1 /* $Id: context.c,v 1.80 2000/08/21 14:22:24 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
42 #include "extensions.h"
46 #include "glapinoop.h"
57 #include "simple_list.h"
61 #include "translate.h"
78 /**********************************************************************/
79 /***** Context and Thread management *****/
80 /**********************************************************************/
85 struct immediate
*_mesa_CurrentInput
= NULL
;
90 /**********************************************************************/
91 /***** GL Visual allocation/destruction *****/
92 /**********************************************************************/
96 * Allocate a new GLvisual object.
97 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
98 * dbFlag - double buffering?
99 * stereoFlag - stereo buffer?
100 * depthBits - requested bits per depth buffer value
101 * Any value in [0, 32] is acceptable but the actual
102 * depth type will be GLushort or GLuint as needed.
103 * stencilBits - requested minimum bits per stencil buffer value
104 * accumBits - requested minimum bits per accum buffer component
105 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
106 * red/green/blue/alphaBits - number of bits per color component
107 * in frame buffer for RGB(A) mode.
108 * We always use 8 in core Mesa though.
109 * Return: pointer to new GLvisual or NULL if requested parameters can't
113 _mesa_create_visual( GLboolean rgbFlag
,
115 GLboolean stereoFlag
,
124 GLint accumGreenBits
,
126 GLint accumAlphaBits
,
129 GLvisual
*vis
= (GLvisual
*) CALLOC( sizeof(GLvisual
) );
131 if (!_mesa_initialize_visual(vis
, rgbFlag
, dbFlag
, stereoFlag
,
132 redBits
, greenBits
, blueBits
, alphaBits
,
133 indexBits
, depthBits
, stencilBits
,
134 accumRedBits
, accumGreenBits
,
135 accumBlueBits
, accumAlphaBits
,
146 * Initialize the fields of the given GLvisual.
147 * Input: see _mesa_create_visual() above.
148 * Return: GL_TRUE = success
149 * GL_FALSE = failure.
152 _mesa_initialize_visual( GLvisual
*vis
,
155 GLboolean stereoFlag
,
164 GLint accumGreenBits
,
166 GLint accumAlphaBits
,
171 /* This is to catch bad values from device drivers not updated for
172 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
173 * bad value now (a 1-bit depth buffer!?!).
175 assert(depthBits
== 0 || depthBits
> 1);
177 if (depthBits
< 0 || depthBits
> 32) {
180 if (stencilBits
< 0 || stencilBits
> (GLint
) (8 * sizeof(GLstencil
))) {
183 if (accumRedBits
< 0 || accumRedBits
> (GLint
) (8 * sizeof(GLaccum
))) {
186 if (accumGreenBits
< 0 || accumGreenBits
> (GLint
) (8 * sizeof(GLaccum
))) {
189 if (accumBlueBits
< 0 || accumBlueBits
> (GLint
) (8 * sizeof(GLaccum
))) {
192 if (accumAlphaBits
< 0 || accumAlphaBits
> (GLint
) (8 * sizeof(GLaccum
))) {
196 vis
->RGBAflag
= rgbFlag
;
197 vis
->DBflag
= dbFlag
;
198 vis
->StereoFlag
= stereoFlag
;
199 vis
->RedBits
= redBits
;
200 vis
->GreenBits
= greenBits
;
201 vis
->BlueBits
= blueBits
;
202 vis
->AlphaBits
= alphaBits
;
204 vis
->IndexBits
= indexBits
;
205 vis
->DepthBits
= depthBits
;
206 vis
->AccumRedBits
= (accumRedBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
207 vis
->AccumGreenBits
= (accumGreenBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
208 vis
->AccumBlueBits
= (accumBlueBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
209 vis
->AccumAlphaBits
= (accumAlphaBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
210 vis
->StencilBits
= (stencilBits
> 0) ? (8 * sizeof(GLstencil
)) : 0;
212 if (depthBits
== 0) {
213 /* Special case. Even if we don't have a depth buffer we need
214 * good values for DepthMax for Z vertex transformation purposes.
217 vis
->DepthMaxF
= 1.0F
;
219 else if (depthBits
< 32) {
220 vis
->DepthMax
= (1 << depthBits
) - 1;
221 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
224 /* Special case since shift values greater than or equal to the
225 * number of bits in the left hand expression's type are
228 vis
->DepthMax
= 0xffffffff;
229 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
236 /* This function should no longer be used. Use _mesa_create_visual() instead */
238 gl_create_visual( GLboolean rgbFlag
,
241 GLboolean stereoFlag
,
252 return _mesa_create_visual(rgbFlag
, dbFlag
, stereoFlag
,
253 redBits
, greenBits
, blueBits
, alphaBits
,
254 indexBits
, depthBits
, stencilBits
,
255 accumBits
, accumBits
, accumBits
, accumBits
, 0);
260 _mesa_destroy_visual( GLvisual
*vis
)
268 gl_destroy_visual( GLvisual
*vis
)
270 _mesa_destroy_visual(vis
);
275 /**********************************************************************/
276 /***** GL Framebuffer allocation/destruction *****/
277 /**********************************************************************/
281 * Create a new framebuffer. A GLframebuffer is a struct which
282 * encapsulates the depth, stencil and accum buffers and related
284 * Input: visual - a GLvisual pointer
285 * softwareDepth - create/use a software depth buffer?
286 * softwareStencil - create/use a software stencil buffer?
287 * softwareAccum - create/use a software accum buffer?
288 * softwareAlpha - create/use a software alpha buffer?
290 * Return: pointer to new GLframebuffer struct or NULL if error.
293 gl_create_framebuffer( GLvisual
*visual
,
294 GLboolean softwareDepth
,
295 GLboolean softwareStencil
,
296 GLboolean softwareAccum
,
297 GLboolean softwareAlpha
)
299 GLframebuffer
*buffer
= CALLOC_STRUCT(gl_frame_buffer
);
302 _mesa_initialize_framebuffer(buffer
, visual
,
303 softwareDepth
, softwareStencil
,
304 softwareAccum
, softwareAlpha
);
311 * Initialize a GLframebuffer object.
312 * Input: See gl_create_framebuffer() above.
315 _mesa_initialize_framebuffer( GLframebuffer
*buffer
,
317 GLboolean softwareDepth
,
318 GLboolean softwareStencil
,
319 GLboolean softwareAccum
,
320 GLboolean softwareAlpha
)
326 if (softwareDepth
) {
327 assert(visual
->DepthBits
> 0);
329 if (softwareStencil
) {
330 assert(visual
->StencilBits
> 0);
333 assert(visual
->RGBAflag
);
334 assert(visual
->AccumRedBits
> 0);
335 assert(visual
->AccumGreenBits
> 0);
336 assert(visual
->AccumBlueBits
> 0);
339 assert(visual
->RGBAflag
);
340 assert(visual
->AlphaBits
> 0);
343 buffer
->Visual
= visual
;
344 buffer
->UseSoftwareDepthBuffer
= softwareDepth
;
345 buffer
->UseSoftwareStencilBuffer
= softwareStencil
;
346 buffer
->UseSoftwareAccumBuffer
= softwareAccum
;
347 buffer
->UseSoftwareAlphaBuffers
= softwareAlpha
;
352 * Free a framebuffer struct and its buffers.
355 gl_destroy_framebuffer( GLframebuffer
*buffer
)
358 if (buffer
->DepthBuffer
) {
359 FREE( buffer
->DepthBuffer
);
362 FREE( buffer
->Accum
);
364 if (buffer
->Stencil
) {
365 FREE( buffer
->Stencil
);
367 if (buffer
->FrontLeftAlpha
) {
368 FREE( buffer
->FrontLeftAlpha
);
370 if (buffer
->BackLeftAlpha
) {
371 FREE( buffer
->BackLeftAlpha
);
373 if (buffer
->FrontRightAlpha
) {
374 FREE( buffer
->FrontRightAlpha
);
376 if (buffer
->BackRightAlpha
) {
377 FREE( buffer
->BackRightAlpha
);
385 /**********************************************************************/
386 /***** Context allocation, initialization, destroying *****/
387 /**********************************************************************/
390 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
394 * This function just calls all the various one-time-init functions in Mesa.
397 one_time_init( void )
399 static GLboolean alreadyCalled
= GL_FALSE
;
400 _glthread_LOCK_MUTEX(OneTimeLock
);
401 if (!alreadyCalled
) {
402 /* do some implementation tests */
403 assert( sizeof(GLbyte
) == 1 );
404 assert( sizeof(GLshort
) >= 2 );
405 assert( sizeof(GLint
) >= 4 );
406 assert( sizeof(GLubyte
) == 1 );
407 assert( sizeof(GLushort
) >= 2 );
408 assert( sizeof(GLuint
) >= 4 );
417 gl_init_transformation();
423 if (getenv("MESA_DEBUG")) {
424 _glapi_noop_enable_warnings(GL_TRUE
);
427 _glapi_noop_enable_warnings(GL_FALSE
);
430 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
431 fprintf(stderr
, "Mesa DEBUG build %s %s\n", __DATE__
, __TIME__
);
434 alreadyCalled
= GL_TRUE
;
436 _glthread_UNLOCK_MUTEX(OneTimeLock
);
442 * Allocate and initialize a shared context state structure.
444 static struct gl_shared_state
*
445 alloc_shared_state( void )
448 struct gl_shared_state
*ss
;
449 GLboolean outOfMemory
;
451 ss
= CALLOC_STRUCT(gl_shared_state
);
455 ss
->DisplayList
= _mesa_NewHashTable();
457 ss
->TexObjects
= _mesa_NewHashTable();
459 /* Default Texture objects */
460 outOfMemory
= GL_FALSE
;
461 for (d
= 1 ; d
<= 3 ; d
++) {
462 ss
->DefaultD
[d
] = gl_alloc_texture_object(ss
, 0, d
);
463 if (!ss
->DefaultD
[d
]) {
464 outOfMemory
= GL_TRUE
;
467 ss
->DefaultD
[d
]->RefCount
++; /* don't free if not in use */
470 ss
->DefaultCubeMap
= gl_alloc_texture_object(ss
, 0, 6);
471 if (!ss
->DefaultCubeMap
) {
472 outOfMemory
= GL_TRUE
;
475 ss
->DefaultCubeMap
->RefCount
++;
478 if (!ss
->DisplayList
|| !ss
->TexObjects
|| outOfMemory
) {
479 /* Ran out of memory at some point. Free everything and return NULL */
481 _mesa_DeleteHashTable(ss
->DisplayList
);
483 _mesa_DeleteHashTable(ss
->TexObjects
);
485 gl_free_texture_object(ss
, ss
->DefaultD
[1]);
487 gl_free_texture_object(ss
, ss
->DefaultD
[2]);
489 gl_free_texture_object(ss
, ss
->DefaultD
[3]);
490 if (ss
->DefaultCubeMap
)
491 gl_free_texture_object(ss
, ss
->DefaultCubeMap
);
502 * Deallocate a shared state context and all children structures.
505 free_shared_state( GLcontext
*ctx
, struct gl_shared_state
*ss
)
507 /* Free display lists */
509 GLuint list
= _mesa_HashFirstEntry(ss
->DisplayList
);
511 gl_destroy_list(ctx
, list
);
517 _mesa_DeleteHashTable(ss
->DisplayList
);
519 /* Free texture objects */
520 while (ss
->TexObjectList
)
522 if (ctx
->Driver
.DeleteTexture
)
523 (*ctx
->Driver
.DeleteTexture
)( ctx
, ss
->TexObjectList
);
524 /* this function removes from linked list too! */
525 gl_free_texture_object(ss
, ss
->TexObjectList
);
527 _mesa_DeleteHashTable(ss
->TexObjects
);
535 * Initialize the nth light. Note that the defaults for light 0 are
536 * different than the other lights.
539 init_light( struct gl_light
*l
, GLuint n
)
541 make_empty_list( l
);
543 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
545 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
546 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
549 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
550 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
552 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
553 ASSIGN_3V( l
->EyeDirection
, 0.0, 0.0, -1.0 );
554 l
->SpotExponent
= 0.0;
555 gl_compute_spot_exp_table( l
);
556 l
->SpotCutoff
= 180.0;
557 l
->CosCutoff
= 0.0; /* KW: -ve values not admitted */
558 l
->ConstantAttenuation
= 1.0;
559 l
->LinearAttenuation
= 0.0;
560 l
->QuadraticAttenuation
= 0.0;
561 l
->Enabled
= GL_FALSE
;
567 init_lightmodel( struct gl_lightmodel
*lm
)
569 ASSIGN_4V( lm
->Ambient
, 0.2, 0.2, 0.2, 1.0 );
570 lm
->LocalViewer
= GL_FALSE
;
571 lm
->TwoSide
= GL_FALSE
;
572 lm
->ColorControl
= GL_SINGLE_COLOR
;
577 init_material( struct gl_material
*m
)
579 ASSIGN_4V( m
->Ambient
, 0.2, 0.2, 0.2, 1.0 );
580 ASSIGN_4V( m
->Diffuse
, 0.8, 0.8, 0.8, 1.0 );
581 ASSIGN_4V( m
->Specular
, 0.0, 0.0, 0.0, 1.0 );
582 ASSIGN_4V( m
->Emission
, 0.0, 0.0, 0.0, 1.0 );
586 m
->SpecularIndex
= 1;
592 init_texture_unit( GLcontext
*ctx
, GLuint unit
)
594 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
596 texUnit
->EnvMode
= GL_MODULATE
;
597 texUnit
->CombineModeRGB
= GL_MODULATE
;
598 texUnit
->CombineModeA
= GL_MODULATE
;
599 texUnit
->CombineSourceRGB
[0] = GL_TEXTURE
;
600 texUnit
->CombineSourceRGB
[1] = GL_PREVIOUS_EXT
;
601 texUnit
->CombineSourceRGB
[2] = GL_CONSTANT_EXT
;
602 texUnit
->CombineSourceA
[0] = GL_TEXTURE
;
603 texUnit
->CombineSourceA
[1] = GL_PREVIOUS_EXT
;
604 texUnit
->CombineSourceA
[2] = GL_CONSTANT_EXT
;
605 texUnit
->CombineOperandRGB
[0] = GL_SRC_COLOR
;
606 texUnit
->CombineOperandRGB
[1] = GL_SRC_COLOR
;
607 texUnit
->CombineOperandRGB
[2] = GL_SRC_ALPHA
;
608 texUnit
->CombineOperandA
[0] = GL_SRC_ALPHA
;
609 texUnit
->CombineOperandA
[1] = GL_SRC_ALPHA
;
610 texUnit
->CombineOperandA
[2] = GL_SRC_ALPHA
;
611 texUnit
->CombineScaleShiftRGB
= 0;
612 texUnit
->CombineScaleShiftA
= 0;
614 ASSIGN_4V( texUnit
->EnvColor
, 0.0, 0.0, 0.0, 0.0 );
615 texUnit
->TexGenEnabled
= 0;
616 texUnit
->GenModeS
= GL_EYE_LINEAR
;
617 texUnit
->GenModeT
= GL_EYE_LINEAR
;
618 texUnit
->GenModeR
= GL_EYE_LINEAR
;
619 texUnit
->GenModeQ
= GL_EYE_LINEAR
;
620 texUnit
->GenBitS
= TEXGEN_EYE_LINEAR
;
621 texUnit
->GenBitT
= TEXGEN_EYE_LINEAR
;
622 texUnit
->GenBitR
= TEXGEN_EYE_LINEAR
;
623 texUnit
->GenBitQ
= TEXGEN_EYE_LINEAR
;
625 /* Yes, these plane coefficients are correct! */
626 ASSIGN_4V( texUnit
->ObjectPlaneS
, 1.0, 0.0, 0.0, 0.0 );
627 ASSIGN_4V( texUnit
->ObjectPlaneT
, 0.0, 1.0, 0.0, 0.0 );
628 ASSIGN_4V( texUnit
->ObjectPlaneR
, 0.0, 0.0, 0.0, 0.0 );
629 ASSIGN_4V( texUnit
->ObjectPlaneQ
, 0.0, 0.0, 0.0, 0.0 );
630 ASSIGN_4V( texUnit
->EyePlaneS
, 1.0, 0.0, 0.0, 0.0 );
631 ASSIGN_4V( texUnit
->EyePlaneT
, 0.0, 1.0, 0.0, 0.0 );
632 ASSIGN_4V( texUnit
->EyePlaneR
, 0.0, 0.0, 0.0, 0.0 );
633 ASSIGN_4V( texUnit
->EyePlaneQ
, 0.0, 0.0, 0.0, 0.0 );
635 texUnit
->CurrentD
[1] = ctx
->Shared
->DefaultD
[1];
636 texUnit
->CurrentD
[2] = ctx
->Shared
->DefaultD
[2];
637 texUnit
->CurrentD
[3] = ctx
->Shared
->DefaultD
[3];
638 texUnit
->CurrentCubeMap
= ctx
->Shared
->DefaultCubeMap
;
643 init_fallback_arrays( GLcontext
*ctx
)
645 struct gl_client_array
*cl
;
648 cl
= &ctx
->Fallback
.Normal
;
653 cl
->Ptr
= (void *) ctx
->Current
.Normal
;
656 cl
= &ctx
->Fallback
.Color
;
658 cl
->Type
= GL_UNSIGNED_BYTE
;
661 cl
->Ptr
= (void *) ctx
->Current
.ByteColor
;
664 cl
= &ctx
->Fallback
.Index
;
666 cl
->Type
= GL_UNSIGNED_INT
;
669 cl
->Ptr
= (void *) &ctx
->Current
.Index
;
672 for (i
= 0 ; i
< MAX_TEXTURE_UNITS
; i
++) {
673 cl
= &ctx
->Fallback
.TexCoord
[i
];
678 cl
->Ptr
= (void *) ctx
->Current
.Texcoord
[i
];
682 cl
= &ctx
->Fallback
.EdgeFlag
;
684 cl
->Type
= GL_UNSIGNED_BYTE
;
687 cl
->Ptr
= (void *) &ctx
->Current
.EdgeFlag
;
692 /* Initialize a 1-D evaluator map */
694 init_1d_map( struct gl_1d_map
*map
, int n
, const float *initial
)
699 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
703 map
->Points
[i
] = initial
[i
];
708 /* Initialize a 2-D evaluator map */
710 init_2d_map( struct gl_2d_map
*map
, int n
, const float *initial
)
718 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
722 map
->Points
[i
] = initial
[i
];
728 * Initialize the attribute groups in a GLcontext.
731 init_attrib_groups( GLcontext
*ctx
)
737 /* Constants, may be overriden by device drivers */
738 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
739 ctx
->Const
.MaxTextureSize
= 1 << (MAX_TEXTURE_LEVELS
- 1);
740 ctx
->Const
.MaxCubeTextureSize
= ctx
->Const
.MaxTextureSize
;
741 ctx
->Const
.MaxTextureUnits
= MAX_TEXTURE_UNITS
;
742 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
743 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
744 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
745 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
746 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
747 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
748 ctx
->Const
.PointSizeGranularity
= POINT_SIZE_GRANULARITY
;
749 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
750 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
751 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
752 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
753 ctx
->Const
.LineWidthGranularity
= LINE_WIDTH_GRANULARITY
;
754 ctx
->Const
.NumAuxBuffers
= NUM_AUX_BUFFERS
;
755 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
756 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
757 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
758 ctx
->Const
.NumCompressedTextureFormats
= 0;
760 /* Modelview matrix */
761 gl_matrix_ctr( &ctx
->ModelView
);
762 gl_matrix_alloc_inv( &ctx
->ModelView
);
764 ctx
->ModelViewStackDepth
= 0;
765 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
766 gl_matrix_ctr( &ctx
->ModelViewStack
[i
] );
767 gl_matrix_alloc_inv( &ctx
->ModelViewStack
[i
] );
770 /* Projection matrix - need inv for user clipping in clip space*/
771 gl_matrix_ctr( &ctx
->ProjectionMatrix
);
772 gl_matrix_alloc_inv( &ctx
->ProjectionMatrix
);
774 gl_matrix_ctr( &ctx
->ModelProjectMatrix
);
775 gl_matrix_ctr( &ctx
->ModelProjectWinMatrix
);
776 ctx
->ModelProjectWinMatrixUptodate
= GL_FALSE
;
778 ctx
->ProjectionStackDepth
= 0;
779 ctx
->NearFarStack
[0][0] = 1.0; /* These values seem weird by make */
780 ctx
->NearFarStack
[0][1] = 0.0; /* sense mathematically. */
782 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
783 gl_matrix_ctr( &ctx
->ProjectionStack
[i
] );
784 gl_matrix_alloc_inv( &ctx
->ProjectionStack
[i
] );
788 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
789 gl_matrix_ctr( &ctx
->TextureMatrix
[i
] );
790 ctx
->TextureStackDepth
[i
] = 0;
791 for (j
= 0; j
< MAX_TEXTURE_STACK_DEPTH
- 1; j
++) {
792 gl_matrix_ctr( &ctx
->TextureStack
[i
][j
] );
793 ctx
->TextureStack
[i
][j
].inv
= 0;
798 gl_matrix_ctr(&ctx
->ColorMatrix
);
799 ctx
->ColorStackDepth
= 0;
800 for (j
= 0; j
< MAX_COLOR_STACK_DEPTH
- 1; j
++) {
801 gl_matrix_ctr(&ctx
->ColorStack
[j
]);
804 /* Accumulate buffer group */
805 ASSIGN_4V( ctx
->Accum
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
807 /* Color buffer group */
808 ctx
->Color
.IndexMask
= 0xffffffff;
809 ctx
->Color
.ColorMask
[0] = 0xff;
810 ctx
->Color
.ColorMask
[1] = 0xff;
811 ctx
->Color
.ColorMask
[2] = 0xff;
812 ctx
->Color
.ColorMask
[3] = 0xff;
813 ctx
->Color
.SWmasking
= GL_FALSE
;
814 ctx
->Color
.ClearIndex
= 0;
815 ASSIGN_4V( ctx
->Color
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
816 ctx
->Color
.DrawBuffer
= GL_FRONT
;
817 ctx
->Color
.AlphaEnabled
= GL_FALSE
;
818 ctx
->Color
.AlphaFunc
= GL_ALWAYS
;
819 ctx
->Color
.AlphaRef
= 0;
820 ctx
->Color
.BlendEnabled
= GL_FALSE
;
821 ctx
->Color
.BlendSrcRGB
= GL_ONE
;
822 ctx
->Color
.BlendDstRGB
= GL_ZERO
;
823 ctx
->Color
.BlendSrcA
= GL_ONE
;
824 ctx
->Color
.BlendDstA
= GL_ZERO
;
825 ctx
->Color
.BlendEquation
= GL_FUNC_ADD_EXT
;
826 ctx
->Color
.BlendFunc
= NULL
; /* this pointer set only when needed */
827 ASSIGN_4V( ctx
->Color
.BlendColor
, 0.0, 0.0, 0.0, 0.0 );
828 ctx
->Color
.IndexLogicOpEnabled
= GL_FALSE
;
829 ctx
->Color
.ColorLogicOpEnabled
= GL_FALSE
;
830 ctx
->Color
.SWLogicOpEnabled
= GL_FALSE
;
831 ctx
->Color
.LogicOp
= GL_COPY
;
832 ctx
->Color
.DitherFlag
= GL_TRUE
;
833 ctx
->Color
.MultiDrawBuffer
= GL_FALSE
;
836 ASSIGN_4V( ctx
->Current
.ByteColor
, 255, 255, 255, 255);
837 ctx
->Current
.Index
= 1;
838 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
839 ASSIGN_4V( ctx
->Current
.Texcoord
[i
], 0.0, 0.0, 0.0, 1.0 );
840 ASSIGN_4V( ctx
->Current
.RasterPos
, 0.0, 0.0, 0.0, 1.0 );
841 ctx
->Current
.RasterDistance
= 0.0;
842 ASSIGN_4V( ctx
->Current
.RasterColor
, 1.0, 1.0, 1.0, 1.0 );
843 ctx
->Current
.RasterIndex
= 1;
844 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
845 ASSIGN_4V( ctx
->Current
.RasterMultiTexCoord
[i
], 0.0, 0.0, 0.0, 1.0 );
846 ctx
->Current
.RasterTexCoord
= ctx
->Current
.RasterMultiTexCoord
[0];
847 ctx
->Current
.RasterPosValid
= GL_TRUE
;
848 ctx
->Current
.EdgeFlag
= GL_TRUE
;
849 ASSIGN_3V( ctx
->Current
.Normal
, 0.0, 0.0, 1.0 );
850 ctx
->Current
.Primitive
= (GLenum
) (GL_POLYGON
+ 1);
852 ctx
->Current
.Flag
= (VERT_NORM
|VERT_INDEX
|VERT_RGBA
|VERT_EDGE
|
853 VERT_TEX0_1
|VERT_TEX1_1
|VERT_MATERIAL
);
855 init_fallback_arrays( ctx
);
857 /* Depth buffer group */
858 ctx
->Depth
.Test
= GL_FALSE
;
859 ctx
->Depth
.Clear
= 1.0;
860 ctx
->Depth
.Func
= GL_LESS
;
861 ctx
->Depth
.Mask
= GL_TRUE
;
862 ctx
->Depth
.OcclusionTest
= GL_FALSE
;
864 /* Evaluators group */
865 ctx
->Eval
.Map1Color4
= GL_FALSE
;
866 ctx
->Eval
.Map1Index
= GL_FALSE
;
867 ctx
->Eval
.Map1Normal
= GL_FALSE
;
868 ctx
->Eval
.Map1TextureCoord1
= GL_FALSE
;
869 ctx
->Eval
.Map1TextureCoord2
= GL_FALSE
;
870 ctx
->Eval
.Map1TextureCoord3
= GL_FALSE
;
871 ctx
->Eval
.Map1TextureCoord4
= GL_FALSE
;
872 ctx
->Eval
.Map1Vertex3
= GL_FALSE
;
873 ctx
->Eval
.Map1Vertex4
= GL_FALSE
;
874 ctx
->Eval
.Map2Color4
= GL_FALSE
;
875 ctx
->Eval
.Map2Index
= GL_FALSE
;
876 ctx
->Eval
.Map2Normal
= GL_FALSE
;
877 ctx
->Eval
.Map2TextureCoord1
= GL_FALSE
;
878 ctx
->Eval
.Map2TextureCoord2
= GL_FALSE
;
879 ctx
->Eval
.Map2TextureCoord3
= GL_FALSE
;
880 ctx
->Eval
.Map2TextureCoord4
= GL_FALSE
;
881 ctx
->Eval
.Map2Vertex3
= GL_FALSE
;
882 ctx
->Eval
.Map2Vertex4
= GL_FALSE
;
883 ctx
->Eval
.AutoNormal
= GL_FALSE
;
884 ctx
->Eval
.MapGrid1un
= 1;
885 ctx
->Eval
.MapGrid1u1
= 0.0;
886 ctx
->Eval
.MapGrid1u2
= 1.0;
887 ctx
->Eval
.MapGrid2un
= 1;
888 ctx
->Eval
.MapGrid2vn
= 1;
889 ctx
->Eval
.MapGrid2u1
= 0.0;
890 ctx
->Eval
.MapGrid2u2
= 1.0;
891 ctx
->Eval
.MapGrid2v1
= 0.0;
892 ctx
->Eval
.MapGrid2v2
= 1.0;
896 static GLfloat vertex
[4] = { 0.0, 0.0, 0.0, 1.0 };
897 static GLfloat normal
[3] = { 0.0, 0.0, 1.0 };
898 static GLfloat index
[1] = { 1.0 };
899 static GLfloat color
[4] = { 1.0, 1.0, 1.0, 1.0 };
900 static GLfloat texcoord
[4] = { 0.0, 0.0, 0.0, 1.0 };
902 init_1d_map( &ctx
->EvalMap
.Map1Vertex3
, 3, vertex
);
903 init_1d_map( &ctx
->EvalMap
.Map1Vertex4
, 4, vertex
);
904 init_1d_map( &ctx
->EvalMap
.Map1Index
, 1, index
);
905 init_1d_map( &ctx
->EvalMap
.Map1Color4
, 4, color
);
906 init_1d_map( &ctx
->EvalMap
.Map1Normal
, 3, normal
);
907 init_1d_map( &ctx
->EvalMap
.Map1Texture1
, 1, texcoord
);
908 init_1d_map( &ctx
->EvalMap
.Map1Texture2
, 2, texcoord
);
909 init_1d_map( &ctx
->EvalMap
.Map1Texture3
, 3, texcoord
);
910 init_1d_map( &ctx
->EvalMap
.Map1Texture4
, 4, texcoord
);
912 init_2d_map( &ctx
->EvalMap
.Map2Vertex3
, 3, vertex
);
913 init_2d_map( &ctx
->EvalMap
.Map2Vertex4
, 4, vertex
);
914 init_2d_map( &ctx
->EvalMap
.Map2Index
, 1, index
);
915 init_2d_map( &ctx
->EvalMap
.Map2Color4
, 4, color
);
916 init_2d_map( &ctx
->EvalMap
.Map2Normal
, 3, normal
);
917 init_2d_map( &ctx
->EvalMap
.Map2Texture1
, 1, texcoord
);
918 init_2d_map( &ctx
->EvalMap
.Map2Texture2
, 2, texcoord
);
919 init_2d_map( &ctx
->EvalMap
.Map2Texture3
, 3, texcoord
);
920 init_2d_map( &ctx
->EvalMap
.Map2Texture4
, 4, texcoord
);
924 ctx
->Fog
.Enabled
= GL_FALSE
;
925 ctx
->Fog
.Mode
= GL_EXP
;
926 ASSIGN_4V( ctx
->Fog
.Color
, 0.0, 0.0, 0.0, 0.0 );
927 ctx
->Fog
.Index
= 0.0;
928 ctx
->Fog
.Density
= 1.0;
929 ctx
->Fog
.Start
= 0.0;
933 ctx
->Hint
.PerspectiveCorrection
= GL_DONT_CARE
;
934 ctx
->Hint
.PointSmooth
= GL_DONT_CARE
;
935 ctx
->Hint
.LineSmooth
= GL_DONT_CARE
;
936 ctx
->Hint
.PolygonSmooth
= GL_DONT_CARE
;
937 ctx
->Hint
.Fog
= GL_DONT_CARE
;
938 ctx
->Hint
.AllowDrawWin
= GL_TRUE
;
939 ctx
->Hint
.AllowDrawFrg
= GL_TRUE
;
940 ctx
->Hint
.AllowDrawMem
= GL_TRUE
;
941 ctx
->Hint
.StrictLighting
= GL_TRUE
;
942 ctx
->Hint
.ClipVolumeClipping
= GL_DONT_CARE
;
943 ctx
->Hint
.TextureCompression
= GL_DONT_CARE
;
945 /* Histogram group */
946 ctx
->Histogram
.Width
= 0;
947 ctx
->Histogram
.Format
= GL_RGBA
;
948 ctx
->Histogram
.Sink
= GL_FALSE
;
949 ctx
->Histogram
.RedSize
= 0xffffffff;
950 ctx
->Histogram
.GreenSize
= 0xffffffff;
951 ctx
->Histogram
.BlueSize
= 0xffffffff;
952 ctx
->Histogram
.AlphaSize
= 0xffffffff;
953 ctx
->Histogram
.LuminanceSize
= 0xffffffff;
954 for (i
= 0; i
< HISTOGRAM_TABLE_SIZE
; i
++) {
955 ctx
->Histogram
.Count
[i
][0] = 0;
956 ctx
->Histogram
.Count
[i
][1] = 0;
957 ctx
->Histogram
.Count
[i
][2] = 0;
958 ctx
->Histogram
.Count
[i
][3] = 0;
962 ctx
->MinMax
.Format
= GL_RGBA
;
963 ctx
->MinMax
.Sink
= GL_FALSE
;
964 ctx
->MinMax
.Min
[RCOMP
] = 1000; ctx
->MinMax
.Max
[RCOMP
] = -1000;
965 ctx
->MinMax
.Min
[GCOMP
] = 1000; ctx
->MinMax
.Max
[GCOMP
] = -1000;
966 ctx
->MinMax
.Min
[BCOMP
] = 1000; ctx
->MinMax
.Max
[BCOMP
] = -1000;
967 ctx
->MinMax
.Min
[ACOMP
] = 1000; ctx
->MinMax
.Max
[ACOMP
] = -1000;
972 gl_pipeline_init( ctx
);
976 gl_extensions_ctr( ctx
);
978 ctx
->AllowVertexCull
= CLIP_CULLED_BIT
;
981 for (i
=0;i
<MAX_LIGHTS
;i
++) {
982 init_light( &ctx
->Light
.Light
[i
], i
);
984 make_empty_list( &ctx
->Light
.EnabledList
);
986 init_lightmodel( &ctx
->Light
.Model
);
987 init_material( &ctx
->Light
.Material
[0] );
988 init_material( &ctx
->Light
.Material
[1] );
989 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
990 ctx
->Light
.Enabled
= GL_FALSE
;
991 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
992 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
993 ctx
->Light
.ColorMaterialBitmask
994 = gl_material_bitmask( ctx
,
996 GL_AMBIENT_AND_DIFFUSE
, ~0, 0 );
998 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
1000 /* Lighting miscellaneous */
1001 ctx
->ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
1002 make_empty_list( ctx
->ShineTabList
);
1003 for (i
= 0 ; i
< 10 ; i
++) {
1004 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
1007 insert_at_tail( ctx
->ShineTabList
, s
);
1009 for (i
= 0 ; i
< 4 ; i
++) {
1010 ctx
->ShineTable
[i
] = ctx
->ShineTabList
->prev
;
1011 ctx
->ShineTable
[i
]->refcount
++;
1014 gl_compute_shine_table( ctx
, 0, ctx
->Light
.Material
[0].Shininess
);
1015 gl_compute_shine_table( ctx
, 2, ctx
->Light
.Material
[0].Shininess
* .5 );
1016 gl_compute_shine_table( ctx
, 1, ctx
->Light
.Material
[1].Shininess
);
1017 gl_compute_shine_table( ctx
, 3, ctx
->Light
.Material
[1].Shininess
* .5 );
1021 ctx
->Line
.SmoothFlag
= GL_FALSE
;
1022 ctx
->Line
.StippleFlag
= GL_FALSE
;
1023 ctx
->Line
.Width
= 1.0;
1024 ctx
->Line
.StipplePattern
= 0xffff;
1025 ctx
->Line
.StippleFactor
= 1;
1027 /* Display List group */
1028 ctx
->List
.ListBase
= 0;
1031 ctx
->Pixel
.RedBias
= 0.0;
1032 ctx
->Pixel
.RedScale
= 1.0;
1033 ctx
->Pixel
.GreenBias
= 0.0;
1034 ctx
->Pixel
.GreenScale
= 1.0;
1035 ctx
->Pixel
.BlueBias
= 0.0;
1036 ctx
->Pixel
.BlueScale
= 1.0;
1037 ctx
->Pixel
.AlphaBias
= 0.0;
1038 ctx
->Pixel
.AlphaScale
= 1.0;
1039 ctx
->Pixel
.DepthBias
= 0.0;
1040 ctx
->Pixel
.DepthScale
= 1.0;
1041 ctx
->Pixel
.IndexOffset
= 0;
1042 ctx
->Pixel
.IndexShift
= 0;
1043 ctx
->Pixel
.ZoomX
= 1.0;
1044 ctx
->Pixel
.ZoomY
= 1.0;
1045 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
1046 ctx
->Pixel
.MapStencilFlag
= GL_FALSE
;
1047 ctx
->Pixel
.MapStoSsize
= 1;
1048 ctx
->Pixel
.MapItoIsize
= 1;
1049 ctx
->Pixel
.MapItoRsize
= 1;
1050 ctx
->Pixel
.MapItoGsize
= 1;
1051 ctx
->Pixel
.MapItoBsize
= 1;
1052 ctx
->Pixel
.MapItoAsize
= 1;
1053 ctx
->Pixel
.MapRtoRsize
= 1;
1054 ctx
->Pixel
.MapGtoGsize
= 1;
1055 ctx
->Pixel
.MapBtoBsize
= 1;
1056 ctx
->Pixel
.MapAtoAsize
= 1;
1057 ctx
->Pixel
.MapStoS
[0] = 0;
1058 ctx
->Pixel
.MapItoI
[0] = 0;
1059 ctx
->Pixel
.MapItoR
[0] = 0.0;
1060 ctx
->Pixel
.MapItoG
[0] = 0.0;
1061 ctx
->Pixel
.MapItoB
[0] = 0.0;
1062 ctx
->Pixel
.MapItoA
[0] = 0.0;
1063 ctx
->Pixel
.MapItoR8
[0] = 0;
1064 ctx
->Pixel
.MapItoG8
[0] = 0;
1065 ctx
->Pixel
.MapItoB8
[0] = 0;
1066 ctx
->Pixel
.MapItoA8
[0] = 0;
1067 ctx
->Pixel
.MapRtoR
[0] = 0.0;
1068 ctx
->Pixel
.MapGtoG
[0] = 0.0;
1069 ctx
->Pixel
.MapBtoB
[0] = 0.0;
1070 ctx
->Pixel
.MapAtoA
[0] = 0.0;
1071 ctx
->Pixel
.HistogramEnabled
= GL_FALSE
;
1072 ctx
->Pixel
.MinMaxEnabled
= GL_FALSE
;
1073 ctx
->Pixel
.PixelTextureEnabled
= GL_FALSE
;
1074 ctx
->Pixel
.FragmentRgbSource
= GL_PIXEL_GROUP_COLOR_SGIS
;
1075 ctx
->Pixel
.FragmentAlphaSource
= GL_PIXEL_GROUP_COLOR_SGIS
;
1076 ASSIGN_4V(ctx
->Pixel
.PostColorMatrixScale
, 1.0, 1.0, 1.0, 1.0);
1077 ASSIGN_4V(ctx
->Pixel
.PostColorMatrixBias
, 0.0, 0.0, 0.0, 0.0);
1078 ASSIGN_4V(ctx
->Pixel
.ColorTableScale
, 1.0, 1.0, 1.0, 1.0);
1079 ASSIGN_4V(ctx
->Pixel
.ColorTableBias
, 0.0, 0.0, 0.0, 0.0);
1080 ASSIGN_4V(ctx
->Pixel
.PCCTscale
, 1.0, 1.0, 1.0, 1.0);
1081 ASSIGN_4V(ctx
->Pixel
.PCCTbias
, 0.0, 0.0, 0.0, 0.0);
1082 ASSIGN_4V(ctx
->Pixel
.PCMCTscale
, 1.0, 1.0, 1.0, 1.0);
1083 ASSIGN_4V(ctx
->Pixel
.PCMCTbias
, 0.0, 0.0, 0.0, 0.0);
1084 ctx
->Pixel
.ColorTableEnabled
= GL_FALSE
;
1085 ctx
->Pixel
.PostConvolutionColorTableEnabled
= GL_FALSE
;
1086 ctx
->Pixel
.PostColorMatrixColorTableEnabled
= GL_FALSE
;
1087 ctx
->Pixel
.Convolution1DEnabled
= GL_FALSE
;
1088 ctx
->Pixel
.Convolution2DEnabled
= GL_FALSE
;
1089 ctx
->Pixel
.Separable2DEnabled
= GL_FALSE
;
1090 for (i
= 0; i
< 3; i
++) {
1091 ASSIGN_4V(ctx
->Pixel
.ConvolutionBorderColor
[i
], 0.0, 0.0, 0.0, 0.0);
1092 ctx
->Pixel
.ConvolutionBorderMode
[i
] = GL_REDUCE
;
1093 ASSIGN_4V(ctx
->Pixel
.ConvolutionFilterScale
[i
], 1.0, 1.0, 1.0, 1.0);
1094 ASSIGN_4V(ctx
->Pixel
.ConvolutionFilterBias
[i
], 0.0, 0.0, 0.0, 0.0);
1096 ASSIGN_4V(ctx
->Pixel
.PostConvolutionScale
, 1.0, 1.0, 1.0, 1.0);
1097 ASSIGN_4V(ctx
->Pixel
.PostConvolutionBias
, 0.0, 0.0, 0.0, 0.0);
1100 ctx
->Point
.SmoothFlag
= GL_FALSE
;
1101 ctx
->Point
.UserSize
= 1.0;
1102 ctx
->Point
.Size
= 1.0;
1103 ctx
->Point
.Params
[0] = 1.0;
1104 ctx
->Point
.Params
[1] = 0.0;
1105 ctx
->Point
.Params
[2] = 0.0;
1106 ctx
->Point
.Attenuated
= GL_FALSE
;
1107 ctx
->Point
.MinSize
= 0.0;
1108 ctx
->Point
.MaxSize
= (GLfloat
) MAX_POINT_SIZE
;
1109 ctx
->Point
.Threshold
= 1.0;
1112 ctx
->Polygon
.CullFlag
= GL_FALSE
;
1113 ctx
->Polygon
.CullFaceMode
= GL_BACK
;
1114 ctx
->Polygon
.FrontFace
= GL_CCW
;
1115 ctx
->Polygon
.FrontBit
= 0;
1116 ctx
->Polygon
.FrontMode
= GL_FILL
;
1117 ctx
->Polygon
.BackMode
= GL_FILL
;
1118 ctx
->Polygon
.Unfilled
= GL_FALSE
;
1119 ctx
->Polygon
.SmoothFlag
= GL_FALSE
;
1120 ctx
->Polygon
.StippleFlag
= GL_FALSE
;
1121 ctx
->Polygon
.OffsetFactor
= 0.0F
;
1122 ctx
->Polygon
.OffsetUnits
= 0.0F
;
1123 ctx
->Polygon
.OffsetPoint
= GL_FALSE
;
1124 ctx
->Polygon
.OffsetLine
= GL_FALSE
;
1125 ctx
->Polygon
.OffsetFill
= GL_FALSE
;
1127 /* Polygon Stipple group */
1128 MEMSET( ctx
->PolygonStipple
, 0xff, 32*sizeof(GLuint
) );
1131 ctx
->Scissor
.Enabled
= GL_FALSE
;
1134 ctx
->Scissor
.Width
= 0;
1135 ctx
->Scissor
.Height
= 0;
1138 ctx
->Stencil
.Enabled
= GL_FALSE
;
1139 ctx
->Stencil
.Function
= GL_ALWAYS
;
1140 ctx
->Stencil
.FailFunc
= GL_KEEP
;
1141 ctx
->Stencil
.ZPassFunc
= GL_KEEP
;
1142 ctx
->Stencil
.ZFailFunc
= GL_KEEP
;
1143 ctx
->Stencil
.Ref
= 0;
1144 ctx
->Stencil
.ValueMask
= STENCIL_MAX
;
1145 ctx
->Stencil
.Clear
= 0;
1146 ctx
->Stencil
.WriteMask
= STENCIL_MAX
;
1149 ctx
->Texture
.CurrentUnit
= 0; /* multitexture */
1150 ctx
->Texture
.CurrentTransformUnit
= 0; /* multitexture */
1151 ctx
->Texture
.Enabled
= 0;
1152 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
1153 init_texture_unit( ctx
, i
);
1154 _mesa_init_colortable(&ctx
->Texture
.Palette
);
1156 /* Transformation group */
1157 ctx
->Transform
.MatrixMode
= GL_MODELVIEW
;
1158 ctx
->Transform
.Normalize
= GL_FALSE
;
1159 ctx
->Transform
.RescaleNormals
= GL_FALSE
;
1160 for (i
=0;i
<MAX_CLIP_PLANES
;i
++) {
1161 ctx
->Transform
.ClipEnabled
[i
] = GL_FALSE
;
1162 ASSIGN_4V( ctx
->Transform
.EyeUserPlane
[i
], 0.0, 0.0, 0.0, 0.0 );
1164 ctx
->Transform
.AnyClip
= GL_FALSE
;
1166 /* Viewport group */
1167 ctx
->Viewport
.X
= 0;
1168 ctx
->Viewport
.Y
= 0;
1169 ctx
->Viewport
.Width
= 0;
1170 ctx
->Viewport
.Height
= 0;
1171 ctx
->Viewport
.Near
= 0.0;
1172 ctx
->Viewport
.Far
= 1.0;
1173 gl_matrix_ctr(&ctx
->Viewport
.WindowMap
);
1177 ctx
->Viewport
.WindowMap
.m
[Sz
] = 0.5 * ctx
->Visual
->DepthMaxF
;
1178 ctx
->Viewport
.WindowMap
.m
[Tz
] = 0.5 * ctx
->Visual
->DepthMaxF
;
1182 ctx
->Viewport
.WindowMap
.flags
= MAT_FLAG_GENERAL_SCALE
|MAT_FLAG_TRANSLATION
;
1183 ctx
->Viewport
.WindowMap
.type
= MATRIX_3D_NO_ROT
;
1186 ctx
->Array
.Vertex
.Size
= 4;
1187 ctx
->Array
.Vertex
.Type
= GL_FLOAT
;
1188 ctx
->Array
.Vertex
.Stride
= 0;
1189 ctx
->Array
.Vertex
.StrideB
= 0;
1190 ctx
->Array
.Vertex
.Ptr
= NULL
;
1191 ctx
->Array
.Vertex
.Enabled
= GL_FALSE
;
1192 ctx
->Array
.Normal
.Type
= GL_FLOAT
;
1193 ctx
->Array
.Normal
.Stride
= 0;
1194 ctx
->Array
.Normal
.StrideB
= 0;
1195 ctx
->Array
.Normal
.Ptr
= NULL
;
1196 ctx
->Array
.Normal
.Enabled
= GL_FALSE
;
1197 ctx
->Array
.Color
.Size
= 4;
1198 ctx
->Array
.Color
.Type
= GL_FLOAT
;
1199 ctx
->Array
.Color
.Stride
= 0;
1200 ctx
->Array
.Color
.StrideB
= 0;
1201 ctx
->Array
.Color
.Ptr
= NULL
;
1202 ctx
->Array
.Color
.Enabled
= GL_FALSE
;
1203 ctx
->Array
.Index
.Type
= GL_FLOAT
;
1204 ctx
->Array
.Index
.Stride
= 0;
1205 ctx
->Array
.Index
.StrideB
= 0;
1206 ctx
->Array
.Index
.Ptr
= NULL
;
1207 ctx
->Array
.Index
.Enabled
= GL_FALSE
;
1208 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1209 ctx
->Array
.TexCoord
[i
].Size
= 4;
1210 ctx
->Array
.TexCoord
[i
].Type
= GL_FLOAT
;
1211 ctx
->Array
.TexCoord
[i
].Stride
= 0;
1212 ctx
->Array
.TexCoord
[i
].StrideB
= 0;
1213 ctx
->Array
.TexCoord
[i
].Ptr
= NULL
;
1214 ctx
->Array
.TexCoord
[i
].Enabled
= GL_FALSE
;
1216 ctx
->Array
.TexCoordInterleaveFactor
= 1;
1217 ctx
->Array
.EdgeFlag
.Stride
= 0;
1218 ctx
->Array
.EdgeFlag
.StrideB
= 0;
1219 ctx
->Array
.EdgeFlag
.Ptr
= NULL
;
1220 ctx
->Array
.EdgeFlag
.Enabled
= GL_FALSE
;
1221 ctx
->Array
.ActiveTexture
= 0; /* GL_ARB_multitexture */
1223 /* Pixel transfer */
1224 ctx
->Pack
.Alignment
= 4;
1225 ctx
->Pack
.RowLength
= 0;
1226 ctx
->Pack
.ImageHeight
= 0;
1227 ctx
->Pack
.SkipPixels
= 0;
1228 ctx
->Pack
.SkipRows
= 0;
1229 ctx
->Pack
.SkipImages
= 0;
1230 ctx
->Pack
.SwapBytes
= GL_FALSE
;
1231 ctx
->Pack
.LsbFirst
= GL_FALSE
;
1232 ctx
->Unpack
.Alignment
= 4;
1233 ctx
->Unpack
.RowLength
= 0;
1234 ctx
->Unpack
.ImageHeight
= 0;
1235 ctx
->Unpack
.SkipPixels
= 0;
1236 ctx
->Unpack
.SkipRows
= 0;
1237 ctx
->Unpack
.SkipImages
= 0;
1238 ctx
->Unpack
.SwapBytes
= GL_FALSE
;
1239 ctx
->Unpack
.LsbFirst
= GL_FALSE
;
1242 ctx
->Feedback
.Type
= GL_2D
; /* TODO: verify */
1243 ctx
->Feedback
.Buffer
= NULL
;
1244 ctx
->Feedback
.BufferSize
= 0;
1245 ctx
->Feedback
.Count
= 0;
1247 /* Selection/picking */
1248 ctx
->Select
.Buffer
= NULL
;
1249 ctx
->Select
.BufferSize
= 0;
1250 ctx
->Select
.BufferCount
= 0;
1251 ctx
->Select
.Hits
= 0;
1252 ctx
->Select
.NameStackDepth
= 0;
1254 /* Optimized Accum buffer */
1255 ctx
->IntegerAccumMode
= GL_TRUE
;
1256 ctx
->IntegerAccumScaler
= 0.0;
1258 /* Renderer and client attribute stacks */
1259 ctx
->AttribStackDepth
= 0;
1260 ctx
->ClientAttribStackDepth
= 0;
1264 ctx
->ExecuteFlag
= GL_TRUE
;
1265 ctx
->CompileFlag
= GL_FALSE
;
1266 ctx
->CurrentListPtr
= NULL
;
1267 ctx
->CurrentBlock
= NULL
;
1268 ctx
->CurrentListNum
= 0;
1269 ctx
->CurrentPos
= 0;
1272 _mesa_init_colortable(&ctx
->ColorTable
);
1273 _mesa_init_colortable(&ctx
->ProxyColorTable
);
1274 _mesa_init_colortable(&ctx
->PostConvolutionColorTable
);
1275 _mesa_init_colortable(&ctx
->ProxyPostConvolutionColorTable
);
1276 _mesa_init_colortable(&ctx
->PostColorMatrixColorTable
);
1277 _mesa_init_colortable(&ctx
->ProxyPostColorMatrixColorTable
);
1280 ctx
->NewState
= NEW_ALL
;
1281 ctx
->RenderMode
= GL_RENDER
;
1282 ctx
->StippleCounter
= 0;
1283 ctx
->NeedNormals
= GL_FALSE
;
1284 ctx
->DoViewportMapping
= GL_TRUE
;
1285 ctx
->ImageTransferState
= UPDATE_IMAGE_TRANSFER_STATE
;
1287 ctx
->NeedEyeCoords
= GL_FALSE
;
1288 ctx
->NeedEyeNormals
= GL_FALSE
;
1289 ctx
->vb_proj_matrix
= &ctx
->ModelProjectMatrix
;
1291 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
1293 ctx
->CatchSignals
= GL_TRUE
;
1294 ctx
->OcclusionResult
= GL_FALSE
;
1295 ctx
->OcclusionResultSaved
= GL_FALSE
;
1297 /* For debug/development only */
1298 ctx
->NoRaster
= getenv("MESA_NO_RASTER") ? GL_TRUE
: GL_FALSE
;
1299 ctx
->FirstTimeCurrent
= GL_TRUE
;
1301 /* Dither disable */
1302 ctx
->NoDither
= getenv("MESA_NO_DITHER") ? GL_TRUE
: GL_FALSE
;
1303 if (ctx
->NoDither
) {
1304 if (getenv("MESA_DEBUG")) {
1305 fprintf(stderr
, "MESA_NO_DITHER set - dithering disabled\n");
1307 ctx
->Color
.DitherFlag
= GL_FALSE
;
1315 * Allocate the proxy textures. If we run out of memory part way through
1316 * the allocations clean up and return GL_FALSE.
1317 * Return: GL_TRUE=success, GL_FALSE=failure
1320 alloc_proxy_textures( GLcontext
*ctx
)
1322 GLboolean out_of_memory
;
1325 ctx
->Texture
.Proxy1D
= gl_alloc_texture_object(NULL
, 0, 1);
1326 if (!ctx
->Texture
.Proxy1D
) {
1330 ctx
->Texture
.Proxy2D
= gl_alloc_texture_object(NULL
, 0, 2);
1331 if (!ctx
->Texture
.Proxy2D
) {
1332 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1336 ctx
->Texture
.Proxy3D
= gl_alloc_texture_object(NULL
, 0, 3);
1337 if (!ctx
->Texture
.Proxy3D
) {
1338 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1339 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy2D
);
1343 out_of_memory
= GL_FALSE
;
1344 for (i
=0;i
<MAX_TEXTURE_LEVELS
;i
++) {
1345 ctx
->Texture
.Proxy1D
->Image
[i
] = _mesa_alloc_texture_image();
1346 ctx
->Texture
.Proxy2D
->Image
[i
] = _mesa_alloc_texture_image();
1347 ctx
->Texture
.Proxy3D
->Image
[i
] = _mesa_alloc_texture_image();
1348 if (!ctx
->Texture
.Proxy1D
->Image
[i
]
1349 || !ctx
->Texture
.Proxy2D
->Image
[i
]
1350 || !ctx
->Texture
.Proxy3D
->Image
[i
]) {
1351 out_of_memory
= GL_TRUE
;
1354 if (out_of_memory
) {
1355 for (i
=0;i
<MAX_TEXTURE_LEVELS
;i
++) {
1356 if (ctx
->Texture
.Proxy1D
->Image
[i
]) {
1357 _mesa_free_texture_image(ctx
->Texture
.Proxy1D
->Image
[i
]);
1359 if (ctx
->Texture
.Proxy2D
->Image
[i
]) {
1360 _mesa_free_texture_image(ctx
->Texture
.Proxy2D
->Image
[i
]);
1362 if (ctx
->Texture
.Proxy3D
->Image
[i
]) {
1363 _mesa_free_texture_image(ctx
->Texture
.Proxy3D
->Image
[i
]);
1366 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1367 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy2D
);
1368 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy3D
);
1379 * Initialize a GLcontext struct.
1382 _mesa_initialize_context( GLcontext
*ctx
,
1384 GLcontext
*share_list
,
1388 GLuint dispatchSize
;
1390 (void) direct
; /* not used */
1392 /* misc one-time initializations */
1395 ctx
->DriverCtx
= driver_ctx
;
1396 ctx
->Visual
= visual
;
1397 ctx
->DrawBuffer
= NULL
;
1398 ctx
->ReadBuffer
= NULL
;
1400 ctx
->VB
= gl_vb_create_for_immediate( ctx
);
1405 ctx
->input
= ctx
->VB
->IM
;
1407 ctx
->PB
= gl_alloc_pb();
1409 ALIGN_FREE( ctx
->VB
);
1415 /* share the group of display lists of another context */
1416 ctx
->Shared
= share_list
->Shared
;
1419 /* allocate new group of display lists */
1420 ctx
->Shared
= alloc_shared_state();
1422 ALIGN_FREE( ctx
->VB
);
1428 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1429 ctx
->Shared
->RefCount
++;
1430 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1432 init_attrib_groups( ctx
);
1434 gl_reset_vb( ctx
->VB
);
1435 gl_reset_input( ctx
);
1437 if (visual
->DBflag
) {
1438 ctx
->Color
.DrawBuffer
= GL_BACK
;
1439 ctx
->Color
.DriverDrawBuffer
= GL_BACK_LEFT
;
1440 ctx
->Color
.DrawDestMask
= BACK_LEFT_BIT
;
1441 ctx
->Pixel
.ReadBuffer
= GL_BACK
;
1442 ctx
->Pixel
.DriverReadBuffer
= GL_BACK_LEFT
;
1445 ctx
->Color
.DrawBuffer
= GL_FRONT
;
1446 ctx
->Color
.DriverDrawBuffer
= GL_FRONT_LEFT
;
1447 ctx
->Color
.DrawDestMask
= FRONT_LEFT_BIT
;
1448 ctx
->Pixel
.ReadBuffer
= GL_FRONT
;
1449 ctx
->Pixel
.DriverReadBuffer
= GL_FRONT_LEFT
;
1452 if (!alloc_proxy_textures(ctx
)) {
1453 free_shared_state(ctx
, ctx
->Shared
);
1454 ALIGN_FREE( ctx
->VB
);
1460 /* register the most recent extension functions with libGL */
1461 _glapi_add_entrypoint("glTbufferMask3DFX", 553);
1462 _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
1463 _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
1464 _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
1465 _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
1466 _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
1467 _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
1468 _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
1470 /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
1471 * In practice, this'll be the same for stand-alone Mesa. But for DRI
1472 * Mesa we do this to accomodate different versions of libGL and various
1475 dispatchSize
= MAX2(_glapi_get_dispatch_table_size(),
1476 sizeof(struct _glapi_table
) / sizeof(void *));
1478 /* setup API dispatch tables */
1479 ctx
->Exec
= (struct _glapi_table
*) CALLOC(dispatchSize
* sizeof(void*));
1480 ctx
->Save
= (struct _glapi_table
*) CALLOC(dispatchSize
* sizeof(void*));
1481 if (!ctx
->Exec
|| !ctx
->Save
) {
1482 free_shared_state(ctx
, ctx
->Shared
);
1483 ALIGN_FREE( ctx
->VB
);
1489 _mesa_init_exec_table(ctx
->Exec
, dispatchSize
);
1490 _mesa_init_dlist_table(ctx
->Save
, dispatchSize
);
1491 ctx
->CurrentDispatch
= ctx
->Exec
;
1499 * Allocate and initialize a GLcontext structure.
1500 * Input: visual - a GLvisual pointer
1501 * sharelist - another context to share display lists with or NULL
1502 * driver_ctx - pointer to device driver's context state struct
1503 * Return: pointer to a new gl_context struct or NULL if error.
1506 gl_create_context( GLvisual
*visual
,
1507 GLcontext
*share_list
,
1511 GLcontext
*ctx
= (GLcontext
*) CALLOC( sizeof(GLcontext
) );
1516 if (_mesa_initialize_context(ctx
, visual
, share_list
, driver_ctx
, direct
)) {
1528 * Free the data associated with the given context.
1529 * But don't free() the GLcontext struct itself!
1532 gl_free_context_data( GLcontext
*ctx
)
1534 struct gl_shine_tab
*s
, *tmps
;
1537 /* if we're destroying the current context, unbind it first */
1538 if (ctx
== gl_get_current_context()) {
1539 gl_make_current(NULL
, NULL
);
1542 gl_matrix_dtr( &ctx
->ModelView
);
1543 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
1544 gl_matrix_dtr( &ctx
->ModelViewStack
[i
] );
1546 gl_matrix_dtr( &ctx
->ProjectionMatrix
);
1547 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
1548 gl_matrix_dtr( &ctx
->ProjectionStack
[i
] );
1550 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1551 gl_matrix_dtr( &ctx
->TextureMatrix
[i
] );
1552 for (j
= 0; j
< MAX_TEXTURE_STACK_DEPTH
- 1; j
++) {
1553 gl_matrix_dtr( &ctx
->TextureStack
[i
][j
] );
1559 if (ctx
->input
!= ctx
->VB
->IM
)
1560 gl_immediate_free( ctx
->input
);
1562 gl_vb_free( ctx
->VB
);
1564 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1565 ctx
->Shared
->RefCount
--;
1566 assert(ctx
->Shared
->RefCount
>= 0);
1567 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1568 if (ctx
->Shared
->RefCount
== 0) {
1569 /* free shared state */
1570 free_shared_state( ctx
, ctx
->Shared
);
1573 foreach_s( s
, tmps
, ctx
->ShineTabList
) {
1576 FREE( ctx
->ShineTabList
);
1578 /* Free proxy texture objects */
1579 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy1D
);
1580 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy2D
);
1581 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy3D
);
1583 /* Free evaluator data */
1584 if (ctx
->EvalMap
.Map1Vertex3
.Points
)
1585 FREE( ctx
->EvalMap
.Map1Vertex3
.Points
);
1586 if (ctx
->EvalMap
.Map1Vertex4
.Points
)
1587 FREE( ctx
->EvalMap
.Map1Vertex4
.Points
);
1588 if (ctx
->EvalMap
.Map1Index
.Points
)
1589 FREE( ctx
->EvalMap
.Map1Index
.Points
);
1590 if (ctx
->EvalMap
.Map1Color4
.Points
)
1591 FREE( ctx
->EvalMap
.Map1Color4
.Points
);
1592 if (ctx
->EvalMap
.Map1Normal
.Points
)
1593 FREE( ctx
->EvalMap
.Map1Normal
.Points
);
1594 if (ctx
->EvalMap
.Map1Texture1
.Points
)
1595 FREE( ctx
->EvalMap
.Map1Texture1
.Points
);
1596 if (ctx
->EvalMap
.Map1Texture2
.Points
)
1597 FREE( ctx
->EvalMap
.Map1Texture2
.Points
);
1598 if (ctx
->EvalMap
.Map1Texture3
.Points
)
1599 FREE( ctx
->EvalMap
.Map1Texture3
.Points
);
1600 if (ctx
->EvalMap
.Map1Texture4
.Points
)
1601 FREE( ctx
->EvalMap
.Map1Texture4
.Points
);
1603 if (ctx
->EvalMap
.Map2Vertex3
.Points
)
1604 FREE( ctx
->EvalMap
.Map2Vertex3
.Points
);
1605 if (ctx
->EvalMap
.Map2Vertex4
.Points
)
1606 FREE( ctx
->EvalMap
.Map2Vertex4
.Points
);
1607 if (ctx
->EvalMap
.Map2Index
.Points
)
1608 FREE( ctx
->EvalMap
.Map2Index
.Points
);
1609 if (ctx
->EvalMap
.Map2Color4
.Points
)
1610 FREE( ctx
->EvalMap
.Map2Color4
.Points
);
1611 if (ctx
->EvalMap
.Map2Normal
.Points
)
1612 FREE( ctx
->EvalMap
.Map2Normal
.Points
);
1613 if (ctx
->EvalMap
.Map2Texture1
.Points
)
1614 FREE( ctx
->EvalMap
.Map2Texture1
.Points
);
1615 if (ctx
->EvalMap
.Map2Texture2
.Points
)
1616 FREE( ctx
->EvalMap
.Map2Texture2
.Points
);
1617 if (ctx
->EvalMap
.Map2Texture3
.Points
)
1618 FREE( ctx
->EvalMap
.Map2Texture3
.Points
);
1619 if (ctx
->EvalMap
.Map2Texture4
.Points
)
1620 FREE( ctx
->EvalMap
.Map2Texture4
.Points
);
1622 _mesa_free_colortable_data( &ctx
->ColorTable
);
1623 _mesa_free_colortable_data( &ctx
->PostConvolutionColorTable
);
1624 _mesa_free_colortable_data( &ctx
->PostColorMatrixColorTable
);
1625 _mesa_free_colortable_data( &ctx
->Texture
.Palette
);
1627 /* Free cache of immediate buffers. */
1628 while (ctx
->nr_im_queued
-- > 0) {
1629 struct immediate
* next
= ctx
->freed_im_queue
->next
;
1630 ALIGN_FREE( ctx
->freed_im_queue
);
1631 ctx
->freed_im_queue
= next
;
1633 gl_extensions_dtr(ctx
);
1642 * Destroy a GLcontext structure.
1645 gl_destroy_context( GLcontext
*ctx
)
1648 gl_free_context_data(ctx
);
1649 FREE( (void *) ctx
);
1656 * Called by the driver after both the context and driver are fully
1657 * initialized. Currently just reads the config file.
1660 gl_context_initialize( GLcontext
*ctx
)
1662 gl_read_config_file( ctx
);
1668 * Copy attribute groups from one context to another.
1669 * Input: src - source context
1670 * dst - destination context
1671 * mask - bitwise OR of GL_*_BIT flags
1674 gl_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1676 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1677 MEMCPY( &dst
->Accum
, &src
->Accum
, sizeof(struct gl_accum_attrib
) );
1679 if (mask
& GL_COLOR_BUFFER_BIT
) {
1680 MEMCPY( &dst
->Color
, &src
->Color
, sizeof(struct gl_colorbuffer_attrib
) );
1682 if (mask
& GL_CURRENT_BIT
) {
1683 MEMCPY( &dst
->Current
, &src
->Current
, sizeof(struct gl_current_attrib
) );
1685 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1686 MEMCPY( &dst
->Depth
, &src
->Depth
, sizeof(struct gl_depthbuffer_attrib
) );
1688 if (mask
& GL_ENABLE_BIT
) {
1691 if (mask
& GL_EVAL_BIT
) {
1692 MEMCPY( &dst
->Eval
, &src
->Eval
, sizeof(struct gl_eval_attrib
) );
1694 if (mask
& GL_FOG_BIT
) {
1695 MEMCPY( &dst
->Fog
, &src
->Fog
, sizeof(struct gl_fog_attrib
) );
1697 if (mask
& GL_HINT_BIT
) {
1698 MEMCPY( &dst
->Hint
, &src
->Hint
, sizeof(struct gl_hint_attrib
) );
1700 if (mask
& GL_LIGHTING_BIT
) {
1701 MEMCPY( &dst
->Light
, &src
->Light
, sizeof(struct gl_light_attrib
) );
1702 /* gl_reinit_light_attrib( &dst->Light ); */
1704 if (mask
& GL_LINE_BIT
) {
1705 MEMCPY( &dst
->Line
, &src
->Line
, sizeof(struct gl_line_attrib
) );
1707 if (mask
& GL_LIST_BIT
) {
1708 MEMCPY( &dst
->List
, &src
->List
, sizeof(struct gl_list_attrib
) );
1710 if (mask
& GL_PIXEL_MODE_BIT
) {
1711 MEMCPY( &dst
->Pixel
, &src
->Pixel
, sizeof(struct gl_pixel_attrib
) );
1713 if (mask
& GL_POINT_BIT
) {
1714 MEMCPY( &dst
->Point
, &src
->Point
, sizeof(struct gl_point_attrib
) );
1716 if (mask
& GL_POLYGON_BIT
) {
1717 MEMCPY( &dst
->Polygon
, &src
->Polygon
, sizeof(struct gl_polygon_attrib
) );
1719 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1720 /* Use loop instead of MEMCPY due to problem with Portland Group's
1721 * C compiler. Reported by John Stone.
1724 for (i
=0;i
<32;i
++) {
1725 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1728 if (mask
& GL_SCISSOR_BIT
) {
1729 MEMCPY( &dst
->Scissor
, &src
->Scissor
, sizeof(struct gl_scissor_attrib
) );
1731 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1732 MEMCPY( &dst
->Stencil
, &src
->Stencil
, sizeof(struct gl_stencil_attrib
) );
1734 if (mask
& GL_TEXTURE_BIT
) {
1735 MEMCPY( &dst
->Texture
, &src
->Texture
, sizeof(struct gl_texture_attrib
) );
1737 if (mask
& GL_TRANSFORM_BIT
) {
1738 MEMCPY( &dst
->Transform
, &src
->Transform
, sizeof(struct gl_transform_attrib
) );
1740 if (mask
& GL_VIEWPORT_BIT
) {
1741 MEMCPY( &dst
->Viewport
, &src
->Viewport
, sizeof(struct gl_viewport_attrib
) );
1747 * Set the current context, binding the given frame buffer to the context.
1749 void gl_make_current( GLcontext
*newCtx
, GLframebuffer
*buffer
)
1751 gl_make_current2( newCtx
, buffer
, buffer
);
1756 * Bind the given context to the given draw-buffer and read-buffer
1757 * and make it the current context for this thread.
1759 void gl_make_current2( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1760 GLframebuffer
*readBuffer
)
1763 GLcontext
*oldCtx
= gl_get_context();
1765 /* Flush the old context
1768 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx
, "gl_make_current");
1770 /* unbind frame buffers from context */
1771 if (oldCtx
->DrawBuffer
) {
1772 oldCtx
->DrawBuffer
= NULL
;
1774 if (oldCtx
->ReadBuffer
) {
1775 oldCtx
->ReadBuffer
= NULL
;
1780 /* We call this function periodically (just here for now) in
1781 * order to detect when multithreading has begun.
1783 _glapi_check_multithread();
1785 _glapi_set_context((void *) newCtx
);
1786 ASSERT(gl_get_current_context() == newCtx
);
1788 SET_IMMEDIATE(newCtx
, newCtx
->input
);
1789 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1792 _glapi_set_dispatch(NULL
); /* none current */
1795 if (MESA_VERBOSE
) fprintf(stderr
, "gl_make_current()\n");
1797 if (newCtx
&& drawBuffer
&& readBuffer
) {
1798 /* TODO: check if newCtx and buffer's visual match??? */
1799 newCtx
->DrawBuffer
= drawBuffer
;
1800 newCtx
->ReadBuffer
= readBuffer
;
1801 newCtx
->NewState
= NEW_ALL
; /* just to be safe */
1802 gl_update_state( newCtx
);
1805 /* We can use this to help debug user's problems. Tell the to set
1806 * the MESA_INFO env variable before running their app. Then the
1807 * first time each context is made current we'll print some useful
1810 if (newCtx
&& newCtx
->FirstTimeCurrent
) {
1811 if (getenv("MESA_INFO")) {
1812 fprintf(stderr
, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION
));
1813 fprintf(stderr
, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER
));
1814 fprintf(stderr
, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR
));
1815 fprintf(stderr
, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS
));
1816 #if defined(THREADS)
1817 fprintf(stderr
, "Mesa thread-safe: YES\n");
1819 fprintf(stderr
, "Mesa thread-safe: NO\n");
1821 #if defined(USE_X86_ASM)
1822 fprintf(stderr
, "Mesa x86-optimized: YES\n");
1824 fprintf(stderr
, "Mesa x86-optimized: NO\n");
1827 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1834 * Return current context handle for the calling thread.
1835 * This isn't the fastest way to get the current context.
1836 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1838 GLcontext
*gl_get_current_context( void )
1840 return (GLcontext
*) _glapi_get_context();
1846 * This should be called by device drivers just before they do a
1847 * swapbuffers. Any pending rendering commands will be executed.
1850 _mesa_swapbuffers(GLcontext
*ctx
)
1852 FLUSH_VB( ctx
, "swap buffers" );
1858 * Return pointer to this context's current API dispatch table.
1859 * It'll either be the immediate-mode execute dispatcher or the
1860 * display list compile dispatcher.
1862 struct _glapi_table
*
1863 _mesa_get_dispatch(GLcontext
*ctx
)
1865 return ctx
->CurrentDispatch
;
1870 /**********************************************************************/
1871 /***** Miscellaneous functions *****/
1872 /**********************************************************************/
1876 * This function is called when the Mesa user has stumbled into a code
1877 * path which may not be implemented fully or correctly.
1879 void gl_problem( const GLcontext
*ctx
, const char *s
)
1881 fprintf( stderr
, "Mesa implementation error: %s\n", s
);
1882 fprintf( stderr
, "Report to Mesa bug database at www.mesa3d.org\n" );
1889 * This is called to inform the user that he or she has tried to do
1890 * something illogical or if there's likely a bug in their program
1891 * (like enabled depth testing without a depth buffer).
1893 void gl_warning( const GLcontext
*ctx
, const char *s
)
1899 if (getenv("MESA_DEBUG")) {
1907 fprintf( stderr
, "Mesa warning: %s\n", s
);
1915 * Compile an error into current display list.
1917 void gl_compile_error( GLcontext
*ctx
, GLenum error
, const char *s
)
1919 if (ctx
->CompileFlag
)
1920 gl_save_error( ctx
, error
, s
);
1922 if (ctx
->ExecuteFlag
)
1923 gl_error( ctx
, error
, s
);
1929 * This is Mesa's error handler. Normally, all that's done is the updating
1930 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1931 * environment variable "MESA_DEBUG" is defined then a real error message
1932 * is printed to stderr.
1933 * Input: ctx - the GL context
1934 * error - the error value
1935 * where - usually the name of function where error was detected
1938 gl_error( GLcontext
*ctx
, GLenum error
, const char *where
)
1940 const char *debugEnv
= getenv("MESA_DEBUG");
1944 if (debugEnv
&& strstr(debugEnv
, "silent"))
1959 errstr
= "GL_NO_ERROR";
1961 case GL_INVALID_VALUE
:
1962 errstr
= "GL_INVALID_VALUE";
1964 case GL_INVALID_ENUM
:
1965 errstr
= "GL_INVALID_ENUM";
1967 case GL_INVALID_OPERATION
:
1968 errstr
= "GL_INVALID_OPERATION";
1970 case GL_STACK_OVERFLOW
:
1971 errstr
= "GL_STACK_OVERFLOW";
1973 case GL_STACK_UNDERFLOW
:
1974 errstr
= "GL_STACK_UNDERFLOW";
1976 case GL_OUT_OF_MEMORY
:
1977 errstr
= "GL_OUT_OF_MEMORY";
1979 case GL_TABLE_TOO_LARGE
:
1980 errstr
= "GL_TABLE_TOO_LARGE";
1986 fprintf(stderr
, "Mesa user error: %s in %s\n", errstr
, where
);
1989 if (ctx
->ErrorValue
== GL_NO_ERROR
) {
1990 ctx
->ErrorValue
= error
;
1993 /* Call device driver's error handler, if any. This is used on the Mac. */
1994 if (ctx
->Driver
.Error
) {
1995 (*ctx
->Driver
.Error
)( ctx
);
2002 _mesa_Finish( void )
2004 GET_CURRENT_CONTEXT(ctx
);
2005 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFinish");
2006 if (ctx
->Driver
.Finish
) {
2007 (*ctx
->Driver
.Finish
)( ctx
);
2016 GET_CURRENT_CONTEXT(ctx
);
2017 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFlush");
2018 if (ctx
->Driver
.Flush
) {
2019 (*ctx
->Driver
.Flush
)( ctx
);