_X_HIDDEN void __glXSetCurrentContextNull(void) { __glXSetCurrentContext(&dummyContext); #if defined(GLX_DIRECT_RENDERING) _glapi_set_dispatch(NULL); /* no-op functions */ _glapi_set_context(NULL); #endif }
_X_HIDDEN void __glXSetCurrentContextNull(void) { __glXSetCurrentContext(&dummyContext); #ifndef GLX_USE_APPLEGL #ifdef GLX_DIRECT_RENDERING _glapi_set_dispatch(NULL); /* no-op functions */ #endif #endif }
/** * Make a particular context current. * * \note This is in this file so that it can access dummyContext. */ static Bool MakeContextCurrent(Display * dpy, GLXDrawable draw, GLXDrawable read, GLXContext gc_user) { struct glx_context *gc = (struct glx_context *) gc_user; struct glx_context *oldGC = __glXGetCurrentContext(); /* Make sure that the new context has a nonzero ID. In the request, * a zero context ID is used only to mean that we bind to no current * context. */ if ((gc != NULL) && (gc->xid == None)) { return GL_FALSE; } _glapi_check_multithread(); __glXLock(); if (oldGC == gc && gc->currentDrawable == draw && gc->currentReadable == read) { __glXUnlock(); return True; } if (oldGC != &dummyContext) { if (--oldGC->thread_refcount == 0) { oldGC->vtable->unbind(oldGC, gc); oldGC->currentDpy = 0; } } if (gc) { /* Attempt to bind the context. We do this before mucking with * gc and __glXSetCurrentContext to properly handle our state in * case of an error. * * If an error occurs, set the Null context since we've already * blown away our old context. The caller is responsible for * figuring out how to handle setting a valid context. */ if (gc->vtable->bind(gc, oldGC, draw, read) != Success) { __glXSetCurrentContextNull(); __glXUnlock(); __glXGenerateError(dpy, None, GLXBadContext, X_GLXMakeContextCurrent); return GL_FALSE; } if (gc->thread_refcount == 0) { gc->currentDpy = dpy; gc->currentDrawable = draw; gc->currentReadable = read; } gc->thread_refcount++; __glXSetCurrentContext(gc); } else { __glXSetCurrentContextNull(); } if (oldGC->thread_refcount == 0 && oldGC != &dummyContext && oldGC->xid == None) { /* We are switching away from a context that was * previously destroyed, so we need to free the memory * for the old handle. */ oldGC->vtable->destroy(oldGC); } __glXUnlock(); return GL_TRUE; }
/** * Make a particular context current. * * \note This is in this file so that it can access dummyContext. */ static Bool MakeContextCurrent(Display * dpy, GLXDrawable draw, GLXDrawable read, GLXContext gc) { const GLXContext oldGC = __glXGetCurrentContext(); #ifdef GLX_USE_APPLEGL bool error = apple_glx_make_current_context(dpy, (oldGC && oldGC != &dummyContext) ? oldGC->apple : NULL, gc ? gc->apple : NULL, draw); apple_glx_diagnostic("%s: error %s\n", __func__, error ? "YES" : "NO"); if(error) return GL_FALSE; #else xGLXMakeCurrentReply reply; const CARD8 opcode = __glXSetupForCommand(dpy); const CARD8 oldOpcode = ((gc == oldGC) || (oldGC == &dummyContext)) ? opcode : __glXSetupForCommand(oldGC->currentDpy); Bool bindReturnValue; __GLXattribute *state; if (!opcode || !oldOpcode) { return GL_FALSE; } /* Make sure that the new context has a nonzero ID. In the request, * a zero context ID is used only to mean that we bind to no current * context. */ if ((gc != NULL) && (gc->xid == None)) { return GL_FALSE; } if (gc == NULL && (draw != None || read != None)) { __glXGenerateError(dpy, gc, (draw != None) ? draw : read, BadMatch, X_GLXMakeContextCurrent); return False; } if (gc != NULL && (draw == None || read == None)) { __glXGenerateError(dpy, gc, None, BadMatch, X_GLXMakeContextCurrent); return False; } _glapi_check_multithread(); if (gc != NULL && gc->thread_id != 0 && gc->thread_id != _glthread_GetID()) { __glXGenerateError(dpy, gc, gc->xid, BadAccess, X_GLXMakeContextCurrent); return False; } #ifdef GLX_DIRECT_RENDERING /* Bind the direct rendering context to the drawable */ if (gc && gc->driContext) { __GLXDRIdrawable *pdraw = FetchDRIDrawable(dpy, draw, gc); __GLXDRIdrawable *pread = FetchDRIDrawable(dpy, read, gc); if ((pdraw == NULL) || (pread == NULL)) { __glXGenerateError(dpy, gc, (pdraw == NULL) ? draw : read, GLXBadDrawable, X_GLXMakeContextCurrent); return False; } bindReturnValue = (gc->driContext->bindContext) (gc->driContext, pdraw, pread); } else if (!gc && oldGC && oldGC->driContext) { bindReturnValue = True; } else #endif { /* Send a glXMakeCurrent request to bind the new context. */ bindReturnValue = SendMakeCurrentRequest(dpy, opcode, gc ? gc->xid : None, ((dpy != oldGC->currentDpy) || oldGC->isDirect) ? None : oldGC->currentContextTag, draw, read, &reply); } if (!bindReturnValue) { return False; } #ifdef GLX_DIRECT_RENDERING if ((dpy != oldGC->currentDpy || (gc && gc->driContext)) && !oldGC->isDirect && oldGC != &dummyContext) { #else if ((dpy != oldGC->currentDpy) && oldGC != &dummyContext) { #endif xGLXMakeCurrentReply dummy_reply; /* We are either switching from one dpy to another and have to * send a request to the previous dpy to unbind the previous * context, or we are switching away from a indirect context to * a direct context and have to send a request to the dpy to * unbind the previous context. */ (void) SendMakeCurrentRequest(oldGC->currentDpy, oldOpcode, None, oldGC->currentContextTag, None, None, &dummy_reply); } #ifdef GLX_DIRECT_RENDERING else if (oldGC->driContext && oldGC != gc) { oldGC->driContext->unbindContext(oldGC->driContext); } #endif #endif /* GLX_USE_APPLEGL */ /* Update our notion of what is current */ __glXLock(); if (gc == oldGC) { /* Even though the contexts are the same the drawable might have * changed. Note that gc cannot be the dummy, and that oldGC * cannot be NULL, therefore if they are the same, gc is not * NULL and not the dummy. */ if(gc) { gc->currentDrawable = draw; gc->currentReadable = read; } } else { if (oldGC != &dummyContext) { /* Old current context is no longer current to anybody */ oldGC->currentDpy = 0; oldGC->currentDrawable = None; oldGC->currentReadable = None; oldGC->currentContextTag = 0; oldGC->thread_id = 0; #ifdef GLX_USE_APPLEGL /* * At this point we should check if the context has been * through glXDestroyContext, and redestroy it if so. */ if(oldGC->do_destroy) { __glXUnlock(); /* glXDestroyContext uses the same global lock. */ glXDestroyContext(dpy, oldGC); __glXLock(); #else if (oldGC->xid == None) { /* We are switching away from a context that was * previously destroyed, so we need to free the memory * for the old handle. */ #ifdef GLX_DIRECT_RENDERING /* Destroy the old direct rendering context */ if (oldGC->driContext) { oldGC->driContext->destroyContext(oldGC->driContext, oldGC->psc, oldGC->createDpy); oldGC->driContext = NULL; } #endif __glXFreeContext(oldGC); #endif /* GLX_USE_APPLEGL */ } } if (gc) { __glXSetCurrentContext(gc); gc->currentDpy = dpy; gc->currentDrawable = draw; gc->currentReadable = read; #ifndef GLX_USE_APPLEGL gc->thread_id = _glthread_GetID(); #ifdef GLX_DIRECT_RENDERING if (!gc->driContext) { #endif if (!IndirectAPI) IndirectAPI = __glXNewIndirectAPI(); _glapi_set_dispatch(IndirectAPI); #ifdef GLX_USE_APPLEGL do { extern void XAppleDRIUseIndirectDispatch(void); XAppleDRIUseIndirectDispatch(); } while (0); #endif state = (__GLXattribute *) (gc->client_state_private); gc->currentContextTag = reply.contextTag; if (state->array_state == NULL) { (void) glGetString(GL_EXTENSIONS); (void) glGetString(GL_VERSION); __glXInitVertexArrayState(gc); } #ifdef GLX_DIRECT_RENDERING } else { gc->currentContextTag = -1; } #endif #endif /* GLX_USE_APPLEGL */ } else { __glXSetCurrentContextNull(); } } __glXUnlock(); return GL_TRUE; } PUBLIC Bool glXMakeCurrent(Display * dpy, GLXDrawable draw, GLXContext gc) { return MakeContextCurrent(dpy, draw, draw, gc); } PUBLIC GLX_ALIAS(Bool, glXMakeCurrentReadSGI, (Display * dpy, GLXDrawable d, GLXDrawable r, GLXContext ctx), (dpy, d, r, ctx), MakeContextCurrent) PUBLIC GLX_ALIAS(Bool, glXMakeContextCurrent, (Display * dpy, GLXDrawable d, GLXDrawable r, GLXContext ctx), (dpy, d, r, ctx), MakeContextCurrent)
/** * Make a particular context current. * * \note This is in this file so that it can access dummyContext. */ static Bool MakeContextCurrent(Display * dpy, GLXDrawable draw, GLXDrawable read, GLXContext gc_user) { struct glx_context *gc = (struct glx_context *) gc_user; struct glx_context *oldGC = __glXGetCurrentContext(); int ret = Success; /* Make sure that the new context has a nonzero ID. In the request, * a zero context ID is used only to mean that we bind to no current * context. */ if ((gc != NULL) && (gc->xid == None)) { return GL_FALSE; } if (gc == NULL && (draw != None || read != None)) { __glXGenerateError(dpy, gc, (draw != None) ? draw : read, BadMatch, X_GLXMakeContextCurrent); return False; } if (gc != NULL && (draw == None || read == None)) { __glXGenerateError(dpy, gc, None, BadMatch, X_GLXMakeContextCurrent); return False; } _glapi_check_multithread(); if (gc != NULL && gc->thread_id != 0 && gc->thread_id != _glthread_GetID()) { __glXGenerateError(dpy, gc, gc->xid, BadAccess, X_GLXMakeContextCurrent); return False; } if (oldGC == gc && gc->currentDrawable == draw && gc->currentReadable == read) return True; if (oldGC != &dummyContext) { oldGC->vtable->unbind(oldGC, gc); oldGC->currentDpy = 0; oldGC->currentDrawable = None; oldGC->currentReadable = None; oldGC->thread_id = 0; } if (gc) { gc->currentDpy = dpy; gc->currentDrawable = draw; gc->currentReadable = read; gc->thread_id = _glthread_GetID(); __glXSetCurrentContext(gc); ret = gc->vtable->bind(gc, oldGC, draw, read); } else { __glXSetCurrentContextNull(); } if (oldGC != &dummyContext && oldGC->xid == None && oldGC != gc) { /* We are switching away from a context that was * previously destroyed, so we need to free the memory * for the old handle. */ oldGC->vtable->destroy(oldGC); } if (ret) { __glXGenerateError(dpy, gc, None, ret, X_GLXMakeContextCurrent); return GL_FALSE; } return GL_TRUE; }
/** * Make a particular context current. * * \note This is in this file so that it can access dummyContext. */ static Bool MakeContextCurrent(Display * dpy, GLXDrawable draw, GLXDrawable read, GLXContext gc_user) { struct glx_context *gc = (struct glx_context *) gc_user; struct glx_context *oldGC = __glXGetCurrentContext(); /* XXX: If this is left out, then libGL ends up not having this * symbol, and drivers using it fail to load. Compare the * implementation of this symbol to _glapi_noop_enable_warnings(), * though, which gets into the library despite no callers, the same * prototypes, and the same compile flags to the files containing * them. Moving the definition to glapi_nop.c gets it into the * library, though. */ (void)_glthread_GetID(); /* Make sure that the new context has a nonzero ID. In the request, * a zero context ID is used only to mean that we bind to no current * context. */ if ((gc != NULL) && (gc->xid == None)) { return GL_FALSE; } if (gc == NULL && (draw != None || read != None)) { __glXGenerateError(dpy, (draw != None) ? draw : read, BadMatch, X_GLXMakeContextCurrent); return False; } if (gc != NULL && (draw == None || read == None)) { __glXGenerateError(dpy, None, BadMatch, X_GLXMakeContextCurrent); return False; } _glapi_check_multithread(); __glXLock(); if (oldGC == gc && gc->currentDrawable == draw && gc->currentReadable == read) { __glXUnlock(); return True; } if (oldGC != &dummyContext) { if (--oldGC->thread_refcount == 0) { oldGC->vtable->unbind(oldGC, gc); oldGC->currentDpy = 0; } } if (gc) { /* Attempt to bind the context. We do this before mucking with * gc and __glXSetCurrentContext to properly handle our state in * case of an error. * * If an error occurs, set the Null context since we've already * blown away our old context. The caller is responsible for * figuring out how to handle setting a valid context. */ if (gc->vtable->bind(gc, oldGC, draw, read) != Success) { __glXSetCurrentContextNull(); __glXUnlock(); __glXGenerateError(dpy, None, GLXBadContext, X_GLXMakeContextCurrent); return GL_FALSE; } if (gc->thread_refcount == 0) { gc->currentDpy = dpy; gc->currentDrawable = draw; gc->currentReadable = read; } gc->thread_refcount++; __glXSetCurrentContext(gc); } else { __glXSetCurrentContextNull(); } if (oldGC->thread_refcount == 0 && oldGC != &dummyContext && oldGC->xid == None) { /* We are switching away from a context that was * previously destroyed, so we need to free the memory * for the old handle. */ oldGC->vtable->destroy(oldGC); } __glXUnlock(); return GL_TRUE; }