-}
-
-
-/**
- * Allocate and initialize a shared context state structure.
- * Initializes the display list, texture objects and vertex programs hash
- * tables, allocates the texture objects. If it runs out of memory, frees
- * everything already allocated before returning NULL.
- *
- * \return pointer to a gl_shared_state structure on success, or NULL on
- * failure.
- */
-static GLboolean
-alloc_shared_state( GLcontext *ctx )
-{
- struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
- if (!ss)
- return GL_FALSE;
-
- ctx->Shared = ss;
-
- _glthread_INIT_MUTEX(ss->Mutex);
-
- ss->DisplayList = _mesa_NewHashTable();
- ss->TexObjects = _mesa_NewHashTable();
- ss->Programs = _mesa_NewHashTable();
-
-#if FEATURE_ARB_vertex_program
- ss->DefaultVertexProgram = (struct gl_vertex_program *)
- ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
- if (!ss->DefaultVertexProgram)
- goto cleanup;
-#endif
-#if FEATURE_ARB_fragment_program
- ss->DefaultFragmentProgram = (struct gl_fragment_program *)
- ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
- if (!ss->DefaultFragmentProgram)
- goto cleanup;
-#endif
-#if FEATURE_ATI_fragment_shader
- ss->ATIShaders = _mesa_NewHashTable();
- ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
- if (!ss->DefaultFragmentShader)
- goto cleanup;
-#endif
-
-#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
- ss->BufferObjects = _mesa_NewHashTable();
-#endif
-
- ss->ArrayObjects = _mesa_NewHashTable();
-
-#if FEATURE_ARB_shader_objects
- ss->ShaderObjects = _mesa_NewHashTable();
-#endif
-
- ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
- if (!ss->Default1D)
- goto cleanup;
-
- ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
- if (!ss->Default2D)
- goto cleanup;
-
- ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
- if (!ss->Default3D)
- goto cleanup;
-
- ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
- if (!ss->DefaultCubeMap)
- goto cleanup;
-
- ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
- if (!ss->DefaultRect)
- goto cleanup;
-
- ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
- if (!ss->Default1DArray)
- goto cleanup;
-
- ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
- if (!ss->Default2DArray)
- goto cleanup;
-
- /* sanity check */
- assert(ss->Default1D->RefCount == 1);
-
- _glthread_INIT_MUTEX(ss->TexMutex);
- ss->TextureStateStamp = 0;
-
-#if FEATURE_EXT_framebuffer_object
- ss->FrameBuffers = _mesa_NewHashTable();
- if (!ss->FrameBuffers)
- goto cleanup;
- ss->RenderBuffers = _mesa_NewHashTable();
- if (!ss->RenderBuffers)
- goto cleanup;
-#endif
-
- return GL_TRUE;
-
-cleanup:
- /* Ran out of memory at some point. Free everything and return NULL */
- if (ss->DisplayList)
- _mesa_DeleteHashTable(ss->DisplayList);
- if (ss->TexObjects)
- _mesa_DeleteHashTable(ss->TexObjects);
- if (ss->Programs)
- _mesa_DeleteHashTable(ss->Programs);
-#if FEATURE_ARB_vertex_program
- _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
-#endif
-#if FEATURE_ARB_fragment_program
- _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
-#endif
-#if FEATURE_ATI_fragment_shader
- if (ss->DefaultFragmentShader)
- _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
-#endif
-#if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
- if (ss->BufferObjects)
- _mesa_DeleteHashTable(ss->BufferObjects);
-#endif
-
- if (ss->ArrayObjects)
- _mesa_DeleteHashTable (ss->ArrayObjects);
-
-#if FEATURE_ARB_shader_objects
- if (ss->ShaderObjects)
- _mesa_DeleteHashTable (ss->ShaderObjects);
-#endif
-
-#if FEATURE_EXT_framebuffer_object
- if (ss->FrameBuffers)
- _mesa_DeleteHashTable(ss->FrameBuffers);
- if (ss->RenderBuffers)
- _mesa_DeleteHashTable(ss->RenderBuffers);
-#endif
-
- if (ss->Default1D)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
- if (ss->Default2D)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
- if (ss->Default3D)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
- if (ss->DefaultCubeMap)
- (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
- if (ss->DefaultRect)
- (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
- if (ss->Default1DArray)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
- if (ss->Default2DArray)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
-
- _mesa_free(ss);
-
- return GL_FALSE;
-}
-
-
-/**
- * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
- */
-static void
-delete_displaylist_cb(GLuint id, void *data, void *userData)
-{
-#if FEATURE_dlist
- struct mesa_display_list *list = (struct mesa_display_list *) data;
- GLcontext *ctx = (GLcontext *) userData;
- _mesa_delete_list(ctx, list);
-#endif
-}
-
-/**
- * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
- */
-static void
-delete_texture_cb(GLuint id, void *data, void *userData)
-{
- struct gl_texture_object *texObj = (struct gl_texture_object *) data;
- GLcontext *ctx = (GLcontext *) userData;
- ctx->Driver.DeleteTexture(ctx, texObj);
-}
-
-/**
- * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
- */
-static void
-delete_program_cb(GLuint id, void *data, void *userData)
-{
- struct gl_program *prog = (struct gl_program *) data;
- GLcontext *ctx = (GLcontext *) userData;
- ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
- prog->RefCount = 0; /* now going away */
- ctx->Driver.DeleteProgram(ctx, prog);
-}
-
-#if FEATURE_ATI_fragment_shader
-/**
- * Callback for deleting an ATI fragment shader object.
- * Called by _mesa_HashDeleteAll().
- */
-static void
-delete_fragshader_cb(GLuint id, void *data, void *userData)
-{
- struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
- GLcontext *ctx = (GLcontext *) userData;
- _mesa_delete_ati_fragment_shader(ctx, shader);
-}
-#endif
-
-/**
- * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
- */
-static void
-delete_bufferobj_cb(GLuint id, void *data, void *userData)
-{
- struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
- GLcontext *ctx = (GLcontext *) userData;
- ctx->Driver.DeleteBuffer(ctx, bufObj);
-}
-
-/**
- * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
- */
-static void
-delete_arrayobj_cb(GLuint id, void *data, void *userData)
-{
- struct gl_array_object *arrayObj = (struct gl_array_object *) data;
- GLcontext *ctx = (GLcontext *) userData;
- _mesa_delete_array_object(ctx, arrayObj);
-}
-
-/**
- * Callback for freeing shader program data. Call it before delete_shader_cb
- * to avoid memory access error.
- */
-static void
-free_shader_program_data_cb(GLuint id, void *data, void *userData)
-{
- GLcontext *ctx = (GLcontext *) userData;
- struct gl_shader_program *shProg = (struct gl_shader_program *) data;
-
- if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
- _mesa_free_shader_program_data(ctx, shProg);
- }
-}
-
-/**
- * Callback for deleting shader and shader programs objects.
- * Called by _mesa_HashDeleteAll().
- */
-static void
-delete_shader_cb(GLuint id, void *data, void *userData)
-{
- GLcontext *ctx = (GLcontext *) userData;
- struct gl_shader *sh = (struct gl_shader *) data;
- if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
- _mesa_free_shader(ctx, sh);
- }
- else {
- struct gl_shader_program *shProg = (struct gl_shader_program *) data;
- ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
- _mesa_free_shader_program(ctx, shProg);
- }
-}
-
-/**
- * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
- */
-static void
-delete_framebuffer_cb(GLuint id, void *data, void *userData)
-{
- struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
- /* The fact that the framebuffer is in the hashtable means its refcount
- * is one, but we're removing from the hashtable now. So clear refcount.
- */
- /*assert(fb->RefCount == 1);*/
- fb->RefCount = 0;
-
- /* NOTE: Delete should always be defined but there are two reports
- * of it being NULL (bugs 13507, 14293). Work-around for now.
- */
- if (fb->Delete)
- fb->Delete(fb);
-}
-
-/**
- * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
- */
-static void
-delete_renderbuffer_cb(GLuint id, void *data, void *userData)
-{
- struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
- rb->RefCount = 0; /* see comment for FBOs above */
- if (rb->Delete)
- rb->Delete(rb);
-}
-
-
-/**
- * Deallocate a shared state object and all children structures.
- *
- * \param ctx GL context.
- * \param ss shared state pointer.
- *
- * Frees the display lists, the texture objects (calling the driver texture
- * deletion callback to free its private data) and the vertex programs, as well
- * as their hash tables.
- *
- * \sa alloc_shared_state().
- */
-static void
-free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
-{
- /*
- * Free display lists
- */
- _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
- _mesa_DeleteHashTable(ss->DisplayList);
-
-#if FEATURE_ARB_shader_objects
- _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
- _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
- _mesa_DeleteHashTable(ss->ShaderObjects);
-#endif
-
- _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
- _mesa_DeleteHashTable(ss->Programs);
-
-#if FEATURE_ARB_vertex_program
- _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
-#endif
-#if FEATURE_ARB_fragment_program
- _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
-#endif