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/**
 * \file context.h
 * Mesa context/visual/framebuffer management functions.
 *
 * There are three Mesa data types which are meant to be used by device
 * drivers:
 * - GLcontext: this contains the Mesa rendering state
 * - GLvisual:  this describes the color buffer (RGB vs. ci), whether or not
 *   there's a depth buffer, stencil buffer, etc.
 * - GLframebuffer:  contains pointers to the depth buffer, stencil buffer,
 *   accum buffer and alpha buffers.
 *
 * These types should be encapsulated by corresponding device driver
 * data types.  See xmesa.h and xmesaP.h for an example.
 *
 * In OOP terms, GLcontext, GLvisual, and GLframebuffer are base classes
 * which the device driver must derive from.
 *
 * The following functions create and destroy these data types.
 */

/*
 * Mesa 3-D graphics library
 * Version:  4.1
 *
 * Copyright (C) 1999-2001  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.
 */


#ifndef CONTEXT_H
#define CONTEXT_H


#include "glapi.h"
#include "mtypes.h"


/**********************************************************************/
/** \name Create/destroy a GLvisual. */
/*@{*/
 
extern 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 );

extern GLboolean
_mesa_initialize_visual( GLvisual *v,
                         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 );

extern void
_mesa_destroy_visual( GLvisual *vis );

/*@}*/


/**********************************************************************/
/** \name Create/destroy a GLframebuffer. */
/*@{*/
 
extern GLframebuffer *
_mesa_create_framebuffer( const GLvisual *visual,
                          GLboolean softwareDepth,
                          GLboolean softwareStencil,
                          GLboolean softwareAccum,
                          GLboolean softwareAlpha );

extern void
_mesa_initialize_framebuffer( GLframebuffer *fb,
                              const GLvisual *visual,
                              GLboolean softwareDepth,
                              GLboolean softwareStencil,
                              GLboolean softwareAccum,
                              GLboolean softwareAlpha );

extern void
_mesa_free_framebuffer_data( GLframebuffer *buffer );

extern void
_mesa_destroy_framebuffer( GLframebuffer *buffer );

/*@}*/


/**********************************************************************/
/** \name Create/destroy a GLcontext. */
/*@{*/

extern GLcontext *
_mesa_create_context( const GLvisual *visual,
                      GLcontext *share_list,
                      void *driver_ctx,
                      GLboolean direct );

extern GLboolean
_mesa_initialize_context( GLcontext *ctx,
                          const GLvisual *visual,
                          GLcontext *share_list,
                          void *driver_ctx,
                          GLboolean direct );

extern void
_mesa_free_context_data( GLcontext *ctx );

extern void
_mesa_destroy_context( GLcontext *ctx );


extern void
_mesa_copy_context(const GLcontext *src, GLcontext *dst, GLuint mask);


extern void
_mesa_make_current( GLcontext *ctx, GLframebuffer *buffer );


extern void
_mesa_make_current2( GLcontext *ctx, GLframebuffer *drawBuffer,
                     GLframebuffer *readBuffer );


extern GLcontext *
_mesa_get_current_context(void);

/*@}*/


/**
 * Macro for declaration and fetching the current context.
 *
 * \param C local variable which will hold the current context.
 *
 * It should be used in the variable declaration area of a function:
 * \code
 * ...
 * {
 *   GET_CURRENT_CONTEXT(ctx);
 *   ...
 * \endcode
 */
#ifdef THREADS

#define GET_CURRENT_CONTEXT(C)	GLcontext *C = (GLcontext *) (_glapi_Context ? _glapi_Context : _glapi_get_context())

#else

#define GET_CURRENT_CONTEXT(C)  GLcontext *C = (GLcontext *) _glapi_Context

#endif



/**********************************************************************/
/** \name OpenGL SI-style export functions. */
/*@{*/

extern GLboolean
_mesa_destroyContext(__GLcontext *gc);

extern GLboolean
_mesa_loseCurrent(__GLcontext *gc);

extern GLboolean
_mesa_makeCurrent(__GLcontext *gc);

extern GLboolean
_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare);

extern GLboolean
_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask);

extern GLboolean
_mesa_forceCurrent(__GLcontext *gc);

extern GLboolean
_mesa_notifyResize(__GLcontext *gc);

extern void
_mesa_notifyDestroy(__GLcontext *gc);

extern void
_mesa_notifySwapBuffers(__GLcontext *gc);

extern struct __GLdispatchStateRec *
_mesa_dispatchExec(__GLcontext *gc);

extern void
_mesa_beginDispatchOverride(__GLcontext *gc);

extern void
_mesa_endDispatchOverride(__GLcontext *gc);

/*@}*/


extern struct _glapi_table *
_mesa_get_dispatch(GLcontext *ctx);



/**********************************************************************/
/** \name Miscellaneous */
/*@{*/

extern void
_mesa_record_error( GLcontext *ctx, GLenum error );


extern void
_mesa_Finish( void );

extern void
_mesa_Flush( void );

/*@}*/



/**********************************************************************/
/** \name Macros for contexts/flushing. */
/*@{*/

/**
 * Flush vertices.
 *
 * \param ctx GL context.
 * \param newstate new state.
 *
 * Checks if dd_function_table::NeedFlush is marked to flush stored vertices,
 * and calls dd_function_table::FlushVertices if so. Marks
 * __GLcontextRec::NewState with \p newstate.
 * 
 * \todo Eventually let the driver specify what state changes require a flush:
 */
#define FLUSH_VERTICES(ctx, newstate)				\
do {								\
   if (MESA_VERBOSE & VERBOSE_STATE)				\
      _mesa_debug(ctx, "FLUSH_VERTICES in %s\n", __FUNCTION__);	\
   if (ctx->Driver.NeedFlush & FLUSH_STORED_VERTICES)		\
      ctx->Driver.FlushVertices(ctx, FLUSH_STORED_VERTICES);	\
   ctx->NewState |= newstate;					\
} while (0)

/**
 * Flush current state.
 *
 * \param ctx GL context.
 * \param newstate new state.
 *
 * Checks if dd_function_table::NeedFlush is marked to flush current state,
 * and calls dd_function_table::FlushVertices if so. Marks
 * __GLcontextRec::NewState with \p newstate.
 */
#define FLUSH_CURRENT(ctx, newstate)				\
do {								\
   if (MESA_VERBOSE & VERBOSE_STATE)				\
      _mesa_debug(ctx, "FLUSH_CURRENT in %s\n", __FUNCTION__);	\
   if (ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT)		\
      ctx->Driver.FlushVertices(ctx, FLUSH_UPDATE_CURRENT);	\
   ctx->NewState |= newstate;					\
} while (0)

/**
 * Macro to assert that the API call was made outside the
 * glBegin()/glEnd() pair, with return value.
 * 
 * \param ctx GL context.
 * \param retval value to return value in case the assertion fails.
 */
#define ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval)		\
do {									\
   if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) {	\
      _mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" );		\
      return retval;							\
   }									\
} while (0)

/**
 * Macro to assert that the API call was made outside the
 * glBegin()/glEnd() pair.
 * 
 * \param ctx GL context.
 */
#define ASSERT_OUTSIDE_BEGIN_END(ctx)					\
do {									\
   if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) {	\
      _mesa_error( ctx, GL_INVALID_OPERATION, "begin/end" );		\
      return;								\
   }									\
} while (0)

/**
 * Macro to assert that the API call was made outside the
 * glBegin()/glEnd() pair and flush the vertices.
 * 
 * \param ctx GL context.
 */
#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx)				\
do {									\
   ASSERT_OUTSIDE_BEGIN_END(ctx);					\
   FLUSH_VERTICES(ctx, 0);						\
} while (0)

/**
 * Macro to assert that the API call was made outside the
 * glBegin()/glEnd() pair and flush the vertices, with return value.
 * 
 * \param ctx GL context.
 * \param retval value to return value in case the assertion fails.
 */
#define ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, retval)	\
do {									\
   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, retval);			\
   FLUSH_VERTICES(ctx, 0);						\
} while (0)


/*@}*/



/**
 * Macros to help evaluate current state conditions
 */

/*@{*/

/**
 * Is the secondary color needed?
 */
#define NEED_SECONDARY_COLOR(CTX)					\
   (((CTX)->Light.Enabled &&						\
     (CTX)->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)	\
    || (CTX)->Fog.ColorSumEnabled)


/**
 * Is two-sided lighting in effect?
 */
#define NEED_TWO_SIDED_LIGHTING(CTX) \
   (ctx->Light.Enabled && ctx->Light.Model.TwoSide)


/*@}*/


#endif