+ mtx_unlock(&DynamicIDMutex);
+ }
+}
+
+static void
+debug_message_clear(struct gl_debug_message *msg)
+{
+ if (msg->message != (char*)out_of_memory)
+ free(msg->message);
+ msg->message = NULL;
+ msg->length = 0;
+}
+
+static void
+debug_message_store(struct gl_debug_message *msg,
+ enum mesa_debug_source source,
+ enum mesa_debug_type type, GLuint id,
+ enum mesa_debug_severity severity,
+ GLsizei len, const char *buf)
+{
+ GLsizei length = len;
+
+ assert(!msg->message && !msg->length);
+
+ if (length < 0)
+ length = strlen(buf);
+
+ msg->message = malloc(length+1);
+ if (msg->message) {
+ (void) strncpy(msg->message, buf, (size_t)length);
+ msg->message[length] = '\0';
+
+ msg->length = len;
+ msg->source = source;
+ msg->type = type;
+ msg->id = id;
+ msg->severity = severity;
+ } else {
+ static GLuint oom_msg_id = 0;
+ debug_get_id(&oom_msg_id);
+
+ /* malloc failed! */
+ msg->message = out_of_memory;
+ msg->length = -1;
+ msg->source = MESA_DEBUG_SOURCE_OTHER;
+ msg->type = MESA_DEBUG_TYPE_ERROR;
+ msg->id = oom_msg_id;
+ msg->severity = MESA_DEBUG_SEVERITY_HIGH;
+ }
+}
+
+static void
+debug_namespace_init(struct gl_debug_namespace *ns)
+{
+ make_empty_list(&ns->Elements);
+
+ /* Enable all the messages with severity HIGH or MEDIUM by default */
+ ns->DefaultState = (1 << MESA_DEBUG_SEVERITY_MEDIUM ) |
+ (1 << MESA_DEBUG_SEVERITY_HIGH) |
+ (1 << MESA_DEBUG_SEVERITY_NOTIFICATION);
+}
+
+static void
+debug_namespace_clear(struct gl_debug_namespace *ns)
+{
+ struct simple_node *node, *tmp;
+
+ foreach_s(node, tmp, &ns->Elements)
+ free(node);
+}
+
+static bool
+debug_namespace_copy(struct gl_debug_namespace *dst,
+ const struct gl_debug_namespace *src)
+{
+ struct simple_node *node;
+
+ dst->DefaultState = src->DefaultState;
+
+ make_empty_list(&dst->Elements);
+ foreach(node, &src->Elements) {
+ const struct gl_debug_element *elem =
+ (const struct gl_debug_element *) node;
+ struct gl_debug_element *copy;
+
+ copy = malloc(sizeof(*copy));
+ if (!copy) {
+ debug_namespace_clear(dst);
+ return false;
+ }
+
+ copy->ID = elem->ID;
+ copy->State = elem->State;
+ insert_at_tail(&dst->Elements, ©->link);
+ }
+
+ return true;
+}
+
+/**
+ * Set the state of \p id in the namespace.
+ */
+static bool
+debug_namespace_set(struct gl_debug_namespace *ns,
+ GLuint id, bool enabled)
+{
+ const uint32_t state = (enabled) ?
+ ((1 << MESA_DEBUG_SEVERITY_COUNT) - 1) : 0;
+ struct gl_debug_element *elem = NULL;
+ struct simple_node *node;
+
+ /* find the element */
+ foreach(node, &ns->Elements) {
+ struct gl_debug_element *tmp = (struct gl_debug_element *) node;
+ if (tmp->ID == id) {
+ elem = tmp;
+ break;
+ }
+ }
+
+ /* we do not need the element if it has the default state */
+ if (ns->DefaultState == state) {
+ if (elem) {
+ remove_from_list(&elem->link);
+ free(elem);
+ }
+ return true;
+ }
+
+ if (!elem) {
+ elem = malloc(sizeof(*elem));
+ if (!elem)
+ return false;
+
+ elem->ID = id;
+ insert_at_tail(&ns->Elements, &elem->link);
+ }
+
+ elem->State = state;
+
+ return true;
+}
+
+/**
+ * Set the default state of the namespace for \p severity. When \p severity
+ * is MESA_DEBUG_SEVERITY_COUNT, the default values for all severities are
+ * updated.
+ */
+static void
+debug_namespace_set_all(struct gl_debug_namespace *ns,
+ enum mesa_debug_severity severity,
+ bool enabled)
+{
+ struct simple_node *node, *tmp;
+ uint32_t mask, val;
+
+ /* set all elements to the same state */
+ if (severity == MESA_DEBUG_SEVERITY_COUNT) {
+ ns->DefaultState = (enabled) ? ((1 << severity) - 1) : 0;
+ debug_namespace_clear(ns);
+ make_empty_list(&ns->Elements);
+ return;
+ }
+
+ mask = 1 << severity;
+ val = (enabled) ? mask : 0;
+
+ ns->DefaultState = (ns->DefaultState & ~mask) | val;
+
+ foreach_s(node, tmp, &ns->Elements) {
+ struct gl_debug_element *elem = (struct gl_debug_element *) node;
+
+ elem->State = (elem->State & ~mask) | val;
+ if (elem->State == ns->DefaultState) {
+ remove_from_list(node);
+ free(node);
+ }
+ }
+}
+
+/**
+ * Get the state of \p id in the namespace.
+ */
+static bool
+debug_namespace_get(const struct gl_debug_namespace *ns, GLuint id,
+ enum mesa_debug_severity severity)
+{
+ struct simple_node *node;
+ uint32_t state;
+
+ state = ns->DefaultState;
+ foreach(node, &ns->Elements) {
+ struct gl_debug_element *elem = (struct gl_debug_element *) node;
+
+ if (elem->ID == id) {
+ state = elem->State;
+ break;
+ }
+ }
+
+ return (state & (1 << severity));
+}
+
+/**
+ * Allocate and initialize context debug state.
+ */
+static struct gl_debug_state *
+debug_create(void)
+{
+ struct gl_debug_state *debug;
+ int s, t;
+
+ debug = CALLOC_STRUCT(gl_debug_state);
+ if (!debug)
+ return NULL;
+
+ debug->Groups[0] = malloc(sizeof(*debug->Groups[0]));
+ if (!debug->Groups[0]) {
+ free(debug);
+ return NULL;
+ }
+
+ /* Initialize state for filtering known debug messages. */
+ for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++)
+ debug_namespace_init(&debug->Groups[0]->Namespaces[s][t]);
+ }
+
+ return debug;
+}
+
+/**
+ * Return true if the top debug group points to the group below it.
+ */
+static bool
+debug_is_group_read_only(const struct gl_debug_state *debug)
+{
+ const GLint gstack = debug->CurrentGroup;
+ return (gstack > 0 && debug->Groups[gstack] == debug->Groups[gstack - 1]);
+}
+
+/**
+ * Make the top debug group writable.
+ */
+static bool
+debug_make_group_writable(struct gl_debug_state *debug)
+{
+ const GLint gstack = debug->CurrentGroup;
+ const struct gl_debug_group *src = debug->Groups[gstack];
+ struct gl_debug_group *dst;
+ int s, t;
+
+ if (!debug_is_group_read_only(debug))
+ return true;
+
+ dst = malloc(sizeof(*dst));
+ if (!dst)
+ return false;
+
+ for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++) {
+ if (!debug_namespace_copy(&dst->Namespaces[s][t],
+ &src->Namespaces[s][t])) {
+ /* error path! */
+ for (t = t - 1; t >= 0; t--)
+ debug_namespace_clear(&dst->Namespaces[s][t]);
+ for (s = s - 1; s >= 0; s--) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++)
+ debug_namespace_clear(&dst->Namespaces[s][t]);
+ }
+ free(dst);
+ return false;
+ }
+ }
+ }
+
+ debug->Groups[gstack] = dst;
+
+ return true;
+}
+
+/**
+ * Free the top debug group.
+ */
+static void
+debug_clear_group(struct gl_debug_state *debug)
+{
+ const GLint gstack = debug->CurrentGroup;
+
+ if (!debug_is_group_read_only(debug)) {
+ struct gl_debug_group *grp = debug->Groups[gstack];
+ int s, t;
+
+ for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++)
+ debug_namespace_clear(&grp->Namespaces[s][t]);
+ }
+
+ free(grp);