blob: d05d436c1e202da86438ad904e3a6c220836ddee [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 4.0
*
* Copyright (C) 1999 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.
*/
/*
* DOS/DJGPP device driver v1.0 for Mesa 4.0
*
* Copyright (C) 2002 - Borca Daniel
* Email : dborca@yahoo.com
* Web : http://www.geocities.com/dborca
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#include "context.h"
#include "GL/dmesa.h"
#include "extensions.h"
#inlcude "imports.h"
#include "macros.h"
#include "matrix.h"
#include "mmath.h"
#include "texformat.h"
#include "texstore.h"
#include "array_cache/acache.h"
#include "swrast/s_context.h"
#include "swrast/s_depth.h"
#include "swrast/s_lines.h"
#include "swrast/s_triangle.h"
#include "swrast/s_trispan.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#endif
#include "video.h"
/*
* In C++ terms, this class derives from the GLvisual class.
* Add system-specific fields to it.
*/
struct dmesa_visual {
GLvisual *gl_visual;
GLboolean db_flag; /* double buffered? */
GLboolean rgb_flag; /* RGB mode? */
GLuint depth; /* bits per pixel (1, 8, 24, etc) */
};
/*
* In C++ terms, this class derives from the GLframebuffer class.
* Add system-specific fields to it.
*/
struct dmesa_buffer {
GLframebuffer gl_buffer; /* The depth, stencil, accum, etc buffers */
void *the_window; /* your window handle, etc */
int bypp; /* bytes per pixel */
int xpos, ypos; /* position */
int width, height; /* size in pixels */
int bwidth, len; /* bytes in a line, then total */
};
/*
* In C++ terms, this class derives from the GLcontext class.
* Add system-specific fields to it.
*/
struct dmesa_context {
GLcontext *gl_ctx; /* the core library context */
DMesaVisual visual;
DMesaBuffer Buffer;
GLuint ClearColor;
/* etc... */
};
static void dmesa_update_state (GLcontext *ctx, GLuint new_state);
/**********************************************************************/
/***** Read/Write pixels *****/
/**********************************************************************/
#define FLIP(y) (c->Buffer->height - (y) - 1)
#define FLIP2(y) (h - (y) - 1)
static void write_rgba_span (const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte rgba[][4], const GLubyte mask[])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, offset;
offset = c->Buffer->width * FLIP(y) + x;
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++, offset++) {
if (mask[i]) {
vl_putpixel(b, offset, vl_mixrgba(rgba[i]));
}
}
} else {
/* draw all pixels */
for (i=0; i<n; i++, offset++) {
vl_putpixel(b, offset, vl_mixrgba(rgba[i]));
}
}
}
static void write_rgb_span (const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte rgb[][3], const GLubyte mask[])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, offset;
offset = c->Buffer->width * FLIP(y) + x;
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++, offset++) {
if (mask[i]) {
vl_putpixel(b, offset, vl_mixrgb(rgb[i]));
}
}
} else {
/* draw all pixels */
for (i=0; i<n; i++, offset++) {
vl_putpixel(b, offset, vl_mixrgb(rgb[i]));
}
}
}
static void write_mono_rgba_span (const GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLchan color[4], const GLubyte mask[])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, offset, rgba = vl_mixrgba(color);
offset = c->Buffer->width * FLIP(y) + x;
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++, offset++) {
if (mask[i]) {
vl_putpixel(b, offset, rgba);
}
}
} else {
/* draw all pixels */
for (i=0; i<n; i++, offset++) {
vl_putpixel(b, offset, rgba);
}
}
}
static void read_rgba_span (const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLubyte rgba[][4])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, offset;
offset = c->Buffer->width * FLIP(y) + x;
/* read all pixels */
for (i=0; i<n; i++, offset++) {
vl_getrgba(b, offset, rgba[i]);
}
}
static void write_rgba_pixels (const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte rgba[][4], const GLubyte mask[])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, w = c->Buffer->width, h = c->Buffer->height;
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++) {
if (mask[i]) {
vl_putpixel(b, FLIP2(y[i])*w + x[i], vl_mixrgba(rgba[i]));
}
}
} else {
/* draw all pixels */
for (i=0; i<n; i++) {
vl_putpixel(b, FLIP2(y[i])*w + x[i], vl_mixrgba(rgba[i]));
}
}
}
static void write_mono_rgba_pixels (const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLchan color[4], const GLubyte mask[])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, w = c->Buffer->width, h = c->Buffer->height, rgba = vl_mixrgba(color);
if (mask) {
/* draw some pixels */
for (i=0; i<n; i++) {
if (mask[i]) {
vl_putpixel(b, FLIP2(y[i])*w + x[i], rgba);
}
}
} else {
/* draw all pixels */
for (i=0; i<n; i++) {
vl_putpixel(b, FLIP2(y[i])*w + x[i], rgba);
}
}
}
static void read_rgba_pixels (const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte rgba[][4], const GLubyte mask[])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint i, w = c->Buffer->width, h = c->Buffer->height;
if (mask) {
/* read some pixels */
for (i=0; i<n; i++) {
if (mask[i]) {
vl_getrgba(b, FLIP2(y[i])*w + x[i], rgba[i]);
}
}
} else {
/* read all pixels */
for (i=0; i<n; i++) {
vl_getrgba(b, FLIP2(y[i])*w + x[i], rgba[i]);
}
}
}
/**********************************************************************/
/***** Optimized triangle rendering *****/
/**********************************************************************/
/*
* flat, NON-depth-buffered, triangle.
*/
static void tri_rgb_flat (GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint w = c->Buffer->width, h = c->Buffer->height;
#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.count; i++, offset++) { \
vl_putpixel(b, offset, rgb); \
}
#include "swrast/s_tritemp.h"
}
/*
* flat, depth-buffered, triangle.
*/
static void tri_rgb_flat_z (GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint w = c->Buffer->width, h = c->Buffer->height;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.count; i++, offset++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
vl_putpixel(b, offset, rgb); \
zRow[i] = z; \
} \
span.z += span.zStep; \
}
#include "swrast/s_tritemp.h"
}
/*
* smooth, NON-depth-buffered, triangle.
*/
static void tri_rgb_smooth (GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint w = c->Buffer->width, h = c->Buffer->height;
#define INTERP_RGB 1
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.count; i++, offset++) { \
unsigned char rgb[3]; \
rgb[0] = FixedToInt(span.red); \
rgb[1] = FixedToInt(span.green); \
rgb[2] = FixedToInt(span.blue); \
vl_putpixel(b, offset, vl_mixrgb(rgb)); \
span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
#include "swrast/s_tritemp.h"
}
/*
* smooth, depth-buffered, triangle.
*/
static void tri_rgb_smooth_z (GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2)
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
void *b = c->Buffer->the_window;
GLuint w = c->Buffer->width, h = c->Buffer->height;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.count; i++, offset++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned char rgb[3]; \
rgb[0] = FixedToInt(span.red); \
rgb[1] = FixedToInt(span.green); \
rgb[2] = FixedToInt(span.blue); \
vl_putpixel(b, offset, vl_mixrgb(rgb)); \
zRow[i] = z; \
} \
span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
span.z += span.zStep; \
}
#include "swrast/s_tritemp.h"
}
/*
* Analyze context state to see if we can provide a fast triangle function
* Otherwise, return NULL.
*/
static swrast_tri_func dmesa_choose_tri_function (GLcontext *ctx)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (ctx->RenderMode != GL_RENDER) return (swrast_tri_func) NULL;
if (ctx->Polygon.SmoothFlag) return (swrast_tri_func) NULL;
if (ctx->Texture._ReallyEnabled) return (swrast_tri_func) NULL;
if (ctx->Light.ShadeModel==GL_SMOOTH
&& swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Polygon.StippleFlag==GL_FALSE) {
return tri_rgb_smooth_z;
}
if (ctx->Light.ShadeModel==GL_FLAT
&& swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Polygon.StippleFlag==GL_FALSE) {
return tri_rgb_flat_z;
}
if (swrast->_RasterMask==0 /* no depth test */
&& ctx->Light.ShadeModel==GL_SMOOTH
&& ctx->Polygon.StippleFlag==GL_FALSE) {
return tri_rgb_smooth;
}
if (swrast->_RasterMask==0 /* no depth test */
&& ctx->Light.ShadeModel==GL_FLAT
&& ctx->Polygon.StippleFlag==GL_FALSE) {
return tri_rgb_flat;
}
return (swrast_tri_func)NULL;
}
/* Override for the swrast triangle-selection function. Try to use one
* of our internal line functions, otherwise fall back to the
* standard swrast functions.
*/
static void dmesa_choose_tri (GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (!(swrast->Triangle=dmesa_choose_tri_function(ctx)))
_swrast_choose_triangle(ctx);
}
/**********************************************************************/
/***** Miscellaneous device driver funcs *****/
/**********************************************************************/
static void clear_color (GLcontext *ctx, const GLchan color[4])
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
c->ClearColor = vl_mixrgba(color);
}
static void clear (GLcontext *ctx, GLbitfield mask, GLboolean all,
GLint x, GLint y, GLint width, GLint height)
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
const GLuint *colorMask = (GLuint *)&ctx->Color.ColorMask;
DMesaBuffer b = c->Buffer;
/*
* Clear the specified region of the buffers indicated by 'mask'
* using the clear color or index as specified by one of the two
* functions above.
* If all==GL_TRUE, clear whole buffer, else just clear region defined
* by x,y,width,height
*/
/* we can't handle color or index masking */
if (*colorMask==0xffffffff) {
if (mask & DD_BACK_LEFT_BIT) {
if (all) {
vl_clear(b->the_window, b->len, c->ClearColor);
} else {
vl_rect(b->the_window, x, y, width, height, c->ClearColor);
}
mask &= ~DD_BACK_LEFT_BIT;
}
}
if (mask) {
_swrast_Clear(ctx, mask, all, x, y, width, height);
}
}
/*
* Set the current reading buffer.
*/
static void set_read_buffer (GLcontext *ctx, GLframebuffer *buffer,
GLenum mode)
{
/*
DMesaContext c = (DMesaContext)ctx->DriverCtx;
dmesa_update_state(ctx);
*/
}
/*
* Set the destination/draw buffer.
*/
static void set_draw_buffer (GLcontext *ctx, GLenum mode)
{
/*
XXX this has to be fixed
*/
}
/*
* Return the width and height of the current buffer.
* If anything special has to been done when the buffer/window is
* resized, do it now.
*/
static void get_buffer_size (GLframebuffer *buffer, GLuint *width, GLuint *height)
{
DMesaBuffer b = (DMesaBuffer)buffer;
*width = b->width;
*height = b->height;
}
static const GLubyte* get_string (GLcontext *ctx, GLenum name)
{
switch (name) {
case GL_RENDERER:
return (const GLubyte *)"Mesa DOS\0DJGPP port (c) Borca Daniel 31-mar-2002";
default:
return NULL;
}
}
/**********************************************************************/
/***** Miscellaneous device driver funcs *****/
/***** Note that these functions are mandatory *****/
/**********************************************************************/
/* OPTIONAL FUNCTION: implements glFinish if possible */
static void finish (GLcontext *ctx)
{
/*
DMesaContext c = (DMesaContext)ctx->DriverCtx;
*/
}
/* OPTIONAL FUNCTION: implements glFlush if possible */
static void flush (GLcontext *ctx)
{
/*
DMesaContext c = (DMesaContext)ctx->DriverCtx;
*/
}
/**********************************************************************/
/**********************************************************************/
#define DMESA_NEW_TRIANGLE (_NEW_POLYGON | \
_NEW_TEXTURE | \
_NEW_LIGHT | \
_NEW_DEPTH | \
_NEW_RENDERMODE | \
_SWRAST_NEW_RASTERMASK)
/* Extend the software rasterizer with our line and triangle
* functions.
*/
static void dmesa_register_swrast_functions (GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
swrast->choose_triangle = dmesa_choose_tri;
swrast->invalidate_triangle |= DMESA_NEW_TRIANGLE;
}
/* Setup pointers and other driver state that is constant for the life
* of a context.
*/
void dmesa_init_pointers (GLcontext *ctx)
{
TNLcontext *tnl;
ctx->Driver.UpdateState = dmesa_update_state;
ctx->Driver.GetString = get_string;
ctx->Driver.GetBufferSize = get_buffer_size;
ctx->Driver.Flush = flush;
ctx->Driver.Finish = finish;
/* Software rasterizer pixel paths:
*/
ctx->Driver.Accum = _swrast_Accum;
ctx->Driver.Bitmap = _swrast_Bitmap;
ctx->Driver.Clear = clear;
ctx->Driver.ResizeBuffers = _swrast_alloc_buffers;
ctx->Driver.CopyPixels = _swrast_CopyPixels;
ctx->Driver.DrawPixels = _swrast_DrawPixels;
ctx->Driver.ReadPixels = _swrast_ReadPixels;
/* Software texture functions:
*/
ctx->Driver.ChooseTextureFormat = _mesa_choose_tex_format;
ctx->Driver.TexImage1D = _mesa_store_teximage1d;
ctx->Driver.TexImage2D = _mesa_store_teximage2d;
ctx->Driver.TexImage3D = _mesa_store_teximage3d;
ctx->Driver.TexSubImage1D = _mesa_store_texsubimage1d;
ctx->Driver.TexSubImage2D = _mesa_store_texsubimage2d;
ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d;
ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage;
ctx->Driver.CopyTexImage1D = _swrast_copy_teximage1d;
ctx->Driver.CopyTexImage2D = _swrast_copy_teximage2d;
ctx->Driver.CopyTexSubImage1D = _swrast_copy_texsubimage1d;
ctx->Driver.CopyTexSubImage2D = _swrast_copy_texsubimage2d;
ctx->Driver.CopyTexSubImage3D = _swrast_copy_texsubimage3d;
ctx->Driver.BaseCompressedTexFormat = _mesa_base_compressed_texformat;
ctx->Driver.CompressedTextureSize = _mesa_compressed_texture_size;
ctx->Driver.GetCompressedTexImage = _mesa_get_compressed_teximage;
/* Swrast hooks for imaging extensions:
*/
ctx->Driver.CopyColorTable = _swrast_CopyColorTable;
ctx->Driver.CopyColorSubTable = _swrast_CopyColorSubTable;
ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
/* Statechange callbacks:
*/
ctx->Driver.SetDrawBuffer = set_draw_buffer;
ctx->Driver.ClearColor = clear_color;
/* Initialize the TNL driver interface:
*/
tnl = TNL_CONTEXT(ctx);
tnl->Driver.RunPipeline = _tnl_run_pipeline;
/* Install swsetup for tnl->Driver.Render.*:
*/
_swsetup_Wakeup(ctx);
}
static void dmesa_update_state (GLcontext *ctx, GLuint new_state)
{
DMesaContext c = (DMesaContext)ctx->DriverCtx;
struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
/* Initialize all the pointers in the DD struct. Do this whenever */
/* a new context is made current or we change buffers via set_buffer! */
_swrast_InvalidateState(ctx, new_state);
_swsetup_InvalidateState(ctx, new_state);
_ac_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);
swdd->SetReadBuffer = set_read_buffer;
/* RGB(A) span/pixel functions */
swdd->WriteRGBASpan = write_rgba_span;
swdd->WriteRGBSpan = write_rgb_span;
swdd->WriteMonoRGBASpan = write_mono_rgba_span;
swdd->WriteRGBAPixels = write_rgba_pixels;
swdd->WriteMonoRGBAPixels = write_mono_rgba_pixels;
swdd->ReadRGBASpan = read_rgba_span;
swdd->ReadRGBAPixels = read_rgba_pixels;
}
/**********************************************************************/
/***** DMesa Public API Functions *****/
/**********************************************************************/
/*
* The exact arguments to this function will depend on your window system
*/
DMesaVisual DMesaCreateVisual (GLint width, GLint height, GLint colDepth,
GLboolean dbFlag, GLint depthSize,
GLint stencilSize,
GLint accumSize)
{
DMesaVisual v;
GLint redBits, greenBits, blueBits, alphaBits;
if (!dbFlag) {
return NULL;
}
alphaBits = 0;
switch (colDepth) {
case 15:
redBits = 5;
greenBits = 5;
blueBits = 5;
break;
case 16:
redBits = 5;
greenBits = 6;
blueBits = 5;
break;
case 32:
alphaBits = 8;
case 24:
redBits = 8;
greenBits = 8;
blueBits = 8;
break;
default:
return NULL;
}
if (vl_video_init(width, height, colDepth)!=0) {
return NULL;
}
if ((v=(DMesaVisual)calloc(1, sizeof(struct dmesa_visual)))!=NULL) {
/* Create core visual */
v->gl_visual = _mesa_create_visual(colDepth>8, /* rgb */
dbFlag,
GL_FALSE, /* stereo */
redBits,
greenBits,
blueBits,
alphaBits,
0, /* indexBits */
depthSize,
stencilSize,
accumSize, /* accumRed */
accumSize, /* accumGreen */
accumSize, /* accumBlue */
alphaBits?accumSize:0, /* accumAlpha */
1); /* numSamples */
v->depth = colDepth;
v->db_flag = dbFlag;
}
return v;
}
void DMesaDestroyVisual (DMesaVisual v)
{
vl_video_exit(!0);
_mesa_destroy_visual(v->gl_visual);
free(v);
}
DMesaBuffer DMesaCreateBuffer (DMesaVisual visual,
GLint xpos, GLint ypos,
GLint width, GLint height)
{
DMesaBuffer b;
if ((b=(DMesaBuffer)calloc(1, sizeof(struct dmesa_buffer)))!=NULL) {
_mesa_initialize_framebuffer(&b->gl_buffer,
visual->gl_visual,
visual->gl_visual->depthBits > 0,
visual->gl_visual->stencilBits > 0,
visual->gl_visual->accumRedBits > 0,
visual->gl_visual->alphaBits > 0);
b->xpos = xpos;
b->ypos = ypos;
b->width = width;
b->height = height;
b->bypp = (visual->depth+7)/8;
}
return b;
}
void DMesaDestroyBuffer (DMesaBuffer b)
{
free(b->the_window);
_mesa_free_framebuffer_data(&b->gl_buffer);
free(b);
}
DMesaContext DMesaCreateContext (DMesaVisual visual,
DMesaContext share)
{
DMesaContext c;
GLboolean direct = GL_FALSE;
if ((c=(DMesaContext)calloc(1, sizeof(struct dmesa_context)))!=NULL) {
__GLimports imports;
_mesa_init_default_imports( &imports, (void *) c);
c->gl_ctx = _mesa_create_context(visual->gl_visual,
share ? share->gl_ctx : NULL,
&imports);
_mesa_enable_sw_extensions(c->gl_ctx);
_mesa_enable_1_3_extensions(c->gl_ctx);
/* you probably have to do a bunch of other initializations here. */
c->visual = visual;
/* Initialize the software rasterizer and helper modules.
*/
_swrast_CreateContext(c->gl_ctx);
_ac_CreateContext(c->gl_ctx);
_tnl_CreateContext(c->gl_ctx);
_swsetup_CreateContext(c->gl_ctx);
dmesa_init_pointers(c->gl_ctx);
dmesa_register_swrast_functions(c->gl_ctx);
}
return c;
}
void DMesaDestroyContext (DMesaContext c)
{
_mesa_destroy_context(c->gl_ctx);
free(c);
}
GLboolean DMesaViewport (DMesaBuffer b,
GLint xpos, GLint ypos,
GLint width, GLint height)
{
void *new_window;
if ((new_window=vl_sync_buffer(b->the_window, xpos, ypos, width, height))==NULL) {
return GL_FALSE;
} else {
b->the_window = new_window;
b->xpos = xpos;
b->ypos = ypos;
b->width = width;
b->height = height;
b->bwidth = width * b->bypp;
b->len = b->bwidth * height;
return GL_TRUE;
}
}
/*
* Make the specified context and buffer the current one.
*/
GLboolean DMesaMakeCurrent (DMesaContext c, DMesaBuffer b)
{
if (c&&b) {
if (!DMesaViewport(b, b->xpos, b->ypos, b->width, b->height)) {
return GL_FALSE;
}
c->Buffer = b;
dmesa_update_state(c->gl_ctx, 0);
_mesa_make_current(c->gl_ctx, &b->gl_buffer);
if (c->gl_ctx->Viewport.Width==0) {
/* initialize viewport to window size */
_mesa_Viewport(0, 0, b->width, b->height);
}
} else {
/* Detach */
_mesa_make_current(NULL, NULL);
}
return GL_TRUE;
}
void DMesaSwapBuffers (DMesaBuffer b)
{
/* copy/swap back buffer to front if applicable */
vl_flip(b->the_window, b->bwidth, b->height);
}