added a number of debugging tests to be sure drivers handle texture images correctly
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.120 2001/02/06 21:42:48 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "buffers.h"
33 #include "clip.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "dlist.h"
37 #include "eval.h"
38 #include "enums.h"
39 #include "extensions.h"
40 #include "fog.h"
41 #include "get.h"
42 #include "glapinoop.h"
43 #include "glthread.h"
44 #include "hash.h"
45 #include "imports.h"
46 #include "light.h"
47 #include "macros.h"
48 #include "mem.h"
49 #include "mmath.h"
50 #include "simple_list.h"
51 #include "state.h"
52 #include "teximage.h"
53 #include "texobj.h"
54 #include "mtypes.h"
55 #include "varray.h"
56
57 #include "math/m_translate.h"
58 #include "math/m_vertices.h"
59 #include "math/m_matrix.h"
60 #include "math/m_xform.h"
61 #include "math/mathmod.h"
62 #endif
63
64 #if defined(MESA_TRACE)
65 #include "Trace/tr_context.h"
66 #include "Trace/tr_wrapper.h"
67 #endif
68
69
70 #ifndef MESA_VERBOSE
71 int MESA_VERBOSE = 0
72 /* | VERBOSE_PIPELINE */
73 /* | VERBOSE_IMMEDIATE */
74 /* | VERBOSE_VARRAY */
75 /* | VERBOSE_TEXTURE */
76 /* | VERBOSE_API */
77 /* | VERBOSE_DRIVER */
78 /* | VERBOSE_STATE */
79 /* | VERBOSE_DISPLAY_LIST */
80 ;
81 #endif
82
83 #ifndef MESA_DEBUG_FLAGS
84 int MESA_DEBUG_FLAGS = 0
85 /* | DEBUG_ALWAYS_FLUSH */
86 ;
87 #endif
88
89 /**********************************************************************/
90 /***** OpenGL SI-style interface (new in Mesa 3.5) *****/
91 /**********************************************************************/
92
93 static GLboolean
94 _mesa_DestroyContext(__GLcontext *gc)
95 {
96 if (gc) {
97 _mesa_free_context_data(gc);
98 (*gc->imports.free)(gc, gc);
99 }
100 return GL_TRUE;
101 }
102
103
104 /* exported OpenGL SI interface */
105 __GLcontext *
106 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
107 {
108 GLcontext *ctx;
109
110 ctx = (GLcontext *) (*imports->calloc)(0, 1, sizeof(GLcontext));
111 if (ctx == NULL) {
112 return NULL;
113 }
114 ctx->imports = *imports;
115
116 _mesa_initialize_visual(&ctx->Visual,
117 modes->rgbMode,
118 modes->doubleBufferMode,
119 modes->stereoMode,
120 modes->redBits,
121 modes->greenBits,
122 modes->blueBits,
123 modes->alphaBits,
124 modes->indexBits,
125 modes->depthBits,
126 modes->stencilBits,
127 modes->accumRedBits,
128 modes->accumGreenBits,
129 modes->accumBlueBits,
130 modes->accumAlphaBits,
131 0);
132
133 /* KW: was imports->wscx */
134 _mesa_initialize_context(ctx, &ctx->Visual, NULL, imports->other, GL_FALSE);
135
136 ctx->exports.destroyContext = _mesa_DestroyContext;
137
138 return ctx;
139 }
140
141
142 /* exported OpenGL SI interface */
143 void
144 __glCoreNopDispatch(void)
145 {
146 #if 0
147 /* SI */
148 __gl_dispatch = __glNopDispatchState;
149 #else
150 /* Mesa */
151 _glapi_set_dispatch(NULL);
152 #endif
153 }
154
155
156 /**********************************************************************/
157 /***** Context and Thread management *****/
158 /**********************************************************************/
159
160
161
162 /**********************************************************************/
163 /***** GL Visual allocation/destruction *****/
164 /**********************************************************************/
165
166
167 /*
168 * Allocate a new GLvisual object.
169 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
170 * dbFlag - double buffering?
171 * stereoFlag - stereo buffer?
172 * depthBits - requested bits per depth buffer value
173 * Any value in [0, 32] is acceptable but the actual
174 * depth type will be GLushort or GLuint as needed.
175 * stencilBits - requested minimum bits per stencil buffer value
176 * accumBits - requested minimum bits per accum buffer component
177 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
178 * red/green/blue/alphaBits - number of bits per color component
179 * in frame buffer for RGB(A) mode.
180 * We always use 8 in core Mesa though.
181 * Return: pointer to new GLvisual or NULL if requested parameters can't
182 * be met.
183 */
184 GLvisual *
185 _mesa_create_visual( GLboolean rgbFlag,
186 GLboolean dbFlag,
187 GLboolean stereoFlag,
188 GLint redBits,
189 GLint greenBits,
190 GLint blueBits,
191 GLint alphaBits,
192 GLint indexBits,
193 GLint depthBits,
194 GLint stencilBits,
195 GLint accumRedBits,
196 GLint accumGreenBits,
197 GLint accumBlueBits,
198 GLint accumAlphaBits,
199 GLint numSamples )
200 {
201 GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
202 if (vis) {
203 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
204 redBits, greenBits, blueBits, alphaBits,
205 indexBits, depthBits, stencilBits,
206 accumRedBits, accumGreenBits,
207 accumBlueBits, accumAlphaBits,
208 numSamples)) {
209 FREE(vis);
210 return NULL;
211 }
212 }
213 return vis;
214 }
215
216
217 /*
218 * Initialize the fields of the given GLvisual.
219 * Input: see _mesa_create_visual() above.
220 * Return: GL_TRUE = success
221 * GL_FALSE = failure.
222 */
223 GLboolean
224 _mesa_initialize_visual( GLvisual *vis,
225 GLboolean rgbFlag,
226 GLboolean dbFlag,
227 GLboolean stereoFlag,
228 GLint redBits,
229 GLint greenBits,
230 GLint blueBits,
231 GLint alphaBits,
232 GLint indexBits,
233 GLint depthBits,
234 GLint stencilBits,
235 GLint accumRedBits,
236 GLint accumGreenBits,
237 GLint accumBlueBits,
238 GLint accumAlphaBits,
239 GLint numSamples )
240 {
241 (void) numSamples;
242
243 assert(vis);
244
245 /* This is to catch bad values from device drivers not updated for
246 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
247 * bad value now (a 1-bit depth buffer!?!).
248 */
249 assert(depthBits == 0 || depthBits > 1);
250
251 if (depthBits < 0 || depthBits > 32) {
252 return GL_FALSE;
253 }
254 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
255 return GL_FALSE;
256 }
257 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
258 return GL_FALSE;
259 }
260 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
261 return GL_FALSE;
262 }
263 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
264 return GL_FALSE;
265 }
266 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
267 return GL_FALSE;
268 }
269
270 vis->rgbMode = rgbFlag;
271 vis->doubleBufferMode = dbFlag;
272 vis->stereoMode = stereoFlag;
273 vis->redBits = redBits;
274 vis->greenBits = greenBits;
275 vis->blueBits = blueBits;
276 vis->alphaBits = alphaBits;
277
278 vis->indexBits = indexBits;
279 vis->depthBits = depthBits;
280 vis->accumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
281 vis->accumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
282 vis->accumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
283 vis->accumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
284 vis->stencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
285
286 return GL_TRUE;
287 }
288
289
290 void
291 _mesa_destroy_visual( GLvisual *vis )
292 {
293 FREE(vis);
294 }
295
296
297 /**********************************************************************/
298 /***** GL Framebuffer allocation/destruction *****/
299 /**********************************************************************/
300
301
302 /*
303 * Create a new framebuffer. A GLframebuffer is a struct which
304 * encapsulates the depth, stencil and accum buffers and related
305 * parameters.
306 * Input: visual - a GLvisual pointer
307 * softwareDepth - create/use a software depth buffer?
308 * softwareStencil - create/use a software stencil buffer?
309 * softwareAccum - create/use a software accum buffer?
310 * softwareAlpha - create/use a software alpha buffer?
311
312 * Return: pointer to new GLframebuffer struct or NULL if error.
313 */
314 GLframebuffer *
315 _mesa_create_framebuffer( GLvisual *visual,
316 GLboolean softwareDepth,
317 GLboolean softwareStencil,
318 GLboolean softwareAccum,
319 GLboolean softwareAlpha )
320 {
321 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
322 assert(visual);
323 if (buffer) {
324 _mesa_initialize_framebuffer(buffer, visual,
325 softwareDepth, softwareStencil,
326 softwareAccum, softwareAlpha );
327 }
328 return buffer;
329 }
330
331
332 /*
333 * Initialize a GLframebuffer object.
334 * Input: See _mesa_create_framebuffer() above.
335 */
336 void
337 _mesa_initialize_framebuffer( GLframebuffer *buffer,
338 GLvisual *visual,
339 GLboolean softwareDepth,
340 GLboolean softwareStencil,
341 GLboolean softwareAccum,
342 GLboolean softwareAlpha )
343 {
344 assert(buffer);
345 assert(visual);
346
347 /* sanity checks */
348 if (softwareDepth ) {
349 assert(visual->depthBits > 0);
350 }
351 if (softwareStencil) {
352 assert(visual->stencilBits > 0);
353 }
354 if (softwareAccum) {
355 assert(visual->rgbMode);
356 assert(visual->accumRedBits > 0);
357 assert(visual->accumGreenBits > 0);
358 assert(visual->accumBlueBits > 0);
359 }
360 if (softwareAlpha) {
361 assert(visual->rgbMode);
362 assert(visual->alphaBits > 0);
363 }
364
365 buffer->Visual = visual;
366 buffer->UseSoftwareDepthBuffer = softwareDepth;
367 buffer->UseSoftwareStencilBuffer = softwareStencil;
368 buffer->UseSoftwareAccumBuffer = softwareAccum;
369 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
370 }
371
372
373 /*
374 * Free a framebuffer struct and its buffers.
375 */
376 void
377 _mesa_destroy_framebuffer( GLframebuffer *buffer )
378 {
379 if (buffer) {
380 if (buffer->DepthBuffer) {
381 FREE( buffer->DepthBuffer );
382 }
383 if (buffer->Accum) {
384 FREE( buffer->Accum );
385 }
386 if (buffer->Stencil) {
387 FREE( buffer->Stencil );
388 }
389 if (buffer->FrontLeftAlpha) {
390 FREE( buffer->FrontLeftAlpha );
391 }
392 if (buffer->BackLeftAlpha) {
393 FREE( buffer->BackLeftAlpha );
394 }
395 if (buffer->FrontRightAlpha) {
396 FREE( buffer->FrontRightAlpha );
397 }
398 if (buffer->BackRightAlpha) {
399 FREE( buffer->BackRightAlpha );
400 }
401 FREE(buffer);
402 }
403 }
404
405
406
407 /**********************************************************************/
408 /***** Context allocation, initialization, destroying *****/
409 /**********************************************************************/
410
411
412 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
413
414
415 /*
416 * This function just calls all the various one-time-init functions in Mesa.
417 */
418 static void
419 one_time_init( void )
420 {
421 static GLboolean alreadyCalled = GL_FALSE;
422 _glthread_LOCK_MUTEX(OneTimeLock);
423 if (!alreadyCalled) {
424 /* do some implementation tests */
425 assert( sizeof(GLbyte) == 1 );
426 assert( sizeof(GLshort) >= 2 );
427 assert( sizeof(GLint) >= 4 );
428 assert( sizeof(GLubyte) == 1 );
429 assert( sizeof(GLushort) >= 2 );
430 assert( sizeof(GLuint) >= 4 );
431
432 gl_init_lists();
433
434 _mesa_init_math();
435 _math_init();
436
437 if (getenv("MESA_DEBUG")) {
438 _glapi_noop_enable_warnings(GL_TRUE);
439 }
440 else {
441 _glapi_noop_enable_warnings(GL_FALSE);
442 }
443
444 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
445 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
446 #endif
447
448 alreadyCalled = GL_TRUE;
449 }
450 _glthread_UNLOCK_MUTEX(OneTimeLock);
451 }
452
453
454
455 /*
456 * Allocate and initialize a shared context state structure.
457 */
458 static struct gl_shared_state *
459 alloc_shared_state( void )
460 {
461 struct gl_shared_state *ss;
462 GLboolean outOfMemory;
463
464 ss = CALLOC_STRUCT(gl_shared_state);
465 if (!ss)
466 return NULL;
467
468 _glthread_INIT_MUTEX(ss->Mutex);
469
470 ss->DisplayList = _mesa_NewHashTable();
471 ss->TexObjects = _mesa_NewHashTable();
472
473 /* Default Texture objects */
474 outOfMemory = GL_FALSE;
475
476 ss->Default1D = _mesa_alloc_texture_object(ss, 0, 1);
477 if (!ss->Default1D) {
478 outOfMemory = GL_TRUE;
479 }
480 else {
481 ss->Default1D->RefCount++;
482 }
483
484 ss->Default2D = _mesa_alloc_texture_object(ss, 0, 2);
485 if (!ss->Default2D) {
486 outOfMemory = GL_TRUE;
487 }
488 else {
489 ss->Default2D->RefCount++;
490 }
491
492 ss->Default3D = _mesa_alloc_texture_object(ss, 0, 3);
493 if (!ss->Default3D) {
494 outOfMemory = GL_TRUE;
495 }
496 else {
497 ss->Default1D->RefCount++;
498 }
499
500 ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0, 6);
501 if (!ss->DefaultCubeMap) {
502 outOfMemory = GL_TRUE;
503 }
504 else {
505 ss->DefaultCubeMap->RefCount++;
506 }
507
508 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
509 /* Ran out of memory at some point. Free everything and return NULL */
510 if (ss->DisplayList)
511 _mesa_DeleteHashTable(ss->DisplayList);
512 if (ss->TexObjects)
513 _mesa_DeleteHashTable(ss->TexObjects);
514 if (ss->Default1D)
515 _mesa_free_texture_object(ss, ss->Default1D);
516 if (ss->Default2D)
517 _mesa_free_texture_object(ss, ss->Default2D);
518 if (ss->Default3D)
519 _mesa_free_texture_object(ss, ss->Default3D);
520 if (ss->DefaultCubeMap)
521 _mesa_free_texture_object(ss, ss->DefaultCubeMap);
522 FREE(ss);
523 return NULL;
524 }
525 else {
526 return ss;
527 }
528 }
529
530
531 /*
532 * Deallocate a shared state context and all children structures.
533 */
534 static void
535 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
536 {
537 /* Free display lists */
538 while (1) {
539 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
540 if (list) {
541 gl_destroy_list(ctx, list);
542 }
543 else {
544 break;
545 }
546 }
547 _mesa_DeleteHashTable(ss->DisplayList);
548
549 /* Free texture objects */
550 while (ss->TexObjectList)
551 {
552 if (ctx->Driver.DeleteTexture)
553 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
554 /* this function removes from linked list too! */
555 _mesa_free_texture_object(ss, ss->TexObjectList);
556 }
557 _mesa_DeleteHashTable(ss->TexObjects);
558
559 FREE(ss);
560 }
561
562
563
564 /*
565 * Initialize the nth light. Note that the defaults for light 0 are
566 * different than the other lights.
567 */
568 static void
569 init_light( struct gl_light *l, GLuint n )
570 {
571 make_empty_list( l );
572
573 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
574 if (n==0) {
575 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
576 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
577 }
578 else {
579 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
580 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
581 }
582 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
583 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
584 l->SpotExponent = 0.0;
585 gl_invalidate_spot_exp_table( l );
586 l->SpotCutoff = 180.0;
587 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
588 l->ConstantAttenuation = 1.0;
589 l->LinearAttenuation = 0.0;
590 l->QuadraticAttenuation = 0.0;
591 l->Enabled = GL_FALSE;
592 }
593
594
595
596 static void
597 init_lightmodel( struct gl_lightmodel *lm )
598 {
599 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
600 lm->LocalViewer = GL_FALSE;
601 lm->TwoSide = GL_FALSE;
602 lm->ColorControl = GL_SINGLE_COLOR;
603 }
604
605
606 static void
607 init_material( struct gl_material *m )
608 {
609 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
610 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
611 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
612 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
613 m->Shininess = 0.0;
614 m->AmbientIndex = 0;
615 m->DiffuseIndex = 1;
616 m->SpecularIndex = 1;
617 }
618
619
620
621 static void
622 init_texture_unit( GLcontext *ctx, GLuint unit )
623 {
624 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
625
626 texUnit->EnvMode = GL_MODULATE;
627 texUnit->CombineModeRGB = GL_MODULATE;
628 texUnit->CombineModeA = GL_MODULATE;
629 texUnit->CombineSourceRGB[0] = GL_TEXTURE;
630 texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
631 texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
632 texUnit->CombineSourceA[0] = GL_TEXTURE;
633 texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
634 texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
635 texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
636 texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
637 texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
638 texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
639 texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
640 texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
641 texUnit->CombineScaleShiftRGB = 0;
642 texUnit->CombineScaleShiftA = 0;
643
644 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
645 texUnit->TexGenEnabled = 0;
646 texUnit->GenModeS = GL_EYE_LINEAR;
647 texUnit->GenModeT = GL_EYE_LINEAR;
648 texUnit->GenModeR = GL_EYE_LINEAR;
649 texUnit->GenModeQ = GL_EYE_LINEAR;
650 texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
651 texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
652 texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
653 texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
654
655 /* Yes, these plane coefficients are correct! */
656 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
657 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
658 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
659 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
660 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
661 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
662 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
663 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
664
665 texUnit->Current1D = ctx->Shared->Default1D;
666 texUnit->Current2D = ctx->Shared->Default2D;
667 texUnit->Current3D = ctx->Shared->Default3D;
668 texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
669 }
670
671
672
673
674 /* Initialize a 1-D evaluator map */
675 static void
676 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
677 {
678 map->Order = 1;
679 map->u1 = 0.0;
680 map->u2 = 1.0;
681 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
682 if (map->Points) {
683 GLint i;
684 for (i=0;i<n;i++)
685 map->Points[i] = initial[i];
686 }
687 }
688
689
690 /* Initialize a 2-D evaluator map */
691 static void
692 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
693 {
694 map->Uorder = 1;
695 map->Vorder = 1;
696 map->u1 = 0.0;
697 map->u2 = 1.0;
698 map->v1 = 0.0;
699 map->v2 = 1.0;
700 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
701 if (map->Points) {
702 GLint i;
703 for (i=0;i<n;i++)
704 map->Points[i] = initial[i];
705 }
706 }
707
708
709 /*
710 * Initialize the attribute groups in a GLcontext.
711 */
712 static void
713 init_attrib_groups( GLcontext *ctx )
714 {
715 GLuint i, j;
716
717 assert(ctx);
718
719 /* Constants, may be overriden by device drivers */
720 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
721 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
722 ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
723 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
724 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
725 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
726 ctx->Const.MinPointSize = MIN_POINT_SIZE;
727 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
728 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
729 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
730 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
731 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
732 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
733 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
734 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
735 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
736 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
737 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
738 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
739 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
740 ctx->Const.NumCompressedTextureFormats = 0;
741 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
742 ctx->Const.MaxLights = MAX_LIGHTS;
743
744 /* Modelview matrix */
745 _math_matrix_ctr( &ctx->ModelView );
746 _math_matrix_alloc_inv( &ctx->ModelView );
747
748 ctx->ModelViewStackDepth = 0;
749 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
750 _math_matrix_ctr( &ctx->ModelViewStack[i] );
751 _math_matrix_alloc_inv( &ctx->ModelViewStack[i] );
752 }
753
754 /* Projection matrix - need inv for user clipping in clip space*/
755 _math_matrix_ctr( &ctx->ProjectionMatrix );
756 _math_matrix_alloc_inv( &ctx->ProjectionMatrix );
757
758 ctx->ProjectionStackDepth = 0;
759 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
760 _math_matrix_ctr( &ctx->ProjectionStack[i] );
761 _math_matrix_alloc_inv( &ctx->ProjectionStack[i] );
762 }
763
764 /* Derived ModelProject matrix */
765 _math_matrix_ctr( &ctx->_ModelProjectMatrix );
766
767 /* Texture matrix */
768 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
769 _math_matrix_ctr( &ctx->TextureMatrix[i] );
770 ctx->TextureStackDepth[i] = 0;
771 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
772 _math_matrix_ctr( &ctx->TextureStack[i][j] );
773 ctx->TextureStack[i][j].inv = 0;
774 }
775 }
776
777 /* Color matrix */
778 _math_matrix_ctr(&ctx->ColorMatrix);
779 ctx->ColorStackDepth = 0;
780 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
781 _math_matrix_ctr(&ctx->ColorStack[j]);
782 }
783
784 /* Accumulate buffer group */
785 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
786
787 /* Color buffer group */
788 ctx->Color.IndexMask = 0xffffffff;
789 ctx->Color.ColorMask[0] = 0xff;
790 ctx->Color.ColorMask[1] = 0xff;
791 ctx->Color.ColorMask[2] = 0xff;
792 ctx->Color.ColorMask[3] = 0xff;
793 ctx->Color.ClearIndex = 0;
794 ASSIGN_4V( ctx->Color.ClearColor, 0, 0, 0, 0 );
795 ctx->Color.DrawBuffer = GL_FRONT;
796 ctx->Color.AlphaEnabled = GL_FALSE;
797 ctx->Color.AlphaFunc = GL_ALWAYS;
798 ctx->Color.AlphaRef = 0;
799 ctx->Color.BlendEnabled = GL_FALSE;
800 ctx->Color.BlendSrcRGB = GL_ONE;
801 ctx->Color.BlendDstRGB = GL_ZERO;
802 ctx->Color.BlendSrcA = GL_ONE;
803 ctx->Color.BlendDstA = GL_ZERO;
804 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
805 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
806 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
807 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
808 ctx->Color.LogicOp = GL_COPY;
809 ctx->Color.DitherFlag = GL_TRUE;
810 ctx->Color.MultiDrawBuffer = GL_FALSE;
811
812 /* Current group */
813 ASSIGN_4V( ctx->Current.Color, CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX );
814 ctx->Current.Index = 1;
815 for (i=0; i<MAX_TEXTURE_UNITS; i++)
816 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
817 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
818 ctx->Current.RasterDistance = 0.0;
819 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
820 ctx->Current.RasterIndex = 1;
821 for (i=0; i<MAX_TEXTURE_UNITS; i++)
822 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
823 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
824 ctx->Current.RasterPosValid = GL_TRUE;
825 ctx->Current.EdgeFlag = GL_TRUE;
826 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
827
828
829 /* Depth buffer group */
830 ctx->Depth.Test = GL_FALSE;
831 ctx->Depth.Clear = 1.0;
832 ctx->Depth.Func = GL_LESS;
833 ctx->Depth.Mask = GL_TRUE;
834 ctx->Depth.OcclusionTest = GL_FALSE;
835
836 /* Evaluators group */
837 ctx->Eval.Map1Color4 = GL_FALSE;
838 ctx->Eval.Map1Index = GL_FALSE;
839 ctx->Eval.Map1Normal = GL_FALSE;
840 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
841 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
842 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
843 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
844 ctx->Eval.Map1Vertex3 = GL_FALSE;
845 ctx->Eval.Map1Vertex4 = GL_FALSE;
846 ctx->Eval.Map2Color4 = GL_FALSE;
847 ctx->Eval.Map2Index = GL_FALSE;
848 ctx->Eval.Map2Normal = GL_FALSE;
849 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
850 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
851 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
852 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
853 ctx->Eval.Map2Vertex3 = GL_FALSE;
854 ctx->Eval.Map2Vertex4 = GL_FALSE;
855 ctx->Eval.AutoNormal = GL_FALSE;
856 ctx->Eval.MapGrid1un = 1;
857 ctx->Eval.MapGrid1u1 = 0.0;
858 ctx->Eval.MapGrid1u2 = 1.0;
859 ctx->Eval.MapGrid2un = 1;
860 ctx->Eval.MapGrid2vn = 1;
861 ctx->Eval.MapGrid2u1 = 0.0;
862 ctx->Eval.MapGrid2u2 = 1.0;
863 ctx->Eval.MapGrid2v1 = 0.0;
864 ctx->Eval.MapGrid2v2 = 1.0;
865
866 /* Evaluator data */
867 {
868 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
869 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
870 static GLfloat index[1] = { 1.0 };
871 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
872 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
873
874 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
875 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
876 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
877 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
878 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
879 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
880 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
881 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
882 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
883
884 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
885 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
886 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
887 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
888 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
889 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
890 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
891 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
892 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
893 }
894
895 /* Fog group */
896 ctx->Fog.Enabled = GL_FALSE;
897 ctx->Fog.Mode = GL_EXP;
898 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
899 ctx->Fog.Index = 0.0;
900 ctx->Fog.Density = 1.0;
901 ctx->Fog.Start = 0.0;
902 ctx->Fog.End = 1.0;
903 ctx->Fog.ColorSumEnabled = GL_FALSE;
904 ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
905
906 /* Hint group */
907 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
908 ctx->Hint.PointSmooth = GL_DONT_CARE;
909 ctx->Hint.LineSmooth = GL_DONT_CARE;
910 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
911 ctx->Hint.Fog = GL_DONT_CARE;
912 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
913 ctx->Hint.TextureCompression = GL_DONT_CARE;
914
915 /* Histogram group */
916 ctx->Histogram.Width = 0;
917 ctx->Histogram.Format = GL_RGBA;
918 ctx->Histogram.Sink = GL_FALSE;
919 ctx->Histogram.RedSize = 0xffffffff;
920 ctx->Histogram.GreenSize = 0xffffffff;
921 ctx->Histogram.BlueSize = 0xffffffff;
922 ctx->Histogram.AlphaSize = 0xffffffff;
923 ctx->Histogram.LuminanceSize = 0xffffffff;
924 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
925 ctx->Histogram.Count[i][0] = 0;
926 ctx->Histogram.Count[i][1] = 0;
927 ctx->Histogram.Count[i][2] = 0;
928 ctx->Histogram.Count[i][3] = 0;
929 }
930
931 /* Min/Max group */
932 ctx->MinMax.Format = GL_RGBA;
933 ctx->MinMax.Sink = GL_FALSE;
934 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
935 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
936 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
937 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
938
939 /* Extensions */
940 gl_extensions_ctr( ctx );
941
942 /* Lighting group */
943 for (i=0;i<MAX_LIGHTS;i++) {
944 init_light( &ctx->Light.Light[i], i );
945 }
946 make_empty_list( &ctx->Light.EnabledList );
947
948 init_lightmodel( &ctx->Light.Model );
949 init_material( &ctx->Light.Material[0] );
950 init_material( &ctx->Light.Material[1] );
951 ctx->Light.ShadeModel = GL_SMOOTH;
952 ctx->Light.Enabled = GL_FALSE;
953 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
954 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
955 ctx->Light.ColorMaterialBitmask
956 = gl_material_bitmask( ctx,
957 GL_FRONT_AND_BACK,
958 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
959
960 ctx->Light.ColorMaterialEnabled = GL_FALSE;
961
962 /* Lighting miscellaneous */
963 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
964 make_empty_list( ctx->_ShineTabList );
965 for (i = 0 ; i < 10 ; i++) {
966 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
967 s->shininess = -1;
968 s->refcount = 0;
969 insert_at_tail( ctx->_ShineTabList, s );
970 }
971
972
973 /* Line group */
974 ctx->Line.SmoothFlag = GL_FALSE;
975 ctx->Line.StippleFlag = GL_FALSE;
976 ctx->Line.Width = 1.0;
977 ctx->Line.StipplePattern = 0xffff;
978 ctx->Line.StippleFactor = 1;
979
980 /* Display List group */
981 ctx->List.ListBase = 0;
982
983 /* Pixel group */
984 ctx->Pixel.RedBias = 0.0;
985 ctx->Pixel.RedScale = 1.0;
986 ctx->Pixel.GreenBias = 0.0;
987 ctx->Pixel.GreenScale = 1.0;
988 ctx->Pixel.BlueBias = 0.0;
989 ctx->Pixel.BlueScale = 1.0;
990 ctx->Pixel.AlphaBias = 0.0;
991 ctx->Pixel.AlphaScale = 1.0;
992 ctx->Pixel.DepthBias = 0.0;
993 ctx->Pixel.DepthScale = 1.0;
994 ctx->Pixel.IndexOffset = 0;
995 ctx->Pixel.IndexShift = 0;
996 ctx->Pixel.ZoomX = 1.0;
997 ctx->Pixel.ZoomY = 1.0;
998 ctx->Pixel.MapColorFlag = GL_FALSE;
999 ctx->Pixel.MapStencilFlag = GL_FALSE;
1000 ctx->Pixel.MapStoSsize = 1;
1001 ctx->Pixel.MapItoIsize = 1;
1002 ctx->Pixel.MapItoRsize = 1;
1003 ctx->Pixel.MapItoGsize = 1;
1004 ctx->Pixel.MapItoBsize = 1;
1005 ctx->Pixel.MapItoAsize = 1;
1006 ctx->Pixel.MapRtoRsize = 1;
1007 ctx->Pixel.MapGtoGsize = 1;
1008 ctx->Pixel.MapBtoBsize = 1;
1009 ctx->Pixel.MapAtoAsize = 1;
1010 ctx->Pixel.MapStoS[0] = 0;
1011 ctx->Pixel.MapItoI[0] = 0;
1012 ctx->Pixel.MapItoR[0] = 0.0;
1013 ctx->Pixel.MapItoG[0] = 0.0;
1014 ctx->Pixel.MapItoB[0] = 0.0;
1015 ctx->Pixel.MapItoA[0] = 0.0;
1016 ctx->Pixel.MapItoR8[0] = 0;
1017 ctx->Pixel.MapItoG8[0] = 0;
1018 ctx->Pixel.MapItoB8[0] = 0;
1019 ctx->Pixel.MapItoA8[0] = 0;
1020 ctx->Pixel.MapRtoR[0] = 0.0;
1021 ctx->Pixel.MapGtoG[0] = 0.0;
1022 ctx->Pixel.MapBtoB[0] = 0.0;
1023 ctx->Pixel.MapAtoA[0] = 0.0;
1024 ctx->Pixel.HistogramEnabled = GL_FALSE;
1025 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1026 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1027 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1028 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1029 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1030 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1031 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1032 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1033 ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
1034 ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
1035 ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
1036 ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
1037 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1038 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1039 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1040 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1041 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1042 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1043 for (i = 0; i < 3; i++) {
1044 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1045 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1046 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1047 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
1048 }
1049 for (i = 0; i < MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_WIDTH * 4; i++) {
1050 ctx->Convolution1D.Filter[i] = 0.0;
1051 ctx->Convolution2D.Filter[i] = 0.0;
1052 ctx->Separable2D.Filter[i] = 0.0;
1053 }
1054 ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
1055 ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
1056
1057 /* Point group */
1058 ctx->Point.SmoothFlag = GL_FALSE;
1059 ctx->Point.Size = 1.0;
1060 ctx->Point._Size = 1.0;
1061 ctx->Point.Params[0] = 1.0;
1062 ctx->Point.Params[1] = 0.0;
1063 ctx->Point.Params[2] = 0.0;
1064 ctx->Point._Attenuated = GL_FALSE;
1065 ctx->Point.MinSize = 0.0;
1066 ctx->Point.MaxSize = ctx->Const.MaxPointSize;
1067 ctx->Point.Threshold = 1.0;
1068 ctx->Point.SpriteMode = GL_FALSE; /* GL_MESA_sprite_point */
1069
1070 /* Polygon group */
1071 ctx->Polygon.CullFlag = GL_FALSE;
1072 ctx->Polygon.CullFaceMode = GL_BACK;
1073 ctx->Polygon.FrontFace = GL_CCW;
1074 ctx->Polygon._FrontBit = 0;
1075 ctx->Polygon.FrontMode = GL_FILL;
1076 ctx->Polygon.BackMode = GL_FILL;
1077 ctx->Polygon.SmoothFlag = GL_FALSE;
1078 ctx->Polygon.StippleFlag = GL_FALSE;
1079 ctx->Polygon.OffsetFactor = 0.0F;
1080 ctx->Polygon.OffsetUnits = 0.0F;
1081 ctx->Polygon.OffsetMRD = 0.0F;
1082 ctx->Polygon.OffsetPoint = GL_FALSE;
1083 ctx->Polygon.OffsetLine = GL_FALSE;
1084 ctx->Polygon.OffsetFill = GL_FALSE;
1085
1086 /* Polygon Stipple group */
1087 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1088
1089 /* Scissor group */
1090 ctx->Scissor.Enabled = GL_FALSE;
1091 ctx->Scissor.X = 0;
1092 ctx->Scissor.Y = 0;
1093 ctx->Scissor.Width = 0;
1094 ctx->Scissor.Height = 0;
1095
1096 /* Stencil group */
1097 ctx->Stencil.Enabled = GL_FALSE;
1098 ctx->Stencil.Function = GL_ALWAYS;
1099 ctx->Stencil.FailFunc = GL_KEEP;
1100 ctx->Stencil.ZPassFunc = GL_KEEP;
1101 ctx->Stencil.ZFailFunc = GL_KEEP;
1102 ctx->Stencil.Ref = 0;
1103 ctx->Stencil.ValueMask = STENCIL_MAX;
1104 ctx->Stencil.Clear = 0;
1105 ctx->Stencil.WriteMask = STENCIL_MAX;
1106
1107 /* Texture group */
1108 ctx->Texture.CurrentUnit = 0; /* multitexture */
1109 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1110 ctx->Texture._ReallyEnabled = 0;
1111 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1112 init_texture_unit( ctx, i );
1113 ctx->Texture.SharedPalette = GL_FALSE;
1114 _mesa_init_colortable(&ctx->Texture.Palette);
1115
1116 /* Transformation group */
1117 ctx->Transform.MatrixMode = GL_MODELVIEW;
1118 ctx->Transform.Normalize = GL_FALSE;
1119 ctx->Transform.RescaleNormals = GL_FALSE;
1120 for (i=0;i<MAX_CLIP_PLANES;i++) {
1121 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1122 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1123 }
1124 ctx->Transform._AnyClip = GL_FALSE;
1125
1126 /* Viewport group */
1127 ctx->Viewport.X = 0;
1128 ctx->Viewport.Y = 0;
1129 ctx->Viewport.Width = 0;
1130 ctx->Viewport.Height = 0;
1131 ctx->Viewport.Near = 0.0;
1132 ctx->Viewport.Far = 1.0;
1133 _math_matrix_ctr(&ctx->Viewport._WindowMap);
1134
1135 #define Sz 10
1136 #define Tz 14
1137 ctx->Viewport._WindowMap.m[Sz] = 0.5 * ctx->DepthMaxF;
1138 ctx->Viewport._WindowMap.m[Tz] = 0.5 * ctx->DepthMaxF;
1139 #undef Sz
1140 #undef Tz
1141
1142 ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1143 ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
1144
1145 /* Vertex arrays */
1146 ctx->Array.Vertex.Size = 4;
1147 ctx->Array.Vertex.Type = GL_FLOAT;
1148 ctx->Array.Vertex.Stride = 0;
1149 ctx->Array.Vertex.StrideB = 0;
1150 ctx->Array.Vertex.Ptr = NULL;
1151 ctx->Array.Vertex.Enabled = GL_FALSE;
1152 ctx->Array.Normal.Type = GL_FLOAT;
1153 ctx->Array.Normal.Stride = 0;
1154 ctx->Array.Normal.StrideB = 0;
1155 ctx->Array.Normal.Ptr = NULL;
1156 ctx->Array.Normal.Enabled = GL_FALSE;
1157 ctx->Array.Color.Size = 4;
1158 ctx->Array.Color.Type = GL_FLOAT;
1159 ctx->Array.Color.Stride = 0;
1160 ctx->Array.Color.StrideB = 0;
1161 ctx->Array.Color.Ptr = NULL;
1162 ctx->Array.Color.Enabled = GL_FALSE;
1163 ctx->Array.Index.Type = GL_FLOAT;
1164 ctx->Array.Index.Stride = 0;
1165 ctx->Array.Index.StrideB = 0;
1166 ctx->Array.Index.Ptr = NULL;
1167 ctx->Array.Index.Enabled = GL_FALSE;
1168 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1169 ctx->Array.TexCoord[i].Size = 4;
1170 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1171 ctx->Array.TexCoord[i].Stride = 0;
1172 ctx->Array.TexCoord[i].StrideB = 0;
1173 ctx->Array.TexCoord[i].Ptr = NULL;
1174 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1175 }
1176 ctx->Array.TexCoordInterleaveFactor = 1;
1177 ctx->Array.EdgeFlag.Stride = 0;
1178 ctx->Array.EdgeFlag.StrideB = 0;
1179 ctx->Array.EdgeFlag.Ptr = NULL;
1180 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1181 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1182
1183 /* Pixel transfer */
1184 ctx->Pack.Alignment = 4;
1185 ctx->Pack.RowLength = 0;
1186 ctx->Pack.ImageHeight = 0;
1187 ctx->Pack.SkipPixels = 0;
1188 ctx->Pack.SkipRows = 0;
1189 ctx->Pack.SkipImages = 0;
1190 ctx->Pack.SwapBytes = GL_FALSE;
1191 ctx->Pack.LsbFirst = GL_FALSE;
1192 ctx->Unpack.Alignment = 4;
1193 ctx->Unpack.RowLength = 0;
1194 ctx->Unpack.ImageHeight = 0;
1195 ctx->Unpack.SkipPixels = 0;
1196 ctx->Unpack.SkipRows = 0;
1197 ctx->Unpack.SkipImages = 0;
1198 ctx->Unpack.SwapBytes = GL_FALSE;
1199 ctx->Unpack.LsbFirst = GL_FALSE;
1200
1201 /* Feedback */
1202 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1203 ctx->Feedback.Buffer = NULL;
1204 ctx->Feedback.BufferSize = 0;
1205 ctx->Feedback.Count = 0;
1206
1207 /* Selection/picking */
1208 ctx->Select.Buffer = NULL;
1209 ctx->Select.BufferSize = 0;
1210 ctx->Select.BufferCount = 0;
1211 ctx->Select.Hits = 0;
1212 ctx->Select.NameStackDepth = 0;
1213
1214 /* Renderer and client attribute stacks */
1215 ctx->AttribStackDepth = 0;
1216 ctx->ClientAttribStackDepth = 0;
1217
1218 /* Display list */
1219 ctx->CallDepth = 0;
1220 ctx->ExecuteFlag = GL_TRUE;
1221 ctx->CompileFlag = GL_FALSE;
1222 ctx->CurrentListPtr = NULL;
1223 ctx->CurrentBlock = NULL;
1224 ctx->CurrentListNum = 0;
1225 ctx->CurrentPos = 0;
1226
1227 /* Color tables */
1228 _mesa_init_colortable(&ctx->ColorTable);
1229 _mesa_init_colortable(&ctx->ProxyColorTable);
1230 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1231 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1232 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1233 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1234
1235 /* Miscellaneous */
1236 ctx->NewState = _NEW_ALL;
1237 ctx->RenderMode = GL_RENDER;
1238 ctx->_ImageTransferState = 0;
1239
1240 ctx->_NeedNormals = 0;
1241 ctx->_NeedEyeCoords = 0;
1242 ctx->_ModelViewInvScale = 1.0;
1243
1244 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1245
1246 ctx->CatchSignals = GL_TRUE;
1247 ctx->OcclusionResult = GL_FALSE;
1248 ctx->OcclusionResultSaved = GL_FALSE;
1249
1250 /* For debug/development only */
1251 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1252 ctx->FirstTimeCurrent = GL_TRUE;
1253
1254 /* Dither disable */
1255 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1256 if (ctx->NoDither) {
1257 if (getenv("MESA_DEBUG")) {
1258 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1259 }
1260 ctx->Color.DitherFlag = GL_FALSE;
1261 }
1262 }
1263
1264
1265
1266
1267 /*
1268 * Allocate the proxy textures. If we run out of memory part way through
1269 * the allocations clean up and return GL_FALSE.
1270 * Return: GL_TRUE=success, GL_FALSE=failure
1271 */
1272 static GLboolean
1273 alloc_proxy_textures( GLcontext *ctx )
1274 {
1275 GLboolean out_of_memory;
1276 GLint i;
1277
1278 ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, 1);
1279 if (!ctx->Texture.Proxy1D) {
1280 return GL_FALSE;
1281 }
1282
1283 ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, 2);
1284 if (!ctx->Texture.Proxy2D) {
1285 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1286 return GL_FALSE;
1287 }
1288
1289 ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, 3);
1290 if (!ctx->Texture.Proxy3D) {
1291 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1292 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1293 return GL_FALSE;
1294 }
1295
1296 ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0, 6);
1297 if (!ctx->Texture.ProxyCubeMap) {
1298 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1299 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1300 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1301 return GL_FALSE;
1302 }
1303
1304 out_of_memory = GL_FALSE;
1305 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1306 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1307 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1308 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1309 if (!ctx->Texture.Proxy1D->Image[i]
1310 || !ctx->Texture.Proxy2D->Image[i]
1311 || !ctx->Texture.Proxy3D->Image[i]) {
1312 out_of_memory = GL_TRUE;
1313 }
1314 }
1315 if (out_of_memory) {
1316 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1317 if (ctx->Texture.Proxy1D->Image[i]) {
1318 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1319 }
1320 if (ctx->Texture.Proxy2D->Image[i]) {
1321 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1322 }
1323 if (ctx->Texture.Proxy3D->Image[i]) {
1324 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1325 }
1326 }
1327 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1328 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1329 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1330 return GL_FALSE;
1331 }
1332 else {
1333 return GL_TRUE;
1334 }
1335 }
1336
1337
1338 /*
1339 * Initialize a GLcontext struct. This includes allocating all the
1340 * other structs and arrays which hang off of the context by pointers.
1341 */
1342 GLboolean
1343 _mesa_initialize_context( GLcontext *ctx,
1344 GLvisual *visual,
1345 GLcontext *share_list,
1346 void *driver_ctx,
1347 GLboolean direct )
1348 {
1349 GLuint dispatchSize;
1350
1351 (void) direct; /* not used */
1352
1353 /* misc one-time initializations */
1354 one_time_init();
1355
1356 /**
1357 ** OpenGL SI stuff
1358 **/
1359 if (!ctx->imports.malloc) {
1360 _mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
1361 }
1362 /* exports are setup by the device driver */
1363
1364 ctx->DriverCtx = driver_ctx;
1365 ctx->Visual = *visual;
1366 ctx->DrawBuffer = NULL;
1367 ctx->ReadBuffer = NULL;
1368
1369 if (share_list) {
1370 /* share the group of display lists of another context */
1371 ctx->Shared = share_list->Shared;
1372 }
1373 else {
1374 /* allocate new group of display lists */
1375 ctx->Shared = alloc_shared_state();
1376 if (!ctx->Shared) {
1377 return GL_FALSE;
1378 }
1379 }
1380 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1381 ctx->Shared->RefCount++;
1382 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1383
1384 init_attrib_groups( ctx );
1385
1386 if (visual->doubleBufferMode) {
1387 ctx->Color.DrawBuffer = GL_BACK;
1388 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1389 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1390 ctx->Pixel.ReadBuffer = GL_BACK;
1391 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1392 }
1393 else {
1394 ctx->Color.DrawBuffer = GL_FRONT;
1395 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1396 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1397 ctx->Pixel.ReadBuffer = GL_FRONT;
1398 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1399 }
1400
1401 if (!alloc_proxy_textures(ctx)) {
1402 free_shared_state(ctx, ctx->Shared);
1403 return GL_FALSE;
1404 }
1405
1406 /* register the most recent extension functions with libGL */
1407 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1408 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1409 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1410 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1411 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1412 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1413 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1414 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1415
1416 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1417 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1418 * Mesa we do this to accomodate different versions of libGL and various
1419 * DRI drivers.
1420 */
1421 dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
1422 sizeof(struct _glapi_table) / sizeof(void *));
1423
1424 /* setup API dispatch tables */
1425 ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1426 ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1427 if (!ctx->Exec || !ctx->Save) {
1428 free_shared_state(ctx, ctx->Shared);
1429 if (ctx->Exec)
1430 FREE( ctx->Exec );
1431 }
1432 _mesa_init_exec_table(ctx->Exec, dispatchSize);
1433 _mesa_init_dlist_table(ctx->Save, dispatchSize);
1434 ctx->CurrentDispatch = ctx->Exec;
1435
1436 ctx->ExecPrefersFloat = GL_FALSE;
1437 ctx->SavePrefersFloat = GL_FALSE;
1438
1439 /* Z buffer stuff */
1440 if (ctx->Visual.depthBits == 0) {
1441 /* Special case. Even if we don't have a depth buffer we need
1442 * good values for DepthMax for Z vertex transformation purposes
1443 * and for per-fragment fog computation.
1444 */
1445 ctx->DepthMax = 1 << 16;
1446 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1447 }
1448 else if (ctx->Visual.depthBits < 32) {
1449 ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
1450 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1451 }
1452 else {
1453 /* Special case since shift values greater than or equal to the
1454 * number of bits in the left hand expression's type are undefined.
1455 */
1456 ctx->DepthMax = 0xffffffff;
1457 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1458 }
1459 ctx->MRD = 2.0; /* XXX temporary value */
1460
1461
1462 #if defined(MESA_TRACE)
1463 ctx->TraceCtx = CALLOC( sizeof(trace_context_t) );
1464 #if 0
1465 /* Brian: do you want to have CreateContext fail here,
1466 or should we just trap in NewTrace (currently done)? */
1467 if (!(ctx->TraceCtx)) {
1468 free_shared_state(ctx, ctx->Shared);
1469 FREE( ctx->Exec );
1470 FREE( ctx->Save );
1471 return GL_FALSE;
1472 }
1473 #endif
1474 trInitContext(ctx->TraceCtx);
1475
1476 ctx->TraceDispatch = (struct _glapi_table *)
1477 CALLOC(dispatchSize * sizeof(void*));
1478 #if 0
1479 if (!(ctx->TraceCtx)) {
1480 free_shared_state(ctx, ctx->Shared);
1481 FREE( ctx->Exec );
1482 FREE( ctx->Save );
1483 FREE( ctx->TraceCtx );
1484 return GL_FALSE;
1485 }
1486 #endif
1487 trInitDispatch(ctx->TraceDispatch);
1488 #endif
1489
1490 return GL_TRUE;
1491 }
1492
1493
1494
1495 /*
1496 * Allocate and initialize a GLcontext structure.
1497 * Input: visual - a GLvisual pointer
1498 * sharelist - another context to share display lists with or NULL
1499 * driver_ctx - pointer to device driver's context state struct
1500 * Return: pointer to a new __GLcontextRec or NULL if error.
1501 */
1502 GLcontext *
1503 _mesa_create_context( GLvisual *visual,
1504 GLcontext *share_list,
1505 void *driver_ctx,
1506 GLboolean direct )
1507 {
1508 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1509 if (!ctx) {
1510 return NULL;
1511 }
1512
1513 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1514 return ctx;
1515 }
1516 else {
1517 FREE(ctx);
1518 return NULL;
1519 }
1520 }
1521
1522
1523
1524 /*
1525 * Free the data associated with the given context.
1526 * But don't free() the GLcontext struct itself!
1527 */
1528 void
1529 _mesa_free_context_data( GLcontext *ctx )
1530 {
1531 struct gl_shine_tab *s, *tmps;
1532 GLuint i, j;
1533
1534 /* if we're destroying the current context, unbind it first */
1535 if (ctx == _mesa_get_current_context()) {
1536 _mesa_make_current(NULL, NULL);
1537 }
1538
1539 _math_matrix_dtr( &ctx->ModelView );
1540 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1541 _math_matrix_dtr( &ctx->ModelViewStack[i] );
1542 }
1543 _math_matrix_dtr( &ctx->ProjectionMatrix );
1544 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1545 _math_matrix_dtr( &ctx->ProjectionStack[i] );
1546 }
1547 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1548 _math_matrix_dtr( &ctx->TextureMatrix[i] );
1549 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1550 _math_matrix_dtr( &ctx->TextureStack[i][j] );
1551 }
1552 }
1553
1554 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1555 ctx->Shared->RefCount--;
1556 assert(ctx->Shared->RefCount >= 0);
1557 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1558 if (ctx->Shared->RefCount == 0) {
1559 /* free shared state */
1560 free_shared_state( ctx, ctx->Shared );
1561 }
1562
1563 foreach_s( s, tmps, ctx->_ShineTabList ) {
1564 FREE( s );
1565 }
1566 FREE( ctx->_ShineTabList );
1567
1568 /* Free proxy texture objects */
1569 _mesa_free_texture_object( NULL, ctx->Texture.Proxy1D );
1570 _mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
1571 _mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
1572
1573 /* Free evaluator data */
1574 if (ctx->EvalMap.Map1Vertex3.Points)
1575 FREE( ctx->EvalMap.Map1Vertex3.Points );
1576 if (ctx->EvalMap.Map1Vertex4.Points)
1577 FREE( ctx->EvalMap.Map1Vertex4.Points );
1578 if (ctx->EvalMap.Map1Index.Points)
1579 FREE( ctx->EvalMap.Map1Index.Points );
1580 if (ctx->EvalMap.Map1Color4.Points)
1581 FREE( ctx->EvalMap.Map1Color4.Points );
1582 if (ctx->EvalMap.Map1Normal.Points)
1583 FREE( ctx->EvalMap.Map1Normal.Points );
1584 if (ctx->EvalMap.Map1Texture1.Points)
1585 FREE( ctx->EvalMap.Map1Texture1.Points );
1586 if (ctx->EvalMap.Map1Texture2.Points)
1587 FREE( ctx->EvalMap.Map1Texture2.Points );
1588 if (ctx->EvalMap.Map1Texture3.Points)
1589 FREE( ctx->EvalMap.Map1Texture3.Points );
1590 if (ctx->EvalMap.Map1Texture4.Points)
1591 FREE( ctx->EvalMap.Map1Texture4.Points );
1592
1593 if (ctx->EvalMap.Map2Vertex3.Points)
1594 FREE( ctx->EvalMap.Map2Vertex3.Points );
1595 if (ctx->EvalMap.Map2Vertex4.Points)
1596 FREE( ctx->EvalMap.Map2Vertex4.Points );
1597 if (ctx->EvalMap.Map2Index.Points)
1598 FREE( ctx->EvalMap.Map2Index.Points );
1599 if (ctx->EvalMap.Map2Color4.Points)
1600 FREE( ctx->EvalMap.Map2Color4.Points );
1601 if (ctx->EvalMap.Map2Normal.Points)
1602 FREE( ctx->EvalMap.Map2Normal.Points );
1603 if (ctx->EvalMap.Map2Texture1.Points)
1604 FREE( ctx->EvalMap.Map2Texture1.Points );
1605 if (ctx->EvalMap.Map2Texture2.Points)
1606 FREE( ctx->EvalMap.Map2Texture2.Points );
1607 if (ctx->EvalMap.Map2Texture3.Points)
1608 FREE( ctx->EvalMap.Map2Texture3.Points );
1609 if (ctx->EvalMap.Map2Texture4.Points)
1610 FREE( ctx->EvalMap.Map2Texture4.Points );
1611
1612 _mesa_free_colortable_data( &ctx->ColorTable );
1613 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1614 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1615 _mesa_free_colortable_data( &ctx->Texture.Palette );
1616
1617 gl_extensions_dtr(ctx);
1618
1619 FREE(ctx->Exec);
1620 FREE(ctx->Save);
1621 }
1622
1623
1624
1625 /*
1626 * Destroy a GLcontext structure.
1627 */
1628 void
1629 _mesa_destroy_context( GLcontext *ctx )
1630 {
1631 if (ctx) {
1632 _mesa_free_context_data(ctx);
1633 FREE( (void *) ctx );
1634 }
1635 }
1636
1637
1638
1639 /*
1640 * Called by the driver after both the context and driver are fully
1641 * initialized. Currently just reads the config file.
1642 */
1643 void
1644 _mesa_context_initialize( GLcontext *ctx )
1645 {
1646 gl_read_config_file( ctx );
1647 }
1648
1649
1650
1651 /*
1652 * Copy attribute groups from one context to another.
1653 * Input: src - source context
1654 * dst - destination context
1655 * mask - bitwise OR of GL_*_BIT flags
1656 */
1657 void
1658 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1659 {
1660 if (mask & GL_ACCUM_BUFFER_BIT) {
1661 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1662 }
1663 if (mask & GL_COLOR_BUFFER_BIT) {
1664 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1665 }
1666 if (mask & GL_CURRENT_BIT) {
1667 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1668 }
1669 if (mask & GL_DEPTH_BUFFER_BIT) {
1670 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1671 }
1672 if (mask & GL_ENABLE_BIT) {
1673 /* no op */
1674 }
1675 if (mask & GL_EVAL_BIT) {
1676 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1677 }
1678 if (mask & GL_FOG_BIT) {
1679 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1680 }
1681 if (mask & GL_HINT_BIT) {
1682 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1683 }
1684 if (mask & GL_LIGHTING_BIT) {
1685 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1686 /* gl_reinit_light_attrib( &dst->Light ); */
1687 }
1688 if (mask & GL_LINE_BIT) {
1689 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1690 }
1691 if (mask & GL_LIST_BIT) {
1692 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1693 }
1694 if (mask & GL_PIXEL_MODE_BIT) {
1695 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1696 }
1697 if (mask & GL_POINT_BIT) {
1698 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1699 }
1700 if (mask & GL_POLYGON_BIT) {
1701 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1702 }
1703 if (mask & GL_POLYGON_STIPPLE_BIT) {
1704 /* Use loop instead of MEMCPY due to problem with Portland Group's
1705 * C compiler. Reported by John Stone.
1706 */
1707 int i;
1708 for (i=0;i<32;i++) {
1709 dst->PolygonStipple[i] = src->PolygonStipple[i];
1710 }
1711 }
1712 if (mask & GL_SCISSOR_BIT) {
1713 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1714 }
1715 if (mask & GL_STENCIL_BUFFER_BIT) {
1716 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1717 }
1718 if (mask & GL_TEXTURE_BIT) {
1719 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1720 }
1721 if (mask & GL_TRANSFORM_BIT) {
1722 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1723 }
1724 if (mask & GL_VIEWPORT_BIT) {
1725 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1726 }
1727 /* XXX FIXME: Call callbacks?
1728 */
1729 dst->NewState = _NEW_ALL;
1730 }
1731
1732
1733 /*
1734 * Set the current context, binding the given frame buffer to the context.
1735 */
1736 void
1737 _mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1738 {
1739 _mesa_make_current2( newCtx, buffer, buffer );
1740 }
1741
1742
1743 static void print_info( void )
1744 {
1745 fprintf(stderr, "Mesa GL_VERSION = %s\n",
1746 (char *) _mesa_GetString(GL_VERSION));
1747 fprintf(stderr, "Mesa GL_RENDERER = %s\n",
1748 (char *) _mesa_GetString(GL_RENDERER));
1749 fprintf(stderr, "Mesa GL_VENDOR = %s\n",
1750 (char *) _mesa_GetString(GL_VENDOR));
1751 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n",
1752 (char *) _mesa_GetString(GL_EXTENSIONS));
1753 #if defined(THREADS)
1754 fprintf(stderr, "Mesa thread-safe: YES\n");
1755 #else
1756 fprintf(stderr, "Mesa thread-safe: NO\n");
1757 #endif
1758 #if defined(USE_X86_ASM)
1759 fprintf(stderr, "Mesa x86-optimized: YES\n");
1760 #else
1761 fprintf(stderr, "Mesa x86-optimized: NO\n");
1762 #endif
1763 }
1764
1765
1766 /*
1767 * Bind the given context to the given draw-buffer and read-buffer
1768 * and make it the current context for this thread.
1769 */
1770 void
1771 _mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1772 GLframebuffer *readBuffer )
1773 {
1774 if (MESA_VERBOSE)
1775 fprintf(stderr, "_mesa_make_current2()\n");
1776
1777 /* We call this function periodically (just here for now) in
1778 * order to detect when multithreading has begun.
1779 */
1780 _glapi_check_multithread();
1781
1782 _glapi_set_context((void *) newCtx);
1783 ASSERT(_mesa_get_current_context() == newCtx);
1784
1785
1786 if (!newCtx) {
1787 _glapi_set_dispatch(NULL); /* none current */
1788 }
1789 else {
1790 _glapi_set_dispatch(newCtx->CurrentDispatch);
1791
1792 if (drawBuffer && readBuffer) {
1793 /* TODO: check if newCtx and buffer's visual match??? */
1794 newCtx->DrawBuffer = drawBuffer;
1795 newCtx->ReadBuffer = readBuffer;
1796 newCtx->NewState |= _NEW_BUFFERS;
1797 /* gl_update_state( newCtx ); */
1798 }
1799
1800 if (newCtx->Driver.MakeCurrent)
1801 newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
1802
1803 /* We can use this to help debug user's problems. Tell them to set
1804 * the MESA_INFO env variable before running their app. Then the
1805 * first time each context is made current we'll print some useful
1806 * information.
1807 */
1808 if (newCtx->FirstTimeCurrent) {
1809 if (getenv("MESA_INFO")) {
1810 print_info();
1811 }
1812 newCtx->FirstTimeCurrent = GL_FALSE;
1813 }
1814 }
1815 }
1816
1817
1818
1819 /*
1820 * Return current context handle for the calling thread.
1821 * This isn't the fastest way to get the current context.
1822 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1823 */
1824 GLcontext *
1825 _mesa_get_current_context( void )
1826 {
1827 return (GLcontext *) _glapi_get_context();
1828 }
1829
1830
1831
1832 /*
1833 * This should be called by device drivers just before they do a
1834 * swapbuffers. Any pending rendering commands will be executed.
1835 */
1836 void
1837 _mesa_swapbuffers(GLcontext *ctx)
1838 {
1839 FLUSH_VERTICES( ctx, 0 );
1840 }
1841
1842
1843
1844 /*
1845 * Return pointer to this context's current API dispatch table.
1846 * It'll either be the immediate-mode execute dispatcher or the
1847 * display list compile dispatcher.
1848 */
1849 struct _glapi_table *
1850 _mesa_get_dispatch(GLcontext *ctx)
1851 {
1852 return ctx->CurrentDispatch;
1853 }
1854
1855
1856
1857 /**********************************************************************/
1858 /***** Miscellaneous functions *****/
1859 /**********************************************************************/
1860
1861
1862 /*
1863 * This function is called when the Mesa user has stumbled into a code
1864 * path which may not be implemented fully or correctly.
1865 */
1866 void gl_problem( const GLcontext *ctx, const char *s )
1867 {
1868 fprintf( stderr, "Mesa implementation error: %s\n", s );
1869 fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
1870 (void) ctx;
1871 }
1872
1873
1874
1875 /*
1876 * This is called to inform the user that he or she has tried to do
1877 * something illogical or if there's likely a bug in their program
1878 * (like enabled depth testing without a depth buffer).
1879 */
1880 void
1881 _mesa_warning( const GLcontext *ctx, const char *s )
1882 {
1883 (*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
1884 }
1885
1886
1887
1888 /*
1889 * Compile an error into current display list.
1890 */
1891 void
1892 _mesa_compile_error( GLcontext *ctx, GLenum error, const char *s )
1893 {
1894 if (ctx->CompileFlag)
1895 gl_save_error( ctx, error, s );
1896
1897 if (ctx->ExecuteFlag)
1898 gl_error( ctx, error, s );
1899 }
1900
1901
1902
1903 /*
1904 * This is Mesa's error handler. Normally, all that's done is the updating
1905 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1906 * environment variable "MESA_DEBUG" is defined then a real error message
1907 * is printed to stderr.
1908 * Input: ctx - the GL context
1909 * error - the error value
1910 * where - usually the name of function where error was detected
1911 */
1912 void
1913 gl_error( GLcontext *ctx, GLenum error, const char *where )
1914 {
1915 const char *debugEnv = getenv("MESA_DEBUG");
1916 GLboolean debug;
1917
1918 #ifdef DEBUG
1919 if (debugEnv && strstr(debugEnv, "silent"))
1920 debug = GL_FALSE;
1921 else
1922 debug = GL_TRUE;
1923 #else
1924 if (debugEnv)
1925 debug = GL_TRUE;
1926 else
1927 debug = GL_FALSE;
1928 #endif
1929
1930 if (debug) {
1931 const char *errstr;
1932 switch (error) {
1933 case GL_NO_ERROR:
1934 errstr = "GL_NO_ERROR";
1935 break;
1936 case GL_INVALID_VALUE:
1937 errstr = "GL_INVALID_VALUE";
1938 break;
1939 case GL_INVALID_ENUM:
1940 errstr = "GL_INVALID_ENUM";
1941 break;
1942 case GL_INVALID_OPERATION:
1943 errstr = "GL_INVALID_OPERATION";
1944 break;
1945 case GL_STACK_OVERFLOW:
1946 errstr = "GL_STACK_OVERFLOW";
1947 break;
1948 case GL_STACK_UNDERFLOW:
1949 errstr = "GL_STACK_UNDERFLOW";
1950 break;
1951 case GL_OUT_OF_MEMORY:
1952 errstr = "GL_OUT_OF_MEMORY";
1953 break;
1954 case GL_TABLE_TOO_LARGE:
1955 errstr = "GL_TABLE_TOO_LARGE";
1956 break;
1957 default:
1958 errstr = "unknown";
1959 break;
1960 }
1961 fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
1962 }
1963
1964 if (ctx->ErrorValue == GL_NO_ERROR) {
1965 ctx->ErrorValue = error;
1966 }
1967
1968 /* Call device driver's error handler, if any. This is used on the Mac. */
1969 if (ctx->Driver.Error) {
1970 (*ctx->Driver.Error)( ctx );
1971 }
1972 }
1973
1974
1975
1976 void
1977 _mesa_Finish( void )
1978 {
1979 GET_CURRENT_CONTEXT(ctx);
1980 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1981 if (ctx->Driver.Finish) {
1982 (*ctx->Driver.Finish)( ctx );
1983 }
1984 }
1985
1986
1987
1988 void
1989 _mesa_Flush( void )
1990 {
1991 GET_CURRENT_CONTEXT(ctx);
1992 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1993 if (ctx->Driver.Flush) {
1994 (*ctx->Driver.Flush)( ctx );
1995 }
1996 }
1997
1998
1999
2000 const char *_mesa_prim_name[GL_POLYGON+4] = {
2001 "GL_POINTS",
2002 "GL_LINES",
2003 "GL_LINE_LOOP",
2004 "GL_LINE_STRIP",
2005 "GL_TRIANGLES",
2006 "GL_TRIANGLE_STRIP",
2007 "GL_TRIANGLE_FAN",
2008 "GL_QUADS",
2009 "GL_QUAD_STRIP",
2010 "GL_POLYGON",
2011 "outside begin/end",
2012 "inside unkown primitive",
2013 "unknown state"
2014 };
2015
2016
2017 GLenum gl_reduce_prim[GL_POLYGON+1] = {
2018 GL_POINTS,
2019 GL_LINES,
2020 GL_LINES,
2021 GL_LINES,
2022 GL_TRIANGLES,
2023 GL_TRIANGLES,
2024 GL_TRIANGLES,
2025 GL_TRIANGLES,
2026 GL_TRIANGLES,
2027 GL_TRIANGLES,
2028 };