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+/**
+ * \file context.c
+ * Mesa context/visual/framebuffer management functions.
+ * \author Brian Paul
+ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/**
+ * \mainpage Mesa Main Module
+ *
+ * \section MainIntroduction Introduction
+ *
+ * The Mesa Main module consists of all the files in the main/ directory.
+ * Among the features of this module are:
+ * <UL>
+ * <LI> Structures to represent most GL state </LI>
+ * <LI> State set/get functions </LI>
+ * <LI> Display lists </LI>
+ * <LI> Texture unit, object and image handling </LI>
+ * <LI> Matrix and attribute stacks </LI>
+ * </UL>
+ *
+ * Other modules are responsible for API dispatch, vertex transformation,
+ * point/line/triangle setup, rasterization, vertex array caching,
+ * vertex/fragment programs/shaders, etc.
+ *
+ *
+ * \section AboutDoxygen About Doxygen
+ *
+ * If you're viewing this information as Doxygen-generated HTML you'll
+ * see the documentation index at the top of this page.
+ *
+ * The first line lists the Mesa source code modules.
+ * The second line lists the indexes available for viewing the documentation
+ * for each module.
+ *
+ * Selecting the <b>Main page</b> link will display a summary of the module
+ * (this page).
+ *
+ * Selecting <b>Data Structures</b> will list all C structures.
+ *
+ * Selecting the <b>File List</b> link will list all the source files in
+ * the module.
+ * Selecting a filename will show a list of all functions defined in that file.
+ *
+ * Selecting the <b>Data Fields</b> link will display a list of all
+ * documented structure members.
+ *
+ * Selecting the <b>Globals</b> link will display a list
+ * of all functions, structures, global variables and macros in the module.
+ *
+ */
+
+
+#include "glheader.h"
+#include "imports.h"
+#include "accum.h"
+#include "attrib.h"
+#include "blend.h"
+#include "buffers.h"
+#include "bufferobj.h"
+#include "colortab.h"
+#include "context.h"
+#include "debug.h"
+#include "depth.h"
+#include "dlist.h"
+#include "eval.h"
+#include "enums.h"
+#include "extensions.h"
+#include "fbobject.h"
+#include "feedback.h"
+#include "fog.h"
+#include "get.h"
+#include "glthread.h"
+#include "glapioffsets.h"
+#include "histogram.h"
+#include "hint.h"
+#include "hash.h"
+#include "atifragshader.h"
+#include "light.h"
+#include "lines.h"
+#include "macros.h"
+#include "matrix.h"
+#include "occlude.h"
+#include "pixel.h"
+#include "points.h"
+#include "polygon.h"
+#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
+#include "program.h"
+#endif
+#include "rastpos.h"
+#include "simple_list.h"
+#include "state.h"
+#include "stencil.h"
+#include "texcompress.h"
+#include "teximage.h"
+#include "texobj.h"
+#include "texstate.h"
+#include "mtypes.h"
+#include "varray.h"
+#include "version.h"
+#include "vtxfmt.h"
+#if _HAVE_FULL_GL
+#include "math/m_translate.h"
+#include "math/m_matrix.h"
+#include "math/m_xform.h"
+#include "math/mathmod.h"
+#endif
+#include "shaderobjects.h"
+
+#ifdef USE_SPARC_ASM
+#include "sparc/sparc.h"
+#endif
+
+#ifndef MESA_VERBOSE
+int MESA_VERBOSE = 0;
+#endif
+
+#ifndef MESA_DEBUG_FLAGS
+int MESA_DEBUG_FLAGS = 0;
+#endif
+
+
+/* ubyte -> float conversion */
+GLfloat _mesa_ubyte_to_float_color_tab[256];
+
+static void
+free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
+
+
+/**********************************************************************/
+/** \name OpenGL SI-style interface (new in Mesa 3.5)
+ *
+ * \if subset
+ * \note Most of these functions are never called in the Mesa subset.
+ * \endif
+ */
+/*@{*/
+
+/**
+ * Destroy context callback.
+ *
+ * \param gc context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::destroyCurrent) when
+ * the rendering context is to be destroyed.
+ * \endif
+ *
+ * Frees the context data and the context structure.
+ */
+GLboolean
+_mesa_destroyContext(__GLcontext *gc)
+{
+ if (gc) {
+ _mesa_free_context_data(gc);
+ _mesa_free(gc);
+ }
+ return GL_TRUE;
+}
+
+/**
+ * Unbind context callback.
+ *
+ * \param gc context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::loseCurrent)
+ * when the rendering context is made non-current.
+ * \endif
+ *
+ * No-op
+ */
+GLboolean
+_mesa_loseCurrent(__GLcontext *gc)
+{
+ /* XXX unbind context from thread */
+ (void) gc;
+ return GL_TRUE;
+}
+
+/**
+ * Bind context callback.
+ *
+ * \param gc context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::makeCurrent)
+ * when the rendering context is made current.
+ * \endif
+ *
+ * No-op
+ */
+GLboolean
+_mesa_makeCurrent(__GLcontext *gc)
+{
+ /* XXX bind context to thread */
+ (void) gc;
+ return GL_TRUE;
+}
+
+/**
+ * Share context callback.
+ *
+ * \param gc context.
+ * \param gcShare shared context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::shareContext)
+ * \endif
+ *
+ * Update the shared context reference count, gl_shared_state::RefCount.
+ */
+GLboolean
+_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
+{
+ if (gc && gcShare && gc->Shared && gcShare->Shared) {
+ gc->Shared->RefCount--;
+ if (gc->Shared->RefCount == 0) {
+ free_shared_state(gc, gc->Shared);
+ }
+ gc->Shared = gcShare->Shared;
+ gc->Shared->RefCount++;
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+
+#if _HAVE_FULL_GL
+/**
+ * Copy context callback.
+ */
+GLboolean
+_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
+{
+ if (dst && src) {
+ _mesa_copy_context( src, dst, mask );
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+#endif
+
+/** No-op */
+GLboolean
+_mesa_forceCurrent(__GLcontext *gc)
+{
+ (void) gc;
+ return GL_TRUE;
+}
+
+/**
+ * Windows/buffer resizing notification callback.
+ *
+ * \param gc GL context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ */
+GLboolean
+_mesa_notifyResize(__GLcontext *gc)
+{
+ GLint x, y;
+ GLuint width, height;
+ __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
+ if (!d || !d->getDrawableSize)
+ return GL_FALSE;
+ d->getDrawableSize( d, &x, &y, &width, &height );
+ /* update viewport, resize software buffers, etc. */
+ return GL_TRUE;
+}
+
+/**
+ * Window/buffer destruction notification callback.
+ *
+ * \param gc GL context.
+ *
+ * Called when the context's window/buffer is going to be destroyed.
+ *
+ * No-op
+ */
+void
+_mesa_notifyDestroy(__GLcontext *gc)
+{
+ /* Unbind from it. */
+ (void) gc;
+}
+
+/**
+ * Swap buffers notification callback.
+ *
+ * \param gc GL context.
+ *
+ * Called by window system just before swapping buffers.
+ * We have to finish any pending rendering.
+ */
+void
+_mesa_notifySwapBuffers(__GLcontext *gc)
+{
+ FLUSH_VERTICES( gc, 0 );
+}
+
+/** No-op */
+struct __GLdispatchStateRec *
+_mesa_dispatchExec(__GLcontext *gc)
+{
+ (void) gc;
+ return NULL;
+}
+
+/** No-op */
+void
+_mesa_beginDispatchOverride(__GLcontext *gc)
+{
+ (void) gc;
+}
+
+/** No-op */
+void
+_mesa_endDispatchOverride(__GLcontext *gc)
+{
+ (void) gc;
+}
+
+/**
+ * \ifnot subset
+ * Setup the exports.
+ *
+ * The window system will call these functions when it needs Mesa to do
+ * something.
+ *
+ * \note Device drivers should override these functions! For example,
+ * the Xlib driver should plug in the XMesa*-style functions into this
+ * structure. The XMesa-style functions should then call the _mesa_*
+ * version of these functions. This is an approximation to OO design
+ * (inheritance and virtual functions).
+ * \endif
+ *
+ * \if subset
+ * No-op.
+ *
+ * \endif
+ */
+static void
+_mesa_init_default_exports(__GLexports *exports)
+{
+#if _HAVE_FULL_GL
+ exports->destroyContext = _mesa_destroyContext;
+ exports->loseCurrent = _mesa_loseCurrent;
+ exports->makeCurrent = _mesa_makeCurrent;
+ exports->shareContext = _mesa_shareContext;
+ exports->copyContext = _mesa_copyContext;
+ exports->forceCurrent = _mesa_forceCurrent;
+ exports->notifyResize = _mesa_notifyResize;
+ exports->notifyDestroy = _mesa_notifyDestroy;
+ exports->notifySwapBuffers = _mesa_notifySwapBuffers;
+ exports->dispatchExec = _mesa_dispatchExec;
+ exports->beginDispatchOverride = _mesa_beginDispatchOverride;
+ exports->endDispatchOverride = _mesa_endDispatchOverride;
+#else
+ (void) exports;
+#endif
+}
+
+/**
+ * Exported OpenGL SI interface.
+ */
+__GLcontext *
+__glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
+{
+ GLcontext *ctx;
+
+ ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
+ if (ctx == NULL) {
+ return NULL;
+ }
+
+ /* XXX doesn't work at this time */
+ _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
+ ctx->imports = *imports;
+
+ return ctx;
+}
+
+/**
+ * Exported OpenGL SI interface.
+ */
+void
+__glCoreNopDispatch(void)
+{
+#if 0
+ /* SI */
+ __gl_dispatch = __glNopDispatchState;
+#else
+ /* Mesa */
+ _glapi_set_dispatch(NULL);
+#endif
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** \name GL Visual allocation/destruction */
+/**********************************************************************/
+/*@{*/
+
+/**
+ * Allocates a GLvisual structure and initializes it via
+ * _mesa_initialize_visual().
+ *
+ * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
+ * \param dbFlag double buffering
+ * \param stereoFlag stereo buffer
+ * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
+ * is acceptable but the actual depth type will be GLushort or GLuint as
+ * needed.
+ * \param stencilBits requested minimum bits per stencil buffer value
+ * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
+ * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
+ * \param redBits number of bits per color component in frame buffer for RGB(A)
+ * mode. We always use 8 in core Mesa though.
+ * \param greenBits same as above.
+ * \param blueBits same as above.
+ * \param alphaBits same as above.
+ * \param numSamples not really used.
+ *
+ * \return pointer to new GLvisual or NULL if requested parameters can't be
+ * met.
+ *
+ * \note Need to add params for level and numAuxBuffers (at least)
+ */
+GLvisual *
+_mesa_create_visual( GLboolean rgbFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint indexBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
+{
+ GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
+ if (vis) {
+ if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
+ redBits, greenBits, blueBits, alphaBits,
+ indexBits, depthBits, stencilBits,
+ accumRedBits, accumGreenBits,
+ accumBlueBits, accumAlphaBits,
+ numSamples)) {
+ FREE(vis);
+ return NULL;
+ }
+ }
+ return vis;
+}
+
+/**
+ * Makes some sanity checks and fills in the fields of the
+ * GLvisual object with the given parameters. If the caller needs
+ * to set additional fields, he should just probably init the whole GLvisual
+ * object himself.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \sa _mesa_create_visual() above for the parameter description.
+ */
+GLboolean
+_mesa_initialize_visual( GLvisual *vis,
+ GLboolean rgbFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint indexBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
+{
+ assert(vis);
+
+ if (depthBits < 0 || depthBits > 32) {
+ return GL_FALSE;
+ }
+ if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
+ return GL_FALSE;
+ }
+ assert(accumRedBits >= 0);
+ assert(accumGreenBits >= 0);
+ assert(accumBlueBits >= 0);
+ assert(accumAlphaBits >= 0);
+
+ vis->rgbMode = rgbFlag;
+ vis->doubleBufferMode = dbFlag;
+ vis->stereoMode = stereoFlag;
+
+ vis->redBits = redBits;
+ vis->greenBits = greenBits;
+ vis->blueBits = blueBits;
+ vis->alphaBits = alphaBits;
+ vis->rgbBits = redBits + greenBits + blueBits;
+
+ vis->indexBits = indexBits;
+ vis->depthBits = depthBits;
+ vis->stencilBits = stencilBits;
+
+ vis->accumRedBits = accumRedBits;
+ vis->accumGreenBits = accumGreenBits;
+ vis->accumBlueBits = accumBlueBits;
+ vis->accumAlphaBits = accumAlphaBits;
+
+ vis->haveAccumBuffer = accumRedBits > 0;
+ vis->haveDepthBuffer = depthBits > 0;
+ vis->haveStencilBuffer = stencilBits > 0;
+
+ vis->numAuxBuffers = 0;
+ vis->level = 0;
+ vis->pixmapMode = 0;
+ vis->sampleBuffers = numSamples > 0 ? 1 : 0;
+ vis->samples = numSamples;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Destroy a visual and free its memory.
+ *
+ * \param vis visual.
+ *
+ * Frees the visual structure.
+ */
+void
+_mesa_destroy_visual( GLvisual *vis )
+{
+ FREE(vis);
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Context allocation, initialization, destroying
+ *
+ * The purpose of the most initialization functions here is to provide the
+ * default state values according to the OpenGL specification.
+ */
+/**********************************************************************/
+/*@{*/
+
+/**
+ * One-time initialization mutex lock.
+ *
+ * \sa Used by one_time_init().
+ */
+_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
+
+/**
+ * Calls all the various one-time-init functions in Mesa.
+ *
+ * While holding a global mutex lock, calls several initialization functions,
+ * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
+ * defined.
+ *
+ * \sa _math_init().
+ */
+static void
+one_time_init( GLcontext *ctx )
+{
+ static GLboolean alreadyCalled = GL_FALSE;
+ (void) ctx;
+ _glthread_LOCK_MUTEX(OneTimeLock);
+ if (!alreadyCalled) {
+ GLuint i;
+
+ /* do some implementation tests */
+ assert( sizeof(GLbyte) == 1 );
+ assert( sizeof(GLubyte) == 1 );
+ assert( sizeof(GLshort) == 2 );
+ assert( sizeof(GLushort) == 2 );
+ assert( sizeof(GLint) == 4 );
+ assert( sizeof(GLuint) == 4 );
+
+#if _HAVE_FULL_GL
+ _math_init();
+
+ for (i = 0; i < 256; i++) {
+ _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
+ }
+#endif
+
+#ifdef USE_SPARC_ASM
+ _mesa_init_sparc_glapi_relocs();
+#endif
+ if (_mesa_getenv("MESA_DEBUG")) {
+ _glapi_noop_enable_warnings(GL_TRUE);
+ _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
+ }
+ else {
+ _glapi_noop_enable_warnings(GL_FALSE);
+ }
+
+#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
+ _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
+ MESA_VERSION_STRING, __DATE__, __TIME__);
+#endif
+
+ alreadyCalled = GL_TRUE;
+ }
+ _glthread_UNLOCK_MUTEX(OneTimeLock);
+}
+
+
+/**
+ * Allocate and initialize a shared context state structure.
+ * Initializes the display list, texture objects and vertex programs hash
+ * tables, allocates the texture objects. If it runs out of memory, frees
+ * everything already allocated before returning NULL.
+ *
+ * \return pointer to a gl_shared_state structure on success, or NULL on
+ * failure.
+ */
+static GLboolean
+alloc_shared_state( GLcontext *ctx )
+{
+ struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
+ if (!ss)
+ return GL_FALSE;
+
+ ctx->Shared = ss;
+
+ _glthread_INIT_MUTEX(ss->Mutex);
+
+ ss->DisplayList = _mesa_NewHashTable();
+ ss->TexObjects = _mesa_NewHashTable();
+#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
+ ss->Programs = _mesa_NewHashTable();
+#endif
+
+#if FEATURE_ARB_vertex_program
+ ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
+ if (!ss->DefaultVertexProgram)
+ goto cleanup;
+#endif
+#if FEATURE_ARB_fragment_program
+ ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ if (!ss->DefaultFragmentProgram)
+ goto cleanup;
+#endif
+#if FEATURE_ATI_fragment_shader
+ ss->ATIShaders = _mesa_NewHashTable();
+ ss->DefaultFragmentShader = _mesa_new_ati_fragment_shader(ctx, 0);
+ if (!ss->DefaultFragmentShader)
+ goto cleanup;
+#endif
+
+ ss->BufferObjects = _mesa_NewHashTable();
+
+ ss->GL2Objects = _mesa_NewHashTable ();
+
+ ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
+ if (!ss->Default1D)
+ goto cleanup;
+
+ ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
+ if (!ss->Default2D)
+ goto cleanup;
+
+ ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
+ if (!ss->Default3D)
+ goto cleanup;
+
+ ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
+ if (!ss->DefaultCubeMap)
+ goto cleanup;
+
+ ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
+ if (!ss->DefaultRect)
+ goto cleanup;
+
+ /* Effectively bind the default textures to all texture units */
+ ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+ ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+ ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+ ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+ ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+
+#if FEATURE_EXT_framebuffer_object
+ ss->FrameBuffers = _mesa_NewHashTable();
+ if (!ss->FrameBuffers)
+ goto cleanup;
+ ss->RenderBuffers = _mesa_NewHashTable();
+ if (!ss->RenderBuffers)
+ goto cleanup;
+#endif
+
+
+ return GL_TRUE;
+
+ cleanup:
+ /* Ran out of memory at some point. Free everything and return NULL */
+ if (ss->DisplayList)
+ _mesa_DeleteHashTable(ss->DisplayList);
+ if (ss->TexObjects)
+ _mesa_DeleteHashTable(ss->TexObjects);
+#if FEATURE_NV_vertex_program
+ if (ss->Programs)
+ _mesa_DeleteHashTable(ss->Programs);
+#endif
+#if FEATURE_ARB_vertex_program
+ if (ss->DefaultVertexProgram)
+ ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
+#endif
+#if FEATURE_ARB_fragment_program
+ if (ss->DefaultFragmentProgram)
+ ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
+#endif
+#if FEATURE_ATI_fragment_shader
+ if (ss->DefaultFragmentShader)
+ _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
+#endif
+#if FEATURE_ARB_vertex_buffer_object
+ if (ss->BufferObjects)
+ _mesa_DeleteHashTable(ss->BufferObjects);
+#endif
+
+ if (ss->GL2Objects)
+ _mesa_DeleteHashTable (ss->GL2Objects);
+
+#if FEATURE_EXT_framebuffer_object
+ if (ss->FrameBuffers)
+ _mesa_DeleteHashTable(ss->FrameBuffers);
+ if (ss->RenderBuffers)
+ _mesa_DeleteHashTable(ss->RenderBuffers);
+#endif
+
+ if (ss->Default1D)
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
+ if (ss->Default2D)
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
+ if (ss->Default3D)
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
+ if (ss->DefaultCubeMap)
+ (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
+ if (ss->DefaultRect)
+ (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
+ if (ss)
+ _mesa_free(ss);
+ return GL_FALSE;
+}
+
+/**
+ * Deallocate a shared state context and all children structures.
+ *
+ * \param ctx GL context.
+ * \param ss shared state pointer.
+ *
+ * Frees the display lists, the texture objects (calling the driver texture
+ * deletion callback to free its private data) and the vertex programs, as well
+ * as their hash tables.
+ *
+ * \sa alloc_shared_state().
+ */
+static void
+free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
+{
+ /* Free display lists */
+ while (1) {
+ GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
+ if (list) {
+ _mesa_destroy_list(ctx, list);
+ }
+ else {
+ break;
+ }
+ }
+ _mesa_DeleteHashTable(ss->DisplayList);
+
+ /* Free texture objects */
+ ASSERT(ctx->Driver.DeleteTexture);
+ /* the default textures */
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
+ /* all other textures */
+ while (1) {
+ GLuint texName = _mesa_HashFirstEntry(ss->TexObjects);
+ if (texName) {
+ struct gl_texture_object *texObj = (struct gl_texture_object *)
+ _mesa_HashLookup(ss->TexObjects, texName);
+ ASSERT(texObj);
+ (*ctx->Driver.DeleteTexture)(ctx, texObj);
+ _mesa_HashRemove(ss->TexObjects, texName);
+ }
+ else {
+ break;
+ }
+ }
+ _mesa_DeleteHashTable(ss->TexObjects);
+
+#if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program)
+ /* Free vertex/fragment programs */
+ while (1) {
+ GLuint prog = _mesa_HashFirstEntry(ss->Programs);
+ if (prog) {
+ struct program *p = (struct program *) _mesa_HashLookup(ss->Programs,
+ prog);
+ ASSERT(p);
+ ctx->Driver.DeleteProgram(ctx, p);
+ _mesa_HashRemove(ss->Programs, prog);
+ }
+ else {
+ break;
+ }
+ }
+ _mesa_DeleteHashTable(ss->Programs);
+#endif
+#if FEATURE_ARB_vertex_program
+ _mesa_delete_program(ctx, ss->DefaultVertexProgram);
+#endif
+#if FEATURE_ARB_fragment_program
+ _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
+#endif
+
+#if FEATURE_ATI_fragment_shader
+ /* Free ATI fragment shaders */
+ while (1) {
+ GLuint prog = _mesa_HashFirstEntry(ss->ATIShaders);
+ if (prog) {
+ struct ati_fragment_shader *s = (struct ati_fragment_shader *)
+ _mesa_HashLookup(ss->ATIShaders, prog);
+ ASSERT(s);
+ _mesa_delete_ati_fragment_shader(ctx, s);
+ _mesa_HashRemove(ss->ATIShaders, prog);
+ }
+ else {
+ break;
+ }
+ }
+ _mesa_DeleteHashTable(ss->ATIShaders);
+ _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader);
+#endif
+
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_DeleteHashTable(ss->BufferObjects);
+#endif
+
+#if FEATURE_ARB_shader_objects
+ _mesa_DeleteHashTable (ss->GL2Objects);
+#endif
+
+#if FEATURE_EXT_framebuffer_object
+ _mesa_DeleteHashTable(ss->FrameBuffers);
+ _mesa_DeleteHashTable(ss->RenderBuffers);
+#endif
+
+ _glthread_DESTROY_MUTEX(ss->Mutex);
+
+ FREE(ss);
+}
+
+
+/**
+ * Initialize fields of gl_current_attrib (aka ctx->Current.*)
+ */
+static void
+_mesa_init_current( GLcontext *ctx )
+{
+ GLuint i;
+
+ /* Current group */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
+ }
+ /* special cases: */
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
+
+ ctx->Current.Index = 1;
+ ctx->Current.EdgeFlag = GL_TRUE;
+}
+
+
+/**
+ * Init vertex/fragment program native limits from logical limits.
+ */
+static void
+init_natives(struct gl_program_constants *prog)
+{
+ prog->MaxNativeInstructions = prog->MaxInstructions;
+ prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
+ prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
+ prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
+ prog->MaxNativeAttribs = prog->MaxAttribs;
+ prog->MaxNativeTemps = prog->MaxTemps;
+ prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
+ prog->MaxNativeParameters = prog->MaxParameters;
+}
+
+
+/**
+ * Initialize fields of gl_constants (aka ctx->Const.*).
+ * Use defaults from config.h. The device drivers will often override
+ * some of these values (such as number of texture units).
+ */
+static void
+_mesa_init_constants( GLcontext *ctx )
+{
+ assert(ctx);
+
+ assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
+ assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
+
+ /* Constants, may be overriden (usually only reduced) by device drivers */
+ ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
+ ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
+ ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
+ ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
+ ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
+ ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
+ ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
+ ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
+ ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
+ ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
+ ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
+ ctx->Const.MinPointSize = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSize = MAX_POINT_SIZE;
+ ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
+ ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
+ ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
+ ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
+ ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
+ ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
+ ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
+ ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
+ ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
+ ctx->Const.MaxLights = MAX_LIGHTS;
+ ctx->Const.MaxShininess = 128.0;
+ ctx->Const.MaxSpotExponent = 128.0;
+ ctx->Const.MaxViewportWidth = MAX_WIDTH;
+ ctx->Const.MaxViewportHeight = MAX_HEIGHT;
+#if FEATURE_ARB_vertex_program
+ ctx->Const.VertexProgram.MaxInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
+ ctx->Const.VertexProgram.MaxAluInstructions = 0;
+ ctx->Const.VertexProgram.MaxTexInstructions = 0;
+ ctx->Const.VertexProgram.MaxTexIndirections = 0;
+ ctx->Const.VertexProgram.MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
+ ctx->Const.VertexProgram.MaxTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
+ ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
+ ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
+ ctx->Const.VertexProgram.MaxEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
+ ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
+ init_natives(&ctx->Const.VertexProgram);
+#endif
+#if FEATURE_ARB_fragment_program
+ ctx->Const.FragmentProgram.MaxInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
+ ctx->Const.FragmentProgram.MaxAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
+ ctx->Const.FragmentProgram.MaxTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
+ ctx->Const.FragmentProgram.MaxTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
+ ctx->Const.FragmentProgram.MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
+ ctx->Const.FragmentProgram.MaxTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
+ ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
+ ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
+ ctx->Const.FragmentProgram.MaxEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
+ ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
+ init_natives(&ctx->Const.FragmentProgram);
+#endif
+ ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
+ ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
+
+ /* If we're running in the X server, do bounds checking to prevent
+ * segfaults and server crashes!
+ */
+#if defined(XFree86LOADER) && defined(IN_MODULE)
+ ctx->Const.CheckArrayBounds = GL_TRUE;
+#else
+ ctx->Const.CheckArrayBounds = GL_FALSE;
+#endif
+
+ /* GL_ARB_draw_buffers */
+ ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
+
+ /* GL_OES_read_format */
+ ctx->Const.ColorReadFormat = GL_RGBA;
+ ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
+
+#if FEATURE_EXT_framebuffer_object
+ ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
+ ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
+#endif
+
+ /* sanity checks */
+ ASSERT(ctx->Const.MaxTextureUnits == MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
+ ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
+ ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
+}
+
+
+/**
+ * Initialize the attribute groups in a GL context.
+ *
+ * \param ctx GL context.
+ *
+ * Initializes all the attributes, calling the respective <tt>init*</tt>
+ * functions for the more complex data structures.
+ */
+static GLboolean
+init_attrib_groups( GLcontext *ctx )
+{
+ assert(ctx);
+
+ /* Constants */
+ _mesa_init_constants( ctx );
+
+ /* Extensions */
+ _mesa_init_extensions( ctx );
+
+ /* Attribute Groups */
+ _mesa_init_accum( ctx );
+ _mesa_init_attrib( ctx );
+ _mesa_init_buffer_objects( ctx );
+ _mesa_init_color( ctx );
+ _mesa_init_colortables( ctx );
+ _mesa_init_current( ctx );
+ _mesa_init_depth( ctx );
+ _mesa_init_debug( ctx );
+ _mesa_init_display_list( ctx );
+ _mesa_init_eval( ctx );
+ _mesa_init_feedback( ctx );
+ _mesa_init_fog( ctx );
+ _mesa_init_histogram( ctx );
+ _mesa_init_hint( ctx );
+ _mesa_init_line( ctx );
+ _mesa_init_lighting( ctx );
+ _mesa_init_matrix( ctx );
+ _mesa_init_multisample( ctx );
+ _mesa_init_pixel( ctx );
+ _mesa_init_point( ctx );
+ _mesa_init_polygon( ctx );
+ _mesa_init_program( ctx );
+ _mesa_init_query( ctx );
+ _mesa_init_rastpos( ctx );
+ _mesa_init_scissor( ctx );
+ _mesa_init_shaderobjects (ctx);
+ _mesa_init_stencil( ctx );
+ _mesa_init_transform( ctx );
+ _mesa_init_varray( ctx );
+ _mesa_init_viewport( ctx );
+
+ if (!_mesa_init_texture( ctx ))
+ return GL_FALSE;
+
+ _mesa_init_texture_s3tc( ctx );
+ _mesa_init_texture_fxt1( ctx );
+
+ /* Miscellaneous */
+ ctx->NewState = _NEW_ALL;
+ ctx->ErrorValue = (GLenum) GL_NO_ERROR;
+ ctx->_Facing = 0;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * This is the default function we plug into all dispatch table slots
+ * This helps prevents a segfault when someone calls a GL function without
+ * first checking if the extension's supported.
+ */
+static int
+generic_nop(void)
+{
+ _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
+ return 0;
+}
+
+
+/**
+ * Allocate and initialize a new dispatch table.
+ */
+static struct _glapi_table *
+alloc_dispatch_table(void)
+{
+ /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
+ * In practice, this'll be the same for stand-alone Mesa. But for DRI
+ * Mesa we do this to accomodate different versions of libGL and various
+ * DRI drivers.
+ */
+ GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
+ sizeof(struct _glapi_table) / sizeof(_glapi_proc));
+ struct _glapi_table *table =
+ (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
+ if (table) {
+ _glapi_proc *entry = (_glapi_proc *) table;
+ GLint i;
+ for (i = 0; i < numEntries; i++) {
+ entry[i] = (_glapi_proc) generic_nop;
+ }
+ }
+ return table;
+}
+
+
+/**
+ * Initialize a GLcontext struct (rendering context).
+ *
+ * This includes allocating all the other structs and arrays which hang off of
+ * the context by pointers.
+ * Note that the driver needs to pass in its dd_function_table here since
+ * we need to at least call driverFunctions->NewTextureObject to create the
+ * default texture objects.
+ *
+ * Called by _mesa_create_context().
+ *
+ * Performs the imports and exports callback tables initialization, and
+ * miscellaneous one-time initializations. If no shared context is supplied one
+ * is allocated, and increase its reference count. Setups the GL API dispatch
+ * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
+ * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
+ * for debug flags.
+ *
+ * \param ctx the context to initialize
+ * \param visual describes the visual attributes for this context
+ * \param share_list points to context to share textures, display lists,
+ * etc with, or NULL
+ * \param driverFunctions table of device driver functions for this context
+ * to use
+ * \param driverContext pointer to driver-specific context data
+ */
+GLboolean
+_mesa_initialize_context( GLcontext *ctx,
+ const GLvisual *visual,
+ GLcontext *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext )
+{
+ ASSERT(driverContext);
+ assert(driverFunctions->NewTextureObject);
+ assert(driverFunctions->FreeTexImageData);
+
+ /* If the driver wants core Mesa to use special imports, it'll have to
+ * override these defaults.
+ */
+ _mesa_init_default_imports( &(ctx->imports), driverContext );
+
+ /* initialize the exports (Mesa functions called by the window system) */
+ _mesa_init_default_exports( &(ctx->exports) );
+
+ /* misc one-time initializations */
+ one_time_init(ctx);
+
+ ctx->Visual = *visual;
+ ctx->DrawBuffer = NULL;
+ ctx->ReadBuffer = NULL;
+ ctx->WinSysDrawBuffer = NULL;
+ ctx->WinSysReadBuffer = NULL;
+
+ /* Plug in driver functions and context pointer here.
+ * This is important because when we call alloc_shared_state() below
+ * we'll call ctx->Driver.NewTextureObject() to create the default
+ * textures.
+ */
+ ctx->Driver = *driverFunctions;
+ ctx->DriverCtx = driverContext;
+
+ if (share_list) {
+ /* share state with another context */
+ ctx->Shared = share_list->Shared;
+ }
+ else {
+ /* allocate new, unshared state */
+ if (!alloc_shared_state( ctx )) {
+ return GL_FALSE;
+ }
+ }
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ ctx->Shared->RefCount++;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ if (!init_attrib_groups( ctx )) {
+ free_shared_state(ctx, ctx->Shared);
+ return GL_FALSE;
+ }
+
+ /* setup the API dispatch tables */
+ ctx->Exec = alloc_dispatch_table();
+ ctx->Save = alloc_dispatch_table();
+ if (!ctx->Exec || !ctx->Save) {
+ free_shared_state(ctx, ctx->Shared);
+ if (ctx->Exec)
+ _mesa_free(ctx->Exec);
+ }
+ _mesa_init_exec_table(ctx->Exec);
+ ctx->CurrentDispatch = ctx->Exec;
+#if _HAVE_FULL_GL
+ _mesa_init_dlist_table(ctx->Save);
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
+ /* Neutral tnl module stuff */
+ _mesa_init_exec_vtxfmt( ctx );
+ ctx->TnlModule.Current = NULL;
+ ctx->TnlModule.SwapCount = 0;
+#endif
+
+ ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
+ ctx->_UseTexEnvProgram = ctx->_MaintainTexEnvProgram;
+
+ ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
+ if (ctx->_MaintainTnlProgram)
+ ctx->_MaintainTexEnvProgram = 1; /* this is required... */
+
+ ctx->FirstTimeCurrent = GL_TRUE;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Allocate and initialize a GLcontext structure.
+ * Note that the driver needs to pass in its dd_function_table here since
+ * we need to at least call driverFunctions->NewTextureObject to initialize
+ * the rendering context.
+ *
+ * \param visual a GLvisual pointer (we copy the struct contents)
+ * \param share_list another context to share display lists with or NULL
+ * \param driverFunctions points to the dd_function_table into which the
+ * driver has plugged in all its special functions.
+ * \param driverCtx points to the device driver's private context state
+ *
+ * \return pointer to a new __GLcontextRec or NULL if error.
+ */
+GLcontext *
+_mesa_create_context( const GLvisual *visual,
+ GLcontext *share_list,
+ const struct dd_function_table *driverFunctions,
+ void *driverContext )
+
+{
+ GLcontext *ctx;
+
+ ASSERT(visual);
+ ASSERT(driverContext);
+
+ ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
+ if (!ctx)
+ return NULL;
+
+ if (_mesa_initialize_context(ctx, visual, share_list,
+ driverFunctions, driverContext)) {
+ return ctx;
+ }
+ else {
+ _mesa_free(ctx);
+ return NULL;
+ }
+}
+
+
+/**
+ * Free the data associated with the given context.
+ *
+ * But doesn't free the GLcontext struct itself.
+ *
+ * \sa _mesa_initialize_context() and init_attrib_groups().
+ */
+void
+_mesa_free_context_data( GLcontext *ctx )
+{
+ /* if we're destroying the current context, unbind it first */
+ if (ctx == _mesa_get_current_context()) {
+ _mesa_make_current(NULL, NULL, NULL);
+ }
+
+ _mesa_free_lighting_data( ctx );
+ _mesa_free_eval_data( ctx );
+ _mesa_free_texture_data( ctx );
+ _mesa_free_matrix_data( ctx );
+ _mesa_free_viewport_data( ctx );
+ _mesa_free_colortables_data( ctx );
+ _mesa_free_program_data(ctx);
+ _mesa_free_query_data(ctx);
+
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
+#endif
+
+ /* free dispatch tables */
+ _mesa_free(ctx->Exec);
+ _mesa_free(ctx->Save);
+
+ /* Shared context state (display lists, textures, etc) */
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ ctx->Shared->RefCount--;
+ assert(ctx->Shared->RefCount >= 0);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ if (ctx->Shared->RefCount == 0) {
+ /* free shared state */
+ free_shared_state( ctx, ctx->Shared );
+ }
+
+ if (ctx->Extensions.String)
+ FREE((void *) ctx->Extensions.String);
+}
+
+
+/**
+ * Destroy a GLcontext structure.
+ *
+ * \param ctx GL context.
+ *
+ * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
+ */
+void
+_mesa_destroy_context( GLcontext *ctx )
+{
+ if (ctx) {
+ _mesa_free_context_data(ctx);
+ FREE( (void *) ctx );
+ }
+}
+
+
+#if _HAVE_FULL_GL
+/**
+ * Copy attribute groups from one context to another.
+ *
+ * \param src source context
+ * \param dst destination context
+ * \param mask bitwise OR of GL_*_BIT flags
+ *
+ * According to the bits specified in \p mask, copies the corresponding
+ * attributes from \p src into \p dst. For many of the attributes a simple \c
+ * memcpy is not enough due to the existence of internal pointers in their data
+ * structures.
+ */
+void
+_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
+{
+ if (mask & GL_ACCUM_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Accum = src->Accum;
+ }
+ if (mask & GL_COLOR_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Color = src->Color;
+ }
+ if (mask & GL_CURRENT_BIT) {
+ /* OK to memcpy */
+ dst->Current = src->Current;
+ }
+ if (mask & GL_DEPTH_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Depth = src->Depth;
+ }
+ if (mask & GL_ENABLE_BIT) {
+ /* no op */
+ }
+ if (mask & GL_EVAL_BIT) {
+ /* OK to memcpy */
+ dst->Eval = src->Eval;
+ }
+ if (mask & GL_FOG_BIT) {
+ /* OK to memcpy */
+ dst->Fog = src->Fog;
+ }
+ if (mask & GL_HINT_BIT) {
+ /* OK to memcpy */
+ dst->Hint = src->Hint;
+ }
+ if (mask & GL_LIGHTING_BIT) {
+ GLuint i;
+ /* begin with memcpy */
+ dst->Light = src->Light;
+ /* fixup linked lists to prevent pointer insanity */
+ make_empty_list( &(dst->Light.EnabledList) );
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ if (dst->Light.Light[i].Enabled) {
+ insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
+ }
+ }
+ }
+ if (mask & GL_LINE_BIT) {
+ /* OK to memcpy */
+ dst->Line = src->Line;
+ }
+ if (mask & GL_LIST_BIT) {
+ /* OK to memcpy */
+ dst->List = src->List;
+ }
+ if (mask & GL_PIXEL_MODE_BIT) {
+ /* OK to memcpy */
+ dst->Pixel = src->Pixel;
+ }
+ if (mask & GL_POINT_BIT) {
+ /* OK to memcpy */
+ dst->Point = src->Point;
+ }
+ if (mask & GL_POLYGON_BIT) {
+ /* OK to memcpy */
+ dst->Polygon = src->Polygon;
+ }
+ if (mask & GL_POLYGON_STIPPLE_BIT) {
+ /* Use loop instead of MEMCPY due to problem with Portland Group's
+ * C compiler. Reported by John Stone.
+ */
+ GLuint i;
+ for (i = 0; i < 32; i++) {
+ dst->PolygonStipple[i] = src->PolygonStipple[i];
+ }
+ }
+ if (mask & GL_SCISSOR_BIT) {
+ /* OK to memcpy */
+ dst->Scissor = src->Scissor;
+ }
+ if (mask & GL_STENCIL_BUFFER_BIT) {
+ /* OK to memcpy */
+ dst->Stencil = src->Stencil;
+ }
+ if (mask & GL_TEXTURE_BIT) {
+ /* Cannot memcpy because of pointers */
+ _mesa_copy_texture_state(src, dst);
+ }
+ if (mask & GL_TRANSFORM_BIT) {
+ /* OK to memcpy */
+ dst->Transform = src->Transform;
+ }
+ if (mask & GL_VIEWPORT_BIT) {
+ /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
+ dst->Viewport.X = src->Viewport.X;
+ dst->Viewport.Y = src->Viewport.Y;
+ dst->Viewport.Width = src->Viewport.Width;
+ dst->Viewport.Height = src->Viewport.Height;
+ dst->Viewport.Near = src->Viewport.Near;
+ dst->Viewport.Far = src->Viewport.Far;
+ _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
+ }
+
+ /* XXX FIXME: Call callbacks?
+ */
+ dst->NewState = _NEW_ALL;
+}
+#endif
+
+
+/**
+ * Check if the given context can render into the given framebuffer
+ * by checking visual attributes.
+ *
+ * XXX this may go away someday because we're moving toward more freedom
+ * in binding contexts to drawables with different visual attributes.
+ * The GL_EXT_f_b_o extension is prompting some of that.
+ *
+ * \return GL_TRUE if compatible, GL_FALSE otherwise.
+ */
+static GLboolean
+check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
+{
+ const GLvisual *ctxvis = &ctx->Visual;
+ const GLvisual *bufvis = &buffer->Visual;
+
+ if (ctxvis == bufvis)
+ return GL_TRUE;
+
+ if (ctxvis->rgbMode != bufvis->rgbMode)
+ return GL_FALSE;
+#if 0
+ /* disabling this fixes the fgl_glxgears pbuffer demo */
+ if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
+ return GL_FALSE;
+#endif
+ if (ctxvis->stereoMode && !bufvis->stereoMode)
+ return GL_FALSE;
+ if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
+ return GL_FALSE;
+ if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
+ return GL_FALSE;
+ if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
+ return GL_FALSE;
+ if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
+ return GL_FALSE;
+ if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
+ return GL_FALSE;
+ if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
+ return GL_FALSE;
+ if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
+ return GL_FALSE;
+ if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Do one-time initialization for the given framebuffer. Specifically,
+ * ask the driver for the window's current size and update the framebuffer
+ * object to match.
+ * Really, the device driver should totally take care of this.
+ */
+static void
+initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb)
+{
+ GLuint width, height;
+ ASSERT(ctx->Driver.GetBufferSize);
+ ctx->Driver.GetBufferSize(fb, &width, &height);
+ if (ctx->Driver.ResizeBuffers)
+ ctx->Driver.ResizeBuffers(ctx, fb, width, height);
+ fb->Initialized = GL_TRUE;
+}
+
+
+/**
+ * Bind the given context to the given drawBuffer and readBuffer and
+ * make it the current context for the calling thread.
+ * We'll render into the drawBuffer and read pixels from the
+ * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
+ *
+ * We check that the context's and framebuffer's visuals are compatible
+ * and return immediately if they're not.
+ *
+ * \param newCtx the new GL context. If NULL then there will be no current GL
+ * context.
+ * \param drawBuffer the drawing framebuffer
+ * \param readBuffer the reading framebuffer
+ */
+void
+_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
+ GLframebuffer *readBuffer )
+{
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(newCtx, "_mesa_make_current()\n");
+
+ /* Check that the context's and framebuffer's visuals are compatible.
+ */
+ if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
+ if (!check_compatible(newCtx, drawBuffer)) {
+ _mesa_warning(newCtx,
+ "MakeCurrent: incompatible visuals for context and drawbuffer");
+ return;
+ }
+ }
+ if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
+ if (!check_compatible(newCtx, readBuffer)) {
+ _mesa_warning(newCtx,
+ "MakeCurrent: incompatible visuals for context and readbuffer");
+ return;
+ }
+ }
+
+ /* We used to call _glapi_check_multithread() here. Now do it in drivers */
+ _glapi_set_context((void *) newCtx);
+ ASSERT(_mesa_get_current_context() == newCtx);
+
+ if (!newCtx) {
+ _glapi_set_dispatch(NULL); /* none current */
+ }
+ else {
+ _glapi_set_dispatch(newCtx->CurrentDispatch);
+
+ if (drawBuffer && readBuffer) {
+ /* TODO: check if newCtx and buffer's visual match??? */
+
+ ASSERT(drawBuffer->Name == 0);
+ ASSERT(readBuffer->Name == 0);
+ newCtx->WinSysDrawBuffer = drawBuffer;
+ newCtx->WinSysReadBuffer = readBuffer;
+
+ /*
+ * Only set the context's Draw/ReadBuffer fields if they're NULL
+ * or not bound to a user-created FBO.
+ */
+ if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
+ newCtx->DrawBuffer = drawBuffer;
+ }
+ if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
+ newCtx->ReadBuffer = readBuffer;
+ }
+
+ newCtx->NewState |= _NEW_BUFFERS;
+
+#if _HAVE_FULL_GL
+ if (!drawBuffer->Initialized) {
+ initialize_framebuffer_size(newCtx, drawBuffer);
+ }
+ if (readBuffer != drawBuffer && !readBuffer->Initialized) {
+ initialize_framebuffer_size(newCtx, readBuffer);
+ }
+#endif
+ if (newCtx->FirstTimeCurrent) {
+ /* set initial viewport and scissor size now */
+ _mesa_set_viewport(newCtx, 0, 0,
+ drawBuffer->Width, drawBuffer->Height);
+ _mesa_set_scissor(newCtx, 0, 0,
+ drawBuffer->Width, drawBuffer->Height );
+ }
+ }
+
+ /* We can use this to help debug user's problems. Tell them to set
+ * the MESA_INFO env variable before running their app. Then the
+ * first time each context is made current we'll print some useful
+ * information.
+ */
+ if (newCtx->FirstTimeCurrent) {
+ if (_mesa_getenv("MESA_INFO")) {
+ _mesa_print_info();
+ }
+ newCtx->FirstTimeCurrent = GL_FALSE;
+ }
+ }
+}
+
+
+/**
+ * Make context 'ctx' share the display lists, textures and programs
+ * that are associated with 'ctxToShare'.
+ * Any display lists, textures or programs associated with 'ctx' will
+ * be deleted if nobody else is sharing them.
+ */
+GLboolean
+_mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
+{
+ if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
+ ctx->Shared->RefCount--;
+ if (ctx->Shared->RefCount == 0) {
+ free_shared_state(ctx, ctx->Shared);
+ }
+ ctx->Shared = ctxToShare->Shared;
+ ctx->Shared->RefCount++;
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+
+
+/**
+ * Get current context for the calling thread.
+ *
+ * \return pointer to the current GL context.
+ *
+ * Calls _glapi_get_context(). This isn't the fastest way to get the current
+ * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
+ */
+GLcontext *
+_mesa_get_current_context( void )
+{
+ return (GLcontext *) _glapi_get_context();
+}
+
+/**
+ * Get context's current API dispatch table.
+ *
+ * It'll either be the immediate-mode execute dispatcher or the display list
+ * compile dispatcher.
+ *
+ * \param ctx GL context.
+ *
+ * \return pointer to dispatch_table.
+ *
+ * Simply returns __GLcontextRec::CurrentDispatch.
+ */
+struct _glapi_table *
+_mesa_get_dispatch(GLcontext *ctx)
+{
+ return ctx->CurrentDispatch;
+}
+
+/*@}*/
+
+
+/**********************************************************************/
+/** \name Miscellaneous functions */
+/**********************************************************************/
+/*@{*/
+
+/**
+ * Record an error.
+ *
+ * \param ctx GL context.
+ * \param error error code.
+ *
+ * Records the given error code and call the driver's dd_function_table::Error
+ * function if defined.
+ *
+ * \sa
+ * This is called via _mesa_error().
+ */
+void
+_mesa_record_error( GLcontext *ctx, GLenum error )
+{
+ if (!ctx)
+ return;
+
+ if (ctx->ErrorValue == GL_NO_ERROR) {
+ ctx->ErrorValue = error;
+ }
+
+ /* Call device driver's error handler, if any. This is used on the Mac. */
+ if (ctx->Driver.Error) {
+ (*ctx->Driver.Error)( ctx );
+ }
+}
+
+/**
+ * Execute glFinish().
+ *
+ * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
+ * dd_function_table::Finish driver callback, if not NULL.
+ */
+void GLAPIENTRY
+_mesa_Finish( void )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ if (ctx->Driver.Finish) {
+ (*ctx->Driver.Finish)( ctx );
+ }
+}
+
+/**
+ * Execute glFlush().
+ *
+ * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
+ * dd_function_table::Flush driver callback, if not NULL.
+ */
+void GLAPIENTRY
+_mesa_Flush( void )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ if (ctx->Driver.Flush) {
+ (*ctx->Driver.Flush)( ctx );
+ }
+}
+
+
+/*@}*/