| /* $Id: context.c,v 1.56 2000/04/08 18:57:45 brianp Exp $ */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 3.3 |
| * |
| * 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"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| #ifdef PC_HEADER |
| #include "all.h" |
| #else |
| #include "glheader.h" |
| #include "accum.h" |
| #include "alphabuf.h" |
| #include "clip.h" |
| #include "context.h" |
| #include "cva.h" |
| #include "depth.h" |
| #include "dlist.h" |
| #include "eval.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 "macros.h" |
| #include "matrix.h" |
| #include "mem.h" |
| #include "mmath.h" |
| #include "pb.h" |
| #include "pipeline.h" |
| #include "shade.h" |
| #include "simple_list.h" |
| #include "stencil.h" |
| #include "stages.h" |
| #include "state.h" |
| #include "translate.h" |
| #include "teximage.h" |
| #include "texobj.h" |
| #include "texstate.h" |
| #include "texture.h" |
| #include "types.h" |
| #include "varray.h" |
| #include "vb.h" |
| #include "vbcull.h" |
| #include "vbrender.h" |
| #include "vbxform.h" |
| #include "vertices.h" |
| #include "xform.h" |
| #endif |
| |
| |
| |
| /**********************************************************************/ |
| /***** Context and Thread management *****/ |
| /**********************************************************************/ |
| |
| |
| #if !defined(THREADS) |
| |
| struct immediate *_mesa_CurrentInput = NULL; |
| |
| #endif |
| |
| |
| |
| |
| /**********************************************************************/ |
| /***** Profiling functions *****/ |
| /**********************************************************************/ |
| |
| #ifdef PROFILE |
| |
| #include <sys/times.h> |
| #include <sys/param.h> |
| |
| |
| /* |
| * Return system time in seconds. |
| * NOTE: this implementation may not be very portable! |
| */ |
| GLdouble gl_time( void ) |
| { |
| static GLdouble prev_time = 0.0; |
| static GLdouble time; |
| struct tms tm; |
| clock_t clk; |
| |
| clk = times(&tm); |
| |
| #ifdef CLK_TCK |
| time = (double)clk / (double)CLK_TCK; |
| #else |
| time = (double)clk / (double)HZ; |
| #endif |
| |
| if (time>prev_time) { |
| prev_time = time; |
| return time; |
| } |
| else { |
| return prev_time; |
| } |
| } |
| |
| /* |
| * Reset the timing/profiling counters |
| */ |
| static void init_timings( GLcontext *ctx ) |
| { |
| ctx->BeginEndCount = 0; |
| ctx->BeginEndTime = 0.0; |
| ctx->VertexCount = 0; |
| ctx->VertexTime = 0.0; |
| ctx->PointCount = 0; |
| ctx->PointTime = 0.0; |
| ctx->LineCount = 0; |
| ctx->LineTime = 0.0; |
| ctx->PolygonCount = 0; |
| ctx->PolygonTime = 0.0; |
| ctx->ClearCount = 0; |
| ctx->ClearTime = 0.0; |
| ctx->SwapCount = 0; |
| ctx->SwapTime = 0.0; |
| } |
| |
| |
| /* |
| * Print the accumulated timing/profiling data. |
| */ |
| static void print_timings( GLcontext *ctx ) |
| { |
| GLdouble beginendrate; |
| GLdouble vertexrate; |
| GLdouble pointrate; |
| GLdouble linerate; |
| GLdouble polygonrate; |
| GLdouble overhead; |
| GLdouble clearrate; |
| GLdouble swaprate; |
| GLdouble avgvertices; |
| |
| if (ctx->BeginEndTime>0.0) { |
| beginendrate = ctx->BeginEndCount / ctx->BeginEndTime; |
| } |
| else { |
| beginendrate = 0.0; |
| } |
| if (ctx->VertexTime>0.0) { |
| vertexrate = ctx->VertexCount / ctx->VertexTime; |
| } |
| else { |
| vertexrate = 0.0; |
| } |
| if (ctx->PointTime>0.0) { |
| pointrate = ctx->PointCount / ctx->PointTime; |
| } |
| else { |
| pointrate = 0.0; |
| } |
| if (ctx->LineTime>0.0) { |
| linerate = ctx->LineCount / ctx->LineTime; |
| } |
| else { |
| linerate = 0.0; |
| } |
| if (ctx->PolygonTime>0.0) { |
| polygonrate = ctx->PolygonCount / ctx->PolygonTime; |
| } |
| else { |
| polygonrate = 0.0; |
| } |
| if (ctx->ClearTime>0.0) { |
| clearrate = ctx->ClearCount / ctx->ClearTime; |
| } |
| else { |
| clearrate = 0.0; |
| } |
| if (ctx->SwapTime>0.0) { |
| swaprate = ctx->SwapCount / ctx->SwapTime; |
| } |
| else { |
| swaprate = 0.0; |
| } |
| |
| if (ctx->BeginEndCount>0) { |
| avgvertices = (GLdouble) ctx->VertexCount / (GLdouble) ctx->BeginEndCount; |
| } |
| else { |
| avgvertices = 0.0; |
| } |
| |
| overhead = ctx->BeginEndTime - ctx->VertexTime - ctx->PointTime |
| - ctx->LineTime - ctx->PolygonTime; |
| |
| |
| printf(" Count Time (s) Rate (/s) \n"); |
| printf("--------------------------------------------------------\n"); |
| printf("glBegin/glEnd %7d %8.3f %10.3f\n", |
| ctx->BeginEndCount, ctx->BeginEndTime, beginendrate); |
| printf(" vertexes transformed %7d %8.3f %10.3f\n", |
| ctx->VertexCount, ctx->VertexTime, vertexrate ); |
| printf(" points rasterized %7d %8.3f %10.3f\n", |
| ctx->PointCount, ctx->PointTime, pointrate ); |
| printf(" lines rasterized %7d %8.3f %10.3f\n", |
| ctx->LineCount, ctx->LineTime, linerate ); |
| printf(" polygons rasterized %7d %8.3f %10.3f\n", |
| ctx->PolygonCount, ctx->PolygonTime, polygonrate ); |
| printf(" overhead %8.3f\n", overhead ); |
| printf("glClear %7d %8.3f %10.3f\n", |
| ctx->ClearCount, ctx->ClearTime, clearrate ); |
| printf("SwapBuffers %7d %8.3f %10.3f\n", |
| ctx->SwapCount, ctx->SwapTime, swaprate ); |
| printf("\n"); |
| |
| printf("Average number of vertices per begin/end: %8.3f\n", avgvertices ); |
| } |
| #endif |
| |
| |
| |
| |
| |
| /**********************************************************************/ |
| /***** GL Visual allocation/destruction *****/ |
| /**********************************************************************/ |
| |
| |
| /* |
| * Allocate a new GLvisual object. |
| * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode |
| * alphaFlag - alloc software alpha buffers? |
| * dbFlag - double buffering? |
| * stereoFlag - stereo buffer? |
| * 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(); |
| _mesa_init_fog(); |
| _mesa_init_math(); |
| gl_init_lists(); |
| gl_init_shade(); |
| gl_init_texture(); |
| gl_init_transformation(); |
| gl_init_translate(); |
| gl_init_vbrender(); |
| gl_init_vbxform(); |
| gl_init_vertices(); |
| |
| if (getenv("MESA_DEBUG")) { |
| _glapi_noop_enable_warnings(GL_TRUE); |
| } |
| else { |
| _glapi_noop_enable_warnings(GL_FALSE); |
| } |
| |
| #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__) |
| fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__); |
| #endif |
| |
| alreadyCalled = GL_TRUE; |
| } |
| _glthread_UNLOCK_MUTEX(OneTimeLock); |
| } |
| |
| |
| |
| /* |
| * Allocate and initialize a shared context state structure. |
| */ |
| static struct gl_shared_state *alloc_shared_state( void ) |
| { |
| GLuint d; |
| struct gl_shared_state *ss; |
| GLboolean outOfMemory; |
| |
| ss = CALLOC_STRUCT(gl_shared_state); |
| if (!ss) |
| return NULL; |
| |
| ss->DisplayList = _mesa_NewHashTable(); |
| |
| ss->TexObjects = _mesa_NewHashTable(); |
| |
| /* Default Texture objects */ |
| outOfMemory = GL_FALSE; |
| for (d = 1 ; d <= 3 ; d++) { |
| ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d); |
| if (!ss->DefaultD[d]) { |
| outOfMemory = GL_TRUE; |
| break; |
| } |
| ss->DefaultD[d]->RefCount++; /* don't free if not in use */ |
| } |
| |
| if (!ss->DisplayList || !ss->TexObjects || outOfMemory) { |
| /* Ran out of memory at some point. Free everything and return NULL */ |
| if (ss->DisplayList) |
| _mesa_DeleteHashTable(ss->DisplayList); |
| if (ss->TexObjects) |
| _mesa_DeleteHashTable(ss->TexObjects); |
| if (ss->DefaultD[1]) |
| gl_free_texture_object(ss, ss->DefaultD[1]); |
| if (ss->DefaultD[2]) |
| gl_free_texture_object(ss, ss->DefaultD[2]); |
| if (ss->DefaultD[3]) |
| gl_free_texture_object(ss, ss->DefaultD[3]); |
| FREE(ss); |
| return NULL; |
| } |
| else { |
| return ss; |
| } |
| } |
| |
| |
| /* |
| * Deallocate a shared state context and all children structures. |
| */ |
| static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss ) |
| { |
| /* Free display lists */ |
| while (1) { |
| GLuint list = _mesa_HashFirstEntry(ss->DisplayList); |
| if (list) { |
| gl_destroy_list(ctx, list); |
| } |
| else { |
| break; |
| } |
| } |
| _mesa_DeleteHashTable(ss->DisplayList); |
| |
| /* Free texture objects */ |
| while (ss->TexObjectList) |
| { |
| if (ctx->Driver.DeleteTexture) |
| (*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList ); |
| /* this function removes from linked list too! */ |
| gl_free_texture_object(ss, ss->TexObjectList); |
| } |
| _mesa_DeleteHashTable(ss->TexObjects); |
| |
| FREE(ss); |
| } |
| |
| |
| |
| /* |
| * Initialize the nth light. Note that the defaults for light 0 are |
| * different than the other lights. |
| */ |
| static void init_light( struct gl_light *l, GLuint n ) |
| { |
| make_empty_list( l ); |
| |
| ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 ); |
| if (n==0) { |
| ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 ); |
| ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 ); |
| } |
| else { |
| ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 ); |
| ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 ); |
| } |
| ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 ); |
| ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 ); |
| l->SpotExponent = 0.0; |
| gl_compute_spot_exp_table( l ); |
| l->SpotCutoff = 180.0; |
| l->CosCutoff = 0.0; /* KW: -ve values not admitted */ |
| l->ConstantAttenuation = 1.0; |
| l->LinearAttenuation = 0.0; |
| l->QuadraticAttenuation = 0.0; |
| l->Enabled = GL_FALSE; |
| } |
| |
| |
| |
| static void init_lightmodel( struct gl_lightmodel *lm ) |
| { |
| ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 ); |
| lm->LocalViewer = GL_FALSE; |
| lm->TwoSide = GL_FALSE; |
| lm->ColorControl = GL_SINGLE_COLOR; |
| } |
| |
| |
| static void init_material( struct gl_material *m ) |
| { |
| ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 ); |
| ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 ); |
| ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 ); |
| ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 ); |
| m->Shininess = 0.0; |
| m->AmbientIndex = 0; |
| m->DiffuseIndex = 1; |
| m->SpecularIndex = 1; |
| } |
| |
| |
| |
| static void init_texture_unit( GLcontext *ctx, GLuint unit ) |
| { |
| struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; |
| |
| texUnit->EnvMode = GL_MODULATE; |
| ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); |
| texUnit->TexGenEnabled = 0; |
| texUnit->GenModeS = GL_EYE_LINEAR; |
| texUnit->GenModeT = GL_EYE_LINEAR; |
| texUnit->GenModeR = GL_EYE_LINEAR; |
| texUnit->GenModeQ = GL_EYE_LINEAR; |
| /* Yes, these plane coefficients are correct! */ |
| ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 ); |
| ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 ); |
| |
| texUnit->CurrentD[1] = ctx->Shared->DefaultD[1]; |
| texUnit->CurrentD[2] = ctx->Shared->DefaultD[2]; |
| texUnit->CurrentD[3] = ctx->Shared->DefaultD[3]; |
| } |
| |
| |
| static void init_fallback_arrays( GLcontext *ctx ) |
| { |
| struct gl_client_array *cl; |
| GLuint i; |
| |
| cl = &ctx->Fallback.Normal; |
| cl->Size = 3; |
| cl->Type = GL_FLOAT; |
| cl->Stride = 0; |
| cl->StrideB = 0; |
| cl->Ptr = (void *) ctx->Current.Normal; |
| cl->Enabled = 1; |
| |
| cl = &ctx->Fallback.Color; |
| cl->Size = 4; |
| cl->Type = GL_UNSIGNED_BYTE; |
| cl->Stride = 0; |
| cl->StrideB = 0; |
| cl->Ptr = (void *) ctx->Current.ByteColor; |
| cl->Enabled = 1; |
| |
| cl = &ctx->Fallback.Index; |
| cl->Size = 1; |
| cl->Type = GL_UNSIGNED_INT; |
| cl->Stride = 0; |
| cl->StrideB = 0; |
| cl->Ptr = (void *) &ctx->Current.Index; |
| cl->Enabled = 1; |
| |
| for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) { |
| cl = &ctx->Fallback.TexCoord[i]; |
| cl->Size = 4; |
| cl->Type = GL_FLOAT; |
| cl->Stride = 0; |
| cl->StrideB = 0; |
| cl->Ptr = (void *) ctx->Current.Texcoord[i]; |
| cl->Enabled = 1; |
| } |
| |
| cl = &ctx->Fallback.EdgeFlag; |
| cl->Size = 1; |
| cl->Type = GL_UNSIGNED_BYTE; |
| cl->Stride = 0; |
| cl->StrideB = 0; |
| cl->Ptr = (void *) &ctx->Current.EdgeFlag; |
| cl->Enabled = 1; |
| } |
| |
| |
| /* Initialize a 1-D evaluator map */ |
| static void init_1d_map( struct gl_1d_map *map, int n, const float *initial ) |
| { |
| map->Order = 1; |
| map->u1 = 0.0; |
| map->u2 = 1.0; |
| map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat)); |
| if (map->Points) { |
| GLint i; |
| for (i=0;i<n;i++) |
| map->Points[i] = initial[i]; |
| } |
| } |
| |
| |
| /* Initialize a 2-D evaluator map */ |
| static void init_2d_map( struct gl_2d_map *map, int n, const float *initial ) |
| { |
| map->Uorder = 1; |
| map->Vorder = 1; |
| map->u1 = 0.0; |
| map->u2 = 1.0; |
| map->v1 = 0.0; |
| map->v2 = 1.0; |
| map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat)); |
| if (map->Points) { |
| GLint i; |
| for (i=0;i<n;i++) |
| map->Points[i] = initial[i]; |
| } |
| } |
| |
| |
| static void init_color_table( struct gl_color_table *p ) |
| { |
| p->Table[0] = 255; |
| p->Table[1] = 255; |
| p->Table[2] = 255; |
| p->Table[3] = 255; |
| p->Size = 1; |
| p->IntFormat = GL_RGBA; |
| p->Format = GL_RGBA; |
| } |
| |
| |
| /* |
| * Initialize the attribute groups in a GLcontext. |
| */ |
| static void init_attrib_groups( GLcontext *ctx ) |
| { |
| GLuint i, j; |
| |
| 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; |
| } |
| } |
| |
| /* 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.AllowDrawSpn = 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++; |
| } |
| |
| |
| /* 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; |
| |
| /* 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 * 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.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; |
| |
| /* 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; |
| 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 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 ) |
| { |
| GLboolean out_of_memory; |
| GLint i; |
| |
| ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1); |
| if (!ctx->Texture.Proxy1D) { |
| return GL_FALSE; |
| } |
| |
| ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2); |
| if (!ctx->Texture.Proxy2D) { |
| gl_free_texture_object(NULL, ctx->Texture.Proxy1D); |
| return GL_FALSE; |
| } |
| |
| ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3); |
| if (!ctx->Texture.Proxy3D) { |
| gl_free_texture_object(NULL, ctx->Texture.Proxy1D); |
| gl_free_texture_object(NULL, ctx->Texture.Proxy2D); |
| return GL_FALSE; |
| } |
| |
| out_of_memory = GL_FALSE; |
| for (i=0;i<MAX_TEXTURE_LEVELS;i++) { |
| ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image(); |
| 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]) { |
| out_of_memory = GL_TRUE; |
| } |
| } |
| if (out_of_memory) { |
| for (i=0;i<MAX_TEXTURE_LEVELS;i++) { |
| if (ctx->Texture.Proxy1D->Image[i]) { |
| _mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]); |
| } |
| if (ctx->Texture.Proxy2D->Image[i]) { |
| _mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]); |
| } |
| if (ctx->Texture.Proxy3D->Image[i]) { |
| _mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]); |
| } |
| } |
| gl_free_texture_object(NULL, ctx->Texture.Proxy1D); |
| gl_free_texture_object(NULL, ctx->Texture.Proxy2D); |
| gl_free_texture_object(NULL, ctx->Texture.Proxy3D); |
| return GL_FALSE; |
| } |
| else { |
| return GL_TRUE; |
| } |
| } |
| |
| |
| |
| /* |
| * Initialize a GLcontext struct. |
| */ |
| GLboolean gl_initialize_context_data( GLcontext *ctx, |
| GLvisual *visual, |
| GLcontext *share_list, |
| void *driver_ctx, |
| GLboolean direct ) |
| { |
| (void) direct; /* not used */ |
| |
| /* misc one-time initializations */ |
| one_time_init(); |
| |
| ctx->DriverCtx = driver_ctx; |
| ctx->Visual = visual; |
| ctx->DrawBuffer = NULL; |
| ctx->ReadBuffer = NULL; |
| |
| ctx->VB = gl_vb_create_for_immediate( ctx ); |
| if (!ctx->VB) { |
| FREE( ctx ); |
| return GL_FALSE; |
| } |
| ctx->input = ctx->VB->IM; |
| |
| ctx->PB = gl_alloc_pb(); |
| if (!ctx->PB) { |
| FREE( ctx->VB ); |
| FREE( ctx ); |
| return GL_FALSE; |
| } |
| |
| if (share_list) { |
| /* share the group of display lists of another context */ |
| ctx->Shared = share_list->Shared; |
| } |
| else { |
| /* allocate new group of display lists */ |
| ctx->Shared = alloc_shared_state(); |
| if (!ctx->Shared) { |
| FREE(ctx->VB); |
| FREE(ctx->PB); |
| FREE(ctx); |
| return GL_FALSE; |
| } |
| } |
| _glthread_LOCK_MUTEX(ctx->Shared->Mutex); |
| ctx->Shared->RefCount++; |
| _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex); |
| |
| init_attrib_groups( ctx ); |
| |
| gl_reset_vb( ctx->VB ); |
| gl_reset_input( ctx ); |
| |
| if (visual->DBflag) { |
| ctx->Color.DrawBuffer = GL_BACK; |
| ctx->Color.DriverDrawBuffer = GL_BACK_LEFT; |
| ctx->Color.DrawDestMask = BACK_LEFT_BIT; |
| ctx->Pixel.ReadBuffer = GL_BACK; |
| ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT; |
| } |
| else { |
| ctx->Color.DrawBuffer = GL_FRONT; |
| ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT; |
| ctx->Color.DrawDestMask = FRONT_LEFT_BIT; |
| ctx->Pixel.ReadBuffer = GL_FRONT; |
| ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT; |
| } |
| |
| #ifdef PROFILE |
| init_timings( ctx ); |
| #endif |
| |
| if (!alloc_proxy_textures(ctx)) { |
| free_shared_state(ctx, ctx->Shared); |
| FREE(ctx->VB); |
| FREE(ctx->PB); |
| FREE(ctx); |
| return GL_FALSE; |
| } |
| |
| /* 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; |
| |
| return GL_TRUE; |
| } |
| |
| |
| |
| /* |
| * 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. |
| */ |
| GLcontext *gl_create_context( GLvisual *visual, |
| GLcontext *share_list, |
| void *driver_ctx, |
| GLboolean direct ) |
| { |
| GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) ); |
| if (!ctx) { |
| return NULL; |
| } |
| |
| if (gl_initialize_context_data(ctx, visual, share_list, |
| driver_ctx, direct)) { |
| return ctx; |
| } |
| else { |
| FREE(ctx); |
| return NULL; |
| } |
| } |
| |
| |
| |
| /* |
| * Free the data associated with the given context. |
| * But don't free() the GLcontext struct itself! |
| */ |
| void gl_free_context_data( GLcontext *ctx ) |
| { |
| struct gl_shine_tab *s, *tmps; |
| GLuint i, j; |
| |
| /* if we're destroying the current context, unbind it first */ |
| if (ctx == gl_get_current_context()) { |
| gl_make_current(NULL, NULL); |
| } |
| |
| #ifdef PROFILE |
| if (getenv("MESA_PROFILE")) { |
| print_timings( ctx ); |
| } |
| #endif |
| |
| gl_matrix_dtr( &ctx->ModelView ); |
| for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 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( 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); |
| } |
| |
| |
| |
| /* |
| * Destroy a GLcontext structure. |
| */ |
| void gl_destroy_context( GLcontext *ctx ) |
| { |
| if (ctx) { |
| gl_free_context_data(ctx); |
| FREE( (void *) ctx ); |
| } |
| } |
| |
| |
| |
| /* |
| * Called by the driver after both the context and driver are fully |
| * initialized. Currently just reads the config file. |
| */ |
| void gl_context_initialize( GLcontext *ctx ) |
| { |
| gl_read_config_file( ctx ); |
| } |
| |
| |
| |
| /* |
| * Copy attribute groups from one context to another. |
| * Input: src - source context |
| * dst - destination context |
| * mask - bitwise OR of GL_*_BIT flags |
| */ |
| void gl_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask ) |
| { |
| if (mask & GL_ACCUM_BUFFER_BIT) { |
| MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) ); |
| } |
| if (mask & GL_COLOR_BUFFER_BIT) { |
| MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) ); |
| } |
| if (mask & GL_CURRENT_BIT) { |
| MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) ); |
| } |
| if (mask & GL_DEPTH_BUFFER_BIT) { |
| MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) ); |
| } |
| if (mask & GL_ENABLE_BIT) { |
| /* no op */ |
| } |
| if (mask & GL_EVAL_BIT) { |
| MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) ); |
| } |
| if (mask & GL_FOG_BIT) { |
| MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) ); |
| } |
| if (mask & GL_HINT_BIT) { |
| MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) ); |
| } |
| if (mask & GL_LIGHTING_BIT) { |
| MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) ); |
| /* gl_reinit_light_attrib( &dst->Light ); */ |
| } |
| if (mask & GL_LINE_BIT) { |
| MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) ); |
| } |
| if (mask & GL_LIST_BIT) { |
| MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) ); |
| } |
| if (mask & GL_PIXEL_MODE_BIT) { |
| MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) ); |
| } |
| if (mask & GL_POINT_BIT) { |
| MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) ); |
| } |
| if (mask & GL_POLYGON_BIT) { |
| MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) ); |
| } |
| if (mask & GL_POLYGON_STIPPLE_BIT) { |
| /* Use loop instead of MEMCPY due to problem with Portland Group's |
| * C compiler. Reported by John Stone. |
| */ |
| int i; |
| for (i=0;i<32;i++) { |
| dst->PolygonStipple[i] = src->PolygonStipple[i]; |
| } |
| } |
| if (mask & GL_SCISSOR_BIT) { |
| MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) ); |
| } |
| if (mask & GL_STENCIL_BUFFER_BIT) { |
| MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) ); |
| } |
| if (mask & GL_TEXTURE_BIT) { |
| MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) ); |
| } |
| if (mask & GL_TRANSFORM_BIT) { |
| MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) ); |
| } |
| if (mask & GL_VIEWPORT_BIT) { |
| MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_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 ); |
| } |
| |
| |
| /* |
| * Bind the given context to the given draw-buffer and read-buffer |
| * and make it the current context for this thread. |
| */ |
| void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer, |
| GLframebuffer *readBuffer ) |
| { |
| #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 { |
| _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 *****/ |
| /**********************************************************************/ |
| |
| |
| /* |
| * This function is called when the Mesa user has stumbled into a code |
| * path which may not be implemented fully or correctly. |
| */ |
| void gl_problem( const GLcontext *ctx, const char *s ) |
| { |
| fprintf( stderr, "Mesa implementation error: %s\n", s ); |
| fprintf( stderr, "Report to mesa-bugs@mesa3d.org\n" ); |
| (void) ctx; |
| } |
| |
| |
| |
| /* |
| * This is called to inform the user that he or she has tried to do |
| * something illogical or if there's likely a bug in their program |
| * (like enabled depth testing without a depth buffer). |
| */ |
| void gl_warning( const GLcontext *ctx, const char *s ) |
| { |
| GLboolean debug; |
| #ifdef DEBUG |
| debug = GL_TRUE; |
| #else |
| if (getenv("MESA_DEBUG")) { |
| debug = GL_TRUE; |
| } |
| else { |
| debug = GL_FALSE; |
| } |
| #endif |
| if (debug) { |
| fprintf( stderr, "Mesa warning: %s\n", s ); |
| } |
| (void) ctx; |
| } |
| |
| |
| |
| /* |
| * Compile an error into current display list. |
| */ |
| void gl_compile_error( GLcontext *ctx, GLenum error, const char *s ) |
| { |
| if (ctx->CompileFlag) |
| gl_save_error( ctx, error, s ); |
| |
| if (ctx->ExecuteFlag) |
| gl_error( ctx, error, s ); |
| } |
| |
| |
| |
| /* |
| * This is Mesa's error handler. Normally, all that's done is the updating |
| * of the current error value. If Mesa is compiled with -DDEBUG or if the |
| * environment variable "MESA_DEBUG" is defined then a real error message |
| * is printed to stderr. |
| * Input: error - the error value |
| * s - a diagnostic string |
| */ |
| void gl_error( GLcontext *ctx, GLenum error, const char *s ) |
| { |
| GLboolean debug; |
| |
| #ifdef DEBUG |
| debug = GL_TRUE; |
| #else |
| if (getenv("MESA_DEBUG")) { |
| debug = GL_TRUE; |
| } |
| else { |
| debug = GL_FALSE; |
| } |
| #endif |
| |
| if (debug) { |
| char errstr[1000]; |
| |
| switch (error) { |
| case GL_NO_ERROR: |
| strcpy( errstr, "GL_NO_ERROR" ); |
| break; |
| case GL_INVALID_VALUE: |
| strcpy( errstr, "GL_INVALID_VALUE" ); |
| break; |
| case GL_INVALID_ENUM: |
| strcpy( errstr, "GL_INVALID_ENUM" ); |
| break; |
| case GL_INVALID_OPERATION: |
| strcpy( errstr, "GL_INVALID_OPERATION" ); |
| break; |
| case GL_STACK_OVERFLOW: |
| strcpy( errstr, "GL_STACK_OVERFLOW" ); |
| break; |
| case GL_STACK_UNDERFLOW: |
| strcpy( errstr, "GL_STACK_UNDERFLOW" ); |
| break; |
| case GL_OUT_OF_MEMORY: |
| strcpy( errstr, "GL_OUT_OF_MEMORY" ); |
| break; |
| default: |
| strcpy( errstr, "unknown" ); |
| break; |
| } |
| fprintf( stderr, "Mesa user error: %s in %s\n", errstr, s ); |
| } |
| |
| if (ctx->ErrorValue==GL_NO_ERROR) { |
| ctx->ErrorValue = error; |
| } |
| |
| /* Call device driver's error handler, if any. This is used on the Mac. */ |
| if (ctx->Driver.Error) { |
| (*ctx->Driver.Error)( ctx ); |
| } |
| } |
| |
| |
| |
| void |
| _mesa_Finish( void ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish"); |
| if (ctx->Driver.Finish) { |
| (*ctx->Driver.Finish)( ctx ); |
| } |
| } |
| |
| |
| |
| void |
| _mesa_Flush( void ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush"); |
| if (ctx->Driver.Flush) { |
| (*ctx->Driver.Flush)( ctx ); |
| } |
| } |