Drop the "neutral" tnl module
[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 "context.h"
90 #include "cpuinfo.h"
91 #include "debug.h"
92 #include "depth.h"
93 #include "dlist.h"
94 #include "eval.h"
95 #include "extensions.h"
96 #include "fbobject.h"
97 #include "feedback.h"
98 #include "fog.h"
99 #include "framebuffer.h"
100 #include "hint.h"
101 #include "hash.h"
102 #include "light.h"
103 #include "lines.h"
104 #include "macros.h"
105 #include "matrix.h"
106 #include "multisample.h"
107 #include "pixel.h"
108 #include "pixelstore.h"
109 #include "points.h"
110 #include "polygon.h"
111 #include "queryobj.h"
112 #include "syncobj.h"
113 #include "rastpos.h"
114 #include "remap.h"
115 #include "scissor.h"
116 #include "shared.h"
117 #include "shaderobj.h"
118 #include "simple_list.h"
119 #include "state.h"
120 #include "stencil.h"
121 #include "texcompress_s3tc.h"
122 #include "texstate.h"
123 #include "transformfeedback.h"
124 #include "mtypes.h"
125 #include "varray.h"
126 #include "version.h"
127 #include "viewport.h"
128 #include "vtxfmt.h"
129 #include "program/program.h"
130 #include "program/prog_print.h"
131 #if _HAVE_FULL_GL
132 #include "math/m_matrix.h"
133 #endif
134
135 #ifdef USE_SPARC_ASM
136 #include "sparc/sparc.h"
137 #endif
138
139 #include "glsl_parser_extras.h"
140 #include <stdbool.h>
141
142
143 #ifndef MESA_VERBOSE
144 int MESA_VERBOSE = 0;
145 #endif
146
147 #ifndef MESA_DEBUG_FLAGS
148 int MESA_DEBUG_FLAGS = 0;
149 #endif
150
151
152 /* ubyte -> float conversion */
153 GLfloat _mesa_ubyte_to_float_color_tab[256];
154
155
156
157 /**
158 * Swap buffers notification callback.
159 *
160 * \param ctx GL context.
161 *
162 * Called by window system just before swapping buffers.
163 * We have to finish any pending rendering.
164 */
165 void
166 _mesa_notifySwapBuffers(struct gl_context *ctx)
167 {
168 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
169 _mesa_debug(ctx, "SwapBuffers\n");
170 FLUSH_CURRENT( ctx, 0 );
171 if (ctx->Driver.Flush) {
172 ctx->Driver.Flush(ctx);
173 }
174 }
175
176
177 /**********************************************************************/
178 /** \name GL Visual allocation/destruction */
179 /**********************************************************************/
180 /*@{*/
181
182 /**
183 * Allocates a struct gl_config structure and initializes it via
184 * _mesa_initialize_visual().
185 *
186 * \param dbFlag double buffering
187 * \param stereoFlag stereo buffer
188 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
189 * is acceptable but the actual depth type will be GLushort or GLuint as
190 * needed.
191 * \param stencilBits requested minimum bits per stencil buffer value
192 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
193 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
194 * \param redBits number of bits per color component in frame buffer for RGB(A)
195 * mode. We always use 8 in core Mesa though.
196 * \param greenBits same as above.
197 * \param blueBits same as above.
198 * \param alphaBits same as above.
199 * \param numSamples not really used.
200 *
201 * \return pointer to new struct gl_config or NULL if requested parameters can't be
202 * met.
203 *
204 * \note Need to add params for level and numAuxBuffers (at least)
205 */
206 struct gl_config *
207 _mesa_create_visual( GLboolean dbFlag,
208 GLboolean stereoFlag,
209 GLint redBits,
210 GLint greenBits,
211 GLint blueBits,
212 GLint alphaBits,
213 GLint depthBits,
214 GLint stencilBits,
215 GLint accumRedBits,
216 GLint accumGreenBits,
217 GLint accumBlueBits,
218 GLint accumAlphaBits,
219 GLint numSamples )
220 {
221 struct gl_config *vis = (struct gl_config *) calloc(1, sizeof(struct gl_config));
222 if (vis) {
223 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
224 redBits, greenBits, blueBits, alphaBits,
225 depthBits, stencilBits,
226 accumRedBits, accumGreenBits,
227 accumBlueBits, accumAlphaBits,
228 numSamples)) {
229 free(vis);
230 return NULL;
231 }
232 }
233 return vis;
234 }
235
236 /**
237 * Makes some sanity checks and fills in the fields of the
238 * struct gl_config object with the given parameters. If the caller needs
239 * to set additional fields, he should just probably init the whole struct gl_config
240 * object himself.
241 * \return GL_TRUE on success, or GL_FALSE on failure.
242 *
243 * \sa _mesa_create_visual() above for the parameter description.
244 */
245 GLboolean
246 _mesa_initialize_visual( struct gl_config *vis,
247 GLboolean dbFlag,
248 GLboolean stereoFlag,
249 GLint redBits,
250 GLint greenBits,
251 GLint blueBits,
252 GLint alphaBits,
253 GLint depthBits,
254 GLint stencilBits,
255 GLint accumRedBits,
256 GLint accumGreenBits,
257 GLint accumBlueBits,
258 GLint accumAlphaBits,
259 GLint numSamples )
260 {
261 assert(vis);
262
263 if (depthBits < 0 || depthBits > 32) {
264 return GL_FALSE;
265 }
266 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
267 return GL_FALSE;
268 }
269 assert(accumRedBits >= 0);
270 assert(accumGreenBits >= 0);
271 assert(accumBlueBits >= 0);
272 assert(accumAlphaBits >= 0);
273
274 vis->rgbMode = GL_TRUE;
275 vis->doubleBufferMode = dbFlag;
276 vis->stereoMode = stereoFlag;
277
278 vis->redBits = redBits;
279 vis->greenBits = greenBits;
280 vis->blueBits = blueBits;
281 vis->alphaBits = alphaBits;
282 vis->rgbBits = redBits + greenBits + blueBits;
283
284 vis->indexBits = 0;
285 vis->depthBits = depthBits;
286 vis->stencilBits = stencilBits;
287
288 vis->accumRedBits = accumRedBits;
289 vis->accumGreenBits = accumGreenBits;
290 vis->accumBlueBits = accumBlueBits;
291 vis->accumAlphaBits = accumAlphaBits;
292
293 vis->haveAccumBuffer = accumRedBits > 0;
294 vis->haveDepthBuffer = depthBits > 0;
295 vis->haveStencilBuffer = stencilBits > 0;
296
297 vis->numAuxBuffers = 0;
298 vis->level = 0;
299 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
300 vis->samples = numSamples;
301
302 return GL_TRUE;
303 }
304
305
306 /**
307 * Destroy a visual and free its memory.
308 *
309 * \param vis visual.
310 *
311 * Frees the visual structure.
312 */
313 void
314 _mesa_destroy_visual( struct gl_config *vis )
315 {
316 free(vis);
317 }
318
319 /*@}*/
320
321
322 /**********************************************************************/
323 /** \name Context allocation, initialization, destroying
324 *
325 * The purpose of the most initialization functions here is to provide the
326 * default state values according to the OpenGL specification.
327 */
328 /**********************************************************************/
329 /*@{*/
330
331
332 /**
333 * This is lame. gdb only seems to recognize enum types that are
334 * actually used somewhere. We want to be able to print/use enum
335 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
336 * the gl_texture_index type anywhere. Thus, this lame function.
337 */
338 static void
339 dummy_enum_func(void)
340 {
341 gl_buffer_index bi = BUFFER_FRONT_LEFT;
342 gl_face_index fi = FACE_POS_X;
343 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
344 gl_frag_result fr = FRAG_RESULT_DEPTH;
345 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
346 gl_vert_attrib va = VERT_ATTRIB_POS;
347 gl_vert_result vr = VERT_RESULT_HPOS;
348 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
349 gl_geom_result gr = GEOM_RESULT_POS;
350
351 (void) bi;
352 (void) fi;
353 (void) fa;
354 (void) fr;
355 (void) ti;
356 (void) va;
357 (void) vr;
358 (void) ga;
359 (void) gr;
360 }
361
362
363 /**
364 * One-time initialization mutex lock.
365 *
366 * \sa Used by one_time_init().
367 */
368 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
369
370 /**
371 * Calls all the various one-time-init functions in Mesa.
372 *
373 * While holding a global mutex lock, calls several initialization functions,
374 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
375 * defined.
376 *
377 * \sa _math_init().
378 */
379 static void
380 one_time_init( struct gl_context *ctx )
381 {
382 static GLboolean alreadyCalled = GL_FALSE;
383 (void) ctx;
384 _glthread_LOCK_MUTEX(OneTimeLock);
385 if (!alreadyCalled) {
386 GLuint i;
387
388 /* do some implementation tests */
389 assert( sizeof(GLbyte) == 1 );
390 assert( sizeof(GLubyte) == 1 );
391 assert( sizeof(GLshort) == 2 );
392 assert( sizeof(GLushort) == 2 );
393 assert( sizeof(GLint) == 4 );
394 assert( sizeof(GLuint) == 4 );
395
396 _mesa_get_cpu_features();
397
398 switch (ctx->API) {
399 #if FEATURE_GL
400 case API_OPENGL:
401 _mesa_init_remap_table();
402 break;
403 #endif
404 #if FEATURE_ES1
405 case API_OPENGLES:
406 _mesa_init_remap_table_es1();
407 break;
408 #endif
409 #if FEATURE_ES2
410 case API_OPENGLES2:
411 _mesa_init_remap_table_es2();
412 break;
413 #endif
414 default:
415 break;
416 }
417
418 _mesa_init_sqrt_table();
419 _mesa_init_get_hash(ctx);
420
421 for (i = 0; i < 256; i++) {
422 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
423 }
424
425 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
426 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
427 MESA_VERSION_STRING, __DATE__, __TIME__);
428 #endif
429
430 alreadyCalled = GL_TRUE;
431 }
432 _glthread_UNLOCK_MUTEX(OneTimeLock);
433
434 /* Hopefully atexit() is widely available. If not, we may need some
435 * #ifdef tests here.
436 */
437 atexit(_mesa_destroy_shader_compiler);
438
439 dummy_enum_func();
440 }
441
442
443 /**
444 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
445 */
446 static void
447 _mesa_init_current(struct gl_context *ctx)
448 {
449 GLuint i;
450
451 /* Init all to (0,0,0,1) */
452 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
453 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
454 }
455
456 /* redo special cases: */
457 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
458 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
459 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
460 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
461 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
462 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
463 }
464
465
466 /**
467 * Init vertex/fragment/geometry program limits.
468 * Important: drivers should override these with actual limits.
469 */
470 static void
471 init_program_limits(GLenum type, struct gl_program_constants *prog)
472 {
473 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
474 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
475 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
476 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
477 prog->MaxTemps = MAX_PROGRAM_TEMPS;
478 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
479 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
480 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
481
482 switch (type) {
483 case GL_VERTEX_PROGRAM_ARB:
484 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
485 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
486 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
487 break;
488 case GL_FRAGMENT_PROGRAM_ARB:
489 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
490 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
491 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
492 break;
493 case MESA_GEOMETRY_PROGRAM:
494 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497
498 prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
499 prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
500 prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
501 prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
502 prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
503 prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
504 break;
505 default:
506 assert(0 && "Bad program type in init_program_limits()");
507 }
508
509 /* Set the native limits to zero. This implies that there is no native
510 * support for shaders. Let the drivers fill in the actual values.
511 */
512 prog->MaxNativeInstructions = 0;
513 prog->MaxNativeAluInstructions = 0;
514 prog->MaxNativeTexInstructions = 0;
515 prog->MaxNativeTexIndirections = 0;
516 prog->MaxNativeAttribs = 0;
517 prog->MaxNativeTemps = 0;
518 prog->MaxNativeAddressRegs = 0;
519 prog->MaxNativeParameters = 0;
520 }
521
522
523 /**
524 * Initialize fields of gl_constants (aka ctx->Const.*).
525 * Use defaults from config.h. The device drivers will often override
526 * some of these values (such as number of texture units).
527 */
528 static void
529 _mesa_init_constants(struct gl_context *ctx)
530 {
531 assert(ctx);
532
533 /* Constants, may be overriden (usually only reduced) by device drivers */
534 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
535 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
536 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
537 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
538 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
539 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
540 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
541 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
542 ctx->Const.MaxTextureImageUnits);
543 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
544 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
545 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
546 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
547 ctx->Const.MinPointSize = MIN_POINT_SIZE;
548 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
549 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
550 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
551 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
552 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
553 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
554 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
555 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
556 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
557 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
558 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
559 ctx->Const.MaxLights = MAX_LIGHTS;
560 ctx->Const.MaxShininess = 128.0;
561 ctx->Const.MaxSpotExponent = 128.0;
562 ctx->Const.MaxViewportWidth = MAX_WIDTH;
563 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
564 #if FEATURE_ARB_vertex_program
565 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
566 #endif
567 #if FEATURE_ARB_fragment_program
568 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
569 #endif
570 #if FEATURE_ARB_geometry_shader4
571 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
572 #endif
573 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
574 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
575
576 /* CheckArrayBounds is overriden by drivers/x11 for X server */
577 ctx->Const.CheckArrayBounds = GL_FALSE;
578
579 /* GL_ARB_draw_buffers */
580 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
581
582 #if FEATURE_EXT_framebuffer_object
583 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
584 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
585 #endif
586
587 #if FEATURE_ARB_vertex_shader
588 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
589 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
590 ctx->Const.MaxVarying = MAX_VARYING;
591 #endif
592
593 /* Shading language version */
594 if (ctx->API == API_OPENGL) {
595 #if FEATURE_ARB_shading_language_120
596 ctx->Const.GLSLVersion = 120;
597 #else
598 ctx->Const.GLSLVersion = 110;
599 #endif
600 }
601 else if (ctx->API == API_OPENGLES2) {
602 ctx->Const.GLSLVersion = 100;
603 }
604 else if (ctx->API == API_OPENGLES) {
605 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
606 }
607
608 /* GL_ARB_framebuffer_object */
609 ctx->Const.MaxSamples = 0;
610
611 /* GL_ARB_sync */
612 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
613
614 /* GL_ATI_envmap_bumpmap */
615 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
616
617 /* GL_EXT_provoking_vertex */
618 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
619
620 /* GL_EXT_transform_feedback */
621 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
622 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
623 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
624
625 /* GL 3.2: hard-coded for now: */
626 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
627 }
628
629
630 /**
631 * Do some sanity checks on the limits/constants for the given context.
632 * Only called the first time a context is bound.
633 */
634 static void
635 check_context_limits(struct gl_context *ctx)
636 {
637 /* check that we don't exceed the size of various bitfields */
638 assert(VERT_RESULT_MAX <=
639 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
640 assert(FRAG_ATTRIB_MAX <=
641 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
642
643 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
644
645 /* shader-related checks */
646 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
647 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
648
649 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
650 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
651 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
652 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
653
654 /* Texture unit checks */
655 assert(ctx->Const.MaxTextureImageUnits > 0);
656 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
657 assert(ctx->Const.MaxTextureCoordUnits > 0);
658 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
659 assert(ctx->Const.MaxTextureUnits > 0);
660 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
661 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
662 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
663 ctx->Const.MaxTextureCoordUnits));
664 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
665 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
666 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
667 /* number of coord units cannot be greater than number of image units */
668 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
669
670
671 /* Texture size checks */
672 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
673 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
674 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
675 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
676
677 /* make sure largest texture image is <= MAX_WIDTH in size */
678 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
679 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
680 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
681
682 /* Texture level checks */
683 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
684 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
685
686 /* Max texture size should be <= max viewport size (render to texture) */
687 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
688
689 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
690 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
691
692 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
693
694 /* if this fails, add more enum values to gl_buffer_index */
695 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
696
697 /* XXX probably add more tests */
698 }
699
700
701 /**
702 * Initialize the attribute groups in a GL context.
703 *
704 * \param ctx GL context.
705 *
706 * Initializes all the attributes, calling the respective <tt>init*</tt>
707 * functions for the more complex data structures.
708 */
709 static GLboolean
710 init_attrib_groups(struct gl_context *ctx)
711 {
712 assert(ctx);
713
714 /* Constants */
715 _mesa_init_constants( ctx );
716
717 /* Extensions */
718 _mesa_init_extensions( ctx );
719
720 /* Attribute Groups */
721 _mesa_init_accum( ctx );
722 _mesa_init_attrib( ctx );
723 _mesa_init_buffer_objects( ctx );
724 _mesa_init_color( ctx );
725 _mesa_init_current( ctx );
726 _mesa_init_depth( ctx );
727 _mesa_init_debug( ctx );
728 _mesa_init_display_list( ctx );
729 _mesa_init_eval( ctx );
730 _mesa_init_fbobjects( ctx );
731 _mesa_init_feedback( ctx );
732 _mesa_init_fog( ctx );
733 _mesa_init_hint( ctx );
734 _mesa_init_line( ctx );
735 _mesa_init_lighting( ctx );
736 _mesa_init_matrix( ctx );
737 _mesa_init_multisample( ctx );
738 _mesa_init_pixel( ctx );
739 _mesa_init_pixelstore( ctx );
740 _mesa_init_point( ctx );
741 _mesa_init_polygon( ctx );
742 _mesa_init_program( ctx );
743 _mesa_init_queryobj( ctx );
744 _mesa_init_sync( ctx );
745 _mesa_init_rastpos( ctx );
746 _mesa_init_scissor( ctx );
747 _mesa_init_shader_state( ctx );
748 _mesa_init_stencil( ctx );
749 _mesa_init_transform( ctx );
750 _mesa_init_transform_feedback( ctx );
751 _mesa_init_varray( ctx );
752 _mesa_init_viewport( ctx );
753
754 if (!_mesa_init_texture( ctx ))
755 return GL_FALSE;
756
757 _mesa_init_texture_s3tc( ctx );
758
759 /* Miscellaneous */
760 ctx->NewState = _NEW_ALL;
761 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
762 ctx->varying_vp_inputs = ~0;
763
764 return GL_TRUE;
765 }
766
767
768 /**
769 * Update default objects in a GL context with respect to shared state.
770 *
771 * \param ctx GL context.
772 *
773 * Removes references to old default objects, (texture objects, program
774 * objects, etc.) and changes to reference those from the current shared
775 * state.
776 */
777 static GLboolean
778 update_default_objects(struct gl_context *ctx)
779 {
780 assert(ctx);
781
782 _mesa_update_default_objects_program(ctx);
783 _mesa_update_default_objects_texture(ctx);
784 _mesa_update_default_objects_buffer_objects(ctx);
785
786 return GL_TRUE;
787 }
788
789
790 /**
791 * This is the default function we plug into all dispatch table slots
792 * This helps prevents a segfault when someone calls a GL function without
793 * first checking if the extension's supported.
794 */
795 static int
796 generic_nop(void)
797 {
798 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
799 return 0;
800 }
801
802
803 /**
804 * Allocate and initialize a new dispatch table.
805 */
806 struct _glapi_table *
807 _mesa_alloc_dispatch_table(int size)
808 {
809 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
810 * In practice, this'll be the same for stand-alone Mesa. But for DRI
811 * Mesa we do this to accomodate different versions of libGL and various
812 * DRI drivers.
813 */
814 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
815 size / sizeof(_glapi_proc));
816 struct _glapi_table *table =
817 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
818 if (table) {
819 _glapi_proc *entry = (_glapi_proc *) table;
820 GLint i;
821 for (i = 0; i < numEntries; i++) {
822 entry[i] = (_glapi_proc) generic_nop;
823 }
824 }
825 return table;
826 }
827
828
829 /**
830 * Initialize a struct gl_context struct (rendering context).
831 *
832 * This includes allocating all the other structs and arrays which hang off of
833 * the context by pointers.
834 * Note that the driver needs to pass in its dd_function_table here since
835 * we need to at least call driverFunctions->NewTextureObject to create the
836 * default texture objects.
837 *
838 * Called by _mesa_create_context().
839 *
840 * Performs the imports and exports callback tables initialization, and
841 * miscellaneous one-time initializations. If no shared context is supplied one
842 * is allocated, and increase its reference count. Setups the GL API dispatch
843 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
844 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
845 * for debug flags.
846 *
847 * \param ctx the context to initialize
848 * \param api the GL API type to create the context for
849 * \param visual describes the visual attributes for this context
850 * \param share_list points to context to share textures, display lists,
851 * etc with, or NULL
852 * \param driverFunctions table of device driver functions for this context
853 * to use
854 * \param driverContext pointer to driver-specific context data
855 */
856 GLboolean
857 _mesa_initialize_context_for_api(struct gl_context *ctx,
858 gl_api api,
859 const struct gl_config *visual,
860 struct gl_context *share_list,
861 const struct dd_function_table *driverFunctions,
862 void *driverContext)
863 {
864 struct gl_shared_state *shared;
865 int i;
866
867 /*ASSERT(driverContext);*/
868 assert(driverFunctions->NewTextureObject);
869 assert(driverFunctions->FreeTexImageData);
870
871 ctx->API = api;
872 ctx->Visual = *visual;
873 ctx->DrawBuffer = NULL;
874 ctx->ReadBuffer = NULL;
875 ctx->WinSysDrawBuffer = NULL;
876 ctx->WinSysReadBuffer = NULL;
877
878 /* misc one-time initializations */
879 one_time_init(ctx);
880
881 /* Plug in driver functions and context pointer here.
882 * This is important because when we call alloc_shared_state() below
883 * we'll call ctx->Driver.NewTextureObject() to create the default
884 * textures.
885 */
886 ctx->Driver = *driverFunctions;
887 ctx->DriverCtx = driverContext;
888
889 if (share_list) {
890 /* share state with another context */
891 shared = share_list->Shared;
892 }
893 else {
894 /* allocate new, unshared state */
895 shared = _mesa_alloc_shared_state(ctx);
896 if (!shared)
897 return GL_FALSE;
898 }
899
900 _glthread_LOCK_MUTEX(shared->Mutex);
901 ctx->Shared = shared;
902 shared->RefCount++;
903 _glthread_UNLOCK_MUTEX(shared->Mutex);
904
905 if (!init_attrib_groups( ctx )) {
906 _mesa_release_shared_state(ctx, ctx->Shared);
907 return GL_FALSE;
908 }
909
910 #if FEATURE_dispatch
911 /* setup the API dispatch tables */
912 switch (ctx->API) {
913 #if FEATURE_GL
914 case API_OPENGL:
915 ctx->Exec = _mesa_create_exec_table();
916 break;
917 #endif
918 #if FEATURE_ES1
919 case API_OPENGLES:
920 ctx->Exec = _mesa_create_exec_table_es1();
921 break;
922 #endif
923 #if FEATURE_ES2
924 case API_OPENGLES2:
925 ctx->Exec = _mesa_create_exec_table_es2();
926 break;
927 #endif
928 default:
929 _mesa_problem(ctx, "unknown or unsupported API");
930 break;
931 }
932
933 if (!ctx->Exec) {
934 _mesa_release_shared_state(ctx, ctx->Shared);
935 return GL_FALSE;
936 }
937 #endif
938 ctx->CurrentDispatch = ctx->Exec;
939
940 ctx->FragmentProgram._MaintainTexEnvProgram
941 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
942
943 ctx->VertexProgram._MaintainTnlProgram
944 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
945 if (ctx->VertexProgram._MaintainTnlProgram) {
946 /* this is required... */
947 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
948 }
949
950 switch (ctx->API) {
951 case API_OPENGL:
952 #if FEATURE_dlist
953 ctx->Save = _mesa_create_save_table();
954 if (!ctx->Save) {
955 _mesa_release_shared_state(ctx, ctx->Shared);
956 free(ctx->Exec);
957 return GL_FALSE;
958 }
959
960 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
961 #endif
962 break;
963 case API_OPENGLES:
964 /**
965 * GL_OES_texture_cube_map says
966 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
967 */
968 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
969 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
970 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
971 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
972 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
973 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
974 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
975 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
976 }
977 break;
978 case API_OPENGLES2:
979 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
980 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
981 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
982 break;
983 }
984
985 ctx->FirstTimeCurrent = GL_TRUE;
986
987 return GL_TRUE;
988 }
989
990 GLboolean
991 _mesa_initialize_context(struct gl_context *ctx,
992 const struct gl_config *visual,
993 struct gl_context *share_list,
994 const struct dd_function_table *driverFunctions,
995 void *driverContext)
996 {
997 return _mesa_initialize_context_for_api(ctx,
998 API_OPENGL,
999 visual,
1000 share_list,
1001 driverFunctions,
1002 driverContext);
1003 }
1004
1005 /**
1006 * Allocate and initialize a struct gl_context structure.
1007 * Note that the driver needs to pass in its dd_function_table here since
1008 * we need to at least call driverFunctions->NewTextureObject to initialize
1009 * the rendering context.
1010 *
1011 * \param api the GL API type to create the context for
1012 * \param visual a struct gl_config pointer (we copy the struct contents)
1013 * \param share_list another context to share display lists with or NULL
1014 * \param driverFunctions points to the dd_function_table into which the
1015 * driver has plugged in all its special functions.
1016 * \param driverContext points to the device driver's private context state
1017 *
1018 * \return pointer to a new __struct gl_contextRec or NULL if error.
1019 */
1020 struct gl_context *
1021 _mesa_create_context_for_api(gl_api api,
1022 const struct gl_config *visual,
1023 struct gl_context *share_list,
1024 const struct dd_function_table *driverFunctions,
1025 void *driverContext)
1026 {
1027 struct gl_context *ctx;
1028
1029 ASSERT(visual);
1030 /*ASSERT(driverContext);*/
1031
1032 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1033 if (!ctx)
1034 return NULL;
1035
1036 if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
1037 driverFunctions, driverContext)) {
1038 return ctx;
1039 }
1040 else {
1041 free(ctx);
1042 return NULL;
1043 }
1044 }
1045
1046 struct gl_context *
1047 _mesa_create_context(const struct gl_config *visual,
1048 struct gl_context *share_list,
1049 const struct dd_function_table *driverFunctions,
1050 void *driverContext)
1051 {
1052 return _mesa_create_context_for_api(API_OPENGL, visual,
1053 share_list,
1054 driverFunctions,
1055 driverContext);
1056 }
1057
1058 /**
1059 * Free the data associated with the given context.
1060 *
1061 * But doesn't free the struct gl_context struct itself.
1062 *
1063 * \sa _mesa_initialize_context() and init_attrib_groups().
1064 */
1065 void
1066 _mesa_free_context_data( struct gl_context *ctx )
1067 {
1068 if (!_mesa_get_current_context()){
1069 /* No current context, but we may need one in order to delete
1070 * texture objs, etc. So temporarily bind the context now.
1071 */
1072 _mesa_make_current(ctx, NULL, NULL);
1073 }
1074
1075 /* unreference WinSysDraw/Read buffers */
1076 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1077 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1078 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1079 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1080
1081 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1082 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1083 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1084
1085 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1086 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1087 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1088
1089 _mesa_free_attrib_data(ctx);
1090 _mesa_free_buffer_objects(ctx);
1091 _mesa_free_lighting_data( ctx );
1092 _mesa_free_eval_data( ctx );
1093 _mesa_free_texture_data( ctx );
1094 _mesa_free_matrix_data( ctx );
1095 _mesa_free_viewport_data( ctx );
1096 _mesa_free_program_data(ctx);
1097 _mesa_free_shader_state(ctx);
1098 _mesa_free_queryobj_data(ctx);
1099 _mesa_free_sync_data(ctx);
1100 _mesa_free_varray_data(ctx);
1101 _mesa_free_transform_feedback(ctx);
1102
1103 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1104
1105 #if FEATURE_ARB_pixel_buffer_object
1106 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1107 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1108 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1109 #endif
1110
1111 #if FEATURE_ARB_vertex_buffer_object
1112 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1113 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1114 #endif
1115
1116 /* free dispatch tables */
1117 free(ctx->Exec);
1118 free(ctx->Save);
1119
1120 /* Shared context state (display lists, textures, etc) */
1121 _mesa_release_shared_state( ctx, ctx->Shared );
1122
1123 /* needs to be after freeing shared state */
1124 _mesa_free_display_list_data(ctx);
1125
1126 if (ctx->Extensions.String)
1127 free((void *) ctx->Extensions.String);
1128
1129 if (ctx->VersionString)
1130 free(ctx->VersionString);
1131
1132 /* unbind the context if it's currently bound */
1133 if (ctx == _mesa_get_current_context()) {
1134 _mesa_make_current(NULL, NULL, NULL);
1135 }
1136 }
1137
1138
1139 /**
1140 * Destroy a struct gl_context structure.
1141 *
1142 * \param ctx GL context.
1143 *
1144 * Calls _mesa_free_context_data() and frees the struct gl_context structure itself.
1145 */
1146 void
1147 _mesa_destroy_context( struct gl_context *ctx )
1148 {
1149 if (ctx) {
1150 _mesa_free_context_data(ctx);
1151 free( (void *) ctx );
1152 }
1153 }
1154
1155
1156 #if _HAVE_FULL_GL
1157 /**
1158 * Copy attribute groups from one context to another.
1159 *
1160 * \param src source context
1161 * \param dst destination context
1162 * \param mask bitwise OR of GL_*_BIT flags
1163 *
1164 * According to the bits specified in \p mask, copies the corresponding
1165 * attributes from \p src into \p dst. For many of the attributes a simple \c
1166 * memcpy is not enough due to the existence of internal pointers in their data
1167 * structures.
1168 */
1169 void
1170 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
1171 {
1172 if (mask & GL_ACCUM_BUFFER_BIT) {
1173 /* OK to memcpy */
1174 dst->Accum = src->Accum;
1175 }
1176 if (mask & GL_COLOR_BUFFER_BIT) {
1177 /* OK to memcpy */
1178 dst->Color = src->Color;
1179 }
1180 if (mask & GL_CURRENT_BIT) {
1181 /* OK to memcpy */
1182 dst->Current = src->Current;
1183 }
1184 if (mask & GL_DEPTH_BUFFER_BIT) {
1185 /* OK to memcpy */
1186 dst->Depth = src->Depth;
1187 }
1188 if (mask & GL_ENABLE_BIT) {
1189 /* no op */
1190 }
1191 if (mask & GL_EVAL_BIT) {
1192 /* OK to memcpy */
1193 dst->Eval = src->Eval;
1194 }
1195 if (mask & GL_FOG_BIT) {
1196 /* OK to memcpy */
1197 dst->Fog = src->Fog;
1198 }
1199 if (mask & GL_HINT_BIT) {
1200 /* OK to memcpy */
1201 dst->Hint = src->Hint;
1202 }
1203 if (mask & GL_LIGHTING_BIT) {
1204 GLuint i;
1205 /* begin with memcpy */
1206 dst->Light = src->Light;
1207 /* fixup linked lists to prevent pointer insanity */
1208 make_empty_list( &(dst->Light.EnabledList) );
1209 for (i = 0; i < MAX_LIGHTS; i++) {
1210 if (dst->Light.Light[i].Enabled) {
1211 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1212 }
1213 }
1214 }
1215 if (mask & GL_LINE_BIT) {
1216 /* OK to memcpy */
1217 dst->Line = src->Line;
1218 }
1219 if (mask & GL_LIST_BIT) {
1220 /* OK to memcpy */
1221 dst->List = src->List;
1222 }
1223 if (mask & GL_PIXEL_MODE_BIT) {
1224 /* OK to memcpy */
1225 dst->Pixel = src->Pixel;
1226 }
1227 if (mask & GL_POINT_BIT) {
1228 /* OK to memcpy */
1229 dst->Point = src->Point;
1230 }
1231 if (mask & GL_POLYGON_BIT) {
1232 /* OK to memcpy */
1233 dst->Polygon = src->Polygon;
1234 }
1235 if (mask & GL_POLYGON_STIPPLE_BIT) {
1236 /* Use loop instead of memcpy due to problem with Portland Group's
1237 * C compiler. Reported by John Stone.
1238 */
1239 GLuint i;
1240 for (i = 0; i < 32; i++) {
1241 dst->PolygonStipple[i] = src->PolygonStipple[i];
1242 }
1243 }
1244 if (mask & GL_SCISSOR_BIT) {
1245 /* OK to memcpy */
1246 dst->Scissor = src->Scissor;
1247 }
1248 if (mask & GL_STENCIL_BUFFER_BIT) {
1249 /* OK to memcpy */
1250 dst->Stencil = src->Stencil;
1251 }
1252 if (mask & GL_TEXTURE_BIT) {
1253 /* Cannot memcpy because of pointers */
1254 _mesa_copy_texture_state(src, dst);
1255 }
1256 if (mask & GL_TRANSFORM_BIT) {
1257 /* OK to memcpy */
1258 dst->Transform = src->Transform;
1259 }
1260 if (mask & GL_VIEWPORT_BIT) {
1261 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1262 dst->Viewport.X = src->Viewport.X;
1263 dst->Viewport.Y = src->Viewport.Y;
1264 dst->Viewport.Width = src->Viewport.Width;
1265 dst->Viewport.Height = src->Viewport.Height;
1266 dst->Viewport.Near = src->Viewport.Near;
1267 dst->Viewport.Far = src->Viewport.Far;
1268 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1269 }
1270
1271 /* XXX FIXME: Call callbacks?
1272 */
1273 dst->NewState = _NEW_ALL;
1274 }
1275 #endif
1276
1277
1278 /**
1279 * Check if the given context can render into the given framebuffer
1280 * by checking visual attributes.
1281 *
1282 * Most of these tests could go away because Mesa is now pretty flexible
1283 * in terms of mixing rendering contexts with framebuffers. As long
1284 * as RGB vs. CI mode agree, we're probably good.
1285 *
1286 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1287 */
1288 static GLboolean
1289 check_compatible(const struct gl_context *ctx, const struct gl_framebuffer *buffer)
1290 {
1291 const struct gl_config *ctxvis = &ctx->Visual;
1292 const struct gl_config *bufvis = &buffer->Visual;
1293
1294 if (ctxvis == bufvis)
1295 return GL_TRUE;
1296
1297 if (buffer == _mesa_get_incomplete_framebuffer())
1298 return GL_TRUE;
1299
1300 #if 0
1301 /* disabling this fixes the fgl_glxgears pbuffer demo */
1302 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1303 return GL_FALSE;
1304 #endif
1305 if (ctxvis->stereoMode && !bufvis->stereoMode)
1306 return GL_FALSE;
1307 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1308 return GL_FALSE;
1309 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1310 return GL_FALSE;
1311 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1312 return GL_FALSE;
1313 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1314 return GL_FALSE;
1315 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1316 return GL_FALSE;
1317 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1318 return GL_FALSE;
1319 #if 0
1320 /* disabled (see bug 11161) */
1321 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1322 return GL_FALSE;
1323 #endif
1324 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1325 return GL_FALSE;
1326
1327 return GL_TRUE;
1328 }
1329
1330
1331 /**
1332 * Do one-time initialization for the given framebuffer. Specifically,
1333 * ask the driver for the window's current size and update the framebuffer
1334 * object to match.
1335 * Really, the device driver should totally take care of this.
1336 */
1337 static void
1338 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1339 {
1340 GLuint width, height;
1341 if (ctx->Driver.GetBufferSize) {
1342 ctx->Driver.GetBufferSize(fb, &width, &height);
1343 if (ctx->Driver.ResizeBuffers)
1344 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1345 fb->Initialized = GL_TRUE;
1346 }
1347 }
1348
1349
1350 /**
1351 * Check if the viewport/scissor size has not yet been initialized.
1352 * Initialize the size if the given width and height are non-zero.
1353 */
1354 void
1355 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1356 {
1357 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1358 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1359 * potential infinite recursion.
1360 */
1361 ctx->ViewportInitialized = GL_TRUE;
1362 _mesa_set_viewport(ctx, 0, 0, width, height);
1363 _mesa_set_scissor(ctx, 0, 0, width, height);
1364 }
1365 }
1366
1367
1368 /**
1369 * Bind the given context to the given drawBuffer and readBuffer and
1370 * make it the current context for the calling thread.
1371 * We'll render into the drawBuffer and read pixels from the
1372 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1373 *
1374 * We check that the context's and framebuffer's visuals are compatible
1375 * and return immediately if they're not.
1376 *
1377 * \param newCtx the new GL context. If NULL then there will be no current GL
1378 * context.
1379 * \param drawBuffer the drawing framebuffer
1380 * \param readBuffer the reading framebuffer
1381 */
1382 GLboolean
1383 _mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer,
1384 struct gl_framebuffer *readBuffer )
1385 {
1386 if (MESA_VERBOSE & VERBOSE_API)
1387 _mesa_debug(newCtx, "_mesa_make_current()\n");
1388
1389 /* Check that the context's and framebuffer's visuals are compatible.
1390 */
1391 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1392 if (!check_compatible(newCtx, drawBuffer)) {
1393 _mesa_warning(newCtx,
1394 "MakeCurrent: incompatible visuals for context and drawbuffer");
1395 return GL_FALSE;
1396 }
1397 }
1398 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1399 if (!check_compatible(newCtx, readBuffer)) {
1400 _mesa_warning(newCtx,
1401 "MakeCurrent: incompatible visuals for context and readbuffer");
1402 return GL_FALSE;
1403 }
1404 }
1405
1406 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1407 _glapi_set_context((void *) newCtx);
1408 ASSERT(_mesa_get_current_context() == newCtx);
1409
1410 if (!newCtx) {
1411 _glapi_set_dispatch(NULL); /* none current */
1412 }
1413 else {
1414 _glapi_set_dispatch(newCtx->CurrentDispatch);
1415
1416 if (drawBuffer && readBuffer) {
1417 /* TODO: check if newCtx and buffer's visual match??? */
1418
1419 ASSERT(drawBuffer->Name == 0);
1420 ASSERT(readBuffer->Name == 0);
1421 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1422 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1423
1424 /*
1425 * Only set the context's Draw/ReadBuffer fields if they're NULL
1426 * or not bound to a user-created FBO.
1427 */
1428 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1429 /* KW: merge conflict here, revisit.
1430 */
1431 /* fix up the fb fields - these will end up wrong otherwise
1432 * if the DRIdrawable changes, and everything relies on them.
1433 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1434 */
1435 unsigned int i;
1436 GLenum buffers[MAX_DRAW_BUFFERS];
1437
1438 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1439
1440 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1441 buffers[i] = newCtx->Color.DrawBuffer[i];
1442 }
1443
1444 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1445 }
1446 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1447 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1448 }
1449
1450 /* XXX only set this flag if we're really changing the draw/read
1451 * framebuffer bindings.
1452 */
1453 newCtx->NewState |= _NEW_BUFFERS;
1454
1455 #if 1
1456 /* We want to get rid of these lines: */
1457
1458 #if _HAVE_FULL_GL
1459 if (!drawBuffer->Initialized) {
1460 initialize_framebuffer_size(newCtx, drawBuffer);
1461 }
1462 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1463 initialize_framebuffer_size(newCtx, readBuffer);
1464 }
1465
1466 _mesa_resizebuffers(newCtx);
1467 #endif
1468
1469 #else
1470 /* We want the drawBuffer and readBuffer to be initialized by
1471 * the driver.
1472 * This generally means the Width and Height match the actual
1473 * window size and the renderbuffers (both hardware and software
1474 * based) are allocated to match. The later can generally be
1475 * done with a call to _mesa_resize_framebuffer().
1476 *
1477 * It's theoretically possible for a buffer to have zero width
1478 * or height, but for now, assert check that the driver did what's
1479 * expected of it.
1480 */
1481 ASSERT(drawBuffer->Width > 0);
1482 ASSERT(drawBuffer->Height > 0);
1483 #endif
1484
1485 if (drawBuffer) {
1486 _mesa_check_init_viewport(newCtx,
1487 drawBuffer->Width, drawBuffer->Height);
1488 }
1489 }
1490
1491 if (newCtx->FirstTimeCurrent) {
1492 _mesa_compute_version(newCtx);
1493
1494 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1495
1496 check_context_limits(newCtx);
1497
1498 /* We can use this to help debug user's problems. Tell them to set
1499 * the MESA_INFO env variable before running their app. Then the
1500 * first time each context is made current we'll print some useful
1501 * information.
1502 */
1503 if (_mesa_getenv("MESA_INFO")) {
1504 _mesa_print_info();
1505 }
1506
1507 newCtx->FirstTimeCurrent = GL_FALSE;
1508 }
1509 }
1510
1511 return GL_TRUE;
1512 }
1513
1514
1515 /**
1516 * Make context 'ctx' share the display lists, textures and programs
1517 * that are associated with 'ctxToShare'.
1518 * Any display lists, textures or programs associated with 'ctx' will
1519 * be deleted if nobody else is sharing them.
1520 */
1521 GLboolean
1522 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1523 {
1524 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1525 struct gl_shared_state *oldSharedState = ctx->Shared;
1526
1527 ctx->Shared = ctxToShare->Shared;
1528
1529 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1530 ctx->Shared->RefCount++;
1531 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1532
1533 update_default_objects(ctx);
1534
1535 _mesa_release_shared_state(ctx, oldSharedState);
1536
1537 return GL_TRUE;
1538 }
1539 else {
1540 return GL_FALSE;
1541 }
1542 }
1543
1544
1545
1546 /**
1547 * \return pointer to the current GL context for this thread.
1548 *
1549 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1550 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1551 * context.h.
1552 */
1553 struct gl_context *
1554 _mesa_get_current_context( void )
1555 {
1556 return (struct gl_context *) _glapi_get_context();
1557 }
1558
1559
1560 /**
1561 * Get context's current API dispatch table.
1562 *
1563 * It'll either be the immediate-mode execute dispatcher or the display list
1564 * compile dispatcher.
1565 *
1566 * \param ctx GL context.
1567 *
1568 * \return pointer to dispatch_table.
1569 *
1570 * Simply returns __struct gl_contextRec::CurrentDispatch.
1571 */
1572 struct _glapi_table *
1573 _mesa_get_dispatch(struct gl_context *ctx)
1574 {
1575 return ctx->CurrentDispatch;
1576 }
1577
1578 /*@}*/
1579
1580
1581 /**********************************************************************/
1582 /** \name Miscellaneous functions */
1583 /**********************************************************************/
1584 /*@{*/
1585
1586 /**
1587 * Record an error.
1588 *
1589 * \param ctx GL context.
1590 * \param error error code.
1591 *
1592 * Records the given error code and call the driver's dd_function_table::Error
1593 * function if defined.
1594 *
1595 * \sa
1596 * This is called via _mesa_error().
1597 */
1598 void
1599 _mesa_record_error(struct gl_context *ctx, GLenum error)
1600 {
1601 if (!ctx)
1602 return;
1603
1604 if (ctx->ErrorValue == GL_NO_ERROR) {
1605 ctx->ErrorValue = error;
1606 }
1607
1608 /* Call device driver's error handler, if any. This is used on the Mac. */
1609 if (ctx->Driver.Error) {
1610 ctx->Driver.Error(ctx);
1611 }
1612 }
1613
1614
1615 /**
1616 * Flush commands and wait for completion.
1617 */
1618 void
1619 _mesa_finish(struct gl_context *ctx)
1620 {
1621 FLUSH_CURRENT( ctx, 0 );
1622 if (ctx->Driver.Finish) {
1623 ctx->Driver.Finish(ctx);
1624 }
1625 }
1626
1627
1628 /**
1629 * Flush commands.
1630 */
1631 void
1632 _mesa_flush(struct gl_context *ctx)
1633 {
1634 FLUSH_CURRENT( ctx, 0 );
1635 if (ctx->Driver.Flush) {
1636 ctx->Driver.Flush(ctx);
1637 }
1638 }
1639
1640
1641
1642 /**
1643 * Execute glFinish().
1644 *
1645 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1646 * dd_function_table::Finish driver callback, if not NULL.
1647 */
1648 void GLAPIENTRY
1649 _mesa_Finish(void)
1650 {
1651 GET_CURRENT_CONTEXT(ctx);
1652 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1653 _mesa_finish(ctx);
1654 }
1655
1656
1657 /**
1658 * Execute glFlush().
1659 *
1660 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1661 * dd_function_table::Flush driver callback, if not NULL.
1662 */
1663 void GLAPIENTRY
1664 _mesa_Flush(void)
1665 {
1666 GET_CURRENT_CONTEXT(ctx);
1667 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1668 _mesa_flush(ctx);
1669 }
1670
1671
1672 /**
1673 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1674 * MUL/MAD, or vice versa, call this function to register that.
1675 * Otherwise we default to MUL/MAD.
1676 */
1677 void
1678 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1679 GLboolean flag )
1680 {
1681 ctx->mvp_with_dp4 = flag;
1682 }
1683
1684
1685
1686 /**
1687 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1688 * is called to see if it's valid to render. This involves checking that
1689 * the current shader is valid and the framebuffer is complete.
1690 * If an error is detected it'll be recorded here.
1691 * \return GL_TRUE if OK to render, GL_FALSE if not
1692 */
1693 GLboolean
1694 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1695 {
1696 bool vert_from_glsl_shader = false;
1697 bool geom_from_glsl_shader = false;
1698 bool frag_from_glsl_shader = false;
1699
1700 /* This depends on having up to date derived state (shaders) */
1701 if (ctx->NewState)
1702 _mesa_update_state(ctx);
1703
1704 if (ctx->Shader.CurrentProgram) {
1705 unsigned i;
1706
1707 /* using shaders */
1708 if (!ctx->Shader.CurrentProgram->LinkStatus) {
1709 _mesa_error(ctx, GL_INVALID_OPERATION,
1710 "%s(shader not linked)", where);
1711 return GL_FALSE;
1712 }
1713 #if 0 /* not normally enabled */
1714 {
1715 char errMsg[100];
1716 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1717 errMsg)) {
1718 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1719 ctx->Shader.CurrentProgram->Name, errMsg);
1720 }
1721 }
1722 #endif
1723
1724 /* Figure out which shader stages are provided by the GLSL program. For
1725 * any stages that are not provided, the corresponding assembly shader
1726 * target will be validated below.
1727 */
1728 for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) {
1729 switch (ctx->Shader.CurrentProgram->_LinkedShaders[i]->Type) {
1730 case GL_VERTEX_SHADER: vert_from_glsl_shader = true; break;
1731 case GL_GEOMETRY_SHADER_ARB: geom_from_glsl_shader = true; break;
1732 case GL_FRAGMENT_SHADER: frag_from_glsl_shader = true; break;
1733 }
1734 }
1735 }
1736
1737
1738 /* Any shader stages that are not supplied by the GLSL shader and have
1739 * assembly shaders enabled must now be validated.
1740 */
1741 if (!vert_from_glsl_shader
1742 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1743 _mesa_error(ctx, GL_INVALID_OPERATION,
1744 "%s(vertex program not valid)", where);
1745 return GL_FALSE;
1746 }
1747
1748 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1749 * FINISHME: geometry program should validated here.
1750 */
1751 (void) geom_from_glsl_shader;
1752
1753 if (!frag_from_glsl_shader
1754 && ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1755 _mesa_error(ctx, GL_INVALID_OPERATION,
1756 "%s(fragment program not valid)", where);
1757 return GL_FALSE;
1758 }
1759
1760 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1761 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1762 "%s(incomplete framebuffer)", where);
1763 return GL_FALSE;
1764 }
1765
1766 #ifdef DEBUG
1767 if (ctx->Shader.Flags & GLSL_LOG) {
1768 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1769 if (shProg) {
1770 if (!shProg->_Used) {
1771 /* This is the first time this shader is being used.
1772 * Append shader's constants/uniforms to log file.
1773 */
1774 GLuint i;
1775 for (i = 0; i < shProg->NumShaders; i++) {
1776 struct gl_shader *sh = shProg->Shaders[i];
1777 if (sh->Type == GL_VERTEX_SHADER) {
1778 _mesa_append_uniforms_to_file(sh,
1779 &shProg->VertexProgram->Base);
1780 }
1781 else if (sh->Type == GL_FRAGMENT_SHADER) {
1782 _mesa_append_uniforms_to_file(sh,
1783 &shProg->FragmentProgram->Base);
1784 }
1785 }
1786 shProg->_Used = GL_TRUE;
1787 }
1788 }
1789 }
1790 #endif
1791
1792 return GL_TRUE;
1793 }
1794
1795
1796 /*@}*/