initial work for GL_ARB_texture_compression
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.67 2000/05/23 20:10:49 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 "colortab.h"
36 #include "context.h"
37 #include "cva.h"
38 #include "depth.h"
39 #include "dlist.h"
40 #include "eval.h"
41 #include "enums.h"
42 #include "extensions.h"
43 #include "fog.h"
44 #include "get.h"
45 #include "glapi.h"
46 #include "glapinoop.h"
47 #include "glthread.h"
48 #include "hash.h"
49 #include "light.h"
50 #include "macros.h"
51 #include "matrix.h"
52 #include "mem.h"
53 #include "mmath.h"
54 #include "pb.h"
55 #include "pipeline.h"
56 #include "shade.h"
57 #include "simple_list.h"
58 #include "stencil.h"
59 #include "stages.h"
60 #include "state.h"
61 #include "translate.h"
62 #include "teximage.h"
63 #include "texobj.h"
64 #include "texstate.h"
65 #include "texture.h"
66 #include "types.h"
67 #include "varray.h"
68 #include "vb.h"
69 #include "vbcull.h"
70 #include "vbrender.h"
71 #include "vbxform.h"
72 #include "vertices.h"
73 #include "xform.h"
74 #endif
75
76
77
78 /**********************************************************************/
79 /***** Context and Thread management *****/
80 /**********************************************************************/
81
82
83 #if !defined(THREADS)
84
85 struct immediate *_mesa_CurrentInput = NULL;
86
87 #endif
88
89
90 /**********************************************************************/
91 /***** GL Visual allocation/destruction *****/
92 /**********************************************************************/
93
94
95 /*
96 * Allocate a new GLvisual object.
97 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
98 * dbFlag - double buffering?
99 * stereoFlag - stereo buffer?
100 * depthBits - requested bits per depth buffer value
101 * Any value in [0, 32] is acceptable but the actual
102 * depth type will be GLushort or GLuint as needed.
103 * stencilBits - requested minimum bits per stencil buffer value
104 * accumBits - requested minimum bits per accum buffer component
105 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
106 * red/green/blue/alphaBits - number of bits per color component
107 * in frame buffer for RGB(A) mode.
108 * We always use 8 in core Mesa though.
109 * Return: pointer to new GLvisual or NULL if requested parameters can't
110 * be met.
111 */
112 GLvisual *
113 _mesa_create_visual( GLboolean rgbFlag,
114 GLboolean dbFlag,
115 GLboolean stereoFlag,
116 GLint redBits,
117 GLint greenBits,
118 GLint blueBits,
119 GLint alphaBits,
120 GLint indexBits,
121 GLint depthBits,
122 GLint stencilBits,
123 GLint accumRedBits,
124 GLint accumGreenBits,
125 GLint accumBlueBits,
126 GLint accumAlphaBits,
127 GLint numSamples )
128 {
129 GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
130 if (vis) {
131 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
132 redBits, greenBits, blueBits, alphaBits,
133 indexBits, depthBits, stencilBits,
134 accumRedBits, accumGreenBits,
135 accumBlueBits, accumAlphaBits,
136 numSamples )) {
137 FREE(vis);
138 return NULL;
139 }
140 }
141 return vis;
142 }
143
144
145 /*
146 * Initialize the fields of the given GLvisual.
147 * Input: see _mesa_create_visual() above.
148 * Return: GL_TRUE = success
149 * GL_FALSE = failure.
150 */
151 GLboolean
152 _mesa_initialize_visual( GLvisual *vis,
153 GLboolean rgbFlag,
154 GLboolean dbFlag,
155 GLboolean stereoFlag,
156 GLint redBits,
157 GLint greenBits,
158 GLint blueBits,
159 GLint alphaBits,
160 GLint indexBits,
161 GLint depthBits,
162 GLint stencilBits,
163 GLint accumRedBits,
164 GLint accumGreenBits,
165 GLint accumBlueBits,
166 GLint accumAlphaBits,
167 GLint numSamples )
168 {
169 assert(vis);
170
171 /* This is to catch bad values from device drivers not updated for
172 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
173 * bad value now (a 1-bit depth buffer!?!).
174 */
175 assert(depthBits == 0 || depthBits > 1);
176
177 if (depthBits < 0 || depthBits > 32) {
178 return GL_FALSE;
179 }
180 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
181 return GL_FALSE;
182 }
183 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
184 return GL_FALSE;
185 }
186 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
187 return GL_FALSE;
188 }
189 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
190 return GL_FALSE;
191 }
192 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
193 return GL_FALSE;
194 }
195
196 vis->RGBAflag = rgbFlag;
197 vis->DBflag = dbFlag;
198 vis->StereoFlag = stereoFlag;
199 vis->RedBits = redBits;
200 vis->GreenBits = greenBits;
201 vis->BlueBits = blueBits;
202 vis->AlphaBits = alphaBits;
203
204 vis->IndexBits = indexBits;
205 vis->DepthBits = depthBits;
206 vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
207 vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
208 vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
209 vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
210 vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
211
212 if (depthBits == 0) {
213 /* Special case. Even if we don't have a depth buffer we need
214 * good values for DepthMax for Z vertex transformation purposes.
215 */
216 vis->DepthMax = 1;
217 vis->DepthMaxF = 1.0F;
218 }
219 else if (depthBits < 32) {
220 vis->DepthMax = (1 << depthBits) - 1;
221 vis->DepthMaxF = (GLfloat) vis->DepthMax;
222 }
223 else {
224 /* Special case since shift values greater than or equal to the
225 * number of bits in the left hand expression's type are
226 * undefined.
227 */
228 vis->DepthMax = 0xffffffff;
229 vis->DepthMaxF = (GLfloat) vis->DepthMax;
230 }
231
232 return GL_TRUE;
233 }
234
235
236 /* This function should no longer be used. Use _mesa_create_visual() instead */
237 GLvisual *
238 gl_create_visual( GLboolean rgbFlag,
239 GLboolean alphaFlag,
240 GLboolean dbFlag,
241 GLboolean stereoFlag,
242 GLint depthBits,
243 GLint stencilBits,
244 GLint accumBits,
245 GLint indexBits,
246 GLint redBits,
247 GLint greenBits,
248 GLint blueBits,
249 GLint alphaBits )
250 {
251 (void) alphaFlag;
252 return _mesa_create_visual(rgbFlag, dbFlag, stereoFlag,
253 redBits, greenBits, blueBits, alphaBits,
254 indexBits, depthBits, stencilBits,
255 accumBits, accumBits, accumBits, accumBits, 0);
256 }
257
258
259 void
260 _mesa_destroy_visual( GLvisual *vis )
261 {
262 FREE(vis);
263 }
264
265
266 /* obsolete */
267 void
268 gl_destroy_visual( GLvisual *vis )
269 {
270 _mesa_destroy_visual(vis);
271 }
272
273
274
275 /**********************************************************************/
276 /***** GL Framebuffer allocation/destruction *****/
277 /**********************************************************************/
278
279
280 /*
281 * Create a new framebuffer. A GLframebuffer is a struct which
282 * encapsulates the depth, stencil and accum buffers and related
283 * parameters.
284 * Input: visual - a GLvisual pointer
285 * softwareDepth - create/use a software depth buffer?
286 * softwareStencil - create/use a software stencil buffer?
287 * softwareAccum - create/use a software accum buffer?
288 * softwareAlpha - create/use a software alpha buffer?
289
290 * Return: pointer to new GLframebuffer struct or NULL if error.
291 */
292 GLframebuffer *
293 gl_create_framebuffer( GLvisual *visual,
294 GLboolean softwareDepth,
295 GLboolean softwareStencil,
296 GLboolean softwareAccum,
297 GLboolean softwareAlpha )
298 {
299 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
300 assert(visual);
301 if (buffer) {
302 _mesa_initialize_framebuffer(buffer, visual,
303 softwareDepth, softwareStencil,
304 softwareAccum, softwareAlpha );
305 }
306 return buffer;
307 }
308
309
310 /*
311 * Initialize a GLframebuffer object.
312 * Input: See gl_create_framebuffer() above.
313 */
314 void
315 _mesa_initialize_framebuffer( GLframebuffer *buffer,
316 GLvisual *visual,
317 GLboolean softwareDepth,
318 GLboolean softwareStencil,
319 GLboolean softwareAccum,
320 GLboolean softwareAlpha )
321 {
322 assert(buffer);
323 assert(visual);
324
325 /* sanity checks */
326 if (softwareDepth ) {
327 assert(visual->DepthBits > 0);
328 }
329 if (softwareStencil) {
330 assert(visual->StencilBits > 0);
331 }
332 if (softwareAccum) {
333 assert(visual->RGBAflag);
334 assert(visual->AccumRedBits > 0);
335 assert(visual->AccumGreenBits > 0);
336 assert(visual->AccumBlueBits > 0);
337 }
338 if (softwareAlpha) {
339 assert(visual->RGBAflag);
340 assert(visual->AlphaBits > 0);
341 }
342
343 buffer->Visual = visual;
344 buffer->UseSoftwareDepthBuffer = softwareDepth;
345 buffer->UseSoftwareStencilBuffer = softwareStencil;
346 buffer->UseSoftwareAccumBuffer = softwareAccum;
347 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
348 }
349
350
351 /*
352 * Free a framebuffer struct and its buffers.
353 */
354 void
355 gl_destroy_framebuffer( GLframebuffer *buffer )
356 {
357 if (buffer) {
358 if (buffer->DepthBuffer) {
359 FREE( buffer->DepthBuffer );
360 }
361 if (buffer->Accum) {
362 FREE( buffer->Accum );
363 }
364 if (buffer->Stencil) {
365 FREE( buffer->Stencil );
366 }
367 if (buffer->FrontLeftAlpha) {
368 FREE( buffer->FrontLeftAlpha );
369 }
370 if (buffer->BackLeftAlpha) {
371 FREE( buffer->BackLeftAlpha );
372 }
373 if (buffer->FrontRightAlpha) {
374 FREE( buffer->FrontRightAlpha );
375 }
376 if (buffer->BackRightAlpha) {
377 FREE( buffer->BackRightAlpha );
378 }
379 FREE(buffer);
380 }
381 }
382
383
384
385 /**********************************************************************/
386 /***** Context allocation, initialization, destroying *****/
387 /**********************************************************************/
388
389
390 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
391
392
393 /*
394 * This function just calls all the various one-time-init functions in Mesa.
395 */
396 static void
397 one_time_init( void )
398 {
399 static GLboolean alreadyCalled = GL_FALSE;
400 _glthread_LOCK_MUTEX(OneTimeLock);
401 if (!alreadyCalled) {
402 /* do some implementation tests */
403 assert( sizeof(GLbyte) == 1 );
404 assert( sizeof(GLshort) >= 2 );
405 assert( sizeof(GLint) >= 4 );
406 assert( sizeof(GLubyte) == 1 );
407 assert( sizeof(GLushort) >= 2 );
408 assert( sizeof(GLuint) >= 4 );
409
410 gl_init_clip();
411 gl_init_eval();
412 _mesa_init_fog();
413 _mesa_init_math();
414 gl_init_lists();
415 gl_init_shade();
416 gl_init_texture();
417 gl_init_transformation();
418 gl_init_translate();
419 gl_init_vbrender();
420 gl_init_vbxform();
421 gl_init_vertices();
422
423 if (getenv("MESA_DEBUG")) {
424 _glapi_noop_enable_warnings(GL_TRUE);
425 }
426 else {
427 _glapi_noop_enable_warnings(GL_FALSE);
428 }
429
430 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
431 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
432 #endif
433
434 alreadyCalled = GL_TRUE;
435 }
436 _glthread_UNLOCK_MUTEX(OneTimeLock);
437 }
438
439
440
441 /*
442 * Allocate and initialize a shared context state structure.
443 */
444 static struct gl_shared_state *
445 alloc_shared_state( void )
446 {
447 GLuint d;
448 struct gl_shared_state *ss;
449 GLboolean outOfMemory;
450
451 ss = CALLOC_STRUCT(gl_shared_state);
452 if (!ss)
453 return NULL;
454
455 ss->DisplayList = _mesa_NewHashTable();
456
457 ss->TexObjects = _mesa_NewHashTable();
458
459 /* Default Texture objects */
460 outOfMemory = GL_FALSE;
461 for (d = 1 ; d <= 3 ; d++) {
462 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
463 if (!ss->DefaultD[d]) {
464 outOfMemory = GL_TRUE;
465 break;
466 }
467 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
468 }
469
470 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
471 /* Ran out of memory at some point. Free everything and return NULL */
472 if (ss->DisplayList)
473 _mesa_DeleteHashTable(ss->DisplayList);
474 if (ss->TexObjects)
475 _mesa_DeleteHashTable(ss->TexObjects);
476 if (ss->DefaultD[1])
477 gl_free_texture_object(ss, ss->DefaultD[1]);
478 if (ss->DefaultD[2])
479 gl_free_texture_object(ss, ss->DefaultD[2]);
480 if (ss->DefaultD[3])
481 gl_free_texture_object(ss, ss->DefaultD[3]);
482 FREE(ss);
483 return NULL;
484 }
485 else {
486 return ss;
487 }
488 }
489
490
491 /*
492 * Deallocate a shared state context and all children structures.
493 */
494 static void
495 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
496 {
497 /* Free display lists */
498 while (1) {
499 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
500 if (list) {
501 gl_destroy_list(ctx, list);
502 }
503 else {
504 break;
505 }
506 }
507 _mesa_DeleteHashTable(ss->DisplayList);
508
509 /* Free texture objects */
510 while (ss->TexObjectList)
511 {
512 if (ctx->Driver.DeleteTexture)
513 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
514 /* this function removes from linked list too! */
515 gl_free_texture_object(ss, ss->TexObjectList);
516 }
517 _mesa_DeleteHashTable(ss->TexObjects);
518
519 FREE(ss);
520 }
521
522
523
524 /*
525 * Initialize the nth light. Note that the defaults for light 0 are
526 * different than the other lights.
527 */
528 static void
529 init_light( struct gl_light *l, GLuint n )
530 {
531 make_empty_list( l );
532
533 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
534 if (n==0) {
535 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
536 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
537 }
538 else {
539 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
540 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
541 }
542 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
543 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
544 l->SpotExponent = 0.0;
545 gl_compute_spot_exp_table( l );
546 l->SpotCutoff = 180.0;
547 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
548 l->ConstantAttenuation = 1.0;
549 l->LinearAttenuation = 0.0;
550 l->QuadraticAttenuation = 0.0;
551 l->Enabled = GL_FALSE;
552 }
553
554
555
556 static void
557 init_lightmodel( struct gl_lightmodel *lm )
558 {
559 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
560 lm->LocalViewer = GL_FALSE;
561 lm->TwoSide = GL_FALSE;
562 lm->ColorControl = GL_SINGLE_COLOR;
563 }
564
565
566 static void
567 init_material( struct gl_material *m )
568 {
569 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
570 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
571 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
572 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
573 m->Shininess = 0.0;
574 m->AmbientIndex = 0;
575 m->DiffuseIndex = 1;
576 m->SpecularIndex = 1;
577 }
578
579
580
581 static void
582 init_texture_unit( GLcontext *ctx, GLuint unit )
583 {
584 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
585
586 texUnit->EnvMode = GL_MODULATE;
587 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
588 texUnit->TexGenEnabled = 0;
589 texUnit->GenModeS = GL_EYE_LINEAR;
590 texUnit->GenModeT = GL_EYE_LINEAR;
591 texUnit->GenModeR = GL_EYE_LINEAR;
592 texUnit->GenModeQ = GL_EYE_LINEAR;
593 /* Yes, these plane coefficients are correct! */
594 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
595 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
596 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
597 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
598 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
599 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
600 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
601 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
602
603 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
604 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
605 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
606 }
607
608
609 static void
610 init_fallback_arrays( GLcontext *ctx )
611 {
612 struct gl_client_array *cl;
613 GLuint i;
614
615 cl = &ctx->Fallback.Normal;
616 cl->Size = 3;
617 cl->Type = GL_FLOAT;
618 cl->Stride = 0;
619 cl->StrideB = 0;
620 cl->Ptr = (void *) ctx->Current.Normal;
621 cl->Enabled = 1;
622
623 cl = &ctx->Fallback.Color;
624 cl->Size = 4;
625 cl->Type = GL_UNSIGNED_BYTE;
626 cl->Stride = 0;
627 cl->StrideB = 0;
628 cl->Ptr = (void *) ctx->Current.ByteColor;
629 cl->Enabled = 1;
630
631 cl = &ctx->Fallback.Index;
632 cl->Size = 1;
633 cl->Type = GL_UNSIGNED_INT;
634 cl->Stride = 0;
635 cl->StrideB = 0;
636 cl->Ptr = (void *) &ctx->Current.Index;
637 cl->Enabled = 1;
638
639 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
640 cl = &ctx->Fallback.TexCoord[i];
641 cl->Size = 4;
642 cl->Type = GL_FLOAT;
643 cl->Stride = 0;
644 cl->StrideB = 0;
645 cl->Ptr = (void *) ctx->Current.Texcoord[i];
646 cl->Enabled = 1;
647 }
648
649 cl = &ctx->Fallback.EdgeFlag;
650 cl->Size = 1;
651 cl->Type = GL_UNSIGNED_BYTE;
652 cl->Stride = 0;
653 cl->StrideB = 0;
654 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
655 cl->Enabled = 1;
656 }
657
658
659 /* Initialize a 1-D evaluator map */
660 static void
661 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
662 {
663 map->Order = 1;
664 map->u1 = 0.0;
665 map->u2 = 1.0;
666 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
667 if (map->Points) {
668 GLint i;
669 for (i=0;i<n;i++)
670 map->Points[i] = initial[i];
671 }
672 }
673
674
675 /* Initialize a 2-D evaluator map */
676 static void
677 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
678 {
679 map->Uorder = 1;
680 map->Vorder = 1;
681 map->u1 = 0.0;
682 map->u2 = 1.0;
683 map->v1 = 0.0;
684 map->v2 = 1.0;
685 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
686 if (map->Points) {
687 GLint i;
688 for (i=0;i<n;i++)
689 map->Points[i] = initial[i];
690 }
691 }
692
693
694 /*
695 * Initialize the attribute groups in a GLcontext.
696 */
697 static void
698 init_attrib_groups( GLcontext *ctx )
699 {
700 GLuint i, j;
701
702 assert(ctx);
703
704 /* Constants, may be overriden by device drivers */
705 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
706 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
707 ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
708 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
709 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
710 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
711 ctx->Const.MinPointSize = MIN_POINT_SIZE;
712 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
713 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
714 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
715 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
716 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
717 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
718 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
719 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
720 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
721 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
722 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
723 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
724 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
725 ctx->Const.NumCompressedTextureFormats = 0;
726
727 /* Modelview matrix */
728 gl_matrix_ctr( &ctx->ModelView );
729 gl_matrix_alloc_inv( &ctx->ModelView );
730
731 ctx->ModelViewStackDepth = 0;
732 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
733 gl_matrix_ctr( &ctx->ModelViewStack[i] );
734 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
735 }
736
737 /* Projection matrix - need inv for user clipping in clip space*/
738 gl_matrix_ctr( &ctx->ProjectionMatrix );
739 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
740
741 gl_matrix_ctr( &ctx->ModelProjectMatrix );
742 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
743 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
744
745 ctx->ProjectionStackDepth = 0;
746 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
747 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
748
749 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
750 gl_matrix_ctr( &ctx->ProjectionStack[i] );
751 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
752 }
753
754 /* Texture matrix */
755 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
756 gl_matrix_ctr( &ctx->TextureMatrix[i] );
757 ctx->TextureStackDepth[i] = 0;
758 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
759 ctx->TextureStack[i][j].inv = 0;
760 }
761 }
762
763 /* Color matrix */
764 gl_matrix_ctr(&ctx->ColorMatrix);
765 ctx->ColorStackDepth = 0;
766 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
767 gl_matrix_ctr(&ctx->ColorStack[j]);
768 }
769
770 /* Accumulate buffer group */
771 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
772
773 /* Color buffer group */
774 ctx->Color.IndexMask = 0xffffffff;
775 ctx->Color.ColorMask[0] = 0xff;
776 ctx->Color.ColorMask[1] = 0xff;
777 ctx->Color.ColorMask[2] = 0xff;
778 ctx->Color.ColorMask[3] = 0xff;
779 ctx->Color.SWmasking = GL_FALSE;
780 ctx->Color.ClearIndex = 0;
781 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
782 ctx->Color.DrawBuffer = GL_FRONT;
783 ctx->Color.AlphaEnabled = GL_FALSE;
784 ctx->Color.AlphaFunc = GL_ALWAYS;
785 ctx->Color.AlphaRef = 0;
786 ctx->Color.BlendEnabled = GL_FALSE;
787 ctx->Color.BlendSrcRGB = GL_ONE;
788 ctx->Color.BlendDstRGB = GL_ZERO;
789 ctx->Color.BlendSrcA = GL_ONE;
790 ctx->Color.BlendDstA = GL_ZERO;
791 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
792 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
793 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
794 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
795 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
796 ctx->Color.SWLogicOpEnabled = GL_FALSE;
797 ctx->Color.LogicOp = GL_COPY;
798 ctx->Color.DitherFlag = GL_TRUE;
799 ctx->Color.MultiDrawBuffer = GL_FALSE;
800
801 /* Current group */
802 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
803 ctx->Current.Index = 1;
804 for (i=0; i<MAX_TEXTURE_UNITS; i++)
805 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
806 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
807 ctx->Current.RasterDistance = 0.0;
808 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
809 ctx->Current.RasterIndex = 1;
810 for (i=0; i<MAX_TEXTURE_UNITS; i++)
811 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
812 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
813 ctx->Current.RasterPosValid = GL_TRUE;
814 ctx->Current.EdgeFlag = GL_TRUE;
815 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
816 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
817
818 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
819 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
820
821 init_fallback_arrays( ctx );
822
823 /* Depth buffer group */
824 ctx->Depth.Test = GL_FALSE;
825 ctx->Depth.Clear = 1.0;
826 ctx->Depth.Func = GL_LESS;
827 ctx->Depth.Mask = GL_TRUE;
828 ctx->Depth.OcclusionTest = GL_FALSE;
829
830 /* Evaluators group */
831 ctx->Eval.Map1Color4 = GL_FALSE;
832 ctx->Eval.Map1Index = GL_FALSE;
833 ctx->Eval.Map1Normal = GL_FALSE;
834 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
835 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
836 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
837 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
838 ctx->Eval.Map1Vertex3 = GL_FALSE;
839 ctx->Eval.Map1Vertex4 = GL_FALSE;
840 ctx->Eval.Map2Color4 = GL_FALSE;
841 ctx->Eval.Map2Index = GL_FALSE;
842 ctx->Eval.Map2Normal = GL_FALSE;
843 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
844 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
845 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
846 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
847 ctx->Eval.Map2Vertex3 = GL_FALSE;
848 ctx->Eval.Map2Vertex4 = GL_FALSE;
849 ctx->Eval.AutoNormal = GL_FALSE;
850 ctx->Eval.MapGrid1un = 1;
851 ctx->Eval.MapGrid1u1 = 0.0;
852 ctx->Eval.MapGrid1u2 = 1.0;
853 ctx->Eval.MapGrid2un = 1;
854 ctx->Eval.MapGrid2vn = 1;
855 ctx->Eval.MapGrid2u1 = 0.0;
856 ctx->Eval.MapGrid2u2 = 1.0;
857 ctx->Eval.MapGrid2v1 = 0.0;
858 ctx->Eval.MapGrid2v2 = 1.0;
859
860 /* Evaluator data */
861 {
862 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
863 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
864 static GLfloat index[1] = { 1.0 };
865 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
866 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
867
868 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
869 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
870 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
871 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
872 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
873 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
874 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
875 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
876 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
877
878 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
879 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
880 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
881 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
882 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
883 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
884 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
885 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
886 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
887 }
888
889 /* Fog group */
890 ctx->Fog.Enabled = GL_FALSE;
891 ctx->Fog.Mode = GL_EXP;
892 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
893 ctx->Fog.Index = 0.0;
894 ctx->Fog.Density = 1.0;
895 ctx->Fog.Start = 0.0;
896 ctx->Fog.End = 1.0;
897
898 /* Hint group */
899 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
900 ctx->Hint.PointSmooth = GL_DONT_CARE;
901 ctx->Hint.LineSmooth = GL_DONT_CARE;
902 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
903 ctx->Hint.Fog = GL_DONT_CARE;
904 ctx->Hint.AllowDrawWin = GL_TRUE;
905 ctx->Hint.AllowDrawFrg = GL_TRUE;
906 ctx->Hint.AllowDrawMem = GL_TRUE;
907 ctx->Hint.StrictLighting = GL_TRUE;
908 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
909 ctx->Hint.TextureCompression = GL_DONT_CARE;
910
911 /* Histogram group */
912 ctx->Histogram.Width = 0;
913 ctx->Histogram.Format = GL_RGBA;
914 ctx->Histogram.Sink = GL_FALSE;
915 ctx->Histogram.RedSize = 0xffffffff;
916 ctx->Histogram.GreenSize = 0xffffffff;
917 ctx->Histogram.BlueSize = 0xffffffff;
918 ctx->Histogram.AlphaSize = 0xffffffff;
919 ctx->Histogram.LuminanceSize = 0xffffffff;
920 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
921 ctx->Histogram.Count[i][0] = 0;
922 ctx->Histogram.Count[i][1] = 0;
923 ctx->Histogram.Count[i][2] = 0;
924 ctx->Histogram.Count[i][3] = 0;
925 }
926
927 /* Min/Max group */
928 ctx->MinMax.Format = GL_RGBA;
929 ctx->MinMax.Sink = GL_FALSE;
930 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
931 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
932 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
933 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
934
935
936
937 /* Pipeline */
938 gl_pipeline_init( ctx );
939 gl_cva_init( ctx );
940
941 /* Extensions */
942 gl_extensions_ctr( ctx );
943
944 ctx->AllowVertexCull = CLIP_CULLED_BIT;
945
946 /* Lighting group */
947 for (i=0;i<MAX_LIGHTS;i++) {
948 init_light( &ctx->Light.Light[i], i );
949 }
950 make_empty_list( &ctx->Light.EnabledList );
951
952 init_lightmodel( &ctx->Light.Model );
953 init_material( &ctx->Light.Material[0] );
954 init_material( &ctx->Light.Material[1] );
955 ctx->Light.ShadeModel = GL_SMOOTH;
956 ctx->Light.Enabled = GL_FALSE;
957 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
958 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
959 ctx->Light.ColorMaterialBitmask
960 = gl_material_bitmask( ctx,
961 GL_FRONT_AND_BACK,
962 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
963
964 ctx->Light.ColorMaterialEnabled = GL_FALSE;
965
966 /* Lighting miscellaneous */
967 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
968 make_empty_list( ctx->ShineTabList );
969 for (i = 0 ; i < 10 ; i++) {
970 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
971 s->shininess = -1;
972 s->refcount = 0;
973 insert_at_tail( ctx->ShineTabList, s );
974 }
975 for (i = 0 ; i < 4 ; i++) {
976 ctx->ShineTable[i] = ctx->ShineTabList->prev;
977 ctx->ShineTable[i]->refcount++;
978 }
979
980
981 /* Line group */
982 ctx->Line.SmoothFlag = GL_FALSE;
983 ctx->Line.StippleFlag = GL_FALSE;
984 ctx->Line.Width = 1.0;
985 ctx->Line.StipplePattern = 0xffff;
986 ctx->Line.StippleFactor = 1;
987
988 /* Display List group */
989 ctx->List.ListBase = 0;
990
991 /* Pixel group */
992 ctx->Pixel.RedBias = 0.0;
993 ctx->Pixel.RedScale = 1.0;
994 ctx->Pixel.GreenBias = 0.0;
995 ctx->Pixel.GreenScale = 1.0;
996 ctx->Pixel.BlueBias = 0.0;
997 ctx->Pixel.BlueScale = 1.0;
998 ctx->Pixel.AlphaBias = 0.0;
999 ctx->Pixel.AlphaScale = 1.0;
1000 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
1001 ctx->Pixel.DepthBias = 0.0;
1002 ctx->Pixel.DepthScale = 1.0;
1003 ctx->Pixel.IndexOffset = 0;
1004 ctx->Pixel.IndexShift = 0;
1005 ctx->Pixel.ZoomX = 1.0;
1006 ctx->Pixel.ZoomY = 1.0;
1007 ctx->Pixel.MapColorFlag = GL_FALSE;
1008 ctx->Pixel.MapStencilFlag = GL_FALSE;
1009 ctx->Pixel.MapStoSsize = 1;
1010 ctx->Pixel.MapItoIsize = 1;
1011 ctx->Pixel.MapItoRsize = 1;
1012 ctx->Pixel.MapItoGsize = 1;
1013 ctx->Pixel.MapItoBsize = 1;
1014 ctx->Pixel.MapItoAsize = 1;
1015 ctx->Pixel.MapRtoRsize = 1;
1016 ctx->Pixel.MapGtoGsize = 1;
1017 ctx->Pixel.MapBtoBsize = 1;
1018 ctx->Pixel.MapAtoAsize = 1;
1019 ctx->Pixel.MapStoS[0] = 0;
1020 ctx->Pixel.MapItoI[0] = 0;
1021 ctx->Pixel.MapItoR[0] = 0.0;
1022 ctx->Pixel.MapItoG[0] = 0.0;
1023 ctx->Pixel.MapItoB[0] = 0.0;
1024 ctx->Pixel.MapItoA[0] = 0.0;
1025 ctx->Pixel.MapItoR8[0] = 0;
1026 ctx->Pixel.MapItoG8[0] = 0;
1027 ctx->Pixel.MapItoB8[0] = 0;
1028 ctx->Pixel.MapItoA8[0] = 0;
1029 ctx->Pixel.MapRtoR[0] = 0.0;
1030 ctx->Pixel.MapGtoG[0] = 0.0;
1031 ctx->Pixel.MapBtoB[0] = 0.0;
1032 ctx->Pixel.MapAtoA[0] = 0.0;
1033 ctx->Pixel.HistogramEnabled = GL_FALSE;
1034 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1035 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1036 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1037 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1038 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1039 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1040 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1041 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1042 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1043 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1044 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1045 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1046 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1047 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1048 for (i = 0; i < 3; i++) {
1049 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1050 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1051 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1052 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 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.Params[0] = 1.0;
1061 ctx->Point.Params[1] = 0.0;
1062 ctx->Point.Params[2] = 0.0;
1063 ctx->Point.Attenuated = GL_FALSE;
1064 ctx->Point.MinSize = 0.0;
1065 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1066 ctx->Point.Threshold = 1.0;
1067
1068 /* Polygon group */
1069 ctx->Polygon.CullFlag = GL_FALSE;
1070 ctx->Polygon.CullFaceMode = GL_BACK;
1071 ctx->Polygon.FrontFace = GL_CCW;
1072 ctx->Polygon.FrontBit = 0;
1073 ctx->Polygon.FrontMode = GL_FILL;
1074 ctx->Polygon.BackMode = GL_FILL;
1075 ctx->Polygon.Unfilled = GL_FALSE;
1076 ctx->Polygon.SmoothFlag = GL_FALSE;
1077 ctx->Polygon.StippleFlag = GL_FALSE;
1078 ctx->Polygon.OffsetFactor = 0.0F;
1079 ctx->Polygon.OffsetUnits = 0.0F;
1080 ctx->Polygon.OffsetPoint = GL_FALSE;
1081 ctx->Polygon.OffsetLine = GL_FALSE;
1082 ctx->Polygon.OffsetFill = GL_FALSE;
1083
1084 /* Polygon Stipple group */
1085 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1086
1087 /* Scissor group */
1088 ctx->Scissor.Enabled = GL_FALSE;
1089 ctx->Scissor.X = 0;
1090 ctx->Scissor.Y = 0;
1091 ctx->Scissor.Width = 0;
1092 ctx->Scissor.Height = 0;
1093
1094 /* Stencil group */
1095 ctx->Stencil.Enabled = GL_FALSE;
1096 ctx->Stencil.Function = GL_ALWAYS;
1097 ctx->Stencil.FailFunc = GL_KEEP;
1098 ctx->Stencil.ZPassFunc = GL_KEEP;
1099 ctx->Stencil.ZFailFunc = GL_KEEP;
1100 ctx->Stencil.Ref = 0;
1101 ctx->Stencil.ValueMask = STENCIL_MAX;
1102 ctx->Stencil.Clear = 0;
1103 ctx->Stencil.WriteMask = STENCIL_MAX;
1104
1105 /* Texture group */
1106 ctx->Texture.CurrentUnit = 0; /* multitexture */
1107 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1108 ctx->Texture.Enabled = 0;
1109 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1110 init_texture_unit( ctx, i );
1111 _mesa_init_colortable(&ctx->Texture.Palette);
1112
1113 /* Transformation group */
1114 ctx->Transform.MatrixMode = GL_MODELVIEW;
1115 ctx->Transform.Normalize = GL_FALSE;
1116 ctx->Transform.RescaleNormals = GL_FALSE;
1117 for (i=0;i<MAX_CLIP_PLANES;i++) {
1118 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1119 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1120 }
1121 ctx->Transform.AnyClip = GL_FALSE;
1122
1123 /* Viewport group */
1124 ctx->Viewport.X = 0;
1125 ctx->Viewport.Y = 0;
1126 ctx->Viewport.Width = 0;
1127 ctx->Viewport.Height = 0;
1128 ctx->Viewport.Near = 0.0;
1129 ctx->Viewport.Far = 1.0;
1130 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1131
1132 #define Sz 10
1133 #define Tz 14
1134 ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
1135 ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
1136 #undef Sz
1137 #undef Tz
1138
1139 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1140 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1141
1142 /* Vertex arrays */
1143 ctx->Array.Vertex.Size = 4;
1144 ctx->Array.Vertex.Type = GL_FLOAT;
1145 ctx->Array.Vertex.Stride = 0;
1146 ctx->Array.Vertex.StrideB = 0;
1147 ctx->Array.Vertex.Ptr = NULL;
1148 ctx->Array.Vertex.Enabled = GL_FALSE;
1149 ctx->Array.Normal.Type = GL_FLOAT;
1150 ctx->Array.Normal.Stride = 0;
1151 ctx->Array.Normal.StrideB = 0;
1152 ctx->Array.Normal.Ptr = NULL;
1153 ctx->Array.Normal.Enabled = GL_FALSE;
1154 ctx->Array.Color.Size = 4;
1155 ctx->Array.Color.Type = GL_FLOAT;
1156 ctx->Array.Color.Stride = 0;
1157 ctx->Array.Color.StrideB = 0;
1158 ctx->Array.Color.Ptr = NULL;
1159 ctx->Array.Color.Enabled = GL_FALSE;
1160 ctx->Array.Index.Type = GL_FLOAT;
1161 ctx->Array.Index.Stride = 0;
1162 ctx->Array.Index.StrideB = 0;
1163 ctx->Array.Index.Ptr = NULL;
1164 ctx->Array.Index.Enabled = GL_FALSE;
1165 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1166 ctx->Array.TexCoord[i].Size = 4;
1167 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1168 ctx->Array.TexCoord[i].Stride = 0;
1169 ctx->Array.TexCoord[i].StrideB = 0;
1170 ctx->Array.TexCoord[i].Ptr = NULL;
1171 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1172 }
1173 ctx->Array.TexCoordInterleaveFactor = 1;
1174 ctx->Array.EdgeFlag.Stride = 0;
1175 ctx->Array.EdgeFlag.StrideB = 0;
1176 ctx->Array.EdgeFlag.Ptr = NULL;
1177 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1178 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1179
1180 /* Pixel transfer */
1181 ctx->Pack.Alignment = 4;
1182 ctx->Pack.RowLength = 0;
1183 ctx->Pack.ImageHeight = 0;
1184 ctx->Pack.SkipPixels = 0;
1185 ctx->Pack.SkipRows = 0;
1186 ctx->Pack.SkipImages = 0;
1187 ctx->Pack.SwapBytes = GL_FALSE;
1188 ctx->Pack.LsbFirst = GL_FALSE;
1189 ctx->Unpack.Alignment = 4;
1190 ctx->Unpack.RowLength = 0;
1191 ctx->Unpack.ImageHeight = 0;
1192 ctx->Unpack.SkipPixels = 0;
1193 ctx->Unpack.SkipRows = 0;
1194 ctx->Unpack.SkipImages = 0;
1195 ctx->Unpack.SwapBytes = GL_FALSE;
1196 ctx->Unpack.LsbFirst = GL_FALSE;
1197
1198 /* Feedback */
1199 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1200 ctx->Feedback.Buffer = NULL;
1201 ctx->Feedback.BufferSize = 0;
1202 ctx->Feedback.Count = 0;
1203
1204 /* Selection/picking */
1205 ctx->Select.Buffer = NULL;
1206 ctx->Select.BufferSize = 0;
1207 ctx->Select.BufferCount = 0;
1208 ctx->Select.Hits = 0;
1209 ctx->Select.NameStackDepth = 0;
1210
1211 /* Optimized Accum buffer */
1212 ctx->IntegerAccumMode = GL_TRUE;
1213 ctx->IntegerAccumScaler = 0.0;
1214
1215 /* Renderer and client attribute stacks */
1216 ctx->AttribStackDepth = 0;
1217 ctx->ClientAttribStackDepth = 0;
1218
1219 /* Display list */
1220 ctx->CallDepth = 0;
1221 ctx->ExecuteFlag = GL_TRUE;
1222 ctx->CompileFlag = GL_FALSE;
1223 ctx->CurrentListPtr = NULL;
1224 ctx->CurrentBlock = NULL;
1225 ctx->CurrentListNum = 0;
1226 ctx->CurrentPos = 0;
1227
1228 /* Color tables */
1229 _mesa_init_colortable(&ctx->ColorTable);
1230 _mesa_init_colortable(&ctx->ProxyColorTable);
1231 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1232 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1233 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1234 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1235
1236 /* Miscellaneous */
1237 ctx->NewState = NEW_ALL;
1238 ctx->RenderMode = GL_RENDER;
1239 ctx->StippleCounter = 0;
1240 ctx->NeedNormals = GL_FALSE;
1241 ctx->DoViewportMapping = GL_TRUE;
1242
1243 ctx->NeedEyeCoords = GL_FALSE;
1244 ctx->NeedEyeNormals = GL_FALSE;
1245 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1246
1247 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1248
1249 ctx->CatchSignals = GL_TRUE;
1250 ctx->OcclusionResult = GL_FALSE;
1251 ctx->OcclusionResultSaved = GL_FALSE;
1252
1253 /* For debug/development only */
1254 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1255 ctx->FirstTimeCurrent = GL_TRUE;
1256
1257 /* Dither disable */
1258 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1259 if (ctx->NoDither) {
1260 if (getenv("MESA_DEBUG")) {
1261 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1262 }
1263 ctx->Color.DitherFlag = GL_FALSE;
1264 }
1265 }
1266
1267
1268
1269
1270 /*
1271 * Allocate the proxy textures. If we run out of memory part way through
1272 * the allocations clean up and return GL_FALSE.
1273 * Return: GL_TRUE=success, GL_FALSE=failure
1274 */
1275 static GLboolean
1276 alloc_proxy_textures( GLcontext *ctx )
1277 {
1278 GLboolean out_of_memory;
1279 GLint i;
1280
1281 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1282 if (!ctx->Texture.Proxy1D) {
1283 return GL_FALSE;
1284 }
1285
1286 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1287 if (!ctx->Texture.Proxy2D) {
1288 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1289 return GL_FALSE;
1290 }
1291
1292 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1293 if (!ctx->Texture.Proxy3D) {
1294 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1295 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1296 return GL_FALSE;
1297 }
1298
1299 out_of_memory = GL_FALSE;
1300 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1301 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1302 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1303 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1304 if (!ctx->Texture.Proxy1D->Image[i]
1305 || !ctx->Texture.Proxy2D->Image[i]
1306 || !ctx->Texture.Proxy3D->Image[i]) {
1307 out_of_memory = GL_TRUE;
1308 }
1309 }
1310 if (out_of_memory) {
1311 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1312 if (ctx->Texture.Proxy1D->Image[i]) {
1313 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1314 }
1315 if (ctx->Texture.Proxy2D->Image[i]) {
1316 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1317 }
1318 if (ctx->Texture.Proxy3D->Image[i]) {
1319 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1320 }
1321 }
1322 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1323 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1324 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1325 return GL_FALSE;
1326 }
1327 else {
1328 return GL_TRUE;
1329 }
1330 }
1331
1332
1333
1334 /*
1335 * Initialize a GLcontext struct.
1336 */
1337 GLboolean
1338 _mesa_initialize_context( GLcontext *ctx,
1339 GLvisual *visual,
1340 GLcontext *share_list,
1341 void *driver_ctx,
1342 GLboolean direct )
1343 {
1344 (void) direct; /* not used */
1345
1346 /* misc one-time initializations */
1347 one_time_init();
1348
1349 ctx->DriverCtx = driver_ctx;
1350 ctx->Visual = visual;
1351 ctx->DrawBuffer = NULL;
1352 ctx->ReadBuffer = NULL;
1353
1354 ctx->VB = gl_vb_create_for_immediate( ctx );
1355 if (!ctx->VB) {
1356 FREE( ctx );
1357 return GL_FALSE;
1358 }
1359 ctx->input = ctx->VB->IM;
1360
1361 ctx->PB = gl_alloc_pb();
1362 if (!ctx->PB) {
1363 FREE( ctx->VB );
1364 FREE( ctx );
1365 return GL_FALSE;
1366 }
1367
1368 if (share_list) {
1369 /* share the group of display lists of another context */
1370 ctx->Shared = share_list->Shared;
1371 }
1372 else {
1373 /* allocate new group of display lists */
1374 ctx->Shared = alloc_shared_state();
1375 if (!ctx->Shared) {
1376 FREE(ctx->VB);
1377 FREE(ctx->PB);
1378 FREE(ctx);
1379 return GL_FALSE;
1380 }
1381 }
1382 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1383 ctx->Shared->RefCount++;
1384 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1385
1386 init_attrib_groups( ctx );
1387
1388 gl_reset_vb( ctx->VB );
1389 gl_reset_input( ctx );
1390
1391 if (visual->DBflag) {
1392 ctx->Color.DrawBuffer = GL_BACK;
1393 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1394 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1395 ctx->Pixel.ReadBuffer = GL_BACK;
1396 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1397 }
1398 else {
1399 ctx->Color.DrawBuffer = GL_FRONT;
1400 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1401 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1402 ctx->Pixel.ReadBuffer = GL_FRONT;
1403 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1404 }
1405
1406 if (!alloc_proxy_textures(ctx)) {
1407 free_shared_state(ctx, ctx->Shared);
1408 FREE(ctx->VB);
1409 FREE(ctx->PB);
1410 FREE(ctx);
1411 return GL_FALSE;
1412 }
1413
1414 /* setup API dispatch tables */
1415 ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1416 ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1417 if (!ctx->Exec || !ctx->Save) {
1418 free_shared_state(ctx, ctx->Shared);
1419 FREE(ctx->VB);
1420 FREE(ctx->PB);
1421 if (ctx->Exec)
1422 FREE(ctx->Exec);
1423 FREE(ctx);
1424 }
1425 _mesa_init_exec_table( ctx->Exec );
1426 _mesa_init_dlist_table( ctx->Save );
1427 ctx->CurrentDispatch = ctx->Exec;
1428
1429 return GL_TRUE;
1430 }
1431
1432
1433
1434 /*
1435 * Allocate and initialize a GLcontext structure.
1436 * Input: visual - a GLvisual pointer
1437 * sharelist - another context to share display lists with or NULL
1438 * driver_ctx - pointer to device driver's context state struct
1439 * Return: pointer to a new gl_context struct or NULL if error.
1440 */
1441 GLcontext *
1442 gl_create_context( GLvisual *visual,
1443 GLcontext *share_list,
1444 void *driver_ctx,
1445 GLboolean direct )
1446 {
1447 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1448 if (!ctx) {
1449 return NULL;
1450 }
1451
1452 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1453 return ctx;
1454 }
1455 else {
1456 FREE(ctx);
1457 return NULL;
1458 }
1459 }
1460
1461
1462
1463 /*
1464 * Free the data associated with the given context.
1465 * But don't free() the GLcontext struct itself!
1466 */
1467 void
1468 gl_free_context_data( GLcontext *ctx )
1469 {
1470 struct gl_shine_tab *s, *tmps;
1471 GLuint i, j;
1472
1473 /* if we're destroying the current context, unbind it first */
1474 if (ctx == gl_get_current_context()) {
1475 gl_make_current(NULL, NULL);
1476 }
1477
1478 gl_matrix_dtr( &ctx->ModelView );
1479 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1480 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1481 }
1482 gl_matrix_dtr( &ctx->ProjectionMatrix );
1483 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1484 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1485 }
1486 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1487 gl_matrix_dtr( &ctx->TextureMatrix[i] );
1488 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1489 gl_matrix_dtr( &ctx->TextureStack[i][j] );
1490 }
1491 }
1492
1493 FREE( ctx->PB );
1494
1495 if (ctx->input != ctx->VB->IM)
1496 gl_immediate_free( ctx->input );
1497
1498 gl_vb_free( ctx->VB );
1499
1500 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1501 ctx->Shared->RefCount--;
1502 assert(ctx->Shared->RefCount >= 0);
1503 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1504 if (ctx->Shared->RefCount == 0) {
1505 /* free shared state */
1506 free_shared_state( ctx, ctx->Shared );
1507 }
1508
1509 foreach_s( s, tmps, ctx->ShineTabList ) {
1510 FREE( s );
1511 }
1512 FREE( ctx->ShineTabList );
1513
1514 /* Free proxy texture objects */
1515 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1516 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1517 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1518
1519 /* Free evaluator data */
1520 if (ctx->EvalMap.Map1Vertex3.Points)
1521 FREE( ctx->EvalMap.Map1Vertex3.Points );
1522 if (ctx->EvalMap.Map1Vertex4.Points)
1523 FREE( ctx->EvalMap.Map1Vertex4.Points );
1524 if (ctx->EvalMap.Map1Index.Points)
1525 FREE( ctx->EvalMap.Map1Index.Points );
1526 if (ctx->EvalMap.Map1Color4.Points)
1527 FREE( ctx->EvalMap.Map1Color4.Points );
1528 if (ctx->EvalMap.Map1Normal.Points)
1529 FREE( ctx->EvalMap.Map1Normal.Points );
1530 if (ctx->EvalMap.Map1Texture1.Points)
1531 FREE( ctx->EvalMap.Map1Texture1.Points );
1532 if (ctx->EvalMap.Map1Texture2.Points)
1533 FREE( ctx->EvalMap.Map1Texture2.Points );
1534 if (ctx->EvalMap.Map1Texture3.Points)
1535 FREE( ctx->EvalMap.Map1Texture3.Points );
1536 if (ctx->EvalMap.Map1Texture4.Points)
1537 FREE( ctx->EvalMap.Map1Texture4.Points );
1538
1539 if (ctx->EvalMap.Map2Vertex3.Points)
1540 FREE( ctx->EvalMap.Map2Vertex3.Points );
1541 if (ctx->EvalMap.Map2Vertex4.Points)
1542 FREE( ctx->EvalMap.Map2Vertex4.Points );
1543 if (ctx->EvalMap.Map2Index.Points)
1544 FREE( ctx->EvalMap.Map2Index.Points );
1545 if (ctx->EvalMap.Map2Color4.Points)
1546 FREE( ctx->EvalMap.Map2Color4.Points );
1547 if (ctx->EvalMap.Map2Normal.Points)
1548 FREE( ctx->EvalMap.Map2Normal.Points );
1549 if (ctx->EvalMap.Map2Texture1.Points)
1550 FREE( ctx->EvalMap.Map2Texture1.Points );
1551 if (ctx->EvalMap.Map2Texture2.Points)
1552 FREE( ctx->EvalMap.Map2Texture2.Points );
1553 if (ctx->EvalMap.Map2Texture3.Points)
1554 FREE( ctx->EvalMap.Map2Texture3.Points );
1555 if (ctx->EvalMap.Map2Texture4.Points)
1556 FREE( ctx->EvalMap.Map2Texture4.Points );
1557
1558 _mesa_free_colortable_data( &ctx->ColorTable );
1559 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1560 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1561 _mesa_free_colortable_data( &ctx->Texture.Palette );
1562
1563 /* Free cache of immediate buffers. */
1564 while (ctx->nr_im_queued-- > 0) {
1565 struct immediate * next = ctx->freed_im_queue->next;
1566 FREE( ctx->freed_im_queue );
1567 ctx->freed_im_queue = next;
1568 }
1569 gl_extensions_dtr(ctx);
1570
1571 FREE(ctx->Exec);
1572 FREE(ctx->Save);
1573 }
1574
1575
1576
1577 /*
1578 * Destroy a GLcontext structure.
1579 */
1580 void
1581 gl_destroy_context( GLcontext *ctx )
1582 {
1583 if (ctx) {
1584 gl_free_context_data(ctx);
1585 FREE( (void *) ctx );
1586 }
1587 }
1588
1589
1590
1591 /*
1592 * Called by the driver after both the context and driver are fully
1593 * initialized. Currently just reads the config file.
1594 */
1595 void
1596 gl_context_initialize( GLcontext *ctx )
1597 {
1598 gl_read_config_file( ctx );
1599 }
1600
1601
1602
1603 /*
1604 * Copy attribute groups from one context to another.
1605 * Input: src - source context
1606 * dst - destination context
1607 * mask - bitwise OR of GL_*_BIT flags
1608 */
1609 void
1610 gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1611 {
1612 if (mask & GL_ACCUM_BUFFER_BIT) {
1613 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1614 }
1615 if (mask & GL_COLOR_BUFFER_BIT) {
1616 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1617 }
1618 if (mask & GL_CURRENT_BIT) {
1619 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1620 }
1621 if (mask & GL_DEPTH_BUFFER_BIT) {
1622 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1623 }
1624 if (mask & GL_ENABLE_BIT) {
1625 /* no op */
1626 }
1627 if (mask & GL_EVAL_BIT) {
1628 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1629 }
1630 if (mask & GL_FOG_BIT) {
1631 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1632 }
1633 if (mask & GL_HINT_BIT) {
1634 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1635 }
1636 if (mask & GL_LIGHTING_BIT) {
1637 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1638 /* gl_reinit_light_attrib( &dst->Light ); */
1639 }
1640 if (mask & GL_LINE_BIT) {
1641 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1642 }
1643 if (mask & GL_LIST_BIT) {
1644 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1645 }
1646 if (mask & GL_PIXEL_MODE_BIT) {
1647 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1648 }
1649 if (mask & GL_POINT_BIT) {
1650 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1651 }
1652 if (mask & GL_POLYGON_BIT) {
1653 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1654 }
1655 if (mask & GL_POLYGON_STIPPLE_BIT) {
1656 /* Use loop instead of MEMCPY due to problem with Portland Group's
1657 * C compiler. Reported by John Stone.
1658 */
1659 int i;
1660 for (i=0;i<32;i++) {
1661 dst->PolygonStipple[i] = src->PolygonStipple[i];
1662 }
1663 }
1664 if (mask & GL_SCISSOR_BIT) {
1665 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1666 }
1667 if (mask & GL_STENCIL_BUFFER_BIT) {
1668 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1669 }
1670 if (mask & GL_TEXTURE_BIT) {
1671 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1672 }
1673 if (mask & GL_TRANSFORM_BIT) {
1674 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1675 }
1676 if (mask & GL_VIEWPORT_BIT) {
1677 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1678 }
1679 }
1680
1681
1682 /*
1683 * Set the current context, binding the given frame buffer to the context.
1684 */
1685 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1686 {
1687 gl_make_current2( newCtx, buffer, buffer );
1688 }
1689
1690
1691 /*
1692 * Bind the given context to the given draw-buffer and read-buffer
1693 * and make it the current context for this thread.
1694 */
1695 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1696 GLframebuffer *readBuffer )
1697 {
1698 #if 0
1699 GLcontext *oldCtx = gl_get_context();
1700
1701 /* Flush the old context
1702 */
1703 if (oldCtx) {
1704 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1705
1706 /* unbind frame buffers from context */
1707 if (oldCtx->DrawBuffer) {
1708 oldCtx->DrawBuffer = NULL;
1709 }
1710 if (oldCtx->ReadBuffer) {
1711 oldCtx->ReadBuffer = NULL;
1712 }
1713 }
1714 #endif
1715
1716 /* We call this function periodically (just here for now) in
1717 * order to detect when multithreading has begun.
1718 */
1719 _glapi_check_multithread();
1720
1721 _glapi_set_context((void *) newCtx);
1722 ASSERT(gl_get_current_context() == newCtx);
1723 if (newCtx) {
1724 SET_IMMEDIATE(newCtx, newCtx->input);
1725 _glapi_set_dispatch(newCtx->CurrentDispatch);
1726 }
1727 else {
1728 _glapi_set_dispatch(NULL); /* none current */
1729 }
1730
1731 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1732
1733 if (newCtx && drawBuffer && readBuffer) {
1734 /* TODO: check if newCtx and buffer's visual match??? */
1735 newCtx->DrawBuffer = drawBuffer;
1736 newCtx->ReadBuffer = readBuffer;
1737 newCtx->NewState = NEW_ALL; /* just to be safe */
1738 gl_update_state( newCtx );
1739 }
1740
1741 /* We can use this to help debug user's problems. Tell the to set
1742 * the MESA_INFO env variable before running their app. Then the
1743 * first time each context is made current we'll print some useful
1744 * information.
1745 */
1746 if (newCtx && newCtx->FirstTimeCurrent) {
1747 if (getenv("MESA_INFO")) {
1748 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1749 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1750 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1751 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1752 #if defined(THREADS)
1753 fprintf(stderr, "Mesa thread-safe: YES\n");
1754 #else
1755 fprintf(stderr, "Mesa thread-safe: NO\n");
1756 #endif
1757 #if defined(USE_X86_ASM)
1758 fprintf(stderr, "Mesa x86-optimized: YES\n");
1759 #else
1760 fprintf(stderr, "Mesa x86-optimized: NO\n");
1761 #endif
1762 }
1763 newCtx->FirstTimeCurrent = GL_FALSE;
1764 }
1765 }
1766
1767
1768
1769 /*
1770 * Return current context handle for the calling thread.
1771 * This isn't the fastest way to get the current context.
1772 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1773 */
1774 GLcontext *gl_get_current_context( void )
1775 {
1776 return (GLcontext *) _glapi_get_context();
1777 }
1778
1779
1780
1781 /*
1782 * This should be called by device drivers just before they do a
1783 * swapbuffers. Any pending rendering commands will be executed.
1784 */
1785 void
1786 _mesa_swapbuffers(GLcontext *ctx)
1787 {
1788 FLUSH_VB( ctx, "swap buffers" );
1789 }
1790
1791
1792
1793 /*
1794 * Return pointer to this context's current API dispatch table.
1795 * It'll either be the immediate-mode execute dispatcher or the
1796 * display list compile dispatcher.
1797 */
1798 struct _glapi_table *
1799 _mesa_get_dispatch(GLcontext *ctx)
1800 {
1801 return ctx->CurrentDispatch;
1802 }
1803
1804
1805
1806 /**********************************************************************/
1807 /***** Miscellaneous functions *****/
1808 /**********************************************************************/
1809
1810
1811 /*
1812 * This function is called when the Mesa user has stumbled into a code
1813 * path which may not be implemented fully or correctly.
1814 */
1815 void gl_problem( const GLcontext *ctx, const char *s )
1816 {
1817 fprintf( stderr, "Mesa implementation error: %s\n", s );
1818 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1819 (void) ctx;
1820 }
1821
1822
1823
1824 /*
1825 * This is called to inform the user that he or she has tried to do
1826 * something illogical or if there's likely a bug in their program
1827 * (like enabled depth testing without a depth buffer).
1828 */
1829 void gl_warning( const GLcontext *ctx, const char *s )
1830 {
1831 GLboolean debug;
1832 #ifdef DEBUG
1833 debug = GL_TRUE;
1834 #else
1835 if (getenv("MESA_DEBUG")) {
1836 debug = GL_TRUE;
1837 }
1838 else {
1839 debug = GL_FALSE;
1840 }
1841 #endif
1842 if (debug) {
1843 fprintf( stderr, "Mesa warning: %s\n", s );
1844 }
1845 (void) ctx;
1846 }
1847
1848
1849
1850 /*
1851 * Compile an error into current display list.
1852 */
1853 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1854 {
1855 if (ctx->CompileFlag)
1856 gl_save_error( ctx, error, s );
1857
1858 if (ctx->ExecuteFlag)
1859 gl_error( ctx, error, s );
1860 }
1861
1862
1863
1864 /*
1865 * This is Mesa's error handler. Normally, all that's done is the updating
1866 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1867 * environment variable "MESA_DEBUG" is defined then a real error message
1868 * is printed to stderr.
1869 * Input: error - the error value
1870 * s - a diagnostic string
1871 */
1872 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1873 {
1874 GLboolean debug;
1875
1876 #ifdef DEBUG
1877 debug = GL_TRUE;
1878 #else
1879 if (getenv("MESA_DEBUG")) {
1880 debug = GL_TRUE;
1881 }
1882 else {
1883 debug = GL_FALSE;
1884 }
1885 #endif
1886
1887 if (debug) {
1888 char errstr[1000];
1889
1890 switch (error) {
1891 case GL_NO_ERROR:
1892 strcpy( errstr, "GL_NO_ERROR" );
1893 break;
1894 case GL_INVALID_VALUE:
1895 strcpy( errstr, "GL_INVALID_VALUE" );
1896 break;
1897 case GL_INVALID_ENUM:
1898 strcpy( errstr, "GL_INVALID_ENUM" );
1899 break;
1900 case GL_INVALID_OPERATION:
1901 strcpy( errstr, "GL_INVALID_OPERATION" );
1902 break;
1903 case GL_STACK_OVERFLOW:
1904 strcpy( errstr, "GL_STACK_OVERFLOW" );
1905 break;
1906 case GL_STACK_UNDERFLOW:
1907 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1908 break;
1909 case GL_OUT_OF_MEMORY:
1910 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1911 break;
1912 default:
1913 strcpy( errstr, "unknown" );
1914 break;
1915 }
1916 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1917 }
1918
1919 if (ctx->ErrorValue==GL_NO_ERROR) {
1920 ctx->ErrorValue = error;
1921 }
1922
1923 /* Call device driver's error handler, if any. This is used on the Mac. */
1924 if (ctx->Driver.Error) {
1925 (*ctx->Driver.Error)( ctx );
1926 }
1927 }
1928
1929
1930
1931 void
1932 _mesa_Finish( void )
1933 {
1934 GET_CURRENT_CONTEXT(ctx);
1935 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
1936 if (ctx->Driver.Finish) {
1937 (*ctx->Driver.Finish)( ctx );
1938 }
1939 }
1940
1941
1942
1943 void
1944 _mesa_Flush( void )
1945 {
1946 GET_CURRENT_CONTEXT(ctx);
1947 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
1948 if (ctx->Driver.Flush) {
1949 (*ctx->Driver.Flush)( ctx );
1950 }
1951 }