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