| /* |
| * 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 "colortab.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 "framebuffer.h" |
| #include "histogram.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" |
| #if FEATURE_ARB_sync |
| #include "syncobj.h" |
| #endif |
| #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 |
| |
| #ifdef USE_SPARC_ASM |
| #include "sparc/sparc.h" |
| #endif |
| |
| #ifndef MESA_VERBOSE |
| int MESA_VERBOSE = 0; |
| #endif |
| |
| #ifndef MESA_DEBUG_FLAGS |
| int MESA_DEBUG_FLAGS = 0; |
| #endif |
| |
| |
| /* ubyte -> float conversion */ |
| GLfloat _mesa_ubyte_to_float_color_tab[256]; |
| |
| |
| |
| /** |
| * Swap buffers notification callback. |
| * |
| * \param ctx GL context. |
| * |
| * Called by window system just before swapping buffers. |
| * We have to finish any pending rendering. |
| */ |
| void |
| _mesa_notifySwapBuffers(__GLcontext *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 GLvisual 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 GLvisual or NULL if requested parameters can't be |
| * met. |
| * |
| * \note Need to add params for level and numAuxBuffers (at least) |
| */ |
| GLvisual * |
| _mesa_create_visual( GLboolean 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 ) |
| { |
| GLvisual *vis = (GLvisual *) calloc(1, sizeof(GLvisual)); |
| 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 |
| * GLvisual object with the given parameters. If the caller needs |
| * to set additional fields, he should just probably init the whole GLvisual |
| * object himself. |
| * \return GL_TRUE on success, or GL_FALSE on failure. |
| * |
| * \sa _mesa_create_visual() above for the parameter description. |
| */ |
| GLboolean |
| _mesa_initialize_visual( GLvisual *vis, |
| GLboolean 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->pixmapMode = 0; |
| vis->sampleBuffers = numSamples > 0 ? 1 : 0; |
| vis->samples = numSamples; |
| |
| return GL_TRUE; |
| } |
| |
| |
| /** |
| * Destroy a visual and free its memory. |
| * |
| * \param vis visual. |
| * |
| * Frees the visual structure. |
| */ |
| void |
| _mesa_destroy_visual( GLvisual *vis ) |
| { |
| 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; |
| gl_colortable_index ci; |
| gl_face_index fi; |
| gl_frag_attrib fa; |
| gl_frag_result fr; |
| gl_texture_index ti; |
| gl_vert_attrib va; |
| gl_vert_result vr; |
| |
| (void) bi; |
| (void) ci; |
| (void) fi; |
| (void) fa; |
| (void) fr; |
| (void) ti; |
| (void) va; |
| (void) vr; |
| } |
| |
| |
| /** |
| * One-time initialization mutex lock. |
| * |
| * \sa Used by one_time_init(). |
| */ |
| _glthread_DECLARE_STATIC_MUTEX(OneTimeLock); |
| |
| /** |
| * Calls all the various one-time-init functions in Mesa. |
| * |
| * While holding a global mutex lock, calls several initialization functions, |
| * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is |
| * defined. |
| * |
| * \sa _math_init(). |
| */ |
| static void |
| one_time_init( GLcontext *ctx ) |
| { |
| static GLboolean alreadyCalled = GL_FALSE; |
| (void) ctx; |
| _glthread_LOCK_MUTEX(OneTimeLock); |
| if (!alreadyCalled) { |
| GLuint i; |
| |
| /* do some implementation tests */ |
| assert( sizeof(GLbyte) == 1 ); |
| assert( sizeof(GLubyte) == 1 ); |
| assert( sizeof(GLshort) == 2 ); |
| assert( sizeof(GLushort) == 2 ); |
| assert( sizeof(GLint) == 4 ); |
| assert( sizeof(GLuint) == 4 ); |
| |
| _mesa_get_cpu_features(); |
| |
| switch (ctx->API) { |
| #if FEATURE_GL |
| case API_OPENGL: |
| _mesa_init_remap_table(); |
| break; |
| #endif |
| #if FEATURE_ES1 |
| case API_OPENGLES: |
| _mesa_init_remap_table_es1(); |
| break; |
| #endif |
| #if FEATURE_ES2 |
| case API_OPENGLES2: |
| _mesa_init_remap_table_es2(); |
| break; |
| #endif |
| default: |
| break; |
| } |
| |
| _mesa_init_sqrt_table(); |
| _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__) |
| _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n", |
| MESA_VERSION_STRING, __DATE__, __TIME__); |
| #endif |
| |
| alreadyCalled = GL_TRUE; |
| } |
| _glthread_UNLOCK_MUTEX(OneTimeLock); |
| |
| dummy_enum_func(); |
| } |
| |
| |
| /** |
| * Initialize fields of gl_current_attrib (aka ctx->Current.*) |
| */ |
| static void |
| _mesa_init_current(GLcontext *ctx) |
| { |
| GLuint i; |
| |
| /* Init all to (0,0,0,1) */ |
| for (i = 0; i < 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 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->MaxUniformComponents = 4 * MAX_UNIFORMS; |
| |
| if (type == GL_VERTEX_PROGRAM_ARB) { |
| prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; |
| prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS; |
| prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; |
| } |
| else { |
| prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS; |
| prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS; |
| prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS; |
| } |
| |
| /* 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; |
| } |
| |
| |
| /** |
| * Initialize fields of gl_constants (aka ctx->Const.*). |
| * Use defaults from config.h. The device drivers will often override |
| * some of these values (such as number of texture units). |
| */ |
| static void |
| _mesa_init_constants(GLcontext *ctx) |
| { |
| assert(ctx); |
| |
| /* Constants, may be overriden (usually only reduced) by device drivers */ |
| ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; |
| ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS; |
| ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS; |
| ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE; |
| ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS; |
| ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS; |
| ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; |
| ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, |
| ctx->Const.MaxTextureImageUnits); |
| ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY; |
| ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS; |
| ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE; |
| ctx->Const.SubPixelBits = SUB_PIXEL_BITS; |
| ctx->Const.MinPointSize = MIN_POINT_SIZE; |
| ctx->Const.MaxPointSize = MAX_POINT_SIZE; |
| ctx->Const.MinPointSizeAA = MIN_POINT_SIZE; |
| ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE; |
| ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY; |
| ctx->Const.MinLineWidth = MIN_LINE_WIDTH; |
| ctx->Const.MaxLineWidth = MAX_LINE_WIDTH; |
| ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH; |
| ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH; |
| ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY; |
| ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE; |
| ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH; |
| ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT; |
| ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES; |
| ctx->Const.MaxLights = MAX_LIGHTS; |
| ctx->Const.MaxShininess = 128.0; |
| ctx->Const.MaxSpotExponent = 128.0; |
| ctx->Const.MaxViewportWidth = MAX_WIDTH; |
| ctx->Const.MaxViewportHeight = MAX_HEIGHT; |
| #if FEATURE_ARB_vertex_program |
| 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 |
| 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 |
| |
| /* 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; |
| } |
| |
| |
| /** |
| * Do some sanity checks on the limits/constants for the given context. |
| * Only called the first time a context is bound. |
| */ |
| static void |
| check_context_limits(GLcontext *ctx) |
| { |
| /* 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(GLcontext *ctx) |
| { |
| assert(ctx); |
| |
| /* Constants */ |
| _mesa_init_constants( ctx ); |
| |
| /* Extensions */ |
| _mesa_init_extensions( ctx ); |
| |
| /* Attribute Groups */ |
| _mesa_init_accum( ctx ); |
| _mesa_init_attrib( ctx ); |
| _mesa_init_buffer_objects( ctx ); |
| _mesa_init_color( ctx ); |
| _mesa_init_colortables( ctx ); |
| _mesa_init_current( ctx ); |
| _mesa_init_depth( ctx ); |
| _mesa_init_debug( ctx ); |
| _mesa_init_display_list( ctx ); |
| _mesa_init_eval( ctx ); |
| _mesa_init_fbobjects( ctx ); |
| _mesa_init_feedback( ctx ); |
| _mesa_init_fog( ctx ); |
| _mesa_init_histogram( ctx ); |
| _mesa_init_hint( ctx ); |
| _mesa_init_line( ctx ); |
| _mesa_init_lighting( ctx ); |
| _mesa_init_matrix( ctx ); |
| _mesa_init_multisample( ctx ); |
| _mesa_init_pixel( ctx ); |
| _mesa_init_pixelstore( ctx ); |
| _mesa_init_point( ctx ); |
| _mesa_init_polygon( ctx ); |
| _mesa_init_program( ctx ); |
| _mesa_init_queryobj( ctx ); |
| #if FEATURE_ARB_sync |
| _mesa_init_sync( ctx ); |
| #endif |
| _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(GLcontext *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(), |
| size / sizeof(_glapi_proc)); |
| struct _glapi_table *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 GLcontext struct (rendering context). |
| * |
| * This includes allocating all the other structs and arrays which hang off of |
| * the context by pointers. |
| * Note that the driver needs to pass in its dd_function_table here since |
| * we need to at least call driverFunctions->NewTextureObject to create the |
| * default texture objects. |
| * |
| * Called by _mesa_create_context(). |
| * |
| * Performs the imports and exports callback tables initialization, and |
| * miscellaneous one-time initializations. If no shared context is supplied one |
| * is allocated, and increase its reference count. Setups the GL API dispatch |
| * tables. Initialize the TNL module. Sets the maximum Z buffer depth. |
| * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables |
| * for debug flags. |
| * |
| * \param ctx the context to initialize |
| * \param 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_for_api(GLcontext *ctx, |
| gl_api api, |
| const GLvisual *visual, |
| GLcontext *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; |
| } |
| |
| switch (ctx->API) { |
| case API_OPENGL: |
| /* Neutral tnl module stuff */ |
| _mesa_init_exec_vtxfmt( ctx ); |
| ctx->TnlModule.Current = NULL; |
| ctx->TnlModule.SwapCount = 0; |
| |
| #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; |
| } |
| |
| GLboolean |
| _mesa_initialize_context(GLcontext *ctx, |
| const GLvisual *visual, |
| GLcontext *share_list, |
| const struct dd_function_table *driverFunctions, |
| void *driverContext) |
| { |
| return _mesa_initialize_context_for_api(ctx, |
| API_OPENGL, |
| visual, |
| share_list, |
| driverFunctions, |
| driverContext); |
| } |
| |
| /** |
| * Allocate and initialize a GLcontext structure. |
| * Note that the driver needs to pass in its dd_function_table here since |
| * we need to at least call driverFunctions->NewTextureObject to initialize |
| * the rendering context. |
| * |
| * \param api the GL API type to create the context for |
| * \param visual a GLvisual pointer (we copy the struct contents) |
| * \param share_list another context to share display lists with or NULL |
| * \param driverFunctions points to the dd_function_table into which the |
| * driver has plugged in all its special functions. |
| * \param driverContext points to the device driver's private context state |
| * |
| * \return pointer to a new __GLcontextRec or NULL if error. |
| */ |
| GLcontext * |
| _mesa_create_context_for_api(gl_api api, |
| const GLvisual *visual, |
| GLcontext *share_list, |
| const struct dd_function_table *driverFunctions, |
| void *driverContext) |
| { |
| GLcontext *ctx; |
| |
| ASSERT(visual); |
| /*ASSERT(driverContext);*/ |
| |
| ctx = (GLcontext *) calloc(1, sizeof(GLcontext)); |
| if (!ctx) |
| return NULL; |
| |
| if (_mesa_initialize_context_for_api(ctx, api, visual, share_list, |
| driverFunctions, driverContext)) { |
| return ctx; |
| } |
| else { |
| free(ctx); |
| return NULL; |
| } |
| } |
| |
| GLcontext * |
| _mesa_create_context(const GLvisual *visual, |
| GLcontext *share_list, |
| const struct dd_function_table *driverFunctions, |
| void *driverContext) |
| { |
| return _mesa_create_context_for_api(API_OPENGL, visual, |
| share_list, |
| driverFunctions, |
| driverContext); |
| } |
| |
| /** |
| * Free the data associated with the given context. |
| * |
| * But doesn't free the GLcontext struct itself. |
| * |
| * \sa _mesa_initialize_context() and init_attrib_groups(). |
| */ |
| void |
| _mesa_free_context_data( GLcontext *ctx ) |
| { |
| if (!_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_colortables_data( ctx ); |
| _mesa_free_program_data(ctx); |
| _mesa_free_shader_state(ctx); |
| _mesa_free_queryobj_data(ctx); |
| #if FEATURE_ARB_sync |
| _mesa_free_sync_data(ctx); |
| #endif |
| _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 GLcontext structure. |
| * |
| * \param ctx GL context. |
| * |
| * Calls _mesa_free_context_data() and frees the GLcontext structure itself. |
| */ |
| void |
| _mesa_destroy_context( GLcontext *ctx ) |
| { |
| if (ctx) { |
| _mesa_free_context_data(ctx); |
| free( (void *) ctx ); |
| } |
| } |
| |
| |
| #if _HAVE_FULL_GL |
| /** |
| * Copy attribute groups from one context to another. |
| * |
| * \param src source context |
| * \param dst destination context |
| * \param mask bitwise OR of GL_*_BIT flags |
| * |
| * According to the bits specified in \p mask, copies the corresponding |
| * attributes from \p src into \p dst. For many of the attributes a simple \c |
| * memcpy is not enough due to the existence of internal pointers in their data |
| * structures. |
| */ |
| void |
| _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask ) |
| { |
| if (mask & GL_ACCUM_BUFFER_BIT) { |
| /* OK to memcpy */ |
| dst->Accum = src->Accum; |
| } |
| if (mask & GL_COLOR_BUFFER_BIT) { |
| /* OK to memcpy */ |
| dst->Color = src->Color; |
| } |
| if (mask & GL_CURRENT_BIT) { |
| /* OK to memcpy */ |
| dst->Current = src->Current; |
| } |
| if (mask & GL_DEPTH_BUFFER_BIT) { |
| /* OK to memcpy */ |
| dst->Depth = src->Depth; |
| } |
| if (mask & GL_ENABLE_BIT) { |
| /* no op */ |
| } |
| if (mask & GL_EVAL_BIT) { |
| /* OK to memcpy */ |
| dst->Eval = src->Eval; |
| } |
| if (mask & GL_FOG_BIT) { |
| /* OK to memcpy */ |
| dst->Fog = src->Fog; |
| } |
| if (mask & GL_HINT_BIT) { |
| /* OK to memcpy */ |
| dst->Hint = src->Hint; |
| } |
| if (mask & GL_LIGHTING_BIT) { |
| GLuint i; |
| /* begin with memcpy */ |
| dst->Light = src->Light; |
| /* fixup linked lists to prevent pointer insanity */ |
| make_empty_list( &(dst->Light.EnabledList) ); |
| for (i = 0; i < MAX_LIGHTS; i++) { |
| if (dst->Light.Light[i].Enabled) { |
| insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i])); |
| } |
| } |
| } |
| if (mask & GL_LINE_BIT) { |
| /* OK to memcpy */ |
| dst->Line = src->Line; |
| } |
| if (mask & GL_LIST_BIT) { |
| /* OK to memcpy */ |
| dst->List = src->List; |
| } |
| if (mask & GL_PIXEL_MODE_BIT) { |
| /* OK to memcpy */ |
| dst->Pixel = src->Pixel; |
| } |
| if (mask & GL_POINT_BIT) { |
| /* OK to memcpy */ |
| dst->Point = src->Point; |
| } |
| if (mask & GL_POLYGON_BIT) { |
| /* OK to memcpy */ |
| dst->Polygon = src->Polygon; |
| } |
| if (mask & GL_POLYGON_STIPPLE_BIT) { |
| /* Use loop instead of memcpy due to problem with Portland Group's |
| * C compiler. Reported by John Stone. |
| */ |
| GLuint i; |
| for (i = 0; i < 32; i++) { |
| dst->PolygonStipple[i] = src->PolygonStipple[i]; |
| } |
| } |
| if (mask & GL_SCISSOR_BIT) { |
| /* OK to memcpy */ |
| dst->Scissor = src->Scissor; |
| } |
| if (mask & GL_STENCIL_BUFFER_BIT) { |
| /* OK to memcpy */ |
| dst->Stencil = src->Stencil; |
| } |
| if (mask & GL_TEXTURE_BIT) { |
| /* Cannot memcpy because of pointers */ |
| _mesa_copy_texture_state(src, dst); |
| } |
| if (mask & GL_TRANSFORM_BIT) { |
| /* OK to memcpy */ |
| dst->Transform = src->Transform; |
| } |
| if (mask & GL_VIEWPORT_BIT) { |
| /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */ |
| dst->Viewport.X = src->Viewport.X; |
| dst->Viewport.Y = src->Viewport.Y; |
| dst->Viewport.Width = src->Viewport.Width; |
| dst->Viewport.Height = src->Viewport.Height; |
| dst->Viewport.Near = src->Viewport.Near; |
| dst->Viewport.Far = src->Viewport.Far; |
| _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap); |
| } |
| |
| /* XXX FIXME: Call callbacks? |
| */ |
| dst->NewState = _NEW_ALL; |
| } |
| #endif |
| |
| |
| /** |
| * Check if the given context can render into the given framebuffer |
| * by checking visual attributes. |
| * |
| * Most of these tests could go away because Mesa is now pretty flexible |
| * in terms of mixing rendering contexts with framebuffers. As long |
| * as RGB vs. CI mode agree, we're probably good. |
| * |
| * \return GL_TRUE if compatible, GL_FALSE otherwise. |
| */ |
| static GLboolean |
| check_compatible(const GLcontext *ctx, const GLframebuffer *buffer) |
| { |
| const GLvisual *ctxvis = &ctx->Visual; |
| const GLvisual *bufvis = &buffer->Visual; |
| |
| if (ctxvis == bufvis) |
| return GL_TRUE; |
| |
| #if 0 |
| /* disabling this fixes the fgl_glxgears pbuffer demo */ |
| if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode) |
| return GL_FALSE; |
| #endif |
| if (ctxvis->stereoMode && !bufvis->stereoMode) |
| return GL_FALSE; |
| if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer) |
| return GL_FALSE; |
| if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer) |
| return GL_FALSE; |
| if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer) |
| return GL_FALSE; |
| if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask) |
| return GL_FALSE; |
| if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask) |
| return GL_FALSE; |
| if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask) |
| return GL_FALSE; |
| #if 0 |
| /* disabled (see bug 11161) */ |
| if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits) |
| return GL_FALSE; |
| #endif |
| if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits) |
| return GL_FALSE; |
| |
| return GL_TRUE; |
| } |
| |
| |
| /** |
| * Do one-time initialization for the given framebuffer. Specifically, |
| * ask the driver for the window's current size and update the framebuffer |
| * object to match. |
| * Really, the device driver should totally take care of this. |
| */ |
| static void |
| initialize_framebuffer_size(GLcontext *ctx, GLframebuffer *fb) |
| { |
| GLuint width, height; |
| if (ctx->Driver.GetBufferSize) { |
| ctx->Driver.GetBufferSize(fb, &width, &height); |
| if (ctx->Driver.ResizeBuffers) |
| ctx->Driver.ResizeBuffers(ctx, fb, width, height); |
| fb->Initialized = GL_TRUE; |
| } |
| } |
| |
| |
| /** |
| * 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(GLcontext *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( GLcontext *newCtx, GLframebuffer *drawBuffer, |
| GLframebuffer *readBuffer ) |
| { |
| 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; |
| } |
| } |
| |
| /* 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(GLcontext *ctx, GLcontext *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. |
| */ |
| GLcontext * |
| _mesa_get_current_context( void ) |
| { |
| return (GLcontext *) _glapi_get_context(); |
| } |
| |
| |
| /** |
| * Get context's current API dispatch table. |
| * |
| * It'll either be the immediate-mode execute dispatcher or the display list |
| * compile dispatcher. |
| * |
| * \param ctx GL context. |
| * |
| * \return pointer to dispatch_table. |
| * |
| * Simply returns __GLcontextRec::CurrentDispatch. |
| */ |
| struct _glapi_table * |
| _mesa_get_dispatch(GLcontext *ctx) |
| { |
| return ctx->CurrentDispatch; |
| } |
| |
| /*@}*/ |
| |
| |
| /**********************************************************************/ |
| /** \name Miscellaneous functions */ |
| /**********************************************************************/ |
| /*@{*/ |
| |
| /** |
| * Record an error. |
| * |
| * \param ctx GL context. |
| * \param error error code. |
| * |
| * Records the given error code and call the driver's dd_function_table::Error |
| * function if defined. |
| * |
| * \sa |
| * This is called via _mesa_error(). |
| */ |
| void |
| _mesa_record_error(GLcontext *ctx, GLenum error) |
| { |
| if (!ctx) |
| return; |
| |
| if (ctx->ErrorValue == GL_NO_ERROR) { |
| ctx->ErrorValue = error; |
| } |
| |
| /* Call device driver's error handler, if any. This is used on the Mac. */ |
| if (ctx->Driver.Error) { |
| ctx->Driver.Error(ctx); |
| } |
| } |
| |
| |
| /** |
| * Flush commands and wait for completion. |
| */ |
| void |
| _mesa_finish(GLcontext *ctx) |
| { |
| FLUSH_CURRENT( ctx, 0 ); |
| if (ctx->Driver.Finish) { |
| ctx->Driver.Finish(ctx); |
| } |
| } |
| |
| |
| /** |
| * Flush commands. |
| */ |
| void |
| _mesa_flush(GLcontext *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( GLcontext *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(GLcontext *ctx, const char *where) |
| { |
| /* This depends on having up to date derived state (shaders) */ |
| if (ctx->NewState) |
| _mesa_update_state(ctx); |
| |
| if (ctx->Shader.CurrentProgram) { |
| /* using shaders */ |
| if (!ctx->Shader.CurrentProgram->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.CurrentProgram, |
| errMsg)) { |
| _mesa_warning(ctx, "Shader program %u is invalid: %s", |
| ctx->Shader.CurrentProgram->Name, errMsg); |
| } |
| } |
| #endif |
| } |
| else { |
| if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "%s(vertex program not valid)", where); |
| return GL_FALSE; |
| } |
| if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "%s(fragment program not valid)", 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 = ctx->Shader.CurrentProgram; |
| if (shProg) { |
| if (!shProg->_Used) { |
| /* This is the first time this shader is being used. |
| * Append shader's constants/uniforms to log file. |
| */ |
| GLuint i; |
| for (i = 0; i < shProg->NumShaders; i++) { |
| struct gl_shader *sh = shProg->Shaders[i]; |
| if (sh->Type == GL_VERTEX_SHADER) { |
| _mesa_append_uniforms_to_file(sh, |
| &shProg->VertexProgram->Base); |
| } |
| else if (sh->Type == GL_FRAGMENT_SHADER) { |
| _mesa_append_uniforms_to_file(sh, |
| &shProg->FragmentProgram->Base); |
| } |
| } |
| shProg->_Used = GL_TRUE; |
| } |
| } |
| } |
| #endif |
| |
| return GL_TRUE; |
| } |
| |
| |
| /*@}*/ |