Add missing header file.
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.128 2001/03/12 01:32:20 gareth Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 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 "mtypes.h"
55 #include "varray.h"
56 #include "vtxfmt.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 (void) numSamples;
243
244 assert(vis);
245
246 /* This is to catch bad values from device drivers not updated for
247 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
248 * bad value now (a 1-bit depth buffer!?!).
249 */
250 assert(depthBits == 0 || depthBits > 1);
251
252 if (depthBits < 0 || depthBits > 32) {
253 return GL_FALSE;
254 }
255 if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
256 return GL_FALSE;
257 }
258 if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
259 return GL_FALSE;
260 }
261 if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
262 return GL_FALSE;
263 }
264 if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
265 return GL_FALSE;
266 }
267 if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
268 return GL_FALSE;
269 }
270
271 vis->rgbMode = rgbFlag;
272 vis->doubleBufferMode = dbFlag;
273 vis->stereoMode = stereoFlag;
274 vis->redBits = redBits;
275 vis->greenBits = greenBits;
276 vis->blueBits = blueBits;
277 vis->alphaBits = alphaBits;
278
279 vis->indexBits = indexBits;
280 vis->depthBits = depthBits;
281 vis->accumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
282 vis->accumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
283 vis->accumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
284 vis->accumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
285 vis->stencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
286
287 return GL_TRUE;
288 }
289
290
291 void
292 _mesa_destroy_visual( GLvisual *vis )
293 {
294 FREE(vis);
295 }
296
297
298 /**********************************************************************/
299 /***** GL Framebuffer allocation/destruction *****/
300 /**********************************************************************/
301
302
303 /*
304 * Create a new framebuffer. A GLframebuffer is a struct which
305 * encapsulates the depth, stencil and accum buffers and related
306 * parameters.
307 * Input: visual - a GLvisual pointer (we copy the struct contents)
308 * softwareDepth - create/use a software depth buffer?
309 * softwareStencil - create/use a software stencil buffer?
310 * softwareAccum - create/use a software accum buffer?
311 * softwareAlpha - create/use a software alpha buffer?
312 * Return: pointer to new GLframebuffer struct or NULL if error.
313 */
314 GLframebuffer *
315 _mesa_create_framebuffer( const GLvisual *visual,
316 GLboolean softwareDepth,
317 GLboolean softwareStencil,
318 GLboolean softwareAccum,
319 GLboolean softwareAlpha )
320 {
321 GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
322 assert(visual);
323 if (buffer) {
324 _mesa_initialize_framebuffer(buffer, visual,
325 softwareDepth, softwareStencil,
326 softwareAccum, softwareAlpha );
327 }
328 return buffer;
329 }
330
331
332 /*
333 * Initialize a GLframebuffer object.
334 * Input: See _mesa_create_framebuffer() above.
335 */
336 void
337 _mesa_initialize_framebuffer( GLframebuffer *buffer,
338 const GLvisual *visual,
339 GLboolean softwareDepth,
340 GLboolean softwareStencil,
341 GLboolean softwareAccum,
342 GLboolean softwareAlpha )
343 {
344 assert(buffer);
345 assert(visual);
346
347 /* sanity checks */
348 if (softwareDepth ) {
349 assert(visual->depthBits > 0);
350 }
351 if (softwareStencil) {
352 assert(visual->stencilBits > 0);
353 }
354 if (softwareAccum) {
355 assert(visual->rgbMode);
356 assert(visual->accumRedBits > 0);
357 assert(visual->accumGreenBits > 0);
358 assert(visual->accumBlueBits > 0);
359 }
360 if (softwareAlpha) {
361 assert(visual->rgbMode);
362 assert(visual->alphaBits > 0);
363 }
364
365 buffer->Visual = *visual; /* XXX copy instead? */
366 buffer->UseSoftwareDepthBuffer = softwareDepth;
367 buffer->UseSoftwareStencilBuffer = softwareStencil;
368 buffer->UseSoftwareAccumBuffer = softwareAccum;
369 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
370 }
371
372
373 /*
374 * Free a framebuffer struct and its buffers.
375 */
376 void
377 _mesa_destroy_framebuffer( GLframebuffer *buffer )
378 {
379 if (buffer) {
380 if (buffer->DepthBuffer) {
381 FREE( buffer->DepthBuffer );
382 }
383 if (buffer->Accum) {
384 FREE( buffer->Accum );
385 }
386 if (buffer->Stencil) {
387 FREE( buffer->Stencil );
388 }
389 if (buffer->FrontLeftAlpha) {
390 FREE( buffer->FrontLeftAlpha );
391 }
392 if (buffer->BackLeftAlpha) {
393 FREE( buffer->BackLeftAlpha );
394 }
395 if (buffer->FrontRightAlpha) {
396 FREE( buffer->FrontRightAlpha );
397 }
398 if (buffer->BackRightAlpha) {
399 FREE( buffer->BackRightAlpha );
400 }
401 FREE(buffer);
402 }
403 }
404
405
406
407 /**********************************************************************/
408 /***** Context allocation, initialization, destroying *****/
409 /**********************************************************************/
410
411
412 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
413
414
415 /*
416 * This function just calls all the various one-time-init functions in Mesa.
417 */
418 static void
419 one_time_init( void )
420 {
421 static GLboolean alreadyCalled = GL_FALSE;
422 _glthread_LOCK_MUTEX(OneTimeLock);
423 if (!alreadyCalled) {
424 /* do some implementation tests */
425 assert( sizeof(GLbyte) == 1 );
426 assert( sizeof(GLshort) >= 2 );
427 assert( sizeof(GLint) >= 4 );
428 assert( sizeof(GLubyte) == 1 );
429 assert( sizeof(GLushort) >= 2 );
430 assert( sizeof(GLuint) >= 4 );
431
432 _mesa_init_lists();
433
434 _math_init();
435 _mesa_init_math();
436
437 if (getenv("MESA_DEBUG")) {
438 _glapi_noop_enable_warnings(GL_TRUE);
439 }
440 else {
441 _glapi_noop_enable_warnings(GL_FALSE);
442 }
443
444 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
445 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
446 #endif
447
448 alreadyCalled = GL_TRUE;
449 }
450 _glthread_UNLOCK_MUTEX(OneTimeLock);
451 }
452
453
454
455 /*
456 * Allocate and initialize a shared context state structure.
457 */
458 static struct gl_shared_state *
459 alloc_shared_state( void )
460 {
461 struct gl_shared_state *ss;
462 GLboolean outOfMemory;
463
464 ss = CALLOC_STRUCT(gl_shared_state);
465 if (!ss)
466 return NULL;
467
468 _glthread_INIT_MUTEX(ss->Mutex);
469
470 ss->DisplayList = _mesa_NewHashTable();
471 ss->TexObjects = _mesa_NewHashTable();
472
473 /* Default Texture objects */
474 outOfMemory = GL_FALSE;
475
476 ss->Default1D = _mesa_alloc_texture_object(ss, 0, 1);
477 if (!ss->Default1D) {
478 outOfMemory = GL_TRUE;
479 }
480 else {
481 ss->Default1D->RefCount++;
482 }
483
484 ss->Default2D = _mesa_alloc_texture_object(ss, 0, 2);
485 if (!ss->Default2D) {
486 outOfMemory = GL_TRUE;
487 }
488 else {
489 ss->Default2D->RefCount++;
490 }
491
492 ss->Default3D = _mesa_alloc_texture_object(ss, 0, 3);
493 if (!ss->Default3D) {
494 outOfMemory = GL_TRUE;
495 }
496 else {
497 ss->Default1D->RefCount++;
498 }
499
500 ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0, 6);
501 if (!ss->DefaultCubeMap) {
502 outOfMemory = GL_TRUE;
503 }
504 else {
505 ss->DefaultCubeMap->RefCount++;
506 }
507
508 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
509 /* Ran out of memory at some point. Free everything and return NULL */
510 if (ss->DisplayList)
511 _mesa_DeleteHashTable(ss->DisplayList);
512 if (ss->TexObjects)
513 _mesa_DeleteHashTable(ss->TexObjects);
514 if (ss->Default1D)
515 _mesa_free_texture_object(ss, ss->Default1D);
516 if (ss->Default2D)
517 _mesa_free_texture_object(ss, ss->Default2D);
518 if (ss->Default3D)
519 _mesa_free_texture_object(ss, ss->Default3D);
520 if (ss->DefaultCubeMap)
521 _mesa_free_texture_object(ss, ss->DefaultCubeMap);
522 FREE(ss);
523 return NULL;
524 }
525 else {
526 return ss;
527 }
528 }
529
530
531 /*
532 * Deallocate a shared state context and all children structures.
533 */
534 static void
535 free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
536 {
537 /* Free display lists */
538 while (1) {
539 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
540 if (list) {
541 _mesa_destroy_list(ctx, list);
542 }
543 else {
544 break;
545 }
546 }
547 _mesa_DeleteHashTable(ss->DisplayList);
548
549 /* Free texture objects */
550 while (ss->TexObjectList)
551 {
552 if (ctx->Driver.DeleteTexture)
553 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
554 /* this function removes from linked list too! */
555 _mesa_free_texture_object(ss, ss->TexObjectList);
556 }
557 _mesa_DeleteHashTable(ss->TexObjects);
558
559 FREE(ss);
560 }
561
562
563
564 /*
565 * Initialize the nth light. Note that the defaults for light 0 are
566 * different than the other lights.
567 */
568 static void
569 init_light( struct gl_light *l, GLuint n )
570 {
571 make_empty_list( l );
572
573 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
574 if (n==0) {
575 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
576 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
577 }
578 else {
579 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
580 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
581 }
582 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
583 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
584 l->SpotExponent = 0.0;
585 _mesa_invalidate_spot_exp_table( l );
586 l->SpotCutoff = 180.0;
587 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
588 l->ConstantAttenuation = 1.0;
589 l->LinearAttenuation = 0.0;
590 l->QuadraticAttenuation = 0.0;
591 l->Enabled = GL_FALSE;
592 }
593
594
595
596 static void
597 init_lightmodel( struct gl_lightmodel *lm )
598 {
599 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
600 lm->LocalViewer = GL_FALSE;
601 lm->TwoSide = GL_FALSE;
602 lm->ColorControl = GL_SINGLE_COLOR;
603 }
604
605
606 static void
607 init_material( struct gl_material *m )
608 {
609 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
610 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
611 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
612 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
613 m->Shininess = 0.0;
614 m->AmbientIndex = 0;
615 m->DiffuseIndex = 1;
616 m->SpecularIndex = 1;
617 }
618
619
620
621 static void
622 init_texture_unit( GLcontext *ctx, GLuint unit )
623 {
624 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
625
626 texUnit->EnvMode = GL_MODULATE;
627 texUnit->CombineModeRGB = GL_MODULATE;
628 texUnit->CombineModeA = GL_MODULATE;
629 texUnit->CombineSourceRGB[0] = GL_TEXTURE;
630 texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
631 texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
632 texUnit->CombineSourceA[0] = GL_TEXTURE;
633 texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
634 texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
635 texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
636 texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
637 texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
638 texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
639 texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
640 texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
641 texUnit->CombineScaleShiftRGB = 0;
642 texUnit->CombineScaleShiftA = 0;
643
644 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
645 texUnit->TexGenEnabled = 0;
646 texUnit->GenModeS = GL_EYE_LINEAR;
647 texUnit->GenModeT = GL_EYE_LINEAR;
648 texUnit->GenModeR = GL_EYE_LINEAR;
649 texUnit->GenModeQ = GL_EYE_LINEAR;
650 texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
651 texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
652 texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
653 texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
654
655 /* Yes, these plane coefficients are correct! */
656 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
657 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
658 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
659 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
660 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
661 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
662 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
663 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
664
665 texUnit->Current1D = ctx->Shared->Default1D;
666 texUnit->Current2D = ctx->Shared->Default2D;
667 texUnit->Current3D = ctx->Shared->Default3D;
668 texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
669 }
670
671
672
673
674 /* Initialize a 1-D evaluator map */
675 static void
676 init_1d_map( struct gl_1d_map *map, int n, const float *initial )
677 {
678 map->Order = 1;
679 map->u1 = 0.0;
680 map->u2 = 1.0;
681 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
682 if (map->Points) {
683 GLint i;
684 for (i=0;i<n;i++)
685 map->Points[i] = initial[i];
686 }
687 }
688
689
690 /* Initialize a 2-D evaluator map */
691 static void
692 init_2d_map( struct gl_2d_map *map, int n, const float *initial )
693 {
694 map->Uorder = 1;
695 map->Vorder = 1;
696 map->u1 = 0.0;
697 map->u2 = 1.0;
698 map->v1 = 0.0;
699 map->v2 = 1.0;
700 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
701 if (map->Points) {
702 GLint i;
703 for (i=0;i<n;i++)
704 map->Points[i] = initial[i];
705 }
706 }
707
708
709 /*
710 * Initialize the attribute groups in a GLcontext.
711 */
712 static void
713 init_attrib_groups( GLcontext *ctx )
714 {
715 GLuint i, j;
716
717 assert(ctx);
718
719 /* Constants, may be overriden by device drivers */
720 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
721 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
722 ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
723 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
724 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
725 ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
726 ctx->Const.MinPointSize = MIN_POINT_SIZE;
727 ctx->Const.MaxPointSize = MAX_POINT_SIZE;
728 ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
729 ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
730 ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
731 ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
732 ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
733 ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
734 ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
735 ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
736 ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
737 ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
738 ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
739 ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
740 ctx->Const.NumCompressedTextureFormats = 0;
741 ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
742 ctx->Const.MaxLights = MAX_LIGHTS;
743
744 /* Modelview matrix */
745 _math_matrix_ctr( &ctx->ModelView );
746 _math_matrix_alloc_inv( &ctx->ModelView );
747
748 ctx->ModelViewStackDepth = 0;
749 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
750 _math_matrix_ctr( &ctx->ModelViewStack[i] );
751 _math_matrix_alloc_inv( &ctx->ModelViewStack[i] );
752 }
753
754 /* Projection matrix - need inv for user clipping in clip space*/
755 _math_matrix_ctr( &ctx->ProjectionMatrix );
756 _math_matrix_alloc_inv( &ctx->ProjectionMatrix );
757
758 ctx->ProjectionStackDepth = 0;
759 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
760 _math_matrix_ctr( &ctx->ProjectionStack[i] );
761 _math_matrix_alloc_inv( &ctx->ProjectionStack[i] );
762 }
763
764 /* Derived ModelProject matrix */
765 _math_matrix_ctr( &ctx->_ModelProjectMatrix );
766
767 /* Texture matrix */
768 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
769 _math_matrix_ctr( &ctx->TextureMatrix[i] );
770 ctx->TextureStackDepth[i] = 0;
771 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
772 _math_matrix_ctr( &ctx->TextureStack[i][j] );
773 ctx->TextureStack[i][j].inv = 0;
774 }
775 }
776
777 /* Color matrix */
778 _math_matrix_ctr(&ctx->ColorMatrix);
779 ctx->ColorStackDepth = 0;
780 for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
781 _math_matrix_ctr(&ctx->ColorStack[j]);
782 }
783
784 /* Accumulate buffer group */
785 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
786
787 /* Color buffer group */
788 ctx->Color.IndexMask = 0xffffffff;
789 ctx->Color.ColorMask[0] = 0xff;
790 ctx->Color.ColorMask[1] = 0xff;
791 ctx->Color.ColorMask[2] = 0xff;
792 ctx->Color.ColorMask[3] = 0xff;
793 ctx->Color.ClearIndex = 0;
794 ASSIGN_4V( ctx->Color.ClearColor, 0, 0, 0, 0 );
795 ctx->Color.DrawBuffer = GL_FRONT;
796 ctx->Color.AlphaEnabled = GL_FALSE;
797 ctx->Color.AlphaFunc = GL_ALWAYS;
798 ctx->Color.AlphaRef = 0;
799 ctx->Color.BlendEnabled = GL_FALSE;
800 ctx->Color.BlendSrcRGB = GL_ONE;
801 ctx->Color.BlendDstRGB = GL_ZERO;
802 ctx->Color.BlendSrcA = GL_ONE;
803 ctx->Color.BlendDstA = GL_ZERO;
804 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
805 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
806 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
807 ctx->Color.ColorLogicOpEnabled = 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.Color, CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX );
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
828
829 /* Depth buffer group */
830 ctx->Depth.Test = GL_FALSE;
831 ctx->Depth.Clear = 1.0;
832 ctx->Depth.Func = GL_LESS;
833 ctx->Depth.Mask = GL_TRUE;
834 ctx->Depth.OcclusionTest = GL_FALSE;
835
836 /* Evaluators group */
837 ctx->Eval.Map1Color4 = GL_FALSE;
838 ctx->Eval.Map1Index = GL_FALSE;
839 ctx->Eval.Map1Normal = GL_FALSE;
840 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
841 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
842 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
843 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
844 ctx->Eval.Map1Vertex3 = GL_FALSE;
845 ctx->Eval.Map1Vertex4 = GL_FALSE;
846 ctx->Eval.Map2Color4 = GL_FALSE;
847 ctx->Eval.Map2Index = GL_FALSE;
848 ctx->Eval.Map2Normal = GL_FALSE;
849 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
850 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
851 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
852 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
853 ctx->Eval.Map2Vertex3 = GL_FALSE;
854 ctx->Eval.Map2Vertex4 = GL_FALSE;
855 ctx->Eval.AutoNormal = GL_FALSE;
856 ctx->Eval.MapGrid1un = 1;
857 ctx->Eval.MapGrid1u1 = 0.0;
858 ctx->Eval.MapGrid1u2 = 1.0;
859 ctx->Eval.MapGrid2un = 1;
860 ctx->Eval.MapGrid2vn = 1;
861 ctx->Eval.MapGrid2u1 = 0.0;
862 ctx->Eval.MapGrid2u2 = 1.0;
863 ctx->Eval.MapGrid2v1 = 0.0;
864 ctx->Eval.MapGrid2v2 = 1.0;
865
866 /* Evaluator data */
867 {
868 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
869 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
870 static GLfloat index[1] = { 1.0 };
871 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
872 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
873
874 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
875 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
876 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
877 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
878 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
879 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
880 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
881 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
882 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
883
884 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
885 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
886 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
887 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
888 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
889 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
890 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
891 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
892 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
893 }
894
895 /* Fog group */
896 ctx->Fog.Enabled = GL_FALSE;
897 ctx->Fog.Mode = GL_EXP;
898 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
899 ctx->Fog.Index = 0.0;
900 ctx->Fog.Density = 1.0;
901 ctx->Fog.Start = 0.0;
902 ctx->Fog.End = 1.0;
903 ctx->Fog.ColorSumEnabled = GL_FALSE;
904 ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
905
906 /* Hint group */
907 ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
908 ctx->Hint.PointSmooth = GL_DONT_CARE;
909 ctx->Hint.LineSmooth = GL_DONT_CARE;
910 ctx->Hint.PolygonSmooth = GL_DONT_CARE;
911 ctx->Hint.Fog = GL_DONT_CARE;
912 ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
913 ctx->Hint.TextureCompression = GL_DONT_CARE;
914
915 /* Histogram group */
916 ctx->Histogram.Width = 0;
917 ctx->Histogram.Format = GL_RGBA;
918 ctx->Histogram.Sink = GL_FALSE;
919 ctx->Histogram.RedSize = 0;
920 ctx->Histogram.GreenSize = 0;
921 ctx->Histogram.BlueSize = 0;
922 ctx->Histogram.AlphaSize = 0;
923 ctx->Histogram.LuminanceSize = 0;
924 for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
925 ctx->Histogram.Count[i][0] = 0;
926 ctx->Histogram.Count[i][1] = 0;
927 ctx->Histogram.Count[i][2] = 0;
928 ctx->Histogram.Count[i][3] = 0;
929 }
930
931 /* Min/Max group */
932 ctx->MinMax.Format = GL_RGBA;
933 ctx->MinMax.Sink = GL_FALSE;
934 ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
935 ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
936 ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
937 ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
938
939 /* Extensions */
940 _mesa_extensions_ctr( ctx );
941
942 /* Lighting group */
943 for (i=0;i<MAX_LIGHTS;i++) {
944 init_light( &ctx->Light.Light[i], i );
945 }
946 make_empty_list( &ctx->Light.EnabledList );
947
948 init_lightmodel( &ctx->Light.Model );
949 init_material( &ctx->Light.Material[0] );
950 init_material( &ctx->Light.Material[1] );
951 ctx->Light.ShadeModel = GL_SMOOTH;
952 ctx->Light.Enabled = GL_FALSE;
953 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
954 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
955 ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
956 GL_FRONT_AND_BACK,
957 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
958
959 ctx->Light.ColorMaterialEnabled = GL_FALSE;
960
961 /* Lighting miscellaneous */
962 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
963 make_empty_list( ctx->_ShineTabList );
964 for (i = 0 ; i < 10 ; i++) {
965 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
966 s->shininess = -1;
967 s->refcount = 0;
968 insert_at_tail( ctx->_ShineTabList, s );
969 }
970
971
972 /* Line group */
973 ctx->Line.SmoothFlag = GL_FALSE;
974 ctx->Line.StippleFlag = GL_FALSE;
975 ctx->Line.Width = 1.0;
976 ctx->Line._Width = 1.0;
977 ctx->Line.StipplePattern = 0xffff;
978 ctx->Line.StippleFactor = 1;
979
980 /* Display List group */
981 ctx->List.ListBase = 0;
982
983 /* Pixel group */
984 ctx->Pixel.RedBias = 0.0;
985 ctx->Pixel.RedScale = 1.0;
986 ctx->Pixel.GreenBias = 0.0;
987 ctx->Pixel.GreenScale = 1.0;
988 ctx->Pixel.BlueBias = 0.0;
989 ctx->Pixel.BlueScale = 1.0;
990 ctx->Pixel.AlphaBias = 0.0;
991 ctx->Pixel.AlphaScale = 1.0;
992 ctx->Pixel.DepthBias = 0.0;
993 ctx->Pixel.DepthScale = 1.0;
994 ctx->Pixel.IndexOffset = 0;
995 ctx->Pixel.IndexShift = 0;
996 ctx->Pixel.ZoomX = 1.0;
997 ctx->Pixel.ZoomY = 1.0;
998 ctx->Pixel.MapColorFlag = GL_FALSE;
999 ctx->Pixel.MapStencilFlag = GL_FALSE;
1000 ctx->Pixel.MapStoSsize = 1;
1001 ctx->Pixel.MapItoIsize = 1;
1002 ctx->Pixel.MapItoRsize = 1;
1003 ctx->Pixel.MapItoGsize = 1;
1004 ctx->Pixel.MapItoBsize = 1;
1005 ctx->Pixel.MapItoAsize = 1;
1006 ctx->Pixel.MapRtoRsize = 1;
1007 ctx->Pixel.MapGtoGsize = 1;
1008 ctx->Pixel.MapBtoBsize = 1;
1009 ctx->Pixel.MapAtoAsize = 1;
1010 ctx->Pixel.MapStoS[0] = 0;
1011 ctx->Pixel.MapItoI[0] = 0;
1012 ctx->Pixel.MapItoR[0] = 0.0;
1013 ctx->Pixel.MapItoG[0] = 0.0;
1014 ctx->Pixel.MapItoB[0] = 0.0;
1015 ctx->Pixel.MapItoA[0] = 0.0;
1016 ctx->Pixel.MapItoR8[0] = 0;
1017 ctx->Pixel.MapItoG8[0] = 0;
1018 ctx->Pixel.MapItoB8[0] = 0;
1019 ctx->Pixel.MapItoA8[0] = 0;
1020 ctx->Pixel.MapRtoR[0] = 0.0;
1021 ctx->Pixel.MapGtoG[0] = 0.0;
1022 ctx->Pixel.MapBtoB[0] = 0.0;
1023 ctx->Pixel.MapAtoA[0] = 0.0;
1024 ctx->Pixel.HistogramEnabled = GL_FALSE;
1025 ctx->Pixel.MinMaxEnabled = GL_FALSE;
1026 ctx->Pixel.PixelTextureEnabled = GL_FALSE;
1027 ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
1028 ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
1029 ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
1030 ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
1031 ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
1032 ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
1033 ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
1034 ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
1035 ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
1036 ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
1037 ctx->Pixel.ColorTableEnabled = GL_FALSE;
1038 ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
1039 ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
1040 ctx->Pixel.Convolution1DEnabled = GL_FALSE;
1041 ctx->Pixel.Convolution2DEnabled = GL_FALSE;
1042 ctx->Pixel.Separable2DEnabled = GL_FALSE;
1043 for (i = 0; i < 3; i++) {
1044 ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
1045 ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
1046 ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
1047 ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
1048 }
1049 for (i = 0; i < MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_WIDTH * 4; i++) {
1050 ctx->Convolution1D.Filter[i] = 0.0;
1051 ctx->Convolution2D.Filter[i] = 0.0;
1052 ctx->Separable2D.Filter[i] = 0.0;
1053 }
1054 ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
1055 ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
1056
1057 /* Point group */
1058 ctx->Point.SmoothFlag = GL_FALSE;
1059 ctx->Point.Size = 1.0;
1060 ctx->Point._Size = 1.0;
1061 ctx->Point.Params[0] = 1.0;
1062 ctx->Point.Params[1] = 0.0;
1063 ctx->Point.Params[2] = 0.0;
1064 ctx->Point._Attenuated = GL_FALSE;
1065 ctx->Point.MinSize = 0.0;
1066 ctx->Point.MaxSize = ctx->Const.MaxPointSize;
1067 ctx->Point.Threshold = 1.0;
1068 ctx->Point.SpriteMode = GL_FALSE; /* GL_MESA_sprite_point */
1069
1070 /* Polygon group */
1071 ctx->Polygon.CullFlag = GL_FALSE;
1072 ctx->Polygon.CullFaceMode = GL_BACK;
1073 ctx->Polygon.FrontFace = GL_CCW;
1074 ctx->Polygon._FrontBit = 0;
1075 ctx->Polygon.FrontMode = GL_FILL;
1076 ctx->Polygon.BackMode = GL_FILL;
1077 ctx->Polygon.SmoothFlag = GL_FALSE;
1078 ctx->Polygon.StippleFlag = GL_FALSE;
1079 ctx->Polygon.OffsetFactor = 0.0F;
1080 ctx->Polygon.OffsetUnits = 0.0F;
1081 ctx->Polygon.OffsetMRD = 0.0F;
1082 ctx->Polygon.OffsetPoint = GL_FALSE;
1083 ctx->Polygon.OffsetLine = GL_FALSE;
1084 ctx->Polygon.OffsetFill = GL_FALSE;
1085
1086 /* Polygon Stipple group */
1087 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1088
1089 /* Scissor group */
1090 ctx->Scissor.Enabled = GL_FALSE;
1091 ctx->Scissor.X = 0;
1092 ctx->Scissor.Y = 0;
1093 ctx->Scissor.Width = 0;
1094 ctx->Scissor.Height = 0;
1095
1096 /* Stencil group */
1097 ctx->Stencil.Enabled = GL_FALSE;
1098 ctx->Stencil.Function = GL_ALWAYS;
1099 ctx->Stencil.FailFunc = GL_KEEP;
1100 ctx->Stencil.ZPassFunc = GL_KEEP;
1101 ctx->Stencil.ZFailFunc = GL_KEEP;
1102 ctx->Stencil.Ref = 0;
1103 ctx->Stencil.ValueMask = STENCIL_MAX;
1104 ctx->Stencil.Clear = 0;
1105 ctx->Stencil.WriteMask = STENCIL_MAX;
1106
1107 /* Texture group */
1108 ctx->Texture.CurrentUnit = 0; /* multitexture */
1109 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1110 ctx->Texture._ReallyEnabled = 0;
1111 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1112 init_texture_unit( ctx, i );
1113 ctx->Texture.SharedPalette = GL_FALSE;
1114 _mesa_init_colortable(&ctx->Texture.Palette);
1115
1116 /* Transformation group */
1117 ctx->Transform.MatrixMode = GL_MODELVIEW;
1118 ctx->Transform.Normalize = GL_FALSE;
1119 ctx->Transform.RescaleNormals = GL_FALSE;
1120 for (i=0;i<MAX_CLIP_PLANES;i++) {
1121 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1122 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1123 }
1124 ctx->Transform._AnyClip = GL_FALSE;
1125
1126 /* Viewport group */
1127 ctx->Viewport.X = 0;
1128 ctx->Viewport.Y = 0;
1129 ctx->Viewport.Width = 0;
1130 ctx->Viewport.Height = 0;
1131 ctx->Viewport.Near = 0.0;
1132 ctx->Viewport.Far = 1.0;
1133 _math_matrix_ctr(&ctx->Viewport._WindowMap);
1134
1135 #define Sz 10
1136 #define Tz 14
1137 ctx->Viewport._WindowMap.m[Sz] = 0.5 * ctx->DepthMaxF;
1138 ctx->Viewport._WindowMap.m[Tz] = 0.5 * ctx->DepthMaxF;
1139 #undef Sz
1140 #undef Tz
1141
1142 ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1143 ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
1144
1145 /* Vertex arrays */
1146 ctx->Array.Vertex.Size = 4;
1147 ctx->Array.Vertex.Type = GL_FLOAT;
1148 ctx->Array.Vertex.Stride = 0;
1149 ctx->Array.Vertex.StrideB = 0;
1150 ctx->Array.Vertex.Ptr = NULL;
1151 ctx->Array.Vertex.Enabled = GL_FALSE;
1152 ctx->Array.Normal.Type = GL_FLOAT;
1153 ctx->Array.Normal.Stride = 0;
1154 ctx->Array.Normal.StrideB = 0;
1155 ctx->Array.Normal.Ptr = NULL;
1156 ctx->Array.Normal.Enabled = GL_FALSE;
1157 ctx->Array.Color.Size = 4;
1158 ctx->Array.Color.Type = GL_FLOAT;
1159 ctx->Array.Color.Stride = 0;
1160 ctx->Array.Color.StrideB = 0;
1161 ctx->Array.Color.Ptr = NULL;
1162 ctx->Array.Color.Enabled = GL_FALSE;
1163 ctx->Array.Index.Type = GL_FLOAT;
1164 ctx->Array.Index.Stride = 0;
1165 ctx->Array.Index.StrideB = 0;
1166 ctx->Array.Index.Ptr = NULL;
1167 ctx->Array.Index.Enabled = GL_FALSE;
1168 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1169 ctx->Array.TexCoord[i].Size = 4;
1170 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1171 ctx->Array.TexCoord[i].Stride = 0;
1172 ctx->Array.TexCoord[i].StrideB = 0;
1173 ctx->Array.TexCoord[i].Ptr = NULL;
1174 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1175 }
1176 ctx->Array.TexCoordInterleaveFactor = 1;
1177 ctx->Array.EdgeFlag.Stride = 0;
1178 ctx->Array.EdgeFlag.StrideB = 0;
1179 ctx->Array.EdgeFlag.Ptr = NULL;
1180 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1181 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1182
1183 /* Pixel transfer */
1184 ctx->Pack.Alignment = 4;
1185 ctx->Pack.RowLength = 0;
1186 ctx->Pack.ImageHeight = 0;
1187 ctx->Pack.SkipPixels = 0;
1188 ctx->Pack.SkipRows = 0;
1189 ctx->Pack.SkipImages = 0;
1190 ctx->Pack.SwapBytes = GL_FALSE;
1191 ctx->Pack.LsbFirst = GL_FALSE;
1192 ctx->Unpack.Alignment = 4;
1193 ctx->Unpack.RowLength = 0;
1194 ctx->Unpack.ImageHeight = 0;
1195 ctx->Unpack.SkipPixels = 0;
1196 ctx->Unpack.SkipRows = 0;
1197 ctx->Unpack.SkipImages = 0;
1198 ctx->Unpack.SwapBytes = GL_FALSE;
1199 ctx->Unpack.LsbFirst = GL_FALSE;
1200
1201 /* Feedback */
1202 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1203 ctx->Feedback.Buffer = NULL;
1204 ctx->Feedback.BufferSize = 0;
1205 ctx->Feedback.Count = 0;
1206
1207 /* Selection/picking */
1208 ctx->Select.Buffer = NULL;
1209 ctx->Select.BufferSize = 0;
1210 ctx->Select.BufferCount = 0;
1211 ctx->Select.Hits = 0;
1212 ctx->Select.NameStackDepth = 0;
1213
1214 /* Renderer and client attribute stacks */
1215 ctx->AttribStackDepth = 0;
1216 ctx->ClientAttribStackDepth = 0;
1217
1218 /* Display list */
1219 ctx->CallDepth = 0;
1220 ctx->ExecuteFlag = GL_TRUE;
1221 ctx->CompileFlag = GL_FALSE;
1222 ctx->CurrentListPtr = NULL;
1223 ctx->CurrentBlock = NULL;
1224 ctx->CurrentListNum = 0;
1225 ctx->CurrentPos = 0;
1226
1227 /* Color tables */
1228 _mesa_init_colortable(&ctx->ColorTable);
1229 _mesa_init_colortable(&ctx->ProxyColorTable);
1230 _mesa_init_colortable(&ctx->PostConvolutionColorTable);
1231 _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
1232 _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
1233 _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
1234
1235 /* Miscellaneous */
1236 ctx->NewState = _NEW_ALL;
1237 ctx->RenderMode = GL_RENDER;
1238 ctx->_ImageTransferState = 0;
1239
1240 ctx->_NeedNormals = 0;
1241 ctx->_NeedEyeCoords = 0;
1242 ctx->_ModelViewInvScale = 1.0;
1243
1244 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1245
1246 ctx->CatchSignals = GL_TRUE;
1247 ctx->OcclusionResult = GL_FALSE;
1248 ctx->OcclusionResultSaved = GL_FALSE;
1249
1250 /* For debug/development only */
1251 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1252 ctx->FirstTimeCurrent = GL_TRUE;
1253
1254 /* Dither disable */
1255 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1256 if (ctx->NoDither) {
1257 if (getenv("MESA_DEBUG")) {
1258 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1259 }
1260 ctx->Color.DitherFlag = GL_FALSE;
1261 }
1262 }
1263
1264
1265
1266
1267 /*
1268 * Allocate the proxy textures. If we run out of memory part way through
1269 * the allocations clean up and return GL_FALSE.
1270 * Return: GL_TRUE=success, GL_FALSE=failure
1271 */
1272 static GLboolean
1273 alloc_proxy_textures( GLcontext *ctx )
1274 {
1275 GLboolean out_of_memory;
1276 GLint i;
1277
1278 ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, 1);
1279 if (!ctx->Texture.Proxy1D) {
1280 return GL_FALSE;
1281 }
1282
1283 ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, 2);
1284 if (!ctx->Texture.Proxy2D) {
1285 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1286 return GL_FALSE;
1287 }
1288
1289 ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, 3);
1290 if (!ctx->Texture.Proxy3D) {
1291 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1292 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1293 return GL_FALSE;
1294 }
1295
1296 ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0, 6);
1297 if (!ctx->Texture.ProxyCubeMap) {
1298 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1299 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1300 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1301 return GL_FALSE;
1302 }
1303
1304 out_of_memory = GL_FALSE;
1305 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1306 ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
1307 ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
1308 ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
1309 if (!ctx->Texture.Proxy1D->Image[i]
1310 || !ctx->Texture.Proxy2D->Image[i]
1311 || !ctx->Texture.Proxy3D->Image[i]) {
1312 out_of_memory = GL_TRUE;
1313 }
1314 }
1315 if (out_of_memory) {
1316 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1317 if (ctx->Texture.Proxy1D->Image[i]) {
1318 _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1319 }
1320 if (ctx->Texture.Proxy2D->Image[i]) {
1321 _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1322 }
1323 if (ctx->Texture.Proxy3D->Image[i]) {
1324 _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1325 }
1326 }
1327 _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
1328 _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
1329 _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
1330 return GL_FALSE;
1331 }
1332 else {
1333 return GL_TRUE;
1334 }
1335 }
1336
1337
1338 /*
1339 * Initialize a GLcontext struct. This includes allocating all the
1340 * other structs and arrays which hang off of the context by pointers.
1341 */
1342 GLboolean
1343 _mesa_initialize_context( GLcontext *ctx,
1344 const GLvisual *visual,
1345 GLcontext *share_list,
1346 void *driver_ctx,
1347 GLboolean direct )
1348 {
1349 GLuint dispatchSize;
1350
1351 (void) direct; /* not used */
1352
1353 /* misc one-time initializations */
1354 one_time_init();
1355
1356 /**
1357 ** OpenGL SI stuff
1358 **/
1359 if (!ctx->imports.malloc) {
1360 _mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
1361 }
1362 /* exports are setup by the device driver */
1363
1364 ctx->DriverCtx = driver_ctx;
1365 ctx->Visual = *visual;
1366 ctx->DrawBuffer = NULL;
1367 ctx->ReadBuffer = NULL;
1368
1369 if (share_list) {
1370 /* share the group of display lists of another context */
1371 ctx->Shared = share_list->Shared;
1372 }
1373 else {
1374 /* allocate new group of display lists */
1375 ctx->Shared = alloc_shared_state();
1376 if (!ctx->Shared) {
1377 return GL_FALSE;
1378 }
1379 }
1380 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1381 ctx->Shared->RefCount++;
1382 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1383
1384 init_attrib_groups( ctx );
1385
1386 if (visual->doubleBufferMode) {
1387 ctx->Color.DrawBuffer = GL_BACK;
1388 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1389 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1390 ctx->Pixel.ReadBuffer = GL_BACK;
1391 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1392 }
1393 else {
1394 ctx->Color.DrawBuffer = GL_FRONT;
1395 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1396 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1397 ctx->Pixel.ReadBuffer = GL_FRONT;
1398 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1399 }
1400
1401 if (!alloc_proxy_textures(ctx)) {
1402 free_shared_state(ctx, ctx->Shared);
1403 return GL_FALSE;
1404 }
1405
1406 /* register the most recent extension functions with libGL */
1407 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1408 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1409 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1410 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1411 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1412 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1413 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1414 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1415
1416 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1417 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1418 * Mesa we do this to accomodate different versions of libGL and various
1419 * DRI drivers.
1420 */
1421 dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
1422 sizeof(struct _glapi_table) / sizeof(void *));
1423
1424 /* setup API dispatch tables */
1425 ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1426 ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
1427 if (!ctx->Exec || !ctx->Save) {
1428 free_shared_state(ctx, ctx->Shared);
1429 if (ctx->Exec)
1430 FREE( ctx->Exec );
1431 }
1432 _mesa_init_exec_table(ctx->Exec, dispatchSize);
1433 _mesa_init_dlist_table(ctx->Save, dispatchSize);
1434 ctx->CurrentDispatch = ctx->Exec;
1435
1436 ctx->ExecPrefersFloat = GL_FALSE;
1437 ctx->SavePrefersFloat = GL_FALSE;
1438
1439 /* Neutral tnl module stuff */
1440 _mesa_init_exec_vtxfmt( ctx );
1441 ctx->TnlModule.Current = NULL;
1442 ctx->TnlModule.SwapCount = 0;
1443
1444 /* Z buffer stuff */
1445 if (ctx->Visual.depthBits == 0) {
1446 /* Special case. Even if we don't have a depth buffer we need
1447 * good values for DepthMax for Z vertex transformation purposes
1448 * and for per-fragment fog computation.
1449 */
1450 ctx->DepthMax = 1 << 16;
1451 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1452 }
1453 else if (ctx->Visual.depthBits < 32) {
1454 ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
1455 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1456 }
1457 else {
1458 /* Special case since shift values greater than or equal to the
1459 * number of bits in the left hand expression's type are undefined.
1460 */
1461 ctx->DepthMax = 0xffffffff;
1462 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
1463 }
1464 ctx->MRD = 2.0; /* XXX temporary value */
1465
1466
1467 #if defined(MESA_TRACE)
1468 ctx->TraceCtx = CALLOC( sizeof(trace_context_t) );
1469 #if 0
1470 /* Brian: do you want to have CreateContext fail here,
1471 or should we just trap in NewTrace (currently done)? */
1472 if (!(ctx->TraceCtx)) {
1473 free_shared_state(ctx, ctx->Shared);
1474 FREE( ctx->Exec );
1475 FREE( ctx->Save );
1476 return GL_FALSE;
1477 }
1478 #endif
1479 trInitContext(ctx->TraceCtx);
1480
1481 ctx->TraceDispatch = (struct _glapi_table *)
1482 CALLOC(dispatchSize * sizeof(void*));
1483 #if 0
1484 if (!(ctx->TraceCtx)) {
1485 free_shared_state(ctx, ctx->Shared);
1486 FREE( ctx->Exec );
1487 FREE( ctx->Save );
1488 FREE( ctx->TraceCtx );
1489 return GL_FALSE;
1490 }
1491 #endif
1492 trInitDispatch(ctx->TraceDispatch);
1493 #endif
1494
1495 return GL_TRUE;
1496 }
1497
1498
1499
1500 /*
1501 * Allocate and initialize a GLcontext structure.
1502 * Input: visual - a GLvisual pointer (we copy the struct contents)
1503 * sharelist - another context to share display lists with or NULL
1504 * driver_ctx - pointer to device driver's context state struct
1505 * Return: pointer to a new __GLcontextRec or NULL if error.
1506 */
1507 GLcontext *
1508 _mesa_create_context( const GLvisual *visual,
1509 GLcontext *share_list,
1510 void *driver_ctx,
1511 GLboolean direct )
1512 {
1513 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1514 if (!ctx) {
1515 return NULL;
1516 }
1517
1518 if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
1519 return ctx;
1520 }
1521 else {
1522 FREE(ctx);
1523 return NULL;
1524 }
1525 }
1526
1527
1528
1529 /*
1530 * Free the data associated with the given context.
1531 * But don't free() the GLcontext struct itself!
1532 */
1533 void
1534 _mesa_free_context_data( GLcontext *ctx )
1535 {
1536 struct gl_shine_tab *s, *tmps;
1537 GLuint i, j;
1538
1539 /* if we're destroying the current context, unbind it first */
1540 if (ctx == _mesa_get_current_context()) {
1541 _mesa_make_current(NULL, NULL);
1542 }
1543
1544 _math_matrix_dtr( &ctx->ModelView );
1545 for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
1546 _math_matrix_dtr( &ctx->ModelViewStack[i] );
1547 }
1548 _math_matrix_dtr( &ctx->ProjectionMatrix );
1549 for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
1550 _math_matrix_dtr( &ctx->ProjectionStack[i] );
1551 }
1552 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1553 _math_matrix_dtr( &ctx->TextureMatrix[i] );
1554 for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
1555 _math_matrix_dtr( &ctx->TextureStack[i][j] );
1556 }
1557 }
1558
1559 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
1560 ctx->Shared->RefCount--;
1561 assert(ctx->Shared->RefCount >= 0);
1562 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
1563 if (ctx->Shared->RefCount == 0) {
1564 /* free shared state */
1565 free_shared_state( ctx, ctx->Shared );
1566 }
1567
1568 foreach_s( s, tmps, ctx->_ShineTabList ) {
1569 FREE( s );
1570 }
1571 FREE( ctx->_ShineTabList );
1572
1573 /* Free proxy texture objects */
1574 _mesa_free_texture_object( NULL, ctx->Texture.Proxy1D );
1575 _mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
1576 _mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
1577
1578 /* Free evaluator data */
1579 if (ctx->EvalMap.Map1Vertex3.Points)
1580 FREE( ctx->EvalMap.Map1Vertex3.Points );
1581 if (ctx->EvalMap.Map1Vertex4.Points)
1582 FREE( ctx->EvalMap.Map1Vertex4.Points );
1583 if (ctx->EvalMap.Map1Index.Points)
1584 FREE( ctx->EvalMap.Map1Index.Points );
1585 if (ctx->EvalMap.Map1Color4.Points)
1586 FREE( ctx->EvalMap.Map1Color4.Points );
1587 if (ctx->EvalMap.Map1Normal.Points)
1588 FREE( ctx->EvalMap.Map1Normal.Points );
1589 if (ctx->EvalMap.Map1Texture1.Points)
1590 FREE( ctx->EvalMap.Map1Texture1.Points );
1591 if (ctx->EvalMap.Map1Texture2.Points)
1592 FREE( ctx->EvalMap.Map1Texture2.Points );
1593 if (ctx->EvalMap.Map1Texture3.Points)
1594 FREE( ctx->EvalMap.Map1Texture3.Points );
1595 if (ctx->EvalMap.Map1Texture4.Points)
1596 FREE( ctx->EvalMap.Map1Texture4.Points );
1597
1598 if (ctx->EvalMap.Map2Vertex3.Points)
1599 FREE( ctx->EvalMap.Map2Vertex3.Points );
1600 if (ctx->EvalMap.Map2Vertex4.Points)
1601 FREE( ctx->EvalMap.Map2Vertex4.Points );
1602 if (ctx->EvalMap.Map2Index.Points)
1603 FREE( ctx->EvalMap.Map2Index.Points );
1604 if (ctx->EvalMap.Map2Color4.Points)
1605 FREE( ctx->EvalMap.Map2Color4.Points );
1606 if (ctx->EvalMap.Map2Normal.Points)
1607 FREE( ctx->EvalMap.Map2Normal.Points );
1608 if (ctx->EvalMap.Map2Texture1.Points)
1609 FREE( ctx->EvalMap.Map2Texture1.Points );
1610 if (ctx->EvalMap.Map2Texture2.Points)
1611 FREE( ctx->EvalMap.Map2Texture2.Points );
1612 if (ctx->EvalMap.Map2Texture3.Points)
1613 FREE( ctx->EvalMap.Map2Texture3.Points );
1614 if (ctx->EvalMap.Map2Texture4.Points)
1615 FREE( ctx->EvalMap.Map2Texture4.Points );
1616
1617 _mesa_free_colortable_data( &ctx->ColorTable );
1618 _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
1619 _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
1620 _mesa_free_colortable_data( &ctx->Texture.Palette );
1621
1622 _mesa_extensions_dtr(ctx);
1623
1624 FREE(ctx->Exec);
1625 FREE(ctx->Save);
1626 }
1627
1628
1629
1630 /*
1631 * Destroy a GLcontext structure.
1632 */
1633 void
1634 _mesa_destroy_context( GLcontext *ctx )
1635 {
1636 if (ctx) {
1637 _mesa_free_context_data(ctx);
1638 FREE( (void *) ctx );
1639 }
1640 }
1641
1642
1643
1644 /*
1645 * Called by the driver after both the context and driver are fully
1646 * initialized. Currently just reads the config file.
1647 */
1648 void
1649 _mesa_context_initialize( GLcontext *ctx )
1650 {
1651 _mesa_read_config_file( ctx );
1652 }
1653
1654
1655
1656 /*
1657 * Copy attribute groups from one context to another.
1658 * Input: src - source context
1659 * dst - destination context
1660 * mask - bitwise OR of GL_*_BIT flags
1661 */
1662 void
1663 _mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1664 {
1665 if (mask & GL_ACCUM_BUFFER_BIT) {
1666 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1667 }
1668 if (mask & GL_COLOR_BUFFER_BIT) {
1669 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1670 }
1671 if (mask & GL_CURRENT_BIT) {
1672 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1673 }
1674 if (mask & GL_DEPTH_BUFFER_BIT) {
1675 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1676 }
1677 if (mask & GL_ENABLE_BIT) {
1678 /* no op */
1679 }
1680 if (mask & GL_EVAL_BIT) {
1681 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1682 }
1683 if (mask & GL_FOG_BIT) {
1684 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1685 }
1686 if (mask & GL_HINT_BIT) {
1687 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1688 }
1689 if (mask & GL_LIGHTING_BIT) {
1690 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1691 /* gl_reinit_light_attrib( &dst->Light ); */
1692 }
1693 if (mask & GL_LINE_BIT) {
1694 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1695 }
1696 if (mask & GL_LIST_BIT) {
1697 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1698 }
1699 if (mask & GL_PIXEL_MODE_BIT) {
1700 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1701 }
1702 if (mask & GL_POINT_BIT) {
1703 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1704 }
1705 if (mask & GL_POLYGON_BIT) {
1706 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1707 }
1708 if (mask & GL_POLYGON_STIPPLE_BIT) {
1709 /* Use loop instead of MEMCPY due to problem with Portland Group's
1710 * C compiler. Reported by John Stone.
1711 */
1712 int i;
1713 for (i=0;i<32;i++) {
1714 dst->PolygonStipple[i] = src->PolygonStipple[i];
1715 }
1716 }
1717 if (mask & GL_SCISSOR_BIT) {
1718 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1719 }
1720 if (mask & GL_STENCIL_BUFFER_BIT) {
1721 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1722 }
1723 if (mask & GL_TEXTURE_BIT) {
1724 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1725 }
1726 if (mask & GL_TRANSFORM_BIT) {
1727 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1728 }
1729 if (mask & GL_VIEWPORT_BIT) {
1730 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1731 }
1732 /* XXX FIXME: Call callbacks?
1733 */
1734 dst->NewState = _NEW_ALL;
1735 }
1736
1737
1738 /*
1739 * Set the current context, binding the given frame buffer to the context.
1740 */
1741 void
1742 _mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1743 {
1744 _mesa_make_current2( newCtx, buffer, buffer );
1745 }
1746
1747
1748 static void print_info( void )
1749 {
1750 fprintf(stderr, "Mesa GL_VERSION = %s\n",
1751 (char *) _mesa_GetString(GL_VERSION));
1752 fprintf(stderr, "Mesa GL_RENDERER = %s\n",
1753 (char *) _mesa_GetString(GL_RENDERER));
1754 fprintf(stderr, "Mesa GL_VENDOR = %s\n",
1755 (char *) _mesa_GetString(GL_VENDOR));
1756 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n",
1757 (char *) _mesa_GetString(GL_EXTENSIONS));
1758 #if defined(THREADS)
1759 fprintf(stderr, "Mesa thread-safe: YES\n");
1760 #else
1761 fprintf(stderr, "Mesa thread-safe: NO\n");
1762 #endif
1763 #if defined(USE_X86_ASM)
1764 fprintf(stderr, "Mesa x86-optimized: YES\n");
1765 #else
1766 fprintf(stderr, "Mesa x86-optimized: NO\n");
1767 #endif
1768 }
1769
1770
1771 /*
1772 * Bind the given context to the given draw-buffer and read-buffer
1773 * and make it the current context for this thread.
1774 */
1775 void
1776 _mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1777 GLframebuffer *readBuffer )
1778 {
1779 if (MESA_VERBOSE)
1780 fprintf(stderr, "_mesa_make_current2()\n");
1781
1782 /* Check that the context's and framebuffer's visuals are compatible.
1783 * We could do a lot more checking here but this'll catch obvious
1784 * problems.
1785 */
1786 if (newCtx && drawBuffer && readBuffer) {
1787 if (newCtx->Visual.rgbMode != drawBuffer->Visual.rgbMode ||
1788 newCtx->Visual.redBits != drawBuffer->Visual.redBits ||
1789 newCtx->Visual.depthBits != drawBuffer->Visual.depthBits ||
1790 newCtx->Visual.stencilBits != drawBuffer->Visual.stencilBits ||
1791 newCtx->Visual.accumRedBits != drawBuffer->Visual.accumRedBits) {
1792 return; /* incompatible */
1793 }
1794 }
1795
1796 /* We call this function periodically (just here for now) in
1797 * order to detect when multithreading has begun.
1798 */
1799 _glapi_check_multithread();
1800
1801 _glapi_set_context((void *) newCtx);
1802 ASSERT(_mesa_get_current_context() == newCtx);
1803
1804
1805 if (!newCtx) {
1806 _glapi_set_dispatch(NULL); /* none current */
1807 }
1808 else {
1809 _glapi_set_dispatch(newCtx->CurrentDispatch);
1810
1811 if (drawBuffer && readBuffer) {
1812 /* TODO: check if newCtx and buffer's visual match??? */
1813 newCtx->DrawBuffer = drawBuffer;
1814 newCtx->ReadBuffer = readBuffer;
1815 newCtx->NewState |= _NEW_BUFFERS;
1816 /* _mesa_update_state( newCtx ); */
1817 }
1818
1819 if (newCtx->Driver.MakeCurrent)
1820 newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
1821
1822 /* We can use this to help debug user's problems. Tell them to set
1823 * the MESA_INFO env variable before running their app. Then the
1824 * first time each context is made current we'll print some useful
1825 * information.
1826 */
1827 if (newCtx->FirstTimeCurrent) {
1828 if (getenv("MESA_INFO")) {
1829 print_info();
1830 }
1831 newCtx->FirstTimeCurrent = GL_FALSE;
1832 }
1833 }
1834 }
1835
1836
1837
1838 /*
1839 * Return current context handle for the calling thread.
1840 * This isn't the fastest way to get the current context.
1841 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1842 */
1843 GLcontext *
1844 _mesa_get_current_context( void )
1845 {
1846 return (GLcontext *) _glapi_get_context();
1847 }
1848
1849
1850
1851 /*
1852 * This should be called by device drivers just before they do a
1853 * swapbuffers. Any pending rendering commands will be executed.
1854 */
1855 void
1856 _mesa_swapbuffers(GLcontext *ctx)
1857 {
1858 FLUSH_VERTICES( ctx, 0 );
1859 }
1860
1861
1862
1863 /*
1864 * Return pointer to this context's current API dispatch table.
1865 * It'll either be the immediate-mode execute dispatcher or the
1866 * display list compile dispatcher.
1867 */
1868 struct _glapi_table *
1869 _mesa_get_dispatch(GLcontext *ctx)
1870 {
1871 return ctx->CurrentDispatch;
1872 }
1873
1874
1875
1876 /**********************************************************************/
1877 /***** Miscellaneous functions *****/
1878 /**********************************************************************/
1879
1880
1881 /*
1882 * This function is called when the Mesa user has stumbled into a code
1883 * path which may not be implemented fully or correctly.
1884 */
1885 void _mesa_problem( const GLcontext *ctx, const char *s )
1886 {
1887 fprintf( stderr, "Mesa implementation error: %s\n", s );
1888 fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
1889 (void) ctx;
1890 }
1891
1892
1893
1894 /*
1895 * This is called to inform the user that he or she has tried to do
1896 * something illogical or if there's likely a bug in their program
1897 * (like enabled depth testing without a depth buffer).
1898 */
1899 void
1900 _mesa_warning( const GLcontext *ctx, const char *s )
1901 {
1902 (*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
1903 }
1904
1905
1906
1907 /*
1908 * Compile an error into current display list.
1909 */
1910 void
1911 _mesa_compile_error( GLcontext *ctx, GLenum error, const char *s )
1912 {
1913 if (ctx->CompileFlag)
1914 _mesa_save_error( ctx, error, s );
1915
1916 if (ctx->ExecuteFlag)
1917 _mesa_error( ctx, error, s );
1918 }
1919
1920
1921
1922 /*
1923 * This is Mesa's error handler. Normally, all that's done is the updating
1924 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1925 * environment variable "MESA_DEBUG" is defined then a real error message
1926 * is printed to stderr.
1927 * Input: ctx - the GL context
1928 * error - the error value
1929 * where - usually the name of function where error was detected
1930 */
1931 void
1932 _mesa_error( GLcontext *ctx, GLenum error, const char *where )
1933 {
1934 const char *debugEnv = getenv("MESA_DEBUG");
1935 GLboolean debug;
1936
1937 #ifdef DEBUG
1938 if (debugEnv && strstr(debugEnv, "silent"))
1939 debug = GL_FALSE;
1940 else
1941 debug = GL_TRUE;
1942 #else
1943 if (debugEnv)
1944 debug = GL_TRUE;
1945 else
1946 debug = GL_FALSE;
1947 #endif
1948
1949 if (debug) {
1950 const char *errstr;
1951 switch (error) {
1952 case GL_NO_ERROR:
1953 errstr = "GL_NO_ERROR";
1954 break;
1955 case GL_INVALID_VALUE:
1956 errstr = "GL_INVALID_VALUE";
1957 break;
1958 case GL_INVALID_ENUM:
1959 errstr = "GL_INVALID_ENUM";
1960 break;
1961 case GL_INVALID_OPERATION:
1962 errstr = "GL_INVALID_OPERATION";
1963 break;
1964 case GL_STACK_OVERFLOW:
1965 errstr = "GL_STACK_OVERFLOW";
1966 break;
1967 case GL_STACK_UNDERFLOW:
1968 errstr = "GL_STACK_UNDERFLOW";
1969 break;
1970 case GL_OUT_OF_MEMORY:
1971 errstr = "GL_OUT_OF_MEMORY";
1972 break;
1973 case GL_TABLE_TOO_LARGE:
1974 errstr = "GL_TABLE_TOO_LARGE";
1975 break;
1976 default:
1977 errstr = "unknown";
1978 break;
1979 }
1980 fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
1981 }
1982
1983 if (ctx->ErrorValue == GL_NO_ERROR) {
1984 ctx->ErrorValue = error;
1985 }
1986
1987 /* Call device driver's error handler, if any. This is used on the Mac. */
1988 if (ctx->Driver.Error) {
1989 (*ctx->Driver.Error)( ctx );
1990 }
1991 }
1992
1993
1994
1995 void
1996 _mesa_Finish( void )
1997 {
1998 GET_CURRENT_CONTEXT(ctx);
1999 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
2000 if (ctx->Driver.Finish) {
2001 (*ctx->Driver.Finish)( ctx );
2002 }
2003 }
2004
2005
2006
2007 void
2008 _mesa_Flush( void )
2009 {
2010 GET_CURRENT_CONTEXT(ctx);
2011 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
2012 if (ctx->Driver.Flush) {
2013 (*ctx->Driver.Flush)( ctx );
2014 }
2015 }
2016
2017
2018
2019 const char *_mesa_prim_name[GL_POLYGON+4] = {
2020 "GL_POINTS",
2021 "GL_LINES",
2022 "GL_LINE_LOOP",
2023 "GL_LINE_STRIP",
2024 "GL_TRIANGLES",
2025 "GL_TRIANGLE_STRIP",
2026 "GL_TRIANGLE_FAN",
2027 "GL_QUADS",
2028 "GL_QUAD_STRIP",
2029 "GL_POLYGON",
2030 "outside begin/end",
2031 "inside unkown primitive",
2032 "unknown state"
2033 };
2034
2035
2036 GLenum gl_reduce_prim[GL_POLYGON+1] = {
2037 GL_POINTS,
2038 GL_LINES,
2039 GL_LINES,
2040 GL_LINES,
2041 GL_TRIANGLES,
2042 GL_TRIANGLES,
2043 GL_TRIANGLES,
2044 GL_TRIANGLES,
2045 GL_TRIANGLES,
2046 GL_TRIANGLES,
2047 };