Drop GLcontext typedef and use struct gl_context instead
[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 "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "framebuffer.h"
100 #include "hint.h"
101 #include "hash.h"
102 #include "light.h"
103 #include "lines.h"
104 #include "macros.h"
105 #include "matrix.h"
106 #include "multisample.h"
107 #include "pixel.h"
108 #include "pixelstore.h"
109 #include "points.h"
110 #include "polygon.h"
111 #include "queryobj.h"
112 #include "syncobj.h"
113 #include "rastpos.h"
114 #include "remap.h"
115 #include "scissor.h"
116 #include "shared.h"
117 #include "shaderobj.h"
118 #include "simple_list.h"
119 #include "state.h"
120 #include "stencil.h"
121 #include "texcompress_s3tc.h"
122 #include "texstate.h"
123 #include "transformfeedback.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "viewport.h"
128 #include "vtxfmt.h"
129 #include "program/program.h"
130 #include "program/prog_print.h"
131 #if _HAVE_FULL_GL
132 #include "math/m_matrix.h"
133 #endif
134
135 #ifdef USE_SPARC_ASM
136 #include "sparc/sparc.h"
137 #endif
138
139 #include "glsl_parser_extras.h"
140 #include <stdbool.h>
141
142
143 #ifndef MESA_VERBOSE
144 int MESA_VERBOSE = 0;
145 #endif
146
147 #ifndef MESA_DEBUG_FLAGS
148 int MESA_DEBUG_FLAGS = 0;
149 #endif
150
151
152 /* ubyte -> float conversion */
153 GLfloat _mesa_ubyte_to_float_color_tab[256];
154
155
156
157 /**
158 * Swap buffers notification callback.
159 *
160 * \param ctx GL context.
161 *
162 * Called by window system just before swapping buffers.
163 * We have to finish any pending rendering.
164 */
165 void
166 _mesa_notifySwapBuffers(struct gl_context *ctx)
167 {
168 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
169 _mesa_debug(ctx, "SwapBuffers\n");
170 FLUSH_CURRENT( ctx, 0 );
171 if (ctx->Driver.Flush) {
172 ctx->Driver.Flush(ctx);
173 }
174 }
175
176
177 /**********************************************************************/
178 /** \name GL Visual allocation/destruction */
179 /**********************************************************************/
180 /*@{*/
181
182 /**
183 * Allocates a struct gl_config structure and initializes it via
184 * _mesa_initialize_visual().
185 *
186 * \param dbFlag double buffering
187 * \param stereoFlag stereo buffer
188 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
189 * is acceptable but the actual depth type will be GLushort or GLuint as
190 * needed.
191 * \param stencilBits requested minimum bits per stencil buffer value
192 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
193 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
194 * \param redBits number of bits per color component in frame buffer for RGB(A)
195 * mode. We always use 8 in core Mesa though.
196 * \param greenBits same as above.
197 * \param blueBits same as above.
198 * \param alphaBits same as above.
199 * \param numSamples not really used.
200 *
201 * \return pointer to new struct gl_config or NULL if requested parameters can't be
202 * met.
203 *
204 * \note Need to add params for level and numAuxBuffers (at least)
205 */
206 struct gl_config *
207 _mesa_create_visual( GLboolean dbFlag,
208 GLboolean stereoFlag,
209 GLint redBits,
210 GLint greenBits,
211 GLint blueBits,
212 GLint alphaBits,
213 GLint depthBits,
214 GLint stencilBits,
215 GLint accumRedBits,
216 GLint accumGreenBits,
217 GLint accumBlueBits,
218 GLint accumAlphaBits,
219 GLint numSamples )
220 {
221 struct gl_config *vis = (struct gl_config *) calloc(1, sizeof(struct gl_config));
222 if (vis) {
223 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
224 redBits, greenBits, blueBits, alphaBits,
225 depthBits, stencilBits,
226 accumRedBits, accumGreenBits,
227 accumBlueBits, accumAlphaBits,
228 numSamples)) {
229 free(vis);
230 return NULL;
231 }
232 }
233 return vis;
234 }
235
236 /**
237 * Makes some sanity checks and fills in the fields of the
238 * struct gl_config object with the given parameters. If the caller needs
239 * to set additional fields, he should just probably init the whole struct gl_config
240 * object himself.
241 * \return GL_TRUE on success, or GL_FALSE on failure.
242 *
243 * \sa _mesa_create_visual() above for the parameter description.
244 */
245 GLboolean
246 _mesa_initialize_visual( struct gl_config *vis,
247 GLboolean dbFlag,
248 GLboolean stereoFlag,
249 GLint redBits,
250 GLint greenBits,
251 GLint blueBits,
252 GLint alphaBits,
253 GLint depthBits,
254 GLint stencilBits,
255 GLint accumRedBits,
256 GLint accumGreenBits,
257 GLint accumBlueBits,
258 GLint accumAlphaBits,
259 GLint numSamples )
260 {
261 assert(vis);
262
263 if (depthBits < 0 || depthBits > 32) {
264 return GL_FALSE;
265 }
266 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
267 return GL_FALSE;
268 }
269 assert(accumRedBits >= 0);
270 assert(accumGreenBits >= 0);
271 assert(accumBlueBits >= 0);
272 assert(accumAlphaBits >= 0);
273
274 vis->rgbMode = GL_TRUE;
275 vis->doubleBufferMode = dbFlag;
276 vis->stereoMode = stereoFlag;
277
278 vis->redBits = redBits;
279 vis->greenBits = greenBits;
280 vis->blueBits = blueBits;
281 vis->alphaBits = alphaBits;
282 vis->rgbBits = redBits + greenBits + blueBits;
283
284 vis->indexBits = 0;
285 vis->depthBits = depthBits;
286 vis->stencilBits = stencilBits;
287
288 vis->accumRedBits = accumRedBits;
289 vis->accumGreenBits = accumGreenBits;
290 vis->accumBlueBits = accumBlueBits;
291 vis->accumAlphaBits = accumAlphaBits;
292
293 vis->haveAccumBuffer = accumRedBits > 0;
294 vis->haveDepthBuffer = depthBits > 0;
295 vis->haveStencilBuffer = stencilBits > 0;
296
297 vis->numAuxBuffers = 0;
298 vis->level = 0;
299 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
300 vis->samples = numSamples;
301
302 return GL_TRUE;
303 }
304
305
306 /**
307 * Destroy a visual and free its memory.
308 *
309 * \param vis visual.
310 *
311 * Frees the visual structure.
312 */
313 void
314 _mesa_destroy_visual( struct gl_config *vis )
315 {
316 free(vis);
317 }
318
319 /*@}*/
320
321
322 /**********************************************************************/
323 /** \name Context allocation, initialization, destroying
324 *
325 * The purpose of the most initialization functions here is to provide the
326 * default state values according to the OpenGL specification.
327 */
328 /**********************************************************************/
329 /*@{*/
330
331
332 /**
333 * This is lame. gdb only seems to recognize enum types that are
334 * actually used somewhere. We want to be able to print/use enum
335 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
336 * the gl_texture_index type anywhere. Thus, this lame function.
337 */
338 static void
339 dummy_enum_func(void)
340 {
341 gl_buffer_index bi = BUFFER_FRONT_LEFT;
342 gl_face_index fi = FACE_POS_X;
343 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
344 gl_frag_result fr = FRAG_RESULT_DEPTH;
345 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
346 gl_vert_attrib va = VERT_ATTRIB_POS;
347 gl_vert_result vr = VERT_RESULT_HPOS;
348 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
349 gl_geom_result gr = GEOM_RESULT_POS;
350
351 (void) bi;
352 (void) fi;
353 (void) fa;
354 (void) fr;
355 (void) ti;
356 (void) va;
357 (void) vr;
358 (void) ga;
359 (void) gr;
360 }
361
362
363 /**
364 * One-time initialization mutex lock.
365 *
366 * \sa Used by one_time_init().
367 */
368 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
369
370 /**
371 * Calls all the various one-time-init functions in Mesa.
372 *
373 * While holding a global mutex lock, calls several initialization functions,
374 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
375 * defined.
376 *
377 * \sa _math_init().
378 */
379 static void
380 one_time_init( struct gl_context *ctx )
381 {
382 static GLboolean alreadyCalled = GL_FALSE;
383 (void) ctx;
384 _glthread_LOCK_MUTEX(OneTimeLock);
385 if (!alreadyCalled) {
386 GLuint i;
387
388 /* do some implementation tests */
389 assert( sizeof(GLbyte) == 1 );
390 assert( sizeof(GLubyte) == 1 );
391 assert( sizeof(GLshort) == 2 );
392 assert( sizeof(GLushort) == 2 );
393 assert( sizeof(GLint) == 4 );
394 assert( sizeof(GLuint) == 4 );
395
396 _mesa_get_cpu_features();
397
398 switch (ctx->API) {
399 #if FEATURE_GL
400 case API_OPENGL:
401 _mesa_init_remap_table();
402 break;
403 #endif
404 #if FEATURE_ES1
405 case API_OPENGLES:
406 _mesa_init_remap_table_es1();
407 break;
408 #endif
409 #if FEATURE_ES2
410 case API_OPENGLES2:
411 _mesa_init_remap_table_es2();
412 break;
413 #endif
414 default:
415 break;
416 }
417
418 _mesa_init_sqrt_table();
419 _mesa_init_get_hash(ctx);
420
421 for (i = 0; i < 256; i++) {
422 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
423 }
424
425 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
426 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
427 MESA_VERSION_STRING, __DATE__, __TIME__);
428 #endif
429
430 alreadyCalled = GL_TRUE;
431 }
432 _glthread_UNLOCK_MUTEX(OneTimeLock);
433
434 /* Hopefully atexit() is widely available. If not, we may need some
435 * #ifdef tests here.
436 */
437 atexit(_mesa_destroy_shader_compiler);
438
439 dummy_enum_func();
440 }
441
442
443 /**
444 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
445 */
446 static void
447 _mesa_init_current(struct gl_context *ctx)
448 {
449 GLuint i;
450
451 /* Init all to (0,0,0,1) */
452 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
453 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
454 }
455
456 /* redo special cases: */
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
463 }
464
465
466 /**
467 * Init vertex/fragment/geometry program limits.
468 * Important: drivers should override these with actual limits.
469 */
470 static void
471 init_program_limits(GLenum type, struct gl_program_constants *prog)
472 {
473 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTemps = MAX_PROGRAM_TEMPS;
478 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
479 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
480 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
481
482 switch (type) {
483 case GL_VERTEX_PROGRAM_ARB:
484 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
487 break;
488 case GL_FRAGMENT_PROGRAM_ARB:
489 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
491 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
492 break;
493 case MESA_GEOMETRY_PROGRAM:
494 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497
498 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
499 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
500 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
501 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
502 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
503 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
504 break;
505 default:
506 assert(0 && "Bad program type in init_program_limits()");
507 }
508
509 /* Set the native limits to zero. This implies that there is no native
510 * support for shaders. Let the drivers fill in the actual values.
511 */
512 prog->MaxNativeInstructions = 0;
513 prog->MaxNativeAluInstructions = 0;
514 prog->MaxNativeTexInstructions = 0;
515 prog->MaxNativeTexIndirections = 0;
516 prog->MaxNativeAttribs = 0;
517 prog->MaxNativeTemps = 0;
518 prog->MaxNativeAddressRegs = 0;
519 prog->MaxNativeParameters = 0;
520 }
521
522
523 /**
524 * Initialize fields of gl_constants (aka ctx->Const.*).
525 * Use defaults from config.h. The device drivers will often override
526 * some of these values (such as number of texture units).
527 */
528 static void
529 _mesa_init_constants(struct gl_context *ctx)
530 {
531 assert(ctx);
532
533 /* Constants, may be overriden (usually only reduced) by device drivers */
534 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
535 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
536 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
537 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
538 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
539 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
540 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
541 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
542 ctx->Const.MaxTextureImageUnits);
543 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
544 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
545 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
546 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
547 ctx->Const.MinPointSize = MIN_POINT_SIZE;
548 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
549 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
550 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
551 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
552 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
553 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
554 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
555 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
556 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
557 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
558 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
559 ctx->Const.MaxLights = MAX_LIGHTS;
560 ctx->Const.MaxShininess = 128.0;
561 ctx->Const.MaxSpotExponent = 128.0;
562 ctx->Const.MaxViewportWidth = MAX_WIDTH;
563 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
564 #if FEATURE_ARB_vertex_program
565 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
566 #endif
567 #if FEATURE_ARB_fragment_program
568 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
569 #endif
570 #if FEATURE_ARB_geometry_shader4
571 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
572 #endif
573 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
574 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
575
576 /* CheckArrayBounds is overriden by drivers/x11 for X server */
577 ctx->Const.CheckArrayBounds = GL_FALSE;
578
579 /* GL_ARB_draw_buffers */
580 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
581
582 #if FEATURE_EXT_framebuffer_object
583 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
584 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
585 #endif
586
587 #if FEATURE_ARB_vertex_shader
588 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
589 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
590 ctx->Const.MaxVarying = MAX_VARYING;
591 #endif
592
593 /* Shading language version */
594 if (ctx->API == API_OPENGL) {
595 #if FEATURE_ARB_shading_language_120
596 ctx->Const.GLSLVersion = 120;
597 #else
598 ctx->Const.GLSLVersion = 110;
599 #endif
600 }
601 else if (ctx->API == API_OPENGLES2) {
602 ctx->Const.GLSLVersion = 100;
603 }
604 else if (ctx->API == API_OPENGLES) {
605 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
606 }
607
608 /* GL_ARB_framebuffer_object */
609 ctx->Const.MaxSamples = 0;
610
611 /* GL_ARB_sync */
612 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
613
614 /* GL_ATI_envmap_bumpmap */
615 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
616
617 /* GL_EXT_provoking_vertex */
618 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
619
620 /* GL_EXT_transform_feedback */
621 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
622 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
623 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
624
625 /* GL 3.2: hard-coded for now: */
626 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
627 }
628
629
630 /**
631 * Do some sanity checks on the limits/constants for the given context.
632 * Only called the first time a context is bound.
633 */
634 static void
635 check_context_limits(struct gl_context *ctx)
636 {
637 /* check that we don't exceed the size of various bitfields */
638 assert(VERT_RESULT_MAX <=
639 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
640 assert(FRAG_ATTRIB_MAX <=
641 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
642
643 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
644
645 /* shader-related checks */
646 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
647 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
648
649 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
650 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
651 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
652 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
653
654 /* Texture unit checks */
655 assert(ctx->Const.MaxTextureImageUnits > 0);
656 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
657 assert(ctx->Const.MaxTextureCoordUnits > 0);
658 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
659 assert(ctx->Const.MaxTextureUnits > 0);
660 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
661 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
662 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
663 ctx->Const.MaxTextureCoordUnits));
664 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
665 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
666 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
667 /* number of coord units cannot be greater than number of image units */
668 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
669
670
671 /* Texture size checks */
672 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
673 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
674 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
675 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
676
677 /* make sure largest texture image is <= MAX_WIDTH in size */
678 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
679 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
680 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
681
682 /* Texture level checks */
683 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
684 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
685
686 /* Max texture size should be <= max viewport size (render to texture) */
687 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
688
689 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
690 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
691
692 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
693
694 /* if this fails, add more enum values to gl_buffer_index */
695 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
696
697 /* XXX probably add more tests */
698 }
699
700
701 /**
702 * Initialize the attribute groups in a GL context.
703 *
704 * \param ctx GL context.
705 *
706 * Initializes all the attributes, calling the respective <tt>init*</tt>
707 * functions for the more complex data structures.
708 */
709 static GLboolean
710 init_attrib_groups(struct gl_context *ctx)
711 {
712 assert(ctx);
713
714 /* Constants */
715 _mesa_init_constants( ctx );
716
717 /* Extensions */
718 _mesa_init_extensions( ctx );
719
720 /* Attribute Groups */
721 _mesa_init_accum( ctx );
722 _mesa_init_attrib( ctx );
723 _mesa_init_buffer_objects( ctx );
724 _mesa_init_color( ctx );
725 _mesa_init_current( ctx );
726 _mesa_init_depth( ctx );
727 _mesa_init_debug( ctx );
728 _mesa_init_display_list( ctx );
729 _mesa_init_eval( ctx );
730 _mesa_init_fbobjects( ctx );
731 _mesa_init_feedback( ctx );
732 _mesa_init_fog( ctx );
733 _mesa_init_hint( ctx );
734 _mesa_init_line( ctx );
735 _mesa_init_lighting( ctx );
736 _mesa_init_matrix( ctx );
737 _mesa_init_multisample( ctx );
738 _mesa_init_pixel( ctx );
739 _mesa_init_pixelstore( ctx );
740 _mesa_init_point( ctx );
741 _mesa_init_polygon( ctx );
742 _mesa_init_program( ctx );
743 _mesa_init_queryobj( ctx );
744 _mesa_init_sync( ctx );
745 _mesa_init_rastpos( ctx );
746 _mesa_init_scissor( ctx );
747 _mesa_init_shader_state( ctx );
748 _mesa_init_stencil( ctx );
749 _mesa_init_transform( ctx );
750 _mesa_init_transform_feedback( ctx );
751 _mesa_init_varray( ctx );
752 _mesa_init_viewport( ctx );
753
754 if (!_mesa_init_texture( ctx ))
755 return GL_FALSE;
756
757 _mesa_init_texture_s3tc( ctx );
758
759 /* Miscellaneous */
760 ctx->NewState = _NEW_ALL;
761 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
762 ctx->varying_vp_inputs = ~0;
763
764 return GL_TRUE;
765 }
766
767
768 /**
769 * Update default objects in a GL context with respect to shared state.
770 *
771 * \param ctx GL context.
772 *
773 * Removes references to old default objects, (texture objects, program
774 * objects, etc.) and changes to reference those from the current shared
775 * state.
776 */
777 static GLboolean
778 update_default_objects(struct gl_context *ctx)
779 {
780 assert(ctx);
781
782 _mesa_update_default_objects_program(ctx);
783 _mesa_update_default_objects_texture(ctx);
784 _mesa_update_default_objects_buffer_objects(ctx);
785
786 return GL_TRUE;
787 }
788
789
790 /**
791 * This is the default function we plug into all dispatch table slots
792 * This helps prevents a segfault when someone calls a GL function without
793 * first checking if the extension's supported.
794 */
795 static int
796 generic_nop(void)
797 {
798 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
799 return 0;
800 }
801
802
803 /**
804 * Allocate and initialize a new dispatch table.
805 */
806 struct _glapi_table *
807 _mesa_alloc_dispatch_table(int size)
808 {
809 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
810 * In practice, this'll be the same for stand-alone Mesa. But for DRI
811 * Mesa we do this to accomodate different versions of libGL and various
812 * DRI drivers.
813 */
814 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
815 size / sizeof(_glapi_proc));
816 struct _glapi_table *table =
817 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
818 if (table) {
819 _glapi_proc *entry = (_glapi_proc *) table;
820 GLint i;
821 for (i = 0; i < numEntries; i++) {
822 entry[i] = (_glapi_proc) generic_nop;
823 }
824 }
825 return table;
826 }
827
828
829 /**
830 * Initialize a struct gl_context struct (rendering context).
831 *
832 * This includes allocating all the other structs and arrays which hang off of
833 * the context by pointers.
834 * Note that the driver needs to pass in its dd_function_table here since
835 * we need to at least call driverFunctions->NewTextureObject to create the
836 * default texture objects.
837 *
838 * Called by _mesa_create_context().
839 *
840 * Performs the imports and exports callback tables initialization, and
841 * miscellaneous one-time initializations. If no shared context is supplied one
842 * is allocated, and increase its reference count. Setups the GL API dispatch
843 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
844 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
845 * for debug flags.
846 *
847 * \param ctx the context to initialize
848 * \param api the GL API type to create the context for
849 * \param visual describes the visual attributes for this context
850 * \param share_list points to context to share textures, display lists,
851 * etc with, or NULL
852 * \param driverFunctions table of device driver functions for this context
853 * to use
854 * \param driverContext pointer to driver-specific context data
855 */
856 GLboolean
857 _mesa_initialize_context_for_api(struct gl_context *ctx,
858 gl_api api,
859 const struct gl_config *visual,
860 struct gl_context *share_list,
861 const struct dd_function_table *driverFunctions,
862 void *driverContext)
863 {
864 struct gl_shared_state *shared;
865 int i;
866
867 /*ASSERT(driverContext);*/
868 assert(driverFunctions->NewTextureObject);
869 assert(driverFunctions->FreeTexImageData);
870
871 ctx->API = api;
872 ctx->Visual = *visual;
873 ctx->DrawBuffer = NULL;
874 ctx->ReadBuffer = NULL;
875 ctx->WinSysDrawBuffer = NULL;
876 ctx->WinSysReadBuffer = NULL;
877
878 /* misc one-time initializations */
879 one_time_init(ctx);
880
881 /* Plug in driver functions and context pointer here.
882 * This is important because when we call alloc_shared_state() below
883 * we'll call ctx->Driver.NewTextureObject() to create the default
884 * textures.
885 */
886 ctx->Driver = *driverFunctions;
887 ctx->DriverCtx = driverContext;
888
889 if (share_list) {
890 /* share state with another context */
891 shared = share_list->Shared;
892 }
893 else {
894 /* allocate new, unshared state */
895 shared = _mesa_alloc_shared_state(ctx);
896 if (!shared)
897 return GL_FALSE;
898 }
899
900 _glthread_LOCK_MUTEX(shared->Mutex);
901 ctx->Shared = shared;
902 shared->RefCount++;
903 _glthread_UNLOCK_MUTEX(shared->Mutex);
904
905 if (!init_attrib_groups( ctx )) {
906 _mesa_release_shared_state(ctx, ctx->Shared);
907 return GL_FALSE;
908 }
909
910 #if FEATURE_dispatch
911 /* setup the API dispatch tables */
912 switch (ctx->API) {
913 #if FEATURE_GL
914 case API_OPENGL:
915 ctx->Exec = _mesa_create_exec_table();
916 break;
917 #endif
918 #if FEATURE_ES1
919 case API_OPENGLES:
920 ctx->Exec = _mesa_create_exec_table_es1();
921 break;
922 #endif
923 #if FEATURE_ES2
924 case API_OPENGLES2:
925 ctx->Exec = _mesa_create_exec_table_es2();
926 break;
927 #endif
928 default:
929 _mesa_problem(ctx, "unknown or unsupported API");
930 break;
931 }
932
933 if (!ctx->Exec) {
934 _mesa_release_shared_state(ctx, ctx->Shared);
935 return GL_FALSE;
936 }
937 #endif
938 ctx->CurrentDispatch = ctx->Exec;
939
940 ctx->FragmentProgram._MaintainTexEnvProgram
941 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
942
943 ctx->VertexProgram._MaintainTnlProgram
944 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
945 if (ctx->VertexProgram._MaintainTnlProgram) {
946 /* this is required... */
947 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
948 }
949
950 switch (ctx->API) {
951 case API_OPENGL:
952 /* Neutral tnl module stuff */
953 _mesa_init_exec_vtxfmt( ctx );
954 ctx->TnlModule.Current = NULL;
955 ctx->TnlModule.SwapCount = 0;
956
957 #if FEATURE_dlist
958 ctx->Save = _mesa_create_save_table();
959 if (!ctx->Save) {
960 _mesa_release_shared_state(ctx, ctx->Shared);
961 free(ctx->Exec);
962 return GL_FALSE;
963 }
964
965 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
966 #endif
967 break;
968 case API_OPENGLES:
969 /**
970 * GL_OES_texture_cube_map says
971 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
972 */
973 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
974 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
975 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
976 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
977 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
978 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
979 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
980 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
981 }
982 break;
983 case API_OPENGLES2:
984 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
985 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
986 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
987 break;
988 }
989
990 ctx->FirstTimeCurrent = GL_TRUE;
991
992 return GL_TRUE;
993 }
994
995 GLboolean
996 _mesa_initialize_context(struct gl_context *ctx,
997 const struct gl_config *visual,
998 struct gl_context *share_list,
999 const struct dd_function_table *driverFunctions,
1000 void *driverContext)
1001 {
1002 return _mesa_initialize_context_for_api(ctx,
1003 API_OPENGL,
1004 visual,
1005 share_list,
1006 driverFunctions,
1007 driverContext);
1008 }
1009
1010 /**
1011 * Allocate and initialize a struct gl_context structure.
1012 * Note that the driver needs to pass in its dd_function_table here since
1013 * we need to at least call driverFunctions->NewTextureObject to initialize
1014 * the rendering context.
1015 *
1016 * \param api the GL API type to create the context for
1017 * \param visual a struct gl_config pointer (we copy the struct contents)
1018 * \param share_list another context to share display lists with or NULL
1019 * \param driverFunctions points to the dd_function_table into which the
1020 * driver has plugged in all its special functions.
1021 * \param driverContext points to the device driver's private context state
1022 *
1023 * \return pointer to a new __struct gl_contextRec or NULL if error.
1024 */
1025 struct gl_context *
1026 _mesa_create_context_for_api(gl_api api,
1027 const struct gl_config *visual,
1028 struct gl_context *share_list,
1029 const struct dd_function_table *driverFunctions,
1030 void *driverContext)
1031 {
1032 struct gl_context *ctx;
1033
1034 ASSERT(visual);
1035 /*ASSERT(driverContext);*/
1036
1037 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1038 if (!ctx)
1039 return NULL;
1040
1041 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1042 driverFunctions, driverContext)) {
1043 return ctx;
1044 }
1045 else {
1046 free(ctx);
1047 return NULL;
1048 }
1049 }
1050
1051 struct gl_context *
1052 _mesa_create_context(const struct gl_config *visual,
1053 struct gl_context *share_list,
1054 const struct dd_function_table *driverFunctions,
1055 void *driverContext)
1056 {
1057 return _mesa_create_context_for_api(API_OPENGL, visual,
1058 share_list,
1059 driverFunctions,
1060 driverContext);
1061 }
1062
1063 /**
1064 * Free the data associated with the given context.
1065 *
1066 * But doesn't free the struct gl_context struct itself.
1067 *
1068 * \sa _mesa_initialize_context() and init_attrib_groups().
1069 */
1070 void
1071 _mesa_free_context_data( struct gl_context *ctx )
1072 {
1073 if (!_mesa_get_current_context()){
1074 /* No current context, but we may need one in order to delete
1075 * texture objs, etc. So temporarily bind the context now.
1076 */
1077 _mesa_make_current(ctx, NULL, NULL);
1078 }
1079
1080 /* unreference WinSysDraw/Read buffers */
1081 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1082 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1083 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1084 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1085
1086 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1087 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1088 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1089
1090 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1091 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1092 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1093
1094 _mesa_free_attrib_data(ctx);
1095 _mesa_free_buffer_objects(ctx);
1096 _mesa_free_lighting_data( ctx );
1097 _mesa_free_eval_data( ctx );
1098 _mesa_free_texture_data( ctx );
1099 _mesa_free_matrix_data( ctx );
1100 _mesa_free_viewport_data( ctx );
1101 _mesa_free_program_data(ctx);
1102 _mesa_free_shader_state(ctx);
1103 _mesa_free_queryobj_data(ctx);
1104 _mesa_free_sync_data(ctx);
1105 _mesa_free_varray_data(ctx);
1106 _mesa_free_transform_feedback(ctx);
1107
1108 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1109
1110 #if FEATURE_ARB_pixel_buffer_object
1111 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1112 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1113 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1114 #endif
1115
1116 #if FEATURE_ARB_vertex_buffer_object
1117 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1118 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1119 #endif
1120
1121 /* free dispatch tables */
1122 free(ctx->Exec);
1123 free(ctx->Save);
1124
1125 /* Shared context state (display lists, textures, etc) */
1126 _mesa_release_shared_state( ctx, ctx->Shared );
1127
1128 /* needs to be after freeing shared state */
1129 _mesa_free_display_list_data(ctx);
1130
1131 if (ctx->Extensions.String)
1132 free((void *) ctx->Extensions.String);
1133
1134 if (ctx->VersionString)
1135 free(ctx->VersionString);
1136
1137 /* unbind the context if it's currently bound */
1138 if (ctx == _mesa_get_current_context()) {
1139 _mesa_make_current(NULL, NULL, NULL);
1140 }
1141 }
1142
1143
1144 /**
1145 * Destroy a struct gl_context structure.
1146 *
1147 * \param ctx GL context.
1148 *
1149 * Calls _mesa_free_context_data() and frees the struct gl_context structure itself.
1150 */
1151 void
1152 _mesa_destroy_context( struct gl_context *ctx )
1153 {
1154 if (ctx) {
1155 _mesa_free_context_data(ctx);
1156 free( (void *) ctx );
1157 }
1158 }
1159
1160
1161 #if _HAVE_FULL_GL
1162 /**
1163 * Copy attribute groups from one context to another.
1164 *
1165 * \param src source context
1166 * \param dst destination context
1167 * \param mask bitwise OR of GL_*_BIT flags
1168 *
1169 * According to the bits specified in \p mask, copies the corresponding
1170 * attributes from \p src into \p dst. For many of the attributes a simple \c
1171 * memcpy is not enough due to the existence of internal pointers in their data
1172 * structures.
1173 */
1174 void
1175 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1176 {
1177 if (mask & GL_ACCUM_BUFFER_BIT) {
1178 /* OK to memcpy */
1179 dst->Accum = src->Accum;
1180 }
1181 if (mask & GL_COLOR_BUFFER_BIT) {
1182 /* OK to memcpy */
1183 dst->Color = src->Color;
1184 }
1185 if (mask & GL_CURRENT_BIT) {
1186 /* OK to memcpy */
1187 dst->Current = src->Current;
1188 }
1189 if (mask & GL_DEPTH_BUFFER_BIT) {
1190 /* OK to memcpy */
1191 dst->Depth = src->Depth;
1192 }
1193 if (mask & GL_ENABLE_BIT) {
1194 /* no op */
1195 }
1196 if (mask & GL_EVAL_BIT) {
1197 /* OK to memcpy */
1198 dst->Eval = src->Eval;
1199 }
1200 if (mask & GL_FOG_BIT) {
1201 /* OK to memcpy */
1202 dst->Fog = src->Fog;
1203 }
1204 if (mask & GL_HINT_BIT) {
1205 /* OK to memcpy */
1206 dst->Hint = src->Hint;
1207 }
1208 if (mask & GL_LIGHTING_BIT) {
1209 GLuint i;
1210 /* begin with memcpy */
1211 dst->Light = src->Light;
1212 /* fixup linked lists to prevent pointer insanity */
1213 make_empty_list( &(dst->Light.EnabledList) );
1214 for (i = 0; i < MAX_LIGHTS; i++) {
1215 if (dst->Light.Light[i].Enabled) {
1216 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1217 }
1218 }
1219 }
1220 if (mask & GL_LINE_BIT) {
1221 /* OK to memcpy */
1222 dst->Line = src->Line;
1223 }
1224 if (mask & GL_LIST_BIT) {
1225 /* OK to memcpy */
1226 dst->List = src->List;
1227 }
1228 if (mask & GL_PIXEL_MODE_BIT) {
1229 /* OK to memcpy */
1230 dst->Pixel = src->Pixel;
1231 }
1232 if (mask & GL_POINT_BIT) {
1233 /* OK to memcpy */
1234 dst->Point = src->Point;
1235 }
1236 if (mask & GL_POLYGON_BIT) {
1237 /* OK to memcpy */
1238 dst->Polygon = src->Polygon;
1239 }
1240 if (mask & GL_POLYGON_STIPPLE_BIT) {
1241 /* Use loop instead of memcpy due to problem with Portland Group's
1242 * C compiler. Reported by John Stone.
1243 */
1244 GLuint i;
1245 for (i = 0; i < 32; i++) {
1246 dst->PolygonStipple[i] = src->PolygonStipple[i];
1247 }
1248 }
1249 if (mask & GL_SCISSOR_BIT) {
1250 /* OK to memcpy */
1251 dst->Scissor = src->Scissor;
1252 }
1253 if (mask & GL_STENCIL_BUFFER_BIT) {
1254 /* OK to memcpy */
1255 dst->Stencil = src->Stencil;
1256 }
1257 if (mask & GL_TEXTURE_BIT) {
1258 /* Cannot memcpy because of pointers */
1259 _mesa_copy_texture_state(src, dst);
1260 }
1261 if (mask & GL_TRANSFORM_BIT) {
1262 /* OK to memcpy */
1263 dst->Transform = src->Transform;
1264 }
1265 if (mask & GL_VIEWPORT_BIT) {
1266 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1267 dst->Viewport.X = src->Viewport.X;
1268 dst->Viewport.Y = src->Viewport.Y;
1269 dst->Viewport.Width = src->Viewport.Width;
1270 dst->Viewport.Height = src->Viewport.Height;
1271 dst->Viewport.Near = src->Viewport.Near;
1272 dst->Viewport.Far = src->Viewport.Far;
1273 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1274 }
1275
1276 /* XXX FIXME: Call callbacks?
1277 */
1278 dst->NewState = _NEW_ALL;
1279 }
1280 #endif
1281
1282
1283 /**
1284 * Check if the given context can render into the given framebuffer
1285 * by checking visual attributes.
1286 *
1287 * Most of these tests could go away because Mesa is now pretty flexible
1288 * in terms of mixing rendering contexts with framebuffers. As long
1289 * as RGB vs. CI mode agree, we're probably good.
1290 *
1291 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1292 */
1293 static GLboolean
1294 check_compatible(const struct gl_context *ctx, const struct gl_framebuffer *buffer)
1295 {
1296 const struct gl_config *ctxvis = &ctx->Visual;
1297 const struct gl_config *bufvis = &buffer->Visual;
1298
1299 if (ctxvis == bufvis)
1300 return GL_TRUE;
1301
1302 if (buffer == _mesa_get_incomplete_framebuffer())
1303 return GL_TRUE;
1304
1305 #if 0
1306 /* disabling this fixes the fgl_glxgears pbuffer demo */
1307 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1308 return GL_FALSE;
1309 #endif
1310 if (ctxvis->stereoMode && !bufvis->stereoMode)
1311 return GL_FALSE;
1312 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1313 return GL_FALSE;
1314 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1315 return GL_FALSE;
1316 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1317 return GL_FALSE;
1318 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1319 return GL_FALSE;
1320 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1321 return GL_FALSE;
1322 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1323 return GL_FALSE;
1324 #if 0
1325 /* disabled (see bug 11161) */
1326 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1327 return GL_FALSE;
1328 #endif
1329 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1330 return GL_FALSE;
1331
1332 return GL_TRUE;
1333 }
1334
1335
1336 /**
1337 * Do one-time initialization for the given framebuffer. Specifically,
1338 * ask the driver for the window's current size and update the framebuffer
1339 * object to match.
1340 * Really, the device driver should totally take care of this.
1341 */
1342 static void
1343 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1344 {
1345 GLuint width, height;
1346 if (ctx->Driver.GetBufferSize) {
1347 ctx->Driver.GetBufferSize(fb, &width, &height);
1348 if (ctx->Driver.ResizeBuffers)
1349 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1350 fb->Initialized = GL_TRUE;
1351 }
1352 }
1353
1354
1355 /**
1356 * Check if the viewport/scissor size has not yet been initialized.
1357 * Initialize the size if the given width and height are non-zero.
1358 */
1359 void
1360 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1361 {
1362 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1363 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1364 * potential infinite recursion.
1365 */
1366 ctx->ViewportInitialized = GL_TRUE;
1367 _mesa_set_viewport(ctx, 0, 0, width, height);
1368 _mesa_set_scissor(ctx, 0, 0, width, height);
1369 }
1370 }
1371
1372
1373 /**
1374 * Bind the given context to the given drawBuffer and readBuffer and
1375 * make it the current context for the calling thread.
1376 * We'll render into the drawBuffer and read pixels from the
1377 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1378 *
1379 * We check that the context's and framebuffer's visuals are compatible
1380 * and return immediately if they're not.
1381 *
1382 * \param newCtx the new GL context. If NULL then there will be no current GL
1383 * context.
1384 * \param drawBuffer the drawing framebuffer
1385 * \param readBuffer the reading framebuffer
1386 */
1387 GLboolean
1388 _mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer,
1389 struct gl_framebuffer *readBuffer )
1390 {
1391 if (MESA_VERBOSE & VERBOSE_API)
1392 _mesa_debug(newCtx, "_mesa_make_current()\n");
1393
1394 /* Check that the context's and framebuffer's visuals are compatible.
1395 */
1396 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1397 if (!check_compatible(newCtx, drawBuffer)) {
1398 _mesa_warning(newCtx,
1399 "MakeCurrent: incompatible visuals for context and drawbuffer");
1400 return GL_FALSE;
1401 }
1402 }
1403 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1404 if (!check_compatible(newCtx, readBuffer)) {
1405 _mesa_warning(newCtx,
1406 "MakeCurrent: incompatible visuals for context and readbuffer");
1407 return GL_FALSE;
1408 }
1409 }
1410
1411 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1412 _glapi_set_context((void *) newCtx);
1413 ASSERT(_mesa_get_current_context() == newCtx);
1414
1415 if (!newCtx) {
1416 _glapi_set_dispatch(NULL); /* none current */
1417 }
1418 else {
1419 _glapi_set_dispatch(newCtx->CurrentDispatch);
1420
1421 if (drawBuffer && readBuffer) {
1422 /* TODO: check if newCtx and buffer's visual match??? */
1423
1424 ASSERT(drawBuffer->Name == 0);
1425 ASSERT(readBuffer->Name == 0);
1426 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1427 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1428
1429 /*
1430 * Only set the context's Draw/ReadBuffer fields if they're NULL
1431 * or not bound to a user-created FBO.
1432 */
1433 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1434 /* KW: merge conflict here, revisit.
1435 */
1436 /* fix up the fb fields - these will end up wrong otherwise
1437 * if the DRIdrawable changes, and everything relies on them.
1438 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1439 */
1440 unsigned int i;
1441 GLenum buffers[MAX_DRAW_BUFFERS];
1442
1443 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1444
1445 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1446 buffers[i] = newCtx->Color.DrawBuffer[i];
1447 }
1448
1449 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1450 }
1451 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1452 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1453 }
1454
1455 /* XXX only set this flag if we're really changing the draw/read
1456 * framebuffer bindings.
1457 */
1458 newCtx->NewState |= _NEW_BUFFERS;
1459
1460 #if 1
1461 /* We want to get rid of these lines: */
1462
1463 #if _HAVE_FULL_GL
1464 if (!drawBuffer->Initialized) {
1465 initialize_framebuffer_size(newCtx, drawBuffer);
1466 }
1467 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1468 initialize_framebuffer_size(newCtx, readBuffer);
1469 }
1470
1471 _mesa_resizebuffers(newCtx);
1472 #endif
1473
1474 #else
1475 /* We want the drawBuffer and readBuffer to be initialized by
1476 * the driver.
1477 * This generally means the Width and Height match the actual
1478 * window size and the renderbuffers (both hardware and software
1479 * based) are allocated to match. The later can generally be
1480 * done with a call to _mesa_resize_framebuffer().
1481 *
1482 * It's theoretically possible for a buffer to have zero width
1483 * or height, but for now, assert check that the driver did what's
1484 * expected of it.
1485 */
1486 ASSERT(drawBuffer->Width > 0);
1487 ASSERT(drawBuffer->Height > 0);
1488 #endif
1489
1490 if (drawBuffer) {
1491 _mesa_check_init_viewport(newCtx,
1492 drawBuffer->Width, drawBuffer->Height);
1493 }
1494 }
1495
1496 if (newCtx->FirstTimeCurrent) {
1497 _mesa_compute_version(newCtx);
1498
1499 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1500
1501 check_context_limits(newCtx);
1502
1503 /* We can use this to help debug user's problems. Tell them to set
1504 * the MESA_INFO env variable before running their app. Then the
1505 * first time each context is made current we'll print some useful
1506 * information.
1507 */
1508 if (_mesa_getenv("MESA_INFO")) {
1509 _mesa_print_info();
1510 }
1511
1512 newCtx->FirstTimeCurrent = GL_FALSE;
1513 }
1514 }
1515
1516 return GL_TRUE;
1517 }
1518
1519
1520 /**
1521 * Make context 'ctx' share the display lists, textures and programs
1522 * that are associated with 'ctxToShare'.
1523 * Any display lists, textures or programs associated with 'ctx' will
1524 * be deleted if nobody else is sharing them.
1525 */
1526 GLboolean
1527 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1528 {
1529 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1530 struct gl_shared_state *oldSharedState = ctx->Shared;
1531
1532 ctx->Shared = ctxToShare->Shared;
1533
1534 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1535 ctx->Shared->RefCount++;
1536 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1537
1538 update_default_objects(ctx);
1539
1540 _mesa_release_shared_state(ctx, oldSharedState);
1541
1542 return GL_TRUE;
1543 }
1544 else {
1545 return GL_FALSE;
1546 }
1547 }
1548
1549
1550
1551 /**
1552 * \return pointer to the current GL context for this thread.
1553 *
1554 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1555 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1556 * context.h.
1557 */
1558 struct gl_context *
1559 _mesa_get_current_context( void )
1560 {
1561 return (struct gl_context *) _glapi_get_context();
1562 }
1563
1564
1565 /**
1566 * Get context's current API dispatch table.
1567 *
1568 * It'll either be the immediate-mode execute dispatcher or the display list
1569 * compile dispatcher.
1570 *
1571 * \param ctx GL context.
1572 *
1573 * \return pointer to dispatch_table.
1574 *
1575 * Simply returns __struct gl_contextRec::CurrentDispatch.
1576 */
1577 struct _glapi_table *
1578 _mesa_get_dispatch(struct gl_context *ctx)
1579 {
1580 return ctx->CurrentDispatch;
1581 }
1582
1583 /*@}*/
1584
1585
1586 /**********************************************************************/
1587 /** \name Miscellaneous functions */
1588 /**********************************************************************/
1589 /*@{*/
1590
1591 /**
1592 * Record an error.
1593 *
1594 * \param ctx GL context.
1595 * \param error error code.
1596 *
1597 * Records the given error code and call the driver's dd_function_table::Error
1598 * function if defined.
1599 *
1600 * \sa
1601 * This is called via _mesa_error().
1602 */
1603 void
1604 _mesa_record_error(struct gl_context *ctx, GLenum error)
1605 {
1606 if (!ctx)
1607 return;
1608
1609 if (ctx->ErrorValue == GL_NO_ERROR) {
1610 ctx->ErrorValue = error;
1611 }
1612
1613 /* Call device driver's error handler, if any. This is used on the Mac. */
1614 if (ctx->Driver.Error) {
1615 ctx->Driver.Error(ctx);
1616 }
1617 }
1618
1619
1620 /**
1621 * Flush commands and wait for completion.
1622 */
1623 void
1624 _mesa_finish(struct gl_context *ctx)
1625 {
1626 FLUSH_CURRENT( ctx, 0 );
1627 if (ctx->Driver.Finish) {
1628 ctx->Driver.Finish(ctx);
1629 }
1630 }
1631
1632
1633 /**
1634 * Flush commands.
1635 */
1636 void
1637 _mesa_flush(struct gl_context *ctx)
1638 {
1639 FLUSH_CURRENT( ctx, 0 );
1640 if (ctx->Driver.Flush) {
1641 ctx->Driver.Flush(ctx);
1642 }
1643 }
1644
1645
1646
1647 /**
1648 * Execute glFinish().
1649 *
1650 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1651 * dd_function_table::Finish driver callback, if not NULL.
1652 */
1653 void GLAPIENTRY
1654 _mesa_Finish(void)
1655 {
1656 GET_CURRENT_CONTEXT(ctx);
1657 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1658 _mesa_finish(ctx);
1659 }
1660
1661
1662 /**
1663 * Execute glFlush().
1664 *
1665 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1666 * dd_function_table::Flush driver callback, if not NULL.
1667 */
1668 void GLAPIENTRY
1669 _mesa_Flush(void)
1670 {
1671 GET_CURRENT_CONTEXT(ctx);
1672 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1673 _mesa_flush(ctx);
1674 }
1675
1676
1677 /**
1678 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1679 * MUL/MAD, or vice versa, call this function to register that.
1680 * Otherwise we default to MUL/MAD.
1681 */
1682 void
1683 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1684 GLboolean flag )
1685 {
1686 ctx->mvp_with_dp4 = flag;
1687 }
1688
1689
1690
1691 /**
1692 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1693 * is called to see if it's valid to render. This involves checking that
1694 * the current shader is valid and the framebuffer is complete.
1695 * If an error is detected it'll be recorded here.
1696 * \return GL_TRUE if OK to render, GL_FALSE if not
1697 */
1698 GLboolean
1699 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1700 {
1701 bool vert_from_glsl_shader = false;
1702 bool geom_from_glsl_shader = false;
1703 bool frag_from_glsl_shader = false;
1704
1705 /* This depends on having up to date derived state (shaders) */
1706 if (ctx->NewState)
1707 _mesa_update_state(ctx);
1708
1709 if (ctx->Shader.CurrentProgram) {
1710 unsigned i;
1711
1712 /* using shaders */
1713 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1714 _mesa_error(ctx, GL_INVALID_OPERATION,
1715 "%s(shader not linked)", where);
1716 return GL_FALSE;
1717 }
1718 #if 0 /* not normally enabled */
1719 {
1720 char errMsg[100];
1721 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1722 errMsg)) {
1723 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1724 ctx->Shader.CurrentProgram->Name, errMsg);
1725 }
1726 }
1727 #endif
1728
1729 /* Figure out which shader stages are provided by the GLSL program. For
1730 * any stages that are not provided, the corresponding assembly shader
1731 * target will be validated below.
1732 */
1733 for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) {
1734 switch (ctx->Shader.CurrentProgram->_LinkedShaders[i]->Type) {
1735 case GL_VERTEX_SHADER: vert_from_glsl_shader = true; break;
1736 case GL_GEOMETRY_SHADER_ARB: geom_from_glsl_shader = true; break;
1737 case GL_FRAGMENT_SHADER: frag_from_glsl_shader = true; break;
1738 }
1739 }
1740 }
1741
1742
1743 /* Any shader stages that are not supplied by the GLSL shader and have
1744 * assembly shaders enabled must now be validated.
1745 */
1746 if (!vert_from_glsl_shader
1747 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1748 _mesa_error(ctx, GL_INVALID_OPERATION,
1749 "%s(vertex program not valid)", where);
1750 return GL_FALSE;
1751 }
1752
1753 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1754 * FINISHME: geometry program should validated here.
1755 */
1756
1757 if (!frag_from_glsl_shader
1758 && ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1759 _mesa_error(ctx, GL_INVALID_OPERATION,
1760 "%s(fragment program not valid)", where);
1761 return GL_FALSE;
1762 }
1763
1764 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1765 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1766 "%s(incomplete framebuffer)", where);
1767 return GL_FALSE;
1768 }
1769
1770 #ifdef DEBUG
1771 if (ctx->Shader.Flags & GLSL_LOG) {
1772 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1773 if (shProg) {
1774 if (!shProg->_Used) {
1775 /* This is the first time this shader is being used.
1776 * Append shader's constants/uniforms to log file.
1777 */
1778 GLuint i;
1779 for (i = 0; i < shProg->NumShaders; i++) {
1780 struct gl_shader *sh = shProg->Shaders[i];
1781 if (sh->Type == GL_VERTEX_SHADER) {
1782 _mesa_append_uniforms_to_file(sh,
1783 &shProg->VertexProgram->Base);
1784 }
1785 else if (sh->Type == GL_FRAGMENT_SHADER) {
1786 _mesa_append_uniforms_to_file(sh,
1787 &shProg->FragmentProgram->Base);
1788 }
1789 }
1790 shProg->_Used = GL_TRUE;
1791 }
1792 }
1793 }
1794 #endif
1795
1796 return GL_TRUE;
1797 }
1798
1799
1800 /*@}*/