Files
third_party_mesa3d/src/mesa/state_tracker/st_context.c
Brian Paul a56a59ce74 gallium: implement full reference counting for vertex/fragment programs
Use _mesa_reference_vert/fragprog() wherever we assign program pointers.
Fixes a memory corruption bug found with glean/api2 test.
Another memory bug involving shaders yet to be fixed...

Picked from gallium-0.1
2008-05-07 08:55:33 -06:00

262 lines
7.3 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include "main/imports.h"
#include "main/context.h"
#include "main/extensions.h"
#include "main/matrix.h"
#include "main/buffers.h"
#include "vbo/vbo.h"
#include "shader/shader_api.h"
#include "st_public.h"
#include "st_context.h"
#include "st_cb_accum.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_clear.h"
#include "st_cb_drawpixels.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_rasterpos.h"
#include "st_cb_readpixels.h"
#include "st_cb_texture.h"
#include "st_cb_flush.h"
#include "st_cb_strings.h"
#include "st_atom.h"
#include "st_draw.h"
#include "st_extensions.h"
#include "st_gen_mipmap.h"
#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
#include "draw/draw_context.h"
#include "cso_cache/cso_cache.h"
#include "cso_cache/cso_context.h"
/**
* Called via ctx->Driver.UpdateState()
*/
void st_invalidate_state(GLcontext * ctx, GLuint new_state)
{
struct st_context *st = st_context(ctx);
st->dirty.mesa |= new_state;
st->dirty.st |= ST_NEW_MESA;
/* This is the only core Mesa module we depend upon.
* No longer use swrast, swsetup, tnl.
*/
_vbo_InvalidateState(ctx, new_state);
}
static struct st_context *
st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe )
{
uint i;
struct st_context *st = CALLOC_STRUCT( st_context );
ctx->st = st;
st->ctx = ctx;
st->pipe = pipe;
/* state tracker needs the VBO module */
_vbo_CreateContext(ctx);
st->draw = draw_create(); /* for selection/feedback */
/* Disable draw options that might convert points/lines to tris, etc.
* as that would foul-up feedback/selection mode.
*/
draw_wide_line_threshold(st->draw, 1000.0f);
draw_wide_point_threshold(st->draw, 1000.0f);
draw_enable_line_stipple(st->draw, FALSE);
draw_enable_point_sprites(st->draw, FALSE);
st->dirty.mesa = ~0;
st->dirty.st = ~0;
st->cso_context = cso_create_context(pipe);
st_init_atoms( st );
st_init_bitmap(st);
st_init_clear(st);
st_init_draw( st );
st_init_generate_mipmap(st);
st_init_blit(st);
for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
st->state.sampler_list[i] = &st->state.samplers[i];
/* we want all vertex data to be placed in buffer objects */
vbo_use_buffer_objects(ctx);
/* Need these flags:
*/
st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
st->ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
st->pixel_xfer.cache = _mesa_new_program_cache();
/* GL limits and extensions */
st_init_limits(st);
st_init_extensions(st);
return st;
}
struct st_context *st_create_context(struct pipe_context *pipe,
const __GLcontextModes *visual,
struct st_context *share)
{
GLcontext *ctx;
GLcontext *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(&funcs);
ctx = _mesa_create_context(visual, shareCtx, &funcs, NULL);
return st_create_context_priv(ctx, pipe);
}
static void st_destroy_context_priv( struct st_context *st )
{
uint i;
st_reference_fragprog(st, &st->fp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
draw_destroy(st->draw);
st_destroy_atoms( st );
st_destroy_draw( st );
st_destroy_generate_mipmap(st);
st_destroy_bitmap(st);
st_destroy_blit(st);
st_destroy_clear(st);
_vbo_DestroyContext(st->ctx);
for (i = 0; i < Elements(st->state.constants); i++) {
if (st->state.constants[i].buffer) {
pipe_reference_buffer(st->pipe, &st->state.constants[i].buffer, NULL);
}
}
free( st );
}
void st_destroy_context( struct st_context *st )
{
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = st->cso_context;
GLcontext *ctx = st->ctx;
/* need to unbind and destroy CSO objects before anything else */
cso_release_all(st->cso_context);
_mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);
_mesa_free_context_data(ctx);
st_destroy_context_priv(st);
cso_destroy_context(cso);
pipe->destroy( pipe );
free(ctx);
}
void st_make_current(struct st_context *st,
struct st_framebuffer *draw,
struct st_framebuffer *read)
{
if (st) {
GLboolean firstTime = st->ctx->FirstTimeCurrent;
_mesa_make_current(st->ctx, &draw->Base, &read->Base);
/* Need to initialize viewport here since draw->Base->Width/Height
* will still be zero at this point.
* This could be improved, but would require rather extensive work
* elsewhere (allocate rb surface storage sooner)
*/
if (firstTime) {
GLuint w = draw->InitWidth, h = draw->InitHeight;
_mesa_set_viewport(st->ctx, 0, 0, w, h);
_mesa_set_scissor(st->ctx, 0, 0, w, h);
}
}
else {
_mesa_make_current(NULL, NULL, NULL);
}
}
void st_copy_context_state(struct st_context *dst,
struct st_context *src,
uint mask)
{
_mesa_copy_context(dst->ctx, src->ctx, mask);
}
void st_init_driver_functions(struct dd_function_table *functions)
{
_mesa_init_glsl_driver_functions(functions);
st_init_accum_functions(functions);
st_init_bitmap_functions(functions);
st_init_blit_functions(functions);
st_init_bufferobject_functions(functions);
st_init_clear_functions(functions);
st_init_drawpixels_functions(functions);
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
st_init_program_functions(functions);
st_init_query_functions(functions);
st_init_rasterpos_functions(functions);
st_init_readpixels_functions(functions);
st_init_texture_functions(functions);
st_init_flush_functions(functions);
st_init_string_functions(functions);
functions->UpdateState = st_invalidate_state;
}