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-rw-r--r--src/mesa/main/context.c281
1 files changed, 121 insertions, 160 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index b9bbe651933..7c8befc0a80 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1,4 +1,4 @@
-/* $Id: context.c,v 1.194 2003/03/01 01:50:20 brianp Exp $ */
+/* $Id: context.c,v 1.195 2003/04/01 16:41:50 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -637,15 +637,14 @@ free_matrix_stack( struct matrix_stack *stack )
/*
* Allocate and initialize a shared context state structure.
*/
-static struct gl_shared_state *
-alloc_shared_state( void )
+static GLboolean
+alloc_shared_state( GLcontext *ctx )
{
- struct gl_shared_state *ss;
- GLboolean outOfMemory;
-
- ss = CALLOC_STRUCT(gl_shared_state);
+ struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
- return NULL;
+ return GL_FALSE;
+
+ ctx->Shared = ss;
_glthread_INIT_MUTEX(ss->Mutex);
@@ -655,64 +654,66 @@ alloc_shared_state( void )
ss->Programs = _mesa_NewHashTable();
#endif
- /* Default Texture objects */
- outOfMemory = GL_FALSE;
+ ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
+ if (!ss->Default1D)
+ goto cleanup;
- ss->Default1D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_1D);
- if (!ss->Default1D) {
- outOfMemory = GL_TRUE;
- }
+ ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
+ if (!ss->Default2D)
+ goto cleanup;
- ss->Default2D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_2D);
- if (!ss->Default2D) {
- outOfMemory = GL_TRUE;
- }
+ ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
+ if (!ss->Default3D)
+ goto cleanup;
- ss->Default3D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_3D);
- if (!ss->Default3D) {
- outOfMemory = GL_TRUE;
- }
+ ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
+ if (!ss->DefaultCubeMap)
+ goto cleanup;
- ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0,
- GL_TEXTURE_CUBE_MAP_ARB);
- if (!ss->DefaultCubeMap) {
- outOfMemory = GL_TRUE;
- }
+ ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
+ if (!ss->DefaultRect)
+ goto cleanup;
- ss->DefaultRect = _mesa_alloc_texture_object(ss, 0,
- GL_TEXTURE_RECTANGLE_NV);
- if (!ss->DefaultRect) {
- outOfMemory = GL_TRUE;
- }
+#if 0
+ _mesa_save_texture_object(ctx, ss->Default1D);
+ _mesa_save_texture_object(ctx, ss->Default2D);
+ _mesa_save_texture_object(ctx, ss->Default3D);
+ _mesa_save_texture_object(ctx, ss->DefaultCubeMap);
+ _mesa_save_texture_object(ctx, ss->DefaultRect);
+#endif
+
+ /* 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 (!ss->DisplayList || !ss->TexObjects
+ 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
- || !ss->Programs
+ if (ss->Programs)
+ _mesa_DeleteHashTable(ss->Programs);
#endif
- || outOfMemory) {
- /* 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 (ss->Programs)
- _mesa_DeleteHashTable(ss->Programs);
- if (ss->Default1D)
- _mesa_free_texture_object(ss, ss->Default1D);
- if (ss->Default2D)
- _mesa_free_texture_object(ss, ss->Default2D);
- if (ss->Default3D)
- _mesa_free_texture_object(ss, ss->Default3D);
- if (ss->DefaultCubeMap)
- _mesa_free_texture_object(ss, ss->DefaultCubeMap);
- if (ss->DefaultRect)
- _mesa_free_texture_object(ss, ss->DefaultRect);
- FREE(ss);
- return NULL;
- }
- else {
- return ss;
- }
+ 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;
}
@@ -735,11 +736,19 @@ free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
_mesa_DeleteHashTable(ss->DisplayList);
/* Free texture objects */
- while (ss->TexObjectList) {
- if (ctx->Driver.DeleteTexture)
- (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
- /* this function removes from linked list too! */
- _mesa_free_texture_object(ss, ss->TexObjectList);
+ ASSERT(ctx->Driver.DeleteTexture);
+ 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);
@@ -1529,99 +1538,48 @@ init_attrib_groups( GLcontext *ctx )
-/*
- * Allocate the proxy textures. If we run out of memory part way through
- * the allocations clean up and return GL_FALSE.
- * Return: GL_TRUE=success, GL_FALSE=failure
+/**
+ * Allocate the proxy textures for the given context.
+ * \param ctx the context to allocate proxies for.
+ * \return GL_TRUE if success, GL_FALSE if failure.
*/
static GLboolean
alloc_proxy_textures( GLcontext *ctx )
{
- GLboolean out_of_memory;
- GLint i;
+ ctx->Texture.Proxy1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
+ if (!ctx->Texture.Proxy1D)
+ goto cleanup;
- ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_1D);
- if (!ctx->Texture.Proxy1D) {
- return GL_FALSE;
- }
+ ctx->Texture.Proxy2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
+ if (!ctx->Texture.Proxy2D)
+ goto cleanup;
- ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_2D);
- if (!ctx->Texture.Proxy2D) {
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
- return GL_FALSE;
- }
+ ctx->Texture.Proxy3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
+ if (!ctx->Texture.Proxy3D)
+ goto cleanup;
- ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_3D);
- if (!ctx->Texture.Proxy3D) {
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
- return GL_FALSE;
- }
-
- ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0,
- GL_TEXTURE_CUBE_MAP_ARB);
- if (!ctx->Texture.ProxyCubeMap) {
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
- return GL_FALSE;
- }
+ ctx->Texture.ProxyCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
+ if (!ctx->Texture.ProxyCubeMap)
+ goto cleanup;
- ctx->Texture.ProxyRect = _mesa_alloc_texture_object(NULL, 0,
- GL_TEXTURE_RECTANGLE_NV);
- if (!ctx->Texture.ProxyRect) {
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
- _mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
- return GL_FALSE;
- }
+ ctx->Texture.ProxyRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
+ if (!ctx->Texture.ProxyRect)
+ goto cleanup;
- out_of_memory = GL_FALSE;
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
- ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
- ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
- ctx->Texture.ProxyCubeMap->Image[i] = _mesa_alloc_texture_image();
- if (!ctx->Texture.Proxy1D->Image[i]
- || !ctx->Texture.Proxy2D->Image[i]
- || !ctx->Texture.Proxy3D->Image[i]
- || !ctx->Texture.ProxyCubeMap->Image[i]) {
- out_of_memory = GL_TRUE;
- }
- }
- ctx->Texture.ProxyRect->Image[0] = _mesa_alloc_texture_image();
- if (!ctx->Texture.ProxyRect->Image[0])
- out_of_memory = GL_TRUE;
+ return GL_TRUE;
- if (out_of_memory) {
- for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- if (ctx->Texture.Proxy1D->Image[i]) {
- _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
- }
- if (ctx->Texture.Proxy2D->Image[i]) {
- _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
- }
- if (ctx->Texture.Proxy3D->Image[i]) {
- _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
- }
- if (ctx->Texture.ProxyCubeMap->Image[i]) {
- _mesa_free_texture_image(ctx->Texture.ProxyCubeMap->Image[i]);
- }
- }
- if (ctx->Texture.ProxyRect->Image[0]) {
- _mesa_free_texture_image(ctx->Texture.ProxyRect->Image[0]);
- }
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
- _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
- _mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
- _mesa_free_texture_object(NULL, ctx->Texture.ProxyRect);
- return GL_FALSE;
- }
- else {
- return GL_TRUE;
- }
+ cleanup:
+ if (ctx->Texture.Proxy1D)
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy1D);
+ if (ctx->Texture.Proxy2D)
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy2D);
+ if (ctx->Texture.Proxy3D)
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy3D);
+ if (ctx->Texture.ProxyCubeMap)
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyCubeMap);
+ if (ctx->Texture.ProxyRect)
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyRect);
+ return GL_FALSE;
}
@@ -1695,14 +1653,23 @@ _mesa_initialize_context( GLcontext *ctx,
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
+ /* Set these pointers to defaults now in case they're not set since
+ * we need them while creating the default textures.
+ */
+ if (!ctx->Driver.NewTextureObject)
+ ctx->Driver.NewTextureObject = _mesa_new_texture_object;
+ if (!ctx->Driver.DeleteTexture)
+ ctx->Driver.DeleteTexture = _mesa_delete_texture_object;
+ if (!ctx->Driver.NewTextureImage)
+ ctx->Driver.NewTextureImage = _mesa_new_texture_image;
+
if (share_list) {
/* share state with another context */
ctx->Shared = share_list->Shared;
}
else {
/* allocate new, unshared state */
- ctx->Shared = alloc_shared_state();
- if (!ctx->Shared) {
+ if (!alloc_shared_state( ctx )) {
return GL_FALSE;
}
}
@@ -1710,13 +1677,6 @@ _mesa_initialize_context( GLcontext *ctx,
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- /* Effectively bind the default textures to all texture units */
- ctx->Shared->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ctx->Shared->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ctx->Shared->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ctx->Shared->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
- ctx->Shared->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
-
init_attrib_groups( ctx );
if (visual->doubleBufferMode) {
@@ -1837,6 +1797,7 @@ _mesa_initialize_context( GLcontext *ctx,
_glapi_add_entrypoint("glGetFenceivNV", 651);
_glapi_add_entrypoint("glFinishFenceNV", 652);
_glapi_add_entrypoint("glSetFenceNV", 653);
+ /* XXX add NV_fragment_program and ARB_vertex_program functions */
/* 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
@@ -1997,11 +1958,11 @@ _mesa_free_context_data( GLcontext *ctx )
FREE( ctx->_ShineTabList );
/* Free proxy texture objects */
- _mesa_free_texture_object( NULL, ctx->Texture.Proxy1D );
- _mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
- _mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
- _mesa_free_texture_object( NULL, ctx->Texture.ProxyCubeMap );
- _mesa_free_texture_object( NULL, ctx->Texture.ProxyRect );
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy1D );
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy2D );
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy3D );
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyCubeMap );
+ (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyRect );
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
_mesa_free_colortable_data( &ctx->Texture.Unit[i].ColorTable );