context.c revision cdc920a0
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.3 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved. 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the "Software"), 10 * to deal in the Software without restriction, including without limitation 11 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 12 * and/or sell copies of the Software, and to permit persons to whom the 13 * Software is furnished to do so, subject to the following conditions: 14 * 15 * The above copyright notice and this permission notice shall be included 16 * in all copies or substantial portions of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26/** 27 * \file context.c 28 * Mesa context/visual/framebuffer management functions. 29 * \author Brian Paul 30 */ 31 32/** 33 * \mainpage Mesa Main Module 34 * 35 * \section MainIntroduction Introduction 36 * 37 * The Mesa Main module consists of all the files in the main/ directory. 38 * Among the features of this module are: 39 * <UL> 40 * <LI> Structures to represent most GL state </LI> 41 * <LI> State set/get functions </LI> 42 * <LI> Display lists </LI> 43 * <LI> Texture unit, object and image handling </LI> 44 * <LI> Matrix and attribute stacks </LI> 45 * </UL> 46 * 47 * Other modules are responsible for API dispatch, vertex transformation, 48 * point/line/triangle setup, rasterization, vertex array caching, 49 * vertex/fragment programs/shaders, etc. 50 * 51 * 52 * \section AboutDoxygen About Doxygen 53 * 54 * If you're viewing this information as Doxygen-generated HTML you'll 55 * see the documentation index at the top of this page. 56 * 57 * The first line lists the Mesa source code modules. 58 * The second line lists the indexes available for viewing the documentation 59 * for each module. 60 * 61 * Selecting the <b>Main page</b> link will display a summary of the module 62 * (this page). 63 * 64 * Selecting <b>Data Structures</b> will list all C structures. 65 * 66 * Selecting the <b>File List</b> link will list all the source files in 67 * the module. 68 * Selecting a filename will show a list of all functions defined in that file. 69 * 70 * Selecting the <b>Data Fields</b> link will display a list of all 71 * documented structure members. 72 * 73 * Selecting the <b>Globals</b> link will display a list 74 * of all functions, structures, global variables and macros in the module. 75 * 76 */ 77 78 79#include "glheader.h" 80#include "mfeatures.h" 81#include "imports.h" 82#include "accum.h" 83#include "api_exec.h" 84#include "arrayobj.h" 85#include "attrib.h" 86#include "blend.h" 87#include "buffers.h" 88#include "bufferobj.h" 89#include "colortab.h" 90#include "context.h" 91#include "cpuinfo.h" 92#include "debug.h" 93#include "depth.h" 94#include "dlist.h" 95#include "eval.h" 96#include "extensions.h" 97#include "fbobject.h" 98#include "feedback.h" 99#include "fog.h" 100#include "framebuffer.h" 101#include "histogram.h" 102#include "hint.h" 103#include "hash.h" 104#include "light.h" 105#include "lines.h" 106#include "macros.h" 107#include "matrix.h" 108#include "multisample.h" 109#include "pixel.h" 110#include "pixelstore.h" 111#include "points.h" 112#include "polygon.h" 113#include "queryobj.h" 114#if FEATURE_ARB_sync 115#include "syncobj.h" 116#endif 117#include "rastpos.h" 118#include "remap.h" 119#include "scissor.h" 120#include "shared.h" 121#include "simple_list.h" 122#include "state.h" 123#include "stencil.h" 124#include "texcompress_s3tc.h" 125#include "texstate.h" 126#include "mtypes.h" 127#include "varray.h" 128#include "version.h" 129#include "viewport.h" 130#include "vtxfmt.h" 131#include "glapi/glthread.h" 132#include "glapi/glapitable.h" 133#include "shader/program.h" 134#include "shader/prog_print.h" 135#include "shader/shader_api.h" 136#if _HAVE_FULL_GL 137#include "math/m_matrix.h" 138#endif 139 140#ifdef USE_SPARC_ASM 141#include "sparc/sparc.h" 142#endif 143 144#ifndef MESA_VERBOSE 145int MESA_VERBOSE = 0; 146#endif 147 148#ifndef MESA_DEBUG_FLAGS 149int MESA_DEBUG_FLAGS = 0; 150#endif 151 152 153/* ubyte -> float conversion */ 154GLfloat _mesa_ubyte_to_float_color_tab[256]; 155 156 157 158/** 159 * Swap buffers notification callback. 160 * 161 * \param ctx GL context. 162 * 163 * Called by window system just before swapping buffers. 164 * We have to finish any pending rendering. 165 */ 166void 167_mesa_notifySwapBuffers(__GLcontext *ctx) 168{ 169 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS) 170 _mesa_debug(ctx, "SwapBuffers\n"); 171 FLUSH_CURRENT( ctx, 0 ); 172 if (ctx->Driver.Flush) { 173 ctx->Driver.Flush(ctx); 174 } 175} 176 177 178/**********************************************************************/ 179/** \name GL Visual allocation/destruction */ 180/**********************************************************************/ 181/*@{*/ 182 183/** 184 * Allocates a GLvisual structure and initializes it via 185 * _mesa_initialize_visual(). 186 * 187 * \param dbFlag double buffering 188 * \param stereoFlag stereo buffer 189 * \param depthBits requested bits per depth buffer value. Any value in [0, 32] 190 * is acceptable but the actual depth type will be GLushort or GLuint as 191 * needed. 192 * \param stencilBits requested minimum bits per stencil buffer value 193 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer. 194 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE 195 * \param redBits number of bits per color component in frame buffer for RGB(A) 196 * mode. We always use 8 in core Mesa though. 197 * \param greenBits same as above. 198 * \param blueBits same as above. 199 * \param alphaBits same as above. 200 * \param numSamples not really used. 201 * 202 * \return pointer to new GLvisual or NULL if requested parameters can't be 203 * met. 204 * 205 * \note Need to add params for level and numAuxBuffers (at least) 206 */ 207GLvisual * 208_mesa_create_visual( GLboolean dbFlag, 209 GLboolean stereoFlag, 210 GLint redBits, 211 GLint greenBits, 212 GLint blueBits, 213 GLint alphaBits, 214 GLint depthBits, 215 GLint stencilBits, 216 GLint accumRedBits, 217 GLint accumGreenBits, 218 GLint accumBlueBits, 219 GLint accumAlphaBits, 220 GLint numSamples ) 221{ 222 GLvisual *vis = (GLvisual *) calloc(1, sizeof(GLvisual)); 223 if (vis) { 224 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag, 225 redBits, greenBits, blueBits, alphaBits, 226 depthBits, stencilBits, 227 accumRedBits, accumGreenBits, 228 accumBlueBits, accumAlphaBits, 229 numSamples)) { 230 free(vis); 231 return NULL; 232 } 233 } 234 return vis; 235} 236 237/** 238 * Makes some sanity checks and fills in the fields of the 239 * GLvisual object with the given parameters. If the caller needs 240 * to set additional fields, he should just probably init the whole GLvisual 241 * object himself. 242 * \return GL_TRUE on success, or GL_FALSE on failure. 243 * 244 * \sa _mesa_create_visual() above for the parameter description. 245 */ 246GLboolean 247_mesa_initialize_visual( GLvisual *vis, 248 GLboolean dbFlag, 249 GLboolean stereoFlag, 250 GLint redBits, 251 GLint greenBits, 252 GLint blueBits, 253 GLint alphaBits, 254 GLint depthBits, 255 GLint stencilBits, 256 GLint accumRedBits, 257 GLint accumGreenBits, 258 GLint accumBlueBits, 259 GLint accumAlphaBits, 260 GLint numSamples ) 261{ 262 assert(vis); 263 264 if (depthBits < 0 || depthBits > 32) { 265 return GL_FALSE; 266 } 267 if (stencilBits < 0 || stencilBits > STENCIL_BITS) { 268 return GL_FALSE; 269 } 270 assert(accumRedBits >= 0); 271 assert(accumGreenBits >= 0); 272 assert(accumBlueBits >= 0); 273 assert(accumAlphaBits >= 0); 274 275 vis->rgbMode = GL_TRUE; 276 vis->doubleBufferMode = dbFlag; 277 vis->stereoMode = stereoFlag; 278 279 vis->redBits = redBits; 280 vis->greenBits = greenBits; 281 vis->blueBits = blueBits; 282 vis->alphaBits = alphaBits; 283 vis->rgbBits = redBits + greenBits + blueBits; 284 285 vis->indexBits = 0; 286 vis->depthBits = depthBits; 287 vis->stencilBits = stencilBits; 288 289 vis->accumRedBits = accumRedBits; 290 vis->accumGreenBits = accumGreenBits; 291 vis->accumBlueBits = accumBlueBits; 292 vis->accumAlphaBits = accumAlphaBits; 293 294 vis->haveAccumBuffer = accumRedBits > 0; 295 vis->haveDepthBuffer = depthBits > 0; 296 vis->haveStencilBuffer = stencilBits > 0; 297 298 vis->numAuxBuffers = 0; 299 vis->level = 0; 300 vis->pixmapMode = 0; 301 vis->sampleBuffers = numSamples > 0 ? 1 : 0; 302 vis->samples = numSamples; 303 304 return GL_TRUE; 305} 306 307 308/** 309 * Destroy a visual and free its memory. 310 * 311 * \param vis visual. 312 * 313 * Frees the visual structure. 314 */ 315void 316_mesa_destroy_visual( GLvisual *vis ) 317{ 318 free(vis); 319} 320 321/*@}*/ 322 323 324/**********************************************************************/ 325/** \name Context allocation, initialization, destroying 326 * 327 * The purpose of the most initialization functions here is to provide the 328 * default state values according to the OpenGL specification. 329 */ 330/**********************************************************************/ 331/*@{*/ 332 333 334/** 335 * This is lame. gdb only seems to recognize enum types that are 336 * actually used somewhere. We want to be able to print/use enum 337 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use 338 * the gl_texture_index type anywhere. Thus, this lame function. 339 */ 340static void 341dummy_enum_func(void) 342{ 343 gl_buffer_index bi; 344 gl_colortable_index ci; 345 gl_face_index fi; 346 gl_frag_attrib fa; 347 gl_frag_result fr; 348 gl_texture_index ti; 349 gl_vert_attrib va; 350 gl_vert_result vr; 351 352 (void) bi; 353 (void) ci; 354 (void) fi; 355 (void) fa; 356 (void) fr; 357 (void) ti; 358 (void) va; 359 (void) vr; 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 */ 379static void 380one_time_init( GLcontext *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 _mesa_init_remap_table(); 399 400 _mesa_init_sqrt_table(); 401 402 for (i = 0; i < 256; i++) { 403 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F; 404 } 405 406#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__) 407 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n", 408 MESA_VERSION_STRING, __DATE__, __TIME__); 409#endif 410 411 alreadyCalled = GL_TRUE; 412 } 413 _glthread_UNLOCK_MUTEX(OneTimeLock); 414 415 dummy_enum_func(); 416} 417 418 419/** 420 * Initialize fields of gl_current_attrib (aka ctx->Current.*) 421 */ 422static void 423_mesa_init_current(GLcontext *ctx) 424{ 425 GLuint i; 426 427 /* Init all to (0,0,0,1) */ 428 for (i = 0; i < Elements(ctx->Current.Attrib); i++) { 429 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 ); 430 } 431 432 /* redo special cases: */ 433 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 ); 434 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 ); 435 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 ); 436 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 ); 437 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 ); 438 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 ); 439} 440 441 442/** 443 * Init vertex/fragment program limits. 444 * Important: drivers should override these with actual limits. 445 */ 446static void 447init_program_limits(GLenum type, struct gl_program_constants *prog) 448{ 449 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS; 450 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS; 451 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS; 452 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS; 453 prog->MaxTemps = MAX_PROGRAM_TEMPS; 454 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; 455 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; 456 prog->MaxUniformComponents = 4 * MAX_UNIFORMS; 457 458 if (type == GL_VERTEX_PROGRAM_ARB) { 459 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; 460 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; 461 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; 462 } 463 else { 464 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS; 465 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS; 466 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; 467 } 468 469 /* Set the native limits to zero. This implies that there is no native 470 * support for shaders. Let the drivers fill in the actual values. 471 */ 472 prog->MaxNativeInstructions = 0; 473 prog->MaxNativeAluInstructions = 0; 474 prog->MaxNativeTexInstructions = 0; 475 prog->MaxNativeTexIndirections = 0; 476 prog->MaxNativeAttribs = 0; 477 prog->MaxNativeTemps = 0; 478 prog->MaxNativeAddressRegs = 0; 479 prog->MaxNativeParameters = 0; 480} 481 482 483/** 484 * Initialize fields of gl_constants (aka ctx->Const.*). 485 * Use defaults from config.h. The device drivers will often override 486 * some of these values (such as number of texture units). 487 */ 488static void 489_mesa_init_constants(GLcontext *ctx) 490{ 491 assert(ctx); 492 493 /* Constants, may be overriden (usually only reduced) by device drivers */ 494 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; 495 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS; 496 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS; 497 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE; 498 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS; 499 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS; 500 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; 501 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, 502 ctx->Const.MaxTextureImageUnits); 503 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY; 504 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS; 505 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE; 506 ctx->Const.SubPixelBits = SUB_PIXEL_BITS; 507 ctx->Const.MinPointSize = MIN_POINT_SIZE; 508 ctx->Const.MaxPointSize = MAX_POINT_SIZE; 509 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE; 510 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE; 511 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY; 512 ctx->Const.MinLineWidth = MIN_LINE_WIDTH; 513 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH; 514 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH; 515 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH; 516 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY; 517 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE; 518 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH; 519 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT; 520 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES; 521 ctx->Const.MaxLights = MAX_LIGHTS; 522 ctx->Const.MaxShininess = 128.0; 523 ctx->Const.MaxSpotExponent = 128.0; 524 ctx->Const.MaxViewportWidth = MAX_WIDTH; 525 ctx->Const.MaxViewportHeight = MAX_HEIGHT; 526#if FEATURE_ARB_vertex_program 527 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram); 528#endif 529#if FEATURE_ARB_fragment_program 530 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram); 531#endif 532 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES; 533 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH; 534 535 /* CheckArrayBounds is overriden by drivers/x11 for X server */ 536 ctx->Const.CheckArrayBounds = GL_FALSE; 537 538 /* GL_ARB_draw_buffers */ 539 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS; 540 541#if FEATURE_EXT_framebuffer_object 542 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS; 543 ctx->Const.MaxRenderbufferSize = MAX_WIDTH; 544#endif 545 546#if FEATURE_ARB_vertex_shader 547 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; 548 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; 549 ctx->Const.MaxVarying = MAX_VARYING; 550#endif 551 552 /* GL_ARB_framebuffer_object */ 553 ctx->Const.MaxSamples = 0; 554 555 /* GL_ARB_sync */ 556 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0; 557 558 /* GL_ATI_envmap_bumpmap */ 559 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS; 560 561 /* GL_EXT_provoking_vertex */ 562 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE; 563} 564 565 566/** 567 * Do some sanity checks on the limits/constants for the given context. 568 * Only called the first time a context is bound. 569 */ 570static void 571check_context_limits(GLcontext *ctx) 572{ 573 /* check that we don't exceed the size of various bitfields */ 574 assert(VERT_RESULT_MAX <= 575 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten))); 576 assert(FRAG_ATTRIB_MAX <= 577 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead))); 578 579 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield)); 580 581 /* shader-related checks */ 582 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); 583 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); 584 585 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); 586 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); 587 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX); 588 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX); 589 590 /* Texture unit checks */ 591 assert(ctx->Const.MaxTextureImageUnits > 0); 592 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS); 593 assert(ctx->Const.MaxTextureCoordUnits > 0); 594 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS); 595 assert(ctx->Const.MaxTextureUnits > 0); 596 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); 597 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); 598 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits, 599 ctx->Const.MaxTextureCoordUnits)); 600 assert(ctx->Const.MaxCombinedTextureImageUnits > 0); 601 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); 602 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); 603 /* number of coord units cannot be greater than number of image units */ 604 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits); 605 606 607 /* Texture size checks */ 608 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS); 609 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS); 610 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS); 611 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE); 612 613 /* make sure largest texture image is <= MAX_WIDTH in size */ 614 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH); 615 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH); 616 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH); 617 618 /* Texture level checks */ 619 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS); 620 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS); 621 622 /* Max texture size should be <= max viewport size (render to texture) */ 623 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH); 624 625 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH); 626 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH); 627 628 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS); 629 630 /* XXX probably add more tests */ 631} 632 633 634/** 635 * Initialize the attribute groups in a GL context. 636 * 637 * \param ctx GL context. 638 * 639 * Initializes all the attributes, calling the respective <tt>init*</tt> 640 * functions for the more complex data structures. 641 */ 642static GLboolean 643init_attrib_groups(GLcontext *ctx) 644{ 645 assert(ctx); 646 647 /* Constants */ 648 _mesa_init_constants( ctx ); 649 650 /* Extensions */ 651 _mesa_init_extensions( ctx ); 652 653 /* Attribute Groups */ 654 _mesa_init_accum( ctx ); 655 _mesa_init_attrib( ctx ); 656 _mesa_init_buffer_objects( ctx ); 657 _mesa_init_color( ctx ); 658 _mesa_init_colortables( ctx ); 659 _mesa_init_current( ctx ); 660 _mesa_init_depth( ctx ); 661 _mesa_init_debug( ctx ); 662 _mesa_init_display_list( ctx ); 663 _mesa_init_eval( ctx ); 664 _mesa_init_fbobjects( ctx ); 665 _mesa_init_feedback( ctx ); 666 _mesa_init_fog( ctx ); 667 _mesa_init_histogram( ctx ); 668 _mesa_init_hint( ctx ); 669 _mesa_init_line( ctx ); 670 _mesa_init_lighting( ctx ); 671 _mesa_init_matrix( ctx ); 672 _mesa_init_multisample( ctx ); 673 _mesa_init_pixel( ctx ); 674 _mesa_init_pixelstore( ctx ); 675 _mesa_init_point( ctx ); 676 _mesa_init_polygon( ctx ); 677 _mesa_init_program( ctx ); 678 _mesa_init_queryobj( ctx ); 679#if FEATURE_ARB_sync 680 _mesa_init_sync( ctx ); 681#endif 682 _mesa_init_rastpos( ctx ); 683 _mesa_init_scissor( ctx ); 684 _mesa_init_shader_state( ctx ); 685 _mesa_init_stencil( ctx ); 686 _mesa_init_transform( ctx ); 687 _mesa_init_varray( ctx ); 688 _mesa_init_viewport( ctx ); 689 690 if (!_mesa_init_texture( ctx )) 691 return GL_FALSE; 692 693 _mesa_init_texture_s3tc( ctx ); 694 695 /* Miscellaneous */ 696 ctx->NewState = _NEW_ALL; 697 ctx->ErrorValue = (GLenum) GL_NO_ERROR; 698 ctx->varying_vp_inputs = ~0; 699 700 return GL_TRUE; 701} 702 703 704/** 705 * Update default objects in a GL context with respect to shared state. 706 * 707 * \param ctx GL context. 708 * 709 * Removes references to old default objects, (texture objects, program 710 * objects, etc.) and changes to reference those from the current shared 711 * state. 712 */ 713static GLboolean 714update_default_objects(GLcontext *ctx) 715{ 716 assert(ctx); 717 718 _mesa_update_default_objects_program(ctx); 719 _mesa_update_default_objects_texture(ctx); 720 _mesa_update_default_objects_buffer_objects(ctx); 721 722 return GL_TRUE; 723} 724 725 726/** 727 * This is the default function we plug into all dispatch table slots 728 * This helps prevents a segfault when someone calls a GL function without 729 * first checking if the extension's supported. 730 */ 731static int 732generic_nop(void) 733{ 734 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)"); 735 return 0; 736} 737 738 739/** 740 * Allocate and initialize a new dispatch table. 741 */ 742static struct _glapi_table * 743alloc_dispatch_table(void) 744{ 745 /* Find the larger of Mesa's dispatch table and libGL's dispatch table. 746 * In practice, this'll be the same for stand-alone Mesa. But for DRI 747 * Mesa we do this to accomodate different versions of libGL and various 748 * DRI drivers. 749 */ 750 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), 751 sizeof(struct _glapi_table) / sizeof(_glapi_proc)); 752 struct _glapi_table *table = 753 (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc)); 754 if (table) { 755 _glapi_proc *entry = (_glapi_proc *) table; 756 GLint i; 757 for (i = 0; i < numEntries; i++) { 758 entry[i] = (_glapi_proc) generic_nop; 759 } 760 } 761 return table; 762} 763 764 765/** 766 * Initialize a GLcontext struct (rendering context). 767 * 768 * This includes allocating all the other structs and arrays which hang off of 769 * the context by pointers. 770 * Note that the driver needs to pass in its dd_function_table here since 771 * we need to at least call driverFunctions->NewTextureObject to create the 772 * default texture objects. 773 * 774 * Called by _mesa_create_context(). 775 * 776 * Performs the imports and exports callback tables initialization, and 777 * miscellaneous one-time initializations. If no shared context is supplied one 778 * is allocated, and increase its reference count. Setups the GL API dispatch 779 * tables. Initialize the TNL module. Sets the maximum Z buffer depth. 780 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables 781 * for debug flags. 782 * 783 * \param ctx the context to initialize 784 * \param visual describes the visual attributes for this context 785 * \param share_list points to context to share textures, display lists, 786 * etc with, or NULL 787 * \param driverFunctions table of device driver functions for this context 788 * to use 789 * \param driverContext pointer to driver-specific context data 790 */ 791GLboolean 792_mesa_initialize_context(GLcontext *ctx, 793 const GLvisual *visual, 794 GLcontext *share_list, 795 const struct dd_function_table *driverFunctions, 796 void *driverContext) 797{ 798 struct gl_shared_state *shared; 799 800 /*ASSERT(driverContext);*/ 801 assert(driverFunctions->NewTextureObject); 802 assert(driverFunctions->FreeTexImageData); 803 804 /* misc one-time initializations */ 805 one_time_init(ctx); 806 807 ctx->Visual = *visual; 808 ctx->DrawBuffer = NULL; 809 ctx->ReadBuffer = NULL; 810 ctx->WinSysDrawBuffer = NULL; 811 ctx->WinSysReadBuffer = NULL; 812 813 /* Plug in driver functions and context pointer here. 814 * This is important because when we call alloc_shared_state() below 815 * we'll call ctx->Driver.NewTextureObject() to create the default 816 * textures. 817 */ 818 ctx->Driver = *driverFunctions; 819 ctx->DriverCtx = driverContext; 820 821 if (share_list) { 822 /* share state with another context */ 823 shared = share_list->Shared; 824 } 825 else { 826 /* allocate new, unshared state */ 827 shared = _mesa_alloc_shared_state(ctx); 828 if (!shared) 829 return GL_FALSE; 830 } 831 832 _glthread_LOCK_MUTEX(shared->Mutex); 833 ctx->Shared = shared; 834 shared->RefCount++; 835 _glthread_UNLOCK_MUTEX(shared->Mutex); 836 837 if (!init_attrib_groups( ctx )) { 838 _mesa_release_shared_state(ctx, ctx->Shared); 839 return GL_FALSE; 840 } 841 842 /* setup the API dispatch tables */ 843 ctx->Exec = alloc_dispatch_table(); 844 ctx->Save = alloc_dispatch_table(); 845 if (!ctx->Exec || !ctx->Save) { 846 _mesa_release_shared_state(ctx, ctx->Shared); 847 if (ctx->Exec) 848 free(ctx->Exec); 849 return GL_FALSE; 850 } 851#if FEATURE_dispatch 852 _mesa_init_exec_table(ctx->Exec); 853#endif 854 ctx->CurrentDispatch = ctx->Exec; 855 856#if FEATURE_dlist 857 _mesa_init_save_table(ctx->Save); 858 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); 859#endif 860 861 /* Neutral tnl module stuff */ 862 _mesa_init_exec_vtxfmt( ctx ); 863 ctx->TnlModule.Current = NULL; 864 ctx->TnlModule.SwapCount = 0; 865 866 ctx->FragmentProgram._MaintainTexEnvProgram 867 = (_mesa_getenv("MESA_TEX_PROG") != NULL); 868 869 ctx->VertexProgram._MaintainTnlProgram 870 = (_mesa_getenv("MESA_TNL_PROG") != NULL); 871 if (ctx->VertexProgram._MaintainTnlProgram) { 872 /* this is required... */ 873 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; 874 } 875 876#ifdef FEATURE_extra_context_init 877 _mesa_initialize_context_extra(ctx); 878#endif 879 880 ctx->FirstTimeCurrent = GL_TRUE; 881 882 return GL_TRUE; 883} 884 885 886/** 887 * Allocate and initialize a GLcontext structure. 888 * Note that the driver needs to pass in its dd_function_table here since 889 * we need to at least call driverFunctions->NewTextureObject to initialize 890 * the rendering context. 891 * 892 * \param visual a GLvisual pointer (we copy the struct contents) 893 * \param share_list another context to share display lists with or NULL 894 * \param driverFunctions points to the dd_function_table into which the 895 * driver has plugged in all its special functions. 896 * \param driverContext points to the device driver's private context state 897 * 898 * \return pointer to a new __GLcontextRec or NULL if error. 899 */ 900GLcontext * 901_mesa_create_context(const GLvisual *visual, 902 GLcontext *share_list, 903 const struct dd_function_table *driverFunctions, 904 void *driverContext) 905{ 906 GLcontext *ctx; 907 908 ASSERT(visual); 909 /*ASSERT(driverContext);*/ 910 911 ctx = (GLcontext *) calloc(1, sizeof(GLcontext)); 912 if (!ctx) 913 return NULL; 914 915 if (_mesa_initialize_context(ctx, visual, share_list, 916 driverFunctions, driverContext)) { 917 return ctx; 918 } 919 else { 920 free(ctx); 921 return NULL; 922 } 923} 924 925 926/** 927 * Free the data associated with the given context. 928 * 929 * But doesn't free the GLcontext struct itself. 930 * 931 * \sa _mesa_initialize_context() and init_attrib_groups(). 932 */ 933void 934_mesa_free_context_data( GLcontext *ctx ) 935{ 936 if (!_mesa_get_current_context()){ 937 /* No current context, but we may need one in order to delete 938 * texture objs, etc. So temporarily bind the context now. 939 */ 940 _mesa_make_current(ctx, NULL, NULL); 941 } 942 943 /* unreference WinSysDraw/Read buffers */ 944 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL); 945 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL); 946 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL); 947 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL); 948 949 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL); 950 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); 951 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL); 952 953 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL); 954 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); 955 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL); 956 957 _mesa_free_attrib_data(ctx); 958 _mesa_free_buffer_objects(ctx); 959 _mesa_free_lighting_data( ctx ); 960 _mesa_free_eval_data( ctx ); 961 _mesa_free_texture_data( ctx ); 962 _mesa_free_matrix_data( ctx ); 963 _mesa_free_viewport_data( ctx ); 964 _mesa_free_colortables_data( ctx ); 965 _mesa_free_program_data(ctx); 966 _mesa_free_shader_state(ctx); 967 _mesa_free_queryobj_data(ctx); 968#if FEATURE_ARB_sync 969 _mesa_free_sync_data(ctx); 970#endif 971 _mesa_free_varray_data(ctx); 972 973 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj); 974 975#if FEATURE_ARB_pixel_buffer_object 976 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL); 977 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL); 978 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL); 979#endif 980 981#if FEATURE_ARB_vertex_buffer_object 982 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL); 983 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL); 984#endif 985 986 /* free dispatch tables */ 987 free(ctx->Exec); 988 free(ctx->Save); 989 990 /* Shared context state (display lists, textures, etc) */ 991 _mesa_release_shared_state( ctx, ctx->Shared ); 992 993 /* needs to be after freeing shared state */ 994 _mesa_free_display_list_data(ctx); 995 996 if (ctx->Extensions.String) 997 free((void *) ctx->Extensions.String); 998 999 if (ctx->VersionString) 1000 free(ctx->VersionString); 1001 1002 /* unbind the context if it's currently bound */ 1003 if (ctx == _mesa_get_current_context()) { 1004 _mesa_make_current(NULL, NULL, NULL); 1005 } 1006} 1007 1008 1009/** 1010 * Destroy a GLcontext structure. 1011 * 1012 * \param ctx GL context. 1013 * 1014 * Calls _mesa_free_context_data() and frees the GLcontext structure itself. 1015 */ 1016void 1017_mesa_destroy_context( GLcontext *ctx ) 1018{ 1019 if (ctx) { 1020 _mesa_free_context_data(ctx); 1021 free( (void *) ctx ); 1022 } 1023} 1024 1025 1026#if _HAVE_FULL_GL 1027/** 1028 * Copy attribute groups from one context to another. 1029 * 1030 * \param src source context 1031 * \param dst destination context 1032 * \param mask bitwise OR of GL_*_BIT flags 1033 * 1034 * According to the bits specified in \p mask, copies the corresponding 1035 * attributes from \p src into \p dst. For many of the attributes a simple \c 1036 * memcpy is not enough due to the existence of internal pointers in their data 1037 * structures. 1038 */ 1039void 1040_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask ) 1041{ 1042 if (mask & GL_ACCUM_BUFFER_BIT) { 1043 /* OK to memcpy */ 1044 dst->Accum = src->Accum; 1045 } 1046 if (mask & GL_COLOR_BUFFER_BIT) { 1047 /* OK to memcpy */ 1048 dst->Color = src->Color; 1049 } 1050 if (mask & GL_CURRENT_BIT) { 1051 /* OK to memcpy */ 1052 dst->Current = src->Current; 1053 } 1054 if (mask & GL_DEPTH_BUFFER_BIT) { 1055 /* OK to memcpy */ 1056 dst->Depth = src->Depth; 1057 } 1058 if (mask & GL_ENABLE_BIT) { 1059 /* no op */ 1060 } 1061 if (mask & GL_EVAL_BIT) { 1062 /* OK to memcpy */ 1063 dst->Eval = src->Eval; 1064 } 1065 if (mask & GL_FOG_BIT) { 1066 /* OK to memcpy */ 1067 dst->Fog = src->Fog; 1068 } 1069 if (mask & GL_HINT_BIT) { 1070 /* OK to memcpy */ 1071 dst->Hint = src->Hint; 1072 } 1073 if (mask & GL_LIGHTING_BIT) { 1074 GLuint i; 1075 /* begin with memcpy */ 1076 dst->Light = src->Light; 1077 /* fixup linked lists to prevent pointer insanity */ 1078 make_empty_list( &(dst->Light.EnabledList) ); 1079 for (i = 0; i < MAX_LIGHTS; i++) { 1080 if (dst->Light.Light[i].Enabled) { 1081 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i])); 1082 } 1083 } 1084 } 1085 if (mask & GL_LINE_BIT) { 1086 /* OK to memcpy */ 1087 dst->Line = src->Line; 1088 } 1089 if (mask & GL_LIST_BIT) { 1090 /* OK to memcpy */ 1091 dst->List = src->List; 1092 } 1093 if (mask & GL_PIXEL_MODE_BIT) { 1094 /* OK to memcpy */ 1095 dst->Pixel = src->Pixel; 1096 } 1097 if (mask & GL_POINT_BIT) { 1098 /* OK to memcpy */ 1099 dst->Point = src->Point; 1100 } 1101 if (mask & GL_POLYGON_BIT) { 1102 /* OK to memcpy */ 1103 dst->Polygon = src->Polygon; 1104 } 1105 if (mask & GL_POLYGON_STIPPLE_BIT) { 1106 /* Use loop instead of memcpy due to problem with Portland Group's 1107 * C compiler. Reported by John Stone. 1108 */ 1109 GLuint i; 1110 for (i = 0; i < 32; i++) { 1111 dst->PolygonStipple[i] = src->PolygonStipple[i]; 1112 } 1113 } 1114 if (mask & GL_SCISSOR_BIT) { 1115 /* OK to memcpy */ 1116 dst->Scissor = src->Scissor; 1117 } 1118 if (mask & GL_STENCIL_BUFFER_BIT) { 1119 /* OK to memcpy */ 1120 dst->Stencil = src->Stencil; 1121 } 1122 if (mask & GL_TEXTURE_BIT) { 1123 /* Cannot memcpy because of pointers */ 1124 _mesa_copy_texture_state(src, dst); 1125 } 1126 if (mask & GL_TRANSFORM_BIT) { 1127 /* OK to memcpy */ 1128 dst->Transform = src->Transform; 1129 } 1130 if (mask & GL_VIEWPORT_BIT) { 1131 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */ 1132 dst->Viewport.X = src->Viewport.X; 1133 dst->Viewport.Y = src->Viewport.Y; 1134 dst->Viewport.Width = src->Viewport.Width; 1135 dst->Viewport.Height = src->Viewport.Height; 1136 dst->Viewport.Near = src->Viewport.Near; 1137 dst->Viewport.Far = src->Viewport.Far; 1138 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap); 1139 } 1140 1141 /* XXX FIXME: Call callbacks? 1142 */ 1143 dst->NewState = _NEW_ALL; 1144} 1145#endif 1146 1147 1148/** 1149 * Check if the given context can render into the given framebuffer 1150 * by checking visual attributes. 1151 * 1152 * Most of these tests could go away because Mesa is now pretty flexible 1153 * in terms of mixing rendering contexts with framebuffers. As long 1154 * as RGB vs. CI mode agree, we're probably good. 1155 * 1156 * \return GL_TRUE if compatible, GL_FALSE otherwise. 1157 */ 1158static GLboolean 1159check_compatible(const GLcontext *ctx, const GLframebuffer *buffer) 1160{ 1161 const GLvisual *ctxvis = &ctx->Visual; 1162 const GLvisual *bufvis = &buffer->Visual; 1163 1164 if (ctxvis == bufvis) 1165 return GL_TRUE; 1166 1167#if 0 1168 /* disabling this fixes the fgl_glxgears pbuffer demo */ 1169 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode) 1170 return GL_FALSE; 1171#endif 1172 if (ctxvis->stereoMode && !bufvis->stereoMode) 1173 return GL_FALSE; 1174 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer) 1175 return GL_FALSE; 1176 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer) 1177 return GL_FALSE; 1178 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer) 1179 return GL_FALSE; 1180 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask) 1181 return GL_FALSE; 1182 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask) 1183 return GL_FALSE; 1184 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask) 1185 return GL_FALSE; 1186#if 0 1187 /* disabled (see bug 11161) */ 1188 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits) 1189 return GL_FALSE; 1190#endif 1191 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits) 1192 return GL_FALSE; 1193 1194 return GL_TRUE; 1195} 1196 1197 1198/** 1199 * Do one-time initialization for the given framebuffer. Specifically, 1200 * ask the driver for the window's current size and update the framebuffer 1201 * object to match. 1202 * Really, the device driver should totally take care of this. 1203 */ 1204static void 1205initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb) 1206{ 1207 GLuint width, height; 1208 if (ctx->Driver.GetBufferSize) { 1209 ctx->Driver.GetBufferSize(fb, &width, &height); 1210 if (ctx->Driver.ResizeBuffers) 1211 ctx->Driver.ResizeBuffers(ctx, fb, width, height); 1212 fb->Initialized = GL_TRUE; 1213 } 1214} 1215 1216 1217/** 1218 * Check if the viewport/scissor size has not yet been initialized. 1219 * Initialize the size if the given width and height are non-zero. 1220 */ 1221void 1222_mesa_check_init_viewport(GLcontext *ctx, GLuint width, GLuint height) 1223{ 1224 if (!ctx->ViewportInitialized && width > 0 && height > 0) { 1225 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent 1226 * potential infinite recursion. 1227 */ 1228 ctx->ViewportInitialized = GL_TRUE; 1229 _mesa_set_viewport(ctx, 0, 0, width, height); 1230 _mesa_set_scissor(ctx, 0, 0, width, height); 1231 } 1232} 1233 1234 1235/** 1236 * Bind the given context to the given drawBuffer and readBuffer and 1237 * make it the current context for the calling thread. 1238 * We'll render into the drawBuffer and read pixels from the 1239 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc). 1240 * 1241 * We check that the context's and framebuffer's visuals are compatible 1242 * and return immediately if they're not. 1243 * 1244 * \param newCtx the new GL context. If NULL then there will be no current GL 1245 * context. 1246 * \param drawBuffer the drawing framebuffer 1247 * \param readBuffer the reading framebuffer 1248 */ 1249GLboolean 1250_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer, 1251 GLframebuffer *readBuffer ) 1252{ 1253 if (MESA_VERBOSE & VERBOSE_API) 1254 _mesa_debug(newCtx, "_mesa_make_current()\n"); 1255 1256 /* Check that the context's and framebuffer's visuals are compatible. 1257 */ 1258 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) { 1259 if (!check_compatible(newCtx, drawBuffer)) { 1260 _mesa_warning(newCtx, 1261 "MakeCurrent: incompatible visuals for context and drawbuffer"); 1262 return GL_FALSE; 1263 } 1264 } 1265 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) { 1266 if (!check_compatible(newCtx, readBuffer)) { 1267 _mesa_warning(newCtx, 1268 "MakeCurrent: incompatible visuals for context and readbuffer"); 1269 return GL_FALSE; 1270 } 1271 } 1272 1273 /* We used to call _glapi_check_multithread() here. Now do it in drivers */ 1274 _glapi_set_context((void *) newCtx); 1275 ASSERT(_mesa_get_current_context() == newCtx); 1276 1277 if (!newCtx) { 1278 _glapi_set_dispatch(NULL); /* none current */ 1279 } 1280 else { 1281 _glapi_set_dispatch(newCtx->CurrentDispatch); 1282 1283 if (drawBuffer && readBuffer) { 1284 /* TODO: check if newCtx and buffer's visual match??? */ 1285 1286 ASSERT(drawBuffer->Name == 0); 1287 ASSERT(readBuffer->Name == 0); 1288 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer); 1289 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer); 1290 1291 /* 1292 * Only set the context's Draw/ReadBuffer fields if they're NULL 1293 * or not bound to a user-created FBO. 1294 */ 1295 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) { 1296 /* KW: merge conflict here, revisit. 1297 */ 1298 /* fix up the fb fields - these will end up wrong otherwise 1299 * if the DRIdrawable changes, and everything relies on them. 1300 * This is a bit messy (same as needed in _mesa_BindFramebufferEXT) 1301 */ 1302 unsigned int i; 1303 GLenum buffers[MAX_DRAW_BUFFERS]; 1304 1305 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); 1306 1307 for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) { 1308 buffers[i] = newCtx->Color.DrawBuffer[i]; 1309 } 1310 1311 _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL); 1312 } 1313 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) { 1314 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); 1315 } 1316 1317 /* XXX only set this flag if we're really changing the draw/read 1318 * framebuffer bindings. 1319 */ 1320 newCtx->NewState |= _NEW_BUFFERS; 1321 1322#if 1 1323 /* We want to get rid of these lines: */ 1324 1325#if _HAVE_FULL_GL 1326 if (!drawBuffer->Initialized) { 1327 initialize_framebuffer_size(newCtx, drawBuffer); 1328 } 1329 if (readBuffer != drawBuffer && !readBuffer->Initialized) { 1330 initialize_framebuffer_size(newCtx, readBuffer); 1331 } 1332 1333 _mesa_resizebuffers(newCtx); 1334#endif 1335 1336#else 1337 /* We want the drawBuffer and readBuffer to be initialized by 1338 * the driver. 1339 * This generally means the Width and Height match the actual 1340 * window size and the renderbuffers (both hardware and software 1341 * based) are allocated to match. The later can generally be 1342 * done with a call to _mesa_resize_framebuffer(). 1343 * 1344 * It's theoretically possible for a buffer to have zero width 1345 * or height, but for now, assert check that the driver did what's 1346 * expected of it. 1347 */ 1348 ASSERT(drawBuffer->Width > 0); 1349 ASSERT(drawBuffer->Height > 0); 1350#endif 1351 1352 if (drawBuffer) { 1353 _mesa_check_init_viewport(newCtx, 1354 drawBuffer->Width, drawBuffer->Height); 1355 } 1356 } 1357 1358 if (newCtx->FirstTimeCurrent) { 1359 _mesa_compute_version(newCtx); 1360 1361 check_context_limits(newCtx); 1362 1363 /* We can use this to help debug user's problems. Tell them to set 1364 * the MESA_INFO env variable before running their app. Then the 1365 * first time each context is made current we'll print some useful 1366 * information. 1367 */ 1368 if (_mesa_getenv("MESA_INFO")) { 1369 _mesa_print_info(); 1370 } 1371 1372 newCtx->FirstTimeCurrent = GL_FALSE; 1373 } 1374 } 1375 1376 return GL_TRUE; 1377} 1378 1379 1380/** 1381 * Make context 'ctx' share the display lists, textures and programs 1382 * that are associated with 'ctxToShare'. 1383 * Any display lists, textures or programs associated with 'ctx' will 1384 * be deleted if nobody else is sharing them. 1385 */ 1386GLboolean 1387_mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare) 1388{ 1389 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) { 1390 struct gl_shared_state *oldSharedState = ctx->Shared; 1391 1392 ctx->Shared = ctxToShare->Shared; 1393 1394 _glthread_LOCK_MUTEX(ctx->Shared->Mutex); 1395 ctx->Shared->RefCount++; 1396 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); 1397 1398 update_default_objects(ctx); 1399 1400 _mesa_release_shared_state(ctx, oldSharedState); 1401 1402 return GL_TRUE; 1403 } 1404 else { 1405 return GL_FALSE; 1406 } 1407} 1408 1409 1410 1411/** 1412 * \return pointer to the current GL context for this thread. 1413 * 1414 * Calls _glapi_get_context(). This isn't the fastest way to get the current 1415 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in 1416 * context.h. 1417 */ 1418GLcontext * 1419_mesa_get_current_context( void ) 1420{ 1421 return (GLcontext *) _glapi_get_context(); 1422} 1423 1424 1425/** 1426 * Get context's current API dispatch table. 1427 * 1428 * It'll either be the immediate-mode execute dispatcher or the display list 1429 * compile dispatcher. 1430 * 1431 * \param ctx GL context. 1432 * 1433 * \return pointer to dispatch_table. 1434 * 1435 * Simply returns __GLcontextRec::CurrentDispatch. 1436 */ 1437struct _glapi_table * 1438_mesa_get_dispatch(GLcontext *ctx) 1439{ 1440 return ctx->CurrentDispatch; 1441} 1442 1443/*@}*/ 1444 1445 1446/**********************************************************************/ 1447/** \name Miscellaneous functions */ 1448/**********************************************************************/ 1449/*@{*/ 1450 1451/** 1452 * Record an error. 1453 * 1454 * \param ctx GL context. 1455 * \param error error code. 1456 * 1457 * Records the given error code and call the driver's dd_function_table::Error 1458 * function if defined. 1459 * 1460 * \sa 1461 * This is called via _mesa_error(). 1462 */ 1463void 1464_mesa_record_error(GLcontext *ctx, GLenum error) 1465{ 1466 if (!ctx) 1467 return; 1468 1469 if (ctx->ErrorValue == GL_NO_ERROR) { 1470 ctx->ErrorValue = error; 1471 } 1472 1473 /* Call device driver's error handler, if any. This is used on the Mac. */ 1474 if (ctx->Driver.Error) { 1475 ctx->Driver.Error(ctx); 1476 } 1477} 1478 1479 1480/** 1481 * Flush commands and wait for completion. 1482 */ 1483void 1484_mesa_finish(GLcontext *ctx) 1485{ 1486 FLUSH_CURRENT( ctx, 0 ); 1487 if (ctx->Driver.Finish) { 1488 ctx->Driver.Finish(ctx); 1489 } 1490} 1491 1492 1493/** 1494 * Flush commands. 1495 */ 1496void 1497_mesa_flush(GLcontext *ctx) 1498{ 1499 FLUSH_CURRENT( ctx, 0 ); 1500 if (ctx->Driver.Flush) { 1501 ctx->Driver.Flush(ctx); 1502 } 1503} 1504 1505 1506 1507/** 1508 * Execute glFinish(). 1509 * 1510 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the 1511 * dd_function_table::Finish driver callback, if not NULL. 1512 */ 1513void GLAPIENTRY 1514_mesa_Finish(void) 1515{ 1516 GET_CURRENT_CONTEXT(ctx); 1517 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1518 _mesa_finish(ctx); 1519} 1520 1521 1522/** 1523 * Execute glFlush(). 1524 * 1525 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the 1526 * dd_function_table::Flush driver callback, if not NULL. 1527 */ 1528void GLAPIENTRY 1529_mesa_Flush(void) 1530{ 1531 GET_CURRENT_CONTEXT(ctx); 1532 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); 1533 _mesa_flush(ctx); 1534} 1535 1536 1537/** 1538 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over 1539 * MUL/MAD, or vice versa, call this function to register that. 1540 * Otherwise we default to MUL/MAD. 1541 */ 1542void 1543_mesa_set_mvp_with_dp4( GLcontext *ctx, 1544 GLboolean flag ) 1545{ 1546 ctx->mvp_with_dp4 = flag; 1547} 1548 1549 1550 1551/** 1552 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function 1553 * is called to see if it's valid to render. This involves checking that 1554 * the current shader is valid and the framebuffer is complete. 1555 * If an error is detected it'll be recorded here. 1556 * \return GL_TRUE if OK to render, GL_FALSE if not 1557 */ 1558GLboolean 1559_mesa_valid_to_render(GLcontext *ctx, const char *where) 1560{ 1561 /* This depends on having up to date derived state (shaders) */ 1562 if (ctx->NewState) 1563 _mesa_update_state(ctx); 1564 1565 if (ctx->Shader.CurrentProgram) { 1566 /* using shaders */ 1567 if (!ctx->Shader.CurrentProgram->LinkStatus) { 1568 _mesa_error(ctx, GL_INVALID_OPERATION, 1569 "%s(shader not linked), where"); 1570 return GL_FALSE; 1571 } 1572#if 0 /* not normally enabled */ 1573 { 1574 char errMsg[100]; 1575 if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram, 1576 errMsg)) { 1577 _mesa_warning(ctx, "Shader program %u is invalid: %s", 1578 ctx->Shader.CurrentProgram->Name, errMsg); 1579 } 1580 } 1581#endif 1582 } 1583 else { 1584 if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { 1585 _mesa_error(ctx, GL_INVALID_OPERATION, 1586 "%s(vertex program not valid)", where); 1587 return GL_FALSE; 1588 } 1589 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { 1590 _mesa_error(ctx, GL_INVALID_OPERATION, 1591 "%s(fragment program not valid)", where); 1592 return GL_FALSE; 1593 } 1594 } 1595 1596 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 1597 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, 1598 "%s(incomplete framebuffer)", where); 1599 return GL_FALSE; 1600 } 1601 1602#ifdef DEBUG 1603 if (ctx->Shader.Flags & GLSL_LOG) { 1604 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; 1605 if (shProg) { 1606 if (!shProg->_Used) { 1607 /* This is the first time this shader is being used. 1608 * Append shader's constants/uniforms to log file. 1609 */ 1610 GLuint i; 1611 for (i = 0; i < shProg->NumShaders; i++) { 1612 struct gl_shader *sh = shProg->Shaders[i]; 1613 if (sh->Type == GL_VERTEX_SHADER) { 1614 _mesa_append_uniforms_to_file(sh, 1615 &shProg->VertexProgram->Base); 1616 } 1617 else if (sh->Type == GL_FRAGMENT_SHADER) { 1618 _mesa_append_uniforms_to_file(sh, 1619 &shProg->FragmentProgram->Base); 1620 } 1621 } 1622 shProg->_Used = GL_TRUE; 1623 } 1624 } 1625 } 1626#endif 1627 1628 return GL_TRUE; 1629} 1630 1631 1632/*@}*/ 1633