Add a 'RenderPrimitive' callback to t_vb_render.c. Helps out drivers
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.116 2001/01/08 04:09:41 keithw Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "buffers.h"
33 #include "clip.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "dlist.h"
37 #include "eval.h"
38 #include "enums.h"
39 #include "extensions.h"
40 #include "fog.h"
41 #include "get.h"
42 #include "glapinoop.h"
43 #include "glthread.h"
44 #include "hash.h"
45 #include "imports.h"
46 #include "light.h"
47 #include "macros.h"
48 #include "mem.h"
49 #include "mmath.h"
50 #include "simple_list.h"
51 #include "state.h"
52 #include "teximage.h"
53 #include "texobj.h"
54 #include "texture.h"
55 #include "mtypes.h"
56 #include "varray.h"
57
58 #include "math/m_translate.h"
59 #include "math/m_vertices.h"
60 #include "math/m_matrix.h"
61 #include "math/m_xform.h"
62 #include "math/mathmod.h"
63 #endif
64
65 #if defined(MESA_TRACE)
66 #include "Trace/tr_context.h"
67 #include "Trace/tr_wrapper.h"
68 #endif
69
70
71 #ifndef MESA_VERBOSE
72 int MESA_VERBOSE = 0
73 /* | VERBOSE_PIPELINE */
74 /* | VERBOSE_IMMEDIATE */
75 /* | VERBOSE_VARRAY */
76 /* | VERBOSE_TEXTURE */
77 /* | VERBOSE_API */
78 /* | VERBOSE_DRIVER */
79 /* | VERBOSE_STATE */
80 /* | VERBOSE_DISPLAY_LIST */
81 ;
82 #endif
83
84 #ifndef MESA_DEBUG_FLAGS
85 int MESA_DEBUG_FLAGS = 0
86 /* | DEBUG_ALWAYS_FLUSH */
87 ;
88 #endif
89
90 /**********************************************************************/
91 /***** OpenGL SI-style interface (new in Mesa 3.5) *****/
92 /**********************************************************************/
93
94 static GLboolean
95 _mesa_DestroyContext(__GLcontext *gc)
96 {
97 if (gc) {
98 _mesa_free_context_data(gc);
99 (*gc->imports.free)(gc, gc);
100 }
101 return GL_TRUE;
102 }
103
104
105 /* exported OpenGL SI interface */
106 __GLcontext *
107 __glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
108 {
109 GLcontext *ctx;
110
111 ctx = (GLcontext *) (*imports->calloc)(0, 1, sizeof(GLcontext));
112 if (ctx == NULL) {
113 return NULL;
114 }
115 ctx->imports = *imports;
116
117 _mesa_initialize_visual(&ctx->Visual,
118 modes->rgbMode,
119 modes->doubleBufferMode,
120 modes->stereoMode,
121 modes->redBits,
122 modes->greenBits,
123 modes->blueBits,
124 modes->alphaBits,
125 modes->indexBits,
126 modes->depthBits,
127 modes->stencilBits,
128 modes->accumRedBits,
129 modes->accumGreenBits,
130 modes->accumBlueBits,
131 modes->accumAlphaBits,
132 0);
133
134 /* KW: was imports->wscx */
135 _mesa_initialize_context(ctx, &ctx->Visual, NULL, imports->other, GL_FALSE);
136
137 ctx->exports.destroyContext = _mesa_DestroyContext;
138
139 return ctx;
140 }
141
142
143 /* exported OpenGL SI interface */
144 void
145 __glCoreNopDispatch(void)
146 {
147 #if 0
148 /* SI */
149 __gl_dispatch = __glNopDispatchState;
150 #else
151 /* Mesa */
152 _glapi_set_dispatch(NULL);
153 #endif
154 }
155
156
157 /**********************************************************************/
158 /***** Context and Thread management *****/
159 /**********************************************************************/
160
161
162
163 /**********************************************************************/
164 /***** GL Visual allocation/destruction *****/
165 /**********************************************************************/
166
167
168 /*
169 * Allocate a new GLvisual object.
170 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
171 * dbFlag - double buffering?
172 * stereoFlag - stereo buffer?
173 * depthBits - requested bits per depth buffer value
174 * Any value in [0, 32] is acceptable but the actual
175 * depth type will be GLushort or GLuint as needed.
176 * stencilBits - requested minimum bits per stencil buffer value
177 * accumBits - requested minimum bits per accum buffer component
178 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
179 * red/green/blue/alphaBits - number of bits per color component
180 * in frame buffer for RGB(A) mode.
181 * We always use 8 in core Mesa though.
182 * Return: pointer to new GLvisual or NULL if requested parameters can't
183 * be met.
184 */
185 GLvisual *
186 _mesa_create_visual( GLboolean rgbFlag,
187 GLboolean dbFlag,
188 GLboolean stereoFlag,
189 GLint redBits,
190 GLint greenBits,
191 GLint blueBits,
192 GLint alphaBits,
193 GLint indexBits,
194 GLint depthBits,
195 GLint stencilBits,
196 GLint accumRedBits,
197 GLint accumGreenBits,
198 GLint accumBlueBits,
199 GLint accumAlphaBits,
200 GLint numSamples )
201 {
202 GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
203 if (vis) {
204 if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
205 redBits, greenBits, blueBits, alphaBits,
206 indexBits, depthBits, stencilBits,
207 accumRedBits, accumGreenBits,
208 accumBlueBits, accumAlphaBits,
209 numSamples)) {
210 FREE(vis);
211 return NULL;
212 }
213 }
214 return vis;
215 }
216
217
218 /*
219 * Initialize the fields of the given GLvisual.
220 * Input: see _mesa_create_visual() above.
221 * Return: GL_TRUE = success
222 * GL_FALSE = failure.
223 */
224 GLboolean
225 _mesa_initialize_visual( GLvisual *vis,
226 GLboolean rgbFlag,
227 GLboolean dbFlag,
228 GLboolean stereoFlag,
229 GLint redBits,
230 GLint greenBits,
231 GLint blueBits,
232 GLint alphaBits,
233 GLint indexBits,
234 GLint depthBits,
235 GLint stencilBits,
236 GLint accumRedBits,
237 GLint accumGreenBits,
238 GLint accumBlueBits,
239 GLint accumAlphaBits,
240 GLint numSamples )
241 {
242 assert(vis);
243
244 /* This is to catch bad values from device drivers not updated for
245 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
246 * bad value now (a 1-bit depth buffer!?!).
247 */
248 assert(depthBits == 0 || depthBits > 1);
249
250 if (depthBits < 0 || depthBits > 32) {
251 return GL_FALSE;
252 }
253 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
254 return GL_FALSE;
255 }
256 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
257 return GL_FALSE;
258 }
259 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
260 return GL_FALSE;
261 }
262 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
263 return GL_FALSE;
264 }
265 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
266 return GL_FALSE;
267 }
268
269 vis->RGBAflag = rgbFlag;
270 vis->DBflag = dbFlag;
271 vis->StereoFlag = stereoFlag;
272 vis->RedBits = redBits;
273 vis->GreenBits = greenBits;
274 vis->BlueBits = blueBits;
275 vis->AlphaBits = alphaBits;
276
277 vis->IndexBits = indexBits;
278 vis->DepthBits = depthBits;
279 vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
280 vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
281 vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
282 vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
283 vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
284
285 if (depthBits == 0) {
286 /* Special case. Even if we don't have a depth buffer we need
287 * good values for DepthMax for Z vertex transformation purposes
288 * and for per-fragment fog computation.
289 */
290 vis->DepthMax = 1 << 16;
291 vis->DepthMaxF = (GLfloat) vis->DepthMax;
292 }
293 else if (depthBits < 32) {
294 vis->DepthMax = (1 << depthBits) - 1;
295 vis->DepthMaxF = (GLfloat) vis->DepthMax;
296 }
297 else {
298 /* Special case since shift values greater than or equal to the
299 * number of bits in the left hand expression's type are
300 * undefined.
301 */
302 vis->DepthMax = 0xffffffff;
303 vis->DepthMaxF = (GLfloat) vis->DepthMax;
304 }
305 vis->MRD = 2.0; /* XXX temporary value */
306
307 return GL_TRUE;
308 }
309
310
311 void
312 _mesa_destroy_visual( GLvisual *vis )
313 {
314 FREE(vis);
315 }
316
317
318 /**********************************************************************/
319 /***** GL Framebuffer allocation/destruction *****/
320 /**********************************************************************/
321
322
323 /*
324 * Create a new framebuffer. A GLframebuffer is a struct which
325 * encapsulates the depth, stencil and accum buffers and related
326 * parameters.
327 * Input: visual - a GLvisual pointer
328 * softwareDepth - create/use a software depth buffer?
329 * softwareStencil - create/use a software stencil buffer?
330 * softwareAccum - create/use a software accum buffer?
331 * softwareAlpha - create/use a software alpha buffer?
332
333 * Return: pointer to new GLframebuffer struct or NULL if error.
334 */
335 GLframebuffer *
336 _mesa_create_framebuffer( GLvisual *visual,
337 GLboolean softwareDepth,
338 GLboolean softwareStencil,
339 GLboolean softwareAccum,
340 GLboolean softwareAlpha )
341 {
342 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
343 assert(visual);
344 if (buffer) {
345 _mesa_initialize_framebuffer(buffer, visual,
346 softwareDepth, softwareStencil,
347 softwareAccum, softwareAlpha );
348 }
349 return buffer;
350 }
351
352
353 /*
354 * Initialize a GLframebuffer object.
355 * Input: See _mesa_create_framebuffer() above.
356 */
357 void
358 _mesa_initialize_framebuffer( GLframebuffer *buffer,
359 GLvisual *visual,
360 GLboolean softwareDepth,
361 GLboolean softwareStencil,
362 GLboolean softwareAccum,
363 GLboolean softwareAlpha )
364 {
365 assert(buffer);
366 assert(visual);
367
368 /* sanity checks */
369 if (softwareDepth ) {
370 assert(visual->DepthBits > 0);
371 }
372 if (softwareStencil) {
373 assert(visual->StencilBits > 0);
374 }
375 if (softwareAccum) {
376 assert(visual->RGBAflag);
377 assert(visual->AccumRedBits > 0);
378 assert(visual->AccumGreenBits > 0);
379 assert(visual->AccumBlueBits > 0);
380 }
381 if (softwareAlpha) {
382 assert(visual->RGBAflag);
383 assert(visual->AlphaBits > 0);
384 }
385
386 buffer->Visual = visual;
387 buffer->UseSoftwareDepthBuffer = softwareDepth;
388 buffer->UseSoftwareStencilBuffer = softwareStencil;
389 buffer->UseSoftwareAccumBuffer = softwareAccum;
390 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
391 }
392
393
394 /*
395 * Free a framebuffer struct and its buffers.
396 */
397 void
398 _mesa_destroy_framebuffer( GLframebuffer *buffer )
399 {
400 if (buffer) {
401 if (buffer->DepthBuffer) {
402 FREE( buffer->DepthBuffer );
403 }
404 if (buffer->Accum) {
405 FREE( buffer->Accum );
406 }
407 if (buffer->Stencil) {
408 FREE( buffer->Stencil );
409 }
410 if (buffer->FrontLeftAlpha) {
411 FREE( buffer->FrontLeftAlpha );
412 }
413 if (buffer->BackLeftAlpha) {
414 FREE( buffer->BackLeftAlpha );
415 }
416 if (buffer->FrontRightAlpha) {
417 FREE( buffer->FrontRightAlpha );
418 }
419 if (buffer->BackRightAlpha) {
420 FREE( buffer->BackRightAlpha );
421 }
422 FREE(buffer);
423 }
424 }
425
426
427
428 /**********************************************************************/
429 /***** Context allocation, initialization, destroying *****/
430 /**********************************************************************/
431
432
433 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
434
435
436 /*
437 * This function just calls all the various one-time-init functions in Mesa.
438 */
439 static void
440 one_time_init( void )
441 {
442 static GLboolean alreadyCalled = GL_FALSE;
443 _glthread_LOCK_MUTEX(OneTimeLock);
444 if (!alreadyCalled) {
445 /* do some implementation tests */
446 assert( sizeof(GLbyte) == 1 );
447 assert( sizeof(GLshort) >= 2 );
448 assert( sizeof(GLint) >= 4 );
449 assert( sizeof(GLubyte) == 1 );
450 assert( sizeof(GLushort) >= 2 );
451 assert( sizeof(GLuint) >= 4 );
452
453 gl_init_lists();
454
455 _mesa_init_math();
456 _math_init();
457
458 if (getenv("MESA_DEBUG")) {
459 _glapi_noop_enable_warnings(GL_TRUE);
460 }
461 else {
462 _glapi_noop_enable_warnings(GL_FALSE);
463 }
464
465 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
466 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
467 #endif
468
469 alreadyCalled = GL_TRUE;
470 }
471 _glthread_UNLOCK_MUTEX(OneTimeLock);
472 }
473
474
475
476 /*
477 * Allocate and initialize a shared context state structure.
478 */
479 static struct gl_shared_state *
480 alloc_shared_state( void )
481 {
482 struct gl_shared_state *ss;
483 GLboolean outOfMemory;
484
485 ss = CALLOC_STRUCT(gl_shared_state);
486 if (!ss)
487 return NULL;
488
489 _glthread_INIT_MUTEX(ss->Mutex);
490
491 ss->DisplayList = _mesa_NewHashTable();
492 ss->TexObjects = _mesa_NewHashTable();
493
494 /* Default Texture objects */
495 outOfMemory = GL_FALSE;
496
497 ss->Default1D = _mesa_alloc_texture_object(ss, 0, 1);
498 if (!ss->Default1D) {
499 outOfMemory = GL_TRUE;
500 }
501 else {
502 ss->Default1D->RefCount++;
503 }
504
505 ss->Default2D = _mesa_alloc_texture_object(ss, 0, 2);
506 if (!ss->Default2D) {
507 outOfMemory = GL_TRUE;
508 }
509 else {
510 ss->Default2D->RefCount++;
511 }
512
513 ss->Default3D = _mesa_alloc_texture_object(ss, 0, 3);
514 if (!ss->Default3D) {
515 outOfMemory = GL_TRUE;
516 }
517 else {
518 ss->Default1D->RefCount++;
519 }
520
521 ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0, 6);
522 if (!ss->DefaultCubeMap) {
523 outOfMemory = GL_TRUE;
524 }
525 else {
526 ss->DefaultCubeMap->RefCount++;
527 }
528
529 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
530 /* Ran out of memory at some point. Free everything and return NULL */
531 if (ss->DisplayList)
532 _mesa_DeleteHashTable(ss->DisplayList);
533 if (ss->TexObjects)
534 _mesa_DeleteHashTable(ss->TexObjects);
535 if (ss->Default1D)
536 _mesa_free_texture_object(ss, ss->Default1D);
537 if (ss->Default2D)
538 _mesa_free_texture_object(ss, ss->Default2D);
539 if (ss->Default3D)
540 _mesa_free_texture_object(ss, ss->Default3D);
541 if (ss->DefaultCubeMap)
542 _mesa_free_texture_object(ss, ss->DefaultCubeMap);
543 FREE(ss);
544 return NULL;
545 }
546 else {
547 return ss;
548 }
549 }
550
551
552 /*
553 * Deallocate a shared state context and all children structures.
554 */
555 static void
556 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
557 {
558 /* Free display lists */
559 while (1) {
560 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
561 if (list) {
562 gl_destroy_list(ctx, list);
563 }
564 else {
565 break;
566 }
567 }
568 _mesa_DeleteHashTable(ss->DisplayList);
569
570 /* Free texture objects */
571 while (ss->TexObjectList)
572 {
573 if (ctx->Driver.DeleteTexture)
574 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
575 /* this function removes from linked list too! */
576 _mesa_free_texture_object(ss, ss->TexObjectList);
577 }
578 _mesa_DeleteHashTable(ss->TexObjects);
579
580 FREE(ss);
581 }
582
583
584
585 /*
586 * Initialize the nth light. Note that the defaults for light 0 are
587 * different than the other lights.
588 */
589 static void
590 init_light( struct gl_light *l, GLuint n )
591 {
592 make_empty_list( l );
593
594 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
595 if (n==0) {
596 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
597 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
598 }
599 else {
600 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
601 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
602 }
603 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
604 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
605 l->SpotExponent = 0.0;
606 gl_invalidate_spot_exp_table( l );
607 l->SpotCutoff = 180.0;
608 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
609 l->ConstantAttenuation = 1.0;
610 l->LinearAttenuation = 0.0;
611 l->QuadraticAttenuation = 0.0;
612 l->Enabled = GL_FALSE;
613 }
614
615
616
617 static void
618 init_lightmodel( struct gl_lightmodel *lm )
619 {
620 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
621 lm->LocalViewer = GL_FALSE;
622 lm->TwoSide = GL_FALSE;
623 lm->ColorControl = GL_SINGLE_COLOR;
624 }
625
626
627 static void
628 init_material( struct gl_material *m )
629 {
630 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
631 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
632 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
633 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
634 m->Shininess = 0.0;
635 m->AmbientIndex = 0;
636 m->DiffuseIndex = 1;
637 m->SpecularIndex = 1;
638 }
639
640
641
642 static void
643 init_texture_unit( GLcontext *ctx, GLuint unit )
644 {
645 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
646
647 texUnit->EnvMode = GL_MODULATE;
648 texUnit->CombineModeRGB = GL_MODULATE;
649 texUnit->CombineModeA = GL_MODULATE;
650 texUnit->CombineSourceRGB[0] = GL_TEXTURE;
651 texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
652 texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
653 texUnit->CombineSourceA[0] = GL_TEXTURE;
654 texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
655 texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
656 texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
657 texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
658 texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
659 texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
660 texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
661 texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
662 texUnit->CombineScaleShiftRGB = 0;
663 texUnit->CombineScaleShiftA = 0;
664
665 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
666 texUnit->TexGenEnabled = 0;
667 texUnit->GenModeS = GL_EYE_LINEAR;
668 texUnit->GenModeT = GL_EYE_LINEAR;
669 texUnit->GenModeR = GL_EYE_LINEAR;
670 texUnit->GenModeQ = GL_EYE_LINEAR;
671 texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
672 texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
673 texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
674 texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
675
676 /* Yes, these plane coefficients are correct! */
677 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
678 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
679 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
680 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
681 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
682 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
683 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
684 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
685
686 texUnit->Current1D = ctx->Shared->Default1D;
687 texUnit->Current2D = ctx->Shared->Default2D;
688 texUnit->Current3D = ctx->Shared->Default3D;
689 texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
690 }
691
692
693
694
695 /* Initialize a 1-D evaluator map */
696 static void
697 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
698 {
699 map->Order = 1;
700 map->u1 = 0.0;
701 map->u2 = 1.0;
702 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
703 if (map->Points) {
704 GLint i;
705 for (i=0;i<n;i++)
706 map->Points[i] = initial[i];
707 }
708 }
709
710
711 /* Initialize a 2-D evaluator map */
712 static void
713 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
714 {
715 map->Uorder = 1;
716 map->Vorder = 1;
717 map->u1 = 0.0;
718 map->u2 = 1.0;
719 map->v1 = 0.0;
720 map->v2 = 1.0;
721 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
722 if (map->Points) {
723 GLint i;
724 for (i=0;i<n;i++)
725 map->Points[i] = initial[i];
726 }
727 }
728
729
730 /*
731 * Initialize the attribute groups in a GLcontext.
732 */
733 static void
734 init_attrib_groups( GLcontext *ctx )
735 {
736 GLuint i, j;
737
738 assert(ctx);
739
740 /* Constants, may be overriden by device drivers */
741 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
742 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
743 ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
744 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
745 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
746 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
747 ctx->Const.MinPointSize = MIN_POINT_SIZE;
748 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
749 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
750 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
751 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
752 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
753 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
754 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
755 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
756 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
757 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
758 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
759 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
760 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
761 ctx->Const.NumCompressedTextureFormats = 0;
762 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
763 ctx->Const.MaxLights = MAX_LIGHTS;
764
765 /* Modelview matrix */
766 _math_matrix_ctr( &ctx->ModelView );
767 _math_matrix_alloc_inv( &ctx->ModelView );
768
769 ctx->ModelViewStackDepth = 0;
770 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
771 _math_matrix_ctr( &ctx->ModelViewStack[i] );
772 _math_matrix_alloc_inv( &ctx->ModelViewStack[i] );
773 }
774
775 /* Projection matrix - need inv for user clipping in clip space*/
776 _math_matrix_ctr( &ctx->ProjectionMatrix );
777 _math_matrix_alloc_inv( &ctx->ProjectionMatrix );
778
779 ctx->ProjectionStackDepth = 0;
780 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
781 _math_matrix_ctr( &ctx->ProjectionStack[i] );
782 _math_matrix_alloc_inv( &ctx->ProjectionStack[i] );
783 }
784
785 /* Derived ModelProject matrix */
786 _math_matrix_ctr( &ctx->_ModelProjectMatrix );
787
788 /* Texture matrix */
789 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
790 _math_matrix_ctr( &ctx->TextureMatrix[i] );
791 ctx->TextureStackDepth[i] = 0;
792 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
793 _math_matrix_ctr( &ctx->TextureStack[i][j] );
794 ctx->TextureStack[i][j].inv = 0;
795 }
796 }
797
798 /* Color matrix */
799 _math_matrix_ctr(&ctx->ColorMatrix);
800 ctx->ColorStackDepth = 0;
801 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
802 _math_matrix_ctr(&ctx->ColorStack[j]);
803 }
804
805 /* Accumulate buffer group */
806 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
807
808 /* Color buffer group */
809 ctx->Color.IndexMask = 0xffffffff;
810 ctx->Color.ColorMask[0] = 0xff;
811 ctx->Color.ColorMask[1] = 0xff;
812 ctx->Color.ColorMask[2] = 0xff;
813 ctx->Color.ColorMask[3] = 0xff;
814 ctx->Color.ClearIndex = 0;
815 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
816 ctx->Color.DrawBuffer = GL_FRONT;
817 ctx->Color.AlphaEnabled = GL_FALSE;
818 ctx->Color.AlphaFunc = GL_ALWAYS;
819 ctx->Color.AlphaRef = 0;
820 ctx->Color.BlendEnabled = GL_FALSE;
821 ctx->Color.BlendSrcRGB = GL_ONE;
822 ctx->Color.BlendDstRGB = GL_ZERO;
823 ctx->Color.BlendSrcA = GL_ONE;
824 ctx->Color.BlendDstA = GL_ZERO;
825 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
826 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
827 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
828 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
829 ctx->Color.LogicOp = GL_COPY;
830 ctx->Color.DitherFlag = GL_TRUE;
831 ctx->Color.MultiDrawBuffer = GL_FALSE;
832
833 /* Current group */
834 ASSIGN_4V( ctx->Current.Color, CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX );
835 ctx->Current.Index = 1;
836 for (i=0; i<MAX_TEXTURE_UNITS; i++)
837 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
838 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
839 ctx->Current.RasterDistance = 0.0;
840 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
841 ctx->Current.RasterIndex = 1;
842 for (i=0; i<MAX_TEXTURE_UNITS; i++)
843 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
844 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
845 ctx->Current.RasterPosValid = GL_TRUE;
846 ctx->Current.EdgeFlag = GL_TRUE;
847 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
848
849
850 /* Depth buffer group */
851 ctx->Depth.Test = GL_FALSE;
852 ctx->Depth.Clear = 1.0;
853 ctx->Depth.Func = GL_LESS;
854 ctx->Depth.Mask = GL_TRUE;
855 ctx->Depth.OcclusionTest = GL_FALSE;
856
857 /* Evaluators group */
858 ctx->Eval.Map1Color4 = GL_FALSE;
859 ctx->Eval.Map1Index = GL_FALSE;
860 ctx->Eval.Map1Normal = GL_FALSE;
861 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
862 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
863 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
864 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
865 ctx->Eval.Map1Vertex3 = GL_FALSE;
866 ctx->Eval.Map1Vertex4 = GL_FALSE;
867 ctx->Eval.Map2Color4 = GL_FALSE;
868 ctx->Eval.Map2Index = GL_FALSE;
869 ctx->Eval.Map2Normal = GL_FALSE;
870 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
871 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
872 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
873 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
874 ctx->Eval.Map2Vertex3 = GL_FALSE;
875 ctx->Eval.Map2Vertex4 = GL_FALSE;
876 ctx->Eval.AutoNormal = GL_FALSE;
877 ctx->Eval.MapGrid1un = 1;
878 ctx->Eval.MapGrid1u1 = 0.0;
879 ctx->Eval.MapGrid1u2 = 1.0;
880 ctx->Eval.MapGrid2un = 1;
881 ctx->Eval.MapGrid2vn = 1;
882 ctx->Eval.MapGrid2u1 = 0.0;
883 ctx->Eval.MapGrid2u2 = 1.0;
884 ctx->Eval.MapGrid2v1 = 0.0;
885 ctx->Eval.MapGrid2v2 = 1.0;
886
887 /* Evaluator data */
888 {
889 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
890 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
891 static GLfloat index[1] = { 1.0 };
892 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
893 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
894
895 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
896 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
897 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
898 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
899 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
900 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
901 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
902 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
903 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
904
905 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
906 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
907 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
908 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
909 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
910 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
911 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
912 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
913 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
914 }
915
916 /* Fog group */
917 ctx->Fog.Enabled = GL_FALSE;
918 ctx->Fog.Mode = GL_EXP;
919 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
920 ctx->Fog.Index = 0.0;
921 ctx->Fog.Density = 1.0;
922 ctx->Fog.Start = 0.0;
923 ctx->Fog.End = 1.0;
924 ctx->Fog.ColorSumEnabled = GL_FALSE;
925 ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
926
927 /* Hint group */
928 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
929 ctx->Hint.PointSmooth = GL_DONT_CARE;
930 ctx->Hint.LineSmooth = GL_DONT_CARE;
931 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
932 ctx->Hint.Fog = GL_DONT_CARE;
933 ctx->Hint.AllowDrawWin = GL_TRUE;
934 ctx->Hint.AllowDrawFrg = GL_TRUE;
935 ctx->Hint.AllowDrawMem = GL_TRUE;
936 ctx->Hint.StrictLighting = GL_TRUE;
937 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
938 ctx->Hint.TextureCompression = GL_DONT_CARE;
939
940 /* Histogram group */
941 ctx->Histogram.Width = 0;
942 ctx->Histogram.Format = GL_RGBA;
943 ctx->Histogram.Sink = GL_FALSE;
944 ctx->Histogram.RedSize = 0xffffffff;
945 ctx->Histogram.GreenSize = 0xffffffff;
946 ctx->Histogram.BlueSize = 0xffffffff;
947 ctx->Histogram.AlphaSize = 0xffffffff;
948 ctx->Histogram.LuminanceSize = 0xffffffff;
949 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
950 ctx->Histogram.Count[i][0] = 0;
951 ctx->Histogram.Count[i][1] = 0;
952 ctx->Histogram.Count[i][2] = 0;
953 ctx->Histogram.Count[i][3] = 0;
954 }
955
956 /* Min/Max group */
957 ctx->MinMax.Format = GL_RGBA;
958 ctx->MinMax.Sink = GL_FALSE;
959 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
960 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
961 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
962 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
963
964 /* Extensions */
965 gl_extensions_ctr( ctx );
966
967 /* Lighting group */
968 for (i=0;i<MAX_LIGHTS;i++) {
969 init_light( &ctx->Light.Light[i], i );
970 }
971 make_empty_list( &ctx->Light.EnabledList );
972
973 init_lightmodel( &ctx->Light.Model );
974 init_material( &ctx->Light.Material[0] );
975 init_material( &ctx->Light.Material[1] );
976 ctx->Light.ShadeModel = GL_SMOOTH;
977 ctx->Light.Enabled = GL_FALSE;
978 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
979 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
980 ctx->Light.ColorMaterialBitmask
981 = gl_material_bitmask( ctx,
982 GL_FRONT_AND_BACK,
983 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
984
985 ctx->Light.ColorMaterialEnabled = GL_FALSE;
986
987 /* Lighting miscellaneous */
988 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
989 make_empty_list( ctx->_ShineTabList );
990 for (i = 0 ; i < 10 ; i++) {
991 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
992 s->shininess = -1;
993 s->refcount = 0;
994 insert_at_tail( ctx->_ShineTabList, s );
995 }
996
997
998 /* Line group */
999 ctx->Line.SmoothFlag = GL_FALSE;
1000 ctx->Line.StippleFlag = GL_FALSE;
1001 ctx->Line.Width = 1.0;
1002 ctx->Line.StipplePattern = 0xffff;
1003 ctx->Line.StippleFactor = 1;
1004
1005 /* Display List group */
1006 ctx->List.ListBase = 0;
1007
1008 /* Pixel group */
1009 ctx->Pixel.RedBias = 0.0;
1010 ctx->Pixel.RedScale = 1.0;
1011 ctx->Pixel.GreenBias = 0.0;
1012 ctx->Pixel.GreenScale = 1.0;
1013 ctx->Pixel.BlueBias = 0.0;
1014 ctx->Pixel.BlueScale = 1.0;
1015 ctx->Pixel.AlphaBias = 0.0;
1016 ctx->Pixel.AlphaScale = 1.0;
1017 ctx->Pixel.DepthBias = 0.0;
1018 ctx->Pixel.DepthScale = 1.0;
1019 ctx->Pixel.IndexOffset = 0;
1020 ctx->Pixel.IndexShift = 0;
1021 ctx->Pixel.ZoomX = 1.0;
1022 ctx->Pixel.ZoomY = 1.0;
1023 ctx->Pixel.MapColorFlag = GL_FALSE;
1024 ctx->Pixel.MapStencilFlag = GL_FALSE;
1025 ctx->Pixel.MapStoSsize = 1;
1026 ctx->Pixel.MapItoIsize = 1;
1027 ctx->Pixel.MapItoRsize = 1;
1028 ctx->Pixel.MapItoGsize = 1;
1029 ctx->Pixel.MapItoBsize = 1;
1030 ctx->Pixel.MapItoAsize = 1;
1031 ctx->Pixel.MapRtoRsize = 1;
1032 ctx->Pixel.MapGtoGsize = 1;
1033 ctx->Pixel.MapBtoBsize = 1;
1034 ctx->Pixel.MapAtoAsize = 1;
1035 ctx->Pixel.MapStoS[0] = 0;
1036 ctx->Pixel.MapItoI[0] = 0;
1037 ctx->Pixel.MapItoR[0] = 0.0;
1038 ctx->Pixel.MapItoG[0] = 0.0;
1039 ctx->Pixel.MapItoB[0] = 0.0;
1040 ctx->Pixel.MapItoA[0] = 0.0;
1041 ctx->Pixel.MapItoR8[0] = 0;
1042 ctx->Pixel.MapItoG8[0] = 0;
1043 ctx->Pixel.MapItoB8[0] = 0;
1044 ctx->Pixel.MapItoA8[0] = 0;
1045 ctx->Pixel.MapRtoR[0] = 0.0;
1046 ctx->Pixel.MapGtoG[0] = 0.0;
1047 ctx->Pixel.MapBtoB[0] = 0.0;
1048 ctx->Pixel.MapAtoA[0] = 0.0;
1049 ctx->Pixel.HistogramEnabled = GL_FALSE;
1050 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1051 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1052 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1053 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1054 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1055 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1056 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1057 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1058 ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
1059 ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
1060 ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
1061 ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
1062 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1063 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1064 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1065 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1066 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1067 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1068 for (i = 0; i < 3; i++) {
1069 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1070 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1071 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1072 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
1073 }
1074 for (i = 0; i < MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_WIDTH * 4; i++) {
1075 ctx->Convolution1D.Filter[i] = 0.0;
1076 ctx->Convolution2D.Filter[i] = 0.0;
1077 ctx->Separable2D.Filter[i] = 0.0;
1078 }
1079 ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
1080 ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
1081
1082 /* Point group */
1083 ctx->Point.SmoothFlag = GL_FALSE;
1084 ctx->Point.Size = 1.0;
1085 ctx->Point._Size = 1.0;
1086 ctx->Point.Params[0] = 1.0;
1087 ctx->Point.Params[1] = 0.0;
1088 ctx->Point.Params[2] = 0.0;
1089 ctx->Point._Attenuated = GL_FALSE;
1090 ctx->Point.MinSize = 0.0;
1091 ctx->Point.MaxSize = ctx->Const.MaxPointSize;
1092 ctx->Point.Threshold = 1.0;
1093 ctx->Point.SpriteMode = GL_FALSE; /* GL_MESA_sprite_point */
1094
1095 /* Polygon group */
1096 ctx->Polygon.CullFlag = GL_FALSE;
1097 ctx->Polygon.CullFaceMode = GL_BACK;
1098 ctx->Polygon.FrontFace = GL_CCW;
1099 ctx->Polygon._FrontBit = 0;
1100 ctx->Polygon.FrontMode = GL_FILL;
1101 ctx->Polygon.BackMode = GL_FILL;
1102 ctx->Polygon.SmoothFlag = GL_FALSE;
1103 ctx->Polygon.StippleFlag = GL_FALSE;
1104 ctx->Polygon.OffsetFactor = 0.0F;
1105 ctx->Polygon.OffsetUnits = 0.0F;
1106 ctx->Polygon.OffsetMRD = 0.0F;
1107 ctx->Polygon.OffsetPoint = GL_FALSE;
1108 ctx->Polygon.OffsetLine = GL_FALSE;
1109 ctx->Polygon.OffsetFill = GL_FALSE;
1110
1111 /* Polygon Stipple group */
1112 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1113
1114 /* Scissor group */
1115 ctx->Scissor.Enabled = GL_FALSE;
1116 ctx->Scissor.X = 0;
1117 ctx->Scissor.Y = 0;
1118 ctx->Scissor.Width = 0;
1119 ctx->Scissor.Height = 0;
1120
1121 /* Stencil group */
1122 ctx->Stencil.Enabled = GL_FALSE;
1123 ctx->Stencil.Function = GL_ALWAYS;
1124 ctx->Stencil.FailFunc = GL_KEEP;
1125 ctx->Stencil.ZPassFunc = GL_KEEP;
1126 ctx->Stencil.ZFailFunc = GL_KEEP;
1127 ctx->Stencil.Ref = 0;
1128 ctx->Stencil.ValueMask = STENCIL_MAX;
1129 ctx->Stencil.Clear = 0;
1130 ctx->Stencil.WriteMask = STENCIL_MAX;
1131
1132 /* Texture group */
1133 ctx->Texture.CurrentUnit = 0; /* multitexture */
1134 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1135 ctx->Texture._ReallyEnabled = 0;
1136 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1137 init_texture_unit( ctx, i );
1138 ctx->Texture.SharedPalette = GL_FALSE;
1139 _mesa_init_colortable(&ctx->Texture.Palette);
1140
1141 /* Transformation group */
1142 ctx->Transform.MatrixMode = GL_MODELVIEW;
1143 ctx->Transform.Normalize = GL_FALSE;
1144 ctx->Transform.RescaleNormals = GL_FALSE;
1145 for (i=0;i<MAX_CLIP_PLANES;i++) {
1146 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1147 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1148 }
1149 ctx->Transform._AnyClip = GL_FALSE;
1150
1151 /* Viewport group */
1152 ctx->Viewport.X = 0;
1153 ctx->Viewport.Y = 0;
1154 ctx->Viewport.Width = 0;
1155 ctx->Viewport.Height = 0;
1156 ctx->Viewport.Near = 0.0;
1157 ctx->Viewport.Far = 1.0;
1158 _math_matrix_ctr(&ctx->Viewport._WindowMap);
1159
1160 #define Sz 10
1161 #define Tz 14
1162 ctx->Viewport._WindowMap.m[Sz] = 0.5 * ctx->Visual.DepthMaxF;
1163 ctx->Viewport._WindowMap.m[Tz] = 0.5 * ctx->Visual.DepthMaxF;
1164 #undef Sz
1165 #undef Tz
1166
1167 ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1168 ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
1169
1170 /* Vertex arrays */
1171 ctx->Array.Vertex.Size = 4;
1172 ctx->Array.Vertex.Type = GL_FLOAT;
1173 ctx->Array.Vertex.Stride = 0;
1174 ctx->Array.Vertex.StrideB = 0;
1175 ctx->Array.Vertex.Ptr = NULL;
1176 ctx->Array.Vertex.Enabled = GL_FALSE;
1177 ctx->Array.Normal.Type = GL_FLOAT;
1178 ctx->Array.Normal.Stride = 0;
1179 ctx->Array.Normal.StrideB = 0;
1180 ctx->Array.Normal.Ptr = NULL;
1181 ctx->Array.Normal.Enabled = GL_FALSE;
1182 ctx->Array.Color.Size = 4;
1183 ctx->Array.Color.Type = GL_FLOAT;
1184 ctx->Array.Color.Stride = 0;
1185 ctx->Array.Color.StrideB = 0;
1186 ctx->Array.Color.Ptr = NULL;
1187 ctx->Array.Color.Enabled = GL_FALSE;
1188 ctx->Array.Index.Type = GL_FLOAT;
1189 ctx->Array.Index.Stride = 0;
1190 ctx->Array.Index.StrideB = 0;
1191 ctx->Array.Index.Ptr = NULL;
1192 ctx->Array.Index.Enabled = GL_FALSE;
1193 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1194 ctx->Array.TexCoord[i].Size = 4;
1195 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1196 ctx->Array.TexCoord[i].Stride = 0;
1197 ctx->Array.TexCoord[i].StrideB = 0;
1198 ctx->Array.TexCoord[i].Ptr = NULL;
1199 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1200 }
1201 ctx->Array.TexCoordInterleaveFactor = 1;
1202 ctx->Array.EdgeFlag.Stride = 0;
1203 ctx->Array.EdgeFlag.StrideB = 0;
1204 ctx->Array.EdgeFlag.Ptr = NULL;
1205 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1206 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1207
1208 /* Pixel transfer */
1209 ctx->Pack.Alignment = 4;
1210 ctx->Pack.RowLength = 0;
1211 ctx->Pack.ImageHeight = 0;
1212 ctx->Pack.SkipPixels = 0;
1213 ctx->Pack.SkipRows = 0;
1214 ctx->Pack.SkipImages = 0;
1215 ctx->Pack.SwapBytes = GL_FALSE;
1216 ctx->Pack.LsbFirst = GL_FALSE;
1217 ctx->Unpack.Alignment = 4;
1218 ctx->Unpack.RowLength = 0;
1219 ctx->Unpack.ImageHeight = 0;
1220 ctx->Unpack.SkipPixels = 0;
1221 ctx->Unpack.SkipRows = 0;
1222 ctx->Unpack.SkipImages = 0;
1223 ctx->Unpack.SwapBytes = GL_FALSE;
1224 ctx->Unpack.LsbFirst = GL_FALSE;
1225
1226 /* Feedback */
1227 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1228 ctx->Feedback.Buffer = NULL;
1229 ctx->Feedback.BufferSize = 0;
1230 ctx->Feedback.Count = 0;
1231
1232 /* Selection/picking */
1233 ctx->Select.Buffer = NULL;
1234 ctx->Select.BufferSize = 0;
1235 ctx->Select.BufferCount = 0;
1236 ctx->Select.Hits = 0;
1237 ctx->Select.NameStackDepth = 0;
1238
1239 /* Renderer and client attribute stacks */
1240 ctx->AttribStackDepth = 0;
1241 ctx->ClientAttribStackDepth = 0;
1242
1243 /* Display list */
1244 ctx->CallDepth = 0;
1245 ctx->ExecuteFlag = GL_TRUE;
1246 ctx->CompileFlag = GL_FALSE;
1247 ctx->CurrentListPtr = NULL;
1248 ctx->CurrentBlock = NULL;
1249 ctx->CurrentListNum = 0;
1250 ctx->CurrentPos = 0;
1251
1252 /* Color tables */
1253 _mesa_init_colortable(&ctx->ColorTable);
1254 _mesa_init_colortable(&ctx->ProxyColorTable);
1255 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1256 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1257 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1258 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1259
1260 /* Miscellaneous */
1261 ctx->NewState = _NEW_ALL;
1262 ctx->RenderMode = GL_RENDER;
1263 ctx->_ImageTransferState = 0;
1264
1265 ctx->_NeedNormals = 0;
1266 ctx->_NeedEyeCoords = 0;
1267 ctx->_ModelViewInvScale = 1.0;
1268
1269 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1270
1271 ctx->CatchSignals = GL_TRUE;
1272 ctx->OcclusionResult = GL_FALSE;
1273 ctx->OcclusionResultSaved = GL_FALSE;
1274
1275 /* For debug/development only */
1276 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1277 ctx->FirstTimeCurrent = GL_TRUE;
1278
1279 /* Dither disable */
1280 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1281 if (ctx->NoDither) {
1282 if (getenv("MESA_DEBUG")) {
1283 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1284 }
1285 ctx->Color.DitherFlag = GL_FALSE;
1286 }
1287 }
1288
1289
1290
1291
1292 /*
1293 * Allocate the proxy textures. If we run out of memory part way through
1294 * the allocations clean up and return GL_FALSE.
1295 * Return: GL_TRUE=success, GL_FALSE=failure
1296 */
1297 static GLboolean
1298 alloc_proxy_textures( GLcontext *ctx )
1299 {
1300 GLboolean out_of_memory;
1301 GLint i;
1302
1303 ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, 1);
1304 if (!ctx->Texture.Proxy1D) {
1305 return GL_FALSE;
1306 }
1307
1308 ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, 2);
1309 if (!ctx->Texture.Proxy2D) {
1310 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1311 return GL_FALSE;
1312 }
1313
1314 ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, 3);
1315 if (!ctx->Texture.Proxy3D) {
1316 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1317 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1318 return GL_FALSE;
1319 }
1320
1321 ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0, 6);
1322 if (!ctx->Texture.ProxyCubeMap) {
1323 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1324 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1325 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1326 return GL_FALSE;
1327 }
1328
1329 out_of_memory = GL_FALSE;
1330 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1331 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1332 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1333 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1334 if (!ctx->Texture.Proxy1D->Image[i]
1335 || !ctx->Texture.Proxy2D->Image[i]
1336 || !ctx->Texture.Proxy3D->Image[i]) {
1337 out_of_memory = GL_TRUE;
1338 }
1339 }
1340 if (out_of_memory) {
1341 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1342 if (ctx->Texture.Proxy1D->Image[i]) {
1343 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1344 }
1345 if (ctx->Texture.Proxy2D->Image[i]) {
1346 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1347 }
1348 if (ctx->Texture.Proxy3D->Image[i]) {
1349 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1350 }
1351 }
1352 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1353 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1354 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1355 return GL_FALSE;
1356 }
1357 else {
1358 return GL_TRUE;
1359 }
1360 }
1361
1362
1363 /*
1364 * Initialize a GLcontext struct. This includes allocating all the
1365 * other structs and arrays which hang off of the context by pointers.
1366 */
1367 GLboolean
1368 _mesa_initialize_context( GLcontext *ctx,
1369 GLvisual *visual,
1370 GLcontext *share_list,
1371 void *driver_ctx,
1372 GLboolean direct )
1373 {
1374 GLuint dispatchSize;
1375
1376 (void) direct; /* not used */
1377
1378 /* misc one-time initializations */
1379 one_time_init();
1380
1381 /**
1382 ** OpenGL SI stuff
1383 **/
1384 if (!ctx->imports.malloc) {
1385 _mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
1386 }
1387 /* exports are setup by the device driver */
1388
1389 ctx->DriverCtx = driver_ctx;
1390 ctx->Visual = *visual;
1391 ctx->DrawBuffer = NULL;
1392 ctx->ReadBuffer = NULL;
1393
1394 if (share_list) {
1395 /* share the group of display lists of another context */
1396 ctx->Shared = share_list->Shared;
1397 }
1398 else {
1399 /* allocate new group of display lists */
1400 ctx->Shared = alloc_shared_state();
1401 if (!ctx->Shared) {
1402 return GL_FALSE;
1403 }
1404 }
1405 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1406 ctx->Shared->RefCount++;
1407 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1408
1409 init_attrib_groups( ctx );
1410
1411 if (visual->DBflag) {
1412 ctx->Color.DrawBuffer = GL_BACK;
1413 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1414 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1415 ctx->Pixel.ReadBuffer = GL_BACK;
1416 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1417 }
1418 else {
1419 ctx->Color.DrawBuffer = GL_FRONT;
1420 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1421 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1422 ctx->Pixel.ReadBuffer = GL_FRONT;
1423 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1424 }
1425
1426 if (!alloc_proxy_textures(ctx)) {
1427 free_shared_state(ctx, ctx->Shared);
1428 return GL_FALSE;
1429 }
1430
1431 /* register the most recent extension functions with libGL */
1432 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1433 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1434 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1435 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1436 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1437 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1438 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1439 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1440
1441 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1442 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1443 * Mesa we do this to accomodate different versions of libGL and various
1444 * DRI drivers.
1445 */
1446 dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
1447 sizeof(struct _glapi_table) / sizeof(void *));
1448
1449 /* setup API dispatch tables */
1450 ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1451 ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1452 if (!ctx->Exec || !ctx->Save) {
1453 free_shared_state(ctx, ctx->Shared);
1454 if (ctx->Exec)
1455 FREE( ctx->Exec );
1456 }
1457 _mesa_init_exec_table(ctx->Exec, dispatchSize);
1458 _mesa_init_dlist_table(ctx->Save, dispatchSize);
1459 ctx->CurrentDispatch = ctx->Exec;
1460
1461 ctx->ExecPrefersFloat = GL_FALSE;
1462 ctx->SavePrefersFloat = GL_FALSE;
1463
1464 #if defined(MESA_TRACE)
1465 ctx->TraceCtx = CALLOC( sizeof(trace_context_t) );
1466 #if 0
1467 /* Brian: do you want to have CreateContext fail here,
1468 or should we just trap in NewTrace (currently done)? */
1469 if (!(ctx->TraceCtx)) {
1470 free_shared_state(ctx, ctx->Shared);
1471 FREE( ctx->Exec );
1472 FREE( ctx->Save );
1473 return GL_FALSE;
1474 }
1475 #endif
1476 trInitContext(ctx->TraceCtx);
1477
1478 ctx->TraceDispatch = (struct _glapi_table *)
1479 CALLOC(dispatchSize * sizeof(void*));
1480 #if 0
1481 if (!(ctx->TraceCtx)) {
1482 free_shared_state(ctx, ctx->Shared);
1483 FREE( ctx->Exec );
1484 FREE( ctx->Save );
1485 FREE( ctx->TraceCtx );
1486 return GL_FALSE;
1487 }
1488 #endif
1489 trInitDispatch(ctx->TraceDispatch);
1490 #endif
1491
1492 return GL_TRUE;
1493 }
1494
1495
1496
1497 /*
1498 * Allocate and initialize a GLcontext structure.
1499 * Input: visual - a GLvisual pointer
1500 * sharelist - another context to share display lists with or NULL
1501 * driver_ctx - pointer to device driver's context state struct
1502 * Return: pointer to a new __GLcontextRec or NULL if error.
1503 */
1504 GLcontext *
1505 _mesa_create_context( GLvisual *visual,
1506 GLcontext *share_list,
1507 void *driver_ctx,
1508 GLboolean direct )
1509 {
1510 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1511 if (!ctx) {
1512 return NULL;
1513 }
1514
1515 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1516 return ctx;
1517 }
1518 else {
1519 FREE(ctx);
1520 return NULL;
1521 }
1522 }
1523
1524
1525
1526 /*
1527 * Free the data associated with the given context.
1528 * But don't free() the GLcontext struct itself!
1529 */
1530 void
1531 _mesa_free_context_data( GLcontext *ctx )
1532 {
1533 struct gl_shine_tab *s, *tmps;
1534 GLuint i, j;
1535
1536 /* if we're destroying the current context, unbind it first */
1537 if (ctx == _mesa_get_current_context()) {
1538 _mesa_make_current(NULL, NULL);
1539 }
1540
1541 _math_matrix_dtr( &ctx->ModelView );
1542 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1543 _math_matrix_dtr( &ctx->ModelViewStack[i] );
1544 }
1545 _math_matrix_dtr( &ctx->ProjectionMatrix );
1546 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1547 _math_matrix_dtr( &ctx->ProjectionStack[i] );
1548 }
1549 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1550 _math_matrix_dtr( &ctx->TextureMatrix[i] );
1551 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1552 _math_matrix_dtr( &ctx->TextureStack[i][j] );
1553 }
1554 }
1555
1556 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1557 ctx->Shared->RefCount--;
1558 assert(ctx->Shared->RefCount >= 0);
1559 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1560 if (ctx->Shared->RefCount == 0) {
1561 /* free shared state */
1562 free_shared_state( ctx, ctx->Shared );
1563 }
1564
1565 foreach_s( s, tmps, ctx->_ShineTabList ) {
1566 FREE( s );
1567 }
1568 FREE( ctx->_ShineTabList );
1569
1570 /* Free proxy texture objects */
1571 _mesa_free_texture_object( NULL, ctx->Texture.Proxy1D );
1572 _mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
1573 _mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
1574
1575 /* Free evaluator data */
1576 if (ctx->EvalMap.Map1Vertex3.Points)
1577 FREE( ctx->EvalMap.Map1Vertex3.Points );
1578 if (ctx->EvalMap.Map1Vertex4.Points)
1579 FREE( ctx->EvalMap.Map1Vertex4.Points );
1580 if (ctx->EvalMap.Map1Index.Points)
1581 FREE( ctx->EvalMap.Map1Index.Points );
1582 if (ctx->EvalMap.Map1Color4.Points)
1583 FREE( ctx->EvalMap.Map1Color4.Points );
1584 if (ctx->EvalMap.Map1Normal.Points)
1585 FREE( ctx->EvalMap.Map1Normal.Points );
1586 if (ctx->EvalMap.Map1Texture1.Points)
1587 FREE( ctx->EvalMap.Map1Texture1.Points );
1588 if (ctx->EvalMap.Map1Texture2.Points)
1589 FREE( ctx->EvalMap.Map1Texture2.Points );
1590 if (ctx->EvalMap.Map1Texture3.Points)
1591 FREE( ctx->EvalMap.Map1Texture3.Points );
1592 if (ctx->EvalMap.Map1Texture4.Points)
1593 FREE( ctx->EvalMap.Map1Texture4.Points );
1594
1595 if (ctx->EvalMap.Map2Vertex3.Points)
1596 FREE( ctx->EvalMap.Map2Vertex3.Points );
1597 if (ctx->EvalMap.Map2Vertex4.Points)
1598 FREE( ctx->EvalMap.Map2Vertex4.Points );
1599 if (ctx->EvalMap.Map2Index.Points)
1600 FREE( ctx->EvalMap.Map2Index.Points );
1601 if (ctx->EvalMap.Map2Color4.Points)
1602 FREE( ctx->EvalMap.Map2Color4.Points );
1603 if (ctx->EvalMap.Map2Normal.Points)
1604 FREE( ctx->EvalMap.Map2Normal.Points );
1605 if (ctx->EvalMap.Map2Texture1.Points)
1606 FREE( ctx->EvalMap.Map2Texture1.Points );
1607 if (ctx->EvalMap.Map2Texture2.Points)
1608 FREE( ctx->EvalMap.Map2Texture2.Points );
1609 if (ctx->EvalMap.Map2Texture3.Points)
1610 FREE( ctx->EvalMap.Map2Texture3.Points );
1611 if (ctx->EvalMap.Map2Texture4.Points)
1612 FREE( ctx->EvalMap.Map2Texture4.Points );
1613
1614 _mesa_free_colortable_data( &ctx->ColorTable );
1615 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1616 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1617 _mesa_free_colortable_data( &ctx->Texture.Palette );
1618
1619 gl_extensions_dtr(ctx);
1620
1621 FREE(ctx->Exec);
1622 FREE(ctx->Save);
1623 }
1624
1625
1626
1627 /*
1628 * Destroy a GLcontext structure.
1629 */
1630 void
1631 _mesa_destroy_context( GLcontext *ctx )
1632 {
1633 if (ctx) {
1634 _mesa_free_context_data(ctx);
1635 FREE( (void *) ctx );
1636 }
1637 }
1638
1639
1640
1641 /*
1642 * Called by the driver after both the context and driver are fully
1643 * initialized. Currently just reads the config file.
1644 */
1645 void
1646 _mesa_context_initialize( GLcontext *ctx )
1647 {
1648 gl_read_config_file( ctx );
1649 }
1650
1651
1652
1653 /*
1654 * Copy attribute groups from one context to another.
1655 * Input: src - source context
1656 * dst - destination context
1657 * mask - bitwise OR of GL_*_BIT flags
1658 */
1659 void
1660 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1661 {
1662 if (mask & GL_ACCUM_BUFFER_BIT) {
1663 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1664 }
1665 if (mask & GL_COLOR_BUFFER_BIT) {
1666 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1667 }
1668 if (mask & GL_CURRENT_BIT) {
1669 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1670 }
1671 if (mask & GL_DEPTH_BUFFER_BIT) {
1672 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1673 }
1674 if (mask & GL_ENABLE_BIT) {
1675 /* no op */
1676 }
1677 if (mask & GL_EVAL_BIT) {
1678 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1679 }
1680 if (mask & GL_FOG_BIT) {
1681 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1682 }
1683 if (mask & GL_HINT_BIT) {
1684 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1685 }
1686 if (mask & GL_LIGHTING_BIT) {
1687 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1688 /* gl_reinit_light_attrib( &dst->Light ); */
1689 }
1690 if (mask & GL_LINE_BIT) {
1691 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1692 }
1693 if (mask & GL_LIST_BIT) {
1694 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1695 }
1696 if (mask & GL_PIXEL_MODE_BIT) {
1697 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1698 }
1699 if (mask & GL_POINT_BIT) {
1700 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1701 }
1702 if (mask & GL_POLYGON_BIT) {
1703 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1704 }
1705 if (mask & GL_POLYGON_STIPPLE_BIT) {
1706 /* Use loop instead of MEMCPY due to problem with Portland Group's
1707 * C compiler. Reported by John Stone.
1708 */
1709 int i;
1710 for (i=0;i<32;i++) {
1711 dst->PolygonStipple[i] = src->PolygonStipple[i];
1712 }
1713 }
1714 if (mask & GL_SCISSOR_BIT) {
1715 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1716 }
1717 if (mask & GL_STENCIL_BUFFER_BIT) {
1718 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1719 }
1720 if (mask & GL_TEXTURE_BIT) {
1721 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1722 }
1723 if (mask & GL_TRANSFORM_BIT) {
1724 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1725 }
1726 if (mask & GL_VIEWPORT_BIT) {
1727 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1728 }
1729 /* XXX FIXME: Call callbacks?
1730 */
1731 dst->NewState = _NEW_ALL;
1732 }
1733
1734
1735 /*
1736 * Set the current context, binding the given frame buffer to the context.
1737 */
1738 void
1739 _mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1740 {
1741 _mesa_make_current2( newCtx, buffer, buffer );
1742 }
1743
1744
1745 static void print_info( void )
1746 {
1747 fprintf(stderr, "Mesa GL_VERSION = %s\n",
1748 (char *) _mesa_GetString(GL_VERSION));
1749 fprintf(stderr, "Mesa GL_RENDERER = %s\n",
1750 (char *) _mesa_GetString(GL_RENDERER));
1751 fprintf(stderr, "Mesa GL_VENDOR = %s\n",
1752 (char *) _mesa_GetString(GL_VENDOR));
1753 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n",
1754 (char *) _mesa_GetString(GL_EXTENSIONS));
1755 #if defined(THREADS)
1756 fprintf(stderr, "Mesa thread-safe: YES\n");
1757 #else
1758 fprintf(stderr, "Mesa thread-safe: NO\n");
1759 #endif
1760 #if defined(USE_X86_ASM)
1761 fprintf(stderr, "Mesa x86-optimized: YES\n");
1762 #else
1763 fprintf(stderr, "Mesa x86-optimized: NO\n");
1764 #endif
1765 }
1766
1767
1768 /*
1769 * Bind the given context to the given draw-buffer and read-buffer
1770 * and make it the current context for this thread.
1771 */
1772 void
1773 _mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1774 GLframebuffer *readBuffer )
1775 {
1776 if (MESA_VERBOSE)
1777 fprintf(stderr, "_mesa_make_current2()\n");
1778
1779 /* We call this function periodically (just here for now) in
1780 * order to detect when multithreading has begun.
1781 */
1782 _glapi_check_multithread();
1783
1784 _glapi_set_context((void *) newCtx);
1785 ASSERT(_mesa_get_current_context() == newCtx);
1786
1787
1788 if (!newCtx) {
1789 _glapi_set_dispatch(NULL); /* none current */
1790 }
1791 else {
1792 _glapi_set_dispatch(newCtx->CurrentDispatch);
1793
1794 if (drawBuffer && readBuffer) {
1795 /* TODO: check if newCtx and buffer's visual match??? */
1796 newCtx->DrawBuffer = drawBuffer;
1797 newCtx->ReadBuffer = readBuffer;
1798 newCtx->NewState |= _NEW_BUFFERS;
1799 /* gl_update_state( newCtx ); */
1800 }
1801
1802 if (newCtx->Driver.MakeCurrent)
1803 newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
1804
1805 /* We can use this to help debug user's problems. Tell them to set
1806 * the MESA_INFO env variable before running their app. Then the
1807 * first time each context is made current we'll print some useful
1808 * information.
1809 */
1810 if (newCtx->FirstTimeCurrent) {
1811 if (getenv("MESA_INFO")) {
1812 print_info();
1813 }
1814 newCtx->FirstTimeCurrent = GL_FALSE;
1815 }
1816 }
1817 }
1818
1819
1820
1821 /*
1822 * Return current context handle for the calling thread.
1823 * This isn't the fastest way to get the current context.
1824 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1825 */
1826 GLcontext *
1827 _mesa_get_current_context( void )
1828 {
1829 return (GLcontext *) _glapi_get_context();
1830 }
1831
1832
1833
1834 /*
1835 * This should be called by device drivers just before they do a
1836 * swapbuffers. Any pending rendering commands will be executed.
1837 */
1838 void
1839 _mesa_swapbuffers(GLcontext *ctx)
1840 {
1841 FLUSH_VERTICES( ctx, 0 );
1842 }
1843
1844
1845
1846 /*
1847 * Return pointer to this context's current API dispatch table.
1848 * It'll either be the immediate-mode execute dispatcher or the
1849 * display list compile dispatcher.
1850 */
1851 struct _glapi_table *
1852 _mesa_get_dispatch(GLcontext *ctx)
1853 {
1854 return ctx->CurrentDispatch;
1855 }
1856
1857
1858
1859 /**********************************************************************/
1860 /***** Miscellaneous functions *****/
1861 /**********************************************************************/
1862
1863
1864 /*
1865 * This function is called when the Mesa user has stumbled into a code
1866 * path which may not be implemented fully or correctly.
1867 */
1868 void gl_problem( const GLcontext *ctx, const char *s )
1869 {
1870 fprintf( stderr, "Mesa implementation error: %s\n", s );
1871 fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
1872 (void) ctx;
1873 }
1874
1875
1876
1877 /*
1878 * This is called to inform the user that he or she has tried to do
1879 * something illogical or if there's likely a bug in their program
1880 * (like enabled depth testing without a depth buffer).
1881 */
1882 void
1883 _mesa_warning( const GLcontext *ctx, const char *s )
1884 {
1885 (*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
1886 }
1887
1888
1889
1890 /*
1891 * Compile an error into current display list.
1892 */
1893 void
1894 _mesa_compile_error( GLcontext *ctx, GLenum error, const char *s )
1895 {
1896 if (ctx->CompileFlag)
1897 gl_save_error( ctx, error, s );
1898
1899 if (ctx->ExecuteFlag)
1900 gl_error( ctx, error, s );
1901 }
1902
1903
1904
1905 /*
1906 * This is Mesa's error handler. Normally, all that's done is the updating
1907 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1908 * environment variable "MESA_DEBUG" is defined then a real error message
1909 * is printed to stderr.
1910 * Input: ctx - the GL context
1911 * error - the error value
1912 * where - usually the name of function where error was detected
1913 */
1914 void
1915 gl_error( GLcontext *ctx, GLenum error, const char *where )
1916 {
1917 const char *debugEnv = getenv("MESA_DEBUG");
1918 GLboolean debug;
1919
1920 #ifdef DEBUG
1921 if (debugEnv && strstr(debugEnv, "silent"))
1922 debug = GL_FALSE;
1923 else
1924 debug = GL_TRUE;
1925 #else
1926 if (debugEnv)
1927 debug = GL_TRUE;
1928 else
1929 debug = GL_FALSE;
1930 #endif
1931
1932 if (debug) {
1933 const char *errstr;
1934 switch (error) {
1935 case GL_NO_ERROR:
1936 errstr = "GL_NO_ERROR";
1937 break;
1938 case GL_INVALID_VALUE:
1939 errstr = "GL_INVALID_VALUE";
1940 break;
1941 case GL_INVALID_ENUM:
1942 errstr = "GL_INVALID_ENUM";
1943 break;
1944 case GL_INVALID_OPERATION:
1945 errstr = "GL_INVALID_OPERATION";
1946 break;
1947 case GL_STACK_OVERFLOW:
1948 errstr = "GL_STACK_OVERFLOW";
1949 break;
1950 case GL_STACK_UNDERFLOW:
1951 errstr = "GL_STACK_UNDERFLOW";
1952 break;
1953 case GL_OUT_OF_MEMORY:
1954 errstr = "GL_OUT_OF_MEMORY";
1955 break;
1956 case GL_TABLE_TOO_LARGE:
1957 errstr = "GL_TABLE_TOO_LARGE";
1958 break;
1959 default:
1960 errstr = "unknown";
1961 break;
1962 }
1963 fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
1964 }
1965
1966 if (ctx->ErrorValue == GL_NO_ERROR) {
1967 ctx->ErrorValue = error;
1968 }
1969
1970 /* Call device driver's error handler, if any. This is used on the Mac. */
1971 if (ctx->Driver.Error) {
1972 (*ctx->Driver.Error)( ctx );
1973 }
1974 }
1975
1976
1977
1978 void
1979 _mesa_Finish( void )
1980 {
1981 GET_CURRENT_CONTEXT(ctx);
1982 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1983 if (ctx->Driver.Finish) {
1984 (*ctx->Driver.Finish)( ctx );
1985 }
1986 }
1987
1988
1989
1990 void
1991 _mesa_Flush( void )
1992 {
1993 GET_CURRENT_CONTEXT(ctx);
1994 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
1995 if (ctx->Driver.Flush) {
1996 (*ctx->Driver.Flush)( ctx );
1997 }
1998 }
1999
2000
2001
2002 const char *_mesa_prim_name[GL_POLYGON+4] = {
2003 "GL_POINTS",
2004 "GL_LINES",
2005 "GL_LINE_LOOP",
2006 "GL_LINE_STRIP",
2007 "GL_TRIANGLES",
2008 "GL_TRIANGLE_STRIP",
2009 "GL_TRIANGLE_FAN",
2010 "GL_QUADS",
2011 "GL_QUAD_STRIP",
2012 "GL_POLYGON",
2013 "outside begin/end",
2014 "inside unkown primitive",
2015 "unknown state"
2016 };
2017
2018
2019 GLenum gl_reduce_prim[GL_POLYGON+1] = {
2020 GL_POINTS,
2021 GL_LINES,
2022 GL_LINES,
2023 GL_LINES,
2024 GL_TRIANGLES,
2025 GL_TRIANGLES,
2026 GL_TRIANGLES,
2027 GL_TRIANGLES,
2028 GL_TRIANGLES,
2029 GL_TRIANGLES,
2030 };