2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
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>
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.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
80 #include "mfeatures.h"
88 #include "bufferobj.h"
96 #include "extensions.h"
100 #include "framebuffer.h"
101 #include "histogram.h"
108 #include "multisample.h"
110 #include "pixelstore.h"
113 #include "queryobj.h"
121 #include "simple_list.h"
124 #include "texcompress_s3tc.h"
125 #include "texstate.h"
126 #include "transformfeedback.h"
130 #include "viewport.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"
138 #include "math/m_matrix.h"
142 #include "sparc/sparc.h"
146 int MESA_VERBOSE
= 0;
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS
= 0;
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab
[256];
160 * Swap buffers notification callback.
162 * \param ctx GL context.
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
168 _mesa_notifySwapBuffers(__GLcontext
*ctx
)
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
);
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
185 * Allocates a GLvisual structure and initializes it via
186 * _mesa_initialize_visual().
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
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.
203 * \return pointer to new GLvisual or NULL if requested parameters can't be
206 * \note Need to add params for level and numAuxBuffers (at least)
209 _mesa_create_visual( GLboolean dbFlag
,
210 GLboolean stereoFlag
,
218 GLint accumGreenBits
,
220 GLint accumAlphaBits
,
223 GLvisual
*vis
= (GLvisual
*) calloc(1, sizeof(GLvisual
));
225 if (!_mesa_initialize_visual(vis
, dbFlag
, stereoFlag
,
226 redBits
, greenBits
, blueBits
, alphaBits
,
227 depthBits
, stencilBits
,
228 accumRedBits
, accumGreenBits
,
229 accumBlueBits
, accumAlphaBits
,
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
243 * \return GL_TRUE on success, or GL_FALSE on failure.
245 * \sa _mesa_create_visual() above for the parameter description.
248 _mesa_initialize_visual( GLvisual
*vis
,
250 GLboolean stereoFlag
,
258 GLint accumGreenBits
,
260 GLint accumAlphaBits
,
265 if (depthBits
< 0 || depthBits
> 32) {
268 if (stencilBits
< 0 || stencilBits
> STENCIL_BITS
) {
271 assert(accumRedBits
>= 0);
272 assert(accumGreenBits
>= 0);
273 assert(accumBlueBits
>= 0);
274 assert(accumAlphaBits
>= 0);
276 vis
->rgbMode
= GL_TRUE
;
277 vis
->doubleBufferMode
= dbFlag
;
278 vis
->stereoMode
= stereoFlag
;
280 vis
->redBits
= redBits
;
281 vis
->greenBits
= greenBits
;
282 vis
->blueBits
= blueBits
;
283 vis
->alphaBits
= alphaBits
;
284 vis
->rgbBits
= redBits
+ greenBits
+ blueBits
;
287 vis
->depthBits
= depthBits
;
288 vis
->stencilBits
= stencilBits
;
290 vis
->accumRedBits
= accumRedBits
;
291 vis
->accumGreenBits
= accumGreenBits
;
292 vis
->accumBlueBits
= accumBlueBits
;
293 vis
->accumAlphaBits
= accumAlphaBits
;
295 vis
->haveAccumBuffer
= accumRedBits
> 0;
296 vis
->haveDepthBuffer
= depthBits
> 0;
297 vis
->haveStencilBuffer
= stencilBits
> 0;
299 vis
->numAuxBuffers
= 0;
302 vis
->sampleBuffers
= numSamples
> 0 ? 1 : 0;
303 vis
->samples
= numSamples
;
310 * Destroy a visual and free its memory.
314 * Frees the visual structure.
317 _mesa_destroy_visual( GLvisual
*vis
)
325 /**********************************************************************/
326 /** \name Context allocation, initialization, destroying
328 * The purpose of the most initialization functions here is to provide the
329 * default state values according to the OpenGL specification.
331 /**********************************************************************/
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.
342 dummy_enum_func(void)
345 gl_colortable_index ci
;
365 * One-time initialization mutex lock.
367 * \sa Used by one_time_init().
369 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
372 * Calls all the various one-time-init functions in Mesa.
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
381 one_time_init( GLcontext
*ctx
)
383 static GLboolean alreadyCalled
= GL_FALSE
;
385 _glthread_LOCK_MUTEX(OneTimeLock
);
386 if (!alreadyCalled
) {
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 );
397 _mesa_get_cpu_features();
399 _mesa_init_remap_table();
401 _mesa_init_sqrt_table();
403 for (i
= 0; i
< 256; i
++) {
404 _mesa_ubyte_to_float_color_tab
[i
] = (float) i
/ 255.0F
;
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__
);
412 alreadyCalled
= GL_TRUE
;
414 _glthread_UNLOCK_MUTEX(OneTimeLock
);
421 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
424 _mesa_init_current(GLcontext
*ctx
)
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 );
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 );
444 * Init vertex/fragment program limits.
445 * Important: drivers should override these with actual limits.
448 init_program_limits(GLenum type
, struct gl_program_constants
*prog
)
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
;
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
;
465 prog
->MaxParameters
= MAX_NV_FRAGMENT_PROGRAM_PARAMS
;
466 prog
->MaxAttribs
= MAX_NV_FRAGMENT_PROGRAM_INPUTS
;
467 prog
->MaxAddressRegs
= MAX_FRAGMENT_PROGRAM_ADDRESS_REGS
;
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.
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;
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).
490 _mesa_init_constants(GLcontext
*ctx
)
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
);
530 #if FEATURE_ARB_fragment_program
531 init_program_limits(GL_FRAGMENT_PROGRAM_ARB
, &ctx
->Const
.FragmentProgram
);
533 ctx
->Const
.MaxProgramMatrices
= MAX_PROGRAM_MATRICES
;
534 ctx
->Const
.MaxProgramMatrixStackDepth
= MAX_PROGRAM_MATRIX_STACK_DEPTH
;
536 /* CheckArrayBounds is overriden by drivers/x11 for X server */
537 ctx
->Const
.CheckArrayBounds
= GL_FALSE
;
539 /* GL_ARB_draw_buffers */
540 ctx
->Const
.MaxDrawBuffers
= MAX_DRAW_BUFFERS
;
542 #if FEATURE_EXT_framebuffer_object
543 ctx
->Const
.MaxColorAttachments
= MAX_COLOR_ATTACHMENTS
;
544 ctx
->Const
.MaxRenderbufferSize
= MAX_WIDTH
;
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
;
553 /* GL_ARB_framebuffer_object */
554 ctx
->Const
.MaxSamples
= 0;
557 ctx
->Const
.MaxServerWaitTimeout
= (GLuint64
) ~0;
559 /* GL_ATI_envmap_bumpmap */
560 ctx
->Const
.SupportedBumpUnits
= SUPPORTED_ATI_BUMP_UNITS
;
562 /* GL_EXT_provoking_vertex */
563 ctx
->Const
.QuadsFollowProvokingVertexConvention
= GL_TRUE
;
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
;
570 /* GL 3.2: hard-coded for now: */
571 ctx
->Const
.ProfileMask
= GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
;
576 * Do some sanity checks on the limits/constants for the given context.
577 * Only called the first time a context is bound.
580 check_context_limits(GLcontext
*ctx
)
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
)));
588 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS
<= 8 * sizeof(GLbitfield
));
590 /* shader-related checks */
591 assert(ctx
->Const
.FragmentProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
592 assert(ctx
->Const
.VertexProgram
.MaxLocalParams
<= MAX_PROGRAM_LOCAL_PARAMS
);
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
);
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
);
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
);
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
);
627 /* Texture level checks */
628 assert(MAX_TEXTURE_LEVELS
>= MAX_3D_TEXTURE_LEVELS
);
629 assert(MAX_TEXTURE_LEVELS
>= MAX_CUBE_TEXTURE_LEVELS
);
631 /* Max texture size should be <= max viewport size (render to texture) */
632 assert((1 << (MAX_TEXTURE_LEVELS
- 1)) <= MAX_WIDTH
);
634 assert(ctx
->Const
.MaxViewportWidth
<= MAX_WIDTH
);
635 assert(ctx
->Const
.MaxViewportHeight
<= MAX_WIDTH
);
637 assert(ctx
->Const
.MaxDrawBuffers
<= MAX_DRAW_BUFFERS
);
639 /* XXX probably add more tests */
644 * Initialize the attribute groups in a GL context.
646 * \param ctx GL context.
648 * Initializes all the attributes, calling the respective <tt>init*</tt>
649 * functions for the more complex data structures.
652 init_attrib_groups(GLcontext
*ctx
)
657 _mesa_init_constants( ctx
);
660 _mesa_init_extensions( ctx
);
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
);
689 _mesa_init_sync( ctx
);
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
);
700 if (!_mesa_init_texture( ctx
))
703 _mesa_init_texture_s3tc( ctx
);
706 ctx
->NewState
= _NEW_ALL
;
707 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
708 ctx
->varying_vp_inputs
= ~0;
715 * Update default objects in a GL context with respect to shared state.
717 * \param ctx GL context.
719 * Removes references to old default objects, (texture objects, program
720 * objects, etc.) and changes to reference those from the current shared
724 update_default_objects(GLcontext
*ctx
)
728 _mesa_update_default_objects_program(ctx
);
729 _mesa_update_default_objects_texture(ctx
);
730 _mesa_update_default_objects_buffer_objects(ctx
);
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.
744 _mesa_warning(NULL
, "User called no-op dispatch function (an unsupported extension function?)");
750 * Allocate and initialize a new dispatch table.
752 static struct _glapi_table
*
753 alloc_dispatch_table(void)
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
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
));
765 _glapi_proc
*entry
= (_glapi_proc
*) table
;
767 for (i
= 0; i
< numEntries
; i
++) {
768 entry
[i
] = (_glapi_proc
) generic_nop
;
776 * Initialize a GLcontext struct (rendering context).
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.
784 * Called by _mesa_create_context().
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
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,
798 * \param driverFunctions table of device driver functions for this context
800 * \param driverContext pointer to driver-specific context data
803 _mesa_initialize_context_for_api(GLcontext
*ctx
,
805 const GLvisual
*visual
,
806 GLcontext
*share_list
,
807 const struct dd_function_table
*driverFunctions
,
810 struct gl_shared_state
*shared
;
812 /*ASSERT(driverContext);*/
813 assert(driverFunctions
->NewTextureObject
);
814 assert(driverFunctions
->FreeTexImageData
);
816 /* misc one-time initializations */
820 ctx
->Visual
= *visual
;
821 ctx
->DrawBuffer
= NULL
;
822 ctx
->ReadBuffer
= NULL
;
823 ctx
->WinSysDrawBuffer
= NULL
;
824 ctx
->WinSysReadBuffer
= NULL
;
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
831 ctx
->Driver
= *driverFunctions
;
832 ctx
->DriverCtx
= driverContext
;
835 /* share state with another context */
836 shared
= share_list
->Shared
;
839 /* allocate new, unshared state */
840 shared
= _mesa_alloc_shared_state(ctx
);
845 _glthread_LOCK_MUTEX(shared
->Mutex
);
846 ctx
->Shared
= shared
;
848 _glthread_UNLOCK_MUTEX(shared
->Mutex
);
850 if (!init_attrib_groups( ctx
)) {
851 _mesa_release_shared_state(ctx
, ctx
->Shared
);
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
);
865 _mesa_init_exec_table(ctx
->Exec
);
867 ctx
->CurrentDispatch
= ctx
->Exec
;
870 _mesa_init_save_table(ctx
->Save
);
871 _mesa_install_save_vtxfmt( ctx
, &ctx
->ListState
.ListVtxfmt
);
874 /* Neutral tnl module stuff */
875 _mesa_init_exec_vtxfmt( ctx
);
876 ctx
->TnlModule
.Current
= NULL
;
877 ctx
->TnlModule
.SwapCount
= 0;
879 ctx
->FragmentProgram
._MaintainTexEnvProgram
880 = (_mesa_getenv("MESA_TEX_PROG") != NULL
);
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
;
889 #if FEATURE_extra_context_init
890 _mesa_initialize_context_extra(ctx
);
893 ctx
->FirstTimeCurrent
= GL_TRUE
;
899 _mesa_initialize_context(GLcontext
*ctx
,
900 const GLvisual
*visual
,
901 GLcontext
*share_list
,
902 const struct dd_function_table
*driverFunctions
,
905 return _mesa_initialize_context_for_api(ctx
,
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.
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
926 * \return pointer to a new __GLcontextRec or NULL if error.
929 _mesa_create_context_for_api(gl_api api
,
930 const GLvisual
*visual
,
931 GLcontext
*share_list
,
932 const struct dd_function_table
*driverFunctions
,
938 /*ASSERT(driverContext);*/
940 ctx
= (GLcontext
*) calloc(1, sizeof(GLcontext
));
944 if (_mesa_initialize_context_for_api(ctx
, api
, visual
, share_list
,
945 driverFunctions
, driverContext
)) {
955 _mesa_create_context(const GLvisual
*visual
,
956 GLcontext
*share_list
,
957 const struct dd_function_table
*driverFunctions
,
960 return _mesa_create_context_for_api(API_OPENGL
, visual
,
967 * Free the data associated with the given context.
969 * But doesn't free the GLcontext struct itself.
971 * \sa _mesa_initialize_context() and init_attrib_groups().
974 _mesa_free_context_data( GLcontext
*ctx
)
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.
980 _mesa_make_current(ctx
, NULL
, NULL
);
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
);
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
);
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
);
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
);
1011 _mesa_free_varray_data(ctx
);
1012 _mesa_free_transform_feedback(ctx
);
1014 _mesa_delete_array_object(ctx
, ctx
->Array
.DefaultArrayObj
);
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
);
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
);
1027 /* free dispatch tables */
1031 /* Shared context state (display lists, textures, etc) */
1032 _mesa_release_shared_state( ctx
, ctx
->Shared
);
1034 /* needs to be after freeing shared state */
1035 _mesa_free_display_list_data(ctx
);
1037 if (ctx
->Extensions
.String
)
1038 free((void *) ctx
->Extensions
.String
);
1040 if (ctx
->VersionString
)
1041 free(ctx
->VersionString
);
1043 /* unbind the context if it's currently bound */
1044 if (ctx
== _mesa_get_current_context()) {
1045 _mesa_make_current(NULL
, NULL
, NULL
);
1051 * Destroy a GLcontext structure.
1053 * \param ctx GL context.
1055 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1058 _mesa_destroy_context( GLcontext
*ctx
)
1061 _mesa_free_context_data(ctx
);
1062 free( (void *) ctx
);
1069 * Copy attribute groups from one context to another.
1071 * \param src source context
1072 * \param dst destination context
1073 * \param mask bitwise OR of GL_*_BIT flags
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
1081 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1083 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1085 dst
->Accum
= src
->Accum
;
1087 if (mask
& GL_COLOR_BUFFER_BIT
) {
1089 dst
->Color
= src
->Color
;
1091 if (mask
& GL_CURRENT_BIT
) {
1093 dst
->Current
= src
->Current
;
1095 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1097 dst
->Depth
= src
->Depth
;
1099 if (mask
& GL_ENABLE_BIT
) {
1102 if (mask
& GL_EVAL_BIT
) {
1104 dst
->Eval
= src
->Eval
;
1106 if (mask
& GL_FOG_BIT
) {
1108 dst
->Fog
= src
->Fog
;
1110 if (mask
& GL_HINT_BIT
) {
1112 dst
->Hint
= src
->Hint
;
1114 if (mask
& GL_LIGHTING_BIT
) {
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
]));
1126 if (mask
& GL_LINE_BIT
) {
1128 dst
->Line
= src
->Line
;
1130 if (mask
& GL_LIST_BIT
) {
1132 dst
->List
= src
->List
;
1134 if (mask
& GL_PIXEL_MODE_BIT
) {
1136 dst
->Pixel
= src
->Pixel
;
1138 if (mask
& GL_POINT_BIT
) {
1140 dst
->Point
= src
->Point
;
1142 if (mask
& GL_POLYGON_BIT
) {
1144 dst
->Polygon
= src
->Polygon
;
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.
1151 for (i
= 0; i
< 32; i
++) {
1152 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1155 if (mask
& GL_SCISSOR_BIT
) {
1157 dst
->Scissor
= src
->Scissor
;
1159 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1161 dst
->Stencil
= src
->Stencil
;
1163 if (mask
& GL_TEXTURE_BIT
) {
1164 /* Cannot memcpy because of pointers */
1165 _mesa_copy_texture_state(src
, dst
);
1167 if (mask
& GL_TRANSFORM_BIT
) {
1169 dst
->Transform
= src
->Transform
;
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
);
1182 /* XXX FIXME: Call callbacks?
1184 dst
->NewState
= _NEW_ALL
;
1190 * Check if the given context can render into the given framebuffer
1191 * by checking visual attributes.
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.
1197 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1200 check_compatible(const GLcontext
*ctx
, const GLframebuffer
*buffer
)
1202 const GLvisual
*ctxvis
= &ctx
->Visual
;
1203 const GLvisual
*bufvis
= &buffer
->Visual
;
1205 if (ctxvis
== bufvis
)
1209 /* disabling this fixes the fgl_glxgears pbuffer demo */
1210 if (ctxvis
->doubleBufferMode
&& !bufvis
->doubleBufferMode
)
1213 if (ctxvis
->stereoMode
&& !bufvis
->stereoMode
)
1215 if (ctxvis
->haveAccumBuffer
&& !bufvis
->haveAccumBuffer
)
1217 if (ctxvis
->haveDepthBuffer
&& !bufvis
->haveDepthBuffer
)
1219 if (ctxvis
->haveStencilBuffer
&& !bufvis
->haveStencilBuffer
)
1221 if (ctxvis
->redMask
&& ctxvis
->redMask
!= bufvis
->redMask
)
1223 if (ctxvis
->greenMask
&& ctxvis
->greenMask
!= bufvis
->greenMask
)
1225 if (ctxvis
->blueMask
&& ctxvis
->blueMask
!= bufvis
->blueMask
)
1228 /* disabled (see bug 11161) */
1229 if (ctxvis
->depthBits
&& ctxvis
->depthBits
!= bufvis
->depthBits
)
1232 if (ctxvis
->stencilBits
&& ctxvis
->stencilBits
!= bufvis
->stencilBits
)
1240 * Do one-time initialization for the given framebuffer. Specifically,
1241 * ask the driver for the window's current size and update the framebuffer
1243 * Really, the device driver should totally take care of this.
1246 initialize_framebuffer_size(GLcontext
*ctx
, GLframebuffer
*fb
)
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
;
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.
1263 _mesa_check_init_viewport(GLcontext
*ctx
, GLuint width
, GLuint height
)
1265 if (!ctx
->ViewportInitialized
&& width
> 0 && height
> 0) {
1266 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1267 * potential infinite recursion.
1269 ctx
->ViewportInitialized
= GL_TRUE
;
1270 _mesa_set_viewport(ctx
, 0, 0, width
, height
);
1271 _mesa_set_scissor(ctx
, 0, 0, width
, height
);
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).
1282 * We check that the context's and framebuffer's visuals are compatible
1283 * and return immediately if they're not.
1285 * \param newCtx the new GL context. If NULL then there will be no current GL
1287 * \param drawBuffer the drawing framebuffer
1288 * \param readBuffer the reading framebuffer
1291 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1292 GLframebuffer
*readBuffer
)
1294 if (MESA_VERBOSE
& VERBOSE_API
)
1295 _mesa_debug(newCtx
, "_mesa_make_current()\n");
1297 /* Check that the context's and framebuffer's visuals are compatible.
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");
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");
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
);
1319 _glapi_set_dispatch(NULL
); /* none current */
1322 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1324 if (drawBuffer
&& readBuffer
) {
1325 /* TODO: check if newCtx and buffer's visual match??? */
1327 ASSERT(drawBuffer
->Name
== 0);
1328 ASSERT(readBuffer
->Name
== 0);
1329 _mesa_reference_framebuffer(&newCtx
->WinSysDrawBuffer
, drawBuffer
);
1330 _mesa_reference_framebuffer(&newCtx
->WinSysReadBuffer
, readBuffer
);
1333 * Only set the context's Draw/ReadBuffer fields if they're NULL
1334 * or not bound to a user-created FBO.
1336 if (!newCtx
->DrawBuffer
|| newCtx
->DrawBuffer
->Name
== 0) {
1337 /* KW: merge conflict here, revisit.
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)
1344 GLenum buffers
[MAX_DRAW_BUFFERS
];
1346 _mesa_reference_framebuffer(&newCtx
->DrawBuffer
, drawBuffer
);
1348 for(i
= 0; i
< newCtx
->Const
.MaxDrawBuffers
; i
++) {
1349 buffers
[i
] = newCtx
->Color
.DrawBuffer
[i
];
1352 _mesa_drawbuffers(newCtx
, newCtx
->Const
.MaxDrawBuffers
, buffers
, NULL
);
1354 if (!newCtx
->ReadBuffer
|| newCtx
->ReadBuffer
->Name
== 0) {
1355 _mesa_reference_framebuffer(&newCtx
->ReadBuffer
, readBuffer
);
1358 /* XXX only set this flag if we're really changing the draw/read
1359 * framebuffer bindings.
1361 newCtx
->NewState
|= _NEW_BUFFERS
;
1364 /* We want to get rid of these lines: */
1367 if (!drawBuffer
->Initialized
) {
1368 initialize_framebuffer_size(newCtx
, drawBuffer
);
1370 if (readBuffer
!= drawBuffer
&& !readBuffer
->Initialized
) {
1371 initialize_framebuffer_size(newCtx
, readBuffer
);
1374 _mesa_resizebuffers(newCtx
);
1378 /* We want the drawBuffer and readBuffer to be initialized by
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().
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
1389 ASSERT(drawBuffer
->Width
> 0);
1390 ASSERT(drawBuffer
->Height
> 0);
1394 _mesa_check_init_viewport(newCtx
,
1395 drawBuffer
->Width
, drawBuffer
->Height
);
1399 if (newCtx
->FirstTimeCurrent
) {
1400 _mesa_compute_version(newCtx
);
1402 check_context_limits(newCtx
);
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
1409 if (_mesa_getenv("MESA_INFO")) {
1413 newCtx
->FirstTimeCurrent
= GL_FALSE
;
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.
1428 _mesa_share_state(GLcontext
*ctx
, GLcontext
*ctxToShare
)
1430 if (ctx
&& ctxToShare
&& ctx
->Shared
&& ctxToShare
->Shared
) {
1431 struct gl_shared_state
*oldSharedState
= ctx
->Shared
;
1433 ctx
->Shared
= ctxToShare
->Shared
;
1435 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1436 ctx
->Shared
->RefCount
++;
1437 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1439 update_default_objects(ctx
);
1441 _mesa_release_shared_state(ctx
, oldSharedState
);
1453 * \return pointer to the current GL context for this thread.
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
1460 _mesa_get_current_context( void )
1462 return (GLcontext
*) _glapi_get_context();
1467 * Get context's current API dispatch table.
1469 * It'll either be the immediate-mode execute dispatcher or the display list
1470 * compile dispatcher.
1472 * \param ctx GL context.
1474 * \return pointer to dispatch_table.
1476 * Simply returns __GLcontextRec::CurrentDispatch.
1478 struct _glapi_table
*
1479 _mesa_get_dispatch(GLcontext
*ctx
)
1481 return ctx
->CurrentDispatch
;
1487 /**********************************************************************/
1488 /** \name Miscellaneous functions */
1489 /**********************************************************************/
1495 * \param ctx GL context.
1496 * \param error error code.
1498 * Records the given error code and call the driver's dd_function_table::Error
1499 * function if defined.
1502 * This is called via _mesa_error().
1505 _mesa_record_error(GLcontext
*ctx
, GLenum error
)
1510 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1511 ctx
->ErrorValue
= error
;
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
);
1522 * Flush commands and wait for completion.
1525 _mesa_finish(GLcontext
*ctx
)
1527 FLUSH_CURRENT( ctx
, 0 );
1528 if (ctx
->Driver
.Finish
) {
1529 ctx
->Driver
.Finish(ctx
);
1538 _mesa_flush(GLcontext
*ctx
)
1540 FLUSH_CURRENT( ctx
, 0 );
1541 if (ctx
->Driver
.Flush
) {
1542 ctx
->Driver
.Flush(ctx
);
1549 * Execute glFinish().
1551 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1552 * dd_function_table::Finish driver callback, if not NULL.
1557 GET_CURRENT_CONTEXT(ctx
);
1558 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
1564 * Execute glFlush().
1566 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1567 * dd_function_table::Flush driver callback, if not NULL.
1572 GET_CURRENT_CONTEXT(ctx
);
1573 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
);
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.
1584 _mesa_set_mvp_with_dp4( GLcontext
*ctx
,
1587 ctx
->mvp_with_dp4
= flag
;
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
1600 _mesa_valid_to_render(GLcontext
*ctx
, const char *where
)
1602 /* This depends on having up to date derived state (shaders) */
1604 _mesa_update_state(ctx
);
1606 if (ctx
->Shader
.CurrentProgram
) {
1608 if (!ctx
->Shader
.CurrentProgram
->LinkStatus
) {
1609 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1610 "%s(shader not linked), where");
1613 #if 0 /* not normally enabled */
1616 if (!_mesa_validate_shader_program(ctx
, ctx
->Shader
.CurrentProgram
,
1618 _mesa_warning(ctx
, "Shader program %u is invalid: %s",
1619 ctx
->Shader
.CurrentProgram
->Name
, errMsg
);
1625 if (ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) {
1626 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1627 "%s(vertex program not valid)", where
);
1630 if (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
) {
1631 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1632 "%s(fragment program not valid)", where
);
1637 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
1638 _mesa_error(ctx
, GL_INVALID_FRAMEBUFFER_OPERATION_EXT
,
1639 "%s(incomplete framebuffer)", where
);
1644 if (ctx
->Shader
.Flags
& GLSL_LOG
) {
1645 struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
1647 if (!shProg
->_Used
) {
1648 /* This is the first time this shader is being used.
1649 * Append shader's constants/uniforms to log file.
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
);
1658 else if (sh
->Type
== GL_FRAGMENT_SHADER
) {
1659 _mesa_append_uniforms_to_file(sh
,
1660 &shProg
->FragmentProgram
->Base
);
1663 shProg
->_Used
= GL_TRUE
;