/**
* \file context.c
* Mesa context/visual/framebuffer management functions.
* \author Brian Paul
*/
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \mainpage Mesa Main Module
*
* \section MainIntroduction Introduction
*
* The Mesa Main module consists of all the files in the main/ directory.
* Among the features of this module are:
*
* - 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 "imports.h"
#include "accum.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
#include "colortab.h"
#include "context.h"
#include "debug.h"
#include "depth.h"
#include "dlist.h"
#include "eval.h"
#include "enums.h"
#include "extensions.h"
#include "feedback.h"
#include "fog.h"
#include "get.h"
#include "glthread.h"
#include "glapioffsets.h"
#include "histogram.h"
#include "hint.h"
#include "hash.h"
#include "light.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
#include "occlude.h"
#include "pixel.h"
#include "points.h"
#include "polygon.h"
#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
#include "program.h"
#endif
#include "rastpos.h"
#include "simple_list.h"
#include "state.h"
#include "stencil.h"
#include "texcompress.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
#include "mtypes.h"
#include "varray.h"
#include "vtxfmt.h"
#if _HAVE_FULL_GL
#include "math/m_translate.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "math/mathmod.h"
#endif
#include "shaderobjects.h"
#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];
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
/**********************************************************************/
/** \name OpenGL SI-style interface (new in Mesa 3.5)
*
* \if subset
* \note Most of these functions are never called in the Mesa subset.
* \endif
*/
/*@{*/
/**
* Destroy context callback.
*
* \param gc context.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \ifnot subset
* Called by window system/device driver (via __GLexports::destroyCurrent) when
* the rendering context is to be destroyed.
* \endif
*
* Frees the context data and the context structure.
*/
GLboolean
_mesa_destroyContext(__GLcontext *gc)
{
if (gc) {
_mesa_free_context_data(gc);
_mesa_free(gc);
}
return GL_TRUE;
}
/**
* Unbind context callback.
*
* \param gc context.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \ifnot subset
* Called by window system/device driver (via __GLexports::loseCurrent)
* when the rendering context is made non-current.
* \endif
*
* No-op
*/
GLboolean
_mesa_loseCurrent(__GLcontext *gc)
{
/* XXX unbind context from thread */
(void) gc;
return GL_TRUE;
}
/**
* Bind context callback.
*
* \param gc context.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \ifnot subset
* Called by window system/device driver (via __GLexports::makeCurrent)
* when the rendering context is made current.
* \endif
*
* No-op
*/
GLboolean
_mesa_makeCurrent(__GLcontext *gc)
{
/* XXX bind context to thread */
(void) gc;
return GL_TRUE;
}
/**
* Share context callback.
*
* \param gc context.
* \param gcShare shared context.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \ifnot subset
* Called by window system/device driver (via __GLexports::shareContext)
* \endif
*
* Update the shared context reference count, gl_shared_state::RefCount.
*/
GLboolean
_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
{
if (gc && gcShare && gc->Shared && gcShare->Shared) {
gc->Shared->RefCount--;
if (gc->Shared->RefCount == 0) {
free_shared_state(gc, gc->Shared);
}
gc->Shared = gcShare->Shared;
gc->Shared->RefCount++;
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
#if _HAVE_FULL_GL
/**
* Copy context callback.
*/
GLboolean
_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
{
if (dst && src) {
_mesa_copy_context( src, dst, mask );
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
#endif
/** No-op */
GLboolean
_mesa_forceCurrent(__GLcontext *gc)
{
(void) gc;
return GL_TRUE;
}
/**
* Windows/buffer resizing notification callback.
*
* \param gc GL context.
* \return GL_TRUE on success, or GL_FALSE on failure.
*/
GLboolean
_mesa_notifyResize(__GLcontext *gc)
{
GLint x, y;
GLuint width, height;
__GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
if (!d || !d->getDrawableSize)
return GL_FALSE;
d->getDrawableSize( d, &x, &y, &width, &height );
/* update viewport, resize software buffers, etc. */
return GL_TRUE;
}
/**
* Window/buffer destruction notification callback.
*
* \param gc GL context.
*
* Called when the context's window/buffer is going to be destroyed.
*
* No-op
*/
void
_mesa_notifyDestroy(__GLcontext *gc)
{
/* Unbind from it. */
(void) gc;
}
/**
* Swap buffers notification callback.
*
* \param gc GL context.
*
* Called by window system just before swapping buffers.
* We have to finish any pending rendering.
*/
void
_mesa_notifySwapBuffers(__GLcontext *gc)
{
FLUSH_VERTICES( gc, 0 );
}
/** No-op */
struct __GLdispatchStateRec *
_mesa_dispatchExec(__GLcontext *gc)
{
(void) gc;
return NULL;
}
/** No-op */
void
_mesa_beginDispatchOverride(__GLcontext *gc)
{
(void) gc;
}
/** No-op */
void
_mesa_endDispatchOverride(__GLcontext *gc)
{
(void) gc;
}
/**
* \ifnot subset
* Setup the exports.
*
* The window system will call these functions when it needs Mesa to do
* something.
*
* \note Device drivers should override these functions! For example,
* the Xlib driver should plug in the XMesa*-style functions into this
* structure. The XMesa-style functions should then call the _mesa_*
* version of these functions. This is an approximation to OO design
* (inheritance and virtual functions).
* \endif
*
* \if subset
* No-op.
*
* \endif
*/
static void
_mesa_init_default_exports(__GLexports *exports)
{
#if _HAVE_FULL_GL
exports->destroyContext = _mesa_destroyContext;
exports->loseCurrent = _mesa_loseCurrent;
exports->makeCurrent = _mesa_makeCurrent;
exports->shareContext = _mesa_shareContext;
exports->copyContext = _mesa_copyContext;
exports->forceCurrent = _mesa_forceCurrent;
exports->notifyResize = _mesa_notifyResize;
exports->notifyDestroy = _mesa_notifyDestroy;
exports->notifySwapBuffers = _mesa_notifySwapBuffers;
exports->dispatchExec = _mesa_dispatchExec;
exports->beginDispatchOverride = _mesa_beginDispatchOverride;
exports->endDispatchOverride = _mesa_endDispatchOverride;
#else
(void) exports;
#endif
}
/**
* Exported OpenGL SI interface.
*/
__GLcontext *
__glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
{
GLcontext *ctx;
ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
if (ctx == NULL) {
return NULL;
}
/* XXX doesn't work at this time */
_mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
ctx->imports = *imports;
return ctx;
}
/**
* Exported OpenGL SI interface.
*/
void
__glCoreNopDispatch(void)
{
#if 0
/* SI */
__gl_dispatch = __glNopDispatchState;
#else
/* Mesa */
_glapi_set_dispatch(NULL);
#endif
}
/*@}*/
/**********************************************************************/
/** \name GL Visual allocation/destruction */
/**********************************************************************/
/*@{*/
/**
* Allocates a GLvisual structure and initializes it via
* _mesa_initialize_visual().
*
* \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
* \param dbFlag double buffering
* \param stereoFlag stereo buffer
* \param depthBits requested bits per depth buffer value. Any value in [0, 32]
* is acceptable but the actual depth type will be GLushort or GLuint as
* needed.
* \param stencilBits requested minimum bits per stencil buffer value
* \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
* \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
* \param redBits number of bits per color component in frame buffer for RGB(A)
* mode. We always use 8 in core Mesa though.
* \param greenBits same as above.
* \param blueBits same as above.
* \param alphaBits same as above.
* \param numSamples not really used.
*
* \return pointer to new GLvisual or NULL if requested parameters can't be
* met.
*
* \note Need to add params for level and numAuxBuffers (at least)
*/
GLvisual *
_mesa_create_visual( GLboolean rgbFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint indexBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples )
{
GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
if (vis) {
if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
redBits, greenBits, blueBits, alphaBits,
indexBits, depthBits, stencilBits,
accumRedBits, accumGreenBits,
accumBlueBits, accumAlphaBits,
numSamples)) {
FREE(vis);
return NULL;
}
}
return vis;
}
/**
* Makes some sanity checks and fills in the fields of the
* GLvisual structure with the given parameters.
*
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \sa _mesa_create_visual() above for the parameter description.
*
* \note Need to add params for level and numAuxBuffers (at least)
*/
GLboolean
_mesa_initialize_visual( GLvisual *vis,
GLboolean rgbFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint indexBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples )
{
assert(vis);
/* This is to catch bad values from device drivers not updated for
* Mesa 3.3. Some device drivers just passed 1. That's a REALLY
* bad value now (a 1-bit depth buffer!?!).
*/
assert(depthBits == 0 || depthBits > 1);
if (depthBits < 0 || depthBits > 32) {
return GL_FALSE;
}
if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
return GL_FALSE;
}
if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
vis->rgbMode = rgbFlag;
vis->doubleBufferMode = dbFlag;
vis->stereoMode = stereoFlag;
vis->redBits = redBits;
vis->greenBits = greenBits;
vis->blueBits = blueBits;
vis->alphaBits = alphaBits;
vis->indexBits = indexBits;
vis->depthBits = depthBits;
vis->accumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->accumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->accumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->accumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->stencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
vis->haveAccumBuffer = accumRedBits > 0;
vis->haveDepthBuffer = depthBits > 0;
vis->haveStencilBuffer = stencilBits > 0;
vis->numAuxBuffers = 0;
vis->level = 0;
vis->pixmapMode = 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 GL Framebuffer allocation/destruction */
/**********************************************************************/
/*@{*/
/**
* Allocate a GLframebuffer structure and initializes it via
* _mesa_initialize_framebuffer().
*
* A GLframebuffer is a structure which encapsulates the depth, stencil and
* accum buffers and related parameters.
*
* Note that the actual depth/stencil/accum/etc buffers are not allocated
* at this time. It's up to the device driver and/or swrast module to
* allocate them as needed.
*
* \param visual a GLvisual pointer (we copy the struct contents)
* \param softwareDepth create/use a software depth buffer?
* \param softwareStencil create/use a software stencil buffer?
* \param softwareAccum create/use a software accum buffer?
* \param softwareAlpha create/use a software alpha buffer?
*
* \return pointer to new GLframebuffer struct or NULL if error.
*
* \note Need to add softwareAuxBuffers parameter.
*/
GLframebuffer *
_mesa_create_framebuffer( const GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
assert(visual);
if (buffer) {
_mesa_initialize_framebuffer(buffer, visual,
softwareDepth, softwareStencil,
softwareAccum, softwareAlpha );
}
return buffer;
}
/**
* Makes some sanity checks and fills in the fields of the
* GLframebuffer structure with the given parameters.
*
* \sa _mesa_create_framebuffer() above for the parameter description.
*/
void
_mesa_initialize_framebuffer( GLframebuffer *buffer,
const GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
GLboolean softwareAux = GL_FALSE;
assert(buffer);
assert(visual);
_mesa_bzero(buffer, sizeof(GLframebuffer));
/* sanity checks */
if (softwareDepth ) {
assert(visual->depthBits > 0);
}
if (softwareStencil) {
assert(visual->stencilBits > 0);
}
if (softwareAccum) {
assert(visual->rgbMode);
assert(visual->accumRedBits > 0);
assert(visual->accumGreenBits > 0);
assert(visual->accumBlueBits > 0);
}
if (softwareAlpha) {
assert(visual->rgbMode);
assert(visual->alphaBits > 0);
}
buffer->Visual = *visual;
buffer->UseSoftwareDepthBuffer = softwareDepth;
buffer->UseSoftwareStencilBuffer = softwareStencil;
buffer->UseSoftwareAccumBuffer = softwareAccum;
buffer->UseSoftwareAlphaBuffers = softwareAlpha;
buffer->UseSoftwareAuxBuffers = softwareAux;
}
/**
* Free a framebuffer struct and its buffers.
*
* Calls _mesa_free_framebuffer_data() and frees the structure.
*/
void
_mesa_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
_mesa_free_framebuffer_data(buffer);
FREE(buffer);
}
}
/**
* Free the data hanging off of \p buffer, but not \p buffer itself.
*
* \param buffer framebuffer.
*
* Frees all the buffers associated with the structure.
*/
void
_mesa_free_framebuffer_data( GLframebuffer *buffer )
{
if (!buffer)
return;
if (buffer->UseSoftwareDepthBuffer && buffer->DepthBuffer) {
MESA_PBUFFER_FREE( buffer->DepthBuffer );
buffer->DepthBuffer = NULL;
}
if (buffer->UseSoftwareAccumBuffer && buffer->Accum) {
MESA_PBUFFER_FREE( buffer->Accum );
buffer->Accum = NULL;
}
if (buffer->UseSoftwareStencilBuffer && buffer->Stencil) {
MESA_PBUFFER_FREE( buffer->Stencil );
buffer->Stencil = NULL;
}
if (buffer->UseSoftwareAlphaBuffers){
if (buffer->FrontLeftAlpha) {
MESA_PBUFFER_FREE( buffer->FrontLeftAlpha );
buffer->FrontLeftAlpha = NULL;
}
if (buffer->BackLeftAlpha) {
MESA_PBUFFER_FREE( buffer->BackLeftAlpha );
buffer->BackLeftAlpha = NULL;
}
if (buffer->FrontRightAlpha) {
MESA_PBUFFER_FREE( buffer->FrontRightAlpha );
buffer->FrontRightAlpha = NULL;
}
if (buffer->BackRightAlpha) {
MESA_PBUFFER_FREE( buffer->BackRightAlpha );
buffer->BackRightAlpha = NULL;
}
}
}
/*@}*/
/**********************************************************************/
/** \name Context allocation, initialization, destroying
*
* The purpose of the most initialization functions here is to provide the
* default state values according to the OpenGL specification.
*/
/**********************************************************************/
/*@{*/
/**
* One-time initialization mutex lock.
*
* \sa Used by one_time_init().
*/
_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
/**
* Calls all the various one-time-init functions in Mesa.
*
* While holding a global mutex lock, calls several initialization functions,
* and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
* defined.
*
* \sa _mesa_init_lists(), _math_init().
*/
static void
one_time_init( GLcontext *ctx )
{
static GLboolean alreadyCalled = GL_FALSE;
(void) ctx;
_glthread_LOCK_MUTEX(OneTimeLock);
if (!alreadyCalled) {
GLuint i;
/* do some implementation tests */
assert( sizeof(GLbyte) == 1 );
assert( sizeof(GLubyte) == 1 );
assert( sizeof(GLshort) == 2 );
assert( sizeof(GLushort) == 2 );
assert( sizeof(GLint) == 4 );
assert( sizeof(GLuint) == 4 );
_mesa_init_lists();
#if _HAVE_FULL_GL
_math_init();
for (i = 0; i < 256; i++) {
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
#endif
#ifdef USE_SPARC_ASM
_mesa_init_sparc_glapi_relocs();
#endif
if (_mesa_getenv("MESA_DEBUG")) {
_glapi_noop_enable_warnings(GL_TRUE);
#ifndef GLX_DIRECT_RENDERING
/* libGL from before 2002/06/28 don't have this function. Someday,
* when newer libGL libs are common, remove the #ifdef test. This
* only serves to print warnings when calling undefined GL functions.
*/
_glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
#endif
}
else {
_glapi_noop_enable_warnings(GL_FALSE);
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
_mesa_debug(ctx, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
alreadyCalled = GL_TRUE;
}
_glthread_UNLOCK_MUTEX(OneTimeLock);
}
/**
* Allocate and initialize a shared context state structure.
* Initializes the display list, texture objects and vertex programs hash
* tables, allocates the texture objects. If it runs out of memory, frees
* everything already allocated before returning NULL.
*
* \return pointer to a gl_shared_state structure on success, or NULL on
* failure.
*/
static GLboolean
alloc_shared_state( GLcontext *ctx )
{
struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
return GL_FALSE;
ctx->Shared = ss;
_glthread_INIT_MUTEX(ss->Mutex);
ss->DisplayList = _mesa_NewHashTable();
ss->TexObjects = _mesa_NewHashTable();
#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
ss->Programs = _mesa_NewHashTable();
#endif
#if FEATURE_ARB_vertex_program
ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!ss->DefaultVertexProgram)
goto cleanup;
#endif
#if FEATURE_ARB_fragment_program
ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!ss->DefaultFragmentProgram)
goto cleanup;
#endif
#if FEATURE_ATI_fragment_shader
ss->DefaultFragmentShader = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_SHADER_ATI, 0);
if (!ss->DefaultFragmentShader)
goto cleanup;
#endif
ss->BufferObjects = _mesa_NewHashTable();
ss->GL2Objects = _mesa_NewHashTable ();
ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
if (!ss->Default1D)
goto cleanup;
ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
if (!ss->Default2D)
goto cleanup;
ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
if (!ss->Default3D)
goto cleanup;
ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
if (!ss->DefaultCubeMap)
goto cleanup;
ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
if (!ss->DefaultRect)
goto cleanup;
/* Effectively bind the default textures to all texture units */
ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->Default3D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
#if FEATURE_EXT_framebuffer_object
ss->FrameBuffers = _mesa_NewHashTable();
if (!ss->FrameBuffers)
goto cleanup;
ss->RenderBuffers = _mesa_NewHashTable();
if (!ss->RenderBuffers)
goto cleanup;
#endif
return GL_TRUE;
cleanup:
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
_mesa_DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
_mesa_DeleteHashTable(ss->TexObjects);
#if FEATURE_NV_vertex_program
if (ss->Programs)
_mesa_DeleteHashTable(ss->Programs);
#endif
#if FEATURE_ARB_vertex_program
if (ss->DefaultVertexProgram)
ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
#endif
#if FEATURE_ARB_fragment_program
if (ss->DefaultFragmentProgram)
ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
#endif
#if FEATURE_ATI_fragment_shader
if (ss->DefaultFragmentShader)
ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentShader);
#endif
#if FEATURE_ARB_vertex_buffer_object
if (ss->BufferObjects)
_mesa_DeleteHashTable(ss->BufferObjects);
#endif
if (ss->GL2Objects)
_mesa_DeleteHashTable (ss->GL2Objects);
#if FEATURE_EXT_framebuffer_object
if (ss->FrameBuffers)
_mesa_DeleteHashTable(ss->FrameBuffers);
if (ss->RenderBuffers)
_mesa_DeleteHashTable(ss->RenderBuffers);
#endif
if (ss->Default1D)
(*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
if (ss->Default2D)
(*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
if (ss->Default3D)
(*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
if (ss->DefaultCubeMap)
(*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
if (ss->DefaultRect)
(*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
if (ss)
_mesa_free(ss);
return GL_FALSE;
}
/**
* Deallocate a shared state context and all children structures.
*
* \param ctx GL context.
* \param ss shared state pointer.
*
* Frees the display lists, the texture objects (calling the driver texture
* deletion callback to free its private data) and the vertex programs, as well
* as their hash tables.
*
* \sa alloc_shared_state().
*/
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
{
/* Free display lists */
while (1) {
GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
if (list) {
_mesa_destroy_list(ctx, list);
}
else {
break;
}
}
_mesa_DeleteHashTable(ss->DisplayList);
/* Free texture objects */
ASSERT(ctx->Driver.DeleteTexture);
/* the default textures */
(*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
(*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
(*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
(*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
(*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
/* all other textures */
while (1) {
GLuint texName = _mesa_HashFirstEntry(ss->TexObjects);
if (texName) {
struct gl_texture_object *texObj = (struct gl_texture_object *)
_mesa_HashLookup(ss->TexObjects, texName);
ASSERT(texObj);
(*ctx->Driver.DeleteTexture)(ctx, texObj);
_mesa_HashRemove(ss->TexObjects, texName);
}
else {
break;
}
}
_mesa_DeleteHashTable(ss->TexObjects);
#if FEATURE_NV_vertex_program
/* Free vertex programs */
while (1) {
GLuint prog = _mesa_HashFirstEntry(ss->Programs);
if (prog) {
struct program *p = (struct program *) _mesa_HashLookup(ss->Programs,
prog);
ASSERT(p);
ctx->Driver.DeleteProgram(ctx, p);
_mesa_HashRemove(ss->Programs, prog);
}
else {
break;
}
}
_mesa_DeleteHashTable(ss->Programs);
#endif
#if FEATURE_ARB_vertex_program
_mesa_delete_program(ctx, ss->DefaultVertexProgram);
#endif
#if FEATURE_ARB_fragment_program
_mesa_delete_program(ctx, ss->DefaultFragmentProgram);
#endif
#if FEATURE_ATI_fragment_shader
_mesa_delete_program(ctx, ss->DefaultFragmentShader);
#endif
#if FEATURE_ARB_vertex_buffer_object
_mesa_DeleteHashTable(ss->BufferObjects);
#endif
_mesa_DeleteHashTable (ss->GL2Objects);
#if FEATURE_EXT_framebuffer_object
_mesa_DeleteHashTable(ss->FrameBuffers);
_mesa_DeleteHashTable(ss->RenderBuffers);
#endif
_glthread_DESTROY_MUTEX(ss->Mutex);
FREE(ss);
}
/**
* Initialize fields of gl_current_attrib (aka ctx->Current.*)
*/
static void
_mesa_init_current( GLcontext *ctx )
{
GLuint i;
/* Current group */
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
}
/* special cases: */
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
ctx->Current.Index = 1;
ctx->Current.EdgeFlag = GL_TRUE;
}
/**
* Initialize fields of gl_constants (aka ctx->Const.*).
* Use defaults from config.h. The device drivers will often override
* some of these values (such as number of texture units).
*/
static void
_mesa_init_constants( GLcontext *ctx )
{
assert(ctx);
assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
/* 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.MaxTextureUnits = MAX_TEXTURE_UNITS;
ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
ctx->Const.MinPointSize = MIN_POINT_SIZE;
ctx->Const.MaxPointSize = MAX_POINT_SIZE;
ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
ctx->Const.MaxLights = MAX_LIGHTS;
ctx->Const.MaxShininess = 128.0;
ctx->Const.MaxSpotExponent = 128.0;
ctx->Const.MaxViewportWidth = MAX_WIDTH;
ctx->Const.MaxViewportHeight = MAX_HEIGHT;
#if FEATURE_ARB_vertex_program
ctx->Const.MaxVertexProgramInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
ctx->Const.MaxVertexProgramAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
ctx->Const.MaxVertexProgramTemps = MAX_NV_VERTEX_PROGRAM_TEMPS;
ctx->Const.MaxVertexProgramLocalParams = MAX_NV_VERTEX_PROGRAM_PARAMS;
ctx->Const.MaxVertexProgramEnvParams = MAX_NV_VERTEX_PROGRAM_PARAMS;/*XXX*/
ctx->Const.MaxVertexProgramAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
#endif
#if FEATURE_ARB_fragment_program
ctx->Const.MaxFragmentProgramInstructions = MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS;
ctx->Const.MaxFragmentProgramAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
ctx->Const.MaxFragmentProgramTemps = MAX_NV_FRAGMENT_PROGRAM_TEMPS;
ctx->Const.MaxFragmentProgramLocalParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
ctx->Const.MaxFragmentProgramEnvParams = MAX_NV_FRAGMENT_PROGRAM_PARAMS;/*XXX*/
ctx->Const.MaxFragmentProgramAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
ctx->Const.MaxFragmentProgramAluInstructions = MAX_FRAGMENT_PROGRAM_ALU_INSTRUCTIONS;
ctx->Const.MaxFragmentProgramTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
ctx->Const.MaxFragmentProgramTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
#endif
ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
/* If we're running in the X server, do bounds checking to prevent
* segfaults and server crashes!
*/
#if defined(XFree86LOADER) && defined(IN_MODULE)
ctx->Const.CheckArrayBounds = GL_TRUE;
#else
ctx->Const.CheckArrayBounds = GL_FALSE;
#endif
ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
ctx->Const.ColorReadFormat = GL_RGBA;
ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
/* sanity checks */
ASSERT(ctx->Const.MaxTextureUnits == MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
}
/**
* Initialize the attribute groups in a GL context.
*
* \param ctx GL context.
*
* Initializes all the attributes, calling the respective init*
* functions for the more complex data structures.
*/
static GLboolean
init_attrib_groups( GLcontext *ctx )
{
assert(ctx);
/* Constants */
_mesa_init_constants( ctx );
/* Extensions */
_mesa_init_extensions( ctx );
/* Attribute Groups */
_mesa_init_accum( ctx );
_mesa_init_attrib( ctx );
_mesa_init_buffers( ctx );
_mesa_init_buffer_objects( ctx );
_mesa_init_color( ctx );
_mesa_init_colortables( ctx );
_mesa_init_current( ctx );
_mesa_init_depth( ctx );
_mesa_init_debug( ctx );
_mesa_init_display_list( ctx );
_mesa_init_eval( ctx );
_mesa_init_feedback( ctx );
_mesa_init_fog( ctx );
_mesa_init_histogram( ctx );
_mesa_init_hint( ctx );
_mesa_init_line( ctx );
_mesa_init_lighting( ctx );
_mesa_init_matrix( ctx );
_mesa_init_occlude( ctx );
_mesa_init_pixel( ctx );
_mesa_init_point( ctx );
_mesa_init_polygon( ctx );
_mesa_init_program( ctx );
_mesa_init_rastpos( ctx );
_mesa_init_shaderobjects (ctx);
_mesa_init_stencil( ctx );
_mesa_init_transform( ctx );
_mesa_init_varray( ctx );
_mesa_init_viewport( ctx );
if (!_mesa_init_texture( ctx ))
return GL_FALSE;
_mesa_init_texture_s3tc( ctx );
_mesa_init_texture_fxt1( ctx );
/* Miscellaneous */
ctx->NewState = _NEW_ALL;
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
ctx->_Facing = 0;
#if CHAN_TYPE == GL_FLOAT
ctx->ClampFragmentColors = GL_FALSE; /* XXX temporary */
#else
ctx->ClampFragmentColors = GL_TRUE;
#endif
ctx->ClampVertexColors = GL_TRUE;
return GL_TRUE;
}
/**
* If the DRI libGL.so library is old, it may not have the entrypoints for
* some recent OpenGL extensions. Dynamically add them now.
* If we're building stand-alone Mesa where libGL.so has both the dispatcher
* and driver code, this won't be an issue (and calling this function won't
* do any harm).
*/
static void
add_newer_entrypoints(void)
{
unsigned i;
static const struct {
const char * const name;
unsigned offset;
}
newer_entrypoints[] = {
/* GL_ARB_window_pos aliases with GL_MESA_window_pos */
{ "glWindowPos2dARB", 513 },
{ "glWindowPos2dvARB", 514 },
{ "glWindowPos2fARB", 515 },
{ "glWindowPos2fvARB", 516 },
{ "glWindowPos2iARB", 517 },
{ "glWindowPos2ivARB", 518 },
{ "glWindowPos2sARB", 519 },
{ "glWindowPos2svARB", 520 },
{ "glWindowPos3dARB", 521 },
{ "glWindowPos3dvARB", 522 },
{ "glWindowPos3fARB", 523 },
{ "glWindowPos3fvARB", 524 },
{ "glWindowPos3iARB", 525 },
{ "glWindowPos3ivARB", 526 },
{ "glWindowPos3sARB", 527 },
{ "glWindowPos3svARB", 528 },
#if FEATURE_NV_vertex_program
{ "glAreProgramsResidentNV", 578 },
{ "glBindProgramNV", 579 },
{ "glDeleteProgramsNV", 580 },
{ "glExecuteProgramNV", 581 },
{ "glGenProgramsNV", 582 },
{ "glGetProgramParameterdvNV", 583 },
{ "glGetProgramParameterfvNV", 584 },
{ "glGetProgramivNV", 585 },
{ "glGetProgramStringNV", 586 },
{ "glGetTrackMatrixivNV", 587 },
{ "glGetVertexAttribdvNV", 588 },
{ "glGetVertexAttribfvNV", 589 },
{ "glGetVertexAttribivNV", 590 },
{ "glGetVertexAttribPointervNV", 591 },
{ "glIsProgramNV", 592 },
{ "glLoadProgramNV", 593 },
{ "glProgramParameter4dNV", 594 },
{ "glProgramParameter4dvNV", 595 },
{ "glProgramParameter4fNV", 596 },
{ "glProgramParameter4fvNV", 597 },
{ "glProgramParameters4dvNV", 598 },
{ "glProgramParameters4fvNV", 599 },
{ "glRequestResidentProgramsNV", 600 },
{ "glTrackMatrixNV", 601 },
{ "glVertexAttribPointerNV", 602 },
{ "glVertexAttrib1dNV", 603 },
{ "glVertexAttrib1dvNV", 604 },
{ "glVertexAttrib1fNV", 605 },
{ "glVertexAttrib1fvNV", 606 },
{ "glVertexAttrib1sNV", 607 },
{ "glVertexAttrib1svNV", 608 },
{ "glVertexAttrib2dNV", 609 },
{ "glVertexAttrib2dvNV", 610 },
{ "glVertexAttrib2fNV", 611 },
{ "glVertexAttrib2fvNV", 612 },
{ "glVertexAttrib2sNV", 613 },
{ "glVertexAttrib2svNV", 614 },
{ "glVertexAttrib3dNV", 615 },
{ "glVertexAttrib3dvNV", 616 },
{ "glVertexAttrib3fNV", 617 },
{ "glVertexAttrib3fvNV", 618 },
{ "glVertexAttrib3sNV", 619 },
{ "glVertexAttrib3svNV", 620 },
{ "glVertexAttrib4dNV", 621 },
{ "glVertexAttrib4dvNV", 622 },
{ "glVertexAttrib4fNV", 623 },
{ "glVertexAttrib4fvNV", 624 },
{ "glVertexAttrib4sNV", 625 },
{ "glVertexAttrib4svNV", 626 },
{ "glVertexAttrib4ubNV", 627 },
{ "glVertexAttrib4ubvNV", 628 },
{ "glVertexAttribs1dvNV", 629 },
{ "glVertexAttribs1fvNV", 630 },
{ "glVertexAttribs1svNV", 631 },
{ "glVertexAttribs2dvNV", 632 },
{ "glVertexAttribs2fvNV", 633 },
{ "glVertexAttribs2svNV", 634 },
{ "glVertexAttribs3dvNV", 635 },
{ "glVertexAttribs3fvNV", 636 },
{ "glVertexAttribs3svNV", 637 },
{ "glVertexAttribs4dvNV", 638 },
{ "glVertexAttribs4fvNV", 639 },
{ "glVertexAttribs4svNV", 640 },
{ "glVertexAttribs4ubvNV", 641 },
#endif
{ "glPointParameteriNV", 642 },
{ "glPointParameterivNV", 643 },
{ "glMultiDrawArraysEXT", 644 },
{ "glMultiDrawElementsEXT", 645 },
{ "glMultiDrawArraysSUN", _gloffset_MultiDrawArraysEXT },
{ "glMultiDrawElementsSUN", _gloffset_MultiDrawElementsEXT },
{ "glActiveStencilFaceEXT", 646 },
#if FEATURE_NV_fence
{ "glDeleteFencesNV", 647 },
{ "glGenFencesNV", 648 },
{ "glIsFenceNV", 649 },
{ "glTestFenceNV", 650 },
{ "glGetFenceivNV", 651 },
{ "glFinishFenceNV", 652 },
{ "glSetFenceNV", 653 },
#endif
#if FEATURE_NV_fragment_program
{ "glProgramNamedParameter4fNV", 682 },
{ "glProgramNamedParameter4dNV", 683 },
{ "glProgramNamedParameter4fvNV", 683 },
{ "glProgramNamedParameter4dvNV", 684 },
{ "glGetProgramNamedParameterfvNV", 685 },
{ "glGetProgramNamedParameterdvNV", 686 },
#endif
#if FEATURE_ARB_vertex_program
{ "glVertexAttrib1sARB", _gloffset_VertexAttrib1sNV },
{ "glVertexAttrib1fARB", _gloffset_VertexAttrib1fNV },
{ "glVertexAttrib1dARB", _gloffset_VertexAttrib1dNV },
{ "glVertexAttrib2sARB", _gloffset_VertexAttrib2sNV },
{ "glVertexAttrib2fARB", _gloffset_VertexAttrib2fNV },
{ "glVertexAttrib2dARB", _gloffset_VertexAttrib2dNV },
{ "glVertexAttrib3sARB", _gloffset_VertexAttrib3sNV },
{ "glVertexAttrib3fARB", _gloffset_VertexAttrib3fNV },
{ "glVertexAttrib3dARB", _gloffset_VertexAttrib3dNV },
{ "glVertexAttrib4sARB", _gloffset_VertexAttrib4sNV },
{ "glVertexAttrib4fARB", _gloffset_VertexAttrib4fNV },
{ "glVertexAttrib4dARB", _gloffset_VertexAttrib4dNV },
{ "glVertexAttrib4NubARB", _gloffset_VertexAttrib4ubNV },
{ "glVertexAttrib1svARB", _gloffset_VertexAttrib1svNV },
{ "glVertexAttrib1fvARB", _gloffset_VertexAttrib1fvNV },
{ "glVertexAttrib1dvARB", _gloffset_VertexAttrib1dvNV },
{ "glVertexAttrib2svARB", _gloffset_VertexAttrib2svNV },
{ "glVertexAttrib2fvARB", _gloffset_VertexAttrib2fvNV },
{ "glVertexAttrib2dvARB", _gloffset_VertexAttrib2dvNV },
{ "glVertexAttrib3svARB", _gloffset_VertexAttrib3svNV },
{ "glVertexAttrib3fvARB", _gloffset_VertexAttrib3fvNV },
{ "glVertexAttrib3dvARB", _gloffset_VertexAttrib3dvNV },
{ "glVertexAttrib4bvARB", _gloffset_VertexAttrib4bvARB },
{ "glVertexAttrib4svARB", _gloffset_VertexAttrib4svNV },
{ "glVertexAttrib4ivARB", _gloffset_VertexAttrib4ivARB },
{ "glVertexAttrib4ubvARB", _gloffset_VertexAttrib4ubvARB },
{ "glVertexAttrib4usvARB", _gloffset_VertexAttrib4usvARB },
{ "glVertexAttrib4uivARB", _gloffset_VertexAttrib4uivARB },
{ "glVertexAttrib4fvARB", _gloffset_VertexAttrib4fvNV },
{ "glVertexAttrib4dvARB", _gloffset_VertexAttrib4dvNV },
{ "glVertexAttrib4NbvARB", _gloffset_VertexAttrib4NbvARB },
{ "glVertexAttrib4NsvARB", _gloffset_VertexAttrib4NsvARB },
{ "glVertexAttrib4NivARB", _gloffset_VertexAttrib4NivARB },
{ "glVertexAttrib4NubvARB", _gloffset_VertexAttrib4ubvNV },
{ "glVertexAttrib4NusvARB", _gloffset_VertexAttrib4NusvARB },
{ "glVertexAttrib4NuivARB", _gloffset_VertexAttrib4NuivARB },
{ "glVertexAttribPointerARB", _gloffset_VertexAttribPointerARB },
{ "glEnableVertexAttribArrayARB", _gloffset_EnableVertexAttribArrayARB },
{ "glDisableVertexAttribArrayARB", _gloffset_DisableVertexAttribArrayARB },
{ "glProgramStringARB", _gloffset_ProgramStringARB },
{ "glBindProgramARB", _gloffset_BindProgramNV },
{ "glDeleteProgramsARB", _gloffset_DeleteProgramsNV },
{ "glGenProgramsARB", _gloffset_GenProgramsNV },
{ "glIsProgramARB", _gloffset_IsProgramNV },
{ "glProgramEnvParameter4dARB", _gloffset_ProgramEnvParameter4dARB },
{ "glProgramEnvParameter4dvARB", _gloffset_ProgramEnvParameter4dvARB },
{ "glProgramEnvParameter4fARB", _gloffset_ProgramEnvParameter4fARB },
{ "glProgramEnvParameter4fvARB", _gloffset_ProgramEnvParameter4fvARB },
{ "glProgramLocalParameter4dARB", _gloffset_ProgramLocalParameter4dARB },
{ "glProgramLocalParameter4dvARB", _gloffset_ProgramLocalParameter4dvARB },
{ "glProgramLocalParameter4fARB", _gloffset_ProgramLocalParameter4fARB },
{ "glProgramLocalParameter4fvARB", _gloffset_ProgramLocalParameter4fvARB },
{ "glGetProgramEnvParameterdvARB", _gloffset_GetProgramEnvParameterdvARB },
{ "glGetProgramEnvParameterfvARB", _gloffset_GetProgramEnvParameterfvARB },
{ "glGetProgramLocalParameterdvARB", _gloffset_GetProgramLocalParameterdvARB },
{ "glGetProgramLocalParameterfvARB", _gloffset_GetProgramLocalParameterfvARB },
{ "glGetProgramivARB", _gloffset_GetProgramivARB },
{ "glGetProgramStringARB", _gloffset_GetProgramStringARB },
{ "glGetVertexAttribdvARB", _gloffset_GetVertexAttribdvNV },
{ "glGetVertexAttribfvARB", _gloffset_GetVertexAttribfvNV },
{ "glGetVertexAttribivARB", _gloffset_GetVertexAttribivNV },
{ "glGetVertexAttribPointervARB", _gloffset_GetVertexAttribPointervNV },
#endif
{ "glMultiModeDrawArraysIBM", _gloffset_MultiModeDrawArraysIBM },
{ "glMultiModeDrawElementsIBM", _gloffset_MultiModeDrawElementsIBM },
/* GL_EXT_stencil_two_side */
{ "glActiveStencilFaceEXT", _gloffset_ActiveStencilFaceEXT },
/* GL_ARB_draw_buffers */
{ "glDrawBuffersARB", _gloffset_DrawBuffersARB },
#if FEATURE_ATI_fragment_shader
{ "glGenFragmentShadersATI", _gloffset_GenFragmentShadersATI },
{ "glBindFragmentShaderATI", _gloffset_BindFragmentShaderATI },
{ "glDeleteFragmentShaderATI", _gloffset_DeleteFragmentShaderATI },
{ "glBeginFragmentShaderATI", _gloffset_BeginFragmentShaderATI },
{ "glEndFragmentShaderATI", _gloffset_EndFragmentShaderATI },
{ "glPassTexCoordATI", _gloffset_PassTexCoordATI },
{ "glSampleMapATI", _gloffset_SampleMapATI },
{ "glColorFragmentOp1ATI", _gloffset_ColorFragmentOp1ATI },
{ "glColorFragmentOp2ATI", _gloffset_ColorFragmentOp2ATI },
{ "glColorFragmentOp3ATI", _gloffset_ColorFragmentOp3ATI },
{ "glAlphaFragmentOp1ATI", _gloffset_AlphaFragmentOp1ATI },
{ "glAlphaFragmentOp2ATI", _gloffset_AlphaFragmentOp2ATI },
{ "glAlphaFragmentOp3ATI", _gloffset_AlphaFragmentOp3ATI },
{ "glSetFragmentShaderConstantATI", _gloffset_SetFragmentShaderConstantATI },
#endif
};
for (i = 0; i < Elements(newer_entrypoints); i++ ) {
_glapi_add_entrypoint( newer_entrypoints[i].name,
newer_entrypoints[i].offset );
}
}
/**
* 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_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
return 0;
}
/**
* Allocate and initialize a new dispatch table.
*/
static struct _glapi_table *
alloc_dispatch_table(void)
{
/* Find the larger of Mesa's dispatch table and libGL's dispatch table.
* In practice, this'll be the same for stand-alone Mesa. But for DRI
* Mesa we do this to accomodate different versions of libGL and various
* DRI drivers.
*/
GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
sizeof(struct _glapi_table) / sizeof(_glapi_proc));
struct _glapi_table *table =
(struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
if (table) {
_glapi_proc *entry = (_glapi_proc *) table;
GLint i;
for (i = 0; i < numEntries; i++) {
entry[i] = (_glapi_proc) generic_nop;
}
}
return table;
}
/**
* Initialize a GLcontext struct (rendering context).
*
* This includes allocating all the other structs and arrays which hang off of
* the context by pointers.
* Note that the driver needs to pass in its dd_function_table here since
* we need to at least call driverFunctions->NewTextureObject to create the
* default texture objects.
*
* Called by _mesa_create_context().
*
* Performs the imports and exports callback tables initialization, and
* miscellaneous one-time initializations. If no shared context is supplied one
* is allocated, and increase its reference count. Setups the GL API dispatch
* tables. Initialize the TNL module. Sets the maximum Z buffer depth.
* Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
* for debug flags.
*
* \param ctx the context to initialize
* \param visual describes the visual attributes for this context
* \param share_list points to context to share textures, display lists,
* etc with, or NULL
* \param driverFunctions table of device driver functions for this context
* to use
* \param driverContext pointer to driver-specific context data
*/
GLboolean
_mesa_initialize_context( GLcontext *ctx,
const GLvisual *visual,
GLcontext *share_list,
const struct dd_function_table *driverFunctions,
void *driverContext )
{
ASSERT(driverContext);
assert(driverFunctions->NewTextureObject);
/* If the driver wants core Mesa to use special imports, it'll have to
* override these defaults.
*/
_mesa_init_default_imports( &(ctx->imports), driverContext );
/* initialize the exports (Mesa functions called by the window system) */
_mesa_init_default_exports( &(ctx->exports) );
/* misc one-time initializations */
one_time_init(ctx);
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
/* Plug in driver functions and context pointer here.
* This is important because when we call alloc_shared_state() below
* we'll call ctx->Driver.NewTextureObject() to create the default
* textures.
*/
ctx->Driver = *driverFunctions;
ctx->DriverCtx = driverContext;
if (share_list) {
/* share state with another context */
ctx->Shared = share_list->Shared;
}
else {
/* allocate new, unshared state */
if (!alloc_shared_state( ctx )) {
return GL_FALSE;
}
}
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (!init_attrib_groups( ctx )) {
free_shared_state(ctx, ctx->Shared);
return GL_FALSE;
}
/* libGL ABI coordination */
add_newer_entrypoints();
/* setup the API dispatch tables */
ctx->Exec = alloc_dispatch_table();
ctx->Save = alloc_dispatch_table();
if (!ctx->Exec || !ctx->Save) {
free_shared_state(ctx, ctx->Shared);
if (ctx->Exec)
_mesa_free(ctx->Exec);
}
_mesa_init_exec_table(ctx->Exec);
ctx->CurrentDispatch = ctx->Exec;
#if _HAVE_FULL_GL
_mesa_init_dlist_table(ctx->Save);
_mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
/* Neutral tnl module stuff */
_mesa_init_exec_vtxfmt( ctx );
ctx->TnlModule.Current = NULL;
ctx->TnlModule.SwapCount = 0;
#endif
return GL_TRUE;
}
/**
* Allocate and initialize a GLcontext structure.
* Note that the driver needs to pass in its dd_function_table here since
* we need to at least call driverFunctions->NewTextureObject to initialize
* the rendering context.
*
* \param visual a GLvisual pointer (we copy the struct contents)
* \param share_list another context to share display lists with or NULL
* \param driverFunctions points to the dd_function_table into which the
* driver has plugged in all its special functions.
* \param driverCtx points to the device driver's private context state
*
* \return pointer to a new __GLcontextRec or NULL if error.
*/
GLcontext *
_mesa_create_context( const GLvisual *visual,
GLcontext *share_list,
const struct dd_function_table *driverFunctions,
void *driverContext )
{
GLcontext *ctx;
ASSERT(visual);
ASSERT(driverContext);
ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
if (!ctx)
return NULL;
if (_mesa_initialize_context(ctx, visual, share_list,
driverFunctions, driverContext)) {
return ctx;
}
else {
_mesa_free(ctx);
return NULL;
}
}
/**
* Free the data associated with the given context.
*
* But doesn't free the GLcontext struct itself.
*
* \sa _mesa_initialize_context() and init_attrib_groups().
*/
void
_mesa_free_context_data( GLcontext *ctx )
{
/* if we're destroying the current context, unbind it first */
if (ctx == _mesa_get_current_context()) {
_mesa_make_current(NULL, NULL);
}
_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_occlude_data(ctx);
#if FEATURE_ARB_vertex_buffer_object
_mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
#endif
/* free dispatch tables */
_mesa_free(ctx->Exec);
_mesa_free(ctx->Save);
/* Shared context state (display lists, textures, etc) */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount--;
assert(ctx->Shared->RefCount >= 0);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (ctx->Shared->RefCount == 0) {
/* free shared state */
free_shared_state( ctx, ctx->Shared );
}
if (ctx->Extensions.String)
FREE((void *) ctx->Extensions.String);
}
/**
* Destroy a GLcontext structure.
*
* \param ctx GL context.
*
* Calls _mesa_free_context_data() and frees the GLcontext structure itself.
*/
void
_mesa_destroy_context( GLcontext *ctx )
{
if (ctx) {
_mesa_free_context_data(ctx);
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 */
MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_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.
* \return GL_TRUE if compatible, GL_FALSE otherwise.
*/
static GLboolean
check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
{
const GLvisual *ctxvis = &ctx->Visual;
const GLvisual *bufvis = &buffer->Visual;
if (ctxvis == bufvis)
return GL_TRUE;
if (ctxvis->rgbMode != bufvis->rgbMode)
return GL_FALSE;
if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
return GL_FALSE;
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 (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
return GL_FALSE;
if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
return GL_FALSE;
return GL_TRUE;
}
/**
* Set the current context, binding the given frame buffer to the context.
*
* \param newCtx new GL context.
* \param buffer framebuffer.
*
* Calls _mesa_make_current2() with \p buffer as read and write framebuffer.
*/
void
_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
{
_mesa_make_current2( newCtx, buffer, buffer );
}
/**
* Bind the given context to the given draw-buffer and read-buffer and
* make it the current context for this thread.
*
* \param newCtx new GL context. If NULL then there will be no current GL
* context.
* \param drawBuffer draw framebuffer.
* \param readBuffer read framebuffer.
*
* Check that the context's and framebuffer's visuals are compatible, returning
* immediately otherwise. Sets the glapi current context via
* _glapi_set_context(). If \p newCtx is not NULL, associates \p drawBuffer and
* \p readBuffer with it and calls dd_function_table::ResizeBuffers if the buffers size has changed.
* Calls dd_function_table::MakeCurrent callback if defined.
*
* When a context is bound by the first time and the \c MESA_INFO environment
* variable is set it calls print_info() as an aid for remote user
* troubleshooting.
*/
void
_mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
if (MESA_VERBOSE)
_mesa_debug(newCtx, "_mesa_make_current2()\n");
/* Check that the context's and framebuffer's visuals are compatible.
*/
if (newCtx && drawBuffer && newCtx->DrawBuffer != drawBuffer) {
if (!check_compatible(newCtx, drawBuffer))
return;
}
if (newCtx && readBuffer && newCtx->ReadBuffer != readBuffer) {
if (!check_compatible(newCtx, readBuffer))
return;
}
/* We call this function periodically (just here for now) in
* order to detect when multithreading has begun.
*/
_glapi_check_multithread();
_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??? */
newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
newCtx->NewState |= _NEW_BUFFERS;
#if _HAVE_FULL_GL
if (!drawBuffer->Initialized) {
/* get initial window size */
GLuint bufWidth, bufHeight;
/* ask device driver for size of the buffer */
(*newCtx->Driver.GetBufferSize)(drawBuffer, &bufWidth, &bufHeight);
/* set initial buffer size */
drawBuffer->Width = bufWidth;
drawBuffer->Height = bufHeight;
newCtx->Driver.ResizeBuffers( drawBuffer );
drawBuffer->Initialized = GL_TRUE;
}
if (readBuffer != drawBuffer && !readBuffer->Initialized) {
/* get initial window size */
GLuint bufWidth, bufHeight;
/* ask device driver for size of the buffer */
(*newCtx->Driver.GetBufferSize)(readBuffer, &bufWidth, &bufHeight);
/* set initial buffer size */
readBuffer->Width = bufWidth;
readBuffer->Height = bufHeight;
newCtx->Driver.ResizeBuffers( readBuffer );
readBuffer->Initialized = GL_TRUE;
}
#endif
if (newCtx->FirstTimeCurrent) {
/* set initial viewport and scissor size now */
_mesa_set_viewport(newCtx, 0, 0, drawBuffer->Width, drawBuffer->Height);
newCtx->Scissor.Width = drawBuffer->Width;
newCtx->Scissor.Height = drawBuffer->Height;
}
}
/* Alert the driver - usually passed on to the sw t&l module,
* but also used to detect threaded cases in the radeon codegen
* hw t&l module.
*/
if (newCtx->Driver.MakeCurrent)
newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
/* We can use this to help debug user's problems. Tell them to set
* the MESA_INFO env variable before running their app. Then the
* first time each context is made current we'll print some useful
* information.
*/
if (newCtx->FirstTimeCurrent) {
if (_mesa_getenv("MESA_INFO")) {
_mesa_print_info();
}
newCtx->FirstTimeCurrent = GL_FALSE;
}
}
}
/**
* Get current context for the calling thread.
*
* \return pointer to the current GL context.
*
* Calls _glapi_get_context(). This isn't the fastest way to get the current
* context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
*/
GLcontext *
_mesa_get_current_context( void )
{
return (GLcontext *) _glapi_get_context();
}
/**
* Get context's current API dispatch table.
*
* It'll either be the immediate-mode execute dispatcher or the display list
* compile dispatcher.
*
* \param ctx GL context.
*
* \return pointer to dispatch_table.
*
* Simply returns __GLcontextRec::CurrentDispatch.
*/
struct _glapi_table *
_mesa_get_dispatch(GLcontext *ctx)
{
return ctx->CurrentDispatch;
}
/*@}*/
/**********************************************************************/
/** \name Miscellaneous functions */
/**********************************************************************/
/*@{*/
/**
* Record an error.
*
* \param ctx GL context.
* \param error error code.
*
* Records the given error code and call the driver's dd_function_table::Error
* function if defined.
*
* \sa
* This is called via _mesa_error().
*/
void
_mesa_record_error( GLcontext *ctx, GLenum error )
{
if (!ctx)
return;
if (ctx->ErrorValue == GL_NO_ERROR) {
ctx->ErrorValue = error;
}
/* Call device driver's error handler, if any. This is used on the Mac. */
if (ctx->Driver.Error) {
(*ctx->Driver.Error)( ctx );
}
}
/**
* Execute glFinish().
*
* Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
* dd_function_table::Finish driver callback, if not NULL.
*/
void GLAPIENTRY
_mesa_Finish( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->Driver.Finish) {
(*ctx->Driver.Finish)( ctx );
}
}
/**
* Execute glFlush().
*
* Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
* dd_function_table::Flush driver callback, if not NULL.
*/
void GLAPIENTRY
_mesa_Flush( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (ctx->Driver.Flush) {
(*ctx->Driver.Flush)( ctx );
}
}
/*@}*/