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