2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 * Mesa context/visual/framebuffer management functions.
33 * \mainpage Mesa Main Module
35 * \section MainIntroduction Introduction
37 * The Mesa Main module consists of all the files in the main/ directory.
38 * Among the features of this module are:
40 * <LI> Structures to represent most GL state </LI>
41 * <LI> State set/get functions </LI>
42 * <LI> Display lists </LI>
43 * <LI> Texture unit, object and image handling </LI>
44 * <LI> Matrix and attribute stacks </LI>
47 * Other modules are responsible for API dispatch, vertex transformation,
48 * point/line/triangle setup, rasterization, vertex array caching,
49 * vertex/fragment programs/shaders, etc.
52 * \section AboutDoxygen About Doxygen
54 * If you're viewing this information as Doxygen-generated HTML you'll
55 * see the documentation index at the top of this page.
57 * The first line lists the Mesa source code modules.
58 * The second line lists the indexes available for viewing the documentation
61 * Selecting the <b>Main page</b> link will display a summary of the module
64 * Selecting <b>Data Structures</b> will list all C structures.
66 * Selecting the <b>File List</b> link will list all the source files in
68 * Selecting a filename will show a list of all functions defined in that file.
70 * Selecting the <b>Data Fields</b> link will display a list of all
71 * documented structure members.
73 * Selecting the <b>Globals</b> link will display a list
74 * of all functions, structures, global variables and macros in the module.
80 #include "mfeatures.h"
88 #include "bufferobj.h"
95 #include "extensions.h"
100 #include "framebuffer.h"
107 #include "multisample.h"
109 #include "pixelstore.h"
112 #include "queryobj.h"
118 #include "shaderobj.h"
119 #include "simple_list.h"
122 #include "texcompress_s3tc.h"
123 #include "texstate.h"
124 #include "transformfeedback.h"
128 #include "viewport.h"
130 #include "program/program.h"
131 #include "program/prog_print.h"
133 #include "math/m_matrix.h"
135 #include "main/dispatch.h" /* for _gloffset_COUNT */
138 #include "sparc/sparc.h"
141 #include "glsl_parser_extras.h"
146 int MESA_VERBOSE = 0;
149 #ifndef MESA_DEBUG_FLAGS
150 int MESA_DEBUG_FLAGS = 0;
154 /* ubyte -> float conversion */
155 GLfloat _mesa_ubyte_to_float_color_tab[256];
160 * Swap buffers notification callback.
162 * \param ctx GL context.
164 * Called by window system just before swapping buffers.
165 * We have to finish any pending rendering.
168 _mesa_notifySwapBuffers(struct gl_context *ctx)
170 if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
171 _mesa_debug(ctx, "SwapBuffers\n");
172 FLUSH_CURRENT( ctx, 0 );
173 if (ctx->Driver.Flush) {
174 ctx->Driver.Flush(ctx);
179 /**********************************************************************/
180 /** \name GL Visual allocation/destruction */
181 /**********************************************************************/
185 * Allocates a struct gl_config structure and initializes it via
186 * _mesa_initialize_visual().
188 * \param dbFlag double buffering
189 * \param stereoFlag stereo buffer
190 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
191 * is acceptable but the actual depth type will be GLushort or GLuint as
193 * \param stencilBits requested minimum bits per stencil buffer value
194 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number
195 * of bits per color component in accum buffer.
196 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
197 * \param redBits number of bits per color component in frame buffer for RGB(A)
198 * mode. We always use 8 in core Mesa though.
199 * \param greenBits same as above.
200 * \param blueBits same as above.
201 * \param alphaBits same as above.
202 * \param numSamples not really used.
204 * \return pointer to new struct gl_config or NULL if requested parameters
207 * \note Need to add params for level and numAuxBuffers (at least)
210 _mesa_create_visual( GLboolean dbFlag,
211 GLboolean stereoFlag,
219 GLint accumGreenBits,
221 GLint accumAlphaBits,
224 struct gl_config *vis = CALLOC_STRUCT(gl_config);
226 if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
227 redBits, greenBits, blueBits, alphaBits,
228 depthBits, stencilBits,
229 accumRedBits, accumGreenBits,
230 accumBlueBits, accumAlphaBits,
241 * Makes some sanity checks and fills in the fields of the struct
242 * gl_config object with the given parameters. If the caller needs to
243 * set additional fields, he should just probably init the whole
244 * gl_config object himself.
246 * \return GL_TRUE on success, or GL_FALSE on failure.
248 * \sa _mesa_create_visual() above for the parameter description.
251 _mesa_initialize_visual( struct gl_config *vis,
253 GLboolean stereoFlag,
261 GLint accumGreenBits,
263 GLint accumAlphaBits,
268 if (depthBits < 0 || depthBits > 32) {
271 if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
274 assert(accumRedBits >= 0);
275 assert(accumGreenBits >= 0);
276 assert(accumBlueBits >= 0);
277 assert(accumAlphaBits >= 0);
279 vis->rgbMode = GL_TRUE;
280 vis->doubleBufferMode = dbFlag;
281 vis->stereoMode = stereoFlag;
283 vis->redBits = redBits;
284 vis->greenBits = greenBits;
285 vis->blueBits = blueBits;
286 vis->alphaBits = alphaBits;
287 vis->rgbBits = redBits + greenBits + blueBits;
290 vis->depthBits = depthBits;
291 vis->stencilBits = stencilBits;
293 vis->accumRedBits = accumRedBits;
294 vis->accumGreenBits = accumGreenBits;
295 vis->accumBlueBits = accumBlueBits;
296 vis->accumAlphaBits = accumAlphaBits;
298 vis->haveAccumBuffer = accumRedBits > 0;
299 vis->haveDepthBuffer = depthBits > 0;
300 vis->haveStencilBuffer = stencilBits > 0;
302 vis->numAuxBuffers = 0;
304 vis->sampleBuffers = numSamples > 0 ? 1 : 0;
305 vis->samples = numSamples;
312 * Destroy a visual and free its memory.
316 * Frees the visual structure.
319 _mesa_destroy_visual( struct gl_config *vis )
327 /**********************************************************************/
328 /** \name Context allocation, initialization, destroying
330 * The purpose of the most initialization functions here is to provide the
331 * default state values according to the OpenGL specification.
333 /**********************************************************************/
338 * This is lame. gdb only seems to recognize enum types that are
339 * actually used somewhere. We want to be able to print/use enum
340 * values such as TEXTURE_2D_INDEX in gdb. But we don't actually use
341 * the gl_texture_index type anywhere. Thus, this lame function.
344 dummy_enum_func(void)
346 gl_buffer_index bi = BUFFER_FRONT_LEFT;
347 gl_face_index fi = FACE_POS_X;
348 gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
349 gl_frag_result fr = FRAG_RESULT_DEPTH;
350 gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
351 gl_vert_attrib va = VERT_ATTRIB_POS;
352 gl_vert_result vr = VERT_RESULT_HPOS;
353 gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
354 gl_geom_result gr = GEOM_RESULT_POS;
369 * One-time initialization mutex lock.
371 * \sa Used by one_time_init().
373 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
378 * Calls all the various one-time-init functions in Mesa.
380 * While holding a global mutex lock, calls several initialization functions,
381 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
387 one_time_init( struct gl_context *ctx )
389 static GLbitfield api_init_mask = 0x0;
391 _glthread_LOCK_MUTEX(OneTimeLock);
393 /* truly one-time init */
394 if (!api_init_mask) {
397 /* do some implementation tests */
398 assert( sizeof(GLbyte) == 1 );
399 assert( sizeof(GLubyte) == 1 );
400 assert( sizeof(GLshort) == 2 );
401 assert( sizeof(GLushort) == 2 );
402 assert( sizeof(GLint) == 4 );
403 assert( sizeof(GLuint) == 4 );
405 _mesa_get_cpu_features();
407 _mesa_init_sqrt_table();
409 /* context dependence is never a one-time thing... */
410 _mesa_init_get_hash(ctx);
412 for (i = 0; i < 256; i++) {
413 _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
416 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
417 if (MESA_VERBOSE != 0) {
418 _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
419 MESA_VERSION_STRING, __DATE__, __TIME__);
424 _mesa_test_formats();
428 /* per-API one-time init */
429 if (!(api_init_mask & (1 << ctx->API))) {
431 * This is fine as ES does not use the remap table, but it may not be
432 * future-proof. We cannot always initialize the remap table because
433 * when an app is linked to libGLES*, there are not enough dynamic
436 if (ctx->API == API_OPENGL)
437 _mesa_init_remap_table();
440 api_init_mask |= 1 << ctx->API;
442 _glthread_UNLOCK_MUTEX(OneTimeLock);
444 /* Hopefully atexit() is widely available. If not, we may need some
447 atexit(_mesa_destroy_shader_compiler);
454 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
457 _mesa_init_current(struct gl_context *ctx)
461 /* Init all to (0,0,0,1) */
462 for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
463 ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
466 /* redo special cases: */
467 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
468 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
469 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
470 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
471 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
472 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
477 * Init vertex/fragment/geometry program limits.
478 * Important: drivers should override these with actual limits.
481 init_program_limits(GLenum type, struct gl_program_constants *prog)
483 prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
484 prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
485 prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
486 prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
487 prog->MaxTemps = MAX_PROGRAM_TEMPS;
488 prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
489 prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
490 prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
493 case GL_VERTEX_PROGRAM_ARB:
494 prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
495 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
496 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
497 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
499 case GL_FRAGMENT_PROGRAM_ARB:
500 prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
501 prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
502 prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
503 prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
505 case MESA_GEOMETRY_PROGRAM:
506 prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
507 prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
508 prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
509 prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
512 assert(0 && "Bad program type in init_program_limits()");
515 /* Set the native limits to zero. This implies that there is no native
516 * support for shaders. Let the drivers fill in the actual values.
518 prog->MaxNativeInstructions = 0;
519 prog->MaxNativeAluInstructions = 0;
520 prog->MaxNativeTexInstructions = 0;
521 prog->MaxNativeTexIndirections = 0;
522 prog->MaxNativeAttribs = 0;
523 prog->MaxNativeTemps = 0;
524 prog->MaxNativeAddressRegs = 0;
525 prog->MaxNativeParameters = 0;
527 /* Set GLSL datatype range/precision info assuming IEEE float values.
528 * Drivers should override these defaults as needed.
530 prog->MediumFloat.RangeMin = 127;
531 prog->MediumFloat.RangeMax = 127;
532 prog->MediumFloat.Precision = 23;
533 prog->LowFloat = prog->HighFloat = prog->MediumFloat;
535 /* Assume ints are stored as floats for now, since this is the least-common
536 * denominator. The OpenGL ES spec implies (page 132) that the precision
537 * of integer types should be 0. Practically speaking, IEEE
538 * single-precision floating point values can only store integers in the
539 * range [-0x01000000, 0x01000000] without loss of precision.
541 prog->MediumInt.RangeMin = 24;
542 prog->MediumInt.RangeMax = 24;
543 prog->MediumInt.Precision = 0;
544 prog->LowInt = prog->HighInt = prog->MediumInt;
549 * Initialize fields of gl_constants (aka ctx->Const.*).
550 * Use defaults from config.h. The device drivers will often override
551 * some of these values (such as number of texture units).
554 _mesa_init_constants(struct gl_context *ctx)
558 /* Constants, may be overriden (usually only reduced) by device drivers */
559 ctx->Const.MaxTextureMbytes = MAX_TEXTURE_MBYTES;
560 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
561 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
562 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
563 ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
564 ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
565 ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
566 ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
567 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
568 ctx->Const.MaxTextureImageUnits);
569 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
570 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
571 ctx->Const.MaxTextureBufferSize = 65536;
572 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
573 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
574 ctx->Const.MinPointSize = MIN_POINT_SIZE;
575 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
576 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
577 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
578 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
579 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
580 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
581 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
582 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
583 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
584 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
585 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
586 ctx->Const.MaxLights = MAX_LIGHTS;
587 ctx->Const.MaxShininess = 128.0;
588 ctx->Const.MaxSpotExponent = 128.0;
589 ctx->Const.MaxViewportWidth = MAX_WIDTH;
590 ctx->Const.MaxViewportHeight = MAX_HEIGHT;
591 #if FEATURE_ARB_vertex_program
592 init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
594 #if FEATURE_ARB_fragment_program
595 init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
597 #if FEATURE_ARB_geometry_shader4
598 init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
600 ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
601 ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
603 /* CheckArrayBounds is overriden by drivers/x11 for X server */
604 ctx->Const.CheckArrayBounds = GL_FALSE;
606 /* GL_ARB_draw_buffers */
607 ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
609 #if FEATURE_EXT_framebuffer_object
610 ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
611 ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
614 #if FEATURE_ARB_vertex_shader
615 ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
616 ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
617 ctx->Const.MaxVarying = MAX_VARYING;
619 #if FEATURE_ARB_geometry_shader4
620 ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
621 ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
622 ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
623 ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
624 ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
627 /* Shading language version */
628 if (ctx->API == API_OPENGL) {
629 ctx->Const.GLSLVersion = 120;
631 else if (ctx->API == API_OPENGLES2) {
632 ctx->Const.GLSLVersion = 100;
634 else if (ctx->API == API_OPENGLES) {
635 ctx->Const.GLSLVersion = 0; /* GLSL not supported */
638 /* GL_ARB_framebuffer_object */
639 ctx->Const.MaxSamples = 0;
642 ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;
644 /* GL_ATI_envmap_bumpmap */
645 ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;
647 /* GL_EXT_provoking_vertex */
648 ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;
650 /* GL_EXT_transform_feedback */
651 ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
652 ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
653 ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;
655 /* GL 3.2: hard-coded for now: */
656 ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
658 /** GL_EXT_gpu_shader4 */
659 ctx->Const.MinProgramTexelOffset = -8;
660 ctx->Const.MaxProgramTexelOffset = 7;
662 /* GL_ARB_robustness */
663 ctx->Const.ResetStrategy = GL_NO_RESET_NOTIFICATION_ARB;
668 * Do some sanity checks on the limits/constants for the given context.
669 * Only called the first time a context is bound.
672 check_context_limits(struct gl_context *ctx)
674 /* check that we don't exceed the size of various bitfields */
675 assert(VERT_RESULT_MAX <=
676 (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
677 assert(FRAG_ATTRIB_MAX <=
678 (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));
680 assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));
682 /* shader-related checks */
683 assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
684 assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
686 assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
687 assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
688 assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
689 assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);
691 /* Texture unit checks */
692 assert(ctx->Const.MaxTextureImageUnits > 0);
693 assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
694 assert(ctx->Const.MaxTextureCoordUnits > 0);
695 assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
696 assert(ctx->Const.MaxTextureUnits > 0);
697 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
698 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
699 assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
700 ctx->Const.MaxTextureCoordUnits));
701 assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
702 assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
703 assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
704 /* number of coord units cannot be greater than number of image units */
705 assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);
708 /* Texture size checks */
709 assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
710 assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
711 assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
712 assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);
714 /* make sure largest texture image is <= MAX_WIDTH in size */
715 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
716 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
717 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);
719 /* Texture level checks */
720 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
721 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
723 /* Max texture size should be <= max viewport size (render to texture) */
724 assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);
726 assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
727 assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);
729 assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);
731 /* if this fails, add more enum values to gl_buffer_index */
732 assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);
734 /* XXX probably add more tests */
739 * Initialize the attribute groups in a GL context.
741 * \param ctx GL context.
743 * Initializes all the attributes, calling the respective <tt>init*</tt>
744 * functions for the more complex data structures.
747 init_attrib_groups(struct gl_context *ctx)
752 _mesa_init_constants( ctx );
755 _mesa_init_extensions( ctx );
757 /* Attribute Groups */
758 _mesa_init_accum( ctx );
759 _mesa_init_attrib( ctx );
760 _mesa_init_buffer_objects( ctx );
761 _mesa_init_color( ctx );
762 _mesa_init_current( ctx );
763 _mesa_init_depth( ctx );
764 _mesa_init_debug( ctx );
765 _mesa_init_display_list( ctx );
766 _mesa_init_eval( ctx );
767 _mesa_init_fbobjects( ctx );
768 _mesa_init_feedback( ctx );
769 _mesa_init_fog( ctx );
770 _mesa_init_hint( ctx );
771 _mesa_init_line( ctx );
772 _mesa_init_lighting( ctx );
773 _mesa_init_matrix( ctx );
774 _mesa_init_multisample( ctx );
775 _mesa_init_pixel( ctx );
776 _mesa_init_pixelstore( ctx );
777 _mesa_init_point( ctx );
778 _mesa_init_polygon( ctx );
779 _mesa_init_program( ctx );
780 _mesa_init_queryobj( ctx );
781 _mesa_init_sync( ctx );
782 _mesa_init_rastpos( ctx );
783 _mesa_init_scissor( ctx );
784 _mesa_init_shader_state( ctx );
785 _mesa_init_stencil( ctx );
786 _mesa_init_transform( ctx );
787 _mesa_init_transform_feedback( ctx );
788 _mesa_init_varray( ctx );
789 _mesa_init_viewport( ctx );
791 if (!_mesa_init_texture( ctx ))
794 _mesa_init_texture_s3tc( ctx );
797 ctx->NewState = _NEW_ALL;
798 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
799 ctx->ResetStatus = (GLenum) GL_NO_ERROR;
800 ctx->varying_vp_inputs = ~0;
807 * Update default objects in a GL context with respect to shared state.
809 * \param ctx GL context.
811 * Removes references to old default objects, (texture objects, program
812 * objects, etc.) and changes to reference those from the current shared
816 update_default_objects(struct gl_context *ctx)
820 _mesa_update_default_objects_program(ctx);
821 _mesa_update_default_objects_texture(ctx);
822 _mesa_update_default_objects_buffer_objects(ctx);
829 * This is the default function we plug into all dispatch table slots
830 * This helps prevents a segfault when someone calls a GL function without
831 * first checking if the extension's supported.
836 _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
842 * Allocate and initialize a new dispatch table.
844 struct _glapi_table *
845 _mesa_alloc_dispatch_table(int size)
847 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
848 * In practice, this'll be the same for stand-alone Mesa. But for DRI
849 * Mesa we do this to accomodate different versions of libGL and various
852 GLint numEntries = MAX2(_glapi_get_dispatch_table_size(), _gloffset_COUNT);
853 struct _glapi_table *table;
855 /* should never happen, but just in case */
856 numEntries = MAX2(numEntries, size);
858 table = (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
860 _glapi_proc *entry = (_glapi_proc *) table;
862 for (i = 0; i < numEntries; i++) {
863 entry[i] = (_glapi_proc) generic_nop;
871 * Initialize a struct gl_context struct (rendering context).
873 * This includes allocating all the other structs and arrays which hang off of
874 * the context by pointers.
875 * Note that the driver needs to pass in its dd_function_table here since
876 * we need to at least call driverFunctions->NewTextureObject to create the
877 * default texture objects.
879 * Called by _mesa_create_context().
881 * Performs the imports and exports callback tables initialization, and
882 * miscellaneous one-time initializations. If no shared context is supplied one
883 * is allocated, and increase its reference count. Setups the GL API dispatch
884 * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
885 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
888 * \param ctx the context to initialize
889 * \param api the GL API type to create the context for
890 * \param visual describes the visual attributes for this context
891 * \param share_list points to context to share textures, display lists,
893 * \param driverFunctions table of device driver functions for this context
895 * \param driverContext pointer to driver-specific context data
898 _mesa_initialize_context(struct gl_context *ctx,
900 const struct gl_config *visual,
901 struct gl_context *share_list,
902 const struct dd_function_table *driverFunctions,
905 struct gl_shared_state *shared;
908 /*ASSERT(driverContext);*/
909 assert(driverFunctions->NewTextureObject);
910 assert(driverFunctions->FreeTexImageData);
913 ctx->Visual = *visual;
914 ctx->DrawBuffer = NULL;
915 ctx->ReadBuffer = NULL;
916 ctx->WinSysDrawBuffer = NULL;
917 ctx->WinSysReadBuffer = NULL;
919 /* misc one-time initializations */
922 /* Plug in driver functions and context pointer here.
923 * This is important because when we call alloc_shared_state() below
924 * we'll call ctx->Driver.NewTextureObject() to create the default
927 ctx->Driver = *driverFunctions;
928 ctx->DriverCtx = driverContext;
931 /* share state with another context */
932 shared = share_list->Shared;
935 /* allocate new, unshared state */
936 shared = _mesa_alloc_shared_state(ctx);
941 _glthread_LOCK_MUTEX(shared->Mutex);
942 ctx->Shared = shared;
944 _glthread_UNLOCK_MUTEX(shared->Mutex);
946 if (!init_attrib_groups( ctx )) {
947 _mesa_release_shared_state(ctx, ctx->Shared);
952 /* setup the API dispatch tables */
956 ctx->Exec = _mesa_create_exec_table();
961 ctx->Exec = _mesa_create_exec_table_es1();
966 ctx->Exec = _mesa_create_exec_table_es2();
970 _mesa_problem(ctx, "unknown or unsupported API");
975 _mesa_release_shared_state(ctx, ctx->Shared);
979 ctx->CurrentDispatch = ctx->Exec;
981 ctx->FragmentProgram._MaintainTexEnvProgram
982 = (_mesa_getenv("MESA_TEX_PROG") != NULL);
984 ctx->VertexProgram._MaintainTnlProgram
985 = (_mesa_getenv("MESA_TNL_PROG") != NULL);
986 if (ctx->VertexProgram._MaintainTnlProgram) {
987 /* this is required... */
988 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
991 /* Mesa core handles all the formats that mesa core knows about.
992 * Drivers will want to override this list with just the formats
993 * they can handle, and confirm that appropriate fallbacks exist in
994 * _mesa_choose_tex_format().
996 memset(&ctx->TextureFormatSupported, GL_TRUE,
997 sizeof(ctx->TextureFormatSupported));
1002 ctx->Save = _mesa_create_save_table();
1004 _mesa_release_shared_state(ctx, ctx->Shared);
1009 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1014 * GL_OES_texture_cube_map says
1015 * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
1017 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1018 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
1019 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
1020 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
1021 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
1022 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1023 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1024 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
1028 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
1029 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
1030 ctx->Point.PointSprite = GL_TRUE; /* always on for ES 2.x */
1034 ctx->FirstTimeCurrent = GL_TRUE;
1041 * Allocate and initialize a struct gl_context structure.
1042 * Note that the driver needs to pass in its dd_function_table here since
1043 * we need to at least call driverFunctions->NewTextureObject to initialize
1044 * the rendering context.
1046 * \param api the GL API type to create the context for
1047 * \param visual a struct gl_config pointer (we copy the struct contents)
1048 * \param share_list another context to share display lists with or NULL
1049 * \param driverFunctions points to the dd_function_table into which the
1050 * driver has plugged in all its special functions.
1051 * \param driverContext points to the device driver's private context state
1053 * \return pointer to a new __struct gl_contextRec or NULL if error.
1056 _mesa_create_context(gl_api api,
1057 const struct gl_config *visual,
1058 struct gl_context *share_list,
1059 const struct dd_function_table *driverFunctions,
1060 void *driverContext)
1062 struct gl_context *ctx;
1065 /*ASSERT(driverContext);*/
1067 ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
1071 if (_mesa_initialize_context(ctx, api, visual, share_list,
1072 driverFunctions, driverContext)) {
1083 * Free the data associated with the given context.
1085 * But doesn't free the struct gl_context struct itself.
1087 * \sa _mesa_initialize_context() and init_attrib_groups().
1090 _mesa_free_context_data( struct gl_context *ctx )
1092 if (!_mesa_get_current_context()){
1093 /* No current context, but we may need one in order to delete
1094 * texture objs, etc. So temporarily bind the context now.
1096 _mesa_make_current(ctx, NULL, NULL);
1099 /* unreference WinSysDraw/Read buffers */
1100 _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
1101 _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
1102 _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
1103 _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
1105 _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
1106 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
1107 _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
1109 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
1110 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
1111 _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);
1113 _mesa_free_attrib_data(ctx);
1114 _mesa_free_buffer_objects(ctx);
1115 _mesa_free_lighting_data( ctx );
1116 _mesa_free_eval_data( ctx );
1117 _mesa_free_texture_data( ctx );
1118 _mesa_free_matrix_data( ctx );
1119 _mesa_free_viewport_data( ctx );
1120 _mesa_free_program_data(ctx);
1121 _mesa_free_shader_state(ctx);
1122 _mesa_free_queryobj_data(ctx);
1123 _mesa_free_sync_data(ctx);
1124 _mesa_free_varray_data(ctx);
1125 _mesa_free_transform_feedback(ctx);
1127 _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);
1129 #if FEATURE_ARB_pixel_buffer_object
1130 _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
1131 _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
1132 _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
1135 #if FEATURE_ARB_vertex_buffer_object
1136 _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
1137 _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
1140 /* free dispatch tables */
1144 /* Shared context state (display lists, textures, etc) */
1145 _mesa_release_shared_state( ctx, ctx->Shared );
1147 /* needs to be after freeing shared state */
1148 _mesa_free_display_list_data(ctx);
1150 if (ctx->Extensions.String)
1151 free((void *) ctx->Extensions.String);
1153 if (ctx->VersionString)
1154 free(ctx->VersionString);
1156 /* unbind the context if it's currently bound */
1157 if (ctx == _mesa_get_current_context()) {
1158 _mesa_make_current(NULL, NULL, NULL);
1164 * Destroy a struct gl_context structure.
1166 * \param ctx GL context.
1168 * Calls _mesa_free_context_data() and frees the gl_context object itself.
1171 _mesa_destroy_context( struct gl_context *ctx )
1174 _mesa_free_context_data(ctx);
1175 free( (void *) ctx );
1182 * Copy attribute groups from one context to another.
1184 * \param src source context
1185 * \param dst destination context
1186 * \param mask bitwise OR of GL_*_BIT flags
1188 * According to the bits specified in \p mask, copies the corresponding
1189 * attributes from \p src into \p dst. For many of the attributes a simple \c
1190 * memcpy is not enough due to the existence of internal pointers in their data
1194 _mesa_copy_context( const struct gl_context *src, struct gl_context *dst,
1197 if (mask & GL_ACCUM_BUFFER_BIT) {
1199 dst->Accum = src->Accum;
1201 if (mask & GL_COLOR_BUFFER_BIT) {
1203 dst->Color = src->Color;
1205 if (mask & GL_CURRENT_BIT) {
1207 dst->Current = src->Current;
1209 if (mask & GL_DEPTH_BUFFER_BIT) {
1211 dst->Depth = src->Depth;
1213 if (mask & GL_ENABLE_BIT) {
1216 if (mask & GL_EVAL_BIT) {
1218 dst->Eval = src->Eval;
1220 if (mask & GL_FOG_BIT) {
1222 dst->Fog = src->Fog;
1224 if (mask & GL_HINT_BIT) {
1226 dst->Hint = src->Hint;
1228 if (mask & GL_LIGHTING_BIT) {
1230 /* begin with memcpy */
1231 dst->Light = src->Light;
1232 /* fixup linked lists to prevent pointer insanity */
1233 make_empty_list( &(dst->Light.EnabledList) );
1234 for (i = 0; i < MAX_LIGHTS; i++) {
1235 if (dst->Light.Light[i].Enabled) {
1236 insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
1240 if (mask & GL_LINE_BIT) {
1242 dst->Line = src->Line;
1244 if (mask & GL_LIST_BIT) {
1246 dst->List = src->List;
1248 if (mask & GL_PIXEL_MODE_BIT) {
1250 dst->Pixel = src->Pixel;
1252 if (mask & GL_POINT_BIT) {
1254 dst->Point = src->Point;
1256 if (mask & GL_POLYGON_BIT) {
1258 dst->Polygon = src->Polygon;
1260 if (mask & GL_POLYGON_STIPPLE_BIT) {
1261 /* Use loop instead of memcpy due to problem with Portland Group's
1262 * C compiler. Reported by John Stone.
1265 for (i = 0; i < 32; i++) {
1266 dst->PolygonStipple[i] = src->PolygonStipple[i];
1269 if (mask & GL_SCISSOR_BIT) {
1271 dst->Scissor = src->Scissor;
1273 if (mask & GL_STENCIL_BUFFER_BIT) {
1275 dst->Stencil = src->Stencil;
1277 if (mask & GL_TEXTURE_BIT) {
1278 /* Cannot memcpy because of pointers */
1279 _mesa_copy_texture_state(src, dst);
1281 if (mask & GL_TRANSFORM_BIT) {
1283 dst->Transform = src->Transform;
1285 if (mask & GL_VIEWPORT_BIT) {
1286 /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
1287 dst->Viewport.X = src->Viewport.X;
1288 dst->Viewport.Y = src->Viewport.Y;
1289 dst->Viewport.Width = src->Viewport.Width;
1290 dst->Viewport.Height = src->Viewport.Height;
1291 dst->Viewport.Near = src->Viewport.Near;
1292 dst->Viewport.Far = src->Viewport.Far;
1293 _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
1296 /* XXX FIXME: Call callbacks?
1298 dst->NewState = _NEW_ALL;
1304 * Check if the given context can render into the given framebuffer
1305 * by checking visual attributes.
1307 * Most of these tests could go away because Mesa is now pretty flexible
1308 * in terms of mixing rendering contexts with framebuffers. As long
1309 * as RGB vs. CI mode agree, we're probably good.
1311 * \return GL_TRUE if compatible, GL_FALSE otherwise.
1314 check_compatible(const struct gl_context *ctx,
1315 const struct gl_framebuffer *buffer)
1317 const struct gl_config *ctxvis = &ctx->Visual;
1318 const struct gl_config *bufvis = &buffer->Visual;
1320 if (buffer == _mesa_get_incomplete_framebuffer())
1324 /* disabling this fixes the fgl_glxgears pbuffer demo */
1325 if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
1328 if (ctxvis->stereoMode && !bufvis->stereoMode)
1330 if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
1332 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
1334 if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
1336 if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
1338 if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
1340 if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
1343 /* disabled (see bug 11161) */
1344 if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
1347 if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
1355 * Do one-time initialization for the given framebuffer. Specifically,
1356 * ask the driver for the window's current size and update the framebuffer
1358 * Really, the device driver should totally take care of this.
1361 initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
1363 GLuint width, height;
1364 if (ctx->Driver.GetBufferSize) {
1365 ctx->Driver.GetBufferSize(fb, &width, &height);
1366 if (ctx->Driver.ResizeBuffers)
1367 ctx->Driver.ResizeBuffers(ctx, fb, width, height);
1368 fb->Initialized = GL_TRUE;
1374 * Check if the viewport/scissor size has not yet been initialized.
1375 * Initialize the size if the given width and height are non-zero.
1378 _mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
1380 if (!ctx->ViewportInitialized && width > 0 && height > 0) {
1381 /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
1382 * potential infinite recursion.
1384 ctx->ViewportInitialized = GL_TRUE;
1385 _mesa_set_viewport(ctx, 0, 0, width, height);
1386 _mesa_set_scissor(ctx, 0, 0, width, height);
1392 * Bind the given context to the given drawBuffer and readBuffer and
1393 * make it the current context for the calling thread.
1394 * We'll render into the drawBuffer and read pixels from the
1395 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
1397 * We check that the context's and framebuffer's visuals are compatible
1398 * and return immediately if they're not.
1400 * \param newCtx the new GL context. If NULL then there will be no current GL
1402 * \param drawBuffer the drawing framebuffer
1403 * \param readBuffer the reading framebuffer
1406 _mesa_make_current( struct gl_context *newCtx,
1407 struct gl_framebuffer *drawBuffer,
1408 struct gl_framebuffer *readBuffer )
1410 GET_CURRENT_CONTEXT(curCtx);
1412 if (MESA_VERBOSE & VERBOSE_API)
1413 _mesa_debug(newCtx, "_mesa_make_current()\n");
1415 /* Check that the context's and framebuffer's visuals are compatible.
1417 if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
1418 if (!check_compatible(newCtx, drawBuffer)) {
1419 _mesa_warning(newCtx,
1420 "MakeCurrent: incompatible visuals for context and drawbuffer");
1424 if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
1425 if (!check_compatible(newCtx, readBuffer)) {
1426 _mesa_warning(newCtx,
1427 "MakeCurrent: incompatible visuals for context and readbuffer");
1433 (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
1434 /* make sure this context is valid for flushing */
1436 _mesa_flush(curCtx);
1438 /* We used to call _glapi_check_multithread() here. Now do it in drivers */
1439 _glapi_set_context((void *) newCtx);
1440 ASSERT(_mesa_get_current_context() == newCtx);
1443 _glapi_set_dispatch(NULL); /* none current */
1446 _glapi_set_dispatch(newCtx->CurrentDispatch);
1448 if (drawBuffer && readBuffer) {
1449 ASSERT(drawBuffer->Name == 0);
1450 ASSERT(readBuffer->Name == 0);
1451 _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
1452 _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);
1455 * Only set the context's Draw/ReadBuffer fields if they're NULL
1456 * or not bound to a user-created FBO.
1458 if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
1459 _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);
1460 /* Update the FBO's list of drawbuffers/renderbuffers.
1461 * For winsys FBOs this comes from the GL state (which may have
1462 * changed since the last time this FBO was bound).
1464 _mesa_update_draw_buffers(newCtx);
1466 if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
1467 _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
1470 /* XXX only set this flag if we're really changing the draw/read
1471 * framebuffer bindings.
1473 newCtx->NewState |= _NEW_BUFFERS;
1476 /* We want to get rid of these lines: */
1479 if (!drawBuffer->Initialized) {
1480 initialize_framebuffer_size(newCtx, drawBuffer);
1482 if (readBuffer != drawBuffer && !readBuffer->Initialized) {
1483 initialize_framebuffer_size(newCtx, readBuffer);
1486 _mesa_resizebuffers(newCtx);
1490 /* We want the drawBuffer and readBuffer to be initialized by
1492 * This generally means the Width and Height match the actual
1493 * window size and the renderbuffers (both hardware and software
1494 * based) are allocated to match. The later can generally be
1495 * done with a call to _mesa_resize_framebuffer().
1497 * It's theoretically possible for a buffer to have zero width
1498 * or height, but for now, assert check that the driver did what's
1501 ASSERT(drawBuffer->Width > 0);
1502 ASSERT(drawBuffer->Height > 0);
1506 _mesa_check_init_viewport(newCtx,
1507 drawBuffer->Width, drawBuffer->Height);
1511 if (newCtx->FirstTimeCurrent) {
1512 _mesa_compute_version(newCtx);
1514 newCtx->Extensions.String = _mesa_make_extension_string(newCtx);
1516 check_context_limits(newCtx);
1518 /* We can use this to help debug user's problems. Tell them to set
1519 * the MESA_INFO env variable before running their app. Then the
1520 * first time each context is made current we'll print some useful
1523 if (_mesa_getenv("MESA_INFO")) {
1527 newCtx->FirstTimeCurrent = GL_FALSE;
1536 * Make context 'ctx' share the display lists, textures and programs
1537 * that are associated with 'ctxToShare'.
1538 * Any display lists, textures or programs associated with 'ctx' will
1539 * be deleted if nobody else is sharing them.
1542 _mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
1544 if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
1545 struct gl_shared_state *oldSharedState = ctx->Shared;
1547 ctx->Shared = ctxToShare->Shared;
1549 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1550 ctx->Shared->RefCount++;
1551 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1553 update_default_objects(ctx);
1555 _mesa_release_shared_state(ctx, oldSharedState);
1567 * \return pointer to the current GL context for this thread.
1569 * Calls _glapi_get_context(). This isn't the fastest way to get the current
1570 * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in
1574 _mesa_get_current_context( void )
1576 return (struct gl_context *) _glapi_get_context();
1581 * Get context's current API dispatch table.
1583 * It'll either be the immediate-mode execute dispatcher or the display list
1584 * compile dispatcher.
1586 * \param ctx GL context.
1588 * \return pointer to dispatch_table.
1590 * Simply returns __struct gl_contextRec::CurrentDispatch.
1592 struct _glapi_table *
1593 _mesa_get_dispatch(struct gl_context *ctx)
1595 return ctx->CurrentDispatch;
1601 /**********************************************************************/
1602 /** \name Miscellaneous functions */
1603 /**********************************************************************/
1609 * \param ctx GL context.
1610 * \param error error code.
1612 * Records the given error code and call the driver's dd_function_table::Error
1613 * function if defined.
1616 * This is called via _mesa_error().
1619 _mesa_record_error(struct gl_context *ctx, GLenum error)
1624 if (ctx->ErrorValue == GL_NO_ERROR) {
1625 ctx->ErrorValue = error;
1628 /* Call device driver's error handler, if any. This is used on the Mac. */
1629 if (ctx->Driver.Error) {
1630 ctx->Driver.Error(ctx);
1636 * Flush commands and wait for completion.
1639 _mesa_finish(struct gl_context *ctx)
1641 FLUSH_CURRENT( ctx, 0 );
1642 if (ctx->Driver.Finish) {
1643 ctx->Driver.Finish(ctx);
1652 _mesa_flush(struct gl_context *ctx)
1654 FLUSH_CURRENT( ctx, 0 );
1655 if (ctx->Driver.Flush) {
1656 ctx->Driver.Flush(ctx);
1663 * Execute glFinish().
1665 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1666 * dd_function_table::Finish driver callback, if not NULL.
1671 GET_CURRENT_CONTEXT(ctx);
1672 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1678 * Execute glFlush().
1680 * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
1681 * dd_function_table::Flush driver callback, if not NULL.
1686 GET_CURRENT_CONTEXT(ctx);
1687 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1693 * Set mvp_with_dp4 flag. If a driver has a preference for DP4 over
1694 * MUL/MAD, or vice versa, call this function to register that.
1695 * Otherwise we default to MUL/MAD.
1698 _mesa_set_mvp_with_dp4( struct gl_context *ctx,
1701 ctx->mvp_with_dp4 = flag;
1707 * Prior to drawing anything with glBegin, glDrawArrays, etc. this function
1708 * is called to see if it's valid to render. This involves checking that
1709 * the current shader is valid and the framebuffer is complete.
1710 * If an error is detected it'll be recorded here.
1711 * \return GL_TRUE if OK to render, GL_FALSE if not
1714 _mesa_valid_to_render(struct gl_context *ctx, const char *where)
1716 bool vert_from_glsl_shader = false;
1717 bool geom_from_glsl_shader = false;
1718 bool frag_from_glsl_shader = false;
1720 /* This depends on having up to date derived state (shaders) */
1722 _mesa_update_state(ctx);
1724 if (ctx->Shader.CurrentVertexProgram) {
1725 vert_from_glsl_shader = true;
1727 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
1728 _mesa_error(ctx, GL_INVALID_OPERATION,
1729 "%s(shader not linked)", where);
1732 #if 0 /* not normally enabled */
1735 if (!_mesa_validate_shader_program(ctx,
1736 ctx->Shader.CurrentVertexProgram,
1738 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1739 ctx->Shader.CurrentVertexProgram->Name, errMsg);
1745 if (ctx->Shader.CurrentGeometryProgram) {
1746 geom_from_glsl_shader = true;
1748 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
1749 _mesa_error(ctx, GL_INVALID_OPERATION,
1750 "%s(shader not linked)", where);
1753 #if 0 /* not normally enabled */
1756 if (!_mesa_validate_shader_program(ctx,
1757 ctx->Shader.CurrentGeometryProgram,
1759 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1760 ctx->Shader.CurrentGeometryProgram->Name, errMsg);
1766 if (ctx->Shader.CurrentFragmentProgram) {
1767 frag_from_glsl_shader = true;
1769 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
1770 _mesa_error(ctx, GL_INVALID_OPERATION,
1771 "%s(shader not linked)", where);
1774 #if 0 /* not normally enabled */
1777 if (!_mesa_validate_shader_program(ctx,
1778 ctx->Shader.CurrentFragmentProgram,
1780 _mesa_warning(ctx, "Shader program %u is invalid: %s",
1781 ctx->Shader.CurrentFragmentProgram->Name, errMsg);
1787 /* Any shader stages that are not supplied by the GLSL shader and have
1788 * assembly shaders enabled must now be validated.
1790 if (!vert_from_glsl_shader
1791 && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) {
1792 _mesa_error(ctx, GL_INVALID_OPERATION,
1793 "%s(vertex program not valid)", where);
1797 /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current
1798 * FINISHME: geometry program should validated here.
1800 (void) geom_from_glsl_shader;
1802 if (!frag_from_glsl_shader) {
1803 if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
1804 _mesa_error(ctx, GL_INVALID_OPERATION,
1805 "%s(fragment program not valid)", where);
1809 /* If drawing to integer-valued color buffers, there must be an
1810 * active fragment shader (GL_EXT_texture_integer).
1812 if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
1813 _mesa_error(ctx, GL_INVALID_OPERATION,
1814 "%s(integer format but no fragment shader)", where);
1819 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
1820 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
1821 "%s(incomplete framebuffer)", where);
1826 if (ctx->Shader.Flags & GLSL_LOG) {
1827 struct gl_shader_program *shProg[MESA_SHADER_TYPES];
1830 shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
1831 shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
1832 shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
1834 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1835 struct gl_shader *sh;
1837 if (shProg[i] == NULL || shProg[i]->_Used
1838 || shProg[i]->_LinkedShaders[i] == NULL)
1841 /* This is the first time this shader is being used.
1842 * Append shader's constants/uniforms to log file.
1844 * The logic is a little odd here. We only want to log data for each
1845 * shader target that will actually be used, and we only want to log
1846 * it once. It's possible to have a program bound to the vertex
1847 * shader target that also supplied a fragment shader. If that
1848 * program isn't also bound to the fragment shader target we don't
1849 * want to log its fragment data.
1851 sh = shProg[i]->_LinkedShaders[i];
1853 case GL_VERTEX_SHADER:
1854 _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
1857 case GL_GEOMETRY_SHADER_ARB:
1858 _mesa_append_uniforms_to_file(sh,
1859 &shProg[i]->GeometryProgram->Base);
1862 case GL_FRAGMENT_SHADER:
1863 _mesa_append_uniforms_to_file(sh,
1864 &shProg[i]->FragmentProgram->Base);
1869 for (i = 0; i < MESA_SHADER_TYPES; i++) {
1870 if (shProg[i] != NULL)
1871 shProg[i]->_Used = GL_TRUE;