/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.1
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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 "fog.h"
#include "framebuffer.h"
#include "get.h"
-#include "glthread.h"
-#include "glapioffsets.h"
#include "histogram.h"
#include "hint.h"
#include "hash.h"
-#include "atifragshader.h"
#include "light.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
-#include "occlude.h"
#include "pixel.h"
#include "points.h"
#include "polygon.h"
-#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
-#include "program.h"
-#endif
+#include "queryobj.h"
#include "rastpos.h"
#include "simple_list.h"
#include "state.h"
#include "varray.h"
#include "version.h"
#include "vtxfmt.h"
+#include "glapi/glthread.h"
+#include "glapi/glapioffsets.h"
+#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
+#include "shader/program.h"
+#endif
+#include "shader/shader_api.h"
+#include "shader/atifragshader.h"
#if _HAVE_FULL_GL
#include "math/m_translate.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "math/mathmod.h"
#endif
-#include "shader_api.h"
#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
-/**********************************************************************/
-/** \name OpenGL SI-style interface (new in Mesa 3.5)
- *
- * \if subset
- * \note Most of these functions are never called in the Mesa subset.
- * \endif
- */
-/*@{*/
-
-/**
- * Destroy context callback.
- *
- * \param gc context.
- * \return GL_TRUE on success, or GL_FALSE on failure.
- *
- * \ifnot subset
- * Called by window system/device driver (via __GLexports::destroyCurrent) when
- * the rendering context is to be destroyed.
- * \endif
- *
- * Frees the context data and the context structure.
- */
-GLboolean
-_mesa_destroyContext(__GLcontext *gc)
-{
- if (gc) {
- _mesa_free_context_data(gc);
- _mesa_free(gc);
- }
- return GL_TRUE;
-}
-
-/**
- * Unbind context callback.
- *
- * \param gc context.
- * \return GL_TRUE on success, or GL_FALSE on failure.
- *
- * \ifnot subset
- * Called by window system/device driver (via __GLexports::loseCurrent)
- * when the rendering context is made non-current.
- * \endif
- *
- * No-op
- */
-GLboolean
-_mesa_loseCurrent(__GLcontext *gc)
-{
- /* XXX unbind context from thread */
- (void) gc;
- return GL_TRUE;
-}
-
-/**
- * Bind context callback.
- *
- * \param gc context.
- * \return GL_TRUE on success, or GL_FALSE on failure.
- *
- * \ifnot subset
- * Called by window system/device driver (via __GLexports::makeCurrent)
- * when the rendering context is made current.
- * \endif
- *
- * No-op
- */
-GLboolean
-_mesa_makeCurrent(__GLcontext *gc)
-{
- /* XXX bind context to thread */
- (void) gc;
- return GL_TRUE;
-}
-
-/**
- * Share context callback.
- *
- * \param gc context.
- * \param gcShare shared context.
- * \return GL_TRUE on success, or GL_FALSE on failure.
- *
- * \ifnot subset
- * Called by window system/device driver (via __GLexports::shareContext)
- * \endif
- *
- * Update the shared context reference count, gl_shared_state::RefCount.
- */
-GLboolean
-_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
-{
- if (gc && gcShare && gc->Shared && gcShare->Shared) {
- gc->Shared->RefCount--;
- if (gc->Shared->RefCount == 0) {
- free_shared_state(gc, gc->Shared);
- }
- gc->Shared = gcShare->Shared;
- gc->Shared->RefCount++;
- return GL_TRUE;
- }
- else {
- return GL_FALSE;
- }
-}
-
-
-#if _HAVE_FULL_GL
-/**
- * Copy context callback.
- */
-GLboolean
-_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
-{
- if (dst && src) {
- _mesa_copy_context( src, dst, mask );
- return GL_TRUE;
- }
- else {
- return GL_FALSE;
- }
-}
-#endif
-
-/** No-op */
-GLboolean
-_mesa_forceCurrent(__GLcontext *gc)
-{
- (void) gc;
- return GL_TRUE;
-}
-
-/**
- * Windows/buffer resizing notification callback.
- *
- * \param gc GL context.
- * \return GL_TRUE on success, or GL_FALSE on failure.
- */
-GLboolean
-_mesa_notifyResize(__GLcontext *gc)
-{
- /* update viewport, resize software buffers, etc. */
- (void) gc;
- return GL_TRUE;
-}
-
-/**
- * Window/buffer destruction notification callback.
- *
- * \param gc GL context.
- *
- * Called when the context's window/buffer is going to be destroyed.
- *
- * No-op
- */
-void
-_mesa_notifyDestroy(__GLcontext *gc)
-{
- /* Unbind from it. */
- (void) gc;
-}
-
/**
* Swap buffers notification callback.
*
FLUSH_VERTICES( gc, 0 );
}
-/** No-op */
-struct __GLdispatchStateRec *
-_mesa_dispatchExec(__GLcontext *gc)
-{
- (void) gc;
- return NULL;
-}
-
-/** No-op */
-void
-_mesa_beginDispatchOverride(__GLcontext *gc)
-{
- (void) gc;
-}
-
-/** No-op */
-void
-_mesa_endDispatchOverride(__GLcontext *gc)
-{
- (void) gc;
-}
-
-/**
- * \ifnot subset
- * Setup the exports.
- *
- * The window system will call these functions when it needs Mesa to do
- * something.
- *
- * \note Device drivers should override these functions! For example,
- * the Xlib driver should plug in the XMesa*-style functions into this
- * structure. The XMesa-style functions should then call the _mesa_*
- * version of these functions. This is an approximation to OO design
- * (inheritance and virtual functions).
- * \endif
- *
- * \if subset
- * No-op.
- *
- * \endif
- */
-static void
-_mesa_init_default_exports(__GLexports *exports)
-{
-#if _HAVE_FULL_GL
- exports->destroyContext = _mesa_destroyContext;
- exports->loseCurrent = _mesa_loseCurrent;
- exports->makeCurrent = _mesa_makeCurrent;
- exports->shareContext = _mesa_shareContext;
- exports->copyContext = _mesa_copyContext;
- exports->forceCurrent = _mesa_forceCurrent;
- exports->notifyResize = _mesa_notifyResize;
- exports->notifyDestroy = _mesa_notifyDestroy;
- exports->notifySwapBuffers = _mesa_notifySwapBuffers;
- exports->dispatchExec = _mesa_dispatchExec;
- exports->beginDispatchOverride = _mesa_beginDispatchOverride;
- exports->endDispatchOverride = _mesa_endDispatchOverride;
-#else
- (void) exports;
-#endif
-}
-
-/**
- * Exported OpenGL SI interface.
- */
-__GLcontext *
-__glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
-{
- GLcontext *ctx;
-
- ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
- if (ctx == NULL) {
- return NULL;
- }
-
- /* XXX doesn't work at this time */
- _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
- ctx->imports = *imports;
-
- return ctx;
-}
-
-/**
- * Exported OpenGL SI interface.
- */
-void
-__glCoreNopDispatch(void)
-{
-#if 0
- /* SI */
- __gl_dispatch = __glNopDispatchState;
-#else
- /* Mesa */
- _glapi_set_dispatch(NULL);
-#endif
-}
-
-/*@}*/
-
/**********************************************************************/
/** \name GL Visual allocation/destruction */
assert( sizeof(GLint) == 4 );
assert( sizeof(GLuint) == 4 );
+ _mesa_init_sqrt_table();
+
#if _HAVE_FULL_GL
_math_init();
if (!ss->DefaultRect)
goto cleanup;
- /* Effectively bind the default textures to all texture units */
- ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+ 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;
#endif
-
return GL_TRUE;
- cleanup:
+cleanup:
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
_mesa_DeleteHashTable(ss->DisplayList);
(*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);
if (ss)
_mesa_free(ss);
return GL_FALSE;
}
else {
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
- ASSERT(shProg->Type == GL_SHADER_PROGRAM);
+ 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;
+ 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 */
+ rb->Delete(rb);
+}
+
+
/**
* Deallocate a shared state object and all children structures.
_mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
_mesa_DeleteHashTable(ss->DisplayList);
- /*
- * Free texture objects
- */
- ASSERT(ctx->Driver.DeleteTexture);
- /* the default textures */
- ctx->Driver.DeleteTexture(ctx, ss->Default1D);
- ctx->Driver.DeleteTexture(ctx, ss->Default2D);
- ctx->Driver.DeleteTexture(ctx, ss->Default3D);
- ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
- ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
- /* all other textures */
- _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
- _mesa_DeleteHashTable(ss->TexObjects);
-
#if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
_mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
_mesa_DeleteHashTable(ss->Programs);
#endif
#if FEATURE_EXT_framebuffer_object
+ _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
_mesa_DeleteHashTable(ss->FrameBuffers);
+ _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
_mesa_DeleteHashTable(ss->RenderBuffers);
#endif
+ /*
+ * Free texture objects (after FBOs since some textures might have
+ * been bound to FBOs).
+ */
+ ASSERT(ctx->Driver.DeleteTexture);
+ /* the default textures */
+ ctx->Driver.DeleteTexture(ctx, ss->Default1D);
+ ctx->Driver.DeleteTexture(ctx, ss->Default2D);
+ ctx->Driver.DeleteTexture(ctx, ss->Default3D);
+ ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
+ ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
+ ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
+ ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
+ /* all other textures */
+ _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
+ _mesa_DeleteHashTable(ss->TexObjects);
+
_glthread_DESTROY_MUTEX(ss->Mutex);
_mesa_free(ss);
ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
+ ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
ctx->Const.VertexProgram.MaxTexInstructions = 0;
ctx->Const.VertexProgram.MaxTexIndirections = 0;
ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
- ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
+ ctx->Const.VertexProgram.MaxTemps = MAX_PROGRAM_TEMPS;
ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
- ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
+ ctx->Const.VertexProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
init_natives(&ctx->Const.VertexProgram);
ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
- ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
+ ctx->Const.FragmentProgram.MaxTemps = MAX_PROGRAM_TEMPS;
ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
- ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
+ ctx->Const.FragmentProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS;
init_natives(&ctx->Const.FragmentProgram);
static int
generic_nop(void)
{
- _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
+ _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
return 0;
}
assert(driverFunctions->NewTextureObject);
assert(driverFunctions->FreeTexImageData);
- /* If the driver wants core Mesa to use special imports, it'll have to
- * override these defaults.
- */
- _mesa_init_default_imports( &(ctx->imports), driverContext );
-
- /* initialize the exports (Mesa functions called by the window system) */
- _mesa_init_default_exports( &(ctx->exports) );
-
/* misc one-time initializations */
one_time_init(ctx);
void
_mesa_free_context_data( GLcontext *ctx )
{
- /* if we're destroying the current context, unbind it first */
- if (ctx == _mesa_get_current_context()) {
- _mesa_make_current(NULL, NULL, NULL);
- }
- else {
- /* unreference WinSysDraw/Read buffers */
- _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
- _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
- _mesa_unreference_framebuffer(&ctx->DrawBuffer);
- _mesa_unreference_framebuffer(&ctx->ReadBuffer);
+ if (!_mesa_get_current_context()){
+ /* No current context, but we may need one in order to delete
+ * texture objs, etc. So temporarily bind the context now.
+ */
+ _mesa_make_current(ctx, NULL, NULL);
}
+ /* unreference WinSysDraw/Read buffers */
+ _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
+ _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
+ _mesa_unreference_framebuffer(&ctx->DrawBuffer);
+ _mesa_unreference_framebuffer(&ctx->ReadBuffer);
+
+ _mesa_free_attrib_data(ctx);
_mesa_free_lighting_data( ctx );
_mesa_free_eval_data( ctx );
_mesa_free_texture_data( ctx );
if (ctx->Extensions.String)
_mesa_free((void *) ctx->Extensions.String);
+
+ /* unbind the context if it's currently bound */
+ if (ctx == _mesa_get_current_context()) {
+ _mesa_make_current(NULL, NULL, NULL);
+ }
}
* Check if the given context can render into the given framebuffer
* by checking visual attributes.
*
- * XXX this may go away someday because we're moving toward more freedom
- * in binding contexts to drawables with different visual attributes.
- * The GL_EXT_f_b_o extension is prompting some of that.
+ * Most of these tests could go away because Mesa is now pretty flexible
+ * in terms of mixing rendering contexts with framebuffers. As long
+ * as RGB vs. CI mode agree, we're probably good.
*
* \return GL_TRUE if compatible, GL_FALSE otherwise.
*/
return GL_FALSE;
if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
return GL_FALSE;
+#if 0
+ /* disabled (see bug 11161) */
if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
return GL_FALSE;
+#endif
if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
return GL_FALSE;
}
}
-#if 0 /** XXX enable this someday */
- if (oldCtx && oldCtx != newCtx) {
- /* unbind old context's draw/read buffers */
- if (oldCtx->DrawBuffer && oldCtx->DrawBuffer->Name == 0) {
- oldCtx->DrawBuffer->RefCount--;
- oldCtx->DrawBuffer = NULL;
- }
- if (oldCtx->ReadBuffer && oldCtx->ReadBuffer->Name == 0) {
- oldCtx->ReadBuffer->RefCount--;
- oldCtx->ReadBuffer = NULL;
- }
- if (oldCtx->WinSysDrawBuffer) {
- ASSERT(oldCtx->WinSysDrawBuffer->Name == 0);
- oldCtx->WinSysDrawBuffer->RefCount--;
- oldCtx->WinSysDrawBuffer = NULL;
- }
- if (oldCtx->WinSysReadBuffer) {
- ASSERT(oldCtx->WinSysReadBuffer->Name == 0);
- oldCtx->WinSysReadBuffer->RefCount--;
- oldCtx->WinSysReadBuffer = NULL;
- }
- }
-#endif
-
/* We used to call _glapi_check_multithread() here. Now do it in drivers */
_glapi_set_context((void *) newCtx);
ASSERT(_mesa_get_current_context() == newCtx);
if (oldCtx) {
_mesa_unreference_framebuffer(&oldCtx->WinSysDrawBuffer);
_mesa_unreference_framebuffer(&oldCtx->WinSysReadBuffer);
+ _mesa_unreference_framebuffer(&oldCtx->DrawBuffer);
+ _mesa_unreference_framebuffer(&oldCtx->ReadBuffer);
}
if (!newCtx) {
*/
if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
_mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
+#if 000
+ /* fix up the fb fields - these will end up wrong otherwise
+ if the DRIdrawable changes, and everything relies on them.
+ This is a bit messy (same as needed in _mesa_BindFramebufferEXT) */
+ int i;
+ GLenum buffers[MAX_DRAW_BUFFERS];
+ for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
+ buffers[i] = newCtx->Color.DrawBuffer[i];
+ }
+ _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
+#endif
}
if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
_mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
+#if 00
+ _mesa_readbuffer_update_fields(newCtx, newCtx->Pixel.ReadBuffer);
+#endif
}
+ /* XXX only set this flag if we're really changing the draw/read
+ * framebuffer bindings.
+ */
newCtx->NewState |= _NEW_BUFFERS;
#if 1