/*
* 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:
*
* - Structures to represent most GL state
* - State set/get functions
* - Display lists
* - Texture unit, object and image handling
* - Matrix and attribute stacks
*
*
* Other modules are responsible for API dispatch, vertex transformation,
* point/line/triangle setup, rasterization, vertex array caching,
* vertex/fragment programs/shaders, etc.
*
*
* \section AboutDoxygen About Doxygen
*
* If you're viewing this information as Doxygen-generated HTML you'll
* see the documentation index at the top of this page.
*
* The first line lists the Mesa source code modules.
* The second line lists the indexes available for viewing the documentation
* for each module.
*
* Selecting the Main page link will display a summary of the module
* (this page).
*
* Selecting Data Structures will list all C structures.
*
* Selecting the File List link will list all the source files in
* the module.
* Selecting a filename will show a list of all functions defined in that file.
*
* Selecting the Data Fields link will display a list of all
* documented structure members.
*
* Selecting the Globals link will display a list
* of all functions, structures, global variables and macros in the module.
*
*/
#include "glheader.h"
#include "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
#ifndef MESA_VERBOSE
int MESA_VERBOSE = 0;
#endif
#ifndef MESA_DEBUG_FLAGS
int MESA_DEBUG_FLAGS = 0;
#endif
/* ubyte -> float conversion */
GLfloat _mesa_ubyte_to_float_color_tab[256];
/**
* Swap buffers notification callback.
*
* \param ctx GL context.
*
* Called by window system just before swapping buffers.
* We have to finish any pending rendering.
*/
void
_mesa_notifySwapBuffers(struct gl_context *ctx)
{
if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
_mesa_debug(ctx, "SwapBuffers\n");
FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Flush) {
ctx->Driver.Flush(ctx);
}
}
/**********************************************************************/
/** \name GL Visual allocation/destruction */
/**********************************************************************/
/*@{*/
/**
* Allocates a struct gl_config structure and initializes it via
* _mesa_initialize_visual().
*
* \param dbFlag double buffering
* \param stereoFlag stereo buffer
* \param depthBits requested bits per depth buffer value. Any value in [0, 32]
* is acceptable but the actual depth type will be GLushort or GLuint as
* needed.
* \param stencilBits requested minimum bits per stencil buffer value
* \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
* of bits per color component in accum buffer.
* \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
* \param redBits number of bits per color component in frame buffer for RGB(A)
* mode. We always use 8 in core Mesa though.
* \param greenBits same as above.
* \param blueBits same as above.
* \param alphaBits same as above.
* \param numSamples not really used.
*
* \return pointer to new struct gl_config or NULL if requested parameters
* can't be met.
*
* \note Need to add params for level and numAuxBuffers (at least)
*/
struct gl_config *
_mesa_create_visual( GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples )
{
struct gl_config *vis = CALLOC_STRUCT(gl_config);
if (vis) {
if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
redBits, greenBits, blueBits, alphaBits,
depthBits, stencilBits,
accumRedBits, accumGreenBits,
accumBlueBits, accumAlphaBits,
numSamples)) {
free(vis);
return NULL;
}
}
return vis;
}
/**
* Makes some sanity checks and fills in the fields of the struct
* gl_config object with the given parameters. If the caller needs to
* set additional fields, he should just probably init the whole
* gl_config object himself.
*
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \sa _mesa_create_visual() above for the parameter description.
*/
GLboolean
_mesa_initialize_visual( struct gl_config *vis,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples )
{
assert(vis);
if (depthBits < 0 || depthBits > 32) {
return GL_FALSE;
}
if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
return GL_FALSE;
}
assert(accumRedBits >= 0);
assert(accumGreenBits >= 0);
assert(accumBlueBits >= 0);
assert(accumAlphaBits >= 0);
vis->rgbMode = GL_TRUE;
vis->doubleBufferMode = dbFlag;
vis->stereoMode = stereoFlag;
vis->redBits = redBits;
vis->greenBits = greenBits;
vis->blueBits = blueBits;
vis->alphaBits = alphaBits;
vis->rgbBits = redBits + greenBits + blueBits;
vis->indexBits = 0;
vis->depthBits = depthBits;
vis->stencilBits = stencilBits;
vis->accumRedBits = accumRedBits;
vis->accumGreenBits = accumGreenBits;
vis->accumBlueBits = accumBlueBits;
vis->accumAlphaBits = accumAlphaBits;
vis->haveAccumBuffer = accumRedBits > 0;
vis->haveDepthBuffer = depthBits > 0;
vis->haveStencilBuffer = stencilBits > 0;
vis->numAuxBuffers = 0;
vis->level = 0;
vis->sampleBuffers = numSamples > 0 ? 1 : 0;
vis->samples = numSamples;
return GL_TRUE;
}
/**
* Destroy a visual and free its memory.
*
* \param vis visual.
*
* Frees the visual structure.
*/
void
_mesa_destroy_visual( struct gl_config *vis )
{
free(vis);
}
/*@}*/
/**********************************************************************/
/** \name Context allocation, initialization, destroying
*
* The purpose of the most initialization functions here is to provide the
* default state values according to the OpenGL specification.
*/
/**********************************************************************/
/*@{*/
/**
* This is lame. gdb only seems to recognize enum types that are
* actually used somewhere. We want to be able to print/use enum
* values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
* the gl_texture_index type anywhere. Thus, this lame function.
*/
static void
dummy_enum_func(void)
{
gl_buffer_index bi = BUFFER_FRONT_LEFT;
gl_face_index fi = FACE_POS_X;
gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
gl_frag_result fr = FRAG_RESULT_DEPTH;
gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
gl_vert_attrib va = VERT_ATTRIB_POS;
gl_vert_result vr = VERT_RESULT_HPOS;
gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
gl_geom_result gr = GEOM_RESULT_POS;
(void) bi;
(void) fi;
(void) fa;
(void) fr;
(void) ti;
(void) va;
(void) vr;
(void) ga;
(void) gr;
}
/**
* One-time initialization mutex lock.
*
* \sa Used by one_time_init().
*/
_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
/**
* Calls all the various one-time-init functions in Mesa.
*
* While holding a global mutex lock, calls several initialization functions,
* and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
* defined.
*
* \sa _math_init().
*/
static void
one_time_init( struct gl_context *ctx )
{
static GLbitfield api_init_mask = 0x0;
_glthread_LOCK_MUTEX(OneTimeLock);
/* truly one-time init */
if (!api_init_mask) {
GLuint i;
/* do some implementation tests */
assert( sizeof(GLbyte) == 1 );
assert( sizeof(GLubyte) == 1 );
assert( sizeof(GLshort) == 2 );
assert( sizeof(GLushort) == 2 );
assert( sizeof(GLint) == 4 );
assert( sizeof(GLuint) == 4 );
_mesa_get_cpu_features();
_mesa_init_sqrt_table();
/* context dependence is never a one-time thing... */
_mesa_init_get_hash(ctx);
for (i = 0; i < 256; i++) {
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
if (MESA_VERBOSE != 0) {
_mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
MESA_VERSION_STRING, __DATE__, __TIME__);
}
#endif
#ifdef DEBUG
_mesa_test_formats();
#endif
}
/* per-API one-time init */
if (!(api_init_mask & (1 << ctx->API))) {
/*
* This is fine as ES does not use the remap table, but it may not be
* future-proof. We cannot always initialize the remap table because
* when an app is linked to libGLES*, there are not enough dynamic
* entries.
*/
if (ctx->API == API_OPENGL)
_mesa_init_remap_table();
}
api_init_mask |= 1 << ctx->API;
_glthread_UNLOCK_MUTEX(OneTimeLock);
/* Hopefully atexit() is widely available. If not, we may need some
* #ifdef tests here.
*/
atexit(_mesa_destroy_shader_compiler);
dummy_enum_func();
}
/**
* Initialize fields of gl_current_attrib (aka ctx->Current.*)
*/
static void
_mesa_init_current(struct gl_context *ctx)
{
GLuint i;
/* Init all to (0,0,0,1) */
for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
}
/* redo special cases: */
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
}
/**
* Init vertex/fragment/geometry program limits.
* Important: drivers should override these with actual limits.
*/
static void
init_program_limits(GLenum type, struct gl_program_constants *prog)
{
prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
prog->MaxTemps = MAX_PROGRAM_TEMPS;
prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
switch (type) {
case GL_VERTEX_PROGRAM_ARB:
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
break;
case GL_FRAGMENT_PROGRAM_ARB:
prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
break;
case MESA_GEOMETRY_PROGRAM:
prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
break;
default:
assert(0 && "Bad program type in init_program_limits()");
}
/* Set the native limits to zero. This implies that there is no native
* support for shaders. Let the drivers fill in the actual values.
*/
prog->MaxNativeInstructions = 0;
prog->MaxNativeAluInstructions = 0;
prog->MaxNativeTexInstructions = 0;
prog->MaxNativeTexIndirections = 0;
prog->MaxNativeAttribs = 0;
prog->MaxNativeTemps = 0;
prog->MaxNativeAddressRegs = 0;
prog->MaxNativeParameters = 0;
/* Set GLSL datatype range/precision info assuming IEEE float values.
* Drivers should override these defaults as needed.
*/
prog->MediumFloat.RangeMin = 127;
prog->MediumFloat.RangeMax = 127;
prog->MediumFloat.Precision = 23;
prog->LowFloat = prog->HighFloat = prog->MediumFloat;
/* Assume ints are stored as floats for now, since this is the least-common
* denominator. The OpenGL ES spec implies (page 132) that the precision
* of integer types should be 0. Practically speaking, IEEE
* single-precision floating point values can only store integers in the
* range [-0x01000000, 0x01000000] without loss of precision.
*/
prog->MediumInt.RangeMin = 24;
prog->MediumInt.RangeMax = 24;
prog->MediumInt.Precision = 0;
prog->LowInt = prog->HighInt = prog->MediumInt;
}
/**
* Initialize fields of gl_constants (aka ctx->Const.*).
* Use defaults from config.h. The device drivers will often override
* some of these values (such as number of texture units).
*/
static void
_mesa_init_constants(struct gl_context *ctx)
{
assert(ctx);
/* Constants, may be overriden (usually only reduced) by device drivers */
ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
ctx->Const.MaxTextureImageUnits);
ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
ctx->Const.MaxTextureBufferSize = 65536;
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
ctx->Const.MinPointSize = MIN_POINT_SIZE;
ctx->Const.MaxPointSize = MAX_POINT_SIZE;
ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
ctx->Const.MaxClipPlanes = 6;
ctx->Const.MaxLights = MAX_LIGHTS;
ctx->Const.MaxShininess = 128.0;
ctx->Const.MaxSpotExponent = 128.0;
ctx->Const.MaxViewportWidth = MAX_WIDTH;
ctx->Const.MaxViewportHeight = MAX_HEIGHT;
#if FEATURE_ARB_vertex_program
init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
#endif
#if FEATURE_ARB_fragment_program
init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
#endif
#if FEATURE_ARB_geometry_shader4
init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
#endif
ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
/* CheckArrayBounds is overriden by drivers/x11 for X server */
ctx->Const.CheckArrayBounds = GL_FALSE;
/* GL_ARB_draw_buffers */
ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
#if FEATURE_EXT_framebuffer_object
ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
#endif
#if FEATURE_ARB_vertex_shader
ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxVarying = MAX_VARYING;
#endif
#if FEATURE_ARB_geometry_shader4
ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
#endif
/* Shading language version */
if (ctx->API == API_OPENGL) {
ctx->Const.GLSLVersion = 120;
_mesa_override_glsl_version(ctx);
}
else if (ctx->API == API_OPENGLES2) {
ctx->Const.GLSLVersion = 100;
}
else if (ctx->API == API_OPENGLES) {
ctx->Const.GLSLVersion = 0; /* GLSL not supported */
}
/* GL_ARB_framebuffer_object */
ctx->Const.MaxSamples = 0;
/* GL_ARB_sync */
ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
/* GL_ATI_envmap_bumpmap */
ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
/* GL_EXT_provoking_vertex */
ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
/* GL_EXT_transform_feedback */
ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
/* GL 3.2: hard-coded for now: */
ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
/** GL_EXT_gpu_shader4 */
ctx->Const.MinProgramTexelOffset = -8;
ctx->Const.MaxProgramTexelOffset = 7;
/* GL_ARB_robustness */
ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
}
/**
* Do some sanity checks on the limits/constants for the given context.
* Only called the first time a context is bound.
*/
static void
check_context_limits(struct gl_context *ctx)
{
/* check that we don't exceed the size of various bitfields */
assert(VERT_RESULT_MAX <=
(8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
assert(FRAG_ATTRIB_MAX <=
(8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
/* shader-related checks */
assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
/* Texture unit checks */
assert(ctx->Const.MaxTextureImageUnits > 0);
assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
assert(ctx->Const.MaxTextureCoordUnits > 0);
assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
assert(ctx->Const.MaxTextureUnits > 0);
assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
ctx->Const.MaxTextureCoordUnits));
assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
/* number of coord units cannot be greater than number of image units */
assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
/* Texture size checks */
assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
/* make sure largest texture image is <= MAX_WIDTH in size */
assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
/* Texture level checks */
assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
/* Max texture size should be <= max viewport size (render to texture) */
assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
/* if this fails, add more enum values to gl_buffer_index */
assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
/* XXX probably add more tests */
}
/**
* Initialize the attribute groups in a GL context.
*
* \param ctx GL context.
*
* Initializes all the attributes, calling the respective init*
* functions for the more complex data structures.
*/
static GLboolean
init_attrib_groups(struct gl_context *ctx)
{
assert(ctx);
/* Constants */
_mesa_init_constants( ctx );
/* Extensions */
_mesa_init_extensions( ctx );
/* Attribute Groups */
_mesa_init_accum( ctx );
_mesa_init_attrib( ctx );
_mesa_init_buffer_objects( ctx );
_mesa_init_color( ctx );
_mesa_init_current( ctx );
_mesa_init_depth( ctx );
_mesa_init_debug( ctx );
_mesa_init_display_list( ctx );
_mesa_init_eval( ctx );
_mesa_init_fbobjects( ctx );
_mesa_init_feedback( ctx );
_mesa_init_fog( ctx );
_mesa_init_hint( ctx );
_mesa_init_line( ctx );
_mesa_init_lighting( ctx );
_mesa_init_matrix( ctx );
_mesa_init_multisample( ctx );
_mesa_init_pixel( ctx );
_mesa_init_pixelstore( ctx );
_mesa_init_point( ctx );
_mesa_init_polygon( ctx );
_mesa_init_program( ctx );
_mesa_init_queryobj( ctx );
_mesa_init_sync( ctx );
_mesa_init_rastpos( ctx );
_mesa_init_scissor( ctx );
_mesa_init_shader_state( ctx );
_mesa_init_stencil( ctx );
_mesa_init_transform( ctx );
_mesa_init_transform_feedback( ctx );
_mesa_init_varray( ctx );
_mesa_init_viewport( ctx );
if (!_mesa_init_texture( ctx ))
return GL_FALSE;
_mesa_init_texture_s3tc( ctx );
/* Miscellaneous */
ctx->NewState = _NEW_ALL;
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
ctx->ResetStatus = (GLenum) GL_NO_ERROR;
ctx->varying_vp_inputs = ~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->FreeTextureImageBuffer);
ctx->API = api;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
ctx->WinSysDrawBuffer = NULL;
ctx->WinSysReadBuffer = NULL;
/* misc one-time initializations */
one_time_init(ctx);
/* Plug in driver functions and context pointer here.
* This is important because when we call alloc_shared_state() below
* we'll call ctx->Driver.NewTextureObject() to create the default
* textures.
*/
ctx->Driver = *driverFunctions;
ctx->DriverCtx = driverContext;
if (share_list) {
/* share state with another context */
shared = share_list->Shared;
}
else {
/* allocate new, unshared state */
shared = _mesa_alloc_shared_state(ctx);
if (!shared)
return GL_FALSE;
}
_glthread_LOCK_MUTEX(shared->Mutex);
ctx->Shared = shared;
shared->RefCount++;
_glthread_UNLOCK_MUTEX(shared->Mutex);
if (!init_attrib_groups( ctx )) {
_mesa_release_shared_state(ctx, ctx->Shared);
return GL_FALSE;
}
#if FEATURE_dispatch
/* setup the API dispatch tables */
switch (ctx->API) {
#if FEATURE_GL
case API_OPENGL:
ctx->Exec = _mesa_create_exec_table();
break;
#endif
#if FEATURE_ES1
case API_OPENGLES:
ctx->Exec = _mesa_create_exec_table_es1();
break;
#endif
#if FEATURE_ES2
case API_OPENGLES2:
ctx->Exec = _mesa_create_exec_table_es2();
break;
#endif
default:
_mesa_problem(ctx, "unknown or unsupported API");
break;
}
if (!ctx->Exec) {
_mesa_release_shared_state(ctx, ctx->Shared);
return GL_FALSE;
}
#endif
ctx->CurrentDispatch = ctx->Exec;
ctx->FragmentProgram._MaintainTexEnvProgram
= (_mesa_getenv("MESA_TEX_PROG") != NULL);
ctx->VertexProgram._MaintainTnlProgram
= (_mesa_getenv("MESA_TNL_PROG") != NULL);
if (ctx->VertexProgram._MaintainTnlProgram) {
/* this is required... */
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
}
/* Mesa core handles all the formats that mesa core knows about.
* Drivers will want to override this list with just the formats
* they can handle, and confirm that appropriate fallbacks exist in
* _mesa_choose_tex_format().
*/
memset(&ctx->TextureFormatSupported, GL_TRUE,
sizeof(ctx->TextureFormatSupported));
switch (ctx->API) {
case API_OPENGL:
#if FEATURE_dlist
ctx->Save = _mesa_create_save_table();
if (!ctx->Save) {
_mesa_release_shared_state(ctx, ctx->Shared);
free(ctx->Exec);
return GL_FALSE;
}
_mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
#endif
break;
case API_OPENGLES:
/**
* GL_OES_texture_cube_map says
* "Initially all texture generation modes are set to REFLECTION_MAP_OES"
*/
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
}
break;
case API_OPENGLES2:
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
break;
}
ctx->FirstTimeCurrent = GL_TRUE;
return GL_TRUE;
}
/**
* Allocate and initialize a struct gl_context structure.
* Note that the driver needs to pass in its dd_function_table here since
* we need to at least call driverFunctions->NewTextureObject to initialize
* the rendering context.
*
* \param api the GL API type to create the context for
* \param visual a struct gl_config pointer (we copy the struct contents)
* \param share_list another context to share display lists with or NULL
* \param driverFunctions points to the dd_function_table into which the
* driver has plugged in all its special functions.
* \param driverContext points to the device driver's private context state
*
* \return pointer to a new __struct gl_contextRec or NULL if error.
*/
struct gl_context *
_mesa_create_context(gl_api api,
const struct gl_config *visual,
struct gl_context *share_list,
const struct dd_function_table *driverFunctions,
void *driverContext)
{
struct gl_context *ctx;
ASSERT(visual);
/*ASSERT(driverContext);*/
ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
if (!ctx)
return NULL;
if (_mesa_initialize_context(ctx, api, visual, share_list,
driverFunctions, driverContext)) {
return ctx;
}
else {
free(ctx);
return NULL;
}
}
/**
* Free the data associated with the given context.
*
* But doesn't free the struct gl_context struct itself.
*
* \sa _mesa_initialize_context() and init_attrib_groups().
*/
void
_mesa_free_context_data( struct gl_context *ctx )
{
if (!_mesa_get_current_context()){
/* No current context, but we may need one in order to delete
* texture objs, etc. So temporarily bind the context now.
*/
_mesa_make_current(ctx, NULL, NULL);
}
/* unreference WinSysDraw/Read buffers */
_mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
_mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
_mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
_mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
_mesa_free_attrib_data(ctx);
_mesa_free_buffer_objects(ctx);
_mesa_free_lighting_data( ctx );
_mesa_free_eval_data( ctx );
_mesa_free_texture_data( ctx );
_mesa_free_matrix_data( ctx );
_mesa_free_viewport_data( ctx );
_mesa_free_program_data(ctx);
_mesa_free_shader_state(ctx);
_mesa_free_queryobj_data(ctx);
_mesa_free_sync_data(ctx);
_mesa_free_varray_data(ctx);
_mesa_free_transform_feedback(ctx);
_mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
#if FEATURE_ARB_pixel_buffer_object
_mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
#endif
#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) {
ASSERT(drawBuffer->Name == 0);
ASSERT(readBuffer->Name == 0);
_mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
_mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
/*
* Only set the context's Draw/ReadBuffer fields if they're NULL
* or not bound to a user-created FBO.
*/
if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
_mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
/* Update the FBO's list of drawbuffers/renderbuffers.
* For winsys FBOs this comes from the GL state (which may have
* changed since the last time this FBO was bound).
*/
_mesa_update_draw_buffers(newCtx);
}
if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
_mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
}
/* XXX only set this flag if we're really changing the draw/read
* framebuffer bindings.
*/
newCtx->NewState |= _NEW_BUFFERS;
#if 1
/* We want to get rid of these lines: */
#if _HAVE_FULL_GL
if (!drawBuffer->Initialized) {
initialize_framebuffer_size(newCtx, drawBuffer);
}
if (readBuffer != drawBuffer && !readBuffer->Initialized) {
initialize_framebuffer_size(newCtx, readBuffer);
}
_mesa_resizebuffers(newCtx);
#endif
#else
/* We want the drawBuffer and readBuffer to be initialized by
* the driver.
* This generally means the Width and Height match the actual
* window size and the renderbuffers (both hardware and software
* based) are allocated to match. The later can generally be
* done with a call to _mesa_resize_framebuffer().
*
* It's theoretically possible for a buffer to have zero width
* or height, but for now, assert check that the driver did what's
* expected of it.
*/
ASSERT(drawBuffer->Width > 0);
ASSERT(drawBuffer->Height > 0);
#endif
if (drawBuffer) {
_mesa_check_init_viewport(newCtx,
drawBuffer->Width, drawBuffer->Height);
}
}
if (newCtx->FirstTimeCurrent) {
_mesa_compute_version(newCtx);
newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
check_context_limits(newCtx);
/* We can use this to help debug user's problems. Tell them to set
* the MESA_INFO env variable before running their app. Then the
* first time each context is made current we'll print some useful
* information.
*/
if (_mesa_getenv("MESA_INFO")) {
_mesa_print_info();
}
newCtx->FirstTimeCurrent = GL_FALSE;
}
}
return GL_TRUE;
}
/**
* Make context 'ctx' share the display lists, textures and programs
* that are associated with 'ctxToShare'.
* Any display lists, textures or programs associated with 'ctx' will
* be deleted if nobody else is sharing them.
*/
GLboolean
_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
{
if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
struct gl_shared_state *oldSharedState = ctx->Shared;
ctx->Shared = ctxToShare->Shared;
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
update_default_objects(ctx);
_mesa_release_shared_state(ctx, oldSharedState);
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
/**
* \return pointer to the current GL context for this thread.
*
* Calls _glapi_get_context(). This isn't the fastest way to get the current
* context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
* context.h.
*/
struct gl_context *
_mesa_get_current_context( void )
{
return (struct gl_context *) _glapi_get_context();
}
/**
* Get context's current API dispatch table.
*
* It'll either be the immediate-mode execute dispatcher or the display list
* compile dispatcher.
*
* \param ctx GL context.
*
* \return pointer to dispatch_table.
*
* Simply returns __struct gl_contextRec::CurrentDispatch.
*/
struct _glapi_table *
_mesa_get_dispatch(struct gl_context *ctx)
{
return ctx->CurrentDispatch;
}
/*@}*/
/**********************************************************************/
/** \name Miscellaneous functions */
/**********************************************************************/
/*@{*/
/**
* Record an error.
*
* \param ctx GL context.
* \param error error code.
*
* Records the given error code and call the driver's dd_function_table::Error
* function if defined.
*
* \sa
* This is called via _mesa_error().
*/
void
_mesa_record_error(struct gl_context *ctx, GLenum error)
{
if (!ctx)
return;
if (ctx->ErrorValue == GL_NO_ERROR) {
ctx->ErrorValue = error;
}
/* Call device driver's error handler, if any. This is used on the Mac. */
if (ctx->Driver.Error) {
ctx->Driver.Error(ctx);
}
}
/**
* Flush commands and wait for completion.
*/
void
_mesa_finish(struct gl_context *ctx)
{
FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Finish) {
ctx->Driver.Finish(ctx);
}
}
/**
* Flush commands.
*/
void
_mesa_flush(struct gl_context *ctx)
{
FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Flush) {
ctx->Driver.Flush(ctx);
}
}
/**
* Execute glFinish().
*
* Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
* dd_function_table::Finish driver callback, if not NULL.
*/
void GLAPIENTRY
_mesa_Finish(void)
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
_mesa_finish(ctx);
}
/**
* Execute glFlush().
*
* Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
* dd_function_table::Flush driver callback, if not NULL.
*/
void GLAPIENTRY
_mesa_Flush(void)
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
_mesa_flush(ctx);
}
/**
* Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
* MUL/MAD, or vice versa, call this function to register that.
* Otherwise we default to MUL/MAD.
*/
void
_mesa_set_mvp_with_dp4( struct gl_context *ctx,
GLboolean flag )
{
ctx->mvp_with_dp4 = flag;
}
/**
* Prior to drawing anything with glBegin, glDrawArrays, etc. this function
* is called to see if it's valid to render. This involves checking that
* the current shader is valid and the framebuffer is complete.
* If an error is detected it'll be recorded here.
* \return GL_TRUE if OK to render, GL_FALSE if not
*/
GLboolean
_mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
bool vert_from_glsl_shader = false;
bool geom_from_glsl_shader = false;
bool frag_from_glsl_shader = false;
/* This depends on having up to date derived state (shaders) */
if (ctx->NewState)
_mesa_update_state(ctx);
if (ctx->Shader.CurrentVertexProgram) {
vert_from_glsl_shader = true;
if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentVertexProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentVertexProgram->Name, errMsg);
}
}
#endif
}
if (ctx->Shader.CurrentGeometryProgram) {
geom_from_glsl_shader = true;
if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentGeometryProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentGeometryProgram->Name, errMsg);
}
}
#endif
}
if (ctx->Shader.CurrentFragmentProgram) {
frag_from_glsl_shader = true;
if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentFragmentProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentFragmentProgram->Name, errMsg);
}
}
#endif
}
/* Any shader stages that are not supplied by the GLSL shader and have
* assembly shaders enabled must now be validated.
*/
if (!vert_from_glsl_shader
&& ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(vertex program not valid)", where);
return GL_FALSE;
}
/* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
* FINISHME: geometry program should validated here.
*/
(void) geom_from_glsl_shader;
if (!frag_from_glsl_shader) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);
return GL_FALSE;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
return GL_FALSE;
}
}
if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
_mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
"%s(incomplete framebuffer)", where);
return GL_FALSE;
}
#ifdef DEBUG
if (ctx->Shader.Flags & GLSL_LOG) {
struct gl_shader_program *shProg[MESA_SHADER_TYPES];
gl_shader_type i;
shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
for (i = 0; i < MESA_SHADER_TYPES; i++) {
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, sh->Program);
break;
case GL_GEOMETRY_SHADER_ARB:
_mesa_append_uniforms_to_file(sh, sh->Program);
break;
case GL_FRAGMENT_SHADER:
_mesa_append_uniforms_to_file(sh, sh->Program);
break;
}
}
for (i = 0; i < MESA_SHADER_TYPES; i++) {
if (shProg[i] != NULL)
shProg[i]->_Used = GL_TRUE;
}
}
#endif
return GL_TRUE;
}
/*@}*/