Merge commit 'origin/master' into gallium-0.2
[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 "imports.h"
81 #if FEATURE_accum
82 #include "accum.h"
83 #endif
84 #include "api_exec.h"
85 #include "arrayobj.h"
86 #if FEATURE_attrib_stack
87 #include "attrib.h"
88 #endif
89 #include "blend.h"
90 #include "buffers.h"
91 #include "bufferobj.h"
92 #if FEATURE_colortable
93 #include "colortab.h"
94 #endif
95 #include "context.h"
96 #include "debug.h"
97 #include "depth.h"
98 #if FEATURE_dlist
99 #include "dlist.h"
100 #endif
101 #if FEATURE_evaluators
102 #include "eval.h"
103 #endif
104 #include "enums.h"
105 #include "extensions.h"
106 #include "fbobject.h"
107 #if FEATURE_feedback
108 #include "feedback.h"
109 #endif
110 #include "fog.h"
111 #include "framebuffer.h"
112 #include "get.h"
113 #if FEATURE_histogram
114 #include "histogram.h"
115 #endif
116 #include "hint.h"
117 #include "hash.h"
118 #include "light.h"
119 #include "lines.h"
120 #include "macros.h"
121 #include "matrix.h"
122 #include "multisample.h"
123 #include "pixel.h"
124 #include "pixelstore.h"
125 #include "points.h"
126 #include "polygon.h"
127 #if FEATURE_ARB_occlusion_query
128 #include "queryobj.h"
129 #endif
130 #if FEATURE_drawpix
131 #include "rastpos.h"
132 #endif
133 #include "scissor.h"
134 #include "simple_list.h"
135 #include "state.h"
136 #include "stencil.h"
137 #include "texcompress.h"
138 #include "teximage.h"
139 #include "texobj.h"
140 #include "texstate.h"
141 #include "mtypes.h"
142 #include "varray.h"
143 #include "version.h"
144 #include "vtxfmt.h"
145 #include "glapi/glthread.h"
146 #include "glapi/glapioffsets.h"
147 #include "glapi/glapitable.h"
148 #include "shader/program.h"
149 #include "shader/shader_api.h"
150 #if FEATURE_ATI_fragment_shader
151 #include "shader/atifragshader.h"
152 #endif
153 #if _HAVE_FULL_GL
154 #include "math/m_translate.h"
155 #include "math/m_matrix.h"
156 #include "math/m_xform.h"
157 #include "math/mathmod.h"
158 #endif
159
160 #ifdef USE_SPARC_ASM
161 #include "sparc/sparc.h"
162 #endif
163
164 #ifndef MESA_VERBOSE
165 int MESA_VERBOSE = 0;
166 #endif
167
168 #ifndef MESA_DEBUG_FLAGS
169 int MESA_DEBUG_FLAGS = 0;
170 #endif
171
172
173 /* ubyte -> float conversion */
174 GLfloat _mesa_ubyte_to_float_color_tab[256];
175
176
177
178 /**
179 * Swap buffers notification callback.
180 *
181 * \param gc GL context.
182 *
183 * Called by window system just before swapping buffers.
184 * We have to finish any pending rendering.
185 */
186 void
187 _mesa_notifySwapBuffers(__GLcontext *ctx)
188 {
189 if (ctx->Driver.Flush) {
190 ctx->Driver.Flush(ctx);
191 }
192 }
193
194
195 /**********************************************************************/
196 /** \name GL Visual allocation/destruction */
197 /**********************************************************************/
198 /*@{*/
199
200 /**
201 * Allocates a GLvisual structure and initializes it via
202 * _mesa_initialize_visual().
203 *
204 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
205 * \param dbFlag double buffering
206 * \param stereoFlag stereo buffer
207 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
208 * is acceptable but the actual depth type will be GLushort or GLuint as
209 * needed.
210 * \param stencilBits requested minimum bits per stencil buffer value
211 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
212 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
213 * \param redBits number of bits per color component in frame buffer for RGB(A)
214 * mode. We always use 8 in core Mesa though.
215 * \param greenBits same as above.
216 * \param blueBits same as above.
217 * \param alphaBits same as above.
218 * \param numSamples not really used.
219 *
220 * \return pointer to new GLvisual or NULL if requested parameters can't be
221 * met.
222 *
223 * \note Need to add params for level and numAuxBuffers (at least)
224 */
225 GLvisual *
226 _mesa_create_visual( GLboolean rgbFlag,
227 GLboolean dbFlag,
228 GLboolean stereoFlag,
229 GLint redBits,
230 GLint greenBits,
231 GLint blueBits,
232 GLint alphaBits,
233 GLint indexBits,
234 GLint depthBits,
235 GLint stencilBits,
236 GLint accumRedBits,
237 GLint accumGreenBits,
238 GLint accumBlueBits,
239 GLint accumAlphaBits,
240 GLint numSamples )
241 {
242 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
243 if (vis) {
244 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
245 redBits, greenBits, blueBits, alphaBits,
246 indexBits, depthBits, stencilBits,
247 accumRedBits, accumGreenBits,
248 accumBlueBits, accumAlphaBits,
249 numSamples)) {
250 _mesa_free(vis);
251 return NULL;
252 }
253 }
254 return vis;
255 }
256
257 /**
258 * Makes some sanity checks and fills in the fields of the
259 * GLvisual object with the given parameters. If the caller needs
260 * to set additional fields, he should just probably init the whole GLvisual
261 * object himself.
262 * \return GL_TRUE on success, or GL_FALSE on failure.
263 *
264 * \sa _mesa_create_visual() above for the parameter description.
265 */
266 GLboolean
267 _mesa_initialize_visual( GLvisual *vis,
268 GLboolean rgbFlag,
269 GLboolean dbFlag,
270 GLboolean stereoFlag,
271 GLint redBits,
272 GLint greenBits,
273 GLint blueBits,
274 GLint alphaBits,
275 GLint indexBits,
276 GLint depthBits,
277 GLint stencilBits,
278 GLint accumRedBits,
279 GLint accumGreenBits,
280 GLint accumBlueBits,
281 GLint accumAlphaBits,
282 GLint numSamples )
283 {
284 assert(vis);
285
286 if (depthBits < 0 || depthBits > 32) {
287 return GL_FALSE;
288 }
289 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
290 return GL_FALSE;
291 }
292 assert(accumRedBits >= 0);
293 assert(accumGreenBits >= 0);
294 assert(accumBlueBits >= 0);
295 assert(accumAlphaBits >= 0);
296
297 vis->rgbMode = rgbFlag;
298 vis->doubleBufferMode = dbFlag;
299 vis->stereoMode = stereoFlag;
300
301 vis->redBits = redBits;
302 vis->greenBits = greenBits;
303 vis->blueBits = blueBits;
304 vis->alphaBits = alphaBits;
305 vis->rgbBits = redBits + greenBits + blueBits;
306
307 vis->indexBits = indexBits;
308 vis->depthBits = depthBits;
309 vis->stencilBits = stencilBits;
310
311 vis->accumRedBits = accumRedBits;
312 vis->accumGreenBits = accumGreenBits;
313 vis->accumBlueBits = accumBlueBits;
314 vis->accumAlphaBits = accumAlphaBits;
315
316 vis->haveAccumBuffer = accumRedBits > 0;
317 vis->haveDepthBuffer = depthBits > 0;
318 vis->haveStencilBuffer = stencilBits > 0;
319
320 vis->numAuxBuffers = 0;
321 vis->level = 0;
322 vis->pixmapMode = 0;
323 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
324 vis->samples = numSamples;
325
326 return GL_TRUE;
327 }
328
329
330 /**
331 * Destroy a visual and free its memory.
332 *
333 * \param vis visual.
334 *
335 * Frees the visual structure.
336 */
337 void
338 _mesa_destroy_visual( GLvisual *vis )
339 {
340 _mesa_free(vis);
341 }
342
343 /*@}*/
344
345
346 /**********************************************************************/
347 /** \name Context allocation, initialization, destroying
348 *
349 * The purpose of the most initialization functions here is to provide the
350 * default state values according to the OpenGL specification.
351 */
352 /**********************************************************************/
353 /*@{*/
354
355 /**
356 * One-time initialization mutex lock.
357 *
358 * \sa Used by one_time_init().
359 */
360 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
361
362 /**
363 * Calls all the various one-time-init functions in Mesa.
364 *
365 * While holding a global mutex lock, calls several initialization functions,
366 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
367 * defined.
368 *
369 * \sa _math_init().
370 */
371 static void
372 one_time_init( GLcontext *ctx )
373 {
374 static GLboolean alreadyCalled = GL_FALSE;
375 (void) ctx;
376 _glthread_LOCK_MUTEX(OneTimeLock);
377 if (!alreadyCalled) {
378 GLuint i;
379
380 /* do some implementation tests */
381 assert( sizeof(GLbyte) == 1 );
382 assert( sizeof(GLubyte) == 1 );
383 assert( sizeof(GLshort) == 2 );
384 assert( sizeof(GLushort) == 2 );
385 assert( sizeof(GLint) == 4 );
386 assert( sizeof(GLuint) == 4 );
387
388 _mesa_init_sqrt_table();
389
390 #if _HAVE_FULL_GL
391 _math_init();
392
393 for (i = 0; i < 256; i++) {
394 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
395 }
396 #endif
397
398 #ifdef USE_SPARC_ASM
399 _mesa_init_sparc_glapi_relocs();
400 #endif
401 if (_mesa_getenv("MESA_DEBUG")) {
402 _glapi_noop_enable_warnings(GL_TRUE);
403 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
404 }
405 else {
406 _glapi_noop_enable_warnings(GL_FALSE);
407 }
408
409 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
410 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
411 MESA_VERSION_STRING, __DATE__, __TIME__);
412 #endif
413
414 alreadyCalled = GL_TRUE;
415 }
416 _glthread_UNLOCK_MUTEX(OneTimeLock);
417 }
418
419
420 /**
421 * Allocate and initialize a shared context state structure.
422 * Initializes the display list, texture objects and vertex programs hash
423 * tables, allocates the texture objects. If it runs out of memory, frees
424 * everything already allocated before returning NULL.
425 *
426 * \return pointer to a gl_shared_state structure on success, or NULL on
427 * failure.
428 */
429 static GLboolean
430 alloc_shared_state( GLcontext *ctx )
431 {
432 struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
433 if (!ss)
434 return GL_FALSE;
435
436 ctx->Shared = ss;
437
438 _glthread_INIT_MUTEX(ss->Mutex);
439
440 ss->DisplayList = _mesa_NewHashTable();
441 ss->TexObjects = _mesa_NewHashTable();
442 ss->Programs = _mesa_NewHashTable();
443
444 #if FEATURE_ARB_vertex_program
445 ss->DefaultVertexProgram = (struct gl_vertex_program *)
446 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
447 if (!ss->DefaultVertexProgram)
448 goto cleanup;
449 #endif
450 #if FEATURE_ARB_fragment_program
451 ss->DefaultFragmentProgram = (struct gl_fragment_program *)
452 ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
453 if (!ss->DefaultFragmentProgram)
454 goto cleanup;
455 #endif
456 #if FEATURE_ATI_fragment_shader
457 ss->ATIShaders = _mesa_NewHashTable();
458 ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
459 if (!ss->DefaultFragmentShader)
460 goto cleanup;
461 #endif
462
463 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
464 ss->BufferObjects = _mesa_NewHashTable();
465 #endif
466
467 ss->ArrayObjects = _mesa_NewHashTable();
468
469 #if FEATURE_ARB_shader_objects
470 ss->ShaderObjects = _mesa_NewHashTable();
471 #endif
472
473 ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
474 if (!ss->Default1D)
475 goto cleanup;
476
477 ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
478 if (!ss->Default2D)
479 goto cleanup;
480
481 ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
482 if (!ss->Default3D)
483 goto cleanup;
484
485 ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
486 if (!ss->DefaultCubeMap)
487 goto cleanup;
488
489 ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
490 if (!ss->DefaultRect)
491 goto cleanup;
492
493 ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
494 if (!ss->Default1DArray)
495 goto cleanup;
496
497 ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
498 if (!ss->Default2DArray)
499 goto cleanup;
500
501 /* sanity check */
502 assert(ss->Default1D->RefCount == 1);
503
504 _glthread_INIT_MUTEX(ss->TexMutex);
505 ss->TextureStateStamp = 0;
506
507 #if FEATURE_EXT_framebuffer_object
508 ss->FrameBuffers = _mesa_NewHashTable();
509 if (!ss->FrameBuffers)
510 goto cleanup;
511 ss->RenderBuffers = _mesa_NewHashTable();
512 if (!ss->RenderBuffers)
513 goto cleanup;
514 #endif
515
516 return GL_TRUE;
517
518 cleanup:
519 /* Ran out of memory at some point. Free everything and return NULL */
520 if (ss->DisplayList)
521 _mesa_DeleteHashTable(ss->DisplayList);
522 if (ss->TexObjects)
523 _mesa_DeleteHashTable(ss->TexObjects);
524 if (ss->Programs)
525 _mesa_DeleteHashTable(ss->Programs);
526 #if FEATURE_ARB_vertex_program
527 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
528 #endif
529 #if FEATURE_ARB_fragment_program
530 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
531 #endif
532 #if FEATURE_ATI_fragment_shader
533 if (ss->DefaultFragmentShader)
534 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
535 #endif
536 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
537 if (ss->BufferObjects)
538 _mesa_DeleteHashTable(ss->BufferObjects);
539 #endif
540
541 if (ss->ArrayObjects)
542 _mesa_DeleteHashTable (ss->ArrayObjects);
543
544 #if FEATURE_ARB_shader_objects
545 if (ss->ShaderObjects)
546 _mesa_DeleteHashTable (ss->ShaderObjects);
547 #endif
548
549 #if FEATURE_EXT_framebuffer_object
550 if (ss->FrameBuffers)
551 _mesa_DeleteHashTable(ss->FrameBuffers);
552 if (ss->RenderBuffers)
553 _mesa_DeleteHashTable(ss->RenderBuffers);
554 #endif
555
556 if (ss->Default1D)
557 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
558 if (ss->Default2D)
559 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
560 if (ss->Default3D)
561 (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
562 if (ss->DefaultCubeMap)
563 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
564 if (ss->DefaultRect)
565 (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
566 if (ss->Default1DArray)
567 (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
568 if (ss->Default2DArray)
569 (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
570
571 _mesa_free(ss);
572
573 return GL_FALSE;
574 }
575
576
577 /**
578 * Callback for deleting a display list. Called by _mesa_HashDeleteAll().
579 */
580 static void
581 delete_displaylist_cb(GLuint id, void *data, void *userData)
582 {
583 #if FEATURE_dlist
584 struct mesa_display_list *list = (struct mesa_display_list *) data;
585 GLcontext *ctx = (GLcontext *) userData;
586 _mesa_delete_list(ctx, list);
587 #endif
588 }
589
590 /**
591 * Callback for deleting a texture object. Called by _mesa_HashDeleteAll().
592 */
593 static void
594 delete_texture_cb(GLuint id, void *data, void *userData)
595 {
596 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
597 GLcontext *ctx = (GLcontext *) userData;
598 ctx->Driver.DeleteTexture(ctx, texObj);
599 }
600
601 /**
602 * Callback for deleting a program object. Called by _mesa_HashDeleteAll().
603 */
604 static void
605 delete_program_cb(GLuint id, void *data, void *userData)
606 {
607 struct gl_program *prog = (struct gl_program *) data;
608 GLcontext *ctx = (GLcontext *) userData;
609 ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
610 prog->RefCount = 0; /* now going away */
611 ctx->Driver.DeleteProgram(ctx, prog);
612 }
613
614 #if FEATURE_ATI_fragment_shader
615 /**
616 * Callback for deleting an ATI fragment shader object.
617 * Called by _mesa_HashDeleteAll().
618 */
619 static void
620 delete_fragshader_cb(GLuint id, void *data, void *userData)
621 {
622 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data;
623 GLcontext *ctx = (GLcontext *) userData;
624 _mesa_delete_ati_fragment_shader(ctx, shader);
625 }
626 #endif
627
628 /**
629 * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll().
630 */
631 static void
632 delete_bufferobj_cb(GLuint id, void *data, void *userData)
633 {
634 struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
635 GLcontext *ctx = (GLcontext *) userData;
636 ctx->Driver.DeleteBuffer(ctx, bufObj);
637 }
638
639 /**
640 * Callback for deleting an array object. Called by _mesa_HashDeleteAll().
641 */
642 static void
643 delete_arrayobj_cb(GLuint id, void *data, void *userData)
644 {
645 struct gl_array_object *arrayObj = (struct gl_array_object *) data;
646 GLcontext *ctx = (GLcontext *) userData;
647 _mesa_delete_array_object(ctx, arrayObj);
648 }
649
650 /**
651 * Callback for freeing shader program data. Call it before delete_shader_cb
652 * to avoid memory access error.
653 */
654 static void
655 free_shader_program_data_cb(GLuint id, void *data, void *userData)
656 {
657 GLcontext *ctx = (GLcontext *) userData;
658 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
659
660 if (shProg->Type == GL_SHADER_PROGRAM_MESA) {
661 _mesa_free_shader_program_data(ctx, shProg);
662 }
663 }
664
665 /**
666 * Callback for deleting shader and shader programs objects.
667 * Called by _mesa_HashDeleteAll().
668 */
669 static void
670 delete_shader_cb(GLuint id, void *data, void *userData)
671 {
672 GLcontext *ctx = (GLcontext *) userData;
673 struct gl_shader *sh = (struct gl_shader *) data;
674 if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) {
675 _mesa_free_shader(ctx, sh);
676 }
677 else {
678 struct gl_shader_program *shProg = (struct gl_shader_program *) data;
679 ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
680 _mesa_free_shader_program(ctx, shProg);
681 }
682 }
683
684 /**
685 * Callback for deleting a framebuffer object. Called by _mesa_HashDeleteAll()
686 */
687 static void
688 delete_framebuffer_cb(GLuint id, void *data, void *userData)
689 {
690 struct gl_framebuffer *fb = (struct gl_framebuffer *) data;
691 /* The fact that the framebuffer is in the hashtable means its refcount
692 * is one, but we're removing from the hashtable now. So clear refcount.
693 */
694 /*assert(fb->RefCount == 1);*/
695 fb->RefCount = 0;
696
697 /* NOTE: Delete should always be defined but there are two reports
698 * of it being NULL (bugs 13507, 14293). Work-around for now.
699 */
700 if (fb->Delete)
701 fb->Delete(fb);
702 }
703
704 /**
705 * Callback for deleting a renderbuffer object. Called by _mesa_HashDeleteAll()
706 */
707 static void
708 delete_renderbuffer_cb(GLuint id, void *data, void *userData)
709 {
710 struct gl_renderbuffer *rb = (struct gl_renderbuffer *) data;
711 rb->RefCount = 0; /* see comment for FBOs above */
712 if (rb->Delete)
713 rb->Delete(rb);
714 }
715
716
717 /**
718 * Deallocate a shared state object and all children structures.
719 *
720 * \param ctx GL context.
721 * \param ss shared state pointer.
722 *
723 * Frees the display lists, the texture objects (calling the driver texture
724 * deletion callback to free its private data) and the vertex programs, as well
725 * as their hash tables.
726 *
727 * \sa alloc_shared_state().
728 */
729 static void
730 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
731 {
732 /*
733 * Free display lists
734 */
735 _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx);
736 _mesa_DeleteHashTable(ss->DisplayList);
737
738 #if FEATURE_ARB_shader_objects
739 _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx);
740 _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx);
741 _mesa_DeleteHashTable(ss->ShaderObjects);
742 #endif
743
744 _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx);
745 _mesa_DeleteHashTable(ss->Programs);
746
747 #if FEATURE_ARB_vertex_program
748 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL);
749 #endif
750 #if FEATURE_ARB_fragment_program
751 _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL);
752 #endif
753
754 #if FEATURE_ATI_fragment_shader
755 _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx);
756 _mesa_DeleteHashTable(ss->ATIShaders);
757 _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
758 #endif
759
760 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object
761 _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx);
762 _mesa_DeleteHashTable(ss->BufferObjects);
763 #endif
764
765 _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx);
766 _mesa_DeleteHashTable(ss->ArrayObjects);
767
768 #if FEATURE_EXT_framebuffer_object
769 _mesa_HashDeleteAll(ss->FrameBuffers, delete_framebuffer_cb, ctx);
770 _mesa_DeleteHashTable(ss->FrameBuffers);
771 _mesa_HashDeleteAll(ss->RenderBuffers, delete_renderbuffer_cb, ctx);
772 _mesa_DeleteHashTable(ss->RenderBuffers);
773 #endif
774
775 /*
776 * Free texture objects (after FBOs since some textures might have
777 * been bound to FBOs).
778 */
779 ASSERT(ctx->Driver.DeleteTexture);
780 /* the default textures */
781 ctx->Driver.DeleteTexture(ctx, ss->Default1D);
782 ctx->Driver.DeleteTexture(ctx, ss->Default2D);
783 ctx->Driver.DeleteTexture(ctx, ss->Default3D);
784 ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
785 ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
786 ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
787 ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
788 /* all other textures */
789 _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
790 _mesa_DeleteHashTable(ss->TexObjects);
791
792 _glthread_DESTROY_MUTEX(ss->Mutex);
793
794 _mesa_free(ss);
795 }
796
797
798 /**
799 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
800 */
801 static void
802 _mesa_init_current(GLcontext *ctx)
803 {
804 GLuint i;
805
806 /* Init all to (0,0,0,1) */
807 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
808 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
809 }
810
811 /* redo special cases: */
812 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
813 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
814 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
815 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
816 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
817 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
818 }
819
820
821 /**
822 * Init vertex/fragment program limits.
823 * Important: drivers should override these with actual limits.
824 */
825 static void
826 init_program_limits(GLenum type, struct gl_program_constants *prog)
827 {
828 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
829 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
830 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
831 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
832 prog->MaxTemps = MAX_PROGRAM_TEMPS;
833 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
834 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
835 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
836
837 if (type == GL_VERTEX_PROGRAM_ARB) {
838 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
839 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
840 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
841 }
842 else {
843 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
844 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
845 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
846 }
847
848 /* copy the above limits to init native limits */
849 prog->MaxNativeInstructions = prog->MaxInstructions;
850 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
851 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
852 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
853 prog->MaxNativeAttribs = prog->MaxAttribs;
854 prog->MaxNativeTemps = prog->MaxTemps;
855 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
856 prog->MaxNativeParameters = prog->MaxParameters;
857 }
858
859
860 /**
861 * Initialize fields of gl_constants (aka ctx->Const.*).
862 * Use defaults from config.h. The device drivers will often override
863 * some of these values (such as number of texture units).
864 */
865 static void
866 _mesa_init_constants(GLcontext *ctx)
867 {
868 assert(ctx);
869
870 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
871 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
872
873 /* Constants, may be overriden (usually only reduced) by device drivers */
874 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
875 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
876 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
877 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
878 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
879 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
880 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
881 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
882 ctx->Const.MaxTextureImageUnits);
883 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
884 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
885 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
886 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
887 ctx->Const.MinPointSize = MIN_POINT_SIZE;
888 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
889 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
890 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
891 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
892 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
893 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
894 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
895 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
896 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
897 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
898 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
899 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
900 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
901 ctx->Const.MaxLights = MAX_LIGHTS;
902 ctx->Const.MaxShininess = 128.0;
903 ctx->Const.MaxSpotExponent = 128.0;
904 ctx->Const.MaxViewportWidth = MAX_WIDTH;
905 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
906 #if FEATURE_ARB_vertex_program
907 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
908 #endif
909 #if FEATURE_ARB_fragment_program
910 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
911 #endif
912 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
913 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
914
915 /* CheckArrayBounds is overriden by drivers/x11 for X server */
916 ctx->Const.CheckArrayBounds = GL_FALSE;
917
918 /* GL_ARB_draw_buffers */
919 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
920
921 /* GL_OES_read_format */
922 ctx->Const.ColorReadFormat = GL_RGBA;
923 ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
924
925 #if FEATURE_EXT_framebuffer_object
926 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
927 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
928 #endif
929
930 #if FEATURE_ARB_vertex_shader
931 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
932 ctx->Const.MaxVarying = MAX_VARYING;
933 #endif
934
935 /* sanity checks */
936 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
937 ctx->Const.MaxTextureCoordUnits));
938 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
939 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
940
941 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
942 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
943 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
944 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
945 }
946
947
948 /**
949 * Do some sanity checks on the limits/constants for the given context.
950 * Only called the first time a context is bound.
951 */
952 static void
953 check_context_limits(GLcontext *ctx)
954 {
955 /* Many context limits/constants are limited by the size of
956 * internal arrays.
957 */
958 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
959 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
960 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
961 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
962
963 /* number of coord units cannot be greater than number of image units */
964 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
965
966 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
967 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
968
969 /* make sure largest texture image is <= MAX_WIDTH in size */
970 assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH);
971 assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH);
972 assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH);
973
974 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
975
976 /* XXX probably add more tests */
977 }
978
979
980 /**
981 * Initialize the attribute groups in a GL context.
982 *
983 * \param ctx GL context.
984 *
985 * Initializes all the attributes, calling the respective <tt>init*</tt>
986 * functions for the more complex data structures.
987 */
988 static GLboolean
989 init_attrib_groups(GLcontext *ctx)
990 {
991 assert(ctx);
992
993 /* Constants */
994 _mesa_init_constants( ctx );
995
996 /* Extensions */
997 _mesa_init_extensions( ctx );
998
999 /* Attribute Groups */
1000 #if FEATURE_accum
1001 _mesa_init_accum( ctx );
1002 #endif
1003 #if FEATURE_attrib_stack
1004 _mesa_init_attrib( ctx );
1005 #endif
1006 _mesa_init_buffer_objects( ctx );
1007 _mesa_init_color( ctx );
1008 #if FEATURE_colortable
1009 _mesa_init_colortables( ctx );
1010 #endif
1011 _mesa_init_current( ctx );
1012 _mesa_init_depth( ctx );
1013 _mesa_init_debug( ctx );
1014 #if FEATURE_dlist
1015 _mesa_init_display_list( ctx );
1016 #endif
1017 #if FEATURE_evaluators
1018 _mesa_init_eval( ctx );
1019 #endif
1020 _mesa_init_fbobjects( ctx );
1021 #if FEATURE_feedback
1022 _mesa_init_feedback( ctx );
1023 #else
1024 ctx->RenderMode = GL_RENDER;
1025 #endif
1026 _mesa_init_fog( ctx );
1027 #if FEATURE_histogram
1028 _mesa_init_histogram( ctx );
1029 #endif
1030 _mesa_init_hint( ctx );
1031 _mesa_init_line( ctx );
1032 _mesa_init_lighting( ctx );
1033 _mesa_init_matrix( ctx );
1034 _mesa_init_multisample( ctx );
1035 _mesa_init_pixel( ctx );
1036 _mesa_init_pixelstore( ctx );
1037 _mesa_init_point( ctx );
1038 _mesa_init_polygon( ctx );
1039 _mesa_init_program( ctx );
1040 #if FEATURE_ARB_occlusion_query
1041 _mesa_init_query( ctx );
1042 #endif
1043 #if FEATURE_drawpix
1044 _mesa_init_rastpos( ctx );
1045 #endif
1046 _mesa_init_scissor( ctx );
1047 _mesa_init_shader_state( ctx );
1048 _mesa_init_stencil( ctx );
1049 _mesa_init_transform( ctx );
1050 _mesa_init_varray( ctx );
1051 _mesa_init_viewport( ctx );
1052
1053 if (!_mesa_init_texture( ctx ))
1054 return GL_FALSE;
1055
1056 #if FEATURE_texture_s3tc
1057 _mesa_init_texture_s3tc( ctx );
1058 #endif
1059 #if FEATURE_texture_fxt1
1060 _mesa_init_texture_fxt1( ctx );
1061 #endif
1062
1063 /* Miscellaneous */
1064 ctx->NewState = _NEW_ALL;
1065 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1066 ctx->varying_vp_inputs = ~0;
1067
1068 return GL_TRUE;
1069 }
1070
1071
1072 /**
1073 * Update default objects in a GL context with respect to shared state.
1074 *
1075 * \param ctx GL context.
1076 *
1077 * Removes references to old default objects, (texture objects, program
1078 * objects, etc.) and changes to reference those from the current shared
1079 * state.
1080 */
1081 static GLboolean
1082 update_default_objects(GLcontext *ctx)
1083 {
1084 assert(ctx);
1085
1086 _mesa_update_default_objects_program(ctx);
1087 _mesa_update_default_objects_texture(ctx);
1088 _mesa_update_default_objects_buffer_objects(ctx);
1089
1090 return GL_TRUE;
1091 }
1092
1093
1094 /**
1095 * This is the default function we plug into all dispatch table slots
1096 * This helps prevents a segfault when someone calls a GL function without
1097 * first checking if the extension's supported.
1098 */
1099 static int
1100 generic_nop(void)
1101 {
1102 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
1103 return 0;
1104 }
1105
1106
1107 /**
1108 * Allocate and initialize a new dispatch table.
1109 */
1110 static struct _glapi_table *
1111 alloc_dispatch_table(void)
1112 {
1113 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1114 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1115 * Mesa we do this to accomodate different versions of libGL and various
1116 * DRI drivers.
1117 */
1118 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
1119 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
1120 struct _glapi_table *table =
1121 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
1122 if (table) {
1123 _glapi_proc *entry = (_glapi_proc *) table;
1124 GLint i;
1125 for (i = 0; i < numEntries; i++) {
1126 entry[i] = (_glapi_proc) generic_nop;
1127 }
1128 }
1129 return table;
1130 }
1131
1132
1133 /**
1134 * Initialize a GLcontext struct (rendering context).
1135 *
1136 * This includes allocating all the other structs and arrays which hang off of
1137 * the context by pointers.
1138 * Note that the driver needs to pass in its dd_function_table here since
1139 * we need to at least call driverFunctions->NewTextureObject to create the
1140 * default texture objects.
1141 *
1142 * Called by _mesa_create_context().
1143 *
1144 * Performs the imports and exports callback tables initialization, and
1145 * miscellaneous one-time initializations. If no shared context is supplied one
1146 * is allocated, and increase its reference count. Setups the GL API dispatch
1147 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
1148 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
1149 * for debug flags.
1150 *
1151 * \param ctx the context to initialize
1152 * \param visual describes the visual attributes for this context
1153 * \param share_list points to context to share textures, display lists,
1154 * etc with, or NULL
1155 * \param driverFunctions table of device driver functions for this context
1156 * to use
1157 * \param driverContext pointer to driver-specific context data
1158 */
1159 GLboolean
1160 _mesa_initialize_context(GLcontext *ctx,
1161 const GLvisual *visual,
1162 GLcontext *share_list,
1163 const struct dd_function_table *driverFunctions,
1164 void *driverContext)
1165 {
1166 /*ASSERT(driverContext);*/
1167 assert(driverFunctions->NewTextureObject);
1168 assert(driverFunctions->FreeTexImageData);
1169
1170 /* misc one-time initializations */
1171 one_time_init(ctx);
1172
1173 ctx->Visual = *visual;
1174 ctx->DrawBuffer = NULL;
1175 ctx->ReadBuffer = NULL;
1176 ctx->WinSysDrawBuffer = NULL;
1177 ctx->WinSysReadBuffer = NULL;
1178
1179 /* Plug in driver functions and context pointer here.
1180 * This is important because when we call alloc_shared_state() below
1181 * we'll call ctx->Driver.NewTextureObject() to create the default
1182 * textures.
1183 */
1184 ctx->Driver = *driverFunctions;
1185 ctx->DriverCtx = driverContext;
1186
1187 if (share_list) {
1188 /* share state with another context */
1189 ctx->Shared = share_list->Shared;
1190 }
1191 else {
1192 /* allocate new, unshared state */
1193 if (!alloc_shared_state( ctx )) {
1194 return GL_FALSE;
1195 }
1196 }
1197 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1198 ctx->Shared->RefCount++;
1199 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1200
1201 if (!init_attrib_groups( ctx )) {
1202 free_shared_state(ctx, ctx->Shared);
1203 return GL_FALSE;
1204 }
1205
1206 /* setup the API dispatch tables */
1207 ctx->Exec = alloc_dispatch_table();
1208 ctx->Save = alloc_dispatch_table();
1209 if (!ctx->Exec || !ctx->Save) {
1210 free_shared_state(ctx, ctx->Shared);
1211 if (ctx->Exec)
1212 _mesa_free(ctx->Exec);
1213 }
1214 #if FEATURE_dispatch
1215 _mesa_init_exec_table(ctx->Exec);
1216 #endif
1217 ctx->CurrentDispatch = ctx->Exec;
1218 #if FEATURE_dlist
1219 _mesa_init_dlist_table(ctx->Save);
1220 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1221 #endif
1222 /* Neutral tnl module stuff */
1223 _mesa_init_exec_vtxfmt( ctx );
1224 ctx->TnlModule.Current = NULL;
1225 ctx->TnlModule.SwapCount = 0;
1226
1227 ctx->FragmentProgram._MaintainTexEnvProgram
1228 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
1229 ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram;
1230
1231 ctx->VertexProgram._MaintainTnlProgram
1232 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
1233 if (ctx->VertexProgram._MaintainTnlProgram) {
1234 /* this is required... */
1235 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1236 }
1237
1238 #ifdef FEATURE_extra_context_init
1239 _mesa_initialize_context_extra(ctx);
1240 #endif
1241
1242 ctx->FirstTimeCurrent = GL_TRUE;
1243
1244 return GL_TRUE;
1245 }
1246
1247
1248 /**
1249 * Allocate and initialize a GLcontext structure.
1250 * Note that the driver needs to pass in its dd_function_table here since
1251 * we need to at least call driverFunctions->NewTextureObject to initialize
1252 * the rendering context.
1253 *
1254 * \param visual a GLvisual pointer (we copy the struct contents)
1255 * \param share_list another context to share display lists with or NULL
1256 * \param driverFunctions points to the dd_function_table into which the
1257 * driver has plugged in all its special functions.
1258 * \param driverCtx points to the device driver's private context state
1259 *
1260 * \return pointer to a new __GLcontextRec or NULL if error.
1261 */
1262 GLcontext *
1263 _mesa_create_context(const GLvisual *visual,
1264 GLcontext *share_list,
1265 const struct dd_function_table *driverFunctions,
1266 void *driverContext)
1267 {
1268 GLcontext *ctx;
1269
1270 ASSERT(visual);
1271 /*ASSERT(driverContext);*/
1272
1273 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
1274 if (!ctx)
1275 return NULL;
1276
1277 if (_mesa_initialize_context(ctx, visual, share_list,
1278 driverFunctions, driverContext)) {
1279 return ctx;
1280 }
1281 else {
1282 _mesa_free(ctx);
1283 return NULL;
1284 }
1285 }
1286
1287
1288 /**
1289 * Free the data associated with the given context.
1290 *
1291 * But doesn't free the GLcontext struct itself.
1292 *
1293 * \sa _mesa_initialize_context() and init_attrib_groups().
1294 */
1295 void
1296 _mesa_free_context_data( GLcontext *ctx )
1297 {
1298 if (!_mesa_get_current_context()){
1299 /* No current context, but we may need one in order to delete
1300 * texture objs, etc. So temporarily bind the context now.
1301 */
1302 _mesa_make_current(ctx, NULL, NULL);
1303 }
1304
1305 /* unreference WinSysDraw/Read buffers */
1306 _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer);
1307 _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer);
1308 _mesa_unreference_framebuffer(&ctx->DrawBuffer);
1309 _mesa_unreference_framebuffer(&ctx->ReadBuffer);
1310
1311 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1312 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1313 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1314
1315 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1316 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1317 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1318
1319 #if FEATURE_attrib_stack
1320 _mesa_free_attrib_data(ctx);
1321 #endif
1322 _mesa_free_lighting_data( ctx );
1323 #if FEATURE_evaluators
1324 _mesa_free_eval_data( ctx );
1325 #endif
1326 _mesa_free_texture_data( ctx );
1327 _mesa_free_matrix_data( ctx );
1328 _mesa_free_viewport_data( ctx );
1329 #if FEATURE_colortable
1330 _mesa_free_colortables_data( ctx );
1331 #endif
1332 _mesa_free_program_data(ctx);
1333 _mesa_free_shader_state(ctx);
1334 #if FEATURE_ARB_occlusion_query
1335 _mesa_free_query_data(ctx);
1336 #endif
1337
1338 #if FEATURE_ARB_vertex_buffer_object
1339 _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
1340 #endif
1341 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1342
1343 /* free dispatch tables */
1344 _mesa_free(ctx->Exec);
1345 _mesa_free(ctx->Save);
1346
1347 /* Shared context state (display lists, textures, etc) */
1348 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1349 ctx->Shared->RefCount--;
1350 assert(ctx->Shared->RefCount >= 0);
1351 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1352 if (ctx->Shared->RefCount == 0) {
1353 /* free shared state */
1354 free_shared_state( ctx, ctx->Shared );
1355 }
1356
1357 if (ctx->Extensions.String)
1358 _mesa_free((void *) ctx->Extensions.String);
1359
1360 /* unbind the context if it's currently bound */
1361 if (ctx == _mesa_get_current_context()) {
1362 _mesa_make_current(NULL, NULL, NULL);
1363 }
1364 }
1365
1366
1367 /**
1368 * Destroy a GLcontext structure.
1369 *
1370 * \param ctx GL context.
1371 *
1372 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1373 */
1374 void
1375 _mesa_destroy_context( GLcontext *ctx )
1376 {
1377 if (ctx) {
1378 _mesa_free_context_data(ctx);
1379 _mesa_free( (void *) ctx );
1380 }
1381 }
1382
1383
1384 #if _HAVE_FULL_GL
1385 /**
1386 * Copy attribute groups from one context to another.
1387 *
1388 * \param src source context
1389 * \param dst destination context
1390 * \param mask bitwise OR of GL_*_BIT flags
1391 *
1392 * According to the bits specified in \p mask, copies the corresponding
1393 * attributes from \p src into \p dst. For many of the attributes a simple \c
1394 * memcpy is not enough due to the existence of internal pointers in their data
1395 * structures.
1396 */
1397 void
1398 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1399 {
1400 if (mask & GL_ACCUM_BUFFER_BIT) {
1401 /* OK to memcpy */
1402 dst->Accum = src->Accum;
1403 }
1404 if (mask & GL_COLOR_BUFFER_BIT) {
1405 /* OK to memcpy */
1406 dst->Color = src->Color;
1407 }
1408 if (mask & GL_CURRENT_BIT) {
1409 /* OK to memcpy */
1410 dst->Current = src->Current;
1411 }
1412 if (mask & GL_DEPTH_BUFFER_BIT) {
1413 /* OK to memcpy */
1414 dst->Depth = src->Depth;
1415 }
1416 if (mask & GL_ENABLE_BIT) {
1417 /* no op */
1418 }
1419 if (mask & GL_EVAL_BIT) {
1420 /* OK to memcpy */
1421 dst->Eval = src->Eval;
1422 }
1423 if (mask & GL_FOG_BIT) {
1424 /* OK to memcpy */
1425 dst->Fog = src->Fog;
1426 }
1427 if (mask & GL_HINT_BIT) {
1428 /* OK to memcpy */
1429 dst->Hint = src->Hint;
1430 }
1431 if (mask & GL_LIGHTING_BIT) {
1432 GLuint i;
1433 /* begin with memcpy */
1434 dst->Light = src->Light;
1435 /* fixup linked lists to prevent pointer insanity */
1436 make_empty_list( &(dst->Light.EnabledList) );
1437 for (i = 0; i < MAX_LIGHTS; i++) {
1438 if (dst->Light.Light[i].Enabled) {
1439 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1440 }
1441 }
1442 }
1443 if (mask & GL_LINE_BIT) {
1444 /* OK to memcpy */
1445 dst->Line = src->Line;
1446 }
1447 if (mask & GL_LIST_BIT) {
1448 /* OK to memcpy */
1449 dst->List = src->List;
1450 }
1451 if (mask & GL_PIXEL_MODE_BIT) {
1452 /* OK to memcpy */
1453 dst->Pixel = src->Pixel;
1454 }
1455 if (mask & GL_POINT_BIT) {
1456 /* OK to memcpy */
1457 dst->Point = src->Point;
1458 }
1459 if (mask & GL_POLYGON_BIT) {
1460 /* OK to memcpy */
1461 dst->Polygon = src->Polygon;
1462 }
1463 if (mask & GL_POLYGON_STIPPLE_BIT) {
1464 /* Use loop instead of MEMCPY due to problem with Portland Group's
1465 * C compiler. Reported by John Stone.
1466 */
1467 GLuint i;
1468 for (i = 0; i < 32; i++) {
1469 dst->PolygonStipple[i] = src->PolygonStipple[i];
1470 }
1471 }
1472 if (mask & GL_SCISSOR_BIT) {
1473 /* OK to memcpy */
1474 dst->Scissor = src->Scissor;
1475 }
1476 if (mask & GL_STENCIL_BUFFER_BIT) {
1477 /* OK to memcpy */
1478 dst->Stencil = src->Stencil;
1479 }
1480 if (mask & GL_TEXTURE_BIT) {
1481 /* Cannot memcpy because of pointers */
1482 _mesa_copy_texture_state(src, dst);
1483 }
1484 if (mask & GL_TRANSFORM_BIT) {
1485 /* OK to memcpy */
1486 dst->Transform = src->Transform;
1487 }
1488 if (mask & GL_VIEWPORT_BIT) {
1489 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1490 dst->Viewport.X = src->Viewport.X;
1491 dst->Viewport.Y = src->Viewport.Y;
1492 dst->Viewport.Width = src->Viewport.Width;
1493 dst->Viewport.Height = src->Viewport.Height;
1494 dst->Viewport.Near = src->Viewport.Near;
1495 dst->Viewport.Far = src->Viewport.Far;
1496 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1497 }
1498
1499 /* XXX FIXME: Call callbacks?
1500 */
1501 dst->NewState = _NEW_ALL;
1502 }
1503 #endif
1504
1505
1506 /**
1507 * Check if the given context can render into the given framebuffer
1508 * by checking visual attributes.
1509 *
1510 * Most of these tests could go away because Mesa is now pretty flexible
1511 * in terms of mixing rendering contexts with framebuffers. As long
1512 * as RGB vs. CI mode agree, we're probably good.
1513 *
1514 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1515 */
1516 static GLboolean
1517 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1518 {
1519 const GLvisual *ctxvis = &ctx->Visual;
1520 const GLvisual *bufvis = &buffer->Visual;
1521
1522 if (ctxvis == bufvis)
1523 return GL_TRUE;
1524
1525 if (ctxvis->rgbMode != bufvis->rgbMode)
1526 return GL_FALSE;
1527 #if 0
1528 /* disabling this fixes the fgl_glxgears pbuffer demo */
1529 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1530 return GL_FALSE;
1531 #endif
1532 if (ctxvis->stereoMode && !bufvis->stereoMode)
1533 return GL_FALSE;
1534 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1535 return GL_FALSE;
1536 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1537 return GL_FALSE;
1538 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1539 return GL_FALSE;
1540 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1541 return GL_FALSE;
1542 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1543 return GL_FALSE;
1544 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1545 return GL_FALSE;
1546 #if 0
1547 /* disabled (see bug 11161) */
1548 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1549 return GL_FALSE;
1550 #endif
1551 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1552 return GL_FALSE;
1553
1554 return GL_TRUE;
1555 }
1556
1557
1558 /**
1559 * Do one-time initialization for the given framebuffer. Specifically,
1560 * ask the driver for the window's current size and update the framebuffer
1561 * object to match.
1562 * Really, the device driver should totally take care of this.
1563 */
1564 static void
1565 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1566 {
1567 GLuint width, height;
1568 if (ctx->Driver.GetBufferSize) {
1569 ctx->Driver.GetBufferSize(fb, &width, &height);
1570 if (ctx->Driver.ResizeBuffers)
1571 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1572 fb->Initialized = GL_TRUE;
1573 }
1574 }
1575
1576
1577 /**
1578 * Bind the given context to the given drawBuffer and readBuffer and
1579 * make it the current context for the calling thread.
1580 * We'll render into the drawBuffer and read pixels from the
1581 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1582 *
1583 * We check that the context's and framebuffer's visuals are compatible
1584 * and return immediately if they're not.
1585 *
1586 * \param newCtx the new GL context. If NULL then there will be no current GL
1587 * context.
1588 * \param drawBuffer the drawing framebuffer
1589 * \param readBuffer the reading framebuffer
1590 */
1591 void
1592 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1593 GLframebuffer *readBuffer )
1594 {
1595 if (MESA_VERBOSE & VERBOSE_API)
1596 _mesa_debug(newCtx, "_mesa_make_current()\n");
1597
1598 /* Check that the context's and framebuffer's visuals are compatible.
1599 */
1600 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1601 if (!check_compatible(newCtx, drawBuffer)) {
1602 _mesa_warning(newCtx,
1603 "MakeCurrent: incompatible visuals for context and drawbuffer");
1604 return;
1605 }
1606 }
1607 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1608 if (!check_compatible(newCtx, readBuffer)) {
1609 _mesa_warning(newCtx,
1610 "MakeCurrent: incompatible visuals for context and readbuffer");
1611 return;
1612 }
1613 }
1614
1615 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1616 _glapi_set_context((void *) newCtx);
1617 ASSERT(_mesa_get_current_context() == newCtx);
1618
1619 if (!newCtx) {
1620 _glapi_set_dispatch(NULL); /* none current */
1621 }
1622 else {
1623 _glapi_set_dispatch(newCtx->CurrentDispatch);
1624
1625 if (drawBuffer && readBuffer) {
1626 /* TODO: check if newCtx and buffer's visual match??? */
1627
1628 ASSERT(drawBuffer->Name == 0);
1629 ASSERT(readBuffer->Name == 0);
1630 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1631 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1632
1633 /*
1634 * Only set the context's Draw/ReadBuffer fields if they're NULL
1635 * or not bound to a user-created FBO.
1636 */
1637 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1638 /* KW: merge conflict here, revisit.
1639 */
1640 /* fix up the fb fields - these will end up wrong otherwise
1641 * if the DRIdrawable changes, and everything relies on them.
1642 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1643 */
1644 unsigned int i;
1645 GLenum buffers[MAX_DRAW_BUFFERS];
1646
1647 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1648
1649 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1650 buffers[i] = newCtx->Color.DrawBuffer[i];
1651 }
1652
1653 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1654 }
1655 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1656 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1657 }
1658
1659 /* XXX only set this flag if we're really changing the draw/read
1660 * framebuffer bindings.
1661 */
1662 newCtx->NewState |= _NEW_BUFFERS;
1663
1664 #if 1
1665 /* We want to get rid of these lines: */
1666
1667 #if _HAVE_FULL_GL
1668 if (!drawBuffer->Initialized) {
1669 initialize_framebuffer_size(newCtx, drawBuffer);
1670 }
1671 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1672 initialize_framebuffer_size(newCtx, readBuffer);
1673 }
1674
1675 _mesa_resizebuffers(newCtx);
1676 #endif
1677
1678 #else
1679 /* We want the drawBuffer and readBuffer to be initialized by
1680 * the driver.
1681 * This generally means the Width and Height match the actual
1682 * window size and the renderbuffers (both hardware and software
1683 * based) are allocated to match. The later can generally be
1684 * done with a call to _mesa_resize_framebuffer().
1685 *
1686 * It's theoretically possible for a buffer to have zero width
1687 * or height, but for now, assert check that the driver did what's
1688 * expected of it.
1689 */
1690 ASSERT(drawBuffer->Width > 0);
1691 ASSERT(drawBuffer->Height > 0);
1692 #endif
1693
1694 if (newCtx->FirstTimeCurrent) {
1695 /* set initial viewport and scissor size now */
1696 _mesa_set_viewport(newCtx, 0, 0,
1697 drawBuffer->Width, drawBuffer->Height);
1698 _mesa_set_scissor(newCtx, 0, 0,
1699 drawBuffer->Width, drawBuffer->Height );
1700 check_context_limits(newCtx);
1701 }
1702 }
1703
1704 /* We can use this to help debug user's problems. Tell them to set
1705 * the MESA_INFO env variable before running their app. Then the
1706 * first time each context is made current we'll print some useful
1707 * information.
1708 */
1709 if (newCtx->FirstTimeCurrent) {
1710 if (_mesa_getenv("MESA_INFO")) {
1711 _mesa_print_info();
1712 }
1713 newCtx->FirstTimeCurrent = GL_FALSE;
1714 }
1715 }
1716 }
1717
1718
1719 /**
1720 * Make context 'ctx' share the display lists, textures and programs
1721 * that are associated with 'ctxToShare'.
1722 * Any display lists, textures or programs associated with 'ctx' will
1723 * be deleted if nobody else is sharing them.
1724 */
1725 GLboolean
1726 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1727 {
1728 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1729 struct gl_shared_state *oldSharedState = ctx->Shared;
1730
1731 ctx->Shared = ctxToShare->Shared;
1732 ctx->Shared->RefCount++;
1733
1734 update_default_objects(ctx);
1735
1736 oldSharedState->RefCount--;
1737 if (oldSharedState->RefCount == 0) {
1738 free_shared_state(ctx, oldSharedState);
1739 }
1740
1741 return GL_TRUE;
1742 }
1743 else {
1744 return GL_FALSE;
1745 }
1746 }
1747
1748
1749
1750 /**
1751 * \return pointer to the current GL context for this thread.
1752 *
1753 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1754 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1755 * context.h.
1756 */
1757 GLcontext *
1758 _mesa_get_current_context( void )
1759 {
1760 return (GLcontext *) _glapi_get_context();
1761 }
1762
1763
1764 /**
1765 * Get context's current API dispatch table.
1766 *
1767 * It'll either be the immediate-mode execute dispatcher or the display list
1768 * compile dispatcher.
1769 *
1770 * \param ctx GL context.
1771 *
1772 * \return pointer to dispatch_table.
1773 *
1774 * Simply returns __GLcontextRec::CurrentDispatch.
1775 */
1776 struct _glapi_table *
1777 _mesa_get_dispatch(GLcontext *ctx)
1778 {
1779 return ctx->CurrentDispatch;
1780 }
1781
1782 /*@}*/
1783
1784
1785 /**********************************************************************/
1786 /** \name Miscellaneous functions */
1787 /**********************************************************************/
1788 /*@{*/
1789
1790 /**
1791 * Record an error.
1792 *
1793 * \param ctx GL context.
1794 * \param error error code.
1795 *
1796 * Records the given error code and call the driver's dd_function_table::Error
1797 * function if defined.
1798 *
1799 * \sa
1800 * This is called via _mesa_error().
1801 */
1802 void
1803 _mesa_record_error(GLcontext *ctx, GLenum error)
1804 {
1805 if (!ctx)
1806 return;
1807
1808 if (ctx->ErrorValue == GL_NO_ERROR) {
1809 ctx->ErrorValue = error;
1810 }
1811
1812 /* Call device driver's error handler, if any. This is used on the Mac. */
1813 if (ctx->Driver.Error) {
1814 ctx->Driver.Error(ctx);
1815 }
1816 }
1817
1818
1819 /**
1820 * Execute glFinish().
1821 *
1822 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1823 * dd_function_table::Finish driver callback, if not NULL.
1824 */
1825 void GLAPIENTRY
1826 _mesa_Finish(void)
1827 {
1828 GET_CURRENT_CONTEXT(ctx);
1829 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1830 if (ctx->Driver.Finish) {
1831 ctx->Driver.Finish(ctx);
1832 }
1833 }
1834
1835
1836 /**
1837 * Execute glFlush().
1838 *
1839 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1840 * dd_function_table::Flush driver callback, if not NULL.
1841 */
1842 void GLAPIENTRY
1843 _mesa_Flush(void)
1844 {
1845 GET_CURRENT_CONTEXT(ctx);
1846 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1847 if (ctx->Driver.Flush) {
1848 ctx->Driver.Flush(ctx);
1849 }
1850 }
1851
1852
1853 /*@}*/