#include <windows.h>
-#include "glapi/glthread.h"
+#include "glapi/glapi.h"
#include "util/u_debug.h"
#include "util/u_math.h"
+#include "util/u_memory.h"
#include "pipe/p_screen.h"
-#include "state_tracker/st_public.h"
-
-#ifdef DEBUG
-#include "trace/tr_screen.h"
-#include "trace/tr_texture.h"
-#endif
#include "stw_device.h"
#include "stw_winsys.h"
#include "stw_icd.h"
#include "stw_tls.h"
#include "stw_framebuffer.h"
-
-#ifdef WIN32_THREADS
-extern _glthread_Mutex OneTimeLock;
-extern void FreeAllTSD(void);
-#endif
+#include "stw_st.h"
struct stw_device *stw_dev = NULL;
-
-/**
- * XXX: Dispatch pipe_screen::flush_front_buffer to our
- * stw_winsys::flush_front_buffer.
- */
-static void
-stw_flush_frontbuffer(struct pipe_screen *screen,
- struct pipe_surface *surface,
- void *context_private )
+static int
+stw_get_param(struct st_manager *smapi,
+ enum st_manager_param param)
{
- HDC hdc = (HDC)context_private;
- struct stw_framebuffer *fb;
-
- fb = stw_framebuffer_from_hdc( hdc );
- if (!fb) {
- /* fb can be NULL if window was destroyed already */
- return;
+ switch (param) {
+ case ST_MANAGER_BROKEN_INVALIDATE:
+ /*
+ * Force framebuffer validation on glViewport.
+ *
+ * Certain applications, like Rhinoceros 4, uses glReadPixels
+ * exclusively (never uses SwapBuffers), so framebuffers never get
+ * resized unless we check on glViewport.
+ */
+ return 1;
+ default:
+ return 0;
}
-
- stw_framebuffer_present_locked(hdc, fb, surface);
}
-
boolean
stw_init(const struct stw_winsys *stw_winsys)
{
stw_dev->stw_winsys = stw_winsys;
-#ifdef WIN32_THREADS
- _glthread_INIT_MUTEX(OneTimeLock);
-#endif
+ stw_dev->stapi = stw_st_create_api();
+ stw_dev->smapi = CALLOC_STRUCT(st_manager);
+ if (!stw_dev->stapi || !stw_dev->smapi)
+ goto error1;
screen = stw_winsys->create_screen();
if(!screen)
if(stw_winsys->get_adapter_luid)
stw_winsys->get_adapter_luid(screen, &stw_dev->AdapterLuid);
-#ifdef DEBUG
- stw_dev->screen = trace_screen_create(screen);
- stw_dev->trace_running = stw_dev->screen != screen ? TRUE : FALSE;
-#else
+ stw_dev->smapi->screen = screen;
+ stw_dev->smapi->get_param = stw_get_param;
stw_dev->screen = screen;
-#endif
-
- stw_dev->screen->flush_frontbuffer = &stw_flush_frontbuffer;
-
+
+ stw_dev->max_2d_levels =
+ screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS);
+ stw_dev->max_2d_length = 1 << (stw_dev->max_2d_levels - 1);
+
pipe_mutex_init( stw_dev->ctx_mutex );
pipe_mutex_init( stw_dev->fb_mutex );
return TRUE;
error1:
+ if (stw_dev->smapi)
+ FREE(stw_dev->smapi);
+ if (stw_dev->stapi)
+ stw_dev->stapi->destroy(stw_dev->stapi);
+
stw_dev = NULL;
return FALSE;
}
void
stw_cleanup(void)
{
- unsigned i;
+ DHGLRC dhglrc;
debug_printf("%s\n", __FUNCTION__);
if (!stw_dev)
return;
+ /*
+ * Abort cleanup if there are still active contexts. In some situations
+ * this DLL may be unloaded before the DLL that is using GL contexts is.
+ */
pipe_mutex_lock( stw_dev->ctx_mutex );
- {
- /* Ensure all contexts are destroyed */
- i = handle_table_get_first_handle(stw_dev->ctx_table);
- while (i) {
- DrvDeleteContext(i);
- i = handle_table_get_next_handle(stw_dev->ctx_table, i);
- }
- handle_table_destroy(stw_dev->ctx_table);
- }
+ dhglrc = handle_table_get_first_handle(stw_dev->ctx_table);
pipe_mutex_unlock( stw_dev->ctx_mutex );
+ if (dhglrc) {
+ debug_printf("%s: contexts still active -- cleanup aborted\n", __FUNCTION__);
+ stw_dev = NULL;
+ return;
+ }
+
+ handle_table_destroy(stw_dev->ctx_table);
stw_framebuffer_cleanup();
pipe_mutex_destroy( stw_dev->fb_mutex );
pipe_mutex_destroy( stw_dev->ctx_mutex );
+ FREE(stw_dev->smapi);
+ stw_dev->stapi->destroy(stw_dev->stapi);
+
stw_dev->screen->destroy(stw_dev->screen);
-#ifdef WIN32_THREADS
- _glthread_DESTROY_MUTEX(OneTimeLock);
- FreeAllTSD();
+ /* glapi is statically linked: we can call the local destroy function. */
+#ifdef _GLAPI_NO_EXPORTS
+ _glapi_destroy_multithread();
#endif
#ifdef DEBUG