bring in changes from dri tcl branch
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.160 2002/04/09 16:56:50 keithw Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 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 "buffers.h"
33 #include "clip.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "dlist.h"
37 #include "eval.h"
38 #include "enums.h"
39 #include "extensions.h"
40 #include "fog.h"
41 #include "get.h"
42 #include "glthread.h"
43 #include "hash.h"
44 #include "imports.h"
45 #include "light.h"
46 #include "macros.h"
47 #include "mem.h"
48 #include "mmath.h"
49 #include "simple_list.h"
50 #include "state.h"
51 #include "teximage.h"
52 #include "texobj.h"
53 #include "mtypes.h"
54 #include "varray.h"
55 #include "vpstate.h"
56 #include "vtxfmt.h"
57 #include "math/m_translate.h"
58 #include "math/m_matrix.h"
59 #include "math/m_xform.h"
60 #include "math/mathmod.h"
61 #endif
62
63 #if defined(MESA_TRACE)
64 #include "Trace/tr_context.h"
65 #include "Trace/tr_wrapper.h"
66 #endif
67
68 #ifdef USE_SPARC_ASM
69 #include "SPARC/sparc.h"
70 #endif
71
72 #ifndef MESA_VERBOSE
73 int MESA_VERBOSE = 0;
74 #endif
75
76 #ifndef MESA_DEBUG_FLAGS
77 int MESA_DEBUG_FLAGS = 0;
78 #endif
79
80
81
82 /**********************************************************************/
83 /***** OpenGL SI-style interface (new in Mesa 3.5) *****/
84 /**********************************************************************/
85
86 static GLboolean
87 _mesa_DestroyContext(__GLcontext *gc)
88 {
89 if (gc) {
90 _mesa_free_context_data(gc);
91 (*gc->imports.free)(gc, gc);
92 }
93 return GL_TRUE;
94 }
95
96
97 /* exported OpenGL SI interface */
98 __GLcontext *
99 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
100 {
101 GLcontext *ctx;
102
103 ctx = (GLcontext *) (*imports->calloc)(0, 1, sizeof(GLcontext));
104 if (ctx == NULL) {
105 return NULL;
106 }
107 ctx->Driver.CurrentExecPrimitive=0;
108 ctx->imports = *imports;
109
110 _mesa_initialize_visual(&ctx->Visual,
111 modes->rgbMode,
112 modes->doubleBufferMode,
113 modes->stereoMode,
114 modes->redBits,
115 modes->greenBits,
116 modes->blueBits,
117 modes->alphaBits,
118 modes->indexBits,
119 modes->depthBits,
120 modes->stencilBits,
121 modes->accumRedBits,
122 modes->accumGreenBits,
123 modes->accumBlueBits,
124 modes->accumAlphaBits,
125 0);
126
127 /* KW: was imports->wscx */
128 _mesa_initialize_context(ctx, &ctx->Visual, NULL, imports->other, GL_FALSE);
129
130 ctx->exports.destroyContext = _mesa_DestroyContext;
131
132 return ctx;
133 }
134
135
136 /* exported OpenGL SI interface */
137 void
138 __glCoreNopDispatch(void)
139 {
140 #if 0
141 /* SI */
142 __gl_dispatch = __glNopDispatchState;
143 #else
144 /* Mesa */
145 _glapi_set_dispatch(NULL);
146 #endif
147 }
148
149
150 /**********************************************************************/
151 /***** Context and Thread management *****/
152 /**********************************************************************/
153
154
155
156 /**********************************************************************/
157 /***** GL Visual allocation/destruction *****/
158 /**********************************************************************/
159
160
161 /*
162 * Allocate a new GLvisual object.
163 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
164 * dbFlag - double buffering?
165 * stereoFlag - stereo buffer?
166 * depthBits - requested bits per depth buffer value
167 * Any value in [0, 32] is acceptable but the actual
168 * depth type will be GLushort or GLuint as needed.
169 * stencilBits - requested minimum bits per stencil buffer value
170 * accumBits - requested minimum bits per accum buffer component
171 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
172 * red/green/blue/alphaBits - number of bits per color component
173 * in frame buffer for RGB(A) mode.
174 * We always use 8 in core Mesa though.
175 * Return: pointer to new GLvisual or NULL if requested parameters can't
176 * be met.
177 */
178 GLvisual *
179 _mesa_create_visual( GLboolean rgbFlag,
180 GLboolean dbFlag,
181 GLboolean stereoFlag,
182 GLint redBits,
183 GLint greenBits,
184 GLint blueBits,
185 GLint alphaBits,
186 GLint indexBits,
187 GLint depthBits,
188 GLint stencilBits,
189 GLint accumRedBits,
190 GLint accumGreenBits,
191 GLint accumBlueBits,
192 GLint accumAlphaBits,
193 GLint numSamples )
194 {
195 GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
196 if (vis) {
197 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
198 redBits, greenBits, blueBits, alphaBits,
199 indexBits, depthBits, stencilBits,
200 accumRedBits, accumGreenBits,
201 accumBlueBits, accumAlphaBits,
202 numSamples)) {
203 FREE(vis);
204 return NULL;
205 }
206 }
207 return vis;
208 }
209
210
211 /*
212 * Initialize the fields of the given GLvisual.
213 * Input: see _mesa_create_visual() above.
214 * Return: GL_TRUE = success
215 * GL_FALSE = failure.
216 */
217 GLboolean
218 _mesa_initialize_visual( GLvisual *vis,
219 GLboolean rgbFlag,
220 GLboolean dbFlag,
221 GLboolean stereoFlag,
222 GLint redBits,
223 GLint greenBits,
224 GLint blueBits,
225 GLint alphaBits,
226 GLint indexBits,
227 GLint depthBits,
228 GLint stencilBits,
229 GLint accumRedBits,
230 GLint accumGreenBits,
231 GLint accumBlueBits,
232 GLint accumAlphaBits,
233 GLint numSamples )
234 {
235 (void) numSamples;
236
237 assert(vis);
238
239 /* This is to catch bad values from device drivers not updated for
240 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
241 * bad value now (a 1-bit depth buffer!?!).
242 */
243 assert(depthBits == 0 || depthBits > 1);
244
245 if (depthBits < 0 || depthBits > 32) {
246 return GL_FALSE;
247 }
248 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
249 return GL_FALSE;
250 }
251 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
252 return GL_FALSE;
253 }
254 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
255 return GL_FALSE;
256 }
257 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
258 return GL_FALSE;
259 }
260 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
261 return GL_FALSE;
262 }
263
264 vis->rgbMode = rgbFlag;
265 vis->doubleBufferMode = dbFlag;
266 vis->stereoMode = stereoFlag;
267 vis->redBits = redBits;
268 vis->greenBits = greenBits;
269 vis->blueBits = blueBits;
270 vis->alphaBits = alphaBits;
271
272 vis->indexBits = indexBits;
273 vis->depthBits = depthBits;
274 vis->accumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
275 vis->accumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
276 vis->accumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
277 vis->accumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
278 vis->stencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
279
280 return GL_TRUE;
281 }
282
283
284 void
285 _mesa_destroy_visual( GLvisual *vis )
286 {
287 FREE(vis);
288 }
289
290
291 /**********************************************************************/
292 /***** GL Framebuffer allocation/destruction *****/
293 /**********************************************************************/
294
295
296 /*
297 * Create a new framebuffer. A GLframebuffer is a struct which
298 * encapsulates the depth, stencil and accum buffers and related
299 * parameters.
300 * Input: visual - a GLvisual pointer (we copy the struct contents)
301 * softwareDepth - create/use a software depth buffer?
302 * softwareStencil - create/use a software stencil buffer?
303 * softwareAccum - create/use a software accum buffer?
304 * softwareAlpha - create/use a software alpha buffer?
305 * Return: pointer to new GLframebuffer struct or NULL if error.
306 */
307 GLframebuffer *
308 _mesa_create_framebuffer( const GLvisual *visual,
309 GLboolean softwareDepth,
310 GLboolean softwareStencil,
311 GLboolean softwareAccum,
312 GLboolean softwareAlpha )
313 {
314 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
315 assert(visual);
316 if (buffer) {
317 _mesa_initialize_framebuffer(buffer, visual,
318 softwareDepth, softwareStencil,
319 softwareAccum, softwareAlpha );
320 }
321 return buffer;
322 }
323
324
325 /*
326 * Initialize a GLframebuffer object.
327 * Input: See _mesa_create_framebuffer() above.
328 */
329 void
330 _mesa_initialize_framebuffer( GLframebuffer *buffer,
331 const GLvisual *visual,
332 GLboolean softwareDepth,
333 GLboolean softwareStencil,
334 GLboolean softwareAccum,
335 GLboolean softwareAlpha )
336 {
337 assert(buffer);
338 assert(visual);
339
340 /* sanity checks */
341 if (softwareDepth ) {
342 assert(visual->depthBits > 0);
343 }
344 if (softwareStencil) {
345 assert(visual->stencilBits > 0);
346 }
347 if (softwareAccum) {
348 assert(visual->rgbMode);
349 assert(visual->accumRedBits > 0);
350 assert(visual->accumGreenBits > 0);
351 assert(visual->accumBlueBits > 0);
352 }
353 if (softwareAlpha) {
354 assert(visual->rgbMode);
355 assert(visual->alphaBits > 0);
356 }
357
358 buffer->Visual = *visual;
359 buffer->UseSoftwareDepthBuffer = softwareDepth;
360 buffer->UseSoftwareStencilBuffer = softwareStencil;
361 buffer->UseSoftwareAccumBuffer = softwareAccum;
362 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
363 }
364
365
366 /*
367 * Free a framebuffer struct and its buffers.
368 */
369 void
370 _mesa_destroy_framebuffer( GLframebuffer *buffer )
371 {
372 if (buffer) {
373 _mesa_free_framebuffer_data(buffer);
374 FREE(buffer);
375 }
376 }
377
378
379 /*
380 * Free the data hanging off of <buffer>, but not <buffer> itself.
381 */
382 void
383 _mesa_free_framebuffer_data( GLframebuffer *buffer )
384 {
385 if (!buffer)
386 return;
387
388 if (buffer->DepthBuffer) {
389 MESA_PBUFFER_FREE( buffer->DepthBuffer );
390 buffer->DepthBuffer = NULL;
391 }
392 if (buffer->Accum) {
393 MESA_PBUFFER_FREE( buffer->Accum );
394 buffer->Accum = NULL;
395 }
396 if (buffer->Stencil) {
397 MESA_PBUFFER_FREE( buffer->Stencil );
398 buffer->Stencil = NULL;
399 }
400 if (buffer->FrontLeftAlpha) {
401 MESA_PBUFFER_FREE( buffer->FrontLeftAlpha );
402 buffer->FrontLeftAlpha = NULL;
403 }
404 if (buffer->BackLeftAlpha) {
405 MESA_PBUFFER_FREE( buffer->BackLeftAlpha );
406 buffer->BackLeftAlpha = NULL;
407 }
408 if (buffer->FrontRightAlpha) {
409 MESA_PBUFFER_FREE( buffer->FrontRightAlpha );
410 buffer->FrontRightAlpha = NULL;
411 }
412 if (buffer->BackRightAlpha) {
413 MESA_PBUFFER_FREE( buffer->BackRightAlpha );
414 buffer->BackRightAlpha = NULL;
415 }
416 }
417
418
419
420 /**********************************************************************/
421 /***** Context allocation, initialization, destroying *****/
422 /**********************************************************************/
423
424
425 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
426
427
428 /*
429 * This function just calls all the various one-time-init functions in Mesa.
430 */
431 static void
432 one_time_init( void )
433 {
434 static GLboolean alreadyCalled = GL_FALSE;
435 _glthread_LOCK_MUTEX(OneTimeLock);
436 if (!alreadyCalled) {
437 /* do some implementation tests */
438 assert( sizeof(GLbyte) == 1 );
439 assert( sizeof(GLshort) >= 2 );
440 assert( sizeof(GLint) >= 4 );
441 assert( sizeof(GLubyte) == 1 );
442 assert( sizeof(GLushort) >= 2 );
443 assert( sizeof(GLuint) >= 4 );
444
445 _mesa_init_lists();
446
447 _math_init();
448 _mesa_init_math();
449
450 #ifdef USE_SPARC_ASM
451 _mesa_init_sparc_glapi_relocs();
452 #endif
453 if (getenv("MESA_DEBUG")) {
454 _glapi_noop_enable_warnings(GL_TRUE);
455 }
456 else {
457 _glapi_noop_enable_warnings(GL_FALSE);
458 }
459
460 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
461 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
462 #endif
463
464 alreadyCalled = GL_TRUE;
465 }
466 _glthread_UNLOCK_MUTEX(OneTimeLock);
467 }
468
469
470 static void
471 init_matrix_stack( struct matrix_stack *stack,
472 GLuint maxDepth, GLuint dirtyFlag )
473 {
474 GLuint i;
475
476 stack->Depth = 0;
477 stack->MaxDepth = maxDepth;
478 stack->DirtyFlag = dirtyFlag;
479 /* The stack */
480 stack->Stack = CALLOC(maxDepth * sizeof(GLmatrix));
481 for (i = 0; i < maxDepth; i++) {
482 _math_matrix_ctr(&stack->Stack[i]);
483 _math_matrix_alloc_inv(&stack->Stack[i]);
484 }
485 stack->Top = stack->Stack;
486 }
487
488
489 static void
490 free_matrix_stack( struct matrix_stack *stack )
491 {
492 GLuint i;
493 for (i = 0; i < stack->MaxDepth; i++) {
494 _math_matrix_dtr(&stack->Stack[i]);
495 }
496 FREE(stack->Stack);
497 stack->Stack = stack->Top = NULL;
498 }
499
500
501 /*
502 * Allocate and initialize a shared context state structure.
503 */
504 static struct gl_shared_state *
505 alloc_shared_state( void )
506 {
507 struct gl_shared_state *ss;
508 GLboolean outOfMemory;
509
510 ss = CALLOC_STRUCT(gl_shared_state);
511 if (!ss)
512 return NULL;
513
514 _glthread_INIT_MUTEX(ss->Mutex);
515
516 ss->DisplayList = _mesa_NewHashTable();
517 ss->TexObjects = _mesa_NewHashTable();
518 ss->VertexPrograms = _mesa_NewHashTable();
519
520 /* Default Texture objects */
521 outOfMemory = GL_FALSE;
522
523 ss->Default1D = _mesa_alloc_texture_object(ss, 0, 1);
524 if (!ss->Default1D) {
525 outOfMemory = GL_TRUE;
526 }
527
528 ss->Default2D = _mesa_alloc_texture_object(ss, 0, 2);
529 if (!ss->Default2D) {
530 outOfMemory = GL_TRUE;
531 }
532
533 ss->Default3D = _mesa_alloc_texture_object(ss, 0, 3);
534 if (!ss->Default3D) {
535 outOfMemory = GL_TRUE;
536 }
537
538 ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0, 6);
539 if (!ss->DefaultCubeMap) {
540 outOfMemory = GL_TRUE;
541 }
542
543 if (!ss->DisplayList || !ss->TexObjects || !ss->VertexPrograms
544 || outOfMemory) {
545 /* Ran out of memory at some point. Free everything and return NULL */
546 if (ss->DisplayList)
547 _mesa_DeleteHashTable(ss->DisplayList);
548 if (ss->TexObjects)
549 _mesa_DeleteHashTable(ss->TexObjects);
550 if (ss->VertexPrograms)
551 _mesa_DeleteHashTable(ss->VertexPrograms);
552 if (ss->Default1D)
553 _mesa_free_texture_object(ss, ss->Default1D);
554 if (ss->Default2D)
555 _mesa_free_texture_object(ss, ss->Default2D);
556 if (ss->Default3D)
557 _mesa_free_texture_object(ss, ss->Default3D);
558 if (ss->DefaultCubeMap)
559 _mesa_free_texture_object(ss, ss->DefaultCubeMap);
560 FREE(ss);
561 return NULL;
562 }
563 else {
564 return ss;
565 }
566 }
567
568
569 /*
570 * Deallocate a shared state context and all children structures.
571 */
572 static void
573 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
574 {
575 /* Free display lists */
576 while (1) {
577 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
578 if (list) {
579 _mesa_destroy_list(ctx, list);
580 }
581 else {
582 break;
583 }
584 }
585 _mesa_DeleteHashTable(ss->DisplayList);
586
587 /* Free texture objects */
588 while (ss->TexObjectList) {
589 if (ctx->Driver.DeleteTexture)
590 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
591 /* this function removes from linked list too! */
592 _mesa_free_texture_object(ss, ss->TexObjectList);
593 }
594 _mesa_DeleteHashTable(ss->TexObjects);
595
596 /* Free vertex programs */
597 while (1) {
598 GLuint prog = _mesa_HashFirstEntry(ss->VertexPrograms);
599 if (prog) {
600 _mesa_delete_program(ctx, prog);
601 }
602 else {
603 break;
604 }
605 }
606 _mesa_DeleteHashTable(ss->VertexPrograms);
607
608 FREE(ss);
609 }
610
611
612
613 /*
614 * Initialize the nth light. Note that the defaults for light 0 are
615 * different than the other lights.
616 */
617 static void
618 init_light( struct gl_light *l, GLuint n )
619 {
620 make_empty_list( l );
621
622 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
623 if (n==0) {
624 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
625 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
626 }
627 else {
628 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
629 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
630 }
631 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
632 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
633 l->SpotExponent = 0.0;
634 _mesa_invalidate_spot_exp_table( l );
635 l->SpotCutoff = 180.0;
636 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
637 l->ConstantAttenuation = 1.0;
638 l->LinearAttenuation = 0.0;
639 l->QuadraticAttenuation = 0.0;
640 l->Enabled = GL_FALSE;
641 }
642
643
644
645 static void
646 init_lightmodel( struct gl_lightmodel *lm )
647 {
648 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
649 lm->LocalViewer = GL_FALSE;
650 lm->TwoSide = GL_FALSE;
651 lm->ColorControl = GL_SINGLE_COLOR;
652 }
653
654
655 static void
656 init_material( struct gl_material *m )
657 {
658 ASSIGN_4V( m->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
659 ASSIGN_4V( m->Diffuse, 0.8F, 0.8F, 0.8F, 1.0F );
660 ASSIGN_4V( m->Specular, 0.0F, 0.0F, 0.0F, 1.0F );
661 ASSIGN_4V( m->Emission, 0.0F, 0.0F, 0.0F, 1.0F );
662 m->Shininess = 0.0;
663 m->AmbientIndex = 0;
664 m->DiffuseIndex = 1;
665 m->SpecularIndex = 1;
666 }
667
668
669
670 static void
671 init_texture_unit( GLcontext *ctx, GLuint unit )
672 {
673 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
674
675 texUnit->EnvMode = GL_MODULATE;
676 texUnit->CombineModeRGB = GL_MODULATE;
677 texUnit->CombineModeA = GL_MODULATE;
678 texUnit->CombineSourceRGB[0] = GL_TEXTURE;
679 texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
680 texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
681 texUnit->CombineSourceA[0] = GL_TEXTURE;
682 texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
683 texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
684 texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
685 texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
686 texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
687 texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
688 texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
689 texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
690 texUnit->CombineScaleShiftRGB = 0;
691 texUnit->CombineScaleShiftA = 0;
692
693 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
694 texUnit->TexGenEnabled = 0;
695 texUnit->GenModeS = GL_EYE_LINEAR;
696 texUnit->GenModeT = GL_EYE_LINEAR;
697 texUnit->GenModeR = GL_EYE_LINEAR;
698 texUnit->GenModeQ = GL_EYE_LINEAR;
699 texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
700 texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
701 texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
702 texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
703
704 /* Yes, these plane coefficients are correct! */
705 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
706 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
707 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
708 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
709 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
710 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
711 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
712 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
713
714 texUnit->Current1D = ctx->Shared->Default1D;
715 texUnit->Current2D = ctx->Shared->Default2D;
716 texUnit->Current3D = ctx->Shared->Default3D;
717 texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
718 }
719
720
721
722
723 /* Initialize a 1-D evaluator map */
724 static void
725 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
726 {
727 map->Order = 1;
728 map->u1 = 0.0;
729 map->u2 = 1.0;
730 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
731 if (map->Points) {
732 GLint i;
733 for (i=0;i<n;i++)
734 map->Points[i] = initial[i];
735 }
736 }
737
738
739 /* Initialize a 2-D evaluator map */
740 static void
741 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
742 {
743 map->Uorder = 1;
744 map->Vorder = 1;
745 map->u1 = 0.0;
746 map->u2 = 1.0;
747 map->v1 = 0.0;
748 map->v2 = 1.0;
749 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
750 if (map->Points) {
751 GLint i;
752 for (i=0;i<n;i++)
753 map->Points[i] = initial[i];
754 }
755 }
756
757
758 /*
759 * Initialize the attribute groups in a GLcontext.
760 */
761 static void
762 init_attrib_groups( GLcontext *ctx )
763 {
764 GLuint i;
765
766 assert(ctx);
767
768 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
769 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
770
771 /* Constants, may be overriden by device drivers */
772 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
773 ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
774 ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
775 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
776 ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
777 ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
778 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
779 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
780 ctx->Const.MinPointSize = MIN_POINT_SIZE;
781 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
782 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
783 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
784 ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
785 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
786 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
787 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
788 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
789 ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
790 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
791 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
792 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
793 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
794 ctx->Const.NumCompressedTextureFormats = 0;
795 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
796 ctx->Const.MaxLights = MAX_LIGHTS;
797
798 /* Initialize matrix stacks */
799 init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
800 _NEW_MODELVIEW);
801 init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
802 _NEW_PROJECTION);
803 init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
804 _NEW_COLOR_MATRIX);
805 for (i = 0; i < MAX_TEXTURE_UNITS; i++)
806 init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
807 _NEW_TEXTURE_MATRIX);
808 for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
809 init_matrix_stack(&ctx->ProgramMatrixStack[i], MAX_PROGRAM_STACK_DEPTH,
810 _NEW_TRACK_MATRIX);
811 ctx->CurrentStack = &ctx->ModelviewMatrixStack;
812
813 /* Init combined Modelview*Projection matrix */
814 _math_matrix_ctr( &ctx->_ModelProjectMatrix );
815
816 /* Accumulate buffer group */
817 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
818
819 /* Color buffer group */
820 ctx->Color.IndexMask = 0xffffffff;
821 ctx->Color.ColorMask[0] = 0xff;
822 ctx->Color.ColorMask[1] = 0xff;
823 ctx->Color.ColorMask[2] = 0xff;
824 ctx->Color.ColorMask[3] = 0xff;
825 ctx->Color.ClearIndex = 0;
826 ASSIGN_4V( ctx->Color.ClearColor, 0, 0, 0, 0 );
827 ctx->Color.DrawBuffer = GL_FRONT;
828 ctx->Color.AlphaEnabled = GL_FALSE;
829 ctx->Color.AlphaFunc = GL_ALWAYS;
830 ctx->Color.AlphaRef = 0;
831 ctx->Color.BlendEnabled = GL_FALSE;
832 ctx->Color.BlendSrcRGB = GL_ONE;
833 ctx->Color.BlendDstRGB = GL_ZERO;
834 ctx->Color.BlendSrcA = GL_ONE;
835 ctx->Color.BlendDstA = GL_ZERO;
836 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
837 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
838 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
839 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
840 ctx->Color.LogicOp = GL_COPY;
841 ctx->Color.DitherFlag = GL_TRUE;
842 ctx->Color.MultiDrawBuffer = GL_FALSE;
843
844 /* Current group */
845 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 0.0, 0.0, 0.0, 0.0 );
846 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 0.0 );
847 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
848 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 0.0 );
849 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
850 for (i = 0; i < MAX_TEXTURE_UNITS; i++)
851 ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i], 0.0, 0.0, 0.0, 1.0 );
852 ctx->Current.Index = 1;
853 ctx->Current.EdgeFlag = GL_TRUE;
854
855 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
856 ctx->Current.RasterDistance = 0.0;
857 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
858 ctx->Current.RasterIndex = 1;
859 for (i=0; i<MAX_TEXTURE_UNITS; i++)
860 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
861 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
862 ctx->Current.RasterPosValid = GL_TRUE;
863
864
865 /* Depth buffer group */
866 ctx->Depth.Test = GL_FALSE;
867 ctx->Depth.Clear = 1.0;
868 ctx->Depth.Func = GL_LESS;
869 ctx->Depth.Mask = GL_TRUE;
870 ctx->Depth.OcclusionTest = GL_FALSE;
871
872 /* Evaluators group */
873 ctx->Eval.Map1Color4 = GL_FALSE;
874 ctx->Eval.Map1Index = GL_FALSE;
875 ctx->Eval.Map1Normal = GL_FALSE;
876 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
877 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
878 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
879 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
880 ctx->Eval.Map1Vertex3 = GL_FALSE;
881 ctx->Eval.Map1Vertex4 = GL_FALSE;
882 MEMSET(ctx->Eval.Map1Attrib, 0, sizeof(ctx->Eval.Map1Attrib));
883 ctx->Eval.Map2Color4 = GL_FALSE;
884 ctx->Eval.Map2Index = GL_FALSE;
885 ctx->Eval.Map2Normal = GL_FALSE;
886 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
887 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
888 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
889 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
890 ctx->Eval.Map2Vertex3 = GL_FALSE;
891 ctx->Eval.Map2Vertex4 = GL_FALSE;
892 MEMSET(ctx->Eval.Map2Attrib, 0, sizeof(ctx->Eval.Map2Attrib));
893 ctx->Eval.AutoNormal = GL_FALSE;
894 ctx->Eval.MapGrid1un = 1;
895 ctx->Eval.MapGrid1u1 = 0.0;
896 ctx->Eval.MapGrid1u2 = 1.0;
897 ctx->Eval.MapGrid2un = 1;
898 ctx->Eval.MapGrid2vn = 1;
899 ctx->Eval.MapGrid2u1 = 0.0;
900 ctx->Eval.MapGrid2u2 = 1.0;
901 ctx->Eval.MapGrid2v1 = 0.0;
902 ctx->Eval.MapGrid2v2 = 1.0;
903
904 /* Evaluator data */
905 {
906 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
907 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
908 static GLfloat index[1] = { 1.0 };
909 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
910 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
911 static GLfloat attrib[4] = { 0.0, 0.0, 0.0, 1.0 };
912
913 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
914 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
915 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
916 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
917 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
918 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
919 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
920 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
921 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
922 for (i = 0; i < 16; i++)
923 init_1d_map( ctx->EvalMap.Map1Attrib + i, 4, attrib );
924
925 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
926 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
927 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
928 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
929 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
930 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
931 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
932 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
933 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
934 for (i = 0; i < 16; i++)
935 init_2d_map( ctx->EvalMap.Map2Attrib + i, 4, attrib );
936 }
937
938 /* Fog group */
939 ctx->Fog.Enabled = GL_FALSE;
940 ctx->Fog.Mode = GL_EXP;
941 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
942 ctx->Fog.Index = 0.0;
943 ctx->Fog.Density = 1.0;
944 ctx->Fog.Start = 0.0;
945 ctx->Fog.End = 1.0;
946 ctx->Fog.ColorSumEnabled = GL_FALSE;
947 ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
948
949 /* Hint group */
950 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
951 ctx->Hint.PointSmooth = GL_DONT_CARE;
952 ctx->Hint.LineSmooth = GL_DONT_CARE;
953 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
954 ctx->Hint.Fog = GL_DONT_CARE;
955 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
956 ctx->Hint.TextureCompression = GL_DONT_CARE;
957 ctx->Hint.GenerateMipmap = GL_DONT_CARE;
958
959 /* Histogram group */
960 ctx->Histogram.Width = 0;
961 ctx->Histogram.Format = GL_RGBA;
962 ctx->Histogram.Sink = GL_FALSE;
963 ctx->Histogram.RedSize = 0;
964 ctx->Histogram.GreenSize = 0;
965 ctx->Histogram.BlueSize = 0;
966 ctx->Histogram.AlphaSize = 0;
967 ctx->Histogram.LuminanceSize = 0;
968 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
969 ctx->Histogram.Count[i][0] = 0;
970 ctx->Histogram.Count[i][1] = 0;
971 ctx->Histogram.Count[i][2] = 0;
972 ctx->Histogram.Count[i][3] = 0;
973 }
974
975 /* Min/Max group */
976 ctx->MinMax.Format = GL_RGBA;
977 ctx->MinMax.Sink = GL_FALSE;
978 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
979 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
980 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
981 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
982
983 /* Extensions */
984 _mesa_extensions_ctr( ctx );
985
986 /* Lighting group */
987 for (i=0;i<MAX_LIGHTS;i++) {
988 init_light( &ctx->Light.Light[i], i );
989 }
990 make_empty_list( &ctx->Light.EnabledList );
991
992 init_lightmodel( &ctx->Light.Model );
993 init_material( &ctx->Light.Material[0] );
994 init_material( &ctx->Light.Material[1] );
995 ctx->Light.ShadeModel = GL_SMOOTH;
996 ctx->Light.Enabled = GL_FALSE;
997 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
998 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
999 ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1000 GL_FRONT_AND_BACK,
1001 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
1002
1003 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1004
1005 /* Lighting miscellaneous */
1006 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1007 make_empty_list( ctx->_ShineTabList );
1008 for (i = 0 ; i < 10 ; i++) {
1009 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1010 s->shininess = -1;
1011 s->refcount = 0;
1012 insert_at_tail( ctx->_ShineTabList, s );
1013 }
1014
1015
1016 /* Line group */
1017 ctx->Line.SmoothFlag = GL_FALSE;
1018 ctx->Line.StippleFlag = GL_FALSE;
1019 ctx->Line.Width = 1.0;
1020 ctx->Line._Width = 1.0;
1021 ctx->Line.StipplePattern = 0xffff;
1022 ctx->Line.StippleFactor = 1;
1023
1024 /* Display List group */
1025 ctx->List.ListBase = 0;
1026
1027 /* Multisample */
1028 ctx->Multisample.Enabled = GL_FALSE;
1029 ctx->Multisample.SampleAlphaToCoverage = GL_FALSE;
1030 ctx->Multisample.SampleAlphaToOne = GL_FALSE;
1031 ctx->Multisample.SampleCoverage = GL_FALSE;
1032 ctx->Multisample.SampleCoverageValue = 1.0;
1033 ctx->Multisample.SampleCoverageInvert = GL_FALSE;
1034
1035 /* Pixel group */
1036 ctx->Pixel.RedBias = 0.0;
1037 ctx->Pixel.RedScale = 1.0;
1038 ctx->Pixel.GreenBias = 0.0;
1039 ctx->Pixel.GreenScale = 1.0;
1040 ctx->Pixel.BlueBias = 0.0;
1041 ctx->Pixel.BlueScale = 1.0;
1042 ctx->Pixel.AlphaBias = 0.0;
1043 ctx->Pixel.AlphaScale = 1.0;
1044 ctx->Pixel.DepthBias = 0.0;
1045 ctx->Pixel.DepthScale = 1.0;
1046 ctx->Pixel.IndexOffset = 0;
1047 ctx->Pixel.IndexShift = 0;
1048 ctx->Pixel.ZoomX = 1.0;
1049 ctx->Pixel.ZoomY = 1.0;
1050 ctx->Pixel.MapColorFlag = GL_FALSE;
1051 ctx->Pixel.MapStencilFlag = GL_FALSE;
1052 ctx->Pixel.MapStoSsize = 1;
1053 ctx->Pixel.MapItoIsize = 1;
1054 ctx->Pixel.MapItoRsize = 1;
1055 ctx->Pixel.MapItoGsize = 1;
1056 ctx->Pixel.MapItoBsize = 1;
1057 ctx->Pixel.MapItoAsize = 1;
1058 ctx->Pixel.MapRtoRsize = 1;
1059 ctx->Pixel.MapGtoGsize = 1;
1060 ctx->Pixel.MapBtoBsize = 1;
1061 ctx->Pixel.MapAtoAsize = 1;
1062 ctx->Pixel.MapStoS[0] = 0;
1063 ctx->Pixel.MapItoI[0] = 0;
1064 ctx->Pixel.MapItoR[0] = 0.0;
1065 ctx->Pixel.MapItoG[0] = 0.0;
1066 ctx->Pixel.MapItoB[0] = 0.0;
1067 ctx->Pixel.MapItoA[0] = 0.0;
1068 ctx->Pixel.MapItoR8[0] = 0;
1069 ctx->Pixel.MapItoG8[0] = 0;
1070 ctx->Pixel.MapItoB8[0] = 0;
1071 ctx->Pixel.MapItoA8[0] = 0;
1072 ctx->Pixel.MapRtoR[0] = 0.0;
1073 ctx->Pixel.MapGtoG[0] = 0.0;
1074 ctx->Pixel.MapBtoB[0] = 0.0;
1075 ctx->Pixel.MapAtoA[0] = 0.0;
1076 ctx->Pixel.HistogramEnabled = GL_FALSE;
1077 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1078 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1079 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1080 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1081 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1082 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1083 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1084 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1085 ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
1086 ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
1087 ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
1088 ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
1089 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1090 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1091 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1092 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1093 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1094 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1095 for (i = 0; i < 3; i++) {
1096 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1097 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1098 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1099 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
1100 }
1101 for (i = 0; i < MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_WIDTH * 4; i++) {
1102 ctx->Convolution1D.Filter[i] = 0.0;
1103 ctx->Convolution2D.Filter[i] = 0.0;
1104 ctx->Separable2D.Filter[i] = 0.0;
1105 }
1106 ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
1107 ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
1108
1109 /* Point group */
1110 ctx->Point.SmoothFlag = GL_FALSE;
1111 ctx->Point.Size = 1.0;
1112 ctx->Point._Size = 1.0;
1113 ctx->Point.Params[0] = 1.0;
1114 ctx->Point.Params[1] = 0.0;
1115 ctx->Point.Params[2] = 0.0;
1116 ctx->Point._Attenuated = GL_FALSE;
1117 ctx->Point.MinSize = 0.0;
1118 ctx->Point.MaxSize = ctx->Const.MaxPointSize;
1119 ctx->Point.Threshold = 1.0;
1120 ctx->Point.SpriteMode = GL_FALSE; /* GL_MESA_sprite_point */
1121
1122 /* Polygon group */
1123 ctx->Polygon.CullFlag = GL_FALSE;
1124 ctx->Polygon.CullFaceMode = GL_BACK;
1125 ctx->Polygon.FrontFace = GL_CCW;
1126 ctx->Polygon._FrontBit = 0;
1127 ctx->Polygon.FrontMode = GL_FILL;
1128 ctx->Polygon.BackMode = GL_FILL;
1129 ctx->Polygon.SmoothFlag = GL_FALSE;
1130 ctx->Polygon.StippleFlag = GL_FALSE;
1131 ctx->Polygon.OffsetFactor = 0.0F;
1132 ctx->Polygon.OffsetUnits = 0.0F;
1133 ctx->Polygon.OffsetMRD = 0.0F;
1134 ctx->Polygon.OffsetPoint = GL_FALSE;
1135 ctx->Polygon.OffsetLine = GL_FALSE;
1136 ctx->Polygon.OffsetFill = GL_FALSE;
1137
1138 /* Polygon Stipple group */
1139 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1140
1141 /* Scissor group */
1142 ctx->Scissor.Enabled = GL_FALSE;
1143 ctx->Scissor.X = 0;
1144 ctx->Scissor.Y = 0;
1145 ctx->Scissor.Width = 0;
1146 ctx->Scissor.Height = 0;
1147
1148 /* Stencil group */
1149 ctx->Stencil.Enabled = GL_FALSE;
1150 ctx->Stencil.Function = GL_ALWAYS;
1151 ctx->Stencil.FailFunc = GL_KEEP;
1152 ctx->Stencil.ZPassFunc = GL_KEEP;
1153 ctx->Stencil.ZFailFunc = GL_KEEP;
1154 ctx->Stencil.Ref = 0;
1155 ctx->Stencil.ValueMask = STENCIL_MAX;
1156 ctx->Stencil.Clear = 0;
1157 ctx->Stencil.WriteMask = STENCIL_MAX;
1158
1159 /* Texture group */
1160 ctx->Texture.CurrentUnit = 0; /* multitexture */
1161 ctx->Texture._ReallyEnabled = 0;
1162 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1163 init_texture_unit( ctx, i );
1164 ctx->Texture.SharedPalette = GL_FALSE;
1165 _mesa_init_colortable(&ctx->Texture.Palette);
1166
1167 /* Transformation group */
1168 ctx->Transform.MatrixMode = GL_MODELVIEW;
1169 ctx->Transform.Normalize = GL_FALSE;
1170 ctx->Transform.RescaleNormals = GL_FALSE;
1171 ctx->Transform.RasterPositionUnclipped = GL_FALSE;
1172 for (i=0;i<MAX_CLIP_PLANES;i++) {
1173 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1174 }
1175 ctx->Transform.ClipPlanesEnabled = 0;
1176
1177 /* Viewport group */
1178 ctx->Viewport.X = 0;
1179 ctx->Viewport.Y = 0;
1180 ctx->Viewport.Width = 0;
1181 ctx->Viewport.Height = 0;
1182 ctx->Viewport.Near = 0.0;
1183 ctx->Viewport.Far = 1.0;
1184 _math_matrix_ctr(&ctx->Viewport._WindowMap);
1185
1186 #define Sz 10
1187 #define Tz 14
1188 ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
1189 ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
1190 #undef Sz
1191 #undef Tz
1192
1193 ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1194 ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
1195
1196 /* Vertex arrays */
1197 ctx->Array.Vertex.Size = 4;
1198 ctx->Array.Vertex.Type = GL_FLOAT;
1199 ctx->Array.Vertex.Stride = 0;
1200 ctx->Array.Vertex.StrideB = 0;
1201 ctx->Array.Vertex.Ptr = NULL;
1202 ctx->Array.Vertex.Enabled = GL_FALSE;
1203 ctx->Array.Vertex.Flags = CA_CLIENT_DATA;
1204 ctx->Array.Normal.Type = GL_FLOAT;
1205 ctx->Array.Normal.Stride = 0;
1206 ctx->Array.Normal.StrideB = 0;
1207 ctx->Array.Normal.Ptr = NULL;
1208 ctx->Array.Normal.Enabled = GL_FALSE;
1209 ctx->Array.Normal.Flags = CA_CLIENT_DATA;
1210 ctx->Array.Color.Size = 4;
1211 ctx->Array.Color.Type = GL_FLOAT;
1212 ctx->Array.Color.Stride = 0;
1213 ctx->Array.Color.StrideB = 0;
1214 ctx->Array.Color.Ptr = NULL;
1215 ctx->Array.Color.Enabled = GL_FALSE;
1216 ctx->Array.Color.Flags = CA_CLIENT_DATA;
1217 ctx->Array.SecondaryColor.Size = 4;
1218 ctx->Array.SecondaryColor.Type = GL_FLOAT;
1219 ctx->Array.SecondaryColor.Stride = 0;
1220 ctx->Array.SecondaryColor.StrideB = 0;
1221 ctx->Array.SecondaryColor.Ptr = NULL;
1222 ctx->Array.SecondaryColor.Enabled = GL_FALSE;
1223 ctx->Array.SecondaryColor.Flags = CA_CLIENT_DATA;
1224 ctx->Array.FogCoord.Size = 1;
1225 ctx->Array.FogCoord.Type = GL_FLOAT;
1226 ctx->Array.FogCoord.Stride = 0;
1227 ctx->Array.FogCoord.StrideB = 0;
1228 ctx->Array.FogCoord.Ptr = NULL;
1229 ctx->Array.FogCoord.Enabled = GL_FALSE;
1230 ctx->Array.FogCoord.Flags = CA_CLIENT_DATA;
1231 ctx->Array.Index.Type = GL_FLOAT;
1232 ctx->Array.Index.Stride = 0;
1233 ctx->Array.Index.StrideB = 0;
1234 ctx->Array.Index.Ptr = NULL;
1235 ctx->Array.Index.Enabled = GL_FALSE;
1236 ctx->Array.Index.Flags = CA_CLIENT_DATA;
1237 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1238 ctx->Array.TexCoord[i].Size = 4;
1239 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1240 ctx->Array.TexCoord[i].Stride = 0;
1241 ctx->Array.TexCoord[i].StrideB = 0;
1242 ctx->Array.TexCoord[i].Ptr = NULL;
1243 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1244 ctx->Array.TexCoord[i].Flags = CA_CLIENT_DATA;
1245 }
1246 ctx->Array.TexCoordInterleaveFactor = 1;
1247 ctx->Array.EdgeFlag.Stride = 0;
1248 ctx->Array.EdgeFlag.StrideB = 0;
1249 ctx->Array.EdgeFlag.Ptr = NULL;
1250 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1251 ctx->Array.EdgeFlag.Flags = CA_CLIENT_DATA;
1252 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1253
1254 /* Pixel transfer */
1255 ctx->Pack.Alignment = 4;
1256 ctx->Pack.RowLength = 0;
1257 ctx->Pack.ImageHeight = 0;
1258 ctx->Pack.SkipPixels = 0;
1259 ctx->Pack.SkipRows = 0;
1260 ctx->Pack.SkipImages = 0;
1261 ctx->Pack.SwapBytes = GL_FALSE;
1262 ctx->Pack.LsbFirst = GL_FALSE;
1263 ctx->Unpack.Alignment = 4;
1264 ctx->Unpack.RowLength = 0;
1265 ctx->Unpack.ImageHeight = 0;
1266 ctx->Unpack.SkipPixels = 0;
1267 ctx->Unpack.SkipRows = 0;
1268 ctx->Unpack.SkipImages = 0;
1269 ctx->Unpack.SwapBytes = GL_FALSE;
1270 ctx->Unpack.LsbFirst = GL_FALSE;
1271
1272 /* Feedback */
1273 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1274 ctx->Feedback.Buffer = NULL;
1275 ctx->Feedback.BufferSize = 0;
1276 ctx->Feedback.Count = 0;
1277
1278 /* Selection/picking */
1279 ctx->Select.Buffer = NULL;
1280 ctx->Select.BufferSize = 0;
1281 ctx->Select.BufferCount = 0;
1282 ctx->Select.Hits = 0;
1283 ctx->Select.NameStackDepth = 0;
1284
1285 /* Renderer and client attribute stacks */
1286 ctx->AttribStackDepth = 0;
1287 ctx->ClientAttribStackDepth = 0;
1288
1289 /* Display list */
1290 ctx->CallDepth = 0;
1291 ctx->ExecuteFlag = GL_TRUE;
1292 ctx->CompileFlag = GL_FALSE;
1293 ctx->CurrentListPtr = NULL;
1294 ctx->CurrentBlock = NULL;
1295 ctx->CurrentListNum = 0;
1296 ctx->CurrentPos = 0;
1297
1298 /* Color tables */
1299 _mesa_init_colortable(&ctx->ColorTable);
1300 _mesa_init_colortable(&ctx->ProxyColorTable);
1301 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1302 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1303 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1304 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1305
1306 /* GL_NV_vertex_program */
1307 ctx->VertexProgram.Current = NULL;
1308 ctx->VertexProgram.CurrentID = 0;
1309 ctx->VertexProgram.Enabled = GL_FALSE;
1310 ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
1311 ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
1312 for (i = 0; i < VP_NUM_PROG_REGS / 4; i++) {
1313 ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
1314 ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
1315 }
1316
1317 /* Miscellaneous */
1318 ctx->NewState = _NEW_ALL;
1319 ctx->RenderMode = GL_RENDER;
1320 ctx->_ImageTransferState = 0;
1321
1322 ctx->_NeedNormals = 0;
1323 ctx->_NeedEyeCoords = 0;
1324 ctx->_ModelViewInvScale = 1.0;
1325
1326 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1327
1328 ctx->CatchSignals = GL_TRUE;
1329 ctx->OcclusionResult = GL_FALSE;
1330 ctx->OcclusionResultSaved = GL_FALSE;
1331
1332 /* For debug/development only */
1333 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1334 ctx->FirstTimeCurrent = GL_TRUE;
1335
1336 /* Dither disable */
1337 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1338 if (ctx->NoDither) {
1339 if (getenv("MESA_DEBUG")) {
1340 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1341 }
1342 ctx->Color.DitherFlag = GL_FALSE;
1343 }
1344 }
1345
1346
1347
1348
1349 /*
1350 * Allocate the proxy textures. If we run out of memory part way through
1351 * the allocations clean up and return GL_FALSE.
1352 * Return: GL_TRUE=success, GL_FALSE=failure
1353 */
1354 static GLboolean
1355 alloc_proxy_textures( GLcontext *ctx )
1356 {
1357 GLboolean out_of_memory;
1358 GLint i;
1359
1360 ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, 1);
1361 if (!ctx->Texture.Proxy1D) {
1362 return GL_FALSE;
1363 }
1364
1365 ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, 2);
1366 if (!ctx->Texture.Proxy2D) {
1367 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1368 return GL_FALSE;
1369 }
1370
1371 ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, 3);
1372 if (!ctx->Texture.Proxy3D) {
1373 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1374 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1375 return GL_FALSE;
1376 }
1377
1378 ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0, 6);
1379 if (!ctx->Texture.ProxyCubeMap) {
1380 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1381 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1382 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1383 return GL_FALSE;
1384 }
1385
1386 out_of_memory = GL_FALSE;
1387 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1388 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1389 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1390 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1391 ctx->Texture.ProxyCubeMap->Image[i] = _mesa_alloc_texture_image();
1392 if (!ctx->Texture.Proxy1D->Image[i]
1393 || !ctx->Texture.Proxy2D->Image[i]
1394 || !ctx->Texture.Proxy3D->Image[i]
1395 || !ctx->Texture.ProxyCubeMap->Image[i]) {
1396 out_of_memory = GL_TRUE;
1397 }
1398 }
1399 if (out_of_memory) {
1400 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1401 if (ctx->Texture.Proxy1D->Image[i]) {
1402 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1403 }
1404 if (ctx->Texture.Proxy2D->Image[i]) {
1405 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1406 }
1407 if (ctx->Texture.Proxy3D->Image[i]) {
1408 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1409 }
1410 if (ctx->Texture.ProxyCubeMap->Image[i]) {
1411 _mesa_free_texture_image(ctx->Texture.ProxyCubeMap->Image[i]);
1412 }
1413 }
1414 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1415 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1416 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1417 _mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
1418 return GL_FALSE;
1419 }
1420 else {
1421 return GL_TRUE;
1422 }
1423 }
1424
1425
1426 static void add_debug_flags( const char *debug )
1427 {
1428 #ifdef MESA_DEBUG
1429 if (strstr(debug, "varray"))
1430 MESA_VERBOSE |= VERBOSE_VARRAY;
1431
1432 if (strstr(debug, "tex"))
1433 MESA_VERBOSE |= VERBOSE_TEXTURE;
1434
1435 if (strstr(debug, "imm"))
1436 MESA_VERBOSE |= VERBOSE_IMMEDIATE;
1437
1438 if (strstr(debug, "pipe"))
1439 MESA_VERBOSE |= VERBOSE_PIPELINE;
1440
1441 if (strstr(debug, "driver"))
1442 MESA_VERBOSE |= VERBOSE_DRIVER;
1443
1444 if (strstr(debug, "state"))
1445 MESA_VERBOSE |= VERBOSE_STATE;
1446
1447 if (strstr(debug, "api"))
1448 MESA_VERBOSE |= VERBOSE_API;
1449
1450 if (strstr(debug, "list"))
1451 MESA_VERBOSE |= VERBOSE_DISPLAY_LIST;
1452
1453 if (strstr(debug, "lighting"))
1454 MESA_VERBOSE |= VERBOSE_LIGHTING;
1455
1456 /* Debug flag:
1457 */
1458 if (strstr(debug, "flush"))
1459 MESA_DEBUG_FLAGS |= DEBUG_ALWAYS_FLUSH;
1460 #endif
1461 }
1462
1463
1464 /*
1465 * Initialize a GLcontext struct. This includes allocating all the
1466 * other structs and arrays which hang off of the context by pointers.
1467 */
1468 GLboolean
1469 _mesa_initialize_context( GLcontext *ctx,
1470 const GLvisual *visual,
1471 GLcontext *share_list,
1472 void *driver_ctx,
1473 GLboolean direct )
1474 {
1475 GLuint dispatchSize;
1476
1477 (void) direct; /* not used */
1478
1479 /* misc one-time initializations */
1480 one_time_init();
1481
1482 /**
1483 ** OpenGL SI stuff
1484 **/
1485 if (!ctx->imports.malloc) {
1486 _mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
1487 }
1488 /* exports are setup by the device driver */
1489
1490 ctx->DriverCtx = driver_ctx;
1491 ctx->Visual = *visual;
1492 ctx->DrawBuffer = NULL;
1493 ctx->ReadBuffer = NULL;
1494
1495 if (share_list) {
1496 /* share state with another context */
1497 ctx->Shared = share_list->Shared;
1498 }
1499 else {
1500 /* allocate new, unshared state */
1501 ctx->Shared = alloc_shared_state();
1502 if (!ctx->Shared) {
1503 return GL_FALSE;
1504 }
1505 }
1506 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1507 ctx->Shared->RefCount++;
1508 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1509
1510 /* Effectively bind the default textures to all texture units */
1511 ctx->Shared->Default1D->RefCount += MAX_TEXTURE_UNITS;
1512 ctx->Shared->Default2D->RefCount += MAX_TEXTURE_UNITS;
1513 ctx->Shared->Default3D->RefCount += MAX_TEXTURE_UNITS;
1514 ctx->Shared->DefaultCubeMap->RefCount += MAX_TEXTURE_UNITS;
1515
1516 init_attrib_groups( ctx );
1517
1518 if (visual->doubleBufferMode) {
1519 ctx->Color.DrawBuffer = GL_BACK;
1520 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1521 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1522 ctx->Pixel.ReadBuffer = GL_BACK;
1523 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1524 }
1525 else {
1526 ctx->Color.DrawBuffer = GL_FRONT;
1527 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1528 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1529 ctx->Pixel.ReadBuffer = GL_FRONT;
1530 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1531 }
1532
1533 if (!alloc_proxy_textures(ctx)) {
1534 free_shared_state(ctx, ctx->Shared);
1535 return GL_FALSE;
1536 }
1537
1538 /* register the most recent extension functions with libGL */
1539 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1540 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1541 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1542 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1543 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1544 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1545 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1546 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1547
1548 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1549 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1550 * Mesa we do this to accomodate different versions of libGL and various
1551 * DRI drivers.
1552 */
1553 dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
1554 sizeof(struct _glapi_table) / sizeof(void *));
1555
1556 /* setup API dispatch tables */
1557 ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1558 ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1559 if (!ctx->Exec || !ctx->Save) {
1560 free_shared_state(ctx, ctx->Shared);
1561 if (ctx->Exec)
1562 FREE( ctx->Exec );
1563 }
1564 _mesa_init_exec_table(ctx->Exec, dispatchSize);
1565 _mesa_init_dlist_table(ctx->Save, dispatchSize);
1566 ctx->CurrentDispatch = ctx->Exec;
1567
1568 ctx->ExecPrefersFloat = GL_FALSE;
1569 ctx->SavePrefersFloat = GL_FALSE;
1570
1571 /* Neutral tnl module stuff */
1572 _mesa_init_exec_vtxfmt( ctx );
1573 ctx->TnlModule.Current = NULL;
1574 ctx->TnlModule.SwapCount = 0;
1575
1576 /* Z buffer stuff */
1577 if (ctx->Visual.depthBits == 0) {
1578 /* Special case. Even if we don't have a depth buffer we need
1579 * good values for DepthMax for Z vertex transformation purposes
1580 * and for per-fragment fog computation.
1581 */
1582 ctx->DepthMax = 1 << 16;
1583 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1584 }
1585 else if (ctx->Visual.depthBits < 32) {
1586 ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
1587 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1588 }
1589 else {
1590 /* Special case since shift values greater than or equal to the
1591 * number of bits in the left hand expression's type are undefined.
1592 */
1593 ctx->DepthMax = 0xffffffff;
1594 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1595 }
1596 ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
1597
1598
1599 #if defined(MESA_TRACE)
1600 ctx->TraceCtx = (trace_context_t *) CALLOC( sizeof(trace_context_t) );
1601 #if 0
1602 /* Brian: do you want to have CreateContext fail here,
1603 or should we just trap in NewTrace (currently done)? */
1604 if (!(ctx->TraceCtx)) {
1605 free_shared_state(ctx, ctx->Shared);
1606 FREE( ctx->Exec );
1607 FREE( ctx->Save );
1608 return GL_FALSE;
1609 }
1610 #endif
1611 trInitContext(ctx->TraceCtx);
1612
1613 ctx->TraceDispatch = (struct _glapi_table *)
1614 CALLOC(dispatchSize * sizeof(void*));
1615 #if 0
1616 if (!(ctx->TraceCtx)) {
1617 free_shared_state(ctx, ctx->Shared);
1618 FREE( ctx->Exec );
1619 FREE( ctx->Save );
1620 FREE( ctx->TraceCtx );
1621 return GL_FALSE;
1622 }
1623 #endif
1624 trInitDispatch(ctx->TraceDispatch);
1625 #endif
1626
1627
1628 if (getenv("MESA_DEBUG"))
1629 add_debug_flags(getenv("MESA_DEBUG"));
1630
1631 if (getenv("MESA_VERBOSE"))
1632 add_debug_flags(getenv("MESA_VERBOSE"));
1633
1634 return GL_TRUE;
1635 }
1636
1637
1638
1639 /*
1640 * Allocate and initialize a GLcontext structure.
1641 * Input: visual - a GLvisual pointer (we copy the struct contents)
1642 * sharelist - another context to share display lists with or NULL
1643 * driver_ctx - pointer to device driver's context state struct
1644 * Return: pointer to a new __GLcontextRec or NULL if error.
1645 */
1646 GLcontext *
1647 _mesa_create_context( const GLvisual *visual,
1648 GLcontext *share_list,
1649 void *driver_ctx,
1650 GLboolean direct )
1651 {
1652 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1653 if (!ctx) {
1654 return NULL;
1655 }
1656 ctx->Driver.CurrentExecPrimitive = 0;
1657 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1658 return ctx;
1659 }
1660 else {
1661 FREE(ctx);
1662 return NULL;
1663 }
1664 }
1665
1666
1667
1668 /*
1669 * Free the data associated with the given context.
1670 * But don't free() the GLcontext struct itself!
1671 */
1672 void
1673 _mesa_free_context_data( GLcontext *ctx )
1674 {
1675 struct gl_shine_tab *s, *tmps;
1676 GLuint i;
1677
1678 /* if we're destroying the current context, unbind it first */
1679 if (ctx == _mesa_get_current_context()) {
1680 _mesa_make_current(NULL, NULL);
1681 }
1682
1683 /*
1684 * Free transformation matrix stacks
1685 */
1686 free_matrix_stack(&ctx->ModelviewMatrixStack);
1687 free_matrix_stack(&ctx->ProjectionMatrixStack);
1688 free_matrix_stack(&ctx->ColorMatrixStack);
1689 for (i = 0; i < MAX_TEXTURE_UNITS; i++)
1690 free_matrix_stack(&ctx->TextureMatrixStack[i]);
1691 for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
1692 free_matrix_stack(&ctx->ProgramMatrixStack[i]);
1693 /* combined Modelview*Projection matrix */
1694 _math_matrix_dtr( &ctx->_ModelProjectMatrix );
1695
1696
1697 if (ctx->VertexProgram.Current) {
1698 ctx->VertexProgram.Current->RefCount--;
1699 if (ctx->VertexProgram.Current->RefCount <= 0)
1700 _mesa_delete_program(ctx, ctx->VertexProgram.CurrentID);
1701 }
1702
1703 /* Shared context state (display lists, textures, etc) */
1704 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1705 ctx->Shared->RefCount--;
1706 assert(ctx->Shared->RefCount >= 0);
1707 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1708 if (ctx->Shared->RefCount == 0) {
1709 /* free shared state */
1710 free_shared_state( ctx, ctx->Shared );
1711 }
1712
1713 /* Free lighting shininess exponentiation table */
1714 foreach_s( s, tmps, ctx->_ShineTabList ) {
1715 FREE( s );
1716 }
1717 FREE( ctx->_ShineTabList );
1718
1719 /* Free proxy texture objects */
1720 _mesa_free_texture_object( NULL, ctx->Texture.Proxy1D );
1721 _mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
1722 _mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
1723 _mesa_free_texture_object( NULL, ctx->Texture.ProxyCubeMap );
1724
1725 /* Free evaluator data */
1726 if (ctx->EvalMap.Map1Vertex3.Points)
1727 FREE( ctx->EvalMap.Map1Vertex3.Points );
1728 if (ctx->EvalMap.Map1Vertex4.Points)
1729 FREE( ctx->EvalMap.Map1Vertex4.Points );
1730 if (ctx->EvalMap.Map1Index.Points)
1731 FREE( ctx->EvalMap.Map1Index.Points );
1732 if (ctx->EvalMap.Map1Color4.Points)
1733 FREE( ctx->EvalMap.Map1Color4.Points );
1734 if (ctx->EvalMap.Map1Normal.Points)
1735 FREE( ctx->EvalMap.Map1Normal.Points );
1736 if (ctx->EvalMap.Map1Texture1.Points)
1737 FREE( ctx->EvalMap.Map1Texture1.Points );
1738 if (ctx->EvalMap.Map1Texture2.Points)
1739 FREE( ctx->EvalMap.Map1Texture2.Points );
1740 if (ctx->EvalMap.Map1Texture3.Points)
1741 FREE( ctx->EvalMap.Map1Texture3.Points );
1742 if (ctx->EvalMap.Map1Texture4.Points)
1743 FREE( ctx->EvalMap.Map1Texture4.Points );
1744 for (i = 0; i < 16; i++)
1745 FREE((ctx->EvalMap.Map1Attrib[i].Points));
1746
1747 if (ctx->EvalMap.Map2Vertex3.Points)
1748 FREE( ctx->EvalMap.Map2Vertex3.Points );
1749 if (ctx->EvalMap.Map2Vertex4.Points)
1750 FREE( ctx->EvalMap.Map2Vertex4.Points );
1751 if (ctx->EvalMap.Map2Index.Points)
1752 FREE( ctx->EvalMap.Map2Index.Points );
1753 if (ctx->EvalMap.Map2Color4.Points)
1754 FREE( ctx->EvalMap.Map2Color4.Points );
1755 if (ctx->EvalMap.Map2Normal.Points)
1756 FREE( ctx->EvalMap.Map2Normal.Points );
1757 if (ctx->EvalMap.Map2Texture1.Points)
1758 FREE( ctx->EvalMap.Map2Texture1.Points );
1759 if (ctx->EvalMap.Map2Texture2.Points)
1760 FREE( ctx->EvalMap.Map2Texture2.Points );
1761 if (ctx->EvalMap.Map2Texture3.Points)
1762 FREE( ctx->EvalMap.Map2Texture3.Points );
1763 if (ctx->EvalMap.Map2Texture4.Points)
1764 FREE( ctx->EvalMap.Map2Texture4.Points );
1765 for (i = 0; i < 16; i++)
1766 FREE((ctx->EvalMap.Map2Attrib[i].Points));
1767
1768 _mesa_free_colortable_data( &ctx->ColorTable );
1769 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1770 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1771 _mesa_free_colortable_data( &ctx->Texture.Palette );
1772
1773 _math_matrix_dtr(&ctx->Viewport._WindowMap);
1774
1775 _mesa_extensions_dtr(ctx);
1776
1777 FREE(ctx->Exec);
1778 FREE(ctx->Save);
1779 }
1780
1781
1782
1783 /*
1784 * Destroy a GLcontext structure.
1785 */
1786 void
1787 _mesa_destroy_context( GLcontext *ctx )
1788 {
1789 if (ctx) {
1790 _mesa_free_context_data(ctx);
1791 FREE( (void *) ctx );
1792 }
1793 }
1794
1795
1796
1797 /*
1798 * Copy attribute groups from one context to another.
1799 * Input: src - source context
1800 * dst - destination context
1801 * mask - bitwise OR of GL_*_BIT flags
1802 */
1803 void
1804 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1805 {
1806 if (mask & GL_ACCUM_BUFFER_BIT) {
1807 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1808 }
1809 if (mask & GL_COLOR_BUFFER_BIT) {
1810 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1811 }
1812 if (mask & GL_CURRENT_BIT) {
1813 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1814 }
1815 if (mask & GL_DEPTH_BUFFER_BIT) {
1816 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1817 }
1818 if (mask & GL_ENABLE_BIT) {
1819 /* no op */
1820 }
1821 if (mask & GL_EVAL_BIT) {
1822 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1823 }
1824 if (mask & GL_FOG_BIT) {
1825 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1826 }
1827 if (mask & GL_HINT_BIT) {
1828 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1829 }
1830 if (mask & GL_LIGHTING_BIT) {
1831 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1832 /* gl_reinit_light_attrib( &dst->Light ); */
1833 }
1834 if (mask & GL_LINE_BIT) {
1835 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1836 }
1837 if (mask & GL_LIST_BIT) {
1838 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1839 }
1840 if (mask & GL_PIXEL_MODE_BIT) {
1841 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1842 }
1843 if (mask & GL_POINT_BIT) {
1844 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1845 }
1846 if (mask & GL_POLYGON_BIT) {
1847 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1848 }
1849 if (mask & GL_POLYGON_STIPPLE_BIT) {
1850 /* Use loop instead of MEMCPY due to problem with Portland Group's
1851 * C compiler. Reported by John Stone.
1852 */
1853 int i;
1854 for (i=0;i<32;i++) {
1855 dst->PolygonStipple[i] = src->PolygonStipple[i];
1856 }
1857 }
1858 if (mask & GL_SCISSOR_BIT) {
1859 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1860 }
1861 if (mask & GL_STENCIL_BUFFER_BIT) {
1862 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1863 }
1864 if (mask & GL_TEXTURE_BIT) {
1865 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1866 }
1867 if (mask & GL_TRANSFORM_BIT) {
1868 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1869 }
1870 if (mask & GL_VIEWPORT_BIT) {
1871 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1872 }
1873 /* XXX FIXME: Call callbacks?
1874 */
1875 dst->NewState = _NEW_ALL;
1876 }
1877
1878
1879 /*
1880 * Set the current context, binding the given frame buffer to the context.
1881 */
1882 void
1883 _mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1884 {
1885 _mesa_make_current2( newCtx, buffer, buffer );
1886 }
1887
1888
1889 static void print_info( void )
1890 {
1891 fprintf(stderr, "Mesa GL_VERSION = %s\n",
1892 (char *) _mesa_GetString(GL_VERSION));
1893 fprintf(stderr, "Mesa GL_RENDERER = %s\n",
1894 (char *) _mesa_GetString(GL_RENDERER));
1895 fprintf(stderr, "Mesa GL_VENDOR = %s\n",
1896 (char *) _mesa_GetString(GL_VENDOR));
1897 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n",
1898 (char *) _mesa_GetString(GL_EXTENSIONS));
1899 #if defined(THREADS)
1900 fprintf(stderr, "Mesa thread-safe: YES\n");
1901 #else
1902 fprintf(stderr, "Mesa thread-safe: NO\n");
1903 #endif
1904 #if defined(USE_X86_ASM)
1905 fprintf(stderr, "Mesa x86-optimized: YES\n");
1906 #else
1907 fprintf(stderr, "Mesa x86-optimized: NO\n");
1908 #endif
1909 #if defined(USE_SPARC_ASM)
1910 fprintf(stderr, "Mesa sparc-optimized: YES\n");
1911 #else
1912 fprintf(stderr, "Mesa sparc-optimized: NO\n");
1913 #endif
1914 }
1915
1916
1917 /*
1918 * Bind the given context to the given draw-buffer and read-buffer
1919 * and make it the current context for this thread.
1920 */
1921 void
1922 _mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1923 GLframebuffer *readBuffer )
1924 {
1925 if (MESA_VERBOSE)
1926 fprintf(stderr, "_mesa_make_current2()\n");
1927
1928 /* Check that the context's and framebuffer's visuals are compatible.
1929 * We could do a lot more checking here but this'll catch obvious
1930 * problems.
1931 */
1932 if (newCtx && drawBuffer && readBuffer) {
1933 if (newCtx->Visual.rgbMode != drawBuffer->Visual.rgbMode ||
1934 newCtx->Visual.redBits != drawBuffer->Visual.redBits ||
1935 newCtx->Visual.depthBits != drawBuffer->Visual.depthBits ||
1936 newCtx->Visual.stencilBits != drawBuffer->Visual.stencilBits ||
1937 newCtx->Visual.accumRedBits != drawBuffer->Visual.accumRedBits) {
1938 return; /* incompatible */
1939 }
1940 }
1941
1942 /* We call this function periodically (just here for now) in
1943 * order to detect when multithreading has begun.
1944 */
1945 _glapi_check_multithread();
1946
1947 _glapi_set_context((void *) newCtx);
1948 ASSERT(_mesa_get_current_context() == newCtx);
1949
1950
1951 if (!newCtx) {
1952 _glapi_set_dispatch(NULL); /* none current */
1953 }
1954 else {
1955 _glapi_set_dispatch(newCtx->CurrentDispatch);
1956
1957 if (drawBuffer && readBuffer) {
1958 /* TODO: check if newCtx and buffer's visual match??? */
1959 newCtx->DrawBuffer = drawBuffer;
1960 newCtx->ReadBuffer = readBuffer;
1961 newCtx->NewState |= _NEW_BUFFERS;
1962 /* _mesa_update_state( newCtx ); */
1963 }
1964
1965 if (newCtx->Driver.MakeCurrent)
1966 newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
1967
1968 /* We can use this to help debug user's problems. Tell them to set
1969 * the MESA_INFO env variable before running their app. Then the
1970 * first time each context is made current we'll print some useful
1971 * information.
1972 */
1973 if (newCtx->FirstTimeCurrent) {
1974 if (getenv("MESA_INFO")) {
1975 print_info();
1976 }
1977 newCtx->FirstTimeCurrent = GL_FALSE;
1978 }
1979 }
1980 }
1981
1982
1983
1984 /*
1985 * Return current context handle for the calling thread.
1986 * This isn't the fastest way to get the current context.
1987 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1988 */
1989 GLcontext *
1990 _mesa_get_current_context( void )
1991 {
1992 return (GLcontext *) _glapi_get_context();
1993 }
1994
1995
1996
1997 /*
1998 * This should be called by device drivers just before they do a
1999 * swapbuffers. Any pending rendering commands will be executed.
2000 * XXX we should really rename this function to _mesa_flush() or something.
2001 */
2002 void
2003 _mesa_swapbuffers(GLcontext *ctx)
2004 {
2005 FLUSH_VERTICES( ctx, 0 );
2006 }
2007
2008
2009
2010 /*
2011 * Return pointer to this context's current API dispatch table.
2012 * It'll either be the immediate-mode execute dispatcher or the
2013 * display list compile dispatcher.
2014 */
2015 struct _glapi_table *
2016 _mesa_get_dispatch(GLcontext *ctx)
2017 {
2018 return ctx->CurrentDispatch;
2019 }
2020
2021
2022
2023 /**********************************************************************/
2024 /***** Miscellaneous functions *****/
2025 /**********************************************************************/
2026
2027
2028 /*
2029 * This function is called when the Mesa user has stumbled into a code
2030 * path which may not be implemented fully or correctly.
2031 */
2032 void _mesa_problem( const GLcontext *ctx, const char *s )
2033 {
2034 fprintf( stderr, "Mesa implementation error: %s\n", s );
2035 #ifdef XF86DRI
2036 fprintf( stderr, "Please report to the DRI bug database at dri.sourceforge.net\n");
2037 #else
2038 fprintf( stderr, "Please report to the Mesa bug database at www.mesa3d.org\n" );
2039 #endif
2040 (void) ctx;
2041 }
2042
2043
2044
2045 /*
2046 * This is called to inform the user that he or she has tried to do
2047 * something illogical or if there's likely a bug in their program
2048 * (like enabled depth testing without a depth buffer).
2049 */
2050 void
2051 _mesa_warning( const GLcontext *ctx, const char *s )
2052 {
2053 (*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
2054 }
2055
2056
2057
2058 /*
2059 * This is Mesa's error handler. Normally, all that's done is the updating
2060 * of the current error value. If Mesa is compiled with -DDEBUG or if the
2061 * environment variable "MESA_DEBUG" is defined then a real error message
2062 * is printed to stderr.
2063 * Input: ctx - the GL context
2064 * error - the error value
2065 * where - usually the name of function where error was detected
2066 */
2067 void
2068 _mesa_error( GLcontext *ctx, GLenum error, const char *where )
2069 {
2070 const char *debugEnv = getenv("MESA_DEBUG");
2071 GLboolean debug;
2072
2073 #ifdef DEBUG
2074 if (debugEnv && strstr(debugEnv, "silent"))
2075 debug = GL_FALSE;
2076 else
2077 debug = GL_TRUE;
2078 #else
2079 if (debugEnv)
2080 debug = GL_TRUE;
2081 else
2082 debug = GL_FALSE;
2083 #endif
2084
2085 if (debug) {
2086 const char *errstr;
2087 switch (error) {
2088 case GL_NO_ERROR:
2089 errstr = "GL_NO_ERROR";
2090 break;
2091 case GL_INVALID_VALUE:
2092 errstr = "GL_INVALID_VALUE";
2093 break;
2094 case GL_INVALID_ENUM:
2095 errstr = "GL_INVALID_ENUM";
2096 break;
2097 case GL_INVALID_OPERATION:
2098 errstr = "GL_INVALID_OPERATION";
2099 break;
2100 case GL_STACK_OVERFLOW:
2101 errstr = "GL_STACK_OVERFLOW";
2102 break;
2103 case GL_STACK_UNDERFLOW:
2104 errstr = "GL_STACK_UNDERFLOW";
2105 break;
2106 case GL_OUT_OF_MEMORY:
2107 errstr = "GL_OUT_OF_MEMORY";
2108 break;
2109 case GL_TABLE_TOO_LARGE:
2110 errstr = "GL_TABLE_TOO_LARGE";
2111 break;
2112 default:
2113 errstr = "unknown";
2114 break;
2115 }
2116 fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
2117 }
2118
2119 if (!ctx)
2120 return;
2121
2122 if (ctx->ErrorValue == GL_NO_ERROR) {
2123 ctx->ErrorValue = error;
2124 }
2125
2126 /* Call device driver's error handler, if any. This is used on the Mac. */
2127 if (ctx->Driver.Error) {
2128 (*ctx->Driver.Error)( ctx );
2129 }
2130 }
2131
2132
2133
2134 void
2135 _mesa_Finish( void )
2136 {
2137 GET_CURRENT_CONTEXT(ctx);
2138 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
2139 if (ctx->Driver.Finish) {
2140 (*ctx->Driver.Finish)( ctx );
2141 }
2142 }
2143
2144
2145
2146 void
2147 _mesa_Flush( void )
2148 {
2149 GET_CURRENT_CONTEXT(ctx);
2150 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
2151 if (ctx->Driver.Flush) {
2152 (*ctx->Driver.Flush)( ctx );
2153 }
2154 }
2155
2156
2157
2158 const char *_mesa_prim_name[GL_POLYGON+4] = {
2159 "GL_POINTS",
2160 "GL_LINES",
2161 "GL_LINE_LOOP",
2162 "GL_LINE_STRIP",
2163 "GL_TRIANGLES",
2164 "GL_TRIANGLE_STRIP",
2165 "GL_TRIANGLE_FAN",
2166 "GL_QUADS",
2167 "GL_QUAD_STRIP",
2168 "GL_POLYGON",
2169 "outside begin/end",
2170 "inside unkown primitive",
2171 "unknown state"
2172 };