+/**
+ * \file context.c
+ * Mesa context/visual/framebuffer management functions.
+ * \author Brian Paul
+ */
+
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.3
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
+/**
+ * \mainpage Mesa Main Module
+ *
+ * \section MainIntroduction Introduction
+ *
+ * The Mesa Main module consists of all the files in the main/ directory.
+ * Among the features of this module are:
+ * <UL>
+ * <LI> Structures to represent most GL state </LI>
+ * <LI> State set/get functions </LI>
+ * <LI> Display lists </LI>
+ * <LI> Texture unit, object and image handling </LI>
+ * <LI> Matrix and attribute stacks </LI>
+ * </UL>
+ *
+ * Other modules are responsible for API dispatch, vertex transformation,
+ * point/line/triangle setup, rasterization, vertex array caching,
+ * vertex/fragment programs/shaders, etc.
+ *
+ *
+ * \section AboutDoxygen About Doxygen
+ *
+ * If you're viewing this information as Doxygen-generated HTML you'll
+ * see the documentation index at the top of this page.
+ *
+ * The first line lists the Mesa source code modules.
+ * The second line lists the indexes available for viewing the documentation
+ * for each module.
+ *
+ * Selecting the <b>Main page</b> link will display a summary of the module
+ * (this page).
+ *
+ * Selecting <b>Data Structures</b> will list all C structures.
+ *
+ * Selecting the <b>File List</b> link will list all the source files in
+ * the module.
+ * Selecting a filename will show a list of all functions defined in that file.
+ *
+ * Selecting the <b>Data Fields</b> link will display a list of all
+ * documented structure members.
+ *
+ * Selecting the <b>Globals</b> link will display a list
+ * of all functions, structures, global variables and macros in the module.
+ *
+ */
+
+
#include "glheader.h"
#include "imports.h"
+#include "accum.h"
+#include "attrib.h"
+#include "blend.h"
#include "buffers.h"
-#include "clip.h"
+#include "bufferobj.h"
#include "colortab.h"
#include "context.h"
+#include "debug.h"
+#include "depth.h"
#include "dlist.h"
#include "eval.h"
#include "enums.h"
#include "extensions.h"
+#include "fbobject.h"
+#include "feedback.h"
#include "fog.h"
#include "get.h"
#include "glthread.h"
+#include "glapioffsets.h"
+#include "histogram.h"
+#include "hint.h"
#include "hash.h"
#include "light.h"
+#include "lines.h"
#include "macros.h"
+#include "matrix.h"
+#include "occlude.h"
+#include "pixel.h"
+#include "points.h"
+#include "polygon.h"
+#if FEATURE_NV_vertex_program || FEATURE_NV_fragment_program
+#include "program.h"
+#endif
+#include "rastpos.h"
#include "simple_list.h"
#include "state.h"
+#include "stencil.h"
+#include "texcompress.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
#include "mtypes.h"
#include "varray.h"
-#if FEATURE_NV_vertex_program
-#include "nvprogram.h"
-#include "nvvertprog.h"
-#endif
-#if FEATURE_NV_fragment_program
-#include "nvfragprog.h"
-#endif
#include "vtxfmt.h"
+#if _HAVE_FULL_GL
#include "math/m_translate.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "math/mathmod.h"
-
-
-#if defined(MESA_TRACE)
-#include "Trace/tr_context.h"
-#include "Trace/tr_wrapper.h"
#endif
+#include "shaderobjects.h"
#ifdef USE_SPARC_ASM
-#include "SPARC/sparc.h"
+#include "sparc/sparc.h"
#endif
#ifndef MESA_VERBOSE
/**********************************************************************/
-/***** OpenGL SI-style interface (new in Mesa 3.5) *****/
-/**********************************************************************/
+/** \name OpenGL SI-style interface (new in Mesa 3.5)
+ *
+ * \if subset
+ * \note Most of these functions are never called in the Mesa subset.
+ * \endif
+ */
+/*@{*/
-/* Called by window system/device driver (via gc->exports.destroyCurrent())
- * when the rendering context is to be destroyed.
+/**
+ * Destroy context callback.
+ *
+ * \param gc context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::destroyCurrent) when
+ * the rendering context is to be destroyed.
+ * \endif
+ *
+ * Frees the context data and the context structure.
*/
GLboolean
_mesa_destroyContext(__GLcontext *gc)
return GL_TRUE;
}
-/* Called by window system/device driver (via gc->exports.loseCurrent())
+/**
+ * Unbind context callback.
+ *
+ * \param gc context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::loseCurrent)
* when the rendering context is made non-current.
+ * \endif
+ *
+ * No-op
*/
GLboolean
_mesa_loseCurrent(__GLcontext *gc)
{
/* XXX unbind context from thread */
+ (void) gc;
return GL_TRUE;
}
-/* Called by window system/device driver (via gc->exports.makeCurrent())
+/**
+ * Bind context callback.
+ *
+ * \param gc context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::makeCurrent)
* when the rendering context is made current.
+ * \endif
+ *
+ * No-op
*/
GLboolean
_mesa_makeCurrent(__GLcontext *gc)
{
/* XXX bind context to thread */
+ (void) gc;
return GL_TRUE;
}
-/* Called by window system/device driver - yadda, yadda, yadda.
- * See above comments.
+/**
+ * Share context callback.
+ *
+ * \param gc context.
+ * \param gcShare shared context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \ifnot subset
+ * Called by window system/device driver (via __GLexports::shareContext)
+ * \endif
+ *
+ * Update the shared context reference count, gl_shared_state::RefCount.
*/
GLboolean
_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
}
}
+
+#if _HAVE_FULL_GL
+/**
+ * Copy context callback.
+ */
GLboolean
_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
{
return GL_FALSE;
}
}
+#endif
+/** No-op */
GLboolean
_mesa_forceCurrent(__GLcontext *gc)
{
+ (void) gc;
return GL_TRUE;
}
+/**
+ * Windows/buffer resizing notification callback.
+ *
+ * \param gc GL context.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ */
GLboolean
_mesa_notifyResize(__GLcontext *gc)
{
return GL_TRUE;
}
+/**
+ * Window/buffer destruction notification callback.
+ *
+ * \param gc GL context.
+ *
+ * Called when the context's window/buffer is going to be destroyed.
+ *
+ * No-op
+ */
void
_mesa_notifyDestroy(__GLcontext *gc)
{
- /* Called when the context's window/buffer is going to be destroyed. */
/* Unbind from it. */
+ (void) gc;
}
-/* Called by window system just before swapping buffers.
+/**
+ * Swap buffers notification callback.
+ *
+ * \param gc GL context.
+ *
+ * Called by window system just before swapping buffers.
* We have to finish any pending rendering.
*/
void
FLUSH_VERTICES( gc, 0 );
}
+/** No-op */
struct __GLdispatchStateRec *
_mesa_dispatchExec(__GLcontext *gc)
{
+ (void) gc;
return NULL;
}
+/** No-op */
void
_mesa_beginDispatchOverride(__GLcontext *gc)
{
+ (void) gc;
}
+/** No-op */
void
_mesa_endDispatchOverride(__GLcontext *gc)
{
+ (void) gc;
}
-/* Setup the exports. The window system will call these functions
- * when it needs Mesa to do something.
- * NOTE: Device drivers should override these functions! For example,
+/**
+ * \ifnot subset
+ * Setup the exports.
+ *
+ * The window system will call these functions when it needs Mesa to do
+ * something.
+ *
+ * \note Device drivers should override these functions! For example,
* the Xlib driver should plug in the XMesa*-style functions into this
* structure. The XMesa-style functions should then call the _mesa_*
* version of these functions. This is an approximation to OO design
* (inheritance and virtual functions).
+ * \endif
+ *
+ * \if subset
+ * No-op.
+ *
+ * \endif
*/
static void
_mesa_init_default_exports(__GLexports *exports)
{
+#if _HAVE_FULL_GL
exports->destroyContext = _mesa_destroyContext;
exports->loseCurrent = _mesa_loseCurrent;
exports->makeCurrent = _mesa_makeCurrent;
exports->dispatchExec = _mesa_dispatchExec;
exports->beginDispatchOverride = _mesa_beginDispatchOverride;
exports->endDispatchOverride = _mesa_endDispatchOverride;
+#else
+ (void) exports;
+#endif
}
-
-
-/* exported OpenGL SI interface */
+/**
+ * Exported OpenGL SI interface.
+ */
__GLcontext *
__glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
{
return NULL;
}
- _mesa_initialize_context(ctx, modes, NULL, imports, GL_FALSE);
+ /* XXX doesn't work at this time */
+ _mesa_initialize_context(ctx, modes, NULL, NULL, NULL);
ctx->imports = *imports;
return ctx;
}
-
-/* exported OpenGL SI interface */
+/**
+ * Exported OpenGL SI interface.
+ */
void
__glCoreNopDispatch(void)
{
#endif
}
+/*@}*/
+
/**********************************************************************/
-/***** GL Visual allocation/destruction *****/
+/** \name GL Visual allocation/destruction */
/**********************************************************************/
+/*@{*/
-
-/*
- * 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.
+/**
+ * Allocates a GLvisual structure and initializes it via
+ * _mesa_initialize_visual().
+ *
+ * \param rgbFlag GL_TRUE for RGB(A) mode, GL_FALSE for Color Index mode.
+ * \param dbFlag double buffering
+ * \param stereoFlag stereo buffer
+ * \param 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.
+ * \param stencilBits requested minimum bits per stencil buffer value
+ * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
+ * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
+ * \param redBits number of bits per color component in frame buffer for RGB(A)
+ * mode. We always use 8 in core Mesa though.
+ * \param greenBits same as above.
+ * \param blueBits same as above.
+ * \param alphaBits same as above.
+ * \param numSamples not really used.
+ *
+ * \return pointer to new GLvisual or NULL if requested parameters can't be
+ * met.
+ *
+ * \note Need to add params for level and numAuxBuffers (at least)
*/
GLvisual *
_mesa_create_visual( GLboolean rgbFlag,
return vis;
}
-
-/*
- * Initialize the fields of the given GLvisual.
- * Input: see _mesa_create_visual() above.
- * Return: GL_TRUE = success
- * GL_FALSE = failure.
+/**
+ * Makes some sanity checks and fills in the fields of the
+ * GLvisual object with the given parameters. If the caller needs
+ * to set additional fields, he should just probably init the whole GLvisual
+ * object himself.
+ * \return GL_TRUE on success, or GL_FALSE on failure.
+ *
+ * \sa _mesa_create_visual() above for the parameter description.
*/
GLboolean
_mesa_initialize_visual( GLvisual *vis,
GLint accumAlphaBits,
GLint numSamples )
{
- (void) numSamples;
-
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);
-
if (depthBits < 0 || depthBits > 32) {
return GL_FALSE;
}
- if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
+ if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
return GL_FALSE;
}
- if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumRedBits < 0 || accumRedBits > ACCUM_BITS) {
return GL_FALSE;
}
- if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumGreenBits < 0 || accumGreenBits > ACCUM_BITS) {
return GL_FALSE;
}
- if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumBlueBits < 0 || accumBlueBits > ACCUM_BITS) {
return GL_FALSE;
}
- if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
+ if (accumAlphaBits < 0 || accumAlphaBits > ACCUM_BITS) {
return GL_FALSE;
}
vis->greenBits = greenBits;
vis->blueBits = blueBits;
vis->alphaBits = alphaBits;
+ vis->rgbBits = redBits + greenBits + blueBits;
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;
+ vis->stencilBits = stencilBits;
+
+ vis->accumRedBits = accumRedBits;
+ vis->accumGreenBits = accumGreenBits;
+ vis->accumBlueBits = accumBlueBits;
+ vis->accumAlphaBits = accumAlphaBits;
vis->haveAccumBuffer = accumRedBits > 0;
vis->haveDepthBuffer = depthBits > 0;
vis->numAuxBuffers = 0;
vis->level = 0;
vis->pixmapMode = 0;
+ vis->sampleBuffers = numSamples > 0 ? 1 : 0;
+ vis->samples = numSamples;
return GL_TRUE;
}
+/**
+ * Destroy a visual and free its memory.
+ *
+ * \param vis visual.
+ *
+ * Frees the visual structure.
+ */
void
_mesa_destroy_visual( GLvisual *vis )
{
FREE(vis);
}
-
-/**********************************************************************/
-/***** GL Framebuffer allocation/destruction *****/
-/**********************************************************************/
-
-
-/*
- * Create a new framebuffer. A GLframebuffer is a struct which
- * encapsulates the depth, stencil and accum buffers and related
- * parameters.
- * Input: visual - a GLvisual pointer (we copy the struct contents)
- * softwareDepth - create/use a software depth buffer?
- * softwareStencil - create/use a software stencil buffer?
- * softwareAccum - create/use a software accum buffer?
- * softwareAlpha - create/use a software alpha buffer?
- * Return: pointer to new GLframebuffer struct or NULL if error.
- */
-GLframebuffer *
-_mesa_create_framebuffer( const GLvisual *visual,
- GLboolean softwareDepth,
- GLboolean softwareStencil,
- GLboolean softwareAccum,
- GLboolean softwareAlpha )
-{
- 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 _mesa_create_framebuffer() above.
- */
-void
-_mesa_initialize_framebuffer( GLframebuffer *buffer,
- const GLvisual *visual,
- GLboolean softwareDepth,
- GLboolean softwareStencil,
- GLboolean softwareAccum,
- GLboolean softwareAlpha )
-{
- assert(buffer);
- assert(visual);
-
- _mesa_bzero(buffer, sizeof(GLframebuffer));
-
- /* sanity checks */
- if (softwareDepth ) {
- assert(visual->depthBits > 0);
- }
- if (softwareStencil) {
- assert(visual->stencilBits > 0);
- }
- if (softwareAccum) {
- assert(visual->rgbMode);
- assert(visual->accumRedBits > 0);
- assert(visual->accumGreenBits > 0);
- assert(visual->accumBlueBits > 0);
- }
- if (softwareAlpha) {
- assert(visual->rgbMode);
- assert(visual->alphaBits > 0);
- }
-
- buffer->Visual = *visual;
- buffer->UseSoftwareDepthBuffer = softwareDepth;
- buffer->UseSoftwareStencilBuffer = softwareStencil;
- buffer->UseSoftwareAccumBuffer = softwareAccum;
- buffer->UseSoftwareAlphaBuffers = softwareAlpha;
-}
-
-
-/*
- * Free a framebuffer struct and its buffers.
- */
-void
-_mesa_destroy_framebuffer( GLframebuffer *buffer )
-{
- if (buffer) {
- _mesa_free_framebuffer_data(buffer);
- FREE(buffer);
- }
-}
-
-
-/*
- * Free the data hanging off of <buffer>, but not <buffer> itself.
- */
-void
-_mesa_free_framebuffer_data( GLframebuffer *buffer )
-{
- if (!buffer)
- return;
-
- if (buffer->DepthBuffer) {
- MESA_PBUFFER_FREE( buffer->DepthBuffer );
- buffer->DepthBuffer = NULL;
- }
- if (buffer->Accum) {
- MESA_PBUFFER_FREE( buffer->Accum );
- buffer->Accum = NULL;
- }
- if (buffer->Stencil) {
- MESA_PBUFFER_FREE( buffer->Stencil );
- buffer->Stencil = NULL;
- }
- if (buffer->FrontLeftAlpha) {
- MESA_PBUFFER_FREE( buffer->FrontLeftAlpha );
- buffer->FrontLeftAlpha = NULL;
- }
- if (buffer->BackLeftAlpha) {
- MESA_PBUFFER_FREE( buffer->BackLeftAlpha );
- buffer->BackLeftAlpha = NULL;
- }
- if (buffer->FrontRightAlpha) {
- MESA_PBUFFER_FREE( buffer->FrontRightAlpha );
- buffer->FrontRightAlpha = NULL;
- }
- if (buffer->BackRightAlpha) {
- MESA_PBUFFER_FREE( buffer->BackRightAlpha );
- buffer->BackRightAlpha = NULL;
- }
-}
-
+/*@}*/
/**********************************************************************/
-/***** Context allocation, initialization, destroying *****/
+/** \name Context allocation, initialization, destroying
+ *
+ * The purpose of the most initialization functions here is to provide the
+ * default state values according to the OpenGL specification.
+ */
/**********************************************************************/
+/*@{*/
-
+/**
+ * One-time initialization mutex lock.
+ *
+ * \sa Used by one_time_init().
+ */
_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
-
-/*
- * This function just calls all the various one-time-init functions in Mesa.
+/**
+ * Calls all the various one-time-init functions in Mesa.
+ *
+ * While holding a global mutex lock, calls several initialization functions,
+ * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
+ * defined.
+ *
+ * \sa _mesa_init_lists(), _math_init().
*/
static void
one_time_init( GLcontext *ctx )
{
static GLboolean alreadyCalled = GL_FALSE;
+ (void) ctx;
_glthread_LOCK_MUTEX(OneTimeLock);
if (!alreadyCalled) {
GLuint i;
/* do some implementation tests */
assert( sizeof(GLbyte) == 1 );
- assert( sizeof(GLshort) >= 2 );
- assert( sizeof(GLint) >= 4 );
assert( sizeof(GLubyte) == 1 );
- assert( sizeof(GLushort) >= 2 );
- assert( sizeof(GLuint) >= 4 );
+ assert( sizeof(GLshort) == 2 );
+ assert( sizeof(GLushort) == 2 );
+ assert( sizeof(GLint) == 4 );
+ assert( sizeof(GLuint) == 4 );
_mesa_init_lists();
+#if _HAVE_FULL_GL
_math_init();
for (i = 0; i < 256; i++) {
_mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
}
+#endif
#ifdef USE_SPARC_ASM
_mesa_init_sparc_glapi_relocs();
}
-static void
-init_matrix_stack( struct matrix_stack *stack,
- GLuint maxDepth, GLuint dirtyFlag )
-{
- GLuint i;
-
- stack->Depth = 0;
- stack->MaxDepth = maxDepth;
- stack->DirtyFlag = dirtyFlag;
- /* The stack */
- stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
- for (i = 0; i < maxDepth; i++) {
- _math_matrix_ctr(&stack->Stack[i]);
- _math_matrix_alloc_inv(&stack->Stack[i]);
- }
- stack->Top = stack->Stack;
-}
-
-
-static void
-free_matrix_stack( struct matrix_stack *stack )
-{
- GLuint i;
- for (i = 0; i < stack->MaxDepth; i++) {
- _math_matrix_dtr(&stack->Stack[i]);
- }
- FREE(stack->Stack);
- stack->Stack = stack->Top = NULL;
-}
-
-
-/*
+/**
* Allocate and initialize a shared context state structure.
+ * Initializes the display list, texture objects and vertex programs hash
+ * tables, allocates the texture objects. If it runs out of memory, frees
+ * everything already allocated before returning NULL.
+ *
+ * \return pointer to a gl_shared_state structure on success, or NULL on
+ * failure.
*/
static GLboolean
alloc_shared_state( GLcontext *ctx )
#endif
#if FEATURE_ARB_vertex_program
- ss->DefaultVertexProgram = _mesa_alloc_program(ctx, GL_VERTEX_PROGRAM_ARB, 0);
+ ss->DefaultVertexProgram = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!ss->DefaultVertexProgram)
goto cleanup;
#endif
#if FEATURE_ARB_fragment_program
- ss->DefaultFragmentProgram = _mesa_alloc_program(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ ss->DefaultFragmentProgram = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!ss->DefaultFragmentProgram)
goto cleanup;
#endif
+#if FEATURE_ATI_fragment_shader
+ ss->DefaultFragmentShader = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_SHADER_ATI, 0);
+ if (!ss->DefaultFragmentShader)
+ goto cleanup;
+#endif
+
+ ss->BufferObjects = _mesa_NewHashTable();
+
+ ss->GL2Objects = _mesa_NewHashTable ();
ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
if (!ss->Default1D)
if (!ss->DefaultRect)
goto cleanup;
-#if 0
- _mesa_save_texture_object(ctx, ss->Default1D);
- _mesa_save_texture_object(ctx, ss->Default2D);
- _mesa_save_texture_object(ctx, ss->Default3D);
- _mesa_save_texture_object(ctx, ss->DefaultCubeMap);
- _mesa_save_texture_object(ctx, ss->DefaultRect);
-#endif
-
/* Effectively bind the default textures to all texture units */
ss->Default1D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->Default2D->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->DefaultCubeMap->RefCount += MAX_TEXTURE_IMAGE_UNITS;
ss->DefaultRect->RefCount += MAX_TEXTURE_IMAGE_UNITS;
+#if FEATURE_EXT_framebuffer_object
+ ss->FrameBuffers = _mesa_NewHashTable();
+ if (!ss->FrameBuffers)
+ goto cleanup;
+ ss->RenderBuffers = _mesa_NewHashTable();
+ if (!ss->RenderBuffers)
+ goto cleanup;
+#endif
+
+
return GL_TRUE;
cleanup:
#endif
#if FEATURE_ARB_vertex_program
if (ss->DefaultVertexProgram)
- _mesa_delete_program(ctx, ss->DefaultVertexProgram);
+ ctx->Driver.DeleteProgram(ctx, ss->DefaultVertexProgram);
#endif
#if FEATURE_ARB_fragment_program
if (ss->DefaultFragmentProgram)
- _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
+ ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentProgram);
#endif
+#if FEATURE_ATI_fragment_shader
+ if (ss->DefaultFragmentShader)
+ ctx->Driver.DeleteProgram(ctx, ss->DefaultFragmentShader);
+#endif
+#if FEATURE_ARB_vertex_buffer_object
+ if (ss->BufferObjects)
+ _mesa_DeleteHashTable(ss->BufferObjects);
+#endif
+
+ if (ss->GL2Objects)
+ _mesa_DeleteHashTable (ss->GL2Objects);
+
+#if FEATURE_EXT_framebuffer_object
+ if (ss->FrameBuffers)
+ _mesa_DeleteHashTable(ss->FrameBuffers);
+ if (ss->RenderBuffers)
+ _mesa_DeleteHashTable(ss->RenderBuffers);
+#endif
+
if (ss->Default1D)
(*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
if (ss->Default2D)
return GL_FALSE;
}
-
-/*
+/**
* Deallocate a shared state context and all children structures.
+ *
+ * \param ctx GL context.
+ * \param ss shared state pointer.
+ *
+ * Frees the display lists, the texture objects (calling the driver texture
+ * deletion callback to free its private data) and the vertex programs, as well
+ * as their hash tables.
+ *
+ * \sa alloc_shared_state().
*/
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
/* Free texture objects */
ASSERT(ctx->Driver.DeleteTexture);
+ /* the default textures */
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
+ (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
+ /* all other textures */
while (1) {
GLuint texName = _mesa_HashFirstEntry(ss->TexObjects);
if (texName) {
struct program *p = (struct program *) _mesa_HashLookup(ss->Programs,
prog);
ASSERT(p);
- _mesa_delete_program(ctx, p);
+ ctx->Driver.DeleteProgram(ctx, p);
_mesa_HashRemove(ss->Programs, prog);
}
else {
}
_mesa_DeleteHashTable(ss->Programs);
#endif
+#if FEATURE_ARB_vertex_program
+ _mesa_delete_program(ctx, ss->DefaultVertexProgram);
+#endif
+#if FEATURE_ARB_fragment_program
+ _mesa_delete_program(ctx, ss->DefaultFragmentProgram);
+#endif
+#if FEATURE_ATI_fragment_shader
+ _mesa_delete_program(ctx, ss->DefaultFragmentShader);
+#endif
- _glthread_DESTROY_MUTEX(ss->Mutex);
-
- 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 )
-{
- make_empty_list( l );
-
- ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
- if (n==0) {
- ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
- ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
- }
- else {
- ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
- ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
- }
- ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
- ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
- l->SpotExponent = 0.0;
- _mesa_invalidate_spot_exp_table( l );
- l->SpotCutoff = 180.0;
- l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
- l->ConstantAttenuation = 1.0;
- l->LinearAttenuation = 0.0;
- l->QuadraticAttenuation = 0.0;
- l->Enabled = GL_FALSE;
-}
-
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_DeleteHashTable(ss->BufferObjects);
+#endif
+ _mesa_DeleteHashTable (ss->GL2Objects);
-static void
-init_lightmodel( struct gl_lightmodel *lm )
-{
- ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
- lm->LocalViewer = GL_FALSE;
- lm->TwoSide = GL_FALSE;
- lm->ColorControl = GL_SINGLE_COLOR;
-}
+#if FEATURE_EXT_framebuffer_object
+ _mesa_DeleteHashTable(ss->FrameBuffers);
+ _mesa_DeleteHashTable(ss->RenderBuffers);
+#endif
+ _glthread_DESTROY_MUTEX(ss->Mutex);
-static void
-init_material( struct gl_material *m )
-{
- ASSIGN_4V( m->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
- ASSIGN_4V( m->Diffuse, 0.8F, 0.8F, 0.8F, 1.0F );
- ASSIGN_4V( m->Specular, 0.0F, 0.0F, 0.0F, 1.0F );
- ASSIGN_4V( m->Emission, 0.0F, 0.0F, 0.0F, 1.0F );
- m->Shininess = 0.0;
- m->AmbientIndex = 0;
- m->DiffuseIndex = 1;
- m->SpecularIndex = 1;
+ FREE(ss);
}
-
+/**
+ * Initialize fields of gl_current_attrib (aka ctx->Current.*)
+ */
static void
-init_texture_unit( GLcontext *ctx, GLuint unit )
+_mesa_init_current( GLcontext *ctx )
{
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
-
- texUnit->EnvMode = GL_MODULATE;
- texUnit->CombineModeRGB = GL_MODULATE;
- texUnit->CombineModeA = GL_MODULATE;
- texUnit->CombineSourceRGB[0] = GL_TEXTURE;
- texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
- texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
- texUnit->CombineSourceA[0] = GL_TEXTURE;
- texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
- texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
- texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
- texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
- texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
- texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
- texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
- texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
- texUnit->CombineScaleShiftRGB = 0;
- texUnit->CombineScaleShiftA = 0;
-
- ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
- texUnit->TexGenEnabled = 0;
- texUnit->GenModeS = GL_EYE_LINEAR;
- texUnit->GenModeT = GL_EYE_LINEAR;
- texUnit->GenModeR = GL_EYE_LINEAR;
- texUnit->GenModeQ = GL_EYE_LINEAR;
- texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
- texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
- texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
- texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
-
- /* Yes, these plane coefficients are correct! */
- ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
- ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
-
- texUnit->Current1D = ctx->Shared->Default1D;
- texUnit->Current2D = ctx->Shared->Default2D;
- texUnit->Current3D = ctx->Shared->Default3D;
- texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
- texUnit->CurrentRect = ctx->Shared->DefaultRect;
-
- /* GL_SGI_texture_color_table */
- texUnit->ColorTableEnabled = GL_FALSE;
- _mesa_init_colortable(&texUnit->ColorTable);
- _mesa_init_colortable(&texUnit->ProxyColorTable);
-}
-
-
-
+ GLuint i;
-/* Initialize a 1-D evaluator map */
-static void
-init_1d_map( struct gl_1d_map *map, int n, const float *initial )
-{
- map->Order = 1;
- map->u1 = 0.0;
- map->u2 = 1.0;
- map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
- if (map->Points) {
- GLint i;
- for (i=0;i<n;i++)
- map->Points[i] = initial[i];
+ /* Current group */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
}
-}
-
+ /* special cases: */
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
-/* Initialize a 2-D evaluator map */
-static void
-init_2d_map( struct gl_2d_map *map, int n, const float *initial )
-{
- map->Uorder = 1;
- map->Vorder = 1;
- map->u1 = 0.0;
- map->u2 = 1.0;
- map->v1 = 0.0;
- map->v2 = 1.0;
- map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
- if (map->Points) {
- GLint i;
- for (i=0;i<n;i++)
- map->Points[i] = initial[i];
- }
+ ctx->Current.Index = 1;
+ ctx->Current.EdgeFlag = GL_TRUE;
}
-/*
- * Initialize the attribute groups in a GLcontext.
+/**
+ * Initialize fields of gl_constants (aka ctx->Const.*).
+ * Use defaults from config.h. The device drivers will often override
+ * some of these values (such as number of texture units).
*/
-static void
-init_attrib_groups( GLcontext *ctx )
+static void
+_mesa_init_constants( GLcontext *ctx )
{
- GLuint i;
-
assert(ctx);
assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);
- /* Constants, may be overriden by device drivers */
+ /* Constants, may be overriden (usually only reduced) by device drivers */
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
ctx->Const.LineWidthGranularity = (GLfloat) 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.MaxClipPlanes = MAX_CLIP_PLANES;
ctx->Const.MaxLights = MAX_LIGHTS;
+ ctx->Const.MaxShininess = 128.0;
+ ctx->Const.MaxSpotExponent = 128.0;
+ ctx->Const.MaxViewportWidth = MAX_WIDTH;
+ ctx->Const.MaxViewportHeight = MAX_HEIGHT;
#if FEATURE_ARB_vertex_program
ctx->Const.MaxVertexProgramInstructions = MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS;
ctx->Const.MaxVertexProgramAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
ctx->Const.MaxFragmentProgramTexInstructions = MAX_FRAGMENT_PROGRAM_TEX_INSTRUCTIONS;
ctx->Const.MaxFragmentProgramTexIndirections = MAX_FRAGMENT_PROGRAM_TEX_INDIRECTIONS;
#endif
+
ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;
+ /* If we're running in the X server, do bounds checking to prevent
+ * segfaults and server crashes!
+ */
+#if defined(XFree86LOADER) && defined(IN_MODULE)
+ ctx->Const.CheckArrayBounds = GL_TRUE;
+#else
+ ctx->Const.CheckArrayBounds = GL_FALSE;
+#endif
- /* Initialize matrix stacks */
- init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
- _NEW_MODELVIEW);
- init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
- _NEW_PROJECTION);
- init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
- _NEW_COLOR_MATRIX);
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
- init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
- _NEW_TEXTURE_MATRIX);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
- init_matrix_stack(&ctx->ProgramMatrixStack[i],
- MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
- ctx->CurrentStack = &ctx->ModelviewMatrixStack;
-
- /* Init combined Modelview*Projection matrix */
- _math_matrix_ctr( &ctx->_ModelProjectMatrix );
-
- /* Accumulate buffer group */
- ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
-
- /* Color buffer group */
- ctx->Color.IndexMask = 0xffffffff;
- ctx->Color.ColorMask[0] = 0xff;
- ctx->Color.ColorMask[1] = 0xff;
- ctx->Color.ColorMask[2] = 0xff;
- ctx->Color.ColorMask[3] = 0xff;
- ctx->Color.ClearIndex = 0;
- ASSIGN_4V( ctx->Color.ClearColor, 0, 0, 0, 0 );
- ctx->Color.DrawBuffer = GL_FRONT;
- ctx->Color.AlphaEnabled = GL_FALSE;
- ctx->Color.AlphaFunc = GL_ALWAYS;
- ctx->Color.AlphaRef = 0;
- ctx->Color.BlendEnabled = GL_FALSE;
- ctx->Color.BlendSrcRGB = GL_ONE;
- ctx->Color.BlendDstRGB = GL_ZERO;
- ctx->Color.BlendSrcA = GL_ONE;
- ctx->Color.BlendDstA = GL_ZERO;
- ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
- ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
- ctx->Color.IndexLogicOpEnabled = GL_FALSE;
- ctx->Color.ColorLogicOpEnabled = GL_FALSE;
- ctx->Color.LogicOp = GL_COPY;
- ctx->Color.DitherFlag = GL_TRUE;
+ ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;
- /* Current group */
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
- }
- /* special cases: */
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 1.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
- ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
- ctx->Current.Index = 1;
- ctx->Current.EdgeFlag = GL_TRUE;
-
- ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
- ctx->Current.RasterDistance = 0.0;
- ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
- ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 0.0 );
- ctx->Current.RasterIndex = 1;
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
- ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
- ctx->Current.RasterPosValid = GL_TRUE;
-
-
- /* Depth buffer group */
- ctx->Depth.Test = GL_FALSE;
- 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->Eval.Map1Index = GL_FALSE;
- ctx->Eval.Map1Normal = GL_FALSE;
- ctx->Eval.Map1TextureCoord1 = GL_FALSE;
- ctx->Eval.Map1TextureCoord2 = GL_FALSE;
- ctx->Eval.Map1TextureCoord3 = GL_FALSE;
- ctx->Eval.Map1TextureCoord4 = GL_FALSE;
- ctx->Eval.Map1Vertex3 = GL_FALSE;
- ctx->Eval.Map1Vertex4 = GL_FALSE;
- MEMSET(ctx->Eval.Map1Attrib, 0, sizeof(ctx->Eval.Map1Attrib));
- ctx->Eval.Map2Color4 = GL_FALSE;
- ctx->Eval.Map2Index = GL_FALSE;
- ctx->Eval.Map2Normal = GL_FALSE;
- ctx->Eval.Map2TextureCoord1 = GL_FALSE;
- ctx->Eval.Map2TextureCoord2 = GL_FALSE;
- ctx->Eval.Map2TextureCoord3 = GL_FALSE;
- ctx->Eval.Map2TextureCoord4 = GL_FALSE;
- ctx->Eval.Map2Vertex3 = GL_FALSE;
- ctx->Eval.Map2Vertex4 = GL_FALSE;
- MEMSET(ctx->Eval.Map2Attrib, 0, sizeof(ctx->Eval.Map2Attrib));
- ctx->Eval.AutoNormal = GL_FALSE;
- ctx->Eval.MapGrid1un = 1;
- ctx->Eval.MapGrid1u1 = 0.0;
- ctx->Eval.MapGrid1u2 = 1.0;
- ctx->Eval.MapGrid2un = 1;
- ctx->Eval.MapGrid2vn = 1;
- ctx->Eval.MapGrid2u1 = 0.0;
- ctx->Eval.MapGrid2u2 = 1.0;
- ctx->Eval.MapGrid2v1 = 0.0;
- ctx->Eval.MapGrid2v2 = 1.0;
-
- /* Evaluator data */
- {
- static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
- static GLfloat index[1] = { 1.0 };
- static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
- static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
- static GLfloat attrib[4] = { 0.0, 0.0, 0.0, 1.0 };
-
- init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
- init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
- init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
- init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
- init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
- init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
- init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
- init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
- init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
- for (i = 0; i < 16; i++)
- init_1d_map( ctx->EvalMap.Map1Attrib + i, 4, attrib );
-
- init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
- init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
- init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
- init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
- init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
- init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
- init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
- init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
- init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
- for (i = 0; i < 16; i++)
- init_2d_map( ctx->EvalMap.Map2Attrib + i, 4, attrib );
- }
+ /* GL_OES_read_format */
+ ctx->Const.ColorReadFormat = GL_RGBA;
+ ctx->Const.ColorReadType = GL_UNSIGNED_BYTE;
- /* Fog group */
- ctx->Fog.Enabled = GL_FALSE;
- ctx->Fog.Mode = GL_EXP;
- ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
- ctx->Fog.Index = 0.0;
- ctx->Fog.Density = 1.0;
- ctx->Fog.Start = 0.0;
- ctx->Fog.End = 1.0;
- ctx->Fog.ColorSumEnabled = GL_FALSE;
- ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
-
- /* Hint group */
- ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
- ctx->Hint.PointSmooth = GL_DONT_CARE;
- ctx->Hint.LineSmooth = GL_DONT_CARE;
- ctx->Hint.PolygonSmooth = GL_DONT_CARE;
- ctx->Hint.Fog = GL_DONT_CARE;
- ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
- ctx->Hint.TextureCompression = GL_DONT_CARE;
- ctx->Hint.GenerateMipmap = GL_DONT_CARE;
-
- /* Histogram group */
- ctx->Histogram.Width = 0;
- ctx->Histogram.Format = GL_RGBA;
- ctx->Histogram.Sink = GL_FALSE;
- ctx->Histogram.RedSize = 0;
- ctx->Histogram.GreenSize = 0;
- ctx->Histogram.BlueSize = 0;
- ctx->Histogram.AlphaSize = 0;
- ctx->Histogram.LuminanceSize = 0;
- 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;
- }
+#if FEATURE_EXT_framebuffer_object
+ ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
+ ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
+#endif
- /* 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;
+ /* sanity checks */
+ ASSERT(ctx->Const.MaxTextureUnits == MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
+}
- /* Extensions */
- _mesa_extensions_ctr( ctx );
- /* Lighting group */
- for (i=0;i<MAX_LIGHTS;i++) {
- init_light( &ctx->Light.Light[i], i );
- }
- make_empty_list( &ctx->Light.EnabledList );
-
- init_lightmodel( &ctx->Light.Model );
- init_material( &ctx->Light.Material[0] );
- init_material( &ctx->Light.Material[1] );
- ctx->Light.ShadeModel = GL_SMOOTH;
- ctx->Light.Enabled = GL_FALSE;
- ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
- ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
- ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
- GL_FRONT_AND_BACK,
- GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
-
- ctx->Light.ColorMaterialEnabled = GL_FALSE;
-
- /* Lighting miscellaneous */
- ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
- make_empty_list( ctx->_ShineTabList );
- for (i = 0 ; i < 10 ; i++) {
- struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
- s->shininess = -1;
- s->refcount = 0;
- insert_at_tail( ctx->_ShineTabList, s );
- }
+/**
+ * Initialize the attribute groups in a GL context.
+ *
+ * \param ctx GL context.
+ *
+ * Initializes all the attributes, calling the respective <tt>init*</tt>
+ * functions for the more complex data structures.
+ */
+static GLboolean
+init_attrib_groups( GLcontext *ctx )
+{
+ assert(ctx);
+ /* Constants */
+ _mesa_init_constants( ctx );
- /* Line group */
- ctx->Line.SmoothFlag = GL_FALSE;
- ctx->Line.StippleFlag = GL_FALSE;
- ctx->Line.Width = 1.0;
- ctx->Line._Width = 1.0;
- ctx->Line.StipplePattern = 0xffff;
- ctx->Line.StippleFactor = 1;
-
- /* Display List group */
- ctx->List.ListBase = 0;
-
- /* Multisample */
- ctx->Multisample.Enabled = GL_FALSE;
- ctx->Multisample.SampleAlphaToCoverage = GL_FALSE;
- ctx->Multisample.SampleAlphaToOne = GL_FALSE;
- ctx->Multisample.SampleCoverage = GL_FALSE;
- ctx->Multisample.SampleCoverageValue = 1.0;
- ctx->Multisample.SampleCoverageInvert = GL_FALSE;
-
- /* Pixel group */
- ctx->Pixel.RedBias = 0.0;
- ctx->Pixel.RedScale = 1.0;
- ctx->Pixel.GreenBias = 0.0;
- ctx->Pixel.GreenScale = 1.0;
- ctx->Pixel.BlueBias = 0.0;
- ctx->Pixel.BlueScale = 1.0;
- ctx->Pixel.AlphaBias = 0.0;
- ctx->Pixel.AlphaScale = 1.0;
- ctx->Pixel.DepthBias = 0.0;
- ctx->Pixel.DepthScale = 1.0;
- ctx->Pixel.IndexOffset = 0;
- ctx->Pixel.IndexShift = 0;
- ctx->Pixel.ZoomX = 1.0;
- ctx->Pixel.ZoomY = 1.0;
- ctx->Pixel.MapColorFlag = GL_FALSE;
- ctx->Pixel.MapStencilFlag = GL_FALSE;
- ctx->Pixel.MapStoSsize = 1;
- ctx->Pixel.MapItoIsize = 1;
- ctx->Pixel.MapItoRsize = 1;
- ctx->Pixel.MapItoGsize = 1;
- ctx->Pixel.MapItoBsize = 1;
- ctx->Pixel.MapItoAsize = 1;
- ctx->Pixel.MapRtoRsize = 1;
- ctx->Pixel.MapGtoGsize = 1;
- ctx->Pixel.MapBtoBsize = 1;
- ctx->Pixel.MapAtoAsize = 1;
- ctx->Pixel.MapStoS[0] = 0;
- ctx->Pixel.MapItoI[0] = 0;
- ctx->Pixel.MapItoR[0] = 0.0;
- ctx->Pixel.MapItoG[0] = 0.0;
- ctx->Pixel.MapItoB[0] = 0.0;
- ctx->Pixel.MapItoA[0] = 0.0;
- ctx->Pixel.MapItoR8[0] = 0;
- ctx->Pixel.MapItoG8[0] = 0;
- ctx->Pixel.MapItoB8[0] = 0;
- ctx->Pixel.MapItoA8[0] = 0;
- ctx->Pixel.MapRtoR[0] = 0.0;
- 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);
- ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
- ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
- ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
- ASSIGN_4V(ctx->Pixel.PCMCTbias, 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);
- }
- for (i = 0; i < MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_WIDTH * 4; i++) {
- ctx->Convolution1D.Filter[i] = 0.0;
- ctx->Convolution2D.Filter[i] = 0.0;
- ctx->Separable2D.Filter[i] = 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);
- /* GL_SGI_texture_color_table */
- ASSIGN_4V(ctx->Pixel.TextureColorTableScale, 1.0, 1.0, 1.0, 1.0);
- ASSIGN_4V(ctx->Pixel.TextureColorTableBias, 0.0, 0.0, 0.0, 0.0);
-
- /* Point group */
- ctx->Point.SmoothFlag = GL_FALSE;
- ctx->Point.Size = 1.0;
- ctx->Point._Size = 1.0;
- ctx->Point.Params[0] = 1.0;
- ctx->Point.Params[1] = 0.0;
- ctx->Point.Params[2] = 0.0;
- ctx->Point._Attenuated = GL_FALSE;
- ctx->Point.MinSize = 0.0;
- ctx->Point.MaxSize = ctx->Const.MaxPointSize;
- ctx->Point.Threshold = 1.0;
- ctx->Point.PointSprite = GL_FALSE; /* GL_NV_point_sprite */
- ctx->Point.SpriteRMode = GL_ZERO; /* GL_NV_point_sprite */
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- ctx->Point.CoordReplace[i] = GL_FALSE; /* GL_NV_point_sprite */
- }
+ /* Extensions */
+ _mesa_init_extensions( ctx );
+
+ /* Attribute Groups */
+ _mesa_init_accum( ctx );
+ _mesa_init_attrib( ctx );
+ _mesa_init_buffer_objects( ctx );
+ _mesa_init_color( ctx );
+ _mesa_init_colortables( ctx );
+ _mesa_init_current( ctx );
+ _mesa_init_depth( ctx );
+ _mesa_init_debug( ctx );
+ _mesa_init_display_list( ctx );
+ _mesa_init_eval( ctx );
+ _mesa_init_feedback( ctx );
+ _mesa_init_fog( ctx );
+ _mesa_init_histogram( ctx );
+ _mesa_init_hint( ctx );
+ _mesa_init_line( ctx );
+ _mesa_init_lighting( ctx );
+ _mesa_init_matrix( ctx );
+ _mesa_init_multisample( ctx );
+ _mesa_init_occlude( ctx );
+ _mesa_init_pixel( ctx );
+ _mesa_init_point( ctx );
+ _mesa_init_polygon( ctx );
+ _mesa_init_program( ctx );
+ _mesa_init_rastpos( ctx );
+ _mesa_init_scissor( ctx );
+ _mesa_init_shaderobjects (ctx);
+ _mesa_init_stencil( ctx );
+ _mesa_init_transform( ctx );
+ _mesa_init_varray( ctx );
+ _mesa_init_viewport( ctx );
+
+ if (!_mesa_init_texture( ctx ))
+ return GL_FALSE;
- /* Polygon group */
- ctx->Polygon.CullFlag = GL_FALSE;
- ctx->Polygon.CullFaceMode = GL_BACK;
- ctx->Polygon.FrontFace = GL_CCW;
- ctx->Polygon._FrontBit = 0;
- ctx->Polygon.FrontMode = GL_FILL;
- ctx->Polygon.BackMode = GL_FILL;
- ctx->Polygon.SmoothFlag = GL_FALSE;
- ctx->Polygon.StippleFlag = GL_FALSE;
- ctx->Polygon.OffsetFactor = 0.0F;
- ctx->Polygon.OffsetUnits = 0.0F;
- ctx->Polygon.OffsetPoint = GL_FALSE;
- ctx->Polygon.OffsetLine = GL_FALSE;
- ctx->Polygon.OffsetFill = GL_FALSE;
-
- /* Polygon Stipple group */
- MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
-
- /* Scissor group */
- ctx->Scissor.Enabled = GL_FALSE;
- ctx->Scissor.X = 0;
- ctx->Scissor.Y = 0;
- ctx->Scissor.Width = 0;
- ctx->Scissor.Height = 0;
-
- /* Stencil group */
- ctx->Stencil.Enabled = GL_FALSE;
- ctx->Stencil.TestTwoSide = GL_FALSE;
- ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 1 = GL_BACK */
- ctx->Stencil.Function[0] = GL_ALWAYS;
- ctx->Stencil.Function[1] = GL_ALWAYS;
- ctx->Stencil.FailFunc[0] = GL_KEEP;
- ctx->Stencil.FailFunc[1] = GL_KEEP;
- ctx->Stencil.ZPassFunc[0] = GL_KEEP;
- ctx->Stencil.ZPassFunc[1] = GL_KEEP;
- ctx->Stencil.ZFailFunc[0] = GL_KEEP;
- ctx->Stencil.ZFailFunc[1] = GL_KEEP;
- ctx->Stencil.Ref[0] = 0;
- ctx->Stencil.Ref[1] = 0;
- ctx->Stencil.ValueMask[0] = STENCIL_MAX;
- ctx->Stencil.ValueMask[1] = STENCIL_MAX;
- ctx->Stencil.WriteMask[0] = STENCIL_MAX;
- ctx->Stencil.WriteMask[1] = STENCIL_MAX;
- ctx->Stencil.Clear = 0;
-
- /* Texture group */
- ctx->Texture.CurrentUnit = 0; /* multitexture */
- ctx->Texture._EnabledUnits = 0;
- for (i=0; i<MAX_TEXTURE_UNITS; i++)
- init_texture_unit( ctx, i );
- ctx->Texture.SharedPalette = GL_FALSE;
- _mesa_init_colortable(&ctx->Texture.Palette);
-
- /* Transformation group */
- ctx->Transform.MatrixMode = GL_MODELVIEW;
- ctx->Transform.Normalize = GL_FALSE;
- ctx->Transform.RescaleNormals = GL_FALSE;
- ctx->Transform.RasterPositionUnclipped = GL_FALSE;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
- ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
- }
- ctx->Transform.ClipPlanesEnabled = 0;
-
- /* Viewport group */
- ctx->Viewport.X = 0;
- ctx->Viewport.Y = 0;
- ctx->Viewport.Width = 0;
- ctx->Viewport.Height = 0;
- ctx->Viewport.Near = 0.0;
- ctx->Viewport.Far = 1.0;
- _math_matrix_ctr(&ctx->Viewport._WindowMap);
-
-#define Sz 10
-#define Tz 14
- ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
- ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
-#undef Sz
-#undef Tz
-
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
-
- /* Vertex arrays */
- ctx->Array.Vertex.Size = 4;
- ctx->Array.Vertex.Type = GL_FLOAT;
- ctx->Array.Vertex.Stride = 0;
- ctx->Array.Vertex.StrideB = 0;
- ctx->Array.Vertex.Ptr = NULL;
- ctx->Array.Vertex.Enabled = GL_FALSE;
- ctx->Array.Vertex.Flags = CA_CLIENT_DATA;
- ctx->Array.Normal.Type = GL_FLOAT;
- ctx->Array.Normal.Stride = 0;
- ctx->Array.Normal.StrideB = 0;
- ctx->Array.Normal.Ptr = NULL;
- ctx->Array.Normal.Enabled = GL_FALSE;
- ctx->Array.Normal.Flags = CA_CLIENT_DATA;
- ctx->Array.Color.Size = 4;
- ctx->Array.Color.Type = GL_FLOAT;
- ctx->Array.Color.Stride = 0;
- ctx->Array.Color.StrideB = 0;
- ctx->Array.Color.Ptr = NULL;
- ctx->Array.Color.Enabled = GL_FALSE;
- ctx->Array.Color.Flags = CA_CLIENT_DATA;
- ctx->Array.SecondaryColor.Size = 3;
- ctx->Array.SecondaryColor.Type = GL_FLOAT;
- ctx->Array.SecondaryColor.Stride = 0;
- ctx->Array.SecondaryColor.StrideB = 0;
- ctx->Array.SecondaryColor.Ptr = NULL;
- ctx->Array.SecondaryColor.Enabled = GL_FALSE;
- ctx->Array.SecondaryColor.Flags = CA_CLIENT_DATA;
- ctx->Array.FogCoord.Size = 1;
- ctx->Array.FogCoord.Type = GL_FLOAT;
- ctx->Array.FogCoord.Stride = 0;
- ctx->Array.FogCoord.StrideB = 0;
- ctx->Array.FogCoord.Ptr = NULL;
- ctx->Array.FogCoord.Enabled = GL_FALSE;
- ctx->Array.FogCoord.Flags = CA_CLIENT_DATA;
- ctx->Array.Index.Type = GL_FLOAT;
- ctx->Array.Index.Stride = 0;
- ctx->Array.Index.StrideB = 0;
- ctx->Array.Index.Ptr = NULL;
- ctx->Array.Index.Enabled = GL_FALSE;
- ctx->Array.Index.Flags = CA_CLIENT_DATA;
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- ctx->Array.TexCoord[i].Size = 4;
- ctx->Array.TexCoord[i].Type = GL_FLOAT;
- ctx->Array.TexCoord[i].Stride = 0;
- ctx->Array.TexCoord[i].StrideB = 0;
- ctx->Array.TexCoord[i].Ptr = NULL;
- ctx->Array.TexCoord[i].Enabled = GL_FALSE;
- ctx->Array.TexCoord[i].Flags = CA_CLIENT_DATA;
- }
- ctx->Array.TexCoordInterleaveFactor = 1;
- ctx->Array.EdgeFlag.Stride = 0;
- ctx->Array.EdgeFlag.StrideB = 0;
- ctx->Array.EdgeFlag.Ptr = NULL;
- ctx->Array.EdgeFlag.Enabled = GL_FALSE;
- ctx->Array.EdgeFlag.Flags = CA_CLIENT_DATA;
- ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
-
- /* Pixel transfer */
- ctx->Pack.Alignment = 4;
- ctx->Pack.RowLength = 0;
- ctx->Pack.ImageHeight = 0;
- ctx->Pack.SkipPixels = 0;
- ctx->Pack.SkipRows = 0;
- ctx->Pack.SkipImages = 0;
- ctx->Pack.SwapBytes = GL_FALSE;
- ctx->Pack.LsbFirst = GL_FALSE;
- ctx->Unpack.Alignment = 4;
- ctx->Unpack.RowLength = 0;
- ctx->Unpack.ImageHeight = 0;
- ctx->Unpack.SkipPixels = 0;
- ctx->Unpack.SkipRows = 0;
- ctx->Unpack.SkipImages = 0;
- ctx->Unpack.SwapBytes = GL_FALSE;
- ctx->Unpack.LsbFirst = GL_FALSE;
-
- /* Feedback */
- ctx->Feedback.Type = GL_2D; /* TODO: verify */
- ctx->Feedback.Buffer = NULL;
- ctx->Feedback.BufferSize = 0;
- ctx->Feedback.Count = 0;
-
- /* Selection/picking */
- ctx->Select.Buffer = NULL;
- ctx->Select.BufferSize = 0;
- ctx->Select.BufferCount = 0;
- ctx->Select.Hits = 0;
- ctx->Select.NameStackDepth = 0;
-
- /* Renderer and client attribute stacks */
- 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);
-
- /* Vertex/fragment programs */
- ctx->Program.ErrorPos = -1;
- ctx->Program.ErrorString = _mesa_strdup("");
-#if FEATURE_NV_vertex_program
- ctx->VertexProgram.Enabled = GL_FALSE;
- ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
- ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
- ctx->VertexProgram.Current = NULL;
- for (i = 0; i < VP_NUM_PROG_REGS / 4; i++) {
- ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
- ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
- }
-#endif
-#if FEATURE_NV_fragment_program
- ctx->FragmentProgram.Enabled = GL_FALSE;
- ctx->FragmentProgram.Current = NULL;
-#endif
+ _mesa_init_texture_s3tc( ctx );
+ _mesa_init_texture_fxt1( ctx );
/* Miscellaneous */
ctx->NewState = _NEW_ALL;
- ctx->RenderMode = GL_RENDER;
- ctx->_ImageTransferState = 0;
-
- ctx->_NeedNormals = 0;
- ctx->_NeedEyeCoords = 0;
- ctx->_ModelViewInvScale = 1.0;
-
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
-
- ctx->CatchSignals = GL_TRUE;
- ctx->OcclusionResult = GL_FALSE;
- ctx->OcclusionResultSaved = GL_FALSE;
ctx->_Facing = 0;
+#if CHAN_TYPE == GL_FLOAT
+ ctx->ClampFragmentColors = GL_FALSE; /* XXX temporary */
+#else
+ ctx->ClampFragmentColors = GL_TRUE;
+#endif
+ ctx->ClampVertexColors = GL_TRUE;
- /* For debug/development only */
- ctx->NoRaster = _mesa_getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
- ctx->FirstTimeCurrent = GL_TRUE;
-
- /* Dither disable */
- ctx->NoDither = _mesa_getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
- if (ctx->NoDither) {
- if (_mesa_getenv("MESA_DEBUG")) {
- _mesa_debug(ctx, "MESA_NO_DITHER set - dithering disabled\n");
- }
- ctx->Color.DitherFlag = GL_FALSE;
- }
+ return GL_TRUE;
}
-
-
/**
- * Allocate the proxy textures for the given context.
- * \param ctx the context to allocate proxies for.
- * \return GL_TRUE if success, GL_FALSE if failure.
+ * If the DRI libGL.so library is old, it may not have the entrypoints for
+ * some recent OpenGL extensions. Dynamically add them now.
+ * If we're building stand-alone Mesa where libGL.so has both the dispatcher
+ * and driver code, this won't be an issue (and calling this function won't
+ * do any harm).
*/
-static GLboolean
-alloc_proxy_textures( GLcontext *ctx )
+static void
+add_newer_entrypoints(void)
{
- ctx->Texture.Proxy1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
- if (!ctx->Texture.Proxy1D)
- goto cleanup;
-
- ctx->Texture.Proxy2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
- if (!ctx->Texture.Proxy2D)
- goto cleanup;
-
- ctx->Texture.Proxy3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
- if (!ctx->Texture.Proxy3D)
- goto cleanup;
-
- ctx->Texture.ProxyCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
- if (!ctx->Texture.ProxyCubeMap)
- goto cleanup;
-
- ctx->Texture.ProxyRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
- if (!ctx->Texture.ProxyRect)
- goto cleanup;
-
- return GL_TRUE;
-
- cleanup:
- if (ctx->Texture.Proxy1D)
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy1D);
- if (ctx->Texture.Proxy2D)
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy2D);
- if (ctx->Texture.Proxy3D)
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy3D);
- if (ctx->Texture.ProxyCubeMap)
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyCubeMap);
- if (ctx->Texture.ProxyRect)
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyRect);
- return GL_FALSE;
+ unsigned i;
+ static const struct {
+ const char * const name;
+ unsigned offset;
+ }
+ newer_entrypoints[] = {
+ /* GL_ARB_window_pos aliases with GL_MESA_window_pos */
+ { "glWindowPos2dARB", 513 },
+ { "glWindowPos2dvARB", 514 },
+ { "glWindowPos2fARB", 515 },
+ { "glWindowPos2fvARB", 516 },
+ { "glWindowPos2iARB", 517 },
+ { "glWindowPos2ivARB", 518 },
+ { "glWindowPos2sARB", 519 },
+ { "glWindowPos2svARB", 520 },
+ { "glWindowPos3dARB", 521 },
+ { "glWindowPos3dvARB", 522 },
+ { "glWindowPos3fARB", 523 },
+ { "glWindowPos3fvARB", 524 },
+ { "glWindowPos3iARB", 525 },
+ { "glWindowPos3ivARB", 526 },
+ { "glWindowPos3sARB", 527 },
+ { "glWindowPos3svARB", 528 },
+#if FEATURE_NV_vertex_program
+ { "glAreProgramsResidentNV", 578 },
+ { "glBindProgramNV", 579 },
+ { "glDeleteProgramsNV", 580 },
+ { "glExecuteProgramNV", 581 },
+ { "glGenProgramsNV", 582 },
+ { "glGetProgramParameterdvNV", 583 },
+ { "glGetProgramParameterfvNV", 584 },
+ { "glGetProgramivNV", 585 },
+ { "glGetProgramStringNV", 586 },
+ { "glGetTrackMatrixivNV", 587 },
+ { "glGetVertexAttribdvNV", 588 },
+ { "glGetVertexAttribfvNV", 589 },
+ { "glGetVertexAttribivNV", 590 },
+ { "glGetVertexAttribPointervNV", 591 },
+ { "glIsProgramNV", 592 },
+ { "glLoadProgramNV", 593 },
+ { "glProgramParameter4dNV", 594 },
+ { "glProgramParameter4dvNV", 595 },
+ { "glProgramParameter4fNV", 596 },
+ { "glProgramParameter4fvNV", 597 },
+ { "glProgramParameters4dvNV", 598 },
+ { "glProgramParameters4fvNV", 599 },
+ { "glRequestResidentProgramsNV", 600 },
+ { "glTrackMatrixNV", 601 },
+ { "glVertexAttribPointerNV", 602 },
+ { "glVertexAttrib1dNV", 603 },
+ { "glVertexAttrib1dvNV", 604 },
+ { "glVertexAttrib1fNV", 605 },
+ { "glVertexAttrib1fvNV", 606 },
+ { "glVertexAttrib1sNV", 607 },
+ { "glVertexAttrib1svNV", 608 },
+ { "glVertexAttrib2dNV", 609 },
+ { "glVertexAttrib2dvNV", 610 },
+ { "glVertexAttrib2fNV", 611 },
+ { "glVertexAttrib2fvNV", 612 },
+ { "glVertexAttrib2sNV", 613 },
+ { "glVertexAttrib2svNV", 614 },
+ { "glVertexAttrib3dNV", 615 },
+ { "glVertexAttrib3dvNV", 616 },
+ { "glVertexAttrib3fNV", 617 },
+ { "glVertexAttrib3fvNV", 618 },
+ { "glVertexAttrib3sNV", 619 },
+ { "glVertexAttrib3svNV", 620 },
+ { "glVertexAttrib4dNV", 621 },
+ { "glVertexAttrib4dvNV", 622 },
+ { "glVertexAttrib4fNV", 623 },
+ { "glVertexAttrib4fvNV", 624 },
+ { "glVertexAttrib4sNV", 625 },
+ { "glVertexAttrib4svNV", 626 },
+ { "glVertexAttrib4ubNV", 627 },
+ { "glVertexAttrib4ubvNV", 628 },
+ { "glVertexAttribs1dvNV", 629 },
+ { "glVertexAttribs1fvNV", 630 },
+ { "glVertexAttribs1svNV", 631 },
+ { "glVertexAttribs2dvNV", 632 },
+ { "glVertexAttribs2fvNV", 633 },
+ { "glVertexAttribs2svNV", 634 },
+ { "glVertexAttribs3dvNV", 635 },
+ { "glVertexAttribs3fvNV", 636 },
+ { "glVertexAttribs3svNV", 637 },
+ { "glVertexAttribs4dvNV", 638 },
+ { "glVertexAttribs4fvNV", 639 },
+ { "glVertexAttribs4svNV", 640 },
+ { "glVertexAttribs4ubvNV", 641 },
+#endif
+ { "glPointParameteriNV", 642 },
+ { "glPointParameterivNV", 643 },
+ { "glMultiDrawArraysEXT", 644 },
+ { "glMultiDrawElementsEXT", 645 },
+ { "glMultiDrawArraysSUN", _gloffset_MultiDrawArraysEXT },
+ { "glMultiDrawElementsSUN", _gloffset_MultiDrawElementsEXT },
+ { "glActiveStencilFaceEXT", 646 },
+#if FEATURE_NV_fence
+ { "glDeleteFencesNV", 647 },
+ { "glGenFencesNV", 648 },
+ { "glIsFenceNV", 649 },
+ { "glTestFenceNV", 650 },
+ { "glGetFenceivNV", 651 },
+ { "glFinishFenceNV", 652 },
+ { "glSetFenceNV", 653 },
+#endif
+#if FEATURE_NV_fragment_program
+ { "glProgramNamedParameter4fNV", 682 },
+ { "glProgramNamedParameter4dNV", 683 },
+ { "glProgramNamedParameter4fvNV", 683 },
+ { "glProgramNamedParameter4dvNV", 684 },
+ { "glGetProgramNamedParameterfvNV", 685 },
+ { "glGetProgramNamedParameterdvNV", 686 },
+#endif
+#if FEATURE_ARB_vertex_program
+ { "glVertexAttrib1sARB", _gloffset_VertexAttrib1sNV },
+ { "glVertexAttrib1fARB", _gloffset_VertexAttrib1fNV },
+ { "glVertexAttrib1dARB", _gloffset_VertexAttrib1dNV },
+ { "glVertexAttrib2sARB", _gloffset_VertexAttrib2sNV },
+ { "glVertexAttrib2fARB", _gloffset_VertexAttrib2fNV },
+ { "glVertexAttrib2dARB", _gloffset_VertexAttrib2dNV },
+ { "glVertexAttrib3sARB", _gloffset_VertexAttrib3sNV },
+ { "glVertexAttrib3fARB", _gloffset_VertexAttrib3fNV },
+ { "glVertexAttrib3dARB", _gloffset_VertexAttrib3dNV },
+ { "glVertexAttrib4sARB", _gloffset_VertexAttrib4sNV },
+ { "glVertexAttrib4fARB", _gloffset_VertexAttrib4fNV },
+ { "glVertexAttrib4dARB", _gloffset_VertexAttrib4dNV },
+ { "glVertexAttrib4NubARB", _gloffset_VertexAttrib4ubNV },
+ { "glVertexAttrib1svARB", _gloffset_VertexAttrib1svNV },
+ { "glVertexAttrib1fvARB", _gloffset_VertexAttrib1fvNV },
+ { "glVertexAttrib1dvARB", _gloffset_VertexAttrib1dvNV },
+ { "glVertexAttrib2svARB", _gloffset_VertexAttrib2svNV },
+ { "glVertexAttrib2fvARB", _gloffset_VertexAttrib2fvNV },
+ { "glVertexAttrib2dvARB", _gloffset_VertexAttrib2dvNV },
+ { "glVertexAttrib3svARB", _gloffset_VertexAttrib3svNV },
+ { "glVertexAttrib3fvARB", _gloffset_VertexAttrib3fvNV },
+ { "glVertexAttrib3dvARB", _gloffset_VertexAttrib3dvNV },
+ { "glVertexAttrib4bvARB", _gloffset_VertexAttrib4bvARB },
+ { "glVertexAttrib4svARB", _gloffset_VertexAttrib4svNV },
+ { "glVertexAttrib4ivARB", _gloffset_VertexAttrib4ivARB },
+ { "glVertexAttrib4ubvARB", _gloffset_VertexAttrib4ubvARB },
+ { "glVertexAttrib4usvARB", _gloffset_VertexAttrib4usvARB },
+ { "glVertexAttrib4uivARB", _gloffset_VertexAttrib4uivARB },
+ { "glVertexAttrib4fvARB", _gloffset_VertexAttrib4fvNV },
+ { "glVertexAttrib4dvARB", _gloffset_VertexAttrib4dvNV },
+ { "glVertexAttrib4NbvARB", _gloffset_VertexAttrib4NbvARB },
+ { "glVertexAttrib4NsvARB", _gloffset_VertexAttrib4NsvARB },
+ { "glVertexAttrib4NivARB", _gloffset_VertexAttrib4NivARB },
+ { "glVertexAttrib4NubvARB", _gloffset_VertexAttrib4ubvNV },
+ { "glVertexAttrib4NusvARB", _gloffset_VertexAttrib4NusvARB },
+ { "glVertexAttrib4NuivARB", _gloffset_VertexAttrib4NuivARB },
+ { "glVertexAttribPointerARB", _gloffset_VertexAttribPointerARB },
+ { "glEnableVertexAttribArrayARB", _gloffset_EnableVertexAttribArrayARB },
+ { "glDisableVertexAttribArrayARB", _gloffset_DisableVertexAttribArrayARB },
+ { "glProgramStringARB", _gloffset_ProgramStringARB },
+ { "glBindProgramARB", _gloffset_BindProgramNV },
+ { "glDeleteProgramsARB", _gloffset_DeleteProgramsNV },
+ { "glGenProgramsARB", _gloffset_GenProgramsNV },
+ { "glIsProgramARB", _gloffset_IsProgramNV },
+ { "glProgramEnvParameter4dARB", _gloffset_ProgramEnvParameter4dARB },
+ { "glProgramEnvParameter4dvARB", _gloffset_ProgramEnvParameter4dvARB },
+ { "glProgramEnvParameter4fARB", _gloffset_ProgramEnvParameter4fARB },
+ { "glProgramEnvParameter4fvARB", _gloffset_ProgramEnvParameter4fvARB },
+ { "glProgramLocalParameter4dARB", _gloffset_ProgramLocalParameter4dARB },
+ { "glProgramLocalParameter4dvARB", _gloffset_ProgramLocalParameter4dvARB },
+ { "glProgramLocalParameter4fARB", _gloffset_ProgramLocalParameter4fARB },
+ { "glProgramLocalParameter4fvARB", _gloffset_ProgramLocalParameter4fvARB },
+ { "glGetProgramEnvParameterdvARB", _gloffset_GetProgramEnvParameterdvARB },
+ { "glGetProgramEnvParameterfvARB", _gloffset_GetProgramEnvParameterfvARB },
+ { "glGetProgramLocalParameterdvARB", _gloffset_GetProgramLocalParameterdvARB },
+ { "glGetProgramLocalParameterfvARB", _gloffset_GetProgramLocalParameterfvARB },
+ { "glGetProgramivARB", _gloffset_GetProgramivARB },
+ { "glGetProgramStringARB", _gloffset_GetProgramStringARB },
+ { "glGetVertexAttribdvARB", _gloffset_GetVertexAttribdvNV },
+ { "glGetVertexAttribfvARB", _gloffset_GetVertexAttribfvNV },
+ { "glGetVertexAttribivARB", _gloffset_GetVertexAttribivNV },
+ { "glGetVertexAttribPointervARB", _gloffset_GetVertexAttribPointervNV },
+#endif
+ { "glMultiModeDrawArraysIBM", _gloffset_MultiModeDrawArraysIBM },
+ { "glMultiModeDrawElementsIBM", _gloffset_MultiModeDrawElementsIBM },
+ /* GL_EXT_stencil_two_side */
+ { "glActiveStencilFaceEXT", _gloffset_ActiveStencilFaceEXT },
+ /* GL_ARB_draw_buffers */
+ { "glDrawBuffersARB", _gloffset_DrawBuffersARB },
+#if FEATURE_ATI_fragment_shader
+ { "glGenFragmentShadersATI", _gloffset_GenFragmentShadersATI },
+ { "glBindFragmentShaderATI", _gloffset_BindFragmentShaderATI },
+ { "glDeleteFragmentShaderATI", _gloffset_DeleteFragmentShaderATI },
+ { "glBeginFragmentShaderATI", _gloffset_BeginFragmentShaderATI },
+ { "glEndFragmentShaderATI", _gloffset_EndFragmentShaderATI },
+ { "glPassTexCoordATI", _gloffset_PassTexCoordATI },
+ { "glSampleMapATI", _gloffset_SampleMapATI },
+ { "glColorFragmentOp1ATI", _gloffset_ColorFragmentOp1ATI },
+ { "glColorFragmentOp2ATI", _gloffset_ColorFragmentOp2ATI },
+ { "glColorFragmentOp3ATI", _gloffset_ColorFragmentOp3ATI },
+ { "glAlphaFragmentOp1ATI", _gloffset_AlphaFragmentOp1ATI },
+ { "glAlphaFragmentOp2ATI", _gloffset_AlphaFragmentOp2ATI },
+ { "glAlphaFragmentOp3ATI", _gloffset_AlphaFragmentOp3ATI },
+ { "glSetFragmentShaderConstantATI", _gloffset_SetFragmentShaderConstantATI },
+#endif
+ };
+
+ for (i = 0; i < Elements(newer_entrypoints); i++ ) {
+ _glapi_add_entrypoint( newer_entrypoints[i].name,
+ newer_entrypoints[i].offset );
+ }
}
-static void add_debug_flags( const char *debug )
+/**
+ * This is the default function we plug into all dispatch table slots
+ * This helps prevents a segfault when someone calls a GL function without
+ * first checking if the extension's supported.
+ */
+static int
+generic_nop(void)
{
-#ifdef MESA_DEBUG
- if (_mesa_strstr(debug, "varray"))
- MESA_VERBOSE |= VERBOSE_VARRAY;
-
- if (_mesa_strstr(debug, "tex"))
- MESA_VERBOSE |= VERBOSE_TEXTURE;
-
- if (_mesa_strstr(debug, "imm"))
- MESA_VERBOSE |= VERBOSE_IMMEDIATE;
-
- if (_mesa_strstr(debug, "pipe"))
- MESA_VERBOSE |= VERBOSE_PIPELINE;
-
- if (_mesa_strstr(debug, "driver"))
- MESA_VERBOSE |= VERBOSE_DRIVER;
-
- if (_mesa_strstr(debug, "state"))
- MESA_VERBOSE |= VERBOSE_STATE;
-
- if (_mesa_strstr(debug, "api"))
- MESA_VERBOSE |= VERBOSE_API;
+ _mesa_problem(NULL, "User called no-op dispatch function (an unsupported extension function?)");
+ return 0;
+}
- if (_mesa_strstr(debug, "list"))
- MESA_VERBOSE |= VERBOSE_DISPLAY_LIST;
- if (_mesa_strstr(debug, "lighting"))
- MESA_VERBOSE |= VERBOSE_LIGHTING;
-
- /* Debug flag:
+/**
+ * Allocate and initialize a new dispatch table.
+ */
+static struct _glapi_table *
+alloc_dispatch_table(void)
+{
+ /* 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.
*/
- if (_mesa_strstr(debug, "flush"))
- MESA_DEBUG_FLAGS |= DEBUG_ALWAYS_FLUSH;
-#endif
+ GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
+ sizeof(struct _glapi_table) / sizeof(_glapi_proc));
+ struct _glapi_table *table =
+ (struct _glapi_table *) _mesa_malloc(numEntries * sizeof(_glapi_proc));
+ if (table) {
+ _glapi_proc *entry = (_glapi_proc *) table;
+ GLint i;
+ for (i = 0; i < numEntries; i++) {
+ entry[i] = (_glapi_proc) generic_nop;
+ }
+ }
+ return table;
}
-/*
- * Initialize a GLcontext struct. This includes allocating all the
- * other structs and arrays which hang off of the context by pointers.
+/**
+ * Initialize a GLcontext struct (rendering context).
+ *
+ * This includes allocating all the other structs and arrays which hang off of
+ * the context by pointers.
+ * Note that the driver needs to pass in its dd_function_table here since
+ * we need to at least call driverFunctions->NewTextureObject to create the
+ * default texture objects.
+ *
+ * Called by _mesa_create_context().
+ *
+ * Performs the imports and exports callback tables initialization, and
+ * miscellaneous one-time initializations. If no shared context is supplied one
+ * is allocated, and increase its reference count. Setups the GL API dispatch
+ * tables. Initialize the TNL module. Sets the maximum Z buffer depth.
+ * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
+ * for debug flags.
+ *
+ * \param ctx the context to initialize
+ * \param visual describes the visual attributes for this context
+ * \param share_list points to context to share textures, display lists,
+ * etc with, or NULL
+ * \param driverFunctions table of device driver functions for this context
+ * to use
+ * \param driverContext pointer to driver-specific context data
*/
GLboolean
_mesa_initialize_context( GLcontext *ctx,
const GLvisual *visual,
GLcontext *share_list,
- void *driver_ctx,
- GLboolean direct )
+ const struct dd_function_table *driverFunctions,
+ void *driverContext )
{
- GLuint dispatchSize;
- const char *c;
-
- ASSERT(driver_ctx);
+ ASSERT(driverContext);
+ assert(driverFunctions->NewTextureObject);
+ assert(driverFunctions->FreeTexImageData);
/* If the driver wants core Mesa to use special imports, it'll have to
* override these defaults.
*/
- _mesa_init_default_imports( &(ctx->imports), driver_ctx );
+ _mesa_init_default_imports( &(ctx->imports), driverContext );
/* initialize the exports (Mesa functions called by the window system) */
_mesa_init_default_exports( &(ctx->exports) );
/* misc one-time initializations */
one_time_init(ctx);
- ctx->DriverCtx = driver_ctx;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
+ ctx->WinSysDrawBuffer = NULL;
+ ctx->WinSysReadBuffer = NULL;
- /* Set these pointers to defaults now in case they're not set since
- * we need them while creating the default textures.
+ /* Plug in driver functions and context pointer here.
+ * This is important because when we call alloc_shared_state() below
+ * we'll call ctx->Driver.NewTextureObject() to create the default
+ * textures.
*/
- if (!ctx->Driver.NewTextureObject)
- ctx->Driver.NewTextureObject = _mesa_new_texture_object;
- if (!ctx->Driver.DeleteTexture)
- ctx->Driver.DeleteTexture = _mesa_delete_texture_object;
- if (!ctx->Driver.NewTextureImage)
- ctx->Driver.NewTextureImage = _mesa_new_texture_image;
+ ctx->Driver = *driverFunctions;
+ ctx->DriverCtx = driverContext;
if (share_list) {
/* share state with another context */
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- init_attrib_groups( ctx );
-
- if (visual->doubleBufferMode) {
- ctx->Color.DrawBuffer = GL_BACK;
- ctx->Color._DrawDestMask = BACK_LEFT_BIT;
- ctx->Pixel.ReadBuffer = GL_BACK;
- ctx->Pixel._ReadSrcMask = BACK_LEFT_BIT;
- }
- else {
- ctx->Color.DrawBuffer = GL_FRONT;
- ctx->Color._DrawDestMask = FRONT_LEFT_BIT;
- ctx->Pixel.ReadBuffer = GL_FRONT;
- ctx->Pixel._ReadSrcMask = FRONT_LEFT_BIT;
- }
-
- if (!alloc_proxy_textures(ctx)) {
+ if (!init_attrib_groups( ctx )) {
free_shared_state(ctx, ctx->Shared);
return GL_FALSE;
}
- /*
- * For XFree86/DRI: tell libGL to add these functions to the dispatcher.
- * Basically, we should add all extension functions above offset 577.
- * This enables older libGL libraries to work with newer drivers that
- * have newer extensions.
- */
- /* GL_ARB_window_pos aliases with GL_MESA_window_pos */
- _glapi_add_entrypoint("glWindowPos2dARB", 513);
- _glapi_add_entrypoint("glWindowPos2dvARB", 514);
- _glapi_add_entrypoint("glWindowPos2fARB", 515);
- _glapi_add_entrypoint("glWindowPos2fvARB", 516);
- _glapi_add_entrypoint("glWindowPos2iARB", 517);
- _glapi_add_entrypoint("glWindowPos2ivARB", 518);
- _glapi_add_entrypoint("glWindowPos2sARB", 519);
- _glapi_add_entrypoint("glWindowPos2svARB", 520);
- _glapi_add_entrypoint("glWindowPos3dARB", 521);
- _glapi_add_entrypoint("glWindowPos3dvARB", 522);
- _glapi_add_entrypoint("glWindowPos3fARB", 523);
- _glapi_add_entrypoint("glWindowPos3fvARB", 524);
- _glapi_add_entrypoint("glWindowPos3iARB", 525);
- _glapi_add_entrypoint("glWindowPos3ivARB", 526);
- _glapi_add_entrypoint("glWindowPos3sARB", 527);
- _glapi_add_entrypoint("glWindowPos3svARB", 528);
- /* new extension functions */
- _glapi_add_entrypoint("glAreProgramsResidentNV", 578);
- _glapi_add_entrypoint("glBindProgramNV", 579);
- _glapi_add_entrypoint("glDeleteProgramsNV", 580);
- _glapi_add_entrypoint("glExecuteProgramNV", 581);
- _glapi_add_entrypoint("glGenProgramsNV", 582);
- _glapi_add_entrypoint("glGetProgramParameterdvNV", 583);
- _glapi_add_entrypoint("glGetProgramParameterfvNV", 584);
- _glapi_add_entrypoint("glGetProgramivNV", 585);
- _glapi_add_entrypoint("glGetProgramStringNV", 586);
- _glapi_add_entrypoint("glGetTrackMatrixivNV", 587);
- _glapi_add_entrypoint("glGetVertexAttribdvNV", 588);
- _glapi_add_entrypoint("glGetVertexAttribfvNV", 589);
- _glapi_add_entrypoint("glGetVertexAttribivNV", 590);
- _glapi_add_entrypoint("glGetVertexAttribPointervNV", 591);
- _glapi_add_entrypoint("glIsProgramNV", 592);
- _glapi_add_entrypoint("glLoadProgramNV", 593);
- _glapi_add_entrypoint("glProgramParameter4dNV", 594);
- _glapi_add_entrypoint("glProgramParameter4dvNV", 595);
- _glapi_add_entrypoint("glProgramParameter4fNV", 596);
- _glapi_add_entrypoint("glProgramParameter4fvNV", 597);
- _glapi_add_entrypoint("glProgramParameters4dvNV", 598);
- _glapi_add_entrypoint("glProgramParameters4fvNV", 599);
- _glapi_add_entrypoint("glRequestResidentProgramsNV", 600);
- _glapi_add_entrypoint("glTrackMatrixNV", 601);
- _glapi_add_entrypoint("glVertexAttribPointerNV", 602);
- _glapi_add_entrypoint("glVertexAttrib1dNV", 603);
- _glapi_add_entrypoint("glVertexAttrib1dvNV", 604);
- _glapi_add_entrypoint("glVertexAttrib1fNV", 605);
- _glapi_add_entrypoint("glVertexAttrib1fvNV", 606);
- _glapi_add_entrypoint("glVertexAttrib1sNV", 607);
- _glapi_add_entrypoint("glVertexAttrib1svNV", 608);
- _glapi_add_entrypoint("glVertexAttrib2dNV", 609);
- _glapi_add_entrypoint("glVertexAttrib2dvNV", 610);
- _glapi_add_entrypoint("glVertexAttrib2fNV", 611);
- _glapi_add_entrypoint("glVertexAttrib2fvNV", 612);
- _glapi_add_entrypoint("glVertexAttrib2sNV", 613);
- _glapi_add_entrypoint("glVertexAttrib2svNV", 614);
- _glapi_add_entrypoint("glVertexAttrib3dNV", 615);
- _glapi_add_entrypoint("glVertexAttrib3dvNV", 616);
- _glapi_add_entrypoint("glVertexAttrib3fNV", 617);
- _glapi_add_entrypoint("glVertexAttrib3fvNV", 618);
- _glapi_add_entrypoint("glVertexAttrib3sNV", 619);
- _glapi_add_entrypoint("glVertexAttrib3svNV", 620);
- _glapi_add_entrypoint("glVertexAttrib4dNV", 621);
- _glapi_add_entrypoint("glVertexAttrib4dvNV", 622);
- _glapi_add_entrypoint("glVertexAttrib4fNV", 623);
- _glapi_add_entrypoint("glVertexAttrib4fvNV", 624);
- _glapi_add_entrypoint("glVertexAttrib4sNV", 625);
- _glapi_add_entrypoint("glVertexAttrib4svNV", 626);
- _glapi_add_entrypoint("glVertexAttrib4ubNV", 627);
- _glapi_add_entrypoint("glVertexAttrib4ubvNV", 628);
- _glapi_add_entrypoint("glVertexAttribs1dvNV", 629);
- _glapi_add_entrypoint("glVertexAttribs1fvNV", 630);
- _glapi_add_entrypoint("glVertexAttribs1svNV", 631);
- _glapi_add_entrypoint("glVertexAttribs2dvNV", 632);
- _glapi_add_entrypoint("glVertexAttribs2fvNV", 633);
- _glapi_add_entrypoint("glVertexAttribs2svNV", 634);
- _glapi_add_entrypoint("glVertexAttribs3dvNV", 635);
- _glapi_add_entrypoint("glVertexAttribs3fvNV", 636);
- _glapi_add_entrypoint("glVertexAttribs3svNV", 637);
- _glapi_add_entrypoint("glVertexAttribs4dvNV", 638);
- _glapi_add_entrypoint("glVertexAttribs4fvNV", 639);
- _glapi_add_entrypoint("glVertexAttribs4svNV", 640);
- _glapi_add_entrypoint("glVertexAttribs4ubvNV", 641);
- _glapi_add_entrypoint("glPointParameteriNV", 642);
- _glapi_add_entrypoint("glPointParameterivNV", 643);
- _glapi_add_entrypoint("glMultiDrawArraysEXT", 644);
- _glapi_add_entrypoint("glMultiDrawElementsEXT", 645);
- _glapi_add_entrypoint("glActiveStencilFaceEXT", 646);
- _glapi_add_entrypoint("glDeleteFencesNV", 647);
- _glapi_add_entrypoint("glGenFencesNV", 648);
- _glapi_add_entrypoint("glIsFenceNV", 649);
- _glapi_add_entrypoint("glTestFenceNV", 650);
- _glapi_add_entrypoint("glGetFenceivNV", 651);
- _glapi_add_entrypoint("glFinishFenceNV", 652);
- _glapi_add_entrypoint("glSetFenceNV", 653);
- /* XXX add NV_fragment_program and ARB_vertex_program functions */
+ /* libGL ABI coordination */
+ add_newer_entrypoints();
- /* 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 */
- ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
- ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
+ /* setup the API dispatch tables */
+ ctx->Exec = alloc_dispatch_table();
+ ctx->Save = alloc_dispatch_table();
if (!ctx->Exec || !ctx->Save) {
free_shared_state(ctx, ctx->Shared);
if (ctx->Exec)
- FREE( ctx->Exec );
+ _mesa_free(ctx->Exec);
}
- _mesa_init_exec_table(ctx->Exec, dispatchSize);
- _mesa_init_dlist_table(ctx->Save, dispatchSize);
+ _mesa_init_exec_table(ctx->Exec);
ctx->CurrentDispatch = ctx->Exec;
-
- ctx->ExecPrefersFloat = GL_FALSE;
- ctx->SavePrefersFloat = GL_FALSE;
-
+#if _HAVE_FULL_GL
+ _mesa_init_dlist_table(ctx->Save);
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
/* Neutral tnl module stuff */
- _mesa_init_exec_vtxfmt( ctx );
+ _mesa_init_exec_vtxfmt( ctx );
ctx->TnlModule.Current = NULL;
ctx->TnlModule.SwapCount = 0;
+#endif
- /* Z buffer stuff */
- if (ctx->Visual.depthBits == 0) {
- /* Special case. Even if we don't have a depth buffer we need
- * good values for DepthMax for Z vertex transformation purposes
- * and for per-fragment fog computation.
- */
- ctx->DepthMax = 1 << 16;
- ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
- }
- else if (ctx->Visual.depthBits < 32) {
- ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
- ctx->DepthMaxF = (GLfloat) ctx->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.
- */
- ctx->DepthMax = 0xffffffff;
- ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
- }
- ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
-
- c = _mesa_getenv("MESA_DEBUG");
- if (c)
- add_debug_flags(c);
-
- c = _mesa_getenv("MESA_VERBOSE");
- if (c)
- add_debug_flags(c);
+ ctx->_MaintainTexEnvProgram = (_mesa_getenv("MESA_TEX_PROG") != NULL);
+ ctx->_MaintainTnlProgram = (_mesa_getenv("MESA_TNL_PROG") != NULL);
return GL_TRUE;
}
-
-/*
+/**
* Allocate and initialize a GLcontext structure.
- * Input: visual - a GLvisual pointer (we copy the struct contents)
- * sharelist - another context to share display lists with or NULL
- * driver_ctx - pointer to device driver's context state struct
- * direct - direct rendering?
- * Return: pointer to a new __GLcontextRec or NULL if error.
+ * Note that the driver needs to pass in its dd_function_table here since
+ * we need to at least call driverFunctions->NewTextureObject to initialize
+ * the rendering context.
+ *
+ * \param visual a GLvisual pointer (we copy the struct contents)
+ * \param share_list another context to share display lists with or NULL
+ * \param driverFunctions points to the dd_function_table into which the
+ * driver has plugged in all its special functions.
+ * \param driverCtx points to the device driver's private context state
+ *
+ * \return pointer to a new __GLcontextRec or NULL if error.
*/
GLcontext *
_mesa_create_context( const GLvisual *visual,
GLcontext *share_list,
- void *driver_ctx,
- GLboolean direct )
+ const struct dd_function_table *driverFunctions,
+ void *driverContext )
{
GLcontext *ctx;
ASSERT(visual);
- ASSERT(driver_ctx);
+ ASSERT(driverContext);
ctx = (GLcontext *) _mesa_calloc(sizeof(GLcontext));
if (!ctx)
return NULL;
- if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
+ if (_mesa_initialize_context(ctx, visual, share_list,
+ driverFunctions, driverContext)) {
return ctx;
}
else {
}
-
-/*
+/**
* Free the data associated with the given context.
- * But don't free() the GLcontext struct itself!
+ *
+ * But doesn't free the GLcontext struct itself.
+ *
+ * \sa _mesa_initialize_context() and init_attrib_groups().
*/
void
_mesa_free_context_data( GLcontext *ctx )
{
- struct gl_shine_tab *s, *tmps;
- GLuint i;
-
/* if we're destroying the current context, unbind it first */
if (ctx == _mesa_get_current_context()) {
- _mesa_make_current(NULL, NULL);
+ _mesa_make_current(NULL, NULL, NULL);
}
- /*
- * Free transformation matrix stacks
- */
- free_matrix_stack(&ctx->ModelviewMatrixStack);
- free_matrix_stack(&ctx->ProjectionMatrixStack);
- free_matrix_stack(&ctx->ColorMatrixStack);
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
- free_matrix_stack(&ctx->TextureMatrixStack[i]);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
- free_matrix_stack(&ctx->ProgramMatrixStack[i]);
- /* combined Modelview*Projection matrix */
- _math_matrix_dtr( &ctx->_ModelProjectMatrix );
-
+ _mesa_free_lighting_data( ctx );
+ _mesa_free_eval_data( ctx );
+ _mesa_free_texture_data( ctx );
+ _mesa_free_matrix_data( ctx );
+ _mesa_free_viewport_data( ctx );
+ _mesa_free_colortables_data( ctx );
+ _mesa_free_program_data(ctx);
+ _mesa_free_occlude_data(ctx);
-#if FEATURE_NV_vertex_program
- if (ctx->VertexProgram.Current) {
- ctx->VertexProgram.Current->Base.RefCount--;
- if (ctx->VertexProgram.Current->Base.RefCount <= 0)
- _mesa_delete_program(ctx, &(ctx->VertexProgram.Current->Base));
- }
-#endif
-#if FEATURE_NV_fragment_program
- if (ctx->FragmentProgram.Current) {
- ctx->FragmentProgram.Current->Base.RefCount--;
- if (ctx->FragmentProgram.Current->Base.RefCount <= 0)
- _mesa_delete_program(ctx, &(ctx->FragmentProgram.Current->Base));
- }
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_delete_buffer_object(ctx, ctx->Array.NullBufferObj);
#endif
+ /* free dispatch tables */
+ _mesa_free(ctx->Exec);
+ _mesa_free(ctx->Save);
+
/* Shared context state (display lists, textures, etc) */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount--;
free_shared_state( ctx, ctx->Shared );
}
- /* Free lighting shininess exponentiation table */
- foreach_s( s, tmps, ctx->_ShineTabList ) {
- FREE( s );
- }
- FREE( ctx->_ShineTabList );
-
- /* Free proxy texture objects */
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy1D );
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy2D );
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.Proxy3D );
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyCubeMap );
- (ctx->Driver.DeleteTexture)(ctx, ctx->Texture.ProxyRect );
-
- for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
- _mesa_free_colortable_data( &ctx->Texture.Unit[i].ColorTable );
-
- /* Free evaluator data */
- if (ctx->EvalMap.Map1Vertex3.Points)
- FREE( ctx->EvalMap.Map1Vertex3.Points );
- if (ctx->EvalMap.Map1Vertex4.Points)
- FREE( ctx->EvalMap.Map1Vertex4.Points );
- if (ctx->EvalMap.Map1Index.Points)
- FREE( ctx->EvalMap.Map1Index.Points );
- if (ctx->EvalMap.Map1Color4.Points)
- FREE( ctx->EvalMap.Map1Color4.Points );
- if (ctx->EvalMap.Map1Normal.Points)
- FREE( ctx->EvalMap.Map1Normal.Points );
- if (ctx->EvalMap.Map1Texture1.Points)
- FREE( ctx->EvalMap.Map1Texture1.Points );
- if (ctx->EvalMap.Map1Texture2.Points)
- FREE( ctx->EvalMap.Map1Texture2.Points );
- if (ctx->EvalMap.Map1Texture3.Points)
- FREE( ctx->EvalMap.Map1Texture3.Points );
- if (ctx->EvalMap.Map1Texture4.Points)
- FREE( ctx->EvalMap.Map1Texture4.Points );
- for (i = 0; i < 16; i++)
- FREE((ctx->EvalMap.Map1Attrib[i].Points));
-
- if (ctx->EvalMap.Map2Vertex3.Points)
- FREE( ctx->EvalMap.Map2Vertex3.Points );
- if (ctx->EvalMap.Map2Vertex4.Points)
- FREE( ctx->EvalMap.Map2Vertex4.Points );
- if (ctx->EvalMap.Map2Index.Points)
- FREE( ctx->EvalMap.Map2Index.Points );
- if (ctx->EvalMap.Map2Color4.Points)
- FREE( ctx->EvalMap.Map2Color4.Points );
- if (ctx->EvalMap.Map2Normal.Points)
- FREE( ctx->EvalMap.Map2Normal.Points );
- if (ctx->EvalMap.Map2Texture1.Points)
- FREE( ctx->EvalMap.Map2Texture1.Points );
- if (ctx->EvalMap.Map2Texture2.Points)
- FREE( ctx->EvalMap.Map2Texture2.Points );
- if (ctx->EvalMap.Map2Texture3.Points)
- FREE( ctx->EvalMap.Map2Texture3.Points );
- if (ctx->EvalMap.Map2Texture4.Points)
- FREE( ctx->EvalMap.Map2Texture4.Points );
- for (i = 0; i < 16; i++)
- FREE((ctx->EvalMap.Map2Attrib[i].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 );
-
- _math_matrix_dtr(&ctx->Viewport._WindowMap);
-
- _mesa_extensions_dtr(ctx);
-
- FREE(ctx->Exec);
- FREE(ctx->Save);
+ if (ctx->Extensions.String)
+ FREE((void *) ctx->Extensions.String);
}
-
-/*
+/**
* Destroy a GLcontext structure.
+ *
+ * \param ctx GL context.
+ *
+ * Calls _mesa_free_context_data() and frees the GLcontext structure itself.
*/
void
_mesa_destroy_context( GLcontext *ctx )
}
-
-/*
+#if _HAVE_FULL_GL
+/**
* Copy attribute groups from one context to another.
- * Input: src - source context
- * dst - destination context
- * mask - bitwise OR of GL_*_BIT flags
+ *
+ * \param src source context
+ * \param dst destination context
+ * \param mask bitwise OR of GL_*_BIT flags
+ *
+ * According to the bits specified in \p mask, copies the corresponding
+ * attributes from \p src into \p dst. For many of the attributes a simple \c
+ * memcpy is not enough due to the existence of internal pointers in their data
+ * structures.
*/
void
_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
*/
dst->NewState = _NEW_ALL;
}
-
-
-
-static void print_info( void )
-{
- _mesa_debug(NULL, "Mesa GL_VERSION = %s\n",
- (char *) _mesa_GetString(GL_VERSION));
- _mesa_debug(NULL, "Mesa GL_RENDERER = %s\n",
- (char *) _mesa_GetString(GL_RENDERER));
- _mesa_debug(NULL, "Mesa GL_VENDOR = %s\n",
- (char *) _mesa_GetString(GL_VENDOR));
- _mesa_debug(NULL, "Mesa GL_EXTENSIONS = %s\n",
- (char *) _mesa_GetString(GL_EXTENSIONS));
-#if defined(THREADS)
- _mesa_debug(NULL, "Mesa thread-safe: YES\n");
-#else
- _mesa_debug(NULL, "Mesa thread-safe: NO\n");
-#endif
-#if defined(USE_X86_ASM)
- _mesa_debug(NULL, "Mesa x86-optimized: YES\n");
-#else
- _mesa_debug(NULL, "Mesa x86-optimized: NO\n");
-#endif
-#if defined(USE_SPARC_ASM)
- _mesa_debug(NULL, "Mesa sparc-optimized: YES\n");
-#else
- _mesa_debug(NULL, "Mesa sparc-optimized: NO\n");
#endif
-}
-/*
- * Set the current context, binding the given frame buffer to the context.
+/**
+ * Check if the given context can render into the given framebuffer
+ * by checking visual attributes.
+ * \return GL_TRUE if compatible, GL_FALSE otherwise.
*/
-void
-_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
+static GLboolean
+check_compatible(const GLcontext *ctx, const GLframebuffer *buffer)
{
- _mesa_make_current2( newCtx, buffer, buffer );
+ const GLvisual *ctxvis = &ctx->Visual;
+ const GLvisual *bufvis = &buffer->Visual;
+
+ if (ctxvis == bufvis)
+ return GL_TRUE;
+
+ if (ctxvis->rgbMode != bufvis->rgbMode)
+ return GL_FALSE;
+ if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
+ return GL_FALSE;
+ if (ctxvis->stereoMode && !bufvis->stereoMode)
+ return GL_FALSE;
+ if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
+ return GL_FALSE;
+ if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
+ return GL_FALSE;
+ if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
+ return GL_FALSE;
+ if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
+ return GL_FALSE;
+ if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
+ return GL_FALSE;
+ if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
+ return GL_FALSE;
+ if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
+ return GL_FALSE;
+ if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
+ return GL_FALSE;
+
+ return GL_TRUE;
}
-/*
- * Bind the given context to the given draw-buffer and read-buffer
- * and make it the current context for this thread.
+/**
+ * Bind the given context to the given draw-buffer and read-buffer and
+ * make it the current context for this thread.
+ *
+ * \param newCtx new GL context. If NULL then there will be no current GL
+ * context.
+ * \param drawBuffer draw framebuffer.
+ * \param readBuffer read framebuffer.
+ *
+ * Check that the context's and framebuffer's visuals are compatible, returning
+ * immediately otherwise. Sets the glapi current context via
+ * _glapi_set_context(). If \p newCtx is not NULL, associates \p drawBuffer and
+ * \p readBuffer with it and calls dd_function_table::ResizeBuffers if the buffers size has changed.
+ * Calls dd_function_table::MakeCurrent callback if defined.
+ *
+ * When a context is bound by the first time and the \c MESA_INFO environment
+ * variable is set it calls print_info() as an aid for remote user
+ * troubleshooting.
*/
void
-_mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
- GLframebuffer *readBuffer )
+_mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer,
+ GLframebuffer *readBuffer )
{
- if (MESA_VERBOSE)
- _mesa_debug(newCtx, "_mesa_make_current2()\n");
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(newCtx, "_mesa_make_current()\n");
/* Check that the context's and framebuffer's visuals are compatible.
- * We could do a lot more checking here but this'll catch obvious
- * problems.
*/
- if (newCtx && drawBuffer && readBuffer) {
- if (newCtx->Visual.rgbMode != drawBuffer->Visual.rgbMode ||
- newCtx->Visual.redBits != drawBuffer->Visual.redBits ||
- newCtx->Visual.depthBits != drawBuffer->Visual.depthBits ||
- newCtx->Visual.stencilBits != drawBuffer->Visual.stencilBits ||
- newCtx->Visual.accumRedBits != drawBuffer->Visual.accumRedBits) {
- return; /* incompatible */
- }
+ if (newCtx && drawBuffer && newCtx->DrawBuffer != drawBuffer) {
+ if (!check_compatible(newCtx, drawBuffer))
+ return;
+ }
+ if (newCtx && readBuffer && newCtx->ReadBuffer != readBuffer) {
+ if (!check_compatible(newCtx, readBuffer))
+ return;
}
/* We call this function periodically (just here for now) in
_glapi_set_context((void *) newCtx);
ASSERT(_mesa_get_current_context() == newCtx);
-
if (!newCtx) {
_glapi_set_dispatch(NULL); /* none current */
}
if (drawBuffer && readBuffer) {
/* TODO: check if newCtx and buffer's visual match??? */
+
+#if NEW_RENDERBUFFER
+ ASSERT(drawBuffer->Name == 0);
+ ASSERT(readBuffer->Name == 0);
+ newCtx->WinSysDrawBuffer = drawBuffer;
+ newCtx->WinSysReadBuffer = readBuffer;
+ /* don't replace user-buffer bindings with window system buffer */
+ if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
+ newCtx->DrawBuffer = drawBuffer;
+ newCtx->ReadBuffer = readBuffer;
+ }
+#else
newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
+#endif
newCtx->NewState |= _NEW_BUFFERS;
- if (drawBuffer->Width == 0 && drawBuffer->Height == 0) {
+#if _HAVE_FULL_GL
+ if (!drawBuffer->Initialized) {
/* get initial window size */
GLuint bufWidth, bufHeight;
-
- /* ask device driver for size of output buffer */
- (*newCtx->Driver.GetBufferSize)( drawBuffer, &bufWidth, &bufHeight );
-
- if (drawBuffer->Width == bufWidth && drawBuffer->Height == bufHeight)
- return; /* size is as expected */
-
- drawBuffer->Width = bufWidth;
- drawBuffer->Height = bufHeight;
-
- newCtx->Driver.ResizeBuffers( drawBuffer );
+ /* ask device driver for size of the buffer */
+ (*newCtx->Driver.GetBufferSize)(drawBuffer, &bufWidth, &bufHeight);
+ /* set initial buffer size */
+ if (newCtx->Driver.ResizeBuffers)
+ newCtx->Driver.ResizeBuffers(newCtx, drawBuffer,
+ bufWidth, bufHeight);
+ drawBuffer->Initialized = GL_TRUE;
}
- if (readBuffer != drawBuffer &&
- readBuffer->Width == 0 && readBuffer->Height == 0) {
+ if (readBuffer != drawBuffer && !readBuffer->Initialized) {
/* get initial window size */
GLuint bufWidth, bufHeight;
-
- /* ask device driver for size of output buffer */
- (*newCtx->Driver.GetBufferSize)( readBuffer, &bufWidth, &bufHeight );
-
- if (readBuffer->Width == bufWidth && readBuffer->Height == bufHeight)
- return; /* size is as expected */
-
- readBuffer->Width = bufWidth;
- readBuffer->Height = bufHeight;
-
- newCtx->Driver.ResizeBuffers( readBuffer );
+ /* ask device driver for size of the buffer */
+ (*newCtx->Driver.GetBufferSize)(readBuffer, &bufWidth, &bufHeight);
+ /* set initial buffer size */
+ if (newCtx->Driver.ResizeBuffers)
+ newCtx->Driver.ResizeBuffers(newCtx, readBuffer,
+ bufWidth, bufHeight);
+ readBuffer->Initialized = GL_TRUE;
+ }
+#endif
+ if (newCtx->FirstTimeCurrent) {
+ /* set initial viewport and scissor size now */
+ _mesa_set_viewport(newCtx, 0, 0, drawBuffer->Width, drawBuffer->Height);
+ newCtx->Scissor.Width = drawBuffer->Width;
+ newCtx->Scissor.Height = drawBuffer->Height;
}
}
- /* This is only for T&L - a bit out of place, or misnamed (BP) */
+ /* Alert the driver - usually passed on to the sw t&l module,
+ * but also used to detect threaded cases in the radeon codegen
+ * hw t&l module.
+ */
if (newCtx->Driver.MakeCurrent)
newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
*/
if (newCtx->FirstTimeCurrent) {
if (_mesa_getenv("MESA_INFO")) {
- print_info();
+ _mesa_print_info();
}
newCtx->FirstTimeCurrent = GL_FALSE;
}
}
+/**
+ * Make context 'ctx' share the display lists, textures and programs
+ * that are associated with 'ctxToShare'.
+ * Any display lists, textures or programs associated with 'ctx' will
+ * be deleted if nobody else is sharing them.
+ */
+GLboolean
+_mesa_share_state(GLcontext *ctx, GLcontext *ctxToShare)
+{
+ if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
+ ctx->Shared->RefCount--;
+ if (ctx->Shared->RefCount == 0) {
+ free_shared_state(ctx, ctx->Shared);
+ }
+ ctx->Shared = ctxToShare->Shared;
+ ctx->Shared->RefCount++;
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+
-/*
- * Return current context handle for the calling thread.
- * This isn't the fastest way to get the current context.
- * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
+/**
+ * Get current context for the calling thread.
+ *
+ * \return pointer to the current GL context.
+ *
+ * Calls _glapi_get_context(). This isn't the fastest way to get the current
+ * context. If you need speed, see the #GET_CURRENT_CONTEXT macro in context.h.
*/
GLcontext *
_mesa_get_current_context( void )
return (GLcontext *) _glapi_get_context();
}
-
-/*
- * Return pointer to this context's current API dispatch table.
- * It'll either be the immediate-mode execute dispatcher or the
- * display list compile dispatcher.
+/**
+ * Get context's current API dispatch table.
+ *
+ * It'll either be the immediate-mode execute dispatcher or the display list
+ * compile dispatcher.
+ *
+ * \param ctx GL context.
+ *
+ * \return pointer to dispatch_table.
+ *
+ * Simply returns __GLcontextRec::CurrentDispatch.
*/
struct _glapi_table *
_mesa_get_dispatch(GLcontext *ctx)
return ctx->CurrentDispatch;
}
+/*@}*/
/**********************************************************************/
-/***** Miscellaneous functions *****/
+/** \name Miscellaneous functions */
/**********************************************************************/
+/*@{*/
-
-/*
- * Record the given error code and call the driver's Error function if defined.
+/**
+ * Record an error.
+ *
+ * \param ctx GL context.
+ * \param error error code.
+ *
+ * Records the given error code and call the driver's dd_function_table::Error
+ * function if defined.
+ *
+ * \sa
* This is called via _mesa_error().
*/
void
}
}
-
-void
+/**
+ * Execute glFinish().
+ *
+ * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
+ * dd_function_table::Finish driver callback, if not NULL.
+ */
+void GLAPIENTRY
_mesa_Finish( void )
{
GET_CURRENT_CONTEXT(ctx);
}
}
-
-
-void
+/**
+ * Execute glFlush().
+ *
+ * Calls the #ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH macro and the
+ * dd_function_table::Flush driver callback, if not NULL.
+ */
+void GLAPIENTRY
_mesa_Flush( void )
{
GET_CURRENT_CONTEXT(ctx);
}
-
-const char *_mesa_prim_name[GL_POLYGON+4] = {
- "GL_POINTS",
- "GL_LINES",
- "GL_LINE_LOOP",
- "GL_LINE_STRIP",
- "GL_TRIANGLES",
- "GL_TRIANGLE_STRIP",
- "GL_TRIANGLE_FAN",
- "GL_QUADS",
- "GL_QUAD_STRIP",
- "GL_POLYGON",
- "outside begin/end",
- "inside unkown primitive",
- "unknown state"
-};
+/*@}*/