context.c revision 4a49301e
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.3
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 * Copyright (C) 2008  VMware, Inc.  All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26/**
27 * \file context.c
28 * Mesa context/visual/framebuffer management functions.
29 * \author Brian Paul
30 */
31
32/**
33 * \mainpage Mesa Main Module
34 *
35 * \section MainIntroduction Introduction
36 *
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
39 * <UL>
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
45 * </UL>
46 *
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
50 *
51 *
52 * \section AboutDoxygen About Doxygen
53 *
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
56 *
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
59 * for each module.
60 *
61 * Selecting the <b>Main page</b> link will display a summary of the module
62 * (this page).
63 *
64 * Selecting <b>Data Structures</b> will list all C structures.
65 *
66 * Selecting the <b>File List</b> link will list all the source files in
67 * the module.
68 * Selecting a filename will show a list of all functions defined in that file.
69 *
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
72 *
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
75 *
76 */
77
78
79#include "glheader.h"
80#include "mfeatures.h"
81#include "imports.h"
82#include "accum.h"
83#include "api_exec.h"
84#include "arrayobj.h"
85#include "attrib.h"
86#include "blend.h"
87#include "buffers.h"
88#include "bufferobj.h"
89#include "colortab.h"
90#include "context.h"
91#include "cpuinfo.h"
92#include "debug.h"
93#include "depth.h"
94#include "dlist.h"
95#include "eval.h"
96#include "enums.h"
97#include "extensions.h"
98#include "fbobject.h"
99#include "feedback.h"
100#include "fog.h"
101#include "framebuffer.h"
102#include "get.h"
103#include "histogram.h"
104#include "hint.h"
105#include "hash.h"
106#include "light.h"
107#include "lines.h"
108#include "macros.h"
109#include "matrix.h"
110#include "multisample.h"
111#include "pixel.h"
112#include "pixelstore.h"
113#include "points.h"
114#include "polygon.h"
115#include "queryobj.h"
116#if FEATURE_ARB_sync
117#include "syncobj.h"
118#endif
119#include "rastpos.h"
120#include "remap.h"
121#include "scissor.h"
122#include "shared.h"
123#include "simple_list.h"
124#include "state.h"
125#include "stencil.h"
126#include "texcompress_s3tc.h"
127#include "teximage.h"
128#include "texobj.h"
129#include "texstate.h"
130#include "mtypes.h"
131#include "varray.h"
132#include "version.h"
133#include "viewport.h"
134#include "vtxfmt.h"
135#include "glapi/glthread.h"
136#include "glapi/glapitable.h"
137#include "shader/program.h"
138#include "shader/prog_print.h"
139#include "shader/shader_api.h"
140#if FEATURE_ATI_fragment_shader
141#include "shader/atifragshader.h"
142#endif
143#if _HAVE_FULL_GL
144#include "math/m_matrix.h"
145#endif
146
147#ifdef USE_SPARC_ASM
148#include "sparc/sparc.h"
149#endif
150
151#ifndef MESA_VERBOSE
152int MESA_VERBOSE = 0;
153#endif
154
155#ifndef MESA_DEBUG_FLAGS
156int MESA_DEBUG_FLAGS = 0;
157#endif
158
159
160/* ubyte -> float conversion */
161GLfloat _mesa_ubyte_to_float_color_tab[256];
162
163
164
165/**
166 * Swap buffers notification callback.
167 *
168 * \param ctx GL context.
169 *
170 * Called by window system just before swapping buffers.
171 * We have to finish any pending rendering.
172 */
173void
174_mesa_notifySwapBuffers(__GLcontext *ctx)
175{
176   if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
177      _mesa_debug(ctx, "SwapBuffers\n");
178   FLUSH_CURRENT( ctx, 0 );
179   if (ctx->Driver.Flush) {
180      ctx->Driver.Flush(ctx);
181   }
182}
183
184
185/**********************************************************************/
186/** \name GL Visual allocation/destruction                            */
187/**********************************************************************/
188/*@{*/
189
190/**
191 * Allocates a GLvisual structure and initializes it via
192 * _mesa_initialize_visual().
193 *
194 * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
195 * \param dbFlag double buffering
196 * \param stereoFlag stereo buffer
197 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
198 * is acceptable but the actual depth type will be GLushort or GLuint as
199 * needed.
200 * \param stencilBits requested minimum bits per stencil buffer value
201 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
202 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
203 * \param redBits number of bits per color component in frame buffer for RGB(A)
204 * mode.  We always use 8 in core Mesa though.
205 * \param greenBits same as above.
206 * \param blueBits same as above.
207 * \param alphaBits same as above.
208 * \param numSamples not really used.
209 *
210 * \return pointer to new GLvisual or NULL if requested parameters can't be
211 * met.
212 *
213 * \note Need to add params for level and numAuxBuffers (at least)
214 */
215GLvisual *
216_mesa_create_visual( GLboolean rgbFlag,
217                     GLboolean dbFlag,
218                     GLboolean stereoFlag,
219                     GLint redBits,
220                     GLint greenBits,
221                     GLint blueBits,
222                     GLint alphaBits,
223                     GLint indexBits,
224                     GLint depthBits,
225                     GLint stencilBits,
226                     GLint accumRedBits,
227                     GLint accumGreenBits,
228                     GLint accumBlueBits,
229                     GLint accumAlphaBits,
230                     GLint numSamples )
231{
232   GLvisual *vis = (GLvisual *) _mesa_calloc(sizeof(GLvisual));
233   if (vis) {
234      if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
235                                   redBits, greenBits, blueBits, alphaBits,
236                                   indexBits, depthBits, stencilBits,
237                                   accumRedBits, accumGreenBits,
238                                   accumBlueBits, accumAlphaBits,
239                                   numSamples)) {
240         _mesa_free(vis);
241         return NULL;
242      }
243   }
244   return vis;
245}
246
247/**
248 * Makes some sanity checks and fills in the fields of the
249 * GLvisual object with the given parameters.  If the caller needs
250 * to set additional fields, he should just probably init the whole GLvisual
251 * object himself.
252 * \return GL_TRUE on success, or GL_FALSE on failure.
253 *
254 * \sa _mesa_create_visual() above for the parameter description.
255 */
256GLboolean
257_mesa_initialize_visual( GLvisual *vis,
258                         GLboolean rgbFlag,
259                         GLboolean dbFlag,
260                         GLboolean stereoFlag,
261                         GLint redBits,
262                         GLint greenBits,
263                         GLint blueBits,
264                         GLint alphaBits,
265                         GLint indexBits,
266                         GLint depthBits,
267                         GLint stencilBits,
268                         GLint accumRedBits,
269                         GLint accumGreenBits,
270                         GLint accumBlueBits,
271                         GLint accumAlphaBits,
272                         GLint numSamples )
273{
274   assert(vis);
275
276   if (depthBits < 0 || depthBits > 32) {
277      return GL_FALSE;
278   }
279   if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
280      return GL_FALSE;
281   }
282   assert(accumRedBits >= 0);
283   assert(accumGreenBits >= 0);
284   assert(accumBlueBits >= 0);
285   assert(accumAlphaBits >= 0);
286
287   vis->rgbMode          = rgbFlag;
288   vis->doubleBufferMode = dbFlag;
289   vis->stereoMode       = stereoFlag;
290
291   vis->redBits          = redBits;
292   vis->greenBits        = greenBits;
293   vis->blueBits         = blueBits;
294   vis->alphaBits        = alphaBits;
295   vis->rgbBits          = redBits + greenBits + blueBits;
296
297   vis->indexBits      = indexBits;
298   vis->depthBits      = depthBits;
299   vis->stencilBits    = stencilBits;
300
301   vis->accumRedBits   = accumRedBits;
302   vis->accumGreenBits = accumGreenBits;
303   vis->accumBlueBits  = accumBlueBits;
304   vis->accumAlphaBits = accumAlphaBits;
305
306   vis->haveAccumBuffer   = accumRedBits > 0;
307   vis->haveDepthBuffer   = depthBits > 0;
308   vis->haveStencilBuffer = stencilBits > 0;
309
310   vis->numAuxBuffers = 0;
311   vis->level = 0;
312   vis->pixmapMode = 0;
313   vis->sampleBuffers = numSamples > 0 ? 1 : 0;
314   vis->samples = numSamples;
315
316   return GL_TRUE;
317}
318
319
320/**
321 * Destroy a visual and free its memory.
322 *
323 * \param vis visual.
324 *
325 * Frees the visual structure.
326 */
327void
328_mesa_destroy_visual( GLvisual *vis )
329{
330   _mesa_free(vis);
331}
332
333/*@}*/
334
335
336/**********************************************************************/
337/** \name Context allocation, initialization, destroying
338 *
339 * The purpose of the most initialization functions here is to provide the
340 * default state values according to the OpenGL specification.
341 */
342/**********************************************************************/
343/*@{*/
344
345
346/**
347 * This is lame.  gdb only seems to recognize enum types that are
348 * actually used somewhere.  We want to be able to print/use enum
349 * values such as TEXTURE_2D_INDEX in gdb.  But we don't actually use
350 * the gl_texture_index type anywhere.  Thus, this lame function.
351 */
352static void
353dummy_enum_func(void)
354{
355   gl_buffer_index bi;
356   gl_colortable_index ci;
357   gl_face_index fi;
358   gl_frag_attrib fa;
359   gl_frag_result fr;
360   gl_texture_index ti;
361   gl_vert_attrib va;
362   gl_vert_result vr;
363
364   (void) bi;
365   (void) ci;
366   (void) fi;
367   (void) fa;
368   (void) fr;
369   (void) ti;
370   (void) va;
371   (void) vr;
372}
373
374
375/**
376 * One-time initialization mutex lock.
377 *
378 * \sa Used by one_time_init().
379 */
380_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
381
382/**
383 * Calls all the various one-time-init functions in Mesa.
384 *
385 * While holding a global mutex lock, calls several initialization functions,
386 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 * defined.
388 *
389 * \sa _math_init().
390 */
391static void
392one_time_init( GLcontext *ctx )
393{
394   static GLboolean alreadyCalled = GL_FALSE;
395   (void) ctx;
396   _glthread_LOCK_MUTEX(OneTimeLock);
397   if (!alreadyCalled) {
398      GLuint i;
399
400      /* do some implementation tests */
401      assert( sizeof(GLbyte) == 1 );
402      assert( sizeof(GLubyte) == 1 );
403      assert( sizeof(GLshort) == 2 );
404      assert( sizeof(GLushort) == 2 );
405      assert( sizeof(GLint) == 4 );
406      assert( sizeof(GLuint) == 4 );
407
408      _mesa_get_cpu_features();
409
410      _mesa_init_remap_table();
411
412      _mesa_init_sqrt_table();
413
414      for (i = 0; i < 256; i++) {
415         _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416      }
417
418      if (_mesa_getenv("MESA_DEBUG")) {
419         _glapi_noop_enable_warnings(GL_TRUE);
420         _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
421      }
422      else {
423         _glapi_noop_enable_warnings(GL_FALSE);
424      }
425
426#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
427      _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
428                  MESA_VERSION_STRING, __DATE__, __TIME__);
429#endif
430
431      alreadyCalled = GL_TRUE;
432   }
433   _glthread_UNLOCK_MUTEX(OneTimeLock);
434
435   dummy_enum_func();
436}
437
438
439/**
440 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
441 */
442static void
443_mesa_init_current(GLcontext *ctx)
444{
445   GLuint i;
446
447   /* Init all to (0,0,0,1) */
448   for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
449      ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
450   }
451
452   /* redo special cases: */
453   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
454   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
455   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
456   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
457   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
458   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
459}
460
461
462/**
463 * Init vertex/fragment program limits.
464 * Important: drivers should override these with actual limits.
465 */
466static void
467init_program_limits(GLenum type, struct gl_program_constants *prog)
468{
469   prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
470   prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
471   prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
472   prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
473   prog->MaxTemps = MAX_PROGRAM_TEMPS;
474   prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
475   prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
476   prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
477
478   if (type == GL_VERTEX_PROGRAM_ARB) {
479      prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
480      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
481      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
482   }
483   else {
484      prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
485      prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
486      prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
487   }
488
489   /* Set the native limits to zero.  This implies that there is no native
490    * support for shaders.  Let the drivers fill in the actual values.
491    */
492   prog->MaxNativeInstructions = 0;
493   prog->MaxNativeAluInstructions = 0;
494   prog->MaxNativeTexInstructions = 0;
495   prog->MaxNativeTexIndirections = 0;
496   prog->MaxNativeAttribs = 0;
497   prog->MaxNativeTemps = 0;
498   prog->MaxNativeAddressRegs = 0;
499   prog->MaxNativeParameters = 0;
500}
501
502
503/**
504 * Initialize fields of gl_constants (aka ctx->Const.*).
505 * Use defaults from config.h.  The device drivers will often override
506 * some of these values (such as number of texture units).
507 */
508static void
509_mesa_init_constants(GLcontext *ctx)
510{
511   assert(ctx);
512
513   assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
514   assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
515
516   /* Max texture size should be <= max viewport size (render to texture) */
517   assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
518
519   /* Constants, may be overriden (usually only reduced) by device drivers */
520   ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
521   ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
522   ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
523   ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
524   ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
525   ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
526   ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
527   ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
528                                     ctx->Const.MaxTextureImageUnits);
529   ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
530   ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
531   ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
532   ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
533   ctx->Const.MinPointSize = MIN_POINT_SIZE;
534   ctx->Const.MaxPointSize = MAX_POINT_SIZE;
535   ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
536   ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
537   ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
538   ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
539   ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
540   ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
541   ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
542   ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
543   ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
544   ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
545   ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
546   ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
547   ctx->Const.MaxLights = MAX_LIGHTS;
548   ctx->Const.MaxShininess = 128.0;
549   ctx->Const.MaxSpotExponent = 128.0;
550   ctx->Const.MaxViewportWidth = MAX_WIDTH;
551   ctx->Const.MaxViewportHeight = MAX_HEIGHT;
552#if FEATURE_ARB_vertex_program
553   init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
554#endif
555#if FEATURE_ARB_fragment_program
556   init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
557#endif
558   ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
559   ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
560
561   /* CheckArrayBounds is overriden by drivers/x11 for X server */
562   ctx->Const.CheckArrayBounds = GL_FALSE;
563
564   /* GL_ARB_draw_buffers */
565   ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
566
567#if FEATURE_EXT_framebuffer_object
568   ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
569   ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
570#endif
571
572#if FEATURE_ARB_vertex_shader
573   ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
574   ctx->Const.MaxVarying = MAX_VARYING;
575#endif
576
577   /* GL_ARB_framebuffer_object */
578   ctx->Const.MaxSamples = 0;
579
580   /* GL_ARB_sync */
581   ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
582
583   /* GL_ATI_envmap_bumpmap */
584   ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
585
586   /* GL_EXT_provoking_vertex */
587   ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
588
589   /* sanity checks */
590   ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
591                                             ctx->Const.MaxTextureCoordUnits));
592   ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
593   ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
594
595   ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
596   ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
597   ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
598   ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
599
600   /* check that we don't exceed the size of various bitfields */
601   ASSERT(VERT_RESULT_MAX <=
602	  (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
603   ASSERT(FRAG_ATTRIB_MAX <=
604	  (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
605}
606
607
608/**
609 * Do some sanity checks on the limits/constants for the given context.
610 * Only called the first time a context is bound.
611 */
612static void
613check_context_limits(GLcontext *ctx)
614{
615   /* Many context limits/constants are limited by the size of
616    * internal arrays.
617    */
618   assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
619   assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
620   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
621   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
622
623   /* number of coord units cannot be greater than number of image units */
624   assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
625
626   assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
627   assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
628   assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
629   assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
630
631   /* make sure largest texture image is <= MAX_WIDTH in size */
632   assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
633   assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
634   assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
635
636   assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
637   assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
638
639   assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
640
641   /* XXX probably add more tests */
642}
643
644
645/**
646 * Initialize the attribute groups in a GL context.
647 *
648 * \param ctx GL context.
649 *
650 * Initializes all the attributes, calling the respective <tt>init*</tt>
651 * functions for the more complex data structures.
652 */
653static GLboolean
654init_attrib_groups(GLcontext *ctx)
655{
656   assert(ctx);
657
658   /* Constants */
659   _mesa_init_constants( ctx );
660
661   /* Extensions */
662   _mesa_init_extensions( ctx );
663
664   /* Attribute Groups */
665   _mesa_init_accum( ctx );
666   _mesa_init_attrib( ctx );
667   _mesa_init_buffer_objects( ctx );
668   _mesa_init_color( ctx );
669   _mesa_init_colortables( ctx );
670   _mesa_init_current( ctx );
671   _mesa_init_depth( ctx );
672   _mesa_init_debug( ctx );
673   _mesa_init_display_list( ctx );
674   _mesa_init_eval( ctx );
675   _mesa_init_fbobjects( ctx );
676   _mesa_init_feedback( ctx );
677   _mesa_init_fog( ctx );
678   _mesa_init_histogram( ctx );
679   _mesa_init_hint( ctx );
680   _mesa_init_line( ctx );
681   _mesa_init_lighting( ctx );
682   _mesa_init_matrix( ctx );
683   _mesa_init_multisample( ctx );
684   _mesa_init_pixel( ctx );
685   _mesa_init_pixelstore( ctx );
686   _mesa_init_point( ctx );
687   _mesa_init_polygon( ctx );
688   _mesa_init_program( ctx );
689   _mesa_init_queryobj( ctx );
690#if FEATURE_ARB_sync
691   _mesa_init_sync( ctx );
692#endif
693   _mesa_init_rastpos( ctx );
694   _mesa_init_scissor( ctx );
695   _mesa_init_shader_state( ctx );
696   _mesa_init_stencil( ctx );
697   _mesa_init_transform( ctx );
698   _mesa_init_varray( ctx );
699   _mesa_init_viewport( ctx );
700
701   if (!_mesa_init_texture( ctx ))
702      return GL_FALSE;
703
704   _mesa_init_texture_s3tc( ctx );
705
706   /* Miscellaneous */
707   ctx->NewState = _NEW_ALL;
708   ctx->ErrorValue = (GLenum) GL_NO_ERROR;
709   ctx->varying_vp_inputs = ~0;
710
711   return GL_TRUE;
712}
713
714
715/**
716 * Update default objects in a GL context with respect to shared state.
717 *
718 * \param ctx GL context.
719 *
720 * Removes references to old default objects, (texture objects, program
721 * objects, etc.) and changes to reference those from the current shared
722 * state.
723 */
724static GLboolean
725update_default_objects(GLcontext *ctx)
726{
727   assert(ctx);
728
729   _mesa_update_default_objects_program(ctx);
730   _mesa_update_default_objects_texture(ctx);
731   _mesa_update_default_objects_buffer_objects(ctx);
732
733   return GL_TRUE;
734}
735
736
737/**
738 * This is the default function we plug into all dispatch table slots
739 * This helps prevents a segfault when someone calls a GL function without
740 * first checking if the extension's supported.
741 */
742static int
743generic_nop(void)
744{
745   _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
746   return 0;
747}
748
749
750/**
751 * Allocate and initialize a new dispatch table.
752 */
753static struct _glapi_table *
754alloc_dispatch_table(void)
755{
756   /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
757    * In practice, this'll be the same for stand-alone Mesa.  But for DRI
758    * Mesa we do this to accomodate different versions of libGL and various
759    * DRI drivers.
760    */
761   GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
762                           sizeof(struct _glapi_table) / sizeof(_glapi_proc));
763   struct _glapi_table *table =
764      (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
765   if (table) {
766      _glapi_proc *entry = (_glapi_proc *) table;
767      GLint i;
768      for (i = 0; i < numEntries; i++) {
769         entry[i] = (_glapi_proc) generic_nop;
770      }
771   }
772   return table;
773}
774
775
776/**
777 * Initialize a GLcontext struct (rendering context).
778 *
779 * This includes allocating all the other structs and arrays which hang off of
780 * the context by pointers.
781 * Note that the driver needs to pass in its dd_function_table here since
782 * we need to at least call driverFunctions->NewTextureObject to create the
783 * default texture objects.
784 *
785 * Called by _mesa_create_context().
786 *
787 * Performs the imports and exports callback tables initialization, and
788 * miscellaneous one-time initializations. If no shared context is supplied one
789 * is allocated, and increase its reference count.  Setups the GL API dispatch
790 * tables.  Initialize the TNL module. Sets the maximum Z buffer depth.
791 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
792 * for debug flags.
793 *
794 * \param ctx the context to initialize
795 * \param visual describes the visual attributes for this context
796 * \param share_list points to context to share textures, display lists,
797 *        etc with, or NULL
798 * \param driverFunctions table of device driver functions for this context
799 *        to use
800 * \param driverContext pointer to driver-specific context data
801 */
802GLboolean
803_mesa_initialize_context(GLcontext *ctx,
804                         const GLvisual *visual,
805                         GLcontext *share_list,
806                         const struct dd_function_table *driverFunctions,
807                         void *driverContext)
808{
809   struct gl_shared_state *shared;
810
811   /*ASSERT(driverContext);*/
812   assert(driverFunctions->NewTextureObject);
813   assert(driverFunctions->FreeTexImageData);
814
815   /* misc one-time initializations */
816   one_time_init(ctx);
817
818   ctx->Visual = *visual;
819   ctx->DrawBuffer = NULL;
820   ctx->ReadBuffer = NULL;
821   ctx->WinSysDrawBuffer = NULL;
822   ctx->WinSysReadBuffer = NULL;
823
824   /* Plug in driver functions and context pointer here.
825    * This is important because when we call alloc_shared_state() below
826    * we'll call ctx->Driver.NewTextureObject() to create the default
827    * textures.
828    */
829   ctx->Driver = *driverFunctions;
830   ctx->DriverCtx = driverContext;
831
832   if (share_list) {
833      /* share state with another context */
834      shared = share_list->Shared;
835   }
836   else {
837      /* allocate new, unshared state */
838      shared = _mesa_alloc_shared_state(ctx);
839      if (!shared)
840         return GL_FALSE;
841   }
842
843   _glthread_LOCK_MUTEX(shared->Mutex);
844   ctx->Shared = shared;
845   shared->RefCount++;
846   _glthread_UNLOCK_MUTEX(shared->Mutex);
847
848   if (!init_attrib_groups( ctx )) {
849      _mesa_release_shared_state(ctx, ctx->Shared);
850      return GL_FALSE;
851   }
852
853   /* setup the API dispatch tables */
854   ctx->Exec = alloc_dispatch_table();
855   ctx->Save = alloc_dispatch_table();
856   if (!ctx->Exec || !ctx->Save) {
857      _mesa_release_shared_state(ctx, ctx->Shared);
858      if (ctx->Exec)
859         _mesa_free(ctx->Exec);
860      return GL_FALSE;
861   }
862#if FEATURE_dispatch
863   _mesa_init_exec_table(ctx->Exec);
864#endif
865   ctx->CurrentDispatch = ctx->Exec;
866
867#if FEATURE_dlist
868   _mesa_init_save_table(ctx->Save);
869   _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
870#endif
871
872   /* Neutral tnl module stuff */
873   _mesa_init_exec_vtxfmt( ctx );
874   ctx->TnlModule.Current = NULL;
875   ctx->TnlModule.SwapCount = 0;
876
877   ctx->FragmentProgram._MaintainTexEnvProgram
878      = (_mesa_getenv("MESA_TEX_PROG") != NULL);
879
880   ctx->VertexProgram._MaintainTnlProgram
881      = (_mesa_getenv("MESA_TNL_PROG") != NULL);
882   if (ctx->VertexProgram._MaintainTnlProgram) {
883      /* this is required... */
884      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
885   }
886
887#ifdef FEATURE_extra_context_init
888   _mesa_initialize_context_extra(ctx);
889#endif
890
891   ctx->FirstTimeCurrent = GL_TRUE;
892
893   return GL_TRUE;
894}
895
896
897/**
898 * Allocate and initialize a GLcontext structure.
899 * Note that the driver needs to pass in its dd_function_table here since
900 * we need to at least call driverFunctions->NewTextureObject to initialize
901 * the rendering context.
902 *
903 * \param visual a GLvisual pointer (we copy the struct contents)
904 * \param share_list another context to share display lists with or NULL
905 * \param driverFunctions points to the dd_function_table into which the
906 *        driver has plugged in all its special functions.
907 * \param driverContext points to the device driver's private context state
908 *
909 * \return pointer to a new __GLcontextRec or NULL if error.
910 */
911GLcontext *
912_mesa_create_context(const GLvisual *visual,
913                     GLcontext *share_list,
914                     const struct dd_function_table *driverFunctions,
915                     void *driverContext)
916{
917   GLcontext *ctx;
918
919   ASSERT(visual);
920   /*ASSERT(driverContext);*/
921
922   ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
923   if (!ctx)
924      return NULL;
925
926   if (_mesa_initialize_context(ctx, visual, share_list,
927                                driverFunctions, driverContext)) {
928      return ctx;
929   }
930   else {
931      _mesa_free(ctx);
932      return NULL;
933   }
934}
935
936
937/**
938 * Free the data associated with the given context.
939 *
940 * But doesn't free the GLcontext struct itself.
941 *
942 * \sa _mesa_initialize_context() and init_attrib_groups().
943 */
944void
945_mesa_free_context_data( GLcontext *ctx )
946{
947   if (!_mesa_get_current_context()){
948      /* No current context, but we may need one in order to delete
949       * texture objs, etc.  So temporarily bind the context now.
950       */
951      _mesa_make_current(ctx, NULL, NULL);
952   }
953
954   /* unreference WinSysDraw/Read buffers */
955   _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
956   _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
957   _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
958   _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
959
960   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
961   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
962   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
963
964   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
965   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
966   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
967
968   _mesa_free_attrib_data(ctx);
969   _mesa_free_buffer_objects(ctx);
970   _mesa_free_lighting_data( ctx );
971   _mesa_free_eval_data( ctx );
972   _mesa_free_texture_data( ctx );
973   _mesa_free_matrix_data( ctx );
974   _mesa_free_viewport_data( ctx );
975   _mesa_free_colortables_data( ctx );
976   _mesa_free_program_data(ctx);
977   _mesa_free_shader_state(ctx);
978   _mesa_free_queryobj_data(ctx);
979#if FEATURE_ARB_sync
980   _mesa_free_sync_data(ctx);
981#endif
982   _mesa_free_varray_data(ctx);
983
984   _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
985
986#if FEATURE_ARB_pixel_buffer_object
987   _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
988   _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
989   _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
990#endif
991
992#if FEATURE_ARB_vertex_buffer_object
993   _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
994   _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
995#endif
996
997   /* free dispatch tables */
998   _mesa_free(ctx->Exec);
999   _mesa_free(ctx->Save);
1000
1001   /* Shared context state (display lists, textures, etc) */
1002   _mesa_release_shared_state( ctx, ctx->Shared );
1003
1004   /* needs to be after freeing shared state */
1005   _mesa_free_display_list_data(ctx);
1006
1007   if (ctx->Extensions.String)
1008      _mesa_free((void *) ctx->Extensions.String);
1009
1010   /* unbind the context if it's currently bound */
1011   if (ctx == _mesa_get_current_context()) {
1012      _mesa_make_current(NULL, NULL, NULL);
1013   }
1014}
1015
1016
1017/**
1018 * Destroy a GLcontext structure.
1019 *
1020 * \param ctx GL context.
1021 *
1022 * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
1023 */
1024void
1025_mesa_destroy_context( GLcontext *ctx )
1026{
1027   if (ctx) {
1028      _mesa_free_context_data(ctx);
1029      _mesa_free( (void *) ctx );
1030   }
1031}
1032
1033
1034#if _HAVE_FULL_GL
1035/**
1036 * Copy attribute groups from one context to another.
1037 *
1038 * \param src source context
1039 * \param dst destination context
1040 * \param mask bitwise OR of GL_*_BIT flags
1041 *
1042 * According to the bits specified in \p mask, copies the corresponding
1043 * attributes from \p src into \p dst.  For many of the attributes a simple \c
1044 * memcpy is not enough due to the existence of internal pointers in their data
1045 * structures.
1046 */
1047void
1048_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1049{
1050   if (mask & GL_ACCUM_BUFFER_BIT) {
1051      /* OK to memcpy */
1052      dst->Accum = src->Accum;
1053   }
1054   if (mask & GL_COLOR_BUFFER_BIT) {
1055      /* OK to memcpy */
1056      dst->Color = src->Color;
1057   }
1058   if (mask & GL_CURRENT_BIT) {
1059      /* OK to memcpy */
1060      dst->Current = src->Current;
1061   }
1062   if (mask & GL_DEPTH_BUFFER_BIT) {
1063      /* OK to memcpy */
1064      dst->Depth = src->Depth;
1065   }
1066   if (mask & GL_ENABLE_BIT) {
1067      /* no op */
1068   }
1069   if (mask & GL_EVAL_BIT) {
1070      /* OK to memcpy */
1071      dst->Eval = src->Eval;
1072   }
1073   if (mask & GL_FOG_BIT) {
1074      /* OK to memcpy */
1075      dst->Fog = src->Fog;
1076   }
1077   if (mask & GL_HINT_BIT) {
1078      /* OK to memcpy */
1079      dst->Hint = src->Hint;
1080   }
1081   if (mask & GL_LIGHTING_BIT) {
1082      GLuint i;
1083      /* begin with memcpy */
1084      dst->Light = src->Light;
1085      /* fixup linked lists to prevent pointer insanity */
1086      make_empty_list( &(dst->Light.EnabledList) );
1087      for (i = 0; i < MAX_LIGHTS; i++) {
1088         if (dst->Light.Light[i].Enabled) {
1089            insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1090         }
1091      }
1092   }
1093   if (mask & GL_LINE_BIT) {
1094      /* OK to memcpy */
1095      dst->Line = src->Line;
1096   }
1097   if (mask & GL_LIST_BIT) {
1098      /* OK to memcpy */
1099      dst->List = src->List;
1100   }
1101   if (mask & GL_PIXEL_MODE_BIT) {
1102      /* OK to memcpy */
1103      dst->Pixel = src->Pixel;
1104   }
1105   if (mask & GL_POINT_BIT) {
1106      /* OK to memcpy */
1107      dst->Point = src->Point;
1108   }
1109   if (mask & GL_POLYGON_BIT) {
1110      /* OK to memcpy */
1111      dst->Polygon = src->Polygon;
1112   }
1113   if (mask & GL_POLYGON_STIPPLE_BIT) {
1114      /* Use loop instead of MEMCPY due to problem with Portland Group's
1115       * C compiler.  Reported by John Stone.
1116       */
1117      GLuint i;
1118      for (i = 0; i < 32; i++) {
1119         dst->PolygonStipple[i] = src->PolygonStipple[i];
1120      }
1121   }
1122   if (mask & GL_SCISSOR_BIT) {
1123      /* OK to memcpy */
1124      dst->Scissor = src->Scissor;
1125   }
1126   if (mask & GL_STENCIL_BUFFER_BIT) {
1127      /* OK to memcpy */
1128      dst->Stencil = src->Stencil;
1129   }
1130   if (mask & GL_TEXTURE_BIT) {
1131      /* Cannot memcpy because of pointers */
1132      _mesa_copy_texture_state(src, dst);
1133   }
1134   if (mask & GL_TRANSFORM_BIT) {
1135      /* OK to memcpy */
1136      dst->Transform = src->Transform;
1137   }
1138   if (mask & GL_VIEWPORT_BIT) {
1139      /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1140      dst->Viewport.X = src->Viewport.X;
1141      dst->Viewport.Y = src->Viewport.Y;
1142      dst->Viewport.Width = src->Viewport.Width;
1143      dst->Viewport.Height = src->Viewport.Height;
1144      dst->Viewport.Near = src->Viewport.Near;
1145      dst->Viewport.Far = src->Viewport.Far;
1146      _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1147   }
1148
1149   /* XXX FIXME:  Call callbacks?
1150    */
1151   dst->NewState = _NEW_ALL;
1152}
1153#endif
1154
1155
1156/**
1157 * Check if the given context can render into the given framebuffer
1158 * by checking visual attributes.
1159 *
1160 * Most of these tests could go away because Mesa is now pretty flexible
1161 * in terms of mixing rendering contexts with framebuffers.  As long
1162 * as RGB vs. CI mode agree, we're probably good.
1163 *
1164 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1165 */
1166static GLboolean
1167check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
1168{
1169   const GLvisual *ctxvis = &ctx->Visual;
1170   const GLvisual *bufvis = &buffer->Visual;
1171
1172   if (ctxvis == bufvis)
1173      return GL_TRUE;
1174
1175   if (ctxvis->rgbMode != bufvis->rgbMode)
1176      return GL_FALSE;
1177#if 0
1178   /* disabling this fixes the fgl_glxgears pbuffer demo */
1179   if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1180      return GL_FALSE;
1181#endif
1182   if (ctxvis->stereoMode && !bufvis->stereoMode)
1183      return GL_FALSE;
1184   if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1185      return GL_FALSE;
1186   if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1187      return GL_FALSE;
1188   if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1189      return GL_FALSE;
1190   if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1191      return GL_FALSE;
1192   if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1193      return GL_FALSE;
1194   if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1195      return GL_FALSE;
1196#if 0
1197   /* disabled (see bug 11161) */
1198   if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1199      return GL_FALSE;
1200#endif
1201   if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1202      return GL_FALSE;
1203
1204   return GL_TRUE;
1205}
1206
1207
1208/**
1209 * Do one-time initialization for the given framebuffer.  Specifically,
1210 * ask the driver for the window's current size and update the framebuffer
1211 * object to match.
1212 * Really, the device driver should totally take care of this.
1213 */
1214static void
1215initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
1216{
1217   GLuint width, height;
1218   if (ctx->Driver.GetBufferSize) {
1219      ctx->Driver.GetBufferSize(fb, &width, &height);
1220      if (ctx->Driver.ResizeBuffers)
1221         ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1222      fb->Initialized = GL_TRUE;
1223   }
1224}
1225
1226
1227/**
1228 * Check if the viewport/scissor size has not yet been initialized.
1229 * Initialize the size if the given width and height are non-zero.
1230 */
1231void
1232_mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height)
1233{
1234   if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1235      /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1236       * potential infinite recursion.
1237       */
1238      ctx->ViewportInitialized = GL_TRUE;
1239      _mesa_set_viewport(ctx, 0, 0, width, height);
1240      _mesa_set_scissor(ctx, 0, 0, width, height);
1241   }
1242}
1243
1244
1245/**
1246 * Bind the given context to the given drawBuffer and readBuffer and
1247 * make it the current context for the calling thread.
1248 * We'll render into the drawBuffer and read pixels from the
1249 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1250 *
1251 * We check that the context's and framebuffer's visuals are compatible
1252 * and return immediately if they're not.
1253 *
1254 * \param newCtx  the new GL context. If NULL then there will be no current GL
1255 *                context.
1256 * \param drawBuffer  the drawing framebuffer
1257 * \param readBuffer  the reading framebuffer
1258 */
1259GLboolean
1260_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
1261                    GLframebuffer *readBuffer )
1262{
1263   if (MESA_VERBOSE & VERBOSE_API)
1264      _mesa_debug(newCtx, "_mesa_make_current()\n");
1265
1266   /* Check that the context's and framebuffer's visuals are compatible.
1267    */
1268   if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1269      if (!check_compatible(newCtx, drawBuffer)) {
1270         _mesa_warning(newCtx,
1271              "MakeCurrent: incompatible visuals for context and drawbuffer");
1272         return GL_FALSE;
1273      }
1274   }
1275   if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1276      if (!check_compatible(newCtx, readBuffer)) {
1277         _mesa_warning(newCtx,
1278              "MakeCurrent: incompatible visuals for context and readbuffer");
1279         return GL_FALSE;
1280      }
1281   }
1282
1283   /* We used to call _glapi_check_multithread() here.  Now do it in drivers */
1284   _glapi_set_context((void *) newCtx);
1285   ASSERT(_mesa_get_current_context() == newCtx);
1286
1287   if (!newCtx) {
1288      _glapi_set_dispatch(NULL);  /* none current */
1289   }
1290   else {
1291      _glapi_set_dispatch(newCtx->CurrentDispatch);
1292
1293      if (drawBuffer && readBuffer) {
1294	 /* TODO: check if newCtx and buffer's visual match??? */
1295
1296         ASSERT(drawBuffer->Name == 0);
1297         ASSERT(readBuffer->Name == 0);
1298         _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1299         _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1300
1301         /*
1302          * Only set the context's Draw/ReadBuffer fields if they're NULL
1303          * or not bound to a user-created FBO.
1304          */
1305         if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1306            /* KW: merge conflict here, revisit.
1307             */
1308            /* fix up the fb fields - these will end up wrong otherwise
1309             * if the DRIdrawable changes, and everything relies on them.
1310             * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
1311             */
1312            unsigned int i;
1313            GLenum buffers[MAX_DRAW_BUFFERS];
1314
1315            _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1316
1317            for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
1318               buffers[i] = newCtx->Color.DrawBuffer[i];
1319            }
1320
1321            _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
1322         }
1323         if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1324            _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1325         }
1326
1327         /* XXX only set this flag if we're really changing the draw/read
1328          * framebuffer bindings.
1329          */
1330	 newCtx->NewState |= _NEW_BUFFERS;
1331
1332#if 1
1333         /* We want to get rid of these lines: */
1334
1335#if _HAVE_FULL_GL
1336         if (!drawBuffer->Initialized) {
1337            initialize_framebuffer_size(newCtx, drawBuffer);
1338         }
1339         if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1340            initialize_framebuffer_size(newCtx, readBuffer);
1341         }
1342
1343	 _mesa_resizebuffers(newCtx);
1344#endif
1345
1346#else
1347         /* We want the drawBuffer and readBuffer to be initialized by
1348          * the driver.
1349          * This generally means the Width and Height match the actual
1350          * window size and the renderbuffers (both hardware and software
1351          * based) are allocated to match.  The later can generally be
1352          * done with a call to _mesa_resize_framebuffer().
1353          *
1354          * It's theoretically possible for a buffer to have zero width
1355          * or height, but for now, assert check that the driver did what's
1356          * expected of it.
1357          */
1358         ASSERT(drawBuffer->Width > 0);
1359         ASSERT(drawBuffer->Height > 0);
1360#endif
1361
1362         if (drawBuffer) {
1363            _mesa_check_init_viewport(newCtx,
1364                                      drawBuffer->Width, drawBuffer->Height);
1365         }
1366      }
1367
1368      if (newCtx->FirstTimeCurrent) {
1369         check_context_limits(newCtx);
1370
1371         /* We can use this to help debug user's problems.  Tell them to set
1372          * the MESA_INFO env variable before running their app.  Then the
1373          * first time each context is made current we'll print some useful
1374          * information.
1375          */
1376	 if (_mesa_getenv("MESA_INFO")) {
1377	    _mesa_print_info();
1378	 }
1379
1380	 newCtx->FirstTimeCurrent = GL_FALSE;
1381      }
1382   }
1383
1384   return GL_TRUE;
1385}
1386
1387
1388/**
1389 * Make context 'ctx' share the display lists, textures and programs
1390 * that are associated with 'ctxToShare'.
1391 * Any display lists, textures or programs associated with 'ctx' will
1392 * be deleted if nobody else is sharing them.
1393 */
1394GLboolean
1395_mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
1396{
1397   if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1398      struct gl_shared_state *oldSharedState = ctx->Shared;
1399
1400      ctx->Shared = ctxToShare->Shared;
1401
1402      _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1403      ctx->Shared->RefCount++;
1404      _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1405
1406      update_default_objects(ctx);
1407
1408      _mesa_release_shared_state(ctx, oldSharedState);
1409
1410      return GL_TRUE;
1411   }
1412   else {
1413      return GL_FALSE;
1414   }
1415}
1416
1417
1418
1419/**
1420 * \return pointer to the current GL context for this thread.
1421 *
1422 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1423 * context.  If you need speed, see the #GET_CURRENT_CONTEXT macro in
1424 * context.h.
1425 */
1426GLcontext *
1427_mesa_get_current_context( void )
1428{
1429   return (GLcontext *) _glapi_get_context();
1430}
1431
1432
1433/**
1434 * Get context's current API dispatch table.
1435 *
1436 * It'll either be the immediate-mode execute dispatcher or the display list
1437 * compile dispatcher.
1438 *
1439 * \param ctx GL context.
1440 *
1441 * \return pointer to dispatch_table.
1442 *
1443 * Simply returns __GLcontextRec::CurrentDispatch.
1444 */
1445struct _glapi_table *
1446_mesa_get_dispatch(GLcontext *ctx)
1447{
1448   return ctx->CurrentDispatch;
1449}
1450
1451/*@}*/
1452
1453
1454/**********************************************************************/
1455/** \name Miscellaneous functions                                     */
1456/**********************************************************************/
1457/*@{*/
1458
1459/**
1460 * Record an error.
1461 *
1462 * \param ctx GL context.
1463 * \param error error code.
1464 *
1465 * Records the given error code and call the driver's dd_function_table::Error
1466 * function if defined.
1467 *
1468 * \sa
1469 * This is called via _mesa_error().
1470 */
1471void
1472_mesa_record_error(GLcontext *ctx, GLenum error)
1473{
1474   if (!ctx)
1475      return;
1476
1477   if (ctx->ErrorValue == GL_NO_ERROR) {
1478      ctx->ErrorValue = error;
1479   }
1480
1481   /* Call device driver's error handler, if any.  This is used on the Mac. */
1482   if (ctx->Driver.Error) {
1483      ctx->Driver.Error(ctx);
1484   }
1485}
1486
1487
1488/**
1489 * Flush commands and wait for completion.
1490 */
1491void
1492_mesa_finish(GLcontext *ctx)
1493{
1494   FLUSH_CURRENT( ctx, 0 );
1495   if (ctx->Driver.Finish) {
1496      ctx->Driver.Finish(ctx);
1497   }
1498}
1499
1500
1501/**
1502 * Flush commands.
1503 */
1504void
1505_mesa_flush(GLcontext *ctx)
1506{
1507   FLUSH_CURRENT( ctx, 0 );
1508   if (ctx->Driver.Flush) {
1509      ctx->Driver.Flush(ctx);
1510   }
1511}
1512
1513
1514
1515/**
1516 * Execute glFinish().
1517 *
1518 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1519 * dd_function_table::Finish driver callback, if not NULL.
1520 */
1521void GLAPIENTRY
1522_mesa_Finish(void)
1523{
1524   GET_CURRENT_CONTEXT(ctx);
1525   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1526   _mesa_finish(ctx);
1527}
1528
1529
1530/**
1531 * Execute glFlush().
1532 *
1533 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1534 * dd_function_table::Flush driver callback, if not NULL.
1535 */
1536void GLAPIENTRY
1537_mesa_Flush(void)
1538{
1539   GET_CURRENT_CONTEXT(ctx);
1540   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1541   _mesa_flush(ctx);
1542}
1543
1544
1545/**
1546 * Set mvp_with_dp4 flag.  If a driver has a preference for DP4 over
1547 * MUL/MAD, or vice versa, call this function to register that.
1548 * Otherwise we default to MUL/MAD.
1549 */
1550void
1551_mesa_set_mvp_with_dp4( GLcontext *ctx,
1552                        GLboolean flag )
1553{
1554   ctx->mvp_with_dp4 = flag;
1555}
1556
1557
1558
1559/**
1560 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1561 * is called to see if it's valid to render.  This involves checking that
1562 * the current shader is valid and the framebuffer is complete.
1563 * If an error is detected it'll be recorded here.
1564 * \return GL_TRUE if OK to render, GL_FALSE if not
1565 */
1566GLboolean
1567_mesa_valid_to_render(GLcontext *ctx, const char *where)
1568{
1569   /* This depends on having up to date derived state (shaders) */
1570   if (ctx->NewState)
1571      _mesa_update_state(ctx);
1572
1573   if (ctx->Shader.CurrentProgram) {
1574      /* using shaders */
1575      if (!ctx->Shader.CurrentProgram->LinkStatus) {
1576         _mesa_error(ctx, GL_INVALID_OPERATION,
1577                     "%s(shader not linked), where");
1578         return GL_FALSE;
1579      }
1580#if 0 /* not normally enabled */
1581      {
1582         char errMsg[100];
1583         if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
1584                                            errMsg)) {
1585            _mesa_warning(ctx, "Shader program %u is invalid: %s",
1586                          ctx->Shader.CurrentProgram->Name, errMsg);
1587         }
1588      }
1589#endif
1590   }
1591   else {
1592      if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1593         _mesa_error(ctx, GL_INVALID_OPERATION,
1594                     "%s(vertex program not valid)", where);
1595         return GL_FALSE;
1596      }
1597      if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1598         _mesa_error(ctx, GL_INVALID_OPERATION,
1599                     "%s(fragment program not valid)", where);
1600         return GL_FALSE;
1601      }
1602   }
1603
1604   if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1605      _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1606                  "%s(incomplete framebuffer)", where);
1607      return GL_FALSE;
1608   }
1609
1610#ifdef DEBUG
1611   if (ctx->Shader.Flags & GLSL_LOG) {
1612      struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1613      if (shProg) {
1614         if (!shProg->_Used) {
1615            /* This is the first time this shader is being used.
1616             * Append shader's constants/uniforms to log file.
1617             */
1618            GLuint i;
1619            for (i = 0; i < shProg->NumShaders; i++) {
1620               struct gl_shader *sh = shProg->Shaders[i];
1621               if (sh->Type == GL_VERTEX_SHADER) {
1622                  _mesa_append_uniforms_to_file(sh,
1623                                                &shProg->VertexProgram->Base);
1624               }
1625               else if (sh->Type == GL_FRAGMENT_SHADER) {
1626                  _mesa_append_uniforms_to_file(sh,
1627                                                &shProg->FragmentProgram->Base);
1628               }
1629            }
1630            shProg->_Used = GL_TRUE;
1631         }
1632      }
1633   }
1634#endif
1635
1636   return GL_TRUE;
1637}
1638
1639
1640/*@}*/
1641