Merge branch 'mesa_7_6_branch' into mesa_7_7_branch
[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 "enums.h"
97 #include "extensions.h"
98 #include "fbobject.h"
99 #include "feedback.h"
100 #include "fog.h"
101 #include "framebuffer.h"
102 #include "get.h"
103 #include "histogram.h"
104 #include "hint.h"
105 #include "hash.h"
106 #include "light.h"
107 #include "lines.h"
108 #include "macros.h"
109 #include "matrix.h"
110 #include "multisample.h"
111 #include "pixel.h"
112 #include "pixelstore.h"
113 #include "points.h"
114 #include "polygon.h"
115 #include "queryobj.h"
116 #if FEATURE_ARB_sync
117 #include "syncobj.h"
118 #endif
119 #include "rastpos.h"
120 #include "remap.h"
121 #include "scissor.h"
122 #include "shared.h"
123 #include "simple_list.h"
124 #include "state.h"
125 #include "stencil.h"
126 #include "texcompress_s3tc.h"
127 #include "teximage.h"
128 #include "texobj.h"
129 #include "texstate.h"
130 #include "mtypes.h"
131 #include "varray.h"
132 #include "version.h"
133 #include "viewport.h"
134 #include "vtxfmt.h"
135 #include "glapi/glthread.h"
136 #include "glapi/glapitable.h"
137 #include "shader/program.h"
138 #include "shader/prog_print.h"
139 #include "shader/shader_api.h"
140 #if FEATURE_ATI_fragment_shader
141 #include "shader/atifragshader.h"
142 #endif
143 #if _HAVE_FULL_GL
144 #include "math/m_matrix.h"
145 #endif
146
147 #ifdef USE_SPARC_ASM
148 #include "sparc/sparc.h"
149 #endif
150
151 #ifndef MESA_VERBOSE
152 int MESA_VERBOSE = 0;
153 #endif
154
155 #ifndef MESA_DEBUG_FLAGS
156 int MESA_DEBUG_FLAGS = 0;
157 #endif
158
159
160 /* ubyte -> float conversion */
161 GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165 /**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173 void
174 _mesa_notifySwapBuffers(__GLcontext *ctx)
175 {
176 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177 _mesa_debug(ctx, "SwapBuffers\n");
178 FLUSH_CURRENT( ctx, 0 );
179 if (ctx->Driver.Flush) {
180 ctx->Driver.Flush(ctx);
181 }
182 }
183
184
185 /**********************************************************************/
186 /** \name GL Visual allocation/destruction */
187 /**********************************************************************/
188 /*@{*/
189
190 /**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode. We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215 GLvisual *
216 _mesa_create_visual( GLboolean rgbFlag,
217 GLboolean dbFlag,
218 GLboolean stereoFlag,
219 GLint redBits,
220 GLint greenBits,
221 GLint blueBits,
222 GLint alphaBits,
223 GLint indexBits,
224 GLint depthBits,
225 GLint stencilBits,
226 GLint accumRedBits,
227 GLint accumGreenBits,
228 GLint accumBlueBits,
229 GLint accumAlphaBits,
230 GLint numSamples )
231 {
232 GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233 if (vis) {
234 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235 redBits, greenBits, blueBits, alphaBits,
236 indexBits, depthBits, stencilBits,
237 accumRedBits, accumGreenBits,
238 accumBlueBits, accumAlphaBits,
239 numSamples)) {
240 _mesa_free(vis);
241 return NULL;
242 }
243 }
244 return vis;
245 }
246
247 /**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters. If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256 GLboolean
257 _mesa_initialize_visual( GLvisual *vis,
258 GLboolean rgbFlag,
259 GLboolean dbFlag,
260 GLboolean stereoFlag,
261 GLint redBits,
262 GLint greenBits,
263 GLint blueBits,
264 GLint alphaBits,
265 GLint indexBits,
266 GLint depthBits,
267 GLint stencilBits,
268 GLint accumRedBits,
269 GLint accumGreenBits,
270 GLint accumBlueBits,
271 GLint accumAlphaBits,
272 GLint numSamples )
273 {
274 assert(vis);
275
276 if (depthBits < 0 || depthBits > 32) {
277 return GL_FALSE;
278 }
279 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280 return GL_FALSE;
281 }
282 assert(accumRedBits >= 0);
283 assert(accumGreenBits >= 0);
284 assert(accumBlueBits >= 0);
285 assert(accumAlphaBits >= 0);
286
287 vis->rgbMode = rgbFlag;
288 vis->doubleBufferMode = dbFlag;
289 vis->stereoMode = stereoFlag;
290
291 vis->redBits = redBits;
292 vis->greenBits = greenBits;
293 vis->blueBits = blueBits;
294 vis->alphaBits = alphaBits;
295 vis->rgbBits = redBits + greenBits + blueBits;
296
297 vis->indexBits = indexBits;
298 vis->depthBits = depthBits;
299 vis->stencilBits = stencilBits;
300
301 vis->accumRedBits = accumRedBits;
302 vis->accumGreenBits = accumGreenBits;
303 vis->accumBlueBits = accumBlueBits;
304 vis->accumAlphaBits = accumAlphaBits;
305
306 vis->haveAccumBuffer = accumRedBits > 0;
307 vis->haveDepthBuffer = depthBits > 0;
308 vis->haveStencilBuffer = stencilBits > 0;
309
310 vis->numAuxBuffers = 0;
311 vis->level = 0;
312 vis->pixmapMode = 0;
313 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314 vis->samples = numSamples;
315
316 return GL_TRUE;
317 }
318
319
320 /**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327 void
328 _mesa_destroy_visual( GLvisual *vis )
329 {
330 _mesa_free(vis);
331 }
332
333 /*@}*/
334
335
336 /**********************************************************************/
337 /** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342 /**********************************************************************/
343 /*@{*/
344
345
346 /**
347 * This is lame. gdb only seems to recognize enum types that are
348 * actually used somewhere. We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
350 * the gl_texture_index type anywhere. Thus, this lame function.
351 */
352 static void
353 dummy_enum_func(void)
354 {
355 gl_buffer_index bi;
356 gl_colortable_index ci;
357 gl_face_index fi;
358 gl_frag_attrib fa;
359 gl_frag_result fr;
360 gl_texture_index ti;
361 gl_vert_attrib va;
362 gl_vert_result vr;
363
364 (void) bi;
365 (void) ci;
366 (void) fi;
367 (void) fa;
368 (void) fr;
369 (void) ti;
370 (void) va;
371 (void) vr;
372 }
373
374
375 /**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382 /**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391 static void
392 one_time_init( GLcontext *ctx )
393 {
394 static GLboolean alreadyCalled = GL_FALSE;
395 (void) ctx;
396 _glthread_LOCK_MUTEX(OneTimeLock);
397 if (!alreadyCalled) {
398 GLuint i;
399
400 /* do some implementation tests */
401 assert( sizeof(GLbyte) == 1 );
402 assert( sizeof(GLubyte) == 1 );
403 assert( sizeof(GLshort) == 2 );
404 assert( sizeof(GLushort) == 2 );
405 assert( sizeof(GLint) == 4 );
406 assert( sizeof(GLuint) == 4 );
407
408 _mesa_get_cpu_features();
409
410 _mesa_init_remap_table();
411
412 _mesa_init_sqrt_table();
413
414 for (i = 0; i < 256; i++) {
415 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 }
417
418 if (_mesa_getenv("MESA_DEBUG")) {
419 _glapi_noop_enable_warnings(GL_TRUE);
420 _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
421 }
422 else {
423 _glapi_noop_enable_warnings(GL_FALSE);
424 }
425
426 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
427 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
428 MESA_VERSION_STRING, __DATE__, __TIME__);
429 #endif
430
431 alreadyCalled = GL_TRUE;
432 }
433 _glthread_UNLOCK_MUTEX(OneTimeLock);
434
435 dummy_enum_func();
436 }
437
438
439 /**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442 static void
443 _mesa_init_current(GLcontext *ctx)
444 {
445 GLuint i;
446
447 /* Init all to (0,0,0,1) */
448 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450 }
451
452 /* redo special cases: */
453 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459 }
460
461
462 /**
463 * Init vertex/fragment program limits.
464 * Important: drivers should override these with actual limits.
465 */
466 static void
467 init_program_limits(GLenum type, struct gl_program_constants *prog)
468 {
469 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
470 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
471 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
472 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
473 prog->MaxTemps = MAX_PROGRAM_TEMPS;
474 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
475 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
476 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
477
478 if (type == GL_VERTEX_PROGRAM_ARB) {
479 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
481 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482 }
483 else {
484 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487 }
488
489 /* Set the native limits to zero. This implies that there is no native
490 * support for shaders. Let the drivers fill in the actual values.
491 */
492 prog->MaxNativeInstructions = 0;
493 prog->MaxNativeAluInstructions = 0;
494 prog->MaxNativeTexInstructions = 0;
495 prog->MaxNativeTexIndirections = 0;
496 prog->MaxNativeAttribs = 0;
497 prog->MaxNativeTemps = 0;
498 prog->MaxNativeAddressRegs = 0;
499 prog->MaxNativeParameters = 0;
500 }
501
502
503 /**
504 * Initialize fields of gl_constants (aka ctx->Const.*).
505 * Use defaults from config.h. The device drivers will often override
506 * some of these values (such as number of texture units).
507 */
508 static void
509 _mesa_init_constants(GLcontext *ctx)
510 {
511 assert(ctx);
512
513 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
514 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
515
516 /* Max texture size should be <= max viewport size (render to texture) */
517 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
518
519 /* Constants, may be overriden (usually only reduced) by device drivers */
520 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
521 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
522 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
523 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
524 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
525 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
526 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
527 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
528 ctx->Const.MaxTextureImageUnits);
529 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
530 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
531 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
532 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
533 ctx->Const.MinPointSize = MIN_POINT_SIZE;
534 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
535 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
536 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
537 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
538 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
539 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
540 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
541 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
542 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
543 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
544 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
545 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
546 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
547 ctx->Const.MaxLights = MAX_LIGHTS;
548 ctx->Const.MaxShininess = 128.0;
549 ctx->Const.MaxSpotExponent = 128.0;
550 ctx->Const.MaxViewportWidth = MAX_WIDTH;
551 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
552 #if FEATURE_ARB_vertex_program
553 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
554 #endif
555 #if FEATURE_ARB_fragment_program
556 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
557 #endif
558 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
559 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
560
561 /* CheckArrayBounds is overriden by drivers/x11 for X server */
562 ctx->Const.CheckArrayBounds = GL_FALSE;
563
564 /* GL_ARB_draw_buffers */
565 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
566
567 #if FEATURE_EXT_framebuffer_object
568 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
569 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
570 #endif
571
572 #if FEATURE_ARB_vertex_shader
573 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
574 ctx->Const.MaxVarying = MAX_VARYING;
575 #endif
576
577 /* GL_ARB_framebuffer_object */
578 ctx->Const.MaxSamples = 0;
579
580 /* GL_ARB_sync */
581 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
582
583 /* GL_ATI_envmap_bumpmap */
584 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
585
586 /* GL_EXT_provoking_vertex */
587 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
588
589 /* sanity checks */
590 ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
591 ctx->Const.MaxTextureCoordUnits));
592 ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
593 ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
594
595 ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
596 ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
597 ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
598 ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
599
600 /* check that we don't exceed the size of various bitfields */
601 ASSERT(VERT_RESULT_MAX <=
602 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
603 ASSERT(FRAG_ATTRIB_MAX <=
604 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
605 }
606
607
608 /**
609 * Do some sanity checks on the limits/constants for the given context.
610 * Only called the first time a context is bound.
611 */
612 static void
613 check_context_limits(GLcontext *ctx)
614 {
615 /* Many context limits/constants are limited by the size of
616 * internal arrays.
617 */
618 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
619 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
620 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
621 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
622
623 /* number of coord units cannot be greater than number of image units */
624 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
625
626 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
627 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
628 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
629 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
630
631 /* make sure largest texture image is <= MAX_WIDTH in size */
632 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
633 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
634 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
635
636 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
637 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
638
639 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
640
641 /* XXX probably add more tests */
642 }
643
644
645 /**
646 * Initialize the attribute groups in a GL context.
647 *
648 * \param ctx GL context.
649 *
650 * Initializes all the attributes, calling the respective <tt>init*</tt>
651 * functions for the more complex data structures.
652 */
653 static GLboolean
654 init_attrib_groups(GLcontext *ctx)
655 {
656 assert(ctx);
657
658 /* Constants */
659 _mesa_init_constants( ctx );
660
661 /* Extensions */
662 _mesa_init_extensions( ctx );
663
664 /* Attribute Groups */
665 _mesa_init_accum( ctx );
666 _mesa_init_attrib( ctx );
667 _mesa_init_buffer_objects( ctx );
668 _mesa_init_color( ctx );
669 _mesa_init_colortables( ctx );
670 _mesa_init_current( ctx );
671 _mesa_init_depth( ctx );
672 _mesa_init_debug( ctx );
673 _mesa_init_display_list( ctx );
674 _mesa_init_eval( ctx );
675 _mesa_init_fbobjects( ctx );
676 _mesa_init_feedback( ctx );
677 _mesa_init_fog( ctx );
678 _mesa_init_histogram( ctx );
679 _mesa_init_hint( ctx );
680 _mesa_init_line( ctx );
681 _mesa_init_lighting( ctx );
682 _mesa_init_matrix( ctx );
683 _mesa_init_multisample( ctx );
684 _mesa_init_pixel( ctx );
685 _mesa_init_pixelstore( ctx );
686 _mesa_init_point( ctx );
687 _mesa_init_polygon( ctx );
688 _mesa_init_program( ctx );
689 _mesa_init_queryobj( ctx );
690 #if FEATURE_ARB_sync
691 _mesa_init_sync( ctx );
692 #endif
693 _mesa_init_rastpos( ctx );
694 _mesa_init_scissor( ctx );
695 _mesa_init_shader_state( ctx );
696 _mesa_init_stencil( ctx );
697 _mesa_init_transform( ctx );
698 _mesa_init_varray( ctx );
699 _mesa_init_viewport( ctx );
700
701 if (!_mesa_init_texture( ctx ))
702 return GL_FALSE;
703
704 _mesa_init_texture_s3tc( ctx );
705
706 /* Miscellaneous */
707 ctx->NewState = _NEW_ALL;
708 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
709 ctx->varying_vp_inputs = ~0;
710
711 return GL_TRUE;
712 }
713
714
715 /**
716 * Update default objects in a GL context with respect to shared state.
717 *
718 * \param ctx GL context.
719 *
720 * Removes references to old default objects, (texture objects, program
721 * objects, etc.) and changes to reference those from the current shared
722 * state.
723 */
724 static GLboolean
725 update_default_objects(GLcontext *ctx)
726 {
727 assert(ctx);
728
729 _mesa_update_default_objects_program(ctx);
730 _mesa_update_default_objects_texture(ctx);
731 _mesa_update_default_objects_buffer_objects(ctx);
732
733 return GL_TRUE;
734 }
735
736
737 /**
738 * This is the default function we plug into all dispatch table slots
739 * This helps prevents a segfault when someone calls a GL function without
740 * first checking if the extension's supported.
741 */
742 static int
743 generic_nop(void)
744 {
745 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
746 return 0;
747 }
748
749
750 /**
751 * Allocate and initialize a new dispatch table.
752 */
753 static struct _glapi_table *
754 alloc_dispatch_table(void)
755 {
756 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
757 * In practice, this'll be the same for stand-alone Mesa. But for DRI
758 * Mesa we do this to accomodate different versions of libGL and various
759 * DRI drivers.
760 */
761 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
762 sizeof(struct _glapi_table) / sizeof(_glapi_proc));
763 struct _glapi_table *table =
764 (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
765 if (table) {
766 _glapi_proc *entry = (_glapi_proc *) table;
767 GLint i;
768 for (i = 0; i < numEntries; i++) {
769 entry[i] = (_glapi_proc) generic_nop;
770 }
771 }
772 return table;
773 }
774
775
776 /**
777 * Initialize a GLcontext struct (rendering context).
778 *
779 * This includes allocating all the other structs and arrays which hang off of
780 * the context by pointers.
781 * Note that the driver needs to pass in its dd_function_table here since
782 * we need to at least call driverFunctions->NewTextureObject to create the
783 * default texture objects.
784 *
785 * Called by _mesa_create_context().
786 *
787 * Performs the imports and exports callback tables initialization, and
788 * miscellaneous one-time initializations. If no shared context is supplied one
789 * is allocated, and increase its reference count. Setups the GL API dispatch
790 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
791 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
792 * for debug flags.
793 *
794 * \param ctx the context to initialize
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(GLcontext *ctx,
804 const GLvisual *visual,
805 GLcontext *share_list,
806 const struct dd_function_table *driverFunctions,
807 void *driverContext)
808 {
809 struct gl_shared_state *shared;
810
811 /*ASSERT(driverContext);*/
812 assert(driverFunctions->NewTextureObject);
813 assert(driverFunctions->FreeTexImageData);
814
815 /* misc one-time initializations */
816 one_time_init(ctx);
817
818 ctx->Visual = *visual;
819 ctx->DrawBuffer = NULL;
820 ctx->ReadBuffer = NULL;
821 ctx->WinSysDrawBuffer = NULL;
822 ctx->WinSysReadBuffer = NULL;
823
824 /* Plug in driver functions and context pointer here.
825 * This is important because when we call alloc_shared_state() below
826 * we'll call ctx->Driver.NewTextureObject() to create the default
827 * textures.
828 */
829 ctx->Driver = *driverFunctions;
830 ctx->DriverCtx = driverContext;
831
832 if (share_list) {
833 /* share state with another context */
834 shared = share_list->Shared;
835 }
836 else {
837 /* allocate new, unshared state */
838 shared = _mesa_alloc_shared_state(ctx);
839 if (!shared)
840 return GL_FALSE;
841 }
842
843 _glthread_LOCK_MUTEX(shared->Mutex);
844 ctx->Shared = shared;
845 shared->RefCount++;
846 _glthread_UNLOCK_MUTEX(shared->Mutex);
847
848 if (!init_attrib_groups( ctx )) {
849 _mesa_free_shared_state(ctx, ctx->Shared);
850 return GL_FALSE;
851 }
852
853 /* setup the API dispatch tables */
854 ctx->Exec = alloc_dispatch_table();
855 ctx->Save = alloc_dispatch_table();
856 if (!ctx->Exec || !ctx->Save) {
857 _mesa_free_shared_state(ctx, ctx->Shared);
858 if (ctx->Exec)
859 _mesa_free(ctx->Exec);
860 return GL_FALSE;
861 }
862 #if FEATURE_dispatch
863 _mesa_init_exec_table(ctx->Exec);
864 #endif
865 ctx->CurrentDispatch = ctx->Exec;
866
867 #if FEATURE_dlist
868 _mesa_init_save_table(ctx->Save);
869 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
870 #endif
871
872 /* Neutral tnl module stuff */
873 _mesa_init_exec_vtxfmt( ctx );
874 ctx->TnlModule.Current = NULL;
875 ctx->TnlModule.SwapCount = 0;
876
877 ctx->FragmentProgram._MaintainTexEnvProgram
878 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
879
880 ctx->VertexProgram._MaintainTnlProgram
881 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
882 if (ctx->VertexProgram._MaintainTnlProgram) {
883 /* this is required... */
884 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
885 }
886
887 #ifdef FEATURE_extra_context_init
888 _mesa_initialize_context_extra(ctx);
889 #endif
890
891 ctx->FirstTimeCurrent = GL_TRUE;
892
893 return GL_TRUE;
894 }
895
896
897 /**
898 * Allocate and initialize a GLcontext structure.
899 * Note that the driver needs to pass in its dd_function_table here since
900 * we need to at least call driverFunctions->NewTextureObject to initialize
901 * the rendering context.
902 *
903 * \param visual a GLvisual pointer (we copy the struct contents)
904 * \param share_list another context to share display lists with or NULL
905 * \param driverFunctions points to the dd_function_table into which the
906 * driver has plugged in all its special functions.
907 * \param driverContext points to the device driver's private context state
908 *
909 * \return pointer to a new __GLcontextRec or NULL if error.
910 */
911 GLcontext *
912 _mesa_create_context(const GLvisual *visual,
913 GLcontext *share_list,
914 const struct dd_function_table *driverFunctions,
915 void *driverContext)
916 {
917 GLcontext *ctx;
918
919 ASSERT(visual);
920 /*ASSERT(driverContext);*/
921
922 ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
923 if (!ctx)
924 return NULL;
925
926 if (_mesa_initialize_context(ctx, visual, share_list,
927 driverFunctions, driverContext)) {
928 return ctx;
929 }
930 else {
931 _mesa_free(ctx);
932 return NULL;
933 }
934 }
935
936
937 /**
938 * Free the data associated with the given context.
939 *
940 * But doesn't free the GLcontext struct itself.
941 *
942 * \sa _mesa_initialize_context() and init_attrib_groups().
943 */
944 void
945 _mesa_free_context_data( GLcontext *ctx )
946 {
947 GLint RefCount;
948
949 if (!_mesa_get_current_context()){
950 /* No current context, but we may need one in order to delete
951 * texture objs, etc. So temporarily bind the context now.
952 */
953 _mesa_make_current(ctx, NULL, NULL);
954 }
955
956 /* unreference WinSysDraw/Read buffers */
957 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
958 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
959 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
960 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
961
962 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
963 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
964 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
965
966 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
967 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
968 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
969
970 _mesa_free_attrib_data(ctx);
971 _mesa_free_lighting_data( ctx );
972 _mesa_free_eval_data( ctx );
973 _mesa_free_texture_data( ctx );
974 _mesa_free_matrix_data( ctx );
975 _mesa_free_viewport_data( ctx );
976 _mesa_free_colortables_data( ctx );
977 _mesa_free_program_data(ctx);
978 _mesa_free_shader_state(ctx);
979 _mesa_free_queryobj_data(ctx);
980 #if FEATURE_ARB_sync
981 _mesa_free_sync_data(ctx);
982 #endif
983 _mesa_free_varray_data(ctx);
984
985 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
986
987 #if FEATURE_ARB_pixel_buffer_object
988 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
989 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
990 #endif
991
992 #if FEATURE_ARB_vertex_buffer_object
993 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
994 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
995 #endif
996
997 /* free dispatch tables */
998 _mesa_free(ctx->Exec);
999 _mesa_free(ctx->Save);
1000
1001 /* Shared context state (display lists, textures, etc) */
1002 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1003 RefCount = --ctx->Shared->RefCount;
1004 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1005 assert(RefCount >= 0);
1006 if (RefCount == 0) {
1007 /* free shared state */
1008 _mesa_free_shared_state( ctx, ctx->Shared );
1009 }
1010
1011 /* needs to be after freeing shared state */
1012 _mesa_free_display_list_data(ctx);
1013
1014 if (ctx->Extensions.String)
1015 _mesa_free((void *) ctx->Extensions.String);
1016
1017 /* unbind the context if it's currently bound */
1018 if (ctx == _mesa_get_current_context()) {
1019 _mesa_make_current(NULL, NULL, NULL);
1020 }
1021 }
1022
1023
1024 /**
1025 * Destroy a GLcontext structure.
1026 *
1027 * \param ctx GL context.
1028 *
1029 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1030 */
1031 void
1032 _mesa_destroy_context( GLcontext *ctx )
1033 {
1034 if (ctx) {
1035 _mesa_free_context_data(ctx);
1036 _mesa_free( (void *) ctx );
1037 }
1038 }
1039
1040
1041 #if _HAVE_FULL_GL
1042 /**
1043 * Copy attribute groups from one context to another.
1044 *
1045 * \param src source context
1046 * \param dst destination context
1047 * \param mask bitwise OR of GL_*_BIT flags
1048 *
1049 * According to the bits specified in \p mask, copies the corresponding
1050 * attributes from \p src into \p dst. For many of the attributes a simple \c
1051 * memcpy is not enough due to the existence of internal pointers in their data
1052 * structures.
1053 */
1054 void
1055 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1056 {
1057 if (mask & GL_ACCUM_BUFFER_BIT) {
1058 /* OK to memcpy */
1059 dst->Accum = src->Accum;
1060 }
1061 if (mask & GL_COLOR_BUFFER_BIT) {
1062 /* OK to memcpy */
1063 dst->Color = src->Color;
1064 }
1065 if (mask & GL_CURRENT_BIT) {
1066 /* OK to memcpy */
1067 dst->Current = src->Current;
1068 }
1069 if (mask & GL_DEPTH_BUFFER_BIT) {
1070 /* OK to memcpy */
1071 dst->Depth = src->Depth;
1072 }
1073 if (mask & GL_ENABLE_BIT) {
1074 /* no op */
1075 }
1076 if (mask & GL_EVAL_BIT) {
1077 /* OK to memcpy */
1078 dst->Eval = src->Eval;
1079 }
1080 if (mask & GL_FOG_BIT) {
1081 /* OK to memcpy */
1082 dst->Fog = src->Fog;
1083 }
1084 if (mask & GL_HINT_BIT) {
1085 /* OK to memcpy */
1086 dst->Hint = src->Hint;
1087 }
1088 if (mask & GL_LIGHTING_BIT) {
1089 GLuint i;
1090 /* begin with memcpy */
1091 dst->Light = src->Light;
1092 /* fixup linked lists to prevent pointer insanity */
1093 make_empty_list( &(dst->Light.EnabledList) );
1094 for (i = 0; i < MAX_LIGHTS; i++) {
1095 if (dst->Light.Light[i].Enabled) {
1096 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1097 }
1098 }
1099 }
1100 if (mask & GL_LINE_BIT) {
1101 /* OK to memcpy */
1102 dst->Line = src->Line;
1103 }
1104 if (mask & GL_LIST_BIT) {
1105 /* OK to memcpy */
1106 dst->List = src->List;
1107 }
1108 if (mask & GL_PIXEL_MODE_BIT) {
1109 /* OK to memcpy */
1110 dst->Pixel = src->Pixel;
1111 }
1112 if (mask & GL_POINT_BIT) {
1113 /* OK to memcpy */
1114 dst->Point = src->Point;
1115 }
1116 if (mask & GL_POLYGON_BIT) {
1117 /* OK to memcpy */
1118 dst->Polygon = src->Polygon;
1119 }
1120 if (mask & GL_POLYGON_STIPPLE_BIT) {
1121 /* Use loop instead of MEMCPY due to problem with Portland Group's
1122 * C compiler. Reported by John Stone.
1123 */
1124 GLuint i;
1125 for (i = 0; i < 32; i++) {
1126 dst->PolygonStipple[i] = src->PolygonStipple[i];
1127 }
1128 }
1129 if (mask & GL_SCISSOR_BIT) {
1130 /* OK to memcpy */
1131 dst->Scissor = src->Scissor;
1132 }
1133 if (mask & GL_STENCIL_BUFFER_BIT) {
1134 /* OK to memcpy */
1135 dst->Stencil = src->Stencil;
1136 }
1137 if (mask & GL_TEXTURE_BIT) {
1138 /* Cannot memcpy because of pointers */
1139 _mesa_copy_texture_state(src, dst);
1140 }
1141 if (mask & GL_TRANSFORM_BIT) {
1142 /* OK to memcpy */
1143 dst->Transform = src->Transform;
1144 }
1145 if (mask & GL_VIEWPORT_BIT) {
1146 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1147 dst->Viewport.X = src->Viewport.X;
1148 dst->Viewport.Y = src->Viewport.Y;
1149 dst->Viewport.Width = src->Viewport.Width;
1150 dst->Viewport.Height = src->Viewport.Height;
1151 dst->Viewport.Near = src->Viewport.Near;
1152 dst->Viewport.Far = src->Viewport.Far;
1153 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1154 }
1155
1156 /* XXX FIXME: Call callbacks?
1157 */
1158 dst->NewState = _NEW_ALL;
1159 }
1160 #endif
1161
1162
1163 /**
1164 * Check if the given context can render into the given framebuffer
1165 * by checking visual attributes.
1166 *
1167 * Most of these tests could go away because Mesa is now pretty flexible
1168 * in terms of mixing rendering contexts with framebuffers. As long
1169 * as RGB vs. CI mode agree, we're probably good.
1170 *
1171 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1172 */
1173 static GLboolean
1174 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1175 {
1176 const GLvisual *ctxvis = &ctx->Visual;
1177 const GLvisual *bufvis = &buffer->Visual;
1178
1179 if (ctxvis == bufvis)
1180 return GL_TRUE;
1181
1182 if (ctxvis->rgbMode != bufvis->rgbMode)
1183 return GL_FALSE;
1184 #if 0
1185 /* disabling this fixes the fgl_glxgears pbuffer demo */
1186 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1187 return GL_FALSE;
1188 #endif
1189 if (ctxvis->stereoMode && !bufvis->stereoMode)
1190 return GL_FALSE;
1191 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1192 return GL_FALSE;
1193 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1194 return GL_FALSE;
1195 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1196 return GL_FALSE;
1197 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1198 return GL_FALSE;
1199 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1200 return GL_FALSE;
1201 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1202 return GL_FALSE;
1203 #if 0
1204 /* disabled (see bug 11161) */
1205 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1206 return GL_FALSE;
1207 #endif
1208 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1209 return GL_FALSE;
1210
1211 return GL_TRUE;
1212 }
1213
1214
1215 /**
1216 * Do one-time initialization for the given framebuffer. Specifically,
1217 * ask the driver for the window's current size and update the framebuffer
1218 * object to match.
1219 * Really, the device driver should totally take care of this.
1220 */
1221 static void
1222 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1223 {
1224 GLuint width, height;
1225 if (ctx->Driver.GetBufferSize) {
1226 ctx->Driver.GetBufferSize(fb, &width, &height);
1227 if (ctx->Driver.ResizeBuffers)
1228 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1229 fb->Initialized = GL_TRUE;
1230 }
1231 }
1232
1233
1234 /**
1235 * Check if the viewport/scissor size has not yet been initialized.
1236 * Initialize the size if the given width and height are non-zero.
1237 */
1238 void
1239 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1240 {
1241 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1242 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1243 * potential infinite recursion.
1244 */
1245 ctx->ViewportInitialized = GL_TRUE;
1246 _mesa_set_viewport(ctx, 0, 0, width, height);
1247 _mesa_set_scissor(ctx, 0, 0, width, height);
1248 }
1249 }
1250
1251
1252 /**
1253 * Bind the given context to the given drawBuffer and readBuffer and
1254 * make it the current context for the calling thread.
1255 * We'll render into the drawBuffer and read pixels from the
1256 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1257 *
1258 * We check that the context's and framebuffer's visuals are compatible
1259 * and return immediately if they're not.
1260 *
1261 * \param newCtx the new GL context. If NULL then there will be no current GL
1262 * context.
1263 * \param drawBuffer the drawing framebuffer
1264 * \param readBuffer the reading framebuffer
1265 */
1266 GLboolean
1267 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1268 GLframebuffer *readBuffer )
1269 {
1270 if (MESA_VERBOSE & VERBOSE_API)
1271 _mesa_debug(newCtx, "_mesa_make_current()\n");
1272
1273 /* Check that the context's and framebuffer's visuals are compatible.
1274 */
1275 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1276 if (!check_compatible(newCtx, drawBuffer)) {
1277 _mesa_warning(newCtx,
1278 "MakeCurrent: incompatible visuals for context and drawbuffer");
1279 return GL_FALSE;
1280 }
1281 }
1282 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1283 if (!check_compatible(newCtx, readBuffer)) {
1284 _mesa_warning(newCtx,
1285 "MakeCurrent: incompatible visuals for context and readbuffer");
1286 return GL_FALSE;
1287 }
1288 }
1289
1290 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1291 _glapi_set_context((void *) newCtx);
1292 ASSERT(_mesa_get_current_context() == newCtx);
1293
1294 if (!newCtx) {
1295 _glapi_set_dispatch(NULL); /* none current */
1296 }
1297 else {
1298 _glapi_set_dispatch(newCtx->CurrentDispatch);
1299
1300 if (drawBuffer && readBuffer) {
1301 /* TODO: check if newCtx and buffer's visual match??? */
1302
1303 ASSERT(drawBuffer->Name == 0);
1304 ASSERT(readBuffer->Name == 0);
1305 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1306 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1307
1308 /*
1309 * Only set the context's Draw/ReadBuffer fields if they're NULL
1310 * or not bound to a user-created FBO.
1311 */
1312 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1313 /* KW: merge conflict here, revisit.
1314 */
1315 /* fix up the fb fields - these will end up wrong otherwise
1316 * if the DRIdrawable changes, and everything relies on them.
1317 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1318 */
1319 unsigned int i;
1320 GLenum buffers[MAX_DRAW_BUFFERS];
1321
1322 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1323
1324 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1325 buffers[i] = newCtx->Color.DrawBuffer[i];
1326 }
1327
1328 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1329 }
1330 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1331 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1332 }
1333
1334 /* XXX only set this flag if we're really changing the draw/read
1335 * framebuffer bindings.
1336 */
1337 newCtx->NewState |= _NEW_BUFFERS;
1338
1339 #if 1
1340 /* We want to get rid of these lines: */
1341
1342 #if _HAVE_FULL_GL
1343 if (!drawBuffer->Initialized) {
1344 initialize_framebuffer_size(newCtx, drawBuffer);
1345 }
1346 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1347 initialize_framebuffer_size(newCtx, readBuffer);
1348 }
1349
1350 _mesa_resizebuffers(newCtx);
1351 #endif
1352
1353 #else
1354 /* We want the drawBuffer and readBuffer to be initialized by
1355 * the driver.
1356 * This generally means the Width and Height match the actual
1357 * window size and the renderbuffers (both hardware and software
1358 * based) are allocated to match. The later can generally be
1359 * done with a call to _mesa_resize_framebuffer().
1360 *
1361 * It's theoretically possible for a buffer to have zero width
1362 * or height, but for now, assert check that the driver did what's
1363 * expected of it.
1364 */
1365 ASSERT(drawBuffer->Width > 0);
1366 ASSERT(drawBuffer->Height > 0);
1367 #endif
1368
1369 if (drawBuffer) {
1370 _mesa_check_init_viewport(newCtx,
1371 drawBuffer->Width, drawBuffer->Height);
1372 }
1373 }
1374
1375 if (newCtx->FirstTimeCurrent) {
1376 check_context_limits(newCtx);
1377
1378 /* We can use this to help debug user's problems. Tell them to set
1379 * the MESA_INFO env variable before running their app. Then the
1380 * first time each context is made current we'll print some useful
1381 * information.
1382 */
1383 if (_mesa_getenv("MESA_INFO")) {
1384 _mesa_print_info();
1385 }
1386
1387 newCtx->FirstTimeCurrent = GL_FALSE;
1388 }
1389 }
1390
1391 return GL_TRUE;
1392 }
1393
1394
1395 /**
1396 * Make context 'ctx' share the display lists, textures and programs
1397 * that are associated with 'ctxToShare'.
1398 * Any display lists, textures or programs associated with 'ctx' will
1399 * be deleted if nobody else is sharing them.
1400 */
1401 GLboolean
1402 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1403 {
1404 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1405 struct gl_shared_state *oldSharedState = ctx->Shared;
1406 GLint RefCount;
1407
1408 ctx->Shared = ctxToShare->Shared;
1409
1410 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1411 ctx->Shared->RefCount++;
1412 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1413
1414 update_default_objects(ctx);
1415
1416 _glthread_LOCK_MUTEX(oldSharedState->Mutex);
1417 RefCount = --oldSharedState->RefCount;
1418 _glthread_UNLOCK_MUTEX(oldSharedState->Mutex);
1419
1420 if (RefCount == 0) {
1421 _mesa_free_shared_state(ctx, oldSharedState);
1422 }
1423
1424 return GL_TRUE;
1425 }
1426 else {
1427 return GL_FALSE;
1428 }
1429 }
1430
1431
1432
1433 /**
1434 * \return pointer to the current GL context for this thread.
1435 *
1436 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1437 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1438 * context.h.
1439 */
1440 GLcontext *
1441 _mesa_get_current_context( void )
1442 {
1443 return (GLcontext *) _glapi_get_context();
1444 }
1445
1446
1447 /**
1448 * Get context's current API dispatch table.
1449 *
1450 * It'll either be the immediate-mode execute dispatcher or the display list
1451 * compile dispatcher.
1452 *
1453 * \param ctx GL context.
1454 *
1455 * \return pointer to dispatch_table.
1456 *
1457 * Simply returns __GLcontextRec::CurrentDispatch.
1458 */
1459 struct _glapi_table *
1460 _mesa_get_dispatch(GLcontext *ctx)
1461 {
1462 return ctx->CurrentDispatch;
1463 }
1464
1465 /*@}*/
1466
1467
1468 /**********************************************************************/
1469 /** \name Miscellaneous functions */
1470 /**********************************************************************/
1471 /*@{*/
1472
1473 /**
1474 * Record an error.
1475 *
1476 * \param ctx GL context.
1477 * \param error error code.
1478 *
1479 * Records the given error code and call the driver's dd_function_table::Error
1480 * function if defined.
1481 *
1482 * \sa
1483 * This is called via _mesa_error().
1484 */
1485 void
1486 _mesa_record_error(GLcontext *ctx, GLenum error)
1487 {
1488 if (!ctx)
1489 return;
1490
1491 if (ctx->ErrorValue == GL_NO_ERROR) {
1492 ctx->ErrorValue = error;
1493 }
1494
1495 /* Call device driver's error handler, if any. This is used on the Mac. */
1496 if (ctx->Driver.Error) {
1497 ctx->Driver.Error(ctx);
1498 }
1499 }
1500
1501
1502 /**
1503 * Flush commands and wait for completion.
1504 */
1505 void
1506 _mesa_finish(GLcontext *ctx)
1507 {
1508 FLUSH_CURRENT( ctx, 0 );
1509 if (ctx->Driver.Finish) {
1510 ctx->Driver.Finish(ctx);
1511 }
1512 }
1513
1514
1515 /**
1516 * Flush commands.
1517 */
1518 void
1519 _mesa_flush(GLcontext *ctx)
1520 {
1521 FLUSH_CURRENT( ctx, 0 );
1522 if (ctx->Driver.Flush) {
1523 ctx->Driver.Flush(ctx);
1524 }
1525 }
1526
1527
1528
1529 /**
1530 * Execute glFinish().
1531 *
1532 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1533 * dd_function_table::Finish driver callback, if not NULL.
1534 */
1535 void GLAPIENTRY
1536 _mesa_Finish(void)
1537 {
1538 GET_CURRENT_CONTEXT(ctx);
1539 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1540 _mesa_finish(ctx);
1541 }
1542
1543
1544 /**
1545 * Execute glFlush().
1546 *
1547 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1548 * dd_function_table::Flush driver callback, if not NULL.
1549 */
1550 void GLAPIENTRY
1551 _mesa_Flush(void)
1552 {
1553 GET_CURRENT_CONTEXT(ctx);
1554 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1555 _mesa_flush(ctx);
1556 }
1557
1558
1559 /**
1560 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1561 * MUL/MAD, or vice versa, call this function to register that.
1562 * Otherwise we default to MUL/MAD.
1563 */
1564 void
1565 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1566 GLboolean flag )
1567 {
1568 ctx->mvp_with_dp4 = flag;
1569 }
1570
1571
1572
1573 /**
1574 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1575 * is called to see if it's valid to render. This involves checking that
1576 * the current shader is valid and the framebuffer is complete.
1577 * If an error is detected it'll be recorded here.
1578 * \return GL_TRUE if OK to render, GL_FALSE if not
1579 */
1580 GLboolean
1581 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1582 {
1583 if (ctx->Shader.CurrentProgram) {
1584 /* using shaders */
1585 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1586 _mesa_error(ctx, GL_INVALID_OPERATION,
1587 "%s(shader not linked), where");
1588 return GL_FALSE;
1589 }
1590 #if 0 /* not normally enabled */
1591 {
1592 char errMsg[100];
1593 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1594 errMsg)) {
1595 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1596 ctx->Shader.CurrentProgram->Name, errMsg);
1597 }
1598 }
1599 #endif
1600 }
1601 else {
1602 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1603 _mesa_error(ctx, GL_INVALID_OPERATION,
1604 "%s(vertex program not valid)", where);
1605 return GL_FALSE;
1606 }
1607 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1608 _mesa_error(ctx, GL_INVALID_OPERATION,
1609 "%s(fragment program not valid)", where);
1610 return GL_FALSE;
1611 }
1612 }
1613
1614 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1615 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1616 "%s(incomplete framebuffer)", where);
1617 return GL_FALSE;
1618 }
1619
1620 #ifdef DEBUG
1621 if (ctx->Shader.Flags & GLSL_LOG) {
1622 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1623 if (shProg) {
1624 if (!shProg->_Used) {
1625 /* This is the first time this shader is being used.
1626 * Append shader's constants/uniforms to log file.
1627 */
1628 GLuint i;
1629 for (i = 0; i < shProg->NumShaders; i++) {
1630 struct gl_shader *sh = shProg->Shaders[i];
1631 if (sh->Type == GL_VERTEX_SHADER) {
1632 _mesa_append_uniforms_to_file(sh,
1633 &shProg->VertexProgram->Base);
1634 }
1635 else if (sh->Type == GL_FRAGMENT_SHADER) {
1636 _mesa_append_uniforms_to_file(sh,
1637 &shProg->FragmentProgram->Base);
1638 }
1639 }
1640 shProg->_Used = GL_TRUE;
1641 }
1642 }
1643 }
1644 #endif
1645
1646 return GL_TRUE;
1647 }
1648
1649
1650 /*@}*/