects);
524 if (ss->Programs)
525 _mesa_DeleteHashTable(ss->Programs);
526 #if FEATURE_ARB_vertex_program
527 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
528 #endif
529 #if FEATURE_ARB_fragment_program
530 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
531 #endif
532 #if FEATURE_ATI_fragment_shader
533 if (ss->DefaultFragmentShader)
534 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
535 #endif
536 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
537 if (ss->BufferObjects)
538 _mesa_DeleteHashTable(ss->BufferObjects);
539 #endif
540
541 if (ss->ArrayObjects)
542 _mesa_DeleteHashTable (ss->ArrayObjects);
543
544 #if FEATURE_ARB_shader_objects
545 if (ss->ShaderObjects)
546 _mesa_DeleteHashTable (ss->ShaderObjects);
547 #endif
548
549 #if FEATURE_EXT_framebuffer_object
550 if (ss->FrameBuffers)
551 _mesa_DeleteHashTable(ss->FrameBuffers);
552 if (ss->RenderBuffers)
553 _mesa_DeleteHashTable(ss->RenderBuffers);
554 #endif
555
556 if (ss->Default1D)
557 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
558 if (ss->Default2D)
559 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
560 if (ss->Default3D)
561 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
562 if (ss->DefaultCubeMap)
563 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
564 if (ss->DefaultRect)
565 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
566 if (ss->Default1DArray)
567 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
568 if (ss->Default2DArray)
569 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
570
571 _mesa_free(ss);
572
573 return GL_FALSE;
574 }
575
576
577 /**
578 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
579 */
580 static void
581 delete_displaylist_cb(GLuint id, void *data, void *userData)
582 {
583 #if FEATURE_dlist
584 struct gl_display_list *list = (struct gl_display_list *) data;
585 GLcontext *ctx = (GLcontext *) userData;
586 _mesa_delete_list(ctx, list);
587 #endif
588 }
589
590 /**
591 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
592 */
593 static void
594 delete_texture_cb(GLuint id, void *data, void *userData)
595 {
596 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
597 GLcontext *ctx = (GLcontext *) userData;
598 ctx->Driver.DeleteTexture(ctx, texObj);
599 }
600
601 /**
602 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
603 */
604 static void
605 delete_program_cb(GLuint id, void *data, void *userData)
606 {
607 struct gl_program *prog = (struct gl_program *) data;
608 GLcontext *ctx = (GLcontext *) userData;
609 ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
610 prog->RefCount = 0; /* now going away */
611 ctx->Driver.DeleteProgram(ctx, prog);
612 }
613
614 #if FEATURE_ATI_fragment_shader
615 /**
616 * Callback for deleting an ATI fragment shader object.
617 * Called by _mesa_HashDeleteAll().
618 */
619 static void
620 delete_fragshader_cb(GLuint id, void *data, void *userData)
621 {
622 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
623 GLcontext *ctx = (GLcontext *) userData;
624 _mesa_delete_ati_fragment_shader(ctx, shader);
625 }
626 #endif
627
628 /**
629 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
630 */
631 static void
632 delete_bufferobj_cb(GLuint id, void *data, void *userData)
633 {
634 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
635 GLcontext *ctx = (GLcontext *) userData;
636 ctx->Driver.DeleteBuffer(ctx, bufObj);
637 }
638
639 /**
640 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
641 */
642 static void
643 delete_arrayobj_cb(GLuint id, void *data, void *userData)
644 {
645 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
646 GLcontext *ctx = (GLcontext *) userData;
647 _mesa_delete_array_object(ctx, arrayObj);
648 }
649
650 /**
651 * Callback for freeing shader program data. Call it before delete_shader_cb
652 * to avoid memory access error.
653 */
654 static void
655 free_shader_program_data_cb(GLuint id, void *data, void *userData)
656 {
657 GLcontext *ctx = (GLcontext *) userData;
658 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
659
660 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
661 _mesa_free_shader_program_data(ctx, shProg);
662 }
663 }
664
665 /**
666 * Callback for deleting shader and shader programs objects.
667 * Called by _mesa_HashDeleteAll().
668 */
669 static void
670 delete_shader_cb(GLuint id, void *data, void *userData)
671 {
672 GLcontext *ctx = (GLcontext *) userData;
673 struct gl_shader *sh = (struct gl_shader *) data;
674 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
675 _mesa_free_shader(ctx, sh);
676 }
677 else {
678 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
679 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
680 _mesa_free_shader_program(ctx, shProg);
681 }
682 }
683
684 /**
685 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
686 */
687 static void
688 delete_framebuffer_cb(GLuint id, void *data, void *userData)
689 {
690 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
691 /* The fact that the framebuffer is in the hashtable means its refcount
692 * is one, but we're removing from the hashtable now. So clear refcount.
693 */
694 /*assert(fb->RefCount == 1);*/
695 fb->RefCount = 0;
696
697 /* NOTE: Delete should always be defined but there are two reports
698 * of it being NULL (bugs 13507, 14293). Work-around for now.
699 */
700 if (fb->Delete)
701 fb->Delete(fb);
702 }
703
704 /**
705 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
706 */
707 static void
708 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
709 {
710 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
711 rb->RefCount = 0; /* see comment for FBOs above */
712 if (rb->Delete)
713 rb->Delete(rb);
714 }
715
716
717 /**
718 * Deallocate a shared state object and all children structures.
719 *
720 * \param ctx GL context.
721 * \param ss shared state pointer.
722 *
723 * Frees the display lists, the texture objects (calling the driver texture
724 * deletion callback to free its private data) and the vertex programs, as well
725 * as their hash tables.
726 *
727 * \sa alloc_shared_state().
728 */
729 static void
730 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
731 {
732 /*
733 * Free display lists
734 */
735 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
736 _mesa_DeleteHashTable(ss->DisplayList);
737
738 #if FEATURE_ARB_shader_objects
739 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
740 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
741 _mesa_DeleteHashTable(ss->ShaderObjects);
742 #endif
743
744 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
745 _mesa_DeleteHashTable(ss->Programs);
746
747 #if FEATURE_ARB_vertex_program
748 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
749 #endif
750 #if FEATURE_ARB_fragment_program
751 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
752 #endif
753
754 #if FEATURE_ATI_fragment_shader
755 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
756 _mesa_DeleteHashTable(ss->ATIShaders);
757 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
758 #endif
759
760 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
761 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
762 _mesa_DeleteHashTable(ss->BufferObjects);
763 #endif
764
765 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
766 _mesa_DeleteHashTable(ss->ArrayObjects);
767
768 #if FEATURE_EXT_framebuffer_object
769 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
770 _mesa_DeleteHashTable(ss->FrameBuffers);
771 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
772 _mesa_DeleteHashTable(ss->RenderBuffers);
773 #endif
774
775 /*
776 * Free texture objects (after FBOs since some textures might have
777 * been bound to FBOs).
778 */
779 ASSERT(ctx->Driver.DeleteTexture);
780 /* the default textures */
781 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
782 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
783 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
784 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
785 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
786 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
787 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
788 /* all other textures */
789 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
790 _mesa_DeleteHashTable(ss->TexObjects);
791
792 _glthread_DESTROY_MUTEX(ss->Mutex);
793
794 _mesa_free(ss);
795 }
796
797
798 /**
799 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
800 */
801 static void
802 _mesa_init_current(GLcontext *ctx)
803 {
804 GLuint i;
805
806 /* Init all to (0,0,0,1) */
807 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
808 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
809 }
810
811 /* redo special cases: */
812 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
813 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
814 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
815 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
816 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
817 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
818 }
819
820
821 /**
822 * Init vertex/fragment program limits.
823 * Important: drivers should override these with actual limits.
824 */
825 static void
826 init_program_limits(GLenum type, struct gl_program_constants *prog)
827 {
828 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
829 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
830 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
831 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
832 prog->MaxTemps = MAX_PROGRAM_TEMPS;
833 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
834 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
835 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
836
837 if (type == GL_VERTEX_PROGRAM_ARB) {
838 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
839 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
840 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
841 }
842 else {
843 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
844 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
845 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
846 }
847
848 /* copy the above limits to init native limits */
849 prog->MaxNativeInstructions = prog->MaxInstructions;
850 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
851 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
852 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
853 prog->MaxNativeAttribs = prog->MaxAttribs;
854 prog->MaxNativeTemps = prog->MaxTemps;
855 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
856 prog->MaxNativeParameters = prog->MaxParameters;
857 }
858
859
860 /**
861 * Initialize fields of gl_constants (aka ctx->Const.*).
862 * Use defaults from config.h. The device drivers will often override
863 * some of these values (such as number of texture units).
864 */
865 static void
866 _mesa_init_constants(GLcontext *ctx)
867 {
868 assert(ctx);
869
870 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
871 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
872
873 /* Constants, may be overriden (usually only reduced) by device drivers */
874 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
875 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
876 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
877 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
878 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
879 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
880 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
881 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
882 ctx->Const.MaxTextureImageUnits);
883 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
884 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
885 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
886 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
887 ctx->Const.MinPointSize = MIN_POINT_SIZE;
888 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
889 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
890 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
891 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
892 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
893 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
894 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
895 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
896 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
897 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
898 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
899 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
900 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
901 ctx->Const.MaxLights = MAX_LIGHTS;
902 ctx->Const.MaxShininess = 128.0;
903 ctx->Const.MaxSpotExponent = 128.0;
904 ctx->Const.MaxViewportWidth = MAX_WIDTH;
905 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
906 #if FEATURE_ARB_vertex_program
907 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
908 #endif
909 #if FEATURE_ARB_fragment_program
910 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
911 #endif
912 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
913 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
914
915 /* CheckArrayBounds is overriden by drivers/x11 for X server */
916 ctx->Const.CheckArrayBounds = GL_FALSE;
917
918 /* GL_ARB_draw_buffers */
919 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
920
921 /* GL_OES_read_format */
922 ctx->Const.ColorReadFormat = GL_RGBA;
923 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
924
925 #if FEATURE_EXT_framebuffer_object
926 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
927 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
928 #endif
929
930 #if FEATURE_ARB_vertex_shader
931 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
932 ctx->Const.MaxVarying = MAX_VARYING;
933 #endif
934
935 /* GL_ARB_framebuffer_object */
936 ctx->Const.MaxSamples = 0;
937
938 /* sanity checks */
939 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
940 ctx->Const.MaxTextureCoordUnits));
941 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
942 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
943
944 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
945 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
946 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
947 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
948 }
949
950
951 /**
952 * Do some sanity checks on the limits/constants for the given context.
953 * Only called the first time a context is bound.
954 */
955 static void
956 check_context_limits(GLcontext *ctx)
957 {
958 /* Many context limits/constants are limited by the size of
959 * internal arrays.
960 */
961 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
962 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
963 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
964 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
965
966 /* number of coord units cannot be greater than number of image units */
967 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
968
969 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
970 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
971
972 /* make sure largest texture image is <= MAX_WIDTH in size */
973 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
974 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
975 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
976
977 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
978
979 /* XXX probably add more tests */
980 }
981
982
983 /**
984 * Initialize the attribute groups in a GL context.
985 *
986 * \param ctx GL context.
987 *
988 * Initializes all the attributes, calling the respective <tt>init*</tt>
989 * functions for the more complex data structures.
990 */
991 static GLboolean
992 init_attrib_groups(GLcontext *ctx)
993 {
994 assert(ctx);
995
996 /* Constants */
997 _mesa_init_constants( ctx );
998
999 /* Extensions */
1000 _mesa_init_extensions( ctx );
1001
1002 /* Attribute Groups */
1003 #if FEATURE_accum
1004 _mesa_init_accum( ctx );
1005 #endif
1006 #if FEATURE_attrib_stack
1007 _mesa_init_attrib( ctx );
1008 #endif
1009 _mesa_init_buffer_objects( ctx );
1010 _mesa_init_color( ctx );
1011 #if FEATURE_colortable
1012 _mesa_init_colortables( ctx );
1013 #endif
1014 _mesa_init_current( ctx );
1015 _mesa_init_depth( ctx );
1016 _mesa_init_debug( ctx );
1017 #if FEATURE_dlist
1018 _mesa_init_display_list( ctx );
1019 #endif
1020 #if FEATURE_evaluators
1021 _mesa_init_eval( ctx );
1022 #endif
1023 _mesa_init_fbobjects( ctx );
1024 #if FEATURE_feedback
1025 _mesa_init_feedback( ctx );
1026 #else
1027 ctx->RenderMode = GL_RENDER;
1028 #endif
1029 _mesa_init_fog( ctx );
1030 #if FEATURE_histogram
1031 _mesa_init_histogram( ctx );
1032 #endif
1033 _mesa_init_hint( ctx );
1034 _mesa_init_line( ctx );
1035 _mesa_init_lighting( ctx );
1036 _mesa_init_matrix( ctx );
1037 _mesa_init_multisample( ctx );
1038 _mesa_init_pixel( ctx );
1039 _mesa_init_pixelstore( ctx );
1040 _mesa_init_point( ctx );
1041 _mesa_init_polygon( ctx );
1042 _mesa_init_program( ctx );
1043 #if FEATURE_ARB_occlusion_query
1044 _mesa_init_query( ctx );
1045 #endif
1046 #if FEATURE_drawpix
1047 _mesa_init_rastpos( ctx );
1048 #endif
1049 _mesa_init_scissor( ctx );
1050 _mesa_init_shader_state( ctx );
1051 _mesa_init_stencil( ctx );
1052 _mesa_init_transform( ctx );
1053 _mesa_init_varray( ctx );
1054 _mesa_init_viewport( ctx );
1055
1056 if (!_mesa_init_texture( ctx ))
1057 return GL_FALSE;
1058
1059 #if FEATURE_texture_s3tc
1060 _mesa_init_texture_s3tc( ctx );
1061 #endif
1062 #if FEATURE_texture_fxt1
1063 _mesa_init_texture_fxt1( ctx );
1064 #endif
1065
1066 /* Miscellaneous */
1067 ctx->NewState = _NEW_ALL;
1068 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1069 ctx->varying_vp_inputs = ~0;
1070
1071 return GL_TRUE;
1072 }
1073
1074
1075 /**
1076 * Update default objects in a GL context with respect to shared state.
1077 *
1078 * \param ctx GL context.
1079 *
1080 * Removes references to old default objects, (texture objects, program
1081 * objects, etc.) and changes to reference those from the current shared
1082 * state.
1083 */
1084 static GLboolean
1085 update_default_objects(GLcontext *ctx)
1086 {
1087 assert(ctx);
1088
1089 _mesa_update_default_objects_program(ctx);
1090 _mesa_update_default_objects_texture(ctx);
1091 _mesa_update_default_objects_buffer_objects(ctx);
1092
1093 return GL_TRUE;
1094 }
1095
1096
1097 /**
1098 * This is the default function we plug into all dispatch table slots
1099 * This helps prevents a segfault when someone calls a GL function without
1100 * first checking if the extension's supported.
1101 */
1102 static int
1103 generic_nop(void)
1104 {
1105 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1106 return 0;
1107 }
1108
1109
1110 /**
1111 * Allocate and initialize a new dispatch table.
1112 */
1113 static struct _glapi_table *
1114 alloc_dispatch_table(void)
1115 {
1116 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1117 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1118 * Mesa we do this to accomodate different versions of libGL and various
1119 * DRI drivers.
1120 */
1121 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1122 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1123 struct _glapi_table *table =
1124 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1125 if (table) {
1126 _glapi_proc *entry = (_glapi_proc *) table;
1127 GLint i;
1128 for (i = 0; i < numEntries; i++) {
1129 entry[i] = (_glapi_proc) generic_nop;
1130 }
1131 }
1132 return table;
1133 }
1134
1135
1136 /**
1137 * Initialize a GLcontext struct (rendering context).
1138 *
1139 * This includes allocating all the other structs and arrays which hang off of
1140 * the context by pointers.
1141 * Note that the driver needs to pass in its dd_function_table here since
1142 * we need to at least call driverFunctions->NewTextureObject to create the
1143 * default texture objects.
1144 *
1145 * Called by _mesa_create_context().
1146 *
1147 * Performs the imports and exports callback tables initialization, and
1148 * miscellaneous one-time initializations. If no shared context is supplied one
1149 * is allocated, and increase its reference count. Setups the GL API dispatch
1150 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1151 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1152 * for debug flags.
1153 *
1154 * \param ctx the context to initialize
1155 * \param visual describes the visual attributes for this context
1156 * \param share_list points to context to share textures, display lists,
1157 * etc with, or NULL
1158 * \param driverFunctions table of device driver functions for this context
1159 * to use
1160 * \param driverContext pointer to driver-specific context data
1161 */
1162 GLboolean
1163 _mesa_initialize_context(GLcontext *ctx,
1164 const GLvisual *visual,
1165 GLcontext *share_list,
1166 const struct dd_function_table *driverFunctions,
1167 void *driverContext)
1168 {
1169 /*ASSERT(driverContext);*/
1170 assert(driverFunctions->NewTextureObject);
1171 assert(driverFunctions->FreeTexImageData);
1172
1173 /* misc one-time initializations */
1174 one_time_init(ctx);
1175
1176 ctx->Visual = *visual;
1177 ctx->DrawBuffer = NULL;
1178 ctx->ReadBuffer = NULL;
1179 ctx->WinSysDrawBuffer = NULL;
1180 ctx->WinSysReadBuffer = NULL;
1181
1182 /* Plug in driver functions and context pointer here.
1183 * This is important because when we call alloc_shared_state() below
1184 * we'll call ctx->Driver.NewTextureObject() to create the default
1185 * textures.
1186 */
1187 ctx->Driver = *driverFunctions;
1188 ctx->DriverCtx = driverContext;
1189
1190 if (share_list) {
1191 /* share state with another context */
1192 ctx->Shared = share_list->Shared;
1193 }
1194 else {
1195 /* allocate new, unshared state */
1196 if (!alloc_shared_state( ctx )) {
1197 return GL_FALSE;
1198 }
1199 }
1200 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1201 ctx->Shared->RefCount++;
1202 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1203
1204 if (!init_attrib_groups( ctx )) {
1205 free_shared_state(ctx, ctx->Shared);
1206 return GL_FALSE;
1207 }
1208
1209 /* setup the API dispatch tables */
1210 ctx->Exec = alloc_dispatch_table();
1211 ctx->Save = alloc_dispatch_table();
1212 if (!ctx->Exec || !ctx->Save) {
1213 free_shared_state(ctx, ctx->Shared);
1214 if (ctx->Exec)
1215 _mesa_free(ctx->Exec);
1216 }
1217 #if FEATURE_dispatch
1218 _mesa_init_exec_table(ctx->Exec);
1219 #endif
1220 ctx->CurrentDispatch = ctx->Exec;
1221 #if FEATURE_dlist
1222 _mesa_init_dlist_table(ctx->Save);
1223 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1224 #endif
1225 /* Neutral tnl module stuff */
1226 _mesa_init_exec_vtxfmt( ctx );
1227 ctx->TnlModule.Current = NULL;
1228 ctx->TnlModule.SwapCount = 0;
1229
1230 ctx->FragmentProgram._MaintainTexEnvProgram
1231 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1232
1233 ctx->VertexProgram._MaintainTnlProgram
1234 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1235 if (ctx->VertexProgram._MaintainTnlProgram) {
1236 /* this is required... */
1237 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1238 }
1239
1240 #ifdef FEATURE_extra_context_init
1241 _mesa_initialize_context_extra(ctx);
1242 #endif
1243
1244 ctx->FirstTimeCurrent = GL_TRUE;
1245
1246 return GL_TRUE;
1247 }
1248
1249
1250 /**
1251 * Allocate and initialize a GLcontext structure.
1252 * Note that the driver needs to pass in its dd_function_table here since
1253 * we need to at least call driverFunctions->NewTextureObject to initialize
1254 * the rendering context.
1255 *
1256 * \param visual a GLvisual pointer (we copy the struct contents)
1257 * \param share_list another context to share display lists with or NULL
1258 * \param driverFunctions points to the dd_function_table into which the
1259 * driver has plugged in all its special functions.
1260 * \param driverCtx points to the device driver's private context state
1261 *
1262 * \return pointer to a new __GLcontextRec or NULL if error.
1263 */
1264 GLcontext *
1265 _mesa_create_context(const GLvisual *visual,
1266 GLcontext *share_list,
1267 const struct dd_function_table *driverFunctions,
1268 void *driverContext)
1269 {
1270 GLcontext *ctx;
1271
1272 ASSERT(visual);
1273 /*ASSERT(driverContext);*/
1274
1275 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1276 if (!ctx)
1277 return NULL;
1278
1279 if (_mesa_initialize_context(ctx, visual, share_list,
1280 driverFunctions, driverContext)) {
1281 return ctx;
1282 }
1283 else {
1284 _mesa_free(ctx);
1285 return NULL;
1286 }
1287 }
1288
1289
1290 /**
1291 * Free the data associated with the given context.
1292 *
1293 * But doesn't free the GLcontext struct itself.
1294 *
1295 * \sa _mesa_initialize_context() and init_attrib_groups().
1296 */
1297 void
1298 _mesa_free_context_data( GLcontext *ctx )
1299 {
1300 if (!_mesa_get_current_context()){
1301 /* No current context, but we may need one in order to delete
1302 * texture objs, etc. So temporarily bind the context now.
1303 */
1304 _mesa_make_current(ctx, NULL, NULL);
1305 }
1306
1307 /* unreference WinSysDraw/Read buffers */
1308 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1309 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1310 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1311 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1312
1313 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1314 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1315 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1316
1317 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1318 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1319 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1320
1321 #if FEATURE_attrib_stack
1322 _mesa_free_attrib_data(ctx);
1323 #endif
1324 _mesa_free_lighting_data( ctx );
1325 #if FEATURE_evaluators
1326 _mesa_free_eval_data( ctx );
1327 #endif
1328 _mesa_free_texture_data( ctx );
1329 _mesa_free_matrix_data( ctx );
1330 _mesa_free_viewport_data( ctx );
1331 #if FEATURE_colortable
1332 _mesa_free_colortables_data( ctx );
1333 #endif
1334 _mesa_free_program_data(ctx);
1335 _mesa_free_shader_state(ctx);
1336 #if FEATURE_ARB_occlusion_query
1337 _mesa_free_query_data(ctx);
1338 #endif
1339
1340 #if FEATURE_ARB_vertex_buffer_object
1341 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1342 #endif
1343 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1344
1345 /* free dispatch tables */
1346 _mesa_free(ctx->Exec);
1347 _mesa_free(ctx->Save);
1348
1349 /* Shared context state (display lists, textures, etc) */
1350 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1351 ctx->Shared->RefCount--;
1352 assert(ctx->Shared->RefCount >= 0);
1353 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1354 if (ctx->Shared->RefCount == 0) {
1355 /* free shared state */
1356 free_shared_state( ctx, ctx->Shared );
1357 }
1358
1359 if (ctx->Extensions.String)
1360 _mesa_free((void *) ctx->Extensions.String);
1361
1362 /* unbind the context if it's currently bound */
1363 if (ctx == _mesa_get_current_context()) {
1364 _mesa_make_current(NULL, NULL, NULL);
1365 }
1366 }
1367
1368
1369 /**
1370 * Destroy a GLcontext structure.
1371 *
1372 * \param ctx GL context.
1373 *
1374 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1375 */
1376 void
1377 _mesa_destroy_context( GLcontext *ctx )
1378 {
1379 if (ctx) {
1380 _mesa_free_context_data(ctx);
1381 _mesa_free( (void *) ctx );
1382 }
1383 }
1384
1385
1386 #if _HAVE_FULL_GL
1387 /**
1388 * Copy attribute groups from one context to another.
1389 *
1390 * \param src source context
1391 * \param dst destination context
1392 * \param mask bitwise OR of GL_*_BIT flags
1393 *
1394 * According to the bits specified in \p mask, copies the corresponding
1395 * attributes from \p src into \p dst. For many of the attributes a simple \c
1396 * memcpy is not enough due to the existence of internal pointers in their data
1397 * structures.
1398 */
1399 void
1400 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1401 {
1402 if (mask & GL_ACCUM_BUFFER_BIT) {
1403 /* OK to memcpy */
1404 dst->Accum = src->Accum;
1405 }
1406 if (mask & GL_COLOR_BUFFER_BIT) {
1407 /* OK to memcpy */
1408 dst->Color = src->Color;
1409 }
1410 if (mask & GL_CURRENT_BIT) {
1411 /* OK to memcpy */
1412 dst->Current = src->Current;
1413 }
1414 if (mask & GL_DEPTH_BUFFER_BIT) {
1415 /* OK to memcpy */
1416 dst->Depth = src->Depth;
1417 }
1418 if (mask & GL_ENABLE_BIT) {
1419 /* no op */
1420 }
1421 if (mask & GL_EVAL_BIT) {
1422 /* OK to memcpy */
1423 dst->Eval = src->Eval;
1424 }
1425 if (mask & GL_FOG_BIT) {
1426 /* OK to memcpy */
1427 dst->Fog = src->Fog;
1428 }
1429 if (mask & GL_HINT_BIT) {
1430 /* OK to memcpy */
1431 dst->Hint = src->Hint;
1432 }
1433 if (mask & GL_LIGHTING_BIT) {
1434 GLuint i;
1435 /* begin with memcpy */
1436 dst->Light = src->Light;
1437 /* fixup linked lists to prevent pointer insanity */
1438 make_empty_list( &(dst->Light.EnabledList) );
1439 for (i = 0; i < MAX_LIGHTS; i++) {
1440 if (dst->Light.Light[i].Enabled) {
1441 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1442 }
1443 }
1444 }
1445 if (mask & GL_LINE_BIT) {
1446 /* OK to memcpy */
1447 dst->Line = src->Line;
1448 }
1449 if (mask & GL_LIST_BIT) {
1450 /* OK to memcpy */
1451 dst->List = src->List;
1452 }
1453 if (mask & GL_PIXEL_MODE_BIT) {
1454 /* OK to memcpy */
1455 dst->Pixel = src->Pixel;
1456 }
1457 if (mask & GL_POINT_BIT) {
1458 /* OK to memcpy */
1459 dst->Point = src->Point;
1460 }
1461 if (mask & GL_POLYGON_BIT) {
1462 /* OK to memcpy */
1463 dst->Polygon = src->Polygon;
1464 }
1465 if (mask & GL_POLYGON_STIPPLE_BIT) {
1466 /* Use loop instead of MEMCPY due to problem with Portland Group's
1467 * C compiler. Reported by John Stone.
1468 */
1469 GLuint i;
1470 for (i = 0; i < 32; i++) {
1471 dst->PolygonStipple[i] = src->PolygonStipple[i];
1472 }
1473 }
1474 if (mask & GL_SCISSOR_BIT) {
1475 /* OK to memcpy */
1476 dst->Scissor = src->Scissor;
1477 }
1478 if (mask & GL_STENCIL_BUFFER_BIT) {
1479 /* OK to memcpy */
1480 dst->Stencil = src->Stencil;
1481 }
1482 if (mask & GL_TEXTURE_BIT) {
1483 /* Cannot memcpy because of pointers */
1484 _mesa_copy_texture_state(src, dst);
1485 }
1486 if (mask & GL_TRANSFORM_BIT) {
1487 /* OK to memcpy */
1488 dst->Transform = src->Transform;
1489 }
1490 if (mask & GL_VIEWPORT_BIT) {
1491 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1492 dst->Viewport.X = src->Viewport.X;
1493 dst->Viewport.Y = src->Viewport.Y;
1494 dst->Viewport.Width = src->Viewport.Width;
1495 dst->Viewport.Height = src->Viewport.Height;
1496 dst->Viewport.Near = src->Viewport.Near;
1497 dst->Viewport.Far = src->Viewport.Far;
1498 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1499 }
1500
1501 /* XXX FIXME: Call callbacks?
1502 */
1503 dst->NewState = _NEW_ALL;
1504 }
1505 #endif
1506
1507
1508 /**
1509 * Check if the given context can render into the given framebuffer
1510 * by checking visual attributes.
1511 *
1512 * Most of these tests could go away because Mesa is now pretty flexible
1513 * in terms of mixing rendering contexts with framebuffers. As long
1514 * as RGB vs. CI mode agree, we're probably good.
1515 *
1516 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1517 */
1518 static GLboolean
1519 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1520 {
1521 const GLvisual *ctxvis = &ctx->Visual;
1522 const GLvisual *bufvis = &buffer->Visual;
1523
1524 if (ctxvis == bufvis)
1525 return GL_TRUE;
1526
1527 if (ctxvis->rgbMode != bufvis->rgbMode)
1528 return GL_FALSE;
1529 #if 0
1530 /* disabling this fixes the fgl_glxgears pbuffer demo */
1531 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1532 return GL_FALSE;
1533 #endif
1534 if (ctxvis->stereoMode && !bufvis->stereoMode)
1535 return GL_FALSE;
1536 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1537 return GL_FALSE;
1538 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1539 return GL_FALSE;
1540 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1541 return GL_FALSE;
1542 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1543 return GL_FALSE;
1544 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1545 return GL_FALSE;
1546 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1547 return GL_FALSE;
1548 #if 0
1549 /* disabled (see bug 11161) */
1550 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1551 return GL_FALSE;
1552 #endif
1553 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1554 return GL_FALSE;
1555
1556 return GL_TRUE;
1557 }
1558
1559
1560 /**
1561 * Do one-time initialization for the given framebuffer. Specifically,
1562 * ask the driver for the window's current size and update the framebuffer
1563 * object to match.
1564 * Really, the device driver should totally take care of this.
1565 */
1566 static void
1567 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1568 {
1569 GLuint width, height;
1570 if (ctx->Driver.GetBufferSize) {
1571 ctx->Driver.GetBufferSize(fb, &width, &height);
1572 if (ctx->Driver.ResizeBuffers)
1573 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1574 fb->Initialized = GL_TRUE;
1575 }
1576 }
1577
1578
1579 /**
1580 * Bind the given context to the given drawBuffer and readBuffer and
1581 * make it the current context for the calling thread.
1582 * We'll render into the drawBuffer and read pixels from the
1583 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1584 *
1585 * We check that the context's and framebuffer's visuals are compatible
1586 * and return immediately if they're not.
1587 *
1588 * \param newCtx the new GL context. If NULL then there will be no current GL
1589 * context.
1590 * \param drawBuffer the drawing framebuffer
1591 * \param readBuffer the reading framebuffer
1592 */
1593 void
1594 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1595 GLframebuffer *readBuffer )
1596 {
1597 if (MESA_VERBOSE & VERBOSE_API)
1598 _mesa_debug(newCtx, "_mesa_make_current()\n");
1599
1600 /* Check that the context's and framebuffer's visuals are compatible.
1601 */
1602 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1603 if (!check_compatible(newCtx, drawBuffer)) {
1604 _mesa_warning(newCtx,
1605 "MakeCurrent: incompatible visuals for context and drawbuffer");
1606 return;
1607 }
1608 }
1609 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1610 if (!check_compatible(newCtx, readBuffer)) {
1611 _mesa_warning(newCtx,
1612 "MakeCurrent: incompatible visuals for context and readbuffer");
1613 return;
1614 }
1615 }
1616
1617 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1618 _glapi_set_context((void *) newCtx);
1619 ASSERT(_mesa_get_current_context() == newCtx);
1620
1621 if (!newCtx) {
1622 _glapi_set_dispatch(NULL); /* none current */
1623 }
1624 else {
1625 _glapi_set_dispatch(newCtx->CurrentDispatch);
1626
1627 if (drawBuffer && readBuffer) {
1628 /* TODO: check if newCtx and buffer's visual match??? */
1629
1630 ASSERT(drawBuffer->Name == 0);
1631 ASSERT(readBuffer->Name == 0);
1632 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1633 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1634
1635 /*
1636 * Only set the context's Draw/ReadBuffer fields if they're NULL
1637 * or not bound to a user-created FBO.
1638 */
1639 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1640 /* KW: merge conflict here, revisit.
1641 */
1642 /* fix up the fb fields - these will end up wrong otherwise
1643 * if the DRIdrawable changes, and everything relies on them.
1644 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1645 */
1646 unsigned int i;
1647 GLenum buffers[MAX_DRAW_BUFFERS];
1648
1649 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1650
1651 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1652 buffers[i] = newCtx->Color.DrawBuffer[i];
1653 }
1654
1655 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1656 }
1657 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1658 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1659 }
1660
1661 /* XXX only set this flag if we're really changing the draw/read
1662 * framebuffer bindings.
1663 */
1664 newCtx->NewState |= _NEW_BUFFERS;
1665
1666 #if 1
1667 /* We want to get rid of these lines: */
1668
1669 #if _HAVE_FULL_GL
1670 if (!drawBuffer->Initialized) {
1671 initialize_framebuffer_size(newCtx, drawBuffer);
1672 }
1673 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1674 initialize_framebuffer_size(newCtx, readBuffer);
1675 }
1676
1677 _mesa_resizebuffers(newCtx);
1678 #endif
1679
1680 #else
1681 /* We want the drawBuffer and readBuffer to be initialized by
1682 * the driver.
1683 * This generally means the Width and Height match the actual
1684 * window size and the renderbuffers (both hardware and software
1685 * based) are allocated to match. The later can generally be
1686 * done with a call to _mesa_resize_framebuffer().
1687 *
1688 * It's theoretically possible for a buffer to have zero width
1689 * or height, but for now, assert check that the driver did what's
1690 * expected of it.
1691 */
1692 ASSERT(drawBuffer->Width > 0);
1693 ASSERT(drawBuffer->Height > 0);
1694 #endif
1695
1696 if (newCtx->FirstTimeCurrent) {
1697 /* set initial viewport and scissor size now */
1698 _mesa_set_viewport(newCtx, 0, 0,
1699 drawBuffer->Width, drawBuffer->Height);
1700 _mesa_set_scissor(newCtx, 0, 0,
1701 drawBuffer->Width, drawBuffer->Height );
1702 check_context_limits(newCtx);
1703 }
1704 }
1705
1706 /* We can use this to help debug user's problems. Tell them to set
1707 * the MESA_INFO env variable before running their app. Then the
1708 * first time each context is made current we'll print some useful
1709 * information.
1710 */
1711 if (newCtx->FirstTimeCurrent) {
1712 if (_mesa_getenv("MESA_INFO")) {
1713 _mesa_print_info();
1714 }
1715 newCtx->FirstTimeCurrent = GL_FALSE;
1716 }
1717 }
1718 }
1719
1720
1721 /**
1722 * Make context 'ctx' share the display lists, textures and programs
1723 * that are associated with 'ctxToShare'.
1724 * Any display lists, textures or programs associated with 'ctx' will
1725 * be deleted if nobody else is sharing them.
1726 */
1727 GLboolean
1728 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1729 {
1730 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1731 struct gl_shared_state *oldSharedState = ctx->Shared;
1732
1733 ctx->Shared = ctxToShare->Shared;
1734 ctx->Shared->RefCount++;
1735
1736 update_default_objects(ctx);
1737
1738 oldSharedState->RefCount--;
1739 if (oldSharedState->RefCount == 0) {
1740 free_shared_state(ctx, oldSharedState);
1741 }
1742
1743 return GL_TRUE;
1744 }
1745 else {
1746 return GL_FALSE;
1747 }
1748 }
1749
1750
1751
1752 /**
1753 * \return pointer to the current GL context for this thread.
1754 *
1755 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1756 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1757 * context.h.
1758 */
1759 GLcontext *
1760 _mesa_get_current_context( void )
1761 {
1762 return (GLcontext *) _glapi_get_context();
1763 }
1764
1765
1766 /**
1767 * Get context's current API dispatch table.
1768 *
1769 * It'll either be the immediate-mode execute dispatcher or the display list
1770 * compile dispatcher.
1771 *
1772 * \param ctx GL context.
1773 *
1774 * \return pointer to dispatch_table.
1775 *
1776 * Simply returns __GLcontextRec::CurrentDispatch.
1777 */
1778 struct _glapi_table *
1779 _mesa_get_dispatch(GLcontext *ctx)
1780 {
1781 return ctx->CurrentDispatch;
1782 }
1783
1784 /*@}*/
1785
1786
1787 /**********************************************************************/
1788 /** \name Miscellaneous functions */
1789 /**********************************************************************/
1790 /*@{*/
1791
1792 /**
1793 * Record an error.
1794 *
1795 * \param ctx GL context.
1796 * \param error error code.
1797 *
1798 * Records the given error code and call the driver's dd_function_table::Error
1799 * function if defined.
1800 *
1801 * \sa
1802 * This is called via _mesa_error().
1803 */
1804 void
1805 _mesa_record_error(GLcontext *ctx, GLenum error)
1806 {
1807 if (!ctx)
1808 return;
1809
1810 if (ctx->ErrorValue == GL_NO_ERROR) {
1811 ctx->ErrorValue = error;
1812 }
1813
1814 /* Call device driver's error handler, if any. This is used on the Mac. */
1815 if (ctx->Driver.Error) {
1816 ctx->Driver.Error(ctx);
1817 }
1818 }
1819
1820
1821 /**
1822 * Execute glFinish().
1823 *
1824 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1825 * dd_function_table::Finish driver callback, if not NULL.
1826 */
1827 void GLAPIENTRY
1828 _mesa_Finish(void)
1829 {
1830 GET_CURRENT_CONTEXT(ctx);
1831 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1832 if (ctx->Driver.Finish) {
1833 ctx->Driver.Finish(ctx);
1834 }
1835 }
1836
1837
1838 /**
1839 * Execute glFlush().
1840 *
1841 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1842 * dd_function_table::Flush driver callback, if not NULL.
1843 */
1844 void GLAPIENTRY
1845 _mesa_Flush(void)
1846 {
1847 GET_CURRENT_CONTEXT(ctx);
1848 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1849 if (ctx->Driver.Flush) {
1850 ctx->Driver.Flush(ctx);
1851 }
1852 }
1853
1854
1855 /*@}*/