-/* $Id: context.c,v 1.32 2000/01/17 20:00:15 brianp Exp $ */
+/* $Id: context.c,v 1.70 2000/05/26 14:44:59 brianp Exp $ */
/*
* Mesa 3-D graphics library
#include "accum.h"
#include "alphabuf.h"
#include "clip.h"
+#include "colortab.h"
#include "context.h"
#include "cva.h"
#include "depth.h"
-#include "dispatch.h"
#include "dlist.h"
#include "eval.h"
#include "enums.h"
#include "fog.h"
#include "get.h"
#include "glapi.h"
+#include "glapinoop.h"
+#include "glthread.h"
#include "hash.h"
#include "light.h"
-#include "lines.h"
-#include "dlist.h"
#include "macros.h"
#include "matrix.h"
#include "mem.h"
#include "mmath.h"
#include "pb.h"
#include "pipeline.h"
-#include "points.h"
-#include "quads.h"
#include "shade.h"
#include "simple_list.h"
#include "stencil.h"
#include "stages.h"
-#include "triangle.h"
+#include "state.h"
#include "translate.h"
#include "teximage.h"
#include "texobj.h"
#include "varray.h"
#include "vb.h"
#include "vbcull.h"
-#include "vbfill.h"
#include "vbrender.h"
#include "vbxform.h"
#include "vertices.h"
#if !defined(THREADS)
-struct immediate *CURRENT_INPUT = NULL;
+struct immediate *_mesa_CurrentInput = NULL;
#endif
-
-
/**********************************************************************/
-/***** Profiling functions *****/
+/***** GL Visual allocation/destruction *****/
/**********************************************************************/
-#ifdef PROFILE
-
-#include <sys/times.h>
-#include <sys/param.h>
-
/*
- * Return system time in seconds.
- * NOTE: this implementation may not be very portable!
+ * Allocate a new GLvisual object.
+ * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
+ * dbFlag - double buffering?
+ * stereoFlag - stereo buffer?
+ * depthBits - requested bits per depth buffer value
+ * Any value in [0, 32] is acceptable but the actual
+ * depth type will be GLushort or GLuint as needed.
+ * stencilBits - requested minimum bits per stencil buffer value
+ * accumBits - requested minimum bits per accum buffer component
+ * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
+ * red/green/blue/alphaBits - number of bits per color component
+ * in frame buffer for RGB(A) mode.
+ * We always use 8 in core Mesa though.
+ * Return: pointer to new GLvisual or NULL if requested parameters can't
+ * be met.
*/
-GLdouble gl_time( void )
+GLvisual *
+_mesa_create_visual( GLboolean rgbFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint indexBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
{
- static GLdouble prev_time = 0.0;
- static GLdouble time;
- struct tms tm;
- clock_t clk;
-
- clk = times(&tm);
-
-#ifdef CLK_TCK
- time = (double)clk / (double)CLK_TCK;
-#else
- time = (double)clk / (double)HZ;
-#endif
-
- if (time>prev_time) {
- prev_time = time;
- return time;
- }
- else {
- return prev_time;
+ GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
+ if (vis) {
+ if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
+ redBits, greenBits, blueBits, alphaBits,
+ indexBits, depthBits, stencilBits,
+ accumRedBits, accumGreenBits,
+ accumBlueBits, accumAlphaBits,
+ numSamples )) {
+ FREE(vis);
+ return NULL;
+ }
}
+ return vis;
}
+
/*
- * Reset the timing/profiling counters
+ * Initialize the fields of the given GLvisual.
+ * Input: see _mesa_create_visual() above.
+ * Return: GL_TRUE = success
+ * GL_FALSE = failure.
*/
-static void init_timings( GLcontext *ctx )
+GLboolean
+_mesa_initialize_visual( GLvisual *vis,
+ GLboolean rgbFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint indexBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
{
- ctx->BeginEndCount = 0;
- ctx->BeginEndTime = 0.0;
- ctx->VertexCount = 0;
- ctx->VertexTime = 0.0;
- ctx->PointCount = 0;
- ctx->PointTime = 0.0;
- ctx->LineCount = 0;
- ctx->LineTime = 0.0;
- ctx->PolygonCount = 0;
- ctx->PolygonTime = 0.0;
- ctx->ClearCount = 0;
- ctx->ClearTime = 0.0;
- ctx->SwapCount = 0;
- ctx->SwapTime = 0.0;
-}
+ assert(vis);
+ /* This is to catch bad values from device drivers not updated for
+ * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
+ * bad value now (a 1-bit depth buffer!?!).
+ */
+ assert(depthBits == 0 || depthBits > 1);
-/*
- * Print the accumulated timing/profiling data.
- */
-static void print_timings( GLcontext *ctx )
-{
- GLdouble beginendrate;
- GLdouble vertexrate;
- GLdouble pointrate;
- GLdouble linerate;
- GLdouble polygonrate;
- GLdouble overhead;
- GLdouble clearrate;
- GLdouble swaprate;
- GLdouble avgvertices;
-
- if (ctx->BeginEndTime>0.0) {
- beginendrate = ctx->BeginEndCount / ctx->BeginEndTime;
- }
- else {
- beginendrate = 0.0;
- }
- if (ctx->VertexTime>0.0) {
- vertexrate = ctx->VertexCount / ctx->VertexTime;
- }
- else {
- vertexrate = 0.0;
- }
- if (ctx->PointTime>0.0) {
- pointrate = ctx->PointCount / ctx->PointTime;
- }
- else {
- pointrate = 0.0;
- }
- if (ctx->LineTime>0.0) {
- linerate = ctx->LineCount / ctx->LineTime;
- }
- else {
- linerate = 0.0;
- }
- if (ctx->PolygonTime>0.0) {
- polygonrate = ctx->PolygonCount / ctx->PolygonTime;
- }
- else {
- polygonrate = 0.0;
- }
- if (ctx->ClearTime>0.0) {
- clearrate = ctx->ClearCount / ctx->ClearTime;
- }
- else {
- clearrate = 0.0;
- }
- if (ctx->SwapTime>0.0) {
- swaprate = ctx->SwapCount / ctx->SwapTime;
- }
- else {
- swaprate = 0.0;
+ if (depthBits < 0 || depthBits > 32) {
+ return GL_FALSE;
}
-
- if (ctx->BeginEndCount>0) {
- avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount;
+ if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
+ return GL_FALSE;
}
- else {
- avgvertices = 0.0;
- }
-
- overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime
- - ctx->LineTime - ctx->PolygonTime;
-
-
- printf(" Count Time (s) Rate (/s) \n");
- printf("--------------------------------------------------------\n");
- printf("glBegin/glEnd %7d %8.3f %10.3f\n",
- ctx->BeginEndCount, ctx->BeginEndTime, beginendrate);
- printf(" vertexes transformed %7d %8.3f %10.3f\n",
- ctx->VertexCount, ctx->VertexTime, vertexrate );
- printf(" points rasterized %7d %8.3f %10.3f\n",
- ctx->PointCount, ctx->PointTime, pointrate );
- printf(" lines rasterized %7d %8.3f %10.3f\n",
- ctx->LineCount, ctx->LineTime, linerate );
- printf(" polygons rasterized %7d %8.3f %10.3f\n",
- ctx->PolygonCount, ctx->PolygonTime, polygonrate );
- printf(" overhead %8.3f\n", overhead );
- printf("glClear %7d %8.3f %10.3f\n",
- ctx->ClearCount, ctx->ClearTime, clearrate );
- printf("SwapBuffers %7d %8.3f %10.3f\n",
- ctx->SwapCount, ctx->SwapTime, swaprate );
- printf("\n");
-
- printf("Average number of vertices per begin/end: %8.3f\n", avgvertices );
-}
-#endif
-
-
-
-
-
-/**********************************************************************/
-/***** GL Visual allocation/destruction *****/
-/**********************************************************************/
-
-
-/*
- * Allocate a new GLvisual object.
- * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
- * alphaFlag - alloc software alpha buffers?
- * dbFlag - double buffering?
- * stereoFlag - stereo buffer?
- * depthFits - requested minimum bits per depth buffer value
- * stencilFits - requested minimum bits per stencil buffer value
- * accumFits - requested minimum bits per accum buffer component
- * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
- * red/green/blue/alphaFits - number of bits per color component
- * in frame buffer for RGB(A) mode.
- * Return: pointer to new GLvisual or NULL if requested parameters can't
- * be met.
- */
-GLvisual *gl_create_visual( GLboolean rgbFlag,
- GLboolean alphaFlag,
- GLboolean dbFlag,
- GLboolean stereoFlag,
- GLint depthBits,
- GLint stencilBits,
- GLint accumBits,
- GLint indexBits,
- GLint redBits,
- GLint greenBits,
- GLint blueBits,
- GLint alphaBits )
-{
- GLvisual *vis;
-
- if (depthBits > (GLint) (8*sizeof(GLdepth))) {
- /* can't meet depth buffer requirements */
- return NULL;
+ if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
+ return GL_FALSE;
}
- if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
- /* can't meet stencil buffer requirements */
- return NULL;
+ if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
+ return GL_FALSE;
}
- if (accumBits > (GLint) (8*sizeof(GLaccum))) {
- /* can't meet accum buffer requirements */
- return NULL;
+ if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
+ return GL_FALSE;
}
-
- vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
- if (!vis) {
- return NULL;
+ if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
+ return GL_FALSE;
}
vis->RGBAflag = rgbFlag;
vis->RedBits = redBits;
vis->GreenBits = greenBits;
vis->BlueBits = blueBits;
- vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
+ vis->AlphaBits = alphaBits;
+
+ vis->IndexBits = indexBits;
+ vis->DepthBits = depthBits;
+ vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
+
+ if (depthBits == 0) {
+ /* Special case. Even if we don't have a depth buffer we need
+ * good values for DepthMax for Z vertex transformation purposes.
+ */
+ vis->DepthMax = 1;
+ vis->DepthMaxF = 1.0F;
+ }
+ else if (depthBits < 32) {
+ vis->DepthMax = (1 << depthBits) - 1;
+ vis->DepthMaxF = (GLfloat) vis->DepthMax;
+ }
+ else {
+ /* Special case since shift values greater than or equal to the
+ * number of bits in the left hand expression's type are
+ * undefined.
+ */
+ vis->DepthMax = 0xffffffff;
+ vis->DepthMaxF = (GLfloat) vis->DepthMax;
+ }
- vis->IndexBits = indexBits;
- vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
- vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
- vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
+ return GL_TRUE;
+}
- vis->SoftwareAlpha = alphaFlag;
- return vis;
+/* This function should no longer be used. Use _mesa_create_visual() instead */
+GLvisual *
+gl_create_visual( GLboolean rgbFlag,
+ GLboolean alphaFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumBits,
+ GLint indexBits,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits )
+{
+ (void) alphaFlag;
+ return _mesa_create_visual(rgbFlag, dbFlag, stereoFlag,
+ redBits, greenBits, blueBits, alphaBits,
+ indexBits, depthBits, stencilBits,
+ accumBits, accumBits, accumBits, accumBits, 0);
}
+void
+_mesa_destroy_visual( GLvisual *vis )
+{
+ FREE(vis);
+}
+
-void gl_destroy_visual( GLvisual *vis )
+/* obsolete */
+void
+gl_destroy_visual( GLvisual *vis )
{
- FREE( vis );
+ _mesa_destroy_visual(vis);
}
* Return: pointer to new GLframebuffer struct or NULL if error.
*/
-GLframebuffer *gl_create_framebuffer( GLvisual *visual,
- GLboolean softwareDepth,
- GLboolean softwareStencil,
- GLboolean softwareAccum,
- GLboolean softwareAlpha )
+GLframebuffer *
+gl_create_framebuffer( GLvisual *visual,
+ GLboolean softwareDepth,
+ GLboolean softwareStencil,
+ GLboolean softwareAccum,
+ GLboolean softwareAlpha )
{
- GLframebuffer *buffer;
-
- buffer = CALLOC_STRUCT(gl_frame_buffer);
- if (!buffer) {
- return NULL;
+ GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
+ assert(visual);
+ if (buffer) {
+ _mesa_initialize_framebuffer(buffer, visual,
+ softwareDepth, softwareStencil,
+ softwareAccum, softwareAlpha );
}
+ return buffer;
+}
+
+
+/*
+ * Initialize a GLframebuffer object.
+ * Input: See gl_create_framebuffer() above.
+ */
+void
+_mesa_initialize_framebuffer( GLframebuffer *buffer,
+ GLvisual *visual,
+ GLboolean softwareDepth,
+ GLboolean softwareStencil,
+ GLboolean softwareAccum,
+ GLboolean softwareAlpha )
+{
+ assert(buffer);
+ assert(visual);
/* sanity checks */
if (softwareDepth ) {
}
if (softwareAccum) {
assert(visual->RGBAflag);
- assert(visual->AccumBits > 0);
+ assert(visual->AccumRedBits > 0);
+ assert(visual->AccumGreenBits > 0);
+ assert(visual->AccumBlueBits > 0);
}
if (softwareAlpha) {
assert(visual->RGBAflag);
buffer->UseSoftwareStencilBuffer = softwareStencil;
buffer->UseSoftwareAccumBuffer = softwareAccum;
buffer->UseSoftwareAlphaBuffers = softwareAlpha;
-
- return buffer;
}
-
/*
* Free a framebuffer struct and its buffers.
*/
-void gl_destroy_framebuffer( GLframebuffer *buffer )
+void
+gl_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
- if (buffer->Depth) {
- FREE( buffer->Depth );
+ if (buffer->DepthBuffer) {
+ FREE( buffer->DepthBuffer );
}
if (buffer->Accum) {
FREE( buffer->Accum );
/**********************************************************************/
+_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
+
+
/*
* This function just calls all the various one-time-init functions in Mesa.
*/
-static void one_time_init( void )
+static void
+one_time_init( void )
{
static GLboolean alreadyCalled = GL_FALSE;
+ _glthread_LOCK_MUTEX(OneTimeLock);
if (!alreadyCalled) {
/* do some implementation tests */
assert( sizeof(GLbyte) == 1 );
gl_init_clip();
gl_init_eval();
- gl_init_fog();
- gl_init_math();
+ _mesa_init_fog();
+ _mesa_init_math();
gl_init_lists();
gl_init_shade();
gl_init_texture();
gl_init_vbrender();
gl_init_vbxform();
gl_init_vertices();
- alreadyCalled = GL_TRUE;
- }
+
+ if (getenv("MESA_DEBUG")) {
+ _glapi_noop_enable_warnings(GL_TRUE);
+ }
+ else {
+ _glapi_noop_enable_warnings(GL_FALSE);
+ }
+
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
+
+ alreadyCalled = GL_TRUE;
+ }
+ _glthread_UNLOCK_MUTEX(OneTimeLock);
}
/*
* Allocate and initialize a shared context state structure.
*/
-static struct gl_shared_state *alloc_shared_state( void )
+static struct gl_shared_state *
+alloc_shared_state( void )
{
GLuint d;
struct gl_shared_state *ss;
if (!ss)
return NULL;
- ss->DisplayList = NewHashTable();
+ ss->DisplayList = _mesa_NewHashTable();
- ss->TexObjects = NewHashTable();
+ ss->TexObjects = _mesa_NewHashTable();
/* Default Texture objects */
outOfMemory = GL_FALSE;
ss->DefaultD[d]->RefCount++; /* don't free if not in use */
}
+ ss->DefaultCubeMap = gl_alloc_texture_object(ss, 0, 6);
+ if (!ss->DefaultCubeMap) {
+ outOfMemory = GL_TRUE;
+ }
+ else {
+ ss->DefaultCubeMap->RefCount++;
+ }
+
if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
- DeleteHashTable(ss->DisplayList);
+ _mesa_DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
- DeleteHashTable(ss->TexObjects);
+ _mesa_DeleteHashTable(ss->TexObjects);
if (ss->DefaultD[1])
gl_free_texture_object(ss, ss->DefaultD[1]);
if (ss->DefaultD[2])
gl_free_texture_object(ss, ss->DefaultD[2]);
if (ss->DefaultD[3])
gl_free_texture_object(ss, ss->DefaultD[3]);
+ if (ss->DefaultCubeMap)
+ gl_free_texture_object(ss, ss->DefaultCubeMap);
FREE(ss);
return NULL;
}
/*
* Deallocate a shared state context and all children structures.
*/
-static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
+static void
+free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
{
/* Free display lists */
while (1) {
- GLuint list = HashFirstEntry(ss->DisplayList);
+ GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
if (list) {
gl_destroy_list(ctx, list);
}
break;
}
}
- DeleteHashTable(ss->DisplayList);
+ _mesa_DeleteHashTable(ss->DisplayList);
/* Free texture objects */
while (ss->TexObjectList)
/* this function removes from linked list too! */
gl_free_texture_object(ss, ss->TexObjectList);
}
- DeleteHashTable(ss->TexObjects);
+ _mesa_DeleteHashTable(ss->TexObjects);
FREE(ss);
}
* Initialize the nth light. Note that the defaults for light 0 are
* different than the other lights.
*/
-static void init_light( struct gl_light *l, GLuint n )
+static void
+init_light( struct gl_light *l, GLuint n )
{
make_empty_list( l );
-static void init_lightmodel( struct gl_lightmodel *lm )
+static void
+init_lightmodel( struct gl_lightmodel *lm )
{
ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
lm->LocalViewer = GL_FALSE;
}
-static void init_material( struct gl_material *m )
+static void
+init_material( struct gl_material *m )
{
ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
-static void init_texture_unit( GLcontext *ctx, GLuint unit )
+static void
+init_texture_unit( GLcontext *ctx, GLuint unit )
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
+ texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
}
-static void init_fallback_arrays( GLcontext *ctx )
+static void
+init_fallback_arrays( GLcontext *ctx )
{
struct gl_client_array *cl;
GLuint i;
/* Initialize a 1-D evaluator map */
-static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
+static void
+init_1d_map( struct gl_1d_map *map, int n, const float *initial )
{
map->Order = 1;
map->u1 = 0.0;
/* Initialize a 2-D evaluator map */
-static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
+static void
+init_2d_map( struct gl_2d_map *map, int n, const float *initial )
{
map->Uorder = 1;
map->Vorder = 1;
}
-static void init_color_table( struct gl_color_table *p )
-{
- p->Table[0] = 255;
- p->Table[1] = 255;
- p->Table[2] = 255;
- p->Table[3] = 255;
- p->Size = 1;
- p->IntFormat = GL_RGBA;
- p->Format = GL_RGBA;
-}
-
-
/*
* Initialize the attribute groups in a GLcontext.
*/
-static void init_attrib_groups( GLcontext *ctx )
+static void
+init_attrib_groups( GLcontext *ctx )
{
GLuint i, j;
assert(ctx);
- /* Constants, may be overriden by device driver */
+ /* Constants, may be overriden by device drivers */
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
+ ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
+ ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
+ ctx->Const.MinPointSize = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSize = MAX_POINT_SIZE;
+ ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
+ ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
+ ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
+ ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
+ ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
+ ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
+ ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
+ ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
+ ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
+ ctx->Const.NumCompressedTextureFormats = 0;
/* Modelview matrix */
gl_matrix_ctr( &ctx->ModelView );
gl_matrix_alloc_inv( &ctx->ModelView );
ctx->ModelViewStackDepth = 0;
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ModelViewStack[i] );
gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
}
ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ProjectionStack[i] );
gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
}
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
gl_matrix_ctr( &ctx->TextureMatrix[i] );
ctx->TextureStackDepth[i] = 0;
- for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
ctx->TextureStack[i][j].inv = 0;
}
}
+ /* Color matrix */
+ gl_matrix_ctr(&ctx->ColorMatrix);
+ ctx->ColorStackDepth = 0;
+ for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
+ gl_matrix_ctr(&ctx->ColorStack[j]);
+ }
+
/* Accumulate buffer group */
ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
ctx->Depth.Clear = 1.0;
ctx->Depth.Func = GL_LESS;
ctx->Depth.Mask = GL_TRUE;
+ ctx->Depth.OcclusionTest = GL_FALSE;
/* Evaluators group */
ctx->Eval.Map1Color4 = GL_FALSE;
ctx->Hint.LineSmooth = GL_DONT_CARE;
ctx->Hint.PolygonSmooth = GL_DONT_CARE;
ctx->Hint.Fog = GL_DONT_CARE;
-
ctx->Hint.AllowDrawWin = GL_TRUE;
- ctx->Hint.AllowDrawSpn = GL_TRUE;
+ ctx->Hint.AllowDrawFrg = GL_TRUE;
ctx->Hint.AllowDrawMem = GL_TRUE;
ctx->Hint.StrictLighting = GL_TRUE;
+ ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
+ ctx->Hint.TextureCompression = GL_DONT_CARE;
+
+ /* Histogram group */
+ ctx->Histogram.Width = 0;
+ ctx->Histogram.Format = GL_RGBA;
+ ctx->Histogram.Sink = GL_FALSE;
+ ctx->Histogram.RedSize = 0xffffffff;
+ ctx->Histogram.GreenSize = 0xffffffff;
+ ctx->Histogram.BlueSize = 0xffffffff;
+ ctx->Histogram.AlphaSize = 0xffffffff;
+ ctx->Histogram.LuminanceSize = 0xffffffff;
+ for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
+ ctx->Histogram.Count[i][0] = 0;
+ ctx->Histogram.Count[i][1] = 0;
+ ctx->Histogram.Count[i][2] = 0;
+ ctx->Histogram.Count[i][3] = 0;
+ }
+
+ /* Min/Max group */
+ ctx->MinMax.Format = GL_RGBA;
+ ctx->MinMax.Sink = GL_FALSE;
+ ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
+ ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
+ ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
+ ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
+
+
/* Pipeline */
gl_pipeline_init( ctx );
ctx->Pixel.MapGtoG[0] = 0.0;
ctx->Pixel.MapBtoB[0] = 0.0;
ctx->Pixel.MapAtoA[0] = 0.0;
+ ctx->Pixel.HistogramEnabled = GL_FALSE;
+ ctx->Pixel.MinMaxEnabled = GL_FALSE;
+ ctx->Pixel.PixelTextureEnabled = GL_FALSE;
+ ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
+ ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
+ ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
+ ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
+ ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
+ ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
+ ctx->Pixel.ColorTableEnabled = GL_FALSE;
+ ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
+ ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
+ ctx->Pixel.Convolution1DEnabled = GL_FALSE;
+ ctx->Pixel.Convolution2DEnabled = GL_FALSE;
+ ctx->Pixel.Separable2DEnabled = GL_FALSE;
+ for (i = 0; i < 3; i++) {
+ ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
+ ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
+ ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
+ ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
+ }
+ ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
+ ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
/* Point group */
ctx->Point.SmoothFlag = GL_FALSE;
ctx->Texture.Enabled = 0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
- init_color_table(&ctx->Texture.Palette);
+ _mesa_init_colortable(&ctx->Texture.Palette);
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
#define Sz 10
#define Tz 14
- ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
- ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
+ ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
+ ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
#undef Sz
#undef Tz
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
+ /* Display list */
+ ctx->CallDepth = 0;
+ ctx->ExecuteFlag = GL_TRUE;
+ ctx->CompileFlag = GL_FALSE;
+ ctx->CurrentListPtr = NULL;
+ ctx->CurrentBlock = NULL;
+ ctx->CurrentListNum = 0;
+ ctx->CurrentPos = 0;
+
+ /* Color tables */
+ _mesa_init_colortable(&ctx->ColorTable);
+ _mesa_init_colortable(&ctx->ProxyColorTable);
+ _mesa_init_colortable(&ctx->PostConvolutionColorTable);
+ _mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
+ _mesa_init_colortable(&ctx->PostColorMatrixColorTable);
+ _mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
+
/* Miscellaneous */
ctx->NewState = NEW_ALL;
ctx->RenderMode = GL_RENDER;
ctx->NeedEyeNormals = GL_FALSE;
ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
- /* Display list */
- ctx->CallDepth = 0;
- ctx->ExecuteFlag = GL_TRUE;
- ctx->CompileFlag = GL_FALSE;
- ctx->CurrentListPtr = NULL;
- ctx->CurrentBlock = NULL;
- ctx->CurrentListNum = 0;
- ctx->CurrentPos = 0;
-
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
ctx->CatchSignals = GL_TRUE;
+ ctx->OcclusionResult = GL_FALSE;
+ ctx->OcclusionResultSaved = GL_FALSE;
/* For debug/development only */
ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
* the allocations clean up and return GL_FALSE.
* Return: GL_TRUE=success, GL_FALSE=failure
*/
-static GLboolean alloc_proxy_textures( GLcontext *ctx )
+static GLboolean
+alloc_proxy_textures( GLcontext *ctx )
{
GLboolean out_of_memory;
GLint i;
out_of_memory = GL_FALSE;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
+ ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
+ ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
+ ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
if (!ctx->Texture.Proxy1D->Image[i]
|| !ctx->Texture.Proxy2D->Image[i]
|| !ctx->Texture.Proxy3D->Image[i]) {
if (out_of_memory) {
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (ctx->Texture.Proxy1D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
}
if (ctx->Texture.Proxy2D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
}
if (ctx->Texture.Proxy3D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
}
}
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
/*
* Initialize a GLcontext struct.
*/
-GLboolean gl_initialize_context_data( GLcontext *ctx,
- GLvisual *visual,
- GLcontext *share_list,
- void *driver_ctx,
- GLboolean direct )
+GLboolean
+_mesa_initialize_context( GLcontext *ctx,
+ GLvisual *visual,
+ GLcontext *share_list,
+ void *driver_ctx,
+ GLboolean direct )
{
+ GLuint dispatchSize;
+
(void) direct; /* not used */
/* misc one-time initializations */
return GL_FALSE;
}
}
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
init_attrib_groups( ctx );
ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
}
-#ifdef PROFILE
- init_timings( ctx );
-#endif
-
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
FREE(ctx->VB);
return GL_FALSE;
}
+ /* register the most recent extension functions with libGL */
+ _glapi_add_entrypoint("glTbufferMask3DFX", 553);
+ _glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
+ _glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
+ _glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
+ _glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
+ _glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
+ _glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
+ _glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
+
+ /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
+ * In practice, this'll be the same for stand-alone Mesa. But for DRI
+ * Mesa we do this to accomodate different versions of libGL and various
+ * DRI drivers.
+ */
+ dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
+ sizeof(struct _glapi_table) / sizeof(void *));
+
/* setup API dispatch tables */
- _mesa_init_exec_table( &ctx->Exec );
- _mesa_init_dlist_table( &ctx->Save );
- ctx->CurrentDispatch = &ctx->Exec;
+ ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
+ ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
+ if (!ctx->Exec || !ctx->Save) {
+ free_shared_state(ctx, ctx->Shared);
+ FREE(ctx->VB);
+ FREE(ctx->PB);
+ if (ctx->Exec)
+ FREE(ctx->Exec);
+ FREE(ctx);
+ }
+ _mesa_init_exec_table(ctx->Exec, dispatchSize);
+ _mesa_init_dlist_table(ctx->Save, dispatchSize);
+ ctx->CurrentDispatch = ctx->Exec;
return GL_TRUE;
}
* driver_ctx - pointer to device driver's context state struct
* Return: pointer to a new gl_context struct or NULL if error.
*/
-GLcontext *gl_create_context( GLvisual *visual,
- GLcontext *share_list,
- void *driver_ctx,
- GLboolean direct )
+GLcontext *
+gl_create_context( GLvisual *visual,
+ GLcontext *share_list,
+ void *driver_ctx,
+ GLboolean direct )
{
GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
if (!ctx) {
return NULL;
}
- if (gl_initialize_context_data(ctx, visual, share_list,
- driver_ctx, direct)) {
+ if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
return ctx;
}
else {
* Free the data associated with the given context.
* But don't free() the GLcontext struct itself!
*/
-void gl_free_context_data( GLcontext *ctx )
+void
+gl_free_context_data( GLcontext *ctx )
{
- GLuint i;
struct gl_shine_tab *s, *tmps;
+ GLuint i, j;
/* if we're destroying the current context, unbind it first */
if (ctx == gl_get_current_context()) {
gl_make_current(NULL, NULL);
}
-#ifdef PROFILE
- if (getenv("MESA_PROFILE")) {
- print_timings( ctx );
- }
-#endif
-
gl_matrix_dtr( &ctx->ModelView );
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ModelViewStack[i] );
}
gl_matrix_dtr( &ctx->ProjectionMatrix );
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ gl_matrix_dtr( &ctx->TextureMatrix[i] );
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
+ gl_matrix_dtr( &ctx->TextureStack[i][j] );
+ }
+ }
FREE( ctx->PB );
- if(ctx->input != ctx->VB->IM)
+ if (ctx->input != ctx->VB->IM)
gl_immediate_free( ctx->input );
gl_vb_free( ctx->VB );
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount--;
- assert(ctx->Shared->RefCount>=0);
- if (ctx->Shared->RefCount==0) {
+ assert(ctx->Shared->RefCount >= 0);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ if (ctx->Shared->RefCount == 0) {
/* free shared state */
free_shared_state( ctx, ctx->Shared );
}
if (ctx->EvalMap.Map2Texture4.Points)
FREE( ctx->EvalMap.Map2Texture4.Points );
+ _mesa_free_colortable_data( &ctx->ColorTable );
+ _mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
+ _mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
+ _mesa_free_colortable_data( &ctx->Texture.Palette );
+
/* Free cache of immediate buffers. */
while (ctx->nr_im_queued-- > 0) {
struct immediate * next = ctx->freed_im_queue->next;
ctx->freed_im_queue = next;
}
gl_extensions_dtr(ctx);
+
+ FREE(ctx->Exec);
+ FREE(ctx->Save);
}
/*
* Destroy a GLcontext structure.
*/
-void gl_destroy_context( GLcontext *ctx )
+void
+gl_destroy_context( GLcontext *ctx )
{
if (ctx) {
gl_free_context_data(ctx);
* Called by the driver after both the context and driver are fully
* initialized. Currently just reads the config file.
*/
-void gl_context_initialize( GLcontext *ctx )
+void
+gl_context_initialize( GLcontext *ctx )
{
gl_read_config_file( ctx );
}
* dst - destination context
* mask - bitwise OR of GL_*_BIT flags
*/
-void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
+void
+gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
{
if (mask & GL_ACCUM_BUFFER_BIT) {
MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
GLframebuffer *readBuffer )
{
#if 0
- GLcontext *oldCtx = gl_get_current_context();
+ GLcontext *oldCtx = gl_get_context();
/* Flush the old context
*/
*/
_glapi_check_multithread();
- _glapi_set_current_context((void *) newCtx);
+ _glapi_set_context((void *) newCtx);
ASSERT(gl_get_current_context() == newCtx);
if (newCtx) {
SET_IMMEDIATE(newCtx, newCtx->input);
*/
GLcontext *gl_get_current_context( void )
{
- return (GLcontext *) _glapi_get_current_context();
+ return (GLcontext *) _glapi_get_context();
}
-void
-_mesa_ResizeBuffersMESA( void )
-{
- GLcontext *ctx = gl_get_current_context();
-
- GLuint buf_width, buf_height;
-
- if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glResizeBuffersMESA\n");
-
- /* ask device driver for size of output buffer */
- (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
-
- /* see if size of device driver's color buffer (window) has changed */
- if (ctx->DrawBuffer->Width == (GLint) buf_width &&
- ctx->DrawBuffer->Height == (GLint) buf_height)
- return;
-
- ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
-
- /* save buffer size */
- ctx->DrawBuffer->Width = buf_width;
- ctx->DrawBuffer->Height = buf_height;
-
- /* Reallocate other buffers if needed. */
- if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
- gl_alloc_depth_buffer( ctx );
- }
- if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
- gl_alloc_stencil_buffer( ctx );
- }
- if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
- gl_alloc_accum_buffer( ctx );
- }
- if (ctx->Visual->SoftwareAlpha) {
- gl_alloc_alpha_buffers( ctx );
- }
-}
-
-
-
/**********************************************************************/
/***** Miscellaneous functions *****/
/**********************************************************************/
void gl_problem( const GLcontext *ctx, const char *s )
{
fprintf( stderr, "Mesa implementation error: %s\n", s );
- fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" );
+ fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
(void) ctx;
}
+/*
+ * Compile an error into current display list.
+ */
void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
{
if (ctx->CompileFlag)
}
+
/*
* This is Mesa's error handler. Normally, all that's done is the updating
* of the current error value. If Mesa is compiled with -DDEBUG or if the
-/**********************************************************************/
-/***** State update logic *****/
-/**********************************************************************/
-
-
-/*
- * Since the device driver may or may not support pixel logic ops we
- * have to make some extensive tests to determine whether or not
- * software-implemented logic operations have to be used.
- */
-static void update_pixel_logic( GLcontext *ctx )
-{
- if (ctx->Visual->RGBAflag) {
- /* RGBA mode blending w/ Logic Op */
- if (ctx->Color.ColorLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- }
- else {
- /* CI mode Logic Op */
- if (ctx->Color.IndexLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- }
-}
-
-
-
-/*
- * Check if software implemented RGBA or Color Index masking is needed.
- */
-static void update_pixel_masking( GLcontext *ctx )
-{
- if (ctx->Visual->RGBAflag) {
- GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
- if (*colorMask == 0xffffffff) {
- /* disable masking */
- if (ctx->Driver.ColorMask) {
- (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
- }
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- /* Ask driver to do color masking, if it can't then
- * do it in software
- */
- GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
- if (ctx->Driver.ColorMask
- && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
- }
- }
- else {
- if (ctx->Color.IndexMask==0xffffffff) {
- /* disable masking */
- if (ctx->Driver.IndexMask) {
- (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
- }
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- /* Ask driver to do index masking, if it can't then
- * do it in software
- */
- if (ctx->Driver.IndexMask
- && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
- }
- }
-}
-
-
-static void update_fog_mode( GLcontext *ctx )
-{
- int old_mode = ctx->FogMode;
-
- if (ctx->Fog.Enabled) {
- if (ctx->Texture.Enabled)
- ctx->FogMode = FOG_FRAGMENT;
- else if (ctx->Hint.Fog == GL_NICEST)
- ctx->FogMode = FOG_FRAGMENT;
- else
- ctx->FogMode = FOG_VERTEX;
-
- if (ctx->Driver.GetParameteri)
- if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
- ctx->FogMode = FOG_FRAGMENT;
- }
- else {
- ctx->FogMode = FOG_NONE;
- }
-
- if (old_mode != ctx->FogMode)
- ctx->NewState |= NEW_FOG;
-}
-
-
-/*
- * Recompute the value of ctx->RasterMask, etc. according to
- * the current context.
- */
-static void update_rasterflags( GLcontext *ctx )
+void
+_mesa_Finish( void )
{
- ctx->RasterMask = 0;
-
- if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
- if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
- if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
- if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
- if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
- if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
-
- if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
- && ctx->Color.DrawBuffer != GL_NONE)
- ctx->RasterMask |= ALPHABUF_BIT;
-
- if ( ctx->Viewport.X<0
- || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
- || ctx->Viewport.Y<0
- || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
- ctx->RasterMask |= WINCLIP_BIT;
- }
-
- /* If we're not drawing to exactly one color buffer set the
- * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
- * buffers or the RGBA or CI mask disables all writes.
- */
-
- ctx->TriangleCaps &= ~DD_MULTIDRAW;
-
- if (ctx->Color.MultiDrawBuffer) {
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
+ if (ctx->Driver.Finish) {
+ (*ctx->Driver.Finish)( ctx );
}
- else if (ctx->Color.DrawBuffer==GL_NONE) {
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
- else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
- /* all RGBA channels disabled */
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- ctx->Color.DrawDestMask = 0;
- }
- else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
- /* all color index bits disabled */
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- ctx->Color.DrawDestMask = 0;
- }
-}
-
-
-void gl_print_state( const char *msg, GLuint state )
-{
- fprintf(stderr,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
- msg,
- state,
- (state & NEW_LIGHTING) ? "lighting, " : "",
- (state & NEW_RASTER_OPS) ? "raster-ops, " : "",
- (state & NEW_TEXTURING) ? "texturing, " : "",
- (state & NEW_POLYGON) ? "polygon, " : "",
- (state & NEW_DRVSTATE0) ? "driver-0, " : "",
- (state & NEW_DRVSTATE1) ? "driver-1, " : "",
- (state & NEW_DRVSTATE2) ? "driver-2, " : "",
- (state & NEW_DRVSTATE3) ? "driver-3, " : "",
- (state & NEW_MODELVIEW) ? "modelview, " : "",
- (state & NEW_PROJECTION) ? "projection, " : "",
- (state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
- (state & NEW_USER_CLIP) ? "user-clip, " : "",
- (state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
- (state & NEW_CLIENT_STATE) ? "client-state, " : "",
- (state & NEW_FOG) ? "fog, " : "",
- (state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
- (state & NEW_VIEWPORT) ? "viewport, " : "",
- (state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
}
-void gl_print_enable_flags( const char *msg, GLuint flags )
-{
- fprintf(stderr,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
- msg,
- flags,
- (flags & ENABLE_TEX0) ? "tex-0, " : "",
- (flags & ENABLE_TEX1) ? "tex-1, " : "",
- (flags & ENABLE_LIGHT) ? "light, " : "",
- (flags & ENABLE_FOG) ? "fog, " : "",
- (flags & ENABLE_USERCLIP) ? "userclip, " : "",
- (flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
- (flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
- (flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
- (flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
- (flags & ENABLE_NORMALIZE) ? "normalize, " : "",
- (flags & ENABLE_RESCALE) ? "rescale, " : "");
-}
-/*
- * If ctx->NewState is non-zero then this function MUST be called before
- * rendering any primitive. Basically, function pointers and miscellaneous
- * flags are updated to reflect the current state of the state machine.
- */
-void gl_update_state( GLcontext *ctx )
+void
+_mesa_Flush( void )
{
- GLuint i;
-
- if (MESA_VERBOSE & VERBOSE_STATE)
- gl_print_state("", ctx->NewState);
-
- if (ctx->NewState & NEW_CLIENT_STATE)
- gl_update_client_state( ctx );
-
- if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
- (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
- ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
-
- if (ctx->NewState & NEW_TEXTURE_ENV) {
- if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
- ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
- ctx->NewState &= ~NEW_TEXTURE_ENV;
- ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
- ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
- }
-
- if (ctx->NewState & NEW_TEXTURE_MATRIX) {
- ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
-
- for (i=0; i < MAX_TEXTURE_UNITS; i++) {
- if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
- {
- gl_matrix_analyze( &ctx->TextureMatrix[i] );
- ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
-
- if (ctx->Texture.Unit[i].Enabled &&
- ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
- ctx->Enabled |= ENABLE_TEXMAT0 << i;
- }
- }
- }
-
- if (ctx->NewState & (NEW_TEXTURING | NEW_TEXTURE_ENABLE)) {
- ctx->Texture.NeedNormals = GL_FALSE;
- gl_update_dirty_texobjs(ctx);
- ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
- ctx->Texture.ReallyEnabled = 0;
-
- for (i=0; i < MAX_TEXTURE_UNITS; i++) {
- if (ctx->Texture.Unit[i].Enabled) {
- gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
-
- ctx->Texture.ReallyEnabled |=
- ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
-
- if (ctx->Texture.Unit[i].GenFlags != 0) {
- ctx->Enabled |= ENABLE_TEXGEN0 << i;
-
- if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
- {
- ctx->Texture.NeedNormals = GL_TRUE;
- ctx->Texture.NeedEyeCoords = GL_TRUE;
- }
-
- if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
- {
- ctx->Texture.NeedEyeCoords = GL_TRUE;
- }
- }
- }
- }
-
- ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
- ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
- }
-
- if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
-
-
- if (ctx->NewState & NEW_RASTER_OPS) {
- update_pixel_logic(ctx);
- update_pixel_masking(ctx);
- update_fog_mode(ctx);
- update_rasterflags(ctx);
- if (ctx->Driver.Dither) {
- (*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
- }
-
- /* Check if incoming colors can be modified during rasterization */
- if (ctx->Fog.Enabled ||
- ctx->Texture.Enabled ||
- ctx->Color.BlendEnabled ||
- ctx->Color.SWmasking ||
- ctx->Color.SWLogicOpEnabled) {
- ctx->MutablePixels = GL_TRUE;
- }
- else {
- ctx->MutablePixels = GL_FALSE;
- }
-
- /* update scissor region */
-
- ctx->DrawBuffer->Xmin = 0;
- ctx->DrawBuffer->Ymin = 0;
- ctx->DrawBuffer->Xmax = ctx->DrawBuffer->Width-1;
- ctx->DrawBuffer->Ymax = ctx->DrawBuffer->Height-1;
- if (ctx->Scissor.Enabled) {
- if (ctx->Scissor.X > ctx->DrawBuffer->Xmin) {
- ctx->DrawBuffer->Xmin = ctx->Scissor.X;
- }
- if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) {
- ctx->DrawBuffer->Ymin = ctx->Scissor.Y;
- }
- if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->DrawBuffer->Xmax) {
- ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
- }
- if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->DrawBuffer->Ymax) {
- ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
- }
- }
- }
-
- if (ctx->NewState & NEW_LIGHTING) {
- ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
- if (ctx->Light.Enabled) {
- if (ctx->Light.Model.TwoSide)
- ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
- gl_update_lighting(ctx);
- }
- }
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
+ if (ctx->Driver.Flush) {
+ (*ctx->Driver.Flush)( ctx );
}
-
- if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
-
- ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
-
- if (ctx->NewState & NEW_POLYGON) {
- /* Setup CullBits bitmask */
- if (ctx->Polygon.CullFlag) {
- ctx->backface_sign = 1;
- switch(ctx->Polygon.CullFaceMode) {
- case GL_BACK:
- if(ctx->Polygon.FrontFace==GL_CCW)
- ctx->backface_sign = -1;
- ctx->Polygon.CullBits = 1;
- break;
- case GL_FRONT:
- if(ctx->Polygon.FrontFace!=GL_CCW)
- ctx->backface_sign = -1;
- ctx->Polygon.CullBits = 2;
- break;
- default:
- case GL_FRONT_AND_BACK:
- ctx->backface_sign = 0;
- ctx->Polygon.CullBits = 0;
- ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
- break;
- }
- }
- else {
- ctx->Polygon.CullBits = 3;
- ctx->backface_sign = 0;
- }
-
- /* Any Polygon offsets enabled? */
- ctx->TriangleCaps &= ~DD_TRI_OFFSET;
-
- if (ctx->Polygon.OffsetPoint ||
- ctx->Polygon.OffsetLine ||
- ctx->Polygon.OffsetFill)
- ctx->TriangleCaps |= DD_TRI_OFFSET;
-
- /* reset Z offsets now */
- ctx->PointZoffset = 0.0;
- ctx->LineZoffset = 0.0;
- ctx->PolygonZoffset = 0.0;
- }
- }
-
- if (ctx->NewState & ~(NEW_CLIENT_STATE|
- NEW_DRIVER_STATE|NEW_USER_CLIP|
- NEW_POLYGON))
- gl_update_clipmask(ctx);
-
- if (ctx->NewState & (NEW_LIGHTING|
- NEW_RASTER_OPS|
- NEW_TEXTURING|
- NEW_TEXTURE_ENABLE|
- NEW_TEXTURE_ENV|
- NEW_POLYGON|
- NEW_DRVSTATE0|
- NEW_DRVSTATE1|
- NEW_DRVSTATE2|
- NEW_DRVSTATE3|
- NEW_USER_CLIP))
- {
- ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps;
- ctx->IndirectTriangles |= DD_SW_RASTERIZE;
-
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles);
-
- ctx->Driver.PointsFunc = NULL;
- ctx->Driver.LineFunc = NULL;
- ctx->Driver.TriangleFunc = NULL;
- ctx->Driver.QuadFunc = NULL;
- ctx->Driver.RectFunc = NULL;
- ctx->Driver.RenderVBClippedTab = NULL;
- ctx->Driver.RenderVBCulledTab = NULL;
- ctx->Driver.RenderVBRawTab = NULL;
-
- /*
- * Here the driver sets up all the ctx->Driver function pointers to
- * it's specific, private functions.
- */
- ctx->Driver.UpdateState(ctx);
-
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
-
- /*
- * In case the driver didn't hook in an optimized point, line or
- * triangle function we'll now select "core/fallback" point, line
- * and triangle functions.
- */
- if (ctx->IndirectTriangles & DD_SW_RASTERIZE) {
- gl_set_point_function(ctx);
- gl_set_line_function(ctx);
- gl_set_triangle_function(ctx);
- gl_set_quad_function(ctx);
-
- if ((ctx->IndirectTriangles &
- (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) ==
- (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL))
- ctx->IndirectTriangles &= ~DD_TRI_CULL;
- }
-
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
-
- gl_set_render_vb_function(ctx);
- }
-
- /* Should only be calc'd when !need_eye_coords and not culling.
- */
- if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) {
- if (ctx->NewState & NEW_MODELVIEW) {
- gl_matrix_analyze( &ctx->ModelView );
- ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
- }
-
- if (ctx->NewState & NEW_PROJECTION) {
- gl_matrix_analyze( &ctx->ProjectionMatrix );
- ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
-
- if (ctx->Transform.AnyClip) {
- gl_update_userclip( ctx );
- }
- }
-
- gl_calculate_model_project_matrix( ctx );
- ctx->ModelProjectWinMatrixUptodate = 0;
- }
-
- /* Figure out whether we can light in object space or not. If we
- * can, find the current positions of the lights in object space
- */
- if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
- ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) &&
- (ctx->NewState & (NEW_LIGHTING |
- NEW_FOG |
- NEW_MODELVIEW |
- NEW_PROJECTION |
- NEW_TEXTURING |
- NEW_RASTER_OPS |
- NEW_USER_CLIP)))
- {
- GLboolean oldcoord, oldnorm;
-
- oldcoord = ctx->NeedEyeCoords;
- oldnorm = ctx->NeedEyeNormals;
-
- ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
- ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) ||
- ctx->Point.Attenuated);
- ctx->NeedEyeNormals = GL_FALSE;
-
- if (ctx->Light.Enabled) {
- if (ctx->Light.Flags & LIGHT_POSITIONAL) {
- /* Need length for attenuation */
- if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
- ctx->NeedEyeCoords = GL_TRUE;
- } else if (ctx->Light.NeedVertices) {
- /* Need angle for spot calculations */
- if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING))
- ctx->NeedEyeCoords = GL_TRUE;
- }
- ctx->NeedEyeNormals = ctx->NeedEyeCoords;
- }
- if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
- if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE;
- if (ctx->Texture.NeedNormals)
- ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;
- }
-
- ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
-
- if (ctx->NeedEyeCoords)
- ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
-
- if (ctx->Light.Enabled) {
- gl_update_lighting_function(ctx);
-
- if ( (ctx->NewState & NEW_LIGHTING) ||
- ((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) &&
- !ctx->NeedEyeCoords) ||
- oldcoord != ctx->NeedEyeCoords ||
- oldnorm != ctx->NeedEyeNormals) {
- gl_compute_light_positions(ctx);
- }
-
- ctx->rescale_factor = 1.0F;
-
- if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
- MAT_FLAG_GENERAL_SCALE |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_GENERAL) )
-
- {
- GLfloat *m = ctx->ModelView.inv;
- GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10];
- if (f > 1e-12 && (f-1)*(f-1) > 1e-12)
- ctx->rescale_factor = 1.0/GL_SQRT(f);
- }
- }
-
- gl_update_normal_transform( ctx );
- }
-
- gl_update_pipelines(ctx);
- ctx->NewState = 0;
}