1 /* $Id: context.c,v 1.69 2000/05/24 15:04:45 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.
42 #include "extensions.h"
46 #include "glapinoop.h"
57 #include "simple_list.h"
61 #include "translate.h"
78 /**********************************************************************/
79 /***** Context and Thread management *****/
80 /**********************************************************************/
85 struct immediate
*_mesa_CurrentInput
= NULL
;
90 /**********************************************************************/
91 /***** GL Visual allocation/destruction *****/
92 /**********************************************************************/
96 * Allocate a new GLvisual object.
97 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
98 * dbFlag - double buffering?
99 * stereoFlag - stereo buffer?
100 * depthBits - requested bits per depth buffer value
101 * Any value in [0, 32] is acceptable but the actual
102 * depth type will be GLushort or GLuint as needed.
103 * stencilBits - requested minimum bits per stencil buffer value
104 * accumBits - requested minimum bits per accum buffer component
105 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
106 * red/green/blue/alphaBits - number of bits per color component
107 * in frame buffer for RGB(A) mode.
108 * We always use 8 in core Mesa though.
109 * Return: pointer to new GLvisual or NULL if requested parameters can't
113 _mesa_create_visual( GLboolean rgbFlag
,
115 GLboolean stereoFlag
,
124 GLint accumGreenBits
,
126 GLint accumAlphaBits
,
129 GLvisual
*vis
= (GLvisual
*) CALLOC( sizeof(GLvisual
) );
131 if (!_mesa_initialize_visual(vis
, rgbFlag
, dbFlag
, stereoFlag
,
132 redBits
, greenBits
, blueBits
, alphaBits
,
133 indexBits
, depthBits
, stencilBits
,
134 accumRedBits
, accumGreenBits
,
135 accumBlueBits
, accumAlphaBits
,
146 * Initialize the fields of the given GLvisual.
147 * Input: see _mesa_create_visual() above.
148 * Return: GL_TRUE = success
149 * GL_FALSE = failure.
152 _mesa_initialize_visual( GLvisual
*vis
,
155 GLboolean stereoFlag
,
164 GLint accumGreenBits
,
166 GLint accumAlphaBits
,
171 /* This is to catch bad values from device drivers not updated for
172 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
173 * bad value now (a 1-bit depth buffer!?!).
175 assert(depthBits
== 0 || depthBits
> 1);
177 if (depthBits
< 0 || depthBits
> 32) {
180 if (stencilBits
< 0 || stencilBits
> (GLint
) (8 * sizeof(GLstencil
))) {
183 if (accumRedBits
< 0 || accumRedBits
> (GLint
) (8 * sizeof(GLaccum
))) {
186 if (accumGreenBits
< 0 || accumGreenBits
> (GLint
) (8 * sizeof(GLaccum
))) {
189 if (accumBlueBits
< 0 || accumBlueBits
> (GLint
) (8 * sizeof(GLaccum
))) {
192 if (accumAlphaBits
< 0 || accumAlphaBits
> (GLint
) (8 * sizeof(GLaccum
))) {
196 vis
->RGBAflag
= rgbFlag
;
197 vis
->DBflag
= dbFlag
;
198 vis
->StereoFlag
= stereoFlag
;
199 vis
->RedBits
= redBits
;
200 vis
->GreenBits
= greenBits
;
201 vis
->BlueBits
= blueBits
;
202 vis
->AlphaBits
= alphaBits
;
204 vis
->IndexBits
= indexBits
;
205 vis
->DepthBits
= depthBits
;
206 vis
->AccumRedBits
= (accumRedBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
207 vis
->AccumGreenBits
= (accumGreenBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
208 vis
->AccumBlueBits
= (accumBlueBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
209 vis
->AccumAlphaBits
= (accumAlphaBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
210 vis
->StencilBits
= (stencilBits
> 0) ? (8 * sizeof(GLstencil
)) : 0;
212 if (depthBits
== 0) {
213 /* Special case. Even if we don't have a depth buffer we need
214 * good values for DepthMax for Z vertex transformation purposes.
217 vis
->DepthMaxF
= 1.0F
;
219 else if (depthBits
< 32) {
220 vis
->DepthMax
= (1 << depthBits
) - 1;
221 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
224 /* Special case since shift values greater than or equal to the
225 * number of bits in the left hand expression's type are
228 vis
->DepthMax
= 0xffffffff;
229 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
236 /* This function should no longer be used. Use _mesa_create_visual() instead */
238 gl_create_visual( GLboolean rgbFlag
,
241 GLboolean stereoFlag
,
252 return _mesa_create_visual(rgbFlag
, dbFlag
, stereoFlag
,
253 redBits
, greenBits
, blueBits
, alphaBits
,
254 indexBits
, depthBits
, stencilBits
,
255 accumBits
, accumBits
, accumBits
, accumBits
, 0);
260 _mesa_destroy_visual( GLvisual
*vis
)
268 gl_destroy_visual( GLvisual
*vis
)
270 _mesa_destroy_visual(vis
);
275 /**********************************************************************/
276 /***** GL Framebuffer allocation/destruction *****/
277 /**********************************************************************/
281 * Create a new framebuffer. A GLframebuffer is a struct which
282 * encapsulates the depth, stencil and accum buffers and related
284 * Input: visual - a GLvisual pointer
285 * softwareDepth - create/use a software depth buffer?
286 * softwareStencil - create/use a software stencil buffer?
287 * softwareAccum - create/use a software accum buffer?
288 * softwareAlpha - create/use a software alpha buffer?
290 * Return: pointer to new GLframebuffer struct or NULL if error.
293 gl_create_framebuffer( GLvisual
*visual
,
294 GLboolean softwareDepth
,
295 GLboolean softwareStencil
,
296 GLboolean softwareAccum
,
297 GLboolean softwareAlpha
)
299 GLframebuffer
*buffer
= CALLOC_STRUCT(gl_frame_buffer
);
302 _mesa_initialize_framebuffer(buffer
, visual
,
303 softwareDepth
, softwareStencil
,
304 softwareAccum
, softwareAlpha
);
311 * Initialize a GLframebuffer object.
312 * Input: See gl_create_framebuffer() above.
315 _mesa_initialize_framebuffer( GLframebuffer
*buffer
,
317 GLboolean softwareDepth
,
318 GLboolean softwareStencil
,
319 GLboolean softwareAccum
,
320 GLboolean softwareAlpha
)
326 if (softwareDepth
) {
327 assert(visual
->DepthBits
> 0);
329 if (softwareStencil
) {
330 assert(visual
->StencilBits
> 0);
333 assert(visual
->RGBAflag
);
334 assert(visual
->AccumRedBits
> 0);
335 assert(visual
->AccumGreenBits
> 0);
336 assert(visual
->AccumBlueBits
> 0);
339 assert(visual
->RGBAflag
);
340 assert(visual
->AlphaBits
> 0);
343 buffer
->Visual
= visual
;
344 buffer
->UseSoftwareDepthBuffer
= softwareDepth
;
345 buffer
->UseSoftwareStencilBuffer
= softwareStencil
;
346 buffer
->UseSoftwareAccumBuffer
= softwareAccum
;
347 buffer
->UseSoftwareAlphaBuffers
= softwareAlpha
;
352 * Free a framebuffer struct and its buffers.
355 gl_destroy_framebuffer( GLframebuffer
*buffer
)
358 if (buffer
->DepthBuffer
) {
359 FREE( buffer
->DepthBuffer
);
362 FREE( buffer
->Accum
);
364 if (buffer
->Stencil
) {
365 FREE( buffer
->Stencil
);
367 if (buffer
->FrontLeftAlpha
) {
368 FREE( buffer
->FrontLeftAlpha
);
370 if (buffer
->BackLeftAlpha
) {
371 FREE( buffer
->BackLeftAlpha
);
373 if (buffer
->FrontRightAlpha
) {
374 FREE( buffer
->FrontRightAlpha
);
376 if (buffer
->BackRightAlpha
) {
377 FREE( buffer
->BackRightAlpha
);
385 /**********************************************************************/
386 /***** Context allocation, initialization, destroying *****/
387 /**********************************************************************/
390 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
394 * This function just calls all the various one-time-init functions in Mesa.
397 one_time_init( void )
399 static GLboolean alreadyCalled
= GL_FALSE
;
400 _glthread_LOCK_MUTEX(OneTimeLock
);
401 if (!alreadyCalled
) {
402 /* do some implementation tests */
403 assert( sizeof(GLbyte
) == 1 );
404 assert( sizeof(GLshort
) >= 2 );
405 assert( sizeof(GLint
) >= 4 );
406 assert( sizeof(GLubyte
) == 1 );
407 assert( sizeof(GLushort
) >= 2 );
408 assert( sizeof(GLuint
) >= 4 );
417 gl_init_transformation();
423 if (getenv("MESA_DEBUG")) {
424 _glapi_noop_enable_warnings(GL_TRUE
);
427 _glapi_noop_enable_warnings(GL_FALSE
);
430 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
431 fprintf(stderr
, "Mesa DEBUG build %s %s\n", __DATE__
, __TIME__
);
434 alreadyCalled
= GL_TRUE
;
436 _glthread_UNLOCK_MUTEX(OneTimeLock
);
442 * Allocate and initialize a shared context state structure.
444 static struct gl_shared_state
*
445 alloc_shared_state( void )
448 struct gl_shared_state
*ss
;
449 GLboolean outOfMemory
;
451 ss
= CALLOC_STRUCT(gl_shared_state
);
455 ss
->DisplayList
= _mesa_NewHashTable();
457 ss
->TexObjects
= _mesa_NewHashTable();
459 /* Default Texture objects */
460 outOfMemory
= GL_FALSE
;
461 for (d
= 1 ; d
<= 3 ; d
++) {
462 ss
->DefaultD
[d
] = gl_alloc_texture_object(ss
, 0, d
);
463 if (!ss
->DefaultD
[d
]) {
464 outOfMemory
= GL_TRUE
;
467 ss
->DefaultD
[d
]->RefCount
++; /* don't free if not in use */
470 if (!ss
->DisplayList
|| !ss
->TexObjects
|| outOfMemory
) {
471 /* Ran out of memory at some point. Free everything and return NULL */
473 _mesa_DeleteHashTable(ss
->DisplayList
);
475 _mesa_DeleteHashTable(ss
->TexObjects
);
477 gl_free_texture_object(ss
, ss
->DefaultD
[1]);
479 gl_free_texture_object(ss
, ss
->DefaultD
[2]);
481 gl_free_texture_object(ss
, ss
->DefaultD
[3]);
492 * Deallocate a shared state context and all children structures.
495 free_shared_state( GLcontext
*ctx
, struct gl_shared_state
*ss
)
497 /* Free display lists */
499 GLuint list
= _mesa_HashFirstEntry(ss
->DisplayList
);
501 gl_destroy_list(ctx
, list
);
507 _mesa_DeleteHashTable(ss
->DisplayList
);
509 /* Free texture objects */
510 while (ss
->TexObjectList
)
512 if (ctx
->Driver
.DeleteTexture
)
513 (*ctx
->Driver
.DeleteTexture
)( ctx
, ss
->TexObjectList
);
514 /* this function removes from linked list too! */
515 gl_free_texture_object(ss
, ss
->TexObjectList
);
517 _mesa_DeleteHashTable(ss
->TexObjects
);
525 * Initialize the nth light. Note that the defaults for light 0 are
526 * different than the other lights.
529 init_light( struct gl_light
*l
, GLuint n
)
531 make_empty_list( l
);
533 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
535 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
536 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
539 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
540 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
542 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
543 ASSIGN_3V( l
->EyeDirection
, 0.0, 0.0, -1.0 );
544 l
->SpotExponent
= 0.0;
545 gl_compute_spot_exp_table( l
);
546 l
->SpotCutoff
= 180.0;
547 l
->CosCutoff
= 0.0; /* KW: -ve values not admitted */
548 l
->ConstantAttenuation
= 1.0;
549 l
->LinearAttenuation
= 0.0;
550 l
->QuadraticAttenuation
= 0.0;
551 l
->Enabled
= GL_FALSE
;
557 init_lightmodel( struct gl_lightmodel
*lm
)
559 ASSIGN_4V( lm
->Ambient
, 0.2, 0.2, 0.2, 1.0 );
560 lm
->LocalViewer
= GL_FALSE
;
561 lm
->TwoSide
= GL_FALSE
;
562 lm
->ColorControl
= GL_SINGLE_COLOR
;
567 init_material( struct gl_material
*m
)
569 ASSIGN_4V( m
->Ambient
, 0.2, 0.2, 0.2, 1.0 );
570 ASSIGN_4V( m
->Diffuse
, 0.8, 0.8, 0.8, 1.0 );
571 ASSIGN_4V( m
->Specular
, 0.0, 0.0, 0.0, 1.0 );
572 ASSIGN_4V( m
->Emission
, 0.0, 0.0, 0.0, 1.0 );
576 m
->SpecularIndex
= 1;
582 init_texture_unit( GLcontext
*ctx
, GLuint unit
)
584 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
586 texUnit
->EnvMode
= GL_MODULATE
;
587 ASSIGN_4V( texUnit
->EnvColor
, 0.0, 0.0, 0.0, 0.0 );
588 texUnit
->TexGenEnabled
= 0;
589 texUnit
->GenModeS
= GL_EYE_LINEAR
;
590 texUnit
->GenModeT
= GL_EYE_LINEAR
;
591 texUnit
->GenModeR
= GL_EYE_LINEAR
;
592 texUnit
->GenModeQ
= GL_EYE_LINEAR
;
593 /* Yes, these plane coefficients are correct! */
594 ASSIGN_4V( texUnit
->ObjectPlaneS
, 1.0, 0.0, 0.0, 0.0 );
595 ASSIGN_4V( texUnit
->ObjectPlaneT
, 0.0, 1.0, 0.0, 0.0 );
596 ASSIGN_4V( texUnit
->ObjectPlaneR
, 0.0, 0.0, 0.0, 0.0 );
597 ASSIGN_4V( texUnit
->ObjectPlaneQ
, 0.0, 0.0, 0.0, 0.0 );
598 ASSIGN_4V( texUnit
->EyePlaneS
, 1.0, 0.0, 0.0, 0.0 );
599 ASSIGN_4V( texUnit
->EyePlaneT
, 0.0, 1.0, 0.0, 0.0 );
600 ASSIGN_4V( texUnit
->EyePlaneR
, 0.0, 0.0, 0.0, 0.0 );
601 ASSIGN_4V( texUnit
->EyePlaneQ
, 0.0, 0.0, 0.0, 0.0 );
603 texUnit
->CurrentD
[1] = ctx
->Shared
->DefaultD
[1];
604 texUnit
->CurrentD
[2] = ctx
->Shared
->DefaultD
[2];
605 texUnit
->CurrentD
[3] = ctx
->Shared
->DefaultD
[3];
610 init_fallback_arrays( GLcontext
*ctx
)
612 struct gl_client_array
*cl
;
615 cl
= &ctx
->Fallback
.Normal
;
620 cl
->Ptr
= (void *) ctx
->Current
.Normal
;
623 cl
= &ctx
->Fallback
.Color
;
625 cl
->Type
= GL_UNSIGNED_BYTE
;
628 cl
->Ptr
= (void *) ctx
->Current
.ByteColor
;
631 cl
= &ctx
->Fallback
.Index
;
633 cl
->Type
= GL_UNSIGNED_INT
;
636 cl
->Ptr
= (void *) &ctx
->Current
.Index
;
639 for (i
= 0 ; i
< MAX_TEXTURE_UNITS
; i
++) {
640 cl
= &ctx
->Fallback
.TexCoord
[i
];
645 cl
->Ptr
= (void *) ctx
->Current
.Texcoord
[i
];
649 cl
= &ctx
->Fallback
.EdgeFlag
;
651 cl
->Type
= GL_UNSIGNED_BYTE
;
654 cl
->Ptr
= (void *) &ctx
->Current
.EdgeFlag
;
659 /* Initialize a 1-D evaluator map */
661 init_1d_map( struct gl_1d_map
*map
, int n
, const float *initial
)
666 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
670 map
->Points
[i
] = initial
[i
];
675 /* Initialize a 2-D evaluator map */
677 init_2d_map( struct gl_2d_map
*map
, int n
, const float *initial
)
685 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
689 map
->Points
[i
] = initial
[i
];
695 * Initialize the attribute groups in a GLcontext.
698 init_attrib_groups( GLcontext
*ctx
)
704 /* Constants, may be overriden by device drivers */
705 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
706 ctx
->Const
.MaxTextureSize
= 1 << (MAX_TEXTURE_LEVELS
- 1);
707 ctx
->Const
.MaxCubeTextureSize
= ctx
->Const
.MaxTextureSize
;
708 ctx
->Const
.MaxTextureUnits
= MAX_TEXTURE_UNITS
;
709 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
710 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
711 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
712 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
713 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
714 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
715 ctx
->Const
.PointSizeGranularity
= POINT_SIZE_GRANULARITY
;
716 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
717 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
718 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
719 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
720 ctx
->Const
.LineWidthGranularity
= LINE_WIDTH_GRANULARITY
;
721 ctx
->Const
.NumAuxBuffers
= NUM_AUX_BUFFERS
;
722 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
723 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
724 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
725 ctx
->Const
.NumCompressedTextureFormats
= 0;
727 /* Modelview matrix */
728 gl_matrix_ctr( &ctx
->ModelView
);
729 gl_matrix_alloc_inv( &ctx
->ModelView
);
731 ctx
->ModelViewStackDepth
= 0;
732 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
733 gl_matrix_ctr( &ctx
->ModelViewStack
[i
] );
734 gl_matrix_alloc_inv( &ctx
->ModelViewStack
[i
] );
737 /* Projection matrix - need inv for user clipping in clip space*/
738 gl_matrix_ctr( &ctx
->ProjectionMatrix
);
739 gl_matrix_alloc_inv( &ctx
->ProjectionMatrix
);
741 gl_matrix_ctr( &ctx
->ModelProjectMatrix
);
742 gl_matrix_ctr( &ctx
->ModelProjectWinMatrix
);
743 ctx
->ModelProjectWinMatrixUptodate
= GL_FALSE
;
745 ctx
->ProjectionStackDepth
= 0;
746 ctx
->NearFarStack
[0][0] = 1.0; /* These values seem weird by make */
747 ctx
->NearFarStack
[0][1] = 0.0; /* sense mathematically. */
749 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
750 gl_matrix_ctr( &ctx
->ProjectionStack
[i
] );
751 gl_matrix_alloc_inv( &ctx
->ProjectionStack
[i
] );
755 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++) {
756 gl_matrix_ctr( &ctx
->TextureMatrix
[i
] );
757 ctx
->TextureStackDepth
[i
] = 0;
758 for (j
= 0; j
< MAX_TEXTURE_STACK_DEPTH
- 1; j
++) {
759 ctx
->TextureStack
[i
][j
].inv
= 0;
764 gl_matrix_ctr(&ctx
->ColorMatrix
);
765 ctx
->ColorStackDepth
= 0;
766 for (j
= 0; j
< MAX_COLOR_STACK_DEPTH
- 1; j
++) {
767 gl_matrix_ctr(&ctx
->ColorStack
[j
]);
770 /* Accumulate buffer group */
771 ASSIGN_4V( ctx
->Accum
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
773 /* Color buffer group */
774 ctx
->Color
.IndexMask
= 0xffffffff;
775 ctx
->Color
.ColorMask
[0] = 0xff;
776 ctx
->Color
.ColorMask
[1] = 0xff;
777 ctx
->Color
.ColorMask
[2] = 0xff;
778 ctx
->Color
.ColorMask
[3] = 0xff;
779 ctx
->Color
.SWmasking
= GL_FALSE
;
780 ctx
->Color
.ClearIndex
= 0;
781 ASSIGN_4V( ctx
->Color
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
782 ctx
->Color
.DrawBuffer
= GL_FRONT
;
783 ctx
->Color
.AlphaEnabled
= GL_FALSE
;
784 ctx
->Color
.AlphaFunc
= GL_ALWAYS
;
785 ctx
->Color
.AlphaRef
= 0;
786 ctx
->Color
.BlendEnabled
= GL_FALSE
;
787 ctx
->Color
.BlendSrcRGB
= GL_ONE
;
788 ctx
->Color
.BlendDstRGB
= GL_ZERO
;
789 ctx
->Color
.BlendSrcA
= GL_ONE
;
790 ctx
->Color
.BlendDstA
= GL_ZERO
;
791 ctx
->Color
.BlendEquation
= GL_FUNC_ADD_EXT
;
792 ctx
->Color
.BlendFunc
= NULL
; /* this pointer set only when needed */
793 ASSIGN_4V( ctx
->Color
.BlendColor
, 0.0, 0.0, 0.0, 0.0 );
794 ctx
->Color
.IndexLogicOpEnabled
= GL_FALSE
;
795 ctx
->Color
.ColorLogicOpEnabled
= GL_FALSE
;
796 ctx
->Color
.SWLogicOpEnabled
= GL_FALSE
;
797 ctx
->Color
.LogicOp
= GL_COPY
;
798 ctx
->Color
.DitherFlag
= GL_TRUE
;
799 ctx
->Color
.MultiDrawBuffer
= GL_FALSE
;
802 ASSIGN_4V( ctx
->Current
.ByteColor
, 255, 255, 255, 255);
803 ctx
->Current
.Index
= 1;
804 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
805 ASSIGN_4V( ctx
->Current
.Texcoord
[i
], 0.0, 0.0, 0.0, 1.0 );
806 ASSIGN_4V( ctx
->Current
.RasterPos
, 0.0, 0.0, 0.0, 1.0 );
807 ctx
->Current
.RasterDistance
= 0.0;
808 ASSIGN_4V( ctx
->Current
.RasterColor
, 1.0, 1.0, 1.0, 1.0 );
809 ctx
->Current
.RasterIndex
= 1;
810 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
811 ASSIGN_4V( ctx
->Current
.RasterMultiTexCoord
[i
], 0.0, 0.0, 0.0, 1.0 );
812 ctx
->Current
.RasterTexCoord
= ctx
->Current
.RasterMultiTexCoord
[0];
813 ctx
->Current
.RasterPosValid
= GL_TRUE
;
814 ctx
->Current
.EdgeFlag
= GL_TRUE
;
815 ASSIGN_3V( ctx
->Current
.Normal
, 0.0, 0.0, 1.0 );
816 ctx
->Current
.Primitive
= (GLenum
) (GL_POLYGON
+ 1);
818 ctx
->Current
.Flag
= (VERT_NORM
|VERT_INDEX
|VERT_RGBA
|VERT_EDGE
|
819 VERT_TEX0_1
|VERT_TEX1_1
|VERT_MATERIAL
);
821 init_fallback_arrays( ctx
);
823 /* Depth buffer group */
824 ctx
->Depth
.Test
= GL_FALSE
;
825 ctx
->Depth
.Clear
= 1.0;
826 ctx
->Depth
.Func
= GL_LESS
;
827 ctx
->Depth
.Mask
= GL_TRUE
;
828 ctx
->Depth
.OcclusionTest
= GL_FALSE
;
830 /* Evaluators group */
831 ctx
->Eval
.Map1Color4
= GL_FALSE
;
832 ctx
->Eval
.Map1Index
= GL_FALSE
;
833 ctx
->Eval
.Map1Normal
= GL_FALSE
;
834 ctx
->Eval
.Map1TextureCoord1
= GL_FALSE
;
835 ctx
->Eval
.Map1TextureCoord2
= GL_FALSE
;
836 ctx
->Eval
.Map1TextureCoord3
= GL_FALSE
;
837 ctx
->Eval
.Map1TextureCoord4
= GL_FALSE
;
838 ctx
->Eval
.Map1Vertex3
= GL_FALSE
;
839 ctx
->Eval
.Map1Vertex4
= GL_FALSE
;
840 ctx
->Eval
.Map2Color4
= GL_FALSE
;
841 ctx
->Eval
.Map2Index
= GL_FALSE
;
842 ctx
->Eval
.Map2Normal
= GL_FALSE
;
843 ctx
->Eval
.Map2TextureCoord1
= GL_FALSE
;
844 ctx
->Eval
.Map2TextureCoord2
= GL_FALSE
;
845 ctx
->Eval
.Map2TextureCoord3
= GL_FALSE
;
846 ctx
->Eval
.Map2TextureCoord4
= GL_FALSE
;
847 ctx
->Eval
.Map2Vertex3
= GL_FALSE
;
848 ctx
->Eval
.Map2Vertex4
= GL_FALSE
;
849 ctx
->Eval
.AutoNormal
= GL_FALSE
;
850 ctx
->Eval
.MapGrid1un
= 1;
851 ctx
->Eval
.MapGrid1u1
= 0.0;
852 ctx
->Eval
.MapGrid1u2
= 1.0;
853 ctx
->Eval
.MapGrid2un
= 1;
854 ctx
->Eval
.MapGrid2vn
= 1;
855 ctx
->Eval
.MapGrid2u1
= 0.0;
856 ctx
->Eval
.MapGrid2u2
= 1.0;
857 ctx
->Eval
.MapGrid2v1
= 0.0;
858 ctx
->Eval
.MapGrid2v2
= 1.0;
862 static GLfloat vertex
[4] = { 0.0, 0.0, 0.0, 1.0 };
863 static GLfloat normal
[3] = { 0.0, 0.0, 1.0 };
864 static GLfloat index
[1] = { 1.0 };
865 static GLfloat color
[4] = { 1.0, 1.0, 1.0, 1.0 };
866 static GLfloat texcoord
[4] = { 0.0, 0.0, 0.0, 1.0 };
868 init_1d_map( &ctx
->EvalMap
.Map1Vertex3
, 3, vertex
);
869 init_1d_map( &ctx
->EvalMap
.Map1Vertex4
, 4, vertex
);
870 init_1d_map( &ctx
->EvalMap
.Map1Index
, 1, index
);
871 init_1d_map( &ctx
->EvalMap
.Map1Color4
, 4, color
);
872 init_1d_map( &ctx
->EvalMap
.Map1Normal
, 3, normal
);
873 init_1d_map( &ctx
->EvalMap
.Map1Texture1
, 1, texcoord
);
874 init_1d_map( &ctx
->EvalMap
.Map1Texture2
, 2, texcoord
);
875 init_1d_map( &ctx
->EvalMap
.Map1Texture3
, 3, texcoord
);
876 init_1d_map( &ctx
->EvalMap
.Map1Texture4
, 4, texcoord
);
878 init_2d_map( &ctx
->EvalMap
.Map2Vertex3
, 3, vertex
);
879 init_2d_map( &ctx
->EvalMap
.Map2Vertex4
, 4, vertex
);
880 init_2d_map( &ctx
->EvalMap
.Map2Index
, 1, index
);
881 init_2d_map( &ctx
->EvalMap
.Map2Color4
, 4, color
);
882 init_2d_map( &ctx
->EvalMap
.Map2Normal
, 3, normal
);
883 init_2d_map( &ctx
->EvalMap
.Map2Texture1
, 1, texcoord
);
884 init_2d_map( &ctx
->EvalMap
.Map2Texture2
, 2, texcoord
);
885 init_2d_map( &ctx
->EvalMap
.Map2Texture3
, 3, texcoord
);
886 init_2d_map( &ctx
->EvalMap
.Map2Texture4
, 4, texcoord
);
890 ctx
->Fog
.Enabled
= GL_FALSE
;
891 ctx
->Fog
.Mode
= GL_EXP
;
892 ASSIGN_4V( ctx
->Fog
.Color
, 0.0, 0.0, 0.0, 0.0 );
893 ctx
->Fog
.Index
= 0.0;
894 ctx
->Fog
.Density
= 1.0;
895 ctx
->Fog
.Start
= 0.0;
899 ctx
->Hint
.PerspectiveCorrection
= GL_DONT_CARE
;
900 ctx
->Hint
.PointSmooth
= GL_DONT_CARE
;
901 ctx
->Hint
.LineSmooth
= GL_DONT_CARE
;
902 ctx
->Hint
.PolygonSmooth
= GL_DONT_CARE
;
903 ctx
->Hint
.Fog
= GL_DONT_CARE
;
904 ctx
->Hint
.AllowDrawWin
= GL_TRUE
;
905 ctx
->Hint
.AllowDrawFrg
= GL_TRUE
;
906 ctx
->Hint
.AllowDrawMem
= GL_TRUE
;
907 ctx
->Hint
.StrictLighting
= GL_TRUE
;
908 ctx
->Hint
.ClipVolumeClipping
= GL_DONT_CARE
;
909 ctx
->Hint
.TextureCompression
= GL_DONT_CARE
;
911 /* Histogram group */
912 ctx
->Histogram
.Width
= 0;
913 ctx
->Histogram
.Format
= GL_RGBA
;
914 ctx
->Histogram
.Sink
= GL_FALSE
;
915 ctx
->Histogram
.RedSize
= 0xffffffff;
916 ctx
->Histogram
.GreenSize
= 0xffffffff;
917 ctx
->Histogram
.BlueSize
= 0xffffffff;
918 ctx
->Histogram
.AlphaSize
= 0xffffffff;
919 ctx
->Histogram
.LuminanceSize
= 0xffffffff;
920 for (i
= 0; i
< HISTOGRAM_TABLE_SIZE
; i
++) {
921 ctx
->Histogram
.Count
[i
][0] = 0;
922 ctx
->Histogram
.Count
[i
][1] = 0;
923 ctx
->Histogram
.Count
[i
][2] = 0;
924 ctx
->Histogram
.Count
[i
][3] = 0;
928 ctx
->MinMax
.Format
= GL_RGBA
;
929 ctx
->MinMax
.Sink
= GL_FALSE
;
930 ctx
->MinMax
.Min
[RCOMP
] = 1000; ctx
->MinMax
.Max
[RCOMP
] = -1000;
931 ctx
->MinMax
.Min
[GCOMP
] = 1000; ctx
->MinMax
.Max
[GCOMP
] = -1000;
932 ctx
->MinMax
.Min
[BCOMP
] = 1000; ctx
->MinMax
.Max
[BCOMP
] = -1000;
933 ctx
->MinMax
.Min
[ACOMP
] = 1000; ctx
->MinMax
.Max
[ACOMP
] = -1000;
938 gl_pipeline_init( ctx
);
942 gl_extensions_ctr( ctx
);
944 ctx
->AllowVertexCull
= CLIP_CULLED_BIT
;
947 for (i
=0;i
<MAX_LIGHTS
;i
++) {
948 init_light( &ctx
->Light
.Light
[i
], i
);
950 make_empty_list( &ctx
->Light
.EnabledList
);
952 init_lightmodel( &ctx
->Light
.Model
);
953 init_material( &ctx
->Light
.Material
[0] );
954 init_material( &ctx
->Light
.Material
[1] );
955 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
956 ctx
->Light
.Enabled
= GL_FALSE
;
957 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
958 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
959 ctx
->Light
.ColorMaterialBitmask
960 = gl_material_bitmask( ctx
,
962 GL_AMBIENT_AND_DIFFUSE
, ~0, 0 );
964 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
966 /* Lighting miscellaneous */
967 ctx
->ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
968 make_empty_list( ctx
->ShineTabList
);
969 for (i
= 0 ; i
< 10 ; i
++) {
970 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
973 insert_at_tail( ctx
->ShineTabList
, s
);
975 for (i
= 0 ; i
< 4 ; i
++) {
976 ctx
->ShineTable
[i
] = ctx
->ShineTabList
->prev
;
977 ctx
->ShineTable
[i
]->refcount
++;
982 ctx
->Line
.SmoothFlag
= GL_FALSE
;
983 ctx
->Line
.StippleFlag
= GL_FALSE
;
984 ctx
->Line
.Width
= 1.0;
985 ctx
->Line
.StipplePattern
= 0xffff;
986 ctx
->Line
.StippleFactor
= 1;
988 /* Display List group */
989 ctx
->List
.ListBase
= 0;
992 ctx
->Pixel
.RedBias
= 0.0;
993 ctx
->Pixel
.RedScale
= 1.0;
994 ctx
->Pixel
.GreenBias
= 0.0;
995 ctx
->Pixel
.GreenScale
= 1.0;
996 ctx
->Pixel
.BlueBias
= 0.0;
997 ctx
->Pixel
.BlueScale
= 1.0;
998 ctx
->Pixel
.AlphaBias
= 0.0;
999 ctx
->Pixel
.AlphaScale
= 1.0;
1000 ctx
->Pixel
.ScaleOrBiasRGBA
= GL_FALSE
;
1001 ctx
->Pixel
.DepthBias
= 0.0;
1002 ctx
->Pixel
.DepthScale
= 1.0;
1003 ctx
->Pixel
.IndexOffset
= 0;
1004 ctx
->Pixel
.IndexShift
= 0;
1005 ctx
->Pixel
.ZoomX
= 1.0;
1006 ctx
->Pixel
.ZoomY
= 1.0;
1007 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
1008 ctx
->Pixel
.MapStencilFlag
= GL_FALSE
;
1009 ctx
->Pixel
.MapStoSsize
= 1;
1010 ctx
->Pixel
.MapItoIsize
= 1;
1011 ctx
->Pixel
.MapItoRsize
= 1;
1012 ctx
->Pixel
.MapItoGsize
= 1;
1013 ctx
->Pixel
.MapItoBsize
= 1;
1014 ctx
->Pixel
.MapItoAsize
= 1;
1015 ctx
->Pixel
.MapRtoRsize
= 1;
1016 ctx
->Pixel
.MapGtoGsize
= 1;
1017 ctx
->Pixel
.MapBtoBsize
= 1;
1018 ctx
->Pixel
.MapAtoAsize
= 1;
1019 ctx
->Pixel
.MapStoS
[0] = 0;
1020 ctx
->Pixel
.MapItoI
[0] = 0;
1021 ctx
->Pixel
.MapItoR
[0] = 0.0;
1022 ctx
->Pixel
.MapItoG
[0] = 0.0;
1023 ctx
->Pixel
.MapItoB
[0] = 0.0;
1024 ctx
->Pixel
.MapItoA
[0] = 0.0;
1025 ctx
->Pixel
.MapItoR8
[0] = 0;
1026 ctx
->Pixel
.MapItoG8
[0] = 0;
1027 ctx
->Pixel
.MapItoB8
[0] = 0;
1028 ctx
->Pixel
.MapItoA8
[0] = 0;
1029 ctx
->Pixel
.MapRtoR
[0] = 0.0;
1030 ctx
->Pixel
.MapGtoG
[0] = 0.0;
1031 ctx
->Pixel
.MapBtoB
[0] = 0.0;
1032 ctx
->Pixel
.MapAtoA
[0] = 0.0;
1033 ctx
->Pixel
.HistogramEnabled
= GL_FALSE
;
1034 ctx
->Pixel
.MinMaxEnabled
= GL_FALSE
;
1035 ctx
->Pixel
.PixelTextureEnabled
= GL_FALSE
;
1036 ctx
->Pixel
.FragmentRgbSource
= GL_PIXEL_GROUP_COLOR_SGIS
;
1037 ctx
->Pixel
.FragmentAlphaSource
= GL_PIXEL_GROUP_COLOR_SGIS
;
1038 ASSIGN_4V(ctx
->Pixel
.PostColorMatrixScale
, 1.0, 1.0, 1.0, 1.0);
1039 ASSIGN_4V(ctx
->Pixel
.PostColorMatrixBias
, 0.0, 0.0, 0.0, 0.0);
1040 ASSIGN_4V(ctx
->Pixel
.ColorTableScale
, 1.0, 1.0, 1.0, 1.0);
1041 ASSIGN_4V(ctx
->Pixel
.ColorTableBias
, 0.0, 0.0, 0.0, 0.0);
1042 ctx
->Pixel
.ColorTableEnabled
= GL_FALSE
;
1043 ctx
->Pixel
.PostConvolutionColorTableEnabled
= GL_FALSE
;
1044 ctx
->Pixel
.PostColorMatrixColorTableEnabled
= GL_FALSE
;
1045 ctx
->Pixel
.Convolution1DEnabled
= GL_FALSE
;
1046 ctx
->Pixel
.Convolution2DEnabled
= GL_FALSE
;
1047 ctx
->Pixel
.Separable2DEnabled
= GL_FALSE
;
1048 for (i
= 0; i
< 3; i
++) {
1049 ASSIGN_4V(ctx
->Pixel
.ConvolutionBorderColor
[i
], 0.0, 0.0, 0.0, 0.0);
1050 ctx
->Pixel
.ConvolutionBorderMode
[i
] = GL_REDUCE
;
1051 ASSIGN_4V(ctx
->Pixel
.ConvolutionFilterScale
[i
], 1.0, 1.0, 1.0, 1.0);
1052 ASSIGN_4V(ctx
->Pixel
.ConvolutionFilterBias
[i
], 0.0, 0.0, 0.0, 0.0);
1054 ASSIGN_4V(ctx
->Pixel
.PostConvolutionScale
, 1.0, 1.0, 1.0, 1.0);
1055 ASSIGN_4V(ctx
->Pixel
.PostConvolutionBias
, 0.0, 0.0, 0.0, 0.0);
1058 ctx
->Point
.SmoothFlag
= GL_FALSE
;
1059 ctx
->Point
.Size
= 1.0;
1060 ctx
->Point
.Params
[0] = 1.0;
1061 ctx
->Point
.Params
[1] = 0.0;
1062 ctx
->Point
.Params
[2] = 0.0;
1063 ctx
->Point
.Attenuated
= GL_FALSE
;
1064 ctx
->Point
.MinSize
= 0.0;
1065 ctx
->Point
.MaxSize
= (GLfloat
) MAX_POINT_SIZE
;
1066 ctx
->Point
.Threshold
= 1.0;
1069 ctx
->Polygon
.CullFlag
= GL_FALSE
;
1070 ctx
->Polygon
.CullFaceMode
= GL_BACK
;
1071 ctx
->Polygon
.FrontFace
= GL_CCW
;
1072 ctx
->Polygon
.FrontBit
= 0;
1073 ctx
->Polygon
.FrontMode
= GL_FILL
;
1074 ctx
->Polygon
.BackMode
= GL_FILL
;
1075 ctx
->Polygon
.Unfilled
= GL_FALSE
;
1076 ctx
->Polygon
.SmoothFlag
= GL_FALSE
;
1077 ctx
->Polygon
.StippleFlag
= GL_FALSE
;
1078 ctx
->Polygon
.OffsetFactor
= 0.0F
;
1079 ctx
->Polygon
.OffsetUnits
= 0.0F
;
1080 ctx
->Polygon
.OffsetPoint
= GL_FALSE
;
1081 ctx
->Polygon
.OffsetLine
= GL_FALSE
;
1082 ctx
->Polygon
.OffsetFill
= GL_FALSE
;
1084 /* Polygon Stipple group */
1085 MEMSET( ctx
->PolygonStipple
, 0xff, 32*sizeof(GLuint
) );
1088 ctx
->Scissor
.Enabled
= GL_FALSE
;
1091 ctx
->Scissor
.Width
= 0;
1092 ctx
->Scissor
.Height
= 0;
1095 ctx
->Stencil
.Enabled
= GL_FALSE
;
1096 ctx
->Stencil
.Function
= GL_ALWAYS
;
1097 ctx
->Stencil
.FailFunc
= GL_KEEP
;
1098 ctx
->Stencil
.ZPassFunc
= GL_KEEP
;
1099 ctx
->Stencil
.ZFailFunc
= GL_KEEP
;
1100 ctx
->Stencil
.Ref
= 0;
1101 ctx
->Stencil
.ValueMask
= STENCIL_MAX
;
1102 ctx
->Stencil
.Clear
= 0;
1103 ctx
->Stencil
.WriteMask
= STENCIL_MAX
;
1106 ctx
->Texture
.CurrentUnit
= 0; /* multitexture */
1107 ctx
->Texture
.CurrentTransformUnit
= 0; /* multitexture */
1108 ctx
->Texture
.Enabled
= 0;
1109 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
1110 init_texture_unit( ctx
, i
);
1111 _mesa_init_colortable(&ctx
->Texture
.Palette
);
1113 /* Transformation group */
1114 ctx
->Transform
.MatrixMode
= GL_MODELVIEW
;
1115 ctx
->Transform
.Normalize
= GL_FALSE
;
1116 ctx
->Transform
.RescaleNormals
= GL_FALSE
;
1117 for (i
=0;i
<MAX_CLIP_PLANES
;i
++) {
1118 ctx
->Transform
.ClipEnabled
[i
] = GL_FALSE
;
1119 ASSIGN_4V( ctx
->Transform
.EyeUserPlane
[i
], 0.0, 0.0, 0.0, 0.0 );
1121 ctx
->Transform
.AnyClip
= GL_FALSE
;
1123 /* Viewport group */
1124 ctx
->Viewport
.X
= 0;
1125 ctx
->Viewport
.Y
= 0;
1126 ctx
->Viewport
.Width
= 0;
1127 ctx
->Viewport
.Height
= 0;
1128 ctx
->Viewport
.Near
= 0.0;
1129 ctx
->Viewport
.Far
= 1.0;
1130 gl_matrix_ctr(&ctx
->Viewport
.WindowMap
);
1134 ctx
->Viewport
.WindowMap
.m
[Sz
] = 0.5 * ctx
->Visual
->DepthMaxF
;
1135 ctx
->Viewport
.WindowMap
.m
[Tz
] = 0.5 * ctx
->Visual
->DepthMaxF
;
1139 ctx
->Viewport
.WindowMap
.flags
= MAT_FLAG_GENERAL_SCALE
|MAT_FLAG_TRANSLATION
;
1140 ctx
->Viewport
.WindowMap
.type
= MATRIX_3D_NO_ROT
;
1143 ctx
->Array
.Vertex
.Size
= 4;
1144 ctx
->Array
.Vertex
.Type
= GL_FLOAT
;
1145 ctx
->Array
.Vertex
.Stride
= 0;
1146 ctx
->Array
.Vertex
.StrideB
= 0;
1147 ctx
->Array
.Vertex
.Ptr
= NULL
;
1148 ctx
->Array
.Vertex
.Enabled
= GL_FALSE
;
1149 ctx
->Array
.Normal
.Type
= GL_FLOAT
;
1150 ctx
->Array
.Normal
.Stride
= 0;
1151 ctx
->Array
.Normal
.StrideB
= 0;
1152 ctx
->Array
.Normal
.Ptr
= NULL
;
1153 ctx
->Array
.Normal
.Enabled
= GL_FALSE
;
1154 ctx
->Array
.Color
.Size
= 4;
1155 ctx
->Array
.Color
.Type
= GL_FLOAT
;
1156 ctx
->Array
.Color
.Stride
= 0;
1157 ctx
->Array
.Color
.StrideB
= 0;
1158 ctx
->Array
.Color
.Ptr
= NULL
;
1159 ctx
->Array
.Color
.Enabled
= GL_FALSE
;
1160 ctx
->Array
.Index
.Type
= GL_FLOAT
;
1161 ctx
->Array
.Index
.Stride
= 0;
1162 ctx
->Array
.Index
.StrideB
= 0;
1163 ctx
->Array
.Index
.Ptr
= NULL
;
1164 ctx
->Array
.Index
.Enabled
= GL_FALSE
;
1165 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1166 ctx
->Array
.TexCoord
[i
].Size
= 4;
1167 ctx
->Array
.TexCoord
[i
].Type
= GL_FLOAT
;
1168 ctx
->Array
.TexCoord
[i
].Stride
= 0;
1169 ctx
->Array
.TexCoord
[i
].StrideB
= 0;
1170 ctx
->Array
.TexCoord
[i
].Ptr
= NULL
;
1171 ctx
->Array
.TexCoord
[i
].Enabled
= GL_FALSE
;
1173 ctx
->Array
.TexCoordInterleaveFactor
= 1;
1174 ctx
->Array
.EdgeFlag
.Stride
= 0;
1175 ctx
->Array
.EdgeFlag
.StrideB
= 0;
1176 ctx
->Array
.EdgeFlag
.Ptr
= NULL
;
1177 ctx
->Array
.EdgeFlag
.Enabled
= GL_FALSE
;
1178 ctx
->Array
.ActiveTexture
= 0; /* GL_ARB_multitexture */
1180 /* Pixel transfer */
1181 ctx
->Pack
.Alignment
= 4;
1182 ctx
->Pack
.RowLength
= 0;
1183 ctx
->Pack
.ImageHeight
= 0;
1184 ctx
->Pack
.SkipPixels
= 0;
1185 ctx
->Pack
.SkipRows
= 0;
1186 ctx
->Pack
.SkipImages
= 0;
1187 ctx
->Pack
.SwapBytes
= GL_FALSE
;
1188 ctx
->Pack
.LsbFirst
= GL_FALSE
;
1189 ctx
->Unpack
.Alignment
= 4;
1190 ctx
->Unpack
.RowLength
= 0;
1191 ctx
->Unpack
.ImageHeight
= 0;
1192 ctx
->Unpack
.SkipPixels
= 0;
1193 ctx
->Unpack
.SkipRows
= 0;
1194 ctx
->Unpack
.SkipImages
= 0;
1195 ctx
->Unpack
.SwapBytes
= GL_FALSE
;
1196 ctx
->Unpack
.LsbFirst
= GL_FALSE
;
1199 ctx
->Feedback
.Type
= GL_2D
; /* TODO: verify */
1200 ctx
->Feedback
.Buffer
= NULL
;
1201 ctx
->Feedback
.BufferSize
= 0;
1202 ctx
->Feedback
.Count
= 0;
1204 /* Selection/picking */
1205 ctx
->Select
.Buffer
= NULL
;
1206 ctx
->Select
.BufferSize
= 0;
1207 ctx
->Select
.BufferCount
= 0;
1208 ctx
->Select
.Hits
= 0;
1209 ctx
->Select
.NameStackDepth
= 0;
1211 /* Optimized Accum buffer */
1212 ctx
->IntegerAccumMode
= GL_TRUE
;
1213 ctx
->IntegerAccumScaler
= 0.0;
1215 /* Renderer and client attribute stacks */
1216 ctx
->AttribStackDepth
= 0;
1217 ctx
->ClientAttribStackDepth
= 0;
1221 ctx
->ExecuteFlag
= GL_TRUE
;
1222 ctx
->CompileFlag
= GL_FALSE
;
1223 ctx
->CurrentListPtr
= NULL
;
1224 ctx
->CurrentBlock
= NULL
;
1225 ctx
->CurrentListNum
= 0;
1226 ctx
->CurrentPos
= 0;
1229 _mesa_init_colortable(&ctx
->ColorTable
);
1230 _mesa_init_colortable(&ctx
->ProxyColorTable
);
1231 _mesa_init_colortable(&ctx
->PostConvolutionColorTable
);
1232 _mesa_init_colortable(&ctx
->ProxyPostConvolutionColorTable
);
1233 _mesa_init_colortable(&ctx
->PostColorMatrixColorTable
);
1234 _mesa_init_colortable(&ctx
->ProxyPostColorMatrixColorTable
);
1237 ctx
->NewState
= NEW_ALL
;
1238 ctx
->RenderMode
= GL_RENDER
;
1239 ctx
->StippleCounter
= 0;
1240 ctx
->NeedNormals
= GL_FALSE
;
1241 ctx
->DoViewportMapping
= GL_TRUE
;
1243 ctx
->NeedEyeCoords
= GL_FALSE
;
1244 ctx
->NeedEyeNormals
= GL_FALSE
;
1245 ctx
->vb_proj_matrix
= &ctx
->ModelProjectMatrix
;
1247 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
1249 ctx
->CatchSignals
= GL_TRUE
;
1250 ctx
->OcclusionResult
= GL_FALSE
;
1251 ctx
->OcclusionResultSaved
= GL_FALSE
;
1253 /* For debug/development only */
1254 ctx
->NoRaster
= getenv("MESA_NO_RASTER") ? GL_TRUE
: GL_FALSE
;
1255 ctx
->FirstTimeCurrent
= GL_TRUE
;
1257 /* Dither disable */
1258 ctx
->NoDither
= getenv("MESA_NO_DITHER") ? GL_TRUE
: GL_FALSE
;
1259 if (ctx
->NoDither
) {
1260 if (getenv("MESA_DEBUG")) {
1261 fprintf(stderr
, "MESA_NO_DITHER set - dithering disabled\n");
1263 ctx
->Color
.DitherFlag
= GL_FALSE
;
1271 * Allocate the proxy textures. If we run out of memory part way through
1272 * the allocations clean up and return GL_FALSE.
1273 * Return: GL_TRUE=success, GL_FALSE=failure
1276 alloc_proxy_textures( GLcontext
*ctx
)
1278 GLboolean out_of_memory
;
1281 ctx
->Texture
.Proxy1D
= gl_alloc_texture_object(NULL
, 0, 1);
1282 if (!ctx
->Texture
.Proxy1D
) {
1286 ctx
->Texture
.Proxy2D
= gl_alloc_texture_object(NULL
, 0, 2);
1287 if (!ctx
->Texture
.Proxy2D
) {
1288 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1292 ctx
->Texture
.Proxy3D
= gl_alloc_texture_object(NULL
, 0, 3);
1293 if (!ctx
->Texture
.Proxy3D
) {
1294 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1295 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy2D
);
1299 out_of_memory
= GL_FALSE
;
1300 for (i
=0;i
<MAX_TEXTURE_LEVELS
;i
++) {
1301 ctx
->Texture
.Proxy1D
->Image
[i
] = _mesa_alloc_texture_image();
1302 ctx
->Texture
.Proxy2D
->Image
[i
] = _mesa_alloc_texture_image();
1303 ctx
->Texture
.Proxy3D
->Image
[i
] = _mesa_alloc_texture_image();
1304 if (!ctx
->Texture
.Proxy1D
->Image
[i
]
1305 || !ctx
->Texture
.Proxy2D
->Image
[i
]
1306 || !ctx
->Texture
.Proxy3D
->Image
[i
]) {
1307 out_of_memory
= GL_TRUE
;
1310 if (out_of_memory
) {
1311 for (i
=0;i
<MAX_TEXTURE_LEVELS
;i
++) {
1312 if (ctx
->Texture
.Proxy1D
->Image
[i
]) {
1313 _mesa_free_texture_image(ctx
->Texture
.Proxy1D
->Image
[i
]);
1315 if (ctx
->Texture
.Proxy2D
->Image
[i
]) {
1316 _mesa_free_texture_image(ctx
->Texture
.Proxy2D
->Image
[i
]);
1318 if (ctx
->Texture
.Proxy3D
->Image
[i
]) {
1319 _mesa_free_texture_image(ctx
->Texture
.Proxy3D
->Image
[i
]);
1322 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1323 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy2D
);
1324 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy3D
);
1335 * Initialize a GLcontext struct.
1338 _mesa_initialize_context( GLcontext
*ctx
,
1340 GLcontext
*share_list
,
1344 GLuint dispatchSize
;
1346 (void) direct
; /* not used */
1348 /* misc one-time initializations */
1351 ctx
->DriverCtx
= driver_ctx
;
1352 ctx
->Visual
= visual
;
1353 ctx
->DrawBuffer
= NULL
;
1354 ctx
->ReadBuffer
= NULL
;
1356 ctx
->VB
= gl_vb_create_for_immediate( ctx
);
1361 ctx
->input
= ctx
->VB
->IM
;
1363 ctx
->PB
= gl_alloc_pb();
1371 /* share the group of display lists of another context */
1372 ctx
->Shared
= share_list
->Shared
;
1375 /* allocate new group of display lists */
1376 ctx
->Shared
= alloc_shared_state();
1384 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1385 ctx
->Shared
->RefCount
++;
1386 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1388 init_attrib_groups( ctx
);
1390 gl_reset_vb( ctx
->VB
);
1391 gl_reset_input( ctx
);
1393 if (visual
->DBflag
) {
1394 ctx
->Color
.DrawBuffer
= GL_BACK
;
1395 ctx
->Color
.DriverDrawBuffer
= GL_BACK_LEFT
;
1396 ctx
->Color
.DrawDestMask
= BACK_LEFT_BIT
;
1397 ctx
->Pixel
.ReadBuffer
= GL_BACK
;
1398 ctx
->Pixel
.DriverReadBuffer
= GL_BACK_LEFT
;
1401 ctx
->Color
.DrawBuffer
= GL_FRONT
;
1402 ctx
->Color
.DriverDrawBuffer
= GL_FRONT_LEFT
;
1403 ctx
->Color
.DrawDestMask
= FRONT_LEFT_BIT
;
1404 ctx
->Pixel
.ReadBuffer
= GL_FRONT
;
1405 ctx
->Pixel
.DriverReadBuffer
= GL_FRONT_LEFT
;
1408 if (!alloc_proxy_textures(ctx
)) {
1409 free_shared_state(ctx
, ctx
->Shared
);
1416 /* register the most recent extension functions with libGL */
1417 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1418 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1419 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1420 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1421 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1422 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1423 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1424 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1426 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1427 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1428 * Mesa we do this to accomodate different versions of libGL and various
1431 dispatchSize
= MAX2(_glapi_get_dispatch_table_size(),
1432 sizeof(struct _glapi_table
) / sizeof(void *));
1434 /* setup API dispatch tables */
1435 ctx
->Exec
= (struct _glapi_table
*) CALLOC(dispatchSize
* sizeof(void*));
1436 ctx
->Save
= (struct _glapi_table
*) CALLOC(dispatchSize
* sizeof(void*));
1437 if (!ctx
->Exec
|| !ctx
->Save
) {
1438 free_shared_state(ctx
, ctx
->Shared
);
1445 _mesa_init_exec_table(ctx
->Exec
, dispatchSize
);
1446 _mesa_init_dlist_table(ctx
->Save
, dispatchSize
);
1447 ctx
->CurrentDispatch
= ctx
->Exec
;
1455 * Allocate and initialize a GLcontext structure.
1456 * Input: visual - a GLvisual pointer
1457 * sharelist - another context to share display lists with or NULL
1458 * driver_ctx - pointer to device driver's context state struct
1459 * Return: pointer to a new gl_context struct or NULL if error.
1462 gl_create_context( GLvisual
*visual
,
1463 GLcontext
*share_list
,
1467 GLcontext
*ctx
= (GLcontext
*) CALLOC( sizeof(GLcontext
) );
1472 if (_mesa_initialize_context(ctx
, visual
, share_list
, driver_ctx
, direct
)) {
1484 * Free the data associated with the given context.
1485 * But don't free() the GLcontext struct itself!
1488 gl_free_context_data( GLcontext
*ctx
)
1490 struct gl_shine_tab
*s
, *tmps
;
1493 /* if we're destroying the current context, unbind it first */
1494 if (ctx
== gl_get_current_context()) {
1495 gl_make_current(NULL
, NULL
);
1498 gl_matrix_dtr( &ctx
->ModelView
);
1499 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
1500 gl_matrix_dtr( &ctx
->ModelViewStack
[i
] );
1502 gl_matrix_dtr( &ctx
->ProjectionMatrix
);
1503 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
1504 gl_matrix_dtr( &ctx
->ProjectionStack
[i
] );
1506 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1507 gl_matrix_dtr( &ctx
->TextureMatrix
[i
] );
1508 for (j
= 0; j
< MAX_TEXTURE_STACK_DEPTH
- 1; j
++) {
1509 gl_matrix_dtr( &ctx
->TextureStack
[i
][j
] );
1515 if (ctx
->input
!= ctx
->VB
->IM
)
1516 gl_immediate_free( ctx
->input
);
1518 gl_vb_free( ctx
->VB
);
1520 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1521 ctx
->Shared
->RefCount
--;
1522 assert(ctx
->Shared
->RefCount
>= 0);
1523 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1524 if (ctx
->Shared
->RefCount
== 0) {
1525 /* free shared state */
1526 free_shared_state( ctx
, ctx
->Shared
);
1529 foreach_s( s
, tmps
, ctx
->ShineTabList
) {
1532 FREE( ctx
->ShineTabList
);
1534 /* Free proxy texture objects */
1535 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy1D
);
1536 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy2D
);
1537 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy3D
);
1539 /* Free evaluator data */
1540 if (ctx
->EvalMap
.Map1Vertex3
.Points
)
1541 FREE( ctx
->EvalMap
.Map1Vertex3
.Points
);
1542 if (ctx
->EvalMap
.Map1Vertex4
.Points
)
1543 FREE( ctx
->EvalMap
.Map1Vertex4
.Points
);
1544 if (ctx
->EvalMap
.Map1Index
.Points
)
1545 FREE( ctx
->EvalMap
.Map1Index
.Points
);
1546 if (ctx
->EvalMap
.Map1Color4
.Points
)
1547 FREE( ctx
->EvalMap
.Map1Color4
.Points
);
1548 if (ctx
->EvalMap
.Map1Normal
.Points
)
1549 FREE( ctx
->EvalMap
.Map1Normal
.Points
);
1550 if (ctx
->EvalMap
.Map1Texture1
.Points
)
1551 FREE( ctx
->EvalMap
.Map1Texture1
.Points
);
1552 if (ctx
->EvalMap
.Map1Texture2
.Points
)
1553 FREE( ctx
->EvalMap
.Map1Texture2
.Points
);
1554 if (ctx
->EvalMap
.Map1Texture3
.Points
)
1555 FREE( ctx
->EvalMap
.Map1Texture3
.Points
);
1556 if (ctx
->EvalMap
.Map1Texture4
.Points
)
1557 FREE( ctx
->EvalMap
.Map1Texture4
.Points
);
1559 if (ctx
->EvalMap
.Map2Vertex3
.Points
)
1560 FREE( ctx
->EvalMap
.Map2Vertex3
.Points
);
1561 if (ctx
->EvalMap
.Map2Vertex4
.Points
)
1562 FREE( ctx
->EvalMap
.Map2Vertex4
.Points
);
1563 if (ctx
->EvalMap
.Map2Index
.Points
)
1564 FREE( ctx
->EvalMap
.Map2Index
.Points
);
1565 if (ctx
->EvalMap
.Map2Color4
.Points
)
1566 FREE( ctx
->EvalMap
.Map2Color4
.Points
);
1567 if (ctx
->EvalMap
.Map2Normal
.Points
)
1568 FREE( ctx
->EvalMap
.Map2Normal
.Points
);
1569 if (ctx
->EvalMap
.Map2Texture1
.Points
)
1570 FREE( ctx
->EvalMap
.Map2Texture1
.Points
);
1571 if (ctx
->EvalMap
.Map2Texture2
.Points
)
1572 FREE( ctx
->EvalMap
.Map2Texture2
.Points
);
1573 if (ctx
->EvalMap
.Map2Texture3
.Points
)
1574 FREE( ctx
->EvalMap
.Map2Texture3
.Points
);
1575 if (ctx
->EvalMap
.Map2Texture4
.Points
)
1576 FREE( ctx
->EvalMap
.Map2Texture4
.Points
);
1578 _mesa_free_colortable_data( &ctx
->ColorTable
);
1579 _mesa_free_colortable_data( &ctx
->PostConvolutionColorTable
);
1580 _mesa_free_colortable_data( &ctx
->PostColorMatrixColorTable
);
1581 _mesa_free_colortable_data( &ctx
->Texture
.Palette
);
1583 /* Free cache of immediate buffers. */
1584 while (ctx
->nr_im_queued
-- > 0) {
1585 struct immediate
* next
= ctx
->freed_im_queue
->next
;
1586 FREE( ctx
->freed_im_queue
);
1587 ctx
->freed_im_queue
= next
;
1589 gl_extensions_dtr(ctx
);
1598 * Destroy a GLcontext structure.
1601 gl_destroy_context( GLcontext
*ctx
)
1604 gl_free_context_data(ctx
);
1605 FREE( (void *) ctx
);
1612 * Called by the driver after both the context and driver are fully
1613 * initialized. Currently just reads the config file.
1616 gl_context_initialize( GLcontext
*ctx
)
1618 gl_read_config_file( ctx
);
1624 * Copy attribute groups from one context to another.
1625 * Input: src - source context
1626 * dst - destination context
1627 * mask - bitwise OR of GL_*_BIT flags
1630 gl_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1632 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1633 MEMCPY( &dst
->Accum
, &src
->Accum
, sizeof(struct gl_accum_attrib
) );
1635 if (mask
& GL_COLOR_BUFFER_BIT
) {
1636 MEMCPY( &dst
->Color
, &src
->Color
, sizeof(struct gl_colorbuffer_attrib
) );
1638 if (mask
& GL_CURRENT_BIT
) {
1639 MEMCPY( &dst
->Current
, &src
->Current
, sizeof(struct gl_current_attrib
) );
1641 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1642 MEMCPY( &dst
->Depth
, &src
->Depth
, sizeof(struct gl_depthbuffer_attrib
) );
1644 if (mask
& GL_ENABLE_BIT
) {
1647 if (mask
& GL_EVAL_BIT
) {
1648 MEMCPY( &dst
->Eval
, &src
->Eval
, sizeof(struct gl_eval_attrib
) );
1650 if (mask
& GL_FOG_BIT
) {
1651 MEMCPY( &dst
->Fog
, &src
->Fog
, sizeof(struct gl_fog_attrib
) );
1653 if (mask
& GL_HINT_BIT
) {
1654 MEMCPY( &dst
->Hint
, &src
->Hint
, sizeof(struct gl_hint_attrib
) );
1656 if (mask
& GL_LIGHTING_BIT
) {
1657 MEMCPY( &dst
->Light
, &src
->Light
, sizeof(struct gl_light_attrib
) );
1658 /* gl_reinit_light_attrib( &dst->Light ); */
1660 if (mask
& GL_LINE_BIT
) {
1661 MEMCPY( &dst
->Line
, &src
->Line
, sizeof(struct gl_line_attrib
) );
1663 if (mask
& GL_LIST_BIT
) {
1664 MEMCPY( &dst
->List
, &src
->List
, sizeof(struct gl_list_attrib
) );
1666 if (mask
& GL_PIXEL_MODE_BIT
) {
1667 MEMCPY( &dst
->Pixel
, &src
->Pixel
, sizeof(struct gl_pixel_attrib
) );
1669 if (mask
& GL_POINT_BIT
) {
1670 MEMCPY( &dst
->Point
, &src
->Point
, sizeof(struct gl_point_attrib
) );
1672 if (mask
& GL_POLYGON_BIT
) {
1673 MEMCPY( &dst
->Polygon
, &src
->Polygon
, sizeof(struct gl_polygon_attrib
) );
1675 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1676 /* Use loop instead of MEMCPY due to problem with Portland Group's
1677 * C compiler. Reported by John Stone.
1680 for (i
=0;i
<32;i
++) {
1681 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1684 if (mask
& GL_SCISSOR_BIT
) {
1685 MEMCPY( &dst
->Scissor
, &src
->Scissor
, sizeof(struct gl_scissor_attrib
) );
1687 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1688 MEMCPY( &dst
->Stencil
, &src
->Stencil
, sizeof(struct gl_stencil_attrib
) );
1690 if (mask
& GL_TEXTURE_BIT
) {
1691 MEMCPY( &dst
->Texture
, &src
->Texture
, sizeof(struct gl_texture_attrib
) );
1693 if (mask
& GL_TRANSFORM_BIT
) {
1694 MEMCPY( &dst
->Transform
, &src
->Transform
, sizeof(struct gl_transform_attrib
) );
1696 if (mask
& GL_VIEWPORT_BIT
) {
1697 MEMCPY( &dst
->Viewport
, &src
->Viewport
, sizeof(struct gl_viewport_attrib
) );
1703 * Set the current context, binding the given frame buffer to the context.
1705 void gl_make_current( GLcontext
*newCtx
, GLframebuffer
*buffer
)
1707 gl_make_current2( newCtx
, buffer
, buffer
);
1712 * Bind the given context to the given draw-buffer and read-buffer
1713 * and make it the current context for this thread.
1715 void gl_make_current2( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1716 GLframebuffer
*readBuffer
)
1719 GLcontext
*oldCtx
= gl_get_context();
1721 /* Flush the old context
1724 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx
, "gl_make_current");
1726 /* unbind frame buffers from context */
1727 if (oldCtx
->DrawBuffer
) {
1728 oldCtx
->DrawBuffer
= NULL
;
1730 if (oldCtx
->ReadBuffer
) {
1731 oldCtx
->ReadBuffer
= NULL
;
1736 /* We call this function periodically (just here for now) in
1737 * order to detect when multithreading has begun.
1739 _glapi_check_multithread();
1741 _glapi_set_context((void *) newCtx
);
1742 ASSERT(gl_get_current_context() == newCtx
);
1744 SET_IMMEDIATE(newCtx
, newCtx
->input
);
1745 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1748 _glapi_set_dispatch(NULL
); /* none current */
1751 if (MESA_VERBOSE
) fprintf(stderr
, "gl_make_current()\n");
1753 if (newCtx
&& drawBuffer
&& readBuffer
) {
1754 /* TODO: check if newCtx and buffer's visual match??? */
1755 newCtx
->DrawBuffer
= drawBuffer
;
1756 newCtx
->ReadBuffer
= readBuffer
;
1757 newCtx
->NewState
= NEW_ALL
; /* just to be safe */
1758 gl_update_state( newCtx
);
1761 /* We can use this to help debug user's problems. Tell the to set
1762 * the MESA_INFO env variable before running their app. Then the
1763 * first time each context is made current we'll print some useful
1766 if (newCtx
&& newCtx
->FirstTimeCurrent
) {
1767 if (getenv("MESA_INFO")) {
1768 fprintf(stderr
, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION
));
1769 fprintf(stderr
, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER
));
1770 fprintf(stderr
, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR
));
1771 fprintf(stderr
, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS
));
1772 #if defined(THREADS)
1773 fprintf(stderr
, "Mesa thread-safe: YES\n");
1775 fprintf(stderr
, "Mesa thread-safe: NO\n");
1777 #if defined(USE_X86_ASM)
1778 fprintf(stderr
, "Mesa x86-optimized: YES\n");
1780 fprintf(stderr
, "Mesa x86-optimized: NO\n");
1783 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1790 * Return current context handle for the calling thread.
1791 * This isn't the fastest way to get the current context.
1792 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1794 GLcontext
*gl_get_current_context( void )
1796 return (GLcontext
*) _glapi_get_context();
1802 * This should be called by device drivers just before they do a
1803 * swapbuffers. Any pending rendering commands will be executed.
1806 _mesa_swapbuffers(GLcontext
*ctx
)
1808 FLUSH_VB( ctx
, "swap buffers" );
1814 * Return pointer to this context's current API dispatch table.
1815 * It'll either be the immediate-mode execute dispatcher or the
1816 * display list compile dispatcher.
1818 struct _glapi_table
*
1819 _mesa_get_dispatch(GLcontext
*ctx
)
1821 return ctx
->CurrentDispatch
;
1826 /**********************************************************************/
1827 /***** Miscellaneous functions *****/
1828 /**********************************************************************/
1832 * This function is called when the Mesa user has stumbled into a code
1833 * path which may not be implemented fully or correctly.
1835 void gl_problem( const GLcontext
*ctx
, const char *s
)
1837 fprintf( stderr
, "Mesa implementation error: %s\n", s
);
1838 fprintf( stderr
, "Report to mesa-bugs@mesa3d.org\n" );
1845 * This is called to inform the user that he or she has tried to do
1846 * something illogical or if there's likely a bug in their program
1847 * (like enabled depth testing without a depth buffer).
1849 void gl_warning( const GLcontext
*ctx
, const char *s
)
1855 if (getenv("MESA_DEBUG")) {
1863 fprintf( stderr
, "Mesa warning: %s\n", s
);
1871 * Compile an error into current display list.
1873 void gl_compile_error( GLcontext
*ctx
, GLenum error
, const char *s
)
1875 if (ctx
->CompileFlag
)
1876 gl_save_error( ctx
, error
, s
);
1878 if (ctx
->ExecuteFlag
)
1879 gl_error( ctx
, error
, s
);
1885 * This is Mesa's error handler. Normally, all that's done is the updating
1886 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1887 * environment variable "MESA_DEBUG" is defined then a real error message
1888 * is printed to stderr.
1889 * Input: error - the error value
1890 * s - a diagnostic string
1892 void gl_error( GLcontext
*ctx
, GLenum error
, const char *s
)
1899 if (getenv("MESA_DEBUG")) {
1912 strcpy( errstr
, "GL_NO_ERROR" );
1914 case GL_INVALID_VALUE
:
1915 strcpy( errstr
, "GL_INVALID_VALUE" );
1917 case GL_INVALID_ENUM
:
1918 strcpy( errstr
, "GL_INVALID_ENUM" );
1920 case GL_INVALID_OPERATION
:
1921 strcpy( errstr
, "GL_INVALID_OPERATION" );
1923 case GL_STACK_OVERFLOW
:
1924 strcpy( errstr
, "GL_STACK_OVERFLOW" );
1926 case GL_STACK_UNDERFLOW
:
1927 strcpy( errstr
, "GL_STACK_UNDERFLOW" );
1929 case GL_OUT_OF_MEMORY
:
1930 strcpy( errstr
, "GL_OUT_OF_MEMORY" );
1933 strcpy( errstr
, "unknown" );
1936 fprintf( stderr
, "Mesa user error: %s in %s\n", errstr
, s
);
1939 if (ctx
->ErrorValue
==GL_NO_ERROR
) {
1940 ctx
->ErrorValue
= error
;
1943 /* Call device driver's error handler, if any. This is used on the Mac. */
1944 if (ctx
->Driver
.Error
) {
1945 (*ctx
->Driver
.Error
)( ctx
);
1952 _mesa_Finish( void )
1954 GET_CURRENT_CONTEXT(ctx
);
1955 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFinish");
1956 if (ctx
->Driver
.Finish
) {
1957 (*ctx
->Driver
.Finish
)( ctx
);
1966 GET_CURRENT_CONTEXT(ctx
);
1967 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFlush");
1968 if (ctx
->Driver
.Flush
) {
1969 (*ctx
->Driver
.Flush
)( ctx
);