now using dynamically allocated api dispatch tables
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.43 2000/02/12 17:26:15 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "accum.h"
33 #include "alphabuf.h"
34 #include "clip.h"
35 #include "context.h"
36 #include "cva.h"
37 #include "depth.h"
38 #include "dlist.h"
39 #include "eval.h"
40 #include "enums.h"
41 #include "extensions.h"
42 #include "fog.h"
43 #include "get.h"
44 #include "glapi.h"
45 #include "glapinoop.h"
46 #include "glthread.h"
47 #include "hash.h"
48 #include "light.h"
49 #include "macros.h"
50 #include "matrix.h"
51 #include "mem.h"
52 #include "mmath.h"
53 #include "pb.h"
54 #include "pipeline.h"
55 #include "shade.h"
56 #include "simple_list.h"
57 #include "stencil.h"
58 #include "stages.h"
59 #include "state.h"
60 #include "translate.h"
61 #include "teximage.h"
62 #include "texobj.h"
63 #include "texstate.h"
64 #include "texture.h"
65 #include "types.h"
66 #include "varray.h"
67 #include "vb.h"
68 #include "vbcull.h"
69 #include "vbrender.h"
70 #include "vbxform.h"
71 #include "vertices.h"
72 #include "xform.h"
73 #endif
74
75
76
77 /**********************************************************************/
78 /***** Context and Thread management *****/
79 /**********************************************************************/
80
81
82 #if !defined(THREADS)
83
84 struct immediate *_mesa_CurrentInput = NULL;
85
86 #endif
87
88
89
90
91 /**********************************************************************/
92 /***** Profiling functions *****/
93 /**********************************************************************/
94
95 #ifdef PROFILE
96
97 #include <sys/times.h>
98 #include <sys/param.h>
99
100
101 /*
102 * Return system time in seconds.
103 * NOTE: this implementation may not be very portable!
104 */
105 GLdouble gl_time( void )
106 {
107 static GLdouble prev_time = 0.0;
108 static GLdouble time;
109 struct tms tm;
110 clock_t clk;
111
112 clk = times(&tm);
113
114 #ifdef CLK_TCK
115 time = (double)clk / (double)CLK_TCK;
116 #else
117 time = (double)clk / (double)HZ;
118 #endif
119
120 if (time>prev_time) {
121 prev_time = time;
122 return time;
123 }
124 else {
125 return prev_time;
126 }
127 }
128
129 /*
130 * Reset the timing/profiling counters
131 */
132 static void init_timings( GLcontext *ctx )
133 {
134 ctx->BeginEndCount = 0;
135 ctx->BeginEndTime = 0.0;
136 ctx->VertexCount = 0;
137 ctx->VertexTime = 0.0;
138 ctx->PointCount = 0;
139 ctx->PointTime = 0.0;
140 ctx->LineCount = 0;
141 ctx->LineTime = 0.0;
142 ctx->PolygonCount = 0;
143 ctx->PolygonTime = 0.0;
144 ctx->ClearCount = 0;
145 ctx->ClearTime = 0.0;
146 ctx->SwapCount = 0;
147 ctx->SwapTime = 0.0;
148 }
149
150
151 /*
152 * Print the accumulated timing/profiling data.
153 */
154 static void print_timings( GLcontext *ctx )
155 {
156 GLdouble beginendrate;
157 GLdouble vertexrate;
158 GLdouble pointrate;
159 GLdouble linerate;
160 GLdouble polygonrate;
161 GLdouble overhead;
162 GLdouble clearrate;
163 GLdouble swaprate;
164 GLdouble avgvertices;
165
166 if (ctx->BeginEndTime>0.0) {
167 beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
168 }
169 else {
170 beginendrate = 0.0;
171 }
172 if (ctx->VertexTime>0.0) {
173 vertexrate = ctx->VertexCount / ctx->VertexTime;
174 }
175 else {
176 vertexrate = 0.0;
177 }
178 if (ctx->PointTime>0.0) {
179 pointrate = ctx->PointCount / ctx->PointTime;
180 }
181 else {
182 pointrate = 0.0;
183 }
184 if (ctx->LineTime>0.0) {
185 linerate = ctx->LineCount / ctx->LineTime;
186 }
187 else {
188 linerate = 0.0;
189 }
190 if (ctx->PolygonTime>0.0) {
191 polygonrate = ctx->PolygonCount / ctx->PolygonTime;
192 }
193 else {
194 polygonrate = 0.0;
195 }
196 if (ctx->ClearTime>0.0) {
197 clearrate = ctx->ClearCount / ctx->ClearTime;
198 }
199 else {
200 clearrate = 0.0;
201 }
202 if (ctx->SwapTime>0.0) {
203 swaprate = ctx->SwapCount / ctx->SwapTime;
204 }
205 else {
206 swaprate = 0.0;
207 }
208
209 if (ctx->BeginEndCount>0) {
210 avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
211 }
212 else {
213 avgvertices = 0.0;
214 }
215
216 overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
217 - ctx->LineTime - ctx->PolygonTime;
218
219
220 printf(" Count Time (s) Rate (/s) \n");
221 printf("--------------------------------------------------------\n");
222 printf("glBegin/glEnd %7d %8.3f %10.3f\n",
223 ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
224 printf(" vertexes transformed %7d %8.3f %10.3f\n",
225 ctx->VertexCount, ctx->VertexTime, vertexrate );
226 printf(" points rasterized %7d %8.3f %10.3f\n",
227 ctx->PointCount, ctx->PointTime, pointrate );
228 printf(" lines rasterized %7d %8.3f %10.3f\n",
229 ctx->LineCount, ctx->LineTime, linerate );
230 printf(" polygons rasterized %7d %8.3f %10.3f\n",
231 ctx->PolygonCount, ctx->PolygonTime, polygonrate );
232 printf(" overhead %8.3f\n", overhead );
233 printf("glClear %7d %8.3f %10.3f\n",
234 ctx->ClearCount, ctx->ClearTime, clearrate );
235 printf("SwapBuffers %7d %8.3f %10.3f\n",
236 ctx->SwapCount, ctx->SwapTime, swaprate );
237 printf("\n");
238
239 printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
240 }
241 #endif
242
243
244
245
246
247 /**********************************************************************/
248 /***** GL Visual allocation/destruction *****/
249 /**********************************************************************/
250
251
252 /*
253 * Allocate a new GLvisual object.
254 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
255 * alphaFlag - alloc software alpha buffers?
256 * dbFlag - double buffering?
257 * stereoFlag - stereo buffer?
258 * depthFits - requested minimum bits per depth buffer value
259 * stencilFits - requested minimum bits per stencil buffer value
260 * accumFits - requested minimum bits per accum buffer component
261 * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
262 * red/green/blue/alphaFits - number of bits per color component
263 * in frame buffer for RGB(A) mode.
264 * Return: pointer to new GLvisual or NULL if requested parameters can't
265 * be met.
266 */
267 GLvisual *gl_create_visual( GLboolean rgbFlag,
268 GLboolean alphaFlag,
269 GLboolean dbFlag,
270 GLboolean stereoFlag,
271 GLint depthBits,
272 GLint stencilBits,
273 GLint accumBits,
274 GLint indexBits,
275 GLint redBits,
276 GLint greenBits,
277 GLint blueBits,
278 GLint alphaBits )
279 {
280 GLvisual *vis;
281
282 if (depthBits > (GLint) (8*sizeof(GLdepth))) {
283 /* can't meet depth buffer requirements */
284 return NULL;
285 }
286 if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
287 /* can't meet stencil buffer requirements */
288 return NULL;
289 }
290 if (accumBits > (GLint) (8*sizeof(GLaccum))) {
291 /* can't meet accum buffer requirements */
292 return NULL;
293 }
294
295 vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
296 if (!vis) {
297 return NULL;
298 }
299
300 vis->RGBAflag = rgbFlag;
301 vis->DBflag = dbFlag;
302 vis->StereoFlag = stereoFlag;
303 vis->RedBits = redBits;
304 vis->GreenBits = greenBits;
305 vis->BlueBits = blueBits;
306 vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
307
308 vis->IndexBits = indexBits;
309 vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
310 vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
311 vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
312
313 vis->SoftwareAlpha = alphaFlag;
314
315 return vis;
316 }
317
318
319
320 void gl_destroy_visual( GLvisual *vis )
321 {
322 FREE( vis );
323 }
324
325
326
327 /**********************************************************************/
328 /***** GL Framebuffer allocation/destruction *****/
329 /**********************************************************************/
330
331
332 /*
333 * Create a new framebuffer. A GLframebuffer is a struct which
334 * encapsulates the depth, stencil and accum buffers and related
335 * parameters.
336 * Input: visual - a GLvisual pointer
337 * softwareDepth - create/use a software depth buffer?
338 * softwareStencil - create/use a software stencil buffer?
339 * softwareAccum - create/use a software accum buffer?
340 * softwareAlpha - create/use a software alpha buffer?
341
342 * Return: pointer to new GLframebuffer struct or NULL if error.
343 */
344 GLframebuffer *gl_create_framebuffer( GLvisual *visual,
345 GLboolean softwareDepth,
346 GLboolean softwareStencil,
347 GLboolean softwareAccum,
348 GLboolean softwareAlpha )
349 {
350 GLframebuffer *buffer;
351
352 buffer = CALLOC_STRUCT(gl_frame_buffer);
353 if (!buffer) {
354 return NULL;
355 }
356
357 /* sanity checks */
358 if (softwareDepth ) {
359 assert(visual->DepthBits > 0);
360 }
361 if (softwareStencil) {
362 assert(visual->StencilBits > 0);
363 }
364 if (softwareAccum) {
365 assert(visual->RGBAflag);
366 assert(visual->AccumBits > 0);
367 }
368 if (softwareAlpha) {
369 assert(visual->RGBAflag);
370 assert(visual->AlphaBits > 0);
371 }
372
373 buffer->Visual = visual;
374 buffer->UseSoftwareDepthBuffer = softwareDepth;
375 buffer->UseSoftwareStencilBuffer = softwareStencil;
376 buffer->UseSoftwareAccumBuffer = softwareAccum;
377 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
378
379 return buffer;
380 }
381
382
383
384 /*
385 * Free a framebuffer struct and its buffers.
386 */
387 void gl_destroy_framebuffer( GLframebuffer *buffer )
388 {
389 if (buffer) {
390 if (buffer->Depth) {
391 FREE( buffer->Depth );
392 }
393 if (buffer->Accum) {
394 FREE( buffer->Accum );
395 }
396 if (buffer->Stencil) {
397 FREE( buffer->Stencil );
398 }
399 if (buffer->FrontLeftAlpha) {
400 FREE( buffer->FrontLeftAlpha );
401 }
402 if (buffer->BackLeftAlpha) {
403 FREE( buffer->BackLeftAlpha );
404 }
405 if (buffer->FrontRightAlpha) {
406 FREE( buffer->FrontRightAlpha );
407 }
408 if (buffer->BackRightAlpha) {
409 FREE( buffer->BackRightAlpha );
410 }
411 FREE(buffer);
412 }
413 }
414
415
416
417 /**********************************************************************/
418 /***** Context allocation, initialization, destroying *****/
419 /**********************************************************************/
420
421
422 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
423
424
425 /*
426 * This function just calls all the various one-time-init functions in Mesa.
427 */
428 static void one_time_init( void )
429 {
430 static GLboolean alreadyCalled = GL_FALSE;
431 _glthread_LOCK_MUTEX(OneTimeLock);
432 if (!alreadyCalled) {
433 /* do some implementation tests */
434 assert( sizeof(GLbyte) == 1 );
435 assert( sizeof(GLshort) >= 2 );
436 assert( sizeof(GLint) >= 4 );
437 assert( sizeof(GLubyte) == 1 );
438 assert( sizeof(GLushort) >= 2 );
439 assert( sizeof(GLuint) >= 4 );
440
441 gl_init_clip();
442 gl_init_eval();
443 _mesa_init_fog();
444 gl_init_math();
445 gl_init_lists();
446 gl_init_shade();
447 gl_init_texture();
448 gl_init_transformation();
449 gl_init_translate();
450 gl_init_vbrender();
451 gl_init_vbxform();
452 gl_init_vertices();
453
454 if (getenv("MESA_DEBUG")) {
455 _glapi_noop_enable_warnings(GL_TRUE);
456 }
457 else {
458 _glapi_noop_enable_warnings(GL_FALSE);
459 }
460
461 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
462 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
463 #endif
464
465 alreadyCalled = GL_TRUE;
466 }
467 _glthread_UNLOCK_MUTEX(OneTimeLock);
468 }
469
470
471
472 /*
473 * Allocate and initialize a shared context state structure.
474 */
475 static struct gl_shared_state *alloc_shared_state( void )
476 {
477 GLuint d;
478 struct gl_shared_state *ss;
479 GLboolean outOfMemory;
480
481 ss = CALLOC_STRUCT(gl_shared_state);
482 if (!ss)
483 return NULL;
484
485 ss->DisplayList = _mesa_NewHashTable();
486
487 ss->TexObjects = _mesa_NewHashTable();
488
489 /* Default Texture objects */
490 outOfMemory = GL_FALSE;
491 for (d = 1 ; d <= 3 ; d++) {
492 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
493 if (!ss->DefaultD[d]) {
494 outOfMemory = GL_TRUE;
495 break;
496 }
497 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
498 }
499
500 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
501 /* Ran out of memory at some point. Free everything and return NULL */
502 if (ss->DisplayList)
503 _mesa_DeleteHashTable(ss->DisplayList);
504 if (ss->TexObjects)
505 _mesa_DeleteHashTable(ss->TexObjects);
506 if (ss->DefaultD[1])
507 gl_free_texture_object(ss, ss->DefaultD[1]);
508 if (ss->DefaultD[2])
509 gl_free_texture_object(ss, ss->DefaultD[2]);
510 if (ss->DefaultD[3])
511 gl_free_texture_object(ss, ss->DefaultD[3]);
512 FREE(ss);
513 return NULL;
514 }
515 else {
516 return ss;
517 }
518 }
519
520
521 /*
522 * Deallocate a shared state context and all children structures.
523 */
524 static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
525 {
526 /* Free display lists */
527 while (1) {
528 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
529 if (list) {
530 gl_destroy_list(ctx, list);
531 }
532 else {
533 break;
534 }
535 }
536 _mesa_DeleteHashTable(ss->DisplayList);
537
538 /* Free texture objects */
539 while (ss->TexObjectList)
540 {
541 if (ctx->Driver.DeleteTexture)
542 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
543 /* this function removes from linked list too! */
544 gl_free_texture_object(ss, ss->TexObjectList);
545 }
546 _mesa_DeleteHashTable(ss->TexObjects);
547
548 FREE(ss);
549 }
550
551
552
553 /*
554 * Initialize the nth light. Note that the defaults for light 0 are
555 * different than the other lights.
556 */
557 static void init_light( struct gl_light *l, GLuint n )
558 {
559 make_empty_list( l );
560
561 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
562 if (n==0) {
563 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
564 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
565 }
566 else {
567 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
568 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
569 }
570 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
571 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
572 l->SpotExponent = 0.0;
573 gl_compute_spot_exp_table( l );
574 l->SpotCutoff = 180.0;
575 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
576 l->ConstantAttenuation = 1.0;
577 l->LinearAttenuation = 0.0;
578 l->QuadraticAttenuation = 0.0;
579 l->Enabled = GL_FALSE;
580 }
581
582
583
584 static void init_lightmodel( struct gl_lightmodel *lm )
585 {
586 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
587 lm->LocalViewer = GL_FALSE;
588 lm->TwoSide = GL_FALSE;
589 lm->ColorControl = GL_SINGLE_COLOR;
590 }
591
592
593 static void init_material( struct gl_material *m )
594 {
595 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
596 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
597 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
598 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
599 m->Shininess = 0.0;
600 m->AmbientIndex = 0;
601 m->DiffuseIndex = 1;
602 m->SpecularIndex = 1;
603 }
604
605
606
607 static void init_texture_unit( GLcontext *ctx, GLuint unit )
608 {
609 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
610
611 texUnit->EnvMode = GL_MODULATE;
612 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
613 texUnit->TexGenEnabled = 0;
614 texUnit->GenModeS = GL_EYE_LINEAR;
615 texUnit->GenModeT = GL_EYE_LINEAR;
616 texUnit->GenModeR = GL_EYE_LINEAR;
617 texUnit->GenModeQ = GL_EYE_LINEAR;
618 /* Yes, these plane coefficients are correct! */
619 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
620 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
621 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
622 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
623 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
624 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
625 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
626 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
627
628 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
629 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
630 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
631 }
632
633
634 static void init_fallback_arrays( GLcontext *ctx )
635 {
636 struct gl_client_array *cl;
637 GLuint i;
638
639 cl = &ctx->Fallback.Normal;
640 cl->Size = 3;
641 cl->Type = GL_FLOAT;
642 cl->Stride = 0;
643 cl->StrideB = 0;
644 cl->Ptr = (void *) ctx->Current.Normal;
645 cl->Enabled = 1;
646
647 cl = &ctx->Fallback.Color;
648 cl->Size = 4;
649 cl->Type = GL_UNSIGNED_BYTE;
650 cl->Stride = 0;
651 cl->StrideB = 0;
652 cl->Ptr = (void *) ctx->Current.ByteColor;
653 cl->Enabled = 1;
654
655 cl = &ctx->Fallback.Index;
656 cl->Size = 1;
657 cl->Type = GL_UNSIGNED_INT;
658 cl->Stride = 0;
659 cl->StrideB = 0;
660 cl->Ptr = (void *) &ctx->Current.Index;
661 cl->Enabled = 1;
662
663 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
664 cl = &ctx->Fallback.TexCoord[i];
665 cl->Size = 4;
666 cl->Type = GL_FLOAT;
667 cl->Stride = 0;
668 cl->StrideB = 0;
669 cl->Ptr = (void *) ctx->Current.Texcoord[i];
670 cl->Enabled = 1;
671 }
672
673 cl = &ctx->Fallback.EdgeFlag;
674 cl->Size = 1;
675 cl->Type = GL_UNSIGNED_BYTE;
676 cl->Stride = 0;
677 cl->StrideB = 0;
678 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
679 cl->Enabled = 1;
680 }
681
682
683 /* Initialize a 1-D evaluator map */
684 static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
685 {
686 map->Order = 1;
687 map->u1 = 0.0;
688 map->u2 = 1.0;
689 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
690 if (map->Points) {
691 GLint i;
692 for (i=0;i<n;i++)
693 map->Points[i] = initial[i];
694 }
695 }
696
697
698 /* Initialize a 2-D evaluator map */
699 static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
700 {
701 map->Uorder = 1;
702 map->Vorder = 1;
703 map->u1 = 0.0;
704 map->u2 = 1.0;
705 map->v1 = 0.0;
706 map->v2 = 1.0;
707 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
708 if (map->Points) {
709 GLint i;
710 for (i=0;i<n;i++)
711 map->Points[i] = initial[i];
712 }
713 }
714
715
716 static void init_color_table( struct gl_color_table *p )
717 {
718 p->Table[0] = 255;
719 p->Table[1] = 255;
720 p->Table[2] = 255;
721 p->Table[3] = 255;
722 p->Size = 1;
723 p->IntFormat = GL_RGBA;
724 p->Format = GL_RGBA;
725 }
726
727
728 /*
729 * Initialize the attribute groups in a GLcontext.
730 */
731 static void init_attrib_groups( GLcontext *ctx )
732 {
733 GLuint i, j;
734
735 assert(ctx);
736
737 /* Constants, may be overriden by device drivers */
738 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
739 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
740 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
741 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
742 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
743 ctx->Const.MinPointSize = MIN_POINT_SIZE;
744 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
745 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
746 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
747 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
748 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
749 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
750 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
751 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
752 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
753 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
754
755 /* Modelview matrix */
756 gl_matrix_ctr( &ctx->ModelView );
757 gl_matrix_alloc_inv( &ctx->ModelView );
758
759 ctx->ModelViewStackDepth = 0;
760 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
761 gl_matrix_ctr( &ctx->ModelViewStack[i] );
762 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
763 }
764
765 /* Projection matrix - need inv for user clipping in clip space*/
766 gl_matrix_ctr( &ctx->ProjectionMatrix );
767 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
768
769 gl_matrix_ctr( &ctx->ModelProjectMatrix );
770 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
771 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
772
773 ctx->ProjectionStackDepth = 0;
774 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
775 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
776
777 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
778 gl_matrix_ctr( &ctx->ProjectionStack[i] );
779 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
780 }
781
782 /* Texture matrix */
783 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
784 gl_matrix_ctr( &ctx->TextureMatrix[i] );
785 ctx->TextureStackDepth[i] = 0;
786 for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
787 ctx->TextureStack[i][j].inv = 0;
788 }
789 }
790
791 /* Accumulate buffer group */
792 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
793
794 /* Color buffer group */
795 ctx->Color.IndexMask = 0xffffffff;
796 ctx->Color.ColorMask[0] = 0xff;
797 ctx->Color.ColorMask[1] = 0xff;
798 ctx->Color.ColorMask[2] = 0xff;
799 ctx->Color.ColorMask[3] = 0xff;
800 ctx->Color.SWmasking = GL_FALSE;
801 ctx->Color.ClearIndex = 0;
802 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
803 ctx->Color.DrawBuffer = GL_FRONT;
804 ctx->Color.AlphaEnabled = GL_FALSE;
805 ctx->Color.AlphaFunc = GL_ALWAYS;
806 ctx->Color.AlphaRef = 0;
807 ctx->Color.BlendEnabled = GL_FALSE;
808 ctx->Color.BlendSrcRGB = GL_ONE;
809 ctx->Color.BlendDstRGB = GL_ZERO;
810 ctx->Color.BlendSrcA = GL_ONE;
811 ctx->Color.BlendDstA = GL_ZERO;
812 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
813 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
814 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
815 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
816 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
817 ctx->Color.SWLogicOpEnabled = GL_FALSE;
818 ctx->Color.LogicOp = GL_COPY;
819 ctx->Color.DitherFlag = GL_TRUE;
820 ctx->Color.MultiDrawBuffer = GL_FALSE;
821
822 /* Current group */
823 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
824 ctx->Current.Index = 1;
825 for (i=0; i<MAX_TEXTURE_UNITS; i++)
826 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
827 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
828 ctx->Current.RasterDistance = 0.0;
829 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
830 ctx->Current.RasterIndex = 1;
831 for (i=0; i<MAX_TEXTURE_UNITS; i++)
832 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
833 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
834 ctx->Current.RasterPosValid = GL_TRUE;
835 ctx->Current.EdgeFlag = GL_TRUE;
836 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
837 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
838
839 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
840 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
841
842 init_fallback_arrays( ctx );
843
844 /* Depth buffer group */
845 ctx->Depth.Test = GL_FALSE;
846 ctx->Depth.Clear = 1.0;
847 ctx->Depth.Func = GL_LESS;
848 ctx->Depth.Mask = GL_TRUE;
849
850 /* Evaluators group */
851 ctx->Eval.Map1Color4 = GL_FALSE;
852 ctx->Eval.Map1Index = GL_FALSE;
853 ctx->Eval.Map1Normal = GL_FALSE;
854 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
855 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
856 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
857 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
858 ctx->Eval.Map1Vertex3 = GL_FALSE;
859 ctx->Eval.Map1Vertex4 = GL_FALSE;
860 ctx->Eval.Map2Color4 = GL_FALSE;
861 ctx->Eval.Map2Index = GL_FALSE;
862 ctx->Eval.Map2Normal = GL_FALSE;
863 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
864 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
865 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
866 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
867 ctx->Eval.Map2Vertex3 = GL_FALSE;
868 ctx->Eval.Map2Vertex4 = GL_FALSE;
869 ctx->Eval.AutoNormal = GL_FALSE;
870 ctx->Eval.MapGrid1un = 1;
871 ctx->Eval.MapGrid1u1 = 0.0;
872 ctx->Eval.MapGrid1u2 = 1.0;
873 ctx->Eval.MapGrid2un = 1;
874 ctx->Eval.MapGrid2vn = 1;
875 ctx->Eval.MapGrid2u1 = 0.0;
876 ctx->Eval.MapGrid2u2 = 1.0;
877 ctx->Eval.MapGrid2v1 = 0.0;
878 ctx->Eval.MapGrid2v2 = 1.0;
879
880 /* Evaluator data */
881 {
882 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
883 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
884 static GLfloat index[1] = { 1.0 };
885 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
886 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
887
888 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
889 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
890 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
891 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
892 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
893 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
894 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
895 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
896 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
897
898 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
899 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
900 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
901 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
902 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
903 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
904 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
905 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
906 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
907 }
908
909 /* Fog group */
910 ctx->Fog.Enabled = GL_FALSE;
911 ctx->Fog.Mode = GL_EXP;
912 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
913 ctx->Fog.Index = 0.0;
914 ctx->Fog.Density = 1.0;
915 ctx->Fog.Start = 0.0;
916 ctx->Fog.End = 1.0;
917
918 /* Hint group */
919 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
920 ctx->Hint.PointSmooth = GL_DONT_CARE;
921 ctx->Hint.LineSmooth = GL_DONT_CARE;
922 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
923 ctx->Hint.Fog = GL_DONT_CARE;
924
925 ctx->Hint.AllowDrawWin = GL_TRUE;
926 ctx->Hint.AllowDrawSpn = GL_TRUE;
927 ctx->Hint.AllowDrawMem = GL_TRUE;
928 ctx->Hint.StrictLighting = GL_TRUE;
929
930 /* Pipeline */
931 gl_pipeline_init( ctx );
932 gl_cva_init( ctx );
933
934 /* Extensions */
935 gl_extensions_ctr( ctx );
936
937 ctx->AllowVertexCull = CLIP_CULLED_BIT;
938
939 /* Lighting group */
940 for (i=0;i<MAX_LIGHTS;i++) {
941 init_light( &ctx->Light.Light[i], i );
942 }
943 make_empty_list( &ctx->Light.EnabledList );
944
945 init_lightmodel( &ctx->Light.Model );
946 init_material( &ctx->Light.Material[0] );
947 init_material( &ctx->Light.Material[1] );
948 ctx->Light.ShadeModel = GL_SMOOTH;
949 ctx->Light.Enabled = GL_FALSE;
950 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
951 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
952 ctx->Light.ColorMaterialBitmask
953 = gl_material_bitmask( ctx,
954 GL_FRONT_AND_BACK,
955 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
956
957 ctx->Light.ColorMaterialEnabled = GL_FALSE;
958
959 /* Lighting miscellaneous */
960 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
961 make_empty_list( ctx->ShineTabList );
962 for (i = 0 ; i < 10 ; i++) {
963 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
964 s->shininess = -1;
965 s->refcount = 0;
966 insert_at_tail( ctx->ShineTabList, s );
967 }
968 for (i = 0 ; i < 4 ; i++) {
969 ctx->ShineTable[i] = ctx->ShineTabList->prev;
970 ctx->ShineTable[i]->refcount++;
971 }
972
973
974 /* Line group */
975 ctx->Line.SmoothFlag = GL_FALSE;
976 ctx->Line.StippleFlag = GL_FALSE;
977 ctx->Line.Width = 1.0;
978 ctx->Line.StipplePattern = 0xffff;
979 ctx->Line.StippleFactor = 1;
980
981 /* Display List group */
982 ctx->List.ListBase = 0;
983
984 /* Pixel group */
985 ctx->Pixel.RedBias = 0.0;
986 ctx->Pixel.RedScale = 1.0;
987 ctx->Pixel.GreenBias = 0.0;
988 ctx->Pixel.GreenScale = 1.0;
989 ctx->Pixel.BlueBias = 0.0;
990 ctx->Pixel.BlueScale = 1.0;
991 ctx->Pixel.AlphaBias = 0.0;
992 ctx->Pixel.AlphaScale = 1.0;
993 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
994 ctx->Pixel.DepthBias = 0.0;
995 ctx->Pixel.DepthScale = 1.0;
996 ctx->Pixel.IndexOffset = 0;
997 ctx->Pixel.IndexShift = 0;
998 ctx->Pixel.ZoomX = 1.0;
999 ctx->Pixel.ZoomY = 1.0;
1000 ctx->Pixel.MapColorFlag = GL_FALSE;
1001 ctx->Pixel.MapStencilFlag = GL_FALSE;
1002 ctx->Pixel.MapStoSsize = 1;
1003 ctx->Pixel.MapItoIsize = 1;
1004 ctx->Pixel.MapItoRsize = 1;
1005 ctx->Pixel.MapItoGsize = 1;
1006 ctx->Pixel.MapItoBsize = 1;
1007 ctx->Pixel.MapItoAsize = 1;
1008 ctx->Pixel.MapRtoRsize = 1;
1009 ctx->Pixel.MapGtoGsize = 1;
1010 ctx->Pixel.MapBtoBsize = 1;
1011 ctx->Pixel.MapAtoAsize = 1;
1012 ctx->Pixel.MapStoS[0] = 0;
1013 ctx->Pixel.MapItoI[0] = 0;
1014 ctx->Pixel.MapItoR[0] = 0.0;
1015 ctx->Pixel.MapItoG[0] = 0.0;
1016 ctx->Pixel.MapItoB[0] = 0.0;
1017 ctx->Pixel.MapItoA[0] = 0.0;
1018 ctx->Pixel.MapItoR8[0] = 0;
1019 ctx->Pixel.MapItoG8[0] = 0;
1020 ctx->Pixel.MapItoB8[0] = 0;
1021 ctx->Pixel.MapItoA8[0] = 0;
1022 ctx->Pixel.MapRtoR[0] = 0.0;
1023 ctx->Pixel.MapGtoG[0] = 0.0;
1024 ctx->Pixel.MapBtoB[0] = 0.0;
1025 ctx->Pixel.MapAtoA[0] = 0.0;
1026
1027 /* Point group */
1028 ctx->Point.SmoothFlag = GL_FALSE;
1029 ctx->Point.Size = 1.0;
1030 ctx->Point.Params[0] = 1.0;
1031 ctx->Point.Params[1] = 0.0;
1032 ctx->Point.Params[2] = 0.0;
1033 ctx->Point.Attenuated = GL_FALSE;
1034 ctx->Point.MinSize = 0.0;
1035 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1036 ctx->Point.Threshold = 1.0;
1037
1038 /* Polygon group */
1039 ctx->Polygon.CullFlag = GL_FALSE;
1040 ctx->Polygon.CullFaceMode = GL_BACK;
1041 ctx->Polygon.FrontFace = GL_CCW;
1042 ctx->Polygon.FrontBit = 0;
1043 ctx->Polygon.FrontMode = GL_FILL;
1044 ctx->Polygon.BackMode = GL_FILL;
1045 ctx->Polygon.Unfilled = GL_FALSE;
1046 ctx->Polygon.SmoothFlag = GL_FALSE;
1047 ctx->Polygon.StippleFlag = GL_FALSE;
1048 ctx->Polygon.OffsetFactor = 0.0F;
1049 ctx->Polygon.OffsetUnits = 0.0F;
1050 ctx->Polygon.OffsetPoint = GL_FALSE;
1051 ctx->Polygon.OffsetLine = GL_FALSE;
1052 ctx->Polygon.OffsetFill = GL_FALSE;
1053
1054 /* Polygon Stipple group */
1055 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1056
1057 /* Scissor group */
1058 ctx->Scissor.Enabled = GL_FALSE;
1059 ctx->Scissor.X = 0;
1060 ctx->Scissor.Y = 0;
1061 ctx->Scissor.Width = 0;
1062 ctx->Scissor.Height = 0;
1063
1064 /* Stencil group */
1065 ctx->Stencil.Enabled = GL_FALSE;
1066 ctx->Stencil.Function = GL_ALWAYS;
1067 ctx->Stencil.FailFunc = GL_KEEP;
1068 ctx->Stencil.ZPassFunc = GL_KEEP;
1069 ctx->Stencil.ZFailFunc = GL_KEEP;
1070 ctx->Stencil.Ref = 0;
1071 ctx->Stencil.ValueMask = STENCIL_MAX;
1072 ctx->Stencil.Clear = 0;
1073 ctx->Stencil.WriteMask = STENCIL_MAX;
1074
1075 /* Texture group */
1076 ctx->Texture.CurrentUnit = 0; /* multitexture */
1077 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1078 ctx->Texture.Enabled = 0;
1079 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1080 init_texture_unit( ctx, i );
1081 init_color_table(&ctx->Texture.Palette);
1082
1083 /* Transformation group */
1084 ctx->Transform.MatrixMode = GL_MODELVIEW;
1085 ctx->Transform.Normalize = GL_FALSE;
1086 ctx->Transform.RescaleNormals = GL_FALSE;
1087 for (i=0;i<MAX_CLIP_PLANES;i++) {
1088 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1089 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1090 }
1091 ctx->Transform.AnyClip = GL_FALSE;
1092
1093 /* Viewport group */
1094 ctx->Viewport.X = 0;
1095 ctx->Viewport.Y = 0;
1096 ctx->Viewport.Width = 0;
1097 ctx->Viewport.Height = 0;
1098 ctx->Viewport.Near = 0.0;
1099 ctx->Viewport.Far = 1.0;
1100 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1101
1102 #define Sz 10
1103 #define Tz 14
1104 ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
1105 ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
1106 #undef Sz
1107 #undef Tz
1108
1109 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1110 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1111
1112 /* Vertex arrays */
1113 ctx->Array.Vertex.Size = 4;
1114 ctx->Array.Vertex.Type = GL_FLOAT;
1115 ctx->Array.Vertex.Stride = 0;
1116 ctx->Array.Vertex.StrideB = 0;
1117 ctx->Array.Vertex.Ptr = NULL;
1118 ctx->Array.Vertex.Enabled = GL_FALSE;
1119 ctx->Array.Normal.Type = GL_FLOAT;
1120 ctx->Array.Normal.Stride = 0;
1121 ctx->Array.Normal.StrideB = 0;
1122 ctx->Array.Normal.Ptr = NULL;
1123 ctx->Array.Normal.Enabled = GL_FALSE;
1124 ctx->Array.Color.Size = 4;
1125 ctx->Array.Color.Type = GL_FLOAT;
1126 ctx->Array.Color.Stride = 0;
1127 ctx->Array.Color.StrideB = 0;
1128 ctx->Array.Color.Ptr = NULL;
1129 ctx->Array.Color.Enabled = GL_FALSE;
1130 ctx->Array.Index.Type = GL_FLOAT;
1131 ctx->Array.Index.Stride = 0;
1132 ctx->Array.Index.StrideB = 0;
1133 ctx->Array.Index.Ptr = NULL;
1134 ctx->Array.Index.Enabled = GL_FALSE;
1135 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1136 ctx->Array.TexCoord[i].Size = 4;
1137 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1138 ctx->Array.TexCoord[i].Stride = 0;
1139 ctx->Array.TexCoord[i].StrideB = 0;
1140 ctx->Array.TexCoord[i].Ptr = NULL;
1141 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1142 }
1143 ctx->Array.TexCoordInterleaveFactor = 1;
1144 ctx->Array.EdgeFlag.Stride = 0;
1145 ctx->Array.EdgeFlag.StrideB = 0;
1146 ctx->Array.EdgeFlag.Ptr = NULL;
1147 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1148 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1149
1150 /* Pixel transfer */
1151 ctx->Pack.Alignment = 4;
1152 ctx->Pack.RowLength = 0;
1153 ctx->Pack.ImageHeight = 0;
1154 ctx->Pack.SkipPixels = 0;
1155 ctx->Pack.SkipRows = 0;
1156 ctx->Pack.SkipImages = 0;
1157 ctx->Pack.SwapBytes = GL_FALSE;
1158 ctx->Pack.LsbFirst = GL_FALSE;
1159 ctx->Unpack.Alignment = 4;
1160 ctx->Unpack.RowLength = 0;
1161 ctx->Unpack.ImageHeight = 0;
1162 ctx->Unpack.SkipPixels = 0;
1163 ctx->Unpack.SkipRows = 0;
1164 ctx->Unpack.SkipImages = 0;
1165 ctx->Unpack.SwapBytes = GL_FALSE;
1166 ctx->Unpack.LsbFirst = GL_FALSE;
1167
1168 /* Feedback */
1169 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1170 ctx->Feedback.Buffer = NULL;
1171 ctx->Feedback.BufferSize = 0;
1172 ctx->Feedback.Count = 0;
1173
1174 /* Selection/picking */
1175 ctx->Select.Buffer = NULL;
1176 ctx->Select.BufferSize = 0;
1177 ctx->Select.BufferCount = 0;
1178 ctx->Select.Hits = 0;
1179 ctx->Select.NameStackDepth = 0;
1180
1181 /* Optimized Accum buffer */
1182 ctx->IntegerAccumMode = GL_TRUE;
1183 ctx->IntegerAccumScaler = 0.0;
1184
1185 /* Renderer and client attribute stacks */
1186 ctx->AttribStackDepth = 0;
1187 ctx->ClientAttribStackDepth = 0;
1188
1189 /* Miscellaneous */
1190 ctx->NewState = NEW_ALL;
1191 ctx->RenderMode = GL_RENDER;
1192 ctx->StippleCounter = 0;
1193 ctx->NeedNormals = GL_FALSE;
1194 ctx->DoViewportMapping = GL_TRUE;
1195
1196 ctx->NeedEyeCoords = GL_FALSE;
1197 ctx->NeedEyeNormals = GL_FALSE;
1198 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1199
1200 /* Display list */
1201 ctx->CallDepth = 0;
1202 ctx->ExecuteFlag = GL_TRUE;
1203 ctx->CompileFlag = GL_FALSE;
1204 ctx->CurrentListPtr = NULL;
1205 ctx->CurrentBlock = NULL;
1206 ctx->CurrentListNum = 0;
1207 ctx->CurrentPos = 0;
1208
1209 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1210
1211 ctx->CatchSignals = GL_TRUE;
1212
1213 /* For debug/development only */
1214 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1215 ctx->FirstTimeCurrent = GL_TRUE;
1216
1217 /* Dither disable */
1218 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1219 if (ctx->NoDither) {
1220 if (getenv("MESA_DEBUG")) {
1221 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1222 }
1223 ctx->Color.DitherFlag = GL_FALSE;
1224 }
1225 }
1226
1227
1228
1229
1230 /*
1231 * Allocate the proxy textures. If we run out of memory part way through
1232 * the allocations clean up and return GL_FALSE.
1233 * Return: GL_TRUE=success, GL_FALSE=failure
1234 */
1235 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1236 {
1237 GLboolean out_of_memory;
1238 GLint i;
1239
1240 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1241 if (!ctx->Texture.Proxy1D) {
1242 return GL_FALSE;
1243 }
1244
1245 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1246 if (!ctx->Texture.Proxy2D) {
1247 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1248 return GL_FALSE;
1249 }
1250
1251 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1252 if (!ctx->Texture.Proxy3D) {
1253 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1254 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1255 return GL_FALSE;
1256 }
1257
1258 out_of_memory = GL_FALSE;
1259 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1260 ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
1261 ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
1262 ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
1263 if (!ctx->Texture.Proxy1D->Image[i]
1264 || !ctx->Texture.Proxy2D->Image[i]
1265 || !ctx->Texture.Proxy3D->Image[i]) {
1266 out_of_memory = GL_TRUE;
1267 }
1268 }
1269 if (out_of_memory) {
1270 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1271 if (ctx->Texture.Proxy1D->Image[i]) {
1272 gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1273 }
1274 if (ctx->Texture.Proxy2D->Image[i]) {
1275 gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1276 }
1277 if (ctx->Texture.Proxy3D->Image[i]) {
1278 gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1279 }
1280 }
1281 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1282 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1283 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1284 return GL_FALSE;
1285 }
1286 else {
1287 return GL_TRUE;
1288 }
1289 }
1290
1291
1292
1293 /*
1294 * Initialize a GLcontext struct.
1295 */
1296 GLboolean gl_initialize_context_data( GLcontext *ctx,
1297 GLvisual *visual,
1298 GLcontext *share_list,
1299 void *driver_ctx,
1300 GLboolean direct )
1301 {
1302 (void) direct; /* not used */
1303
1304 /* misc one-time initializations */
1305 one_time_init();
1306
1307 ctx->DriverCtx = driver_ctx;
1308 ctx->Visual = visual;
1309 ctx->DrawBuffer = NULL;
1310 ctx->ReadBuffer = NULL;
1311
1312 ctx->VB = gl_vb_create_for_immediate( ctx );
1313 if (!ctx->VB) {
1314 FREE( ctx );
1315 return GL_FALSE;
1316 }
1317 ctx->input = ctx->VB->IM;
1318
1319 ctx->PB = gl_alloc_pb();
1320 if (!ctx->PB) {
1321 FREE( ctx->VB );
1322 FREE( ctx );
1323 return GL_FALSE;
1324 }
1325
1326 if (share_list) {
1327 /* share the group of display lists of another context */
1328 ctx->Shared = share_list->Shared;
1329 }
1330 else {
1331 /* allocate new group of display lists */
1332 ctx->Shared = alloc_shared_state();
1333 if (!ctx->Shared) {
1334 FREE(ctx->VB);
1335 FREE(ctx->PB);
1336 FREE(ctx);
1337 return GL_FALSE;
1338 }
1339 }
1340 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1341 ctx->Shared->RefCount++;
1342 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1343
1344 init_attrib_groups( ctx );
1345
1346 gl_reset_vb( ctx->VB );
1347 gl_reset_input( ctx );
1348
1349 if (visual->DBflag) {
1350 ctx->Color.DrawBuffer = GL_BACK;
1351 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1352 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1353 ctx->Pixel.ReadBuffer = GL_BACK;
1354 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1355 }
1356 else {
1357 ctx->Color.DrawBuffer = GL_FRONT;
1358 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1359 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1360 ctx->Pixel.ReadBuffer = GL_FRONT;
1361 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1362 }
1363
1364 #ifdef PROFILE
1365 init_timings( ctx );
1366 #endif
1367
1368 if (!alloc_proxy_textures(ctx)) {
1369 free_shared_state(ctx, ctx->Shared);
1370 FREE(ctx->VB);
1371 FREE(ctx->PB);
1372 FREE(ctx);
1373 return GL_FALSE;
1374 }
1375
1376 /* setup API dispatch tables */
1377 ctx->Exec = CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1378 ctx->Save = CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1379 if (!ctx->Exec || !ctx->Save) {
1380 free_shared_state(ctx, ctx->Shared);
1381 FREE(ctx->VB);
1382 FREE(ctx->PB);
1383 if (ctx->Exec)
1384 FREE(ctx->Exec);
1385 FREE(ctx);
1386 }
1387 _mesa_init_exec_table( ctx->Exec );
1388 _mesa_init_dlist_table( ctx->Save );
1389 ctx->CurrentDispatch = ctx->Exec;
1390
1391 return GL_TRUE;
1392 }
1393
1394
1395
1396 /*
1397 * Allocate and initialize a GLcontext structure.
1398 * Input: visual - a GLvisual pointer
1399 * sharelist - another context to share display lists with or NULL
1400 * driver_ctx - pointer to device driver's context state struct
1401 * Return: pointer to a new gl_context struct or NULL if error.
1402 */
1403 GLcontext *gl_create_context( GLvisual *visual,
1404 GLcontext *share_list,
1405 void *driver_ctx,
1406 GLboolean direct )
1407 {
1408 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1409 if (!ctx) {
1410 return NULL;
1411 }
1412
1413 if (gl_initialize_context_data(ctx, visual, share_list,
1414 driver_ctx, direct)) {
1415 return ctx;
1416 }
1417 else {
1418 FREE(ctx);
1419 return NULL;
1420 }
1421 }
1422
1423
1424
1425 /*
1426 * Free the data associated with the given context.
1427 * But don't free() the GLcontext struct itself!
1428 */
1429 void gl_free_context_data( GLcontext *ctx )
1430 {
1431 GLuint i;
1432 struct gl_shine_tab *s, *tmps;
1433
1434 /* if we're destroying the current context, unbind it first */
1435 if (ctx == gl_get_current_context()) {
1436 gl_make_current(NULL, NULL);
1437 }
1438
1439 #ifdef PROFILE
1440 if (getenv("MESA_PROFILE")) {
1441 print_timings( ctx );
1442 }
1443 #endif
1444
1445 gl_matrix_dtr( &ctx->ModelView );
1446 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
1447 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1448 }
1449 gl_matrix_dtr( &ctx->ProjectionMatrix );
1450 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
1451 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1452 }
1453
1454 FREE( ctx->PB );
1455
1456 if(ctx->input != ctx->VB->IM)
1457 gl_immediate_free( ctx->input );
1458
1459 gl_vb_free( ctx->VB );
1460
1461 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1462 ctx->Shared->RefCount--;
1463 assert(ctx->Shared->RefCount >= 0);
1464 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1465 if (ctx->Shared->RefCount == 0) {
1466 /* free shared state */
1467 free_shared_state( ctx, ctx->Shared );
1468 }
1469
1470 foreach_s( s, tmps, ctx->ShineTabList ) {
1471 FREE( s );
1472 }
1473 FREE( ctx->ShineTabList );
1474
1475 /* Free proxy texture objects */
1476 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1477 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1478 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1479
1480 /* Free evaluator data */
1481 if (ctx->EvalMap.Map1Vertex3.Points)
1482 FREE( ctx->EvalMap.Map1Vertex3.Points );
1483 if (ctx->EvalMap.Map1Vertex4.Points)
1484 FREE( ctx->EvalMap.Map1Vertex4.Points );
1485 if (ctx->EvalMap.Map1Index.Points)
1486 FREE( ctx->EvalMap.Map1Index.Points );
1487 if (ctx->EvalMap.Map1Color4.Points)
1488 FREE( ctx->EvalMap.Map1Color4.Points );
1489 if (ctx->EvalMap.Map1Normal.Points)
1490 FREE( ctx->EvalMap.Map1Normal.Points );
1491 if (ctx->EvalMap.Map1Texture1.Points)
1492 FREE( ctx->EvalMap.Map1Texture1.Points );
1493 if (ctx->EvalMap.Map1Texture2.Points)
1494 FREE( ctx->EvalMap.Map1Texture2.Points );
1495 if (ctx->EvalMap.Map1Texture3.Points)
1496 FREE( ctx->EvalMap.Map1Texture3.Points );
1497 if (ctx->EvalMap.Map1Texture4.Points)
1498 FREE( ctx->EvalMap.Map1Texture4.Points );
1499
1500 if (ctx->EvalMap.Map2Vertex3.Points)
1501 FREE( ctx->EvalMap.Map2Vertex3.Points );
1502 if (ctx->EvalMap.Map2Vertex4.Points)
1503 FREE( ctx->EvalMap.Map2Vertex4.Points );
1504 if (ctx->EvalMap.Map2Index.Points)
1505 FREE( ctx->EvalMap.Map2Index.Points );
1506 if (ctx->EvalMap.Map2Color4.Points)
1507 FREE( ctx->EvalMap.Map2Color4.Points );
1508 if (ctx->EvalMap.Map2Normal.Points)
1509 FREE( ctx->EvalMap.Map2Normal.Points );
1510 if (ctx->EvalMap.Map2Texture1.Points)
1511 FREE( ctx->EvalMap.Map2Texture1.Points );
1512 if (ctx->EvalMap.Map2Texture2.Points)
1513 FREE( ctx->EvalMap.Map2Texture2.Points );
1514 if (ctx->EvalMap.Map2Texture3.Points)
1515 FREE( ctx->EvalMap.Map2Texture3.Points );
1516 if (ctx->EvalMap.Map2Texture4.Points)
1517 FREE( ctx->EvalMap.Map2Texture4.Points );
1518
1519 /* Free cache of immediate buffers. */
1520 while (ctx->nr_im_queued-- > 0) {
1521 struct immediate * next = ctx->freed_im_queue->next;
1522 FREE( ctx->freed_im_queue );
1523 ctx->freed_im_queue = next;
1524 }
1525 gl_extensions_dtr(ctx);
1526
1527 FREE(ctx->Exec);
1528 FREE(ctx->Save);
1529 }
1530
1531
1532
1533 /*
1534 * Destroy a GLcontext structure.
1535 */
1536 void gl_destroy_context( GLcontext *ctx )
1537 {
1538 if (ctx) {
1539 gl_free_context_data(ctx);
1540 FREE( (void *) ctx );
1541 }
1542 }
1543
1544
1545
1546 /*
1547 * Called by the driver after both the context and driver are fully
1548 * initialized. Currently just reads the config file.
1549 */
1550 void gl_context_initialize( GLcontext *ctx )
1551 {
1552 gl_read_config_file( ctx );
1553 }
1554
1555
1556
1557 /*
1558 * Copy attribute groups from one context to another.
1559 * Input: src - source context
1560 * dst - destination context
1561 * mask - bitwise OR of GL_*_BIT flags
1562 */
1563 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1564 {
1565 if (mask & GL_ACCUM_BUFFER_BIT) {
1566 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1567 }
1568 if (mask & GL_COLOR_BUFFER_BIT) {
1569 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1570 }
1571 if (mask & GL_CURRENT_BIT) {
1572 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1573 }
1574 if (mask & GL_DEPTH_BUFFER_BIT) {
1575 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1576 }
1577 if (mask & GL_ENABLE_BIT) {
1578 /* no op */
1579 }
1580 if (mask & GL_EVAL_BIT) {
1581 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1582 }
1583 if (mask & GL_FOG_BIT) {
1584 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1585 }
1586 if (mask & GL_HINT_BIT) {
1587 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1588 }
1589 if (mask & GL_LIGHTING_BIT) {
1590 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1591 /* gl_reinit_light_attrib( &dst->Light ); */
1592 }
1593 if (mask & GL_LINE_BIT) {
1594 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1595 }
1596 if (mask & GL_LIST_BIT) {
1597 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1598 }
1599 if (mask & GL_PIXEL_MODE_BIT) {
1600 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1601 }
1602 if (mask & GL_POINT_BIT) {
1603 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1604 }
1605 if (mask & GL_POLYGON_BIT) {
1606 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1607 }
1608 if (mask & GL_POLYGON_STIPPLE_BIT) {
1609 /* Use loop instead of MEMCPY due to problem with Portland Group's
1610 * C compiler. Reported by John Stone.
1611 */
1612 int i;
1613 for (i=0;i<32;i++) {
1614 dst->PolygonStipple[i] = src->PolygonStipple[i];
1615 }
1616 }
1617 if (mask & GL_SCISSOR_BIT) {
1618 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1619 }
1620 if (mask & GL_STENCIL_BUFFER_BIT) {
1621 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1622 }
1623 if (mask & GL_TEXTURE_BIT) {
1624 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1625 }
1626 if (mask & GL_TRANSFORM_BIT) {
1627 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1628 }
1629 if (mask & GL_VIEWPORT_BIT) {
1630 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1631 }
1632 }
1633
1634
1635 /*
1636 * Set the current context, binding the given frame buffer to the context.
1637 */
1638 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1639 {
1640 gl_make_current2( newCtx, buffer, buffer );
1641 }
1642
1643
1644 /*
1645 * Bind the given context to the given draw-buffer and read-buffer
1646 * and make it the current context for this thread.
1647 */
1648 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1649 GLframebuffer *readBuffer )
1650 {
1651 #if 0
1652 GLcontext *oldCtx = gl_get_context();
1653
1654 /* Flush the old context
1655 */
1656 if (oldCtx) {
1657 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1658
1659 /* unbind frame buffers from context */
1660 if (oldCtx->DrawBuffer) {
1661 oldCtx->DrawBuffer = NULL;
1662 }
1663 if (oldCtx->ReadBuffer) {
1664 oldCtx->ReadBuffer = NULL;
1665 }
1666 }
1667 #endif
1668
1669 /* We call this function periodically (just here for now) in
1670 * order to detect when multithreading has begun.
1671 */
1672 _glapi_check_multithread();
1673
1674 _glapi_set_context((void *) newCtx);
1675 ASSERT(gl_get_current_context() == newCtx);
1676 if (newCtx) {
1677 SET_IMMEDIATE(newCtx, newCtx->input);
1678 _glapi_set_dispatch(newCtx->CurrentDispatch);
1679 }
1680 else {
1681 _glapi_set_dispatch(NULL); /* none current */
1682 }
1683
1684 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1685
1686 if (newCtx && drawBuffer && readBuffer) {
1687 /* TODO: check if newCtx and buffer's visual match??? */
1688 newCtx->DrawBuffer = drawBuffer;
1689 newCtx->ReadBuffer = readBuffer;
1690 newCtx->NewState = NEW_ALL; /* just to be safe */
1691 gl_update_state( newCtx );
1692 }
1693
1694 /* We can use this to help debug user's problems. Tell the to set
1695 * the MESA_INFO env variable before running their app. Then the
1696 * first time each context is made current we'll print some useful
1697 * information.
1698 */
1699 if (newCtx && newCtx->FirstTimeCurrent) {
1700 if (getenv("MESA_INFO")) {
1701 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1702 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1703 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1704 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1705 #if defined(THREADS)
1706 fprintf(stderr, "Mesa thread-safe: YES\n");
1707 #else
1708 fprintf(stderr, "Mesa thread-safe: NO\n");
1709 #endif
1710 #if defined(USE_X86_ASM)
1711 fprintf(stderr, "Mesa x86-optimized: YES\n");
1712 #else
1713 fprintf(stderr, "Mesa x86-optimized: NO\n");
1714 #endif
1715 }
1716 newCtx->FirstTimeCurrent = GL_FALSE;
1717 }
1718 }
1719
1720
1721
1722 /*
1723 * Return current context handle for the calling thread.
1724 * This isn't the fastest way to get the current context.
1725 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1726 */
1727 GLcontext *gl_get_current_context( void )
1728 {
1729 return (GLcontext *) _glapi_get_context();
1730 }
1731
1732
1733
1734 /*
1735 * This should be called by device drivers just before they do a
1736 * swapbuffers. Any pending rendering commands will be executed.
1737 */
1738 void
1739 _mesa_swapbuffers(GLcontext *ctx)
1740 {
1741 FLUSH_VB( ctx, "swap buffers" );
1742 }
1743
1744
1745
1746 /*
1747 * Return pointer to this context's current API dispatch table.
1748 * It'll either be the immediate-mode execute dispatcher or the
1749 * display list compile dispatcher.
1750 */
1751 struct _glapi_table *
1752 _mesa_get_dispatch(GLcontext *ctx)
1753 {
1754 return ctx->CurrentDispatch;
1755 }
1756
1757
1758
1759 /**********************************************************************/
1760 /***** Miscellaneous functions *****/
1761 /**********************************************************************/
1762
1763
1764 /*
1765 * This function is called when the Mesa user has stumbled into a code
1766 * path which may not be implemented fully or correctly.
1767 */
1768 void gl_problem( const GLcontext *ctx, const char *s )
1769 {
1770 fprintf( stderr, "Mesa implementation error: %s\n", s );
1771 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1772 (void) ctx;
1773 }
1774
1775
1776
1777 /*
1778 * This is called to inform the user that he or she has tried to do
1779 * something illogical or if there's likely a bug in their program
1780 * (like enabled depth testing without a depth buffer).
1781 */
1782 void gl_warning( const GLcontext *ctx, const char *s )
1783 {
1784 GLboolean debug;
1785 #ifdef DEBUG
1786 debug = GL_TRUE;
1787 #else
1788 if (getenv("MESA_DEBUG")) {
1789 debug = GL_TRUE;
1790 }
1791 else {
1792 debug = GL_FALSE;
1793 }
1794 #endif
1795 if (debug) {
1796 fprintf( stderr, "Mesa warning: %s\n", s );
1797 }
1798 (void) ctx;
1799 }
1800
1801
1802
1803 /*
1804 * Compile an error into current display list.
1805 */
1806 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1807 {
1808 if (ctx->CompileFlag)
1809 gl_save_error( ctx, error, s );
1810
1811 if (ctx->ExecuteFlag)
1812 gl_error( ctx, error, s );
1813 }
1814
1815
1816
1817 /*
1818 * This is Mesa's error handler. Normally, all that's done is the updating
1819 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1820 * environment variable "MESA_DEBUG" is defined then a real error message
1821 * is printed to stderr.
1822 * Input: error - the error value
1823 * s - a diagnostic string
1824 */
1825 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1826 {
1827 GLboolean debug;
1828
1829 #ifdef DEBUG
1830 debug = GL_TRUE;
1831 #else
1832 if (getenv("MESA_DEBUG")) {
1833 debug = GL_TRUE;
1834 }
1835 else {
1836 debug = GL_FALSE;
1837 }
1838 #endif
1839
1840 if (debug) {
1841 char errstr[1000];
1842
1843 switch (error) {
1844 case GL_NO_ERROR:
1845 strcpy( errstr, "GL_NO_ERROR" );
1846 break;
1847 case GL_INVALID_VALUE:
1848 strcpy( errstr, "GL_INVALID_VALUE" );
1849 break;
1850 case GL_INVALID_ENUM:
1851 strcpy( errstr, "GL_INVALID_ENUM" );
1852 break;
1853 case GL_INVALID_OPERATION:
1854 strcpy( errstr, "GL_INVALID_OPERATION" );
1855 break;
1856 case GL_STACK_OVERFLOW:
1857 strcpy( errstr, "GL_STACK_OVERFLOW" );
1858 break;
1859 case GL_STACK_UNDERFLOW:
1860 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1861 break;
1862 case GL_OUT_OF_MEMORY:
1863 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1864 break;
1865 default:
1866 strcpy( errstr, "unknown" );
1867 break;
1868 }
1869 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1870 }
1871
1872 if (ctx->ErrorValue==GL_NO_ERROR) {
1873 ctx->ErrorValue = error;
1874 }
1875
1876 /* Call device driver's error handler, if any. This is used on the Mac. */
1877 if (ctx->Driver.Error) {
1878 (*ctx->Driver.Error)( ctx );
1879 }
1880 }
1881
1882
1883
1884 void
1885 _mesa_Finish( void )
1886 {
1887 GET_CURRENT_CONTEXT(ctx);
1888 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
1889 if (ctx->Driver.Finish) {
1890 (*ctx->Driver.Finish)( ctx );
1891 }
1892 }
1893
1894
1895
1896 void
1897 _mesa_Flush( void )
1898 {
1899 GET_CURRENT_CONTEXT(ctx);
1900 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
1901 if (ctx->Driver.Flush) {
1902 (*ctx->Driver.Flush)( ctx );
1903 }
1904 }