-/* $Id: context.c,v 1.16 1999/10/19 18:37:02 keithw Exp $ */
+/* $Id: context.c,v 1.59 2000/04/12 00:27:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 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"),
*/
-/* $XFree86: xc/lib/GL/mesa/src/context.c,v 1.4 1999/04/04 00:20:21 dawes Exp $ */
-
-/*
- * If multi-threading is enabled (-DTHREADS) then each thread has it's
- * own rendering context. A thread obtains the pointer to its GLcontext
- * with the gl_get_thread_context() function. Otherwise, the global
- * pointer, CC, points to the current context used by all threads in
- * the address space.
- */
-
-
-
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <assert.h>
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
#include "accum.h"
#include "alphabuf.h"
-#include "api.h"
#include "clip.h"
#include "context.h"
#include "cva.h"
#include "enums.h"
#include "extensions.h"
#include "fog.h"
+#include "get.h"
+#include "glapi.h"
+#include "glapinoop.h"
+#include "glthread.h"
#include "hash.h"
#include "light.h"
-#include "lines.h"
-#include "dlist.h"
#include "macros.h"
#include "matrix.h"
+#include "mem.h"
#include "mmath.h"
#include "pb.h"
#include "pipeline.h"
-#include "points.h"
-#include "pointers.h"
-#include "quads.h"
#include "shade.h"
#include "simple_list.h"
#include "stencil.h"
#include "stages.h"
-#include "triangle.h"
+#include "state.h"
#include "translate.h"
#include "teximage.h"
#include "texobj.h"
#include "varray.h"
#include "vb.h"
#include "vbcull.h"
-#include "vbfill.h"
#include "vbrender.h"
#include "vbxform.h"
#include "vertices.h"
#include "xform.h"
-#ifdef XFree86Server
-#include "GL/xf86glx.h"
-#endif
#endif
-/*
- * Memory allocation functions. Called via the MALLOC, CALLOC and
- * FREE macros when DEBUG symbol is defined.
- * You might want to set breakpoints on these functions or plug in
- * other memory allocation functions. The Mesa sources should only
- * use the MALLOC and FREE macros (which could also be overriden).
- *
- * XXX these functions should probably go into a new glmemory.c file.
- */
-
-/*
- * Allocate memory (uninitialized)
- */
-void *gl_malloc(size_t bytes)
-{
- return malloc(bytes);
-}
-
-/*
- * Allocate memory and initialize to zero.
- */
-void *gl_calloc(size_t bytes)
-{
- return calloc(1, bytes);
-}
-
-/*
- * Free memory
- */
-void gl_free(void *ptr)
-{
- free(ptr);
-}
-
/**********************************************************************/
/***** Context and Thread management *****/
/**********************************************************************/
-#ifdef THREADS
-
-#include "mthreads.h" /* Mesa platform independent threads interface */
-
-static MesaTSD mesa_ctx_tsd;
-
-static void mesa_ctx_thread_init() {
- MesaInitTSD(&mesa_ctx_tsd);
-}
-
-GLcontext *gl_get_thread_context( void ) {
- return (GLcontext *) MesaGetTSD(&mesa_ctx_tsd);
-}
-
-static void set_thread_context( GLcontext *ctx ) {
- MesaSetTSD(&mesa_ctx_tsd, ctx, mesa_ctx_thread_init);
-}
-
-
-#else
+#if !defined(THREADS)
-/* One Current Context pointer for all threads in the address space */
-GLcontext *CC = NULL;
-struct immediate *CURRENT_INPUT = NULL;
+struct immediate *_mesa_CurrentInput = NULL;
-#endif /*THREADS*/
+#endif
+/**********************************************************************/
+/***** GL Visual allocation/destruction *****/
+/**********************************************************************/
+
+
+/*
+ * Allocate a new GLvisual object.
+ * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
+ * alphaFlag - alloc software alpha buffers?
+ * dbFlag - double buffering?
+ * stereoFlag - stereo buffer?
+ * 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.
+ */
+GLvisual *
+_mesa_create_visual( GLboolean rgbFlag,
+ GLboolean alphaFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits,
+ GLint indexBits,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumRedBits,
+ GLint accumGreenBits,
+ GLint accumBlueBits,
+ GLint accumAlphaBits,
+ GLint numSamples )
+{
+ GLvisual *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 NULL;
+ }
+ if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
+ return NULL;
+ }
+ if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
+ return NULL;
+ }
+ if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
+ return NULL;
+ }
+ if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
+ return NULL;
+ }
+ if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
+ return NULL;
+ }
+
+ vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
+ if (!vis) {
+ return NULL;
+ }
+
+ vis->RGBAflag = rgbFlag;
+ vis->DBflag = dbFlag;
+ vis->StereoFlag = stereoFlag;
+ vis->RedBits = redBits;
+ vis->GreenBits = greenBits;
+ vis->BlueBits = blueBits;
+ vis->AlphaBits = alphaFlag ? (8 * sizeof(GLubyte)) : alphaBits;
+
+ vis->IndexBits = indexBits;
+ vis->DepthBits = depthBits;
+ vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
+ vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
+
+ vis->SoftwareAlpha = alphaFlag;
+
+ if (depthBits == 0) {
+ /* Special case. Even if we don't have a depth buffer we need
+ * good values for DepthMax for Z vertex transformation purposes.
+ */
+ vis->DepthMax = 1;
+ vis->DepthMaxF = 1.0F;
+ }
+ else {
+ vis->DepthMax = (1 << depthBits) - 1;
+ vis->DepthMaxF = (GLfloat) vis->DepthMax;
+ }
+
+ return vis;
+}
+
+
+/* This function should no longer be used. Use _mesa_create_visual() instead */
+GLvisual *gl_create_visual( GLboolean rgbFlag,
+ GLboolean alphaFlag,
+ GLboolean dbFlag,
+ GLboolean stereoFlag,
+ GLint depthBits,
+ GLint stencilBits,
+ GLint accumBits,
+ GLint indexBits,
+ GLint redBits,
+ GLint greenBits,
+ GLint blueBits,
+ GLint alphaBits )
+{
+ return _mesa_create_visual(rgbFlag, alphaFlag, dbFlag, stereoFlag,
+ redBits, greenBits, blueBits, alphaBits,
+ indexBits, depthBits, stencilBits,
+ accumBits, accumBits, accumBits, accumBits, 0);
+}
+
+
+void
+_mesa_destroy_visual( GLvisual *vis )
+{
+ FREE(vis);
+}
+
+
+/* obsolete */
+void gl_destroy_visual( GLvisual *vis )
+{
+ _mesa_destroy_visual(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
+ * 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 *gl_create_framebuffer( GLvisual *visual,
+ GLboolean softwareDepth,
+ GLboolean softwareStencil,
+ GLboolean softwareAccum,
+ GLboolean softwareAlpha )
+{
+ GLframebuffer *buffer;
+
+ buffer = CALLOC_STRUCT(gl_frame_buffer);
+ if (!buffer) {
+ return NULL;
+ }
+
+ /* sanity checks */
+ if (softwareDepth ) {
+ assert(visual->DepthBits > 0);
+ }
+ if (softwareStencil) {
+ assert(visual->StencilBits > 0);
+ }
+ if (softwareAccum) {
+ assert(visual->RGBAflag);
+ assert(visual->AccumRedBits > 0);
+ assert(visual->AccumGreenBits > 0);
+ assert(visual->AccumBlueBits > 0);
+ }
+ if (softwareAlpha) {
+ assert(visual->RGBAflag);
+ assert(visual->AlphaBits > 0);
+ }
+
+ buffer->Visual = visual;
+ buffer->UseSoftwareDepthBuffer = softwareDepth;
+ buffer->UseSoftwareStencilBuffer = softwareStencil;
+ buffer->UseSoftwareAccumBuffer = softwareAccum;
+ buffer->UseSoftwareAlphaBuffers = softwareAlpha;
+
+ return buffer;
+}
+
+
+
+/*
+ * Free a framebuffer struct and its buffers.
+ */
+void gl_destroy_framebuffer( GLframebuffer *buffer )
+{
+ if (buffer) {
+ if (buffer->DepthBuffer) {
+ FREE( buffer->DepthBuffer );
+ }
+ if (buffer->Accum) {
+ FREE( buffer->Accum );
+ }
+ if (buffer->Stencil) {
+ FREE( buffer->Stencil );
+ }
+ if (buffer->FrontLeftAlpha) {
+ FREE( buffer->FrontLeftAlpha );
+ }
+ if (buffer->BackLeftAlpha) {
+ FREE( buffer->BackLeftAlpha );
+ }
+ if (buffer->FrontRightAlpha) {
+ FREE( buffer->FrontRightAlpha );
+ }
+ if (buffer->BackRightAlpha) {
+ FREE( buffer->BackRightAlpha );
+ }
+ FREE(buffer);
+ }
+}
+
+
+
/**********************************************************************/
/***** Context allocation, initialization, destroying *****/
/**********************************************************************/
+_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
+
+
/*
* This function just calls all the various one-time-init functions in Mesa.
*/
static void one_time_init( void )
{
static GLboolean alreadyCalled = GL_FALSE;
+ _glthread_LOCK_MUTEX(OneTimeLock);
if (!alreadyCalled) {
+ /* 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 );
+
gl_init_clip();
gl_init_eval();
- gl_init_fog();
- gl_init_math();
+ _mesa_init_fog();
+ _mesa_init_math();
gl_init_lists();
gl_init_shade();
gl_init_texture();
gl_init_vbrender();
gl_init_vbxform();
gl_init_vertices();
- alreadyCalled = GL_TRUE;
- }
+
+ if (getenv("MESA_DEBUG")) {
+ _glapi_noop_enable_warnings(GL_TRUE);
+ }
+ else {
+ _glapi_noop_enable_warnings(GL_FALSE);
+ }
+
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
+
+ alreadyCalled = GL_TRUE;
+ }
+ _glthread_UNLOCK_MUTEX(OneTimeLock);
}
+
/*
* Allocate and initialize a shared context state structure.
*/
if (!ss)
return NULL;
- ss->DisplayList = NewHashTable();
+ ss->DisplayList = _mesa_NewHashTable();
- ss->TexObjects = NewHashTable();
+ ss->TexObjects = _mesa_NewHashTable();
/* Default Texture objects */
outOfMemory = GL_FALSE;
if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
- DeleteHashTable(ss->DisplayList);
+ _mesa_DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
- DeleteHashTable(ss->TexObjects);
+ _mesa_DeleteHashTable(ss->TexObjects);
if (ss->DefaultD[1])
gl_free_texture_object(ss, ss->DefaultD[1]);
if (ss->DefaultD[2])
{
/* Free display lists */
while (1) {
- GLuint list = HashFirstEntry(ss->DisplayList);
+ GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
if (list) {
gl_destroy_list(ctx, list);
}
break;
}
}
- DeleteHashTable(ss->DisplayList);
+ _mesa_DeleteHashTable(ss->DisplayList);
/* Free texture objects */
while (ss->TexObjectList)
/* this function removes from linked list too! */
gl_free_texture_object(ss, ss->TexObjectList);
}
- DeleteHashTable(ss->TexObjects);
+ _mesa_DeleteHashTable(ss->TexObjects);
FREE(ss);
}
-
-
-
/*
* Initialize the nth light. Note that the defaults for light 0 are
* different than the other lights.
cl->Enabled = 1;
}
+
/* Initialize a 1-D evaluator map */
static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
{
for (i=0;i<n;i++)
map->Points[i] = initial[i];
}
- map->Retain = GL_FALSE;
}
for (i=0;i<n;i++)
map->Points[i] = initial[i];
}
- map->Retain = GL_FALSE;
}
+static void init_color_table( struct gl_color_table *p )
+{
+ p->Table[0] = 255;
+ p->Table[1] = 255;
+ p->Table[2] = 255;
+ p->Table[3] = 255;
+ p->Size = 1;
+ p->IntFormat = GL_RGBA;
+ p->Format = GL_RGBA;
+ p->RedSize = 8;
+ p->GreenSize = 8;
+ p->BlueSize = 8;
+ p->AlphaSize = 8;
+ p->IntensitySize = 0;
+ p->LuminanceSize = 0;
+}
+
/*
- * Initialize a gl_context structure to default values.
+ * Initialize the attribute groups in a GLcontext.
*/
-static void initialize_context( GLcontext *ctx )
+static void init_attrib_groups( GLcontext *ctx )
{
GLuint i, j;
- if (ctx) {
- /* Constants, may be overriden by device driver */
- ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
- ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
- ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
- ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
-
- /* Modelview matrix */
- gl_matrix_ctr( &ctx->ModelView );
- gl_matrix_alloc_inv( &ctx->ModelView );
-
- ctx->ModelViewStackDepth = 0;
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
- gl_matrix_ctr( &ctx->ModelViewStack[i] );
- gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
- }
-
- /* Projection matrix - need inv for user clipping in clip space*/
- gl_matrix_ctr( &ctx->ProjectionMatrix );
- gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
-
- gl_matrix_ctr( &ctx->ModelProjectMatrix );
- gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
- ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
-
- ctx->ProjectionStackDepth = 0;
- ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
- ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
-
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
- gl_matrix_ctr( &ctx->ProjectionStack[i] );
- gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
- }
-
- /* Texture matrix */
- for (i=0; i<MAX_TEXTURE_UNITS; i++) {
- gl_matrix_ctr( &ctx->TextureMatrix[i] );
- ctx->TextureStackDepth[i] = 0;
- for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
- ctx->TextureStack[i][j].inv = 0;
- }
+ assert(ctx);
+
+ /* Constants, may be overriden by device drivers */
+ ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
+ ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
+ ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
+ ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
+ ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
+ ctx->Const.MinPointSize = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSize = MAX_POINT_SIZE;
+ ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
+ ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
+ ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
+ ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
+ ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
+ ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
+ ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
+ ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
+
+ /* Modelview matrix */
+ gl_matrix_ctr( &ctx->ModelView );
+ gl_matrix_alloc_inv( &ctx->ModelView );
+
+ ctx->ModelViewStackDepth = 0;
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
+ gl_matrix_ctr( &ctx->ModelViewStack[i] );
+ gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
+ }
+
+ /* Projection matrix - need inv for user clipping in clip space*/
+ gl_matrix_ctr( &ctx->ProjectionMatrix );
+ gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
+
+ gl_matrix_ctr( &ctx->ModelProjectMatrix );
+ gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
+ ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
+
+ ctx->ProjectionStackDepth = 0;
+ ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
+ ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
+
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
+ gl_matrix_ctr( &ctx->ProjectionStack[i] );
+ gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
+ }
+
+ /* Texture matrix */
+ for (i=0; i<MAX_TEXTURE_UNITS; i++) {
+ gl_matrix_ctr( &ctx->TextureMatrix[i] );
+ ctx->TextureStackDepth[i] = 0;
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
+ ctx->TextureStack[i][j].inv = 0;
}
+ }
- /* 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.SWmasking = GL_FALSE;
- ctx->Color.ClearIndex = 0;
- ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 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;
- ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
- 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.SWLogicOpEnabled = GL_FALSE;
- ctx->Color.LogicOp = GL_COPY;
- ctx->Color.DitherFlag = GL_TRUE;
- ctx->Color.MultiDrawBuffer = GL_FALSE;
-
- /* Current group */
- ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
- 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 );
- 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];
- ctx->Current.RasterPosValid = GL_TRUE;
- ctx->Current.EdgeFlag = GL_TRUE;
- ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
- ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
-
- ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
- VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
-
- init_fallback_arrays( ctx );
-
- /* Depth buffer group */
- ctx->Depth.Test = GL_FALSE;
- ctx->Depth.Clear = 1.0;
- ctx->Depth.Func = GL_LESS;
- ctx->Depth.Mask = GL_TRUE;
-
- /* 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;
- 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;
- 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 };
-
- 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 );
-
- 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 );
- }
+ /* Color matrix */
+ gl_matrix_ctr(&ctx->ColorMatrix);
+ ctx->ColorStackDepth = 0;
+ for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
+ gl_matrix_ctr(&ctx->ColorStack[j]);
+ }
+
+ /* Accumulate buffer group */
+ ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
+
+ /* 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.SWmasking = GL_FALSE;
+ ctx->Color.ClearIndex = 0;
+ ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 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;
+ ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
+ 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.SWLogicOpEnabled = GL_FALSE;
+ ctx->Color.LogicOp = GL_COPY;
+ ctx->Color.DitherFlag = GL_TRUE;
+ ctx->Color.MultiDrawBuffer = GL_FALSE;
+
+ /* Current group */
+ ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
+ 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 );
+ 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];
+ ctx->Current.RasterPosValid = GL_TRUE;
+ ctx->Current.EdgeFlag = GL_TRUE;
+ ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
+ ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
+
+ ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
+ VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
+
+ init_fallback_arrays( ctx );
+
+ /* 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;
+ 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;
+ 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 };
+
+ 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 );
+
+ 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 );
+ }
+
+ /* 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;
+
+ /* 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.AllowDrawWin = GL_TRUE;
+ ctx->Hint.AllowDrawFrg = GL_TRUE;
+ ctx->Hint.AllowDrawMem = GL_TRUE;
+ ctx->Hint.StrictLighting = GL_TRUE;
+
+ /* Histogram group */
+ ctx->Histogram.Width = 0;
+ ctx->Histogram.Format = GL_RGBA;
+ ctx->Histogram.Sink = GL_FALSE;
+ ctx->Histogram.RedSize = 0xffffffff;
+ ctx->Histogram.GreenSize = 0xffffffff;
+ ctx->Histogram.BlueSize = 0xffffffff;
+ ctx->Histogram.AlphaSize = 0xffffffff;
+ ctx->Histogram.LuminanceSize = 0xffffffff;
+ for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
+ ctx->Histogram.Count[i][0] = 0;
+ ctx->Histogram.Count[i][1] = 0;
+ ctx->Histogram.Count[i][2] = 0;
+ ctx->Histogram.Count[i][3] = 0;
+ }
+
+ /* Min/Max group */
+ ctx->MinMax.Format = GL_RGBA;
+ ctx->MinMax.Sink = GL_FALSE;
+ ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
+ ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
+ ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
+ ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
+
+
+
+ /* Pipeline */
+ gl_pipeline_init( ctx );
+ gl_cva_init( ctx );
+
+ /* Extensions */
+ gl_extensions_ctr( ctx );
+
+ ctx->AllowVertexCull = CLIP_CULLED_BIT;
+
+ /* 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
+ = gl_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 );
+ }
+ for (i = 0 ; i < 4 ; i++) {
+ ctx->ShineTable[i] = ctx->ShineTabList->prev;
+ ctx->ShineTable[i]->refcount++;
+ }
- /* 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;
-
- /* 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.AllowDrawWin = GL_TRUE;
- ctx->Hint.AllowDrawSpn = GL_TRUE;
- ctx->Hint.AllowDrawMem = GL_TRUE;
- ctx->Hint.StrictLighting = GL_TRUE;
-
- /* Pipeline */
- gl_pipeline_init( ctx );
- gl_cva_init( ctx );
-
- /* Extensions */
- gl_extensions_ctr( ctx );
-
- ctx->AllowVertexCull = CLIP_CULLED_BIT;
-
- /* 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
- = gl_material_bitmask( ctx,
- GL_FRONT_AND_BACK,
- GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
-
- ctx->Light.ColorMaterialEnabled = GL_FALSE;
-
- /* Line group */
- ctx->Line.SmoothFlag = GL_FALSE;
- ctx->Line.StippleFlag = GL_FALSE;
- ctx->Line.Width = 1.0;
- ctx->Line.StipplePattern = 0xffff;
- ctx->Line.StippleFactor = 1;
-
- /* Display List group */
- ctx->List.ListBase = 0;
-
- /* 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.ScaleOrBiasRGBA = GL_FALSE;
- 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;
-
- /* Point group */
- ctx->Point.SmoothFlag = GL_FALSE;
- 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 = (GLfloat) MAX_POINT_SIZE;
- ctx->Point.Threshold = 1.0;
-
- /* 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.Unfilled = GL_FALSE;
- 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.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 = 0xff;
- ctx->Stencil.Clear = 0;
- ctx->Stencil.WriteMask = 0xff;
-
- /* Texture group */
- ctx->Texture.CurrentUnit = 0; /* multitexture */
- ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
- ctx->Texture.Enabled = 0;
-
- for (i=0; i<MAX_TEXTURE_UNITS; i++)
- init_texture_unit( ctx, i );
-
- ctx->Texture.SharedPalette = GL_FALSE;
- ctx->Texture.Palette[0] = 255;
- ctx->Texture.Palette[1] = 255;
- ctx->Texture.Palette[2] = 255;
- ctx->Texture.Palette[3] = 255;
- ctx->Texture.PaletteSize = 1;
- ctx->Texture.PaletteIntFormat = GL_RGBA;
- ctx->Texture.PaletteFormat = GL_RGBA;
-
- /* Transformation group */
- ctx->Transform.MatrixMode = GL_MODELVIEW;
- ctx->Transform.Normalize = GL_FALSE;
- ctx->Transform.RescaleNormals = 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;
- /* 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;
- gl_matrix_ctr(&ctx->Viewport.WindowMap);
+ /* Line group */
+ ctx->Line.SmoothFlag = GL_FALSE;
+ ctx->Line.StippleFlag = GL_FALSE;
+ ctx->Line.Width = 1.0;
+ ctx->Line.StipplePattern = 0xffff;
+ ctx->Line.StippleFactor = 1;
+
+ /* Display List group */
+ ctx->List.ListBase = 0;
+
+ /* 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.ScaleOrBiasRGBA = GL_FALSE;
+ 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;
+ ctx->Pixel.PostColorMatrixRedBias = 0.0;
+ ctx->Pixel.PostColorMatrixRedScale = 1.0;
+ ctx->Pixel.PostColorMatrixGreenBias = 0.0;
+ ctx->Pixel.PostColorMatrixGreenScale = 1.0;
+ ctx->Pixel.PostColorMatrixBlueBias = 0.0;
+ ctx->Pixel.PostColorMatrixBlueScale = 1.0;
+ ctx->Pixel.PostColorMatrixAlphaBias = 0.0;
+ ctx->Pixel.PostColorMatrixAlphaScale = 1.0;
+ ctx->Pixel.ColorTableScale[0] = 1.0F;
+ ctx->Pixel.ColorTableScale[1] = 1.0F;
+ ctx->Pixel.ColorTableScale[2] = 1.0F;
+ ctx->Pixel.ColorTableScale[3] = 1.0F;
+ ctx->Pixel.ColorTableBias[0] = 0.0F;
+ ctx->Pixel.ColorTableBias[1] = 0.0F;
+ ctx->Pixel.ColorTableBias[2] = 0.0F;
+ ctx->Pixel.ColorTableBias[3] = 0.0F;
+ ctx->Pixel.ColorTableEnabled = GL_FALSE;
+ ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
+ ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
+
+ /* Point group */
+ ctx->Point.SmoothFlag = GL_FALSE;
+ 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 = (GLfloat) MAX_POINT_SIZE;
+ ctx->Point.Threshold = 1.0;
+
+ /* 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.Unfilled = GL_FALSE;
+ 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.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.Clear = 0;
+ ctx->Stencil.WriteMask = STENCIL_MAX;
+
+ /* Texture group */
+ ctx->Texture.CurrentUnit = 0; /* multitexture */
+ ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
+ ctx->Texture.Enabled = 0;
+ for (i=0; i<MAX_TEXTURE_UNITS; i++)
+ init_texture_unit( ctx, i );
+ init_color_table(&ctx->Texture.Palette);
+
+ /* Transformation group */
+ ctx->Transform.MatrixMode = GL_MODELVIEW;
+ ctx->Transform.Normalize = GL_FALSE;
+ ctx->Transform.RescaleNormals = 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;
+
+ /* 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;
+ gl_matrix_ctr(&ctx->Viewport.WindowMap);
#define Sz 10
#define Tz 14
- ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
- ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
+ ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF;
+ ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF;
#undef Sz
#undef Tz
- ctx->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.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.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.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;
- for (i = 0; i < MAX_TEXTURE_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.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.ActiveTexture = 0; /* GL_ARB_multitexture */
-
- /* Pixel transfer */
- ctx->Pack.Alignment = 4;
- ctx->Pack.RowLength = 0;
- ctx->Pack.SkipPixels = 0;
- ctx->Pack.SkipRows = 0;
- ctx->Pack.SwapBytes = GL_FALSE;
- ctx->Pack.LsbFirst = GL_FALSE;
- ctx->Unpack.Alignment = 4;
- ctx->Unpack.RowLength = 0;
- ctx->Unpack.SkipPixels = 0;
- ctx->Unpack.SkipRows = 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;
-
- /* Optimized Accum buffer */
- ctx->IntegerAccumMode = GL_TRUE;
- ctx->IntegerAccumScaler = 0.0;
-
- /* Renderer and client attribute stacks */
- ctx->AttribStackDepth = 0;
- ctx->ClientAttribStackDepth = 0;
-
- /*** Miscellaneous ***/
- ctx->NewState = NEW_ALL;
- ctx->RenderMode = GL_RENDER;
- ctx->StippleCounter = 0;
- ctx->NeedNormals = GL_FALSE;
- ctx->DoViewportMapping = GL_TRUE;
-
- ctx->NeedEyeCoords = GL_FALSE;
- ctx->NeedEyeNormals = GL_FALSE;
- ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
-
- /* Display list */
- ctx->CallDepth = 0;
- ctx->ExecuteFlag = GL_TRUE;
- ctx->CompileFlag = GL_FALSE;
- ctx->CurrentListPtr = NULL;
- ctx->CurrentBlock = NULL;
- ctx->CurrentListNum = 0;
- ctx->CurrentPos = 0;
-
- ctx->ErrorValue = (GLenum) GL_NO_ERROR;
-
- ctx->CatchSignals = GL_TRUE;
-
- /* For debug/development only */
- ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
-
- /* Dither disable */
- ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
- if (ctx->NoDither) {
- if (getenv("MESA_DEBUG")) {
- fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
- }
- ctx->Color.DitherFlag = GL_FALSE;
+ 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.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.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.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;
+ for (i = 0; i < MAX_TEXTURE_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.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.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;
+
+ /* Optimized Accum buffer */
+ ctx->IntegerAccumMode = GL_TRUE;
+ ctx->IntegerAccumScaler = 0.0;
+
+ /* 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 */
+ init_color_table(&ctx->ColorTable);
+ init_color_table(&ctx->ProxyColorTable);
+ init_color_table(&ctx->PostConvolutionColorTable);
+ init_color_table(&ctx->ProxyPostConvolutionColorTable);
+ init_color_table(&ctx->PostColorMatrixColorTable);
+ init_color_table(&ctx->ProxyPostColorMatrixColorTable);
+
+ /* Miscellaneous */
+ ctx->NewState = NEW_ALL;
+ ctx->RenderMode = GL_RENDER;
+ ctx->StippleCounter = 0;
+ ctx->NeedNormals = GL_FALSE;
+ ctx->DoViewportMapping = GL_TRUE;
+
+ ctx->NeedEyeCoords = GL_FALSE;
+ ctx->NeedEyeNormals = GL_FALSE;
+ ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
+
+ ctx->ErrorValue = (GLenum) GL_NO_ERROR;
+
+ ctx->CatchSignals = GL_TRUE;
+ ctx->OcclusionResult = GL_FALSE;
+ ctx->OcclusionResultSaved = GL_FALSE;
+
+ /* For debug/development only */
+ ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
+ ctx->FirstTimeCurrent = GL_TRUE;
+
+ /* Dither disable */
+ ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
+ if (ctx->NoDither) {
+ if (getenv("MESA_DEBUG")) {
+ fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
}
+ ctx->Color.DitherFlag = GL_FALSE;
}
}
+
/*
- * Allocate a new GLvisual object.
- * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
- * alphaFlag - alloc software alpha buffers?
- * dbFlag - double buffering?
- * stereoFlag - stereo buffer?
- * depthFits - requested minimum bits per depth buffer value
- * stencilFits - requested minimum bits per stencil buffer value
- * accumFits - requested minimum bits per accum buffer component
- * indexFits - number of bits per pixel if rgbFlag==GL_FALSE
- * red/green/blue/alphaFits - number of bits per color component
- * in frame buffer for RGB(A) mode.
- * Return: pointer to new GLvisual or NULL if requested parameters can't
- * be met.
- */
-GLvisual *gl_create_visual( GLboolean rgbFlag,
- GLboolean alphaFlag,
- GLboolean dbFlag,
- GLboolean stereoFlag,
- GLint depthBits,
- GLint stencilBits,
- GLint accumBits,
- GLint indexBits,
- GLint redBits,
- GLint greenBits,
- GLint blueBits,
- GLint alphaBits )
-{
- GLvisual *vis;
-
- if (depthBits > (GLint) (8*sizeof(GLdepth))) {
- /* can't meet depth buffer requirements */
- return NULL;
- }
- if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
- /* can't meet stencil buffer requirements */
- return NULL;
- }
- if (accumBits > (GLint) (8*sizeof(GLaccum))) {
- /* can't meet accum buffer requirements */
- return NULL;
- }
-
- vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
- if (!vis) {
- return NULL;
- }
-
- vis->RGBAflag = rgbFlag;
- vis->DBflag = dbFlag;
- vis->StereoFlag = stereoFlag;
- vis->RedBits = redBits;
- vis->GreenBits = greenBits;
- vis->BlueBits = blueBits;
- vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
-
- vis->IndexBits = indexBits;
- vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
- vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
- vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
-
- vis->SoftwareAlpha = alphaFlag;
-
- return vis;
-}
-
-
-
-void gl_destroy_visual( GLvisual *vis )
-{
- FREE( vis );
-}
-
-
-
-/*
- * Allocate the proxy textures. If we run out of memory part way through
- * the allocations clean up and return GL_FALSE.
- * Return: GL_TRUE=success, GL_FALSE=failure
+ * Allocate the proxy textures. If we run out of memory part way through
+ * the allocations clean up and return GL_FALSE.
+ * Return: GL_TRUE=success, GL_FALSE=failure
*/
static GLboolean alloc_proxy_textures( GLcontext *ctx )
{
out_of_memory = GL_FALSE;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
- ctx->Texture.Proxy1D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
- ctx->Texture.Proxy3D->Image[i] = gl_alloc_texture_image();
+ ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
+ ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
+ ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
if (!ctx->Texture.Proxy1D->Image[i]
|| !ctx->Texture.Proxy2D->Image[i]
|| !ctx->Texture.Proxy3D->Image[i]) {
if (out_of_memory) {
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (ctx->Texture.Proxy1D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
}
if (ctx->Texture.Proxy2D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
}
if (ctx->Texture.Proxy3D->Image[i]) {
- gl_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
+ _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
}
}
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
/*
- * Allocate and initialize a GLcontext structure.
- * Input: visual - a GLvisual pointer
- * sharelist - another context to share display lists with or NULL
- * driver_ctx - pointer to device driver's context state struct
- * Return: pointer to a new gl_context struct or NULL if error.
+ * Initialize a GLcontext struct.
*/
-GLcontext *gl_create_context( GLvisual *visual,
- GLcontext *share_list,
- void *driver_ctx,
- GLboolean direct )
+GLboolean gl_initialize_context_data( GLcontext *ctx,
+ GLvisual *visual,
+ GLcontext *share_list,
+ void *driver_ctx,
+ GLboolean direct )
{
- GLcontext *ctx;
- GLuint i;
-
(void) direct; /* not used */
- /* 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 );
-
/* misc one-time initializations */
one_time_init();
- ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
- if (!ctx) {
- return NULL;
- }
-
ctx->DriverCtx = driver_ctx;
ctx->Visual = visual;
- ctx->Buffer = NULL;
+ ctx->DrawBuffer = NULL;
+ ctx->ReadBuffer = NULL;
ctx->VB = gl_vb_create_for_immediate( ctx );
if (!ctx->VB) {
FREE( ctx );
- return NULL;
+ return GL_FALSE;
}
ctx->input = ctx->VB->IM;
if (!ctx->PB) {
FREE( ctx->VB );
FREE( ctx );
- return NULL;
+ return GL_FALSE;
}
if (share_list) {
FREE(ctx->VB);
FREE(ctx->PB);
FREE(ctx);
- return NULL;
+ return GL_FALSE;
}
}
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ init_attrib_groups( ctx );
- initialize_context( ctx );
gl_reset_vb( ctx->VB );
gl_reset_input( ctx );
-
- 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 );
- }
-
- for (i = 0 ; i < 4 ; i++) {
- ctx->ShineTable[i] = ctx->ShineTabList->prev;
- ctx->ShineTable[i]->refcount++;
- }
-
if (visual->DBflag) {
ctx->Color.DrawBuffer = GL_BACK;
ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
}
-
- /* Fill in some driver defaults now.
- */
- ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
- ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
- ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
-
-
-
#ifdef PROFILE
init_timings( ctx );
#endif
-#ifdef GL_VERSION_1_1
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
FREE(ctx->VB);
FREE(ctx->PB);
FREE(ctx);
- return NULL;
+ return GL_FALSE;
}
-#endif
- gl_init_api_function_pointers( ctx );
- ctx->API = ctx->Exec; /* GL_EXECUTE is default */
-
- return ctx;
-}
+ /* setup API dispatch tables */
+ ctx->Exec = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
+ ctx->Save = (struct _glapi_table *) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
+ if (!ctx->Exec || !ctx->Save) {
+ free_shared_state(ctx, ctx->Shared);
+ FREE(ctx->VB);
+ FREE(ctx->PB);
+ if (ctx->Exec)
+ FREE(ctx->Exec);
+ FREE(ctx);
+ }
+ _mesa_init_exec_table( ctx->Exec );
+ _mesa_init_dlist_table( ctx->Save );
+ ctx->CurrentDispatch = ctx->Exec;
-/* Just reads the config files...
- */
-void gl_context_initialize( GLcontext *ctx )
-{
- gl_read_config_file( ctx );
+ return GL_TRUE;
}
-
/*
- * Destroy a gl_context structure.
+ * Allocate and initialize a GLcontext structure.
+ * Input: visual - a GLvisual pointer
+ * sharelist - another context to share display lists with or NULL
+ * driver_ctx - pointer to device driver's context state struct
+ * Return: pointer to a new gl_context struct or NULL if error.
*/
-void gl_destroy_context( GLcontext *ctx )
+GLcontext *gl_create_context( GLvisual *visual,
+ GLcontext *share_list,
+ void *driver_ctx,
+ GLboolean direct )
{
- if (ctx) {
-
- GLuint i;
- struct gl_shine_tab *s, *tmps;
-
-#ifdef PROFILE
- if (getenv("MESA_PROFILE")) {
- print_timings( ctx );
- }
-#endif
-
- gl_matrix_dtr( &ctx->ModelView );
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
- gl_matrix_dtr( &ctx->ModelViewStack[i] );
- }
- gl_matrix_dtr( &ctx->ProjectionMatrix );
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
- gl_matrix_dtr( &ctx->ProjectionStack[i] );
- }
-
- FREE( ctx->PB );
-
- if(ctx->input != ctx->VB->IM)
- gl_immediate_free( ctx->input );
-
- gl_vb_free( ctx->VB );
-
- ctx->Shared->RefCount--;
- assert(ctx->Shared->RefCount>=0);
- if (ctx->Shared->RefCount==0) {
- /* free shared state */
- free_shared_state( ctx, ctx->Shared );
- }
-
- foreach_s( s, tmps, ctx->ShineTabList ) {
- FREE( s );
- }
- FREE( ctx->ShineTabList );
-
- /* Free proxy texture objects */
- gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
- gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
- gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
-
- /* 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 );
-
- 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 );
-
- /* Free cache of immediate buffers. */
- while (ctx->nr_im_queued-- > 0) {
- struct immediate * next = ctx->freed_im_queue->next;
- FREE( ctx->freed_im_queue );
- ctx->freed_im_queue = next;
- }
- gl_extensions_dtr(ctx);
-
- FREE( (void *) ctx );
-
-#ifndef THREADS
- if (ctx==CC) {
- CC = NULL;
- CURRENT_INPUT = NULL;
- }
-#endif
+ GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
+ if (!ctx) {
+ return NULL;
+ }
+ if (gl_initialize_context_data(ctx, visual, share_list,
+ driver_ctx, direct)) {
+ return ctx;
+ }
+ else {
+ FREE(ctx);
+ return NULL;
}
}
/*
- * 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
- * Return: pointer to new GLframebuffer struct or NULL if error.
+ * Free the data associated with the given context.
+ * But don't free() the GLcontext struct itself!
*/
-GLframebuffer *gl_create_framebuffer( GLvisual *visual )
+void gl_free_context_data( GLcontext *ctx )
{
- GLframebuffer *buffer;
+ struct gl_shine_tab *s, *tmps;
+ GLuint i, j;
- buffer = (GLframebuffer *) CALLOC( sizeof(GLframebuffer) );
- if (!buffer) {
- return NULL;
+ /* if we're destroying the current context, unbind it first */
+ if (ctx == gl_get_current_context()) {
+ gl_make_current(NULL, NULL);
}
- buffer->Visual = visual;
-
- return buffer;
-}
-
-
+#ifdef PROFILE
+ if (getenv("MESA_PROFILE")) {
+ print_timings( ctx );
+ }
+#endif
-/*
- * Free a framebuffer struct and its buffers.
- */
-void gl_destroy_framebuffer( GLframebuffer *buffer )
-{
- if (buffer) {
- if (buffer->Depth) {
- FREE( buffer->Depth );
- }
- if (buffer->Accum) {
- FREE( buffer->Accum );
- }
- if (buffer->Stencil) {
- FREE( buffer->Stencil );
- }
- if (buffer->FrontLeftAlpha) {
- FREE( buffer->FrontLeftAlpha );
- }
- if (buffer->BackLeftAlpha) {
- FREE( buffer->BackLeftAlpha );
- }
- if (buffer->FrontRightAlpha) {
- FREE( buffer->FrontRightAlpha );
- }
- if (buffer->BackRightAlpha) {
- FREE( buffer->BackRightAlpha );
+ gl_matrix_dtr( &ctx->ModelView );
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
+ gl_matrix_dtr( &ctx->ModelViewStack[i] );
+ }
+ gl_matrix_dtr( &ctx->ProjectionMatrix );
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
+ gl_matrix_dtr( &ctx->ProjectionStack[i] );
+ }
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ gl_matrix_dtr( &ctx->TextureMatrix[i] );
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
+ gl_matrix_dtr( &ctx->TextureStack[i][j] );
}
- FREE(buffer);
}
+
+ FREE( ctx->PB );
+
+ if(ctx->input != ctx->VB->IM)
+ gl_immediate_free( ctx->input );
+
+ gl_vb_free( ctx->VB );
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ ctx->Shared->RefCount--;
+ assert(ctx->Shared->RefCount >= 0);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ if (ctx->Shared->RefCount == 0) {
+ /* free shared state */
+ free_shared_state( ctx, ctx->Shared );
+ }
+
+ foreach_s( s, tmps, ctx->ShineTabList ) {
+ FREE( s );
+ }
+ FREE( ctx->ShineTabList );
+
+ /* Free proxy texture objects */
+ gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
+ gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
+ gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
+
+ /* 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 );
+
+ 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 );
+
+ /* Free cache of immediate buffers. */
+ while (ctx->nr_im_queued-- > 0) {
+ struct immediate * next = ctx->freed_im_queue->next;
+ FREE( ctx->freed_im_queue );
+ ctx->freed_im_queue = next;
+ }
+ gl_extensions_dtr(ctx);
+
+ FREE(ctx->Exec);
+ FREE(ctx->Save);
}
/*
- * Set the current context, binding the given frame buffer to the context.
+ * Destroy a GLcontext structure.
*/
-void gl_make_current( GLcontext *ctx, GLframebuffer *buffer )
+void gl_destroy_context( GLcontext *ctx )
{
- GET_CONTEXT;
-
- /* Flush the old context
- */
- if (CC) {
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(CC, "gl_make_current");
- }
-
-#ifdef THREADS
- /* TODO: unbind old buffer from context? */
- set_thread_context( ctx );
-#else
- if (CC && CC->Buffer) {
- /* unbind frame buffer from context */
- CC->Buffer = NULL;
- }
- CC = ctx;
if (ctx) {
- SET_IMMEDIATE(ctx, ctx->input);
- }
-#endif
-
- if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
-
- if (ctx && buffer) {
- /* TODO: check if ctx and buffer's visual match??? */
- ctx->Buffer = buffer; /* Bind the frame buffer to the context */
- ctx->NewState = NEW_ALL; /* just to be safe */
- gl_update_state( ctx );
+ gl_free_context_data(ctx);
+ FREE( (void *) ctx );
}
}
+
/*
- * Return current context handle.
+ * Called by the driver after both the context and driver are fully
+ * initialized. Currently just reads the config file.
*/
-GLcontext *gl_get_current_context( void )
+void gl_context_initialize( GLcontext *ctx )
{
-#ifdef THREADS
- return gl_get_thread_context();
-#else
- return CC;
-#endif
+ gl_read_config_file( ctx );
}
}
if (mask & GL_LIGHTING_BIT) {
MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
-/* gl_reinit_light_attrib( &dst->Light ); */
+ /* gl_reinit_light_attrib( &dst->Light ); */
}
if (mask & GL_LINE_BIT) {
MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
}
+/*
+ * Set the current context, binding the given frame buffer to the context.
+ */
+void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
+{
+ gl_make_current2( newCtx, buffer, buffer );
+}
+
/*
- * Someday a GLS library or OpenGL-like debugger may call this function
- * to register it's own set of API entry points.
- * Input: ctx - the context to set API pointers for
- * api - if NULL, restore original API pointers
- * else, set API function table to this table.
+ * Bind the given context to the given draw-buffer and read-buffer
+ * and make it the current context for this thread.
*/
-void gl_set_api_table( GLcontext *ctx, const struct gl_api_table *api )
+void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
+ GLframebuffer *readBuffer )
{
- if (api) {
- MEMCPY( &ctx->API, api, sizeof(struct gl_api_table) );
+#if 0
+ GLcontext *oldCtx = gl_get_context();
+
+ /* Flush the old context
+ */
+ if (oldCtx) {
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
+
+ /* unbind frame buffers from context */
+ if (oldCtx->DrawBuffer) {
+ oldCtx->DrawBuffer = NULL;
+ }
+ if (oldCtx->ReadBuffer) {
+ oldCtx->ReadBuffer = NULL;
+ }
+ }
+#endif
+
+ /* We call this function periodically (just here for now) in
+ * order to detect when multithreading has begun.
+ */
+ _glapi_check_multithread();
+
+ _glapi_set_context((void *) newCtx);
+ ASSERT(gl_get_current_context() == newCtx);
+ if (newCtx) {
+ SET_IMMEDIATE(newCtx, newCtx->input);
+ _glapi_set_dispatch(newCtx->CurrentDispatch);
}
else {
- MEMCPY( &ctx->API, &ctx->Exec, sizeof(struct gl_api_table) );
+ _glapi_set_dispatch(NULL); /* none current */
+ }
+
+ if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
+
+ if (newCtx && drawBuffer && readBuffer) {
+ /* TODO: check if newCtx and buffer's visual match??? */
+ newCtx->DrawBuffer = drawBuffer;
+ newCtx->ReadBuffer = readBuffer;
+ newCtx->NewState = NEW_ALL; /* just to be safe */
+ gl_update_state( newCtx );
+ }
+
+ /* We can use this to help debug user's problems. Tell the to set
+ * the MESA_INFO env variable before running their app. Then the
+ * first time each context is made current we'll print some useful
+ * information.
+ */
+ if (newCtx && newCtx->FirstTimeCurrent) {
+ if (getenv("MESA_INFO")) {
+ fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
+ fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
+ fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
+ fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
+#if defined(THREADS)
+ fprintf(stderr, "Mesa thread-safe: YES\n");
+#else
+ fprintf(stderr, "Mesa thread-safe: NO\n");
+#endif
+#if defined(USE_X86_ASM)
+ fprintf(stderr, "Mesa x86-optimized: YES\n");
+#else
+ fprintf(stderr, "Mesa x86-optimized: NO\n");
+#endif
+ }
+ newCtx->FirstTimeCurrent = 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
+ */
+GLcontext *gl_get_current_context( void )
+{
+ return (GLcontext *) _glapi_get_context();
+}
+
+
+
+/*
+ * This should be called by device drivers just before they do a
+ * swapbuffers. Any pending rendering commands will be executed.
+ */
+void
+_mesa_swapbuffers(GLcontext *ctx)
+{
+ FLUSH_VB( ctx, "swap buffers" );
+}
+
+
+
+/*
+ * 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.
+ */
+struct _glapi_table *
+_mesa_get_dispatch(GLcontext *ctx)
+{
+ return ctx->CurrentDispatch;
+}
+
+
/**********************************************************************/
/***** Miscellaneous functions *****/
+/*
+ * Compile an error into current display list.
+ */
void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
{
if (ctx->CompileFlag)
}
+
/*
* This is Mesa's error handler. Normally, all that's done is the updating
* of the current error value. If Mesa is compiled with -DDEBUG or if the
-/*
- * Execute a glGetError command
- */
-GLenum gl_GetError( GLcontext *ctx )
+void
+_mesa_Finish( void )
{
- GLenum e = ctx->ErrorValue;
-
- ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, "glGetError", (GLenum) 0);
-
- if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glGetError <-- %s\n", gl_lookup_enum_by_nr(e));
-
- ctx->ErrorValue = (GLenum) GL_NO_ERROR;
- return e;
-}
-
-
-
-void gl_ResizeBuffersMESA( GLcontext *ctx )
-{
- GLuint buf_width, buf_height;
-
- if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glResizeBuffersMESA\n");
-
- /* ask device driver for size of output buffer */
- (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
-
- /* see if size of device driver's color buffer (window) has changed */
- if (ctx->Buffer->Width == (GLint) buf_width &&
- ctx->Buffer->Height == (GLint) buf_height)
- return;
-
- ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
-
- /* save buffer size */
- ctx->Buffer->Width = buf_width;
- ctx->Buffer->Height = buf_height;
-
- /* Reallocate other buffers if needed. */
- if (ctx->Visual->DepthBits>0) {
- /* reallocate depth buffer */
- (*ctx->Driver.AllocDepthBuffer)( ctx );
- }
- if (ctx->Visual->StencilBits>0) {
- /* reallocate stencil buffer */
- gl_alloc_stencil_buffer( ctx );
- }
- if (ctx->Visual->AccumBits>0) {
- /* reallocate accum buffer */
- gl_alloc_accum_buffer( ctx );
- }
- if (ctx->Visual->SoftwareAlpha) {
- gl_alloc_alpha_buffers( ctx );
- }
-}
-
-
-
-
-/**********************************************************************/
-/***** State update logic *****/
-/**********************************************************************/
-
-
-/*
- * Since the device driver may or may not support pixel logic ops we
- * have to make some extensive tests to determine whether or not
- * software-implemented logic operations have to be used.
- */
-static void update_pixel_logic( GLcontext *ctx )
-{
- if (ctx->Visual->RGBAflag) {
- /* RGBA mode blending w/ Logic Op */
- if (ctx->Color.ColorLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- }
- else {
- /* CI mode Logic Op */
- if (ctx->Color.IndexLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
+ if (ctx->Driver.Finish) {
+ (*ctx->Driver.Finish)( ctx );
}
}
-/*
- * Check if software implemented RGBA or Color Index masking is needed.
- */
-static void update_pixel_masking( GLcontext *ctx )
+void
+_mesa_Flush( void )
{
- if (ctx->Visual->RGBAflag) {
- GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
- if (*colorMask == 0xffffffff) {
- /* disable masking */
- if (ctx->Driver.ColorMask) {
- (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
- }
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- /* Ask driver to do color masking, if it can't then
- * do it in software
- */
- GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
- if (ctx->Driver.ColorMask
- && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
- }
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
+ if (ctx->Driver.Flush) {
+ (*ctx->Driver.Flush)( ctx );
}
- else {
- if (ctx->Color.IndexMask==0xffffffff) {
- /* disable masking */
- if (ctx->Driver.IndexMask) {
- (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
- }
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- /* Ask driver to do index masking, if it can't then
- * do it in software
- */
- if (ctx->Driver.IndexMask
- && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
- }
- }
-}
-
-
-static void update_fog_mode( GLcontext *ctx )
-{
- int old_mode = ctx->FogMode;
-
- if (ctx->Fog.Enabled) {
- if (ctx->Texture.Enabled)
- ctx->FogMode = FOG_FRAGMENT;
- else if (ctx->Hint.Fog == GL_NICEST)
- ctx->FogMode = FOG_FRAGMENT;
- else
- ctx->FogMode = FOG_VERTEX;
-
- if (ctx->Driver.GetParameteri)
- if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
- ctx->FogMode = FOG_FRAGMENT;
- }
- else {
- ctx->FogMode = FOG_NONE;
- }
-
- if (old_mode != ctx->FogMode)
- ctx->NewState |= NEW_FOG;
-}
-
-
-/*
- * Recompute the value of ctx->RasterMask, etc. according to
- * the current context.
- */
-static void update_rasterflags( GLcontext *ctx )
-{
- ctx->RasterMask = 0;
-
- if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
- if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
- if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
- if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
- if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
- if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
-
- if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
- && ctx->Color.DrawBuffer != GL_NONE)
- ctx->RasterMask |= ALPHABUF_BIT;
-
- if ( ctx->Viewport.X<0
- || ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
- || ctx->Viewport.Y<0
- || ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
- ctx->RasterMask |= WINCLIP_BIT;
- }
-
- /* If we're not drawing to exactly one color buffer set the
- * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
- * buffers or the RGBA or CI mask disables all writes.
- */
-
- ctx->TriangleCaps &= ~DD_MULTIDRAW;
-
- if (ctx->Color.MultiDrawBuffer) {
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
- else if (ctx->Color.DrawBuffer==GL_NONE) {
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
- else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
- /* all RGBA channels disabled */
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- ctx->Color.DrawDestMask = 0;
- }
- else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
- /* all color index bits disabled */
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- ctx->Color.DrawDestMask = 0;
- }
-}
-
-
-void gl_print_state( const char *msg, GLuint state )
-{
- fprintf(stderr,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
- msg,
- state,
- (state & NEW_LIGHTING) ? "lighting, " : "",
- (state & NEW_RASTER_OPS) ? "raster-ops, " : "",
- (state & NEW_TEXTURING) ? "texturing, " : "",
- (state & NEW_POLYGON) ? "polygon, " : "",
- (state & NEW_DRVSTATE0) ? "driver-0, " : "",
- (state & NEW_DRVSTATE1) ? "driver-1, " : "",
- (state & NEW_DRVSTATE2) ? "driver-2, " : "",
- (state & NEW_DRVSTATE3) ? "driver-3, " : "",
- (state & NEW_MODELVIEW) ? "modelview, " : "",
- (state & NEW_PROJECTION) ? "projection, " : "",
- (state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
- (state & NEW_USER_CLIP) ? "user-clip, " : "",
- (state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
- (state & NEW_CLIENT_STATE) ? "client-state, " : "",
- (state & NEW_FOG) ? "fog, " : "",
- (state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
- (state & NEW_VIEWPORT) ? "viewport, " : "",
- (state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
-}
-
-void gl_print_enable_flags( const char *msg, GLuint flags )
-{
- fprintf(stderr,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
- msg,
- flags,
- (flags & ENABLE_TEX0) ? "tex-0, " : "",
- (flags & ENABLE_TEX1) ? "tex-1, " : "",
- (flags & ENABLE_LIGHT) ? "light, " : "",
- (flags & ENABLE_FOG) ? "fog, " : "",
- (flags & ENABLE_USERCLIP) ? "userclip, " : "",
- (flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
- (flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
- (flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
- (flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
- (flags & ENABLE_NORMALIZE) ? "normalize, " : "",
- (flags & ENABLE_RESCALE) ? "rescale, " : "");
-}
-
-
-/*
- * If ctx->NewState is non-zero then this function MUST be called before
- * rendering any primitive. Basically, function pointers and miscellaneous
- * flags are updated to reflect the current state of the state machine.
- */
-void gl_update_state( GLcontext *ctx )
-{
- GLuint i;
-
- if (MESA_VERBOSE & VERBOSE_STATE)
- gl_print_state("", ctx->NewState);
-
- if (ctx->NewState & NEW_CLIENT_STATE)
- gl_update_client_state( ctx );
-
- if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
- (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
- ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
-
- if (ctx->NewState & NEW_TEXTURE_ENV) {
- if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
- ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
- ctx->NewState &= ~NEW_TEXTURE_ENV;
- ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
- ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
- }
-
- if ((ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) == 0) {
-
- if (MESA_VERBOSE&VERBOSE_STATE)
- fprintf(stderr, "update_state: goto finished\n");
-
- goto finished;
- }
-
- if (ctx->NewState & NEW_TEXTURE_MATRIX) {
- ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
-
- for (i=0; i < MAX_TEXTURE_UNITS; i++) {
- if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
- {
- gl_matrix_analyze( &ctx->TextureMatrix[i] );
- ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
-
- if (ctx->Texture.Unit[i].Enabled &&
- ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
- ctx->Enabled |= ENABLE_TEXMAT0 << i;
- }
- }
- }
-
- if (ctx->NewState & NEW_TEXTURING) {
- ctx->Texture.NeedNormals = GL_FALSE;
- gl_update_dirty_texobjs(ctx);
- ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
- ctx->Texture.ReallyEnabled = 0;
-
- for (i=0; i < MAX_TEXTURE_UNITS; i++) {
- if (ctx->Texture.Unit[i].Enabled) {
- gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
-
- ctx->Texture.ReallyEnabled |=
- ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
-
- if (ctx->Texture.Unit[i].GenFlags != 0) {
- ctx->Enabled |= ENABLE_TEXGEN0 << i;
-
- if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
- {
- ctx->Texture.NeedNormals = GL_TRUE;
- ctx->Texture.NeedEyeCoords = GL_TRUE;
- }
-
- if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
- {
- ctx->Texture.NeedEyeCoords = GL_TRUE;
- }
- }
- }
- }
-
- ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
- ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
- }
-
- if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
-
-
- if (ctx->NewState & NEW_RASTER_OPS) {
- update_pixel_logic(ctx);
- update_pixel_masking(ctx);
- update_fog_mode(ctx);
- update_rasterflags(ctx);
- if (ctx->Driver.Dither) {
- (*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
- }
-
- /* Check if incoming colors can be modified during rasterization */
- if (ctx->Fog.Enabled ||
- ctx->Texture.Enabled ||
- ctx->Color.BlendEnabled ||
- ctx->Color.SWmasking ||
- ctx->Color.SWLogicOpEnabled) {
- ctx->MutablePixels = GL_TRUE;
- }
- else {
- ctx->MutablePixels = GL_FALSE;
- }
-
- /* update scissor region */
-
- ctx->Buffer->Xmin = 0;
- ctx->Buffer->Ymin = 0;
- ctx->Buffer->Xmax = ctx->Buffer->Width-1;
- ctx->Buffer->Ymax = ctx->Buffer->Height-1;
- if (ctx->Scissor.Enabled) {
- if (ctx->Scissor.X > ctx->Buffer->Xmin) {
- ctx->Buffer->Xmin = ctx->Scissor.X;
- }
- if (ctx->Scissor.Y > ctx->Buffer->Ymin) {
- ctx->Buffer->Ymin = ctx->Scissor.Y;
- }
- if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) {
- ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
- }
- if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) {
- ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
- }
- }
-
- /* The driver isn't managing the depth buffer.
- */
- if (ctx->Driver.AllocDepthBuffer == gl_alloc_depth_buffer)
- {
- if (ctx->Depth.Mask) {
- switch (ctx->Depth.Func) {
- case GL_LESS:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
- break;
- case GL_GREATER:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
- break;
- default:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- }
- else {
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- }
- }
-
- if (ctx->NewState & NEW_LIGHTING) {
- ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
- if (ctx->Light.Enabled) {
- if (ctx->Light.Model.TwoSide)
- ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
- gl_update_lighting(ctx);
- }
- }
- }
-
- if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
-
- ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
-
- if (ctx->NewState & NEW_POLYGON) {
- /* Setup CullBits bitmask */
- if (ctx->Polygon.CullFlag) {
- ctx->backface_sign = 1;
- switch(ctx->Polygon.CullFaceMode) {
- case GL_BACK:
- if(ctx->Polygon.FrontFace==GL_CCW)
- ctx->backface_sign = -1;
- ctx->Polygon.CullBits = 1;
- break;
- case GL_FRONT:
- if(ctx->Polygon.FrontFace!=GL_CCW)
- ctx->backface_sign = -1;
- ctx->Polygon.CullBits = 2;
- break;
- default:
- case GL_FRONT_AND_BACK:
- ctx->backface_sign = 0;
- ctx->Polygon.CullBits = 0;
- ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
- break;
- }
- }
- else {
- ctx->Polygon.CullBits = 3;
- ctx->backface_sign = 0;
- }
-
- /* Any Polygon offsets enabled? */
- ctx->TriangleCaps &= ~DD_TRI_OFFSET;
-
- if (ctx->Polygon.OffsetPoint ||
- ctx->Polygon.OffsetLine ||
- ctx->Polygon.OffsetFill)
- ctx->TriangleCaps |= DD_TRI_OFFSET;
-
- /* reset Z offsets now */
- ctx->PointZoffset = 0.0;
- ctx->LineZoffset = 0.0;
- ctx->PolygonZoffset = 0.0;
- }
- }
-
- if (ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE|
- NEW_DRIVER_STATE|NEW_USER_CLIP|
- NEW_POLYGON))
- gl_update_clipmask(ctx);
-
- if (ctx->NewState & (NEW_LIGHTING|
- NEW_RASTER_OPS|
- NEW_TEXTURING|
- NEW_TEXTURE_ENV|
- NEW_POLYGON|
- NEW_DRVSTATE0|
- NEW_DRVSTATE1|
- NEW_DRVSTATE2|
- NEW_DRVSTATE3|
- NEW_USER_CLIP))
- {
- ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps;
- ctx->IndirectTriangles |= DD_SW_RASTERIZE;
-
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles);
-
- ctx->Driver.PointsFunc = NULL;
- ctx->Driver.LineFunc = NULL;
- ctx->Driver.TriangleFunc = NULL;
- ctx->Driver.QuadFunc = NULL;
- ctx->Driver.RectFunc = NULL;
- ctx->Driver.RenderVBClippedTab = NULL;
- ctx->Driver.RenderVBCulledTab = NULL;
- ctx->Driver.RenderVBRawTab = NULL;
-
- /*
- * Here the driver sets up all the ctx->Driver function pointers to
- * it's specific, private functions.
- */
- ctx->Driver.UpdateState(ctx);
-
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
-
- /*
- * In case the driver didn't hook in an optimized point, line or
- * triangle function we'll now select "core/fallback" point, line
- * and triangle functions.
- */
- if (ctx->IndirectTriangles & DD_SW_RASTERIZE) {
- gl_set_point_function(ctx);
- gl_set_line_function(ctx);
- gl_set_triangle_function(ctx);
- gl_set_quad_function(ctx);
-
- if ((ctx->IndirectTriangles &
- (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) ==
- (DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL))
- ctx->IndirectTriangles &= ~DD_TRI_CULL;
- }
-
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
-
- gl_set_render_vb_function(ctx);
- }
-
- /* Should only be calc'd when !need_eye_coords and not culling.
- */
- if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) {
- if (ctx->NewState & NEW_MODELVIEW) {
- gl_matrix_analyze( &ctx->ModelView );
- ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
- }
-
- if (ctx->NewState & NEW_PROJECTION) {
- gl_matrix_analyze( &ctx->ProjectionMatrix );
- ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
-
- if (ctx->Transform.AnyClip) {
- gl_update_userclip( ctx );
- }
- }
-
- gl_calculate_model_project_matrix( ctx );
- ctx->ModelProjectWinMatrixUptodate = 0;
- }
-
- /* Figure out whether we can light in object space or not. If we
- * can, find the current positions of the lights in object space
- */
- if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
- ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) &&
- (ctx->NewState & (NEW_LIGHTING |
- NEW_FOG |
- NEW_MODELVIEW |
- NEW_PROJECTION |
- NEW_TEXTURING |
- NEW_RASTER_OPS |
- NEW_USER_CLIP)))
- {
- GLboolean oldcoord, oldnorm;
-
- oldcoord = ctx->NeedEyeCoords;
- oldnorm = ctx->NeedEyeNormals;
-
- ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
- ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) ||
- ctx->Point.Attenuated);
- ctx->NeedEyeNormals = GL_FALSE;
-
- if (ctx->Light.Enabled) {
- if (ctx->Light.Flags & LIGHT_POSITIONAL) {
- /* Need length for attenuation */
- if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
- ctx->NeedEyeCoords = GL_TRUE;
- } else if (ctx->Light.NeedVertices) {
- /* Need angle for spot calculations */
- if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING))
- ctx->NeedEyeCoords = GL_TRUE;
- }
- ctx->NeedEyeNormals = ctx->NeedEyeCoords;
- }
- if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
- if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE;
- if (ctx->Texture.NeedNormals)
- ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;
- }
-
- ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
-
- if (ctx->NeedEyeCoords)
- ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
-
- if (ctx->Light.Enabled) {
- gl_update_lighting_function(ctx);
-
- if ( (ctx->NewState & NEW_LIGHTING) ||
- ((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) &&
- !ctx->NeedEyeCoords) ||
- oldcoord != ctx->NeedEyeCoords ||
- oldnorm != ctx->NeedEyeNormals) {
- gl_compute_light_positions(ctx);
- }
-
- ctx->rescale_factor = 1.0F;
-
- if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
- MAT_FLAG_GENERAL_SCALE |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_GENERAL) )
-
- {
- GLfloat *m = ctx->ModelView.inv;
- GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10];
- if (f > 1e-12 && (f-1)*(f-1) > 1e-12)
- ctx->rescale_factor = 1.0/GL_SQRT(f);
- }
- }
-
- gl_update_normal_transform( ctx );
- }
-
- finished:
- gl_update_pipelines(ctx);
- ctx->NewState = 0;
}