mesa: Track the OpenGL API we're implementing in the context
[mesa.git] / src / mesa / main / context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32 /**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79 #include "glheader.h"
80 #include "mfeatures.h"
81 #include "imports.h"
82 #include "accum.h"
83 #include "api_exec.h"
84 #include "arrayobj.h"
85 #include "attrib.h"
86 #include "blend.h"
87 #include "buffers.h"
88 #include "bufferobj.h"
89 #include "colortab.h"
90 #include "context.h"
91 #include "cpuinfo.h"
92 #include "debug.h"
93 #include "depth.h"
94 #include "dlist.h"
95 #include "eval.h"
96 #include "extensions.h"
97 #include "fbobject.h"
98 #include "feedback.h"
99 #include "fog.h"
100 #include "framebuffer.h"
101 #include "histogram.h"
102 #include "hint.h"
103 #include "hash.h"
104 #include "light.h"
105 #include "lines.h"
106 #include "macros.h"
107 #include "matrix.h"
108 #include "multisample.h"
109 #include "pixel.h"
110 #include "pixelstore.h"
111 #include "points.h"
112 #include "polygon.h"
113 #include "queryobj.h"
114 #if FEATURE_ARB_sync
115 #include "syncobj.h"
116 #endif
117 #include "rastpos.h"
118 #include "remap.h"
119 #include "scissor.h"
120 #include "shared.h"
121 #include "simple_list.h"
122 #include "state.h"
123 #include "stencil.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
127 #include "mtypes.h"
128 #include "varray.h"
129 #include "version.h"
130 #include "viewport.h"
131 #include "vtxfmt.h"
132 #include "glapi/glthread.h"
133 #include "glapi/glapitable.h"
134 #include "shader/program.h"
135 #include "shader/prog_print.h"
136 #include "shader/shader_api.h"
137 #if _HAVE_FULL_GL
138 #include "math/m_matrix.h"
139 #endif
140
141 #ifdef USE_SPARC_ASM
142 #include "sparc/sparc.h"
143 #endif
144
145 #ifndef MESA_VERBOSE
146 int MESA_VERBOSE = 0;
147 #endif
148
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
151 #endif
152
153
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
156
157
158
159 /**
160 * Swap buffers notification callback.
161 *
162 * \param ctx GL context.
163 *
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
166 */
167 void
168 _mesa_notifySwapBuffers(__GLcontext *ctx)
169 {
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
175 }
176 }
177
178
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
182 /*@{*/
183
184 /**
185 * Allocates a GLvisual structure and initializes it via
186 * _mesa_initialize_visual().
187 *
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
192 * needed.
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
195 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
196 * \param redBits number of bits per color component in frame buffer for RGB(A)
197 * mode. We always use 8 in core Mesa though.
198 * \param greenBits same as above.
199 * \param blueBits same as above.
200 * \param alphaBits same as above.
201 * \param numSamples not really used.
202 *
203 * \return pointer to new GLvisual or NULL if requested parameters can't be
204 * met.
205 *
206 * \note Need to add params for level and numAuxBuffers (at least)
207 */
208 GLvisual *
209 _mesa_create_visual( GLboolean dbFlag,
210 GLboolean stereoFlag,
211 GLint redBits,
212 GLint greenBits,
213 GLint blueBits,
214 GLint alphaBits,
215 GLint depthBits,
216 GLint stencilBits,
217 GLint accumRedBits,
218 GLint accumGreenBits,
219 GLint accumBlueBits,
220 GLint accumAlphaBits,
221 GLint numSamples )
222 {
223 GLvisual *vis = (GLvisual *) calloc(1, sizeof(GLvisual));
224 if (vis) {
225 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
226 redBits, greenBits, blueBits, alphaBits,
227 depthBits, stencilBits,
228 accumRedBits, accumGreenBits,
229 accumBlueBits, accumAlphaBits,
230 numSamples)) {
231 free(vis);
232 return NULL;
233 }
234 }
235 return vis;
236 }
237
238 /**
239 * Makes some sanity checks and fills in the fields of the
240 * GLvisual object with the given parameters. If the caller needs
241 * to set additional fields, he should just probably init the whole GLvisual
242 * object himself.
243 * \return GL_TRUE on success, or GL_FALSE on failure.
244 *
245 * \sa _mesa_create_visual() above for the parameter description.
246 */
247 GLboolean
248 _mesa_initialize_visual( GLvisual *vis,
249 GLboolean dbFlag,
250 GLboolean stereoFlag,
251 GLint redBits,
252 GLint greenBits,
253 GLint blueBits,
254 GLint alphaBits,
255 GLint depthBits,
256 GLint stencilBits,
257 GLint accumRedBits,
258 GLint accumGreenBits,
259 GLint accumBlueBits,
260 GLint accumAlphaBits,
261 GLint numSamples )
262 {
263 assert(vis);
264
265 if (depthBits < 0 || depthBits > 32) {
266 return GL_FALSE;
267 }
268 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
269 return GL_FALSE;
270 }
271 assert(accumRedBits >= 0);
272 assert(accumGreenBits >= 0);
273 assert(accumBlueBits >= 0);
274 assert(accumAlphaBits >= 0);
275
276 vis->rgbMode = GL_TRUE;
277 vis->doubleBufferMode = dbFlag;
278 vis->stereoMode = stereoFlag;
279
280 vis->redBits = redBits;
281 vis->greenBits = greenBits;
282 vis->blueBits = blueBits;
283 vis->alphaBits = alphaBits;
284 vis->rgbBits = redBits + greenBits + blueBits;
285
286 vis->indexBits = 0;
287 vis->depthBits = depthBits;
288 vis->stencilBits = stencilBits;
289
290 vis->accumRedBits = accumRedBits;
291 vis->accumGreenBits = accumGreenBits;
292 vis->accumBlueBits = accumBlueBits;
293 vis->accumAlphaBits = accumAlphaBits;
294
295 vis->haveAccumBuffer = accumRedBits > 0;
296 vis->haveDepthBuffer = depthBits > 0;
297 vis->haveStencilBuffer = stencilBits > 0;
298
299 vis->numAuxBuffers = 0;
300 vis->level = 0;
301 vis->pixmapMode = 0;
302 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
303 vis->samples = numSamples;
304
305 return GL_TRUE;
306 }
307
308
309 /**
310 * Destroy a visual and free its memory.
311 *
312 * \param vis visual.
313 *
314 * Frees the visual structure.
315 */
316 void
317 _mesa_destroy_visual( GLvisual *vis )
318 {
319 free(vis);
320 }
321
322 /*@}*/
323
324
325 /**********************************************************************/
326 /** \name Context allocation, initialization, destroying
327 *
328 * The purpose of the most initialization functions here is to provide the
329 * default state values according to the OpenGL specification.
330 */
331 /**********************************************************************/
332 /*@{*/
333
334
335 /**
336 * This is lame. gdb only seems to recognize enum types that are
337 * actually used somewhere. We want to be able to print/use enum
338 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
339 * the gl_texture_index type anywhere. Thus, this lame function.
340 */
341 static void
342 dummy_enum_func(void)
343 {
344 gl_buffer_index bi;
345 gl_colortable_index ci;
346 gl_face_index fi;
347 gl_frag_attrib fa;
348 gl_frag_result fr;
349 gl_texture_index ti;
350 gl_vert_attrib va;
351 gl_vert_result vr;
352
353 (void) bi;
354 (void) ci;
355 (void) fi;
356 (void) fa;
357 (void) fr;
358 (void) ti;
359 (void) va;
360 (void) vr;
361 }
362
363
364 /**
365 * One-time initialization mutex lock.
366 *
367 * \sa Used by one_time_init().
368 */
369 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
370
371 /**
372 * Calls all the various one-time-init functions in Mesa.
373 *
374 * While holding a global mutex lock, calls several initialization functions,
375 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
376 * defined.
377 *
378 * \sa _math_init().
379 */
380 static void
381 one_time_init( GLcontext *ctx )
382 {
383 static GLboolean alreadyCalled = GL_FALSE;
384 (void) ctx;
385 _glthread_LOCK_MUTEX(OneTimeLock);
386 if (!alreadyCalled) {
387 GLuint i;
388
389 /* do some implementation tests */
390 assert( sizeof(GLbyte) == 1 );
391 assert( sizeof(GLubyte) == 1 );
392 assert( sizeof(GLshort) == 2 );
393 assert( sizeof(GLushort) == 2 );
394 assert( sizeof(GLint) == 4 );
395 assert( sizeof(GLuint) == 4 );
396
397 _mesa_get_cpu_features();
398
399 _mesa_init_remap_table();
400
401 _mesa_init_sqrt_table();
402
403 for (i = 0; i < 256; i++) {
404 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
405 }
406
407 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
408 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
409 MESA_VERSION_STRING, __DATE__, __TIME__);
410 #endif
411
412 alreadyCalled = GL_TRUE;
413 }
414 _glthread_UNLOCK_MUTEX(OneTimeLock);
415
416 dummy_enum_func();
417 }
418
419
420 /**
421 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
422 */
423 static void
424 _mesa_init_current(GLcontext *ctx)
425 {
426 GLuint i;
427
428 /* Init all to (0,0,0,1) */
429 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
430 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
431 }
432
433 /* redo special cases: */
434 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
435 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
436 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
437 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
438 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
439 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
440 }
441
442
443 /**
444 * Init vertex/fragment program limits.
445 * Important: drivers should override these with actual limits.
446 */
447 static void
448 init_program_limits(GLenum type, struct gl_program_constants *prog)
449 {
450 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
451 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
452 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
453 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
454 prog->MaxTemps = MAX_PROGRAM_TEMPS;
455 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
456 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
457 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
458
459 if (type == GL_VERTEX_PROGRAM_ARB) {
460 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
461 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
462 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
463 }
464 else {
465 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
466 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
467 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
468 }
469
470 /* Set the native limits to zero. This implies that there is no native
471 * support for shaders. Let the drivers fill in the actual values.
472 */
473 prog->MaxNativeInstructions = 0;
474 prog->MaxNativeAluInstructions = 0;
475 prog->MaxNativeTexInstructions = 0;
476 prog->MaxNativeTexIndirections = 0;
477 prog->MaxNativeAttribs = 0;
478 prog->MaxNativeTemps = 0;
479 prog->MaxNativeAddressRegs = 0;
480 prog->MaxNativeParameters = 0;
481 }
482
483
484 /**
485 * Initialize fields of gl_constants (aka ctx->Const.*).
486 * Use defaults from config.h. The device drivers will often override
487 * some of these values (such as number of texture units).
488 */
489 static void
490 _mesa_init_constants(GLcontext *ctx)
491 {
492 assert(ctx);
493
494 /* Constants, may be overriden (usually only reduced) by device drivers */
495 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
496 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
497 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
498 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
499 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
500 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
501 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
502 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
503 ctx->Const.MaxTextureImageUnits);
504 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
505 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
506 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
507 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
508 ctx->Const.MinPointSize = MIN_POINT_SIZE;
509 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
510 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
511 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
512 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
513 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
514 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
515 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
516 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
517 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
518 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
519 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
520 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
521 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
522 ctx->Const.MaxLights = MAX_LIGHTS;
523 ctx->Const.MaxShininess = 128.0;
524 ctx->Const.MaxSpotExponent = 128.0;
525 ctx->Const.MaxViewportWidth = MAX_WIDTH;
526 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
527 #if FEATURE_ARB_vertex_program
528 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
529 #endif
530 #if FEATURE_ARB_fragment_program
531 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
532 #endif
533 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
534 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
535
536 /* CheckArrayBounds is overriden by drivers/x11 for X server */
537 ctx->Const.CheckArrayBounds = GL_FALSE;
538
539 /* GL_ARB_draw_buffers */
540 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
541
542 #if FEATURE_EXT_framebuffer_object
543 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
544 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
545 #endif
546
547 #if FEATURE_ARB_vertex_shader
548 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
549 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
550 ctx->Const.MaxVarying = MAX_VARYING;
551 #endif
552
553 /* GL_ARB_framebuffer_object */
554 ctx->Const.MaxSamples = 0;
555
556 /* GL_ARB_sync */
557 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
558
559 /* GL_ATI_envmap_bumpmap */
560 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
561
562 /* GL_EXT_provoking_vertex */
563 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
564
565 /* GL_EXT_transform_feedback */
566 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
567 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
568 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
569
570 /* GL 3.2: hard-coded for now: */
571 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
572 }
573
574
575 /**
576 * Do some sanity checks on the limits/constants for the given context.
577 * Only called the first time a context is bound.
578 */
579 static void
580 check_context_limits(GLcontext *ctx)
581 {
582 /* check that we don't exceed the size of various bitfields */
583 assert(VERT_RESULT_MAX <=
584 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
585 assert(FRAG_ATTRIB_MAX <=
586 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
587
588 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
589
590 /* shader-related checks */
591 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
592 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
593
594 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
595 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
596 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
597 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
598
599 /* Texture unit checks */
600 assert(ctx->Const.MaxTextureImageUnits > 0);
601 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
602 assert(ctx->Const.MaxTextureCoordUnits > 0);
603 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
604 assert(ctx->Const.MaxTextureUnits > 0);
605 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
606 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
607 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
608 ctx->Const.MaxTextureCoordUnits));
609 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
610 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
611 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
612 /* number of coord units cannot be greater than number of image units */
613 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
614
615
616 /* Texture size checks */
617 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
618 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
619 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
620 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
621
622 /* make sure largest texture image is <= MAX_WIDTH in size */
623 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
624 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
625 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
626
627 /* Texture level checks */
628 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
629 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
630
631 /* Max texture size should be <= max viewport size (render to texture) */
632 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
633
634 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
635 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
636
637 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
638
639 /* XXX probably add more tests */
640 }
641
642
643 /**
644 * Initialize the attribute groups in a GL context.
645 *
646 * \param ctx GL context.
647 *
648 * Initializes all the attributes, calling the respective <tt>init*</tt>
649 * functions for the more complex data structures.
650 */
651 static GLboolean
652 init_attrib_groups(GLcontext *ctx)
653 {
654 assert(ctx);
655
656 /* Constants */
657 _mesa_init_constants( ctx );
658
659 /* Extensions */
660 _mesa_init_extensions( ctx );
661
662 /* Attribute Groups */
663 _mesa_init_accum( ctx );
664 _mesa_init_attrib( ctx );
665 _mesa_init_buffer_objects( ctx );
666 _mesa_init_color( ctx );
667 _mesa_init_colortables( ctx );
668 _mesa_init_current( ctx );
669 _mesa_init_depth( ctx );
670 _mesa_init_debug( ctx );
671 _mesa_init_display_list( ctx );
672 _mesa_init_eval( ctx );
673 _mesa_init_fbobjects( ctx );
674 _mesa_init_feedback( ctx );
675 _mesa_init_fog( ctx );
676 _mesa_init_histogram( ctx );
677 _mesa_init_hint( ctx );
678 _mesa_init_line( ctx );
679 _mesa_init_lighting( ctx );
680 _mesa_init_matrix( ctx );
681 _mesa_init_multisample( ctx );
682 _mesa_init_pixel( ctx );
683 _mesa_init_pixelstore( ctx );
684 _mesa_init_point( ctx );
685 _mesa_init_polygon( ctx );
686 _mesa_init_program( ctx );
687 _mesa_init_queryobj( ctx );
688 #if FEATURE_ARB_sync
689 _mesa_init_sync( ctx );
690 #endif
691 _mesa_init_rastpos( ctx );
692 _mesa_init_scissor( ctx );
693 _mesa_init_shader_state( ctx );
694 _mesa_init_stencil( ctx );
695 _mesa_init_transform( ctx );
696 _mesa_init_transform_feedback( ctx );
697 _mesa_init_varray( ctx );
698 _mesa_init_viewport( ctx );
699
700 if (!_mesa_init_texture( ctx ))
701 return GL_FALSE;
702
703 _mesa_init_texture_s3tc( ctx );
704
705 /* Miscellaneous */
706 ctx->NewState = _NEW_ALL;
707 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
708 ctx->varying_vp_inputs = ~0;
709
710 return GL_TRUE;
711 }
712
713
714 /**
715 * Update default objects in a GL context with respect to shared state.
716 *
717 * \param ctx GL context.
718 *
719 * Removes references to old default objects, (texture objects, program
720 * objects, etc.) and changes to reference those from the current shared
721 * state.
722 */
723 static GLboolean
724 update_default_objects(GLcontext *ctx)
725 {
726 assert(ctx);
727
728 _mesa_update_default_objects_program(ctx);
729 _mesa_update_default_objects_texture(ctx);
730 _mesa_update_default_objects_buffer_objects(ctx);
731
732 return GL_TRUE;
733 }
734
735
736 /**
737 * This is the default function we plug into all dispatch table slots
738 * This helps prevents a segfault when someone calls a GL function without
739 * first checking if the extension's supported.
740 */
741 static int
742 generic_nop(void)
743 {
744 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
745 return 0;
746 }
747
748
749 /**
750 * Allocate and initialize a new dispatch table.
751 */
752 static struct _glapi_table *
753 alloc_dispatch_table(void)
754 {
755 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
756 * In practice, this'll be the same for stand-alone Mesa. But for DRI
757 * Mesa we do this to accomodate different versions of libGL and various
758 * DRI drivers.
759 */
760 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
761 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
762 struct _glapi_table *table =
763 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
764 if (table) {
765 _glapi_proc *entry = (_glapi_proc *) table;
766 GLint i;
767 for (i = 0; i < numEntries; i++) {
768 entry[i] = (_glapi_proc) generic_nop;
769 }
770 }
771 return table;
772 }
773
774
775 /**
776 * Initialize a GLcontext struct (rendering context).
777 *
778 * This includes allocating all the other structs and arrays which hang off of
779 * the context by pointers.
780 * Note that the driver needs to pass in its dd_function_table here since
781 * we need to at least call driverFunctions->NewTextureObject to create the
782 * default texture objects.
783 *
784 * Called by _mesa_create_context().
785 *
786 * Performs the imports and exports callback tables initialization, and
787 * miscellaneous one-time initializations. If no shared context is supplied one
788 * is allocated, and increase its reference count. Setups the GL API dispatch
789 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
790 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
791 * for debug flags.
792 *
793 * \param ctx the context to initialize
794 * \param api the GL API type to create the context for
795 * \param visual describes the visual attributes for this context
796 * \param share_list points to context to share textures, display lists,
797 * etc with, or NULL
798 * \param driverFunctions table of device driver functions for this context
799 * to use
800 * \param driverContext pointer to driver-specific context data
801 */
802 GLboolean
803 _mesa_initialize_context_for_api(GLcontext *ctx,
804 gl_api api,
805 const GLvisual *visual,
806 GLcontext *share_list,
807 const struct dd_function_table *driverFunctions,
808 void *driverContext)
809 {
810 struct gl_shared_state *shared;
811
812 /*ASSERT(driverContext);*/
813 assert(driverFunctions->NewTextureObject);
814 assert(driverFunctions->FreeTexImageData);
815
816 /* misc one-time initializations */
817 one_time_init(ctx);
818
819 ctx->API = api;
820 ctx->Visual = *visual;
821 ctx->DrawBuffer = NULL;
822 ctx->ReadBuffer = NULL;
823 ctx->WinSysDrawBuffer = NULL;
824 ctx->WinSysReadBuffer = NULL;
825
826 /* Plug in driver functions and context pointer here.
827 * This is important because when we call alloc_shared_state() below
828 * we'll call ctx->Driver.NewTextureObject() to create the default
829 * textures.
830 */
831 ctx->Driver = *driverFunctions;
832 ctx->DriverCtx = driverContext;
833
834 if (share_list) {
835 /* share state with another context */
836 shared = share_list->Shared;
837 }
838 else {
839 /* allocate new, unshared state */
840 shared = _mesa_alloc_shared_state(ctx);
841 if (!shared)
842 return GL_FALSE;
843 }
844
845 _glthread_LOCK_MUTEX(shared->Mutex);
846 ctx->Shared = shared;
847 shared->RefCount++;
848 _glthread_UNLOCK_MUTEX(shared->Mutex);
849
850 if (!init_attrib_groups( ctx )) {
851 _mesa_release_shared_state(ctx, ctx->Shared);
852 return GL_FALSE;
853 }
854
855 /* setup the API dispatch tables */
856 ctx->Exec = alloc_dispatch_table();
857 ctx->Save = alloc_dispatch_table();
858 if (!ctx->Exec || !ctx->Save) {
859 _mesa_release_shared_state(ctx, ctx->Shared);
860 if (ctx->Exec)
861 free(ctx->Exec);
862 return GL_FALSE;
863 }
864 #if FEATURE_dispatch
865 _mesa_init_exec_table(ctx->Exec);
866 #endif
867 ctx->CurrentDispatch = ctx->Exec;
868
869 #if FEATURE_dlist
870 _mesa_init_save_table(ctx->Save);
871 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
872 #endif
873
874 /* Neutral tnl module stuff */
875 _mesa_init_exec_vtxfmt( ctx );
876 ctx->TnlModule.Current = NULL;
877 ctx->TnlModule.SwapCount = 0;
878
879 ctx->FragmentProgram._MaintainTexEnvProgram
880 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
881
882 ctx->VertexProgram._MaintainTnlProgram
883 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
884 if (ctx->VertexProgram._MaintainTnlProgram) {
885 /* this is required... */
886 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
887 }
888
889 #if FEATURE_extra_context_init
890 _mesa_initialize_context_extra(ctx);
891 #endif
892
893 ctx->FirstTimeCurrent = GL_TRUE;
894
895 return GL_TRUE;
896 }
897
898 GLboolean
899 _mesa_initialize_context(GLcontext *ctx,
900 const GLvisual *visual,
901 GLcontext *share_list,
902 const struct dd_function_table *driverFunctions,
903 void *driverContext)
904 {
905 return _mesa_initialize_context_for_api(ctx,
906 API_OPENGL,
907 visual,
908 share_list,
909 driverFunctions,
910 driverContext);
911 }
912
913 /**
914 * Allocate and initialize a GLcontext structure.
915 * Note that the driver needs to pass in its dd_function_table here since
916 * we need to at least call driverFunctions->NewTextureObject to initialize
917 * the rendering context.
918 *
919 * \param api the GL API type to create the context for
920 * \param visual a GLvisual pointer (we copy the struct contents)
921 * \param share_list another context to share display lists with or NULL
922 * \param driverFunctions points to the dd_function_table into which the
923 * driver has plugged in all its special functions.
924 * \param driverContext points to the device driver's private context state
925 *
926 * \return pointer to a new __GLcontextRec or NULL if error.
927 */
928 GLcontext *
929 _mesa_create_context_for_api(gl_api api,
930 const GLvisual *visual,
931 GLcontext *share_list,
932 const struct dd_function_table *driverFunctions,
933 void *driverContext)
934 {
935 GLcontext *ctx;
936
937 ASSERT(visual);
938 /*ASSERT(driverContext);*/
939
940 ctx = (GLcontext *) calloc(1, sizeof(GLcontext));
941 if (!ctx)
942 return NULL;
943
944 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
945 driverFunctions, driverContext)) {
946 return ctx;
947 }
948 else {
949 free(ctx);
950 return NULL;
951 }
952 }
953
954 GLcontext *
955 _mesa_create_context(const GLvisual *visual,
956 GLcontext *share_list,
957 const struct dd_function_table *driverFunctions,
958 void *driverContext)
959 {
960 return _mesa_create_context_for_api(API_OPENGL, visual,
961 share_list,
962 driverFunctions,
963 driverContext);
964 }
965
966 /**
967 * Free the data associated with the given context.
968 *
969 * But doesn't free the GLcontext struct itself.
970 *
971 * \sa _mesa_initialize_context() and init_attrib_groups().
972 */
973 void
974 _mesa_free_context_data( GLcontext *ctx )
975 {
976 if (!_mesa_get_current_context()){
977 /* No current context, but we may need one in order to delete
978 * texture objs, etc. So temporarily bind the context now.
979 */
980 _mesa_make_current(ctx, NULL, NULL);
981 }
982
983 /* unreference WinSysDraw/Read buffers */
984 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
985 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
986 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
987 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
988
989 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
990 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
991 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
992
993 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
994 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
995 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
996
997 _mesa_free_attrib_data(ctx);
998 _mesa_free_buffer_objects(ctx);
999 _mesa_free_lighting_data( ctx );
1000 _mesa_free_eval_data( ctx );
1001 _mesa_free_texture_data( ctx );
1002 _mesa_free_matrix_data( ctx );
1003 _mesa_free_viewport_data( ctx );
1004 _mesa_free_colortables_data( ctx );
1005 _mesa_free_program_data(ctx);
1006 _mesa_free_shader_state(ctx);
1007 _mesa_free_queryobj_data(ctx);
1008 #if FEATURE_ARB_sync
1009 _mesa_free_sync_data(ctx);
1010 #endif
1011 _mesa_free_varray_data(ctx);
1012 _mesa_free_transform_feedback(ctx);
1013
1014 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1015
1016 #if FEATURE_ARB_pixel_buffer_object
1017 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1018 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1019 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1020 #endif
1021
1022 #if FEATURE_ARB_vertex_buffer_object
1023 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1024 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1025 #endif
1026
1027 /* free dispatch tables */
1028 free(ctx->Exec);
1029 free(ctx->Save);
1030
1031 /* Shared context state (display lists, textures, etc) */
1032 _mesa_release_shared_state( ctx, ctx->Shared );
1033
1034 /* needs to be after freeing shared state */
1035 _mesa_free_display_list_data(ctx);
1036
1037 if (ctx->Extensions.String)
1038 free((void *) ctx->Extensions.String);
1039
1040 if (ctx->VersionString)
1041 free(ctx->VersionString);
1042
1043 /* unbind the context if it's currently bound */
1044 if (ctx == _mesa_get_current_context()) {
1045 _mesa_make_current(NULL, NULL, NULL);
1046 }
1047 }
1048
1049
1050 /**
1051 * Destroy a GLcontext structure.
1052 *
1053 * \param ctx GL context.
1054 *
1055 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1056 */
1057 void
1058 _mesa_destroy_context( GLcontext *ctx )
1059 {
1060 if (ctx) {
1061 _mesa_free_context_data(ctx);
1062 free( (void *) ctx );
1063 }
1064 }
1065
1066
1067 #if _HAVE_FULL_GL
1068 /**
1069 * Copy attribute groups from one context to another.
1070 *
1071 * \param src source context
1072 * \param dst destination context
1073 * \param mask bitwise OR of GL_*_BIT flags
1074 *
1075 * According to the bits specified in \p mask, copies the corresponding
1076 * attributes from \p src into \p dst. For many of the attributes a simple \c
1077 * memcpy is not enough due to the existence of internal pointers in their data
1078 * structures.
1079 */
1080 void
1081 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1082 {
1083 if (mask & GL_ACCUM_BUFFER_BIT) {
1084 /* OK to memcpy */
1085 dst->Accum = src->Accum;
1086 }
1087 if (mask & GL_COLOR_BUFFER_BIT) {
1088 /* OK to memcpy */
1089 dst->Color = src->Color;
1090 }
1091 if (mask & GL_CURRENT_BIT) {
1092 /* OK to memcpy */
1093 dst->Current = src->Current;
1094 }
1095 if (mask & GL_DEPTH_BUFFER_BIT) {
1096 /* OK to memcpy */
1097 dst->Depth = src->Depth;
1098 }
1099 if (mask & GL_ENABLE_BIT) {
1100 /* no op */
1101 }
1102 if (mask & GL_EVAL_BIT) {
1103 /* OK to memcpy */
1104 dst->Eval = src->Eval;
1105 }
1106 if (mask & GL_FOG_BIT) {
1107 /* OK to memcpy */
1108 dst->Fog = src->Fog;
1109 }
1110 if (mask & GL_HINT_BIT) {
1111 /* OK to memcpy */
1112 dst->Hint = src->Hint;
1113 }
1114 if (mask & GL_LIGHTING_BIT) {
1115 GLuint i;
1116 /* begin with memcpy */
1117 dst->Light = src->Light;
1118 /* fixup linked lists to prevent pointer insanity */
1119 make_empty_list( &(dst->Light.EnabledList) );
1120 for (i = 0; i < MAX_LIGHTS; i++) {
1121 if (dst->Light.Light[i].Enabled) {
1122 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1123 }
1124 }
1125 }
1126 if (mask & GL_LINE_BIT) {
1127 /* OK to memcpy */
1128 dst->Line = src->Line;
1129 }
1130 if (mask & GL_LIST_BIT) {
1131 /* OK to memcpy */
1132 dst->List = src->List;
1133 }
1134 if (mask & GL_PIXEL_MODE_BIT) {
1135 /* OK to memcpy */
1136 dst->Pixel = src->Pixel;
1137 }
1138 if (mask & GL_POINT_BIT) {
1139 /* OK to memcpy */
1140 dst->Point = src->Point;
1141 }
1142 if (mask & GL_POLYGON_BIT) {
1143 /* OK to memcpy */
1144 dst->Polygon = src->Polygon;
1145 }
1146 if (mask & GL_POLYGON_STIPPLE_BIT) {
1147 /* Use loop instead of memcpy due to problem with Portland Group's
1148 * C compiler. Reported by John Stone.
1149 */
1150 GLuint i;
1151 for (i = 0; i < 32; i++) {
1152 dst->PolygonStipple[i] = src->PolygonStipple[i];
1153 }
1154 }
1155 if (mask & GL_SCISSOR_BIT) {
1156 /* OK to memcpy */
1157 dst->Scissor = src->Scissor;
1158 }
1159 if (mask & GL_STENCIL_BUFFER_BIT) {
1160 /* OK to memcpy */
1161 dst->Stencil = src->Stencil;
1162 }
1163 if (mask & GL_TEXTURE_BIT) {
1164 /* Cannot memcpy because of pointers */
1165 _mesa_copy_texture_state(src, dst);
1166 }
1167 if (mask & GL_TRANSFORM_BIT) {
1168 /* OK to memcpy */
1169 dst->Transform = src->Transform;
1170 }
1171 if (mask & GL_VIEWPORT_BIT) {
1172 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1173 dst->Viewport.X = src->Viewport.X;
1174 dst->Viewport.Y = src->Viewport.Y;
1175 dst->Viewport.Width = src->Viewport.Width;
1176 dst->Viewport.Height = src->Viewport.Height;
1177 dst->Viewport.Near = src->Viewport.Near;
1178 dst->Viewport.Far = src->Viewport.Far;
1179 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1180 }
1181
1182 /* XXX FIXME: Call callbacks?
1183 */
1184 dst->NewState = _NEW_ALL;
1185 }
1186 #endif
1187
1188
1189 /**
1190 * Check if the given context can render into the given framebuffer
1191 * by checking visual attributes.
1192 *
1193 * Most of these tests could go away because Mesa is now pretty flexible
1194 * in terms of mixing rendering contexts with framebuffers. As long
1195 * as RGB vs. CI mode agree, we're probably good.
1196 *
1197 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1198 */
1199 static GLboolean
1200 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1201 {
1202 const GLvisual *ctxvis = &ctx->Visual;
1203 const GLvisual *bufvis = &buffer->Visual;
1204
1205 if (ctxvis == bufvis)
1206 return GL_TRUE;
1207
1208 #if 0
1209 /* disabling this fixes the fgl_glxgears pbuffer demo */
1210 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1211 return GL_FALSE;
1212 #endif
1213 if (ctxvis->stereoMode && !bufvis->stereoMode)
1214 return GL_FALSE;
1215 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1216 return GL_FALSE;
1217 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1218 return GL_FALSE;
1219 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1220 return GL_FALSE;
1221 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1222 return GL_FALSE;
1223 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1224 return GL_FALSE;
1225 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1226 return GL_FALSE;
1227 #if 0
1228 /* disabled (see bug 11161) */
1229 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1230 return GL_FALSE;
1231 #endif
1232 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1233 return GL_FALSE;
1234
1235 return GL_TRUE;
1236 }
1237
1238
1239 /**
1240 * Do one-time initialization for the given framebuffer. Specifically,
1241 * ask the driver for the window's current size and update the framebuffer
1242 * object to match.
1243 * Really, the device driver should totally take care of this.
1244 */
1245 static void
1246 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1247 {
1248 GLuint width, height;
1249 if (ctx->Driver.GetBufferSize) {
1250 ctx->Driver.GetBufferSize(fb, &width, &height);
1251 if (ctx->Driver.ResizeBuffers)
1252 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1253 fb->Initialized = GL_TRUE;
1254 }
1255 }
1256
1257
1258 /**
1259 * Check if the viewport/scissor size has not yet been initialized.
1260 * Initialize the size if the given width and height are non-zero.
1261 */
1262 void
1263 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1264 {
1265 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1266 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1267 * potential infinite recursion.
1268 */
1269 ctx->ViewportInitialized = GL_TRUE;
1270 _mesa_set_viewport(ctx, 0, 0, width, height);
1271 _mesa_set_scissor(ctx, 0, 0, width, height);
1272 }
1273 }
1274
1275
1276 /**
1277 * Bind the given context to the given drawBuffer and readBuffer and
1278 * make it the current context for the calling thread.
1279 * We'll render into the drawBuffer and read pixels from the
1280 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1281 *
1282 * We check that the context's and framebuffer's visuals are compatible
1283 * and return immediately if they're not.
1284 *
1285 * \param newCtx the new GL context. If NULL then there will be no current GL
1286 * context.
1287 * \param drawBuffer the drawing framebuffer
1288 * \param readBuffer the reading framebuffer
1289 */
1290 GLboolean
1291 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1292 GLframebuffer *readBuffer )
1293 {
1294 if (MESA_VERBOSE & VERBOSE_API)
1295 _mesa_debug(newCtx, "_mesa_make_current()\n");
1296
1297 /* Check that the context's and framebuffer's visuals are compatible.
1298 */
1299 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1300 if (!check_compatible(newCtx, drawBuffer)) {
1301 _mesa_warning(newCtx,
1302 "MakeCurrent: incompatible visuals for context and drawbuffer");
1303 return GL_FALSE;
1304 }
1305 }
1306 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1307 if (!check_compatible(newCtx, readBuffer)) {
1308 _mesa_warning(newCtx,
1309 "MakeCurrent: incompatible visuals for context and readbuffer");
1310 return GL_FALSE;
1311 }
1312 }
1313
1314 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1315 _glapi_set_context((void *) newCtx);
1316 ASSERT(_mesa_get_current_context() == newCtx);
1317
1318 if (!newCtx) {
1319 _glapi_set_dispatch(NULL); /* none current */
1320 }
1321 else {
1322 _glapi_set_dispatch(newCtx->CurrentDispatch);
1323
1324 if (drawBuffer && readBuffer) {
1325 /* TODO: check if newCtx and buffer's visual match??? */
1326
1327 ASSERT(drawBuffer->Name == 0);
1328 ASSERT(readBuffer->Name == 0);
1329 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1330 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1331
1332 /*
1333 * Only set the context's Draw/ReadBuffer fields if they're NULL
1334 * or not bound to a user-created FBO.
1335 */
1336 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1337 /* KW: merge conflict here, revisit.
1338 */
1339 /* fix up the fb fields - these will end up wrong otherwise
1340 * if the DRIdrawable changes, and everything relies on them.
1341 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1342 */
1343 unsigned int i;
1344 GLenum buffers[MAX_DRAW_BUFFERS];
1345
1346 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1347
1348 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1349 buffers[i] = newCtx->Color.DrawBuffer[i];
1350 }
1351
1352 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1353 }
1354 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1355 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1356 }
1357
1358 /* XXX only set this flag if we're really changing the draw/read
1359 * framebuffer bindings.
1360 */
1361 newCtx->NewState |= _NEW_BUFFERS;
1362
1363 #if 1
1364 /* We want to get rid of these lines: */
1365
1366 #if _HAVE_FULL_GL
1367 if (!drawBuffer->Initialized) {
1368 initialize_framebuffer_size(newCtx, drawBuffer);
1369 }
1370 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1371 initialize_framebuffer_size(newCtx, readBuffer);
1372 }
1373
1374 _mesa_resizebuffers(newCtx);
1375 #endif
1376
1377 #else
1378 /* We want the drawBuffer and readBuffer to be initialized by
1379 * the driver.
1380 * This generally means the Width and Height match the actual
1381 * window size and the renderbuffers (both hardware and software
1382 * based) are allocated to match. The later can generally be
1383 * done with a call to _mesa_resize_framebuffer().
1384 *
1385 * It's theoretically possible for a buffer to have zero width
1386 * or height, but for now, assert check that the driver did what's
1387 * expected of it.
1388 */
1389 ASSERT(drawBuffer->Width > 0);
1390 ASSERT(drawBuffer->Height > 0);
1391 #endif
1392
1393 if (drawBuffer) {
1394 _mesa_check_init_viewport(newCtx,
1395 drawBuffer->Width, drawBuffer->Height);
1396 }
1397 }
1398
1399 if (newCtx->FirstTimeCurrent) {
1400 _mesa_compute_version(newCtx);
1401
1402 check_context_limits(newCtx);
1403
1404 /* We can use this to help debug user's problems. Tell them to set
1405 * the MESA_INFO env variable before running their app. Then the
1406 * first time each context is made current we'll print some useful
1407 * information.
1408 */
1409 if (_mesa_getenv("MESA_INFO")) {
1410 _mesa_print_info();
1411 }
1412
1413 newCtx->FirstTimeCurrent = GL_FALSE;
1414 }
1415 }
1416
1417 return GL_TRUE;
1418 }
1419
1420
1421 /**
1422 * Make context 'ctx' share the display lists, textures and programs
1423 * that are associated with 'ctxToShare'.
1424 * Any display lists, textures or programs associated with 'ctx' will
1425 * be deleted if nobody else is sharing them.
1426 */
1427 GLboolean
1428 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1429 {
1430 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1431 struct gl_shared_state *oldSharedState = ctx->Shared;
1432
1433 ctx->Shared = ctxToShare->Shared;
1434
1435 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1436 ctx->Shared->RefCount++;
1437 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1438
1439 update_default_objects(ctx);
1440
1441 _mesa_release_shared_state(ctx, oldSharedState);
1442
1443 return GL_TRUE;
1444 }
1445 else {
1446 return GL_FALSE;
1447 }
1448 }
1449
1450
1451
1452 /**
1453 * \return pointer to the current GL context for this thread.
1454 *
1455 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1456 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1457 * context.h.
1458 */
1459 GLcontext *
1460 _mesa_get_current_context( void )
1461 {
1462 return (GLcontext *) _glapi_get_context();
1463 }
1464
1465
1466 /**
1467 * Get context's current API dispatch table.
1468 *
1469 * It'll either be the immediate-mode execute dispatcher or the display list
1470 * compile dispatcher.
1471 *
1472 * \param ctx GL context.
1473 *
1474 * \return pointer to dispatch_table.
1475 *
1476 * Simply returns __GLcontextRec::CurrentDispatch.
1477 */
1478 struct _glapi_table *
1479 _mesa_get_dispatch(GLcontext *ctx)
1480 {
1481 return ctx->CurrentDispatch;
1482 }
1483
1484 /*@}*/
1485
1486
1487 /**********************************************************************/
1488 /** \name Miscellaneous functions */
1489 /**********************************************************************/
1490 /*@{*/
1491
1492 /**
1493 * Record an error.
1494 *
1495 * \param ctx GL context.
1496 * \param error error code.
1497 *
1498 * Records the given error code and call the driver's dd_function_table::Error
1499 * function if defined.
1500 *
1501 * \sa
1502 * This is called via _mesa_error().
1503 */
1504 void
1505 _mesa_record_error(GLcontext *ctx, GLenum error)
1506 {
1507 if (!ctx)
1508 return;
1509
1510 if (ctx->ErrorValue == GL_NO_ERROR) {
1511 ctx->ErrorValue = error;
1512 }
1513
1514 /* Call device driver's error handler, if any. This is used on the Mac. */
1515 if (ctx->Driver.Error) {
1516 ctx->Driver.Error(ctx);
1517 }
1518 }
1519
1520
1521 /**
1522 * Flush commands and wait for completion.
1523 */
1524 void
1525 _mesa_finish(GLcontext *ctx)
1526 {
1527 FLUSH_CURRENT( ctx, 0 );
1528 if (ctx->Driver.Finish) {
1529 ctx->Driver.Finish(ctx);
1530 }
1531 }
1532
1533
1534 /**
1535 * Flush commands.
1536 */
1537 void
1538 _mesa_flush(GLcontext *ctx)
1539 {
1540 FLUSH_CURRENT( ctx, 0 );
1541 if (ctx->Driver.Flush) {
1542 ctx->Driver.Flush(ctx);
1543 }
1544 }
1545
1546
1547
1548 /**
1549 * Execute glFinish().
1550 *
1551 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1552 * dd_function_table::Finish driver callback, if not NULL.
1553 */
1554 void GLAPIENTRY
1555 _mesa_Finish(void)
1556 {
1557 GET_CURRENT_CONTEXT(ctx);
1558 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1559 _mesa_finish(ctx);
1560 }
1561
1562
1563 /**
1564 * Execute glFlush().
1565 *
1566 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1567 * dd_function_table::Flush driver callback, if not NULL.
1568 */
1569 void GLAPIENTRY
1570 _mesa_Flush(void)
1571 {
1572 GET_CURRENT_CONTEXT(ctx);
1573 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1574 _mesa_flush(ctx);
1575 }
1576
1577
1578 /**
1579 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1580 * MUL/MAD, or vice versa, call this function to register that.
1581 * Otherwise we default to MUL/MAD.
1582 */
1583 void
1584 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1585 GLboolean flag )
1586 {
1587 ctx->mvp_with_dp4 = flag;
1588 }
1589
1590
1591
1592 /**
1593 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1594 * is called to see if it's valid to render. This involves checking that
1595 * the current shader is valid and the framebuffer is complete.
1596 * If an error is detected it'll be recorded here.
1597 * \return GL_TRUE if OK to render, GL_FALSE if not
1598 */
1599 GLboolean
1600 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1601 {
1602 /* This depends on having up to date derived state (shaders) */
1603 if (ctx->NewState)
1604 _mesa_update_state(ctx);
1605
1606 if (ctx->Shader.CurrentProgram) {
1607 /* using shaders */
1608 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1609 _mesa_error(ctx, GL_INVALID_OPERATION,
1610 "%s(shader not linked), where");
1611 return GL_FALSE;
1612 }
1613 #if 0 /* not normally enabled */
1614 {
1615 char errMsg[100];
1616 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1617 errMsg)) {
1618 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1619 ctx->Shader.CurrentProgram->Name, errMsg);
1620 }
1621 }
1622 #endif
1623 }
1624 else {
1625 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1626 _mesa_error(ctx, GL_INVALID_OPERATION,
1627 "%s(vertex program not valid)", where);
1628 return GL_FALSE;
1629 }
1630 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1631 _mesa_error(ctx, GL_INVALID_OPERATION,
1632 "%s(fragment program not valid)", where);
1633 return GL_FALSE;
1634 }
1635 }
1636
1637 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1638 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1639 "%s(incomplete framebuffer)", where);
1640 return GL_FALSE;
1641 }
1642
1643 #ifdef DEBUG
1644 if (ctx->Shader.Flags & GLSL_LOG) {
1645 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1646 if (shProg) {
1647 if (!shProg->_Used) {
1648 /* This is the first time this shader is being used.
1649 * Append shader's constants/uniforms to log file.
1650 */
1651 GLuint i;
1652 for (i = 0; i < shProg->NumShaders; i++) {
1653 struct gl_shader *sh = shProg->Shaders[i];
1654 if (sh->Type == GL_VERTEX_SHADER) {
1655 _mesa_append_uniforms_to_file(sh,
1656 &shProg->VertexProgram->Base);
1657 }
1658 else if (sh->Type == GL_FRAGMENT_SHADER) {
1659 _mesa_append_uniforms_to_file(sh,
1660 &shProg->FragmentProgram->Base);
1661 }
1662 }
1663 shProg->_Used = GL_TRUE;
1664 }
1665 }
1666 }
1667 #endif
1668
1669 return GL_TRUE;
1670 }
1671
1672
1673 /*@}*/