clean-up of header includes (Daryll)
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.18 1999/11/08 07:36:43 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.1
6 *
7 * Copyright (C) 1999 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 /* $XFree86: xc/lib/GL/mesa/src/context.c,v 1.4 1999/04/04 00:20:21 dawes Exp $ */
29
30 /*
31 * If multi-threading is enabled (-DTHREADS) then each thread has it's
32 * own rendering context. A thread obtains the pointer to its GLcontext
33 * with the gl_get_thread_context() function. Otherwise, the global
34 * pointer, CC, points to the current context used by all threads in
35 * the address space.
36 */
37
38
39
40 #ifdef PC_HEADER
41 #include "all.h"
42 #else
43 #ifndef XFree86Server
44 #include <assert.h>
45 #include <math.h>
46 #include <stdio.h>
47 #include <stdlib.h>
48 #include <string.h>
49 #else
50 #include "GL/xf86glx.h"
51 #endif
52 #include "accum.h"
53 #include "alphabuf.h"
54 #include "api.h"
55 #include "clip.h"
56 #include "context.h"
57 #include "cva.h"
58 #include "depth.h"
59 #include "dlist.h"
60 #include "eval.h"
61 #include "enums.h"
62 #include "extensions.h"
63 #include "fog.h"
64 #include "hash.h"
65 #include "light.h"
66 #include "lines.h"
67 #include "dlist.h"
68 #include "macros.h"
69 #include "matrix.h"
70 #include "mmath.h"
71 #include "pb.h"
72 #include "pipeline.h"
73 #include "points.h"
74 #include "pointers.h"
75 #include "quads.h"
76 #include "shade.h"
77 #include "simple_list.h"
78 #include "stencil.h"
79 #include "stages.h"
80 #include "triangle.h"
81 #include "translate.h"
82 #include "teximage.h"
83 #include "texobj.h"
84 #include "texstate.h"
85 #include "texture.h"
86 #include "types.h"
87 #include "varray.h"
88 #include "vb.h"
89 #include "vbcull.h"
90 #include "vbfill.h"
91 #include "vbrender.h"
92 #include "vbxform.h"
93 #include "vertices.h"
94 #include "xform.h"
95 #endif
96
97
98 /*
99 * Memory allocation functions. Called via the MALLOC, CALLOC and
100 * FREE macros when DEBUG symbol is defined.
101 * You might want to set breakpoints on these functions or plug in
102 * other memory allocation functions. The Mesa sources should only
103 * use the MALLOC and FREE macros (which could also be overriden).
104 *
105 * XXX these functions should probably go into a new glmemory.c file.
106 */
107
108 /*
109 * Allocate memory (uninitialized)
110 */
111 void *gl_malloc(size_t bytes)
112 {
113 return malloc(bytes);
114 }
115
116 /*
117 * Allocate memory and initialize to zero.
118 */
119 void *gl_calloc(size_t bytes)
120 {
121 return calloc(1, bytes);
122 }
123
124 /*
125 * Free memory
126 */
127 void gl_free(void *ptr)
128 {
129 free(ptr);
130 }
131
132
133 /**********************************************************************/
134 /***** Context and Thread management *****/
135 /**********************************************************************/
136
137
138 #ifdef THREADS
139
140 #include "mthreads.h" /* Mesa platform independent threads interface */
141
142 static MesaTSD mesa_ctx_tsd;
143
144 static void mesa_ctx_thread_init() {
145 MesaInitTSD(&mesa_ctx_tsd);
146 }
147
148 GLcontext *gl_get_thread_context( void ) {
149 return (GLcontext *) MesaGetTSD(&mesa_ctx_tsd);
150 }
151
152 static void set_thread_context( GLcontext *ctx ) {
153 MesaSetTSD(&mesa_ctx_tsd, ctx, mesa_ctx_thread_init);
154 }
155
156
157 #else
158
159 /* One Current Context pointer for all threads in the address space */
160 GLcontext *CC = NULL;
161 struct immediate *CURRENT_INPUT = NULL;
162
163 #endif /*THREADS*/
164
165
166
167
168 /**********************************************************************/
169 /***** Profiling functions *****/
170 /**********************************************************************/
171
172 #ifdef PROFILE
173
174 #include <sys/times.h>
175 #include <sys/param.h>
176
177
178 /*
179 * Return system time in seconds.
180 * NOTE: this implementation may not be very portable!
181 */
182 GLdouble gl_time( void )
183 {
184 static GLdouble prev_time = 0.0;
185 static GLdouble time;
186 struct tms tm;
187 clock_t clk;
188
189 clk = times(&tm);
190
191 #ifdef CLK_TCK
192 time = (double)clk / (double)CLK_TCK;
193 #else
194 time = (double)clk / (double)HZ;
195 #endif
196
197 if (time>prev_time) {
198 prev_time = time;
199 return time;
200 }
201 else {
202 return prev_time;
203 }
204 }
205
206 /*
207 * Reset the timing/profiling counters
208 */
209 static void init_timings( GLcontext *ctx )
210 {
211 ctx->BeginEndCount = 0;
212 ctx->BeginEndTime = 0.0;
213 ctx->VertexCount = 0;
214 ctx->VertexTime = 0.0;
215 ctx->PointCount = 0;
216 ctx->PointTime = 0.0;
217 ctx->LineCount = 0;
218 ctx->LineTime = 0.0;
219 ctx->PolygonCount = 0;
220 ctx->PolygonTime = 0.0;
221 ctx->ClearCount = 0;
222 ctx->ClearTime = 0.0;
223 ctx->SwapCount = 0;
224 ctx->SwapTime = 0.0;
225 }
226
227
228 /*
229 * Print the accumulated timing/profiling data.
230 */
231 static void print_timings( GLcontext *ctx )
232 {
233 GLdouble beginendrate;
234 GLdouble vertexrate;
235 GLdouble pointrate;
236 GLdouble linerate;
237 GLdouble polygonrate;
238 GLdouble overhead;
239 GLdouble clearrate;
240 GLdouble swaprate;
241 GLdouble avgvertices;
242
243 if (ctx->BeginEndTime>0.0) {
244 beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
245 }
246 else {
247 beginendrate = 0.0;
248 }
249 if (ctx->VertexTime>0.0) {
250 vertexrate = ctx->VertexCount / ctx->VertexTime;
251 }
252 else {
253 vertexrate = 0.0;
254 }
255 if (ctx->PointTime>0.0) {
256 pointrate = ctx->PointCount / ctx->PointTime;
257 }
258 else {
259 pointrate = 0.0;
260 }
261 if (ctx->LineTime>0.0) {
262 linerate = ctx->LineCount / ctx->LineTime;
263 }
264 else {
265 linerate = 0.0;
266 }
267 if (ctx->PolygonTime>0.0) {
268 polygonrate = ctx->PolygonCount / ctx->PolygonTime;
269 }
270 else {
271 polygonrate = 0.0;
272 }
273 if (ctx->ClearTime>0.0) {
274 clearrate = ctx->ClearCount / ctx->ClearTime;
275 }
276 else {
277 clearrate = 0.0;
278 }
279 if (ctx->SwapTime>0.0) {
280 swaprate = ctx->SwapCount / ctx->SwapTime;
281 }
282 else {
283 swaprate = 0.0;
284 }
285
286 if (ctx->BeginEndCount>0) {
287 avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
288 }
289 else {
290 avgvertices = 0.0;
291 }
292
293 overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
294 - ctx->LineTime - ctx->PolygonTime;
295
296
297 printf(" Count Time (s) Rate (/s) \n");
298 printf("--------------------------------------------------------\n");
299 printf("glBegin/glEnd %7d %8.3f %10.3f\n",
300 ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
301 printf(" vertexes transformed %7d %8.3f %10.3f\n",
302 ctx->VertexCount, ctx->VertexTime, vertexrate );
303 printf(" points rasterized %7d %8.3f %10.3f\n",
304 ctx->PointCount, ctx->PointTime, pointrate );
305 printf(" lines rasterized %7d %8.3f %10.3f\n",
306 ctx->LineCount, ctx->LineTime, linerate );
307 printf(" polygons rasterized %7d %8.3f %10.3f\n",
308 ctx->PolygonCount, ctx->PolygonTime, polygonrate );
309 printf(" overhead %8.3f\n", overhead );
310 printf("glClear %7d %8.3f %10.3f\n",
311 ctx->ClearCount, ctx->ClearTime, clearrate );
312 printf("SwapBuffers %7d %8.3f %10.3f\n",
313 ctx->SwapCount, ctx->SwapTime, swaprate );
314 printf("\n");
315
316 printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
317 }
318 #endif
319
320
321
322
323
324 /**********************************************************************/
325 /***** Context allocation, initialization, destroying *****/
326 /**********************************************************************/
327
328
329 /*
330 * This function just calls all the various one-time-init functions in Mesa.
331 */
332 static void one_time_init( void )
333 {
334 static GLboolean alreadyCalled = GL_FALSE;
335 if (!alreadyCalled) {
336 gl_init_clip();
337 gl_init_eval();
338 gl_init_fog();
339 gl_init_math();
340 gl_init_lists();
341 gl_init_shade();
342 gl_init_texture();
343 gl_init_transformation();
344 gl_init_translate();
345 gl_init_vbrender();
346 gl_init_vbxform();
347 gl_init_vertices();
348 alreadyCalled = GL_TRUE;
349 }
350 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
351 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
352 #endif
353 }
354
355
356 /*
357 * Allocate and initialize a shared context state structure.
358 */
359 static struct gl_shared_state *alloc_shared_state( void )
360 {
361 GLuint d;
362 struct gl_shared_state *ss;
363 GLboolean outOfMemory;
364
365 ss = CALLOC_STRUCT(gl_shared_state);
366 if (!ss)
367 return NULL;
368
369 ss->DisplayList = NewHashTable();
370
371 ss->TexObjects = NewHashTable();
372
373 /* Default Texture objects */
374 outOfMemory = GL_FALSE;
375 for (d = 1 ; d <= 3 ; d++) {
376 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
377 if (!ss->DefaultD[d]) {
378 outOfMemory = GL_TRUE;
379 break;
380 }
381 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
382 }
383
384 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
385 /* Ran out of memory at some point. Free everything and return NULL */
386 if (ss->DisplayList)
387 DeleteHashTable(ss->DisplayList);
388 if (ss->TexObjects)
389 DeleteHashTable(ss->TexObjects);
390 if (ss->DefaultD[1])
391 gl_free_texture_object(ss, ss->DefaultD[1]);
392 if (ss->DefaultD[2])
393 gl_free_texture_object(ss, ss->DefaultD[2]);
394 if (ss->DefaultD[3])
395 gl_free_texture_object(ss, ss->DefaultD[3]);
396 FREE(ss);
397 return NULL;
398 }
399 else {
400 return ss;
401 }
402 }
403
404
405 /*
406 * Deallocate a shared state context and all children structures.
407 */
408 static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
409 {
410 /* Free display lists */
411 while (1) {
412 GLuint list = HashFirstEntry(ss->DisplayList);
413 if (list) {
414 gl_destroy_list(ctx, list);
415 }
416 else {
417 break;
418 }
419 }
420 DeleteHashTable(ss->DisplayList);
421
422 /* Free texture objects */
423 while (ss->TexObjectList)
424 {
425 if (ctx->Driver.DeleteTexture)
426 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
427 /* this function removes from linked list too! */
428 gl_free_texture_object(ss, ss->TexObjectList);
429 }
430 DeleteHashTable(ss->TexObjects);
431
432 FREE(ss);
433 }
434
435
436
437
438
439
440 /*
441 * Initialize the nth light. Note that the defaults for light 0 are
442 * different than the other lights.
443 */
444 static void init_light( struct gl_light *l, GLuint n )
445 {
446 make_empty_list( l );
447
448 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
449 if (n==0) {
450 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
451 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
452 }
453 else {
454 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
455 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
456 }
457 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
458 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
459 l->SpotExponent = 0.0;
460 gl_compute_spot_exp_table( l );
461 l->SpotCutoff = 180.0;
462 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
463 l->ConstantAttenuation = 1.0;
464 l->LinearAttenuation = 0.0;
465 l->QuadraticAttenuation = 0.0;
466 l->Enabled = GL_FALSE;
467 }
468
469
470
471 static void init_lightmodel( struct gl_lightmodel *lm )
472 {
473 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
474 lm->LocalViewer = GL_FALSE;
475 lm->TwoSide = GL_FALSE;
476 lm->ColorControl = GL_SINGLE_COLOR;
477 }
478
479
480 static void init_material( struct gl_material *m )
481 {
482 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
483 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
484 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
485 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
486 m->Shininess = 0.0;
487 m->AmbientIndex = 0;
488 m->DiffuseIndex = 1;
489 m->SpecularIndex = 1;
490 }
491
492
493
494 static void init_texture_unit( GLcontext *ctx, GLuint unit )
495 {
496 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
497
498 texUnit->EnvMode = GL_MODULATE;
499 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
500 texUnit->TexGenEnabled = 0;
501 texUnit->GenModeS = GL_EYE_LINEAR;
502 texUnit->GenModeT = GL_EYE_LINEAR;
503 texUnit->GenModeR = GL_EYE_LINEAR;
504 texUnit->GenModeQ = GL_EYE_LINEAR;
505 /* Yes, these plane coefficients are correct! */
506 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
507 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
508 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
509 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
510 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
511 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
512 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
513 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
514
515 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
516 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
517 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
518 }
519
520
521 static void init_fallback_arrays( GLcontext *ctx )
522 {
523 struct gl_client_array *cl;
524 GLuint i;
525
526 cl = &ctx->Fallback.Normal;
527 cl->Size = 3;
528 cl->Type = GL_FLOAT;
529 cl->Stride = 0;
530 cl->StrideB = 0;
531 cl->Ptr = (void *) ctx->Current.Normal;
532 cl->Enabled = 1;
533
534 cl = &ctx->Fallback.Color;
535 cl->Size = 4;
536 cl->Type = GL_UNSIGNED_BYTE;
537 cl->Stride = 0;
538 cl->StrideB = 0;
539 cl->Ptr = (void *) ctx->Current.ByteColor;
540 cl->Enabled = 1;
541
542 cl = &ctx->Fallback.Index;
543 cl->Size = 1;
544 cl->Type = GL_UNSIGNED_INT;
545 cl->Stride = 0;
546 cl->StrideB = 0;
547 cl->Ptr = (void *) &ctx->Current.Index;
548 cl->Enabled = 1;
549
550 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
551 cl = &ctx->Fallback.TexCoord[i];
552 cl->Size = 4;
553 cl->Type = GL_FLOAT;
554 cl->Stride = 0;
555 cl->StrideB = 0;
556 cl->Ptr = (void *) ctx->Current.Texcoord[i];
557 cl->Enabled = 1;
558 }
559
560 cl = &ctx->Fallback.EdgeFlag;
561 cl->Size = 1;
562 cl->Type = GL_UNSIGNED_BYTE;
563 cl->Stride = 0;
564 cl->StrideB = 0;
565 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
566 cl->Enabled = 1;
567 }
568
569 /* Initialize a 1-D evaluator map */
570 static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
571 {
572 map->Order = 1;
573 map->u1 = 0.0;
574 map->u2 = 1.0;
575 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
576 if (map->Points) {
577 GLint i;
578 for (i=0;i<n;i++)
579 map->Points[i] = initial[i];
580 }
581 map->Retain = GL_FALSE;
582 }
583
584
585 /* Initialize a 2-D evaluator map */
586 static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
587 {
588 map->Uorder = 1;
589 map->Vorder = 1;
590 map->u1 = 0.0;
591 map->u2 = 1.0;
592 map->v1 = 0.0;
593 map->v2 = 1.0;
594 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
595 if (map->Points) {
596 GLint i;
597 for (i=0;i<n;i++)
598 map->Points[i] = initial[i];
599 }
600 map->Retain = GL_FALSE;
601 }
602
603
604
605 /*
606 * Initialize a gl_context structure to default values.
607 */
608 static void initialize_context( GLcontext *ctx )
609 {
610 GLuint i, j;
611
612 if (ctx) {
613 /* Constants, may be overriden by device driver */
614 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
615 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
616 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
617 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
618
619 /* Modelview matrix */
620 gl_matrix_ctr( &ctx->ModelView );
621 gl_matrix_alloc_inv( &ctx->ModelView );
622
623 ctx->ModelViewStackDepth = 0;
624 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
625 gl_matrix_ctr( &ctx->ModelViewStack[i] );
626 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
627 }
628
629 /* Projection matrix - need inv for user clipping in clip space*/
630 gl_matrix_ctr( &ctx->ProjectionMatrix );
631 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
632
633 gl_matrix_ctr( &ctx->ModelProjectMatrix );
634 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
635 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
636
637 ctx->ProjectionStackDepth = 0;
638 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
639 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
640
641 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
642 gl_matrix_ctr( &ctx->ProjectionStack[i] );
643 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
644 }
645
646 /* Texture matrix */
647 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
648 gl_matrix_ctr( &ctx->TextureMatrix[i] );
649 ctx->TextureStackDepth[i] = 0;
650 for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
651 ctx->TextureStack[i][j].inv = 0;
652 }
653 }
654
655 /* Accumulate buffer group */
656 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
657
658 /* Color buffer group */
659 ctx->Color.IndexMask = 0xffffffff;
660 ctx->Color.ColorMask[0] = 0xff;
661 ctx->Color.ColorMask[1] = 0xff;
662 ctx->Color.ColorMask[2] = 0xff;
663 ctx->Color.ColorMask[3] = 0xff;
664 ctx->Color.SWmasking = GL_FALSE;
665 ctx->Color.ClearIndex = 0;
666 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
667 ctx->Color.DrawBuffer = GL_FRONT;
668 ctx->Color.AlphaEnabled = GL_FALSE;
669 ctx->Color.AlphaFunc = GL_ALWAYS;
670 ctx->Color.AlphaRef = 0;
671 ctx->Color.BlendEnabled = GL_FALSE;
672 ctx->Color.BlendSrcRGB = GL_ONE;
673 ctx->Color.BlendDstRGB = GL_ZERO;
674 ctx->Color.BlendSrcA = GL_ONE;
675 ctx->Color.BlendDstA = GL_ZERO;
676 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
677 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
678 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
679 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
680 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
681 ctx->Color.SWLogicOpEnabled = GL_FALSE;
682 ctx->Color.LogicOp = GL_COPY;
683 ctx->Color.DitherFlag = GL_TRUE;
684 ctx->Color.MultiDrawBuffer = GL_FALSE;
685
686 /* Current group */
687 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
688 ctx->Current.Index = 1;
689 for (i=0; i<MAX_TEXTURE_UNITS; i++)
690 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
691 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
692 ctx->Current.RasterDistance = 0.0;
693 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
694 ctx->Current.RasterIndex = 1;
695 for (i=0; i<MAX_TEXTURE_UNITS; i++)
696 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
697 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
698 ctx->Current.RasterPosValid = GL_TRUE;
699 ctx->Current.EdgeFlag = GL_TRUE;
700 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
701 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
702
703 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
704 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
705
706 init_fallback_arrays( ctx );
707
708 /* Depth buffer group */
709 ctx->Depth.Test = GL_FALSE;
710 ctx->Depth.Clear = 1.0;
711 ctx->Depth.Func = GL_LESS;
712 ctx->Depth.Mask = GL_TRUE;
713
714 /* Evaluators group */
715 ctx->Eval.Map1Color4 = GL_FALSE;
716 ctx->Eval.Map1Index = GL_FALSE;
717 ctx->Eval.Map1Normal = GL_FALSE;
718 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
719 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
720 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
721 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
722 ctx->Eval.Map1Vertex3 = GL_FALSE;
723 ctx->Eval.Map1Vertex4 = GL_FALSE;
724 ctx->Eval.Map2Color4 = GL_FALSE;
725 ctx->Eval.Map2Index = GL_FALSE;
726 ctx->Eval.Map2Normal = GL_FALSE;
727 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
728 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
729 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
730 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
731 ctx->Eval.Map2Vertex3 = GL_FALSE;
732 ctx->Eval.Map2Vertex4 = GL_FALSE;
733 ctx->Eval.AutoNormal = GL_FALSE;
734 ctx->Eval.MapGrid1un = 1;
735 ctx->Eval.MapGrid1u1 = 0.0;
736 ctx->Eval.MapGrid1u2 = 1.0;
737 ctx->Eval.MapGrid2un = 1;
738 ctx->Eval.MapGrid2vn = 1;
739 ctx->Eval.MapGrid2u1 = 0.0;
740 ctx->Eval.MapGrid2u2 = 1.0;
741 ctx->Eval.MapGrid2v1 = 0.0;
742 ctx->Eval.MapGrid2v2 = 1.0;
743
744 /* Evaluator data */
745 {
746 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
747 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
748 static GLfloat index[1] = { 1.0 };
749 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
750 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
751
752 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
753 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
754 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
755 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
756 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
757 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
758 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
759 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
760 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
761
762 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
763 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
764 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
765 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
766 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
767 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
768 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
769 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
770 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
771 }
772
773 /* Fog group */
774 ctx->Fog.Enabled = GL_FALSE;
775 ctx->Fog.Mode = GL_EXP;
776 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
777 ctx->Fog.Index = 0.0;
778 ctx->Fog.Density = 1.0;
779 ctx->Fog.Start = 0.0;
780 ctx->Fog.End = 1.0;
781
782 /* Hint group */
783 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
784 ctx->Hint.PointSmooth = GL_DONT_CARE;
785 ctx->Hint.LineSmooth = GL_DONT_CARE;
786 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
787 ctx->Hint.Fog = GL_DONT_CARE;
788
789 ctx->Hint.AllowDrawWin = GL_TRUE;
790 ctx->Hint.AllowDrawSpn = GL_TRUE;
791 ctx->Hint.AllowDrawMem = GL_TRUE;
792 ctx->Hint.StrictLighting = GL_TRUE;
793
794 /* Pipeline */
795 gl_pipeline_init( ctx );
796 gl_cva_init( ctx );
797
798 /* Extensions */
799 gl_extensions_ctr( ctx );
800
801 ctx->AllowVertexCull = CLIP_CULLED_BIT;
802
803 /* Lighting group */
804 for (i=0;i<MAX_LIGHTS;i++) {
805 init_light( &ctx->Light.Light[i], i );
806 }
807 make_empty_list( &ctx->Light.EnabledList );
808
809 init_lightmodel( &ctx->Light.Model );
810 init_material( &ctx->Light.Material[0] );
811 init_material( &ctx->Light.Material[1] );
812 ctx->Light.ShadeModel = GL_SMOOTH;
813 ctx->Light.Enabled = GL_FALSE;
814 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
815 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
816 ctx->Light.ColorMaterialBitmask
817 = gl_material_bitmask( ctx,
818 GL_FRONT_AND_BACK,
819 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
820
821 ctx->Light.ColorMaterialEnabled = GL_FALSE;
822
823 /* Line group */
824 ctx->Line.SmoothFlag = GL_FALSE;
825 ctx->Line.StippleFlag = GL_FALSE;
826 ctx->Line.Width = 1.0;
827 ctx->Line.StipplePattern = 0xffff;
828 ctx->Line.StippleFactor = 1;
829
830 /* Display List group */
831 ctx->List.ListBase = 0;
832
833 /* Pixel group */
834 ctx->Pixel.RedBias = 0.0;
835 ctx->Pixel.RedScale = 1.0;
836 ctx->Pixel.GreenBias = 0.0;
837 ctx->Pixel.GreenScale = 1.0;
838 ctx->Pixel.BlueBias = 0.0;
839 ctx->Pixel.BlueScale = 1.0;
840 ctx->Pixel.AlphaBias = 0.0;
841 ctx->Pixel.AlphaScale = 1.0;
842 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
843 ctx->Pixel.DepthBias = 0.0;
844 ctx->Pixel.DepthScale = 1.0;
845 ctx->Pixel.IndexOffset = 0;
846 ctx->Pixel.IndexShift = 0;
847 ctx->Pixel.ZoomX = 1.0;
848 ctx->Pixel.ZoomY = 1.0;
849 ctx->Pixel.MapColorFlag = GL_FALSE;
850 ctx->Pixel.MapStencilFlag = GL_FALSE;
851 ctx->Pixel.MapStoSsize = 1;
852 ctx->Pixel.MapItoIsize = 1;
853 ctx->Pixel.MapItoRsize = 1;
854 ctx->Pixel.MapItoGsize = 1;
855 ctx->Pixel.MapItoBsize = 1;
856 ctx->Pixel.MapItoAsize = 1;
857 ctx->Pixel.MapRtoRsize = 1;
858 ctx->Pixel.MapGtoGsize = 1;
859 ctx->Pixel.MapBtoBsize = 1;
860 ctx->Pixel.MapAtoAsize = 1;
861 ctx->Pixel.MapStoS[0] = 0;
862 ctx->Pixel.MapItoI[0] = 0;
863 ctx->Pixel.MapItoR[0] = 0.0;
864 ctx->Pixel.MapItoG[0] = 0.0;
865 ctx->Pixel.MapItoB[0] = 0.0;
866 ctx->Pixel.MapItoA[0] = 0.0;
867 ctx->Pixel.MapItoR8[0] = 0;
868 ctx->Pixel.MapItoG8[0] = 0;
869 ctx->Pixel.MapItoB8[0] = 0;
870 ctx->Pixel.MapItoA8[0] = 0;
871 ctx->Pixel.MapRtoR[0] = 0.0;
872 ctx->Pixel.MapGtoG[0] = 0.0;
873 ctx->Pixel.MapBtoB[0] = 0.0;
874 ctx->Pixel.MapAtoA[0] = 0.0;
875
876 /* Point group */
877 ctx->Point.SmoothFlag = GL_FALSE;
878 ctx->Point.Size = 1.0;
879 ctx->Point.Params[0] = 1.0;
880 ctx->Point.Params[1] = 0.0;
881 ctx->Point.Params[2] = 0.0;
882 ctx->Point.Attenuated = GL_FALSE;
883 ctx->Point.MinSize = 0.0;
884 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
885 ctx->Point.Threshold = 1.0;
886
887 /* Polygon group */
888 ctx->Polygon.CullFlag = GL_FALSE;
889 ctx->Polygon.CullFaceMode = GL_BACK;
890 ctx->Polygon.FrontFace = GL_CCW;
891 ctx->Polygon.FrontBit = 0;
892 ctx->Polygon.FrontMode = GL_FILL;
893 ctx->Polygon.BackMode = GL_FILL;
894 ctx->Polygon.Unfilled = GL_FALSE;
895 ctx->Polygon.SmoothFlag = GL_FALSE;
896 ctx->Polygon.StippleFlag = GL_FALSE;
897 ctx->Polygon.OffsetFactor = 0.0F;
898 ctx->Polygon.OffsetUnits = 0.0F;
899 ctx->Polygon.OffsetPoint = GL_FALSE;
900 ctx->Polygon.OffsetLine = GL_FALSE;
901 ctx->Polygon.OffsetFill = GL_FALSE;
902
903 /* Polygon Stipple group */
904 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
905
906 /* Scissor group */
907 ctx->Scissor.Enabled = GL_FALSE;
908 ctx->Scissor.X = 0;
909 ctx->Scissor.Y = 0;
910 ctx->Scissor.Width = 0;
911 ctx->Scissor.Height = 0;
912
913 /* Stencil group */
914 ctx->Stencil.Enabled = GL_FALSE;
915 ctx->Stencil.Function = GL_ALWAYS;
916 ctx->Stencil.FailFunc = GL_KEEP;
917 ctx->Stencil.ZPassFunc = GL_KEEP;
918 ctx->Stencil.ZFailFunc = GL_KEEP;
919 ctx->Stencil.Ref = 0;
920 ctx->Stencil.ValueMask = 0xff;
921 ctx->Stencil.Clear = 0;
922 ctx->Stencil.WriteMask = 0xff;
923
924 /* Texture group */
925 ctx->Texture.CurrentUnit = 0; /* multitexture */
926 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
927 ctx->Texture.Enabled = 0;
928
929 for (i=0; i<MAX_TEXTURE_UNITS; i++)
930 init_texture_unit( ctx, i );
931
932 ctx->Texture.SharedPalette = GL_FALSE;
933 ctx->Texture.Palette[0] = 255;
934 ctx->Texture.Palette[1] = 255;
935 ctx->Texture.Palette[2] = 255;
936 ctx->Texture.Palette[3] = 255;
937 ctx->Texture.PaletteSize = 1;
938 ctx->Texture.PaletteIntFormat = GL_RGBA;
939 ctx->Texture.PaletteFormat = GL_RGBA;
940
941 /* Transformation group */
942 ctx->Transform.MatrixMode = GL_MODELVIEW;
943 ctx->Transform.Normalize = GL_FALSE;
944 ctx->Transform.RescaleNormals = GL_FALSE;
945 for (i=0;i<MAX_CLIP_PLANES;i++) {
946 ctx->Transform.ClipEnabled[i] = GL_FALSE;
947 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
948 }
949 ctx->Transform.AnyClip = GL_FALSE;
950
951 /* Viewport group */
952 ctx->Viewport.X = 0;
953 ctx->Viewport.Y = 0;
954 ctx->Viewport.Width = 0;
955 ctx->Viewport.Height = 0;
956 ctx->Viewport.Near = 0.0;
957 ctx->Viewport.Far = 1.0;
958 gl_matrix_ctr(&ctx->Viewport.WindowMap);
959
960 #define Sz 10
961 #define Tz 14
962 ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
963 ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
964 #undef Sz
965 #undef Tz
966
967 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
968 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
969
970 /* Vertex arrays */
971 ctx->Array.Vertex.Size = 4;
972 ctx->Array.Vertex.Type = GL_FLOAT;
973 ctx->Array.Vertex.Stride = 0;
974 ctx->Array.Vertex.StrideB = 0;
975 ctx->Array.Vertex.Ptr = NULL;
976 ctx->Array.Vertex.Enabled = GL_FALSE;
977 ctx->Array.Normal.Type = GL_FLOAT;
978 ctx->Array.Normal.Stride = 0;
979 ctx->Array.Normal.StrideB = 0;
980 ctx->Array.Normal.Ptr = NULL;
981 ctx->Array.Normal.Enabled = GL_FALSE;
982 ctx->Array.Color.Size = 4;
983 ctx->Array.Color.Type = GL_FLOAT;
984 ctx->Array.Color.Stride = 0;
985 ctx->Array.Color.StrideB = 0;
986 ctx->Array.Color.Ptr = NULL;
987 ctx->Array.Color.Enabled = GL_FALSE;
988 ctx->Array.Index.Type = GL_FLOAT;
989 ctx->Array.Index.Stride = 0;
990 ctx->Array.Index.StrideB = 0;
991 ctx->Array.Index.Ptr = NULL;
992 ctx->Array.Index.Enabled = GL_FALSE;
993 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
994 ctx->Array.TexCoord[i].Size = 4;
995 ctx->Array.TexCoord[i].Type = GL_FLOAT;
996 ctx->Array.TexCoord[i].Stride = 0;
997 ctx->Array.TexCoord[i].StrideB = 0;
998 ctx->Array.TexCoord[i].Ptr = NULL;
999 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1000 }
1001 ctx->Array.TexCoordInterleaveFactor = 1;
1002 ctx->Array.EdgeFlag.Stride = 0;
1003 ctx->Array.EdgeFlag.StrideB = 0;
1004 ctx->Array.EdgeFlag.Ptr = NULL;
1005 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1006 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1007
1008 /* Pixel transfer */
1009 ctx->Pack.Alignment = 4;
1010 ctx->Pack.RowLength = 0;
1011 ctx->Pack.ImageHeight = 0;
1012 ctx->Pack.SkipPixels = 0;
1013 ctx->Pack.SkipRows = 0;
1014 ctx->Pack.SkipImages = 0;
1015 ctx->Pack.SwapBytes = GL_FALSE;
1016 ctx->Pack.LsbFirst = GL_FALSE;
1017 ctx->Unpack.Alignment = 4;
1018 ctx->Unpack.RowLength = 0;
1019 ctx->Unpack.ImageHeight = 0;
1020 ctx->Unpack.SkipPixels = 0;
1021 ctx->Unpack.SkipRows = 0;
1022 ctx->Unpack.SkipImages = 0;
1023 ctx->Unpack.SwapBytes = GL_FALSE;
1024 ctx->Unpack.LsbFirst = GL_FALSE;
1025
1026 /* Feedback */
1027 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1028 ctx->Feedback.Buffer = NULL;
1029 ctx->Feedback.BufferSize = 0;
1030 ctx->Feedback.Count = 0;
1031
1032 /* Selection/picking */
1033 ctx->Select.Buffer = NULL;
1034 ctx->Select.BufferSize = 0;
1035 ctx->Select.BufferCount = 0;
1036 ctx->Select.Hits = 0;
1037 ctx->Select.NameStackDepth = 0;
1038
1039 /* Optimized Accum buffer */
1040 ctx->IntegerAccumMode = GL_TRUE;
1041 ctx->IntegerAccumScaler = 0.0;
1042
1043 /* Renderer and client attribute stacks */
1044 ctx->AttribStackDepth = 0;
1045 ctx->ClientAttribStackDepth = 0;
1046
1047 /*** Miscellaneous ***/
1048 ctx->NewState = NEW_ALL;
1049 ctx->RenderMode = GL_RENDER;
1050 ctx->StippleCounter = 0;
1051 ctx->NeedNormals = GL_FALSE;
1052 ctx->DoViewportMapping = GL_TRUE;
1053
1054 ctx->NeedEyeCoords = GL_FALSE;
1055 ctx->NeedEyeNormals = GL_FALSE;
1056 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1057
1058 /* Display list */
1059 ctx->CallDepth = 0;
1060 ctx->ExecuteFlag = GL_TRUE;
1061 ctx->CompileFlag = GL_FALSE;
1062 ctx->CurrentListPtr = NULL;
1063 ctx->CurrentBlock = NULL;
1064 ctx->CurrentListNum = 0;
1065 ctx->CurrentPos = 0;
1066
1067 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1068
1069 ctx->CatchSignals = GL_TRUE;
1070
1071 /* For debug/development only */
1072 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1073
1074 /* Dither disable */
1075 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1076 if (ctx->NoDither) {
1077 if (getenv("MESA_DEBUG")) {
1078 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1079 }
1080 ctx->Color.DitherFlag = GL_FALSE;
1081 }
1082 }
1083 }
1084
1085
1086
1087 /*
1088 * Allocate a new GLvisual object.
1089 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
1090 * alphaFlag - alloc software alpha buffers?
1091 * dbFlag - double buffering?
1092 * stereoFlag - stereo buffer?
1093 * depthFits - requested minimum bits per depth buffer value
1094 * stencilFits - requested minimum bits per stencil buffer value
1095 * accumFits - requested minimum bits per accum buffer component
1096 * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
1097 * red/green/blue/alphaFits - number of bits per color component
1098 * in frame buffer for RGB(A) mode.
1099 * Return: pointer to new GLvisual or NULL if requested parameters can't
1100 * be met.
1101 */
1102 GLvisual *gl_create_visual( GLboolean rgbFlag,
1103 GLboolean alphaFlag,
1104 GLboolean dbFlag,
1105 GLboolean stereoFlag,
1106 GLint depthBits,
1107 GLint stencilBits,
1108 GLint accumBits,
1109 GLint indexBits,
1110 GLint redBits,
1111 GLint greenBits,
1112 GLint blueBits,
1113 GLint alphaBits )
1114 {
1115 GLvisual *vis;
1116
1117 if (depthBits > (GLint) (8*sizeof(GLdepth))) {
1118 /* can't meet depth buffer requirements */
1119 return NULL;
1120 }
1121 if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
1122 /* can't meet stencil buffer requirements */
1123 return NULL;
1124 }
1125 if (accumBits > (GLint) (8*sizeof(GLaccum))) {
1126 /* can't meet accum buffer requirements */
1127 return NULL;
1128 }
1129
1130 vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
1131 if (!vis) {
1132 return NULL;
1133 }
1134
1135 vis->RGBAflag = rgbFlag;
1136 vis->DBflag = dbFlag;
1137 vis->StereoFlag = stereoFlag;
1138 vis->RedBits = redBits;
1139 vis->GreenBits = greenBits;
1140 vis->BlueBits = blueBits;
1141 vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
1142
1143 vis->IndexBits = indexBits;
1144 vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
1145 vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
1146 vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
1147
1148 vis->SoftwareAlpha = alphaFlag;
1149
1150 return vis;
1151 }
1152
1153
1154
1155 void gl_destroy_visual( GLvisual *vis )
1156 {
1157 FREE( vis );
1158 }
1159
1160
1161
1162 /*
1163 * Allocate the proxy textures. If we run out of memory part way through
1164 * the allocations clean up and return GL_FALSE.
1165 * Return: GL_TRUE=success, GL_FALSE=failure
1166 */
1167 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1168 {
1169 GLboolean out_of_memory;
1170 GLint i;
1171
1172 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1173 if (!ctx->Texture.Proxy1D) {
1174 return GL_FALSE;
1175 }
1176
1177 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1178 if (!ctx->Texture.Proxy2D) {
1179 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1180 return GL_FALSE;
1181 }
1182
1183 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1184 if (!ctx->Texture.Proxy3D) {
1185 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1186 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1187 return GL_FALSE;
1188 }
1189
1190 out_of_memory = GL_FALSE;
1191 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1192 ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
1193 ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
1194 ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
1195 if (!ctx->Texture.Proxy1D->Image[i]
1196 || !ctx->Texture.Proxy2D->Image[i]
1197 || !ctx->Texture.Proxy3D->Image[i]) {
1198 out_of_memory = GL_TRUE;
1199 }
1200 }
1201 if (out_of_memory) {
1202 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1203 if (ctx->Texture.Proxy1D->Image[i]) {
1204 gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1205 }
1206 if (ctx->Texture.Proxy2D->Image[i]) {
1207 gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1208 }
1209 if (ctx->Texture.Proxy3D->Image[i]) {
1210 gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1211 }
1212 }
1213 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1214 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1215 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1216 return GL_FALSE;
1217 }
1218 else {
1219 return GL_TRUE;
1220 }
1221 }
1222
1223
1224
1225 /*
1226 * Allocate and initialize a GLcontext structure.
1227 * Input: visual - a GLvisual pointer
1228 * sharelist - another context to share display lists with or NULL
1229 * driver_ctx - pointer to device driver's context state struct
1230 * Return: pointer to a new gl_context struct or NULL if error.
1231 */
1232 GLcontext *gl_create_context( GLvisual *visual,
1233 GLcontext *share_list,
1234 void *driver_ctx,
1235 GLboolean direct )
1236 {
1237 GLcontext *ctx;
1238 GLuint i;
1239
1240 (void) direct; /* not used */
1241
1242 /* do some implementation tests */
1243 assert( sizeof(GLbyte) == 1 );
1244 assert( sizeof(GLshort) >= 2 );
1245 assert( sizeof(GLint) >= 4 );
1246 assert( sizeof(GLubyte) == 1 );
1247 assert( sizeof(GLushort) >= 2 );
1248 assert( sizeof(GLuint) >= 4 );
1249
1250 /* misc one-time initializations */
1251 one_time_init();
1252
1253 ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1254 if (!ctx) {
1255 return NULL;
1256 }
1257
1258 ctx->DriverCtx = driver_ctx;
1259 ctx->Visual = visual;
1260 ctx->Buffer = NULL;
1261
1262 ctx->VB = gl_vb_create_for_immediate( ctx );
1263 if (!ctx->VB) {
1264 FREE( ctx );
1265 return NULL;
1266 }
1267 ctx->input = ctx->VB->IM;
1268
1269 ctx->PB = gl_alloc_pb();
1270 if (!ctx->PB) {
1271 FREE( ctx->VB );
1272 FREE( ctx );
1273 return NULL;
1274 }
1275
1276 if (share_list) {
1277 /* share the group of display lists of another context */
1278 ctx->Shared = share_list->Shared;
1279 }
1280 else {
1281 /* allocate new group of display lists */
1282 ctx->Shared = alloc_shared_state();
1283 if (!ctx->Shared) {
1284 FREE(ctx->VB);
1285 FREE(ctx->PB);
1286 FREE(ctx);
1287 return NULL;
1288 }
1289 }
1290 ctx->Shared->RefCount++;
1291
1292 initialize_context( ctx );
1293 gl_reset_vb( ctx->VB );
1294 gl_reset_input( ctx );
1295
1296
1297 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1298 make_empty_list( ctx->ShineTabList );
1299
1300 for (i = 0 ; i < 10 ; i++) {
1301 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1302 s->shininess = -1;
1303 s->refcount = 0;
1304 insert_at_tail( ctx->ShineTabList, s );
1305 }
1306
1307 for (i = 0 ; i < 4 ; i++) {
1308 ctx->ShineTable[i] = ctx->ShineTabList->prev;
1309 ctx->ShineTable[i]->refcount++;
1310 }
1311
1312 if (visual->DBflag) {
1313 ctx->Color.DrawBuffer = GL_BACK;
1314 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1315 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1316 ctx->Pixel.ReadBuffer = GL_BACK;
1317 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1318 }
1319 else {
1320 ctx->Color.DrawBuffer = GL_FRONT;
1321 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1322 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1323 ctx->Pixel.ReadBuffer = GL_FRONT;
1324 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1325 }
1326
1327
1328 /* Fill in some driver defaults now.
1329 */
1330 ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
1331 ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
1332 ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
1333
1334
1335
1336 #ifdef PROFILE
1337 init_timings( ctx );
1338 #endif
1339
1340 #ifdef GL_VERSION_1_1
1341 if (!alloc_proxy_textures(ctx)) {
1342 free_shared_state(ctx, ctx->Shared);
1343 FREE(ctx->VB);
1344 FREE(ctx->PB);
1345 FREE(ctx);
1346 return NULL;
1347 }
1348 #endif
1349
1350 gl_init_api_function_pointers( ctx );
1351 ctx->API = ctx->Exec; /* GL_EXECUTE is default */
1352
1353 return ctx;
1354 }
1355
1356 /* Just reads the config files...
1357 */
1358 void gl_context_initialize( GLcontext *ctx )
1359 {
1360 gl_read_config_file( ctx );
1361 }
1362
1363
1364
1365
1366 /*
1367 * Destroy a gl_context structure.
1368 */
1369 void gl_destroy_context( GLcontext *ctx )
1370 {
1371 if (ctx) {
1372
1373 GLuint i;
1374 struct gl_shine_tab *s, *tmps;
1375
1376 #ifdef PROFILE
1377 if (getenv("MESA_PROFILE")) {
1378 print_timings( ctx );
1379 }
1380 #endif
1381
1382 gl_matrix_dtr( &ctx->ModelView );
1383 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
1384 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1385 }
1386 gl_matrix_dtr( &ctx->ProjectionMatrix );
1387 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
1388 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1389 }
1390
1391 FREE( ctx->PB );
1392
1393 if(ctx->input != ctx->VB->IM)
1394 gl_immediate_free( ctx->input );
1395
1396 gl_vb_free( ctx->VB );
1397
1398 ctx->Shared->RefCount--;
1399 assert(ctx->Shared->RefCount>=0);
1400 if (ctx->Shared->RefCount==0) {
1401 /* free shared state */
1402 free_shared_state( ctx, ctx->Shared );
1403 }
1404
1405 foreach_s( s, tmps, ctx->ShineTabList ) {
1406 FREE( s );
1407 }
1408 FREE( ctx->ShineTabList );
1409
1410 /* Free proxy texture objects */
1411 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1412 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1413 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1414
1415 /* Free evaluator data */
1416 if (ctx->EvalMap.Map1Vertex3.Points)
1417 FREE( ctx->EvalMap.Map1Vertex3.Points );
1418 if (ctx->EvalMap.Map1Vertex4.Points)
1419 FREE( ctx->EvalMap.Map1Vertex4.Points );
1420 if (ctx->EvalMap.Map1Index.Points)
1421 FREE( ctx->EvalMap.Map1Index.Points );
1422 if (ctx->EvalMap.Map1Color4.Points)
1423 FREE( ctx->EvalMap.Map1Color4.Points );
1424 if (ctx->EvalMap.Map1Normal.Points)
1425 FREE( ctx->EvalMap.Map1Normal.Points );
1426 if (ctx->EvalMap.Map1Texture1.Points)
1427 FREE( ctx->EvalMap.Map1Texture1.Points );
1428 if (ctx->EvalMap.Map1Texture2.Points)
1429 FREE( ctx->EvalMap.Map1Texture2.Points );
1430 if (ctx->EvalMap.Map1Texture3.Points)
1431 FREE( ctx->EvalMap.Map1Texture3.Points );
1432 if (ctx->EvalMap.Map1Texture4.Points)
1433 FREE( ctx->EvalMap.Map1Texture4.Points );
1434
1435 if (ctx->EvalMap.Map2Vertex3.Points)
1436 FREE( ctx->EvalMap.Map2Vertex3.Points );
1437 if (ctx->EvalMap.Map2Vertex4.Points)
1438 FREE( ctx->EvalMap.Map2Vertex4.Points );
1439 if (ctx->EvalMap.Map2Index.Points)
1440 FREE( ctx->EvalMap.Map2Index.Points );
1441 if (ctx->EvalMap.Map2Color4.Points)
1442 FREE( ctx->EvalMap.Map2Color4.Points );
1443 if (ctx->EvalMap.Map2Normal.Points)
1444 FREE( ctx->EvalMap.Map2Normal.Points );
1445 if (ctx->EvalMap.Map2Texture1.Points)
1446 FREE( ctx->EvalMap.Map2Texture1.Points );
1447 if (ctx->EvalMap.Map2Texture2.Points)
1448 FREE( ctx->EvalMap.Map2Texture2.Points );
1449 if (ctx->EvalMap.Map2Texture3.Points)
1450 FREE( ctx->EvalMap.Map2Texture3.Points );
1451 if (ctx->EvalMap.Map2Texture4.Points)
1452 FREE( ctx->EvalMap.Map2Texture4.Points );
1453
1454 /* Free cache of immediate buffers. */
1455 while (ctx->nr_im_queued-- > 0) {
1456 struct immediate * next = ctx->freed_im_queue->next;
1457 FREE( ctx->freed_im_queue );
1458 ctx->freed_im_queue = next;
1459 }
1460 gl_extensions_dtr(ctx);
1461
1462 FREE( (void *) ctx );
1463
1464 #ifndef THREADS
1465 if (ctx==CC) {
1466 CC = NULL;
1467 CURRENT_INPUT = NULL;
1468 }
1469 #endif
1470
1471 }
1472 }
1473
1474
1475
1476 /*
1477 * Create a new framebuffer. A GLframebuffer is a struct which
1478 * encapsulates the depth, stencil and accum buffers and related
1479 * parameters.
1480 * Input: visual - a GLvisual pointer
1481 * Return: pointer to new GLframebuffer struct or NULL if error.
1482 */
1483 GLframebuffer *gl_create_framebuffer( GLvisual *visual )
1484 {
1485 GLframebuffer *buffer;
1486
1487 buffer = (GLframebuffer *) CALLOC( sizeof(GLframebuffer) );
1488 if (!buffer) {
1489 return NULL;
1490 }
1491
1492 buffer->Visual = visual;
1493
1494 return buffer;
1495 }
1496
1497
1498
1499 /*
1500 * Free a framebuffer struct and its buffers.
1501 */
1502 void gl_destroy_framebuffer( GLframebuffer *buffer )
1503 {
1504 if (buffer) {
1505 if (buffer->Depth) {
1506 FREE( buffer->Depth );
1507 }
1508 if (buffer->Accum) {
1509 FREE( buffer->Accum );
1510 }
1511 if (buffer->Stencil) {
1512 FREE( buffer->Stencil );
1513 }
1514 if (buffer->FrontLeftAlpha) {
1515 FREE( buffer->FrontLeftAlpha );
1516 }
1517 if (buffer->BackLeftAlpha) {
1518 FREE( buffer->BackLeftAlpha );
1519 }
1520 if (buffer->FrontRightAlpha) {
1521 FREE( buffer->FrontRightAlpha );
1522 }
1523 if (buffer->BackRightAlpha) {
1524 FREE( buffer->BackRightAlpha );
1525 }
1526 FREE(buffer);
1527 }
1528 }
1529
1530
1531
1532 /*
1533 * Set the current context, binding the given frame buffer to the context.
1534 */
1535 void gl_make_current( GLcontext *ctx, GLframebuffer *buffer )
1536 {
1537 GET_CONTEXT;
1538
1539 /* Flush the old context
1540 */
1541 if (CC) {
1542 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(CC, "gl_make_current");
1543 }
1544
1545 #ifdef THREADS
1546 /* TODO: unbind old buffer from context? */
1547 set_thread_context( ctx );
1548 #else
1549 if (CC && CC->Buffer) {
1550 /* unbind frame buffer from context */
1551 CC->Buffer = NULL;
1552 }
1553 CC = ctx;
1554 if (ctx) {
1555 SET_IMMEDIATE(ctx, ctx->input);
1556 }
1557 #endif
1558
1559 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1560
1561 if (ctx && buffer) {
1562 /* TODO: check if ctx and buffer's visual match??? */
1563 ctx->Buffer = buffer; /* Bind the frame buffer to the context */
1564 ctx->NewState = NEW_ALL; /* just to be safe */
1565 gl_update_state( ctx );
1566 }
1567 }
1568
1569
1570 /*
1571 * Return current context handle.
1572 */
1573 GLcontext *gl_get_current_context( void )
1574 {
1575 #ifdef THREADS
1576 return gl_get_thread_context();
1577 #else
1578 return CC;
1579 #endif
1580 }
1581
1582
1583
1584 /*
1585 * Copy attribute groups from one context to another.
1586 * Input: src - source context
1587 * dst - destination context
1588 * mask - bitwise OR of GL_*_BIT flags
1589 */
1590 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1591 {
1592 if (mask & GL_ACCUM_BUFFER_BIT) {
1593 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1594 }
1595 if (mask & GL_COLOR_BUFFER_BIT) {
1596 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1597 }
1598 if (mask & GL_CURRENT_BIT) {
1599 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1600 }
1601 if (mask & GL_DEPTH_BUFFER_BIT) {
1602 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1603 }
1604 if (mask & GL_ENABLE_BIT) {
1605 /* no op */
1606 }
1607 if (mask & GL_EVAL_BIT) {
1608 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1609 }
1610 if (mask & GL_FOG_BIT) {
1611 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1612 }
1613 if (mask & GL_HINT_BIT) {
1614 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1615 }
1616 if (mask & GL_LIGHTING_BIT) {
1617 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1618 /* gl_reinit_light_attrib( &dst->Light ); */
1619 }
1620 if (mask & GL_LINE_BIT) {
1621 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1622 }
1623 if (mask & GL_LIST_BIT) {
1624 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1625 }
1626 if (mask & GL_PIXEL_MODE_BIT) {
1627 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1628 }
1629 if (mask & GL_POINT_BIT) {
1630 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1631 }
1632 if (mask & GL_POLYGON_BIT) {
1633 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1634 }
1635 if (mask & GL_POLYGON_STIPPLE_BIT) {
1636 /* Use loop instead of MEMCPY due to problem with Portland Group's
1637 * C compiler. Reported by John Stone.
1638 */
1639 int i;
1640 for (i=0;i<32;i++) {
1641 dst->PolygonStipple[i] = src->PolygonStipple[i];
1642 }
1643 }
1644 if (mask & GL_SCISSOR_BIT) {
1645 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1646 }
1647 if (mask & GL_STENCIL_BUFFER_BIT) {
1648 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1649 }
1650 if (mask & GL_TEXTURE_BIT) {
1651 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1652 }
1653 if (mask & GL_TRANSFORM_BIT) {
1654 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1655 }
1656 if (mask & GL_VIEWPORT_BIT) {
1657 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1658 }
1659 }
1660
1661
1662
1663 /*
1664 * Someday a GLS library or OpenGL-like debugger may call this function
1665 * to register it's own set of API entry points.
1666 * Input: ctx - the context to set API pointers for
1667 * api - if NULL, restore original API pointers
1668 * else, set API function table to this table.
1669 */
1670 void gl_set_api_table( GLcontext *ctx, const struct gl_api_table *api )
1671 {
1672 if (api) {
1673 MEMCPY( &ctx->API, api, sizeof(struct gl_api_table) );
1674 }
1675 else {
1676 MEMCPY( &ctx->API, &ctx->Exec, sizeof(struct gl_api_table) );
1677 }
1678 }
1679
1680
1681
1682
1683 /**********************************************************************/
1684 /***** Miscellaneous functions *****/
1685 /**********************************************************************/
1686
1687
1688 /*
1689 * This function is called when the Mesa user has stumbled into a code
1690 * path which may not be implemented fully or correctly.
1691 */
1692 void gl_problem( const GLcontext *ctx, const char *s )
1693 {
1694 fprintf( stderr, "Mesa implementation error: %s\n", s );
1695 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1696 (void) ctx;
1697 }
1698
1699
1700
1701 /*
1702 * This is called to inform the user that he or she has tried to do
1703 * something illogical or if there's likely a bug in their program
1704 * (like enabled depth testing without a depth buffer).
1705 */
1706 void gl_warning( const GLcontext *ctx, const char *s )
1707 {
1708 GLboolean debug;
1709 #ifdef DEBUG
1710 debug = GL_TRUE;
1711 #else
1712 if (getenv("MESA_DEBUG")) {
1713 debug = GL_TRUE;
1714 }
1715 else {
1716 debug = GL_FALSE;
1717 }
1718 #endif
1719 if (debug) {
1720 fprintf( stderr, "Mesa warning: %s\n", s );
1721 }
1722 (void) ctx;
1723 }
1724
1725
1726
1727 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1728 {
1729 if (ctx->CompileFlag)
1730 gl_save_error( ctx, error, s );
1731
1732 if (ctx->ExecuteFlag)
1733 gl_error( ctx, error, s );
1734 }
1735
1736
1737 /*
1738 * This is Mesa's error handler. Normally, all that's done is the updating
1739 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1740 * environment variable "MESA_DEBUG" is defined then a real error message
1741 * is printed to stderr.
1742 * Input: error - the error value
1743 * s - a diagnostic string
1744 */
1745 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1746 {
1747 GLboolean debug;
1748
1749 #ifdef DEBUG
1750 debug = GL_TRUE;
1751 #else
1752 if (getenv("MESA_DEBUG")) {
1753 debug = GL_TRUE;
1754 }
1755 else {
1756 debug = GL_FALSE;
1757 }
1758 #endif
1759
1760 if (debug) {
1761 char errstr[1000];
1762
1763 switch (error) {
1764 case GL_NO_ERROR:
1765 strcpy( errstr, "GL_NO_ERROR" );
1766 break;
1767 case GL_INVALID_VALUE:
1768 strcpy( errstr, "GL_INVALID_VALUE" );
1769 break;
1770 case GL_INVALID_ENUM:
1771 strcpy( errstr, "GL_INVALID_ENUM" );
1772 break;
1773 case GL_INVALID_OPERATION:
1774 strcpy( errstr, "GL_INVALID_OPERATION" );
1775 break;
1776 case GL_STACK_OVERFLOW:
1777 strcpy( errstr, "GL_STACK_OVERFLOW" );
1778 break;
1779 case GL_STACK_UNDERFLOW:
1780 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1781 break;
1782 case GL_OUT_OF_MEMORY:
1783 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1784 break;
1785 default:
1786 strcpy( errstr, "unknown" );
1787 break;
1788 }
1789 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1790 }
1791
1792 if (ctx->ErrorValue==GL_NO_ERROR) {
1793 ctx->ErrorValue = error;
1794 }
1795
1796 /* Call device driver's error handler, if any. This is used on the Mac. */
1797 if (ctx->Driver.Error) {
1798 (*ctx->Driver.Error)( ctx );
1799 }
1800 }
1801
1802
1803
1804 /*
1805 * Execute a glGetError command
1806 */
1807 GLenum gl_GetError( GLcontext *ctx )
1808 {
1809 GLenum e = ctx->ErrorValue;
1810
1811 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, "glGetError", (GLenum) 0);
1812
1813 if (MESA_VERBOSE & VERBOSE_API)
1814 fprintf(stderr, "glGetError <-- %s\n", gl_lookup_enum_by_nr(e));
1815
1816 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1817 return e;
1818 }
1819
1820
1821
1822 void gl_ResizeBuffersMESA( GLcontext *ctx )
1823 {
1824 GLuint buf_width, buf_height;
1825
1826 if (MESA_VERBOSE & VERBOSE_API)
1827 fprintf(stderr, "glResizeBuffersMESA\n");
1828
1829 /* ask device driver for size of output buffer */
1830 (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
1831
1832 /* see if size of device driver's color buffer (window) has changed */
1833 if (ctx->Buffer->Width == (GLint) buf_width &&
1834 ctx->Buffer->Height == (GLint) buf_height)
1835 return;
1836
1837 ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
1838
1839 /* save buffer size */
1840 ctx->Buffer->Width = buf_width;
1841 ctx->Buffer->Height = buf_height;
1842
1843 /* Reallocate other buffers if needed. */
1844 if (ctx->Visual->DepthBits>0) {
1845 /* reallocate depth buffer */
1846 (*ctx->Driver.AllocDepthBuffer)( ctx );
1847 }
1848 if (ctx->Visual->StencilBits>0) {
1849 /* reallocate stencil buffer */
1850 gl_alloc_stencil_buffer( ctx );
1851 }
1852 if (ctx->Visual->AccumBits>0) {
1853 /* reallocate accum buffer */
1854 gl_alloc_accum_buffer( ctx );
1855 }
1856 if (ctx->Visual->SoftwareAlpha) {
1857 gl_alloc_alpha_buffers( ctx );
1858 }
1859 }
1860
1861
1862
1863
1864 /**********************************************************************/
1865 /***** State update logic *****/
1866 /**********************************************************************/
1867
1868
1869 /*
1870 * Since the device driver may or may not support pixel logic ops we
1871 * have to make some extensive tests to determine whether or not
1872 * software-implemented logic operations have to be used.
1873 */
1874 static void update_pixel_logic( GLcontext *ctx )
1875 {
1876 if (ctx->Visual->RGBAflag) {
1877 /* RGBA mode blending w/ Logic Op */
1878 if (ctx->Color.ColorLogicOpEnabled) {
1879 if (ctx->Driver.LogicOp
1880 && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
1881 /* Device driver can do logic, don't have to do it in software */
1882 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1883 }
1884 else {
1885 /* Device driver can't do logic op so we do it in software */
1886 ctx->Color.SWLogicOpEnabled = GL_TRUE;
1887 }
1888 }
1889 else {
1890 /* no logic op */
1891 if (ctx->Driver.LogicOp) {
1892 (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
1893 }
1894 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1895 }
1896 }
1897 else {
1898 /* CI mode Logic Op */
1899 if (ctx->Color.IndexLogicOpEnabled) {
1900 if (ctx->Driver.LogicOp
1901 && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
1902 /* Device driver can do logic, don't have to do it in software */
1903 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1904 }
1905 else {
1906 /* Device driver can't do logic op so we do it in software */
1907 ctx->Color.SWLogicOpEnabled = GL_TRUE;
1908 }
1909 }
1910 else {
1911 /* no logic op */
1912 if (ctx->Driver.LogicOp) {
1913 (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
1914 }
1915 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1916 }
1917 }
1918 }
1919
1920
1921
1922 /*
1923 * Check if software implemented RGBA or Color Index masking is needed.
1924 */
1925 static void update_pixel_masking( GLcontext *ctx )
1926 {
1927 if (ctx->Visual->RGBAflag) {
1928 GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
1929 if (*colorMask == 0xffffffff) {
1930 /* disable masking */
1931 if (ctx->Driver.ColorMask) {
1932 (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
1933 }
1934 ctx->Color.SWmasking = GL_FALSE;
1935 }
1936 else {
1937 /* Ask driver to do color masking, if it can't then
1938 * do it in software
1939 */
1940 GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
1941 GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
1942 GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
1943 GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
1944 if (ctx->Driver.ColorMask
1945 && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
1946 ctx->Color.SWmasking = GL_FALSE;
1947 }
1948 else {
1949 ctx->Color.SWmasking = GL_TRUE;
1950 }
1951 }
1952 }
1953 else {
1954 if (ctx->Color.IndexMask==0xffffffff) {
1955 /* disable masking */
1956 if (ctx->Driver.IndexMask) {
1957 (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
1958 }
1959 ctx->Color.SWmasking = GL_FALSE;
1960 }
1961 else {
1962 /* Ask driver to do index masking, if it can't then
1963 * do it in software
1964 */
1965 if (ctx->Driver.IndexMask
1966 && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
1967 ctx->Color.SWmasking = GL_FALSE;
1968 }
1969 else {
1970 ctx->Color.SWmasking = GL_TRUE;
1971 }
1972 }
1973 }
1974 }
1975
1976
1977 static void update_fog_mode( GLcontext *ctx )
1978 {
1979 int old_mode = ctx->FogMode;
1980
1981 if (ctx->Fog.Enabled) {
1982 if (ctx->Texture.Enabled)
1983 ctx->FogMode = FOG_FRAGMENT;
1984 else if (ctx->Hint.Fog == GL_NICEST)
1985 ctx->FogMode = FOG_FRAGMENT;
1986 else
1987 ctx->FogMode = FOG_VERTEX;
1988
1989 if (ctx->Driver.GetParameteri)
1990 if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
1991 ctx->FogMode = FOG_FRAGMENT;
1992 }
1993 else {
1994 ctx->FogMode = FOG_NONE;
1995 }
1996
1997 if (old_mode != ctx->FogMode)
1998 ctx->NewState |= NEW_FOG;
1999 }
2000
2001
2002 /*
2003 * Recompute the value of ctx->RasterMask, etc. according to
2004 * the current context.
2005 */
2006 static void update_rasterflags( GLcontext *ctx )
2007 {
2008 ctx->RasterMask = 0;
2009
2010 if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
2011 if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
2012 if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
2013 if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
2014 if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
2015 if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
2016 if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
2017 if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
2018
2019 if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
2020 && ctx->Color.DrawBuffer != GL_NONE)
2021 ctx->RasterMask |= ALPHABUF_BIT;
2022
2023 if ( ctx->Viewport.X<0
2024 || ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
2025 || ctx->Viewport.Y<0
2026 || ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
2027 ctx->RasterMask |= WINCLIP_BIT;
2028 }
2029
2030 /* If we're not drawing to exactly one color buffer set the
2031 * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
2032 * buffers or the RGBA or CI mask disables all writes.
2033 */
2034
2035 ctx->TriangleCaps &= ~DD_MULTIDRAW;
2036
2037 if (ctx->Color.MultiDrawBuffer) {
2038 ctx->RasterMask |= MULTI_DRAW_BIT;
2039 ctx->TriangleCaps |= DD_MULTIDRAW;
2040 }
2041 else if (ctx->Color.DrawBuffer==GL_NONE) {
2042 ctx->RasterMask |= MULTI_DRAW_BIT;
2043 ctx->TriangleCaps |= DD_MULTIDRAW;
2044 }
2045 else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
2046 /* all RGBA channels disabled */
2047 ctx->RasterMask |= MULTI_DRAW_BIT;
2048 ctx->TriangleCaps |= DD_MULTIDRAW;
2049 ctx->Color.DrawDestMask = 0;
2050 }
2051 else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
2052 /* all color index bits disabled */
2053 ctx->RasterMask |= MULTI_DRAW_BIT;
2054 ctx->TriangleCaps |= DD_MULTIDRAW;
2055 ctx->Color.DrawDestMask = 0;
2056 }
2057 }
2058
2059
2060 void gl_print_state( const char *msg, GLuint state )
2061 {
2062 fprintf(stderr,
2063 "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
2064 msg,
2065 state,
2066 (state & NEW_LIGHTING) ? "lighting, " : "",
2067 (state & NEW_RASTER_OPS) ? "raster-ops, " : "",
2068 (state & NEW_TEXTURING) ? "texturing, " : "",
2069 (state & NEW_POLYGON) ? "polygon, " : "",
2070 (state & NEW_DRVSTATE0) ? "driver-0, " : "",
2071 (state & NEW_DRVSTATE1) ? "driver-1, " : "",
2072 (state & NEW_DRVSTATE2) ? "driver-2, " : "",
2073 (state & NEW_DRVSTATE3) ? "driver-3, " : "",
2074 (state & NEW_MODELVIEW) ? "modelview, " : "",
2075 (state & NEW_PROJECTION) ? "projection, " : "",
2076 (state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
2077 (state & NEW_USER_CLIP) ? "user-clip, " : "",
2078 (state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
2079 (state & NEW_CLIENT_STATE) ? "client-state, " : "",
2080 (state & NEW_FOG) ? "fog, " : "",
2081 (state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
2082 (state & NEW_VIEWPORT) ? "viewport, " : "",
2083 (state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
2084 }
2085
2086 void gl_print_enable_flags( const char *msg, GLuint flags )
2087 {
2088 fprintf(stderr,
2089 "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
2090 msg,
2091 flags,
2092 (flags & ENABLE_TEX0) ? "tex-0, " : "",
2093 (flags & ENABLE_TEX1) ? "tex-1, " : "",
2094 (flags & ENABLE_LIGHT) ? "light, " : "",
2095 (flags & ENABLE_FOG) ? "fog, " : "",
2096 (flags & ENABLE_USERCLIP) ? "userclip, " : "",
2097 (flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
2098 (flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
2099 (flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
2100 (flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
2101 (flags & ENABLE_NORMALIZE) ? "normalize, " : "",
2102 (flags & ENABLE_RESCALE) ? "rescale, " : "");
2103 }
2104
2105
2106 /*
2107 * If ctx->NewState is non-zero then this function MUST be called before
2108 * rendering any primitive. Basically, function pointers and miscellaneous
2109 * flags are updated to reflect the current state of the state machine.
2110 */
2111 void gl_update_state( GLcontext *ctx )
2112 {
2113 GLuint i;
2114
2115 if (MESA_VERBOSE & VERBOSE_STATE)
2116 gl_print_state("", ctx->NewState);
2117
2118 if (ctx->NewState & NEW_CLIENT_STATE)
2119 gl_update_client_state( ctx );
2120
2121 if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
2122 (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
2123 ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
2124
2125 if (ctx->NewState & NEW_TEXTURE_ENV) {
2126 if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
2127 ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
2128 ctx->NewState &= ~NEW_TEXTURE_ENV;
2129 ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
2130 ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
2131 }
2132
2133 if ((ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) == 0) {
2134
2135 if (MESA_VERBOSE&VERBOSE_STATE)
2136 fprintf(stderr, "update_state: goto finished\n");
2137
2138 goto finished;
2139 }
2140
2141 if (ctx->NewState & NEW_TEXTURE_MATRIX) {
2142 ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
2143
2144 for (i=0; i < MAX_TEXTURE_UNITS; i++) {
2145 if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
2146 {
2147 gl_matrix_analyze( &ctx->TextureMatrix[i] );
2148 ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
2149
2150 if (ctx->Texture.Unit[i].Enabled &&
2151 ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
2152 ctx->Enabled |= ENABLE_TEXMAT0 << i;
2153 }
2154 }
2155 }
2156
2157 if (ctx->NewState & NEW_TEXTURING) {
2158 ctx->Texture.NeedNormals = GL_FALSE;
2159 gl_update_dirty_texobjs(ctx);
2160 ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
2161 ctx->Texture.ReallyEnabled = 0;
2162
2163 for (i=0; i < MAX_TEXTURE_UNITS; i++) {
2164 if (ctx->Texture.Unit[i].Enabled) {
2165 gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
2166
2167 ctx->Texture.ReallyEnabled |=
2168 ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
2169
2170 if (ctx->Texture.Unit[i].GenFlags != 0) {
2171 ctx->Enabled |= ENABLE_TEXGEN0 << i;
2172
2173 if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
2174 {
2175 ctx->Texture.NeedNormals = GL_TRUE;
2176 ctx->Texture.NeedEyeCoords = GL_TRUE;
2177 }
2178
2179 if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
2180 {
2181 ctx->Texture.NeedEyeCoords = GL_TRUE;
2182 }
2183 }
2184 }
2185 }
2186
2187 ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
2188 ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
2189 }
2190
2191 if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
2192
2193
2194 if (ctx->NewState & NEW_RASTER_OPS) {
2195 update_pixel_logic(ctx);
2196 update_pixel_masking(ctx);
2197 update_fog_mode(ctx);
2198 update_rasterflags(ctx);
2199 if (ctx->Driver.Dither) {
2200 (*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
2201 }
2202
2203 /* Check if incoming colors can be modified during rasterization */
2204 if (ctx->Fog.Enabled ||
2205 ctx->Texture.Enabled ||
2206 ctx->Color.BlendEnabled ||
2207 ctx->Color.SWmasking ||
2208 ctx->Color.SWLogicOpEnabled) {
2209 ctx->MutablePixels = GL_TRUE;
2210 }
2211 else {
2212 ctx->MutablePixels = GL_FALSE;
2213 }
2214
2215 /* update scissor region */
2216
2217 ctx->Buffer->Xmin = 0;
2218 ctx->Buffer->Ymin = 0;
2219 ctx->Buffer->Xmax = ctx->Buffer->Width-1;
2220 ctx->Buffer->Ymax = ctx->Buffer->Height-1;
2221 if (ctx->Scissor.Enabled) {
2222 if (ctx->Scissor.X > ctx->Buffer->Xmin) {
2223 ctx->Buffer->Xmin = ctx->Scissor.X;
2224 }
2225 if (ctx->Scissor.Y > ctx->Buffer->Ymin) {
2226 ctx->Buffer->Ymin = ctx->Scissor.Y;
2227 }
2228 if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) {
2229 ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
2230 }
2231 if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) {
2232 ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
2233 }
2234 }
2235
2236 /* The driver isn't managing the depth buffer.
2237 */
2238 if (ctx->Driver.AllocDepthBuffer == gl_alloc_depth_buffer)
2239 {
2240 if (ctx->Depth.Mask) {
2241 switch (ctx->Depth.Func) {
2242 case GL_LESS:
2243 ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
2244 ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
2245 break;
2246 case GL_GREATER:
2247 ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
2248 ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
2249 break;
2250 default:
2251 ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
2252 ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
2253 }
2254 }
2255 else {
2256 ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
2257 ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
2258 }
2259 }
2260 }
2261
2262 if (ctx->NewState & NEW_LIGHTING) {
2263 ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
2264 if (ctx->Light.Enabled) {
2265 if (ctx->Light.Model.TwoSide)
2266 ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
2267 gl_update_lighting(ctx);
2268 }
2269 }
2270 }
2271
2272 if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
2273
2274 ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
2275
2276 if (ctx->NewState & NEW_POLYGON) {
2277 /* Setup CullBits bitmask */
2278 if (ctx->Polygon.CullFlag) {
2279 ctx->backface_sign = 1;
2280 switch(ctx->Polygon.CullFaceMode) {
2281 case GL_BACK:
2282 if(ctx->Polygon.FrontFace==GL_CCW)
2283 ctx->backface_sign = -1;
2284 ctx->Polygon.CullBits = 1;
2285 break;
2286 case GL_FRONT:
2287 if(ctx->Polygon.FrontFace!=GL_CCW)
2288 ctx->backface_sign = -1;
2289 ctx->Polygon.CullBits = 2;
2290 break;
2291 default:
2292 case GL_FRONT_AND_BACK:
2293 ctx->backface_sign = 0;
2294 ctx->Polygon.CullBits = 0;
2295 ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
2296 break;
2297 }
2298 }
2299 else {
2300 ctx->Polygon.CullBits = 3;
2301 ctx->backface_sign = 0;
2302 }
2303
2304 /* Any Polygon offsets enabled? */
2305 ctx->TriangleCaps &= ~DD_TRI_OFFSET;
2306
2307 if (ctx->Polygon.OffsetPoint ||
2308 ctx->Polygon.OffsetLine ||
2309 ctx->Polygon.OffsetFill)
2310 ctx->TriangleCaps |= DD_TRI_OFFSET;
2311
2312 /* reset Z offsets now */
2313 ctx->PointZoffset = 0.0;
2314 ctx->LineZoffset = 0.0;
2315 ctx->PolygonZoffset = 0.0;
2316 }
2317 }
2318
2319 if (ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE|
2320 NEW_DRIVER_STATE|NEW_USER_CLIP|
2321 NEW_POLYGON))
2322 gl_update_clipmask(ctx);
2323
2324 if (ctx->NewState & (NEW_LIGHTING|
2325 NEW_RASTER_OPS|
2326 NEW_TEXTURING|
2327 NEW_TEXTURE_ENV|
2328 NEW_POLYGON|
2329 NEW_DRVSTATE0|
2330 NEW_DRVSTATE1|
2331 NEW_DRVSTATE2|
2332 NEW_DRVSTATE3|
2333 NEW_USER_CLIP))
2334 {
2335 ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps;
2336 ctx->IndirectTriangles |= DD_SW_RASTERIZE;
2337
2338 if (MESA_VERBOSE&VERBOSE_CULL)
2339 gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles);
2340
2341 ctx->Driver.PointsFunc = NULL;
2342 ctx->Driver.LineFunc = NULL;
2343 ctx->Driver.TriangleFunc = NULL;
2344 ctx->Driver.QuadFunc = NULL;
2345 ctx->Driver.RectFunc = NULL;
2346 ctx->Driver.RenderVBClippedTab = NULL;
2347 ctx->Driver.RenderVBCulledTab = NULL;
2348 ctx->Driver.RenderVBRawTab = NULL;
2349
2350 /*
2351 * Here the driver sets up all the ctx->Driver function pointers to
2352 * it's specific, private functions.
2353 */
2354 ctx->Driver.UpdateState(ctx);
2355
2356 if (MESA_VERBOSE&VERBOSE_CULL)
2357 gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
2358
2359 /*
2360 * In case the driver didn't hook in an optimized point, line or
2361 * triangle function we'll now select "core/fallback" point, line
2362 * and triangle functions.
2363 */
2364 if (ctx->IndirectTriangles & DD_SW_RASTERIZE) {
2365 gl_set_point_function(ctx);
2366 gl_set_line_function(ctx);
2367 gl_set_triangle_function(ctx);
2368 gl_set_quad_function(ctx);
2369
2370 if ((ctx->IndirectTriangles &
2371 (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) ==
2372 (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL))
2373 ctx->IndirectTriangles &= ~DD_TRI_CULL;
2374 }
2375
2376 if (MESA_VERBOSE&VERBOSE_CULL)
2377 gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
2378
2379 gl_set_render_vb_function(ctx);
2380 }
2381
2382 /* Should only be calc'd when !need_eye_coords and not culling.
2383 */
2384 if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) {
2385 if (ctx->NewState & NEW_MODELVIEW) {
2386 gl_matrix_analyze( &ctx->ModelView );
2387 ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
2388 }
2389
2390 if (ctx->NewState & NEW_PROJECTION) {
2391 gl_matrix_analyze( &ctx->ProjectionMatrix );
2392 ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
2393
2394 if (ctx->Transform.AnyClip) {
2395 gl_update_userclip( ctx );
2396 }
2397 }
2398
2399 gl_calculate_model_project_matrix( ctx );
2400 ctx->ModelProjectWinMatrixUptodate = 0;
2401 }
2402
2403 /* Figure out whether we can light in object space or not. If we
2404 * can, find the current positions of the lights in object space
2405 */
2406 if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
2407 ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) &&
2408 (ctx->NewState & (NEW_LIGHTING |
2409 NEW_FOG |
2410 NEW_MODELVIEW |
2411 NEW_PROJECTION |
2412 NEW_TEXTURING |
2413 NEW_RASTER_OPS |
2414 NEW_USER_CLIP)))
2415 {
2416 GLboolean oldcoord, oldnorm;
2417
2418 oldcoord = ctx->NeedEyeCoords;
2419 oldnorm = ctx->NeedEyeNormals;
2420
2421 ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
2422 ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) ||
2423 ctx->Point.Attenuated);
2424 ctx->NeedEyeNormals = GL_FALSE;
2425
2426 if (ctx->Light.Enabled) {
2427 if (ctx->Light.Flags & LIGHT_POSITIONAL) {
2428 /* Need length for attenuation */
2429 if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
2430 ctx->NeedEyeCoords = GL_TRUE;
2431 } else if (ctx->Light.NeedVertices) {
2432 /* Need angle for spot calculations */
2433 if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING))
2434 ctx->NeedEyeCoords = GL_TRUE;
2435 }
2436 ctx->NeedEyeNormals = ctx->NeedEyeCoords;
2437 }
2438 if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
2439 if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE;
2440 if (ctx->Texture.NeedNormals)
2441 ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;
2442 }
2443
2444 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
2445
2446 if (ctx->NeedEyeCoords)
2447 ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
2448
2449 if (ctx->Light.Enabled) {
2450 gl_update_lighting_function(ctx);
2451
2452 if ( (ctx->NewState & NEW_LIGHTING) ||
2453 ((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) &&
2454 !ctx->NeedEyeCoords) ||
2455 oldcoord != ctx->NeedEyeCoords ||
2456 oldnorm != ctx->NeedEyeNormals) {
2457 gl_compute_light_positions(ctx);
2458 }
2459
2460 ctx->rescale_factor = 1.0F;
2461
2462 if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
2463 MAT_FLAG_GENERAL_SCALE |
2464 MAT_FLAG_GENERAL_3D |
2465 MAT_FLAG_GENERAL) )
2466
2467 {
2468 GLfloat *m = ctx->ModelView.inv;
2469 GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10];
2470 if (f > 1e-12 && (f-1)*(f-1) > 1e-12)
2471 ctx->rescale_factor = 1.0/GL_SQRT(f);
2472 }
2473 }
2474
2475 gl_update_normal_transform( ctx );
2476 }
2477
2478 finished:
2479 gl_update_pipelines(ctx);
2480 ctx->NewState = 0;
2481 }