diff options
author | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
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committer | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
commit | afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch) | |
tree | 59d65b4da12fb5379224cf5f6b808fde91523c7f /src/mesa/main/context.c | |
parent | f2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff) |
Initial revision
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r-- | src/mesa/main/context.c | 2388 |
1 files changed, 2388 insertions, 0 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c new file mode 100644 index 00000000000..55c74678213 --- /dev/null +++ b/src/mesa/main/context.c @@ -0,0 +1,2388 @@ +/* $Id: context.c,v 1.1 1999/08/19 00:55:41 jtg 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 "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 "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(); + 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 = 0; + + /* 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; + + /* multitexture */ + ctx->TexCoordUnit = 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; + } + +#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 [email protected]\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", 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 ) +{ + 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; + } +} + + +/* + * 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)) { + 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; + } + } + + /* + * Update Device Driver interface + */ + 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; + } + ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float; + ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int; + } + + if (ctx->NewState & NEW_LIGHTING) { + ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_EARLY_CULL); + if (ctx->Light.Enabled) { + if (ctx->Light.Model.TwoSide) + ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_EARLY_CULL); + gl_update_lighting(ctx); + } + } + } + + if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) { + + + if (ctx->NewState & NEW_POLYGON) { + /* Setup CullBits bitmask */ + if (ctx->Polygon.CullFlag) { + switch(ctx->Polygon.CullFaceMode) { + case GL_FRONT: + ctx->Polygon.CullBits = 2; + break; + case GL_BACK: + ctx->Polygon.CullBits = 1; + break; + default: + case GL_FRONT_AND_BACK: + ctx->Polygon.CullBits = 3; + break; + } + } + else + ctx->Polygon.CullBits = 3; + + /* 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; + + 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); + + /* + * 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); + } + + 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_TEXGEN0 | ENABLE_TEXGEN1)) && + (ctx->NewState & (NEW_LIGHTING | + 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; +} |