/*
* Mesa 3-D graphics library
- * Version: 6.3
+ * Version: 7.5
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. 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 "context.h"
#include "enums.h"
#include "macros.h"
+#include "mfeatures.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
-#include "math/m_xform.h"
/**
*
* Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
* the top matrix of the current matrix stack and sets
- * __GLcontextRec::NewState.
+ * __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_Frustum( GLdouble left, GLdouble right,
*
* Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
* the top matrix of the current matrix stack and sets
- * __GLcontextRec::NewState.
+ * __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_Ortho( GLdouble left, GLdouble right,
* \sa glMatrixMode().
*
* Flushes the vertices, validates the parameter and updates
- * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
+ * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
* specified matrix stack.
*/
void GLAPIENTRY
ctx->CurrentStack = &ctx->ProjectionMatrixStack;
break;
case GL_TEXTURE:
+ /* This error check is disabled because if we're called from
+ * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
+ * we'll generate an unexpected error.
+ * From the GL_ARB_vertex_shader spec it sounds like we should instead
+ * do error checking in other places when we actually try to access
+ * texture matrices beyond MaxTextureCoordUnits.
+ */
+#if 0
if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(texcoord unit)");
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glMatrixMode(invalid tex unit %d)",
+ ctx->Texture.CurrentUnit);
return;
}
+#endif
+ ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
break;
- case GL_COLOR:
- ctx->CurrentStack = &ctx->ColorMatrixStack;
- break;
case GL_MATRIX0_NV:
case GL_MATRIX1_NV:
case GL_MATRIX2_NV:
* \sa glPushMatrix().
*
* Verifies the current matrix stack is not full, and duplicates the top-most
- * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
+ * matrix in the stack. Marks __struct gl_contextRec::NewState with the stack dirty
* flag.
*/
void GLAPIENTRY
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- struct matrix_stack *stack = ctx->CurrentStack;
+ struct gl_matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
* \sa glPopMatrix().
*
* Flushes the vertices, verifies the current matrix stack is not empty, and
- * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
+ * moves the stack head down. Marks __struct gl_contextRec::NewState with the dirty
* stack flag.
*/
void GLAPIENTRY
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- struct matrix_stack *stack = ctx->CurrentStack;
+ struct gl_matrix_stack *stack = ctx->CurrentStack;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE&VERBOSE_API)
* \sa glLoadIdentity().
*
* Flushes the vertices and calls _math_matrix_set_identity() with the top-most
- * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
+ * matrix in the current stack. Marks __struct gl_contextRec::NewState with the stack
* dirty flag.
*/
void GLAPIENTRY
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glLoadIdentity()");
+ _mesa_debug(ctx, "glLoadIdentity()\n");
_math_matrix_set_identity( ctx->CurrentStack->Top );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
* \sa glLoadMatrixf().
*
* Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
- * in the current stack and the given matrix. Marks __GLcontextRec::NewState
+ * in the current stack and the given matrix. Marks __struct gl_contextRec::NewState
* with the dirty stack flag.
*/
void GLAPIENTRY
*
* Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
* matrix in the current stack and the given matrix. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_MultMatrixf( const GLfloat *m )
*
* Flushes the vertices and calls _math_matrix_rotate() with the top-most
* matrix in the current stack and the given parameters. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
*
* Flushes the vertices and calls _math_matrix_scale() with the top-most
* matrix in the current stack and the given parameters. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
*
* Flushes the vertices and calls _math_matrix_translate() with the top-most
* matrix in the current stack and the given parameters. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
}
#endif
-/**
- * Set the viewport.
- *
- * \param x, y coordinates of the lower-left corner of the viewport rectangle.
- * \param width width of the viewport rectangle.
- * \param height height of the viewport rectangle.
- *
- * \sa Called via glViewport() or display list execution.
- *
- * Flushes the vertices and calls _mesa_set_viewport() with the given
- * parameters.
- */
-void GLAPIENTRY
-_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _mesa_set_viewport(ctx, x, y, width, height);
-}
-
-
-/**
- * Set new viewport parameters and update derived state (the _WindowMap
- * matrix). Usually called from _mesa_Viewport().
- *
- * \param ctx GL context.
- * \param x, y coordinates of the lower left corner of the viewport rectangle.
- * \param width width of the viewport rectangle.
- * \param height height of the viewport rectangle.
- */
-void
-_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
- GLsizei width, GLsizei height )
-{
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
-
- if (width < 0 || height < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE,
- "glViewport(%d, %d, %d, %d)", x, y, width, height );
- return;
- }
-
- /* clamp width and height to the implementation dependent range */
- width = CLAMP(width, 1, (GLsizei) ctx->Const.MaxViewportWidth);
- height = CLAMP(height, 1, (GLsizei) ctx->Const.MaxViewportHeight);
-
- ctx->Viewport.X = x;
- ctx->Viewport.Width = width;
- ctx->Viewport.Y = y;
- ctx->Viewport.Height = height;
- ctx->NewState |= _NEW_VIEWPORT;
-
-#if 1
- /* XXX remove this someday. Currently the DRI drivers rely on
- * the WindowMap matrix being up to date in the driver's Viewport
- * and DepthRange functions.
- */
- _math_matrix_viewport(&ctx->Viewport._WindowMap,
- ctx->Viewport.X, ctx->Viewport.Y,
- ctx->Viewport.Width, ctx->Viewport.Height,
- ctx->Viewport.Near, ctx->Viewport.Far,
- ctx->DrawBuffer->_DepthMaxF);
-#endif
-
- if (ctx->Driver.Viewport) {
- /* Many drivers will use this call to check for window size changes
- * and reallocate the z/stencil/accum/etc buffers if needed.
- */
- (*ctx->Driver.Viewport)( ctx, x, y, width, height );
- }
-}
-
-
-#if _HAVE_FULL_GL
-/**
- * Called by glDepthRange
- *
- * \param nearval specifies the Z buffer value which should correspond to
- * the near clip plane
- * \param farval specifies the Z buffer value which should correspond to
- * the far clip plane
- */
-void GLAPIENTRY
-_mesa_DepthRange( GLclampd nearval, GLclampd farval )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-
- if (MESA_VERBOSE&VERBOSE_API)
- _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
-
- ctx->Viewport.Near = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
- ctx->Viewport.Far = (GLfloat) CLAMP( farval, 0.0, 1.0 );
- ctx->NewState |= _NEW_VIEWPORT;
-
-#if 1
- /* XXX remove this someday. Currently the DRI drivers rely on
- * the WindowMap matrix being up to date in the driver's Viewport
- * and DepthRange functions.
- */
- _math_matrix_viewport(&ctx->Viewport._WindowMap,
- ctx->Viewport.X, ctx->Viewport.Y,
- ctx->Viewport.Width, ctx->Viewport.Height,
- ctx->Viewport.Near, ctx->Viewport.Far,
- ctx->DrawBuffer->_DepthMaxF);
-#endif
-
- if (ctx->Driver.DepthRange) {
- (*ctx->Driver.DepthRange)( ctx, nearval, farval );
- }
-}
-#endif
-
/**********************************************************************/
* Calls _math_matrix_analyse() with the top-matrix of the projection matrix
* stack, and recomputes user clip positions if necessary.
*
- * \note This routine references __GLcontextRec::Tranform attribute values to
+ * \note This routine references __struct gl_contextRec::Tranform attribute values to
* compute userclip positions in clip space, but is only called on
* _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
- * date across changes to the __GLcontextRec::Transform attributes.
+ * date across changes to the __struct gl_contextRec::Transform attributes.
*/
static void
-update_projection( GLcontext *ctx )
+update_projection( struct gl_context *ctx )
{
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
* \param ctx GL context.
*
* Multiplies the top matrices of the projection and model view stacks into
- * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
+ * __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
* analyzes the resulting matrix via _math_matrix_analyse().
*/
static void
-calculate_model_project_matrix( GLcontext *ctx )
+calculate_model_project_matrix( struct gl_context *ctx )
{
_math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
ctx->ProjectionMatrixStack.Top,
* calculate_model_project_matrix() to recalculate the modelview-projection
* matrix.
*/
-void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
+void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state )
{
if (new_state & _NEW_MODELVIEW) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
* initialize it.
*/
static void
-init_matrix_stack( struct matrix_stack *stack,
+init_matrix_stack( struct gl_matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
* frees the array.
*/
static void
-free_matrix_stack( struct matrix_stack *stack )
+free_matrix_stack( struct gl_matrix_stack *stack )
{
GLuint i;
for (i = 0; i < stack->MaxDepth; i++) {
* Initializes each of the matrix stacks and the combined modelview-projection
* matrix.
*/
-void _mesa_init_matrix( GLcontext * ctx )
+void _mesa_init_matrix( struct gl_context * ctx )
{
GLint i;
_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++)
+ for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
_NEW_TEXTURE_MATRIX);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
init_matrix_stack(&ctx->ProgramMatrixStack[i],
MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
ctx->CurrentStack = &ctx->ModelviewMatrixStack;
* Frees each of the matrix stacks and the combined modelview-projection
* matrix.
*/
-void _mesa_free_matrix_data( GLcontext *ctx )
+void _mesa_free_matrix_data( struct gl_context *ctx )
{
GLint i;
free_matrix_stack(&ctx->ModelviewMatrixStack);
free_matrix_stack(&ctx->ProjectionMatrixStack);
- free_matrix_stack(&ctx->ColorMatrixStack);
- for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ for (i = 0; i < Elements(ctx->TextureMatrixStack); i++)
free_matrix_stack(&ctx->TextureMatrixStack[i]);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ for (i = 0; i < Elements(ctx->ProgramMatrixStack); i++)
free_matrix_stack(&ctx->ProgramMatrixStack[i]);
/* combined Modelview*Projection matrix */
_math_matrix_dtr( &ctx->_ModelProjectMatrix );
*
* \todo Move this to a new file with other 'transform' routines.
*/
-void _mesa_init_transform( GLcontext *ctx )
+void _mesa_init_transform( struct gl_context *ctx )
{
GLint i;
}
-/**
- * Initialize the context viewport attribute group.
- *
- * \param ctx GL context.
- *
- * \todo Move this to a new file with other 'viewport' routines.
- */
-void _mesa_init_viewport( GLcontext *ctx )
-{
- GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
-
- /* Viewport group */
- ctx->Viewport.X = 0;
- ctx->Viewport.Y = 0;
- ctx->Viewport.Width = 0;
- ctx->Viewport.Height = 0;
- ctx->Viewport.Near = 0.0;
- ctx->Viewport.Far = 1.0;
- _math_matrix_ctr(&ctx->Viewport._WindowMap);
-
- _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
- 0.0F, 1.0F, depthMax);
-}
-
-
-/**
- * Free the context viewport attribute group data.
- *
- * \param ctx GL context.
- *
- * \todo Move this to a new file with other 'viewport' routines.
- */
-void _mesa_free_viewport_data( GLcontext *ctx )
-{
- _math_matrix_dtr(&ctx->Viewport._WindowMap);
-}
-
/*@}*/