added Const.SubPixelBits
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.41 2000/02/03 15:33:29 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 * depthFits - requested minimum bits per depth buffer value
259 * stencilFits - requested minimum bits per stencil buffer value
260 * accumFits - requested minimum bits per accum buffer component
261 * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
262 * red/green/blue/alphaFits - number of bits per color component
263 * in frame buffer for RGB(A) mode.
264 * Return: pointer to new GLvisual or NULL if requested parameters can't
265 * be met.
266 */
267 GLvisual *gl_create_visual( GLboolean rgbFlag,
268 GLboolean alphaFlag,
269 GLboolean dbFlag,
270 GLboolean stereoFlag,
271 GLint depthBits,
272 GLint stencilBits,
273 GLint accumBits,
274 GLint indexBits,
275 GLint redBits,
276 GLint greenBits,
277 GLint blueBits,
278 GLint alphaBits )
279 {
280 GLvisual *vis;
281
282 if (depthBits > (GLint) (8*sizeof(GLdepth))) {
283 /* can't meet depth buffer requirements */
284 return NULL;
285 }
286 if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
287 /* can't meet stencil buffer requirements */
288 return NULL;
289 }
290 if (accumBits > (GLint) (8*sizeof(GLaccum))) {
291 /* can't meet accum buffer requirements */
292 return NULL;
293 }
294
295 vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
296 if (!vis) {
297 return NULL;
298 }
299
300 vis->RGBAflag = rgbFlag;
301 vis->DBflag = dbFlag;
302 vis->StereoFlag = stereoFlag;
303 vis->RedBits = redBits;
304 vis->GreenBits = greenBits;
305 vis->BlueBits = blueBits;
306 vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
307
308 vis->IndexBits = indexBits;
309 vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
310 vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
311 vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
312
313 vis->SoftwareAlpha = alphaFlag;
314
315 return vis;
316 }
317
318
319
320 void gl_destroy_visual( GLvisual *vis )
321 {
322 FREE( vis );
323 }
324
325
326
327 /**********************************************************************/
328 /***** GL Framebuffer allocation/destruction *****/
329 /**********************************************************************/
330
331
332 /*
333 * Create a new framebuffer. A GLframebuffer is a struct which
334 * encapsulates the depth, stencil and accum buffers and related
335 * parameters.
336 * Input: visual - a GLvisual pointer
337 * softwareDepth - create/use a software depth buffer?
338 * softwareStencil - create/use a software stencil buffer?
339 * softwareAccum - create/use a software accum buffer?
340 * softwareAlpha - create/use a software alpha buffer?
341
342 * Return: pointer to new GLframebuffer struct or NULL if error.
343 */
344 GLframebuffer *gl_create_framebuffer( GLvisual *visual,
345 GLboolean softwareDepth,
346 GLboolean softwareStencil,
347 GLboolean softwareAccum,
348 GLboolean softwareAlpha )
349 {
350 GLframebuffer *buffer;
351
352 buffer = CALLOC_STRUCT(gl_frame_buffer);
353 if (!buffer) {
354 return NULL;
355 }
356
357 /* sanity checks */
358 if (softwareDepth ) {
359 assert(visual->DepthBits > 0);
360 }
361 if (softwareStencil) {
362 assert(visual->StencilBits > 0);
363 }
364 if (softwareAccum) {
365 assert(visual->RGBAflag);
366 assert(visual->AccumBits > 0);
367 }
368 if (softwareAlpha) {
369 assert(visual->RGBAflag);
370 assert(visual->AlphaBits > 0);
371 }
372
373 buffer->Visual = visual;
374 buffer->UseSoftwareDepthBuffer = softwareDepth;
375 buffer->UseSoftwareStencilBuffer = softwareStencil;
376 buffer->UseSoftwareAccumBuffer = softwareAccum;
377 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
378
379 return buffer;
380 }
381
382
383
384 /*
385 * Free a framebuffer struct and its buffers.
386 */
387 void gl_destroy_framebuffer( GLframebuffer *buffer )
388 {
389 if (buffer) {
390 if (buffer->Depth) {
391 FREE( buffer->Depth );
392 }
393 if (buffer->Accum) {
394 FREE( buffer->Accum );
395 }
396 if (buffer->Stencil) {
397 FREE( buffer->Stencil );
398 }
399 if (buffer->FrontLeftAlpha) {
400 FREE( buffer->FrontLeftAlpha );
401 }
402 if (buffer->BackLeftAlpha) {
403 FREE( buffer->BackLeftAlpha );
404 }
405 if (buffer->FrontRightAlpha) {
406 FREE( buffer->FrontRightAlpha );
407 }
408 if (buffer->BackRightAlpha) {
409 FREE( buffer->BackRightAlpha );
410 }
411 FREE(buffer);
412 }
413 }
414
415
416
417 /**********************************************************************/
418 /***** Context allocation, initialization, destroying *****/
419 /**********************************************************************/
420
421
422 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
423
424
425 /*
426 * This function just calls all the various one-time-init functions in Mesa.
427 */
428 static void one_time_init( void )
429 {
430 static GLboolean alreadyCalled = GL_FALSE;
431 _glthread_LOCK_MUTEX(OneTimeLock);
432 if (!alreadyCalled) {
433 /* do some implementation tests */
434 assert( sizeof(GLbyte) == 1 );
435 assert( sizeof(GLshort) >= 2 );
436 assert( sizeof(GLint) >= 4 );
437 assert( sizeof(GLubyte) == 1 );
438 assert( sizeof(GLushort) >= 2 );
439 assert( sizeof(GLuint) >= 4 );
440
441 gl_init_clip();
442 gl_init_eval();
443 _mesa_init_fog();
444 gl_init_math();
445 gl_init_lists();
446 gl_init_shade();
447 gl_init_texture();
448 gl_init_transformation();
449 gl_init_translate();
450 gl_init_vbrender();
451 gl_init_vbxform();
452 gl_init_vertices();
453
454 if (getenv("MESA_DEBUG")) {
455 _glapi_noop_enable_warnings(GL_TRUE);
456 }
457 else {
458 _glapi_noop_enable_warnings(GL_FALSE);
459 }
460
461 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
462 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
463 #endif
464
465 alreadyCalled = GL_TRUE;
466 }
467 _glthread_UNLOCK_MUTEX(OneTimeLock);
468 }
469
470
471
472 /*
473 * Allocate and initialize a shared context state structure.
474 */
475 static struct gl_shared_state *alloc_shared_state( void )
476 {
477 GLuint d;
478 struct gl_shared_state *ss;
479 GLboolean outOfMemory;
480
481 ss = CALLOC_STRUCT(gl_shared_state);
482 if (!ss)
483 return NULL;
484
485 ss->DisplayList = _mesa_NewHashTable();
486
487 ss->TexObjects = _mesa_NewHashTable();
488
489 /* Default Texture objects */
490 outOfMemory = GL_FALSE;
491 for (d = 1 ; d <= 3 ; d++) {
492 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
493 if (!ss->DefaultD[d]) {
494 outOfMemory = GL_TRUE;
495 break;
496 }
497 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
498 }
499
500 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
501 /* Ran out of memory at some point. Free everything and return NULL */
502 if (ss->DisplayList)
503 _mesa_DeleteHashTable(ss->DisplayList);
504 if (ss->TexObjects)
505 _mesa_DeleteHashTable(ss->TexObjects);
506 if (ss->DefaultD[1])
507 gl_free_texture_object(ss, ss->DefaultD[1]);
508 if (ss->DefaultD[2])
509 gl_free_texture_object(ss, ss->DefaultD[2]);
510 if (ss->DefaultD[3])
511 gl_free_texture_object(ss, ss->DefaultD[3]);
512 FREE(ss);
513 return NULL;
514 }
515 else {
516 return ss;
517 }
518 }
519
520
521 /*
522 * Deallocate a shared state context and all children structures.
523 */
524 static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
525 {
526 /* Free display lists */
527 while (1) {
528 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
529 if (list) {
530 gl_destroy_list(ctx, list);
531 }
532 else {
533 break;
534 }
535 }
536 _mesa_DeleteHashTable(ss->DisplayList);
537
538 /* Free texture objects */
539 while (ss->TexObjectList)
540 {
541 if (ctx->Driver.DeleteTexture)
542 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
543 /* this function removes from linked list too! */
544 gl_free_texture_object(ss, ss->TexObjectList);
545 }
546 _mesa_DeleteHashTable(ss->TexObjects);
547
548 FREE(ss);
549 }
550
551
552
553 /*
554 * Initialize the nth light. Note that the defaults for light 0 are
555 * different than the other lights.
556 */
557 static void init_light( struct gl_light *l, GLuint n )
558 {
559 make_empty_list( l );
560
561 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
562 if (n==0) {
563 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
564 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
565 }
566 else {
567 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
568 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
569 }
570 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
571 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
572 l->SpotExponent = 0.0;
573 gl_compute_spot_exp_table( l );
574 l->SpotCutoff = 180.0;
575 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
576 l->ConstantAttenuation = 1.0;
577 l->LinearAttenuation = 0.0;
578 l->QuadraticAttenuation = 0.0;
579 l->Enabled = GL_FALSE;
580 }
581
582
583
584 static void init_lightmodel( struct gl_lightmodel *lm )
585 {
586 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
587 lm->LocalViewer = GL_FALSE;
588 lm->TwoSide = GL_FALSE;
589 lm->ColorControl = GL_SINGLE_COLOR;
590 }
591
592
593 static void init_material( struct gl_material *m )
594 {
595 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
596 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
597 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
598 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
599 m->Shininess = 0.0;
600 m->AmbientIndex = 0;
601 m->DiffuseIndex = 1;
602 m->SpecularIndex = 1;
603 }
604
605
606
607 static void init_texture_unit( GLcontext *ctx, GLuint unit )
608 {
609 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
610
611 texUnit->EnvMode = GL_MODULATE;
612 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
613 texUnit->TexGenEnabled = 0;
614 texUnit->GenModeS = GL_EYE_LINEAR;
615 texUnit->GenModeT = GL_EYE_LINEAR;
616 texUnit->GenModeR = GL_EYE_LINEAR;
617 texUnit->GenModeQ = GL_EYE_LINEAR;
618 /* Yes, these plane coefficients are correct! */
619 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
620 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
621 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
622 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
623 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
624 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
625 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
626 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
627
628 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
629 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
630 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
631 }
632
633
634 static void init_fallback_arrays( GLcontext *ctx )
635 {
636 struct gl_client_array *cl;
637 GLuint i;
638
639 cl = &ctx->Fallback.Normal;
640 cl->Size = 3;
641 cl->Type = GL_FLOAT;
642 cl->Stride = 0;
643 cl->StrideB = 0;
644 cl->Ptr = (void *) ctx->Current.Normal;
645 cl->Enabled = 1;
646
647 cl = &ctx->Fallback.Color;
648 cl->Size = 4;
649 cl->Type = GL_UNSIGNED_BYTE;
650 cl->Stride = 0;
651 cl->StrideB = 0;
652 cl->Ptr = (void *) ctx->Current.ByteColor;
653 cl->Enabled = 1;
654
655 cl = &ctx->Fallback.Index;
656 cl->Size = 1;
657 cl->Type = GL_UNSIGNED_INT;
658 cl->Stride = 0;
659 cl->StrideB = 0;
660 cl->Ptr = (void *) &ctx->Current.Index;
661 cl->Enabled = 1;
662
663 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
664 cl = &ctx->Fallback.TexCoord[i];
665 cl->Size = 4;
666 cl->Type = GL_FLOAT;
667 cl->Stride = 0;
668 cl->StrideB = 0;
669 cl->Ptr = (void *) ctx->Current.Texcoord[i];
670 cl->Enabled = 1;
671 }
672
673 cl = &ctx->Fallback.EdgeFlag;
674 cl->Size = 1;
675 cl->Type = GL_UNSIGNED_BYTE;
676 cl->Stride = 0;
677 cl->StrideB = 0;
678 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
679 cl->Enabled = 1;
680 }
681
682
683 /* Initialize a 1-D evaluator map */
684 static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
685 {
686 map->Order = 1;
687 map->u1 = 0.0;
688 map->u2 = 1.0;
689 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
690 if (map->Points) {
691 GLint i;
692 for (i=0;i<n;i++)
693 map->Points[i] = initial[i];
694 }
695 }
696
697
698 /* Initialize a 2-D evaluator map */
699 static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
700 {
701 map->Uorder = 1;
702 map->Vorder = 1;
703 map->u1 = 0.0;
704 map->u2 = 1.0;
705 map->v1 = 0.0;
706 map->v2 = 1.0;
707 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
708 if (map->Points) {
709 GLint i;
710 for (i=0;i<n;i++)
711 map->Points[i] = initial[i];
712 }
713 }
714
715
716 static void init_color_table( struct gl_color_table *p )
717 {
718 p->Table[0] = 255;
719 p->Table[1] = 255;
720 p->Table[2] = 255;
721 p->Table[3] = 255;
722 p->Size = 1;
723 p->IntFormat = GL_RGBA;
724 p->Format = GL_RGBA;
725 }
726
727
728 /*
729 * Initialize the attribute groups in a GLcontext.
730 */
731 static void init_attrib_groups( GLcontext *ctx )
732 {
733 GLuint i, j;
734
735 assert(ctx);
736
737 /* Constants, may be overriden by device driver */
738 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
739 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
740 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
741 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
742 ctx->Const.SubPixelBits = 4;
743
744 /* Modelview matrix */
745 gl_matrix_ctr( &ctx->ModelView );
746 gl_matrix_alloc_inv( &ctx->ModelView );
747
748 ctx->ModelViewStackDepth = 0;
749 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
750 gl_matrix_ctr( &ctx->ModelViewStack[i] );
751 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
752 }
753
754 /* Projection matrix - need inv for user clipping in clip space*/
755 gl_matrix_ctr( &ctx->ProjectionMatrix );
756 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
757
758 gl_matrix_ctr( &ctx->ModelProjectMatrix );
759 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
760 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
761
762 ctx->ProjectionStackDepth = 0;
763 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
764 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
765
766 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
767 gl_matrix_ctr( &ctx->ProjectionStack[i] );
768 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
769 }
770
771 /* Texture matrix */
772 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
773 gl_matrix_ctr( &ctx->TextureMatrix[i] );
774 ctx->TextureStackDepth[i] = 0;
775 for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
776 ctx->TextureStack[i][j].inv = 0;
777 }
778 }
779
780 /* Accumulate buffer group */
781 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
782
783 /* Color buffer group */
784 ctx->Color.IndexMask = 0xffffffff;
785 ctx->Color.ColorMask[0] = 0xff;
786 ctx->Color.ColorMask[1] = 0xff;
787 ctx->Color.ColorMask[2] = 0xff;
788 ctx->Color.ColorMask[3] = 0xff;
789 ctx->Color.SWmasking = GL_FALSE;
790 ctx->Color.ClearIndex = 0;
791 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
792 ctx->Color.DrawBuffer = GL_FRONT;
793 ctx->Color.AlphaEnabled = GL_FALSE;
794 ctx->Color.AlphaFunc = GL_ALWAYS;
795 ctx->Color.AlphaRef = 0;
796 ctx->Color.BlendEnabled = GL_FALSE;
797 ctx->Color.BlendSrcRGB = GL_ONE;
798 ctx->Color.BlendDstRGB = GL_ZERO;
799 ctx->Color.BlendSrcA = GL_ONE;
800 ctx->Color.BlendDstA = GL_ZERO;
801 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
802 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
803 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
804 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
805 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
806 ctx->Color.SWLogicOpEnabled = GL_FALSE;
807 ctx->Color.LogicOp = GL_COPY;
808 ctx->Color.DitherFlag = GL_TRUE;
809 ctx->Color.MultiDrawBuffer = GL_FALSE;
810
811 /* Current group */
812 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
813 ctx->Current.Index = 1;
814 for (i=0; i<MAX_TEXTURE_UNITS; i++)
815 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
816 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
817 ctx->Current.RasterDistance = 0.0;
818 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
819 ctx->Current.RasterIndex = 1;
820 for (i=0; i<MAX_TEXTURE_UNITS; i++)
821 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
822 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
823 ctx->Current.RasterPosValid = GL_TRUE;
824 ctx->Current.EdgeFlag = GL_TRUE;
825 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
826 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
827
828 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
829 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
830
831 init_fallback_arrays( ctx );
832
833 /* Depth buffer group */
834 ctx->Depth.Test = GL_FALSE;
835 ctx->Depth.Clear = 1.0;
836 ctx->Depth.Func = GL_LESS;
837 ctx->Depth.Mask = GL_TRUE;
838
839 /* Evaluators group */
840 ctx->Eval.Map1Color4 = GL_FALSE;
841 ctx->Eval.Map1Index = GL_FALSE;
842 ctx->Eval.Map1Normal = GL_FALSE;
843 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
844 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
845 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
846 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
847 ctx->Eval.Map1Vertex3 = GL_FALSE;
848 ctx->Eval.Map1Vertex4 = GL_FALSE;
849 ctx->Eval.Map2Color4 = GL_FALSE;
850 ctx->Eval.Map2Index = GL_FALSE;
851 ctx->Eval.Map2Normal = GL_FALSE;
852 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
853 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
854 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
855 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
856 ctx->Eval.Map2Vertex3 = GL_FALSE;
857 ctx->Eval.Map2Vertex4 = GL_FALSE;
858 ctx->Eval.AutoNormal = GL_FALSE;
859 ctx->Eval.MapGrid1un = 1;
860 ctx->Eval.MapGrid1u1 = 0.0;
861 ctx->Eval.MapGrid1u2 = 1.0;
862 ctx->Eval.MapGrid2un = 1;
863 ctx->Eval.MapGrid2vn = 1;
864 ctx->Eval.MapGrid2u1 = 0.0;
865 ctx->Eval.MapGrid2u2 = 1.0;
866 ctx->Eval.MapGrid2v1 = 0.0;
867 ctx->Eval.MapGrid2v2 = 1.0;
868
869 /* Evaluator data */
870 {
871 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
872 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
873 static GLfloat index[1] = { 1.0 };
874 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
875 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
876
877 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
878 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
879 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
880 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
881 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
882 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
883 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
884 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
885 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
886
887 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
888 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
889 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
890 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
891 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
892 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
893 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
894 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
895 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
896 }
897
898 /* Fog group */
899 ctx->Fog.Enabled = GL_FALSE;
900 ctx->Fog.Mode = GL_EXP;
901 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
902 ctx->Fog.Index = 0.0;
903 ctx->Fog.Density = 1.0;
904 ctx->Fog.Start = 0.0;
905 ctx->Fog.End = 1.0;
906
907 /* Hint group */
908 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
909 ctx->Hint.PointSmooth = GL_DONT_CARE;
910 ctx->Hint.LineSmooth = GL_DONT_CARE;
911 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
912 ctx->Hint.Fog = GL_DONT_CARE;
913
914 ctx->Hint.AllowDrawWin = GL_TRUE;
915 ctx->Hint.AllowDrawSpn = GL_TRUE;
916 ctx->Hint.AllowDrawMem = GL_TRUE;
917 ctx->Hint.StrictLighting = GL_TRUE;
918
919 /* Pipeline */
920 gl_pipeline_init( ctx );
921 gl_cva_init( ctx );
922
923 /* Extensions */
924 gl_extensions_ctr( ctx );
925
926 ctx->AllowVertexCull = CLIP_CULLED_BIT;
927
928 /* Lighting group */
929 for (i=0;i<MAX_LIGHTS;i++) {
930 init_light( &ctx->Light.Light[i], i );
931 }
932 make_empty_list( &ctx->Light.EnabledList );
933
934 init_lightmodel( &ctx->Light.Model );
935 init_material( &ctx->Light.Material[0] );
936 init_material( &ctx->Light.Material[1] );
937 ctx->Light.ShadeModel = GL_SMOOTH;
938 ctx->Light.Enabled = GL_FALSE;
939 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
940 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
941 ctx->Light.ColorMaterialBitmask
942 = gl_material_bitmask( ctx,
943 GL_FRONT_AND_BACK,
944 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
945
946 ctx->Light.ColorMaterialEnabled = GL_FALSE;
947
948 /* Lighting miscellaneous */
949 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
950 make_empty_list( ctx->ShineTabList );
951 for (i = 0 ; i < 10 ; i++) {
952 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
953 s->shininess = -1;
954 s->refcount = 0;
955 insert_at_tail( ctx->ShineTabList, s );
956 }
957 for (i = 0 ; i < 4 ; i++) {
958 ctx->ShineTable[i] = ctx->ShineTabList->prev;
959 ctx->ShineTable[i]->refcount++;
960 }
961
962
963 /* Line group */
964 ctx->Line.SmoothFlag = GL_FALSE;
965 ctx->Line.StippleFlag = GL_FALSE;
966 ctx->Line.Width = 1.0;
967 ctx->Line.StipplePattern = 0xffff;
968 ctx->Line.StippleFactor = 1;
969
970 /* Display List group */
971 ctx->List.ListBase = 0;
972
973 /* Pixel group */
974 ctx->Pixel.RedBias = 0.0;
975 ctx->Pixel.RedScale = 1.0;
976 ctx->Pixel.GreenBias = 0.0;
977 ctx->Pixel.GreenScale = 1.0;
978 ctx->Pixel.BlueBias = 0.0;
979 ctx->Pixel.BlueScale = 1.0;
980 ctx->Pixel.AlphaBias = 0.0;
981 ctx->Pixel.AlphaScale = 1.0;
982 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
983 ctx->Pixel.DepthBias = 0.0;
984 ctx->Pixel.DepthScale = 1.0;
985 ctx->Pixel.IndexOffset = 0;
986 ctx->Pixel.IndexShift = 0;
987 ctx->Pixel.ZoomX = 1.0;
988 ctx->Pixel.ZoomY = 1.0;
989 ctx->Pixel.MapColorFlag = GL_FALSE;
990 ctx->Pixel.MapStencilFlag = GL_FALSE;
991 ctx->Pixel.MapStoSsize = 1;
992 ctx->Pixel.MapItoIsize = 1;
993 ctx->Pixel.MapItoRsize = 1;
994 ctx->Pixel.MapItoGsize = 1;
995 ctx->Pixel.MapItoBsize = 1;
996 ctx->Pixel.MapItoAsize = 1;
997 ctx->Pixel.MapRtoRsize = 1;
998 ctx->Pixel.MapGtoGsize = 1;
999 ctx->Pixel.MapBtoBsize = 1;
1000 ctx->Pixel.MapAtoAsize = 1;
1001 ctx->Pixel.MapStoS[0] = 0;
1002 ctx->Pixel.MapItoI[0] = 0;
1003 ctx->Pixel.MapItoR[0] = 0.0;
1004 ctx->Pixel.MapItoG[0] = 0.0;
1005 ctx->Pixel.MapItoB[0] = 0.0;
1006 ctx->Pixel.MapItoA[0] = 0.0;
1007 ctx->Pixel.MapItoR8[0] = 0;
1008 ctx->Pixel.MapItoG8[0] = 0;
1009 ctx->Pixel.MapItoB8[0] = 0;
1010 ctx->Pixel.MapItoA8[0] = 0;
1011 ctx->Pixel.MapRtoR[0] = 0.0;
1012 ctx->Pixel.MapGtoG[0] = 0.0;
1013 ctx->Pixel.MapBtoB[0] = 0.0;
1014 ctx->Pixel.MapAtoA[0] = 0.0;
1015
1016 /* Point group */
1017 ctx->Point.SmoothFlag = GL_FALSE;
1018 ctx->Point.Size = 1.0;
1019 ctx->Point.Params[0] = 1.0;
1020 ctx->Point.Params[1] = 0.0;
1021 ctx->Point.Params[2] = 0.0;
1022 ctx->Point.Attenuated = GL_FALSE;
1023 ctx->Point.MinSize = 0.0;
1024 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1025 ctx->Point.Threshold = 1.0;
1026
1027 /* Polygon group */
1028 ctx->Polygon.CullFlag = GL_FALSE;
1029 ctx->Polygon.CullFaceMode = GL_BACK;
1030 ctx->Polygon.FrontFace = GL_CCW;
1031 ctx->Polygon.FrontBit = 0;
1032 ctx->Polygon.FrontMode = GL_FILL;
1033 ctx->Polygon.BackMode = GL_FILL;
1034 ctx->Polygon.Unfilled = GL_FALSE;
1035 ctx->Polygon.SmoothFlag = GL_FALSE;
1036 ctx->Polygon.StippleFlag = GL_FALSE;
1037 ctx->Polygon.OffsetFactor = 0.0F;
1038 ctx->Polygon.OffsetUnits = 0.0F;
1039 ctx->Polygon.OffsetPoint = GL_FALSE;
1040 ctx->Polygon.OffsetLine = GL_FALSE;
1041 ctx->Polygon.OffsetFill = GL_FALSE;
1042
1043 /* Polygon Stipple group */
1044 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1045
1046 /* Scissor group */
1047 ctx->Scissor.Enabled = GL_FALSE;
1048 ctx->Scissor.X = 0;
1049 ctx->Scissor.Y = 0;
1050 ctx->Scissor.Width = 0;
1051 ctx->Scissor.Height = 0;
1052
1053 /* Stencil group */
1054 ctx->Stencil.Enabled = GL_FALSE;
1055 ctx->Stencil.Function = GL_ALWAYS;
1056 ctx->Stencil.FailFunc = GL_KEEP;
1057 ctx->Stencil.ZPassFunc = GL_KEEP;
1058 ctx->Stencil.ZFailFunc = GL_KEEP;
1059 ctx->Stencil.Ref = 0;
1060 ctx->Stencil.ValueMask = STENCIL_MAX;
1061 ctx->Stencil.Clear = 0;
1062 ctx->Stencil.WriteMask = STENCIL_MAX;
1063
1064 /* Texture group */
1065 ctx->Texture.CurrentUnit = 0; /* multitexture */
1066 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1067 ctx->Texture.Enabled = 0;
1068 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1069 init_texture_unit( ctx, i );
1070 init_color_table(&ctx->Texture.Palette);
1071
1072 /* Transformation group */
1073 ctx->Transform.MatrixMode = GL_MODELVIEW;
1074 ctx->Transform.Normalize = GL_FALSE;
1075 ctx->Transform.RescaleNormals = GL_FALSE;
1076 for (i=0;i<MAX_CLIP_PLANES;i++) {
1077 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1078 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1079 }
1080 ctx->Transform.AnyClip = GL_FALSE;
1081
1082 /* Viewport group */
1083 ctx->Viewport.X = 0;
1084 ctx->Viewport.Y = 0;
1085 ctx->Viewport.Width = 0;
1086 ctx->Viewport.Height = 0;
1087 ctx->Viewport.Near = 0.0;
1088 ctx->Viewport.Far = 1.0;
1089 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1090
1091 #define Sz 10
1092 #define Tz 14
1093 ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
1094 ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
1095 #undef Sz
1096 #undef Tz
1097
1098 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1099 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1100
1101 /* Vertex arrays */
1102 ctx->Array.Vertex.Size = 4;
1103 ctx->Array.Vertex.Type = GL_FLOAT;
1104 ctx->Array.Vertex.Stride = 0;
1105 ctx->Array.Vertex.StrideB = 0;
1106 ctx->Array.Vertex.Ptr = NULL;
1107 ctx->Array.Vertex.Enabled = GL_FALSE;
1108 ctx->Array.Normal.Type = GL_FLOAT;
1109 ctx->Array.Normal.Stride = 0;
1110 ctx->Array.Normal.StrideB = 0;
1111 ctx->Array.Normal.Ptr = NULL;
1112 ctx->Array.Normal.Enabled = GL_FALSE;
1113 ctx->Array.Color.Size = 4;
1114 ctx->Array.Color.Type = GL_FLOAT;
1115 ctx->Array.Color.Stride = 0;
1116 ctx->Array.Color.StrideB = 0;
1117 ctx->Array.Color.Ptr = NULL;
1118 ctx->Array.Color.Enabled = GL_FALSE;
1119 ctx->Array.Index.Type = GL_FLOAT;
1120 ctx->Array.Index.Stride = 0;
1121 ctx->Array.Index.StrideB = 0;
1122 ctx->Array.Index.Ptr = NULL;
1123 ctx->Array.Index.Enabled = GL_FALSE;
1124 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1125 ctx->Array.TexCoord[i].Size = 4;
1126 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1127 ctx->Array.TexCoord[i].Stride = 0;
1128 ctx->Array.TexCoord[i].StrideB = 0;
1129 ctx->Array.TexCoord[i].Ptr = NULL;
1130 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1131 }
1132 ctx->Array.TexCoordInterleaveFactor = 1;
1133 ctx->Array.EdgeFlag.Stride = 0;
1134 ctx->Array.EdgeFlag.StrideB = 0;
1135 ctx->Array.EdgeFlag.Ptr = NULL;
1136 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1137 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1138
1139 /* Pixel transfer */
1140 ctx->Pack.Alignment = 4;
1141 ctx->Pack.RowLength = 0;
1142 ctx->Pack.ImageHeight = 0;
1143 ctx->Pack.SkipPixels = 0;
1144 ctx->Pack.SkipRows = 0;
1145 ctx->Pack.SkipImages = 0;
1146 ctx->Pack.SwapBytes = GL_FALSE;
1147 ctx->Pack.LsbFirst = GL_FALSE;
1148 ctx->Unpack.Alignment = 4;
1149 ctx->Unpack.RowLength = 0;
1150 ctx->Unpack.ImageHeight = 0;
1151 ctx->Unpack.SkipPixels = 0;
1152 ctx->Unpack.SkipRows = 0;
1153 ctx->Unpack.SkipImages = 0;
1154 ctx->Unpack.SwapBytes = GL_FALSE;
1155 ctx->Unpack.LsbFirst = GL_FALSE;
1156
1157 /* Feedback */
1158 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1159 ctx->Feedback.Buffer = NULL;
1160 ctx->Feedback.BufferSize = 0;
1161 ctx->Feedback.Count = 0;
1162
1163 /* Selection/picking */
1164 ctx->Select.Buffer = NULL;
1165 ctx->Select.BufferSize = 0;
1166 ctx->Select.BufferCount = 0;
1167 ctx->Select.Hits = 0;
1168 ctx->Select.NameStackDepth = 0;
1169
1170 /* Optimized Accum buffer */
1171 ctx->IntegerAccumMode = GL_TRUE;
1172 ctx->IntegerAccumScaler = 0.0;
1173
1174 /* Renderer and client attribute stacks */
1175 ctx->AttribStackDepth = 0;
1176 ctx->ClientAttribStackDepth = 0;
1177
1178 /* Miscellaneous */
1179 ctx->NewState = NEW_ALL;
1180 ctx->RenderMode = GL_RENDER;
1181 ctx->StippleCounter = 0;
1182 ctx->NeedNormals = GL_FALSE;
1183 ctx->DoViewportMapping = GL_TRUE;
1184
1185 ctx->NeedEyeCoords = GL_FALSE;
1186 ctx->NeedEyeNormals = GL_FALSE;
1187 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1188
1189 /* Display list */
1190 ctx->CallDepth = 0;
1191 ctx->ExecuteFlag = GL_TRUE;
1192 ctx->CompileFlag = GL_FALSE;
1193 ctx->CurrentListPtr = NULL;
1194 ctx->CurrentBlock = NULL;
1195 ctx->CurrentListNum = 0;
1196 ctx->CurrentPos = 0;
1197
1198 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1199
1200 ctx->CatchSignals = GL_TRUE;
1201
1202 /* For debug/development only */
1203 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1204 ctx->FirstTimeCurrent = GL_TRUE;
1205
1206 /* Dither disable */
1207 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1208 if (ctx->NoDither) {
1209 if (getenv("MESA_DEBUG")) {
1210 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1211 }
1212 ctx->Color.DitherFlag = GL_FALSE;
1213 }
1214 }
1215
1216
1217
1218
1219 /*
1220 * Allocate the proxy textures. If we run out of memory part way through
1221 * the allocations clean up and return GL_FALSE.
1222 * Return: GL_TRUE=success, GL_FALSE=failure
1223 */
1224 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1225 {
1226 GLboolean out_of_memory;
1227 GLint i;
1228
1229 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1230 if (!ctx->Texture.Proxy1D) {
1231 return GL_FALSE;
1232 }
1233
1234 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1235 if (!ctx->Texture.Proxy2D) {
1236 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1237 return GL_FALSE;
1238 }
1239
1240 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1241 if (!ctx->Texture.Proxy3D) {
1242 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1243 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1244 return GL_FALSE;
1245 }
1246
1247 out_of_memory = GL_FALSE;
1248 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1249 ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
1250 ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
1251 ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
1252 if (!ctx->Texture.Proxy1D->Image[i]
1253 || !ctx->Texture.Proxy2D->Image[i]
1254 || !ctx->Texture.Proxy3D->Image[i]) {
1255 out_of_memory = GL_TRUE;
1256 }
1257 }
1258 if (out_of_memory) {
1259 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1260 if (ctx->Texture.Proxy1D->Image[i]) {
1261 gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1262 }
1263 if (ctx->Texture.Proxy2D->Image[i]) {
1264 gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1265 }
1266 if (ctx->Texture.Proxy3D->Image[i]) {
1267 gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1268 }
1269 }
1270 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1271 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1272 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1273 return GL_FALSE;
1274 }
1275 else {
1276 return GL_TRUE;
1277 }
1278 }
1279
1280
1281
1282 /*
1283 * Initialize a GLcontext struct.
1284 */
1285 GLboolean gl_initialize_context_data( GLcontext *ctx,
1286 GLvisual *visual,
1287 GLcontext *share_list,
1288 void *driver_ctx,
1289 GLboolean direct )
1290 {
1291 (void) direct; /* not used */
1292
1293 /* misc one-time initializations */
1294 one_time_init();
1295
1296 ctx->DriverCtx = driver_ctx;
1297 ctx->Visual = visual;
1298 ctx->DrawBuffer = NULL;
1299 ctx->ReadBuffer = NULL;
1300
1301 ctx->VB = gl_vb_create_for_immediate( ctx );
1302 if (!ctx->VB) {
1303 FREE( ctx );
1304 return GL_FALSE;
1305 }
1306 ctx->input = ctx->VB->IM;
1307
1308 ctx->PB = gl_alloc_pb();
1309 if (!ctx->PB) {
1310 FREE( ctx->VB );
1311 FREE( ctx );
1312 return GL_FALSE;
1313 }
1314
1315 if (share_list) {
1316 /* share the group of display lists of another context */
1317 ctx->Shared = share_list->Shared;
1318 }
1319 else {
1320 /* allocate new group of display lists */
1321 ctx->Shared = alloc_shared_state();
1322 if (!ctx->Shared) {
1323 FREE(ctx->VB);
1324 FREE(ctx->PB);
1325 FREE(ctx);
1326 return GL_FALSE;
1327 }
1328 }
1329 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1330 ctx->Shared->RefCount++;
1331 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1332
1333 init_attrib_groups( ctx );
1334
1335 gl_reset_vb( ctx->VB );
1336 gl_reset_input( ctx );
1337
1338 if (visual->DBflag) {
1339 ctx->Color.DrawBuffer = GL_BACK;
1340 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1341 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1342 ctx->Pixel.ReadBuffer = GL_BACK;
1343 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1344 }
1345 else {
1346 ctx->Color.DrawBuffer = GL_FRONT;
1347 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1348 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1349 ctx->Pixel.ReadBuffer = GL_FRONT;
1350 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1351 }
1352
1353 #ifdef PROFILE
1354 init_timings( ctx );
1355 #endif
1356
1357 if (!alloc_proxy_textures(ctx)) {
1358 free_shared_state(ctx, ctx->Shared);
1359 FREE(ctx->VB);
1360 FREE(ctx->PB);
1361 FREE(ctx);
1362 return GL_FALSE;
1363 }
1364
1365 /* setup API dispatch tables */
1366 _mesa_init_exec_table( &ctx->Exec );
1367 _mesa_init_dlist_table( &ctx->Save );
1368 ctx->CurrentDispatch = &ctx->Exec;
1369
1370 return GL_TRUE;
1371 }
1372
1373
1374
1375 /*
1376 * Allocate and initialize a GLcontext structure.
1377 * Input: visual - a GLvisual pointer
1378 * sharelist - another context to share display lists with or NULL
1379 * driver_ctx - pointer to device driver's context state struct
1380 * Return: pointer to a new gl_context struct or NULL if error.
1381 */
1382 GLcontext *gl_create_context( GLvisual *visual,
1383 GLcontext *share_list,
1384 void *driver_ctx,
1385 GLboolean direct )
1386 {
1387 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1388 if (!ctx) {
1389 return NULL;
1390 }
1391
1392 if (gl_initialize_context_data(ctx, visual, share_list,
1393 driver_ctx, direct)) {
1394 return ctx;
1395 }
1396 else {
1397 FREE(ctx);
1398 return NULL;
1399 }
1400 }
1401
1402
1403
1404 /*
1405 * Free the data associated with the given context.
1406 * But don't free() the GLcontext struct itself!
1407 */
1408 void gl_free_context_data( GLcontext *ctx )
1409 {
1410 GLuint i;
1411 struct gl_shine_tab *s, *tmps;
1412
1413 /* if we're destroying the current context, unbind it first */
1414 if (ctx == gl_get_current_context()) {
1415 gl_make_current(NULL, NULL);
1416 }
1417
1418 #ifdef PROFILE
1419 if (getenv("MESA_PROFILE")) {
1420 print_timings( ctx );
1421 }
1422 #endif
1423
1424 gl_matrix_dtr( &ctx->ModelView );
1425 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
1426 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1427 }
1428 gl_matrix_dtr( &ctx->ProjectionMatrix );
1429 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
1430 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1431 }
1432
1433 FREE( ctx->PB );
1434
1435 if(ctx->input != ctx->VB->IM)
1436 gl_immediate_free( ctx->input );
1437
1438 gl_vb_free( ctx->VB );
1439
1440 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1441 ctx->Shared->RefCount--;
1442 assert(ctx->Shared->RefCount >= 0);
1443 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1444 if (ctx->Shared->RefCount == 0) {
1445 /* free shared state */
1446 free_shared_state( ctx, ctx->Shared );
1447 }
1448
1449 foreach_s( s, tmps, ctx->ShineTabList ) {
1450 FREE( s );
1451 }
1452 FREE( ctx->ShineTabList );
1453
1454 /* Free proxy texture objects */
1455 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1456 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1457 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1458
1459 /* Free evaluator data */
1460 if (ctx->EvalMap.Map1Vertex3.Points)
1461 FREE( ctx->EvalMap.Map1Vertex3.Points );
1462 if (ctx->EvalMap.Map1Vertex4.Points)
1463 FREE( ctx->EvalMap.Map1Vertex4.Points );
1464 if (ctx->EvalMap.Map1Index.Points)
1465 FREE( ctx->EvalMap.Map1Index.Points );
1466 if (ctx->EvalMap.Map1Color4.Points)
1467 FREE( ctx->EvalMap.Map1Color4.Points );
1468 if (ctx->EvalMap.Map1Normal.Points)
1469 FREE( ctx->EvalMap.Map1Normal.Points );
1470 if (ctx->EvalMap.Map1Texture1.Points)
1471 FREE( ctx->EvalMap.Map1Texture1.Points );
1472 if (ctx->EvalMap.Map1Texture2.Points)
1473 FREE( ctx->EvalMap.Map1Texture2.Points );
1474 if (ctx->EvalMap.Map1Texture3.Points)
1475 FREE( ctx->EvalMap.Map1Texture3.Points );
1476 if (ctx->EvalMap.Map1Texture4.Points)
1477 FREE( ctx->EvalMap.Map1Texture4.Points );
1478
1479 if (ctx->EvalMap.Map2Vertex3.Points)
1480 FREE( ctx->EvalMap.Map2Vertex3.Points );
1481 if (ctx->EvalMap.Map2Vertex4.Points)
1482 FREE( ctx->EvalMap.Map2Vertex4.Points );
1483 if (ctx->EvalMap.Map2Index.Points)
1484 FREE( ctx->EvalMap.Map2Index.Points );
1485 if (ctx->EvalMap.Map2Color4.Points)
1486 FREE( ctx->EvalMap.Map2Color4.Points );
1487 if (ctx->EvalMap.Map2Normal.Points)
1488 FREE( ctx->EvalMap.Map2Normal.Points );
1489 if (ctx->EvalMap.Map2Texture1.Points)
1490 FREE( ctx->EvalMap.Map2Texture1.Points );
1491 if (ctx->EvalMap.Map2Texture2.Points)
1492 FREE( ctx->EvalMap.Map2Texture2.Points );
1493 if (ctx->EvalMap.Map2Texture3.Points)
1494 FREE( ctx->EvalMap.Map2Texture3.Points );
1495 if (ctx->EvalMap.Map2Texture4.Points)
1496 FREE( ctx->EvalMap.Map2Texture4.Points );
1497
1498 /* Free cache of immediate buffers. */
1499 while (ctx->nr_im_queued-- > 0) {
1500 struct immediate * next = ctx->freed_im_queue->next;
1501 FREE( ctx->freed_im_queue );
1502 ctx->freed_im_queue = next;
1503 }
1504 gl_extensions_dtr(ctx);
1505 }
1506
1507
1508
1509 /*
1510 * Destroy a GLcontext structure.
1511 */
1512 void gl_destroy_context( GLcontext *ctx )
1513 {
1514 if (ctx) {
1515 gl_free_context_data(ctx);
1516 FREE( (void *) ctx );
1517 }
1518 }
1519
1520
1521
1522 /*
1523 * Called by the driver after both the context and driver are fully
1524 * initialized. Currently just reads the config file.
1525 */
1526 void gl_context_initialize( GLcontext *ctx )
1527 {
1528 gl_read_config_file( ctx );
1529 }
1530
1531
1532
1533 /*
1534 * Copy attribute groups from one context to another.
1535 * Input: src - source context
1536 * dst - destination context
1537 * mask - bitwise OR of GL_*_BIT flags
1538 */
1539 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1540 {
1541 if (mask & GL_ACCUM_BUFFER_BIT) {
1542 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1543 }
1544 if (mask & GL_COLOR_BUFFER_BIT) {
1545 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1546 }
1547 if (mask & GL_CURRENT_BIT) {
1548 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1549 }
1550 if (mask & GL_DEPTH_BUFFER_BIT) {
1551 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1552 }
1553 if (mask & GL_ENABLE_BIT) {
1554 /* no op */
1555 }
1556 if (mask & GL_EVAL_BIT) {
1557 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1558 }
1559 if (mask & GL_FOG_BIT) {
1560 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1561 }
1562 if (mask & GL_HINT_BIT) {
1563 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1564 }
1565 if (mask & GL_LIGHTING_BIT) {
1566 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1567 /* gl_reinit_light_attrib( &dst->Light ); */
1568 }
1569 if (mask & GL_LINE_BIT) {
1570 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1571 }
1572 if (mask & GL_LIST_BIT) {
1573 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1574 }
1575 if (mask & GL_PIXEL_MODE_BIT) {
1576 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1577 }
1578 if (mask & GL_POINT_BIT) {
1579 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1580 }
1581 if (mask & GL_POLYGON_BIT) {
1582 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1583 }
1584 if (mask & GL_POLYGON_STIPPLE_BIT) {
1585 /* Use loop instead of MEMCPY due to problem with Portland Group's
1586 * C compiler. Reported by John Stone.
1587 */
1588 int i;
1589 for (i=0;i<32;i++) {
1590 dst->PolygonStipple[i] = src->PolygonStipple[i];
1591 }
1592 }
1593 if (mask & GL_SCISSOR_BIT) {
1594 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1595 }
1596 if (mask & GL_STENCIL_BUFFER_BIT) {
1597 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1598 }
1599 if (mask & GL_TEXTURE_BIT) {
1600 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1601 }
1602 if (mask & GL_TRANSFORM_BIT) {
1603 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1604 }
1605 if (mask & GL_VIEWPORT_BIT) {
1606 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1607 }
1608 }
1609
1610
1611 /*
1612 * Set the current context, binding the given frame buffer to the context.
1613 */
1614 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1615 {
1616 gl_make_current2( newCtx, buffer, buffer );
1617 }
1618
1619
1620 /*
1621 * Bind the given context to the given draw-buffer and read-buffer
1622 * and make it the current context for this thread.
1623 */
1624 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1625 GLframebuffer *readBuffer )
1626 {
1627 #if 0
1628 GLcontext *oldCtx = gl_get_context();
1629
1630 /* Flush the old context
1631 */
1632 if (oldCtx) {
1633 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1634
1635 /* unbind frame buffers from context */
1636 if (oldCtx->DrawBuffer) {
1637 oldCtx->DrawBuffer = NULL;
1638 }
1639 if (oldCtx->ReadBuffer) {
1640 oldCtx->ReadBuffer = NULL;
1641 }
1642 }
1643 #endif
1644
1645 /* We call this function periodically (just here for now) in
1646 * order to detect when multithreading has begun.
1647 */
1648 _glapi_check_multithread();
1649
1650 _glapi_set_context((void *) newCtx);
1651 ASSERT(gl_get_current_context() == newCtx);
1652 if (newCtx) {
1653 SET_IMMEDIATE(newCtx, newCtx->input);
1654 _glapi_set_dispatch(newCtx->CurrentDispatch);
1655 }
1656 else {
1657 _glapi_set_dispatch(NULL); /* none current */
1658 }
1659
1660 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1661
1662 if (newCtx && drawBuffer && readBuffer) {
1663 /* TODO: check if newCtx and buffer's visual match??? */
1664 newCtx->DrawBuffer = drawBuffer;
1665 newCtx->ReadBuffer = readBuffer;
1666 newCtx->NewState = NEW_ALL; /* just to be safe */
1667 gl_update_state( newCtx );
1668 }
1669
1670 /* We can use this to help debug user's problems. Tell the to set
1671 * the MESA_INFO env variable before running their app. Then the
1672 * first time each context is made current we'll print some useful
1673 * information.
1674 */
1675 if (newCtx && newCtx->FirstTimeCurrent) {
1676 if (getenv("MESA_INFO")) {
1677 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1678 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1679 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1680 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1681 #if defined(THREADS)
1682 fprintf(stderr, "Mesa thread-safe: YES\n");
1683 #else
1684 fprintf(stderr, "Mesa thread-safe: NO\n");
1685 #endif
1686 #if defined(USE_X86_ASM)
1687 fprintf(stderr, "Mesa x86-optimized: YES\n");
1688 #else
1689 fprintf(stderr, "Mesa x86-optimized: NO\n");
1690 #endif
1691 }
1692 newCtx->FirstTimeCurrent = GL_FALSE;
1693 }
1694 }
1695
1696
1697
1698 /*
1699 * Return current context handle for the calling thread.
1700 * This isn't the fastest way to get the current context.
1701 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1702 */
1703 GLcontext *gl_get_current_context( void )
1704 {
1705 return (GLcontext *) _glapi_get_context();
1706 }
1707
1708
1709
1710 /*
1711 * This should be called by device drivers just before they do a
1712 * swapbuffers. Any pending rendering commands will be executed.
1713 */
1714 void
1715 _mesa_swapbuffers(GLcontext *ctx)
1716 {
1717 FLUSH_VB( ctx, "swap buffers" );
1718 }
1719
1720
1721
1722 /*
1723 * Return pointer to this context's current API dispatch table.
1724 * It'll either be the immediate-mode execute dispatcher or the
1725 * display list compile dispatcher.
1726 */
1727 struct _glapi_table *
1728 _mesa_get_dispatch(GLcontext *ctx)
1729 {
1730 return ctx->CurrentDispatch;
1731 }
1732
1733
1734
1735 /**********************************************************************/
1736 /***** Miscellaneous functions *****/
1737 /**********************************************************************/
1738
1739
1740 /*
1741 * This function is called when the Mesa user has stumbled into a code
1742 * path which may not be implemented fully or correctly.
1743 */
1744 void gl_problem( const GLcontext *ctx, const char *s )
1745 {
1746 fprintf( stderr, "Mesa implementation error: %s\n", s );
1747 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1748 (void) ctx;
1749 }
1750
1751
1752
1753 /*
1754 * This is called to inform the user that he or she has tried to do
1755 * something illogical or if there's likely a bug in their program
1756 * (like enabled depth testing without a depth buffer).
1757 */
1758 void gl_warning( const GLcontext *ctx, const char *s )
1759 {
1760 GLboolean debug;
1761 #ifdef DEBUG
1762 debug = GL_TRUE;
1763 #else
1764 if (getenv("MESA_DEBUG")) {
1765 debug = GL_TRUE;
1766 }
1767 else {
1768 debug = GL_FALSE;
1769 }
1770 #endif
1771 if (debug) {
1772 fprintf( stderr, "Mesa warning: %s\n", s );
1773 }
1774 (void) ctx;
1775 }
1776
1777
1778
1779 /*
1780 * Compile an error into current display list.
1781 */
1782 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1783 {
1784 if (ctx->CompileFlag)
1785 gl_save_error( ctx, error, s );
1786
1787 if (ctx->ExecuteFlag)
1788 gl_error( ctx, error, s );
1789 }
1790
1791
1792
1793 /*
1794 * This is Mesa's error handler. Normally, all that's done is the updating
1795 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1796 * environment variable "MESA_DEBUG" is defined then a real error message
1797 * is printed to stderr.
1798 * Input: error - the error value
1799 * s - a diagnostic string
1800 */
1801 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1802 {
1803 GLboolean debug;
1804
1805 #ifdef DEBUG
1806 debug = GL_TRUE;
1807 #else
1808 if (getenv("MESA_DEBUG")) {
1809 debug = GL_TRUE;
1810 }
1811 else {
1812 debug = GL_FALSE;
1813 }
1814 #endif
1815
1816 if (debug) {
1817 char errstr[1000];
1818
1819 switch (error) {
1820 case GL_NO_ERROR:
1821 strcpy( errstr, "GL_NO_ERROR" );
1822 break;
1823 case GL_INVALID_VALUE:
1824 strcpy( errstr, "GL_INVALID_VALUE" );
1825 break;
1826 case GL_INVALID_ENUM:
1827 strcpy( errstr, "GL_INVALID_ENUM" );
1828 break;
1829 case GL_INVALID_OPERATION:
1830 strcpy( errstr, "GL_INVALID_OPERATION" );
1831 break;
1832 case GL_STACK_OVERFLOW:
1833 strcpy( errstr, "GL_STACK_OVERFLOW" );
1834 break;
1835 case GL_STACK_UNDERFLOW:
1836 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1837 break;
1838 case GL_OUT_OF_MEMORY:
1839 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1840 break;
1841 default:
1842 strcpy( errstr, "unknown" );
1843 break;
1844 }
1845 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1846 }
1847
1848 if (ctx->ErrorValue==GL_NO_ERROR) {
1849 ctx->ErrorValue = error;
1850 }
1851
1852 /* Call device driver's error handler, if any. This is used on the Mac. */
1853 if (ctx->Driver.Error) {
1854 (*ctx->Driver.Error)( ctx );
1855 }
1856 }
1857
1858
1859
1860 void
1861 _mesa_Finish( void )
1862 {
1863 GET_CURRENT_CONTEXT(ctx);
1864 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
1865 if (ctx->Driver.Finish) {
1866 (*ctx->Driver.Finish)( ctx );
1867 }
1868 }
1869
1870
1871
1872 void
1873 _mesa_Flush( void )
1874 {
1875 GET_CURRENT_CONTEXT(ctx);
1876 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
1877 if (ctx->Driver.Flush) {
1878 (*ctx->Driver.Flush)( ctx );
1879 }
1880 }