Merge branch 'lp-offset-twoside'
[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 #include "main/dispatch.h" /* for _gloffset_COUNT */
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141 #include <stdbool.h>
142
143
144 #ifndef MESA_VERBOSE
145 int MESA_VERBOSE = 0;
146 #endif
147
148 #ifndef MESA_DEBUG_FLAGS
149 int MESA_DEBUG_FLAGS = 0;
150 #endif
151
152
153 /* ubyte -> float conversion */
154 GLfloat _mesa_ubyte_to_float_color_tab[256];
155
156
157
158 /**
159 * Swap buffers notification callback.
160 *
161 * \param ctx GL context.
162 *
163 * Called by window system just before swapping buffers.
164 * We have to finish any pending rendering.
165 */
166 void
167 _mesa_notifySwapBuffers(struct gl_context *ctx)
168 {
169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
170 _mesa_debug(ctx, "SwapBuffers\n");
171 FLUSH_CURRENT( ctx, 0 );
172 if (ctx->Driver.Flush) {
173 ctx->Driver.Flush(ctx);
174 }
175 }
176
177
178 /**********************************************************************/
179 /** \name GL Visual allocation/destruction */
180 /**********************************************************************/
181 /*@{*/
182
183 /**
184 * Allocates a struct gl_config structure and initializes it via
185 * _mesa_initialize_visual().
186 *
187 * \param dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
194 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
195 * \param redBits number of bits per color component in frame buffer for RGB(A)
196 * mode. We always use 8 in core Mesa though.
197 * \param greenBits same as above.
198 * \param blueBits same as above.
199 * \param alphaBits same as above.
200 * \param numSamples not really used.
201 *
202 * \return pointer to new struct gl_config or NULL if requested parameters can't be
203 * met.
204 *
205 * \note Need to add params for level and numAuxBuffers (at least)
206 */
207 struct gl_config *
208 _mesa_create_visual( GLboolean dbFlag,
209 GLboolean stereoFlag,
210 GLint redBits,
211 GLint greenBits,
212 GLint blueBits,
213 GLint alphaBits,
214 GLint depthBits,
215 GLint stencilBits,
216 GLint accumRedBits,
217 GLint accumGreenBits,
218 GLint accumBlueBits,
219 GLint accumAlphaBits,
220 GLint numSamples )
221 {
222 struct gl_config *vis = CALLOC_STRUCT(gl_config);
223 if (vis) {
224 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
225 redBits, greenBits, blueBits, alphaBits,
226 depthBits, stencilBits,
227 accumRedBits, accumGreenBits,
228 accumBlueBits, accumAlphaBits,
229 numSamples)) {
230 free(vis);
231 return NULL;
232 }
233 }
234 return vis;
235 }
236
237
238 /**
239 * Makes some sanity checks and fills in the fields of the struct
240 * gl_config object with the given parameters. If the caller needs to
241 * set additional fields, he should just probably init the whole
242 * gl_config object himself.
243 *
244 * \return GL_TRUE on success, or GL_FALSE on failure.
245 *
246 * \sa _mesa_create_visual() above for the parameter description.
247 */
248 GLboolean
249 _mesa_initialize_visual( struct gl_config *vis,
250 GLboolean dbFlag,
251 GLboolean stereoFlag,
252 GLint redBits,
253 GLint greenBits,
254 GLint blueBits,
255 GLint alphaBits,
256 GLint depthBits,
257 GLint stencilBits,
258 GLint accumRedBits,
259 GLint accumGreenBits,
260 GLint accumBlueBits,
261 GLint accumAlphaBits,
262 GLint numSamples )
263 {
264 assert(vis);
265
266 if (depthBits < 0 || depthBits > 32) {
267 return GL_FALSE;
268 }
269 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
270 return GL_FALSE;
271 }
272 assert(accumRedBits >= 0);
273 assert(accumGreenBits >= 0);
274 assert(accumBlueBits >= 0);
275 assert(accumAlphaBits >= 0);
276
277 vis->rgbMode = GL_TRUE;
278 vis->doubleBufferMode = dbFlag;
279 vis->stereoMode = stereoFlag;
280
281 vis->redBits = redBits;
282 vis->greenBits = greenBits;
283 vis->blueBits = blueBits;
284 vis->alphaBits = alphaBits;
285 vis->rgbBits = redBits + greenBits + blueBits;
286
287 vis->indexBits = 0;
288 vis->depthBits = depthBits;
289 vis->stencilBits = stencilBits;
290
291 vis->accumRedBits = accumRedBits;
292 vis->accumGreenBits = accumGreenBits;
293 vis->accumBlueBits = accumBlueBits;
294 vis->accumAlphaBits = accumAlphaBits;
295
296 vis->haveAccumBuffer = accumRedBits > 0;
297 vis->haveDepthBuffer = depthBits > 0;
298 vis->haveStencilBuffer = stencilBits > 0;
299
300 vis->numAuxBuffers = 0;
301 vis->level = 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( struct gl_config *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 = BUFFER_FRONT_LEFT;
345 gl_face_index fi = FACE_POS_X;
346 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
347 gl_frag_result fr = FRAG_RESULT_DEPTH;
348 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
349 gl_vert_attrib va = VERT_ATTRIB_POS;
350 gl_vert_result vr = VERT_RESULT_HPOS;
351 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
352 gl_geom_result gr = GEOM_RESULT_POS;
353
354 (void) bi;
355 (void) fi;
356 (void) fa;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vr;
361 (void) ga;
362 (void) gr;
363 }
364
365
366 /**
367 * One-time initialization mutex lock.
368 *
369 * \sa Used by one_time_init().
370 */
371 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
372
373
374
375 /**
376 * Calls all the various one-time-init functions in Mesa.
377 *
378 * While holding a global mutex lock, calls several initialization functions,
379 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
380 * defined.
381 *
382 * \sa _math_init().
383 */
384 static void
385 one_time_init( struct gl_context *ctx )
386 {
387 static GLbitfield api_init_mask = 0x0;
388
389 _glthread_LOCK_MUTEX(OneTimeLock);
390
391 /* truly one-time init */
392 if (!api_init_mask) {
393 GLuint i;
394
395 /* do some implementation tests */
396 assert( sizeof(GLbyte) == 1 );
397 assert( sizeof(GLubyte) == 1 );
398 assert( sizeof(GLshort) == 2 );
399 assert( sizeof(GLushort) == 2 );
400 assert( sizeof(GLint) == 4 );
401 assert( sizeof(GLuint) == 4 );
402
403 _mesa_get_cpu_features();
404
405 _mesa_init_sqrt_table();
406
407 /* context dependence is never a one-time thing... */
408 _mesa_init_get_hash(ctx);
409
410 for (i = 0; i < 256; i++) {
411 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
412 }
413
414 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
415 if (MESA_VERBOSE != 0) {
416 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
417 MESA_VERSION_STRING, __DATE__, __TIME__);
418 }
419 #endif
420 }
421
422 /* per-API one-time init */
423 if (!(api_init_mask & (1 << ctx->API))) {
424 /*
425 * This is fine as ES does not use the remap table, but it may not be
426 * future-proof. We cannot always initialize the remap table because
427 * when an app is linked to libGLES*, there are not enough dynamic
428 * entries.
429 */
430 if (ctx->API == API_OPENGL)
431 _mesa_init_remap_table();
432 }
433
434 api_init_mask |= 1 << ctx->API;
435
436 _glthread_UNLOCK_MUTEX(OneTimeLock);
437
438 /* Hopefully atexit() is widely available. If not, we may need some
439 * #ifdef tests here.
440 */
441 atexit(_mesa_destroy_shader_compiler);
442
443 dummy_enum_func();
444 }
445
446
447 /**
448 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
449 */
450 static void
451 _mesa_init_current(struct gl_context *ctx)
452 {
453 GLuint i;
454
455 /* Init all to (0,0,0,1) */
456 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
457 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
458 }
459
460 /* redo special cases: */
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
465 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
466 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
467 }
468
469
470 /**
471 * Init vertex/fragment/geometry program limits.
472 * Important: drivers should override these with actual limits.
473 */
474 static void
475 init_program_limits(GLenum type, struct gl_program_constants *prog)
476 {
477 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
478 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
479 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
480 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
481 prog->MaxTemps = MAX_PROGRAM_TEMPS;
482 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
483 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
484 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
485
486 switch (type) {
487 case GL_VERTEX_PROGRAM_ARB:
488 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
489 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
490 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
491 break;
492 case GL_FRAGMENT_PROGRAM_ARB:
493 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
494 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
495 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
496 break;
497 case MESA_GEOMETRY_PROGRAM:
498 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
499 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
500 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
501
502 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
503 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
504 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
505 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
506 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
507 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
508 break;
509 default:
510 assert(0 && "Bad program type in init_program_limits()");
511 }
512
513 /* Set the native limits to zero. This implies that there is no native
514 * support for shaders. Let the drivers fill in the actual values.
515 */
516 prog->MaxNativeInstructions = 0;
517 prog->MaxNativeAluInstructions = 0;
518 prog->MaxNativeTexInstructions = 0;
519 prog->MaxNativeTexIndirections = 0;
520 prog->MaxNativeAttribs = 0;
521 prog->MaxNativeTemps = 0;
522 prog->MaxNativeAddressRegs = 0;
523 prog->MaxNativeParameters = 0;
524 }
525
526
527 /**
528 * Initialize fields of gl_constants (aka ctx->Const.*).
529 * Use defaults from config.h. The device drivers will often override
530 * some of these values (such as number of texture units).
531 */
532 static void
533 _mesa_init_constants(struct gl_context *ctx)
534 {
535 assert(ctx);
536
537 /* Constants, may be overriden (usually only reduced) by device drivers */
538 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
539 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
540 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
541 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
542 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
543 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
544 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
545 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
546 ctx->Const.MaxTextureImageUnits);
547 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
548 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
549 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
550 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
551 ctx->Const.MinPointSize = MIN_POINT_SIZE;
552 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
553 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
554 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
555 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
556 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
557 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
558 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
559 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
560 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
561 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
562 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
563 ctx->Const.MaxLights = MAX_LIGHTS;
564 ctx->Const.MaxShininess = 128.0;
565 ctx->Const.MaxSpotExponent = 128.0;
566 ctx->Const.MaxViewportWidth = MAX_WIDTH;
567 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
568 #if FEATURE_ARB_vertex_program
569 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
570 #endif
571 #if FEATURE_ARB_fragment_program
572 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
573 #endif
574 #if FEATURE_ARB_geometry_shader4
575 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
576 #endif
577 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
578 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
579
580 /* CheckArrayBounds is overriden by drivers/x11 for X server */
581 ctx->Const.CheckArrayBounds = GL_FALSE;
582
583 /* GL_ARB_draw_buffers */
584 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
585
586 #if FEATURE_EXT_framebuffer_object
587 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
588 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
589 #endif
590
591 #if FEATURE_ARB_vertex_shader
592 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
593 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
594 ctx->Const.MaxVarying = MAX_VARYING;
595 #endif
596
597 /* Shading language version */
598 if (ctx->API == API_OPENGL) {
599 ctx->Const.GLSLVersion = 120;
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 /** GL_EXT_gpu_shader4 */
629 ctx->Const.MinProgramTexelOffset = -8;
630 ctx->Const.MaxProgramTexelOffset = 7;
631 }
632
633
634 /**
635 * Do some sanity checks on the limits/constants for the given context.
636 * Only called the first time a context is bound.
637 */
638 static void
639 check_context_limits(struct gl_context *ctx)
640 {
641 /* check that we don't exceed the size of various bitfields */
642 assert(VERT_RESULT_MAX <=
643 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
644 assert(FRAG_ATTRIB_MAX <=
645 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
646
647 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
648
649 /* shader-related checks */
650 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
651 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
652
653 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
654 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
655 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
656 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
657
658 /* Texture unit checks */
659 assert(ctx->Const.MaxTextureImageUnits > 0);
660 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
661 assert(ctx->Const.MaxTextureCoordUnits > 0);
662 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
663 assert(ctx->Const.MaxTextureUnits > 0);
664 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
665 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
666 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
667 ctx->Const.MaxTextureCoordUnits));
668 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
669 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
670 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
671 /* number of coord units cannot be greater than number of image units */
672 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
673
674
675 /* Texture size checks */
676 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
677 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
678 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
679 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
680
681 /* make sure largest texture image is <= MAX_WIDTH in size */
682 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
683 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
684 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
685
686 /* Texture level checks */
687 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
688 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
689
690 /* Max texture size should be <= max viewport size (render to texture) */
691 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
692
693 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
694 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
695
696 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
697
698 /* if this fails, add more enum values to gl_buffer_index */
699 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
700
701 /* XXX probably add more tests */
702 }
703
704
705 /**
706 * Initialize the attribute groups in a GL context.
707 *
708 * \param ctx GL context.
709 *
710 * Initializes all the attributes, calling the respective <tt>init*</tt>
711 * functions for the more complex data structures.
712 */
713 static GLboolean
714 init_attrib_groups(struct gl_context *ctx)
715 {
716 assert(ctx);
717
718 /* Constants */
719 _mesa_init_constants( ctx );
720
721 /* Extensions */
722 _mesa_init_extensions( ctx );
723
724 /* Attribute Groups */
725 _mesa_init_accum( ctx );
726 _mesa_init_attrib( ctx );
727 _mesa_init_buffer_objects( ctx );
728 _mesa_init_color( ctx );
729 _mesa_init_current( ctx );
730 _mesa_init_depth( ctx );
731 _mesa_init_debug( ctx );
732 _mesa_init_display_list( ctx );
733 _mesa_init_eval( ctx );
734 _mesa_init_fbobjects( ctx );
735 _mesa_init_feedback( ctx );
736 _mesa_init_fog( ctx );
737 _mesa_init_hint( ctx );
738 _mesa_init_line( ctx );
739 _mesa_init_lighting( ctx );
740 _mesa_init_matrix( ctx );
741 _mesa_init_multisample( ctx );
742 _mesa_init_pixel( ctx );
743 _mesa_init_pixelstore( ctx );
744 _mesa_init_point( ctx );
745 _mesa_init_polygon( ctx );
746 _mesa_init_program( ctx );
747 _mesa_init_queryobj( ctx );
748 _mesa_init_sync( ctx );
749 _mesa_init_rastpos( ctx );
750 _mesa_init_scissor( ctx );
751 _mesa_init_shader_state( ctx );
752 _mesa_init_stencil( ctx );
753 _mesa_init_transform( ctx );
754 _mesa_init_transform_feedback( ctx );
755 _mesa_init_varray( ctx );
756 _mesa_init_viewport( ctx );
757
758 if (!_mesa_init_texture( ctx ))
759 return GL_FALSE;
760
761 _mesa_init_texture_s3tc( ctx );
762
763 /* Miscellaneous */
764 ctx->NewState = _NEW_ALL;
765 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
766 ctx->varying_vp_inputs = ~0;
767
768 return GL_TRUE;
769 }
770
771
772 /**
773 * Update default objects in a GL context with respect to shared state.
774 *
775 * \param ctx GL context.
776 *
777 * Removes references to old default objects, (texture objects, program
778 * objects, etc.) and changes to reference those from the current shared
779 * state.
780 */
781 static GLboolean
782 update_default_objects(struct gl_context *ctx)
783 {
784 assert(ctx);
785
786 _mesa_update_default_objects_program(ctx);
787 _mesa_update_default_objects_texture(ctx);
788 _mesa_update_default_objects_buffer_objects(ctx);
789
790 return GL_TRUE;
791 }
792
793
794 /**
795 * This is the default function we plug into all dispatch table slots
796 * This helps prevents a segfault when someone calls a GL function without
797 * first checking if the extension's supported.
798 */
799 static int
800 generic_nop(void)
801 {
802 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
803 return 0;
804 }
805
806
807 /**
808 * Allocate and initialize a new dispatch table.
809 */
810 struct _glapi_table *
811 _mesa_alloc_dispatch_table(int size)
812 {
813 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
814 * In practice, this'll be the same for stand-alone Mesa. But for DRI
815 * Mesa we do this to accomodate different versions of libGL and various
816 * DRI drivers.
817 */
818 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
819 struct _glapi_table *table;
820
821 /* should never happen, but just in case */
822 numEntries = MAX2(numEntries, size);
823
824 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
825 if (table) {
826 _glapi_proc *entry = (_glapi_proc *) table;
827 GLint i;
828 for (i = 0; i < numEntries; i++) {
829 entry[i] = (_glapi_proc) generic_nop;
830 }
831 }
832 return table;
833 }
834
835
836 /**
837 * Initialize a struct gl_context struct (rendering context).
838 *
839 * This includes allocating all the other structs and arrays which hang off of
840 * the context by pointers.
841 * Note that the driver needs to pass in its dd_function_table here since
842 * we need to at least call driverFunctions->NewTextureObject to create the
843 * default texture objects.
844 *
845 * Called by _mesa_create_context().
846 *
847 * Performs the imports and exports callback tables initialization, and
848 * miscellaneous one-time initializations. If no shared context is supplied one
849 * is allocated, and increase its reference count. Setups the GL API dispatch
850 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
851 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
852 * for debug flags.
853 *
854 * \param ctx the context to initialize
855 * \param api the GL API type to create the context for
856 * \param visual describes the visual attributes for this context
857 * \param share_list points to context to share textures, display lists,
858 * etc with, or NULL
859 * \param driverFunctions table of device driver functions for this context
860 * to use
861 * \param driverContext pointer to driver-specific context data
862 */
863 GLboolean
864 _mesa_initialize_context_for_api(struct gl_context *ctx,
865 gl_api api,
866 const struct gl_config *visual,
867 struct gl_context *share_list,
868 const struct dd_function_table *driverFunctions,
869 void *driverContext)
870 {
871 struct gl_shared_state *shared;
872 int i;
873
874 /*ASSERT(driverContext);*/
875 assert(driverFunctions->NewTextureObject);
876 assert(driverFunctions->FreeTexImageData);
877
878 ctx->API = api;
879 ctx->Visual = *visual;
880 ctx->DrawBuffer = NULL;
881 ctx->ReadBuffer = NULL;
882 ctx->WinSysDrawBuffer = NULL;
883 ctx->WinSysReadBuffer = NULL;
884
885 /* misc one-time initializations */
886 one_time_init(ctx);
887
888 /* Plug in driver functions and context pointer here.
889 * This is important because when we call alloc_shared_state() below
890 * we'll call ctx->Driver.NewTextureObject() to create the default
891 * textures.
892 */
893 ctx->Driver = *driverFunctions;
894 ctx->DriverCtx = driverContext;
895
896 if (share_list) {
897 /* share state with another context */
898 shared = share_list->Shared;
899 }
900 else {
901 /* allocate new, unshared state */
902 shared = _mesa_alloc_shared_state(ctx);
903 if (!shared)
904 return GL_FALSE;
905 }
906
907 _glthread_LOCK_MUTEX(shared->Mutex);
908 ctx->Shared = shared;
909 shared->RefCount++;
910 _glthread_UNLOCK_MUTEX(shared->Mutex);
911
912 if (!init_attrib_groups( ctx )) {
913 _mesa_release_shared_state(ctx, ctx->Shared);
914 return GL_FALSE;
915 }
916
917 #if FEATURE_dispatch
918 /* setup the API dispatch tables */
919 switch (ctx->API) {
920 #if FEATURE_GL
921 case API_OPENGL:
922 ctx->Exec = _mesa_create_exec_table();
923 break;
924 #endif
925 #if FEATURE_ES1
926 case API_OPENGLES:
927 ctx->Exec = _mesa_create_exec_table_es1();
928 break;
929 #endif
930 #if FEATURE_ES2
931 case API_OPENGLES2:
932 ctx->Exec = _mesa_create_exec_table_es2();
933 break;
934 #endif
935 default:
936 _mesa_problem(ctx, "unknown or unsupported API");
937 break;
938 }
939
940 if (!ctx->Exec) {
941 _mesa_release_shared_state(ctx, ctx->Shared);
942 return GL_FALSE;
943 }
944 #endif
945 ctx->CurrentDispatch = ctx->Exec;
946
947 ctx->FragmentProgram._MaintainTexEnvProgram
948 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
949
950 ctx->VertexProgram._MaintainTnlProgram
951 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
952 if (ctx->VertexProgram._MaintainTnlProgram) {
953 /* this is required... */
954 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
955 }
956
957 switch (ctx->API) {
958 case API_OPENGL:
959 #if FEATURE_dlist
960 ctx->Save = _mesa_create_save_table();
961 if (!ctx->Save) {
962 _mesa_release_shared_state(ctx, ctx->Shared);
963 free(ctx->Exec);
964 return GL_FALSE;
965 }
966
967 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
968 #endif
969 break;
970 case API_OPENGLES:
971 /**
972 * GL_OES_texture_cube_map says
973 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
974 */
975 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
976 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
977 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
978 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
979 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
980 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
981 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
982 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
983 }
984 break;
985 case API_OPENGLES2:
986 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
987 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
988 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
989 break;
990 }
991
992 ctx->FirstTimeCurrent = GL_TRUE;
993
994 return GL_TRUE;
995 }
996
997
998 /**
999 * Initialize an OpenGL context.
1000 */
1001 GLboolean
1002 _mesa_initialize_context(struct gl_context *ctx,
1003 const struct gl_config *visual,
1004 struct gl_context *share_list,
1005 const struct dd_function_table *driverFunctions,
1006 void *driverContext)
1007 {
1008 return _mesa_initialize_context_for_api(ctx,
1009 API_OPENGL,
1010 visual,
1011 share_list,
1012 driverFunctions,
1013 driverContext);
1014 }
1015
1016
1017 /**
1018 * Allocate and initialize a struct gl_context structure.
1019 * Note that the driver needs to pass in its dd_function_table here since
1020 * we need to at least call driverFunctions->NewTextureObject to initialize
1021 * the rendering context.
1022 *
1023 * \param api the GL API type to create the context for
1024 * \param visual a struct gl_config pointer (we copy the struct contents)
1025 * \param share_list another context to share display lists with or NULL
1026 * \param driverFunctions points to the dd_function_table into which the
1027 * driver has plugged in all its special functions.
1028 * \param driverContext points to the device driver's private context state
1029 *
1030 * \return pointer to a new __struct gl_contextRec or NULL if error.
1031 */
1032 struct gl_context *
1033 _mesa_create_context_for_api(gl_api api,
1034 const struct gl_config *visual,
1035 struct gl_context *share_list,
1036 const struct dd_function_table *driverFunctions,
1037 void *driverContext)
1038 {
1039 struct gl_context *ctx;
1040
1041 ASSERT(visual);
1042 /*ASSERT(driverContext);*/
1043
1044 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1045 if (!ctx)
1046 return NULL;
1047
1048 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1049 driverFunctions, driverContext)) {
1050 return ctx;
1051 }
1052 else {
1053 free(ctx);
1054 return NULL;
1055 }
1056 }
1057
1058
1059 /**
1060 * Create an OpenGL context.
1061 */
1062 struct gl_context *
1063 _mesa_create_context(const struct gl_config *visual,
1064 struct gl_context *share_list,
1065 const struct dd_function_table *driverFunctions,
1066 void *driverContext)
1067 {
1068 return _mesa_create_context_for_api(API_OPENGL, visual,
1069 share_list,
1070 driverFunctions,
1071 driverContext);
1072 }
1073
1074
1075 /**
1076 * Free the data associated with the given context.
1077 *
1078 * But doesn't free the struct gl_context struct itself.
1079 *
1080 * \sa _mesa_initialize_context() and init_attrib_groups().
1081 */
1082 void
1083 _mesa_free_context_data( struct gl_context *ctx )
1084 {
1085 if (!_mesa_get_current_context()){
1086 /* No current context, but we may need one in order to delete
1087 * texture objs, etc. So temporarily bind the context now.
1088 */
1089 _mesa_make_current(ctx, NULL, NULL);
1090 }
1091
1092 /* unreference WinSysDraw/Read buffers */
1093 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1094 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1095 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1096 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1097
1098 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1099 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1100 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1101
1102 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1103 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1104 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1105
1106 _mesa_free_attrib_data(ctx);
1107 _mesa_free_buffer_objects(ctx);
1108 _mesa_free_lighting_data( ctx );
1109 _mesa_free_eval_data( ctx );
1110 _mesa_free_texture_data( ctx );
1111 _mesa_free_matrix_data( ctx );
1112 _mesa_free_viewport_data( ctx );
1113 _mesa_free_program_data(ctx);
1114 _mesa_free_shader_state(ctx);
1115 _mesa_free_queryobj_data(ctx);
1116 _mesa_free_sync_data(ctx);
1117 _mesa_free_varray_data(ctx);
1118 _mesa_free_transform_feedback(ctx);
1119
1120 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1121
1122 #if FEATURE_ARB_pixel_buffer_object
1123 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1124 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1125 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1126 #endif
1127
1128 #if FEATURE_ARB_vertex_buffer_object
1129 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1130 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1131 #endif
1132
1133 /* free dispatch tables */
1134 free(ctx->Exec);
1135 free(ctx->Save);
1136
1137 /* Shared context state (display lists, textures, etc) */
1138 _mesa_release_shared_state( ctx, ctx->Shared );
1139
1140 /* needs to be after freeing shared state */
1141 _mesa_free_display_list_data(ctx);
1142
1143 if (ctx->Extensions.String)
1144 free((void *) ctx->Extensions.String);
1145
1146 if (ctx->VersionString)
1147 free(ctx->VersionString);
1148
1149 /* unbind the context if it's currently bound */
1150 if (ctx == _mesa_get_current_context()) {
1151 _mesa_make_current(NULL, NULL, NULL);
1152 }
1153 }
1154
1155
1156 /**
1157 * Destroy a struct gl_context structure.
1158 *
1159 * \param ctx GL context.
1160 *
1161 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1162 */
1163 void
1164 _mesa_destroy_context( struct gl_context *ctx )
1165 {
1166 if (ctx) {
1167 _mesa_free_context_data(ctx);
1168 free( (void *) ctx );
1169 }
1170 }
1171
1172
1173 #if _HAVE_FULL_GL
1174 /**
1175 * Copy attribute groups from one context to another.
1176 *
1177 * \param src source context
1178 * \param dst destination context
1179 * \param mask bitwise OR of GL_*_BIT flags
1180 *
1181 * According to the bits specified in \p mask, copies the corresponding
1182 * attributes from \p src into \p dst. For many of the attributes a simple \c
1183 * memcpy is not enough due to the existence of internal pointers in their data
1184 * structures.
1185 */
1186 void
1187 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1188 {
1189 if (mask & GL_ACCUM_BUFFER_BIT) {
1190 /* OK to memcpy */
1191 dst->Accum = src->Accum;
1192 }
1193 if (mask & GL_COLOR_BUFFER_BIT) {
1194 /* OK to memcpy */
1195 dst->Color = src->Color;
1196 }
1197 if (mask & GL_CURRENT_BIT) {
1198 /* OK to memcpy */
1199 dst->Current = src->Current;
1200 }
1201 if (mask & GL_DEPTH_BUFFER_BIT) {
1202 /* OK to memcpy */
1203 dst->Depth = src->Depth;
1204 }
1205 if (mask & GL_ENABLE_BIT) {
1206 /* no op */
1207 }
1208 if (mask & GL_EVAL_BIT) {
1209 /* OK to memcpy */
1210 dst->Eval = src->Eval;
1211 }
1212 if (mask & GL_FOG_BIT) {
1213 /* OK to memcpy */
1214 dst->Fog = src->Fog;
1215 }
1216 if (mask & GL_HINT_BIT) {
1217 /* OK to memcpy */
1218 dst->Hint = src->Hint;
1219 }
1220 if (mask & GL_LIGHTING_BIT) {
1221 GLuint i;
1222 /* begin with memcpy */
1223 dst->Light = src->Light;
1224 /* fixup linked lists to prevent pointer insanity */
1225 make_empty_list( &(dst->Light.EnabledList) );
1226 for (i = 0; i < MAX_LIGHTS; i++) {
1227 if (dst->Light.Light[i].Enabled) {
1228 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1229 }
1230 }
1231 }
1232 if (mask & GL_LINE_BIT) {
1233 /* OK to memcpy */
1234 dst->Line = src->Line;
1235 }
1236 if (mask & GL_LIST_BIT) {
1237 /* OK to memcpy */
1238 dst->List = src->List;
1239 }
1240 if (mask & GL_PIXEL_MODE_BIT) {
1241 /* OK to memcpy */
1242 dst->Pixel = src->Pixel;
1243 }
1244 if (mask & GL_POINT_BIT) {
1245 /* OK to memcpy */
1246 dst->Point = src->Point;
1247 }
1248 if (mask & GL_POLYGON_BIT) {
1249 /* OK to memcpy */
1250 dst->Polygon = src->Polygon;
1251 }
1252 if (mask & GL_POLYGON_STIPPLE_BIT) {
1253 /* Use loop instead of memcpy due to problem with Portland Group's
1254 * C compiler. Reported by John Stone.
1255 */
1256 GLuint i;
1257 for (i = 0; i < 32; i++) {
1258 dst->PolygonStipple[i] = src->PolygonStipple[i];
1259 }
1260 }
1261 if (mask & GL_SCISSOR_BIT) {
1262 /* OK to memcpy */
1263 dst->Scissor = src->Scissor;
1264 }
1265 if (mask & GL_STENCIL_BUFFER_BIT) {
1266 /* OK to memcpy */
1267 dst->Stencil = src->Stencil;
1268 }
1269 if (mask & GL_TEXTURE_BIT) {
1270 /* Cannot memcpy because of pointers */
1271 _mesa_copy_texture_state(src, dst);
1272 }
1273 if (mask & GL_TRANSFORM_BIT) {
1274 /* OK to memcpy */
1275 dst->Transform = src->Transform;
1276 }
1277 if (mask & GL_VIEWPORT_BIT) {
1278 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1279 dst->Viewport.X = src->Viewport.X;
1280 dst->Viewport.Y = src->Viewport.Y;
1281 dst->Viewport.Width = src->Viewport.Width;
1282 dst->Viewport.Height = src->Viewport.Height;
1283 dst->Viewport.Near = src->Viewport.Near;
1284 dst->Viewport.Far = src->Viewport.Far;
1285 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1286 }
1287
1288 /* XXX FIXME: Call callbacks?
1289 */
1290 dst->NewState = _NEW_ALL;
1291 }
1292 #endif
1293
1294
1295 /**
1296 * Check if the given context can render into the given framebuffer
1297 * by checking visual attributes.
1298 *
1299 * Most of these tests could go away because Mesa is now pretty flexible
1300 * in terms of mixing rendering contexts with framebuffers. As long
1301 * as RGB vs. CI mode agree, we're probably good.
1302 *
1303 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1304 */
1305 static GLboolean
1306 check_compatible(const struct gl_context *ctx,
1307 const struct gl_framebuffer *buffer)
1308 {
1309 const struct gl_config *ctxvis = &ctx->Visual;
1310 const struct gl_config *bufvis = &buffer->Visual;
1311
1312 if (buffer == _mesa_get_incomplete_framebuffer())
1313 return GL_TRUE;
1314
1315 #if 0
1316 /* disabling this fixes the fgl_glxgears pbuffer demo */
1317 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1318 return GL_FALSE;
1319 #endif
1320 if (ctxvis->stereoMode && !bufvis->stereoMode)
1321 return GL_FALSE;
1322 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1323 return GL_FALSE;
1324 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1325 return GL_FALSE;
1326 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1327 return GL_FALSE;
1328 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1329 return GL_FALSE;
1330 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1331 return GL_FALSE;
1332 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1333 return GL_FALSE;
1334 #if 0
1335 /* disabled (see bug 11161) */
1336 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1337 return GL_FALSE;
1338 #endif
1339 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1340 return GL_FALSE;
1341
1342 return GL_TRUE;
1343 }
1344
1345
1346 /**
1347 * Do one-time initialization for the given framebuffer. Specifically,
1348 * ask the driver for the window's current size and update the framebuffer
1349 * object to match.
1350 * Really, the device driver should totally take care of this.
1351 */
1352 static void
1353 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1354 {
1355 GLuint width, height;
1356 if (ctx->Driver.GetBufferSize) {
1357 ctx->Driver.GetBufferSize(fb, &width, &height);
1358 if (ctx->Driver.ResizeBuffers)
1359 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1360 fb->Initialized = GL_TRUE;
1361 }
1362 }
1363
1364
1365 /**
1366 * Check if the viewport/scissor size has not yet been initialized.
1367 * Initialize the size if the given width and height are non-zero.
1368 */
1369 void
1370 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1371 {
1372 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1373 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1374 * potential infinite recursion.
1375 */
1376 ctx->ViewportInitialized = GL_TRUE;
1377 _mesa_set_viewport(ctx, 0, 0, width, height);
1378 _mesa_set_scissor(ctx, 0, 0, width, height);
1379 }
1380 }
1381
1382
1383 /**
1384 * Bind the given context to the given drawBuffer and readBuffer and
1385 * make it the current context for the calling thread.
1386 * We'll render into the drawBuffer and read pixels from the
1387 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1388 *
1389 * We check that the context's and framebuffer's visuals are compatible
1390 * and return immediately if they're not.
1391 *
1392 * \param newCtx the new GL context. If NULL then there will be no current GL
1393 * context.
1394 * \param drawBuffer the drawing framebuffer
1395 * \param readBuffer the reading framebuffer
1396 */
1397 GLboolean
1398 _mesa_make_current( struct gl_context *newCtx,
1399 struct gl_framebuffer *drawBuffer,
1400 struct gl_framebuffer *readBuffer )
1401 {
1402 if (MESA_VERBOSE & VERBOSE_API)
1403 _mesa_debug(newCtx, "_mesa_make_current()\n");
1404
1405 /* Check that the context's and framebuffer's visuals are compatible.
1406 */
1407 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1408 if (!check_compatible(newCtx, drawBuffer)) {
1409 _mesa_warning(newCtx,
1410 "MakeCurrent: incompatible visuals for context and drawbuffer");
1411 return GL_FALSE;
1412 }
1413 }
1414 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1415 if (!check_compatible(newCtx, readBuffer)) {
1416 _mesa_warning(newCtx,
1417 "MakeCurrent: incompatible visuals for context and readbuffer");
1418 return GL_FALSE;
1419 }
1420 }
1421
1422 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1423 _glapi_set_context((void *) newCtx);
1424 ASSERT(_mesa_get_current_context() == newCtx);
1425
1426 if (!newCtx) {
1427 _glapi_set_dispatch(NULL); /* none current */
1428 }
1429 else {
1430 _glapi_set_dispatch(newCtx->CurrentDispatch);
1431
1432 if (drawBuffer && readBuffer) {
1433 /* TODO: check if newCtx and buffer's visual match??? */
1434
1435 ASSERT(drawBuffer->Name == 0);
1436 ASSERT(readBuffer->Name == 0);
1437 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1438 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1439
1440 /*
1441 * Only set the context's Draw/ReadBuffer fields if they're NULL
1442 * or not bound to a user-created FBO.
1443 */
1444 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1445 /* KW: merge conflict here, revisit.
1446 */
1447 /* fix up the fb fields - these will end up wrong otherwise
1448 * if the DRIdrawable changes, and everything relies on them.
1449 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1450 */
1451 unsigned int i;
1452 GLenum buffers[MAX_DRAW_BUFFERS];
1453
1454 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1455
1456 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1457 buffers[i] = newCtx->Color.DrawBuffer[i];
1458 }
1459
1460 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers,
1461 buffers, NULL);
1462 }
1463 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1464 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1465 }
1466
1467 /* XXX only set this flag if we're really changing the draw/read
1468 * framebuffer bindings.
1469 */
1470 newCtx->NewState |= _NEW_BUFFERS;
1471
1472 #if 1
1473 /* We want to get rid of these lines: */
1474
1475 #if _HAVE_FULL_GL
1476 if (!drawBuffer->Initialized) {
1477 initialize_framebuffer_size(newCtx, drawBuffer);
1478 }
1479 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1480 initialize_framebuffer_size(newCtx, readBuffer);
1481 }
1482
1483 _mesa_resizebuffers(newCtx);
1484 #endif
1485
1486 #else
1487 /* We want the drawBuffer and readBuffer to be initialized by
1488 * the driver.
1489 * This generally means the Width and Height match the actual
1490 * window size and the renderbuffers (both hardware and software
1491 * based) are allocated to match. The later can generally be
1492 * done with a call to _mesa_resize_framebuffer().
1493 *
1494 * It's theoretically possible for a buffer to have zero width
1495 * or height, but for now, assert check that the driver did what's
1496 * expected of it.
1497 */
1498 ASSERT(drawBuffer->Width > 0);
1499 ASSERT(drawBuffer->Height > 0);
1500 #endif
1501
1502 if (drawBuffer) {
1503 _mesa_check_init_viewport(newCtx,
1504 drawBuffer->Width, drawBuffer->Height);
1505 }
1506 }
1507
1508 if (newCtx->FirstTimeCurrent) {
1509 _mesa_compute_version(newCtx);
1510
1511 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1512
1513 check_context_limits(newCtx);
1514
1515 /* We can use this to help debug user's problems. Tell them to set
1516 * the MESA_INFO env variable before running their app. Then the
1517 * first time each context is made current we'll print some useful
1518 * information.
1519 */
1520 if (_mesa_getenv("MESA_INFO")) {
1521 _mesa_print_info();
1522 }
1523
1524 newCtx->FirstTimeCurrent = GL_FALSE;
1525 }
1526 }
1527
1528 return GL_TRUE;
1529 }
1530
1531
1532 /**
1533 * Make context 'ctx' share the display lists, textures and programs
1534 * that are associated with 'ctxToShare'.
1535 * Any display lists, textures or programs associated with 'ctx' will
1536 * be deleted if nobody else is sharing them.
1537 */
1538 GLboolean
1539 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1540 {
1541 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1542 struct gl_shared_state *oldSharedState = ctx->Shared;
1543
1544 ctx->Shared = ctxToShare->Shared;
1545
1546 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1547 ctx->Shared->RefCount++;
1548 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1549
1550 update_default_objects(ctx);
1551
1552 _mesa_release_shared_state(ctx, oldSharedState);
1553
1554 return GL_TRUE;
1555 }
1556 else {
1557 return GL_FALSE;
1558 }
1559 }
1560
1561
1562
1563 /**
1564 * \return pointer to the current GL context for this thread.
1565 *
1566 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1567 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1568 * context.h.
1569 */
1570 struct gl_context *
1571 _mesa_get_current_context( void )
1572 {
1573 return (struct gl_context *) _glapi_get_context();
1574 }
1575
1576
1577 /**
1578 * Get context's current API dispatch table.
1579 *
1580 * It'll either be the immediate-mode execute dispatcher or the display list
1581 * compile dispatcher.
1582 *
1583 * \param ctx GL context.
1584 *
1585 * \return pointer to dispatch_table.
1586 *
1587 * Simply returns __struct gl_contextRec::CurrentDispatch.
1588 */
1589 struct _glapi_table *
1590 _mesa_get_dispatch(struct gl_context *ctx)
1591 {
1592 return ctx->CurrentDispatch;
1593 }
1594
1595 /*@}*/
1596
1597
1598 /**********************************************************************/
1599 /** \name Miscellaneous functions */
1600 /**********************************************************************/
1601 /*@{*/
1602
1603 /**
1604 * Record an error.
1605 *
1606 * \param ctx GL context.
1607 * \param error error code.
1608 *
1609 * Records the given error code and call the driver's dd_function_table::Error
1610 * function if defined.
1611 *
1612 * \sa
1613 * This is called via _mesa_error().
1614 */
1615 void
1616 _mesa_record_error(struct gl_context *ctx, GLenum error)
1617 {
1618 if (!ctx)
1619 return;
1620
1621 if (ctx->ErrorValue == GL_NO_ERROR) {
1622 ctx->ErrorValue = error;
1623 }
1624
1625 /* Call device driver's error handler, if any. This is used on the Mac. */
1626 if (ctx->Driver.Error) {
1627 ctx->Driver.Error(ctx);
1628 }
1629 }
1630
1631
1632 /**
1633 * Flush commands and wait for completion.
1634 */
1635 void
1636 _mesa_finish(struct gl_context *ctx)
1637 {
1638 FLUSH_CURRENT( ctx, 0 );
1639 if (ctx->Driver.Finish) {
1640 ctx->Driver.Finish(ctx);
1641 }
1642 }
1643
1644
1645 /**
1646 * Flush commands.
1647 */
1648 void
1649 _mesa_flush(struct gl_context *ctx)
1650 {
1651 FLUSH_CURRENT( ctx, 0 );
1652 if (ctx->Driver.Flush) {
1653 ctx->Driver.Flush(ctx);
1654 }
1655 }
1656
1657
1658
1659 /**
1660 * Execute glFinish().
1661 *
1662 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1663 * dd_function_table::Finish driver callback, if not NULL.
1664 */
1665 void GLAPIENTRY
1666 _mesa_Finish(void)
1667 {
1668 GET_CURRENT_CONTEXT(ctx);
1669 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1670 _mesa_finish(ctx);
1671 }
1672
1673
1674 /**
1675 * Execute glFlush().
1676 *
1677 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1678 * dd_function_table::Flush driver callback, if not NULL.
1679 */
1680 void GLAPIENTRY
1681 _mesa_Flush(void)
1682 {
1683 GET_CURRENT_CONTEXT(ctx);
1684 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1685 _mesa_flush(ctx);
1686 }
1687
1688
1689 /**
1690 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1691 * MUL/MAD, or vice versa, call this function to register that.
1692 * Otherwise we default to MUL/MAD.
1693 */
1694 void
1695 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1696 GLboolean flag )
1697 {
1698 ctx->mvp_with_dp4 = flag;
1699 }
1700
1701
1702
1703 /**
1704 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1705 * is called to see if it's valid to render. This involves checking that
1706 * the current shader is valid and the framebuffer is complete.
1707 * If an error is detected it'll be recorded here.
1708 * \return GL_TRUE if OK to render, GL_FALSE if not
1709 */
1710 GLboolean
1711 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1712 {
1713 bool vert_from_glsl_shader = false;
1714 bool geom_from_glsl_shader = false;
1715 bool frag_from_glsl_shader = false;
1716
1717 /* This depends on having up to date derived state (shaders) */
1718 if (ctx->NewState)
1719 _mesa_update_state(ctx);
1720
1721 if (ctx->Shader.CurrentVertexProgram) {
1722 vert_from_glsl_shader = true;
1723
1724 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1725 _mesa_error(ctx, GL_INVALID_OPERATION,
1726 "%s(shader not linked)", where);
1727 return GL_FALSE;
1728 }
1729 #if 0 /* not normally enabled */
1730 {
1731 char errMsg[100];
1732 if (!_mesa_validate_shader_program(ctx,
1733 ctx->Shader.CurrentVertexProgram,
1734 errMsg)) {
1735 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1736 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1737 }
1738 }
1739 #endif
1740 }
1741
1742 if (ctx->Shader.CurrentGeometryProgram) {
1743 geom_from_glsl_shader = true;
1744
1745 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1746 _mesa_error(ctx, GL_INVALID_OPERATION,
1747 "%s(shader not linked)", where);
1748 return GL_FALSE;
1749 }
1750 #if 0 /* not normally enabled */
1751 {
1752 char errMsg[100];
1753 if (!_mesa_validate_shader_program(ctx,
1754 ctx->Shader.CurrentGeometryProgram,
1755 errMsg)) {
1756 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1757 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1758 }
1759 }
1760 #endif
1761 }
1762
1763 if (ctx->Shader.CurrentFragmentProgram) {
1764 frag_from_glsl_shader = true;
1765
1766 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1767 _mesa_error(ctx, GL_INVALID_OPERATION,
1768 "%s(shader not linked)", where);
1769 return GL_FALSE;
1770 }
1771 #if 0 /* not normally enabled */
1772 {
1773 char errMsg[100];
1774 if (!_mesa_validate_shader_program(ctx,
1775 ctx->Shader.CurrentFragmentProgram,
1776 errMsg)) {
1777 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1778 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1779 }
1780 }
1781 #endif
1782 }
1783
1784 /* Any shader stages that are not supplied by the GLSL shader and have
1785 * assembly shaders enabled must now be validated.
1786 */
1787 if (!vert_from_glsl_shader
1788 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1789 _mesa_error(ctx, GL_INVALID_OPERATION,
1790 "%s(vertex program not valid)", where);
1791 return GL_FALSE;
1792 }
1793
1794 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1795 * FINISHME: geometry program should validated here.
1796 */
1797 (void) geom_from_glsl_shader;
1798
1799 if (!frag_from_glsl_shader) {
1800 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1801 _mesa_error(ctx, GL_INVALID_OPERATION,
1802 "%s(fragment program not valid)", where);
1803 return GL_FALSE;
1804 }
1805
1806 /* If drawing to integer-valued color buffers, there must be an
1807 * active fragment shader (GL_EXT_texture_integer).
1808 */
1809 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1810 _mesa_error(ctx, GL_INVALID_OPERATION,
1811 "%s(integer format but no fragment shader)", where);
1812 return GL_FALSE;
1813 }
1814 }
1815
1816 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1817 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1818 "%s(incomplete framebuffer)", where);
1819 return GL_FALSE;
1820 }
1821
1822 #ifdef DEBUG
1823 if (ctx->Shader.Flags & GLSL_LOG) {
1824 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1825 unsigned i;
1826
1827 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1828 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1829 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1830
1831 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1832 struct gl_shader *sh;
1833
1834 if (shProg[i] == NULL || shProg[i]->_Used
1835 || shProg[i]->_LinkedShaders[i] == NULL)
1836 continue;
1837
1838 /* This is the first time this shader is being used.
1839 * Append shader's constants/uniforms to log file.
1840 *
1841 * The logic is a little odd here. We only want to log data for each
1842 * shader target that will actually be used, and we only want to log
1843 * it once. It's possible to have a program bound to the vertex
1844 * shader target that also supplied a fragment shader. If that
1845 * program isn't also bound to the fragment shader target we don't
1846 * want to log its fragment data.
1847 */
1848 sh = shProg[i]->_LinkedShaders[i];
1849 switch (sh->Type) {
1850 case GL_VERTEX_SHADER:
1851 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1852 break;
1853
1854 case GL_GEOMETRY_SHADER_ARB:
1855 _mesa_append_uniforms_to_file(sh,
1856 &shProg[i]->GeometryProgram->Base);
1857 break;
1858
1859 case GL_FRAGMENT_SHADER:
1860 _mesa_append_uniforms_to_file(sh,
1861 &shProg[i]->FragmentProgram->Base);
1862 break;
1863 }
1864 }
1865
1866 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1867 if (shProg[i] != NULL)
1868 shProg[i]->_Used = GL_TRUE;
1869 }
1870 }
1871 #endif
1872
1873 return GL_TRUE;
1874 }
1875
1876
1877 /*@}*/