diff options
author | marha <marha@users.sourceforge.net> | 2011-04-14 06:41:54 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2011-04-14 06:41:54 +0000 |
commit | 019fc27ce6dc2a1809107be10d4deb80e0fa436b (patch) | |
tree | 57bc2571720a5d6e518ef15879d56ea066df494c /mesalib/src/mesa/main/context.c | |
parent | 7bcdd32ccff794b9a83a88ff9bc2d0b7b088bd06 (diff) | |
download | vcxsrv-019fc27ce6dc2a1809107be10d4deb80e0fa436b.tar.gz vcxsrv-019fc27ce6dc2a1809107be10d4deb80e0fa436b.tar.bz2 vcxsrv-019fc27ce6dc2a1809107be10d4deb80e0fa436b.zip |
server xkeyboard-config mesa git update 14 Apr 2011
Diffstat (limited to 'mesalib/src/mesa/main/context.c')
-rw-r--r-- | mesalib/src/mesa/main/context.c | 3774 |
1 files changed, 1888 insertions, 1886 deletions
diff --git a/mesalib/src/mesa/main/context.c b/mesalib/src/mesa/main/context.c index 4f6712a10..8053edc23 100644 --- a/mesalib/src/mesa/main/context.c +++ b/mesalib/src/mesa/main/context.c @@ -1,1886 +1,1888 @@ -/*
- * 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 = 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
- 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;
- }
- 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;
-}
-
-
-/**
- * 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->varying_vp_inputs = ~0;
-
- 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->FreeTexImageData);
-
- 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
-
-#if FEATURE_ARB_vertex_buffer_object
- _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
-#endif
-
- /* 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) {
- /* 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) {
- /* KW: merge conflict here, revisit.
- */
- /* 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);
- }
-
- /* 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++) {
- struct gl_shader *sh;
-
- 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.
- *
- * The logic is a little odd here. We only want to log data for each
- * shader target that will actually be used, and we only want to log
- * it once. 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.
- */
- sh = shProg[i]->_LinkedShaders[i];
- switch (sh->Type) {
- case GL_VERTEX_SHADER:
- _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
- break;
-
- case GL_GEOMETRY_SHADER_ARB:
- _mesa_append_uniforms_to_file(sh,
- &shProg[i]->GeometryProgram->Base);
- break;
-
- case GL_FRAGMENT_SHADER:
- _mesa_append_uniforms_to_file(sh,
- &shProg[i]->FragmentProgram->Base);
- break;
- }
- }
-
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
- if (shProg[i] != NULL)
- shProg[i]->_Used = GL_TRUE;
- }
- }
-#endif
-
- return GL_TRUE;
-}
-
-
-/*@}*/
+/* + * 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 = 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 + 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; + } + 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; +} + + +/** + * 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->varying_vp_inputs = ~0; + + 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->FreeTexImageData); + + 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 + +#if FEATURE_ARB_vertex_buffer_object + _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL); + _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL); +#endif + + /* 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) { + /* 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) { + /* KW: merge conflict here, revisit. + */ + /* 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); + } + + /* 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++) { + struct gl_shader *sh; + + 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. + * + * The logic is a little odd here. We only want to log data for each + * shader target that will actually be used, and we only want to log + * it once. 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. + */ + sh = shProg[i]->_LinkedShaders[i]; + switch (sh->Type) { + case GL_VERTEX_SHADER: + _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base); + break; + + case GL_GEOMETRY_SHADER_ARB: + _mesa_append_uniforms_to_file(sh, + &shProg[i]->GeometryProgram->Base); + break; + + case GL_FRAGMENT_SHADER: + _mesa_append_uniforms_to_file(sh, + &shProg[i]->FragmentProgram->Base); + break; + } + } + + for (i = 0; i < MESA_SHADER_TYPES; i++) { + if (shProg[i] != NULL) + shProg[i]->_Used = GL_TRUE; + } + } +#endif + + return GL_TRUE; +} + + +/*@}*/ |