renamed _glapi_CurrentContext to _glapi_Context
[mesa.git] / src / mesa / main / context.c
1 /* $Id: context.c,v 1.36 2000/01/28 20:17:42 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.3
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "accum.h"
33 #include "alphabuf.h"
34 #include "clip.h"
35 #include "context.h"
36 #include "cva.h"
37 #include "depth.h"
38 #include "dispatch.h"
39 #include "dlist.h"
40 #include "eval.h"
41 #include "enums.h"
42 #include "extensions.h"
43 #include "fog.h"
44 #include "get.h"
45 #include "glapi.h"
46 #include "glapinoop.h"
47 #include "hash.h"
48 #include "light.h"
49 #include "lines.h"
50 #include "dlist.h"
51 #include "macros.h"
52 #include "matrix.h"
53 #include "mem.h"
54 #include "mmath.h"
55 #include "pb.h"
56 #include "pipeline.h"
57 #include "points.h"
58 #include "quads.h"
59 #include "shade.h"
60 #include "simple_list.h"
61 #include "stencil.h"
62 #include "stages.h"
63 #include "triangle.h"
64 #include "translate.h"
65 #include "teximage.h"
66 #include "texobj.h"
67 #include "texstate.h"
68 #include "texture.h"
69 #include "types.h"
70 #include "varray.h"
71 #include "vb.h"
72 #include "vbcull.h"
73 #include "vbfill.h"
74 #include "vbrender.h"
75 #include "vbxform.h"
76 #include "vertices.h"
77 #include "xform.h"
78 #endif
79
80
81
82 /**********************************************************************/
83 /***** Context and Thread management *****/
84 /**********************************************************************/
85
86
87 #if !defined(THREADS)
88
89 struct immediate *_mesa_CurrentInput = NULL;
90
91 #endif
92
93
94
95
96 /**********************************************************************/
97 /***** Profiling functions *****/
98 /**********************************************************************/
99
100 #ifdef PROFILE
101
102 #include <sys/times.h>
103 #include <sys/param.h>
104
105
106 /*
107 * Return system time in seconds.
108 * NOTE: this implementation may not be very portable!
109 */
110 GLdouble gl_time( void )
111 {
112 static GLdouble prev_time = 0.0;
113 static GLdouble time;
114 struct tms tm;
115 clock_t clk;
116
117 clk = times(&tm);
118
119 #ifdef CLK_TCK
120 time = (double)clk / (double)CLK_TCK;
121 #else
122 time = (double)clk / (double)HZ;
123 #endif
124
125 if (time>prev_time) {
126 prev_time = time;
127 return time;
128 }
129 else {
130 return prev_time;
131 }
132 }
133
134 /*
135 * Reset the timing/profiling counters
136 */
137 static void init_timings( GLcontext *ctx )
138 {
139 ctx->BeginEndCount = 0;
140 ctx->BeginEndTime = 0.0;
141 ctx->VertexCount = 0;
142 ctx->VertexTime = 0.0;
143 ctx->PointCount = 0;
144 ctx->PointTime = 0.0;
145 ctx->LineCount = 0;
146 ctx->LineTime = 0.0;
147 ctx->PolygonCount = 0;
148 ctx->PolygonTime = 0.0;
149 ctx->ClearCount = 0;
150 ctx->ClearTime = 0.0;
151 ctx->SwapCount = 0;
152 ctx->SwapTime = 0.0;
153 }
154
155
156 /*
157 * Print the accumulated timing/profiling data.
158 */
159 static void print_timings( GLcontext *ctx )
160 {
161 GLdouble beginendrate;
162 GLdouble vertexrate;
163 GLdouble pointrate;
164 GLdouble linerate;
165 GLdouble polygonrate;
166 GLdouble overhead;
167 GLdouble clearrate;
168 GLdouble swaprate;
169 GLdouble avgvertices;
170
171 if (ctx->BeginEndTime>0.0) {
172 beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
173 }
174 else {
175 beginendrate = 0.0;
176 }
177 if (ctx->VertexTime>0.0) {
178 vertexrate = ctx->VertexCount / ctx->VertexTime;
179 }
180 else {
181 vertexrate = 0.0;
182 }
183 if (ctx->PointTime>0.0) {
184 pointrate = ctx->PointCount / ctx->PointTime;
185 }
186 else {
187 pointrate = 0.0;
188 }
189 if (ctx->LineTime>0.0) {
190 linerate = ctx->LineCount / ctx->LineTime;
191 }
192 else {
193 linerate = 0.0;
194 }
195 if (ctx->PolygonTime>0.0) {
196 polygonrate = ctx->PolygonCount / ctx->PolygonTime;
197 }
198 else {
199 polygonrate = 0.0;
200 }
201 if (ctx->ClearTime>0.0) {
202 clearrate = ctx->ClearCount / ctx->ClearTime;
203 }
204 else {
205 clearrate = 0.0;
206 }
207 if (ctx->SwapTime>0.0) {
208 swaprate = ctx->SwapCount / ctx->SwapTime;
209 }
210 else {
211 swaprate = 0.0;
212 }
213
214 if (ctx->BeginEndCount>0) {
215 avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
216 }
217 else {
218 avgvertices = 0.0;
219 }
220
221 overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
222 - ctx->LineTime - ctx->PolygonTime;
223
224
225 printf(" Count Time (s) Rate (/s) \n");
226 printf("--------------------------------------------------------\n");
227 printf("glBegin/glEnd %7d %8.3f %10.3f\n",
228 ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
229 printf(" vertexes transformed %7d %8.3f %10.3f\n",
230 ctx->VertexCount, ctx->VertexTime, vertexrate );
231 printf(" points rasterized %7d %8.3f %10.3f\n",
232 ctx->PointCount, ctx->PointTime, pointrate );
233 printf(" lines rasterized %7d %8.3f %10.3f\n",
234 ctx->LineCount, ctx->LineTime, linerate );
235 printf(" polygons rasterized %7d %8.3f %10.3f\n",
236 ctx->PolygonCount, ctx->PolygonTime, polygonrate );
237 printf(" overhead %8.3f\n", overhead );
238 printf("glClear %7d %8.3f %10.3f\n",
239 ctx->ClearCount, ctx->ClearTime, clearrate );
240 printf("SwapBuffers %7d %8.3f %10.3f\n",
241 ctx->SwapCount, ctx->SwapTime, swaprate );
242 printf("\n");
243
244 printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
245 }
246 #endif
247
248
249
250
251
252 /**********************************************************************/
253 /***** GL Visual allocation/destruction *****/
254 /**********************************************************************/
255
256
257 /*
258 * Allocate a new GLvisual object.
259 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
260 * alphaFlag - alloc software alpha buffers?
261 * dbFlag - double buffering?
262 * stereoFlag - stereo buffer?
263 * depthFits - requested minimum bits per depth buffer value
264 * stencilFits - requested minimum bits per stencil buffer value
265 * accumFits - requested minimum bits per accum buffer component
266 * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
267 * red/green/blue/alphaFits - number of bits per color component
268 * in frame buffer for RGB(A) mode.
269 * Return: pointer to new GLvisual or NULL if requested parameters can't
270 * be met.
271 */
272 GLvisual *gl_create_visual( GLboolean rgbFlag,
273 GLboolean alphaFlag,
274 GLboolean dbFlag,
275 GLboolean stereoFlag,
276 GLint depthBits,
277 GLint stencilBits,
278 GLint accumBits,
279 GLint indexBits,
280 GLint redBits,
281 GLint greenBits,
282 GLint blueBits,
283 GLint alphaBits )
284 {
285 GLvisual *vis;
286
287 if (depthBits > (GLint) (8*sizeof(GLdepth))) {
288 /* can't meet depth buffer requirements */
289 return NULL;
290 }
291 if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
292 /* can't meet stencil buffer requirements */
293 return NULL;
294 }
295 if (accumBits > (GLint) (8*sizeof(GLaccum))) {
296 /* can't meet accum buffer requirements */
297 return NULL;
298 }
299
300 vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
301 if (!vis) {
302 return NULL;
303 }
304
305 vis->RGBAflag = rgbFlag;
306 vis->DBflag = dbFlag;
307 vis->StereoFlag = stereoFlag;
308 vis->RedBits = redBits;
309 vis->GreenBits = greenBits;
310 vis->BlueBits = blueBits;
311 vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
312
313 vis->IndexBits = indexBits;
314 vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
315 vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
316 vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
317
318 vis->SoftwareAlpha = alphaFlag;
319
320 return vis;
321 }
322
323
324
325 void gl_destroy_visual( GLvisual *vis )
326 {
327 FREE( vis );
328 }
329
330
331
332 /**********************************************************************/
333 /***** GL Framebuffer allocation/destruction *****/
334 /**********************************************************************/
335
336
337 /*
338 * Create a new framebuffer. A GLframebuffer is a struct which
339 * encapsulates the depth, stencil and accum buffers and related
340 * parameters.
341 * Input: visual - a GLvisual pointer
342 * softwareDepth - create/use a software depth buffer?
343 * softwareStencil - create/use a software stencil buffer?
344 * softwareAccum - create/use a software accum buffer?
345 * softwareAlpha - create/use a software alpha buffer?
346
347 * Return: pointer to new GLframebuffer struct or NULL if error.
348 */
349 GLframebuffer *gl_create_framebuffer( GLvisual *visual,
350 GLboolean softwareDepth,
351 GLboolean softwareStencil,
352 GLboolean softwareAccum,
353 GLboolean softwareAlpha )
354 {
355 GLframebuffer *buffer;
356
357 buffer = CALLOC_STRUCT(gl_frame_buffer);
358 if (!buffer) {
359 return NULL;
360 }
361
362 /* sanity checks */
363 if (softwareDepth ) {
364 assert(visual->DepthBits > 0);
365 }
366 if (softwareStencil) {
367 assert(visual->StencilBits > 0);
368 }
369 if (softwareAccum) {
370 assert(visual->RGBAflag);
371 assert(visual->AccumBits > 0);
372 }
373 if (softwareAlpha) {
374 assert(visual->RGBAflag);
375 assert(visual->AlphaBits > 0);
376 }
377
378 buffer->Visual = visual;
379 buffer->UseSoftwareDepthBuffer = softwareDepth;
380 buffer->UseSoftwareStencilBuffer = softwareStencil;
381 buffer->UseSoftwareAccumBuffer = softwareAccum;
382 buffer->UseSoftwareAlphaBuffers = softwareAlpha;
383
384 return buffer;
385 }
386
387
388
389 /*
390 * Free a framebuffer struct and its buffers.
391 */
392 void gl_destroy_framebuffer( GLframebuffer *buffer )
393 {
394 if (buffer) {
395 if (buffer->Depth) {
396 FREE( buffer->Depth );
397 }
398 if (buffer->Accum) {
399 FREE( buffer->Accum );
400 }
401 if (buffer->Stencil) {
402 FREE( buffer->Stencil );
403 }
404 if (buffer->FrontLeftAlpha) {
405 FREE( buffer->FrontLeftAlpha );
406 }
407 if (buffer->BackLeftAlpha) {
408 FREE( buffer->BackLeftAlpha );
409 }
410 if (buffer->FrontRightAlpha) {
411 FREE( buffer->FrontRightAlpha );
412 }
413 if (buffer->BackRightAlpha) {
414 FREE( buffer->BackRightAlpha );
415 }
416 FREE(buffer);
417 }
418 }
419
420
421
422 /**********************************************************************/
423 /***** Context allocation, initialization, destroying *****/
424 /**********************************************************************/
425
426
427 /*
428 * This function just calls all the various one-time-init functions in Mesa.
429 */
430 static void one_time_init( void )
431 {
432 static GLboolean alreadyCalled = GL_FALSE;
433 if (!alreadyCalled) {
434 /* do some implementation tests */
435 assert( sizeof(GLbyte) == 1 );
436 assert( sizeof(GLshort) >= 2 );
437 assert( sizeof(GLint) >= 4 );
438 assert( sizeof(GLubyte) == 1 );
439 assert( sizeof(GLushort) >= 2 );
440 assert( sizeof(GLuint) >= 4 );
441
442 gl_init_clip();
443 gl_init_eval();
444 gl_init_fog();
445 gl_init_math();
446 gl_init_lists();
447 gl_init_shade();
448 gl_init_texture();
449 gl_init_transformation();
450 gl_init_translate();
451 gl_init_vbrender();
452 gl_init_vbxform();
453 gl_init_vertices();
454
455 if (getenv("MESA_DEBUG")) {
456 _glapi_noop_enable_warnings(GL_TRUE);
457 }
458 else {
459 _glapi_noop_enable_warnings(GL_FALSE);
460 }
461
462 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
463 fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
464 #endif
465
466 alreadyCalled = GL_TRUE;
467 }
468 }
469
470
471
472 /*
473 * Allocate and initialize a shared context state structure.
474 */
475 static struct gl_shared_state *alloc_shared_state( void )
476 {
477 GLuint d;
478 struct gl_shared_state *ss;
479 GLboolean outOfMemory;
480
481 ss = CALLOC_STRUCT(gl_shared_state);
482 if (!ss)
483 return NULL;
484
485 ss->DisplayList = _mesa_NewHashTable();
486
487 ss->TexObjects = _mesa_NewHashTable();
488
489 /* Default Texture objects */
490 outOfMemory = GL_FALSE;
491 for (d = 1 ; d <= 3 ; d++) {
492 ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
493 if (!ss->DefaultD[d]) {
494 outOfMemory = GL_TRUE;
495 break;
496 }
497 ss->DefaultD[d]->RefCount++; /* don't free if not in use */
498 }
499
500 if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
501 /* Ran out of memory at some point. Free everything and return NULL */
502 if (ss->DisplayList)
503 _mesa_DeleteHashTable(ss->DisplayList);
504 if (ss->TexObjects)
505 _mesa_DeleteHashTable(ss->TexObjects);
506 if (ss->DefaultD[1])
507 gl_free_texture_object(ss, ss->DefaultD[1]);
508 if (ss->DefaultD[2])
509 gl_free_texture_object(ss, ss->DefaultD[2]);
510 if (ss->DefaultD[3])
511 gl_free_texture_object(ss, ss->DefaultD[3]);
512 FREE(ss);
513 return NULL;
514 }
515 else {
516 return ss;
517 }
518 }
519
520
521 /*
522 * Deallocate a shared state context and all children structures.
523 */
524 static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
525 {
526 /* Free display lists */
527 while (1) {
528 GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
529 if (list) {
530 gl_destroy_list(ctx, list);
531 }
532 else {
533 break;
534 }
535 }
536 _mesa_DeleteHashTable(ss->DisplayList);
537
538 /* Free texture objects */
539 while (ss->TexObjectList)
540 {
541 if (ctx->Driver.DeleteTexture)
542 (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
543 /* this function removes from linked list too! */
544 gl_free_texture_object(ss, ss->TexObjectList);
545 }
546 _mesa_DeleteHashTable(ss->TexObjects);
547
548 FREE(ss);
549 }
550
551
552
553 /*
554 * Initialize the nth light. Note that the defaults for light 0 are
555 * different than the other lights.
556 */
557 static void init_light( struct gl_light *l, GLuint n )
558 {
559 make_empty_list( l );
560
561 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
562 if (n==0) {
563 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
564 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
565 }
566 else {
567 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
568 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
569 }
570 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
571 ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
572 l->SpotExponent = 0.0;
573 gl_compute_spot_exp_table( l );
574 l->SpotCutoff = 180.0;
575 l->CosCutoff = 0.0; /* KW: -ve values not admitted */
576 l->ConstantAttenuation = 1.0;
577 l->LinearAttenuation = 0.0;
578 l->QuadraticAttenuation = 0.0;
579 l->Enabled = GL_FALSE;
580 }
581
582
583
584 static void init_lightmodel( struct gl_lightmodel *lm )
585 {
586 ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
587 lm->LocalViewer = GL_FALSE;
588 lm->TwoSide = GL_FALSE;
589 lm->ColorControl = GL_SINGLE_COLOR;
590 }
591
592
593 static void init_material( struct gl_material *m )
594 {
595 ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
596 ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
597 ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
598 ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
599 m->Shininess = 0.0;
600 m->AmbientIndex = 0;
601 m->DiffuseIndex = 1;
602 m->SpecularIndex = 1;
603 }
604
605
606
607 static void init_texture_unit( GLcontext *ctx, GLuint unit )
608 {
609 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
610
611 texUnit->EnvMode = GL_MODULATE;
612 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
613 texUnit->TexGenEnabled = 0;
614 texUnit->GenModeS = GL_EYE_LINEAR;
615 texUnit->GenModeT = GL_EYE_LINEAR;
616 texUnit->GenModeR = GL_EYE_LINEAR;
617 texUnit->GenModeQ = GL_EYE_LINEAR;
618 /* Yes, these plane coefficients are correct! */
619 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
620 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
621 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
622 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
623 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
624 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
625 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
626 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
627
628 texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
629 texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
630 texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
631 }
632
633
634 static void init_fallback_arrays( GLcontext *ctx )
635 {
636 struct gl_client_array *cl;
637 GLuint i;
638
639 cl = &ctx->Fallback.Normal;
640 cl->Size = 3;
641 cl->Type = GL_FLOAT;
642 cl->Stride = 0;
643 cl->StrideB = 0;
644 cl->Ptr = (void *) ctx->Current.Normal;
645 cl->Enabled = 1;
646
647 cl = &ctx->Fallback.Color;
648 cl->Size = 4;
649 cl->Type = GL_UNSIGNED_BYTE;
650 cl->Stride = 0;
651 cl->StrideB = 0;
652 cl->Ptr = (void *) ctx->Current.ByteColor;
653 cl->Enabled = 1;
654
655 cl = &ctx->Fallback.Index;
656 cl->Size = 1;
657 cl->Type = GL_UNSIGNED_INT;
658 cl->Stride = 0;
659 cl->StrideB = 0;
660 cl->Ptr = (void *) &ctx->Current.Index;
661 cl->Enabled = 1;
662
663 for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
664 cl = &ctx->Fallback.TexCoord[i];
665 cl->Size = 4;
666 cl->Type = GL_FLOAT;
667 cl->Stride = 0;
668 cl->StrideB = 0;
669 cl->Ptr = (void *) ctx->Current.Texcoord[i];
670 cl->Enabled = 1;
671 }
672
673 cl = &ctx->Fallback.EdgeFlag;
674 cl->Size = 1;
675 cl->Type = GL_UNSIGNED_BYTE;
676 cl->Stride = 0;
677 cl->StrideB = 0;
678 cl->Ptr = (void *) &ctx->Current.EdgeFlag;
679 cl->Enabled = 1;
680 }
681
682
683 /* Initialize a 1-D evaluator map */
684 static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
685 {
686 map->Order = 1;
687 map->u1 = 0.0;
688 map->u2 = 1.0;
689 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
690 if (map->Points) {
691 GLint i;
692 for (i=0;i<n;i++)
693 map->Points[i] = initial[i];
694 }
695 }
696
697
698 /* Initialize a 2-D evaluator map */
699 static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
700 {
701 map->Uorder = 1;
702 map->Vorder = 1;
703 map->u1 = 0.0;
704 map->u2 = 1.0;
705 map->v1 = 0.0;
706 map->v2 = 1.0;
707 map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
708 if (map->Points) {
709 GLint i;
710 for (i=0;i<n;i++)
711 map->Points[i] = initial[i];
712 }
713 }
714
715
716 static void init_color_table( struct gl_color_table *p )
717 {
718 p->Table[0] = 255;
719 p->Table[1] = 255;
720 p->Table[2] = 255;
721 p->Table[3] = 255;
722 p->Size = 1;
723 p->IntFormat = GL_RGBA;
724 p->Format = GL_RGBA;
725 }
726
727
728 /*
729 * Initialize the attribute groups in a GLcontext.
730 */
731 static void init_attrib_groups( GLcontext *ctx )
732 {
733 GLuint i, j;
734
735 assert(ctx);
736
737 /* Constants, may be overriden by device driver */
738 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
739 ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
740 ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
741 ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
742
743 /* Modelview matrix */
744 gl_matrix_ctr( &ctx->ModelView );
745 gl_matrix_alloc_inv( &ctx->ModelView );
746
747 ctx->ModelViewStackDepth = 0;
748 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
749 gl_matrix_ctr( &ctx->ModelViewStack[i] );
750 gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
751 }
752
753 /* Projection matrix - need inv for user clipping in clip space*/
754 gl_matrix_ctr( &ctx->ProjectionMatrix );
755 gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
756
757 gl_matrix_ctr( &ctx->ModelProjectMatrix );
758 gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
759 ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
760
761 ctx->ProjectionStackDepth = 0;
762 ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
763 ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
764
765 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
766 gl_matrix_ctr( &ctx->ProjectionStack[i] );
767 gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
768 }
769
770 /* Texture matrix */
771 for (i=0; i<MAX_TEXTURE_UNITS; i++) {
772 gl_matrix_ctr( &ctx->TextureMatrix[i] );
773 ctx->TextureStackDepth[i] = 0;
774 for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
775 ctx->TextureStack[i][j].inv = 0;
776 }
777 }
778
779 /* Accumulate buffer group */
780 ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
781
782 /* Color buffer group */
783 ctx->Color.IndexMask = 0xffffffff;
784 ctx->Color.ColorMask[0] = 0xff;
785 ctx->Color.ColorMask[1] = 0xff;
786 ctx->Color.ColorMask[2] = 0xff;
787 ctx->Color.ColorMask[3] = 0xff;
788 ctx->Color.SWmasking = GL_FALSE;
789 ctx->Color.ClearIndex = 0;
790 ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
791 ctx->Color.DrawBuffer = GL_FRONT;
792 ctx->Color.AlphaEnabled = GL_FALSE;
793 ctx->Color.AlphaFunc = GL_ALWAYS;
794 ctx->Color.AlphaRef = 0;
795 ctx->Color.BlendEnabled = GL_FALSE;
796 ctx->Color.BlendSrcRGB = GL_ONE;
797 ctx->Color.BlendDstRGB = GL_ZERO;
798 ctx->Color.BlendSrcA = GL_ONE;
799 ctx->Color.BlendDstA = GL_ZERO;
800 ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
801 ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
802 ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
803 ctx->Color.IndexLogicOpEnabled = GL_FALSE;
804 ctx->Color.ColorLogicOpEnabled = GL_FALSE;
805 ctx->Color.SWLogicOpEnabled = GL_FALSE;
806 ctx->Color.LogicOp = GL_COPY;
807 ctx->Color.DitherFlag = GL_TRUE;
808 ctx->Color.MultiDrawBuffer = GL_FALSE;
809
810 /* Current group */
811 ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
812 ctx->Current.Index = 1;
813 for (i=0; i<MAX_TEXTURE_UNITS; i++)
814 ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
815 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
816 ctx->Current.RasterDistance = 0.0;
817 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
818 ctx->Current.RasterIndex = 1;
819 for (i=0; i<MAX_TEXTURE_UNITS; i++)
820 ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
821 ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
822 ctx->Current.RasterPosValid = GL_TRUE;
823 ctx->Current.EdgeFlag = GL_TRUE;
824 ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
825 ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
826
827 ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
828 VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
829
830 init_fallback_arrays( ctx );
831
832 /* Depth buffer group */
833 ctx->Depth.Test = GL_FALSE;
834 ctx->Depth.Clear = 1.0;
835 ctx->Depth.Func = GL_LESS;
836 ctx->Depth.Mask = GL_TRUE;
837
838 /* Evaluators group */
839 ctx->Eval.Map1Color4 = GL_FALSE;
840 ctx->Eval.Map1Index = GL_FALSE;
841 ctx->Eval.Map1Normal = GL_FALSE;
842 ctx->Eval.Map1TextureCoord1 = GL_FALSE;
843 ctx->Eval.Map1TextureCoord2 = GL_FALSE;
844 ctx->Eval.Map1TextureCoord3 = GL_FALSE;
845 ctx->Eval.Map1TextureCoord4 = GL_FALSE;
846 ctx->Eval.Map1Vertex3 = GL_FALSE;
847 ctx->Eval.Map1Vertex4 = GL_FALSE;
848 ctx->Eval.Map2Color4 = GL_FALSE;
849 ctx->Eval.Map2Index = GL_FALSE;
850 ctx->Eval.Map2Normal = GL_FALSE;
851 ctx->Eval.Map2TextureCoord1 = GL_FALSE;
852 ctx->Eval.Map2TextureCoord2 = GL_FALSE;
853 ctx->Eval.Map2TextureCoord3 = GL_FALSE;
854 ctx->Eval.Map2TextureCoord4 = GL_FALSE;
855 ctx->Eval.Map2Vertex3 = GL_FALSE;
856 ctx->Eval.Map2Vertex4 = GL_FALSE;
857 ctx->Eval.AutoNormal = GL_FALSE;
858 ctx->Eval.MapGrid1un = 1;
859 ctx->Eval.MapGrid1u1 = 0.0;
860 ctx->Eval.MapGrid1u2 = 1.0;
861 ctx->Eval.MapGrid2un = 1;
862 ctx->Eval.MapGrid2vn = 1;
863 ctx->Eval.MapGrid2u1 = 0.0;
864 ctx->Eval.MapGrid2u2 = 1.0;
865 ctx->Eval.MapGrid2v1 = 0.0;
866 ctx->Eval.MapGrid2v2 = 1.0;
867
868 /* Evaluator data */
869 {
870 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
871 static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
872 static GLfloat index[1] = { 1.0 };
873 static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
874 static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
875
876 init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
877 init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
878 init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
879 init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
880 init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
881 init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
882 init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
883 init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
884 init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
885
886 init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
887 init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
888 init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
889 init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
890 init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
891 init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
892 init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
893 init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
894 init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
895 }
896
897 /* Fog group */
898 ctx->Fog.Enabled = GL_FALSE;
899 ctx->Fog.Mode = GL_EXP;
900 ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
901 ctx->Fog.Index = 0.0;
902 ctx->Fog.Density = 1.0;
903 ctx->Fog.Start = 0.0;
904 ctx->Fog.End = 1.0;
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
913 ctx->Hint.AllowDrawWin = GL_TRUE;
914 ctx->Hint.AllowDrawSpn = GL_TRUE;
915 ctx->Hint.AllowDrawMem = GL_TRUE;
916 ctx->Hint.StrictLighting = GL_TRUE;
917
918 /* Pipeline */
919 gl_pipeline_init( ctx );
920 gl_cva_init( ctx );
921
922 /* Extensions */
923 gl_extensions_ctr( ctx );
924
925 ctx->AllowVertexCull = CLIP_CULLED_BIT;
926
927 /* Lighting group */
928 for (i=0;i<MAX_LIGHTS;i++) {
929 init_light( &ctx->Light.Light[i], i );
930 }
931 make_empty_list( &ctx->Light.EnabledList );
932
933 init_lightmodel( &ctx->Light.Model );
934 init_material( &ctx->Light.Material[0] );
935 init_material( &ctx->Light.Material[1] );
936 ctx->Light.ShadeModel = GL_SMOOTH;
937 ctx->Light.Enabled = GL_FALSE;
938 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
939 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
940 ctx->Light.ColorMaterialBitmask
941 = gl_material_bitmask( ctx,
942 GL_FRONT_AND_BACK,
943 GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
944
945 ctx->Light.ColorMaterialEnabled = GL_FALSE;
946
947 /* Lighting miscellaneous */
948 ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
949 make_empty_list( ctx->ShineTabList );
950 for (i = 0 ; i < 10 ; i++) {
951 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
952 s->shininess = -1;
953 s->refcount = 0;
954 insert_at_tail( ctx->ShineTabList, s );
955 }
956 for (i = 0 ; i < 4 ; i++) {
957 ctx->ShineTable[i] = ctx->ShineTabList->prev;
958 ctx->ShineTable[i]->refcount++;
959 }
960
961
962 /* Line group */
963 ctx->Line.SmoothFlag = GL_FALSE;
964 ctx->Line.StippleFlag = GL_FALSE;
965 ctx->Line.Width = 1.0;
966 ctx->Line.StipplePattern = 0xffff;
967 ctx->Line.StippleFactor = 1;
968
969 /* Display List group */
970 ctx->List.ListBase = 0;
971
972 /* Pixel group */
973 ctx->Pixel.RedBias = 0.0;
974 ctx->Pixel.RedScale = 1.0;
975 ctx->Pixel.GreenBias = 0.0;
976 ctx->Pixel.GreenScale = 1.0;
977 ctx->Pixel.BlueBias = 0.0;
978 ctx->Pixel.BlueScale = 1.0;
979 ctx->Pixel.AlphaBias = 0.0;
980 ctx->Pixel.AlphaScale = 1.0;
981 ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
982 ctx->Pixel.DepthBias = 0.0;
983 ctx->Pixel.DepthScale = 1.0;
984 ctx->Pixel.IndexOffset = 0;
985 ctx->Pixel.IndexShift = 0;
986 ctx->Pixel.ZoomX = 1.0;
987 ctx->Pixel.ZoomY = 1.0;
988 ctx->Pixel.MapColorFlag = GL_FALSE;
989 ctx->Pixel.MapStencilFlag = GL_FALSE;
990 ctx->Pixel.MapStoSsize = 1;
991 ctx->Pixel.MapItoIsize = 1;
992 ctx->Pixel.MapItoRsize = 1;
993 ctx->Pixel.MapItoGsize = 1;
994 ctx->Pixel.MapItoBsize = 1;
995 ctx->Pixel.MapItoAsize = 1;
996 ctx->Pixel.MapRtoRsize = 1;
997 ctx->Pixel.MapGtoGsize = 1;
998 ctx->Pixel.MapBtoBsize = 1;
999 ctx->Pixel.MapAtoAsize = 1;
1000 ctx->Pixel.MapStoS[0] = 0;
1001 ctx->Pixel.MapItoI[0] = 0;
1002 ctx->Pixel.MapItoR[0] = 0.0;
1003 ctx->Pixel.MapItoG[0] = 0.0;
1004 ctx->Pixel.MapItoB[0] = 0.0;
1005 ctx->Pixel.MapItoA[0] = 0.0;
1006 ctx->Pixel.MapItoR8[0] = 0;
1007 ctx->Pixel.MapItoG8[0] = 0;
1008 ctx->Pixel.MapItoB8[0] = 0;
1009 ctx->Pixel.MapItoA8[0] = 0;
1010 ctx->Pixel.MapRtoR[0] = 0.0;
1011 ctx->Pixel.MapGtoG[0] = 0.0;
1012 ctx->Pixel.MapBtoB[0] = 0.0;
1013 ctx->Pixel.MapAtoA[0] = 0.0;
1014
1015 /* Point group */
1016 ctx->Point.SmoothFlag = GL_FALSE;
1017 ctx->Point.Size = 1.0;
1018 ctx->Point.Params[0] = 1.0;
1019 ctx->Point.Params[1] = 0.0;
1020 ctx->Point.Params[2] = 0.0;
1021 ctx->Point.Attenuated = GL_FALSE;
1022 ctx->Point.MinSize = 0.0;
1023 ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
1024 ctx->Point.Threshold = 1.0;
1025
1026 /* Polygon group */
1027 ctx->Polygon.CullFlag = GL_FALSE;
1028 ctx->Polygon.CullFaceMode = GL_BACK;
1029 ctx->Polygon.FrontFace = GL_CCW;
1030 ctx->Polygon.FrontBit = 0;
1031 ctx->Polygon.FrontMode = GL_FILL;
1032 ctx->Polygon.BackMode = GL_FILL;
1033 ctx->Polygon.Unfilled = GL_FALSE;
1034 ctx->Polygon.SmoothFlag = GL_FALSE;
1035 ctx->Polygon.StippleFlag = GL_FALSE;
1036 ctx->Polygon.OffsetFactor = 0.0F;
1037 ctx->Polygon.OffsetUnits = 0.0F;
1038 ctx->Polygon.OffsetPoint = GL_FALSE;
1039 ctx->Polygon.OffsetLine = GL_FALSE;
1040 ctx->Polygon.OffsetFill = GL_FALSE;
1041
1042 /* Polygon Stipple group */
1043 MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
1044
1045 /* Scissor group */
1046 ctx->Scissor.Enabled = GL_FALSE;
1047 ctx->Scissor.X = 0;
1048 ctx->Scissor.Y = 0;
1049 ctx->Scissor.Width = 0;
1050 ctx->Scissor.Height = 0;
1051
1052 /* Stencil group */
1053 ctx->Stencil.Enabled = GL_FALSE;
1054 ctx->Stencil.Function = GL_ALWAYS;
1055 ctx->Stencil.FailFunc = GL_KEEP;
1056 ctx->Stencil.ZPassFunc = GL_KEEP;
1057 ctx->Stencil.ZFailFunc = GL_KEEP;
1058 ctx->Stencil.Ref = 0;
1059 ctx->Stencil.ValueMask = STENCIL_MAX;
1060 ctx->Stencil.Clear = 0;
1061 ctx->Stencil.WriteMask = STENCIL_MAX;
1062
1063 /* Texture group */
1064 ctx->Texture.CurrentUnit = 0; /* multitexture */
1065 ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
1066 ctx->Texture.Enabled = 0;
1067 for (i=0; i<MAX_TEXTURE_UNITS; i++)
1068 init_texture_unit( ctx, i );
1069 init_color_table(&ctx->Texture.Palette);
1070
1071 /* Transformation group */
1072 ctx->Transform.MatrixMode = GL_MODELVIEW;
1073 ctx->Transform.Normalize = GL_FALSE;
1074 ctx->Transform.RescaleNormals = GL_FALSE;
1075 for (i=0;i<MAX_CLIP_PLANES;i++) {
1076 ctx->Transform.ClipEnabled[i] = GL_FALSE;
1077 ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
1078 }
1079 ctx->Transform.AnyClip = GL_FALSE;
1080
1081 /* Viewport group */
1082 ctx->Viewport.X = 0;
1083 ctx->Viewport.Y = 0;
1084 ctx->Viewport.Width = 0;
1085 ctx->Viewport.Height = 0;
1086 ctx->Viewport.Near = 0.0;
1087 ctx->Viewport.Far = 1.0;
1088 gl_matrix_ctr(&ctx->Viewport.WindowMap);
1089
1090 #define Sz 10
1091 #define Tz 14
1092 ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
1093 ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
1094 #undef Sz
1095 #undef Tz
1096
1097 ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
1098 ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
1099
1100 /* Vertex arrays */
1101 ctx->Array.Vertex.Size = 4;
1102 ctx->Array.Vertex.Type = GL_FLOAT;
1103 ctx->Array.Vertex.Stride = 0;
1104 ctx->Array.Vertex.StrideB = 0;
1105 ctx->Array.Vertex.Ptr = NULL;
1106 ctx->Array.Vertex.Enabled = GL_FALSE;
1107 ctx->Array.Normal.Type = GL_FLOAT;
1108 ctx->Array.Normal.Stride = 0;
1109 ctx->Array.Normal.StrideB = 0;
1110 ctx->Array.Normal.Ptr = NULL;
1111 ctx->Array.Normal.Enabled = GL_FALSE;
1112 ctx->Array.Color.Size = 4;
1113 ctx->Array.Color.Type = GL_FLOAT;
1114 ctx->Array.Color.Stride = 0;
1115 ctx->Array.Color.StrideB = 0;
1116 ctx->Array.Color.Ptr = NULL;
1117 ctx->Array.Color.Enabled = GL_FALSE;
1118 ctx->Array.Index.Type = GL_FLOAT;
1119 ctx->Array.Index.Stride = 0;
1120 ctx->Array.Index.StrideB = 0;
1121 ctx->Array.Index.Ptr = NULL;
1122 ctx->Array.Index.Enabled = GL_FALSE;
1123 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
1124 ctx->Array.TexCoord[i].Size = 4;
1125 ctx->Array.TexCoord[i].Type = GL_FLOAT;
1126 ctx->Array.TexCoord[i].Stride = 0;
1127 ctx->Array.TexCoord[i].StrideB = 0;
1128 ctx->Array.TexCoord[i].Ptr = NULL;
1129 ctx->Array.TexCoord[i].Enabled = GL_FALSE;
1130 }
1131 ctx->Array.TexCoordInterleaveFactor = 1;
1132 ctx->Array.EdgeFlag.Stride = 0;
1133 ctx->Array.EdgeFlag.StrideB = 0;
1134 ctx->Array.EdgeFlag.Ptr = NULL;
1135 ctx->Array.EdgeFlag.Enabled = GL_FALSE;
1136 ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
1137
1138 /* Pixel transfer */
1139 ctx->Pack.Alignment = 4;
1140 ctx->Pack.RowLength = 0;
1141 ctx->Pack.ImageHeight = 0;
1142 ctx->Pack.SkipPixels = 0;
1143 ctx->Pack.SkipRows = 0;
1144 ctx->Pack.SkipImages = 0;
1145 ctx->Pack.SwapBytes = GL_FALSE;
1146 ctx->Pack.LsbFirst = GL_FALSE;
1147 ctx->Unpack.Alignment = 4;
1148 ctx->Unpack.RowLength = 0;
1149 ctx->Unpack.ImageHeight = 0;
1150 ctx->Unpack.SkipPixels = 0;
1151 ctx->Unpack.SkipRows = 0;
1152 ctx->Unpack.SkipImages = 0;
1153 ctx->Unpack.SwapBytes = GL_FALSE;
1154 ctx->Unpack.LsbFirst = GL_FALSE;
1155
1156 /* Feedback */
1157 ctx->Feedback.Type = GL_2D; /* TODO: verify */
1158 ctx->Feedback.Buffer = NULL;
1159 ctx->Feedback.BufferSize = 0;
1160 ctx->Feedback.Count = 0;
1161
1162 /* Selection/picking */
1163 ctx->Select.Buffer = NULL;
1164 ctx->Select.BufferSize = 0;
1165 ctx->Select.BufferCount = 0;
1166 ctx->Select.Hits = 0;
1167 ctx->Select.NameStackDepth = 0;
1168
1169 /* Optimized Accum buffer */
1170 ctx->IntegerAccumMode = GL_TRUE;
1171 ctx->IntegerAccumScaler = 0.0;
1172
1173 /* Renderer and client attribute stacks */
1174 ctx->AttribStackDepth = 0;
1175 ctx->ClientAttribStackDepth = 0;
1176
1177 /* Miscellaneous */
1178 ctx->NewState = NEW_ALL;
1179 ctx->RenderMode = GL_RENDER;
1180 ctx->StippleCounter = 0;
1181 ctx->NeedNormals = GL_FALSE;
1182 ctx->DoViewportMapping = GL_TRUE;
1183
1184 ctx->NeedEyeCoords = GL_FALSE;
1185 ctx->NeedEyeNormals = GL_FALSE;
1186 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
1187
1188 /* Display list */
1189 ctx->CallDepth = 0;
1190 ctx->ExecuteFlag = GL_TRUE;
1191 ctx->CompileFlag = GL_FALSE;
1192 ctx->CurrentListPtr = NULL;
1193 ctx->CurrentBlock = NULL;
1194 ctx->CurrentListNum = 0;
1195 ctx->CurrentPos = 0;
1196
1197 ctx->ErrorValue = (GLenum) GL_NO_ERROR;
1198
1199 ctx->CatchSignals = GL_TRUE;
1200
1201 /* For debug/development only */
1202 ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
1203 ctx->FirstTimeCurrent = GL_TRUE;
1204
1205 /* Dither disable */
1206 ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
1207 if (ctx->NoDither) {
1208 if (getenv("MESA_DEBUG")) {
1209 fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
1210 }
1211 ctx->Color.DitherFlag = GL_FALSE;
1212 }
1213 }
1214
1215
1216
1217
1218 /*
1219 * Allocate the proxy textures. If we run out of memory part way through
1220 * the allocations clean up and return GL_FALSE.
1221 * Return: GL_TRUE=success, GL_FALSE=failure
1222 */
1223 static GLboolean alloc_proxy_textures( GLcontext *ctx )
1224 {
1225 GLboolean out_of_memory;
1226 GLint i;
1227
1228 ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
1229 if (!ctx->Texture.Proxy1D) {
1230 return GL_FALSE;
1231 }
1232
1233 ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
1234 if (!ctx->Texture.Proxy2D) {
1235 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1236 return GL_FALSE;
1237 }
1238
1239 ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
1240 if (!ctx->Texture.Proxy3D) {
1241 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1242 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1243 return GL_FALSE;
1244 }
1245
1246 out_of_memory = GL_FALSE;
1247 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1248 ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
1249 ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
1250 ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
1251 if (!ctx->Texture.Proxy1D->Image[i]
1252 || !ctx->Texture.Proxy2D->Image[i]
1253 || !ctx->Texture.Proxy3D->Image[i]) {
1254 out_of_memory = GL_TRUE;
1255 }
1256 }
1257 if (out_of_memory) {
1258 for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
1259 if (ctx->Texture.Proxy1D->Image[i]) {
1260 gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
1261 }
1262 if (ctx->Texture.Proxy2D->Image[i]) {
1263 gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
1264 }
1265 if (ctx->Texture.Proxy3D->Image[i]) {
1266 gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
1267 }
1268 }
1269 gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
1270 gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
1271 gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
1272 return GL_FALSE;
1273 }
1274 else {
1275 return GL_TRUE;
1276 }
1277 }
1278
1279
1280
1281 /*
1282 * Initialize a GLcontext struct.
1283 */
1284 GLboolean gl_initialize_context_data( GLcontext *ctx,
1285 GLvisual *visual,
1286 GLcontext *share_list,
1287 void *driver_ctx,
1288 GLboolean direct )
1289 {
1290 (void) direct; /* not used */
1291
1292 /* misc one-time initializations */
1293 one_time_init();
1294
1295 ctx->DriverCtx = driver_ctx;
1296 ctx->Visual = visual;
1297 ctx->DrawBuffer = NULL;
1298 ctx->ReadBuffer = NULL;
1299
1300 ctx->VB = gl_vb_create_for_immediate( ctx );
1301 if (!ctx->VB) {
1302 FREE( ctx );
1303 return GL_FALSE;
1304 }
1305 ctx->input = ctx->VB->IM;
1306
1307 ctx->PB = gl_alloc_pb();
1308 if (!ctx->PB) {
1309 FREE( ctx->VB );
1310 FREE( ctx );
1311 return GL_FALSE;
1312 }
1313
1314 if (share_list) {
1315 /* share the group of display lists of another context */
1316 ctx->Shared = share_list->Shared;
1317 }
1318 else {
1319 /* allocate new group of display lists */
1320 ctx->Shared = alloc_shared_state();
1321 if (!ctx->Shared) {
1322 FREE(ctx->VB);
1323 FREE(ctx->PB);
1324 FREE(ctx);
1325 return GL_FALSE;
1326 }
1327 }
1328 ctx->Shared->RefCount++;
1329
1330 init_attrib_groups( ctx );
1331
1332 gl_reset_vb( ctx->VB );
1333 gl_reset_input( ctx );
1334
1335 if (visual->DBflag) {
1336 ctx->Color.DrawBuffer = GL_BACK;
1337 ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
1338 ctx->Color.DrawDestMask = BACK_LEFT_BIT;
1339 ctx->Pixel.ReadBuffer = GL_BACK;
1340 ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
1341 }
1342 else {
1343 ctx->Color.DrawBuffer = GL_FRONT;
1344 ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
1345 ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
1346 ctx->Pixel.ReadBuffer = GL_FRONT;
1347 ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
1348 }
1349
1350 #ifdef PROFILE
1351 init_timings( ctx );
1352 #endif
1353
1354 if (!alloc_proxy_textures(ctx)) {
1355 free_shared_state(ctx, ctx->Shared);
1356 FREE(ctx->VB);
1357 FREE(ctx->PB);
1358 FREE(ctx);
1359 return GL_FALSE;
1360 }
1361
1362 /* setup API dispatch tables */
1363 _mesa_init_exec_table( &ctx->Exec );
1364 _mesa_init_dlist_table( &ctx->Save );
1365 ctx->CurrentDispatch = &ctx->Exec;
1366
1367 return GL_TRUE;
1368 }
1369
1370
1371
1372 /*
1373 * Allocate and initialize a GLcontext structure.
1374 * Input: visual - a GLvisual pointer
1375 * sharelist - another context to share display lists with or NULL
1376 * driver_ctx - pointer to device driver's context state struct
1377 * Return: pointer to a new gl_context struct or NULL if error.
1378 */
1379 GLcontext *gl_create_context( GLvisual *visual,
1380 GLcontext *share_list,
1381 void *driver_ctx,
1382 GLboolean direct )
1383 {
1384 GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
1385 if (!ctx) {
1386 return NULL;
1387 }
1388
1389 if (gl_initialize_context_data(ctx, visual, share_list,
1390 driver_ctx, direct)) {
1391 return ctx;
1392 }
1393 else {
1394 FREE(ctx);
1395 return NULL;
1396 }
1397 }
1398
1399
1400
1401 /*
1402 * Free the data associated with the given context.
1403 * But don't free() the GLcontext struct itself!
1404 */
1405 void gl_free_context_data( GLcontext *ctx )
1406 {
1407 GLuint i;
1408 struct gl_shine_tab *s, *tmps;
1409
1410 /* if we're destroying the current context, unbind it first */
1411 if (ctx == gl_get_current_context()) {
1412 gl_make_current(NULL, NULL);
1413 }
1414
1415 #ifdef PROFILE
1416 if (getenv("MESA_PROFILE")) {
1417 print_timings( ctx );
1418 }
1419 #endif
1420
1421 gl_matrix_dtr( &ctx->ModelView );
1422 for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
1423 gl_matrix_dtr( &ctx->ModelViewStack[i] );
1424 }
1425 gl_matrix_dtr( &ctx->ProjectionMatrix );
1426 for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
1427 gl_matrix_dtr( &ctx->ProjectionStack[i] );
1428 }
1429
1430 FREE( ctx->PB );
1431
1432 if(ctx->input != ctx->VB->IM)
1433 gl_immediate_free( ctx->input );
1434
1435 gl_vb_free( ctx->VB );
1436
1437 ctx->Shared->RefCount--;
1438 assert(ctx->Shared->RefCount>=0);
1439 if (ctx->Shared->RefCount==0) {
1440 /* free shared state */
1441 free_shared_state( ctx, ctx->Shared );
1442 }
1443
1444 foreach_s( s, tmps, ctx->ShineTabList ) {
1445 FREE( s );
1446 }
1447 FREE( ctx->ShineTabList );
1448
1449 /* Free proxy texture objects */
1450 gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
1451 gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
1452 gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
1453
1454 /* Free evaluator data */
1455 if (ctx->EvalMap.Map1Vertex3.Points)
1456 FREE( ctx->EvalMap.Map1Vertex3.Points );
1457 if (ctx->EvalMap.Map1Vertex4.Points)
1458 FREE( ctx->EvalMap.Map1Vertex4.Points );
1459 if (ctx->EvalMap.Map1Index.Points)
1460 FREE( ctx->EvalMap.Map1Index.Points );
1461 if (ctx->EvalMap.Map1Color4.Points)
1462 FREE( ctx->EvalMap.Map1Color4.Points );
1463 if (ctx->EvalMap.Map1Normal.Points)
1464 FREE( ctx->EvalMap.Map1Normal.Points );
1465 if (ctx->EvalMap.Map1Texture1.Points)
1466 FREE( ctx->EvalMap.Map1Texture1.Points );
1467 if (ctx->EvalMap.Map1Texture2.Points)
1468 FREE( ctx->EvalMap.Map1Texture2.Points );
1469 if (ctx->EvalMap.Map1Texture3.Points)
1470 FREE( ctx->EvalMap.Map1Texture3.Points );
1471 if (ctx->EvalMap.Map1Texture4.Points)
1472 FREE( ctx->EvalMap.Map1Texture4.Points );
1473
1474 if (ctx->EvalMap.Map2Vertex3.Points)
1475 FREE( ctx->EvalMap.Map2Vertex3.Points );
1476 if (ctx->EvalMap.Map2Vertex4.Points)
1477 FREE( ctx->EvalMap.Map2Vertex4.Points );
1478 if (ctx->EvalMap.Map2Index.Points)
1479 FREE( ctx->EvalMap.Map2Index.Points );
1480 if (ctx->EvalMap.Map2Color4.Points)
1481 FREE( ctx->EvalMap.Map2Color4.Points );
1482 if (ctx->EvalMap.Map2Normal.Points)
1483 FREE( ctx->EvalMap.Map2Normal.Points );
1484 if (ctx->EvalMap.Map2Texture1.Points)
1485 FREE( ctx->EvalMap.Map2Texture1.Points );
1486 if (ctx->EvalMap.Map2Texture2.Points)
1487 FREE( ctx->EvalMap.Map2Texture2.Points );
1488 if (ctx->EvalMap.Map2Texture3.Points)
1489 FREE( ctx->EvalMap.Map2Texture3.Points );
1490 if (ctx->EvalMap.Map2Texture4.Points)
1491 FREE( ctx->EvalMap.Map2Texture4.Points );
1492
1493 /* Free cache of immediate buffers. */
1494 while (ctx->nr_im_queued-- > 0) {
1495 struct immediate * next = ctx->freed_im_queue->next;
1496 FREE( ctx->freed_im_queue );
1497 ctx->freed_im_queue = next;
1498 }
1499 gl_extensions_dtr(ctx);
1500 }
1501
1502
1503
1504 /*
1505 * Destroy a GLcontext structure.
1506 */
1507 void gl_destroy_context( GLcontext *ctx )
1508 {
1509 if (ctx) {
1510 gl_free_context_data(ctx);
1511 FREE( (void *) ctx );
1512 }
1513 }
1514
1515
1516
1517 /*
1518 * Called by the driver after both the context and driver are fully
1519 * initialized. Currently just reads the config file.
1520 */
1521 void gl_context_initialize( GLcontext *ctx )
1522 {
1523 gl_read_config_file( ctx );
1524 }
1525
1526
1527
1528 /*
1529 * Copy attribute groups from one context to another.
1530 * Input: src - source context
1531 * dst - destination context
1532 * mask - bitwise OR of GL_*_BIT flags
1533 */
1534 void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
1535 {
1536 if (mask & GL_ACCUM_BUFFER_BIT) {
1537 MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
1538 }
1539 if (mask & GL_COLOR_BUFFER_BIT) {
1540 MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
1541 }
1542 if (mask & GL_CURRENT_BIT) {
1543 MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
1544 }
1545 if (mask & GL_DEPTH_BUFFER_BIT) {
1546 MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
1547 }
1548 if (mask & GL_ENABLE_BIT) {
1549 /* no op */
1550 }
1551 if (mask & GL_EVAL_BIT) {
1552 MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
1553 }
1554 if (mask & GL_FOG_BIT) {
1555 MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
1556 }
1557 if (mask & GL_HINT_BIT) {
1558 MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
1559 }
1560 if (mask & GL_LIGHTING_BIT) {
1561 MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
1562 /* gl_reinit_light_attrib( &dst->Light ); */
1563 }
1564 if (mask & GL_LINE_BIT) {
1565 MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
1566 }
1567 if (mask & GL_LIST_BIT) {
1568 MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
1569 }
1570 if (mask & GL_PIXEL_MODE_BIT) {
1571 MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
1572 }
1573 if (mask & GL_POINT_BIT) {
1574 MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
1575 }
1576 if (mask & GL_POLYGON_BIT) {
1577 MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
1578 }
1579 if (mask & GL_POLYGON_STIPPLE_BIT) {
1580 /* Use loop instead of MEMCPY due to problem with Portland Group's
1581 * C compiler. Reported by John Stone.
1582 */
1583 int i;
1584 for (i=0;i<32;i++) {
1585 dst->PolygonStipple[i] = src->PolygonStipple[i];
1586 }
1587 }
1588 if (mask & GL_SCISSOR_BIT) {
1589 MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
1590 }
1591 if (mask & GL_STENCIL_BUFFER_BIT) {
1592 MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
1593 }
1594 if (mask & GL_TEXTURE_BIT) {
1595 MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
1596 }
1597 if (mask & GL_TRANSFORM_BIT) {
1598 MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
1599 }
1600 if (mask & GL_VIEWPORT_BIT) {
1601 MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
1602 }
1603 }
1604
1605
1606 /*
1607 * Set the current context, binding the given frame buffer to the context.
1608 */
1609 void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
1610 {
1611 gl_make_current2( newCtx, buffer, buffer );
1612 }
1613
1614
1615 /*
1616 * Bind the given context to the given draw-buffer and read-buffer
1617 * and make it the current context for this thread.
1618 */
1619 void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
1620 GLframebuffer *readBuffer )
1621 {
1622 #if 0
1623 GLcontext *oldCtx = gl_get_context();
1624
1625 /* Flush the old context
1626 */
1627 if (oldCtx) {
1628 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
1629
1630 /* unbind frame buffers from context */
1631 if (oldCtx->DrawBuffer) {
1632 oldCtx->DrawBuffer = NULL;
1633 }
1634 if (oldCtx->ReadBuffer) {
1635 oldCtx->ReadBuffer = NULL;
1636 }
1637 }
1638 #endif
1639
1640 /* We call this function periodically (just here for now) in
1641 * order to detect when multithreading has begun.
1642 */
1643 _glapi_check_multithread();
1644
1645 _glapi_set_context((void *) newCtx);
1646 ASSERT(gl_get_current_context() == newCtx);
1647 if (newCtx) {
1648 SET_IMMEDIATE(newCtx, newCtx->input);
1649 _glapi_set_dispatch(newCtx->CurrentDispatch);
1650 }
1651 else {
1652 _glapi_set_dispatch(NULL); /* none current */
1653 }
1654
1655 if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
1656
1657 if (newCtx && drawBuffer && readBuffer) {
1658 /* TODO: check if newCtx and buffer's visual match??? */
1659 newCtx->DrawBuffer = drawBuffer;
1660 newCtx->ReadBuffer = readBuffer;
1661 newCtx->NewState = NEW_ALL; /* just to be safe */
1662 gl_update_state( newCtx );
1663 }
1664
1665 /* We can use this to help debug user's problems. Tell the to set
1666 * the MESA_INFO env variable before running their app. Then the
1667 * first time each context is made current we'll print some useful
1668 * information.
1669 */
1670 if (newCtx && newCtx->FirstTimeCurrent) {
1671 if (getenv("MESA_INFO")) {
1672 fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
1673 fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
1674 fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
1675 fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
1676 #if defined(THREADS)
1677 fprintf(stderr, "Mesa thread-safe: YES\n");
1678 #else
1679 fprintf(stderr, "Mesa thread-safe: NO\n");
1680 #endif
1681 #if defined(USE_X86_ASM)
1682 fprintf(stderr, "Mesa x86-optimized: YES\n");
1683 #else
1684 fprintf(stderr, "Mesa x86-optimized: NO\n");
1685 #endif
1686 }
1687 newCtx->FirstTimeCurrent = GL_FALSE;
1688 }
1689 }
1690
1691
1692
1693 /*
1694 * Return current context handle for the calling thread.
1695 * This isn't the fastest way to get the current context.
1696 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1697 */
1698 GLcontext *gl_get_current_context( void )
1699 {
1700 return (GLcontext *) _glapi_get_context();
1701 }
1702
1703
1704
1705 /*
1706 * This should be called by device drivers just before they do a
1707 * swapbuffers. Any pending rendering commands will be executed.
1708 */
1709 void
1710 _mesa_swapbuffers(GLcontext *ctx)
1711 {
1712 FLUSH_VB( ctx, "swap buffers" );
1713 }
1714
1715
1716
1717 /*
1718 * Return pointer to this context's current API dispatch table.
1719 * It'll either be the immediate-mode execute dispatcher or the
1720 * display list compile dispatcher.
1721 */
1722 struct _glapi_table *
1723 _mesa_get_dispatch(GLcontext *ctx)
1724 {
1725 return ctx->CurrentDispatch;
1726 }
1727
1728
1729
1730 void
1731 _mesa_ResizeBuffersMESA( void )
1732 {
1733 GLcontext *ctx = gl_get_current_context();
1734
1735 GLuint buf_width, buf_height;
1736
1737 if (MESA_VERBOSE & VERBOSE_API)
1738 fprintf(stderr, "glResizeBuffersMESA\n");
1739
1740 /* ask device driver for size of output buffer */
1741 (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
1742
1743 /* see if size of device driver's color buffer (window) has changed */
1744 if (ctx->DrawBuffer->Width == (GLint) buf_width &&
1745 ctx->DrawBuffer->Height == (GLint) buf_height)
1746 return;
1747
1748 ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
1749
1750 /* save buffer size */
1751 ctx->DrawBuffer->Width = buf_width;
1752 ctx->DrawBuffer->Height = buf_height;
1753
1754 /* Reallocate other buffers if needed. */
1755 if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
1756 gl_alloc_depth_buffer( ctx );
1757 }
1758 if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
1759 gl_alloc_stencil_buffer( ctx );
1760 }
1761 if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
1762 gl_alloc_accum_buffer( ctx );
1763 }
1764 if (ctx->Visual->SoftwareAlpha) {
1765 gl_alloc_alpha_buffers( ctx );
1766 }
1767 }
1768
1769
1770
1771 /**********************************************************************/
1772 /***** Miscellaneous functions *****/
1773 /**********************************************************************/
1774
1775
1776 /*
1777 * This function is called when the Mesa user has stumbled into a code
1778 * path which may not be implemented fully or correctly.
1779 */
1780 void gl_problem( const GLcontext *ctx, const char *s )
1781 {
1782 fprintf( stderr, "Mesa implementation error: %s\n", s );
1783 fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
1784 (void) ctx;
1785 }
1786
1787
1788
1789 /*
1790 * This is called to inform the user that he or she has tried to do
1791 * something illogical or if there's likely a bug in their program
1792 * (like enabled depth testing without a depth buffer).
1793 */
1794 void gl_warning( const GLcontext *ctx, const char *s )
1795 {
1796 GLboolean debug;
1797 #ifdef DEBUG
1798 debug = GL_TRUE;
1799 #else
1800 if (getenv("MESA_DEBUG")) {
1801 debug = GL_TRUE;
1802 }
1803 else {
1804 debug = GL_FALSE;
1805 }
1806 #endif
1807 if (debug) {
1808 fprintf( stderr, "Mesa warning: %s\n", s );
1809 }
1810 (void) ctx;
1811 }
1812
1813
1814
1815 void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
1816 {
1817 if (ctx->CompileFlag)
1818 gl_save_error( ctx, error, s );
1819
1820 if (ctx->ExecuteFlag)
1821 gl_error( ctx, error, s );
1822 }
1823
1824
1825 /*
1826 * This is Mesa's error handler. Normally, all that's done is the updating
1827 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1828 * environment variable "MESA_DEBUG" is defined then a real error message
1829 * is printed to stderr.
1830 * Input: error - the error value
1831 * s - a diagnostic string
1832 */
1833 void gl_error( GLcontext *ctx, GLenum error, const char *s )
1834 {
1835 GLboolean debug;
1836
1837 #ifdef DEBUG
1838 debug = GL_TRUE;
1839 #else
1840 if (getenv("MESA_DEBUG")) {
1841 debug = GL_TRUE;
1842 }
1843 else {
1844 debug = GL_FALSE;
1845 }
1846 #endif
1847
1848 if (debug) {
1849 char errstr[1000];
1850
1851 switch (error) {
1852 case GL_NO_ERROR:
1853 strcpy( errstr, "GL_NO_ERROR" );
1854 break;
1855 case GL_INVALID_VALUE:
1856 strcpy( errstr, "GL_INVALID_VALUE" );
1857 break;
1858 case GL_INVALID_ENUM:
1859 strcpy( errstr, "GL_INVALID_ENUM" );
1860 break;
1861 case GL_INVALID_OPERATION:
1862 strcpy( errstr, "GL_INVALID_OPERATION" );
1863 break;
1864 case GL_STACK_OVERFLOW:
1865 strcpy( errstr, "GL_STACK_OVERFLOW" );
1866 break;
1867 case GL_STACK_UNDERFLOW:
1868 strcpy( errstr, "GL_STACK_UNDERFLOW" );
1869 break;
1870 case GL_OUT_OF_MEMORY:
1871 strcpy( errstr, "GL_OUT_OF_MEMORY" );
1872 break;
1873 default:
1874 strcpy( errstr, "unknown" );
1875 break;
1876 }
1877 fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s );
1878 }
1879
1880 if (ctx->ErrorValue==GL_NO_ERROR) {
1881 ctx->ErrorValue = error;
1882 }
1883
1884 /* Call device driver's error handler, if any. This is used on the Mac. */
1885 if (ctx->Driver.Error) {
1886 (*ctx->Driver.Error)( ctx );
1887 }
1888 }
1889
1890
1891
1892 /**********************************************************************/
1893 /***** State update logic *****/
1894 /**********************************************************************/
1895
1896
1897 /*
1898 * Since the device driver may or may not support pixel logic ops we
1899 * have to make some extensive tests to determine whether or not
1900 * software-implemented logic operations have to be used.
1901 */
1902 static void update_pixel_logic( GLcontext *ctx )
1903 {
1904 if (ctx->Visual->RGBAflag) {
1905 /* RGBA mode blending w/ Logic Op */
1906 if (ctx->Color.ColorLogicOpEnabled) {
1907 if (ctx->Driver.LogicOp
1908 && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
1909 /* Device driver can do logic, don't have to do it in software */
1910 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1911 }
1912 else {
1913 /* Device driver can't do logic op so we do it in software */
1914 ctx->Color.SWLogicOpEnabled = GL_TRUE;
1915 }
1916 }
1917 else {
1918 /* no logic op */
1919 if (ctx->Driver.LogicOp) {
1920 (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
1921 }
1922 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1923 }
1924 }
1925 else {
1926 /* CI mode Logic Op */
1927 if (ctx->Color.IndexLogicOpEnabled) {
1928 if (ctx->Driver.LogicOp
1929 && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
1930 /* Device driver can do logic, don't have to do it in software */
1931 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1932 }
1933 else {
1934 /* Device driver can't do logic op so we do it in software */
1935 ctx->Color.SWLogicOpEnabled = GL_TRUE;
1936 }
1937 }
1938 else {
1939 /* no logic op */
1940 if (ctx->Driver.LogicOp) {
1941 (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
1942 }
1943 ctx->Color.SWLogicOpEnabled = GL_FALSE;
1944 }
1945 }
1946 }
1947
1948
1949
1950 /*
1951 * Check if software implemented RGBA or Color Index masking is needed.
1952 */
1953 static void update_pixel_masking( GLcontext *ctx )
1954 {
1955 if (ctx->Visual->RGBAflag) {
1956 GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
1957 if (*colorMask == 0xffffffff) {
1958 /* disable masking */
1959 if (ctx->Driver.ColorMask) {
1960 (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
1961 }
1962 ctx->Color.SWmasking = GL_FALSE;
1963 }
1964 else {
1965 /* Ask driver to do color masking, if it can't then
1966 * do it in software
1967 */
1968 GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
1969 GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
1970 GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
1971 GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
1972 if (ctx->Driver.ColorMask
1973 && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
1974 ctx->Color.SWmasking = GL_FALSE;
1975 }
1976 else {
1977 ctx->Color.SWmasking = GL_TRUE;
1978 }
1979 }
1980 }
1981 else {
1982 if (ctx->Color.IndexMask==0xffffffff) {
1983 /* disable masking */
1984 if (ctx->Driver.IndexMask) {
1985 (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
1986 }
1987 ctx->Color.SWmasking = GL_FALSE;
1988 }
1989 else {
1990 /* Ask driver to do index masking, if it can't then
1991 * do it in software
1992 */
1993 if (ctx->Driver.IndexMask
1994 && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
1995 ctx->Color.SWmasking = GL_FALSE;
1996 }
1997 else {
1998 ctx->Color.SWmasking = GL_TRUE;
1999 }
2000 }
2001 }
2002 }
2003
2004
2005 static void update_fog_mode( GLcontext *ctx )
2006 {
2007 int old_mode = ctx->FogMode;
2008
2009 if (ctx->Fog.Enabled) {
2010 if (ctx->Texture.Enabled)
2011 ctx->FogMode = FOG_FRAGMENT;
2012 else if (ctx->Hint.Fog == GL_NICEST)
2013 ctx->FogMode = FOG_FRAGMENT;
2014 else
2015 ctx->FogMode = FOG_VERTEX;
2016
2017 if (ctx->Driver.GetParameteri)
2018 if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
2019 ctx->FogMode = FOG_FRAGMENT;
2020 }
2021 else {
2022 ctx->FogMode = FOG_NONE;
2023 }
2024
2025 if (old_mode != ctx->FogMode)
2026 ctx->NewState |= NEW_FOG;
2027 }
2028
2029
2030 /*
2031 * Recompute the value of ctx->RasterMask, etc. according to
2032 * the current context.
2033 */
2034 static void update_rasterflags( GLcontext *ctx )
2035 {
2036 ctx->RasterMask = 0;
2037
2038 if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
2039 if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
2040 if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
2041 if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
2042 if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
2043 if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
2044 if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
2045 if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
2046
2047 if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
2048 && ctx->Color.DrawBuffer != GL_NONE)
2049 ctx->RasterMask |= ALPHABUF_BIT;
2050
2051 if ( ctx->Viewport.X<0
2052 || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
2053 || ctx->Viewport.Y<0
2054 || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
2055 ctx->RasterMask |= WINCLIP_BIT;
2056 }
2057
2058 /* If we're not drawing to exactly one color buffer set the
2059 * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
2060 * buffers or the RGBA or CI mask disables all writes.
2061 */
2062
2063 ctx->TriangleCaps &= ~DD_MULTIDRAW;
2064
2065 if (ctx->Color.MultiDrawBuffer) {
2066 ctx->RasterMask |= MULTI_DRAW_BIT;
2067 ctx->TriangleCaps |= DD_MULTIDRAW;
2068 }
2069 else if (ctx->Color.DrawBuffer==GL_NONE) {
2070 ctx->RasterMask |= MULTI_DRAW_BIT;
2071 ctx->TriangleCaps |= DD_MULTIDRAW;
2072 }
2073 else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
2074 /* all RGBA channels disabled */
2075 ctx->RasterMask |= MULTI_DRAW_BIT;
2076 ctx->TriangleCaps |= DD_MULTIDRAW;
2077 ctx->Color.DrawDestMask = 0;
2078 }
2079 else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
2080 /* all color index bits disabled */
2081 ctx->RasterMask |= MULTI_DRAW_BIT;
2082 ctx->TriangleCaps |= DD_MULTIDRAW;
2083 ctx->Color.DrawDestMask = 0;
2084 }
2085 }
2086
2087
2088 void gl_print_state( const char *msg, GLuint state )
2089 {
2090 fprintf(stderr,
2091 "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
2092 msg,
2093 state,
2094 (state & NEW_LIGHTING) ? "lighting, " : "",
2095 (state & NEW_RASTER_OPS) ? "raster-ops, " : "",
2096 (state & NEW_TEXTURING) ? "texturing, " : "",
2097 (state & NEW_POLYGON) ? "polygon, " : "",
2098 (state & NEW_DRVSTATE0) ? "driver-0, " : "",
2099 (state & NEW_DRVSTATE1) ? "driver-1, " : "",
2100 (state & NEW_DRVSTATE2) ? "driver-2, " : "",
2101 (state & NEW_DRVSTATE3) ? "driver-3, " : "",
2102 (state & NEW_MODELVIEW) ? "modelview, " : "",
2103 (state & NEW_PROJECTION) ? "projection, " : "",
2104 (state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
2105 (state & NEW_USER_CLIP) ? "user-clip, " : "",
2106 (state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
2107 (state & NEW_CLIENT_STATE) ? "client-state, " : "",
2108 (state & NEW_FOG) ? "fog, " : "",
2109 (state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
2110 (state & NEW_VIEWPORT) ? "viewport, " : "",
2111 (state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
2112 }
2113
2114 void gl_print_enable_flags( const char *msg, GLuint flags )
2115 {
2116 fprintf(stderr,
2117 "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
2118 msg,
2119 flags,
2120 (flags & ENABLE_TEX0) ? "tex-0, " : "",
2121 (flags & ENABLE_TEX1) ? "tex-1, " : "",
2122 (flags & ENABLE_LIGHT) ? "light, " : "",
2123 (flags & ENABLE_FOG) ? "fog, " : "",
2124 (flags & ENABLE_USERCLIP) ? "userclip, " : "",
2125 (flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
2126 (flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
2127 (flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
2128 (flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
2129 (flags & ENABLE_NORMALIZE) ? "normalize, " : "",
2130 (flags & ENABLE_RESCALE) ? "rescale, " : "");
2131 }
2132
2133
2134 /*
2135 * If ctx->NewState is non-zero then this function MUST be called before
2136 * rendering any primitive. Basically, function pointers and miscellaneous
2137 * flags are updated to reflect the current state of the state machine.
2138 */
2139 void gl_update_state( GLcontext *ctx )
2140 {
2141 GLuint i;
2142
2143 if (MESA_VERBOSE & VERBOSE_STATE)
2144 gl_print_state("", ctx->NewState);
2145
2146 if (ctx->NewState & NEW_CLIENT_STATE)
2147 gl_update_client_state( ctx );
2148
2149 if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
2150 (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
2151 ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
2152
2153 if (ctx->NewState & NEW_TEXTURE_ENV) {
2154 if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
2155 ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
2156 ctx->NewState &= ~NEW_TEXTURE_ENV;
2157 ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
2158 ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
2159 }
2160
2161 if (ctx->NewState & NEW_TEXTURE_MATRIX) {
2162 ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
2163
2164 for (i=0; i < MAX_TEXTURE_UNITS; i++) {
2165 if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
2166 {
2167 gl_matrix_analyze( &ctx->TextureMatrix[i] );
2168 ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
2169
2170 if (ctx->Texture.Unit[i].Enabled &&
2171 ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
2172 ctx->Enabled |= ENABLE_TEXMAT0 << i;
2173 }
2174 }
2175 }
2176
2177 if (ctx->NewState & (NEW_TEXTURING | NEW_TEXTURE_ENABLE)) {
2178 ctx->Texture.NeedNormals = GL_FALSE;
2179 gl_update_dirty_texobjs(ctx);
2180 ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
2181 ctx->Texture.ReallyEnabled = 0;
2182
2183 for (i=0; i < MAX_TEXTURE_UNITS; i++) {
2184 if (ctx->Texture.Unit[i].Enabled) {
2185 gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
2186
2187 ctx->Texture.ReallyEnabled |=
2188 ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
2189
2190 if (ctx->Texture.Unit[i].GenFlags != 0) {
2191 ctx->Enabled |= ENABLE_TEXGEN0 << i;
2192
2193 if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
2194 {
2195 ctx->Texture.NeedNormals = GL_TRUE;
2196 ctx->Texture.NeedEyeCoords = GL_TRUE;
2197 }
2198
2199 if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
2200 {
2201 ctx->Texture.NeedEyeCoords = GL_TRUE;
2202 }
2203 }
2204 }
2205 }
2206
2207 ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
2208 ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
2209 }
2210
2211 if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
2212
2213
2214 if (ctx->NewState & NEW_RASTER_OPS) {
2215 update_pixel_logic(ctx);
2216 update_pixel_masking(ctx);
2217 update_fog_mode(ctx);
2218 update_rasterflags(ctx);
2219 if (ctx->Driver.Dither) {
2220 (*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
2221 }
2222
2223 /* Check if incoming colors can be modified during rasterization */
2224 if (ctx->Fog.Enabled ||
2225 ctx->Texture.Enabled ||
2226 ctx->Color.BlendEnabled ||
2227 ctx->Color.SWmasking ||
2228 ctx->Color.SWLogicOpEnabled) {
2229 ctx->MutablePixels = GL_TRUE;
2230 }
2231 else {
2232 ctx->MutablePixels = GL_FALSE;
2233 }
2234
2235 /* update scissor region */
2236
2237 ctx->DrawBuffer->Xmin = 0;
2238 ctx->DrawBuffer->Ymin = 0;
2239 ctx->DrawBuffer->Xmax = ctx->DrawBuffer->Width-1;
2240 ctx->DrawBuffer->Ymax = ctx->DrawBuffer->Height-1;
2241 if (ctx->Scissor.Enabled) {
2242 if (ctx->Scissor.X > ctx->DrawBuffer->Xmin) {
2243 ctx->DrawBuffer->Xmin = ctx->Scissor.X;
2244 }
2245 if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) {
2246 ctx->DrawBuffer->Ymin = ctx->Scissor.Y;
2247 }
2248 if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->DrawBuffer->Xmax) {
2249 ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
2250 }
2251 if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->DrawBuffer->Ymax) {
2252 ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
2253 }
2254 }
2255 }
2256
2257 if (ctx->NewState & NEW_LIGHTING) {
2258 ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
2259 if (ctx->Light.Enabled) {
2260 if (ctx->Light.Model.TwoSide)
2261 ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
2262 gl_update_lighting(ctx);
2263 }
2264 }
2265 }
2266
2267 if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
2268
2269 ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
2270
2271 if (ctx->NewState & NEW_POLYGON) {
2272 /* Setup CullBits bitmask */
2273 if (ctx->Polygon.CullFlag) {
2274 ctx->backface_sign = 1;
2275 switch(ctx->Polygon.CullFaceMode) {
2276 case GL_BACK:
2277 if(ctx->Polygon.FrontFace==GL_CCW)
2278 ctx->backface_sign = -1;
2279 ctx->Polygon.CullBits = 1;
2280 break;
2281 case GL_FRONT:
2282 if(ctx->Polygon.FrontFace!=GL_CCW)
2283 ctx->backface_sign = -1;
2284 ctx->Polygon.CullBits = 2;
2285 break;
2286 default:
2287 case GL_FRONT_AND_BACK:
2288 ctx->backface_sign = 0;
2289 ctx->Polygon.CullBits = 0;
2290 ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
2291 break;
2292 }
2293 }
2294 else {
2295 ctx->Polygon.CullBits = 3;
2296 ctx->backface_sign = 0;
2297 }
2298
2299 /* Any Polygon offsets enabled? */
2300 ctx->TriangleCaps &= ~DD_TRI_OFFSET;
2301
2302 if (ctx->Polygon.OffsetPoint ||
2303 ctx->Polygon.OffsetLine ||
2304 ctx->Polygon.OffsetFill)
2305 ctx->TriangleCaps |= DD_TRI_OFFSET;
2306
2307 /* reset Z offsets now */
2308 ctx->PointZoffset = 0.0;
2309 ctx->LineZoffset = 0.0;
2310 ctx->PolygonZoffset = 0.0;
2311 }
2312 }
2313
2314 if (ctx->NewState & ~(NEW_CLIENT_STATE|
2315 NEW_DRIVER_STATE|NEW_USER_CLIP|
2316 NEW_POLYGON))
2317 gl_update_clipmask(ctx);
2318
2319 if (ctx->NewState & (NEW_LIGHTING|
2320 NEW_RASTER_OPS|
2321 NEW_TEXTURING|
2322 NEW_TEXTURE_ENABLE|
2323 NEW_TEXTURE_ENV|
2324 NEW_POLYGON|
2325 NEW_DRVSTATE0|
2326 NEW_DRVSTATE1|
2327 NEW_DRVSTATE2|
2328 NEW_DRVSTATE3|
2329 NEW_USER_CLIP))
2330 {
2331 ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps;
2332 ctx->IndirectTriangles |= DD_SW_RASTERIZE;
2333
2334 if (MESA_VERBOSE&VERBOSE_CULL)
2335 gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles);
2336
2337 ctx->Driver.PointsFunc = NULL;
2338 ctx->Driver.LineFunc = NULL;
2339 ctx->Driver.TriangleFunc = NULL;
2340 ctx->Driver.QuadFunc = NULL;
2341 ctx->Driver.RectFunc = NULL;
2342 ctx->Driver.RenderVBClippedTab = NULL;
2343 ctx->Driver.RenderVBCulledTab = NULL;
2344 ctx->Driver.RenderVBRawTab = NULL;
2345
2346 /*
2347 * Here the driver sets up all the ctx->Driver function pointers to
2348 * it's specific, private functions.
2349 */
2350 ctx->Driver.UpdateState(ctx);
2351
2352 if (MESA_VERBOSE&VERBOSE_CULL)
2353 gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
2354
2355 /*
2356 * In case the driver didn't hook in an optimized point, line or
2357 * triangle function we'll now select "core/fallback" point, line
2358 * and triangle functions.
2359 */
2360 if (ctx->IndirectTriangles & DD_SW_RASTERIZE) {
2361 gl_set_point_function(ctx);
2362 gl_set_line_function(ctx);
2363 gl_set_triangle_function(ctx);
2364 gl_set_quad_function(ctx);
2365
2366 if ((ctx->IndirectTriangles &
2367 (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) ==
2368 (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL))
2369 ctx->IndirectTriangles &= ~DD_TRI_CULL;
2370 }
2371
2372 if (MESA_VERBOSE&VERBOSE_CULL)
2373 gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
2374
2375 gl_set_render_vb_function(ctx);
2376 }
2377
2378 /* Should only be calc'd when !need_eye_coords and not culling.
2379 */
2380 if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) {
2381 if (ctx->NewState & NEW_MODELVIEW) {
2382 gl_matrix_analyze( &ctx->ModelView );
2383 ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
2384 }
2385
2386 if (ctx->NewState & NEW_PROJECTION) {
2387 gl_matrix_analyze( &ctx->ProjectionMatrix );
2388 ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
2389
2390 if (ctx->Transform.AnyClip) {
2391 gl_update_userclip( ctx );
2392 }
2393 }
2394
2395 gl_calculate_model_project_matrix( ctx );
2396 ctx->ModelProjectWinMatrixUptodate = 0;
2397 }
2398
2399 /* Figure out whether we can light in object space or not. If we
2400 * can, find the current positions of the lights in object space
2401 */
2402 if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
2403 ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) &&
2404 (ctx->NewState & (NEW_LIGHTING |
2405 NEW_FOG |
2406 NEW_MODELVIEW |
2407 NEW_PROJECTION |
2408 NEW_TEXTURING |
2409 NEW_RASTER_OPS |
2410 NEW_USER_CLIP)))
2411 {
2412 GLboolean oldcoord, oldnorm;
2413
2414 oldcoord = ctx->NeedEyeCoords;
2415 oldnorm = ctx->NeedEyeNormals;
2416
2417 ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
2418 ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) ||
2419 ctx->Point.Attenuated);
2420 ctx->NeedEyeNormals = GL_FALSE;
2421
2422 if (ctx->Light.Enabled) {
2423 if (ctx->Light.Flags & LIGHT_POSITIONAL) {
2424 /* Need length for attenuation */
2425 if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
2426 ctx->NeedEyeCoords = GL_TRUE;
2427 } else if (ctx->Light.NeedVertices) {
2428 /* Need angle for spot calculations */
2429 if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING))
2430 ctx->NeedEyeCoords = GL_TRUE;
2431 }
2432 ctx->NeedEyeNormals = ctx->NeedEyeCoords;
2433 }
2434 if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
2435 if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE;
2436 if (ctx->Texture.NeedNormals)
2437 ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;
2438 }
2439
2440 ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
2441
2442 if (ctx->NeedEyeCoords)
2443 ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
2444
2445 if (ctx->Light.Enabled) {
2446 gl_update_lighting_function(ctx);
2447
2448 if ( (ctx->NewState & NEW_LIGHTING) ||
2449 ((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) &&
2450 !ctx->NeedEyeCoords) ||
2451 oldcoord != ctx->NeedEyeCoords ||
2452 oldnorm != ctx->NeedEyeNormals) {
2453 gl_compute_light_positions(ctx);
2454 }
2455
2456 ctx->rescale_factor = 1.0F;
2457
2458 if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
2459 MAT_FLAG_GENERAL_SCALE |
2460 MAT_FLAG_GENERAL_3D |
2461 MAT_FLAG_GENERAL) )
2462
2463 {
2464 GLfloat *m = ctx->ModelView.inv;
2465 GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10];
2466 if (f > 1e-12 && (f-1)*(f-1) > 1e-12)
2467 ctx->rescale_factor = 1.0/GL_SQRT(f);
2468 }
2469 }
2470
2471 gl_update_normal_transform( ctx );
2472 }
2473
2474 gl_update_pipelines(ctx);
2475 ctx->NewState = 0;
2476 }