more GL_SGI_color_table extension work
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.59 2000/04/12 00:27:37 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 p->RedSize = 8;
791 p->GreenSize = 8;
792 p->BlueSize = 8;
793 p->AlphaSize = 8;
794 p->IntensitySize = 0;
795 p->LuminanceSize = 0;
796 }
797
798
799 /*
800 * Initialize the attribute groups in a GLcontext.
801 */
802 static void init_attrib_groups( GLcontext *ctx )
803 {
804 GLuint i, j;
805
806 assert(ctx);
807
808 /* Constants, may be overriden by device drivers */
809 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
810 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
811 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
812 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
813 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
814 ctx->Const.MinPointSize = MIN_POINT_SIZE;
815 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
816 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
817 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
818 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
819 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
820 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
821 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
822 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
823 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
824 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
825
826 /* Modelview matrix */
827 gl_matrix_ctr( &ctx->ModelView );
828 gl_matrix_alloc_inv( &ctx->ModelView );
829
830 ctx->ModelViewStackDepth = 0;
831 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
832 gl_matrix_ctr( &ctx->ModelViewStack[i] );
833 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
834 }
835
836 /* Projection matrix - need inv for user clipping in clip space*/
837 gl_matrix_ctr( &ctx->ProjectionMatrix );
838 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
839
840 gl_matrix_ctr( &ctx->ModelProjectMatrix );
841 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
842 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
843
844 ctx->ProjectionStackDepth = 0;
845 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
846 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
847
848 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
849 gl_matrix_ctr( &ctx->ProjectionStack[i] );
850 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
851 }
852
853 /* Texture matrix */
854 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
855 gl_matrix_ctr( &ctx->TextureMatrix[i] );
856 ctx->TextureStackDepth[i] = 0;
857 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
858 ctx->TextureStack[i][j].inv = 0;
859 }
860 }
861
862 /* Color matrix */
863 gl_matrix_ctr(&ctx->ColorMatrix);
864 ctx->ColorStackDepth = 0;
865 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
866 gl_matrix_ctr(&ctx->ColorStack[j]);
867 }
868
869 /* Accumulate buffer group */
870 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
871
872 /* Color buffer group */
873 ctx->Color.IndexMask = 0xffffffff;
874 ctx->Color.ColorMask[0] = 0xff;
875 ctx->Color.ColorMask[1] = 0xff;
876 ctx->Color.ColorMask[2] = 0xff;
877 ctx->Color.ColorMask[3] = 0xff;
878 ctx->Color.SWmasking = GL_FALSE;
879 ctx->Color.ClearIndex = 0;
880 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
881 ctx->Color.DrawBuffer = GL_FRONT;
882 ctx->Color.AlphaEnabled = GL_FALSE;
883 ctx->Color.AlphaFunc = GL_ALWAYS;
884 ctx->Color.AlphaRef = 0;
885 ctx->Color.BlendEnabled = GL_FALSE;
886 ctx->Color.BlendSrcRGB = GL_ONE;
887 ctx->Color.BlendDstRGB = GL_ZERO;
888 ctx->Color.BlendSrcA = GL_ONE;
889 ctx->Color.BlendDstA = GL_ZERO;
890 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
891 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
892 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
893 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
894 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
895 ctx->Color.SWLogicOpEnabled = GL_FALSE;
896 ctx->Color.LogicOp = GL_COPY;
897 ctx->Color.DitherFlag = GL_TRUE;
898 ctx->Color.MultiDrawBuffer = GL_FALSE;
899
900 /* Current group */
901 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
902 ctx->Current.Index = 1;
903 for (i=0; i<MAX_TEXTURE_UNITS; i++)
904 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
905 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
906 ctx->Current.RasterDistance = 0.0;
907 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
908 ctx->Current.RasterIndex = 1;
909 for (i=0; i<MAX_TEXTURE_UNITS; i++)
910 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
911 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
912 ctx->Current.RasterPosValid = GL_TRUE;
913 ctx->Current.EdgeFlag = GL_TRUE;
914 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
915 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
916
917 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
918 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
919
920 init_fallback_arrays( ctx );
921
922 /* Depth buffer group */
923 ctx->Depth.Test = GL_FALSE;
924 ctx->Depth.Clear = 1.0;
925 ctx->Depth.Func = GL_LESS;
926 ctx->Depth.Mask = GL_TRUE;
927 ctx->Depth.OcclusionTest = GL_FALSE;
928
929 /* Evaluators group */
930 ctx->Eval.Map1Color4 = GL_FALSE;
931 ctx->Eval.Map1Index = GL_FALSE;
932 ctx->Eval.Map1Normal = GL_FALSE;
933 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
934 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
935 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
936 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
937 ctx->Eval.Map1Vertex3 = GL_FALSE;
938 ctx->Eval.Map1Vertex4 = GL_FALSE;
939 ctx->Eval.Map2Color4 = GL_FALSE;
940 ctx->Eval.Map2Index = GL_FALSE;
941 ctx->Eval.Map2Normal = GL_FALSE;
942 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
943 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
944 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
945 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
946 ctx->Eval.Map2Vertex3 = GL_FALSE;
947 ctx->Eval.Map2Vertex4 = GL_FALSE;
948 ctx->Eval.AutoNormal = GL_FALSE;
949 ctx->Eval.MapGrid1un = 1;
950 ctx->Eval.MapGrid1u1 = 0.0;
951 ctx->Eval.MapGrid1u2 = 1.0;
952 ctx->Eval.MapGrid2un = 1;
953 ctx->Eval.MapGrid2vn = 1;
954 ctx->Eval.MapGrid2u1 = 0.0;
955 ctx->Eval.MapGrid2u2 = 1.0;
956 ctx->Eval.MapGrid2v1 = 0.0;
957 ctx->Eval.MapGrid2v2 = 1.0;
958
959 /* Evaluator data */
960 {
961 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
962 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
963 static GLfloat index[1] = { 1.0 };
964 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
965 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
966
967 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
968 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
969 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
970 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
971 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
972 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
973 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
974 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
975 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
976
977 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
978 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
979 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
980 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
981 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
982 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
983 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
984 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
985 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
986 }
987
988 /* Fog group */
989 ctx->Fog.Enabled = GL_FALSE;
990 ctx->Fog.Mode = GL_EXP;
991 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
992 ctx->Fog.Index = 0.0;
993 ctx->Fog.Density = 1.0;
994 ctx->Fog.Start = 0.0;
995 ctx->Fog.End = 1.0;
996
997 /* Hint group */
998 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
999 ctx->Hint.PointSmooth = GL_DONT_CARE;
1000 ctx->Hint.LineSmooth = GL_DONT_CARE;
1001 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
1002 ctx->Hint.Fog = GL_DONT_CARE;
1003
1004 ctx->Hint.AllowDrawWin = GL_TRUE;
1005 ctx->Hint.AllowDrawFrg = GL_TRUE;
1006 ctx->Hint.AllowDrawMem = GL_TRUE;
1007 ctx->Hint.StrictLighting = GL_TRUE;
1008
1009 /* Histogram group */
1010 ctx->Histogram.Width = 0;
1011 ctx->Histogram.Format = GL_RGBA;
1012 ctx->Histogram.Sink = GL_FALSE;
1013 ctx->Histogram.RedSize = 0xffffffff;
1014 ctx->Histogram.GreenSize = 0xffffffff;
1015 ctx->Histogram.BlueSize = 0xffffffff;
1016 ctx->Histogram.AlphaSize = 0xffffffff;
1017 ctx->Histogram.LuminanceSize = 0xffffffff;
1018 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
1019 ctx->Histogram.Count[i][0] = 0;
1020 ctx->Histogram.Count[i][1] = 0;
1021 ctx->Histogram.Count[i][2] = 0;
1022 ctx->Histogram.Count[i][3] = 0;
1023 }
1024
1025 /* Min/Max group */
1026 ctx->MinMax.Format = GL_RGBA;
1027 ctx->MinMax.Sink = GL_FALSE;
1028 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
1029 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
1030 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
1031 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
1032
1033
1034
1035 /* Pipeline */
1036 gl_pipeline_init( ctx );
1037 gl_cva_init( ctx );
1038
1039 /* Extensions */
1040 gl_extensions_ctr( ctx );
1041
1042 ctx->AllowVertexCull = CLIP_CULLED_BIT;
1043
1044 /* Lighting group */
1045 for (i=0;i<MAX_LIGHTS;i++) {
1046 init_light( &ctx->Light.Light[i], i );
1047 }
1048 make_empty_list( &ctx->Light.EnabledList );
1049
1050 init_lightmodel( &ctx->Light.Model );
1051 init_material( &ctx->Light.Material[0] );
1052 init_material( &ctx->Light.Material[1] );
1053 ctx->Light.ShadeModel = GL_SMOOTH;
1054 ctx->Light.Enabled = GL_FALSE;
1055 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1056 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1057 ctx->Light.ColorMaterialBitmask
1058 = gl_material_bitmask( ctx,
1059 GL_FRONT_AND_BACK,
1060 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
1061
1062 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1063
1064 /* Lighting miscellaneous */
1065 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1066 make_empty_list( ctx->ShineTabList );
1067 for (i = 0 ; i < 10 ; i++) {
1068 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1069 s->shininess = -1;
1070 s->refcount = 0;
1071 insert_at_tail( ctx->ShineTabList, s );
1072 }
1073 for (i = 0 ; i < 4 ; i++) {
1074 ctx->ShineTable[i] = ctx->ShineTabList->prev;
1075 ctx->ShineTable[i]->refcount++;
1076 }
1077
1078
1079 /* Line group */
1080 ctx->Line.SmoothFlag = GL_FALSE;
1081 ctx->Line.StippleFlag = GL_FALSE;
1082 ctx->Line.Width = 1.0;
1083 ctx->Line.StipplePattern = 0xffff;
1084 ctx->Line.StippleFactor = 1;
1085
1086 /* Display List group */
1087 ctx->List.ListBase = 0;
1088
1089 /* Pixel group */
1090 ctx->Pixel.RedBias = 0.0;
1091 ctx->Pixel.RedScale = 1.0;
1092 ctx->Pixel.GreenBias = 0.0;
1093 ctx->Pixel.GreenScale = 1.0;
1094 ctx->Pixel.BlueBias = 0.0;
1095 ctx->Pixel.BlueScale = 1.0;
1096 ctx->Pixel.AlphaBias = 0.0;
1097 ctx->Pixel.AlphaScale = 1.0;
1098 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
1099 ctx->Pixel.DepthBias = 0.0;
1100 ctx->Pixel.DepthScale = 1.0;
1101 ctx->Pixel.IndexOffset = 0;
1102 ctx->Pixel.IndexShift = 0;
1103 ctx->Pixel.ZoomX = 1.0;
1104 ctx->Pixel.ZoomY = 1.0;
1105 ctx->Pixel.MapColorFlag = GL_FALSE;
1106 ctx->Pixel.MapStencilFlag = GL_FALSE;
1107 ctx->Pixel.MapStoSsize = 1;
1108 ctx->Pixel.MapItoIsize = 1;
1109 ctx->Pixel.MapItoRsize = 1;
1110 ctx->Pixel.MapItoGsize = 1;
1111 ctx->Pixel.MapItoBsize = 1;
1112 ctx->Pixel.MapItoAsize = 1;
1113 ctx->Pixel.MapRtoRsize = 1;
1114 ctx->Pixel.MapGtoGsize = 1;
1115 ctx->Pixel.MapBtoBsize = 1;
1116 ctx->Pixel.MapAtoAsize = 1;
1117 ctx->Pixel.MapStoS[0] = 0;
1118 ctx->Pixel.MapItoI[0] = 0;
1119 ctx->Pixel.MapItoR[0] = 0.0;
1120 ctx->Pixel.MapItoG[0] = 0.0;
1121 ctx->Pixel.MapItoB[0] = 0.0;
1122 ctx->Pixel.MapItoA[0] = 0.0;
1123 ctx->Pixel.MapItoR8[0] = 0;
1124 ctx->Pixel.MapItoG8[0] = 0;
1125 ctx->Pixel.MapItoB8[0] = 0;
1126 ctx->Pixel.MapItoA8[0] = 0;
1127 ctx->Pixel.MapRtoR[0] = 0.0;
1128 ctx->Pixel.MapGtoG[0] = 0.0;
1129 ctx->Pixel.MapBtoB[0] = 0.0;
1130 ctx->Pixel.MapAtoA[0] = 0.0;
1131 ctx->Pixel.HistogramEnabled = GL_FALSE;
1132 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1133 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1134 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1135 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1136 ctx->Pixel.PostColorMatrixRedBias = 0.0;
1137 ctx->Pixel.PostColorMatrixRedScale = 1.0;
1138 ctx->Pixel.PostColorMatrixGreenBias = 0.0;
1139 ctx->Pixel.PostColorMatrixGreenScale = 1.0;
1140 ctx->Pixel.PostColorMatrixBlueBias = 0.0;
1141 ctx->Pixel.PostColorMatrixBlueScale = 1.0;
1142 ctx->Pixel.PostColorMatrixAlphaBias = 0.0;
1143 ctx->Pixel.PostColorMatrixAlphaScale = 1.0;
1144 ctx->Pixel.ColorTableScale[0] = 1.0F;
1145 ctx->Pixel.ColorTableScale[1] = 1.0F;
1146 ctx->Pixel.ColorTableScale[2] = 1.0F;
1147 ctx->Pixel.ColorTableScale[3] = 1.0F;
1148 ctx->Pixel.ColorTableBias[0] = 0.0F;
1149 ctx->Pixel.ColorTableBias[1] = 0.0F;
1150 ctx->Pixel.ColorTableBias[2] = 0.0F;
1151 ctx->Pixel.ColorTableBias[3] = 0.0F;
1152 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1153 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1154 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1155
1156 /* Point group */
1157 ctx->Point.SmoothFlag = GL_FALSE;
1158 ctx->Point.Size = 1.0;
1159 ctx->Point.Params[0] = 1.0;
1160 ctx->Point.Params[1] = 0.0;
1161 ctx->Point.Params[2] = 0.0;
1162 ctx->Point.Attenuated = GL_FALSE;
1163 ctx->Point.MinSize = 0.0;
1164 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1165 ctx->Point.Threshold = 1.0;
1166
1167 /* Polygon group */
1168 ctx->Polygon.CullFlag = GL_FALSE;
1169 ctx->Polygon.CullFaceMode = GL_BACK;
1170 ctx->Polygon.FrontFace = GL_CCW;
1171 ctx->Polygon.FrontBit = 0;
1172 ctx->Polygon.FrontMode = GL_FILL;
1173 ctx->Polygon.BackMode = GL_FILL;
1174 ctx->Polygon.Unfilled = GL_FALSE;
1175 ctx->Polygon.SmoothFlag = GL_FALSE;
1176 ctx->Polygon.StippleFlag = GL_FALSE;
1177 ctx->Polygon.OffsetFactor = 0.0F;
1178 ctx->Polygon.OffsetUnits = 0.0F;
1179 ctx->Polygon.OffsetPoint = GL_FALSE;
1180 ctx->Polygon.OffsetLine = GL_FALSE;
1181 ctx->Polygon.OffsetFill = GL_FALSE;
1182
1183 /* Polygon Stipple group */
1184 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1185
1186 /* Scissor group */
1187 ctx->Scissor.Enabled = GL_FALSE;
1188 ctx->Scissor.X = 0;
1189 ctx->Scissor.Y = 0;
1190 ctx->Scissor.Width = 0;
1191 ctx->Scissor.Height = 0;
1192
1193 /* Stencil group */
1194 ctx->Stencil.Enabled = GL_FALSE;
1195 ctx->Stencil.Function = GL_ALWAYS;
1196 ctx->Stencil.FailFunc = GL_KEEP;
1197 ctx->Stencil.ZPassFunc = GL_KEEP;
1198 ctx->Stencil.ZFailFunc = GL_KEEP;
1199 ctx->Stencil.Ref = 0;
1200 ctx->Stencil.ValueMask = STENCIL_MAX;
1201 ctx->Stencil.Clear = 0;
1202 ctx->Stencil.WriteMask = STENCIL_MAX;
1203
1204 /* Texture group */
1205 ctx->Texture.CurrentUnit = 0; /* multitexture */
1206 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1207 ctx->Texture.Enabled = 0;
1208 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1209 init_texture_unit( ctx, i );
1210 init_color_table(&ctx->Texture.Palette);
1211
1212 /* Transformation group */
1213 ctx->Transform.MatrixMode = GL_MODELVIEW;
1214 ctx->Transform.Normalize = GL_FALSE;
1215 ctx->Transform.RescaleNormals = GL_FALSE;
1216 for (i=0;i<MAX_CLIP_PLANES;i++) {
1217 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1218 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1219 }
1220 ctx->Transform.AnyClip = GL_FALSE;
1221
1222 /* Viewport group */
1223 ctx->Viewport.X = 0;
1224 ctx->Viewport.Y = 0;
1225 ctx->Viewport.Width = 0;
1226 ctx->Viewport.Height = 0;
1227 ctx->Viewport.Near = 0.0;
1228 ctx->Viewport.Far = 1.0;
1229 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1230
1231 #define Sz 10
1232 #define Tz 14
1233 ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
1234 ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
1235 #undef Sz
1236 #undef Tz
1237
1238 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1239 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1240
1241 /* Vertex arrays */
1242 ctx->Array.Vertex.Size = 4;
1243 ctx->Array.Vertex.Type = GL_FLOAT;
1244 ctx->Array.Vertex.Stride = 0;
1245 ctx->Array.Vertex.StrideB = 0;
1246 ctx->Array.Vertex.Ptr = NULL;
1247 ctx->Array.Vertex.Enabled = GL_FALSE;
1248 ctx->Array.Normal.Type = GL_FLOAT;
1249 ctx->Array.Normal.Stride = 0;
1250 ctx->Array.Normal.StrideB = 0;
1251 ctx->Array.Normal.Ptr = NULL;
1252 ctx->Array.Normal.Enabled = GL_FALSE;
1253 ctx->Array.Color.Size = 4;
1254 ctx->Array.Color.Type = GL_FLOAT;
1255 ctx->Array.Color.Stride = 0;
1256 ctx->Array.Color.StrideB = 0;
1257 ctx->Array.Color.Ptr = NULL;
1258 ctx->Array.Color.Enabled = GL_FALSE;
1259 ctx->Array.Index.Type = GL_FLOAT;
1260 ctx->Array.Index.Stride = 0;
1261 ctx->Array.Index.StrideB = 0;
1262 ctx->Array.Index.Ptr = NULL;
1263 ctx->Array.Index.Enabled = GL_FALSE;
1264 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1265 ctx->Array.TexCoord[i].Size = 4;
1266 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1267 ctx->Array.TexCoord[i].Stride = 0;
1268 ctx->Array.TexCoord[i].StrideB = 0;
1269 ctx->Array.TexCoord[i].Ptr = NULL;
1270 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1271 }
1272 ctx->Array.TexCoordInterleaveFactor = 1;
1273 ctx->Array.EdgeFlag.Stride = 0;
1274 ctx->Array.EdgeFlag.StrideB = 0;
1275 ctx->Array.EdgeFlag.Ptr = NULL;
1276 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1277 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1278
1279 /* Pixel transfer */
1280 ctx->Pack.Alignment = 4;
1281 ctx->Pack.RowLength = 0;
1282 ctx->Pack.ImageHeight = 0;
1283 ctx->Pack.SkipPixels = 0;
1284 ctx->Pack.SkipRows = 0;
1285 ctx->Pack.SkipImages = 0;
1286 ctx->Pack.SwapBytes = GL_FALSE;
1287 ctx->Pack.LsbFirst = GL_FALSE;
1288 ctx->Unpack.Alignment = 4;
1289 ctx->Unpack.RowLength = 0;
1290 ctx->Unpack.ImageHeight = 0;
1291 ctx->Unpack.SkipPixels = 0;
1292 ctx->Unpack.SkipRows = 0;
1293 ctx->Unpack.SkipImages = 0;
1294 ctx->Unpack.SwapBytes = GL_FALSE;
1295 ctx->Unpack.LsbFirst = GL_FALSE;
1296
1297 /* Feedback */
1298 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1299 ctx->Feedback.Buffer = NULL;
1300 ctx->Feedback.BufferSize = 0;
1301 ctx->Feedback.Count = 0;
1302
1303 /* Selection/picking */
1304 ctx->Select.Buffer = NULL;
1305 ctx->Select.BufferSize = 0;
1306 ctx->Select.BufferCount = 0;
1307 ctx->Select.Hits = 0;
1308 ctx->Select.NameStackDepth = 0;
1309
1310 /* Optimized Accum buffer */
1311 ctx->IntegerAccumMode = GL_TRUE;
1312 ctx->IntegerAccumScaler = 0.0;
1313
1314 /* Renderer and client attribute stacks */
1315 ctx->AttribStackDepth = 0;
1316 ctx->ClientAttribStackDepth = 0;
1317
1318 /* Display list */
1319 ctx->CallDepth = 0;
1320 ctx->ExecuteFlag = GL_TRUE;
1321 ctx->CompileFlag = GL_FALSE;
1322 ctx->CurrentListPtr = NULL;
1323 ctx->CurrentBlock = NULL;
1324 ctx->CurrentListNum = 0;
1325 ctx->CurrentPos = 0;
1326
1327 /* Color tables */
1328 init_color_table(&ctx->ColorTable);
1329 init_color_table(&ctx->ProxyColorTable);
1330 init_color_table(&ctx->PostConvolutionColorTable);
1331 init_color_table(&ctx->ProxyPostConvolutionColorTable);
1332 init_color_table(&ctx->PostColorMatrixColorTable);
1333 init_color_table(&ctx->ProxyPostColorMatrixColorTable);
1334
1335 /* Miscellaneous */
1336 ctx->NewState = NEW_ALL;
1337 ctx->RenderMode = GL_RENDER;
1338 ctx->StippleCounter = 0;
1339 ctx->NeedNormals = GL_FALSE;
1340 ctx->DoViewportMapping = GL_TRUE;
1341
1342 ctx->NeedEyeCoords = GL_FALSE;
1343 ctx->NeedEyeNormals = GL_FALSE;
1344 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1345
1346 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1347
1348 ctx->CatchSignals = GL_TRUE;
1349 ctx->OcclusionResult = GL_FALSE;
1350 ctx->OcclusionResultSaved = GL_FALSE;
1351
1352 /* For debug/development only */
1353 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1354 ctx->FirstTimeCurrent = GL_TRUE;
1355
1356 /* Dither disable */
1357 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1358 if (ctx->NoDither) {
1359 if (getenv("MESA_DEBUG")) {
1360 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1361 }
1362 ctx->Color.DitherFlag = GL_FALSE;
1363 }
1364 }
1365
1366
1367
1368
1369 /*
1370 * Allocate the proxy textures. If we run out of memory part way through
1371 * the allocations clean up and return GL_FALSE.
1372 * Return: GL_TRUE=success, GL_FALSE=failure
1373 */
1374 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1375 {
1376 GLboolean out_of_memory;
1377 GLint i;
1378
1379 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1380 if (!ctx->Texture.Proxy1D) {
1381 return GL_FALSE;
1382 }
1383
1384 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1385 if (!ctx->Texture.Proxy2D) {
1386 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1387 return GL_FALSE;
1388 }
1389
1390 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1391 if (!ctx->Texture.Proxy3D) {
1392 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1393 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1394 return GL_FALSE;
1395 }
1396
1397 out_of_memory = GL_FALSE;
1398 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1399 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1400 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1401 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1402 if (!ctx->Texture.Proxy1D->Image[i]
1403 || !ctx->Texture.Proxy2D->Image[i]
1404 || !ctx->Texture.Proxy3D->Image[i]) {
1405 out_of_memory = GL_TRUE;
1406 }
1407 }
1408 if (out_of_memory) {
1409 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1410 if (ctx->Texture.Proxy1D->Image[i]) {
1411 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1412 }
1413 if (ctx->Texture.Proxy2D->Image[i]) {
1414 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1415 }
1416 if (ctx->Texture.Proxy3D->Image[i]) {
1417 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1418 }
1419 }
1420 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1421 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1422 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1423 return GL_FALSE;
1424 }
1425 else {
1426 return GL_TRUE;
1427 }
1428 }
1429
1430
1431
1432 /*
1433 * Initialize a GLcontext struct.
1434 */
1435 GLboolean gl_initialize_context_data( GLcontext *ctx,
1436 GLvisual *visual,
1437 GLcontext *share_list,
1438 void *driver_ctx,
1439 GLboolean direct )
1440 {
1441 (void) direct; /* not used */
1442
1443 /* misc one-time initializations */
1444 one_time_init();
1445
1446 ctx->DriverCtx = driver_ctx;
1447 ctx->Visual = visual;
1448 ctx->DrawBuffer = NULL;
1449 ctx->ReadBuffer = NULL;
1450
1451 ctx->VB = gl_vb_create_for_immediate( ctx );
1452 if (!ctx->VB) {
1453 FREE( ctx );
1454 return GL_FALSE;
1455 }
1456 ctx->input = ctx->VB->IM;
1457
1458 ctx->PB = gl_alloc_pb();
1459 if (!ctx->PB) {
1460 FREE( ctx->VB );
1461 FREE( ctx );
1462 return GL_FALSE;
1463 }
1464
1465 if (share_list) {
1466 /* share the group of display lists of another context */
1467 ctx->Shared = share_list->Shared;
1468 }
1469 else {
1470 /* allocate new group of display lists */
1471 ctx->Shared = alloc_shared_state();
1472 if (!ctx->Shared) {
1473 FREE(ctx->VB);
1474 FREE(ctx->PB);
1475 FREE(ctx);
1476 return GL_FALSE;
1477 }
1478 }
1479 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1480 ctx->Shared->RefCount++;
1481 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1482
1483 init_attrib_groups( ctx );
1484
1485 gl_reset_vb( ctx->VB );
1486 gl_reset_input( ctx );
1487
1488 if (visual->DBflag) {
1489 ctx->Color.DrawBuffer = GL_BACK;
1490 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1491 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1492 ctx->Pixel.ReadBuffer = GL_BACK;
1493 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1494 }
1495 else {
1496 ctx->Color.DrawBuffer = GL_FRONT;
1497 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1498 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1499 ctx->Pixel.ReadBuffer = GL_FRONT;
1500 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1501 }
1502
1503 #ifdef PROFILE
1504 init_timings( ctx );
1505 #endif
1506
1507 if (!alloc_proxy_textures(ctx)) {
1508 free_shared_state(ctx, ctx->Shared);
1509 FREE(ctx->VB);
1510 FREE(ctx->PB);
1511 FREE(ctx);
1512 return GL_FALSE;
1513 }
1514
1515 /* setup API dispatch tables */
1516 ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1517 ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1518 if (!ctx->Exec || !ctx->Save) {
1519 free_shared_state(ctx, ctx->Shared);
1520 FREE(ctx->VB);
1521 FREE(ctx->PB);
1522 if (ctx->Exec)
1523 FREE(ctx->Exec);
1524 FREE(ctx);
1525 }
1526 _mesa_init_exec_table( ctx->Exec );
1527 _mesa_init_dlist_table( ctx->Save );
1528 ctx->CurrentDispatch = ctx->Exec;
1529
1530 return GL_TRUE;
1531 }
1532
1533
1534
1535 /*
1536 * Allocate and initialize a GLcontext structure.
1537 * Input: visual - a GLvisual pointer
1538 * sharelist - another context to share display lists with or NULL
1539 * driver_ctx - pointer to device driver's context state struct
1540 * Return: pointer to a new gl_context struct or NULL if error.
1541 */
1542 GLcontext *gl_create_context( GLvisual *visual,
1543 GLcontext *share_list,
1544 void *driver_ctx,
1545 GLboolean direct )
1546 {
1547 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1548 if (!ctx) {
1549 return NULL;
1550 }
1551
1552 if (gl_initialize_context_data(ctx, visual, share_list,
1553 driver_ctx, direct)) {
1554 return ctx;
1555 }
1556 else {
1557 FREE(ctx);
1558 return NULL;
1559 }
1560 }
1561
1562
1563
1564 /*
1565 * Free the data associated with the given context.
1566 * But don't free() the GLcontext struct itself!
1567 */
1568 void gl_free_context_data( GLcontext *ctx )
1569 {
1570 struct gl_shine_tab *s, *tmps;
1571 GLuint i, j;
1572
1573 /* if we're destroying the current context, unbind it first */
1574 if (ctx == gl_get_current_context()) {
1575 gl_make_current(NULL, NULL);
1576 }
1577
1578 #ifdef PROFILE
1579 if (getenv("MESA_PROFILE")) {
1580 print_timings( ctx );
1581 }
1582 #endif
1583
1584 gl_matrix_dtr( &ctx->ModelView );
1585 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1586 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1587 }
1588 gl_matrix_dtr( &ctx->ProjectionMatrix );
1589 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1590 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1591 }
1592 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1593 gl_matrix_dtr( &ctx->TextureMatrix[i] );
1594 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1595 gl_matrix_dtr( &ctx->TextureStack[i][j] );
1596 }
1597 }
1598
1599 FREE( ctx->PB );
1600
1601 if(ctx->input != ctx->VB->IM)
1602 gl_immediate_free( ctx->input );
1603
1604 gl_vb_free( ctx->VB );
1605
1606 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1607 ctx->Shared->RefCount--;
1608 assert(ctx->Shared->RefCount >= 0);
1609 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1610 if (ctx->Shared->RefCount == 0) {
1611 /* free shared state */
1612 free_shared_state( ctx, ctx->Shared );
1613 }
1614
1615 foreach_s( s, tmps, ctx->ShineTabList ) {
1616 FREE( s );
1617 }
1618 FREE( ctx->ShineTabList );
1619
1620 /* Free proxy texture objects */
1621 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1622 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1623 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1624
1625 /* Free evaluator data */
1626 if (ctx->EvalMap.Map1Vertex3.Points)
1627 FREE( ctx->EvalMap.Map1Vertex3.Points );
1628 if (ctx->EvalMap.Map1Vertex4.Points)
1629 FREE( ctx->EvalMap.Map1Vertex4.Points );
1630 if (ctx->EvalMap.Map1Index.Points)
1631 FREE( ctx->EvalMap.Map1Index.Points );
1632 if (ctx->EvalMap.Map1Color4.Points)
1633 FREE( ctx->EvalMap.Map1Color4.Points );
1634 if (ctx->EvalMap.Map1Normal.Points)
1635 FREE( ctx->EvalMap.Map1Normal.Points );
1636 if (ctx->EvalMap.Map1Texture1.Points)
1637 FREE( ctx->EvalMap.Map1Texture1.Points );
1638 if (ctx->EvalMap.Map1Texture2.Points)
1639 FREE( ctx->EvalMap.Map1Texture2.Points );
1640 if (ctx->EvalMap.Map1Texture3.Points)
1641 FREE( ctx->EvalMap.Map1Texture3.Points );
1642 if (ctx->EvalMap.Map1Texture4.Points)
1643 FREE( ctx->EvalMap.Map1Texture4.Points );
1644
1645 if (ctx->EvalMap.Map2Vertex3.Points)
1646 FREE( ctx->EvalMap.Map2Vertex3.Points );
1647 if (ctx->EvalMap.Map2Vertex4.Points)
1648 FREE( ctx->EvalMap.Map2Vertex4.Points );
1649 if (ctx->EvalMap.Map2Index.Points)
1650 FREE( ctx->EvalMap.Map2Index.Points );
1651 if (ctx->EvalMap.Map2Color4.Points)
1652 FREE( ctx->EvalMap.Map2Color4.Points );
1653 if (ctx->EvalMap.Map2Normal.Points)
1654 FREE( ctx->EvalMap.Map2Normal.Points );
1655 if (ctx->EvalMap.Map2Texture1.Points)
1656 FREE( ctx->EvalMap.Map2Texture1.Points );
1657 if (ctx->EvalMap.Map2Texture2.Points)
1658 FREE( ctx->EvalMap.Map2Texture2.Points );
1659 if (ctx->EvalMap.Map2Texture3.Points)
1660 FREE( ctx->EvalMap.Map2Texture3.Points );
1661 if (ctx->EvalMap.Map2Texture4.Points)
1662 FREE( ctx->EvalMap.Map2Texture4.Points );
1663
1664 /* Free cache of immediate buffers. */
1665 while (ctx->nr_im_queued-- > 0) {
1666 struct immediate * next = ctx->freed_im_queue->next;
1667 FREE( ctx->freed_im_queue );
1668 ctx->freed_im_queue = next;
1669 }
1670 gl_extensions_dtr(ctx);
1671
1672 FREE(ctx->Exec);
1673 FREE(ctx->Save);
1674 }
1675
1676
1677
1678 /*
1679 * Destroy a GLcontext structure.
1680 */
1681 void gl_destroy_context( GLcontext *ctx )
1682 {
1683 if (ctx) {
1684 gl_free_context_data(ctx);
1685 FREE( (void *) ctx );
1686 }
1687 }
1688
1689
1690
1691 /*
1692 * Called by the driver after both the context and driver are fully
1693 * initialized. Currently just reads the config file.
1694 */
1695 void gl_context_initialize( GLcontext *ctx )
1696 {
1697 gl_read_config_file( ctx );
1698 }
1699
1700
1701
1702 /*
1703 * Copy attribute groups from one context to another.
1704 * Input: src - source context
1705 * dst - destination context
1706 * mask - bitwise OR of GL_*_BIT flags
1707 */
1708 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1709 {
1710 if (mask & GL_ACCUM_BUFFER_BIT) {
1711 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1712 }
1713 if (mask & GL_COLOR_BUFFER_BIT) {
1714 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1715 }
1716 if (mask & GL_CURRENT_BIT) {
1717 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1718 }
1719 if (mask & GL_DEPTH_BUFFER_BIT) {
1720 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1721 }
1722 if (mask & GL_ENABLE_BIT) {
1723 /* no op */
1724 }
1725 if (mask & GL_EVAL_BIT) {
1726 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1727 }
1728 if (mask & GL_FOG_BIT) {
1729 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1730 }
1731 if (mask & GL_HINT_BIT) {
1732 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1733 }
1734 if (mask & GL_LIGHTING_BIT) {
1735 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1736 /* gl_reinit_light_attrib( &dst->Light ); */
1737 }
1738 if (mask & GL_LINE_BIT) {
1739 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1740 }
1741 if (mask & GL_LIST_BIT) {
1742 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1743 }
1744 if (mask & GL_PIXEL_MODE_BIT) {
1745 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1746 }
1747 if (mask & GL_POINT_BIT) {
1748 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1749 }
1750 if (mask & GL_POLYGON_BIT) {
1751 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1752 }
1753 if (mask & GL_POLYGON_STIPPLE_BIT) {
1754 /* Use loop instead of MEMCPY due to problem with Portland Group's
1755 * C compiler. Reported by John Stone.
1756 */
1757 int i;
1758 for (i=0;i<32;i++) {
1759 dst->PolygonStipple[i] = src->PolygonStipple[i];
1760 }
1761 }
1762 if (mask & GL_SCISSOR_BIT) {
1763 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1764 }
1765 if (mask & GL_STENCIL_BUFFER_BIT) {
1766 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1767 }
1768 if (mask & GL_TEXTURE_BIT) {
1769 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1770 }
1771 if (mask & GL_TRANSFORM_BIT) {
1772 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1773 }
1774 if (mask & GL_VIEWPORT_BIT) {
1775 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1776 }
1777 }
1778
1779
1780 /*
1781 * Set the current context, binding the given frame buffer to the context.
1782 */
1783 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1784 {
1785 gl_make_current2( newCtx, buffer, buffer );
1786 }
1787
1788
1789 /*
1790 * Bind the given context to the given draw-buffer and read-buffer
1791 * and make it the current context for this thread.
1792 */
1793 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1794 GLframebuffer *readBuffer )
1795 {
1796 #if 0
1797 GLcontext *oldCtx = gl_get_context();
1798
1799 /* Flush the old context
1800 */
1801 if (oldCtx) {
1802 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1803
1804 /* unbind frame buffers from context */
1805 if (oldCtx->DrawBuffer) {
1806 oldCtx->DrawBuffer = NULL;
1807 }
1808 if (oldCtx->ReadBuffer) {
1809 oldCtx->ReadBuffer = NULL;
1810 }
1811 }
1812 #endif
1813
1814 /* We call this function periodically (just here for now) in
1815 * order to detect when multithreading has begun.
1816 */
1817 _glapi_check_multithread();
1818
1819 _glapi_set_context((void *) newCtx);
1820 ASSERT(gl_get_current_context() == newCtx);
1821 if (newCtx) {
1822 SET_IMMEDIATE(newCtx, newCtx->input);
1823 _glapi_set_dispatch(newCtx->CurrentDispatch);
1824 }
1825 else {
1826 _glapi_set_dispatch(NULL); /* none current */
1827 }
1828
1829 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1830
1831 if (newCtx && drawBuffer && readBuffer) {
1832 /* TODO: check if newCtx and buffer's visual match??? */
1833 newCtx->DrawBuffer = drawBuffer;
1834 newCtx->ReadBuffer = readBuffer;
1835 newCtx->NewState = NEW_ALL; /* just to be safe */
1836 gl_update_state( newCtx );
1837 }
1838
1839 /* We can use this to help debug user's problems. Tell the to set
1840 * the MESA_INFO env variable before running their app. Then the
1841 * first time each context is made current we'll print some useful
1842 * information.
1843 */
1844 if (newCtx && newCtx->FirstTimeCurrent) {
1845 if (getenv("MESA_INFO")) {
1846 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1847 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1848 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1849 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1850 #if defined(THREADS)
1851 fprintf(stderr, "Mesa thread-safe: YES\n");
1852 #else
1853 fprintf(stderr, "Mesa thread-safe: NO\n");
1854 #endif
1855 #if defined(USE_X86_ASM)
1856 fprintf(stderr, "Mesa x86-optimized: YES\n");
1857 #else
1858 fprintf(stderr, "Mesa x86-optimized: NO\n");
1859 #endif
1860 }
1861 newCtx->FirstTimeCurrent = GL_FALSE;
1862 }
1863 }
1864
1865
1866
1867 /*
1868 * Return current context handle for the calling thread.
1869 * This isn't the fastest way to get the current context.
1870 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1871 */
1872 GLcontext *gl_get_current_context( void )
1873 {
1874 return (GLcontext *) _glapi_get_context();
1875 }
1876
1877
1878
1879 /*
1880 * This should be called by device drivers just before they do a
1881 * swapbuffers. Any pending rendering commands will be executed.
1882 */
1883 void
1884 _mesa_swapbuffers(GLcontext *ctx)
1885 {
1886 FLUSH_VB( ctx, "swap buffers" );
1887 }
1888
1889
1890
1891 /*
1892 * Return pointer to this context's current API dispatch table.
1893 * It'll either be the immediate-mode execute dispatcher or the
1894 * display list compile dispatcher.
1895 */
1896 struct _glapi_table *
1897 _mesa_get_dispatch(GLcontext *ctx)
1898 {
1899 return ctx->CurrentDispatch;
1900 }
1901
1902
1903
1904 /**********************************************************************/
1905 /***** Miscellaneous functions *****/
1906 /**********************************************************************/
1907
1908
1909 /*
1910 * This function is called when the Mesa user has stumbled into a code
1911 * path which may not be implemented fully or correctly.
1912 */
1913 void gl_problem( const GLcontext *ctx, const char *s )
1914 {
1915 fprintf( stderr, "Mesa implementation error: %s\n", s );
1916 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1917 (void) ctx;
1918 }
1919
1920
1921
1922 /*
1923 * This is called to inform the user that he or she has tried to do
1924 * something illogical or if there's likely a bug in their program
1925 * (like enabled depth testing without a depth buffer).
1926 */
1927 void gl_warning( const GLcontext *ctx, const char *s )
1928 {
1929 GLboolean debug;
1930 #ifdef DEBUG
1931 debug = GL_TRUE;
1932 #else
1933 if (getenv("MESA_DEBUG")) {
1934 debug = GL_TRUE;
1935 }
1936 else {
1937 debug = GL_FALSE;
1938 }
1939 #endif
1940 if (debug) {
1941 fprintf( stderr, "Mesa warning: %s\n", s );
1942 }
1943 (void) ctx;
1944 }
1945
1946
1947
1948 /*
1949 * Compile an error into current display list.
1950 */
1951 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1952 {
1953 if (ctx->CompileFlag)
1954 gl_save_error( ctx, error, s );
1955
1956 if (ctx->ExecuteFlag)
1957 gl_error( ctx, error, s );
1958 }
1959
1960
1961
1962 /*
1963 * This is Mesa's error handler. Normally, all that's done is the updating
1964 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1965 * environment variable "MESA_DEBUG" is defined then a real error message
1966 * is printed to stderr.
1967 * Input: error - the error value
1968 * s - a diagnostic string
1969 */
1970 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1971 {
1972 GLboolean debug;
1973
1974 #ifdef DEBUG
1975 debug = GL_TRUE;
1976 #else
1977 if (getenv("MESA_DEBUG")) {
1978 debug = GL_TRUE;
1979 }
1980 else {
1981 debug = GL_FALSE;
1982 }
1983 #endif
1984
1985 if (debug) {
1986 char errstr[1000];
1987
1988 switch (error) {
1989 case GL_NO_ERROR:
1990 strcpy( errstr, "GL_NO_ERROR" );
1991 break;
1992 case GL_INVALID_VALUE:
1993 strcpy( errstr, "GL_INVALID_VALUE" );
1994 break;
1995 case GL_INVALID_ENUM:
1996 strcpy( errstr, "GL_INVALID_ENUM" );
1997 break;
1998 case GL_INVALID_OPERATION:
1999 strcpy( errstr, "GL_INVALID_OPERATION" );
2000 break;
2001 case GL_STACK_OVERFLOW:
2002 strcpy( errstr, "GL_STACK_OVERFLOW" );
2003 break;
2004 case GL_STACK_UNDERFLOW:
2005 strcpy( errstr, "GL_STACK_UNDERFLOW" );
2006 break;
2007 case GL_OUT_OF_MEMORY:
2008 strcpy( errstr, "GL_OUT_OF_MEMORY" );
2009 break;
2010 default:
2011 strcpy( errstr, "unknown" );
2012 break;
2013 }
2014 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
2015 }
2016
2017 if (ctx->ErrorValue==GL_NO_ERROR) {
2018 ctx->ErrorValue = error;
2019 }
2020
2021 /* Call device driver's error handler, if any. This is used on the Mac. */
2022 if (ctx->Driver.Error) {
2023 (*ctx->Driver.Error)( ctx );
2024 }
2025 }
2026
2027
2028
2029 void
2030 _mesa_Finish( void )
2031 {
2032 GET_CURRENT_CONTEXT(ctx);
2033 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
2034 if (ctx->Driver.Finish) {
2035 (*ctx->Driver.Finish)( ctx );
2036 }
2037 }
2038
2039
2040
2041 void
2042 _mesa_Flush( void )
2043 {
2044 GET_CURRENT_CONTEXT(ctx);
2045 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
2046 if (ctx->Driver.Flush) {
2047 (*ctx->Driver.Flush)( ctx );
2048 }
2049 }