📄 context.c
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* 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 object with the given parameters. If the caller needs
* to set additional fields, he should just probably init the whole GLvisual
* object himself.
* \return GL_TRUE on success, or GL_FALSE on failure.
*
* \sa _mesa_create_visual() above for the parameter description.
*/
GLboolean
_mesa_initialize_visual( GLvisual *vis,
GLboolean 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);
if (depthBits < 0 || depthBits > 32) {
return GL_FALSE;
}
if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
return GL_FALSE;
}
if (accumRedBits < 0 || accumRedBits > ACCUM_BITS) {
return GL_FALSE;
}
if (accumGreenBits < 0 || accumGreenBits > ACCUM_BITS) {
return GL_FALSE;
}
if (accumBlueBits < 0 || accumBlueBits > ACCUM_BITS) {
return GL_FALSE;
}
if (accumAlphaBits < 0 || accumAlphaBits > ACCUM_BITS) {
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->rgbBits = redBits + greenBits + blueBits;
vis->indexBits = indexBits;
vis->depthBits = depthBits;
vis->stencilBits = stencilBits;
vis->accumRedBits = accumRedBits;
vis->accumGreenBits = accumGreenBits;
vis->accumBlueBits = accumBlueBits;
vis->accumAlphaBits = accumAlphaBits;
vis->haveAccumBuffer = accumRedBits > 0;
vis->haveDepthBuffer = depthBits > 0;
vis->haveStencilBuffer = stencilBits > 0;
vis->numAuxBuffers = 0;
vis->level = 0;
vis->pixmapMode = 0;
vis->sampleBuffers = numSamples > 0 ? 1 : 0;
vis->samples = numSamples;
return GL_TRUE;
}
/**
* Destroy a visual and free its memory.
*
* \param vis visual.
*
* Frees the visual structure.
*/
void
_mesa_destroy_visual( GLvisual *vis )
{
FREE(vis);
}
/*@}*/
/**********************************************************************/
/** \name Context allocation, initialization, destroying
*
* The purpose of the most initialization functions here is to provide the
* default state values according to the OpenGL specification.
*/
/**********************************************************************/
/*@{*/
/**
* 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);
_glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
}
else {
_glapi_noop_enable_warnings(GL_FALSE);
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
_mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
MESA_VERSION_STRING, __DATE__, __TIME__);
#endif
alreadyCalled = GL_TRUE;
}
_glthread_UNLOCK_MUTEX(OneTimeLock);
}
/**
* 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
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