init Point.UserSize
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.71 2000/06/27 04:29:22 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 "colortab.h"
36 #include "context.h"
37 #include "cva.h"
38 #include "depth.h"
39 #include "dlist.h"
40 #include "eval.h"
41 #include "enums.h"
42 #include "extensions.h"
43 #include "fog.h"
44 #include "get.h"
45 #include "glapi.h"
46 #include "glapinoop.h"
47 #include "glthread.h"
48 #include "hash.h"
49 #include "light.h"
50 #include "macros.h"
51 #include "matrix.h"
52 #include "mem.h"
53 #include "mmath.h"
54 #include "pb.h"
55 #include "pipeline.h"
56 #include "shade.h"
57 #include "simple_list.h"
58 #include "stencil.h"
59 #include "stages.h"
60 #include "state.h"
61 #include "translate.h"
62 #include "teximage.h"
63 #include "texobj.h"
64 #include "texstate.h"
65 #include "texture.h"
66 #include "types.h"
67 #include "varray.h"
68 #include "vb.h"
69 #include "vbcull.h"
70 #include "vbrender.h"
71 #include "vbxform.h"
72 #include "vertices.h"
73 #include "xform.h"
74 #endif
75
76
77
78 /**********************************************************************/
79 /***** Context and Thread management *****/
80 /**********************************************************************/
81
82
83 #if !defined(THREADS)
84
85 struct immediate *_mesa_CurrentInput = NULL;
86
87 #endif
88
89
90 /**********************************************************************/
91 /***** GL Visual allocation/destruction *****/
92 /**********************************************************************/
93
94
95 /*
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
110 * be met.
111 */
112 GLvisual *
113 _mesa_create_visual( GLboolean rgbFlag,
114 GLboolean dbFlag,
115 GLboolean stereoFlag,
116 GLint redBits,
117 GLint greenBits,
118 GLint blueBits,
119 GLint alphaBits,
120 GLint indexBits,
121 GLint depthBits,
122 GLint stencilBits,
123 GLint accumRedBits,
124 GLint accumGreenBits,
125 GLint accumBlueBits,
126 GLint accumAlphaBits,
127 GLint numSamples )
128 {
129 GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
130 if (vis) {
131 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
132 redBits, greenBits, blueBits, alphaBits,
133 indexBits, depthBits, stencilBits,
134 accumRedBits, accumGreenBits,
135 accumBlueBits, accumAlphaBits,
136 numSamples )) {
137 FREE(vis);
138 return NULL;
139 }
140 }
141 return vis;
142 }
143
144
145 /*
146 * Initialize the fields of the given GLvisual.
147 * Input: see _mesa_create_visual() above.
148 * Return: GL_TRUE = success
149 * GL_FALSE = failure.
150 */
151 GLboolean
152 _mesa_initialize_visual( GLvisual *vis,
153 GLboolean rgbFlag,
154 GLboolean dbFlag,
155 GLboolean stereoFlag,
156 GLint redBits,
157 GLint greenBits,
158 GLint blueBits,
159 GLint alphaBits,
160 GLint indexBits,
161 GLint depthBits,
162 GLint stencilBits,
163 GLint accumRedBits,
164 GLint accumGreenBits,
165 GLint accumBlueBits,
166 GLint accumAlphaBits,
167 GLint numSamples )
168 {
169 assert(vis);
170
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!?!).
174 */
175 assert(depthBits == 0 || depthBits > 1);
176
177 if (depthBits < 0 || depthBits > 32) {
178 return GL_FALSE;
179 }
180 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
181 return GL_FALSE;
182 }
183 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
184 return GL_FALSE;
185 }
186 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
187 return GL_FALSE;
188 }
189 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
190 return GL_FALSE;
191 }
192 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
193 return GL_FALSE;
194 }
195
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;
203
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;
211
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.
215 */
216 vis->DepthMax = 1;
217 vis->DepthMaxF = 1.0F;
218 }
219 else if (depthBits < 32) {
220 vis->DepthMax = (1 << depthBits) - 1;
221 vis->DepthMaxF = (GLfloat) vis->DepthMax;
222 }
223 else {
224 /* Special case since shift values greater than or equal to the
225 * number of bits in the left hand expression's type are
226 * undefined.
227 */
228 vis->DepthMax = 0xffffffff;
229 vis->DepthMaxF = (GLfloat) vis->DepthMax;
230 }
231
232 return GL_TRUE;
233 }
234
235
236 /* This function should no longer be used. Use _mesa_create_visual() instead */
237 GLvisual *
238 gl_create_visual( GLboolean rgbFlag,
239 GLboolean alphaFlag,
240 GLboolean dbFlag,
241 GLboolean stereoFlag,
242 GLint depthBits,
243 GLint stencilBits,
244 GLint accumBits,
245 GLint indexBits,
246 GLint redBits,
247 GLint greenBits,
248 GLint blueBits,
249 GLint alphaBits )
250 {
251 (void) alphaFlag;
252 return _mesa_create_visual(rgbFlag, dbFlag, stereoFlag,
253 redBits, greenBits, blueBits, alphaBits,
254 indexBits, depthBits, stencilBits,
255 accumBits, accumBits, accumBits, accumBits, 0);
256 }
257
258
259 void
260 _mesa_destroy_visual( GLvisual *vis )
261 {
262 FREE(vis);
263 }
264
265
266 /* obsolete */
267 void
268 gl_destroy_visual( GLvisual *vis )
269 {
270 _mesa_destroy_visual(vis);
271 }
272
273
274
275 /**********************************************************************/
276 /***** GL Framebuffer allocation/destruction *****/
277 /**********************************************************************/
278
279
280 /*
281 * Create a new framebuffer. A GLframebuffer is a struct which
282 * encapsulates the depth, stencil and accum buffers and related
283 * parameters.
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?
289
290 * Return: pointer to new GLframebuffer struct or NULL if error.
291 */
292 GLframebuffer *
293 gl_create_framebuffer( GLvisual *visual,
294 GLboolean softwareDepth,
295 GLboolean softwareStencil,
296 GLboolean softwareAccum,
297 GLboolean softwareAlpha )
298 {
299 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
300 assert(visual);
301 if (buffer) {
302 _mesa_initialize_framebuffer(buffer, visual,
303 softwareDepth, softwareStencil,
304 softwareAccum, softwareAlpha );
305 }
306 return buffer;
307 }
308
309
310 /*
311 * Initialize a GLframebuffer object.
312 * Input: See gl_create_framebuffer() above.
313 */
314 void
315 _mesa_initialize_framebuffer( GLframebuffer *buffer,
316 GLvisual *visual,
317 GLboolean softwareDepth,
318 GLboolean softwareStencil,
319 GLboolean softwareAccum,
320 GLboolean softwareAlpha )
321 {
322 assert(buffer);
323 assert(visual);
324
325 /* sanity checks */
326 if (softwareDepth ) {
327 assert(visual->DepthBits > 0);
328 }
329 if (softwareStencil) {
330 assert(visual->StencilBits > 0);
331 }
332 if (softwareAccum) {
333 assert(visual->RGBAflag);
334 assert(visual->AccumRedBits > 0);
335 assert(visual->AccumGreenBits > 0);
336 assert(visual->AccumBlueBits > 0);
337 }
338 if (softwareAlpha) {
339 assert(visual->RGBAflag);
340 assert(visual->AlphaBits > 0);
341 }
342
343 buffer->Visual = visual;
344 buffer->UseSoftwareDepthBuffer = softwareDepth;
345 buffer->UseSoftwareStencilBuffer = softwareStencil;
346 buffer->UseSoftwareAccumBuffer = softwareAccum;
347 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
348 }
349
350
351 /*
352 * Free a framebuffer struct and its buffers.
353 */
354 void
355 gl_destroy_framebuffer( GLframebuffer *buffer )
356 {
357 if (buffer) {
358 if (buffer->DepthBuffer) {
359 FREE( buffer->DepthBuffer );
360 }
361 if (buffer->Accum) {
362 FREE( buffer->Accum );
363 }
364 if (buffer->Stencil) {
365 FREE( buffer->Stencil );
366 }
367 if (buffer->FrontLeftAlpha) {
368 FREE( buffer->FrontLeftAlpha );
369 }
370 if (buffer->BackLeftAlpha) {
371 FREE( buffer->BackLeftAlpha );
372 }
373 if (buffer->FrontRightAlpha) {
374 FREE( buffer->FrontRightAlpha );
375 }
376 if (buffer->BackRightAlpha) {
377 FREE( buffer->BackRightAlpha );
378 }
379 FREE(buffer);
380 }
381 }
382
383
384
385 /**********************************************************************/
386 /***** Context allocation, initialization, destroying *****/
387 /**********************************************************************/
388
389
390 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
391
392
393 /*
394 * This function just calls all the various one-time-init functions in Mesa.
395 */
396 static void
397 one_time_init( void )
398 {
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 );
409
410 gl_init_clip();
411 gl_init_eval();
412 _mesa_init_fog();
413 _mesa_init_math();
414 gl_init_lists();
415 gl_init_shade();
416 gl_init_texture();
417 gl_init_transformation();
418 gl_init_translate();
419 gl_init_vbrender();
420 gl_init_vbxform();
421 gl_init_vertices();
422
423 if (getenv("MESA_DEBUG")) {
424 _glapi_noop_enable_warnings(GL_TRUE);
425 }
426 else {
427 _glapi_noop_enable_warnings(GL_FALSE);
428 }
429
430 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
431 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
432 #endif
433
434 alreadyCalled = GL_TRUE;
435 }
436 _glthread_UNLOCK_MUTEX(OneTimeLock);
437 }
438
439
440
441 /*
442 * Allocate and initialize a shared context state structure.
443 */
444 static struct gl_shared_state *
445 alloc_shared_state( void )
446 {
447 GLuint d;
448 struct gl_shared_state *ss;
449 GLboolean outOfMemory;
450
451 ss = CALLOC_STRUCT(gl_shared_state);
452 if (!ss)
453 return NULL;
454
455 ss->DisplayList = _mesa_NewHashTable();
456
457 ss->TexObjects = _mesa_NewHashTable();
458
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;
465 break;
466 }
467 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
468 }
469
470 ss->DefaultCubeMap = gl_alloc_texture_object(ss, 0, 6);
471 if (!ss->DefaultCubeMap) {
472 outOfMemory = GL_TRUE;
473 }
474 else {
475 ss->DefaultCubeMap->RefCount++;
476 }
477
478 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
479 /* Ran out of memory at some point. Free everything and return NULL */
480 if (ss->DisplayList)
481 _mesa_DeleteHashTable(ss->DisplayList);
482 if (ss->TexObjects)
483 _mesa_DeleteHashTable(ss->TexObjects);
484 if (ss->DefaultD[1])
485 gl_free_texture_object(ss, ss->DefaultD[1]);
486 if (ss->DefaultD[2])
487 gl_free_texture_object(ss, ss->DefaultD[2]);
488 if (ss->DefaultD[3])
489 gl_free_texture_object(ss, ss->DefaultD[3]);
490 if (ss->DefaultCubeMap)
491 gl_free_texture_object(ss, ss->DefaultCubeMap);
492 FREE(ss);
493 return NULL;
494 }
495 else {
496 return ss;
497 }
498 }
499
500
501 /*
502 * Deallocate a shared state context and all children structures.
503 */
504 static void
505 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
506 {
507 /* Free display lists */
508 while (1) {
509 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
510 if (list) {
511 gl_destroy_list(ctx, list);
512 }
513 else {
514 break;
515 }
516 }
517 _mesa_DeleteHashTable(ss->DisplayList);
518
519 /* Free texture objects */
520 while (ss->TexObjectList)
521 {
522 if (ctx->Driver.DeleteTexture)
523 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
524 /* this function removes from linked list too! */
525 gl_free_texture_object(ss, ss->TexObjectList);
526 }
527 _mesa_DeleteHashTable(ss->TexObjects);
528
529 FREE(ss);
530 }
531
532
533
534 /*
535 * Initialize the nth light. Note that the defaults for light 0 are
536 * different than the other lights.
537 */
538 static void
539 init_light( struct gl_light *l, GLuint n )
540 {
541 make_empty_list( l );
542
543 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
544 if (n==0) {
545 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
546 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
547 }
548 else {
549 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
550 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
551 }
552 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
553 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
554 l->SpotExponent = 0.0;
555 gl_compute_spot_exp_table( l );
556 l->SpotCutoff = 180.0;
557 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
558 l->ConstantAttenuation = 1.0;
559 l->LinearAttenuation = 0.0;
560 l->QuadraticAttenuation = 0.0;
561 l->Enabled = GL_FALSE;
562 }
563
564
565
566 static void
567 init_lightmodel( struct gl_lightmodel *lm )
568 {
569 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
570 lm->LocalViewer = GL_FALSE;
571 lm->TwoSide = GL_FALSE;
572 lm->ColorControl = GL_SINGLE_COLOR;
573 }
574
575
576 static void
577 init_material( struct gl_material *m )
578 {
579 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
580 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
581 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
582 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
583 m->Shininess = 0.0;
584 m->AmbientIndex = 0;
585 m->DiffuseIndex = 1;
586 m->SpecularIndex = 1;
587 }
588
589
590
591 static void
592 init_texture_unit( GLcontext *ctx, GLuint unit )
593 {
594 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
595
596 texUnit->EnvMode = GL_MODULATE;
597 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
598 texUnit->TexGenEnabled = 0;
599 texUnit->GenModeS = GL_EYE_LINEAR;
600 texUnit->GenModeT = GL_EYE_LINEAR;
601 texUnit->GenModeR = GL_EYE_LINEAR;
602 texUnit->GenModeQ = GL_EYE_LINEAR;
603 /* Yes, these plane coefficients are correct! */
604 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
605 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
606 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
607 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
608 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
609 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
610 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
611 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
612
613 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
614 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
615 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
616 texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
617 }
618
619
620 static void
621 init_fallback_arrays( GLcontext *ctx )
622 {
623 struct gl_client_array *cl;
624 GLuint i;
625
626 cl = &ctx->Fallback.Normal;
627 cl->Size = 3;
628 cl->Type = GL_FLOAT;
629 cl->Stride = 0;
630 cl->StrideB = 0;
631 cl->Ptr = (void *) ctx->Current.Normal;
632 cl->Enabled = 1;
633
634 cl = &ctx->Fallback.Color;
635 cl->Size = 4;
636 cl->Type = GL_UNSIGNED_BYTE;
637 cl->Stride = 0;
638 cl->StrideB = 0;
639 cl->Ptr = (void *) ctx->Current.ByteColor;
640 cl->Enabled = 1;
641
642 cl = &ctx->Fallback.Index;
643 cl->Size = 1;
644 cl->Type = GL_UNSIGNED_INT;
645 cl->Stride = 0;
646 cl->StrideB = 0;
647 cl->Ptr = (void *) &ctx->Current.Index;
648 cl->Enabled = 1;
649
650 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
651 cl = &ctx->Fallback.TexCoord[i];
652 cl->Size = 4;
653 cl->Type = GL_FLOAT;
654 cl->Stride = 0;
655 cl->StrideB = 0;
656 cl->Ptr = (void *) ctx->Current.Texcoord[i];
657 cl->Enabled = 1;
658 }
659
660 cl = &ctx->Fallback.EdgeFlag;
661 cl->Size = 1;
662 cl->Type = GL_UNSIGNED_BYTE;
663 cl->Stride = 0;
664 cl->StrideB = 0;
665 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
666 cl->Enabled = 1;
667 }
668
669
670 /* Initialize a 1-D evaluator map */
671 static void
672 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
673 {
674 map->Order = 1;
675 map->u1 = 0.0;
676 map->u2 = 1.0;
677 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
678 if (map->Points) {
679 GLint i;
680 for (i=0;i<n;i++)
681 map->Points[i] = initial[i];
682 }
683 }
684
685
686 /* Initialize a 2-D evaluator map */
687 static void
688 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
689 {
690 map->Uorder = 1;
691 map->Vorder = 1;
692 map->u1 = 0.0;
693 map->u2 = 1.0;
694 map->v1 = 0.0;
695 map->v2 = 1.0;
696 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
697 if (map->Points) {
698 GLint i;
699 for (i=0;i<n;i++)
700 map->Points[i] = initial[i];
701 }
702 }
703
704
705 /*
706 * Initialize the attribute groups in a GLcontext.
707 */
708 static void
709 init_attrib_groups( GLcontext *ctx )
710 {
711 GLuint i, j;
712
713 assert(ctx);
714
715 /* Constants, may be overriden by device drivers */
716 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
717 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
718 ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
719 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
720 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
721 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
722 ctx->Const.MinPointSize = MIN_POINT_SIZE;
723 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
724 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
725 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
726 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
727 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
728 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
729 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
730 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
731 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
732 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
733 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
734 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
735 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
736 ctx->Const.NumCompressedTextureFormats = 0;
737
738 /* Modelview matrix */
739 gl_matrix_ctr( &ctx->ModelView );
740 gl_matrix_alloc_inv( &ctx->ModelView );
741
742 ctx->ModelViewStackDepth = 0;
743 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
744 gl_matrix_ctr( &ctx->ModelViewStack[i] );
745 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
746 }
747
748 /* Projection matrix - need inv for user clipping in clip space*/
749 gl_matrix_ctr( &ctx->ProjectionMatrix );
750 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
751
752 gl_matrix_ctr( &ctx->ModelProjectMatrix );
753 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
754 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
755
756 ctx->ProjectionStackDepth = 0;
757 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
758 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
759
760 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
761 gl_matrix_ctr( &ctx->ProjectionStack[i] );
762 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
763 }
764
765 /* Texture matrix */
766 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
767 gl_matrix_ctr( &ctx->TextureMatrix[i] );
768 ctx->TextureStackDepth[i] = 0;
769 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
770 ctx->TextureStack[i][j].inv = 0;
771 }
772 }
773
774 /* Color matrix */
775 gl_matrix_ctr(&ctx->ColorMatrix);
776 ctx->ColorStackDepth = 0;
777 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
778 gl_matrix_ctr(&ctx->ColorStack[j]);
779 }
780
781 /* Accumulate buffer group */
782 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
783
784 /* Color buffer group */
785 ctx->Color.IndexMask = 0xffffffff;
786 ctx->Color.ColorMask[0] = 0xff;
787 ctx->Color.ColorMask[1] = 0xff;
788 ctx->Color.ColorMask[2] = 0xff;
789 ctx->Color.ColorMask[3] = 0xff;
790 ctx->Color.SWmasking = GL_FALSE;
791 ctx->Color.ClearIndex = 0;
792 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
793 ctx->Color.DrawBuffer = GL_FRONT;
794 ctx->Color.AlphaEnabled = GL_FALSE;
795 ctx->Color.AlphaFunc = GL_ALWAYS;
796 ctx->Color.AlphaRef = 0;
797 ctx->Color.BlendEnabled = GL_FALSE;
798 ctx->Color.BlendSrcRGB = GL_ONE;
799 ctx->Color.BlendDstRGB = GL_ZERO;
800 ctx->Color.BlendSrcA = GL_ONE;
801 ctx->Color.BlendDstA = GL_ZERO;
802 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
803 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
804 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
805 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
806 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
807 ctx->Color.SWLogicOpEnabled = GL_FALSE;
808 ctx->Color.LogicOp = GL_COPY;
809 ctx->Color.DitherFlag = GL_TRUE;
810 ctx->Color.MultiDrawBuffer = GL_FALSE;
811
812 /* Current group */
813 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
814 ctx->Current.Index = 1;
815 for (i=0; i<MAX_TEXTURE_UNITS; i++)
816 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
817 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
818 ctx->Current.RasterDistance = 0.0;
819 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
820 ctx->Current.RasterIndex = 1;
821 for (i=0; i<MAX_TEXTURE_UNITS; i++)
822 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
823 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
824 ctx->Current.RasterPosValid = GL_TRUE;
825 ctx->Current.EdgeFlag = GL_TRUE;
826 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
827 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
828
829 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
830 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
831
832 init_fallback_arrays( ctx );
833
834 /* Depth buffer group */
835 ctx->Depth.Test = GL_FALSE;
836 ctx->Depth.Clear = 1.0;
837 ctx->Depth.Func = GL_LESS;
838 ctx->Depth.Mask = GL_TRUE;
839 ctx->Depth.OcclusionTest = GL_FALSE;
840
841 /* Evaluators group */
842 ctx->Eval.Map1Color4 = GL_FALSE;
843 ctx->Eval.Map1Index = GL_FALSE;
844 ctx->Eval.Map1Normal = GL_FALSE;
845 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
846 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
847 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
848 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
849 ctx->Eval.Map1Vertex3 = GL_FALSE;
850 ctx->Eval.Map1Vertex4 = GL_FALSE;
851 ctx->Eval.Map2Color4 = GL_FALSE;
852 ctx->Eval.Map2Index = GL_FALSE;
853 ctx->Eval.Map2Normal = GL_FALSE;
854 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
855 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
856 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
857 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
858 ctx->Eval.Map2Vertex3 = GL_FALSE;
859 ctx->Eval.Map2Vertex4 = GL_FALSE;
860 ctx->Eval.AutoNormal = GL_FALSE;
861 ctx->Eval.MapGrid1un = 1;
862 ctx->Eval.MapGrid1u1 = 0.0;
863 ctx->Eval.MapGrid1u2 = 1.0;
864 ctx->Eval.MapGrid2un = 1;
865 ctx->Eval.MapGrid2vn = 1;
866 ctx->Eval.MapGrid2u1 = 0.0;
867 ctx->Eval.MapGrid2u2 = 1.0;
868 ctx->Eval.MapGrid2v1 = 0.0;
869 ctx->Eval.MapGrid2v2 = 1.0;
870
871 /* Evaluator data */
872 {
873 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
874 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
875 static GLfloat index[1] = { 1.0 };
876 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
877 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
878
879 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
880 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
881 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
882 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
883 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
884 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
885 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
886 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
887 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
888
889 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
890 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
891 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
892 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
893 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
894 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
895 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
896 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
897 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
898 }
899
900 /* Fog group */
901 ctx->Fog.Enabled = GL_FALSE;
902 ctx->Fog.Mode = GL_EXP;
903 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
904 ctx->Fog.Index = 0.0;
905 ctx->Fog.Density = 1.0;
906 ctx->Fog.Start = 0.0;
907 ctx->Fog.End = 1.0;
908
909 /* Hint group */
910 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
911 ctx->Hint.PointSmooth = GL_DONT_CARE;
912 ctx->Hint.LineSmooth = GL_DONT_CARE;
913 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
914 ctx->Hint.Fog = GL_DONT_CARE;
915 ctx->Hint.AllowDrawWin = GL_TRUE;
916 ctx->Hint.AllowDrawFrg = GL_TRUE;
917 ctx->Hint.AllowDrawMem = GL_TRUE;
918 ctx->Hint.StrictLighting = GL_TRUE;
919 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
920 ctx->Hint.TextureCompression = GL_DONT_CARE;
921
922 /* Histogram group */
923 ctx->Histogram.Width = 0;
924 ctx->Histogram.Format = GL_RGBA;
925 ctx->Histogram.Sink = GL_FALSE;
926 ctx->Histogram.RedSize = 0xffffffff;
927 ctx->Histogram.GreenSize = 0xffffffff;
928 ctx->Histogram.BlueSize = 0xffffffff;
929 ctx->Histogram.AlphaSize = 0xffffffff;
930 ctx->Histogram.LuminanceSize = 0xffffffff;
931 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
932 ctx->Histogram.Count[i][0] = 0;
933 ctx->Histogram.Count[i][1] = 0;
934 ctx->Histogram.Count[i][2] = 0;
935 ctx->Histogram.Count[i][3] = 0;
936 }
937
938 /* Min/Max group */
939 ctx->MinMax.Format = GL_RGBA;
940 ctx->MinMax.Sink = GL_FALSE;
941 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
942 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
943 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
944 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
945
946
947
948 /* Pipeline */
949 gl_pipeline_init( ctx );
950 gl_cva_init( ctx );
951
952 /* Extensions */
953 gl_extensions_ctr( ctx );
954
955 ctx->AllowVertexCull = CLIP_CULLED_BIT;
956
957 /* Lighting group */
958 for (i=0;i<MAX_LIGHTS;i++) {
959 init_light( &ctx->Light.Light[i], i );
960 }
961 make_empty_list( &ctx->Light.EnabledList );
962
963 init_lightmodel( &ctx->Light.Model );
964 init_material( &ctx->Light.Material[0] );
965 init_material( &ctx->Light.Material[1] );
966 ctx->Light.ShadeModel = GL_SMOOTH;
967 ctx->Light.Enabled = GL_FALSE;
968 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
969 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
970 ctx->Light.ColorMaterialBitmask
971 = gl_material_bitmask( ctx,
972 GL_FRONT_AND_BACK,
973 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
974
975 ctx->Light.ColorMaterialEnabled = GL_FALSE;
976
977 /* Lighting miscellaneous */
978 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
979 make_empty_list( ctx->ShineTabList );
980 for (i = 0 ; i < 10 ; i++) {
981 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
982 s->shininess = -1;
983 s->refcount = 0;
984 insert_at_tail( ctx->ShineTabList, s );
985 }
986 for (i = 0 ; i < 4 ; i++) {
987 ctx->ShineTable[i] = ctx->ShineTabList->prev;
988 ctx->ShineTable[i]->refcount++;
989 }
990
991
992 /* Line group */
993 ctx->Line.SmoothFlag = GL_FALSE;
994 ctx->Line.StippleFlag = GL_FALSE;
995 ctx->Line.Width = 1.0;
996 ctx->Line.StipplePattern = 0xffff;
997 ctx->Line.StippleFactor = 1;
998
999 /* Display List group */
1000 ctx->List.ListBase = 0;
1001
1002 /* Pixel group */
1003 ctx->Pixel.RedBias = 0.0;
1004 ctx->Pixel.RedScale = 1.0;
1005 ctx->Pixel.GreenBias = 0.0;
1006 ctx->Pixel.GreenScale = 1.0;
1007 ctx->Pixel.BlueBias = 0.0;
1008 ctx->Pixel.BlueScale = 1.0;
1009 ctx->Pixel.AlphaBias = 0.0;
1010 ctx->Pixel.AlphaScale = 1.0;
1011 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
1012 ctx->Pixel.DepthBias = 0.0;
1013 ctx->Pixel.DepthScale = 1.0;
1014 ctx->Pixel.IndexOffset = 0;
1015 ctx->Pixel.IndexShift = 0;
1016 ctx->Pixel.ZoomX = 1.0;
1017 ctx->Pixel.ZoomY = 1.0;
1018 ctx->Pixel.MapColorFlag = GL_FALSE;
1019 ctx->Pixel.MapStencilFlag = GL_FALSE;
1020 ctx->Pixel.MapStoSsize = 1;
1021 ctx->Pixel.MapItoIsize = 1;
1022 ctx->Pixel.MapItoRsize = 1;
1023 ctx->Pixel.MapItoGsize = 1;
1024 ctx->Pixel.MapItoBsize = 1;
1025 ctx->Pixel.MapItoAsize = 1;
1026 ctx->Pixel.MapRtoRsize = 1;
1027 ctx->Pixel.MapGtoGsize = 1;
1028 ctx->Pixel.MapBtoBsize = 1;
1029 ctx->Pixel.MapAtoAsize = 1;
1030 ctx->Pixel.MapStoS[0] = 0;
1031 ctx->Pixel.MapItoI[0] = 0;
1032 ctx->Pixel.MapItoR[0] = 0.0;
1033 ctx->Pixel.MapItoG[0] = 0.0;
1034 ctx->Pixel.MapItoB[0] = 0.0;
1035 ctx->Pixel.MapItoA[0] = 0.0;
1036 ctx->Pixel.MapItoR8[0] = 0;
1037 ctx->Pixel.MapItoG8[0] = 0;
1038 ctx->Pixel.MapItoB8[0] = 0;
1039 ctx->Pixel.MapItoA8[0] = 0;
1040 ctx->Pixel.MapRtoR[0] = 0.0;
1041 ctx->Pixel.MapGtoG[0] = 0.0;
1042 ctx->Pixel.MapBtoB[0] = 0.0;
1043 ctx->Pixel.MapAtoA[0] = 0.0;
1044 ctx->Pixel.HistogramEnabled = GL_FALSE;
1045 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1046 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1047 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1048 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1049 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1050 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1051 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1052 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1053 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1054 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1055 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1056 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1057 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1058 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1059 for (i = 0; i < 3; i++) {
1060 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1061 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1062 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1063 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
1064 }
1065 ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
1066 ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
1067
1068 /* Point group */
1069 ctx->Point.SmoothFlag = GL_FALSE;
1070 ctx->Point.UserSize = 1.0;
1071 ctx->Point.Size = 1.0;
1072 ctx->Point.Params[0] = 1.0;
1073 ctx->Point.Params[1] = 0.0;
1074 ctx->Point.Params[2] = 0.0;
1075 ctx->Point.Attenuated = GL_FALSE;
1076 ctx->Point.MinSize = 0.0;
1077 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1078 ctx->Point.Threshold = 1.0;
1079
1080 /* Polygon group */
1081 ctx->Polygon.CullFlag = GL_FALSE;
1082 ctx->Polygon.CullFaceMode = GL_BACK;
1083 ctx->Polygon.FrontFace = GL_CCW;
1084 ctx->Polygon.FrontBit = 0;
1085 ctx->Polygon.FrontMode = GL_FILL;
1086 ctx->Polygon.BackMode = GL_FILL;
1087 ctx->Polygon.Unfilled = GL_FALSE;
1088 ctx->Polygon.SmoothFlag = GL_FALSE;
1089 ctx->Polygon.StippleFlag = GL_FALSE;
1090 ctx->Polygon.OffsetFactor = 0.0F;
1091 ctx->Polygon.OffsetUnits = 0.0F;
1092 ctx->Polygon.OffsetPoint = GL_FALSE;
1093 ctx->Polygon.OffsetLine = GL_FALSE;
1094 ctx->Polygon.OffsetFill = GL_FALSE;
1095
1096 /* Polygon Stipple group */
1097 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1098
1099 /* Scissor group */
1100 ctx->Scissor.Enabled = GL_FALSE;
1101 ctx->Scissor.X = 0;
1102 ctx->Scissor.Y = 0;
1103 ctx->Scissor.Width = 0;
1104 ctx->Scissor.Height = 0;
1105
1106 /* Stencil group */
1107 ctx->Stencil.Enabled = GL_FALSE;
1108 ctx->Stencil.Function = GL_ALWAYS;
1109 ctx->Stencil.FailFunc = GL_KEEP;
1110 ctx->Stencil.ZPassFunc = GL_KEEP;
1111 ctx->Stencil.ZFailFunc = GL_KEEP;
1112 ctx->Stencil.Ref = 0;
1113 ctx->Stencil.ValueMask = STENCIL_MAX;
1114 ctx->Stencil.Clear = 0;
1115 ctx->Stencil.WriteMask = STENCIL_MAX;
1116
1117 /* Texture group */
1118 ctx->Texture.CurrentUnit = 0; /* multitexture */
1119 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1120 ctx->Texture.Enabled = 0;
1121 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1122 init_texture_unit( ctx, i );
1123 _mesa_init_colortable(&ctx->Texture.Palette);
1124
1125 /* Transformation group */
1126 ctx->Transform.MatrixMode = GL_MODELVIEW;
1127 ctx->Transform.Normalize = GL_FALSE;
1128 ctx->Transform.RescaleNormals = GL_FALSE;
1129 for (i=0;i<MAX_CLIP_PLANES;i++) {
1130 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1131 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1132 }
1133 ctx->Transform.AnyClip = GL_FALSE;
1134
1135 /* Viewport group */
1136 ctx->Viewport.X = 0;
1137 ctx->Viewport.Y = 0;
1138 ctx->Viewport.Width = 0;
1139 ctx->Viewport.Height = 0;
1140 ctx->Viewport.Near = 0.0;
1141 ctx->Viewport.Far = 1.0;
1142 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1143
1144 #define Sz 10
1145 #define Tz 14
1146 ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
1147 ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
1148 #undef Sz
1149 #undef Tz
1150
1151 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1152 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1153
1154 /* Vertex arrays */
1155 ctx->Array.Vertex.Size = 4;
1156 ctx->Array.Vertex.Type = GL_FLOAT;
1157 ctx->Array.Vertex.Stride = 0;
1158 ctx->Array.Vertex.StrideB = 0;
1159 ctx->Array.Vertex.Ptr = NULL;
1160 ctx->Array.Vertex.Enabled = GL_FALSE;
1161 ctx->Array.Normal.Type = GL_FLOAT;
1162 ctx->Array.Normal.Stride = 0;
1163 ctx->Array.Normal.StrideB = 0;
1164 ctx->Array.Normal.Ptr = NULL;
1165 ctx->Array.Normal.Enabled = GL_FALSE;
1166 ctx->Array.Color.Size = 4;
1167 ctx->Array.Color.Type = GL_FLOAT;
1168 ctx->Array.Color.Stride = 0;
1169 ctx->Array.Color.StrideB = 0;
1170 ctx->Array.Color.Ptr = NULL;
1171 ctx->Array.Color.Enabled = GL_FALSE;
1172 ctx->Array.Index.Type = GL_FLOAT;
1173 ctx->Array.Index.Stride = 0;
1174 ctx->Array.Index.StrideB = 0;
1175 ctx->Array.Index.Ptr = NULL;
1176 ctx->Array.Index.Enabled = GL_FALSE;
1177 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1178 ctx->Array.TexCoord[i].Size = 4;
1179 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1180 ctx->Array.TexCoord[i].Stride = 0;
1181 ctx->Array.TexCoord[i].StrideB = 0;
1182 ctx->Array.TexCoord[i].Ptr = NULL;
1183 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1184 }
1185 ctx->Array.TexCoordInterleaveFactor = 1;
1186 ctx->Array.EdgeFlag.Stride = 0;
1187 ctx->Array.EdgeFlag.StrideB = 0;
1188 ctx->Array.EdgeFlag.Ptr = NULL;
1189 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1190 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1191
1192 /* Pixel transfer */
1193 ctx->Pack.Alignment = 4;
1194 ctx->Pack.RowLength = 0;
1195 ctx->Pack.ImageHeight = 0;
1196 ctx->Pack.SkipPixels = 0;
1197 ctx->Pack.SkipRows = 0;
1198 ctx->Pack.SkipImages = 0;
1199 ctx->Pack.SwapBytes = GL_FALSE;
1200 ctx->Pack.LsbFirst = GL_FALSE;
1201 ctx->Unpack.Alignment = 4;
1202 ctx->Unpack.RowLength = 0;
1203 ctx->Unpack.ImageHeight = 0;
1204 ctx->Unpack.SkipPixels = 0;
1205 ctx->Unpack.SkipRows = 0;
1206 ctx->Unpack.SkipImages = 0;
1207 ctx->Unpack.SwapBytes = GL_FALSE;
1208 ctx->Unpack.LsbFirst = GL_FALSE;
1209
1210 /* Feedback */
1211 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1212 ctx->Feedback.Buffer = NULL;
1213 ctx->Feedback.BufferSize = 0;
1214 ctx->Feedback.Count = 0;
1215
1216 /* Selection/picking */
1217 ctx->Select.Buffer = NULL;
1218 ctx->Select.BufferSize = 0;
1219 ctx->Select.BufferCount = 0;
1220 ctx->Select.Hits = 0;
1221 ctx->Select.NameStackDepth = 0;
1222
1223 /* Optimized Accum buffer */
1224 ctx->IntegerAccumMode = GL_TRUE;
1225 ctx->IntegerAccumScaler = 0.0;
1226
1227 /* Renderer and client attribute stacks */
1228 ctx->AttribStackDepth = 0;
1229 ctx->ClientAttribStackDepth = 0;
1230
1231 /* Display list */
1232 ctx->CallDepth = 0;
1233 ctx->ExecuteFlag = GL_TRUE;
1234 ctx->CompileFlag = GL_FALSE;
1235 ctx->CurrentListPtr = NULL;
1236 ctx->CurrentBlock = NULL;
1237 ctx->CurrentListNum = 0;
1238 ctx->CurrentPos = 0;
1239
1240 /* Color tables */
1241 _mesa_init_colortable(&ctx->ColorTable);
1242 _mesa_init_colortable(&ctx->ProxyColorTable);
1243 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1244 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1245 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1246 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1247
1248 /* Miscellaneous */
1249 ctx->NewState = NEW_ALL;
1250 ctx->RenderMode = GL_RENDER;
1251 ctx->StippleCounter = 0;
1252 ctx->NeedNormals = GL_FALSE;
1253 ctx->DoViewportMapping = GL_TRUE;
1254
1255 ctx->NeedEyeCoords = GL_FALSE;
1256 ctx->NeedEyeNormals = GL_FALSE;
1257 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1258
1259 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1260
1261 ctx->CatchSignals = GL_TRUE;
1262 ctx->OcclusionResult = GL_FALSE;
1263 ctx->OcclusionResultSaved = GL_FALSE;
1264
1265 /* For debug/development only */
1266 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1267 ctx->FirstTimeCurrent = GL_TRUE;
1268
1269 /* Dither disable */
1270 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1271 if (ctx->NoDither) {
1272 if (getenv("MESA_DEBUG")) {
1273 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1274 }
1275 ctx->Color.DitherFlag = GL_FALSE;
1276 }
1277 }
1278
1279
1280
1281
1282 /*
1283 * Allocate the proxy textures. If we run out of memory part way through
1284 * the allocations clean up and return GL_FALSE.
1285 * Return: GL_TRUE=success, GL_FALSE=failure
1286 */
1287 static GLboolean
1288 alloc_proxy_textures( GLcontext *ctx )
1289 {
1290 GLboolean out_of_memory;
1291 GLint i;
1292
1293 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1294 if (!ctx->Texture.Proxy1D) {
1295 return GL_FALSE;
1296 }
1297
1298 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1299 if (!ctx->Texture.Proxy2D) {
1300 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1301 return GL_FALSE;
1302 }
1303
1304 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1305 if (!ctx->Texture.Proxy3D) {
1306 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1307 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1308 return GL_FALSE;
1309 }
1310
1311 out_of_memory = GL_FALSE;
1312 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1313 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1314 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1315 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1316 if (!ctx->Texture.Proxy1D->Image[i]
1317 || !ctx->Texture.Proxy2D->Image[i]
1318 || !ctx->Texture.Proxy3D->Image[i]) {
1319 out_of_memory = GL_TRUE;
1320 }
1321 }
1322 if (out_of_memory) {
1323 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1324 if (ctx->Texture.Proxy1D->Image[i]) {
1325 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1326 }
1327 if (ctx->Texture.Proxy2D->Image[i]) {
1328 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1329 }
1330 if (ctx->Texture.Proxy3D->Image[i]) {
1331 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1332 }
1333 }
1334 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1335 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1336 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1337 return GL_FALSE;
1338 }
1339 else {
1340 return GL_TRUE;
1341 }
1342 }
1343
1344
1345
1346 /*
1347 * Initialize a GLcontext struct.
1348 */
1349 GLboolean
1350 _mesa_initialize_context( GLcontext *ctx,
1351 GLvisual *visual,
1352 GLcontext *share_list,
1353 void *driver_ctx,
1354 GLboolean direct )
1355 {
1356 GLuint dispatchSize;
1357
1358 (void) direct; /* not used */
1359
1360 /* misc one-time initializations */
1361 one_time_init();
1362
1363 ctx->DriverCtx = driver_ctx;
1364 ctx->Visual = visual;
1365 ctx->DrawBuffer = NULL;
1366 ctx->ReadBuffer = NULL;
1367
1368 ctx->VB = gl_vb_create_for_immediate( ctx );
1369 if (!ctx->VB) {
1370 FREE( ctx );
1371 return GL_FALSE;
1372 }
1373 ctx->input = ctx->VB->IM;
1374
1375 ctx->PB = gl_alloc_pb();
1376 if (!ctx->PB) {
1377 FREE( ctx->VB );
1378 FREE( ctx );
1379 return GL_FALSE;
1380 }
1381
1382 if (share_list) {
1383 /* share the group of display lists of another context */
1384 ctx->Shared = share_list->Shared;
1385 }
1386 else {
1387 /* allocate new group of display lists */
1388 ctx->Shared = alloc_shared_state();
1389 if (!ctx->Shared) {
1390 FREE(ctx->VB);
1391 FREE(ctx->PB);
1392 FREE(ctx);
1393 return GL_FALSE;
1394 }
1395 }
1396 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1397 ctx->Shared->RefCount++;
1398 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1399
1400 init_attrib_groups( ctx );
1401
1402 gl_reset_vb( ctx->VB );
1403 gl_reset_input( ctx );
1404
1405 if (visual->DBflag) {
1406 ctx->Color.DrawBuffer = GL_BACK;
1407 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1408 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1409 ctx->Pixel.ReadBuffer = GL_BACK;
1410 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1411 }
1412 else {
1413 ctx->Color.DrawBuffer = GL_FRONT;
1414 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1415 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1416 ctx->Pixel.ReadBuffer = GL_FRONT;
1417 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1418 }
1419
1420 if (!alloc_proxy_textures(ctx)) {
1421 free_shared_state(ctx, ctx->Shared);
1422 FREE(ctx->VB);
1423 FREE(ctx->PB);
1424 FREE(ctx);
1425 return GL_FALSE;
1426 }
1427
1428 /* register the most recent extension functions with libGL */
1429 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1430 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1431 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1432 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1433 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1434 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1435 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1436 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1437
1438 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1439 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1440 * Mesa we do this to accomodate different versions of libGL and various
1441 * DRI drivers.
1442 */
1443 dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
1444 sizeof(struct _glapi_table) / sizeof(void *));
1445
1446 /* setup API dispatch tables */
1447 ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1448 ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1449 if (!ctx->Exec || !ctx->Save) {
1450 free_shared_state(ctx, ctx->Shared);
1451 FREE(ctx->VB);
1452 FREE(ctx->PB);
1453 if (ctx->Exec)
1454 FREE(ctx->Exec);
1455 FREE(ctx);
1456 }
1457 _mesa_init_exec_table(ctx->Exec, dispatchSize);
1458 _mesa_init_dlist_table(ctx->Save, dispatchSize);
1459 ctx->CurrentDispatch = ctx->Exec;
1460
1461 return GL_TRUE;
1462 }
1463
1464
1465
1466 /*
1467 * Allocate and initialize a GLcontext structure.
1468 * Input: visual - a GLvisual pointer
1469 * sharelist - another context to share display lists with or NULL
1470 * driver_ctx - pointer to device driver's context state struct
1471 * Return: pointer to a new gl_context struct or NULL if error.
1472 */
1473 GLcontext *
1474 gl_create_context( GLvisual *visual,
1475 GLcontext *share_list,
1476 void *driver_ctx,
1477 GLboolean direct )
1478 {
1479 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1480 if (!ctx) {
1481 return NULL;
1482 }
1483
1484 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1485 return ctx;
1486 }
1487 else {
1488 FREE(ctx);
1489 return NULL;
1490 }
1491 }
1492
1493
1494
1495 /*
1496 * Free the data associated with the given context.
1497 * But don't free() the GLcontext struct itself!
1498 */
1499 void
1500 gl_free_context_data( GLcontext *ctx )
1501 {
1502 struct gl_shine_tab *s, *tmps;
1503 GLuint i, j;
1504
1505 /* if we're destroying the current context, unbind it first */
1506 if (ctx == gl_get_current_context()) {
1507 gl_make_current(NULL, NULL);
1508 }
1509
1510 gl_matrix_dtr( &ctx->ModelView );
1511 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1512 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1513 }
1514 gl_matrix_dtr( &ctx->ProjectionMatrix );
1515 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1516 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1517 }
1518 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1519 gl_matrix_dtr( &ctx->TextureMatrix[i] );
1520 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1521 gl_matrix_dtr( &ctx->TextureStack[i][j] );
1522 }
1523 }
1524
1525 FREE( ctx->PB );
1526
1527 if (ctx->input != ctx->VB->IM)
1528 gl_immediate_free( ctx->input );
1529
1530 gl_vb_free( ctx->VB );
1531
1532 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1533 ctx->Shared->RefCount--;
1534 assert(ctx->Shared->RefCount >= 0);
1535 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1536 if (ctx->Shared->RefCount == 0) {
1537 /* free shared state */
1538 free_shared_state( ctx, ctx->Shared );
1539 }
1540
1541 foreach_s( s, tmps, ctx->ShineTabList ) {
1542 FREE( s );
1543 }
1544 FREE( ctx->ShineTabList );
1545
1546 /* Free proxy texture objects */
1547 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1548 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1549 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1550
1551 /* Free evaluator data */
1552 if (ctx->EvalMap.Map1Vertex3.Points)
1553 FREE( ctx->EvalMap.Map1Vertex3.Points );
1554 if (ctx->EvalMap.Map1Vertex4.Points)
1555 FREE( ctx->EvalMap.Map1Vertex4.Points );
1556 if (ctx->EvalMap.Map1Index.Points)
1557 FREE( ctx->EvalMap.Map1Index.Points );
1558 if (ctx->EvalMap.Map1Color4.Points)
1559 FREE( ctx->EvalMap.Map1Color4.Points );
1560 if (ctx->EvalMap.Map1Normal.Points)
1561 FREE( ctx->EvalMap.Map1Normal.Points );
1562 if (ctx->EvalMap.Map1Texture1.Points)
1563 FREE( ctx->EvalMap.Map1Texture1.Points );
1564 if (ctx->EvalMap.Map1Texture2.Points)
1565 FREE( ctx->EvalMap.Map1Texture2.Points );
1566 if (ctx->EvalMap.Map1Texture3.Points)
1567 FREE( ctx->EvalMap.Map1Texture3.Points );
1568 if (ctx->EvalMap.Map1Texture4.Points)
1569 FREE( ctx->EvalMap.Map1Texture4.Points );
1570
1571 if (ctx->EvalMap.Map2Vertex3.Points)
1572 FREE( ctx->EvalMap.Map2Vertex3.Points );
1573 if (ctx->EvalMap.Map2Vertex4.Points)
1574 FREE( ctx->EvalMap.Map2Vertex4.Points );
1575 if (ctx->EvalMap.Map2Index.Points)
1576 FREE( ctx->EvalMap.Map2Index.Points );
1577 if (ctx->EvalMap.Map2Color4.Points)
1578 FREE( ctx->EvalMap.Map2Color4.Points );
1579 if (ctx->EvalMap.Map2Normal.Points)
1580 FREE( ctx->EvalMap.Map2Normal.Points );
1581 if (ctx->EvalMap.Map2Texture1.Points)
1582 FREE( ctx->EvalMap.Map2Texture1.Points );
1583 if (ctx->EvalMap.Map2Texture2.Points)
1584 FREE( ctx->EvalMap.Map2Texture2.Points );
1585 if (ctx->EvalMap.Map2Texture3.Points)
1586 FREE( ctx->EvalMap.Map2Texture3.Points );
1587 if (ctx->EvalMap.Map2Texture4.Points)
1588 FREE( ctx->EvalMap.Map2Texture4.Points );
1589
1590 _mesa_free_colortable_data( &ctx->ColorTable );
1591 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1592 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1593 _mesa_free_colortable_data( &ctx->Texture.Palette );
1594
1595 /* Free cache of immediate buffers. */
1596 while (ctx->nr_im_queued-- > 0) {
1597 struct immediate * next = ctx->freed_im_queue->next;
1598 FREE( ctx->freed_im_queue );
1599 ctx->freed_im_queue = next;
1600 }
1601 gl_extensions_dtr(ctx);
1602
1603 FREE(ctx->Exec);
1604 FREE(ctx->Save);
1605 }
1606
1607
1608
1609 /*
1610 * Destroy a GLcontext structure.
1611 */
1612 void
1613 gl_destroy_context( GLcontext *ctx )
1614 {
1615 if (ctx) {
1616 gl_free_context_data(ctx);
1617 FREE( (void *) ctx );
1618 }
1619 }
1620
1621
1622
1623 /*
1624 * Called by the driver after both the context and driver are fully
1625 * initialized. Currently just reads the config file.
1626 */
1627 void
1628 gl_context_initialize( GLcontext *ctx )
1629 {
1630 gl_read_config_file( ctx );
1631 }
1632
1633
1634
1635 /*
1636 * Copy attribute groups from one context to another.
1637 * Input: src - source context
1638 * dst - destination context
1639 * mask - bitwise OR of GL_*_BIT flags
1640 */
1641 void
1642 gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1643 {
1644 if (mask & GL_ACCUM_BUFFER_BIT) {
1645 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1646 }
1647 if (mask & GL_COLOR_BUFFER_BIT) {
1648 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1649 }
1650 if (mask & GL_CURRENT_BIT) {
1651 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1652 }
1653 if (mask & GL_DEPTH_BUFFER_BIT) {
1654 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1655 }
1656 if (mask & GL_ENABLE_BIT) {
1657 /* no op */
1658 }
1659 if (mask & GL_EVAL_BIT) {
1660 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1661 }
1662 if (mask & GL_FOG_BIT) {
1663 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1664 }
1665 if (mask & GL_HINT_BIT) {
1666 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1667 }
1668 if (mask & GL_LIGHTING_BIT) {
1669 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1670 /* gl_reinit_light_attrib( &dst->Light ); */
1671 }
1672 if (mask & GL_LINE_BIT) {
1673 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1674 }
1675 if (mask & GL_LIST_BIT) {
1676 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1677 }
1678 if (mask & GL_PIXEL_MODE_BIT) {
1679 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1680 }
1681 if (mask & GL_POINT_BIT) {
1682 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1683 }
1684 if (mask & GL_POLYGON_BIT) {
1685 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1686 }
1687 if (mask & GL_POLYGON_STIPPLE_BIT) {
1688 /* Use loop instead of MEMCPY due to problem with Portland Group's
1689 * C compiler. Reported by John Stone.
1690 */
1691 int i;
1692 for (i=0;i<32;i++) {
1693 dst->PolygonStipple[i] = src->PolygonStipple[i];
1694 }
1695 }
1696 if (mask & GL_SCISSOR_BIT) {
1697 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1698 }
1699 if (mask & GL_STENCIL_BUFFER_BIT) {
1700 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1701 }
1702 if (mask & GL_TEXTURE_BIT) {
1703 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1704 }
1705 if (mask & GL_TRANSFORM_BIT) {
1706 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1707 }
1708 if (mask & GL_VIEWPORT_BIT) {
1709 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1710 }
1711 }
1712
1713
1714 /*
1715 * Set the current context, binding the given frame buffer to the context.
1716 */
1717 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1718 {
1719 gl_make_current2( newCtx, buffer, buffer );
1720 }
1721
1722
1723 /*
1724 * Bind the given context to the given draw-buffer and read-buffer
1725 * and make it the current context for this thread.
1726 */
1727 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1728 GLframebuffer *readBuffer )
1729 {
1730 #if 0
1731 GLcontext *oldCtx = gl_get_context();
1732
1733 /* Flush the old context
1734 */
1735 if (oldCtx) {
1736 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1737
1738 /* unbind frame buffers from context */
1739 if (oldCtx->DrawBuffer) {
1740 oldCtx->DrawBuffer = NULL;
1741 }
1742 if (oldCtx->ReadBuffer) {
1743 oldCtx->ReadBuffer = NULL;
1744 }
1745 }
1746 #endif
1747
1748 /* We call this function periodically (just here for now) in
1749 * order to detect when multithreading has begun.
1750 */
1751 _glapi_check_multithread();
1752
1753 _glapi_set_context((void *) newCtx);
1754 ASSERT(gl_get_current_context() == newCtx);
1755 if (newCtx) {
1756 SET_IMMEDIATE(newCtx, newCtx->input);
1757 _glapi_set_dispatch(newCtx->CurrentDispatch);
1758 }
1759 else {
1760 _glapi_set_dispatch(NULL); /* none current */
1761 }
1762
1763 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1764
1765 if (newCtx && drawBuffer && readBuffer) {
1766 /* TODO: check if newCtx and buffer's visual match??? */
1767 newCtx->DrawBuffer = drawBuffer;
1768 newCtx->ReadBuffer = readBuffer;
1769 newCtx->NewState = NEW_ALL; /* just to be safe */
1770 gl_update_state( newCtx );
1771 }
1772
1773 /* We can use this to help debug user's problems. Tell the to set
1774 * the MESA_INFO env variable before running their app. Then the
1775 * first time each context is made current we'll print some useful
1776 * information.
1777 */
1778 if (newCtx && newCtx->FirstTimeCurrent) {
1779 if (getenv("MESA_INFO")) {
1780 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1781 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1782 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1783 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1784 #if defined(THREADS)
1785 fprintf(stderr, "Mesa thread-safe: YES\n");
1786 #else
1787 fprintf(stderr, "Mesa thread-safe: NO\n");
1788 #endif
1789 #if defined(USE_X86_ASM)
1790 fprintf(stderr, "Mesa x86-optimized: YES\n");
1791 #else
1792 fprintf(stderr, "Mesa x86-optimized: NO\n");
1793 #endif
1794 }
1795 newCtx->FirstTimeCurrent = GL_FALSE;
1796 }
1797 }
1798
1799
1800
1801 /*
1802 * Return current context handle for the calling thread.
1803 * This isn't the fastest way to get the current context.
1804 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1805 */
1806 GLcontext *gl_get_current_context( void )
1807 {
1808 return (GLcontext *) _glapi_get_context();
1809 }
1810
1811
1812
1813 /*
1814 * This should be called by device drivers just before they do a
1815 * swapbuffers. Any pending rendering commands will be executed.
1816 */
1817 void
1818 _mesa_swapbuffers(GLcontext *ctx)
1819 {
1820 FLUSH_VB( ctx, "swap buffers" );
1821 }
1822
1823
1824
1825 /*
1826 * Return pointer to this context's current API dispatch table.
1827 * It'll either be the immediate-mode execute dispatcher or the
1828 * display list compile dispatcher.
1829 */
1830 struct _glapi_table *
1831 _mesa_get_dispatch(GLcontext *ctx)
1832 {
1833 return ctx->CurrentDispatch;
1834 }
1835
1836
1837
1838 /**********************************************************************/
1839 /***** Miscellaneous functions *****/
1840 /**********************************************************************/
1841
1842
1843 /*
1844 * This function is called when the Mesa user has stumbled into a code
1845 * path which may not be implemented fully or correctly.
1846 */
1847 void gl_problem( const GLcontext *ctx, const char *s )
1848 {
1849 fprintf( stderr, "Mesa implementation error: %s\n", s );
1850 fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
1851 (void) ctx;
1852 }
1853
1854
1855
1856 /*
1857 * This is called to inform the user that he or she has tried to do
1858 * something illogical or if there's likely a bug in their program
1859 * (like enabled depth testing without a depth buffer).
1860 */
1861 void gl_warning( const GLcontext *ctx, const char *s )
1862 {
1863 GLboolean debug;
1864 #ifdef DEBUG
1865 debug = GL_TRUE;
1866 #else
1867 if (getenv("MESA_DEBUG")) {
1868 debug = GL_TRUE;
1869 }
1870 else {
1871 debug = GL_FALSE;
1872 }
1873 #endif
1874 if (debug) {
1875 fprintf( stderr, "Mesa warning: %s\n", s );
1876 }
1877 (void) ctx;
1878 }
1879
1880
1881
1882 /*
1883 * Compile an error into current display list.
1884 */
1885 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1886 {
1887 if (ctx->CompileFlag)
1888 gl_save_error( ctx, error, s );
1889
1890 if (ctx->ExecuteFlag)
1891 gl_error( ctx, error, s );
1892 }
1893
1894
1895
1896 /*
1897 * This is Mesa's error handler. Normally, all that's done is the updating
1898 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1899 * environment variable "MESA_DEBUG" is defined then a real error message
1900 * is printed to stderr.
1901 * Input: error - the error value
1902 * s - a diagnostic string
1903 */
1904 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1905 {
1906 GLboolean debug;
1907
1908 #ifdef DEBUG
1909 debug = GL_TRUE;
1910 #else
1911 if (getenv("MESA_DEBUG")) {
1912 debug = GL_TRUE;
1913 }
1914 else {
1915 debug = GL_FALSE;
1916 }
1917 #endif
1918
1919 if (debug) {
1920 char errstr[1000];
1921
1922 switch (error) {
1923 case GL_NO_ERROR:
1924 strcpy( errstr, "GL_NO_ERROR" );
1925 break;
1926 case GL_INVALID_VALUE:
1927 strcpy( errstr, "GL_INVALID_VALUE" );
1928 break;
1929 case GL_INVALID_ENUM:
1930 strcpy( errstr, "GL_INVALID_ENUM" );
1931 break;
1932 case GL_INVALID_OPERATION:
1933 strcpy( errstr, "GL_INVALID_OPERATION" );
1934 break;
1935 case GL_STACK_OVERFLOW:
1936 strcpy( errstr, "GL_STACK_OVERFLOW" );
1937 break;
1938 case GL_STACK_UNDERFLOW:
1939 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1940 break;
1941 case GL_OUT_OF_MEMORY:
1942 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1943 break;
1944 default:
1945 strcpy( errstr, "unknown" );
1946 break;
1947 }
1948 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1949 }
1950
1951 if (ctx->ErrorValue==GL_NO_ERROR) {
1952 ctx->ErrorValue = error;
1953 }
1954
1955 /* Call device driver's error handler, if any. This is used on the Mac. */
1956 if (ctx->Driver.Error) {
1957 (*ctx->Driver.Error)( ctx );
1958 }
1959 }
1960
1961
1962
1963 void
1964 _mesa_Finish( void )
1965 {
1966 GET_CURRENT_CONTEXT(ctx);
1967 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
1968 if (ctx->Driver.Finish) {
1969 (*ctx->Driver.Finish)( ctx );
1970 }
1971 }
1972
1973
1974
1975 void
1976 _mesa_Flush( void )
1977 {
1978 GET_CURRENT_CONTEXT(ctx);
1979 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
1980 if (ctx->Driver.Flush) {
1981 (*ctx->Driver.Flush)( ctx );
1982 }
1983 }