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@@ -1,70 +0,0 @@
-/*
- * Copyright (C) 2007-2010 Lawrence Livermore National Security, LLC.
- * Copyright (C) 2007 The Regents of the University of California.
- * Produced at Lawrence Livermore National Laboratory (cf, DISCLAIMER).
- * Written by Brian Behlendorf <[email protected]>.
- * UCRL-CODE-235197
- *
- * This file is part of the SPL, Solaris Porting Layer.
- * For details, see <http://zfsonlinux.org/>.
- *
- * The SPL is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the
- * Free Software Foundation; either version 2 of the License, or (at your
- * option) any later version.
- *
- * The SPL is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
- * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
- * for more details.
- *
- * You should have received a copy of the GNU General Public License along
- * with the SPL. If not, see <http://www.gnu.org/licenses/>.
- */
-
-#ifndef _SPLAT_H
-#define _SPLAT_H
-
-#include "list.h"
-#include "../include/splat-ctl.h"
-
-#define DEV_NAME "/dev/splatctl"
-#define COLOR_BLACK "\033[0;30m"
-#define COLOR_DK_GRAY "\033[1;30m"
-#define COLOR_BLUE "\033[0;34m"
-#define COLOR_LT_BLUE "\033[1;34m"
-#define COLOR_GREEN "\033[0;32m"
-#define COLOR_LT_GREEN "\033[1;32m"
-#define COLOR_CYAN "\033[0;36m"
-#define COLOR_LT_CYAN "\033[1;36m"
-#define COLOR_RED "\033[0;31m"
-#define COLOR_LT_RED "\033[1;31m"
-#define COLOR_PURPLE "\033[0;35m"
-#define COLOR_LT_PURPLE "\033[1;35m"
-#define COLOR_BROWN "\033[0;33m"
-#define COLOR_YELLOW "\033[1;33m"
-#define COLOR_LT_GRAY "\033[0;37m"
-#define COLOR_WHITE "\033[1;37m"
-#define COLOR_RESET "\033[0m"
-
-typedef struct subsystem {
- splat_user_t sub_desc; /* Subsystem description */
- List sub_tests; /* Assocated subsystem tests list */
-} subsystem_t;
-
-typedef struct test {
- splat_user_t test_desc; /* Test description */
- subsystem_t *test_sub; /* Parent subsystem */
-} test_t;
-
-typedef struct cmd_args {
- int args_verbose; /* Verbose flag */
- int args_do_list; /* Display all tests flag */
- int args_do_all; /* Run all tests flag */
- int args_do_color; /* Colorize output */
- int args_exit_on_error; /* Exit on first error flag */
- List args_tests; /* Requested subsystems/tests */
-} cmd_args_t;
-
-#endif /* _SPLAT_H */
-
='#n235'>235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 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/*
 * Mesa 3-D graphics library
 * Version:  7.3
 *
 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
 * Copyright (C) 2008  VMware, Inc.  All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * 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.
 */

/**
 * \file context.c
 * Mesa context/visual/framebuffer management functions.
 * \author Brian Paul
 */

/**
 * \mainpage Mesa Main Module
 *
 * \section MainIntroduction Introduction
 *
 * The Mesa Main module consists of all the files in the main/ directory.
 * Among the features of this module are:
 * <UL>
 * <LI> Structures to represent most GL state </LI>
 * <LI> State set/get functions </LI>
 * <LI> Display lists </LI>
 * <LI> Texture unit, object and image handling </LI>
 * <LI> Matrix and attribute stacks </LI>
 * </UL>
 *
 * Other modules are responsible for API dispatch, vertex transformation,
 * point/line/triangle setup, rasterization, vertex array caching,
 * vertex/fragment programs/shaders, etc.
 *
 *
 * \section AboutDoxygen About Doxygen
 *
 * If you're viewing this information as Doxygen-generated HTML you'll
 * see the documentation index at the top of this page.
 *
 * The first line lists the Mesa source code modules.
 * The second line lists the indexes available for viewing the documentation
 * for each module.
 *
 * Selecting the <b>Main page</b> link will display a summary of the module
 * (this page).
 *
 * Selecting <b>Data Structures</b> will list all C structures.
 *
 * Selecting the <b>File List</b> link will list all the source files in
 * the module.
 * Selecting a filename will show a list of all functions defined in that file.
 *
 * Selecting the <b>Data Fields</b> link will display a list of all
 * documented structure members.
 *
 * Selecting the <b>Globals</b> link will display a list
 * of all functions, structures, global variables and macros in the module.
 *
 */


#include "glheader.h"
#include "mfeatures.h"
#include "imports.h"
#include "accum.h"
#include "api_exec.h"
#include "arrayobj.h"
#include "attrib.h"
#include "blend.h"
#include "buffers.h"
#include "bufferobj.h"
#include "context.h"
#include "cpuinfo.h"
#include "debug.h"
#include "depth.h"
#include "dlist.h"
#include "eval.h"
#include "extensions.h"
#include "fbobject.h"
#include "feedback.h"
#include "fog.h"
#include "framebuffer.h"
#include "hint.h"
#include "hash.h"
#include "light.h"
#include "lines.h"
#include "macros.h"
#include "matrix.h"
#include "multisample.h"
#include "pixel.h"
#include "pixelstore.h"
#include "points.h"
#include "polygon.h"
#include "queryobj.h"
#include "syncobj.h"
#include "rastpos.h"
#include "remap.h"
#include "scissor.h"
#include "shared.h"
#include "shaderobj.h"
#include "simple_list.h"
#include "state.h"
#include "stencil.h"
#include "texcompress_s3tc.h"
#include "texstate.h"
#include "transformfeedback.h"
#include "mtypes.h"
#include "varray.h"
#include "version.h"
#include "viewport.h"
#include "vtxfmt.h"
#include "program/program.h"
#include "program/prog_print.h"
#if _HAVE_FULL_GL
#include "math/m_matrix.h"
#endif

#ifdef USE_SPARC_ASM
#include "sparc/sparc.h"
#endif

#include "glsl_parser_extras.h"
#include <stdbool.h>


#ifndef MESA_VERBOSE
int MESA_VERBOSE = 0;
#endif

#ifndef MESA_DEBUG_FLAGS
int MESA_DEBUG_FLAGS = 0;
#endif


/* ubyte -> float conversion */
GLfloat _mesa_ubyte_to_float_color_tab[256];



/**
 * Swap buffers notification callback.
 * 
 * \param ctx GL context.
 *
 * Called by window system just before swapping buffers.
 * We have to finish any pending rendering.
 */
void
_mesa_notifySwapBuffers(struct gl_context *ctx)
{
   if (MESA_VERBOSE & VERBOSE_SWAPBUFFERS)
      _mesa_debug(ctx, "SwapBuffers\n");
   FLUSH_CURRENT( ctx, 0 );
   if (ctx->Driver.Flush) {
      ctx->Driver.Flush(ctx);
   }
}


/**********************************************************************/
/** \name GL Visual allocation/destruction                            */
/**********************************************************************/
/*@{*/

/**
 * Allocates a struct gl_config structure and initializes it via
 * _mesa_initialize_visual().
 * 
 * \param dbFlag double buffering
 * \param stereoFlag stereo buffer
 * \param depthBits requested bits per depth buffer value. Any value in [0, 32]
 * is acceptable but the actual depth type will be GLushort or GLuint as
 * needed.
 * \param stencilBits requested minimum bits per stencil buffer value
 * \param accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits number of bits per color component in accum buffer.
 * \param indexBits number of bits per pixel if \p rgbFlag is GL_FALSE
 * \param redBits number of bits per color component in frame buffer for RGB(A)
 * mode.  We always use 8 in core Mesa though.
 * \param greenBits same as above.
 * \param blueBits same as above.
 * \param alphaBits same as above.
 * \param numSamples not really used.
 * 
 * \return pointer to new struct gl_config or NULL if requested parameters can't be
 * met.
 *
 * \note Need to add params for level and numAuxBuffers (at least)
 */
struct gl_config *
_mesa_create_visual( GLboolean dbFlag,
                     GLboolean stereoFlag,
                     GLint redBits,
                     GLint greenBits,
                     GLint blueBits,
                     GLint alphaBits,
                     GLint depthBits,
                     GLint stencilBits,
                     GLint accumRedBits,
                     GLint accumGreenBits,
                     GLint accumBlueBits,
                     GLint accumAlphaBits,
                     GLint numSamples )
{
   struct gl_config *vis = (struct gl_config *) calloc(1, sizeof(struct gl_config));
   if (vis) {
      if (!_mesa_initialize_visual(vis, dbFlag, stereoFlag,
                                   redBits, greenBits, blueBits, alphaBits,
                                   depthBits, stencilBits,
                                   accumRedBits, accumGreenBits,
                                   accumBlueBits, accumAlphaBits,
                                   numSamples)) {
         free(vis);
         return NULL;
      }
   }
   return vis;
}

/**
 * Makes some sanity checks and fills in the fields of the
 * struct gl_config object with the given parameters.  If the caller needs
 * to set additional fields, he should just probably init the whole struct gl_config
 * object himself.
 * \return GL_TRUE on success, or GL_FALSE on failure.
 *
 * \sa _mesa_create_visual() above for the parameter description.
 */
GLboolean
_mesa_initialize_visual( struct gl_config *vis,
                         GLboolean dbFlag,
                         GLboolean stereoFlag,
                         GLint redBits,
                         GLint greenBits,
                         GLint blueBits,
                         GLint alphaBits,
                         GLint depthBits,
                         GLint stencilBits,
                         GLint accumRedBits,
                         GLint accumGreenBits,
                         GLint accumBlueBits,
                         GLint accumAlphaBits,
                         GLint numSamples )
{
   assert(vis);

   if (depthBits < 0 || depthBits > 32) {
      return GL_FALSE;
   }
   if (stencilBits < 0 || stencilBits > STENCIL_BITS) {
      return GL_FALSE;
   }
   assert(accumRedBits >= 0);
   assert(accumGreenBits >= 0);
   assert(accumBlueBits >= 0);
   assert(accumAlphaBits >= 0);

   vis->rgbMode          = GL_TRUE;
   vis->doubleBufferMode = dbFlag;
   vis->stereoMode       = stereoFlag;

   vis->redBits          = redBits;
   vis->greenBits        = greenBits;
   vis->blueBits         = blueBits;
   vis->alphaBits        = alphaBits;
   vis->rgbBits          = redBits + greenBits + blueBits;

   vis->indexBits      = 0;
   vis->depthBits      = depthBits;
   vis->stencilBits    = stencilBits;

   vis->accumRedBits   = accumRedBits;
   vis->accumGreenBits = accumGreenBits;
   vis->accumBlueBits  = accumBlueBits;
   vis->accumAlphaBits = accumAlphaBits;

   vis->haveAccumBuffer   = accumRedBits > 0;
   vis->haveDepthBuffer   = depthBits > 0;
   vis->haveStencilBuffer = stencilBits > 0;

   vis->numAuxBuffers = 0;
   vis->level = 0;
   vis->sampleBuffers = numSamples > 0 ? 1 : 0;
   vis->samples = numSamples;

   return GL_TRUE;
}


/**
 * Destroy a visual and free its memory.
 *
 * \param vis visual.
 * 
 * Frees the visual structure.
 */
void
_mesa_destroy_visual( struct gl_config *vis )
{
   free(vis);
}

/*@}*/


/**********************************************************************/
/** \name Context allocation, initialization, destroying
 *
 * The purpose of the most initialization functions here is to provide the
 * default state values according to the OpenGL specification.
 */
/**********************************************************************/
/*@{*/


/**
 * This is lame.  gdb only seems to recognize enum types that are
 * actually used somewhere.  We want to be able to print/use enum
 * values such as TEXTURE_2D_INDEX in gdb.  But we don't actually use
 * the gl_texture_index type anywhere.  Thus, this lame function.
 */
static void
dummy_enum_func(void)
{
   gl_buffer_index bi = BUFFER_FRONT_LEFT;
   gl_face_index fi = FACE_POS_X;
   gl_frag_attrib fa = FRAG_ATTRIB_WPOS;
   gl_frag_result fr = FRAG_RESULT_DEPTH;
   gl_texture_index ti = TEXTURE_2D_ARRAY_INDEX;
   gl_vert_attrib va = VERT_ATTRIB_POS;
   gl_vert_result vr = VERT_RESULT_HPOS;
   gl_geom_attrib ga = GEOM_ATTRIB_POSITION;
   gl_geom_result gr = GEOM_RESULT_POS;

   (void) bi;
   (void) fi;
   (void) fa;
   (void) fr;
   (void) ti;
   (void) va;
   (void) vr;
   (void) ga;
   (void) gr;
}


/**
 * One-time initialization mutex lock.
 *
 * \sa Used by one_time_init().
 */
_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);

/**
 * Calls all the various one-time-init functions in Mesa.
 *
 * While holding a global mutex lock, calls several initialization functions,
 * and sets the glapi callbacks if the \c MESA_DEBUG environment variable is
 * defined.
 *
 * \sa _math_init().
 */
static void
one_time_init( struct gl_context *ctx )
{
   static GLboolean alreadyCalled = GL_FALSE;
   (void) ctx;
   _glthread_LOCK_MUTEX(OneTimeLock);
   if (!alreadyCalled) {
      GLuint i;

      /* do some implementation tests */
      assert( sizeof(GLbyte) == 1 );
      assert( sizeof(GLubyte) == 1 );
      assert( sizeof(GLshort) == 2 );
      assert( sizeof(GLushort) == 2 );
      assert( sizeof(GLint) == 4 );
      assert( sizeof(GLuint) == 4 );

      _mesa_get_cpu_features();

      switch (ctx->API) {
#if FEATURE_GL
      case API_OPENGL:
	 _mesa_init_remap_table();
	 break;
#endif
#if FEATURE_ES1
      case API_OPENGLES:
	 _mesa_init_remap_table_es1();
	 break;
#endif
#if FEATURE_ES2
      case API_OPENGLES2:
	 _mesa_init_remap_table_es2();
	 break;
#endif
      default:
	 break;
      }

      _mesa_init_sqrt_table();
      _mesa_init_get_hash(ctx);

      for (i = 0; i < 256; i++) {
         _mesa_ubyte_to_float_color_tab[i] = (float) i / 255.0F;
      }

#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
      _mesa_debug(ctx, "Mesa %s DEBUG build %s %s\n",
                  MESA_VERSION_STRING, __DATE__, __TIME__);
#endif

      alreadyCalled = GL_TRUE;
   }
   _glthread_UNLOCK_MUTEX(OneTimeLock);

   /* Hopefully atexit() is widely available.  If not, we may need some
    * #ifdef tests here.
    */
   atexit(_mesa_destroy_shader_compiler);

   dummy_enum_func();
}


/**
 * Initialize fields of gl_current_attrib (aka ctx->Current.*)
 */
static void
_mesa_init_current(struct gl_context *ctx)
{
   GLuint i;

   /* Init all to (0,0,0,1) */
   for (i = 0; i < Elements(ctx->Current.Attrib); i++) {
      ASSIGN_4V( ctx->Current.Attrib[i], 0.0, 0.0, 0.0, 1.0 );
   }

   /* redo special cases: */
   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_WEIGHT], 1.0, 0.0, 0.0, 0.0 );
   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_NORMAL], 0.0, 0.0, 1.0, 1.0 );
   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR0], 1.0, 1.0, 1.0, 1.0 );
   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR1], 0.0, 0.0, 0.0, 1.0 );
   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX], 1.0, 0.0, 0.0, 1.0 );
   ASSIGN_4V( ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG], 1.0, 0.0, 0.0, 1.0 );
}


/**
 * Init vertex/fragment/geometry program limits.
 * Important: drivers should override these with actual limits.
 */
static void
init_program_limits(GLenum type, struct gl_program_constants *prog)
{
   prog->MaxInstructions = MAX_PROGRAM_INSTRUCTIONS;
   prog->MaxAluInstructions = MAX_PROGRAM_INSTRUCTIONS;
   prog->MaxTexInstructions = MAX_PROGRAM_INSTRUCTIONS;
   prog->MaxTexIndirections = MAX_PROGRAM_INSTRUCTIONS;
   prog->MaxTemps = MAX_PROGRAM_TEMPS;
   prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
   prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
   prog->MaxUniformComponents = 4 * MAX_UNIFORMS;

   switch (type) {
   case GL_VERTEX_PROGRAM_ARB:
      prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
      break;
   case GL_FRAGMENT_PROGRAM_ARB:
      prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
      prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
      prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
      break;
   case MESA_GEOMETRY_PROGRAM:
      prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
      prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
      prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;

      prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
      prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
      prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
      prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
      prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
      prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
      break;
   default:
      assert(0 && "Bad program type in init_program_limits()");
   }

   /* Set the native limits to zero.  This implies that there is no native
    * support for shaders.  Let the drivers fill in the actual values.
    */
   prog->MaxNativeInstructions = 0;
   prog->MaxNativeAluInstructions = 0;
   prog->MaxNativeTexInstructions = 0;
   prog->MaxNativeTexIndirections = 0;
   prog->MaxNativeAttribs = 0;
   prog->MaxNativeTemps = 0;
   prog->MaxNativeAddressRegs = 0;
   prog->MaxNativeParameters = 0;
}


/**
 * Initialize fields of gl_constants (aka ctx->Const.*).
 * Use defaults from config.h.  The device drivers will often override
 * some of these values (such as number of texture units).
 */
static void 
_mesa_init_constants(struct gl_context *ctx)
{
   assert(ctx);

   /* Constants, may be overriden (usually only reduced) by device drivers */
   ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
   ctx->Const.Max3DTextureLevels = MAX_3D_TEXTURE_LEVELS;
   ctx->Const.MaxCubeTextureLevels = MAX_CUBE_TEXTURE_LEVELS;
   ctx->Const.MaxTextureRectSize = MAX_TEXTURE_RECT_SIZE;
   ctx->Const.MaxArrayTextureLayers = MAX_ARRAY_TEXTURE_LAYERS;
   ctx->Const.MaxTextureCoordUnits = MAX_TEXTURE_COORD_UNITS;
   ctx->Const.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
   ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
                                     ctx->Const.MaxTextureImageUnits);
   ctx->Const.MaxTextureMaxAnisotropy = MAX_TEXTURE_MAX_ANISOTROPY;
   ctx->Const.MaxTextureLodBias = MAX_TEXTURE_LOD_BIAS;
   ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
   ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
   ctx->Const.MinPointSize = MIN_POINT_SIZE;
   ctx->Const.MaxPointSize = MAX_POINT_SIZE;
   ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
   ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
   ctx->Const.PointSizeGranularity = (GLfloat) POINT_SIZE_GRANULARITY;
   ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
   ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
   ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
   ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
   ctx->Const.LineWidthGranularity = (GLfloat) LINE_WIDTH_GRANULARITY;
   ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
   ctx->Const.MaxClipPlanes = MAX_CLIP_PLANES;
   ctx->Const.MaxLights = MAX_LIGHTS;
   ctx->Const.MaxShininess = 128.0;
   ctx->Const.MaxSpotExponent = 128.0;
   ctx->Const.MaxViewportWidth = MAX_WIDTH;
   ctx->Const.MaxViewportHeight = MAX_HEIGHT;
#if FEATURE_ARB_vertex_program
   init_program_limits(GL_VERTEX_PROGRAM_ARB, &ctx->Const.VertexProgram);
#endif
#if FEATURE_ARB_fragment_program
   init_program_limits(GL_FRAGMENT_PROGRAM_ARB, &ctx->Const.FragmentProgram);
#endif
#if FEATURE_ARB_geometry_shader4
   init_program_limits(MESA_GEOMETRY_PROGRAM, &ctx->Const.GeometryProgram);
#endif
   ctx->Const.MaxProgramMatrices = MAX_PROGRAM_MATRICES;
   ctx->Const.MaxProgramMatrixStackDepth = MAX_PROGRAM_MATRIX_STACK_DEPTH;

   /* CheckArrayBounds is overriden by drivers/x11 for X server */
   ctx->Const.CheckArrayBounds = GL_FALSE;

   /* GL_ARB_draw_buffers */
   ctx->Const.MaxDrawBuffers = MAX_DRAW_BUFFERS;

#if FEATURE_EXT_framebuffer_object
   ctx->Const.MaxColorAttachments = MAX_COLOR_ATTACHMENTS;
   ctx->Const.MaxRenderbufferSize = MAX_WIDTH;
#endif

#if FEATURE_ARB_vertex_shader
   ctx->Const.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
   ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
   ctx->Const.MaxVarying = MAX_VARYING;
#endif

   /* Shading language version */
   if (ctx->API == API_OPENGL) {
      ctx->Const.GLSLVersion = 120;
   }
   else if (ctx->API == API_OPENGLES2) {
      ctx->Const.GLSLVersion = 100;
   }
   else if (ctx->API == API_OPENGLES) {
      ctx->Const.GLSLVersion = 0; /* GLSL not supported */
   }

   /* GL_ARB_framebuffer_object */
   ctx->Const.MaxSamples = 0;

   /* GL_ARB_sync */
   ctx->Const.MaxServerWaitTimeout = (GLuint64) ~0;

   /* GL_ATI_envmap_bumpmap */
   ctx->Const.SupportedBumpUnits = SUPPORTED_ATI_BUMP_UNITS;

   /* GL_EXT_provoking_vertex */
   ctx->Const.QuadsFollowProvokingVertexConvention = GL_TRUE;

   /* GL_EXT_transform_feedback */
   ctx->Const.MaxTransformFeedbackSeparateAttribs = MAX_FEEDBACK_ATTRIBS;
   ctx->Const.MaxTransformFeedbackSeparateComponents = 4 * MAX_FEEDBACK_ATTRIBS;
   ctx->Const.MaxTransformFeedbackInterleavedComponents = 4 * MAX_FEEDBACK_ATTRIBS;

   /* GL 3.2: hard-coded for now: */
   ctx->Const.ProfileMask = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT;
}


/**
 * Do some sanity checks on the limits/constants for the given context.
 * Only called the first time a context is bound.
 */
static void
check_context_limits(struct gl_context *ctx)
{
   /* check that we don't exceed the size of various bitfields */
   assert(VERT_RESULT_MAX <=
	  (8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
   assert(FRAG_ATTRIB_MAX <=
	  (8 * sizeof(ctx->FragmentProgram._Current->Base.InputsRead)));

   assert(MAX_COMBINED_TEXTURE_IMAGE_UNITS <= 8 * sizeof(GLbitfield));

   /* shader-related checks */
   assert(ctx->Const.FragmentProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);
   assert(ctx->Const.VertexProgram.MaxLocalParams <= MAX_PROGRAM_LOCAL_PARAMS);

   assert(MAX_NV_FRAGMENT_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
   assert(MAX_NV_VERTEX_PROGRAM_TEMPS <= MAX_PROGRAM_TEMPS);
   assert(MAX_NV_VERTEX_PROGRAM_INPUTS <= VERT_ATTRIB_MAX);
   assert(MAX_NV_VERTEX_PROGRAM_OUTPUTS <= VERT_RESULT_MAX);

   /* Texture unit checks */
   assert(ctx->Const.MaxTextureImageUnits > 0);
   assert(ctx->Const.MaxTextureImageUnits <= MAX_TEXTURE_IMAGE_UNITS);
   assert(ctx->Const.MaxTextureCoordUnits > 0);
   assert(ctx->Const.MaxTextureCoordUnits <= MAX_TEXTURE_COORD_UNITS);
   assert(ctx->Const.MaxTextureUnits > 0);
   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS);
   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS);
   assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.MaxTextureImageUnits,
                                             ctx->Const.MaxTextureCoordUnits));
   assert(ctx->Const.MaxCombinedTextureImageUnits > 0);
   assert(ctx->Const.MaxCombinedTextureImageUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
   assert(ctx->Const.MaxTextureCoordUnits <= MAX_COMBINED_TEXTURE_IMAGE_UNITS);
   /* number of coord units cannot be greater than number of image units */
   assert(ctx->Const.MaxTextureCoordUnits <= ctx->Const.MaxTextureImageUnits);


   /* Texture size checks */
   assert(ctx->Const.MaxTextureLevels <= MAX_TEXTURE_LEVELS);
   assert(ctx->Const.Max3DTextureLevels <= MAX_3D_TEXTURE_LEVELS);
   assert(ctx->Const.MaxCubeTextureLevels <= MAX_CUBE_TEXTURE_LEVELS);
   assert(ctx->Const.MaxTextureRectSize <= MAX_TEXTURE_RECT_SIZE);

   /* make sure largest texture image is <= MAX_WIDTH in size */
   assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= MAX_WIDTH);
   assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= MAX_WIDTH);
   assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= MAX_WIDTH);

   /* Texture level checks */
   assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS);
   assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS);

   /* Max texture size should be <= max viewport size (render to texture) */
   assert((1 << (MAX_TEXTURE_LEVELS - 1)) <= MAX_WIDTH);

   assert(ctx->Const.MaxViewportWidth <= MAX_WIDTH);
   assert(ctx->Const.MaxViewportHeight <= MAX_WIDTH);

   assert(ctx->Const.MaxDrawBuffers <= MAX_DRAW_BUFFERS);

   /* if this fails, add more enum values to gl_buffer_index */
   assert(BUFFER_COLOR0 + MAX_DRAW_BUFFERS <= BUFFER_COUNT);

   /* XXX probably add more tests */
}


/**
 * Initialize the attribute groups in a GL context.
 *
 * \param ctx GL context.
 *
 * Initializes all the attributes, calling the respective <tt>init*</tt>
 * functions for the more complex data structures.
 */
static GLboolean
init_attrib_groups(struct gl_context *ctx)
{
   assert(ctx);

   /* Constants */
   _mesa_init_constants( ctx );

   /* Extensions */
   _mesa_init_extensions( ctx );

   /* Attribute Groups */
   _mesa_init_accum( ctx );
   _mesa_init_attrib( ctx );
   _mesa_init_buffer_objects( ctx );
   _mesa_init_color( ctx );
   _mesa_init_current( ctx );
   _mesa_init_depth( ctx );
   _mesa_init_debug( ctx );
   _mesa_init_display_list( ctx );
   _mesa_init_eval( ctx );
   _mesa_init_fbobjects( ctx );
   _mesa_init_feedback( ctx );
   _mesa_init_fog( ctx );
   _mesa_init_hint( ctx );
   _mesa_init_line( ctx );
   _mesa_init_lighting( ctx );
   _mesa_init_matrix( ctx );
   _mesa_init_multisample( ctx );
   _mesa_init_pixel( ctx );
   _mesa_init_pixelstore( ctx );
   _mesa_init_point( ctx );
   _mesa_init_polygon( ctx );
   _mesa_init_program( ctx );
   _mesa_init_queryobj( ctx );
   _mesa_init_sync( ctx );
   _mesa_init_rastpos( ctx );
   _mesa_init_scissor( ctx );
   _mesa_init_shader_state( ctx );
   _mesa_init_stencil( ctx );
   _mesa_init_transform( ctx );
   _mesa_init_transform_feedback( ctx );
   _mesa_init_varray( ctx );
   _mesa_init_viewport( ctx );

   if (!_mesa_init_texture( ctx ))
      return GL_FALSE;

   _mesa_init_texture_s3tc( ctx );

   /* Miscellaneous */
   ctx->NewState = _NEW_ALL;
   ctx->ErrorValue = (GLenum) GL_NO_ERROR;
   ctx->varying_vp_inputs = ~0;

   return GL_TRUE;
}


/**
 * Update default objects in a GL context with respect to shared state.
 *
 * \param ctx GL context.
 *
 * Removes references to old default objects, (texture objects, program
 * objects, etc.) and changes to reference those from the current shared
 * state.
 */
static GLboolean
update_default_objects(struct gl_context *ctx)
{
   assert(ctx);

   _mesa_update_default_objects_program(ctx);
   _mesa_update_default_objects_texture(ctx);
   _mesa_update_default_objects_buffer_objects(ctx);

   return GL_TRUE;
}


/**
 * This is the default function we plug into all dispatch table slots
 * This helps prevents a segfault when someone calls a GL function without
 * first checking if the extension's supported.
 */
static int
generic_nop(void)
{
   _mesa_warning(NULL, "User called no-op dispatch function (an unsupported extension function?)");
   return 0;
}


/**
 * Allocate and initialize a new dispatch table.
 */
struct _glapi_table *
_mesa_alloc_dispatch_table(int size)
{
   /* Find the larger of Mesa's dispatch table and libGL's dispatch table.
    * In practice, this'll be the same for stand-alone Mesa.  But for DRI
    * Mesa we do this to accomodate different versions of libGL and various
    * DRI drivers.
    */
   GLint numEntries = MAX2(_glapi_get_dispatch_table_size(),
                           size / sizeof(_glapi_proc));
   struct _glapi_table *table =
      (struct _glapi_table *) malloc(numEntries * sizeof(_glapi_proc));
   if (table) {
      _glapi_proc *entry = (_glapi_proc *) table;
      GLint i;
      for (i = 0; i < numEntries; i++) {
         entry[i] = (_glapi_proc) generic_nop;
      }
   }
   return table;
}


/**
 * Initialize a struct gl_context struct (rendering context).
 *
 * This includes allocating all the other structs and arrays which hang off of
 * the context by pointers.
 * Note that the driver needs to pass in its dd_function_table here since
 * we need to at least call driverFunctions->NewTextureObject to create the
 * default texture objects.
 * 
 * Called by _mesa_create_context().
 *
 * Performs the imports and exports callback tables initialization, and
 * miscellaneous one-time initializations. If no shared context is supplied one
 * is allocated, and increase its reference count.  Setups the GL API dispatch
 * tables.  Initialize the TNL module. Sets the maximum Z buffer depth.
 * Finally queries the \c MESA_DEBUG and \c MESA_VERBOSE environment variables
 * for debug flags.
 *
 * \param ctx the context to initialize
 * \param api the GL API type to create the context for
 * \param visual describes the visual attributes for this context
 * \param share_list points to context to share textures, display lists,
 *        etc with, or NULL
 * \param driverFunctions table of device driver functions for this context
 *        to use
 * \param driverContext pointer to driver-specific context data
 */
GLboolean
_mesa_initialize_context_for_api(struct gl_context *ctx,
				 gl_api api,
				 const struct gl_config *visual,
				 struct gl_context *share_list,
				 const struct dd_function_table *driverFunctions,
				 void *driverContext)
{
   struct gl_shared_state *shared;
   int i;

   /*ASSERT(driverContext);*/
   assert(driverFunctions->NewTextureObject);
   assert(driverFunctions->FreeTexImageData);

   ctx->API = api;
   ctx->Visual = *visual;
   ctx->DrawBuffer = NULL;
   ctx->ReadBuffer = NULL;
   ctx->WinSysDrawBuffer = NULL;
   ctx->WinSysReadBuffer = NULL;

   /* misc one-time initializations */
   one_time_init(ctx);

   /* Plug in driver functions and context pointer here.
    * This is important because when we call alloc_shared_state() below
    * we'll call ctx->Driver.NewTextureObject() to create the default
    * textures.
    */
   ctx->Driver = *driverFunctions;
   ctx->DriverCtx = driverContext;

   if (share_list) {
      /* share state with another context */
      shared = share_list->Shared;
   }
   else {
      /* allocate new, unshared state */
      shared = _mesa_alloc_shared_state(ctx);
      if (!shared)
         return GL_FALSE;
   }

   _glthread_LOCK_MUTEX(shared->Mutex);
   ctx->Shared = shared;
   shared->RefCount++;
   _glthread_UNLOCK_MUTEX(shared->Mutex);

   if (!init_attrib_groups( ctx )) {
      _mesa_release_shared_state(ctx, ctx->Shared);
      return GL_FALSE;
   }

#if FEATURE_dispatch
   /* setup the API dispatch tables */
   switch (ctx->API) {
#if FEATURE_GL
   case API_OPENGL:
      ctx->Exec = _mesa_create_exec_table();
      break;
#endif
#if FEATURE_ES1
   case API_OPENGLES:
      ctx->Exec = _mesa_create_exec_table_es1();
      break;
#endif
#if FEATURE_ES2
   case API_OPENGLES2:
      ctx->Exec = _mesa_create_exec_table_es2();
      break;
#endif
   default:
      _mesa_problem(ctx, "unknown or unsupported API");
      break;
   }

   if (!ctx->Exec) {
      _mesa_release_shared_state(ctx, ctx->Shared);
      return GL_FALSE;
   }
#endif
   ctx->CurrentDispatch = ctx->Exec;

   ctx->FragmentProgram._MaintainTexEnvProgram
      = (_mesa_getenv("MESA_TEX_PROG") != NULL);

   ctx->VertexProgram._MaintainTnlProgram
      = (_mesa_getenv("MESA_TNL_PROG") != NULL);
   if (ctx->VertexProgram._MaintainTnlProgram) {
      /* this is required... */
      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
   }

   switch (ctx->API) {
   case API_OPENGL:
#if FEATURE_dlist
      ctx->Save = _mesa_create_save_table();
      if (!ctx->Save) {
	 _mesa_release_shared_state(ctx, ctx->Shared);
	 free(ctx->Exec);
	 return GL_FALSE;
      }

      _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
#endif
      break;
   case API_OPENGLES:
      /**
       * GL_OES_texture_cube_map says
       * "Initially all texture generation modes are set to REFLECTION_MAP_OES"
       */
      for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
	 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
	 texUnit->GenS.Mode = GL_REFLECTION_MAP_NV;
	 texUnit->GenT.Mode = GL_REFLECTION_MAP_NV;
	 texUnit->GenR.Mode = GL_REFLECTION_MAP_NV;
	 texUnit->GenS._ModeBit = TEXGEN_REFLECTION_MAP_NV;
	 texUnit->GenT._ModeBit = TEXGEN_REFLECTION_MAP_NV;
	 texUnit->GenR._ModeBit = TEXGEN_REFLECTION_MAP_NV;
      }
      break;
   case API_OPENGLES2:
      ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
      ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
      ctx->Point.PointSprite = GL_TRUE;  /* always on for ES 2.x */
      break;
   }

   ctx->FirstTimeCurrent = GL_TRUE;

   return GL_TRUE;
}

GLboolean
_mesa_initialize_context(struct gl_context *ctx,
                         const struct gl_config *visual,
                         struct gl_context *share_list,
                         const struct dd_function_table *driverFunctions,
                         void *driverContext)
{
   return _mesa_initialize_context_for_api(ctx,
					   API_OPENGL,
					   visual,
					   share_list,
					   driverFunctions,
					   driverContext);
}

/**
 * Allocate and initialize a struct gl_context structure.
 * Note that the driver needs to pass in its dd_function_table here since
 * we need to at least call driverFunctions->NewTextureObject to initialize
 * the rendering context.
 *
 * \param api the GL API type to create the context for
 * \param visual a struct gl_config pointer (we copy the struct contents)
 * \param share_list another context to share display lists with or NULL
 * \param driverFunctions points to the dd_function_table into which the
 *        driver has plugged in all its special functions.
 * \param driverContext points to the device driver's private context state
 * 
 * \return pointer to a new __struct gl_contextRec or NULL if error.
 */
struct gl_context *
_mesa_create_context_for_api(gl_api api,
			     const struct gl_config *visual,
			     struct gl_context *share_list,
			     const struct dd_function_table *driverFunctions,
			     void *driverContext)
{
   struct gl_context *ctx;

   ASSERT(visual);
   /*ASSERT(driverContext);*/

   ctx = (struct gl_context *) calloc(1, sizeof(struct gl_context));
   if (!ctx)
      return NULL;

   if (_mesa_initialize_context_for_api(ctx, api, visual, share_list,
					driverFunctions, driverContext)) {
      return ctx;
   }
   else {
      free(ctx);
      return NULL;
   }
}

struct gl_context *
_mesa_create_context(const struct gl_config *visual,
		     struct gl_context *share_list,
		     const struct dd_function_table *driverFunctions,
		     void *driverContext)
{
   return _mesa_create_context_for_api(API_OPENGL, visual,
				       share_list,
				       driverFunctions,
				       driverContext);
}

/**
 * Free the data associated with the given context.
 * 
 * But doesn't free the struct gl_context struct itself.
 *
 * \sa _mesa_initialize_context() and init_attrib_groups().
 */
void
_mesa_free_context_data( struct gl_context *ctx )
{
   if (!_mesa_get_current_context()){
      /* No current context, but we may need one in order to delete
       * texture objs, etc.  So temporarily bind the context now.
       */
      _mesa_make_current(ctx, NULL, NULL);
   }

   /* unreference WinSysDraw/Read buffers */
   _mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
   _mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
   _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
   _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);

   _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
   _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);

   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
   _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, NULL);

   _mesa_free_attrib_data(ctx);
   _mesa_free_buffer_objects(ctx);
   _mesa_free_lighting_data( ctx );
   _mesa_free_eval_data( ctx );
   _mesa_free_texture_data( ctx );
   _mesa_free_matrix_data( ctx );
   _mesa_free_viewport_data( ctx );
   _mesa_free_program_data(ctx);
   _mesa_free_shader_state(ctx);
   _mesa_free_queryobj_data(ctx);
   _mesa_free_sync_data(ctx);
   _mesa_free_varray_data(ctx);
   _mesa_free_transform_feedback(ctx);

   _mesa_delete_array_object(ctx, ctx->Array.DefaultArrayObj);

#if FEATURE_ARB_pixel_buffer_object
   _mesa_reference_buffer_object(ctx, &ctx->Pack.BufferObj, NULL);
   _mesa_reference_buffer_object(ctx, &ctx->Unpack.BufferObj, NULL);
   _mesa_reference_buffer_object(ctx, &ctx->DefaultPacking.BufferObj, NULL);
#endif

#if FEATURE_ARB_vertex_buffer_object
   _mesa_reference_buffer_object(ctx, &ctx->Array.ArrayBufferObj, NULL);
   _mesa_reference_buffer_object(ctx, &ctx->Array.ElementArrayBufferObj, NULL);
#endif

   /* free dispatch tables */
   free(ctx->Exec);
   free(ctx->Save);

   /* Shared context state (display lists, textures, etc) */
   _mesa_release_shared_state( ctx, ctx->Shared );

   /* needs to be after freeing shared state */
   _mesa_free_display_list_data(ctx);

   if (ctx->Extensions.String)
      free((void *) ctx->Extensions.String);

   if (ctx->VersionString)
      free(ctx->VersionString);

   /* unbind the context if it's currently bound */
   if (ctx == _mesa_get_current_context()) {
      _mesa_make_current(NULL, NULL, NULL);
   }
}


/**
 * Destroy a struct gl_context structure.
 *
 * \param ctx GL context.
 * 
 * Calls _mesa_free_context_data() and frees the struct gl_context structure itself.
 */
void
_mesa_destroy_context( struct gl_context *ctx )
{
   if (ctx) {
      _mesa_free_context_data(ctx);
      free( (void *) ctx );
   }
}


#if _HAVE_FULL_GL
/**
 * Copy attribute groups from one context to another.
 * 
 * \param src source context
 * \param dst destination context
 * \param mask bitwise OR of GL_*_BIT flags
 *
 * According to the bits specified in \p mask, copies the corresponding
 * attributes from \p src into \p dst.  For many of the attributes a simple \c
 * memcpy is not enough due to the existence of internal pointers in their data
 * structures.
 */
void
_mesa_copy_context( const struct gl_context *src, struct gl_context *dst, GLuint mask )
{
   if (mask & GL_ACCUM_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Accum = src->Accum;
   }
   if (mask & GL_COLOR_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Color = src->Color;
   }
   if (mask & GL_CURRENT_BIT) {
      /* OK to memcpy */
      dst->Current = src->Current;
   }
   if (mask & GL_DEPTH_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Depth = src->Depth;
   }
   if (mask & GL_ENABLE_BIT) {
      /* no op */
   }
   if (mask & GL_EVAL_BIT) {
      /* OK to memcpy */
      dst->Eval = src->Eval;
   }
   if (mask & GL_FOG_BIT) {
      /* OK to memcpy */
      dst->Fog = src->Fog;
   }
   if (mask & GL_HINT_BIT) {
      /* OK to memcpy */
      dst->Hint = src->Hint;
   }
   if (mask & GL_LIGHTING_BIT) {
      GLuint i;
      /* begin with memcpy */
      dst->Light = src->Light;
      /* fixup linked lists to prevent pointer insanity */
      make_empty_list( &(dst->Light.EnabledList) );
      for (i = 0; i < MAX_LIGHTS; i++) {
         if (dst->Light.Light[i].Enabled) {
            insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
         }
      }
   }
   if (mask & GL_LINE_BIT) {
      /* OK to memcpy */
      dst->Line = src->Line;
   }
   if (mask & GL_LIST_BIT) {
      /* OK to memcpy */
      dst->List = src->List;
   }
   if (mask & GL_PIXEL_MODE_BIT) {
      /* OK to memcpy */
      dst->Pixel = src->Pixel;
   }
   if (mask & GL_POINT_BIT) {
      /* OK to memcpy */
      dst->Point = src->Point;
   }
   if (mask & GL_POLYGON_BIT) {
      /* OK to memcpy */
      dst->Polygon = src->Polygon;
   }
   if (mask & GL_POLYGON_STIPPLE_BIT) {
      /* Use loop instead of memcpy due to problem with Portland Group's
       * C compiler.  Reported by John Stone.
       */
      GLuint i;
      for (i = 0; i < 32; i++) {
         dst->PolygonStipple[i] = src->PolygonStipple[i];
      }
   }
   if (mask & GL_SCISSOR_BIT) {
      /* OK to memcpy */
      dst->Scissor = src->Scissor;
   }
   if (mask & GL_STENCIL_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Stencil = src->Stencil;
   }
   if (mask & GL_TEXTURE_BIT) {
      /* Cannot memcpy because of pointers */
      _mesa_copy_texture_state(src, dst);
   }
   if (mask & GL_TRANSFORM_BIT) {
      /* OK to memcpy */
      dst->Transform = src->Transform;
   }
   if (mask & GL_VIEWPORT_BIT) {
      /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
      dst->Viewport.X = src->Viewport.X;
      dst->Viewport.Y = src->Viewport.Y;
      dst->Viewport.Width = src->Viewport.Width;
      dst->Viewport.Height = src->Viewport.Height;
      dst->Viewport.Near = src->Viewport.Near;
      dst->Viewport.Far = src->Viewport.Far;
      _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
   }

   /* XXX FIXME:  Call callbacks?
    */
   dst->NewState = _NEW_ALL;
}
#endif


/**
 * Check if the given context can render into the given framebuffer
 * by checking visual attributes.
 *
 * Most of these tests could go away because Mesa is now pretty flexible
 * in terms of mixing rendering contexts with framebuffers.  As long
 * as RGB vs. CI mode agree, we're probably good.
 *
 * \return GL_TRUE if compatible, GL_FALSE otherwise.
 */
static GLboolean 
check_compatible(const struct gl_context *ctx, const struct gl_framebuffer *buffer)
{
   const struct gl_config *ctxvis = &ctx->Visual;
   const struct gl_config *bufvis = &buffer->Visual;

   if (ctxvis == bufvis)
      return GL_TRUE;

   if (buffer == _mesa_get_incomplete_framebuffer())
      return GL_TRUE;

#if 0
   /* disabling this fixes the fgl_glxgears pbuffer demo */
   if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode)
      return GL_FALSE;
#endif
   if (ctxvis->stereoMode && !bufvis->stereoMode)
      return GL_FALSE;
   if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer)
      return GL_FALSE;
   if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer)
      return GL_FALSE;
   if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer)
      return GL_FALSE;
   if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask)
      return GL_FALSE;
   if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask)
      return GL_FALSE;
   if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask)
      return GL_FALSE;
#if 0
   /* disabled (see bug 11161) */
   if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits)
      return GL_FALSE;
#endif
   if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits)
      return GL_FALSE;

   return GL_TRUE;
}


/**
 * Do one-time initialization for the given framebuffer.  Specifically,
 * ask the driver for the window's current size and update the framebuffer
 * object to match.
 * Really, the device driver should totally take care of this.
 */
static void
initialize_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
{
   GLuint width, height;
   if (ctx->Driver.GetBufferSize) {
      ctx->Driver.GetBufferSize(fb, &width, &height);
      if (ctx->Driver.ResizeBuffers)
         ctx->Driver.ResizeBuffers(ctx, fb, width, height);
      fb->Initialized = GL_TRUE;
   }
}


/**
 * Check if the viewport/scissor size has not yet been initialized.
 * Initialize the size if the given width and height are non-zero.
 */
void
_mesa_check_init_viewport(struct gl_context *ctx, GLuint width, GLuint height)
{
   if (!ctx->ViewportInitialized && width > 0 && height > 0) {
      /* Note: set flag here, before calling _mesa_set_viewport(), to prevent
       * potential infinite recursion.
       */
      ctx->ViewportInitialized = GL_TRUE;
      _mesa_set_viewport(ctx, 0, 0, width, height);
      _mesa_set_scissor(ctx, 0, 0, width, height);
   }
}


/**
 * Bind the given context to the given drawBuffer and readBuffer and
 * make it the current context for the calling thread.
 * We'll render into the drawBuffer and read pixels from the
 * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc).
 *
 * We check that the context's and framebuffer's visuals are compatible
 * and return immediately if they're not.
 *
 * \param newCtx  the new GL context. If NULL then there will be no current GL
 *                context.
 * \param drawBuffer  the drawing framebuffer
 * \param readBuffer  the reading framebuffer
 */
GLboolean
_mesa_make_current( struct gl_context *newCtx, struct gl_framebuffer *drawBuffer,
                    struct gl_framebuffer *readBuffer )
{
   if (MESA_VERBOSE & VERBOSE_API)
      _mesa_debug(newCtx, "_mesa_make_current()\n");

   /* Check that the context's and framebuffer's visuals are compatible.
    */
   if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) {
      if (!check_compatible(newCtx, drawBuffer)) {
         _mesa_warning(newCtx,
              "MakeCurrent: incompatible visuals for context and drawbuffer");
         return GL_FALSE;
      }
   }
   if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) {
      if (!check_compatible(newCtx, readBuffer)) {
         _mesa_warning(newCtx,
              "MakeCurrent: incompatible visuals for context and readbuffer");
         return GL_FALSE;
      }
   }

   /* We used to call _glapi_check_multithread() here.  Now do it in drivers */
   _glapi_set_context((void *) newCtx);
   ASSERT(_mesa_get_current_context() == newCtx);

   if (!newCtx) {
      _glapi_set_dispatch(NULL);  /* none current */
   }
   else {
      _glapi_set_dispatch(newCtx->CurrentDispatch);

      if (drawBuffer && readBuffer) {
	 /* TODO: check if newCtx and buffer's visual match??? */

         ASSERT(drawBuffer->Name == 0);
         ASSERT(readBuffer->Name == 0);
         _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer);
         _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer);

         /*
          * Only set the context's Draw/ReadBuffer fields if they're NULL
          * or not bound to a user-created FBO.
          */
         if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) {
            /* KW: merge conflict here, revisit. 
             */
            /* fix up the fb fields - these will end up wrong otherwise
             * if the DRIdrawable changes, and everything relies on them.
             * This is a bit messy (same as needed in _mesa_BindFramebufferEXT)
             */
            unsigned int i;
            GLenum buffers[MAX_DRAW_BUFFERS];

            _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer);

            for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) {
               buffers[i] = newCtx->Color.DrawBuffer[i];
            }

            _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL);
         }
         if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) {
            _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer);
         }

         /* XXX only set this flag if we're really changing the draw/read
          * framebuffer bindings.
          */
	 newCtx->NewState |= _NEW_BUFFERS;

#if 1
         /* We want to get rid of these lines: */

#if _HAVE_FULL_GL
         if (!drawBuffer->Initialized) {
            initialize_framebuffer_size(newCtx, drawBuffer);
         }
         if (readBuffer != drawBuffer && !readBuffer->Initialized) {
            initialize_framebuffer_size(newCtx, readBuffer);
         }

	 _mesa_resizebuffers(newCtx);
#endif

#else
         /* We want the drawBuffer and readBuffer to be initialized by
          * the driver.
          * This generally means the Width and Height match the actual
          * window size and the renderbuffers (both hardware and software
          * based) are allocated to match.  The later can generally be
          * done with a call to _mesa_resize_framebuffer().
          *
          * It's theoretically possible for a buffer to have zero width
          * or height, but for now, assert check that the driver did what's
          * expected of it.
          */
         ASSERT(drawBuffer->Width > 0);
         ASSERT(drawBuffer->Height > 0);
#endif

         if (drawBuffer) {
            _mesa_check_init_viewport(newCtx,
                                      drawBuffer->Width, drawBuffer->Height);
         }
      }

      if (newCtx->FirstTimeCurrent) {
         _mesa_compute_version(newCtx);

         newCtx->Extensions.String = _mesa_make_extension_string(newCtx);

         check_context_limits(newCtx);

         /* We can use this to help debug user's problems.  Tell them to set
          * the MESA_INFO env variable before running their app.  Then the
          * first time each context is made current we'll print some useful
          * information.
          */
	 if (_mesa_getenv("MESA_INFO")) {
	    _mesa_print_info();
	 }

	 newCtx->FirstTimeCurrent = GL_FALSE;
      }
   }
   
   return GL_TRUE;
}


/**
 * Make context 'ctx' share the display lists, textures and programs
 * that are associated with 'ctxToShare'.
 * Any display lists, textures or programs associated with 'ctx' will
 * be deleted if nobody else is sharing them.
 */
GLboolean
_mesa_share_state(struct gl_context *ctx, struct gl_context *ctxToShare)
{
   if (ctx && ctxToShare && ctx->Shared && ctxToShare->Shared) {
      struct gl_shared_state *oldSharedState = ctx->Shared;

      ctx->Shared = ctxToShare->Shared;
      
      _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
      ctx->Shared->RefCount++;
      _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);

      update_default_objects(ctx);

      _mesa_release_shared_state(ctx, oldSharedState);

      return GL_TRUE;
   }
   else {
      return GL_FALSE;
   }
}



/**
 * \return pointer to the current GL context for this thread.
 * 
 * Calls _glapi_get_context(). This isn't the fastest way to get the current
 * context.  If you need speed, see the #GET_CURRENT_CONTEXT macro in
 * context.h.
 */
struct gl_context *
_mesa_get_current_context( void )
{
   return (struct gl_context *) _glapi_get_context();
}


/**
 * Get context's current API dispatch table.
 *
 * It'll either be the immediate-mode execute dispatcher or the display list
 * compile dispatcher.
 * 
 * \param ctx GL context.
 *
 * \return pointer to dispatch_table.
 *
 * Simply returns __struct gl_contextRec::CurrentDispatch.
 */
struct _glapi_table *
_mesa_get_dispatch(struct gl_context *ctx)
{
   return ctx->CurrentDispatch;
}

/*@}*/


/**********************************************************************/
/** \name Miscellaneous functions                                     */
/**********************************************************************/
/*@{*/

/**
 * Record an error.
 *
 * \param ctx GL context.
 * \param error error code.
 * 
 * Records the given error code and call the driver's dd_function_table::Error
 * function if defined.
 *
 * \sa
 * This is called via _mesa_error().
 */
void
_mesa_record_error(struct gl_context *ctx, GLenum error)
{
   if (!ctx)
      return;

   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);
   }
}


/**
 * Flush commands and wait for completion.
 */
void
_mesa_finish(struct gl_context *ctx)
{
   FLUSH_CURRENT( ctx, 0 );
   if (ctx->Driver.Finish) {
      ctx->Driver.Finish(ctx);
   }
}


/**
 * Flush commands.
 */
void
_mesa_flush(struct gl_context *ctx)