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/* $Id: context.c,v 1.7 1999/09/11 11:31:34 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* 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.
*/
/*
* If multi-threading is enabled (-DTHREADS) then each thread has it's
* own rendering context. A thread obtains the pointer to its GLcontext
* with the gl_get_thread_context() function. Otherwise, the global
* pointer, CC, points to the current context used by all threads in
* the address space.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "accum.h"
#include "alphabuf.h"
#include "api.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 "hash.h"
#include "light.h"
#include "lines.h"
#include "dlist.h"
#include "macros.h"
#include "matrix.h"
#include "mmath.h"
#include "pb.h"
#include "pipeline.h"
#include "points.h"
#include "pointers.h"
#include "quads.h"
#include "shade.h"
#include "simple_list.h"
#include "stencil.h"
#include "stages.h"
#include "triangle.h"
#include "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 "vbfill.h"
#include "vbrender.h"
#include "vbxform.h"
#include "vertices.h"
#include "xform.h"
#ifdef XFree86Server
#include "GL/xf86glx.h"
#endif
#endif
/**********************************************************************/
/***** Context and Thread management *****/
/**********************************************************************/
#ifdef THREADS
#include "mthreads.h" /* Mesa platform independent threads interface */
static MesaTSD mesa_ctx_tsd;
static void mesa_ctx_thread_init() {
MesaInitTSD(&mesa_ctx_tsd);
}
GLcontext *gl_get_thread_context( void ) {
return (GLcontext *) MesaGetTSD(&mesa_ctx_tsd);
}
static void set_thread_context( GLcontext *ctx ) {
MesaSetTSD(&mesa_ctx_tsd, ctx, mesa_ctx_thread_init);
}
#else
/* One Current Context pointer for all threads in the address space */
GLcontext *CC = NULL;
struct immediate *CURRENT_INPUT = NULL;
#endif /*THREADS*/
/**********************************************************************/
/***** 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
/**********************************************************************/
/***** Context allocation, initialization, destroying *****/
/**********************************************************************/
/*
* This function just calls all the various one-time-init functions in Mesa.
*/
static void one_time_init( void )
{
static GLboolean alreadyCalled = GL_FALSE;
if (!alreadyCalled) {
gl_init_clip();
gl_init_eval();
gl_init_fog();
gl_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();
alreadyCalled = GL_TRUE;
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
}
/*
* Allocate and initialize a shared context state structure.
*/
static struct gl_shared_state *alloc_shared_state( void )
{
GLuint i;
struct gl_shared_state *ss;
GLboolean outOfMemory;
ss = (struct gl_shared_state*) calloc( 1, sizeof(struct gl_shared_state) );
if (!ss)
return NULL;
ss->DisplayList = NewHashTable();
ss->TexObjects = NewHashTable();
/* Default Texture objects */
outOfMemory = GL_FALSE;
for (i=0;i<MAX_TEXTURE_UNITS;i++) {
GLuint d;
for (d = 1 ; d <= 3 ; d++) {
ss->DefaultD[d][i] = gl_alloc_texture_object(ss, 0, d);
if (!ss->DefaultD[d][i]) {
outOfMemory = GL_TRUE;
break;
}
ss->DefaultD[d][i]->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)
DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
DeleteHashTable(ss->TexObjects);
for (i=0;i<MAX_TEXTURE_UNITS;i++) {
if (ss->DefaultD[1][i])
gl_free_texture_object(ss, ss->DefaultD[1][i]);
if (ss->DefaultD[2][i])
gl_free_texture_object(ss, ss->DefaultD[2][i]);
if (ss->DefaultD[3][i])
gl_free_texture_object(ss, ss->DefaultD[3][i]);
}
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 = HashFirstEntry(ss->DisplayList);
if (list) {
gl_destroy_list(ctx, list);
}
else {
break;
}
}
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);
}
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][unit];
texUnit->CurrentD[2] = ctx->Shared->DefaultD[2][unit];
texUnit->CurrentD[3] = ctx->Shared->DefaultD[3][unit];
}
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];
}
map->Retain = GL_FALSE;
}
/* 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];
}
map->Retain = GL_FALSE;
}
/*
* Initialize a gl_context structure to default values.
*/
static void initialize_context( GLcontext *ctx )
{
GLuint i, j;
if (ctx) {
/* Constants, may be overriden by device driver */
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
/* Modelview matrix */
gl_matrix_ctr( &ctx->ModelView );
gl_matrix_alloc_inv( &ctx->ModelView );
ctx->ModelViewStackDepth = 0;
for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
gl_matrix_ctr( &ctx->ModelViewStack[i] );
gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
}
/* Projection matrix - need inv for user clipping in clip space*/
gl_matrix_ctr( &ctx->ProjectionMatrix );
gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
gl_matrix_ctr( &ctx->ModelProjectMatrix );
gl_matrix_ctr( &ctx->ModelProjectWinMatrix );
ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
ctx->ProjectionStackDepth = 0;
ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
gl_matrix_ctr( &ctx->ProjectionStack[i] );
gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
}
/* Texture matrix */
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
gl_matrix_ctr( &ctx->TextureMatrix[i] );
ctx->TextureStackDepth[i] = 0;
for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
ctx->TextureStack[i][j].inv = 0;
}
}
/* Accumulate buffer group */
ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
/* Color buffer group */
ctx->Color.IndexMask = 0xffffffff;
ctx->Color.ColorMask[0] = 0xff;
ctx->Color.ColorMask[1] = 0xff;
ctx->Color.ColorMask[2] = 0xff;
ctx->Color.ColorMask[3] = 0xff;
ctx->Color.SWmasking = GL_FALSE;
ctx->Color.ClearIndex = 0;
ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
ctx->Color.DrawBuffer = GL_FRONT;
ctx->Color.AlphaEnabled = GL_FALSE;
ctx->Color.AlphaFunc = GL_ALWAYS;
ctx->Color.AlphaRef = 0;
ctx->Color.BlendEnabled = GL_FALSE;
ctx->Color.BlendSrcRGB = GL_ONE;
ctx->Color.BlendDstRGB = GL_ZERO;
ctx->Color.BlendSrcA = GL_ONE;
ctx->Color.BlendDstA = GL_ZERO;
ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
ctx->Color.BlendFunc = NULL; /* this pointer set only when needed */
ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
ctx->Color.IndexLogicOpEnabled = GL_FALSE;
ctx->Color.ColorLogicOpEnabled = GL_FALSE;
ctx->Color.SWLogicOpEnabled = GL_FALSE;
ctx->Color.LogicOp = GL_COPY;
ctx->Color.DitherFlag = GL_TRUE;
ctx->Color.MultiDrawBuffer = GL_FALSE;
/* Current group */
ASSIGN_4V( ctx->Current.ByteColor, 255, 255, 255, 255);
ctx->Current.Index = 1;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterDistance = 0.0;
ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
ctx->Current.RasterIndex = 1;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
ctx->Current.RasterPosValid = GL_TRUE;
ctx->Current.EdgeFlag = GL_TRUE;
ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
ctx->Current.Flag = (VERT_NORM|VERT_INDEX|VERT_RGBA|VERT_EDGE|
VERT_TEX0_1|VERT_TEX1_1|VERT_MATERIAL);
init_fallback_arrays( ctx );
/* Depth buffer group */
ctx->Depth.Test = GL_FALSE;
ctx->Depth.Clear = 1.0;
ctx->Depth.Func = GL_LESS;
ctx->Depth.Mask = GL_TRUE;
/* Evaluators group */
ctx->Eval.Map1Color4 = GL_FALSE;
ctx->Eval.Map1Index = GL_FALSE;
ctx->Eval.Map1Normal = GL_FALSE;
ctx->Eval.Map1TextureCoord1 = GL_FALSE;
ctx->Eval.Map1TextureCoord2 = GL_FALSE;
ctx->Eval.Map1TextureCoord3 = GL_FALSE;
ctx->Eval.Map1TextureCoord4 = GL_FALSE;
ctx->Eval.Map1Vertex3 = GL_FALSE;
ctx->Eval.Map1Vertex4 = GL_FALSE;
ctx->Eval.Map2Color4 = GL_FALSE;
ctx->Eval.Map2Index = GL_FALSE;
ctx->Eval.Map2Normal = GL_FALSE;
ctx->Eval.Map2TextureCoord1 = GL_FALSE;
ctx->Eval.Map2TextureCoord2 = GL_FALSE;
ctx->Eval.Map2TextureCoord3 = GL_FALSE;
ctx->Eval.Map2TextureCoord4 = GL_FALSE;
ctx->Eval.Map2Vertex3 = GL_FALSE;
ctx->Eval.Map2Vertex4 = GL_FALSE;
ctx->Eval.AutoNormal = GL_FALSE;
ctx->Eval.MapGrid1un = 1;
ctx->Eval.MapGrid1u1 = 0.0;
ctx->Eval.MapGrid1u2 = 1.0;
ctx->Eval.MapGrid2un = 1;
ctx->Eval.MapGrid2vn = 1;
ctx->Eval.MapGrid2u1 = 0.0;
ctx->Eval.MapGrid2u2 = 1.0;
ctx->Eval.MapGrid2v1 = 0.0;
ctx->Eval.MapGrid2v2 = 1.0;
/* Evaluator data */
{
static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
static GLfloat index[1] = { 1.0 };
static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
}
/* Fog group */
ctx->Fog.Enabled = GL_FALSE;
ctx->Fog.Mode = GL_EXP;
ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
ctx->Fog.Index = 0.0;
ctx->Fog.Density = 1.0;
ctx->Fog.Start = 0.0;
ctx->Fog.End = 1.0;
/* Hint group */
ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
ctx->Hint.PointSmooth = GL_DONT_CARE;
ctx->Hint.LineSmooth = GL_DONT_CARE;
ctx->Hint.PolygonSmooth = GL_DONT_CARE;
ctx->Hint.Fog = GL_DONT_CARE;
ctx->Hint.AllowDrawWin = GL_TRUE;
ctx->Hint.AllowDrawSpn = GL_TRUE;
ctx->Hint.AllowDrawMem = GL_TRUE;
ctx->Hint.StrictLighting = GL_TRUE;
/* Pipeline */
gl_pipeline_init( ctx );
gl_cva_init( ctx );
/* Extensions */
gl_extensions_ctr( ctx );
ctx->AllowVertexCull = CLIP_CULLED_BIT;
/* Lighting group */
for (i=0;i<MAX_LIGHTS;i++) {
init_light( &ctx->Light.Light[i], i );
}
make_empty_list( &ctx->Light.EnabledList );
init_lightmodel( &ctx->Light.Model );
init_material( &ctx->Light.Material[0] );
init_material( &ctx->Light.Material[1] );
ctx->Light.ShadeModel = GL_SMOOTH;
ctx->Light.Enabled = GL_FALSE;
ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
ctx->Light.ColorMaterialBitmask
= gl_material_bitmask( ctx,
GL_FRONT_AND_BACK,
GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
ctx->Light.ColorMaterialEnabled = GL_FALSE;
/* Line group */
ctx->Line.SmoothFlag = GL_FALSE;
ctx->Line.StippleFlag = GL_FALSE;
ctx->Line.Width = 1.0;
ctx->Line.StipplePattern = 0xffff;
ctx->Line.StippleFactor = 1;
/* Display List group */
ctx->List.ListBase = 0;
/* Pixel group */
ctx->Pixel.RedBias = 0.0;
ctx->Pixel.RedScale = 1.0;
ctx->Pixel.GreenBias = 0.0;
ctx->Pixel.GreenScale = 1.0;
ctx->Pixel.BlueBias = 0.0;
ctx->Pixel.BlueScale = 1.0;
ctx->Pixel.AlphaBias = 0.0;
ctx->Pixel.AlphaScale = 1.0;
ctx->Pixel.ScaleOrBiasRGBA = GL_FALSE;
ctx->Pixel.DepthBias = 0.0;
ctx->Pixel.DepthScale = 1.0;
ctx->Pixel.IndexOffset = 0;
ctx->Pixel.IndexShift = 0;
ctx->Pixel.ZoomX = 1.0;
ctx->Pixel.ZoomY = 1.0;
ctx->Pixel.MapColorFlag = GL_FALSE;
ctx->Pixel.MapStencilFlag = GL_FALSE;
ctx->Pixel.MapStoSsize = 1;
ctx->Pixel.MapItoIsize = 1;
ctx->Pixel.MapItoRsize = 1;
ctx->Pixel.MapItoGsize = 1;
ctx->Pixel.MapItoBsize = 1;
ctx->Pixel.MapItoAsize = 1;
ctx->Pixel.MapRtoRsize = 1;
ctx->Pixel.MapGtoGsize = 1;
ctx->Pixel.MapBtoBsize = 1;
ctx->Pixel.MapAtoAsize = 1;
ctx->Pixel.MapStoS[0] = 0;
ctx->Pixel.MapItoI[0] = 0;
ctx->Pixel.MapItoR[0] = 0.0;
ctx->Pixel.MapItoG[0] = 0.0;
ctx->Pixel.MapItoB[0] = 0.0;
ctx->Pixel.MapItoA[0] = 0.0;
ctx->Pixel.MapItoR8[0] = 0;
ctx->Pixel.MapItoG8[0] = 0;
ctx->Pixel.MapItoB8[0] = 0;
ctx->Pixel.MapItoA8[0] = 0;
ctx->Pixel.MapRtoR[0] = 0.0;
ctx->Pixel.MapGtoG[0] = 0.0;
ctx->Pixel.MapBtoB[0] = 0.0;
ctx->Pixel.MapAtoA[0] = 0.0;
/* Point group */
ctx->Point.SmoothFlag = GL_FALSE;
ctx->Point.Size = 1.0;
ctx->Point.Params[0] = 1.0;
ctx->Point.Params[1] = 0.0;
ctx->Point.Params[2] = 0.0;
ctx->Point.Attenuated = GL_FALSE;
ctx->Point.MinSize = 0.0;
ctx->Point.MaxSize = (GLfloat) MAX_POINT_SIZE;
ctx->Point.Threshold = 1.0;
/* Polygon group */
ctx->Polygon.CullFlag = GL_FALSE;
ctx->Polygon.CullFaceMode = GL_BACK;
ctx->Polygon.FrontFace = GL_CCW;
ctx->Polygon.FrontBit = 0;
ctx->Polygon.FrontMode = GL_FILL;
ctx->Polygon.BackMode = GL_FILL;
ctx->Polygon.Unfilled = GL_FALSE;
ctx->Polygon.SmoothFlag = GL_FALSE;
ctx->Polygon.StippleFlag = GL_FALSE;
ctx->Polygon.OffsetFactor = 0.0F;
ctx->Polygon.OffsetUnits = 0.0F;
ctx->Polygon.OffsetPoint = GL_FALSE;
ctx->Polygon.OffsetLine = GL_FALSE;
ctx->Polygon.OffsetFill = GL_FALSE;
/* Polygon Stipple group */
MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
/* Scissor group */
ctx->Scissor.Enabled = GL_FALSE;
ctx->Scissor.X = 0;
ctx->Scissor.Y = 0;
ctx->Scissor.Width = 0;
ctx->Scissor.Height = 0;
/* Stencil group */
ctx->Stencil.Enabled = GL_FALSE;
ctx->Stencil.Function = GL_ALWAYS;
ctx->Stencil.FailFunc = GL_KEEP;
ctx->Stencil.ZPassFunc = GL_KEEP;
ctx->Stencil.ZFailFunc = GL_KEEP;
ctx->Stencil.Ref = 0;
ctx->Stencil.ValueMask = 0xff;
ctx->Stencil.Clear = 0;
ctx->Stencil.WriteMask = 0xff;
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
ctx->Texture.Enabled = 0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
ctx->Texture.SharedPalette = GL_FALSE;
ctx->Texture.Palette[0] = 255;
ctx->Texture.Palette[1] = 255;
ctx->Texture.Palette[2] = 255;
ctx->Texture.Palette[3] = 255;
ctx->Texture.PaletteSize = 1;
ctx->Texture.PaletteIntFormat = GL_RGBA;
ctx->Texture.PaletteFormat = GL_RGBA;
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
ctx->Transform.Normalize = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
for (i=0;i<MAX_CLIP_PLANES;i++) {
ctx->Transform.ClipEnabled[i] = GL_FALSE;
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.AnyClip = GL_FALSE;
/* Viewport group */
ctx->Viewport.X = 0;
ctx->Viewport.Y = 0;
ctx->Viewport.Width = 0;
ctx->Viewport.Height = 0;
ctx->Viewport.Near = 0.0;
ctx->Viewport.Far = 1.0;
gl_matrix_ctr(&ctx->Viewport.WindowMap);
#define Sz 10
#define Tz 14
ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE;
ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE;
#undef Sz
#undef Tz
ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
/* Vertex arrays */
ctx->Array.Vertex.Size = 4;
ctx->Array.Vertex.Type = GL_FLOAT;
ctx->Array.Vertex.Stride = 0;
ctx->Array.Vertex.StrideB = 0;
ctx->Array.Vertex.Ptr = NULL;
ctx->Array.Vertex.Enabled = GL_FALSE;
ctx->Array.Normal.Type = GL_FLOAT;
ctx->Array.Normal.Stride = 0;
ctx->Array.Normal.StrideB = 0;
ctx->Array.Normal.Ptr = NULL;
ctx->Array.Normal.Enabled = GL_FALSE;
ctx->Array.Color.Size = 4;
ctx->Array.Color.Type = GL_FLOAT;
ctx->Array.Color.Stride = 0;
ctx->Array.Color.StrideB = 0;
ctx->Array.Color.Ptr = NULL;
ctx->Array.Color.Enabled = GL_FALSE;
ctx->Array.Index.Type = GL_FLOAT;
ctx->Array.Index.Stride = 0;
ctx->Array.Index.StrideB = 0;
ctx->Array.Index.Ptr = NULL;
ctx->Array.Index.Enabled = GL_FALSE;
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
ctx->Array.TexCoord[i].Size = 4;
ctx->Array.TexCoord[i].Type = GL_FLOAT;
ctx->Array.TexCoord[i].Stride = 0;
ctx->Array.TexCoord[i].StrideB = 0;
ctx->Array.TexCoord[i].Ptr = NULL;
ctx->Array.TexCoord[i].Enabled = GL_FALSE;
}
ctx->Array.TexCoordInterleaveFactor = 1;
ctx->Array.EdgeFlag.Stride = 0;
ctx->Array.EdgeFlag.StrideB = 0;
ctx->Array.EdgeFlag.Ptr = NULL;
ctx->Array.EdgeFlag.Enabled = GL_FALSE;
ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
/* Pixel transfer */
ctx->Pack.Alignment = 4;
ctx->Pack.RowLength = 0;
ctx->Pack.SkipPixels = 0;
ctx->Pack.SkipRows = 0;
ctx->Pack.SwapBytes = GL_FALSE;
ctx->Pack.LsbFirst = GL_FALSE;
ctx->Unpack.Alignment = 4;
ctx->Unpack.RowLength = 0;
ctx->Unpack.SkipPixels = 0;
ctx->Unpack.SkipRows = 0;
ctx->Unpack.SwapBytes = GL_FALSE;
ctx->Unpack.LsbFirst = GL_FALSE;
/* Feedback */
ctx->Feedback.Type = GL_2D; /* TODO: verify */
ctx->Feedback.Buffer = NULL;
ctx->Feedback.BufferSize = 0;
ctx->Feedback.Count = 0;
/* Selection/picking */
ctx->Select.Buffer = NULL;
ctx->Select.BufferSize = 0;
ctx->Select.BufferCount = 0;
ctx->Select.Hits = 0;
ctx->Select.NameStackDepth = 0;
/* Optimized Accum buffer */
ctx->IntegerAccumMode = GL_TRUE;
ctx->IntegerAccumScaler = 0.0;
/* Renderer and client attribute stacks */
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
/*** Miscellaneous ***/
ctx->NewState = NEW_ALL;
ctx->RenderMode = GL_RENDER;
ctx->StippleCounter = 0;
ctx->NeedNormals = GL_FALSE;
ctx->DoViewportMapping = GL_TRUE;
ctx->NeedEyeCoords = GL_FALSE;
ctx->NeedEyeNormals = GL_FALSE;
ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
/* Display list */
ctx->CallDepth = 0;
ctx->ExecuteFlag = GL_TRUE;
ctx->CompileFlag = GL_FALSE;
ctx->CurrentListPtr = NULL;
ctx->CurrentBlock = NULL;
ctx->CurrentListNum = 0;
ctx->CurrentPos = 0;
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
ctx->CatchSignals = GL_TRUE;
/* For debug/development only */
ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
/* Dither disable */
ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
if (ctx->NoDither) {
if (getenv("MESA_DEBUG")) {
fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
}
ctx->Color.DitherFlag = GL_FALSE;
}
}
}
/*
* Allocate a new GLvisual object.
* Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
* alphaFlag - alloc software alpha buffers?
* dbFlag - double buffering?
* stereoFlag - stereo buffer?
* depthFits - requested minimum bits per depth buffer value
* stencilFits - requested minimum bits per stencil buffer value
* accumFits - requested minimum bits per accum buffer component
* indexFits - number of bits per pixel if rgbFlag==GL_FALSE
* red/green/blue/alphaFits - number of bits per color component
* in frame buffer for RGB(A) mode.
* Return: pointer to new GLvisual or NULL if requested parameters can't
* be met.
*/
GLvisual *gl_create_visual( GLboolean rgbFlag,
GLboolean alphaFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint depthBits,
GLint stencilBits,
GLint accumBits,
GLint indexBits,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits )
{
GLvisual *vis;
if (depthBits > (GLint) (8*sizeof(GLdepth))) {
/* can't meet depth buffer requirements */
return NULL;
}
if (stencilBits > (GLint) (8*sizeof(GLstencil))) {
/* can't meet stencil buffer requirements */
return NULL;
}
if (accumBits > (GLint) (8*sizeof(GLaccum))) {
/* can't meet accum buffer requirements */
return NULL;
}
vis = (GLvisual *) calloc( 1, sizeof(GLvisual) );
if (!vis) {
return NULL;
}
vis->RGBAflag = rgbFlag;
vis->DBflag = dbFlag;
vis->StereoFlag = stereoFlag;
vis->RedBits = redBits;
vis->GreenBits = greenBits;
vis->BlueBits = blueBits;
vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits;
vis->IndexBits = indexBits;
vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0;
vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0;
vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0;
vis->SoftwareAlpha = alphaFlag;
return vis;
}
void gl_destroy_visual( GLvisual *vis )
{
free( vis );
}
/*
* Allocate the proxy textures. If we run out of memory part way through
* the allocations clean up and return GL_FALSE.
* Return: GL_TRUE=success, GL_FALSE=failure
*/
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] = gl_alloc_texture_image();
ctx->Texture.Proxy2D->Image[i] = gl_alloc_texture_image();
ctx->Texture.Proxy3D->Image[i] = gl_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]) {
gl_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
}
if (ctx->Texture.Proxy2D->Image[i]) {
gl_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
}
if (ctx->Texture.Proxy3D->Image[i]) {
gl_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;
}
}
#define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) )
/*
* 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;
GLuint i;
(void) direct; /* not used */
/* do some implementation tests */
assert( sizeof(GLbyte) == 1 );
assert( sizeof(GLshort) >= 2 );
assert( sizeof(GLint) >= 4 );
assert( sizeof(GLubyte) == 1 );
assert( sizeof(GLushort) >= 2 );
assert( sizeof(GLuint) >= 4 );
/* misc one-time initializations */
one_time_init();
ctx = (GLcontext *) calloc( 1, sizeof(GLcontext) );
if (!ctx) {
return NULL;
}
ctx->DriverCtx = driver_ctx;
ctx->Visual = visual;
ctx->Buffer = NULL;
ctx->VB = gl_vb_create_for_immediate( ctx );
if (!ctx->VB) {
free( ctx );
return NULL;
}
ctx->input = ctx->VB->IM;
ctx->PB = gl_alloc_pb();
if (!ctx->PB) {
free( ctx->VB );
free( ctx );
return NULL;
}
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 NULL;
}
}
ctx->Shared->RefCount++;
initialize_context( ctx );
gl_reset_vb( ctx->VB );
gl_reset_input( ctx );
ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
make_empty_list( ctx->ShineTabList );
for (i = 0 ; i < 10 ; i++) {
struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
s->shininess = -1;
s->refcount = 0;
insert_at_tail( ctx->ShineTabList, s );
}
for (i = 0 ; i < 4 ; i++) {
ctx->ShineTable[i] = ctx->ShineTabList->prev;
ctx->ShineTable[i]->refcount++;
}
if (visual->DBflag) {
ctx->Color.DrawBuffer = GL_BACK;
ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
ctx->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;
}
/* Fill in some driver defaults now.
*/
ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
#ifdef PROFILE
init_timings( ctx );
#endif
#ifdef GL_VERSION_1_1
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
free(ctx->VB);
free(ctx->PB);
free(ctx);
return NULL;
}
#endif
gl_init_api_function_pointers( ctx );
ctx->API = ctx->Exec; /* GL_EXECUTE is default */
return ctx;
}
/* Just reads the config files...
*/
void gl_context_initialize( GLcontext *ctx )
{
gl_read_config_file( ctx );
}
/*
* Destroy a gl_context structure.
*/
void gl_destroy_context( GLcontext *ctx )
{
if (ctx) {
GLuint i;
struct gl_shine_tab *s, *tmps;
#ifdef PROFILE
if (getenv("MESA_PROFILE")) {
print_timings( ctx );
}
#endif
gl_matrix_dtr( &ctx->ModelView );
for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
gl_matrix_dtr( &ctx->ModelViewStack[i] );
}
free( ctx->PB );
free( ctx->VB );
ctx->Shared->RefCount--;
assert(ctx->Shared->RefCount>=0);
if (ctx->Shared->RefCount==0) {
/* free shared state */
free_shared_state( ctx, ctx->Shared );
}
foreach_s( s, tmps, ctx->ShineTabList ) {
free( s );
}
free( ctx->ShineTabList );
/* Free proxy texture objects */
gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.Points)
free( ctx->EvalMap.Map1Vertex3.Points );
if (ctx->EvalMap.Map1Vertex4.Points)
free( ctx->EvalMap.Map1Vertex4.Points );
if (ctx->EvalMap.Map1Index.Points)
free( ctx->EvalMap.Map1Index.Points );
if (ctx->EvalMap.Map1Color4.Points)
free( ctx->EvalMap.Map1Color4.Points );
if (ctx->EvalMap.Map1Normal.Points)
free( ctx->EvalMap.Map1Normal.Points );
if (ctx->EvalMap.Map1Texture1.Points)
free( ctx->EvalMap.Map1Texture1.Points );
if (ctx->EvalMap.Map1Texture2.Points)
free( ctx->EvalMap.Map1Texture2.Points );
if (ctx->EvalMap.Map1Texture3.Points)
free( ctx->EvalMap.Map1Texture3.Points );
if (ctx->EvalMap.Map1Texture4.Points)
free( ctx->EvalMap.Map1Texture4.Points );
if (ctx->EvalMap.Map2Vertex3.Points)
free( ctx->EvalMap.Map2Vertex3.Points );
if (ctx->EvalMap.Map2Vertex4.Points)
free( ctx->EvalMap.Map2Vertex4.Points );
if (ctx->EvalMap.Map2Index.Points)
free( ctx->EvalMap.Map2Index.Points );
if (ctx->EvalMap.Map2Color4.Points)
free( ctx->EvalMap.Map2Color4.Points );
if (ctx->EvalMap.Map2Normal.Points)
free( ctx->EvalMap.Map2Normal.Points );
if (ctx->EvalMap.Map2Texture1.Points)
free( ctx->EvalMap.Map2Texture1.Points );
if (ctx->EvalMap.Map2Texture2.Points)
free( ctx->EvalMap.Map2Texture2.Points );
if (ctx->EvalMap.Map2Texture3.Points)
free( ctx->EvalMap.Map2Texture3.Points );
if (ctx->EvalMap.Map2Texture4.Points)
free( ctx->EvalMap.Map2Texture4.Points );
free( (void *) ctx );
#ifndef THREADS
if (ctx==CC) {
CC = NULL;
CURRENT_INPUT = NULL;
}
#endif
}
}
/*
* Create a new framebuffer. A GLframebuffer is a struct which
* encapsulates the depth, stencil and accum buffers and related
* parameters.
* Input: visual - a GLvisual pointer
* Return: pointer to new GLframebuffer struct or NULL if error.
*/
GLframebuffer *gl_create_framebuffer( GLvisual *visual )
{
GLframebuffer *buffer;
buffer = (GLframebuffer *) calloc( 1, sizeof(GLframebuffer) );
if (!buffer) {
return NULL;
}
buffer->Visual = visual;
return buffer;
}
/*
* Free a framebuffer struct and its buffers.
*/
void gl_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
if (buffer->Depth) {
free( buffer->Depth );
}
if (buffer->Accum) {
free( buffer->Accum );
}
if (buffer->Stencil) {
free( buffer->Stencil );
}
if (buffer->FrontLeftAlpha) {
free( buffer->FrontLeftAlpha );
}
if (buffer->BackLeftAlpha) {
free( buffer->BackLeftAlpha );
}
if (buffer->FrontRightAlpha) {
free( buffer->FrontRightAlpha );
}
if (buffer->BackRightAlpha) {
free( buffer->BackRightAlpha );
}
free(buffer);
}
}
/*
* Set the current context, binding the given frame buffer to the context.
*/
void gl_make_current( GLcontext *ctx, GLframebuffer *buffer )
{
GET_CONTEXT;
/* Flush the old context
*/
if (CC) {
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(CC, "gl_make_current");
}
#ifdef THREADS
/* TODO: unbind old buffer from context? */
set_thread_context( ctx );
#else
if (CC && CC->Buffer) {
/* unbind frame buffer from context */
CC->Buffer = NULL;
}
CC = ctx;
if (ctx) {
SET_IMMEDIATE(ctx, ctx->input);
}
#endif
if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
if (ctx && buffer) {
/* TODO: check if ctx and buffer's visual match??? */
ctx->Buffer = buffer; /* Bind the frame buffer to the context */
ctx->NewState = NEW_ALL; /* just to be safe */
gl_update_state( ctx );
}
}
/*
* Return current context handle.
*/
GLcontext *gl_get_current_context( void )
{
#ifdef THREADS
return gl_get_thread_context();
#else
return CC;
#endif
}
/*
* 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) );
}
}
/*
* Someday a GLS library or OpenGL-like debugger may call this function
* to register it's own set of API entry points.
* Input: ctx - the context to set API pointers for
* api - if NULL, restore original API pointers
* else, set API function table to this table.
*/
void gl_set_api_table( GLcontext *ctx, const struct gl_api_table *api )
{
if (api) {
MEMCPY( &ctx->API, api, sizeof(struct gl_api_table) );
}
else {
MEMCPY( &ctx->API, &ctx->Exec, sizeof(struct gl_api_table) );
}
}
/**********************************************************************/
/***** 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;
}
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 );
}
}
/*
* Execute a glGetError command
*/
GLenum gl_GetError( GLcontext *ctx )
{
GLenum e = ctx->ErrorValue;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, "glGetError", (GLenum) 0);
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glGetError <-- %s\n", gl_lookup_enum_by_nr(e));
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
return e;
}
void gl_ResizeBuffersMESA( GLcontext *ctx )
{
GLuint buf_width, buf_height;
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glResizeBuffersMESA\n");
/* ask device driver for size of output buffer */
(*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
/* see if size of device driver's color buffer (window) has changed */
if (ctx->Buffer->Width == (GLint) buf_width &&
ctx->Buffer->Height == (GLint) buf_height)
return;
ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
/* save buffer size */
ctx->Buffer->Width = buf_width;
ctx->Buffer->Height = buf_height;
/* Reallocate other buffers if needed. */
if (ctx->Visual->DepthBits>0) {
/* reallocate depth buffer */
(*ctx->Driver.AllocDepthBuffer)( ctx );
}
if (ctx->Visual->StencilBits>0) {
/* reallocate stencil buffer */
gl_alloc_stencil_buffer( ctx );
}
if (ctx->Visual->AccumBits>0) {
/* reallocate accum buffer */
gl_alloc_accum_buffer( ctx );
}
if (ctx->Visual->SoftwareAlpha) {
gl_alloc_alpha_buffers( ctx );
}
}
/**********************************************************************/
/***** State update logic *****/
/**********************************************************************/
/*
* Since the device driver may or may not support pixel logic ops we
* have to make some extensive tests to determine whether or not
* software-implemented logic operations have to be used.
*/
static void update_pixel_logic( GLcontext *ctx )
{
if (ctx->Visual->RGBAflag) {
/* RGBA mode blending w/ Logic Op */
if (ctx->Color.ColorLogicOpEnabled) {
if (ctx->Driver.LogicOp
&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
/* Device driver can do logic, don't have to do it in software */
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
else {
/* Device driver can't do logic op so we do it in software */
ctx->Color.SWLogicOpEnabled = GL_TRUE;
}
}
else {
/* no logic op */
if (ctx->Driver.LogicOp) {
(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
}
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
}
else {
/* CI mode Logic Op */
if (ctx->Color.IndexLogicOpEnabled) {
if (ctx->Driver.LogicOp
&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
/* Device driver can do logic, don't have to do it in software */
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
else {
/* Device driver can't do logic op so we do it in software */
ctx->Color.SWLogicOpEnabled = GL_TRUE;
}
}
else {
/* no logic op */
if (ctx->Driver.LogicOp) {
(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
}
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
}
}
/*
* Check if software implemented RGBA or Color Index masking is needed.
*/
static void update_pixel_masking( GLcontext *ctx )
{
if (ctx->Visual->RGBAflag) {
GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
if (*colorMask == 0xffffffff) {
/* disable masking */
if (ctx->Driver.ColorMask) {
(void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
ctx->Color.SWmasking = GL_FALSE;
}
else {
/* Ask driver to do color masking, if it can't then
* do it in software
*/
GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
if (ctx->Driver.ColorMask
&& (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
ctx->Color.SWmasking = GL_FALSE;
}
else {
ctx->Color.SWmasking = GL_TRUE;
}
}
}
else {
if (ctx->Color.IndexMask==0xffffffff) {
/* disable masking */
if (ctx->Driver.IndexMask) {
(void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
}
ctx->Color.SWmasking = GL_FALSE;
}
else {
/* Ask driver to do index masking, if it can't then
* do it in software
*/
if (ctx->Driver.IndexMask
&& (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
ctx->Color.SWmasking = GL_FALSE;
}
else {
ctx->Color.SWmasking = GL_TRUE;
}
}
}
}
static void update_fog_mode( GLcontext *ctx )
{
int old_mode = ctx->FogMode;
if (ctx->Fog.Enabled) {
if (ctx->Texture.Enabled)
ctx->FogMode = FOG_FRAGMENT;
else if (ctx->Hint.Fog == GL_NICEST)
ctx->FogMode = FOG_FRAGMENT;
else
ctx->FogMode = FOG_VERTEX;
if (ctx->Driver.GetParameteri)
if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
ctx->FogMode = FOG_FRAGMENT;
}
else {
ctx->FogMode = FOG_NONE;
}
if (old_mode != ctx->FogMode)
ctx->NewState |= NEW_FOG;
}
/*
* Recompute the value of ctx->RasterMask, etc. according to
* the current context.
*/
static void update_rasterflags( GLcontext *ctx )
{
ctx->RasterMask = 0;
if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
&& ctx->Color.DrawBuffer != GL_NONE)
ctx->RasterMask |= ALPHABUF_BIT;
if ( ctx->Viewport.X<0
|| ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
|| ctx->Viewport.Y<0
|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
ctx->RasterMask |= WINCLIP_BIT;
}
/* If we're not drawing to exactly one color buffer set the
* MULTI_DRAW_BIT flag. Also set it if we're drawing to no
* buffers or the RGBA or CI mask disables all writes.
*/
ctx->TriangleCaps &= ~DD_MULTIDRAW;
if (ctx->Color.MultiDrawBuffer) {
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
}
else if (ctx->Color.DrawBuffer==GL_NONE) {
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
}
else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
/* all RGBA channels disabled */
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
ctx->Color.DrawDestMask = 0;
}
else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
/* all color index bits disabled */
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
ctx->Color.DrawDestMask = 0;
}
}
void gl_print_state( const char *msg, GLuint state )
{
fprintf(stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
msg,
state,
(state & NEW_LIGHTING) ? "lighting, " : "",
(state & NEW_RASTER_OPS) ? "raster-ops, " : "",
(state & NEW_TEXTURING) ? "texturing, " : "",
(state & NEW_POLYGON) ? "polygon, " : "",
(state & NEW_DRVSTATE0) ? "driver-0, " : "",
(state & NEW_DRVSTATE1) ? "driver-1, " : "",
(state & NEW_DRVSTATE2) ? "driver-2, " : "",
(state & NEW_DRVSTATE3) ? "driver-3, " : "",
(state & NEW_MODELVIEW) ? "modelview, " : "",
(state & NEW_PROJECTION) ? "projection, " : "",
(state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
(state & NEW_USER_CLIP) ? "user-clip, " : "",
(state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
(state & NEW_CLIENT_STATE) ? "client-state, " : "",
(state & NEW_FOG) ? "fog, " : "",
(state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
(state & NEW_VIEWPORT) ? "viewport, " : "",
(state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
}
void gl_print_enable_flags( const char *msg, GLuint flags )
{
fprintf(stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
msg,
flags,
(flags & ENABLE_TEX0) ? "tex-0, " : "",
(flags & ENABLE_TEX1) ? "tex-1, " : "",
(flags & ENABLE_LIGHT) ? "light, " : "",
(flags & ENABLE_FOG) ? "fog, " : "",
(flags & ENABLE_USERCLIP) ? "userclip, " : "",
(flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
(flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
(flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
(flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
(flags & ENABLE_NORMALIZE) ? "normalize, " : "",
(flags & ENABLE_RESCALE) ? "rescale, " : "");
}
/*
* If ctx->NewState is non-zero then this function MUST be called before
* rendering any primitive. Basically, function pointers and miscellaneous
* flags are updated to reflect the current state of the state machine.
*/
void gl_update_state( GLcontext *ctx )
{
GLuint i;
if (MESA_VERBOSE & VERBOSE_STATE)
gl_print_state("", ctx->NewState);
if (ctx->NewState & NEW_CLIENT_STATE)
gl_update_client_state( ctx );
if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
(ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
if (ctx->NewState & NEW_TEXTURE_ENV) {
if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
ctx->NewState &= ~NEW_TEXTURE_ENV;
ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
}
if ((ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) == 0)
goto finished;
if (ctx->NewState & NEW_TEXTURE_MATRIX) {
ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
for (i=0; i < MAX_TEXTURE_UNITS; i++) {
if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
{
gl_matrix_analyze( &ctx->TextureMatrix[i] );
ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
if (ctx->Texture.Unit[i].Enabled &&
ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
ctx->Enabled |= ENABLE_TEXMAT0 << i;
}
}
}
if (ctx->NewState & NEW_TEXTURING) {
ctx->Texture.NeedNormals = GL_FALSE;
gl_update_dirty_texobjs(ctx);
ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
ctx->Texture.ReallyEnabled = 0;
for (i=0; i < MAX_TEXTURE_UNITS; i++) {
if (ctx->Texture.Unit[i].Enabled) {
gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
ctx->Texture.ReallyEnabled |=
ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
if (ctx->Texture.Unit[i].GenFlags != 0) {
ctx->Enabled |= ENABLE_TEXGEN0 << i;
if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
{
ctx->Texture.NeedNormals = GL_TRUE;
ctx->Texture.NeedEyeCoords = GL_TRUE;
}
if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
{
ctx->Texture.NeedEyeCoords = GL_TRUE;
}
}
}
}
ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
}
if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
if (ctx->NewState & NEW_RASTER_OPS) {
update_pixel_logic(ctx);
update_pixel_masking(ctx);
update_fog_mode(ctx);
update_rasterflags(ctx);
if (ctx->Driver.Dither) {
(*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
}
/* Check if incoming colors can be modified during rasterization */
if (ctx->Fog.Enabled ||
ctx->Texture.Enabled ||
ctx->Color.BlendEnabled ||
ctx->Color.SWmasking ||
ctx->Color.SWLogicOpEnabled) {
ctx->MutablePixels = GL_TRUE;
}
else {
ctx->MutablePixels = GL_FALSE;
}
/* update scissor region */
ctx->Buffer->Xmin = 0;
ctx->Buffer->Ymin = 0;
ctx->Buffer->Xmax = ctx->Buffer->Width-1;
ctx->Buffer->Ymax = ctx->Buffer->Height-1;
if (ctx->Scissor.Enabled) {
if (ctx->Scissor.X > ctx->Buffer->Xmin) {
ctx->Buffer->Xmin = ctx->Scissor.X;
}
if (ctx->Scissor.Y > ctx->Buffer->Ymin) {
ctx->Buffer->Ymin = ctx->Scissor.Y;
}
if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) {
ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
}
if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) {
ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
}
}
/* The driver isn't managing the depth buffer.
*/
if (ctx->Driver.AllocDepthBuffer == gl_alloc_depth_buffer)
{
if (ctx->Depth.Mask) {
switch (ctx->Depth.Func) {
case GL_LESS:
ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
break;
case GL_GREATER:
ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
break;
default:
ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
}
}
else {
ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
}
}
}
if (ctx->NewState & NEW_LIGHTING) {
ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
if (ctx->Light.Enabled) {
if (ctx->Light.Model.TwoSide)
ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
gl_update_lighting(ctx);
}
}
}
if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
if (ctx->NewState & NEW_POLYGON) {
/* Setup CullBits bitmask */
if (ctx->Polygon.CullFlag) {
ctx->backface_sign = 1;
switch(ctx->Polygon.CullFaceMode) {
case GL_BACK:
if(ctx->Polygon.FrontFace==GL_CCW)
ctx->backface_sign = -1;
ctx->Polygon.CullBits = 1;
break;
case GL_FRONT:
if(ctx->Polygon.FrontFace!=GL_CCW)
ctx->backface_sign = -1;
ctx->Polygon.CullBits = 2;
break;
default:
case GL_FRONT_AND_BACK:
ctx->backface_sign = 0;
ctx->Polygon.CullBits = 0;
ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
break;
}
}
else {
ctx->Polygon.CullBits = 3;
ctx->backface_sign = 0;
}
/* Any Polygon offsets enabled? */
ctx->TriangleCaps &= ~DD_TRI_OFFSET;
if (ctx->Polygon.OffsetPoint ||
ctx->Polygon.OffsetLine ||
ctx->Polygon.OffsetFill)
ctx->TriangleCaps |= DD_TRI_OFFSET;
/* reset Z offsets now */
ctx->PointZoffset = 0.0;
ctx->LineZoffset = 0.0;
ctx->PolygonZoffset = 0.0;
}
}
if (ctx->NewState & ~(NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE|
NEW_DRIVER_STATE|NEW_USER_CLIP|
NEW_POLYGON))
gl_update_clipmask(ctx);
if (ctx->NewState & (NEW_LIGHTING|
NEW_RASTER_OPS|
NEW_TEXTURING|
NEW_TEXTURE_ENV|
NEW_POLYGON|
NEW_DRVSTATE0|
NEW_DRVSTATE1|
NEW_DRVSTATE2|
NEW_DRVSTATE3|
NEW_USER_CLIP))
{
ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps;
ctx->IndirectTriangles |= DD_SW_RASTERIZE;
if (MESA_VERBOSE&VERBOSE_CULL)
gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles);
ctx->Driver.PointsFunc = NULL;
ctx->Driver.LineFunc = NULL;
ctx->Driver.TriangleFunc = NULL;
ctx->Driver.QuadFunc = NULL;
ctx->Driver.RectFunc = NULL;
ctx->Driver.RenderVBClippedTab = NULL;
ctx->Driver.RenderVBCulledTab = NULL;
ctx->Driver.RenderVBRawTab = NULL;
/*
* Here the driver sets up all the ctx->Driver function pointers to
* it's specific, private functions.
*/
ctx->Driver.UpdateState(ctx);
if (MESA_VERBOSE&VERBOSE_CULL)
gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
/*
* In case the driver didn't hook in an optimized point, line or
* triangle function we'll now select "core/fallback" point, line
* and triangle functions.
*/
if (ctx->IndirectTriangles & DD_SW_RASTERIZE) {
gl_set_point_function(ctx);
gl_set_line_function(ctx);
gl_set_triangle_function(ctx);
gl_set_quad_function(ctx);
if ((ctx->IndirectTriangles &
(DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) ==
(DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL))
ctx->IndirectTriangles &= ~DD_TRI_CULL;
}
if (MESA_VERBOSE&VERBOSE_CULL)
gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
gl_set_render_vb_function(ctx);
}
/* Should only be calc'd when !need_eye_coords and not culling.
*/
if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) {
if (ctx->NewState & NEW_MODELVIEW) {
gl_matrix_analyze( &ctx->ModelView );
ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
}
if (ctx->NewState & NEW_PROJECTION) {
gl_matrix_analyze( &ctx->ProjectionMatrix );
ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
if (ctx->Transform.AnyClip) {
gl_update_userclip( ctx );
}
}
gl_calculate_model_project_matrix( ctx );
ctx->ModelProjectWinMatrixUptodate = 0;
}
/* Figure out whether we can light in object space or not. If we
* can, find the current positions of the lights in object space
*/
if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) &&
(ctx->NewState & (NEW_LIGHTING |
NEW_FOG |
NEW_MODELVIEW |
NEW_PROJECTION |
NEW_TEXTURING |
NEW_RASTER_OPS |
NEW_USER_CLIP)))
{
GLboolean oldcoord, oldnorm;
oldcoord = ctx->NeedEyeCoords;
oldnorm = ctx->NeedEyeNormals;
ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) ||
ctx->Point.Attenuated);
ctx->NeedEyeNormals = GL_FALSE;
if (ctx->Light.Enabled) {
if (ctx->Light.Flags & LIGHT_POSITIONAL) {
/* Need length for attenuation */
if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
ctx->NeedEyeCoords = GL_TRUE;
} else if (ctx->Light.NeedVertices) {
/* Need angle for spot calculations */
if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING))
ctx->NeedEyeCoords = GL_TRUE;
}
ctx->NeedEyeNormals = ctx->NeedEyeCoords;
}
if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE;
if (ctx->Texture.NeedNormals)
ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;
}
ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
if (ctx->NeedEyeCoords)
ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
if (ctx->Light.Enabled) {
gl_update_lighting_function(ctx);
if ( (ctx->NewState & NEW_LIGHTING) ||
((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) &&
!ctx->NeedEyeCoords) ||
oldcoord != ctx->NeedEyeCoords ||
oldnorm != ctx->NeedEyeNormals) {
gl_compute_light_positions(ctx);
}
ctx->rescale_factor = 1.0F;
if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
MAT_FLAG_GENERAL_SCALE |
MAT_FLAG_GENERAL_3D |
MAT_FLAG_GENERAL) )
{
GLfloat *m = ctx->ModelView.inv;
GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10];
if (f > 1e-12 && (f-1)*(f-1) > 1e-12)
ctx->rescale_factor = 1.0/GL_SQRT(f);
}
}
gl_update_normal_transform( ctx );
}
finished:
gl_update_pipelines(ctx);
ctx->NewState = 0;
}