if depthBits == 0, set DepthMask = 2^16 to fix per-fragment fog problems
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.92 2000/10/09 22:42:40 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "buffers.h"
33 #include "clip.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "cva.h"
37 #include "dlist.h"
38 #include "eval.h"
39 #include "enums.h"
40 #include "extensions.h"
41 #include "fog.h"
42 #include "get.h"
43 #include "glapinoop.h"
44 #include "glthread.h"
45 #include "hash.h"
46 #include "imports.h"
47 #include "light.h"
48 #include "macros.h"
49 #include "matrix.h"
50 #include "mem.h"
51 #include "mmath.h"
52 #include "pb.h"
53 #include "pipeline.h"
54 #include "shade.h"
55 #include "simple_list.h"
56 #include "stages.h"
57 #include "state.h"
58 #include "translate.h"
59 #include "teximage.h"
60 #include "texobj.h"
61 #include "texture.h"
62 #include "types.h"
63 #include "varray.h"
64 #include "vb.h"
65 #include "vbrender.h"
66 #include "vbxform.h"
67 #include "vertices.h"
68 #include "xform.h"
69 #endif
70
71 #if defined(MESA_TRACE)
72 #include "Trace/tr_context.h"
73 #include "Trace/tr_wrapper.h"
74 #endif
75
76
77
78 /**********************************************************************/
79 /***** OpenGL SI-style interface (new in Mesa 3.5) *****/
80 /**********************************************************************/
81
82 static GLboolean
83 _mesa_DestroyContext(__GLcontext *gc)
84 {
85 if (gc) {
86 _mesa_free_context_data(gc);
87 (*gc->imports.free)(gc, gc);
88 }
89 return GL_TRUE;
90 }
91
92
93 /* exported OpenGL SI interface */
94 __GLcontext *
95 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
96 {
97 GLcontext *ctx;
98
99 ctx = (GLcontext *) (*imports->calloc)(0, 1, sizeof(GLcontext));
100 if (ctx == NULL) {
101 return NULL;
102 }
103 ctx->imports = *imports;
104
105 _mesa_initialize_visual(&ctx->Visual,
106 modes->rgbMode,
107 modes->doubleBufferMode,
108 modes->stereoMode,
109 modes->redBits,
110 modes->greenBits,
111 modes->blueBits,
112 modes->alphaBits,
113 modes->indexBits,
114 modes->depthBits,
115 modes->stencilBits,
116 modes->accumRedBits,
117 modes->accumGreenBits,
118 modes->accumBlueBits,
119 modes->accumAlphaBits,
120 0);
121
122 _mesa_initialize_context(ctx, &ctx->Visual, NULL, imports->wscx, GL_FALSE);
123
124 ctx->exports.destroyContext = _mesa_DestroyContext;
125
126 return ctx;
127 }
128
129
130 /* exported OpenGL SI interface */
131 void
132 __glCoreNopDispatch(void)
133 {
134 #if 0
135 /* SI */
136 __gl_dispatch = __glNopDispatchState;
137 #else
138 /* Mesa */
139 _glapi_set_dispatch(NULL);
140 #endif
141 }
142
143
144 /**********************************************************************/
145 /***** Context and Thread management *****/
146 /**********************************************************************/
147
148
149 #if !defined(THREADS)
150
151 struct immediate *_mesa_CurrentInput = NULL;
152
153 #endif
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 assert(vis);
236
237 /* This is to catch bad values from device drivers not updated for
238 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
239 * bad value now (a 1-bit depth buffer!?!).
240 */
241 assert(depthBits == 0 || depthBits > 1);
242
243 if (depthBits < 0 || depthBits > 32) {
244 return GL_FALSE;
245 }
246 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
247 return GL_FALSE;
248 }
249 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
250 return GL_FALSE;
251 }
252 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
253 return GL_FALSE;
254 }
255 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
256 return GL_FALSE;
257 }
258 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
259 return GL_FALSE;
260 }
261
262 vis->RGBAflag = rgbFlag;
263 vis->DBflag = dbFlag;
264 vis->StereoFlag = stereoFlag;
265 vis->RedBits = redBits;
266 vis->GreenBits = greenBits;
267 vis->BlueBits = blueBits;
268 vis->AlphaBits = alphaBits;
269
270 vis->IndexBits = indexBits;
271 vis->DepthBits = depthBits;
272 vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
273 vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
274 vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
275 vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
276 vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
277
278 if (depthBits == 0) {
279 /* Special case. Even if we don't have a depth buffer we need
280 * good values for DepthMax for Z vertex transformation purposes
281 * and for per-fragment fog computation.
282 */
283 vis->DepthMax = 1 << 16;
284 vis->DepthMaxF = (GLfloat) vis->DepthMax;
285 }
286 else if (depthBits < 32) {
287 vis->DepthMax = (1 << depthBits) - 1;
288 vis->DepthMaxF = (GLfloat) vis->DepthMax;
289 }
290 else {
291 /* Special case since shift values greater than or equal to the
292 * number of bits in the left hand expression's type are
293 * undefined.
294 */
295 vis->DepthMax = 0xffffffff;
296 vis->DepthMaxF = (GLfloat) vis->DepthMax;
297 }
298
299 return GL_TRUE;
300 }
301
302
303 void
304 _mesa_destroy_visual( GLvisual *vis )
305 {
306 FREE(vis);
307 }
308
309
310 /**********************************************************************/
311 /***** GL Framebuffer allocation/destruction *****/
312 /**********************************************************************/
313
314
315 /*
316 * Create a new framebuffer. A GLframebuffer is a struct which
317 * encapsulates the depth, stencil and accum buffers and related
318 * parameters.
319 * Input: visual - a GLvisual pointer
320 * softwareDepth - create/use a software depth buffer?
321 * softwareStencil - create/use a software stencil buffer?
322 * softwareAccum - create/use a software accum buffer?
323 * softwareAlpha - create/use a software alpha buffer?
324
325 * Return: pointer to new GLframebuffer struct or NULL if error.
326 */
327 GLframebuffer *
328 _mesa_create_framebuffer( GLvisual *visual,
329 GLboolean softwareDepth,
330 GLboolean softwareStencil,
331 GLboolean softwareAccum,
332 GLboolean softwareAlpha )
333 {
334 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
335 assert(visual);
336 if (buffer) {
337 _mesa_initialize_framebuffer(buffer, visual,
338 softwareDepth, softwareStencil,
339 softwareAccum, softwareAlpha );
340 }
341 return buffer;
342 }
343
344
345 /*
346 * Initialize a GLframebuffer object.
347 * Input: See _mesa_create_framebuffer() above.
348 */
349 void
350 _mesa_initialize_framebuffer( GLframebuffer *buffer,
351 GLvisual *visual,
352 GLboolean softwareDepth,
353 GLboolean softwareStencil,
354 GLboolean softwareAccum,
355 GLboolean softwareAlpha )
356 {
357 assert(buffer);
358 assert(visual);
359
360 /* sanity checks */
361 if (softwareDepth ) {
362 assert(visual->DepthBits > 0);
363 }
364 if (softwareStencil) {
365 assert(visual->StencilBits > 0);
366 }
367 if (softwareAccum) {
368 assert(visual->RGBAflag);
369 assert(visual->AccumRedBits > 0);
370 assert(visual->AccumGreenBits > 0);
371 assert(visual->AccumBlueBits > 0);
372 }
373 if (softwareAlpha) {
374 assert(visual->RGBAflag);
375 assert(visual->AlphaBits > 0);
376 }
377
378 buffer->Visual = visual;
379 buffer->UseSoftwareDepthBuffer = softwareDepth;
380 buffer->UseSoftwareStencilBuffer = softwareStencil;
381 buffer->UseSoftwareAccumBuffer = softwareAccum;
382 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
383 }
384
385
386 /*
387 * Free a framebuffer struct and its buffers.
388 */
389 void
390 _mesa_destroy_framebuffer( GLframebuffer *buffer )
391 {
392 if (buffer) {
393 if (buffer->DepthBuffer) {
394 FREE( buffer->DepthBuffer );
395 }
396 if (buffer->Accum) {
397 FREE( buffer->Accum );
398 }
399 if (buffer->Stencil) {
400 FREE( buffer->Stencil );
401 }
402 if (buffer->FrontLeftAlpha) {
403 FREE( buffer->FrontLeftAlpha );
404 }
405 if (buffer->BackLeftAlpha) {
406 FREE( buffer->BackLeftAlpha );
407 }
408 if (buffer->FrontRightAlpha) {
409 FREE( buffer->FrontRightAlpha );
410 }
411 if (buffer->BackRightAlpha) {
412 FREE( buffer->BackRightAlpha );
413 }
414 FREE(buffer);
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 gl_init_clip();
446 gl_init_eval();
447 _mesa_init_fog();
448 _mesa_init_math();
449 gl_init_lists();
450 gl_init_shade();
451 gl_init_texture();
452 gl_init_transformation();
453 gl_init_translate();
454 gl_init_vbrender();
455 gl_init_vbxform();
456
457 if (getenv("MESA_DEBUG")) {
458 _glapi_noop_enable_warnings(GL_TRUE);
459 }
460 else {
461 _glapi_noop_enable_warnings(GL_FALSE);
462 }
463
464 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
465 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
466 #endif
467
468 alreadyCalled = GL_TRUE;
469 }
470 _glthread_UNLOCK_MUTEX(OneTimeLock);
471 }
472
473
474
475 /*
476 * Allocate and initialize a shared context state structure.
477 */
478 static struct gl_shared_state *
479 alloc_shared_state( void )
480 {
481 GLuint d;
482 struct gl_shared_state *ss;
483 GLboolean outOfMemory;
484
485 ss = CALLOC_STRUCT(gl_shared_state);
486 if (!ss)
487 return NULL;
488
489 _glthread_INIT_MUTEX(ss->Mutex);
490
491 ss->DisplayList = _mesa_NewHashTable();
492 ss->TexObjects = _mesa_NewHashTable();
493
494 /* Default Texture objects */
495 outOfMemory = GL_FALSE;
496 for (d = 1 ; d <= 3 ; d++) {
497 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
498 if (!ss->DefaultD[d]) {
499 outOfMemory = GL_TRUE;
500 break;
501 }
502 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
503 }
504
505 ss->DefaultCubeMap = gl_alloc_texture_object(ss, 0, 6);
506 if (!ss->DefaultCubeMap) {
507 outOfMemory = GL_TRUE;
508 }
509 else {
510 ss->DefaultCubeMap->RefCount++;
511 }
512
513 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
514 /* Ran out of memory at some point. Free everything and return NULL */
515 if (ss->DisplayList)
516 _mesa_DeleteHashTable(ss->DisplayList);
517 if (ss->TexObjects)
518 _mesa_DeleteHashTable(ss->TexObjects);
519 if (ss->DefaultD[1])
520 gl_free_texture_object(ss, ss->DefaultD[1]);
521 if (ss->DefaultD[2])
522 gl_free_texture_object(ss, ss->DefaultD[2]);
523 if (ss->DefaultD[3])
524 gl_free_texture_object(ss, ss->DefaultD[3]);
525 if (ss->DefaultCubeMap)
526 gl_free_texture_object(ss, ss->DefaultCubeMap);
527 FREE(ss);
528 return NULL;
529 }
530 else {
531 return ss;
532 }
533 }
534
535
536 /*
537 * Deallocate a shared state context and all children structures.
538 */
539 static void
540 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
541 {
542 /* Free display lists */
543 while (1) {
544 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
545 if (list) {
546 gl_destroy_list(ctx, list);
547 }
548 else {
549 break;
550 }
551 }
552 _mesa_DeleteHashTable(ss->DisplayList);
553
554 /* Free texture objects */
555 while (ss->TexObjectList)
556 {
557 if (ctx->Driver.DeleteTexture)
558 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
559 /* this function removes from linked list too! */
560 gl_free_texture_object(ss, ss->TexObjectList);
561 }
562 _mesa_DeleteHashTable(ss->TexObjects);
563
564 FREE(ss);
565 }
566
567
568
569 /*
570 * Initialize the nth light. Note that the defaults for light 0 are
571 * different than the other lights.
572 */
573 static void
574 init_light( struct gl_light *l, GLuint n )
575 {
576 make_empty_list( l );
577
578 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
579 if (n==0) {
580 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
581 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
582 }
583 else {
584 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
585 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
586 }
587 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
588 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
589 l->SpotExponent = 0.0;
590 gl_compute_spot_exp_table( l );
591 l->SpotCutoff = 180.0;
592 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
593 l->ConstantAttenuation = 1.0;
594 l->LinearAttenuation = 0.0;
595 l->QuadraticAttenuation = 0.0;
596 l->Enabled = GL_FALSE;
597 }
598
599
600
601 static void
602 init_lightmodel( struct gl_lightmodel *lm )
603 {
604 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
605 lm->LocalViewer = GL_FALSE;
606 lm->TwoSide = GL_FALSE;
607 lm->ColorControl = GL_SINGLE_COLOR;
608 }
609
610
611 static void
612 init_material( struct gl_material *m )
613 {
614 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
615 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
616 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
617 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
618 m->Shininess = 0.0;
619 m->AmbientIndex = 0;
620 m->DiffuseIndex = 1;
621 m->SpecularIndex = 1;
622 }
623
624
625
626 static void
627 init_texture_unit( GLcontext *ctx, GLuint unit )
628 {
629 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
630
631 texUnit->EnvMode = GL_MODULATE;
632 texUnit->CombineModeRGB = GL_MODULATE;
633 texUnit->CombineModeA = GL_MODULATE;
634 texUnit->CombineSourceRGB[0] = GL_TEXTURE;
635 texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
636 texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
637 texUnit->CombineSourceA[0] = GL_TEXTURE;
638 texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
639 texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
640 texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
641 texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
642 texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
643 texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
644 texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
645 texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
646 texUnit->CombineScaleShiftRGB = 0;
647 texUnit->CombineScaleShiftA = 0;
648
649 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
650 texUnit->TexGenEnabled = 0;
651 texUnit->GenModeS = GL_EYE_LINEAR;
652 texUnit->GenModeT = GL_EYE_LINEAR;
653 texUnit->GenModeR = GL_EYE_LINEAR;
654 texUnit->GenModeQ = GL_EYE_LINEAR;
655 texUnit->GenBitS = TEXGEN_EYE_LINEAR;
656 texUnit->GenBitT = TEXGEN_EYE_LINEAR;
657 texUnit->GenBitR = TEXGEN_EYE_LINEAR;
658 texUnit->GenBitQ = TEXGEN_EYE_LINEAR;
659
660 /* Yes, these plane coefficients are correct! */
661 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
662 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
663 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
664 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
665 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
666 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
667 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
668 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
669
670 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
671 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
672 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
673 texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
674 }
675
676
677 static void
678 init_fallback_arrays( GLcontext *ctx )
679 {
680 struct gl_client_array *cl;
681 GLuint i;
682
683 cl = &ctx->Fallback.Normal;
684 cl->Size = 3;
685 cl->Type = GL_FLOAT;
686 cl->Stride = 0;
687 cl->StrideB = 0;
688 cl->Ptr = (void *) ctx->Current.Normal;
689 cl->Enabled = 1;
690
691 cl = &ctx->Fallback.Color;
692 cl->Size = 4;
693 cl->Type = GL_UNSIGNED_BYTE;
694 cl->Stride = 0;
695 cl->StrideB = 0;
696 cl->Ptr = (void *) ctx->Current.ByteColor;
697 cl->Enabled = 1;
698
699 cl = &ctx->Fallback.Index;
700 cl->Size = 1;
701 cl->Type = GL_UNSIGNED_INT;
702 cl->Stride = 0;
703 cl->StrideB = 0;
704 cl->Ptr = (void *) &ctx->Current.Index;
705 cl->Enabled = 1;
706
707 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
708 cl = &ctx->Fallback.TexCoord[i];
709 cl->Size = 4;
710 cl->Type = GL_FLOAT;
711 cl->Stride = 0;
712 cl->StrideB = 0;
713 cl->Ptr = (void *) ctx->Current.Texcoord[i];
714 cl->Enabled = 1;
715 }
716
717 cl = &ctx->Fallback.EdgeFlag;
718 cl->Size = 1;
719 cl->Type = GL_UNSIGNED_BYTE;
720 cl->Stride = 0;
721 cl->StrideB = 0;
722 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
723 cl->Enabled = 1;
724 }
725
726
727 /* Initialize a 1-D evaluator map */
728 static void
729 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
730 {
731 map->Order = 1;
732 map->u1 = 0.0;
733 map->u2 = 1.0;
734 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
735 if (map->Points) {
736 GLint i;
737 for (i=0;i<n;i++)
738 map->Points[i] = initial[i];
739 }
740 }
741
742
743 /* Initialize a 2-D evaluator map */
744 static void
745 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
746 {
747 map->Uorder = 1;
748 map->Vorder = 1;
749 map->u1 = 0.0;
750 map->u2 = 1.0;
751 map->v1 = 0.0;
752 map->v2 = 1.0;
753 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
754 if (map->Points) {
755 GLint i;
756 for (i=0;i<n;i++)
757 map->Points[i] = initial[i];
758 }
759 }
760
761
762 /*
763 * Initialize the attribute groups in a GLcontext.
764 */
765 static void
766 init_attrib_groups( GLcontext *ctx )
767 {
768 GLuint i, j;
769
770 assert(ctx);
771
772 /* Constants, may be overriden by device drivers */
773 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
774 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
775 ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
776 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
777 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
778 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
779 ctx->Const.MinPointSize = MIN_POINT_SIZE;
780 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
781 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
782 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
783 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
784 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
785 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
786 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
787 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
788 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
789 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
790 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
791 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
792 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
793 ctx->Const.NumCompressedTextureFormats = 0;
794
795 /* Modelview matrix */
796 gl_matrix_ctr( &ctx->ModelView );
797 gl_matrix_alloc_inv( &ctx->ModelView );
798
799 ctx->ModelViewStackDepth = 0;
800 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
801 gl_matrix_ctr( &ctx->ModelViewStack[i] );
802 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
803 }
804
805 /* Projection matrix - need inv for user clipping in clip space*/
806 gl_matrix_ctr( &ctx->ProjectionMatrix );
807 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
808
809 gl_matrix_ctr( &ctx->ModelProjectMatrix );
810 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
811 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
812
813 ctx->ProjectionStackDepth = 0;
814 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
815 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
816
817 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
818 gl_matrix_ctr( &ctx->ProjectionStack[i] );
819 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
820 }
821
822 /* Texture matrix */
823 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
824 gl_matrix_ctr( &ctx->TextureMatrix[i] );
825 ctx->TextureStackDepth[i] = 0;
826 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
827 gl_matrix_ctr( &ctx->TextureStack[i][j] );
828 ctx->TextureStack[i][j].inv = 0;
829 }
830 }
831
832 /* Color matrix */
833 gl_matrix_ctr(&ctx->ColorMatrix);
834 ctx->ColorStackDepth = 0;
835 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
836 gl_matrix_ctr(&ctx->ColorStack[j]);
837 }
838
839 /* Accumulate buffer group */
840 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
841
842 /* Color buffer group */
843 ctx->Color.IndexMask = 0xffffffff;
844 ctx->Color.ColorMask[0] = 0xff;
845 ctx->Color.ColorMask[1] = 0xff;
846 ctx->Color.ColorMask[2] = 0xff;
847 ctx->Color.ColorMask[3] = 0xff;
848 ctx->Color.ClearIndex = 0;
849 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
850 ctx->Color.DrawBuffer = GL_FRONT;
851 ctx->Color.AlphaEnabled = GL_FALSE;
852 ctx->Color.AlphaFunc = GL_ALWAYS;
853 ctx->Color.AlphaRef = 0;
854 ctx->Color.BlendEnabled = GL_FALSE;
855 ctx->Color.BlendSrcRGB = GL_ONE;
856 ctx->Color.BlendDstRGB = GL_ZERO;
857 ctx->Color.BlendSrcA = GL_ONE;
858 ctx->Color.BlendDstA = GL_ZERO;
859 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
860 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
861 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
862 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
863 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
864 ctx->Color.LogicOp = GL_COPY;
865 ctx->Color.DitherFlag = GL_TRUE;
866 ctx->Color.MultiDrawBuffer = GL_FALSE;
867
868 /* Current group */
869 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
870 ctx->Current.Index = 1;
871 for (i=0; i<MAX_TEXTURE_UNITS; i++)
872 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
873 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
874 ctx->Current.RasterDistance = 0.0;
875 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
876 ctx->Current.RasterIndex = 1;
877 for (i=0; i<MAX_TEXTURE_UNITS; i++)
878 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
879 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
880 ctx->Current.RasterPosValid = GL_TRUE;
881 ctx->Current.EdgeFlag = GL_TRUE;
882 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
883 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
884
885 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
886 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
887
888 init_fallback_arrays( ctx );
889
890 /* Depth buffer group */
891 ctx->Depth.Test = GL_FALSE;
892 ctx->Depth.Clear = 1.0;
893 ctx->Depth.Func = GL_LESS;
894 ctx->Depth.Mask = GL_TRUE;
895 ctx->Depth.OcclusionTest = GL_FALSE;
896
897 /* Evaluators group */
898 ctx->Eval.Map1Color4 = GL_FALSE;
899 ctx->Eval.Map1Index = GL_FALSE;
900 ctx->Eval.Map1Normal = GL_FALSE;
901 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
902 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
903 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
904 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
905 ctx->Eval.Map1Vertex3 = GL_FALSE;
906 ctx->Eval.Map1Vertex4 = GL_FALSE;
907 ctx->Eval.Map2Color4 = GL_FALSE;
908 ctx->Eval.Map2Index = GL_FALSE;
909 ctx->Eval.Map2Normal = GL_FALSE;
910 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
911 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
912 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
913 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
914 ctx->Eval.Map2Vertex3 = GL_FALSE;
915 ctx->Eval.Map2Vertex4 = GL_FALSE;
916 ctx->Eval.AutoNormal = GL_FALSE;
917 ctx->Eval.MapGrid1un = 1;
918 ctx->Eval.MapGrid1u1 = 0.0;
919 ctx->Eval.MapGrid1u2 = 1.0;
920 ctx->Eval.MapGrid2un = 1;
921 ctx->Eval.MapGrid2vn = 1;
922 ctx->Eval.MapGrid2u1 = 0.0;
923 ctx->Eval.MapGrid2u2 = 1.0;
924 ctx->Eval.MapGrid2v1 = 0.0;
925 ctx->Eval.MapGrid2v2 = 1.0;
926
927 /* Evaluator data */
928 {
929 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
930 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
931 static GLfloat index[1] = { 1.0 };
932 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
933 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
934
935 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
936 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
937 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
938 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
939 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
940 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
941 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
942 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
943 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
944
945 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
946 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
947 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
948 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
949 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
950 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
951 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
952 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
953 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
954 }
955
956 /* Fog group */
957 ctx->Fog.Enabled = GL_FALSE;
958 ctx->Fog.Mode = GL_EXP;
959 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
960 ctx->Fog.Index = 0.0;
961 ctx->Fog.Density = 1.0;
962 ctx->Fog.Start = 0.0;
963 ctx->Fog.End = 1.0;
964
965 /* Hint group */
966 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
967 ctx->Hint.PointSmooth = GL_DONT_CARE;
968 ctx->Hint.LineSmooth = GL_DONT_CARE;
969 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
970 ctx->Hint.Fog = GL_DONT_CARE;
971 ctx->Hint.AllowDrawWin = GL_TRUE;
972 ctx->Hint.AllowDrawFrg = GL_TRUE;
973 ctx->Hint.AllowDrawMem = GL_TRUE;
974 ctx->Hint.StrictLighting = GL_TRUE;
975 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
976 ctx->Hint.TextureCompression = GL_DONT_CARE;
977
978 /* Histogram group */
979 ctx->Histogram.Width = 0;
980 ctx->Histogram.Format = GL_RGBA;
981 ctx->Histogram.Sink = GL_FALSE;
982 ctx->Histogram.RedSize = 0xffffffff;
983 ctx->Histogram.GreenSize = 0xffffffff;
984 ctx->Histogram.BlueSize = 0xffffffff;
985 ctx->Histogram.AlphaSize = 0xffffffff;
986 ctx->Histogram.LuminanceSize = 0xffffffff;
987 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
988 ctx->Histogram.Count[i][0] = 0;
989 ctx->Histogram.Count[i][1] = 0;
990 ctx->Histogram.Count[i][2] = 0;
991 ctx->Histogram.Count[i][3] = 0;
992 }
993
994 /* Min/Max group */
995 ctx->MinMax.Format = GL_RGBA;
996 ctx->MinMax.Sink = GL_FALSE;
997 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
998 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
999 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
1000 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
1001
1002 /* Pipeline */
1003 gl_pipeline_init( ctx );
1004 gl_cva_init( ctx );
1005
1006 /* Extensions */
1007 gl_extensions_ctr( ctx );
1008
1009 ctx->AllowVertexCull = CLIP_CULLED_BIT;
1010
1011 /* Lighting group */
1012 for (i=0;i<MAX_LIGHTS;i++) {
1013 init_light( &ctx->Light.Light[i], i );
1014 }
1015 make_empty_list( &ctx->Light.EnabledList );
1016
1017 init_lightmodel( &ctx->Light.Model );
1018 init_material( &ctx->Light.Material[0] );
1019 init_material( &ctx->Light.Material[1] );
1020 ctx->Light.ShadeModel = GL_SMOOTH;
1021 ctx->Light.Enabled = GL_FALSE;
1022 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1023 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1024 ctx->Light.ColorMaterialBitmask
1025 = gl_material_bitmask( ctx,
1026 GL_FRONT_AND_BACK,
1027 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
1028
1029 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1030
1031 /* Lighting miscellaneous */
1032 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1033 make_empty_list( ctx->ShineTabList );
1034 for (i = 0 ; i < 10 ; i++) {
1035 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1036 s->shininess = -1;
1037 s->refcount = 0;
1038 insert_at_tail( ctx->ShineTabList, s );
1039 }
1040 for (i = 0 ; i < 4 ; i++) {
1041 ctx->ShineTable[i] = ctx->ShineTabList->prev;
1042 ctx->ShineTable[i]->refcount++;
1043 }
1044
1045 gl_compute_shine_table( ctx, 0, ctx->Light.Material[0].Shininess );
1046 gl_compute_shine_table( ctx, 2, ctx->Light.Material[0].Shininess * .5 );
1047 gl_compute_shine_table( ctx, 1, ctx->Light.Material[1].Shininess );
1048 gl_compute_shine_table( ctx, 3, ctx->Light.Material[1].Shininess * .5 );
1049
1050
1051 /* Line group */
1052 ctx->Line.SmoothFlag = GL_FALSE;
1053 ctx->Line.StippleFlag = GL_FALSE;
1054 ctx->Line.Width = 1.0;
1055 ctx->Line.StipplePattern = 0xffff;
1056 ctx->Line.StippleFactor = 1;
1057
1058 /* Display List group */
1059 ctx->List.ListBase = 0;
1060
1061 /* Pixel group */
1062 ctx->Pixel.RedBias = 0.0;
1063 ctx->Pixel.RedScale = 1.0;
1064 ctx->Pixel.GreenBias = 0.0;
1065 ctx->Pixel.GreenScale = 1.0;
1066 ctx->Pixel.BlueBias = 0.0;
1067 ctx->Pixel.BlueScale = 1.0;
1068 ctx->Pixel.AlphaBias = 0.0;
1069 ctx->Pixel.AlphaScale = 1.0;
1070 ctx->Pixel.DepthBias = 0.0;
1071 ctx->Pixel.DepthScale = 1.0;
1072 ctx->Pixel.IndexOffset = 0;
1073 ctx->Pixel.IndexShift = 0;
1074 ctx->Pixel.ZoomX = 1.0;
1075 ctx->Pixel.ZoomY = 1.0;
1076 ctx->Pixel.MapColorFlag = GL_FALSE;
1077 ctx->Pixel.MapStencilFlag = GL_FALSE;
1078 ctx->Pixel.MapStoSsize = 1;
1079 ctx->Pixel.MapItoIsize = 1;
1080 ctx->Pixel.MapItoRsize = 1;
1081 ctx->Pixel.MapItoGsize = 1;
1082 ctx->Pixel.MapItoBsize = 1;
1083 ctx->Pixel.MapItoAsize = 1;
1084 ctx->Pixel.MapRtoRsize = 1;
1085 ctx->Pixel.MapGtoGsize = 1;
1086 ctx->Pixel.MapBtoBsize = 1;
1087 ctx->Pixel.MapAtoAsize = 1;
1088 ctx->Pixel.MapStoS[0] = 0;
1089 ctx->Pixel.MapItoI[0] = 0;
1090 ctx->Pixel.MapItoR[0] = 0.0;
1091 ctx->Pixel.MapItoG[0] = 0.0;
1092 ctx->Pixel.MapItoB[0] = 0.0;
1093 ctx->Pixel.MapItoA[0] = 0.0;
1094 ctx->Pixel.MapItoR8[0] = 0;
1095 ctx->Pixel.MapItoG8[0] = 0;
1096 ctx->Pixel.MapItoB8[0] = 0;
1097 ctx->Pixel.MapItoA8[0] = 0;
1098 ctx->Pixel.MapRtoR[0] = 0.0;
1099 ctx->Pixel.MapGtoG[0] = 0.0;
1100 ctx->Pixel.MapBtoB[0] = 0.0;
1101 ctx->Pixel.MapAtoA[0] = 0.0;
1102 ctx->Pixel.HistogramEnabled = GL_FALSE;
1103 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1104 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1105 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1106 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1107 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1108 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1109 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1110 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1111 ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
1112 ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
1113 ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
1114 ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
1115 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1116 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1117 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1118 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1119 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1120 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1121 for (i = 0; i < 3; i++) {
1122 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1123 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1124 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1125 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
1126 }
1127 ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
1128 ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
1129
1130 /* Point group */
1131 ctx->Point.SmoothFlag = GL_FALSE;
1132 ctx->Point.UserSize = 1.0;
1133 ctx->Point.Size = 1.0;
1134 ctx->Point.Params[0] = 1.0;
1135 ctx->Point.Params[1] = 0.0;
1136 ctx->Point.Params[2] = 0.0;
1137 ctx->Point.Attenuated = GL_FALSE;
1138 ctx->Point.MinSize = 0.0;
1139 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1140 ctx->Point.Threshold = 1.0;
1141
1142 /* Polygon group */
1143 ctx->Polygon.CullFlag = GL_FALSE;
1144 ctx->Polygon.CullFaceMode = GL_BACK;
1145 ctx->Polygon.FrontFace = GL_CCW;
1146 ctx->Polygon.FrontBit = 0;
1147 ctx->Polygon.FrontMode = GL_FILL;
1148 ctx->Polygon.BackMode = GL_FILL;
1149 ctx->Polygon.Unfilled = GL_FALSE;
1150 ctx->Polygon.SmoothFlag = GL_FALSE;
1151 ctx->Polygon.StippleFlag = GL_FALSE;
1152 ctx->Polygon.OffsetFactor = 0.0F;
1153 ctx->Polygon.OffsetUnits = 0.0F;
1154 ctx->Polygon.OffsetPoint = GL_FALSE;
1155 ctx->Polygon.OffsetLine = GL_FALSE;
1156 ctx->Polygon.OffsetFill = GL_FALSE;
1157
1158 /* Polygon Stipple group */
1159 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1160
1161 /* Scissor group */
1162 ctx->Scissor.Enabled = GL_FALSE;
1163 ctx->Scissor.X = 0;
1164 ctx->Scissor.Y = 0;
1165 ctx->Scissor.Width = 0;
1166 ctx->Scissor.Height = 0;
1167
1168 /* Stencil group */
1169 ctx->Stencil.Enabled = GL_FALSE;
1170 ctx->Stencil.Function = GL_ALWAYS;
1171 ctx->Stencil.FailFunc = GL_KEEP;
1172 ctx->Stencil.ZPassFunc = GL_KEEP;
1173 ctx->Stencil.ZFailFunc = GL_KEEP;
1174 ctx->Stencil.Ref = 0;
1175 ctx->Stencil.ValueMask = STENCIL_MAX;
1176 ctx->Stencil.Clear = 0;
1177 ctx->Stencil.WriteMask = STENCIL_MAX;
1178
1179 /* Texture group */
1180 ctx->Texture.CurrentUnit = 0; /* multitexture */
1181 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1182 ctx->Texture.ReallyEnabled = 0;
1183 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1184 init_texture_unit( ctx, i );
1185 ctx->Texture.SharedPalette = GL_FALSE;
1186 _mesa_init_colortable(&ctx->Texture.Palette);
1187
1188 /* Transformation group */
1189 ctx->Transform.MatrixMode = GL_MODELVIEW;
1190 ctx->Transform.Normalize = GL_FALSE;
1191 ctx->Transform.RescaleNormals = GL_FALSE;
1192 for (i=0;i<MAX_CLIP_PLANES;i++) {
1193 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1194 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1195 }
1196 ctx->Transform.AnyClip = GL_FALSE;
1197
1198 /* Viewport group */
1199 ctx->Viewport.X = 0;
1200 ctx->Viewport.Y = 0;
1201 ctx->Viewport.Width = 0;
1202 ctx->Viewport.Height = 0;
1203 ctx->Viewport.Near = 0.0;
1204 ctx->Viewport.Far = 1.0;
1205 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1206
1207 #define Sz 10
1208 #define Tz 14
1209 ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual.DepthMaxF;
1210 ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual.DepthMaxF;
1211 #undef Sz
1212 #undef Tz
1213
1214 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1215 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1216
1217 /* Vertex arrays */
1218 ctx->Array.Vertex.Size = 4;
1219 ctx->Array.Vertex.Type = GL_FLOAT;
1220 ctx->Array.Vertex.Stride = 0;
1221 ctx->Array.Vertex.StrideB = 0;
1222 ctx->Array.Vertex.Ptr = NULL;
1223 ctx->Array.Vertex.Enabled = GL_FALSE;
1224 ctx->Array.Normal.Type = GL_FLOAT;
1225 ctx->Array.Normal.Stride = 0;
1226 ctx->Array.Normal.StrideB = 0;
1227 ctx->Array.Normal.Ptr = NULL;
1228 ctx->Array.Normal.Enabled = GL_FALSE;
1229 ctx->Array.Color.Size = 4;
1230 ctx->Array.Color.Type = GL_FLOAT;
1231 ctx->Array.Color.Stride = 0;
1232 ctx->Array.Color.StrideB = 0;
1233 ctx->Array.Color.Ptr = NULL;
1234 ctx->Array.Color.Enabled = GL_FALSE;
1235 ctx->Array.Index.Type = GL_FLOAT;
1236 ctx->Array.Index.Stride = 0;
1237 ctx->Array.Index.StrideB = 0;
1238 ctx->Array.Index.Ptr = NULL;
1239 ctx->Array.Index.Enabled = GL_FALSE;
1240 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1241 ctx->Array.TexCoord[i].Size = 4;
1242 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1243 ctx->Array.TexCoord[i].Stride = 0;
1244 ctx->Array.TexCoord[i].StrideB = 0;
1245 ctx->Array.TexCoord[i].Ptr = NULL;
1246 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1247 }
1248 ctx->Array.TexCoordInterleaveFactor = 1;
1249 ctx->Array.EdgeFlag.Stride = 0;
1250 ctx->Array.EdgeFlag.StrideB = 0;
1251 ctx->Array.EdgeFlag.Ptr = NULL;
1252 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1253 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1254
1255 /* Pixel transfer */
1256 ctx->Pack.Alignment = 4;
1257 ctx->Pack.RowLength = 0;
1258 ctx->Pack.ImageHeight = 0;
1259 ctx->Pack.SkipPixels = 0;
1260 ctx->Pack.SkipRows = 0;
1261 ctx->Pack.SkipImages = 0;
1262 ctx->Pack.SwapBytes = GL_FALSE;
1263 ctx->Pack.LsbFirst = GL_FALSE;
1264 ctx->Unpack.Alignment = 4;
1265 ctx->Unpack.RowLength = 0;
1266 ctx->Unpack.ImageHeight = 0;
1267 ctx->Unpack.SkipPixels = 0;
1268 ctx->Unpack.SkipRows = 0;
1269 ctx->Unpack.SkipImages = 0;
1270 ctx->Unpack.SwapBytes = GL_FALSE;
1271 ctx->Unpack.LsbFirst = GL_FALSE;
1272
1273 /* Feedback */
1274 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1275 ctx->Feedback.Buffer = NULL;
1276 ctx->Feedback.BufferSize = 0;
1277 ctx->Feedback.Count = 0;
1278
1279 /* Selection/picking */
1280 ctx->Select.Buffer = NULL;
1281 ctx->Select.BufferSize = 0;
1282 ctx->Select.BufferCount = 0;
1283 ctx->Select.Hits = 0;
1284 ctx->Select.NameStackDepth = 0;
1285
1286 /* Optimized Accum buffer */
1287 ctx->IntegerAccumMode = GL_TRUE;
1288 ctx->IntegerAccumScaler = 0.0;
1289
1290 /* Renderer and client attribute stacks */
1291 ctx->AttribStackDepth = 0;
1292 ctx->ClientAttribStackDepth = 0;
1293
1294 /* Display list */
1295 ctx->CallDepth = 0;
1296 ctx->ExecuteFlag = GL_TRUE;
1297 ctx->CompileFlag = GL_FALSE;
1298 ctx->CurrentListPtr = NULL;
1299 ctx->CurrentBlock = NULL;
1300 ctx->CurrentListNum = 0;
1301 ctx->CurrentPos = 0;
1302
1303 /* Color tables */
1304 _mesa_init_colortable(&ctx->ColorTable);
1305 _mesa_init_colortable(&ctx->ProxyColorTable);
1306 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1307 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1308 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1309 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1310
1311 /* Miscellaneous */
1312 ctx->NewState = NEW_ALL;
1313 ctx->RenderMode = GL_RENDER;
1314 ctx->StippleCounter = 0;
1315 ctx->NeedNormals = GL_FALSE;
1316 ctx->DoViewportMapping = GL_TRUE;
1317 ctx->ImageTransferState = UPDATE_IMAGE_TRANSFER_STATE;
1318
1319 ctx->NeedEyeCoords = GL_FALSE;
1320 ctx->NeedEyeNormals = GL_FALSE;
1321 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1322
1323 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1324
1325 ctx->CatchSignals = GL_TRUE;
1326 ctx->OcclusionResult = GL_FALSE;
1327 ctx->OcclusionResultSaved = GL_FALSE;
1328
1329 /* For debug/development only */
1330 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1331 ctx->FirstTimeCurrent = GL_TRUE;
1332
1333 /* Dither disable */
1334 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1335 if (ctx->NoDither) {
1336 if (getenv("MESA_DEBUG")) {
1337 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1338 }
1339 ctx->Color.DitherFlag = GL_FALSE;
1340 }
1341 }
1342
1343
1344
1345
1346 /*
1347 * Allocate the proxy textures. If we run out of memory part way through
1348 * the allocations clean up and return GL_FALSE.
1349 * Return: GL_TRUE=success, GL_FALSE=failure
1350 */
1351 static GLboolean
1352 alloc_proxy_textures( GLcontext *ctx )
1353 {
1354 GLboolean out_of_memory;
1355 GLint i;
1356
1357 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1358 if (!ctx->Texture.Proxy1D) {
1359 return GL_FALSE;
1360 }
1361
1362 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1363 if (!ctx->Texture.Proxy2D) {
1364 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1365 return GL_FALSE;
1366 }
1367
1368 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1369 if (!ctx->Texture.Proxy3D) {
1370 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1371 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1372 return GL_FALSE;
1373 }
1374
1375 out_of_memory = GL_FALSE;
1376 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1377 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1378 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1379 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1380 if (!ctx->Texture.Proxy1D->Image[i]
1381 || !ctx->Texture.Proxy2D->Image[i]
1382 || !ctx->Texture.Proxy3D->Image[i]) {
1383 out_of_memory = GL_TRUE;
1384 }
1385 }
1386 if (out_of_memory) {
1387 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1388 if (ctx->Texture.Proxy1D->Image[i]) {
1389 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1390 }
1391 if (ctx->Texture.Proxy2D->Image[i]) {
1392 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1393 }
1394 if (ctx->Texture.Proxy3D->Image[i]) {
1395 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1396 }
1397 }
1398 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1399 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1400 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1401 return GL_FALSE;
1402 }
1403 else {
1404 return GL_TRUE;
1405 }
1406 }
1407
1408
1409 /*
1410 * Initialize a GLcontext struct. This includes allocating all the
1411 * other structs and arrays which hang off of the context by pointers.
1412 */
1413 GLboolean
1414 _mesa_initialize_context( GLcontext *ctx,
1415 GLvisual *visual,
1416 GLcontext *share_list,
1417 void *driver_ctx,
1418 GLboolean direct )
1419 {
1420 GLuint dispatchSize;
1421
1422 (void) direct; /* not used */
1423
1424 /* misc one-time initializations */
1425 one_time_init();
1426
1427 /**
1428 ** OpenGL SI stuff
1429 **/
1430 if (!ctx->imports.malloc) {
1431 _mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
1432 }
1433 /* exports are setup by the device driver */
1434
1435 ctx->DriverCtx = driver_ctx;
1436 ctx->Visual = *visual;
1437 ctx->DrawBuffer = NULL;
1438 ctx->ReadBuffer = NULL;
1439
1440 ctx->VB = gl_vb_create_for_immediate( ctx );
1441 if (!ctx->VB) {
1442 return GL_FALSE;
1443 }
1444 ctx->input = ctx->VB->IM;
1445
1446 ctx->PB = gl_alloc_pb();
1447 if (!ctx->PB) {
1448 ALIGN_FREE( ctx->VB );
1449 return GL_FALSE;
1450 }
1451
1452 if (share_list) {
1453 /* share the group of display lists of another context */
1454 ctx->Shared = share_list->Shared;
1455 }
1456 else {
1457 /* allocate new group of display lists */
1458 ctx->Shared = alloc_shared_state();
1459 if (!ctx->Shared) {
1460 ALIGN_FREE( ctx->VB );
1461 FREE( ctx->PB );
1462 return GL_FALSE;
1463 }
1464 }
1465 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1466 ctx->Shared->RefCount++;
1467 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1468
1469 init_attrib_groups( ctx );
1470
1471 gl_reset_vb( ctx->VB );
1472 gl_reset_input( ctx );
1473
1474 if (visual->DBflag) {
1475 ctx->Color.DrawBuffer = GL_BACK;
1476 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1477 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1478 ctx->Pixel.ReadBuffer = GL_BACK;
1479 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1480 }
1481 else {
1482 ctx->Color.DrawBuffer = GL_FRONT;
1483 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1484 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1485 ctx->Pixel.ReadBuffer = GL_FRONT;
1486 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1487 }
1488
1489 if (!alloc_proxy_textures(ctx)) {
1490 free_shared_state(ctx, ctx->Shared);
1491 ALIGN_FREE( ctx->VB );
1492 FREE( ctx->PB );
1493 return GL_FALSE;
1494 }
1495
1496 /* register the most recent extension functions with libGL */
1497 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1498 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1499 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1500 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1501 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1502 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1503 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1504 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1505
1506 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1507 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1508 * Mesa we do this to accomodate different versions of libGL and various
1509 * DRI drivers.
1510 */
1511 dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
1512 sizeof(struct _glapi_table) / sizeof(void *));
1513
1514 /* setup API dispatch tables */
1515 ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1516 ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1517 if (!ctx->Exec || !ctx->Save) {
1518 free_shared_state(ctx, ctx->Shared);
1519 ALIGN_FREE( ctx->VB );
1520 FREE( ctx->PB );
1521 if (ctx->Exec)
1522 FREE( ctx->Exec );
1523 }
1524 _mesa_init_exec_table(ctx->Exec, dispatchSize);
1525 _mesa_init_dlist_table(ctx->Save, dispatchSize);
1526 ctx->CurrentDispatch = ctx->Exec;
1527
1528 #if defined(MESA_TRACE)
1529 ctx->TraceCtx = CALLOC( sizeof(trace_context_t) );
1530 #if 0
1531 /* Brian: do you want to have CreateContext fail here,
1532 or should we just trap in NewTrace (currently done)? */
1533 if (!(ctx->TraceCtx)) {
1534 free_shared_state(ctx, ctx->Shared);
1535 ALIGN_FREE( ctx->VB );
1536 FREE( ctx->PB );
1537 FREE( ctx->Exec );
1538 FREE( ctx->Save );
1539 return GL_FALSE;
1540 }
1541 #endif
1542 trInitContext(ctx->TraceCtx);
1543
1544 ctx->TraceDispatch = (struct _glapi_table *)
1545 CALLOC(dispatchSize * sizeof(void*));
1546 #if 0
1547 if (!(ctx->TraceCtx)) {
1548 free_shared_state(ctx, ctx->Shared);
1549 ALIGN_FREE( ctx->VB );
1550 FREE( ctx->PB );
1551 FREE( ctx->Exec );
1552 FREE( ctx->Save );
1553 FREE( ctx->TraceCtx );
1554 return GL_FALSE;
1555 }
1556 #endif
1557 trInitDispatch(ctx->TraceDispatch);
1558 #endif
1559
1560 return GL_TRUE;
1561 }
1562
1563
1564
1565 /*
1566 * Allocate and initialize a GLcontext structure.
1567 * Input: visual - a GLvisual pointer
1568 * sharelist - another context to share display lists with or NULL
1569 * driver_ctx - pointer to device driver's context state struct
1570 * Return: pointer to a new __GLcontextRec or NULL if error.
1571 */
1572 GLcontext *
1573 _mesa_create_context( GLvisual *visual,
1574 GLcontext *share_list,
1575 void *driver_ctx,
1576 GLboolean direct )
1577 {
1578 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1579 if (!ctx) {
1580 return NULL;
1581 }
1582
1583 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1584 return ctx;
1585 }
1586 else {
1587 FREE(ctx);
1588 return NULL;
1589 }
1590 }
1591
1592
1593
1594 /*
1595 * Free the data associated with the given context.
1596 * But don't free() the GLcontext struct itself!
1597 */
1598 void
1599 _mesa_free_context_data( GLcontext *ctx )
1600 {
1601 struct gl_shine_tab *s, *tmps;
1602 GLuint i, j;
1603
1604 /* if we're destroying the current context, unbind it first */
1605 if (ctx == _mesa_get_current_context()) {
1606 _mesa_make_current(NULL, NULL);
1607 }
1608
1609 gl_matrix_dtr( &ctx->ModelView );
1610 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1611 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1612 }
1613 gl_matrix_dtr( &ctx->ProjectionMatrix );
1614 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1615 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1616 }
1617 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1618 gl_matrix_dtr( &ctx->TextureMatrix[i] );
1619 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1620 gl_matrix_dtr( &ctx->TextureStack[i][j] );
1621 }
1622 }
1623
1624 FREE( ctx->PB );
1625
1626 if (ctx->input != ctx->VB->IM)
1627 gl_immediate_free( ctx->input );
1628
1629 gl_vb_free( ctx->VB );
1630
1631 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1632 ctx->Shared->RefCount--;
1633 assert(ctx->Shared->RefCount >= 0);
1634 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1635 if (ctx->Shared->RefCount == 0) {
1636 /* free shared state */
1637 free_shared_state( ctx, ctx->Shared );
1638 }
1639
1640 foreach_s( s, tmps, ctx->ShineTabList ) {
1641 FREE( s );
1642 }
1643 FREE( ctx->ShineTabList );
1644
1645 /* Free proxy texture objects */
1646 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1647 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1648 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1649
1650 /* Free evaluator data */
1651 if (ctx->EvalMap.Map1Vertex3.Points)
1652 FREE( ctx->EvalMap.Map1Vertex3.Points );
1653 if (ctx->EvalMap.Map1Vertex4.Points)
1654 FREE( ctx->EvalMap.Map1Vertex4.Points );
1655 if (ctx->EvalMap.Map1Index.Points)
1656 FREE( ctx->EvalMap.Map1Index.Points );
1657 if (ctx->EvalMap.Map1Color4.Points)
1658 FREE( ctx->EvalMap.Map1Color4.Points );
1659 if (ctx->EvalMap.Map1Normal.Points)
1660 FREE( ctx->EvalMap.Map1Normal.Points );
1661 if (ctx->EvalMap.Map1Texture1.Points)
1662 FREE( ctx->EvalMap.Map1Texture1.Points );
1663 if (ctx->EvalMap.Map1Texture2.Points)
1664 FREE( ctx->EvalMap.Map1Texture2.Points );
1665 if (ctx->EvalMap.Map1Texture3.Points)
1666 FREE( ctx->EvalMap.Map1Texture3.Points );
1667 if (ctx->EvalMap.Map1Texture4.Points)
1668 FREE( ctx->EvalMap.Map1Texture4.Points );
1669
1670 if (ctx->EvalMap.Map2Vertex3.Points)
1671 FREE( ctx->EvalMap.Map2Vertex3.Points );
1672 if (ctx->EvalMap.Map2Vertex4.Points)
1673 FREE( ctx->EvalMap.Map2Vertex4.Points );
1674 if (ctx->EvalMap.Map2Index.Points)
1675 FREE( ctx->EvalMap.Map2Index.Points );
1676 if (ctx->EvalMap.Map2Color4.Points)
1677 FREE( ctx->EvalMap.Map2Color4.Points );
1678 if (ctx->EvalMap.Map2Normal.Points)
1679 FREE( ctx->EvalMap.Map2Normal.Points );
1680 if (ctx->EvalMap.Map2Texture1.Points)
1681 FREE( ctx->EvalMap.Map2Texture1.Points );
1682 if (ctx->EvalMap.Map2Texture2.Points)
1683 FREE( ctx->EvalMap.Map2Texture2.Points );
1684 if (ctx->EvalMap.Map2Texture3.Points)
1685 FREE( ctx->EvalMap.Map2Texture3.Points );
1686 if (ctx->EvalMap.Map2Texture4.Points)
1687 FREE( ctx->EvalMap.Map2Texture4.Points );
1688
1689 _mesa_free_colortable_data( &ctx->ColorTable );
1690 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1691 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1692 _mesa_free_colortable_data( &ctx->Texture.Palette );
1693
1694 /* Free cache of immediate buffers. */
1695 while (ctx->nr_im_queued-- > 0) {
1696 struct immediate * next = ctx->freed_im_queue->next;
1697 ALIGN_FREE( ctx->freed_im_queue );
1698 ctx->freed_im_queue = next;
1699 }
1700 gl_extensions_dtr(ctx);
1701
1702 FREE(ctx->Exec);
1703 FREE(ctx->Save);
1704 }
1705
1706
1707
1708 /*
1709 * Destroy a GLcontext structure.
1710 */
1711 void
1712 _mesa_destroy_context( GLcontext *ctx )
1713 {
1714 if (ctx) {
1715 _mesa_free_context_data(ctx);
1716 FREE( (void *) ctx );
1717 }
1718 }
1719
1720
1721
1722 /*
1723 * Called by the driver after both the context and driver are fully
1724 * initialized. Currently just reads the config file.
1725 */
1726 void
1727 _mesa_context_initialize( GLcontext *ctx )
1728 {
1729 gl_read_config_file( ctx );
1730 }
1731
1732
1733
1734 /*
1735 * Copy attribute groups from one context to another.
1736 * Input: src - source context
1737 * dst - destination context
1738 * mask - bitwise OR of GL_*_BIT flags
1739 */
1740 void
1741 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1742 {
1743 if (mask & GL_ACCUM_BUFFER_BIT) {
1744 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1745 }
1746 if (mask & GL_COLOR_BUFFER_BIT) {
1747 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1748 }
1749 if (mask & GL_CURRENT_BIT) {
1750 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1751 }
1752 if (mask & GL_DEPTH_BUFFER_BIT) {
1753 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1754 }
1755 if (mask & GL_ENABLE_BIT) {
1756 /* no op */
1757 }
1758 if (mask & GL_EVAL_BIT) {
1759 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1760 }
1761 if (mask & GL_FOG_BIT) {
1762 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1763 }
1764 if (mask & GL_HINT_BIT) {
1765 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1766 }
1767 if (mask & GL_LIGHTING_BIT) {
1768 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1769 /* gl_reinit_light_attrib( &dst->Light ); */
1770 }
1771 if (mask & GL_LINE_BIT) {
1772 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1773 }
1774 if (mask & GL_LIST_BIT) {
1775 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1776 }
1777 if (mask & GL_PIXEL_MODE_BIT) {
1778 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1779 }
1780 if (mask & GL_POINT_BIT) {
1781 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1782 }
1783 if (mask & GL_POLYGON_BIT) {
1784 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1785 }
1786 if (mask & GL_POLYGON_STIPPLE_BIT) {
1787 /* Use loop instead of MEMCPY due to problem with Portland Group's
1788 * C compiler. Reported by John Stone.
1789 */
1790 int i;
1791 for (i=0;i<32;i++) {
1792 dst->PolygonStipple[i] = src->PolygonStipple[i];
1793 }
1794 }
1795 if (mask & GL_SCISSOR_BIT) {
1796 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1797 }
1798 if (mask & GL_STENCIL_BUFFER_BIT) {
1799 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1800 }
1801 if (mask & GL_TEXTURE_BIT) {
1802 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1803 }
1804 if (mask & GL_TRANSFORM_BIT) {
1805 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1806 }
1807 if (mask & GL_VIEWPORT_BIT) {
1808 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1809 }
1810 }
1811
1812
1813 /*
1814 * Set the current context, binding the given frame buffer to the context.
1815 */
1816 void
1817 _mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1818 {
1819 _mesa_make_current2( newCtx, buffer, buffer );
1820 }
1821
1822
1823 /*
1824 * Bind the given context to the given draw-buffer and read-buffer
1825 * and make it the current context for this thread.
1826 */
1827 void
1828 _mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1829 GLframebuffer *readBuffer )
1830 {
1831 #if 0
1832 GLcontext *oldCtx = gl_get_context();
1833
1834 /* Flush the old context
1835 */
1836 if (oldCtx) {
1837 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "_mesa_make_current");
1838
1839 /* unbind frame buffers from context */
1840 if (oldCtx->DrawBuffer) {
1841 oldCtx->DrawBuffer = NULL;
1842 }
1843 if (oldCtx->ReadBuffer) {
1844 oldCtx->ReadBuffer = NULL;
1845 }
1846 }
1847 #endif
1848
1849 /* We call this function periodically (just here for now) in
1850 * order to detect when multithreading has begun.
1851 */
1852 _glapi_check_multithread();
1853
1854 _glapi_set_context((void *) newCtx);
1855 ASSERT(_mesa_get_current_context() == newCtx);
1856 if (newCtx) {
1857 SET_IMMEDIATE(newCtx, newCtx->input);
1858 _glapi_set_dispatch(newCtx->CurrentDispatch);
1859 }
1860 else {
1861 _glapi_set_dispatch(NULL); /* none current */
1862 }
1863
1864 if (MESA_VERBOSE) fprintf(stderr, "_mesa_make_current()\n");
1865
1866 if (newCtx && drawBuffer && readBuffer) {
1867 /* TODO: check if newCtx and buffer's visual match??? */
1868 newCtx->DrawBuffer = drawBuffer;
1869 newCtx->ReadBuffer = readBuffer;
1870 newCtx->NewState = NEW_ALL; /* just to be safe */
1871 gl_update_state( newCtx );
1872 }
1873
1874 /* We can use this to help debug user's problems. Tell the to set
1875 * the MESA_INFO env variable before running their app. Then the
1876 * first time each context is made current we'll print some useful
1877 * information.
1878 */
1879 if (newCtx && newCtx->FirstTimeCurrent) {
1880 if (getenv("MESA_INFO")) {
1881 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1882 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1883 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1884 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1885 #if defined(THREADS)
1886 fprintf(stderr, "Mesa thread-safe: YES\n");
1887 #else
1888 fprintf(stderr, "Mesa thread-safe: NO\n");
1889 #endif
1890 #if defined(USE_X86_ASM)
1891 fprintf(stderr, "Mesa x86-optimized: YES\n");
1892 #else
1893 fprintf(stderr, "Mesa x86-optimized: NO\n");
1894 #endif
1895 }
1896 newCtx->FirstTimeCurrent = GL_FALSE;
1897 }
1898 }
1899
1900
1901
1902 /*
1903 * Return current context handle for the calling thread.
1904 * This isn't the fastest way to get the current context.
1905 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1906 */
1907 GLcontext *
1908 _mesa_get_current_context( void )
1909 {
1910 return (GLcontext *) _glapi_get_context();
1911 }
1912
1913
1914
1915 /*
1916 * This should be called by device drivers just before they do a
1917 * swapbuffers. Any pending rendering commands will be executed.
1918 */
1919 void
1920 _mesa_swapbuffers(GLcontext *ctx)
1921 {
1922 FLUSH_VB( ctx, "swap buffers" );
1923 }
1924
1925
1926
1927 /*
1928 * Return pointer to this context's current API dispatch table.
1929 * It'll either be the immediate-mode execute dispatcher or the
1930 * display list compile dispatcher.
1931 */
1932 struct _glapi_table *
1933 _mesa_get_dispatch(GLcontext *ctx)
1934 {
1935 return ctx->CurrentDispatch;
1936 }
1937
1938
1939
1940 /**********************************************************************/
1941 /***** Miscellaneous functions *****/
1942 /**********************************************************************/
1943
1944
1945 /*
1946 * This function is called when the Mesa user has stumbled into a code
1947 * path which may not be implemented fully or correctly.
1948 */
1949 void gl_problem( const GLcontext *ctx, const char *s )
1950 {
1951 fprintf( stderr, "Mesa implementation error: %s\n", s );
1952 fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
1953 (void) ctx;
1954 }
1955
1956
1957
1958 /*
1959 * This is called to inform the user that he or she has tried to do
1960 * something illogical or if there's likely a bug in their program
1961 * (like enabled depth testing without a depth buffer).
1962 */
1963 void
1964 _mesa_warning( const GLcontext *ctx, const char *s )
1965 {
1966 (*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
1967 }
1968
1969
1970
1971 /*
1972 * Compile an error into current display list.
1973 */
1974 void
1975 _mesa_compile_error( GLcontext *ctx, GLenum error, const char *s )
1976 {
1977 if (ctx->CompileFlag)
1978 gl_save_error( ctx, error, s );
1979
1980 if (ctx->ExecuteFlag)
1981 gl_error( ctx, error, s );
1982 }
1983
1984
1985
1986 /*
1987 * This is Mesa's error handler. Normally, all that's done is the updating
1988 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1989 * environment variable "MESA_DEBUG" is defined then a real error message
1990 * is printed to stderr.
1991 * Input: ctx - the GL context
1992 * error - the error value
1993 * where - usually the name of function where error was detected
1994 */
1995 void
1996 gl_error( GLcontext *ctx, GLenum error, const char *where )
1997 {
1998 const char *debugEnv = getenv("MESA_DEBUG");
1999 GLboolean debug;
2000
2001 #ifdef DEBUG
2002 if (debugEnv && strstr(debugEnv, "silent"))
2003 debug = GL_FALSE;
2004 else
2005 debug = GL_TRUE;
2006 #else
2007 if (debugEnv)
2008 debug = GL_TRUE;
2009 else
2010 debug = GL_FALSE;
2011 #endif
2012
2013 if (debug) {
2014 const char *errstr;
2015 switch (error) {
2016 case GL_NO_ERROR:
2017 errstr = "GL_NO_ERROR";
2018 break;
2019 case GL_INVALID_VALUE:
2020 errstr = "GL_INVALID_VALUE";
2021 break;
2022 case GL_INVALID_ENUM:
2023 errstr = "GL_INVALID_ENUM";
2024 break;
2025 case GL_INVALID_OPERATION:
2026 errstr = "GL_INVALID_OPERATION";
2027 break;
2028 case GL_STACK_OVERFLOW:
2029 errstr = "GL_STACK_OVERFLOW";
2030 break;
2031 case GL_STACK_UNDERFLOW:
2032 errstr = "GL_STACK_UNDERFLOW";
2033 break;
2034 case GL_OUT_OF_MEMORY:
2035 errstr = "GL_OUT_OF_MEMORY";
2036 break;
2037 case GL_TABLE_TOO_LARGE:
2038 errstr = "GL_TABLE_TOO_LARGE";
2039 break;
2040 default:
2041 errstr = "unknown";
2042 break;
2043 }
2044 fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
2045 }
2046
2047 if (ctx->ErrorValue == GL_NO_ERROR) {
2048 ctx->ErrorValue = error;
2049 }
2050
2051 /* Call device driver's error handler, if any. This is used on the Mac. */
2052 if (ctx->Driver.Error) {
2053 (*ctx->Driver.Error)( ctx );
2054 }
2055 }
2056
2057
2058
2059 void
2060 _mesa_Finish( void )
2061 {
2062 GET_CURRENT_CONTEXT(ctx);
2063 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
2064 if (ctx->Driver.Finish) {
2065 (*ctx->Driver.Finish)( ctx );
2066 }
2067 }
2068
2069
2070
2071 void
2072 _mesa_Flush( void )
2073 {
2074 GET_CURRENT_CONTEXT(ctx);
2075 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
2076 if (ctx->Driver.Flush) {
2077 (*ctx->Driver.Flush)( ctx );
2078 }
2079 }
2080
2081
2082
2083 const char *_mesa_prim_name[GL_POLYGON+2] = {
2084 "GL_POINTS",
2085 "GL_LINES",
2086 "GL_LINE_LOOP",
2087 "GL_LINE_STRIP",
2088 "GL_TRIANGLES",
2089 "GL_TRIANGLE_STRIP",
2090 "GL_TRIANGLE_FAN",
2091 "GL_QUADS",
2092 "GL_QUAD_STRIP",
2093 "GL_POLYGON",
2094 "culled primitive"
2095 };
2096
2097
2098 GLenum gl_reduce_prim[GL_POLYGON+1] = {
2099 GL_POINTS,
2100 GL_LINES,
2101 GL_LINES,
2102 GL_LINES,
2103 GL_TRIANGLES,
2104 GL_TRIANGLES,
2105 GL_TRIANGLES,
2106 GL_TRIANGLES,
2107 GL_TRIANGLES,
2108 GL_TRIANGLES,
2109 };