/** * \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: * * * 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 Main page link will display a summary of the module * (this page). * * Selecting Data Structures will list all C structures. * * Selecting the File List 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 Data Fields link will display a list of all * documented structure members. * * Selecting the Globals 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 "api_exec.h" #include "arrayobj.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 "framebuffer.h" #include "get.h" #include "histogram.h" #include "hint.h" #include "hash.h" #include "light.h" #include "lines.h" #include "macros.h" #include "matrix.h" #include "pixel.h" #include "pixelstore.h" #include "points.h" #include "polygon.h" #include "queryobj.h" #include "rastpos.h" #include "scissor.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" #include "glapi/glthread.h" #include "glapi/glapioffsets.h" #if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program #include "shader/program.h" #endif #include "shader/shader_api.h" #include "shader/atifragshader.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 #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]; /** * 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 *ctx) { if (ctx->Driver.Flush) { ctx->Driver.Flush(ctx); } } /**********************************************************************/ /** \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 *) _mesa_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)) { _mesa_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 ) { _mesa_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 ); _mesa_init_sqrt_table(); #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 = (struct gl_vertex_program *) ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); if (!ss->DefaultVertexProgram) goto cleanup; #endif #if FEATURE_ARB_fragment_program ss->DefaultFragmentProgram = (struct gl_fragment_program *) 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 #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object ss->BufferObjects = _mesa_NewHashTable(); #endif ss->ArrayObjects = _mesa_NewHashTable(); #if FEATURE_ARB_shader_objects ss->ShaderObjects = _mesa_NewHashTable(); #endif 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; ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT); if (!ss->Default1DArray) goto cleanup; ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT); if (!ss->Default2DArray) 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; ss->Default1DArray->RefCount += MAX_TEXTURE_IMAGE_UNITS; ss->Default2DArray->RefCount += MAX_TEXTURE_IMAGE_UNITS; _glthread_INIT_MUTEX(ss->TexMutex); ss->TextureStateStamp = 0; #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 _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL); #endif #if FEATURE_ARB_fragment_program _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL); #endif #if FEATURE_ATI_fragment_shader if (ss->DefaultFragmentShader) _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader); #endif #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object if (ss->BufferObjects) _mesa_DeleteHashTable(ss->BufferObjects); #endif if (ss->ArrayObjects) _mesa_DeleteHashTable (ss->ArrayObjects); #if FEATURE_ARB_shader_objects if (ss->ShaderObjects) _mesa_DeleteHashTable (ss->ShaderObjects); #endif #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->Default1DArray) (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray); if (ss->Default2DArray) (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray); _mesa_free(ss); return GL_FALSE; } /** * Callback for deleting a display list. Called by _mesa_HashDeleteAll(). */ static void delete_displaylist_cb(GLuint id, void *data, void *userData) { struct mesa_display_list *list = (struct mesa_display_list *) data; GLcontext *ctx = (GLcontext *) userData; _mesa_delete_list(ctx, list); } /** * Callback for deleting a texture object. Called by _mesa_HashDeleteAll(). */ static void delete_texture_cb(GLuint id, void *data, void *userData) { struct gl_texture_object *texObj = (struct gl_texture_object *) data; GLcontext *ctx = (GLcontext *) userData; ctx->Driver.DeleteTexture(ctx, texObj); } /** * Callback for deleting a program object. Called by _mesa_HashDeleteAll(). */ static void delete_program_cb(GLuint id, void *data, void *userData) { struct gl_program *prog = (struct gl_program *) data; GLcontext *ctx = (GLcontext *) userData; ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */ prog->RefCount = 0; /* now going away */ ctx->Driver.DeleteProgram(ctx, prog); } /** * Callback for deleting an ATI fragment shader object. * Called by _mesa_HashDeleteAll(). */ static void delete_fragshader_cb(GLuint id, void *data, void *userData) { struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data; GLcontext *ctx = (GLcontext *) userData; _mesa_delete_ati_fragment_shader(ctx, shader); } /** * Callback for deleting a buffer object. Called by _mesa_HashDeleteAll(). */ static void delete_bufferobj_cb(GLuint id, void *data, void *userData) { struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data; GLcontext *ctx = (GLcontext *) userData; ctx->Driver.DeleteBuffer(ctx, bufObj); } /** * Callback for deleting an array object. Called by _mesa_HashDeleteAll(). */ static void delete_arrayobj_cb(GLuint id, void *data, void *userData) { struct gl_array_object *arrayObj = (struct gl_array_object *) data; GLcontext *ctx = (GLcontext *) userData; _mesa_delete_array_object(ctx, arrayObj); } /** * Callback for freeing shader program data. Call it before delete_shader_cb * to avoid memory access error. */ static void free_shader_program_data_cb(GLuint id, void *data, void *userData) { GLcontext *ctx = (GLcontext *) userData; struct gl_shader_program *shProg = (struct gl_shader_program *) data; if (shProg->Type == GL_SHADER_PROGRAM_MESA) { _mesa_free_shader_program_data(ctx, shProg); } } /** * Callback for deleting shader and shader programs objects. * Called by _mesa_HashDeleteAll(). */ static void delete_shader_cb(GLuint id, void *data, void *userData) { GLcontext *ctx = (GLcontext *) userData; struct gl_shader *sh = (struct gl_shader *) data; if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER) { _mesa_free_shader(ctx, sh); } else { struct gl_shader_program *shProg = (struct gl_shader_program *) data; ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA); _mesa_free_shader_program(ctx, shProg); } } /** * Deallocate a shared state object 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 */ _mesa_HashDeleteAll(ss->DisplayList, delete_displaylist_cb, ctx); _mesa_DeleteHashTable(ss->DisplayList); #if FEATURE_ARB_shader_objects _mesa_HashWalk(ss->ShaderObjects, free_shader_program_data_cb, ctx); _mesa_HashDeleteAll(ss->ShaderObjects, delete_shader_cb, ctx); _mesa_DeleteHashTable(ss->ShaderObjects); #endif #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_NV_fragment_program) _mesa_HashDeleteAll(ss->Programs, delete_program_cb, ctx); _mesa_DeleteHashTable(ss->Programs); #endif #if FEATURE_ARB_vertex_program _mesa_reference_vertprog(ctx, &ss->DefaultVertexProgram, NULL); #endif #if FEATURE_ARB_fragment_program _mesa_reference_fragprog(ctx, &ss->DefaultFragmentProgram, NULL); #endif #if FEATURE_ATI_fragment_shader _mesa_HashDeleteAll(ss->ATIShaders, delete_fragshader_cb, ctx); _mesa_DeleteHashTable(ss->ATIShaders); _mesa_delete_ati_fragment_shader(ctx, ss->DefaultFragmentShader); #endif #if FEATURE_ARB_vertex_buffer_object || FEATURE_ARB_pixel_buffer_object _mesa_HashDeleteAll(ss->BufferObjects, delete_bufferobj_cb, ctx); _mesa_DeleteHashTable(ss->BufferObjects); #endif _mesa_HashDeleteAll(ss->ArrayObjects, delete_arrayobj_cb, ctx); _mesa_DeleteHashTable(ss->ArrayObjects); #if FEATURE_EXT_framebuffer_object _mesa_DeleteHashTable(ss->FrameBuffers); _mesa_DeleteHashTable(ss->RenderBuffers); #endif /* * Free texture objects (after FBOs since some textures might have * been bound to FBOs). */ 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); ctx->Driver.DeleteTexture(ctx, ss->Default1DArray); ctx->Driver.DeleteTexture(ctx, ss->Default2DArray); /* all other textures */ _mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx); _mesa_DeleteHashTable(ss->TexObjects); _glthread_DESTROY_MUTEX(ss->Mutex); _mesa_free(ss); } /** * Initialize fields of gl_current_attrib (aka ctx->Current.*) */ static void _mesa_init_current(GLcontext *ctx) { GLuint i; /* Init all to (0,0,0,1) */ for (i = 0; i < VERT_ATTRIB_MAX; i++) { ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 ); } /* redo 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_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 ); ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 ); } /** * 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); assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_COORD_UNITS); assert(MAX_TEXTURE_UNITS >= MAX_TEXTURE_IMAGE_UNITS); /* 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.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS; ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS; ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, ctx->Const.MaxTextureImageUnits); 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_PROGRAM_TEMPS; ctx->Const.VertexProgram.MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS; ctx->Const.VertexProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; ctx->Const.VertexProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; ctx->Const.VertexProgram.MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; ctx->Const.VertexProgram.MaxUniformComponents = 4 * MAX_UNIFORMS; 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_PROGRAM_TEMPS; ctx->Const.FragmentProgram.MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS; ctx->Const.FragmentProgram.MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; ctx->Const.FragmentProgram.MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; ctx->Const.FragmentProgram.MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; ctx->Const.FragmentProgram.MaxUniformComponents = 4 * MAX_UNIFORMS; init_natives(&ctx->Const.FragmentProgram); #endif ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES; ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH; /* CheckArrayBounds is overriden by drivers/x11 for X server */ ctx->Const.CheckArrayBounds = GL_FALSE; /* 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 #if FEATURE_ARB_vertex_shader ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; ctx->Const.MaxVarying = MAX_VARYING; #endif /* sanity checks */ ASSERT(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits)); ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS); ASSERT(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); ASSERT(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS); ASSERT(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX); ASSERT(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX); } /** * Do some sanity checks on the limits/constants for the given context. * Only called the first time a context is bound. */ static void check_context_limits(GLcontext *ctx) { /* Many context limits/constants are limited by the size of * internal arrays. */ assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH); assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH); /* make sure largest texture image is <= MAX_WIDTH in size */ assert((1 << (ctx->Const.MaxTextureLevels -1 )) <= MAX_WIDTH); assert((1 << (ctx->Const.MaxCubeTextureLevels -1 )) <= MAX_WIDTH); assert((1 << (ctx->Const.Max3DTextureLevels -1 )) <= MAX_WIDTH); assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS); /* XXX probably add more tests */ } /** * Initialize the attribute groups in a GL context. * * \param ctx GL context. * * Initializes all the attributes, calling the respective init* * 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_pixelstore( 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_shader_state( 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_warning(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); /* 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->FragmentProgram._MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL); ctx->FragmentProgram._UseTexEnvProgram = ctx->FragmentProgram._MaintainTexEnvProgram; ctx->VertexProgram._MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL); if (ctx->VertexProgram._MaintainTnlProgram) { /* this is required... */ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; } 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); } else { /* unreference WinSysDraw/Read buffers */ _mesa_unreference_framebuffer(&ctx->WinSysDrawBuffer); _mesa_unreference_framebuffer(&ctx->WinSysReadBuffer); _mesa_unreference_framebuffer(&ctx->DrawBuffer); _mesa_unreference_framebuffer(&ctx->ReadBuffer); } _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL); _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, 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_shader_state(ctx); _mesa_free_query_data(ctx); #if FEATURE_ARB_vertex_buffer_object _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj); #endif _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj); /* 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) _mesa_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); _mesa_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. * * Most of these tests could go away because Mesa is now pretty flexible * in terms of mixing rendering contexts with framebuffers. As long * as RGB vs. CI mode agree, we're probably good. * * \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 0 /* disabled (see bug 11161) */ if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits) return GL_FALSE; #endif 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; if (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 ) { GET_CURRENT_CONTEXT(oldCtx); 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 (oldCtx) { _mesa_unreference_framebuffer(&oldCtx->WinSysDrawBuffer); _mesa_unreference_framebuffer(&oldCtx->WinSysReadBuffer); _mesa_unreference_framebuffer(&oldCtx->DrawBuffer); _mesa_unreference_framebuffer(&oldCtx->ReadBuffer); } 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); _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer); _mesa_reference_framebuffer(&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) { /* fix up the fb fields - these will end up wrong otherwise * if the DRIdrawable changes, and everything relies on them. * This is a bit messy (same as needed in _mesa_BindFramebufferEXT) */ unsigned int i; GLenum buffers[MAX_DRAW_BUFFERS]; _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) { buffers[i] = newCtx->Color.DrawBuffer[i]; } _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL); } if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) { _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); _mesa_readbuffer_update_fields(newCtx, newCtx->Pixel.ReadBuffer); } newCtx->NewState |= _NEW_BUFFERS; #if 1 /* We want to get rid of these lines: */ #if _HAVE_FULL_GL if (!drawBuffer->Initialized) { initialize_framebuffer_size(newCtx, drawBuffer); } if (readBuffer != drawBuffer && !readBuffer->Initialized) { initialize_framebuffer_size(newCtx, readBuffer); } _mesa_resizebuffers(newCtx); #endif #else /* We want the drawBuffer and readBuffer to be initialized by * the driver. * This generally means the Width and Height match the actual * window size and the renderbuffers (both hardware and software * based) are allocated to match. The later can generally be * done with a call to _mesa_resize_framebuffer(). * * It's theoretically possible for a buffer to have zero width * or height, but for now, assert check that the driver did what's * expected of it. */ ASSERT(drawBuffer->Width > 0); ASSERT(drawBuffer->Height > 0); #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 ); check_context_limits(newCtx); } } /* 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; } } /** * \return pointer to the current GL context for this thread. * * 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); } } /*@}*/