-/* $Id: context.c,v 1.147 2001/09/15 18:02:49 brianp Exp $ */
+/* $Id: context.c,v 1.177 2002/09/27 02:45:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2002 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"),
#include "get.h"
#include "glthread.h"
#include "hash.h"
-#include "imports.h"
#include "light.h"
#include "macros.h"
#include "mem.h"
#include "state.h"
#include "teximage.h"
#include "texobj.h"
+#include "texstate.h"
#include "mtypes.h"
#include "varray.h"
+#include "vpstate.h"
#include "vtxfmt.h"
-
#include "math/m_translate.h"
-#include "math/m_vertices.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "math/mathmod.h"
#endif
#ifndef MESA_VERBOSE
-int MESA_VERBOSE = 0
-/* | VERBOSE_PIPELINE */
-/* | VERBOSE_IMMEDIATE */
-/* | VERBOSE_VARRAY */
-/* | VERBOSE_TEXTURE */
-/* | VERBOSE_API */
-/* | VERBOSE_DRIVER */
-/* | VERBOSE_STATE */
-/* | VERBOSE_DISPLAY_LIST */
-;
+int MESA_VERBOSE = 0;
#endif
#ifndef MESA_DEBUG_FLAGS
-int MESA_DEBUG_FLAGS = 0
-/* | DEBUG_ALWAYS_FLUSH */
-;
+int MESA_DEBUG_FLAGS = 0;
#endif
+
+static void
+free_shared_state( GLcontext *ctx, struct gl_shared_state *ss );
+
+
/**********************************************************************/
/***** OpenGL SI-style interface (new in Mesa 3.5) *****/
/**********************************************************************/
-static GLboolean
-_mesa_DestroyContext(__GLcontext *gc)
+/* Called by window system/device driver (via gc->exports.destroyCurrent())
+ * when the rendering context is to be destroyed.
+ */
+GLboolean
+_mesa_destroyContext(__GLcontext *gc)
{
if (gc) {
_mesa_free_context_data(gc);
return GL_TRUE;
}
+/* Called by window system/device driver (via gc->exports.loseCurrent())
+ * when the rendering context is made non-current.
+ */
+GLboolean
+_mesa_loseCurrent(__GLcontext *gc)
+{
+ /* XXX unbind context from thread */
+ return GL_TRUE;
+}
+
+/* Called by window system/device driver (via gc->exports.makeCurrent())
+ * when the rendering context is made current.
+ */
+GLboolean
+_mesa_makeCurrent(__GLcontext *gc)
+{
+ /* XXX bind context to thread */
+ return GL_TRUE;
+}
+
+/* Called by window system/device driver - yadda, yadda, yadda.
+ * See above comments.
+ */
+GLboolean
+_mesa_shareContext(__GLcontext *gc, __GLcontext *gcShare)
+{
+ if (gc && gcShare && gc->Shared && gcShare->Shared) {
+ gc->Shared->RefCount--;
+ if (gc->Shared->RefCount == 0) {
+ free_shared_state(gc, gc->Shared);
+ }
+ gc->Shared = gcShare->Shared;
+ gc->Shared->RefCount++;
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+GLboolean
+_mesa_copyContext(__GLcontext *dst, const __GLcontext *src, GLuint mask)
+{
+ if (dst && src) {
+ _mesa_copy_context( src, dst, mask );
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+GLboolean
+_mesa_forceCurrent(__GLcontext *gc)
+{
+ return GL_TRUE;
+}
+
+GLboolean
+_mesa_notifyResize(__GLcontext *gc)
+{
+ GLint x, y;
+ GLuint width, height;
+ __GLdrawablePrivate *d = gc->imports.getDrawablePrivate(gc);
+ if (!d || !d->getDrawableSize)
+ return GL_FALSE;
+ d->getDrawableSize( d, &x, &y, &width, &height );
+ /* update viewport, resize software buffers, etc. */
+ return GL_TRUE;
+}
+
+void
+_mesa_notifyDestroy(__GLcontext *gc)
+{
+}
+
+/* Called by window system just before swapping buffers.
+ * We have to finish any pending rendering.
+ */
+void
+_mesa_notifySwapBuffers(__GLcontext *gc)
+{
+ FLUSH_VERTICES( gc, 0 );
+}
+
+struct __GLdispatchStateRec *
+_mesa_dispatchExec(__GLcontext *gc)
+{
+ return NULL;
+}
+
+void
+_mesa_beginDispatchOverride(__GLcontext *gc)
+{
+}
+
+void
+_mesa_endDispatchOverride(__GLcontext *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,
+ * 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).
+ */
+static void
+_mesa_init_default_exports(__GLexports *exports)
+{
+ exports->destroyContext = _mesa_destroyContext;
+ exports->loseCurrent = _mesa_loseCurrent;
+ exports->makeCurrent = _mesa_makeCurrent;
+ exports->shareContext = _mesa_shareContext;
+ exports->copyContext = _mesa_copyContext;
+ exports->forceCurrent = _mesa_forceCurrent;
+ exports->notifyResize = _mesa_notifyResize;
+ exports->notifyDestroy = _mesa_notifyDestroy;
+ exports->notifySwapBuffers = _mesa_notifySwapBuffers;
+ exports->dispatchExec = _mesa_dispatchExec;
+ exports->beginDispatchOverride = _mesa_beginDispatchOverride;
+ exports->endDispatchOverride = _mesa_endDispatchOverride;
+}
+
+
/* exported OpenGL SI interface */
__GLcontext *
{
GLcontext *ctx;
- ctx = (GLcontext *) (*imports->calloc)(0, 1, sizeof(GLcontext));
+ ctx = (GLcontext *) (*imports->calloc)(NULL, 1, sizeof(GLcontext));
if (ctx == NULL) {
return NULL;
}
+ ctx->Driver.CurrentExecPrimitive=0; /* XXX why is this here??? */
ctx->imports = *imports;
+ _mesa_init_default_exports(&(ctx->exports));
_mesa_initialize_visual(&ctx->Visual,
modes->rgbMode,
modes->accumAlphaBits,
0);
- /* KW: was imports->wscx */
- _mesa_initialize_context(ctx, &ctx->Visual, NULL, imports->other, GL_FALSE);
-
- ctx->exports.destroyContext = _mesa_DestroyContext;
+ _mesa_initialize_context(ctx, &ctx->Visual, NULL, imports);
return ctx;
}
}
-/**********************************************************************/
-/***** Context and Thread management *****/
-/**********************************************************************/
-
-
-
/**********************************************************************/
/***** GL Visual allocation/destruction *****/
/**********************************************************************/
assert(buffer);
assert(visual);
+ BZERO(buffer, sizeof(GLframebuffer));
+
/* sanity checks */
if (softwareDepth ) {
assert(visual->depthBits > 0);
return;
if (buffer->DepthBuffer) {
- FREE( buffer->DepthBuffer );
+ MESA_PBUFFER_FREE( buffer->DepthBuffer );
buffer->DepthBuffer = NULL;
}
if (buffer->Accum) {
- FREE( buffer->Accum );
+ MESA_PBUFFER_FREE( buffer->Accum );
buffer->Accum = NULL;
}
if (buffer->Stencil) {
- FREE( buffer->Stencil );
+ MESA_PBUFFER_FREE( buffer->Stencil );
buffer->Stencil = NULL;
}
if (buffer->FrontLeftAlpha) {
- FREE( buffer->FrontLeftAlpha );
+ MESA_PBUFFER_FREE( buffer->FrontLeftAlpha );
buffer->FrontLeftAlpha = NULL;
}
if (buffer->BackLeftAlpha) {
- FREE( buffer->BackLeftAlpha );
+ MESA_PBUFFER_FREE( buffer->BackLeftAlpha );
buffer->BackLeftAlpha = NULL;
}
if (buffer->FrontRightAlpha) {
- FREE( buffer->FrontRightAlpha );
+ MESA_PBUFFER_FREE( buffer->FrontRightAlpha );
buffer->FrontRightAlpha = NULL;
}
if (buffer->BackRightAlpha) {
- FREE( buffer->BackRightAlpha );
+ MESA_PBUFFER_FREE( buffer->BackRightAlpha );
buffer->BackRightAlpha = NULL;
}
}
* This function just calls all the various one-time-init functions in Mesa.
*/
static void
-one_time_init( void )
+one_time_init( GLcontext *ctx )
{
static GLboolean alreadyCalled = GL_FALSE;
_glthread_LOCK_MUTEX(OneTimeLock);
#ifdef USE_SPARC_ASM
_mesa_init_sparc_glapi_relocs();
#endif
- if (getenv("MESA_DEBUG")) {
+ if (ctx->imports.getenv(ctx, "MESA_DEBUG")) {
_glapi_noop_enable_warnings(GL_TRUE);
+ _glapi_set_warning_func( (_glapi_warning_func) _mesa_warning );
}
else {
_glapi_noop_enable_warnings(GL_FALSE);
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
- fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
+ _mesa_debug(ctx, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
alreadyCalled = GL_TRUE;
}
+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.
ss->DisplayList = _mesa_NewHashTable();
ss->TexObjects = _mesa_NewHashTable();
+ ss->VertexPrograms = _mesa_NewHashTable();
/* Default Texture objects */
outOfMemory = GL_FALSE;
- ss->Default1D = _mesa_alloc_texture_object(ss, 0, 1);
+ ss->Default1D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_1D);
if (!ss->Default1D) {
outOfMemory = GL_TRUE;
}
- ss->Default2D = _mesa_alloc_texture_object(ss, 0, 2);
+ ss->Default2D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_2D);
if (!ss->Default2D) {
outOfMemory = GL_TRUE;
}
- ss->Default3D = _mesa_alloc_texture_object(ss, 0, 3);
+ ss->Default3D = _mesa_alloc_texture_object(ss, 0, GL_TEXTURE_3D);
if (!ss->Default3D) {
outOfMemory = GL_TRUE;
}
- ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0, 6);
+ ss->DefaultCubeMap = _mesa_alloc_texture_object(ss, 0,
+ GL_TEXTURE_CUBE_MAP_ARB);
if (!ss->DefaultCubeMap) {
outOfMemory = GL_TRUE;
}
- if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
+ ss->DefaultRect = _mesa_alloc_texture_object(ss, 0,
+ GL_TEXTURE_RECTANGLE_NV);
+ if (!ss->DefaultRect) {
+ outOfMemory = GL_TRUE;
+ }
+
+ if (!ss->DisplayList || !ss->TexObjects || !ss->VertexPrograms
+ || outOfMemory) {
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
_mesa_DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
_mesa_DeleteHashTable(ss->TexObjects);
+ if (ss->VertexPrograms)
+ _mesa_DeleteHashTable(ss->VertexPrograms);
if (ss->Default1D)
_mesa_free_texture_object(ss, ss->Default1D);
if (ss->Default2D)
_mesa_free_texture_object(ss, ss->Default3D);
if (ss->DefaultCubeMap)
_mesa_free_texture_object(ss, ss->DefaultCubeMap);
+ if (ss->DefaultRect)
+ _mesa_free_texture_object(ss, ss->DefaultRect);
FREE(ss);
return NULL;
}
}
_mesa_DeleteHashTable(ss->TexObjects);
+ /* Free vertex programs */
+ while (1) {
+ GLuint prog = _mesa_HashFirstEntry(ss->VertexPrograms);
+ if (prog) {
+ _mesa_delete_program(ctx, prog);
+ }
+ else {
+ break;
+ }
+ }
+ _mesa_DeleteHashTable(ss->VertexPrograms);
+
FREE(ss);
}
texUnit->Current2D = ctx->Shared->Default2D;
texUnit->Current3D = ctx->Shared->Default3D;
texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
+ texUnit->CurrentRect = ctx->Shared->DefaultRect;
}
static void
init_attrib_groups( GLcontext *ctx )
{
- GLuint i, j;
+ GLuint i;
assert(ctx);
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
+ ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
+ ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
ctx->Const.MinPointSize = MIN_POINT_SIZE;
ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
- ctx->Const.NumCompressedTextureFormats = 0;
ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
ctx->Const.MaxLights = MAX_LIGHTS;
- /* Modelview matrix */
- _math_matrix_ctr( &ctx->ModelView );
- _math_matrix_alloc_inv( &ctx->ModelView );
-
- ctx->ModelViewStackDepth = 0;
- for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
- _math_matrix_ctr( &ctx->ModelViewStack[i] );
- _math_matrix_alloc_inv( &ctx->ModelViewStack[i] );
- }
-
- /* Projection matrix - need inv for user clipping in clip space*/
- _math_matrix_ctr( &ctx->ProjectionMatrix );
- _math_matrix_alloc_inv( &ctx->ProjectionMatrix );
-
- ctx->ProjectionStackDepth = 0;
- for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
- _math_matrix_ctr( &ctx->ProjectionStack[i] );
- _math_matrix_alloc_inv( &ctx->ProjectionStack[i] );
- }
-
- /* Derived ModelProject matrix */
+ /* 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_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_STACK_DEPTH,
+ _NEW_TRACK_MATRIX);
+ ctx->CurrentStack = &ctx->ModelviewMatrixStack;
+
+ /* Init combined Modelview*Projection matrix */
_math_matrix_ctr( &ctx->_ModelProjectMatrix );
- /* Texture matrix */
- for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- _math_matrix_ctr( &ctx->TextureMatrix[i] );
- ctx->TextureStackDepth[i] = 0;
- for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
- _math_matrix_ctr( &ctx->TextureStack[i][j] );
- ctx->TextureStack[i][j].inv = 0;
- }
- }
-
- /* Color matrix */
- _math_matrix_ctr(&ctx->ColorMatrix);
- ctx->ColorStackDepth = 0;
- for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
- _math_matrix_ctr(&ctx->ColorStack[j]);
- }
-
/* Accumulate buffer group */
ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
ctx->Color.ColorLogicOpEnabled = GL_FALSE;
ctx->Color.LogicOp = GL_COPY;
ctx->Color.DitherFlag = GL_TRUE;
- ctx->Color.MultiDrawBuffer = GL_FALSE;
/* Current group */
- ASSIGN_4V( ctx->Current.Color, 1.0, 1.0, 1.0, 1.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 0.0 );
+ 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, 0.0 );
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_FOG], 0.0, 0.0, 0.0, 0.0 );
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.Index = 1;
- for (i=0; i<MAX_TEXTURE_UNITS; i++)
- ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
+ 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 );
ctx->Current.RasterIndex = 1;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
- ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
- ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
+ ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterPosValid = GL_TRUE;
- ctx->Current.EdgeFlag = GL_TRUE;
- ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
/* Depth buffer group */
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.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;
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.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.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 );
}
/* Fog group */
ctx->Point.MinSize = 0.0;
ctx->Point.MaxSize = ctx->Const.MaxPointSize;
ctx->Point.Threshold = 1.0;
- ctx->Point.SpriteMode = GL_FALSE; /* GL_MESA_sprite_point */
+ ctx->Point.PointSprite = GL_FALSE; /* GL_NV_point_sprite */
+ ctx->Point.SpriteRMode = GL_ZERO; /* GL_NV_point_sprite */
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ ctx->Point.CoordReplace[i] = GL_FALSE; /* GL_NV_point_sprite */
+ }
/* Polygon group */
ctx->Polygon.CullFlag = GL_FALSE;
/* Stencil group */
ctx->Stencil.Enabled = GL_FALSE;
- ctx->Stencil.Function = GL_ALWAYS;
- ctx->Stencil.FailFunc = GL_KEEP;
- ctx->Stencil.ZPassFunc = GL_KEEP;
- ctx->Stencil.ZFailFunc = GL_KEEP;
- ctx->Stencil.Ref = 0;
- ctx->Stencil.ValueMask = STENCIL_MAX;
+ 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;
- ctx->Stencil.WriteMask = STENCIL_MAX;
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
- ctx->Texture._ReallyEnabled = 0;
+ ctx->Texture._ReallyEnabled = 0; /* XXX obsolete */
+ ctx->Texture._EnabledUnits = 0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
ctx->Texture.SharedPalette = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
ctx->Transform.RasterPositionUnclipped = GL_FALSE;
for (i=0;i<MAX_CLIP_PLANES;i++) {
- ctx->Transform.ClipEnabled[i] = GL_FALSE;
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
- ctx->Transform._AnyClip = GL_FALSE;
+ ctx->Transform.ClipPlanesEnabled = 0;
/* Viewport group */
ctx->Viewport.X = 0;
_mesa_init_colortable(&ctx->PostColorMatrixColorTable);
_mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
+ /* GL_NV_vertex_program */
+ ctx->VertexProgram.Enabled = GL_FALSE;
+ ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
+ ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
+ ctx->VertexProgram.CurrentID = 0;
+ ctx->VertexProgram.ErrorPos = -1;
+ 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;
+ }
+
/* Miscellaneous */
ctx->NewState = _NEW_ALL;
ctx->RenderMode = GL_RENDER;
ctx->OcclusionResultSaved = GL_FALSE;
/* For debug/development only */
- ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
+ ctx->NoRaster = ctx->imports.getenv(ctx, "MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
ctx->FirstTimeCurrent = GL_TRUE;
/* Dither disable */
- ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
+ ctx->NoDither = ctx->imports.getenv(ctx, "MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
if (ctx->NoDither) {
- if (getenv("MESA_DEBUG")) {
- fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
+ if (ctx->imports.getenv(ctx, "MESA_DEBUG")) {
+ _mesa_debug(ctx, "MESA_NO_DITHER set - dithering disabled\n");
}
ctx->Color.DitherFlag = GL_FALSE;
}
GLboolean out_of_memory;
GLint i;
- ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, 1);
+ ctx->Texture.Proxy1D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_1D);
if (!ctx->Texture.Proxy1D) {
return GL_FALSE;
}
- ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, 2);
+ ctx->Texture.Proxy2D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_2D);
if (!ctx->Texture.Proxy2D) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
return GL_FALSE;
}
- ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, 3);
+ ctx->Texture.Proxy3D = _mesa_alloc_texture_object(NULL, 0, GL_TEXTURE_3D);
if (!ctx->Texture.Proxy3D) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
return GL_FALSE;
}
- ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0, 6);
+ ctx->Texture.ProxyCubeMap = _mesa_alloc_texture_object(NULL, 0,
+ GL_TEXTURE_CUBE_MAP_ARB);
if (!ctx->Texture.ProxyCubeMap) {
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
return GL_FALSE;
}
+ ctx->Texture.ProxyRect = _mesa_alloc_texture_object(NULL, 0,
+ GL_TEXTURE_RECTANGLE_NV);
+ if (!ctx->Texture.ProxyRect) {
+ _mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
+ _mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
+ _mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
+ _mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
+ return GL_FALSE;
+ }
+
out_of_memory = GL_FALSE;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
out_of_memory = GL_TRUE;
}
}
+ ctx->Texture.ProxyRect->Image[0] = _mesa_alloc_texture_image();
+ if (!ctx->Texture.ProxyRect->Image[0])
+ out_of_memory = GL_TRUE;
+
if (out_of_memory) {
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (ctx->Texture.Proxy1D->Image[i]) {
_mesa_free_texture_image(ctx->Texture.ProxyCubeMap->Image[i]);
}
}
+ if (ctx->Texture.ProxyRect->Image[0]) {
+ _mesa_free_texture_image(ctx->Texture.ProxyRect->Image[0]);
+ }
_mesa_free_texture_object(NULL, ctx->Texture.Proxy1D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy2D);
_mesa_free_texture_object(NULL, ctx->Texture.Proxy3D);
_mesa_free_texture_object(NULL, ctx->Texture.ProxyCubeMap);
+ _mesa_free_texture_object(NULL, ctx->Texture.ProxyRect);
return GL_FALSE;
}
else {
}
+static void add_debug_flags( const char *debug )
+{
+#ifdef MESA_DEBUG
+ if (strstr(debug, "varray"))
+ MESA_VERBOSE |= VERBOSE_VARRAY;
+
+ if (strstr(debug, "tex"))
+ MESA_VERBOSE |= VERBOSE_TEXTURE;
+
+ if (strstr(debug, "imm"))
+ MESA_VERBOSE |= VERBOSE_IMMEDIATE;
+
+ if (strstr(debug, "pipe"))
+ MESA_VERBOSE |= VERBOSE_PIPELINE;
+
+ if (strstr(debug, "driver"))
+ MESA_VERBOSE |= VERBOSE_DRIVER;
+
+ if (strstr(debug, "state"))
+ MESA_VERBOSE |= VERBOSE_STATE;
+
+ if (strstr(debug, "api"))
+ MESA_VERBOSE |= VERBOSE_API;
+
+ if (strstr(debug, "list"))
+ MESA_VERBOSE |= VERBOSE_DISPLAY_LIST;
+
+ if (strstr(debug, "lighting"))
+ MESA_VERBOSE |= VERBOSE_LIGHTING;
+
+ /* Debug flag:
+ */
+ if (strstr(debug, "flush"))
+ MESA_DEBUG_FLAGS |= DEBUG_ALWAYS_FLUSH;
+#endif
+}
+
+
/*
* Initialize a GLcontext struct. This includes allocating all the
* other structs and arrays which hang off of the context by pointers.
_mesa_initialize_context( GLcontext *ctx,
const GLvisual *visual,
GLcontext *share_list,
- void *driver_ctx,
- GLboolean direct )
+ const __GLimports *imports )
{
GLuint dispatchSize;
- (void) direct; /* not used */
+ ASSERT(imports);
+ ASSERT(imports->other); /* other points to the device driver's context */
+
+ /* assing imports */
+ ctx->imports = *imports;
+
+ /* initialize the exports (Mesa functions called by the window system) */
+ _mesa_init_default_exports( &(ctx->exports) );
/* misc one-time initializations */
- one_time_init();
+ one_time_init(ctx);
+#if 0
/**
** OpenGL SI stuff
**/
if (!ctx->imports.malloc) {
- _mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
+ _mesa_init_default_imports(&ctx->imports, driver_ctx);
}
/* exports are setup by the device driver */
+#endif
- ctx->DriverCtx = driver_ctx;
+ ctx->DriverCtx = imports->other;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
ctx->Shared->Default2D->RefCount += MAX_TEXTURE_UNITS;
ctx->Shared->Default3D->RefCount += MAX_TEXTURE_UNITS;
ctx->Shared->DefaultCubeMap->RefCount += MAX_TEXTURE_UNITS;
+ ctx->Shared->DefaultRect->RefCount += MAX_TEXTURE_UNITS;
init_attrib_groups( ctx );
if (visual->doubleBufferMode) {
ctx->Color.DrawBuffer = GL_BACK;
- ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
- ctx->Color.DrawDestMask = BACK_LEFT_BIT;
+ ctx->Color._DriverDrawBuffer = GL_BACK_LEFT;
+ ctx->Color._DrawDestMask = BACK_LEFT_BIT;
ctx->Pixel.ReadBuffer = GL_BACK;
- ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
+ ctx->Pixel._DriverReadBuffer = GL_BACK_LEFT;
}
else {
ctx->Color.DrawBuffer = GL_FRONT;
- ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
- ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
+ ctx->Color._DriverDrawBuffer = GL_FRONT_LEFT;
+ ctx->Color._DrawDestMask = FRONT_LEFT_BIT;
ctx->Pixel.ReadBuffer = GL_FRONT;
- ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
+ ctx->Pixel._DriverReadBuffer = GL_FRONT_LEFT;
}
if (!alloc_proxy_textures(ctx)) {
_glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
_glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
_glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
+ /* XXX we should add a bunch of new functions here */
+
/* 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
trInitDispatch(ctx->TraceDispatch);
#endif
+
+ if (ctx->imports.getenv(ctx, "MESA_DEBUG"))
+ add_debug_flags(ctx->imports.getenv(ctx, "MESA_DEBUG"));
+
+ if (ctx->imports.getenv(ctx, "MESA_VERBOSE"))
+ add_debug_flags(ctx->imports.getenv(ctx, "MESA_VERBOSE"));
+
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
+ * imports - points to a fully-initialized __GLimports object.
* 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 __GLimports *imports )
{
- GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
- if (!ctx) {
+ GLcontext *ctx;
+
+ ASSERT(visual);
+ ASSERT(imports);
+ ASSERT(imports->calloc);
+
+ ctx = (GLcontext *) imports->calloc(NULL, 1, sizeof(GLcontext));
+ if (!ctx)
return NULL;
- }
- if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
+ ctx->Driver.CurrentExecPrimitive = 0; /* XXX why is this here??? */
+
+ if (_mesa_initialize_context(ctx, visual, share_list, imports)) {
return ctx;
}
else {
- FREE(ctx);
+ imports->free(NULL, ctx);
return NULL;
}
}
_mesa_free_context_data( GLcontext *ctx )
{
struct gl_shine_tab *s, *tmps;
- GLuint i, j;
+ GLuint i;
/* if we're destroying the current context, unbind it first */
if (ctx == _mesa_get_current_context()) {
_mesa_make_current(NULL, NULL);
}
- _math_matrix_dtr( &ctx->ModelView );
- for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
- _math_matrix_dtr( &ctx->ModelViewStack[i] );
- }
- _math_matrix_dtr( &ctx->ProjectionMatrix );
- for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
- _math_matrix_dtr( &ctx->ProjectionStack[i] );
- }
- for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- _math_matrix_dtr( &ctx->TextureMatrix[i] );
- for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
- _math_matrix_dtr( &ctx->TextureStack[i][j] );
- }
- }
-
+ /*
+ * 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_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 );
- _math_matrix_dtr(&ctx->ColorMatrix);
- for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
- _math_matrix_dtr(&ctx->ColorStack[j]);
+
+ if (ctx->VertexProgram.Current) {
+ ctx->VertexProgram.Current->RefCount--;
+ if (ctx->VertexProgram.Current->RefCount <= 0)
+ _mesa_delete_program(ctx, ctx->VertexProgram.CurrentID);
}
+ /* Shared context state (display lists, textures, etc) */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount--;
assert(ctx->Shared->RefCount >= 0);
free_shared_state( ctx, ctx->Shared );
}
+ /* Free lighting shininess exponentiation table */
foreach_s( s, tmps, ctx->_ShineTabList ) {
FREE( s );
}
_mesa_free_texture_object( NULL, ctx->Texture.Proxy2D );
_mesa_free_texture_object( NULL, ctx->Texture.Proxy3D );
_mesa_free_texture_object( NULL, ctx->Texture.ProxyCubeMap );
+ _mesa_free_texture_object( NULL, ctx->Texture.ProxyRect );
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.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 );
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_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
{
if (mask & GL_ACCUM_BUFFER_BIT) {
- MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
+ /* OK to memcpy */
+ dst->Accum = src->Accum;
}
if (mask & GL_COLOR_BUFFER_BIT) {
- MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
+ /* OK to memcpy */
+ dst->Color = src->Color;
}
if (mask & GL_CURRENT_BIT) {
- MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
+ /* OK to memcpy */
+ dst->Current = src->Current;
}
if (mask & GL_DEPTH_BUFFER_BIT) {
- MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
+ /* OK to memcpy */
+ dst->Depth = src->Depth;
}
if (mask & GL_ENABLE_BIT) {
/* no op */
}
if (mask & GL_EVAL_BIT) {
- MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
+ /* OK to memcpy */
+ dst->Eval = src->Eval;
}
if (mask & GL_FOG_BIT) {
- MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
+ /* OK to memcpy */
+ dst->Fog = src->Fog;
}
if (mask & GL_HINT_BIT) {
- MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
+ /* OK to memcpy */
+ dst->Hint = src->Hint;
}
if (mask & GL_LIGHTING_BIT) {
- MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
- /* gl_reinit_light_attrib( &dst->Light ); */
+ GLuint i;
+ /* begin with memcpy */
+ MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light) );
+ /* fixup linked lists to prevent pointer insanity */
+ make_empty_list( &(dst->Light.EnabledList) );
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ if (dst->Light.Light[i].Enabled) {
+ insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
+ }
+ }
}
if (mask & GL_LINE_BIT) {
- MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
+ /* OK to memcpy */
+ dst->Line = src->Line;
}
if (mask & GL_LIST_BIT) {
- MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
+ /* OK to memcpy */
+ dst->List = src->List;
}
if (mask & GL_PIXEL_MODE_BIT) {
- MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
+ /* OK to memcpy */
+ dst->Pixel = src->Pixel;
}
if (mask & GL_POINT_BIT) {
- MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
+ /* OK to memcpy */
+ dst->Point = src->Point;
}
if (mask & GL_POLYGON_BIT) {
- MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
+ /* OK to memcpy */
+ dst->Polygon = src->Polygon;
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
/* Use loop instead of MEMCPY due to problem with Portland Group's
* C compiler. Reported by John Stone.
*/
- int i;
- for (i=0;i<32;i++) {
+ GLuint i;
+ for (i = 0; i < 32; i++) {
dst->PolygonStipple[i] = src->PolygonStipple[i];
}
}
if (mask & GL_SCISSOR_BIT) {
- MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
+ /* OK to memcpy */
+ dst->Scissor = src->Scissor;
}
if (mask & GL_STENCIL_BUFFER_BIT) {
- MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
+ /* OK to memcpy */
+ dst->Stencil = src->Stencil;
}
if (mask & GL_TEXTURE_BIT) {
- MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
+ /* Cannot memcpy because of pointers */
+ _mesa_copy_texture_state(src, dst);
}
if (mask & GL_TRANSFORM_BIT) {
- MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
+ /* OK to memcpy */
+ dst->Transform = src->Transform;
}
if (mask & GL_VIEWPORT_BIT) {
- MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
+ /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
+ dst->Viewport.X = src->Viewport.X;
+ dst->Viewport.Y = src->Viewport.Y;
+ dst->Viewport.Width = src->Viewport.Width;
+ dst->Viewport.Height = src->Viewport.Height;
+ dst->Viewport.Near = src->Viewport.Near;
+ dst->Viewport.Far = src->Viewport.Far;
+ _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
}
+
/* XXX FIXME: Call callbacks?
*/
dst->NewState = _NEW_ALL;
}
-/*
- * Set the current context, binding the given frame buffer to the context.
- */
-void
-_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
-{
- _mesa_make_current2( newCtx, buffer, buffer );
-}
-
static void print_info( void )
{
- fprintf(stderr, "Mesa GL_VERSION = %s\n",
+ _mesa_debug(NULL, "Mesa GL_VERSION = %s\n",
(char *) _mesa_GetString(GL_VERSION));
- fprintf(stderr, "Mesa GL_RENDERER = %s\n",
+ _mesa_debug(NULL, "Mesa GL_RENDERER = %s\n",
(char *) _mesa_GetString(GL_RENDERER));
- fprintf(stderr, "Mesa GL_VENDOR = %s\n",
+ _mesa_debug(NULL, "Mesa GL_VENDOR = %s\n",
(char *) _mesa_GetString(GL_VENDOR));
- fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n",
+ _mesa_debug(NULL, "Mesa GL_EXTENSIONS = %s\n",
(char *) _mesa_GetString(GL_EXTENSIONS));
#if defined(THREADS)
- fprintf(stderr, "Mesa thread-safe: YES\n");
+ _mesa_debug(NULL, "Mesa thread-safe: YES\n");
#else
- fprintf(stderr, "Mesa thread-safe: NO\n");
+ _mesa_debug(NULL, "Mesa thread-safe: NO\n");
#endif
#if defined(USE_X86_ASM)
- fprintf(stderr, "Mesa x86-optimized: YES\n");
+ _mesa_debug(NULL, "Mesa x86-optimized: YES\n");
#else
- fprintf(stderr, "Mesa x86-optimized: NO\n");
+ _mesa_debug(NULL, "Mesa x86-optimized: NO\n");
#endif
#if defined(USE_SPARC_ASM)
- fprintf(stderr, "Mesa sparc-optimized: YES\n");
+ _mesa_debug(NULL, "Mesa sparc-optimized: YES\n");
#else
- fprintf(stderr, "Mesa sparc-optimized: NO\n");
+ _mesa_debug(NULL, "Mesa sparc-optimized: NO\n");
#endif
}
+/*
+ * Set the current context, binding the given frame buffer to the context.
+ */
+void
+_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
+{
+ _mesa_make_current2( newCtx, buffer, buffer );
+}
+
+
/*
* Bind the given context to the given draw-buffer and read-buffer
* and make it the current context for this thread.
GLframebuffer *readBuffer )
{
if (MESA_VERBOSE)
- fprintf(stderr, "_mesa_make_current2()\n");
+ _mesa_debug(newCtx, "_mesa_make_current2()\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
newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
newCtx->NewState |= _NEW_BUFFERS;
- /* _mesa_update_state( newCtx ); */
+
+ if (drawBuffer->Width == 0 && drawBuffer->Height == 0) {
+ /* 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 );
+ }
+
+ if (readBuffer != drawBuffer &&
+ readBuffer->Width == 0 && readBuffer->Height == 0) {
+ /* 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 );
+ }
}
+ /* This is only for T&L - a bit out of place, or misnamed (BP) */
if (newCtx->Driver.MakeCurrent)
newCtx->Driver.MakeCurrent( newCtx, drawBuffer, readBuffer );
* information.
*/
if (newCtx->FirstTimeCurrent) {
- if (getenv("MESA_INFO")) {
+ if (newCtx->imports.getenv(newCtx, "MESA_INFO")) {
print_info();
}
newCtx->FirstTimeCurrent = GL_FALSE;
/*
* This should be called by device drivers just before they do a
* swapbuffers. Any pending rendering commands will be executed.
+ * XXX we should really rename this function to _mesa_flush() or something.
*/
void
_mesa_swapbuffers(GLcontext *ctx)
/*
- * This function is called when the Mesa user has stumbled into a code
- * path which may not be implemented fully or correctly.
- */
-void _mesa_problem( const GLcontext *ctx, const char *s )
-{
- fprintf( stderr, "Mesa implementation error: %s\n", s );
-#ifdef XF86DRI
- fprintf( stderr, "Please report to the DRI bug database at dri.sourceforge.net\n");
-#else
- fprintf( stderr, "Please report to the Mesa bug database at www.mesa3d.org\n" );
-#endif
- (void) ctx;
-}
-
-
-
-/*
- * This is called to inform the user that he or she has tried to do
- * something illogical or if there's likely a bug in their program
- * (like enabled depth testing without a depth buffer).
+ * Record the given error code and call the driver's Error function if defined.
+ * This is called via _mesa_error().
*/
void
-_mesa_warning( const GLcontext *ctx, const char *s )
+_mesa_record_error( GLcontext *ctx, GLenum error )
{
- (*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
-}
-
-
-
-/*
- * Compile an error into current display list.
- */
-void
-_mesa_compile_error( GLcontext *ctx, GLenum error, const char *s )
-{
- if (ctx->CompileFlag)
- _mesa_save_error( ctx, error, s );
-
- if (ctx->ExecuteFlag)
- _mesa_error( ctx, error, s );
-}
-
-
-
-/*
- * This is Mesa's error handler. Normally, all that's done is the updating
- * of the current error value. If Mesa is compiled with -DDEBUG or if the
- * environment variable "MESA_DEBUG" is defined then a real error message
- * is printed to stderr.
- * Input: ctx - the GL context
- * error - the error value
- * where - usually the name of function where error was detected
- */
-void
-_mesa_error( GLcontext *ctx, GLenum error, const char *where )
-{
- const char *debugEnv = getenv("MESA_DEBUG");
- GLboolean debug;
-
-#ifdef DEBUG
- if (debugEnv && strstr(debugEnv, "silent"))
- debug = GL_FALSE;
- else
- debug = GL_TRUE;
-#else
- if (debugEnv)
- debug = GL_TRUE;
- else
- debug = GL_FALSE;
-#endif
-
- if (debug) {
- const char *errstr;
- switch (error) {
- case GL_NO_ERROR:
- errstr = "GL_NO_ERROR";
- break;
- case GL_INVALID_VALUE:
- errstr = "GL_INVALID_VALUE";
- break;
- case GL_INVALID_ENUM:
- errstr = "GL_INVALID_ENUM";
- break;
- case GL_INVALID_OPERATION:
- errstr = "GL_INVALID_OPERATION";
- break;
- case GL_STACK_OVERFLOW:
- errstr = "GL_STACK_OVERFLOW";
- break;
- case GL_STACK_UNDERFLOW:
- errstr = "GL_STACK_UNDERFLOW";
- break;
- case GL_OUT_OF_MEMORY:
- errstr = "GL_OUT_OF_MEMORY";
- break;
- case GL_TABLE_TOO_LARGE:
- errstr = "GL_TABLE_TOO_LARGE";
- break;
- default:
- errstr = "unknown";
- break;
- }
- fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
- }
+ if (!ctx)
+ return;
if (ctx->ErrorValue == GL_NO_ERROR) {
ctx->ErrorValue = error;
}
-
void
_mesa_Finish( void )
{