Merge commit 'origin/7.8'
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "extensions.h"
97 #include "fbobject.h"
98 #include "feedback.h"
99 #include "fog.h"
100 #include "framebuffer.h"
101 #include "histogram.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "multisample.h"
109 #include "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #if FEATURE_ARB_sync
115 #include "syncobj.h"
116 #endif
117 #include "rastpos.h"
118 #include "remap.h"
119 #include "scissor.h"
120 #include "shared.h"
121 #include "simple_list.h"
122 #include "state.h"
123 #include "stencil.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
127 #include "mtypes.h"
128 #include "varray.h"
129 #include "version.h"
130 #include "viewport.h"
131 #include "vtxfmt.h"
132 #include "glapi/glthread.h"
133 #include "glapi/glapitable.h"
134 #include "shader/program.h"
135 #include "shader/prog_print.h"
136 #include "shader/shader_api.h"
137 #if _HAVE_FULL_GL
138 #include "math/m_matrix.h"
139 #endif
140
141 #ifdef USE_SPARC_ASM
142 #include "sparc/sparc.h"
143 #endif
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(__GLcontext *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a GLvisual structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new GLvisual or NULL if requested parameters can't be
204 * met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 GLvisual *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 GLvisual *vis = (GLvisual *) calloc(1, sizeof(GLvisual));
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238 /**
239 * Makes some sanity checks and fills in the fields of the
240 * GLvisual object with the given parameters. If the caller needs
241 * to set additional fields, he should just probably init the whole GLvisual
242 * object himself.
243 * \return GL_TRUE on success, or GL_FALSE on failure.
244 *
245 * \sa _mesa_create_visual() above for the parameter description.
246 */
247 GLboolean
248 _mesa_initialize_visual( GLvisual *vis,
249 GLboolean dbFlag,
250 GLboolean stereoFlag,
251 GLint redBits,
252 GLint greenBits,
253 GLint blueBits,
254 GLint alphaBits,
255 GLint depthBits,
256 GLint stencilBits,
257 GLint accumRedBits,
258 GLint accumGreenBits,
259 GLint accumBlueBits,
260 GLint accumAlphaBits,
261 GLint numSamples )
262 {
263 assert(vis);
264
265 if (depthBits < 0 || depthBits > 32) {
266 return GL_FALSE;
267 }
268 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
269 return GL_FALSE;
270 }
271 assert(accumRedBits >= 0);
272 assert(accumGreenBits >= 0);
273 assert(accumBlueBits >= 0);
274 assert(accumAlphaBits >= 0);
275
276 vis->rgbMode = GL_TRUE;
277 vis->doubleBufferMode = dbFlag;
278 vis->stereoMode = stereoFlag;
279
280 vis->redBits = redBits;
281 vis->greenBits = greenBits;
282 vis->blueBits = blueBits;
283 vis->alphaBits = alphaBits;
284 vis->rgbBits = redBits + greenBits + blueBits;
285
286 vis->indexBits = 0;
287 vis->depthBits = depthBits;
288 vis->stencilBits = stencilBits;
289
290 vis->accumRedBits = accumRedBits;
291 vis->accumGreenBits = accumGreenBits;
292 vis->accumBlueBits = accumBlueBits;
293 vis->accumAlphaBits = accumAlphaBits;
294
295 vis->haveAccumBuffer = accumRedBits > 0;
296 vis->haveDepthBuffer = depthBits > 0;
297 vis->haveStencilBuffer = stencilBits > 0;
298
299 vis->numAuxBuffers = 0;
300 vis->level = 0;
301 vis->pixmapMode = 0;
302 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
303 vis->samples = numSamples;
304
305 return GL_TRUE;
306 }
307
308
309 /**
310 * Destroy a visual and free its memory.
311 *
312 * \param vis visual.
313 *
314 * Frees the visual structure.
315 */
316 void
317 _mesa_destroy_visual( GLvisual *vis )
318 {
319 free(vis);
320 }
321
322 /*@}*/
323
324
325 /**********************************************************************/
326 /** \name Context allocation, initialization, destroying
327 *
328 * The purpose of the most initialization functions here is to provide the
329 * default state values according to the OpenGL specification.
330 */
331 /**********************************************************************/
332 /*@{*/
333
334
335 /**
336 * This is lame. gdb only seems to recognize enum types that are
337 * actually used somewhere. We want to be able to print/use enum
338 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
339 * the gl_texture_index type anywhere. Thus, this lame function.
340 */
341 static void
342 dummy_enum_func(void)
343 {
344 gl_buffer_index bi;
345 gl_colortable_index ci;
346 gl_face_index fi;
347 gl_frag_attrib fa;
348 gl_frag_result fr;
349 gl_texture_index ti;
350 gl_vert_attrib va;
351 gl_vert_result vr;
352
353 (void) bi;
354 (void) ci;
355 (void) fi;
356 (void) fa;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vr;
361 }
362
363
364 /**
365 * One-time initialization mutex lock.
366 *
367 * \sa Used by one_time_init().
368 */
369 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
370
371 /**
372 * Calls all the various one-time-init functions in Mesa.
373 *
374 * While holding a global mutex lock, calls several initialization functions,
375 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
376 * defined.
377 *
378 * \sa _math_init().
379 */
380 static void
381 one_time_init( GLcontext *ctx )
382 {
383 static GLboolean alreadyCalled = GL_FALSE;
384 (void) ctx;
385 _glthread_LOCK_MUTEX(OneTimeLock);
386 if (!alreadyCalled) {
387 GLuint i;
388
389 /* do some implementation tests */
390 assert( sizeof(GLbyte) == 1 );
391 assert( sizeof(GLubyte) == 1 );
392 assert( sizeof(GLshort) == 2 );
393 assert( sizeof(GLushort) == 2 );
394 assert( sizeof(GLint) == 4 );
395 assert( sizeof(GLuint) == 4 );
396
397 _mesa_get_cpu_features();
398
399 _mesa_init_remap_table();
400
401 _mesa_init_sqrt_table();
402
403 for (i = 0; i < 256; i++) {
404 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
405 }
406
407 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
408 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
409 MESA_VERSION_STRING, __DATE__, __TIME__);
410 #endif
411
412 alreadyCalled = GL_TRUE;
413 }
414 _glthread_UNLOCK_MUTEX(OneTimeLock);
415
416 dummy_enum_func();
417 }
418
419
420 /**
421 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
422 */
423 static void
424 _mesa_init_current(GLcontext *ctx)
425 {
426 GLuint i;
427
428 /* Init all to (0,0,0,1) */
429 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
430 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
431 }
432
433 /* redo special cases: */
434 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
435 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
436 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
437 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
438 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
439 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
440 }
441
442
443 /**
444 * Init vertex/fragment program limits.
445 * Important: drivers should override these with actual limits.
446 */
447 static void
448 init_program_limits(GLenum type, struct gl_program_constants *prog)
449 {
450 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
451 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
452 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
453 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
454 prog->MaxTemps = MAX_PROGRAM_TEMPS;
455 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
456 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
457 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
458
459 if (type == GL_VERTEX_PROGRAM_ARB) {
460 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
461 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
462 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
463 }
464 else {
465 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
466 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
467 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
468 }
469
470 /* Set the native limits to zero. This implies that there is no native
471 * support for shaders. Let the drivers fill in the actual values.
472 */
473 prog->MaxNativeInstructions = 0;
474 prog->MaxNativeAluInstructions = 0;
475 prog->MaxNativeTexInstructions = 0;
476 prog->MaxNativeTexIndirections = 0;
477 prog->MaxNativeAttribs = 0;
478 prog->MaxNativeTemps = 0;
479 prog->MaxNativeAddressRegs = 0;
480 prog->MaxNativeParameters = 0;
481 }
482
483
484 /**
485 * Initialize fields of gl_constants (aka ctx->Const.*).
486 * Use defaults from config.h. The device drivers will often override
487 * some of these values (such as number of texture units).
488 */
489 static void
490 _mesa_init_constants(GLcontext *ctx)
491 {
492 assert(ctx);
493
494 /* Constants, may be overriden (usually only reduced) by device drivers */
495 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
496 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
497 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
498 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
499 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
500 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
501 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
502 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
503 ctx->Const.MaxTextureImageUnits);
504 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
505 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
506 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
507 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
508 ctx->Const.MinPointSize = MIN_POINT_SIZE;
509 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
510 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
511 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
512 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
513 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
514 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
515 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
516 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
517 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
518 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
519 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
520 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
521 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
522 ctx->Const.MaxLights = MAX_LIGHTS;
523 ctx->Const.MaxShininess = 128.0;
524 ctx->Const.MaxSpotExponent = 128.0;
525 ctx->Const.MaxViewportWidth = MAX_WIDTH;
526 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
527 #if FEATURE_ARB_vertex_program
528 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
529 #endif
530 #if FEATURE_ARB_fragment_program
531 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
532 #endif
533 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
534 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
535
536 /* CheckArrayBounds is overriden by drivers/x11 for X server */
537 ctx->Const.CheckArrayBounds = GL_FALSE;
538
539 /* GL_ARB_draw_buffers */
540 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
541
542 #if FEATURE_EXT_framebuffer_object
543 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
544 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
545 #endif
546
547 #if FEATURE_ARB_vertex_shader
548 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
549 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
550 ctx->Const.MaxVarying = MAX_VARYING;
551 #endif
552
553 /* GL_ARB_framebuffer_object */
554 ctx->Const.MaxSamples = 0;
555
556 /* GL_ARB_sync */
557 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
558
559 /* GL_ATI_envmap_bumpmap */
560 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
561
562 /* GL_EXT_provoking_vertex */
563 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
564
565 /* GL_EXT_transform_feedback */
566 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
567 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
568 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
569 }
570
571
572 /**
573 * Do some sanity checks on the limits/constants for the given context.
574 * Only called the first time a context is bound.
575 */
576 static void
577 check_context_limits(GLcontext *ctx)
578 {
579 /* check that we don't exceed the size of various bitfields */
580 assert(VERT_RESULT_MAX <=
581 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
582 assert(FRAG_ATTRIB_MAX <=
583 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
584
585 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
586
587 /* shader-related checks */
588 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
589 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
590
591 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
592 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
593 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
594 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
595
596 /* Texture unit checks */
597 assert(ctx->Const.MaxTextureImageUnits > 0);
598 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
599 assert(ctx->Const.MaxTextureCoordUnits > 0);
600 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
601 assert(ctx->Const.MaxTextureUnits > 0);
602 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
603 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
604 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
605 ctx->Const.MaxTextureCoordUnits));
606 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
607 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
608 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
609 /* number of coord units cannot be greater than number of image units */
610 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
611
612
613 /* Texture size checks */
614 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
615 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
616 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
617 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
618
619 /* make sure largest texture image is <= MAX_WIDTH in size */
620 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
621 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
622 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
623
624 /* Texture level checks */
625 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
626 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
627
628 /* Max texture size should be <= max viewport size (render to texture) */
629 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
630
631 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
632 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
633
634 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
635
636 /* XXX probably add more tests */
637 }
638
639
640 /**
641 * Initialize the attribute groups in a GL context.
642 *
643 * \param ctx GL context.
644 *
645 * Initializes all the attributes, calling the respective <tt>init*</tt>
646 * functions for the more complex data structures.
647 */
648 static GLboolean
649 init_attrib_groups(GLcontext *ctx)
650 {
651 assert(ctx);
652
653 /* Constants */
654 _mesa_init_constants( ctx );
655
656 /* Extensions */
657 _mesa_init_extensions( ctx );
658
659 /* Attribute Groups */
660 _mesa_init_accum( ctx );
661 _mesa_init_attrib( ctx );
662 _mesa_init_buffer_objects( ctx );
663 _mesa_init_color( ctx );
664 _mesa_init_colortables( ctx );
665 _mesa_init_current( ctx );
666 _mesa_init_depth( ctx );
667 _mesa_init_debug( ctx );
668 _mesa_init_display_list( ctx );
669 _mesa_init_eval( ctx );
670 _mesa_init_fbobjects( ctx );
671 _mesa_init_feedback( ctx );
672 _mesa_init_fog( ctx );
673 _mesa_init_histogram( ctx );
674 _mesa_init_hint( ctx );
675 _mesa_init_line( ctx );
676 _mesa_init_lighting( ctx );
677 _mesa_init_matrix( ctx );
678 _mesa_init_multisample( ctx );
679 _mesa_init_pixel( ctx );
680 _mesa_init_pixelstore( ctx );
681 _mesa_init_point( ctx );
682 _mesa_init_polygon( ctx );
683 _mesa_init_program( ctx );
684 _mesa_init_queryobj( ctx );
685 #if FEATURE_ARB_sync
686 _mesa_init_sync( ctx );
687 #endif
688 _mesa_init_rastpos( ctx );
689 _mesa_init_scissor( ctx );
690 _mesa_init_shader_state( ctx );
691 _mesa_init_stencil( ctx );
692 _mesa_init_transform( ctx );
693 _mesa_init_transform_feedback( ctx );
694 _mesa_init_varray( ctx );
695 _mesa_init_viewport( ctx );
696
697 if (!_mesa_init_texture( ctx ))
698 return GL_FALSE;
699
700 _mesa_init_texture_s3tc( ctx );
701
702 /* Miscellaneous */
703 ctx->NewState = _NEW_ALL;
704 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
705 ctx->varying_vp_inputs = ~0;
706
707 return GL_TRUE;
708 }
709
710
711 /**
712 * Update default objects in a GL context with respect to shared state.
713 *
714 * \param ctx GL context.
715 *
716 * Removes references to old default objects, (texture objects, program
717 * objects, etc.) and changes to reference those from the current shared
718 * state.
719 */
720 static GLboolean
721 update_default_objects(GLcontext *ctx)
722 {
723 assert(ctx);
724
725 _mesa_update_default_objects_program(ctx);
726 _mesa_update_default_objects_texture(ctx);
727 _mesa_update_default_objects_buffer_objects(ctx);
728
729 return GL_TRUE;
730 }
731
732
733 /**
734 * This is the default function we plug into all dispatch table slots
735 * This helps prevents a segfault when someone calls a GL function without
736 * first checking if the extension's supported.
737 */
738 static int
739 generic_nop(void)
740 {
741 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
742 return 0;
743 }
744
745
746 /**
747 * Allocate and initialize a new dispatch table.
748 */
749 static struct _glapi_table *
750 alloc_dispatch_table(void)
751 {
752 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
753 * In practice, this'll be the same for stand-alone Mesa. But for DRI
754 * Mesa we do this to accomodate different versions of libGL and various
755 * DRI drivers.
756 */
757 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
758 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
759 struct _glapi_table *table =
760 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
761 if (table) {
762 _glapi_proc *entry = (_glapi_proc *) table;
763 GLint i;
764 for (i = 0; i < numEntries; i++) {
765 entry[i] = (_glapi_proc) generic_nop;
766 }
767 }
768 return table;
769 }
770
771
772 /**
773 * Initialize a GLcontext struct (rendering context).
774 *
775 * This includes allocating all the other structs and arrays which hang off of
776 * the context by pointers.
777 * Note that the driver needs to pass in its dd_function_table here since
778 * we need to at least call driverFunctions->NewTextureObject to create the
779 * default texture objects.
780 *
781 * Called by _mesa_create_context().
782 *
783 * Performs the imports and exports callback tables initialization, and
784 * miscellaneous one-time initializations. If no shared context is supplied one
785 * is allocated, and increase its reference count. Setups the GL API dispatch
786 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
787 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
788 * for debug flags.
789 *
790 * \param ctx the context to initialize
791 * \param visual describes the visual attributes for this context
792 * \param share_list points to context to share textures, display lists,
793 * etc with, or NULL
794 * \param driverFunctions table of device driver functions for this context
795 * to use
796 * \param driverContext pointer to driver-specific context data
797 */
798 GLboolean
799 _mesa_initialize_context(GLcontext *ctx,
800 const GLvisual *visual,
801 GLcontext *share_list,
802 const struct dd_function_table *driverFunctions,
803 void *driverContext)
804 {
805 struct gl_shared_state *shared;
806
807 /*ASSERT(driverContext);*/
808 assert(driverFunctions->NewTextureObject);
809 assert(driverFunctions->FreeTexImageData);
810
811 /* misc one-time initializations */
812 one_time_init(ctx);
813
814 ctx->Visual = *visual;
815 ctx->DrawBuffer = NULL;
816 ctx->ReadBuffer = NULL;
817 ctx->WinSysDrawBuffer = NULL;
818 ctx->WinSysReadBuffer = NULL;
819
820 /* Plug in driver functions and context pointer here.
821 * This is important because when we call alloc_shared_state() below
822 * we'll call ctx->Driver.NewTextureObject() to create the default
823 * textures.
824 */
825 ctx->Driver = *driverFunctions;
826 ctx->DriverCtx = driverContext;
827
828 if (share_list) {
829 /* share state with another context */
830 shared = share_list->Shared;
831 }
832 else {
833 /* allocate new, unshared state */
834 shared = _mesa_alloc_shared_state(ctx);
835 if (!shared)
836 return GL_FALSE;
837 }
838
839 _glthread_LOCK_MUTEX(shared->Mutex);
840 ctx->Shared = shared;
841 shared->RefCount++;
842 _glthread_UNLOCK_MUTEX(shared->Mutex);
843
844 if (!init_attrib_groups( ctx )) {
845 _mesa_release_shared_state(ctx, ctx->Shared);
846 return GL_FALSE;
847 }
848
849 /* setup the API dispatch tables */
850 ctx->Exec = alloc_dispatch_table();
851 ctx->Save = alloc_dispatch_table();
852 if (!ctx->Exec || !ctx->Save) {
853 _mesa_release_shared_state(ctx, ctx->Shared);
854 if (ctx->Exec)
855 free(ctx->Exec);
856 return GL_FALSE;
857 }
858 #if FEATURE_dispatch
859 _mesa_init_exec_table(ctx->Exec);
860 #endif
861 ctx->CurrentDispatch = ctx->Exec;
862
863 #if FEATURE_dlist
864 _mesa_init_save_table(ctx->Save);
865 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
866 #endif
867
868 /* Neutral tnl module stuff */
869 _mesa_init_exec_vtxfmt( ctx );
870 ctx->TnlModule.Current = NULL;
871 ctx->TnlModule.SwapCount = 0;
872
873 ctx->FragmentProgram._MaintainTexEnvProgram
874 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
875
876 ctx->VertexProgram._MaintainTnlProgram
877 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
878 if (ctx->VertexProgram._MaintainTnlProgram) {
879 /* this is required... */
880 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
881 }
882
883 #if FEATURE_extra_context_init
884 _mesa_initialize_context_extra(ctx);
885 #endif
886
887 ctx->FirstTimeCurrent = GL_TRUE;
888
889 return GL_TRUE;
890 }
891
892
893 /**
894 * Allocate and initialize a GLcontext structure.
895 * Note that the driver needs to pass in its dd_function_table here since
896 * we need to at least call driverFunctions->NewTextureObject to initialize
897 * the rendering context.
898 *
899 * \param visual a GLvisual pointer (we copy the struct contents)
900 * \param share_list another context to share display lists with or NULL
901 * \param driverFunctions points to the dd_function_table into which the
902 * driver has plugged in all its special functions.
903 * \param driverContext points to the device driver's private context state
904 *
905 * \return pointer to a new __GLcontextRec or NULL if error.
906 */
907 GLcontext *
908 _mesa_create_context(const GLvisual *visual,
909 GLcontext *share_list,
910 const struct dd_function_table *driverFunctions,
911 void *driverContext)
912 {
913 GLcontext *ctx;
914
915 ASSERT(visual);
916 /*ASSERT(driverContext);*/
917
918 ctx = (GLcontext *) calloc(1, sizeof(GLcontext));
919 if (!ctx)
920 return NULL;
921
922 if (_mesa_initialize_context(ctx, visual, share_list,
923 driverFunctions, driverContext)) {
924 return ctx;
925 }
926 else {
927 free(ctx);
928 return NULL;
929 }
930 }
931
932
933 /**
934 * Free the data associated with the given context.
935 *
936 * But doesn't free the GLcontext struct itself.
937 *
938 * \sa _mesa_initialize_context() and init_attrib_groups().
939 */
940 void
941 _mesa_free_context_data( GLcontext *ctx )
942 {
943 if (!_mesa_get_current_context()){
944 /* No current context, but we may need one in order to delete
945 * texture objs, etc. So temporarily bind the context now.
946 */
947 _mesa_make_current(ctx, NULL, NULL);
948 }
949
950 /* unreference WinSysDraw/Read buffers */
951 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
952 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
953 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
954 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
955
956 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
957 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
958 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
959
960 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
961 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
962 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
963
964 _mesa_free_attrib_data(ctx);
965 _mesa_free_buffer_objects(ctx);
966 _mesa_free_lighting_data( ctx );
967 _mesa_free_eval_data( ctx );
968 _mesa_free_texture_data( ctx );
969 _mesa_free_matrix_data( ctx );
970 _mesa_free_viewport_data( ctx );
971 _mesa_free_colortables_data( ctx );
972 _mesa_free_program_data(ctx);
973 _mesa_free_shader_state(ctx);
974 _mesa_free_queryobj_data(ctx);
975 #if FEATURE_ARB_sync
976 _mesa_free_sync_data(ctx);
977 #endif
978 _mesa_free_varray_data(ctx);
979 _mesa_free_transform_feedback(ctx);
980
981 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
982
983 #if FEATURE_ARB_pixel_buffer_object
984 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
985 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
986 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
987 #endif
988
989 #if FEATURE_ARB_vertex_buffer_object
990 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
991 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
992 #endif
993
994 /* free dispatch tables */
995 free(ctx->Exec);
996 free(ctx->Save);
997
998 /* Shared context state (display lists, textures, etc) */
999 _mesa_release_shared_state( ctx, ctx->Shared );
1000
1001 /* needs to be after freeing shared state */
1002 _mesa_free_display_list_data(ctx);
1003
1004 if (ctx->Extensions.String)
1005 free((void *) ctx->Extensions.String);
1006
1007 if (ctx->VersionString)
1008 free(ctx->VersionString);
1009
1010 /* unbind the context if it's currently bound */
1011 if (ctx == _mesa_get_current_context()) {
1012 _mesa_make_current(NULL, NULL, NULL);
1013 }
1014 }
1015
1016
1017 /**
1018 * Destroy a GLcontext structure.
1019 *
1020 * \param ctx GL context.
1021 *
1022 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1023 */
1024 void
1025 _mesa_destroy_context( GLcontext *ctx )
1026 {
1027 if (ctx) {
1028 _mesa_free_context_data(ctx);
1029 free( (void *) ctx );
1030 }
1031 }
1032
1033
1034 #if _HAVE_FULL_GL
1035 /**
1036 * Copy attribute groups from one context to another.
1037 *
1038 * \param src source context
1039 * \param dst destination context
1040 * \param mask bitwise OR of GL_*_BIT flags
1041 *
1042 * According to the bits specified in \p mask, copies the corresponding
1043 * attributes from \p src into \p dst. For many of the attributes a simple \c
1044 * memcpy is not enough due to the existence of internal pointers in their data
1045 * structures.
1046 */
1047 void
1048 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1049 {
1050 if (mask & GL_ACCUM_BUFFER_BIT) {
1051 /* OK to memcpy */
1052 dst->Accum = src->Accum;
1053 }
1054 if (mask & GL_COLOR_BUFFER_BIT) {
1055 /* OK to memcpy */
1056 dst->Color = src->Color;
1057 }
1058 if (mask & GL_CURRENT_BIT) {
1059 /* OK to memcpy */
1060 dst->Current = src->Current;
1061 }
1062 if (mask & GL_DEPTH_BUFFER_BIT) {
1063 /* OK to memcpy */
1064 dst->Depth = src->Depth;
1065 }
1066 if (mask & GL_ENABLE_BIT) {
1067 /* no op */
1068 }
1069 if (mask & GL_EVAL_BIT) {
1070 /* OK to memcpy */
1071 dst->Eval = src->Eval;
1072 }
1073 if (mask & GL_FOG_BIT) {
1074 /* OK to memcpy */
1075 dst->Fog = src->Fog;
1076 }
1077 if (mask & GL_HINT_BIT) {
1078 /* OK to memcpy */
1079 dst->Hint = src->Hint;
1080 }
1081 if (mask & GL_LIGHTING_BIT) {
1082 GLuint i;
1083 /* begin with memcpy */
1084 dst->Light = src->Light;
1085 /* fixup linked lists to prevent pointer insanity */
1086 make_empty_list( &(dst->Light.EnabledList) );
1087 for (i = 0; i < MAX_LIGHTS; i++) {
1088 if (dst->Light.Light[i].Enabled) {
1089 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1090 }
1091 }
1092 }
1093 if (mask & GL_LINE_BIT) {
1094 /* OK to memcpy */
1095 dst->Line = src->Line;
1096 }
1097 if (mask & GL_LIST_BIT) {
1098 /* OK to memcpy */
1099 dst->List = src->List;
1100 }
1101 if (mask & GL_PIXEL_MODE_BIT) {
1102 /* OK to memcpy */
1103 dst->Pixel = src->Pixel;
1104 }
1105 if (mask & GL_POINT_BIT) {
1106 /* OK to memcpy */
1107 dst->Point = src->Point;
1108 }
1109 if (mask & GL_POLYGON_BIT) {
1110 /* OK to memcpy */
1111 dst->Polygon = src->Polygon;
1112 }
1113 if (mask & GL_POLYGON_STIPPLE_BIT) {
1114 /* Use loop instead of memcpy due to problem with Portland Group's
1115 * C compiler. Reported by John Stone.
1116 */
1117 GLuint i;
1118 for (i = 0; i < 32; i++) {
1119 dst->PolygonStipple[i] = src->PolygonStipple[i];
1120 }
1121 }
1122 if (mask & GL_SCISSOR_BIT) {
1123 /* OK to memcpy */
1124 dst->Scissor = src->Scissor;
1125 }
1126 if (mask & GL_STENCIL_BUFFER_BIT) {
1127 /* OK to memcpy */
1128 dst->Stencil = src->Stencil;
1129 }
1130 if (mask & GL_TEXTURE_BIT) {
1131 /* Cannot memcpy because of pointers */
1132 _mesa_copy_texture_state(src, dst);
1133 }
1134 if (mask & GL_TRANSFORM_BIT) {
1135 /* OK to memcpy */
1136 dst->Transform = src->Transform;
1137 }
1138 if (mask & GL_VIEWPORT_BIT) {
1139 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1140 dst->Viewport.X = src->Viewport.X;
1141 dst->Viewport.Y = src->Viewport.Y;
1142 dst->Viewport.Width = src->Viewport.Width;
1143 dst->Viewport.Height = src->Viewport.Height;
1144 dst->Viewport.Near = src->Viewport.Near;
1145 dst->Viewport.Far = src->Viewport.Far;
1146 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1147 }
1148
1149 /* XXX FIXME: Call callbacks?
1150 */
1151 dst->NewState = _NEW_ALL;
1152 }
1153 #endif
1154
1155
1156 /**
1157 * Check if the given context can render into the given framebuffer
1158 * by checking visual attributes.
1159 *
1160 * Most of these tests could go away because Mesa is now pretty flexible
1161 * in terms of mixing rendering contexts with framebuffers. As long
1162 * as RGB vs. CI mode agree, we're probably good.
1163 *
1164 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1165 */
1166 static GLboolean
1167 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1168 {
1169 const GLvisual *ctxvis = &ctx->Visual;
1170 const GLvisual *bufvis = &buffer->Visual;
1171
1172 if (ctxvis == bufvis)
1173 return GL_TRUE;
1174
1175 #if 0
1176 /* disabling this fixes the fgl_glxgears pbuffer demo */
1177 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1178 return GL_FALSE;
1179 #endif
1180 if (ctxvis->stereoMode && !bufvis->stereoMode)
1181 return GL_FALSE;
1182 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1183 return GL_FALSE;
1184 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1185 return GL_FALSE;
1186 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1187 return GL_FALSE;
1188 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1189 return GL_FALSE;
1190 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1191 return GL_FALSE;
1192 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1193 return GL_FALSE;
1194 #if 0
1195 /* disabled (see bug 11161) */
1196 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1197 return GL_FALSE;
1198 #endif
1199 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1200 return GL_FALSE;
1201
1202 return GL_TRUE;
1203 }
1204
1205
1206 /**
1207 * Do one-time initialization for the given framebuffer. Specifically,
1208 * ask the driver for the window's current size and update the framebuffer
1209 * object to match.
1210 * Really, the device driver should totally take care of this.
1211 */
1212 static void
1213 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1214 {
1215 GLuint width, height;
1216 if (ctx->Driver.GetBufferSize) {
1217 ctx->Driver.GetBufferSize(fb, &width, &height);
1218 if (ctx->Driver.ResizeBuffers)
1219 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1220 fb->Initialized = GL_TRUE;
1221 }
1222 }
1223
1224
1225 /**
1226 * Check if the viewport/scissor size has not yet been initialized.
1227 * Initialize the size if the given width and height are non-zero.
1228 */
1229 void
1230 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1231 {
1232 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1233 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1234 * potential infinite recursion.
1235 */
1236 ctx->ViewportInitialized = GL_TRUE;
1237 _mesa_set_viewport(ctx, 0, 0, width, height);
1238 _mesa_set_scissor(ctx, 0, 0, width, height);
1239 }
1240 }
1241
1242
1243 /**
1244 * Bind the given context to the given drawBuffer and readBuffer and
1245 * make it the current context for the calling thread.
1246 * We'll render into the drawBuffer and read pixels from the
1247 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1248 *
1249 * We check that the context's and framebuffer's visuals are compatible
1250 * and return immediately if they're not.
1251 *
1252 * \param newCtx the new GL context. If NULL then there will be no current GL
1253 * context.
1254 * \param drawBuffer the drawing framebuffer
1255 * \param readBuffer the reading framebuffer
1256 */
1257 GLboolean
1258 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1259 GLframebuffer *readBuffer )
1260 {
1261 if (MESA_VERBOSE & VERBOSE_API)
1262 _mesa_debug(newCtx, "_mesa_make_current()\n");
1263
1264 /* Check that the context's and framebuffer's visuals are compatible.
1265 */
1266 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1267 if (!check_compatible(newCtx, drawBuffer)) {
1268 _mesa_warning(newCtx,
1269 "MakeCurrent: incompatible visuals for context and drawbuffer");
1270 return GL_FALSE;
1271 }
1272 }
1273 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1274 if (!check_compatible(newCtx, readBuffer)) {
1275 _mesa_warning(newCtx,
1276 "MakeCurrent: incompatible visuals for context and readbuffer");
1277 return GL_FALSE;
1278 }
1279 }
1280
1281 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1282 _glapi_set_context((void *) newCtx);
1283 ASSERT(_mesa_get_current_context() == newCtx);
1284
1285 if (!newCtx) {
1286 _glapi_set_dispatch(NULL); /* none current */
1287 }
1288 else {
1289 _glapi_set_dispatch(newCtx->CurrentDispatch);
1290
1291 if (drawBuffer && readBuffer) {
1292 /* TODO: check if newCtx and buffer's visual match??? */
1293
1294 ASSERT(drawBuffer->Name == 0);
1295 ASSERT(readBuffer->Name == 0);
1296 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1297 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1298
1299 /*
1300 * Only set the context's Draw/ReadBuffer fields if they're NULL
1301 * or not bound to a user-created FBO.
1302 */
1303 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1304 /* KW: merge conflict here, revisit.
1305 */
1306 /* fix up the fb fields - these will end up wrong otherwise
1307 * if the DRIdrawable changes, and everything relies on them.
1308 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1309 */
1310 unsigned int i;
1311 GLenum buffers[MAX_DRAW_BUFFERS];
1312
1313 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1314
1315 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1316 buffers[i] = newCtx->Color.DrawBuffer[i];
1317 }
1318
1319 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1320 }
1321 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1322 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1323 }
1324
1325 /* XXX only set this flag if we're really changing the draw/read
1326 * framebuffer bindings.
1327 */
1328 newCtx->NewState |= _NEW_BUFFERS;
1329
1330 #if 1
1331 /* We want to get rid of these lines: */
1332
1333 #if _HAVE_FULL_GL
1334 if (!drawBuffer->Initialized) {
1335 initialize_framebuffer_size(newCtx, drawBuffer);
1336 }
1337 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1338 initialize_framebuffer_size(newCtx, readBuffer);
1339 }
1340
1341 _mesa_resizebuffers(newCtx);
1342 #endif
1343
1344 #else
1345 /* We want the drawBuffer and readBuffer to be initialized by
1346 * the driver.
1347 * This generally means the Width and Height match the actual
1348 * window size and the renderbuffers (both hardware and software
1349 * based) are allocated to match. The later can generally be
1350 * done with a call to _mesa_resize_framebuffer().
1351 *
1352 * It's theoretically possible for a buffer to have zero width
1353 * or height, but for now, assert check that the driver did what's
1354 * expected of it.
1355 */
1356 ASSERT(drawBuffer->Width > 0);
1357 ASSERT(drawBuffer->Height > 0);
1358 #endif
1359
1360 if (drawBuffer) {
1361 _mesa_check_init_viewport(newCtx,
1362 drawBuffer->Width, drawBuffer->Height);
1363 }
1364 }
1365
1366 if (newCtx->FirstTimeCurrent) {
1367 _mesa_compute_version(newCtx);
1368
1369 check_context_limits(newCtx);
1370
1371 /* We can use this to help debug user's problems. Tell them to set
1372 * the MESA_INFO env variable before running their app. Then the
1373 * first time each context is made current we'll print some useful
1374 * information.
1375 */
1376 if (_mesa_getenv("MESA_INFO")) {
1377 _mesa_print_info();
1378 }
1379
1380 newCtx->FirstTimeCurrent = GL_FALSE;
1381 }
1382 }
1383
1384 return GL_TRUE;
1385 }
1386
1387
1388 /**
1389 * Make context 'ctx' share the display lists, textures and programs
1390 * that are associated with 'ctxToShare'.
1391 * Any display lists, textures or programs associated with 'ctx' will
1392 * be deleted if nobody else is sharing them.
1393 */
1394 GLboolean
1395 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1396 {
1397 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1398 struct gl_shared_state *oldSharedState = ctx->Shared;
1399
1400 ctx->Shared = ctxToShare->Shared;
1401
1402 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1403 ctx->Shared->RefCount++;
1404 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1405
1406 update_default_objects(ctx);
1407
1408 _mesa_release_shared_state(ctx, oldSharedState);
1409
1410 return GL_TRUE;
1411 }
1412 else {
1413 return GL_FALSE;
1414 }
1415 }
1416
1417
1418
1419 /**
1420 * \return pointer to the current GL context for this thread.
1421 *
1422 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1423 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1424 * context.h.
1425 */
1426 GLcontext *
1427 _mesa_get_current_context( void )
1428 {
1429 return (GLcontext *) _glapi_get_context();
1430 }
1431
1432
1433 /**
1434 * Get context's current API dispatch table.
1435 *
1436 * It'll either be the immediate-mode execute dispatcher or the display list
1437 * compile dispatcher.
1438 *
1439 * \param ctx GL context.
1440 *
1441 * \return pointer to dispatch_table.
1442 *
1443 * Simply returns __GLcontextRec::CurrentDispatch.
1444 */
1445 struct _glapi_table *
1446 _mesa_get_dispatch(GLcontext *ctx)
1447 {
1448 return ctx->CurrentDispatch;
1449 }
1450
1451 /*@}*/
1452
1453
1454 /**********************************************************************/
1455 /** \name Miscellaneous functions */
1456 /**********************************************************************/
1457 /*@{*/
1458
1459 /**
1460 * Record an error.
1461 *
1462 * \param ctx GL context.
1463 * \param error error code.
1464 *
1465 * Records the given error code and call the driver's dd_function_table::Error
1466 * function if defined.
1467 *
1468 * \sa
1469 * This is called via _mesa_error().
1470 */
1471 void
1472 _mesa_record_error(GLcontext *ctx, GLenum error)
1473 {
1474 if (!ctx)
1475 return;
1476
1477 if (ctx->ErrorValue == GL_NO_ERROR) {
1478 ctx->ErrorValue = error;
1479 }
1480
1481 /* Call device driver's error handler, if any. This is used on the Mac. */
1482 if (ctx->Driver.Error) {
1483 ctx->Driver.Error(ctx);
1484 }
1485 }
1486
1487
1488 /**
1489 * Flush commands and wait for completion.
1490 */
1491 void
1492 _mesa_finish(GLcontext *ctx)
1493 {
1494 FLUSH_CURRENT( ctx, 0 );
1495 if (ctx->Driver.Finish) {
1496 ctx->Driver.Finish(ctx);
1497 }
1498 }
1499
1500
1501 /**
1502 * Flush commands.
1503 */
1504 void
1505 _mesa_flush(GLcontext *ctx)
1506 {
1507 FLUSH_CURRENT( ctx, 0 );
1508 if (ctx->Driver.Flush) {
1509 ctx->Driver.Flush(ctx);
1510 }
1511 }
1512
1513
1514
1515 /**
1516 * Execute glFinish().
1517 *
1518 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1519 * dd_function_table::Finish driver callback, if not NULL.
1520 */
1521 void GLAPIENTRY
1522 _mesa_Finish(void)
1523 {
1524 GET_CURRENT_CONTEXT(ctx);
1525 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1526 _mesa_finish(ctx);
1527 }
1528
1529
1530 /**
1531 * Execute glFlush().
1532 *
1533 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1534 * dd_function_table::Flush driver callback, if not NULL.
1535 */
1536 void GLAPIENTRY
1537 _mesa_Flush(void)
1538 {
1539 GET_CURRENT_CONTEXT(ctx);
1540 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1541 _mesa_flush(ctx);
1542 }
1543
1544
1545 /**
1546 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1547 * MUL/MAD, or vice versa, call this function to register that.
1548 * Otherwise we default to MUL/MAD.
1549 */
1550 void
1551 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1552 GLboolean flag )
1553 {
1554 ctx->mvp_with_dp4 = flag;
1555 }
1556
1557
1558
1559 /**
1560 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1561 * is called to see if it's valid to render. This involves checking that
1562 * the current shader is valid and the framebuffer is complete.
1563 * If an error is detected it'll be recorded here.
1564 * \return GL_TRUE if OK to render, GL_FALSE if not
1565 */
1566 GLboolean
1567 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1568 {
1569 /* This depends on having up to date derived state (shaders) */
1570 if (ctx->NewState)
1571 _mesa_update_state(ctx);
1572
1573 if (ctx->Shader.CurrentProgram) {
1574 /* using shaders */
1575 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1576 _mesa_error(ctx, GL_INVALID_OPERATION,
1577 "%s(shader not linked), where");
1578 return GL_FALSE;
1579 }
1580 #if 0 /* not normally enabled */
1581 {
1582 char errMsg[100];
1583 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1584 errMsg)) {
1585 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1586 ctx->Shader.CurrentProgram->Name, errMsg);
1587 }
1588 }
1589 #endif
1590 }
1591 else {
1592 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1593 _mesa_error(ctx, GL_INVALID_OPERATION,
1594 "%s(vertex program not valid)", where);
1595 return GL_FALSE;
1596 }
1597 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1598 _mesa_error(ctx, GL_INVALID_OPERATION,
1599 "%s(fragment program not valid)", where);
1600 return GL_FALSE;
1601 }
1602 }
1603
1604 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1605 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1606 "%s(incomplete framebuffer)", where);
1607 return GL_FALSE;
1608 }
1609
1610 #ifdef DEBUG
1611 if (ctx->Shader.Flags & GLSL_LOG) {
1612 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1613 if (shProg) {
1614 if (!shProg->_Used) {
1615 /* This is the first time this shader is being used.
1616 * Append shader's constants/uniforms to log file.
1617 */
1618 GLuint i;
1619 for (i = 0; i < shProg->NumShaders; i++) {
1620 struct gl_shader *sh = shProg->Shaders[i];
1621 if (sh->Type == GL_VERTEX_SHADER) {
1622 _mesa_append_uniforms_to_file(sh,
1623 &shProg->VertexProgram->Base);
1624 }
1625 else if (sh->Type == GL_FRAGMENT_SHADER) {
1626 _mesa_append_uniforms_to_file(sh,
1627 &shProg->FragmentProgram->Base);
1628 }
1629 }
1630 shProg->_Used = GL_TRUE;
1631 }
1632 }
1633 }
1634 #endif
1635
1636 return GL_TRUE;
1637 }
1638
1639
1640 /*@}*/