* Mesa 3-D graphics library
* Version: 6.3
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "eval.h"
#include "enums.h"
#include "extensions.h"
+#include "fbobject.h"
#include "feedback.h"
#include "fog.h"
#include "get.h"
#include "math/m_xform.h"
#include "math/mathmod.h"
#endif
+#include "shaderobjects.h"
#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
/**
* Makes some sanity checks and fills in the fields of the
- * GLvisual structure with the given parameters.
- *
+ * GLvisual object with the given parameters. If the caller needs
+ * to set additional fields, he should just probably init the whole GLvisual
+ * object himself.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \sa _mesa_create_visual() above for the parameter description.
- *
- * \note Need to add params for level and numAuxBuffers (at least)
*/
GLboolean
_mesa_initialize_visual( GLvisual *vis,
{
assert(vis);
- /* This is to catch bad values from device drivers not updated for
- * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
- * bad value now (a 1-bit depth buffer!?!).
- */
- assert(depthBits == 0 || depthBits > 1);
-
if (depthBits < 0 || depthBits > 32) {
return GL_FALSE;
}
- if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
+ if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
return GL_FALSE;
}
- if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumRedBits < 0 || accumRedBits > ACCUM_BITS) {
return GL_FALSE;
}
- if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumGreenBits < 0 || accumGreenBits > ACCUM_BITS) {
return GL_FALSE;
}
- if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumBlueBits < 0 || accumBlueBits > ACCUM_BITS) {
return GL_FALSE;
}
- if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumAlphaBits < 0 || accumAlphaBits > ACCUM_BITS) {
return GL_FALSE;
}
vis->greenBits = greenBits;
vis->blueBits = blueBits;
vis->alphaBits = alphaBits;
+ vis->rgbBits = redBits + greenBits + blueBits;
vis->indexBits = indexBits;
vis->depthBits = depthBits;
- vis->accumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
- vis->accumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
- vis->accumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
- vis->accumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
- vis->stencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
+ vis->stencilBits = stencilBits;
+
+ vis->accumRedBits = accumRedBits;
+ vis->accumGreenBits = accumGreenBits;
+ vis->accumBlueBits = accumBlueBits;
+ vis->accumAlphaBits = accumAlphaBits;
vis->haveAccumBuffer = accumRedBits > 0;
vis->haveDepthBuffer = depthBits > 0;
vis->numAuxBuffers = 0;
vis->level = 0;
vis->pixmapMode = 0;
+ vis->sampleBuffers = numSamples > 0 ? 1 : 0;
vis->samples = numSamples;
return GL_TRUE;
/*@}*/
-/**********************************************************************/
-/** \name GL Framebuffer allocation/destruction */
-/**********************************************************************/
-/*@{*/
-
-/**
- * Allocate a GLframebuffer structure and initializes it via
- * _mesa_initialize_framebuffer().
- *
- * A GLframebuffer is a structure which encapsulates the depth, stencil and
- * accum buffers and related parameters.
- *
- * Note that the actual depth/stencil/accum/etc buffers are not allocated
- * at this time. It's up to the device driver and/or swrast module to
- * allocate them as needed.
- *
- * \param visual a GLvisual pointer (we copy the struct contents)
- * \param softwareDepth create/use a software depth buffer?
- * \param softwareStencil create/use a software stencil buffer?
- * \param softwareAccum create/use a software accum buffer?
- * \param softwareAlpha create/use a software alpha buffer?
- *
- * \return pointer to new GLframebuffer struct or NULL if error.
- *
- * \note Need to add softwareAuxBuffers parameter.
- */
-GLframebuffer *
-_mesa_create_framebuffer( const GLvisual *visual,
- GLboolean softwareDepth,
- GLboolean softwareStencil,
- GLboolean softwareAccum,
- GLboolean softwareAlpha )
-{
- GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
- assert(visual);
- if (buffer) {
- _mesa_initialize_framebuffer(buffer, visual,
- softwareDepth, softwareStencil,
- softwareAccum, softwareAlpha );
- }
- return buffer;
-}
-
-
-/**
- * Makes some sanity checks and fills in the fields of the
- * GLframebuffer structure with the given parameters.
- *
- * \sa _mesa_create_framebuffer() above for the parameter description.
- */
-void
-_mesa_initialize_framebuffer( GLframebuffer *buffer,
- const GLvisual *visual,
- GLboolean softwareDepth,
- GLboolean softwareStencil,
- GLboolean softwareAccum,
- GLboolean softwareAlpha )
-{
- GLboolean softwareAux = GL_FALSE;
- assert(buffer);
- assert(visual);
-
- _mesa_bzero(buffer, sizeof(GLframebuffer));
-
- /* sanity checks */
- if (softwareDepth ) {
- assert(visual->depthBits > 0);
- }
- if (softwareStencil) {
- assert(visual->stencilBits > 0);
- }
- if (softwareAccum) {
- assert(visual->rgbMode);
- assert(visual->accumRedBits > 0);
- assert(visual->accumGreenBits > 0);
- assert(visual->accumBlueBits > 0);
- }
- if (softwareAlpha) {
- assert(visual->rgbMode);
- assert(visual->alphaBits > 0);
- }
-
- buffer->Visual = *visual;
- buffer->UseSoftwareDepthBuffer = softwareDepth;
- buffer->UseSoftwareStencilBuffer = softwareStencil;
- buffer->UseSoftwareAccumBuffer = softwareAccum;
- buffer->UseSoftwareAlphaBuffers = softwareAlpha;
- buffer->UseSoftwareAuxBuffers = softwareAux;
-}
-
-
-/**
- * Free a framebuffer struct and its buffers.
- *
- * Calls _mesa_free_framebuffer_data() and frees the structure.
- */
-void
-_mesa_destroy_framebuffer( GLframebuffer *buffer )
-{
- if (buffer) {
- _mesa_free_framebuffer_data(buffer);
- FREE(buffer);
- }
-}
-
-
-/**
- * Free the data hanging off of \p buffer, but not \p buffer itself.
- *
- * \param buffer framebuffer.
- *
- * Frees all the buffers associated with the structure.
- */
-void
-_mesa_free_framebuffer_data( GLframebuffer *buffer )
-{
- if (!buffer)
- return;
-
- if (buffer->UseSoftwareDepthBuffer && buffer->DepthBuffer) {
- MESA_PBUFFER_FREE( buffer->DepthBuffer );
- buffer->DepthBuffer = NULL;
- }
- if (buffer->UseSoftwareAccumBuffer && buffer->Accum) {
- MESA_PBUFFER_FREE( buffer->Accum );
- buffer->Accum = NULL;
- }
- if (buffer->UseSoftwareStencilBuffer && buffer->Stencil) {
- MESA_PBUFFER_FREE( buffer->Stencil );
- buffer->Stencil = NULL;
- }
- if (buffer->UseSoftwareAlphaBuffers){
- if (buffer->FrontLeftAlpha) {
- MESA_PBUFFER_FREE( buffer->FrontLeftAlpha );
- buffer->FrontLeftAlpha = NULL;
- }
- if (buffer->BackLeftAlpha) {
- MESA_PBUFFER_FREE( buffer->BackLeftAlpha );
- buffer->BackLeftAlpha = NULL;
- }
- if (buffer->FrontRightAlpha) {
- MESA_PBUFFER_FREE( buffer->FrontRightAlpha );
- buffer->FrontRightAlpha = NULL;
- }
- if (buffer->BackRightAlpha) {
- MESA_PBUFFER_FREE( buffer->BackRightAlpha );
- buffer->BackRightAlpha = NULL;
- }
- }
-}
-
-/*@}*/
-
-
/**********************************************************************/
/** \name Context allocation, initialization, destroying
*
if (!ss->DefaultFragmentProgram)
goto cleanup;
#endif
+#if FEATURE_ATI_fragment_shader
+ ss->DefaultFragmentShader = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_SHADER_ATI, 0);
+ if (!ss->DefaultFragmentShader)
+ goto cleanup;
+#endif
ss->BufferObjects = _mesa_NewHashTable();
+ ss->GL2Objects = _mesa_NewHashTable ();
+
ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
if (!ss->Default1D)
goto cleanup;
ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+#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:
if (ss->DefaultFragmentProgram)
ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
#endif
+#if FEATURE_ATI_fragment_shader
+ if (ss->DefaultFragmentShader)
+ ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentShader);
+#endif
#if FEATURE_ARB_vertex_buffer_object
if (ss->BufferObjects)
_mesa_DeleteHashTable(ss->BufferObjects);
#endif
+ if (ss->GL2Objects)
+ _mesa_DeleteHashTable (ss->GL2Objects);
+
+#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)
#if FEATURE_ARB_fragment_program
_mesa_delete_program(ctx, ss->DefaultFragmentProgram);
#endif
+#if FEATURE_ATI_fragment_shader
+ _mesa_delete_program(ctx, ss->DefaultFragmentShader);
+#endif
#if FEATURE_ARB_vertex_buffer_object
_mesa_DeleteHashTable(ss->BufferObjects);
#endif
+
+ _mesa_DeleteHashTable (ss->GL2Objects);
+
+#if FEATURE_EXT_framebuffer_object
+ _mesa_DeleteHashTable(ss->FrameBuffers);
+ _mesa_DeleteHashTable(ss->RenderBuffers);
+#endif
+
_glthread_DESTROY_MUTEX(ss->Mutex);
FREE(ss);
ctx->Const.MaxFragmentProgramTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
ctx->Const.MaxFragmentProgramTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
#endif
+
ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
+ /* GL_OES_read_format */
ctx->Const.ColorReadFormat = GL_RGBA;
ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
+#if FEATURE_EXT_framebuffer_object
+ ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
+ ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
+#endif
+
/* sanity checks */
ASSERT(ctx->Const.MaxTextureUnits == MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
}
/* Attribute Groups */
_mesa_init_accum( ctx );
_mesa_init_attrib( ctx );
- _mesa_init_buffers( ctx );
_mesa_init_buffer_objects( ctx );
_mesa_init_color( ctx );
_mesa_init_colortables( ctx );
_mesa_init_line( ctx );
_mesa_init_lighting( ctx );
_mesa_init_matrix( ctx );
+ _mesa_init_multisample( ctx );
_mesa_init_occlude( ctx );
_mesa_init_pixel( ctx );
_mesa_init_point( ctx );
_mesa_init_polygon( ctx );
_mesa_init_program( ctx );
_mesa_init_rastpos( ctx );
+ _mesa_init_scissor( ctx );
+ _mesa_init_shaderobjects (ctx);
_mesa_init_stencil( ctx );
_mesa_init_transform( ctx );
_mesa_init_varray( ctx );
{ "glActiveStencilFaceEXT", _gloffset_ActiveStencilFaceEXT },
/* GL_ARB_draw_buffers */
{ "glDrawBuffersARB", _gloffset_DrawBuffersARB },
+#if FEATURE_ATI_fragment_shader
+ { "glGenFragmentShadersATI", _gloffset_GenFragmentShadersATI },
+ { "glBindFragmentShaderATI", _gloffset_BindFragmentShaderATI },
+ { "glDeleteFragmentShaderATI", _gloffset_DeleteFragmentShaderATI },
+ { "glBeginFragmentShaderATI", _gloffset_BeginFragmentShaderATI },
+ { "glEndFragmentShaderATI", _gloffset_EndFragmentShaderATI },
+ { "glPassTexCoordATI", _gloffset_PassTexCoordATI },
+ { "glSampleMapATI", _gloffset_SampleMapATI },
+ { "glColorFragmentOp1ATI", _gloffset_ColorFragmentOp1ATI },
+ { "glColorFragmentOp2ATI", _gloffset_ColorFragmentOp2ATI },
+ { "glColorFragmentOp3ATI", _gloffset_ColorFragmentOp3ATI },
+ { "glAlphaFragmentOp1ATI", _gloffset_AlphaFragmentOp1ATI },
+ { "glAlphaFragmentOp2ATI", _gloffset_AlphaFragmentOp2ATI },
+ { "glAlphaFragmentOp3ATI", _gloffset_AlphaFragmentOp3ATI },
+ { "glSetFragmentShaderConstantATI", _gloffset_SetFragmentShaderConstantATI },
+#endif
};
for (i = 0; i < Elements(newer_entrypoints); i++ ) {
{
ASSERT(driverContext);
assert(driverFunctions->NewTextureObject);
+ assert(driverFunctions->FreeTexImageData);
/* If the driver wants core Mesa to use special imports, it'll have to
* override these defaults.
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
+ ctx->WinSysDrawBuffer = NULL;
+ ctx->WinSysReadBuffer = NULL;
/* Plug in driver functions and context pointer here.
* This is important because when we call alloc_shared_state() below
ctx->TnlModule.SwapCount = 0;
#endif
+ ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
+ ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
+
return GL_TRUE;
}
{
/* if we're destroying the current context, unbind it first */
if (ctx == _mesa_get_current_context()) {
- _mesa_make_current(NULL, NULL);
+ _mesa_make_current(NULL, NULL, NULL);
}
_mesa_free_lighting_data( ctx );
}
-/**
- * Set the current context, binding the given frame buffer to the context.
- *
- * \param newCtx new GL context.
- * \param buffer framebuffer.
- *
- * Calls _mesa_make_current2() with \p buffer as read and write framebuffer.
- */
-void
-_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
-{
- _mesa_make_current2( newCtx, buffer, buffer );
-}
-
/**
* Bind the given context to the given draw-buffer and read-buffer and
* make it the current context for this thread.
* troubleshooting.
*/
void
-_mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
- GLframebuffer *readBuffer )
+_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
+ GLframebuffer *readBuffer )
{
- if (MESA_VERBOSE)
- _mesa_debug(newCtx, "_mesa_make_current2()\n");
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(newCtx, "_mesa_make_current()\n");
/* Check that the context's and framebuffer's visuals are compatible.
*/
_glapi_set_context((void *) newCtx);
ASSERT(_mesa_get_current_context() == newCtx);
-
if (!newCtx) {
_glapi_set_dispatch(NULL); /* none current */
}
if (drawBuffer && readBuffer) {
/* TODO: check if newCtx and buffer's visual match??? */
+
+#if NEW_RENDERBUFFER
+ ASSERT(drawBuffer->Name == 0);
+ ASSERT(readBuffer->Name == 0);
+ newCtx->WinSysDrawBuffer = drawBuffer;
+ newCtx->WinSysReadBuffer = readBuffer;
+ /* don't replace user-buffer bindings with window system buffer */
+ if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
+ newCtx->DrawBuffer = drawBuffer;
+ newCtx->ReadBuffer = readBuffer;
+ }
+#else
newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
+#endif
newCtx->NewState |= _NEW_BUFFERS;
#if _HAVE_FULL_GL
/* ask device driver for size of the buffer */
(*newCtx->Driver.GetBufferSize)(drawBuffer, &bufWidth, &bufHeight);
/* set initial buffer size */
- drawBuffer->Width = bufWidth;
- drawBuffer->Height = bufHeight;
- newCtx->Driver.ResizeBuffers( drawBuffer );
+ if (newCtx->Driver.ResizeBuffers)
+ newCtx->Driver.ResizeBuffers(newCtx, drawBuffer,
+ bufWidth, bufHeight);
drawBuffer->Initialized = GL_TRUE;
}
/* ask device driver for size of the buffer */
(*newCtx->Driver.GetBufferSize)(readBuffer, &bufWidth, &bufHeight);
/* set initial buffer size */
- readBuffer->Width = bufWidth;
- readBuffer->Height = bufHeight;
- newCtx->Driver.ResizeBuffers( readBuffer );
+ if (newCtx->Driver.ResizeBuffers)
+ newCtx->Driver.ResizeBuffers(newCtx, readBuffer,
+ bufWidth, bufHeight);
readBuffer->Initialized = GL_TRUE;
}
#endif
}
}
+
+/**
+ * Make context 'ctx' share the display lists, textures and programs
+ * that are associated with 'ctxToShare'.
+ * Any display lists, textures or programs associated with 'ctx' will
+ * be deleted if nobody else is sharing them.
+ */
+GLboolean
+_mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
+{
+ if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
+ ctx->Shared->RefCount--;
+ if (ctx->Shared->RefCount == 0) {
+ free_shared_state(ctx, ctx->Shared);
+ }
+ ctx->Shared = ctxToShare->Shared;
+ ctx->Shared->RefCount++;
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+
+
/**
* Get current context for the calling thread.
*