added GL_SGI_color_matrix extension
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.56 2000/04/08 18:57:45 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "accum.h"
33 #include "alphabuf.h"
34 #include "clip.h"
35 #include "context.h"
36 #include "cva.h"
37 #include "depth.h"
38 #include "dlist.h"
39 #include "eval.h"
40 #include "enums.h"
41 #include "extensions.h"
42 #include "fog.h"
43 #include "get.h"
44 #include "glapi.h"
45 #include "glapinoop.h"
46 #include "glthread.h"
47 #include "hash.h"
48 #include "light.h"
49 #include "macros.h"
50 #include "matrix.h"
51 #include "mem.h"
52 #include "mmath.h"
53 #include "pb.h"
54 #include "pipeline.h"
55 #include "shade.h"
56 #include "simple_list.h"
57 #include "stencil.h"
58 #include "stages.h"
59 #include "state.h"
60 #include "translate.h"
61 #include "teximage.h"
62 #include "texobj.h"
63 #include "texstate.h"
64 #include "texture.h"
65 #include "types.h"
66 #include "varray.h"
67 #include "vb.h"
68 #include "vbcull.h"
69 #include "vbrender.h"
70 #include "vbxform.h"
71 #include "vertices.h"
72 #include "xform.h"
73 #endif
74
75
76
77 /**********************************************************************/
78 /***** Context and Thread management *****/
79 /**********************************************************************/
80
81
82 #if !defined(THREADS)
83
84 struct immediate *_mesa_CurrentInput = NULL;
85
86 #endif
87
88
89
90
91 /**********************************************************************/
92 /***** Profiling functions *****/
93 /**********************************************************************/
94
95 #ifdef PROFILE
96
97 #include <sys/times.h>
98 #include <sys/param.h>
99
100
101 /*
102 * Return system time in seconds.
103 * NOTE: this implementation may not be very portable!
104 */
105 GLdouble gl_time( void )
106 {
107 static GLdouble prev_time = 0.0;
108 static GLdouble time;
109 struct tms tm;
110 clock_t clk;
111
112 clk = times(&tm);
113
114 #ifdef CLK_TCK
115 time = (double)clk / (double)CLK_TCK;
116 #else
117 time = (double)clk / (double)HZ;
118 #endif
119
120 if (time>prev_time) {
121 prev_time = time;
122 return time;
123 }
124 else {
125 return prev_time;
126 }
127 }
128
129 /*
130 * Reset the timing/profiling counters
131 */
132 static void init_timings( GLcontext *ctx )
133 {
134 ctx->BeginEndCount = 0;
135 ctx->BeginEndTime = 0.0;
136 ctx->VertexCount = 0;
137 ctx->VertexTime = 0.0;
138 ctx->PointCount = 0;
139 ctx->PointTime = 0.0;
140 ctx->LineCount = 0;
141 ctx->LineTime = 0.0;
142 ctx->PolygonCount = 0;
143 ctx->PolygonTime = 0.0;
144 ctx->ClearCount = 0;
145 ctx->ClearTime = 0.0;
146 ctx->SwapCount = 0;
147 ctx->SwapTime = 0.0;
148 }
149
150
151 /*
152 * Print the accumulated timing/profiling data.
153 */
154 static void print_timings( GLcontext *ctx )
155 {
156 GLdouble beginendrate;
157 GLdouble vertexrate;
158 GLdouble pointrate;
159 GLdouble linerate;
160 GLdouble polygonrate;
161 GLdouble overhead;
162 GLdouble clearrate;
163 GLdouble swaprate;
164 GLdouble avgvertices;
165
166 if (ctx->BeginEndTime>0.0) {
167 beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
168 }
169 else {
170 beginendrate = 0.0;
171 }
172 if (ctx->VertexTime>0.0) {
173 vertexrate = ctx->VertexCount / ctx->VertexTime;
174 }
175 else {
176 vertexrate = 0.0;
177 }
178 if (ctx->PointTime>0.0) {
179 pointrate = ctx->PointCount / ctx->PointTime;
180 }
181 else {
182 pointrate = 0.0;
183 }
184 if (ctx->LineTime>0.0) {
185 linerate = ctx->LineCount / ctx->LineTime;
186 }
187 else {
188 linerate = 0.0;
189 }
190 if (ctx->PolygonTime>0.0) {
191 polygonrate = ctx->PolygonCount / ctx->PolygonTime;
192 }
193 else {
194 polygonrate = 0.0;
195 }
196 if (ctx->ClearTime>0.0) {
197 clearrate = ctx->ClearCount / ctx->ClearTime;
198 }
199 else {
200 clearrate = 0.0;
201 }
202 if (ctx->SwapTime>0.0) {
203 swaprate = ctx->SwapCount / ctx->SwapTime;
204 }
205 else {
206 swaprate = 0.0;
207 }
208
209 if (ctx->BeginEndCount>0) {
210 avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
211 }
212 else {
213 avgvertices = 0.0;
214 }
215
216 overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
217 - ctx->LineTime - ctx->PolygonTime;
218
219
220 printf(" Count Time (s) Rate (/s) \n");
221 printf("--------------------------------------------------------\n");
222 printf("glBegin/glEnd %7d %8.3f %10.3f\n",
223 ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
224 printf(" vertexes transformed %7d %8.3f %10.3f\n",
225 ctx->VertexCount, ctx->VertexTime, vertexrate );
226 printf(" points rasterized %7d %8.3f %10.3f\n",
227 ctx->PointCount, ctx->PointTime, pointrate );
228 printf(" lines rasterized %7d %8.3f %10.3f\n",
229 ctx->LineCount, ctx->LineTime, linerate );
230 printf(" polygons rasterized %7d %8.3f %10.3f\n",
231 ctx->PolygonCount, ctx->PolygonTime, polygonrate );
232 printf(" overhead %8.3f\n", overhead );
233 printf("glClear %7d %8.3f %10.3f\n",
234 ctx->ClearCount, ctx->ClearTime, clearrate );
235 printf("SwapBuffers %7d %8.3f %10.3f\n",
236 ctx->SwapCount, ctx->SwapTime, swaprate );
237 printf("\n");
238
239 printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
240 }
241 #endif
242
243
244
245
246
247 /**********************************************************************/
248 /***** GL Visual allocation/destruction *****/
249 /**********************************************************************/
250
251
252 /*
253 * Allocate a new GLvisual object.
254 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
255 * alphaFlag - alloc software alpha buffers?
256 * dbFlag - double buffering?
257 * stereoFlag - stereo buffer?
258 * depthBits - requested bits per depth buffer value
259 * Any value in [0, 32] is acceptable but the actual
260 * depth type will be GLushort or GLuint as needed.
261 * stencilBits - requested minimum bits per stencil buffer value
262 * accumBits - requested minimum bits per accum buffer component
263 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
264 * red/green/blue/alphaBits - number of bits per color component
265 * in frame buffer for RGB(A) mode.
266 * We always use 8 in core Mesa though.
267 * Return: pointer to new GLvisual or NULL if requested parameters can't
268 * be met.
269 */
270 GLvisual *
271 _mesa_create_visual( GLboolean rgbFlag,
272 GLboolean alphaFlag,
273 GLboolean dbFlag,
274 GLboolean stereoFlag,
275 GLint redBits,
276 GLint greenBits,
277 GLint blueBits,
278 GLint alphaBits,
279 GLint indexBits,
280 GLint depthBits,
281 GLint stencilBits,
282 GLint accumRedBits,
283 GLint accumGreenBits,
284 GLint accumBlueBits,
285 GLint accumAlphaBits,
286 GLint numSamples )
287 {
288 GLvisual *vis;
289
290 /* This is to catch bad values from device drivers not updated for
291 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
292 * bad value now (a 1-bit depth buffer!?!).
293 */
294 assert(depthBits == 0 || depthBits > 1);
295
296 if (depthBits < 0 || depthBits > 32) {
297 return NULL;
298 }
299 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
300 return NULL;
301 }
302 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
303 return NULL;
304 }
305 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
306 return NULL;
307 }
308 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
309 return NULL;
310 }
311 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
312 return NULL;
313 }
314
315 vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
316 if (!vis) {
317 return NULL;
318 }
319
320 vis->RGBAflag = rgbFlag;
321 vis->DBflag = dbFlag;
322 vis->StereoFlag = stereoFlag;
323 vis->RedBits = redBits;
324 vis->GreenBits = greenBits;
325 vis->BlueBits = blueBits;
326 vis->AlphaBits = alphaFlag ? (8 * sizeof(GLubyte)) : alphaBits;
327
328 vis->IndexBits = indexBits;
329 vis->DepthBits = depthBits;
330 vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
331 vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
332 vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
333 vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
334 vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
335
336 vis->SoftwareAlpha = alphaFlag;
337
338 if (depthBits == 0) {
339 /* Special case. Even if we don't have a depth buffer we need
340 * good values for DepthMax for Z vertex transformation purposes.
341 */
342 vis->DepthMax = 1;
343 vis->DepthMaxF = 1.0F;
344 }
345 else {
346 vis->DepthMax = (1 << depthBits) - 1;
347 vis->DepthMaxF = (GLfloat) vis->DepthMax;
348 }
349
350 return vis;
351 }
352
353
354 /* This function should no longer be used. Use _mesa_create_visual() instead */
355 GLvisual *gl_create_visual( GLboolean rgbFlag,
356 GLboolean alphaFlag,
357 GLboolean dbFlag,
358 GLboolean stereoFlag,
359 GLint depthBits,
360 GLint stencilBits,
361 GLint accumBits,
362 GLint indexBits,
363 GLint redBits,
364 GLint greenBits,
365 GLint blueBits,
366 GLint alphaBits )
367 {
368 return _mesa_create_visual(rgbFlag, alphaFlag, dbFlag, stereoFlag,
369 redBits, greenBits, blueBits, alphaBits,
370 indexBits, depthBits, stencilBits,
371 accumBits, accumBits, accumBits, accumBits, 0);
372 }
373
374
375 void
376 _mesa_destroy_visual( GLvisual *vis )
377 {
378 FREE(vis);
379 }
380
381
382 /* obsolete */
383 void gl_destroy_visual( GLvisual *vis )
384 {
385 _mesa_destroy_visual(vis);
386 }
387
388
389
390 /**********************************************************************/
391 /***** GL Framebuffer allocation/destruction *****/
392 /**********************************************************************/
393
394
395 /*
396 * Create a new framebuffer. A GLframebuffer is a struct which
397 * encapsulates the depth, stencil and accum buffers and related
398 * parameters.
399 * Input: visual - a GLvisual pointer
400 * softwareDepth - create/use a software depth buffer?
401 * softwareStencil - create/use a software stencil buffer?
402 * softwareAccum - create/use a software accum buffer?
403 * softwareAlpha - create/use a software alpha buffer?
404
405 * Return: pointer to new GLframebuffer struct or NULL if error.
406 */
407 GLframebuffer *gl_create_framebuffer( GLvisual *visual,
408 GLboolean softwareDepth,
409 GLboolean softwareStencil,
410 GLboolean softwareAccum,
411 GLboolean softwareAlpha )
412 {
413 GLframebuffer *buffer;
414
415 buffer = CALLOC_STRUCT(gl_frame_buffer);
416 if (!buffer) {
417 return NULL;
418 }
419
420 /* sanity checks */
421 if (softwareDepth ) {
422 assert(visual->DepthBits > 0);
423 }
424 if (softwareStencil) {
425 assert(visual->StencilBits > 0);
426 }
427 if (softwareAccum) {
428 assert(visual->RGBAflag);
429 assert(visual->AccumRedBits > 0);
430 assert(visual->AccumGreenBits > 0);
431 assert(visual->AccumBlueBits > 0);
432 }
433 if (softwareAlpha) {
434 assert(visual->RGBAflag);
435 assert(visual->AlphaBits > 0);
436 }
437
438 buffer->Visual = visual;
439 buffer->UseSoftwareDepthBuffer = softwareDepth;
440 buffer->UseSoftwareStencilBuffer = softwareStencil;
441 buffer->UseSoftwareAccumBuffer = softwareAccum;
442 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
443
444 return buffer;
445 }
446
447
448
449 /*
450 * Free a framebuffer struct and its buffers.
451 */
452 void gl_destroy_framebuffer( GLframebuffer *buffer )
453 {
454 if (buffer) {
455 if (buffer->DepthBuffer) {
456 FREE( buffer->DepthBuffer );
457 }
458 if (buffer->Accum) {
459 FREE( buffer->Accum );
460 }
461 if (buffer->Stencil) {
462 FREE( buffer->Stencil );
463 }
464 if (buffer->FrontLeftAlpha) {
465 FREE( buffer->FrontLeftAlpha );
466 }
467 if (buffer->BackLeftAlpha) {
468 FREE( buffer->BackLeftAlpha );
469 }
470 if (buffer->FrontRightAlpha) {
471 FREE( buffer->FrontRightAlpha );
472 }
473 if (buffer->BackRightAlpha) {
474 FREE( buffer->BackRightAlpha );
475 }
476 FREE(buffer);
477 }
478 }
479
480
481
482 /**********************************************************************/
483 /***** Context allocation, initialization, destroying *****/
484 /**********************************************************************/
485
486
487 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
488
489
490 /*
491 * This function just calls all the various one-time-init functions in Mesa.
492 */
493 static void one_time_init( void )
494 {
495 static GLboolean alreadyCalled = GL_FALSE;
496 _glthread_LOCK_MUTEX(OneTimeLock);
497 if (!alreadyCalled) {
498 /* do some implementation tests */
499 assert( sizeof(GLbyte) == 1 );
500 assert( sizeof(GLshort) >= 2 );
501 assert( sizeof(GLint) >= 4 );
502 assert( sizeof(GLubyte) == 1 );
503 assert( sizeof(GLushort) >= 2 );
504 assert( sizeof(GLuint) >= 4 );
505
506 gl_init_clip();
507 gl_init_eval();
508 _mesa_init_fog();
509 _mesa_init_math();
510 gl_init_lists();
511 gl_init_shade();
512 gl_init_texture();
513 gl_init_transformation();
514 gl_init_translate();
515 gl_init_vbrender();
516 gl_init_vbxform();
517 gl_init_vertices();
518
519 if (getenv("MESA_DEBUG")) {
520 _glapi_noop_enable_warnings(GL_TRUE);
521 }
522 else {
523 _glapi_noop_enable_warnings(GL_FALSE);
524 }
525
526 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
527 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
528 #endif
529
530 alreadyCalled = GL_TRUE;
531 }
532 _glthread_UNLOCK_MUTEX(OneTimeLock);
533 }
534
535
536
537 /*
538 * Allocate and initialize a shared context state structure.
539 */
540 static struct gl_shared_state *alloc_shared_state( void )
541 {
542 GLuint d;
543 struct gl_shared_state *ss;
544 GLboolean outOfMemory;
545
546 ss = CALLOC_STRUCT(gl_shared_state);
547 if (!ss)
548 return NULL;
549
550 ss->DisplayList = _mesa_NewHashTable();
551
552 ss->TexObjects = _mesa_NewHashTable();
553
554 /* Default Texture objects */
555 outOfMemory = GL_FALSE;
556 for (d = 1 ; d <= 3 ; d++) {
557 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
558 if (!ss->DefaultD[d]) {
559 outOfMemory = GL_TRUE;
560 break;
561 }
562 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
563 }
564
565 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
566 /* Ran out of memory at some point. Free everything and return NULL */
567 if (ss->DisplayList)
568 _mesa_DeleteHashTable(ss->DisplayList);
569 if (ss->TexObjects)
570 _mesa_DeleteHashTable(ss->TexObjects);
571 if (ss->DefaultD[1])
572 gl_free_texture_object(ss, ss->DefaultD[1]);
573 if (ss->DefaultD[2])
574 gl_free_texture_object(ss, ss->DefaultD[2]);
575 if (ss->DefaultD[3])
576 gl_free_texture_object(ss, ss->DefaultD[3]);
577 FREE(ss);
578 return NULL;
579 }
580 else {
581 return ss;
582 }
583 }
584
585
586 /*
587 * Deallocate a shared state context and all children structures.
588 */
589 static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
590 {
591 /* Free display lists */
592 while (1) {
593 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
594 if (list) {
595 gl_destroy_list(ctx, list);
596 }
597 else {
598 break;
599 }
600 }
601 _mesa_DeleteHashTable(ss->DisplayList);
602
603 /* Free texture objects */
604 while (ss->TexObjectList)
605 {
606 if (ctx->Driver.DeleteTexture)
607 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
608 /* this function removes from linked list too! */
609 gl_free_texture_object(ss, ss->TexObjectList);
610 }
611 _mesa_DeleteHashTable(ss->TexObjects);
612
613 FREE(ss);
614 }
615
616
617
618 /*
619 * Initialize the nth light. Note that the defaults for light 0 are
620 * different than the other lights.
621 */
622 static void init_light( struct gl_light *l, GLuint n )
623 {
624 make_empty_list( l );
625
626 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
627 if (n==0) {
628 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
629 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
630 }
631 else {
632 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
633 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
634 }
635 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
636 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
637 l->SpotExponent = 0.0;
638 gl_compute_spot_exp_table( l );
639 l->SpotCutoff = 180.0;
640 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
641 l->ConstantAttenuation = 1.0;
642 l->LinearAttenuation = 0.0;
643 l->QuadraticAttenuation = 0.0;
644 l->Enabled = GL_FALSE;
645 }
646
647
648
649 static void init_lightmodel( struct gl_lightmodel *lm )
650 {
651 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
652 lm->LocalViewer = GL_FALSE;
653 lm->TwoSide = GL_FALSE;
654 lm->ColorControl = GL_SINGLE_COLOR;
655 }
656
657
658 static void init_material( struct gl_material *m )
659 {
660 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
661 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
662 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
663 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
664 m->Shininess = 0.0;
665 m->AmbientIndex = 0;
666 m->DiffuseIndex = 1;
667 m->SpecularIndex = 1;
668 }
669
670
671
672 static void init_texture_unit( GLcontext *ctx, GLuint unit )
673 {
674 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
675
676 texUnit->EnvMode = GL_MODULATE;
677 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
678 texUnit->TexGenEnabled = 0;
679 texUnit->GenModeS = GL_EYE_LINEAR;
680 texUnit->GenModeT = GL_EYE_LINEAR;
681 texUnit->GenModeR = GL_EYE_LINEAR;
682 texUnit->GenModeQ = GL_EYE_LINEAR;
683 /* Yes, these plane coefficients are correct! */
684 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
685 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
686 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
687 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
688 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
689 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
690 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
691 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
692
693 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
694 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
695 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
696 }
697
698
699 static void init_fallback_arrays( GLcontext *ctx )
700 {
701 struct gl_client_array *cl;
702 GLuint i;
703
704 cl = &ctx->Fallback.Normal;
705 cl->Size = 3;
706 cl->Type = GL_FLOAT;
707 cl->Stride = 0;
708 cl->StrideB = 0;
709 cl->Ptr = (void *) ctx->Current.Normal;
710 cl->Enabled = 1;
711
712 cl = &ctx->Fallback.Color;
713 cl->Size = 4;
714 cl->Type = GL_UNSIGNED_BYTE;
715 cl->Stride = 0;
716 cl->StrideB = 0;
717 cl->Ptr = (void *) ctx->Current.ByteColor;
718 cl->Enabled = 1;
719
720 cl = &ctx->Fallback.Index;
721 cl->Size = 1;
722 cl->Type = GL_UNSIGNED_INT;
723 cl->Stride = 0;
724 cl->StrideB = 0;
725 cl->Ptr = (void *) &ctx->Current.Index;
726 cl->Enabled = 1;
727
728 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
729 cl = &ctx->Fallback.TexCoord[i];
730 cl->Size = 4;
731 cl->Type = GL_FLOAT;
732 cl->Stride = 0;
733 cl->StrideB = 0;
734 cl->Ptr = (void *) ctx->Current.Texcoord[i];
735 cl->Enabled = 1;
736 }
737
738 cl = &ctx->Fallback.EdgeFlag;
739 cl->Size = 1;
740 cl->Type = GL_UNSIGNED_BYTE;
741 cl->Stride = 0;
742 cl->StrideB = 0;
743 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
744 cl->Enabled = 1;
745 }
746
747
748 /* Initialize a 1-D evaluator map */
749 static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
750 {
751 map->Order = 1;
752 map->u1 = 0.0;
753 map->u2 = 1.0;
754 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
755 if (map->Points) {
756 GLint i;
757 for (i=0;i<n;i++)
758 map->Points[i] = initial[i];
759 }
760 }
761
762
763 /* Initialize a 2-D evaluator map */
764 static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
765 {
766 map->Uorder = 1;
767 map->Vorder = 1;
768 map->u1 = 0.0;
769 map->u2 = 1.0;
770 map->v1 = 0.0;
771 map->v2 = 1.0;
772 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
773 if (map->Points) {
774 GLint i;
775 for (i=0;i<n;i++)
776 map->Points[i] = initial[i];
777 }
778 }
779
780
781 static void init_color_table( struct gl_color_table *p )
782 {
783 p->Table[0] = 255;
784 p->Table[1] = 255;
785 p->Table[2] = 255;
786 p->Table[3] = 255;
787 p->Size = 1;
788 p->IntFormat = GL_RGBA;
789 p->Format = GL_RGBA;
790 }
791
792
793 /*
794 * Initialize the attribute groups in a GLcontext.
795 */
796 static void init_attrib_groups( GLcontext *ctx )
797 {
798 GLuint i, j;
799
800 assert(ctx);
801
802 /* Constants, may be overriden by device drivers */
803 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
804 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
805 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
806 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
807 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
808 ctx->Const.MinPointSize = MIN_POINT_SIZE;
809 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
810 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
811 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
812 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
813 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
814 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
815 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
816 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
817 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
818 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
819
820 /* Modelview matrix */
821 gl_matrix_ctr( &ctx->ModelView );
822 gl_matrix_alloc_inv( &ctx->ModelView );
823
824 ctx->ModelViewStackDepth = 0;
825 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
826 gl_matrix_ctr( &ctx->ModelViewStack[i] );
827 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
828 }
829
830 /* Projection matrix - need inv for user clipping in clip space*/
831 gl_matrix_ctr( &ctx->ProjectionMatrix );
832 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
833
834 gl_matrix_ctr( &ctx->ModelProjectMatrix );
835 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
836 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
837
838 ctx->ProjectionStackDepth = 0;
839 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
840 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
841
842 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
843 gl_matrix_ctr( &ctx->ProjectionStack[i] );
844 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
845 }
846
847 /* Texture matrix */
848 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
849 gl_matrix_ctr( &ctx->TextureMatrix[i] );
850 ctx->TextureStackDepth[i] = 0;
851 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
852 ctx->TextureStack[i][j].inv = 0;
853 }
854 }
855
856 /* Color matrix */
857 gl_matrix_ctr(&ctx->ColorMatrix);
858 ctx->ColorStackDepth = 0;
859 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
860 gl_matrix_ctr(&ctx->ColorStack[j]);
861 }
862
863 /* Accumulate buffer group */
864 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
865
866 /* Color buffer group */
867 ctx->Color.IndexMask = 0xffffffff;
868 ctx->Color.ColorMask[0] = 0xff;
869 ctx->Color.ColorMask[1] = 0xff;
870 ctx->Color.ColorMask[2] = 0xff;
871 ctx->Color.ColorMask[3] = 0xff;
872 ctx->Color.SWmasking = GL_FALSE;
873 ctx->Color.ClearIndex = 0;
874 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
875 ctx->Color.DrawBuffer = GL_FRONT;
876 ctx->Color.AlphaEnabled = GL_FALSE;
877 ctx->Color.AlphaFunc = GL_ALWAYS;
878 ctx->Color.AlphaRef = 0;
879 ctx->Color.BlendEnabled = GL_FALSE;
880 ctx->Color.BlendSrcRGB = GL_ONE;
881 ctx->Color.BlendDstRGB = GL_ZERO;
882 ctx->Color.BlendSrcA = GL_ONE;
883 ctx->Color.BlendDstA = GL_ZERO;
884 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
885 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
886 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
887 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
888 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
889 ctx->Color.SWLogicOpEnabled = GL_FALSE;
890 ctx->Color.LogicOp = GL_COPY;
891 ctx->Color.DitherFlag = GL_TRUE;
892 ctx->Color.MultiDrawBuffer = GL_FALSE;
893
894 /* Current group */
895 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
896 ctx->Current.Index = 1;
897 for (i=0; i<MAX_TEXTURE_UNITS; i++)
898 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
899 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
900 ctx->Current.RasterDistance = 0.0;
901 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
902 ctx->Current.RasterIndex = 1;
903 for (i=0; i<MAX_TEXTURE_UNITS; i++)
904 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
905 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
906 ctx->Current.RasterPosValid = GL_TRUE;
907 ctx->Current.EdgeFlag = GL_TRUE;
908 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
909 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
910
911 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
912 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
913
914 init_fallback_arrays( ctx );
915
916 /* Depth buffer group */
917 ctx->Depth.Test = GL_FALSE;
918 ctx->Depth.Clear = 1.0;
919 ctx->Depth.Func = GL_LESS;
920 ctx->Depth.Mask = GL_TRUE;
921 ctx->Depth.OcclusionTest = GL_FALSE;
922
923 /* Evaluators group */
924 ctx->Eval.Map1Color4 = GL_FALSE;
925 ctx->Eval.Map1Index = GL_FALSE;
926 ctx->Eval.Map1Normal = GL_FALSE;
927 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
928 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
929 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
930 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
931 ctx->Eval.Map1Vertex3 = GL_FALSE;
932 ctx->Eval.Map1Vertex4 = GL_FALSE;
933 ctx->Eval.Map2Color4 = GL_FALSE;
934 ctx->Eval.Map2Index = GL_FALSE;
935 ctx->Eval.Map2Normal = GL_FALSE;
936 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
937 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
938 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
939 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
940 ctx->Eval.Map2Vertex3 = GL_FALSE;
941 ctx->Eval.Map2Vertex4 = GL_FALSE;
942 ctx->Eval.AutoNormal = GL_FALSE;
943 ctx->Eval.MapGrid1un = 1;
944 ctx->Eval.MapGrid1u1 = 0.0;
945 ctx->Eval.MapGrid1u2 = 1.0;
946 ctx->Eval.MapGrid2un = 1;
947 ctx->Eval.MapGrid2vn = 1;
948 ctx->Eval.MapGrid2u1 = 0.0;
949 ctx->Eval.MapGrid2u2 = 1.0;
950 ctx->Eval.MapGrid2v1 = 0.0;
951 ctx->Eval.MapGrid2v2 = 1.0;
952
953 /* Evaluator data */
954 {
955 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
956 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
957 static GLfloat index[1] = { 1.0 };
958 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
959 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
960
961 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
962 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
963 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
964 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
965 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
966 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
967 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
968 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
969 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
970
971 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
972 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
973 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
974 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
975 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
976 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
977 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
978 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
979 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
980 }
981
982 /* Fog group */
983 ctx->Fog.Enabled = GL_FALSE;
984 ctx->Fog.Mode = GL_EXP;
985 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
986 ctx->Fog.Index = 0.0;
987 ctx->Fog.Density = 1.0;
988 ctx->Fog.Start = 0.0;
989 ctx->Fog.End = 1.0;
990
991 /* Hint group */
992 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
993 ctx->Hint.PointSmooth = GL_DONT_CARE;
994 ctx->Hint.LineSmooth = GL_DONT_CARE;
995 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
996 ctx->Hint.Fog = GL_DONT_CARE;
997
998 ctx->Hint.AllowDrawWin = GL_TRUE;
999 ctx->Hint.AllowDrawSpn = GL_TRUE;
1000 ctx->Hint.AllowDrawMem = GL_TRUE;
1001 ctx->Hint.StrictLighting = GL_TRUE;
1002
1003 /* Histogram group */
1004 ctx->Histogram.Width = 0;
1005 ctx->Histogram.Format = GL_RGBA;
1006 ctx->Histogram.Sink = GL_FALSE;
1007 ctx->Histogram.RedSize = 0xffffffff;
1008 ctx->Histogram.GreenSize = 0xffffffff;
1009 ctx->Histogram.BlueSize = 0xffffffff;
1010 ctx->Histogram.AlphaSize = 0xffffffff;
1011 ctx->Histogram.LuminanceSize = 0xffffffff;
1012 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
1013 ctx->Histogram.Count[i][0] = 0;
1014 ctx->Histogram.Count[i][1] = 0;
1015 ctx->Histogram.Count[i][2] = 0;
1016 ctx->Histogram.Count[i][3] = 0;
1017 }
1018
1019 /* Min/Max group */
1020 ctx->MinMax.Format = GL_RGBA;
1021 ctx->MinMax.Sink = GL_FALSE;
1022 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
1023 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
1024 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
1025 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
1026
1027
1028
1029 /* Pipeline */
1030 gl_pipeline_init( ctx );
1031 gl_cva_init( ctx );
1032
1033 /* Extensions */
1034 gl_extensions_ctr( ctx );
1035
1036 ctx->AllowVertexCull = CLIP_CULLED_BIT;
1037
1038 /* Lighting group */
1039 for (i=0;i<MAX_LIGHTS;i++) {
1040 init_light( &ctx->Light.Light[i], i );
1041 }
1042 make_empty_list( &ctx->Light.EnabledList );
1043
1044 init_lightmodel( &ctx->Light.Model );
1045 init_material( &ctx->Light.Material[0] );
1046 init_material( &ctx->Light.Material[1] );
1047 ctx->Light.ShadeModel = GL_SMOOTH;
1048 ctx->Light.Enabled = GL_FALSE;
1049 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1050 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1051 ctx->Light.ColorMaterialBitmask
1052 = gl_material_bitmask( ctx,
1053 GL_FRONT_AND_BACK,
1054 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
1055
1056 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1057
1058 /* Lighting miscellaneous */
1059 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1060 make_empty_list( ctx->ShineTabList );
1061 for (i = 0 ; i < 10 ; i++) {
1062 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1063 s->shininess = -1;
1064 s->refcount = 0;
1065 insert_at_tail( ctx->ShineTabList, s );
1066 }
1067 for (i = 0 ; i < 4 ; i++) {
1068 ctx->ShineTable[i] = ctx->ShineTabList->prev;
1069 ctx->ShineTable[i]->refcount++;
1070 }
1071
1072
1073 /* Line group */
1074 ctx->Line.SmoothFlag = GL_FALSE;
1075 ctx->Line.StippleFlag = GL_FALSE;
1076 ctx->Line.Width = 1.0;
1077 ctx->Line.StipplePattern = 0xffff;
1078 ctx->Line.StippleFactor = 1;
1079
1080 /* Display List group */
1081 ctx->List.ListBase = 0;
1082
1083 /* Pixel group */
1084 ctx->Pixel.RedBias = 0.0;
1085 ctx->Pixel.RedScale = 1.0;
1086 ctx->Pixel.GreenBias = 0.0;
1087 ctx->Pixel.GreenScale = 1.0;
1088 ctx->Pixel.BlueBias = 0.0;
1089 ctx->Pixel.BlueScale = 1.0;
1090 ctx->Pixel.AlphaBias = 0.0;
1091 ctx->Pixel.AlphaScale = 1.0;
1092 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
1093 ctx->Pixel.DepthBias = 0.0;
1094 ctx->Pixel.DepthScale = 1.0;
1095 ctx->Pixel.IndexOffset = 0;
1096 ctx->Pixel.IndexShift = 0;
1097 ctx->Pixel.ZoomX = 1.0;
1098 ctx->Pixel.ZoomY = 1.0;
1099 ctx->Pixel.MapColorFlag = GL_FALSE;
1100 ctx->Pixel.MapStencilFlag = GL_FALSE;
1101 ctx->Pixel.MapStoSsize = 1;
1102 ctx->Pixel.MapItoIsize = 1;
1103 ctx->Pixel.MapItoRsize = 1;
1104 ctx->Pixel.MapItoGsize = 1;
1105 ctx->Pixel.MapItoBsize = 1;
1106 ctx->Pixel.MapItoAsize = 1;
1107 ctx->Pixel.MapRtoRsize = 1;
1108 ctx->Pixel.MapGtoGsize = 1;
1109 ctx->Pixel.MapBtoBsize = 1;
1110 ctx->Pixel.MapAtoAsize = 1;
1111 ctx->Pixel.MapStoS[0] = 0;
1112 ctx->Pixel.MapItoI[0] = 0;
1113 ctx->Pixel.MapItoR[0] = 0.0;
1114 ctx->Pixel.MapItoG[0] = 0.0;
1115 ctx->Pixel.MapItoB[0] = 0.0;
1116 ctx->Pixel.MapItoA[0] = 0.0;
1117 ctx->Pixel.MapItoR8[0] = 0;
1118 ctx->Pixel.MapItoG8[0] = 0;
1119 ctx->Pixel.MapItoB8[0] = 0;
1120 ctx->Pixel.MapItoA8[0] = 0;
1121 ctx->Pixel.MapRtoR[0] = 0.0;
1122 ctx->Pixel.MapGtoG[0] = 0.0;
1123 ctx->Pixel.MapBtoB[0] = 0.0;
1124 ctx->Pixel.MapAtoA[0] = 0.0;
1125 ctx->Pixel.HistogramEnabled = GL_FALSE;
1126 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1127 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1128 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1129 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1130 ctx->Pixel.PostColorMatrixRedBias = 0.0;
1131 ctx->Pixel.PostColorMatrixRedScale = 1.0;
1132 ctx->Pixel.PostColorMatrixGreenBias = 0.0;
1133 ctx->Pixel.PostColorMatrixGreenScale = 1.0;
1134 ctx->Pixel.PostColorMatrixBlueBias = 0.0;
1135 ctx->Pixel.PostColorMatrixBlueScale = 1.0;
1136 ctx->Pixel.PostColorMatrixAlphaBias = 0.0;
1137 ctx->Pixel.PostColorMatrixAlphaScale = 1.0;
1138
1139 /* Point group */
1140 ctx->Point.SmoothFlag = GL_FALSE;
1141 ctx->Point.Size = 1.0;
1142 ctx->Point.Params[0] = 1.0;
1143 ctx->Point.Params[1] = 0.0;
1144 ctx->Point.Params[2] = 0.0;
1145 ctx->Point.Attenuated = GL_FALSE;
1146 ctx->Point.MinSize = 0.0;
1147 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1148 ctx->Point.Threshold = 1.0;
1149
1150 /* Polygon group */
1151 ctx->Polygon.CullFlag = GL_FALSE;
1152 ctx->Polygon.CullFaceMode = GL_BACK;
1153 ctx->Polygon.FrontFace = GL_CCW;
1154 ctx->Polygon.FrontBit = 0;
1155 ctx->Polygon.FrontMode = GL_FILL;
1156 ctx->Polygon.BackMode = GL_FILL;
1157 ctx->Polygon.Unfilled = GL_FALSE;
1158 ctx->Polygon.SmoothFlag = GL_FALSE;
1159 ctx->Polygon.StippleFlag = GL_FALSE;
1160 ctx->Polygon.OffsetFactor = 0.0F;
1161 ctx->Polygon.OffsetUnits = 0.0F;
1162 ctx->Polygon.OffsetPoint = GL_FALSE;
1163 ctx->Polygon.OffsetLine = GL_FALSE;
1164 ctx->Polygon.OffsetFill = GL_FALSE;
1165
1166 /* Polygon Stipple group */
1167 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1168
1169 /* Scissor group */
1170 ctx->Scissor.Enabled = GL_FALSE;
1171 ctx->Scissor.X = 0;
1172 ctx->Scissor.Y = 0;
1173 ctx->Scissor.Width = 0;
1174 ctx->Scissor.Height = 0;
1175
1176 /* Stencil group */
1177 ctx->Stencil.Enabled = GL_FALSE;
1178 ctx->Stencil.Function = GL_ALWAYS;
1179 ctx->Stencil.FailFunc = GL_KEEP;
1180 ctx->Stencil.ZPassFunc = GL_KEEP;
1181 ctx->Stencil.ZFailFunc = GL_KEEP;
1182 ctx->Stencil.Ref = 0;
1183 ctx->Stencil.ValueMask = STENCIL_MAX;
1184 ctx->Stencil.Clear = 0;
1185 ctx->Stencil.WriteMask = STENCIL_MAX;
1186
1187 /* Texture group */
1188 ctx->Texture.CurrentUnit = 0; /* multitexture */
1189 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1190 ctx->Texture.Enabled = 0;
1191 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1192 init_texture_unit( ctx, i );
1193 init_color_table(&ctx->Texture.Palette);
1194
1195 /* Transformation group */
1196 ctx->Transform.MatrixMode = GL_MODELVIEW;
1197 ctx->Transform.Normalize = GL_FALSE;
1198 ctx->Transform.RescaleNormals = GL_FALSE;
1199 for (i=0;i<MAX_CLIP_PLANES;i++) {
1200 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1201 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1202 }
1203 ctx->Transform.AnyClip = GL_FALSE;
1204
1205 /* Viewport group */
1206 ctx->Viewport.X = 0;
1207 ctx->Viewport.Y = 0;
1208 ctx->Viewport.Width = 0;
1209 ctx->Viewport.Height = 0;
1210 ctx->Viewport.Near = 0.0;
1211 ctx->Viewport.Far = 1.0;
1212 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1213
1214 #define Sz 10
1215 #define Tz 14
1216 ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
1217 ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
1218 #undef Sz
1219 #undef Tz
1220
1221 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1222 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1223
1224 /* Vertex arrays */
1225 ctx->Array.Vertex.Size = 4;
1226 ctx->Array.Vertex.Type = GL_FLOAT;
1227 ctx->Array.Vertex.Stride = 0;
1228 ctx->Array.Vertex.StrideB = 0;
1229 ctx->Array.Vertex.Ptr = NULL;
1230 ctx->Array.Vertex.Enabled = GL_FALSE;
1231 ctx->Array.Normal.Type = GL_FLOAT;
1232 ctx->Array.Normal.Stride = 0;
1233 ctx->Array.Normal.StrideB = 0;
1234 ctx->Array.Normal.Ptr = NULL;
1235 ctx->Array.Normal.Enabled = GL_FALSE;
1236 ctx->Array.Color.Size = 4;
1237 ctx->Array.Color.Type = GL_FLOAT;
1238 ctx->Array.Color.Stride = 0;
1239 ctx->Array.Color.StrideB = 0;
1240 ctx->Array.Color.Ptr = NULL;
1241 ctx->Array.Color.Enabled = GL_FALSE;
1242 ctx->Array.Index.Type = GL_FLOAT;
1243 ctx->Array.Index.Stride = 0;
1244 ctx->Array.Index.StrideB = 0;
1245 ctx->Array.Index.Ptr = NULL;
1246 ctx->Array.Index.Enabled = GL_FALSE;
1247 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1248 ctx->Array.TexCoord[i].Size = 4;
1249 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1250 ctx->Array.TexCoord[i].Stride = 0;
1251 ctx->Array.TexCoord[i].StrideB = 0;
1252 ctx->Array.TexCoord[i].Ptr = NULL;
1253 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1254 }
1255 ctx->Array.TexCoordInterleaveFactor = 1;
1256 ctx->Array.EdgeFlag.Stride = 0;
1257 ctx->Array.EdgeFlag.StrideB = 0;
1258 ctx->Array.EdgeFlag.Ptr = NULL;
1259 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1260 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1261
1262 /* Pixel transfer */
1263 ctx->Pack.Alignment = 4;
1264 ctx->Pack.RowLength = 0;
1265 ctx->Pack.ImageHeight = 0;
1266 ctx->Pack.SkipPixels = 0;
1267 ctx->Pack.SkipRows = 0;
1268 ctx->Pack.SkipImages = 0;
1269 ctx->Pack.SwapBytes = GL_FALSE;
1270 ctx->Pack.LsbFirst = GL_FALSE;
1271 ctx->Unpack.Alignment = 4;
1272 ctx->Unpack.RowLength = 0;
1273 ctx->Unpack.ImageHeight = 0;
1274 ctx->Unpack.SkipPixels = 0;
1275 ctx->Unpack.SkipRows = 0;
1276 ctx->Unpack.SkipImages = 0;
1277 ctx->Unpack.SwapBytes = GL_FALSE;
1278 ctx->Unpack.LsbFirst = GL_FALSE;
1279
1280 /* Feedback */
1281 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1282 ctx->Feedback.Buffer = NULL;
1283 ctx->Feedback.BufferSize = 0;
1284 ctx->Feedback.Count = 0;
1285
1286 /* Selection/picking */
1287 ctx->Select.Buffer = NULL;
1288 ctx->Select.BufferSize = 0;
1289 ctx->Select.BufferCount = 0;
1290 ctx->Select.Hits = 0;
1291 ctx->Select.NameStackDepth = 0;
1292
1293 /* Optimized Accum buffer */
1294 ctx->IntegerAccumMode = GL_TRUE;
1295 ctx->IntegerAccumScaler = 0.0;
1296
1297 /* Renderer and client attribute stacks */
1298 ctx->AttribStackDepth = 0;
1299 ctx->ClientAttribStackDepth = 0;
1300
1301 /* Miscellaneous */
1302 ctx->NewState = NEW_ALL;
1303 ctx->RenderMode = GL_RENDER;
1304 ctx->StippleCounter = 0;
1305 ctx->NeedNormals = GL_FALSE;
1306 ctx->DoViewportMapping = GL_TRUE;
1307
1308 ctx->NeedEyeCoords = GL_FALSE;
1309 ctx->NeedEyeNormals = GL_FALSE;
1310 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1311
1312 /* Display list */
1313 ctx->CallDepth = 0;
1314 ctx->ExecuteFlag = GL_TRUE;
1315 ctx->CompileFlag = GL_FALSE;
1316 ctx->CurrentListPtr = NULL;
1317 ctx->CurrentBlock = NULL;
1318 ctx->CurrentListNum = 0;
1319 ctx->CurrentPos = 0;
1320
1321 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1322
1323 ctx->CatchSignals = GL_TRUE;
1324 ctx->OcclusionResult = GL_FALSE;
1325 ctx->OcclusionResultSaved = GL_FALSE;
1326
1327 /* For debug/development only */
1328 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1329 ctx->FirstTimeCurrent = GL_TRUE;
1330
1331 /* Dither disable */
1332 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1333 if (ctx->NoDither) {
1334 if (getenv("MESA_DEBUG")) {
1335 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1336 }
1337 ctx->Color.DitherFlag = GL_FALSE;
1338 }
1339 }
1340
1341
1342
1343
1344 /*
1345 * Allocate the proxy textures. If we run out of memory part way through
1346 * the allocations clean up and return GL_FALSE.
1347 * Return: GL_TRUE=success, GL_FALSE=failure
1348 */
1349 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1350 {
1351 GLboolean out_of_memory;
1352 GLint i;
1353
1354 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1355 if (!ctx->Texture.Proxy1D) {
1356 return GL_FALSE;
1357 }
1358
1359 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1360 if (!ctx->Texture.Proxy2D) {
1361 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1362 return GL_FALSE;
1363 }
1364
1365 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1366 if (!ctx->Texture.Proxy3D) {
1367 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1368 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1369 return GL_FALSE;
1370 }
1371
1372 out_of_memory = GL_FALSE;
1373 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1374 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1375 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1376 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1377 if (!ctx->Texture.Proxy1D->Image[i]
1378 || !ctx->Texture.Proxy2D->Image[i]
1379 || !ctx->Texture.Proxy3D->Image[i]) {
1380 out_of_memory = GL_TRUE;
1381 }
1382 }
1383 if (out_of_memory) {
1384 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1385 if (ctx->Texture.Proxy1D->Image[i]) {
1386 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1387 }
1388 if (ctx->Texture.Proxy2D->Image[i]) {
1389 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1390 }
1391 if (ctx->Texture.Proxy3D->Image[i]) {
1392 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1393 }
1394 }
1395 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1396 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1397 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1398 return GL_FALSE;
1399 }
1400 else {
1401 return GL_TRUE;
1402 }
1403 }
1404
1405
1406
1407 /*
1408 * Initialize a GLcontext struct.
1409 */
1410 GLboolean gl_initialize_context_data( GLcontext *ctx,
1411 GLvisual *visual,
1412 GLcontext *share_list,
1413 void *driver_ctx,
1414 GLboolean direct )
1415 {
1416 (void) direct; /* not used */
1417
1418 /* misc one-time initializations */
1419 one_time_init();
1420
1421 ctx->DriverCtx = driver_ctx;
1422 ctx->Visual = visual;
1423 ctx->DrawBuffer = NULL;
1424 ctx->ReadBuffer = NULL;
1425
1426 ctx->VB = gl_vb_create_for_immediate( ctx );
1427 if (!ctx->VB) {
1428 FREE( ctx );
1429 return GL_FALSE;
1430 }
1431 ctx->input = ctx->VB->IM;
1432
1433 ctx->PB = gl_alloc_pb();
1434 if (!ctx->PB) {
1435 FREE( ctx->VB );
1436 FREE( ctx );
1437 return GL_FALSE;
1438 }
1439
1440 if (share_list) {
1441 /* share the group of display lists of another context */
1442 ctx->Shared = share_list->Shared;
1443 }
1444 else {
1445 /* allocate new group of display lists */
1446 ctx->Shared = alloc_shared_state();
1447 if (!ctx->Shared) {
1448 FREE(ctx->VB);
1449 FREE(ctx->PB);
1450 FREE(ctx);
1451 return GL_FALSE;
1452 }
1453 }
1454 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1455 ctx->Shared->RefCount++;
1456 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1457
1458 init_attrib_groups( ctx );
1459
1460 gl_reset_vb( ctx->VB );
1461 gl_reset_input( ctx );
1462
1463 if (visual->DBflag) {
1464 ctx->Color.DrawBuffer = GL_BACK;
1465 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1466 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1467 ctx->Pixel.ReadBuffer = GL_BACK;
1468 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1469 }
1470 else {
1471 ctx->Color.DrawBuffer = GL_FRONT;
1472 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1473 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1474 ctx->Pixel.ReadBuffer = GL_FRONT;
1475 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1476 }
1477
1478 #ifdef PROFILE
1479 init_timings( ctx );
1480 #endif
1481
1482 if (!alloc_proxy_textures(ctx)) {
1483 free_shared_state(ctx, ctx->Shared);
1484 FREE(ctx->VB);
1485 FREE(ctx->PB);
1486 FREE(ctx);
1487 return GL_FALSE;
1488 }
1489
1490 /* setup API dispatch tables */
1491 ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1492 ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1493 if (!ctx->Exec || !ctx->Save) {
1494 free_shared_state(ctx, ctx->Shared);
1495 FREE(ctx->VB);
1496 FREE(ctx->PB);
1497 if (ctx->Exec)
1498 FREE(ctx->Exec);
1499 FREE(ctx);
1500 }
1501 _mesa_init_exec_table( ctx->Exec );
1502 _mesa_init_dlist_table( ctx->Save );
1503 ctx->CurrentDispatch = ctx->Exec;
1504
1505 return GL_TRUE;
1506 }
1507
1508
1509
1510 /*
1511 * Allocate and initialize a GLcontext structure.
1512 * Input: visual - a GLvisual pointer
1513 * sharelist - another context to share display lists with or NULL
1514 * driver_ctx - pointer to device driver's context state struct
1515 * Return: pointer to a new gl_context struct or NULL if error.
1516 */
1517 GLcontext *gl_create_context( GLvisual *visual,
1518 GLcontext *share_list,
1519 void *driver_ctx,
1520 GLboolean direct )
1521 {
1522 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1523 if (!ctx) {
1524 return NULL;
1525 }
1526
1527 if (gl_initialize_context_data(ctx, visual, share_list,
1528 driver_ctx, direct)) {
1529 return ctx;
1530 }
1531 else {
1532 FREE(ctx);
1533 return NULL;
1534 }
1535 }
1536
1537
1538
1539 /*
1540 * Free the data associated with the given context.
1541 * But don't free() the GLcontext struct itself!
1542 */
1543 void gl_free_context_data( GLcontext *ctx )
1544 {
1545 struct gl_shine_tab *s, *tmps;
1546 GLuint i, j;
1547
1548 /* if we're destroying the current context, unbind it first */
1549 if (ctx == gl_get_current_context()) {
1550 gl_make_current(NULL, NULL);
1551 }
1552
1553 #ifdef PROFILE
1554 if (getenv("MESA_PROFILE")) {
1555 print_timings( ctx );
1556 }
1557 #endif
1558
1559 gl_matrix_dtr( &ctx->ModelView );
1560 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1561 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1562 }
1563 gl_matrix_dtr( &ctx->ProjectionMatrix );
1564 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1565 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1566 }
1567 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1568 gl_matrix_dtr( &ctx->TextureMatrix[i] );
1569 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1570 gl_matrix_dtr( &ctx->TextureStack[i][j] );
1571 }
1572 }
1573
1574 FREE( ctx->PB );
1575
1576 if(ctx->input != ctx->VB->IM)
1577 gl_immediate_free( ctx->input );
1578
1579 gl_vb_free( ctx->VB );
1580
1581 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1582 ctx->Shared->RefCount--;
1583 assert(ctx->Shared->RefCount >= 0);
1584 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1585 if (ctx->Shared->RefCount == 0) {
1586 /* free shared state */
1587 free_shared_state( ctx, ctx->Shared );
1588 }
1589
1590 foreach_s( s, tmps, ctx->ShineTabList ) {
1591 FREE( s );
1592 }
1593 FREE( ctx->ShineTabList );
1594
1595 /* Free proxy texture objects */
1596 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1597 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1598 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1599
1600 /* Free evaluator data */
1601 if (ctx->EvalMap.Map1Vertex3.Points)
1602 FREE( ctx->EvalMap.Map1Vertex3.Points );
1603 if (ctx->EvalMap.Map1Vertex4.Points)
1604 FREE( ctx->EvalMap.Map1Vertex4.Points );
1605 if (ctx->EvalMap.Map1Index.Points)
1606 FREE( ctx->EvalMap.Map1Index.Points );
1607 if (ctx->EvalMap.Map1Color4.Points)
1608 FREE( ctx->EvalMap.Map1Color4.Points );
1609 if (ctx->EvalMap.Map1Normal.Points)
1610 FREE( ctx->EvalMap.Map1Normal.Points );
1611 if (ctx->EvalMap.Map1Texture1.Points)
1612 FREE( ctx->EvalMap.Map1Texture1.Points );
1613 if (ctx->EvalMap.Map1Texture2.Points)
1614 FREE( ctx->EvalMap.Map1Texture2.Points );
1615 if (ctx->EvalMap.Map1Texture3.Points)
1616 FREE( ctx->EvalMap.Map1Texture3.Points );
1617 if (ctx->EvalMap.Map1Texture4.Points)
1618 FREE( ctx->EvalMap.Map1Texture4.Points );
1619
1620 if (ctx->EvalMap.Map2Vertex3.Points)
1621 FREE( ctx->EvalMap.Map2Vertex3.Points );
1622 if (ctx->EvalMap.Map2Vertex4.Points)
1623 FREE( ctx->EvalMap.Map2Vertex4.Points );
1624 if (ctx->EvalMap.Map2Index.Points)
1625 FREE( ctx->EvalMap.Map2Index.Points );
1626 if (ctx->EvalMap.Map2Color4.Points)
1627 FREE( ctx->EvalMap.Map2Color4.Points );
1628 if (ctx->EvalMap.Map2Normal.Points)
1629 FREE( ctx->EvalMap.Map2Normal.Points );
1630 if (ctx->EvalMap.Map2Texture1.Points)
1631 FREE( ctx->EvalMap.Map2Texture1.Points );
1632 if (ctx->EvalMap.Map2Texture2.Points)
1633 FREE( ctx->EvalMap.Map2Texture2.Points );
1634 if (ctx->EvalMap.Map2Texture3.Points)
1635 FREE( ctx->EvalMap.Map2Texture3.Points );
1636 if (ctx->EvalMap.Map2Texture4.Points)
1637 FREE( ctx->EvalMap.Map2Texture4.Points );
1638
1639 /* Free cache of immediate buffers. */
1640 while (ctx->nr_im_queued-- > 0) {
1641 struct immediate * next = ctx->freed_im_queue->next;
1642 FREE( ctx->freed_im_queue );
1643 ctx->freed_im_queue = next;
1644 }
1645 gl_extensions_dtr(ctx);
1646
1647 FREE(ctx->Exec);
1648 FREE(ctx->Save);
1649 }
1650
1651
1652
1653 /*
1654 * Destroy a GLcontext structure.
1655 */
1656 void gl_destroy_context( GLcontext *ctx )
1657 {
1658 if (ctx) {
1659 gl_free_context_data(ctx);
1660 FREE( (void *) ctx );
1661 }
1662 }
1663
1664
1665
1666 /*
1667 * Called by the driver after both the context and driver are fully
1668 * initialized. Currently just reads the config file.
1669 */
1670 void gl_context_initialize( GLcontext *ctx )
1671 {
1672 gl_read_config_file( ctx );
1673 }
1674
1675
1676
1677 /*
1678 * Copy attribute groups from one context to another.
1679 * Input: src - source context
1680 * dst - destination context
1681 * mask - bitwise OR of GL_*_BIT flags
1682 */
1683 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1684 {
1685 if (mask & GL_ACCUM_BUFFER_BIT) {
1686 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1687 }
1688 if (mask & GL_COLOR_BUFFER_BIT) {
1689 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1690 }
1691 if (mask & GL_CURRENT_BIT) {
1692 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1693 }
1694 if (mask & GL_DEPTH_BUFFER_BIT) {
1695 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1696 }
1697 if (mask & GL_ENABLE_BIT) {
1698 /* no op */
1699 }
1700 if (mask & GL_EVAL_BIT) {
1701 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1702 }
1703 if (mask & GL_FOG_BIT) {
1704 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1705 }
1706 if (mask & GL_HINT_BIT) {
1707 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1708 }
1709 if (mask & GL_LIGHTING_BIT) {
1710 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1711 /* gl_reinit_light_attrib( &dst->Light ); */
1712 }
1713 if (mask & GL_LINE_BIT) {
1714 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1715 }
1716 if (mask & GL_LIST_BIT) {
1717 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1718 }
1719 if (mask & GL_PIXEL_MODE_BIT) {
1720 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1721 }
1722 if (mask & GL_POINT_BIT) {
1723 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1724 }
1725 if (mask & GL_POLYGON_BIT) {
1726 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1727 }
1728 if (mask & GL_POLYGON_STIPPLE_BIT) {
1729 /* Use loop instead of MEMCPY due to problem with Portland Group's
1730 * C compiler. Reported by John Stone.
1731 */
1732 int i;
1733 for (i=0;i<32;i++) {
1734 dst->PolygonStipple[i] = src->PolygonStipple[i];
1735 }
1736 }
1737 if (mask & GL_SCISSOR_BIT) {
1738 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1739 }
1740 if (mask & GL_STENCIL_BUFFER_BIT) {
1741 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1742 }
1743 if (mask & GL_TEXTURE_BIT) {
1744 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1745 }
1746 if (mask & GL_TRANSFORM_BIT) {
1747 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1748 }
1749 if (mask & GL_VIEWPORT_BIT) {
1750 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1751 }
1752 }
1753
1754
1755 /*
1756 * Set the current context, binding the given frame buffer to the context.
1757 */
1758 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1759 {
1760 gl_make_current2( newCtx, buffer, buffer );
1761 }
1762
1763
1764 /*
1765 * Bind the given context to the given draw-buffer and read-buffer
1766 * and make it the current context for this thread.
1767 */
1768 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1769 GLframebuffer *readBuffer )
1770 {
1771 #if 0
1772 GLcontext *oldCtx = gl_get_context();
1773
1774 /* Flush the old context
1775 */
1776 if (oldCtx) {
1777 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1778
1779 /* unbind frame buffers from context */
1780 if (oldCtx->DrawBuffer) {
1781 oldCtx->DrawBuffer = NULL;
1782 }
1783 if (oldCtx->ReadBuffer) {
1784 oldCtx->ReadBuffer = NULL;
1785 }
1786 }
1787 #endif
1788
1789 /* We call this function periodically (just here for now) in
1790 * order to detect when multithreading has begun.
1791 */
1792 _glapi_check_multithread();
1793
1794 _glapi_set_context((void *) newCtx);
1795 ASSERT(gl_get_current_context() == newCtx);
1796 if (newCtx) {
1797 SET_IMMEDIATE(newCtx, newCtx->input);
1798 _glapi_set_dispatch(newCtx->CurrentDispatch);
1799 }
1800 else {
1801 _glapi_set_dispatch(NULL); /* none current */
1802 }
1803
1804 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1805
1806 if (newCtx && drawBuffer && readBuffer) {
1807 /* TODO: check if newCtx and buffer's visual match??? */
1808 newCtx->DrawBuffer = drawBuffer;
1809 newCtx->ReadBuffer = readBuffer;
1810 newCtx->NewState = NEW_ALL; /* just to be safe */
1811 gl_update_state( newCtx );
1812 }
1813
1814 /* We can use this to help debug user's problems. Tell the to set
1815 * the MESA_INFO env variable before running their app. Then the
1816 * first time each context is made current we'll print some useful
1817 * information.
1818 */
1819 if (newCtx && newCtx->FirstTimeCurrent) {
1820 if (getenv("MESA_INFO")) {
1821 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1822 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1823 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1824 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1825 #if defined(THREADS)
1826 fprintf(stderr, "Mesa thread-safe: YES\n");
1827 #else
1828 fprintf(stderr, "Mesa thread-safe: NO\n");
1829 #endif
1830 #if defined(USE_X86_ASM)
1831 fprintf(stderr, "Mesa x86-optimized: YES\n");
1832 #else
1833 fprintf(stderr, "Mesa x86-optimized: NO\n");
1834 #endif
1835 }
1836 newCtx->FirstTimeCurrent = GL_FALSE;
1837 }
1838 }
1839
1840
1841
1842 /*
1843 * Return current context handle for the calling thread.
1844 * This isn't the fastest way to get the current context.
1845 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1846 */
1847 GLcontext *gl_get_current_context( void )
1848 {
1849 return (GLcontext *) _glapi_get_context();
1850 }
1851
1852
1853
1854 /*
1855 * This should be called by device drivers just before they do a
1856 * swapbuffers. Any pending rendering commands will be executed.
1857 */
1858 void
1859 _mesa_swapbuffers(GLcontext *ctx)
1860 {
1861 FLUSH_VB( ctx, "swap buffers" );
1862 }
1863
1864
1865
1866 /*
1867 * Return pointer to this context's current API dispatch table.
1868 * It'll either be the immediate-mode execute dispatcher or the
1869 * display list compile dispatcher.
1870 */
1871 struct _glapi_table *
1872 _mesa_get_dispatch(GLcontext *ctx)
1873 {
1874 return ctx->CurrentDispatch;
1875 }
1876
1877
1878
1879 /**********************************************************************/
1880 /***** Miscellaneous functions *****/
1881 /**********************************************************************/
1882
1883
1884 /*
1885 * This function is called when the Mesa user has stumbled into a code
1886 * path which may not be implemented fully or correctly.
1887 */
1888 void gl_problem( const GLcontext *ctx, const char *s )
1889 {
1890 fprintf( stderr, "Mesa implementation error: %s\n", s );
1891 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1892 (void) ctx;
1893 }
1894
1895
1896
1897 /*
1898 * This is called to inform the user that he or she has tried to do
1899 * something illogical or if there's likely a bug in their program
1900 * (like enabled depth testing without a depth buffer).
1901 */
1902 void gl_warning( const GLcontext *ctx, const char *s )
1903 {
1904 GLboolean debug;
1905 #ifdef DEBUG
1906 debug = GL_TRUE;
1907 #else
1908 if (getenv("MESA_DEBUG")) {
1909 debug = GL_TRUE;
1910 }
1911 else {
1912 debug = GL_FALSE;
1913 }
1914 #endif
1915 if (debug) {
1916 fprintf( stderr, "Mesa warning: %s\n", s );
1917 }
1918 (void) ctx;
1919 }
1920
1921
1922
1923 /*
1924 * Compile an error into current display list.
1925 */
1926 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1927 {
1928 if (ctx->CompileFlag)
1929 gl_save_error( ctx, error, s );
1930
1931 if (ctx->ExecuteFlag)
1932 gl_error( ctx, error, s );
1933 }
1934
1935
1936
1937 /*
1938 * This is Mesa's error handler. Normally, all that's done is the updating
1939 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1940 * environment variable "MESA_DEBUG" is defined then a real error message
1941 * is printed to stderr.
1942 * Input: error - the error value
1943 * s - a diagnostic string
1944 */
1945 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1946 {
1947 GLboolean debug;
1948
1949 #ifdef DEBUG
1950 debug = GL_TRUE;
1951 #else
1952 if (getenv("MESA_DEBUG")) {
1953 debug = GL_TRUE;
1954 }
1955 else {
1956 debug = GL_FALSE;
1957 }
1958 #endif
1959
1960 if (debug) {
1961 char errstr[1000];
1962
1963 switch (error) {
1964 case GL_NO_ERROR:
1965 strcpy( errstr, "GL_NO_ERROR" );
1966 break;
1967 case GL_INVALID_VALUE:
1968 strcpy( errstr, "GL_INVALID_VALUE" );
1969 break;
1970 case GL_INVALID_ENUM:
1971 strcpy( errstr, "GL_INVALID_ENUM" );
1972 break;
1973 case GL_INVALID_OPERATION:
1974 strcpy( errstr, "GL_INVALID_OPERATION" );
1975 break;
1976 case GL_STACK_OVERFLOW:
1977 strcpy( errstr, "GL_STACK_OVERFLOW" );
1978 break;
1979 case GL_STACK_UNDERFLOW:
1980 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1981 break;
1982 case GL_OUT_OF_MEMORY:
1983 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1984 break;
1985 default:
1986 strcpy( errstr, "unknown" );
1987 break;
1988 }
1989 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1990 }
1991
1992 if (ctx->ErrorValue==GL_NO_ERROR) {
1993 ctx->ErrorValue = error;
1994 }
1995
1996 /* Call device driver's error handler, if any. This is used on the Mac. */
1997 if (ctx->Driver.Error) {
1998 (*ctx->Driver.Error)( ctx );
1999 }
2000 }
2001
2002
2003
2004 void
2005 _mesa_Finish( void )
2006 {
2007 GET_CURRENT_CONTEXT(ctx);
2008 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
2009 if (ctx->Driver.Finish) {
2010 (*ctx->Driver.Finish)( ctx );
2011 }
2012 }
2013
2014
2015
2016 void
2017 _mesa_Flush( void )
2018 {
2019 GET_CURRENT_CONTEXT(ctx);
2020 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
2021 if (ctx->Driver.Flush) {
2022 (*ctx->Driver.Flush)( ctx );
2023 }
2024 }