1 /* $Id: context.c,v 1.92 2000/10/09 22:42:40 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
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.
40 #include "extensions.h"
43 #include "glapinoop.h"
55 #include "simple_list.h"
58 #include "translate.h"
71 #if defined(MESA_TRACE)
72 #include "Trace/tr_context.h"
73 #include "Trace/tr_wrapper.h"
78 /**********************************************************************/
79 /***** OpenGL SI-style interface (new in Mesa 3.5) *****/
80 /**********************************************************************/
83 _mesa_DestroyContext(__GLcontext
*gc
)
86 _mesa_free_context_data(gc
);
87 (*gc
->imports
.free
)(gc
, gc
);
93 /* exported OpenGL SI interface */
95 __glCoreCreateContext(__GLimports
*imports
, __GLcontextModes
*modes
)
99 ctx
= (GLcontext
*) (*imports
->calloc
)(0, 1, sizeof(GLcontext
));
103 ctx
->imports
= *imports
;
105 _mesa_initialize_visual(&ctx
->Visual
,
107 modes
->doubleBufferMode
,
117 modes
->accumGreenBits
,
118 modes
->accumBlueBits
,
119 modes
->accumAlphaBits
,
122 _mesa_initialize_context(ctx
, &ctx
->Visual
, NULL
, imports
->wscx
, GL_FALSE
);
124 ctx
->exports
.destroyContext
= _mesa_DestroyContext
;
130 /* exported OpenGL SI interface */
132 __glCoreNopDispatch(void)
136 __gl_dispatch
= __glNopDispatchState
;
139 _glapi_set_dispatch(NULL
);
144 /**********************************************************************/
145 /***** Context and Thread management *****/
146 /**********************************************************************/
149 #if !defined(THREADS)
151 struct immediate
*_mesa_CurrentInput
= NULL
;
156 /**********************************************************************/
157 /***** GL Visual allocation/destruction *****/
158 /**********************************************************************/
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
179 _mesa_create_visual( GLboolean rgbFlag
,
181 GLboolean stereoFlag
,
190 GLint accumGreenBits
,
192 GLint accumAlphaBits
,
195 GLvisual
*vis
= (GLvisual
*) CALLOC( sizeof(GLvisual
) );
197 if (!_mesa_initialize_visual(vis
, rgbFlag
, dbFlag
, stereoFlag
,
198 redBits
, greenBits
, blueBits
, alphaBits
,
199 indexBits
, depthBits
, stencilBits
,
200 accumRedBits
, accumGreenBits
,
201 accumBlueBits
, accumAlphaBits
,
212 * Initialize the fields of the given GLvisual.
213 * Input: see _mesa_create_visual() above.
214 * Return: GL_TRUE = success
215 * GL_FALSE = failure.
218 _mesa_initialize_visual( GLvisual
*vis
,
221 GLboolean stereoFlag
,
230 GLint accumGreenBits
,
232 GLint accumAlphaBits
,
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!?!).
241 assert(depthBits
== 0 || depthBits
> 1);
243 if (depthBits
< 0 || depthBits
> 32) {
246 if (stencilBits
< 0 || stencilBits
> (GLint
) (8 * sizeof(GLstencil
))) {
249 if (accumRedBits
< 0 || accumRedBits
> (GLint
) (8 * sizeof(GLaccum
))) {
252 if (accumGreenBits
< 0 || accumGreenBits
> (GLint
) (8 * sizeof(GLaccum
))) {
255 if (accumBlueBits
< 0 || accumBlueBits
> (GLint
) (8 * sizeof(GLaccum
))) {
258 if (accumAlphaBits
< 0 || accumAlphaBits
> (GLint
) (8 * sizeof(GLaccum
))) {
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
;
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;
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.
283 vis
->DepthMax
= 1 << 16;
284 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
286 else if (depthBits
< 32) {
287 vis
->DepthMax
= (1 << depthBits
) - 1;
288 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
291 /* Special case since shift values greater than or equal to the
292 * number of bits in the left hand expression's type are
295 vis
->DepthMax
= 0xffffffff;
296 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
304 _mesa_destroy_visual( GLvisual
*vis
)
310 /**********************************************************************/
311 /***** GL Framebuffer allocation/destruction *****/
312 /**********************************************************************/
316 * Create a new framebuffer. A GLframebuffer is a struct which
317 * encapsulates the depth, stencil and accum buffers and related
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?
325 * Return: pointer to new GLframebuffer struct or NULL if error.
328 _mesa_create_framebuffer( GLvisual
*visual
,
329 GLboolean softwareDepth
,
330 GLboolean softwareStencil
,
331 GLboolean softwareAccum
,
332 GLboolean softwareAlpha
)
334 GLframebuffer
*buffer
= CALLOC_STRUCT(gl_frame_buffer
);
337 _mesa_initialize_framebuffer(buffer
, visual
,
338 softwareDepth
, softwareStencil
,
339 softwareAccum
, softwareAlpha
);
346 * Initialize a GLframebuffer object.
347 * Input: See _mesa_create_framebuffer() above.
350 _mesa_initialize_framebuffer( GLframebuffer
*buffer
,
352 GLboolean softwareDepth
,
353 GLboolean softwareStencil
,
354 GLboolean softwareAccum
,
355 GLboolean softwareAlpha
)
361 if (softwareDepth
) {
362 assert(visual
->DepthBits
> 0);
364 if (softwareStencil
) {
365 assert(visual
->StencilBits
> 0);
368 assert(visual
->RGBAflag
);
369 assert(visual
->AccumRedBits
> 0);
370 assert(visual
->AccumGreenBits
> 0);
371 assert(visual
->AccumBlueBits
> 0);
374 assert(visual
->RGBAflag
);
375 assert(visual
->AlphaBits
> 0);
378 buffer
->Visual
= visual
;
379 buffer
->UseSoftwareDepthBuffer
= softwareDepth
;
380 buffer
->UseSoftwareStencilBuffer
= softwareStencil
;
381 buffer
->UseSoftwareAccumBuffer
= softwareAccum
;
382 buffer
->UseSoftwareAlphaBuffers
= softwareAlpha
;
387 * Free a framebuffer struct and its buffers.
390 _mesa_destroy_framebuffer( GLframebuffer
*buffer
)
393 if (buffer
->DepthBuffer
) {
394 FREE( buffer
->DepthBuffer
);
397 FREE( buffer
->Accum
);
399 if (buffer
->Stencil
) {
400 FREE( buffer
->Stencil
);
402 if (buffer
->FrontLeftAlpha
) {
403 FREE( buffer
->FrontLeftAlpha
);
405 if (buffer
->BackLeftAlpha
) {
406 FREE( buffer
->BackLeftAlpha
);
408 if (buffer
->FrontRightAlpha
) {
409 FREE( buffer
->FrontRightAlpha
);
411 if (buffer
->BackRightAlpha
) {
412 FREE( buffer
->BackRightAlpha
);
420 /**********************************************************************/
421 /***** Context allocation, initialization, destroying *****/
422 /**********************************************************************/
425 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
429 * This function just calls all the various one-time-init functions in Mesa.
432 one_time_init( void )
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 );
452 gl_init_transformation();
457 if (getenv("MESA_DEBUG")) {
458 _glapi_noop_enable_warnings(GL_TRUE
);
461 _glapi_noop_enable_warnings(GL_FALSE
);
464 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
465 fprintf(stderr
, "Mesa DEBUG build %s %s\n", __DATE__
, __TIME__
);
468 alreadyCalled
= GL_TRUE
;
470 _glthread_UNLOCK_MUTEX(OneTimeLock
);
476 * Allocate and initialize a shared context state structure.
478 static struct gl_shared_state
*
479 alloc_shared_state( void )
482 struct gl_shared_state
*ss
;
483 GLboolean outOfMemory
;
485 ss
= CALLOC_STRUCT(gl_shared_state
);
489 _glthread_INIT_MUTEX(ss
->Mutex
);
491 ss
->DisplayList
= _mesa_NewHashTable();
492 ss
->TexObjects
= _mesa_NewHashTable();
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
;
502 ss
->DefaultD
[d
]->RefCount
++; /* don't free if not in use */
505 ss
->DefaultCubeMap
= gl_alloc_texture_object(ss
, 0, 6);
506 if (!ss
->DefaultCubeMap
) {
507 outOfMemory
= GL_TRUE
;
510 ss
->DefaultCubeMap
->RefCount
++;
513 if (!ss
->DisplayList
|| !ss
->TexObjects
|| outOfMemory
) {
514 /* Ran out of memory at some point. Free everything and return NULL */
516 _mesa_DeleteHashTable(ss
->DisplayList
);
518 _mesa_DeleteHashTable(ss
->TexObjects
);
520 gl_free_texture_object(ss
, ss
->DefaultD
[1]);
522 gl_free_texture_object(ss
, ss
->DefaultD
[2]);
524 gl_free_texture_object(ss
, ss
->DefaultD
[3]);
525 if (ss
->DefaultCubeMap
)
526 gl_free_texture_object(ss
, ss
->DefaultCubeMap
);
537 * Deallocate a shared state context and all children structures.
540 free_shared_state( GLcontext
*ctx
, struct gl_shared_state
*ss
)
542 /* Free display lists */
544 GLuint list
= _mesa_HashFirstEntry(ss
->DisplayList
);
546 gl_destroy_list(ctx
, list
);
552 _mesa_DeleteHashTable(ss
->DisplayList
);
554 /* Free texture objects */
555 while (ss
->TexObjectList
)
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
);
562 _mesa_DeleteHashTable(ss
->TexObjects
);
570 * Initialize the nth light. Note that the defaults for light 0 are
571 * different than the other lights.
574 init_light( struct gl_light
*l
, GLuint n
)
576 make_empty_list( l
);
578 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
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 );
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 );
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
;
602 init_lightmodel( struct gl_lightmodel
*lm
)
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
;
612 init_material( struct gl_material
*m
)
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 );
621 m
->SpecularIndex
= 1;
627 init_texture_unit( GLcontext
*ctx
, GLuint unit
)
629 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
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;
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
;
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 );
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
;
678 init_fallback_arrays( GLcontext
*ctx
)
680 struct gl_client_array
*cl
;
683 cl
= &ctx
->Fallback
.Normal
;
688 cl
->Ptr
= (void *) ctx
->Current
.Normal
;
691 cl
= &ctx
->Fallback
.Color
;
693 cl
->Type
= GL_UNSIGNED_BYTE
;
696 cl
->Ptr
= (void *) ctx
->Current
.ByteColor
;
699 cl
= &ctx
->Fallback
.Index
;
701 cl
->Type
= GL_UNSIGNED_INT
;
704 cl
->Ptr
= (void *) &ctx
->Current
.Index
;
707 for (i
= 0 ; i
< MAX_TEXTURE_UNITS
; i
++) {
708 cl
= &ctx
->Fallback
.TexCoord
[i
];
713 cl
->Ptr
= (void *) ctx
->Current
.Texcoord
[i
];
717 cl
= &ctx
->Fallback
.EdgeFlag
;
719 cl
->Type
= GL_UNSIGNED_BYTE
;
722 cl
->Ptr
= (void *) &ctx
->Current
.EdgeFlag
;
727 /* Initialize a 1-D evaluator map */
729 init_1d_map( struct gl_1d_map
*map
, int n
, const float *initial
)
734 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
738 map
->Points
[i
] = initial
[i
];
743 /* Initialize a 2-D evaluator map */
745 init_2d_map( struct gl_2d_map
*map
, int n
, const float *initial
)
753 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
757 map
->Points
[i
] = initial
[i
];
763 * Initialize the attribute groups in a GLcontext.
766 init_attrib_groups( GLcontext
*ctx
)
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;
795 /* Modelview matrix */
796 gl_matrix_ctr( &ctx
->ModelView
);
797 gl_matrix_alloc_inv( &ctx
->ModelView
);
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
] );
805 /* Projection matrix - need inv for user clipping in clip space*/
806 gl_matrix_ctr( &ctx
->ProjectionMatrix
);
807 gl_matrix_alloc_inv( &ctx
->ProjectionMatrix
);
809 gl_matrix_ctr( &ctx
->ModelProjectMatrix
);
810 gl_matrix_ctr( &ctx
->ModelProjectWinMatrix
);
811 ctx
->ModelProjectWinMatrixUptodate
= GL_FALSE
;
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. */
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
] );
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;
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
]);
839 /* Accumulate buffer group */
840 ASSIGN_4V( ctx
->Accum
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
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
;
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);
885 ctx
->Current
.Flag
= (VERT_NORM
|VERT_INDEX
|VERT_RGBA
|VERT_EDGE
|
886 VERT_TEX0_1
|VERT_TEX1_1
|VERT_MATERIAL
);
888 init_fallback_arrays( ctx
);
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
;
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;
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 };
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
);
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
);
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;
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
;
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;
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;
1003 gl_pipeline_init( ctx
);
1007 gl_extensions_ctr( ctx
);
1009 ctx
->AllowVertexCull
= CLIP_CULLED_BIT
;
1011 /* Lighting group */
1012 for (i
=0;i
<MAX_LIGHTS
;i
++) {
1013 init_light( &ctx
->Light
.Light
[i
], i
);
1015 make_empty_list( &ctx
->Light
.EnabledList
);
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
,
1027 GL_AMBIENT_AND_DIFFUSE
, ~0, 0 );
1029 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
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
);
1038 insert_at_tail( ctx
->ShineTabList
, s
);
1040 for (i
= 0 ; i
< 4 ; i
++) {
1041 ctx
->ShineTable
[i
] = ctx
->ShineTabList
->prev
;
1042 ctx
->ShineTable
[i
]->refcount
++;
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 );
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;
1058 /* Display List group */
1059 ctx
->List
.ListBase
= 0;
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);
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);
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;
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
;
1158 /* Polygon Stipple group */
1159 MEMSET( ctx
->PolygonStipple
, 0xff, 32*sizeof(GLuint
) );
1162 ctx
->Scissor
.Enabled
= GL_FALSE
;
1165 ctx
->Scissor
.Width
= 0;
1166 ctx
->Scissor
.Height
= 0;
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
;
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
);
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 );
1196 ctx
->Transform
.AnyClip
= GL_FALSE
;
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
);
1209 ctx
->Viewport
.WindowMap
.m
[Sz
] = 0.5 * ctx
->Visual
.DepthMaxF
;
1210 ctx
->Viewport
.WindowMap
.m
[Tz
] = 0.5 * ctx
->Visual
.DepthMaxF
;
1214 ctx
->Viewport
.WindowMap
.flags
= MAT_FLAG_GENERAL_SCALE
|MAT_FLAG_TRANSLATION
;
1215 ctx
->Viewport
.WindowMap
.type
= MATRIX_3D_NO_ROT
;
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
;
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 */
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
;
1274 ctx
->Feedback
.Type
= GL_2D
; /* TODO: verify */
1275 ctx
->Feedback
.Buffer
= NULL
;
1276 ctx
->Feedback
.BufferSize
= 0;
1277 ctx
->Feedback
.Count
= 0;
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;
1286 /* Optimized Accum buffer */
1287 ctx
->IntegerAccumMode
= GL_TRUE
;
1288 ctx
->IntegerAccumScaler
= 0.0;
1290 /* Renderer and client attribute stacks */
1291 ctx
->AttribStackDepth
= 0;
1292 ctx
->ClientAttribStackDepth
= 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;
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
);
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
;
1319 ctx
->NeedEyeCoords
= GL_FALSE
;
1320 ctx
->NeedEyeNormals
= GL_FALSE
;
1321 ctx
->vb_proj_matrix
= &ctx
->ModelProjectMatrix
;
1323 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
1325 ctx
->CatchSignals
= GL_TRUE
;
1326 ctx
->OcclusionResult
= GL_FALSE
;
1327 ctx
->OcclusionResultSaved
= GL_FALSE
;
1329 /* For debug/development only */
1330 ctx
->NoRaster
= getenv("MESA_NO_RASTER") ? GL_TRUE
: GL_FALSE
;
1331 ctx
->FirstTimeCurrent
= GL_TRUE
;
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");
1339 ctx
->Color
.DitherFlag
= GL_FALSE
;
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
1352 alloc_proxy_textures( GLcontext
*ctx
)
1354 GLboolean out_of_memory
;
1357 ctx
->Texture
.Proxy1D
= gl_alloc_texture_object(NULL
, 0, 1);
1358 if (!ctx
->Texture
.Proxy1D
) {
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
);
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
);
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
;
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
]);
1391 if (ctx
->Texture
.Proxy2D
->Image
[i
]) {
1392 _mesa_free_texture_image(ctx
->Texture
.Proxy2D
->Image
[i
]);
1394 if (ctx
->Texture
.Proxy3D
->Image
[i
]) {
1395 _mesa_free_texture_image(ctx
->Texture
.Proxy3D
->Image
[i
]);
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
);
1410 * Initialize a GLcontext struct. This includes allocating all the
1411 * other structs and arrays which hang off of the context by pointers.
1414 _mesa_initialize_context( GLcontext
*ctx
,
1416 GLcontext
*share_list
,
1420 GLuint dispatchSize
;
1422 (void) direct
; /* not used */
1424 /* misc one-time initializations */
1430 if (!ctx
->imports
.malloc
) {
1431 _mesa_InitDefaultImports(&ctx
->imports
, driver_ctx
, NULL
);
1433 /* exports are setup by the device driver */
1435 ctx
->DriverCtx
= driver_ctx
;
1436 ctx
->Visual
= *visual
;
1437 ctx
->DrawBuffer
= NULL
;
1438 ctx
->ReadBuffer
= NULL
;
1440 ctx
->VB
= gl_vb_create_for_immediate( ctx
);
1444 ctx
->input
= ctx
->VB
->IM
;
1446 ctx
->PB
= gl_alloc_pb();
1448 ALIGN_FREE( ctx
->VB
);
1453 /* share the group of display lists of another context */
1454 ctx
->Shared
= share_list
->Shared
;
1457 /* allocate new group of display lists */
1458 ctx
->Shared
= alloc_shared_state();
1460 ALIGN_FREE( ctx
->VB
);
1465 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1466 ctx
->Shared
->RefCount
++;
1467 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1469 init_attrib_groups( ctx
);
1471 gl_reset_vb( ctx
->VB
);
1472 gl_reset_input( ctx
);
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
;
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
;
1489 if (!alloc_proxy_textures(ctx
)) {
1490 free_shared_state(ctx
, ctx
->Shared
);
1491 ALIGN_FREE( ctx
->VB
);
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);
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
1511 dispatchSize
= MAX2(_glapi_get_dispatch_table_size(),
1512 sizeof(struct _glapi_table
) / sizeof(void *));
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
);
1524 _mesa_init_exec_table(ctx
->Exec
, dispatchSize
);
1525 _mesa_init_dlist_table(ctx
->Save
, dispatchSize
);
1526 ctx
->CurrentDispatch
= ctx
->Exec
;
1528 #if defined(MESA_TRACE)
1529 ctx
->TraceCtx
= CALLOC( sizeof(trace_context_t
) );
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
);
1542 trInitContext(ctx
->TraceCtx
);
1544 ctx
->TraceDispatch
= (struct _glapi_table
*)
1545 CALLOC(dispatchSize
* sizeof(void*));
1547 if (!(ctx
->TraceCtx
)) {
1548 free_shared_state(ctx
, ctx
->Shared
);
1549 ALIGN_FREE( ctx
->VB
);
1553 FREE( ctx
->TraceCtx
);
1557 trInitDispatch(ctx
->TraceDispatch
);
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.
1573 _mesa_create_context( GLvisual
*visual
,
1574 GLcontext
*share_list
,
1578 GLcontext
*ctx
= (GLcontext
*) CALLOC( sizeof(GLcontext
) );
1583 if (_mesa_initialize_context(ctx
, visual
, share_list
, driver_ctx
, direct
)) {
1595 * Free the data associated with the given context.
1596 * But don't free() the GLcontext struct itself!
1599 _mesa_free_context_data( GLcontext
*ctx
)
1601 struct gl_shine_tab
*s
, *tmps
;
1604 /* if we're destroying the current context, unbind it first */
1605 if (ctx
== _mesa_get_current_context()) {
1606 _mesa_make_current(NULL
, NULL
);
1609 gl_matrix_dtr( &ctx
->ModelView
);
1610 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
1611 gl_matrix_dtr( &ctx
->ModelViewStack
[i
] );
1613 gl_matrix_dtr( &ctx
->ProjectionMatrix
);
1614 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
1615 gl_matrix_dtr( &ctx
->ProjectionStack
[i
] );
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
] );
1626 if (ctx
->input
!= ctx
->VB
->IM
)
1627 gl_immediate_free( ctx
->input
);
1629 gl_vb_free( ctx
->VB
);
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
);
1640 foreach_s( s
, tmps
, ctx
->ShineTabList
) {
1643 FREE( ctx
->ShineTabList
);
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
);
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
);
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
);
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
);
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
;
1700 gl_extensions_dtr(ctx
);
1709 * Destroy a GLcontext structure.
1712 _mesa_destroy_context( GLcontext
*ctx
)
1715 _mesa_free_context_data(ctx
);
1716 FREE( (void *) ctx
);
1723 * Called by the driver after both the context and driver are fully
1724 * initialized. Currently just reads the config file.
1727 _mesa_context_initialize( GLcontext
*ctx
)
1729 gl_read_config_file( ctx
);
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
1741 _mesa_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1743 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1744 MEMCPY( &dst
->Accum
, &src
->Accum
, sizeof(struct gl_accum_attrib
) );
1746 if (mask
& GL_COLOR_BUFFER_BIT
) {
1747 MEMCPY( &dst
->Color
, &src
->Color
, sizeof(struct gl_colorbuffer_attrib
) );
1749 if (mask
& GL_CURRENT_BIT
) {
1750 MEMCPY( &dst
->Current
, &src
->Current
, sizeof(struct gl_current_attrib
) );
1752 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1753 MEMCPY( &dst
->Depth
, &src
->Depth
, sizeof(struct gl_depthbuffer_attrib
) );
1755 if (mask
& GL_ENABLE_BIT
) {
1758 if (mask
& GL_EVAL_BIT
) {
1759 MEMCPY( &dst
->Eval
, &src
->Eval
, sizeof(struct gl_eval_attrib
) );
1761 if (mask
& GL_FOG_BIT
) {
1762 MEMCPY( &dst
->Fog
, &src
->Fog
, sizeof(struct gl_fog_attrib
) );
1764 if (mask
& GL_HINT_BIT
) {
1765 MEMCPY( &dst
->Hint
, &src
->Hint
, sizeof(struct gl_hint_attrib
) );
1767 if (mask
& GL_LIGHTING_BIT
) {
1768 MEMCPY( &dst
->Light
, &src
->Light
, sizeof(struct gl_light_attrib
) );
1769 /* gl_reinit_light_attrib( &dst->Light ); */
1771 if (mask
& GL_LINE_BIT
) {
1772 MEMCPY( &dst
->Line
, &src
->Line
, sizeof(struct gl_line_attrib
) );
1774 if (mask
& GL_LIST_BIT
) {
1775 MEMCPY( &dst
->List
, &src
->List
, sizeof(struct gl_list_attrib
) );
1777 if (mask
& GL_PIXEL_MODE_BIT
) {
1778 MEMCPY( &dst
->Pixel
, &src
->Pixel
, sizeof(struct gl_pixel_attrib
) );
1780 if (mask
& GL_POINT_BIT
) {
1781 MEMCPY( &dst
->Point
, &src
->Point
, sizeof(struct gl_point_attrib
) );
1783 if (mask
& GL_POLYGON_BIT
) {
1784 MEMCPY( &dst
->Polygon
, &src
->Polygon
, sizeof(struct gl_polygon_attrib
) );
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.
1791 for (i
=0;i
<32;i
++) {
1792 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1795 if (mask
& GL_SCISSOR_BIT
) {
1796 MEMCPY( &dst
->Scissor
, &src
->Scissor
, sizeof(struct gl_scissor_attrib
) );
1798 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1799 MEMCPY( &dst
->Stencil
, &src
->Stencil
, sizeof(struct gl_stencil_attrib
) );
1801 if (mask
& GL_TEXTURE_BIT
) {
1802 MEMCPY( &dst
->Texture
, &src
->Texture
, sizeof(struct gl_texture_attrib
) );
1804 if (mask
& GL_TRANSFORM_BIT
) {
1805 MEMCPY( &dst
->Transform
, &src
->Transform
, sizeof(struct gl_transform_attrib
) );
1807 if (mask
& GL_VIEWPORT_BIT
) {
1808 MEMCPY( &dst
->Viewport
, &src
->Viewport
, sizeof(struct gl_viewport_attrib
) );
1814 * Set the current context, binding the given frame buffer to the context.
1817 _mesa_make_current( GLcontext
*newCtx
, GLframebuffer
*buffer
)
1819 _mesa_make_current2( newCtx
, buffer
, buffer
);
1824 * Bind the given context to the given draw-buffer and read-buffer
1825 * and make it the current context for this thread.
1828 _mesa_make_current2( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1829 GLframebuffer
*readBuffer
)
1832 GLcontext
*oldCtx
= gl_get_context();
1834 /* Flush the old context
1837 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx
, "_mesa_make_current");
1839 /* unbind frame buffers from context */
1840 if (oldCtx
->DrawBuffer
) {
1841 oldCtx
->DrawBuffer
= NULL
;
1843 if (oldCtx
->ReadBuffer
) {
1844 oldCtx
->ReadBuffer
= NULL
;
1849 /* We call this function periodically (just here for now) in
1850 * order to detect when multithreading has begun.
1852 _glapi_check_multithread();
1854 _glapi_set_context((void *) newCtx
);
1855 ASSERT(_mesa_get_current_context() == newCtx
);
1857 SET_IMMEDIATE(newCtx
, newCtx
->input
);
1858 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1861 _glapi_set_dispatch(NULL
); /* none current */
1864 if (MESA_VERBOSE
) fprintf(stderr
, "_mesa_make_current()\n");
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
);
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
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");
1888 fprintf(stderr
, "Mesa thread-safe: NO\n");
1890 #if defined(USE_X86_ASM)
1891 fprintf(stderr
, "Mesa x86-optimized: YES\n");
1893 fprintf(stderr
, "Mesa x86-optimized: NO\n");
1896 newCtx
->FirstTimeCurrent
= GL_FALSE
;
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
1908 _mesa_get_current_context( void )
1910 return (GLcontext
*) _glapi_get_context();
1916 * This should be called by device drivers just before they do a
1917 * swapbuffers. Any pending rendering commands will be executed.
1920 _mesa_swapbuffers(GLcontext
*ctx
)
1922 FLUSH_VB( ctx
, "swap buffers" );
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.
1932 struct _glapi_table
*
1933 _mesa_get_dispatch(GLcontext
*ctx
)
1935 return ctx
->CurrentDispatch
;
1940 /**********************************************************************/
1941 /***** Miscellaneous functions *****/
1942 /**********************************************************************/
1946 * This function is called when the Mesa user has stumbled into a code
1947 * path which may not be implemented fully or correctly.
1949 void gl_problem( const GLcontext
*ctx
, const char *s
)
1951 fprintf( stderr
, "Mesa implementation error: %s\n", s
);
1952 fprintf( stderr
, "Report to Mesa bug database at www.mesa3d.org\n" );
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).
1964 _mesa_warning( const GLcontext
*ctx
, const char *s
)
1966 (*ctx
->imports
.warning
)((__GLcontext
*) ctx
, (char *) s
);
1972 * Compile an error into current display list.
1975 _mesa_compile_error( GLcontext
*ctx
, GLenum error
, const char *s
)
1977 if (ctx
->CompileFlag
)
1978 gl_save_error( ctx
, error
, s
);
1980 if (ctx
->ExecuteFlag
)
1981 gl_error( ctx
, error
, s
);
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
1996 gl_error( GLcontext
*ctx
, GLenum error
, const char *where
)
1998 const char *debugEnv
= getenv("MESA_DEBUG");
2002 if (debugEnv
&& strstr(debugEnv
, "silent"))
2017 errstr
= "GL_NO_ERROR";
2019 case GL_INVALID_VALUE
:
2020 errstr
= "GL_INVALID_VALUE";
2022 case GL_INVALID_ENUM
:
2023 errstr
= "GL_INVALID_ENUM";
2025 case GL_INVALID_OPERATION
:
2026 errstr
= "GL_INVALID_OPERATION";
2028 case GL_STACK_OVERFLOW
:
2029 errstr
= "GL_STACK_OVERFLOW";
2031 case GL_STACK_UNDERFLOW
:
2032 errstr
= "GL_STACK_UNDERFLOW";
2034 case GL_OUT_OF_MEMORY
:
2035 errstr
= "GL_OUT_OF_MEMORY";
2037 case GL_TABLE_TOO_LARGE
:
2038 errstr
= "GL_TABLE_TOO_LARGE";
2044 fprintf(stderr
, "Mesa user error: %s in %s\n", errstr
, where
);
2047 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
2048 ctx
->ErrorValue
= error
;
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
);
2060 _mesa_Finish( void )
2062 GET_CURRENT_CONTEXT(ctx
);
2063 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFinish");
2064 if (ctx
->Driver
.Finish
) {
2065 (*ctx
->Driver
.Finish
)( ctx
);
2074 GET_CURRENT_CONTEXT(ctx
);
2075 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFlush");
2076 if (ctx
->Driver
.Flush
) {
2077 (*ctx
->Driver
.Flush
)( ctx
);
2083 const char *_mesa_prim_name
[GL_POLYGON
+2] = {
2089 "GL_TRIANGLE_STRIP",
2098 GLenum gl_reduce_prim
[GL_POLYGON
+1] = {