/* * Mesa 3-D graphics library * Version: 7.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. 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. */ /** * \file context.c * Mesa context/visual/framebuffer management functions. * \author Brian Paul */ /** * \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 "mfeatures.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 "context.h" #include "cpuinfo.h" #include "debug.h" #include "depth.h" #include "dlist.h" #include "eval.h" #include "extensions.h" #include "fbobject.h" #include "feedback.h" #include "fog.h" #include "formats.h" #include "framebuffer.h" #include "hint.h" #include "hash.h" #include "light.h" #include "lines.h" #include "macros.h" #include "matrix.h" #include "multisample.h" #include "pixel.h" #include "pixelstore.h" #include "points.h" #include "polygon.h" #include "queryobj.h" #include "syncobj.h" #include "rastpos.h" #include "remap.h" #include "scissor.h" #include "shared.h" #include "shaderobj.h" #include "simple_list.h" #include "state.h" #include "stencil.h" #include "texcompress_s3tc.h" #include "texstate.h" #include "transformfeedback.h" #include "mtypes.h" #include "varray.h" #include "version.h" #include "viewport.h" #include "vtxfmt.h" #include "program/program.h" #include "program/prog_print.h" #if _HAVE_FULL_GL #include "math/m_matrix.h" #endif #include "main/dispatch.h" /* for _gloffset_COUNT */ #ifdef USE_SPARC_ASM #include "sparc/sparc.h" #endif #include "glsl_parser_extras.h" #include <stdbool.h> #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 ctx GL context. * * Called by window system just before swapping buffers. * We have to finish any pending rendering. */ void _mesa_notifySwapBuffers(struct gl_context *ctx) { if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS) _mesa_debug(ctx, "SwapBuffers\n"); FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Flush) { ctx->Driver.Flush(ctx); } } /**********************************************************************/ /** \name GL Visual allocation/destruction */ /**********************************************************************/ /*@{*/ /** * Allocates a struct gl_config structure and initializes it via * _mesa_initialize_visual(). * * \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 struct gl_config or NULL if requested parameters * can't be met. * * \note Need to add params for level and numAuxBuffers (at least) */ struct gl_config * _mesa_create_visual( GLboolean dbFlag, GLboolean stereoFlag, GLint redBits, GLint greenBits, GLint blueBits, GLint alphaBits, GLint depthBits, GLint stencilBits, GLint accumRedBits, GLint accumGreenBits, GLint accumBlueBits, GLint accumAlphaBits, GLint numSamples ) { struct gl_config *vis = CALLOC_STRUCT(gl_config); if (vis) { if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag, redBits, greenBits, blueBits, alphaBits, depthBits, stencilBits, accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits, numSamples)) { free(vis); return NULL; } } return vis; } /** * Makes some sanity checks and fills in the fields of the struct * gl_config object with the given parameters. If the caller needs to * set additional fields, he should just probably init the whole * gl_config 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( struct gl_config *vis, GLboolean dbFlag, GLboolean stereoFlag, GLint redBits, GLint greenBits, GLint blueBits, GLint alphaBits, 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 = GL_TRUE; 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 = 0; 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->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( struct gl_config *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. */ /**********************************************************************/ /*@{*/ /** * This is lame. gdb only seems to recognize enum types that are * actually used somewhere. We want to be able to print/use enum * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use * the gl_texture_index type anywhere. Thus, this lame function. */ static void dummy_enum_func(void) { gl_buffer_index bi = BUFFER_FRONT_LEFT; gl_face_index fi = FACE_POS_X; gl_frag_attrib fa = FRAG_ATTRIB_WPOS; gl_frag_result fr = FRAG_RESULT_DEPTH; gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX; gl_vert_attrib va = VERT_ATTRIB_POS; gl_vert_result vr = VERT_RESULT_HPOS; gl_geom_attrib ga = GEOM_ATTRIB_POSITION; gl_geom_result gr = GEOM_RESULT_POS; (void) bi; (void) fi; (void) fa; (void) fr; (void) ti; (void) va; (void) vr; (void) ga; (void) gr; } /** * 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( struct gl_context *ctx ) { static GLbitfield api_init_mask = 0x0; _glthread_LOCK_MUTEX(OneTimeLock); /* truly one-time init */ if (!api_init_mask) { 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_get_cpu_features(); _mesa_init_sqrt_table(); /* context dependence is never a one-time thing... */ _mesa_init_get_hash(ctx); for (i = 0; i < 256; i++) { _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F; } #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__) if (MESA_VERBOSE != 0) { _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n", MESA_VERSION_STRING, __DATE__, __TIME__); } #endif #ifdef DEBUG _mesa_test_formats(); #endif } /* per-API one-time init */ if (!(api_init_mask & (1 << ctx->API))) { /* * This is fine as ES does not use the remap table, but it may not be * future-proof. We cannot always initialize the remap table because * when an app is linked to libGLES*, there are not enough dynamic * entries. */ if (ctx->API == API_OPENGL) _mesa_init_remap_table(); } api_init_mask |= 1 << ctx->API; _glthread_UNLOCK_MUTEX(OneTimeLock); /* Hopefully atexit() is widely available. If not, we may need some * #ifdef tests here. */ atexit(_mesa_destroy_shader_compiler); dummy_enum_func(); } /** * Initialize fields of gl_current_attrib (aka ctx->Current.*) */ static void _mesa_init_current(struct gl_context *ctx) { GLuint i; /* Init all to (0,0,0,1) */ for (i = 0; i < Elements(ctx->Current.Attrib); 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, 0.0 ); 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/geometry program limits. * Important: drivers should override these with actual limits. */ static void init_program_limits(GLenum type, struct gl_program_constants *prog) { prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS; prog->MaxTemps = MAX_PROGRAM_TEMPS; prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS; prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS; prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS; switch (type) { case GL_VERTEX_PROGRAM_ARB: prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; prog->MaxUniformComponents = 4 * MAX_UNIFORMS; break; case GL_FRAGMENT_PROGRAM_ARB: prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS; prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS; prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; prog->MaxUniformComponents = 4 * MAX_UNIFORMS; break; case MESA_GEOMETRY_PROGRAM: prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS; prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS; break; default: assert(0 && "Bad program type in init_program_limits()"); } /* Set the native limits to zero. This implies that there is no native * support for shaders. Let the drivers fill in the actual values. */ prog->MaxNativeInstructions = 0; prog->MaxNativeAluInstructions = 0; prog->MaxNativeTexInstructions = 0; prog->MaxNativeTexIndirections = 0; prog->MaxNativeAttribs = 0; prog->MaxNativeTemps = 0; prog->MaxNativeAddressRegs = 0; prog->MaxNativeParameters = 0; /* Set GLSL datatype range/precision info assuming IEEE float values. * Drivers should override these defaults as needed. */ prog->MediumFloat.RangeMin = 127; prog->MediumFloat.RangeMax = 127; prog->MediumFloat.Precision = 23; prog->LowFloat = prog->HighFloat = prog->MediumFloat; /* Assume ints are stored as floats for now, since this is the least-common * denominator. The OpenGL ES spec implies (page 132) that the precision * of integer types should be 0. Practically speaking, IEEE * single-precision floating point values can only store integers in the * range [-0x01000000, 0x01000000] without loss of precision. */ prog->MediumInt.RangeMin = 24; prog->MediumInt.RangeMax = 24; prog->MediumInt.Precision = 0; prog->LowInt = prog->HighInt = prog->MediumInt; } /** * 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(struct gl_context *ctx) { assert(ctx); /* Constants, may be overriden (usually only reduced) by device drivers */ ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES; 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.MaxTextureBufferSize = 65536; 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.MaxClipPlanes = 6; 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 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram); #endif #if FEATURE_ARB_fragment_program init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram); #endif #if FEATURE_ARB_geometry_shader4 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram); #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; #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.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; ctx->Const.MaxVarying = MAX_VARYING; #endif #if FEATURE_ARB_geometry_shader4 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS; ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS; ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS; ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES; ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS; #endif /* Shading language version */ if (ctx->API == API_OPENGL) { ctx->Const.GLSLVersion = 120; _mesa_override_glsl_version(ctx); } else if (ctx->API == API_OPENGLES2) { ctx->Const.GLSLVersion = 100; } else if (ctx->API == API_OPENGLES) { ctx->Const.GLSLVersion = 0; /* GLSL not supported */ } /* GL_ARB_framebuffer_object */ ctx->Const.MaxSamples = 0; /* GL_ARB_sync */ ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0; /* GL_ATI_envmap_bumpmap */ ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS; /* GL_EXT_provoking_vertex */ ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE; /* GL_EXT_transform_feedback */ ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS; ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS; ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS; /* GL 3.2: hard-coded for now: */ ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT; /** GL_EXT_gpu_shader4 */ ctx->Const.MinProgramTexelOffset = -8; ctx->Const.MaxProgramTexelOffset = 7; /* GL_ARB_robustness */ ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB; } /** * 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(struct gl_context *ctx) { /* check that we don't exceed the size of various bitfields */ assert(VERT_RESULT_MAX <= (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten))); assert(FRAG_ATTRIB_MAX <= (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead))); assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield)); /* shader-related checks */ 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); /* Texture unit checks */ assert(ctx->Const.MaxTextureImageUnits > 0); assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureCoordUnits > 0); assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxTextureUnits > 0); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits)); assert(ctx->Const.MaxCombinedTextureImageUnits > 0); assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS); /* number of coord units cannot be greater than number of image units */ assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits); /* Texture size checks */ assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS); assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS); assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS); assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE); /* 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); /* Texture level checks */ assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS); assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS); /* Max texture size should be <= max viewport size (render to texture) */ assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH); assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH); assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH); assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS); /* if this fails, add more enum values to gl_buffer_index */ assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT); /* XXX probably add more tests */ } /** * 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(struct gl_context *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_current( ctx ); _mesa_init_depth( ctx ); _mesa_init_debug( ctx ); _mesa_init_display_list( ctx ); _mesa_init_eval( ctx ); _mesa_init_fbobjects( ctx ); _mesa_init_feedback( ctx ); _mesa_init_fog( 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_queryobj( ctx ); _mesa_init_sync( ctx ); _mesa_init_rastpos( ctx ); _mesa_init_scissor( ctx ); _mesa_init_shader_state( ctx ); _mesa_init_stencil( ctx ); _mesa_init_transform( ctx ); _mesa_init_transform_feedback( ctx ); _mesa_init_varray( ctx ); _mesa_init_viewport( ctx ); if (!_mesa_init_texture( ctx )) return GL_FALSE; _mesa_init_texture_s3tc( ctx ); /* Miscellaneous */ ctx->NewState = _NEW_ALL; ctx->ErrorValue = (GLenum) GL_NO_ERROR; ctx->ResetStatus = (GLenum) GL_NO_ERROR; ctx->varying_vp_inputs = VERT_BIT_ALL; return GL_TRUE; } /** * Update default objects in a GL context with respect to shared state. * * \param ctx GL context. * * Removes references to old default objects, (texture objects, program * objects, etc.) and changes to reference those from the current shared * state. */ static GLboolean update_default_objects(struct gl_context *ctx) { assert(ctx); _mesa_update_default_objects_program(ctx); _mesa_update_default_objects_texture(ctx); _mesa_update_default_objects_buffer_objects(ctx); 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. */ struct _glapi_table * _mesa_alloc_dispatch_table(int size) { /* 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(), _gloffset_COUNT); struct _glapi_table *table; /* should never happen, but just in case */ numEntries = MAX2(numEntries, size); table = (struct _glapi_table *) 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 struct gl_context 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 api the GL API type to create the context for * \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(struct gl_context *ctx, gl_api api, const struct gl_config *visual, struct gl_context *share_list, const struct dd_function_table *driverFunctions, void *driverContext) { struct gl_shared_state *shared; int i; /*ASSERT(driverContext);*/ assert(driverFunctions->NewTextureObject); assert(driverFunctions->FreeTextureImageBuffer); ctx->API = api; ctx->Visual = *visual; ctx->DrawBuffer = NULL; ctx->ReadBuffer = NULL; ctx->WinSysDrawBuffer = NULL; ctx->WinSysReadBuffer = NULL; /* misc one-time initializations */ one_time_init(ctx); /* 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 */ shared = share_list->Shared; } else { /* allocate new, unshared state */ shared = _mesa_alloc_shared_state(ctx); if (!shared) return GL_FALSE; } _glthread_LOCK_MUTEX(shared->Mutex); ctx->Shared = shared; shared->RefCount++; _glthread_UNLOCK_MUTEX(shared->Mutex); if (!init_attrib_groups( ctx )) { _mesa_release_shared_state(ctx, ctx->Shared); return GL_FALSE; } #if FEATURE_dispatch /* setup the API dispatch tables */ switch (ctx->API) { #if FEATURE_GL case API_OPENGL: ctx->Exec = _mesa_create_exec_table(); break; #endif #if FEATURE_ES1 case API_OPENGLES: ctx->Exec = _mesa_create_exec_table_es1(); break; #endif #if FEATURE_ES2 case API_OPENGLES2: ctx->Exec = _mesa_create_exec_table_es2(); break; #endif default: _mesa_problem(ctx, "unknown or unsupported API"); break; } if (!ctx->Exec) { _mesa_release_shared_state(ctx, ctx->Shared); return GL_FALSE; } #endif ctx->CurrentDispatch = ctx->Exec; ctx->FragmentProgram._MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL); ctx->VertexProgram._MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL); if (ctx->VertexProgram._MaintainTnlProgram) { /* this is required... */ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; } /* Mesa core handles all the formats that mesa core knows about. * Drivers will want to override this list with just the formats * they can handle, and confirm that appropriate fallbacks exist in * _mesa_choose_tex_format(). */ memset(&ctx->TextureFormatSupported, GL_TRUE, sizeof(ctx->TextureFormatSupported)); switch (ctx->API) { case API_OPENGL: #if FEATURE_dlist ctx->Save = _mesa_create_save_table(); if (!ctx->Save) { _mesa_release_shared_state(ctx, ctx->Shared); free(ctx->Exec); return GL_FALSE; } _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); #endif break; case API_OPENGLES: /** * GL_OES_texture_cube_map says * "Initially all texture generation modes are set to REFLECTION_MAP_OES" */ for (i = 0; i < MAX_TEXTURE_UNITS; i++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; texUnit->GenS.Mode = GL_REFLECTION_MAP_NV; texUnit->GenT.Mode = GL_REFLECTION_MAP_NV; texUnit->GenR.Mode = GL_REFLECTION_MAP_NV; texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV; texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV; texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV; } break; case API_OPENGLES2: ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */ break; } ctx->FirstTimeCurrent = GL_TRUE; return GL_TRUE; } /** * Allocate and initialize a struct gl_context 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 api the GL API type to create the context for * \param visual a struct gl_config 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 driverContext points to the device driver's private context state * * \return pointer to a new __struct gl_contextRec or NULL if error. */ struct gl_context * _mesa_create_context(gl_api api, const struct gl_config *visual, struct gl_context *share_list, const struct dd_function_table *driverFunctions, void *driverContext) { struct gl_context *ctx; ASSERT(visual); /*ASSERT(driverContext);*/ ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context)); if (!ctx) return NULL; if (_mesa_initialize_context(ctx, api, visual, share_list, driverFunctions, driverContext)) { return ctx; } else { free(ctx); return NULL; } } /** * Free the data associated with the given context. * * But doesn't free the struct gl_context struct itself. * * \sa _mesa_initialize_context() and init_attrib_groups(). */ void _mesa_free_context_data( struct gl_context *ctx ) { if (!_mesa_get_current_context()){ /* No current context, but we may need one in order to delete * texture objs, etc. So temporarily bind the context now. */ _mesa_make_current(ctx, NULL, NULL); } /* unreference WinSysDraw/Read buffers */ _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL); _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL); _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL); _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL); _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_attrib_data(ctx); _mesa_free_buffer_objects(ctx); _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_program_data(ctx); _mesa_free_shader_state(ctx); _mesa_free_queryobj_data(ctx); _mesa_free_sync_data(ctx); _mesa_free_varray_data(ctx); _mesa_free_transform_feedback(ctx); _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj); #if FEATURE_ARB_pixel_buffer_object _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL); #endif _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL); /* free dispatch tables */ free(ctx->Exec); free(ctx->Save); /* Shared context state (display lists, textures, etc) */ _mesa_release_shared_state( ctx, ctx->Shared ); /* needs to be after freeing shared state */ _mesa_free_display_list_data(ctx); if (ctx->Extensions.String) free((void *) ctx->Extensions.String); if (ctx->VersionString) free(ctx->VersionString); /* unbind the context if it's currently bound */ if (ctx == _mesa_get_current_context()) { _mesa_make_current(NULL, NULL, NULL); } } /** * Destroy a struct gl_context structure. * * \param ctx GL context. * * Calls _mesa_free_context_data() and frees the gl_context object itself. */ void _mesa_destroy_context( struct gl_context *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 struct gl_context *src, struct gl_context *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 struct gl_context *ctx, const struct gl_framebuffer *buffer) { const struct gl_config *ctxvis = &ctx->Visual; const struct gl_config *bufvis = &buffer->Visual; if (buffer == _mesa_get_incomplete_framebuffer()) return GL_TRUE; #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(struct gl_context *ctx, struct gl_framebuffer *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; } } /** * Check if the viewport/scissor size has not yet been initialized. * Initialize the size if the given width and height are non-zero. */ void _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height) { if (!ctx->ViewportInitialized && width > 0 && height > 0) { /* Note: set flag here, before calling _mesa_set_viewport(), to prevent * potential infinite recursion. */ ctx->ViewportInitialized = GL_TRUE; _mesa_set_viewport(ctx, 0, 0, width, height); _mesa_set_scissor(ctx, 0, 0, width, height); } } /** * 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 */ GLboolean _mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer, struct gl_framebuffer *readBuffer ) { GET_CURRENT_CONTEXT(curCtx); 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 GL_FALSE; } } if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) { if (!check_compatible(newCtx, readBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and readbuffer"); return GL_FALSE; } } if (curCtx && (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) && /* make sure this context is valid for flushing */ curCtx != newCtx) _mesa_flush(curCtx); /* 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) { 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) { _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); /* Update the FBO's list of drawbuffers/renderbuffers. * For winsys FBOs this comes from the GL state (which may have * changed since the last time this FBO was bound). */ _mesa_update_draw_buffers(newCtx); } if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) { _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); } /* XXX only set this flag if we're really changing the draw/read * framebuffer bindings. */ 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 (drawBuffer) { _mesa_check_init_viewport(newCtx, drawBuffer->Width, drawBuffer->Height); } } if (newCtx->FirstTimeCurrent) { _mesa_compute_version(newCtx); newCtx->Extensions.String = _mesa_make_extension_string(newCtx); 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 (_mesa_getenv("MESA_INFO")) { _mesa_print_info(); } newCtx->FirstTimeCurrent = GL_FALSE; } } return GL_TRUE; } /** * 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(struct gl_context *ctx, struct gl_context *ctxToShare) { if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) { struct gl_shared_state *oldSharedState = ctx->Shared; ctx->Shared = ctxToShare->Shared; _glthread_LOCK_MUTEX(ctx->Shared->Mutex); ctx->Shared->RefCount++; _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); update_default_objects(ctx); _mesa_release_shared_state(ctx, oldSharedState); 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. */ struct gl_context * _mesa_get_current_context( void ) { return (struct gl_context *) _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 __struct gl_contextRec::CurrentDispatch. */ struct _glapi_table * _mesa_get_dispatch(struct gl_context *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(struct gl_context *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); } } /** * Flush commands and wait for completion. */ void _mesa_finish(struct gl_context *ctx) { FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Finish) { ctx->Driver.Finish(ctx); } } /** * Flush commands. */ void _mesa_flush(struct gl_context *ctx) { FLUSH_CURRENT( ctx, 0 ); if (ctx->Driver.Flush) { ctx->Driver.Flush(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); _mesa_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); _mesa_flush(ctx); } /** * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over * MUL/MAD, or vice versa, call this function to register that. * Otherwise we default to MUL/MAD. */ void _mesa_set_mvp_with_dp4( struct gl_context *ctx, GLboolean flag ) { ctx->mvp_with_dp4 = flag; } /** * Prior to drawing anything with glBegin, glDrawArrays, etc. this function * is called to see if it's valid to render. This involves checking that * the current shader is valid and the framebuffer is complete. * If an error is detected it'll be recorded here. * \return GL_TRUE if OK to render, GL_FALSE if not */ GLboolean _mesa_valid_to_render(struct gl_context *ctx, const char *where) { bool vert_from_glsl_shader = false; bool geom_from_glsl_shader = false; bool frag_from_glsl_shader = false; /* This depends on having up to date derived state (shaders) */ if (ctx->NewState) _mesa_update_state(ctx); if (ctx->Shader.CurrentVertexProgram) { vert_from_glsl_shader = true; if (!ctx->Shader.CurrentVertexProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; } #if 0 /* not normally enabled */ { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentVertexProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", ctx->Shader.CurrentVertexProgram->Name, errMsg); } } #endif } if (ctx->Shader.CurrentGeometryProgram) { geom_from_glsl_shader = true; if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; } #if 0 /* not normally enabled */ { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentGeometryProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", ctx->Shader.CurrentGeometryProgram->Name, errMsg); } } #endif } if (ctx->Shader.CurrentFragmentProgram) { frag_from_glsl_shader = true; if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; } #if 0 /* not normally enabled */ { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentFragmentProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", ctx->Shader.CurrentFragmentProgram->Name, errMsg); } } #endif } /* Any shader stages that are not supplied by the GLSL shader and have * assembly shaders enabled must now be validated. */ if (!vert_from_glsl_shader && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(vertex program not valid)", where); return GL_FALSE; } /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current * FINISHME: geometry program should validated here. */ (void) geom_from_glsl_shader; if (!frag_from_glsl_shader) { if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(fragment program not valid)", where); return GL_FALSE; } /* If drawing to integer-valued color buffers, there must be an * active fragment shader (GL_EXT_texture_integer). */ if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(integer format but no fragment shader)", where); return GL_FALSE; } } if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "%s(incomplete framebuffer)", where); return GL_FALSE; } #ifdef DEBUG if (ctx->Shader.Flags & GLSL_LOG) { struct gl_shader_program *shProg[MESA_SHADER_TYPES]; gl_shader_type i; shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram; shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram; shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram; for (i = 0; i < MESA_SHADER_TYPES; i++) { if (shProg[i] == NULL || shProg[i]->_Used || shProg[i]->_LinkedShaders[i] == NULL) continue; /* This is the first time this shader is being used. * Append shader's constants/uniforms to log file. * * Only log data for the program target that matches the shader * target. It's possible to have a program bound to the vertex * shader target that also supplied a fragment shader. If that * program isn't also bound to the fragment shader target we don't * want to log its fragment data. */ _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]); } for (i = 0; i < MESA_SHADER_TYPES; i++) { if (shProg[i] != NULL) shProg[i]->_Used = GL_TRUE; } } #endif return GL_TRUE; } /*@}*/