mesa: Remove SGI_color_matrix.
[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 "hint.h"
102 #include "hash.h"
103 #include "light.h"
104 #include "lines.h"
105 #include "macros.h"
106 #include "matrix.h"
107 #include "multisample.h"
108 #include "pixel.h"
109 #include "pixelstore.h"
110 #include "points.h"
111 #include "polygon.h"
112 #include "queryobj.h"
113 #include "syncobj.h"
114 #include "rastpos.h"
115 #include "remap.h"
116 #include "scissor.h"
117 #include "shared.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
120 #include "state.h"
121 #include "stencil.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
125 #include "mtypes.h"
126 #include "varray.h"
127 #include "version.h"
128 #include "viewport.h"
129 #include "vtxfmt.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
132 #if _HAVE_FULL_GL
133 #include "math/m_matrix.h"
134 #endif
135
136 #ifdef USE_SPARC_ASM
137 #include "sparc/sparc.h"
138 #endif
139
140 #include "glsl_parser_extras.h"
141
142
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 dbFlag double buffering
188 * \param stereoFlag stereo buffer
189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
190 * is acceptable but the actual depth type will be GLushort or GLuint as
191 * needed.
192 * \param stencilBits requested minimum bits per stencil buffer value
193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
194 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
195 * \param redBits number of bits per color component in frame buffer for RGB(A)
196 * mode. We always use 8 in core Mesa though.
197 * \param greenBits same as above.
198 * \param blueBits same as above.
199 * \param alphaBits same as above.
200 * \param numSamples not really used.
201 *
202 * \return pointer to new GLvisual or NULL if requested parameters can't be
203 * met.
204 *
205 * \note Need to add params for level and numAuxBuffers (at least)
206 */
207 GLvisual *
208 _mesa_create_visual( GLboolean dbFlag,
209 GLboolean stereoFlag,
210 GLint redBits,
211 GLint greenBits,
212 GLint blueBits,
213 GLint alphaBits,
214 GLint depthBits,
215 GLint stencilBits,
216 GLint accumRedBits,
217 GLint accumGreenBits,
218 GLint accumBlueBits,
219 GLint accumAlphaBits,
220 GLint numSamples )
221 {
222 GLvisual *vis = (GLvisual *) calloc(1, sizeof(GLvisual));
223 if (vis) {
224 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
225 redBits, greenBits, blueBits, alphaBits,
226 depthBits, stencilBits,
227 accumRedBits, accumGreenBits,
228 accumBlueBits, accumAlphaBits,
229 numSamples)) {
230 free(vis);
231 return NULL;
232 }
233 }
234 return vis;
235 }
236
237 /**
238 * Makes some sanity checks and fills in the fields of the
239 * GLvisual object with the given parameters. If the caller needs
240 * to set additional fields, he should just probably init the whole GLvisual
241 * object himself.
242 * \return GL_TRUE on success, or GL_FALSE on failure.
243 *
244 * \sa _mesa_create_visual() above for the parameter description.
245 */
246 GLboolean
247 _mesa_initialize_visual( GLvisual *vis,
248 GLboolean dbFlag,
249 GLboolean stereoFlag,
250 GLint redBits,
251 GLint greenBits,
252 GLint blueBits,
253 GLint alphaBits,
254 GLint depthBits,
255 GLint stencilBits,
256 GLint accumRedBits,
257 GLint accumGreenBits,
258 GLint accumBlueBits,
259 GLint accumAlphaBits,
260 GLint numSamples )
261 {
262 assert(vis);
263
264 if (depthBits < 0 || depthBits > 32) {
265 return GL_FALSE;
266 }
267 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
268 return GL_FALSE;
269 }
270 assert(accumRedBits >= 0);
271 assert(accumGreenBits >= 0);
272 assert(accumBlueBits >= 0);
273 assert(accumAlphaBits >= 0);
274
275 vis->rgbMode = GL_TRUE;
276 vis->doubleBufferMode = dbFlag;
277 vis->stereoMode = stereoFlag;
278
279 vis->redBits = redBits;
280 vis->greenBits = greenBits;
281 vis->blueBits = blueBits;
282 vis->alphaBits = alphaBits;
283 vis->rgbBits = redBits + greenBits + blueBits;
284
285 vis->indexBits = 0;
286 vis->depthBits = depthBits;
287 vis->stencilBits = stencilBits;
288
289 vis->accumRedBits = accumRedBits;
290 vis->accumGreenBits = accumGreenBits;
291 vis->accumBlueBits = accumBlueBits;
292 vis->accumAlphaBits = accumAlphaBits;
293
294 vis->haveAccumBuffer = accumRedBits > 0;
295 vis->haveDepthBuffer = depthBits > 0;
296 vis->haveStencilBuffer = stencilBits > 0;
297
298 vis->numAuxBuffers = 0;
299 vis->level = 0;
300 vis->pixmapMode = 0;
301 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
302 vis->samples = numSamples;
303
304 return GL_TRUE;
305 }
306
307
308 /**
309 * Destroy a visual and free its memory.
310 *
311 * \param vis visual.
312 *
313 * Frees the visual structure.
314 */
315 void
316 _mesa_destroy_visual( GLvisual *vis )
317 {
318 free(vis);
319 }
320
321 /*@}*/
322
323
324 /**********************************************************************/
325 /** \name Context allocation, initialization, destroying
326 *
327 * The purpose of the most initialization functions here is to provide the
328 * default state values according to the OpenGL specification.
329 */
330 /**********************************************************************/
331 /*@{*/
332
333
334 /**
335 * This is lame. gdb only seems to recognize enum types that are
336 * actually used somewhere. We want to be able to print/use enum
337 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
338 * the gl_texture_index type anywhere. Thus, this lame function.
339 */
340 static void
341 dummy_enum_func(void)
342 {
343 gl_buffer_index bi = BUFFER_FRONT_LEFT;
344 gl_face_index fi = FACE_POS_X;
345 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
346 gl_frag_result fr = FRAG_RESULT_DEPTH;
347 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
348 gl_vert_attrib va = VERT_ATTRIB_POS;
349 gl_vert_result vr = VERT_RESULT_HPOS;
350 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
351 gl_geom_result gr = GEOM_RESULT_POS;
352
353 (void) bi;
354 (void) fi;
355 (void) fa;
356 (void) fr;
357 (void) ti;
358 (void) va;
359 (void) vr;
360 (void) ga;
361 (void) gr;
362 }
363
364
365 /**
366 * One-time initialization mutex lock.
367 *
368 * \sa Used by one_time_init().
369 */
370 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
371
372 /**
373 * Calls all the various one-time-init functions in Mesa.
374 *
375 * While holding a global mutex lock, calls several initialization functions,
376 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
377 * defined.
378 *
379 * \sa _math_init().
380 */
381 static void
382 one_time_init( GLcontext *ctx )
383 {
384 static GLboolean alreadyCalled = GL_FALSE;
385 (void) ctx;
386 _glthread_LOCK_MUTEX(OneTimeLock);
387 if (!alreadyCalled) {
388 GLuint i;
389
390 /* do some implementation tests */
391 assert( sizeof(GLbyte) == 1 );
392 assert( sizeof(GLubyte) == 1 );
393 assert( sizeof(GLshort) == 2 );
394 assert( sizeof(GLushort) == 2 );
395 assert( sizeof(GLint) == 4 );
396 assert( sizeof(GLuint) == 4 );
397
398 _mesa_get_cpu_features();
399
400 switch (ctx->API) {
401 #if FEATURE_GL
402 case API_OPENGL:
403 _mesa_init_remap_table();
404 break;
405 #endif
406 #if FEATURE_ES1
407 case API_OPENGLES:
408 _mesa_init_remap_table_es1();
409 break;
410 #endif
411 #if FEATURE_ES2
412 case API_OPENGLES2:
413 _mesa_init_remap_table_es2();
414 break;
415 #endif
416 default:
417 break;
418 }
419
420 _mesa_init_sqrt_table();
421 _mesa_init_get_hash(ctx);
422
423 for (i = 0; i < 256; i++) {
424 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
425 }
426
427 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
428 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
429 MESA_VERSION_STRING, __DATE__, __TIME__);
430 #endif
431
432 alreadyCalled = GL_TRUE;
433 }
434 _glthread_UNLOCK_MUTEX(OneTimeLock);
435
436 /* Hopefully atexit() is widely available. If not, we may need some
437 * #ifdef tests here.
438 */
439 atexit(_mesa_destroy_shader_compiler);
440
441 dummy_enum_func();
442 }
443
444
445 /**
446 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
447 */
448 static void
449 _mesa_init_current(GLcontext *ctx)
450 {
451 GLuint i;
452
453 /* Init all to (0,0,0,1) */
454 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
455 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
456 }
457
458 /* redo special cases: */
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
463 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
464 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
465 }
466
467
468 /**
469 * Init vertex/fragment/geometry program limits.
470 * Important: drivers should override these with actual limits.
471 */
472 static void
473 init_program_limits(GLenum type, struct gl_program_constants *prog)
474 {
475 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
478 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
479 prog->MaxTemps = MAX_PROGRAM_TEMPS;
480 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
481 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
482 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
483
484 switch (type) {
485 case GL_VERTEX_PROGRAM_ARB:
486 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
487 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
488 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
489 break;
490 case GL_FRAGMENT_PROGRAM_ARB:
491 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
492 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
493 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
494 break;
495 case MESA_GEOMETRY_PROGRAM:
496 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
497 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
498 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
499
500 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
501 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
502 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
503 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
504 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
505 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
506 break;
507 default:
508 assert(0 && "Bad program type in init_program_limits()");
509 }
510
511 /* Set the native limits to zero. This implies that there is no native
512 * support for shaders. Let the drivers fill in the actual values.
513 */
514 prog->MaxNativeInstructions = 0;
515 prog->MaxNativeAluInstructions = 0;
516 prog->MaxNativeTexInstructions = 0;
517 prog->MaxNativeTexIndirections = 0;
518 prog->MaxNativeAttribs = 0;
519 prog->MaxNativeTemps = 0;
520 prog->MaxNativeAddressRegs = 0;
521 prog->MaxNativeParameters = 0;
522 }
523
524
525 /**
526 * Initialize fields of gl_constants (aka ctx->Const.*).
527 * Use defaults from config.h. The device drivers will often override
528 * some of these values (such as number of texture units).
529 */
530 static void
531 _mesa_init_constants(GLcontext *ctx)
532 {
533 assert(ctx);
534
535 /* Constants, may be overriden (usually only reduced) by device drivers */
536 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
537 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
538 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
539 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
540 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
541 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
542 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
543 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
544 ctx->Const.MaxTextureImageUnits);
545 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
546 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
547 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
548 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
549 ctx->Const.MinPointSize = MIN_POINT_SIZE;
550 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
551 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
552 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
553 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
554 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
555 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
556 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
557 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
558 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
559 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
560 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
561 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
562 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
563 ctx->Const.MaxLights = MAX_LIGHTS;
564 ctx->Const.MaxShininess = 128.0;
565 ctx->Const.MaxSpotExponent = 128.0;
566 ctx->Const.MaxViewportWidth = MAX_WIDTH;
567 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
568 #if FEATURE_ARB_vertex_program
569 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
570 #endif
571 #if FEATURE_ARB_fragment_program
572 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
573 #endif
574 #if FEATURE_ARB_geometry_shader4
575 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
576 #endif
577 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
578 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
579
580 /* CheckArrayBounds is overriden by drivers/x11 for X server */
581 ctx->Const.CheckArrayBounds = GL_FALSE;
582
583 /* GL_ARB_draw_buffers */
584 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
585
586 #if FEATURE_EXT_framebuffer_object
587 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
588 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
589 #endif
590
591 #if FEATURE_ARB_vertex_shader
592 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
593 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
594 ctx->Const.MaxVarying = MAX_VARYING;
595 #endif
596
597 /* Shading language version */
598 if (ctx->API == API_OPENGL) {
599 #if FEATURE_ARB_shading_language_120
600 ctx->Const.GLSLVersion = 120;
601 #else
602 ctx->Const.GLSLVersion = 110;
603 #endif
604 }
605 else if (ctx->API == API_OPENGLES2) {
606 ctx->Const.GLSLVersion = 100;
607 }
608 else if (ctx->API == API_OPENGLES) {
609 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
610 }
611
612 /* GL_ARB_framebuffer_object */
613 ctx->Const.MaxSamples = 0;
614
615 /* GL_ARB_sync */
616 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
617
618 /* GL_ATI_envmap_bumpmap */
619 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
620
621 /* GL_EXT_provoking_vertex */
622 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
623
624 /* GL_EXT_transform_feedback */
625 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
626 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
627 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
628
629 /* GL 3.2: hard-coded for now: */
630 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
631 }
632
633
634 /**
635 * Do some sanity checks on the limits/constants for the given context.
636 * Only called the first time a context is bound.
637 */
638 static void
639 check_context_limits(GLcontext *ctx)
640 {
641 /* check that we don't exceed the size of various bitfields */
642 assert(VERT_RESULT_MAX <=
643 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
644 assert(FRAG_ATTRIB_MAX <=
645 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
646
647 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
648
649 /* shader-related checks */
650 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
651 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
652
653 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
654 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
655 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
656 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
657
658 /* Texture unit checks */
659 assert(ctx->Const.MaxTextureImageUnits > 0);
660 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
661 assert(ctx->Const.MaxTextureCoordUnits > 0);
662 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
663 assert(ctx->Const.MaxTextureUnits > 0);
664 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
665 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
666 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
667 ctx->Const.MaxTextureCoordUnits));
668 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
669 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
670 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
671 /* number of coord units cannot be greater than number of image units */
672 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
673
674
675 /* Texture size checks */
676 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
677 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
678 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
679 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
680
681 /* make sure largest texture image is <= MAX_WIDTH in size */
682 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
683 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
684 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
685
686 /* Texture level checks */
687 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
688 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
689
690 /* Max texture size should be <= max viewport size (render to texture) */
691 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
692
693 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
694 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
695
696 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
697
698 /* if this fails, add more enum values to gl_buffer_index */
699 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
700
701 /* XXX probably add more tests */
702 }
703
704
705 /**
706 * Initialize the attribute groups in a GL context.
707 *
708 * \param ctx GL context.
709 *
710 * Initializes all the attributes, calling the respective <tt>init*</tt>
711 * functions for the more complex data structures.
712 */
713 static GLboolean
714 init_attrib_groups(GLcontext *ctx)
715 {
716 assert(ctx);
717
718 /* Constants */
719 _mesa_init_constants( ctx );
720
721 /* Extensions */
722 _mesa_init_extensions( ctx );
723
724 /* Attribute Groups */
725 _mesa_init_accum( ctx );
726 _mesa_init_attrib( ctx );
727 _mesa_init_buffer_objects( ctx );
728 _mesa_init_color( ctx );
729 _mesa_init_current( ctx );
730 _mesa_init_depth( ctx );
731 _mesa_init_debug( ctx );
732 _mesa_init_display_list( ctx );
733 _mesa_init_eval( ctx );
734 _mesa_init_fbobjects( ctx );
735 _mesa_init_feedback( ctx );
736 _mesa_init_fog( ctx );
737 _mesa_init_hint( ctx );
738 _mesa_init_line( ctx );
739 _mesa_init_lighting( ctx );
740 _mesa_init_matrix( ctx );
741 _mesa_init_multisample( ctx );
742 _mesa_init_pixel( ctx );
743 _mesa_init_pixelstore( ctx );
744 _mesa_init_point( ctx );
745 _mesa_init_polygon( ctx );
746 _mesa_init_program( ctx );
747 _mesa_init_queryobj( ctx );
748 _mesa_init_sync( ctx );
749 _mesa_init_rastpos( ctx );
750 _mesa_init_scissor( ctx );
751 _mesa_init_shader_state( ctx );
752 _mesa_init_stencil( ctx );
753 _mesa_init_transform( ctx );
754 _mesa_init_transform_feedback( ctx );
755 _mesa_init_varray( ctx );
756 _mesa_init_viewport( ctx );
757
758 if (!_mesa_init_texture( ctx ))
759 return GL_FALSE;
760
761 _mesa_init_texture_s3tc( ctx );
762
763 /* Miscellaneous */
764 ctx->NewState = _NEW_ALL;
765 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
766 ctx->varying_vp_inputs = ~0;
767
768 return GL_TRUE;
769 }
770
771
772 /**
773 * Update default objects in a GL context with respect to shared state.
774 *
775 * \param ctx GL context.
776 *
777 * Removes references to old default objects, (texture objects, program
778 * objects, etc.) and changes to reference those from the current shared
779 * state.
780 */
781 static GLboolean
782 update_default_objects(GLcontext *ctx)
783 {
784 assert(ctx);
785
786 _mesa_update_default_objects_program(ctx);
787 _mesa_update_default_objects_texture(ctx);
788 _mesa_update_default_objects_buffer_objects(ctx);
789
790 return GL_TRUE;
791 }
792
793
794 /**
795 * This is the default function we plug into all dispatch table slots
796 * This helps prevents a segfault when someone calls a GL function without
797 * first checking if the extension's supported.
798 */
799 static int
800 generic_nop(void)
801 {
802 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
803 return 0;
804 }
805
806
807 /**
808 * Allocate and initialize a new dispatch table.
809 */
810 struct _glapi_table *
811 _mesa_alloc_dispatch_table(int size)
812 {
813 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
814 * In practice, this'll be the same for stand-alone Mesa. But for DRI
815 * Mesa we do this to accomodate different versions of libGL and various
816 * DRI drivers.
817 */
818 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
819 size / sizeof(_glapi_proc));
820 struct _glapi_table *table =
821 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
822 if (table) {
823 _glapi_proc *entry = (_glapi_proc *) table;
824 GLint i;
825 for (i = 0; i < numEntries; i++) {
826 entry[i] = (_glapi_proc) generic_nop;
827 }
828 }
829 return table;
830 }
831
832
833 /**
834 * Initialize a GLcontext struct (rendering context).
835 *
836 * This includes allocating all the other structs and arrays which hang off of
837 * the context by pointers.
838 * Note that the driver needs to pass in its dd_function_table here since
839 * we need to at least call driverFunctions->NewTextureObject to create the
840 * default texture objects.
841 *
842 * Called by _mesa_create_context().
843 *
844 * Performs the imports and exports callback tables initialization, and
845 * miscellaneous one-time initializations. If no shared context is supplied one
846 * is allocated, and increase its reference count. Setups the GL API dispatch
847 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
848 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
849 * for debug flags.
850 *
851 * \param ctx the context to initialize
852 * \param api the GL API type to create the context for
853 * \param visual describes the visual attributes for this context
854 * \param share_list points to context to share textures, display lists,
855 * etc with, or NULL
856 * \param driverFunctions table of device driver functions for this context
857 * to use
858 * \param driverContext pointer to driver-specific context data
859 */
860 GLboolean
861 _mesa_initialize_context_for_api(GLcontext *ctx,
862 gl_api api,
863 const GLvisual *visual,
864 GLcontext *share_list,
865 const struct dd_function_table *driverFunctions,
866 void *driverContext)
867 {
868 struct gl_shared_state *shared;
869 int i;
870
871 /*ASSERT(driverContext);*/
872 assert(driverFunctions->NewTextureObject);
873 assert(driverFunctions->FreeTexImageData);
874
875 ctx->API = api;
876 ctx->Visual = *visual;
877 ctx->DrawBuffer = NULL;
878 ctx->ReadBuffer = NULL;
879 ctx->WinSysDrawBuffer = NULL;
880 ctx->WinSysReadBuffer = NULL;
881
882 /* misc one-time initializations */
883 one_time_init(ctx);
884
885 /* Plug in driver functions and context pointer here.
886 * This is important because when we call alloc_shared_state() below
887 * we'll call ctx->Driver.NewTextureObject() to create the default
888 * textures.
889 */
890 ctx->Driver = *driverFunctions;
891 ctx->DriverCtx = driverContext;
892
893 if (share_list) {
894 /* share state with another context */
895 shared = share_list->Shared;
896 }
897 else {
898 /* allocate new, unshared state */
899 shared = _mesa_alloc_shared_state(ctx);
900 if (!shared)
901 return GL_FALSE;
902 }
903
904 _glthread_LOCK_MUTEX(shared->Mutex);
905 ctx->Shared = shared;
906 shared->RefCount++;
907 _glthread_UNLOCK_MUTEX(shared->Mutex);
908
909 if (!init_attrib_groups( ctx )) {
910 _mesa_release_shared_state(ctx, ctx->Shared);
911 return GL_FALSE;
912 }
913
914 #if FEATURE_dispatch
915 /* setup the API dispatch tables */
916 switch (ctx->API) {
917 #if FEATURE_GL
918 case API_OPENGL:
919 ctx->Exec = _mesa_create_exec_table();
920 break;
921 #endif
922 #if FEATURE_ES1
923 case API_OPENGLES:
924 ctx->Exec = _mesa_create_exec_table_es1();
925 break;
926 #endif
927 #if FEATURE_ES2
928 case API_OPENGLES2:
929 ctx->Exec = _mesa_create_exec_table_es2();
930 break;
931 #endif
932 default:
933 _mesa_problem(ctx, "unknown or unsupported API");
934 break;
935 }
936
937 if (!ctx->Exec) {
938 _mesa_release_shared_state(ctx, ctx->Shared);
939 return GL_FALSE;
940 }
941 #endif
942 ctx->CurrentDispatch = ctx->Exec;
943
944 ctx->FragmentProgram._MaintainTexEnvProgram
945 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
946
947 ctx->VertexProgram._MaintainTnlProgram
948 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
949 if (ctx->VertexProgram._MaintainTnlProgram) {
950 /* this is required... */
951 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
952 }
953
954 switch (ctx->API) {
955 case API_OPENGL:
956 /* Neutral tnl module stuff */
957 _mesa_init_exec_vtxfmt( ctx );
958 ctx->TnlModule.Current = NULL;
959 ctx->TnlModule.SwapCount = 0;
960
961 #if FEATURE_dlist
962 ctx->Save = _mesa_create_save_table();
963 if (!ctx->Save) {
964 _mesa_release_shared_state(ctx, ctx->Shared);
965 free(ctx->Exec);
966 return GL_FALSE;
967 }
968
969 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
970 #endif
971 break;
972 case API_OPENGLES:
973 /**
974 * GL_OES_texture_cube_map says
975 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
976 */
977 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
978 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
979 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
980 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
981 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
982 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
983 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
984 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
985 }
986 break;
987 case API_OPENGLES2:
988 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
989 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
990 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
991 break;
992 }
993
994 ctx->FirstTimeCurrent = GL_TRUE;
995
996 return GL_TRUE;
997 }
998
999 GLboolean
1000 _mesa_initialize_context(GLcontext *ctx,
1001 const GLvisual *visual,
1002 GLcontext *share_list,
1003 const struct dd_function_table *driverFunctions,
1004 void *driverContext)
1005 {
1006 return _mesa_initialize_context_for_api(ctx,
1007 API_OPENGL,
1008 visual,
1009 share_list,
1010 driverFunctions,
1011 driverContext);
1012 }
1013
1014 /**
1015 * Allocate and initialize a GLcontext structure.
1016 * Note that the driver needs to pass in its dd_function_table here since
1017 * we need to at least call driverFunctions->NewTextureObject to initialize
1018 * the rendering context.
1019 *
1020 * \param api the GL API type to create the context for
1021 * \param visual a GLvisual pointer (we copy the struct contents)
1022 * \param share_list another context to share display lists with or NULL
1023 * \param driverFunctions points to the dd_function_table into which the
1024 * driver has plugged in all its special functions.
1025 * \param driverContext points to the device driver's private context state
1026 *
1027 * \return pointer to a new __GLcontextRec or NULL if error.
1028 */
1029 GLcontext *
1030 _mesa_create_context_for_api(gl_api api,
1031 const GLvisual *visual,
1032 GLcontext *share_list,
1033 const struct dd_function_table *driverFunctions,
1034 void *driverContext)
1035 {
1036 GLcontext *ctx;
1037
1038 ASSERT(visual);
1039 /*ASSERT(driverContext);*/
1040
1041 ctx = (GLcontext *) calloc(1, sizeof(GLcontext));
1042 if (!ctx)
1043 return NULL;
1044
1045 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1046 driverFunctions, driverContext)) {
1047 return ctx;
1048 }
1049 else {
1050 free(ctx);
1051 return NULL;
1052 }
1053 }
1054
1055 GLcontext *
1056 _mesa_create_context(const GLvisual *visual,
1057 GLcontext *share_list,
1058 const struct dd_function_table *driverFunctions,
1059 void *driverContext)
1060 {
1061 return _mesa_create_context_for_api(API_OPENGL, visual,
1062 share_list,
1063 driverFunctions,
1064 driverContext);
1065 }
1066
1067 /**
1068 * Free the data associated with the given context.
1069 *
1070 * But doesn't free the GLcontext struct itself.
1071 *
1072 * \sa _mesa_initialize_context() and init_attrib_groups().
1073 */
1074 void
1075 _mesa_free_context_data( GLcontext *ctx )
1076 {
1077 if (!_mesa_get_current_context()){
1078 /* No current context, but we may need one in order to delete
1079 * texture objs, etc. So temporarily bind the context now.
1080 */
1081 _mesa_make_current(ctx, NULL, NULL);
1082 }
1083
1084 /* unreference WinSysDraw/Read buffers */
1085 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1086 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1087 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1088 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1089
1090 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1091 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1092 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1093
1094 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1095 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1096 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1097
1098 _mesa_free_attrib_data(ctx);
1099 _mesa_free_buffer_objects(ctx);
1100 _mesa_free_lighting_data( ctx );
1101 _mesa_free_eval_data( ctx );
1102 _mesa_free_texture_data( ctx );
1103 _mesa_free_matrix_data( ctx );
1104 _mesa_free_viewport_data( ctx );
1105 _mesa_free_program_data(ctx);
1106 _mesa_free_shader_state(ctx);
1107 _mesa_free_queryobj_data(ctx);
1108 _mesa_free_sync_data(ctx);
1109 _mesa_free_varray_data(ctx);
1110 _mesa_free_transform_feedback(ctx);
1111
1112 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1113
1114 #if FEATURE_ARB_pixel_buffer_object
1115 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1116 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1117 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1118 #endif
1119
1120 #if FEATURE_ARB_vertex_buffer_object
1121 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1122 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1123 #endif
1124
1125 /* free dispatch tables */
1126 free(ctx->Exec);
1127 free(ctx->Save);
1128
1129 /* Shared context state (display lists, textures, etc) */
1130 _mesa_release_shared_state( ctx, ctx->Shared );
1131
1132 /* needs to be after freeing shared state */
1133 _mesa_free_display_list_data(ctx);
1134
1135 if (ctx->Extensions.String)
1136 free((void *) ctx->Extensions.String);
1137
1138 if (ctx->VersionString)
1139 free(ctx->VersionString);
1140
1141 /* unbind the context if it's currently bound */
1142 if (ctx == _mesa_get_current_context()) {
1143 _mesa_make_current(NULL, NULL, NULL);
1144 }
1145 }
1146
1147
1148 /**
1149 * Destroy a GLcontext structure.
1150 *
1151 * \param ctx GL context.
1152 *
1153 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1154 */
1155 void
1156 _mesa_destroy_context( GLcontext *ctx )
1157 {
1158 if (ctx) {
1159 _mesa_free_context_data(ctx);
1160 free( (void *) ctx );
1161 }
1162 }
1163
1164
1165 #if _HAVE_FULL_GL
1166 /**
1167 * Copy attribute groups from one context to another.
1168 *
1169 * \param src source context
1170 * \param dst destination context
1171 * \param mask bitwise OR of GL_*_BIT flags
1172 *
1173 * According to the bits specified in \p mask, copies the corresponding
1174 * attributes from \p src into \p dst. For many of the attributes a simple \c
1175 * memcpy is not enough due to the existence of internal pointers in their data
1176 * structures.
1177 */
1178 void
1179 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1180 {
1181 if (mask & GL_ACCUM_BUFFER_BIT) {
1182 /* OK to memcpy */
1183 dst->Accum = src->Accum;
1184 }
1185 if (mask & GL_COLOR_BUFFER_BIT) {
1186 /* OK to memcpy */
1187 dst->Color = src->Color;
1188 }
1189 if (mask & GL_CURRENT_BIT) {
1190 /* OK to memcpy */
1191 dst->Current = src->Current;
1192 }
1193 if (mask & GL_DEPTH_BUFFER_BIT) {
1194 /* OK to memcpy */
1195 dst->Depth = src->Depth;
1196 }
1197 if (mask & GL_ENABLE_BIT) {
1198 /* no op */
1199 }
1200 if (mask & GL_EVAL_BIT) {
1201 /* OK to memcpy */
1202 dst->Eval = src->Eval;
1203 }
1204 if (mask & GL_FOG_BIT) {
1205 /* OK to memcpy */
1206 dst->Fog = src->Fog;
1207 }
1208 if (mask & GL_HINT_BIT) {
1209 /* OK to memcpy */
1210 dst->Hint = src->Hint;
1211 }
1212 if (mask & GL_LIGHTING_BIT) {
1213 GLuint i;
1214 /* begin with memcpy */
1215 dst->Light = src->Light;
1216 /* fixup linked lists to prevent pointer insanity */
1217 make_empty_list( &(dst->Light.EnabledList) );
1218 for (i = 0; i < MAX_LIGHTS; i++) {
1219 if (dst->Light.Light[i].Enabled) {
1220 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1221 }
1222 }
1223 }
1224 if (mask & GL_LINE_BIT) {
1225 /* OK to memcpy */
1226 dst->Line = src->Line;
1227 }
1228 if (mask & GL_LIST_BIT) {
1229 /* OK to memcpy */
1230 dst->List = src->List;
1231 }
1232 if (mask & GL_PIXEL_MODE_BIT) {
1233 /* OK to memcpy */
1234 dst->Pixel = src->Pixel;
1235 }
1236 if (mask & GL_POINT_BIT) {
1237 /* OK to memcpy */
1238 dst->Point = src->Point;
1239 }
1240 if (mask & GL_POLYGON_BIT) {
1241 /* OK to memcpy */
1242 dst->Polygon = src->Polygon;
1243 }
1244 if (mask & GL_POLYGON_STIPPLE_BIT) {
1245 /* Use loop instead of memcpy due to problem with Portland Group's
1246 * C compiler. Reported by John Stone.
1247 */
1248 GLuint i;
1249 for (i = 0; i < 32; i++) {
1250 dst->PolygonStipple[i] = src->PolygonStipple[i];
1251 }
1252 }
1253 if (mask & GL_SCISSOR_BIT) {
1254 /* OK to memcpy */
1255 dst->Scissor = src->Scissor;
1256 }
1257 if (mask & GL_STENCIL_BUFFER_BIT) {
1258 /* OK to memcpy */
1259 dst->Stencil = src->Stencil;
1260 }
1261 if (mask & GL_TEXTURE_BIT) {
1262 /* Cannot memcpy because of pointers */
1263 _mesa_copy_texture_state(src, dst);
1264 }
1265 if (mask & GL_TRANSFORM_BIT) {
1266 /* OK to memcpy */
1267 dst->Transform = src->Transform;
1268 }
1269 if (mask & GL_VIEWPORT_BIT) {
1270 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1271 dst->Viewport.X = src->Viewport.X;
1272 dst->Viewport.Y = src->Viewport.Y;
1273 dst->Viewport.Width = src->Viewport.Width;
1274 dst->Viewport.Height = src->Viewport.Height;
1275 dst->Viewport.Near = src->Viewport.Near;
1276 dst->Viewport.Far = src->Viewport.Far;
1277 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1278 }
1279
1280 /* XXX FIXME: Call callbacks?
1281 */
1282 dst->NewState = _NEW_ALL;
1283 }
1284 #endif
1285
1286
1287 /**
1288 * Check if the given context can render into the given framebuffer
1289 * by checking visual attributes.
1290 *
1291 * Most of these tests could go away because Mesa is now pretty flexible
1292 * in terms of mixing rendering contexts with framebuffers. As long
1293 * as RGB vs. CI mode agree, we're probably good.
1294 *
1295 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1296 */
1297 static GLboolean
1298 check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1299 {
1300 const GLvisual *ctxvis = &ctx->Visual;
1301 const GLvisual *bufvis = &buffer->Visual;
1302
1303 if (ctxvis == bufvis)
1304 return GL_TRUE;
1305
1306 if (buffer == _mesa_get_incomplete_framebuffer())
1307 return GL_TRUE;
1308
1309 #if 0
1310 /* disabling this fixes the fgl_glxgears pbuffer demo */
1311 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1312 return GL_FALSE;
1313 #endif
1314 if (ctxvis->stereoMode && !bufvis->stereoMode)
1315 return GL_FALSE;
1316 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1317 return GL_FALSE;
1318 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1319 return GL_FALSE;
1320 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1321 return GL_FALSE;
1322 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1323 return GL_FALSE;
1324 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1325 return GL_FALSE;
1326 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1327 return GL_FALSE;
1328 #if 0
1329 /* disabled (see bug 11161) */
1330 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1331 return GL_FALSE;
1332 #endif
1333 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1334 return GL_FALSE;
1335
1336 return GL_TRUE;
1337 }
1338
1339
1340 /**
1341 * Do one-time initialization for the given framebuffer. Specifically,
1342 * ask the driver for the window's current size and update the framebuffer
1343 * object to match.
1344 * Really, the device driver should totally take care of this.
1345 */
1346 static void
1347 initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1348 {
1349 GLuint width, height;
1350 if (ctx->Driver.GetBufferSize) {
1351 ctx->Driver.GetBufferSize(fb, &width, &height);
1352 if (ctx->Driver.ResizeBuffers)
1353 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1354 fb->Initialized = GL_TRUE;
1355 }
1356 }
1357
1358
1359 /**
1360 * Check if the viewport/scissor size has not yet been initialized.
1361 * Initialize the size if the given width and height are non-zero.
1362 */
1363 void
1364 _mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1365 {
1366 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1367 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1368 * potential infinite recursion.
1369 */
1370 ctx->ViewportInitialized = GL_TRUE;
1371 _mesa_set_viewport(ctx, 0, 0, width, height);
1372 _mesa_set_scissor(ctx, 0, 0, width, height);
1373 }
1374 }
1375
1376
1377 /**
1378 * Bind the given context to the given drawBuffer and readBuffer and
1379 * make it the current context for the calling thread.
1380 * We'll render into the drawBuffer and read pixels from the
1381 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1382 *
1383 * We check that the context's and framebuffer's visuals are compatible
1384 * and return immediately if they're not.
1385 *
1386 * \param newCtx the new GL context. If NULL then there will be no current GL
1387 * context.
1388 * \param drawBuffer the drawing framebuffer
1389 * \param readBuffer the reading framebuffer
1390 */
1391 GLboolean
1392 _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1393 GLframebuffer *readBuffer )
1394 {
1395 if (MESA_VERBOSE & VERBOSE_API)
1396 _mesa_debug(newCtx, "_mesa_make_current()\n");
1397
1398 /* Check that the context's and framebuffer's visuals are compatible.
1399 */
1400 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1401 if (!check_compatible(newCtx, drawBuffer)) {
1402 _mesa_warning(newCtx,
1403 "MakeCurrent: incompatible visuals for context and drawbuffer");
1404 return GL_FALSE;
1405 }
1406 }
1407 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1408 if (!check_compatible(newCtx, readBuffer)) {
1409 _mesa_warning(newCtx,
1410 "MakeCurrent: incompatible visuals for context and readbuffer");
1411 return GL_FALSE;
1412 }
1413 }
1414
1415 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1416 _glapi_set_context((void *) newCtx);
1417 ASSERT(_mesa_get_current_context() == newCtx);
1418
1419 if (!newCtx) {
1420 _glapi_set_dispatch(NULL); /* none current */
1421 }
1422 else {
1423 _glapi_set_dispatch(newCtx->CurrentDispatch);
1424
1425 if (drawBuffer && readBuffer) {
1426 /* TODO: check if newCtx and buffer's visual match??? */
1427
1428 ASSERT(drawBuffer->Name == 0);
1429 ASSERT(readBuffer->Name == 0);
1430 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1431 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1432
1433 /*
1434 * Only set the context's Draw/ReadBuffer fields if they're NULL
1435 * or not bound to a user-created FBO.
1436 */
1437 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1438 /* KW: merge conflict here, revisit.
1439 */
1440 /* fix up the fb fields - these will end up wrong otherwise
1441 * if the DRIdrawable changes, and everything relies on them.
1442 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1443 */
1444 unsigned int i;
1445 GLenum buffers[MAX_DRAW_BUFFERS];
1446
1447 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1448
1449 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1450 buffers[i] = newCtx->Color.DrawBuffer[i];
1451 }
1452
1453 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1454 }
1455 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1456 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1457 }
1458
1459 /* XXX only set this flag if we're really changing the draw/read
1460 * framebuffer bindings.
1461 */
1462 newCtx->NewState |= _NEW_BUFFERS;
1463
1464 #if 1
1465 /* We want to get rid of these lines: */
1466
1467 #if _HAVE_FULL_GL
1468 if (!drawBuffer->Initialized) {
1469 initialize_framebuffer_size(newCtx, drawBuffer);
1470 }
1471 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1472 initialize_framebuffer_size(newCtx, readBuffer);
1473 }
1474
1475 _mesa_resizebuffers(newCtx);
1476 #endif
1477
1478 #else
1479 /* We want the drawBuffer and readBuffer to be initialized by
1480 * the driver.
1481 * This generally means the Width and Height match the actual
1482 * window size and the renderbuffers (both hardware and software
1483 * based) are allocated to match. The later can generally be
1484 * done with a call to _mesa_resize_framebuffer().
1485 *
1486 * It's theoretically possible for a buffer to have zero width
1487 * or height, but for now, assert check that the driver did what's
1488 * expected of it.
1489 */
1490 ASSERT(drawBuffer->Width > 0);
1491 ASSERT(drawBuffer->Height > 0);
1492 #endif
1493
1494 if (drawBuffer) {
1495 _mesa_check_init_viewport(newCtx,
1496 drawBuffer->Width, drawBuffer->Height);
1497 }
1498 }
1499
1500 if (newCtx->FirstTimeCurrent) {
1501 _mesa_compute_version(newCtx);
1502
1503 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1504
1505 check_context_limits(newCtx);
1506
1507 /* We can use this to help debug user's problems. Tell them to set
1508 * the MESA_INFO env variable before running their app. Then the
1509 * first time each context is made current we'll print some useful
1510 * information.
1511 */
1512 if (_mesa_getenv("MESA_INFO")) {
1513 _mesa_print_info();
1514 }
1515
1516 newCtx->FirstTimeCurrent = GL_FALSE;
1517 }
1518 }
1519
1520 return GL_TRUE;
1521 }
1522
1523
1524 /**
1525 * Make context 'ctx' share the display lists, textures and programs
1526 * that are associated with 'ctxToShare'.
1527 * Any display lists, textures or programs associated with 'ctx' will
1528 * be deleted if nobody else is sharing them.
1529 */
1530 GLboolean
1531 _mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1532 {
1533 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1534 struct gl_shared_state *oldSharedState = ctx->Shared;
1535
1536 ctx->Shared = ctxToShare->Shared;
1537
1538 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1539 ctx->Shared->RefCount++;
1540 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1541
1542 update_default_objects(ctx);
1543
1544 _mesa_release_shared_state(ctx, oldSharedState);
1545
1546 return GL_TRUE;
1547 }
1548 else {
1549 return GL_FALSE;
1550 }
1551 }
1552
1553
1554
1555 /**
1556 * \return pointer to the current GL context for this thread.
1557 *
1558 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1559 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1560 * context.h.
1561 */
1562 GLcontext *
1563 _mesa_get_current_context( void )
1564 {
1565 return (GLcontext *) _glapi_get_context();
1566 }
1567
1568
1569 /**
1570 * Get context's current API dispatch table.
1571 *
1572 * It'll either be the immediate-mode execute dispatcher or the display list
1573 * compile dispatcher.
1574 *
1575 * \param ctx GL context.
1576 *
1577 * \return pointer to dispatch_table.
1578 *
1579 * Simply returns __GLcontextRec::CurrentDispatch.
1580 */
1581 struct _glapi_table *
1582 _mesa_get_dispatch(GLcontext *ctx)
1583 {
1584 return ctx->CurrentDispatch;
1585 }
1586
1587 /*@}*/
1588
1589
1590 /**********************************************************************/
1591 /** \name Miscellaneous functions */
1592 /**********************************************************************/
1593 /*@{*/
1594
1595 /**
1596 * Record an error.
1597 *
1598 * \param ctx GL context.
1599 * \param error error code.
1600 *
1601 * Records the given error code and call the driver's dd_function_table::Error
1602 * function if defined.
1603 *
1604 * \sa
1605 * This is called via _mesa_error().
1606 */
1607 void
1608 _mesa_record_error(GLcontext *ctx, GLenum error)
1609 {
1610 if (!ctx)
1611 return;
1612
1613 if (ctx->ErrorValue == GL_NO_ERROR) {
1614 ctx->ErrorValue = error;
1615 }
1616
1617 /* Call device driver's error handler, if any. This is used on the Mac. */
1618 if (ctx->Driver.Error) {
1619 ctx->Driver.Error(ctx);
1620 }
1621 }
1622
1623
1624 /**
1625 * Flush commands and wait for completion.
1626 */
1627 void
1628 _mesa_finish(GLcontext *ctx)
1629 {
1630 FLUSH_CURRENT( ctx, 0 );
1631 if (ctx->Driver.Finish) {
1632 ctx->Driver.Finish(ctx);
1633 }
1634 }
1635
1636
1637 /**
1638 * Flush commands.
1639 */
1640 void
1641 _mesa_flush(GLcontext *ctx)
1642 {
1643 FLUSH_CURRENT( ctx, 0 );
1644 if (ctx->Driver.Flush) {
1645 ctx->Driver.Flush(ctx);
1646 }
1647 }
1648
1649
1650
1651 /**
1652 * Execute glFinish().
1653 *
1654 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1655 * dd_function_table::Finish driver callback, if not NULL.
1656 */
1657 void GLAPIENTRY
1658 _mesa_Finish(void)
1659 {
1660 GET_CURRENT_CONTEXT(ctx);
1661 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1662 _mesa_finish(ctx);
1663 }
1664
1665
1666 /**
1667 * Execute glFlush().
1668 *
1669 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1670 * dd_function_table::Flush driver callback, if not NULL.
1671 */
1672 void GLAPIENTRY
1673 _mesa_Flush(void)
1674 {
1675 GET_CURRENT_CONTEXT(ctx);
1676 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1677 _mesa_flush(ctx);
1678 }
1679
1680
1681 /**
1682 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1683 * MUL/MAD, or vice versa, call this function to register that.
1684 * Otherwise we default to MUL/MAD.
1685 */
1686 void
1687 _mesa_set_mvp_with_dp4( GLcontext *ctx,
1688 GLboolean flag )
1689 {
1690 ctx->mvp_with_dp4 = flag;
1691 }
1692
1693
1694
1695 /**
1696 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1697 * is called to see if it's valid to render. This involves checking that
1698 * the current shader is valid and the framebuffer is complete.
1699 * If an error is detected it'll be recorded here.
1700 * \return GL_TRUE if OK to render, GL_FALSE if not
1701 */
1702 GLboolean
1703 _mesa_valid_to_render(GLcontext *ctx, const char *where)
1704 {
1705 /* This depends on having up to date derived state (shaders) */
1706 if (ctx->NewState)
1707 _mesa_update_state(ctx);
1708
1709 if (ctx->Shader.CurrentProgram) {
1710 /* using shaders */
1711 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1712 _mesa_error(ctx, GL_INVALID_OPERATION,
1713 "%s(shader not linked)", where);
1714 return GL_FALSE;
1715 }
1716 #if 0 /* not normally enabled */
1717 {
1718 char errMsg[100];
1719 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1720 errMsg)) {
1721 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1722 ctx->Shader.CurrentProgram->Name, errMsg);
1723 }
1724 }
1725 #endif
1726 }
1727 else {
1728 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1729 _mesa_error(ctx, GL_INVALID_OPERATION,
1730 "%s(vertex program not valid)", where);
1731 return GL_FALSE;
1732 }
1733 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1734 _mesa_error(ctx, GL_INVALID_OPERATION,
1735 "%s(fragment program not valid)", where);
1736 return GL_FALSE;
1737 }
1738 }
1739
1740 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1741 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1742 "%s(incomplete framebuffer)", where);
1743 return GL_FALSE;
1744 }
1745
1746 #ifdef DEBUG
1747 if (ctx->Shader.Flags & GLSL_LOG) {
1748 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1749 if (shProg) {
1750 if (!shProg->_Used) {
1751 /* This is the first time this shader is being used.
1752 * Append shader's constants/uniforms to log file.
1753 */
1754 GLuint i;
1755 for (i = 0; i < shProg->NumShaders; i++) {
1756 struct gl_shader *sh = shProg->Shaders[i];
1757 if (sh->Type == GL_VERTEX_SHADER) {
1758 _mesa_append_uniforms_to_file(sh,
1759 &shProg->VertexProgram->Base);
1760 }
1761 else if (sh->Type == GL_FRAGMENT_SHADER) {
1762 _mesa_append_uniforms_to_file(sh,
1763 &shProg->FragmentProgram->Base);
1764 }
1765 }
1766 shProg->_Used = GL_TRUE;
1767 }
1768 }
1769 }
1770 #endif
1771
1772 return GL_TRUE;
1773 }
1774
1775
1776 /*@}*/