initial histogram and min/max work
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.54 2000/04/07 00:19:41 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999-2000 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 "accum.h"
33 #include "alphabuf.h"
34 #include "clip.h"
35 #include "context.h"
36 #include "cva.h"
37 #include "depth.h"
38 #include "dlist.h"
39 #include "eval.h"
40 #include "enums.h"
41 #include "extensions.h"
42 #include "fog.h"
43 #include "get.h"
44 #include "glapi.h"
45 #include "glapinoop.h"
46 #include "glthread.h"
47 #include "hash.h"
48 #include "light.h"
49 #include "macros.h"
50 #include "matrix.h"
51 #include "mem.h"
52 #include "mmath.h"
53 #include "pb.h"
54 #include "pipeline.h"
55 #include "shade.h"
56 #include "simple_list.h"
57 #include "stencil.h"
58 #include "stages.h"
59 #include "state.h"
60 #include "translate.h"
61 #include "teximage.h"
62 #include "texobj.h"
63 #include "texstate.h"
64 #include "texture.h"
65 #include "types.h"
66 #include "varray.h"
67 #include "vb.h"
68 #include "vbcull.h"
69 #include "vbrender.h"
70 #include "vbxform.h"
71 #include "vertices.h"
72 #include "xform.h"
73 #endif
74
75
76
77 /**********************************************************************/
78 /***** Context and Thread management *****/
79 /**********************************************************************/
80
81
82 #if !defined(THREADS)
83
84 struct immediate *_mesa_CurrentInput = NULL;
85
86 #endif
87
88
89
90
91 /**********************************************************************/
92 /***** Profiling functions *****/
93 /**********************************************************************/
94
95 #ifdef PROFILE
96
97 #include <sys/times.h>
98 #include <sys/param.h>
99
100
101 /*
102 * Return system time in seconds.
103 * NOTE: this implementation may not be very portable!
104 */
105 GLdouble gl_time( void )
106 {
107 static GLdouble prev_time = 0.0;
108 static GLdouble time;
109 struct tms tm;
110 clock_t clk;
111
112 clk = times(&tm);
113
114 #ifdef CLK_TCK
115 time = (double)clk / (double)CLK_TCK;
116 #else
117 time = (double)clk / (double)HZ;
118 #endif
119
120 if (time>prev_time) {
121 prev_time = time;
122 return time;
123 }
124 else {
125 return prev_time;
126 }
127 }
128
129 /*
130 * Reset the timing/profiling counters
131 */
132 static void init_timings( GLcontext *ctx )
133 {
134 ctx->BeginEndCount = 0;
135 ctx->BeginEndTime = 0.0;
136 ctx->VertexCount = 0;
137 ctx->VertexTime = 0.0;
138 ctx->PointCount = 0;
139 ctx->PointTime = 0.0;
140 ctx->LineCount = 0;
141 ctx->LineTime = 0.0;
142 ctx->PolygonCount = 0;
143 ctx->PolygonTime = 0.0;
144 ctx->ClearCount = 0;
145 ctx->ClearTime = 0.0;
146 ctx->SwapCount = 0;
147 ctx->SwapTime = 0.0;
148 }
149
150
151 /*
152 * Print the accumulated timing/profiling data.
153 */
154 static void print_timings( GLcontext *ctx )
155 {
156 GLdouble beginendrate;
157 GLdouble vertexrate;
158 GLdouble pointrate;
159 GLdouble linerate;
160 GLdouble polygonrate;
161 GLdouble overhead;
162 GLdouble clearrate;
163 GLdouble swaprate;
164 GLdouble avgvertices;
165
166 if (ctx->BeginEndTime>0.0) {
167 beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
168 }
169 else {
170 beginendrate = 0.0;
171 }
172 if (ctx->VertexTime>0.0) {
173 vertexrate = ctx->VertexCount / ctx->VertexTime;
174 }
175 else {
176 vertexrate = 0.0;
177 }
178 if (ctx->PointTime>0.0) {
179 pointrate = ctx->PointCount / ctx->PointTime;
180 }
181 else {
182 pointrate = 0.0;
183 }
184 if (ctx->LineTime>0.0) {
185 linerate = ctx->LineCount / ctx->LineTime;
186 }
187 else {
188 linerate = 0.0;
189 }
190 if (ctx->PolygonTime>0.0) {
191 polygonrate = ctx->PolygonCount / ctx->PolygonTime;
192 }
193 else {
194 polygonrate = 0.0;
195 }
196 if (ctx->ClearTime>0.0) {
197 clearrate = ctx->ClearCount / ctx->ClearTime;
198 }
199 else {
200 clearrate = 0.0;
201 }
202 if (ctx->SwapTime>0.0) {
203 swaprate = ctx->SwapCount / ctx->SwapTime;
204 }
205 else {
206 swaprate = 0.0;
207 }
208
209 if (ctx->BeginEndCount>0) {
210 avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
211 }
212 else {
213 avgvertices = 0.0;
214 }
215
216 overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
217 - ctx->LineTime - ctx->PolygonTime;
218
219
220 printf(" Count Time (s) Rate (/s) \n");
221 printf("--------------------------------------------------------\n");
222 printf("glBegin/glEnd %7d %8.3f %10.3f\n",
223 ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
224 printf(" vertexes transformed %7d %8.3f %10.3f\n",
225 ctx->VertexCount, ctx->VertexTime, vertexrate );
226 printf(" points rasterized %7d %8.3f %10.3f\n",
227 ctx->PointCount, ctx->PointTime, pointrate );
228 printf(" lines rasterized %7d %8.3f %10.3f\n",
229 ctx->LineCount, ctx->LineTime, linerate );
230 printf(" polygons rasterized %7d %8.3f %10.3f\n",
231 ctx->PolygonCount, ctx->PolygonTime, polygonrate );
232 printf(" overhead %8.3f\n", overhead );
233 printf("glClear %7d %8.3f %10.3f\n",
234 ctx->ClearCount, ctx->ClearTime, clearrate );
235 printf("SwapBuffers %7d %8.3f %10.3f\n",
236 ctx->SwapCount, ctx->SwapTime, swaprate );
237 printf("\n");
238
239 printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
240 }
241 #endif
242
243
244
245
246
247 /**********************************************************************/
248 /***** GL Visual allocation/destruction *****/
249 /**********************************************************************/
250
251
252 /*
253 * Allocate a new GLvisual object.
254 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
255 * alphaFlag - alloc software alpha buffers?
256 * dbFlag - double buffering?
257 * stereoFlag - stereo buffer?
258 * depthBits - requested bits per depth buffer value
259 * Any value in [0, 32] is acceptable but the actual
260 * depth type will be GLushort or GLuint as needed.
261 * stencilBits - requested minimum bits per stencil buffer value
262 * accumBits - requested minimum bits per accum buffer component
263 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
264 * red/green/blue/alphaBits - number of bits per color component
265 * in frame buffer for RGB(A) mode.
266 * We always use 8 in core Mesa though.
267 * Return: pointer to new GLvisual or NULL if requested parameters can't
268 * be met.
269 */
270 GLvisual *
271 _mesa_create_visual( GLboolean rgbFlag,
272 GLboolean alphaFlag,
273 GLboolean dbFlag,
274 GLboolean stereoFlag,
275 GLint redBits,
276 GLint greenBits,
277 GLint blueBits,
278 GLint alphaBits,
279 GLint indexBits,
280 GLint depthBits,
281 GLint stencilBits,
282 GLint accumRedBits,
283 GLint accumGreenBits,
284 GLint accumBlueBits,
285 GLint accumAlphaBits,
286 GLint numSamples )
287 {
288 GLvisual *vis;
289
290 /* This is to catch bad values from device drivers not updated for
291 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
292 * bad value now (a 1-bit depth buffer!?!).
293 */
294 assert(depthBits == 0 || depthBits > 1);
295
296 if (depthBits < 0 || depthBits > 32) {
297 return NULL;
298 }
299 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
300 return NULL;
301 }
302 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
303 return NULL;
304 }
305 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
306 return NULL;
307 }
308 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
309 return NULL;
310 }
311 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
312 return NULL;
313 }
314
315 vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
316 if (!vis) {
317 return NULL;
318 }
319
320 vis->RGBAflag = rgbFlag;
321 vis->DBflag = dbFlag;
322 vis->StereoFlag = stereoFlag;
323 vis->RedBits = redBits;
324 vis->GreenBits = greenBits;
325 vis->BlueBits = blueBits;
326 vis->AlphaBits = alphaFlag ? (8 * sizeof(GLubyte)) : alphaBits;
327
328 vis->IndexBits = indexBits;
329 vis->DepthBits = depthBits;
330 vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
331 vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
332 vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
333 vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
334 vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
335
336 vis->SoftwareAlpha = alphaFlag;
337
338 if (depthBits == 0) {
339 /* Special case. Even if we don't have a depth buffer we need
340 * good values for DepthMax for Z vertex transformation purposes.
341 */
342 vis->DepthMax = 1;
343 vis->DepthMaxF = 1.0F;
344 }
345 else {
346 vis->DepthMax = (1 << depthBits) - 1;
347 vis->DepthMaxF = (GLfloat) vis->DepthMax;
348 }
349
350 return vis;
351 }
352
353
354 /* This function should no longer be used. Use _mesa_create_visual() instead */
355 GLvisual *gl_create_visual( GLboolean rgbFlag,
356 GLboolean alphaFlag,
357 GLboolean dbFlag,
358 GLboolean stereoFlag,
359 GLint depthBits,
360 GLint stencilBits,
361 GLint accumBits,
362 GLint indexBits,
363 GLint redBits,
364 GLint greenBits,
365 GLint blueBits,
366 GLint alphaBits )
367 {
368 return _mesa_create_visual(rgbFlag, alphaFlag, dbFlag, stereoFlag,
369 redBits, greenBits, blueBits, alphaBits,
370 indexBits, depthBits, stencilBits,
371 accumBits, accumBits, accumBits, accumBits, 0);
372 }
373
374
375 void
376 _mesa_destroy_visual( GLvisual *vis )
377 {
378 FREE(vis);
379 }
380
381
382 /* obsolete */
383 void gl_destroy_visual( GLvisual *vis )
384 {
385 _mesa_destroy_visual(vis);
386 }
387
388
389
390 /**********************************************************************/
391 /***** GL Framebuffer allocation/destruction *****/
392 /**********************************************************************/
393
394
395 /*
396 * Create a new framebuffer. A GLframebuffer is a struct which
397 * encapsulates the depth, stencil and accum buffers and related
398 * parameters.
399 * Input: visual - a GLvisual pointer
400 * softwareDepth - create/use a software depth buffer?
401 * softwareStencil - create/use a software stencil buffer?
402 * softwareAccum - create/use a software accum buffer?
403 * softwareAlpha - create/use a software alpha buffer?
404
405 * Return: pointer to new GLframebuffer struct or NULL if error.
406 */
407 GLframebuffer *gl_create_framebuffer( GLvisual *visual,
408 GLboolean softwareDepth,
409 GLboolean softwareStencil,
410 GLboolean softwareAccum,
411 GLboolean softwareAlpha )
412 {
413 GLframebuffer *buffer;
414
415 buffer = CALLOC_STRUCT(gl_frame_buffer);
416 if (!buffer) {
417 return NULL;
418 }
419
420 /* sanity checks */
421 if (softwareDepth ) {
422 assert(visual->DepthBits > 0);
423 }
424 if (softwareStencil) {
425 assert(visual->StencilBits > 0);
426 }
427 if (softwareAccum) {
428 assert(visual->RGBAflag);
429 assert(visual->AccumRedBits > 0);
430 assert(visual->AccumGreenBits > 0);
431 assert(visual->AccumBlueBits > 0);
432 }
433 if (softwareAlpha) {
434 assert(visual->RGBAflag);
435 assert(visual->AlphaBits > 0);
436 }
437
438 buffer->Visual = visual;
439 buffer->UseSoftwareDepthBuffer = softwareDepth;
440 buffer->UseSoftwareStencilBuffer = softwareStencil;
441 buffer->UseSoftwareAccumBuffer = softwareAccum;
442 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
443
444 return buffer;
445 }
446
447
448
449 /*
450 * Free a framebuffer struct and its buffers.
451 */
452 void gl_destroy_framebuffer( GLframebuffer *buffer )
453 {
454 if (buffer) {
455 if (buffer->DepthBuffer) {
456 FREE( buffer->DepthBuffer );
457 }
458 if (buffer->Accum) {
459 FREE( buffer->Accum );
460 }
461 if (buffer->Stencil) {
462 FREE( buffer->Stencil );
463 }
464 if (buffer->FrontLeftAlpha) {
465 FREE( buffer->FrontLeftAlpha );
466 }
467 if (buffer->BackLeftAlpha) {
468 FREE( buffer->BackLeftAlpha );
469 }
470 if (buffer->FrontRightAlpha) {
471 FREE( buffer->FrontRightAlpha );
472 }
473 if (buffer->BackRightAlpha) {
474 FREE( buffer->BackRightAlpha );
475 }
476 FREE(buffer);
477 }
478 }
479
480
481
482 /**********************************************************************/
483 /***** Context allocation, initialization, destroying *****/
484 /**********************************************************************/
485
486
487 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
488
489
490 /*
491 * This function just calls all the various one-time-init functions in Mesa.
492 */
493 static void one_time_init( void )
494 {
495 static GLboolean alreadyCalled = GL_FALSE;
496 _glthread_LOCK_MUTEX(OneTimeLock);
497 if (!alreadyCalled) {
498 /* do some implementation tests */
499 assert( sizeof(GLbyte) == 1 );
500 assert( sizeof(GLshort) >= 2 );
501 assert( sizeof(GLint) >= 4 );
502 assert( sizeof(GLubyte) == 1 );
503 assert( sizeof(GLushort) >= 2 );
504 assert( sizeof(GLuint) >= 4 );
505
506 gl_init_clip();
507 gl_init_eval();
508 _mesa_init_fog();
509 _mesa_init_math();
510 gl_init_lists();
511 gl_init_shade();
512 gl_init_texture();
513 gl_init_transformation();
514 gl_init_translate();
515 gl_init_vbrender();
516 gl_init_vbxform();
517 gl_init_vertices();
518
519 if (getenv("MESA_DEBUG")) {
520 _glapi_noop_enable_warnings(GL_TRUE);
521 }
522 else {
523 _glapi_noop_enable_warnings(GL_FALSE);
524 }
525
526 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
527 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
528 #endif
529
530 alreadyCalled = GL_TRUE;
531 }
532 _glthread_UNLOCK_MUTEX(OneTimeLock);
533 }
534
535
536
537 /*
538 * Allocate and initialize a shared context state structure.
539 */
540 static struct gl_shared_state *alloc_shared_state( void )
541 {
542 GLuint d;
543 struct gl_shared_state *ss;
544 GLboolean outOfMemory;
545
546 ss = CALLOC_STRUCT(gl_shared_state);
547 if (!ss)
548 return NULL;
549
550 ss->DisplayList = _mesa_NewHashTable();
551
552 ss->TexObjects = _mesa_NewHashTable();
553
554 /* Default Texture objects */
555 outOfMemory = GL_FALSE;
556 for (d = 1 ; d <= 3 ; d++) {
557 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
558 if (!ss->DefaultD[d]) {
559 outOfMemory = GL_TRUE;
560 break;
561 }
562 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
563 }
564
565 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
566 /* Ran out of memory at some point. Free everything and return NULL */
567 if (ss->DisplayList)
568 _mesa_DeleteHashTable(ss->DisplayList);
569 if (ss->TexObjects)
570 _mesa_DeleteHashTable(ss->TexObjects);
571 if (ss->DefaultD[1])
572 gl_free_texture_object(ss, ss->DefaultD[1]);
573 if (ss->DefaultD[2])
574 gl_free_texture_object(ss, ss->DefaultD[2]);
575 if (ss->DefaultD[3])
576 gl_free_texture_object(ss, ss->DefaultD[3]);
577 FREE(ss);
578 return NULL;
579 }
580 else {
581 return ss;
582 }
583 }
584
585
586 /*
587 * Deallocate a shared state context and all children structures.
588 */
589 static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
590 {
591 /* Free display lists */
592 while (1) {
593 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
594 if (list) {
595 gl_destroy_list(ctx, list);
596 }
597 else {
598 break;
599 }
600 }
601 _mesa_DeleteHashTable(ss->DisplayList);
602
603 /* Free texture objects */
604 while (ss->TexObjectList)
605 {
606 if (ctx->Driver.DeleteTexture)
607 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
608 /* this function removes from linked list too! */
609 gl_free_texture_object(ss, ss->TexObjectList);
610 }
611 _mesa_DeleteHashTable(ss->TexObjects);
612
613 FREE(ss);
614 }
615
616
617
618 /*
619 * Initialize the nth light. Note that the defaults for light 0 are
620 * different than the other lights.
621 */
622 static void init_light( struct gl_light *l, GLuint n )
623 {
624 make_empty_list( l );
625
626 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
627 if (n==0) {
628 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
629 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
630 }
631 else {
632 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
633 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
634 }
635 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
636 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
637 l->SpotExponent = 0.0;
638 gl_compute_spot_exp_table( l );
639 l->SpotCutoff = 180.0;
640 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
641 l->ConstantAttenuation = 1.0;
642 l->LinearAttenuation = 0.0;
643 l->QuadraticAttenuation = 0.0;
644 l->Enabled = GL_FALSE;
645 }
646
647
648
649 static void init_lightmodel( struct gl_lightmodel *lm )
650 {
651 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
652 lm->LocalViewer = GL_FALSE;
653 lm->TwoSide = GL_FALSE;
654 lm->ColorControl = GL_SINGLE_COLOR;
655 }
656
657
658 static void init_material( struct gl_material *m )
659 {
660 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
661 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
662 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
663 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
664 m->Shininess = 0.0;
665 m->AmbientIndex = 0;
666 m->DiffuseIndex = 1;
667 m->SpecularIndex = 1;
668 }
669
670
671
672 static void init_texture_unit( GLcontext *ctx, GLuint unit )
673 {
674 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
675
676 texUnit->EnvMode = GL_MODULATE;
677 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
678 texUnit->TexGenEnabled = 0;
679 texUnit->GenModeS = GL_EYE_LINEAR;
680 texUnit->GenModeT = GL_EYE_LINEAR;
681 texUnit->GenModeR = GL_EYE_LINEAR;
682 texUnit->GenModeQ = GL_EYE_LINEAR;
683 /* Yes, these plane coefficients are correct! */
684 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
685 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
686 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
687 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
688 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
689 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
690 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
691 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
692
693 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
694 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
695 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
696 }
697
698
699 static void init_fallback_arrays( GLcontext *ctx )
700 {
701 struct gl_client_array *cl;
702 GLuint i;
703
704 cl = &ctx->Fallback.Normal;
705 cl->Size = 3;
706 cl->Type = GL_FLOAT;
707 cl->Stride = 0;
708 cl->StrideB = 0;
709 cl->Ptr = (void *) ctx->Current.Normal;
710 cl->Enabled = 1;
711
712 cl = &ctx->Fallback.Color;
713 cl->Size = 4;
714 cl->Type = GL_UNSIGNED_BYTE;
715 cl->Stride = 0;
716 cl->StrideB = 0;
717 cl->Ptr = (void *) ctx->Current.ByteColor;
718 cl->Enabled = 1;
719
720 cl = &ctx->Fallback.Index;
721 cl->Size = 1;
722 cl->Type = GL_UNSIGNED_INT;
723 cl->Stride = 0;
724 cl->StrideB = 0;
725 cl->Ptr = (void *) &ctx->Current.Index;
726 cl->Enabled = 1;
727
728 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
729 cl = &ctx->Fallback.TexCoord[i];
730 cl->Size = 4;
731 cl->Type = GL_FLOAT;
732 cl->Stride = 0;
733 cl->StrideB = 0;
734 cl->Ptr = (void *) ctx->Current.Texcoord[i];
735 cl->Enabled = 1;
736 }
737
738 cl = &ctx->Fallback.EdgeFlag;
739 cl->Size = 1;
740 cl->Type = GL_UNSIGNED_BYTE;
741 cl->Stride = 0;
742 cl->StrideB = 0;
743 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
744 cl->Enabled = 1;
745 }
746
747
748 /* Initialize a 1-D evaluator map */
749 static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
750 {
751 map->Order = 1;
752 map->u1 = 0.0;
753 map->u2 = 1.0;
754 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
755 if (map->Points) {
756 GLint i;
757 for (i=0;i<n;i++)
758 map->Points[i] = initial[i];
759 }
760 }
761
762
763 /* Initialize a 2-D evaluator map */
764 static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
765 {
766 map->Uorder = 1;
767 map->Vorder = 1;
768 map->u1 = 0.0;
769 map->u2 = 1.0;
770 map->v1 = 0.0;
771 map->v2 = 1.0;
772 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
773 if (map->Points) {
774 GLint i;
775 for (i=0;i<n;i++)
776 map->Points[i] = initial[i];
777 }
778 }
779
780
781 static void init_color_table( struct gl_color_table *p )
782 {
783 p->Table[0] = 255;
784 p->Table[1] = 255;
785 p->Table[2] = 255;
786 p->Table[3] = 255;
787 p->Size = 1;
788 p->IntFormat = GL_RGBA;
789 p->Format = GL_RGBA;
790 }
791
792
793 /*
794 * Initialize the attribute groups in a GLcontext.
795 */
796 static void init_attrib_groups( GLcontext *ctx )
797 {
798 GLuint i, j;
799
800 assert(ctx);
801
802 /* Constants, may be overriden by device drivers */
803 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
804 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
805 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
806 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
807 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
808 ctx->Const.MinPointSize = MIN_POINT_SIZE;
809 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
810 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
811 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
812 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
813 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
814 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
815 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
816 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
817 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
818 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
819
820 /* Modelview matrix */
821 gl_matrix_ctr( &ctx->ModelView );
822 gl_matrix_alloc_inv( &ctx->ModelView );
823
824 ctx->ModelViewStackDepth = 0;
825 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
826 gl_matrix_ctr( &ctx->ModelViewStack[i] );
827 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
828 }
829
830 /* Projection matrix - need inv for user clipping in clip space*/
831 gl_matrix_ctr( &ctx->ProjectionMatrix );
832 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
833
834 gl_matrix_ctr( &ctx->ModelProjectMatrix );
835 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
836 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
837
838 ctx->ProjectionStackDepth = 0;
839 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
840 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
841
842 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
843 gl_matrix_ctr( &ctx->ProjectionStack[i] );
844 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
845 }
846
847 /* Texture matrix */
848 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
849 gl_matrix_ctr( &ctx->TextureMatrix[i] );
850 ctx->TextureStackDepth[i] = 0;
851 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
852 ctx->TextureStack[i][j].inv = 0;
853 }
854 }
855
856 /* Accumulate buffer group */
857 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
858
859 /* Color buffer group */
860 ctx->Color.IndexMask = 0xffffffff;
861 ctx->Color.ColorMask[0] = 0xff;
862 ctx->Color.ColorMask[1] = 0xff;
863 ctx->Color.ColorMask[2] = 0xff;
864 ctx->Color.ColorMask[3] = 0xff;
865 ctx->Color.SWmasking = GL_FALSE;
866 ctx->Color.ClearIndex = 0;
867 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
868 ctx->Color.DrawBuffer = GL_FRONT;
869 ctx->Color.AlphaEnabled = GL_FALSE;
870 ctx->Color.AlphaFunc = GL_ALWAYS;
871 ctx->Color.AlphaRef = 0;
872 ctx->Color.BlendEnabled = GL_FALSE;
873 ctx->Color.BlendSrcRGB = GL_ONE;
874 ctx->Color.BlendDstRGB = GL_ZERO;
875 ctx->Color.BlendSrcA = GL_ONE;
876 ctx->Color.BlendDstA = GL_ZERO;
877 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
878 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
879 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
880 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
881 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
882 ctx->Color.SWLogicOpEnabled = GL_FALSE;
883 ctx->Color.LogicOp = GL_COPY;
884 ctx->Color.DitherFlag = GL_TRUE;
885 ctx->Color.MultiDrawBuffer = GL_FALSE;
886
887 /* Current group */
888 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
889 ctx->Current.Index = 1;
890 for (i=0; i<MAX_TEXTURE_UNITS; i++)
891 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
892 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
893 ctx->Current.RasterDistance = 0.0;
894 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
895 ctx->Current.RasterIndex = 1;
896 for (i=0; i<MAX_TEXTURE_UNITS; i++)
897 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
898 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
899 ctx->Current.RasterPosValid = GL_TRUE;
900 ctx->Current.EdgeFlag = GL_TRUE;
901 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
902 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
903
904 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
905 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
906
907 init_fallback_arrays( ctx );
908
909 /* Depth buffer group */
910 ctx->Depth.Test = GL_FALSE;
911 ctx->Depth.Clear = 1.0;
912 ctx->Depth.Func = GL_LESS;
913 ctx->Depth.Mask = GL_TRUE;
914 ctx->Depth.OcclusionTest = GL_FALSE;
915
916 /* Evaluators group */
917 ctx->Eval.Map1Color4 = GL_FALSE;
918 ctx->Eval.Map1Index = GL_FALSE;
919 ctx->Eval.Map1Normal = GL_FALSE;
920 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
921 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
922 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
923 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
924 ctx->Eval.Map1Vertex3 = GL_FALSE;
925 ctx->Eval.Map1Vertex4 = GL_FALSE;
926 ctx->Eval.Map2Color4 = GL_FALSE;
927 ctx->Eval.Map2Index = GL_FALSE;
928 ctx->Eval.Map2Normal = GL_FALSE;
929 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
930 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
931 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
932 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
933 ctx->Eval.Map2Vertex3 = GL_FALSE;
934 ctx->Eval.Map2Vertex4 = GL_FALSE;
935 ctx->Eval.AutoNormal = GL_FALSE;
936 ctx->Eval.MapGrid1un = 1;
937 ctx->Eval.MapGrid1u1 = 0.0;
938 ctx->Eval.MapGrid1u2 = 1.0;
939 ctx->Eval.MapGrid2un = 1;
940 ctx->Eval.MapGrid2vn = 1;
941 ctx->Eval.MapGrid2u1 = 0.0;
942 ctx->Eval.MapGrid2u2 = 1.0;
943 ctx->Eval.MapGrid2v1 = 0.0;
944 ctx->Eval.MapGrid2v2 = 1.0;
945
946 /* Evaluator data */
947 {
948 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
949 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
950 static GLfloat index[1] = { 1.0 };
951 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
952 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
953
954 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
955 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
956 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
957 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
958 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
959 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
960 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
961 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
962 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
963
964 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
965 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
966 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
967 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
968 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
969 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
970 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
971 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
972 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
973 }
974
975 /* Fog group */
976 ctx->Fog.Enabled = GL_FALSE;
977 ctx->Fog.Mode = GL_EXP;
978 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
979 ctx->Fog.Index = 0.0;
980 ctx->Fog.Density = 1.0;
981 ctx->Fog.Start = 0.0;
982 ctx->Fog.End = 1.0;
983
984 /* Hint group */
985 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
986 ctx->Hint.PointSmooth = GL_DONT_CARE;
987 ctx->Hint.LineSmooth = GL_DONT_CARE;
988 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
989 ctx->Hint.Fog = GL_DONT_CARE;
990
991 ctx->Hint.AllowDrawWin = GL_TRUE;
992 ctx->Hint.AllowDrawSpn = GL_TRUE;
993 ctx->Hint.AllowDrawMem = GL_TRUE;
994 ctx->Hint.StrictLighting = GL_TRUE;
995
996 /* Histogram group */
997 ctx->Histogram.Width = 0;
998 ctx->Histogram.Format = GL_RGBA;
999 ctx->Histogram.Sink = GL_FALSE;
1000 ctx->Histogram.RedSize = 0xffffffff;
1001 ctx->Histogram.GreenSize = 0xffffffff;
1002 ctx->Histogram.BlueSize = 0xffffffff;
1003 ctx->Histogram.AlphaSize = 0xffffffff;
1004 ctx->Histogram.LuminanceSize = 0xffffffff;
1005 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
1006 ctx->Histogram.Count[i][0] = 0;
1007 ctx->Histogram.Count[i][1] = 0;
1008 ctx->Histogram.Count[i][2] = 0;
1009 ctx->Histogram.Count[i][3] = 0;
1010 }
1011
1012 /* Min/Max group */
1013 ctx->MinMax.Format = GL_RGBA;
1014 ctx->MinMax.Sink = GL_FALSE;
1015 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
1016 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
1017 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
1018 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
1019
1020
1021
1022 /* Pipeline */
1023 gl_pipeline_init( ctx );
1024 gl_cva_init( ctx );
1025
1026 /* Extensions */
1027 gl_extensions_ctr( ctx );
1028
1029 ctx->AllowVertexCull = CLIP_CULLED_BIT;
1030
1031 /* Lighting group */
1032 for (i=0;i<MAX_LIGHTS;i++) {
1033 init_light( &ctx->Light.Light[i], i );
1034 }
1035 make_empty_list( &ctx->Light.EnabledList );
1036
1037 init_lightmodel( &ctx->Light.Model );
1038 init_material( &ctx->Light.Material[0] );
1039 init_material( &ctx->Light.Material[1] );
1040 ctx->Light.ShadeModel = GL_SMOOTH;
1041 ctx->Light.Enabled = GL_FALSE;
1042 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1043 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1044 ctx->Light.ColorMaterialBitmask
1045 = gl_material_bitmask( ctx,
1046 GL_FRONT_AND_BACK,
1047 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
1048
1049 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1050
1051 /* Lighting miscellaneous */
1052 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1053 make_empty_list( ctx->ShineTabList );
1054 for (i = 0 ; i < 10 ; i++) {
1055 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1056 s->shininess = -1;
1057 s->refcount = 0;
1058 insert_at_tail( ctx->ShineTabList, s );
1059 }
1060 for (i = 0 ; i < 4 ; i++) {
1061 ctx->ShineTable[i] = ctx->ShineTabList->prev;
1062 ctx->ShineTable[i]->refcount++;
1063 }
1064
1065
1066 /* Line group */
1067 ctx->Line.SmoothFlag = GL_FALSE;
1068 ctx->Line.StippleFlag = GL_FALSE;
1069 ctx->Line.Width = 1.0;
1070 ctx->Line.StipplePattern = 0xffff;
1071 ctx->Line.StippleFactor = 1;
1072
1073 /* Display List group */
1074 ctx->List.ListBase = 0;
1075
1076 /* Pixel group */
1077 ctx->Pixel.RedBias = 0.0;
1078 ctx->Pixel.RedScale = 1.0;
1079 ctx->Pixel.GreenBias = 0.0;
1080 ctx->Pixel.GreenScale = 1.0;
1081 ctx->Pixel.BlueBias = 0.0;
1082 ctx->Pixel.BlueScale = 1.0;
1083 ctx->Pixel.AlphaBias = 0.0;
1084 ctx->Pixel.AlphaScale = 1.0;
1085 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
1086 ctx->Pixel.DepthBias = 0.0;
1087 ctx->Pixel.DepthScale = 1.0;
1088 ctx->Pixel.IndexOffset = 0;
1089 ctx->Pixel.IndexShift = 0;
1090 ctx->Pixel.ZoomX = 1.0;
1091 ctx->Pixel.ZoomY = 1.0;
1092 ctx->Pixel.MapColorFlag = GL_FALSE;
1093 ctx->Pixel.MapStencilFlag = GL_FALSE;
1094 ctx->Pixel.MapStoSsize = 1;
1095 ctx->Pixel.MapItoIsize = 1;
1096 ctx->Pixel.MapItoRsize = 1;
1097 ctx->Pixel.MapItoGsize = 1;
1098 ctx->Pixel.MapItoBsize = 1;
1099 ctx->Pixel.MapItoAsize = 1;
1100 ctx->Pixel.MapRtoRsize = 1;
1101 ctx->Pixel.MapGtoGsize = 1;
1102 ctx->Pixel.MapBtoBsize = 1;
1103 ctx->Pixel.MapAtoAsize = 1;
1104 ctx->Pixel.MapStoS[0] = 0;
1105 ctx->Pixel.MapItoI[0] = 0;
1106 ctx->Pixel.MapItoR[0] = 0.0;
1107 ctx->Pixel.MapItoG[0] = 0.0;
1108 ctx->Pixel.MapItoB[0] = 0.0;
1109 ctx->Pixel.MapItoA[0] = 0.0;
1110 ctx->Pixel.MapItoR8[0] = 0;
1111 ctx->Pixel.MapItoG8[0] = 0;
1112 ctx->Pixel.MapItoB8[0] = 0;
1113 ctx->Pixel.MapItoA8[0] = 0;
1114 ctx->Pixel.MapRtoR[0] = 0.0;
1115 ctx->Pixel.MapGtoG[0] = 0.0;
1116 ctx->Pixel.MapBtoB[0] = 0.0;
1117 ctx->Pixel.MapAtoA[0] = 0.0;
1118
1119 /* Point group */
1120 ctx->Point.SmoothFlag = GL_FALSE;
1121 ctx->Point.Size = 1.0;
1122 ctx->Point.Params[0] = 1.0;
1123 ctx->Point.Params[1] = 0.0;
1124 ctx->Point.Params[2] = 0.0;
1125 ctx->Point.Attenuated = GL_FALSE;
1126 ctx->Point.MinSize = 0.0;
1127 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1128 ctx->Point.Threshold = 1.0;
1129
1130 /* Polygon group */
1131 ctx->Polygon.CullFlag = GL_FALSE;
1132 ctx->Polygon.CullFaceMode = GL_BACK;
1133 ctx->Polygon.FrontFace = GL_CCW;
1134 ctx->Polygon.FrontBit = 0;
1135 ctx->Polygon.FrontMode = GL_FILL;
1136 ctx->Polygon.BackMode = GL_FILL;
1137 ctx->Polygon.Unfilled = GL_FALSE;
1138 ctx->Polygon.SmoothFlag = GL_FALSE;
1139 ctx->Polygon.StippleFlag = GL_FALSE;
1140 ctx->Polygon.OffsetFactor = 0.0F;
1141 ctx->Polygon.OffsetUnits = 0.0F;
1142 ctx->Polygon.OffsetPoint = GL_FALSE;
1143 ctx->Polygon.OffsetLine = GL_FALSE;
1144 ctx->Polygon.OffsetFill = GL_FALSE;
1145
1146 /* Polygon Stipple group */
1147 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1148
1149 /* Scissor group */
1150 ctx->Scissor.Enabled = GL_FALSE;
1151 ctx->Scissor.X = 0;
1152 ctx->Scissor.Y = 0;
1153 ctx->Scissor.Width = 0;
1154 ctx->Scissor.Height = 0;
1155
1156 /* Stencil group */
1157 ctx->Stencil.Enabled = GL_FALSE;
1158 ctx->Stencil.Function = GL_ALWAYS;
1159 ctx->Stencil.FailFunc = GL_KEEP;
1160 ctx->Stencil.ZPassFunc = GL_KEEP;
1161 ctx->Stencil.ZFailFunc = GL_KEEP;
1162 ctx->Stencil.Ref = 0;
1163 ctx->Stencil.ValueMask = STENCIL_MAX;
1164 ctx->Stencil.Clear = 0;
1165 ctx->Stencil.WriteMask = STENCIL_MAX;
1166
1167 /* Texture group */
1168 ctx->Texture.CurrentUnit = 0; /* multitexture */
1169 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1170 ctx->Texture.Enabled = 0;
1171 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1172 init_texture_unit( ctx, i );
1173 init_color_table(&ctx->Texture.Palette);
1174
1175 /* Transformation group */
1176 ctx->Transform.MatrixMode = GL_MODELVIEW;
1177 ctx->Transform.Normalize = GL_FALSE;
1178 ctx->Transform.RescaleNormals = GL_FALSE;
1179 for (i=0;i<MAX_CLIP_PLANES;i++) {
1180 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1181 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1182 }
1183 ctx->Transform.AnyClip = GL_FALSE;
1184
1185 /* Viewport group */
1186 ctx->Viewport.X = 0;
1187 ctx->Viewport.Y = 0;
1188 ctx->Viewport.Width = 0;
1189 ctx->Viewport.Height = 0;
1190 ctx->Viewport.Near = 0.0;
1191 ctx->Viewport.Far = 1.0;
1192 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1193
1194 #define Sz 10
1195 #define Tz 14
1196 ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
1197 ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
1198 #undef Sz
1199 #undef Tz
1200
1201 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1202 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1203
1204 /* Vertex arrays */
1205 ctx->Array.Vertex.Size = 4;
1206 ctx->Array.Vertex.Type = GL_FLOAT;
1207 ctx->Array.Vertex.Stride = 0;
1208 ctx->Array.Vertex.StrideB = 0;
1209 ctx->Array.Vertex.Ptr = NULL;
1210 ctx->Array.Vertex.Enabled = GL_FALSE;
1211 ctx->Array.Normal.Type = GL_FLOAT;
1212 ctx->Array.Normal.Stride = 0;
1213 ctx->Array.Normal.StrideB = 0;
1214 ctx->Array.Normal.Ptr = NULL;
1215 ctx->Array.Normal.Enabled = GL_FALSE;
1216 ctx->Array.Color.Size = 4;
1217 ctx->Array.Color.Type = GL_FLOAT;
1218 ctx->Array.Color.Stride = 0;
1219 ctx->Array.Color.StrideB = 0;
1220 ctx->Array.Color.Ptr = NULL;
1221 ctx->Array.Color.Enabled = GL_FALSE;
1222 ctx->Array.Index.Type = GL_FLOAT;
1223 ctx->Array.Index.Stride = 0;
1224 ctx->Array.Index.StrideB = 0;
1225 ctx->Array.Index.Ptr = NULL;
1226 ctx->Array.Index.Enabled = GL_FALSE;
1227 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1228 ctx->Array.TexCoord[i].Size = 4;
1229 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1230 ctx->Array.TexCoord[i].Stride = 0;
1231 ctx->Array.TexCoord[i].StrideB = 0;
1232 ctx->Array.TexCoord[i].Ptr = NULL;
1233 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1234 }
1235 ctx->Array.TexCoordInterleaveFactor = 1;
1236 ctx->Array.EdgeFlag.Stride = 0;
1237 ctx->Array.EdgeFlag.StrideB = 0;
1238 ctx->Array.EdgeFlag.Ptr = NULL;
1239 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1240 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1241
1242 /* Pixel transfer */
1243 ctx->Pack.Alignment = 4;
1244 ctx->Pack.RowLength = 0;
1245 ctx->Pack.ImageHeight = 0;
1246 ctx->Pack.SkipPixels = 0;
1247 ctx->Pack.SkipRows = 0;
1248 ctx->Pack.SkipImages = 0;
1249 ctx->Pack.SwapBytes = GL_FALSE;
1250 ctx->Pack.LsbFirst = GL_FALSE;
1251 ctx->Unpack.Alignment = 4;
1252 ctx->Unpack.RowLength = 0;
1253 ctx->Unpack.ImageHeight = 0;
1254 ctx->Unpack.SkipPixels = 0;
1255 ctx->Unpack.SkipRows = 0;
1256 ctx->Unpack.SkipImages = 0;
1257 ctx->Unpack.SwapBytes = GL_FALSE;
1258 ctx->Unpack.LsbFirst = GL_FALSE;
1259
1260 /* Feedback */
1261 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1262 ctx->Feedback.Buffer = NULL;
1263 ctx->Feedback.BufferSize = 0;
1264 ctx->Feedback.Count = 0;
1265
1266 /* Selection/picking */
1267 ctx->Select.Buffer = NULL;
1268 ctx->Select.BufferSize = 0;
1269 ctx->Select.BufferCount = 0;
1270 ctx->Select.Hits = 0;
1271 ctx->Select.NameStackDepth = 0;
1272
1273 /* Optimized Accum buffer */
1274 ctx->IntegerAccumMode = GL_TRUE;
1275 ctx->IntegerAccumScaler = 0.0;
1276
1277 /* Renderer and client attribute stacks */
1278 ctx->AttribStackDepth = 0;
1279 ctx->ClientAttribStackDepth = 0;
1280
1281 /* Miscellaneous */
1282 ctx->NewState = NEW_ALL;
1283 ctx->RenderMode = GL_RENDER;
1284 ctx->StippleCounter = 0;
1285 ctx->NeedNormals = GL_FALSE;
1286 ctx->DoViewportMapping = GL_TRUE;
1287
1288 ctx->NeedEyeCoords = GL_FALSE;
1289 ctx->NeedEyeNormals = GL_FALSE;
1290 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1291
1292 /* Display list */
1293 ctx->CallDepth = 0;
1294 ctx->ExecuteFlag = GL_TRUE;
1295 ctx->CompileFlag = GL_FALSE;
1296 ctx->CurrentListPtr = NULL;
1297 ctx->CurrentBlock = NULL;
1298 ctx->CurrentListNum = 0;
1299 ctx->CurrentPos = 0;
1300
1301 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1302
1303 ctx->CatchSignals = GL_TRUE;
1304 ctx->OcclusionResult = GL_FALSE;
1305 ctx->OcclusionResultSaved = GL_FALSE;
1306
1307 /* For debug/development only */
1308 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1309 ctx->FirstTimeCurrent = GL_TRUE;
1310
1311 /* Dither disable */
1312 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1313 if (ctx->NoDither) {
1314 if (getenv("MESA_DEBUG")) {
1315 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1316 }
1317 ctx->Color.DitherFlag = GL_FALSE;
1318 }
1319 }
1320
1321
1322
1323
1324 /*
1325 * Allocate the proxy textures. If we run out of memory part way through
1326 * the allocations clean up and return GL_FALSE.
1327 * Return: GL_TRUE=success, GL_FALSE=failure
1328 */
1329 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1330 {
1331 GLboolean out_of_memory;
1332 GLint i;
1333
1334 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1335 if (!ctx->Texture.Proxy1D) {
1336 return GL_FALSE;
1337 }
1338
1339 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1340 if (!ctx->Texture.Proxy2D) {
1341 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1342 return GL_FALSE;
1343 }
1344
1345 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1346 if (!ctx->Texture.Proxy3D) {
1347 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1348 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1349 return GL_FALSE;
1350 }
1351
1352 out_of_memory = GL_FALSE;
1353 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1354 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1355 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1356 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1357 if (!ctx->Texture.Proxy1D->Image[i]
1358 || !ctx->Texture.Proxy2D->Image[i]
1359 || !ctx->Texture.Proxy3D->Image[i]) {
1360 out_of_memory = GL_TRUE;
1361 }
1362 }
1363 if (out_of_memory) {
1364 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1365 if (ctx->Texture.Proxy1D->Image[i]) {
1366 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1367 }
1368 if (ctx->Texture.Proxy2D->Image[i]) {
1369 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1370 }
1371 if (ctx->Texture.Proxy3D->Image[i]) {
1372 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1373 }
1374 }
1375 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1376 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1377 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1378 return GL_FALSE;
1379 }
1380 else {
1381 return GL_TRUE;
1382 }
1383 }
1384
1385
1386
1387 /*
1388 * Initialize a GLcontext struct.
1389 */
1390 GLboolean gl_initialize_context_data( GLcontext *ctx,
1391 GLvisual *visual,
1392 GLcontext *share_list,
1393 void *driver_ctx,
1394 GLboolean direct )
1395 {
1396 (void) direct; /* not used */
1397
1398 /* misc one-time initializations */
1399 one_time_init();
1400
1401 ctx->DriverCtx = driver_ctx;
1402 ctx->Visual = visual;
1403 ctx->DrawBuffer = NULL;
1404 ctx->ReadBuffer = NULL;
1405
1406 ctx->VB = gl_vb_create_for_immediate( ctx );
1407 if (!ctx->VB) {
1408 FREE( ctx );
1409 return GL_FALSE;
1410 }
1411 ctx->input = ctx->VB->IM;
1412
1413 ctx->PB = gl_alloc_pb();
1414 if (!ctx->PB) {
1415 FREE( ctx->VB );
1416 FREE( ctx );
1417 return GL_FALSE;
1418 }
1419
1420 if (share_list) {
1421 /* share the group of display lists of another context */
1422 ctx->Shared = share_list->Shared;
1423 }
1424 else {
1425 /* allocate new group of display lists */
1426 ctx->Shared = alloc_shared_state();
1427 if (!ctx->Shared) {
1428 FREE(ctx->VB);
1429 FREE(ctx->PB);
1430 FREE(ctx);
1431 return GL_FALSE;
1432 }
1433 }
1434 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1435 ctx->Shared->RefCount++;
1436 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1437
1438 init_attrib_groups( ctx );
1439
1440 gl_reset_vb( ctx->VB );
1441 gl_reset_input( ctx );
1442
1443 if (visual->DBflag) {
1444 ctx->Color.DrawBuffer = GL_BACK;
1445 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1446 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1447 ctx->Pixel.ReadBuffer = GL_BACK;
1448 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1449 }
1450 else {
1451 ctx->Color.DrawBuffer = GL_FRONT;
1452 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1453 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1454 ctx->Pixel.ReadBuffer = GL_FRONT;
1455 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1456 }
1457
1458 #ifdef PROFILE
1459 init_timings( ctx );
1460 #endif
1461
1462 if (!alloc_proxy_textures(ctx)) {
1463 free_shared_state(ctx, ctx->Shared);
1464 FREE(ctx->VB);
1465 FREE(ctx->PB);
1466 FREE(ctx);
1467 return GL_FALSE;
1468 }
1469
1470 /* setup API dispatch tables */
1471 ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1472 ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1473 if (!ctx->Exec || !ctx->Save) {
1474 free_shared_state(ctx, ctx->Shared);
1475 FREE(ctx->VB);
1476 FREE(ctx->PB);
1477 if (ctx->Exec)
1478 FREE(ctx->Exec);
1479 FREE(ctx);
1480 }
1481 _mesa_init_exec_table( ctx->Exec );
1482 _mesa_init_dlist_table( ctx->Save );
1483 ctx->CurrentDispatch = ctx->Exec;
1484
1485 return GL_TRUE;
1486 }
1487
1488
1489
1490 /*
1491 * Allocate and initialize a GLcontext structure.
1492 * Input: visual - a GLvisual pointer
1493 * sharelist - another context to share display lists with or NULL
1494 * driver_ctx - pointer to device driver's context state struct
1495 * Return: pointer to a new gl_context struct or NULL if error.
1496 */
1497 GLcontext *gl_create_context( GLvisual *visual,
1498 GLcontext *share_list,
1499 void *driver_ctx,
1500 GLboolean direct )
1501 {
1502 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1503 if (!ctx) {
1504 return NULL;
1505 }
1506
1507 if (gl_initialize_context_data(ctx, visual, share_list,
1508 driver_ctx, direct)) {
1509 return ctx;
1510 }
1511 else {
1512 FREE(ctx);
1513 return NULL;
1514 }
1515 }
1516
1517
1518
1519 /*
1520 * Free the data associated with the given context.
1521 * But don't free() the GLcontext struct itself!
1522 */
1523 void gl_free_context_data( GLcontext *ctx )
1524 {
1525 struct gl_shine_tab *s, *tmps;
1526 GLuint i, j;
1527
1528 /* if we're destroying the current context, unbind it first */
1529 if (ctx == gl_get_current_context()) {
1530 gl_make_current(NULL, NULL);
1531 }
1532
1533 #ifdef PROFILE
1534 if (getenv("MESA_PROFILE")) {
1535 print_timings( ctx );
1536 }
1537 #endif
1538
1539 gl_matrix_dtr( &ctx->ModelView );
1540 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1541 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1542 }
1543 gl_matrix_dtr( &ctx->ProjectionMatrix );
1544 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1545 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1546 }
1547 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1548 gl_matrix_dtr( &ctx->TextureMatrix[i] );
1549 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1550 gl_matrix_dtr( &ctx->TextureStack[i][j] );
1551 }
1552 }
1553
1554 FREE( ctx->PB );
1555
1556 if(ctx->input != ctx->VB->IM)
1557 gl_immediate_free( ctx->input );
1558
1559 gl_vb_free( ctx->VB );
1560
1561 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1562 ctx->Shared->RefCount--;
1563 assert(ctx->Shared->RefCount >= 0);
1564 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1565 if (ctx->Shared->RefCount == 0) {
1566 /* free shared state */
1567 free_shared_state( ctx, ctx->Shared );
1568 }
1569
1570 foreach_s( s, tmps, ctx->ShineTabList ) {
1571 FREE( s );
1572 }
1573 FREE( ctx->ShineTabList );
1574
1575 /* Free proxy texture objects */
1576 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1577 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1578 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1579
1580 /* Free evaluator data */
1581 if (ctx->EvalMap.Map1Vertex3.Points)
1582 FREE( ctx->EvalMap.Map1Vertex3.Points );
1583 if (ctx->EvalMap.Map1Vertex4.Points)
1584 FREE( ctx->EvalMap.Map1Vertex4.Points );
1585 if (ctx->EvalMap.Map1Index.Points)
1586 FREE( ctx->EvalMap.Map1Index.Points );
1587 if (ctx->EvalMap.Map1Color4.Points)
1588 FREE( ctx->EvalMap.Map1Color4.Points );
1589 if (ctx->EvalMap.Map1Normal.Points)
1590 FREE( ctx->EvalMap.Map1Normal.Points );
1591 if (ctx->EvalMap.Map1Texture1.Points)
1592 FREE( ctx->EvalMap.Map1Texture1.Points );
1593 if (ctx->EvalMap.Map1Texture2.Points)
1594 FREE( ctx->EvalMap.Map1Texture2.Points );
1595 if (ctx->EvalMap.Map1Texture3.Points)
1596 FREE( ctx->EvalMap.Map1Texture3.Points );
1597 if (ctx->EvalMap.Map1Texture4.Points)
1598 FREE( ctx->EvalMap.Map1Texture4.Points );
1599
1600 if (ctx->EvalMap.Map2Vertex3.Points)
1601 FREE( ctx->EvalMap.Map2Vertex3.Points );
1602 if (ctx->EvalMap.Map2Vertex4.Points)
1603 FREE( ctx->EvalMap.Map2Vertex4.Points );
1604 if (ctx->EvalMap.Map2Index.Points)
1605 FREE( ctx->EvalMap.Map2Index.Points );
1606 if (ctx->EvalMap.Map2Color4.Points)
1607 FREE( ctx->EvalMap.Map2Color4.Points );
1608 if (ctx->EvalMap.Map2Normal.Points)
1609 FREE( ctx->EvalMap.Map2Normal.Points );
1610 if (ctx->EvalMap.Map2Texture1.Points)
1611 FREE( ctx->EvalMap.Map2Texture1.Points );
1612 if (ctx->EvalMap.Map2Texture2.Points)
1613 FREE( ctx->EvalMap.Map2Texture2.Points );
1614 if (ctx->EvalMap.Map2Texture3.Points)
1615 FREE( ctx->EvalMap.Map2Texture3.Points );
1616 if (ctx->EvalMap.Map2Texture4.Points)
1617 FREE( ctx->EvalMap.Map2Texture4.Points );
1618
1619 /* Free cache of immediate buffers. */
1620 while (ctx->nr_im_queued-- > 0) {
1621 struct immediate * next = ctx->freed_im_queue->next;
1622 FREE( ctx->freed_im_queue );
1623 ctx->freed_im_queue = next;
1624 }
1625 gl_extensions_dtr(ctx);
1626
1627 FREE(ctx->Exec);
1628 FREE(ctx->Save);
1629 }
1630
1631
1632
1633 /*
1634 * Destroy a GLcontext structure.
1635 */
1636 void gl_destroy_context( GLcontext *ctx )
1637 {
1638 if (ctx) {
1639 gl_free_context_data(ctx);
1640 FREE( (void *) ctx );
1641 }
1642 }
1643
1644
1645
1646 /*
1647 * Called by the driver after both the context and driver are fully
1648 * initialized. Currently just reads the config file.
1649 */
1650 void gl_context_initialize( GLcontext *ctx )
1651 {
1652 gl_read_config_file( ctx );
1653 }
1654
1655
1656
1657 /*
1658 * Copy attribute groups from one context to another.
1659 * Input: src - source context
1660 * dst - destination context
1661 * mask - bitwise OR of GL_*_BIT flags
1662 */
1663 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1664 {
1665 if (mask & GL_ACCUM_BUFFER_BIT) {
1666 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1667 }
1668 if (mask & GL_COLOR_BUFFER_BIT) {
1669 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1670 }
1671 if (mask & GL_CURRENT_BIT) {
1672 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1673 }
1674 if (mask & GL_DEPTH_BUFFER_BIT) {
1675 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1676 }
1677 if (mask & GL_ENABLE_BIT) {
1678 /* no op */
1679 }
1680 if (mask & GL_EVAL_BIT) {
1681 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1682 }
1683 if (mask & GL_FOG_BIT) {
1684 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1685 }
1686 if (mask & GL_HINT_BIT) {
1687 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1688 }
1689 if (mask & GL_LIGHTING_BIT) {
1690 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1691 /* gl_reinit_light_attrib( &dst->Light ); */
1692 }
1693 if (mask & GL_LINE_BIT) {
1694 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1695 }
1696 if (mask & GL_LIST_BIT) {
1697 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1698 }
1699 if (mask & GL_PIXEL_MODE_BIT) {
1700 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1701 }
1702 if (mask & GL_POINT_BIT) {
1703 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1704 }
1705 if (mask & GL_POLYGON_BIT) {
1706 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1707 }
1708 if (mask & GL_POLYGON_STIPPLE_BIT) {
1709 /* Use loop instead of MEMCPY due to problem with Portland Group's
1710 * C compiler. Reported by John Stone.
1711 */
1712 int i;
1713 for (i=0;i<32;i++) {
1714 dst->PolygonStipple[i] = src->PolygonStipple[i];
1715 }
1716 }
1717 if (mask & GL_SCISSOR_BIT) {
1718 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1719 }
1720 if (mask & GL_STENCIL_BUFFER_BIT) {
1721 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1722 }
1723 if (mask & GL_TEXTURE_BIT) {
1724 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1725 }
1726 if (mask & GL_TRANSFORM_BIT) {
1727 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1728 }
1729 if (mask & GL_VIEWPORT_BIT) {
1730 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1731 }
1732 }
1733
1734
1735 /*
1736 * Set the current context, binding the given frame buffer to the context.
1737 */
1738 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1739 {
1740 gl_make_current2( newCtx, buffer, buffer );
1741 }
1742
1743
1744 /*
1745 * Bind the given context to the given draw-buffer and read-buffer
1746 * and make it the current context for this thread.
1747 */
1748 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1749 GLframebuffer *readBuffer )
1750 {
1751 #if 0
1752 GLcontext *oldCtx = gl_get_context();
1753
1754 /* Flush the old context
1755 */
1756 if (oldCtx) {
1757 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1758
1759 /* unbind frame buffers from context */
1760 if (oldCtx->DrawBuffer) {
1761 oldCtx->DrawBuffer = NULL;
1762 }
1763 if (oldCtx->ReadBuffer) {
1764 oldCtx->ReadBuffer = NULL;
1765 }
1766 }
1767 #endif
1768
1769 /* We call this function periodically (just here for now) in
1770 * order to detect when multithreading has begun.
1771 */
1772 _glapi_check_multithread();
1773
1774 _glapi_set_context((void *) newCtx);
1775 ASSERT(gl_get_current_context() == newCtx);
1776 if (newCtx) {
1777 SET_IMMEDIATE(newCtx, newCtx->input);
1778 _glapi_set_dispatch(newCtx->CurrentDispatch);
1779 }
1780 else {
1781 _glapi_set_dispatch(NULL); /* none current */
1782 }
1783
1784 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1785
1786 if (newCtx && drawBuffer && readBuffer) {
1787 /* TODO: check if newCtx and buffer's visual match??? */
1788 newCtx->DrawBuffer = drawBuffer;
1789 newCtx->ReadBuffer = readBuffer;
1790 newCtx->NewState = NEW_ALL; /* just to be safe */
1791 gl_update_state( newCtx );
1792 }
1793
1794 /* We can use this to help debug user's problems. Tell the to set
1795 * the MESA_INFO env variable before running their app. Then the
1796 * first time each context is made current we'll print some useful
1797 * information.
1798 */
1799 if (newCtx && newCtx->FirstTimeCurrent) {
1800 if (getenv("MESA_INFO")) {
1801 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1802 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1803 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1804 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1805 #if defined(THREADS)
1806 fprintf(stderr, "Mesa thread-safe: YES\n");
1807 #else
1808 fprintf(stderr, "Mesa thread-safe: NO\n");
1809 #endif
1810 #if defined(USE_X86_ASM)
1811 fprintf(stderr, "Mesa x86-optimized: YES\n");
1812 #else
1813 fprintf(stderr, "Mesa x86-optimized: NO\n");
1814 #endif
1815 }
1816 newCtx->FirstTimeCurrent = GL_FALSE;
1817 }
1818 }
1819
1820
1821
1822 /*
1823 * Return current context handle for the calling thread.
1824 * This isn't the fastest way to get the current context.
1825 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1826 */
1827 GLcontext *gl_get_current_context( void )
1828 {
1829 return (GLcontext *) _glapi_get_context();
1830 }
1831
1832
1833
1834 /*
1835 * This should be called by device drivers just before they do a
1836 * swapbuffers. Any pending rendering commands will be executed.
1837 */
1838 void
1839 _mesa_swapbuffers(GLcontext *ctx)
1840 {
1841 FLUSH_VB( ctx, "swap buffers" );
1842 }
1843
1844
1845
1846 /*
1847 * Return pointer to this context's current API dispatch table.
1848 * It'll either be the immediate-mode execute dispatcher or the
1849 * display list compile dispatcher.
1850 */
1851 struct _glapi_table *
1852 _mesa_get_dispatch(GLcontext *ctx)
1853 {
1854 return ctx->CurrentDispatch;
1855 }
1856
1857
1858
1859 /**********************************************************************/
1860 /***** Miscellaneous functions *****/
1861 /**********************************************************************/
1862
1863
1864 /*
1865 * This function is called when the Mesa user has stumbled into a code
1866 * path which may not be implemented fully or correctly.
1867 */
1868 void gl_problem( const GLcontext *ctx, const char *s )
1869 {
1870 fprintf( stderr, "Mesa implementation error: %s\n", s );
1871 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1872 (void) ctx;
1873 }
1874
1875
1876
1877 /*
1878 * This is called to inform the user that he or she has tried to do
1879 * something illogical or if there's likely a bug in their program
1880 * (like enabled depth testing without a depth buffer).
1881 */
1882 void gl_warning( const GLcontext *ctx, const char *s )
1883 {
1884 GLboolean debug;
1885 #ifdef DEBUG
1886 debug = GL_TRUE;
1887 #else
1888 if (getenv("MESA_DEBUG")) {
1889 debug = GL_TRUE;
1890 }
1891 else {
1892 debug = GL_FALSE;
1893 }
1894 #endif
1895 if (debug) {
1896 fprintf( stderr, "Mesa warning: %s\n", s );
1897 }
1898 (void) ctx;
1899 }
1900
1901
1902
1903 /*
1904 * Compile an error into current display list.
1905 */
1906 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1907 {
1908 if (ctx->CompileFlag)
1909 gl_save_error( ctx, error, s );
1910
1911 if (ctx->ExecuteFlag)
1912 gl_error( ctx, error, s );
1913 }
1914
1915
1916
1917 /*
1918 * This is Mesa's error handler. Normally, all that's done is the updating
1919 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1920 * environment variable "MESA_DEBUG" is defined then a real error message
1921 * is printed to stderr.
1922 * Input: error - the error value
1923 * s - a diagnostic string
1924 */
1925 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1926 {
1927 GLboolean debug;
1928
1929 #ifdef DEBUG
1930 debug = GL_TRUE;
1931 #else
1932 if (getenv("MESA_DEBUG")) {
1933 debug = GL_TRUE;
1934 }
1935 else {
1936 debug = GL_FALSE;
1937 }
1938 #endif
1939
1940 if (debug) {
1941 char errstr[1000];
1942
1943 switch (error) {
1944 case GL_NO_ERROR:
1945 strcpy( errstr, "GL_NO_ERROR" );
1946 break;
1947 case GL_INVALID_VALUE:
1948 strcpy( errstr, "GL_INVALID_VALUE" );
1949 break;
1950 case GL_INVALID_ENUM:
1951 strcpy( errstr, "GL_INVALID_ENUM" );
1952 break;
1953 case GL_INVALID_OPERATION:
1954 strcpy( errstr, "GL_INVALID_OPERATION" );
1955 break;
1956 case GL_STACK_OVERFLOW:
1957 strcpy( errstr, "GL_STACK_OVERFLOW" );
1958 break;
1959 case GL_STACK_UNDERFLOW:
1960 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1961 break;
1962 case GL_OUT_OF_MEMORY:
1963 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1964 break;
1965 default:
1966 strcpy( errstr, "unknown" );
1967 break;
1968 }
1969 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1970 }
1971
1972 if (ctx->ErrorValue==GL_NO_ERROR) {
1973 ctx->ErrorValue = error;
1974 }
1975
1976 /* Call device driver's error handler, if any. This is used on the Mac. */
1977 if (ctx->Driver.Error) {
1978 (*ctx->Driver.Error)( ctx );
1979 }
1980 }
1981
1982
1983
1984 void
1985 _mesa_Finish( void )
1986 {
1987 GET_CURRENT_CONTEXT(ctx);
1988 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
1989 if (ctx->Driver.Finish) {
1990 (*ctx->Driver.Finish)( ctx );
1991 }
1992 }
1993
1994
1995
1996 void
1997 _mesa_Flush( void )
1998 {
1999 GET_CURRENT_CONTEXT(ctx);
2000 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
2001 if (ctx->Driver.Flush) {
2002 (*ctx->Driver.Flush)( ctx );
2003 }
2004 }